/**
 * @license
 * Copyright 2010-2022 3d.City.js Authors
 * SPDX-License-Identifier: MIT
 */
/**
 * @license
 * Copyright 2010-2021 Uil.js Authors
 * SPDX-License-Identifier: MIT
 */
/**
 * @author lth / https://github.com/lo-th
 */

// INTENAL FUNCTION

const R = {

	ui: [],

    dom:null,

	ID: null,
    lock:false,
    wlock:false,
    current:-1,

	needReZone: true,
	isEventsInit: false,
    isLeave:false,

    downTime:0,
    prevTime:0,

    prevDefault: ['contextmenu', 'wheel'],
    pointerEvent: ['pointerdown', 'pointermove', 'pointerup'],
    eventOut: ['pointercancel', 'pointerout', 'pointerleave'],

	xmlserializer: null,
	tmpTime: null,
    tmpImage: null,

    oldCursor:'auto',

    input: null,
    parent: null,
    firstImput: true,
    
    hiddenImput:null,
    hiddenSizer:null,
    hasFocus:false,
    startInput:false,
    inputRange : [0,0],
    cursorId : 0,
    str:'',
    pos:0,
    startX:-1,
    moveX:-1,

    debugInput:false,

    isLoop: false,
    listens: [],

    e:{
        type:null,
        clientX:0,
        clientY:0,
        keyCode:NaN,
        key:null,
        delta:0,
    },

    isMobile: false,

    now: null,

    getTime: function() {
        return ( self.performance && self.performance.now ) ? self.performance.now.bind( performance ) : Date.now;
    },

	add: function ( o ) {

        R.ui.push( o );
        R.getZone( o );

        if( !R.isEventsInit ) R.initEvents();

    },

    testMobile: function () {

        let n = navigator.userAgent;
        if (n.match(/Android/i) || n.match(/webOS/i) || n.match(/iPhone/i) || n.match(/iPad/i) || n.match(/iPod/i) || n.match(/BlackBerry/i) || n.match(/Windows Phone/i)) return true;
        else return false;  

    },

    remove: function ( o ) {

        let i = R.ui.indexOf( o );
        
        if ( i !== -1 ) {
            R.removeListen( o );
            R.ui.splice( i, 1 ); 
        }

        if( R.ui.length === 0 ){
            R.removeEvents();
        }

    },

    // ----------------------
    //   EVENTS
    // ----------------------

    initEvents: function () {

        if( R.isEventsInit ) return;

        let dom = document.body;

        R.isMobile = R.testMobile();
        R.now = R.getTime();


        if(!R.isMobile){
            dom.addEventListener( 'wheel', R, { passive: false } );
        } else {
            dom.style.touchAction = 'none';
        }

        
        dom.addEventListener( 'pointercancel', R );
        dom.addEventListener( 'pointerleave', R );
        //dom.addEventListener( 'pointerout', R )

        dom.addEventListener( 'pointermove', R );
        dom.addEventListener( 'pointerdown', R );
        dom.addEventListener( 'pointerup', R );
       

        dom.addEventListener( 'keydown', R, false );
        dom.addEventListener( 'keyup', R, false );
        window.addEventListener( 'resize', R.resize , false );

        //window.onblur = R.out;
        //window.onfocus = R.in;


        R.isEventsInit = true;
        R.dom = dom;

    },

    removeEvents: function () {

        if( !R.isEventsInit ) return;

        let dom = document.body;
            
        if(!R.isMobile){
            dom.removeEventListener( 'wheel', R );
        }
        
        
        dom.removeEventListener( 'pointercancel', R );
        dom.removeEventListener( 'pointerleave', R );
        //dom.removeEventListener( 'pointerout', R );

        dom.removeEventListener( 'pointermove', R );
        dom.removeEventListener( 'pointerdown', R );
        dom.removeEventListener( 'pointerup', R );
        

        dom.removeEventListener( 'keydown', R );
        dom.removeEventListener( 'keyup', R );
        window.removeEventListener( 'resize', R.resize  );

        R.isEventsInit = false;

    },

    resize: function () {

        R.needReZone = true;

        let i = R.ui.length, u;
        
        while( i-- ){

            u = R.ui[i];
            if( u.isGui && !u.isCanvasOnly && u.autoResize ) u.calc();
        
        }

    },

    out: function () {

        console.log('im am out');
        R.clearOldID();

    },

    in: function () {

        console.log('im am in');
      //  R.clearOldID();

    },

    // ----------------------
    //   HANDLE EVENTS
    // ----------------------

    fakeUp: function(){

        this.handleEvent( {type:'pointerup'} );

    },
    

    handleEvent: function ( event ) {

        //if(!event.type) return;

        if( R.prevDefault.indexOf( event.type ) !== -1 ) event.preventDefault(); 

        R.findZone();
       
        let e = R.e;
        let leave = false;
        
        if( event.type === 'keydown') R.keydown( event );
        if( event.type === 'keyup') R.keyup( event );

        if( event.type === 'wheel' ) e.delta = event.deltaY > 0 ? 1 : -1;
        else e.delta = 0;

        let ptype = event.pointerType; // mouse, pen, touch

        e.clientX = ( ptype === 'touch' ? event.pageX : event.clientX ) || 0;
        e.clientY = ( ptype === 'touch' ? event.pageY : event.clientY ) || 0;

        e.type = event.type;

        if( R.eventOut.indexOf( event.type ) !== -1 ){ 
            leave = true;
            e.type = 'mouseup';
        }

        if( event.type === 'pointerleave'){ R.isLeave = true; }

        if( event.type === 'pointerdown') e.type = 'mousedown';
        if( event.type === 'pointerup') e.type = 'mouseup';
        if( event.type === 'pointermove'){ 
            if( R.isLeave ){ 
                // if user resize outside this document
                R.isLeave = false;
                R.resize();
            }
            e.type = 'mousemove';
        }

        // double click test
        if( e.type === 'mousedown' ) {
            R.downTime = R.now();
            let time = R.downTime - R.prevTime;

            // double click on imput
            if( time < 200 ) { R.selectAll(); return false }
   
            R.prevTime = R.downTime;
        }

        // for imput
        if( e.type === 'mousedown' ) R.clearInput();

        // mouse lock
        if( e.type === 'mousedown' ) R.lock = true;
        if( e.type === 'mouseup' ) R.lock = false;

        //if( R.current !== null && R.current.neverlock ) R.lock = false;

        /*if( e.type === 'mousedown' && event.button === 1){
            R.cursor()
            e.preventDefault();
            e.stopPropagation();
        }*/

        if( R.isMobile && e.type === 'mousedown' ) R.findID( e );
        if( e.type === 'mousemove' && !R.lock ) R.findID( e );
        
        if( R.ID !== null ){

            if( R.ID.isCanvasOnly ) {

                e.clientX = R.ID.mouse.x;
                e.clientY = R.ID.mouse.y;

            }

            R.ID.handleEvent( e );

        }

        if( R.isMobile && e.type === 'mouseup' ) R.clearOldID();
        if( leave ) R.clearOldID();


    },

    // ----------------------
    //   ID
    // ----------------------

    findID: function ( e ) {

        let i = R.ui.length, next = -1, u, x, y;

        while( i-- ){

            u = R.ui[i];

            if( u.isCanvasOnly ) {

                x = u.mouse.x;
                y = u.mouse.y;

            } else {

                x = e.clientX;
                y = e.clientY;

            }

            if( R.onZone( u, x, y ) ){ 
                
                next = i;
                
                if( next !== R.current ){
                    R.clearOldID();
                    R.current = next;
                    R.ID = u;
                }
                break;
            }
                
        }

        if( next === -1 ) R.clearOldID();

    },

    clearOldID: function () {

        if( !R.ID ) return;
        R.current = -1;
        R.ID.reset();
        R.ID = null;
        R.cursor();

    },

    // ----------------------
    //   GUI / GROUP FUNCTION
    // ----------------------

    calcUis: function ( uis, zone, py ) {

        //console.log('calc_uis')

        let i = uis.length, u, px = 0, n = 0, tw;
        let height = 0;
        let m = 1;

        while( i-- ){

            u = uis[n];
            n++;

            if( u.isGroup ) u.calcUis();

            u.zone.w = u.w;
            u.zone.h = u.h;
            m = u.margin;

            if( !u.autoWidth ){

                if( px===0 ){ 
                    height += u.h + m;

                } 

                u.zone.x = zone.x + px;
                u.zone.y = py;

                tw = R.getWidth(u);
                if( tw ) u.zone.w = u.w = tw;
                // focrce width if content is canvas
                else if( u.fw ) u.zone.w = u.w = u.fw;
                

                //console.log( u.name, u.zone.w, u.w, zone, tw )
                //console.log(  tw )
                px += u.zone.w;

                if( px >= zone.w ) { 
                    py += u.h + m; 
                    px = 0; 
                }

            } else {

                px = 0;

                u.zone.x = zone.x;
                u.zone.y = py;
                py += u.h + m;

                height += u.h + m;

            }

        }

        return height

    },


	findTarget: function ( uis, e ) {

        let i = uis.length;

        while( i-- ){
            if( R.onZone( uis[i], e.clientX, e.clientY ) ) return i
        }

        return -1;

    },

    // ----------------------
    //   ZONE
    // ----------------------

    findZone: function ( force ) {

        if( !R.needReZone && !force ) return;

        var i = R.ui.length, u;

        while( i-- ){ 

            u = R.ui[i];
            R.getZone( u );
            if( u.isGui ) u.calcUis();

        }

        R.needReZone = false;

    },

    onZone: function ( o, x, y ) {

        if( x === undefined || y === undefined ) return false;

        let z = o.zone;
        let mx = x - z.x;
        let my = y - z.y;

        let over = ( mx >= 0 ) && ( my >= 0 ) && ( mx <= z.w ) && ( my <= z.h );

        if( over ) o.local.set( mx, my );
        else o.local.neg();

        return over;

    },

    getWidth: function ( o ) {



        //return o.getDom().offsetWidth
        return o.getDom().clientWidth

        //let r = o.getDom().getBoundingClientRect();
        //return (r.width)
        //return Math.floor(r.width)

    },

    getZone: function ( o ) {

        if( o.isCanvasOnly ) return;
        let r = o.getDom().getBoundingClientRect();

        //if( !r.width ) return
        //o.zone = { x:Math.floor(r.left), y:Math.floor(r.top), w:Math.floor(r.width), h:Math.floor(r.height) };
        //o.zone = { x:Math.round(r.left), y:Math.round(r.top), w:Math.round(r.width), h:Math.round(r.height) };
        o.zone = { x:r.left, y:r.top, w:r.width, h:r.height };

        //console.log(o.name, o.zone)

    },

    // ----------------------
    //   CURSOR
    // ----------------------

    cursor: function ( name ) {

        name = name ? name : 'auto';
        if( name !== R.oldCursor ){
            document.body.style.cursor = name;
            R.oldCursor = name;
        }

    },

    // ----------------------
    //   CANVAS
    // ----------------------

    toCanvas: function ( o, w, h, force ) {

        if( !R.xmlserializer ) R.xmlserializer = new XMLSerializer();

        // prevent exesive redraw

        if( force && R.tmpTime !== null ) { clearTimeout(R.tmpTime); R.tmpTime = null;  }

        if( R.tmpTime !== null ) return;

        if( R.lock ) R.tmpTime = setTimeout( function(){ R.tmpTime = null; }, 10 );

        ///

        let isNewSize = false;
        if( w !== o.canvas.width || h !== o.canvas.height ) isNewSize = true;

        if( R.tmpImage === null ) R.tmpImage = new Image();

        let img = R.tmpImage; //new Image();

        let htmlString = R.xmlserializer.serializeToString( o.content );
        
        let svg = '<svg xmlns="http://www.w3.org/2000/svg" width="'+w+'" height="'+h+'"><foreignObject style="pointer-events: none; left:0;" width="100%" height="100%">'+ htmlString +'</foreignObject></svg>';

        img.onload = function() {

            let ctx = o.canvas.getContext("2d");

            if( isNewSize ){ 
                o.canvas.width = w;
                o.canvas.height = h;
            }else {
                ctx.clearRect( 0, 0, w, h );
            }
            ctx.drawImage( this, 0, 0 );

            o.onDraw();

        };

        img.src = "data:image/svg+xml;charset=utf-8," + encodeURIComponent(svg);
        //img.src = 'data:image/svg+xml;base64,'+ window.btoa( svg );
        img.crossOrigin = '';


    },

    // ----------------------
    //   INPUT
    // ----------------------

    setHidden: function () {


        if( R.hiddenImput === null ){

            //let css = R.parent.css.txtselect + 'padding:0; width:auto; height:auto; '
            //let css = R.parent.css.txt + 'padding:0; width:auto; height:auto; text-shadow:none;'
            //css += 'left:10px; top:auto; border:none; color:#FFF; background:#000;' + hide;

            R.hiddenImput = document.createElement('input');
            R.hiddenImput.type = 'text';
            //R.hiddenImput.style.cssText = css + 'bottom:30px;' + (R.debugInput ? '' : 'transform:scale(0);');

            R.hiddenSizer = document.createElement('div');
            //R.hiddenSizer.style.cssText = css + 'bottom:60px;';
            
            document.body.appendChild( R.hiddenImput );
            document.body.appendChild( R.hiddenSizer );

        }

        let hide = R.debugInput ? '' : 'opacity:0; zIndex:0;';
        let css = R.parent.css.txtselect + 'padding:0; width:auto; height:auto; left:10px; top:auto; color:#FFF; background:#000;'+ hide;
        R.hiddenImput.style.cssText = css + 'bottom:10px;' + (R.debugInput ? '' : 'transform:scale(0);');
        R.hiddenSizer.style.cssText = css + 'bottom:40px;';

        R.hiddenImput.style.width = R.input.clientWidth + 'px';
        R.hiddenImput.value = R.str;
        R.hiddenSizer.innerHTML = R.str;

        R.hasFocus = true;

    },

    clearHidden: function ( p ) {

        if( R.hiddenImput === null ) return;
        R.hasFocus = false;

    },

    clickPos: function( x ){

        let i = R.str.length, l = 0, n = 0;
        while( i-- ){
            l += R.textWidth( R.str[n] );
            if( l >= x ) break;
            n++;
        }
        return n;

    },

    upInput: function ( x, down ) {

        if( R.parent === null ) return false;

        let up = false;
     
        if( down ){

            let id = R.clickPos( x );

            R.moveX = id;

            if( R.startX === -1 ){ 

                R.startX = id;
                R.cursorId = id;
                R.inputRange = [ R.startX, R.startX ];

            } else {
            
                let isSelection = R.moveX !== R.startX;

                if( isSelection ){
                    if( R.startX > R.moveX ) R.inputRange = [ R.moveX, R.startX ];
                    else R.inputRange = [ R.startX, R.moveX ];    
                }
            }

            up = true;
            
        } else {

            if( R.startX !== -1 ){

                R.hasFocus = true;
                R.hiddenImput.focus();
                R.hiddenImput.selectionStart = R.inputRange[0];
                R.hiddenImput.selectionEnd = R.inputRange[1];
                R.startX = -1;

                up = true;

            }

        }

        if( up ) R.selectParent();

        return up;

    },

    selectAll: function (){

        if(!R.parent) return

        R.str = R.input.textContent;
        R.inputRange = [0, R.str.length ];
        R.hasFocus = true;
        R.hiddenImput.focus();
        R.hiddenImput.selectionStart = R.inputRange[0];
        R.hiddenImput.selectionEnd = R.inputRange[1];
        R.cursorId = R.inputRange[1];
        R.selectParent();

    },

    selectParent: function (){

        var c = R.textWidth( R.str.substring( 0, R.cursorId ));
        var e = R.textWidth( R.str.substring( 0, R.inputRange[0] ));
        var s = R.textWidth( R.str.substring( R.inputRange[0],  R.inputRange[1] ));

        R.parent.select( c, e, s, R.hiddenSizer.innerHTML );

    },

    textWidth: function ( text ){

        if( R.hiddenSizer === null ) return 0;
        text = text.replace(/ /g, '&nbsp;');
        R.hiddenSizer.innerHTML = text;
        return R.hiddenSizer.clientWidth;

    },


    clearInput: function () {

        if( R.parent === null ) return;
        if( !R.firstImput ) R.parent.validate( true );

        R.clearHidden();
        R.parent.unselect();

        //R.input.style.background = 'none';
        R.input.style.background = R.parent.colors.back;
        R.input.style.borderColor = R.parent.colors.border;
        //R.input.style.color = R.parent.colors.text;
        R.parent.isEdit = false;

        R.input = null;
        R.parent = null;
        R.str = '',
        R.firstImput = true;

    },

    setInput: function ( Input, parent ) {

        R.clearInput();
        
        R.input = Input;
        R.parent = parent;

        R.input.style.background = R.parent.colors.backoff;
        R.input.style.borderColor = R.parent.colors.select;
        //R.input.style.color = R.parent.colors.textSelect;
        R.str = R.input.textContent;

        R.setHidden();

    },

    keydown: function ( e ) {

        if( R.parent === null ) return;

        let keyCode = e.which; e.shiftKey;

        //console.log( keyCode )

        R.firstImput = false;


        if (R.hasFocus) {
            // hack to fix touch event bug in iOS Safari
            window.focus();
            R.hiddenImput.focus();

        }


        R.parent.isEdit = true;

       // e.preventDefault();

        // add support for Ctrl/Cmd+A selection
        //if ( keyCode === 65 && (e.ctrlKey || e.metaKey )) {
            //R.selectText();
            //e.preventDefault();
            //return self.render();
        //}

        if( keyCode === 13 ){ //enter

            R.clearInput();

        //} else if( keyCode === 9 ){ //tab key

           // R.input.textContent = '';

        } else {

            if( R.input.isNum ){
                if ( ((e.keyCode > 47) && (e.keyCode < 58)) || ((e.keyCode > 95) && (e.keyCode < 106)) || e.keyCode === 190 || e.keyCode === 110 || e.keyCode === 8 || e.keyCode === 109 ){
                    R.hiddenImput.readOnly = false;
                } else {
                    R.hiddenImput.readOnly = true;
                }
            } else {
                R.hiddenImput.readOnly = false;
            }

        }

    },

    keyup: function ( e ) {

        if( R.parent === null ) return;

        R.str = R.hiddenImput.value;

        if( R.parent.allEqual ) R.parent.sameStr( R.str );// numeric samùe value
        else R.input.textContent = R.str;

        R.cursorId = R.hiddenImput.selectionStart;
        R.inputRange = [ R.hiddenImput.selectionStart, R.hiddenImput.selectionEnd ];

        R.selectParent();

        //if( R.parent.allway ) 
        R.parent.validate();

    },

    // ----------------------
    //
    //   LISTENING
    //
    // ----------------------

    loop: function () {

        if( R.isLoop ) requestAnimationFrame( R.loop );
        R.update();

    },

    update: function () {

        let i = R.listens.length;
        while( i-- ) R.listens[i].listening();

    },

    removeListen: function ( proto ) {

        let id = R.listens.indexOf( proto );
        if( id !== -1 ) R.listens.splice(id, 1);
        if( R.listens.length === 0 ) R.isLoop = false;

    },

    addListen: function ( proto ) {

        let id = R.listens.indexOf( proto );

        if( id !== -1 ) return false; 

        R.listens.push( proto );

        if( !R.isLoop ){
            R.isLoop = true;
            R.loop();
        }

        return true;

    },

};

const Roots = R;

/**
 * @author lth / https://github.com/lo-th
 */

const T = {

    transition: 0.2,

    frag: document.createDocumentFragment(),

    colorRing: null,
    joystick_0: null,
    joystick_1: null,
    circular: null,
    knob: null,
    pad2d: null,

    svgns: "http://www.w3.org/2000/svg",
    links: "http://www.w3.org/1999/xlink",
    htmls: "http://www.w3.org/1999/xhtml",

    DOM_SIZE: [ 'height', 'width', 'top', 'left', 'bottom', 'right', 'margin-left', 'margin-right', 'margin-top', 'margin-bottom'],
    SVG_TYPE_D: [ 'pattern', 'defs', 'transform', 'stop', 'animate', 'radialGradient', 'linearGradient', 'animateMotion', 'use', 'filter', 'feColorMatrix' ],
    SVG_TYPE_G: [ 'svg', 'rect', 'circle', 'path', 'polygon', 'text', 'g', 'line', 'foreignObject' ],

    PI: Math.PI,
    TwoPI: Math.PI*2,
    pi90: Math.PI * 0.5,
    pi60: Math.PI/3,
    
    torad: Math.PI / 180,
    todeg: 180 / Math.PI,

    clamp: function (v, min, max) {

        v = v < min ? min : v;
        v = v > max ? max : v;
        return v;

    },

    size: {  w: 240, h: 20, p: 30, s: 8 },

    // ----------------------
    //   COLOR
    // ----------------------

    defineColor: function( o, cc = T.colors ) {

        let color = { ...cc };

        let textChange = ['fontFamily', 'fontWeight', 'fontShadow', 'fontSize' ];
        let changeText = false;

        if( o.font ) o.fontFamily = o.font;
        if( o.shadow ) o.fontShadow = o.shadow;
        if( o.weight ) o.fontWeight = o.weight;

        if( o.fontColor ) o.text = o.fontColor;
        if( o.color ) o.text = o.color;

        if( o.text ){
            color.text = o.text;
            if( !o.fontColor && !o.color ){ 
                color.title = T.ColorLuma( o.text, -0.25 );
                color.titleoff = T.ColorLuma( o.text, -0.5 );
            }
            color.textOver = T.ColorLuma( o.text, 0.25 );
            color.textSelect = T.ColorLuma( o.text, 0.5 );
        }

        if( o.button ){
            color.button = o.button;
            color.border = T.ColorLuma( o.button, 0.1 );
            color.overoff = T.ColorLuma( o.button, 0.2 );
        }

        if( o.select ){
            color.select = o.select;
            color.over = T.ColorLuma( o.select, -0.1 );
        }

        if( o.itemBg ) o.back = o.itemBg;

        if( o.back ){
            color.back = o.back;
            color.backoff = T.ColorLuma( o.back, -0.1 );
        }

        if( o.fontSelect ) color.textSelect = o.fontSelect;
        if( o.groupBorder ) color.gborder = o.groupBorder;

        if( o.transparent ) o.bg = 'none';
        if( o.bg ) color.background = color.backgroundOver = o.bg;
        if( o.bgOver ) color.backgroundOver = o.bgOver;

        for( let m in color ){
            if(o[m]) color[m] = o[m];
        }

        for( let m in o ){
            if( textChange.indexOf(m) !== -1 ) changeText = true; 
        }

        if( changeText ) T.defineText( color );

        return color

    },

    colors: {

        content:'none',
        background: 'rgba(50,50,50,0.3)',
        backgroundOver: 'rgba(50,50,50,0.4)',

        title : '#CCC',
        titleoff : '#BBB',
        text : '#DDD',
        textOver : '#EEE',
        textSelect : '#FFF',
        
        //inputBg: 'rgba(0,0,0,0.25)',
        //itemBg:'rgba(0,0,0,0.25)',

        back:'rgba(0,0,0,0.2)',
        backoff:'rgba(0,0,0,0.3)',
        //inputOver: 'rgba(0,0,0,0.2)',

        // input and button border
        border : '#4c4c4c',
        borderSize : 1,
        gborder : 'none',

        button : '#3c3c3c',
        overoff : '#5c5c5c',
        over : '#024699',
        select : '#308AFF',
        action: '#FF3300',
        

        //fontFamily: 'Tahoma',
        fontFamily: 'Consolas,monaco,monospace',
        fontWeight: 'normal',
        fontShadow: '#000',
        fontSize:12,


        radius:4,
        hide: 'rgba(0,0,0,0)',

    },

    // style css

    css : {

        //unselect: '-o-user-select:none; -ms-user-select:none; -khtml-user-select:none; -webkit-user-select:none; -moz-user-select:none;', 
        basic: 'position:absolute; pointer-events:none; box-sizing:border-box; margin:0; padding:0; overflow:hidden; ' + '-o-user-select:none; -ms-user-select:none; -khtml-user-select:none; -webkit-user-select:none; -moz-user-select:none;',
        button:'display:flex; justify-content:center; align-items:center; text-align:center;',

        /*txt: T.css.basic + 'font-family:'+ T.colors.fontFamily +'; font-size:'+T.colors.fontSize+'px; color:'+T.colors.text+'; padding:2px 10px; left:0; top:2px; height:16px; width:100px; overflow:hidden; white-space: nowrap;',
        txtselect:  T.css.txt + 'display:flex; justify-content:left; align-items:center; text-align:left;' +'padding:2px 5px; border:1px dashed ' + T.colors.border + '; background:'+ T.colors.txtselectbg+';',
        item: T.css.txt + 'position:relative; background:rgba(0,0,0,0.2); margin-bottom:1px;',*/
    },

    // svg path

    svgs: {

        group:'M 7 7 L 7 8 8 8 8 7 7 7 M 5 7 L 5 8 6 8 6 7 5 7 M 3 7 L 3 8 4 8 4 7 3 7 M 7 5 L 7 6 8 6 8 5 7 5 M 6 6 L 6 5 5 5 5 6 6 6 M 7 3 L 7 4 8 4 8 3 7 3 M 6 4 L 6 3 5 3 5 4 6 4 M 3 5 L 3 6 4 6 4 5 3 5 M 3 3 L 3 4 4 4 4 3 3 3 Z',
        arrow:'M 3 8 L 8 5 3 2 3 8 Z',
        arrowDown:'M 5 8 L 8 3 2 3 5 8 Z',
        arrowUp:'M 5 2 L 2 7 8 7 5 2 Z',

        solid:'M 13 10 L 13 1 4 1 1 4 1 13 10 13 13 10 M 11 3 L 11 9 9 11 3 11 3 5 5 3 11 3 Z',
        body:'M 13 10 L 13 1 4 1 1 4 1 13 10 13 13 10 M 11 3 L 11 9 9 11 3 11 3 5 5 3 11 3 M 5 4 L 4 5 4 10 9 10 10 9 10 4 5 4 Z',
        vehicle:'M 13 6 L 11 1 3 1 1 6 1 13 3 13 3 11 11 11 11 13 13 13 13 6 M 2.4 6 L 4 2 10 2 11.6 6 2.4 6 M 12 8 L 12 10 10 10 10 8 12 8 M 4 8 L 4 10 2 10 2 8 4 8 Z',
        articulation:'M 13 9 L 12 9 9 2 9 1 5 1 5 2 2 9 1 9 1 13 5 13 5 9 4 9 6 5 8 5 10 9 9 9 9 13 13 13 13 9 Z',
        character:'M 13 4 L 12 3 9 4 5 4 2 3 1 4 5 6 5 8 4 13 6 13 7 9 8 13 10 13 9 8 9 6 13 4 M 6 1 L 6 3 8 3 8 1 6 1 Z',
        terrain:'M 13 8 L 12 7 Q 9.06 -3.67 5.95 4.85 4.04 3.27 2 7 L 1 8 7 13 13 8 M 3 8 Q 3.78 5.420 5.4 6.6 5.20 7.25 5 8 L 7 8 Q 8.39 -0.16 11 8 L 7 11 3 8 Z',
        joint:'M 7.7 7.7 Q 8 7.45 8 7 8 6.6 7.7 6.3 7.45 6 7 6 6.6 6 6.3 6.3 6 6.6 6 7 6 7.45 6.3 7.7 6.6 8 7 8 7.45 8 7.7 7.7 M 3.35 8.65 L 1 11 3 13 5.35 10.65 Q 6.1 11 7 11 8.28 11 9.25 10.25 L 7.8 8.8 Q 7.45 9 7 9 6.15 9 5.55 8.4 5 7.85 5 7 5 6.54 5.15 6.15 L 3.7 4.7 Q 3 5.712 3 7 3 7.9 3.35 8.65 M 10.25 9.25 Q 11 8.28 11 7 11 6.1 10.65 5.35 L 13 3 11 1 8.65 3.35 Q 7.9 3 7 3 5.7 3 4.7 3.7 L 6.15 5.15 Q 6.54 5 7 5 7.85 5 8.4 5.55 9 6.15 9 7 9 7.45 8.8 7.8 L 10.25 9.25 Z',
        ray:'M 9 11 L 5 11 5 12 9 12 9 11 M 12 5 L 11 5 11 9 12 9 12 5 M 11.5 10 Q 10.9 10 10.45 10.45 10 10.9 10 11.5 10 12.2 10.45 12.55 10.9 13 11.5 13 12.2 13 12.55 12.55 13 12.2 13 11.5 13 10.9 12.55 10.45 12.2 10 11.5 10 M 9 10 L 10 9 2 1 1 2 9 10 Z',
        collision:'M 11 12 L 13 10 10 7 13 4 11 2 7.5 5.5 9 7 7.5 8.5 11 12 M 3 2 L 1 4 4 7 1 10 3 12 8 7 3 2 Z',
        map:'M 13 1 L 1 1 1 13 13 13 13 1 M 12 2 L 12 7 7 7 7 12 2 12 2 7 7 7 7 2 12 2 Z',
        material:'M 13 1 L 1 1 1 13 13 13 13 1 M 12 2 L 12 7 7 7 7 12 2 12 2 7 7 7 7 2 12 2 Z',
        texture:'M 13 4 L 13 1 1 1 1 4 5 4 5 13 9 13 9 4 13 4 Z',
        object:'M 10 1 L 7 4 4 1 1 1 1 13 4 13 4 5 7 8 10 5 10 13 13 13 13 1 10 1 Z',
        none:'M 9 5 L 5 5 5 9 9 9 9 5 Z',
        cursor:'M 4 7 L 1 10 1 12 2 13 4 13 7 10 9 14 14 0 0 5 4 7 Z',

    },


    getImput: function(){

        return Roots.input ? true : false

    },

    setStyle : function ( data ){

        for ( var o in data ){
            if( T.colors[o] ) T.colors[o] = data[o];
        }

        T.setText();

    },

    // ----------------------
    // custom text
    // ----------------------

    defineText: function( o ){

        T.setText( o.fontSize, o.text, o.fontFamily, o.fontShadow, o.fontWeight );

    },

    setText: function( size, color, font, shadow, weight ){

        let cc = T.colors;

        if( font === undefined ) font = cc.fontFamily;
        if( size === undefined ) size = cc.fontSize;
        if( shadow === undefined ) shadow = cc.fontShadow;
        if( weight === undefined ) weight = cc.fontWeight;
        if( color === undefined ) color = cc.text;
        

        let align = 'display:flex; justify-content:left; align-items:center; text-align:left;';

        T.css.txt = T.css.basic + align + 'font-family:'+ font +'; font-weight:'+weight+'; font-size:'+size+'px; color:'+cc.text+'; padding:0px 10px; left:0; top:2px; height:16px; width:100px; overflow:hidden; white-space: nowrap;';
        if( shadow !== 'none' ) T.css.txt += ' text-shadow: 1px 1px 1px '+shadow+';';

        T.css.txtselect = T.css.txt + 'padding:0px 4px; border:1px dashed ' + cc.border + ';';
        //T.css.item = T.css.txt + ' position:relative; margin-bottom:1px; '//display:block; padding:4px 4px;';//
        T.css.item = T.css.txt + ' position:relative; margin-bottom:1px; display:block; padding:2px 4px;';//

    },


    // note

    //https://developer.mozilla.org/fr/docs/Web/CSS/css_flexible_box_layout/aligning_items_in_a_flex_container

    /*cloneColor: function () {

        let cc = Object.assign({}, T.colors );
        return cc;

    },*/

    // intern function

    cloneCss: function () {

        //let cc = Object.assign({}, T.css );
        return { ...T.css };

    },

    clone: function ( o ) {

        return o.cloneNode( true );

    },

    setSvg: function( dom, type, value, id, id2 ){

        if( id === -1 ) dom.setAttributeNS( null, type, value );
        else if( id2 !== undefined ) dom.childNodes[ id || 0 ].childNodes[ id2 || 0 ].setAttributeNS( null, type, value );
        else dom.childNodes[ id || 0 ].setAttributeNS( null, type, value );

    },

    setCss: function( dom, css ){

        for( let r in css ){
            if( T.DOM_SIZE.indexOf(r) !== -1 ) dom.style[r] = css[r] + 'px';
            else dom.style[r] = css[r];
        }

    },

    set: function( g, o ){

        for( let att in o ){
            if( att === 'txt' ) g.textContent = o[ att ];
            if( att === 'link' ) g.setAttributeNS( T.links, 'xlink:href', o[ att ] );
            else g.setAttributeNS( null, att, o[ att ] );
        }
        
    },

    get: function( dom, id ){

        if( id === undefined ) return dom; // root
        else if( !isNaN( id ) ) return dom.childNodes[ id ]; // first child
        else if( id instanceof Array ){
            if(id.length === 2) return dom.childNodes[ id[0] ].childNodes[ id[1] ];
            if(id.length === 3) return dom.childNodes[ id[0] ].childNodes[ id[1] ].childNodes[ id[2] ];
        }

    },

    dom : function ( type, css, obj, dom, id ) {

        type = type || 'div';

        if( T.SVG_TYPE_D.indexOf(type) !== -1 || T.SVG_TYPE_G.indexOf(type) !== -1 ){ // is svg element

            if( type ==='svg' ){

                dom = document.createElementNS( T.svgns, 'svg' );
                T.set( dom, obj );

          /*  } else if ( type === 'use' ) {

                dom = document.createElementNS( T.svgns, 'use' );
                T.set( dom, obj );
*/
            } else {
                // create new svg if not def
                if( dom === undefined ) dom = document.createElementNS( T.svgns, 'svg' );
                T.addAttributes( dom, type, obj, id );

            }
            
        } else { // is html element

            if( dom === undefined ) dom = document.createElementNS( T.htmls, type );
            else dom = dom.appendChild( document.createElementNS( T.htmls, type ) );

        }

        if( css ) dom.style.cssText = css; 

        if( id === undefined ) return dom;
        else return dom.childNodes[ id || 0 ];

    },

    addAttributes : function( dom, type, o, id ){

        let g = document.createElementNS( T.svgns, type );
        T.set( g, o );
        T.get( dom, id ).appendChild( g );
        if( T.SVG_TYPE_G.indexOf(type) !== -1 ) g.style.pointerEvents = 'none';
        return g;

    },

    clear : function( dom ){

        T.purge( dom );
        while (dom.firstChild) {
            if ( dom.firstChild.firstChild ) T.clear( dom.firstChild );
            dom.removeChild( dom.firstChild ); 
        }

    },

    purge : function ( dom ) {

        let a = dom.attributes, i, n;
        if (a) {
            i = a.length;
            while(i--){
                n = a[i].name;
                if (typeof dom[n] === 'function') dom[n] = null;
            }
        }
        a = dom.childNodes;
        if (a) {
            i = a.length;
            while(i--){ 
                T.purge( dom.childNodes[i] ); 
            }
        }

    },

    // ----------------------
    //   SVG Effects function
    // ----------------------

    addSVGGlowEffect: function () {

        if ( document.getElementById( 'UILGlow') !== null ) return;

        let svgFilter = T.initUILEffects();

        let filter = T.addAttributes( svgFilter, 'filter', { id: 'UILGlow', x: '-20%', y: '-20%', width: '140%', height: '140%' } );
        T.addAttributes( filter, 'feGaussianBlur', { in: 'SourceGraphic', stdDeviation: '3', result: 'uilBlur' } );
        let feMerge = T.addAttributes( filter, 'feMerge', {  } );
        
        for( let i = 0; i <= 3; i++ ) {

            T.addAttributes( feMerge, 'feMergeNode', { in: 'uilBlur' } );
        
        }

        T.addAttributes( feMerge, 'feMergeNode', { in: 'SourceGraphic' } );

    },

    initUILEffects: function () {

        let svgFilter = document.getElementById( 'UILSVGEffects');
        
        if ( svgFilter === null ) {
            
            svgFilter = T.dom( 'svg', undefined , { id: 'UILSVGEffects', width: '0', height: '0' } );
            document.body.appendChild( svgFilter );
 
        }

        return svgFilter;

    },

    // ----------------------
    //   Color function
    // ----------------------

    ColorLuma : function ( hex, l ) {

        if( hex === 'n' ) hex = '#000';

        // validate hex string
        hex = String(hex).replace(/[^0-9a-f]/gi, '');
        if (hex.length < 6) {
            hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2];
        }
        l = l || 0;

        // convert to decimal and change luminosity
        let rgb = "#", c, i;
        for (i = 0; i < 3; i++) {
            c = parseInt(hex.substr(i*2,2), 16);
            c = Math.round(Math.min(Math.max(0, c + (c * l)), 255)).toString(16);
            rgb += ("00"+c).substr(c.length);
        }

        return rgb;

    },

    findDeepInver: function ( c ) { 

        return (c[0] * 0.3 + c[1] * .59 + c[2] * .11) <= 0.6;
        
    },

    lerpColor: function( c1, c2, factor ) {
        let newColor = {};
        for ( let i = 0; i < 3; i++ ) {
          newColor[i] = c1[ i ] + ( c2[ i ] - c1[ i ] ) * factor;
        }
        return newColor;
    },

    hexToHtml: function ( v ) { 
        v = v === undefined ? 0x000000 : v;
        return "#" + ("000000" + v.toString(16)).substr(-6);
        
    },

    htmlToHex: function ( v ) { 

        return v.toUpperCase().replace("#", "0x");

    },

    u255: function (c, i) {

        return parseInt(c.substring(i, i + 2), 16) / 255;

    },

    u16: function ( c, i ) {

        return parseInt(c.substring(i, i + 1), 16) / 15;

    },

    unpack: function( c ){

        if (c.length == 7) return [ T.u255(c, 1), T.u255(c, 3), T.u255(c, 5) ];
        else if (c.length == 4) return [ T.u16(c,1), T.u16(c,2), T.u16(c,3) ];

    },

    p255: function ( c ) {
        let h = Math.round( ( c * 255 ) ).toString( 16 );
        if ( h.length < 2 ) h = '0' + h;
        return h;
    },

    pack: function ( c ) {

        return '#' + T.p255( c[ 0 ] ) + T.p255( c[ 1 ] ) + T.p255( c[ 2 ] );

    },

    htmlRgb: function( c ){

        return 'rgb(' + Math.round(c[0] * 255) + ','+ Math.round(c[1] * 255) + ','+ Math.round(c[2] * 255) + ')';

    },

    pad: function( n ){
        if(n.length == 1)n = '0' + n;
        return n;
    },

    rgbToHex : function( c ){

        let r = Math.round(c[0] * 255).toString(16);
        let g = Math.round(c[1] * 255).toString(16);
        let b = Math.round(c[2] * 255).toString(16);
        return '#' + T.pad(r) + T.pad(g) + T.pad(b);

       // return '#' + ( '000000' + ( ( c[0] * 255 ) << 16 ^ ( c[1] * 255 ) << 8 ^ ( c[2] * 255 ) << 0 ).toString( 16 ) ).slice( - 6 );

    },

    hueToRgb: function( p, q, t ){

        if ( t < 0 ) t += 1;
        if ( t > 1 ) t -= 1;
        if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
        if ( t < 1 / 2 ) return q;
        if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
        return p;

    },

    rgbToHsl: function ( c ) {

        let r = c[0], g = c[1], b = c[2], min = Math.min(r, g, b), max = Math.max(r, g, b), delta = max - min, h = 0, s = 0, l = (min + max) / 2;
        if (l > 0 && l < 1) s = delta / (l < 0.5 ? (2 * l) : (2 - 2 * l));
        if (delta > 0) {
            if (max == r && max != g) h += (g - b) / delta;
            if (max == g && max != b) h += (2 + (b - r) / delta);
            if (max == b && max != r) h += (4 + (r - g) / delta);
            h /= 6;
        }
        return [ h, s, l ];

    },

    hslToRgb: function ( c ) {

        let p, q, h = c[0], s = c[1], l = c[2];

        if ( s === 0 ) return [ l, l, l ];
        else {
            q = l <= 0.5 ? l * (s + 1) : l + s - ( l * s );
            p = l * 2 - q;
            return [ T.hueToRgb(p, q, h + 0.33333), T.hueToRgb(p, q, h), T.hueToRgb(p, q, h - 0.33333) ];
        }

    },

    // ----------------------
    //   SVG MODEL
    // ----------------------

    makeGradiant: function ( type, settings, parent, colors ) {

        T.dom( type, null, settings, parent, 0 );

        let n = parent.childNodes[0].childNodes.length - 1, c;

        for( let i = 0; i < colors.length; i++ ){

            c = colors[i];
            //T.dom( 'stop', null, { offset:c[0]+'%', style:'stop-color:'+c[1]+'; stop-opacity:'+c[2]+';' }, parent, [0,n] );
            T.dom( 'stop', null, { offset:c[0]+'%', 'stop-color':c[1],  'stop-opacity':c[2] }, parent, [0,n] );

        }

    },

    /*makeGraph: function () {

        let w = 128;
        let radius = 34;
        let svg = T.dom( 'svg', T.css.basic , { viewBox:'0 0 '+w+' '+w, width:w, height:w, preserveAspectRatio:'none' } );
        T.dom( 'path', '', { d:'', stroke:T.colors.text, 'stroke-width':4, fill:'none', 'stroke-linecap':'butt' }, svg );//0
        //T.dom( 'rect', '', { x:10, y:10, width:108, height:108, stroke:'rgba(0,0,0,0.3)', 'stroke-width':2 , fill:'none'}, svg );//1
        //T.dom( 'circle', '', { cx:64, cy:64, r:radius, fill:T.colors.button, stroke:'rgba(0,0,0,0.3)', 'stroke-width':8 }, svg );//0
        
        //T.dom( 'circle', '', { cx:64, cy:64, r:radius+7, stroke:'rgba(0,0,0,0.3)', 'stroke-width':7 , fill:'none'}, svg );//2
        //T.dom( 'path', '', { d:'', stroke:'rgba(255,255,255,0.3)', 'stroke-width':2, fill:'none', 'stroke-linecap':'round', 'stroke-opacity':0.5 }, svg );//3
        T.graph = svg;

    },*/

    makePad: function ( model ) {

        let ww = 256;
        let svg = T.dom( 'svg', T.css.basic + 'position:relative;', { viewBox:'0 0 '+ww+' '+ww, width:ww, height:ww, preserveAspectRatio:'none' } );
        let w = 200; 
        let d = (ww-w)*0.5, m = 20;
        Tools.dom( 'rect', '', { x: d, y: d,  width: w, height: w, fill:T.colors.back }, svg ); // 0
        Tools.dom( 'rect', '', { x: d+m*0.5, y: d+m*0.5, width: w - m , height: w - m, fill:T.colors.button }, svg ); // 1
        // Pointer
        Tools.dom( 'line', '', { x1: d+(m*0.5), y1: ww *0.5, x2: d+(w-m*0.5), y2: ww * 0.5, stroke:T.colors.back, 'stroke-width': 2 }, svg ); // 2
        Tools.dom( 'line', '', { x1: ww * 0.5, x2: ww * 0.5, y1: d+(m*0.5), y2: d+(w-m*0.5), stroke:T.colors.back, 'stroke-width': 2 }, svg ); // 3
        Tools.dom( 'circle', '', { cx: ww * 0.5, cy: ww * 0.5, r:5, stroke: T.colors.text, 'stroke-width': 5, fill:'none' }, svg ); // 4
        T.pad2d = svg;

    },

    makeKnob: function ( model ) {

        let w = 128;
        let radius = 34;
        let svg = T.dom( 'svg', T.css.basic + 'position:relative;', { viewBox:'0 0 '+w+' '+w, width:w, height:w, preserveAspectRatio:'none' } );
        T.dom( 'circle', '', { cx:64, cy:64, r:radius, fill:T.colors.button, stroke:'rgba(0,0,0,0.3)', 'stroke-width':8 }, svg );//0
        T.dom( 'path', '', { d:'', stroke:T.colors.text, 'stroke-width':4, fill:'none', 'stroke-linecap':'round' }, svg );//1
        T.dom( 'circle', '', { cx:64, cy:64, r:radius+7, stroke:'rgba(0,0,0,0.1)', 'stroke-width':7 , fill:'none'}, svg );//2
        T.dom( 'path', '', { d:'', stroke:'rgba(255,255,255,0.3)', 'stroke-width':2, fill:'none', 'stroke-linecap':'round', 'stroke-opacity':0.5 }, svg );//3
        T.knob = svg;

    },

    makeCircular: function ( model ) {

        let w = 128;
        let radius = 40;
        let svg = T.dom( 'svg', T.css.basic + 'position:relative;', { viewBox:'0 0 '+w+' '+w, width:w, height:w, preserveAspectRatio:'none' } );
        T.dom( 'circle', '', { cx:64, cy:64, r:radius, stroke:'rgba(0,0,0,0.1)', 'stroke-width':10, fill:'none' }, svg );//0
        T.dom( 'path', '', { d:'', stroke:T.colors.text, 'stroke-width':7, fill:'none', 'stroke-linecap':'butt' }, svg );//1
        T.circular = svg;

    },

    makeJoystick: function ( model ) {

        //+' background:#f00;'

        let w = 128, ccc;
        let radius = Math.floor((w-30)*0.5);
        let innerRadius = Math.floor(radius*0.6);
        let svg = T.dom( 'svg', T.css.basic + 'position:relative;', { viewBox:'0 0 '+w+' '+w, width:w, height:w, preserveAspectRatio:'none' } );
        T.dom( 'defs', null, {}, svg );
        T.dom( 'g', null, {}, svg );

        if( model === 0 ){

        

            // gradian background
            ccc = [ [40, 'rgb(0,0,0)', 0.3], [80, 'rgb(0,0,0)', 0], [90, 'rgb(50,50,50)', 0.4], [100, 'rgb(50,50,50)', 0] ];
            T.makeGradiant( 'radialGradient', { id:'grad', cx:'50%', cy:'50%', r:'50%', fx:'50%', fy:'50%' }, svg, ccc );

            // gradian shadow
            ccc = [ [60, 'rgb(0,0,0)', 0.5], [100, 'rgb(0,0,0)', 0] ];
            T.makeGradiant( 'radialGradient', { id:'gradS', cx:'50%', cy:'50%', r:'50%', fx:'50%', fy:'50%' }, svg, ccc );

            // gradian stick
            let cc0 = ['rgb(40,40,40)', 'rgb(48,48,48)', 'rgb(30,30,30)'];
            let cc1 = ['rgb(1,90,197)', 'rgb(3,95,207)', 'rgb(0,65,167)'];

            ccc = [ [30, cc0[0], 1], [60, cc0[1], 1], [80, cc0[1], 1], [100, cc0[2], 1] ];
            T.makeGradiant( 'radialGradient', { id:'gradIn', cx:'50%', cy:'50%', r:'50%', fx:'50%', fy:'50%' }, svg, ccc );

            ccc = [ [30, cc1[0], 1], [60, cc1[1], 1], [80, cc1[1], 1], [100, cc1[2], 1] ];
            T.makeGradiant( 'radialGradient', { id:'gradIn2', cx:'50%', cy:'50%', r:'50%', fx:'50%', fy:'50%' }, svg, ccc );

            // graph

            T.dom( 'circle', '', { cx:64, cy:64, r:radius, fill:'url(#grad)' }, svg );//2
            T.dom( 'circle', '', { cx:64+5, cy:64+10, r:innerRadius+10, fill:'url(#gradS)' }, svg );//3
            T.dom( 'circle', '', { cx:64, cy:64, r:innerRadius, fill:'url(#gradIn)' }, svg );//4

            T.joystick_0 = svg;

        } else {
             // gradian shadow
            ccc = [ [69, 'rgb(0,0,0)', 0],[70, 'rgb(0,0,0)', 0.3], [100, 'rgb(0,0,0)', 0] ];
            T.makeGradiant( 'radialGradient', { id:'gradX', cx:'50%', cy:'50%', r:'50%', fx:'50%', fy:'50%' }, svg, ccc );

            T.dom( 'circle', '', { cx:64, cy:64, r:radius, fill:'none', stroke:'rgba(100,100,100,0.25)', 'stroke-width':'4' }, svg );//2
            T.dom( 'circle', '', { cx:64, cy:64, r:innerRadius+14, fill:'url(#gradX)' }, svg );//3
            T.dom( 'circle', '', { cx:64, cy:64, r:innerRadius, fill:'none', stroke:'rgb(100,100,100)', 'stroke-width':'4' }, svg );//4

            T.joystick_1 = svg;
        }

        

    },

    makeColorRing: function () {

        let w = 256;
        let svg = T.dom( 'svg', T.css.basic + 'position:relative;', { viewBox:'0 0 '+w+' '+w, width:w, height:w, preserveAspectRatio:'none' } );
        T.dom( 'defs', null, {}, svg );
        T.dom( 'g', null, {}, svg );

        let s = 30;//stroke
        let r =( w-s )*0.5;
        let mid = w*0.5;
        let n = 24, nudge = 8 / r / n * Math.PI, a1 = 0;
        let am, tan, d2, a2, ar, i, j, path, ccc;
        let color = [];
        
        for ( i = 0; i <= n; ++i) {

            d2 = i / n;
            a2 = d2 * T.TwoPI;
            am = (a1 + a2) * 0.5;
            tan = 1 / Math.cos((a2 - a1) * 0.5);

            ar = [
                Math.sin(a1), -Math.cos(a1), 
                Math.sin(am) * tan, -Math.cos(am) * tan, 
                Math.sin(a2), -Math.cos(a2)
            ];
            
            color[1] = T.rgbToHex( T.hslToRgb([d2, 1, 0.5]) );

            if (i > 0) {

                j = 6;
                while(j--){
                   ar[j] = ((ar[j]*r)+mid).toFixed(2);
                }

                path = ' M' + ar[0] + ' ' + ar[1] + ' Q' + ar[2] + ' ' + ar[3] + ' ' + ar[4] + ' ' + ar[5];

                ccc = [ [0,color[0],1], [100,color[1],1] ];
                T.makeGradiant( 'linearGradient', { id:'G'+i, x1:ar[0], y1:ar[1], x2:ar[4], y2:ar[5], gradientUnits:"userSpaceOnUse" }, svg, ccc );

                T.dom( 'path', '', { d:path, 'stroke-width':s, stroke:'url(#G'+i+')', 'stroke-linecap':"butt" }, svg, 1 );
                
            }
            a1 = a2 - nudge; 
            color[0] = color[1];
        }

        let tw = 84.90;

        // black / white
        ccc = [ [0, '#FFFFFF', 1], [50, '#FFFFFF', 0], [50, '#000000', 0], [100, '#000000', 1] ];
        T.makeGradiant( 'linearGradient', { id:'GL0', x1:0, y1:mid-tw, x2:0, y2:mid+tw, gradientUnits:"userSpaceOnUse" }, svg, ccc );

        ccc = [ [0, '#7f7f7f', 1], [50, '#7f7f7f', 0.5], [100, '#7f7f7f', 0] ];
        T.makeGradiant( 'linearGradient', { id:'GL1', x1:mid-49.05, y1:0, x2:mid+98, y2:0, gradientUnits:"userSpaceOnUse" }, svg, ccc );

        T.dom( 'g', null, { 'transform-origin': '128px 128px', 'transform':'rotate(0)' }, svg );//2
        T.dom( 'polygon', '', { points:'78.95 43.1 78.95 212.85 226 128',  fill:'red'  }, svg, 2 );// 2,0
        T.dom( 'polygon', '', { points:'78.95 43.1 78.95 212.85 226 128',  fill:'url(#GL1)','stroke-width':1, stroke:'url(#GL1)'  }, svg, 2 );//2,1
        T.dom( 'polygon', '', { points:'78.95 43.1 78.95 212.85 226 128',  fill:'url(#GL0)','stroke-width':1, stroke:'url(#GL0)'  }, svg, 2 );//2,2
        T.dom( 'path', '', { d:'M 255.75 136.5 Q 256 132.3 256 128 256 123.7 255.75 119.5 L 241 128 255.75 136.5 Z',  fill:'none','stroke-width':2, stroke:'#000'  }, svg, 2 );//2,3
        //T.dom( 'circle', '', { cx:128+113, cy:128, r:6, 'stroke-width':3, stroke:'#000', fill:'none' }, svg, 2 );//2.3

        T.dom( 'circle', '', { cx:128, cy:128, r:6, 'stroke-width':2, stroke:'#000', fill:'none' }, svg );//3

        T.colorRing = svg;

    },

    icon: function ( type, color, w ){

        w = w || 40;
        //color = color || '#DEDEDE';
        let viewBox = '0 0 256 256';
        //let viewBox = '0 0 '+ w +' '+ w;
        let t = ["<svg xmlns='"+T.svgns+"' version='1.1' xmlns:xlink='"+T.htmls+"' style='pointer-events:none;' preserveAspectRatio='xMinYMax meet' x='0px' y='0px' width='"+w+"px' height='"+w+"px' viewBox='"+viewBox+"'><g>"];
        switch(type){
            case 'logo':
            t[1]="<path id='logoin' fill='"+color+"' stroke='none' d='"+T.logoFill_d+"'/>";
            break;
            case 'donate':
            t[1]="<path id='logoin' fill='"+color+"' stroke='none' d='"+T.logo_donate+"'/>";
            break;
            case 'neo':
            t[1]="<path id='logoin' fill='"+color+"' stroke='none' d='"+T.logo_neo+"'/>";
            break;
            case 'github':
            t[1]="<path id='logoin' fill='"+color+"' stroke='none' d='"+T.logo_github+"'/>";
            break;
            case 'save':
            t[1]="<path stroke='"+color+"' stroke-width='4' stroke-linejoin='round' stroke-linecap='round' fill='none' d='M 26.125 17 L 20 22.95 14.05 17 M 20 9.95 L 20 22.95'/><path stroke='"+color;
            t[1]+="' stroke-width='2.5' stroke-linejoin='round' stroke-linecap='round' fill='none' d='M 32.6 23 L 32.6 25.5 Q 32.6 28.5 29.6 28.5 L 10.6 28.5 Q 7.6 28.5 7.6 25.5 L 7.6 23'/>";
            break;
        }
        t[2] = "</g></svg>";
        return t.join("\n");

    },

    logoFill_d:`
    M 171 150.75 L 171 33.25 155.5 33.25 155.5 150.75 Q 155.5 162.2 147.45 170.2 139.45 178.25 128 178.25 116.6 178.25 108.55 170.2 100.5 162.2 100.5 150.75 
    L 100.5 33.25 85 33.25 85 150.75 Q 85 168.65 97.55 181.15 110.15 193.75 128 193.75 145.9 193.75 158.4 181.15 171 168.65 171 150.75 
    M 200 33.25 L 184 33.25 184 150.8 Q 184 174.1 167.6 190.4 151.3 206.8 128 206.8 104.75 206.8 88.3 190.4 72 174.1 72 150.8 L 72 33.25 56 33.25 56 150.75 
    Q 56 180.55 77.05 201.6 98.2 222.75 128 222.75 157.8 222.75 178.9 201.6 200 180.55 200 150.75 L 200 33.25 Z
    `,

    logo_github:`
    M 180.5 70 Q 186.3 82.4 181.55 96.55 196.5 111.5 189.7 140.65 183.65 168.35 146 172.7 152.5 178.7 152.55 185.9 L 152.55 218.15 Q 152.84 224.56 159.15 223.3 
    159.21 223.3 159.25 223.3 181.14 216.25 198.7 198.7 228 169.4 228 128 228 86.6 198.7 57.3 169.4 28 128 28 86.6 28 57.3 57.3 28 86.6 28 128 28 169.4 57.3 198.7 74.85 
    216.25 96.75 223.3 96.78 223.3 96.8 223.3 103.16 224.54 103.45 218.15 L 103.45 200 Q 82.97 203.1 75.1 196.35 69.85 191.65 68.4 185.45 64.27 177.055 59.4 174.15 49.20 
    166.87 60.8 167.8 69.85 169.61 75.7 180 81.13 188.09 90 188.55 98.18 188.86 103.45 185.9 103.49 178.67 110 172.7 72.33 168.33 66.3 140.65 59.48 111.49 74.45 96.55 69.7 
    82.41 75.5 70 84.87 68.74 103.15 80 115.125 76.635 128 76.85 140.85 76.65 152.85 80 171.1 68.75 180.5 70 Z
    `,

    logo_neo:`
    M 219 52 L 206 52 206 166 Q 206 183.4 193.75 195.65 181.4 208 164 208 146.6 208 134.35 195.65 122 183.4 122 166 L 122 90 Q 122 77.6 113.15 68.85 104.4 60 92 60 79.55 
    60 70.75 68.85 62 77.6 62 90 L 62 204 75 204 75 90 Q 75 83 79.95 78 84.95 73 92 73 99 73 104 78 109 83 109 90 L 109 166 Q 109 188.8 125.15 204.85 141.2 221 164 221 
    186.75 221 202.95 204.85 219 188.8 219 166 L 219 52 M 194 52 L 181 52 181 166 Q 181 173 176.05 178 171.05 183 164 183 157 183 152 178 147 173 147 166 L 147 90 Q 147 
    67.2 130.85 51.15 114.8 35 92 35 69.25 35 53.05 51.15 37 67.2 37 90 L 37 204 50 204 50 90 Q 50 72.6 62.25 60.35 74.6 48 92 48 109.4 48 121.65 60.35 134 72.6 134 90 L 
    134 166 Q 134 178.4 142.85 187.15 151.6 196 164 196 176.45 196 185.25 187.15 194 178.4 194 166 L 194 52 Z
    `,

    logo_donate:`
    M 171.3 80.3 Q 179.5 62.15 171.3 45.8 164.1 32.5 141.35 30.1 L 94.35 30.1 Q 89.35 30.4 88.3 35.15 L 70.5 148.05 Q 70.2 152.5 73.7 152.6 L 100.95 152.6 107 111.6 Q 108.75 
    106.55 112.6 106.45 130.45 108.05 145.3 103.9 163.35 98.75 171.3 80.3 M 179.8 71.5 Q 178.6 79.75 174.9 87.85 168.45 102.9 151.9 109.15 140.65 113.95 117.55 113 113.15 
    112.75 111 117.45 L 102.7 169.95 Q 102.45 173.8 105.5 173.85 L 128.95 173.85 Q 132.2 174.2 133.35 169.65 L 138.3 139.95 Q 139.75 135.6 143.1 135.5 146.6 135.75 150.6 135.65 
    154.55 135.5 157.35 135.1 160.15 134.7 166.75 132.35 181.35 127.4 187.9 111.2 194.25 95.75 189.5 81.95 186.75 74.85 179.8 71.5 M 103.5 209.9 Q 103.5 202.85 99.7 198.85 95.95 
    194.75 89.4 194.75 82.8 194.75 79.05 198.85 75.3 202.9 75.3 209.9 75.3 216.85 79.05 220.95 82.8 225.05 89.4 225.05 95.95 225.05 99.7 221 103.5 216.95 103.5 209.9 M 95.45 205.5 
    Q 95.95 207.3 95.95 209.9 95.95 212.65 95.45 214.35 94.95 216 94 217.3 93.1 218.45 91.9 219 90.7 219.55 89.4 219.55 88.15 219.55 86.95 219.05 85.75 218.55 84.8 217.3 83.9 216.15 
    83.4 214.35 82.85 212.6 82.85 209.9 82.85 207.3 83.4 205.45 83.95 203.55 84.85 202.45 85.9 201.2 86.95 200.75 88.05 200.25 89.4 200.25 90.7 200.25 91.85 200.8 93.05 201.3 94 202.5 
    94.9 203.65 95.45 205.5 M 153.3 195.35 L 145.3 195.35 135.5 224.45 142.8 224.45 144.6 218.5 153.75 218.5 155.6 224.45 163.1 224.45 153.3 195.35 M 152.15 213.25 L 146.25 213.25 
    149.2 203.65 152.15 213.25 M 116.75 195.35 L 107.8 195.35 107.8 224.45 114.5 224.45 114.5 204.2 125.7 224.45 132.75 224.45 132.75 195.35 126.05 195.35 126.05 212.05 116.75 195.35 M 
    66.5 197.65 Q 64.15 196.15 61.45 195.75 58.8 195.35 55.75 195.35 L 46.7 195.35 46.7 224.45 55.8 224.45 Q 58.8 224.45 61.5 224.05 64.15 223.6 66.4 222.15 69.15 220.45 70.9 217.2 
    72.7 214 72.7 209.95 72.7 205.7 71 202.6 69.35 199.5 66.5 197.65 M 64.2 205 Q 65.2 207 65.2 209.9 65.2 212.75 64.25 214.75 63.3 216.75 61.5 217.85 60 218.85 58.3 218.9 56.6 219 
    54.15 219 L 54 219 54 200.8 54.15 200.8 Q 56.4 200.8 58.05 200.9 59.7 200.95 61.15 201.75 63.2 202.95 64.2 205 M 210.2 195.35 L 190.5 195.35 190.5 224.45 210.2 224.45 210.2 218.9 
    197.75 218.9 197.75 211.55 209.2 211.55 209.2 206 197.75 206 197.75 200.9 210.2 200.9 210.2 195.35 M 187.5 195.35 L 163 195.35 163 200.9 171.6 200.9 171.6 224.45 178.9 224.45 178.9 
    200.9 187.5 200.9 187.5 195.35 Z
    `,

};

T.setText();

const Tools = T;

class V2 {

	constructor( x = 0, y = 0 ) {

		this.x = x;
		this.y = y;

	}

	set ( x, y ) {

		this.x = x;
		this.y = y;
		return this;

	}

	divide ( v ) {

		this.x /= v.x;
		this.y /= v.y;
		return this;

	}

	multiply ( v ) {

		this.x *= v.x;
		this.y *= v.y;
		return this;

	}

	multiplyScalar ( scalar ) {

		this.x *= scalar;
		this.y *= scalar;
		return this;

	}

	divideScalar ( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	}

	length () {

		return Math.sqrt( this.x * this.x + this.y * this.y );

	}

	angle () {

		// computes the angle in radians with respect to the positive x-axis

		var angle = Math.atan2( this.y, this.x );

		if ( angle < 0 ) angle += 2 * Math.PI;

		return angle;

	}

	addScalar ( s ) {

		this.x += s;
		this.y += s;
		return this;

	}

	negate () {

		this.x *= -1;
		this.y *= -1;
		return this;

	}

	neg () {

		this.x = -1;
		this.y = -1;
		return this;

	}

	isZero () {

		return ( this.x === 0 && this.y === 0 );

	}

	copy ( v ) {

		this.x = v.x;
		this.y = v.y;

		return this;

	}

	equals ( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) );

	}

	nearEquals ( v, n ) {

		return ( ( v.x.toFixed(n) === this.x.toFixed(n) ) && ( v.y.toFixed(n) === this.y.toFixed(n) ) );

	}

	lerp ( v, alpha ) {

		if( v === null ){
			this.x -= this.x * alpha;
		    this.y -= this.y * alpha;
		} else {
			this.x += ( v.x - this.x ) * alpha;
		    this.y += ( v.y - this.y ) * alpha;
		}

		return this;

	}

}

/**
 * @author lth / https://github.com/lo-th
 */

class Proto {

    constructor( o = {} ) {

        

        // disable mouse controle
        this.lock = o.lock || false;

        // for button
        this.neverlock = false;

        // only simple space 
        this.isSpace = o.isSpace || false;

        // if is on gui or group
        this.main = o.main || null;
        this.isUI = o.isUI || false;
        this.group = o.group || null;

        this.isListen = false;

        this.isSelectable = o.selectable !== undefined ? o.selectable : false;
        this.unselectable =  o.unselect !== undefined ? o.unselect : this.isSelectable;

        this.ontop = o.ontop ? o.ontop : false; // 'beforebegin' 'afterbegin' 'beforeend' 'afterend'

        this.css = this.main ? this.main.css : Tools.css;

        this.colors = Tools.defineColor( o, this.main ? ( this.group ? this.group.colors : this.main.colors ) : Tools.colors );

        this.svgs = Tools.svgs;

        this.zone = { x:0, y:0, w:0, h:0 };
        this.local = new V2().neg();

        this.isCanvasOnly = false;
        this.isSelect = false;

        // percent of title
        this.p = o.p !== undefined ? o.p : Tools.size.p;

        this.w = this.isUI ? this.main.size.w : Tools.size.w;
        if( o.w !== undefined ) this.w = o.w;

        this.h = this.isUI ? this.main.size.h : Tools.size.h;
        if( o.h !== undefined ) this.h = o.h;
        if( !this.isSpace ) this.h = this.h < 11 ? 11 : this.h;
        else this.lock = true;


        // decale for canvas only
        this.fw = o.fw || 0;

        this.autoWidth = o.auto || true;// auto width or flex 
        this.isOpen = false;// open statu

        // radius for toolbox
        this.radius = o.radius || this.colors.radius;

        this.transition = o.transition || Tools.transition;

        // only for number
        this.isNumber = false;
        this.noNeg = o.noNeg || false;
        this.allEqual = o.allEqual || false;
        
        // only most simple 
        this.mono = false;

        // stop listening for edit slide text
        this.isEdit = false;

        // no title 
        this.simple = o.simple || false;
        if( this.simple ) this.sa = 0;


        // define obj size
        this.setSize( this.w );

        // title size
        if( o.sa !== undefined ) this.sa = o.sa;
        if( o.sb !== undefined ) this.sb = o.sb;
        if( this.simple ) this.sb = this.w - this.sa;

        // last number size for slide
        this.sc = o.sc === undefined ? 47 : o.sc;

        // for listening object
        this.objectLink = null;
        this.isSend = false;
        this.val = null;

        this.txt = o.name || '';
        this.name = o.rename || this.txt;
        this.target = o.target || null;

        // callback
        this.callback = o.callback === undefined ? null : o.callback;
        this.endCallback = null;
        this.openCallback = o.openCallback === undefined ? null : o.openCallback;
        this.closeCallback = o.closeCallback === undefined ? null : o.closeCallback;

        // if no callback take one from group or gui
        if( this.callback === null && this.isUI && this.main.callback !== null ){ 
            this.callback = this.group ? this.group.callback : this.main.callback;
        }

        // elements
        this.c = [];

        // style 
        this.s = [];


        this.useFlex = this.isUI ? this.main.useFlex : false; 
        let flexible = this.useFlex ? 'display:flex; justify-content:center; align-items:center; text-align:center; flex: 1 100%;' : 'float:left;';

        this.c[0] = Tools.dom( 'div', this.css.basic + flexible + 'position:relative; height:20px;');


        this.s[0] = this.c[0].style;

        // bottom margin
        this.margin = o.margin || 1;
        if( this.isUI && this.margin ){ 
            this.s[0].boxSizing = 'content-box';
            //this.s[0].marginBottom = this.margin + 'px';
            if( this.margin*0.5===Math.floor(this.margin*0.5) ){
                this.s[0].borderTop = (this.margin*0.5) + 'px solid transparent';
                this.s[0].borderBottom = (this.margin*0.5) + 'px solid transparent';
            } else {
                this.s[0].borderBottom = this.margin + 'px solid transparent';
            }
            
        }
        
        // with title
        if( !this.simple ){ 
            this.c[1] = Tools.dom( 'div', this.css.txt );
            this.s[1] = this.c[1].style;
            this.c[1].textContent = this.name;
            this.s[1].color = this.lock ? this.colors.titleoff : this.colors.title;
        }

        if( o.pos ){
            this.s[0].position = 'absolute';
            for(let p in o.pos){
                this.s[0][p] = o.pos[p];
            }
            this.mono = true;
        }




        if( o.css ) this.s[0].cssText = o.css; 
        

    }

    // ----------------------
    // make the node
    // ----------------------
    
    init() {

        this.zone.h = this.h;
        this.zone.w = this.w;

        let s = this.s; // style cache
        let c = this.c; // div cach

        s[0].height = this.h + 'px';

        if( this.isUI ) s[0].background = this.colors.background;

        if(!this.autoWidth && this.useFlex ){
            s[0].flex = '1 0 auto';
            s[0].minWidth = this.minw+'px';
            s[0].textAlign = 'center';
        } else {
            if( this.isUI ) s[0].width = '100%';
        }

        //if( this.autoHeight ) s[0].transition = 'height 0.01s ease-out';
        if( c[1] !== undefined && this.autoWidth ){
            s[1] = c[1].style;
            s[1].height = (this.h-4) + 'px';
            s[1].lineHeight = (this.h-8) + 'px';
        }

        let frag = Tools.frag;

        for( let i = 1, lng = c.length; i !== lng; i++ ){
            if( c[i] !== undefined ) {
                frag.appendChild( c[i] );
                s[i] = c[i].style;
            }
        }

        let pp = this.target !== null ? this.target : ( this.isUI ? this.main.inner : document.body );

        if( this.ontop ) pp.insertAdjacentElement( 'afterbegin', c[0] );
        else pp.appendChild( c[0] );

        c[0].appendChild( frag );

        this.rSize();

        // ! solo proto
        if( !this.isUI ){

            this.c[0].style.pointerEvents = 'auto';
            Roots.add( this );
            
        }

        
        if( this.baseH && this.transition && this.isUI ){
            this.c[0].style.transition = 'height '+this.transition+'s ease-out';
        }

    }

    // from Tools

    dom( type, css, obj, dom, id ) {

        return Tools.dom( type, css, obj, dom, id );

    }

    setSvg( dom, type, value, id, id2 ) {

        Tools.setSvg( dom, type, value, id, id2 );

    }

    setCss( dom, css ) {

        Tools.setCss( dom, css );

    }

    clamp( value, min, max ) {

        return Tools.clamp( value, min, max );

    }

    getColorRing() {

        if( !Tools.colorRing ) Tools.makeColorRing();
        return Tools.clone( Tools.colorRing );

    }

    getJoystick( model ) {

        if( !Tools[ 'joystick_'+ model ] ) Tools.makeJoystick( model );
        return Tools.clone( Tools[ 'joystick_'+ model ] )

    }

    getCircular( model ) {

        if( !Tools.circular ) Tools.makeCircular( model );
        return Tools.clone( Tools.circular )

    }

    getKnob( model ) {

        if( !Tools.knob ) Tools.makeKnob( model );
        return Tools.clone( Tools.knob )

    }

    getPad2d( model ) {

        if( !Tools.pad2d ) Tools.makePad( model );
        return Tools.clone( Tools.pad2d )

    }

    // from Roots

    cursor( name ) {

         Roots.cursor( name );

    }

    

    /////////

    update() {}

    reset() {}

    /////////

    getDom() {

        return this.c[0]

    }

    uiout() {

        if( this.lock ) return;

        if(this.s) this.s[0].background = this.colors.background;

    }

    uiover() {

        if( this.lock ) return;

        if(this.s) this.s[0].background = this.colors.backgroundOver;

    }

    rename( s ) {

        if( this.c[1] !== undefined) this.c[1].textContent = s;

    }

    listen() {

        this.isListen = Roots.addListen( this );
        return this;

    }

    listening() {

        if( this.objectLink === null ) return;
        if( this.isSend ) return;
        if( this.isEdit ) return;

        this.setValue( this.objectLink[ this.val ] );

    }

    setValue( v ) {

        if( this.isNumber ) this.value = this.numValue( v );
        //else if( v instanceof Array && v.length === 1 ) v = v[0];
        else this.value = v;
        this.update();

    }

    // ----------------------
    // update every change
    // ----------------------

    onChange( f ) {

        if( this.isSpace ) return
        this.callback = f || null;
        return this

    }

    // ----------------------
    // update only on end
    // ----------------------

    onFinishChange( f ) {

        if( this.isSpace ) return;
        this.callback = null;
        this.endCallback = f;
        return this

    }

    // ----------------------
    // event on open close
    // ----------------------

    onOpen( f ) {

        this.openCallback = f;
        return this

    }

    onClose( f ) {

        this.closeCallback = f;
        return this

    }

    // ----------------------
    //  send back value
    // ----------------------

    send( v ) {

        v = v || this.value;
        if( v instanceof Array && v.length === 1 ) v = v[0];

        this.isSend = true;
        if( this.objectLink !== null ) this.objectLink[ this.val ] = v;
        if( this.callback ) this.callback( v, this.val );
        this.isSend = false;

    }

    sendEnd( v ) {

        v = v || this.value;
        if( v instanceof Array && v.length === 1 ) v = v[0];

        if( this.endCallback ) this.endCallback( v );
        if( this.objectLink !== null ) this.objectLink[ this.val ] = v;

    }

    // ----------------------
    // clear node
    // ----------------------

    dispose(){

        if( this.isListen ) Roots.removeListen( this );

        Tools.clear( this.c[0] );

        if( this.target !== null ){ 

            if( this.group !== null  ) this.group.clearOne( this );
            else this.target.removeChild( this.c[0] );

        } else {

            if( this.isUI ) this.main.clearOne( this );
            else document.body.removeChild( this.c[0] );

        }

        if( !this.isUI ) Roots.remove( this );
        
        this.c = null;
        this.s = null;
        this.callback = null;
        this.target = null;
        this.isListen = false;

    }
    
    clear() {

    }

    // ----------------------
    // change size 
    // ----------------------

    getWidth() {

        let nw = Roots.getWidth( this );
        if(nw) this.w = nw;

    }

    setSize( sx ) {

        if( !this.autoWidth ) return;
        
        this.w = sx;

        if( this.simple ){
            this.sb = this.w - this.sa;
        } else {
            let pp = this.w * ( this.p / 100 );
            this.sa = Math.floor( pp + 10 );
            this.sb = Math.floor( this.w - pp - 20 );
        }

    }

    rSize() {

        if( !this.autoWidth ) return;

        if( !this.isUI ) this.s[0].width = this.w + 'px';
        if( !this.simple ) this.s[1].width = this.sa + 'px';
    
    }

    // ----------------------
    // for numeric value
    // ----------------------

    setTypeNumber( o ) {

        this.isNumber = true;

        this.value = 0;
        if( o.value !== undefined ){
            if( typeof o.value === 'string' ) this.value = o.value * 1;
            else this.value = o.value;
        }

        this.min = o.min === undefined ? -Infinity : o.min;
        this.max = o.max === undefined ?  Infinity : o.max;
        this.precision = o.precision === undefined ? 2 : o.precision;

        let s;

        switch(this.precision){
            case 0: s = 1; break;
            case 1: s = 0.1; break;
            case 2: s = 0.01; break;
            case 3: s = 0.001; break;
            case 4: s = 0.0001; break;
            case 5: s = 0.00001; break;
        }

        this.step = o.step === undefined ?  s : o.step;
        this.range = this.max - this.min;
        this.value = this.numValue( this.value );
        
    }

    numValue( n ) {

        if( this.noNeg ) n = Math.abs( n );
        return Math.min( this.max, Math.max( this.min, n ) ).toFixed( this.precision ) * 1;

    }


    // ----------------------
    //   EVENTS DEFAULT
    // ----------------------

    handleEvent( e ) {

        if( this.lock ) return

        if( this.neverlock ) Roots.lock = false;

        if( !this[e.type] ) return console.error(e.type, 'this type of event no existe !')

        return this[e.type](e)
    
    }

    wheel( e ) { return false; }
    mousedown( e ) { return false; }
    mousemove( e ) { return false; }
    mouseup( e ) { return false; }
    keydown( e ) { return false; }
    keyup( e ) { return false; }


    // ----------------------
    // object referency
    // ----------------------

    setReferency( obj, val ) {

        this.objectLink = obj;
        this.val = val;

    }

    display( v = false ) {
        this.s[0].visibility = v ? 'visible' : 'hidden';
    }

    // ----------------------
    // resize height 
    // ----------------------

    open () {

        if( this.isOpen ) return;
        this.isOpen = true;
        if( this.openCallback ) this.openCallback();

    }

    close () {

        if( !this.isOpen ) return
        this.isOpen = false;
        if( this.closeCallback ) this.closeCallback();

    }

    needZone() {

        Roots.needReZone = true;

    }

    rezone() {

        Roots.needReZone = true;

    }

    // ----------------------
    //  INPUT
    // ----------------------

    select() {
    
    }

    unselect() {

    }

    setInput( Input ) {
        
        Roots.setInput( Input, this );

    }

    upInput( x, down ) {

        return Roots.upInput( x, down );

    }

    // ----------------------
    // special item 
    // ----------------------

    selected( b ){

        this.isSelect = b || false;
        
    }

}

class Bool extends Proto {

    constructor( o = {} ) {

        super( o );
        
        this.value = o.value || false;
        this.model = o.mode !== undefined ? o.mode : 0;

        this.onName = o.rename || this.txt;
        if( o.onName ) o.onname = o.onName;
        if( o.onname ) this.onName = o.onname;

        this.inh = o.inh || Math.floor( this.h*0.8 );
        this.inw = o.inw || 36;

        let cc = this.colors;
       
        if( this.model === 0 ){
            let t = Math.floor(this.h*0.5)-((this.inh-2)*0.5);
            this.c[2] = this.dom( 'div', this.css.basic + 'background:'+ cc.inputBg +'; height:'+(this.inh-2)+'px; width:'+this.inw+'px; top:'+t+'px; border-radius:10px; border:2px solid '+ cc.back );
            this.c[3] = this.dom( 'div', this.css.basic + 'height:'+(this.inh-6)+'px; width:16px; top:'+(t+2)+'px; border-radius:10px; background:'+ cc.button+';' );
        } else {
            this.p = 0;
            if( this.c[1] !== undefined ) this.c[1].textContent = '';
            this.c[2] = this.dom( 'div', this.css.txt + this.css.button + 'top:1px; background:'+cc.button+'; height:'+(this.h-2)+'px; border:1px solid '+cc.border+'; border-radius:'+this.radius+'px;' );
        }

        this.stat = -1;

        this.init();
        this.update();

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mousedown ( e ) {

        this.value = !this.value;
        this.update( true );
        return this.mousemove( e )

    }

    mousemove ( e ) {

        this.cursor('pointer');
        return this.mode( true )
        
    }

    reset () {

        this.cursor();
        return this.mode()

    }

    // ----------------------
    //   MODE
    // ----------------------

    mode ( over ) {

        let change = false;
        let cc = this.colors, s, s2, n, v = this.value;

        if( over ) n = v ? 4 : 3;
        else n = v ? 2 : 1;

        if( this.stat !== n ){

            this.stat = n;

            if( this.model !== 0 ){

                s = this.s[2];

                switch( n ){

                    case 1: s.color = cc.text; s.background = cc.button; break;
                    case 2: s.color = cc.textSelect; s.background = cc.select; break;
                    case 3: s.color = cc.textOver; s.background = cc.overoff; break;
                    case 4: s.color = cc.textOver; s.background = cc.over; break;

                }

                this.c[2].innerHTML = v ? this.onName : this.name;

            } else {

                s = this.s[2];
                s2 = this.s[3];

                switch( n ){

                    case 1: s.background = s.borderColor = cc.back; s2.background = cc.button; break;
                    case 2: s.background = s.borderColor = cc.select; s2.background = cc.button; break;
                    case 3: s.background = s.borderColor = cc.back; s2.background = cc.overoff; break;
                    case 4: s.background = s.borderColor = cc.select; s2.background = cc.over; break;

                }

                this.s[3].marginLeft = v ? '17px' : '2px';
                this.c[1].textContent = v ? this.onName : this.name;

            }

            change = true;

        }

        return change

    }

    // ----------------------

    update ( up ) {

        this.mode();
        if( up ) this.send();
            
    }

    rSize () {

        super.rSize();

        let s = this.s;
        let w = (this.w - 10 ) - this.inw;
        if( this.model === 0 ){
            s[2].left = w + 'px';
            s[3].left = w + 'px';
        } else {
            s[2].left = this.sa + 'px';
            s[2].width = (this.w- 20)  + 'px';
        }
        
    }

}

class Button extends Proto {

    constructor( o = {} ) {

        super( o );

        this.value = o.value || '';

        this.values = o.value || this.txt;
        if( o.values ) this.values = o.values;

        

        this.onName = o.onName || null;

        this.on = false;

        // force button width
        this.bw = o.forceWidth || 0;
        if(o.bw) this.bw = o.bw;
        this.space = o.space || 3;

        if( typeof this.values === 'string' ) this.values = [ this.values ];

        this.isDown = false;
        this.neverlock = true;
        this.res = 0;

        this.lng = this.values.length;
        this.tmp = [];
        this.stat = [];

        let sel, cc = this.colors;

        for( let i = 0; i < this.lng; i++ ){

            sel = false;
            if( this.values[i] === this.value && this.isSelectable ) sel = true;

            this.c[i+2] = this.dom( 'div', this.css.txt + this.css.button + 'top:1px; height:'+(this.h-2)+'px; border:'+cc.borderSize+'px solid '+cc.border+'; border-radius:'+this.radius+'px;' );
            this.c[i+2].style.background = sel ? cc.select : cc.button;
            this.c[i+2].style.color = sel ? cc.textSelect : cc.text;
            this.c[i+2].innerHTML = this.values[i];
            this.stat[i] = sel ? 3:1;

        }

        if( !o.value && !o.values ){
            if( this.c[1] !== undefined ) {
                this.c[1].textContent = '';
                this.txt = '';
            }
        } 
        if( !this.txt ) this.p = 0; 

        this.init();

    }

    onOff() {

        this.on = !this.on;
        this.label( this.on ? this.onName : this.txt );
        
    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return -1

        let i = this.lng;
        let t = this.tmp;
        
        while( i-- ){
        	if( l.x>t[i][0] && l.x<t[i][2] ) return i
        }

        return -1

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mouseup ( e ) {

        if( !this.isDown ) return false

        this.isDown = false;
        if( this.res !== -1 ){
            if( this.value === this.values[this.res] && this.unselectable ) this.value = '';
            else this.value = this.values[this.res];
            if( this.onName !== null ) this.onOff();
            this.send();
        }

        return this.mousemove( e )

    }

    mousedown ( e ) {

        if( this.isDown ) return false
        this.isDown = true;
    	return this.mousemove( e )

    }

    mousemove ( e ) {

        let up = false;
        this.res = this.testZone( e );

        if( this.res !== -1 ){
            this.cursor('pointer');
            up = this.modes( this.isDown ? 3 : 2, this.res );
        } else {
        	up = this.reset();
        }

        return up

    }

    // ----------------------

    modes ( N = 1, id = -1 ) {

        let i = this.lng, w, n, r = false;

        while( i-- ){

            n = N;
            w = this.isSelectable ? this.values[ i ] === this.value : false;
            
            if( i === id ){
                if( w && n === 2 ) n = 3; 
            } else {
                n = 1;
                if( w ) n = 4;
            }

            //if( this.mode( n, i ) ) r = true
            r = this.mode( n, i );

        }

        return r

    }

    mode ( n, id ) {

        //if(!this.s) return false
 
        let change = false;
        let cc = this.colors, s = this.s;
        let i = id+2;

        if( this.stat[id] !== n ){

            this.stat[id] = n;
        
            switch( n ){

                case 1: s[i].color = cc.text; s[i].background = cc.button; break;
                case 2: s[i].color = cc.textOver; s[i].background = cc.overoff; break;
                case 3: s[i].color = cc.textOver; s[i].background = cc.over; break;
                case 4: s[i].color = cc.textSelect; s[i].background = cc.select; break;

            }

            change = true;

        }

        return change

    }

    // ----------------------

    reset () {

        this.res = -1;
        this.cursor();
        return this.modes()

    }

    label ( string, n ) {

        n = n || 2;
        this.c[n].textContent = string;

    }

    icon ( string, y = 0, n = 2 ) {

        //if(y) this.s[n].margin = ( y ) +'px 0px';
        this.s[n].padding = ( y ) +'px 0px';
        this.c[n].innerHTML = string;

        return this

    }

    rSize () {

        super.rSize();

        let s = this.s;
        let w = this.sb;
        let d = this.sa;

        let i = this.lng;
        let dc = this.space;
        let size = Math.floor( ( w-(dc*(i-1)) ) / i );

        if( this.bw ){ 
            size = this.bw < size ? this.bw : size;
            d = Math.floor((this.w-( (size * i) + (dc * (i-1)) ))*0.5);
        }

        while( i-- ){

        	this.tmp[i] = [ Math.floor( d + ( size * i ) + ( dc * i )), size ];
        	this.tmp[i][2] = this.tmp[i][0] + this.tmp[i][1];

            s[i+2].left = this.tmp[i][0] + 'px';
            s[i+2].width = this.tmp[i][1] + 'px';

        }

    }

}

class Circular extends Proto {

    constructor( o = {} ) {

        super( o );

        this.isCyclic = o.cyclic || false;
        this.model = o.stype || 0;
        if( o.mode !== undefined ) this.model = o.mode;

        this.autoWidth = false;
        this.minw = this.w;
        this.diam = o.diam || this.w; 

        this.setTypeNumber( o );

        this.twoPi = Tools.TwoPI;
        this.pi90 = Tools.pi90;

        this.offset = new V2();

        this.h = o.h || this.w + 10;
        this.top = 0;

        this.c[0].style.width = this.w +'px';

        if(this.c[1] !== undefined) {

            this.c[1].style.width = '100%';
            this.c[1].style.justifyContent = 'center';
            this.top = 10;
            this.h += 10;

        }



        this.percent = 0;
        this.cmode = 0;
        let cc = this.colors;

        this.c[2] = this.dom( 'div', this.css.txt + 'justify-content:center; top:'+(this.h-20)+'px; width:100%; color:'+ cc.text );

        // svg
        
        this.c[3] = this.getCircular();

        this.setSvg( this.c[3], 'stroke', cc.back, 0 );
        this.setSvg( this.c[3], 'd', this.makePath(), 1 );
        this.setSvg( this.c[3], 'stroke', cc.text, 1 );

        this.setSvg( this.c[3], 'viewBox', '0 0 '+this.diam+' '+this.diam );
        this.setCss( this.c[3], { width:this.diam, height:this.diam, left:0, top:this.top });

        this.init();
        this.update();

    }

    mode ( mode ) {

        if( this.cmode === mode ) return false;

        let cc = this.colors;
        let color;

        switch( mode ){
            case 0: // base

                this.s[2].color = cc.text;
                this.setSvg( this.c[3], 'stroke', cc.back, 0);
                color = this.model > 0 ? Tools.pack( Tools.lerpColor( Tools.unpack( Tools.ColorLuma( cc.text, -0.75) ), Tools.unpack( cc.text ), this.percent ) ) : cc.text;
                this.setSvg( this.c[3], 'stroke', color, 1 );
                
            break;
            case 1: // down

                this.s[2].color = cc.textOver;
                this.setSvg( this.c[3], 'stroke', cc.backoff, 0);
                color = this.model > 0 ? Tools.pack( Tools.lerpColor( Tools.unpack( Tools.ColorLuma( cc.text, -0.75) ), Tools.unpack( cc.text ), this.percent ) ) : cc.textOver;
                this.setSvg( this.c[3], 'stroke', color, 1 );
                
            break;
        }

        this.cmode = mode;
        return true;

    }

    reset () {

        this.isDown = false;
        
    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';
        
        if( l.y <= this.c[ 1 ].offsetHeight ) return 'title';
        else if ( l.y > this.h - this.c[ 2 ].offsetHeight ) return 'text';
        else return 'circular';

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mouseup ( e ) {

        this.isDown = false;
        this.sendEnd();
        return this.mode(0);

    }

    mousedown ( e ) {

        this.isDown = true;
        this.old = this.value;
        this.oldr = null;
        this.mousemove( e );
        return this.mode(1);

    }

    mousemove ( e ) {

        if( !this.isDown ) return;

        //console.log('over')

        let off = this.offset;
        off.x = (this.w*0.5) - ( e.clientX - this.zone.x );
        off.y = (this.diam*0.5) - ( e.clientY - this.zone.y - this.top );

        this.r = off.angle() - this.pi90;
        this.r = (((this.r%this.twoPi)+this.twoPi)%this.twoPi);

        if( this.oldr !== null ){ 

            let dif = this.r - this.oldr;
            this.r = Math.abs(dif) > Math.PI ? this.oldr : this.r;

            if( dif > 6 ) this.r = 0;
            if( dif < -6 ) this.r = this.twoPi;

        }

        let steps = 1 / this.twoPi;
        let value = this.r * steps;

        let n = ( ( this.range * value ) + this.min ) - this.old;

        if(n >= this.step || n <= this.step){ 
            n = ~~ ( n / this.step );
            this.value = this.numValue( this.old + ( n * this.step ) );
            this.update( true );
            this.old = this.value;
            this.oldr = this.r;
        }

    }

    wheel ( e ) {

        let name = this.testZone( e );

        if( name === 'circular' ) {
    
            let v = this.value - this.step * e.delta;
    
            if ( v > this.max ) {
                v = this.isCyclic ? this.min : this.max;
            } else if ( v < this.min ) {
                v = this.isCyclic ? this.max : this.min;
            }
    
            this.setValue( v );
            this.old = v;
            this.update( true );

            return true;
    
        }
        return false;

    }

    // ----------------------

    makePath () {

        let r = 40;
        let d = 24;
        let a = this.percent * this.twoPi - 0.001;
        let x2 = (r + r * Math.sin(a)) + d;
        let y2 = (r - r * Math.cos(a)) + d;
        let big = a > Math.PI ? 1 : 0;
        return "M " + (r+d) + "," + d + " A " + r + "," + r + " 0 " + big + " 1 " + x2 + "," + y2;

    }

    update ( up ) {

        this.c[2].textContent = this.value;
        this.percent = ( this.value - this.min ) / this.range;

        this.setSvg( this.c[3], 'd', this.makePath(), 1 );

        if ( this.model > 0 ) {

            let cc = this.colors;
            let color = Tools.pack( Tools.lerpColor( Tools.unpack( Tools.ColorLuma( cc.text, -0.75) ), Tools.unpack( cc.text ), this.percent ) );
            this.setSvg( this.c[3], 'stroke', color, 1 );
        
        }

        if( up ) this.send();
        
    }

}

class Color extends Proto {

    constructor( o = {} ) {

        super( o );

	    //this.autoHeight = true;

	    this.ctype = o.ctype || 'hex';

	    this.wfixe = 256;

	    this.cw = this.sb > 256 ? 256 : this.sb;
	    if(o.cw != undefined ) this.cw = o.cw;

	    // color up or down
	    this.side = o.side || 'down';
	    this.up = this.side === 'down' ? 0 : 1;
	    
	    this.baseH = this.h;

	    this.offset = new V2();
	    this.decal = new V2();
	    this.pp = new V2();

	    this.c[2] = this.dom( 'div', this.css.txt + 'height:'+(this.h-4)+'px;' + 'border-radius:'+this.radius+'px; line-height:'+(this.h-8)+'px;' );
	    this.s[2] = this.c[2].style;

	    this.s[2].textShadow = 'none';

	    if( this.up ){
	        this.s[2].top = 'auto';
	        this.s[2].bottom = '2px';
	    }

	    //this.c[0].style.textAlign = 'center';
	    //this.c[0].style.flex = '1 0 auto'

	    this.c[3] = this.getColorRing();
	    this.c[3].style.visibility  = 'hidden';

	    this.hsl = null;
	    this.value = '#ffffff';
	    if( o.value !== undefined ){
	        if( o.value instanceof Array ) this.value = Tools.rgbToHex( o.value );
	        else if(!isNaN(o.value)) this.value = Tools.hexToHtml( o.value );
	        else this.value = o.value;
	    }

	    this.bcolor = null;
	    this.isDown = false;
	    this.fistDown = false;

	    this.notext = o.notext || false;

	    this.tr = 98;
	    this.tsl = Math.sqrt(3) * this.tr;

	    this.hue = 0;
	    this.d = 256;

	    this.setColor( this.value );

	    this.init();

	    if( o.open !== undefined ) this.open();

	}

	testZone ( mx, my ) {

		let l = this.local;
		if( l.x === -1 && l.y === -1 ) return '';



		if( this.up && this.isOpen ){

			if( l.y > this.wfixe ) return 'title';
		    else return 'color';

		} else {

			if( l.y < this.baseH+2 ) return 'title';
	    	else if( this.isOpen ) return 'color';


		}

    }

	// ----------------------
    //   EVENTS
    // ----------------------

	mouseup ( e ) {

	    this.isDown = false;
	    this.d = 256;

	}

	mousedown ( e ) {


		let name = this.testZone( e.clientX, e.clientY );


		//if( !name ) return;
		if(name === 'title'){
			if( !this.isOpen ) this.open();
	        else this.close();
	        return true;
		}


		if( name === 'color' ){

			this.isDown = true;
			this.fistDown = true;
			this.mousemove( e );
		}
	}

	mousemove ( e ) {

	    let name = this.testZone( e.clientX, e.clientY );

	    let off, d, hue, sat, lum, rad, x, y, rr, T = Tools;

	    if( name === 'title' ) this.cursor('pointer');

	    if( name === 'color' ){

	    	off = this.offset;
		    off.x = e.clientX - ( this.zone.x + this.decal.x + this.mid );
		    off.y = e.clientY - ( this.zone.y + this.decal.y + this.mid );
			d = off.length() * this.ratio;
			rr = off.angle();
			if(rr < 0) rr += 2 * T.PI;
						

	    	if ( d < 128 ) this.cursor('crosshair');
	    	else if( !this.isDown ) this.cursor();

	    	if( this.isDown ){

			    if( this.fistDown ){
			    	this.d = d;
			    	this.fistDown = false;
			    }

			    if ( this.d < 128 ) {

				    if ( this.d > this.tr ) { // outside hue

				        hue = ( rr + T.pi90 ) / T.TwoPI;
				        this.hue = (hue + 1) % 1;
				        this.setHSL([(hue + 1) % 1, this.hsl[1], this.hsl[2]]);

				    } else { // triangle

				    	x = off.x * this.ratio;
				    	y = off.y * this.ratio;

				    	let rr = (this.hue * T.TwoPI) + T.PI;
				    	if(rr < 0) rr += 2 * T.PI;

				    	rad = Math.atan2(-y, x);
				    	if(rad < 0) rad += 2 * T.PI;
						
				    	let rad0 = ( rad + T.pi90 + T.TwoPI + rr ) % (T.TwoPI),
				    	rad1 = rad0 % ((2/3) * T.PI) - (T.pi60),
				    	a    = 0.5 * this.tr,
				    	b    = Math.tan(rad1) * a,
				    	r    = Math.sqrt(x*x + y*y),
				    	maxR = Math.sqrt(a*a + b*b);

				    	if( r > maxR ) {
							let dx = Math.tan(rad1) * r;
							let rad2 = Math.atan(dx / maxR);
							if(rad2 > T.pi60)  rad2 = T.pi60;
						    else if( rad2 < -T.pi60 ) rad2 = -T.pi60;
						
							rad += rad2 - rad1;

							rad0 = (rad + T.pi90  + T.TwoPI + rr) % (T.TwoPI),
							rad1 = rad0 % ((2/3) * T.PI) - (T.pi60);
							b = Math.tan(rad1) * a;
							r = maxR = Math.sqrt(a*a + b*b);
						}

						lum = ((Math.sin(rad0) * r) / this.tsl) + 0.5;
				
						let w = 1 - (Math.abs(lum - 0.5) * 2);
						sat = (((Math.cos(rad0) * r) + (this.tr / 2)) / (1.5 * this.tr)) / w;
						sat = T.clamp( sat, 0, 1 );
						
				        this.setHSL([this.hsl[0], sat, lum]);

				    }
				}
			}
		}

	}

	// ----------------------

	setHeight () {

		this.h = this.isOpen ? this.wfixe + this.baseH + 5 : this.baseH;
		this.s[0].height = this.h + 'px';
		this.zone.h = this.h;

	}

	parentHeight ( t ) {

		if ( this.group !== null ) this.group.calc( t );
	    else if ( this.isUI ) this.main.calc( t );

	}

	open () {

		super.open();

		this.setHeight();

		if( this.up ) this.zone.y -= this.wfixe + 5;

		let t = this.h - this.baseH;

	    this.s[3].visibility = 'visible';
	    //this.s[3].display = 'block';
	    this.parentHeight( t );

	}

	close () {

		super.close();

		if( this.up ) this.zone.y += this.wfixe + 5;

		let t = this.h - this.baseH;

		this.setHeight();

	    this.s[3].visibility  = 'hidden';
	    //this.s[3].display = 'none';
	    this.parentHeight( -t );

	}

	update ( up ) {

	    let cc = Tools.rgbToHex( Tools.hslToRgb([ this.hsl[0], 1, 0.5 ]) );

	    this.moveMarkers();
	    
	    this.value = this.bcolor;

	    this.setSvg( this.c[3], 'fill', cc, 2, 0 );


	    this.s[2].background = this.bcolor;
	    if(!this.notext) this.c[2].textContent = Tools.htmlToHex( this.bcolor );

	    this.invert = Tools.findDeepInver( this.rgb );
	    this.s[2].color = this.invert ? '#fff' : '#000';

	    if(!up) return;

	    if( this.ctype === 'array' ) this.send( this.rgb );
	    if( this.ctype === 'rgb' ) this.send( Tools.htmlRgb( this.rgb ) );
	    if( this.ctype === 'hex' ) this.send( Tools.htmlToHex( this.value ) );
	    if( this.ctype === 'html' ) this.send();

	}

	setValue ( v ){

		if( v instanceof Array ) this.value = Tools.rgbToHex( v );
        else if(!isNaN(v)) this.value = Tools.hexToHtml( v );
        else this.value = v;

		this.setColor( this.value );
        this.update();

	}

	setColor ( color ) {

	    let unpack = Tools.unpack(color);
	    if (this.bcolor !== color && unpack) {

	        this.bcolor = color;
	        this.rgb = unpack;
	        this.hsl = Tools.rgbToHsl( this.rgb );

	        this.hue = this.hsl[0];

	        this.update();
	    }
	    return this;

	}

	setHSL ( hsl ) {

	    this.hsl = hsl;
	    this.rgb = Tools.hslToRgb( hsl );
	    this.bcolor = Tools.rgbToHex( this.rgb );
	    this.update( true );
	    return this;

	}

	moveMarkers () {

		let p = this.pp;
		let T = Tools;

	    this.invert ? '#fff' : '#000';
	    let a = this.hsl[0] * T.TwoPI;
	    let third = (2/3) * T.PI;
	    let r = this.tr;
	    let h = this.hsl[0];
	    let s = this.hsl[1];
	    let l = this.hsl[2];

	    let angle = ( a - T.pi90 ) * T.todeg;

	    h = - a + T.pi90;

		let hx = Math.cos(h) * r;
		let hy = -Math.sin(h) * r;
		let sx = Math.cos(h - third) * r;
		let sy = -Math.sin(h - third) * r;
		let vx = Math.cos(h + third) * r;
		let vy = -Math.sin(h + third) * r;
		let mx = (sx + vx) / 2, my = (sy + vy) / 2;
		a  = (1 - 2 * Math.abs(l - .5)) * s;
		let x = sx + (vx - sx) * l + (hx - mx) * a;
		let y = sy + (vy - sy) * l + (hy - my) * a;

	    p.set( x, y ).addScalar(128);

	    //let ff = (1-l)*255;
	    // this.setSvg( this.c[3], 'stroke', 'rgb('+ff+','+ff+','+ff+')', 3 );

	    this.setSvg( this.c[3], 'transform', 'rotate('+angle+' )', 2 );

	    this.setSvg( this.c[3], 'cx', p.x, 3 );
	    this.setSvg( this.c[3], 'cy', p.y, 3 );
	    
	    this.setSvg( this.c[3], 'stroke', this.invert ? '#fff' : '#000', 2, 3 );
	    this.setSvg( this.c[3], 'stroke', this.invert ? '#fff' : '#000', 3 );
	    this.setSvg( this.c[3], 'fill',this.bcolor, 3 );

	}

	rSize () {

	    //Proto.prototype.rSize.call( this );
	    super.rSize();

	    let s = this.s;

	    s[2].width = this.sb + 'px';
	    s[2].left = this.sa + 'px';

	    this.rSizeColor( this.cw );

	    this.decal.x = Math.floor((this.w - this.wfixe) * 0.5);
	    //s[3].left = this.decal.x + 'px';
	    
	}

	rSizeColor ( w ) {

		if( w === this.wfixe ) return;

		this.wfixe = w;

		let s = this.s;

		//this.decal.x = Math.floor((this.w - this.wfixe) * 0.5);
	    this.decal.y = this.side === 'up' ? 2 : this.baseH + 2;
	    this.mid = Math.floor( this.wfixe * 0.5 );

	    this.setSvg( this.c[3], 'viewBox', '0 0 '+ this.wfixe + ' '+ this.wfixe );
	    s[3].width = this.wfixe + 'px';
	    s[3].height = this.wfixe + 'px';
    	//s[3].left = this.decal.x + 'px';
	    s[3].top = this.decal.y + 'px';

	    this.ratio = 256 / this.wfixe;
	    this.square = 1 / (60*(this.wfixe/256));
	    this.setHeight();

	}


}

class Fps extends Proto {

    constructor( o = {} ) {

        super( o );

        this.round = Math.round;

        //this.autoHeight = true;

        this.baseH = this.h;
        this.hplus = o.hplus || 50;

        this.res = o.res || 40;
        this.l = 1;

        this.precision = o.precision || 0;
        

        this.custom = o.custom || false;
        this.names = o.names || ['FPS', 'MS'];
        let cc = o.cc || ['220,220,220', '255,255,0'];

       // this.divid = [ 100, 100, 100 ];
       // this.multy = [ 30, 30, 30 ];

        this.adding = o.adding || false;

        this.range = o.range || [ 165, 100, 100 ];

        this.alpha = o.alpha || 0.25;

        this.values = [];
        this.points = [];
        this.textDisplay = [];

        if(!this.custom){

            this.now = Roots.getTime();
            this.startTime = 0;//this.now()
            this.prevTime = 0;//this.startTime;
            this.frames = 0;

            this.ms = 0;
            this.fps = 0;
            this.mem = 0;
            this.mm = 0;

            this.isMem = ( self.performance && self.performance.memory ) ? true : false;

           // this.divid = [ 100, 200, 1 ];
           // this.multy = [ 30, 30, 30 ];

            if( this.isMem ){

                this.names.push('MEM');
                cc.push('0,255,255');

            }

            this.txt = o.name || 'Fps';

        }


        let fltop = Math.floor(this.h*0.5)-6;

        this.c[1].textContent = this.txt;
        this.c[0].style.cursor = 'pointer';
        this.c[0].style.pointerEvents = 'auto';

        let panelCss = 'display:none; left:10px; top:'+ this.h + 'px; height:'+(this.hplus - 8)+'px; box-sizing:border-box; background: rgba(0, 0, 0, 0.2); border:1px solid '+ this.colors.border +';';

        if( this.radius !== 0 ) panelCss += 'border-radius:' + this.radius+'px;'; 

        this.c[2] = this.dom( 'path', this.css.basic + panelCss , {} );

        this.c[2].setAttribute('viewBox', '0 0 '+this.res+' 50' );
        this.c[2].setAttribute('height', '100%' );
        this.c[2].setAttribute('width', '100%' );
        this.c[2].setAttribute('preserveAspectRatio', 'none' );


        //this.dom( 'path', null, { fill:'rgba(255,255,0,0.3)', 'stroke-width':1, stroke:'#FF0', 'vector-effect':'non-scaling-stroke' }, this.c[2] );
        //this.dom( 'path', null, { fill:'rgba(0,255,255,0.3)', 'stroke-width':1, stroke:'#0FF', 'vector-effect':'non-scaling-stroke' }, this.c[2] );
        
        // arrow
        this.c[3] = this.dom( 'path', this.css.basic + 'position:absolute; width:10px; height:10px; left:4px; top:'+fltop+'px;', { d:this.svgs.arrow, fill:this.colors.text, stroke:'none'});

        // result test
        this.c[4] = this.dom( 'div', this.css.txt + 'position:absolute; left:10px; top:'+(this.h+2) +'px; display:none; width:100%; text-align:center;' );

        // bottom line
        if( o.bottomLine ) this.c[4] = this.dom( 'div', this.css.basic + 'width:100%; bottom:0px; height:1px; background: rgba(255, 255, 255, 0.2);');

        this.isShow = false;

        let s = this.s;

        s[1].marginLeft = '10px';
        s[1].lineHeight = this.h-4;
        s[1].color = this.colors.text;
        s[1].fontWeight = 'bold';

        if( this.radius !== 0 )  s[0].borderRadius = this.radius+'px';
        if( this.colors.gborder!=='none') s[0].border = '1px solid ' + this.colors.gborder;




        let j = 0;

        for( j=0; j<this.names.length; j++ ){

            let base = [];
            let i = this.res+1;
            while( i-- ) base.push(50);

            this.range[j] = ( 1 / this.range[j] ) * 49;
            
            this.points.push( base );
            this.values.push(0);
           //  this.dom( 'path', null, { fill:'rgba('+cc[j]+',0.5)', 'stroke-width':1, stroke:'rgba('+cc[j]+',1)', 'vector-effect':'non-scaling-stroke' }, this.c[2] );
            this.textDisplay.push( "<span style='color:rgb("+cc[j]+")'> " + this.names[j] +" ");

        }

        j = this.names.length;
        while(j--){
            this.dom( 'path', null, { fill:'rgba('+cc[j]+','+this.alpha+')', 'stroke-width':1, stroke:'rgba('+cc[j]+',1)', 'vector-effect':'non-scaling-stroke' }, this.c[2] );
        }


        this.init();

        //if( this.isShow ) this.show();

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mousedown ( e ) {

        if( this.isShow ) this.close();
        else this.open();

    }

    // ----------------------

    /*mode: function ( mode ) {

        let s = this.s;

        switch(mode){
            case 0: // base
                s[1].color = this.colors.text;
                //s[1].background = 'none';
            break;
            case 1: // over
                s[1].color = '#FFF';
                //s[1].background = UIL.SELECT;
            break;
            case 2: // edit / down
                s[1].color = this.colors.text;
                //s[1].background = UIL.SELECTDOWN;
            break;

        }
    },*/

    tick ( v ) {

        this.values = v;
        if( !this.isShow ) return;
        this.drawGraph();
        this.upText();

    }

    makePath ( point ) {

        let p = '';
        p += 'M ' + (-1) + ' ' + 50;
        for ( let i = 0; i < this.res + 1; i ++ ) { p += ' L ' + i + ' ' + point[i]; }
        p += ' L ' + (this.res + 1) + ' ' + 50;
        return p;

    }

    upText ( val ) {

        let v = val || this.values, t = '';
        for( let j=0, lng =this.names.length; j<lng; j++ ) t += this.textDisplay[j] + (v[j]).toFixed(this.precision) + '</span>';
        this.c[4].innerHTML = t;
    
    }

    drawGraph () {

        let svg = this.c[2];
        let i = this.names.length, v, old = 0, n = 0;

        while( i-- ){
            if( this.adding ) v = (this.values[n]+old) * this.range[n];
            else  v = (this.values[n] * this.range[n]);
            this.points[n].shift();
            this.points[n].push( 50 - v );
            this.setSvg( svg, 'd', this.makePath( this.points[n] ), i+1 );
            old += this.values[n];
            n++;

        }

    }

    open () {

        super.open();

        this.h = this.hplus + this.baseH;

        this.setSvg( this.c[3], 'd', this.svgs.arrowDown );

        if( this.group !== null ){ this.group.calc( this.hplus );}
        else if( this.isUI ) this.main.calc( this.hplus );

        this.s[0].height = this.h +'px';
        this.s[2].display = 'block'; 
        this.s[4].display = 'block';
        this.isShow = true;

        if( !this.custom ) Roots.addListen( this );

    }

    close () {

        super.close();

        this.h = this.baseH;

        this.setSvg( this.c[3], 'd', this.svgs.arrow );

        if( this.group !== null ){ this.group.calc( -this.hplus );}
        else if( this.isUI ) this.main.calc( -this.hplus );
        
        this.s[0].height = this.h +'px';
        this.s[2].display = 'none';
        this.s[4].display = 'none';
        this.isShow = false;

        if( !this.custom ) Roots.removeListen( this );

        this.c[4].innerHTML = '';
        
    }


    ///// AUTO FPS //////

    begin () {

        this.startTime = this.now();
        
    }

    end () {

        let time = this.now();
        this.ms = time - this.startTime;

        this.frames ++;

        if ( time > this.prevTime + 1000 ) {

            this.fps = this.round( ( this.frames * 1000 ) / ( time - this.prevTime ) );

            this.prevTime = time;
            this.frames = 0;

            if ( this.isMem ) {

                let heapSize = performance.memory.usedJSHeapSize;
                let heapSizeLimit = performance.memory.jsHeapSizeLimit;

                this.mem = this.round( heapSize * 0.000000954 );
                this.mm = heapSize / heapSizeLimit;

            }

        }

        this.values = [ this.fps, this.ms , this.mm ];

        this.drawGraph();
        this.upText( [ this.fps, this.ms, this.mem ] );

        return time;

    }

    listening () {

        if( !this.custom ) this.startTime = this.end();
        
    }

    rSize () {

        let s = this.s;
        let w = this.w;

        s[0].width = w + 'px';
        s[1].width = w + 'px';
        s[2].left = 10 + 'px';
        s[2].width = (w-20) + 'px';
        s[4].width = (w-20) + 'px';
        
    }
    
}

class Graph extends Proto {

    constructor( o = {} ) {

        super( o );

    	this.value = o.value !== undefined ? o.value : [0,0,0];
        this.lng = this.value.length;

        this.precision = o.precision !== undefined ? o.precision : 2;
        this.multiplicator = o.multiplicator || 1;
        this.neg = o.neg || false;

        this.line = o.line !== undefined ?  o.line : true;

        //if(this.neg)this.multiplicator*=2;

        this.autoWidth = o.autoWidth !== undefined ? o.autoWidth : true;
        this.isNumber = false;

        this.isDown = false;

        this.h = o.h || 128 + 10;
        this.rh = this.h - 10;
        this.top = 0;

        this.c[0].style.width = this.w +'px';

        if( this.c[1] !== undefined ) { // with title

            this.c[1].style.width = this.w +'px';

            if(!this.autoWidth){
                this.c[1].style.width = '100%';
                this.c[1].style.justifyContent = 'center';
            }
            
            
            //this.c[1].style.background = '#ff0000';
            //this.c[1].style.textAlign = 'center';
            this.top = 10;
            this.h += 10;

        }

        this.gh = this.rh - 28;
        this.gw = this.w - 28;

        //this.c[2] = this.dom( 'div', this.css.txt + 'justify-content:center; text-align: justify; column-count:'+this.lng+'; top:'+(this.h-20)+'px; width:100%; color:'+ this.colors.text );

        //let colum = 'column-count:'+this.lng+'; column:'+this.lng+'; break-inside: column; top:'
        this.c[2] = this.dom( 'div', this.css.txt + 'display:block; text-align:center; padding:0px 0px; top:'+(this.h-20)+'px; left:14px; width:'+this.gw+'px;  color:'+ this.colors.text );
       
        //this.c[2].textContent = this.value;
        this.c[2].innerHTML = this.valueToHtml();

        let svg = this.dom( 'svg', this.css.basic , { viewBox:'0 0 '+this.w+' '+this.rh, width:this.w, height:this.rh, preserveAspectRatio:'none' } );
        this.setCss( svg, { width:this.w, height:this.rh, left:0, top:this.top });

        this.dom( 'path', '', { d:'', stroke:this.colors.text, 'stroke-width':2, fill:'none', 'stroke-linecap':'butt' }, svg );
        this.dom( 'rect', '', { x:10, y:10, width:this.gw+8, height:this.gh+8, stroke:'rgba(0,0,0,0.3)', 'stroke-width':1 , fill:'none'}, svg );

        this.iw = ((this.gw-(4*(this.lng-1)))/this.lng);
        let t = [];
        this.cMode = [];

        this.v = [];

        for( let i = 0; i < this.lng; i++ ){

        	t[i] = [ 14 + (i*this.iw) + (i*4), this.iw ];
        	t[i][2] = t[i][0] + t[i][1];
        	this.cMode[i] = 0;

            if( this.neg ) this.v[i] = ((1+(this.value[i] / this.multiplicator))*0.5);
        	else this.v[i] = this.value[i] / this.multiplicator;

        	this.dom( 'rect', '', { x:t[i][0], y:14, width:t[i][1], height:1, fill:this.colors.text, 'fill-opacity':0.3 }, svg );

        }

        this.tmp = t;
        this.c[3] = svg;

        //console.log(this.w)

        this.init();

        if( this.c[1] !== undefined ){
            this.c[1].style.top = 0 +'px';
            this.c[1].style.height = 20 +'px';
            this.s[1].lineHeight = (20-5)+'px';
        }

        this.update( false );

    }

    setValue ( value ) {

        this.value = value;
        this.lng = this.value.length;
        for (var i = 0; i < this.lng; i++) {
            if (this.neg) this.v[i] = (1 + value[i] / this.multiplicator) * 0.5;
            else this.v[i] = value[i] / this.multiplicator;
        }
        this.update();

    }

    valueToHtml() {

        let i = this.lng, n=0, r = '<table style="width:100%;"><tr>';
        let w = 100 / this.lng;
        let style = 'width:'+ w +'%;';//' text-align:center;'
        while(i--){
            if(n===this.lng-1) r += '<td style='+style+'>' + this.value[n] + '</td></tr></table>';
            else r += '<td style='+style+'>' + this.value[n] + '</td>';
            n++;
        }
        return r
    }

    updateSVG () {

        if( this.line ) this.setSvg( this.c[3], 'd', this.makePath(), 0 );

        for(let i = 0; i<this.lng; i++ ){

            this.setSvg( this.c[3], 'height', this.v[i]*this.gh, i+2 );
            this.setSvg( this.c[3], 'y', 14 + (this.gh - this.v[i]*this.gh), i+2 );
            if( this.neg ) this.value[i] = ( ((this.v[i]*2)-1) * this.multiplicator ).toFixed( this.precision ) * 1;
            else this.value[i] = ( (this.v[i] * this.multiplicator) ).toFixed( this.precision ) * 1;

        }

        //this.c[2].textContent = this.value;
        this.c[2].innerHTML = this.valueToHtml();

    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';

        let i = this.lng;
        let t = this.tmp;
        
	    if( l.y>this.top && l.y<this.h-20 ){
	        while( i-- ){
	            if( l.x>t[i][0] && l.x<t[i][2] ) return i;
	        }
	    }

        return ''

    }

    mode ( n, name ) {

    	if( n === this.cMode[name] ) return false;

    	let a;

        switch(n){
            case 0: a=0.3; break;
            case 1: a=0.6; break;
            case 2: a=1; break;
        }

        this.reset();

        this.setSvg( this.c[3], 'fill-opacity', a, name + 2 );
        this.cMode[name] = n;

        return true;



    }

    // ----------------------
    //   EVENTS
    // ----------------------

    reset () {

    	let nup = false;
        //this.isDown = false;

        let i = this.lng;
        while(i--){ 
            if( this.cMode[i] !== 0 ){
                this.cMode[i] = 0;
                this.setSvg( this.c[3], 'fill-opacity', 0.3, i + 2 );
                nup = true;
            }
        }

        return nup;

    }

    mouseup ( e ) {

        this.isDown = false;
        if( this.current !== -1 ) return this.reset();
        
    }

    mousedown ( e ) {

    	this.isDown = true;
        return this.mousemove( e );

    }

    mousemove ( e ) {

    	let nup = false;

    	let name = this.testZone(e);

    	if( name === '' ){

            nup = this.reset();
            //this.cursor();

        } else { 

            nup = this.mode( this.isDown ? 2 : 1, name );
            //this.cursor( this.current !== -1 ? 'move' : 'pointer' );
            if(this.isDown){
            	this.v[name] = this.clamp( 1 - (( e.clientY - this.zone.y - this.top - 10 ) / this.gh) , 0, 1 );
            	this.update( true );
            }

        }

        return nup;

    }

    // ----------------------

    update ( up ) {

    	this.updateSVG();

        if( up ) this.send();

    }

    makePath () {

    	let p = "", h, w, wn, wm, ow, oh;
    	//let g = this.iw*0.5

    	for(let i = 0; i<this.lng; i++ ){

    		h = 14 + (this.gh - this.v[i]*this.gh);
    		w = (14 + (i*this.iw) + (i*4));

    		wm = w + this.iw*0.5;
    		wn = w + this.iw;

    		if(i===0) p+='M '+w+' '+ h + ' T ' + wm +' '+ h;
    		else p += ' C ' + ow +' '+ oh + ',' + w +' '+ h + ',' + wm +' '+ h;
    		if(i === this.lng-1) p+=' T ' + wn +' '+ h;

    		ow = wn;
    		oh = h; 

    	}

    	return p;

    }

    rSize () {

        super.rSize();

        let s = this.s;
        if( this.c[1] !== undefined ) s[1].width = this.w + 'px';
        s[3].width = this.w + 'px';

        let gw = this.w - 28;
        let iw = ((gw-(4*(this.lng-1)))/this.lng);

        let t = [];

        s[2].width = gw + 'px';

        for( let i = 0; i < this.lng; i++ ){

            t[i] = [ 14 + (i*iw) + (i*4), iw ];
            t[i][2] = t[i][0] + t[i][1];

        }

        this.tmp = t;

    }

}

class Group extends Proto {

    constructor( o = {} ) {

        super( o );

        this.isGroup = true;

        this.ADD = o.add;

        this.autoHeight = true;

        this.uis = [];
        this.current = -1;
        this.proto = null;
        this.isEmpty = true;
        this.decal = 0;

        this.baseH = this.h;

        let fltop = Math.floor(this.h*0.5)-6;

        this.isLine = o.line !== undefined ? o.line : false;

        this.decal = 0;

        if( o.group ){
            this.decal = o.group.decal ? o.group.decal : 0;
            this.decal += 6;
        }

        this.useFlex = true; 
        let flexible = this.useFlex ? 'display:flex; flex-flow: row wrap;' : '';

        this.c[2] = this.dom( 'div', this.css.basic + flexible + 'width:100%; left:0; height:auto; overflow:hidden; top:'+this.h+'px');// 
        this.c[3] = this.dom( 'path', this.css.basic + 'position:absolute; width:10px; height:10px; left:0; top:'+fltop+'px;', { d:this.svgs.group, fill:this.colors.text, stroke:'none'});
        this.c[4] = this.dom( 'path', this.css.basic + 'position:absolute; width:10px; height:10px; left:'+(4+this.decal)+'px; top:'+fltop+'px;', { d:this.svgs.arrow, fill:this.colors.text, stroke:'none'});
        // bottom line
        if( this.isLine ) this.c[5] = this.dom( 'div', this.css.basic +  'background:rgba(255, 255, 255, 0.2); width:100%; left:0; height:1px; bottom:0px');

        let s = this.s;
        s[0].height = this.h + 'px';
        s[1].height = this.h + 'px';
        this.c[1].name = 'group';

        s[1].marginLeft = (10+this.decal)+'px';
        s[1].lineHeight = this.h-4;
        s[1].color = this.colors.text;
        s[1].fontWeight = 'bold';

        if( this.radius !== 0 ) s[0].borderRadius = this.radius+'px';
        this.init();

        this.setBG( o.bg );

        if( o.open !== undefined ) this.open();

    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';

        let name = '';

        if( l.y < this.baseH ) name = 'title';
        else {
            if( this.isOpen ) name = 'content';
        }

        return name;

    }

    clearTarget () {

        if( this.current === -1 ) return false;
        if( this.proto.s ){
            // if no s target is delete !!
            this.proto.uiout();
            this.proto.reset();
        }
        this.proto = null;
        this.current = -1;
        this.cursor();
        return true;

    }

    reset () {

        this.clearTarget();

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    handleEvent ( e ) {

        let type = e.type;

        let change = false;
        let protoChange = false;

        let name = this.testZone( e );

        if( !name ) return;

        switch( name ){

            case 'content':
            this.cursor();

            if( Roots.isMobile && type === 'mousedown' ) this.getNext( e, change );

            if( this.proto ) protoChange = this.proto.handleEvent( e );

            if( !Roots.lock ) this.getNext( e, change );

            break;
            case 'title':
            this.cursor('pointer');
            if( type === 'mousedown' ){
                if( this.isOpen ) this.close();
                else this.open();
            }
            break;


        }

        if( this.isDown ) change = true;
        if( protoChange ) change = true;

        return change;

    }

    getNext ( e, change ) {

        let next = Roots.findTarget( this.uis, e );

        if( next !== this.current ){
            this.clearTarget();
            this.current = next;
        }

        if( next !== -1 ){ 
            this.proto  = this.uis[ this.current ];
            this.proto.uiover();
        }

    }

    // ----------------------

    setBG ( bg ) {

        if( bg !== undefined ) this.colors.background = bg;

        this.c[0].style.background = this.colors.background;

        let i = this.uis.length;
        while(i--){
            this.uis[i].setBG( this.colors.background );
        }

    }

    add() {

        let a = arguments;

        if( typeof a[1] === 'object' ){ 
            a[1].isUI = this.isUI;
            a[1].target = this.c[2];
            a[1].main = this.main;
            a[1].group = this;
        } else if( typeof arguments[1] === 'string' ){
            if( a[2] === undefined ) [].push.call( a, { isUI:true, target:this.c[2], main:this.main });
            else { 
                a[2].isUI = true;
                a[2].target = this.c[2];
                a[2].main = this.main;
                a[2].group = this;
            }
        }

        let u = this.ADD.apply( this, a );

        this.uis.push( u );

        this.isEmpty = false;

        return u;

    }

    // remove one node

    remove ( n ) {

        if( n.dispose ) n.dispose();

    }

    // clear all iner 

    dispose() {

        this.clear();
        if( this.isUI ) this.main.calc();
        super.dispose();

    }

    clear() {

        this.empty();

    }

    empty () {

        this.close();

        let i = this.uis.length, item;

        while( i-- ){
            item = this.uis.pop();
            this.c[2].removeChild( item.c[0] );
            item.clear( true );

            //this.uis[i].clear()
        }

        this.isEmpty = true;
        this.h = this.baseH;

    }

    // clear one element

    clearOne ( n ) { 

        let id = this.uis.indexOf( n );

        if ( id !== -1 ) {
            this.calc( - ( this.uis[ id ].h + 1 ) );
            this.c[2].removeChild( this.uis[ id ].c[0] );
            this.uis.splice( id, 1 ); 

            if( this.uis.length === 0 ){ 
                this.isEmpty = true;
                this.close();
            }
        }

    }

    

    open () {

        super.open();

        this.setSvg( this.c[4], 'd', this.svgs.arrowDown );
        this.rSizeContent();

        this.h - this.baseH;

        this.parentHeight();

    }

    close () {

        super.close();

        this.h - this.baseH;

        this.setSvg( this.c[4], 'd', this.svgs.arrow );
        this.h = this.baseH;
        this.s[0].height = this.h + 'px';

        this.parentHeight();

    }

    calcUis () {

        if( !this.isOpen ) this.h = this.baseH;
        else this.h = Roots.calcUis( this.uis, this.zone, this.zone.y + this.baseH ) + this.baseH;

        this.s[0].height = this.h + 'px';

    }

    parentHeight ( t ) {

        if ( this.group !== null ) this.group.calc( t );
        else if ( this.isUI ) this.main.calc( t );

    }

    calc ( y ) {

        if( !this.isOpen ) return
        if( this.isUI ) this.main.calc();
        else this.calcUis();
        this.s[0].height = this.h + 'px';

    }

    rSizeContent () {

        let i = this.uis.length;
        while(i--){
            this.uis[i].setSize( this.w );
            this.uis[i].rSize();
        }

    }

    rSize () {

        super.rSize();

        let s = this.s;

        s[3].left = ( this.sa + this.sb - 17 ) + 'px';
        s[1].width = this.w + 'px';
        s[2].width = this.w + 'px';

        if( this.isOpen ) this.rSizeContent();

    }

}

class Joystick extends Proto {

    constructor( o = {} ) {

        super( o );

        this.autoWidth = false;

        this.value = [0,0];

        this.minw  = this.w;
        this.diam = o.diam || this.w; 

        this.joyType = 'analogique';
        this.model = o.mode !== undefined ? o.mode : 0;

        this.precision = o.precision || 2;
        this.multiplicator = o.multiplicator || 1;

        this.pos = new V2();
        this.tmp = new V2();

        this.interval = null;

        //this.radius = this.w * 0.5;
        //this.distance = this.radius*0.25;
        this.distance = (this.diam*0.5)*0.25;

        this.h = o.h || this.w + 10;
        this.top = 0;

        this.c[0].style.width = this.w +'px';

        if( this.c[1] !== undefined ) { // with title

            this.c[1].style.width = '100%';
            this.c[1].style.justifyContent = 'center';
            this.top = 10;
            this.h += 10;

        }

        let cc = this.colors;

        this.c[2] = this.dom( 'div', this.css.txt + 'justify-content:center; top:'+(this.h-20)+'px; width:100%; color:'+ cc.text );
        this.c[2].textContent = this.value;

        this.c[3] = this.getJoystick( this.model );
        this.setSvg( this.c[3], 'viewBox', '0 0 '+this.diam+' '+this.diam );
        this.setCss( this.c[3], { width:this.diam, height:this.diam, left:0, top:this.top });


        this.ratio = 128/this.w;

        this.init();

        this.update(false);
        
    }

    mode ( mode ) {

        let cc = this.colors;

        switch(mode){
            case 0: // base
                if(this.model===0){
                    this.setSvg( this.c[3], 'fill', 'url(#gradIn)', 4 );
                    this.setSvg( this.c[3], 'stroke', '#000', 4 );
                } else {
                    this.setSvg( this.c[3], 'stroke', 'rgba(100,100,100,0.25)', 2 );
                    //this.setSvg( this.c[3], 'stroke', 'rgb(0,0,0,0.1)', 3 );
                    this.setSvg( this.c[3], 'stroke', '#666', 4 );
                    this.setSvg( this.c[3], 'fill', 'none', 4 );
                }
                
            break;
            case 1: // over
                if(this.model===0){
                    this.setSvg( this.c[3], 'fill', 'url(#gradIn2)', 4 );
                    this.setSvg( this.c[3], 'stroke', 'rgba(0,0,0,0)', 4 );
                } else {
                    this.setSvg( this.c[3], 'stroke', 'rgba(48,138,255,0.25)', 2 );
                    //this.setSvg( this.c[3], 'stroke', 'rgb(0,0,0,0.3)', 3 );
                    this.setSvg( this.c[3], 'stroke', cc.select, 4 );
                    this.setSvg( this.c[3], 'fill', 'rgba(48,138,255,0.25)', 4 );
                }
            break;

        }
    }

    // ----------------------
    //   EVENTS
    // ----------------------

    addInterval (){
        if( this.interval !== null ) this.stopInterval();
        if( this.pos.isZero() ) return;
        this.interval = setInterval( function(){ this.update(); }.bind(this), 10 );

    }

    stopInterval (){

        if( this.interval === null ) return;
        clearInterval( this.interval );
        this.interval = null;

    }

    reset () {

        this.addInterval();
        this.mode(0);

    }

    mouseup ( e ) {

        this.addInterval();
        this.isDown = false;
    
    }

    mousedown ( e ) {

        this.isDown = true;
        this.mousemove( e );
        this.mode( 2 );

    }

    mousemove ( e ) {

        this.mode(1);

        if( !this.isDown ) return;

        //this.tmp.x = this.radius - ( e.clientX - this.zone.x );
        //this.tmp.y = this.radius - ( e.clientY - this.zone.y - this.top );

        this.tmp.x = (this.w*0.5) - ( e.clientX - this.zone.x );
        this.tmp.y = (this.diam*0.5) - ( e.clientY - this.zone.y - this.top );

        let distance = this.tmp.length();

        if ( distance > this.distance ) {
            let angle = Math.atan2(this.tmp.x, this.tmp.y);
            this.tmp.x = Math.sin( angle ) * this.distance;
            this.tmp.y = Math.cos( angle ) * this.distance;
        }

        this.pos.copy( this.tmp ).divideScalar( this.distance ).negate();

        this.update();

    }

    setValue ( v ) {

        if(v===undefined) v=[0,0];

        this.pos.set( v[0] || 0, v[1]  || 0 );
        this.updateSVG();

    }

    update ( up ) {

        if( up === undefined ) up = true;

        if( this.interval !== null ){

            if( !this.isDown ){

                this.pos.lerp( null, 0.3 );

                this.pos.x = Math.abs( this.pos.x ) < 0.01 ? 0 : this.pos.x;
                this.pos.y = Math.abs( this.pos.y ) < 0.01 ? 0 : this.pos.y;

                if( this.isUI && this.main.isCanvas ) this.main.draw();

            }

        }

        this.updateSVG();

        if( up ) this.send();
        

        if( this.pos.isZero() ) this.stopInterval();

    }

    updateSVG () {

        //let x = this.radius - ( -this.pos.x * this.distance );
        //let y = this.radius - ( -this.pos.y * this.distance );

        let x = (this.diam*0.5) - ( -this.pos.x * this.distance );
        let y = (this.diam*0.5) - ( -this.pos.y * this.distance );

         if(this.model === 0){

            let sx = x + ((this.pos.x)*5) + 5;
            let sy = y + ((this.pos.y)*5) + 10;

            this.setSvg( this.c[3], 'cx', sx*this.ratio, 3 );
            this.setSvg( this.c[3], 'cy', sy*this.ratio, 3 );
        } else {
            this.setSvg( this.c[3], 'cx', x*this.ratio, 3 );
            this.setSvg( this.c[3], 'cy', y*this.ratio, 3 );
        }

        

        this.setSvg( this.c[3], 'cx', x*this.ratio, 4 );
        this.setSvg( this.c[3], 'cy', y*this.ratio, 4 );

        this.value[0] =  ( this.pos.x * this.multiplicator ).toFixed( this.precision ) * 1;
        this.value[1] =  ( this.pos.y * this.multiplicator ).toFixed( this.precision ) * 1;

        this.c[2].textContent = this.value;

    }

    clear () {
        
        this.stopInterval();
        super.clear();

    }

}

class Knob extends Proto {

    constructor( o = {} ) {

        super( o );

        this.isCyclic = o.cyclic || false;
        this.model = o.stype || 0;
        if( o.mode !== undefined ) this.model = o.mode;

        this.autoWidth = false;

        this.setTypeNumber( o );

        this.minw  = this.w;
        this.diam = o.diam || this.w; 

        this.mPI = Math.PI * 0.8;
        this.toDeg = 180 / Math.PI;
        this.cirRange = this.mPI * 2;

        this.offset = new V2();

        this.h = o.h || this.w + 10;
        this.top = 0;

        this.c[0].style.width = this.w +'px';

        if(this.c[1] !== undefined) {

            this.c[1].style.width = '100%';
            this.c[1].style.justifyContent = 'center';
            this.top = 10;
            this.h += 10;

        }

        this.percent = 0;

        this.cmode = 0;
        let cc = this.colors;

        this.c[2] = this.dom( 'div', this.css.txt + 'justify-content:center; top:'+(this.h-20)+'px; width:100%; color:'+ cc.text );

        this.c[3] = this.getKnob();
        this.setSvg( this.c[3], 'fill', cc.button, 0 );
        this.setSvg( this.c[3], 'stroke', cc.text, 1 );
        this.setSvg( this.c[3], 'stroke', cc.text, 3 );
        this.setSvg( this.c[3], 'd', this.makeGrad(), 3 );
        
        this.setSvg( this.c[3], 'viewBox', '0 0 ' + this.diam + ' ' + this.diam );
        this.setCss( this.c[3], { width:this.diam, height:this.diam, left:0, top:this.top });

        if ( this.model > 0 ) {

            Tools.dom( 'path', '', { d: '', stroke:cc.text, 'stroke-width': 2, fill: 'none', 'stroke-linecap': 'round' }, this.c[3] ); //4

            if ( this.model == 2) {
            
                Tools.addSVGGlowEffect();
                this.setSvg( this.c[3], 'style', 'filter: url("#UILGlow");', 4 );
            
            }

        }

        this.r = 0;

        this.init();

        this.update();

    }

    mode ( mode ) {

        let cc = this.colors;

        if( this.cmode === mode ) return false;

        switch( mode ) {
            case 0: // base
                this.s[2].color = cc.text;
                this.setSvg( this.c[3], 'fill', cc.button, 0);
                //this.setSvg( this.c[3], 'stroke','rgba(255,0,0,0.2)', 2);
                this.setSvg( this.c[3], 'stroke', cc.text, 1 );
            break;
            case 1: // down
                this.s[2].color = cc.textOver;
                this.setSvg( this.c[3], 'fill', cc.select, 0);
                //this.setSvg( this.c[3], 'stroke','rgba(0,0,0,0.6)', 2);
                this.setSvg( this.c[3], 'stroke', cc.textOver, 1 );
            break;
        }

        this.cmode = mode;
        return true;

    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';
        if( l.y <= this.c[ 1 ].offsetHeight ) return 'title';
        else if ( l.y > this.h - this.c[ 2 ].offsetHeight ) return 'text';
        else return 'knob';

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mouseup ( e ) {

        this.isDown = false;
        this.sendEnd();
        return this.mode(0)

    }

    mousedown ( e ) {

        this.isDown = true;
        this.old = this.value;
        this.oldr = null;
        this.mousemove( e );
        return this.mode(1)

    }

    mousemove ( e ) {

        if( !this.isDown ) return;

        let off = this.offset;

        //off.x = this.radius - ( e.clientX - this.zone.x );
        //off.y = this.radius - ( e.clientY - this.zone.y - this.top );

        off.x = (this.w*0.5) - ( e.clientX - this.zone.x );
        off.y = (this.diam*0.5) - ( e.clientY - this.zone.y - this.top );

        this.r = - Math.atan2( off.x, off.y );

        if( this.oldr !== null ) this.r = Math.abs(this.r - this.oldr) > Math.PI ? this.oldr : this.r;

        this.r = this.r > this.mPI ? this.mPI : this.r;
        this.r = this.r < -this.mPI ? -this.mPI : this.r;

        let steps = 1 / this.cirRange;
        let value = (this.r + this.mPI) * steps;

        let n = ( ( this.range * value ) + this.min ) - this.old;

        if(n >= this.step || n <= this.step){ 
            n = Math.floor( n / this.step );
            this.value = this.numValue( this.old + ( n * this.step ) );
            this.update( true );
            this.old = this.value;
            this.oldr = this.r;
        }

    }

    wheel ( e ) {

        let name = this.testZone( e );

        if( name === 'knob' ) {
    
            let v = this.value - this.step * e.delta;
    
            if ( v > this.max ) {
                v = this.isCyclic ? this.min : this.max;
            } else if ( v < this.min ) {
                v = this.isCyclic ? this.max : this.min;
            }
    
            this.setValue( v );
            this.old = v;
            this.update( true );

            return true;
    
        }
        return false;

    }

    makeGrad () {

        let d = '', step, range, a, x, y, x2, y2, r = 64;
        let startangle = Math.PI + this.mPI;
        let endangle = Math.PI - this.mPI;
        //let step = this.step>5 ? this.step : 1;

        if(this.step>5){
            range =  this.range / this.step;
            step = ( startangle - endangle ) / range;
        } else {
            step = (( startangle - endangle ) / r)*2;
            range = r*0.5;
        }

        for ( let i = 0; i <= range; ++i ) {

            a = startangle - ( step * i );
            x = r + Math.sin( a ) * ( r - 20 );
            y = r + Math.cos( a ) * ( r - 20 );
            x2 = r + Math.sin( a ) * ( r - 24 );
            y2 = r + Math.cos( a ) * ( r - 24 );
            d += 'M' + x + ' ' + y + ' L' + x2 + ' '+y2 + ' ';

        }

        return d;

    }

    update ( up ) {

        this.c[2].textContent = this.value;
        this.percent = (this.value - this.min) / this.range;

        let sa = Math.PI + this.mPI;
        let ea = ( ( this.percent * this.cirRange ) - ( this.mPI ) );

        let sin = Math.sin( ea );
        let cos = Math.cos( ea );

        let x1 = ( 25 * sin ) + 64;
        let y1 = -( 25 * cos ) + 64;
        let x2 = ( 20 * sin ) + 64;
        let y2 = -( 20 * cos ) + 64;

        this.setSvg( this.c[3], 'd', 'M ' + x1 +' ' + y1 + ' L ' + x2 +' ' + y2, 1 );
        
        if ( this.model > 0 ) {

            let x1 = 36 * Math.sin( sa ) + 64;
            let y1 = 36 * Math.cos( sa ) + 64;
            let x2 = 36 * sin + 64;
            let y2 = -36 * cos + 64;
            let big = ea <= Math.PI - this.mPI ? 0 : 1;
            this.setSvg( this.c[3], 'd', 'M ' + x1 + ',' + y1 + ' A ' + 36 + ',' + 36 + ' 1 ' + big + ' 1 ' + x2 + ',' + y2, 4 );

            let color = Tools.pack( Tools.lerpColor( Tools.unpack( Tools.ColorLuma( this.colors.text, -0.75) ), Tools.unpack( this.colors.text ), this.percent ) );
            this.setSvg( this.c[3], 'stroke', color, 4 );
        
        }

        if( up ) this.send();
        
    }

}

class List extends Proto {

    constructor( o = {} ) {

        super( o );

        // images
        this.path = o.path || '';
        this.format = o.format || '';
        

        this.isWithImage = this.path !== '' ? true:false;
        this.preLoadComplete = false;

        this.tmpImage = {};
        this.tmpUrl = [];

        //this.autoHeight = false;

        let align = o.align || 'center';

        // scroll size
        let ss = o.scrollSize || 10;
        this.ss = ss+1;

        this.sMode = 0;
        this.tMode = 0;

        this.listOnly = o.listOnly || false;
        this.staticTop = o.staticTop || false;

        this.isSelectable = this.listOnly;
        if( o.select !== undefined ) o.selectable = o.select;
        if( o.selectable !== undefined ) this.isSelectable = o.selectable;

        if( this.txt === '' ) this.p = 0;


        let fltop = Math.floor(this.h*0.5)-5;
        let cc = this.colors;



        this.c[2] = this.dom( 'div', this.css.basic + 'top:0; display:none; border-radius:'+this.radius+'px;' );
        this.c[3] = this.dom( 'div', this.css.item + 'position:absolute; text-align:'+align+'; line-height:'+(this.h-4)+'px; top:1px; background:'+cc.button+'; height:'+(this.h-2)+'px; border:1px solid '+cc.border+'; border-radius:'+this.radius+'px;' );
        this.c[4] = this.dom( 'path', this.css.basic + 'position:absolute; width:10px; height:10px; top:'+fltop+'px;', { d:this.svgs.arrow, fill:cc.text, stroke:'none'});

        this.scrollerBack = this.dom( 'div', this.css.basic + 'right:0px; width:'+ss+'px; background:'+cc.back+'; display:none;');
        this.scroller = this.dom( 'div', this.css.basic + 'right:'+((ss-(ss*0.25))*0.5)+'px; width:'+(ss*0.25)+'px; background:'+cc.text+'; display:none; ');

        this.c[3].style.color = cc.text;


        this.list = [];
        this.refObject = null;

        if(o.list){
            if( o.list instanceof Array ){
                this.list = o.list;
            } else {
                this.refObject = o.list;
                for( let g in this.refObject ) this.list.push(g);
            }
        }

        this.items = [];

        this.prevName = '';

        this.baseH = this.h;

        this.itemHeight = o.itemHeight || (this.h-3);

        // force full list 
        this.full = o.full || false;

        this.py = 0;
        this.ww = this.sb;
        this.scroll = false;
        this.isDown = false;

        this.current = null;

        // list up or down
        this.side = o.side || 'down';
        this.up = this.side === 'down' ? 0 : 1;

        if( this.up ){

            this.c[2].style.top = 'auto';
            this.c[3].style.top = 'auto';
            this.c[4].style.top = 'auto';
            //this.c[5].style.top = 'auto';

            this.c[2].style.bottom = this.h-2 + 'px';
            this.c[3].style.bottom = '1px';
            this.c[4].style.bottom = fltop + 'px';

        } else {
            this.c[2].style.top = this.baseH + 'px';
        }

        this.listIn = this.dom( 'div', this.css.basic + 'left:0; top:0; width:100%; background:none;');
        this.listIn.name = 'list';



        this.topList = 0;
        
        this.c[2].appendChild( this.listIn );
        this.c[2].appendChild( this.scrollerBack );
        this.c[2].appendChild( this.scroller );

        if( o.value !== undefined ){
            if(!isNaN(o.value)) this.value = this.list[ o.value ];
            else this.value = o.value;
        }else {
            this.value = this.list[0];
        }

        this.isOpenOnStart = o.open || false;

        if( this.listOnly ){
            this.baseH = 5;
            this.c[3].style.display = 'none';
            this.c[4].style.display = 'none';
            this.c[2].style.top = this.baseH+'px';
            this.isOpenOnStart = true;
        }


        this.miniCanvas = o.miniCanvas || false; 
        this.canvasBg = o.canvasBg || 'rgba(0,0,0,0)';
        this.imageSize = o.imageSize || [20,20];

        // dragout function
        this.drag = o.drag || false;
        this.dragout = o.dragout || false;
        this.dragstart = o.dragstart || null;
        this.dragend = o.dragend || null;

        

        //this.c[0].style.background = '#FF0000'
        if( this.isWithImage ) this.preloadImage();
       // } else {
            // populate list
            this.setList( this.list );
            this.init();
            if( this.isOpenOnStart ) this.open( true );
       // }

    }

    /*send ( v ) {

        super.send( v );

        //Proto.prototype.send.call( this, v );
    }*/

    // image list

    preloadImage () {

        this.preLoadComplete = false;

        this.tmpImage = {};
        for( let i=0; i<this.list.length; i++ ) this.tmpUrl.push( this.list[i] );
        this.loadOne();
        
    }

    nextImg () {

        this.tmpUrl.shift();
        if( this.tmpUrl.length === 0 ){ 

            this.preLoadComplete = true;

            this.addImages();
            /*this.setList( this.list );
            this.init();
            if( this.isOpenOnStart ) this.open();*/

        }
        else this.loadOne();

    }

    loadOne(){

        let self = this;
        let name = this.tmpUrl[0];
        let img = document.createElement('img');
        img.style.cssText = 'position:absolute; width:'+self.imageSize[0]+'px; height:'+self.imageSize[1]+'px';
        img.setAttribute('src', this.path + name + this.format );

        img.addEventListener('load', function() {

            self.imageSize[2] = img.width;
            self.imageSize[3] = img.height;
            self.tmpImage[name] = img;
            self.nextImg();

        });

    }

    //

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';

        if( this.up && this.isOpen ){
            if( l.y > this.h - this.baseH ) return 'title';
            else {
                if( this.scroll && ( l.x > (this.sa+this.sb-this.ss)) ) return 'scroll';
                if(l.x > this.sa) return this.testItems( l.y-this.baseH );
            }

        } else {
            if( l.y < this.baseH+2 ) return 'title';
            else {
                if( this.isOpen ){
                    if( this.scroll && ( l.x > (this.sa+this.sb-this.ss)) ) return 'scroll';
                    if(l.x > this.sa) return this.testItems( l.y-this.baseH );
                }
            }

        }

        return '';

    }

    testItems ( y ) {

        let name = '';

        let i = this.items.length, item, a, b;
        while(i--){
            item = this.items[i];
            a = item.posy + this.topList;
            b = item.posy + this.itemHeight + 1 + this.topList;
            if( y >= a && y <= b ){ 
                name = 'item' + i;
                this.modeItem(0);
                this.current = item;
                this.modeItem(1);
                return name;
            }

        }

        return name;

    }

    modeItem ( mode ) {

        if( !this.current ) return

        if( this.current.select && mode===0) mode = 2;
        let cc = this.colors;

        switch( mode ){

            case 0: // base
                this.current.style.background = cc.back;
                this.current.style.color = cc.text;
            break;
            case 1: // over
                this.current.style.background = cc.over;
                this.current.style.color = cc.textOver;
            break;
            case 2: // edit / down
                this.current.style.background = cc.select;
                this.current.style.color = cc.textSelect;
            break;

        }
    }

    unSelected() {

        if( !this.current ) return
        this.modeItem(0);
        this.current = null;

    }

    selected() {

        if( !this.current ) return
        this.resetItems();
        this.modeItem(2);
        this.current.select = true;

    }

    resetItems() {

        let i = this.items.length;
        while(i--){
            this.items[i].select = false;
            this.items[i].style.background = this.colors.back;
            this.items[i].style.color = this.colors.text;
        }

    }

    // ----------------------
    //   EVENTS
    // ----------------------


    mouseup ( e ) {

        this.isDown = false;

    }

    mousedown ( e ) {

        let name = this.testZone( e );

        if( !name ) return false;

        if( name === 'scroll' ){

            this.isDown = true;
            this.mousemove( e );

        } else if( name === 'title' ){

            this.modeTitle(2);
            if( !this.listOnly ){
                if( !this.isOpen ) this.open();
                else this.close();
            }
        } else {
            // is item
            if( this.current ){

                this.value = this.list[ this.current.id ];

                if( this.isSelectable ) this.selected();
                //this.value = this.refObject !== null ? this.refObject[this.list[this.current.id]]  : this.list[this.current.id]
                //this.value = this.current.textContent;
                this.send( this.refObject !== null ? this.refObject[this.list[this.current.id]] : this.value );

                if( !this.listOnly ) {
                    this.close();
                    this.setTopItem();
                }
            }
            
        }

        return true;

    }

    mousemove ( e ) {

        let nup = false;
        let name = this.testZone( e );

        if( !name ) return nup;

        if( name === 'title' ){
            this.unSelected();
            this.modeTitle(1);
            this.cursor('pointer');

        } else if( name === 'scroll' ){

            this.cursor('s-resize');
            this.modeScroll(1);
            if( this.isDown ){
                this.modeScroll(2);
                let top = this.zone.y+this.baseH-2;
                this.update( ( e.clientY - top  ) - ( this.sh*0.5 ) );
            }
            //if(this.isDown) this.listmove(e);
        } else {

            // is item
            this.modeTitle(0);
            this.modeScroll(0);
            this.cursor('pointer');
        
        }

        if( name !== this.prevName ) nup = true;
        this.prevName = name;

        return nup;

    }

    wheel ( e ) {

        let name = this.testZone( e );
        if( name === 'title' ) return false; 
        this.py += e.delta*10;
        this.update(this.py);
        return true;

    }



    // ----------------------

    reset () {

        this.prevName = '';
        this.unSelected();
        this.modeTitle(0);
        this.modeScroll(0);

        //console.log('this is reset')
        
    }

    modeScroll ( mode ) {

        if( mode === this.sMode ) return;

        let s = this.scroller.style;
        let cc = this.colors;

        switch(mode){
            case 0: // base
                s.background = cc.text;
            break;
            case 1: // over
                s.background = cc.select;
            break;
            case 2: // edit / down
                s.background = cc.select;
            break;

        }

        this.sMode = mode;
    }

    modeTitle ( mode ) {

        if( mode === this.tMode ) return;

        let s = this.s;
        let cc = this.colors;

        switch(mode){
            case 0: // base
                s[3].color = cc.text;
                s[3].background = cc.button;
            break;
            case 1: // over
                s[3].color = cc.textOver;
                s[3].background = cc.overoff;
            break;
            case 2: // edit / down
                s[3].color = cc.textSelect;
                s[3].background = cc.overoff;
            break;

        }

        this.tMode = mode;

    }

    clearList () {

        while ( this.listIn.children.length ) this.listIn.removeChild( this.listIn.lastChild );
        this.items = [];

    }

    setList ( list ) {

        this.clearList();

        this.list = list;
        this.length = this.list.length;

        this.maxItem = this.full ? this.length : 5;
        this.maxItem = this.length < this.maxItem ? this.length : this.maxItem;

        this.maxHeight = this.maxItem * (this.itemHeight+1) + 2;

        this.max = this.length * (this.itemHeight+1) + 2;
        this.ratio = this.maxHeight / this.max;
        this.sh = this.maxHeight * this.ratio;
        this.range = this.maxHeight - this.sh;

        this.c[2].style.height = this.maxHeight + 'px';
        this.scrollerBack.style.height = this.maxHeight + 'px';
        this.scroller.style.height = this.sh + 'px';

        if( this.max > this.maxHeight ){ 
            this.ww = this.sb - this.ss;
            this.scroll = true;
        }

        if( this.miniCanvas ) {

            this.tmpCanvas = document.createElement('canvas');
            this.tmpCanvas.width = this.imageSize[0];
            this.tmpCanvas.height = this.imageSize[1];
            this.tmpCtx = this.tmpCanvas.getContext("2d");
            this.tmpCtx.fillStyle = this.canvasBg;
            this.tmpCtx.fillRect(0, 0, this.imageSize[0], this.imageSize[1]);

        }

        let item, n;//, l = this.sb;
        for( let i=0; i<this.length; i++ ){

            n = this.list[i];
            item = this.dom( 'div', this.css.item + 'width:'+this.ww+'px; height:'+this.itemHeight+'px; line-height:'+(this.itemHeight-5)+'px; color:'+this.colors.text+'; background:'+this.colors.back+';' );
            item.name = 'item'+i;
            item.id = i;
            item.select = false;
            item.posy = (this.itemHeight+1)*i;
            this.listIn.appendChild( item );
            this.items.push( item );

            if( n === this.value ) this.current = item;

            //if( this.isWithImage ) item.appendChild( this.tmpImage[n] );
            if( !this.isWithImage ) item.textContent = n;

            if( this.miniCanvas ){

                let c = new Image();
                c.src = this.tmpCanvas.toDataURL();


                /*let c = document.createElement('canvas')

                c.width = this.imageSize[0]
                c.height = this.imageSize[1]
                let ctx = c.getContext("2d")
                ctx.fillStyle = this.canvasBg
                ctx.fillRect(0, 0, this.imageSize[0], this.imageSize[1])*/
                c.style.cssText = 'position:relative; pointer-events:none; display:inline-block; float:left; margin-left:0px; margin-right:5px; top:2px';


                //c.style.cssText = 'display:flex; align-content: flex-start; flex-wrap: wrap;'
                //item.style.float = 'right'
                item.appendChild( c );

                this.tmpImage[n] = c;

            }

            if(this.dragout){

                item.img = this.tmpImage[n];

                item.style.pointerEvents = 'auto';
                item.draggable="true";

                item.addEventListener('dragstart', this.dragstart || function(){ /*console.log('drag start')*/});
                item.addEventListener('drag', this.drag || function(){ /*console.log('drag start')*/});
                //item.addEventListener('dragover', this);
                //item.addEventListener('dragenter', this);
                item.addEventListener('dragleave', function(){ Roots.fakeUp(); } );
                item.addEventListener('dragend', this.dragend || function(){ /*console.log('drag end')*/ }.bind(this) );
                //item.addEventListener('drop', function(){console.log('drop')})

            }

        }

        this.setTopItem();
        if( this.isSelectable ) this.selected();
        
    }

    drawImage( name, image, x,y,w,h ){
        this.tmpCtx.clearRect(0, 0, this.imageSize[0], this.imageSize[1]);
        this.tmpCtx.drawImage(image, x, y, w, h, 0, 0, this.imageSize[0], this.imageSize[1]);
        this.tmpImage[name].src = this.tmpCanvas.toDataURL();


        /*let c = this.tmpImage[name]
        let ctx = c.getContext("2d")
        ctx.drawImage(image, x, y, w, h, 0, 0, this.imageSize[0], this.imageSize[1])*/

    }

    addImages (){
        let lng = this.list.length;
        for( let i=0; i<lng; i++ ){
            this.items[i].appendChild( this.tmpImage[this.list[i]] );
        }
        this.setTopItem();
    }

    setValue ( value ) {

        if(!isNaN(value)) this.value = this.list[ value ];
        else this.value = value;

        this.setTopItem();

    }

    setTopItem (){

        if(this.staticTop) return;

        if( this.isWithImage ){ 

            if( !this.preLoadComplete ) return;

            if(!this.c[3].children.length){
                this.canvas = document.createElement('canvas');
                this.canvas.width = this.imageSize[0];
                this.canvas.height = this.imageSize[1];
                this.canvas.style.cssText = 'position:absolute; top:0px; left:0px;';
                this.ctx = this.canvas.getContext("2d");
                this.c[3].appendChild( this.canvas );
            }

            this.tmpImage[ this.value ];
            this.ctx.drawImage( this.tmpImage[ this.value ], 0, 0, this.imageSize[2], this.imageSize[3], 0,0, this.imageSize[0], this.imageSize[1] );

        }
        else this.c[3].textContent = this.value;


        if( this.miniCanvas ){

            if(!this.c[3].children.length){
                this.canvas = document.createElement('canvas');
                this.canvas.width = this.imageSize[0];
                this.canvas.height = this.imageSize[1];
                ( this.h - this.imageSize[1] ) * 0.5;
                this.canvas.style.cssText = 'position:relative; pointer-events:none; display:inline-block; float:left; margin-left:0px; margin-right:5px; top:2px';
                //this.canvas.style.cssText = 'position:absolute; top:'+h+'px; left:5px;'
                this.ctx = this.canvas.getContext("2d");
                this.c[3].style.textAlign = 'left';
                this.c[3].appendChild( this.canvas );

            }

            this.ctx.drawImage( this.tmpImage[ this.value ], 0, 0 );


        }

    }


    // ----- LIST

    update ( y ) {

        if( !this.scroll ) return;

        y = y < 0 ? 0 : y;
        y = y > this.range ? this.range : y;

        this.topList = -Math.floor( y / this.ratio );

        this.listIn.style.top = this.topList+'px';
        this.scroller.style.top = Math.floor( y )  + 'px';

        this.py = y;

    }

    parentHeight ( t ) {

        if ( this.group !== null ) this.group.calc( t );
        else if ( this.isUI ) this.main.calc( t );

    }

    open ( first ) {

        super.open();

        this.update( 0 );

        this.h = this.maxHeight + this.baseH + 5;
        if( !this.scroll ){
            this.topList = 0;
            this.h = this.baseH + 5 + this.max;
            this.scroller.style.display = 'none';
            this.scrollerBack.style.display = 'none';
        } else {
            this.scroller.style.display = 'block';
            this.scrollerBack.style.display = 'block';
        }
        this.s[0].height = this.h + 'px';
        this.s[2].display = 'block';

        if( this.up ){ 
            this.zone.y -= this.h - (this.baseH-10);
            this.setSvg( this.c[4], 'd', this.svgs.arrowUp );
        } else {
            this.setSvg( this.c[4], 'd', this.svgs.arrowDown );
        }

        this.rSizeContent();

        let t = this.h - this.baseH;

        this.zone.h = this.h;

        if(!first) this.parentHeight( t );

    }

    close () {

        super.close();

        if( this.up ) this.zone.y += this.h - (this.baseH-10);

        let t = this.h - this.baseH;

        this.h = this.baseH;
        this.s[0].height = this.h + 'px';
        this.s[2].display = 'none';
        this.setSvg( this.c[4], 'd', this.svgs.arrow );

        this.zone.h = this.h;

        this.parentHeight( -t );

    }

    // -----

    text ( txt ) {

        this.c[3].textContent = txt;

    }

    rSizeContent () {

        let i = this.length;
        while(i--) this.listIn.children[i].style.width = this.ww + 'px';

    }

    rSize () {

        super.rSize();

        //Proto.prototype.rSize.call( this );

        let s = this.s;
        let w = this.sb;
        let d = this.sa;

        if(s[2]=== undefined) return;

        s[2].width = w + 'px';
        s[2].left = d +'px';

        s[3].width = w + 'px';
        s[3].left = d + 'px';

        s[4].left = d + w - 17 + 'px';

        this.ww = w;
        if( this.max > this.maxHeight ) this.ww = w-this.ss;
        if(this.isOpen) this.rSizeContent();

    }

}

class Numeric extends Proto {

    constructor( o = {} ) {

        super( o );

        this.setTypeNumber( o );

        this.allway = o.allway || false;

        this.isDown = false;

        this.value = [0];
        this.multy = 1;
        this.invmulty = 1;
        this.isSingle = true;
        this.isAngle = false;
        this.isVector = false;

        if( o.isAngle ){
            this.isAngle = true;
            this.multy = Tools.torad;
            this.invmulty = Tools.todeg;
        }

        this.isDrag = o.drag || false;

        if( o.value !== undefined ){
            if(!isNaN(o.value)){ 
                this.value = [o.value];
            } else if( o.value instanceof Array ){ 
                this.value = o.value; 
                this.isSingle = false;
            } else if( o.value instanceof Object ){ 
                this.value = [];
                if( o.value.x !== undefined ) this.value[0] = o.value.x;
                if( o.value.y !== undefined ) this.value[1] = o.value.y;
                if( o.value.z !== undefined ) this.value[2] = o.value.z;
                if( o.value.w !== undefined ) this.value[3] = o.value.w;
                this.isVector = true;
                this.isSingle = false;
            }
        }

        this.lng = this.value.length;
        this.tmp = [];

        

        this.current = -1;
        this.prev = { x:0, y:0, d:0, v:0 };

        let cc = this.colors;

        // bg
        this.c[2] = this.dom( 'div', this.css.basic + ' background:' + cc.select + '; top:4px; width:0px; height:' + (this.h-8) + 'px;' );

        this.cMode = [];
        
        let i = this.lng;
        while(i--){

            if(this.isAngle) this.value[i] = (this.value[i] * 180 / Math.PI).toFixed( this.precision );
            this.c[3+i] = this.dom( 'div', this.css.txtselect + ' height:'+(this.h-4)+'px; color:' + cc.text + '; background:' + cc.back + '; borderColor:' + cc.border+'; border-radius:'+this.radius+'px;');
            if(o.center) this.c[2+i].style.textAlign = 'center';
            this.c[3+i].textContent = this.value[i];
            this.c[3+i].style.color = this.colors.text;
            this.c[3+i].isNum = true;

            this.cMode[i] = 0;

        }

        // selection
        this.selectId = 3 + this.lng;
        this.c[this.selectId] = this.dom(  'div', this.css.txtselect + 'position:absolute; top:4px; height:' + (this.h-8) + 'px; padding:0px 0px; width:0px; color:' + cc.textSelect + '; background:' + cc.select + '; border:none; border-radius:0px;');

        // cursor
        this.cursorId = 4 + this.lng;
        this.c[ this.cursorId ] = this.dom( 'div', this.css.basic + 'top:4px; height:' + (this.h-8) + 'px; width:0px; background:'+cc.text+';' );

        this.init();
    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';

        let i = this.lng;
        let t = this.tmp;
        

        while( i-- ){
            if( l.x>t[i][0] && l.x<t[i][2] ) return i;
        }

        return '';

    }

   /* mode: function ( n, name ) {

        if( n === this.cMode[name] ) return false;

        //let m;

        /*switch(n){

            case 0: m = this.colors.border; break;
            case 1: m = this.colors.borderOver; break;
            case 2: m = this.colors.borderSelect;  break;

        }*/

   /*     this.reset();
        //this.c[name+2].style.borderColor = m;
        this.cMode[name] = n;

        return true;

    },*/

    // ----------------------
    //   EVENTS
    // ----------------------

    mousedown ( e ) {

        let name = this.testZone( e );

        if( !this.isDown ){
            this.isDown = true;
            if( name !== '' ){ 
            	this.current = name;
            	this.prev = { x:e.clientX, y:e.clientY, d:0, v: this.isSingle ? parseFloat(this.value) : parseFloat( this.value[ this.current ] )  };
            	this.setInput( this.c[ 3 + this.current ] );
            }
            return this.mousemove( e );
        }

        return false;
        /*

        if( name === '' ) return false;


        this.current = name;
        this.isDown = true;

        this.prev = { x:e.clientX, y:e.clientY, d:0, v: this.isSingle ? parseFloat(this.value) : parseFloat( this.value[ this.current ] )  };


        return this.mode( 2, name );*/

    }

    mouseup ( e ) {

    	if( this.isDown ){
            
            this.isDown = false;
            //this.current = -1;
            this.prev = { x:0, y:0, d:0, v:0 };

            return this.mousemove( e );
        }

        return false;

        /*let name = this.testZone( e );
        this.isDown = false;

        if( this.current !== -1 ){ 

            //let tm = this.current;
            let td = this.prev.d;

            this.current = -1;
            this.prev = { x:0, y:0, d:0, v:0 };

            if( !td ){

                this.setInput( this.c[ 3 + name ] );
                return true;//this.mode( 2, name );

            } else {
                return this.reset();//this.mode( 0, tm );
            }

        }*/

    }

    mousemove ( e ) {

        let nup = false;
        let x = 0;

        let name = this.testZone( e );

        if( name === '' ) this.cursor();
        else { 
        	if(!this.isDrag) this.cursor('text');
        	else this.cursor( this.current !== -1 ? 'move' : 'pointer' );
        }

        

        if( this.isDrag ){

        	if( this.current !== -1 ){

            	this.prev.d += ( e.clientX - this.prev.x ) - ( e.clientY - this.prev.y );

                let n = this.prev.v + ( this.prev.d * this.step);

                this.value[ this.current ] = this.numValue(n);
                this.c[ 3 + this.current ].textContent = this.value[this.current];

                this.validate();

                this.prev.x = e.clientX;
                this.prev.y = e.clientY;

                nup = true;
             }

        } else {

        	if( this.isDown ) x = e.clientX - this.zone.x -3;
        	if( this.current !== -1 ) x -= this.tmp[this.current][0];
        	return this.upInput( x, this.isDown );

        }

        


        return nup;

    }

    //keydown: function ( e ) { return true; },

    // ----------------------

    reset () {

        let nup = false;
        //this.isDown = false;

        //this.current = 0;

       /* let i = this.lng;
        while(i--){ 
            if(this.cMode[i]!==0){
                this.cMode[i] = 0;
                //this.c[2+i].style.borderColor = this.colors.border;
                nup = true;
            }
        }*/

        return nup;

    }


    setValue ( v ) {

        if( this.isVector ){

            if( v.x !== undefined ) this.value[0] = v.x;
            if( v.y !== undefined ) this.value[1] = v.y;
            if( v.z !== undefined ) this.value[2] = v.z;
            if( v.w !== undefined ) this.value[3] = v.w;

        } else {

            if( this.isSingle ) this.value = [v];
            else this.value = v;
            
        }

        this.update();

    }

    sameStr ( str ){

        let i = this.value.length;
        while(i--) this.c[ 3 + i ].textContent = str;

    }

    update ( up ) {

        let i = this.value.length;

        while(i--){
             this.value[i] = this.numValue( this.value[i] * this.invmulty );
             this.c[ 3 + i ].textContent = this.value[i];
        }

        if( up ) this.send();

    }

    send ( v ) {

        v = v || this.value;

        this.isSend = true;

        if( this.objectLink !== null ){ 

            if( this.isVector ){

                this.objectLink[ this.val ].fromArray( v );

                /*this.objectLink[ this.val ].x = v[0];
                this.objectLink[ this.val ].y = v[1];
                this.objectLink[ this.val ].z = v[2];
                if( v[3] ) this.objectLink[ this.val ].w = v[3];*/

            } else {
                this.objectLink[ this.val ] = v;
            }

        }

        if( this.callback ) this.callback( v, this.val );

        this.isSend = false;

    }


    // ----------------------
    //   INPUT
    // ----------------------

    select ( c, e, w, t ) {

        let s = this.s;
        let d = this.current !== -1 ? this.tmp[this.current][0] + 5 : 0;
        s[this.cursorId].width = '1px';
        s[this.cursorId].left = ( d + c ) + 'px';
        //s[2].left = ( d + e ) + 'px';
        //s[2].width = w + 'px';

        s[this.selectId].left =  ( d + e )  + 'px';
        s[this.selectId].width =  w  + 'px';
        this.c[this.selectId].innerHTML = t;
    
    }

    unselect () {

        let s = this.s;
        if(!s) return;
        this.c[this.selectId].innerHTML = '';
        s[this.selectId].width = 0 + 'px';
        s[this.cursorId].width = 0 + 'px';

    }

    validate ( force ) {

        let ar = [];
        let i = this.lng;

        if( this.allway ) force = true;

        while(i--){
        	if(!isNaN( this.c[ 3 + i ].textContent )){ 
                let nx = this.numValue( this.c[ 3 + i ].textContent );
                this.c[ 3 + i ].textContent = nx;
                this.value[i] = nx;
            } else { // not number
                this.c[ 3 + i ].textContent = this.value[i];
            }

        	ar[i] = this.value[i] * this.multy;
        }

        if( !force ) return;

        if( this.isSingle ) this.send( ar[0] );
        else this.send( ar );

    }

    // ----------------------
    //   REZISE
    // ----------------------

    rSize () {

        super.rSize();

        let w = Math.floor( ( this.sb + 5 ) / this.lng )-5;
        let s = this.s;
        let i = this.lng;
        while(i--){
            this.tmp[i] = [ Math.floor( this.sa + ( w * i )+( 5 * i )), w ];
            this.tmp[i][2] = this.tmp[i][0] + this.tmp[i][1];
            s[ 3 + i ].left = this.tmp[i][0] + 'px';
            s[ 3 + i ].width = this.tmp[i][1] + 'px';
        }

    }

}

class Slide extends Proto {

    constructor( o = {} ) {

        super( o );

        this.setTypeNumber( o );


        this.model = o.stype || 0;
        if( o.mode !== undefined ) this.model = o.mode;

        //this.defaultBorderColor = this.colors.hide;

        this.isDown = false;
        this.isOver = false;
        this.allway = o.allway || false;

        this.isDeg = o.isDeg || false;
        this.isCyclic = o.cyclic || false;

        this.firstImput = false;

        let cc = this.colors;

        //this.c[2] = this.dom( 'div', this.css.txtselect + 'letter-spacing:-1px; text-align:right; width:47px; border:1px dashed '+this.defaultBorderColor+'; color:'+ this.colors.text );
        //this.c[2] = this.dom( 'div', this.css.txtselect + 'text-align:right; width:47px; border:1px dashed '+this.defaultBorderColor+'; color:'+ this.colors.text );
        this.c[2] = this.dom( 'div', this.css.txtselect + 'border:none; background:none; width:47px; color:'+ cc.text +';' );
        //this.c[2] = this.dom( 'div', this.css.txtselect + 'letter-spacing:-1px; text-align:right; width:47px; color:'+ this.colors.text );
        this.c[3] = this.dom( 'div', this.css.basic + ' top:0; height:'+this.h+'px;' );
        this.c[4] = this.dom( 'div', this.css.basic + 'background:'+cc.back+'; top:2px; height:'+(this.h-4)+'px;' );
        this.c[5] = this.dom( 'div', this.css.basic + 'left:4px; top:5px; height:'+(this.h-10)+'px; background:' + cc.text +';' );

        this.c[2].isNum = true;
        //this.c[2].style.height = (this.h-4) + 'px';
        //this.c[2].style.lineHeight = (this.h-8) + 'px';
        this.c[2].style.height = (this.h-2) + 'px';
        this.c[2].style.lineHeight = (this.h-10) + 'px';

        if(this.model !== 0){

            let h1 = 4, h2 = 8, ww = this.h-4, ra = 20;

            if( this.model === 2 ){
                h1 = 4;//2
                h2 = 8;
                ra = 2;
                ww = (this.h-4)*0.5;
            }

            if(this.model === 3) this.c[5].style.visible = 'none';

            this.c[4].style.borderRadius = h1 + 'px';
            this.c[4].style.height = h2 + 'px';
            this.c[4].style.top = (this.h*0.5) - h1 + 'px';
            this.c[5].style.borderRadius = (h1*0.5) + 'px';
            this.c[5].style.height = h1 + 'px';
            this.c[5].style.top = (this.h*0.5)-(h1*0.5) + 'px';

            this.c[6] = this.dom( 'div', this.css.basic + 'border-radius:'+ra+'px; margin-left:'+(-ww*0.5)+'px; border:1px solid '+cc.border+'; background:'+cc.button+'; left:4px; top:2px; height:'+(this.h-4)+'px; width:'+ww+'px;' );
        }

        this.init();

    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';
        
        if( l.x >= this.txl ) return 'text';
        else if( l.x >= this.sa ) return 'scroll';
        else return '';

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mouseup ( e ) {
        
        if( this.isDown ) this.isDown = false;
        
    }

    mousedown ( e ) {

        let name = this.testZone( e );

        if( !name ) return false;

        if( name === 'scroll' ){ 
            this.isDown = true;
            this.old = this.value;
            this.mousemove( e );
            
        }

        /*if( name === 'text' ){
            this.setInput( this.c[2], function(){ this.validate() }.bind(this) );
        }*/

        return true;

    }

    mousemove ( e ) {

        let nup = false;

        let name = this.testZone( e );

        if( name === 'scroll' ) {
            this.mode(1);
            this.cursor('w-resize');
        //} else if(name === 'text'){ 
            //this.cursor('pointer');
        } else {
            this.cursor();
        }

        if( this.isDown ){

            let n = ((( e.clientX - (this.zone.x+this.sa) - 3 ) / this.ww ) * this.range + this.min ) - this.old;
            if(n >= this.step || n <= this.step){ 
                n = Math.floor( n / this.step );
                this.value = this.numValue( this.old + ( n * this.step ) );
                this.update( true );
                this.old = this.value;
            }
            nup = true;
        }

        return nup;

    }

    wheel ( e ) {

        let name = this.testZone( e );
    
        if( name === 'scroll' ) {
    
            let v = this.value - this.step * e.delta;
    
            if ( v > this.max ) {
                v = this.isCyclic ? this.min : this.max;
            } else if ( v < this.min ) {
                v = this.isCyclic ? this.max : this.min;
            }
    
            this.setValue(v);
            this.old = v;
            this.update( true );

            return true;
    
        }
              
        return false;
    
    }

    //keydown: function ( e ) { return true; },

    // ----------------------

    validate () {
        
        let n = this.c[2].textContent;

        if(!isNaN( n )){ 
            this.value = this.numValue( n ); 
            this.update(true); 
        }

        else this.c[2].textContent = this.value + (this.isDeg ? '°':'');

    }


    reset () {

        //this.clearInput();
        this.isDown = false;
        this.mode(0);

    }

    mode ( mode ) {

        let s = this.s;
        let cc = this.colors;

        switch(mode){
            case 0: // base
               // s[2].border = '1px solid ' + this.colors.hide;
                s[2].color = cc.text;
                s[4].background = cc.back;
                s[5].background = cc.text;
            break;
            case 1: // scroll over
                //s[2].border = '1px dashed ' + this.colors.hide;
                s[2].color = cc.textOver;
                s[4].background = cc.back;
                s[5].background = cc.textOver;
            break;
           /* case 2: 
                s[2].border = '1px solid ' + this.colors.borderSelect;
            break;
            case 3: 
                s[2].border = '1px dashed ' + this.colors.text;//this.colors.borderSelect;
            break;
            case 4: 
                s[2].border = '1px dashed ' + this.colors.hide;
            break;*/


        }
    }

    update ( up ) {

        let ww = Math.floor( this.ww * (( this.value - this.min ) / this.range ));
       
        if(this.model !== 3) this.s[5].width = ww + 'px';
        if(this.s[6]) this.s[6].left = ( this.sa + ww + 3 ) + 'px';
        this.c[2].textContent = this.value + (this.isDeg ? '°':'');

        if( up ) this.send();

    }

    rSize () {

        super.rSize();

        let w = this.sb - this.sc;
        this.ww = w - 6;

        let tx = this.sc;
        if(this.isUI || !this.simple) tx = this.sc+10;
        this.txl = this.w - tx + 2;

        //let ty = Math.floor(this.h * 0.5) - 8;

        let s = this.s;

        s[2].width = (this.sc -6 )+ 'px';
        s[2].left = (this.txl +4) + 'px';
        //s[2].top = ty + 'px';
        s[3].left = this.sa + 'px';
        s[3].width = w + 'px';
        s[4].left = this.sa + 'px';
        s[4].width = w + 'px';
        s[5].left = (this.sa + 3) + 'px';

        this.update();

    }

}

class TextInput extends Proto {

    constructor( o = {} ) {

        super( o );

        this.cmode = 0;

        this.value = o.value || '';
        this.placeHolder = o.placeHolder || '';

        this.allway = o.allway || false;
        this.editable = o.edit !== undefined ? o.edit : true;

        this.isDown = false;

        let cc = this.colors;

        // text
        this.c[2] = this.dom( 'div', this.css.txtselect + 'height:' + (this.h-4) + 'px; color:' + cc.text + '; background:' + cc.back + '; borderColor:' + cc.border+'; border-radius:'+this.radius+'px;' );
        this.c[2].textContent = this.value;

        // selection
        this.c[3] = this.dom(  'div', this.css.txtselect + 'position:absolute; top:4px; height:' + (this.h-8) + 'px; padding:0px 0px; width:0px; color:' + cc.textSelect + '; background:' + cc.select + '; border:none; border-radius:0px;');

        // cursor
        this.c[4] = this.dom( 'div', this.css.basic + 'top:4px; height:' + (this.h-8) + 'px; width:0px; background:'+cc.text+';' );

        // fake
        this.c[5] = this.dom( 'div', this.css.txtselect + 'height:' + (this.h-4) + 'px; justify-content: center; font-style: italic; color:'+cc.border+';' );
        if( this.value === '' ) this.c[5].textContent = this.placeHolder;

        


        this.init();

    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';
        if( l.x >= this.sa ) return 'text';
        return '';

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mouseup ( e ) {

        if(!this.editable) return;

        if( this.isDown ){
            this.isDown = false;
            return this.mousemove( e );
        }

        return false;

    }

    mousedown ( e ) {

        if(!this.editable) return;

        let name = this.testZone( e );

        if( !this.isDown ){
            this.isDown = true;
            if( name === 'text' ) this.setInput( this.c[2] );
            return this.mousemove( e );
        }

        return false;

    }

    mousemove ( e ) {

        if(!this.editable) return;

        let name = this.testZone( e );

        //let l = this.local;
        //if( l.x === -1 && l.y === -1 ){ return;}

        //if( l.x >= this.sa ) this.cursor('text');
        //else this.cursor();

        let x = 0;

        if( name === 'text' ) this.cursor('text');
        else this.cursor();

        if( this.isDown ) x = e.clientX - this.zone.x;

        return this.upInput( x - this.sa -3, this.isDown );

    }

    update ( ) {

        this.c[2].textContent = this.value;
        
    }

    // ----------------------

    reset () {

        this.cursor();

    }

    // ----------------------
    //   INPUT
    // ----------------------

    select ( c, e, w, t ) {

        let s = this.s;
        let d = this.sa + 5;
        s[4].width = '1px';
        s[4].left = ( d + e ) + 'px';

        s[3].left =  ( d + e )  + 'px';
        s[3].width =  w  + 'px';
        this.c[3].innerHTML = t;
    
    }

    unselect () {

        let s = this.s;
        if(!s) return;
        s[3].width =  0  + 'px';
        this.c[3].innerHTML = 't';
        s[4].width = 0 + 'px';

    }

    validate ( force ) {

        if( this.allway ) force = true; 

        this.value = this.c[2].textContent;

        if(this.value !== '') this.c[5].textContent = '';
        else this.c[5].textContent = this.placeHolder;

        if( !force ) return;

        this.send();

    }

    // ----------------------
    //   REZISE
    // ----------------------

    rSize () {

        super.rSize();

        let s = this.s;
        s[2].left = this.sa + 'px';
        s[2].width = this.sb + 'px';

        s[5].left = this.sa + 'px';
        s[5].width = this.sb + 'px';
     
    }


}

class Title extends Proto {

    constructor( o = {} ) {

        super( o );

        let prefix = o.prefix || '';

        this.c[2] = this.dom( 'div', this.css.txt + 'justify-content:right; width:60px; line-height:'+ (this.h-8) + 'px; color:' + this.colors.text );

        if( this.h === 31 ){

            this.s[0].height = this.h + 'px';
            this.s[1].top = 8 + 'px';
            this.c[2].style.top = 8 + 'px';

        }

        let s = this.s;

        s[1].justifyContent = o.align || 'left';
        //s[1].textAlign = o.align || 'left';
        s[1].fontWeight = o.fontWeight || 'bold';


        this.c[1].textContent = this.txt.substring(0,1).toUpperCase() + this.txt.substring(1).replace("-", " ");
        this.c[2].textContent = prefix;

        this.init();

    }

    text( txt ) {

        this.c[1].textContent = txt;

    }

    text2( txt ) {

        this.c[2].textContent = txt;

    }

    rSize() {

        super.rSize();
        this.s[1].width = this.w + 'px'; //- 50 + 'px';
        this.s[2].left = this.w + 'px';//- ( 50 + 26 ) + 'px';

    }

    setColor( c ) {
        this.s[1].color = c;
        this.s[2].color = c;
    }

}

class Select extends Proto {

    constructor( o = {} ) {

        super( o );

        this.value = o.value || '';

        this.isDown = false;

        this.onActif = o.onActif || function(){};

        o.prefix || '';

        this.c[2] = this.dom( 'div', this.css.txt + this.css.button + ' top:1px; background:'+this.colors.button+'; height:'+(this.h-2)+'px; border:'+this.colors.buttonBorder+'; border-radius:15px; width:30px; left:10px;' );
        this.c[2].style.color = this.fontColor;

        this.c[3] = this.dom( 'div', this.css.txtselect + 'height:' + (this.h-4) + 'px; background:' + this.colors.inputBg + '; borderColor:' + this.colors.inputBorder+'; border-radius:'+this.radius+'px;' );
        this.c[3].textContent = this.value;

        let fltop = Math.floor(this.h*0.5)-7;
        this.c[4] = this.dom( 'path', this.css.basic + 'position:absolute; width:14px; height:14px; left:5px; top:'+fltop+'px;', { d:this.svgs[ 'cursor' ], fill:this.fontColor, stroke:'none'});

        this.stat = 1;
        this.isActif = false;

        this.init();

    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';
        if( l.x > this.sa && l.x < this.sa+30 ) return 'over';
        return '0'

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mouseup ( e ) {
    
        if( this.isDown ){
            //this.value = false;
            this.isDown = false;
            //this.send();
            return this.mousemove( e );
        }

        return false;

    }

    mousedown ( e ) {

        let name = this.testZone( e );

        if( !name ) return false;

        this.isDown = true;
        //this.value = this.values[ name-2 ];
        //this.send();
        return this.mousemove( e );

    }

    mousemove ( e ) {

        let up = false;

        let name = this.testZone( e );
        //let sel = false;

        

        //console.log(name)

        if( name === 'over' ){
            this.cursor('pointer');
            up = this.mode( this.isDown ? 3 : 2 );
        } else {
            up = this.reset();
        }

        return up;

    }

    // ----------------------

    apply ( v ) {

        v = v || '';

        if( v !== this.value ) {
            this.value = v;
            this.c[3].textContent = this.value;
            this.send();
        }
        
        this.mode(1);

    }

    update () {

        this.mode( 3 );

    }

    mode ( n ) {

        let change = false;
        let cc = this.colors;

        if( this.stat !== n ){

            if( n===1 ) this.isActif = false;
            if( n===3 ){ 
                if( !this.isActif ){ this.isActif = true; n=4; this.onActif( this ); }
                else { this.isActif = false; }
            }

            if( n===2 && this.isActif ) n = 4;

            this.stat = n;

            switch( n ){

                case 1: this.s[ 2 ].color = cc.text; this.s[ 2 ].background = cc.button; break; // base
                case 2: this.s[ 2 ].color = cc.textOver; this.s[ 2 ].background = cc.over; break; // over
                case 3: this.s[ 2 ].color = cc.textSelect; this.s[ 2 ].background = cc.select; break; // down
                case 4: this.s[ 2 ].color = cc.textSelect; this.s[ 2 ].background = cc.action; break; // actif

            }

            change = true;

        }

        return change;



    }

    reset () {

        this.cursor();
        return this.mode( this.isActif ? 4 : 1 );

    }

    text ( txt ) {

        this.c[3].textContent = txt;

    }

    rSize () {

        super.rSize();

        let s = this.s;
        s[2].left = this.sa + 'px';
        s[3].left = (this.sa + 40) + 'px';
        s[3].width = (this.sb - 40) + 'px';
        s[4].left = (this.sa+8) + 'px';

    }

}

//import { Proto } from '../core/Proto.js';

class Selector extends Button {

    constructor( o = {} ) {

        if( o.selectable === undefined ) o.selectable = true;
        super( o );
     
    }

}

class Empty extends Proto {

    constructor( o = {} ) {

	    o.isSpace = true;
        o.margin = 0;
        if(!o.h) o.h = 10;
        super( o );
        this.init();

    }
    
}

class Item extends Proto {

    constructor( o = {} ) {

        super( o );

        this.p = 100;
        this.value = this.txt;
        this.status = 1;

        this.itype = o.itype || 'none';
        this.val = this.itype;

        this.graph = this.svgs[ this.itype ];

        let fltop = Math.floor(this.h*0.5)-7;

        this.c[2] = this.dom( 'path', this.css.basic + 'position:absolute; width:14px; height:14px; left:5px; top:'+fltop+'px;', { d:this.graph, fill:this.colors.text, stroke:'none'});

        this.s[1].marginLeft = 20 + 'px';

        this.init();

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mousemove ( e ) {

        this.cursor('pointer');

        //up = this.modes( this.isDown ? 3 : 2, name );

    }

    mousedown ( e ) {

        if( this.isUI ) this.main.resetItem();

        this.selected( true );

        this.send();

        return true;

    }

    uiout () {

        if( this.isSelect ) this.mode(3);
        else this.mode(1);

    }

    uiover () {

        if( this.isSelect ) this.mode(4);
        else this.mode(2);

    }

    update () {
            
    }

    /*rSize () {
        
        super.rSize();

    }*/

    mode ( n ) {

        let change = false;

        if( this.status !== n ){

            this.status = n;
            let s = this.s, cc = this.colors;
        
            switch( n ){

                case 1: this.status = 1; s[1].color = cc.text; s[0].background = 'none'; break;
                case 2: this.status = 2; s[1].color = cc.textOver; s[0].background = cc.back; break;
                case 3: this.status = 3; s[1].color = cc.textSelect; s[0].background = cc.select; break;
                case 4: this.status = 4; s[1].color = cc.textOver; s[0].background = cc.over; break;

            }

            change = true;

        }

        return change;

    }

    reset () {

        this.cursor();
       // return this.mode( 1 );

    }

    selected ( b ){

        if( this.isSelect ) this.mode(1);

        this.isSelect = b || false;

        if( this.isSelect ) this.mode(3);
        
    }


}

class Grid extends Proto {

    constructor( o = {} ) {

        super( o );

        this.values = o.values || [];

        if( typeof this.values === 'string' ) this.values = [ this.values ];
        this.lng = this.values.length;

        this.value = o.value || null;


        this.isSelectable = o.selectable || false;
        this.spaces = o.spaces || [5,3];
        this.bsize = o.bsize || [90,20];

        if(o.h) this.bsize[1] = o.h;
        this.bsizeMax = this.bsize[0];

        
        this.tmp = [];
        this.stat = [];
        this.grid = [ 2, Math.round( this.lng * 0.5 ) ];
        this.h = this.grid[1] * ( this.bsize[1] + this.spaces[1] ) + this.spaces[1];

        this.c[1].textContent = '';
        this.c[2] = this.dom( 'table', this.css.basic + 'width:100%; top:'+(this.spaces[1]-2)+'px; height:auto; border-collapse:separate; border:none; border-spacing: '+(this.spaces[0]-2)+'px '+(this.spaces[1]-2)+'px;' );

        let n = 0, b, td, tr, sel;

        this.res = -1;
        this.isDown = false;
        this.neverlock = true;

        this.buttons = [];
        this.stat = [];
        this.tmpX = [];
        this.tmpY = [];

        let cc = this.colors;

        for( let i = 0; i < this.grid[1]; i++ ){

            tr = this.c[2].insertRow();
            tr.style.cssText = 'pointer-events:none;';
            for( let j = 0; j < this.grid[0]; j++ ){

                td = tr.insertCell();
                td.style.cssText = 'pointer-events:none;';

                if( this.values[n] ){

                    sel = false;
                    if( this.values[n] === this.value && this.isSelectable ) sel = true;

                    b = document.createElement( 'div' );
                    b.style.cssText = this.css.txt + this.css.button + 'position:static; width:'+this.bsize[0]+'px; height:'+this.bsize[1]+'px; border:'+cc.borderSize+'px solid '+cc.border+'; left:auto; right:auto; border-radius:'+this.radius+'px;';
                    b.style.background = sel ? cc.select : cc.button;
                    b.style.color = sel ? cc.textSelect : cc.text;
                    b.innerHTML = this.values[n];
                    td.appendChild( b );

                    this.buttons.push(b);
                    this.stat.push(1);

                } else {

                    b = document.createElement( 'div' );
                    b.style.cssText = this.css.txt + 'position:static; width:'+this.bsize[0]+'px; height:'+this.bsize[1]+'px; text-align:center; left:auto; right:auto; background:none;';
                    td.appendChild( b );

                }

                if(j===0) b.style.cssText += 'float:right;';
                else b.style.cssText += 'float:left;';
            
                n++;

            }
        }

        this.init();

    }

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return -1;
        
        let tx = this.tmpX;
        let ty = this.tmpY;

        let id = -1;
        let c = -1;
        let line = -1;
        let i = this.grid[0];
        while( i-- ){
        	if( l.x > tx[i][0] && l.x < tx[i][1] ) c = i;
        }

        i = this.grid[1];
        while( i-- ){
            if( l.y > ty[i][0] && l.y < ty[i][1] ) line = i;
        }

        if(c!==-1 && line!==-1){
            id = c + (line*2);
            if(id>this.lng-1) id = -1;
        }

        return id;

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    mouseup ( e ) {

        if( !this.isDown ) return false

        this.isDown = false;
        if( this.res !== -1 ){
            this.value = this.values[this.res];
            this.send();
        }

        return this.mousemove( e )

    }

    mousedown ( e ) {

        if( this.isDown ) return false
        this.isDown = true;
        return this.mousemove( e )

    }

    mousemove ( e ) {

        let up = false;
        this.res = this.testZone( e );

        if( this.res !== -1 ){
            this.cursor('pointer');
            up = this.modes( this.isDown ? 3 : 2, this.res );
        } else {
        	up = this.reset();
        }

        return up;

    }

    // ----------------------
    //   MODE
    // -----------------------

    modes ( N = 1, id = -1 ) {

        let i = this.lng, w, n, r = false;

        while( i-- ){

            n = N;
            w = this.isSelectable ? this.values[ i ] === this.value : false;
            
            if( i === id ){
                if( w && n === 2 ) n = 3; 
            } else {
                n = 1;
                if( w ) n = 4;
            }

            if( this.mode( n, i ) ) r = true;

        }

        return r

    }

    mode ( n, id ) {

        let change = false;
        let cc = this.colors, s = this.buttons;
        let i = id;

        if( this.stat[id] !== n ){

            this.stat[id] = n;
        
            switch( n ){

                case 1: s[i].style.color = cc.text; s[i].style.background = cc.button; break;
                case 2: s[i].style.color = cc.textOver; s[i].style.background = cc.overoff; break;
                case 3: s[i].style.color = cc.textOver; s[i].style.background = cc.over; break;
                case 4: s[i].style.color = cc.textSelect; s[i].style.background = cc.select; break;

            }

            change = true;

        }

        return change;

    }

    // ----------------------

    reset () {

        this.res = -1;
        this.cursor();
        return this.modes()

    }


    label ( string, n ) {

        this.buttons[n].textContent = string;

    }

    icon ( string, y, n ) {

        this.buttons[n].style.padding = ( y || 0 ) +'px 0px';
        this.buttons[n].innerHTML = string;

    }

    testW () {

        let vw = this.spaces[0]*3 + this.bsizeMax*2, rz = false;
        if( vw > this.w ) {
            this.bsize[0] = ( this.w-(this.spaces[0]*3) ) * 0.5;
            rz = true;
        } else {
            if( this.bsize[0] !== this.bsizeMax ) {
                this.bsize[0] = this.bsizeMax;
                rz = true;
            }
        }

        if( !rz ) return;

        let i = this.buttons.length;
        while(i--) this.buttons[i].style.width = this.bsize[0] + 'px';

    }

    rSize () {

        super.rSize();

        this.testW();

        let mid;

        this.tmpX = [];
        this.tmpY = [];

        for( let j = 0; j < this.grid[0]; j++ ){

            if(j===0){
                mid = ( this.w*0.5 ) - ( this.spaces[0]*0.5 );
                this.tmpX.push( [ mid-this.bsize[0], mid ] );
            } else {
                mid = ( this.w*0.5 ) + ( this.spaces[0]*0.5 );
                this.tmpX.push( [ mid, mid+this.bsize[0] ] );
            }

        }

        mid = this.spaces[1];

        for( let i = 0; i < this.grid[1]; i++ ){

            this.tmpY.push( [ mid, mid + this.bsize[1] ] );
            mid += this.bsize[1] + this.spaces[1];
            
        }

    }

}

class Pad2D extends Proto {

    constructor( o = {} ) {

        super( o );

        this.autoWidth = false;
        this.minw  = this.w;
        this.diam = o.diam || this.w; 

        //this.margin = 15;
        this.pos = new V2(0,0);
        this.maxPos = 90;

        this.model = o.stype || 0;
        if( o.mode !== undefined ) this.model = o.mode;

        this.min = o.min === undefined ? -1 : o.min;
        this.max = o.max === undefined ? 1 : o.max;

        this.range = (this.max - this.min)*0.5;  

        this.cmode = 0;


        //console.log(this.range)

        



        this.precision = o.precision === undefined ? 2 : o.precision;

        /*this.bounds = {};
        this.bounds.x1 = o.x1 || -1;
        this.bounds.x2 = o.x2 || 1;
        this.bounds.y1 = o.y1 || -1;
        this.bounds.y2 = o.y2 || 1;

        this.lerpX = this.lerp( this.margin, this.w - this.margin , this.bounds.x1, this.bounds.x2 );
        this.lerpY = this.lerp( this.margin, this.w - this.margin , this.bounds.y1, this.bounds.y2 );

        this.alerpX = this.lerp( this.bounds.x1, this.bounds.x2, this.margin, this.w - this.margin );
        this.alerpY = this.lerp( this.bounds.y1, this.bounds.y2, this.margin, this.w - this.margin );*/

        this.value = ( Array.isArray( o.value ) && o.value.length == 2 ) ? o.value : [ 0, 0 ];
        
        
        this.h = o.h || this.w + 10;
        this.top = 0;

        this.c[0].style.width = this.w + 'px';

        // Title
        if( this.c[1] !== undefined ) { // with title

            this.c[1].style.width = '100%';
            this.c[1].style.justifyContent = 'center';
            this.top = 10;
            this.h += 10;

        }

        let cc = this.colors;


        // Value
        this.c[2] = this.dom( 'div', this.css.txt + 'justify-content:center; top:'+ ( this.h - 20 ) + 'px; width:100%; color:' + cc.text );
        this.c[2].textContent = this.value;

        // Pad

        let pad = this.getPad2d();

        this.setSvg( pad, 'fill', cc.back, 0 );
        this.setSvg( pad, 'fill', cc.button, 1 );
        this.setSvg( pad, 'stroke', cc.back, 2 );
        this.setSvg( pad, 'stroke', cc.back, 3 );
        this.setSvg( pad, 'stroke', cc.text, 4 );

        this.setSvg( pad, 'viewBox', '0 0 '+this.diam+' '+this.diam );
        this.setCss( pad, { width:this.diam, height:this.diam, left:0, top:this.top });

        this.c[3] = pad;

        this.init();
        this.setValue();

    }
    
    testZone ( e ) {
        
        let l = this.local;

        if( l.x === -1 && l.y === -1 ) return '';

        if( l.y <= this.c[ 1 ].offsetHeight ) return 'title';
        else if ( l.y > this.h - this.c[ 2 ].offsetHeight ) return 'text';
        else return 'pad';

        /*if( ( l.x >= this.margin ) && ( l.x <= this.w - this.margin ) && ( l.y >= this.top + this.margin ) && ( l.y <= this.top + this.w - this.margin ) ) {
            return 'pad';
        }*/
        
        //return '';

    }

    mouseup ( e ) {

        this.isDown = false;
        return this.mode(0);
    
    }

    mousedown ( e ) {

        if ( this.testZone(e) === 'pad' ) {

            this.isDown = true;
            this.mousemove( e );
            return this.mode(1);
        }

    }

    mousemove ( e ) {

        if( !this.isDown ) return;

        let x = (this.w*0.5) - ( e.clientX - this.zone.x );
        let y = (this.diam*0.5) - ( e.clientY - this.zone.y - this.top );
        let r = 256 / this.diam;

        x = -(x*r);
        y = -(y*r);

        x = Tools.clamp( x, -this.maxPos, this.maxPos );
        y = Tools.clamp( y, -this.maxPos, this.maxPos );

        //let x = e.clientX - this.zone.x;
        //let y = e.clientY - this.zone.y - this.top;

        /*if( x < this.margin ) x = this.margin;
        if( x > this.w - this.margin ) x = this.w - this.margin;
        if( y < this.margin ) y = this.margin;
        if( y > this.w - this.margin ) y = this.w - this.margin;*/

        //console.log(x,y)

        this.setPos( [ x , y ] );
        
        this.update( true );

    }

    mode ( mode ) {

        if( this.cmode === mode ) return false;

        let cc = this.colors;

        switch( mode ){
            case 0: // base

                this.s[2].color = cc.text;
                this.setSvg( this.c[3], 'fill', cc.back, 0);
                this.setSvg( this.c[3], 'fill', cc.button, 1);
                this.setSvg( this.c[3], 'stroke', cc.back, 2);
                this.setSvg( this.c[3], 'stroke', cc.back, 3);
                this.setSvg( this.c[3], 'stroke', cc.text, 4 );
                
            break;
            case 1: // down

                this.s[2].color = cc.textSelect;
                this.setSvg( this.c[3], 'fill', cc.backoff, 0);
                this.setSvg( this.c[3], 'fill', cc.overoff, 1);
                this.setSvg( this.c[3], 'stroke', cc.backoff, 2);
                this.setSvg( this.c[3], 'stroke', cc.backoff, 3);
                this.setSvg( this.c[3], 'stroke', cc.textSelect, 4 );
                
            break;
        }

        this.cmode = mode;
        return true;



    }

    update ( up ) {

        //if( up === undefined ) up = true;
        
        this.c[2].textContent = this.value;

        this.updateSVG();

        if( up ) this.send();

    }

    updateSVG() {

        if ( this.model == 1 ) {

            this.setSvg( this.c[3], 'y1', this.pos.y, 2 );
            this.setSvg( this.c[3], 'y2', this.pos.y, 2 );

            this.setSvg( this.c[3], 'x1', this.pos.x, 3 );
            this.setSvg( this.c[3], 'x2', this.pos.x, 3 );

        }

        this.setSvg( this.c[3], 'cx', this.pos.x, 4 );
        this.setSvg( this.c[3], 'cy', this.pos.y, 4 );

    }

    setPos ( p ) {

        //if( p === undefined ) p = [ this.w / 2, this.w / 2 ];

        this.pos.set( p[0]+128 , p[1]+128 );

        let r = 1/this.maxPos;

        this.value[0] = ((p[0]*r)*this.range).toFixed( this.precision );
        this.value[1] = ((p[1]*r)*this.range).toFixed( this.precision );

    }

    setValue ( v, up = false ) {

        if( v === undefined ) v = this.value;

        /*if ( v[0] < this.bounds.x1 ) v[0] = this.bounds.x1;
        if ( v[0] > this.bounds.x2 ) v[0] = this.bounds.x2;
        if ( v[1] < this.bounds.y1 ) v[1] = this.bounds.y1;
        if ( v[1] > this.bounds.y2 ) v[1] = this.bounds.y2;*/

        this.value[0] = Math.min( this.max, Math.max( this.min, v[0] ) ).toFixed( this.precision ) * 1;
        this.value[1] = Math.min( this.max, Math.max( this.min, v[1] ) ).toFixed( this.precision ) * 1;

        this.pos.set( ((this.value[0]/this.range)*this.maxPos)+128  , ((this.value[1]/this.range)*this.maxPos)+128 );

        //console.log(this.pos)

        this.update( up );

    }

    /*lerp( s1, s2, d1, d2, c = true ) {

        let s = ( d2 - d1 ) / ( s2 - s1 );

        return c ? ( v ) => { 
            return ( ( v < s1 ? s1 : v > s2 ? s2 : v ) - s1 ) * s + d1
        } : ( v ) => { 
          return ( v - s1 ) * s + d1
        }

    }*/

}

const add = function () {

        let a = arguments; 

        let type, o, ref = false, n = null;

        if( typeof a[0] === 'string' ){ 

            type = a[0];
            o = a[1] || {};

        } else if ( typeof a[0] === 'object' ){ // like dat gui

            ref = true;
            if( a[2] === undefined ) [].push.call(a, {});
                
            type = a[2].type ? a[2].type : autoType( a[0][a[1]], a[2] );

            o = a[2];
            o.name = a[1];
            if( type === 'list' ){ o.list = a[0][a[1]]; }
            else o.value = a[0][a[1]];

        }

        

        let name = type.toLowerCase();

        if( name === 'group' ) o.add = add;

        switch( name ){

            case 'bool': case 'boolean': n = new Bool(o); break;
            case 'button': n = new Button(o); break;
            case 'circular': n = new Circular(o); break;
            case 'color': n = new Color(o); break;
            case 'fps': n = new Fps(o); break;
            case 'graph': n = new Graph(o); break;
            case 'group': n = new Group(o); break;
            case 'joystick': n = new Joystick(o); break;
            case 'knob': n = new Knob(o); break;
            case 'list': n = new List(o); break;
            case 'numeric': case 'number': n = new Numeric(o); break;
            case 'slide': n = new Slide(o); break;
            case 'textInput': case 'string': n = new TextInput(o); break;
            case 'title': case 'text': n = new Title(o); break;
            case 'select': n = new Select(o); break;
            case 'selector': n = new Selector(o); break;
            case 'empty': case 'space': n = new Empty(o); break;
            case 'item': n = new Item(o); break;
            case 'grid': n = new Grid(o); break;
            case 'pad2d': case 'pad': n = new Pad2D(o); break;

        }

        if( n !== null ){

            if( ref ) n.setReferency( a[0], a[1] );
            return n;

        }

};

const autoType = function ( v, o ) {

    let type = 'slide';

    if( typeof v === 'boolean' ) type = 'bool'; 
    else if( typeof v === 'string' ){ 

        if( v.substring(0,1) === '#' ) type = 'color';
        else type = 'string'; 

    } else if( typeof v === 'number' ){ 

        if( o.ctype ) type = 'color';
        else type = 'slide';

    } else if( typeof v === 'array' && v instanceof Array ){

        if( typeof v[0] === 'number' ) type = 'number';
        else if( typeof v[0] === 'string' ) type = 'list';

    } else if( typeof v === 'object' && v instanceof Object ){

        if( v.x !== undefined ) type = 'number';
        else type = 'list';

    }

    return type

};

/**
 * @author lth / https://github.com/lo-th
 */

class Gui {

    constructor( o = {} ) {

        this.isGui = true;

        this.name = 'gui';

        // for 3d
        this.canvas = null;
        this.screen = null;
        this.plane = o.plane || null;

        

        // color
        if( o.config ) o.colors = o.config;
        
        if ( o.colors ) this.setConfig( o.colors );
        else this.colors = Tools.defineColor( o );

        // style
        this.css = Tools.cloneCss();

        this.isReset = true;
        this.tmpAdd = null;
        //this.tmpH = 0

        this.isCanvas = o.isCanvas || false;
        this.isCanvasOnly = false;
        
        this.callback = o.callback  === undefined ? null : o.callback;

        this.forceHeight = o.maxHeight || 0;
        this.lockHeight = o.lockHeight || false;

        this.isItemMode = o.itemMode !== undefined ? o.itemMode : false;

        this.cn = '';
        
        // size define
        this.size = Tools.size;
        if( o.p !== undefined ) this.size.p = o.p;
        if( o.w !== undefined ) this.size.w = o.w;
        if( o.h !== undefined ) this.size.h = o.h;
        if( o.s !== undefined ) this.size.s = o.s;

        this.size.h = this.size.h < 11 ? 11 : this.size.h;

        // local mouse and zone
        this.local = new V2().neg();
        this.zone = { x:0, y:0, w:this.size.w, h:0 };

        // virtual mouse
        this.mouse = new V2().neg();

        this.h = 0;
        //this.prevY = -1;
        this.sw = 0;

        

        // bottom and close height
        this.isWithClose = o.close !== undefined ? o.close : true;
        this.bh = !this.isWithClose ? 0 : this.size.h;

        this.autoResize = o.autoResize === undefined ? true : o.autoResize;

        // default position
        this.isCenter = o.center || false;
        this.cssGui = o.css !== undefined ? o.css : (this.isCenter ? '' : 'right:10px;');

        this.isOpen = o.open !== undefined ? o.open : true;
        this.isDown = false;
        this.isScroll = false;

        this.uis = [];
        this.current = -1;
        this.proto = null;
        this.isEmpty = true;
        this.decal = 0;
        this.ratio = 1;
        this.oy = 0;


        this.isNewTarget = false;

        let cc = this.colors;

        this.content = Tools.dom( 'div', this.css.basic + ' width:0px; height:auto; top:0px; background:'+cc.content+'; ' + this.cssGui );

        this.innerContent = Tools.dom( 'div', this.css.basic + 'width:100%; top:0; left:0; height:auto; overflow:hidden;');
        //this.innerContent = Tools.dom( 'div', this.css.basic + this.css.button + 'width:100%; top:0; left:0; height:auto; overflow:hidden;');
        this.content.appendChild( this.innerContent );

        //this.inner = Tools.dom( 'div', this.css.basic + 'width:100%; left:0; ')
        this.useFlex = true; 
        let flexible = this.useFlex ? 'display:flex; flex-flow: row wrap;' : ''; //' display:flex; justify-content:start; align-items:start;flex-direction: column; justify-content: center; align-items: center;';
        this.inner = Tools.dom( 'div', this.css.basic + flexible + 'width:100%; left:0; ');
        this.innerContent.appendChild(this.inner);

        // scroll
        this.scrollBG = Tools.dom( 'div', this.css.basic + 'right:0; top:0; width:'+ (this.size.s - 1) +'px; height:10px; display:none; background:'+cc.background+';');
        this.content.appendChild( this.scrollBG );

        this.scroll = Tools.dom( 'div', this.css.basic + 'background:'+cc.button+'; right:2px; top:0; width:'+(this.size.s-4)+'px; height:10px;');
        this.scrollBG.appendChild( this.scroll );

        // bottom button
        this.bottomText = o.bottomText || ['open', 'close'];

        let r = cc.radius;
        this.bottom = Tools.dom( 'div',  this.css.txt + 'width:100%; top:auto; bottom:0; left:0; border-bottom-right-radius:'+r+'px; border-bottom-left-radius:'+r+'px; justify-content:center; height:'+this.bh+'px; line-height:'+(this.bh-5)+'px; color:' + cc.text+';' );// border-top:1px solid '+Tools.colors.stroke+';');
        this.content.appendChild( this.bottom );
        this.bottom.textContent = this.isOpen ? this.bottomText[1] : this.bottomText[0];
        this.bottom.style.background = cc.background;

        //

        this.parent = o.parent !== undefined ? o.parent : null;
        this.parent = o.target !== undefined ? o.target : this.parent;
        
        if( this.parent === null && !this.isCanvas ){ 
        	this.parent = document.body;
        }

        if( this.parent !== null ) this.parent.appendChild( this.content );

        if( this.isCanvas && this.parent === null ) this.isCanvasOnly = true;

        if( !this.isCanvasOnly ){ 
            this.content.style.pointerEvents = 'auto';
        } else {
            this.content.style.left = '0px';
            this.content.style.right = 'auto';
            o.transition = 0;
        }


        // height transition
        this.transition = o.transition || Tools.transition;
        if( this.transition ) setTimeout( this.addTransition.bind( this ), 0 );
        

        this.setWidth();

        if( this.isCanvas ) this.makeCanvas();

        Roots.add( this );

    }

    setTop( t, h ) {

        this.content.style.top = t + 'px';
        if( h !== undefined ) this.forceHeight = h;
        this.calc();

        Roots.needReZone = true;

    }

    addTransition(){

        if( this.transition && !this.isCanvas ){
            this.innerContent.style.transition = 'height '+this.transition+'s ease-out';
            this.content.style.transition = 'height '+this.transition+'s ease-out';
            this.bottom.style.transition = 'top '+this.transition+'s ease-out';
            //this.bottom.addEventListener("transitionend", Roots.resize, true);
        }

    }

    // ----------------------
    //   CANVAS
    // ----------------------

    onDraw () {}

    makeCanvas () {

    	this.canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', "canvas" );
    	this.canvas.width = this.zone.w;
    	this.canvas.height = this.forceHeight ? this.forceHeight : this.zone.h;

        //console.log( this.canvas.width, this.canvas.height )

    }

    draw ( force ) {

    	if( this.canvas === null ) return;

    	let w = this.zone.w;
    	let h = this.forceHeight ? this.forceHeight : this.zone.h;
    	Roots.toCanvas( this, w, h, force );

    }

    //////

    getDom () {

        return this.content;

    }

    noMouse () {

        this.mouse.neg();

    }

    setMouse ( uv, flip = true ) {

        if(flip) this.mouse.set( Math.round( uv.x * this.canvas.width ), this.canvas.height - Math.round( uv.y * this.canvas.height ) );
        else this.mouse.set( Math.round( uv.x * this.canvas.width ), Math.round( uv.y * this.canvas.height ) );
        //this.mouse.set( m.x, m.y );

    }

    setConfig ( o ) {

        // reset to default text 
        Tools.setText();
        this.colors = Tools.defineColor( o );

    }

    setColors ( o ) {

        for( let c in o ){
            if( this.colors[c] ) this.colors[c] = o[c];
        }

    }

    setText ( size, color, font, shadow ) {

        Tools.setText( size, color, font, shadow );

    }

    hide ( b ) {
        this.content.style.visibility = b ? 'hidden' : 'visible'; 
    }

    display( v = false ) {
        this.content.style.visibility = v ? 'visible' : 'hidden';
    }

    onChange ( f ) {

        this.callback = f || null;
        return this;

    }

    // ----------------------
    //   STYLES
    // ----------------------

    mode ( n ) {

    	let needChange = false;
        let cc = this.colors;

    	if( n !== this.cn ){

	    	this.cn = n;

	    	switch( n ){

	    		case 'def':
                   Roots.cursor();
	    		   this.scroll.style.background = cc.button; 
	    		   this.bottom.style.background = cc.background;
	    		   this.bottom.style.color = cc.text;
	    		break;

	    		//case 'scrollDef': this.scroll.style.background = this.colors.scroll; break;
	    		case 'scrollOver': 
                    Roots.cursor('ns-resize');
                    this.scroll.style.background = cc.select;
                break;
	    		case 'scrollDown': 
                    this.scroll.style.background = cc.select;
                break;

	    		//case 'bottomDef': this.bottom.style.background = this.colors.background; break;
	    		case 'bottomOver': 
                    Roots.cursor('pointer');
                    this.bottom.style.background = cc.backgroundOver; 
                    this.bottom.style.color = cc.textOver; 
                break;
	    		//case 'bottomDown': this.bottom.style.background = this.colors.select; this.bottom.style.color = '#000'; break;

	    	}

	    	needChange = true;

	    }

    	return needChange;

    }

    // ----------------------
    //   TARGET
    // ----------------------

    clearTarget () {

    	if( this.current === -1 ) return false;
        if( this.proto.s ){
            // if no s target is delete !!
            this.proto.uiout();
            this.proto.reset();
        }
        
        this.proto = null;
        this.current = -1;

        ///console.log(this.isDown)//if(this.isDown)Roots.clearInput();

        

        Roots.cursor();
        return true;

    }

    // ----------------------
    //   ZONE TEST
    // ----------------------

    testZone ( e ) {

        let l = this.local;
        if( l.x === -1 && l.y === -1 ) return '';

        this.isReset = false;

        let name = '';

        let s = this.isScroll ?  this.zone.w - this.size.s : this.zone.w;
        
        if( l.y > this.zone.h - this.bh &&  l.y < this.zone.h ) name = 'bottom';
        else name = l.x > s ? 'scroll' : 'content';

        return name;

    }

    // ----------------------
    //   EVENTS
    // ----------------------

    handleEvent ( e ) {

    	let type = e.type;

    	let change = false;
    	let protoChange = false;

    	let name = this.testZone( e );

    	if( type === 'mouseup' && this.isDown ) this.isDown = false;
    	if( type === 'mousedown' && !this.isDown ) this.isDown = true;

        if( this.isDown && this.isNewTarget ){ Roots.clearInput(); this.isNewTarget=false; }

    	if( !name ) return;

    	switch( name ){

    		case 'content':

                e.clientY = this.isScroll ?  e.clientY + this.decal : e.clientY;

                if( Roots.isMobile && type === 'mousedown' ) this.getNext( e, change );

	    		if( this.proto ) protoChange = this.proto.handleEvent( e );

	    		if( type === 'mousemove' ) change = this.mode('def');
                if( type === 'wheel' && !protoChange && this.isScroll ) change = this.onWheel( e );
               
	    		if( !Roots.lock ) {
                    this.getNext( e, change );
                }

    		break;
    		case 'bottom':

	    		this.clearTarget();
	    		if( type === 'mousemove' ) change = this.mode('bottomOver');
	    		if( type === 'mousedown' ) {
	    			this.isOpen = this.isOpen ? false : true;
		            this.bottom.textContent = this.isOpen ? this.bottomText[1] : this.bottomText[0];
		            //this.setHeight();
                    this.calc();
		            this.mode('def');
		            change = true;
	    		}

    		break;
    		case 'scroll':

	    		this.clearTarget();
	    		if( type === 'mousemove' ) change = this.mode('scrollOver');
	    		if( type === 'mousedown' ) change = this.mode('scrollDown'); 
                if( type === 'wheel' ) change = this.onWheel( e ); 
	    		if( this.isDown ) this.update( (e.clientY-this.zone.y)-(this.sh*0.5) );

    		break;


    	}

    	if( this.isDown ) change = true;
    	if( protoChange ) change = true;

        if( type === 'keyup' ) change = true;
        if( type === 'keydown' ) change = true;

    	if( change ) this.draw();

    }

    getNext ( e, change ) {



        let next = Roots.findTarget( this.uis, e );

        if( next !== this.current ){
            this.clearTarget();
            this.current = next;

            this.isNewTarget = true;

        }

        if( next !== -1 ){ 
            this.proto = this.uis[ this.current ];
            this.proto.uiover();
        }

    }

    onWheel ( e ) {

        this.oy += 20*e.delta;
        this.update( this.oy );
        return true;

    }

    // ----------------------
    //   RESET
    // ----------------------

    reset ( force ) {

        if( this.isReset ) return;

        //this.resetItem();

        this.mouse.neg();
        this.isDown = false;

        //Roots.clearInput();
        let r = this.mode('def');
        let r2 = this.clearTarget();

        if( r || r2 ) this.draw( true );

        this.isReset = true;

        //Roots.lock = false;

    }

    // ----------------------
    //   ADD NODE
    // ----------------------

    add () {

        let a = arguments;
        let ontop = false;

        if( typeof a[1] === 'object' ){ 

            a[1].isUI = true;
            a[1].main = this;

            ontop = a[1].ontop ? a[1].ontop : false;

        } else if( typeof a[1] === 'string' ){

            if( a[2] === undefined ) [].push.call(a, { isUI:true, main:this });
            else {
                a[2].isUI = true;
                a[2].main = this;
                //ontop = a[1].ontop ? a[1].ontop : false;
                ontop = a[2].ontop ? a[2].ontop : false;
            }
            
        } 

        let u = add.apply( this, a );

        if( u === null ) return;

        if( ontop ) this.uis.unshift( u );
        else this.uis.push( u );

        this.calc();

        this.isEmpty = false;

        return u

    }

    // remove one node

    remove ( n ) {

        if( n.dispose ) n.dispose();

    }

    // call after uis clear

    clearOne ( n ) { 

        let id = this.uis.indexOf( n ); 
        if ( id !== -1 ) {
            //this.calc( - (this.uis[ id ].h + 1 ) );
            this.inner.removeChild( this.uis[ id ].c[0] );
            this.uis.splice( id, 1 );
            this.calc(); 
        }

    }

    // clear all gui

    empty() {

        //this.close();

        let i = this.uis.length, item;

        while( i-- ){
            item = this.uis.pop();
            this.inner.removeChild( item.c[0] );
            item.dispose();
        }

        this.uis = [];
        this.isEmpty = true;
        this.calc();

    }

    clear() {

        this.empty();

    }

    dispose() {

        this.clear();
        if( this.parent !== null ) this.parent.removeChild( this.content );
        Roots.remove( this );

    }


    // ----------------------
    //   ITEMS SPECIAL
    // ----------------------

    resetItem () {

        if( !this.isItemMode ) return;

        let i = this.uis.length;
        while(i--) this.uis[i].selected();

    }

    setItem ( name ) {

        if( !this.isItemMode ) return;

        name = name || '';
        this.resetItem();

        if( !name ){
            this.update(0);
            return
        } 

        let i = this.uis.length;
        while(i--){ 
            if( this.uis[i].value === name ){ 
                this.uis[i].selected( true );
                if( this.isScroll ) this.update( ( i*(this.uis[i].h+1) )*this.ratio );
            }
        }

    }



    // ----------------------
    //   SCROLL
    // ----------------------

    upScroll ( b ) {

        this.sw = b ? this.size.s : 0;
        this.oy = b ? this.oy : 0;
        this.scrollBG.style.display = b ? 'block' : 'none';

        if( b ){

            this.total = this.h;

            this.maxView = this.maxHeight;

            this.ratio = this.maxView / this.total;
            this.sh = this.maxView * this.ratio;

            this.range = this.maxView - this.sh;

            this.oy = Tools.clamp( this.oy, 0, this.range );

            this.scrollBG.style.height = this.maxView + 'px';
            this.scroll.style.height = this.sh + 'px';

        }

        this.setItemWidth( this.zone.w - this.sw );
        this.update( this.oy );

    }

    update ( y ) {

        y = Tools.clamp( y, 0, this.range );

        this.decal = Math.floor( y / this.ratio );
        this.inner.style.top = - this.decal + 'px';
        this.scroll.style.top = Math.floor( y ) + 'px';
        this.oy = y;

    }

    // ----------------------
    //   RESIZE FUNCTION
    // ----------------------

    calcUis() {
        
        return Roots.calcUis( this.uis, this.zone, this.zone.y )
    }

    calc() {

        clearTimeout( this.tmp );
        this.tmp = setTimeout( this.setHeight.bind( this ), 10 );

    }

    setHeight() {

        if( this.tmp ) clearTimeout( this.tmp );

        this.zone.h = this.bh;
        this.isScroll = false;

        if( this.isOpen ){

            this.h = this.calcUis();

            let hhh = this.forceHeight ? this.forceHeight + this.zone.y : window.innerHeight;

            this.maxHeight = hhh - this.zone.y - this.bh;

            let diff = this.h - this.maxHeight;

            if( diff > 1 ){

                this.isScroll = true;
                this.zone.h = this.maxHeight + this.bh;

            } else {

                this.zone.h = this.h + this.bh;
                
            }

        }

        this.upScroll( this.isScroll );

        this.innerContent.style.height = this.zone.h - this.bh + 'px';
        this.content.style.height = this.zone.h + 'px';
        this.bottom.style.top = this.zone.h - this.bh + 'px';


        if( this.forceHeight && this.lockHeight ) this.content.style.height = this.forceHeight + 'px';

        if( this.isCanvas ) this.draw( true );

    }

    rezone () {
        Roots.needReZone = true;
    }

    setWidth ( w ) {

        if( w ) this.zone.w = w;

        this.zone.w = Math.floor( this.zone.w );

        this.content.style.width = this.zone.w + 'px';

        if( this.isCenter ) this.content.style.marginLeft = -(Math.floor(this.zone.w*0.5)) + 'px';

        this.setItemWidth( this.zone.w - this.sw );

    }

    setItemWidth ( w ) {

        let i = this.uis.length;
        while(i--){
            this.uis[i].setSize( w );
            this.uis[i].rSize();
        }

    }

}

const Base = {

	version: '0.8.0',

    toolSet: [
        {id:0,  tool:'none',        geo:0,    name:'',  build:0, size:0, sy:0,    price:0,     color:'none'       ,drag:0  },
		{id:1,  tool:'residential', geo:1,    name:'R', build:1, size:3, sy:0.2,  price:100,   color:'lime'       ,drag:1  },
		{id:2,  tool:'commercial',  geo:2,    name:'C', build:1, size:3, sy:0.2,  price:100,   color:'blue'       ,drag:1  },
		{id:3,  tool:'industrial',  geo:3,    name:'I', build:1, size:3, sy:0.2,  price:100,   color:'yellow'     ,drag:1  },

		{id:4,  tool:'police',      geo:4,    name:'',  build:1, size:3, sy:1.2,  price:500,   color:'blue'       ,drag:0  },
		{id:5,  tool:'park',        geo:5,    name:'',  build:1, size:1, sy:0.02, price:10,    color:'darkgreen'  ,drag:0  },
		{id:6,  tool:'fire',        geo:7,    name:'',  build:1, size:3, sy:1.2,  price:500,   color:'red'        ,drag:0  },

		{id:7,  tool:'road',        geo:0,    name:'',  build:0, size:1, sy:0.1,  price:10,    color:'black'      ,drag:1  },
		{id:8,  tool:'bulldozer',   geo:0,    name:'',  build:0, size:1, sy:0,    price:1,     color:'deeppink'   ,drag:1  },
		{id:9,  tool:'rail',        geo:0,    name:'',  build:0, size:1, sy:0.15, price:20,    color:'brown'      ,drag:1  },

		{id:10, tool:'coal',        geo:8,    name:'',  build:1, size:4, sy:2,    price:3000,  color:'gray'       ,drag:0  },
		{id:11, tool:'wire',        geo:0,    name:'',  build:0, size:1, sy:0.05, price:5 ,    color:'khaki'      ,drag:1  },	
		{id:12, tool:'nuclear',     geo:9,    name:'',  build:1, size:4, sy:2,    price:5000,  color:'orange'  ,drag:0  },

		{id:13, tool:'port',        geo:10,   name:'',  build:1, size:4, sy:0.5,  price:3000,  color:'dodgerblue' ,drag:0  },
		{id:14, tool:'stadium',     geo:11,   name:'',  build:1, size:4, sy:2,    price:5000,  color:'yellowgreen',drag:0  },
		{id:15, tool:'airport',     geo:12,   name:'',  build:1, size:6, sy:0.5,  price:10000, color:'lightblue'  ,drag:0  },
		
		{id:16, tool:'none',        geo:0,    name:'',  build:0, size:0, sy:0,    price:0,     color:'none'       ,drag:0  },
		{id:17, tool:'query',       geo:0,    name:'?', build:0, size:1, sy:0,    price:0,     color:'cyan'       ,drag:0  },
		{id:18, tool:'none',        geo:0,    name:'',  build:0, size:0, sy:0,    price:0,     color:'none'       ,drag:0  }
	],

	H: [ 249, 250, 251, 252, 253, 254, 255, 256, 257, 258, 259, 260 ],
	R: [ 244, 265, 274, 283, 292, 301, 310, 319, 328, 337, 346, 355, 364, 373, 382, 391, 400, 409, 418 ],
	C: [ 427, 436, 445, 454, 463, 475, 481, 490, 499, 508, 517, 526, 535, 544, 553, 562, 571, 580, 589, 598, 607 ],
	I: [ 616, 625, 634, 643, 652, 661, 670, 679, 688 ],

};

//------------------------------------------------------//
//                   HUB INTERFACE                      //
//------------------------------------------------------//


class Hub {

    constructor () {

        this.mapPath = './assets/textures/';

        this.round = [
        '<svg height="66" width="66">',
        '<circle cx="33" cy="33" r="27" stroke="rgb(255,255,255)" stroke-width="1" stroke-opacity="0.0" fill="rgb(0,0,0)" fill-opacity="0.1"/>',
        '</svg>'
        ].join("\n");

        this.roundSelected = [
        '<svg height="66" width="66">',
        '<circle cx="33" cy="33" r="27" stroke="rgb(255,255,255)" stroke-width="2" stroke-opacity="0.5" fill="rgb(0,0,0)" fill-opacity="0.3"/>',
        '</svg>'
        ].join("\n");

        this.roundSelect = [
        '<svg height="66" width="66">',
        '<circle cx="33" cy="33" r="30" stroke="rgb(255,255,255)" stroke-width="4" stroke-opacity="1" fill="rgb(0,0,0)" fill-opacity="0.5"/>',
        '</svg>'
        ].join("\n");

    	this.hub = document.getElementById('hub');
    	this.full = null;
    	this.title = null;

        this.isIntro = true;

    	this.timer = null;
    	this.bg = 1;

        this.R=null;
        this.C=null;
        this.I=null;

        this.isGen = false;

        //this.rrr= null;

        //this.colors = ['#ffffff', '#338099'];
        this.colors = ['rgba(255,255,255,1)', 'rgba(0,0,0,0.2)', 'rgba(0,0,0,1)', 'rgba(0,0,0,0.5)', 'rgba(0,0,0,0.8)', 'rgba(255,255,255,0.5)'];

        //this.radius = "-moz-border-radius: 20px; -webkit-border-radius: 20px; border-radius: 20px;";
        this.radius = "-moz-border-radius: 6px; -webkit-border-radius: 6px; border-radius: 6px;";
        this.radiusL = "-moz-border-top-left-radius: 6px; -webkit-border-top-left-radius: 6px; border-top-left-radius: 6px;";
        this.radiusL += "-moz-border-bottom-left-radius: 6px; -webkit-border-bottom-left-radius: 6px; border-bottom-left-radius: 6px;";
        this.radiusR = "-moz-border-top-right-radius: 6px; -webkit-border-top-right-radius: 6px; border-top-right-radius: 6px;";
        this.radiusR += "-moz-border-bottom-right-radius: 6px; -webkit-border-bottom-right-radius: 6px; border-bottom-right-radius: 6px;";

        this.radiusB = "-moz-border-bottom-left-radius: 6px; -webkit-border-bottom-left-radius: 6px; border-bottom-left-radius: 6px;";
        this.radiusB += "-moz-border-bottom-right-radius: 6px; -webkit-border-bottom-right-radius: 6px; border-bottom-right-radius: 6px;";

        this.windowsStyle = ' top:40px; left:10px; border:1px solid '+this.colors[1]+'; background:'+this.colors[3]+';';


        this.budgetWindow = null;
        this.evaluationWindow  = null;
        this.disasterWindow = null;
        this.exitWindow = null;
        this.queryWindow = null;
        this.overlaysWindow = null;
        this.aboutWindow = null;


        this.selector = null;
        this.select = null;

        this.currentToolName = 0;

        this.disasterTypes = ['None', 'Monster', 'Fire', 'Flood', 'Crash', 'Meltdown', 'Tornado'];
        this.disasterButtons = [];

        this.overlaysTypes = ['None', 'Density', 'Growth', 'Land value', 'Crime Rate', 'Pollution', 'Traffic', 'Power Grid', 'Fire', 'Police'];
        this.overlaysButtons =  [];
                                                    

        //this.intro();

        

        this.full = document.createElement('div'); 
        this.full.style.cssText ='position:absolute; top:0px; left:0px; width:100%; height:100%; pointer-events:none; display:block; background:rgba(144,163,183,1); '; //+ this.degrade();

        this.text = document.createElement('div');
        this.text.style.cssText = 'position:absolute; font-size:18px; left:calc(50% - 150px); top:calc(50% + 80px); width:300px; height:80px; pointer-events:none; text-align:center; font-weight: bold;';
        this.text.innerHTML = "欢迎";


        this.loader = document.getElementById('loader');
        this.loader.style.cssText = 'pointer-events:none; position:absolute; left:calc(50% - 100px); top:calc(50% - 100px); width:200px; height:200px;';

        
        /*this.link = document.createElement('div');
        this.link.style.cssText = 'position:absolute;  left:10px; bottom:10px; width:50px; height:50px; pointer-events:auto; display:block;';
        this.link.innerHTML = '<a href="https://github.com/lo-th/3d.city" target="_blank">' + UIL.Tools.icon('github', '#DEDEDE', 50) + '</a>';
        this.hub.appendChild( this.link )*/

        this.link = add('button', { 
            target:this.hub, w:64, h:64, pos:{left:'10px', bottom:'10px'}, simple:true, 
            button:'#8397ac' 
        }).icon( Tools.icon('github', '#DEDEDE', 50) ).onChange( function(v){ window.open('https://github.com/lo-th/3d.city','_blank'); } );

        this.donate = add('button', { 
            target:this.hub, w:64, h:64, pos:{left:'84px', bottom:'10px'}, simple:true, 
            button:'#8397ac' 
        }).icon( Tools.icon('donate', '#DEDEDE', 50) ).onChange( function(v){ window.open('https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=8KTXA987XHYNQ','_blank'); } );



        this.version = document.createElement('div');
        this.version.style.cssText = 'position:absolute; font-size:14px; right:10px; bottom:10px; text-align:right; width:100px; pointer-events:none; display:block;';
        this.version.innerHTML = "v " + Base.version;
        this.hub.appendChild( this.version );



        /*this.fullMid.appendChild( this.logo );
        this.fullMid.appendChild( this.title );
        this.fullMid.appendChild( this.subtitle );*/

        this.hub.appendChild( this.full );
        this.hub.appendChild( this.loader );
        this.hub.appendChild( this.text );
    }

    message ( s ){

        if( this.text ) this.text.innerHTML = s;

    }

    /*intro (){

    	this.full = document.createElement('div'); 
    	this.full.style.cssText ='position:absolute; top:0px; left:0px; width:100%; height:100%; pointer-events:none; display:block; background:rgba(102,102,230,1); ' //+ this.degrade();

        this.fullMid = document.createElement('div'); 
        this.fullMid.style.cssText ='position:absolute; top:10px; left:50%; width:300px; height:300px; margin-left:-150px; pointer-events:none; display:block;';

        this.title = document.createElement('div');
        this.title.innerHTML = "3D.CITY";
    	this.title.style.cssText = 'position:absolute; font-size:44px; top:50%; left:0; margin-top:-30px; width:300px; height:60px; pointer-events:none; text-align:center;';
        
        this.subtitle = document.createElement('div');
        this.subtitle.style.cssText = 'position:absolute; font-size:14px; top:50%; left:0; margin-top:20px; width:300px; height:80px; pointer-events:none; text-align:center;';
        this.subtitle.innerHTML = "Generating world...";

        this.logo = document.getElementById('logo');
        this.logo.style.display = 'block';

        this.full.appendChild( this.fullMid );

        this.fullMid.appendChild( this.logo );
    	this.fullMid.appendChild( this.title );
        this.fullMid.appendChild( this.subtitle );

    	this.hub.appendChild( this.full );

    }*/

    start (){
    	if(this.isIntro){
    		this.timer = setInterval(this.fadding, 100, this);
    	}
    }

    fadding (t){
    	t.bg -= 0.1;
    	t.full.style.background = 'rgba(144,163,183,'+t.bg+')';
       // background-image:linear-gradient(60deg, white, black);
    	if(t.bg<=0){
    		clearInterval(t.timer);
            t.hub.removeChild(t.loader);
            t.hub.removeChild(t.text);
    		t.hub.removeChild(t.full);

            console.log('done');

    		//t.initPrevHub();
            t.isIntro = false;
    	}
    }

    generate( b ) {

        if( b ){
            if(!this.isGen) {
                this.hub.appendChild( this.loader );
                this.hub.appendChild( this.text );
                this.text.innerHTML = '正在生成地图...';
                this.isGen = true;
            }
        } else {
            if( this.isGen ){
                this.hub.removeChild( this.loader );
                this.hub.removeChild( this.text );
                this.isGen = false;
            }
        }
        
    }



    /*degrade  (){
        var a = -160;
        var p = [0, 30, 100]
        var c0 = '#BFDDFF';
        var c1 = '#3C89CD';
        var c2 = '#214F77';
        var deg = [
            'background:-webkit-gradient(linear, top, bottom, color-stop('+p[0]+'%,'+c0+'),  color-stop('+p[1]+'%,'+c1+'), color-stop('+p[2]+'%,'+c2+'));',
            'background:-moz-linear-gradient('+a+'deg, '+c0+' '+p[0]+'%, '+c1+' '+p[1]+'%, '+c2+' '+p[2]+'%);',
            'background:-webkit-linear-gradient('+a+'deg, '+c0+' '+p[0]+'%, '+c1+' '+p[1]+'%, '+c2+' '+p[2]+'%);',
            'background:-o-linear-gradient('+a+'deg, '+c0+' '+p[0]+'%, '+c1+' '+p[1]+'%, '+c2+' '+p[2]+'%);',
            'background:linear-gradient('+a+'deg, '+c0+' '+p[0]+'%, '+c1+' '+p[1]+'%, '+c2+' '+p[2]+'%);'
        ].join("\n");
        return deg;
    },*/

    initPrevHub() {

        /*this.full = document.createElement('div');
        this.full.style.cssText ='position:absolute; top:10px; left:50%; margin-left:-150px; width:300px; height:300px; pointer-events:none;';
        this.full.id = 'fullStart';*/

        //this.hub.appendChild( this.full );
        //var b1 = this.addButton(this.full, 'Play Game', [276,48,40], 'position:absolute; top:10px; left:0px;');
        //let b2 = this.addButton(this.full, 'New Map',  [276, 26, 22], 'position:absolute; top:150px; left:0px;');
        //var b3 = this.addButton(this.full, 'Height Map',  [120, 26, 22], 'position:absolute; top:150px; right:0px;');
        //let b4 = this.addButton(this.full, 'Load Map',  [276, 26, 22], 'position:absolute; top:90px; left:0px;');
        //this.addSelector("DIFFICULTY", ['LOW', 'MEDIUM', 'HARD'], Main.setDifficulty, 0);

        //b1.addEventListener('click',  function ( e ) { e.preventDefault(); Main.playMap(); }, false);
        //b2.addEventListener('click',  function ( e ) { e.preventDefault(); Main.newMap(); }, false);
       // b3.addEventListener('click',  function ( e ) { e.preventDefault(); Main.newHeightMap(); }, false);
        //b4.addEventListener('click',  function ( e ) { e.preventDefault(); Main.loadGame(true); }, false);

    }

    //--------------------------------------start hub

    initStartHub() {

       /* this.full = document.createElement('div');
        this.full.style.cssText ='position:absolute; top:10px; left:50%; margin-left:-150px; width:300px; height:300px; pointer-events:none;';
        this.full.id = 'fullStart';

        this.hub.appendChild( this.full );
        var b1 = this.addButton(this.full, 'Play Game', [276,48,40], 'position:absolute; top:10px; left:0px;');
    	var b2 = this.addButton(this.full, 'New Map',  [120, 26, 22], 'position:absolute; top:150px; left:0px;');
        var b3 = this.addButton(this.full, 'Height Map',  [120, 26, 22], 'position:absolute; top:150px; right:0px;');
        var b4 = this.addButton(this.full, 'Load Map',  [276, 26, 22], 'position:absolute; top:90px; left:0px;');
        this.addSelector("DIFFICULTY", ['LOW', 'MEDIUM', 'HARD'], Main.setDifficulty, 0);

        b1.addEventListener('click',  function ( e ) { e.preventDefault(); Main.playMap(); }, false);
        b2.addEventListener('click',  function ( e ) { e.preventDefault(); Main.newMap(); }, false);
        b3.addEventListener('click',  function ( e ) { e.preventDefault(); Main.newHeightMap(); }, false);
        b4.addEventListener('click',  function ( e ) { e.preventDefault(); Main.loadGame(true); }, false);*/

    }


    //--------------------------------------game hub

    initGameHub  (){

        this.link.dispose();
        this.donate.dispose();

        var _this = this;
        //this.removeSelector("DIFFICULTY");
        //this.clearElement('fullStart');

        this.toolScroll = document.createElement('div');
        this.toolScroll.style.cssText = 'position:absolute; margin:0px; padding:0px; top:60px; right:12px; width:198px; max-height:calc(100% - 80px); overflow-y:auto; overflow-x:hidden; pointer-events:auto; touch-action:pan-y; -webkit-overflow-scrolling:touch;';
        this.hub.appendChild( this.toolScroll );

        // prevent camera gestures when scrolling tools on mobile
        this.toolScroll.addEventListener('touchstart', (e) => e.stopPropagation(), { passive: true });
        this.toolScroll.addEventListener('touchmove', (e) => e.stopPropagation(), { passive: true });
        this.toolScroll.addEventListener('pointerdown', (e) => e.stopPropagation(), { passive: true });
        this.toolScroll.addEventListener('pointermove', (e) => e.stopPropagation(), { passive: true });

        this.toolSet = document.createElement('div');
        this.toolSet.style.cssText ='position:relative; margin:0px; padding:0px; width:198px; height:456px; pointer-events:none;';
        this.toolScroll.appendChild( this.toolSet );
        this.toolInfo = document.createElement('div');
        this.toolInfo.style.cssText ='position:absolute; top:15px; right:12px; width:198px; height:50px; pointer-events:none; font-size:16px;';
        this.hub.appendChild( this.toolInfo );
        this.toolInfo.innerHTML = "选择<br>工具";

        var b;
        for(var i = 0; i<18; i++){
            b = this.addSVGButton(this.toolSet);
            b.name = i+1;
        }

        this.selector = document.createElement('div');
        this.selector.style.cssText = "position:absolute; top:0px; left:0px; pointer-events:none; display:none;";
        this.selector.innerHTML = this.roundSelected;
        this.toolSet.appendChild( this.selector );

        this.select = document.createElement('div');
        this.select.style.cssText = "position:absolute; top:0px; left:0px; pointer-events:none; display:none;";
        this.select.innerHTML = this.roundSelect;
        this.toolSet.appendChild( this.select );

        var img = document.createElement("img");
        img.src = this.mapPath + "interface.png";
        this.toolSet.appendChild(img);
        img.style.cssText ='position:absolute; margin:0px; padding:0px; top:0px; right:0px; width:198px; height:396px; pointer-events:none;';

        this.addSelector("Speed", ['II', '>', '>>', '>>>', '>>>'], Main.setSpeed, 2, [20,20,20,20,20]);

        var b1 = this.addButton(this.hub, '预算', [75,16,14], 'position:absolute; left:10px; top:-7px; font-weight:bold;', true);
        b1.addEventListener('click',  function ( e ) { e.preventDefault(); Main.getBudjet(); }, false);

        var b2 = this.addButton(this.hub, '评估', [75,16,14], 'position:absolute; left:110px; top:-7px; font-weight:bold;', true);
        b2.addEventListener('click',  function ( e ) { e.preventDefault(); Main.getEval(); }, false);

        /*var b3 = this.addButton(this.hub, 'Disaster', [75,16,14], 'position:absolute; left:210px; top:-7px; font-weight:bold;', true);
        b3.addEventListener('click',  function ( e ) { e.preventDefault();  _this.openDisaster(); }, false);*/

        var b4 = this.addButton(this.hub, '退出', [75,16,14], 'position:absolute; left:310px; top:-7px; font-weight:bold;', true);
        b4.addEventListener('click',  function ( e ) { e.preventDefault();  _this.openExit();  }, false);

        var b5 = this.addButton(this.hub, '关于', [75,16,14], 'position:absolute; left:410px; top:-7px; font-weight:bold;', true);
        b5.addEventListener('click',  function ( e ) { e.preventDefault();  _this.openAbout();  }, false);


        this.H = [];
        

        this.roo = document.createElement('div');
        this.roo.style.cssText = "position:absolute; bottom:11px; left:10px; width:60px; height:60px; pointer-events:none; transform:rotate(45deg); ";
        this.roo.style.cssText += "-moz-border-radius: 30px; -webkit-border-radius: 30px; border-radius: 30px; overflow:hidden; ";
        this.hub.appendChild( this.roo );

        var dd;
        for(i = 0; i<4; i++){
            dd = document.createElement('div');
            if(i==0)dd.style.cssText = "position:absolute; top:0px; left:0px; width:30px; height:30px; pointer-events:auto; cursor:pointer; background:#ffffff;";
            if(i==1)dd.style.cssText = "position:absolute; top:0px; right:0px; width:30px; height:30px; pointer-events:auto; cursor:pointer;";
            if(i==2)dd.style.cssText = "position:absolute; bottom:0px; right:0px; width:30px; height:30px; pointer-events:auto; cursor:pointer;";
            if(i==3)dd.style.cssText = "position:absolute; bottom:0px; left:0px; width:30px; height:30px; pointer-events:auto; cursor:pointer;";
            dd.name = i;
            this.roo.appendChild( dd );
            dd.addEventListener('click',  function ( e ) { 
                e.preventDefault();
                _this.hideoldSel();
                _this.H[this.name].style.background = '#ffffff';
                Main.setTimeColors(this.name);
                 }, false);
            this.H[i]=dd;
        }


        var winter = document.createElement("div");
        winter.style.cssText = "position:absolute; bottom:80px; left:25px; width:30px; height:30px; pointer-events:auto; cursor:pointer; background:rgba(0,0,0,0); ";
        winter.style.cssText += "-moz-border-radius: 30px; -webkit-border-radius: 30px; border-radius: 30px; ";
        this.hub.appendChild(winter);

        winter.addEventListener('click',  function ( e ) { 
            view3d.winterSwitch();
            if(view3d.isWinter) this.style.background = 'rgba(255,255,255,0.5);';
            else  this.style.background = 'rgba(0,0,0,0);';
        }, false);

        this.bottomMenuImg = document.createElement("img");
        this.bottomMenuImg.src = this.mapPath + "basemenu.png";
        this.hub.appendChild(this.bottomMenuImg);
        this.bottomMenuImg.style.cssText ='position:absolute; margin:0px; padding:0px; bottom:0px; left:0px; width:630px; height:120px; pointer-events:none;';

        this.initCITYinfo();

        // Apply responsive layout
        if( this.updateLayout ) this.updateLayout();
    }

    hideoldSel  (){
        for(var i = 0; i<4; i++){
            this.H[i].style.background = 'none';
        }
    }

    //-----------------------------------CITY INFO

    initCITYinfo  (){

        this.date = document.createElement('div');
        this.date.style.cssText = 'font-size:14px; position:absolute; width:70px; height:19px; bottom:15px; left:65px; text-align:right; font-weight:bold;';

        this.money = document.createElement('div');
        this.money.style.cssText = 'font-size:14px; position:absolute; width:70px; height:19px; bottom:15px; left:295px; text-align:right; font-weight:bold;';

        this.population = document.createElement('div');
        this.population.style.cssText = 'font-size:14px; position:absolute; width:70px; height:19px; bottom:15px; left:180px; text-align:right; font-weight:bold;';

        this.score = document.createElement('div');
        this.score.style.cssText = 'font-size:14px; position:absolute; width:70px; height:19px; bottom:15px; left:410px; text-align:right; font-weight:bold;';

        this.msg = document.createElement('div');
        this.msg.style.cssText = 'font-size:14px; letter-spacing:0.02em; position:absolute; width:420px; height:20px; bottom:44px; left:76px; text-align:left; color:'+this.colors[4]+'; font-weight:bold;';

        this.hub.appendChild( this.date );
        this.hub.appendChild( this.money );
        this.hub.appendChild( this.population );
        this.hub.appendChild( this.score );
        this.hub.appendChild( this.msg );

        this.initRCI();
    }

    updateLayout() {
        if (!this.toolSet && !this.toolScroll) return;

        const w = window.innerWidth;
        const h = window.innerHeight;

        // Tool list: keep buttons large, scroll vertically when space is limited
        if (this.toolScroll) {
            const top = w < 600 ? 40 : w < 768 ? 50 : 60;
            this.toolScroll.style.top = `${top}px`;
            this.toolScroll.style.maxHeight = `${Math.max(240, h - top - 20)}px`;
        }

        // Update tool info
        if (this.toolInfo) {
            if (w < 600) {
                this.toolInfo.style.transform = 'scale(0.6)';
                this.toolInfo.style.transformOrigin = 'top right';
            } else if (w < 768) {
                this.toolInfo.style.transform = 'scale(0.75)';
                this.toolInfo.style.transformOrigin = 'top right';
            } else {
                this.toolInfo.style.transform = 'scale(1)';
            }
        }

        // Update bottom menu image
        if (this.bottomMenuImg) {
            if (w < 630) {
                const menuScale = w / 630;
                this.bottomMenuImg.style.transform = `scale(${menuScale})`;
                this.bottomMenuImg.style.transformOrigin = 'bottom left';
            } else {
                this.bottomMenuImg.style.transform = 'scale(1)';
            }
        }

        // Update city info positions for small screens
        this.updateCityInfoLayout(w);
    }

    updateCityInfoLayout(w) {
        if (!this.date) return;

        if (w < 480) {
            const scale = w / 480;
            if (this.date) this.date.style.transform = `scale(${scale})`;
            if (this.money) this.money.style.transform = `scale(${scale})`;
            if (this.population) this.population.style.transform = `scale(${scale})`;
            if (this.score) this.score.style.transform = `scale(${scale})`;
            if (this.msg) {
                this.msg.style.width = (w - 80) + 'px';
                this.msg.style.fontSize = '12px';
            }
        } else if (w < 630) {
            const scale = w / 630;
            if (this.date) {
                this.date.style.transform = `scale(${scale})`;
                this.date.style.transformOrigin = 'bottom left';
            }
            if (this.money) {
                this.money.style.transform = `scale(${scale})`;
                this.money.style.transformOrigin = 'bottom left';
            }
            if (this.population) {
                this.population.style.transform = `scale(${scale})`;
                this.population.style.transformOrigin = 'bottom left';
            }
            if (this.score) {
                this.score.style.transform = `scale(${scale})`;
                this.score.style.transformOrigin = 'bottom left';
            }
            if (this.msg) {
                this.msg.style.width = (w - 80) + 'px';
            }
        } else {
            if (this.date) this.date.style.transform = 'scale(1)';
            if (this.money) this.money.style.transform = 'scale(1)';
            if (this.population) this.population.style.transform = 'scale(1)';
            if (this.score) this.score.style.transform = 'scale(1)';
            if (this.msg) this.msg.style.width = '420px';
        }
    }

    updateCITYinfo  (infos){
        this.date.innerHTML = infos[0];
        this.money.innerHTML = infos[4];
        this.population.innerHTML = infos[3];
        this.score.innerHTML =  infos[2];

        this.msg.innerHTML = infos[8];

        this.updateRCI( infos[5], infos[6], infos[7] );
    }

    //-----------------------------------QUERY

    //-----------------------------------ALL WINDOW

    testOpen  (){
        var t = "";
        if(this.budgetWindow !== null && this.budgetWindow.className == "open"){
            this.closeBudget();
            t = 'budget';
        }
        if(this.evaluationWindow !== null && this.evaluationWindow.className == "open"){
            this.closeEval();
            t = 'evaluation';
        }
        if(this.disasterWindow !== null && this.disasterWindow.className == "open"){
            this.closeDisaster();
            t = 'disaster';
        }
        if(this.exitWindow !== null && this.exitWindow.className == "open"){
            this.closeExit();
            t = 'exit';
        }
        if(this.queryWindow !== null && this.queryWindow.className == "open"){
            this.closeQuery();
            t = 'query';
        }
        if(this.overlaysWindow !== null && this.overlaysWindow.className == "open"){
            this.closeOverlays();
            t = 'overlays';
        }
        if(this.aboutWindow !== null && this.aboutWindow.className == "open"){
            this.closeAbout();
            t = 'about';
        }

        return t;

    }

    //-----------------------------------ABOUT WINDOW

    openAbout  (data){
        var _this = this;

        var test = this.testOpen();
        if(test == 'about') return;

        if(this.aboutWindow == null){
            this.aboutWindow = document.createElement('div');
            this.aboutWindow.style.cssText = this.radius+ 'position:absolute; width:200px; height:210px; pointer-events:none; display:block;'+ this.windowsStyle;
            this.hub.appendChild( this.aboutWindow );
            var bg1 = this.addButton(this.aboutWindow, 'X', [16,16,14], 'position:absolute; left:10px; top:10px;');
            bg1.addEventListener('click',  function(e){ e.preventDefault(); _this.closeAbout(); }, false);

            this.fps = document.createElement('div');
            this.fps.style.cssText ='position:absolute; top:20px; left:60px; width:120px; height:20px; pointer-events:none; font-size:12px; text-align:center; color:'+this.colors[0]+';';
            this.aboutWindow.appendChild( this.fps );
            this.abb = document.createElement('div');
            this.abb.style.cssText ='position:absolute; top:60px; left:10px; width:180px; height:180px; pointer-events:none; font-size:12px; text-align:center; color:'+this.colors[0]+';';
            this.aboutWindow.appendChild( this.abb );
            this.linke = document.createElement('div');
            this.linke.style.cssText ='position:absolute; top:160px; left:10px; width:180px; height:20px; pointer-events:auto; font-size:12px; text-align:center; color:'+this.colors[0]+';';
            this.aboutWindow.appendChild( this.linke );

            this.abb.innerHTML = "3D 城市<br><br>3D 部分：Lo.th<br>模拟核心：MicropolisJS<br><br><br>更多信息与源码：<br>";
            this.linke.innerHTML = "<a href='https://github.com/lo-th/3d.city' target='_blank'>https://github.com/lo-th/3d.city";



        } else {
            this.aboutWindow.style.display = 'block';
        }

        Main.showStats();

        this.aboutWindow.className = "open";

    }

    upStats  (fps, memory){
        this.fps.innerHTML = '帧率：'+ fps + ' <br>几何体：' + memory;
    }

    closeAbout  (){
        Main.hideStats();

        this.aboutWindow.style.display = 'none';
        this.aboutWindow.className = "close";
    }


    //-----------------------------------OVERLAYS WINDOW  

    openOverlays  (data){

        var test = this.testOpen();
        if(test == 'overlays') return;

        if(this.overlaysWindow == null){
            this.overlaysWindow = document.createElement('div');
            this.overlaysWindow.style.cssText = this.radius+ 'position:absolute; width:140px; height:420px; pointer-events:none; display:block;'+ this.windowsStyle;            this.hub.appendChild( this.overlaysWindow );

            //var bg1 = this.addButton(this.overlaysWindow, 'X', [16,16,14], 'position:absolute; left:50px; top:10px;');
            //bg1.addEventListener('click',  function(e){ e.preventDefault(); _this.closeQuery(); }, false);

            var overlayLabelMap = { None:'无', Density:'密度', Growth:'增长', 'Land value':'地价', 'Crime Rate':'犯罪率', Pollution:'污染', Traffic:'交通', 'Power Grid':'电网', Fire:'消防', Police:'警察' };
            for(var i=0; i<this.overlaysTypes.length; i++){
                var label = overlayLabelMap[this.overlaysTypes[i]] || this.overlaysTypes[i];
                this.overlaysButtons[i] = this.addButton(this.overlaysWindow, label, [96,16,14],'position:absolute; left:10px; top:'+(10+(i*40))+'px;');
                this.overlaysButtons[i].name = this.overlaysTypes[i];
                this.overlaysButtons[i].addEventListener('click',  function(e){ e.preventDefault(); setOverlays(this.name); }, false);
            }
        } else {
            this.overlaysWindow.style.display = 'block';
        }
        this.overlaysWindow.className = "open";
    }

    closeOverlays  (){
        this.overlaysWindow.style.display = 'none';
        this.overlaysWindow.className = "close";
    }


    //-----------------------------------QUERY WINDOW

    openQuery  (data){
        var _this = this;

        //var test = this.testOpen();
        //if(test == 'query') return;

        if(this.queryWindow == null){
            this.queryWindow = document.createElement('div');
            this.queryWindow.style.cssText =this.radius+ 'position:absolute; width:140px; height:180px; pointer-events:none; display:block;'+ this.windowsStyle;            this.hub.appendChild( this.queryWindow );

            var bg1 = this.addButton(this.queryWindow, 'X', [16,16,14], 'position:absolute; left:50px; top:10px;');
            bg1.addEventListener('click',  function(e){ e.preventDefault(); _this.closeQuery(); }, false);

            this.queryResult = document.createElement('div');
            this.queryResult.style.cssText ='position:absolute; top:60px; left:10px; width:110px; height:100px; pointer-events:none; font-size:12px; text-align:center; color:'+this.colors[0]+';';
            this.queryWindow.appendChild( this.queryResult );
        } else {
            this.queryWindow.style.display = 'block';
        }

        this.queryResult.innerHTML = data;
        this.queryWindow.className = "open";
    }

    closeQuery  (){
        this.queryWindow.style.display = 'none';
        this.queryWindow.className = "close";
    }

    //-----------------------------------BUDGET WINDOW

    openEval  (data){

        var test = this.testOpen();
        if(test == 'evaluation') return;

        if(this.evaluationWindow == null){
            this.evaluationWindow = document.createElement('div');
            this.evaluationWindow.style.cssText =this.radius+ 'position:absolute; width:200px; height:300px; pointer-events:none; display:block;'+ this.windowsStyle;
            this.hub.appendChild( this.evaluationWindow );

            this.evaltOpinion = document.createElement('div');
            this.evaltOpinion.style.cssText ='position:absolute; top:10px; left:10px; width:180px; height:100px; pointer-events:none; color:'+this.colors[0]+';';
            this.evaluationWindow.appendChild( this.evaltOpinion );

            this.evaltYes = document.createElement('div');
            this.evaltYes.style.cssText ='position:absolute; top:46px; left:26px; width:60px; height:20px; pointer-events:none; color:#33FF33; font-size:16px; font-weight:bold;';
            this.evaluationWindow.appendChild( this.evaltYes );

            this.evaltNo = document.createElement('div');
            this.evaltNo.style.cssText ='position:absolute; top:46px; right:26px; width:60px; height:20px; pointer-events:none; color:#FF3300;  font-size:16px; font-weight:bold;';
            this.evaluationWindow.appendChild( this.evaltNo );

            this.evaltProb = document.createElement('div');
            this.evaltProb.style.cssText ='position:absolute; top:100px; left:10px; width:180px; height:60px; pointer-events:none; color:'+this.colors[0]+'; font-size:16px; ';
            this.evaluationWindow.appendChild( this.evaltProb );

            this.evaltOpinion.innerHTML = "<b>民意调查</b><br>市长干得好吗？<br><br><br><br>最严重的问题是什么？<br>";

        } else {
            this.evaluationWindow.style.display = 'block';
        }

        this.evaltYes.innerHTML = '是：' + data[0] + '%';
        this.evaltNo.innerHTML = '否：' +(100-data[0] )+ '%';

        this.evaltProb.innerHTML = data[1];

        this.evaluationWindow.className = "open";
    }

    closeEval  (){
        this.evaluationWindow.style.display = 'none';
        this.evaluationWindow.className = "close";
    }

    //-----------------------------------EXIT WINDOW

    openExit  (data){
        var _this = this;

        var test = this.testOpen();
        if(test == 'exit') return;

        if(this.exitWindow == null){
            this.exitWindow = document.createElement('div');
            this.exitWindow.style.cssText =this.radius+ 'position:absolute; width:140px; height:180px; pointer-events:none; display:block;'+ this.windowsStyle;            this.hub.appendChild( this.exitWindow );

            var bg1 = this.addButton(this.exitWindow, 'X', [16,16,14], 'position:absolute; left:50px; top:10px;');
            var bg2 = this.addButton(this.exitWindow, '新地图', [96,16,14], 'position:absolute; left:10px; top:50px;');
            var bg3 = this.addButton(this.exitWindow, '保存', [96,16,14], 'position:absolute; left:10px; top:90px;');
            var bg4 = this.addButton(this.exitWindow, '读取', [96,16,14], 'position:absolute; left:10px; top:130px;');

            bg1.addEventListener('click',  function(e){ e.preventDefault(); _this.closeExit(); }, false);
            bg2.addEventListener('click',  function(e){ e.preventDefault(); Main.newGameMap(); }, false);
            bg3.addEventListener('click',  function(e){ e.preventDefault(); Main.saveGame(); }, false);
            bg4.addEventListener('click',  function(e){ e.preventDefault(); Main.loadGame(); }, false);

            /*var x = document.createElement("INPUT");
            x.setAttribute("id", "fileToLoad");
            x.setAttribute("type", "file");
            x.style.cssText = "pointer-events:auto; opacity:0; position:absolute; left:10px; top:130px; width:120px; height:40px; overflow:hidden;";
            */
           // x.addEventListener( 'mouseover', function ( e ) { e.preventDefault(); bg4.style.border = '4px solid '+_this.colors[0];  bg4.style.backgroundColor = _this.colors[0]; bg4.style.color = _this.colors[1]; }, false );

           // x.addEventListener( 'mouseout', function ( e ) { e.preventDefault(); bg4.style.border = '4px solid '+_this.colors[1]; bg4.style.backgroundColor = _this.colors[1]; bg4.style.color = _this.colors[0];  }, false );

           // x.addEventListener( 'mouseover', function ( e ) { e.preventDefault();  bg4.style.backgroundColor = _this.colors[2]; }, false );
           // x.addEventListener( 'mouseout', function ( e ) { e.preventDefault();  bg4.style.backgroundColor = _this.colors[1];  }, false );

            //x.addEventListener('change', loadGame, false);


            //"fileToLoad"
            //this.exitWindow.appendChild( x );

        } else {
            this.exitWindow.style.display = 'block';
            //this.setBudgetValue();
        }

        this.exitWindow.className = "open";
    }

    closeExit  (){
        this.exitWindow.style.display = 'none';
        this.exitWindow.className = "close";
    }


    //-----------------------------------BUDGET WINDOW

    openBudget  (data){
        var _this = this;

        var test = this.testOpen();
        if(test == 'budget') return;

        /*if(this.budgetWindow !== null && this.budgetWindow.className == "open"){
            this.closeBudget(); 
            return;
        }*/

        this.dataKeys = ['roadFund', 'roadRate', 'fireFund', 'fireRate','policeFund', 'policeRate', 'taxRate', 'totalFunds', 'taxesCollected'];

        var i = this.dataKeys.length;
        while(i--){
            this[this.dataKeys[i]] = data[this.dataKeys[i]];
        }

        data.totalFunds;
        var taxesCollected = data.taxesCollected;
        var cashFlow = taxesCollected - this.roadFund - this.fireFund - this.policeFund;

        if(this.budgetWindow == null){
            this.budgetWindow = document.createElement('div');
            this.budgetWindow.style.cssText =this.radius+ 'position:absolute; width:200px; height:300px; pointer-events:none; display:block;'+ this.windowsStyle;            this.hub.appendChild( this.budgetWindow );

            this.addSlider(this.budgetWindow, 10, 'Tax', this.taxRate, null, 'green', 20);
            this.addSlider(this.budgetWindow, 70, 'Roads', this.roadRate, this.roadFund, 'red', 100);
            this.addSlider(this.budgetWindow, 110, 'Fire', this.fireRate, this.fireFund, 'red', 100);
            this.addSlider(this.budgetWindow, 150, 'Police', this.policeRate, this.policeFund, 'red', 100);

            this.budgetResult = document.createElement('div');
            this.budgetResult.style.cssText ='position:absolute; top:200px; left:10px; width:180px; height:300px; pointer-events:none; color:'+this.colors[0]+';';
            
            this.budgetWindow.appendChild( this.budgetResult );

            var bg1 = this.addButton(this.budgetWindow, '关闭', [70,16,14], 'position:absolute; left:10px; bottom:10px;');
            var bg2 = this.addButton(this.budgetWindow, '应用', [70,16,14], 'position:absolute; rigth:10px; bottom:10px;');

            bg1.addEventListener('click',  function(e){ e.preventDefault(); _this.closeBudget(); }, false);
            bg2.addEventListener('click',  function(e){ e.preventDefault(); _this.applyBudget(); }, false);

        } else {
            this.budgetWindow.style.display = 'block';
            this.setBudgetValue();
        }

        this.budgetResult.innerHTML = "年度收支：" + cashFlow + "￥" + "<br>税收：" + taxesCollected + "￥";

        this.budgetWindow.className = "open";

    }

    applyBudget  (){
        this.budgetWindow.style.display = 'none';
        this.budgetWindow.className = "close";

        Main.setBudjet([this.taxRate, this.roadRate, this.fireRate, this.policeRate ]);
    }

    closeBudget  (){
        this.budgetWindow.style.display = 'none';
        this.budgetWindow.className = "close";
    }

    setBudgetValue (){
        this.setSliderValue('Tax', this.taxRate, 20, null);
        this.setSliderValue('Roads', this.roadRate, 100, this.roadFund);
        this.setSliderValue('Fire', this.fireRate, 100, this.fireFund);
        this.setSliderValue('Police', this.policeRate, 100, this.policeFund);
    }

    //-----------------------------------DISASTER WINDOW

    openDisaster  (){
        var test = this.testOpen();
        if(test == 'disaster') return;
        if(this.disasterWindow == null){
            this.disasterWindow = document.createElement('div');
            this.disasterWindow.style.cssText =this.radius+ 'position:absolute; width:140px; height:300px; pointer-events:none; display:block;'+ this.windowsStyle;            this.hub.appendChild( this.disasterWindow );

            var disasterLabelMap = { None:'无', Monster:'怪兽', Fire:'火灾', Flood:'洪水', Crash:'坠机', Meltdown:'核泄漏', Tornado:'龙卷风' };
            for(var i=0; i<this.disasterTypes.length; i++){
                var label = disasterLabelMap[this.disasterTypes[i]] || this.disasterTypes[i];
                this.disasterButtons[i] = this.addButton(this.disasterWindow, label, [96,16,14],'position:absolute; left:10px; top:'+(10+(i*40))+'px;');
                this.disasterButtons[i].name = this.disasterTypes[i];
                this.disasterButtons[i].addEventListener('click',  function(e){ e.preventDefault(); Main.setDisaster(this.name); }, false);
            }
        } else {
            this.disasterWindow.style.display = 'block';
            //this.setBudgetValue();
        }

        this.disasterWindow.className = "open";

    }

    closeDisaster  (){
        this.disasterWindow.style.display = 'none';
        this.disasterWindow.className = "close";
    }


    //-----------------------------------SLIDER

    addSlider  (target, py, name, value, v2, color, max){
        var _this = this;
        var labelMap = { Tax:'税率', Roads:'道路', Fire:'消防', Police:'警察' };
        var label = labelMap[name] || name;
        var txt = document.createElement( 'div' );
        var bg = document.createElement( 'div' );
        var sel = document.createElement( 'div' );
        txt.style.cssText ='position:absolute; left:10px; top:-18px; pointer-events:none; width:180px; height:20px; font-size:12px; color:'+this.colors[0]+';';
        bg.style.cssText =this.radius+'position:absolute; left:10px; top:'+(py+20)+'px; padding:0; cursor:w-resize; pointer-events:auto; width:180px; height:20px; background-color:'+ _this.colors[1]+';';
        sel.style.cssText =this.radius+'position:absolute; pointer-events:none; margin:5px; width:100px; height:10px; background-color:'+color+';';
        target.appendChild( bg );
        bg.appendChild( sel );
        bg.appendChild( txt );
        bg.name = name;
        bg.id = name;

        if(v2!==null){
            txt.innerHTML = label + " " + value + '%（' + v2 + "￥ × " + value + "% = " + Math.floor(v2 * (value / 100)) + "￥）";
        } else {
            txt.innerHTML = label + " " + value + '%';
        }

        sel.style.width = 170*(value/max)+'px';
        bg.className = "up";

        bg.addEventListener( 'mouseout', function(e){ e.preventDefault();this.className = "up"; this.style.backgroundColor = _this.colors[1]; }, false );
        bg.addEventListener( 'mouseover', function(e){ e.preventDefault(); this.style.backgroundColor = _this.colors[2]; }, false );
        bg.addEventListener( 'mouseup', function(e){ e.preventDefault(); this.className = "up"; }, false );
        bg.addEventListener( 'mousedown', function(e){ e.preventDefault(); this.className = "down"; _this.dragSlider(this, e.clientX, max); }, false );
        bg.addEventListener( 'mousemove', function(e){ e.preventDefault(); _this.dragSlider(this, e.clientX, max); } , false );
    }

    setSliderValue (name, value, max, v2){
        var labelMap = { Tax:'税率', Roads:'道路', Fire:'消防', Police:'警察' };
        var label = labelMap[name] || name;
        var slide = document.getElementById(name);
        var children = slide.childNodes;
        children[0].style.width = 170*(value/max)+'px';
        if(v2!==null){
            children[1].innerHTML = label + " " + value + '%（' + v2 + "￥ × " + value + "% = " + Math.floor(v2 * (value / 100)) + "￥）";
        } else {
            children[1].innerHTML = label + " " + value + '%';
        }
    }

    dragSlider  (t, x, max){
        if(t.className == "down"){
            var children = t.childNodes;
            var rect = t.getBoundingClientRect();
            var value = Math.round(((x-rect.left)/170)*max);
            if(value<0) value = 0;
            if(value>max) value = max;
            children[0].style.width = 170*(value/max)+'px';
            var labelMap = { Tax:'税率', Roads:'道路', Fire:'消防', Police:'警察' };
            var label = labelMap[t.name] || t.name;

            switch(t.name){
                case 'Tax': children[1].innerHTML = label+" "+value+'%'; this.taxRate = value; break;
                case 'Roads': children[1].innerHTML = label+" "+value+'%（'+this.roadFund+"￥ × "+value+"% = " + Math.floor(this.roadFund * (value / 100))+"￥）"; this.roadRate = value; break;
                case 'Fire': children[1].innerHTML = label+" "+value+'%（'+this.fireFund+"￥ × "+value+"% = " + Math.floor(this.fireFund * (value / 100))+"￥）"; this.fireRate = value; break;
                case 'Police': children[1].innerHTML = label+" "+value+'%（'+this.policeFund+"￥ × "+value+"% = " + Math.floor(this.policeFund * (value / 100))+"￥）"; this.policeRate = value; break;
            }
        }
    }


    //-----------------------------------RCI

    initRCI  (){

        var cont = document.createElement('div');
        cont.id = 'RCI';
        cont.style.cssText = 'font-size:10px; position:absolute; width:70px; height:70px; bottom:20px; right:20px;';

        var txt = document.createElement('div');
        txt.style.cssText = 'font-size:10px; position:absolute; width:46px; height:14px; bottom:28px; left:10px; background:#cccccc; padding:0px 2px;  letter-spacing:12px; text-align:center; color:#000000;';
        txt.innerHTML = "RCI";

        this.R = document.createElement('div');
        this.R.id = 'R';
        this.R.style.cssText = 'position:absolute; width:10px; height:20px; bottom:42px; left:10px; background:#30ff30;';
        cont.appendChild( this.R );

        this.C = document.createElement('div');
        this.C.id = 'C';
        this.C.style.cssText = 'position:absolute; width:10px; height:20px; bottom:42px; left:30px; background:#3030ff;';
        cont.appendChild( this.C );

        this.I = document.createElement('div');
        this.I.id = 'I';
        this.I.style.cssText = 'position:absolute; width:10px; height:20px; bottom:42px; left:50px; background:#ffff30;';
        cont.appendChild( this.I );

        cont.appendChild( txt );
        this.hub.appendChild( cont );
    }

    updateRCI  (r,c,i){
        this.R.style.height = r/100+'px'; 
        this.C.style.height = c/100+'px';
        this.I.style.height = i/100+'px';
        //console.log(r/100)
        if(r>0){ this.R.style.bottom ='42px';}
        else { this.R.style.bottom =28+(r/100)+'px';}

        if(c>0){ this.C.style.bottom ='42px';}
        else { this.C.style.bottom =28+(c/100)+'px'; }

        if(i>0){ this.I.style.bottom ='42px';}
        else { this.I.style.bottom =28+(i/100)+'px'; }
    }

    //---------------------------------- SELECTOR 

    addSelector  ( type, names, fun, current, size){
        var _this = this;
        var cont = document.createElement('div');
        //cont.style.cssText = 'position:absolute; width:300px; height:50px; font-size:16px; top:0; left:webkit-clac(50% -150px);';
        cont.style.cssText = 'font-size:14px; margin-top:10px; color:'+this.colors[0]+';';
        if(type=='Speed') cont.style.cssText = 'font-size:20px; position:absolute; bottom:8px; left:497px; ';
        else cont.innerHTML = type+"<br>";
        cont.id = type;
        var t = [];
        for(var i=0; i!==names.length; i++){
            t[i] = document.createElement( 'div' );
           // t[i].style.cssText = 'font-size:14px; border:4px solid '+this.colors[1]+'; background:'+this.colors[1]+';'
           // t[i].style.cssText +=' width:70px; height:16px; margin:4px; padding:4px; pointer-events:auto;  cursor:pointer; display:inline-block; font-weight:bold;' + this.radius;
            t[i].style.cssText = 'font-size:14px; border:1px solid '+this.colors[5]+'; background:'+this.colors[1]+'; color:'+this.colors[0]+';';
            if(type=='Speed')t[i].style.cssText +=' width:70px; height:16px; margin-left:2px; padding:6px; pointer-events:auto;  cursor:pointer; display:inline-block; ';
            else t[i].style.cssText +=' width:70px; height:16px; margin:2px; padding:7px; pointer-events:auto;  cursor:pointer; display:inline-block; ';

            if(i==0) t[i].style.cssText += this.radiusL;
            if(i==names.length-1)t[i].style.cssText += this.radiusR;
           // if(type=='Speed'){ if(i>0) t[i].style.width = '16px'; else t[i].style.width = '60px'; }
            if(size){if(size[i]){t[i].style.width = size[i] + 'px'; t[i].style.height = size[i] + 'px'; t[i].style.padding ='0px'; } else t[i].style.width = '60px';}
            else t[i].style.width = '60px';
            t[i].className = "none";
            if(type!=='Speed')t[i].textContent = names[i];
            if(i==current){
                //t[i].style.border = '4px solid '+this.colors[0];
                t[i].style.backgroundColor = this.colors[5];
                t[i].style.color = this.colors[2];
                t[i].className = "select";
            }
            t[i].name = i;
            t[i].id = type+i;
            cont.appendChild( t[i] );
            //t[i].addEventListener( 'mouseover', function ( e ) { e.preventDefault(); this.style.border = '4px solid '+_this.colors[0];  }, false );
            //t[i].addEventListener( 'mouseout', function ( e ) { e.preventDefault();  if(this.className == 'none')this.style.border = '4px solid '+_this.colors[1];  }, false );

            t[i].addEventListener( 'mouseover', function ( e ) { e.preventDefault(); this.style.border = '1px solid '+_this.colors[0];  }, false );
            t[i].addEventListener( 'mouseout', function ( e ) { e.preventDefault();  this.style.border = '1px solid '+_this.colors[5];  }, false );

            t[i].addEventListener( 'click', function ( e ) { e.preventDefault(); fun( this.name ); _this.setActiveSelector(this.name, type); }, false );
        }
        //this.hub.appendChild( cont );
        if(type=='DIFFICULTY'){this.full.appendChild( cont ); cont.style.position = 'absolute'; cont.style.top = '200px';cont.style.width = '300px';}
        else this.hub.appendChild( cont );
    }

    setActiveSelector   (n, type) {
        var h = 10, def;
        while(h--){
            if(document.getElementById(type+h)){
                def = document.getElementById(type+h);
                def.style.color = this.colors[0];
               // def.style.border = '4px solid '+_this.colors[1]; 
                def.style.backgroundColor = this.colors[1];
                def.className = "none";
            }
        }
        var select = document.getElementById(type+n);
        //select.style.border = '4px solid '+_this.colors[0]; 
        select.style.backgroundColor = this.colors[5];
        select.style.color = this.colors[2];
        select.className = "select";
    }

    removeSelector  (type){
        var h = 10, def;
        var target = document.getElementById(type);
        while(h--){
            if(document.getElementById(type+h)){
                def = document.getElementById(type+h);
                target.removeChild(def);
            }
        }
        this.full.removeChild(target);
    }

    //------------------------------------------ TOOLS MENU

    showToolSelect  (id){
        if(id.name !==  this.currentToolName){
            this.currentToolName = id.name;
           // var px = (id.getBoundingClientRect().left - _this.toolSet.getBoundingClientRect().left );
            //var py= (id.getBoundingClientRect().top - _this.toolSet.getBoundingClientRect().top );
            var px = (id.getBoundingClientRect().left - this.toolSet.getBoundingClientRect().left );
            var py= (id.getBoundingClientRect().top - this.toolSet.getBoundingClientRect().top );
            this.select.style.left = px + 'px'; 
            this.select.style.top = py + 'px';
            this.select.style.display = 'block';
        } else {
            this.select.style.display = 'none';
            this.currentToolName = 0;
        }

        Main.selectTool(this.currentToolName);

    }

    showToolInfo  (id, t){
        const toolNameMap = {
            none: '无',
            residential: '住宅区',
            commercial: '商业区',
            industrial: '工业区',
            police: '警察局',
            park: '公园',
            fire: '消防局',
            road: '道路',
            bulldozer: '推土机',
            rail: '铁路',
            coal: '煤电厂',
            wire: '电线',
            nuclear: '核电站',
            port: '港口',
            stadium: '体育场',
            airport: '机场',
            query: '查询',
        };

        const toolKey = Base.toolSet[id.name]?.tool;
        const name = toolNameMap[toolKey] || toolKey || '';

        if(id.name===16) t.toolInfo.innerHTML = '拖拽视角';
        else if(id.name===17) t.toolInfo.innerHTML = '查询信息';
        else if(id.name===18) t.toolInfo.innerHTML = '旋转视角';
        else t.toolInfo.innerHTML = name + '<br>价格：' + Base.toolSet[id.name].price + "￥";
    }

    addSVGButton  (target){
        var _this = this;
        var b = document.createElement( 'div' );
        b.style.cssText =" margin:0px; padding:0px; width:66px; height:66px; pointer-events:auto; cursor:pointer; display:inline-block; line-height:0px; vertical-align: top;";
        b.innerHTML = this.round;
        b.addEventListener( 'mouseover', function ( e ) { 
            e.preventDefault();
            var px = (this.getBoundingClientRect().left - _this.toolSet.getBoundingClientRect().left );
            var py= (this.getBoundingClientRect().top - _this.toolSet.getBoundingClientRect().top );
            _this.selector.style.left = px+ 'px'; 
            _this.selector.style.top = py + 'px';
            _this.selector.style.display = 'block';
            _this.showToolInfo(this, _this);
        }, false );
        b.addEventListener( 'mouseout', function ( e ) { e.preventDefault(); _this.selector.style.display = 'none';}, false );
        b.addEventListener('click',  function(e){ e.preventDefault();  _this.showToolSelect(this); }, false);
        target.appendChild( b );
        return b;
    }

    //------------------------------------------ DEF BUTTON

    addButton  (target, name, size, style, top){
        var _this = this;
        if(!size) size = [128, 30, 22];
        //var b = this.createLabel(name, size, true);
        var b = document.createElement( 'div' );

        //var defStyle = 'font-size:'+size[2]+'px; border:4px solid '+this.colors[1]+'; background:'+this.colors[1]+'; width:'+size[0]+'px; height:'+size[1]+'px;'
        //defStyle += 'margin:4px; padding:4px; pointer-events:auto;  cursor:pointer; display:inline-block; font-weight:bold;' + this.radius;

        var defStyle = 'font-size:'+size[2]+'px;  border:1px solid '+this.colors[5]+'; background:'+this.colors[1]+'; width:'+size[0]+'px; height:'+size[1]+'px; color:'+this.colors[0]+';';
        if(top)defStyle += 'margin:4px; padding:7px; pointer-events:auto;  cursor:pointer; display:inline-block; ' + this.radiusB;
        else defStyle += 'margin:4px; padding:7px; pointer-events:auto;  cursor:pointer; display:inline-block; ' + this.radius;

        b.textContent = name;
        if(style) b.style.cssText = defStyle+ style;
        else b.style.cssText = defStyle+ 'margin-top:20px;';
        
       // b.addEventListener( 'mouseover', function ( e ) { e.preventDefault(); this.style.border = '4px solid '+_this.colors[0];  this.style.backgroundColor = _this.colors[0]; this.style.color = _this.colors[1]; }, false );
       // b.addEventListener( 'mouseout', function ( e ) { e.preventDefault(); this.style.border = '4px solid '+_this.colors[1]; this.style.backgroundColor = _this.colors[1]; this.style.color = _this.colors[0];  }, false );

        b.addEventListener( 'mouseover', function ( e ) { e.preventDefault();  this.style.backgroundColor = _this.colors[5];this.style.color = _this.colors[2]; }, false );
        b.addEventListener( 'mouseout', function ( e ) { e.preventDefault(); this.style.backgroundColor = _this.colors[1];this.style.color = _this.colors[0]; }, false );

        target.appendChild( b );

        return b;
    }

    clearElement  (id){
        var el = document.getElementById(id);
        var children = el.childNodes;
        var i = children.length;
        while(i--) el.removeChild( children[i] );
        this.hub.removeChild( el );
    }
}

/**
 * @license
 * Copyright 2010-2021 Three.js Authors
 * SPDX-License-Identifier: MIT
 */
const REVISION = '137dev';
const CullFaceNone = 0;
const CullFaceBack = 1;
const CullFaceFront = 2;
const PCFShadowMap = 1;
const PCFSoftShadowMap = 2;
const VSMShadowMap = 3;
const FrontSide = 0;
const BackSide = 1;
const DoubleSide = 2;
const FlatShading = 1;
const NoBlending = 0;
const NormalBlending = 1;
const AdditiveBlending = 2;
const SubtractiveBlending = 3;
const MultiplyBlending = 4;
const CustomBlending = 5;
const AddEquation = 100;
const SubtractEquation = 101;
const ReverseSubtractEquation = 102;
const MinEquation = 103;
const MaxEquation = 104;
const ZeroFactor = 200;
const OneFactor = 201;
const SrcColorFactor = 202;
const OneMinusSrcColorFactor = 203;
const SrcAlphaFactor = 204;
const OneMinusSrcAlphaFactor = 205;
const DstAlphaFactor = 206;
const OneMinusDstAlphaFactor = 207;
const DstColorFactor = 208;
const OneMinusDstColorFactor = 209;
const SrcAlphaSaturateFactor = 210;
const NeverDepth = 0;
const AlwaysDepth = 1;
const LessDepth = 2;
const LessEqualDepth = 3;
const EqualDepth = 4;
const GreaterEqualDepth = 5;
const GreaterDepth = 6;
const NotEqualDepth = 7;
const MultiplyOperation = 0;
const MixOperation = 1;
const AddOperation = 2;
const NoToneMapping = 0;
const LinearToneMapping = 1;
const ReinhardToneMapping = 2;
const CineonToneMapping = 3;
const ACESFilmicToneMapping = 4;
const CustomToneMapping = 5;

const UVMapping = 300;
const CubeReflectionMapping = 301;
const CubeRefractionMapping = 302;
const EquirectangularReflectionMapping = 303;
const EquirectangularRefractionMapping = 304;
const CubeUVReflectionMapping = 306;
const CubeUVRefractionMapping = 307;
const RepeatWrapping = 1000;
const ClampToEdgeWrapping = 1001;
const MirroredRepeatWrapping = 1002;
const NearestFilter = 1003;
const NearestMipmapNearestFilter = 1004;
const NearestMipmapLinearFilter = 1005;
const LinearFilter = 1006;
const LinearMipmapNearestFilter = 1007;
const LinearMipmapLinearFilter = 1008;
const LinearMipMapLinearFilter = 1008;
const UnsignedByteType = 1009;
const ByteType = 1010;
const ShortType = 1011;
const UnsignedShortType = 1012;
const IntType = 1013;
const UnsignedIntType = 1014;
const FloatType = 1015;
const HalfFloatType = 1016;
const UnsignedShort4444Type = 1017;
const UnsignedShort5551Type = 1018;
const UnsignedShort565Type = 1019;
const UnsignedInt248Type = 1020;
const AlphaFormat = 1021;
const RGBAFormat = 1023;
const LuminanceFormat = 1024;
const LuminanceAlphaFormat = 1025;
const DepthFormat = 1026;
const DepthStencilFormat = 1027;
const RedFormat = 1028;
const RedIntegerFormat = 1029;
const RGFormat = 1030;
const RGIntegerFormat = 1031;
const RGBIntegerFormat = 1032;
const RGBAIntegerFormat = 1033;

const RGB_S3TC_DXT1_Format = 33776;
const RGBA_S3TC_DXT1_Format = 33777;
const RGBA_S3TC_DXT3_Format = 33778;
const RGBA_S3TC_DXT5_Format = 33779;
const RGB_PVRTC_4BPPV1_Format = 35840;
const RGB_PVRTC_2BPPV1_Format = 35841;
const RGBA_PVRTC_4BPPV1_Format = 35842;
const RGBA_PVRTC_2BPPV1_Format = 35843;
const RGB_ETC1_Format = 36196;
const RGB_ETC2_Format = 37492;
const RGBA_ETC2_EAC_Format = 37496;
const RGBA_ASTC_4x4_Format = 37808;
const RGBA_ASTC_5x4_Format = 37809;
const RGBA_ASTC_5x5_Format = 37810;
const RGBA_ASTC_6x5_Format = 37811;
const RGBA_ASTC_6x6_Format = 37812;
const RGBA_ASTC_8x5_Format = 37813;
const RGBA_ASTC_8x6_Format = 37814;
const RGBA_ASTC_8x8_Format = 37815;
const RGBA_ASTC_10x5_Format = 37816;
const RGBA_ASTC_10x6_Format = 37817;
const RGBA_ASTC_10x8_Format = 37818;
const RGBA_ASTC_10x10_Format = 37819;
const RGBA_ASTC_12x10_Format = 37820;
const RGBA_ASTC_12x12_Format = 37821;
const RGBA_BPTC_Format = 36492;
const InterpolateDiscrete = 2300;
const InterpolateLinear = 2301;
const InterpolateSmooth = 2302;
const ZeroCurvatureEnding = 2400;
const ZeroSlopeEnding = 2401;
const WrapAroundEnding = 2402;
const NormalAnimationBlendMode = 2500;
const AdditiveAnimationBlendMode = 2501;
const TrianglesDrawMode = 0;
const TriangleStripDrawMode = 1;
const TriangleFanDrawMode = 2;
const LinearEncoding = 3000;
const sRGBEncoding = 3001;
const BasicDepthPacking = 3200;
const RGBADepthPacking = 3201;
const TangentSpaceNormalMap = 0;
const ObjectSpaceNormalMap = 1;
const KeepStencilOp = 7680;
const AlwaysStencilFunc = 519;

const StaticDrawUsage = 35044;
const DynamicDrawUsage = 35048;
const GLSL3 = '300 es';

const _SRGBAFormat = 1035; // fallback for WebGL 1

/**
 * https://github.com/mrdoob/eventdispatcher.js/
 */

class EventDispatcher {

	addEventListener( type, listener ) {

		if ( this._listeners === undefined ) this._listeners = {};

		const listeners = this._listeners;

		if ( listeners[ type ] === undefined ) {

			listeners[ type ] = [];

		}

		if ( listeners[ type ].indexOf( listener ) === - 1 ) {

			listeners[ type ].push( listener );

		}

	}

	hasEventListener( type, listener ) {

		if ( this._listeners === undefined ) return false;

		const listeners = this._listeners;

		return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;

	}

	removeEventListener( type, listener ) {

		if ( this._listeners === undefined ) return;

		const listeners = this._listeners;
		const listenerArray = listeners[ type ];

		if ( listenerArray !== undefined ) {

			const index = listenerArray.indexOf( listener );

			if ( index !== - 1 ) {

				listenerArray.splice( index, 1 );

			}

		}

	}

	dispatchEvent( event ) {

		if ( this._listeners === undefined ) return;

		const listeners = this._listeners;
		const listenerArray = listeners[ event.type ];

		if ( listenerArray !== undefined ) {

			event.target = this;

			// Make a copy, in case listeners are removed while iterating.
			const array = listenerArray.slice( 0 );

			for ( let i = 0, l = array.length; i < l; i ++ ) {

				array[ i ].call( this, event );

			}

			event.target = null;

		}

	}

}

const _lut = [];

for ( let i = 0; i < 256; i ++ ) {

	_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );

}

let _seed = 1234567;


const DEG2RAD = Math.PI / 180;
const RAD2DEG = 180 / Math.PI;

// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
function generateUUID() {

	const d0 = Math.random() * 0xffffffff | 0;
	const d1 = Math.random() * 0xffffffff | 0;
	const d2 = Math.random() * 0xffffffff | 0;
	const d3 = Math.random() * 0xffffffff | 0;
	const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
			_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
			_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
			_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];

	// .toUpperCase() here flattens concatenated strings to save heap memory space.
	return uuid.toUpperCase();

}

function clamp( value, min, max ) {

	return Math.max( min, Math.min( max, value ) );

}

// compute euclidian modulo of m % n
// https://en.wikipedia.org/wiki/Modulo_operation
function euclideanModulo( n, m ) {

	return ( ( n % m ) + m ) % m;

}

// Linear mapping from range <a1, a2> to range <b1, b2>
function mapLinear( x, a1, a2, b1, b2 ) {

	return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );

}

// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
function inverseLerp( x, y, value ) {

	if ( x !== y ) {

		return ( value - x ) / ( y - x );

	} else {

		return 0;

	}

}

// https://en.wikipedia.org/wiki/Linear_interpolation
function lerp( x, y, t ) {

	return ( 1 - t ) * x + t * y;

}

// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
function damp( x, y, lambda, dt ) {

	return lerp( x, y, 1 - Math.exp( - lambda * dt ) );

}

// https://www.desmos.com/calculator/vcsjnyz7x4
function pingpong( x, length = 1 ) {

	return length - Math.abs( euclideanModulo( x, length * 2 ) - length );

}

// http://en.wikipedia.org/wiki/Smoothstep
function smoothstep( x, min, max ) {

	if ( x <= min ) return 0;
	if ( x >= max ) return 1;

	x = ( x - min ) / ( max - min );

	return x * x * ( 3 - 2 * x );

}

function smootherstep( x, min, max ) {

	if ( x <= min ) return 0;
	if ( x >= max ) return 1;

	x = ( x - min ) / ( max - min );

	return x * x * x * ( x * ( x * 6 - 15 ) + 10 );

}

// Random integer from <low, high> interval
function randInt( low, high ) {

	return low + Math.floor( Math.random() * ( high - low + 1 ) );

}

// Random float from <low, high> interval
function randFloat( low, high ) {

	return low + Math.random() * ( high - low );

}

// Random float from <-range/2, range/2> interval
function randFloatSpread( range ) {

	return range * ( 0.5 - Math.random() );

}

// Deterministic pseudo-random float in the interval [ 0, 1 ]
function seededRandom( s ) {

	if ( s !== undefined ) _seed = s % 2147483647;

	// Park-Miller algorithm

	_seed = _seed * 16807 % 2147483647;

	return ( _seed - 1 ) / 2147483646;

}

function degToRad( degrees ) {

	return degrees * DEG2RAD;

}

function radToDeg( radians ) {

	return radians * RAD2DEG;

}

function isPowerOfTwo( value ) {

	return ( value & ( value - 1 ) ) === 0 && value !== 0;

}

function ceilPowerOfTwo( value ) {

	return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );

}

function floorPowerOfTwo( value ) {

	return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );

}

function setQuaternionFromProperEuler( q, a, b, c, order ) {

	// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles

	// rotations are applied to the axes in the order specified by 'order'
	// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
	// angles are in radians

	const cos = Math.cos;
	const sin = Math.sin;

	const c2 = cos( b / 2 );
	const s2 = sin( b / 2 );

	const c13 = cos( ( a + c ) / 2 );
	const s13 = sin( ( a + c ) / 2 );

	const c1_3 = cos( ( a - c ) / 2 );
	const s1_3 = sin( ( a - c ) / 2 );

	const c3_1 = cos( ( c - a ) / 2 );
	const s3_1 = sin( ( c - a ) / 2 );

	switch ( order ) {

		case 'XYX':
			q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
			break;

		case 'YZY':
			q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
			break;

		case 'ZXZ':
			q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
			break;

		case 'XZX':
			q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
			break;

		case 'YXY':
			q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
			break;

		case 'ZYZ':
			q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
			break;

		default:
			console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );

	}

}

var MathUtils = /*#__PURE__*/Object.freeze({
	__proto__: null,
	DEG2RAD: DEG2RAD,
	RAD2DEG: RAD2DEG,
	generateUUID: generateUUID,
	clamp: clamp,
	euclideanModulo: euclideanModulo,
	mapLinear: mapLinear,
	inverseLerp: inverseLerp,
	lerp: lerp,
	damp: damp,
	pingpong: pingpong,
	smoothstep: smoothstep,
	smootherstep: smootherstep,
	randInt: randInt,
	randFloat: randFloat,
	randFloatSpread: randFloatSpread,
	seededRandom: seededRandom,
	degToRad: degToRad,
	radToDeg: radToDeg,
	isPowerOfTwo: isPowerOfTwo,
	ceilPowerOfTwo: ceilPowerOfTwo,
	floorPowerOfTwo: floorPowerOfTwo,
	setQuaternionFromProperEuler: setQuaternionFromProperEuler
});

class Vector2 {

	constructor( x = 0, y = 0 ) {

		this.x = x;
		this.y = y;

	}

	get width() {

		return this.x;

	}

	set width( value ) {

		this.x = value;

	}

	get height() {

		return this.y;

	}

	set height( value ) {

		this.y = value;

	}

	set( x, y ) {

		this.x = x;
		this.y = y;

		return this;

	}

	setScalar( scalar ) {

		this.x = scalar;
		this.y = scalar;

		return this;

	}

	setX( x ) {

		this.x = x;

		return this;

	}

	setY( y ) {

		this.y = y;

		return this;

	}

	setComponent( index, value ) {

		switch ( index ) {

			case 0: this.x = value; break;
			case 1: this.y = value; break;
			default: throw new Error( 'index is out of range: ' + index );

		}

		return this;

	}

	getComponent( index ) {

		switch ( index ) {

			case 0: return this.x;
			case 1: return this.y;
			default: throw new Error( 'index is out of range: ' + index );

		}

	}

	clone() {

		return new this.constructor( this.x, this.y );

	}

	copy( v ) {

		this.x = v.x;
		this.y = v.y;

		return this;

	}

	add( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			return this.addVectors( v, w );

		}

		this.x += v.x;
		this.y += v.y;

		return this;

	}

	addScalar( s ) {

		this.x += s;
		this.y += s;

		return this;

	}

	addVectors( a, b ) {

		this.x = a.x + b.x;
		this.y = a.y + b.y;

		return this;

	}

	addScaledVector( v, s ) {

		this.x += v.x * s;
		this.y += v.y * s;

		return this;

	}

	sub( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			return this.subVectors( v, w );

		}

		this.x -= v.x;
		this.y -= v.y;

		return this;

	}

	subScalar( s ) {

		this.x -= s;
		this.y -= s;

		return this;

	}

	subVectors( a, b ) {

		this.x = a.x - b.x;
		this.y = a.y - b.y;

		return this;

	}

	multiply( v ) {

		this.x *= v.x;
		this.y *= v.y;

		return this;

	}

	multiplyScalar( scalar ) {

		this.x *= scalar;
		this.y *= scalar;

		return this;

	}

	divide( v ) {

		this.x /= v.x;
		this.y /= v.y;

		return this;

	}

	divideScalar( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	}

	applyMatrix3( m ) {

		const x = this.x, y = this.y;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];

		return this;

	}

	min( v ) {

		this.x = Math.min( this.x, v.x );
		this.y = Math.min( this.y, v.y );

		return this;

	}

	max( v ) {

		this.x = Math.max( this.x, v.x );
		this.y = Math.max( this.y, v.y );

		return this;

	}

	clamp( min, max ) {

		// assumes min < max, componentwise

		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		this.y = Math.max( min.y, Math.min( max.y, this.y ) );

		return this;

	}

	clampScalar( minVal, maxVal ) {

		this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
		this.y = Math.max( minVal, Math.min( maxVal, this.y ) );

		return this;

	}

	clampLength( min, max ) {

		const length = this.length();

		return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );

	}

	floor() {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );

		return this;

	}

	ceil() {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );

		return this;

	}

	round() {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );

		return this;

	}

	roundToZero() {

		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );

		return this;

	}

	negate() {

		this.x = - this.x;
		this.y = - this.y;

		return this;

	}

	dot( v ) {

		return this.x * v.x + this.y * v.y;

	}

	cross( v ) {

		return this.x * v.y - this.y * v.x;

	}

	lengthSq() {

		return this.x * this.x + this.y * this.y;

	}

	length() {

		return Math.sqrt( this.x * this.x + this.y * this.y );

	}

	manhattanLength() {

		return Math.abs( this.x ) + Math.abs( this.y );

	}

	normalize() {

		return this.divideScalar( this.length() || 1 );

	}

	angle() {

		// computes the angle in radians with respect to the positive x-axis

		const angle = Math.atan2( - this.y, - this.x ) + Math.PI;

		return angle;

	}

	distanceTo( v ) {

		return Math.sqrt( this.distanceToSquared( v ) );

	}

	distanceToSquared( v ) {

		const dx = this.x - v.x, dy = this.y - v.y;
		return dx * dx + dy * dy;

	}

	manhattanDistanceTo( v ) {

		return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );

	}

	setLength( length ) {

		return this.normalize().multiplyScalar( length );

	}

	lerp( v, alpha ) {

		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;

		return this;

	}

	lerpVectors( v1, v2, alpha ) {

		this.x = v1.x + ( v2.x - v1.x ) * alpha;
		this.y = v1.y + ( v2.y - v1.y ) * alpha;

		return this;

	}

	equals( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) );

	}

	fromArray( array, offset = 0 ) {

		this.x = array[ offset ];
		this.y = array[ offset + 1 ];

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.x;
		array[ offset + 1 ] = this.y;

		return array;

	}

	fromBufferAttribute( attribute, index, offset ) {

		if ( offset !== undefined ) {

			console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );

		}

		this.x = attribute.getX( index );
		this.y = attribute.getY( index );

		return this;

	}

	rotateAround( center, angle ) {

		const c = Math.cos( angle ), s = Math.sin( angle );

		const x = this.x - center.x;
		const y = this.y - center.y;

		this.x = x * c - y * s + center.x;
		this.y = x * s + y * c + center.y;

		return this;

	}

	random() {

		this.x = Math.random();
		this.y = Math.random();

		return this;

	}

	*[ Symbol.iterator ]() {

		yield this.x;
		yield this.y;

	}

}

Vector2.prototype.isVector2 = true;

class Matrix3 {

	constructor() {

		this.elements = [

			1, 0, 0,
			0, 1, 0,
			0, 0, 1

		];

		if ( arguments.length > 0 ) {

			console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );

		}

	}

	set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

		const te = this.elements;

		te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
		te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
		te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;

		return this;

	}

	identity() {

		this.set(

			1, 0, 0,
			0, 1, 0,
			0, 0, 1

		);

		return this;

	}

	copy( m ) {

		const te = this.elements;
		const me = m.elements;

		te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
		te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
		te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];

		return this;

	}

	extractBasis( xAxis, yAxis, zAxis ) {

		xAxis.setFromMatrix3Column( this, 0 );
		yAxis.setFromMatrix3Column( this, 1 );
		zAxis.setFromMatrix3Column( this, 2 );

		return this;

	}

	setFromMatrix4( m ) {

		const me = m.elements;

		this.set(

			me[ 0 ], me[ 4 ], me[ 8 ],
			me[ 1 ], me[ 5 ], me[ 9 ],
			me[ 2 ], me[ 6 ], me[ 10 ]

		);

		return this;

	}

	multiply( m ) {

		return this.multiplyMatrices( this, m );

	}

	premultiply( m ) {

		return this.multiplyMatrices( m, this );

	}

	multiplyMatrices( a, b ) {

		const ae = a.elements;
		const be = b.elements;
		const te = this.elements;

		const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
		const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
		const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];

		const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
		const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
		const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];

		te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
		te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
		te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;

		te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
		te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
		te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;

		te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
		te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
		te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;

		return this;

	}

	multiplyScalar( s ) {

		const te = this.elements;

		te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
		te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
		te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;

		return this;

	}

	determinant() {

		const te = this.elements;

		const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
			d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
			g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];

		return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;

	}

	invert() {

		const te = this.elements,

			n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
			n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
			n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],

			t11 = n33 * n22 - n32 * n23,
			t12 = n32 * n13 - n33 * n12,
			t13 = n23 * n12 - n22 * n13,

			det = n11 * t11 + n21 * t12 + n31 * t13;

		if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );

		const detInv = 1 / det;

		te[ 0 ] = t11 * detInv;
		te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
		te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;

		te[ 3 ] = t12 * detInv;
		te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
		te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;

		te[ 6 ] = t13 * detInv;
		te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
		te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;

		return this;

	}

	transpose() {

		let tmp;
		const m = this.elements;

		tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
		tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
		tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;

		return this;

	}

	getNormalMatrix( matrix4 ) {

		return this.setFromMatrix4( matrix4 ).invert().transpose();

	}

	transposeIntoArray( r ) {

		const m = this.elements;

		r[ 0 ] = m[ 0 ];
		r[ 1 ] = m[ 3 ];
		r[ 2 ] = m[ 6 ];
		r[ 3 ] = m[ 1 ];
		r[ 4 ] = m[ 4 ];
		r[ 5 ] = m[ 7 ];
		r[ 6 ] = m[ 2 ];
		r[ 7 ] = m[ 5 ];
		r[ 8 ] = m[ 8 ];

		return this;

	}

	setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {

		const c = Math.cos( rotation );
		const s = Math.sin( rotation );

		this.set(
			sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
			- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
			0, 0, 1
		);

		return this;

	}

	scale( sx, sy ) {

		const te = this.elements;

		te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
		te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;

		return this;

	}

	rotate( theta ) {

		const c = Math.cos( theta );
		const s = Math.sin( theta );

		const te = this.elements;

		const a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
		const a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];

		te[ 0 ] = c * a11 + s * a21;
		te[ 3 ] = c * a12 + s * a22;
		te[ 6 ] = c * a13 + s * a23;

		te[ 1 ] = - s * a11 + c * a21;
		te[ 4 ] = - s * a12 + c * a22;
		te[ 7 ] = - s * a13 + c * a23;

		return this;

	}

	translate( tx, ty ) {

		const te = this.elements;

		te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
		te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];

		return this;

	}

	equals( matrix ) {

		const te = this.elements;
		const me = matrix.elements;

		for ( let i = 0; i < 9; i ++ ) {

			if ( te[ i ] !== me[ i ] ) return false;

		}

		return true;

	}

	fromArray( array, offset = 0 ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.elements[ i ] = array[ i + offset ];

		}

		return this;

	}

	toArray( array = [], offset = 0 ) {

		const te = this.elements;

		array[ offset ] = te[ 0 ];
		array[ offset + 1 ] = te[ 1 ];
		array[ offset + 2 ] = te[ 2 ];

		array[ offset + 3 ] = te[ 3 ];
		array[ offset + 4 ] = te[ 4 ];
		array[ offset + 5 ] = te[ 5 ];

		array[ offset + 6 ] = te[ 6 ];
		array[ offset + 7 ] = te[ 7 ];
		array[ offset + 8 ] = te[ 8 ];

		return array;

	}

	clone() {

		return new this.constructor().fromArray( this.elements );

	}

}

Matrix3.prototype.isMatrix3 = true;

function arrayMax( array ) {

	if ( array.length === 0 ) return - Infinity;

	let max = array[ 0 ];

	for ( let i = 1, l = array.length; i < l; ++ i ) {

		if ( array[ i ] > max ) max = array[ i ];

	}

	return max;

}

function createElementNS( name ) {

	return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );

}

const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
	'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
	'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
	'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
	'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
	'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
	'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
	'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
	'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
	'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
	'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
	'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
	'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
	'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
	'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
	'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
	'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
	'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
	'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
	'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
	'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
	'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
	'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
	'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };

const _hslA = { h: 0, s: 0, l: 0 };
const _hslB = { h: 0, s: 0, l: 0 };

function hue2rgb( p, q, t ) {

	if ( t < 0 ) t += 1;
	if ( t > 1 ) t -= 1;
	if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
	if ( t < 1 / 2 ) return q;
	if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
	return p;

}

function SRGBToLinear( c ) {

	return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );

}

function LinearToSRGB( c ) {

	return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;

}

class Color$1 {

	constructor( r, g, b ) {

		if ( g === undefined && b === undefined ) {

			// r is THREE.Color, hex or string
			return this.set( r );

		}

		return this.setRGB( r, g, b );

	}

	set( value ) {

		if ( value && value.isColor ) {

			this.copy( value );

		} else if ( typeof value === 'number' ) {

			this.setHex( value );

		} else if ( typeof value === 'string' ) {

			this.setStyle( value );

		}

		return this;

	}

	setScalar( scalar ) {

		this.r = scalar;
		this.g = scalar;
		this.b = scalar;

		return this;

	}

	setHex( hex ) {

		hex = Math.floor( hex );

		this.r = ( hex >> 16 & 255 ) / 255;
		this.g = ( hex >> 8 & 255 ) / 255;
		this.b = ( hex & 255 ) / 255;

		return this;

	}

	setRGB( r, g, b ) {

		this.r = r;
		this.g = g;
		this.b = b;

		return this;

	}

	setHSL( h, s, l ) {

		// h,s,l ranges are in 0.0 - 1.0
		h = euclideanModulo( h, 1 );
		s = clamp( s, 0, 1 );
		l = clamp( l, 0, 1 );

		if ( s === 0 ) {

			this.r = this.g = this.b = l;

		} else {

			const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
			const q = ( 2 * l ) - p;

			this.r = hue2rgb( q, p, h + 1 / 3 );
			this.g = hue2rgb( q, p, h );
			this.b = hue2rgb( q, p, h - 1 / 3 );

		}

		return this;

	}

	setStyle( style ) {

		function handleAlpha( string ) {

			if ( string === undefined ) return;

			if ( parseFloat( string ) < 1 ) {

				console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );

			}

		}


		let m;

		if ( m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec( style ) ) {

			// rgb / hsl

			let color;
			const name = m[ 1 ];
			const components = m[ 2 ];

			switch ( name ) {

				case 'rgb':
				case 'rgba':

					if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

						// rgb(255,0,0) rgba(255,0,0,0.5)
						this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
						this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
						this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

						handleAlpha( color[ 4 ] );

						return this;

					}

					if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

						// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
						this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
						this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
						this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

						handleAlpha( color[ 4 ] );

						return this;

					}

					break;

				case 'hsl':
				case 'hsla':

					if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

						// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
						const h = parseFloat( color[ 1 ] ) / 360;
						const s = parseInt( color[ 2 ], 10 ) / 100;
						const l = parseInt( color[ 3 ], 10 ) / 100;

						handleAlpha( color[ 4 ] );

						return this.setHSL( h, s, l );

					}

					break;

			}

		} else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {

			// hex color

			const hex = m[ 1 ];
			const size = hex.length;

			if ( size === 3 ) {

				// #ff0
				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
				this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
				this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;

				return this;

			} else if ( size === 6 ) {

				// #ff0000
				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
				this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
				this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;

				return this;

			}

		}

		if ( style && style.length > 0 ) {

			return this.setColorName( style );

		}

		return this;

	}

	setColorName( style ) {

		// color keywords
		const hex = _colorKeywords[ style.toLowerCase() ];

		if ( hex !== undefined ) {

			// red
			this.setHex( hex );

		} else {

			// unknown color
			console.warn( 'THREE.Color: Unknown color ' + style );

		}

		return this;

	}

	clone() {

		return new this.constructor( this.r, this.g, this.b );

	}

	copy( color ) {

		this.r = color.r;
		this.g = color.g;
		this.b = color.b;

		return this;

	}

	copySRGBToLinear( color ) {

		this.r = SRGBToLinear( color.r );
		this.g = SRGBToLinear( color.g );
		this.b = SRGBToLinear( color.b );

		return this;

	}

	copyLinearToSRGB( color ) {

		this.r = LinearToSRGB( color.r );
		this.g = LinearToSRGB( color.g );
		this.b = LinearToSRGB( color.b );

		return this;

	}

	convertSRGBToLinear() {

		this.copySRGBToLinear( this );

		return this;

	}

	convertLinearToSRGB() {

		this.copyLinearToSRGB( this );

		return this;

	}

	getHex() {

		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

	}

	getHexString() {

		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

	}

	getHSL( target ) {

		// h,s,l ranges are in 0.0 - 1.0

		const r = this.r, g = this.g, b = this.b;

		const max = Math.max( r, g, b );
		const min = Math.min( r, g, b );

		let hue, saturation;
		const lightness = ( min + max ) / 2.0;

		if ( min === max ) {

			hue = 0;
			saturation = 0;

		} else {

			const delta = max - min;

			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

			switch ( max ) {

				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
				case g: hue = ( b - r ) / delta + 2; break;
				case b: hue = ( r - g ) / delta + 4; break;

			}

			hue /= 6;

		}

		target.h = hue;
		target.s = saturation;
		target.l = lightness;

		return target;

	}

	getStyle() {

		return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

	}

	offsetHSL( h, s, l ) {

		this.getHSL( _hslA );

		_hslA.h += h; _hslA.s += s; _hslA.l += l;

		this.setHSL( _hslA.h, _hslA.s, _hslA.l );

		return this;

	}

	add( color ) {

		this.r += color.r;
		this.g += color.g;
		this.b += color.b;

		return this;

	}

	addColors( color1, color2 ) {

		this.r = color1.r + color2.r;
		this.g = color1.g + color2.g;
		this.b = color1.b + color2.b;

		return this;

	}

	addScalar( s ) {

		this.r += s;
		this.g += s;
		this.b += s;

		return this;

	}

	sub( color ) {

		this.r = Math.max( 0, this.r - color.r );
		this.g = Math.max( 0, this.g - color.g );
		this.b = Math.max( 0, this.b - color.b );

		return this;

	}

	multiply( color ) {

		this.r *= color.r;
		this.g *= color.g;
		this.b *= color.b;

		return this;

	}

	multiplyScalar( s ) {

		this.r *= s;
		this.g *= s;
		this.b *= s;

		return this;

	}

	lerp( color, alpha ) {

		this.r += ( color.r - this.r ) * alpha;
		this.g += ( color.g - this.g ) * alpha;
		this.b += ( color.b - this.b ) * alpha;

		return this;

	}

	lerpColors( color1, color2, alpha ) {

		this.r = color1.r + ( color2.r - color1.r ) * alpha;
		this.g = color1.g + ( color2.g - color1.g ) * alpha;
		this.b = color1.b + ( color2.b - color1.b ) * alpha;

		return this;

	}

	lerpHSL( color, alpha ) {

		this.getHSL( _hslA );
		color.getHSL( _hslB );

		const h = lerp( _hslA.h, _hslB.h, alpha );
		const s = lerp( _hslA.s, _hslB.s, alpha );
		const l = lerp( _hslA.l, _hslB.l, alpha );

		this.setHSL( h, s, l );

		return this;

	}

	equals( c ) {

		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

	}

	fromArray( array, offset = 0 ) {

		this.r = array[ offset ];
		this.g = array[ offset + 1 ];
		this.b = array[ offset + 2 ];

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.r;
		array[ offset + 1 ] = this.g;
		array[ offset + 2 ] = this.b;

		return array;

	}

	fromBufferAttribute( attribute, index ) {

		this.r = attribute.getX( index );
		this.g = attribute.getY( index );
		this.b = attribute.getZ( index );

		if ( attribute.normalized === true ) {

			// assuming Uint8Array

			this.r /= 255;
			this.g /= 255;
			this.b /= 255;

		}

		return this;

	}

	toJSON() {

		return this.getHex();

	}

}

Color$1.NAMES = _colorKeywords;

Color$1.prototype.isColor = true;
Color$1.prototype.r = 1;
Color$1.prototype.g = 1;
Color$1.prototype.b = 1;

let _canvas;

class ImageUtils {

	static getDataURL( image ) {

		if ( /^data:/i.test( image.src ) ) {

			return image.src;

		}

		if ( typeof HTMLCanvasElement == 'undefined' ) {

			return image.src;

		}

		let canvas;

		if ( image instanceof HTMLCanvasElement ) {

			canvas = image;

		} else {

			if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );

			_canvas.width = image.width;
			_canvas.height = image.height;

			const context = _canvas.getContext( '2d' );

			if ( image instanceof ImageData ) {

				context.putImageData( image, 0, 0 );

			} else {

				context.drawImage( image, 0, 0, image.width, image.height );

			}

			canvas = _canvas;

		}

		if ( canvas.width > 2048 || canvas.height > 2048 ) {

			console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );

			return canvas.toDataURL( 'image/jpeg', 0.6 );

		} else {

			return canvas.toDataURL( 'image/png' );

		}

	}

	static sRGBToLinear( image ) {

		if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
			( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
			( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {

			const canvas = createElementNS( 'canvas' );

			canvas.width = image.width;
			canvas.height = image.height;

			const context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height );

			const imageData = context.getImageData( 0, 0, image.width, image.height );
			const data = imageData.data;

			for ( let i = 0; i < data.length; i ++ ) {

				data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;

			}

			context.putImageData( imageData, 0, 0 );

			return canvas;

		} else if ( image.data ) {

			const data = image.data.slice( 0 );

			for ( let i = 0; i < data.length; i ++ ) {

				if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {

					data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );

				} else {

					// assuming float

					data[ i ] = SRGBToLinear( data[ i ] );

				}

			}

			return {
				data: data,
				width: image.width,
				height: image.height
			};

		} else {

			console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
			return image;

		}

	}

}

let textureId = 0;

class Texture extends EventDispatcher {

	constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {

		super();

		Object.defineProperty( this, 'id', { value: textureId ++ } );

		this.uuid = generateUUID();

		this.name = '';

		this.image = image;
		this.mipmaps = [];

		this.mapping = mapping;

		this.wrapS = wrapS;
		this.wrapT = wrapT;

		this.magFilter = magFilter;
		this.minFilter = minFilter;

		this.anisotropy = anisotropy;

		this.format = format;
		this.internalFormat = null;
		this.type = type;

		this.offset = new Vector2( 0, 0 );
		this.repeat = new Vector2( 1, 1 );
		this.center = new Vector2( 0, 0 );
		this.rotation = 0;

		this.matrixAutoUpdate = true;
		this.matrix = new Matrix3();

		this.generateMipmaps = true;
		this.premultiplyAlpha = false;
		this.flipY = true;
		this.unpackAlignment = 4;	// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)

		// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
		//
		// Also changing the encoding after already used by a Material will not automatically make the Material
		// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
		this.encoding = encoding;

		this.userData = {};

		this.version = 0;
		this.onUpdate = null;

		this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
		this.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)

	}

	updateMatrix() {

		this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( source ) {

		this.name = source.name;

		this.image = source.image;
		this.mipmaps = source.mipmaps.slice( 0 );

		this.mapping = source.mapping;

		this.wrapS = source.wrapS;
		this.wrapT = source.wrapT;

		this.magFilter = source.magFilter;
		this.minFilter = source.minFilter;

		this.anisotropy = source.anisotropy;

		this.format = source.format;
		this.internalFormat = source.internalFormat;
		this.type = source.type;

		this.offset.copy( source.offset );
		this.repeat.copy( source.repeat );
		this.center.copy( source.center );
		this.rotation = source.rotation;

		this.matrixAutoUpdate = source.matrixAutoUpdate;
		this.matrix.copy( source.matrix );

		this.generateMipmaps = source.generateMipmaps;
		this.premultiplyAlpha = source.premultiplyAlpha;
		this.flipY = source.flipY;
		this.unpackAlignment = source.unpackAlignment;
		this.encoding = source.encoding;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		return this;

	}

	toJSON( meta ) {

		const isRootObject = ( meta === undefined || typeof meta === 'string' );

		if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {

			return meta.textures[ this.uuid ];

		}

		const output = {

			metadata: {
				version: 4.5,
				type: 'Texture',
				generator: 'Texture.toJSON'
			},

			uuid: this.uuid,
			name: this.name,

			mapping: this.mapping,

			repeat: [ this.repeat.x, this.repeat.y ],
			offset: [ this.offset.x, this.offset.y ],
			center: [ this.center.x, this.center.y ],
			rotation: this.rotation,

			wrap: [ this.wrapS, this.wrapT ],

			format: this.format,
			type: this.type,
			encoding: this.encoding,

			minFilter: this.minFilter,
			magFilter: this.magFilter,
			anisotropy: this.anisotropy,

			flipY: this.flipY,

			premultiplyAlpha: this.premultiplyAlpha,
			unpackAlignment: this.unpackAlignment

		};

		if ( this.image !== undefined ) {

			// TODO: Move to THREE.Image

			const image = this.image;

			if ( image.uuid === undefined ) {

				image.uuid = generateUUID(); // UGH

			}

			if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {

				let url;

				if ( Array.isArray( image ) ) {

					// process array of images e.g. CubeTexture

					url = [];

					for ( let i = 0, l = image.length; i < l; i ++ ) {

						// check cube texture with data textures

						if ( image[ i ].isDataTexture ) {

							url.push( serializeImage( image[ i ].image ) );

						} else {

							url.push( serializeImage( image[ i ] ) );

						}

					}

				} else {

					// process single image

					url = serializeImage( image );

				}

				meta.images[ image.uuid ] = {
					uuid: image.uuid,
					url: url
				};

			}

			output.image = image.uuid;

		}

		if ( JSON.stringify( this.userData ) !== '{}' ) output.userData = this.userData;

		if ( ! isRootObject ) {

			meta.textures[ this.uuid ] = output;

		}

		return output;

	}

	dispose() {

		this.dispatchEvent( { type: 'dispose' } );

	}

	transformUv( uv ) {

		if ( this.mapping !== UVMapping ) return uv;

		uv.applyMatrix3( this.matrix );

		if ( uv.x < 0 || uv.x > 1 ) {

			switch ( this.wrapS ) {

				case RepeatWrapping:

					uv.x = uv.x - Math.floor( uv.x );
					break;

				case ClampToEdgeWrapping:

					uv.x = uv.x < 0 ? 0 : 1;
					break;

				case MirroredRepeatWrapping:

					if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {

						uv.x = Math.ceil( uv.x ) - uv.x;

					} else {

						uv.x = uv.x - Math.floor( uv.x );

					}

					break;

			}

		}

		if ( uv.y < 0 || uv.y > 1 ) {

			switch ( this.wrapT ) {

				case RepeatWrapping:

					uv.y = uv.y - Math.floor( uv.y );
					break;

				case ClampToEdgeWrapping:

					uv.y = uv.y < 0 ? 0 : 1;
					break;

				case MirroredRepeatWrapping:

					if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {

						uv.y = Math.ceil( uv.y ) - uv.y;

					} else {

						uv.y = uv.y - Math.floor( uv.y );

					}

					break;

			}

		}

		if ( this.flipY ) {

			uv.y = 1 - uv.y;

		}

		return uv;

	}

	set needsUpdate( value ) {

		if ( value === true ) this.version ++;

	}

}

Texture.DEFAULT_IMAGE = undefined;
Texture.DEFAULT_MAPPING = UVMapping;

Texture.prototype.isTexture = true;

function serializeImage( image ) {

	if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
		( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
		( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {

		// default images

		return ImageUtils.getDataURL( image );

	} else {

		if ( image.data ) {

			// images of DataTexture

			return {
				data: Array.prototype.slice.call( image.data ),
				width: image.width,
				height: image.height,
				type: image.data.constructor.name
			};

		} else {

			console.warn( 'THREE.Texture: Unable to serialize Texture.' );
			return {};

		}

	}

}

class Vector4 {

	constructor( x = 0, y = 0, z = 0, w = 1 ) {

		this.x = x;
		this.y = y;
		this.z = z;
		this.w = w;

	}

	get width() {

		return this.z;

	}

	set width( value ) {

		this.z = value;

	}

	get height() {

		return this.w;

	}

	set height( value ) {

		this.w = value;

	}

	set( x, y, z, w ) {

		this.x = x;
		this.y = y;
		this.z = z;
		this.w = w;

		return this;

	}

	setScalar( scalar ) {

		this.x = scalar;
		this.y = scalar;
		this.z = scalar;
		this.w = scalar;

		return this;

	}

	setX( x ) {

		this.x = x;

		return this;

	}

	setY( y ) {

		this.y = y;

		return this;

	}

	setZ( z ) {

		this.z = z;

		return this;

	}

	setW( w ) {

		this.w = w;

		return this;

	}

	setComponent( index, value ) {

		switch ( index ) {

			case 0: this.x = value; break;
			case 1: this.y = value; break;
			case 2: this.z = value; break;
			case 3: this.w = value; break;
			default: throw new Error( 'index is out of range: ' + index );

		}

		return this;

	}

	getComponent( index ) {

		switch ( index ) {

			case 0: return this.x;
			case 1: return this.y;
			case 2: return this.z;
			case 3: return this.w;
			default: throw new Error( 'index is out of range: ' + index );

		}

	}

	clone() {

		return new this.constructor( this.x, this.y, this.z, this.w );

	}

	copy( v ) {

		this.x = v.x;
		this.y = v.y;
		this.z = v.z;
		this.w = ( v.w !== undefined ) ? v.w : 1;

		return this;

	}

	add( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			return this.addVectors( v, w );

		}

		this.x += v.x;
		this.y += v.y;
		this.z += v.z;
		this.w += v.w;

		return this;

	}

	addScalar( s ) {

		this.x += s;
		this.y += s;
		this.z += s;
		this.w += s;

		return this;

	}

	addVectors( a, b ) {

		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;
		this.w = a.w + b.w;

		return this;

	}

	addScaledVector( v, s ) {

		this.x += v.x * s;
		this.y += v.y * s;
		this.z += v.z * s;
		this.w += v.w * s;

		return this;

	}

	sub( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			return this.subVectors( v, w );

		}

		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;
		this.w -= v.w;

		return this;

	}

	subScalar( s ) {

		this.x -= s;
		this.y -= s;
		this.z -= s;
		this.w -= s;

		return this;

	}

	subVectors( a, b ) {

		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;
		this.w = a.w - b.w;

		return this;

	}

	multiply( v ) {

		this.x *= v.x;
		this.y *= v.y;
		this.z *= v.z;
		this.w *= v.w;

		return this;

	}

	multiplyScalar( scalar ) {

		this.x *= scalar;
		this.y *= scalar;
		this.z *= scalar;
		this.w *= scalar;

		return this;

	}

	applyMatrix4( m ) {

		const x = this.x, y = this.y, z = this.z, w = this.w;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
		this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;

		return this;

	}

	divideScalar( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	}

	setAxisAngleFromQuaternion( q ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm

		// q is assumed to be normalized

		this.w = 2 * Math.acos( q.w );

		const s = Math.sqrt( 1 - q.w * q.w );

		if ( s < 0.0001 ) {

			this.x = 1;
			this.y = 0;
			this.z = 0;

		} else {

			this.x = q.x / s;
			this.y = q.y / s;
			this.z = q.z / s;

		}

		return this;

	}

	setAxisAngleFromRotationMatrix( m ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		let angle, x, y, z; // variables for result
		const epsilon = 0.01,		// margin to allow for rounding errors
			epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees

			te = m.elements,

			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];

		if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
		     ( Math.abs( m13 - m31 ) < epsilon ) &&
		     ( Math.abs( m23 - m32 ) < epsilon ) ) {

			// singularity found
			// first check for identity matrix which must have +1 for all terms
			// in leading diagonal and zero in other terms

			if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
			     ( Math.abs( m13 + m31 ) < epsilon2 ) &&
			     ( Math.abs( m23 + m32 ) < epsilon2 ) &&
			     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {

				// this singularity is identity matrix so angle = 0

				this.set( 1, 0, 0, 0 );

				return this; // zero angle, arbitrary axis

			}

			// otherwise this singularity is angle = 180

			angle = Math.PI;

			const xx = ( m11 + 1 ) / 2;
			const yy = ( m22 + 1 ) / 2;
			const zz = ( m33 + 1 ) / 2;
			const xy = ( m12 + m21 ) / 4;
			const xz = ( m13 + m31 ) / 4;
			const yz = ( m23 + m32 ) / 4;

			if ( ( xx > yy ) && ( xx > zz ) ) {

				// m11 is the largest diagonal term

				if ( xx < epsilon ) {

					x = 0;
					y = 0.707106781;
					z = 0.707106781;

				} else {

					x = Math.sqrt( xx );
					y = xy / x;
					z = xz / x;

				}

			} else if ( yy > zz ) {

				// m22 is the largest diagonal term

				if ( yy < epsilon ) {

					x = 0.707106781;
					y = 0;
					z = 0.707106781;

				} else {

					y = Math.sqrt( yy );
					x = xy / y;
					z = yz / y;

				}

			} else {

				// m33 is the largest diagonal term so base result on this

				if ( zz < epsilon ) {

					x = 0.707106781;
					y = 0.707106781;
					z = 0;

				} else {

					z = Math.sqrt( zz );
					x = xz / z;
					y = yz / z;

				}

			}

			this.set( x, y, z, angle );

			return this; // return 180 deg rotation

		}

		// as we have reached here there are no singularities so we can handle normally

		let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
			( m13 - m31 ) * ( m13 - m31 ) +
			( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize

		if ( Math.abs( s ) < 0.001 ) s = 1;

		// prevent divide by zero, should not happen if matrix is orthogonal and should be
		// caught by singularity test above, but I've left it in just in case

		this.x = ( m32 - m23 ) / s;
		this.y = ( m13 - m31 ) / s;
		this.z = ( m21 - m12 ) / s;
		this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );

		return this;

	}

	min( v ) {

		this.x = Math.min( this.x, v.x );
		this.y = Math.min( this.y, v.y );
		this.z = Math.min( this.z, v.z );
		this.w = Math.min( this.w, v.w );

		return this;

	}

	max( v ) {

		this.x = Math.max( this.x, v.x );
		this.y = Math.max( this.y, v.y );
		this.z = Math.max( this.z, v.z );
		this.w = Math.max( this.w, v.w );

		return this;

	}

	clamp( min, max ) {

		// assumes min < max, componentwise

		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		this.y = Math.max( min.y, Math.min( max.y, this.y ) );
		this.z = Math.max( min.z, Math.min( max.z, this.z ) );
		this.w = Math.max( min.w, Math.min( max.w, this.w ) );

		return this;

	}

	clampScalar( minVal, maxVal ) {

		this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
		this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
		this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
		this.w = Math.max( minVal, Math.min( maxVal, this.w ) );

		return this;

	}

	clampLength( min, max ) {

		const length = this.length();

		return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );

	}

	floor() {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );
		this.z = Math.floor( this.z );
		this.w = Math.floor( this.w );

		return this;

	}

	ceil() {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );
		this.z = Math.ceil( this.z );
		this.w = Math.ceil( this.w );

		return this;

	}

	round() {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );
		this.z = Math.round( this.z );
		this.w = Math.round( this.w );

		return this;

	}

	roundToZero() {

		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
		this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );

		return this;

	}

	negate() {

		this.x = - this.x;
		this.y = - this.y;
		this.z = - this.z;
		this.w = - this.w;

		return this;

	}

	dot( v ) {

		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;

	}

	lengthSq() {

		return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;

	}

	length() {

		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );

	}

	manhattanLength() {

		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );

	}

	normalize() {

		return this.divideScalar( this.length() || 1 );

	}

	setLength( length ) {

		return this.normalize().multiplyScalar( length );

	}

	lerp( v, alpha ) {

		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;
		this.z += ( v.z - this.z ) * alpha;
		this.w += ( v.w - this.w ) * alpha;

		return this;

	}

	lerpVectors( v1, v2, alpha ) {

		this.x = v1.x + ( v2.x - v1.x ) * alpha;
		this.y = v1.y + ( v2.y - v1.y ) * alpha;
		this.z = v1.z + ( v2.z - v1.z ) * alpha;
		this.w = v1.w + ( v2.w - v1.w ) * alpha;

		return this;

	}

	equals( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );

	}

	fromArray( array, offset = 0 ) {

		this.x = array[ offset ];
		this.y = array[ offset + 1 ];
		this.z = array[ offset + 2 ];
		this.w = array[ offset + 3 ];

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.x;
		array[ offset + 1 ] = this.y;
		array[ offset + 2 ] = this.z;
		array[ offset + 3 ] = this.w;

		return array;

	}

	fromBufferAttribute( attribute, index, offset ) {

		if ( offset !== undefined ) {

			console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );

		}

		this.x = attribute.getX( index );
		this.y = attribute.getY( index );
		this.z = attribute.getZ( index );
		this.w = attribute.getW( index );

		return this;

	}

	random() {

		this.x = Math.random();
		this.y = Math.random();
		this.z = Math.random();
		this.w = Math.random();

		return this;

	}

	*[ Symbol.iterator ]() {

		yield this.x;
		yield this.y;
		yield this.z;
		yield this.w;

	}

}

Vector4.prototype.isVector4 = true;

/*
 In options, we can specify:
 * Texture parameters for an auto-generated target texture
 * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
*/
class WebGLRenderTarget extends EventDispatcher {

	constructor( width, height, options = {} ) {

		super();

		this.width = width;
		this.height = height;
		this.depth = 1;

		this.scissor = new Vector4( 0, 0, width, height );
		this.scissorTest = false;

		this.viewport = new Vector4( 0, 0, width, height );

		this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
		this.texture.isRenderTargetTexture = true;

		this.texture.image = { width: width, height: height, depth: 1 };

		this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
		this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
		this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;

		this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
		this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
		this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;

	}

	setTexture( texture ) {

		texture.image = {
			width: this.width,
			height: this.height,
			depth: this.depth
		};

		this.texture = texture;

	}

	setSize( width, height, depth = 1 ) {

		if ( this.width !== width || this.height !== height || this.depth !== depth ) {

			this.width = width;
			this.height = height;
			this.depth = depth;

			this.texture.image.width = width;
			this.texture.image.height = height;
			this.texture.image.depth = depth;

			this.dispose();

		}

		this.viewport.set( 0, 0, width, height );
		this.scissor.set( 0, 0, width, height );

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( source ) {

		this.width = source.width;
		this.height = source.height;
		this.depth = source.depth;

		this.viewport.copy( source.viewport );

		this.texture = source.texture.clone();

		// ensure image object is not shared, see #20328

		this.texture.image = Object.assign( {}, source.texture.image );

		this.depthBuffer = source.depthBuffer;
		this.stencilBuffer = source.stencilBuffer;
		this.depthTexture = source.depthTexture;

		return this;

	}

	dispose() {

		this.dispatchEvent( { type: 'dispose' } );

	}

}

WebGLRenderTarget.prototype.isWebGLRenderTarget = true;

class WebGLMultisampleRenderTarget extends WebGLRenderTarget {

	constructor( width, height, options = {} ) {

		super( width, height, options );

		this.samples = 4;

		this.ignoreDepthForMultisampleCopy = options.ignoreDepth !== undefined ? options.ignoreDepth : true;
		this.useRenderToTexture = ( options.useRenderToTexture !== undefined ) ? options.useRenderToTexture : false;
		this.useRenderbuffer = this.useRenderToTexture === false;

	}

	copy( source ) {

		super.copy.call( this, source );

		this.samples = source.samples;
		this.useRenderToTexture = source.useRenderToTexture;
		this.useRenderbuffer = source.useRenderbuffer;

		return this;

	}

}

WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;

class Quaternion {

	constructor( x = 0, y = 0, z = 0, w = 1 ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._w = w;

	}

	static slerp( qa, qb, qm, t ) {

		console.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );
		return qm.slerpQuaternions( qa, qb, t );

	}

	static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {

		// fuzz-free, array-based Quaternion SLERP operation

		let x0 = src0[ srcOffset0 + 0 ],
			y0 = src0[ srcOffset0 + 1 ],
			z0 = src0[ srcOffset0 + 2 ],
			w0 = src0[ srcOffset0 + 3 ];

		const x1 = src1[ srcOffset1 + 0 ],
			y1 = src1[ srcOffset1 + 1 ],
			z1 = src1[ srcOffset1 + 2 ],
			w1 = src1[ srcOffset1 + 3 ];

		if ( t === 0 ) {

			dst[ dstOffset + 0 ] = x0;
			dst[ dstOffset + 1 ] = y0;
			dst[ dstOffset + 2 ] = z0;
			dst[ dstOffset + 3 ] = w0;
			return;

		}

		if ( t === 1 ) {

			dst[ dstOffset + 0 ] = x1;
			dst[ dstOffset + 1 ] = y1;
			dst[ dstOffset + 2 ] = z1;
			dst[ dstOffset + 3 ] = w1;
			return;

		}

		if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {

			let s = 1 - t;
			const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
				dir = ( cos >= 0 ? 1 : - 1 ),
				sqrSin = 1 - cos * cos;

			// Skip the Slerp for tiny steps to avoid numeric problems:
			if ( sqrSin > Number.EPSILON ) {

				const sin = Math.sqrt( sqrSin ),
					len = Math.atan2( sin, cos * dir );

				s = Math.sin( s * len ) / sin;
				t = Math.sin( t * len ) / sin;

			}

			const tDir = t * dir;

			x0 = x0 * s + x1 * tDir;
			y0 = y0 * s + y1 * tDir;
			z0 = z0 * s + z1 * tDir;
			w0 = w0 * s + w1 * tDir;

			// Normalize in case we just did a lerp:
			if ( s === 1 - t ) {

				const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );

				x0 *= f;
				y0 *= f;
				z0 *= f;
				w0 *= f;

			}

		}

		dst[ dstOffset ] = x0;
		dst[ dstOffset + 1 ] = y0;
		dst[ dstOffset + 2 ] = z0;
		dst[ dstOffset + 3 ] = w0;

	}

	static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {

		const x0 = src0[ srcOffset0 ];
		const y0 = src0[ srcOffset0 + 1 ];
		const z0 = src0[ srcOffset0 + 2 ];
		const w0 = src0[ srcOffset0 + 3 ];

		const x1 = src1[ srcOffset1 ];
		const y1 = src1[ srcOffset1 + 1 ];
		const z1 = src1[ srcOffset1 + 2 ];
		const w1 = src1[ srcOffset1 + 3 ];

		dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
		dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
		dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
		dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;

		return dst;

	}

	get x() {

		return this._x;

	}

	set x( value ) {

		this._x = value;
		this._onChangeCallback();

	}

	get y() {

		return this._y;

	}

	set y( value ) {

		this._y = value;
		this._onChangeCallback();

	}

	get z() {

		return this._z;

	}

	set z( value ) {

		this._z = value;
		this._onChangeCallback();

	}

	get w() {

		return this._w;

	}

	set w( value ) {

		this._w = value;
		this._onChangeCallback();

	}

	set( x, y, z, w ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._w = w;

		this._onChangeCallback();

		return this;

	}

	clone() {

		return new this.constructor( this._x, this._y, this._z, this._w );

	}

	copy( quaternion ) {

		this._x = quaternion.x;
		this._y = quaternion.y;
		this._z = quaternion.z;
		this._w = quaternion.w;

		this._onChangeCallback();

		return this;

	}

	setFromEuler( euler, update ) {

		if ( ! ( euler && euler.isEuler ) ) {

			throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );

		}

		const x = euler._x, y = euler._y, z = euler._z, order = euler._order;

		// http://www.mathworks.com/matlabcentral/fileexchange/
		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
		//	content/SpinCalc.m

		const cos = Math.cos;
		const sin = Math.sin;

		const c1 = cos( x / 2 );
		const c2 = cos( y / 2 );
		const c3 = cos( z / 2 );

		const s1 = sin( x / 2 );
		const s2 = sin( y / 2 );
		const s3 = sin( z / 2 );

		switch ( order ) {

			case 'XYZ':
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
				break;

			case 'YXZ':
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
				break;

			case 'ZXY':
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
				break;

			case 'ZYX':
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
				break;

			case 'YZX':
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
				break;

			case 'XZY':
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
				break;

			default:
				console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );

		}

		if ( update !== false ) this._onChangeCallback();

		return this;

	}

	setFromAxisAngle( axis, angle ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm

		// assumes axis is normalized

		const halfAngle = angle / 2, s = Math.sin( halfAngle );

		this._x = axis.x * s;
		this._y = axis.y * s;
		this._z = axis.z * s;
		this._w = Math.cos( halfAngle );

		this._onChangeCallback();

		return this;

	}

	setFromRotationMatrix( m ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		const te = m.elements,

			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],

			trace = m11 + m22 + m33;

		if ( trace > 0 ) {

			const s = 0.5 / Math.sqrt( trace + 1.0 );

			this._w = 0.25 / s;
			this._x = ( m32 - m23 ) * s;
			this._y = ( m13 - m31 ) * s;
			this._z = ( m21 - m12 ) * s;

		} else if ( m11 > m22 && m11 > m33 ) {

			const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );

			this._w = ( m32 - m23 ) / s;
			this._x = 0.25 * s;
			this._y = ( m12 + m21 ) / s;
			this._z = ( m13 + m31 ) / s;

		} else if ( m22 > m33 ) {

			const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );

			this._w = ( m13 - m31 ) / s;
			this._x = ( m12 + m21 ) / s;
			this._y = 0.25 * s;
			this._z = ( m23 + m32 ) / s;

		} else {

			const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );

			this._w = ( m21 - m12 ) / s;
			this._x = ( m13 + m31 ) / s;
			this._y = ( m23 + m32 ) / s;
			this._z = 0.25 * s;

		}

		this._onChangeCallback();

		return this;

	}

	setFromUnitVectors( vFrom, vTo ) {

		// assumes direction vectors vFrom and vTo are normalized

		let r = vFrom.dot( vTo ) + 1;

		if ( r < Number.EPSILON ) {

			// vFrom and vTo point in opposite directions

			r = 0;

			if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {

				this._x = - vFrom.y;
				this._y = vFrom.x;
				this._z = 0;
				this._w = r;

			} else {

				this._x = 0;
				this._y = - vFrom.z;
				this._z = vFrom.y;
				this._w = r;

			}

		} else {

			// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3

			this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
			this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
			this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
			this._w = r;

		}

		return this.normalize();

	}

	angleTo( q ) {

		return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );

	}

	rotateTowards( q, step ) {

		const angle = this.angleTo( q );

		if ( angle === 0 ) return this;

		const t = Math.min( 1, step / angle );

		this.slerp( q, t );

		return this;

	}

	identity() {

		return this.set( 0, 0, 0, 1 );

	}

	invert() {

		// quaternion is assumed to have unit length

		return this.conjugate();

	}

	conjugate() {

		this._x *= - 1;
		this._y *= - 1;
		this._z *= - 1;

		this._onChangeCallback();

		return this;

	}

	dot( v ) {

		return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;

	}

	lengthSq() {

		return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;

	}

	length() {

		return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );

	}

	normalize() {

		let l = this.length();

		if ( l === 0 ) {

			this._x = 0;
			this._y = 0;
			this._z = 0;
			this._w = 1;

		} else {

			l = 1 / l;

			this._x = this._x * l;
			this._y = this._y * l;
			this._z = this._z * l;
			this._w = this._w * l;

		}

		this._onChangeCallback();

		return this;

	}

	multiply( q, p ) {

		if ( p !== undefined ) {

			console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
			return this.multiplyQuaternions( q, p );

		}

		return this.multiplyQuaternions( this, q );

	}

	premultiply( q ) {

		return this.multiplyQuaternions( q, this );

	}

	multiplyQuaternions( a, b ) {

		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm

		const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
		const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;

		this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
		this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
		this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
		this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

		this._onChangeCallback();

		return this;

	}

	slerp( qb, t ) {

		if ( t === 0 ) return this;
		if ( t === 1 ) return this.copy( qb );

		const x = this._x, y = this._y, z = this._z, w = this._w;

		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/

		let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;

		if ( cosHalfTheta < 0 ) {

			this._w = - qb._w;
			this._x = - qb._x;
			this._y = - qb._y;
			this._z = - qb._z;

			cosHalfTheta = - cosHalfTheta;

		} else {

			this.copy( qb );

		}

		if ( cosHalfTheta >= 1.0 ) {

			this._w = w;
			this._x = x;
			this._y = y;
			this._z = z;

			return this;

		}

		const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;

		if ( sqrSinHalfTheta <= Number.EPSILON ) {

			const s = 1 - t;
			this._w = s * w + t * this._w;
			this._x = s * x + t * this._x;
			this._y = s * y + t * this._y;
			this._z = s * z + t * this._z;

			this.normalize();
			this._onChangeCallback();

			return this;

		}

		const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
		const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
		const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
			ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;

		this._w = ( w * ratioA + this._w * ratioB );
		this._x = ( x * ratioA + this._x * ratioB );
		this._y = ( y * ratioA + this._y * ratioB );
		this._z = ( z * ratioA + this._z * ratioB );

		this._onChangeCallback();

		return this;

	}

	slerpQuaternions( qa, qb, t ) {

		return this.copy( qa ).slerp( qb, t );

	}

	random() {

		// Derived from http://planning.cs.uiuc.edu/node198.html
		// Note, this source uses w, x, y, z ordering,
		// so we swap the order below.

		const u1 = Math.random();
		const sqrt1u1 = Math.sqrt( 1 - u1 );
		const sqrtu1 = Math.sqrt( u1 );

		const u2 = 2 * Math.PI * Math.random();

		const u3 = 2 * Math.PI * Math.random();

		return this.set(
			sqrt1u1 * Math.cos( u2 ),
			sqrtu1 * Math.sin( u3 ),
			sqrtu1 * Math.cos( u3 ),
			sqrt1u1 * Math.sin( u2 ),
		);

	}

	equals( quaternion ) {

		return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );

	}

	fromArray( array, offset = 0 ) {

		this._x = array[ offset ];
		this._y = array[ offset + 1 ];
		this._z = array[ offset + 2 ];
		this._w = array[ offset + 3 ];

		this._onChangeCallback();

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this._x;
		array[ offset + 1 ] = this._y;
		array[ offset + 2 ] = this._z;
		array[ offset + 3 ] = this._w;

		return array;

	}

	fromBufferAttribute( attribute, index ) {

		this._x = attribute.getX( index );
		this._y = attribute.getY( index );
		this._z = attribute.getZ( index );
		this._w = attribute.getW( index );

		return this;

	}

	_onChange( callback ) {

		this._onChangeCallback = callback;

		return this;

	}

	_onChangeCallback() {}

}

Quaternion.prototype.isQuaternion = true;

class Vector3 {

	constructor( x = 0, y = 0, z = 0 ) {

		this.x = x;
		this.y = y;
		this.z = z;

	}

	set( x, y, z ) {

		if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)

		this.x = x;
		this.y = y;
		this.z = z;

		return this;

	}

	setScalar( scalar ) {

		this.x = scalar;
		this.y = scalar;
		this.z = scalar;

		return this;

	}

	setX( x ) {

		this.x = x;

		return this;

	}

	setY( y ) {

		this.y = y;

		return this;

	}

	setZ( z ) {

		this.z = z;

		return this;

	}

	setComponent( index, value ) {

		switch ( index ) {

			case 0: this.x = value; break;
			case 1: this.y = value; break;
			case 2: this.z = value; break;
			default: throw new Error( 'index is out of range: ' + index );

		}

		return this;

	}

	getComponent( index ) {

		switch ( index ) {

			case 0: return this.x;
			case 1: return this.y;
			case 2: return this.z;
			default: throw new Error( 'index is out of range: ' + index );

		}

	}

	clone() {

		return new this.constructor( this.x, this.y, this.z );

	}

	copy( v ) {

		this.x = v.x;
		this.y = v.y;
		this.z = v.z;

		return this;

	}

	add( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			return this.addVectors( v, w );

		}

		this.x += v.x;
		this.y += v.y;
		this.z += v.z;

		return this;

	}

	addScalar( s ) {

		this.x += s;
		this.y += s;
		this.z += s;

		return this;

	}

	addVectors( a, b ) {

		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;

		return this;

	}

	addScaledVector( v, s ) {

		this.x += v.x * s;
		this.y += v.y * s;
		this.z += v.z * s;

		return this;

	}

	sub( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			return this.subVectors( v, w );

		}

		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;

		return this;

	}

	subScalar( s ) {

		this.x -= s;
		this.y -= s;
		this.z -= s;

		return this;

	}

	subVectors( a, b ) {

		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;

		return this;

	}

	multiply( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
			return this.multiplyVectors( v, w );

		}

		this.x *= v.x;
		this.y *= v.y;
		this.z *= v.z;

		return this;

	}

	multiplyScalar( scalar ) {

		this.x *= scalar;
		this.y *= scalar;
		this.z *= scalar;

		return this;

	}

	multiplyVectors( a, b ) {

		this.x = a.x * b.x;
		this.y = a.y * b.y;
		this.z = a.z * b.z;

		return this;

	}

	applyEuler( euler ) {

		if ( ! ( euler && euler.isEuler ) ) {

			console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );

		}

		return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );

	}

	applyAxisAngle( axis, angle ) {

		return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );

	}

	applyMatrix3( m ) {

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
		this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;

		return this;

	}

	applyNormalMatrix( m ) {

		return this.applyMatrix3( m ).normalize();

	}

	applyMatrix4( m ) {

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );

		this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
		this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
		this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;

		return this;

	}

	applyQuaternion( q ) {

		const x = this.x, y = this.y, z = this.z;
		const qx = q.x, qy = q.y, qz = q.z, qw = q.w;

		// calculate quat * vector

		const ix = qw * x + qy * z - qz * y;
		const iy = qw * y + qz * x - qx * z;
		const iz = qw * z + qx * y - qy * x;
		const iw = - qx * x - qy * y - qz * z;

		// calculate result * inverse quat

		this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
		this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
		this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;

		return this;

	}

	project( camera ) {

		return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );

	}

	unproject( camera ) {

		return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );

	}

	transformDirection( m ) {

		// input: THREE.Matrix4 affine matrix
		// vector interpreted as a direction

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;

		return this.normalize();

	}

	divide( v ) {

		this.x /= v.x;
		this.y /= v.y;
		this.z /= v.z;

		return this;

	}

	divideScalar( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	}

	min( v ) {

		this.x = Math.min( this.x, v.x );
		this.y = Math.min( this.y, v.y );
		this.z = Math.min( this.z, v.z );

		return this;

	}

	max( v ) {

		this.x = Math.max( this.x, v.x );
		this.y = Math.max( this.y, v.y );
		this.z = Math.max( this.z, v.z );

		return this;

	}

	clamp( min, max ) {

		// assumes min < max, componentwise

		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		this.y = Math.max( min.y, Math.min( max.y, this.y ) );
		this.z = Math.max( min.z, Math.min( max.z, this.z ) );

		return this;

	}

	clampScalar( minVal, maxVal ) {

		this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
		this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
		this.z = Math.max( minVal, Math.min( maxVal, this.z ) );

		return this;

	}

	clampLength( min, max ) {

		const length = this.length();

		return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );

	}

	floor() {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );
		this.z = Math.floor( this.z );

		return this;

	}

	ceil() {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );
		this.z = Math.ceil( this.z );

		return this;

	}

	round() {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );
		this.z = Math.round( this.z );

		return this;

	}

	roundToZero() {

		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );

		return this;

	}

	negate() {

		this.x = - this.x;
		this.y = - this.y;
		this.z = - this.z;

		return this;

	}

	dot( v ) {

		return this.x * v.x + this.y * v.y + this.z * v.z;

	}

	// TODO lengthSquared?

	lengthSq() {

		return this.x * this.x + this.y * this.y + this.z * this.z;

	}

	length() {

		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );

	}

	manhattanLength() {

		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );

	}

	normalize() {

		return this.divideScalar( this.length() || 1 );

	}

	setLength( length ) {

		return this.normalize().multiplyScalar( length );

	}

	lerp( v, alpha ) {

		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;
		this.z += ( v.z - this.z ) * alpha;

		return this;

	}

	lerpVectors( v1, v2, alpha ) {

		this.x = v1.x + ( v2.x - v1.x ) * alpha;
		this.y = v1.y + ( v2.y - v1.y ) * alpha;
		this.z = v1.z + ( v2.z - v1.z ) * alpha;

		return this;

	}

	cross( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
			return this.crossVectors( v, w );

		}

		return this.crossVectors( this, v );

	}

	crossVectors( a, b ) {

		const ax = a.x, ay = a.y, az = a.z;
		const bx = b.x, by = b.y, bz = b.z;

		this.x = ay * bz - az * by;
		this.y = az * bx - ax * bz;
		this.z = ax * by - ay * bx;

		return this;

	}

	projectOnVector( v ) {

		const denominator = v.lengthSq();

		if ( denominator === 0 ) return this.set( 0, 0, 0 );

		const scalar = v.dot( this ) / denominator;

		return this.copy( v ).multiplyScalar( scalar );

	}

	projectOnPlane( planeNormal ) {

		_vector$c.copy( this ).projectOnVector( planeNormal );

		return this.sub( _vector$c );

	}

	reflect( normal ) {

		// reflect incident vector off plane orthogonal to normal
		// normal is assumed to have unit length

		return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );

	}

	angleTo( v ) {

		const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );

		if ( denominator === 0 ) return Math.PI / 2;

		const theta = this.dot( v ) / denominator;

		// clamp, to handle numerical problems

		return Math.acos( clamp( theta, - 1, 1 ) );

	}

	distanceTo( v ) {

		return Math.sqrt( this.distanceToSquared( v ) );

	}

	distanceToSquared( v ) {

		const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;

		return dx * dx + dy * dy + dz * dz;

	}

	manhattanDistanceTo( v ) {

		return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );

	}

	setFromSpherical( s ) {

		return this.setFromSphericalCoords( s.radius, s.phi, s.theta );

	}

	setFromSphericalCoords( radius, phi, theta ) {

		const sinPhiRadius = Math.sin( phi ) * radius;

		this.x = sinPhiRadius * Math.sin( theta );
		this.y = Math.cos( phi ) * radius;
		this.z = sinPhiRadius * Math.cos( theta );

		return this;

	}

	setFromCylindrical( c ) {

		return this.setFromCylindricalCoords( c.radius, c.theta, c.y );

	}

	setFromCylindricalCoords( radius, theta, y ) {

		this.x = radius * Math.sin( theta );
		this.y = y;
		this.z = radius * Math.cos( theta );

		return this;

	}

	setFromMatrixPosition( m ) {

		const e = m.elements;

		this.x = e[ 12 ];
		this.y = e[ 13 ];
		this.z = e[ 14 ];

		return this;

	}

	setFromMatrixScale( m ) {

		const sx = this.setFromMatrixColumn( m, 0 ).length();
		const sy = this.setFromMatrixColumn( m, 1 ).length();
		const sz = this.setFromMatrixColumn( m, 2 ).length();

		this.x = sx;
		this.y = sy;
		this.z = sz;

		return this;

	}

	setFromMatrixColumn( m, index ) {

		return this.fromArray( m.elements, index * 4 );

	}

	setFromMatrix3Column( m, index ) {

		return this.fromArray( m.elements, index * 3 );

	}

	equals( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );

	}

	fromArray( array, offset = 0 ) {

		this.x = array[ offset ];
		this.y = array[ offset + 1 ];
		this.z = array[ offset + 2 ];

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.x;
		array[ offset + 1 ] = this.y;
		array[ offset + 2 ] = this.z;

		return array;

	}

	fromBufferAttribute( attribute, index, offset ) {

		if ( offset !== undefined ) {

			console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );

		}

		this.x = attribute.getX( index );
		this.y = attribute.getY( index );
		this.z = attribute.getZ( index );

		return this;

	}

	random() {

		this.x = Math.random();
		this.y = Math.random();
		this.z = Math.random();

		return this;

	}

	randomDirection() {

		// Derived from https://mathworld.wolfram.com/SpherePointPicking.html

		const u = ( Math.random() - 0.5 ) * 2;
		const t = Math.random() * Math.PI * 2;
		const f = Math.sqrt( 1 - u ** 2 );

		this.x = f * Math.cos( t );
		this.y = f * Math.sin( t );
		this.z = u;

		return this;

	}

	*[ Symbol.iterator ]() {

		yield this.x;
		yield this.y;
		yield this.z;

	}

}

Vector3.prototype.isVector3 = true;

const _vector$c = /*@__PURE__*/ new Vector3();
const _quaternion$4 = /*@__PURE__*/ new Quaternion();

class Box3 {

	constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {

		this.min = min;
		this.max = max;

	}

	set( min, max ) {

		this.min.copy( min );
		this.max.copy( max );

		return this;

	}

	setFromArray( array ) {

		let minX = + Infinity;
		let minY = + Infinity;
		let minZ = + Infinity;

		let maxX = - Infinity;
		let maxY = - Infinity;
		let maxZ = - Infinity;

		for ( let i = 0, l = array.length; i < l; i += 3 ) {

			const x = array[ i ];
			const y = array[ i + 1 ];
			const z = array[ i + 2 ];

			if ( x < minX ) minX = x;
			if ( y < minY ) minY = y;
			if ( z < minZ ) minZ = z;

			if ( x > maxX ) maxX = x;
			if ( y > maxY ) maxY = y;
			if ( z > maxZ ) maxZ = z;

		}

		this.min.set( minX, minY, minZ );
		this.max.set( maxX, maxY, maxZ );

		return this;

	}

	setFromBufferAttribute( attribute ) {

		let minX = + Infinity;
		let minY = + Infinity;
		let minZ = + Infinity;

		let maxX = - Infinity;
		let maxY = - Infinity;
		let maxZ = - Infinity;

		for ( let i = 0, l = attribute.count; i < l; i ++ ) {

			const x = attribute.getX( i );
			const y = attribute.getY( i );
			const z = attribute.getZ( i );

			if ( x < minX ) minX = x;
			if ( y < minY ) minY = y;
			if ( z < minZ ) minZ = z;

			if ( x > maxX ) maxX = x;
			if ( y > maxY ) maxY = y;
			if ( z > maxZ ) maxZ = z;

		}

		this.min.set( minX, minY, minZ );
		this.max.set( maxX, maxY, maxZ );

		return this;

	}

	setFromPoints( points ) {

		this.makeEmpty();

		for ( let i = 0, il = points.length; i < il; i ++ ) {

			this.expandByPoint( points[ i ] );

		}

		return this;

	}

	setFromCenterAndSize( center, size ) {

		const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );

		this.min.copy( center ).sub( halfSize );
		this.max.copy( center ).add( halfSize );

		return this;

	}

	setFromObject( object ) {

		this.makeEmpty();

		return this.expandByObject( object );

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( box ) {

		this.min.copy( box.min );
		this.max.copy( box.max );

		return this;

	}

	makeEmpty() {

		this.min.x = this.min.y = this.min.z = + Infinity;
		this.max.x = this.max.y = this.max.z = - Infinity;

		return this;

	}

	isEmpty() {

		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );

	}

	getCenter( target ) {

		return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	}

	getSize( target ) {

		return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );

	}

	expandByPoint( point ) {

		this.min.min( point );
		this.max.max( point );

		return this;

	}

	expandByVector( vector ) {

		this.min.sub( vector );
		this.max.add( vector );

		return this;

	}

	expandByScalar( scalar ) {

		this.min.addScalar( - scalar );
		this.max.addScalar( scalar );

		return this;

	}

	expandByObject( object ) {

		// Computes the world-axis-aligned bounding box of an object (including its children),
		// accounting for both the object's, and children's, world transforms

		object.updateWorldMatrix( false, false );

		const geometry = object.geometry;

		if ( geometry !== undefined ) {

			if ( geometry.boundingBox === null ) {

				geometry.computeBoundingBox();

			}

			_box$3.copy( geometry.boundingBox );
			_box$3.applyMatrix4( object.matrixWorld );

			this.union( _box$3 );

		}

		const children = object.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			this.expandByObject( children[ i ] );

		}

		return this;

	}

	containsPoint( point ) {

		return point.x < this.min.x || point.x > this.max.x ||
			point.y < this.min.y || point.y > this.max.y ||
			point.z < this.min.z || point.z > this.max.z ? false : true;

	}

	containsBox( box ) {

		return this.min.x <= box.min.x && box.max.x <= this.max.x &&
			this.min.y <= box.min.y && box.max.y <= this.max.y &&
			this.min.z <= box.min.z && box.max.z <= this.max.z;

	}

	getParameter( point, target ) {

		// This can potentially have a divide by zero if the box
		// has a size dimension of 0.

		return target.set(
			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			( point.y - this.min.y ) / ( this.max.y - this.min.y ),
			( point.z - this.min.z ) / ( this.max.z - this.min.z )
		);

	}

	intersectsBox( box ) {

		// using 6 splitting planes to rule out intersections.
		return box.max.x < this.min.x || box.min.x > this.max.x ||
			box.max.y < this.min.y || box.min.y > this.max.y ||
			box.max.z < this.min.z || box.min.z > this.max.z ? false : true;

	}

	intersectsSphere( sphere ) {

		// Find the point on the AABB closest to the sphere center.
		this.clampPoint( sphere.center, _vector$b );

		// If that point is inside the sphere, the AABB and sphere intersect.
		return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );

	}

	intersectsPlane( plane ) {

		// We compute the minimum and maximum dot product values. If those values
		// are on the same side (back or front) of the plane, then there is no intersection.

		let min, max;

		if ( plane.normal.x > 0 ) {

			min = plane.normal.x * this.min.x;
			max = plane.normal.x * this.max.x;

		} else {

			min = plane.normal.x * this.max.x;
			max = plane.normal.x * this.min.x;

		}

		if ( plane.normal.y > 0 ) {

			min += plane.normal.y * this.min.y;
			max += plane.normal.y * this.max.y;

		} else {

			min += plane.normal.y * this.max.y;
			max += plane.normal.y * this.min.y;

		}

		if ( plane.normal.z > 0 ) {

			min += plane.normal.z * this.min.z;
			max += plane.normal.z * this.max.z;

		} else {

			min += plane.normal.z * this.max.z;
			max += plane.normal.z * this.min.z;

		}

		return ( min <= - plane.constant && max >= - plane.constant );

	}

	intersectsTriangle( triangle ) {

		if ( this.isEmpty() ) {

			return false;

		}

		// compute box center and extents
		this.getCenter( _center );
		_extents.subVectors( this.max, _center );

		// translate triangle to aabb origin
		_v0$2.subVectors( triangle.a, _center );
		_v1$7.subVectors( triangle.b, _center );
		_v2$3.subVectors( triangle.c, _center );

		// compute edge vectors for triangle
		_f0.subVectors( _v1$7, _v0$2 );
		_f1.subVectors( _v2$3, _v1$7 );
		_f2.subVectors( _v0$2, _v2$3 );

		// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
		// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
		// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
		let axes = [
			0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
			_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
			- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
		];
		if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {

			return false;

		}

		// test 3 face normals from the aabb
		axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
		if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {

			return false;

		}

		// finally testing the face normal of the triangle
		// use already existing triangle edge vectors here
		_triangleNormal.crossVectors( _f0, _f1 );
		axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];

		return satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );

	}

	clampPoint( point, target ) {

		return target.copy( point ).clamp( this.min, this.max );

	}

	distanceToPoint( point ) {

		const clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );

		return clampedPoint.sub( point ).length();

	}

	getBoundingSphere( target ) {

		this.getCenter( target.center );

		target.radius = this.getSize( _vector$b ).length() * 0.5;

		return target;

	}

	intersect( box ) {

		this.min.max( box.min );
		this.max.min( box.max );

		// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
		if ( this.isEmpty() ) this.makeEmpty();

		return this;

	}

	union( box ) {

		this.min.min( box.min );
		this.max.max( box.max );

		return this;

	}

	applyMatrix4( matrix ) {

		// transform of empty box is an empty box.
		if ( this.isEmpty() ) return this;

		// NOTE: I am using a binary pattern to specify all 2^3 combinations below
		_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
		_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
		_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
		_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
		_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
		_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
		_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
		_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111

		this.setFromPoints( _points );

		return this;

	}

	translate( offset ) {

		this.min.add( offset );
		this.max.add( offset );

		return this;

	}

	equals( box ) {

		return box.min.equals( this.min ) && box.max.equals( this.max );

	}

}

Box3.prototype.isBox3 = true;

const _points = [
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3()
];

const _vector$b = /*@__PURE__*/ new Vector3();

const _box$3 = /*@__PURE__*/ new Box3();

// triangle centered vertices

const _v0$2 = /*@__PURE__*/ new Vector3();
const _v1$7 = /*@__PURE__*/ new Vector3();
const _v2$3 = /*@__PURE__*/ new Vector3();

// triangle edge vectors

const _f0 = /*@__PURE__*/ new Vector3();
const _f1 = /*@__PURE__*/ new Vector3();
const _f2 = /*@__PURE__*/ new Vector3();

const _center = /*@__PURE__*/ new Vector3();
const _extents = /*@__PURE__*/ new Vector3();
const _triangleNormal = /*@__PURE__*/ new Vector3();
const _testAxis = /*@__PURE__*/ new Vector3();

function satForAxes( axes, v0, v1, v2, extents ) {

	for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {

		_testAxis.fromArray( axes, i );
		// project the aabb onto the seperating axis
		const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
		// project all 3 vertices of the triangle onto the seperating axis
		const p0 = v0.dot( _testAxis );
		const p1 = v1.dot( _testAxis );
		const p2 = v2.dot( _testAxis );
		// actual test, basically see if either of the most extreme of the triangle points intersects r
		if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {

			// points of the projected triangle are outside the projected half-length of the aabb
			// the axis is seperating and we can exit
			return false;

		}

	}

	return true;

}

const _box$2 = /*@__PURE__*/ new Box3();
const _v1$6 = /*@__PURE__*/ new Vector3();
const _toFarthestPoint = /*@__PURE__*/ new Vector3();
const _toPoint = /*@__PURE__*/ new Vector3();

class Sphere {

	constructor( center = new Vector3(), radius = - 1 ) {

		this.center = center;
		this.radius = radius;

	}

	set( center, radius ) {

		this.center.copy( center );
		this.radius = radius;

		return this;

	}

	setFromPoints( points, optionalCenter ) {

		const center = this.center;

		if ( optionalCenter !== undefined ) {

			center.copy( optionalCenter );

		} else {

			_box$2.setFromPoints( points ).getCenter( center );

		}

		let maxRadiusSq = 0;

		for ( let i = 0, il = points.length; i < il; i ++ ) {

			maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );

		}

		this.radius = Math.sqrt( maxRadiusSq );

		return this;

	}

	copy( sphere ) {

		this.center.copy( sphere.center );
		this.radius = sphere.radius;

		return this;

	}

	isEmpty() {

		return ( this.radius < 0 );

	}

	makeEmpty() {

		this.center.set( 0, 0, 0 );
		this.radius = - 1;

		return this;

	}

	containsPoint( point ) {

		return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );

	}

	distanceToPoint( point ) {

		return ( point.distanceTo( this.center ) - this.radius );

	}

	intersectsSphere( sphere ) {

		const radiusSum = this.radius + sphere.radius;

		return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );

	}

	intersectsBox( box ) {

		return box.intersectsSphere( this );

	}

	intersectsPlane( plane ) {

		return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;

	}

	clampPoint( point, target ) {

		const deltaLengthSq = this.center.distanceToSquared( point );

		target.copy( point );

		if ( deltaLengthSq > ( this.radius * this.radius ) ) {

			target.sub( this.center ).normalize();
			target.multiplyScalar( this.radius ).add( this.center );

		}

		return target;

	}

	getBoundingBox( target ) {

		if ( this.isEmpty() ) {

			// Empty sphere produces empty bounding box
			target.makeEmpty();
			return target;

		}

		target.set( this.center, this.center );
		target.expandByScalar( this.radius );

		return target;

	}

	applyMatrix4( matrix ) {

		this.center.applyMatrix4( matrix );
		this.radius = this.radius * matrix.getMaxScaleOnAxis();

		return this;

	}

	translate( offset ) {

		this.center.add( offset );

		return this;

	}

	expandByPoint( point ) {

		// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671

		_toPoint.subVectors( point, this.center );

		const lengthSq = _toPoint.lengthSq();

		if ( lengthSq > ( this.radius * this.radius ) ) {

			const length = Math.sqrt( lengthSq );
			const missingRadiusHalf = ( length - this.radius ) * 0.5;

			// Nudge this sphere towards the target point. Add half the missing distance to radius,
			// and the other half to position. This gives a tighter enclosure, instead of if
			// the whole missing distance were just added to radius.

			this.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );
			this.radius += missingRadiusHalf;

		}

		return this;

	}

	union( sphere ) {

		// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769

		// To enclose another sphere into this sphere, we only need to enclose two points:
		// 1) Enclose the farthest point on the other sphere into this sphere.
		// 2) Enclose the opposite point of the farthest point into this sphere.

		 if ( this.center.equals( sphere.center ) === true ) {

			 _toFarthestPoint.set( 0, 0, 1 ).multiplyScalar( sphere.radius );


		} else {

			_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );

		}

		this.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );
		this.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );

		return this;

	}

	equals( sphere ) {

		return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

const _vector$a = /*@__PURE__*/ new Vector3();
const _segCenter = /*@__PURE__*/ new Vector3();
const _segDir = /*@__PURE__*/ new Vector3();
const _diff = /*@__PURE__*/ new Vector3();

const _edge1 = /*@__PURE__*/ new Vector3();
const _edge2 = /*@__PURE__*/ new Vector3();
const _normal$1 = /*@__PURE__*/ new Vector3();

class Ray {

	constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {

		this.origin = origin;
		this.direction = direction;

	}

	set( origin, direction ) {

		this.origin.copy( origin );
		this.direction.copy( direction );

		return this;

	}

	copy( ray ) {

		this.origin.copy( ray.origin );
		this.direction.copy( ray.direction );

		return this;

	}

	at( t, target ) {

		return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );

	}

	lookAt( v ) {

		this.direction.copy( v ).sub( this.origin ).normalize();

		return this;

	}

	recast( t ) {

		this.origin.copy( this.at( t, _vector$a ) );

		return this;

	}

	closestPointToPoint( point, target ) {

		target.subVectors( point, this.origin );

		const directionDistance = target.dot( this.direction );

		if ( directionDistance < 0 ) {

			return target.copy( this.origin );

		}

		return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

	}

	distanceToPoint( point ) {

		return Math.sqrt( this.distanceSqToPoint( point ) );

	}

	distanceSqToPoint( point ) {

		const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );

		// point behind the ray

		if ( directionDistance < 0 ) {

			return this.origin.distanceToSquared( point );

		}

		_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

		return _vector$a.distanceToSquared( point );

	}

	distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

		// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
		// It returns the min distance between the ray and the segment
		// defined by v0 and v1
		// It can also set two optional targets :
		// - The closest point on the ray
		// - The closest point on the segment

		_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
		_segDir.copy( v1 ).sub( v0 ).normalize();
		_diff.copy( this.origin ).sub( _segCenter );

		const segExtent = v0.distanceTo( v1 ) * 0.5;
		const a01 = - this.direction.dot( _segDir );
		const b0 = _diff.dot( this.direction );
		const b1 = - _diff.dot( _segDir );
		const c = _diff.lengthSq();
		const det = Math.abs( 1 - a01 * a01 );
		let s0, s1, sqrDist, extDet;

		if ( det > 0 ) {

			// The ray and segment are not parallel.

			s0 = a01 * b1 - b0;
			s1 = a01 * b0 - b1;
			extDet = segExtent * det;

			if ( s0 >= 0 ) {

				if ( s1 >= - extDet ) {

					if ( s1 <= extDet ) {

						// region 0
						// Minimum at interior points of ray and segment.

						const invDet = 1 / det;
						s0 *= invDet;
						s1 *= invDet;
						sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

					} else {

						// region 1

						s1 = segExtent;
						s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

					}

				} else {

					// region 5

					s1 = - segExtent;
					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				}

			} else {

				if ( s1 <= - extDet ) {

					// region 4

					s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
					s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				} else if ( s1 <= extDet ) {

					// region 3

					s0 = 0;
					s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = s1 * ( s1 + 2 * b1 ) + c;

				} else {

					// region 2

					s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
					s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				}

			}

		} else {

			// Ray and segment are parallel.

			s1 = ( a01 > 0 ) ? - segExtent : segExtent;
			s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
			sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

		}

		if ( optionalPointOnRay ) {

			optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );

		}

		if ( optionalPointOnSegment ) {

			optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );

		}

		return sqrDist;

	}

	intersectSphere( sphere, target ) {

		_vector$a.subVectors( sphere.center, this.origin );
		const tca = _vector$a.dot( this.direction );
		const d2 = _vector$a.dot( _vector$a ) - tca * tca;
		const radius2 = sphere.radius * sphere.radius;

		if ( d2 > radius2 ) return null;

		const thc = Math.sqrt( radius2 - d2 );

		// t0 = first intersect point - entrance on front of sphere
		const t0 = tca - thc;

		// t1 = second intersect point - exit point on back of sphere
		const t1 = tca + thc;

		// test to see if both t0 and t1 are behind the ray - if so, return null
		if ( t0 < 0 && t1 < 0 ) return null;

		// test to see if t0 is behind the ray:
		// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
		// in order to always return an intersect point that is in front of the ray.
		if ( t0 < 0 ) return this.at( t1, target );

		// else t0 is in front of the ray, so return the first collision point scaled by t0
		return this.at( t0, target );

	}

	intersectsSphere( sphere ) {

		return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );

	}

	distanceToPlane( plane ) {

		const denominator = plane.normal.dot( this.direction );

		if ( denominator === 0 ) {

			// line is coplanar, return origin
			if ( plane.distanceToPoint( this.origin ) === 0 ) {

				return 0;

			}

			// Null is preferable to undefined since undefined means.... it is undefined

			return null;

		}

		const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

		// Return if the ray never intersects the plane

		return t >= 0 ? t : null;

	}

	intersectPlane( plane, target ) {

		const t = this.distanceToPlane( plane );

		if ( t === null ) {

			return null;

		}

		return this.at( t, target );

	}

	intersectsPlane( plane ) {

		// check if the ray lies on the plane first

		const distToPoint = plane.distanceToPoint( this.origin );

		if ( distToPoint === 0 ) {

			return true;

		}

		const denominator = plane.normal.dot( this.direction );

		if ( denominator * distToPoint < 0 ) {

			return true;

		}

		// ray origin is behind the plane (and is pointing behind it)

		return false;

	}

	intersectBox( box, target ) {

		let tmin, tmax, tymin, tymax, tzmin, tzmax;

		const invdirx = 1 / this.direction.x,
			invdiry = 1 / this.direction.y,
			invdirz = 1 / this.direction.z;

		const origin = this.origin;

		if ( invdirx >= 0 ) {

			tmin = ( box.min.x - origin.x ) * invdirx;
			tmax = ( box.max.x - origin.x ) * invdirx;

		} else {

			tmin = ( box.max.x - origin.x ) * invdirx;
			tmax = ( box.min.x - origin.x ) * invdirx;

		}

		if ( invdiry >= 0 ) {

			tymin = ( box.min.y - origin.y ) * invdiry;
			tymax = ( box.max.y - origin.y ) * invdiry;

		} else {

			tymin = ( box.max.y - origin.y ) * invdiry;
			tymax = ( box.min.y - origin.y ) * invdiry;

		}

		if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

		// These lines also handle the case where tmin or tmax is NaN
		// (result of 0 * Infinity). x !== x returns true if x is NaN

		if ( tymin > tmin || tmin !== tmin ) tmin = tymin;

		if ( tymax < tmax || tmax !== tmax ) tmax = tymax;

		if ( invdirz >= 0 ) {

			tzmin = ( box.min.z - origin.z ) * invdirz;
			tzmax = ( box.max.z - origin.z ) * invdirz;

		} else {

			tzmin = ( box.max.z - origin.z ) * invdirz;
			tzmax = ( box.min.z - origin.z ) * invdirz;

		}

		if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

		if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

		if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

		//return point closest to the ray (positive side)

		if ( tmax < 0 ) return null;

		return this.at( tmin >= 0 ? tmin : tmax, target );

	}

	intersectsBox( box ) {

		return this.intersectBox( box, _vector$a ) !== null;

	}

	intersectTriangle( a, b, c, backfaceCulling, target ) {

		// Compute the offset origin, edges, and normal.

		// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

		_edge1.subVectors( b, a );
		_edge2.subVectors( c, a );
		_normal$1.crossVectors( _edge1, _edge2 );

		// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
		// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
		//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
		//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
		//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
		let DdN = this.direction.dot( _normal$1 );
		let sign;

		if ( DdN > 0 ) {

			if ( backfaceCulling ) return null;
			sign = 1;

		} else if ( DdN < 0 ) {

			sign = - 1;
			DdN = - DdN;

		} else {

			return null;

		}

		_diff.subVectors( this.origin, a );
		const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );

		// b1 < 0, no intersection
		if ( DdQxE2 < 0 ) {

			return null;

		}

		const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );

		// b2 < 0, no intersection
		if ( DdE1xQ < 0 ) {

			return null;

		}

		// b1+b2 > 1, no intersection
		if ( DdQxE2 + DdE1xQ > DdN ) {

			return null;

		}

		// Line intersects triangle, check if ray does.
		const QdN = - sign * _diff.dot( _normal$1 );

		// t < 0, no intersection
		if ( QdN < 0 ) {

			return null;

		}

		// Ray intersects triangle.
		return this.at( QdN / DdN, target );

	}

	applyMatrix4( matrix4 ) {

		this.origin.applyMatrix4( matrix4 );
		this.direction.transformDirection( matrix4 );

		return this;

	}

	equals( ray ) {

		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

class Matrix4 {

	constructor() {

		this.elements = [

			1, 0, 0, 0,
			0, 1, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		];

		if ( arguments.length > 0 ) {

			console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );

		}

	}

	set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

		const te = this.elements;

		te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
		te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
		te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
		te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;

		return this;

	}

	identity() {

		this.set(

			1, 0, 0, 0,
			0, 1, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		);

		return this;

	}

	clone() {

		return new Matrix4().fromArray( this.elements );

	}

	copy( m ) {

		const te = this.elements;
		const me = m.elements;

		te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
		te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
		te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
		te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];

		return this;

	}

	copyPosition( m ) {

		const te = this.elements, me = m.elements;

		te[ 12 ] = me[ 12 ];
		te[ 13 ] = me[ 13 ];
		te[ 14 ] = me[ 14 ];

		return this;

	}

	setFromMatrix3( m ) {

		const me = m.elements;

		this.set(

			me[ 0 ], me[ 3 ], me[ 6 ], 0,
			me[ 1 ], me[ 4 ], me[ 7 ], 0,
			me[ 2 ], me[ 5 ], me[ 8 ], 0,
			0, 0, 0, 1

		);

		return this;

	}

	extractBasis( xAxis, yAxis, zAxis ) {

		xAxis.setFromMatrixColumn( this, 0 );
		yAxis.setFromMatrixColumn( this, 1 );
		zAxis.setFromMatrixColumn( this, 2 );

		return this;

	}

	makeBasis( xAxis, yAxis, zAxis ) {

		this.set(
			xAxis.x, yAxis.x, zAxis.x, 0,
			xAxis.y, yAxis.y, zAxis.y, 0,
			xAxis.z, yAxis.z, zAxis.z, 0,
			0, 0, 0, 1
		);

		return this;

	}

	extractRotation( m ) {

		// this method does not support reflection matrices

		const te = this.elements;
		const me = m.elements;

		const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
		const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
		const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();

		te[ 0 ] = me[ 0 ] * scaleX;
		te[ 1 ] = me[ 1 ] * scaleX;
		te[ 2 ] = me[ 2 ] * scaleX;
		te[ 3 ] = 0;

		te[ 4 ] = me[ 4 ] * scaleY;
		te[ 5 ] = me[ 5 ] * scaleY;
		te[ 6 ] = me[ 6 ] * scaleY;
		te[ 7 ] = 0;

		te[ 8 ] = me[ 8 ] * scaleZ;
		te[ 9 ] = me[ 9 ] * scaleZ;
		te[ 10 ] = me[ 10 ] * scaleZ;
		te[ 11 ] = 0;

		te[ 12 ] = 0;
		te[ 13 ] = 0;
		te[ 14 ] = 0;
		te[ 15 ] = 1;

		return this;

	}

	makeRotationFromEuler( euler ) {

		if ( ! ( euler && euler.isEuler ) ) {

			console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );

		}

		const te = this.elements;

		const x = euler.x, y = euler.y, z = euler.z;
		const a = Math.cos( x ), b = Math.sin( x );
		const c = Math.cos( y ), d = Math.sin( y );
		const e = Math.cos( z ), f = Math.sin( z );

		if ( euler.order === 'XYZ' ) {

			const ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[ 0 ] = c * e;
			te[ 4 ] = - c * f;
			te[ 8 ] = d;

			te[ 1 ] = af + be * d;
			te[ 5 ] = ae - bf * d;
			te[ 9 ] = - b * c;

			te[ 2 ] = bf - ae * d;
			te[ 6 ] = be + af * d;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'YXZ' ) {

			const ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[ 0 ] = ce + df * b;
			te[ 4 ] = de * b - cf;
			te[ 8 ] = a * d;

			te[ 1 ] = a * f;
			te[ 5 ] = a * e;
			te[ 9 ] = - b;

			te[ 2 ] = cf * b - de;
			te[ 6 ] = df + ce * b;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'ZXY' ) {

			const ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[ 0 ] = ce - df * b;
			te[ 4 ] = - a * f;
			te[ 8 ] = de + cf * b;

			te[ 1 ] = cf + de * b;
			te[ 5 ] = a * e;
			te[ 9 ] = df - ce * b;

			te[ 2 ] = - a * d;
			te[ 6 ] = b;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'ZYX' ) {

			const ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[ 0 ] = c * e;
			te[ 4 ] = be * d - af;
			te[ 8 ] = ae * d + bf;

			te[ 1 ] = c * f;
			te[ 5 ] = bf * d + ae;
			te[ 9 ] = af * d - be;

			te[ 2 ] = - d;
			te[ 6 ] = b * c;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'YZX' ) {

			const ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[ 0 ] = c * e;
			te[ 4 ] = bd - ac * f;
			te[ 8 ] = bc * f + ad;

			te[ 1 ] = f;
			te[ 5 ] = a * e;
			te[ 9 ] = - b * e;

			te[ 2 ] = - d * e;
			te[ 6 ] = ad * f + bc;
			te[ 10 ] = ac - bd * f;

		} else if ( euler.order === 'XZY' ) {

			const ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[ 0 ] = c * e;
			te[ 4 ] = - f;
			te[ 8 ] = d * e;

			te[ 1 ] = ac * f + bd;
			te[ 5 ] = a * e;
			te[ 9 ] = ad * f - bc;

			te[ 2 ] = bc * f - ad;
			te[ 6 ] = b * e;
			te[ 10 ] = bd * f + ac;

		}

		// bottom row
		te[ 3 ] = 0;
		te[ 7 ] = 0;
		te[ 11 ] = 0;

		// last column
		te[ 12 ] = 0;
		te[ 13 ] = 0;
		te[ 14 ] = 0;
		te[ 15 ] = 1;

		return this;

	}

	makeRotationFromQuaternion( q ) {

		return this.compose( _zero, q, _one );

	}

	lookAt( eye, target, up ) {

		const te = this.elements;

		_z.subVectors( eye, target );

		if ( _z.lengthSq() === 0 ) {

			// eye and target are in the same position

			_z.z = 1;

		}

		_z.normalize();
		_x.crossVectors( up, _z );

		if ( _x.lengthSq() === 0 ) {

			// up and z are parallel

			if ( Math.abs( up.z ) === 1 ) {

				_z.x += 0.0001;

			} else {

				_z.z += 0.0001;

			}

			_z.normalize();
			_x.crossVectors( up, _z );

		}

		_x.normalize();
		_y.crossVectors( _z, _x );

		te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
		te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
		te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;

		return this;

	}

	multiply( m, n ) {

		if ( n !== undefined ) {

			console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
			return this.multiplyMatrices( m, n );

		}

		return this.multiplyMatrices( this, m );

	}

	premultiply( m ) {

		return this.multiplyMatrices( m, this );

	}

	multiplyMatrices( a, b ) {

		const ae = a.elements;
		const be = b.elements;
		const te = this.elements;

		const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
		const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
		const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
		const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];

		const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
		const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
		const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
		const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];

		te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
		te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
		te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
		te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

		te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
		te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
		te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
		te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

		te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
		te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
		te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
		te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

		te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
		te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
		te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
		te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

		return this;

	}

	multiplyScalar( s ) {

		const te = this.elements;

		te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
		te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
		te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
		te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;

		return this;

	}

	determinant() {

		const te = this.elements;

		const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
		const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
		const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
		const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];

		//TODO: make this more efficient
		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )

		return (
			n41 * (
				+ n14 * n23 * n32
				 - n13 * n24 * n32
				 - n14 * n22 * n33
				 + n12 * n24 * n33
				 + n13 * n22 * n34
				 - n12 * n23 * n34
			) +
			n42 * (
				+ n11 * n23 * n34
				 - n11 * n24 * n33
				 + n14 * n21 * n33
				 - n13 * n21 * n34
				 + n13 * n24 * n31
				 - n14 * n23 * n31
			) +
			n43 * (
				+ n11 * n24 * n32
				 - n11 * n22 * n34
				 - n14 * n21 * n32
				 + n12 * n21 * n34
				 + n14 * n22 * n31
				 - n12 * n24 * n31
			) +
			n44 * (
				- n13 * n22 * n31
				 - n11 * n23 * n32
				 + n11 * n22 * n33
				 + n13 * n21 * n32
				 - n12 * n21 * n33
				 + n12 * n23 * n31
			)

		);

	}

	transpose() {

		const te = this.elements;
		let tmp;

		tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
		tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
		tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;

		tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
		tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
		tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;

		return this;

	}

	setPosition( x, y, z ) {

		const te = this.elements;

		if ( x.isVector3 ) {

			te[ 12 ] = x.x;
			te[ 13 ] = x.y;
			te[ 14 ] = x.z;

		} else {

			te[ 12 ] = x;
			te[ 13 ] = y;
			te[ 14 ] = z;

		}

		return this;

	}

	invert() {

		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
		const te = this.elements,

			n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
			n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
			n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
			n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],

			t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
			t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
			t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
			t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;

		const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;

		if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );

		const detInv = 1 / det;

		te[ 0 ] = t11 * detInv;
		te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
		te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
		te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;

		te[ 4 ] = t12 * detInv;
		te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
		te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
		te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;

		te[ 8 ] = t13 * detInv;
		te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
		te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
		te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;

		te[ 12 ] = t14 * detInv;
		te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
		te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
		te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;

		return this;

	}

	scale( v ) {

		const te = this.elements;
		const x = v.x, y = v.y, z = v.z;

		te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
		te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
		te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
		te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;

		return this;

	}

	getMaxScaleOnAxis() {

		const te = this.elements;

		const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
		const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
		const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];

		return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );

	}

	makeTranslation( x, y, z ) {

		this.set(

			1, 0, 0, x,
			0, 1, 0, y,
			0, 0, 1, z,
			0, 0, 0, 1

		);

		return this;

	}

	makeRotationX( theta ) {

		const c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			1, 0, 0, 0,
			0, c, - s, 0,
			0, s, c, 0,
			0, 0, 0, 1

		);

		return this;

	}

	makeRotationY( theta ) {

		const c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			 c, 0, s, 0,
			 0, 1, 0, 0,
			- s, 0, c, 0,
			 0, 0, 0, 1

		);

		return this;

	}

	makeRotationZ( theta ) {

		const c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			c, - s, 0, 0,
			s, c, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		);

		return this;

	}

	makeRotationAxis( axis, angle ) {

		// Based on http://www.gamedev.net/reference/articles/article1199.asp

		const c = Math.cos( angle );
		const s = Math.sin( angle );
		const t = 1 - c;
		const x = axis.x, y = axis.y, z = axis.z;
		const tx = t * x, ty = t * y;

		this.set(

			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
			0, 0, 0, 1

		);

		return this;

	}

	makeScale( x, y, z ) {

		this.set(

			x, 0, 0, 0,
			0, y, 0, 0,
			0, 0, z, 0,
			0, 0, 0, 1

		);

		return this;

	}

	makeShear( xy, xz, yx, yz, zx, zy ) {

		this.set(

			1, yx, zx, 0,
			xy, 1, zy, 0,
			xz, yz, 1, 0,
			0, 0, 0, 1

		);

		return this;

	}

	compose( position, quaternion, scale ) {

		const te = this.elements;

		const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
		const x2 = x + x,	y2 = y + y, z2 = z + z;
		const xx = x * x2, xy = x * y2, xz = x * z2;
		const yy = y * y2, yz = y * z2, zz = z * z2;
		const wx = w * x2, wy = w * y2, wz = w * z2;

		const sx = scale.x, sy = scale.y, sz = scale.z;

		te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
		te[ 1 ] = ( xy + wz ) * sx;
		te[ 2 ] = ( xz - wy ) * sx;
		te[ 3 ] = 0;

		te[ 4 ] = ( xy - wz ) * sy;
		te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
		te[ 6 ] = ( yz + wx ) * sy;
		te[ 7 ] = 0;

		te[ 8 ] = ( xz + wy ) * sz;
		te[ 9 ] = ( yz - wx ) * sz;
		te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
		te[ 11 ] = 0;

		te[ 12 ] = position.x;
		te[ 13 ] = position.y;
		te[ 14 ] = position.z;
		te[ 15 ] = 1;

		return this;

	}

	decompose( position, quaternion, scale ) {

		const te = this.elements;

		let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
		const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
		const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();

		// if determine is negative, we need to invert one scale
		const det = this.determinant();
		if ( det < 0 ) sx = - sx;

		position.x = te[ 12 ];
		position.y = te[ 13 ];
		position.z = te[ 14 ];

		// scale the rotation part
		_m1$2.copy( this );

		const invSX = 1 / sx;
		const invSY = 1 / sy;
		const invSZ = 1 / sz;

		_m1$2.elements[ 0 ] *= invSX;
		_m1$2.elements[ 1 ] *= invSX;
		_m1$2.elements[ 2 ] *= invSX;

		_m1$2.elements[ 4 ] *= invSY;
		_m1$2.elements[ 5 ] *= invSY;
		_m1$2.elements[ 6 ] *= invSY;

		_m1$2.elements[ 8 ] *= invSZ;
		_m1$2.elements[ 9 ] *= invSZ;
		_m1$2.elements[ 10 ] *= invSZ;

		quaternion.setFromRotationMatrix( _m1$2 );

		scale.x = sx;
		scale.y = sy;
		scale.z = sz;

		return this;

	}

	makePerspective( left, right, top, bottom, near, far ) {

		if ( far === undefined ) {

			console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );

		}

		const te = this.elements;
		const x = 2 * near / ( right - left );
		const y = 2 * near / ( top - bottom );

		const a = ( right + left ) / ( right - left );
		const b = ( top + bottom ) / ( top - bottom );
		const c = - ( far + near ) / ( far - near );
		const d = - 2 * far * near / ( far - near );

		te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
		te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;

		return this;

	}

	makeOrthographic( left, right, top, bottom, near, far ) {

		const te = this.elements;
		const w = 1.0 / ( right - left );
		const h = 1.0 / ( top - bottom );
		const p = 1.0 / ( far - near );

		const x = ( right + left ) * w;
		const y = ( top + bottom ) * h;
		const z = ( far + near ) * p;

		te[ 0 ] = 2 * w;	te[ 4 ] = 0;	te[ 8 ] = 0;	te[ 12 ] = - x;
		te[ 1 ] = 0;	te[ 5 ] = 2 * h;	te[ 9 ] = 0;	te[ 13 ] = - y;
		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = - 2 * p;	te[ 14 ] = - z;
		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = 0;	te[ 15 ] = 1;

		return this;

	}

	equals( matrix ) {

		const te = this.elements;
		const me = matrix.elements;

		for ( let i = 0; i < 16; i ++ ) {

			if ( te[ i ] !== me[ i ] ) return false;

		}

		return true;

	}

	fromArray( array, offset = 0 ) {

		for ( let i = 0; i < 16; i ++ ) {

			this.elements[ i ] = array[ i + offset ];

		}

		return this;

	}

	toArray( array = [], offset = 0 ) {

		const te = this.elements;

		array[ offset ] = te[ 0 ];
		array[ offset + 1 ] = te[ 1 ];
		array[ offset + 2 ] = te[ 2 ];
		array[ offset + 3 ] = te[ 3 ];

		array[ offset + 4 ] = te[ 4 ];
		array[ offset + 5 ] = te[ 5 ];
		array[ offset + 6 ] = te[ 6 ];
		array[ offset + 7 ] = te[ 7 ];

		array[ offset + 8 ] = te[ 8 ];
		array[ offset + 9 ] = te[ 9 ];
		array[ offset + 10 ] = te[ 10 ];
		array[ offset + 11 ] = te[ 11 ];

		array[ offset + 12 ] = te[ 12 ];
		array[ offset + 13 ] = te[ 13 ];
		array[ offset + 14 ] = te[ 14 ];
		array[ offset + 15 ] = te[ 15 ];

		return array;

	}

}

Matrix4.prototype.isMatrix4 = true;

const _v1$5 = /*@__PURE__*/ new Vector3();
const _m1$2 = /*@__PURE__*/ new Matrix4();
const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
const _x = /*@__PURE__*/ new Vector3();
const _y = /*@__PURE__*/ new Vector3();
const _z = /*@__PURE__*/ new Vector3();

const _matrix$1 = /*@__PURE__*/ new Matrix4();
const _quaternion$3 = /*@__PURE__*/ new Quaternion();

class Euler {

	constructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._order = order;

	}

	get x() {

		return this._x;

	}

	set x( value ) {

		this._x = value;
		this._onChangeCallback();

	}

	get y() {

		return this._y;

	}

	set y( value ) {

		this._y = value;
		this._onChangeCallback();

	}

	get z() {

		return this._z;

	}

	set z( value ) {

		this._z = value;
		this._onChangeCallback();

	}

	get order() {

		return this._order;

	}

	set order( value ) {

		this._order = value;
		this._onChangeCallback();

	}

	set( x, y, z, order = this._order ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._order = order;

		this._onChangeCallback();

		return this;

	}

	clone() {

		return new this.constructor( this._x, this._y, this._z, this._order );

	}

	copy( euler ) {

		this._x = euler._x;
		this._y = euler._y;
		this._z = euler._z;
		this._order = euler._order;

		this._onChangeCallback();

		return this;

	}

	setFromRotationMatrix( m, order = this._order, update = true ) {

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		const te = m.elements;
		const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
		const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
		const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];

		switch ( order ) {

			case 'XYZ':

				this._y = Math.asin( clamp( m13, - 1, 1 ) );

				if ( Math.abs( m13 ) < 0.9999999 ) {

					this._x = Math.atan2( - m23, m33 );
					this._z = Math.atan2( - m12, m11 );

				} else {

					this._x = Math.atan2( m32, m22 );
					this._z = 0;

				}

				break;

			case 'YXZ':

				this._x = Math.asin( - clamp( m23, - 1, 1 ) );

				if ( Math.abs( m23 ) < 0.9999999 ) {

					this._y = Math.atan2( m13, m33 );
					this._z = Math.atan2( m21, m22 );

				} else {

					this._y = Math.atan2( - m31, m11 );
					this._z = 0;

				}

				break;

			case 'ZXY':

				this._x = Math.asin( clamp( m32, - 1, 1 ) );

				if ( Math.abs( m32 ) < 0.9999999 ) {

					this._y = Math.atan2( - m31, m33 );
					this._z = Math.atan2( - m12, m22 );

				} else {

					this._y = 0;
					this._z = Math.atan2( m21, m11 );

				}

				break;

			case 'ZYX':

				this._y = Math.asin( - clamp( m31, - 1, 1 ) );

				if ( Math.abs( m31 ) < 0.9999999 ) {

					this._x = Math.atan2( m32, m33 );
					this._z = Math.atan2( m21, m11 );

				} else {

					this._x = 0;
					this._z = Math.atan2( - m12, m22 );

				}

				break;

			case 'YZX':

				this._z = Math.asin( clamp( m21, - 1, 1 ) );

				if ( Math.abs( m21 ) < 0.9999999 ) {

					this._x = Math.atan2( - m23, m22 );
					this._y = Math.atan2( - m31, m11 );

				} else {

					this._x = 0;
					this._y = Math.atan2( m13, m33 );

				}

				break;

			case 'XZY':

				this._z = Math.asin( - clamp( m12, - 1, 1 ) );

				if ( Math.abs( m12 ) < 0.9999999 ) {

					this._x = Math.atan2( m32, m22 );
					this._y = Math.atan2( m13, m11 );

				} else {

					this._x = Math.atan2( - m23, m33 );
					this._y = 0;

				}

				break;

			default:

				console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );

		}

		this._order = order;

		if ( update === true ) this._onChangeCallback();

		return this;

	}

	setFromQuaternion( q, order, update ) {

		_matrix$1.makeRotationFromQuaternion( q );

		return this.setFromRotationMatrix( _matrix$1, order, update );

	}

	setFromVector3( v, order = this._order ) {

		return this.set( v.x, v.y, v.z, order );

	}

	reorder( newOrder ) {

		// WARNING: this discards revolution information -bhouston

		_quaternion$3.setFromEuler( this );

		return this.setFromQuaternion( _quaternion$3, newOrder );

	}

	equals( euler ) {

		return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );

	}

	fromArray( array ) {

		this._x = array[ 0 ];
		this._y = array[ 1 ];
		this._z = array[ 2 ];
		if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];

		this._onChangeCallback();

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this._x;
		array[ offset + 1 ] = this._y;
		array[ offset + 2 ] = this._z;
		array[ offset + 3 ] = this._order;

		return array;

	}

	toVector3( optionalResult ) {

		if ( optionalResult ) {

			return optionalResult.set( this._x, this._y, this._z );

		} else {

			return new Vector3( this._x, this._y, this._z );

		}

	}

	_onChange( callback ) {

		this._onChangeCallback = callback;

		return this;

	}

	_onChangeCallback() {}

}

Euler.prototype.isEuler = true;

Euler.DefaultOrder = 'XYZ';
Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];

class Layers {

	constructor() {

		this.mask = 1 | 0;

	}

	set( channel ) {

		this.mask = ( 1 << channel | 0 ) >>> 0;

	}

	enable( channel ) {

		this.mask |= 1 << channel | 0;

	}

	enableAll() {

		this.mask = 0xffffffff | 0;

	}

	toggle( channel ) {

		this.mask ^= 1 << channel | 0;

	}

	disable( channel ) {

		this.mask &= ~ ( 1 << channel | 0 );

	}

	disableAll() {

		this.mask = 0;

	}

	test( layers ) {

		return ( this.mask & layers.mask ) !== 0;

	}

	isEnabled( channel ) {

		return ( this.mask & ( 1 << channel | 0 ) ) !== 0;

	}

}

let _object3DId = 0;

const _v1$4 = /*@__PURE__*/ new Vector3();
const _q1 = /*@__PURE__*/ new Quaternion();
const _m1$1 = /*@__PURE__*/ new Matrix4();
const _target = /*@__PURE__*/ new Vector3();

const _position$3 = /*@__PURE__*/ new Vector3();
const _scale$2 = /*@__PURE__*/ new Vector3();
const _quaternion$2 = /*@__PURE__*/ new Quaternion();

const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );

const _addedEvent = { type: 'added' };
const _removedEvent = { type: 'removed' };

class Object3D extends EventDispatcher {

	constructor() {

		super();

		Object.defineProperty( this, 'id', { value: _object3DId ++ } );

		this.uuid = generateUUID();

		this.name = '';
		this.type = 'Object3D';

		this.parent = null;
		this.children = [];

		this.up = Object3D.DefaultUp.clone();

		const position = new Vector3();
		const rotation = new Euler();
		const quaternion = new Quaternion();
		const scale = new Vector3( 1, 1, 1 );

		function onRotationChange() {

			quaternion.setFromEuler( rotation, false );

		}

		function onQuaternionChange() {

			rotation.setFromQuaternion( quaternion, undefined, false );

		}

		rotation._onChange( onRotationChange );
		quaternion._onChange( onQuaternionChange );

		Object.defineProperties( this, {
			position: {
				configurable: true,
				enumerable: true,
				value: position
			},
			rotation: {
				configurable: true,
				enumerable: true,
				value: rotation
			},
			quaternion: {
				configurable: true,
				enumerable: true,
				value: quaternion
			},
			scale: {
				configurable: true,
				enumerable: true,
				value: scale
			},
			modelViewMatrix: {
				value: new Matrix4()
			},
			normalMatrix: {
				value: new Matrix3()
			}
		} );

		this.matrix = new Matrix4();
		this.matrixWorld = new Matrix4();

		this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
		this.matrixWorldNeedsUpdate = false;

		this.layers = new Layers();
		this.visible = true;

		this.castShadow = false;
		this.receiveShadow = false;

		this.frustumCulled = true;
		this.renderOrder = 0;

		this.animations = [];

		this.userData = {};

	}

	onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}

	onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}

	applyMatrix4( matrix ) {

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		this.matrix.premultiply( matrix );

		this.matrix.decompose( this.position, this.quaternion, this.scale );

	}

	applyQuaternion( q ) {

		this.quaternion.premultiply( q );

		return this;

	}

	setRotationFromAxisAngle( axis, angle ) {

		// assumes axis is normalized

		this.quaternion.setFromAxisAngle( axis, angle );

	}

	setRotationFromEuler( euler ) {

		this.quaternion.setFromEuler( euler, true );

	}

	setRotationFromMatrix( m ) {

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		this.quaternion.setFromRotationMatrix( m );

	}

	setRotationFromQuaternion( q ) {

		// assumes q is normalized

		this.quaternion.copy( q );

	}

	rotateOnAxis( axis, angle ) {

		// rotate object on axis in object space
		// axis is assumed to be normalized

		_q1.setFromAxisAngle( axis, angle );

		this.quaternion.multiply( _q1 );

		return this;

	}

	rotateOnWorldAxis( axis, angle ) {

		// rotate object on axis in world space
		// axis is assumed to be normalized
		// method assumes no rotated parent

		_q1.setFromAxisAngle( axis, angle );

		this.quaternion.premultiply( _q1 );

		return this;

	}

	rotateX( angle ) {

		return this.rotateOnAxis( _xAxis, angle );

	}

	rotateY( angle ) {

		return this.rotateOnAxis( _yAxis, angle );

	}

	rotateZ( angle ) {

		return this.rotateOnAxis( _zAxis, angle );

	}

	translateOnAxis( axis, distance ) {

		// translate object by distance along axis in object space
		// axis is assumed to be normalized

		_v1$4.copy( axis ).applyQuaternion( this.quaternion );

		this.position.add( _v1$4.multiplyScalar( distance ) );

		return this;

	}

	translateX( distance ) {

		return this.translateOnAxis( _xAxis, distance );

	}

	translateY( distance ) {

		return this.translateOnAxis( _yAxis, distance );

	}

	translateZ( distance ) {

		return this.translateOnAxis( _zAxis, distance );

	}

	localToWorld( vector ) {

		return vector.applyMatrix4( this.matrixWorld );

	}

	worldToLocal( vector ) {

		return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );

	}

	lookAt( x, y, z ) {

		// This method does not support objects having non-uniformly-scaled parent(s)

		if ( x.isVector3 ) {

			_target.copy( x );

		} else {

			_target.set( x, y, z );

		}

		const parent = this.parent;

		this.updateWorldMatrix( true, false );

		_position$3.setFromMatrixPosition( this.matrixWorld );

		if ( this.isCamera || this.isLight ) {

			_m1$1.lookAt( _position$3, _target, this.up );

		} else {

			_m1$1.lookAt( _target, _position$3, this.up );

		}

		this.quaternion.setFromRotationMatrix( _m1$1 );

		if ( parent ) {

			_m1$1.extractRotation( parent.matrixWorld );
			_q1.setFromRotationMatrix( _m1$1 );
			this.quaternion.premultiply( _q1.invert() );

		}

	}

	add( object ) {

		if ( arguments.length > 1 ) {

			for ( let i = 0; i < arguments.length; i ++ ) {

				this.add( arguments[ i ] );

			}

			return this;

		}

		if ( object === this ) {

			console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
			return this;

		}

		if ( object && object.isObject3D ) {

			if ( object.parent !== null ) {

				object.parent.remove( object );

			}

			object.parent = this;
			this.children.push( object );

			object.dispatchEvent( _addedEvent );

		} else {

			console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );

		}

		return this;

	}

	remove( object ) {

		if ( arguments.length > 1 ) {

			for ( let i = 0; i < arguments.length; i ++ ) {

				this.remove( arguments[ i ] );

			}

			return this;

		}

		const index = this.children.indexOf( object );

		if ( index !== - 1 ) {

			object.parent = null;
			this.children.splice( index, 1 );

			object.dispatchEvent( _removedEvent );

		}

		return this;

	}

	removeFromParent() {

		const parent = this.parent;

		if ( parent !== null ) {

			parent.remove( this );

		}

		return this;

	}

	clear() {

		for ( let i = 0; i < this.children.length; i ++ ) {

			const object = this.children[ i ];

			object.parent = null;

			object.dispatchEvent( _removedEvent );

		}

		this.children.length = 0;

		return this;


	}

	attach( object ) {

		// adds object as a child of this, while maintaining the object's world transform

		// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)

		this.updateWorldMatrix( true, false );

		_m1$1.copy( this.matrixWorld ).invert();

		if ( object.parent !== null ) {

			object.parent.updateWorldMatrix( true, false );

			_m1$1.multiply( object.parent.matrixWorld );

		}

		object.applyMatrix4( _m1$1 );

		this.add( object );

		object.updateWorldMatrix( false, true );

		return this;

	}

	getObjectById( id ) {

		return this.getObjectByProperty( 'id', id );

	}

	getObjectByName( name ) {

		return this.getObjectByProperty( 'name', name );

	}

	getObjectByProperty( name, value ) {

		if ( this[ name ] === value ) return this;

		for ( let i = 0, l = this.children.length; i < l; i ++ ) {

			const child = this.children[ i ];
			const object = child.getObjectByProperty( name, value );

			if ( object !== undefined ) {

				return object;

			}

		}

		return undefined;

	}

	getWorldPosition( target ) {

		this.updateWorldMatrix( true, false );

		return target.setFromMatrixPosition( this.matrixWorld );

	}

	getWorldQuaternion( target ) {

		this.updateWorldMatrix( true, false );

		this.matrixWorld.decompose( _position$3, target, _scale$2 );

		return target;

	}

	getWorldScale( target ) {

		this.updateWorldMatrix( true, false );

		this.matrixWorld.decompose( _position$3, _quaternion$2, target );

		return target;

	}

	getWorldDirection( target ) {

		this.updateWorldMatrix( true, false );

		const e = this.matrixWorld.elements;

		return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();

	}

	raycast( /* raycaster, intersects */ ) {}

	traverse( callback ) {

		callback( this );

		const children = this.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			children[ i ].traverse( callback );

		}

	}

	traverseVisible( callback ) {

		if ( this.visible === false ) return;

		callback( this );

		const children = this.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			children[ i ].traverseVisible( callback );

		}

	}

	traverseAncestors( callback ) {

		const parent = this.parent;

		if ( parent !== null ) {

			callback( parent );

			parent.traverseAncestors( callback );

		}

	}

	updateMatrix() {

		this.matrix.compose( this.position, this.quaternion, this.scale );

		this.matrixWorldNeedsUpdate = true;

	}

	updateMatrixWorld( force ) {

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		if ( this.matrixWorldNeedsUpdate || force ) {

			if ( this.parent === null ) {

				this.matrixWorld.copy( this.matrix );

			} else {

				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// update children

		const children = this.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			children[ i ].updateMatrixWorld( force );

		}

	}

	updateWorldMatrix( updateParents, updateChildren ) {

		const parent = this.parent;

		if ( updateParents === true && parent !== null ) {

			parent.updateWorldMatrix( true, false );

		}

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		if ( this.parent === null ) {

			this.matrixWorld.copy( this.matrix );

		} else {

			this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

		}

		// update children

		if ( updateChildren === true ) {

			const children = this.children;

			for ( let i = 0, l = children.length; i < l; i ++ ) {

				children[ i ].updateWorldMatrix( false, true );

			}

		}

	}

	toJSON( meta ) {

		// meta is a string when called from JSON.stringify
		const isRootObject = ( meta === undefined || typeof meta === 'string' );

		const output = {};

		// meta is a hash used to collect geometries, materials.
		// not providing it implies that this is the root object
		// being serialized.
		if ( isRootObject ) {

			// initialize meta obj
			meta = {
				geometries: {},
				materials: {},
				textures: {},
				images: {},
				shapes: {},
				skeletons: {},
				animations: {}
			};

			output.metadata = {
				version: 4.5,
				type: 'Object',
				generator: 'Object3D.toJSON'
			};

		}

		// standard Object3D serialization

		const object = {};

		object.uuid = this.uuid;
		object.type = this.type;

		if ( this.name !== '' ) object.name = this.name;
		if ( this.castShadow === true ) object.castShadow = true;
		if ( this.receiveShadow === true ) object.receiveShadow = true;
		if ( this.visible === false ) object.visible = false;
		if ( this.frustumCulled === false ) object.frustumCulled = false;
		if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
		if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;

		object.layers = this.layers.mask;
		object.matrix = this.matrix.toArray();

		if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;

		// object specific properties

		if ( this.isInstancedMesh ) {

			object.type = 'InstancedMesh';
			object.count = this.count;
			object.instanceMatrix = this.instanceMatrix.toJSON();
			if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();

		}

		//

		function serialize( library, element ) {

			if ( library[ element.uuid ] === undefined ) {

				library[ element.uuid ] = element.toJSON( meta );

			}

			return element.uuid;

		}

		if ( this.isScene ) {

			if ( this.background ) {

				if ( this.background.isColor ) {

					object.background = this.background.toJSON();

				} else if ( this.background.isTexture ) {

					object.background = this.background.toJSON( meta ).uuid;

				}

			}

			if ( this.environment && this.environment.isTexture ) {

				object.environment = this.environment.toJSON( meta ).uuid;

			}

		} else if ( this.isMesh || this.isLine || this.isPoints ) {

			object.geometry = serialize( meta.geometries, this.geometry );

			const parameters = this.geometry.parameters;

			if ( parameters !== undefined && parameters.shapes !== undefined ) {

				const shapes = parameters.shapes;

				if ( Array.isArray( shapes ) ) {

					for ( let i = 0, l = shapes.length; i < l; i ++ ) {

						const shape = shapes[ i ];

						serialize( meta.shapes, shape );

					}

				} else {

					serialize( meta.shapes, shapes );

				}

			}

		}

		if ( this.isSkinnedMesh ) {

			object.bindMode = this.bindMode;
			object.bindMatrix = this.bindMatrix.toArray();

			if ( this.skeleton !== undefined ) {

				serialize( meta.skeletons, this.skeleton );

				object.skeleton = this.skeleton.uuid;

			}

		}

		if ( this.material !== undefined ) {

			if ( Array.isArray( this.material ) ) {

				const uuids = [];

				for ( let i = 0, l = this.material.length; i < l; i ++ ) {

					uuids.push( serialize( meta.materials, this.material[ i ] ) );

				}

				object.material = uuids;

			} else {

				object.material = serialize( meta.materials, this.material );

			}

		}

		//

		if ( this.children.length > 0 ) {

			object.children = [];

			for ( let i = 0; i < this.children.length; i ++ ) {

				object.children.push( this.children[ i ].toJSON( meta ).object );

			}

		}

		//

		if ( this.animations.length > 0 ) {

			object.animations = [];

			for ( let i = 0; i < this.animations.length; i ++ ) {

				const animation = this.animations[ i ];

				object.animations.push( serialize( meta.animations, animation ) );

			}

		}

		if ( isRootObject ) {

			const geometries = extractFromCache( meta.geometries );
			const materials = extractFromCache( meta.materials );
			const textures = extractFromCache( meta.textures );
			const images = extractFromCache( meta.images );
			const shapes = extractFromCache( meta.shapes );
			const skeletons = extractFromCache( meta.skeletons );
			const animations = extractFromCache( meta.animations );

			if ( geometries.length > 0 ) output.geometries = geometries;
			if ( materials.length > 0 ) output.materials = materials;
			if ( textures.length > 0 ) output.textures = textures;
			if ( images.length > 0 ) output.images = images;
			if ( shapes.length > 0 ) output.shapes = shapes;
			if ( skeletons.length > 0 ) output.skeletons = skeletons;
			if ( animations.length > 0 ) output.animations = animations;

		}

		output.object = object;

		return output;

		// extract data from the cache hash
		// remove metadata on each item
		// and return as array
		function extractFromCache( cache ) {

			const values = [];
			for ( const key in cache ) {

				const data = cache[ key ];
				delete data.metadata;
				values.push( data );

			}

			return values;

		}

	}

	clone( recursive ) {

		return new this.constructor().copy( this, recursive );

	}

	copy( source, recursive = true ) {

		this.name = source.name;

		this.up.copy( source.up );

		this.position.copy( source.position );
		this.rotation.order = source.rotation.order;
		this.quaternion.copy( source.quaternion );
		this.scale.copy( source.scale );

		this.matrix.copy( source.matrix );
		this.matrixWorld.copy( source.matrixWorld );

		this.matrixAutoUpdate = source.matrixAutoUpdate;
		this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

		this.layers.mask = source.layers.mask;
		this.visible = source.visible;

		this.castShadow = source.castShadow;
		this.receiveShadow = source.receiveShadow;

		this.frustumCulled = source.frustumCulled;
		this.renderOrder = source.renderOrder;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		if ( recursive === true ) {

			for ( let i = 0; i < source.children.length; i ++ ) {

				const child = source.children[ i ];
				this.add( child.clone() );

			}

		}

		return this;

	}

}

Object3D.DefaultUp = new Vector3( 0, 1, 0 );
Object3D.DefaultMatrixAutoUpdate = true;

Object3D.prototype.isObject3D = true;

const _v0$1 = /*@__PURE__*/ new Vector3();
const _v1$3 = /*@__PURE__*/ new Vector3();
const _v2$2 = /*@__PURE__*/ new Vector3();
const _v3$1 = /*@__PURE__*/ new Vector3();

const _vab = /*@__PURE__*/ new Vector3();
const _vac = /*@__PURE__*/ new Vector3();
const _vbc = /*@__PURE__*/ new Vector3();
const _vap = /*@__PURE__*/ new Vector3();
const _vbp = /*@__PURE__*/ new Vector3();
const _vcp = /*@__PURE__*/ new Vector3();

class Triangle {

	constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {

		this.a = a;
		this.b = b;
		this.c = c;

	}

	static getNormal( a, b, c, target ) {

		target.subVectors( c, b );
		_v0$1.subVectors( a, b );
		target.cross( _v0$1 );

		const targetLengthSq = target.lengthSq();
		if ( targetLengthSq > 0 ) {

			return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );

		}

		return target.set( 0, 0, 0 );

	}

	// static/instance method to calculate barycentric coordinates
	// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
	static getBarycoord( point, a, b, c, target ) {

		_v0$1.subVectors( c, a );
		_v1$3.subVectors( b, a );
		_v2$2.subVectors( point, a );

		const dot00 = _v0$1.dot( _v0$1 );
		const dot01 = _v0$1.dot( _v1$3 );
		const dot02 = _v0$1.dot( _v2$2 );
		const dot11 = _v1$3.dot( _v1$3 );
		const dot12 = _v1$3.dot( _v2$2 );

		const denom = ( dot00 * dot11 - dot01 * dot01 );

		// collinear or singular triangle
		if ( denom === 0 ) {

			// arbitrary location outside of triangle?
			// not sure if this is the best idea, maybe should be returning undefined
			return target.set( - 2, - 1, - 1 );

		}

		const invDenom = 1 / denom;
		const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
		const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

		// barycentric coordinates must always sum to 1
		return target.set( 1 - u - v, v, u );

	}

	static containsPoint( point, a, b, c ) {

		this.getBarycoord( point, a, b, c, _v3$1 );

		return ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );

	}

	static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {

		this.getBarycoord( point, p1, p2, p3, _v3$1 );

		target.set( 0, 0 );
		target.addScaledVector( uv1, _v3$1.x );
		target.addScaledVector( uv2, _v3$1.y );
		target.addScaledVector( uv3, _v3$1.z );

		return target;

	}

	static isFrontFacing( a, b, c, direction ) {

		_v0$1.subVectors( c, b );
		_v1$3.subVectors( a, b );

		// strictly front facing
		return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;

	}

	set( a, b, c ) {

		this.a.copy( a );
		this.b.copy( b );
		this.c.copy( c );

		return this;

	}

	setFromPointsAndIndices( points, i0, i1, i2 ) {

		this.a.copy( points[ i0 ] );
		this.b.copy( points[ i1 ] );
		this.c.copy( points[ i2 ] );

		return this;

	}

	setFromAttributeAndIndices( attribute, i0, i1, i2 ) {

		this.a.fromBufferAttribute( attribute, i0 );
		this.b.fromBufferAttribute( attribute, i1 );
		this.c.fromBufferAttribute( attribute, i2 );

		return this;

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( triangle ) {

		this.a.copy( triangle.a );
		this.b.copy( triangle.b );
		this.c.copy( triangle.c );

		return this;

	}

	getArea() {

		_v0$1.subVectors( this.c, this.b );
		_v1$3.subVectors( this.a, this.b );

		return _v0$1.cross( _v1$3 ).length() * 0.5;

	}

	getMidpoint( target ) {

		return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

	}

	getNormal( target ) {

		return Triangle.getNormal( this.a, this.b, this.c, target );

	}

	getPlane( target ) {

		return target.setFromCoplanarPoints( this.a, this.b, this.c );

	}

	getBarycoord( point, target ) {

		return Triangle.getBarycoord( point, this.a, this.b, this.c, target );

	}

	getUV( point, uv1, uv2, uv3, target ) {

		return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );

	}

	containsPoint( point ) {

		return Triangle.containsPoint( point, this.a, this.b, this.c );

	}

	isFrontFacing( direction ) {

		return Triangle.isFrontFacing( this.a, this.b, this.c, direction );

	}

	intersectsBox( box ) {

		return box.intersectsTriangle( this );

	}

	closestPointToPoint( p, target ) {

		const a = this.a, b = this.b, c = this.c;
		let v, w;

		// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
		// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
		// under the accompanying license; see chapter 5.1.5 for detailed explanation.
		// basically, we're distinguishing which of the voronoi regions of the triangle
		// the point lies in with the minimum amount of redundant computation.

		_vab.subVectors( b, a );
		_vac.subVectors( c, a );
		_vap.subVectors( p, a );
		const d1 = _vab.dot( _vap );
		const d2 = _vac.dot( _vap );
		if ( d1 <= 0 && d2 <= 0 ) {

			// vertex region of A; barycentric coords (1, 0, 0)
			return target.copy( a );

		}

		_vbp.subVectors( p, b );
		const d3 = _vab.dot( _vbp );
		const d4 = _vac.dot( _vbp );
		if ( d3 >= 0 && d4 <= d3 ) {

			// vertex region of B; barycentric coords (0, 1, 0)
			return target.copy( b );

		}

		const vc = d1 * d4 - d3 * d2;
		if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {

			v = d1 / ( d1 - d3 );
			// edge region of AB; barycentric coords (1-v, v, 0)
			return target.copy( a ).addScaledVector( _vab, v );

		}

		_vcp.subVectors( p, c );
		const d5 = _vab.dot( _vcp );
		const d6 = _vac.dot( _vcp );
		if ( d6 >= 0 && d5 <= d6 ) {

			// vertex region of C; barycentric coords (0, 0, 1)
			return target.copy( c );

		}

		const vb = d5 * d2 - d1 * d6;
		if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {

			w = d2 / ( d2 - d6 );
			// edge region of AC; barycentric coords (1-w, 0, w)
			return target.copy( a ).addScaledVector( _vac, w );

		}

		const va = d3 * d6 - d5 * d4;
		if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {

			_vbc.subVectors( c, b );
			w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
			// edge region of BC; barycentric coords (0, 1-w, w)
			return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC

		}

		// face region
		const denom = 1 / ( va + vb + vc );
		// u = va * denom
		v = vb * denom;
		w = vc * denom;

		return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );

	}

	equals( triangle ) {

		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

	}

}

let materialId = 0;

class Material extends EventDispatcher {

	constructor() {

		super();

		Object.defineProperty( this, 'id', { value: materialId ++ } );

		this.uuid = generateUUID();

		this.name = '';
		this.type = 'Material';

		this.fog = true;

		this.blending = NormalBlending;
		this.side = FrontSide;
		this.vertexColors = false;

		this.opacity = 1;
		this.transparent = false;

		this.blendSrc = SrcAlphaFactor;
		this.blendDst = OneMinusSrcAlphaFactor;
		this.blendEquation = AddEquation;
		this.blendSrcAlpha = null;
		this.blendDstAlpha = null;
		this.blendEquationAlpha = null;

		this.depthFunc = LessEqualDepth;
		this.depthTest = true;
		this.depthWrite = true;

		this.stencilWriteMask = 0xff;
		this.stencilFunc = AlwaysStencilFunc;
		this.stencilRef = 0;
		this.stencilFuncMask = 0xff;
		this.stencilFail = KeepStencilOp;
		this.stencilZFail = KeepStencilOp;
		this.stencilZPass = KeepStencilOp;
		this.stencilWrite = false;

		this.clippingPlanes = null;
		this.clipIntersection = false;
		this.clipShadows = false;

		this.shadowSide = null;

		this.colorWrite = true;
		this.alphaWrite = true;

		this.precision = null; // override the renderer's default precision for this material

		this.polygonOffset = false;
		this.polygonOffsetFactor = 0;
		this.polygonOffsetUnits = 0;

		this.dithering = false;

		this.alphaToCoverage = false;
		this.premultipliedAlpha = false;

		this.visible = true;

		this.toneMapped = true;

		this.userData = {};

		this.version = 0;

		this._alphaTest = 0;

	}

	get alphaTest() {

		return this._alphaTest;

	}

	set alphaTest( value ) {

		if ( this._alphaTest > 0 !== value > 0 ) {

			this.version ++;

		}

		this._alphaTest = value;

	}

	onBuild( /* shaderobject, renderer */ ) {}

	onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}

	onBeforeCompile( /* shaderobject, renderer */ ) {}

	customProgramCacheKey() {

		return this.onBeforeCompile.toString();

	}

	setValues( values ) {

		if ( values === undefined ) return;

		for ( const key in values ) {

			const newValue = values[ key ];

			if ( newValue === undefined ) {

				console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
				continue;

			}

			// for backward compatability if shading is set in the constructor
			if ( key === 'shading' ) {

				console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
				this.flatShading = ( newValue === FlatShading ) ? true : false;
				continue;

			}

			const currentValue = this[ key ];

			if ( currentValue === undefined ) {

				console.warn( 'THREE.' + this.type + ': \'' + key + '\' is not a property of this material.' );
				continue;

			}

			if ( currentValue && currentValue.isColor ) {

				currentValue.set( newValue );

			} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

				currentValue.copy( newValue );

			} else {

				this[ key ] = newValue;

			}

		}

	}

	toJSON( meta ) {

		const isRoot = ( meta === undefined || typeof meta === 'string' );

		if ( isRoot ) {

			meta = {
				textures: {},
				images: {}
			};

		}

		const data = {
			metadata: {
				version: 4.5,
				type: 'Material',
				generator: 'Material.toJSON'
			}
		};

		// standard Material serialization
		data.uuid = this.uuid;
		data.type = this.type;

		if ( this.name !== '' ) data.name = this.name;

		if ( this.color && this.color.isColor ) data.color = this.color.getHex();

		if ( this.roughness !== undefined ) data.roughness = this.roughness;
		if ( this.metalness !== undefined ) data.metalness = this.metalness;

		if ( this.sheen !== undefined ) data.sheen = this.sheen;
		if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
		if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
		if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
		if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

		if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
		if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
		if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
		if ( this.shininess !== undefined ) data.shininess = this.shininess;
		if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
		if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

		if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {

			data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;

		}

		if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {

			data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;

		}

		if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {

			data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
			data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();

		}

		if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
		if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
		if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;

		if ( this.lightMap && this.lightMap.isTexture ) {

			data.lightMap = this.lightMap.toJSON( meta ).uuid;
			data.lightMapIntensity = this.lightMapIntensity;

		}

		if ( this.aoMap && this.aoMap.isTexture ) {

			data.aoMap = this.aoMap.toJSON( meta ).uuid;
			data.aoMapIntensity = this.aoMapIntensity;

		}

		if ( this.bumpMap && this.bumpMap.isTexture ) {

			data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
			data.bumpScale = this.bumpScale;

		}

		if ( this.normalMap && this.normalMap.isTexture ) {

			data.normalMap = this.normalMap.toJSON( meta ).uuid;
			data.normalMapType = this.normalMapType;
			data.normalScale = this.normalScale.toArray();

		}

		if ( this.displacementMap && this.displacementMap.isTexture ) {

			data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
			data.displacementScale = this.displacementScale;
			data.displacementBias = this.displacementBias;

		}

		if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
		if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

		if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
		if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
		if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
		if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;

		if ( this.envMap && this.envMap.isTexture ) {

			data.envMap = this.envMap.toJSON( meta ).uuid;

			if ( this.combine !== undefined ) data.combine = this.combine;

		}

		if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
		if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
		if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;

		if ( this.gradientMap && this.gradientMap.isTexture ) {

			data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

		}

		if ( this.transmission !== undefined ) data.transmission = this.transmission;
		if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
		if ( this.thickness !== undefined ) data.thickness = this.thickness;
		if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
		if ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance;
		if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();

		if ( this.size !== undefined ) data.size = this.size;
		if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
		if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

		if ( this.blending !== NormalBlending ) data.blending = this.blending;
		if ( this.side !== FrontSide ) data.side = this.side;
		if ( this.vertexColors ) data.vertexColors = true;

		if ( this.opacity < 1 ) data.opacity = this.opacity;
		if ( this.transparent === true ) data.transparent = this.transparent;

		data.depthFunc = this.depthFunc;
		data.depthTest = this.depthTest;
		data.depthWrite = this.depthWrite;
		data.colorWrite = this.colorWrite;
		data.alphaWrite = this.alphaWrite;

		data.stencilWrite = this.stencilWrite;
		data.stencilWriteMask = this.stencilWriteMask;
		data.stencilFunc = this.stencilFunc;
		data.stencilRef = this.stencilRef;
		data.stencilFuncMask = this.stencilFuncMask;
		data.stencilFail = this.stencilFail;
		data.stencilZFail = this.stencilZFail;
		data.stencilZPass = this.stencilZPass;

		// rotation (SpriteMaterial)
		if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;

		if ( this.polygonOffset === true ) data.polygonOffset = true;
		if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
		if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;

		if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
		if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
		if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
		if ( this.scale !== undefined ) data.scale = this.scale;

		if ( this.dithering === true ) data.dithering = true;

		if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
		if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;
		if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;

		if ( this.wireframe === true ) data.wireframe = this.wireframe;
		if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
		if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
		if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

		if ( this.flatShading === true ) data.flatShading = this.flatShading;

		if ( this.visible === false ) data.visible = false;

		if ( this.toneMapped === false ) data.toneMapped = false;

		if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;

		// TODO: Copied from Object3D.toJSON

		function extractFromCache( cache ) {

			const values = [];

			for ( const key in cache ) {

				const data = cache[ key ];
				delete data.metadata;
				values.push( data );

			}

			return values;

		}

		if ( isRoot ) {

			const textures = extractFromCache( meta.textures );
			const images = extractFromCache( meta.images );

			if ( textures.length > 0 ) data.textures = textures;
			if ( images.length > 0 ) data.images = images;

		}

		return data;

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( source ) {

		this.name = source.name;

		this.fog = source.fog;

		this.blending = source.blending;
		this.side = source.side;
		this.vertexColors = source.vertexColors;

		this.opacity = source.opacity;
		this.transparent = source.transparent;

		this.blendSrc = source.blendSrc;
		this.blendDst = source.blendDst;
		this.blendEquation = source.blendEquation;
		this.blendSrcAlpha = source.blendSrcAlpha;
		this.blendDstAlpha = source.blendDstAlpha;
		this.blendEquationAlpha = source.blendEquationAlpha;

		this.depthFunc = source.depthFunc;
		this.depthTest = source.depthTest;
		this.depthWrite = source.depthWrite;

		this.stencilWriteMask = source.stencilWriteMask;
		this.stencilFunc = source.stencilFunc;
		this.stencilRef = source.stencilRef;
		this.stencilFuncMask = source.stencilFuncMask;
		this.stencilFail = source.stencilFail;
		this.stencilZFail = source.stencilZFail;
		this.stencilZPass = source.stencilZPass;
		this.stencilWrite = source.stencilWrite;

		const srcPlanes = source.clippingPlanes;
		let dstPlanes = null;

		if ( srcPlanes !== null ) {

			const n = srcPlanes.length;
			dstPlanes = new Array( n );

			for ( let i = 0; i !== n; ++ i ) {

				dstPlanes[ i ] = srcPlanes[ i ].clone();

			}

		}

		this.clippingPlanes = dstPlanes;
		this.clipIntersection = source.clipIntersection;
		this.clipShadows = source.clipShadows;

		this.shadowSide = source.shadowSide;

		this.colorWrite = source.colorWrite;
		this.alphaWrite = source.alphaWrite;

		this.precision = source.precision;

		this.polygonOffset = source.polygonOffset;
		this.polygonOffsetFactor = source.polygonOffsetFactor;
		this.polygonOffsetUnits = source.polygonOffsetUnits;

		this.dithering = source.dithering;

		this.alphaTest = source.alphaTest;
		this.alphaToCoverage = source.alphaToCoverage;
		this.premultipliedAlpha = source.premultipliedAlpha;

		this.visible = source.visible;

		this.toneMapped = source.toneMapped;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		return this;

	}

	dispose() {

		this.dispatchEvent( { type: 'dispose' } );

	}

	set needsUpdate( value ) {

		if ( value === true ) this.version ++;

	}

}

Material.prototype.isMaterial = true;

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 * }
 */

class MeshBasicMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshBasicMaterial';

		this.color = new Color$1( 0xffffff ); // emissive

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		return this;

	}

}

MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

const _vector$9 = /*@__PURE__*/ new Vector3();
const _vector2$1 = /*@__PURE__*/ new Vector2();

class BufferAttribute {

	constructor( array, itemSize, normalized ) {

		if ( Array.isArray( array ) ) {

			throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

		}

		this.name = '';

		this.array = array;
		this.itemSize = itemSize;
		this.count = array !== undefined ? array.length / itemSize : 0;
		this.normalized = normalized === true;

		this.usage = StaticDrawUsage;
		this.updateRange = { offset: 0, count: - 1 };

		this.version = 0;

	}

	onUploadCallback() {}

	set needsUpdate( value ) {

		if ( value === true ) this.version ++;

	}

	setUsage( value ) {

		this.usage = value;

		return this;

	}

	copy( source ) {

		this.name = source.name;
		this.array = new source.array.constructor( source.array );
		this.itemSize = source.itemSize;
		this.count = source.count;
		this.normalized = source.normalized;

		this.usage = source.usage;

		return this;

	}

	copyAt( index1, attribute, index2 ) {

		index1 *= this.itemSize;
		index2 *= attribute.itemSize;

		for ( let i = 0, l = this.itemSize; i < l; i ++ ) {

			this.array[ index1 + i ] = attribute.array[ index2 + i ];

		}

		return this;

	}

	copyArray( array ) {

		this.array.set( array );

		return this;

	}

	copyColorsArray( colors ) {

		const array = this.array;
		let offset = 0;

		for ( let i = 0, l = colors.length; i < l; i ++ ) {

			let color = colors[ i ];

			if ( color === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
				color = new Color$1();

			}

			array[ offset ++ ] = color.r;
			array[ offset ++ ] = color.g;
			array[ offset ++ ] = color.b;

		}

		return this;

	}

	copyVector2sArray( vectors ) {

		const array = this.array;
		let offset = 0;

		for ( let i = 0, l = vectors.length; i < l; i ++ ) {

			let vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
				vector = new Vector2();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;

		}

		return this;

	}

	copyVector3sArray( vectors ) {

		const array = this.array;
		let offset = 0;

		for ( let i = 0, l = vectors.length; i < l; i ++ ) {

			let vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
				vector = new Vector3();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;
			array[ offset ++ ] = vector.z;

		}

		return this;

	}

	copyVector4sArray( vectors ) {

		const array = this.array;
		let offset = 0;

		for ( let i = 0, l = vectors.length; i < l; i ++ ) {

			let vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
				vector = new Vector4();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;
			array[ offset ++ ] = vector.z;
			array[ offset ++ ] = vector.w;

		}

		return this;

	}

	applyMatrix3( m ) {

		if ( this.itemSize === 2 ) {

			for ( let i = 0, l = this.count; i < l; i ++ ) {

				_vector2$1.fromBufferAttribute( this, i );
				_vector2$1.applyMatrix3( m );

				this.setXY( i, _vector2$1.x, _vector2$1.y );

			}

		} else if ( this.itemSize === 3 ) {

			for ( let i = 0, l = this.count; i < l; i ++ ) {

				_vector$9.fromBufferAttribute( this, i );
				_vector$9.applyMatrix3( m );

				this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

			}

		}

		return this;

	}

	applyMatrix4( m ) {

		for ( let i = 0, l = this.count; i < l; i ++ ) {

			_vector$9.x = this.getX( i );
			_vector$9.y = this.getY( i );
			_vector$9.z = this.getZ( i );

			_vector$9.applyMatrix4( m );

			this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

		}

		return this;

	}

	applyNormalMatrix( m ) {

		for ( let i = 0, l = this.count; i < l; i ++ ) {

			_vector$9.x = this.getX( i );
			_vector$9.y = this.getY( i );
			_vector$9.z = this.getZ( i );

			_vector$9.applyNormalMatrix( m );

			this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

		}

		return this;

	}

	transformDirection( m ) {

		for ( let i = 0, l = this.count; i < l; i ++ ) {

			_vector$9.x = this.getX( i );
			_vector$9.y = this.getY( i );
			_vector$9.z = this.getZ( i );

			_vector$9.transformDirection( m );

			this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

		}

		return this;

	}

	set( value, offset = 0 ) {

		this.array.set( value, offset );

		return this;

	}

	getX( index ) {

		return this.array[ index * this.itemSize ];

	}

	setX( index, x ) {

		this.array[ index * this.itemSize ] = x;

		return this;

	}

	getY( index ) {

		return this.array[ index * this.itemSize + 1 ];

	}

	setY( index, y ) {

		this.array[ index * this.itemSize + 1 ] = y;

		return this;

	}

	getZ( index ) {

		return this.array[ index * this.itemSize + 2 ];

	}

	setZ( index, z ) {

		this.array[ index * this.itemSize + 2 ] = z;

		return this;

	}

	getW( index ) {

		return this.array[ index * this.itemSize + 3 ];

	}

	setW( index, w ) {

		this.array[ index * this.itemSize + 3 ] = w;

		return this;

	}

	setXY( index, x, y ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;

		return this;

	}

	setXYZ( index, x, y, z ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;
		this.array[ index + 2 ] = z;

		return this;

	}

	setXYZW( index, x, y, z, w ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;
		this.array[ index + 2 ] = z;
		this.array[ index + 3 ] = w;

		return this;

	}

	onUpload( callback ) {

		this.onUploadCallback = callback;

		return this;

	}

	clone() {

		return new this.constructor( this.array, this.itemSize ).copy( this );

	}

	toJSON() {

		const data = {
			itemSize: this.itemSize,
			type: this.array.constructor.name,
			array: Array.prototype.slice.call( this.array ),
			normalized: this.normalized
		};

		if ( this.name !== '' ) data.name = this.name;
		if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
		if ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;

		return data;

	}

}

BufferAttribute.prototype.isBufferAttribute = true;

class Uint16BufferAttribute extends BufferAttribute {

	constructor( array, itemSize, normalized ) {

		super( new Uint16Array( array ), itemSize, normalized );

	}

}

class Uint32BufferAttribute extends BufferAttribute {

	constructor( array, itemSize, normalized ) {

		super( new Uint32Array( array ), itemSize, normalized );

	}

}

class Float32BufferAttribute extends BufferAttribute {

	constructor( array, itemSize, normalized ) {

		super( new Float32Array( array ), itemSize, normalized );

	}

}

let _id$1 = 0;

const _m1 = /*@__PURE__*/ new Matrix4();
const _obj = /*@__PURE__*/ new Object3D();
const _offset = /*@__PURE__*/ new Vector3();
const _box$1 = /*@__PURE__*/ new Box3();
const _boxMorphTargets = /*@__PURE__*/ new Box3();
const _vector$8 = /*@__PURE__*/ new Vector3();

class BufferGeometry extends EventDispatcher {

	constructor() {

		super();

		Object.defineProperty( this, 'id', { value: _id$1 ++ } );

		this.uuid = generateUUID();

		this.name = '';
		this.type = 'BufferGeometry';

		this.index = null;
		this.attributes = {};

		this.morphAttributes = {};
		this.morphTargetsRelative = false;

		this.groups = [];

		this.boundingBox = null;
		this.boundingSphere = null;

		this.drawRange = { start: 0, count: Infinity };

		this.userData = {};

	}

	getIndex() {

		return this.index;

	}

	setIndex( index ) {

		if ( Array.isArray( index ) ) {

			this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

		} else {

			this.index = index;

		}

		return this;

	}

	getAttribute( name ) {

		return this.attributes[ name ];

	}

	setAttribute( name, attribute ) {

		this.attributes[ name ] = attribute;

		return this;

	}

	deleteAttribute( name ) {

		delete this.attributes[ name ];

		return this;

	}

	hasAttribute( name ) {

		return this.attributes[ name ] !== undefined;

	}

	addGroup( start, count, materialIndex = 0 ) {

		this.groups.push( {

			start: start,
			count: count,
			materialIndex: materialIndex

		} );

	}

	clearGroups() {

		this.groups = [];

	}

	setDrawRange( start, count ) {

		this.drawRange.start = start;
		this.drawRange.count = count;

	}

	applyMatrix4( matrix ) {

		const position = this.attributes.position;

		if ( position !== undefined ) {

			position.applyMatrix4( matrix );

			position.needsUpdate = true;

		}

		const normal = this.attributes.normal;

		if ( normal !== undefined ) {

			const normalMatrix = new Matrix3().getNormalMatrix( matrix );

			normal.applyNormalMatrix( normalMatrix );

			normal.needsUpdate = true;

		}

		const tangent = this.attributes.tangent;

		if ( tangent !== undefined ) {

			tangent.transformDirection( matrix );

			tangent.needsUpdate = true;

		}

		if ( this.boundingBox !== null ) {

			this.computeBoundingBox();

		}

		if ( this.boundingSphere !== null ) {

			this.computeBoundingSphere();

		}

		return this;

	}

	applyQuaternion( q ) {

		_m1.makeRotationFromQuaternion( q );

		this.applyMatrix4( _m1 );

		return this;

	}

	rotateX( angle ) {

		// rotate geometry around world x-axis

		_m1.makeRotationX( angle );

		this.applyMatrix4( _m1 );

		return this;

	}

	rotateY( angle ) {

		// rotate geometry around world y-axis

		_m1.makeRotationY( angle );

		this.applyMatrix4( _m1 );

		return this;

	}

	rotateZ( angle ) {

		// rotate geometry around world z-axis

		_m1.makeRotationZ( angle );

		this.applyMatrix4( _m1 );

		return this;

	}

	translate( x, y, z ) {

		// translate geometry

		_m1.makeTranslation( x, y, z );

		this.applyMatrix4( _m1 );

		return this;

	}

	scale( x, y, z ) {

		// scale geometry

		_m1.makeScale( x, y, z );

		this.applyMatrix4( _m1 );

		return this;

	}

	lookAt( vector ) {

		_obj.lookAt( vector );

		_obj.updateMatrix();

		this.applyMatrix4( _obj.matrix );

		return this;

	}

	center() {

		this.computeBoundingBox();

		this.boundingBox.getCenter( _offset ).negate();

		this.translate( _offset.x, _offset.y, _offset.z );

		return this;

	}

	setFromPoints( points ) {

		const position = [];

		for ( let i = 0, l = points.length; i < l; i ++ ) {

			const point = points[ i ];
			position.push( point.x, point.y, point.z || 0 );

		}

		this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );

		return this;

	}

	computeBoundingBox() {

		if ( this.boundingBox === null ) {

			this.boundingBox = new Box3();

		}

		const position = this.attributes.position;
		const morphAttributesPosition = this.morphAttributes.position;

		if ( position && position.isGLBufferAttribute ) {

			console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this );

			this.boundingBox.set(
				new Vector3( - Infinity, - Infinity, - Infinity ),
				new Vector3( + Infinity, + Infinity, + Infinity )
			);

			return;

		}

		if ( position !== undefined ) {

			this.boundingBox.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					_box$1.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$8.addVectors( this.boundingBox.min, _box$1.min );
						this.boundingBox.expandByPoint( _vector$8 );

						_vector$8.addVectors( this.boundingBox.max, _box$1.max );
						this.boundingBox.expandByPoint( _vector$8 );

					} else {

						this.boundingBox.expandByPoint( _box$1.min );
						this.boundingBox.expandByPoint( _box$1.max );

					}

				}

			}

		} else {

			this.boundingBox.makeEmpty();

		}

		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

			console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

		}

	}

	computeBoundingSphere() {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new Sphere();

		}

		const position = this.attributes.position;
		const morphAttributesPosition = this.morphAttributes.position;

		if ( position && position.isGLBufferAttribute ) {

			console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this );

			this.boundingSphere.set( new Vector3(), Infinity );

			return;

		}

		if ( position ) {

			// first, find the center of the bounding sphere

			const center = this.boundingSphere.center;

			_box$1.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					_boxMorphTargets.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );
						_box$1.expandByPoint( _vector$8 );

						_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );
						_box$1.expandByPoint( _vector$8 );

					} else {

						_box$1.expandByPoint( _boxMorphTargets.min );
						_box$1.expandByPoint( _boxMorphTargets.max );

					}

				}

			}

			_box$1.getCenter( center );

			// second, try to find a boundingSphere with a radius smaller than the
			// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

			let maxRadiusSq = 0;

			for ( let i = 0, il = position.count; i < il; i ++ ) {

				_vector$8.fromBufferAttribute( position, i );

				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );

			}

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					const morphTargetsRelative = this.morphTargetsRelative;

					for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {

						_vector$8.fromBufferAttribute( morphAttribute, j );

						if ( morphTargetsRelative ) {

							_offset.fromBufferAttribute( position, j );
							_vector$8.add( _offset );

						}

						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );

					}

				}

			}

			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

			if ( isNaN( this.boundingSphere.radius ) ) {

				console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

			}

		}

	}

	computeTangents() {

		const index = this.index;
		const attributes = this.attributes;

		// based on http://www.terathon.com/code/tangent.html
		// (per vertex tangents)

		if ( index === null ||
			 attributes.position === undefined ||
			 attributes.normal === undefined ||
			 attributes.uv === undefined ) {

			console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
			return;

		}

		const indices = index.array;
		const positions = attributes.position.array;
		const normals = attributes.normal.array;
		const uvs = attributes.uv.array;

		const nVertices = positions.length / 3;

		if ( attributes.tangent === undefined ) {

			this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );

		}

		const tangents = attributes.tangent.array;

		const tan1 = [], tan2 = [];

		for ( let i = 0; i < nVertices; i ++ ) {

			tan1[ i ] = new Vector3();
			tan2[ i ] = new Vector3();

		}

		const vA = new Vector3(),
			vB = new Vector3(),
			vC = new Vector3(),

			uvA = new Vector2(),
			uvB = new Vector2(),
			uvC = new Vector2(),

			sdir = new Vector3(),
			tdir = new Vector3();

		function handleTriangle( a, b, c ) {

			vA.fromArray( positions, a * 3 );
			vB.fromArray( positions, b * 3 );
			vC.fromArray( positions, c * 3 );

			uvA.fromArray( uvs, a * 2 );
			uvB.fromArray( uvs, b * 2 );
			uvC.fromArray( uvs, c * 2 );

			vB.sub( vA );
			vC.sub( vA );

			uvB.sub( uvA );
			uvC.sub( uvA );

			const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );

			// silently ignore degenerate uv triangles having coincident or colinear vertices

			if ( ! isFinite( r ) ) return;

			sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
			tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );

			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );

			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );

		}

		let groups = this.groups;

		if ( groups.length === 0 ) {

			groups = [ {
				start: 0,
				count: indices.length
			} ];

		}

		for ( let i = 0, il = groups.length; i < il; ++ i ) {

			const group = groups[ i ];

			const start = group.start;
			const count = group.count;

			for ( let j = start, jl = start + count; j < jl; j += 3 ) {

				handleTriangle(
					indices[ j + 0 ],
					indices[ j + 1 ],
					indices[ j + 2 ]
				);

			}

		}

		const tmp = new Vector3(), tmp2 = new Vector3();
		const n = new Vector3(), n2 = new Vector3();

		function handleVertex( v ) {

			n.fromArray( normals, v * 3 );
			n2.copy( n );

			const t = tan1[ v ];

			// Gram-Schmidt orthogonalize

			tmp.copy( t );
			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

			// Calculate handedness

			tmp2.crossVectors( n2, t );
			const test = tmp2.dot( tan2[ v ] );
			const w = ( test < 0.0 ) ? - 1.0 : 1.0;

			tangents[ v * 4 ] = tmp.x;
			tangents[ v * 4 + 1 ] = tmp.y;
			tangents[ v * 4 + 2 ] = tmp.z;
			tangents[ v * 4 + 3 ] = w;

		}

		for ( let i = 0, il = groups.length; i < il; ++ i ) {

			const group = groups[ i ];

			const start = group.start;
			const count = group.count;

			for ( let j = start, jl = start + count; j < jl; j += 3 ) {

				handleVertex( indices[ j + 0 ] );
				handleVertex( indices[ j + 1 ] );
				handleVertex( indices[ j + 2 ] );

			}

		}

	}

	computeVertexNormals() {

		const index = this.index;
		const positionAttribute = this.getAttribute( 'position' );

		if ( positionAttribute !== undefined ) {

			let normalAttribute = this.getAttribute( 'normal' );

			if ( normalAttribute === undefined ) {

				normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
				this.setAttribute( 'normal', normalAttribute );

			} else {

				// reset existing normals to zero

				for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {

					normalAttribute.setXYZ( i, 0, 0, 0 );

				}

			}

			const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
			const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
			const cb = new Vector3(), ab = new Vector3();

			// indexed elements

			if ( index ) {

				for ( let i = 0, il = index.count; i < il; i += 3 ) {

					const vA = index.getX( i + 0 );
					const vB = index.getX( i + 1 );
					const vC = index.getX( i + 2 );

					pA.fromBufferAttribute( positionAttribute, vA );
					pB.fromBufferAttribute( positionAttribute, vB );
					pC.fromBufferAttribute( positionAttribute, vC );

					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );

					nA.fromBufferAttribute( normalAttribute, vA );
					nB.fromBufferAttribute( normalAttribute, vB );
					nC.fromBufferAttribute( normalAttribute, vC );

					nA.add( cb );
					nB.add( cb );
					nC.add( cb );

					normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
					normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
					normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );

				}

			} else {

				// non-indexed elements (unconnected triangle soup)

				for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {

					pA.fromBufferAttribute( positionAttribute, i + 0 );
					pB.fromBufferAttribute( positionAttribute, i + 1 );
					pC.fromBufferAttribute( positionAttribute, i + 2 );

					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );

					normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
					normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
					normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );

				}

			}

			this.normalizeNormals();

			normalAttribute.needsUpdate = true;

		}

	}

	merge( geometry, offset ) {

		if ( ! ( geometry && geometry.isBufferGeometry ) ) {

			console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
			return;

		}

		if ( offset === undefined ) {

			offset = 0;

			console.warn(
				'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
				+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
			);

		}

		const attributes = this.attributes;

		for ( const key in attributes ) {

			if ( geometry.attributes[ key ] === undefined ) continue;

			const attribute1 = attributes[ key ];
			const attributeArray1 = attribute1.array;

			const attribute2 = geometry.attributes[ key ];
			const attributeArray2 = attribute2.array;

			const attributeOffset = attribute2.itemSize * offset;
			const length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );

			for ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {

				attributeArray1[ j ] = attributeArray2[ i ];

			}

		}

		return this;

	}

	normalizeNormals() {

		const normals = this.attributes.normal;

		for ( let i = 0, il = normals.count; i < il; i ++ ) {

			_vector$8.fromBufferAttribute( normals, i );

			_vector$8.normalize();

			normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );

		}

	}

	toNonIndexed() {

		function convertBufferAttribute( attribute, indices ) {

			const array = attribute.array;
			const itemSize = attribute.itemSize;
			const normalized = attribute.normalized;

			const array2 = new array.constructor( indices.length * itemSize );

			let index = 0, index2 = 0;

			for ( let i = 0, l = indices.length; i < l; i ++ ) {

				if ( attribute.isInterleavedBufferAttribute ) {

					index = indices[ i ] * attribute.data.stride + attribute.offset;

				} else {

					index = indices[ i ] * itemSize;

				}

				for ( let j = 0; j < itemSize; j ++ ) {

					array2[ index2 ++ ] = array[ index ++ ];

				}

			}

			return new BufferAttribute( array2, itemSize, normalized );

		}

		//

		if ( this.index === null ) {

			console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
			return this;

		}

		const geometry2 = new BufferGeometry();

		const indices = this.index.array;
		const attributes = this.attributes;

		// attributes

		for ( const name in attributes ) {

			const attribute = attributes[ name ];

			const newAttribute = convertBufferAttribute( attribute, indices );

			geometry2.setAttribute( name, newAttribute );

		}

		// morph attributes

		const morphAttributes = this.morphAttributes;

		for ( const name in morphAttributes ) {

			const morphArray = [];
			const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

			for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {

				const attribute = morphAttribute[ i ];

				const newAttribute = convertBufferAttribute( attribute, indices );

				morphArray.push( newAttribute );

			}

			geometry2.morphAttributes[ name ] = morphArray;

		}

		geometry2.morphTargetsRelative = this.morphTargetsRelative;

		// groups

		const groups = this.groups;

		for ( let i = 0, l = groups.length; i < l; i ++ ) {

			const group = groups[ i ];
			geometry2.addGroup( group.start, group.count, group.materialIndex );

		}

		return geometry2;

	}

	toJSON() {

		const data = {
			metadata: {
				version: 4.5,
				type: 'BufferGeometry',
				generator: 'BufferGeometry.toJSON'
			}
		};

		// standard BufferGeometry serialization

		data.uuid = this.uuid;
		data.type = this.type;
		if ( this.name !== '' ) data.name = this.name;
		if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

		if ( this.parameters !== undefined ) {

			const parameters = this.parameters;

			for ( const key in parameters ) {

				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

			}

			return data;

		}

		// for simplicity the code assumes attributes are not shared across geometries, see #15811

		data.data = { attributes: {} };

		const index = this.index;

		if ( index !== null ) {

			data.data.index = {
				type: index.array.constructor.name,
				array: Array.prototype.slice.call( index.array )
			};

		}

		const attributes = this.attributes;

		for ( const key in attributes ) {

			const attribute = attributes[ key ];

			data.data.attributes[ key ] = attribute.toJSON( data.data );

		}

		const morphAttributes = {};
		let hasMorphAttributes = false;

		for ( const key in this.morphAttributes ) {

			const attributeArray = this.morphAttributes[ key ];

			const array = [];

			for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {

				const attribute = attributeArray[ i ];

				array.push( attribute.toJSON( data.data ) );

			}

			if ( array.length > 0 ) {

				morphAttributes[ key ] = array;

				hasMorphAttributes = true;

			}

		}

		if ( hasMorphAttributes ) {

			data.data.morphAttributes = morphAttributes;
			data.data.morphTargetsRelative = this.morphTargetsRelative;

		}

		const groups = this.groups;

		if ( groups.length > 0 ) {

			data.data.groups = JSON.parse( JSON.stringify( groups ) );

		}

		const boundingSphere = this.boundingSphere;

		if ( boundingSphere !== null ) {

			data.data.boundingSphere = {
				center: boundingSphere.center.toArray(),
				radius: boundingSphere.radius
			};

		}

		return data;

	}

	clone() {

		 return new this.constructor().copy( this );

	}

	copy( source ) {

		// reset

		this.index = null;
		this.attributes = {};
		this.morphAttributes = {};
		this.groups = [];
		this.boundingBox = null;
		this.boundingSphere = null;

		// used for storing cloned, shared data

		const data = {};

		// name

		this.name = source.name;

		// index

		const index = source.index;

		if ( index !== null ) {

			this.setIndex( index.clone( data ) );

		}

		// attributes

		const attributes = source.attributes;

		for ( const name in attributes ) {

			const attribute = attributes[ name ];
			this.setAttribute( name, attribute.clone( data ) );

		}

		// morph attributes

		const morphAttributes = source.morphAttributes;

		for ( const name in morphAttributes ) {

			const array = [];
			const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

			for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {

				array.push( morphAttribute[ i ].clone( data ) );

			}

			this.morphAttributes[ name ] = array;

		}

		this.morphTargetsRelative = source.morphTargetsRelative;

		// groups

		const groups = source.groups;

		for ( let i = 0, l = groups.length; i < l; i ++ ) {

			const group = groups[ i ];
			this.addGroup( group.start, group.count, group.materialIndex );

		}

		// bounding box

		const boundingBox = source.boundingBox;

		if ( boundingBox !== null ) {

			this.boundingBox = boundingBox.clone();

		}

		// bounding sphere

		const boundingSphere = source.boundingSphere;

		if ( boundingSphere !== null ) {

			this.boundingSphere = boundingSphere.clone();

		}

		// draw range

		this.drawRange.start = source.drawRange.start;
		this.drawRange.count = source.drawRange.count;

		// user data

		this.userData = source.userData;

		// geometry generator parameters

		if ( source.parameters !== undefined ) this.parameters = Object.assign( {}, source.parameters );

		return this;

	}

	dispose() {

		this.dispatchEvent( { type: 'dispose' } );

	}

}

BufferGeometry.prototype.isBufferGeometry = true;

const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
const _ray$2 = /*@__PURE__*/ new Ray();
const _sphere$3 = /*@__PURE__*/ new Sphere();

const _vA$1 = /*@__PURE__*/ new Vector3();
const _vB$1 = /*@__PURE__*/ new Vector3();
const _vC$1 = /*@__PURE__*/ new Vector3();

const _tempA = /*@__PURE__*/ new Vector3();
const _tempB = /*@__PURE__*/ new Vector3();
const _tempC = /*@__PURE__*/ new Vector3();

const _morphA = /*@__PURE__*/ new Vector3();
const _morphB = /*@__PURE__*/ new Vector3();
const _morphC = /*@__PURE__*/ new Vector3();

const _uvA$1 = /*@__PURE__*/ new Vector2();
const _uvB$1 = /*@__PURE__*/ new Vector2();
const _uvC$1 = /*@__PURE__*/ new Vector2();

const _intersectionPoint = /*@__PURE__*/ new Vector3();
const _intersectionPointWorld = /*@__PURE__*/ new Vector3();

class Mesh extends Object3D {

	constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {

		super();

		this.type = 'Mesh';

		this.geometry = geometry;
		this.material = material;

		this.updateMorphTargets();

	}

	copy( source ) {

		super.copy( source );

		if ( source.morphTargetInfluences !== undefined ) {

			this.morphTargetInfluences = source.morphTargetInfluences.slice();

		}

		if ( source.morphTargetDictionary !== undefined ) {

			this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );

		}

		this.material = source.material;
		this.geometry = source.geometry;

		return this;

	}

	updateMorphTargets() {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			const morphAttributes = geometry.morphAttributes;
			const keys = Object.keys( morphAttributes );

			if ( keys.length > 0 ) {

				const morphAttribute = morphAttributes[ keys[ 0 ] ];

				if ( morphAttribute !== undefined ) {

					this.morphTargetInfluences = [];
					this.morphTargetDictionary = {};

					for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

						const name = morphAttribute[ m ].name || String( m );

						this.morphTargetInfluences.push( 0 );
						this.morphTargetDictionary[ name ] = m;

					}

				}

			}

		} else {

			const morphTargets = geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

			}

		}

	}

	raycast( raycaster, intersects ) {

		const geometry = this.geometry;
		const material = this.material;
		const matrixWorld = this.matrixWorld;

		if ( material === undefined ) return;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$3.copy( geometry.boundingSphere );
		_sphere$3.applyMatrix4( matrixWorld );

		if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;

		//

		_inverseMatrix$2.copy( matrixWorld ).invert();
		_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );

		// Check boundingBox before continuing

		if ( geometry.boundingBox !== null ) {

			if ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;

		}

		let intersection;

		if ( geometry.isBufferGeometry ) {

			const index = geometry.index;
			const position = geometry.attributes.position;
			const morphPosition = geometry.morphAttributes.position;
			const morphTargetsRelative = geometry.morphTargetsRelative;
			const uv = geometry.attributes.uv;
			const uv2 = geometry.attributes.uv2;
			const groups = geometry.groups;
			const drawRange = geometry.drawRange;

			if ( index !== null ) {

				// indexed buffer geometry

				if ( Array.isArray( material ) ) {

					for ( let i = 0, il = groups.length; i < il; i ++ ) {

						const group = groups[ i ];
						const groupMaterial = material[ group.materialIndex ];

						const start = Math.max( group.start, drawRange.start );
						const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );

						for ( let j = start, jl = end; j < jl; j += 3 ) {

							const a = index.getX( j );
							const b = index.getX( j + 1 );
							const c = index.getX( j + 2 );

							intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

							if ( intersection ) {

								intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
								intersection.face.materialIndex = group.materialIndex;
								intersects.push( intersection );

							}

						}

					}

				} else {

					const start = Math.max( 0, drawRange.start );
					const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

					for ( let i = start, il = end; i < il; i += 3 ) {

						const a = index.getX( i );
						const b = index.getX( i + 1 );
						const c = index.getX( i + 2 );

						intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

						if ( intersection ) {

							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
							intersects.push( intersection );

						}

					}

				}

			} else if ( position !== undefined ) {

				// non-indexed buffer geometry

				if ( Array.isArray( material ) ) {

					for ( let i = 0, il = groups.length; i < il; i ++ ) {

						const group = groups[ i ];
						const groupMaterial = material[ group.materialIndex ];

						const start = Math.max( group.start, drawRange.start );
						const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );

						for ( let j = start, jl = end; j < jl; j += 3 ) {

							const a = j;
							const b = j + 1;
							const c = j + 2;

							intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

							if ( intersection ) {

								intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
								intersection.face.materialIndex = group.materialIndex;
								intersects.push( intersection );

							}

						}

					}

				} else {

					const start = Math.max( 0, drawRange.start );
					const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );

					for ( let i = start, il = end; i < il; i += 3 ) {

						const a = i;
						const b = i + 1;
						const c = i + 2;

						intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

						if ( intersection ) {

							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
							intersects.push( intersection );

						}

					}

				}

			}

		} else if ( geometry.isGeometry ) {

			console.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

	}

}

Mesh.prototype.isMesh = true;

function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {

	let intersect;

	if ( material.side === BackSide ) {

		intersect = ray.intersectTriangle( pC, pB, pA, true, point );

	} else {

		intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );

	}

	if ( intersect === null ) return null;

	_intersectionPointWorld.copy( point );
	_intersectionPointWorld.applyMatrix4( object.matrixWorld );

	const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );

	if ( distance < raycaster.near || distance > raycaster.far ) return null;

	return {
		distance: distance,
		point: _intersectionPointWorld.clone(),
		object: object
	};

}

function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {

	_vA$1.fromBufferAttribute( position, a );
	_vB$1.fromBufferAttribute( position, b );
	_vC$1.fromBufferAttribute( position, c );

	const morphInfluences = object.morphTargetInfluences;

	if ( morphPosition && morphInfluences ) {

		_morphA.set( 0, 0, 0 );
		_morphB.set( 0, 0, 0 );
		_morphC.set( 0, 0, 0 );

		for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {

			const influence = morphInfluences[ i ];
			const morphAttribute = morphPosition[ i ];

			if ( influence === 0 ) continue;

			_tempA.fromBufferAttribute( morphAttribute, a );
			_tempB.fromBufferAttribute( morphAttribute, b );
			_tempC.fromBufferAttribute( morphAttribute, c );

			if ( morphTargetsRelative ) {

				_morphA.addScaledVector( _tempA, influence );
				_morphB.addScaledVector( _tempB, influence );
				_morphC.addScaledVector( _tempC, influence );

			} else {

				_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );
				_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );
				_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );

			}

		}

		_vA$1.add( _morphA );
		_vB$1.add( _morphB );
		_vC$1.add( _morphC );

	}

	if ( object.isSkinnedMesh ) {

		object.boneTransform( a, _vA$1 );
		object.boneTransform( b, _vB$1 );
		object.boneTransform( c, _vC$1 );

	}

	const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );

	if ( intersection ) {

		if ( uv ) {

			_uvA$1.fromBufferAttribute( uv, a );
			_uvB$1.fromBufferAttribute( uv, b );
			_uvC$1.fromBufferAttribute( uv, c );

			intersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );

		}

		if ( uv2 ) {

			_uvA$1.fromBufferAttribute( uv2, a );
			_uvB$1.fromBufferAttribute( uv2, b );
			_uvC$1.fromBufferAttribute( uv2, c );

			intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );

		}

		const face = {
			a: a,
			b: b,
			c: c,
			normal: new Vector3(),
			materialIndex: 0
		};

		Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );

		intersection.face = face;

	}

	return intersection;

}

class BoxGeometry extends BufferGeometry {

	constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {

		super();

		this.type = 'BoxGeometry';

		this.parameters = {
			width: width,
			height: height,
			depth: depth,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			depthSegments: depthSegments
		};

		const scope = this;

		// segments

		widthSegments = Math.floor( widthSegments );
		heightSegments = Math.floor( heightSegments );
		depthSegments = Math.floor( depthSegments );

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// helper variables

		let numberOfVertices = 0;
		let groupStart = 0;

		// build each side of the box geometry

		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
		buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
		buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
		buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

			const segmentWidth = width / gridX;
			const segmentHeight = height / gridY;

			const widthHalf = width / 2;
			const heightHalf = height / 2;
			const depthHalf = depth / 2;

			const gridX1 = gridX + 1;
			const gridY1 = gridY + 1;

			let vertexCounter = 0;
			let groupCount = 0;

			const vector = new Vector3();

			// generate vertices, normals and uvs

			for ( let iy = 0; iy < gridY1; iy ++ ) {

				const y = iy * segmentHeight - heightHalf;

				for ( let ix = 0; ix < gridX1; ix ++ ) {

					const x = ix * segmentWidth - widthHalf;

					// set values to correct vector component

					vector[ u ] = x * udir;
					vector[ v ] = y * vdir;
					vector[ w ] = depthHalf;

					// now apply vector to vertex buffer

					vertices.push( vector.x, vector.y, vector.z );

					// set values to correct vector component

					vector[ u ] = 0;
					vector[ v ] = 0;
					vector[ w ] = depth > 0 ? 1 : - 1;

					// now apply vector to normal buffer

					normals.push( vector.x, vector.y, vector.z );

					// uvs

					uvs.push( ix / gridX );
					uvs.push( 1 - ( iy / gridY ) );

					// counters

					vertexCounter += 1;

				}

			}

			// indices

			// 1. you need three indices to draw a single face
			// 2. a single segment consists of two faces
			// 3. so we need to generate six (2*3) indices per segment

			for ( let iy = 0; iy < gridY; iy ++ ) {

				for ( let ix = 0; ix < gridX; ix ++ ) {

					const a = numberOfVertices + ix + gridX1 * iy;
					const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
					const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
					const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

					// faces

					indices.push( a, b, d );
					indices.push( b, c, d );

					// increase counter

					groupCount += 6;

				}

			}

			// add a group to the geometry. this will ensure multi material support

			scope.addGroup( groupStart, groupCount, materialIndex );

			// calculate new start value for groups

			groupStart += groupCount;

			// update total number of vertices

			numberOfVertices += vertexCounter;

		}

	}

	static fromJSON( data ) {

		return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );

	}

}

/**
 * Uniform Utilities
 */

function cloneUniforms( src ) {

	const dst = {};

	for ( const u in src ) {

		dst[ u ] = {};

		for ( const p in src[ u ] ) {

			const property = src[ u ][ p ];

			if ( property && ( property.isColor ||
				property.isMatrix3 || property.isMatrix4 ||
				property.isVector2 || property.isVector3 || property.isVector4 ||
				property.isTexture || property.isQuaternion ) ) {

				dst[ u ][ p ] = property.clone();

			} else if ( Array.isArray( property ) ) {

				dst[ u ][ p ] = property.slice();

			} else {

				dst[ u ][ p ] = property;

			}

		}

	}

	return dst;

}

function mergeUniforms( uniforms ) {

	const merged = {};

	for ( let u = 0; u < uniforms.length; u ++ ) {

		const tmp = cloneUniforms( uniforms[ u ] );

		for ( const p in tmp ) {

			merged[ p ] = tmp[ p ];

		}

	}

	return merged;

}

// Legacy

const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };

var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";

var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";

/**
 * parameters = {
 *  defines: { "label" : "value" },
 *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
 *
 *  fragmentShader: <string>,
 *  vertexShader: <string>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  lights: <bool>
 * }
 */

class ShaderMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'ShaderMaterial';

		this.defines = {};
		this.uniforms = {};

		this.vertexShader = default_vertex;
		this.fragmentShader = default_fragment;

		this.linewidth = 1;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false; // set to use scene fog
		this.lights = false; // set to use scene lights
		this.clipping = false; // set to use user-defined clipping planes

		this.extensions = {
			derivatives: false, // set to use derivatives
			fragDepth: false, // set to use fragment depth values
			drawBuffers: false, // set to use draw buffers
			shaderTextureLOD: false // set to use shader texture LOD
		};

		// When rendered geometry doesn't include these attributes but the material does,
		// use these default values in WebGL. This avoids errors when buffer data is missing.
		this.defaultAttributeValues = {
			'color': [ 1, 1, 1 ],
			'uv': [ 0, 0 ],
			'uv2': [ 0, 0 ]
		};

		this.index0AttributeName = undefined;
		this.uniformsNeedUpdate = false;

		this.glslVersion = null;

		if ( parameters !== undefined ) {

			if ( parameters.attributes !== undefined ) {

				console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );

			}

			this.setValues( parameters );

		}

	}

	copy( source ) {

		super.copy( source );

		this.fragmentShader = source.fragmentShader;
		this.vertexShader = source.vertexShader;

		this.uniforms = cloneUniforms( source.uniforms );

		this.defines = Object.assign( {}, source.defines );

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		this.lights = source.lights;
		this.clipping = source.clipping;

		this.extensions = Object.assign( {}, source.extensions );

		this.glslVersion = source.glslVersion;

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.glslVersion = this.glslVersion;
		data.uniforms = {};

		for ( const name in this.uniforms ) {

			const uniform = this.uniforms[ name ];
			const value = uniform.value;

			if ( value && value.isTexture ) {

				data.uniforms[ name ] = {
					type: 't',
					value: value.toJSON( meta ).uuid
				};

			} else if ( value && value.isColor ) {

				data.uniforms[ name ] = {
					type: 'c',
					value: value.getHex()
				};

			} else if ( value && value.isVector2 ) {

				data.uniforms[ name ] = {
					type: 'v2',
					value: value.toArray()
				};

			} else if ( value && value.isVector3 ) {

				data.uniforms[ name ] = {
					type: 'v3',
					value: value.toArray()
				};

			} else if ( value && value.isVector4 ) {

				data.uniforms[ name ] = {
					type: 'v4',
					value: value.toArray()
				};

			} else if ( value && value.isMatrix3 ) {

				data.uniforms[ name ] = {
					type: 'm3',
					value: value.toArray()
				};

			} else if ( value && value.isMatrix4 ) {

				data.uniforms[ name ] = {
					type: 'm4',
					value: value.toArray()
				};

			} else {

				data.uniforms[ name ] = {
					value: value
				};

				// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far

			}

		}

		if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;

		data.vertexShader = this.vertexShader;
		data.fragmentShader = this.fragmentShader;

		const extensions = {};

		for ( const key in this.extensions ) {

			if ( this.extensions[ key ] === true ) extensions[ key ] = true;

		}

		if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;

		return data;

	}

}

ShaderMaterial.prototype.isShaderMaterial = true;

class Camera extends Object3D {

	constructor() {

		super();

		this.type = 'Camera';

		this.matrixWorldInverse = new Matrix4();

		this.projectionMatrix = new Matrix4();
		this.projectionMatrixInverse = new Matrix4();

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		this.matrixWorldInverse.copy( source.matrixWorldInverse );

		this.projectionMatrix.copy( source.projectionMatrix );
		this.projectionMatrixInverse.copy( source.projectionMatrixInverse );

		return this;

	}

	getWorldDirection( target ) {

		this.updateWorldMatrix( true, false );

		const e = this.matrixWorld.elements;

		return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();

	}

	updateMatrixWorld( force ) {

		super.updateMatrixWorld( force );

		this.matrixWorldInverse.copy( this.matrixWorld ).invert();

	}

	updateWorldMatrix( updateParents, updateChildren ) {

		super.updateWorldMatrix( updateParents, updateChildren );

		this.matrixWorldInverse.copy( this.matrixWorld ).invert();

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

Camera.prototype.isCamera = true;

class PerspectiveCamera extends Camera {

	constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {

		super();

		this.type = 'PerspectiveCamera';

		this.fov = fov;
		this.zoom = 1;

		this.near = near;
		this.far = far;
		this.focus = 10;

		this.aspect = aspect;
		this.view = null;

		this.filmGauge = 35;	// width of the film (default in millimeters)
		this.filmOffset = 0;	// horizontal film offset (same unit as gauge)

		this.updateProjectionMatrix();

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		this.fov = source.fov;
		this.zoom = source.zoom;

		this.near = source.near;
		this.far = source.far;
		this.focus = source.focus;

		this.aspect = source.aspect;
		this.view = source.view === null ? null : Object.assign( {}, source.view );

		this.filmGauge = source.filmGauge;
		this.filmOffset = source.filmOffset;

		return this;

	}

	/**
	 * Sets the FOV by focal length in respect to the current .filmGauge.
	 *
	 * The default film gauge is 35, so that the focal length can be specified for
	 * a 35mm (full frame) camera.
	 *
	 * Values for focal length and film gauge must have the same unit.
	 */
	setFocalLength( focalLength ) {

		/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
		const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

		this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
		this.updateProjectionMatrix();

	}

	/**
	 * Calculates the focal length from the current .fov and .filmGauge.
	 */
	getFocalLength() {

		const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );

		return 0.5 * this.getFilmHeight() / vExtentSlope;

	}

	getEffectiveFOV() {

		return RAD2DEG * 2 * Math.atan(
			Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );

	}

	getFilmWidth() {

		// film not completely covered in portrait format (aspect < 1)
		return this.filmGauge * Math.min( this.aspect, 1 );

	}

	getFilmHeight() {

		// film not completely covered in landscape format (aspect > 1)
		return this.filmGauge / Math.max( this.aspect, 1 );

	}

	/**
	 * Sets an offset in a larger frustum. This is useful for multi-window or
	 * multi-monitor/multi-machine setups.
	 *
	 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
	 * the monitors are in grid like this
	 *
	 *   +---+---+---+
	 *   | A | B | C |
	 *   +---+---+---+
	 *   | D | E | F |
	 *   +---+---+---+
	 *
	 * then for each monitor you would call it like this
	 *
	 *   const w = 1920;
	 *   const h = 1080;
	 *   const fullWidth = w * 3;
	 *   const fullHeight = h * 2;
	 *
	 *   --A--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
	 *   --B--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
	 *   --C--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
	 *   --D--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
	 *   --E--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
	 *   --F--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
	 *
	 *   Note there is no reason monitors have to be the same size or in a grid.
	 */
	setViewOffset( fullWidth, fullHeight, x, y, width, height ) {

		this.aspect = fullWidth / fullHeight;

		if ( this.view === null ) {

			this.view = {
				enabled: true,
				fullWidth: 1,
				fullHeight: 1,
				offsetX: 0,
				offsetY: 0,
				width: 1,
				height: 1
			};

		}

		this.view.enabled = true;
		this.view.fullWidth = fullWidth;
		this.view.fullHeight = fullHeight;
		this.view.offsetX = x;
		this.view.offsetY = y;
		this.view.width = width;
		this.view.height = height;

		this.updateProjectionMatrix();

	}

	clearViewOffset() {

		if ( this.view !== null ) {

			this.view.enabled = false;

		}

		this.updateProjectionMatrix();

	}

	updateProjectionMatrix() {

		const near = this.near;
		let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
		let height = 2 * top;
		let width = this.aspect * height;
		let left = - 0.5 * width;
		const view = this.view;

		if ( this.view !== null && this.view.enabled ) {

			const fullWidth = view.fullWidth,
				fullHeight = view.fullHeight;

			left += view.offsetX * width / fullWidth;
			top -= view.offsetY * height / fullHeight;
			width *= view.width / fullWidth;
			height *= view.height / fullHeight;

		}

		const skew = this.filmOffset;
		if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

		this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );

		this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.object.fov = this.fov;
		data.object.zoom = this.zoom;

		data.object.near = this.near;
		data.object.far = this.far;
		data.object.focus = this.focus;

		data.object.aspect = this.aspect;

		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

		data.object.filmGauge = this.filmGauge;
		data.object.filmOffset = this.filmOffset;

		return data;

	}

}

PerspectiveCamera.prototype.isPerspectiveCamera = true;

const fov = 90, aspect = 1;

class CubeCamera extends Object3D {

	constructor( near, far, renderTarget ) {

		super();

		this.type = 'CubeCamera';

		if ( renderTarget.isWebGLCubeRenderTarget !== true ) {

			console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
			return;

		}

		this.renderTarget = renderTarget;

		const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
		cameraPX.layers = this.layers;
		cameraPX.up.set( 0, - 1, 0 );
		cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
		this.add( cameraPX );

		const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
		cameraNX.layers = this.layers;
		cameraNX.up.set( 0, - 1, 0 );
		cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
		this.add( cameraNX );

		const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
		cameraPY.layers = this.layers;
		cameraPY.up.set( 0, 0, 1 );
		cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
		this.add( cameraPY );

		const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
		cameraNY.layers = this.layers;
		cameraNY.up.set( 0, 0, - 1 );
		cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
		this.add( cameraNY );

		const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraPZ.layers = this.layers;
		cameraPZ.up.set( 0, - 1, 0 );
		cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
		this.add( cameraPZ );

		const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraNZ.layers = this.layers;
		cameraNZ.up.set( 0, - 1, 0 );
		cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
		this.add( cameraNZ );

	}

	update( renderer, scene ) {

		if ( this.parent === null ) this.updateMatrixWorld();

		const renderTarget = this.renderTarget;

		const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;

		const currentXrEnabled = renderer.xr.enabled;
		const currentRenderTarget = renderer.getRenderTarget();

		renderer.xr.enabled = false;

		const generateMipmaps = renderTarget.texture.generateMipmaps;

		renderTarget.texture.generateMipmaps = false;

		renderer.setRenderTarget( renderTarget, 0 );
		renderer.render( scene, cameraPX );

		renderer.setRenderTarget( renderTarget, 1 );
		renderer.render( scene, cameraNX );

		renderer.setRenderTarget( renderTarget, 2 );
		renderer.render( scene, cameraPY );

		renderer.setRenderTarget( renderTarget, 3 );
		renderer.render( scene, cameraNY );

		renderer.setRenderTarget( renderTarget, 4 );
		renderer.render( scene, cameraPZ );

		renderTarget.texture.generateMipmaps = generateMipmaps;

		renderer.setRenderTarget( renderTarget, 5 );
		renderer.render( scene, cameraNZ );

		renderer.setRenderTarget( currentRenderTarget );

		renderer.xr.enabled = currentXrEnabled;

		renderTarget.texture.needsPMREMUpdate = true;

	}

}

class CubeTexture extends Texture {

	constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

		images = images !== undefined ? images : [];
		mapping = mapping !== undefined ? mapping : CubeReflectionMapping;

		super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.flipY = false;

	}

	get images() {

		return this.image;

	}

	set images( value ) {

		this.image = value;

	}

}

CubeTexture.prototype.isCubeTexture = true;

class WebGLCubeRenderTarget extends WebGLRenderTarget {

	constructor( size, options, dummy ) {

		if ( Number.isInteger( options ) ) {

			console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );

			options = dummy;

		}

		super( size, size, options );

		options = options || {};

		// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
		// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
		// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.

		// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
		// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
		// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).

		this.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
		this.texture.isRenderTargetTexture = true;

		this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
		this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;

	}

	fromEquirectangularTexture( renderer, texture ) {

		this.texture.type = texture.type;
		this.texture.format = RGBAFormat; // see #18859
		this.texture.encoding = texture.encoding;

		this.texture.generateMipmaps = texture.generateMipmaps;
		this.texture.minFilter = texture.minFilter;
		this.texture.magFilter = texture.magFilter;

		const shader = {

			uniforms: {
				tEquirect: { value: null },
			},

			vertexShader: /* glsl */`

				varying vec3 vWorldDirection;

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

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

				}

				void main() {

					vWorldDirection = transformDirection( position, modelMatrix );

					#include <begin_vertex>
					#include <project_vertex>

				}
			`,

			fragmentShader: /* glsl */`

				uniform sampler2D tEquirect;

				varying vec3 vWorldDirection;

				#include <common>

				void main() {

					vec3 direction = normalize( vWorldDirection );

					vec2 sampleUV = equirectUv( direction );

					gl_FragColor = texture2D( tEquirect, sampleUV );

				}
			`
		};

		const geometry = new BoxGeometry( 5, 5, 5 );

		const material = new ShaderMaterial( {

			name: 'CubemapFromEquirect',

			uniforms: cloneUniforms( shader.uniforms ),
			vertexShader: shader.vertexShader,
			fragmentShader: shader.fragmentShader,
			side: BackSide,
			blending: NoBlending

		} );

		material.uniforms.tEquirect.value = texture;

		const mesh = new Mesh( geometry, material );

		const currentMinFilter = texture.minFilter;

		// Avoid blurred poles
		if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;

		const camera = new CubeCamera( 1, 10, this );
		camera.update( renderer, mesh );

		texture.minFilter = currentMinFilter;

		mesh.geometry.dispose();
		mesh.material.dispose();

		return this;

	}

	clear( renderer, color, depth, stencil ) {

		const currentRenderTarget = renderer.getRenderTarget();

		for ( let i = 0; i < 6; i ++ ) {

			renderer.setRenderTarget( this, i );

			renderer.clear( color, depth, stencil );

		}

		renderer.setRenderTarget( currentRenderTarget );

	}

}

WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;

const _vector1 = /*@__PURE__*/ new Vector3();
const _vector2 = /*@__PURE__*/ new Vector3();
const _normalMatrix = /*@__PURE__*/ new Matrix3();

class Plane {

	constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {

		// normal is assumed to be normalized

		this.normal = normal;
		this.constant = constant;

	}

	set( normal, constant ) {

		this.normal.copy( normal );
		this.constant = constant;

		return this;

	}

	setComponents( x, y, z, w ) {

		this.normal.set( x, y, z );
		this.constant = w;

		return this;

	}

	setFromNormalAndCoplanarPoint( normal, point ) {

		this.normal.copy( normal );
		this.constant = - point.dot( this.normal );

		return this;

	}

	setFromCoplanarPoints( a, b, c ) {

		const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();

		// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

		this.setFromNormalAndCoplanarPoint( normal, a );

		return this;

	}

	copy( plane ) {

		this.normal.copy( plane.normal );
		this.constant = plane.constant;

		return this;

	}

	normalize() {

		// Note: will lead to a divide by zero if the plane is invalid.

		const inverseNormalLength = 1.0 / this.normal.length();
		this.normal.multiplyScalar( inverseNormalLength );
		this.constant *= inverseNormalLength;

		return this;

	}

	negate() {

		this.constant *= - 1;
		this.normal.negate();

		return this;

	}

	distanceToPoint( point ) {

		return this.normal.dot( point ) + this.constant;

	}

	distanceToSphere( sphere ) {

		return this.distanceToPoint( sphere.center ) - sphere.radius;

	}

	projectPoint( point, target ) {

		return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );

	}

	intersectLine( line, target ) {

		const direction = line.delta( _vector1 );

		const denominator = this.normal.dot( direction );

		if ( denominator === 0 ) {

			// line is coplanar, return origin
			if ( this.distanceToPoint( line.start ) === 0 ) {

				return target.copy( line.start );

			}

			// Unsure if this is the correct method to handle this case.
			return null;

		}

		const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

		if ( t < 0 || t > 1 ) {

			return null;

		}

		return target.copy( direction ).multiplyScalar( t ).add( line.start );

	}

	intersectsLine( line ) {

		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

		const startSign = this.distanceToPoint( line.start );
		const endSign = this.distanceToPoint( line.end );

		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

	}

	intersectsBox( box ) {

		return box.intersectsPlane( this );

	}

	intersectsSphere( sphere ) {

		return sphere.intersectsPlane( this );

	}

	coplanarPoint( target ) {

		return target.copy( this.normal ).multiplyScalar( - this.constant );

	}

	applyMatrix4( matrix, optionalNormalMatrix ) {

		const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );

		const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );

		const normal = this.normal.applyMatrix3( normalMatrix ).normalize();

		this.constant = - referencePoint.dot( normal );

		return this;

	}

	translate( offset ) {

		this.constant -= offset.dot( this.normal );

		return this;

	}

	equals( plane ) {

		return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

Plane.prototype.isPlane = true;

const _sphere$2 = /*@__PURE__*/ new Sphere();
const _vector$7 = /*@__PURE__*/ new Vector3();

class Frustum {

	constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {

		this.planes = [ p0, p1, p2, p3, p4, p5 ];

	}

	set( p0, p1, p2, p3, p4, p5 ) {

		const planes = this.planes;

		planes[ 0 ].copy( p0 );
		planes[ 1 ].copy( p1 );
		planes[ 2 ].copy( p2 );
		planes[ 3 ].copy( p3 );
		planes[ 4 ].copy( p4 );
		planes[ 5 ].copy( p5 );

		return this;

	}

	copy( frustum ) {

		const planes = this.planes;

		for ( let i = 0; i < 6; i ++ ) {

			planes[ i ].copy( frustum.planes[ i ] );

		}

		return this;

	}

	setFromProjectionMatrix( m ) {

		const planes = this.planes;
		const me = m.elements;
		const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
		const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
		const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
		const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
		planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

		return this;

	}

	intersectsObject( object ) {

		const geometry = object.geometry;

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

		return this.intersectsSphere( _sphere$2 );

	}

	intersectsSprite( sprite ) {

		_sphere$2.center.set( 0, 0, 0 );
		_sphere$2.radius = 0.7071067811865476;
		_sphere$2.applyMatrix4( sprite.matrixWorld );

		return this.intersectsSphere( _sphere$2 );

	}

	intersectsSphere( sphere ) {

		const planes = this.planes;
		const center = sphere.center;
		const negRadius = - sphere.radius;

		for ( let i = 0; i < 6; i ++ ) {

			const distance = planes[ i ].distanceToPoint( center );

			if ( distance < negRadius ) {

				return false;

			}

		}

		return true;

	}

	intersectsBox( box ) {

		const planes = this.planes;

		for ( let i = 0; i < 6; i ++ ) {

			const plane = planes[ i ];

			// corner at max distance

			_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
			_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
			_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;

			if ( plane.distanceToPoint( _vector$7 ) < 0 ) {

				return false;

			}

		}

		return true;

	}

	containsPoint( point ) {

		const planes = this.planes;

		for ( let i = 0; i < 6; i ++ ) {

			if ( planes[ i ].distanceToPoint( point ) < 0 ) {

				return false;

			}

		}

		return true;

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

function WebGLAnimation() {

	let context = null;
	let isAnimating = false;
	let animationLoop = null;
	let requestId = null;

	function onAnimationFrame( time, frame ) {

		animationLoop( time, frame );

		requestId = context.requestAnimationFrame( onAnimationFrame );

	}

	return {

		start: function () {

			if ( isAnimating === true ) return;
			if ( animationLoop === null ) return;

			requestId = context.requestAnimationFrame( onAnimationFrame );

			isAnimating = true;

		},

		stop: function () {

			context.cancelAnimationFrame( requestId );

			isAnimating = false;

		},

		setAnimationLoop: function ( callback ) {

			animationLoop = callback;

		},

		setContext: function ( value ) {

			context = value;

		}

	};

}

function WebGLAttributes( gl, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	const buffers = new WeakMap();

	function createBuffer( attribute, bufferType ) {

		const array = attribute.array;
		const usage = attribute.usage;

		const buffer = gl.createBuffer();

		gl.bindBuffer( bufferType, buffer );
		gl.bufferData( bufferType, array, usage );

		attribute.onUploadCallback();

		let type = 5126;

		if ( array instanceof Float32Array ) {

			type = 5126;

		} else if ( array instanceof Float64Array ) {

			console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );

		} else if ( array instanceof Uint16Array ) {

			if ( attribute.isFloat16BufferAttribute ) {

				if ( isWebGL2 ) {

					type = 5131;

				} else {

					console.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );

				}

			} else {

				type = 5123;

			}

		} else if ( array instanceof Int16Array ) {

			type = 5122;

		} else if ( array instanceof Uint32Array ) {

			type = 5125;

		} else if ( array instanceof Int32Array ) {

			type = 5124;

		} else if ( array instanceof Int8Array ) {

			type = 5120;

		} else if ( array instanceof Uint8Array ) {

			type = 5121;

		} else if ( array instanceof Uint8ClampedArray ) {

			type = 5121;

		}

		return {
			buffer: buffer,
			type: type,
			bytesPerElement: array.BYTES_PER_ELEMENT,
			version: attribute.version
		};

	}

	function updateBuffer( buffer, attribute, bufferType ) {

		const array = attribute.array;
		const updateRange = attribute.updateRange;

		gl.bindBuffer( bufferType, buffer );

		if ( updateRange.count === - 1 ) {

			// Not using update ranges

			gl.bufferSubData( bufferType, 0, array );

		} else {

			if ( isWebGL2 ) {

				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
					array, updateRange.offset, updateRange.count );

			} else {

				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );

			}

			updateRange.count = - 1; // reset range

		}

	}

	//

	function get( attribute ) {

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		return buffers.get( attribute );

	}

	function remove( attribute ) {

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		const data = buffers.get( attribute );

		if ( data ) {

			gl.deleteBuffer( data.buffer );

			buffers.delete( attribute );

		}

	}

	function update( attribute, bufferType ) {

		if ( attribute.isGLBufferAttribute ) {

			const cached = buffers.get( attribute );

			if ( ! cached || cached.version < attribute.version ) {

				buffers.set( attribute, {
					buffer: attribute.buffer,
					type: attribute.type,
					bytesPerElement: attribute.elementSize,
					version: attribute.version
				} );

			}

			return;

		}

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		const data = buffers.get( attribute );

		if ( data === undefined ) {

			buffers.set( attribute, createBuffer( attribute, bufferType ) );

		} else if ( data.version < attribute.version ) {

			updateBuffer( data.buffer, attribute, bufferType );

			data.version = attribute.version;

		}

	}

	return {

		get: get,
		remove: remove,
		update: update

	};

}

class PlaneGeometry extends BufferGeometry {

	constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {

		super();
		this.type = 'PlaneGeometry';

		this.parameters = {
			width: width,
			height: height,
			widthSegments: widthSegments,
			heightSegments: heightSegments
		};

		const width_half = width / 2;
		const height_half = height / 2;

		const gridX = Math.floor( widthSegments );
		const gridY = Math.floor( heightSegments );

		const gridX1 = gridX + 1;
		const gridY1 = gridY + 1;

		const segment_width = width / gridX;
		const segment_height = height / gridY;

		//

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		for ( let iy = 0; iy < gridY1; iy ++ ) {

			const y = iy * segment_height - height_half;

			for ( let ix = 0; ix < gridX1; ix ++ ) {

				const x = ix * segment_width - width_half;

				vertices.push( x, - y, 0 );

				normals.push( 0, 0, 1 );

				uvs.push( ix / gridX );
				uvs.push( 1 - ( iy / gridY ) );

			}

		}

		for ( let iy = 0; iy < gridY; iy ++ ) {

			for ( let ix = 0; ix < gridX; ix ++ ) {

				const a = ix + gridX1 * iy;
				const b = ix + gridX1 * ( iy + 1 );
				const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
				const d = ( ix + 1 ) + gridX1 * iy;

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

	static fromJSON( data ) {

		return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );

	}

}

var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";

var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif";

var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";

var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";

var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

var begin_vertex = "vec3 transformed = vec3( position );";

var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";

var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif";

var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";

var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";

var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";

var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";

var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";

var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";

var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";

var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";

var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";

var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";

var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ) + 0.5;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\treturn texture2D( envMap, uv ).rgb;\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";

var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";

var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";

var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";

var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";

var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";

var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";

var encodings_pars_fragment = "vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";

var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";

var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";

var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";

var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";

var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";

var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";

var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";

var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";

var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";

var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";

var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tlightMapIrradiance *= PI;\n\t#endif\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif";

var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";

var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";

var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec;\n\t\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\t\treflectVec = reflect( - viewDir, normal );\n\t\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\t#else\n\t\t\t\treflectVec = refract( - viewDir, normal, refractionRatio );\n\t\t\t#endif\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif";

var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";

var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";

var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";

var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif";

var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";

var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";

var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";

var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";

var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";

var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";

var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";

var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif";

var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";

var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";

var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";

var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1, 2 ) * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif";

var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform vec2 morphTargetsTextureSize;\n\t\tvec3 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset, const in int stride ) {\n\t\t\tfloat texelIndex = float( vertexIndex * stride + offset );\n\t\t\tfloat y = floor( texelIndex / morphTargetsTextureSize.x );\n\t\t\tfloat x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tvec3 morphUV = vec3( ( x + 0.5 ) / morphTargetsTextureSize.x, y / morphTargetsTextureSize.y, morphTargetIndex );\n\t\t\treturn texture( morphTargetsTexture, morphUV ).xyz;\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif";

var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\t#ifndef USE_MORPHNORMALS\n\t\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 1 ) * morphTargetInfluences[ i ];\n\t\t\t#else\n\t\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 2 ) * morphTargetInfluences[ i ];\n\t\t\t#endif\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif";

var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";

var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";

var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";

var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";

var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";

var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif";

var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";

var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif";

var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";

var output_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";

var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";

var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";

var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";

var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";

var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";

var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";

var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";

var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";

var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";

var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";

var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";

var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";

var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";

var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";

var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tfloat transmissionAlpha = 1.0;\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\n\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\n#endif";

var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( attenuationDistance == 0.0 ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif";

var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";

var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";

var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";

var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";

var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";

var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";

var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";

const vertex$g = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";

const fragment$g = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tgl_FragColor = texture2D( t2D, vUv );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

const vertex$f = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";

const fragment$f = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

const vertex$e = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";

const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";

const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";

const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";

const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";

const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

const vertex$a = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";

const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

const vertex$9 = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

const fragment$9 = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";

const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";

const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";

const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";

const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

const vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";

const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

const vertex$2 = "#include <common>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

const ShaderChunk = {
	alphamap_fragment: alphamap_fragment,
	alphamap_pars_fragment: alphamap_pars_fragment,
	alphatest_fragment: alphatest_fragment,
	alphatest_pars_fragment: alphatest_pars_fragment,
	aomap_fragment: aomap_fragment,
	aomap_pars_fragment: aomap_pars_fragment,
	begin_vertex: begin_vertex,
	beginnormal_vertex: beginnormal_vertex,
	bsdfs: bsdfs,
	bumpmap_pars_fragment: bumpmap_pars_fragment,
	clipping_planes_fragment: clipping_planes_fragment,
	clipping_planes_pars_fragment: clipping_planes_pars_fragment,
	clipping_planes_pars_vertex: clipping_planes_pars_vertex,
	clipping_planes_vertex: clipping_planes_vertex,
	color_fragment: color_fragment,
	color_pars_fragment: color_pars_fragment,
	color_pars_vertex: color_pars_vertex,
	color_vertex: color_vertex,
	common: common,
	cube_uv_reflection_fragment: cube_uv_reflection_fragment,
	defaultnormal_vertex: defaultnormal_vertex,
	displacementmap_pars_vertex: displacementmap_pars_vertex,
	displacementmap_vertex: displacementmap_vertex,
	emissivemap_fragment: emissivemap_fragment,
	emissivemap_pars_fragment: emissivemap_pars_fragment,
	encodings_fragment: encodings_fragment,
	encodings_pars_fragment: encodings_pars_fragment,
	envmap_fragment: envmap_fragment,
	envmap_common_pars_fragment: envmap_common_pars_fragment,
	envmap_pars_fragment: envmap_pars_fragment,
	envmap_pars_vertex: envmap_pars_vertex,
	envmap_physical_pars_fragment: envmap_physical_pars_fragment,
	envmap_vertex: envmap_vertex,
	fog_vertex: fog_vertex,
	fog_pars_vertex: fog_pars_vertex,
	fog_fragment: fog_fragment,
	fog_pars_fragment: fog_pars_fragment,
	gradientmap_pars_fragment: gradientmap_pars_fragment,
	lightmap_fragment: lightmap_fragment,
	lightmap_pars_fragment: lightmap_pars_fragment,
	lights_lambert_vertex: lights_lambert_vertex,
	lights_pars_begin: lights_pars_begin,
	lights_toon_fragment: lights_toon_fragment,
	lights_toon_pars_fragment: lights_toon_pars_fragment,
	lights_phong_fragment: lights_phong_fragment,
	lights_phong_pars_fragment: lights_phong_pars_fragment,
	lights_physical_fragment: lights_physical_fragment,
	lights_physical_pars_fragment: lights_physical_pars_fragment,
	lights_fragment_begin: lights_fragment_begin,
	lights_fragment_maps: lights_fragment_maps,
	lights_fragment_end: lights_fragment_end,
	logdepthbuf_fragment: logdepthbuf_fragment,
	logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
	logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
	logdepthbuf_vertex: logdepthbuf_vertex,
	map_fragment: map_fragment,
	map_pars_fragment: map_pars_fragment,
	map_particle_fragment: map_particle_fragment,
	map_particle_pars_fragment: map_particle_pars_fragment,
	metalnessmap_fragment: metalnessmap_fragment,
	metalnessmap_pars_fragment: metalnessmap_pars_fragment,
	morphnormal_vertex: morphnormal_vertex,
	morphtarget_pars_vertex: morphtarget_pars_vertex,
	morphtarget_vertex: morphtarget_vertex,
	normal_fragment_begin: normal_fragment_begin,
	normal_fragment_maps: normal_fragment_maps,
	normal_pars_fragment: normal_pars_fragment,
	normal_pars_vertex: normal_pars_vertex,
	normal_vertex: normal_vertex,
	normalmap_pars_fragment: normalmap_pars_fragment,
	clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
	clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
	clearcoat_pars_fragment: clearcoat_pars_fragment,
	output_fragment: output_fragment,
	packing: packing,
	premultiplied_alpha_fragment: premultiplied_alpha_fragment,
	project_vertex: project_vertex,
	dithering_fragment: dithering_fragment,
	dithering_pars_fragment: dithering_pars_fragment,
	roughnessmap_fragment: roughnessmap_fragment,
	roughnessmap_pars_fragment: roughnessmap_pars_fragment,
	shadowmap_pars_fragment: shadowmap_pars_fragment,
	shadowmap_pars_vertex: shadowmap_pars_vertex,
	shadowmap_vertex: shadowmap_vertex,
	shadowmask_pars_fragment: shadowmask_pars_fragment,
	skinbase_vertex: skinbase_vertex,
	skinning_pars_vertex: skinning_pars_vertex,
	skinning_vertex: skinning_vertex,
	skinnormal_vertex: skinnormal_vertex,
	specularmap_fragment: specularmap_fragment,
	specularmap_pars_fragment: specularmap_pars_fragment,
	tonemapping_fragment: tonemapping_fragment,
	tonemapping_pars_fragment: tonemapping_pars_fragment,
	transmission_fragment: transmission_fragment,
	transmission_pars_fragment: transmission_pars_fragment,
	uv_pars_fragment: uv_pars_fragment,
	uv_pars_vertex: uv_pars_vertex,
	uv_vertex: uv_vertex,
	uv2_pars_fragment: uv2_pars_fragment,
	uv2_pars_vertex: uv2_pars_vertex,
	uv2_vertex: uv2_vertex,
	worldpos_vertex: worldpos_vertex,

	background_vert: vertex$g,
	background_frag: fragment$g,
	cube_vert: vertex$f,
	cube_frag: fragment$f,
	depth_vert: vertex$e,
	depth_frag: fragment$e,
	distanceRGBA_vert: vertex$d,
	distanceRGBA_frag: fragment$d,
	equirect_vert: vertex$c,
	equirect_frag: fragment$c,
	linedashed_vert: vertex$b,
	linedashed_frag: fragment$b,
	meshbasic_vert: vertex$a,
	meshbasic_frag: fragment$a,
	meshlambert_vert: vertex$9,
	meshlambert_frag: fragment$9,
	meshmatcap_vert: vertex$8,
	meshmatcap_frag: fragment$8,
	meshnormal_vert: vertex$7,
	meshnormal_frag: fragment$7,
	meshphong_vert: vertex$6,
	meshphong_frag: fragment$6,
	meshphysical_vert: vertex$5,
	meshphysical_frag: fragment$5,
	meshtoon_vert: vertex$4,
	meshtoon_frag: fragment$4,
	points_vert: vertex$3,
	points_frag: fragment$3,
	shadow_vert: vertex$2,
	shadow_frag: fragment$2,
	sprite_vert: vertex$1,
	sprite_frag: fragment$1
};

/**
 * Uniforms library for shared webgl shaders
 */

const UniformsLib = {

	common: {

		diffuse: { value: new Color$1( 0xffffff ) },
		opacity: { value: 1.0 },

		map: { value: null },
		uvTransform: { value: new Matrix3() },
		uv2Transform: { value: new Matrix3() },

		alphaMap: { value: null },
		alphaTest: { value: 0 }

	},

	specularmap: {

		specularMap: { value: null },

	},

	envmap: {

		envMap: { value: null },
		flipEnvMap: { value: - 1 },
		reflectivity: { value: 1.0 }, // basic, lambert, phong
		ior: { value: 1.5 }, // standard, physical
		refractionRatio: { value: 0.98 }

	},

	aomap: {

		aoMap: { value: null },
		aoMapIntensity: { value: 1 }

	},

	lightmap: {

		lightMap: { value: null },
		lightMapIntensity: { value: 1 }

	},

	emissivemap: {

		emissiveMap: { value: null }

	},

	bumpmap: {

		bumpMap: { value: null },
		bumpScale: { value: 1 }

	},

	normalmap: {

		normalMap: { value: null },
		normalScale: { value: new Vector2( 1, 1 ) }

	},

	displacementmap: {

		displacementMap: { value: null },
		displacementScale: { value: 1 },
		displacementBias: { value: 0 }

	},

	roughnessmap: {

		roughnessMap: { value: null }

	},

	metalnessmap: {

		metalnessMap: { value: null }

	},

	gradientmap: {

		gradientMap: { value: null }

	},

	fog: {

		fogDensity: { value: 0.00025 },
		fogNear: { value: 1 },
		fogFar: { value: 2000 },
		fogColor: { value: new Color$1( 0xffffff ) }

	},

	lights: {

		ambientLightColor: { value: [] },

		lightProbe: { value: [] },

		directionalLights: { value: [], properties: {
			direction: {},
			color: {}
		} },

		directionalLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowNormalBias: {},
			shadowRadius: {},
			shadowMapSize: {}
		} },

		directionalShadowMap: { value: [] },
		directionalShadowMatrix: { value: [] },

		spotLights: { value: [], properties: {
			color: {},
			position: {},
			direction: {},
			distance: {},
			coneCos: {},
			penumbraCos: {},
			decay: {}
		} },

		spotLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowNormalBias: {},
			shadowRadius: {},
			shadowMapSize: {}
		} },

		spotShadowMap: { value: [] },
		spotShadowMatrix: { value: [] },

		pointLights: { value: [], properties: {
			color: {},
			position: {},
			decay: {},
			distance: {}
		} },

		pointLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowNormalBias: {},
			shadowRadius: {},
			shadowMapSize: {},
			shadowCameraNear: {},
			shadowCameraFar: {}
		} },

		pointShadowMap: { value: [] },
		pointShadowMatrix: { value: [] },

		hemisphereLights: { value: [], properties: {
			direction: {},
			skyColor: {},
			groundColor: {}
		} },

		// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
		rectAreaLights: { value: [], properties: {
			color: {},
			position: {},
			width: {},
			height: {}
		} },

		ltc_1: { value: null },
		ltc_2: { value: null }

	},

	points: {

		diffuse: { value: new Color$1( 0xffffff ) },
		opacity: { value: 1.0 },
		size: { value: 1.0 },
		scale: { value: 1.0 },
		map: { value: null },
		alphaMap: { value: null },
		alphaTest: { value: 0 },
		uvTransform: { value: new Matrix3() }

	},

	sprite: {

		diffuse: { value: new Color$1( 0xffffff ) },
		opacity: { value: 1.0 },
		center: { value: new Vector2( 0.5, 0.5 ) },
		rotation: { value: 0.0 },
		map: { value: null },
		alphaMap: { value: null },
		alphaTest: { value: 0 },
		uvTransform: { value: new Matrix3() }

	}

};

const ShaderLib = {

	basic: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.meshbasic_vert,
		fragmentShader: ShaderChunk.meshbasic_frag

	},

	lambert: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color$1( 0x000000 ) }
			}
		] ),

		vertexShader: ShaderChunk.meshlambert_vert,
		fragmentShader: ShaderChunk.meshlambert_frag

	},

	phong: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color$1( 0x000000 ) },
				specular: { value: new Color$1( 0x111111 ) },
				shininess: { value: 30 }
			}
		] ),

		vertexShader: ShaderChunk.meshphong_vert,
		fragmentShader: ShaderChunk.meshphong_frag

	},

	standard: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.roughnessmap,
			UniformsLib.metalnessmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color$1( 0x000000 ) },
				roughness: { value: 1.0 },
				metalness: { value: 0.0 },
				envMapIntensity: { value: 1 } // temporary
			}
		] ),

		vertexShader: ShaderChunk.meshphysical_vert,
		fragmentShader: ShaderChunk.meshphysical_frag

	},

	toon: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.gradientmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color$1( 0x000000 ) }
			}
		] ),

		vertexShader: ShaderChunk.meshtoon_vert,
		fragmentShader: ShaderChunk.meshtoon_frag

	},

	matcap: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.fog,
			{
				matcap: { value: null }
			}
		] ),

		vertexShader: ShaderChunk.meshmatcap_vert,
		fragmentShader: ShaderChunk.meshmatcap_frag

	},

	points: {

		uniforms: mergeUniforms( [
			UniformsLib.points,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.points_vert,
		fragmentShader: ShaderChunk.points_frag

	},

	dashed: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.fog,
			{
				scale: { value: 1 },
				dashSize: { value: 1 },
				totalSize: { value: 2 }
			}
		] ),

		vertexShader: ShaderChunk.linedashed_vert,
		fragmentShader: ShaderChunk.linedashed_frag

	},

	depth: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.displacementmap
		] ),

		vertexShader: ShaderChunk.depth_vert,
		fragmentShader: ShaderChunk.depth_frag

	},

	normal: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			{
				opacity: { value: 1.0 }
			}
		] ),

		vertexShader: ShaderChunk.meshnormal_vert,
		fragmentShader: ShaderChunk.meshnormal_frag

	},

	sprite: {

		uniforms: mergeUniforms( [
			UniformsLib.sprite,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.sprite_vert,
		fragmentShader: ShaderChunk.sprite_frag

	},

	background: {

		uniforms: {
			uvTransform: { value: new Matrix3() },
			t2D: { value: null },
		},

		vertexShader: ShaderChunk.background_vert,
		fragmentShader: ShaderChunk.background_frag

	},
	/* -------------------------------------------------------------------------
	//	Cube map shader
	 ------------------------------------------------------------------------- */

	cube: {

		uniforms: mergeUniforms( [
			UniformsLib.envmap,
			{
				opacity: { value: 1.0 }
			}
		] ),

		vertexShader: ShaderChunk.cube_vert,
		fragmentShader: ShaderChunk.cube_frag

	},

	equirect: {

		uniforms: {
			tEquirect: { value: null },
		},

		vertexShader: ShaderChunk.equirect_vert,
		fragmentShader: ShaderChunk.equirect_frag

	},

	distanceRGBA: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.displacementmap,
			{
				referencePosition: { value: new Vector3() },
				nearDistance: { value: 1 },
				farDistance: { value: 1000 }
			}
		] ),

		vertexShader: ShaderChunk.distanceRGBA_vert,
		fragmentShader: ShaderChunk.distanceRGBA_frag

	},

	shadow: {

		uniforms: mergeUniforms( [
			UniformsLib.lights,
			UniformsLib.fog,
			{
				color: { value: new Color$1( 0x00000 ) },
				opacity: { value: 1.0 }
			},
		] ),

		vertexShader: ShaderChunk.shadow_vert,
		fragmentShader: ShaderChunk.shadow_frag

	}

};

ShaderLib.physical = {

	uniforms: mergeUniforms( [
		ShaderLib.standard.uniforms,
		{
			clearcoat: { value: 0 },
			clearcoatMap: { value: null },
			clearcoatRoughness: { value: 0 },
			clearcoatRoughnessMap: { value: null },
			clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
			clearcoatNormalMap: { value: null },
			sheen: { value: 0 },
			sheenColor: { value: new Color$1( 0x000000 ) },
			sheenColorMap: { value: null },
			sheenRoughness: { value: 1 },
			sheenRoughnessMap: { value: null },
			transmission: { value: 0 },
			transmissionMap: { value: null },
			transmissionSamplerSize: { value: new Vector2() },
			transmissionSamplerMap: { value: null },
			thickness: { value: 0 },
			thicknessMap: { value: null },
			attenuationDistance: { value: 0 },
			attenuationColor: { value: new Color$1( 0x000000 ) },
			specularIntensity: { value: 1 },
			specularIntensityMap: { value: null },
			specularColor: { value: new Color$1( 1, 1, 1 ) },
			specularColorMap: { value: null },
		}
	] ),

	vertexShader: ShaderChunk.meshphysical_vert,
	fragmentShader: ShaderChunk.meshphysical_frag

};

function WebGLBackground( renderer, cubemaps, state, objects, alpha, premultipliedAlpha ) {

	const clearColor = new Color$1( 0x000000 );
	let clearAlpha = alpha === true ? 0 : 1;

	let planeMesh;
	let boxMesh;

	let currentBackground = null;
	let currentBackgroundVersion = 0;
	let currentTonemapping = null;

	function render( renderList, scene ) {

		let forceClear = false;
		let background = scene.isScene === true ? scene.background : null;

		if ( background && background.isTexture ) {

			background = cubemaps.get( background );

		}

		// Ignore background in AR
		// TODO: Reconsider this.

		const xr = renderer.xr;
		const session = xr.getSession && xr.getSession();

		if ( session && session.environmentBlendMode === 'additive' ) {

			background = null;

		}

		if ( background === null ) {

			setClear( clearColor, clearAlpha );

		} else if ( background && background.isColor ) {

			setClear( background, 1 );
			forceClear = true;

		}

		if ( renderer.autoClear || forceClear ) {

			renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

		}

		if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {

			if ( boxMesh === undefined ) {

				boxMesh = new Mesh(
					new BoxGeometry( 1, 1, 1 ),
					new ShaderMaterial( {
						name: 'BackgroundCubeMaterial',
						uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
						vertexShader: ShaderLib.cube.vertexShader,
						fragmentShader: ShaderLib.cube.fragmentShader,
						side: BackSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

				boxMesh.geometry.deleteAttribute( 'normal' );
				boxMesh.geometry.deleteAttribute( 'uv' );

				boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

					this.matrixWorld.copyPosition( camera.matrixWorld );

				};

				// enable code injection for non-built-in material
				Object.defineProperty( boxMesh.material, 'envMap', {

					get: function () {

						return this.uniforms.envMap.value;

					}

				} );

				objects.update( boxMesh );

			}

			boxMesh.material.uniforms.envMap.value = background;
			boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;

			if ( currentBackground !== background ||
				currentBackgroundVersion !== background.version ||
				currentTonemapping !== renderer.toneMapping ) {

				boxMesh.material.needsUpdate = true;

				currentBackground = background;
				currentBackgroundVersion = background.version;
				currentTonemapping = renderer.toneMapping;

			}

			// push to the pre-sorted opaque render list
			renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );

		} else if ( background && background.isTexture ) {

			if ( planeMesh === undefined ) {

				planeMesh = new Mesh(
					new PlaneGeometry( 2, 2 ),
					new ShaderMaterial( {
						name: 'BackgroundMaterial',
						uniforms: cloneUniforms( ShaderLib.background.uniforms ),
						vertexShader: ShaderLib.background.vertexShader,
						fragmentShader: ShaderLib.background.fragmentShader,
						side: FrontSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

				planeMesh.geometry.deleteAttribute( 'normal' );

				// enable code injection for non-built-in material
				Object.defineProperty( planeMesh.material, 'map', {

					get: function () {

						return this.uniforms.t2D.value;

					}

				} );

				objects.update( planeMesh );

			}

			planeMesh.material.uniforms.t2D.value = background;

			if ( background.matrixAutoUpdate === true ) {

				background.updateMatrix();

			}

			planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );

			if ( currentBackground !== background ||
				currentBackgroundVersion !== background.version ||
				currentTonemapping !== renderer.toneMapping ) {

				planeMesh.material.needsUpdate = true;

				currentBackground = background;
				currentBackgroundVersion = background.version;
				currentTonemapping = renderer.toneMapping;

			}


			// push to the pre-sorted opaque render list
			renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );

		}

	}

	function setClear( color, alpha ) {

		state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );

	}

	return {

		getClearColor: function () {

			return clearColor;

		},
		setClearColor: function ( color, alpha = 1 ) {

			clearColor.set( color );
			clearAlpha = alpha;
			setClear( clearColor, clearAlpha );

		},
		getClearAlpha: function () {

			return clearAlpha;

		},
		setClearAlpha: function ( alpha ) {

			clearAlpha = alpha;
			setClear( clearColor, clearAlpha );

		},
		render: render

	};

}

function WebGLBindingStates( gl, extensions, attributes, capabilities ) {

	const maxVertexAttributes = gl.getParameter( 34921 );

	const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
	const vaoAvailable = capabilities.isWebGL2 || extension !== null;

	const bindingStates = {};

	const defaultState = createBindingState( null );
	let currentState = defaultState;

	function setup( object, material, program, geometry, index ) {

		let updateBuffers = false;

		if ( vaoAvailable ) {

			const state = getBindingState( geometry, program, material );

			if ( currentState !== state ) {

				currentState = state;
				bindVertexArrayObject( currentState.object );

			}

			updateBuffers = needsUpdate( geometry, index );

			if ( updateBuffers ) saveCache( geometry, index );

		} else {

			const wireframe = ( material.wireframe === true );

			if ( currentState.geometry !== geometry.id ||
				currentState.program !== program.id ||
				currentState.wireframe !== wireframe ) {

				currentState.geometry = geometry.id;
				currentState.program = program.id;
				currentState.wireframe = wireframe;

				updateBuffers = true;

			}

		}

		if ( object.isInstancedMesh === true ) {

			updateBuffers = true;

		}

		if ( index !== null ) {

			attributes.update( index, 34963 );

		}

		if ( updateBuffers ) {

			setupVertexAttributes( object, material, program, geometry );

			if ( index !== null ) {

				gl.bindBuffer( 34963, attributes.get( index ).buffer );

			}

		}

	}

	function createVertexArrayObject() {

		if ( capabilities.isWebGL2 ) return gl.createVertexArray();

		return extension.createVertexArrayOES();

	}

	function bindVertexArrayObject( vao ) {

		if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );

		return extension.bindVertexArrayOES( vao );

	}

	function deleteVertexArrayObject( vao ) {

		if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );

		return extension.deleteVertexArrayOES( vao );

	}

	function getBindingState( geometry, program, material ) {

		const wireframe = ( material.wireframe === true );

		let programMap = bindingStates[ geometry.id ];

		if ( programMap === undefined ) {

			programMap = {};
			bindingStates[ geometry.id ] = programMap;

		}

		let stateMap = programMap[ program.id ];

		if ( stateMap === undefined ) {

			stateMap = {};
			programMap[ program.id ] = stateMap;

		}

		let state = stateMap[ wireframe ];

		if ( state === undefined ) {

			state = createBindingState( createVertexArrayObject() );
			stateMap[ wireframe ] = state;

		}

		return state;

	}

	function createBindingState( vao ) {

		const newAttributes = [];
		const enabledAttributes = [];
		const attributeDivisors = [];

		for ( let i = 0; i < maxVertexAttributes; i ++ ) {

			newAttributes[ i ] = 0;
			enabledAttributes[ i ] = 0;
			attributeDivisors[ i ] = 0;

		}

		return {

			// for backward compatibility on non-VAO support browser
			geometry: null,
			program: null,
			wireframe: false,

			newAttributes: newAttributes,
			enabledAttributes: enabledAttributes,
			attributeDivisors: attributeDivisors,
			object: vao,
			attributes: {},
			index: null

		};

	}

	function needsUpdate( geometry, index ) {

		const cachedAttributes = currentState.attributes;
		const geometryAttributes = geometry.attributes;

		let attributesNum = 0;

		for ( const key in geometryAttributes ) {

			const cachedAttribute = cachedAttributes[ key ];
			const geometryAttribute = geometryAttributes[ key ];

			if ( cachedAttribute === undefined ) return true;

			if ( cachedAttribute.attribute !== geometryAttribute ) return true;

			if ( cachedAttribute.data !== geometryAttribute.data ) return true;

			attributesNum ++;

		}

		if ( currentState.attributesNum !== attributesNum ) return true;

		if ( currentState.index !== index ) return true;

		return false;

	}

	function saveCache( geometry, index ) {

		const cache = {};
		const attributes = geometry.attributes;
		let attributesNum = 0;

		for ( const key in attributes ) {

			const attribute = attributes[ key ];

			const data = {};
			data.attribute = attribute;

			if ( attribute.data ) {

				data.data = attribute.data;

			}

			cache[ key ] = data;

			attributesNum ++;

		}

		currentState.attributes = cache;
		currentState.attributesNum = attributesNum;

		currentState.index = index;

	}

	function initAttributes() {

		const newAttributes = currentState.newAttributes;

		for ( let i = 0, il = newAttributes.length; i < il; i ++ ) {

			newAttributes[ i ] = 0;

		}

	}

	function enableAttribute( attribute ) {

		enableAttributeAndDivisor( attribute, 0 );

	}

	function enableAttributeAndDivisor( attribute, meshPerAttribute ) {

		const newAttributes = currentState.newAttributes;
		const enabledAttributes = currentState.enabledAttributes;
		const attributeDivisors = currentState.attributeDivisors;

		newAttributes[ attribute ] = 1;

		if ( enabledAttributes[ attribute ] === 0 ) {

			gl.enableVertexAttribArray( attribute );
			enabledAttributes[ attribute ] = 1;

		}

		if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {

			const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );

			extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
			attributeDivisors[ attribute ] = meshPerAttribute;

		}

	}

	function disableUnusedAttributes() {

		const newAttributes = currentState.newAttributes;
		const enabledAttributes = currentState.enabledAttributes;

		for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {

			if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

				gl.disableVertexAttribArray( i );
				enabledAttributes[ i ] = 0;

			}

		}

	}

	function vertexAttribPointer( index, size, type, normalized, stride, offset ) {

		if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {

			gl.vertexAttribIPointer( index, size, type, stride, offset );

		} else {

			gl.vertexAttribPointer( index, size, type, normalized, stride, offset );

		}

	}

	function setupVertexAttributes( object, material, program, geometry ) {

		if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {

			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;

		}

		initAttributes();

		const geometryAttributes = geometry.attributes;

		const programAttributes = program.getAttributes();

		const materialDefaultAttributeValues = material.defaultAttributeValues;

		for ( const name in programAttributes ) {

			const programAttribute = programAttributes[ name ];

			if ( programAttribute.location >= 0 ) {

				let geometryAttribute = geometryAttributes[ name ];

				if ( geometryAttribute === undefined ) {

					if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;
					if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;

				}

				if ( geometryAttribute !== undefined ) {

					const normalized = geometryAttribute.normalized;
					const size = geometryAttribute.itemSize;

					const attribute = attributes.get( geometryAttribute );

					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

					const buffer = attribute.buffer;
					const type = attribute.type;
					const bytesPerElement = attribute.bytesPerElement;

					if ( geometryAttribute.isInterleavedBufferAttribute ) {

						const data = geometryAttribute.data;
						const stride = data.stride;
						const offset = geometryAttribute.offset;

						if ( data && data.isInstancedInterleavedBuffer ) {

							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

								enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );

							}

							if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {

								geometry._maxInstanceCount = data.meshPerAttribute * data.count;

							}

						} else {

							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

								enableAttribute( programAttribute.location + i );

							}

						}

						gl.bindBuffer( 34962, buffer );

						for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

							vertexAttribPointer(
								programAttribute.location + i,
								size / programAttribute.locationSize,
								type,
								normalized,
								stride * bytesPerElement,
								( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement
							);

						}

					} else {

						if ( geometryAttribute.isInstancedBufferAttribute ) {

							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

								enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );

							}

							if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {

								geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;

							}

						} else {

							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

								enableAttribute( programAttribute.location + i );

							}

						}

						gl.bindBuffer( 34962, buffer );

						for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

							vertexAttribPointer(
								programAttribute.location + i,
								size / programAttribute.locationSize,
								type,
								normalized,
								size * bytesPerElement,
								( size / programAttribute.locationSize ) * i * bytesPerElement
							);

						}

					}

				} else if ( materialDefaultAttributeValues !== undefined ) {

					const value = materialDefaultAttributeValues[ name ];

					if ( value !== undefined ) {

						switch ( value.length ) {

							case 2:
								gl.vertexAttrib2fv( programAttribute.location, value );
								break;

							case 3:
								gl.vertexAttrib3fv( programAttribute.location, value );
								break;

							case 4:
								gl.vertexAttrib4fv( programAttribute.location, value );
								break;

							default:
								gl.vertexAttrib1fv( programAttribute.location, value );

						}

					}

				}

			}

		}

		disableUnusedAttributes();

	}

	function dispose() {

		reset();

		for ( const geometryId in bindingStates ) {

			const programMap = bindingStates[ geometryId ];

			for ( const programId in programMap ) {

				const stateMap = programMap[ programId ];

				for ( const wireframe in stateMap ) {

					deleteVertexArrayObject( stateMap[ wireframe ].object );

					delete stateMap[ wireframe ];

				}

				delete programMap[ programId ];

			}

			delete bindingStates[ geometryId ];

		}

	}

	function releaseStatesOfGeometry( geometry ) {

		if ( bindingStates[ geometry.id ] === undefined ) return;

		const programMap = bindingStates[ geometry.id ];

		for ( const programId in programMap ) {

			const stateMap = programMap[ programId ];

			for ( const wireframe in stateMap ) {

				deleteVertexArrayObject( stateMap[ wireframe ].object );

				delete stateMap[ wireframe ];

			}

			delete programMap[ programId ];

		}

		delete bindingStates[ geometry.id ];

	}

	function releaseStatesOfProgram( program ) {

		for ( const geometryId in bindingStates ) {

			const programMap = bindingStates[ geometryId ];

			if ( programMap[ program.id ] === undefined ) continue;

			const stateMap = programMap[ program.id ];

			for ( const wireframe in stateMap ) {

				deleteVertexArrayObject( stateMap[ wireframe ].object );

				delete stateMap[ wireframe ];

			}

			delete programMap[ program.id ];

		}

	}

	function reset() {

		resetDefaultState();

		if ( currentState === defaultState ) return;

		currentState = defaultState;
		bindVertexArrayObject( currentState.object );

	}

	// for backward-compatilibity

	function resetDefaultState() {

		defaultState.geometry = null;
		defaultState.program = null;
		defaultState.wireframe = false;

	}

	return {

		setup: setup,
		reset: reset,
		resetDefaultState: resetDefaultState,
		dispose: dispose,
		releaseStatesOfGeometry: releaseStatesOfGeometry,
		releaseStatesOfProgram: releaseStatesOfProgram,

		initAttributes: initAttributes,
		enableAttribute: enableAttribute,
		disableUnusedAttributes: disableUnusedAttributes

	};

}

function WebGLBufferRenderer( gl, extensions, info, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	let mode;

	function setMode( value ) {

		mode = value;

	}

	function render( start, count ) {

		gl.drawArrays( mode, start, count );

		info.update( count, mode, 1 );

	}

	function renderInstances( start, count, primcount ) {

		if ( primcount === 0 ) return;

		let extension, methodName;

		if ( isWebGL2 ) {

			extension = gl;
			methodName = 'drawArraysInstanced';

		} else {

			extension = extensions.get( 'ANGLE_instanced_arrays' );
			methodName = 'drawArraysInstancedANGLE';

			if ( extension === null ) {

				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

		}

		extension[ methodName ]( mode, start, count, primcount );

		info.update( count, mode, primcount );

	}

	//

	this.setMode = setMode;
	this.render = render;
	this.renderInstances = renderInstances;

}

function WebGLCapabilities( gl, extensions, parameters ) {

	let maxAnisotropy;

	function getMaxAnisotropy() {

		if ( maxAnisotropy !== undefined ) return maxAnisotropy;

		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {

			const extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

		} else {

			maxAnisotropy = 0;

		}

		return maxAnisotropy;

	}

	function getMaxPrecision( precision ) {

		if ( precision === 'highp' ) {

			if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
				gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {

				return 'highp';

			}

			precision = 'mediump';

		}

		if ( precision === 'mediump' ) {

			if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
				gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {

				return 'mediump';

			}

		}

		return 'lowp';

	}

	const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
		( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );

	let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
	const maxPrecision = getMaxPrecision( precision );

	if ( maxPrecision !== precision ) {

		console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
		precision = maxPrecision;

	}

	const drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );

	const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;

	const maxTextures = gl.getParameter( 34930 );
	const maxVertexTextures = gl.getParameter( 35660 );
	const maxTextureSize = gl.getParameter( 3379 );
	const maxCubemapSize = gl.getParameter( 34076 );

	const maxAttributes = gl.getParameter( 34921 );
	const maxVertexUniforms = gl.getParameter( 36347 );
	const maxVaryings = gl.getParameter( 36348 );
	const maxFragmentUniforms = gl.getParameter( 36349 );

	const vertexTextures = maxVertexTextures > 0;
	const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );
	const floatVertexTextures = vertexTextures && floatFragmentTextures;

	const maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;

	return {

		isWebGL2: isWebGL2,

		drawBuffers: drawBuffers,

		getMaxAnisotropy: getMaxAnisotropy,
		getMaxPrecision: getMaxPrecision,

		precision: precision,
		logarithmicDepthBuffer: logarithmicDepthBuffer,

		maxTextures: maxTextures,
		maxVertexTextures: maxVertexTextures,
		maxTextureSize: maxTextureSize,
		maxCubemapSize: maxCubemapSize,

		maxAttributes: maxAttributes,
		maxVertexUniforms: maxVertexUniforms,
		maxVaryings: maxVaryings,
		maxFragmentUniforms: maxFragmentUniforms,

		vertexTextures: vertexTextures,
		floatFragmentTextures: floatFragmentTextures,
		floatVertexTextures: floatVertexTextures,

		maxSamples: maxSamples

	};

}

function WebGLClipping( properties ) {

	const scope = this;

	let globalState = null,
		numGlobalPlanes = 0,
		localClippingEnabled = false,
		renderingShadows = false;

	const plane = new Plane(),
		viewNormalMatrix = new Matrix3(),

		uniform = { value: null, needsUpdate: false };

	this.uniform = uniform;
	this.numPlanes = 0;
	this.numIntersection = 0;

	this.init = function ( planes, enableLocalClipping, camera ) {

		const enabled =
			planes.length !== 0 ||
			enableLocalClipping ||
			// enable state of previous frame - the clipping code has to
			// run another frame in order to reset the state:
			numGlobalPlanes !== 0 ||
			localClippingEnabled;

		localClippingEnabled = enableLocalClipping;

		globalState = projectPlanes( planes, camera, 0 );
		numGlobalPlanes = planes.length;

		return enabled;

	};

	this.beginShadows = function () {

		renderingShadows = true;
		projectPlanes( null );

	};

	this.endShadows = function () {

		renderingShadows = false;
		resetGlobalState();

	};

	this.setState = function ( material, camera, useCache ) {

		const planes = material.clippingPlanes,
			clipIntersection = material.clipIntersection,
			clipShadows = material.clipShadows;

		const materialProperties = properties.get( material );

		if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {

			// there's no local clipping

			if ( renderingShadows ) {

				// there's no global clipping

				projectPlanes( null );

			} else {

				resetGlobalState();

			}

		} else {

			const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
				lGlobal = nGlobal * 4;

			let dstArray = materialProperties.clippingState || null;

			uniform.value = dstArray; // ensure unique state

			dstArray = projectPlanes( planes, camera, lGlobal, useCache );

			for ( let i = 0; i !== lGlobal; ++ i ) {

				dstArray[ i ] = globalState[ i ];

			}

			materialProperties.clippingState = dstArray;
			this.numIntersection = clipIntersection ? this.numPlanes : 0;
			this.numPlanes += nGlobal;

		}


	};

	function resetGlobalState() {

		if ( uniform.value !== globalState ) {

			uniform.value = globalState;
			uniform.needsUpdate = numGlobalPlanes > 0;

		}

		scope.numPlanes = numGlobalPlanes;
		scope.numIntersection = 0;

	}

	function projectPlanes( planes, camera, dstOffset, skipTransform ) {

		const nPlanes = planes !== null ? planes.length : 0;
		let dstArray = null;

		if ( nPlanes !== 0 ) {

			dstArray = uniform.value;

			if ( skipTransform !== true || dstArray === null ) {

				const flatSize = dstOffset + nPlanes * 4,
					viewMatrix = camera.matrixWorldInverse;

				viewNormalMatrix.getNormalMatrix( viewMatrix );

				if ( dstArray === null || dstArray.length < flatSize ) {

					dstArray = new Float32Array( flatSize );

				}

				for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {

					plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );

					plane.normal.toArray( dstArray, i4 );
					dstArray[ i4 + 3 ] = plane.constant;

				}

			}

			uniform.value = dstArray;
			uniform.needsUpdate = true;

		}

		scope.numPlanes = nPlanes;
		scope.numIntersection = 0;

		return dstArray;

	}

}

function WebGLCubeMaps( renderer ) {

	let cubemaps = new WeakMap();

	function mapTextureMapping( texture, mapping ) {

		if ( mapping === EquirectangularReflectionMapping ) {

			texture.mapping = CubeReflectionMapping;

		} else if ( mapping === EquirectangularRefractionMapping ) {

			texture.mapping = CubeRefractionMapping;

		}

		return texture;

	}

	function get( texture ) {

		if ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) {

			const mapping = texture.mapping;

			if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {

				if ( cubemaps.has( texture ) ) {

					const cubemap = cubemaps.get( texture ).texture;
					return mapTextureMapping( cubemap, texture.mapping );

				} else {

					const image = texture.image;

					if ( image && image.height > 0 ) {

						const renderTarget = new WebGLCubeRenderTarget( image.height / 2 );
						renderTarget.fromEquirectangularTexture( renderer, texture );
						cubemaps.set( texture, renderTarget );

						texture.addEventListener( 'dispose', onTextureDispose );

						return mapTextureMapping( renderTarget.texture, texture.mapping );

					} else {

						// image not yet ready. try the conversion next frame

						return null;

					}

				}

			}

		}

		return texture;

	}

	function onTextureDispose( event ) {

		const texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		const cubemap = cubemaps.get( texture );

		if ( cubemap !== undefined ) {

			cubemaps.delete( texture );
			cubemap.dispose();

		}

	}

	function dispose() {

		cubemaps = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

class OrthographicCamera extends Camera {

	constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {

		super();

		this.type = 'OrthographicCamera';

		this.zoom = 1;
		this.view = null;

		this.left = left;
		this.right = right;
		this.top = top;
		this.bottom = bottom;

		this.near = near;
		this.far = far;

		this.updateProjectionMatrix();

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		this.left = source.left;
		this.right = source.right;
		this.top = source.top;
		this.bottom = source.bottom;
		this.near = source.near;
		this.far = source.far;

		this.zoom = source.zoom;
		this.view = source.view === null ? null : Object.assign( {}, source.view );

		return this;

	}

	setViewOffset( fullWidth, fullHeight, x, y, width, height ) {

		if ( this.view === null ) {

			this.view = {
				enabled: true,
				fullWidth: 1,
				fullHeight: 1,
				offsetX: 0,
				offsetY: 0,
				width: 1,
				height: 1
			};

		}

		this.view.enabled = true;
		this.view.fullWidth = fullWidth;
		this.view.fullHeight = fullHeight;
		this.view.offsetX = x;
		this.view.offsetY = y;
		this.view.width = width;
		this.view.height = height;

		this.updateProjectionMatrix();

	}

	clearViewOffset() {

		if ( this.view !== null ) {

			this.view.enabled = false;

		}

		this.updateProjectionMatrix();

	}

	updateProjectionMatrix() {

		const dx = ( this.right - this.left ) / ( 2 * this.zoom );
		const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
		const cx = ( this.right + this.left ) / 2;
		const cy = ( this.top + this.bottom ) / 2;

		let left = cx - dx;
		let right = cx + dx;
		let top = cy + dy;
		let bottom = cy - dy;

		if ( this.view !== null && this.view.enabled ) {

			const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
			const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;

			left += scaleW * this.view.offsetX;
			right = left + scaleW * this.view.width;
			top -= scaleH * this.view.offsetY;
			bottom = top - scaleH * this.view.height;

		}

		this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );

		this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.object.zoom = this.zoom;
		data.object.left = this.left;
		data.object.right = this.right;
		data.object.top = this.top;
		data.object.bottom = this.bottom;
		data.object.near = this.near;
		data.object.far = this.far;

		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

		return data;

	}

}

OrthographicCamera.prototype.isOrthographicCamera = true;

class RawShaderMaterial extends ShaderMaterial {

	constructor( parameters ) {

		super( parameters );

		this.type = 'RawShaderMaterial';

	}

}

RawShaderMaterial.prototype.isRawShaderMaterial = true;

const LOD_MIN = 4;
const LOD_MAX = 8;
const SIZE_MAX = Math.pow( 2, LOD_MAX );

// The standard deviations (radians) associated with the extra mips. These are
// chosen to approximate a Trowbridge-Reitz distribution function times the
// geometric shadowing function. These sigma values squared must match the
// variance #defines in cube_uv_reflection_fragment.glsl.js.
const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];

const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;

// The maximum length of the blur for loop. Smaller sigmas will use fewer
// samples and exit early, but not recompile the shader.
const MAX_SAMPLES = 20;

const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
const { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();
const _clearColor = /*@__PURE__*/ new Color$1();
let _oldTarget = null;

// Golden Ratio
const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
const INV_PHI = 1 / PHI;

// Vertices of a dodecahedron (except the opposites, which represent the
// same axis), used as axis directions evenly spread on a sphere.
const _axisDirections = [
	/*@__PURE__*/ new Vector3( 1, 1, 1 ),
	/*@__PURE__*/ new Vector3( - 1, 1, 1 ),
	/*@__PURE__*/ new Vector3( 1, 1, - 1 ),
	/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
	/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
	/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
	/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
	/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
	/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
	/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];

/**
 * This class generates a Prefiltered, Mipmapped Radiance Environment Map
 * (PMREM) from a cubeMap environment texture. This allows different levels of
 * blur to be quickly accessed based on material roughness. It is packed into a
 * special CubeUV format that allows us to perform custom interpolation so that
 * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
 * chain, it only goes down to the LOD_MIN level (above), and then creates extra
 * even more filtered 'mips' at the same LOD_MIN resolution, associated with
 * higher roughness levels. In this way we maintain resolution to smoothly
 * interpolate diffuse lighting while limiting sampling computation.
 *
 * Paper: Fast, Accurate Image-Based Lighting
 * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
*/

class PMREMGenerator {

	constructor( renderer ) {

		this._renderer = renderer;
		this._pingPongRenderTarget = null;

		this._blurMaterial = _getBlurShader( MAX_SAMPLES );
		this._equirectShader = null;
		this._cubemapShader = null;

		this._compileMaterial( this._blurMaterial );

	}

	/**
	 * Generates a PMREM from a supplied Scene, which can be faster than using an
	 * image if networking bandwidth is low. Optional sigma specifies a blur radius
	 * in radians to be applied to the scene before PMREM generation. Optional near
	 * and far planes ensure the scene is rendered in its entirety (the cubeCamera
	 * is placed at the origin).
	 */
	fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {

		_oldTarget = this._renderer.getRenderTarget();
		const cubeUVRenderTarget = this._allocateTargets();

		this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
		if ( sigma > 0 ) {

			this._blur( cubeUVRenderTarget, 0, 0, sigma );

		}

		this._applyPMREM( cubeUVRenderTarget );
		this._cleanup( cubeUVRenderTarget );

		return cubeUVRenderTarget;

	}

	/**
	 * Generates a PMREM from an equirectangular texture, which can be either LDR
	 * or HDR. The ideal input image size is 1k (1024 x 512),
	 * as this matches best with the 256 x 256 cubemap output.
	 */
	fromEquirectangular( equirectangular, renderTarget = null ) {

		return this._fromTexture( equirectangular, renderTarget );

	}

	/**
	 * Generates a PMREM from an cubemap texture, which can be either LDR
	 * or HDR. The ideal input cube size is 256 x 256,
	 * as this matches best with the 256 x 256 cubemap output.
	 */
	fromCubemap( cubemap, renderTarget = null ) {

		return this._fromTexture( cubemap, renderTarget );

	}

	/**
	 * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
	 * your texture's network fetch for increased concurrency.
	 */
	compileCubemapShader() {

		if ( this._cubemapShader === null ) {

			this._cubemapShader = _getCubemapShader();
			this._compileMaterial( this._cubemapShader );

		}

	}

	/**
	 * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
	 * your texture's network fetch for increased concurrency.
	 */
	compileEquirectangularShader() {

		if ( this._equirectShader === null ) {

			this._equirectShader = _getEquirectShader();
			this._compileMaterial( this._equirectShader );

		}

	}

	/**
	 * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
	 * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
	 * one of them will cause any others to also become unusable.
	 */
	dispose() {

		this._blurMaterial.dispose();

		if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();

		if ( this._cubemapShader !== null ) this._cubemapShader.dispose();
		if ( this._equirectShader !== null ) this._equirectShader.dispose();

		for ( let i = 0; i < _lodPlanes.length; i ++ ) {

			_lodPlanes[ i ].dispose();

		}

	}

	// private interface

	_cleanup( outputTarget ) {

		this._renderer.setRenderTarget( _oldTarget );
		outputTarget.scissorTest = false;
		_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );

	}

	_fromTexture( texture, renderTarget ) {

		_oldTarget = this._renderer.getRenderTarget();
		const cubeUVRenderTarget = renderTarget || this._allocateTargets( texture );
		this._textureToCubeUV( texture, cubeUVRenderTarget );
		this._applyPMREM( cubeUVRenderTarget );
		this._cleanup( cubeUVRenderTarget );

		return cubeUVRenderTarget;

	}

	_allocateTargets( texture ) { // warning: null texture is valid

		const params = {
			magFilter: LinearFilter,
			minFilter: LinearFilter,
			generateMipmaps: false,
			type: HalfFloatType,
			format: RGBAFormat,
			encoding: LinearEncoding,
			depthBuffer: false
		};

		const cubeUVRenderTarget = _createRenderTarget( params );
		cubeUVRenderTarget.depthBuffer = texture ? false : true;

		if ( this._pingPongRenderTarget === null ) {

			this._pingPongRenderTarget = _createRenderTarget( params );

		}

		return cubeUVRenderTarget;

	}

	_compileMaterial( material ) {

		const tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
		this._renderer.compile( tmpMesh, _flatCamera );

	}

	_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {

		const fov = 90;
		const aspect = 1;
		const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
		const upSign = [ 1, - 1, 1, 1, 1, 1 ];
		const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
		const renderer = this._renderer;

		const originalAutoClear = renderer.autoClear;
		const toneMapping = renderer.toneMapping;
		renderer.getClearColor( _clearColor );

		renderer.toneMapping = NoToneMapping;
		renderer.autoClear = false;

		const backgroundMaterial = new MeshBasicMaterial( {
			name: 'PMREM.Background',
			side: BackSide,
			depthWrite: false,
			depthTest: false,
		} );

		const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );

		let useSolidColor = false;
		const background = scene.background;

		if ( background ) {

			if ( background.isColor ) {

				backgroundMaterial.color.copy( background );
				scene.background = null;
				useSolidColor = true;

			}

		} else {

			backgroundMaterial.color.copy( _clearColor );
			useSolidColor = true;

		}

		for ( let i = 0; i < 6; i ++ ) {

			const col = i % 3;
			if ( col === 0 ) {

				cubeCamera.up.set( 0, upSign[ i ], 0 );
				cubeCamera.lookAt( forwardSign[ i ], 0, 0 );

			} else if ( col === 1 ) {

				cubeCamera.up.set( 0, 0, upSign[ i ] );
				cubeCamera.lookAt( 0, forwardSign[ i ], 0 );

			} else {

				cubeCamera.up.set( 0, upSign[ i ], 0 );
				cubeCamera.lookAt( 0, 0, forwardSign[ i ] );

			}

			_setViewport( cubeUVRenderTarget,
				col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
			renderer.setRenderTarget( cubeUVRenderTarget );

			if ( useSolidColor ) {

				renderer.render( backgroundBox, cubeCamera );

			}

			renderer.render( scene, cubeCamera );

		}

		backgroundBox.geometry.dispose();
		backgroundBox.material.dispose();

		renderer.toneMapping = toneMapping;
		renderer.autoClear = originalAutoClear;
		scene.background = background;

	}

	_textureToCubeUV( texture, cubeUVRenderTarget ) {

		const renderer = this._renderer;

		const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );

		if ( isCubeTexture ) {

			if ( this._cubemapShader === null ) {

				this._cubemapShader = _getCubemapShader();

			}

			this._cubemapShader.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;

		} else {

			if ( this._equirectShader === null ) {

				this._equirectShader = _getEquirectShader();

			}

		}

		const material = isCubeTexture ? this._cubemapShader : this._equirectShader;
		const mesh = new Mesh( _lodPlanes[ 0 ], material );

		const uniforms = material.uniforms;

		uniforms[ 'envMap' ].value = texture;

		if ( ! isCubeTexture ) {

			uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );

		}

		_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );

		renderer.setRenderTarget( cubeUVRenderTarget );
		renderer.render( mesh, _flatCamera );

	}

	_applyPMREM( cubeUVRenderTarget ) {

		const renderer = this._renderer;
		const autoClear = renderer.autoClear;
		renderer.autoClear = false;

		for ( let i = 1; i < TOTAL_LODS; i ++ ) {

			const sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );

			const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];

			this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );

		}

		renderer.autoClear = autoClear;

	}

	/**
	 * This is a two-pass Gaussian blur for a cubemap. Normally this is done
	 * vertically and horizontally, but this breaks down on a cube. Here we apply
	 * the blur latitudinally (around the poles), and then longitudinally (towards
	 * the poles) to approximate the orthogonally-separable blur. It is least
	 * accurate at the poles, but still does a decent job.
	 */
	_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {

		const pingPongRenderTarget = this._pingPongRenderTarget;

		this._halfBlur(
			cubeUVRenderTarget,
			pingPongRenderTarget,
			lodIn,
			lodOut,
			sigma,
			'latitudinal',
			poleAxis );

		this._halfBlur(
			pingPongRenderTarget,
			cubeUVRenderTarget,
			lodOut,
			lodOut,
			sigma,
			'longitudinal',
			poleAxis );

	}

	_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {

		const renderer = this._renderer;
		const blurMaterial = this._blurMaterial;

		if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {

			console.error(
				'blur direction must be either latitudinal or longitudinal!' );

		}

		// Number of standard deviations at which to cut off the discrete approximation.
		const STANDARD_DEVIATIONS = 3;

		const blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
		const blurUniforms = blurMaterial.uniforms;

		const pixels = _sizeLods[ lodIn ] - 1;
		const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
		const sigmaPixels = sigmaRadians / radiansPerPixel;
		const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;

		if ( samples > MAX_SAMPLES ) {

			console.warn( `sigmaRadians, ${
				sigmaRadians}, is too large and will clip, as it requested ${
				samples} samples when the maximum is set to ${MAX_SAMPLES}` );

		}

		const weights = [];
		let sum = 0;

		for ( let i = 0; i < MAX_SAMPLES; ++ i ) {

			const x = i / sigmaPixels;
			const weight = Math.exp( - x * x / 2 );
			weights.push( weight );

			if ( i === 0 ) {

				sum += weight;

			} else if ( i < samples ) {

				sum += 2 * weight;

			}

		}

		for ( let i = 0; i < weights.length; i ++ ) {

			weights[ i ] = weights[ i ] / sum;

		}

		blurUniforms[ 'envMap' ].value = targetIn.texture;
		blurUniforms[ 'samples' ].value = samples;
		blurUniforms[ 'weights' ].value = weights;
		blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';

		if ( poleAxis ) {

			blurUniforms[ 'poleAxis' ].value = poleAxis;

		}

		blurUniforms[ 'dTheta' ].value = radiansPerPixel;
		blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;

		const outputSize = _sizeLods[ lodOut ];
		const x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
		const y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );

		_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
		renderer.setRenderTarget( targetOut );
		renderer.render( blurMesh, _flatCamera );

	}

}

function _createPlanes() {

	const _lodPlanes = [];
	const _sizeLods = [];
	const _sigmas = [];

	let lod = LOD_MAX;

	for ( let i = 0; i < TOTAL_LODS; i ++ ) {

		const sizeLod = Math.pow( 2, lod );
		_sizeLods.push( sizeLod );
		let sigma = 1.0 / sizeLod;

		if ( i > LOD_MAX - LOD_MIN ) {

			sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];

		} else if ( i === 0 ) {

			sigma = 0;

		}

		_sigmas.push( sigma );

		const texelSize = 1.0 / ( sizeLod - 1 );
		const min = - texelSize / 2;
		const max = 1 + texelSize / 2;
		const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];

		const cubeFaces = 6;
		const vertices = 6;
		const positionSize = 3;
		const uvSize = 2;
		const faceIndexSize = 1;

		const position = new Float32Array( positionSize * vertices * cubeFaces );
		const uv = new Float32Array( uvSize * vertices * cubeFaces );
		const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );

		for ( let face = 0; face < cubeFaces; face ++ ) {

			const x = ( face % 3 ) * 2 / 3 - 1;
			const y = face > 2 ? 0 : - 1;
			const coordinates = [
				x, y, 0,
				x + 2 / 3, y, 0,
				x + 2 / 3, y + 1, 0,
				x, y, 0,
				x + 2 / 3, y + 1, 0,
				x, y + 1, 0
			];
			position.set( coordinates, positionSize * vertices * face );
			uv.set( uv1, uvSize * vertices * face );
			const fill = [ face, face, face, face, face, face ];
			faceIndex.set( fill, faceIndexSize * vertices * face );

		}

		const planes = new BufferGeometry();
		planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
		planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
		planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
		_lodPlanes.push( planes );

		if ( lod > LOD_MIN ) {

			lod --;

		}

	}

	return { _lodPlanes, _sizeLods, _sigmas };

}

function _createRenderTarget( params ) {

	const cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
	cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
	cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
	cubeUVRenderTarget.scissorTest = true;
	return cubeUVRenderTarget;

}

function _setViewport( target, x, y, width, height ) {

	target.viewport.set( x, y, width, height );
	target.scissor.set( x, y, width, height );

}

function _getBlurShader( maxSamples ) {

	const weights = new Float32Array( maxSamples );
	const poleAxis = new Vector3( 0, 1, 0 );
	const shaderMaterial = new RawShaderMaterial( {

		name: 'SphericalGaussianBlur',

		defines: { 'n': maxSamples },

		uniforms: {
			'envMap': { value: null },
			'samples': { value: 1 },
			'weights': { value: weights },
			'latitudinal': { value: false },
			'dTheta': { value: 0 },
			'mipInt': { value: 0 },
			'poleAxis': { value: poleAxis }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

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

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			vec3 getSample( float theta, vec3 axis ) {

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

				return bilinearCubeUV( envMap, sampleDirection, mipInt );

			}

			void main() {

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

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

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

				}

				axis = normalize( axis );

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

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

					if ( i >= samples ) {

						break;

					}

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

				}

			}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	return shaderMaterial;

}

function _getEquirectShader() {

	const texelSize = new Vector2( 1, 1 );
	const shaderMaterial = new RawShaderMaterial( {

		name: 'EquirectangularToCubeUV',

		uniforms: {
			'envMap': { value: null },
			'texelSize': { value: texelSize }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform vec2 texelSize;

			#include <common>

			void main() {

				gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );

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

				vec2 f = fract( uv / texelSize - 0.5 );
				uv -= f * texelSize;
				vec3 tl = texture2D ( envMap, uv ).rgb;
				uv.x += texelSize.x;
				vec3 tr = texture2D ( envMap, uv ).rgb;
				uv.y += texelSize.y;
				vec3 br = texture2D ( envMap, uv ).rgb;
				uv.x -= texelSize.x;
				vec3 bl = texture2D ( envMap, uv ).rgb;

				vec3 tm = mix( tl, tr, f.x );
				vec3 bm = mix( bl, br, f.x );
				gl_FragColor.rgb = mix( tm, bm, f.y );

			}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	return shaderMaterial;

}

function _getCubemapShader() {

	const shaderMaterial = new RawShaderMaterial( {

		name: 'CubemapToCubeUV',

		uniforms: {
			'envMap': { value: null },
			'flipEnvMap': { value: - 1 }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			uniform float flipEnvMap;

			varying vec3 vOutputDirection;

			uniform samplerCube envMap;

			void main() {

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

			}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	return shaderMaterial;

}

function _getCommonVertexShader() {

	return /* glsl */`

		precision mediump float;
		precision mediump int;

		attribute vec3 position;
		attribute vec2 uv;
		attribute float faceIndex;

		varying vec3 vOutputDirection;

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

			uv = 2.0 * uv - 1.0;

			vec3 direction = vec3( uv, 1.0 );

			if ( face == 0.0 ) {

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

			} else if ( face == 1.0 ) {

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

			} else if ( face == 2.0 ) {

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

			} else if ( face == 3.0 ) {

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

			} else if ( face == 4.0 ) {

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

			} else if ( face == 5.0 ) {

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

			}

			return direction;

		}

		void main() {

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

		}
	`;

}

function WebGLCubeUVMaps( renderer ) {

	let cubeUVmaps = new WeakMap();

	let pmremGenerator = null;

	function get( texture ) {

		if ( texture && texture.isTexture ) {

			const mapping = texture.mapping;

			const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );
			const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );

			// equirect/cube map to cubeUV conversion

			if ( isEquirectMap || isCubeMap ) {

				if ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) {

					texture.needsPMREMUpdate = false;

					let renderTarget = cubeUVmaps.get( texture );

					if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );

					renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );
					cubeUVmaps.set( texture, renderTarget );

					return renderTarget.texture;

				} else {

					if ( cubeUVmaps.has( texture ) ) {

						return cubeUVmaps.get( texture ).texture;

					} else {

						const image = texture.image;

						if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {

							if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );

							const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );
							cubeUVmaps.set( texture, renderTarget );

							texture.addEventListener( 'dispose', onTextureDispose );

							return renderTarget.texture;

						} else {

							// image not yet ready. try the conversion next frame

							return null;

						}

					}

				}

			}

		}

		return texture;

	}

	function isCubeTextureComplete( image ) {

		let count = 0;
		const length = 6;

		for ( let i = 0; i < length; i ++ ) {

			if ( image[ i ] !== undefined ) count ++;

		}

		return count === length;


	}

	function onTextureDispose( event ) {

		const texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		const cubemapUV = cubeUVmaps.get( texture );

		if ( cubemapUV !== undefined ) {

			cubeUVmaps.delete( texture );
			cubemapUV.dispose();

		}

	}

	function dispose() {

		cubeUVmaps = new WeakMap();

		if ( pmremGenerator !== null ) {

			pmremGenerator.dispose();
			pmremGenerator = null;

		}

	}

	return {
		get: get,
		dispose: dispose
	};

}

function WebGLExtensions( gl ) {

	const extensions = {};

	function getExtension( name ) {

		if ( extensions[ name ] !== undefined ) {

			return extensions[ name ];

		}

		let extension;

		switch ( name ) {

			case 'WEBGL_depth_texture':
				extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
				break;

			case 'EXT_texture_filter_anisotropic':
				extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
				break;

			case 'WEBGL_compressed_texture_s3tc':
				extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
				break;

			case 'WEBGL_compressed_texture_pvrtc':
				extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
				break;

			default:
				extension = gl.getExtension( name );

		}

		extensions[ name ] = extension;

		return extension;

	}

	return {

		has: function ( name ) {

			return getExtension( name ) !== null;

		},

		init: function ( capabilities ) {

			if ( capabilities.isWebGL2 ) {

				getExtension( 'EXT_color_buffer_float' );

			} else {

				getExtension( 'WEBGL_depth_texture' );
				getExtension( 'OES_texture_float' );
				getExtension( 'OES_texture_half_float' );
				getExtension( 'OES_texture_half_float_linear' );
				getExtension( 'OES_standard_derivatives' );
				getExtension( 'OES_element_index_uint' );
				getExtension( 'OES_vertex_array_object' );
				getExtension( 'ANGLE_instanced_arrays' );

			}

			getExtension( 'OES_texture_float_linear' );
			getExtension( 'EXT_color_buffer_half_float' );
			getExtension( 'WEBGL_multisampled_render_to_texture' );

		},

		get: function ( name ) {

			const extension = getExtension( name );

			if ( extension === null ) {

				console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

			}

			return extension;

		}

	};

}

function WebGLGeometries( gl, attributes, info, bindingStates ) {

	const geometries = {};
	const wireframeAttributes = new WeakMap();

	function onGeometryDispose( event ) {

		const geometry = event.target;

		if ( geometry.index !== null ) {

			attributes.remove( geometry.index );

		}

		for ( const name in geometry.attributes ) {

			attributes.remove( geometry.attributes[ name ] );

		}

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		delete geometries[ geometry.id ];

		const attribute = wireframeAttributes.get( geometry );

		if ( attribute ) {

			attributes.remove( attribute );
			wireframeAttributes.delete( geometry );

		}

		bindingStates.releaseStatesOfGeometry( geometry );

		if ( geometry.isInstancedBufferGeometry === true ) {

			delete geometry._maxInstanceCount;

		}

		//

		info.memory.geometries --;

	}

	function get( object, geometry ) {

		if ( geometries[ geometry.id ] === true ) return geometry;

		geometry.addEventListener( 'dispose', onGeometryDispose );

		geometries[ geometry.id ] = true;

		info.memory.geometries ++;

		return geometry;

	}

	function update( geometry ) {

		const geometryAttributes = geometry.attributes;

		// Updating index buffer in VAO now. See WebGLBindingStates.

		for ( const name in geometryAttributes ) {

			attributes.update( geometryAttributes[ name ], 34962 );

		}

		// morph targets

		const morphAttributes = geometry.morphAttributes;

		for ( const name in morphAttributes ) {

			const array = morphAttributes[ name ];

			for ( let i = 0, l = array.length; i < l; i ++ ) {

				attributes.update( array[ i ], 34962 );

			}

		}

	}

	function updateWireframeAttribute( geometry ) {

		const indices = [];

		const geometryIndex = geometry.index;
		const geometryPosition = geometry.attributes.position;
		let version = 0;

		if ( geometryIndex !== null ) {

			const array = geometryIndex.array;
			version = geometryIndex.version;

			for ( let i = 0, l = array.length; i < l; i += 3 ) {

				const a = array[ i + 0 ];
				const b = array[ i + 1 ];
				const c = array[ i + 2 ];

				indices.push( a, b, b, c, c, a );

			}

		} else {

			const array = geometryPosition.array;
			version = geometryPosition.version;

			for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

				const a = i + 0;
				const b = i + 1;
				const c = i + 2;

				indices.push( a, b, b, c, c, a );

			}

		}

		const attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
		attribute.version = version;

		// Updating index buffer in VAO now. See WebGLBindingStates

		//

		const previousAttribute = wireframeAttributes.get( geometry );

		if ( previousAttribute ) attributes.remove( previousAttribute );

		//

		wireframeAttributes.set( geometry, attribute );

	}

	function getWireframeAttribute( geometry ) {

		const currentAttribute = wireframeAttributes.get( geometry );

		if ( currentAttribute ) {

			const geometryIndex = geometry.index;

			if ( geometryIndex !== null ) {

				// if the attribute is obsolete, create a new one

				if ( currentAttribute.version < geometryIndex.version ) {

					updateWireframeAttribute( geometry );

				}

			}

		} else {

			updateWireframeAttribute( geometry );

		}

		return wireframeAttributes.get( geometry );

	}

	return {

		get: get,
		update: update,

		getWireframeAttribute: getWireframeAttribute

	};

}

function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	let mode;

	function setMode( value ) {

		mode = value;

	}

	let type, bytesPerElement;

	function setIndex( value ) {

		type = value.type;
		bytesPerElement = value.bytesPerElement;

	}

	function render( start, count ) {

		gl.drawElements( mode, count, type, start * bytesPerElement );

		info.update( count, mode, 1 );

	}

	function renderInstances( start, count, primcount ) {

		if ( primcount === 0 ) return;

		let extension, methodName;

		if ( isWebGL2 ) {

			extension = gl;
			methodName = 'drawElementsInstanced';

		} else {

			extension = extensions.get( 'ANGLE_instanced_arrays' );
			methodName = 'drawElementsInstancedANGLE';

			if ( extension === null ) {

				console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

		}

		extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );

		info.update( count, mode, primcount );

	}

	//

	this.setMode = setMode;
	this.setIndex = setIndex;
	this.render = render;
	this.renderInstances = renderInstances;

}

function WebGLInfo( gl ) {

	const memory = {
		geometries: 0,
		textures: 0
	};

	const render = {
		frame: 0,
		calls: 0,
		triangles: 0,
		points: 0,
		lines: 0
	};

	function update( count, mode, instanceCount ) {

		render.calls ++;

		switch ( mode ) {

			case 4:
				render.triangles += instanceCount * ( count / 3 );
				break;

			case 1:
				render.lines += instanceCount * ( count / 2 );
				break;

			case 3:
				render.lines += instanceCount * ( count - 1 );
				break;

			case 2:
				render.lines += instanceCount * count;
				break;

			case 0:
				render.points += instanceCount * count;
				break;

			default:
				console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
				break;

		}

	}

	function reset() {

		render.frame ++;
		render.calls = 0;
		render.triangles = 0;
		render.points = 0;
		render.lines = 0;

	}

	return {
		memory: memory,
		render: render,
		programs: null,
		autoReset: true,
		reset: reset,
		update: update
	};

}

class DataTexture2DArray extends Texture {

	constructor( data = null, width = 1, height = 1, depth = 1 ) {

		super( null );

		this.image = { data, width, height, depth };

		this.magFilter = NearestFilter;
		this.minFilter = NearestFilter;

		this.wrapR = ClampToEdgeWrapping;

		this.generateMipmaps = false;
		this.flipY = false;
		this.unpackAlignment = 1;

	}

}

DataTexture2DArray.prototype.isDataTexture2DArray = true;

function numericalSort( a, b ) {

	return a[ 0 ] - b[ 0 ];

}

function absNumericalSort( a, b ) {

	return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );

}

function denormalize( morph, attribute ) {

	let denominator = 1;
	const array = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;

	if ( array instanceof Int8Array ) denominator = 127;
	else if ( array instanceof Int16Array ) denominator = 32767;
	else if ( array instanceof Int32Array ) denominator = 2147483647;
	else console.error( 'THREE.WebGLMorphtargets: Unsupported morph attribute data type: ', array );

	morph.divideScalar( denominator );

}

function WebGLMorphtargets( gl, capabilities, textures ) {

	const influencesList = {};
	const morphInfluences = new Float32Array( 8 );
	const morphTextures = new WeakMap();
	const morph = new Vector3();

	const workInfluences = [];

	for ( let i = 0; i < 8; i ++ ) {

		workInfluences[ i ] = [ i, 0 ];

	}

	function update( object, geometry, material, program ) {

		const objectInfluences = object.morphTargetInfluences;

		if ( capabilities.isWebGL2 === true ) {

			// instead of using attributes, the WebGL 2 code path encodes morph targets
			// into an array of data textures. Each layer represents a single morph target.

			const numberOfMorphTargets = geometry.morphAttributes.position.length;

			let entry = morphTextures.get( geometry );

			if ( entry === undefined || entry.count !== numberOfMorphTargets ) {

				if ( entry !== undefined ) entry.texture.dispose();

				const hasMorphNormals = geometry.morphAttributes.normal !== undefined;

				const morphTargets = geometry.morphAttributes.position;
				const morphNormals = geometry.morphAttributes.normal || [];

				const numberOfVertices = geometry.attributes.position.count;
				const numberOfVertexData = ( hasMorphNormals === true ) ? 2 : 1; // (v,n) vs. (v)

				let width = numberOfVertices * numberOfVertexData;
				let height = 1;

				if ( width > capabilities.maxTextureSize ) {

					height = Math.ceil( width / capabilities.maxTextureSize );
					width = capabilities.maxTextureSize;

				}

				const buffer = new Float32Array( width * height * 4 * numberOfMorphTargets );

				const texture = new DataTexture2DArray( buffer, width, height, numberOfMorphTargets );
				texture.format = RGBAFormat; // using RGBA since RGB might be emulated (and is thus slower)
				texture.type = FloatType;
				texture.needsUpdate = true;

				// fill buffer

				const vertexDataStride = numberOfVertexData * 4;

				for ( let i = 0; i < numberOfMorphTargets; i ++ ) {

					const morphTarget = morphTargets[ i ];
					const morphNormal = morphNormals[ i ];

					const offset = width * height * 4 * i;

					for ( let j = 0; j < morphTarget.count; j ++ ) {

						morph.fromBufferAttribute( morphTarget, j );

						if ( morphTarget.normalized === true ) denormalize( morph, morphTarget );

						const stride = j * vertexDataStride;

						buffer[ offset + stride + 0 ] = morph.x;
						buffer[ offset + stride + 1 ] = morph.y;
						buffer[ offset + stride + 2 ] = morph.z;
						buffer[ offset + stride + 3 ] = 0;

						if ( hasMorphNormals === true ) {

							morph.fromBufferAttribute( morphNormal, j );

							if ( morphNormal.normalized === true ) denormalize( morph, morphNormal );

							buffer[ offset + stride + 4 ] = morph.x;
							buffer[ offset + stride + 5 ] = morph.y;
							buffer[ offset + stride + 6 ] = morph.z;
							buffer[ offset + stride + 7 ] = 0;

						}

					}

				}

				entry = {
					count: numberOfMorphTargets,
					texture: texture,
					size: new Vector2( width, height )
				};

				morphTextures.set( geometry, entry );

				function disposeTexture() {

					texture.dispose();

					morphTextures.delete( geometry );

					geometry.removeEventListener( 'dispose', disposeTexture );

				}

				geometry.addEventListener( 'dispose', disposeTexture );

			}

			//

			let morphInfluencesSum = 0;

			for ( let i = 0; i < objectInfluences.length; i ++ ) {

				morphInfluencesSum += objectInfluences[ i ];

			}

			const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

			program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
			program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );

			program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );
			program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );


		} else {

			// When object doesn't have morph target influences defined, we treat it as a 0-length array
			// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences

			const length = objectInfluences === undefined ? 0 : objectInfluences.length;

			let influences = influencesList[ geometry.id ];

			if ( influences === undefined || influences.length !== length ) {

				// initialise list

				influences = [];

				for ( let i = 0; i < length; i ++ ) {

					influences[ i ] = [ i, 0 ];

				}

				influencesList[ geometry.id ] = influences;

			}

			// Collect influences

			for ( let i = 0; i < length; i ++ ) {

				const influence = influences[ i ];

				influence[ 0 ] = i;
				influence[ 1 ] = objectInfluences[ i ];

			}

			influences.sort( absNumericalSort );

			for ( let i = 0; i < 8; i ++ ) {

				if ( i < length && influences[ i ][ 1 ] ) {

					workInfluences[ i ][ 0 ] = influences[ i ][ 0 ];
					workInfluences[ i ][ 1 ] = influences[ i ][ 1 ];

				} else {

					workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;
					workInfluences[ i ][ 1 ] = 0;

				}

			}

			workInfluences.sort( numericalSort );

			const morphTargets = geometry.morphAttributes.position;
			const morphNormals = geometry.morphAttributes.normal;

			let morphInfluencesSum = 0;

			for ( let i = 0; i < 8; i ++ ) {

				const influence = workInfluences[ i ];
				const index = influence[ 0 ];
				const value = influence[ 1 ];

				if ( index !== Number.MAX_SAFE_INTEGER && value ) {

					if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {

						geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );

					}

					if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {

						geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );

					}

					morphInfluences[ i ] = value;
					morphInfluencesSum += value;

				} else {

					if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {

						geometry.deleteAttribute( 'morphTarget' + i );

					}

					if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {

						geometry.deleteAttribute( 'morphNormal' + i );

					}

					morphInfluences[ i ] = 0;

				}

			}

			// GLSL shader uses formula baseinfluence * base + sum(target * influence)
			// This allows us to switch between absolute morphs and relative morphs without changing shader code
			// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
			const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

			program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
			program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );

		}

	}

	return {

		update: update

	};

}

function WebGLObjects( gl, geometries, attributes, info ) {

	let updateMap = new WeakMap();

	function update( object ) {

		const frame = info.render.frame;

		const geometry = object.geometry;
		const buffergeometry = geometries.get( object, geometry );

		// Update once per frame

		if ( updateMap.get( buffergeometry ) !== frame ) {

			geometries.update( buffergeometry );

			updateMap.set( buffergeometry, frame );

		}

		if ( object.isInstancedMesh ) {

			if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {

				object.addEventListener( 'dispose', onInstancedMeshDispose );

			}

			attributes.update( object.instanceMatrix, 34962 );

			if ( object.instanceColor !== null ) {

				attributes.update( object.instanceColor, 34962 );

			}

		}

		return buffergeometry;

	}

	function dispose() {

		updateMap = new WeakMap();

	}

	function onInstancedMeshDispose( event ) {

		const instancedMesh = event.target;

		instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );

		attributes.remove( instancedMesh.instanceMatrix );

		if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );

	}

	return {

		update: update,
		dispose: dispose

	};

}

class DataTexture3D extends Texture {

	constructor( data = null, width = 1, height = 1, depth = 1 ) {

		// We're going to add .setXXX() methods for setting properties later.
		// Users can still set in DataTexture3D directly.
		//
		//	const texture = new THREE.DataTexture3D( data, width, height, depth );
		// 	texture.anisotropy = 16;
		//
		// See #14839

		super( null );

		this.image = { data, width, height, depth };

		this.magFilter = NearestFilter;
		this.minFilter = NearestFilter;

		this.wrapR = ClampToEdgeWrapping;

		this.generateMipmaps = false;
		this.flipY = false;
		this.unpackAlignment = 1;

	}

}

DataTexture3D.prototype.isDataTexture3D = true;

/**
 * Uniforms of a program.
 * Those form a tree structure with a special top-level container for the root,
 * which you get by calling 'new WebGLUniforms( gl, program )'.
 *
 *
 * Properties of inner nodes including the top-level container:
 *
 * .seq - array of nested uniforms
 * .map - nested uniforms by name
 *
 *
 * Methods of all nodes except the top-level container:
 *
 * .setValue( gl, value, [textures] )
 *
 * 		uploads a uniform value(s)
 *  	the 'textures' parameter is needed for sampler uniforms
 *
 *
 * Static methods of the top-level container (textures factorizations):
 *
 * .upload( gl, seq, values, textures )
 *
 * 		sets uniforms in 'seq' to 'values[id].value'
 *
 * .seqWithValue( seq, values ) : filteredSeq
 *
 * 		filters 'seq' entries with corresponding entry in values
 *
 *
 * Methods of the top-level container (textures factorizations):
 *
 * .setValue( gl, name, value, textures )
 *
 * 		sets uniform with  name 'name' to 'value'
 *
 * .setOptional( gl, obj, prop )
 *
 * 		like .set for an optional property of the object
 *
 */

const emptyTexture = new Texture();
const emptyTexture2dArray = new DataTexture2DArray();
const emptyTexture3d = new DataTexture3D();
const emptyCubeTexture = new CubeTexture();

// --- Utilities ---

// Array Caches (provide typed arrays for temporary by size)

const arrayCacheF32 = [];
const arrayCacheI32 = [];

// Float32Array caches used for uploading Matrix uniforms

const mat4array = new Float32Array( 16 );
const mat3array = new Float32Array( 9 );
const mat2array = new Float32Array( 4 );

// Flattening for arrays of vectors and matrices

function flatten( array, nBlocks, blockSize ) {

	const firstElem = array[ 0 ];

	if ( firstElem <= 0 || firstElem > 0 ) return array;
	// unoptimized: ! isNaN( firstElem )
	// see http://jacksondunstan.com/articles/983

	const n = nBlocks * blockSize;
	let r = arrayCacheF32[ n ];

	if ( r === undefined ) {

		r = new Float32Array( n );
		arrayCacheF32[ n ] = r;

	}

	if ( nBlocks !== 0 ) {

		firstElem.toArray( r, 0 );

		for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {

			offset += blockSize;
			array[ i ].toArray( r, offset );

		}

	}

	return r;

}

function arraysEqual( a, b ) {

	if ( a.length !== b.length ) return false;

	for ( let i = 0, l = a.length; i < l; i ++ ) {

		if ( a[ i ] !== b[ i ] ) return false;

	}

	return true;

}

function copyArray( a, b ) {

	for ( let i = 0, l = b.length; i < l; i ++ ) {

		a[ i ] = b[ i ];

	}

}

// Texture unit allocation

function allocTexUnits( textures, n ) {

	let r = arrayCacheI32[ n ];

	if ( r === undefined ) {

		r = new Int32Array( n );
		arrayCacheI32[ n ] = r;

	}

	for ( let i = 0; i !== n; ++ i ) {

		r[ i ] = textures.allocateTextureUnit();

	}

	return r;

}

// --- Setters ---

// Note: Defining these methods externally, because they come in a bunch
// and this way their names minify.

// Single scalar

function setValueV1f( gl, v ) {

	const cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1f( this.addr, v );

	cache[ 0 ] = v;

}

// Single float vector (from flat array or THREE.VectorN)

function setValueV2f( gl, v ) {

	const cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

			gl.uniform2f( this.addr, v.x, v.y );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform2fv( this.addr, v );

		copyArray( cache, v );

	}

}

function setValueV3f( gl, v ) {

	const cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

			gl.uniform3f( this.addr, v.x, v.y, v.z );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;
			cache[ 2 ] = v.z;

		}

	} else if ( v.r !== undefined ) {

		if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {

			gl.uniform3f( this.addr, v.r, v.g, v.b );

			cache[ 0 ] = v.r;
			cache[ 1 ] = v.g;
			cache[ 2 ] = v.b;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform3fv( this.addr, v );

		copyArray( cache, v );

	}

}

function setValueV4f( gl, v ) {

	const cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

			gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;
			cache[ 2 ] = v.z;
			cache[ 3 ] = v.w;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform4fv( this.addr, v );

		copyArray( cache, v );

	}

}

// Single matrix (from flat array or THREE.MatrixN)

function setValueM2( gl, v ) {

	const cache = this.cache;
	const elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix2fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat2array.set( elements );

		gl.uniformMatrix2fv( this.addr, false, mat2array );

		copyArray( cache, elements );

	}

}

function setValueM3( gl, v ) {

	const cache = this.cache;
	const elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix3fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat3array.set( elements );

		gl.uniformMatrix3fv( this.addr, false, mat3array );

		copyArray( cache, elements );

	}

}

function setValueM4( gl, v ) {

	const cache = this.cache;
	const elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix4fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat4array.set( elements );

		gl.uniformMatrix4fv( this.addr, false, mat4array );

		copyArray( cache, elements );

	}

}

// Single integer / boolean

function setValueV1i( gl, v ) {

	const cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1i( this.addr, v );

	cache[ 0 ] = v;

}

// Single integer / boolean vector (from flat array)

function setValueV2i( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform2iv( this.addr, v );

	copyArray( cache, v );

}

function setValueV3i( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform3iv( this.addr, v );

	copyArray( cache, v );

}

function setValueV4i( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform4iv( this.addr, v );

	copyArray( cache, v );

}

// Single unsigned integer

function setValueV1ui( gl, v ) {

	const cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1ui( this.addr, v );

	cache[ 0 ] = v;

}

// Single unsigned integer vector (from flat array)

function setValueV2ui( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform2uiv( this.addr, v );

	copyArray( cache, v );

}

function setValueV3ui( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform3uiv( this.addr, v );

	copyArray( cache, v );

}

function setValueV4ui( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform4uiv( this.addr, v );

	copyArray( cache, v );

}


// Single texture (2D / Cube)

function setValueT1( gl, v, textures ) {

	const cache = this.cache;
	const unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.safeSetTexture2D( v || emptyTexture, unit );

}

function setValueT3D1( gl, v, textures ) {

	const cache = this.cache;
	const unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.setTexture3D( v || emptyTexture3d, unit );

}

function setValueT6( gl, v, textures ) {

	const cache = this.cache;
	const unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.safeSetTextureCube( v || emptyCubeTexture, unit );

}

function setValueT2DArray1( gl, v, textures ) {

	const cache = this.cache;
	const unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.setTexture2DArray( v || emptyTexture2dArray, unit );

}

// Helper to pick the right setter for the singular case

function getSingularSetter( type ) {

	switch ( type ) {

		case 0x1406: return setValueV1f; // FLOAT
		case 0x8b50: return setValueV2f; // _VEC2
		case 0x8b51: return setValueV3f; // _VEC3
		case 0x8b52: return setValueV4f; // _VEC4

		case 0x8b5a: return setValueM2; // _MAT2
		case 0x8b5b: return setValueM3; // _MAT3
		case 0x8b5c: return setValueM4; // _MAT4

		case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
		case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
		case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
		case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4

		case 0x1405: return setValueV1ui; // UINT
		case 0x8dc6: return setValueV2ui; // _VEC2
		case 0x8dc7: return setValueV3ui; // _VEC3
		case 0x8dc8: return setValueV4ui; // _VEC4

		case 0x8b5e: // SAMPLER_2D
		case 0x8d66: // SAMPLER_EXTERNAL_OES
		case 0x8dca: // INT_SAMPLER_2D
		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
		case 0x8b62: // SAMPLER_2D_SHADOW
			return setValueT1;

		case 0x8b5f: // SAMPLER_3D
		case 0x8dcb: // INT_SAMPLER_3D
		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
			return setValueT3D1;

		case 0x8b60: // SAMPLER_CUBE
		case 0x8dcc: // INT_SAMPLER_CUBE
		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
		case 0x8dc5: // SAMPLER_CUBE_SHADOW
			return setValueT6;

		case 0x8dc1: // SAMPLER_2D_ARRAY
		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
			return setValueT2DArray1;

	}

}


// Array of scalars

function setValueV1fArray( gl, v ) {

	gl.uniform1fv( this.addr, v );

}

// Array of vectors (from flat array or array of THREE.VectorN)

function setValueV2fArray( gl, v ) {

	const data = flatten( v, this.size, 2 );

	gl.uniform2fv( this.addr, data );

}

function setValueV3fArray( gl, v ) {

	const data = flatten( v, this.size, 3 );

	gl.uniform3fv( this.addr, data );

}

function setValueV4fArray( gl, v ) {

	const data = flatten( v, this.size, 4 );

	gl.uniform4fv( this.addr, data );

}

// Array of matrices (from flat array or array of THREE.MatrixN)

function setValueM2Array( gl, v ) {

	const data = flatten( v, this.size, 4 );

	gl.uniformMatrix2fv( this.addr, false, data );

}

function setValueM3Array( gl, v ) {

	const data = flatten( v, this.size, 9 );

	gl.uniformMatrix3fv( this.addr, false, data );

}

function setValueM4Array( gl, v ) {

	const data = flatten( v, this.size, 16 );

	gl.uniformMatrix4fv( this.addr, false, data );

}

// Array of integer / boolean

function setValueV1iArray( gl, v ) {

	gl.uniform1iv( this.addr, v );

}

// Array of integer / boolean vectors (from flat array)

function setValueV2iArray( gl, v ) {

	gl.uniform2iv( this.addr, v );

}

function setValueV3iArray( gl, v ) {

	gl.uniform3iv( this.addr, v );

}

function setValueV4iArray( gl, v ) {

	gl.uniform4iv( this.addr, v );

}

// Array of unsigned integer

function setValueV1uiArray( gl, v ) {

	gl.uniform1uiv( this.addr, v );

}

// Array of unsigned integer vectors (from flat array)

function setValueV2uiArray( gl, v ) {

	gl.uniform2uiv( this.addr, v );

}

function setValueV3uiArray( gl, v ) {

	gl.uniform3uiv( this.addr, v );

}

function setValueV4uiArray( gl, v ) {

	gl.uniform4uiv( this.addr, v );

}


// Array of textures (2D / 3D / Cube / 2DArray)

function setValueT1Array( gl, v, textures ) {

	const n = v.length;

	const units = allocTexUnits( textures, n );

	gl.uniform1iv( this.addr, units );

	for ( let i = 0; i !== n; ++ i ) {

		textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );

	}

}

function setValueT3DArray( gl, v, textures ) {

	const n = v.length;

	const units = allocTexUnits( textures, n );

	gl.uniform1iv( this.addr, units );

	for ( let i = 0; i !== n; ++ i ) {

		textures.setTexture3D( v[ i ] || emptyTexture3d, units[ i ] );

	}

}

function setValueT6Array( gl, v, textures ) {

	const n = v.length;

	const units = allocTexUnits( textures, n );

	gl.uniform1iv( this.addr, units );

	for ( let i = 0; i !== n; ++ i ) {

		textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

	}

}

function setValueT2DArrayArray( gl, v, textures ) {

	const n = v.length;

	const units = allocTexUnits( textures, n );

	gl.uniform1iv( this.addr, units );

	for ( let i = 0; i !== n; ++ i ) {

		textures.setTexture2DArray( v[ i ] || emptyTexture2dArray, units[ i ] );

	}

}


// Helper to pick the right setter for a pure (bottom-level) array

function getPureArraySetter( type ) {

	switch ( type ) {

		case 0x1406: return setValueV1fArray; // FLOAT
		case 0x8b50: return setValueV2fArray; // _VEC2
		case 0x8b51: return setValueV3fArray; // _VEC3
		case 0x8b52: return setValueV4fArray; // _VEC4

		case 0x8b5a: return setValueM2Array; // _MAT2
		case 0x8b5b: return setValueM3Array; // _MAT3
		case 0x8b5c: return setValueM4Array; // _MAT4

		case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
		case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
		case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
		case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4

		case 0x1405: return setValueV1uiArray; // UINT
		case 0x8dc6: return setValueV2uiArray; // _VEC2
		case 0x8dc7: return setValueV3uiArray; // _VEC3
		case 0x8dc8: return setValueV4uiArray; // _VEC4

		case 0x8b5e: // SAMPLER_2D
		case 0x8d66: // SAMPLER_EXTERNAL_OES
		case 0x8dca: // INT_SAMPLER_2D
		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
		case 0x8b62: // SAMPLER_2D_SHADOW
			return setValueT1Array;

		case 0x8b5f: // SAMPLER_3D
		case 0x8dcb: // INT_SAMPLER_3D
		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
			return setValueT3DArray;

		case 0x8b60: // SAMPLER_CUBE
		case 0x8dcc: // INT_SAMPLER_CUBE
		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
		case 0x8dc5: // SAMPLER_CUBE_SHADOW
			return setValueT6Array;

		case 0x8dc1: // SAMPLER_2D_ARRAY
		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
			return setValueT2DArrayArray;

	}

}

// --- Uniform Classes ---

function SingleUniform( id, activeInfo, addr ) {

	this.id = id;
	this.addr = addr;
	this.cache = [];
	this.setValue = getSingularSetter( activeInfo.type );

	// this.path = activeInfo.name; // DEBUG

}

function PureArrayUniform( id, activeInfo, addr ) {

	this.id = id;
	this.addr = addr;
	this.cache = [];
	this.size = activeInfo.size;
	this.setValue = getPureArraySetter( activeInfo.type );

	// this.path = activeInfo.name; // DEBUG

}

PureArrayUniform.prototype.updateCache = function ( data ) {

	const cache = this.cache;

	if ( data instanceof Float32Array && cache.length !== data.length ) {

		this.cache = new Float32Array( data.length );

	}

	copyArray( cache, data );

};

function StructuredUniform( id ) {

	this.id = id;

	this.seq = [];
	this.map = {};

}

StructuredUniform.prototype.setValue = function ( gl, value, textures ) {

	const seq = this.seq;

	for ( let i = 0, n = seq.length; i !== n; ++ i ) {

		const u = seq[ i ];
		u.setValue( gl, value[ u.id ], textures );

	}

};

// --- Top-level ---

// Parser - builds up the property tree from the path strings

const RePathPart = /(\w+)(\])?(\[|\.)?/g;

// extracts
// 	- the identifier (member name or array index)
//  - followed by an optional right bracket (found when array index)
//  - followed by an optional left bracket or dot (type of subscript)
//
// Note: These portions can be read in a non-overlapping fashion and
// allow straightforward parsing of the hierarchy that WebGL encodes
// in the uniform names.

function addUniform( container, uniformObject ) {

	container.seq.push( uniformObject );
	container.map[ uniformObject.id ] = uniformObject;

}

function parseUniform( activeInfo, addr, container ) {

	const path = activeInfo.name,
		pathLength = path.length;

	// reset RegExp object, because of the early exit of a previous run
	RePathPart.lastIndex = 0;

	while ( true ) {

		const match = RePathPart.exec( path ),
			matchEnd = RePathPart.lastIndex;

		let id = match[ 1 ];
		const idIsIndex = match[ 2 ] === ']',
			subscript = match[ 3 ];

		if ( idIsIndex ) id = id | 0; // convert to integer

		if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {

			// bare name or "pure" bottom-level array "[0]" suffix

			addUniform( container, subscript === undefined ?
				new SingleUniform( id, activeInfo, addr ) :
				new PureArrayUniform( id, activeInfo, addr ) );

			break;

		} else {

			// step into inner node / create it in case it doesn't exist

			const map = container.map;
			let next = map[ id ];

			if ( next === undefined ) {

				next = new StructuredUniform( id );
				addUniform( container, next );

			}

			container = next;

		}

	}

}

// Root Container

function WebGLUniforms( gl, program ) {

	this.seq = [];
	this.map = {};

	const n = gl.getProgramParameter( program, 35718 );

	for ( let i = 0; i < n; ++ i ) {

		const info = gl.getActiveUniform( program, i ),
			addr = gl.getUniformLocation( program, info.name );

		parseUniform( info, addr, this );

	}

}

WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {

	const u = this.map[ name ];

	if ( u !== undefined ) u.setValue( gl, value, textures );

};

WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {

	const v = object[ name ];

	if ( v !== undefined ) this.setValue( gl, name, v );

};


// Static interface

WebGLUniforms.upload = function ( gl, seq, values, textures ) {

	for ( let i = 0, n = seq.length; i !== n; ++ i ) {

		const u = seq[ i ],
			v = values[ u.id ];

		if ( v.needsUpdate !== false ) {

			// note: always updating when .needsUpdate is undefined
			u.setValue( gl, v.value, textures );

		}

	}

};

WebGLUniforms.seqWithValue = function ( seq, values ) {

	const r = [];

	for ( let i = 0, n = seq.length; i !== n; ++ i ) {

		const u = seq[ i ];
		if ( u.id in values ) r.push( u );

	}

	return r;

};

function WebGLShader( gl, type, string ) {

	const shader = gl.createShader( type );

	gl.shaderSource( shader, string );
	gl.compileShader( shader );

	return shader;

}

let programIdCount = 0;

function addLineNumbers( string ) {

	const lines = string.split( '\n' );

	for ( let i = 0; i < lines.length; i ++ ) {

		lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

	}

	return lines.join( '\n' );

}

function getEncodingComponents( encoding ) {

	switch ( encoding ) {

		case LinearEncoding:
			return [ 'Linear', '( value )' ];
		case sRGBEncoding:
			return [ 'sRGB', '( value )' ];
		default:
			console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
			return [ 'Linear', '( value )' ];

	}

}

function getShaderErrors( gl, shader, type ) {

	const status = gl.getShaderParameter( shader, 35713 );
	const errors = gl.getShaderInfoLog( shader ).trim();

	if ( status && errors === '' ) return '';

	// --enable-privileged-webgl-extension
	// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

	return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers( gl.getShaderSource( shader ) );

}

function getTexelEncodingFunction( functionName, encoding ) {

	const components = getEncodingComponents( encoding );
	return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';

}

function getToneMappingFunction( functionName, toneMapping ) {

	let toneMappingName;

	switch ( toneMapping ) {

		case LinearToneMapping:
			toneMappingName = 'Linear';
			break;

		case ReinhardToneMapping:
			toneMappingName = 'Reinhard';
			break;

		case CineonToneMapping:
			toneMappingName = 'OptimizedCineon';
			break;

		case ACESFilmicToneMapping:
			toneMappingName = 'ACESFilmic';
			break;

		case CustomToneMapping:
			toneMappingName = 'Custom';
			break;

		default:
			console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
			toneMappingName = 'Linear';

	}

	return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';

}

function generateExtensions( parameters ) {

	const chunks = [
		( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
		( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
		( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
		( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
	];

	return chunks.filter( filterEmptyLine ).join( '\n' );

}

function generateDefines( defines ) {

	const chunks = [];

	for ( const name in defines ) {

		const value = defines[ name ];

		if ( value === false ) continue;

		chunks.push( '#define ' + name + ' ' + value );

	}

	return chunks.join( '\n' );

}

function fetchAttributeLocations( gl, program ) {

	const attributes = {};

	const n = gl.getProgramParameter( program, 35721 );

	for ( let i = 0; i < n; i ++ ) {

		const info = gl.getActiveAttrib( program, i );
		const name = info.name;

		let locationSize = 1;
		if ( info.type === 35674 ) locationSize = 2;
		if ( info.type === 35675 ) locationSize = 3;
		if ( info.type === 35676 ) locationSize = 4;

		// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

		attributes[ name ] = {
			type: info.type,
			location: gl.getAttribLocation( program, name ),
			locationSize: locationSize
		};

	}

	return attributes;

}

function filterEmptyLine( string ) {

	return string !== '';

}

function replaceLightNums( string, parameters ) {

	return string
		.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
		.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
		.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
		.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
		.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
		.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
		.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
		.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );

}

function replaceClippingPlaneNums( string, parameters ) {

	return string
		.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
		.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );

}

// Resolve Includes

const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;

function resolveIncludes( string ) {

	return string.replace( includePattern, includeReplacer );

}

function includeReplacer( match, include ) {

	const string = ShaderChunk[ include ];

	if ( string === undefined ) {

		throw new Error( 'Can not resolve #include <' + include + '>' );

	}

	return resolveIncludes( string );

}

// Unroll Loops

const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;

function unrollLoops( string ) {

	return string
		.replace( unrollLoopPattern, loopReplacer )
		.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );

}

function deprecatedLoopReplacer( match, start, end, snippet ) {

	console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
	return loopReplacer( match, start, end, snippet );

}

function loopReplacer( match, start, end, snippet ) {

	let string = '';

	for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {

		string += snippet
			.replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
			.replace( /UNROLLED_LOOP_INDEX/g, i );

	}

	return string;

}

//

function generatePrecision( parameters ) {

	let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';

	if ( parameters.precision === 'highp' ) {

		precisionstring += '\n#define HIGH_PRECISION';

	} else if ( parameters.precision === 'mediump' ) {

		precisionstring += '\n#define MEDIUM_PRECISION';

	} else if ( parameters.precision === 'lowp' ) {

		precisionstring += '\n#define LOW_PRECISION';

	}

	return precisionstring;

}

function generateShadowMapTypeDefine( parameters ) {

	let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

	if ( parameters.shadowMapType === PCFShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

	} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

	} else if ( parameters.shadowMapType === VSMShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';

	}

	return shadowMapTypeDefine;

}

function generateEnvMapTypeDefine( parameters ) {

	let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';

	if ( parameters.envMap ) {

		switch ( parameters.envMapMode ) {

			case CubeReflectionMapping:
			case CubeRefractionMapping:
				envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
				break;

			case CubeUVReflectionMapping:
			case CubeUVRefractionMapping:
				envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
				break;

		}

	}

	return envMapTypeDefine;

}

function generateEnvMapModeDefine( parameters ) {

	let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';

	if ( parameters.envMap ) {

		switch ( parameters.envMapMode ) {

			case CubeRefractionMapping:
			case CubeUVRefractionMapping:

				envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
				break;

		}

	}

	return envMapModeDefine;

}

function generateEnvMapBlendingDefine( parameters ) {

	let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';

	if ( parameters.envMap ) {

		switch ( parameters.combine ) {

			case MultiplyOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
				break;

			case MixOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
				break;

			case AddOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
				break;

		}

	}

	return envMapBlendingDefine;

}

function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

	// TODO Send this event to Three.js DevTools
	// console.log( 'WebGLProgram', cacheKey );

	const gl = renderer.getContext();

	const defines = parameters.defines;

	let vertexShader = parameters.vertexShader;
	let fragmentShader = parameters.fragmentShader;

	const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
	const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
	const envMapModeDefine = generateEnvMapModeDefine( parameters );
	const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );

	const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );

	const customDefines = generateDefines( defines );

	const program = gl.createProgram();

	let prefixVertex, prefixFragment;
	let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';

	if ( parameters.isRawShaderMaterial ) {

		prefixVertex = [

			customDefines

		].filter( filterEmptyLine ).join( '\n' );

		if ( prefixVertex.length > 0 ) {

			prefixVertex += '\n';

		}

		prefixFragment = [

			customExtensions,
			customDefines

		].filter( filterEmptyLine ).join( '\n' );

		if ( prefixFragment.length > 0 ) {

			prefixFragment += '\n';

		}

	} else {

		prefixVertex = [

			generatePrecision( parameters ),

			'#define SHADER_NAME ' + parameters.shaderName,

			customDefines,

			parameters.instancing ? '#define USE_INSTANCING' : '',
			parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',

			parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',

			'#define MAX_BONES ' + parameters.maxBones,
			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',

			parameters.map ? '#define USE_MAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',

			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',

			parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',

			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
			parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',

			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',

			parameters.transmission ? '#define USE_TRANSMISSION' : '',
			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
			parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',

			parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
			parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',

			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors ? '#define USE_COLOR' : '',
			parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',

			parameters.flatShading ? '#define FLAT_SHADED' : '',

			parameters.skinning ? '#define USE_SKINNING' : '',
			parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',

			parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
			parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
			( parameters.morphTargets && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',
			( parameters.morphTargets && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',
			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',

			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

			parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

			'uniform mat4 modelMatrix;',
			'uniform mat4 modelViewMatrix;',
			'uniform mat4 projectionMatrix;',
			'uniform mat4 viewMatrix;',
			'uniform mat3 normalMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',

			'#ifdef USE_INSTANCING',

			'	attribute mat4 instanceMatrix;',

			'#endif',

			'#ifdef USE_INSTANCING_COLOR',

			'	attribute vec3 instanceColor;',

			'#endif',

			'attribute vec3 position;',
			'attribute vec3 normal;',
			'attribute vec2 uv;',

			'#ifdef USE_TANGENT',

			'	attribute vec4 tangent;',

			'#endif',

			'#if defined( USE_COLOR_ALPHA )',

			'	attribute vec4 color;',

			'#elif defined( USE_COLOR )',

			'	attribute vec3 color;',

			'#endif',

			'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',

			'	attribute vec3 morphTarget0;',
			'	attribute vec3 morphTarget1;',
			'	attribute vec3 morphTarget2;',
			'	attribute vec3 morphTarget3;',

			'	#ifdef USE_MORPHNORMALS',

			'		attribute vec3 morphNormal0;',
			'		attribute vec3 morphNormal1;',
			'		attribute vec3 morphNormal2;',
			'		attribute vec3 morphNormal3;',

			'	#else',

			'		attribute vec3 morphTarget4;',
			'		attribute vec3 morphTarget5;',
			'		attribute vec3 morphTarget6;',
			'		attribute vec3 morphTarget7;',

			'	#endif',

			'#endif',

			'#ifdef USE_SKINNING',

			'	attribute vec4 skinIndex;',
			'	attribute vec4 skinWeight;',

			'#endif',

			'\n'

		].filter( filterEmptyLine ).join( '\n' );

		prefixFragment = [

			customExtensions,

			generatePrecision( parameters ),

			'#define SHADER_NAME ' + parameters.shaderName,

			customDefines,

			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',

			parameters.map ? '#define USE_MAP' : '',
			parameters.matcap ? '#define USE_MATCAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapTypeDefine : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.envMap ? '#define ' + envMapBlendingDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',

			parameters.clearcoat ? '#define USE_CLEARCOAT' : '',
			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',

			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',
			parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',

			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
			parameters.alphaTest ? '#define USE_ALPHATEST' : '',

			parameters.sheen ? '#define USE_SHEEN' : '',
			parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',
			parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',

			parameters.transmission ? '#define USE_TRANSMISSION' : '',
			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
			parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',

			parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',

			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
			parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',

			parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',

			parameters.flatShading ? '#define FLAT_SHADED' : '',

			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',

			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

			parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',

			parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',

			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

			( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',

			'uniform mat4 viewMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',

			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',

			parameters.dithering ? '#define DITHERING' : '',
			parameters.alphaWrite ? '' : '#define OPAQUE',

			ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
			getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),

			parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',

			'\n'

		].filter( filterEmptyLine ).join( '\n' );

	}

	vertexShader = resolveIncludes( vertexShader );
	vertexShader = replaceLightNums( vertexShader, parameters );
	vertexShader = replaceClippingPlaneNums( vertexShader, parameters );

	fragmentShader = resolveIncludes( fragmentShader );
	fragmentShader = replaceLightNums( fragmentShader, parameters );
	fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );

	vertexShader = unrollLoops( vertexShader );
	fragmentShader = unrollLoops( fragmentShader );

	if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {

		// GLSL 3.0 conversion for built-in materials and ShaderMaterial

		versionString = '#version 300 es\n';

		prefixVertex = [
			'precision mediump sampler2DArray;',
			'#define attribute in',
			'#define varying out',
			'#define texture2D texture'
		].join( '\n' ) + '\n' + prefixVertex;

		prefixFragment = [
			'#define varying in',
			( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
			'#define gl_FragDepthEXT gl_FragDepth',
			'#define texture2D texture',
			'#define textureCube texture',
			'#define texture2DProj textureProj',
			'#define texture2DLodEXT textureLod',
			'#define texture2DProjLodEXT textureProjLod',
			'#define textureCubeLodEXT textureLod',
			'#define texture2DGradEXT textureGrad',
			'#define texture2DProjGradEXT textureProjGrad',
			'#define textureCubeGradEXT textureGrad'
		].join( '\n' ) + '\n' + prefixFragment;

	}

	const vertexGlsl = versionString + prefixVertex + vertexShader;
	const fragmentGlsl = versionString + prefixFragment + fragmentShader;

	// console.log( '*VERTEX*', vertexGlsl );
	// console.log( '*FRAGMENT*', fragmentGlsl );

	const glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
	const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );

	gl.attachShader( program, glVertexShader );
	gl.attachShader( program, glFragmentShader );

	// Force a particular attribute to index 0.

	if ( parameters.index0AttributeName !== undefined ) {

		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );

	} else if ( parameters.morphTargets === true ) {

		// programs with morphTargets displace position out of attribute 0
		gl.bindAttribLocation( program, 0, 'position' );

	}

	gl.linkProgram( program );

	// check for link errors
	if ( renderer.debug.checkShaderErrors ) {

		const programLog = gl.getProgramInfoLog( program ).trim();
		const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
		const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();

		let runnable = true;
		let haveDiagnostics = true;

		if ( gl.getProgramParameter( program, 35714 ) === false ) {

			runnable = false;

			const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
			const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );

			console.error(
				'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
				'VALIDATE_STATUS ' + gl.getProgramParameter( program, 35715 ) + '\n\n' +
				'Program Info Log: ' + programLog + '\n' +
				vertexErrors + '\n' +
				fragmentErrors
			);

		} else if ( programLog !== '' ) {

			console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );

		} else if ( vertexLog === '' || fragmentLog === '' ) {

			haveDiagnostics = false;

		}

		if ( haveDiagnostics ) {

			this.diagnostics = {

				runnable: runnable,

				programLog: programLog,

				vertexShader: {

					log: vertexLog,
					prefix: prefixVertex

				},

				fragmentShader: {

					log: fragmentLog,
					prefix: prefixFragment

				}

			};

		}

	}

	// Clean up

	// Crashes in iOS9 and iOS10. #18402
	// gl.detachShader( program, glVertexShader );
	// gl.detachShader( program, glFragmentShader );

	gl.deleteShader( glVertexShader );
	gl.deleteShader( glFragmentShader );

	// set up caching for uniform locations

	let cachedUniforms;

	this.getUniforms = function () {

		if ( cachedUniforms === undefined ) {

			cachedUniforms = new WebGLUniforms( gl, program );

		}

		return cachedUniforms;

	};

	// set up caching for attribute locations

	let cachedAttributes;

	this.getAttributes = function () {

		if ( cachedAttributes === undefined ) {

			cachedAttributes = fetchAttributeLocations( gl, program );

		}

		return cachedAttributes;

	};

	// free resource

	this.destroy = function () {

		bindingStates.releaseStatesOfProgram( this );

		gl.deleteProgram( program );
		this.program = undefined;

	};

	//

	this.name = parameters.shaderName;
	this.id = programIdCount ++;
	this.cacheKey = cacheKey;
	this.usedTimes = 1;
	this.program = program;
	this.vertexShader = glVertexShader;
	this.fragmentShader = glFragmentShader;

	return this;

}

let _id = 0;

class WebGLShaderCache {

	constructor() {

		this.shaderCache = new Map();
		this.materialCache = new Map();

	}

	update( material ) {

		const vertexShader = material.vertexShader;
		const fragmentShader = material.fragmentShader;

		const vertexShaderStage = this._getShaderStage( vertexShader );
		const fragmentShaderStage = this._getShaderStage( fragmentShader );

		const materialShaders = this._getShaderCacheForMaterial( material );

		if ( materialShaders.has( vertexShaderStage ) === false ) {

			materialShaders.add( vertexShaderStage );
			vertexShaderStage.usedTimes ++;

		}

		if ( materialShaders.has( fragmentShaderStage ) === false ) {

			materialShaders.add( fragmentShaderStage );
			fragmentShaderStage.usedTimes ++;

		}

		return this;

	}

	remove( material ) {

		const materialShaders = this.materialCache.get( material );

		for ( const shaderStage of materialShaders ) {

			shaderStage.usedTimes --;

			if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage );

		}

		this.materialCache.delete( material );

		return this;

	}

	getVertexShaderID( material ) {

		return this._getShaderStage( material.vertexShader ).id;

	}

	getFragmentShaderID( material ) {

		return this._getShaderStage( material.fragmentShader ).id;

	}

	dispose() {

		this.shaderCache.clear();
		this.materialCache.clear();

	}

	_getShaderCacheForMaterial( material ) {

		const cache = this.materialCache;

		if ( cache.has( material ) === false ) {

			cache.set( material, new Set() );

		}

		return cache.get( material );

	}

	_getShaderStage( code ) {

		const cache = this.shaderCache;

		if ( cache.has( code ) === false ) {

			const stage = new WebGLShaderStage();
			cache.set( code, stage );

		}

		return cache.get( code );

	}

}

class WebGLShaderStage {

	constructor() {

		this.id = _id ++;

		this.usedTimes = 0;

	}

}

function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {

	const _programLayers = new Layers();
	const _customShaders = new WebGLShaderCache();
	const programs = [];

	const isWebGL2 = capabilities.isWebGL2;
	const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
	const floatVertexTextures = capabilities.floatVertexTextures;
	const maxVertexUniforms = capabilities.maxVertexUniforms;
	const vertexTextures = capabilities.vertexTextures;
	let precision = capabilities.precision;

	const shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshDistanceMaterial: 'distanceRGBA',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		MeshToonMaterial: 'toon',
		MeshStandardMaterial: 'physical',
		MeshPhysicalMaterial: 'physical',
		MeshMatcapMaterial: 'matcap',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointsMaterial: 'points',
		ShadowMaterial: 'shadow',
		SpriteMaterial: 'sprite'
	};

	function getMaxBones( object ) {

		const skeleton = object.skeleton;
		const bones = skeleton.bones;

		if ( floatVertexTextures ) {

			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader to be used with multiple objects )
			//
			//  - leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			const nVertexUniforms = maxVertexUniforms;
			const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			const maxBones = Math.min( nVertexMatrices, bones.length );

			if ( maxBones < bones.length ) {

				console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
				return 0;

			}

			return maxBones;

		}

	}

	function getParameters( material, lights, shadows, scene, object ) {

		const fog = scene.fog;
		const environment = material.isMeshStandardMaterial ? scene.environment : null;

		const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );

		const shaderID = shaderIDs[ material.type ];

		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)

		const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;

		if ( material.precision !== null ) {

			precision = capabilities.getMaxPrecision( material.precision );

			if ( precision !== material.precision ) {

				console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

			}

		}

		let vertexShader, fragmentShader;
		let customVertexShaderID, customFragmentShaderID;

		if ( shaderID ) {

			const shader = ShaderLib[ shaderID ];

			vertexShader = shader.vertexShader;
			fragmentShader = shader.fragmentShader;

		} else {

			vertexShader = material.vertexShader;
			fragmentShader = material.fragmentShader;

			_customShaders.update( material );

			customVertexShaderID = _customShaders.getVertexShaderID( material );
			customFragmentShaderID = _customShaders.getFragmentShaderID( material );

		}

		const currentRenderTarget = renderer.getRenderTarget();

		const useAlphaTest = material.alphaTest > 0;
		const useClearcoat = material.clearcoat > 0;

		const parameters = {

			isWebGL2: isWebGL2,

			shaderID: shaderID,
			shaderName: material.type,

			vertexShader: vertexShader,
			fragmentShader: fragmentShader,
			defines: material.defines,

			customVertexShaderID: customVertexShaderID,
			customFragmentShaderID: customFragmentShaderID,

			isRawShaderMaterial: material.isRawShaderMaterial === true,
			glslVersion: material.glslVersion,

			precision: precision,

			instancing: object.isInstancedMesh === true,
			instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,

			supportsVertexTextures: vertexTextures,
			outputEncoding: ( currentRenderTarget !== null ) ? currentRenderTarget.texture.encoding : renderer.outputEncoding,
			map: !! material.map,
			matcap: !! material.matcap,
			envMap: !! envMap,
			envMapMode: envMap && envMap.mapping,
			envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
			lightMap: !! material.lightMap,
			aoMap: !! material.aoMap,
			emissiveMap: !! material.emissiveMap,
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
			tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,

			decodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ),

			clearcoat: useClearcoat,
			clearcoatMap: useClearcoat && !! material.clearcoatMap,
			clearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,
			clearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,

			displacementMap: !! material.displacementMap,
			roughnessMap: !! material.roughnessMap,
			metalnessMap: !! material.metalnessMap,
			specularMap: !! material.specularMap,
			specularIntensityMap: !! material.specularIntensityMap,
			specularColorMap: !! material.specularColorMap,

			alphaMap: !! material.alphaMap,
			alphaTest: useAlphaTest,
			alphaWrite: material.alphaWrite || material.transparent,

			gradientMap: !! material.gradientMap,

			sheen: material.sheen > 0,
			sheenColorMap: !! material.sheenColorMap,
			sheenRoughnessMap: !! material.sheenRoughnessMap,

			transmission: material.transmission > 0,
			transmissionMap: !! material.transmissionMap,
			thicknessMap: !! material.thicknessMap,

			combine: material.combine,

			vertexTangents: ( !! material.normalMap && !! object.geometry && !! object.geometry.attributes.tangent ),
			vertexColors: material.vertexColors,
			vertexAlphas: material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
			vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || !! material.sheenColorMap || !! material.sheenRoughnessMap,
			uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || material.sheen > 0 || !! material.sheenColorMap || !! material.sheenRoughnessMap ) && !! material.displacementMap,

			fog: !! fog,
			useFog: material.fog,
			fogExp2: ( fog && fog.isFogExp2 ),

			flatShading: !! material.flatShading,

			sizeAttenuation: material.sizeAttenuation,
			logarithmicDepthBuffer: logarithmicDepthBuffer,

			skinning: object.isSkinnedMesh === true && maxBones > 0,
			maxBones: maxBones,
			useVertexTexture: floatVertexTextures,

			morphTargets: !! object.geometry && !! object.geometry.morphAttributes.position,
			morphNormals: !! object.geometry && !! object.geometry.morphAttributes.normal,
			morphTargetsCount: ( !! object.geometry && !! object.geometry.morphAttributes.position ) ? object.geometry.morphAttributes.position.length : 0,

			numDirLights: lights.directional.length,
			numPointLights: lights.point.length,
			numSpotLights: lights.spot.length,
			numRectAreaLights: lights.rectArea.length,
			numHemiLights: lights.hemi.length,

			numDirLightShadows: lights.directionalShadowMap.length,
			numPointLightShadows: lights.pointShadowMap.length,
			numSpotLightShadows: lights.spotShadowMap.length,

			numClippingPlanes: clipping.numPlanes,
			numClipIntersection: clipping.numIntersection,

			dithering: material.dithering,

			shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
			shadowMapType: renderer.shadowMap.type,

			toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
			physicallyCorrectLights: renderer.physicallyCorrectLights,

			premultipliedAlpha: material.premultipliedAlpha,

			doubleSided: material.side === DoubleSide,
			flipSided: material.side === BackSide,

			depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,

			index0AttributeName: material.index0AttributeName,

			extensionDerivatives: material.extensions && material.extensions.derivatives,
			extensionFragDepth: material.extensions && material.extensions.fragDepth,
			extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
			extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,

			rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),
			rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),
			rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),

			customProgramCacheKey: material.customProgramCacheKey()

		};

		return parameters;

	}

	function getProgramCacheKey( parameters ) {

		const array = [];

		if ( parameters.shaderID ) {

			array.push( parameters.shaderID );

		} else {

			array.push( parameters.customVertexShaderID );
			array.push( parameters.customFragmentShaderID );

		}

		if ( parameters.defines !== undefined ) {

			for ( const name in parameters.defines ) {

				array.push( name );
				array.push( parameters.defines[ name ] );

			}

		}

		if ( parameters.isRawShaderMaterial === false ) {

			getProgramCacheKeyParameters( array, parameters );
			getProgramCacheKeyBooleans( array, parameters );
			array.push( renderer.outputEncoding );

		}

		array.push( parameters.customProgramCacheKey );

		return array.join();

	}

	function getProgramCacheKeyParameters( array, parameters ) {

		array.push( parameters.precision );
		array.push( parameters.outputEncoding );
		array.push( parameters.envMapMode );
		array.push( parameters.combine );
		array.push( parameters.vertexUvs );
		array.push( parameters.fogExp2 );
		array.push( parameters.sizeAttenuation );
		array.push( parameters.maxBones );
		array.push( parameters.morphTargetsCount );
		array.push( parameters.numDirLights );
		array.push( parameters.numPointLights );
		array.push( parameters.numSpotLights );
		array.push( parameters.numHemiLights );
		array.push( parameters.numRectAreaLights );
		array.push( parameters.numDirLightShadows );
		array.push( parameters.numPointLightShadows );
		array.push( parameters.numSpotLightShadows );
		array.push( parameters.shadowMapType );
		array.push( parameters.toneMapping );
		array.push( parameters.numClippingPlanes );
		array.push( parameters.numClipIntersection );
		array.push( parameters.alphaWrite );

	}

	function getProgramCacheKeyBooleans( array, parameters ) {

		_programLayers.disableAll();

		if ( parameters.isWebGL2 )
			_programLayers.enable( 0 );
		if ( parameters.supportsVertexTextures )
			_programLayers.enable( 1 );
		if ( parameters.instancing )
			_programLayers.enable( 2 );
		if ( parameters.instancingColor )
			_programLayers.enable( 3 );
		if ( parameters.map )
			_programLayers.enable( 4 );
		if ( parameters.matcap )
			_programLayers.enable( 5 );
		if ( parameters.envMap )
			_programLayers.enable( 6 );
		if ( parameters.envMapCubeUV )
			_programLayers.enable( 7 );
		if ( parameters.lightMap )
			_programLayers.enable( 8 );
		if ( parameters.aoMap )
			_programLayers.enable( 9 );
		if ( parameters.emissiveMap )
			_programLayers.enable( 10 );
		if ( parameters.bumpMap )
			_programLayers.enable( 11 );
		if ( parameters.normalMap )
			_programLayers.enable( 12 );
		if ( parameters.objectSpaceNormalMap )
			_programLayers.enable( 13 );
		if ( parameters.tangentSpaceNormalMap )
			_programLayers.enable( 14 );
		if ( parameters.clearcoat )
			_programLayers.enable( 15 );
		if ( parameters.clearcoatMap )
			_programLayers.enable( 16 );
		if ( parameters.clearcoatRoughnessMap )
			_programLayers.enable( 17 );
		if ( parameters.clearcoatNormalMap )
			_programLayers.enable( 18 );
		if ( parameters.displacementMap )
			_programLayers.enable( 19 );
		if ( parameters.specularMap )
			_programLayers.enable( 20 );
		if ( parameters.roughnessMap )
			_programLayers.enable( 21 );
		if ( parameters.metalnessMap )
			_programLayers.enable( 22 );
		if ( parameters.gradientMap )
			_programLayers.enable( 23 );
		if ( parameters.alphaMap )
			_programLayers.enable( 24 );
		if ( parameters.alphaTest )
			_programLayers.enable( 25 );
		if ( parameters.vertexColors )
			_programLayers.enable( 26 );
		if ( parameters.vertexAlphas )
			_programLayers.enable( 27 );
		if ( parameters.vertexUvs )
			_programLayers.enable( 28 );
		if ( parameters.vertexTangents )
			_programLayers.enable( 29 );
		if ( parameters.uvsVertexOnly )
			_programLayers.enable( 30 );
		if ( parameters.fog )
			_programLayers.enable( 31 );

		array.push( _programLayers.mask );
		_programLayers.disableAll();

		if ( parameters.useFog )
			_programLayers.enable( 0 );
		if ( parameters.flatShading )
			_programLayers.enable( 1 );
		if ( parameters.logarithmicDepthBuffer )
			_programLayers.enable( 2 );
		if ( parameters.skinning )
			_programLayers.enable( 3 );
		if ( parameters.useVertexTexture )
			_programLayers.enable( 4 );
		if ( parameters.morphTargets )
			_programLayers.enable( 5 );
		if ( parameters.morphNormals )
			_programLayers.enable( 6 );
		if ( parameters.premultipliedAlpha )
			_programLayers.enable( 7 );
		if ( parameters.shadowMapEnabled )
			_programLayers.enable( 8 );
		if ( parameters.physicallyCorrectLights )
			_programLayers.enable( 9 );
		if ( parameters.doubleSided )
			_programLayers.enable( 10 );
		if ( parameters.flipSided )
			_programLayers.enable( 11 );
		if ( parameters.depthPacking )
			_programLayers.enable( 12 );
		if ( parameters.dithering )
			_programLayers.enable( 13 );
		if ( parameters.specularIntensityMap )
			_programLayers.enable( 14 );
		if ( parameters.specularColorMap )
			_programLayers.enable( 15 );
		if ( parameters.transmission )
			_programLayers.enable( 16 );
		if ( parameters.transmissionMap )
			_programLayers.enable( 17 );
		if ( parameters.thicknessMap )
			_programLayers.enable( 18 );
		if ( parameters.sheen )
			_programLayers.enable( 19 );
		if ( parameters.sheenColorMap )
			_programLayers.enable( 20 );
		if ( parameters.sheenRoughnessMap )
			_programLayers.enable( 21 );
		if ( parameters.decodeVideoTexture )
			_programLayers.enable( 22 );

		array.push( _programLayers.mask );

	}

	function getUniforms( material ) {

		const shaderID = shaderIDs[ material.type ];
		let uniforms;

		if ( shaderID ) {

			const shader = ShaderLib[ shaderID ];
			uniforms = UniformsUtils.clone( shader.uniforms );

		} else {

			uniforms = material.uniforms;

		}

		return uniforms;

	}

	function acquireProgram( parameters, cacheKey ) {

		let program;

		// Check if code has been already compiled
		for ( let p = 0, pl = programs.length; p < pl; p ++ ) {

			const preexistingProgram = programs[ p ];

			if ( preexistingProgram.cacheKey === cacheKey ) {

				program = preexistingProgram;
				++ program.usedTimes;

				break;

			}

		}

		if ( program === undefined ) {

			program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
			programs.push( program );

		}

		return program;

	}

	function releaseProgram( program ) {

		if ( -- program.usedTimes === 0 ) {

			// Remove from unordered set
			const i = programs.indexOf( program );
			programs[ i ] = programs[ programs.length - 1 ];
			programs.pop();

			// Free WebGL resources
			program.destroy();

		}

	}

	function releaseShaderCache( material ) {

		_customShaders.remove( material );

	}

	function dispose() {

		_customShaders.dispose();

	}

	return {
		getParameters: getParameters,
		getProgramCacheKey: getProgramCacheKey,
		getUniforms: getUniforms,
		acquireProgram: acquireProgram,
		releaseProgram: releaseProgram,
		releaseShaderCache: releaseShaderCache,
		// Exposed for resource monitoring & error feedback via renderer.info:
		programs: programs,
		dispose: dispose
	};

}

function WebGLProperties() {

	let properties = new WeakMap();

	function get( object ) {

		let map = properties.get( object );

		if ( map === undefined ) {

			map = {};
			properties.set( object, map );

		}

		return map;

	}

	function remove( object ) {

		properties.delete( object );

	}

	function update( object, key, value ) {

		properties.get( object )[ key ] = value;

	}

	function dispose() {

		properties = new WeakMap();

	}

	return {
		get: get,
		remove: remove,
		update: update,
		dispose: dispose
	};

}

function painterSortStable( a, b ) {

	if ( a.groupOrder !== b.groupOrder ) {

		return a.groupOrder - b.groupOrder;

	} else if ( a.renderOrder !== b.renderOrder ) {

		return a.renderOrder - b.renderOrder;

	} else if ( a.material.id !== b.material.id ) {

		return a.material.id - b.material.id;

	} else if ( a.z !== b.z ) {

		return a.z - b.z;

	} else {

		return a.id - b.id;

	}

}

function reversePainterSortStable( a, b ) {

	if ( a.groupOrder !== b.groupOrder ) {

		return a.groupOrder - b.groupOrder;

	} else if ( a.renderOrder !== b.renderOrder ) {

		return a.renderOrder - b.renderOrder;

	} else if ( a.z !== b.z ) {

		return b.z - a.z;

	} else {

		return a.id - b.id;

	}

}


function WebGLRenderList() {

	const renderItems = [];
	let renderItemsIndex = 0;

	const opaque = [];
	const transmissive = [];
	const transparent = [];

	function init() {

		renderItemsIndex = 0;

		opaque.length = 0;
		transmissive.length = 0;
		transparent.length = 0;

	}

	function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {

		let renderItem = renderItems[ renderItemsIndex ];

		if ( renderItem === undefined ) {

			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				groupOrder: groupOrder,
				renderOrder: object.renderOrder,
				z: z,
				group: group
			};

			renderItems[ renderItemsIndex ] = renderItem;

		} else {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.groupOrder = groupOrder;
			renderItem.renderOrder = object.renderOrder;
			renderItem.z = z;
			renderItem.group = group;

		}

		renderItemsIndex ++;

		return renderItem;

	}

	function push( object, geometry, material, groupOrder, z, group ) {

		const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

		if ( material.transmission > 0.0 ) {

			transmissive.push( renderItem );

		} else if ( material.transparent === true ) {

			transparent.push( renderItem );

		} else {

			opaque.push( renderItem );

		}

	}

	function unshift( object, geometry, material, groupOrder, z, group ) {

		const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

		if ( material.transmission > 0.0 ) {

			transmissive.unshift( renderItem );

		} else if ( material.transparent === true ) {

			transparent.unshift( renderItem );

		} else {

			opaque.unshift( renderItem );

		}

	}

	function sort( customOpaqueSort, customTransparentSort ) {

		if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
		if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );
		if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );

	}

	function finish() {

		// Clear references from inactive renderItems in the list

		for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {

			const renderItem = renderItems[ i ];

			if ( renderItem.id === null ) break;

			renderItem.id = null;
			renderItem.object = null;
			renderItem.geometry = null;
			renderItem.material = null;
			renderItem.group = null;

		}

	}

	return {

		opaque: opaque,
		transmissive: transmissive,
		transparent: transparent,

		init: init,
		push: push,
		unshift: unshift,
		finish: finish,

		sort: sort
	};

}

function WebGLRenderLists() {

	let lists = new WeakMap();

	function get( scene, renderCallDepth ) {

		let list;

		if ( lists.has( scene ) === false ) {

			list = new WebGLRenderList();
			lists.set( scene, [ list ] );

		} else {

			if ( renderCallDepth >= lists.get( scene ).length ) {

				list = new WebGLRenderList();
				lists.get( scene ).push( list );

			} else {

				list = lists.get( scene )[ renderCallDepth ];

			}

		}

		return list;

	}

	function dispose() {

		lists = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

function UniformsCache() {

	const lights = {};

	return {

		get: function ( light ) {

			if ( lights[ light.id ] !== undefined ) {

				return lights[ light.id ];

			}

			let uniforms;

			switch ( light.type ) {

				case 'DirectionalLight':
					uniforms = {
						direction: new Vector3(),
						color: new Color$1()
					};
					break;

				case 'SpotLight':
					uniforms = {
						position: new Vector3(),
						direction: new Vector3(),
						color: new Color$1(),
						distance: 0,
						coneCos: 0,
						penumbraCos: 0,
						decay: 0
					};
					break;

				case 'PointLight':
					uniforms = {
						position: new Vector3(),
						color: new Color$1(),
						distance: 0,
						decay: 0
					};
					break;

				case 'HemisphereLight':
					uniforms = {
						direction: new Vector3(),
						skyColor: new Color$1(),
						groundColor: new Color$1()
					};
					break;

				case 'RectAreaLight':
					uniforms = {
						color: new Color$1(),
						position: new Vector3(),
						halfWidth: new Vector3(),
						halfHeight: new Vector3()
					};
					break;

			}

			lights[ light.id ] = uniforms;

			return uniforms;

		}

	};

}

function ShadowUniformsCache() {

	const lights = {};

	return {

		get: function ( light ) {

			if ( lights[ light.id ] !== undefined ) {

				return lights[ light.id ];

			}

			let uniforms;

			switch ( light.type ) {

				case 'DirectionalLight':
					uniforms = {
						shadowBias: 0,
						shadowNormalBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2()
					};
					break;

				case 'SpotLight':
					uniforms = {
						shadowBias: 0,
						shadowNormalBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2()
					};
					break;

				case 'PointLight':
					uniforms = {
						shadowBias: 0,
						shadowNormalBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2(),
						shadowCameraNear: 1,
						shadowCameraFar: 1000
					};
					break;

				// TODO (abelnation): set RectAreaLight shadow uniforms

			}

			lights[ light.id ] = uniforms;

			return uniforms;

		}

	};

}



let nextVersion = 0;

function shadowCastingLightsFirst( lightA, lightB ) {

	return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );

}

function WebGLLights( extensions, capabilities ) {

	const cache = new UniformsCache();

	const shadowCache = ShadowUniformsCache();

	const state = {

		version: 0,

		hash: {
			directionalLength: - 1,
			pointLength: - 1,
			spotLength: - 1,
			rectAreaLength: - 1,
			hemiLength: - 1,

			numDirectionalShadows: - 1,
			numPointShadows: - 1,
			numSpotShadows: - 1
		},

		ambient: [ 0, 0, 0 ],
		probe: [],
		directional: [],
		directionalShadow: [],
		directionalShadowMap: [],
		directionalShadowMatrix: [],
		spot: [],
		spotShadow: [],
		spotShadowMap: [],
		spotShadowMatrix: [],
		rectArea: [],
		rectAreaLTC1: null,
		rectAreaLTC2: null,
		point: [],
		pointShadow: [],
		pointShadowMap: [],
		pointShadowMatrix: [],
		hemi: []

	};

	for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );

	const vector3 = new Vector3();
	const matrix4 = new Matrix4();
	const matrix42 = new Matrix4();

	function setup( lights, physicallyCorrectLights ) {

		let r = 0, g = 0, b = 0;

		for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );

		let directionalLength = 0;
		let pointLength = 0;
		let spotLength = 0;
		let rectAreaLength = 0;
		let hemiLength = 0;

		let numDirectionalShadows = 0;
		let numPointShadows = 0;
		let numSpotShadows = 0;

		lights.sort( shadowCastingLightsFirst );

		// artist-friendly light intensity scaling factor
		const scaleFactor = ( physicallyCorrectLights !== true ) ? Math.PI : 1;

		for ( let i = 0, l = lights.length; i < l; i ++ ) {

			const light = lights[ i ];

			const color = light.color;
			const intensity = light.intensity;
			const distance = light.distance;

			const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

			if ( light.isAmbientLight ) {

				r += color.r * intensity * scaleFactor;
				g += color.g * intensity * scaleFactor;
				b += color.b * intensity * scaleFactor;

			} else if ( light.isLightProbe ) {

				for ( let j = 0; j < 9; j ++ ) {

					state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );

				}

			} else if ( light.isDirectionalLight ) {

				const uniforms = cache.get( light );

				uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );

				if ( light.castShadow ) {

					const shadow = light.shadow;

					const shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowNormalBias = shadow.normalBias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;

					state.directionalShadow[ directionalLength ] = shadowUniforms;
					state.directionalShadowMap[ directionalLength ] = shadowMap;
					state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;

					numDirectionalShadows ++;

				}

				state.directional[ directionalLength ] = uniforms;

				directionalLength ++;

			} else if ( light.isSpotLight ) {

				const uniforms = cache.get( light );

				uniforms.position.setFromMatrixPosition( light.matrixWorld );

				uniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor );
				uniforms.distance = distance;

				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
				uniforms.decay = light.decay;

				if ( light.castShadow ) {

					const shadow = light.shadow;

					const shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowNormalBias = shadow.normalBias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;

					state.spotShadow[ spotLength ] = shadowUniforms;
					state.spotShadowMap[ spotLength ] = shadowMap;
					state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;

					numSpotShadows ++;

				}

				state.spot[ spotLength ] = uniforms;

				spotLength ++;

			} else if ( light.isRectAreaLight ) {

				const uniforms = cache.get( light );

				// (a) intensity is the total visible light emitted
				//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );

				// (b) intensity is the brightness of the light
				uniforms.color.copy( color ).multiplyScalar( intensity );

				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

				state.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;

			} else if ( light.isPointLight ) {

				const uniforms = cache.get( light );

				uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );
				uniforms.distance = light.distance;
				uniforms.decay = light.decay;

				if ( light.castShadow ) {

					const shadow = light.shadow;

					const shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowNormalBias = shadow.normalBias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;
					shadowUniforms.shadowCameraNear = shadow.camera.near;
					shadowUniforms.shadowCameraFar = shadow.camera.far;

					state.pointShadow[ pointLength ] = shadowUniforms;
					state.pointShadowMap[ pointLength ] = shadowMap;
					state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;

					numPointShadows ++;

				}

				state.point[ pointLength ] = uniforms;

				pointLength ++;

			} else if ( light.isHemisphereLight ) {

				const uniforms = cache.get( light );

				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );

				state.hemi[ hemiLength ] = uniforms;

				hemiLength ++;

			}

		}

		if ( rectAreaLength > 0 ) {

			if ( capabilities.isWebGL2 ) {

				// WebGL 2

				state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
				state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;

			} else {

				// WebGL 1

				if ( extensions.has( 'OES_texture_float_linear' ) === true ) {

					state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
					state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;

				} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {

					state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
					state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;

				} else {

					console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );

				}

			}

		}

		state.ambient[ 0 ] = r;
		state.ambient[ 1 ] = g;
		state.ambient[ 2 ] = b;

		const hash = state.hash;

		if ( hash.directionalLength !== directionalLength ||
			hash.pointLength !== pointLength ||
			hash.spotLength !== spotLength ||
			hash.rectAreaLength !== rectAreaLength ||
			hash.hemiLength !== hemiLength ||
			hash.numDirectionalShadows !== numDirectionalShadows ||
			hash.numPointShadows !== numPointShadows ||
			hash.numSpotShadows !== numSpotShadows ) {

			state.directional.length = directionalLength;
			state.spot.length = spotLength;
			state.rectArea.length = rectAreaLength;
			state.point.length = pointLength;
			state.hemi.length = hemiLength;

			state.directionalShadow.length = numDirectionalShadows;
			state.directionalShadowMap.length = numDirectionalShadows;
			state.pointShadow.length = numPointShadows;
			state.pointShadowMap.length = numPointShadows;
			state.spotShadow.length = numSpotShadows;
			state.spotShadowMap.length = numSpotShadows;
			state.directionalShadowMatrix.length = numDirectionalShadows;
			state.pointShadowMatrix.length = numPointShadows;
			state.spotShadowMatrix.length = numSpotShadows;

			hash.directionalLength = directionalLength;
			hash.pointLength = pointLength;
			hash.spotLength = spotLength;
			hash.rectAreaLength = rectAreaLength;
			hash.hemiLength = hemiLength;

			hash.numDirectionalShadows = numDirectionalShadows;
			hash.numPointShadows = numPointShadows;
			hash.numSpotShadows = numSpotShadows;

			state.version = nextVersion ++;

		}

	}

	function setupView( lights, camera ) {

		let directionalLength = 0;
		let pointLength = 0;
		let spotLength = 0;
		let rectAreaLength = 0;
		let hemiLength = 0;

		const viewMatrix = camera.matrixWorldInverse;

		for ( let i = 0, l = lights.length; i < l; i ++ ) {

			const light = lights[ i ];

			if ( light.isDirectionalLight ) {

				const uniforms = state.directional[ directionalLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( vector3 );
				uniforms.direction.transformDirection( viewMatrix );

				directionalLength ++;

			} else if ( light.isSpotLight ) {

				const uniforms = state.spot[ spotLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( vector3 );
				uniforms.direction.transformDirection( viewMatrix );

				spotLength ++;

			} else if ( light.isRectAreaLight ) {

				const uniforms = state.rectArea[ rectAreaLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				// extract local rotation of light to derive width/height half vectors
				matrix42.identity();
				matrix4.copy( light.matrixWorld );
				matrix4.premultiply( viewMatrix );
				matrix42.extractRotation( matrix4 );

				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

				uniforms.halfWidth.applyMatrix4( matrix42 );
				uniforms.halfHeight.applyMatrix4( matrix42 );

				rectAreaLength ++;

			} else if ( light.isPointLight ) {

				const uniforms = state.point[ pointLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				pointLength ++;

			} else if ( light.isHemisphereLight ) {

				const uniforms = state.hemi[ hemiLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();

				hemiLength ++;

			}

		}

	}

	return {
		setup: setup,
		setupView: setupView,
		state: state
	};

}

function WebGLRenderState( extensions, capabilities ) {

	const lights = new WebGLLights( extensions, capabilities );

	const lightsArray = [];
	const shadowsArray = [];

	function init() {

		lightsArray.length = 0;
		shadowsArray.length = 0;

	}

	function pushLight( light ) {

		lightsArray.push( light );

	}

	function pushShadow( shadowLight ) {

		shadowsArray.push( shadowLight );

	}

	function setupLights( physicallyCorrectLights ) {

		lights.setup( lightsArray, physicallyCorrectLights );

	}

	function setupLightsView( camera ) {

		lights.setupView( lightsArray, camera );

	}

	const state = {
		lightsArray: lightsArray,
		shadowsArray: shadowsArray,

		lights: lights
	};

	return {
		init: init,
		state: state,
		setupLights: setupLights,
		setupLightsView: setupLightsView,

		pushLight: pushLight,
		pushShadow: pushShadow
	};

}

function WebGLRenderStates( extensions, capabilities ) {

	let renderStates = new WeakMap();

	function get( scene, renderCallDepth = 0 ) {

		let renderState;

		if ( renderStates.has( scene ) === false ) {

			renderState = new WebGLRenderState( extensions, capabilities );
			renderStates.set( scene, [ renderState ] );

		} else {

			if ( renderCallDepth >= renderStates.get( scene ).length ) {

				renderState = new WebGLRenderState( extensions, capabilities );
				renderStates.get( scene ).push( renderState );

			} else {

				renderState = renderStates.get( scene )[ renderCallDepth ];

			}

		}

		return renderState;

	}

	function dispose() {

		renderStates = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

/**
 * parameters = {
 *
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

class MeshDepthMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshDepthMaterial';

		this.depthPacking = BasicDepthPacking;

		this.map = null;

		this.alphaMap = null;

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.depthPacking = source.depthPacking;

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		return this;

	}

}

MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

/**
 * parameters = {
 *
 *  referencePosition: <float>,
 *  nearDistance: <float>,
 *  farDistance: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>
 *
 * }
 */

class MeshDistanceMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshDistanceMaterial';

		this.referencePosition = new Vector3();
		this.nearDistance = 1;
		this.farDistance = 1000;

		this.map = null;

		this.alphaMap = null;

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.fog = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.referencePosition.copy( source.referencePosition );
		this.nearDistance = source.nearDistance;
		this.farDistance = source.farDistance;

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		return this;

	}

}

MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;

const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";

function WebGLShadowMap( _renderer, _objects, _capabilities ) {

	let _frustum = new Frustum();

	const _shadowMapSize = new Vector2(),
		_viewportSize = new Vector2(),

		_viewport = new Vector4(),

		_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),
		_distanceMaterial = new MeshDistanceMaterial(),

		_materialCache = {},

		_maxTextureSize = _capabilities.maxTextureSize;

	const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };

	const shadowMaterialVertical = new ShaderMaterial( {
		defines: {
			VSM_SAMPLES: 8
		},
		uniforms: {
			shadow_pass: { value: null },
			resolution: { value: new Vector2() },
			radius: { value: 4.0 }
		},

		vertexShader: vertex,
		fragmentShader: fragment

	} );

	const shadowMaterialHorizontal = shadowMaterialVertical.clone();
	shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;

	const fullScreenTri = new BufferGeometry();
	fullScreenTri.setAttribute(
		'position',
		new BufferAttribute(
			new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
			3
		)
	);

	const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );

	const scope = this;

	this.enabled = false;

	this.autoUpdate = true;
	this.needsUpdate = false;

	this.type = PCFShadowMap;

	this.render = function ( lights, scene, camera ) {

		if ( scope.enabled === false ) return;
		if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

		if ( lights.length === 0 ) return;

		const currentRenderTarget = _renderer.getRenderTarget();
		const activeCubeFace = _renderer.getActiveCubeFace();
		const activeMipmapLevel = _renderer.getActiveMipmapLevel();

		const _state = _renderer.state;

		// Set GL state for depth map.
		_state.setBlending( NoBlending );
		_state.buffers.color.setClear( 1, 1, 1, 1 );
		_state.buffers.depth.setTest( true );
		_state.setScissorTest( false );

		// render depth map

		for ( let i = 0, il = lights.length; i < il; i ++ ) {

			const light = lights[ i ];
			const shadow = light.shadow;

			if ( shadow === undefined ) {

				console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
				continue;

			}

			if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;

			_shadowMapSize.copy( shadow.mapSize );

			const shadowFrameExtents = shadow.getFrameExtents();

			_shadowMapSize.multiply( shadowFrameExtents );

			_viewportSize.copy( shadow.mapSize );

			if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {

				if ( _shadowMapSize.x > _maxTextureSize ) {

					_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );
					_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
					shadow.mapSize.x = _viewportSize.x;

				}

				if ( _shadowMapSize.y > _maxTextureSize ) {

					_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );
					_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
					shadow.mapSize.y = _viewportSize.y;

				}

			}

			if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {

				const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };

				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
				shadow.map.texture.name = light.name + '.shadowMap';

				shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );

				shadow.camera.updateProjectionMatrix();

			}

			if ( shadow.map === null ) {

				const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };

				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
				shadow.map.texture.name = light.name + '.shadowMap';

				shadow.camera.updateProjectionMatrix();

			}

			_renderer.setRenderTarget( shadow.map );
			_renderer.clear();

			const viewportCount = shadow.getViewportCount();

			for ( let vp = 0; vp < viewportCount; vp ++ ) {

				const viewport = shadow.getViewport( vp );

				_viewport.set(
					_viewportSize.x * viewport.x,
					_viewportSize.y * viewport.y,
					_viewportSize.x * viewport.z,
					_viewportSize.y * viewport.w
				);

				_state.viewport( _viewport );

				shadow.updateMatrices( light, vp );

				_frustum = shadow.getFrustum();

				renderObject( scene, camera, shadow.camera, light, this.type );

			}

			// do blur pass for VSM

			if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {

				VSMPass( shadow, camera );

			}

			shadow.needsUpdate = false;

		}

		scope.needsUpdate = false;

		_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );

	};

	function VSMPass( shadow, camera ) {

		const geometry = _objects.update( fullScreenMesh );

		if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {

			shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
			shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;

			shadowMaterialVertical.needsUpdate = true;
			shadowMaterialHorizontal.needsUpdate = true;

		}

		// vertical pass

		shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
		shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
		shadowMaterialVertical.uniforms.radius.value = shadow.radius;
		_renderer.setRenderTarget( shadow.mapPass );
		_renderer.clear();
		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

		// horizontal pass

		shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
		shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
		shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
		_renderer.setRenderTarget( shadow.map );
		_renderer.clear();
		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );

	}

	function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {

		let result = null;

		const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;

		if ( customMaterial !== undefined ) {

			result = customMaterial;

		} else {

			result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;

		}

		if ( ( _renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 ) ||
			( material.displacementMap && material.displacementScale !== 0 ) ||
			( material.alphaMap && material.alphaTest > 0 ) ) {

			// in this case we need a unique material instance reflecting the
			// appropriate state

			const keyA = result.uuid, keyB = material.uuid;

			let materialsForVariant = _materialCache[ keyA ];

			if ( materialsForVariant === undefined ) {

				materialsForVariant = {};
				_materialCache[ keyA ] = materialsForVariant;

			}

			let cachedMaterial = materialsForVariant[ keyB ];

			if ( cachedMaterial === undefined ) {

				cachedMaterial = result.clone();
				materialsForVariant[ keyB ] = cachedMaterial;

			}

			result = cachedMaterial;

		}

		result.visible = material.visible;
		result.wireframe = material.wireframe;

		if ( type === VSMShadowMap ) {

			result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;

		} else {

			result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];

		}

		result.alphaMap = material.alphaMap;
		result.alphaTest = material.alphaTest;

		result.clipShadows = material.clipShadows;
		result.clippingPlanes = material.clippingPlanes;
		result.clipIntersection = material.clipIntersection;

		result.displacementMap = material.displacementMap;
		result.displacementScale = material.displacementScale;
		result.displacementBias = material.displacementBias;

		result.wireframeLinewidth = material.wireframeLinewidth;
		result.linewidth = material.linewidth;

		if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {

			result.referencePosition.setFromMatrixPosition( light.matrixWorld );
			result.nearDistance = shadowCameraNear;
			result.farDistance = shadowCameraFar;

		}

		return result;

	}

	function renderObject( object, camera, shadowCamera, light, type ) {

		if ( object.visible === false ) return;

		const visible = object.layers.test( camera.layers );

		if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

			if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {

				object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

				const geometry = _objects.update( object );
				const material = object.material;

				if ( Array.isArray( material ) ) {

					const groups = geometry.groups;

					for ( let k = 0, kl = groups.length; k < kl; k ++ ) {

						const group = groups[ k ];
						const groupMaterial = material[ group.materialIndex ];

						if ( groupMaterial && groupMaterial.visible ) {

							const depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );

							_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

						}

					}

				} else if ( material.visible ) {

					const depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );

					_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

				}

			}

		}

		const children = object.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			renderObject( children[ i ], camera, shadowCamera, light, type );

		}

	}

}

function WebGLState( gl, extensions, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	function ColorBuffer() {

		let locked = false;

		const color = new Vector4();
		let currentColorMask = null;
		const currentColorClear = new Vector4( 0, 0, 0, 0 );

		return {

			setMask: function ( colorMask ) {

				if ( currentColorMask !== colorMask && ! locked ) {

					gl.colorMask( colorMask, colorMask, colorMask, colorMask );
					currentColorMask = colorMask;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( r, g, b, a, premultipliedAlpha ) {

				if ( premultipliedAlpha === true ) {

					r *= a; g *= a; b *= a;

				}

				color.set( r, g, b, a );

				if ( currentColorClear.equals( color ) === false ) {

					gl.clearColor( r, g, b, a );
					currentColorClear.copy( color );

				}

			},

			reset: function () {

				locked = false;

				currentColorMask = null;
				currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state

			}

		};

	}

	function DepthBuffer() {

		let locked = false;

		let currentDepthMask = null;
		let currentDepthFunc = null;
		let currentDepthClear = null;

		return {

			setTest: function ( depthTest ) {

				if ( depthTest ) {

					enable( 2929 );

				} else {

					disable( 2929 );

				}

			},

			setMask: function ( depthMask ) {

				if ( currentDepthMask !== depthMask && ! locked ) {

					gl.depthMask( depthMask );
					currentDepthMask = depthMask;

				}

			},

			setFunc: function ( depthFunc ) {

				if ( currentDepthFunc !== depthFunc ) {

					if ( depthFunc ) {

						switch ( depthFunc ) {

							case NeverDepth:

								gl.depthFunc( 512 );
								break;

							case AlwaysDepth:

								gl.depthFunc( 519 );
								break;

							case LessDepth:

								gl.depthFunc( 513 );
								break;

							case LessEqualDepth:

								gl.depthFunc( 515 );
								break;

							case EqualDepth:

								gl.depthFunc( 514 );
								break;

							case GreaterEqualDepth:

								gl.depthFunc( 518 );
								break;

							case GreaterDepth:

								gl.depthFunc( 516 );
								break;

							case NotEqualDepth:

								gl.depthFunc( 517 );
								break;

							default:

								gl.depthFunc( 515 );

						}

					} else {

						gl.depthFunc( 515 );

					}

					currentDepthFunc = depthFunc;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( depth ) {

				if ( currentDepthClear !== depth ) {

					gl.clearDepth( depth );
					currentDepthClear = depth;

				}

			},

			reset: function () {

				locked = false;

				currentDepthMask = null;
				currentDepthFunc = null;
				currentDepthClear = null;

			}

		};

	}

	function StencilBuffer() {

		let locked = false;

		let currentStencilMask = null;
		let currentStencilFunc = null;
		let currentStencilRef = null;
		let currentStencilFuncMask = null;
		let currentStencilFail = null;
		let currentStencilZFail = null;
		let currentStencilZPass = null;
		let currentStencilClear = null;

		return {

			setTest: function ( stencilTest ) {

				if ( ! locked ) {

					if ( stencilTest ) {

						enable( 2960 );

					} else {

						disable( 2960 );

					}

				}

			},

			setMask: function ( stencilMask ) {

				if ( currentStencilMask !== stencilMask && ! locked ) {

					gl.stencilMask( stencilMask );
					currentStencilMask = stencilMask;

				}

			},

			setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

				if ( currentStencilFunc !== stencilFunc ||
				     currentStencilRef !== stencilRef ||
				     currentStencilFuncMask !== stencilMask ) {

					gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

					currentStencilFunc = stencilFunc;
					currentStencilRef = stencilRef;
					currentStencilFuncMask = stencilMask;

				}

			},

			setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

				if ( currentStencilFail !== stencilFail ||
				     currentStencilZFail !== stencilZFail ||
				     currentStencilZPass !== stencilZPass ) {

					gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

					currentStencilFail = stencilFail;
					currentStencilZFail = stencilZFail;
					currentStencilZPass = stencilZPass;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( stencil ) {

				if ( currentStencilClear !== stencil ) {

					gl.clearStencil( stencil );
					currentStencilClear = stencil;

				}

			},

			reset: function () {

				locked = false;

				currentStencilMask = null;
				currentStencilFunc = null;
				currentStencilRef = null;
				currentStencilFuncMask = null;
				currentStencilFail = null;
				currentStencilZFail = null;
				currentStencilZPass = null;
				currentStencilClear = null;

			}

		};

	}

	//

	const colorBuffer = new ColorBuffer();
	const depthBuffer = new DepthBuffer();
	const stencilBuffer = new StencilBuffer();

	let enabledCapabilities = {};

	let currentBoundFramebuffers = {};
	let currentDrawbuffers = new WeakMap();
	let defaultDrawbuffers = [];

	let currentProgram = null;

	let currentBlendingEnabled = false;
	let currentBlending = null;
	let currentBlendEquation = null;
	let currentBlendSrc = null;
	let currentBlendDst = null;
	let currentBlendEquationAlpha = null;
	let currentBlendSrcAlpha = null;
	let currentBlendDstAlpha = null;
	let currentPremultipledAlpha = false;

	let currentFlipSided = null;
	let currentCullFace = null;

	let currentLineWidth = null;

	let currentPolygonOffsetFactor = null;
	let currentPolygonOffsetUnits = null;

	const maxTextures = gl.getParameter( 35661 );

	let lineWidthAvailable = false;
	let version = 0;
	const glVersion = gl.getParameter( 7938 );

	if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {

		version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] );
		lineWidthAvailable = ( version >= 1.0 );

	} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {

		version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
		lineWidthAvailable = ( version >= 2.0 );

	}

	let currentTextureSlot = null;
	let currentBoundTextures = {};

	const scissorParam = gl.getParameter( 3088 );
	const viewportParam = gl.getParameter( 2978 );

	const currentScissor = new Vector4().fromArray( scissorParam );
	const currentViewport = new Vector4().fromArray( viewportParam );

	function createTexture( type, target, count ) {

		const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
		const texture = gl.createTexture();

		gl.bindTexture( type, texture );
		gl.texParameteri( type, 10241, 9728 );
		gl.texParameteri( type, 10240, 9728 );

		for ( let i = 0; i < count; i ++ ) {

			gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );

		}

		return texture;

	}

	const emptyTextures = {};
	emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
	emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );

	// init

	colorBuffer.setClear( 0, 0, 0, 1 );
	depthBuffer.setClear( 1 );
	stencilBuffer.setClear( 0 );

	enable( 2929 );
	depthBuffer.setFunc( LessEqualDepth );

	setFlipSided( false );
	setCullFace( CullFaceBack );
	enable( 2884 );

	setBlending( NoBlending );

	//

	function enable( id ) {

		if ( enabledCapabilities[ id ] !== true ) {

			gl.enable( id );
			enabledCapabilities[ id ] = true;

		}

	}

	function disable( id ) {

		if ( enabledCapabilities[ id ] !== false ) {

			gl.disable( id );
			enabledCapabilities[ id ] = false;

		}

	}

	function bindFramebuffer( target, framebuffer ) {

		if ( currentBoundFramebuffers[ target ] !== framebuffer ) {

			gl.bindFramebuffer( target, framebuffer );

			currentBoundFramebuffers[ target ] = framebuffer;

			if ( isWebGL2 ) {

				// 36009 is equivalent to 36160

				if ( target === 36009 ) {

					currentBoundFramebuffers[ 36160 ] = framebuffer;

				}

				if ( target === 36160 ) {

					currentBoundFramebuffers[ 36009 ] = framebuffer;

				}

			}

			return true;

		}

		return false;

	}

	function drawBuffers( renderTarget, framebuffer ) {

		let drawBuffers = defaultDrawbuffers;

		let needsUpdate = false;

		if ( renderTarget ) {

			drawBuffers = currentDrawbuffers.get( framebuffer );

			if ( drawBuffers === undefined ) {

				drawBuffers = [];
				currentDrawbuffers.set( framebuffer, drawBuffers );

			}

			if ( renderTarget.isWebGLMultipleRenderTargets ) {

				const textures = renderTarget.texture;

				if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== 36064 ) {

					for ( let i = 0, il = textures.length; i < il; i ++ ) {

						drawBuffers[ i ] = 36064 + i;

					}

					drawBuffers.length = textures.length;

					needsUpdate = true;

				}

			} else {

				if ( drawBuffers[ 0 ] !== 36064 ) {

					drawBuffers[ 0 ] = 36064;

					needsUpdate = true;

				}

			}

		} else {

			if ( drawBuffers[ 0 ] !== 1029 ) {

				drawBuffers[ 0 ] = 1029;

				needsUpdate = true;

			}

		}

		if ( needsUpdate ) {

			if ( capabilities.isWebGL2 ) {

				gl.drawBuffers( drawBuffers );

			} else {

				extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers );

			}

		}


	}

	function useProgram( program ) {

		if ( currentProgram !== program ) {

			gl.useProgram( program );

			currentProgram = program;

			return true;

		}

		return false;

	}

	const equationToGL = {
		[ AddEquation ]: 32774,
		[ SubtractEquation ]: 32778,
		[ ReverseSubtractEquation ]: 32779
	};

	if ( isWebGL2 ) {

		equationToGL[ MinEquation ] = 32775;
		equationToGL[ MaxEquation ] = 32776;

	} else {

		const extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {

			equationToGL[ MinEquation ] = extension.MIN_EXT;
			equationToGL[ MaxEquation ] = extension.MAX_EXT;

		}

	}

	const factorToGL = {
		[ ZeroFactor ]: 0,
		[ OneFactor ]: 1,
		[ SrcColorFactor ]: 768,
		[ SrcAlphaFactor ]: 770,
		[ SrcAlphaSaturateFactor ]: 776,
		[ DstColorFactor ]: 774,
		[ DstAlphaFactor ]: 772,
		[ OneMinusSrcColorFactor ]: 769,
		[ OneMinusSrcAlphaFactor ]: 771,
		[ OneMinusDstColorFactor ]: 775,
		[ OneMinusDstAlphaFactor ]: 773
	};

	function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

		if ( blending === NoBlending ) {

			if ( currentBlendingEnabled === true ) {

				disable( 3042 );
				currentBlendingEnabled = false;

			}

			return;

		}

		if ( currentBlendingEnabled === false ) {

			enable( 3042 );
			currentBlendingEnabled = true;

		}

		if ( blending !== CustomBlending ) {

			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

				if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {

					gl.blendEquation( 32774 );

					currentBlendEquation = AddEquation;
					currentBlendEquationAlpha = AddEquation;

				}

				if ( premultipliedAlpha ) {

					switch ( blending ) {

						case NormalBlending:
							gl.blendFuncSeparate( 1, 771, 1, 771 );
							break;

						case AdditiveBlending:
							gl.blendFunc( 1, 1 );
							break;

						case SubtractiveBlending:
							gl.blendFuncSeparate( 0, 0, 769, 771 );
							break;

						case MultiplyBlending:
							gl.blendFuncSeparate( 0, 768, 0, 770 );
							break;

						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;

					}

				} else {

					switch ( blending ) {

						case NormalBlending:
							gl.blendFuncSeparate( 770, 771, 1, 771 );
							break;

						case AdditiveBlending:
							gl.blendFunc( 770, 1 );
							break;

						case SubtractiveBlending:
							gl.blendFunc( 0, 769 );
							break;

						case MultiplyBlending:
							gl.blendFunc( 0, 768 );
							break;

						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;

					}

				}

				currentBlendSrc = null;
				currentBlendDst = null;
				currentBlendSrcAlpha = null;
				currentBlendDstAlpha = null;

				currentBlending = blending;
				currentPremultipledAlpha = premultipliedAlpha;

			}

			return;

		}

		// custom blending

		blendEquationAlpha = blendEquationAlpha || blendEquation;
		blendSrcAlpha = blendSrcAlpha || blendSrc;
		blendDstAlpha = blendDstAlpha || blendDst;

		if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );

			currentBlendEquation = blendEquation;
			currentBlendEquationAlpha = blendEquationAlpha;

		}

		if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );

			currentBlendSrc = blendSrc;
			currentBlendDst = blendDst;
			currentBlendSrcAlpha = blendSrcAlpha;
			currentBlendDstAlpha = blendDstAlpha;

		}

		currentBlending = blending;
		currentPremultipledAlpha = null;

	}

	function setMaterial( material, frontFaceCW ) {

		material.side === DoubleSide
			? disable( 2884 )
			: enable( 2884 );

		let flipSided = ( material.side === BackSide );
		if ( frontFaceCW ) flipSided = ! flipSided;

		setFlipSided( flipSided );

		( material.blending === NormalBlending && material.transparent === false )
			? setBlending( NoBlending )
			: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );

		depthBuffer.setFunc( material.depthFunc );
		depthBuffer.setTest( material.depthTest );
		depthBuffer.setMask( material.depthWrite );
		colorBuffer.setMask( material.colorWrite );

		const stencilWrite = material.stencilWrite;
		stencilBuffer.setTest( stencilWrite );
		if ( stencilWrite ) {

			stencilBuffer.setMask( material.stencilWriteMask );
			stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
			stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );

		}

		setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

		material.alphaToCoverage === true
			? enable( 32926 )
			: disable( 32926 );

	}

	//

	function setFlipSided( flipSided ) {

		if ( currentFlipSided !== flipSided ) {

			if ( flipSided ) {

				gl.frontFace( 2304 );

			} else {

				gl.frontFace( 2305 );

			}

			currentFlipSided = flipSided;

		}

	}

	function setCullFace( cullFace ) {

		if ( cullFace !== CullFaceNone ) {

			enable( 2884 );

			if ( cullFace !== currentCullFace ) {

				if ( cullFace === CullFaceBack ) {

					gl.cullFace( 1029 );

				} else if ( cullFace === CullFaceFront ) {

					gl.cullFace( 1028 );

				} else {

					gl.cullFace( 1032 );

				}

			}

		} else {

			disable( 2884 );

		}

		currentCullFace = cullFace;

	}

	function setLineWidth( width ) {

		if ( width !== currentLineWidth ) {

			if ( lineWidthAvailable ) gl.lineWidth( width );

			currentLineWidth = width;

		}

	}

	function setPolygonOffset( polygonOffset, factor, units ) {

		if ( polygonOffset ) {

			enable( 32823 );

			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

				gl.polygonOffset( factor, units );

				currentPolygonOffsetFactor = factor;
				currentPolygonOffsetUnits = units;

			}

		} else {

			disable( 32823 );

		}

	}

	function setScissorTest( scissorTest ) {

		if ( scissorTest ) {

			enable( 3089 );

		} else {

			disable( 3089 );

		}

	}

	// texture

	function activeTexture( webglSlot ) {

		if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;

		if ( currentTextureSlot !== webglSlot ) {

			gl.activeTexture( webglSlot );
			currentTextureSlot = webglSlot;

		}

	}

	function bindTexture( webglType, webglTexture ) {

		if ( currentTextureSlot === null ) {

			activeTexture();

		}

		let boundTexture = currentBoundTextures[ currentTextureSlot ];

		if ( boundTexture === undefined ) {

			boundTexture = { type: undefined, texture: undefined };
			currentBoundTextures[ currentTextureSlot ] = boundTexture;

		}

		if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

			gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

			boundTexture.type = webglType;
			boundTexture.texture = webglTexture;

		}

	}

	function unbindTexture() {

		const boundTexture = currentBoundTextures[ currentTextureSlot ];

		if ( boundTexture !== undefined && boundTexture.type !== undefined ) {

			gl.bindTexture( boundTexture.type, null );

			boundTexture.type = undefined;
			boundTexture.texture = undefined;

		}

	}

	function compressedTexImage2D() {

		try {

			gl.compressedTexImage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texSubImage2D() {

		try {

			gl.texSubImage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texSubImage3D() {

		try {

			gl.texSubImage3D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function compressedTexSubImage2D() {

		try {

			gl.compressedTexSubImage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texStorage2D() {

		try {

			gl.texStorage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texStorage3D() {

		try {

			gl.texStorage3D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texImage2D() {

		try {

			gl.texImage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texImage3D() {

		try {

			gl.texImage3D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	//

	function scissor( scissor ) {

		if ( currentScissor.equals( scissor ) === false ) {

			gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
			currentScissor.copy( scissor );

		}

	}

	function viewport( viewport ) {

		if ( currentViewport.equals( viewport ) === false ) {

			gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
			currentViewport.copy( viewport );

		}

	}

	//

	function reset() {

		// reset state

		gl.disable( 3042 );
		gl.disable( 2884 );
		gl.disable( 2929 );
		gl.disable( 32823 );
		gl.disable( 3089 );
		gl.disable( 2960 );
		gl.disable( 32926 );

		gl.blendEquation( 32774 );
		gl.blendFunc( 1, 0 );
		gl.blendFuncSeparate( 1, 0, 1, 0 );

		gl.colorMask( true, true, true, true );
		gl.clearColor( 0, 0, 0, 0 );

		gl.depthMask( true );
		gl.depthFunc( 513 );
		gl.clearDepth( 1 );

		gl.stencilMask( 0xffffffff );
		gl.stencilFunc( 519, 0, 0xffffffff );
		gl.stencilOp( 7680, 7680, 7680 );
		gl.clearStencil( 0 );

		gl.cullFace( 1029 );
		gl.frontFace( 2305 );

		gl.polygonOffset( 0, 0 );

		gl.activeTexture( 33984 );

		gl.bindFramebuffer( 36160, null );

		if ( isWebGL2 === true ) {

			gl.bindFramebuffer( 36009, null );
			gl.bindFramebuffer( 36008, null );

		}

		gl.useProgram( null );

		gl.lineWidth( 1 );

		gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );
		gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );

		// reset internals

		enabledCapabilities = {};

		currentTextureSlot = null;
		currentBoundTextures = {};

		currentBoundFramebuffers = {};
		currentDrawbuffers = new WeakMap();
		defaultDrawbuffers = [];

		currentProgram = null;

		currentBlendingEnabled = false;
		currentBlending = null;
		currentBlendEquation = null;
		currentBlendSrc = null;
		currentBlendDst = null;
		currentBlendEquationAlpha = null;
		currentBlendSrcAlpha = null;
		currentBlendDstAlpha = null;
		currentPremultipledAlpha = false;

		currentFlipSided = null;
		currentCullFace = null;

		currentLineWidth = null;

		currentPolygonOffsetFactor = null;
		currentPolygonOffsetUnits = null;

		currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );
		currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );

		colorBuffer.reset();
		depthBuffer.reset();
		stencilBuffer.reset();

	}

	return {

		buffers: {
			color: colorBuffer,
			depth: depthBuffer,
			stencil: stencilBuffer
		},

		enable: enable,
		disable: disable,

		bindFramebuffer: bindFramebuffer,
		drawBuffers: drawBuffers,

		useProgram: useProgram,

		setBlending: setBlending,
		setMaterial: setMaterial,

		setFlipSided: setFlipSided,
		setCullFace: setCullFace,

		setLineWidth: setLineWidth,
		setPolygonOffset: setPolygonOffset,

		setScissorTest: setScissorTest,

		activeTexture: activeTexture,
		bindTexture: bindTexture,
		unbindTexture: unbindTexture,
		compressedTexImage2D: compressedTexImage2D,
		texImage2D: texImage2D,
		texImage3D: texImage3D,

		texStorage2D: texStorage2D,
		texStorage3D: texStorage3D,
		texSubImage2D: texSubImage2D,
		texSubImage3D: texSubImage3D,
		compressedTexSubImage2D: compressedTexSubImage2D,

		scissor: scissor,
		viewport: viewport,

		reset: reset

	};

}

function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {

	const isWebGL2 = capabilities.isWebGL2;
	const maxTextures = capabilities.maxTextures;
	const maxCubemapSize = capabilities.maxCubemapSize;
	const maxTextureSize = capabilities.maxTextureSize;
	const maxSamples = capabilities.maxSamples;
	const hasMultisampledRenderToTexture = extensions.has( 'WEBGL_multisampled_render_to_texture' );
	const MultisampledRenderToTextureExtension = hasMultisampledRenderToTexture ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : undefined;

	const _videoTextures = new WeakMap();
	let _canvas;

	// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
	// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
	// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).

	let useOffscreenCanvas = false;

	try {

		useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
			&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;

	} catch ( err ) {

		// Ignore any errors

	}

	function createCanvas( width, height ) {

		// Use OffscreenCanvas when available. Specially needed in web workers

		return useOffscreenCanvas ?
			new OffscreenCanvas( width, height ) : createElementNS( 'canvas' );

	}

	function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {

		let scale = 1;

		// handle case if texture exceeds max size

		if ( image.width > maxSize || image.height > maxSize ) {

			scale = maxSize / Math.max( image.width, image.height );

		}

		// only perform resize if necessary

		if ( scale < 1 || needsPowerOfTwo === true ) {

			// only perform resize for certain image types

			if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
				( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
				( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {

				const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;

				const width = floor( scale * image.width );
				const height = floor( scale * image.height );

				if ( _canvas === undefined ) _canvas = createCanvas( width, height );

				// cube textures can't reuse the same canvas

				const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;

				canvas.width = width;
				canvas.height = height;

				const context = canvas.getContext( '2d' );
				context.drawImage( image, 0, 0, width, height );

				console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );

				return canvas;

			} else {

				if ( 'data' in image ) {

					console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );

				}

				return image;

			}

		}

		return image;

	}

	function isPowerOfTwo$1( image ) {

		return isPowerOfTwo( image.width ) && isPowerOfTwo( image.height );

	}

	function textureNeedsPowerOfTwo( texture ) {

		if ( isWebGL2 ) return false;

		return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
			( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

	}

	function textureNeedsGenerateMipmaps( texture, supportsMips ) {

		return texture.generateMipmaps && supportsMips &&
			texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;

	}

	function generateMipmap( target ) {

		_gl.generateMipmap( target );

	}

	function getInternalFormat( internalFormatName, glFormat, glType, encoding, isVideoTexture = false ) {

		if ( isWebGL2 === false ) return glFormat;

		if ( internalFormatName !== null ) {

			if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];

			console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );

		}

		let internalFormat = glFormat;

		if ( glFormat === 6403 ) {

			if ( glType === 5126 ) internalFormat = 33326;
			if ( glType === 5131 ) internalFormat = 33325;
			if ( glType === 5121 ) internalFormat = 33321;

		}

		if ( glFormat === 6407 ) {

			if ( glType === 5126 ) internalFormat = 34837;
			if ( glType === 5131 ) internalFormat = 34843;
			if ( glType === 5121 ) internalFormat = 32849;

		}

		if ( glFormat === 6408 ) {

			if ( glType === 5126 ) internalFormat = 34836;
			if ( glType === 5131 ) internalFormat = 34842;
			if ( glType === 5121 ) internalFormat = ( encoding === sRGBEncoding && isVideoTexture === false ) ? 35907 : 32856;

		}

		if ( internalFormat === 33325 || internalFormat === 33326 ||
			internalFormat === 34842 || internalFormat === 34836 ) {

			extensions.get( 'EXT_color_buffer_float' );

		}

		return internalFormat;

	}

	function getMipLevels( texture, image, supportsMips ) {

		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {

			return Math.log2( Math.max( image.width, image.height ) ) + 1;

		} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {

			// user-defined mipmaps

			return texture.mipmaps.length;

		} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {

			return image.mipmaps.length;

		} else {

			// texture without mipmaps (only base level)

			return 1;

		}

	}

	// Fallback filters for non-power-of-2 textures

	function filterFallback( f ) {

		if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {

			return 9728;

		}

		return 9729;

	}

	//

	function onTextureDispose( event ) {

		const texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		if ( texture.isVideoTexture ) {

			_videoTextures.delete( texture );

		}

		info.memory.textures --;

	}

	function onRenderTargetDispose( event ) {

		const renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

	}

	//

	function deallocateTexture( texture ) {

		const textureProperties = properties.get( texture );

		if ( textureProperties.__webglInit === undefined ) return;

		_gl.deleteTexture( textureProperties.__webglTexture );

		properties.remove( texture );

	}

	function deallocateRenderTarget( renderTarget ) {

		const texture = renderTarget.texture;

		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );

		if ( ! renderTarget ) return;

		if ( textureProperties.__webglTexture !== undefined ) {

			_gl.deleteTexture( textureProperties.__webglTexture );

			info.memory.textures --;

		}

		if ( renderTarget.depthTexture ) {

			renderTarget.depthTexture.dispose();

		}

		if ( renderTarget.isWebGLCubeRenderTarget ) {

			for ( let i = 0; i < 6; i ++ ) {

				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );

			}

		} else {

			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
			if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
			if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
			if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );

		}

		if ( renderTarget.isWebGLMultipleRenderTargets ) {

			for ( let i = 0, il = texture.length; i < il; i ++ ) {

				const attachmentProperties = properties.get( texture[ i ] );

				if ( attachmentProperties.__webglTexture ) {

					_gl.deleteTexture( attachmentProperties.__webglTexture );

					info.memory.textures --;

				}

				properties.remove( texture[ i ] );

			}

		}

		properties.remove( texture );
		properties.remove( renderTarget );

	}

	//

	let textureUnits = 0;

	function resetTextureUnits() {

		textureUnits = 0;

	}

	function allocateTextureUnit() {

		const textureUnit = textureUnits;

		if ( textureUnit >= maxTextures ) {

			console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );

		}

		textureUnits += 1;

		return textureUnit;

	}

	//

	function setTexture2D( texture, slot ) {

		const textureProperties = properties.get( texture );

		if ( texture.isVideoTexture ) updateVideoTexture( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			const image = texture.image;

			if ( image === undefined ) {

				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );

			} else if ( image.complete === false ) {

				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );

			} else {

				uploadTexture( textureProperties, texture, slot );
				return;

			}

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 3553, textureProperties.__webglTexture );

	}

	function setTexture2DArray( texture, slot ) {

		const textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			uploadTexture( textureProperties, texture, slot );
			return;

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 35866, textureProperties.__webglTexture );

	}

	function setTexture3D( texture, slot ) {

		const textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			uploadTexture( textureProperties, texture, slot );
			return;

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 32879, textureProperties.__webglTexture );

	}

	function setTextureCube( texture, slot ) {

		const textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			uploadCubeTexture( textureProperties, texture, slot );
			return;

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 34067, textureProperties.__webglTexture );

	}

	const wrappingToGL = {
		[ RepeatWrapping ]: 10497,
		[ ClampToEdgeWrapping ]: 33071,
		[ MirroredRepeatWrapping ]: 33648
	};

	const filterToGL = {
		[ NearestFilter ]: 9728,
		[ NearestMipmapNearestFilter ]: 9984,
		[ NearestMipmapLinearFilter ]: 9986,

		[ LinearFilter ]: 9729,
		[ LinearMipmapNearestFilter ]: 9985,
		[ LinearMipmapLinearFilter ]: 9987
	};

	function setTextureParameters( textureType, texture, supportsMips ) {

		if ( supportsMips ) {

			_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
			_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );

			if ( textureType === 32879 || textureType === 35866 ) {

				_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );

			}

			_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
			_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );

		} else {

			_gl.texParameteri( textureType, 10242, 33071 );
			_gl.texParameteri( textureType, 10243, 33071 );

			if ( textureType === 32879 || textureType === 35866 ) {

				_gl.texParameteri( textureType, 32882, 33071 );

			}

			if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );

			}

			_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );

			if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );

			}

		}

		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {

			const extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
			if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only

			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;

			}

		}

	}

	function initTexture( textureProperties, texture ) {

		if ( textureProperties.__webglInit === undefined ) {

			textureProperties.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			textureProperties.__webglTexture = _gl.createTexture();

			info.memory.textures ++;

		}

	}

	function uploadTexture( textureProperties, texture, slot ) {

		let textureType = 3553;

		if ( texture.isDataTexture2DArray ) textureType = 35866;
		if ( texture.isDataTexture3D ) textureType = 32879;

		initTexture( textureProperties, texture );

		state.activeTexture( 33984 + slot );
		state.bindTexture( textureType, textureProperties.__webglTexture );

		_gl.pixelStorei( 37440, texture.flipY );
		_gl.pixelStorei( 37441, texture.premultiplyAlpha );
		_gl.pixelStorei( 3317, texture.unpackAlignment );
		_gl.pixelStorei( 37443, 0 );

		const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
		let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
		image = verifyColorSpace( texture, image );

		const supportsMips = isPowerOfTwo$1( image ) || isWebGL2,
			glFormat = utils.convert( texture.format, texture.encoding );

		let glType = utils.convert( texture.type ),
			glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture );

		setTextureParameters( textureType, texture, supportsMips );

		let mipmap;
		const mipmaps = texture.mipmaps;

		const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );
		const allocateMemory = ( textureProperties.__version === undefined );
		const levels = getMipLevels( texture, image, supportsMips );

		if ( texture.isDepthTexture ) {

			// populate depth texture with dummy data

			glInternalFormat = 6402;

			if ( isWebGL2 ) {

				if ( texture.type === FloatType ) {

					glInternalFormat = 36012;

				} else if ( texture.type === UnsignedIntType ) {

					glInternalFormat = 33190;

				} else if ( texture.type === UnsignedInt248Type ) {

					glInternalFormat = 35056;

				} else {

					glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D

				}

			} else {

				if ( texture.type === FloatType ) {

					console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );

				}

			}

			// validation checks for WebGL 1

			if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {

				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
				// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

					console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

					texture.type = UnsignedShortType;
					glType = utils.convert( texture.type );

				}

			}

			if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {

				// Depth stencil textures need the DEPTH_STENCIL internal format
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				glInternalFormat = 34041;

				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
				// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.type !== UnsignedInt248Type ) {

					console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

					texture.type = UnsignedInt248Type;
					glType = utils.convert( texture.type );

				}

			}

			//

			if ( useTexStorage && allocateMemory ) {

				state.texStorage2D( 3553, 1, glInternalFormat, image.width, image.height );

			} else {

				state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );

			}

		} else if ( texture.isDataTexture ) {

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && supportsMips ) {

				if ( useTexStorage && allocateMemory ) {

					state.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );

				}

				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];

					if ( useTexStorage ) {

						state.texSubImage2D( 3553, 0, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );

					} else {

						state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

				}

				texture.generateMipmaps = false;

			} else {

				if ( useTexStorage ) {

					if ( allocateMemory ) {

						state.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );

					}

					state.texSubImage2D( 3553, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );

				} else {

					state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );

				}

			}

		} else if ( texture.isCompressedTexture ) {

			if ( useTexStorage && allocateMemory ) {

				state.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );

			}

			for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

				mipmap = mipmaps[ i ];

				if ( texture.format !== RGBAFormat ) {

					if ( glFormat !== null ) {

						if ( useTexStorage ) {

							state.compressedTexSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );

						} else {

							state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						}

					} else {

						console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );

					}

				} else {

					if ( useTexStorage ) {

						state.texSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );

					} else {

						state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

				}

			}

		} else if ( texture.isDataTexture2DArray ) {

			if ( useTexStorage ) {

				if ( allocateMemory ) {

					state.texStorage3D( 35866, levels, glInternalFormat, image.width, image.height, image.depth );

				}

				state.texSubImage3D( 35866, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );

			} else {

				state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );

			}

		} else if ( texture.isDataTexture3D ) {

			if ( useTexStorage ) {

				if ( allocateMemory ) {

					state.texStorage3D( 32879, levels, glInternalFormat, image.width, image.height, image.depth );

				}

				state.texSubImage3D( 32879, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );

			} else {

				state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );

			}

		} else if ( texture.isFramebufferTexture ) {

			if ( useTexStorage && allocateMemory ) {

				state.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );

			} else {

				state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );

			}

		} else {

			// regular Texture (image, video, canvas)

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && supportsMips ) {

				if ( useTexStorage && allocateMemory ) {

					state.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );

				}

				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];

					if ( useTexStorage ) {

						state.texSubImage2D( 3553, i, 0, 0, glFormat, glType, mipmap );

					} else {

						state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );

					}

				}

				texture.generateMipmaps = false;

			} else {

				if ( useTexStorage ) {

					if ( allocateMemory ) {

						state.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );

					}

					state.texSubImage2D( 3553, 0, 0, 0, glFormat, glType, image );

				} else {

					state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );

				}

			}

		}

		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

			generateMipmap( textureType );

		}

		textureProperties.__version = texture.version;

		if ( texture.onUpdate ) texture.onUpdate( texture );

	}

	function uploadCubeTexture( textureProperties, texture, slot ) {

		if ( texture.image.length !== 6 ) return;

		initTexture( textureProperties, texture );

		state.activeTexture( 33984 + slot );
		state.bindTexture( 34067, textureProperties.__webglTexture );

		_gl.pixelStorei( 37440, texture.flipY );
		_gl.pixelStorei( 37441, texture.premultiplyAlpha );
		_gl.pixelStorei( 3317, texture.unpackAlignment );
		_gl.pixelStorei( 37443, 0 );

		const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
		const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );

		const cubeImage = [];

		for ( let i = 0; i < 6; i ++ ) {

			if ( ! isCompressed && ! isDataTexture ) {

				cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );

			} else {

				cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

			}

			cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );

		}

		const image = cubeImage[ 0 ],
			supportsMips = isPowerOfTwo$1( image ) || isWebGL2,
			glFormat = utils.convert( texture.format, texture.encoding ),
			glType = utils.convert( texture.type ),
			glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );

		const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );
		const allocateMemory = ( textureProperties.__version === undefined );
		let levels = getMipLevels( texture, image, supportsMips );

		setTextureParameters( 34067, texture, supportsMips );

		let mipmaps;

		if ( isCompressed ) {

			if ( useTexStorage && allocateMemory ) {

				state.texStorage2D( 34067, levels, glInternalFormat, image.width, image.height );

			}

			for ( let i = 0; i < 6; i ++ ) {

				mipmaps = cubeImage[ i ].mipmaps;

				for ( let j = 0; j < mipmaps.length; j ++ ) {

					const mipmap = mipmaps[ j ];

					if ( texture.format !== RGBAFormat ) {

						if ( glFormat !== null ) {

							if ( useTexStorage ) {

								state.compressedTexSubImage2D( 34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );

							} else {

								state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

							}

						} else {

							console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );

						}

					} else {

						if ( useTexStorage ) {

							state.texSubImage2D( 34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );

						} else {

							state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

						}

					}

				}

			}

		} else {

			mipmaps = texture.mipmaps;

			if ( useTexStorage && allocateMemory ) {

				// TODO: Uniformly handle mipmap definitions
				// Normal textures and compressed cube textures define base level + mips with their mipmap array
				// Uncompressed cube textures use their mipmap array only for mips (no base level)

				if ( mipmaps.length > 0 ) levels ++;

				state.texStorage2D( 34067, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height );

			}

			for ( let i = 0; i < 6; i ++ ) {

				if ( isDataTexture ) {

					if ( useTexStorage ) {

						state.texSubImage2D( 34069 + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );

					} else {

						state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

					}

					for ( let j = 0; j < mipmaps.length; j ++ ) {

						const mipmap = mipmaps[ j ];
						const mipmapImage = mipmap.image[ i ].image;

						if ( useTexStorage ) {

							state.texSubImage2D( 34069 + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );

						} else {

							state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );

						}

					}

				} else {

					if ( useTexStorage ) {

						state.texSubImage2D( 34069 + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );

					} else {

						state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );

					}

					for ( let j = 0; j < mipmaps.length; j ++ ) {

						const mipmap = mipmaps[ j ];

						if ( useTexStorage ) {

							state.texSubImage2D( 34069 + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );

						} else {

							state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );

						}

					}

				}

			}

		}

		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

			// We assume images for cube map have the same size.
			generateMipmap( 34067 );

		}

		textureProperties.__version = texture.version;

		if ( texture.onUpdate ) texture.onUpdate( texture );

	}

	// Render targets

	// Setup storage for target texture and bind it to correct framebuffer
	function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) {

		const glFormat = utils.convert( texture.format, texture.encoding );
		const glType = utils.convert( texture.type );
		const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );
		const renderTargetProperties = properties.get( renderTarget );

		if ( ! renderTargetProperties.__hasExternalTextures ) {

			if ( textureTarget === 32879 || textureTarget === 35866 ) {

				state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );

			} else {

				state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

			}

		}

		state.bindFramebuffer( 36160, framebuffer );
		if ( renderTarget.useRenderToTexture ) {

			MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );

		} else {

			_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );

		}

		state.bindFramebuffer( 36160, null );

	}


	// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
	function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {

		_gl.bindRenderbuffer( 36161, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			let glInternalFormat = 33189;

			if ( isMultisample || renderTarget.useRenderToTexture ) {

				const depthTexture = renderTarget.depthTexture;

				if ( depthTexture && depthTexture.isDepthTexture ) {

					if ( depthTexture.type === FloatType ) {

						glInternalFormat = 36012;

					} else if ( depthTexture.type === UnsignedIntType ) {

						glInternalFormat = 33190;

					}

				}

				const samples = getRenderTargetSamples( renderTarget );

				if ( renderTarget.useRenderToTexture ) {

					MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

				} else {

					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

				}

			} else {

				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );

			}

			_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );

		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			const samples = getRenderTargetSamples( renderTarget );

			if ( isMultisample && renderTarget.useRenderbuffer ) {

				_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );

			} else if ( renderTarget.useRenderToTexture ) {

				MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT( 36161, samples, 35056, renderTarget.width, renderTarget.height );

			} else {

				_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );

			}


			_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );

		} else {

			// Use the first texture for MRT so far
			const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[ 0 ] : renderTarget.texture;

			const glFormat = utils.convert( texture.format, texture.encoding );
			const glType = utils.convert( texture.type );
			const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );
			const samples = getRenderTargetSamples( renderTarget );

			if ( isMultisample && renderTarget.useRenderbuffer ) {

				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

			} else if ( renderTarget.useRenderToTexture ) {

				MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

			} else {

				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );

			}

		}

		_gl.bindRenderbuffer( 36161, null );

	}

	// Setup resources for a Depth Texture for a FBO (needs an extension)
	function setupDepthTexture( framebuffer, renderTarget ) {

		const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
		if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );

		state.bindFramebuffer( 36160, framebuffer );

		if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

			throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );

		}

		// upload an empty depth texture with framebuffer size
		if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
				renderTarget.depthTexture.image.width !== renderTarget.width ||
				renderTarget.depthTexture.image.height !== renderTarget.height ) {

			renderTarget.depthTexture.image.width = renderTarget.width;
			renderTarget.depthTexture.image.height = renderTarget.height;
			renderTarget.depthTexture.needsUpdate = true;

		}

		setTexture2D( renderTarget.depthTexture, 0 );

		const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
		const samples = getRenderTargetSamples( renderTarget );

		if ( renderTarget.depthTexture.format === DepthFormat ) {

			if ( renderTarget.useRenderToTexture ) {

				MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT( 36160, 36096, 3553, webglDepthTexture, 0, samples );

			} else {

				_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );

			}

		} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

			if ( renderTarget.useRenderToTexture ) {

				MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT( 36160, 33306, 3553, webglDepthTexture, 0, samples );

			} else {

				_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );

			}

		} else {

			throw new Error( 'Unknown depthTexture format' );

		}

	}

	// Setup GL resources for a non-texture depth buffer
	function setupDepthRenderbuffer( renderTarget ) {

		const renderTargetProperties = properties.get( renderTarget );
		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );

		if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {

			if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );

			setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

		} else {

			if ( isCube ) {

				renderTargetProperties.__webglDepthbuffer = [];

				for ( let i = 0; i < 6; i ++ ) {

					state.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
					renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );

				}

			} else {

				state.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
				renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );

			}

		}

		state.bindFramebuffer( 36160, null );

	}

	// rebind framebuffer with external textures
	function rebindTextures( renderTarget, colorTexture, depthTexture ) {

		const renderTargetProperties = properties.get( renderTarget );

		if ( colorTexture !== undefined ) {

			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553 );

		}

		if ( depthTexture !== undefined ) {

			setupDepthRenderbuffer( renderTarget );

		}

	}

	// Set up GL resources for the render target
	function setupRenderTarget( renderTarget ) {

		const texture = renderTarget.texture;

		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );

		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

		if ( renderTarget.isWebGLMultipleRenderTargets !== true ) {

			if ( textureProperties.__webglTexture === undefined ) {

				textureProperties.__webglTexture = _gl.createTexture();

			}

			textureProperties.__version = texture.version;
			info.memory.textures ++;

		}

		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );
		const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
		const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;

		// Setup framebuffer

		if ( isCube ) {

			renderTargetProperties.__webglFramebuffer = [];

			for ( let i = 0; i < 6; i ++ ) {

				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

			}

		} else {

			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

			if ( isMultipleRenderTargets ) {

				if ( capabilities.drawBuffers ) {

					const textures = renderTarget.texture;

					for ( let i = 0, il = textures.length; i < il; i ++ ) {

						const attachmentProperties = properties.get( textures[ i ] );

						if ( attachmentProperties.__webglTexture === undefined ) {

							attachmentProperties.__webglTexture = _gl.createTexture();

							info.memory.textures ++;

						}

					}

				} else {

					console.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );

				}

			} else if ( renderTarget.useRenderbuffer ) {

				if ( isWebGL2 ) {

					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
					renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();

					_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );

					const glFormat = utils.convert( texture.format, texture.encoding );
					const glType = utils.convert( texture.type );
					const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );
					const samples = getRenderTargetSamples( renderTarget );
					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

					state.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
					_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
					_gl.bindRenderbuffer( 36161, null );

					if ( renderTarget.depthBuffer ) {

						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );

					}

					state.bindFramebuffer( 36160, null );


				} else {

					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );

				}

			}

		}

		// Setup color buffer

		if ( isCube ) {

			state.bindTexture( 34067, textureProperties.__webglTexture );
			setTextureParameters( 34067, texture, supportsMips );

			for ( let i = 0; i < 6; i ++ ) {

				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, 36064, 34069 + i );

			}

			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

				generateMipmap( 34067 );

			}

			state.unbindTexture();

		} else if ( isMultipleRenderTargets ) {

			const textures = renderTarget.texture;

			for ( let i = 0, il = textures.length; i < il; i ++ ) {

				const attachment = textures[ i ];
				const attachmentProperties = properties.get( attachment );

				state.bindTexture( 3553, attachmentProperties.__webglTexture );
				setTextureParameters( 3553, attachment, supportsMips );
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, 36064 + i, 3553 );

				if ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {

					generateMipmap( 3553 );

				}

			}

			state.unbindTexture();

		} else {

			let glTextureType = 3553;

			if ( isRenderTarget3D ) {

				// Render targets containing layers, i.e: Texture 3D and 2d arrays

				if ( isWebGL2 ) {

					const isTexture3D = texture.isDataTexture3D;
					glTextureType = isTexture3D ? 32879 : 35866;

				} else {

					console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );

				}

			}

			state.bindTexture( glTextureType, textureProperties.__webglTexture );
			setTextureParameters( glTextureType, texture, supportsMips );
			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, 36064, glTextureType );

			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

				generateMipmap( glTextureType );

			}

			state.unbindTexture();

		}

		// Setup depth and stencil buffers

		if ( renderTarget.depthBuffer ) {

			setupDepthRenderbuffer( renderTarget );

		}

	}

	function updateRenderTargetMipmap( renderTarget ) {

		const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;

		const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];

		for ( let i = 0, il = textures.length; i < il; i ++ ) {

			const texture = textures[ i ];

			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

				const target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
				const webglTexture = properties.get( texture ).__webglTexture;

				state.bindTexture( target, webglTexture );
				generateMipmap( target );
				state.unbindTexture();

			}

		}

	}

	function updateMultisampleRenderTarget( renderTarget ) {

		if ( renderTarget.useRenderbuffer ) {

			if ( isWebGL2 ) {

				const width = renderTarget.width;
				const height = renderTarget.height;
				let mask = 16384;
				const invalidationArray = [ 36064 ];
				const depthStyle = renderTarget.stencilBuffer ? 33306 : 36096;

				if ( renderTarget.depthBuffer ) {

					invalidationArray.push( depthStyle );

				}

				if ( ! renderTarget.ignoreDepthForMultisampleCopy ) {

					if ( renderTarget.depthBuffer ) mask |= 256;
					if ( renderTarget.stencilBuffer ) mask |= 1024;

				}

				const renderTargetProperties = properties.get( renderTarget );

				state.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
				state.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );

				if ( renderTarget.ignoreDepthForMultisampleCopy ) {

					_gl.invalidateFramebuffer( 36008, [ depthStyle ] );
					_gl.invalidateFramebuffer( 36009, [ depthStyle ] );

				}

				_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
				_gl.invalidateFramebuffer( 36008, invalidationArray );

				state.bindFramebuffer( 36008, null );
				state.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer );

			} else {

				console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );

			}

		}

	}

	function getRenderTargetSamples( renderTarget ) {

		return ( isWebGL2 && ( renderTarget.useRenderbuffer || renderTarget.useRenderToTexture ) ) ?
			Math.min( maxSamples, renderTarget.samples ) : 0;

	}

	function updateVideoTexture( texture ) {

		const frame = info.render.frame;

		// Check the last frame we updated the VideoTexture

		if ( _videoTextures.get( texture ) !== frame ) {

			_videoTextures.set( texture, frame );
			texture.update();

		}

	}

	function verifyColorSpace( texture, image ) {

		const encoding = texture.encoding;
		const format = texture.format;
		const type = texture.type;

		if ( texture.isCompressedTexture === true || texture.format === _SRGBAFormat ) return image;

		if ( encoding !== LinearEncoding ) {

			// sRGB

			if ( encoding === sRGBEncoding && texture.isVideoTexture !== true ) {

				if ( isWebGL2 === false ) {

					// in WebGL 1, try to use EXT_sRGB extension and unsized formats

					if ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) {

						texture.format = _SRGBAFormat;

						// it's not possible to generate mips in WebGL 1 with this extension

						texture.minFilter = LinearFilter;
						texture.generateMipmaps = false;

					} else {

						// slow fallback (CPU decode)

						image = ImageUtils.sRGBToLinear( image );

					}

				} else {

					// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format

					if ( format !== RGBAFormat || type !== UnsignedByteType ) {

						console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );

					}

				}

			} else {

				console.error( 'THREE.WebGLTextures: Unsupported texture encoding:', encoding );

			}

		}

		return image;

	}

	// backwards compatibility

	let warnedTexture2D = false;
	let warnedTextureCube = false;

	function safeSetTexture2D( texture, slot ) {

		if ( texture && texture.isWebGLRenderTarget ) {

			if ( warnedTexture2D === false ) {

				console.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.' );
				warnedTexture2D = true;

			}

			texture = texture.texture;

		}

		setTexture2D( texture, slot );

	}

	function safeSetTextureCube( texture, slot ) {

		if ( texture && texture.isWebGLCubeRenderTarget ) {

			if ( warnedTextureCube === false ) {

				console.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.' );
				warnedTextureCube = true;

			}

			texture = texture.texture;

		}


		setTextureCube( texture, slot );

	}

	//

	this.allocateTextureUnit = allocateTextureUnit;
	this.resetTextureUnits = resetTextureUnits;

	this.setTexture2D = setTexture2D;
	this.setTexture2DArray = setTexture2DArray;
	this.setTexture3D = setTexture3D;
	this.setTextureCube = setTextureCube;
	this.rebindTextures = rebindTextures;
	this.setupRenderTarget = setupRenderTarget;
	this.updateRenderTargetMipmap = updateRenderTargetMipmap;
	this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
	this.setupDepthRenderbuffer = setupDepthRenderbuffer;
	this.setupFrameBufferTexture = setupFrameBufferTexture;

	this.safeSetTexture2D = safeSetTexture2D;
	this.safeSetTextureCube = safeSetTextureCube;

}

function WebGLUtils( gl, extensions, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	function convert( p, encoding = null ) {

		let extension;

		if ( p === UnsignedByteType ) return 5121;
		if ( p === UnsignedShort4444Type ) return 32819;
		if ( p === UnsignedShort5551Type ) return 32820;
		if ( p === UnsignedShort565Type ) return 33635;

		if ( p === ByteType ) return 5120;
		if ( p === ShortType ) return 5122;
		if ( p === UnsignedShortType ) return 5123;
		if ( p === IntType ) return 5124;
		if ( p === UnsignedIntType ) return 5125;
		if ( p === FloatType ) return 5126;

		if ( p === HalfFloatType ) {

			if ( isWebGL2 ) return 5131;

			extension = extensions.get( 'OES_texture_half_float' );

			if ( extension !== null ) {

				return extension.HALF_FLOAT_OES;

			} else {

				return null;

			}

		}

		if ( p === AlphaFormat ) return 6406;
		if ( p === RGBAFormat ) return 6408;
		if ( p === LuminanceFormat ) return 6409;
		if ( p === LuminanceAlphaFormat ) return 6410;
		if ( p === DepthFormat ) return 6402;
		if ( p === DepthStencilFormat ) return 34041;
		if ( p === RedFormat ) return 6403;

		// WebGL 1 sRGB fallback

		if ( p === _SRGBAFormat ) {

			extension = extensions.get( 'EXT_sRGB' );

			if ( extension !== null ) {

				return extension.SRGB_ALPHA_EXT;

			} else {

				return null;

			}

		}

		// WebGL2 formats.

		if ( p === RedIntegerFormat ) return 36244;
		if ( p === RGFormat ) return 33319;
		if ( p === RGIntegerFormat ) return 33320;
		if ( p === RGBIntegerFormat ) return 36248;
		if ( p === RGBAIntegerFormat ) return 36249;

		// S3TC

		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

			if ( encoding === sRGBEncoding ) {

				extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );

				if ( extension !== null ) {

					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;

				} else {

					return null;

				}

			} else {

				extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

				if ( extension !== null ) {

					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

				} else {

					return null;

				}

			}

		}

		// PVRTC

		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

			if ( extension !== null ) {

				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

			} else {

				return null;

			}

		}

		// ETC1

		if ( p === RGB_ETC1_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

			if ( extension !== null ) {

				return extension.COMPRESSED_RGB_ETC1_WEBGL;

			} else {

				return null;

			}

		}

		// ETC2

		if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_etc' );

			if ( extension !== null ) {

				if ( p === RGB_ETC2_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
				if ( p === RGBA_ETC2_EAC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;

			} else {

				return null;

			}

		}

		// ASTC

		if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
			p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
			p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
			p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
			p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_astc' );

			if ( extension !== null ) {

				if ( p === RGBA_ASTC_4x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
				if ( p === RGBA_ASTC_5x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
				if ( p === RGBA_ASTC_5x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
				if ( p === RGBA_ASTC_6x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
				if ( p === RGBA_ASTC_6x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
				if ( p === RGBA_ASTC_8x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
				if ( p === RGBA_ASTC_8x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
				if ( p === RGBA_ASTC_8x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
				if ( p === RGBA_ASTC_10x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
				if ( p === RGBA_ASTC_10x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
				if ( p === RGBA_ASTC_10x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
				if ( p === RGBA_ASTC_10x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
				if ( p === RGBA_ASTC_12x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
				if ( p === RGBA_ASTC_12x12_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;

			} else {

				return null;

			}

		}

		// BPTC

		if ( p === RGBA_BPTC_Format ) {

			extension = extensions.get( 'EXT_texture_compression_bptc' );

			if ( extension !== null ) {

				if ( p === RGBA_BPTC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;

			} else {

				return null;

			}

		}

		//

		if ( p === UnsignedInt248Type ) {

			if ( isWebGL2 ) return 34042;

			extension = extensions.get( 'WEBGL_depth_texture' );

			if ( extension !== null ) {

				return extension.UNSIGNED_INT_24_8_WEBGL;

			} else {

				return null;

			}

		}

	}

	return { convert: convert };

}

class ArrayCamera extends PerspectiveCamera {

	constructor( array = [] ) {

		super();

		this.cameras = array;

	}

}

ArrayCamera.prototype.isArrayCamera = true;

class Group$1 extends Object3D {

	constructor() {

		super();

		this.type = 'Group';

	}

}

Group$1.prototype.isGroup = true;

const _moveEvent = { type: 'move' };

class WebXRController {

	constructor() {

		this._targetRay = null;
		this._grip = null;
		this._hand = null;

	}

	getHandSpace() {

		if ( this._hand === null ) {

			this._hand = new Group$1();
			this._hand.matrixAutoUpdate = false;
			this._hand.visible = false;

			this._hand.joints = {};
			this._hand.inputState = { pinching: false };

		}

		return this._hand;

	}

	getTargetRaySpace() {

		if ( this._targetRay === null ) {

			this._targetRay = new Group$1();
			this._targetRay.matrixAutoUpdate = false;
			this._targetRay.visible = false;
			this._targetRay.hasLinearVelocity = false;
			this._targetRay.linearVelocity = new Vector3();
			this._targetRay.hasAngularVelocity = false;
			this._targetRay.angularVelocity = new Vector3();

		}

		return this._targetRay;

	}

	getGripSpace() {

		if ( this._grip === null ) {

			this._grip = new Group$1();
			this._grip.matrixAutoUpdate = false;
			this._grip.visible = false;
			this._grip.hasLinearVelocity = false;
			this._grip.linearVelocity = new Vector3();
			this._grip.hasAngularVelocity = false;
			this._grip.angularVelocity = new Vector3();

		}

		return this._grip;

	}

	dispatchEvent( event ) {

		if ( this._targetRay !== null ) {

			this._targetRay.dispatchEvent( event );

		}

		if ( this._grip !== null ) {

			this._grip.dispatchEvent( event );

		}

		if ( this._hand !== null ) {

			this._hand.dispatchEvent( event );

		}

		return this;

	}

	disconnect( inputSource ) {

		this.dispatchEvent( { type: 'disconnected', data: inputSource } );

		if ( this._targetRay !== null ) {

			this._targetRay.visible = false;

		}

		if ( this._grip !== null ) {

			this._grip.visible = false;

		}

		if ( this._hand !== null ) {

			this._hand.visible = false;

		}

		return this;

	}

	update( inputSource, frame, referenceSpace ) {

		let inputPose = null;
		let gripPose = null;
		let handPose = null;

		const targetRay = this._targetRay;
		const grip = this._grip;
		const hand = this._hand;

		if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {

			if ( targetRay !== null ) {

				inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );

				if ( inputPose !== null ) {

					targetRay.matrix.fromArray( inputPose.transform.matrix );
					targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );

					if ( inputPose.linearVelocity ) {

						targetRay.hasLinearVelocity = true;
						targetRay.linearVelocity.copy( inputPose.linearVelocity );

					} else {

						targetRay.hasLinearVelocity = false;

					}

					if ( inputPose.angularVelocity ) {

						targetRay.hasAngularVelocity = true;
						targetRay.angularVelocity.copy( inputPose.angularVelocity );

					} else {

						targetRay.hasAngularVelocity = false;

					}

					this.dispatchEvent( _moveEvent );

				}

			}

			if ( hand && inputSource.hand ) {

				handPose = true;

				for ( const inputjoint of inputSource.hand.values() ) {

					// Update the joints groups with the XRJoint poses
					const jointPose = frame.getJointPose( inputjoint, referenceSpace );

					if ( hand.joints[ inputjoint.jointName ] === undefined ) {

						// The transform of this joint will be updated with the joint pose on each frame
						const joint = new Group$1();
						joint.matrixAutoUpdate = false;
						joint.visible = false;
						hand.joints[ inputjoint.jointName ] = joint;
						// ??
						hand.add( joint );

					}

					const joint = hand.joints[ inputjoint.jointName ];

					if ( jointPose !== null ) {

						joint.matrix.fromArray( jointPose.transform.matrix );
						joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
						joint.jointRadius = jointPose.radius;

					}

					joint.visible = jointPose !== null;

				}

				// Custom events

				// Check pinchz
				const indexTip = hand.joints[ 'index-finger-tip' ];
				const thumbTip = hand.joints[ 'thumb-tip' ];
				const distance = indexTip.position.distanceTo( thumbTip.position );

				const distanceToPinch = 0.02;
				const threshold = 0.005;

				if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {

					hand.inputState.pinching = false;
					this.dispatchEvent( {
						type: 'pinchend',
						handedness: inputSource.handedness,
						target: this
					} );

				} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {

					hand.inputState.pinching = true;
					this.dispatchEvent( {
						type: 'pinchstart',
						handedness: inputSource.handedness,
						target: this
					} );

				}

			} else {

				if ( grip !== null && inputSource.gripSpace ) {

					gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );

					if ( gripPose !== null ) {

						grip.matrix.fromArray( gripPose.transform.matrix );
						grip.matrix.decompose( grip.position, grip.rotation, grip.scale );

						if ( gripPose.linearVelocity ) {

							grip.hasLinearVelocity = true;
							grip.linearVelocity.copy( gripPose.linearVelocity );

						} else {

							grip.hasLinearVelocity = false;

						}

						if ( gripPose.angularVelocity ) {

							grip.hasAngularVelocity = true;
							grip.angularVelocity.copy( gripPose.angularVelocity );

						} else {

							grip.hasAngularVelocity = false;

						}

					}

				}

			}

		}

		if ( targetRay !== null ) {

			targetRay.visible = ( inputPose !== null );

		}

		if ( grip !== null ) {

			grip.visible = ( gripPose !== null );

		}

		if ( hand !== null ) {

			hand.visible = ( handPose !== null );

		}

		return this;

	}

}

class DepthTexture extends Texture {

	constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

		format = format !== undefined ? format : DepthFormat;

		if ( format !== DepthFormat && format !== DepthStencilFormat ) {

			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );

		}

		if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
		if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

		super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.image = { width: width, height: height };

		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

		this.flipY = false;
		this.generateMipmaps	= false;

	}


}

DepthTexture.prototype.isDepthTexture = true;

class WebXRManager extends EventDispatcher {

	constructor( renderer, gl ) {

		super();

		const scope = this;

		let session = null;
		let framebufferScaleFactor = 1.0;

		let referenceSpace = null;
		let referenceSpaceType = 'local-floor';
		const hasMultisampledRenderToTexture = renderer.extensions.has( 'WEBGL_multisampled_render_to_texture' );

		let pose = null;
		let glBinding = null;
		let glProjLayer = null;
		let glBaseLayer = null;
		let isMultisample = false;
		let xrFrame = null;
		const attributes = gl.getContextAttributes();
		let initialRenderTarget = null;
		let newRenderTarget = null;

		const controllers = [];
		const inputSourcesMap = new Map();

		//

		const cameraL = new PerspectiveCamera();
		cameraL.layers.enable( 1 );
		cameraL.viewport = new Vector4();

		const cameraR = new PerspectiveCamera();
		cameraR.layers.enable( 2 );
		cameraR.viewport = new Vector4();

		const cameras = [ cameraL, cameraR ];

		const cameraVR = new ArrayCamera();
		cameraVR.layers.enable( 1 );
		cameraVR.layers.enable( 2 );

		let _currentDepthNear = null;
		let _currentDepthFar = null;

		//

		this.cameraAutoUpdate = true;
		this.enabled = false;

		this.isPresenting = false;

		this.getController = function ( index ) {

			let controller = controllers[ index ];

			if ( controller === undefined ) {

				controller = new WebXRController();
				controllers[ index ] = controller;

			}

			return controller.getTargetRaySpace();

		};

		this.getControllerGrip = function ( index ) {

			let controller = controllers[ index ];

			if ( controller === undefined ) {

				controller = new WebXRController();
				controllers[ index ] = controller;

			}

			return controller.getGripSpace();

		};

		this.getHand = function ( index ) {

			let controller = controllers[ index ];

			if ( controller === undefined ) {

				controller = new WebXRController();
				controllers[ index ] = controller;

			}

			return controller.getHandSpace();

		};

		//

		function onSessionEvent( event ) {

			const controller = inputSourcesMap.get( event.inputSource );

			if ( controller ) {

				controller.dispatchEvent( { type: event.type, data: event.inputSource } );

			}

		}

		function onSessionEnd() {

			inputSourcesMap.forEach( function ( controller, inputSource ) {

				controller.disconnect( inputSource );

			} );

			inputSourcesMap.clear();

			_currentDepthNear = null;
			_currentDepthFar = null;

			// restore framebuffer/rendering state

			renderer.setRenderTarget( initialRenderTarget );

			glBaseLayer = null;
			glProjLayer = null;
			glBinding = null;
			session = null;
			newRenderTarget = null;

			//

			animation.stop();

			scope.isPresenting = false;

			scope.dispatchEvent( { type: 'sessionend' } );

		}

		this.setFramebufferScaleFactor = function ( value ) {

			framebufferScaleFactor = value;

			if ( scope.isPresenting === true ) {

				console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );

			}

		};

		this.setReferenceSpaceType = function ( value ) {

			referenceSpaceType = value;

			if ( scope.isPresenting === true ) {

				console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );

			}

		};

		this.getReferenceSpace = function () {

			return referenceSpace;

		};

		this.getBaseLayer = function () {

			return glProjLayer !== null ? glProjLayer : glBaseLayer;

		};

		this.getBinding = function () {

			return glBinding;

		};

		this.getFrame = function () {

			return xrFrame;

		};

		this.getSession = function () {

			return session;

		};

		this.setSession = async function ( value ) {

			session = value;

			if ( session !== null ) {

				initialRenderTarget = renderer.getRenderTarget();

				session.addEventListener( 'select', onSessionEvent );
				session.addEventListener( 'selectstart', onSessionEvent );
				session.addEventListener( 'selectend', onSessionEvent );
				session.addEventListener( 'squeeze', onSessionEvent );
				session.addEventListener( 'squeezestart', onSessionEvent );
				session.addEventListener( 'squeezeend', onSessionEvent );
				session.addEventListener( 'end', onSessionEnd );
				session.addEventListener( 'inputsourceschange', onInputSourcesChange );

				if ( attributes.xrCompatible !== true ) {

					await gl.makeXRCompatible();

				}

				if ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) {

					const layerInit = {
						antialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true,
						alpha: attributes.alpha,
						depth: attributes.depth,
						stencil: attributes.stencil,
						framebufferScaleFactor: framebufferScaleFactor
					};

					glBaseLayer = new XRWebGLLayer( session, gl, layerInit );

					session.updateRenderState( { baseLayer: glBaseLayer } );

					newRenderTarget = new WebGLRenderTarget(
						glBaseLayer.framebufferWidth,
						glBaseLayer.framebufferHeight,
						{
							format: RGBAFormat,
							type: UnsignedByteType,
							encoding: renderer.outputEncoding
						}
					);

				} else {

					isMultisample = attributes.antialias;
					let depthFormat = null;
					let depthType = null;
					let glDepthFormat = null;

					if ( attributes.depth ) {

						glDepthFormat = attributes.stencil ? 35056 : 33190;
						depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;
						depthType = attributes.stencil ? UnsignedInt248Type : UnsignedShortType;

					}

					const projectionlayerInit = {
						colorFormat: ( renderer.outputEncoding === sRGBEncoding ) ? 35907 : 32856,
						depthFormat: glDepthFormat,
						scaleFactor: framebufferScaleFactor
					};

					glBinding = new XRWebGLBinding( session, gl );

					glProjLayer = glBinding.createProjectionLayer( projectionlayerInit );

					session.updateRenderState( { layers: [ glProjLayer ] } );

					if ( isMultisample ) {

						newRenderTarget = new WebGLMultisampleRenderTarget(
							glProjLayer.textureWidth,
							glProjLayer.textureHeight,
							{
								format: RGBAFormat,
								type: UnsignedByteType,
								depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),
								stencilBuffer: attributes.stencil,
								ignoreDepth: glProjLayer.ignoreDepthValues,
								useRenderToTexture: hasMultisampledRenderToTexture,
								encoding: renderer.outputEncoding
							} );

					} else {

						newRenderTarget = new WebGLRenderTarget(
							glProjLayer.textureWidth,
							glProjLayer.textureHeight,
							{
								format: RGBAFormat,
								type: UnsignedByteType,
								depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),
								stencilBuffer: attributes.stencil,
								ignoreDepth: glProjLayer.ignoreDepthValues,
								encoding: renderer.outputEncoding
							} );

					}

				}

				// Set foveation to maximum.
				this.setFoveation( 1.0 );

				referenceSpace = await session.requestReferenceSpace( referenceSpaceType );

				animation.setContext( session );
				animation.start();

				scope.isPresenting = true;

				scope.dispatchEvent( { type: 'sessionstart' } );

			}

		};

		function onInputSourcesChange( event ) {

			const inputSources = session.inputSources;

			// Assign inputSources to available controllers

			for ( let i = 0; i < controllers.length; i ++ ) {

				inputSourcesMap.set( inputSources[ i ], controllers[ i ] );

			}

			// Notify disconnected

			for ( let i = 0; i < event.removed.length; i ++ ) {

				const inputSource = event.removed[ i ];
				const controller = inputSourcesMap.get( inputSource );

				if ( controller ) {

					controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
					inputSourcesMap.delete( inputSource );

				}

			}

			// Notify connected

			for ( let i = 0; i < event.added.length; i ++ ) {

				const inputSource = event.added[ i ];
				const controller = inputSourcesMap.get( inputSource );

				if ( controller ) {

					controller.dispatchEvent( { type: 'connected', data: inputSource } );

				}

			}

		}

		//

		const cameraLPos = new Vector3();
		const cameraRPos = new Vector3();

		/**
		 * Assumes 2 cameras that are parallel and share an X-axis, and that
		 * the cameras' projection and world matrices have already been set.
		 * And that near and far planes are identical for both cameras.
		 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
		 */
		function setProjectionFromUnion( camera, cameraL, cameraR ) {

			cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
			cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );

			const ipd = cameraLPos.distanceTo( cameraRPos );

			const projL = cameraL.projectionMatrix.elements;
			const projR = cameraR.projectionMatrix.elements;

			// VR systems will have identical far and near planes, and
			// most likely identical top and bottom frustum extents.
			// Use the left camera for these values.
			const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
			const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
			const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
			const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];

			const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
			const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
			const left = near * leftFov;
			const right = near * rightFov;

			// Calculate the new camera's position offset from the
			// left camera. xOffset should be roughly half `ipd`.
			const zOffset = ipd / ( - leftFov + rightFov );
			const xOffset = zOffset * - leftFov;

			// TODO: Better way to apply this offset?
			cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
			camera.translateX( xOffset );
			camera.translateZ( zOffset );
			camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
			camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

			// Find the union of the frustum values of the cameras and scale
			// the values so that the near plane's position does not change in world space,
			// although must now be relative to the new union camera.
			const near2 = near + zOffset;
			const far2 = far + zOffset;
			const left2 = left - xOffset;
			const right2 = right + ( ipd - xOffset );
			const top2 = topFov * far / far2 * near2;
			const bottom2 = bottomFov * far / far2 * near2;

			camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );

		}

		function updateCamera( camera, parent ) {

			if ( parent === null ) {

				camera.matrixWorld.copy( camera.matrix );

			} else {

				camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );

			}

			camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

		}

		this.updateCamera = function ( camera ) {

			if ( session === null ) return;

			cameraVR.near = cameraR.near = cameraL.near = camera.near;
			cameraVR.far = cameraR.far = cameraL.far = camera.far;

			if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {

				// Note that the new renderState won't apply until the next frame. See #18320

				session.updateRenderState( {
					depthNear: cameraVR.near,
					depthFar: cameraVR.far
				} );

				_currentDepthNear = cameraVR.near;
				_currentDepthFar = cameraVR.far;

			}

			const parent = camera.parent;
			const cameras = cameraVR.cameras;

			updateCamera( cameraVR, parent );

			for ( let i = 0; i < cameras.length; i ++ ) {

				updateCamera( cameras[ i ], parent );

			}

			cameraVR.matrixWorld.decompose( cameraVR.position, cameraVR.quaternion, cameraVR.scale );

			// update user camera and its children

			camera.position.copy( cameraVR.position );
			camera.quaternion.copy( cameraVR.quaternion );
			camera.scale.copy( cameraVR.scale );
			camera.matrix.copy( cameraVR.matrix );
			camera.matrixWorld.copy( cameraVR.matrixWorld );

			const children = camera.children;

			for ( let i = 0, l = children.length; i < l; i ++ ) {

				children[ i ].updateMatrixWorld( true );

			}

			// update projection matrix for proper view frustum culling

			if ( cameras.length === 2 ) {

				setProjectionFromUnion( cameraVR, cameraL, cameraR );

			} else {

				// assume single camera setup (AR)

				cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );

			}

		};

		this.getCamera = function () {

			return cameraVR;

		};

		this.getFoveation = function () {

			if ( glProjLayer !== null ) {

				return glProjLayer.fixedFoveation;

			}

			if ( glBaseLayer !== null ) {

				return glBaseLayer.fixedFoveation;

			}

			return undefined;

		};

		this.setFoveation = function ( foveation ) {

			// 0 = no foveation = full resolution
			// 1 = maximum foveation = the edges render at lower resolution

			if ( glProjLayer !== null ) {

				glProjLayer.fixedFoveation = foveation;

			}

			if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {

				glBaseLayer.fixedFoveation = foveation;

			}

		};

		// Animation Loop

		let onAnimationFrameCallback = null;

		function onAnimationFrame( time, frame ) {

			pose = frame.getViewerPose( referenceSpace );
			xrFrame = frame;

			if ( pose !== null ) {

				const views = pose.views;

				if ( glBaseLayer !== null ) {

					renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );
					renderer.setRenderTarget( newRenderTarget );

				}

				let cameraVRNeedsUpdate = false;

				// check if it's necessary to rebuild cameraVR's camera list

				if ( views.length !== cameraVR.cameras.length ) {

					cameraVR.cameras.length = 0;
					cameraVRNeedsUpdate = true;

				}

				for ( let i = 0; i < views.length; i ++ ) {

					const view = views[ i ];

					let viewport = null;

					if ( glBaseLayer !== null ) {

						viewport = glBaseLayer.getViewport( view );

					} else {

						const glSubImage = glBinding.getViewSubImage( glProjLayer, view );
						viewport = glSubImage.viewport;

						// For side-by-side projection, we only produce a single texture for both eyes.
						if ( i === 0 ) {

							renderer.setRenderTargetTextures(
								newRenderTarget,
								glSubImage.colorTexture,
								glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );

							renderer.setRenderTarget( newRenderTarget );

						}

					}

					const camera = cameras[ i ];

					camera.matrix.fromArray( view.transform.matrix );
					camera.projectionMatrix.fromArray( view.projectionMatrix );
					camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );

					if ( i === 0 ) {

						cameraVR.matrix.copy( camera.matrix );

					}

					if ( cameraVRNeedsUpdate === true ) {

						cameraVR.cameras.push( camera );

					}

				}

			}

			//

			const inputSources = session.inputSources;

			for ( let i = 0; i < controllers.length; i ++ ) {

				const controller = controllers[ i ];
				const inputSource = inputSources[ i ];

				controller.update( inputSource, frame, referenceSpace );

			}

			if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );

			xrFrame = null;

		}

		const animation = new WebGLAnimation();

		animation.setAnimationLoop( onAnimationFrame );

		this.setAnimationLoop = function ( callback ) {

			onAnimationFrameCallback = callback;

		};

		this.dispose = function () {};

	}

}

function WebGLMaterials( properties ) {

	function refreshFogUniforms( uniforms, fog ) {

		uniforms.fogColor.value.copy( fog.color );

		if ( fog.isFog ) {

			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;

		} else if ( fog.isFogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

	}

	function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {

		if ( material.isMeshBasicMaterial ) {

			refreshUniformsCommon( uniforms, material );

		} else if ( material.isMeshLambertMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsLambert( uniforms, material );

		} else if ( material.isMeshToonMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsToon( uniforms, material );

		} else if ( material.isMeshPhongMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsPhong( uniforms, material );

		} else if ( material.isMeshStandardMaterial ) {

			refreshUniformsCommon( uniforms, material );

			if ( material.isMeshPhysicalMaterial ) {

				refreshUniformsPhysical( uniforms, material, transmissionRenderTarget );

			} else {

				refreshUniformsStandard( uniforms, material );

			}

		} else if ( material.isMeshMatcapMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsMatcap( uniforms, material );

		} else if ( material.isMeshDepthMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsDepth( uniforms, material );

		} else if ( material.isMeshDistanceMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsDistance( uniforms, material );

		} else if ( material.isMeshNormalMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsNormal( uniforms, material );

		} else if ( material.isLineBasicMaterial ) {

			refreshUniformsLine( uniforms, material );

			if ( material.isLineDashedMaterial ) {

				refreshUniformsDash( uniforms, material );

			}

		} else if ( material.isPointsMaterial ) {

			refreshUniformsPoints( uniforms, material, pixelRatio, height );

		} else if ( material.isSpriteMaterial ) {

			refreshUniformsSprites( uniforms, material );

		} else if ( material.isShadowMaterial ) {

			uniforms.color.value.copy( material.color );
			uniforms.opacity.value = material.opacity;

		} else if ( material.isShaderMaterial ) {

			material.uniformsNeedUpdate = false; // #15581

		}

	}

	function refreshUniformsCommon( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

		if ( material.color ) {

			uniforms.diffuse.value.copy( material.color );

		}

		if ( material.emissive ) {

			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );

		}

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.alphaTest > 0 ) {

			uniforms.alphaTest.value = material.alphaTest;

		}

		const envMap = properties.get( material ).envMap;

		if ( envMap ) {

			uniforms.envMap.value = envMap;

			uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.ior.value = material.ior;
			uniforms.refractionRatio.value = material.refractionRatio;

		}

		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;

		}

		if ( material.aoMap ) {

			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. specular map
		// 3. displacementMap map
		// 4. normal map
		// 5. bump map
		// 6. roughnessMap map
		// 7. metalnessMap map
		// 8. alphaMap map
		// 9. emissiveMap map
		// 10. clearcoat map
		// 11. clearcoat normal map
		// 12. clearcoat roughnessMap map
		// 13. specular intensity map
		// 14. specular tint map
		// 15. transmission map
		// 16. thickness map

		let uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

		} else if ( material.clearcoatMap ) {

			uvScaleMap = material.clearcoatMap;

		} else if ( material.clearcoatNormalMap ) {

			uvScaleMap = material.clearcoatNormalMap;

		} else if ( material.clearcoatRoughnessMap ) {

			uvScaleMap = material.clearcoatRoughnessMap;

		} else if ( material.specularIntensityMap ) {

			uvScaleMap = material.specularIntensityMap;

		} else if ( material.specularColorMap ) {

			uvScaleMap = material.specularColorMap;

		} else if ( material.transmissionMap ) {

			uvScaleMap = material.transmissionMap;

		} else if ( material.thicknessMap ) {

			uvScaleMap = material.thicknessMap;

		} else if ( material.sheenColorMap ) {

			uvScaleMap = material.sheenColorMap;

		} else if ( material.sheenRoughnessMap ) {

			uvScaleMap = material.sheenRoughnessMap;

		}

		if ( uvScaleMap !== undefined ) {

			// backwards compatibility
			if ( uvScaleMap.isWebGLRenderTarget ) {

				uvScaleMap = uvScaleMap.texture;

			}

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

		// uv repeat and offset setting priorities for uv2
		// 1. ao map
		// 2. light map

		let uv2ScaleMap;

		if ( material.aoMap ) {

			uv2ScaleMap = material.aoMap;

		} else if ( material.lightMap ) {

			uv2ScaleMap = material.lightMap;

		}

		if ( uv2ScaleMap !== undefined ) {

			// backwards compatibility
			if ( uv2ScaleMap.isWebGLRenderTarget ) {

				uv2ScaleMap = uv2ScaleMap.texture;

			}

			if ( uv2ScaleMap.matrixAutoUpdate === true ) {

				uv2ScaleMap.updateMatrix();

			}

			uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );

		}

	}

	function refreshUniformsLine( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;

	}

	function refreshUniformsDash( uniforms, material ) {

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

	}

	function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size * pixelRatio;
		uniforms.scale.value = height * 0.5;

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.alphaTest > 0 ) {

			uniforms.alphaTest.value = material.alphaTest;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. alpha map

		let uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		}

		if ( uvScaleMap !== undefined ) {

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

	}

	function refreshUniformsSprites( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.alphaTest > 0 ) {

			uniforms.alphaTest.value = material.alphaTest;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. alpha map

		let uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		}

		if ( uvScaleMap !== undefined ) {

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

	}

	function refreshUniformsLambert( uniforms, material ) {

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

	function refreshUniformsPhong( uniforms, material ) {

		uniforms.specular.value.copy( material.specular );
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsToon( uniforms, material ) {

		if ( material.gradientMap ) {

			uniforms.gradientMap.value = material.gradientMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsStandard( uniforms, material ) {

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		const envMap = properties.get( material ).envMap;

		if ( envMap ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

	function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {

		refreshUniformsStandard( uniforms, material );

		uniforms.ior.value = material.ior; // also part of uniforms common

		if ( material.sheen > 0 ) {

			uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );

			uniforms.sheenRoughness.value = material.sheenRoughness;

			if ( material.sheenColorMap ) {

				uniforms.sheenColorMap.value = material.sheenColorMap;

			}

			if ( material.sheenRoughnessMap ) {

				uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;

			}

		}

		if ( material.clearcoat > 0 ) {

			uniforms.clearcoat.value = material.clearcoat;
			uniforms.clearcoatRoughness.value = material.clearcoatRoughness;

			if ( material.clearcoatMap ) {

				uniforms.clearcoatMap.value = material.clearcoatMap;

			}

			if ( material.clearcoatRoughnessMap ) {

				uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;

			}

			if ( material.clearcoatNormalMap ) {

				uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
				uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;

				if ( material.side === BackSide ) {

					uniforms.clearcoatNormalScale.value.negate();

				}

			}

		}

		if ( material.transmission > 0 ) {

			uniforms.transmission.value = material.transmission;
			uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
			uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );

			if ( material.transmissionMap ) {

				uniforms.transmissionMap.value = material.transmissionMap;

			}

			uniforms.thickness.value = material.thickness;

			if ( material.thicknessMap ) {

				uniforms.thicknessMap.value = material.thicknessMap;

			}

			uniforms.attenuationDistance.value = material.attenuationDistance;
			uniforms.attenuationColor.value.copy( material.attenuationColor );

		}

		uniforms.specularIntensity.value = material.specularIntensity;
		uniforms.specularColor.value.copy( material.specularColor );

		if ( material.specularIntensityMap ) {

			uniforms.specularIntensityMap.value = material.specularIntensityMap;

		}

		if ( material.specularColorMap ) {

			uniforms.specularColorMap.value = material.specularColorMap;

		}

	}

	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		uniforms.referencePosition.value.copy( material.referencePosition );
		uniforms.nearDistance.value = material.nearDistance;
		uniforms.farDistance.value = material.farDistance;

	}

	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	return {
		refreshFogUniforms: refreshFogUniforms,
		refreshMaterialUniforms: refreshMaterialUniforms
	};

}

function createCanvasElement() {

	const canvas = createElementNS( 'canvas' );
	canvas.style.display = 'block';
	return canvas;

}

function WebGLRenderer( parameters = {} ) {

	const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
		_context = parameters.context !== undefined ? parameters.context : null,

		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;

	let currentRenderList = null;
	let currentRenderState = null;

	// render() can be called from within a callback triggered by another render.
	// We track this so that the nested render call gets its list and state isolated from the parent render call.

	const renderListStack = [];
	const renderStateStack = [];

	// public properties

	this.domElement = _canvas;

	// Debug configuration container
	this.debug = {

		/**
		 * Enables error checking and reporting when shader programs are being compiled
		 * @type {boolean}
		 */
		checkShaderErrors: true
	};

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;

	// user-defined clipping

	this.clippingPlanes = [];
	this.localClippingEnabled = false;

	// physically based shading

	this.outputEncoding = LinearEncoding;

	// physical lights

	this.physicallyCorrectLights = false;

	// tone mapping

	this.toneMapping = NoToneMapping;
	this.toneMappingExposure = 1.0;

	// internal properties

	const _this = this;

	let _isContextLost = false;

	// internal state cache

	let _currentActiveCubeFace = 0;
	let _currentActiveMipmapLevel = 0;
	let _currentRenderTarget = null;
	let _currentMaterialId = - 1;

	let _currentCamera = null;

	const _currentViewport = new Vector4();
	const _currentScissor = new Vector4();
	let _currentScissorTest = null;

	//

	let _width = _canvas.width;
	let _height = _canvas.height;

	let _pixelRatio = 1;
	let _opaqueSort = null;
	let _transparentSort = null;

	const _viewport = new Vector4( 0, 0, _width, _height );
	const _scissor = new Vector4( 0, 0, _width, _height );
	let _scissorTest = false;

	// frustum

	const _frustum = new Frustum();

	// clipping

	let _clippingEnabled = false;
	let _localClippingEnabled = false;

	// transmission

	let _transmissionRenderTarget = null;

	// camera matrices cache

	const _projScreenMatrix = new Matrix4();

	const _vector3 = new Vector3();

	const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };

	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}

	// initialize

	let _gl = _context;

	function getContext( contextNames, contextAttributes ) {

		for ( let i = 0; i < contextNames.length; i ++ ) {

			const contextName = contextNames[ i ];
			const context = _canvas.getContext( contextName, contextAttributes );
			if ( context !== null ) return context;

		}

		return null;

	}

	try {

		const contextAttributes = {
			alpha: true,
			depth: _depth,
			stencil: _stencil,
			antialias: _antialias,
			premultipliedAlpha: _premultipliedAlpha,
			preserveDrawingBuffer: _preserveDrawingBuffer,
			powerPreference: _powerPreference,
			failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
		};

		// OffscreenCanvas does not have setAttribute, see #22811
		if ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );

		// event listeners must be registered before WebGL context is created, see #12753
		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );

		if ( _gl === null ) {

			const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];

			if ( _this.isWebGL1Renderer === true ) {

				contextNames.shift();

			}

			_gl = getContext( contextNames, contextAttributes );

			if ( _gl === null ) {

				if ( getContext( contextNames ) ) {

					throw new Error( 'Error creating WebGL context with your selected attributes.' );

				} else {

					throw new Error( 'Error creating WebGL context.' );

				}

			}

		}

		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

				return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

			};

		}

	} catch ( error ) {

		console.error( 'THREE.WebGLRenderer: ' + error.message );
		throw error;

	}

	let extensions, capabilities, state, info;
	let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
	let programCache, materials, renderLists, renderStates, clipping, shadowMap;

	let background, morphtargets, bufferRenderer, indexedBufferRenderer;

	let utils, bindingStates;

	function initGLContext() {

		extensions = new WebGLExtensions( _gl );

		capabilities = new WebGLCapabilities( _gl, extensions, parameters );

		extensions.init( capabilities );

		utils = new WebGLUtils( _gl, extensions, capabilities );

		state = new WebGLState( _gl, extensions, capabilities );

		info = new WebGLInfo( _gl );
		properties = new WebGLProperties();
		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
		cubemaps = new WebGLCubeMaps( _this );
		cubeuvmaps = new WebGLCubeUVMaps( _this );
		attributes = new WebGLAttributes( _gl, capabilities );
		bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
		geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
		objects = new WebGLObjects( _gl, geometries, attributes, info );
		morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
		clipping = new WebGLClipping( properties );
		programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
		materials = new WebGLMaterials( properties );
		renderLists = new WebGLRenderLists();
		renderStates = new WebGLRenderStates( extensions, capabilities );
		background = new WebGLBackground( _this, cubemaps, state, objects, _alpha, _premultipliedAlpha );
		shadowMap = new WebGLShadowMap( _this, objects, capabilities );

		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );

		info.programs = programCache.programs;

		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.shadowMap = shadowMap;
		_this.state = state;
		_this.info = info;

	}

	initGLContext();

	// xr

	const xr = new WebXRManager( _this, _gl );

	this.xr = xr;

	// API

	this.getContext = function () {

		return _gl;

	};

	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

	this.forceContextLoss = function () {

		const extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.loseContext();

	};

	this.forceContextRestore = function () {

		const extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.restoreContext();

	};

	this.getPixelRatio = function () {

		return _pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		if ( value === undefined ) return;

		_pixelRatio = value;

		this.setSize( _width, _height, false );

	};

	this.getSize = function ( target ) {

		return target.set( _width, _height );

	};

	this.setSize = function ( width, height, updateStyle ) {

		if ( xr.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

		_width = width;
		_height = height;

		_canvas.width = Math.floor( width * _pixelRatio );
		_canvas.height = Math.floor( height * _pixelRatio );

		if ( updateStyle !== false ) {

			_canvas.style.width = width + 'px';
			_canvas.style.height = height + 'px';

		}

		this.setViewport( 0, 0, width, height );

	};

	this.getDrawingBufferSize = function ( target ) {

		return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();

	};

	this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

		_canvas.width = Math.floor( width * pixelRatio );
		_canvas.height = Math.floor( height * pixelRatio );

		this.setViewport( 0, 0, width, height );

	};

	this.getCurrentViewport = function ( target ) {

		return target.copy( _currentViewport );

	};

	this.getViewport = function ( target ) {

		return target.copy( _viewport );

	};

	this.setViewport = function ( x, y, width, height ) {

		if ( x.isVector4 ) {

			_viewport.set( x.x, x.y, x.z, x.w );

		} else {

			_viewport.set( x, y, width, height );

		}

		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );

	};

	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

	this.setScissor = function ( x, y, width, height ) {

		if ( x.isVector4 ) {

			_scissor.set( x.x, x.y, x.z, x.w );

		} else {

			_scissor.set( x, y, width, height );

		}

		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );

	};

	this.getScissorTest = function () {

		return _scissorTest;

	};

	this.setScissorTest = function ( boolean ) {

		state.setScissorTest( _scissorTest = boolean );

	};

	this.setOpaqueSort = function ( method ) {

		_opaqueSort = method;

	};

	this.setTransparentSort = function ( method ) {

		_transparentSort = method;

	};

	// Clearing

	this.getClearColor = function ( target ) {

		return target.copy( background.getClearColor() );

	};

	this.setClearColor = function () {

		background.setClearColor.apply( background, arguments );

	};

	this.getClearAlpha = function () {

		return background.getClearAlpha();

	};

	this.setClearAlpha = function () {

		background.setClearAlpha.apply( background, arguments );

	};

	this.clear = function ( color, depth, stencil ) {

		let bits = 0;

		if ( color === undefined || color ) bits |= 16384;
		if ( depth === undefined || depth ) bits |= 256;
		if ( stencil === undefined || stencil ) bits |= 1024;

		_gl.clear( bits );

	};

	this.clearColor = function () {

		this.clear( true, false, false );

	};

	this.clearDepth = function () {

		this.clear( false, true, false );

	};

	this.clearStencil = function () {

		this.clear( false, false, true );

	};

	//

	this.dispose = function () {

		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );

		renderLists.dispose();
		renderStates.dispose();
		properties.dispose();
		cubemaps.dispose();
		cubeuvmaps.dispose();
		objects.dispose();
		bindingStates.dispose();
		programCache.dispose();

		xr.dispose();

		xr.removeEventListener( 'sessionstart', onXRSessionStart );
		xr.removeEventListener( 'sessionend', onXRSessionEnd );

		if ( _transmissionRenderTarget ) {

			_transmissionRenderTarget.dispose();
			_transmissionRenderTarget = null;

		}

		animation.stop();

	};

	// Events

	function onContextLost( event ) {

		event.preventDefault();

		console.log( 'THREE.WebGLRenderer: Context Lost.' );

		_isContextLost = true;

	}

	function onContextRestore( /* event */ ) {

		console.log( 'THREE.WebGLRenderer: Context Restored.' );

		_isContextLost = false;

		const infoAutoReset = info.autoReset;
		const shadowMapEnabled = shadowMap.enabled;
		const shadowMapAutoUpdate = shadowMap.autoUpdate;
		const shadowMapNeedsUpdate = shadowMap.needsUpdate;
		const shadowMapType = shadowMap.type;

		initGLContext();

		info.autoReset = infoAutoReset;
		shadowMap.enabled = shadowMapEnabled;
		shadowMap.autoUpdate = shadowMapAutoUpdate;
		shadowMap.needsUpdate = shadowMapNeedsUpdate;
		shadowMap.type = shadowMapType;

	}

	function onMaterialDispose( event ) {

		const material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	}

	// Buffer deallocation

	function deallocateMaterial( material ) {

		releaseMaterialProgramReferences( material );

		properties.remove( material );

	}


	function releaseMaterialProgramReferences( material ) {

		const programs = properties.get( material ).programs;

		if ( programs !== undefined ) {

			programs.forEach( function ( program ) {

				programCache.releaseProgram( program );

			} );

			if ( material.isShaderMaterial ) {

				programCache.releaseShaderCache( material );

			}

		}

	}

	// Buffer rendering

	this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {

		if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)

		const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		const program = setProgram( camera, scene, geometry, material, object );

		state.setMaterial( material, frontFaceCW );

		//

		let index = geometry.index;
		const position = geometry.attributes.position;

		//

		if ( index === null ) {

			if ( position === undefined || position.count === 0 ) return;

		} else if ( index.count === 0 ) {

			return;

		}

		//

		let rangeFactor = 1;

		if ( material.wireframe === true ) {

			index = geometries.getWireframeAttribute( geometry );
			rangeFactor = 2;

		}

		bindingStates.setup( object, material, program, geometry, index );

		let attribute;
		let renderer = bufferRenderer;

		if ( index !== null ) {

			attribute = attributes.get( index );

			renderer = indexedBufferRenderer;
			renderer.setIndex( attribute );

		}

		//

		const dataCount = ( index !== null ) ? index.count : position.count;

		const rangeStart = geometry.drawRange.start * rangeFactor;
		const rangeCount = geometry.drawRange.count * rangeFactor;

		const groupStart = group !== null ? group.start * rangeFactor : 0;
		const groupCount = group !== null ? group.count * rangeFactor : Infinity;

		const drawStart = Math.max( rangeStart, groupStart );
		const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

		const drawCount = Math.max( 0, drawEnd - drawStart + 1 );

		if ( drawCount === 0 ) return;

		//

		if ( object.isMesh ) {

			if ( material.wireframe === true ) {

				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
				renderer.setMode( 1 );

			} else {

				renderer.setMode( 4 );

			}

		} else if ( object.isLine ) {

			let lineWidth = material.linewidth;

			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

			state.setLineWidth( lineWidth * getTargetPixelRatio() );

			if ( object.isLineSegments ) {

				renderer.setMode( 1 );

			} else if ( object.isLineLoop ) {

				renderer.setMode( 2 );

			} else {

				renderer.setMode( 3 );

			}

		} else if ( object.isPoints ) {

			renderer.setMode( 0 );

		} else if ( object.isSprite ) {

			renderer.setMode( 4 );

		}

		if ( object.isInstancedMesh ) {

			renderer.renderInstances( drawStart, drawCount, object.count );

		} else if ( geometry.isInstancedBufferGeometry ) {

			const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );

			renderer.renderInstances( drawStart, drawCount, instanceCount );

		} else {

			renderer.render( drawStart, drawCount );

		}

	};

	// Compile

	this.compile = function ( scene, camera ) {

		currentRenderState = renderStates.get( scene );
		currentRenderState.init();

		renderStateStack.push( currentRenderState );

		scene.traverseVisible( function ( object ) {

			if ( object.isLight && object.layers.test( camera.layers ) ) {

				currentRenderState.pushLight( object );

				if ( object.castShadow ) {

					currentRenderState.pushShadow( object );

				}

			}

		} );

		currentRenderState.setupLights( _this.physicallyCorrectLights );

		scene.traverse( function ( object ) {

			const material = object.material;

			if ( material ) {

				if ( Array.isArray( material ) ) {

					for ( let i = 0; i < material.length; i ++ ) {

						const material2 = material[ i ];

						getProgram( material2, scene, object );

					}

				} else {

					getProgram( material, scene, object );

				}

			}

		} );

		renderStateStack.pop();
		currentRenderState = null;

	};

	// Animation Loop

	let onAnimationFrameCallback = null;

	function onAnimationFrame( time ) {

		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

	}

	function onXRSessionStart() {

		animation.stop();

	}

	function onXRSessionEnd() {

		animation.start();

	}

	const animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );

	if ( typeof window !== 'undefined' ) animation.setContext( window );

	this.setAnimationLoop = function ( callback ) {

		onAnimationFrameCallback = callback;
		xr.setAnimationLoop( callback );

		( callback === null ) ? animation.stop() : animation.start();

	};

	xr.addEventListener( 'sessionstart', onXRSessionStart );
	xr.addEventListener( 'sessionend', onXRSessionEnd );

	// Rendering

	this.render = function ( scene, camera ) {

		if ( camera !== undefined && camera.isCamera !== true ) {

			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		if ( _isContextLost === true ) return;

		// update scene graph

		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

		// update camera matrices and frustum

		if ( camera.parent === null ) camera.updateMatrixWorld();

		if ( xr.enabled === true && xr.isPresenting === true ) {

			if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );

			camera = xr.getCamera(); // use XR camera for rendering

		}

		//
		if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );

		currentRenderState = renderStates.get( scene, renderStateStack.length );
		currentRenderState.init();

		renderStateStack.push( currentRenderState );

		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromProjectionMatrix( _projScreenMatrix );

		_localClippingEnabled = this.localClippingEnabled;
		_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );

		currentRenderList = renderLists.get( scene, renderListStack.length );
		currentRenderList.init();

		renderListStack.push( currentRenderList );

		projectObject( scene, camera, 0, _this.sortObjects );

		currentRenderList.finish();

		if ( _this.sortObjects === true ) {

			currentRenderList.sort( _opaqueSort, _transparentSort );

		}

		//

		if ( _clippingEnabled === true ) clipping.beginShadows();

		const shadowsArray = currentRenderState.state.shadowsArray;

		shadowMap.render( shadowsArray, scene, camera );

		if ( _clippingEnabled === true ) clipping.endShadows();

		//

		if ( this.info.autoReset === true ) this.info.reset();

		//

		background.render( currentRenderList, scene );

		// render scene

		currentRenderState.setupLights( _this.physicallyCorrectLights );

		if ( camera.isArrayCamera ) {

			const cameras = camera.cameras;

			for ( let i = 0, l = cameras.length; i < l; i ++ ) {

				const camera2 = cameras[ i ];

				renderScene( currentRenderList, scene, camera2, camera2.viewport );

			}

		} else {

			renderScene( currentRenderList, scene, camera );

		}

		//

		if ( _currentRenderTarget !== null ) {

			// resolve multisample renderbuffers to a single-sample texture if necessary

			textures.updateMultisampleRenderTarget( _currentRenderTarget );

			// Generate mipmap if we're using any kind of mipmap filtering

			textures.updateRenderTargetMipmap( _currentRenderTarget );

		}

		//

		if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );

		// Ensure depth buffer writing is enabled so it can be cleared on next render

		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );

		state.setPolygonOffset( false );

		// _gl.finish();

		bindingStates.resetDefaultState();
		_currentMaterialId = - 1;
		_currentCamera = null;

		renderStateStack.pop();

		if ( renderStateStack.length > 0 ) {

			currentRenderState = renderStateStack[ renderStateStack.length - 1 ];

		} else {

			currentRenderState = null;

		}

		renderListStack.pop();

		if ( renderListStack.length > 0 ) {

			currentRenderList = renderListStack[ renderListStack.length - 1 ];

		} else {

			currentRenderList = null;

		}

	};

	function projectObject( object, camera, groupOrder, sortObjects ) {

		if ( object.visible === false ) return;

		const visible = object.layers.test( camera.layers );

		if ( visible ) {

			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLOD ) {

				if ( object.autoUpdate === true ) object.update( camera );

			} else if ( object.isLight ) {

				currentRenderState.pushLight( object );

				if ( object.castShadow ) {

					currentRenderState.pushShadow( object );

				}

			} else if ( object.isSprite ) {

				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {

					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}

					const geometry = objects.update( object );
					const material = object.material;

					if ( material.visible ) {

						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );

					}

				}

			} else if ( object.isMesh || object.isLine || object.isPoints ) {

				if ( object.isSkinnedMesh ) {

					// update skeleton only once in a frame

					if ( object.skeleton.frame !== info.render.frame ) {

						object.skeleton.update();
						object.skeleton.frame = info.render.frame;

					}

				}

				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {

					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}

					const geometry = objects.update( object );
					const material = object.material;

					if ( Array.isArray( material ) ) {

						const groups = geometry.groups;

						for ( let i = 0, l = groups.length; i < l; i ++ ) {

							const group = groups[ i ];
							const groupMaterial = material[ group.materialIndex ];

							if ( groupMaterial && groupMaterial.visible ) {

								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );

							}

						}

					} else if ( material.visible ) {

						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );

					}

				}

			}

		}

		const children = object.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			projectObject( children[ i ], camera, groupOrder, sortObjects );

		}

	}

	function renderScene( currentRenderList, scene, camera, viewport ) {

		const opaqueObjects = currentRenderList.opaque;
		const transmissiveObjects = currentRenderList.transmissive;
		const transparentObjects = currentRenderList.transparent;

		currentRenderState.setupLightsView( camera );

		if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );

		if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );

		if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
		if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
		if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );

	}

	function renderTransmissionPass( opaqueObjects, scene, camera ) {

		if ( _transmissionRenderTarget === null ) {

			const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
			const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;

			_transmissionRenderTarget = new renderTargetType( 1024, 1024, {
				generateMipmaps: true,
				type: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,
				minFilter: LinearMipmapLinearFilter,
				magFilter: NearestFilter,
				wrapS: ClampToEdgeWrapping,
				wrapT: ClampToEdgeWrapping,
				useRenderToTexture: extensions.has( 'WEBGL_multisampled_render_to_texture' )
			} );

		}

		const currentRenderTarget = _this.getRenderTarget();
		_this.setRenderTarget( _transmissionRenderTarget );
		_this.clear();

		// Turn off the features which can affect the frag color for opaque objects pass.
		// Otherwise they are applied twice in opaque objects pass and transmission objects pass.
		const currentToneMapping = _this.toneMapping;
		_this.toneMapping = NoToneMapping;

		renderObjects( opaqueObjects, scene, camera );

		_this.toneMapping = currentToneMapping;

		textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
		textures.updateRenderTargetMipmap( _transmissionRenderTarget );

		_this.setRenderTarget( currentRenderTarget );

	}

	function renderObjects( renderList, scene, camera ) {

		const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;

		for ( let i = 0, l = renderList.length; i < l; i ++ ) {

			const renderItem = renderList[ i ];

			const object = renderItem.object;
			const geometry = renderItem.geometry;
			const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
			const group = renderItem.group;

			if ( object.layers.test( camera.layers ) ) {

				renderObject( object, scene, camera, geometry, material, group );

			}

		}

	}

	function renderObject( object, scene, camera, geometry, material, group ) {

		object.onBeforeRender( _this, scene, camera, geometry, material, group );

		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		material.onBeforeRender( _this, scene, camera, geometry, object, group );

		if ( material.transparent === true && material.side === DoubleSide ) {

			material.side = BackSide;
			material.needsUpdate = true;
			_this.renderBufferDirect( camera, scene, geometry, material, object, group );

			material.side = FrontSide;
			material.needsUpdate = true;
			_this.renderBufferDirect( camera, scene, geometry, material, object, group );

			material.side = DoubleSide;

		} else {

			_this.renderBufferDirect( camera, scene, geometry, material, object, group );

		}

		object.onAfterRender( _this, scene, camera, geometry, material, group );

	}

	function getProgram( material, scene, object ) {

		if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

		const materialProperties = properties.get( material );

		const lights = currentRenderState.state.lights;
		const shadowsArray = currentRenderState.state.shadowsArray;

		const lightsStateVersion = lights.state.version;

		const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
		const programCacheKey = programCache.getProgramCacheKey( parameters );

		let programs = materialProperties.programs;

		// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change

		materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
		materialProperties.fog = scene.fog;
		materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );

		if ( programs === undefined ) {

			// new material

			material.addEventListener( 'dispose', onMaterialDispose );

			programs = new Map();
			materialProperties.programs = programs;

		}

		let program = programs.get( programCacheKey );

		if ( program !== undefined ) {

			// early out if program and light state is identical

			if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {

				updateCommonMaterialProperties( material, parameters );

				return program;

			}

		} else {

			parameters.uniforms = programCache.getUniforms( material );

			material.onBuild( object, parameters, _this );

			material.onBeforeCompile( parameters, _this );

			program = programCache.acquireProgram( parameters, programCacheKey );
			programs.set( programCacheKey, program );

			materialProperties.uniforms = parameters.uniforms;

		}

		const uniforms = materialProperties.uniforms;

		if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {

			uniforms.clippingPlanes = clipping.uniform;

		}

		updateCommonMaterialProperties( material, parameters );

		// store the light setup it was created for

		materialProperties.needsLights = materialNeedsLights( material );
		materialProperties.lightsStateVersion = lightsStateVersion;

		if ( materialProperties.needsLights ) {

			// wire up the material to this renderer's lighting state

			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.lightProbe.value = lights.state.probe;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.directionalLightShadows.value = lights.state.directionalShadow;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.spotLightShadows.value = lights.state.spotShadow;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.ltc_1.value = lights.state.rectAreaLTC1;
			uniforms.ltc_2.value = lights.state.rectAreaLTC2;
			uniforms.pointLights.value = lights.state.point;
			uniforms.pointLightShadows.value = lights.state.pointShadow;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
			// TODO (abelnation): add area lights shadow info to uniforms

		}

		const progUniforms = program.getUniforms();
		const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );

		materialProperties.currentProgram = program;
		materialProperties.uniformsList = uniformsList;

		return program;

	}

	function updateCommonMaterialProperties( material, parameters ) {

		const materialProperties = properties.get( material );

		materialProperties.outputEncoding = parameters.outputEncoding;
		materialProperties.instancing = parameters.instancing;
		materialProperties.skinning = parameters.skinning;
		materialProperties.morphTargets = parameters.morphTargets;
		materialProperties.morphNormals = parameters.morphNormals;
		materialProperties.morphTargetsCount = parameters.morphTargetsCount;
		materialProperties.numClippingPlanes = parameters.numClippingPlanes;
		materialProperties.numIntersection = parameters.numClipIntersection;
		materialProperties.vertexAlphas = parameters.vertexAlphas;
		materialProperties.vertexTangents = parameters.vertexTangents;
		materialProperties.toneMapping = parameters.toneMapping;

	}

	function setProgram( camera, scene, geometry, material, object ) {

		if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

		textures.resetTextureUnits();

		const fog = scene.fog;
		const environment = material.isMeshStandardMaterial ? scene.environment : null;
		const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
		const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
		const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
		const vertexTangents = !! material.normalMap && !! geometry.attributes.tangent;
		const morphTargets = !! geometry.morphAttributes.position;
		const morphNormals = !! geometry.morphAttributes.normal;
		const morphTargetsCount = !! geometry.morphAttributes.position ? geometry.morphAttributes.position.length : 0;
		const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;

		const materialProperties = properties.get( material );
		const lights = currentRenderState.state.lights;

		if ( _clippingEnabled === true ) {

			if ( _localClippingEnabled === true || camera !== _currentCamera ) {

				const useCache =
					camera === _currentCamera &&
					material.id === _currentMaterialId;

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
				clipping.setState( material, camera, useCache );

			}

		}

		//

		let needsProgramChange = false;

		if ( material.version === materialProperties.__version ) {

			if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {

				needsProgramChange = true;

			} else if ( materialProperties.outputEncoding !== encoding ) {

				needsProgramChange = true;

			} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {

				needsProgramChange = true;

			} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {

				needsProgramChange = true;

			} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {

				needsProgramChange = true;

			} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {

				needsProgramChange = true;

			} else if ( materialProperties.envMap !== envMap ) {

				needsProgramChange = true;

			} else if ( material.fog && materialProperties.fog !== fog ) {

				needsProgramChange = true;

			} else if ( materialProperties.numClippingPlanes !== undefined &&
				( materialProperties.numClippingPlanes !== clipping.numPlanes ||
				materialProperties.numIntersection !== clipping.numIntersection ) ) {

				needsProgramChange = true;

			} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {

				needsProgramChange = true;

			} else if ( materialProperties.vertexTangents !== vertexTangents ) {

				needsProgramChange = true;

			} else if ( materialProperties.morphTargets !== morphTargets ) {

				needsProgramChange = true;

			} else if ( materialProperties.morphNormals !== morphNormals ) {

				needsProgramChange = true;

			} else if ( materialProperties.toneMapping !== toneMapping ) {

				needsProgramChange = true;

			} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {

				needsProgramChange = true;

			}

		} else {

			needsProgramChange = true;
			materialProperties.__version = material.version;

		}

		//

		let program = materialProperties.currentProgram;

		if ( needsProgramChange === true ) {

			program = getProgram( material, scene, object );

		}

		let refreshProgram = false;
		let refreshMaterial = false;
		let refreshLights = false;

		const p_uniforms = program.getUniforms(),
			m_uniforms = materialProperties.uniforms;

		if ( state.useProgram( program.program ) ) {

			refreshProgram = true;
			refreshMaterial = true;
			refreshLights = true;

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;

			refreshMaterial = true;

		}

		if ( refreshProgram || _currentCamera !== camera ) {

			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

			if ( capabilities.logarithmicDepthBuffer ) {

				p_uniforms.setValue( _gl, 'logDepthBufFC',
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

			}

			if ( _currentCamera !== camera ) {

				_currentCamera = camera;

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
				refreshLights = true;		// remains set until update done

			}

			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material.isShaderMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {

				const uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {

					uCamPos.setValue( _gl,
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );

				}

			}

			if ( material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ) {

				p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );

			}

			if ( material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
				material.isShadowMaterial ||
				object.isSkinnedMesh ) {

				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

			}

		}

		// skinning and morph target uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone and morph texture must go before other textures
		// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures

		if ( object.isSkinnedMesh ) {

			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

			const skeleton = object.skeleton;

			if ( skeleton ) {

				if ( capabilities.floatVertexTextures ) {

					if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();

					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );

				} else {

					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );

				}

			}

		}

		if ( !! geometry && ( geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined ) ) {

			morphtargets.update( object, geometry, material, program );

		}


		if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {

			materialProperties.receiveShadow = object.receiveShadow;
			p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );

		}

		if ( refreshMaterial ) {

			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );

			if ( materialProperties.needsLights ) {

				// the current material requires lighting info

				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required

				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

			}

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				materials.refreshFogUniforms( m_uniforms, fog );

			}

			materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );

		}

		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
			material.uniformsNeedUpdate = false;

		}

		if ( material.isSpriteMaterial ) {

			p_uniforms.setValue( _gl, 'center', object.center );

		}

		// common matrices

		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

		return program;

	}

	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

	function markUniformsLightsNeedsUpdate( uniforms, value ) {

		uniforms.ambientLightColor.needsUpdate = value;
		uniforms.lightProbe.needsUpdate = value;

		uniforms.directionalLights.needsUpdate = value;
		uniforms.directionalLightShadows.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.pointLightShadows.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.spotLightShadows.needsUpdate = value;
		uniforms.rectAreaLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;

	}

	function materialNeedsLights( material ) {

		return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
			material.isMeshStandardMaterial || material.isShadowMaterial ||
			( material.isShaderMaterial && material.lights === true );

	}

	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

	this.getActiveMipmapLevel = function () {

		return _currentActiveMipmapLevel;

	};

	this.getRenderTarget = function () {

		return _currentRenderTarget;

	};

	this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {

		properties.get( renderTarget.texture ).__webglTexture = colorTexture;
		properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;

		const renderTargetProperties = properties.get( renderTarget );
		renderTargetProperties.__hasExternalTextures = true;

		if ( renderTargetProperties.__hasExternalTextures ) {

			renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;

			if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {

				// The multisample_render_to_texture extension doesn't work properly if there
				// are midframe flushes and an external depth buffer. Disable use of the extension.
				if ( renderTarget.useRenderToTexture ) {

					console.warn( 'render-to-texture extension was disabled because an external texture was provided' );
					renderTarget.useRenderToTexture = false;
					renderTarget.useRenderbuffer = true;

				}

			}

		}

	};

	this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {

		const renderTargetProperties = properties.get( renderTarget );
		renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
		renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;

	};

	this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {

		_currentRenderTarget = renderTarget;
		_currentActiveCubeFace = activeCubeFace;
		_currentActiveMipmapLevel = activeMipmapLevel;
		let useDefaultFramebuffer = true;

		if ( renderTarget ) {

			const renderTargetProperties = properties.get( renderTarget );

			if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {

				// We need to make sure to rebind the framebuffer.
				state.bindFramebuffer( 36160, null );
				useDefaultFramebuffer = false;

			} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {

				textures.setupRenderTarget( renderTarget );

			} else if ( renderTargetProperties.__hasExternalTextures ) {

				// Color and depth texture must be rebound in order for the swapchain to update.
				textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );

			}

		}

		let framebuffer = null;
		let isCube = false;
		let isRenderTarget3D = false;

		if ( renderTarget ) {

			const texture = renderTarget.texture;

			if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {

				isRenderTarget3D = true;

			}

			const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;

			if ( renderTarget.isWebGLCubeRenderTarget ) {

				framebuffer = __webglFramebuffer[ activeCubeFace ];
				isCube = true;

			} else if ( renderTarget.useRenderbuffer ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

			} else {

				framebuffer = __webglFramebuffer;

			}

			_currentViewport.copy( renderTarget.viewport );
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;

		} else {

			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
			_currentScissorTest = _scissorTest;

		}

		const framebufferBound = state.bindFramebuffer( 36160, framebuffer );

		if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {

			state.drawBuffers( renderTarget, framebuffer );

		}

		state.viewport( _currentViewport );
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );

		if ( isCube ) {

			const textureProperties = properties.get( renderTarget.texture );
			_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );

		} else if ( isRenderTarget3D ) {

			const textureProperties = properties.get( renderTarget.texture );
			const layer = activeCubeFace || 0;
			_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );

		}

		_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings

	};

	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {

		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
			return;

		}

		let framebuffer = properties.get( renderTarget ).__webglFramebuffer;

		if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

		if ( framebuffer ) {

			state.bindFramebuffer( 36160, framebuffer );

			try {

				const texture = renderTarget.texture;
				const textureFormat = texture.format;
				const textureType = texture.type;

				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;

				}

				const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );

				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! halfFloatSupportedByExt ) {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;

				}

				if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {

					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );

					}

				} else {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}

			} finally {

				// restore framebuffer of current render target if necessary

				const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
				state.bindFramebuffer( 36160, framebuffer );

			}

		}

	};

	this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {

		if ( texture.isFramebufferTexture !== true ) {

			console.error( 'THREE.WebGLRenderer: copyFramebufferToTexture() can only be used with FramebufferTexture.' );
			return;

		}

		const levelScale = Math.pow( 2, - level );
		const width = Math.floor( texture.image.width * levelScale );
		const height = Math.floor( texture.image.height * levelScale );

		textures.setTexture2D( texture, 0 );

		_gl.copyTexSubImage2D( 3553, level, 0, 0, position.x, position.y, width, height );

		state.unbindTexture();

	};

	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {

		const width = srcTexture.image.width;
		const height = srcTexture.image.height;
		const glFormat = utils.convert( dstTexture.format );
		const glType = utils.convert( dstTexture.type );

		textures.setTexture2D( dstTexture, 0 );

		// As another texture upload may have changed pixelStorei
		// parameters, make sure they are correct for the dstTexture
		_gl.pixelStorei( 37440, dstTexture.flipY );
		_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
		_gl.pixelStorei( 3317, dstTexture.unpackAlignment );

		if ( srcTexture.isDataTexture ) {

			_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

		} else {

			if ( srcTexture.isCompressedTexture ) {

				_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );

			} else {

				_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );

			}

		}

		// Generate mipmaps only when copying level 0
		if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );

		state.unbindTexture();

	};

	this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {

		if ( _this.isWebGL1Renderer ) {

			console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
			return;

		}

		const width = sourceBox.max.x - sourceBox.min.x + 1;
		const height = sourceBox.max.y - sourceBox.min.y + 1;
		const depth = sourceBox.max.z - sourceBox.min.z + 1;
		const glFormat = utils.convert( dstTexture.format );
		const glType = utils.convert( dstTexture.type );
		let glTarget;

		if ( dstTexture.isDataTexture3D ) {

			textures.setTexture3D( dstTexture, 0 );
			glTarget = 32879;

		} else if ( dstTexture.isDataTexture2DArray ) {

			textures.setTexture2DArray( dstTexture, 0 );
			glTarget = 35866;

		} else {

			console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
			return;

		}

		_gl.pixelStorei( 37440, dstTexture.flipY );
		_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
		_gl.pixelStorei( 3317, dstTexture.unpackAlignment );

		const unpackRowLen = _gl.getParameter( 3314 );
		const unpackImageHeight = _gl.getParameter( 32878 );
		const unpackSkipPixels = _gl.getParameter( 3316 );
		const unpackSkipRows = _gl.getParameter( 3315 );
		const unpackSkipImages = _gl.getParameter( 32877 );

		const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;

		_gl.pixelStorei( 3314, image.width );
		_gl.pixelStorei( 32878, image.height );
		_gl.pixelStorei( 3316, sourceBox.min.x );
		_gl.pixelStorei( 3315, sourceBox.min.y );
		_gl.pixelStorei( 32877, sourceBox.min.z );

		if ( srcTexture.isDataTexture || srcTexture.isDataTexture3D ) {

			_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );

		} else {

			if ( srcTexture.isCompressedTexture ) {

				console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
				_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );

			} else {

				_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );

			}

		}

		_gl.pixelStorei( 3314, unpackRowLen );
		_gl.pixelStorei( 32878, unpackImageHeight );
		_gl.pixelStorei( 3316, unpackSkipPixels );
		_gl.pixelStorei( 3315, unpackSkipRows );
		_gl.pixelStorei( 32877, unpackSkipImages );

		// Generate mipmaps only when copying level 0
		if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );

		state.unbindTexture();

	};

	this.initTexture = function ( texture ) {

		textures.setTexture2D( texture, 0 );

		state.unbindTexture();

	};

	this.resetState = function () {

		_currentActiveCubeFace = 0;
		_currentActiveMipmapLevel = 0;
		_currentRenderTarget = null;

		state.reset();
		bindingStates.reset();

	};

	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );

	}

}

WebGLRenderer.prototype.isWebGLRenderer = true;

class Fog {

	constructor( color, near = 1, far = 1000 ) {

		this.name = '';

		this.color = new Color$1( color );

		this.near = near;
		this.far = far;

	}

	clone() {

		return new Fog( this.color, this.near, this.far );

	}

	toJSON( /* meta */ ) {

		return {
			type: 'Fog',
			color: this.color.getHex(),
			near: this.near,
			far: this.far
		};

	}

}

Fog.prototype.isFog = true;

class Scene extends Object3D {

	constructor() {

		super();

		this.type = 'Scene';

		this.background = null;
		this.environment = null;
		this.fog = null;

		this.overrideMaterial = null;

		this.autoUpdate = true; // checked by the renderer

		if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

			__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );

		}

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		if ( source.background !== null ) this.background = source.background.clone();
		if ( source.environment !== null ) this.environment = source.environment.clone();
		if ( source.fog !== null ) this.fog = source.fog.clone();

		if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

		this.autoUpdate = source.autoUpdate;
		this.matrixAutoUpdate = source.matrixAutoUpdate;

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

		return data;

	}

}

Scene.prototype.isScene = true;

class InterleavedBuffer {

	constructor( array, stride ) {

		this.array = array;
		this.stride = stride;
		this.count = array !== undefined ? array.length / stride : 0;

		this.usage = StaticDrawUsage;
		this.updateRange = { offset: 0, count: - 1 };

		this.version = 0;

		this.uuid = generateUUID();

	}

	onUploadCallback() {}

	set needsUpdate( value ) {

		if ( value === true ) this.version ++;

	}

	setUsage( value ) {

		this.usage = value;

		return this;

	}

	copy( source ) {

		this.array = new source.array.constructor( source.array );
		this.count = source.count;
		this.stride = source.stride;
		this.usage = source.usage;

		return this;

	}

	copyAt( index1, attribute, index2 ) {

		index1 *= this.stride;
		index2 *= attribute.stride;

		for ( let i = 0, l = this.stride; i < l; i ++ ) {

			this.array[ index1 + i ] = attribute.array[ index2 + i ];

		}

		return this;

	}

	set( value, offset = 0 ) {

		this.array.set( value, offset );

		return this;

	}

	clone( data ) {

		if ( data.arrayBuffers === undefined ) {

			data.arrayBuffers = {};

		}

		if ( this.array.buffer._uuid === undefined ) {

			this.array.buffer._uuid = generateUUID();

		}

		if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {

			data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;

		}

		const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );

		const ib = new this.constructor( array, this.stride );
		ib.setUsage( this.usage );

		return ib;

	}

	onUpload( callback ) {

		this.onUploadCallback = callback;

		return this;

	}

	toJSON( data ) {

		if ( data.arrayBuffers === undefined ) {

			data.arrayBuffers = {};

		}

		// generate UUID for array buffer if necessary

		if ( this.array.buffer._uuid === undefined ) {

			this.array.buffer._uuid = generateUUID();

		}

		if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {

			data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );

		}

		//

		return {
			uuid: this.uuid,
			buffer: this.array.buffer._uuid,
			type: this.array.constructor.name,
			stride: this.stride
		};

	}

}

InterleavedBuffer.prototype.isInterleavedBuffer = true;

const _vector$6 = /*@__PURE__*/ new Vector3();

class InterleavedBufferAttribute {

	constructor( interleavedBuffer, itemSize, offset, normalized = false ) {

		this.name = '';

		this.data = interleavedBuffer;
		this.itemSize = itemSize;
		this.offset = offset;

		this.normalized = normalized === true;

	}

	get count() {

		return this.data.count;

	}

	get array() {

		return this.data.array;

	}

	set needsUpdate( value ) {

		this.data.needsUpdate = value;

	}

	applyMatrix4( m ) {

		for ( let i = 0, l = this.data.count; i < l; i ++ ) {

			_vector$6.x = this.getX( i );
			_vector$6.y = this.getY( i );
			_vector$6.z = this.getZ( i );

			_vector$6.applyMatrix4( m );

			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

		}

		return this;

	}

	applyNormalMatrix( m ) {

		for ( let i = 0, l = this.count; i < l; i ++ ) {

			_vector$6.x = this.getX( i );
			_vector$6.y = this.getY( i );
			_vector$6.z = this.getZ( i );

			_vector$6.applyNormalMatrix( m );

			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

		}

		return this;

	}

	transformDirection( m ) {

		for ( let i = 0, l = this.count; i < l; i ++ ) {

			_vector$6.x = this.getX( i );
			_vector$6.y = this.getY( i );
			_vector$6.z = this.getZ( i );

			_vector$6.transformDirection( m );

			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

		}

		return this;

	}

	setX( index, x ) {

		this.data.array[ index * this.data.stride + this.offset ] = x;

		return this;

	}

	setY( index, y ) {

		this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

		return this;

	}

	setZ( index, z ) {

		this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

		return this;

	}

	setW( index, w ) {

		this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

		return this;

	}

	getX( index ) {

		return this.data.array[ index * this.data.stride + this.offset ];

	}

	getY( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 1 ];

	}

	getZ( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 2 ];

	}

	getW( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 3 ];

	}

	setXY( index, x, y ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;

		return this;

	}

	setXYZ( index, x, y, z ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;
		this.data.array[ index + 2 ] = z;

		return this;

	}

	setXYZW( index, x, y, z, w ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;
		this.data.array[ index + 2 ] = z;
		this.data.array[ index + 3 ] = w;

		return this;

	}

	clone( data ) {

		if ( data === undefined ) {

			console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );

			const array = [];

			for ( let i = 0; i < this.count; i ++ ) {

				const index = i * this.data.stride + this.offset;

				for ( let j = 0; j < this.itemSize; j ++ ) {

					array.push( this.data.array[ index + j ] );

				}

			}

			return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );

		} else {

			if ( data.interleavedBuffers === undefined ) {

				data.interleavedBuffers = {};

			}

			if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {

				data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );

			}

			return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );

		}

	}

	toJSON( data ) {

		if ( data === undefined ) {

			console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );

			const array = [];

			for ( let i = 0; i < this.count; i ++ ) {

				const index = i * this.data.stride + this.offset;

				for ( let j = 0; j < this.itemSize; j ++ ) {

					array.push( this.data.array[ index + j ] );

				}

			}

			// deinterleave data and save it as an ordinary buffer attribute for now

			return {
				itemSize: this.itemSize,
				type: this.array.constructor.name,
				array: array,
				normalized: this.normalized
			};

		} else {

			// save as true interlaved attribtue

			if ( data.interleavedBuffers === undefined ) {

				data.interleavedBuffers = {};

			}

			if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {

				data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );

			}

			return {
				isInterleavedBufferAttribute: true,
				itemSize: this.itemSize,
				data: this.data.uuid,
				offset: this.offset,
				normalized: this.normalized
			};

		}

	}

}

InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;

/**
 * parameters = {
 *  color: <hex>,
 *  map: new THREE.Texture( <Image> ),
 *  alphaMap: new THREE.Texture( <Image> ),
 *  rotation: <float>,
 *  sizeAttenuation: <bool>
 * }
 */

class SpriteMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'SpriteMaterial';

		this.color = new Color$1( 0xffffff );

		this.map = null;

		this.alphaMap = null;

		this.rotation = 0;

		this.sizeAttenuation = true;

		this.transparent = true;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.rotation = source.rotation;

		this.sizeAttenuation = source.sizeAttenuation;

		return this;

	}

}

SpriteMaterial.prototype.isSpriteMaterial = true;

let _geometry;

const _intersectPoint = /*@__PURE__*/ new Vector3();
const _worldScale = /*@__PURE__*/ new Vector3();
const _mvPosition = /*@__PURE__*/ new Vector3();

const _alignedPosition = /*@__PURE__*/ new Vector2();
const _rotatedPosition = /*@__PURE__*/ new Vector2();
const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();

const _vA = /*@__PURE__*/ new Vector3();
const _vB = /*@__PURE__*/ new Vector3();
const _vC = /*@__PURE__*/ new Vector3();

const _uvA = /*@__PURE__*/ new Vector2();
const _uvB = /*@__PURE__*/ new Vector2();
const _uvC = /*@__PURE__*/ new Vector2();

class Sprite extends Object3D {

	constructor( material ) {

		super();

		this.type = 'Sprite';

		if ( _geometry === undefined ) {

			_geometry = new BufferGeometry();

			const float32Array = new Float32Array( [
				- 0.5, - 0.5, 0, 0, 0,
				0.5, - 0.5, 0, 1, 0,
				0.5, 0.5, 0, 1, 1,
				- 0.5, 0.5, 0, 0, 1
			] );

			const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );

			_geometry.setIndex( [ 0, 1, 2,	0, 2, 3 ] );
			_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
			_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );

		}

		this.geometry = _geometry;
		this.material = ( material !== undefined ) ? material : new SpriteMaterial();

		this.center = new Vector2( 0.5, 0.5 );

	}

	raycast( raycaster, intersects ) {

		if ( raycaster.camera === null ) {

			console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );

		}

		_worldScale.setFromMatrixScale( this.matrixWorld );

		_viewWorldMatrix.copy( raycaster.camera.matrixWorld );
		this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );

		_mvPosition.setFromMatrixPosition( this.modelViewMatrix );

		if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {

			_worldScale.multiplyScalar( - _mvPosition.z );

		}

		const rotation = this.material.rotation;
		let sin, cos;

		if ( rotation !== 0 ) {

			cos = Math.cos( rotation );
			sin = Math.sin( rotation );

		}

		const center = this.center;

		transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
		transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
		transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );

		_uvA.set( 0, 0 );
		_uvB.set( 1, 0 );
		_uvC.set( 1, 1 );

		// check first triangle
		let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );

		if ( intersect === null ) {

			// check second triangle
			transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
			_uvB.set( 0, 1 );

			intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
			if ( intersect === null ) {

				return;

			}

		}

		const distance = raycaster.ray.origin.distanceTo( _intersectPoint );

		if ( distance < raycaster.near || distance > raycaster.far ) return;

		intersects.push( {

			distance: distance,
			point: _intersectPoint.clone(),
			uv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
			face: null,
			object: this

		} );

	}

	copy( source ) {

		super.copy( source );

		if ( source.center !== undefined ) this.center.copy( source.center );

		this.material = source.material;

		return this;

	}

}

Sprite.prototype.isSprite = true;

function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {

	// compute position in camera space
	_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );

	// to check if rotation is not zero
	if ( sin !== undefined ) {

		_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
		_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );

	} else {

		_rotatedPosition.copy( _alignedPosition );

	}


	vertexPosition.copy( mvPosition );
	vertexPosition.x += _rotatedPosition.x;
	vertexPosition.y += _rotatedPosition.y;

	// transform to world space
	vertexPosition.applyMatrix4( _viewWorldMatrix );

}

const _basePosition = /*@__PURE__*/ new Vector3();

const _skinIndex = /*@__PURE__*/ new Vector4();
const _skinWeight = /*@__PURE__*/ new Vector4();

const _vector$5 = /*@__PURE__*/ new Vector3();
const _matrix = /*@__PURE__*/ new Matrix4();

class SkinnedMesh extends Mesh {

	constructor( geometry, material ) {

		super( geometry, material );

		this.type = 'SkinnedMesh';

		this.bindMode = 'attached';
		this.bindMatrix = new Matrix4();
		this.bindMatrixInverse = new Matrix4();

	}

	copy( source ) {

		super.copy( source );

		this.bindMode = source.bindMode;
		this.bindMatrix.copy( source.bindMatrix );
		this.bindMatrixInverse.copy( source.bindMatrixInverse );

		this.skeleton = source.skeleton;

		return this;

	}

	bind( skeleton, bindMatrix ) {

		this.skeleton = skeleton;

		if ( bindMatrix === undefined ) {

			this.updateMatrixWorld( true );

			this.skeleton.calculateInverses();

			bindMatrix = this.matrixWorld;

		}

		this.bindMatrix.copy( bindMatrix );
		this.bindMatrixInverse.copy( bindMatrix ).invert();

	}

	pose() {

		this.skeleton.pose();

	}

	normalizeSkinWeights() {

		const vector = new Vector4();

		const skinWeight = this.geometry.attributes.skinWeight;

		for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {

			vector.x = skinWeight.getX( i );
			vector.y = skinWeight.getY( i );
			vector.z = skinWeight.getZ( i );
			vector.w = skinWeight.getW( i );

			const scale = 1.0 / vector.manhattanLength();

			if ( scale !== Infinity ) {

				vector.multiplyScalar( scale );

			} else {

				vector.set( 1, 0, 0, 0 ); // do something reasonable

			}

			skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );

		}

	}

	updateMatrixWorld( force ) {

		super.updateMatrixWorld( force );

		if ( this.bindMode === 'attached' ) {

			this.bindMatrixInverse.copy( this.matrixWorld ).invert();

		} else if ( this.bindMode === 'detached' ) {

			this.bindMatrixInverse.copy( this.bindMatrix ).invert();

		} else {

			console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );

		}

	}

	boneTransform( index, target ) {

		const skeleton = this.skeleton;
		const geometry = this.geometry;

		_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
		_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );

		_basePosition.copy( target ).applyMatrix4( this.bindMatrix );

		target.set( 0, 0, 0 );

		for ( let i = 0; i < 4; i ++ ) {

			const weight = _skinWeight.getComponent( i );

			if ( weight !== 0 ) {

				const boneIndex = _skinIndex.getComponent( i );

				_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );

				target.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );

			}

		}

		return target.applyMatrix4( this.bindMatrixInverse );

	}

}

SkinnedMesh.prototype.isSkinnedMesh = true;

class Bone extends Object3D {

	constructor() {

		super();

		this.type = 'Bone';

	}

}

Bone.prototype.isBone = true;

class DataTexture extends Texture {

	constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding ) {

		super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.image = { data: data, width: width, height: height };

		this.magFilter = magFilter;
		this.minFilter = minFilter;

		this.generateMipmaps = false;
		this.flipY = false;
		this.unpackAlignment = 1;

	}

}

DataTexture.prototype.isDataTexture = true;

const _offsetMatrix = /*@__PURE__*/ new Matrix4();
const _identityMatrix = /*@__PURE__*/ new Matrix4();

class Skeleton {

	constructor( bones = [], boneInverses = [] ) {

		this.uuid = generateUUID();

		this.bones = bones.slice( 0 );
		this.boneInverses = boneInverses;
		this.boneMatrices = null;

		this.boneTexture = null;
		this.boneTextureSize = 0;

		this.frame = - 1;

		this.init();

	}

	init() {

		const bones = this.bones;
		const boneInverses = this.boneInverses;

		this.boneMatrices = new Float32Array( bones.length * 16 );

		// calculate inverse bone matrices if necessary

		if ( boneInverses.length === 0 ) {

			this.calculateInverses();

		} else {

			// handle special case

			if ( bones.length !== boneInverses.length ) {

				console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );

				this.boneInverses = [];

				for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

					this.boneInverses.push( new Matrix4() );

				}

			}

		}

	}

	calculateInverses() {

		this.boneInverses.length = 0;

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const inverse = new Matrix4();

			if ( this.bones[ i ] ) {

				inverse.copy( this.bones[ i ].matrixWorld ).invert();

			}

			this.boneInverses.push( inverse );

		}

	}

	pose() {

		// recover the bind-time world matrices

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const bone = this.bones[ i ];

			if ( bone ) {

				bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();

			}

		}

		// compute the local matrices, positions, rotations and scales

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const bone = this.bones[ i ];

			if ( bone ) {

				if ( bone.parent && bone.parent.isBone ) {

					bone.matrix.copy( bone.parent.matrixWorld ).invert();
					bone.matrix.multiply( bone.matrixWorld );

				} else {

					bone.matrix.copy( bone.matrixWorld );

				}

				bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );

			}

		}

	}

	update() {

		const bones = this.bones;
		const boneInverses = this.boneInverses;
		const boneMatrices = this.boneMatrices;
		const boneTexture = this.boneTexture;

		// flatten bone matrices to array

		for ( let i = 0, il = bones.length; i < il; i ++ ) {

			// compute the offset between the current and the original transform

			const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;

			_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
			_offsetMatrix.toArray( boneMatrices, i * 16 );

		}

		if ( boneTexture !== null ) {

			boneTexture.needsUpdate = true;

		}

	}

	clone() {

		return new Skeleton( this.bones, this.boneInverses );

	}

	computeBoneTexture() {

		// layout (1 matrix = 4 pixels)
		//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
		//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
		//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
		//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
		//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)

		let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
		size = ceilPowerOfTwo( size );
		size = Math.max( size, 4 );

		const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
		boneMatrices.set( this.boneMatrices ); // copy current values

		const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
		boneTexture.needsUpdate = true;

		this.boneMatrices = boneMatrices;
		this.boneTexture = boneTexture;
		this.boneTextureSize = size;

		return this;

	}

	getBoneByName( name ) {

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const bone = this.bones[ i ];

			if ( bone.name === name ) {

				return bone;

			}

		}

		return undefined;

	}

	dispose( ) {

		if ( this.boneTexture !== null ) {

			this.boneTexture.dispose();

			this.boneTexture = null;

		}

	}

	fromJSON( json, bones ) {

		this.uuid = json.uuid;

		for ( let i = 0, l = json.bones.length; i < l; i ++ ) {

			const uuid = json.bones[ i ];
			let bone = bones[ uuid ];

			if ( bone === undefined ) {

				console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
				bone = new Bone();

			}

			this.bones.push( bone );
			this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );

		}

		this.init();

		return this;

	}

	toJSON() {

		const data = {
			metadata: {
				version: 4.5,
				type: 'Skeleton',
				generator: 'Skeleton.toJSON'
			},
			bones: [],
			boneInverses: []
		};

		data.uuid = this.uuid;

		const bones = this.bones;
		const boneInverses = this.boneInverses;

		for ( let i = 0, l = bones.length; i < l; i ++ ) {

			const bone = bones[ i ];
			data.bones.push( bone.uuid );

			const boneInverse = boneInverses[ i ];
			data.boneInverses.push( boneInverse.toArray() );

		}

		return data;

	}

}

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  linewidth: <float>,
 *  linecap: "round",
 *  linejoin: "round"
 * }
 */

class LineBasicMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'LineBasicMaterial';

		this.color = new Color$1( 0xffffff );

		this.linewidth = 1;
		this.linecap = 'round';
		this.linejoin = 'round';

		this.setValues( parameters );

	}


	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.linewidth = source.linewidth;
		this.linecap = source.linecap;
		this.linejoin = source.linejoin;

		return this;

	}

}

LineBasicMaterial.prototype.isLineBasicMaterial = true;

const _start$1 = /*@__PURE__*/ new Vector3();
const _end$1 = /*@__PURE__*/ new Vector3();
const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
const _ray$1 = /*@__PURE__*/ new Ray();
const _sphere$1 = /*@__PURE__*/ new Sphere();

class Line extends Object3D {

	constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {

		super();

		this.type = 'Line';

		this.geometry = geometry;
		this.material = material;

		this.updateMorphTargets();

	}

	copy( source ) {

		super.copy( source );

		this.material = source.material;
		this.geometry = source.geometry;

		return this;

	}

	computeLineDistances() {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			// we assume non-indexed geometry

			if ( geometry.index === null ) {

				const positionAttribute = geometry.attributes.position;
				const lineDistances = [ 0 ];

				for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {

					_start$1.fromBufferAttribute( positionAttribute, i - 1 );
					_end$1.fromBufferAttribute( positionAttribute, i );

					lineDistances[ i ] = lineDistances[ i - 1 ];
					lineDistances[ i ] += _start$1.distanceTo( _end$1 );

				}

				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

			} else {

				console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

			}

		} else if ( geometry.isGeometry ) {

			console.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

		return this;

	}

	raycast( raycaster, intersects ) {

		const geometry = this.geometry;
		const matrixWorld = this.matrixWorld;
		const threshold = raycaster.params.Line.threshold;
		const drawRange = geometry.drawRange;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$1.copy( geometry.boundingSphere );
		_sphere$1.applyMatrix4( matrixWorld );
		_sphere$1.radius += threshold;

		if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;

		//

		_inverseMatrix$1.copy( matrixWorld ).invert();
		_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );

		const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
		const localThresholdSq = localThreshold * localThreshold;

		const vStart = new Vector3();
		const vEnd = new Vector3();
		const interSegment = new Vector3();
		const interRay = new Vector3();
		const step = this.isLineSegments ? 2 : 1;

		if ( geometry.isBufferGeometry ) {

			const index = geometry.index;
			const attributes = geometry.attributes;
			const positionAttribute = attributes.position;

			if ( index !== null ) {

				const start = Math.max( 0, drawRange.start );
				const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

				for ( let i = start, l = end - 1; i < l; i += step ) {

					const a = index.getX( i );
					const b = index.getX( i + 1 );

					vStart.fromBufferAttribute( positionAttribute, a );
					vEnd.fromBufferAttribute( positionAttribute, b );

					const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

					if ( distSq > localThresholdSq ) continue;

					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

					const distance = raycaster.ray.origin.distanceTo( interRay );

					if ( distance < raycaster.near || distance > raycaster.far ) continue;

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						index: i,
						face: null,
						faceIndex: null,
						object: this

					} );

				}

			} else {

				const start = Math.max( 0, drawRange.start );
				const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );

				for ( let i = start, l = end - 1; i < l; i += step ) {

					vStart.fromBufferAttribute( positionAttribute, i );
					vEnd.fromBufferAttribute( positionAttribute, i + 1 );

					const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

					if ( distSq > localThresholdSq ) continue;

					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

					const distance = raycaster.ray.origin.distanceTo( interRay );

					if ( distance < raycaster.near || distance > raycaster.far ) continue;

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						index: i,
						face: null,
						faceIndex: null,
						object: this

					} );

				}

			}

		} else if ( geometry.isGeometry ) {

			console.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

	}

	updateMorphTargets() {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			const morphAttributes = geometry.morphAttributes;
			const keys = Object.keys( morphAttributes );

			if ( keys.length > 0 ) {

				const morphAttribute = morphAttributes[ keys[ 0 ] ];

				if ( morphAttribute !== undefined ) {

					this.morphTargetInfluences = [];
					this.morphTargetDictionary = {};

					for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

						const name = morphAttribute[ m ].name || String( m );

						this.morphTargetInfluences.push( 0 );
						this.morphTargetDictionary[ name ] = m;

					}

				}

			}

		} else {

			const morphTargets = geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );

			}

		}

	}

}

Line.prototype.isLine = true;

const _start = /*@__PURE__*/ new Vector3();
const _end = /*@__PURE__*/ new Vector3();

class LineSegments extends Line {

	constructor( geometry, material ) {

		super( geometry, material );

		this.type = 'LineSegments';

	}

	computeLineDistances() {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			// we assume non-indexed geometry

			if ( geometry.index === null ) {

				const positionAttribute = geometry.attributes.position;
				const lineDistances = [];

				for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {

					_start.fromBufferAttribute( positionAttribute, i );
					_end.fromBufferAttribute( positionAttribute, i + 1 );

					lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
					lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );

				}

				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

			} else {

				console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

			}

		} else if ( geometry.isGeometry ) {

			console.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

		return this;

	}

}

LineSegments.prototype.isLineSegments = true;

class LineLoop extends Line {

	constructor( geometry, material ) {

		super( geometry, material );

		this.type = 'LineLoop';

	}

}

LineLoop.prototype.isLineLoop = true;

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  size: <float>,
 *  sizeAttenuation: <bool>
 *
 * }
 */

class PointsMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'PointsMaterial';

		this.color = new Color$1( 0xffffff );

		this.map = null;

		this.alphaMap = null;

		this.size = 1;
		this.sizeAttenuation = true;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.size = source.size;
		this.sizeAttenuation = source.sizeAttenuation;

		return this;

	}

}

PointsMaterial.prototype.isPointsMaterial = true;

const _inverseMatrix = /*@__PURE__*/ new Matrix4();
const _ray = /*@__PURE__*/ new Ray();
const _sphere = /*@__PURE__*/ new Sphere();
const _position$2 = /*@__PURE__*/ new Vector3();

class Points extends Object3D {

	constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {

		super();

		this.type = 'Points';

		this.geometry = geometry;
		this.material = material;

		this.updateMorphTargets();

	}

	copy( source ) {

		super.copy( source );

		this.material = source.material;
		this.geometry = source.geometry;

		return this;

	}

	raycast( raycaster, intersects ) {

		const geometry = this.geometry;
		const matrixWorld = this.matrixWorld;
		const threshold = raycaster.params.Points.threshold;
		const drawRange = geometry.drawRange;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere.copy( geometry.boundingSphere );
		_sphere.applyMatrix4( matrixWorld );
		_sphere.radius += threshold;

		if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;

		//

		_inverseMatrix.copy( matrixWorld ).invert();
		_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );

		const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
		const localThresholdSq = localThreshold * localThreshold;

		if ( geometry.isBufferGeometry ) {

			const index = geometry.index;
			const attributes = geometry.attributes;
			const positionAttribute = attributes.position;

			if ( index !== null ) {

				const start = Math.max( 0, drawRange.start );
				const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

				for ( let i = start, il = end; i < il; i ++ ) {

					const a = index.getX( i );

					_position$2.fromBufferAttribute( positionAttribute, a );

					testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );

				}

			} else {

				const start = Math.max( 0, drawRange.start );
				const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );

				for ( let i = start, l = end; i < l; i ++ ) {

					_position$2.fromBufferAttribute( positionAttribute, i );

					testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );

				}

			}

		} else {

			console.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

	}

	updateMorphTargets() {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			const morphAttributes = geometry.morphAttributes;
			const keys = Object.keys( morphAttributes );

			if ( keys.length > 0 ) {

				const morphAttribute = morphAttributes[ keys[ 0 ] ];

				if ( morphAttribute !== undefined ) {

					this.morphTargetInfluences = [];
					this.morphTargetDictionary = {};

					for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

						const name = morphAttribute[ m ].name || String( m );

						this.morphTargetInfluences.push( 0 );
						this.morphTargetDictionary[ name ] = m;

					}

				}

			}

		} else {

			const morphTargets = geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );

			}

		}

	}

}

Points.prototype.isPoints = true;

function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {

	const rayPointDistanceSq = _ray.distanceSqToPoint( point );

	if ( rayPointDistanceSq < localThresholdSq ) {

		const intersectPoint = new Vector3();

		_ray.closestPointToPoint( point, intersectPoint );
		intersectPoint.applyMatrix4( matrixWorld );

		const distance = raycaster.ray.origin.distanceTo( intersectPoint );

		if ( distance < raycaster.near || distance > raycaster.far ) return;

		intersects.push( {

			distance: distance,
			distanceToRay: Math.sqrt( rayPointDistanceSq ),
			point: intersectPoint,
			index: index,
			face: null,
			object: object

		} );

	}

}

class PolyhedronGeometry extends BufferGeometry {

	constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {

		super();

		this.type = 'PolyhedronGeometry';

		this.parameters = {
			vertices: vertices,
			indices: indices,
			radius: radius,
			detail: detail
		};

		// default buffer data

		const vertexBuffer = [];
		const uvBuffer = [];

		// the subdivision creates the vertex buffer data

		subdivide( detail );

		// all vertices should lie on a conceptual sphere with a given radius

		applyRadius( radius );

		// finally, create the uv data

		generateUVs();

		// build non-indexed geometry

		this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );

		if ( detail === 0 ) {

			this.computeVertexNormals(); // flat normals

		} else {

			this.normalizeNormals(); // smooth normals

		}

		// helper functions

		function subdivide( detail ) {

			const a = new Vector3();
			const b = new Vector3();
			const c = new Vector3();

			// iterate over all faces and apply a subdivison with the given detail value

			for ( let i = 0; i < indices.length; i += 3 ) {

				// get the vertices of the face

				getVertexByIndex( indices[ i + 0 ], a );
				getVertexByIndex( indices[ i + 1 ], b );
				getVertexByIndex( indices[ i + 2 ], c );

				// perform subdivision

				subdivideFace( a, b, c, detail );

			}

		}

		function subdivideFace( a, b, c, detail ) {

			const cols = detail + 1;

			// we use this multidimensional array as a data structure for creating the subdivision

			const v = [];

			// construct all of the vertices for this subdivision

			for ( let i = 0; i <= cols; i ++ ) {

				v[ i ] = [];

				const aj = a.clone().lerp( c, i / cols );
				const bj = b.clone().lerp( c, i / cols );

				const rows = cols - i;

				for ( let j = 0; j <= rows; j ++ ) {

					if ( j === 0 && i === cols ) {

						v[ i ][ j ] = aj;

					} else {

						v[ i ][ j ] = aj.clone().lerp( bj, j / rows );

					}

				}

			}

			// construct all of the faces

			for ( let i = 0; i < cols; i ++ ) {

				for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {

					const k = Math.floor( j / 2 );

					if ( j % 2 === 0 ) {

						pushVertex( v[ i ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k ] );
						pushVertex( v[ i ][ k ] );

					} else {

						pushVertex( v[ i ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k ] );

					}

				}

			}

		}

		function applyRadius( radius ) {

			const vertex = new Vector3();

			// iterate over the entire buffer and apply the radius to each vertex

			for ( let i = 0; i < vertexBuffer.length; i += 3 ) {

				vertex.x = vertexBuffer[ i + 0 ];
				vertex.y = vertexBuffer[ i + 1 ];
				vertex.z = vertexBuffer[ i + 2 ];

				vertex.normalize().multiplyScalar( radius );

				vertexBuffer[ i + 0 ] = vertex.x;
				vertexBuffer[ i + 1 ] = vertex.y;
				vertexBuffer[ i + 2 ] = vertex.z;

			}

		}

		function generateUVs() {

			const vertex = new Vector3();

			for ( let i = 0; i < vertexBuffer.length; i += 3 ) {

				vertex.x = vertexBuffer[ i + 0 ];
				vertex.y = vertexBuffer[ i + 1 ];
				vertex.z = vertexBuffer[ i + 2 ];

				const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
				const v = inclination( vertex ) / Math.PI + 0.5;
				uvBuffer.push( u, 1 - v );

			}

			correctUVs();

			correctSeam();

		}

		function correctSeam() {

			// handle case when face straddles the seam, see #3269

			for ( let i = 0; i < uvBuffer.length; i += 6 ) {

				// uv data of a single face

				const x0 = uvBuffer[ i + 0 ];
				const x1 = uvBuffer[ i + 2 ];
				const x2 = uvBuffer[ i + 4 ];

				const max = Math.max( x0, x1, x2 );
				const min = Math.min( x0, x1, x2 );

				// 0.9 is somewhat arbitrary

				if ( max > 0.9 && min < 0.1 ) {

					if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
					if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
					if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;

				}

			}

		}

		function pushVertex( vertex ) {

			vertexBuffer.push( vertex.x, vertex.y, vertex.z );

		}

		function getVertexByIndex( index, vertex ) {

			const stride = index * 3;

			vertex.x = vertices[ stride + 0 ];
			vertex.y = vertices[ stride + 1 ];
			vertex.z = vertices[ stride + 2 ];

		}

		function correctUVs() {

			const a = new Vector3();
			const b = new Vector3();
			const c = new Vector3();

			const centroid = new Vector3();

			const uvA = new Vector2();
			const uvB = new Vector2();
			const uvC = new Vector2();

			for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {

				a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
				b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
				c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );

				uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
				uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
				uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );

				centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );

				const azi = azimuth( centroid );

				correctUV( uvA, j + 0, a, azi );
				correctUV( uvB, j + 2, b, azi );
				correctUV( uvC, j + 4, c, azi );

			}

		}

		function correctUV( uv, stride, vector, azimuth ) {

			if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {

				uvBuffer[ stride ] = uv.x - 1;

			}

			if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {

				uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;

			}

		}

		// Angle around the Y axis, counter-clockwise when looking from above.

		function azimuth( vector ) {

			return Math.atan2( vector.z, - vector.x );

		}


		// Angle above the XZ plane.

		function inclination( vector ) {

			return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

		}

	}

	static fromJSON( data ) {

		return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );

	}

}

class IcosahedronGeometry extends PolyhedronGeometry {

	constructor( radius = 1, detail = 0 ) {

		const t = ( 1 + Math.sqrt( 5 ) ) / 2;

		const vertices = [
			- 1, t, 0, 	1, t, 0, 	- 1, - t, 0, 	1, - t, 0,
			0, - 1, t, 	0, 1, t,	0, - 1, - t, 	0, 1, - t,
			t, 0, - 1, 	t, 0, 1, 	- t, 0, - 1, 	- t, 0, 1
		];

		const indices = [
			0, 11, 5, 	0, 5, 1, 	0, 1, 7, 	0, 7, 10, 	0, 10, 11,
			1, 5, 9, 	5, 11, 4,	11, 10, 2,	10, 7, 6,	7, 1, 8,
			3, 9, 4, 	3, 4, 2,	3, 2, 6,	3, 6, 8,	3, 8, 9,
			4, 9, 5, 	2, 4, 11,	6, 2, 10,	8, 6, 7,	9, 8, 1
		];

		super( vertices, indices, radius, detail );

		this.type = 'IcosahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	static fromJSON( data ) {

		return new IcosahedronGeometry( data.radius, data.detail );

	}

}

/**
 * parameters = {
 *  color: <hex>,
 *  roughness: <float>,
 *  metalness: <float>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  roughnessMap: new THREE.Texture( <Image> ),
 *
 *  metalnessMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  envMapIntensity: <float>
 *
 *  refractionRatio: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  flatShading: <bool>
 * }
 */

class MeshStandardMaterial extends Material {

	constructor( parameters ) {

		super();

		this.defines = { 'STANDARD': '' };

		this.type = 'MeshStandardMaterial';

		this.color = new Color$1( 0xffffff ); // diffuse
		this.roughness = 1.0;
		this.metalness = 0.0;

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color$1( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalMapType = TangentSpaceNormalMap;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.roughnessMap = null;

		this.metalnessMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.envMapIntensity = 1.0;

		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.flatShading = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.defines = { 'STANDARD': '' };

		this.color.copy( source.color );
		this.roughness = source.roughness;
		this.metalness = source.metalness;

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalMapType = source.normalMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.roughnessMap = source.roughnessMap;

		this.metalnessMap = source.metalnessMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.envMapIntensity = source.envMapIntensity;

		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.flatShading = source.flatShading;

		return this;

	}

}

MeshStandardMaterial.prototype.isMeshStandardMaterial = true;

/**
 * parameters = {
 *  clearcoat: <float>,
 *  clearcoatMap: new THREE.Texture( <Image> ),
 *  clearcoatRoughness: <float>,
 *  clearcoatRoughnessMap: new THREE.Texture( <Image> ),
 *  clearcoatNormalScale: <Vector2>,
 *  clearcoatNormalMap: new THREE.Texture( <Image> ),
 *
 *  ior: <float>,
 *  reflectivity: <float>,
 *
 *  sheen: <float>,
 *  sheenColor: <Color>,
 *  sheenColorMap: new THREE.Texture( <Image> ),
 *  sheenRoughness: <float>,
 *  sheenRoughnessMap: new THREE.Texture( <Image> ),
 *
 *  transmission: <float>,
 *  transmissionMap: new THREE.Texture( <Image> ),
 *
 *  thickness: <float>,
 *  thicknessMap: new THREE.Texture( <Image> ),
 *  attenuationDistance: <float>,
 *  attenuationColor: <Color>,
 *
 *  specularIntensity: <float>,
 *  specularIntensityMap: new THREE.Texture( <Image> ),
 *  specularColor: <Color>,
 *  specularColorMap: new THREE.Texture( <Image> )
 * }
 */

class MeshPhysicalMaterial extends MeshStandardMaterial {

	constructor( parameters ) {

		super();

		this.defines = {

			'STANDARD': '',
			'PHYSICAL': ''

		};

		this.type = 'MeshPhysicalMaterial';

		this.clearcoatMap = null;
		this.clearcoatRoughness = 0.0;
		this.clearcoatRoughnessMap = null;
		this.clearcoatNormalScale = new Vector2( 1, 1 );
		this.clearcoatNormalMap = null;

		this.ior = 1.5;

		Object.defineProperty( this, 'reflectivity', {
			get: function () {

				return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );

			},
			set: function ( reflectivity ) {

				this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );

			}
		} );

		this.sheenColor = new Color$1( 0x000000 );
		this.sheenColorMap = null;
		this.sheenRoughness = 1.0;
		this.sheenRoughnessMap = null;

		this.transmissionMap = null;

		this.thickness = 0;
		this.thicknessMap = null;
		this.attenuationDistance = 0.0;
		this.attenuationColor = new Color$1( 1, 1, 1 );

		this.specularIntensity = 1.0;
		this.specularIntensityMap = null;
		this.specularColor = new Color$1( 1, 1, 1 );
		this.specularColorMap = null;

		this._sheen = 0.0;
		this._clearcoat = 0;
		this._transmission = 0;

		this.setValues( parameters );

	}

	get sheen() {

		return this._sheen;

	}

	set sheen( value ) {

		if ( this._sheen > 0 !== value > 0 ) {

			this.version ++;

		}

		this._sheen = value;

	}

	get clearcoat() {

		return this._clearcoat;

	}

	set clearcoat( value ) {

		if ( this._clearcoat > 0 !== value > 0 ) {

			this.version ++;

		}

		this._clearcoat = value;

	}

	get transmission() {

		return this._transmission;

	}

	set transmission( value ) {

		if ( this._transmission > 0 !== value > 0 ) {

			this.version ++;

		}

		this._transmission = value;

	}

	copy( source ) {

		super.copy( source );

		this.defines = {

			'STANDARD': '',
			'PHYSICAL': ''

		};

		this.clearcoat = source.clearcoat;
		this.clearcoatMap = source.clearcoatMap;
		this.clearcoatRoughness = source.clearcoatRoughness;
		this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
		this.clearcoatNormalMap = source.clearcoatNormalMap;
		this.clearcoatNormalScale.copy( source.clearcoatNormalScale );

		this.ior = source.ior;

		this.sheen = source.sheen;
		this.sheenColor.copy( source.sheenColor );
		this.sheenColorMap = source.sheenColorMap;
		this.sheenRoughness = source.sheenRoughness;
		this.sheenRoughnessMap = source.sheenRoughnessMap;

		this.transmission = source.transmission;
		this.transmissionMap = source.transmissionMap;

		this.thickness = source.thickness;
		this.thicknessMap = source.thicknessMap;
		this.attenuationDistance = source.attenuationDistance;
		this.attenuationColor.copy( source.attenuationColor );

		this.specularIntensity = source.specularIntensity;
		this.specularIntensityMap = source.specularIntensityMap;
		this.specularColor.copy( source.specularColor );
		this.specularColorMap = source.specularColorMap;

		return this;

	}

}

MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

const AnimationUtils = {

	// same as Array.prototype.slice, but also works on typed arrays
	arraySlice: function ( array, from, to ) {

		if ( AnimationUtils.isTypedArray( array ) ) {

			// in ios9 array.subarray(from, undefined) will return empty array
			// but array.subarray(from) or array.subarray(from, len) is correct
			return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );

		}

		return array.slice( from, to );

	},

	// converts an array to a specific type
	convertArray: function ( array, type, forceClone ) {

		if ( ! array || // let 'undefined' and 'null' pass
			! forceClone && array.constructor === type ) return array;

		if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {

			return new type( array ); // create typed array

		}

		return Array.prototype.slice.call( array ); // create Array

	},

	isTypedArray: function ( object ) {

		return ArrayBuffer.isView( object ) &&
			! ( object instanceof DataView );

	},

	// returns an array by which times and values can be sorted
	getKeyframeOrder: function ( times ) {

		function compareTime( i, j ) {

			return times[ i ] - times[ j ];

		}

		const n = times.length;
		const result = new Array( n );
		for ( let i = 0; i !== n; ++ i ) result[ i ] = i;

		result.sort( compareTime );

		return result;

	},

	// uses the array previously returned by 'getKeyframeOrder' to sort data
	sortedArray: function ( values, stride, order ) {

		const nValues = values.length;
		const result = new values.constructor( nValues );

		for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {

			const srcOffset = order[ i ] * stride;

			for ( let j = 0; j !== stride; ++ j ) {

				result[ dstOffset ++ ] = values[ srcOffset + j ];

			}

		}

		return result;

	},

	// function for parsing AOS keyframe formats
	flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {

		let i = 1, key = jsonKeys[ 0 ];

		while ( key !== undefined && key[ valuePropertyName ] === undefined ) {

			key = jsonKeys[ i ++ ];

		}

		if ( key === undefined ) return; // no data

		let value = key[ valuePropertyName ];
		if ( value === undefined ) return; // no data

		if ( Array.isArray( value ) ) {

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					values.push.apply( values, value ); // push all elements

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		} else if ( value.toArray !== undefined ) {

			// ...assume THREE.Math-ish

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					value.toArray( values, values.length );

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		} else {

			// otherwise push as-is

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					values.push( value );

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		}

	},

	subclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {

		const clip = sourceClip.clone();

		clip.name = name;

		const tracks = [];

		for ( let i = 0; i < clip.tracks.length; ++ i ) {

			const track = clip.tracks[ i ];
			const valueSize = track.getValueSize();

			const times = [];
			const values = [];

			for ( let j = 0; j < track.times.length; ++ j ) {

				const frame = track.times[ j ] * fps;

				if ( frame < startFrame || frame >= endFrame ) continue;

				times.push( track.times[ j ] );

				for ( let k = 0; k < valueSize; ++ k ) {

					values.push( track.values[ j * valueSize + k ] );

				}

			}

			if ( times.length === 0 ) continue;

			track.times = AnimationUtils.convertArray( times, track.times.constructor );
			track.values = AnimationUtils.convertArray( values, track.values.constructor );

			tracks.push( track );

		}

		clip.tracks = tracks;

		// find minimum .times value across all tracks in the trimmed clip

		let minStartTime = Infinity;

		for ( let i = 0; i < clip.tracks.length; ++ i ) {

			if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {

				minStartTime = clip.tracks[ i ].times[ 0 ];

			}

		}

		// shift all tracks such that clip begins at t=0

		for ( let i = 0; i < clip.tracks.length; ++ i ) {

			clip.tracks[ i ].shift( - 1 * minStartTime );

		}

		clip.resetDuration();

		return clip;

	},

	makeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {

		if ( fps <= 0 ) fps = 30;

		const numTracks = referenceClip.tracks.length;
		const referenceTime = referenceFrame / fps;

		// Make each track's values relative to the values at the reference frame
		for ( let i = 0; i < numTracks; ++ i ) {

			const referenceTrack = referenceClip.tracks[ i ];
			const referenceTrackType = referenceTrack.ValueTypeName;

			// Skip this track if it's non-numeric
			if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;

			// Find the track in the target clip whose name and type matches the reference track
			const targetTrack = targetClip.tracks.find( function ( track ) {

				return track.name === referenceTrack.name
					&& track.ValueTypeName === referenceTrackType;

			} );

			if ( targetTrack === undefined ) continue;

			let referenceOffset = 0;
			const referenceValueSize = referenceTrack.getValueSize();

			if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {

				referenceOffset = referenceValueSize / 3;

			}

			let targetOffset = 0;
			const targetValueSize = targetTrack.getValueSize();

			if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {

				targetOffset = targetValueSize / 3;

			}

			const lastIndex = referenceTrack.times.length - 1;
			let referenceValue;

			// Find the value to subtract out of the track
			if ( referenceTime <= referenceTrack.times[ 0 ] ) {

				// Reference frame is earlier than the first keyframe, so just use the first keyframe
				const startIndex = referenceOffset;
				const endIndex = referenceValueSize - referenceOffset;
				referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );

			} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {

				// Reference frame is after the last keyframe, so just use the last keyframe
				const startIndex = lastIndex * referenceValueSize + referenceOffset;
				const endIndex = startIndex + referenceValueSize - referenceOffset;
				referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );

			} else {

				// Interpolate to the reference value
				const interpolant = referenceTrack.createInterpolant();
				const startIndex = referenceOffset;
				const endIndex = referenceValueSize - referenceOffset;
				interpolant.evaluate( referenceTime );
				referenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );

			}

			// Conjugate the quaternion
			if ( referenceTrackType === 'quaternion' ) {

				const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
				referenceQuat.toArray( referenceValue );

			}

			// Subtract the reference value from all of the track values

			const numTimes = targetTrack.times.length;
			for ( let j = 0; j < numTimes; ++ j ) {

				const valueStart = j * targetValueSize + targetOffset;

				if ( referenceTrackType === 'quaternion' ) {

					// Multiply the conjugate for quaternion track types
					Quaternion.multiplyQuaternionsFlat(
						targetTrack.values,
						valueStart,
						referenceValue,
						0,
						targetTrack.values,
						valueStart
					);

				} else {

					const valueEnd = targetValueSize - targetOffset * 2;

					// Subtract each value for all other numeric track types
					for ( let k = 0; k < valueEnd; ++ k ) {

						targetTrack.values[ valueStart + k ] -= referenceValue[ k ];

					}

				}

			}

		}

		targetClip.blendMode = AdditiveAnimationBlendMode;

		return targetClip;

	}

};

/**
 * Abstract base class of interpolants over parametric samples.
 *
 * The parameter domain is one dimensional, typically the time or a path
 * along a curve defined by the data.
 *
 * The sample values can have any dimensionality and derived classes may
 * apply special interpretations to the data.
 *
 * This class provides the interval seek in a Template Method, deferring
 * the actual interpolation to derived classes.
 *
 * Time complexity is O(1) for linear access crossing at most two points
 * and O(log N) for random access, where N is the number of positions.
 *
 * References:
 *
 * 		http://www.oodesign.com/template-method-pattern.html
 *
 */

class Interpolant {

	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		this.parameterPositions = parameterPositions;
		this._cachedIndex = 0;

		this.resultBuffer = resultBuffer !== undefined ?
			resultBuffer : new sampleValues.constructor( sampleSize );
		this.sampleValues = sampleValues;
		this.valueSize = sampleSize;

		this.settings = null;
		this.DefaultSettings_ = {};

	}

	evaluate( t ) {

		const pp = this.parameterPositions;
		let i1 = this._cachedIndex,
			t1 = pp[ i1 ],
			t0 = pp[ i1 - 1 ];

		validate_interval: {

			seek: {

				let right;

				linear_scan: {

					//- See http://jsperf.com/comparison-to-undefined/3
					//- slower code:
					//-
					//- 				if ( t >= t1 || t1 === undefined ) {
					forward_scan: if ( ! ( t < t1 ) ) {

						for ( let giveUpAt = i1 + 2; ; ) {

							if ( t1 === undefined ) {

								if ( t < t0 ) break forward_scan;

								// after end

								i1 = pp.length;
								this._cachedIndex = i1;
								return this.afterEnd_( i1 - 1, t, t0 );

							}

							if ( i1 === giveUpAt ) break; // this loop

							t0 = t1;
							t1 = pp[ ++ i1 ];

							if ( t < t1 ) {

								// we have arrived at the sought interval
								break seek;

							}

						}

						// prepare binary search on the right side of the index
						right = pp.length;
						break linear_scan;

					}

					//- slower code:
					//-					if ( t < t0 || t0 === undefined ) {
					if ( ! ( t >= t0 ) ) {

						// looping?

						const t1global = pp[ 1 ];

						if ( t < t1global ) {

							i1 = 2; // + 1, using the scan for the details
							t0 = t1global;

						}

						// linear reverse scan

						for ( let giveUpAt = i1 - 2; ; ) {

							if ( t0 === undefined ) {

								// before start

								this._cachedIndex = 0;
								return this.beforeStart_( 0, t, t1 );

							}

							if ( i1 === giveUpAt ) break; // this loop

							t1 = t0;
							t0 = pp[ -- i1 - 1 ];

							if ( t >= t0 ) {

								// we have arrived at the sought interval
								break seek;

							}

						}

						// prepare binary search on the left side of the index
						right = i1;
						i1 = 0;
						break linear_scan;

					}

					// the interval is valid

					break validate_interval;

				} // linear scan

				// binary search

				while ( i1 < right ) {

					const mid = ( i1 + right ) >>> 1;

					if ( t < pp[ mid ] ) {

						right = mid;

					} else {

						i1 = mid + 1;

					}

				}

				t1 = pp[ i1 ];
				t0 = pp[ i1 - 1 ];

				// check boundary cases, again

				if ( t0 === undefined ) {

					this._cachedIndex = 0;
					return this.beforeStart_( 0, t, t1 );

				}

				if ( t1 === undefined ) {

					i1 = pp.length;
					this._cachedIndex = i1;
					return this.afterEnd_( i1 - 1, t0, t );

				}

			} // seek

			this._cachedIndex = i1;

			this.intervalChanged_( i1, t0, t1 );

		} // validate_interval

		return this.interpolate_( i1, t0, t, t1 );

	}

	getSettings_() {

		return this.settings || this.DefaultSettings_;

	}

	copySampleValue_( index ) {

		// copies a sample value to the result buffer

		const result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,
			offset = index * stride;

		for ( let i = 0; i !== stride; ++ i ) {

			result[ i ] = values[ offset + i ];

		}

		return result;

	}

	// Template methods for derived classes:

	interpolate_( /* i1, t0, t, t1 */ ) {

		throw new Error( 'call to abstract method' );
		// implementations shall return this.resultBuffer

	}

	intervalChanged_( /* i1, t0, t1 */ ) {

		// empty

	}

}

// ALIAS DEFINITIONS

Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;
Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;

/**
 * Fast and simple cubic spline interpolant.
 *
 * It was derived from a Hermitian construction setting the first derivative
 * at each sample position to the linear slope between neighboring positions
 * over their parameter interval.
 */

class CubicInterpolant extends Interpolant {

	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		super( parameterPositions, sampleValues, sampleSize, resultBuffer );

		this._weightPrev = - 0;
		this._offsetPrev = - 0;
		this._weightNext = - 0;
		this._offsetNext = - 0;

		this.DefaultSettings_ = {

			endingStart: ZeroCurvatureEnding,
			endingEnd: ZeroCurvatureEnding

		};

	}

	intervalChanged_( i1, t0, t1 ) {

		const pp = this.parameterPositions;
		let iPrev = i1 - 2,
			iNext = i1 + 1,

			tPrev = pp[ iPrev ],
			tNext = pp[ iNext ];

		if ( tPrev === undefined ) {

			switch ( this.getSettings_().endingStart ) {

				case ZeroSlopeEnding:

					// f'(t0) = 0
					iPrev = i1;
					tPrev = 2 * t0 - t1;

					break;

				case WrapAroundEnding:

					// use the other end of the curve
					iPrev = pp.length - 2;
					tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];

					break;

				default: // ZeroCurvatureEnding

					// f''(t0) = 0 a.k.a. Natural Spline
					iPrev = i1;
					tPrev = t1;

			}

		}

		if ( tNext === undefined ) {

			switch ( this.getSettings_().endingEnd ) {

				case ZeroSlopeEnding:

					// f'(tN) = 0
					iNext = i1;
					tNext = 2 * t1 - t0;

					break;

				case WrapAroundEnding:

					// use the other end of the curve
					iNext = 1;
					tNext = t1 + pp[ 1 ] - pp[ 0 ];

					break;

				default: // ZeroCurvatureEnding

					// f''(tN) = 0, a.k.a. Natural Spline
					iNext = i1 - 1;
					tNext = t0;

			}

		}

		const halfDt = ( t1 - t0 ) * 0.5,
			stride = this.valueSize;

		this._weightPrev = halfDt / ( t0 - tPrev );
		this._weightNext = halfDt / ( tNext - t1 );
		this._offsetPrev = iPrev * stride;
		this._offsetNext = iNext * stride;

	}

	interpolate_( i1, t0, t, t1 ) {

		const result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			o1 = i1 * stride,		o0 = o1 - stride,
			oP = this._offsetPrev, 	oN = this._offsetNext,
			wP = this._weightPrev,	wN = this._weightNext,

			p = ( t - t0 ) / ( t1 - t0 ),
			pp = p * p,
			ppp = pp * p;

		// evaluate polynomials

		const sP = - wP * ppp + 2 * wP * pp - wP * p;
		const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
		const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
		const sN = wN * ppp - wN * pp;

		// combine data linearly

		for ( let i = 0; i !== stride; ++ i ) {

			result[ i ] =
					sP * values[ oP + i ] +
					s0 * values[ o0 + i ] +
					s1 * values[ o1 + i ] +
					sN * values[ oN + i ];

		}

		return result;

	}

}

class LinearInterpolant extends Interpolant {

	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		super( parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	interpolate_( i1, t0, t, t1 ) {

		const result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			offset1 = i1 * stride,
			offset0 = offset1 - stride,

			weight1 = ( t - t0 ) / ( t1 - t0 ),
			weight0 = 1 - weight1;

		for ( let i = 0; i !== stride; ++ i ) {

			result[ i ] =
					values[ offset0 + i ] * weight0 +
					values[ offset1 + i ] * weight1;

		}

		return result;

	}

}

/**
 *
 * Interpolant that evaluates to the sample value at the position preceeding
 * the parameter.
 */

class DiscreteInterpolant extends Interpolant {

	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		super( parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	interpolate_( i1 /*, t0, t, t1 */ ) {

		return this.copySampleValue_( i1 - 1 );

	}

}

class KeyframeTrack {

	constructor( name, times, values, interpolation ) {

		if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
		if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );

		this.name = name;

		this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
		this.values = AnimationUtils.convertArray( values, this.ValueBufferType );

		this.setInterpolation( interpolation || this.DefaultInterpolation );

	}

	// Serialization (in static context, because of constructor invocation
	// and automatic invocation of .toJSON):

	static toJSON( track ) {

		const trackType = track.constructor;

		let json;

		// derived classes can define a static toJSON method
		if ( trackType.toJSON !== this.toJSON ) {

			json = trackType.toJSON( track );

		} else {

			// by default, we assume the data can be serialized as-is
			json = {

				'name': track.name,
				'times': AnimationUtils.convertArray( track.times, Array ),
				'values': AnimationUtils.convertArray( track.values, Array )

			};

			const interpolation = track.getInterpolation();

			if ( interpolation !== track.DefaultInterpolation ) {

				json.interpolation = interpolation;

			}

		}

		json.type = track.ValueTypeName; // mandatory

		return json;

	}

	InterpolantFactoryMethodDiscrete( result ) {

		return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );

	}

	InterpolantFactoryMethodLinear( result ) {

		return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );

	}

	InterpolantFactoryMethodSmooth( result ) {

		return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );

	}

	setInterpolation( interpolation ) {

		let factoryMethod;

		switch ( interpolation ) {

			case InterpolateDiscrete:

				factoryMethod = this.InterpolantFactoryMethodDiscrete;

				break;

			case InterpolateLinear:

				factoryMethod = this.InterpolantFactoryMethodLinear;

				break;

			case InterpolateSmooth:

				factoryMethod = this.InterpolantFactoryMethodSmooth;

				break;

		}

		if ( factoryMethod === undefined ) {

			const message = 'unsupported interpolation for ' +
				this.ValueTypeName + ' keyframe track named ' + this.name;

			if ( this.createInterpolant === undefined ) {

				// fall back to default, unless the default itself is messed up
				if ( interpolation !== this.DefaultInterpolation ) {

					this.setInterpolation( this.DefaultInterpolation );

				} else {

					throw new Error( message ); // fatal, in this case

				}

			}

			console.warn( 'THREE.KeyframeTrack:', message );
			return this;

		}

		this.createInterpolant = factoryMethod;

		return this;

	}

	getInterpolation() {

		switch ( this.createInterpolant ) {

			case this.InterpolantFactoryMethodDiscrete:

				return InterpolateDiscrete;

			case this.InterpolantFactoryMethodLinear:

				return InterpolateLinear;

			case this.InterpolantFactoryMethodSmooth:

				return InterpolateSmooth;

		}

	}

	getValueSize() {

		return this.values.length / this.times.length;

	}

	// move all keyframes either forwards or backwards in time
	shift( timeOffset ) {

		if ( timeOffset !== 0.0 ) {

			const times = this.times;

			for ( let i = 0, n = times.length; i !== n; ++ i ) {

				times[ i ] += timeOffset;

			}

		}

		return this;

	}

	// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
	scale( timeScale ) {

		if ( timeScale !== 1.0 ) {

			const times = this.times;

			for ( let i = 0, n = times.length; i !== n; ++ i ) {

				times[ i ] *= timeScale;

			}

		}

		return this;

	}

	// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
	// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
	trim( startTime, endTime ) {

		const times = this.times,
			nKeys = times.length;

		let from = 0,
			to = nKeys - 1;

		while ( from !== nKeys && times[ from ] < startTime ) {

			++ from;

		}

		while ( to !== - 1 && times[ to ] > endTime ) {

			-- to;

		}

		++ to; // inclusive -> exclusive bound

		if ( from !== 0 || to !== nKeys ) {

			// empty tracks are forbidden, so keep at least one keyframe
			if ( from >= to ) {

				to = Math.max( to, 1 );
				from = to - 1;

			}

			const stride = this.getValueSize();
			this.times = AnimationUtils.arraySlice( times, from, to );
			this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );

		}

		return this;

	}

	// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
	validate() {

		let valid = true;

		const valueSize = this.getValueSize();
		if ( valueSize - Math.floor( valueSize ) !== 0 ) {

			console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
			valid = false;

		}

		const times = this.times,
			values = this.values,

			nKeys = times.length;

		if ( nKeys === 0 ) {

			console.error( 'THREE.KeyframeTrack: Track is empty.', this );
			valid = false;

		}

		let prevTime = null;

		for ( let i = 0; i !== nKeys; i ++ ) {

			const currTime = times[ i ];

			if ( typeof currTime === 'number' && isNaN( currTime ) ) {

				console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
				valid = false;
				break;

			}

			if ( prevTime !== null && prevTime > currTime ) {

				console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
				valid = false;
				break;

			}

			prevTime = currTime;

		}

		if ( values !== undefined ) {

			if ( AnimationUtils.isTypedArray( values ) ) {

				for ( let i = 0, n = values.length; i !== n; ++ i ) {

					const value = values[ i ];

					if ( isNaN( value ) ) {

						console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
						valid = false;
						break;

					}

				}

			}

		}

		return valid;

	}

	// removes equivalent sequential keys as common in morph target sequences
	// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
	optimize() {

		// times or values may be shared with other tracks, so overwriting is unsafe
		const times = AnimationUtils.arraySlice( this.times ),
			values = AnimationUtils.arraySlice( this.values ),
			stride = this.getValueSize(),

			smoothInterpolation = this.getInterpolation() === InterpolateSmooth,

			lastIndex = times.length - 1;

		let writeIndex = 1;

		for ( let i = 1; i < lastIndex; ++ i ) {

			let keep = false;

			const time = times[ i ];
			const timeNext = times[ i + 1 ];

			// remove adjacent keyframes scheduled at the same time

			if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {

				if ( ! smoothInterpolation ) {

					// remove unnecessary keyframes same as their neighbors

					const offset = i * stride,
						offsetP = offset - stride,
						offsetN = offset + stride;

					for ( let j = 0; j !== stride; ++ j ) {

						const value = values[ offset + j ];

						if ( value !== values[ offsetP + j ] ||
							value !== values[ offsetN + j ] ) {

							keep = true;
							break;

						}

					}

				} else {

					keep = true;

				}

			}

			// in-place compaction

			if ( keep ) {

				if ( i !== writeIndex ) {

					times[ writeIndex ] = times[ i ];

					const readOffset = i * stride,
						writeOffset = writeIndex * stride;

					for ( let j = 0; j !== stride; ++ j ) {

						values[ writeOffset + j ] = values[ readOffset + j ];

					}

				}

				++ writeIndex;

			}

		}

		// flush last keyframe (compaction looks ahead)

		if ( lastIndex > 0 ) {

			times[ writeIndex ] = times[ lastIndex ];

			for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {

				values[ writeOffset + j ] = values[ readOffset + j ];

			}

			++ writeIndex;

		}

		if ( writeIndex !== times.length ) {

			this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
			this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );

		} else {

			this.times = times;
			this.values = values;

		}

		return this;

	}

	clone() {

		const times = AnimationUtils.arraySlice( this.times, 0 );
		const values = AnimationUtils.arraySlice( this.values, 0 );

		const TypedKeyframeTrack = this.constructor;
		const track = new TypedKeyframeTrack( this.name, times, values );

		// Interpolant argument to constructor is not saved, so copy the factory method directly.
		track.createInterpolant = this.createInterpolant;

		return track;

	}

}

KeyframeTrack.prototype.TimeBufferType = Float32Array;
KeyframeTrack.prototype.ValueBufferType = Float32Array;
KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;

/**
 * A Track of Boolean keyframe values.
 */
class BooleanKeyframeTrack extends KeyframeTrack {}

BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
BooleanKeyframeTrack.prototype.ValueBufferType = Array;
BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;

/**
 * A Track of keyframe values that represent color.
 */
class ColorKeyframeTrack extends KeyframeTrack {}

ColorKeyframeTrack.prototype.ValueTypeName = 'color';

/**
 * A Track of numeric keyframe values.
 */
class NumberKeyframeTrack extends KeyframeTrack {}

NumberKeyframeTrack.prototype.ValueTypeName = 'number';

/**
 * Spherical linear unit quaternion interpolant.
 */

class QuaternionLinearInterpolant extends Interpolant {

	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		super( parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	interpolate_( i1, t0, t, t1 ) {

		const result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			alpha = ( t - t0 ) / ( t1 - t0 );

		let offset = i1 * stride;

		for ( let end = offset + stride; offset !== end; offset += 4 ) {

			Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );

		}

		return result;

	}

}

/**
 * A Track of quaternion keyframe values.
 */
class QuaternionKeyframeTrack extends KeyframeTrack {

	InterpolantFactoryMethodLinear( result ) {

		return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );

	}

}

QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
// ValueBufferType is inherited
QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;

/**
 * A Track that interpolates Strings
 */
class StringKeyframeTrack extends KeyframeTrack {}

StringKeyframeTrack.prototype.ValueTypeName = 'string';
StringKeyframeTrack.prototype.ValueBufferType = Array;
StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;

/**
 * A Track of vectored keyframe values.
 */
class VectorKeyframeTrack extends KeyframeTrack {}

VectorKeyframeTrack.prototype.ValueTypeName = 'vector';

class AnimationClip {

	constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {

		this.name = name;
		this.tracks = tracks;
		this.duration = duration;
		this.blendMode = blendMode;

		this.uuid = generateUUID();

		// this means it should figure out its duration by scanning the tracks
		if ( this.duration < 0 ) {

			this.resetDuration();

		}

	}


	static parse( json ) {

		const tracks = [],
			jsonTracks = json.tracks,
			frameTime = 1.0 / ( json.fps || 1.0 );

		for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {

			tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );

		}

		const clip = new this( json.name, json.duration, tracks, json.blendMode );
		clip.uuid = json.uuid;

		return clip;

	}

	static toJSON( clip ) {

		const tracks = [],
			clipTracks = clip.tracks;

		const json = {

			'name': clip.name,
			'duration': clip.duration,
			'tracks': tracks,
			'uuid': clip.uuid,
			'blendMode': clip.blendMode

		};

		for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {

			tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );

		}

		return json;

	}

	static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {

		const numMorphTargets = morphTargetSequence.length;
		const tracks = [];

		for ( let i = 0; i < numMorphTargets; i ++ ) {

			let times = [];
			let values = [];

			times.push(
				( i + numMorphTargets - 1 ) % numMorphTargets,
				i,
				( i + 1 ) % numMorphTargets );

			values.push( 0, 1, 0 );

			const order = AnimationUtils.getKeyframeOrder( times );
			times = AnimationUtils.sortedArray( times, 1, order );
			values = AnimationUtils.sortedArray( values, 1, order );

			// if there is a key at the first frame, duplicate it as the
			// last frame as well for perfect loop.
			if ( ! noLoop && times[ 0 ] === 0 ) {

				times.push( numMorphTargets );
				values.push( values[ 0 ] );

			}

			tracks.push(
				new NumberKeyframeTrack(
					'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
					times, values
				).scale( 1.0 / fps ) );

		}

		return new this( name, - 1, tracks );

	}

	static findByName( objectOrClipArray, name ) {

		let clipArray = objectOrClipArray;

		if ( ! Array.isArray( objectOrClipArray ) ) {

			const o = objectOrClipArray;
			clipArray = o.geometry && o.geometry.animations || o.animations;

		}

		for ( let i = 0; i < clipArray.length; i ++ ) {

			if ( clipArray[ i ].name === name ) {

				return clipArray[ i ];

			}

		}

		return null;

	}

	static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {

		const animationToMorphTargets = {};

		// tested with https://regex101.com/ on trick sequences
		// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
		const pattern = /^([\w-]*?)([\d]+)$/;

		// sort morph target names into animation groups based
		// patterns like Walk_001, Walk_002, Run_001, Run_002
		for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {

			const morphTarget = morphTargets[ i ];
			const parts = morphTarget.name.match( pattern );

			if ( parts && parts.length > 1 ) {

				const name = parts[ 1 ];

				let animationMorphTargets = animationToMorphTargets[ name ];

				if ( ! animationMorphTargets ) {

					animationToMorphTargets[ name ] = animationMorphTargets = [];

				}

				animationMorphTargets.push( morphTarget );

			}

		}

		const clips = [];

		for ( const name in animationToMorphTargets ) {

			clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );

		}

		return clips;

	}

	// parse the animation.hierarchy format
	static parseAnimation( animation, bones ) {

		if ( ! animation ) {

			console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
			return null;

		}

		const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {

			// only return track if there are actually keys.
			if ( animationKeys.length !== 0 ) {

				const times = [];
				const values = [];

				AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );

				// empty keys are filtered out, so check again
				if ( times.length !== 0 ) {

					destTracks.push( new trackType( trackName, times, values ) );

				}

			}

		};

		const tracks = [];

		const clipName = animation.name || 'default';
		const fps = animation.fps || 30;
		const blendMode = animation.blendMode;

		// automatic length determination in AnimationClip.
		let duration = animation.length || - 1;

		const hierarchyTracks = animation.hierarchy || [];

		for ( let h = 0; h < hierarchyTracks.length; h ++ ) {

			const animationKeys = hierarchyTracks[ h ].keys;

			// skip empty tracks
			if ( ! animationKeys || animationKeys.length === 0 ) continue;

			// process morph targets
			if ( animationKeys[ 0 ].morphTargets ) {

				// figure out all morph targets used in this track
				const morphTargetNames = {};

				let k;

				for ( k = 0; k < animationKeys.length; k ++ ) {

					if ( animationKeys[ k ].morphTargets ) {

						for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {

							morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;

						}

					}

				}

				// create a track for each morph target with all zero
				// morphTargetInfluences except for the keys in which
				// the morphTarget is named.
				for ( const morphTargetName in morphTargetNames ) {

					const times = [];
					const values = [];

					for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {

						const animationKey = animationKeys[ k ];

						times.push( animationKey.time );
						values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );

					}

					tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );

				}

				duration = morphTargetNames.length * ( fps || 1.0 );

			} else {

				// ...assume skeletal animation

				const boneName = '.bones[' + bones[ h ].name + ']';

				addNonemptyTrack(
					VectorKeyframeTrack, boneName + '.position',
					animationKeys, 'pos', tracks );

				addNonemptyTrack(
					QuaternionKeyframeTrack, boneName + '.quaternion',
					animationKeys, 'rot', tracks );

				addNonemptyTrack(
					VectorKeyframeTrack, boneName + '.scale',
					animationKeys, 'scl', tracks );

			}

		}

		if ( tracks.length === 0 ) {

			return null;

		}

		const clip = new this( clipName, duration, tracks, blendMode );

		return clip;

	}

	resetDuration() {

		const tracks = this.tracks;
		let duration = 0;

		for ( let i = 0, n = tracks.length; i !== n; ++ i ) {

			const track = this.tracks[ i ];

			duration = Math.max( duration, track.times[ track.times.length - 1 ] );

		}

		this.duration = duration;

		return this;

	}

	trim() {

		for ( let i = 0; i < this.tracks.length; i ++ ) {

			this.tracks[ i ].trim( 0, this.duration );

		}

		return this;

	}

	validate() {

		let valid = true;

		for ( let i = 0; i < this.tracks.length; i ++ ) {

			valid = valid && this.tracks[ i ].validate();

		}

		return valid;

	}

	optimize() {

		for ( let i = 0; i < this.tracks.length; i ++ ) {

			this.tracks[ i ].optimize();

		}

		return this;

	}

	clone() {

		const tracks = [];

		for ( let i = 0; i < this.tracks.length; i ++ ) {

			tracks.push( this.tracks[ i ].clone() );

		}

		return new this.constructor( this.name, this.duration, tracks, this.blendMode );

	}

	toJSON() {

		return this.constructor.toJSON( this );

	}

}

function getTrackTypeForValueTypeName( typeName ) {

	switch ( typeName.toLowerCase() ) {

		case 'scalar':
		case 'double':
		case 'float':
		case 'number':
		case 'integer':

			return NumberKeyframeTrack;

		case 'vector':
		case 'vector2':
		case 'vector3':
		case 'vector4':

			return VectorKeyframeTrack;

		case 'color':

			return ColorKeyframeTrack;

		case 'quaternion':

			return QuaternionKeyframeTrack;

		case 'bool':
		case 'boolean':

			return BooleanKeyframeTrack;

		case 'string':

			return StringKeyframeTrack;

	}

	throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );

}

function parseKeyframeTrack( json ) {

	if ( json.type === undefined ) {

		throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );

	}

	const trackType = getTrackTypeForValueTypeName( json.type );

	if ( json.times === undefined ) {

		const times = [], values = [];

		AnimationUtils.flattenJSON( json.keys, times, values, 'value' );

		json.times = times;
		json.values = values;

	}

	// derived classes can define a static parse method
	if ( trackType.parse !== undefined ) {

		return trackType.parse( json );

	} else {

		// by default, we assume a constructor compatible with the base
		return new trackType( json.name, json.times, json.values, json.interpolation );

	}

}

const Cache = {

	enabled: false,

	files: {},

	add: function ( key, file ) {

		if ( this.enabled === false ) return;

		// console.log( 'THREE.Cache', 'Adding key:', key );

		this.files[ key ] = file;

	},

	get: function ( key ) {

		if ( this.enabled === false ) return;

		// console.log( 'THREE.Cache', 'Checking key:', key );

		return this.files[ key ];

	},

	remove: function ( key ) {

		delete this.files[ key ];

	},

	clear: function () {

		this.files = {};

	}

};

class LoadingManager {

	constructor( onLoad, onProgress, onError ) {

		const scope = this;

		let isLoading = false;
		let itemsLoaded = 0;
		let itemsTotal = 0;
		let urlModifier = undefined;
		const handlers = [];

		// Refer to #5689 for the reason why we don't set .onStart
		// in the constructor

		this.onStart = undefined;
		this.onLoad = onLoad;
		this.onProgress = onProgress;
		this.onError = onError;

		this.itemStart = function ( url ) {

			itemsTotal ++;

			if ( isLoading === false ) {

				if ( scope.onStart !== undefined ) {

					scope.onStart( url, itemsLoaded, itemsTotal );

				}

			}

			isLoading = true;

		};

		this.itemEnd = function ( url ) {

			itemsLoaded ++;

			if ( scope.onProgress !== undefined ) {

				scope.onProgress( url, itemsLoaded, itemsTotal );

			}

			if ( itemsLoaded === itemsTotal ) {

				isLoading = false;

				if ( scope.onLoad !== undefined ) {

					scope.onLoad();

				}

			}

		};

		this.itemError = function ( url ) {

			if ( scope.onError !== undefined ) {

				scope.onError( url );

			}

		};

		this.resolveURL = function ( url ) {

			if ( urlModifier ) {

				return urlModifier( url );

			}

			return url;

		};

		this.setURLModifier = function ( transform ) {

			urlModifier = transform;

			return this;

		};

		this.addHandler = function ( regex, loader ) {

			handlers.push( regex, loader );

			return this;

		};

		this.removeHandler = function ( regex ) {

			const index = handlers.indexOf( regex );

			if ( index !== - 1 ) {

				handlers.splice( index, 2 );

			}

			return this;

		};

		this.getHandler = function ( file ) {

			for ( let i = 0, l = handlers.length; i < l; i += 2 ) {

				const regex = handlers[ i ];
				const loader = handlers[ i + 1 ];

				if ( regex.global ) regex.lastIndex = 0; // see #17920

				if ( regex.test( file ) ) {

					return loader;

				}

			}

			return null;

		};

	}

}

const DefaultLoadingManager = new LoadingManager();

class Loader {

	constructor( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

		this.crossOrigin = 'anonymous';
		this.withCredentials = false;
		this.path = '';
		this.resourcePath = '';
		this.requestHeader = {};

	}

	load( /* url, onLoad, onProgress, onError */ ) {}

	loadAsync( url, onProgress ) {

		const scope = this;

		return new Promise( function ( resolve, reject ) {

			scope.load( url, resolve, onProgress, reject );

		} );

	}

	parse( /* data */ ) {}

	setCrossOrigin( crossOrigin ) {

		this.crossOrigin = crossOrigin;
		return this;

	}

	setWithCredentials( value ) {

		this.withCredentials = value;
		return this;

	}

	setPath( path ) {

		this.path = path;
		return this;

	}

	setResourcePath( resourcePath ) {

		this.resourcePath = resourcePath;
		return this;

	}

	setRequestHeader( requestHeader ) {

		this.requestHeader = requestHeader;
		return this;

	}

}

const loading = {};

class FileLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		if ( url === undefined ) url = '';

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		const cached = Cache.get( url );

		if ( cached !== undefined ) {

			this.manager.itemStart( url );

			setTimeout( () => {

				if ( onLoad ) onLoad( cached );

				this.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		// Check if request is duplicate

		if ( loading[ url ] !== undefined ) {

			loading[ url ].push( {

				onLoad: onLoad,
				onProgress: onProgress,
				onError: onError

			} );

			return;

		}

		// Initialise array for duplicate requests
		loading[ url ] = [];

		loading[ url ].push( {
			onLoad: onLoad,
			onProgress: onProgress,
			onError: onError,
		} );

		// create request
		const req = new Request( url, {
			headers: new Headers( this.requestHeader ),
			credentials: this.withCredentials ? 'include' : 'same-origin',
			// An abort controller could be added within a future PR
		} );

		// start the fetch
		fetch( req )
			.then( response => {

				if ( response.status === 200 || response.status === 0 ) {

					// Some browsers return HTTP Status 0 when using non-http protocol
					// e.g. 'file://' or 'data://'. Handle as success.

					if ( response.status === 0 ) {

						console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );

					}

					if ( typeof ReadableStream === 'undefined' || response.body.getReader === undefined ) {

						return response;

					}

					const callbacks = loading[ url ];
					const reader = response.body.getReader();
					const contentLength = response.headers.get( 'Content-Length' );
					const total = contentLength ? parseInt( contentLength ) : 0;
					const lengthComputable = total !== 0;
					let loaded = 0;

					// periodically read data into the new stream tracking while download progress
					const stream = new ReadableStream( {
						start( controller ) {

							readData();

							function readData() {

								reader.read().then( ( { done, value } ) => {

									if ( done ) {

										controller.close();

									} else {

										loaded += value.byteLength;

										const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
										for ( let i = 0, il = callbacks.length; i < il; i ++ ) {

											const callback = callbacks[ i ];
											if ( callback.onProgress ) callback.onProgress( event );

										}

										controller.enqueue( value );
										readData();

									}

								} );

							}

						}

					} );

					return new Response( stream );

				} else {

					throw Error( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}` );

				}

			} )
			.then( response => {

				switch ( this.responseType ) {

					case 'arraybuffer':

						return response.arrayBuffer();

					case 'blob':

						return response.blob();

					case 'document':

						return response.text()
							.then( text => {

								const parser = new DOMParser();
								return parser.parseFromString( text, this.mimeType );

							} );

					case 'json':

						return response.json();

					default:

						return response.text();

				}

			} )
			.then( data => {

				// Add to cache only on HTTP success, so that we do not cache
				// error response bodies as proper responses to requests.
				Cache.add( url, data );

				const callbacks = loading[ url ];
				delete loading[ url ];

				for ( let i = 0, il = callbacks.length; i < il; i ++ ) {

					const callback = callbacks[ i ];
					if ( callback.onLoad ) callback.onLoad( data );

				}

			} )
			.catch( err => {

				// Abort errors and other errors are handled the same

				const callbacks = loading[ url ];

				if ( callbacks === undefined ) {

					// When onLoad was called and url was deleted in `loading`
					this.manager.itemError( url );
					throw err;

				}

				delete loading[ url ];

				for ( let i = 0, il = callbacks.length; i < il; i ++ ) {

					const callback = callbacks[ i ];
					if ( callback.onError ) callback.onError( err );

				}

				this.manager.itemError( url );

			} )
			.finally( () => {

				this.manager.itemEnd( url );

			} );

		this.manager.itemStart( url );

	}

	setResponseType( value ) {

		this.responseType = value;
		return this;

	}

	setMimeType( value ) {

		this.mimeType = value;
		return this;

	}

}

class ImageLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		const scope = this;

		const cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		const image = createElementNS( 'img' );

		function onImageLoad() {

			removeEventListeners();

			Cache.add( url, this );

			if ( onLoad ) onLoad( this );

			scope.manager.itemEnd( url );

		}

		function onImageError( event ) {

			removeEventListeners();

			if ( onError ) onError( event );

			scope.manager.itemError( url );
			scope.manager.itemEnd( url );

		}

		function removeEventListeners() {

			image.removeEventListener( 'load', onImageLoad, false );
			image.removeEventListener( 'error', onImageError, false );

		}

		image.addEventListener( 'load', onImageLoad, false );
		image.addEventListener( 'error', onImageError, false );

		if ( url.substr( 0, 5 ) !== 'data:' ) {

			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

		}

		scope.manager.itemStart( url );

		image.src = url;

		return image;

	}

}

class CubeTextureLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( urls, onLoad, onProgress, onError ) {

		const texture = new CubeTexture();

		const loader = new ImageLoader( this.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.setPath( this.path );

		let loaded = 0;

		function loadTexture( i ) {

			loader.load( urls[ i ], function ( image ) {

				texture.images[ i ] = image;

				loaded ++;

				if ( loaded === 6 ) {

					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}

			}, undefined, onError );

		}

		for ( let i = 0; i < urls.length; ++ i ) {

			loadTexture( i );

		}

		return texture;

	}

}

/**
 * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
 *
 * Sub classes have to implement the parse() method which will be used in load().
 */

class DataTextureLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const texture = new DataTexture();

		const loader = new FileLoader( this.manager );
		loader.setResponseType( 'arraybuffer' );
		loader.setRequestHeader( this.requestHeader );
		loader.setPath( this.path );
		loader.setWithCredentials( scope.withCredentials );
		loader.load( url, function ( buffer ) {

			const texData = scope.parse( buffer );

			if ( ! texData ) return;

			if ( texData.image !== undefined ) {

				texture.image = texData.image;

			} else if ( texData.data !== undefined ) {

				texture.image.width = texData.width;
				texture.image.height = texData.height;
				texture.image.data = texData.data;

			}

			texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
			texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;

			texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
			texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;

			texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;

			if ( texData.encoding !== undefined ) {

				texture.encoding = texData.encoding;

			}

			if ( texData.flipY !== undefined ) {

				texture.flipY = texData.flipY;

			}

			if ( texData.format !== undefined ) {

				texture.format = texData.format;

			}

			if ( texData.type !== undefined ) {

				texture.type = texData.type;

			}

			if ( texData.mipmaps !== undefined ) {

				texture.mipmaps = texData.mipmaps;
				texture.minFilter = LinearMipmapLinearFilter; // presumably...

			}

			if ( texData.mipmapCount === 1 ) {

				texture.minFilter = LinearFilter;

			}

			if ( texData.generateMipmaps !== undefined ) {

				texture.generateMipmaps = texData.generateMipmaps;

			}

			texture.needsUpdate = true;

			if ( onLoad ) onLoad( texture, texData );

		}, onProgress, onError );


		return texture;

	}

}

class TextureLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		const texture = new Texture();

		const loader = new ImageLoader( this.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.setPath( this.path );

		loader.load( url, function ( image ) {

			texture.image = image;
			texture.needsUpdate = true;

			if ( onLoad !== undefined ) {

				onLoad( texture );

			}

		}, onProgress, onError );

		return texture;

	}

}

class Light extends Object3D {

	constructor( color, intensity = 1 ) {

		super();

		this.type = 'Light';

		this.color = new Color$1( color );
		this.intensity = intensity;

	}

	dispose() {

		// Empty here in base class; some subclasses override.

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );
		this.intensity = source.intensity;

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.object.color = this.color.getHex();
		data.object.intensity = this.intensity;

		if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

		if ( this.distance !== undefined ) data.object.distance = this.distance;
		if ( this.angle !== undefined ) data.object.angle = this.angle;
		if ( this.decay !== undefined ) data.object.decay = this.decay;
		if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

		if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

		return data;

	}

}

Light.prototype.isLight = true;

const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
const _lookTarget$1 = /*@__PURE__*/ new Vector3();

class LightShadow {

	constructor( camera ) {

		this.camera = camera;

		this.bias = 0;
		this.normalBias = 0;
		this.radius = 1;
		this.blurSamples = 8;

		this.mapSize = new Vector2( 512, 512 );

		this.map = null;
		this.mapPass = null;
		this.matrix = new Matrix4();

		this.autoUpdate = true;
		this.needsUpdate = false;

		this._frustum = new Frustum();
		this._frameExtents = new Vector2( 1, 1 );

		this._viewportCount = 1;

		this._viewports = [

			new Vector4( 0, 0, 1, 1 )

		];

	}

	getViewportCount() {

		return this._viewportCount;

	}

	getFrustum() {

		return this._frustum;

	}

	updateMatrices( light ) {

		const shadowCamera = this.camera;
		const shadowMatrix = this.matrix;

		_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
		shadowCamera.position.copy( _lightPositionWorld$1 );

		_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
		shadowCamera.lookAt( _lookTarget$1 );
		shadowCamera.updateMatrixWorld();

		_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
		this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );

		shadowMatrix.set(
			0.5, 0.0, 0.0, 0.5,
			0.0, 0.5, 0.0, 0.5,
			0.0, 0.0, 0.5, 0.5,
			0.0, 0.0, 0.0, 1.0
		);

		shadowMatrix.multiply( shadowCamera.projectionMatrix );
		shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

	}

	getViewport( viewportIndex ) {

		return this._viewports[ viewportIndex ];

	}

	getFrameExtents() {

		return this._frameExtents;

	}

	dispose() {

		if ( this.map ) {

			this.map.dispose();

		}

		if ( this.mapPass ) {

			this.mapPass.dispose();

		}

	}

	copy( source ) {

		this.camera = source.camera.clone();

		this.bias = source.bias;
		this.radius = source.radius;

		this.mapSize.copy( source.mapSize );

		return this;

	}

	clone() {

		return new this.constructor().copy( this );

	}

	toJSON() {

		const object = {};

		if ( this.bias !== 0 ) object.bias = this.bias;
		if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
		if ( this.radius !== 1 ) object.radius = this.radius;
		if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

		object.camera = this.camera.toJSON( false ).object;
		delete object.camera.matrix;

		return object;

	}

}

class SpotLightShadow extends LightShadow {

	constructor() {

		super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );

		this.focus = 1;

	}

	updateMatrices( light ) {

		const camera = this.camera;

		const fov = RAD2DEG * 2 * light.angle * this.focus;
		const aspect = this.mapSize.width / this.mapSize.height;
		const far = light.distance || camera.far;

		if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {

			camera.fov = fov;
			camera.aspect = aspect;
			camera.far = far;
			camera.updateProjectionMatrix();

		}

		super.updateMatrices( light );

	}

	copy( source ) {

		super.copy( source );

		this.focus = source.focus;

		return this;

	}

}

SpotLightShadow.prototype.isSpotLightShadow = true;

class SpotLight extends Light {

	constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {

		super( color, intensity );

		this.type = 'SpotLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.target = new Object3D();

		this.distance = distance;
		this.angle = angle;
		this.penumbra = penumbra;
		this.decay = decay; // for physically correct lights, should be 2.

		this.shadow = new SpotLightShadow();

	}

	get power() {

		// compute the light's luminous power (in lumens) from its intensity (in candela)
		// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
		return this.intensity * Math.PI;

	}

	set power( power ) {

		// set the light's intensity (in candela) from the desired luminous power (in lumens)
		this.intensity = power / Math.PI;

	}

	dispose() {

		this.shadow.dispose();

	}

	copy( source ) {

		super.copy( source );

		this.distance = source.distance;
		this.angle = source.angle;
		this.penumbra = source.penumbra;
		this.decay = source.decay;

		this.target = source.target.clone();

		this.shadow = source.shadow.clone();

		return this;

	}

}

SpotLight.prototype.isSpotLight = true;

const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld = /*@__PURE__*/ new Vector3();
const _lookTarget = /*@__PURE__*/ new Vector3();

class PointLightShadow extends LightShadow {

	constructor() {

		super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );

		this._frameExtents = new Vector2( 4, 2 );

		this._viewportCount = 6;

		this._viewports = [
			// These viewports map a cube-map onto a 2D texture with the
			// following orientation:
			//
			//  xzXZ
			//   y Y
			//
			// X - Positive x direction
			// x - Negative x direction
			// Y - Positive y direction
			// y - Negative y direction
			// Z - Positive z direction
			// z - Negative z direction

			// positive X
			new Vector4( 2, 1, 1, 1 ),
			// negative X
			new Vector4( 0, 1, 1, 1 ),
			// positive Z
			new Vector4( 3, 1, 1, 1 ),
			// negative Z
			new Vector4( 1, 1, 1, 1 ),
			// positive Y
			new Vector4( 3, 0, 1, 1 ),
			// negative Y
			new Vector4( 1, 0, 1, 1 )
		];

		this._cubeDirections = [
			new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
			new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
		];

		this._cubeUps = [
			new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
			new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),	new Vector3( 0, 0, - 1 )
		];

	}

	updateMatrices( light, viewportIndex = 0 ) {

		const camera = this.camera;
		const shadowMatrix = this.matrix;

		const far = light.distance || camera.far;

		if ( far !== camera.far ) {

			camera.far = far;
			camera.updateProjectionMatrix();

		}

		_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
		camera.position.copy( _lightPositionWorld );

		_lookTarget.copy( camera.position );
		_lookTarget.add( this._cubeDirections[ viewportIndex ] );
		camera.up.copy( this._cubeUps[ viewportIndex ] );
		camera.lookAt( _lookTarget );
		camera.updateMatrixWorld();

		shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );

		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		this._frustum.setFromProjectionMatrix( _projScreenMatrix );

	}

}

PointLightShadow.prototype.isPointLightShadow = true;

class PointLight extends Light {

	constructor( color, intensity, distance = 0, decay = 1 ) {

		super( color, intensity );

		this.type = 'PointLight';

		this.distance = distance;
		this.decay = decay; // for physically correct lights, should be 2.

		this.shadow = new PointLightShadow();

	}

	get power() {

		// compute the light's luminous power (in lumens) from its intensity (in candela)
		// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
		return this.intensity * 4 * Math.PI;

	}

	set power( power ) {

		// set the light's intensity (in candela) from the desired luminous power (in lumens)
		this.intensity = power / ( 4 * Math.PI );

	}

	dispose() {

		this.shadow.dispose();

	}

	copy( source ) {

		super.copy( source );

		this.distance = source.distance;
		this.decay = source.decay;

		this.shadow = source.shadow.clone();

		return this;

	}

}

PointLight.prototype.isPointLight = true;

class DirectionalLightShadow extends LightShadow {

	constructor() {

		super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

	}

}

DirectionalLightShadow.prototype.isDirectionalLightShadow = true;

class DirectionalLight extends Light {

	constructor( color, intensity ) {

		super( color, intensity );

		this.type = 'DirectionalLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.target = new Object3D();

		this.shadow = new DirectionalLightShadow();

	}

	dispose() {

		this.shadow.dispose();

	}

	copy( source ) {

		super.copy( source );

		this.target = source.target.clone();
		this.shadow = source.shadow.clone();

		return this;

	}

}

DirectionalLight.prototype.isDirectionalLight = true;

class LoaderUtils {

	static decodeText( array ) {

		if ( typeof TextDecoder !== 'undefined' ) {

			return new TextDecoder().decode( array );

		}

		// Avoid the String.fromCharCode.apply(null, array) shortcut, which
		// throws a "maximum call stack size exceeded" error for large arrays.

		let s = '';

		for ( let i = 0, il = array.length; i < il; i ++ ) {

			// Implicitly assumes little-endian.
			s += String.fromCharCode( array[ i ] );

		}

		try {

			// merges multi-byte utf-8 characters.

			return decodeURIComponent( escape( s ) );

		} catch ( e ) { // see #16358

			return s;

		}

	}

	static extractUrlBase( url ) {

		const index = url.lastIndexOf( '/' );

		if ( index === - 1 ) return './';

		return url.substr( 0, index + 1 );

	}

	static resolveURL( url, path ) {

		// Invalid URL
		if ( typeof url !== 'string' || url === '' ) return '';

		// Host Relative URL
		if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {

			path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );

		}

		// Absolute URL http://,https://,//
		if ( /^(https?:)?\/\//i.test( url ) ) return url;

		// Data URI
		if ( /^data:.*,.*$/i.test( url ) ) return url;

		// Blob URL
		if ( /^blob:.*$/i.test( url ) ) return url;

		// Relative URL
		return path + url;

	}

}

class ImageBitmapLoader extends Loader {

	constructor( manager ) {

		super( manager );

		if ( typeof createImageBitmap === 'undefined' ) {

			console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );

		}

		if ( typeof fetch === 'undefined' ) {

			console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );

		}

		this.options = { premultiplyAlpha: 'none' };

	}

	setOptions( options ) {

		this.options = options;

		return this;

	}

	load( url, onLoad, onProgress, onError ) {

		if ( url === undefined ) url = '';

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		const scope = this;

		const cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		const fetchOptions = {};
		fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
		fetchOptions.headers = this.requestHeader;

		fetch( url, fetchOptions ).then( function ( res ) {

			return res.blob();

		} ).then( function ( blob ) {

			return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );

		} ).then( function ( imageBitmap ) {

			Cache.add( url, imageBitmap );

			if ( onLoad ) onLoad( imageBitmap );

			scope.manager.itemEnd( url );

		} ).catch( function ( e ) {

			if ( onError ) onError( e );

			scope.manager.itemError( url );
			scope.manager.itemEnd( url );

		} );

		scope.manager.itemStart( url );

	}

}

ImageBitmapLoader.prototype.isImageBitmapLoader = true;

// Characters [].:/ are reserved for track binding syntax.
const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );

// Attempts to allow node names from any language. ES5's `\w` regexp matches
// only latin characters, and the unicode \p{L} is not yet supported. So
// instead, we exclude reserved characters and match everything else.
const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';

// Parent directories, delimited by '/' or ':'. Currently unused, but must
// be matched to parse the rest of the track name.
const _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );

// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
const _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );

// Object on target node, and accessor. May not contain reserved
// characters. Accessor may contain any character except closing bracket.
const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );

// Property and accessor. May not contain reserved characters. Accessor may
// contain any non-bracket characters.
const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );

const _trackRe = new RegExp( ''
	+ '^'
	+ _directoryRe
	+ _nodeRe
	+ _objectRe
	+ _propertyRe
	+ '$'
);

const _supportedObjectNames = [ 'material', 'materials', 'bones' ];

class Composite {

	constructor( targetGroup, path, optionalParsedPath ) {

		const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );

		this._targetGroup = targetGroup;
		this._bindings = targetGroup.subscribe_( path, parsedPath );

	}

	getValue( array, offset ) {

		this.bind(); // bind all binding

		const firstValidIndex = this._targetGroup.nCachedObjects_,
			binding = this._bindings[ firstValidIndex ];

		// and only call .getValue on the first
		if ( binding !== undefined ) binding.getValue( array, offset );

	}

	setValue( array, offset ) {

		const bindings = this._bindings;

		for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].setValue( array, offset );

		}

	}

	bind() {

		const bindings = this._bindings;

		for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].bind();

		}

	}

	unbind() {

		const bindings = this._bindings;

		for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].unbind();

		}

	}

}

// Note: This class uses a State pattern on a per-method basis:
// 'bind' sets 'this.getValue' / 'setValue' and shadows the
// prototype version of these methods with one that represents
// the bound state. When the property is not found, the methods
// become no-ops.
class PropertyBinding {

	constructor( rootNode, path, parsedPath ) {

		this.path = path;
		this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );

		this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;

		this.rootNode = rootNode;

		// initial state of these methods that calls 'bind'
		this.getValue = this._getValue_unbound;
		this.setValue = this._setValue_unbound;

	}


	static create( root, path, parsedPath ) {

		if ( ! ( root && root.isAnimationObjectGroup ) ) {

			return new PropertyBinding( root, path, parsedPath );

		} else {

			return new PropertyBinding.Composite( root, path, parsedPath );

		}

	}

	/**
	 * Replaces spaces with underscores and removes unsupported characters from
	 * node names, to ensure compatibility with parseTrackName().
	 *
	 * @param {string} name Node name to be sanitized.
	 * @return {string}
	 */
	static sanitizeNodeName( name ) {

		return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );

	}

	static parseTrackName( trackName ) {

		const matches = _trackRe.exec( trackName );

		if ( ! matches ) {

			throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );

		}

		const results = {
			// directoryName: matches[ 1 ], // (tschw) currently unused
			nodeName: matches[ 2 ],
			objectName: matches[ 3 ],
			objectIndex: matches[ 4 ],
			propertyName: matches[ 5 ], // required
			propertyIndex: matches[ 6 ]
		};

		const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );

		if ( lastDot !== undefined && lastDot !== - 1 ) {

			const objectName = results.nodeName.substring( lastDot + 1 );

			// Object names must be checked against an allowlist. Otherwise, there
			// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
			// 'bar' could be the objectName, or part of a nodeName (which can
			// include '.' characters).
			if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {

				results.nodeName = results.nodeName.substring( 0, lastDot );
				results.objectName = objectName;

			}

		}

		if ( results.propertyName === null || results.propertyName.length === 0 ) {

			throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );

		}

		return results;

	}

	static findNode( root, nodeName ) {

		if ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {

			return root;

		}

		// search into skeleton bones.
		if ( root.skeleton ) {

			const bone = root.skeleton.getBoneByName( nodeName );

			if ( bone !== undefined ) {

				return bone;

			}

		}

		// search into node subtree.
		if ( root.children ) {

			const searchNodeSubtree = function ( children ) {

				for ( let i = 0; i < children.length; i ++ ) {

					const childNode = children[ i ];

					if ( childNode.name === nodeName || childNode.uuid === nodeName ) {

						return childNode;

					}

					const result = searchNodeSubtree( childNode.children );

					if ( result ) return result;

				}

				return null;

			};

			const subTreeNode = searchNodeSubtree( root.children );

			if ( subTreeNode ) {

				return subTreeNode;

			}

		}

		return null;

	}

	// these are used to "bind" a nonexistent property
	_getValue_unavailable() {}
	_setValue_unavailable() {}

	// Getters

	_getValue_direct( buffer, offset ) {

		buffer[ offset ] = this.targetObject[ this.propertyName ];

	}

	_getValue_array( buffer, offset ) {

		const source = this.resolvedProperty;

		for ( let i = 0, n = source.length; i !== n; ++ i ) {

			buffer[ offset ++ ] = source[ i ];

		}

	}

	_getValue_arrayElement( buffer, offset ) {

		buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];

	}

	_getValue_toArray( buffer, offset ) {

		this.resolvedProperty.toArray( buffer, offset );

	}

	// Direct

	_setValue_direct( buffer, offset ) {

		this.targetObject[ this.propertyName ] = buffer[ offset ];

	}

	_setValue_direct_setNeedsUpdate( buffer, offset ) {

		this.targetObject[ this.propertyName ] = buffer[ offset ];
		this.targetObject.needsUpdate = true;

	}

	_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {

		this.targetObject[ this.propertyName ] = buffer[ offset ];
		this.targetObject.matrixWorldNeedsUpdate = true;

	}

	// EntireArray

	_setValue_array( buffer, offset ) {

		const dest = this.resolvedProperty;

		for ( let i = 0, n = dest.length; i !== n; ++ i ) {

			dest[ i ] = buffer[ offset ++ ];

		}

	}

	_setValue_array_setNeedsUpdate( buffer, offset ) {

		const dest = this.resolvedProperty;

		for ( let i = 0, n = dest.length; i !== n; ++ i ) {

			dest[ i ] = buffer[ offset ++ ];

		}

		this.targetObject.needsUpdate = true;

	}

	_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {

		const dest = this.resolvedProperty;

		for ( let i = 0, n = dest.length; i !== n; ++ i ) {

			dest[ i ] = buffer[ offset ++ ];

		}

		this.targetObject.matrixWorldNeedsUpdate = true;

	}

	// ArrayElement

	_setValue_arrayElement( buffer, offset ) {

		this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];

	}

	_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {

		this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
		this.targetObject.needsUpdate = true;

	}

	_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {

		this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
		this.targetObject.matrixWorldNeedsUpdate = true;

	}

	// HasToFromArray

	_setValue_fromArray( buffer, offset ) {

		this.resolvedProperty.fromArray( buffer, offset );

	}

	_setValue_fromArray_setNeedsUpdate( buffer, offset ) {

		this.resolvedProperty.fromArray( buffer, offset );
		this.targetObject.needsUpdate = true;

	}

	_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {

		this.resolvedProperty.fromArray( buffer, offset );
		this.targetObject.matrixWorldNeedsUpdate = true;

	}

	_getValue_unbound( targetArray, offset ) {

		this.bind();
		this.getValue( targetArray, offset );

	}

	_setValue_unbound( sourceArray, offset ) {

		this.bind();
		this.setValue( sourceArray, offset );

	}

	// create getter / setter pair for a property in the scene graph
	bind() {

		let targetObject = this.node;
		const parsedPath = this.parsedPath;

		const objectName = parsedPath.objectName;
		const propertyName = parsedPath.propertyName;
		let propertyIndex = parsedPath.propertyIndex;

		if ( ! targetObject ) {

			targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;

			this.node = targetObject;

		}

		// set fail state so we can just 'return' on error
		this.getValue = this._getValue_unavailable;
		this.setValue = this._setValue_unavailable;

		// ensure there is a value node
		if ( ! targetObject ) {

			console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
			return;

		}

		if ( objectName ) {

			let objectIndex = parsedPath.objectIndex;

			// special cases were we need to reach deeper into the hierarchy to get the face materials....
			switch ( objectName ) {

				case 'materials':

					if ( ! targetObject.material ) {

						console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
						return;

					}

					if ( ! targetObject.material.materials ) {

						console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
						return;

					}

					targetObject = targetObject.material.materials;

					break;

				case 'bones':

					if ( ! targetObject.skeleton ) {

						console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
						return;

					}

					// potential future optimization: skip this if propertyIndex is already an integer
					// and convert the integer string to a true integer.

					targetObject = targetObject.skeleton.bones;

					// support resolving morphTarget names into indices.
					for ( let i = 0; i < targetObject.length; i ++ ) {

						if ( targetObject[ i ].name === objectIndex ) {

							objectIndex = i;
							break;

						}

					}

					break;

				default:

					if ( targetObject[ objectName ] === undefined ) {

						console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
						return;

					}

					targetObject = targetObject[ objectName ];

			}


			if ( objectIndex !== undefined ) {

				if ( targetObject[ objectIndex ] === undefined ) {

					console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
					return;

				}

				targetObject = targetObject[ objectIndex ];

			}

		}

		// resolve property
		const nodeProperty = targetObject[ propertyName ];

		if ( nodeProperty === undefined ) {

			const nodeName = parsedPath.nodeName;

			console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
				'.' + propertyName + ' but it wasn\'t found.', targetObject );
			return;

		}

		// determine versioning scheme
		let versioning = this.Versioning.None;

		this.targetObject = targetObject;

		if ( targetObject.needsUpdate !== undefined ) { // material

			versioning = this.Versioning.NeedsUpdate;

		} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

			versioning = this.Versioning.MatrixWorldNeedsUpdate;

		}

		// determine how the property gets bound
		let bindingType = this.BindingType.Direct;

		if ( propertyIndex !== undefined ) {

			// access a sub element of the property array (only primitives are supported right now)

			if ( propertyName === 'morphTargetInfluences' ) {

				// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

				// support resolving morphTarget names into indices.
				if ( ! targetObject.geometry ) {

					console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
					return;

				}

				if ( targetObject.geometry.isBufferGeometry ) {

					if ( ! targetObject.geometry.morphAttributes ) {

						console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
						return;

					}

					if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {

						propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];

					}


				} else {

					console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
					return;

				}

			}

			bindingType = this.BindingType.ArrayElement;

			this.resolvedProperty = nodeProperty;
			this.propertyIndex = propertyIndex;

		} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {

			// must use copy for Object3D.Euler/Quaternion

			bindingType = this.BindingType.HasFromToArray;

			this.resolvedProperty = nodeProperty;

		} else if ( Array.isArray( nodeProperty ) ) {

			bindingType = this.BindingType.EntireArray;

			this.resolvedProperty = nodeProperty;

		} else {

			this.propertyName = propertyName;

		}

		// select getter / setter
		this.getValue = this.GetterByBindingType[ bindingType ];
		this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

	}

	unbind() {

		this.node = null;

		// back to the prototype version of getValue / setValue
		// note: avoiding to mutate the shape of 'this' via 'delete'
		this.getValue = this._getValue_unbound;
		this.setValue = this._setValue_unbound;

	}

}

PropertyBinding.Composite = Composite;

PropertyBinding.prototype.BindingType = {
	Direct: 0,
	EntireArray: 1,
	ArrayElement: 2,
	HasFromToArray: 3
};

PropertyBinding.prototype.Versioning = {
	None: 0,
	NeedsUpdate: 1,
	MatrixWorldNeedsUpdate: 2
};

PropertyBinding.prototype.GetterByBindingType = [

	PropertyBinding.prototype._getValue_direct,
	PropertyBinding.prototype._getValue_array,
	PropertyBinding.prototype._getValue_arrayElement,
	PropertyBinding.prototype._getValue_toArray,

];

PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [

	[
		// Direct
		PropertyBinding.prototype._setValue_direct,
		PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
		PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,

	], [

		// EntireArray

		PropertyBinding.prototype._setValue_array,
		PropertyBinding.prototype._setValue_array_setNeedsUpdate,
		PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,

	], [

		// ArrayElement
		PropertyBinding.prototype._setValue_arrayElement,
		PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
		PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,

	], [

		// HasToFromArray
		PropertyBinding.prototype._setValue_fromArray,
		PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
		PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,

	]

];

class Raycaster {

	constructor( origin, direction, near = 0, far = Infinity ) {

		this.ray = new Ray( origin, direction );
		// direction is assumed to be normalized (for accurate distance calculations)

		this.near = near;
		this.far = far;
		this.camera = null;
		this.layers = new Layers();

		this.params = {
			Mesh: {},
			Line: { threshold: 1 },
			LOD: {},
			Points: { threshold: 1 },
			Sprite: {}
		};

	}

	set( origin, direction ) {

		// direction is assumed to be normalized (for accurate distance calculations)

		this.ray.set( origin, direction );

	}

	setFromCamera( coords, camera ) {

		if ( camera && camera.isPerspectiveCamera ) {

			this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
			this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
			this.camera = camera;

		} else if ( camera && camera.isOrthographicCamera ) {

			this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
			this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
			this.camera = camera;

		} else {

			console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );

		}

	}

	intersectObject( object, recursive = true, intersects = [] ) {

		intersectObject( object, this, intersects, recursive );

		intersects.sort( ascSort );

		return intersects;

	}

	intersectObjects( objects, recursive = true, intersects = [] ) {

		for ( let i = 0, l = objects.length; i < l; i ++ ) {

			intersectObject( objects[ i ], this, intersects, recursive );

		}

		intersects.sort( ascSort );

		return intersects;

	}

}

function ascSort( a, b ) {

	return a.distance - b.distance;

}

function intersectObject( object, raycaster, intersects, recursive ) {

	if ( object.layers.test( raycaster.layers ) ) {

		object.raycast( raycaster, intersects );

	}

	if ( recursive === true ) {

		const children = object.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			intersectObject( children[ i ], raycaster, intersects, true );

		}

	}

}

const _floatView = new Float32Array( 1 );
const _int32View = new Int32Array( _floatView.buffer );

class DataUtils {

	// Converts float32 to float16 (stored as uint16 value).

	static toHalfFloat( val ) {

		if ( val > 65504 ) {

			console.warn( 'THREE.DataUtils.toHalfFloat(): value exceeds 65504.' );

			val = 65504; // maximum representable value in float16

		}

		// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410

		/* This method is faster than the OpenEXR implementation (very often
		* used, eg. in Ogre), with the additional benefit of rounding, inspired
		* by James Tursa?s half-precision code. */

		_floatView[ 0 ] = val;
		const x = _int32View[ 0 ];

		let bits = ( x >> 16 ) & 0x8000; /* Get the sign */
		let m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
		const e = ( x >> 23 ) & 0xff; /* Using int is faster here */

		/* If zero, or denormal, or exponent underflows too much for a denormal
			* half, return signed zero. */
		if ( e < 103 ) return bits;

		/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
		if ( e > 142 ) {

			bits |= 0x7c00;
			/* If exponent was 0xff and one mantissa bit was set, it means NaN,
						* not Inf, so make sure we set one mantissa bit too. */
			bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );
			return bits;

		}

		/* If exponent underflows but not too much, return a denormal */
		if ( e < 113 ) {

			m |= 0x0800;
			/* Extra rounding may overflow and set mantissa to 0 and exponent
				* to 1, which is OK. */
			bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );
			return bits;

		}

		bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );
		/* Extra rounding. An overflow will set mantissa to 0 and increment
			* the exponent, which is OK. */
		bits += m & 1;
		return bits;

	}

}

//

Loader.prototype.extractUrlBase = function ( url ) {

	console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
	return LoaderUtils.extractUrlBase( url );

};

Loader.Handlers = {

	add: function ( /* regex, loader */ ) {

		console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );

	},

	get: function ( /* file */ ) {

		console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );

	}

};

//

Box3.prototype.center = function ( optionalTarget ) {

	console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
	return this.getCenter( optionalTarget );

};

Box3.prototype.empty = function () {

	console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
	return this.isEmpty();

};

Box3.prototype.isIntersectionBox = function ( box ) {

	console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
	return this.intersectsBox( box );

};

Box3.prototype.isIntersectionSphere = function ( sphere ) {

	console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
	return this.intersectsSphere( sphere );

};

Box3.prototype.size = function ( optionalTarget ) {

	console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
	return this.getSize( optionalTarget );

};

//

Sphere.prototype.empty = function () {

	console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
	return this.isEmpty();

};

//

Frustum.prototype.setFromMatrix = function ( m ) {

	console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
	return this.setFromProjectionMatrix( m );

};

//

Matrix3.prototype.flattenToArrayOffset = function ( array, offset ) {

	console.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );
	return this.toArray( array, offset );

};

Matrix3.prototype.multiplyVector3 = function ( vector ) {

	console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
	return vector.applyMatrix3( this );

};

Matrix3.prototype.multiplyVector3Array = function ( /* a */ ) {

	console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );

};

Matrix3.prototype.applyToBufferAttribute = function ( attribute ) {

	console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
	return attribute.applyMatrix3( this );

};

Matrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {

	console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );

};

Matrix3.prototype.getInverse = function ( matrix ) {

	console.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );
	return this.copy( matrix ).invert();

};

//

Matrix4.prototype.extractPosition = function ( m ) {

	console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
	return this.copyPosition( m );

};

Matrix4.prototype.flattenToArrayOffset = function ( array, offset ) {

	console.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );
	return this.toArray( array, offset );

};

Matrix4.prototype.getPosition = function () {

	console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
	return new Vector3().setFromMatrixColumn( this, 3 );

};

Matrix4.prototype.setRotationFromQuaternion = function ( q ) {

	console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
	return this.makeRotationFromQuaternion( q );

};

Matrix4.prototype.multiplyToArray = function () {

	console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );

};

Matrix4.prototype.multiplyVector3 = function ( vector ) {

	console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
	return vector.applyMatrix4( this );

};

Matrix4.prototype.multiplyVector4 = function ( vector ) {

	console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
	return vector.applyMatrix4( this );

};

Matrix4.prototype.multiplyVector3Array = function ( /* a */ ) {

	console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );

};

Matrix4.prototype.rotateAxis = function ( v ) {

	console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
	v.transformDirection( this );

};

Matrix4.prototype.crossVector = function ( vector ) {

	console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
	return vector.applyMatrix4( this );

};

Matrix4.prototype.translate = function () {

	console.error( 'THREE.Matrix4: .translate() has been removed.' );

};

Matrix4.prototype.rotateX = function () {

	console.error( 'THREE.Matrix4: .rotateX() has been removed.' );

};

Matrix4.prototype.rotateY = function () {

	console.error( 'THREE.Matrix4: .rotateY() has been removed.' );

};

Matrix4.prototype.rotateZ = function () {

	console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );

};

Matrix4.prototype.rotateByAxis = function () {

	console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );

};

Matrix4.prototype.applyToBufferAttribute = function ( attribute ) {

	console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
	return attribute.applyMatrix4( this );

};

Matrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {

	console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );

};

Matrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {

	console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
	return this.makePerspective( left, right, top, bottom, near, far );

};

Matrix4.prototype.getInverse = function ( matrix ) {

	console.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );
	return this.copy( matrix ).invert();

};

//

Plane.prototype.isIntersectionLine = function ( line ) {

	console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
	return this.intersectsLine( line );

};

//

Quaternion.prototype.multiplyVector3 = function ( vector ) {

	console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
	return vector.applyQuaternion( this );

};

Quaternion.prototype.inverse = function ( ) {

	console.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );
	return this.invert();

};

//

Ray.prototype.isIntersectionBox = function ( box ) {

	console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
	return this.intersectsBox( box );

};

Ray.prototype.isIntersectionPlane = function ( plane ) {

	console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
	return this.intersectsPlane( plane );

};

Ray.prototype.isIntersectionSphere = function ( sphere ) {

	console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
	return this.intersectsSphere( sphere );

};

//

Triangle.prototype.area = function () {

	console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
	return this.getArea();

};

Triangle.prototype.barycoordFromPoint = function ( point, target ) {

	console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
	return this.getBarycoord( point, target );

};

Triangle.prototype.midpoint = function ( target ) {

	console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
	return this.getMidpoint( target );

};

Triangle.prototypenormal = function ( target ) {

	console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
	return this.getNormal( target );

};

Triangle.prototype.plane = function ( target ) {

	console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
	return this.getPlane( target );

};

Triangle.barycoordFromPoint = function ( point, a, b, c, target ) {

	console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
	return Triangle.getBarycoord( point, a, b, c, target );

};

Triangle.normal = function ( a, b, c, target ) {

	console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
	return Triangle.getNormal( a, b, c, target );

};

//

Vector2.prototype.fromAttribute = function ( attribute, index, offset ) {

	console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
	return this.fromBufferAttribute( attribute, index, offset );

};

Vector2.prototype.distanceToManhattan = function ( v ) {

	console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
	return this.manhattanDistanceTo( v );

};

Vector2.prototype.lengthManhattan = function () {

	console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
	return this.manhattanLength();

};

//

Vector3.prototype.setEulerFromRotationMatrix = function () {

	console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );

};

Vector3.prototype.setEulerFromQuaternion = function () {

	console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );

};

Vector3.prototype.getPositionFromMatrix = function ( m ) {

	console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
	return this.setFromMatrixPosition( m );

};

Vector3.prototype.getScaleFromMatrix = function ( m ) {

	console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
	return this.setFromMatrixScale( m );

};

Vector3.prototype.getColumnFromMatrix = function ( index, matrix ) {

	console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
	return this.setFromMatrixColumn( matrix, index );

};

Vector3.prototype.applyProjection = function ( m ) {

	console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
	return this.applyMatrix4( m );

};

Vector3.prototype.fromAttribute = function ( attribute, index, offset ) {

	console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
	return this.fromBufferAttribute( attribute, index, offset );

};

Vector3.prototype.distanceToManhattan = function ( v ) {

	console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
	return this.manhattanDistanceTo( v );

};

Vector3.prototype.lengthManhattan = function () {

	console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
	return this.manhattanLength();

};

//

Vector4.prototype.fromAttribute = function ( attribute, index, offset ) {

	console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
	return this.fromBufferAttribute( attribute, index, offset );

};

Vector4.prototype.lengthManhattan = function () {

	console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
	return this.manhattanLength();

};

//

Object3D.prototype.getChildByName = function ( name ) {

	console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
	return this.getObjectByName( name );

};

Object3D.prototype.renderDepth = function () {

	console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );

};

Object3D.prototype.translate = function ( distance, axis ) {

	console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
	return this.translateOnAxis( axis, distance );

};

Object3D.prototype.getWorldRotation = function () {

	console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );

};

Object3D.prototype.applyMatrix = function ( matrix ) {

	console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
	return this.applyMatrix4( matrix );

};

Object.defineProperties( Object3D.prototype, {

	eulerOrder: {
		get: function () {

			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
			return this.rotation.order;

		},
		set: function ( value ) {

			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
			this.rotation.order = value;

		}
	},
	useQuaternion: {
		get: function () {

			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

		},
		set: function () {

			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

		}
	}

} );

Mesh.prototype.setDrawMode = function () {

	console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );

};

Object.defineProperties( Mesh.prototype, {

	drawMode: {
		get: function () {

			console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
			return TrianglesDrawMode;

		},
		set: function () {

			console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );

		}
	}

} );

SkinnedMesh.prototype.initBones = function () {

	console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );

};

//

PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {

	console.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +
			'Use .setFocalLength and .filmGauge for a photographic setup.' );

	if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
	this.setFocalLength( focalLength );

};

//

Object.defineProperties( Light.prototype, {
	onlyShadow: {
		set: function () {

			console.warn( 'THREE.Light: .onlyShadow has been removed.' );

		}
	},
	shadowCameraFov: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
			this.shadow.camera.fov = value;

		}
	},
	shadowCameraLeft: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
			this.shadow.camera.left = value;

		}
	},
	shadowCameraRight: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
			this.shadow.camera.right = value;

		}
	},
	shadowCameraTop: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
			this.shadow.camera.top = value;

		}
	},
	shadowCameraBottom: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
			this.shadow.camera.bottom = value;

		}
	},
	shadowCameraNear: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
			this.shadow.camera.near = value;

		}
	},
	shadowCameraFar: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
			this.shadow.camera.far = value;

		}
	},
	shadowCameraVisible: {
		set: function () {

			console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );

		}
	},
	shadowBias: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
			this.shadow.bias = value;

		}
	},
	shadowDarkness: {
		set: function () {

			console.warn( 'THREE.Light: .shadowDarkness has been removed.' );

		}
	},
	shadowMapWidth: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
			this.shadow.mapSize.width = value;

		}
	},
	shadowMapHeight: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
			this.shadow.mapSize.height = value;

		}
	}
} );

//

Object.defineProperties( BufferAttribute.prototype, {

	length: {
		get: function () {

			console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
			return this.array.length;

		}
	},
	dynamic: {
		get: function () {

			console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
			return this.usage === DynamicDrawUsage;

		},
		set: function ( /* value */ ) {

			console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
			this.setUsage( DynamicDrawUsage );

		}
	}

} );

BufferAttribute.prototype.setDynamic = function ( value ) {

	console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
	this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
	return this;

};

BufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {

	console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );

},

BufferAttribute.prototype.setArray = function ( /* array */ ) {

	console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );

};

//

BufferGeometry.prototype.addIndex = function ( index ) {

	console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
	this.setIndex( index );

};

BufferGeometry.prototype.addAttribute = function ( name, attribute ) {

	console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );

	if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {

		console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );

		return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );

	}

	if ( name === 'index' ) {

		console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
		this.setIndex( attribute );

		return this;

	}

	return this.setAttribute( name, attribute );

};

BufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {

	if ( indexOffset !== undefined ) {

		console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );

	}

	console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
	this.addGroup( start, count );

};

BufferGeometry.prototype.clearDrawCalls = function () {

	console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
	this.clearGroups();

};

BufferGeometry.prototype.computeOffsets = function () {

	console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );

};

BufferGeometry.prototype.removeAttribute = function ( name ) {

	console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );

	return this.deleteAttribute( name );

};

BufferGeometry.prototype.applyMatrix = function ( matrix ) {

	console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
	return this.applyMatrix4( matrix );

};

Object.defineProperties( BufferGeometry.prototype, {

	drawcalls: {
		get: function () {

			console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
			return this.groups;

		}
	},
	offsets: {
		get: function () {

			console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
			return this.groups;

		}
	}

} );

InterleavedBuffer.prototype.setDynamic = function ( value ) {

	console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
	this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
	return this;

};

InterleavedBuffer.prototype.setArray = function ( /* array */ ) {

	console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );

};

//

Scene.prototype.dispose = function () {

	console.error( 'THREE.Scene: .dispose() has been removed.' );

};

//

Object.defineProperties( Material.prototype, {

	wrapAround: {
		get: function () {

			console.warn( 'THREE.Material: .wrapAround has been removed.' );

		},
		set: function () {

			console.warn( 'THREE.Material: .wrapAround has been removed.' );

		}
	},

	overdraw: {
		get: function () {

			console.warn( 'THREE.Material: .overdraw has been removed.' );

		},
		set: function () {

			console.warn( 'THREE.Material: .overdraw has been removed.' );

		}
	},

	wrapRGB: {
		get: function () {

			console.warn( 'THREE.Material: .wrapRGB has been removed.' );
			return new Color$1();

		}
	},

	shading: {
		get: function () {

			console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );

		},
		set: function ( value ) {

			console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
			this.flatShading = ( value === FlatShading );

		}
	},

	stencilMask: {
		get: function () {

			console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
			return this.stencilFuncMask;

		},
		set: function ( value ) {

			console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
			this.stencilFuncMask = value;

		}
	},

	vertexTangents: {
		get: function () {

			console.warn( 'THREE.' + this.type + ': .vertexTangents has been removed.' );

		},
		set: function () {

			console.warn( 'THREE.' + this.type + ': .vertexTangents has been removed.' );

		}
	},

} );

Object.defineProperties( ShaderMaterial.prototype, {

	derivatives: {
		get: function () {

			console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
			return this.extensions.derivatives;

		},
		set: function ( value ) {

			console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
			this.extensions.derivatives = value;

		}
	}

} );

//

WebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {

	console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
	this.setRenderTarget( renderTarget );
	this.clear( color, depth, stencil );

};

WebGLRenderer.prototype.animate = function ( callback ) {

	console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
	this.setAnimationLoop( callback );

};

WebGLRenderer.prototype.getCurrentRenderTarget = function () {

	console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
	return this.getRenderTarget();

};

WebGLRenderer.prototype.getMaxAnisotropy = function () {

	console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
	return this.capabilities.getMaxAnisotropy();

};

WebGLRenderer.prototype.getPrecision = function () {

	console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
	return this.capabilities.precision;

};

WebGLRenderer.prototype.resetGLState = function () {

	console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
	return this.state.reset();

};

WebGLRenderer.prototype.supportsFloatTextures = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
	return this.extensions.get( 'OES_texture_float' );

};

WebGLRenderer.prototype.supportsHalfFloatTextures = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
	return this.extensions.get( 'OES_texture_half_float' );

};

WebGLRenderer.prototype.supportsStandardDerivatives = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
	return this.extensions.get( 'OES_standard_derivatives' );

};

WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
	return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );

};

WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
	return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );

};

WebGLRenderer.prototype.supportsBlendMinMax = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
	return this.extensions.get( 'EXT_blend_minmax' );

};

WebGLRenderer.prototype.supportsVertexTextures = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
	return this.capabilities.vertexTextures;

};

WebGLRenderer.prototype.supportsInstancedArrays = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
	return this.extensions.get( 'ANGLE_instanced_arrays' );

};

WebGLRenderer.prototype.enableScissorTest = function ( boolean ) {

	console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
	this.setScissorTest( boolean );

};

WebGLRenderer.prototype.initMaterial = function () {

	console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );

};

WebGLRenderer.prototype.addPrePlugin = function () {

	console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );

};

WebGLRenderer.prototype.addPostPlugin = function () {

	console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );

};

WebGLRenderer.prototype.updateShadowMap = function () {

	console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );

};

WebGLRenderer.prototype.setFaceCulling = function () {

	console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );

};

WebGLRenderer.prototype.allocTextureUnit = function () {

	console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );

};

WebGLRenderer.prototype.setTexture = function () {

	console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );

};

WebGLRenderer.prototype.setTexture2D = function () {

	console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );

};

WebGLRenderer.prototype.setTextureCube = function () {

	console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );

};

WebGLRenderer.prototype.getActiveMipMapLevel = function () {

	console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
	return this.getActiveMipmapLevel();

};

Object.defineProperties( WebGLRenderer.prototype, {

	shadowMapEnabled: {
		get: function () {

			return this.shadowMap.enabled;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
			this.shadowMap.enabled = value;

		}
	},
	shadowMapType: {
		get: function () {

			return this.shadowMap.type;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
			this.shadowMap.type = value;

		}
	},
	shadowMapCullFace: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function ( /* value */ ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );

		}
	},
	context: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
			return this.getContext();

		}
	},
	vr: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
			return this.xr;

		}
	},
	gammaInput: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
			return false;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );

		}
	},
	gammaOutput: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
			return false;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
			this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;

		}
	},
	toneMappingWhitePoint: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
			return 1.0;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );

		}
	},
	gammaFactor: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaFactor has been removed.' );
			return 2;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaFactor has been removed.' );

		}
	}
} );

Object.defineProperties( WebGLShadowMap.prototype, {

	cullFace: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function ( /* cullFace */ ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );

		}
	},
	renderReverseSided: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );

		}
	},
	renderSingleSided: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );

		}
	}

} );

//

Object.defineProperties( WebGLRenderTarget.prototype, {

	wrapS: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
			return this.texture.wrapS;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
			this.texture.wrapS = value;

		}
	},
	wrapT: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
			return this.texture.wrapT;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
			this.texture.wrapT = value;

		}
	},
	magFilter: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
			return this.texture.magFilter;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
			this.texture.magFilter = value;

		}
	},
	minFilter: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
			return this.texture.minFilter;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
			this.texture.minFilter = value;

		}
	},
	anisotropy: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
			return this.texture.anisotropy;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
			this.texture.anisotropy = value;

		}
	},
	offset: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
			return this.texture.offset;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
			this.texture.offset = value;

		}
	},
	repeat: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
			return this.texture.repeat;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
			this.texture.repeat = value;

		}
	},
	format: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
			return this.texture.format;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
			this.texture.format = value;

		}
	},
	type: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
			return this.texture.type;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
			this.texture.type = value;

		}
	},
	generateMipmaps: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
			return this.texture.generateMipmaps;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
			this.texture.generateMipmaps = value;

		}
	}

} );

//

CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {

	console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
	return this.update( renderer, scene );

};

CubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {

	console.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );
	return this.renderTarget.clear( renderer, color, depth, stencil );

};

ImageUtils.crossOrigin = undefined;

ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {

	console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );

	const loader = new TextureLoader();
	loader.setCrossOrigin( this.crossOrigin );

	const texture = loader.load( url, onLoad, undefined, onError );

	if ( mapping ) texture.mapping = mapping;

	return texture;

};

ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {

	console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );

	const loader = new CubeTextureLoader();
	loader.setCrossOrigin( this.crossOrigin );

	const texture = loader.load( urls, onLoad, undefined, onError );

	if ( mapping ) texture.mapping = mapping;

	return texture;

};

ImageUtils.loadCompressedTexture = function () {

	console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );

};

ImageUtils.loadCompressedTextureCube = function () {

	console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );

};

if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

	__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
		revision: REVISION,
	} } ) );

}

if ( typeof window !== 'undefined' ) {

	if ( window.__THREE__ ) {

		console.warn( 'WARNING: Multiple instances of Three.js being imported.' );

	} else {

		window.__THREE__ = REVISION;

	}

}

class GLTFLoader extends Loader {

	constructor( manager ) {

		super( manager );

		this.dracoLoader = null;
		this.ktx2Loader = null;
		this.meshoptDecoder = null;

		this.pluginCallbacks = [];

		this.register( function ( parser ) {

			return new GLTFMaterialsClearcoatExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFTextureBasisUExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFTextureWebPExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFMaterialsSheenExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFMaterialsTransmissionExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFMaterialsVolumeExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFMaterialsIorExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFMaterialsSpecularExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFLightsExtension( parser );

		} );

		this.register( function ( parser ) {

			return new GLTFMeshoptCompression( parser );

		} );

	}

	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		let resourcePath;

		if ( this.resourcePath !== '' ) {

			resourcePath = this.resourcePath;

		} else if ( this.path !== '' ) {

			resourcePath = this.path;

		} else {

			resourcePath = LoaderUtils.extractUrlBase( url );

		}

		// Tells the LoadingManager to track an extra item, which resolves after
		// the model is fully loaded. This means the count of items loaded will
		// be incorrect, but ensures manager.onLoad() does not fire early.
		this.manager.itemStart( url );

		const _onError = function ( e ) {

			if ( onError ) {

				onError( e );

			} else {

				console.error( e );

			}

			scope.manager.itemError( url );
			scope.manager.itemEnd( url );

		};

		const loader = new FileLoader( this.manager );

		loader.setPath( this.path );
		loader.setResponseType( 'arraybuffer' );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( this.withCredentials );

		loader.load( url, function ( data ) {

			try {

				scope.parse( data, resourcePath, function ( gltf ) {

					onLoad( gltf );

					scope.manager.itemEnd( url );

				}, _onError );

			} catch ( e ) {

				_onError( e );

			}

		}, onProgress, _onError );

	}

	setDRACOLoader( dracoLoader ) {

		this.dracoLoader = dracoLoader;
		return this;

	}

	setDDSLoader() {

		throw new Error(

			'THREE.GLTFLoader: "MSFT_texture_dds" no longer supported. Please update to "KHR_texture_basisu".'

		);

	}

	setKTX2Loader( ktx2Loader ) {

		this.ktx2Loader = ktx2Loader;
		return this;

	}

	setMeshoptDecoder( meshoptDecoder ) {

		this.meshoptDecoder = meshoptDecoder;
		return this;

	}

	register( callback ) {

		if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {

			this.pluginCallbacks.push( callback );

		}

		return this;

	}

	unregister( callback ) {

		if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {

			this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );

		}

		return this;

	}

	parse( data, path, onLoad, onError ) {

		let content;
		const extensions = {};
		const plugins = {};

		if ( typeof data === 'string' ) {

			content = data;

		} else {

			const magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );

			if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {

				try {

					extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );

				} catch ( error ) {

					if ( onError ) onError( error );
					return;

				}

				content = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;

			} else {

				content = LoaderUtils.decodeText( new Uint8Array( data ) );

			}

		}

		const json = JSON.parse( content );

		if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {

			if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );
			return;

		}

		const parser = new GLTFParser( json, {

			path: path || this.resourcePath || '',
			crossOrigin: this.crossOrigin,
			requestHeader: this.requestHeader,
			manager: this.manager,
			ktx2Loader: this.ktx2Loader,
			meshoptDecoder: this.meshoptDecoder

		} );

		parser.fileLoader.setRequestHeader( this.requestHeader );

		for ( let i = 0; i < this.pluginCallbacks.length; i ++ ) {

			const plugin = this.pluginCallbacks[ i ]( parser );
			plugins[ plugin.name ] = plugin;

			// Workaround to avoid determining as unknown extension
			// in addUnknownExtensionsToUserData().
			// Remove this workaround if we move all the existing
			// extension handlers to plugin system
			extensions[ plugin.name ] = true;

		}

		if ( json.extensionsUsed ) {

			for ( let i = 0; i < json.extensionsUsed.length; ++ i ) {

				const extensionName = json.extensionsUsed[ i ];
				const extensionsRequired = json.extensionsRequired || [];

				switch ( extensionName ) {

					case EXTENSIONS.KHR_MATERIALS_UNLIT:
						extensions[ extensionName ] = new GLTFMaterialsUnlitExtension();
						break;

					case EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:
						extensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();
						break;

					case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:
						extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );
						break;

					case EXTENSIONS.KHR_TEXTURE_TRANSFORM:
						extensions[ extensionName ] = new GLTFTextureTransformExtension();
						break;

					case EXTENSIONS.KHR_MESH_QUANTIZATION:
						extensions[ extensionName ] = new GLTFMeshQuantizationExtension();
						break;

					default:

						if ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {

							console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' );

						}

				}

			}

		}

		parser.setExtensions( extensions );
		parser.setPlugins( plugins );
		parser.parse( onLoad, onError );

	}

	parseAsync( data, path ) {

		const scope = this;

		return new Promise( function ( resolve, reject ) {

			scope.parse( data, path, resolve, reject );

		} );

	}

}

/* GLTFREGISTRY */

function GLTFRegistry() {

	let objects = {};

	return	{

		get: function ( key ) {

			return objects[ key ];

		},

		add: function ( key, object ) {

			objects[ key ] = object;

		},

		remove: function ( key ) {

			delete objects[ key ];

		},

		removeAll: function () {

			objects = {};

		}

	};

}

/*********************************/
/********** EXTENSIONS ***********/
/*********************************/

const EXTENSIONS = {
	KHR_BINARY_GLTF: 'KHR_binary_glTF',
	KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',
	KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',
	KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',
	KHR_MATERIALS_IOR: 'KHR_materials_ior',
	KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',
	KHR_MATERIALS_SHEEN: 'KHR_materials_sheen',
	KHR_MATERIALS_SPECULAR: 'KHR_materials_specular',
	KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',
	KHR_MATERIALS_UNLIT: 'KHR_materials_unlit',
	KHR_MATERIALS_VOLUME: 'KHR_materials_volume',
	KHR_TEXTURE_BASISU: 'KHR_texture_basisu',
	KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',
	KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',
	EXT_TEXTURE_WEBP: 'EXT_texture_webp',
	EXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression'
};

/**
 * Punctual Lights Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
 */
class GLTFLightsExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;

		// Object3D instance caches
		this.cache = { refs: {}, uses: {} };

	}

	_markDefs() {

		const parser = this.parser;
		const nodeDefs = this.parser.json.nodes || [];

		for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {

			const nodeDef = nodeDefs[ nodeIndex ];

			if ( nodeDef.extensions
					&& nodeDef.extensions[ this.name ]
					&& nodeDef.extensions[ this.name ].light !== undefined ) {

				parser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );

			}

		}

	}

	_loadLight( lightIndex ) {

		const parser = this.parser;
		const cacheKey = 'light:' + lightIndex;
		let dependency = parser.cache.get( cacheKey );

		if ( dependency ) return dependency;

		const json = parser.json;
		const extensions = ( json.extensions && json.extensions[ this.name ] ) || {};
		const lightDefs = extensions.lights || [];
		const lightDef = lightDefs[ lightIndex ];
		let lightNode;

		const color = new Color$1( 0xffffff );

		if ( lightDef.color !== undefined ) color.fromArray( lightDef.color );

		const range = lightDef.range !== undefined ? lightDef.range : 0;

		switch ( lightDef.type ) {

			case 'directional':
				lightNode = new DirectionalLight( color );
				lightNode.target.position.set( 0, 0, - 1 );
				lightNode.add( lightNode.target );
				break;

			case 'point':
				lightNode = new PointLight( color );
				lightNode.distance = range;
				break;

			case 'spot':
				lightNode = new SpotLight( color );
				lightNode.distance = range;
				// Handle spotlight properties.
				lightDef.spot = lightDef.spot || {};
				lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;
				lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;
				lightNode.angle = lightDef.spot.outerConeAngle;
				lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;
				lightNode.target.position.set( 0, 0, - 1 );
				lightNode.add( lightNode.target );
				break;

			default:
				throw new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );

		}

		// Some lights (e.g. spot) default to a position other than the origin. Reset the position
		// here, because node-level parsing will only override position if explicitly specified.
		lightNode.position.set( 0, 0, 0 );

		lightNode.decay = 2;

		if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;

		lightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );

		dependency = Promise.resolve( lightNode );

		parser.cache.add( cacheKey, dependency );

		return dependency;

	}

	createNodeAttachment( nodeIndex ) {

		const self = this;
		const parser = this.parser;
		const json = parser.json;
		const nodeDef = json.nodes[ nodeIndex ];
		const lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};
		const lightIndex = lightDef.light;

		if ( lightIndex === undefined ) return null;

		return this._loadLight( lightIndex ).then( function ( light ) {

			return parser._getNodeRef( self.cache, lightIndex, light );

		} );

	}

}

/**
 * Unlit Materials Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit
 */
class GLTFMaterialsUnlitExtension {

	constructor() {

		this.name = EXTENSIONS.KHR_MATERIALS_UNLIT;

	}

	getMaterialType() {

		return MeshBasicMaterial;

	}

	extendParams( materialParams, materialDef, parser ) {

		const pending = [];

		materialParams.color = new Color$1( 1.0, 1.0, 1.0 );
		materialParams.opacity = 1.0;

		const metallicRoughness = materialDef.pbrMetallicRoughness;

		if ( metallicRoughness ) {

			if ( Array.isArray( metallicRoughness.baseColorFactor ) ) {

				const array = metallicRoughness.baseColorFactor;

				materialParams.color.fromArray( array );
				materialParams.opacity = array[ 3 ];

			}

			if ( metallicRoughness.baseColorTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );

			}

		}

		return Promise.all( pending );

	}

}

/**
 * Clearcoat Materials Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat
 */
class GLTFMaterialsClearcoatExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;

	}

	getMaterialType( materialIndex ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;

		return MeshPhysicalMaterial;

	}

	extendMaterialParams( materialIndex, materialParams ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

			return Promise.resolve();

		}

		const pending = [];

		const extension = materialDef.extensions[ this.name ];

		if ( extension.clearcoatFactor !== undefined ) {

			materialParams.clearcoat = extension.clearcoatFactor;

		}

		if ( extension.clearcoatTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );

		}

		if ( extension.clearcoatRoughnessFactor !== undefined ) {

			materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;

		}

		if ( extension.clearcoatRoughnessTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );

		}

		if ( extension.clearcoatNormalTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );

			if ( extension.clearcoatNormalTexture.scale !== undefined ) {

				const scale = extension.clearcoatNormalTexture.scale;

				materialParams.clearcoatNormalScale = new Vector2( scale, scale );

			}

		}

		return Promise.all( pending );

	}

}

/**
 * Sheen Materials Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen
 */
class GLTFMaterialsSheenExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.KHR_MATERIALS_SHEEN;

	}

	getMaterialType( materialIndex ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;

		return MeshPhysicalMaterial;

	}

	extendMaterialParams( materialIndex, materialParams ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

			return Promise.resolve();

		}

		const pending = [];

		materialParams.sheenColor = new Color$1( 0, 0, 0 );
		materialParams.sheenRoughness = 0;
		materialParams.sheen = 1;

		const extension = materialDef.extensions[ this.name ];

		if ( extension.sheenColorFactor !== undefined ) {

			materialParams.sheenColor.fromArray( extension.sheenColorFactor );

		}

		if ( extension.sheenRoughnessFactor !== undefined ) {

			materialParams.sheenRoughness = extension.sheenRoughnessFactor;

		}

		if ( extension.sheenColorTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture ) );

		}

		if ( extension.sheenRoughnessTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) );

		}

		return Promise.all( pending );

	}

}

/**
 * Transmission Materials Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission
 * Draft: https://github.com/KhronosGroup/glTF/pull/1698
 */
class GLTFMaterialsTransmissionExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;

	}

	getMaterialType( materialIndex ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;

		return MeshPhysicalMaterial;

	}

	extendMaterialParams( materialIndex, materialParams ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

			return Promise.resolve();

		}

		const pending = [];

		const extension = materialDef.extensions[ this.name ];

		if ( extension.transmissionFactor !== undefined ) {

			materialParams.transmission = extension.transmissionFactor;

		}

		if ( extension.transmissionTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );

		}

		return Promise.all( pending );

	}

}

/**
 * Materials Volume Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume
 */
class GLTFMaterialsVolumeExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.KHR_MATERIALS_VOLUME;

	}

	getMaterialType( materialIndex ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;

		return MeshPhysicalMaterial;

	}

	extendMaterialParams( materialIndex, materialParams ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

			return Promise.resolve();

		}

		const pending = [];

		const extension = materialDef.extensions[ this.name ];

		materialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0;

		if ( extension.thicknessTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) );

		}

		materialParams.attenuationDistance = extension.attenuationDistance || 0;

		const colorArray = extension.attenuationColor || [ 1, 1, 1 ];
		materialParams.attenuationColor = new Color$1( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );

		return Promise.all( pending );

	}

}

/**
 * Materials ior Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior
 */
class GLTFMaterialsIorExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.KHR_MATERIALS_IOR;

	}

	getMaterialType( materialIndex ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;

		return MeshPhysicalMaterial;

	}

	extendMaterialParams( materialIndex, materialParams ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

			return Promise.resolve();

		}

		const extension = materialDef.extensions[ this.name ];

		materialParams.ior = extension.ior !== undefined ? extension.ior : 1.5;

		return Promise.resolve();

	}

}

/**
 * Materials specular Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular
 */
class GLTFMaterialsSpecularExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.KHR_MATERIALS_SPECULAR;

	}

	getMaterialType( materialIndex ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;

		return MeshPhysicalMaterial;

	}

	extendMaterialParams( materialIndex, materialParams ) {

		const parser = this.parser;
		const materialDef = parser.json.materials[ materialIndex ];

		if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

			return Promise.resolve();

		}

		const pending = [];

		const extension = materialDef.extensions[ this.name ];

		materialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0;

		if ( extension.specularTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) );

		}

		const colorArray = extension.specularColorFactor || [ 1, 1, 1 ];
		materialParams.specularColor = new Color$1( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );

		if ( extension.specularColorTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture ).then( function ( texture ) {

				texture.encoding = sRGBEncoding;

			} ) );

		}

		return Promise.all( pending );

	}

}

/**
 * BasisU Texture Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu
 */
class GLTFTextureBasisUExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.KHR_TEXTURE_BASISU;

	}

	loadTexture( textureIndex ) {

		const parser = this.parser;
		const json = parser.json;

		const textureDef = json.textures[ textureIndex ];

		if ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {

			return null;

		}

		const extension = textureDef.extensions[ this.name ];
		const source = json.images[ extension.source ];
		const loader = parser.options.ktx2Loader;

		if ( ! loader ) {

			if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {

				throw new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );

			} else {

				// Assumes that the extension is optional and that a fallback texture is present
				return null;

			}

		}

		return parser.loadTextureImage( textureIndex, source, loader );

	}

}

/**
 * WebP Texture Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp
 */
class GLTFTextureWebPExtension {

	constructor( parser ) {

		this.parser = parser;
		this.name = EXTENSIONS.EXT_TEXTURE_WEBP;
		this.isSupported = null;

	}

	loadTexture( textureIndex ) {

		const name = this.name;
		const parser = this.parser;
		const json = parser.json;

		const textureDef = json.textures[ textureIndex ];

		if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {

			return null;

		}

		const extension = textureDef.extensions[ name ];
		const source = json.images[ extension.source ];

		let loader = parser.textureLoader;
		if ( source.uri ) {

			const handler = parser.options.manager.getHandler( source.uri );
			if ( handler !== null ) loader = handler;

		}

		return this.detectSupport().then( function ( isSupported ) {

			if ( isSupported ) return parser.loadTextureImage( textureIndex, source, loader );

			if ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {

				throw new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );

			}

			// Fall back to PNG or JPEG.
			return parser.loadTexture( textureIndex );

		} );

	}

	detectSupport() {

		if ( ! this.isSupported ) {

			this.isSupported = new Promise( function ( resolve ) {

				const image = new Image();

				// Lossy test image. Support for lossy images doesn't guarantee support for all
				// WebP images, unfortunately.
				image.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';

				image.onload = image.onerror = function () {

					resolve( image.height === 1 );

				};

			} );

		}

		return this.isSupported;

	}

}

/**
 * meshopt BufferView Compression Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression
 */
class GLTFMeshoptCompression {

	constructor( parser ) {

		this.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;
		this.parser = parser;

	}

	loadBufferView( index ) {

		const json = this.parser.json;
		const bufferView = json.bufferViews[ index ];

		if ( bufferView.extensions && bufferView.extensions[ this.name ] ) {

			const extensionDef = bufferView.extensions[ this.name ];

			const buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );
			const decoder = this.parser.options.meshoptDecoder;

			if ( ! decoder || ! decoder.supported ) {

				if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {

					throw new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );

				} else {

					// Assumes that the extension is optional and that fallback buffer data is present
					return null;

				}

			}

			return Promise.all( [ buffer, decoder.ready ] ).then( function ( res ) {

				const byteOffset = extensionDef.byteOffset || 0;
				const byteLength = extensionDef.byteLength || 0;

				const count = extensionDef.count;
				const stride = extensionDef.byteStride;

				const result = new ArrayBuffer( count * stride );
				const source = new Uint8Array( res[ 0 ], byteOffset, byteLength );

				decoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );
				return result;

			} );

		} else {

			return null;

		}

	}

}

/* BINARY EXTENSION */
const BINARY_EXTENSION_HEADER_MAGIC = 'glTF';
const BINARY_EXTENSION_HEADER_LENGTH = 12;
const BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };

class GLTFBinaryExtension {

	constructor( data ) {

		this.name = EXTENSIONS.KHR_BINARY_GLTF;
		this.content = null;
		this.body = null;

		const headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );

		this.header = {
			magic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),
			version: headerView.getUint32( 4, true ),
			length: headerView.getUint32( 8, true )
		};

		if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {

			throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );

		} else if ( this.header.version < 2.0 ) {

			throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );

		}

		const chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH;
		const chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );
		let chunkIndex = 0;

		while ( chunkIndex < chunkContentsLength ) {

			const chunkLength = chunkView.getUint32( chunkIndex, true );
			chunkIndex += 4;

			const chunkType = chunkView.getUint32( chunkIndex, true );
			chunkIndex += 4;

			if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {

				const contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );
				this.content = LoaderUtils.decodeText( contentArray );

			} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {

				const byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;
				this.body = data.slice( byteOffset, byteOffset + chunkLength );

			}

			// Clients must ignore chunks with unknown types.

			chunkIndex += chunkLength;

		}

		if ( this.content === null ) {

			throw new Error( 'THREE.GLTFLoader: JSON content not found.' );

		}

	}

}

/**
 * DRACO Mesh Compression Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression
 */
class GLTFDracoMeshCompressionExtension {

	constructor( json, dracoLoader ) {

		if ( ! dracoLoader ) {

			throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );

		}

		this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;
		this.json = json;
		this.dracoLoader = dracoLoader;
		this.dracoLoader.preload();

	}

	decodePrimitive( primitive, parser ) {

		const json = this.json;
		const dracoLoader = this.dracoLoader;
		const bufferViewIndex = primitive.extensions[ this.name ].bufferView;
		const gltfAttributeMap = primitive.extensions[ this.name ].attributes;
		const threeAttributeMap = {};
		const attributeNormalizedMap = {};
		const attributeTypeMap = {};

		for ( const attributeName in gltfAttributeMap ) {

			const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();

			threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];

		}

		for ( const attributeName in primitive.attributes ) {

			const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();

			if ( gltfAttributeMap[ attributeName ] !== undefined ) {

				const accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];
				const componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];

				attributeTypeMap[ threeAttributeName ] = componentType;
				attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;

			}

		}

		return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {

			return new Promise( function ( resolve ) {

				dracoLoader.decodeDracoFile( bufferView, function ( geometry ) {

					for ( const attributeName in geometry.attributes ) {

						const attribute = geometry.attributes[ attributeName ];
						const normalized = attributeNormalizedMap[ attributeName ];

						if ( normalized !== undefined ) attribute.normalized = normalized;

					}

					resolve( geometry );

				}, threeAttributeMap, attributeTypeMap );

			} );

		} );

	}

}

/**
 * Texture Transform Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform
 */
class GLTFTextureTransformExtension {

	constructor() {

		this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;

	}

	extendTexture( texture, transform ) {

		if ( transform.texCoord !== undefined ) {

			console.warn( 'THREE.GLTFLoader: Custom UV sets in "' + this.name + '" extension not yet supported.' );

		}

		if ( transform.offset === undefined && transform.rotation === undefined && transform.scale === undefined ) {

			// See https://github.com/mrdoob/three.js/issues/21819.
			return texture;

		}

		texture = texture.clone();

		if ( transform.offset !== undefined ) {

			texture.offset.fromArray( transform.offset );

		}

		if ( transform.rotation !== undefined ) {

			texture.rotation = transform.rotation;

		}

		if ( transform.scale !== undefined ) {

			texture.repeat.fromArray( transform.scale );

		}

		texture.needsUpdate = true;

		return texture;

	}

}

/**
 * Specular-Glossiness Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness
 */

/**
 * A sub class of StandardMaterial with some of the functionality
 * changed via the `onBeforeCompile` callback
 * @pailhead
 */
class GLTFMeshStandardSGMaterial extends MeshStandardMaterial {

	constructor( params ) {

		super();

		this.isGLTFSpecularGlossinessMaterial = true;

		//various chunks that need replacing
		const specularMapParsFragmentChunk = [
			'#ifdef USE_SPECULARMAP',
			'	uniform sampler2D specularMap;',
			'#endif'
		].join( '\n' );

		const glossinessMapParsFragmentChunk = [
			'#ifdef USE_GLOSSINESSMAP',
			'	uniform sampler2D glossinessMap;',
			'#endif'
		].join( '\n' );

		const specularMapFragmentChunk = [
			'vec3 specularFactor = specular;',
			'#ifdef USE_SPECULARMAP',
			'	vec4 texelSpecular = texture2D( specularMap, vUv );',
			'	// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture',
			'	specularFactor *= texelSpecular.rgb;',
			'#endif'
		].join( '\n' );

		const glossinessMapFragmentChunk = [
			'float glossinessFactor = glossiness;',
			'#ifdef USE_GLOSSINESSMAP',
			'	vec4 texelGlossiness = texture2D( glossinessMap, vUv );',
			'	// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture',
			'	glossinessFactor *= texelGlossiness.a;',
			'#endif'
		].join( '\n' );

		const lightPhysicalFragmentChunk = [
			'PhysicalMaterial material;',
			'material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );',
			'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );',
			'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );',
			'material.roughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.',
			'material.roughness += geometryRoughness;',
			'material.roughness = min( material.roughness, 1.0 );',
			'material.specularColor = specularFactor;',
		].join( '\n' );

		const uniforms = {
			specular: { value: new Color$1().setHex( 0xffffff ) },
			glossiness: { value: 1 },
			specularMap: { value: null },
			glossinessMap: { value: null }
		};

		this._extraUniforms = uniforms;

		this.onBeforeCompile = function ( shader ) {

			for ( const uniformName in uniforms ) {

				shader.uniforms[ uniformName ] = uniforms[ uniformName ];

			}

			shader.fragmentShader = shader.fragmentShader
				.replace( 'uniform float roughness;', 'uniform vec3 specular;' )
				.replace( 'uniform float metalness;', 'uniform float glossiness;' )
				.replace( '#include <roughnessmap_pars_fragment>', specularMapParsFragmentChunk )
				.replace( '#include <metalnessmap_pars_fragment>', glossinessMapParsFragmentChunk )
				.replace( '#include <roughnessmap_fragment>', specularMapFragmentChunk )
				.replace( '#include <metalnessmap_fragment>', glossinessMapFragmentChunk )
				.replace( '#include <lights_physical_fragment>', lightPhysicalFragmentChunk );

		};

		Object.defineProperties( this, {

			specular: {
				get: function () {

					return uniforms.specular.value;

				},
				set: function ( v ) {

					uniforms.specular.value = v;

				}
			},

			specularMap: {
				get: function () {

					return uniforms.specularMap.value;

				},
				set: function ( v ) {

					uniforms.specularMap.value = v;

					if ( v ) {

						this.defines.USE_SPECULARMAP = ''; // USE_UV is set by the renderer for specular maps

					} else {

						delete this.defines.USE_SPECULARMAP;

					}

				}
			},

			glossiness: {
				get: function () {

					return uniforms.glossiness.value;

				},
				set: function ( v ) {

					uniforms.glossiness.value = v;

				}
			},

			glossinessMap: {
				get: function () {

					return uniforms.glossinessMap.value;

				},
				set: function ( v ) {

					uniforms.glossinessMap.value = v;

					if ( v ) {

						this.defines.USE_GLOSSINESSMAP = '';
						this.defines.USE_UV = '';

					} else {

						delete this.defines.USE_GLOSSINESSMAP;
						delete this.defines.USE_UV;

					}

				}
			}

		} );

		delete this.metalness;
		delete this.roughness;
		delete this.metalnessMap;
		delete this.roughnessMap;

		this.setValues( params );

	}

	copy( source ) {

		super.copy( source );

		this.specularMap = source.specularMap;
		this.specular.copy( source.specular );
		this.glossinessMap = source.glossinessMap;
		this.glossiness = source.glossiness;
		delete this.metalness;
		delete this.roughness;
		delete this.metalnessMap;
		delete this.roughnessMap;
		return this;

	}

}


class GLTFMaterialsPbrSpecularGlossinessExtension {

	constructor() {

		this.name = EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS;

		this.specularGlossinessParams = [
			'color',
			'map',
			'lightMap',
			'lightMapIntensity',
			'aoMap',
			'aoMapIntensity',
			'emissive',
			'emissiveIntensity',
			'emissiveMap',
			'bumpMap',
			'bumpScale',
			'normalMap',
			'normalMapType',
			'displacementMap',
			'displacementScale',
			'displacementBias',
			'specularMap',
			'specular',
			'glossinessMap',
			'glossiness',
			'alphaMap',
			'envMap',
			'envMapIntensity',
			'refractionRatio',
		];

	}

	getMaterialType() {

		return GLTFMeshStandardSGMaterial;

	}

	extendParams( materialParams, materialDef, parser ) {

		const pbrSpecularGlossiness = materialDef.extensions[ this.name ];

		materialParams.color = new Color$1( 1.0, 1.0, 1.0 );
		materialParams.opacity = 1.0;

		const pending = [];

		if ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {

			const array = pbrSpecularGlossiness.diffuseFactor;

			materialParams.color.fromArray( array );
			materialParams.opacity = array[ 3 ];

		}

		if ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {

			pending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );

		}

		materialParams.emissive = new Color$1( 0.0, 0.0, 0.0 );
		materialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;
		materialParams.specular = new Color$1( 1.0, 1.0, 1.0 );

		if ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {

			materialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );

		}

		if ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {

			const specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;
			pending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );
			pending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );

		}

		return Promise.all( pending );

	}

	createMaterial( materialParams ) {

		const material = new GLTFMeshStandardSGMaterial( materialParams );
		material.fog = true;

		material.color = materialParams.color;

		material.map = materialParams.map === undefined ? null : materialParams.map;

		material.lightMap = null;
		material.lightMapIntensity = 1.0;

		material.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;
		material.aoMapIntensity = 1.0;

		material.emissive = materialParams.emissive;
		material.emissiveIntensity = 1.0;
		material.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;

		material.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;
		material.bumpScale = 1;

		material.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;
		material.normalMapType = TangentSpaceNormalMap;

		if ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;

		material.displacementMap = null;
		material.displacementScale = 1;
		material.displacementBias = 0;

		material.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;
		material.specular = materialParams.specular;

		material.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;
		material.glossiness = materialParams.glossiness;

		material.alphaMap = null;

		material.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;
		material.envMapIntensity = 1.0;

		material.refractionRatio = 0.98;

		return material;

	}

}

/**
 * Mesh Quantization Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization
 */
class GLTFMeshQuantizationExtension {

	constructor() {

		this.name = EXTENSIONS.KHR_MESH_QUANTIZATION;

	}

}

/*********************************/
/********** INTERPOLATION ********/
/*********************************/

// Spline Interpolation
// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation
class GLTFCubicSplineInterpolant extends Interpolant {

	constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		super( parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	copySampleValue_( index ) {

		// Copies a sample value to the result buffer. See description of glTF
		// CUBICSPLINE values layout in interpolate_() function below.

		const result = this.resultBuffer,
			values = this.sampleValues,
			valueSize = this.valueSize,
			offset = index * valueSize * 3 + valueSize;

		for ( let i = 0; i !== valueSize; i ++ ) {

			result[ i ] = values[ offset + i ];

		}

		return result;

	}

}

GLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;

GLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;

GLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {

	const result = this.resultBuffer;
	const values = this.sampleValues;
	const stride = this.valueSize;

	const stride2 = stride * 2;
	const stride3 = stride * 3;

	const td = t1 - t0;

	const p = ( t - t0 ) / td;
	const pp = p * p;
	const ppp = pp * p;

	const offset1 = i1 * stride3;
	const offset0 = offset1 - stride3;

	const s2 = - 2 * ppp + 3 * pp;
	const s3 = ppp - pp;
	const s0 = 1 - s2;
	const s1 = s3 - pp + p;

	// Layout of keyframe output values for CUBICSPLINE animations:
	//   [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]
	for ( let i = 0; i !== stride; i ++ ) {

		const p0 = values[ offset0 + i + stride ]; // splineVertex_k
		const m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)
		const p1 = values[ offset1 + i + stride ]; // splineVertex_k+1
		const m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)

		result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;

	}

	return result;

};

const _q = new Quaternion();

class GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant {

	interpolate_( i1, t0, t, t1 ) {

		const result = super.interpolate_( i1, t0, t, t1 );

		_q.fromArray( result ).normalize().toArray( result );

		return result;

	}

}


/*********************************/
/********** INTERNALS ************/
/*********************************/

/* CONSTANTS */

const WEBGL_CONSTANTS = {
	FLOAT: 5126,
	//FLOAT_MAT2: 35674,
	FLOAT_MAT3: 35675,
	FLOAT_MAT4: 35676,
	FLOAT_VEC2: 35664,
	FLOAT_VEC3: 35665,
	FLOAT_VEC4: 35666,
	LINEAR: 9729,
	REPEAT: 10497,
	SAMPLER_2D: 35678,
	POINTS: 0,
	LINES: 1,
	LINE_LOOP: 2,
	LINE_STRIP: 3,
	TRIANGLES: 4,
	TRIANGLE_STRIP: 5,
	TRIANGLE_FAN: 6,
	UNSIGNED_BYTE: 5121,
	UNSIGNED_SHORT: 5123
};

const WEBGL_COMPONENT_TYPES = {
	5120: Int8Array,
	5121: Uint8Array,
	5122: Int16Array,
	5123: Uint16Array,
	5125: Uint32Array,
	5126: Float32Array
};

const WEBGL_FILTERS = {
	9728: NearestFilter,
	9729: LinearFilter,
	9984: NearestMipmapNearestFilter,
	9985: LinearMipmapNearestFilter,
	9986: NearestMipmapLinearFilter,
	9987: LinearMipmapLinearFilter
};

const WEBGL_WRAPPINGS = {
	33071: ClampToEdgeWrapping,
	33648: MirroredRepeatWrapping,
	10497: RepeatWrapping
};

const WEBGL_TYPE_SIZES = {
	'SCALAR': 1,
	'VEC2': 2,
	'VEC3': 3,
	'VEC4': 4,
	'MAT2': 4,
	'MAT3': 9,
	'MAT4': 16
};

const ATTRIBUTES = {
	POSITION: 'position',
	NORMAL: 'normal',
	TANGENT: 'tangent',
	TEXCOORD_0: 'uv',
	TEXCOORD_1: 'uv2',
	COLOR_0: 'color',
	WEIGHTS_0: 'skinWeight',
	JOINTS_0: 'skinIndex',
};

const PATH_PROPERTIES = {
	scale: 'scale',
	translation: 'position',
	rotation: 'quaternion',
	weights: 'morphTargetInfluences'
};

const INTERPOLATION = {
	CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each
		                        // keyframe track will be initialized with a default interpolation type, then modified.
	LINEAR: InterpolateLinear,
	STEP: InterpolateDiscrete
};

const ALPHA_MODES = {
	OPAQUE: 'OPAQUE',
	MASK: 'MASK',
	BLEND: 'BLEND'
};

/**
 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material
 */
function createDefaultMaterial( cache ) {

	if ( cache[ 'DefaultMaterial' ] === undefined ) {

		cache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {
			color: 0xFFFFFF,
			emissive: 0x000000,
			metalness: 1,
			roughness: 1,
			transparent: false,
			depthTest: true,
			side: FrontSide
		} );

	}

	return cache[ 'DefaultMaterial' ];

}

function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {

	// Add unknown glTF extensions to an object's userData.

	for ( const name in objectDef.extensions ) {

		if ( knownExtensions[ name ] === undefined ) {

			object.userData.gltfExtensions = object.userData.gltfExtensions || {};
			object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];

		}

	}

}

/**
 * @param {Object3D|Material|BufferGeometry} object
 * @param {GLTF.definition} gltfDef
 */
function assignExtrasToUserData( object, gltfDef ) {

	if ( gltfDef.extras !== undefined ) {

		if ( typeof gltfDef.extras === 'object' ) {

			Object.assign( object.userData, gltfDef.extras );

		} else {

			console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );

		}

	}

}

/**
 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets
 *
 * @param {BufferGeometry} geometry
 * @param {Array<GLTF.Target>} targets
 * @param {GLTFParser} parser
 * @return {Promise<BufferGeometry>}
 */
function addMorphTargets( geometry, targets, parser ) {

	let hasMorphPosition = false;
	let hasMorphNormal = false;

	for ( let i = 0, il = targets.length; i < il; i ++ ) {

		const target = targets[ i ];

		if ( target.POSITION !== undefined ) hasMorphPosition = true;
		if ( target.NORMAL !== undefined ) hasMorphNormal = true;

		if ( hasMorphPosition && hasMorphNormal ) break;

	}

	if ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );

	const pendingPositionAccessors = [];
	const pendingNormalAccessors = [];

	for ( let i = 0, il = targets.length; i < il; i ++ ) {

		const target = targets[ i ];

		if ( hasMorphPosition ) {

			const pendingAccessor = target.POSITION !== undefined
				? parser.getDependency( 'accessor', target.POSITION )
				: geometry.attributes.position;

			pendingPositionAccessors.push( pendingAccessor );

		}

		if ( hasMorphNormal ) {

			const pendingAccessor = target.NORMAL !== undefined
				? parser.getDependency( 'accessor', target.NORMAL )
				: geometry.attributes.normal;

			pendingNormalAccessors.push( pendingAccessor );

		}

	}

	return Promise.all( [
		Promise.all( pendingPositionAccessors ),
		Promise.all( pendingNormalAccessors )
	] ).then( function ( accessors ) {

		const morphPositions = accessors[ 0 ];
		const morphNormals = accessors[ 1 ];

		if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;
		if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;
		geometry.morphTargetsRelative = true;

		return geometry;

	} );

}

/**
 * @param {Mesh} mesh
 * @param {GLTF.Mesh} meshDef
 */
function updateMorphTargets( mesh, meshDef ) {

	mesh.updateMorphTargets();

	if ( meshDef.weights !== undefined ) {

		for ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) {

			mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];

		}

	}

	// .extras has user-defined data, so check that .extras.targetNames is an array.
	if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {

		const targetNames = meshDef.extras.targetNames;

		if ( mesh.morphTargetInfluences.length === targetNames.length ) {

			mesh.morphTargetDictionary = {};

			for ( let i = 0, il = targetNames.length; i < il; i ++ ) {

				mesh.morphTargetDictionary[ targetNames[ i ] ] = i;

			}

		} else {

			console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );

		}

	}

}

function createPrimitiveKey( primitiveDef ) {

	const dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];
	let geometryKey;

	if ( dracoExtension ) {

		geometryKey = 'draco:' + dracoExtension.bufferView
				+ ':' + dracoExtension.indices
				+ ':' + createAttributesKey( dracoExtension.attributes );

	} else {

		geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;

	}

	return geometryKey;

}

function createAttributesKey( attributes ) {

	let attributesKey = '';

	const keys = Object.keys( attributes ).sort();

	for ( let i = 0, il = keys.length; i < il; i ++ ) {

		attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';

	}

	return attributesKey;

}

function getNormalizedComponentScale( constructor ) {

	// Reference:
	// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data

	switch ( constructor ) {

		case Int8Array:
			return 1 / 127;

		case Uint8Array:
			return 1 / 255;

		case Int16Array:
			return 1 / 32767;

		case Uint16Array:
			return 1 / 65535;

		default:
			throw new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' );

	}

}

/* GLTF PARSER */

class GLTFParser {

	constructor( json = {}, options = {} ) {

		this.json = json;
		this.extensions = {};
		this.plugins = {};
		this.options = options;

		// loader object cache
		this.cache = new GLTFRegistry();

		// associations between Three.js objects and glTF elements
		this.associations = new Map();

		// BufferGeometry caching
		this.primitiveCache = {};

		// Object3D instance caches
		this.meshCache = { refs: {}, uses: {} };
		this.cameraCache = { refs: {}, uses: {} };
		this.lightCache = { refs: {}, uses: {} };

		this.textureCache = {};

		// Track node names, to ensure no duplicates
		this.nodeNamesUsed = {};

		// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the
		// expensive work of uploading a texture to the GPU off the main thread.
		if ( typeof createImageBitmap !== 'undefined' && /Firefox|Safari/.test( navigator.userAgent ) === false ) {

			this.textureLoader = new ImageBitmapLoader( this.options.manager );

		} else {

			this.textureLoader = new TextureLoader( this.options.manager );

		}

		this.textureLoader.setCrossOrigin( this.options.crossOrigin );
		this.textureLoader.setRequestHeader( this.options.requestHeader );

		this.fileLoader = new FileLoader( this.options.manager );
		this.fileLoader.setResponseType( 'arraybuffer' );

		if ( this.options.crossOrigin === 'use-credentials' ) {

			this.fileLoader.setWithCredentials( true );

		}

	}

	setExtensions( extensions ) {

		this.extensions = extensions;

	}

	setPlugins( plugins ) {

		this.plugins = plugins;

	}

	parse( onLoad, onError ) {

		const parser = this;
		const json = this.json;
		const extensions = this.extensions;

		// Clear the loader cache
		this.cache.removeAll();

		// Mark the special nodes/meshes in json for efficient parse
		this._invokeAll( function ( ext ) {

			return ext._markDefs && ext._markDefs();

		} );

		Promise.all( this._invokeAll( function ( ext ) {

			return ext.beforeRoot && ext.beforeRoot();

		} ) ).then( function () {

			return Promise.all( [

				parser.getDependencies( 'scene' ),
				parser.getDependencies( 'animation' ),
				parser.getDependencies( 'camera' ),

			] );

		} ).then( function ( dependencies ) {

			const result = {
				scene: dependencies[ 0 ][ json.scene || 0 ],
				scenes: dependencies[ 0 ],
				animations: dependencies[ 1 ],
				cameras: dependencies[ 2 ],
				asset: json.asset,
				parser: parser,
				userData: {}
			};

			addUnknownExtensionsToUserData( extensions, result, json );

			assignExtrasToUserData( result, json );

			Promise.all( parser._invokeAll( function ( ext ) {

				return ext.afterRoot && ext.afterRoot( result );

			} ) ).then( function () {

				onLoad( result );

			} );

		} ).catch( onError );

	}

	/**
	 * Marks the special nodes/meshes in json for efficient parse.
	 */
	_markDefs() {

		const nodeDefs = this.json.nodes || [];
		const skinDefs = this.json.skins || [];
		const meshDefs = this.json.meshes || [];

		// Nothing in the node definition indicates whether it is a Bone or an
		// Object3D. Use the skins' joint references to mark bones.
		for ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {

			const joints = skinDefs[ skinIndex ].joints;

			for ( let i = 0, il = joints.length; i < il; i ++ ) {

				nodeDefs[ joints[ i ] ].isBone = true;

			}

		}

		// Iterate over all nodes, marking references to shared resources,
		// as well as skeleton joints.
		for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {

			const nodeDef = nodeDefs[ nodeIndex ];

			if ( nodeDef.mesh !== undefined ) {

				this._addNodeRef( this.meshCache, nodeDef.mesh );

				// Nothing in the mesh definition indicates whether it is
				// a SkinnedMesh or Mesh. Use the node's mesh reference
				// to mark SkinnedMesh if node has skin.
				if ( nodeDef.skin !== undefined ) {

					meshDefs[ nodeDef.mesh ].isSkinnedMesh = true;

				}

			}

			if ( nodeDef.camera !== undefined ) {

				this._addNodeRef( this.cameraCache, nodeDef.camera );

			}

		}

	}

	/**
	 * Counts references to shared node / Object3D resources. These resources
	 * can be reused, or "instantiated", at multiple nodes in the scene
	 * hierarchy. Mesh, Camera, and Light instances are instantiated and must
	 * be marked. Non-scenegraph resources (like Materials, Geometries, and
	 * Textures) can be reused directly and are not marked here.
	 *
	 * Example: CesiumMilkTruck sample model reuses "Wheel" meshes.
	 */
	_addNodeRef( cache, index ) {

		if ( index === undefined ) return;

		if ( cache.refs[ index ] === undefined ) {

			cache.refs[ index ] = cache.uses[ index ] = 0;

		}

		cache.refs[ index ] ++;

	}

	/** Returns a reference to a shared resource, cloning it if necessary. */
	_getNodeRef( cache, index, object ) {

		if ( cache.refs[ index ] <= 1 ) return object;

		const ref = object.clone();

		// Propagates mappings to the cloned object, prevents mappings on the
		// original object from being lost.
		const updateMappings = ( original, clone ) => {

			const mappings = this.associations.get( original );
			if ( mappings != null ) {

				this.associations.set( clone, mappings );

			}

			for ( const [ i, child ] of original.children.entries() ) {

				updateMappings( child, clone.children[ i ] );

			}

		};

		updateMappings( object, ref );

		ref.name += '_instance_' + ( cache.uses[ index ] ++ );

		return ref;

	}

	_invokeOne( func ) {

		const extensions = Object.values( this.plugins );
		extensions.push( this );

		for ( let i = 0; i < extensions.length; i ++ ) {

			const result = func( extensions[ i ] );

			if ( result ) return result;

		}

		return null;

	}

	_invokeAll( func ) {

		const extensions = Object.values( this.plugins );
		extensions.unshift( this );

		const pending = [];

		for ( let i = 0; i < extensions.length; i ++ ) {

			const result = func( extensions[ i ] );

			if ( result ) pending.push( result );

		}

		return pending;

	}

	/**
	 * Requests the specified dependency asynchronously, with caching.
	 * @param {string} type
	 * @param {number} index
	 * @return {Promise<Object3D|Material|THREE.Texture|AnimationClip|ArrayBuffer|Object>}
	 */
	getDependency( type, index ) {

		const cacheKey = type + ':' + index;
		let dependency = this.cache.get( cacheKey );

		if ( ! dependency ) {

			switch ( type ) {

				case 'scene':
					dependency = this.loadScene( index );
					break;

				case 'node':
					dependency = this.loadNode( index );
					break;

				case 'mesh':
					dependency = this._invokeOne( function ( ext ) {

						return ext.loadMesh && ext.loadMesh( index );

					} );
					break;

				case 'accessor':
					dependency = this.loadAccessor( index );
					break;

				case 'bufferView':
					dependency = this._invokeOne( function ( ext ) {

						return ext.loadBufferView && ext.loadBufferView( index );

					} );
					break;

				case 'buffer':
					dependency = this.loadBuffer( index );
					break;

				case 'material':
					dependency = this._invokeOne( function ( ext ) {

						return ext.loadMaterial && ext.loadMaterial( index );

					} );
					break;

				case 'texture':
					dependency = this._invokeOne( function ( ext ) {

						return ext.loadTexture && ext.loadTexture( index );

					} );
					break;

				case 'skin':
					dependency = this.loadSkin( index );
					break;

				case 'animation':
					dependency = this.loadAnimation( index );
					break;

				case 'camera':
					dependency = this.loadCamera( index );
					break;

				default:
					throw new Error( 'Unknown type: ' + type );

			}

			this.cache.add( cacheKey, dependency );

		}

		return dependency;

	}

	/**
	 * Requests all dependencies of the specified type asynchronously, with caching.
	 * @param {string} type
	 * @return {Promise<Array<Object>>}
	 */
	getDependencies( type ) {

		let dependencies = this.cache.get( type );

		if ( ! dependencies ) {

			const parser = this;
			const defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];

			dependencies = Promise.all( defs.map( function ( def, index ) {

				return parser.getDependency( type, index );

			} ) );

			this.cache.add( type, dependencies );

		}

		return dependencies;

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views
	 * @param {number} bufferIndex
	 * @return {Promise<ArrayBuffer>}
	 */
	loadBuffer( bufferIndex ) {

		const bufferDef = this.json.buffers[ bufferIndex ];
		const loader = this.fileLoader;

		if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {

			throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );

		}

		// If present, GLB container is required to be the first buffer.
		if ( bufferDef.uri === undefined && bufferIndex === 0 ) {

			return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );

		}

		const options = this.options;

		return new Promise( function ( resolve, reject ) {

			loader.load( LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {

				reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) );

			} );

		} );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views
	 * @param {number} bufferViewIndex
	 * @return {Promise<ArrayBuffer>}
	 */
	loadBufferView( bufferViewIndex ) {

		const bufferViewDef = this.json.bufferViews[ bufferViewIndex ];

		return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {

			const byteLength = bufferViewDef.byteLength || 0;
			const byteOffset = bufferViewDef.byteOffset || 0;
			return buffer.slice( byteOffset, byteOffset + byteLength );

		} );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors
	 * @param {number} accessorIndex
	 * @return {Promise<BufferAttribute|InterleavedBufferAttribute>}
	 */
	loadAccessor( accessorIndex ) {

		const parser = this;
		const json = this.json;

		const accessorDef = this.json.accessors[ accessorIndex ];

		if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {

			// Ignore empty accessors, which may be used to declare runtime
			// information about attributes coming from another source (e.g. Draco
			// compression extension).
			return Promise.resolve( null );

		}

		const pendingBufferViews = [];

		if ( accessorDef.bufferView !== undefined ) {

			pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );

		} else {

			pendingBufferViews.push( null );

		}

		if ( accessorDef.sparse !== undefined ) {

			pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );
			pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );

		}

		return Promise.all( pendingBufferViews ).then( function ( bufferViews ) {

			const bufferView = bufferViews[ 0 ];

			const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];
			const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];

			// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
			const elementBytes = TypedArray.BYTES_PER_ELEMENT;
			const itemBytes = elementBytes * itemSize;
			const byteOffset = accessorDef.byteOffset || 0;
			const byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;
			const normalized = accessorDef.normalized === true;
			let array, bufferAttribute;

			// The buffer is not interleaved if the stride is the item size in bytes.
			if ( byteStride && byteStride !== itemBytes ) {

				// Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer
				// This makes sure that IBA.count reflects accessor.count properly
				const ibSlice = Math.floor( byteOffset / byteStride );
				const ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;
				let ib = parser.cache.get( ibCacheKey );

				if ( ! ib ) {

					array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );

					// Integer parameters to IB/IBA are in array elements, not bytes.
					ib = new InterleavedBuffer( array, byteStride / elementBytes );

					parser.cache.add( ibCacheKey, ib );

				}

				bufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );

			} else {

				if ( bufferView === null ) {

					array = new TypedArray( accessorDef.count * itemSize );

				} else {

					array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );

				}

				bufferAttribute = new BufferAttribute( array, itemSize, normalized );

			}

			// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors
			if ( accessorDef.sparse !== undefined ) {

				const itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;
				const TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];

				const byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;
				const byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;

				const sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );
				const sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );

				if ( bufferView !== null ) {

					// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.
					bufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );

				}

				for ( let i = 0, il = sparseIndices.length; i < il; i ++ ) {

					const index = sparseIndices[ i ];

					bufferAttribute.setX( index, sparseValues[ i * itemSize ] );
					if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );
					if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );
					if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );
					if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );

				}

			}

			return bufferAttribute;

		} );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures
	 * @param {number} textureIndex
	 * @return {Promise<THREE.Texture>}
	 */
	loadTexture( textureIndex ) {

		const json = this.json;
		const options = this.options;
		const textureDef = json.textures[ textureIndex ];
		const source = json.images[ textureDef.source ];

		let loader = this.textureLoader;

		if ( source.uri ) {

			const handler = options.manager.getHandler( source.uri );
			if ( handler !== null ) loader = handler;

		}

		return this.loadTextureImage( textureIndex, source, loader );

	}

	loadTextureImage( textureIndex, source, loader ) {

		const parser = this;
		const json = this.json;
		const options = this.options;

		const textureDef = json.textures[ textureIndex ];

		const cacheKey = ( source.uri || source.bufferView ) + ':' + textureDef.sampler;

		if ( this.textureCache[ cacheKey ] ) {

			// See https://github.com/mrdoob/three.js/issues/21559.
			return this.textureCache[ cacheKey ];

		}

		const URL = self.URL || self.webkitURL;

		let sourceURI = source.uri || '';
		let isObjectURL = false;

		if ( source.bufferView !== undefined ) {

			// Load binary image data from bufferView, if provided.

			sourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {

				isObjectURL = true;
				const blob = new Blob( [ bufferView ], { type: source.mimeType } );
				sourceURI = URL.createObjectURL( blob );
				return sourceURI;

			} );

		} else if ( source.uri === undefined ) {

			throw new Error( 'THREE.GLTFLoader: Image ' + textureIndex + ' is missing URI and bufferView' );

		}

		const promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) {

			return new Promise( function ( resolve, reject ) {

				let onLoad = resolve;

				if ( loader.isImageBitmapLoader === true ) {

					onLoad = function ( imageBitmap ) {

						const texture = new Texture( imageBitmap );
						texture.needsUpdate = true;

						resolve( texture );

					};

				}

				loader.load( LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject );

			} );

		} ).then( function ( texture ) {

			// Clean up resources and configure Texture.

			if ( isObjectURL === true ) {

				URL.revokeObjectURL( sourceURI );

			}

			texture.flipY = false;

			if ( textureDef.name ) texture.name = textureDef.name;

			const samplers = json.samplers || {};
			const sampler = samplers[ textureDef.sampler ] || {};

			texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;
			texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;
			texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;
			texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;

			parser.associations.set( texture, { textures: textureIndex } );

			return texture;

		} ).catch( function () {

			console.error( 'THREE.GLTFLoader: Couldn\'t load texture', sourceURI );
			return null;

		} );

		this.textureCache[ cacheKey ] = promise;

		return promise;

	}

	/**
	 * Asynchronously assigns a texture to the given material parameters.
	 * @param {Object} materialParams
	 * @param {string} mapName
	 * @param {Object} mapDef
	 * @return {Promise<Texture>}
	 */
	assignTexture( materialParams, mapName, mapDef ) {

		const parser = this;

		return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {

			// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured
			// However, we will copy UV set 0 to UV set 1 on demand for aoMap
			if ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {

				console.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );

			}

			if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {

				const transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;

				if ( transform ) {

					const gltfReference = parser.associations.get( texture );
					texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );
					parser.associations.set( texture, gltfReference );

				}

			}

			materialParams[ mapName ] = texture;

			return texture;

		} );

	}

	/**
	 * Assigns final material to a Mesh, Line, or Points instance. The instance
	 * already has a material (generated from the glTF material options alone)
	 * but reuse of the same glTF material may require multiple threejs materials
	 * to accommodate different primitive types, defines, etc. New materials will
	 * be created if necessary, and reused from a cache.
	 * @param  {Object3D} mesh Mesh, Line, or Points instance.
	 */
	assignFinalMaterial( mesh ) {

		const geometry = mesh.geometry;
		let material = mesh.material;

		const useDerivativeTangents = geometry.attributes.tangent === undefined;
		const useVertexColors = geometry.attributes.color !== undefined;
		const useFlatShading = geometry.attributes.normal === undefined;

		if ( mesh.isPoints ) {

			const cacheKey = 'PointsMaterial:' + material.uuid;

			let pointsMaterial = this.cache.get( cacheKey );

			if ( ! pointsMaterial ) {

				pointsMaterial = new PointsMaterial();
				Material.prototype.copy.call( pointsMaterial, material );
				pointsMaterial.color.copy( material.color );
				pointsMaterial.map = material.map;
				pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px

				this.cache.add( cacheKey, pointsMaterial );

			}

			material = pointsMaterial;

		} else if ( mesh.isLine ) {

			const cacheKey = 'LineBasicMaterial:' + material.uuid;

			let lineMaterial = this.cache.get( cacheKey );

			if ( ! lineMaterial ) {

				lineMaterial = new LineBasicMaterial();
				Material.prototype.copy.call( lineMaterial, material );
				lineMaterial.color.copy( material.color );

				this.cache.add( cacheKey, lineMaterial );

			}

			material = lineMaterial;

		}

		// Clone the material if it will be modified
		if ( useDerivativeTangents || useVertexColors || useFlatShading ) {

			let cacheKey = 'ClonedMaterial:' + material.uuid + ':';

			if ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';
			if ( useDerivativeTangents ) cacheKey += 'derivative-tangents:';
			if ( useVertexColors ) cacheKey += 'vertex-colors:';
			if ( useFlatShading ) cacheKey += 'flat-shading:';

			let cachedMaterial = this.cache.get( cacheKey );

			if ( ! cachedMaterial ) {

				cachedMaterial = material.clone();

				if ( useVertexColors ) cachedMaterial.vertexColors = true;
				if ( useFlatShading ) cachedMaterial.flatShading = true;

				if ( useDerivativeTangents ) {

					// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995
					if ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1;
					if ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1;

				}

				this.cache.add( cacheKey, cachedMaterial );

				this.associations.set( cachedMaterial, this.associations.get( material ) );

			}

			material = cachedMaterial;

		}

		// workarounds for mesh and geometry

		if ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {

			geometry.setAttribute( 'uv2', geometry.attributes.uv );

		}

		mesh.material = material;

	}

	getMaterialType( /* materialIndex */ ) {

		return MeshStandardMaterial;

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials
	 * @param {number} materialIndex
	 * @return {Promise<Material>}
	 */
	loadMaterial( materialIndex ) {

		const parser = this;
		const json = this.json;
		const extensions = this.extensions;
		const materialDef = json.materials[ materialIndex ];

		let materialType;
		const materialParams = {};
		const materialExtensions = materialDef.extensions || {};

		const pending = [];

		if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {

			const sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];
			materialType = sgExtension.getMaterialType();
			pending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );

		} else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {

			const kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];
			materialType = kmuExtension.getMaterialType();
			pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );

		} else {

			// Specification:
			// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material

			const metallicRoughness = materialDef.pbrMetallicRoughness || {};

			materialParams.color = new Color$1( 1.0, 1.0, 1.0 );
			materialParams.opacity = 1.0;

			if ( Array.isArray( metallicRoughness.baseColorFactor ) ) {

				const array = metallicRoughness.baseColorFactor;

				materialParams.color.fromArray( array );
				materialParams.opacity = array[ 3 ];

			}

			if ( metallicRoughness.baseColorTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );

			}

			materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;
			materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;

			if ( metallicRoughness.metallicRoughnessTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );
				pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );

			}

			materialType = this._invokeOne( function ( ext ) {

				return ext.getMaterialType && ext.getMaterialType( materialIndex );

			} );

			pending.push( Promise.all( this._invokeAll( function ( ext ) {

				return ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );

			} ) ) );

		}

		if ( materialDef.doubleSided === true ) {

			materialParams.side = DoubleSide;

		}

		const alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;

		if ( alphaMode === ALPHA_MODES.BLEND ) {

			materialParams.transparent = true;

			// See: https://github.com/mrdoob/three.js/issues/17706
			materialParams.depthWrite = false;

		} else {

			materialParams.transparent = false;
			materialParams.alphaWrite = false;

			if ( alphaMode === ALPHA_MODES.MASK ) {

				materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;

			}

		}

		if ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {

			pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );

			materialParams.normalScale = new Vector2( 1, 1 );

			if ( materialDef.normalTexture.scale !== undefined ) {

				const scale = materialDef.normalTexture.scale;

				materialParams.normalScale.set( scale, scale );

			}

		}

		if ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {

			pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );

			if ( materialDef.occlusionTexture.strength !== undefined ) {

				materialParams.aoMapIntensity = materialDef.occlusionTexture.strength;

			}

		}

		if ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {

			materialParams.emissive = new Color$1().fromArray( materialDef.emissiveFactor );

		}

		if ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {

			pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );

		}

		return Promise.all( pending ).then( function () {

			let material;

			if ( materialType === GLTFMeshStandardSGMaterial ) {

				material = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );

			} else {

				material = new materialType( materialParams );

			}

			if ( materialDef.name ) material.name = materialDef.name;

			// baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.
			if ( material.map ) material.map.encoding = sRGBEncoding;
			if ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding;

			assignExtrasToUserData( material, materialDef );

			parser.associations.set( material, { materials: materialIndex } );

			if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );

			return material;

		} );

	}

	/** When Object3D instances are targeted by animation, they need unique names. */
	createUniqueName( originalName ) {

		const sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' );

		let name = sanitizedName;

		for ( let i = 1; this.nodeNamesUsed[ name ]; ++ i ) {

			name = sanitizedName + '_' + i;

		}

		this.nodeNamesUsed[ name ] = true;

		return name;

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry
	 *
	 * Creates BufferGeometries from primitives.
	 *
	 * @param {Array<GLTF.Primitive>} primitives
	 * @return {Promise<Array<BufferGeometry>>}
	 */
	loadGeometries( primitives ) {

		const parser = this;
		const extensions = this.extensions;
		const cache = this.primitiveCache;

		function createDracoPrimitive( primitive ) {

			return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]
				.decodePrimitive( primitive, parser )
				.then( function ( geometry ) {

					return addPrimitiveAttributes( geometry, primitive, parser );

				} );

		}

		const pending = [];

		for ( let i = 0, il = primitives.length; i < il; i ++ ) {

			const primitive = primitives[ i ];
			const cacheKey = createPrimitiveKey( primitive );

			// See if we've already created this geometry
			const cached = cache[ cacheKey ];

			if ( cached ) {

				// Use the cached geometry if it exists
				pending.push( cached.promise );

			} else {

				let geometryPromise;

				if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {

					// Use DRACO geometry if available
					geometryPromise = createDracoPrimitive( primitive );

				} else {

					// Otherwise create a new geometry
					geometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );

				}

				// Cache this geometry
				cache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };

				pending.push( geometryPromise );

			}

		}

		return Promise.all( pending );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes
	 * @param {number} meshIndex
	 * @return {Promise<Group|Mesh|SkinnedMesh>}
	 */
	loadMesh( meshIndex ) {

		const parser = this;
		const json = this.json;
		const extensions = this.extensions;

		const meshDef = json.meshes[ meshIndex ];
		const primitives = meshDef.primitives;

		const pending = [];

		for ( let i = 0, il = primitives.length; i < il; i ++ ) {

			const material = primitives[ i ].material === undefined
				? createDefaultMaterial( this.cache )
				: this.getDependency( 'material', primitives[ i ].material );

			pending.push( material );

		}

		pending.push( parser.loadGeometries( primitives ) );

		return Promise.all( pending ).then( function ( results ) {

			const materials = results.slice( 0, results.length - 1 );
			const geometries = results[ results.length - 1 ];

			const meshes = [];

			for ( let i = 0, il = geometries.length; i < il; i ++ ) {

				const geometry = geometries[ i ];
				const primitive = primitives[ i ];

				// 1. create Mesh

				let mesh;

				const material = materials[ i ];

				if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||
						primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||
						primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||
						primitive.mode === undefined ) {

					// .isSkinnedMesh isn't in glTF spec. See ._markDefs()
					mesh = meshDef.isSkinnedMesh === true
						? new SkinnedMesh( geometry, material )
						: new Mesh( geometry, material );

					if ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {

						// we normalize floating point skin weight array to fix malformed assets (see #15319)
						// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs
						mesh.normalizeSkinWeights();

					}

					if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {

						mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );

					} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {

						mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );

					}

				} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {

					mesh = new LineSegments( geometry, material );

				} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {

					mesh = new Line( geometry, material );

				} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {

					mesh = new LineLoop( geometry, material );

				} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {

					mesh = new Points( geometry, material );

				} else {

					throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );

				}

				if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {

					updateMorphTargets( mesh, meshDef );

				}

				mesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );

				assignExtrasToUserData( mesh, meshDef );

				if ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );

				parser.assignFinalMaterial( mesh );

				meshes.push( mesh );

			}

			for ( let i = 0, il = meshes.length; i < il; i ++ ) {

				parser.associations.set( meshes[ i ], {
					meshes: meshIndex,
					primitives: i
				} );

			}

			if ( meshes.length === 1 ) {

				return meshes[ 0 ];

			}

			const group = new Group$1();

			parser.associations.set( group, { meshes: meshIndex } );

			for ( let i = 0, il = meshes.length; i < il; i ++ ) {

				group.add( meshes[ i ] );

			}

			return group;

		} );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras
	 * @param {number} cameraIndex
	 * @return {Promise<THREE.Camera>}
	 */
	loadCamera( cameraIndex ) {

		let camera;
		const cameraDef = this.json.cameras[ cameraIndex ];
		const params = cameraDef[ cameraDef.type ];

		if ( ! params ) {

			console.warn( 'THREE.GLTFLoader: Missing camera parameters.' );
			return;

		}

		if ( cameraDef.type === 'perspective' ) {

			camera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );

		} else if ( cameraDef.type === 'orthographic' ) {

			camera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );

		}

		if ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );

		assignExtrasToUserData( camera, cameraDef );

		return Promise.resolve( camera );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins
	 * @param {number} skinIndex
	 * @return {Promise<Object>}
	 */
	loadSkin( skinIndex ) {

		const skinDef = this.json.skins[ skinIndex ];

		const skinEntry = { joints: skinDef.joints };

		if ( skinDef.inverseBindMatrices === undefined ) {

			return Promise.resolve( skinEntry );

		}

		return this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {

			skinEntry.inverseBindMatrices = accessor;

			return skinEntry;

		} );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations
	 * @param {number} animationIndex
	 * @return {Promise<AnimationClip>}
	 */
	loadAnimation( animationIndex ) {

		const json = this.json;

		const animationDef = json.animations[ animationIndex ];

		const pendingNodes = [];
		const pendingInputAccessors = [];
		const pendingOutputAccessors = [];
		const pendingSamplers = [];
		const pendingTargets = [];

		for ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) {

			const channel = animationDef.channels[ i ];
			const sampler = animationDef.samplers[ channel.sampler ];
			const target = channel.target;
			const name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.
			const input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;
			const output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;

			pendingNodes.push( this.getDependency( 'node', name ) );
			pendingInputAccessors.push( this.getDependency( 'accessor', input ) );
			pendingOutputAccessors.push( this.getDependency( 'accessor', output ) );
			pendingSamplers.push( sampler );
			pendingTargets.push( target );

		}

		return Promise.all( [

			Promise.all( pendingNodes ),
			Promise.all( pendingInputAccessors ),
			Promise.all( pendingOutputAccessors ),
			Promise.all( pendingSamplers ),
			Promise.all( pendingTargets )

		] ).then( function ( dependencies ) {

			const nodes = dependencies[ 0 ];
			const inputAccessors = dependencies[ 1 ];
			const outputAccessors = dependencies[ 2 ];
			const samplers = dependencies[ 3 ];
			const targets = dependencies[ 4 ];

			const tracks = [];

			for ( let i = 0, il = nodes.length; i < il; i ++ ) {

				const node = nodes[ i ];
				const inputAccessor = inputAccessors[ i ];
				const outputAccessor = outputAccessors[ i ];
				const sampler = samplers[ i ];
				const target = targets[ i ];

				if ( node === undefined ) continue;

				node.updateMatrix();
				node.matrixAutoUpdate = true;

				let TypedKeyframeTrack;

				switch ( PATH_PROPERTIES[ target.path ] ) {

					case PATH_PROPERTIES.weights:

						TypedKeyframeTrack = NumberKeyframeTrack;
						break;

					case PATH_PROPERTIES.rotation:

						TypedKeyframeTrack = QuaternionKeyframeTrack;
						break;

					case PATH_PROPERTIES.position:
					case PATH_PROPERTIES.scale:
					default:

						TypedKeyframeTrack = VectorKeyframeTrack;
						break;

				}

				const targetName = node.name ? node.name : node.uuid;

				const interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;

				const targetNames = [];

				if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {

					node.traverse( function ( object ) {

						if ( object.morphTargetInfluences ) {

							targetNames.push( object.name ? object.name : object.uuid );

						}

					} );

				} else {

					targetNames.push( targetName );

				}

				let outputArray = outputAccessor.array;

				if ( outputAccessor.normalized ) {

					const scale = getNormalizedComponentScale( outputArray.constructor );
					const scaled = new Float32Array( outputArray.length );

					for ( let j = 0, jl = outputArray.length; j < jl; j ++ ) {

						scaled[ j ] = outputArray[ j ] * scale;

					}

					outputArray = scaled;

				}

				for ( let j = 0, jl = targetNames.length; j < jl; j ++ ) {

					const track = new TypedKeyframeTrack(
						targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],
						inputAccessor.array,
						outputArray,
						interpolation
					);

					// Override interpolation with custom factory method.
					if ( sampler.interpolation === 'CUBICSPLINE' ) {

						track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {

							// A CUBICSPLINE keyframe in glTF has three output values for each input value,
							// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()
							// must be divided by three to get the interpolant's sampleSize argument.

							const interpolantType = ( this instanceof QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant;

							return new interpolantType( this.times, this.values, this.getValueSize() / 3, result );

						};

						// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.
						track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;

					}

					tracks.push( track );

				}

			}

			const name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;

			return new AnimationClip( name, undefined, tracks );

		} );

	}

	createNodeMesh( nodeIndex ) {

		const json = this.json;
		const parser = this;
		const nodeDef = json.nodes[ nodeIndex ];

		if ( nodeDef.mesh === undefined ) return null;

		return parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {

			const node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );

			// if weights are provided on the node, override weights on the mesh.
			if ( nodeDef.weights !== undefined ) {

				node.traverse( function ( o ) {

					if ( ! o.isMesh ) return;

					for ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) {

						o.morphTargetInfluences[ i ] = nodeDef.weights[ i ];

					}

				} );

			}

			return node;

		} );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy
	 * @param {number} nodeIndex
	 * @return {Promise<Object3D>}
	 */
	loadNode( nodeIndex ) {

		const json = this.json;
		const extensions = this.extensions;
		const parser = this;

		const nodeDef = json.nodes[ nodeIndex ];

		// reserve node's name before its dependencies, so the root has the intended name.
		const nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';

		return ( function () {

			const pending = [];

			const meshPromise = parser._invokeOne( function ( ext ) {

				return ext.createNodeMesh && ext.createNodeMesh( nodeIndex );

			} );

			if ( meshPromise ) {

				pending.push( meshPromise );

			}

			if ( nodeDef.camera !== undefined ) {

				pending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {

					return parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );

				} ) );

			}

			parser._invokeAll( function ( ext ) {

				return ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );

			} ).forEach( function ( promise ) {

				pending.push( promise );

			} );

			return Promise.all( pending );

		}() ).then( function ( objects ) {

			let node;

			// .isBone isn't in glTF spec. See ._markDefs
			if ( nodeDef.isBone === true ) {

				node = new Bone();

			} else if ( objects.length > 1 ) {

				node = new Group$1();

			} else if ( objects.length === 1 ) {

				node = objects[ 0 ];

			} else {

				node = new Object3D();

			}

			if ( node !== objects[ 0 ] ) {

				for ( let i = 0, il = objects.length; i < il; i ++ ) {

					node.add( objects[ i ] );

				}

			}

			if ( nodeDef.name ) {

				node.userData.name = nodeDef.name;
				node.name = nodeName;

			}

			assignExtrasToUserData( node, nodeDef );

			if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );

			if ( nodeDef.matrix !== undefined ) {

				const matrix = new Matrix4();
				matrix.fromArray( nodeDef.matrix );
				node.applyMatrix4( matrix );

			} else {

				if ( nodeDef.translation !== undefined ) {

					node.position.fromArray( nodeDef.translation );

				}

				if ( nodeDef.rotation !== undefined ) {

					node.quaternion.fromArray( nodeDef.rotation );

				}

				if ( nodeDef.scale !== undefined ) {

					node.scale.fromArray( nodeDef.scale );

				}

			}

			if ( ! parser.associations.has( node ) ) {

				parser.associations.set( node, {} );

			}

			parser.associations.get( node ).nodes = nodeIndex;

			return node;

		} );

	}

	/**
	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes
	 * @param {number} sceneIndex
	 * @return {Promise<Group>}
	 */
	loadScene( sceneIndex ) {

		const json = this.json;
		const extensions = this.extensions;
		const sceneDef = this.json.scenes[ sceneIndex ];
		const parser = this;

		// Loader returns Group, not Scene.
		// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172
		const scene = new Group$1();
		if ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );

		assignExtrasToUserData( scene, sceneDef );

		if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );

		const nodeIds = sceneDef.nodes || [];

		const pending = [];

		for ( let i = 0, il = nodeIds.length; i < il; i ++ ) {

			pending.push( buildNodeHierarchy( nodeIds[ i ], scene, json, parser ) );

		}

		return Promise.all( pending ).then( function () {

			// Removes dangling associations, associations that reference a node that
			// didn't make it into the scene.
			const reduceAssociations = ( node ) => {

				const reducedAssociations = new Map();

				for ( const [ key, value ] of parser.associations ) {

					if ( key instanceof Material || key instanceof Texture ) {

						reducedAssociations.set( key, value );

					}

				}

				node.traverse( ( node ) => {

					const mappings = parser.associations.get( node );

					if ( mappings != null ) {

						reducedAssociations.set( node, mappings );

					}

				} );

				return reducedAssociations;

			};

			parser.associations = reduceAssociations( scene );

			return scene;

		} );

	}

}

function buildNodeHierarchy( nodeId, parentObject, json, parser ) {

	const nodeDef = json.nodes[ nodeId ];

	return parser.getDependency( 'node', nodeId ).then( function ( node ) {

		if ( nodeDef.skin === undefined ) return node;

		// build skeleton here as well

		let skinEntry;

		return parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {

			skinEntry = skin;

			const pendingJoints = [];

			for ( let i = 0, il = skinEntry.joints.length; i < il; i ++ ) {

				pendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );

			}

			return Promise.all( pendingJoints );

		} ).then( function ( jointNodes ) {

			node.traverse( function ( mesh ) {

				if ( ! mesh.isMesh ) return;

				const bones = [];
				const boneInverses = [];

				for ( let j = 0, jl = jointNodes.length; j < jl; j ++ ) {

					const jointNode = jointNodes[ j ];

					if ( jointNode ) {

						bones.push( jointNode );

						const mat = new Matrix4();

						if ( skinEntry.inverseBindMatrices !== undefined ) {

							mat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );

						}

						boneInverses.push( mat );

					} else {

						console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinEntry.joints[ j ] );

					}

				}

				mesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld );

			} );

			return node;

		} );

	} ).then( function ( node ) {

		// build node hierachy

		parentObject.add( node );

		const pending = [];

		if ( nodeDef.children ) {

			const children = nodeDef.children;

			for ( let i = 0, il = children.length; i < il; i ++ ) {

				const child = children[ i ];
				pending.push( buildNodeHierarchy( child, node, json, parser ) );

			}

		}

		return Promise.all( pending );

	} );

}

/**
 * @param {BufferGeometry} geometry
 * @param {GLTF.Primitive} primitiveDef
 * @param {GLTFParser} parser
 */
function computeBounds( geometry, primitiveDef, parser ) {

	const attributes = primitiveDef.attributes;

	const box = new Box3();

	if ( attributes.POSITION !== undefined ) {

		const accessor = parser.json.accessors[ attributes.POSITION ];

		const min = accessor.min;
		const max = accessor.max;

		// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.

		if ( min !== undefined && max !== undefined ) {

			box.set(
				new Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),
				new Vector3( max[ 0 ], max[ 1 ], max[ 2 ] )
			);

			if ( accessor.normalized ) {

				const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );
				box.min.multiplyScalar( boxScale );
				box.max.multiplyScalar( boxScale );

			}

		} else {

			console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );

			return;

		}

	} else {

		return;

	}

	const targets = primitiveDef.targets;

	if ( targets !== undefined ) {

		const maxDisplacement = new Vector3();
		const vector = new Vector3();

		for ( let i = 0, il = targets.length; i < il; i ++ ) {

			const target = targets[ i ];

			if ( target.POSITION !== undefined ) {

				const accessor = parser.json.accessors[ target.POSITION ];
				const min = accessor.min;
				const max = accessor.max;

				// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.

				if ( min !== undefined && max !== undefined ) {

					// we need to get max of absolute components because target weight is [-1,1]
					vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );
					vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );
					vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );


					if ( accessor.normalized ) {

						const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );
						vector.multiplyScalar( boxScale );

					}

					// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative
					// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets
					// are used to implement key-frame animations and as such only two are active at a time - this results in very large
					// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.
					maxDisplacement.max( vector );

				} else {

					console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );

				}

			}

		}

		// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.
		box.expandByVector( maxDisplacement );

	}

	geometry.boundingBox = box;

	const sphere = new Sphere();

	box.getCenter( sphere.center );
	sphere.radius = box.min.distanceTo( box.max ) / 2;

	geometry.boundingSphere = sphere;

}

/**
 * @param {BufferGeometry} geometry
 * @param {GLTF.Primitive} primitiveDef
 * @param {GLTFParser} parser
 * @return {Promise<BufferGeometry>}
 */
function addPrimitiveAttributes( geometry, primitiveDef, parser ) {

	const attributes = primitiveDef.attributes;

	const pending = [];

	function assignAttributeAccessor( accessorIndex, attributeName ) {

		return parser.getDependency( 'accessor', accessorIndex )
			.then( function ( accessor ) {

				geometry.setAttribute( attributeName, accessor );

			} );

	}

	for ( const gltfAttributeName in attributes ) {

		const threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();

		// Skip attributes already provided by e.g. Draco extension.
		if ( threeAttributeName in geometry.attributes ) continue;

		pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );

	}

	if ( primitiveDef.indices !== undefined && ! geometry.index ) {

		const accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {

			geometry.setIndex( accessor );

		} );

		pending.push( accessor );

	}

	assignExtrasToUserData( geometry, primitiveDef );

	computeBounds( geometry, primitiveDef, parser );

	return Promise.all( pending ).then( function () {

		return primitiveDef.targets !== undefined
			? addMorphTargets( geometry, primitiveDef.targets, parser )
			: geometry;

	} );

}

/**
 * @param {BufferGeometry} geometry
 * @param {Number} drawMode
 * @return {BufferGeometry}
 */
function toTrianglesDrawMode( geometry, drawMode ) {

	let index = geometry.getIndex();

	// generate index if not present

	if ( index === null ) {

		const indices = [];

		const position = geometry.getAttribute( 'position' );

		if ( position !== undefined ) {

			for ( let i = 0; i < position.count; i ++ ) {

				indices.push( i );

			}

			geometry.setIndex( indices );
			index = geometry.getIndex();

		} else {

			console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );
			return geometry;

		}

	}

	//

	const numberOfTriangles = index.count - 2;
	const newIndices = [];

	if ( drawMode === TriangleFanDrawMode ) {

		// gl.TRIANGLE_FAN

		for ( let i = 1; i <= numberOfTriangles; i ++ ) {

			newIndices.push( index.getX( 0 ) );
			newIndices.push( index.getX( i ) );
			newIndices.push( index.getX( i + 1 ) );

		}

	} else {

		// gl.TRIANGLE_STRIP

		for ( let i = 0; i < numberOfTriangles; i ++ ) {

			if ( i % 2 === 0 ) {

				newIndices.push( index.getX( i ) );
				newIndices.push( index.getX( i + 1 ) );
				newIndices.push( index.getX( i + 2 ) );


			} else {

				newIndices.push( index.getX( i + 2 ) );
				newIndices.push( index.getX( i + 1 ) );
				newIndices.push( index.getX( i ) );

			}

		}

	}

	if ( ( newIndices.length / 3 ) !== numberOfTriangles ) {

		console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );

	}

	// build final geometry

	const newGeometry = geometry.clone();
	newGeometry.setIndex( newIndices );

	return newGeometry;

}

const _taskCache = new WeakMap();

class DRACOLoader extends Loader {

	constructor( manager ) {

		super( manager );

		this.decoderPath = '';
		this.decoderConfig = {};
		this.decoderBinary = null;
		this.decoderPending = null;

		this.workerLimit = 4;
		this.workerPool = [];
		this.workerNextTaskID = 1;
		this.workerSourceURL = '';

		this.defaultAttributeIDs = {
			position: 'POSITION',
			normal: 'NORMAL',
			color: 'COLOR',
			uv: 'TEX_COORD'
		};
		this.defaultAttributeTypes = {
			position: 'Float32Array',
			normal: 'Float32Array',
			color: 'Float32Array',
			uv: 'Float32Array'
		};

	}

	setDecoderPath( path ) {

		this.decoderPath = path;

		return this;

	}

	setDecoderConfig( config ) {

		this.decoderConfig = config;

		return this;

	}

	setWorkerLimit( workerLimit ) {

		this.workerLimit = workerLimit;

		return this;

	}

	load( url, onLoad, onProgress, onError ) {

		const loader = new FileLoader( this.manager );

		loader.setPath( this.path );
		loader.setResponseType( 'arraybuffer' );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( this.withCredentials );

		loader.load( url, ( buffer ) => {

			const taskConfig = {
				attributeIDs: this.defaultAttributeIDs,
				attributeTypes: this.defaultAttributeTypes,
				useUniqueIDs: false
			};

			this.decodeGeometry( buffer, taskConfig )
				.then( onLoad )
				.catch( onError );

		}, onProgress, onError );

	}

	/** @deprecated Kept for backward-compatibility with previous DRACOLoader versions. */
	decodeDracoFile( buffer, callback, attributeIDs, attributeTypes ) {

		const taskConfig = {
			attributeIDs: attributeIDs || this.defaultAttributeIDs,
			attributeTypes: attributeTypes || this.defaultAttributeTypes,
			useUniqueIDs: !! attributeIDs
		};

		this.decodeGeometry( buffer, taskConfig ).then( callback );

	}

	decodeGeometry( buffer, taskConfig ) {

		// TODO: For backward-compatibility, support 'attributeTypes' objects containing
		// references (rather than names) to typed array constructors. These must be
		// serialized before sending them to the worker.
		for ( const attribute in taskConfig.attributeTypes ) {

			const type = taskConfig.attributeTypes[ attribute ];

			if ( type.BYTES_PER_ELEMENT !== undefined ) {

				taskConfig.attributeTypes[ attribute ] = type.name;

			}

		}

		//

		const taskKey = JSON.stringify( taskConfig );

		// Check for an existing task using this buffer. A transferred buffer cannot be transferred
		// again from this thread.
		if ( _taskCache.has( buffer ) ) {

			const cachedTask = _taskCache.get( buffer );

			if ( cachedTask.key === taskKey ) {

				return cachedTask.promise;

			} else if ( buffer.byteLength === 0 ) {

				// Technically, it would be possible to wait for the previous task to complete,
				// transfer the buffer back, and decode again with the second configuration. That
				// is complex, and I don't know of any reason to decode a Draco buffer twice in
				// different ways, so this is left unimplemented.
				throw new Error(

					'THREE.DRACOLoader: Unable to re-decode a buffer with different ' +
					'settings. Buffer has already been transferred.'

				);

			}

		}

		//

		let worker;
		const taskID = this.workerNextTaskID ++;
		const taskCost = buffer.byteLength;

		// Obtain a worker and assign a task, and construct a geometry instance
		// when the task completes.
		const geometryPending = this._getWorker( taskID, taskCost )
			.then( ( _worker ) => {

				worker = _worker;

				return new Promise( ( resolve, reject ) => {

					worker._callbacks[ taskID ] = { resolve, reject };

					worker.postMessage( { type: 'decode', id: taskID, taskConfig, buffer }, [ buffer ] );

					// this.debug();

				} );

			} )
			.then( ( message ) => this._createGeometry( message.geometry ) );

		// Remove task from the task list.
		// Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416)
		geometryPending
			.catch( () => true )
			.then( () => {

				if ( worker && taskID ) {

					this._releaseTask( worker, taskID );

					// this.debug();

				}

			} );

		// Cache the task result.
		_taskCache.set( buffer, {

			key: taskKey,
			promise: geometryPending

		} );

		return geometryPending;

	}

	_createGeometry( geometryData ) {

		const geometry = new BufferGeometry();

		if ( geometryData.index ) {

			geometry.setIndex( new BufferAttribute( geometryData.index.array, 1 ) );

		}

		for ( let i = 0; i < geometryData.attributes.length; i ++ ) {

			const attribute = geometryData.attributes[ i ];
			const name = attribute.name;
			const array = attribute.array;
			const itemSize = attribute.itemSize;

			geometry.setAttribute( name, new BufferAttribute( array, itemSize ) );

		}

		return geometry;

	}

	_loadLibrary( url, responseType ) {

		const loader = new FileLoader( this.manager );
		loader.setPath( this.decoderPath );
		loader.setResponseType( responseType );
		loader.setWithCredentials( this.withCredentials );

		return new Promise( ( resolve, reject ) => {

			loader.load( url, resolve, undefined, reject );

		} );

	}

	preload() {

		this._initDecoder();

		return this;

	}

	_initDecoder() {

		if ( this.decoderPending ) return this.decoderPending;

		const useJS = typeof WebAssembly !== 'object' || this.decoderConfig.type === 'js';
		const librariesPending = [];

		if ( useJS ) {

			librariesPending.push( this._loadLibrary( 'draco_decoder.js', 'text' ) );

		} else {

			librariesPending.push( this._loadLibrary( 'draco_wasm_wrapper.js', 'text' ) );
			librariesPending.push( this._loadLibrary( 'draco_decoder.wasm', 'arraybuffer' ) );

		}

		this.decoderPending = Promise.all( librariesPending )
			.then( ( libraries ) => {

				const jsContent = libraries[ 0 ];

				if ( ! useJS ) {

					this.decoderConfig.wasmBinary = libraries[ 1 ];

				}

				const fn = DRACOWorker.toString();

				const body = [
					'/* draco decoder */',
					jsContent,
					'',
					'/* worker */',
					fn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) )
				].join( '\n' );

				this.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) );

			} );

		return this.decoderPending;

	}

	_getWorker( taskID, taskCost ) {

		return this._initDecoder().then( () => {

			if ( this.workerPool.length < this.workerLimit ) {

				const worker = new Worker( this.workerSourceURL );

				worker._callbacks = {};
				worker._taskCosts = {};
				worker._taskLoad = 0;

				worker.postMessage( { type: 'init', decoderConfig: this.decoderConfig } );

				worker.onmessage = function ( e ) {

					const message = e.data;

					switch ( message.type ) {

						case 'decode':
							worker._callbacks[ message.id ].resolve( message );
							break;

						case 'error':
							worker._callbacks[ message.id ].reject( message );
							break;

						default:
							console.error( 'THREE.DRACOLoader: Unexpected message, "' + message.type + '"' );

					}

				};

				this.workerPool.push( worker );

			} else {

				this.workerPool.sort( function ( a, b ) {

					return a._taskLoad > b._taskLoad ? - 1 : 1;

				} );

			}

			const worker = this.workerPool[ this.workerPool.length - 1 ];
			worker._taskCosts[ taskID ] = taskCost;
			worker._taskLoad += taskCost;
			return worker;

		} );

	}

	_releaseTask( worker, taskID ) {

		worker._taskLoad -= worker._taskCosts[ taskID ];
		delete worker._callbacks[ taskID ];
		delete worker._taskCosts[ taskID ];

	}

	debug() {

		console.log( 'Task load: ', this.workerPool.map( ( worker ) => worker._taskLoad ) );

	}

	dispose() {

		for ( let i = 0; i < this.workerPool.length; ++ i ) {

			this.workerPool[ i ].terminate();

		}

		this.workerPool.length = 0;

		return this;

	}

}

/* WEB WORKER */

function DRACOWorker() {

	let decoderConfig;
	let decoderPending;

	onmessage = function ( e ) {

		const message = e.data;

		switch ( message.type ) {

			case 'init':
				decoderConfig = message.decoderConfig;
				decoderPending = new Promise( function ( resolve/*, reject*/ ) {

					decoderConfig.onModuleLoaded = function ( draco ) {

						// Module is Promise-like. Wrap before resolving to avoid loop.
						resolve( { draco: draco } );

					};

					DracoDecoderModule( decoderConfig ); // eslint-disable-line no-undef

				} );
				break;

			case 'decode':
				const buffer = message.buffer;
				const taskConfig = message.taskConfig;
				decoderPending.then( ( module ) => {

					const draco = module.draco;
					const decoder = new draco.Decoder();
					const decoderBuffer = new draco.DecoderBuffer();
					decoderBuffer.Init( new Int8Array( buffer ), buffer.byteLength );

					try {

						const geometry = decodeGeometry( draco, decoder, decoderBuffer, taskConfig );

						const buffers = geometry.attributes.map( ( attr ) => attr.array.buffer );

						if ( geometry.index ) buffers.push( geometry.index.array.buffer );

						self.postMessage( { type: 'decode', id: message.id, geometry }, buffers );

					} catch ( error ) {

						console.error( error );

						self.postMessage( { type: 'error', id: message.id, error: error.message } );

					} finally {

						draco.destroy( decoderBuffer );
						draco.destroy( decoder );

					}

				} );
				break;

		}

	};

	function decodeGeometry( draco, decoder, decoderBuffer, taskConfig ) {

		const attributeIDs = taskConfig.attributeIDs;
		const attributeTypes = taskConfig.attributeTypes;

		let dracoGeometry;
		let decodingStatus;

		const geometryType = decoder.GetEncodedGeometryType( decoderBuffer );

		if ( geometryType === draco.TRIANGULAR_MESH ) {

			dracoGeometry = new draco.Mesh();
			decodingStatus = decoder.DecodeBufferToMesh( decoderBuffer, dracoGeometry );

		} else if ( geometryType === draco.POINT_CLOUD ) {

			dracoGeometry = new draco.PointCloud();
			decodingStatus = decoder.DecodeBufferToPointCloud( decoderBuffer, dracoGeometry );

		} else {

			throw new Error( 'THREE.DRACOLoader: Unexpected geometry type.' );

		}

		if ( ! decodingStatus.ok() || dracoGeometry.ptr === 0 ) {

			throw new Error( 'THREE.DRACOLoader: Decoding failed: ' + decodingStatus.error_msg() );

		}

		const geometry = { index: null, attributes: [] };

		// Gather all vertex attributes.
		for ( const attributeName in attributeIDs ) {

			const attributeType = self[ attributeTypes[ attributeName ] ];

			let attribute;
			let attributeID;

			// A Draco file may be created with default vertex attributes, whose attribute IDs
			// are mapped 1:1 from their semantic name (POSITION, NORMAL, ...). Alternatively,
			// a Draco file may contain a custom set of attributes, identified by known unique
			// IDs. glTF files always do the latter, and `.drc` files typically do the former.
			if ( taskConfig.useUniqueIDs ) {

				attributeID = attributeIDs[ attributeName ];
				attribute = decoder.GetAttributeByUniqueId( dracoGeometry, attributeID );

			} else {

				attributeID = decoder.GetAttributeId( dracoGeometry, draco[ attributeIDs[ attributeName ] ] );

				if ( attributeID === - 1 ) continue;

				attribute = decoder.GetAttribute( dracoGeometry, attributeID );

			}

			geometry.attributes.push( decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) );

		}

		// Add index.
		if ( geometryType === draco.TRIANGULAR_MESH ) {

			geometry.index = decodeIndex( draco, decoder, dracoGeometry );

		}

		draco.destroy( dracoGeometry );

		return geometry;

	}

	function decodeIndex( draco, decoder, dracoGeometry ) {

		const numFaces = dracoGeometry.num_faces();
		const numIndices = numFaces * 3;
		const byteLength = numIndices * 4;

		const ptr = draco._malloc( byteLength );
		decoder.GetTrianglesUInt32Array( dracoGeometry, byteLength, ptr );
		const index = new Uint32Array( draco.HEAPF32.buffer, ptr, numIndices ).slice();
		draco._free( ptr );

		return { array: index, itemSize: 1 };

	}

	function decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) {

		const numComponents = attribute.num_components();
		const numPoints = dracoGeometry.num_points();
		const numValues = numPoints * numComponents;
		const byteLength = numValues * attributeType.BYTES_PER_ELEMENT;
		const dataType = getDracoDataType( draco, attributeType );

		const ptr = draco._malloc( byteLength );
		decoder.GetAttributeDataArrayForAllPoints( dracoGeometry, attribute, dataType, byteLength, ptr );
		const array = new attributeType( draco.HEAPF32.buffer, ptr, numValues ).slice();
		draco._free( ptr );

		return {
			name: attributeName,
			array: array,
			itemSize: numComponents
		};

	}

	function getDracoDataType( draco, attributeType ) {

		switch ( attributeType ) {

			case Float32Array: return draco.DT_FLOAT32;
			case Int8Array: return draco.DT_INT8;
			case Int16Array: return draco.DT_INT16;
			case Int32Array: return draco.DT_INT32;
			case Uint8Array: return draco.DT_UINT8;
			case Uint16Array: return draco.DT_UINT16;
			case Uint32Array: return draco.DT_UINT32;

		}

	}

}

// https://github.com/mrdoob/three.js/issues/5552
// http://en.wikipedia.org/wiki/RGBE_image_format

class RGBELoader extends DataTextureLoader {

	constructor( manager ) {

		super( manager );

		this.type = HalfFloatType;

	}

	// adapted from http://www.graphics.cornell.edu/~bjw/rgbe.html

	parse( buffer ) {

		const
			/* return codes for rgbe routines */
			//RGBE_RETURN_SUCCESS = 0,
			RGBE_RETURN_FAILURE = - 1,

			/* default error routine.  change this to change error handling */
			rgbe_read_error = 1,
			rgbe_write_error = 2,
			rgbe_format_error = 3,
			rgbe_memory_error = 4,
			rgbe_error = function ( rgbe_error_code, msg ) {

				switch ( rgbe_error_code ) {

					case rgbe_read_error: console.error( 'THREE.RGBELoader Read Error: ' + ( msg || '' ) );
						break;
					case rgbe_write_error: console.error( 'THREE.RGBELoader Write Error: ' + ( msg || '' ) );
						break;
					case rgbe_format_error: console.error( 'THREE.RGBELoader Bad File Format: ' + ( msg || '' ) );
						break;
					default:
					case rgbe_memory_error: console.error( 'THREE.RGBELoader: Error: ' + ( msg || '' ) );

				}

				return RGBE_RETURN_FAILURE;

			},

			/* offsets to red, green, and blue components in a data (float) pixel */
			//RGBE_DATA_RED = 0,
			//RGBE_DATA_GREEN = 1,
			//RGBE_DATA_BLUE = 2,

			/* number of floats per pixel, use 4 since stored in rgba image format */
			//RGBE_DATA_SIZE = 4,

			/* flags indicating which fields in an rgbe_header_info are valid */
			RGBE_VALID_PROGRAMTYPE = 1,
			RGBE_VALID_FORMAT = 2,
			RGBE_VALID_DIMENSIONS = 4,

			NEWLINE = '\n',

			fgets = function ( buffer, lineLimit, consume ) {

				const chunkSize = 128;

				lineLimit = ! lineLimit ? 1024 : lineLimit;
				let p = buffer.pos,
					i = - 1, len = 0, s = '',
					chunk = String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) );

				while ( ( 0 > ( i = chunk.indexOf( NEWLINE ) ) ) && ( len < lineLimit ) && ( p < buffer.byteLength ) ) {

					s += chunk; len += chunk.length;
					p += chunkSize;
					chunk += String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) );

				}

				if ( - 1 < i ) {

					/*for (i=l-1; i>=0; i--) {
						byteCode = m.charCodeAt(i);
						if (byteCode > 0x7f && byteCode <= 0x7ff) byteLen++;
						else if (byteCode > 0x7ff && byteCode <= 0xffff) byteLen += 2;
						if (byteCode >= 0xDC00 && byteCode <= 0xDFFF) i--; //trail surrogate
					}*/
					if ( false !== consume ) buffer.pos += len + i + 1;
					return s + chunk.slice( 0, i );

				}

				return false;

			},

			/* minimal header reading.  modify if you want to parse more information */
			RGBE_ReadHeader = function ( buffer ) {


				// regexes to parse header info fields
				const magic_token_re = /^#\?(\S+)/,
					gamma_re = /^\s*GAMMA\s*=\s*(\d+(\.\d+)?)\s*$/,
					exposure_re = /^\s*EXPOSURE\s*=\s*(\d+(\.\d+)?)\s*$/,
					format_re = /^\s*FORMAT=(\S+)\s*$/,
					dimensions_re = /^\s*\-Y\s+(\d+)\s+\+X\s+(\d+)\s*$/,

					// RGBE format header struct
					header = {

						valid: 0, /* indicate which fields are valid */

						string: '', /* the actual header string */

						comments: '', /* comments found in header */

						programtype: 'RGBE', /* listed at beginning of file to identify it after "#?". defaults to "RGBE" */

						format: '', /* RGBE format, default 32-bit_rle_rgbe */

						gamma: 1.0, /* image has already been gamma corrected with given gamma. defaults to 1.0 (no correction) */

						exposure: 1.0, /* a value of 1.0 in an image corresponds to <exposure> watts/steradian/m^2. defaults to 1.0 */

						width: 0, height: 0 /* image dimensions, width/height */

					};

				let line, match;

				if ( buffer.pos >= buffer.byteLength || ! ( line = fgets( buffer ) ) ) {

					return rgbe_error( rgbe_read_error, 'no header found' );

				}

				/* if you want to require the magic token then uncomment the next line */
				if ( ! ( match = line.match( magic_token_re ) ) ) {

					return rgbe_error( rgbe_format_error, 'bad initial token' );

				}

				header.valid |= RGBE_VALID_PROGRAMTYPE;
				header.programtype = match[ 1 ];
				header.string += line + '\n';

				while ( true ) {

					line = fgets( buffer );
					if ( false === line ) break;
					header.string += line + '\n';

					if ( '#' === line.charAt( 0 ) ) {

						header.comments += line + '\n';
						continue; // comment line

					}

					if ( match = line.match( gamma_re ) ) {

						header.gamma = parseFloat( match[ 1 ], 10 );

					}

					if ( match = line.match( exposure_re ) ) {

						header.exposure = parseFloat( match[ 1 ], 10 );

					}

					if ( match = line.match( format_re ) ) {

						header.valid |= RGBE_VALID_FORMAT;
						header.format = match[ 1 ];//'32-bit_rle_rgbe';

					}

					if ( match = line.match( dimensions_re ) ) {

						header.valid |= RGBE_VALID_DIMENSIONS;
						header.height = parseInt( match[ 1 ], 10 );
						header.width = parseInt( match[ 2 ], 10 );

					}

					if ( ( header.valid & RGBE_VALID_FORMAT ) && ( header.valid & RGBE_VALID_DIMENSIONS ) ) break;

				}

				if ( ! ( header.valid & RGBE_VALID_FORMAT ) ) {

					return rgbe_error( rgbe_format_error, 'missing format specifier' );

				}

				if ( ! ( header.valid & RGBE_VALID_DIMENSIONS ) ) {

					return rgbe_error( rgbe_format_error, 'missing image size specifier' );

				}

				return header;

			},

			RGBE_ReadPixels_RLE = function ( buffer, w, h ) {

				const scanline_width = w;

				if (
					// run length encoding is not allowed so read flat
					( ( scanline_width < 8 ) || ( scanline_width > 0x7fff ) ) ||
					// this file is not run length encoded
					( ( 2 !== buffer[ 0 ] ) || ( 2 !== buffer[ 1 ] ) || ( buffer[ 2 ] & 0x80 ) )
				) {

					// return the flat buffer
					return new Uint8Array( buffer );

				}

				if ( scanline_width !== ( ( buffer[ 2 ] << 8 ) | buffer[ 3 ] ) ) {

					return rgbe_error( rgbe_format_error, 'wrong scanline width' );

				}

				const data_rgba = new Uint8Array( 4 * w * h );

				if ( ! data_rgba.length ) {

					return rgbe_error( rgbe_memory_error, 'unable to allocate buffer space' );

				}

				let offset = 0, pos = 0;

				const ptr_end = 4 * scanline_width;
				const rgbeStart = new Uint8Array( 4 );
				const scanline_buffer = new Uint8Array( ptr_end );
				let num_scanlines = h;

				// read in each successive scanline
				while ( ( num_scanlines > 0 ) && ( pos < buffer.byteLength ) ) {

					if ( pos + 4 > buffer.byteLength ) {

						return rgbe_error( rgbe_read_error );

					}

					rgbeStart[ 0 ] = buffer[ pos ++ ];
					rgbeStart[ 1 ] = buffer[ pos ++ ];
					rgbeStart[ 2 ] = buffer[ pos ++ ];
					rgbeStart[ 3 ] = buffer[ pos ++ ];

					if ( ( 2 != rgbeStart[ 0 ] ) || ( 2 != rgbeStart[ 1 ] ) || ( ( ( rgbeStart[ 2 ] << 8 ) | rgbeStart[ 3 ] ) != scanline_width ) ) {

						return rgbe_error( rgbe_format_error, 'bad rgbe scanline format' );

					}

					// read each of the four channels for the scanline into the buffer
					// first red, then green, then blue, then exponent
					let ptr = 0, count;

					while ( ( ptr < ptr_end ) && ( pos < buffer.byteLength ) ) {

						count = buffer[ pos ++ ];
						const isEncodedRun = count > 128;
						if ( isEncodedRun ) count -= 128;

						if ( ( 0 === count ) || ( ptr + count > ptr_end ) ) {

							return rgbe_error( rgbe_format_error, 'bad scanline data' );

						}

						if ( isEncodedRun ) {

							// a (encoded) run of the same value
							const byteValue = buffer[ pos ++ ];
							for ( let i = 0; i < count; i ++ ) {

								scanline_buffer[ ptr ++ ] = byteValue;

							}
							//ptr += count;

						} else {

							// a literal-run
							scanline_buffer.set( buffer.subarray( pos, pos + count ), ptr );
							ptr += count; pos += count;

						}

					}


					// now convert data from buffer into rgba
					// first red, then green, then blue, then exponent (alpha)
					const l = scanline_width; //scanline_buffer.byteLength;
					for ( let i = 0; i < l; i ++ ) {

						let off = 0;
						data_rgba[ offset ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 1 ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 2 ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 3 ] = scanline_buffer[ i + off ];
						offset += 4;

					}

					num_scanlines --;

				}

				return data_rgba;

			};

		const RGBEByteToRGBFloat = function ( sourceArray, sourceOffset, destArray, destOffset ) {

			const e = sourceArray[ sourceOffset + 3 ];
			const scale = Math.pow( 2.0, e - 128.0 ) / 255.0;

			destArray[ destOffset + 0 ] = sourceArray[ sourceOffset + 0 ] * scale;
			destArray[ destOffset + 1 ] = sourceArray[ sourceOffset + 1 ] * scale;
			destArray[ destOffset + 2 ] = sourceArray[ sourceOffset + 2 ] * scale;
			destArray[ destOffset + 3 ] = 1;

		};

		const RGBEByteToRGBHalf = function ( sourceArray, sourceOffset, destArray, destOffset ) {

			const e = sourceArray[ sourceOffset + 3 ];
			const scale = Math.pow( 2.0, e - 128.0 ) / 255.0;

			// clamping to 65504, the maximum representable value in float16
			destArray[ destOffset + 0 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 0 ] * scale, 65504 ) );
			destArray[ destOffset + 1 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 1 ] * scale, 65504 ) );
			destArray[ destOffset + 2 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 2 ] * scale, 65504 ) );
			destArray[ destOffset + 3 ] = DataUtils.toHalfFloat( 1 );

		};

		const byteArray = new Uint8Array( buffer );
		byteArray.pos = 0;
		const rgbe_header_info = RGBE_ReadHeader( byteArray );

		if ( RGBE_RETURN_FAILURE !== rgbe_header_info ) {

			const w = rgbe_header_info.width,
				h = rgbe_header_info.height,
				image_rgba_data = RGBE_ReadPixels_RLE( byteArray.subarray( byteArray.pos ), w, h );

			if ( RGBE_RETURN_FAILURE !== image_rgba_data ) {

				let data, format, type;
				let numElements;

				switch ( this.type ) {

					case FloatType:

						numElements = image_rgba_data.length / 4;
						const floatArray = new Float32Array( numElements * 4 );

						for ( let j = 0; j < numElements; j ++ ) {

							RGBEByteToRGBFloat( image_rgba_data, j * 4, floatArray, j * 4 );

						}

						data = floatArray;
						type = FloatType;
						break;

					case HalfFloatType:

						numElements = image_rgba_data.length / 4;
						const halfArray = new Uint16Array( numElements * 4 );

						for ( let j = 0; j < numElements; j ++ ) {

							RGBEByteToRGBHalf( image_rgba_data, j * 4, halfArray, j * 4 );

						}

						data = halfArray;
						type = HalfFloatType;
						break;

					default:

						console.error( 'THREE.RGBELoader: unsupported type: ', this.type );
						break;

				}

				return {
					width: w, height: h,
					data: data,
					header: rgbe_header_info.string,
					gamma: rgbe_header_info.gamma,
					exposure: rgbe_header_info.exposure,
					format: format,
					type: type
				};

			}

		}

		return null;

	}

	setDataType( value ) {

		this.type = value;
		return this;

	}

	load( url, onLoad, onProgress, onError ) {

		function onLoadCallback( texture, texData ) {

			switch ( texture.type ) {

				case FloatType:

					texture.encoding = LinearEncoding;
					texture.minFilter = LinearFilter;
					texture.magFilter = LinearFilter;
					texture.generateMipmaps = false;
					texture.flipY = true;
					break;

				case HalfFloatType:

					texture.encoding = LinearEncoding;
					texture.minFilter = LinearFilter;
					texture.magFilter = LinearFilter;
					texture.generateMipmaps = false;
					texture.flipY = true;
					break;

			}

			if ( onLoad ) onLoad( texture, texData );

		}

		return super.load( url, onLoadCallback, onProgress, onError );

	}

}

// http://mrl.nyu.edu/~perlin/noise/

const _p = [ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10,
	 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87,
	 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211,
	 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208,
	 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5,
	 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119,
	 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
	 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249,
	 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205,
	 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 ];

for ( let i = 0; i < 256; i ++ ) {

	_p[ 256 + i ] = _p[ i ];

}

function fade( t ) {

	return t * t * t * ( t * ( t * 6 - 15 ) + 10 );

}

function lerp$1( t, a, b ) {

	return a + t * ( b - a );

}

function grad( hash, x, y, z ) {

	const h = hash & 15;
	const u = h < 8 ? x : y, v = h < 4 ? y : h == 12 || h == 14 ? x : z;
	return ( ( h & 1 ) == 0 ? u : - u ) + ( ( h & 2 ) == 0 ? v : - v );

}

class ImprovedNoise {

	noise( x, y, z ) {

		const floorX = Math.floor( x ), floorY = Math.floor( y ), floorZ = Math.floor( z );

		const X = floorX & 255, Y = floorY & 255, Z = floorZ & 255;

		x -= floorX;
		y -= floorY;
		z -= floorZ;

		const xMinus1 = x - 1, yMinus1 = y - 1, zMinus1 = z - 1;

		const u = fade( x ), v = fade( y ), w = fade( z );

		const A = _p[ X ] + Y, AA = _p[ A ] + Z, AB = _p[ A + 1 ] + Z, B = _p[ X + 1 ] + Y, BA = _p[ B ] + Z, BB = _p[ B + 1 ] + Z;

		return lerp$1( w, lerp$1( v, lerp$1( u, grad( _p[ AA ], x, y, z ),
			grad( _p[ BA ], xMinus1, y, z ) ),
		lerp$1( u, grad( _p[ AB ], x, yMinus1, z ),
			grad( _p[ BB ], xMinus1, yMinus1, z ) ) ),
		lerp$1( v, lerp$1( u, grad( _p[ AA + 1 ], x, y, zMinus1 ),
			grad( _p[ BA + 1 ], xMinus1, y, zMinus1 ) ),
		lerp$1( u, grad( _p[ AB + 1 ], x, yMinus1, zMinus1 ),
			grad( _p[ BB + 1 ], xMinus1, yMinus1, zMinus1 ) ) ) );

	}

}

class BuildTool extends Object3D {

	constructor () {

		super();


		this.space = 0.075;

		let geo = new BufferGeometry();
		let p1 = 0.5+(this.space*0.5);
		let p2 = 0.5-(this.space*0.5);
		let v = [-p2, 0, p2, -p1, 0, p1, p2, 0, p2, p1, 0, p1, p1, 0, -p1, p2, 0, -p2, -p2, 0, -p2, -p1, 0, -p1];
		let indices = [0, 1, 2, 1, 3, 2, 3, 4, 2, 2, 4, 5, 5, 4, 6, 4, 7, 6, 7, 1, 6, 1, 0, 6];
		let n = [0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0];
		let uv = [1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0];

		geo.setIndex( indices );
		geo.setAttribute( 'position', new Float32BufferAttribute( v, 3 ) );
		geo.setAttribute( 'normal', new Float32BufferAttribute( n, 3 ) );
		geo.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );

		geo.morphAttributes.position = [];

		geo.morphAttributes.position.push( this.makeMorph(3) );
		geo.morphAttributes.position.push( this.makeMorph(4, 0.5) );
		geo.morphAttributes.position.push( this.makeMorph(6, 1.5) );

		this.mesh = new Mesh( geo );

		this.mesh.material.depthWrite = true; 
		this.mesh.material.depthTest = false;
		//this.mesh.material.toneMapped = false;
		this.mesh.material.morphTargets = false;
		this.mesh.material.transparent = true;
		this.mesh.material.renderOrder = 1;

		this.type = 'Tool';
		this.add(this.mesh);

	}

	makeMorph ( s, d = 0 ) {

		let p1 = (s*0.5)+(this.space*0.5);
		let p2 = (s*0.5)-(this.space*0.5);

		let v = [-p2, 0, p2, -p1, 0, p1, p2, 0, p2, p1, 0, p1, p1, 0, -p1, p2, 0, -p2, -p2, 0, -p2, -p1, 0, -p1];

		let i = v.length/3, n;
		while(i--){ n=i*3; v[n] += d; v[n+2] += d; }

		return new Float32BufferAttribute( v, 3 );

	}

	set color( c ) {
		this.mesh.material.color.set(c).convertSRGBToLinear();
	}

	set resize ( s ) {

		this.mesh.morphTargetInfluences[ 0 ] = 0;
		this.mesh.morphTargetInfluences[ 1 ] = 0;
		this.mesh.morphTargetInfluences[ 2 ] = 0;

		if( s==3 ) this.mesh.morphTargetInfluences[ 0 ] = 1;
		if( s==4 ) this.mesh.morphTargetInfluences[ 1 ] = 1;
		if( s==6 ) this.mesh.morphTargetInfluences[ 2 ] = 1;

	}

}

class Pool {

	constructor( callback, tileSize=64, normal=true, roughness=false, pixel=false, env=true ) {

		this.sky = 'day';

		this.callback = callback;

		this.tileSize = tileSize;
		this.isWithNormal = normal; 
		this.isWithRoughness = roughness;
		this.isPixelStyle = pixel;
		this.isWithEnv = env;

		this.loaderGLB = new GLTFLoader();
    	let dracoLoader = new DRACOLoader().setDecoderPath( './build/draco/' );
    	this.loaderGLB.setDRACOLoader( dracoLoader );

		this.mapPath = './assets/textures/';
		this.modelPath = './assets/models/';

		this.modelSrc = [ 'cars', 'world' ];

		this.imgSrc = ['tiles.png','town.png','building.png', 'cars.png' ];

		if( this.isWithNormal ) this.imgSrc.push( 'tiles_n.png', 'building_n.png', 'town_n.png' );
		if( this.isWithRoughness ) this.imgSrc.push( 'tiles_r.png', 'building_r.png', 'town_r.png' );
		this.imgSrc.push( 'border.jpg', 'border_a.jpg' );

		this.imgs = [];
		this.num = 0;

		this.tiles = {
			normal:[],
			roughness:[],
			texture:[],
		};

		this.color = {
			ground:'#c68564',
			normal:'#8080ff',
			snow:'#e6f0ff',
			white:'#ffffff',
			lightGrey:'#CCCCCC',
			metal:'#AAAAAA',
			sky:'#8397ac',
		};

		this.textures = {};
		this.geos = {};

		if (this.isWithEnv) this.loadEnvmap();
		else this.loadImages();

	}

	displayMessage( str ){

		if( hub ) hub.message( str );

	}
 

	//----------------------------------- ENVMAP

	loadEnvmap() {

		this.displayMessage( 'Loading envmap ...' );

		new RGBELoader().load(
			this.mapPath + this.sky + '.hdr',
			function ( texture ) {

				this.env = texture;
				this.loadImages();

			}.bind(this),
			undefined,
			function ( err ) {
				console.warn('[3dcity] Failed to load envmap, continuing without it:', err);
				this.env = null;
				this.loadImages();
			}.bind(this)
		);

	}


	//----------------------------------- TEXTURES

	loadImages() {

		this.displayMessage( 'Loading images ...' );

		let n = this.num;
		let url = this.imgSrc[n];
		let name = url.substring( url.lastIndexOf('/')+1, url.lastIndexOf('.') );


    	this.imgs[name] = new Image();
    	this.imgs[name].onload = function(){ 
    		this.num++;
    		if( this.num === this.imgSrc.length ) this.defineCanvas();
    		else this.loadImages();
    	}.bind(this);
    	this.imgs[name].onerror = function(err){
    		console.warn('[3dcity] Failed to load image:', url, err);
    		this.num++;
    		if( this.num === this.imgSrc.length ) this.defineCanvas();
    		else this.loadImages();
    	}.bind(this);
        this.imgs[name].src = this.mapPath + url; 

	}



	defineCanvas() {

		this.num = 0;

		this.canvas = {
			town: this.makeCanvas( 'town' ),
			building: this.makeCanvas( 'building' ),
			tiles: this.makeCanvas( 'tiles', true ),
		};

		if( this.isWithNormal ) this.canvas[ 'tiles_n' ] = this.makeCanvas( 'tiles_n', true );
		if( this.isWithRoughness ) {
			this.canvas[ 'tiles_r' ] = this.makeCanvas( 'tiles_r', true );
			this.canvas[ 'town_r' ] = this.makeCanvas( 'town_r' );
			this.canvas[ 'building_r' ] = this.makeCanvas( 'building_r' );
		}

	    this.drawCanvas();

	    this.makeCarColor();

	}

	makeCanvas( name, resize ) {

		let r = 1;
		if (resize) {
			if (this.tileSize === 32) r = 0.5;
			else if (this.tileSize === 16) r = 0.25;
		}

		let img = this.imgs[name];
		let c = document.createElement("canvas");
		c.width = img.width*r;
		c.height = img.height*r;
		return c

	}

	drawCanvas() {

		let c, ctx;

		// TODO add color effect on canvas

		for( let name in this.canvas ){

			c = this.canvas[name];

			ctx = c.getContext('2d');
			ctx.clearRect ( 0 , 0, c.width, c.height );
			if( name === 'tiles' || name === 'town' || name === 'building'){
				ctx.fillStyle = this.color.ground;
				ctx.fillRect( 0, 0, c.width, c.height );
			}
			if( name === 'tiles_n' ){
				ctx.fillStyle = this.color.normal;
				ctx.fillRect( 0, 0, c.width, c.height );
			}
			if( name === 'tiles_r' || name === 'town_r' || name === 'building_r'){
				ctx.fillStyle = this.color.lightGrey;
				ctx.fillRect( 0, 0, c.width, c.height );
			}

			 ctx.drawImage( this.imgs[ name ], 0, 0, c.width, c.height );
		
		}

		this.defineTextures();

	}

	//this.tint( this.townCanvas, this.imgs[1], this.imgs[4] );
	//this.tint( this.buildingCanvas, this.imgs[2], this.imgs[3] );


	defineTextures() {

		this.makePixelData( 'tiles' );

		this.textures['town'] = new Texture( this.canvas.town );
		this.filterTexture( this.textures['town'], { flip:false } );

        this.textures['building'] = new Texture( this.canvas.building );
        this.filterTexture( this.textures['building'], { flip:false } );

        if( this.isWithNormal ){

        	this.makePixelData( 'tiles_n' );

        	this.textures['town_n'] = new Texture( this.imgs['town_n'] );
			this.filterTexture( this.textures['town_n'], { flip:false, normal:true } );

	        this.textures['building_n'] = new Texture( this.imgs['building_n'] );
	        this.filterTexture( this.textures['building_n'], { flip:false, normal:true } );

        }

        if( this.isWithRoughness ){

        	this.makePixelData( 'tiles_r' );

        	this.textures['town_r'] = new Texture( this.canvas.town_r );
			this.filterTexture( this.textures['town_r'], { flip:false, normal:true } );

	        this.textures['building_r'] = new Texture( this.canvas.building_r );
	        this.filterTexture( this.textures['building_r'], { flip:false, normal:true } );

        }

        this.textures['border'] = new Texture( this.imgs['border'] );
		this.filterTexture( this.textures['border'], { flip:false } );

		this.textures['border_a'] = new Texture( this.imgs['border_a'] );
		this.filterTexture( this.textures['border_a'], { flip:false } );

        this.loadModel();

	}

	filterTexture ( texture, o = {} ){

    	if( !o.normal ) texture.encoding = sRGBEncoding;
    	if( o.flip !== undefined ) texture.flipY = o.flip;
    	if( o.midmap !== undefined ) texture.generateMipmaps = o.midmap;
    	if( o.alpha !== undefined ) texture.premultiplyAlpha = o.alpha;

    	if( this.isPixelStyle ){
    		texture.magFilter = NearestFilter;
    	    texture.minFilter = LinearMipMapLinearFilter;
    	} else {
    		texture.magFilter = LinearFilter;
    	    texture.minFilter = LinearMipmapLinearFilter;
    	}
    	
    	//texture.anisotropy = this.anisotropy;
    	texture.needsUpdate = true;

    }


    makePixelData( name ) {

		let ctx = this.canvas[ name ].getContext('2d');
		let pix = this.tileSize, x, y;

		for ( let i = 0; i < 240; i++ ){

			x = ( i % 32 ) * pix;
			y = Math.floor( i / 32 ) * pix;
			let data = ctx.getImageData(x, y, pix, pix).data;
			if ( name === 'tiles_n' ) this.tiles.normal[i] = new DataTexture( data, pix, pix );
			else if ( name === 'tiles_r' ) this.tiles.roughness[i] = new DataTexture( data, pix, pix );
			else this.tiles.texture[i] = new DataTexture( data, pix, pix );

		}

	}


	tint( canvas, image, supImage ) {

		let data, i, n;
		let pixels = canvas.width*canvas.height;
	    let ctx = canvas.getContext('2d');
	    
	    // draw windows
	    let topData = null;
	    let newImg = null;
	    if(supImage && this.dayTime!==0 && this.dayTime!==1){
	    	ctx.clearRect ( 0 , 0 , canvas.width, canvas.height );
	        ctx.drawImage(supImage, 0, 0);
	        topData = ctx.getImageData(0, 0, canvas.width, canvas.height);
	        data = topData.data;
	        i = pixels;
	        while(i--){
	        	n = i<<2;
	        	if(data[n+3] !== 0){
	        		if(data[n+0]==0 && data[n+1]==0 && data[n+2]==0){// black
	        		    data[n+3]=60;
	        		}
	        		if(data[n+1]==0){
	        		//if(data[n+0]==255 && data[n+1]==0 && data[n+2]==0){// red
	        			if(this.dayTime==3) data[n+1]=255;
	        			if(this.dayTime==2) {data[n+0]=0; data[n+3]=60;}
	        		}

	        	}
	        }
	        ctx.putImageData(topData, 0, 0);
	        newImg = document.createElement('img');
	        newImg.src = canvas.toDataURL("image/png");
	    }

	    if(image){
	    	ctx.clearRect ( 0 , 0 , canvas.width, canvas.height );
	        ctx.drawImage(image, 0, 0);
	    } else {
	    	ctx.drawImage(this.skyCanvasBasic, 0, 0);
	    }

	    if( this.dayTime!==0 ){
		    let imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
		    data = imageData.data;
		    i = pixels;
		    let c = this.tcolor;
		    while(i--){
		    	n = i<<2;//i*4;
		    	data[n+0] = data[n+0] * (1-c.a) + (c.r*c.a);
			    data[n+1] = data[n+1] * (1-c.a) + (c.g*c.a);
			    data[n+2] = data[n+2] * (1-c.a) + (c.b*c.a);
		    }
		    ctx.putImageData(imageData, 0, 0);
		    if(newImg){
		    	ctx.drawImage(newImg, 0, 0);
		    }
		}

	}

	//----------------------------------- TITLE

	rand ( low, high ) { return low + Math.random() * ( high - low ); }

	makeTitleTexture ( n = 0 ) {

		let color = [ this.color.metal, '#fff' ];
		if(n===1) color = [ '#333333', '#999999' ];
		if(n===2) color = [ '#000', '#999999' ];

	    let s = 0.25;

		let c = document.createElement( 'canvas' );
		c.width = c.height = 1024*s;
		let ctx = c.getContext('2d');

		ctx.beginPath();
		ctx.fillStyle = color[0];
		ctx.rect(0, 0, 1024*s, 1024*s);
		ctx.fill();

		let i = 8, r1, r2;
		while(i--){
			r1 = this.rand( 150, 255 );
			r2 = this.rand( r1-60, r1-20 );
			ctx.beginPath();
			ctx.fillStyle = n!==1 ?  'rgb('+r1+','+r1+','+r2+')': color[1];
			ctx.rect( i*146*s, 0, 146*s, 200*s);
			ctx.fill();
		}

		let t = new Texture( c );
		this.filterTexture( t, { flip:false } );
		return t;

	}




	//----------------------------------- CARS

	makeCarColor () {

		let c = document.createElement( 'canvas' );
		c.width = c.height = 1024;
		let ctx = c.getContext('2d');
		let i, n=0, j=0, k = 3;

		while(k--){

			ctx.clearRect ( 0 , 0, c.width, c.height );

			for( i=0; i<16; i++ ){
				ctx.beginPath();
				if(i!==11 && i!==15) ctx.fillStyle = this.carColor();
				ctx.rect(n*256, j*256, 256, 256);
				ctx.fill();
				n++;
				if(n==4){ n=0; j++; }
			}

			ctx.drawImage( this.imgs.cars, 0, 0 );
			let name = 'cars_' + k;
			this.textures[name] = new Texture( c );
	        this.filterTexture( this.textures[name], { flip:false } );

		}

	}

	carColor () {

		let carcolors = [
		[0xFFFFFF, 0xD0D1D3, 0XEFEFEF, 0xEEEEEE],//white
		[0x252122, 0x302A2B, 0x27362B, 0x2F312B],//black
		[0x8D9495, 0xC1C0BC, 0xCED4D4, 0xBEC4C4],//silver
		[0x939599, 0x424242, 0x5A5A5A, 0x747675],//gray
		[0xC44920, 0xFF4421, 0x600309, 0xD9141E],//red
		[0x4AD1FB, 0x275A63, 0x118DDC, 0x2994A6],//blue
		[0xA67936, 0x874921, 0xD7A56B, 0x550007],//brown
		[0x5FF12C, 0x188047, 0x8DAE29, 0x1AB619],//green
		[0xFFF10A, 0xFFFFBD, 0xFCFADF, 0xFFBD0A],//yellow/gold
		[0xB92968, 0x5C1A4F, 0x001255, 0xFFB7E7]//other
		];

		let l = this.randInt(0,9), n = this.randInt(0,3);
		let base = carcolors[l][n];
	    let resl = base.toString(16);
	    if(resl.length<6) resl = '#0'+resl;
	    else resl = '#'+resl;
		return resl;

	}

	randInt( low, high ) { return low + Math.floor( Math.random() * ( high - low + 1 ) ); }

	tile( type, id ) {
		return this.tiles[type][id];
	}

	texture( name ) {
		return this.textures[name];
	}


	//----------------------------------- 3D MODEL

	loadModel() {

		this.displayMessage( 'Loading 3d model ...' );

		let n = this.num;
		let name = this.modelSrc[n];

	    this.loaderGLB.load( this.modelPath + name + '.glb', function ( gltf ) {

	    	let o = {}, b1, b2, t;
	    	gltf.scene.traverse( function ( node ) {
	    		if( node.name === 'title' ) t = node;
	    		if( node.name === 'border' ) b1 = node;
	    		if( node.name === 'border_min' ) b2 = node;
				if( node.isMesh && !o[node.name] ) o[node.name] = node.geometry;
			});
			if(b1) this.border = b1;
			if(b2) this.border_min = b2;
			if(t) this.title = t;
			this.defineGeometry( o, name );

	    	this.num++;
			if( this.num === this.modelSrc.length ){ 
				this.displayMessage( '...' );
				this.callback();
			} else {
				this.loadModel();
			}

	    }.bind(this));

	}

	defineGeometry ( o, name ){

		let g, n;

		switch( name ){
    		case 'cars':

    		    g = { cars:[] };
    		    for( let c in o ){
    		    	n = Number( c.substring(4) );
    		    	g.cars[n] = o[c];
    		    }

    		break;
    		case 'world':

	    		g = {
					town:[
						null, null, null, null,
						o.police, o.park_1, o.park_2, o.fire,
						o.coal, o.nuclear, o.port, o.stadium, o.airport
					],
					tree:[
					    o.ttt3, o.ttt3, o.ttt4, o.ttt4,
					    o.ttt0, o.ttt1, o.ttt2, o.ttt5
					],
					sprite:[
					   o.train, o.elico.clone(), o.plane.clone()
					],

					residential:[],
					commercial:[],
					industrial:[],
					house:[]
				};

				// BASIC 
				let i = 9;
				while(i--) g.industrial[i] = o['i_0'+i];
				i = 19;
				while(i--) g.residential[i] = i<10 ? o['r_0'+i] : o['r_'+i];
				i = 21;
				while(i--) g.commercial[i] = i<10 ? o['c_0'+i] : o['c_'+i];
				i = 12;
				while(i--) g.house[i] = i<10 ? o['rh_0'+i] : o['rh_'+i];

    		break;
    	}

    	// ADD TO GEOS POOL 
		this.geos = { ...this.geos, ...g };

	}

	geo ( type, id ){
		return this.geos[type][id] || null;
	}


}

/**
	 * @param  {Array<BufferGeometry>} geometries
	 * @param  {Boolean} useGroups
	 * @return {BufferGeometry}
	 */
function mergeBufferGeometries( geometries, useGroups = false ) {

	const isIndexed = geometries[ 0 ].index !== null;

	const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );
	const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );

	const attributes = {};
	const morphAttributes = {};

	const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;

	const mergedGeometry = new BufferGeometry();

	let offset = 0;

	for ( let i = 0; i < geometries.length; ++ i ) {

		const geometry = geometries[ i ];
		let attributesCount = 0;

		// ensure that all geometries are indexed, or none

		if ( isIndexed !== ( geometry.index !== null ) ) {

			console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );
			return null;

		}

		// gather attributes, exit early if they're different

		for ( const name in geometry.attributes ) {

			if ( ! attributesUsed.has( name ) ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' );
				return null;

			}

			if ( attributes[ name ] === undefined ) attributes[ name ] = [];

			attributes[ name ].push( geometry.attributes[ name ] );

			attributesCount ++;

		}

		// ensure geometries have the same number of attributes

		if ( attributesCount !== attributesUsed.size ) {

			console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );
			return null;

		}

		// gather morph attributes, exit early if they're different

		if ( morphTargetsRelative !== geometry.morphTargetsRelative ) {

			console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );
			return null;

		}

		for ( const name in geometry.morphAttributes ) {

			if ( ! morphAttributesUsed.has( name ) ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '.  .morphAttributes must be consistent throughout all geometries.' );
				return null;

			}

			if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];

			morphAttributes[ name ].push( geometry.morphAttributes[ name ] );

		}

		// gather .userData

		mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || [];
		mergedGeometry.userData.mergedUserData.push( geometry.userData );

		if ( useGroups ) {

			let count;

			if ( isIndexed ) {

				count = geometry.index.count;

			} else if ( geometry.attributes.position !== undefined ) {

				count = geometry.attributes.position.count;

			} else {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );
				return null;

			}

			mergedGeometry.addGroup( offset, count, i );

			offset += count;

		}

	}

	// merge indices

	if ( isIndexed ) {

		let indexOffset = 0;
		const mergedIndex = [];

		for ( let i = 0; i < geometries.length; ++ i ) {

			const index = geometries[ i ].index;

			for ( let j = 0; j < index.count; ++ j ) {

				mergedIndex.push( index.getX( j ) + indexOffset );

			}

			indexOffset += geometries[ i ].attributes.position.count;

		}

		mergedGeometry.setIndex( mergedIndex );

	}

	// merge attributes

	for ( const name in attributes ) {

		const mergedAttribute = mergeBufferAttributes( attributes[ name ] );

		if ( ! mergedAttribute ) {

			console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed while trying to merge the ' + name + ' attribute.' );
			return null;

		}

		mergedGeometry.setAttribute( name, mergedAttribute );

	}

	// merge morph attributes

	for ( const name in morphAttributes ) {

		const numMorphTargets = morphAttributes[ name ][ 0 ].length;

		if ( numMorphTargets === 0 ) break;

		mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};
		mergedGeometry.morphAttributes[ name ] = [];

		for ( let i = 0; i < numMorphTargets; ++ i ) {

			const morphAttributesToMerge = [];

			for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {

				morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );

			}

			const mergedMorphAttribute = mergeBufferAttributes( morphAttributesToMerge );

			if ( ! mergedMorphAttribute ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );
				return null;

			}

			mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );

		}

	}

	return mergedGeometry;

}

/**
 * @param {Array<BufferAttribute>} attributes
 * @return {BufferAttribute}
 */
function mergeBufferAttributes( attributes ) {

	let TypedArray;
	let itemSize;
	let normalized;
	let arrayLength = 0;

	for ( let i = 0; i < attributes.length; ++ i ) {

		const attribute = attributes[ i ];

		if ( attribute.isInterleavedBufferAttribute ) {

			console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. InterleavedBufferAttributes are not supported.' );
			return null;

		}

		if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;
		if ( TypedArray !== attribute.array.constructor ) {

			console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' );
			return null;

		}

		if ( itemSize === undefined ) itemSize = attribute.itemSize;
		if ( itemSize !== attribute.itemSize ) {

			console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' );
			return null;

		}

		if ( normalized === undefined ) normalized = attribute.normalized;
		if ( normalized !== attribute.normalized ) {

			console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' );
			return null;

		}

		arrayLength += attribute.array.length;

	}

	const array = new TypedArray( arrayLength );
	let offset = 0;

	for ( let i = 0; i < attributes.length; ++ i ) {

		array.set( attributes[ i ].array, offset );

		offset += attributes[ i ].array.length;

	}

	return new BufferAttribute( array, itemSize, normalized );

}

class Pool$1 {

    constructor ( factory, pool ) {

        var k, v, _ref;
        this.factory = factory;
        this.objects = {};
        if ((pool != null) && (pool.objects != null)) {
            _ref = pool.objects;
            for (k in _ref) {
                v = _ref[k];
                this.objects[k] = this.factory.copy(v);
            }
        }

    }

    get length() {
        return Object.keys(this.objects).length;
    }

    toJSON() {
        return this.objects;
    }

    get( id ) {
        return this.objects[id];
    }

    put( obj ) {
        return this.objects[obj.id] = obj;
    }

    pop ( obj ) {
        var id, result, _ref;
        id = (_ref = obj.id) != null ? _ref : obj;
        result = this.objects[id];
        if (typeof result.release === "function") {
            result.release();
        }
        delete this.objects[id];
        return result;
    }

    all() {
        return this.objects;
    }

    clear() {
        return this.objects = {};
    }

}

class ControlSignals {

    constructor ( intersection ) {

        this.intersection = intersection;
        this.onTick = Traffic.binding(this.onTick, this);
        this.flipMultiplier = Traffic.random();
        this.phaseOffset = 100 * Traffic.random();
        this.time = this.phaseOffset;
        this.stateNum = 0;
        this.states = [['L', '', 'L', ''], ['FR', '', 'FR', ''], ['', 'L', '', 'L'], ['', 'FR', '', 'FR']];

    }

    get flipInterval() {

        return (0.1 + 0.05 * this.flipMultiplier) * Traffic.settings.lightsFlipInterval;

    }

    get state() {

        let i, len, results;
        let stringState = this.states[this.stateNum % this.states.length];
        if (this.intersection.roads.length <= 2) { stringState = ['LFR', 'LFR', 'LFR', 'LFR']; }
        results = [];
        for (i = 0, len = stringState.length; i < len; i++) {
            results.push( this._decode( stringState[i] ) );
        }
        return results;
        
    }

    copy( controlSignals, intersection ) {

        var result;
        if (controlSignals == null) {
          return new ControlSignals(intersection);
        }
        result = Object.create(ControlSignals.prototype);
        result.flipMultiplier = controlSignals.flipMultiplier;
        result.time = result.phaseOffset = controlSignals.phaseOffset;
        result.stateNum = 0;
        result.intersection = intersection;
        return result;

    }

    toJSON() {

        return {
            flipMultiplier: this.flipMultiplier,
            phaseOffset: this.phaseOffset
        }

    }

    _decode(str) {

        let state = [0, 0, 0];
        if (Traffic.indexOf.call(str, 'L') >= 0) state[0] = 1;
        if (Traffic.indexOf.call(str, 'F') >= 0) state[1] = 1;
        if (Traffic.indexOf.call(str, 'R') >= 0) state[2] = 1;
        return state;

    }

    flip() {

        this.stateNum += 1;

    }

    onTick( delta ) {

        this.time += delta;
        if ( this.time > this.flipInterval ) {
            this.flip();
            this.time -= this.flipInterval;
        }

    }

}

class Point {

    constructor( x = 0, y = 0 ) {

        this.x = x;
        this.y = y;
        
    }

    get length() {

        return Traffic.sqrt(this.x * this.x + this.y * this.y);

    }

    get direction() {

        return Traffic.atan2(this.y, this.x);

    }

    get normalized() {

        return new this.constructor(this.x / this.length, this.y / this.length);

    }

    toKey(){

        return [this.x, this.y].join(',');

    }

    add( o ) {

        return new this.constructor(this.x + o.x, this.y + o.y);

    }

    subtract( o ) {

        return new this.constructor(this.x - o.x, this.y - o.y);

    }

    mult( k ) {

        return new this.constructor(this.x * k, this.y * k);

    }

    divide( k ) {

        return new this.constructor(this.x / k, this.y / k);

    }

    distanceTo( v ) {

        return Traffic.sqrt( this.distanceToSquared( v ) );

    }

    distanceToSquared( v ) {

        const dx = this.x - v.x, dy = this.y - v.y;
        return dx * dx + dy * dy;

    }


}

class Segment {

    constructor( source, target ) {

        this.source = source;
        this.target = target;

    }

    get vector() {

        return this.target.subtract( this.source );

    }

    get length() {

        return this.vector.length;

    }

    get direction() {

        return this.vector.direction;

    }

    get center() {

        return this.getPoint(0.5);

    }

    split( n, reverse ) {

        let result = [], order = [], i = n;
        while( i-- ) order.push(i);
        if( !reverse ) order = order.reverse();
        for( let k in order ) result.push( this.subsegment(order[k] / n, (order[k] + 1) / n) );
        return result

    }

    getPoint( a ) {

        return this.source.add( this.vector.mult(a) );

    }

    subsegment( a, b ) {

        let offset = this.vector;
        let start = this.source.add( offset.mult(a) );
        let end = this.source.add( offset.mult(b) );
        return new Segment(start, end);

    }

}

class Rect {

    constructor( x = 0, y = 0, width = 0, height = 0 ) {

        this.x = x;
        this.y = y;
        this._width = width;
        this._height = height;

    }

    copy( v ) {

        this.x = v.x;
        this.y = v.y;
        this._width = v._width;
        this._height = v._height;
        return this;

    }

    clone() {

        return new this.constructor( this.x, this.y, this._width, this._height );

    }

    toJSON() {

        return Traffic.extend({}, this);

    }

    key(){

        return [this.x, this.y].join(',');

    }

    area() {

        return this.width() * this.height();

    }

    left( left ) {

        if( left != null ) this.x = left;
        return this.x;

    }

    right( right ) {

        if( right != null ) this.x = right - this.width();
        return this.x + this.width();

    }

    width( width ) {

        if( width != null ) this._width = width;
        return this._width;

    }

    top( top ) {

        if (top != null) this.y = top;
        return this.y;

    }

    bottom( bottom ) {

        if( bottom != null ) this.y = bottom - this.height();
        return this.y + this.height();

    }

    height( height ) {

        if (height != null)  this._height = height;
        return this._height;

    }

    pos() {

        return new Point( this.x, this.y );
        
    }

    center( center ) {

        if (center != null) {
            this.x = center.x - this.width() * 0.5;
            this.y = center.y - this.height() * 0.5;
        }
        return new Point( this.x + this.width() * 0.5, this.y + this.height() * 0.5 );

    }

    containsPoint( point ) {

        return  (this.left() <= point.x && point.x <= this.right()) && (this.top() <= point.y && point.y <= this.bottom())

    }

    containsRect( rect ) {

        return this.left() <= rect.left() && rect.right() <= this.right() && this.top() <= rect.top() && rect.bottom() <= this.bottom();

    }

    getVertices() {

        return [
            new Point(this.left(), this.top()), 
            new Point(this.right(), this.top()), 
            new Point(this.right(), this.bottom()), 
            new Point(this.left(), this.bottom())
        ];

    }

    getSide( i ) {

        let vertices = this.getVertices();
        return new Segment(vertices[i], vertices[(i + 1) % 4]);

    }

    getSectorId( point ) {

        let offset = point.subtract( this.center() );
        if (offset.y <= 0 && Traffic.abs(offset.x) <= Traffic.abs(offset.y)) return 0;
        if (offset.x >= 0 && Traffic.abs(offset.x) >= Traffic.abs(offset.y)) return 1;
        if (offset.y >= 0 && Traffic.abs(offset.x) <= Traffic.abs(offset.y)) return 2;
        if (offset.x <= 0 && Traffic.abs(offset.x) >= Traffic.abs(offset.y)) return 3;

       /* if (offset.y <= 0 && (offset.x) <= (offset.y)) return 0;
        if (offset.x >= 0 && (offset.x) >= (offset.y)) return 1;
        if (offset.y >= 0 && (offset.x) <= (offset.y)) return 2;
        if (offset.x <= 0 && (offset.x) >= (offset.y)) return 3;*/
        throw Error('algorithm error');

    }

    getSector( point ) {

        return this.getSide(this.getSectorId(point));

    }

}

class Intersection {

    constructor( rect ) {

        this.rect = rect;
        this.key = this.rect.key();
        this.id = Traffic.uniqueId('intersection');
        this.roads = [];
        this.inRoads = [];
        this.controlSignals = new ControlSignals( this );
        
    }

    copy( intersection ) {

        this.rect = intersection.rect.clone();
        return this;

        /*var result;
        intersection.rect = intersection.rect.clone()
        result = Object.create( Intersection.prototype );
        Traffic.extend( result, intersection );
        result.roads = [];
        result.inRoads = [];
        result.controlSignals = new ControlSignals( result );
        return result;*/

    }

    toJSON() {

        return { id: this.id, rect: this.rect };

    }

    update() {

        let i, n =0;
        for( i in this.roads ){ this.roads[i].update(); n++; }
        for( i in this.inRoads ){ this.inRoads[i].update(); n++; }
        console.log( 'update', n );

    }
}

class Lane {

    constructor ( sourceSegment, targetSegment, road ) {

        this.sourceSegment = sourceSegment;
        this.targetSegment = targetSegment;
        this.road = road;
        this.leftAdjacent = null;
        this.rightAdjacent = null;
        this.leftmostAdjacent = null;
        this.rightmostAdjacent = null;
        this.carsPositions = {};
        this.update();

    }

    get sourceSideId() {

        return this.road.sourceSideId;

    }

    get targetSideId() {

        return this.road.targetSideId;

    }

    get isRightmost() {

        return this === this.rightmostAdjacent;

    }

    get isLeftmost() {

        return this === this.leftmostAdjacent;

    }

    get leftBorder() {

        return new Segment(this.sourceSegment.source, this.targetSegment.target);

    }

    get rightBorder() {

        return new Segment(this.sourceSegment.target, this.targetSegment.source);

    }

    toJSON( lane ) {

        var obj = Traffic.extend({}, this);
        delete obj.carsPositions;
        return obj;

    }

    update() {

        this.middleLine = new Segment( this.sourceSegment.center, this.targetSegment.center );
        this.length = this.middleLine.length;
        this.direction = this.middleLine.direction;

    }

    getTurnDirection( other ) {

        return this.road.getTurnDirection(other.road);

    }

    getDirection() {

       return this.direction;

    }

    getPoint( a ) {

        return this.middleLine.getPoint( a );

    }

    addCarPosition( carPosition ) {

        if (carPosition.id in this.carsPositions) throw Error('car is already here');
        this.carsPositions[carPosition.id] = carPosition;

    }

    removeCar( carPosition ) {

        if (!(carPosition.id in this.carsPositions)) throw Error('removing unknown car');
        delete this.carsPositions[carPosition.id];

    }

    getNext( carPosition ) {

        let bestDistance, distance, id, next, o;
        if (carPosition.lane !== this) throw Error('car is on other lane');
        next = null;
        bestDistance = Infinity;

        for ( id in this.carsPositions ) {
            o = this.carsPositions[id];
            distance = o.position - carPosition.position;
            if (!o.free && (0 < distance && distance < bestDistance)) {
                bestDistance = distance;
                next = o;
            }
        }
        return next;
        
    }

}

class Road {

    constructor ( source, target ) {

        this.source = source;
        this.target = target;
        this.id = Traffic.uniqueId('road');
        this.lanes = [];
        this.lanesNumber = null;
        this.update();

    }

    get length() {

        return this.targetSide.target.subtract(this.sourceSide.source).length;

    }

    get leftmostLane() {

        return this.lanes[this.lanesNumber - 1];

    }

    get rightmostLane() {

        return this.lanes[0];

    }

    copy( road ) {

        let result;
        result = Object.create(Road.prototype);
        Traffic.extend.extend(result, road);
        if (result.lanes == null) result.lanes = [];
        return result;

    }

    toJSON() {

        return { id: this.id, source: this.source.id, target: this.target.id };

    }

    getTurnDirection( other ) {

        let side1, side2;
        if (this.target !== other.source) throw Error('invalid roads');
        side1 = this.targetSideId;
        side2 = other.sourceSideId;
        return (side2 - side1 - 1 + 8) % 4;
        
    }

    update() {

        let i, sourceSplits, targetSplits, _base, _i, _j, _ref, _ref1, _results;
        if (!(this.source && this.target)) throw Error('incomplete road');
        this.sourceSideId = this.source.rect.getSectorId(this.target.rect.center());
        this.sourceSide = this.source.rect.getSide(this.sourceSideId).subsegment(0.5, 1.0);
        this.targetSideId = this.target.rect.getSectorId(this.source.rect.center());
        this.targetSide = this.target.rect.getSide(this.targetSideId).subsegment(0, 0.5);
        this.lanesNumber = Traffic.min(this.sourceSide.length, this.targetSide.length) | 0;
        this.lanesNumber = Traffic.max(2, this.lanesNumber / Traffic.settings.gridSize | 0);
        sourceSplits = this.sourceSide.split(this.lanesNumber, true);
        targetSplits = this.targetSide.split(this.lanesNumber);
        if ((this.lanes == null) || this.lanes.length < this.lanesNumber) {
            if (this.lanes == null) this.lanes = [];
            for (i = _i = 0, _ref = this.lanesNumber - 1; 0 <= _ref ? _i <= _ref : _i >= _ref; i = 0 <= _ref ? ++_i : --_i) {
                if ((_base = this.lanes)[i] == null) _base[i] = new Lane(sourceSplits[i], targetSplits[i], this);
            }
        }
        _results = [];
        for (i = _j = 0, _ref1 = this.lanesNumber - 1; 0 <= _ref1 ? _j <= _ref1 : _j >= _ref1; i = 0 <= _ref1 ? ++_j : --_j) {
            this.lanes[i].sourceSegment = sourceSplits[i];
            this.lanes[i].targetSegment = targetSplits[i];
            this.lanes[i].leftAdjacent = this.lanes[i + 1];
            this.lanes[i].rightAdjacent = this.lanes[i - 1];
            this.lanes[i].leftmostAdjacent = this.lanes[this.lanesNumber - 1];
            this.lanes[i].rightmostAdjacent = this.lanes[0];
            _results.push(this.lanes[i].update());
        }

        //this.source.update();
        //this.target.update();
        //return _results;

        //console.log( 'update road', _results.length )

    }

}

class LanePosition {

    constructor ( car, lane, position ) {

        this.car = car;
        this.position = position;
        this.id = Traffic.uniqueId('laneposition');
        this.free = true;
        this._lane = lane;

    }

    get lane() {

        return this._lane;

    }

    set lane( value ) {

        this.release();
        this._lane = value;

    }

    get relativePosition() {

        return this.position / this.lane.length;

    }

    get nextCarDistance() {

        let frontPosition, next, rearPosition;
        next = this.getNext();
        if( next ) {
            rearPosition = next.position - next.car.length * 0.5;
            frontPosition = this.position + this.car.length * 0.5;
            return { car: next.car, distance: (rearPosition - frontPosition) };
        }
        return { car: null, distance: Infinity };

    }

    acquire() {

        let _ref;
        if (((_ref = this.lane) != null ? _ref.addCarPosition : void 0) != null) {
            this.free = false;
            return this.lane.addCarPosition(this);
        }

    }

    release() {

        let _ref;
        if (!this.free && ((_ref = this.lane) != null ? _ref.removeCar : void 0)) {
            this.free = true;
            return this.lane.removeCar(this);
        }

    }

    getNext() {

        if (this.lane && !this.free) return this.lane.getNext(this); 

    }

}

class Curve {

    constructor ( _at_A, _at_B, _at_O, _at_Q ) {

        this.A = _at_A;
        this.B = _at_B;
        this.O = _at_O;
        this.Q = _at_Q;
        this.AB = new Segment(this.A, this.B);
        this.AO = new Segment(this.A, this.O);
        this.OQ = new Segment(this.O, this.Q);
        this.QB = new Segment(this.Q, this.B);
        this._length = null;
        
    }

    get length (){

        let i, point, pointsNumber, prevPoint, _i;
        if( this._length == null ) {
            pointsNumber = 10;
            prevPoint = null;
            this._length = 0;
            for (i = _i = 0; 0 <= pointsNumber ? _i <= pointsNumber : _i >= pointsNumber; i = 0 <= pointsNumber ? ++_i : --_i) {
                point = this.getPoint(i / pointsNumber);
                if( prevPoint ) this._length += point.subtract( prevPoint ).length; 
                prevPoint = point;
            }
        }
        return this._length;

    }

    getPoint ( a ) {
        let p0, p1, p2, r0, r1;
        p0 = this.AO.getPoint(a);
        p1 = this.OQ.getPoint(a);
        p2 = this.QB.getPoint(a);
        r0 = (new Segment(p0, p1)).getPoint(a);
        r1 = (new Segment(p1, p2)).getPoint(a);
        return (new Segment(r0, r1)).getPoint(a);
    }

    getDirection ( a ) {
        let p0, p1, p2, r0, r1;
        p0 = this.AO.getPoint(a);
        p1 = this.OQ.getPoint(a);
        p2 = this.QB.getPoint(a);
        r0 = (new Segment(p0, p1)).getPoint(a);
        r1 = (new Segment(p1, p2)).getPoint(a);
        return (new Segment(r0, r1)).direction;
    }
    
}

class Trajectory {

    constructor ( car, lane, position ) {

        this.car = car;
        if (position == null) position = 0;
        this.current = new LanePosition(this.car, lane, position);
        this.current.acquire();
        this.next = new LanePosition(this.car);
        this.temp = new LanePosition(this.car);
        this.isChangingLanes = false;

    }

    get lane() {

        return this.temp.lane || this.current.lane;

    }

    get absolutePosition() {

        if (this.temp.lane != null) return this.temp.position;
        else  return this.current.position;

    }

    get relativePosition() {

        return this.absolutePosition / this.lane.length;

    }

    get direction() {

        return this.lane.getDirection(this.relativePosition);

    }

    get coords() {

        return this.lane.getPoint(this.relativePosition);

    }

    get nextCarDistance() {

        let a, b;
        a = this.current.nextCarDistance;
        b = this.next.nextCarDistance;
        if (a.distance < b.distance) return a;
        else return b;

    }

    get distanceToStopLine() {

        if (!this.canEnterIntersection())  return this.getDistanceToIntersection();
        return Infinity;

    }

    get nextIntersection() {

        return this.current.lane.road.target;

    }

    get previousIntersection() {

        return this.current.lane.road.source;

    }

    isValidTurn() {

        let nextLane, sourceLane, turnNumber;
        nextLane = this.car.nextLane;
        sourceLane = this.current.lane;
        if (!nextLane) throw Error('no road to enter');
        turnNumber = sourceLane.getTurnDirection(nextLane);
        if (turnNumber === 3) throw Error('no U-turns are allowed');
        if (turnNumber === 0 && !sourceLane.isLeftmost) throw Error('no left turns from this lane');
        if (turnNumber === 2 && !sourceLane.isRightmost) throw Error('no right turns from this lane');
        return true;

    }

    canEnterIntersection() {

        let intersection, nextLane, sideId, sourceLane, turnNumber;
        nextLane = this.car.nextLane;
        sourceLane = this.current.lane;
        if (!nextLane) return true;
        intersection = this.nextIntersection;
        turnNumber = sourceLane.getTurnDirection(nextLane);
        sideId = sourceLane.road.targetSideId;
        return intersection.controlSignals.state[sideId][turnNumber];

    }

    getDistanceToIntersection() {

        let distance;
        distance = this.current.lane.length - (this.car.length * 0.5) - this.current.position;
        if (!this.isChangingLanes) return Traffic.max(distance, 0);
        else return Infinity;

    }

    timeToMakeTurn( plannedStep = 0 ) {

        return this.getDistanceToIntersection() <= plannedStep;

    }

    moveForward( distance ) {

        let gap, tempRelativePosition, _ref, _ref1;
        distance = Traffic.max(distance, 0);
        this.current.position += distance;
        this.next.position += distance;
        this.temp.position += distance;
        if (this.timeToMakeTurn() && this.canEnterIntersection() && this.isValidTurn()) this._startChangingLanes(this.car.popNextLane(), 0);
  
        tempRelativePosition = this.temp.position / ((_ref = this.temp.lane) != null ? _ref.length : void 0);
        gap = 2 * this.car.length;
        if (this.isChangingLanes && this.temp.position > gap && !this.current.free) this.current.release();

        if (this.isChangingLanes && this.next.free && this.temp.position + gap > ((_ref1 = this.temp.lane) != null ? _ref1.length : void 0)) this.next.acquire();
        if (this.isChangingLanes && tempRelativePosition >= 1) this._finishChangingLanes();
        if (this.current.lane && !this.isChangingLanes && !this.car.nextLane) return this.car.pickNextLane(); 

    }

    changeLane( nextLane ) {

        let nextPosition;
        if (this.isChangingLanes) throw Error('already changing lane');
        if (nextLane == null) throw Error('no next lane');
        if (nextLane === this.lane) throw Error('next lane == current lane');
        if (this.lane.road !== nextLane.road) throw Error('not neighbouring lanes');
        nextPosition = this.current.position + 3 * this.car.length;
        //nextPosition = this.current.position + 3 * this.car.length;
        //if (!(nextPosition < this.lane.length)) throw Error('too late to change lane');
        if (!(nextPosition < this.lane.length)) nextPosition = this.current.position + 2 * this.car.length;
        if (!(nextPosition < this.lane.length)) nextPosition = this.current.position + 1 * this.car.length;
        if (!(nextPosition < this.lane.length)) nextPosition = this.current.position;
        return this._startChangingLanes(nextLane, nextPosition);

    }

    _getIntersectionLaneChangeCurve() {

    }

    _getAdjacentLaneChangeCurve() {

        let control1, control2, direction1, direction2, distance, p1, p2;
        p1 = this.current.lane.getPoint(this.current.relativePosition);
        p2 = this.next.lane.getPoint(this.next.relativePosition);
        distance = p2.subtract(p1).length;
        direction1 = this.current.lane.middleLine.vector.normalized.mult(distance * 0.3);
        control1 = p1.add(direction1);
        direction2 = this.next.lane.middleLine.vector.normalized.mult(distance * 0.3);
        control2 = p2.subtract(direction2);
        return new Curve(p1, p2, control1, control2);

    }

    _getCurve() {

        return this._getAdjacentLaneChangeCurve();

    }

    _startChangingLanes( nextLane, nextPosition ) {

        if (this.isChangingLanes) throw Error('already changing lane');
        if (nextLane == null) throw Error('no next lane');
        this.isChangingLanes = true;
        this.next.lane = nextLane;
        this.next.position = nextPosition;
        this.temp.lane = this._getCurve();
        this.temp.position = 0;
        return this.next.position -= this.temp.lane.length;

    }

    _finishChangingLanes() {

        if (!this.isChangingLanes) throw Error('no lane changing is going on');
        this.isChangingLanes = false;
        this.current.lane = this.next.lane;
        this.current.position = this.next.position || 0;
        this.current.acquire();
        this.next.lane = null;
        this.next.position = NaN;
        this.temp.lane = null;
        this.temp.position = NaN;
        return this.current.lane;

    }

    release() {

        let _ref, _ref1, _ref2;
        if ((_ref = this.current) != null) _ref.release();
        if ((_ref1 = this.next) != null) _ref1.release();
        return (_ref2 = this.temp) != null ? _ref2.release() : void 0;

    }

}

class Car {

    constructor( lane, position ) {

		this.type = Traffic.rand(Traffic.TYPE_OF_CARS.length-1);

	    this.id = Traffic.uniqueId('car');
	    this.color = (300 + 240 * Traffic.random() | 0) % 360;
	    this._speed = 0;
	    
	    this.width = Traffic.TYPE_OF_CARS[this.type].w*Traffic.settings.carScale;
	    this.length = Traffic.TYPE_OF_CARS[this.type].l*Traffic.settings.carScale;
	    this.maxSpeed = 30*Traffic.settings.carSpeed;
	    if( Traffic.TYPE_OF_CARS[this.type].maxSpeed ) this.maxSpeed = Traffic.TYPE_OF_CARS[this.type].maxSpeed*Traffic.settings.carSpeed;
	    // minimal space between two car !!
	    this.s0 = 2 * Traffic.settings.carScale;
	    // minimal space before intersection
	    this.s1 = 1 * Traffic.settings.carScale;

	    this.timeHeadway = 1.5*Traffic.settings.carSpeed;
	    this.maxAcceleration = 1*Traffic.settings.carSpeed;
	    this.maxDeceleration = 3*Traffic.settings.carSpeed;

	    this.mid = Traffic.settings.gridSize*0.5;

	    this.trajectory = new Trajectory( this, lane, position );
	    this.alive = true;
	    this.preferedLane = null;

	    this.toLongStop = 0;

	}

	get pos() {

		let p = this.coords;
		return { x:p.x-this.mid, y:p.y-this.mid };

	}

	get coords() {

		return this.trajectory.coords;

	}

	get speed() {

		return this._speed;

	}

	set speed( value ) {

		this._speed = Traffic.clamp( value, 0, this.maxSpeed );

	}

	get direction() {

		return this.trajectory.direction;

	}

    release() {

    	return this.trajectory.release();

    }

    getAcceleration() {

	    let a, b, breakGap, busyRoadCoeff, coeff, deltaSpeed, distanceGap, distanceToNextCar, freeRoadCoeff, intersectionCoeff, nextCarDistance, safeDistance, safeIntersectionDistance, timeGap, _ref;
	    nextCarDistance = this.trajectory.nextCarDistance;
	    distanceToNextCar = Traffic.max(nextCarDistance.distance, 0);
	    a = this.maxAcceleration;
	    b = this.maxDeceleration;
	    deltaSpeed = (this.speed - ((_ref = nextCarDistance.car) != null ? _ref.speed : void 0)) || 0;
	    freeRoadCoeff = Traffic.pow(this.speed / this.maxSpeed, 4);
	    distanceGap = this.s0;
	    timeGap = this.speed * this.timeHeadway;
	    breakGap = this.speed * deltaSpeed / (2 * Traffic.sqrt(a * b));
	    safeDistance = (distanceGap + timeGap + breakGap);
	    busyRoadCoeff = Traffic.pow(safeDistance / distanceToNextCar, 2);
	    safeIntersectionDistance = this.s1 + timeGap + Traffic.pow(this.speed, 2) / (2 * b);
	    intersectionCoeff = Traffic.pow(safeIntersectionDistance / this.trajectory.distanceToStopLine, 2);
	    coeff = 1 - freeRoadCoeff - busyRoadCoeff - intersectionCoeff;
	    return this.maxAcceleration * coeff;

	}

	move( delta ) {

	    let acceleration, currentLane, preferedLane, step, turnNumber;
	    acceleration = this.getAcceleration();
	    this.speed += acceleration * delta;
	    if ( !this.trajectory.isChangingLanes && this.nextLane ) {
	        currentLane = this.trajectory.current.lane;
	        turnNumber = currentLane.getTurnDirection(this.nextLane);

	        switch (turnNumber) {
	            case 0: preferedLane = currentLane.leftmostAdjacent; break;
	            case 2: preferedLane = currentLane.rightmostAdjacent; break;
	            default: preferedLane = currentLane;
	        }

	        if ( preferedLane !== currentLane ) {
	            this.trajectory.changeLane(preferedLane);
	        }
	    }
	    step = this.speed * delta + 0.5 * acceleration * Traffic.pow(delta, 2);
	    // TODO: hacks, should have changed speed
	    if (this.trajectory.nextCarDistance.distance < step) { /*this.alive = false;*/ console.log('bad IDM');}
	    if (this.trajectory.timeToMakeTurn(step)) {
	        if (this.nextLane == null) return this.alive = false;
	    }


	    // bug with two car collision
	    if( this.trajectory.isChangingLanes ){
	    	if( step <= 0 ) this.toLongStop ++;
	    	else this.toLongStop = 0;
	    	if ( this.toLongStop > 1000 ){ console.log('car is locked !!'); this.alive = false; }
	    }
	    
	    //
	    
	    this.trajectory.moveForward( step );

    }

    pickNextRoad() {

	    let currentLane, intersection, possibleRoads;
	    intersection = this.trajectory.nextIntersection;
	    currentLane = this.trajectory.current.lane;
	    possibleRoads = intersection.roads.filter(function(x) {
	      return x.target !== currentLane.road.source;
	    });
	    /*possibleRoads = Traffic.filter(function(x) {
	      return x.target !== currentLane.road.source;
	    }, intersection.roads);*/
	    if (possibleRoads.length === 0) return null;
	    return Traffic.sample(possibleRoads);

    }

    pickNextLane() {

	    let laneNumber, nextRoad, turnNumber;
	    if (this.nextLane) throw Error('next lane is already chosen');
	    this.nextLane = null;
	    nextRoad = this.pickNextRoad();
	    if (!nextRoad) return null;
	    turnNumber = this.trajectory.current.lane.road.getTurnDirection(nextRoad);
	    laneNumber = (function() {
	      switch (turnNumber) {
	        case 0: return nextRoad.lanesNumber - 1;	        case 1: return Traffic.rand(0, nextRoad.lanesNumber - 1);	        case 2: return 0;	      }
	    })();
	    this.nextLane = nextRoad.lanes[laneNumber];
	    if (!this.nextLane) throw Error('can not pick next lane');
	    return this.nextLane;

    }

    popNextLane() {

	    let nextLane = this.nextLane;
	    this.nextLane = null;
	    this.preferedLane = null;
	    return nextLane;

    }

}

class TrafficWorld {

    constructor () {

        this.toRemove = [];
        this.onTick = Traffic.bind(this.onTick, this);
        this.minDistance = Traffic.settings.gridSize/5;
        this.set();

    }

    get instantSpeed() {

        let speeds = Traffic.map( this.cars.all(), function(car) { return car.speed; });
        if (speeds.length === 0) return 0;
        return (Traffic.reduce(speeds, function(a, b) { return a + b; })) / speeds.length;
        
    }

    set( obj = {} ) {

        if (obj == null) obj = {};
        this.intersections = new Pool$1( Intersection, obj.intersections);
        this.roads = new Pool$1( Road, obj.roads );
        this.cars = new Pool$1( Car, obj.cars );
        return this.carsNumber = 0;

    }

    save() {

        let data;
        data = Traffic.extend({}, this);
        delete data.cars;
        return window.localStorage.world = JSON.stringify(data);

    }

    load() {

        let data, id, intersection, road, _ref, _ref1, _results;
        data = window.localStorage.world;
        data = data && JSON.parse(data);
        if (data == null) return;
        this.clear();
        this.carsNumber = data.carsNumber || 0;
        _ref = data.intersections;
        for (id in _ref) {
            intersection = _ref[id];
            this.addIntersection( new Intersection().copy(intersection) );
        }
        _ref1 = data.roads;
        _results = [];
        for (id in _ref1) {
            road = _ref1[id];
            road = new Road().copy(road);
            road.source = this.getIntersection(road.source);
            road.target = this.getIntersection(road.target);
            _results.push(this.addRoad(road));
        }
        return _results;

    }

    generateMap( X = 2, Y = 2, linemax = 5 , mult = 0.8, nCars = 100, decal = {x:1, y:1} ) {

        let minX = 0;
        let maxX = X*2;
        let minY = 0;
        let maxY = Y*2;

        /*let minX = -X;
        let maxX = X;
        let minY = -Y;
        let maxY = Y;*/
        let gridSize, intersection, intersectionsNumber, map, previous, step, x, y, _i, _j, _k, _l;
     
        this.clear();
        intersectionsNumber = (mult * (maxX - minX + 1) * (maxY - minY + 1)) | 0;
        map = {};
        gridSize = Traffic.settings.gridSize;
        step = linemax * gridSize;
        this.carsNumber = nCars;
        while ( intersectionsNumber > 0 ) {
            x = Traffic.rand( minX, maxX );
            y = Traffic.rand( minY, maxY );
            if ( map[[x, y]] == null ) {

                intersection = this.addPoint( decal.x + (step * x), decal.y + (step * y) );
                //rect = new Rect( decal.x + (step * x), decal.y + (step * y), gridSize, gridSize );
                //intersection = new Intersection( rect );
                this.addIntersection( map[[x, y]] = intersection );
                intersectionsNumber -= 1;
            }
        }
        for (x = _i = minX; minX <= maxX ? _i <= maxX : _i >= maxX; x = minX <= maxX ? ++_i : --_i) {
            previous = null;
            for (y = _j = minY; minY <= maxY ? _j <= maxY : _j >= maxY; y = minY <= maxY ? ++_j : --_j) {
                intersection = map[[x, y]];
                if (intersection != null) {
                    if (Traffic.random() < 0.9) {
                       if (previous != null)  this.addRoad( new Road(intersection, previous) );
                       if (previous != null)  this.addRoad( new Road(previous, intersection) );
                   }
                   previous = intersection;
               }
            }
        }
        for (y = _k = minY; minY <= maxY ? _k <= maxY : _k >= maxY; y = minY <= maxY ? ++_k : --_k) {
            previous = null;
            for (x = _l = minX; minX <= maxX ? _l <= maxX : _l >= maxX; x = minX <= maxX ? ++_l : --_l) {
                intersection = map[[x, y]];
                if (intersection != null) {
                    if (Traffic.random() < 0.9) {
                        if (previous != null) this.addRoad( new Road(intersection, previous) );
                        if (previous != null) this.addRoad( new Road(previous, intersection) );
                    }
                    previous = intersection;
                }
            }
        }
        return null;
    }

    clear() {

        return this.set({});

    }

    onTick( delta ) {

        let car, id, intersection, v;
        if (delta > 1) throw Error('delta > 1');
        this.refreshCars();
        v = this.intersections.all();
        for ( id in v ) {
            intersection = v[id];
            intersection.controlSignals.onTick(delta);
        }
        v = this.cars.all();
        //_results = [];

        for ( id in v ) {
            car = v[id];
            car.move( delta );
            if ( !car.alive ) this.removeCar( car );
        }



    }

    // ________________TEST


    roadFromTo( p1, p2 ) {

        let from = this.addPoint( p1.x, p1.y );
        let to = this.addPoint( p2.x, p2.y );
        this.addRoad( new Road(from, to) );

        from.update();
        to.update();

    }

    addPoint( x,y ) {

        let tmp = Traffic.TMP;
        let key = [ x, y ].join(',');

        if( tmp.has( key ) ) return tmp.get( key );

        let gridSize = Traffic.settings.gridSize;
        let rect = new Rect( x, y, gridSize, gridSize );
        let intersection = new Intersection( rect );

        tmp.set( key, intersection );
        this.intersections.put( intersection );

        return intersection;

    }

    removePoint( intersection ) {

        let tmp = Traffic.TMP;
        if( tmp.has( intersection.key ) ) return tmp.delete( intersection.key );
        return this.intersections.pop( intersection );

    }





    refreshCars() {

        if (this.cars.length < this.carsNumber) this.addRandomCar();
        if (this.cars.length > this.carsNumber) return this.removeRandomCar();

    }

    addRoad( road ) {

        this.roads.put(road);
        road.source.roads.push(road);
        road.target.inRoads.push(road);
        return road.update();

    }

    getRoad( id ) {

        return this.roads.get(id);

    }

    addCar( car ) {

        return this.cars.put(car);

    }

    getCar( id ) {

       return this.cars.get(id);

    }

    removeCar( car ) {

        this.toRemove.push(car.id);
        this.cars.pop(car);

    }

    clearTmpRemove() {

        this.toRemove = [];

    }

    addIntersection( intersection ) {

        return this.intersections.put(intersection);

    }

    

    getIntersection( id ) {

        return this.intersections.get(id);

    }

    addRandomCar() {

        let lane, road;
        road = Traffic.sample(this.roads.all());
        if (road != null) {
            lane = Traffic.sample(road.lanes);
            if (lane != null){
                //console.log('car add');
                return this.addCar( new Car(lane) );
            }
        }

    }

    removeRandomCar() {

        let car;
        car = Traffic.sample( this.cars.all() );
        if (car != null) return this.removeCar(car);

    }

}

const ctor = function(){};
const breaker = {};

// Save bytes in the minified (but not gzipped) version:
const ArrayProto = Array.prototype, ObjProto = Object.prototype, FuncProto = Function.prototype;

// Create quick reference variables for speed access to core prototypes.
const slice            = ArrayProto.slice,
    hasOwnProperty   = ObjProto.hasOwnProperty;
const nativeForEach      = ArrayProto.forEach,
    nativeMap          = ArrayProto.map,
    nativeReduce       = ArrayProto.reduce,
    nativeKeys         = Object.keys,
    nativeBind         = FuncProto.bind;



const Traffic = {

    idCounter : 0,

    TMP: new Map(),

    STATE : [ { RED: 0, GREEN: 1 } ],

    TYPE_OF_CARS : [

       { w:1.8, l:4.8, h:1.4, m:'car001', name:'fordM'  , wPos:[0.76,0,1.46], wRadius:0.36, nWheels:4, maxSpeed:40 },
       { w:1.8, l:4.5, h:1.8, m:'car002', name:'vaz'    , wPos:[0.72,0,1.31], wRadius:0.36, nWheels:4 },
       { w:2.2, l:5.0, h:1.5, m:'car003', name:'coupe'  , wPos:[0.96,0,1.49], wRadius:0.36, nWheels:4 },
       { w:2.2, l:5.2, h:1.9, m:'car004', name:'c4'     , wPos:[0.93,0,1.65], wRadius:0.40, nWheels:4 },
       { w:2.2, l:5.2, h:1.8, m:'car005', name:'ben'    , wPos:[0.88,0,1.58], wRadius:0.40, nWheels:4 },
       { w:2.1, l:5.4, h:1.7, m:'car006', name:'taxi'   , wPos:[0.90,0,1.49], wRadius:0.40, nWheels:4 },
       { w:2.2, l:5.4, h:1.9, m:'car007', name:'207'    , wPos:[0.94,0,1.60], wRadius:0.40, nWheels:4 },
       { w:2.3, l:5.9, h:1.7, m:'car008', name:'police' , wPos:[0.96,0,1.67], wRadius:0.40, nWheels:4 },
       { w:2.7, l:6.2, h:2.6, m:'car009', name:'van1'   , wPos:[1.14,0,1.95], wRadius:0.46, nWheels:4 },
       { w:2.2, l:6.6, h:2.8, m:'car010', name:'van2'   , wPos:[0.89,0,2.10], wRadius:0.40, nWheels:4 },
       { w:2.8, l:7.0, h:3.2, m:'car011', name:'van3'   , wPos:[0.90,0,1.83], wRadius:0.46, nWheels:4 },
       { w:2.8, l:8.9, h:3.9, m:'car012', name:'truck1' , wPos:[1.00,0,2.58], wRadius:0.57, nWheels:6, maxSpeed:20 },
       { w:3.0, l:10.6, h:3.4, m:'car013', name:'truck1', wPos:[1.17,0,3.64], wRadius:0.57, nWheels:6, maxSpeed:20 },
       { w:3.0, l:12.7, h:3.4, m:'car014', name:'bus'   , wPos:[1.25,0,2.49], wRadius:0.64, nWheels:4, maxSpeed:10 },

    ],

    settings : {
        lightsFlipInterval: 160,
        gridSize: 1,
        carScale: 0.05,
        carSpeed: 0.05,
        defaultTimeFactor: 5,
    },

    abs : Math.abs,
    sqrt : Math.sqrt,
    atan2 : Math.atan2,
    random : Math.random,
    max : Math.max,
    min : Math.min,
    pow : Math.pow,

    rand : function( min, max ){

        if ( !max ) { max = min; min = 0; }
        return min + Math.floor(Math.random() * (max - min + 1));

    },

    clamp : function( value, min, max ) {

        if (value < min) return min;
        if (value > max) return max;
        return value;

    },

    //

    binding : function( fn, me ){ 

    	return function(){ return fn.apply(me, arguments); }; 

    },

    bind : function( func, context ) {

        let args, bound;
        if (nativeBind && func.bind === nativeBind) return nativeBind.apply(func, slice.call(arguments, 1));
        //if (!_.isFunction(func)) throw new TypeError;
        args = slice.call(arguments, 2);
        return bound = function() {
          if (!(this instanceof bound)) return func.apply(context, args.concat(slice.call(arguments)));
          ctor.prototype = func.prototype;
          let self = new ctor;
          ctor.prototype = null;
          let result = func.apply(self, args.concat(slice.call(arguments)));
          if (Object(result) === result) return result;
          return self;
        }

    },

    indexOf : [].indexOf || function( item ) { for (let i = 0, l = this.length; i < l; i++) { if (i in this && this[i] === item) return i; } return -1; },

    sample : function( obj, n, guard ){

        if( n == null || guard ) {
            if( obj.length !== +obj.length ) obj = Traffic.values(obj);
            //if( obj.length !== obj.length+1 ) obj = Traffic.values(obj);
            return obj[Traffic.rand(obj.length - 1)];
        }
        return Traffic.shuffle(obj).slice(0, Math.max(0, n));

    },

    shuffle: function( obj ) {

        let rand, index = 0, shuffled = [];
        Traffic.each(obj, function(value) {
            rand = Traffic.rand(index++);
            shuffled[index - 1] = shuffled[rand];
            shuffled[rand] = value;
        });
        return shuffled;

    },
    
    uniqueId: function( prefix ) {

        let id = ++Traffic.idCounter + '';
        return prefix ? prefix + id : id;

    },

    extend: function( obj ) {

        Traffic.each(slice.call(arguments, 1), function(source) {
            if (source) {
                for (let prop in source) {
                    obj[prop] = source[prop];
                }
            }
        });
        return obj;

    },

    reduce: function( obj, iterator, memo, context ) {

        let initial = arguments.length > 2;
        if (obj == null) obj = [];
        if (nativeReduce && obj.reduce === nativeReduce) {
          if (context) iterator = Traffic.bind(iterator, context);
          return initial ? obj.reduce( iterator, memo ) : obj.reduce( iterator );
        }
        Traffic.each( obj, function( value, index, list ) {
            if (!initial) {
                memo = value;
                initial = true;
            } else {
                memo = iterator.call(context, memo, value, index, list);
            }
        });
        //if (!initial) throw new TypeError(reduceError);
        return memo;

    },

    each : function( obj, iterator, context ) {

        let i, keys;

        if (obj == null) return obj;
        if (nativeForEach && obj.forEach === nativeForEach) {
            obj.forEach(iterator, context);
        } else if (obj.length === +obj.length) {
            i = obj.length;
            while(i--){
               if (iterator.call(context, obj[i], i, obj) === breaker) return;
            }
        } else {
            keys = Traffic.keys(obj);
            i = keys.length;
            while(i--){
                if (iterator.call(context, obj[keys[i]], keys[i], obj) === breaker) return;
            }
        }
        return obj;

    },

    keys: function( obj ) {

        if (!Traffic.isObject(obj)) return [];
        if (nativeKeys) return nativeKeys(obj);
        let keys = [];
        for (let key in obj) if (Traffic.has(obj, key)) keys.push(key);
        return keys;

    },

    isObject: function( obj ) {
        return obj === Object(obj);
    },

    has: function( obj, key ) {

        return hasOwnProperty.call(obj, key);

    },

    values: function( obj ) {

        let keys = Traffic.keys(obj);
        let values = [];
        let i = keys.length;
        while(i--){
            values[i] = obj[keys[i]];
        }
        return values;

    },

    map: function( obj, iterator, context ){

    	let results = [];
        if ( obj == null ) return results;
        if ( nativeMap && obj.map === nativeMap ) return obj.map( iterator, context );
        Traffic.each(obj, function(value, index, list) {
            results.push(iterator.call(context, value, index, list));
        });
        return results;

    }

};

class TrafficBase extends Group$1 {

    constructor( o = {} ) {

        super();

        let isStandard = o.isStandard !== undefined ? o.isStandard : true;

        this.position.y = 0.01;

        this.callback = o.callback || null;

        this.cars = [];
        this.roads = [];
        this.inter = [];
        this.mats = {};

        this.mapPath = './assets/textures/';
        this.modelPath = './assets/models/';

        const loader = new TextureLoader();
        this.grid = Traffic.settings.gridSize;

        this.sets = { 
        	timeFactor:5,
        	lightsFlip:0
        };



        //const MATYPE = THREE.MeshBasicMaterial
        const MATYPE = isStandard ? MeshStandardMaterial : MeshBasicMaterial;
        let op = isStandard ? { metalness:0.8, roughness:0.2 } : {};

        this.car_geo = {};
        this.car_mat = [];



	    this.car_mat[0] = new MATYPE( op );
	    this.car_mat[1] = new MATYPE( op );
	    this.car_mat[2] = new MATYPE( op );
		let img = new Image();
	    img.onload = function(){
	        this.generateRandomColor( img, this.car_mat[0] );
	        this.generateRandomColor( img, this.car_mat[1] );
	        this.generateRandomColor( img, this.car_mat[2] );
	    }.bind(this);
	    img.src = this.mapPath + 'cars.png';

	    this.inter_geo = new PlaneGeometry( this.grid, this.grid );
	    this.inter_geo.applyMatrix4(new Matrix4().makeRotationX(-Math.PI*0.5));

		this.road_geo = new PlaneGeometry( this.grid, this.grid );
		this.road_geo.applyMatrix4(new Matrix4().makeRotationX(-Math.PI*0.5));

		this.mats['inter_mat'] = new MATYPE( { map:loader.load( this.mapPath + 'roadx.png' ), ...op } );
		this.mats['road_mat'] = new MATYPE( { map:loader.load( this.mapPath + 'road.png' ), ...op } );
		


		this.loadCarsModel();


    }

    clearAll(){

    	clearInterval( this.interval );

    	let i = this.children.length;
    	while(i--){
    		this.remove(this.children[i]);
    	}

    	// geometry

    	for(let g in this.car_geo){

    		this.car_geo[g].dispose();

    	}
    	this.road_geo.dispose();
    	this.inter_geo.dispose();

    	// material

    	this.car_mat[0].dispose();
    	this.car_mat[1].dispose();
    	this.car_mat[2];

    	this.mats['inter_mat'].dispose();
    	this.mats['road_mat'].dispose();

    	this.cars = [];
        this.roads = [];
        this.inter = [];
        this.mats = {};

        this.parent.remove(this);

    }

    init(){

		Traffic.settings.gridSize = 1;
		Traffic.settings.carScale = 0.05;
		Traffic.settings.carSpeed = 0.05;
		Traffic.settings.defaultTimeFactor = 5;

		this.world = new TrafficWorld();
		this.world.generateMap( 2, 2, 4, 1, 100 );
		//world.generateMap( 6, 6, 2, 1, 100 );
		//world.generateMap( 1, 1, 10, 0.5, 100 );
		//world.carsNumber = 100;
		this.previousTime = 0;
		this.sets.timeFactor = Traffic.settings.defaultTimeFactor;
		this.sets.lightsFlip = Traffic.settings.lightsFlipInterval;


		this.interval = setInterval( this.update.bind(this), 1000/60);


		if(this.callback) this.callback();

		//setTimeout(function(){ world.roadFromTo({x:4, y:3},{x:4,y:8}); }, 3000);
		//setTimeout(function(){ world.roadFromTo({x:4, y:8},{x:10,y:8}); }, 4000);
		//setTimeout(function(){ world.generateMap( 1, 1, 8, 1, 100 );; }, 6000);

	}

	update(){

		Traffic.settings.lightsFlipInterval = this.sets.lightsFlip;

		let now = Date.now();
		now - this.lastUpdate;
		this.lastUpdate = now;
		let time = Date.now();

		let delta = (time - this.previousTime) || 0;
		//if (delta > 1) {
			if (delta > 100) { delta = 100;  }
			this.previousTime = time;
			this.world.onTick( this.sets.timeFactor * delta / 1000 );
			//console.log(dt)
			//var dt = 0.1;
			//var dt = Math.random()
			//world.onTick(0.1);

			let o0, o1, o3, id;

			o0 = this.world.intersections.all();
			for (id in o0) {
				this.addInter(o0[id]);
	        }
	        o1 = this.world.roads.all();
	        for (id in o1) {
	            this.addRoad(o1[id]);
	            this.addSignals(o1[id]);
	        }
	        /*o2 = this.world.roads.all();
	        for (id in o2) {
	        	//road = _ref2[id];
	        	this.drawSignals(road);
	        }*/

	        // remove car 
	        let i = this.world.toRemove.length;
	        while(i--){ this.removeCar( this.world.toRemove[i]); }	        this.world.clearTmpRemove();

			o3 = this.world.cars.all();
			for (id in o3) {
	            this.addCar( o3[id], id );
	        }
	    //}

	    // window.requestAnimationFrame(update);
	}

    generateRandomColor( img, mat ) {

		const canvas = document.createElement( 'canvas' );
		canvas.width = canvas.height = 1024;
		const ctx = canvas.getContext('2d');
		let i, n=0, j=0;

		for( i=0; i<16; i++ ){
			ctx.beginPath();
			if(i!==11 && i!==15) ctx.fillStyle = this.randCarColor();
			ctx.rect(n*256, j*256, 256, 256);
			ctx.fill();
			n++;
			if(n==4){ n=0; j++; }
		}

		ctx.drawImage(img, 0, 0, 1024,1024);
	    let tx = new Texture(canvas);
	    tx.needsUpdate = true;
	    tx.flipY = false;
	    mat.map = tx;
	    mat.needsUpdate = true;

	}

	loadCarsModel() {

		let geo = this.car_geo;
	    let glbLoader = new GLTFLoader();
		let dracoLoader = new DRACOLoader().setDecoderPath( './build/draco/' );
		glbLoader.setDRACOLoader( dracoLoader );

		glbLoader.load( this.modelPath + 'cars.glb', function ( gltf ) {

			gltf.scene.traverse( function ( node ) {

				if( node.isMesh ) geo[node.name] = node.geometry;

			});

			this.init();

		}.bind(this));

	}

	addRoad( road ) {

		if ((road.source == null) || (road.target == null)) throw Error('invalid road');
		let id = road.id.substring(4);
		if(this.roads[id]==null){
			//var sourceSide = road.sourceSide;
		   // var targetSide = road.targetSide
			
			let p0 = road.source.rect.pos();
			let p1 = road.target.rect.pos();
			let lngx = ((p1.x-p0.x)/this.grid);
			let lngy = ((p1.y-p0.y)/this.grid);
			let side = 0;
			let dir = 1;

			//if( lngy===0 && lngx=== 0 ) return;

			if(lngy!=0) side=1;
			let i;

			if(side==0){
				i = Math.abs(lngx)-1;
				if(lngx<0) dir = -1;
			}else {
				i = Math.abs(lngy)-1;
				if(lngy<0) dir = -1;
			}

			if( i<=0 ) return;

			//var g = new THREE.BufferGeometry();
			let m = new Matrix4();

			let ng;
			let geoms = [];

			while(i--){
				if(side==0){
					m.makeTranslation((p0.x+(this.grid*dir)+((i*this.grid)*dir)), 0, p0.y);
					m.multiply(new Matrix4().makeRotationY(Math.PI*0.5));
				}else { 
					m.makeTranslation(p0.x, 0, (p0.y+(this.grid*dir)+((i*this.grid)*dir)));
				}

				ng = this.road_geo.clone();
				ng.applyMatrix4( m );

				geoms.push( ng );

				
				//g.merge( road_geo, m );
			}



			let g = mergeBufferGeometries( geoms );

			//var mtx = new THREE.Matrix4().makeScale(scaler,scaler,scaler)
			//g.applyMatrix4( mtx )


			let c = new Mesh( g, this.mats['road_mat'] );
			this.add( c );


			/*var dir = 0, lng;
			if(lng1>lng0) dir=1;

			if(dir == 0 ) lng = lng0/14;
			else lng = lng1/14;*/

			//console.log(lngx, lngy)

			//c.position.set(p0.x, 0.8,p0.y);
			this.roads[id] = c;
		}
		/*;
		var start = sourceSide.source.x;*/
		//var end = targetSide.target.center();
		//console.log(sourceSide)

		

		//(sourceSide.source, sourceSide.target, targetSide.source, targetSide.target)
	}

	addSignals(cc, id) {
	}


	addCar( car ) {

		let id = car.id.substring(3);
		if( this.cars[id]==null ){
			let r = this.randInt(0,2);
			let c = new Mesh( this.car_geo[ Traffic.TYPE_OF_CARS[ car.type].m ], this.car_mat[r] );
			
			this.add( c );
			c.position.set(10000, 0,0);
			c.scale.set(5, 5, 5);
			//c.scale.set(car.length, car.length/2, car.width);
			this.cars[id] = c;
		} else {
			let p = car.pos;
			let r = car.direction;
			this.cars[id].position.set(p.x,0,p.y);
			this.cars[id].rotation.y = -r+(Math.PI*0.5);
		}
	}

	removeCar( id ) {
		
		id = id.substring(3);
		if(this.cars[id]!=null){
			this.remove( this.cars[id] );
			this.cars[id] = null;
		}

	}

	addInter( intersection ) {//intersection

		let id = intersection.id.substring(12);
		if( this.inter[id]==null ){
			this.inter[id] = new Mesh( this.inter_geo, this.mats['inter_mat'] );
			this.add( this.inter[id] );
			intersection.roads.length;
			// console.log(intersection.inRoads.length)
			/*var i = type;
			while(i){
				var sideId = intersection.roads[i].targetSideId;
				console.log(sideId)
			}*/
			/*switch(type){
				case 4: inter[id].material = inter_matx; break;
				case 3: inter[id].material = inter_maty; break;
				case 2: inter[id].material = inter_matz; break;
				case 1: inter[id].material = inter_mate; break;
			}*/
			let c = intersection.rect.pos();
			this.inter[id].position.set(c.x,0,c.y);
			//inter[id].scale.set(1, 1, 1).multiplyScalar(scaler);
		} else {
			//var c = cc.rect;
			intersection.controlSignals.state[0];
			//if(l[0]==1)inter[id].material = inter_mat;
			//else inter[id].material = inter_mat0;

		}

	}

	// some math function

	randColor() { return '#'+Math.floor(Math.random()*16777215).toString(16); }

	randCarColor () {

		let carcolors = [
		[0xFFFFFF, 0xD0D1D3, 0XEFEFEF, 0xEEEEEE],//white
		[0x252122, 0x302A2B, 0x27362B, 0x2F312B],//black
		[0x8D9495, 0xC1C0BC, 0xCED4D4, 0xBEC4C4],//silver
		[0x939599, 0x424242, 0x5A5A5A, 0x747675],//gray
		[0xC44920, 0xFF4421, 0x600309, 0xD9141E],//red
		[0x4AD1FB, 0x275A63, 0x118DDC, 0x2994A6],//blue
		[0xA67936, 0x874921, 0xD7A56B, 0x550007],//brown
		[0x5FF12C, 0x188047, 0x8DAE29, 0x1AB619],//green
		[0xFFF10A, 0xFFFFBD, 0xFCFADF, 0xFFBD0A],//yellow/gold
		[0xB92968, 0x5C1A4F, 0x001255, 0xFFB7E7]//other
		];

		let l, p = this.randInt(0,100), n = this.randInt(0,3);

		if(p<23)l=0;
		else if(p<44)l=1;
		else if(p<62)l=2;
		else if(p<76)l=3;
		else if(p<84)l=4;
		else if(p<90)l=5;
		else if(p<96)l=6;
		else if(p<97)l=7;
		else if(p<98)l=8;
		else l=9;

		let base = carcolors[l][n];

	    let resl = base.toString(16);
	    if(resl.length<6) resl = '#0'+resl;
	    else resl = '#'+resl;
		return resl;
	}

	randInt( low, high ) { return low + Math.floor( Math.random() * ( high - low + 1 ) ); }




}

//let Audio;

class View {

	constructor ( isMobile, Hub, pix, isLow ) {

		this.container = document.getElementById( 'container' );

		this.mapPath = './assets/textures/';
		this.modelPath = './assets/models/';
		this.rootModel = this.modelPath + 'world.glb';

		this.hub = null;

		this.isMenu = false;

		this.inMapGenation = false;

		this.isPixelStyle = false;

	    this.metalness = 0.6;
	    this.roughness = 0.3;
	    this.wireframe = false;

	    this.loadGame = null;


	    this.M_list = ['treeLists'     , 'townLists'     , 'houseLists'       , 'buildingLists' ];
	    this.M_temp = ['tempTreeLayers', 'temptownLayers', 'tempHouseLayers'  , 'tempBuildingLayers' ];
	    //this.M_geom = ['treeGeo'       , 'buildingGeo'   , 'houseGeo'         , 'X' ];
	    this.M_mesh = ['treeMeshs'     , 'townMeshs'     , 'houseMeshs'       , 'buildingMeshs' ];
	    this.M_mats = ['townMaterial'  , 'townMaterial'  , 'buildingMaterial' , 'buildingMaterial' ];
		
		this.pix = window.devicePixelRatio;
		if( this.pix > 2 ) this.pix = 2;

		this.isLow = isLow || false;
		
		this.isMobile = isMobile || false;

		this.ARRAY_TYPE = ( typeof Float32Array !== 'undefined' ) ? Float32Array : Array;

		this.isWithTree = true;
	    this.isWithLight = true;

	    this.isStandardMaterial = true;

		this.isWithEnv = true;
	    this.isWithNormal = true;
	    this.isWithRoughness = true;
		this.isWithFog = true;
		this.isIsland = false;
		this.isWinter = false;

		this.isComputeVertex = true;
		this.isTransGeo = true;

		//this.tmpCanvas = null;
		//this.tilesDataNormal = [];
		//this.tilesDataTextures = [];

		this.key = [0,0,0,0,0,0,0];

		this.oldData = [];

		this.tileSize = 64;//64;
		

		if(this.isMobile || this.isLow){ 
			this.pix = 1;
	        this.isWithTree = !this.isLow;
	        this.isWithEnv = false;
	        this.isWithNormal = false;
	        this.isWithLight = false;
	        this.isStandardMaterial = false;
	        this.tileSize = 32;
	    }

	    // Terrain layer texture scale (16px * mu per tile).
	    // Default tiles are 64px (mu=4) or 32px (mu=2).
	    // On mobile we downgrade tiles to 16px (mu=1) to reduce GPU/memory load.
	    this.poolTileSize = this.tileSize;
	    if (this.isMobile) this.poolTileSize = 16;
	    this.mu = Math.max(1, Math.round(this.poolTileSize / 16));

		this.f = [0,0,0];
		this.stats = [0,0];
		this.isWithStats = false;


		this.dayTime = 0;

		this.tcolor = {r:10, g: 15, b: 80, a: 0.9};

		this.snd_layzone = new Audio("./sound/layzone.mp3");

		this.imgSrc = ['tiles'+this.tileSize+'.png','town.jpg','building.jpg','building_win.png','town_win.png' ];
		if( this.isWithNormal ) {
			this.imgSrc.push( 'building_n.png', 'town_n.png', 'tiles'+this.tileSize+'_n.png' );
		}
		this.imgSrcPlus = ['tiles'+this.tileSize+'_w.png','town_w.jpg','building_w.jpg'];

		let j = this.imgSrc.length;
		while(j--) this.imgSrc[j] = this.mapPath + this.imgSrc[j];

		j = this.imgSrcPlus.length;
		while(j--) this.imgSrcPlus[j] = this.mapPath + this.imgSrcPlus[j];

		this.winterMapLoaded = false;

	    this.tmpGameData = null;

	
		this.imgs = [];
		this.num = 0;

		this.fullRedraw = false;
		this._layerDrawQueue = null;
		this._layerDrawRaf = 0;
		this._treeBuildQueue = null;
		this._treeBuildRaf = 0;

		this.isWithBackground = false;
		this.isWithHeight = false;
		

		// camera
		this.ToRad = Math.PI / 180;
	    this.camera = null;


	    this.scene = null; 
	    this.renderer = null;
	    this.timer = null;


	    this.miniTerrain = [];
	    this.terrainTxt = [];
	    this.terrainTxtN = [];
	    this.terrainTxtR = [];

	    this.forceUpdate = { x:-1, y:-1 };

	    this.cam = { horizontal:90, vertical:60, distance:120 };
	    const rect = this.container.getBoundingClientRect();
	    this.vsize = { x:rect.width || window.innerWidth, y:rect.height || window.innerHeight, z:(rect.width || window.innerWidth)/(rect.height || window.innerHeight)};
	    this.mouse = { ox:0, oy:0, h:0, v:0, mx:0, my:0, dx:0, dy:0, down:false, over:false, drag:false, click:false, move:true, dragView:false, button:0 };
	    this.raypos =  {x:-1, y:0, z:-1};

	    this.select = '';
	    this.meshs = {};

	    this.mapSize = [128,128];
	    this.nlayers = 64;

	    //this.terrain = null;

	    this.tool = null;

		this.currentTool = null;

		this.heightData = null;
		
		// textures
		this.worldTexture = null;
		this.centralTexture = null;
		this.serviceTexture = null;
		this.buildingTexture = null;
		this.skyTexture = null;

		// material
		this.townMaterial = null;
		this.buildingMaterial = null;

		this.townCanvas = null;
		this.buildingCanvas = null;
		//this.groundCanvas = null;
		this.skyCanvas = null;
		this.skyCanvasBasic = null;

		this.buildingHeigth = null;
		this.townMap = null;
		this.buildingMap = null;

		// geometry
		this.buildingGeo = null;
		this.residentialGeo = null;
		this.commercialGeo = null;
		this.industrialGeo = null;
		this.spriteGeo = null;
		this.treeGeo = null;
		this.houseGeo = null;

		

		this.treeMeshs = [];
		this.treeLists = [];
		this.tempTreeLayers = [];
		this.treeValue = [];

		this.powerMeshs = [];
		this.powerMaterial = null;

		this.buildingMeshs = [];
		this.buildingLists = [];
		this.tempBuildingLayers = [];

		this.townMeshs = [];
		this.townLists = [];
		this.temptownLayers = [];

		this.houseMeshs = [];
		this.houseLists = [];
		this.tempHouseLayers = [];


		this.tempDestruct = [];

		this.currentLayer = 0;

		this.needResize = false;

		this.env = null;

		this.ease_p = -1;
		this.onEase = null;
		

		this.spriteLists = ['train', 'elico', 'plane', 'boat', 'monster', 'tornado', 'sparks'];
		//this.spriteLists = [];
		this.spriteMeshs = [];
		this.spriteObjs = {};

		this.terrainMaterials = [];


		this.pool = new Pool( function() {this.done();}.bind(this), this.poolTileSize, this.isWithNormal, this.isWithRoughness, this.isPixelStyle, this.isWithEnv );


	}

	preIntro() {

		this.center.x = 19*0.5;
        this.center.z = 19*0.5;
        this.cam.distance = 30;
        this.moveCamera();

		this.addBorder();

		const cgeo = new PlaneGeometry( 19, 19, 3, 3 );
		cgeo.rotateX( -Math.PI * 0.5 );
  
        this.basePlane = new Mesh( cgeo, this.planeMat );
        this.basePlane.position.copy( this.center );
        this.scene.add( this.basePlane );

        this.title = this.pool.title;
        this.title.material = this.titleMat;

        
        
        this.title.position.copy( this.center );
        this.scene.add( this.title );


        // traffic map 
        this.traffic = new TrafficBase({ isStandard:this.isStandardMaterial });
	    this.scene.add( this.traffic );

	    // add random building 
	    this.buildings = new Group$1();
	    let j = 16, m, px = 0, pz = 0;
	    while(j--){
	    	if(px === 4){ pz ++; px = 0; }
	    	m = this.getRandomObject();
	    	m.position.set( (px*4)+3, 0.01,( pz*4)+3);
	    	this.buildings.add(m);
	    	px++;
	    }
	    this.scene.add( this.buildings );

        this.plane = new Mesh( new PlaneGeometry( 18, 4.5, 5, 1 ), new MeshBasicMaterial( { transparent:true, alphaToCoverage: true } ) );
		this.plane.geometry.rotateX( -Math.PI * 0.4 );
		this.plane.position.copy(this.center);
		this.plane.position.y = 0.8;
		this.plane.position.z = 19+3.2;
	    this.plane.name = 'p1';
	    this.scene.add( this.plane );

	    Tools.setStyle({
			fontFamily: 'sans-serif',
			fontWeight:'bold',
			fontShadow: 'none',
			button : '#c1cbd7',
			overoff : '#223143',
			over : '#6c819a',
			select : '#45586f',
			text : '#223143',
			textOver : '#FFFFFF',
			border: '#6c819a',
			borderSize: 3,
			fontSize: 20,
		});

        this.ui = new Gui( { w:512, maxHeight:128, parent:null, isCanvas:true, close:false, transparent:true, plane:this.plane } );
        this.ui.add('grid', { values:['新建','读取'], selectable:false, bsize:[200, 40 ], spaces:[ 18,2 ], radius:40 }).onChange( this.openMap.bind(this) );

        //let loaderButton = gg.c[3]

       //console.log(loaderButton)
        //loaderButton.type = "file";
       // loaderButton.addEventListener( 'change', function(e){ this.fileSelect( e.target.files[0] ); }.bind(this), false );
        
        this.ui.onDraw = function () {

	        if( this.screen === null ){

	            this.screen = new Texture( this.canvas );
	            //this.screen.minFilter = THREE.LinearFilter;
	            this.screen.encoding = sRGBEncoding;
	            this.plane.material.map = this.screen;
	            this.plane.material.needsUpdate = true;
	            
	        }
	            
	        this.screen.needsUpdate = true;

	    };

	    this.isMenu = true;

	}

	fileSelect( e ){

		hub.generate( true );
        this.inMapGenation = true;

		const file = e.target.files[0];
		const reader = new FileReader();
        let fname = file.name;
        let type = fname.substring(fname.lastIndexOf('.')+1, fname.length );
        if( type !== 'json' ) return
        reader.readAsText( file );

        reader.onload = function (e) {

        	
        	this.tmpGameData = e.target.result;
        	this.openMap( 'LOADDONE' );

        }.bind(this);

	}

	openMap( type ){

		if( type === '新建' ) type = 'NEW';
		if( type === '读取' ) type = 'LOAD';

		if( this.isMobile && type==='LOAD' ){ 
			if( window.localStorage.getItem( 'micropolisJSGame' ) ) type = 'LOADDONE';
			else return
		}

		if( type==='LOAD' ){

			if(!this.fileInput){

				this.fileInput = document.createElement("input");
				this.fileInput.type ='file';
				this.fileInput.style.display='none';
				this.fileInput.onchange = this.fileSelect.bind(this);
				//fileInput.func=func
				document.body.appendChild( this.fileInput );
				

			}

			let eventMouse = document.createEvent("MouseEvents");
			eventMouse.initMouseEvent("click", true, false, window, 0, 0, 0, 0, 0, false, false, false, false, 0, null);
			this.fileInput.dispatchEvent(eventMouse);

			return
		}

		if( this.fileInput ) document.body.removeChild(this.fileInput);

		this.command = type;

		this.isMenu = false;

		this.ease_p = 0;
		this.onEase = this.easing;

		this.scene.remove( this.title );
		this.scene.remove( this.plane );

		this.traffic.clearAll();
		this.scene.remove( this.buildings );

		this.ui.clear();

	}

	endOpen() {

		if( this.command === 'LOADDONE' ){

			//this.loadGame( e.target.result )

			//this.paintMap()

			this.isMenu = false;
			setTimeout( function(){ this.ui.dispose(); }.bind(this), 100 );

			Main.loadGame( true );


		}

		if( this.command === 'NEW' ){
		
		    Main.newMap('NEW');

		    this.scene.add( this.plane );
		    this.plane.position.copy(this.center);
		    this.plane.position.y = 4;
		    this.plane.position.z = 128-5;
		    this.isMenu = true;

		    this.plane.scale.set(4,4,4);

		    this.ui.add('grid', { values:['平面','高度'], selectable:false, bsize:[140, 30 ], spaces:[ 18,2 ], radius:30 }).onChange(  function(label){
                const t = label === '高度' ? 'HIGH' : 'NEW';
                setTimeout( Main.newMap, 1000, t );
            } );
		    this.ui.add('selector', { name:'', h:30, values:['简单', '普通', '困难'], radius:30, value:'普通', p:0 }).onChange( function(label){
                const map = { '简单':'LOW', '普通':'MEDIUM', '困难':'HARD' };
                Main.setDifficulty( map[label] || 'MEDIUM' );
            } );
		    this.ui.add('button', { name:'开始游戏', h:40, radius:40, p:20, forceWidth: 300 }).onChange( this.startPlay.bind(this) );

		}

	}

	startPlay(){

		this.isMenu = false;
		if(this.plane) this.scene.remove( this.plane );
		setTimeout( function(){ this.ui.dispose(); }.bind(this), 100 );

		//
		
		Main.playMap();

	}

	easing() {

		let v = this.ease_p;
		if( v >= 1 ) {
			this.onEase = null;
			v = 1;
			this.endOpen();
		}

		let p = 19*0.5;
		this.center.x = this.center.z = p + ( (this.mapSize[0]*0.5) - p ) * v;
		this.cam.distance = 40 + ( 150 - 40 ) * v;
        this.moveCamera();

        this.basePlane.position.copy( this.center );
        let s = 1 + ( (128/19) - 1 ) * v;
        this.basePlane.scale.set( s, 1, s );

		this.border.morphTargetInfluences[ 0 ] = 1 - v;

		this.ease_p = v + 0.01;

	}



	//----------------------------------- BORDER

	addBorder() {

		this.border = this.pool.border;
		this.border_m = this.pool.border_min;
		this.border_m.position.set( 0, 0, 0 );
        this.border.position.set( 0, 0, 0 );
        this.scene.add( this.border );

        this.border.material = this.borderMat;
        this.border.geometry.morphAttributes.position = [ this.border_m.geometry.attributes.position ];
        this.border.updateMorphTargets();
        this.border.morphTargetInfluences[ 0 ] = 1;

	}

	done() {



		//console.log( 'pool full loaded !!!' )

		this.init();
		this.createMaterial();

		Main.start();

	}

	createMaterial() {

		this.colors = {
			ground: new Color$1( this.pool.color.ground ).convertSRGBToLinear(),
			metal: new Color$1( this.pool.color.metal ).convertSRGBToLinear(),
			sky: new Color$1( this.pool.color.sky ).convertSRGBToLinear()
		};

		let i = this.nlayers; 
		let option = this.isStandardMaterial ? { roughness:1, metalness:1, envMapIntensity:1 } : {};
		let Type = this.isStandardMaterial ? MeshStandardMaterial : MeshBasicMaterial;

		while(i--){ 
			this.terrainMaterials[i] = new Type({ color:0xffffff, vertexColors:true, ...option });
			this.modifyShader( this.terrainMaterials[i] );
		}

        this.townMaterial = new Type( { map: this.pool.texture('town'), ...option } );
        this.modifyShader( this.townMaterial );
        this.buildingMaterial = new Type( { map: this.pool.texture('building'), ...option } ); 
        this.modifyShader( this.buildingMaterial );

        this.titleMat = new Type( { map: this.pool.makeTitleTexture(), ...option } ); 
        if( this.isStandardMaterial ){ 
        	this.titleMat.roughnessMap = this.pool.makeTitleTexture(1);
        	this.titleMat.emissiveMap = this.pool.makeTitleTexture(2);
        	this.titleMat.emissive =  new Color$1( 0x666622 );
        }
        this.modifyShader( this.titleMat );

        if( this.isStandardMaterial ) option.roughness = 0;
        this.waterMat = new Type({ color:0x645cab, transparent:true, opacity:0.8, ...option });

        if( this.isStandardMaterial ) { option.roughness = 0.2;  option.metalness = 0.8; }
        //this.borderMat = new Type({ map:this.pool.texture('border'), alphaMap:this.pool.texture('border_a'), transparent:true, ...option })
        this.borderMat = new Type({ color:this.colors.metal , alphaMap:this.pool.texture('border_a'), transparent:true, ...option });

        if( this.isStandardMaterial ) { option.roughness = 0.8;  option.metalness = 0.2; }
        this.planeMat = new Type({ color:this.colors.ground, depthWrite:false, ...option });


        if( this.isStandardMaterial ){

        	if( this.isWithRoughness ){
	        	this.townMaterial.roughnessMap = this.pool.texture('town_r');
	        	this.buildingMaterial.roughnessMap = this.pool.texture('building_r');
	        }

	        if( this.isWithNormal ){
	        	this.townMaterial.normalMap = this.pool.texture('town_n');
	        	this.buildingMaterial.normalMap = this.pool.texture('building_n');
	        }

        }

        this.powerMaterial = new SpriteMaterial({ map:this.powerTexture(), transparent:true, depthTest: false, toneMapped:false });

        this.preIntro(); 

	}

	modifyShader( m ) {

		if( !this.isStandardMaterial ) return

		m.onBeforeCompile = function ( s ) {
	        s.fragmentShader = s.fragmentShader.replace( '#include <metalnessmap_fragment>', `
	            float metalnessFactor = metalness;
	            #ifdef USE_ROUGHNESSMAP
	            metalnessFactor *= 1.0 - texelRoughness.g;
	            #endif
	        `);
	    };

	}

	


	//----------------------------------- INIT

    init () {

    	this.tmpPos = new Vector2( 0, 0 );

    	//if(this.isMobile) this.pix = 0.5;
    	//this.clock = new THREE.Clock();

    	this.scene = new Scene();
    	

    	this.camera = new PerspectiveCamera( 50, this.vsize.z, 0.1, 1000 );
    	this.scene.add( this.camera );

    	this.rayVector = new Vector2( 0, 0 );
    	this.raycaster = new Raycaster();
    	
        this.land = new Group$1();
        this.scene.add( this.land );

        if( this.isWithFog ){

        	//this.fog = new THREE.Fog( 0xCC7F66, 1, 100 );
        	this.fog = new Fog( 0x90a3b7, 1, 100 );
        	this.scene.fog = this.fog;
        
        }

        this.center = new Vector3();
        this.center.x = this.mapSize[0]*0.5;
        this.center.z = this.mapSize[1]*0.5;
        this.moveCamera();

        this.ease = new Vector3();
        this.easeRot = new Vector3();


         //this.renderer = new THREE.WebGLRenderer({ canvas:this.canvas, antialias:false });
    	let renderer = new WebGLRenderer({ antialias:false });
        renderer.setSize( this.vsize.x, this.vsize.y );
        renderer.setPixelRatio( this.pix );
    	//renderer.sortObjects = false;
    	//renderer.sortElements = false;
    	//renderer.autoClear = this.isWithBackground;

    	renderer.outputEncoding = sRGBEncoding;
    	renderer.toneMapping = ACESFilmicToneMapping;
    	//renderer.physicallyCorrectLights = true
    	renderer.toneMappingExposure = 1.0;

    	this.anisotropy = renderer.capabilities.getMaxAnisotropy();

    	//this.renderer.autoClear = false;
        this.container.appendChild( renderer.domElement );

        this.renderer = renderer;

        if( this.isWithEnv ){

        	let envmap = this.pool.env;
        	let pmremGenerator = new PMREMGenerator( renderer );
    	    this.env = pmremGenerator.fromEquirectangular( envmap ).texture;
    	    this.scene.background = this.env;
			this.scene.environment = this.env;
    	    envmap.dispose();
    	    pmremGenerator.dispose();

        }


        if( this.isWithLight );
    	
    	//let _this = this;
    

        if( this.isWithBackground ){

        	this.skyCanvasBasic = this.gradTexture([[0.51,0.49, 0.3], ['#cc7f66','#A7DCFA', 'deepskyblue']]);
        	this.skyCanvas = this.gradTexture([[0.51,0.49, 0.3], ['#cc7f66','#A7DCFA', 'deepskyblue']]);
        	this.skyTexture = new Texture(this.skyCanvas);
        	this.skyTexture.encoding = sRGBEncoding;
		    this.skyTexture.needsUpdate = true;
            this.back = new Mesh( new IcosahedronGeometry(300,1), new MeshBasicMaterial( { map:this.skyTexture, side:BackSide, depthWrite: false, fog:false }  ));
            this.scene.add( this.back );
            //this.renderer.autoClear = false;

        } else {

        	this.renderer.setClearColor( this.pool.color.sky, 1 );

        }

        
        window.addEventListener( 'resize', function(e) { this.resize(); }.bind(this), false );

        // disable context menu
        document.addEventListener("contextmenu", function(e){ e.preventDefault(); }, false);

        document.addEventListener( 'mousewheel', this, false );

        // Prefer pointer events on mobile (needed so UIL canvas UI gets mouse set before Roots handles pointerdown)
        this.container.addEventListener( 'pointerdown', this, { capture:true, passive:false } );
        this.container.addEventListener( 'pointermove', this, { capture:true, passive:false } );
        this.container.addEventListener( 'pointerup', this, { capture:true, passive:false } );

        this.container.addEventListener( 'mousemove', this, false );
        this.container.addEventListener( 'mousedown', this, false );
        //this.container.addEventListener( 'mouseup', this, false );
        //this.container.addEventListener( 'mouseout', this, false );

        this.container.addEventListener( 'touchmove', this, false );
        this.container.addEventListener( 'touchstart', this, false );
        this.container.addEventListener( 'touchend', this, false );

        document.addEventListener( 'mouseup', this, false );

        this.initLayer();


        // new Tool
        this.tool = new BuildTool();
        this.scene.add( this.tool );
        this.tool.visible = false;





	    // active key (移动端也启用，支持虚拟方向键)
	    this.bindKeys();


	    this.loop(0);

    }

     //----------------------------------- RENDER

    loop( time ) {

    	requestAnimationFrame( this.loop.bind(this) );

    	//requestAnimationFrame( function(t){ this.loop(t) }.bind(this) );

    	if( this.onEase !== null ) this.onEase();

	    if( this.dragMode() ){
	        this.dragCenterposition();
	    }else {
	        this.updateKey();
	    }

	    this.render( time );

    }


    //----------------------------------- RENDER

    render( time ) {

    	this.doResize();
    	this.renderer.render( this.scene, this.camera );

    }


    //----------------------------------- EVENT

    handleEvent( e ) {

        switch( e.type ) {
            case 'pointerup': this.onMouseUp( e ); break;
            case 'pointerdown': this.onMouseDown( e ); break;
            case 'pointermove': this.onMouseMove( e ); break;
            case 'mouseup': case 'mouseout': case 'touchend':this.onMouseUp( e ); break;
            case 'mousedown': case 'touchstart': this.onMouseDown( e ); break;
            case 'mousemove': case 'touchmove': this.onMouseMove( e ); break;
            case 'mousewheel': this.onMouseWheel( e ); break;
        }

    }


    //----------------------------------- RESIZE

    resize( e ) { this.needResize = true; }

	doResize() {

    	if( !this.needResize ) return;

        const rect = this.container.getBoundingClientRect();
        const w = Math.max(1, Math.round(rect.width || window.innerWidth));
        const h = Math.max(1, Math.round(rect.height || window.innerHeight));
    	this.vsize = { x:w, y:h, z:w/h };
	    this.camera.aspect = this.vsize.z;
	    this.camera.updateProjectionMatrix();
	    this.renderer.setSize( this.vsize.x, this.vsize.y );
        if( window.hub && window.hub.updateLayout ) window.hub.updateLayout();
	    this.needResize = false;

    }


    //----------------------------------- ZOOM

	startZoom() {
		this.timer = setInterval( this.faddingZoom, 1000/60, this );
	}

	faddingZoom( t ) {
		if(t.cam.distance>20){
			t.cam.distance--;
			t.moveCamera();
		}else clearInterval(t.timer);
	}


	//----------------------------------- MATH

    clamp( value, min, max ) {

        if (value < min) return min;
        if (value > max) return max;
        return value;

    }

    randRange( min, max ) {
		return Math.floor(Math.random() * (max - min + 1)) + min;
	}

	unwrapDegrees( r ) {
		r = r % 360;
		if (r > 180) r -= 360;
		if (r < -180) r += 360;
		return r;
	}


	//----------------------------------- LOAD IMAGES

	

    winterSwitch() {
    	/*if(!this.isWinter && this.winterMapLoaded) this.isWinter = true;
    	else this.isWinter = false;

		this.updateBackground();
		this.setTimeColors(this.dayTime);*/
    }

	textureSwitch( type ) {
		/*switch(type){
			case 'normal': 
			    this.townMaterial.map = this.townTexture;
			    this.buildingMaterial.map =  this.buildingTexture;
			break;
			case 'white':
			    
			break;
		}*/

	}

	setTimeColors( id ) {

		/*this.dayTime = id;
		if(this.dayTime==1)this.tcolor = {r:100, g: 15, b: 80, a: 0.3};
		if(this.dayTime==2)this.tcolor = {r:10, g: 15, b: 80, a: 0.8};
		if(this.dayTime==3)this.tcolor = {r:10, g: 15, b: 80, a: 0.6};

		this.tint(this.skyCanvas);

		if(!this.isWinter){
			//this.tint(this.groundCanvas, this.imgs[0]);
			this.tint(this.townCanvas, this.imgs[1], this.imgs[4]);
			this.tint(this.buildingCanvas, this.imgs[2], this.imgs[3]);
	    } else {
			//this.tint(this.groundCanvas, this.imgs[5]);
			this.tint(this.townCanvas, this.imgs[6], this.imgs[4]);
			this.tint(this.buildingCanvas, this.imgs[7], this.imgs[3]);
		}

		if(this.isWithFog){
			if(this.isIsland){
				if(this.isWinter){
					if(this.dayTime==0)this.fog.color.setHex(0xAFEEEE);
					if(this.dayTime==1)this.fog.color.setHex(0x98ABBF);
					if(this.dayTime==2)this.fog.color.setHex(0x2B3C70);
					if(this.dayTime==3)this.fog.color.setHex(0x4C688F);
				}else{
					if(this.dayTime==0)this.fog.color.setHex(0x6666e6);
					if(this.dayTime==1)this.fog.color.setHex(0x654CB9);
					if(this.dayTime==2)this.fog.color.setHex(0x1C206E);
					if(this.dayTime==3)this.fog.color.setHex(0x2F328C);
				}
			} else {
				if(this.isWinter){
					if(this.dayTime==0)this.fog.color.setHex(0xE6F0FF);
					if(this.dayTime==1)this.fog.color.setHex(0xBFACCA);
					if(this.dayTime==2)this.fog.color.setHex(0x363C73);
					if(this.dayTime==3)this.fog.color.setHex(0x626996);
				}else{
					if(this.dayTime==0)this.fog.color.setHex(0xE2946D);
					if(this.dayTime==1)this.fog.color.setHex(0xBC6C64);
					if(this.dayTime==2)this.fog.color.setHex(0x352A56);
					if(this.dayTime==3)this.fog.color.setHex(0x60445C);
				}
			}
		}
		this.buildingTexture.needsUpdate = true;
        this.townTexture.needsUpdate = true;
        this.skyTexture.needsUpdate = true;
        this.fullRedraw = true;*/

	}

	//----------------------------------- 3D GEOMETRY

	getRandomObject( nn ) {

		nn = nn || this.randRange(0,2);
		let geo;
		switch(nn){

			case 0: geo = this.pool.geo('residential', this.randRange(1,18) ); break;
			case 1: geo = this.pool.geo('commercial', this.randRange(1,20) ); break;
			case 2: geo = this.pool.geo('industrial', this.randRange(1,8) ); break;

			/*case 0: geo = this.buildingGeo[this.randRange(4,12)]; mat = this.townMaterial; break;
			case 1: geo = this.residentialGeo[this.randRange(1, this.residentialGeo.length-1)]; mat = this.buildingMaterial; break;
			case 2: geo = this.commercialGeo[this.randRange(1, this.commercialGeo.length-1)]; mat = this.buildingMaterial; break;
			case 3: geo = this.industrialGeo[this.randRange(1, this.industrialGeo.length-1)]; mat = this.buildingMaterial; break;
			case 4: geo = this.houseGeo[this.randRange(0, this.houseGeo.length-1)]; mat = this.buildingMaterial; break;
			case 5: geo = this.spriteGeo[this.randRange(0, this.spriteGeo.length-1)]; mat = this.townMaterial; break;
			case 6: 
			    r = this.randRange(0,2);
			    n = 0;
			    if(r==1) n= 4;
			    if(r==2) n= 6;
			    geo = this.treeGeo[n]; 
			    mat = this.townMaterial; 
			break;*/
		}

		//

		
		let mesh = new Mesh( geo,  this.buildingMaterial );
		//mesh.name = geo.name;
		return mesh;

	}

	


	//----------------------------------- MESH CONSTRUCTOR    

    buildMeshLayer( layer, type = 'tree' ) {

        type = type;

        let id = 0;

        if( type === 'tree' ) id = 0;
        if( type === 'town' ) id = 1;
        if( type === 'house' ) id = 2;
        if( type === 'building' ) id = 3;

        let list = this.M_list[id];
        let temp = this.M_temp[id];
        //let geom = this.M_geom[id];
        let mesh = this.M_mesh[id];
        let mats = this.M_mats[id];

		let isIndexed = false, index, indexOffset = 0;

        let _g, v, nr, uv, t, i, j, lng, n, ar, k, decal = 0;

        if( this[list][layer] ){

            i = this[list][layer].length;

            v = [];
            uv = [];
            nr = [];
            index = [];

            while( i-- ){

                ar = this[list][layer][i];

                if( id === 3 ){ // building

                    k = Base.R.length;
                    while(k--){ 
                        if( ar[3] === Base.R[k] ){ 
                            _g = this.pool.geo('residential', k);
                            // remove little house
                            if(k===0 && ar[5]===0){ this.buildingLists[layer][i][5] = 1; this.addBaseHouse( ar[0], ar[1], ar[2] ); }
                            else if(k>0 && ar[5]===1){ this.buildingLists[layer][i][5] = 0;  this.removeBaseHouse( ar[0], ar[1], ar[2] ); }
                        }

                    }

                    k = Base.C.length;
                    while(k--){ if( ar[3] === Base.C[k] ) _g = this.pool.geo('commercial', k);  }

                    k = Base.I.length;
                    while(k--){ if( ar[3] === Base.I[k] ) _g = this.pool.geo('industrial', k); }

                } else if( id === 2 ){ // house

                    k = Base.H.length;
                    while(k--){ if( ar[3] === Base.H[k] ) _g = this.pool.geo('house', k); }

                } else { // other

                    _g = this.pool.geo( type, ar[3] );

                }

                // add to temp array if geometry

                if( _g ){

                	// index
                	if( _g.index !== null ){ 

		        		isIndexed = true;
		        		lng = _g.index.count;

		        		for ( j = 0; j < lng; ++ j ) index.push( _g.index.getX( j ) + indexOffset );
		        		indexOffset += _g.attributes.position.count;
		        		
		        	}

                	// position
                    t = _g.attributes.position.array;
                    lng = _g.attributes.position.count;

                    for( j = 0; j < lng; ++ j ){
                        n = j * 3;
                        v.push( t[n] + ar[0], t[n+1] + ar[1], t[n+2] + ar[2] + decal );
                    }

                    // normal
                	nr = [ ...nr, ..._g.attributes.normal.array ];
                	// uv
                	uv = [ ...uv, ..._g.attributes.uv.array ];

                }

            }

            // remove old mesh

            if( this[mesh][layer] ){
                
                this[mesh][layer].geometry.dispose();
                this.scene.remove( this[mesh][layer] );

            }

            if( v.length > 0 ){

                // final geometry

                let g = new BufferGeometry();

                if( isIndexed ) g.setIndex( index );
                g.setAttribute( 'position', new Float32BufferAttribute( v , 3 ) );
                g.setAttribute( 'normal', new Float32BufferAttribute( nr, 3 ) );
                g.setAttribute( 'uv', new Float32BufferAttribute(  uv, 2 ) );

                // final mesh
	            this[mesh][layer] = new Mesh( g, this[mats] );
	            this.scene.add( this[mesh][layer] );

            }

            // clear temp
            this[temp][layer] = 0;

        }

    }

    //----------------------------------- TREE TEST

    addTree ( x, y = 0, z, v, layer ) {

        if( !this.isWithTree ) return;
        // v  21 to 43
        if( !this.treeLists[layer] ) this.treeLists[layer]=[];
        this.treeLists[layer].push([x,y,z,v]);

    }

    populateTree (){

    	if(!this.isWithTree) return;

    	if (this.isMobile || this.isLow) {
    		this.startTreeBuild();
    		return;
    	}

    	let l = this.nlayers;
    	while( l-- ) this.buildMeshLayer( l );

    }

    cancelTreeBuild() {
    	if (this._treeBuildRaf) {
    		cancelAnimationFrame(this._treeBuildRaf);
    		this._treeBuildRaf = 0;
    	}
    	this._treeBuildQueue = null;
    }

    startTreeBuild() {
    	this.cancelTreeBuild();
    	if (!this.isWithTree) return;

    	this._treeBuildQueue = [];
    	for (let i = this.nlayers - 1; i >= 0; i--) {
    		if (this.treeLists[i] && this.treeLists[i].length) this._treeBuildQueue.push(i);
    	}
    	this.processTreeBuild();
    }

    processTreeBuild() {
    	if (!this._treeBuildQueue || this._treeBuildQueue.length === 0) {
    		this.cancelTreeBuild();
    		return;
    	}

    	const start = (typeof performance !== 'undefined' && performance.now) ? performance.now() : Date.now();
    	let processed = 0;

    	while (this._treeBuildQueue.length) {
    		const layer = this._treeBuildQueue.shift();
    		this.buildMeshLayer(layer);
    		processed++;

    		const now = (typeof performance !== 'undefined' && performance.now) ? performance.now() : Date.now();
    		if (processed >= 1 && (now - start) > 10) break;
    	}

    	this._treeBuildRaf = requestAnimationFrame(this.processTreeBuild.bind(this));
    }

    clearAllTrees () {

    	this.cancelTreeBuild();
    	if(!this.isWithTree) return;
    	let l = this.nlayers;
    	while(l--){
    		if( this.treeMeshs[l] ){
    			this.scene.remove( this.treeMeshs[l] );
    			if(this.treeMeshs[l].geometry) this.treeMeshs[l].geometry.dispose();
    		}
    	}
    	this.treeMeshs = [];
    	this.treeLists = [];
    	this.tempTreeLayers = [];
    	this.treeValue = [];

    }

    removeTreePack ( ar ) {

    	if(!this.isWithTree) return;
    	//this.tempTreeLayers = [];
    	let i = ar.length;
    	while(i--){
    		this.removeTree(ar[i][0], ar[i][1], true);
    	}
    	// rebuild layers
    	i = this.tempTreeLayers.length;
    	while(i--){
    		if(this.tempTreeLayers[i] === 1){ this.rebuildTreeLayer(i); }
    	}
    }

    removeTree ( x, z, m ) {

    	let l = this.findLayer(x, z), ar;
		if(this.treeLists[l]){
			let i = this.treeLists[l].length;
    		while(i--){
    			ar = this.treeLists[l][i];
    			if(ar[0] == x && ar[2]==z){
    				this.treeLists[l].splice(i, 1);
    				if(!m){ 
    					this.rebuildTreeLayer(l); 
    					return; 
    				} else {
    					// multy trees
    					this.tempTreeLayers[l] = 1;
    				}
    			} 
    		}
		}
    }

    rebuildTreeLayer ( l ) {

    	if(!this.isWithTree) return;
    	this.scene.remove(this.treeMeshs[l]);
    	this.treeMeshs[l].geometry.dispose();

        this.buildMeshLayer(l);

    }


    //------------------------------------ BACKGROUND MAP

    updateBackground () {

    	let rootColors;
        let fogColors;
    	if(this.isWithBackground ){
		    if(this.isIsland){
		    	rootColors = '#6666e6';
                fogColors = 0x6666e6; 
		    	if(this.isWinter){ 
                    rootColors = '#AFEEEE';
                    fogColors = 0xAFEEEE; 
                }
		    	this.skyCanvasBasic = this.gradTexture([[0.51,0.49, 0.3], [rootColors,'#BFDDFF', '#4A65FF']]);
		    	this.skyCanvas = this.gradTexture([[0.51,0.49, 0.3], [rootColors,'#BFDDFF', '#4A65FF']]);
		    	if(this.isWithFog){
		    		this.fog.color.setHex(fogColors);
		    		//this.fog.color.convertSRGBToLinear()
		    	}
		    }
		    else {
		    	rootColors = '#E2946D';
                fogColors = 0xE2946D; 
		    	if(this.isWinter){ 
                    rootColors = '#E6F0FF';
                    fogColors = 0xE6F0FF; 
                }
		    	this.skyCanvasBasic =  this.gradTexture([[0.51,0.49, 0.3], [rootColors,'#BFDDFF', '#4A65FF']]);
		    	this.skyCanvas = this.gradTexture([[0.51,0.49, 0.3], [rootColors,'#BFDDFF', '#4A65FF']]);
		    	if(this.isWithFog){
		    		this.fog.color.setHex(fogColors);
		    		//this.fog.color.convertSRGBToLinear()
		    	}
		    }
		    this.skyTexture = new Texture(this.skyCanvas);
		    this.skyTexture.encoding = sRGBEncoding;
		    this.skyTexture.needsUpdate = true;
		    this.back.material.map = this.skyTexture;
		} else {
			if(this.isIsland) this.renderer.setClearColor( 0x6666e6, 1 );
			else this.renderer.setClearColor( 0xcc7f66, 1 );
		}

        if(this.isWithLight);
    }

    

    //------------------------------------ TERRAIN MAP

    clearTerrain () {

		if( this.miniTerrain.length !== 0 ){
			let e = this.miniTerrain.length;
			while(e--){ this.land.remove( this.miniTerrain[e] ); }
			this.miniTerrain = [];
		}

	}

	initTerrain() {

		this.center.x = this.mapSize[0]*0.5;
		this.center.z = this.mapSize[1]*0.5;

		// create terrain if not existe
        if( this.miniTerrain.length === 0 ){

        	let n = 0, i, j, k, geo, mesh;

        	let divid = this.isWithHeight ? 16 : 1;

        	let colors;

        	for( i=0; i<8; i++){
        		for( j=0; j<8; j++){
        		
                    geo = new PlaneGeometry( 16, 16, divid, divid );
                    geo.rotateX( -Math.PI * 0.5 );
                    geo.translate( (8+j*16)-0.5, 0, (8+i*16)-0.5 );

                    k = geo.attributes.position.array.length;
                    colors = [];//new Float32Array( lng );
                    while( k-- ) colors[k] = 1.0;
                    geo.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

                    mesh = new Mesh( geo, this.terrainMaterials[ n ] );
	        		
                   // if( this.isWithLight ) mesh = new THREE.Mesh( geo, new THREE.MeshStandardMaterial({ color:0xffffff, metalness:this.metalness, roughness:this.roughness, wireframe:this.wireframe, vertexColors:true }) );
                    //else mesh = new THREE.Mesh( geo, new THREE.MeshBasicMaterial({ color:0xffffff, vertexColors:true }) );

                    mesh.name = 'terrain_' + n;
	        		this.land.add( mesh );
	        		this.miniTerrain[n] = mesh;
	        		n++;

	        	}
	        }
	    }

	    // update start map texture

        if( this.isWithHeight ){

		    this.applyHeight();
		    //this.center.y = this.heightData[this.findId(this.center.x,this.center.z)];
            this.center.y = this.heightData[this.findHeightId(this.center.x,this.center.z)];

		} else {

			this.center.y = 0;

		}


		this.initTerrainTexture();

		this.moveCamera();
		if( this.isWithBackground ) this.back.position.copy(this.center);

        
	}

	initTerrainTexture () {

		let n = this.nlayers;
        let texture, textureN, textureR;
        let canvas = document.createElement('canvas');
		canvas.width = canvas.height = 256*this.mu;

        while( n-- ){

        	texture = new Texture( canvas );
        	this.pool.filterTexture( texture, {} );

        	this.miniTerrain[n].material.map = texture;
        	this.terrainTxt[n] = texture;

            if( this.isWithNormal ){

                textureN = new Texture( canvas );
                this.pool.filterTexture( textureN, { normal:true } );

                this.miniTerrain[n].material.normalMap = textureN;
                this.terrainTxtN[n] = textureN;

            }

            if( this.isWithRoughness ){

                textureR = new Texture( canvas );
                this.pool.filterTexture( textureR, { normal:true } );

                this.miniTerrain[n].material.roughnessMap = textureR;
                //this.miniTerrain[n].material.metalnessMap = textureR;
                this.terrainTxtR[n] = textureR;

            }
        	
        }

	}

	//------------------------------------------HEIGHT

	generateHeight() {

        let d = this.mapSize[0]+1;
		let size = d * d;

		this.heightData = new this.ARRAY_TYPE(size);

		let perlin = new ImprovedNoise();

        let noise;

        let r = 1 / d;
        let quality = 1 / 20;
        let i = size, x, y;

        while( i-- ){

			x = i % d;
            y = Math.floor( i * r );
            noise = (perlin.noise( x * quality, 0, y * quality ) + 1)*0.5;
            noise *= 2;
            noise = Math.pow( noise, 3 );
			this.heightData[ i ] = noise;

		}

	    //console.log(min, max)
		this.isWithHeight = true;

	}

	clearHeight() {

		if( this.water ) this.scene.remove( this.water );
		this.heightData = null;
		this.isWithHeight = false;

	}

	applyHeight() {

		let i, j, gr, gn, gc;
        let lng = this.heightData.length;
		let n, nn, geo, id, deep;
        this.Gtmp = [];

        let big = new PlaneGeometry( 16*8, 16*8, 16*8, 16*8 );
        big.rotateX( -Math.PI * 0.5 );
        big.translate( this.center.x, 0, this.center.z );

        gr = big.attributes.position.array;

        i = lng;
        while(i--){
            n = i*3;
            gr[n+1] = this.heightData[i];
        }

        big.attributes.position.needUpdate = true;
        big.computeVertexNormals();
        let rn = big.attributes.normal.array;

        i = 64;
        while (i--){

        	geo = this.miniTerrain[i].geometry;

            gr = geo.attributes.position.array;
            gn = geo.attributes.normal.array;
            gc = geo.attributes.color.array;

            j = gr.length/3;

            this.Gtmp[i] = new this.ARRAY_TYPE(j);

            while(j--){

                n = j * 3;
                //id = this.findHeightId( gr[n], gr[n+2] )
                id = this.findHeightId( gr[n]+0.5, gr[n+2]+0.5 );

                gr[n+1] = this.Gtmp[i][j] = this.heightData[ id ]; 

                nn = id*3;
                gn[n] = rn[nn];
                gn[n+1] = rn[nn+1];
                gn[n+2] = rn[nn+2];

                deep = 0.5 + this.clamp( this.heightData[ id ]/3, -1, 1) * 0.5;

                gc[n] = gc[n+1] = gc[n+2] = deep;

                if( gr[n+1]<0 ){ // under sea
                	 gc[n] -= deep * 0.5;
                	 gc[n+1] -= deep * 0.4;
                }

                // border smooth
                if(gr[n]===-0.5 || gr[n+2]===-0.5 || gr[n]===128-0.5 || gr[n+2]===128-0.5){
                	if( gr[n+1]>0 ) gr[n+1] = this.heightData[ id ] = 0.25;
                	if( gr[n+1]<0 ) gr[n+1] = this.heightData[ id ] = 0;
                }

            }
                	
            
            geo.attributes.position.needUpdate = true;
            geo.attributes.normal.needUpdate = true;
            geo.attributes.color.needUpdate = true;
            //geo.computeVertexNormals();

        }

        big.dispose();
        big = null;

        // add water mesh

        let waterGeo = new PlaneGeometry( 16*8, 16*8, 1, 1 );
        waterGeo.rotateX( -Math.PI * 0.5 );
        waterGeo.translate( this.center.x-0.5, 0, this.center.z-0.5 );

        
        this.water = new Mesh( waterGeo, this.waterMat );
        this.scene.add( this.water );

	}

	makePlanar( ar, y ) {

		let layer, x, z, id;
		let i = ar.length;
		let tempHeightLayers = [];

    	while( i-- ) {
    		x = ar[i][0];
    		z = ar[i][1]; 
    		id = this.findHeightId(x, z);  

    		this.heightData[ id ] = y;      
    		
    		layer = this.findLayer(x, z);

    		//v = this.findVertices( layer, [x, z] );//findVertices(layer, [x, z] );
            //this.Gtmp[layer][v] = y;
    		tempHeightLayers[layer] = 1;
    	}

    	// rebuild layers
    	i = tempHeightLayers.length;
    	while ( i-- ) {
    		if(tempHeightLayers[i] === 1) this.updateVertices( i );
    	}

	}

    updateVertices ( layer ){

    	let g = this.miniTerrain[ layer ].geometry;
    	//let ar = this.Gtmp[ layer ];

        let v = g.attributes.position.array;
        g.attributes.color.array;
        let i = v.length/3, n, id;

        while(i--){ 

        	n = i*3;
        	id = this.findHeightId( v[n]+0.5, v[n+2]+0.5 );
        	v[n+1] = this.heightData[ id ];


        	/*v[n+1] = ar[i]; 
        	c[n+1] = 0; 	
        	c[n+2] = 0;*/ 
        }
 
        g.attributes.position.needsUpdate = true;
        //g.attributes.color.needsUpdate = true;
        //g.computeBoundingSphere();
        //g.computeVertexNormals();

        console.log('updated !!');

    }


	//------------------------------------------LAYER TOOL 8X8

	findLayer( x, y ) {
        let cx = Math.floor(x/16);
        let cy = Math.floor(y/16);
		return cx+(cy*8)
	}

	findLayerPos( x, y, layer ) {
		let cy = Math.floor(layer/8);
        let cx = Math.floor(layer-(cy*8));
		let py = y-(16*cy);
        let px = x-(16*cx);
        return [px,py]
	}

	findPosition( id ) {
		let y = Math.floor(id/this.mapSize[1]);
		let x = id-(y*this.mapSize[1]);
		return [x,y]
	}

	findId( x, y ) {
		return x+(y*this.mapSize[1])
	}

	findVertices( layer, pos ){
		let cy = Math.floor(layer/8);
        let cx = Math.floor(layer-(cy*8));
        let py = pos[1]-(16*cy);
        let px = pos[0]-(16*cx);
		return px + (py*16)
	}

	findHeightId( x, y ) {
    	return x+(y*(this.mapSize[1]+1))
    }


	//------------------------------------------RAY

	rayTest () {

		let intersects;

        this.raycaster.setFromCamera( this.rayVector, this.camera );

        if( this.isMenu && !this.inMapGenation ){
        	
        	this.ui.noMouse();

        	intersects = this.raycaster.intersectObjects( this.scene.children );

        	if ( intersects.length > 0 ){
        		if( intersects[ 0 ].object.name === 'p1' ){
        			this.ui.setMouse( intersects[ 0 ].uv );
        		}
        	} 
        	
        }

		if ( this.land.children.length > 0 ) {
			intersects = this.raycaster.intersectObjects( this.land.children );
			if ( intersects.length > 0 ) {

				this.raypos.x = Math.round( intersects[0].point.x );
				this.raypos.z = Math.round( intersects[0].point.z );

				if( this.isWithHeight ) this.raypos.y = Math.round( intersects[0].point.y );
				else this.raypos.y = 0;

				if( this.currentTool ){

					this.tool.position.set(this.raypos.x, this.raypos.y, this.raypos.z);

					//this.tool.position.set(this.raypos.x, this.raypos.y, this.raypos.z);
					if(this.mouse.click || this.mouse.drag){ 
						Main.mapClick( this.currentTool.tool );

					}
					//if(this.mouse.click || this.currentTool.drag) mapClick();

					this.mouse.click=false;
				}
		    } else {
		    	this.raypos.x = -1;
		    	this.raypos.z = -1;
		    }
		}
	}


	//------------------------------------------TOOL

	selectTool ( id ) {

		this.tool.visible = false;
		this.raypos.x = -1;
		this.raypos.z = -1;

		if( id === 0 || id === 18){
			this.currentTool = null;
        	this.mouse.dragView = false;
        	this.mouse.move = true;
		} else if ( id === 16 ){
			this.currentTool = null;
        	this.mouse.move = false;
        	this.mouse.dragView = true;
		} else {
			this.currentTool = Base.toolSet[id];
			this.mouse.move = false;
			this.mouse.dragView = false;

			this.tool.visible = true;
			this.tool.color = this.currentTool.color;
			this.tool.resize = this.currentTool.size;

		}

        Main.sendTool( Base.toolSet[id].tool );

	}


	//------------------------------------------BUILD

	build( x, y ) {
		
		if( this.currentTool.tool==='query' ) return;

		if( this.currentTool.build ){

			let size = this.currentTool.size;
			this.currentTool.sy;

			let py = 0;

            if( this.isWithHeight ) py = this.heightData[ this.findHeightId(x,y) ];

			let zone; 
			if(size == 1 ) zone = [ [x, y] ];
			else if(size == 3) zone = [ [x, y], [x-1, y], [x+1, y],  [x, y-1], [x-1, y-1], [x+1, y-1],   [x, y+1], [x-1, y+1], [x+1, y+1] ];
			else if(size == 4) zone = [ [x, y], [x-1, y], [x+1, y],  [x, y-1], [x-1, y-1], [x+1, y-1],   [x, y+1], [x-1, y+1], [x+1, y+1],       [x+2, y-1],  [x+2, y] , [x+2, y+1] , [x+2, y+2], [x-1, y+2], [x, y+2], [x+1, y+2]   ];
			else if(size == 6) zone = [ [x, y], [x-1, y], [x+1, y],  [x, y-1], [x-1, y-1], [x+1, y-1],   [x, y+1], [x-1, y+1], [x+1, y+1],       [x+2, y-1],  [x+2, y] , [x+2, y+1] , [x+2, y+2],   [x-1, y+2], [x, y+2], [x+1, y+2], 
				[x+3, y-1], [x+4, y-1],   [x+3, y], [x+4, y], [x+3, y+1], [x+4, y+1], [x+3, y+2], [x+4, y+2], [x+3, y+3], [x+4, y+3], [x+3, y+4], [x+4, y+4], 
				[x-1, y+3], [x-1, y+4], [x, y+3], [x, y+4],  [x+1, y+3], [x+1, y+4], [x+2, y+3], [x+2, y+4]
			];

			this.removeTreePack(zone);

			if( this.isWithHeight && size !== 1 ) this.makePlanar( zone, py );

			let v = this.currentTool.geo;

			// standard building
			if(v<4 && v!==0){
				this.addBaseBuilding(x, py, y, v, zone);
				this.snd_layzone.play();
			}
			// town building
			if(v==8 || v==9 || v==4 || v==5 || v==7 || v==10 || v==11 || v==12){
				this.addBaseTown(x,py,y,v,zone);
			    this.snd_layzone.play();
			}

		} else {
			this.removeTree(x,y);
			if( this.isWithHeight ){
                let py = this.heightData[this.findHeightId(x,y)];
			    this.makePlanar( [[x,y]],  py );
			}
			if( this.currentTool.tool === 'bulldozer' ){
				this.forceUpdate.x = x;
		        this.forceUpdate.y = y;
		        this.testDestruct(x,y);
		    }
		}
	}



	//--------------------------------------------------TEST DESTRUCT

	testLayer( x, y ) {

		let l = this.findLayer(x,y);
		let list = [l];
		let pos = this.findLayerPos(x,y,l);
		let a = 0,b = 0;

		if(pos[0]<4) a=1;
		else if(pos[0]>13) a=2;

		if(pos[1]<4) b=1;
		else if(pos[1]>13) b=2;

		if(b==1) if(l-8>-1) list.push(l-8);
		if(b==2) if(l+8<64) list.push(l+8);

		if(a==1) if(l-1>-1) list.push(l-1);
		if(a==2) if(l+1<64) list.push(l+1);

		if(a==1 && b==1) if(l-9>-1) list.push(l-9);
		if(a==2 && b==2) if(l+9<64) list.push(l+9);

		if(a==1 && b==2) if(l+7<64) list.push(l+7);
		if(a==2 && b==1) if(l-7>-1) list.push(l-7);

		//console.log(list);
		return list;
	}

	testDestruct( x, y ){

		let i, j, ar, ar2, l;
		let list = this.testLayer(x,y);

		for(let h= 0; h<list.length; h++){
			l = list[h];
			// IF TOWN
			if(this.townLists[l]){
				i = this.townLists[l].length;
				while(i--){
					ar = this.townLists[l][i];
					ar2 = ar[4];
					j = ar2.length;
					while(j--){
						if(x == ar2[j][0] && y == ar2[j][1]){
							this.showDestruct(ar);
							Main.destroy(ar2[0][0], ar2[0][1]);
							this.townLists[l].splice(i, 1);
							this.rebuildTownLayer(l);
							return;
						}
					}
				}
			}
			// IF BUILDING
			if(this.buildingLists[l]){
				i = this.buildingLists[l].length;
				while(i--){
					ar = this.buildingLists[l][i];
					ar2 = ar[4];
					j = ar2.length;
					while(j--){
						if(x == ar2[j][0] && y == ar2[j][1]){
							this.showDestruct(ar);
							Main.destroy(ar2[0][0], ar2[0][1]);
							// IF HOUSE
							if(ar[5]===1){ this.removeBaseHouse(ar[0],ar[1],ar[2]); }

							this.buildingLists[l].splice(i, 1);
							this.rebuildBuildingLayer(l);

							return;
						}
					}
				}
			}
	    }
	}

	showDestruct( ar ) {

		this.tempDestruct = ar[4];

	}

	//--------------------------------------------------TOWN BUILDING

	addBaseTown( x, y, z, v, zone ) {

		let layer = this.findLayer(x,z);
		if(!this.townLists[layer]) this.townLists[layer]=[];
    	this.townLists[layer].push([x,y,z,v,zone]);
    	this.rebuildTownLayer(layer);

	}

	rebuildTownLayer(l) {

        this.buildMeshLayer( l, 'town' );

	}

	//--------------------------------------------------HOUSE CREATE/UPDATE/DELETE

	addBaseHouse(x,y,z) {
		//console.log('h add !!')
		let layer = this.findLayer(x,z);
		let pos = [ [x, z], [x-1, z], [x+1, z], [x, z-1], [x-1, z-1], [x+1, z-1], [x, z+1], [x-1, z+1], [x+1, z+1] ];

		if(!this.houseLists[layer]) this.houseLists[layer]=[];
		let i = 9;
		while(i--){
			this.houseLists[layer].push([pos[i][0],y,pos[i][1], 0 ]);
		}
	}

	removeBaseHouse(x,y,z) {
		//console.log('h remove !!')
		let layer = this.findLayer(x,z);
		let pos = [ [x, z], [x-1, z], [x+1, z], [x, z-1], [x-1, z-1], [x+1, z-1], [x, z+1], [x-1, z+1], [x+1, z+1] ];
		let i = this.houseLists[layer].length, h, j;
		while(i--){
			h = this.houseLists[layer][i];
			j = 9;
			while(j--){
			    if(h[0] === pos[j][0] && h[2] === pos[j][1]) this.houseLists[layer].splice(i, 1);
		    }
		}
		this.rebuildHouseLayer(layer);
	}

	rebuildHouseLayer( l ) {

        this.buildMeshLayer( l, 'house' );

    }


	//--------------------------------------------------BUILDING CREATE/UPDATE

	addBaseBuilding ( x, y, z, v, zone ) {
		let layer = this.findLayer(x,z);
		let c = 244;
		if(v==2) c = 427;
		if(v==3) c = 616;

    	if(!this.buildingLists[layer]) this.buildingLists[layer]=[];
    	//this.buildingLists[layer].push([x,y,z,c, 0, zone]);
    	this.buildingLists[layer].push([x,y,z,c, zone, 0 ]);

    	this.rebuildBuildingLayer(layer);
    }

    rebuildBuildingLayer ( l ) {

        this.buildMeshLayer( l, 'building' );

    }

    //---------------------------------------------------BUILDING LISTING

    saveCityBuild(saveCity) {
    	
    	let l = this.nlayers;
    	while(l--){
    		saveCity[l]= [0,0,0];
    		if(this.townLists[l] !== undefined ){saveCity[l][0] = this.townLists[l];}
	    	if(this.houseLists[l] !== undefined ){saveCity[l][1] = this.houseLists[l];}
	    	if(this.buildingLists[l] !== undefined ){saveCity[l][2] = this.buildingLists[l];}
	    	/*
	    	if(this.townMeshs[l] !== undefined ){saveCity[l][0] = this.townMeshs[l];}
	    	if(this.houseMeshs[l] !== undefined ){saveCity[l][1] = this.houseMeshs[l];}
	    	if(this.buildingMeshs[l] !== undefined ){saveCity[l][2] = this.buildingMeshs[l];}*/
	    }
	    //
	   // return saveCity;
    }

    loadCityBuild(saveCity) {
    	saveCity = JSON.parse(saveCity);
    	let l = this.nlayers;
    	let ldata;
    	while(l--){
    		ldata = saveCity[l];
    		if(ldata[0] !== 0 ){ this.townLists[l] = ldata[0]; this.rebuildTownLayer(l); }
	    	if(ldata[1] !== 0 ){ this.houseLists[l] = ldata[1]; this.rebuildHouseLayer(l); }
	    	if(ldata[2] !== 0 ){ this.buildingLists[l] = ldata[2]; this.rebuildBuildingLayer(l); }
	    	/*
    		if(ldata[0] !== 0 ){ this.townMeshs[l] = ldata[0]; this.rebuildTownLayer(l); }
	    	if(ldata[1] !== 0 ){ this.houseMeshs[l] = ldata[1]; this.rebuildHouseLayer(l); }
	    	if(ldata[2] !== 0 ){ this.buildingMeshs[l] = ldata[2]; this.rebuildBuildingLayer(l); }
	    	*/
    	}
    }



	// -----------------------
	//  MOUSE NAVIGATION
	// -----------------------

	dragMode (){
		return this.mouse.dragView || this.mouse.button === 3
	}

	Orbit ( origine, horizontal, vertical, distance ) {

	    let p = new Vector3();
	    if(vertical>87)vertical=87;
	    if(vertical<1)vertical=1;
	    let phi = vertical*this.ToRad ;
	    let theta = horizontal*this.ToRad;
	    p.x = (distance * Math.sin(phi) * Math.cos(theta)) + origine.x;
	    p.z = (distance * Math.sin(phi) * Math.sin(theta)) + origine.z;
	    p.y = (distance * Math.cos(phi)) + origine.y;
	    return p;

	}

	moveCamera () {

	    this.camera.position.copy(this.Orbit(this.center, this.cam.horizontal, this.cam.vertical, this.cam.distance));
	    this.camera.lookAt(this.center);

	    if(this.isWithFog){
	        this.fog.far=this.cam.distance*4;
	        if(this.fog.far<20)this.fog.far=20;
	    }

	}

	dragCenterposition (){

		if ( this.ease.x == 0 && this.ease.z == 0 ) return;
    	this.easeRot.y = this.cam.horizontal*this.ToRad;
    	this.unwrapDegrees(Math.round(this.cam.horizontal));
        this.easeRot.x = Math.sin(this.easeRot.y) * this.ease.x + Math.cos(this.easeRot.y) * this.ease.z;
        this.easeRot.z = Math.cos(this.easeRot.y) * this.ease.x - Math.sin(this.easeRot.y) * this.ease.z;

    	this.center.x += this.easeRot.x; 
    	this.center.z -= this.easeRot.z; 

    	if(this.center.x<0) this.center.x = 0;
    	if(this.center.x>128) this.center.x = 128;
    	if(this.center.z<0) this.center.z = 0;
    	if(this.center.z>128) this.center.z = 128;
    	
        this.moveCamera();

	}

	onMouseDown  (e) {   

		e.preventDefault();
	    const rect = this.renderer && this.renderer.domElement ? this.renderer.domElement.getBoundingClientRect() : this.container.getBoundingClientRect();
	    let clientX, clientY;
	    if (e.touches && e.touches[0]) {
	        clientX = e.touches[0].clientX;
	        clientY = e.touches[0].clientY;
	    } else {
	        clientX = e.clientX;
	        clientY = e.clientY;
	    }
	    let px = clientX - rect.left;
	    let py = clientY - rect.top;
	    if (!e.touches) {
	        // 0: default  1: left  2: middle  3: right
	        this.mouse.button = e.which || e.button || 0;
	    }

	    //if(this.mouse.button===1 && this.currentTool) this.mouse.move = true;

	    this.mouse.ox = px;
	    this.mouse.oy = py;
	    this.rayVector.x = ( px / rect.width ) * 2 - 1;
	    this.rayVector.y = - ( py / rect.height ) * 2 + 1;
	    this.mouse.h = this.cam.horizontal;
	    this.mouse.v = this.cam.vertical;
	    this.mouse.down = true;
	    // Ensure menu UI can be clicked on mobile: setMouse(uv) must be available before UIL Roots handles pointerdown.
	    if ( this.isMenu ) this.rayTest();
	    
	    if(this.currentTool && this.mouse.button<2){// only for tool
	    	this.mouse.click = true;
	        if(this.currentTool.drag){ this.mouse.drag = true;}
	        if (e.touches || e.pointerType === 'touch') this.rayTest();
	        
	    }
	   
	}

	onMouseUp  (e) {
		e.preventDefault();
		this.mouse.button = 0;
	    this.mouse.down = false;
	    this.mouse.drag = false;
	    if(this.currentTool==null)this.mouse.move = true;
	    this.ease.x = 0;
	    this.ease.z = 0;
	    document.body.style.cursor = 'auto';
	}

	onMouseMove  (e) {
	    e.preventDefault();
	    const rect = this.renderer && this.renderer.domElement ? this.renderer.domElement.getBoundingClientRect() : this.container.getBoundingClientRect();
	    let clientX, clientY;
	    if (e.touches && e.touches[0]) {
	        clientX = e.touches[0].clientX;
	        clientY = e.touches[0].clientY;
	    } else {
	        clientX = e.clientX;
	        clientY = e.clientY;
	    }
	    let px = clientX - rect.left;
	    let py = clientY - rect.top;
	    
	    if (this.mouse.down) {
	        if(this.mouse.move || this.mouse.button===2){  
	        	this.mouse.dragView = false;
		        document.body.style.cursor = 'crosshair';
		        this.cam.horizontal = ((px - this.mouse.ox) * 0.3) + this.mouse.h;
		        this.cam.vertical = (-(py -this. mouse.oy) * 0.3) + this.mouse.v;
		        this.moveCamera();
		    }
		    if(this.mouse.dragView || this.mouse.button===3){
		    	document.body.style.cursor = 'move';
		    	this.mouse.move = false;
		    	this.ease.x = (px - this.mouse.ox)/1000;
		    	this.ease.z = (py - this. mouse.oy)/1000;
		    }
	    } 

	    if(this.currentTool !== null || this.isMenu ){
			this.rayVector.x = ( px / rect.width ) * 2 - 1;
		    this.rayVector.y = - ( py / rect.height ) * 2 + 1;
			this.rayTest();
		}
	}

	onMouseWheel  (e) { 
		//e.preventDefault();   
	    let delta = 0;
	    if(e.wheelDelta){delta=e.wheelDelta*-1;}
	    else if(e.detail){delta=e.detail*20;}
	    this.cam.distance+=(delta/80);
	    if(this.cam.distance<1)this.cam.distance = 1;
	    if(this.cam.distance>150)this.cam.distance = 150;
	    this.moveCamera();

	}


	// -----------------------
	//  GROUND TEXTURE 
	// -----------------------

	paintMap ( mapSize, island = false, withHeight = false ) {

		this.isIsland = island;

		if( mapSize ) this.mapSize = mapSize;

		if( this.basePlane ) this.scene.remove( this.basePlane );

		//console.log(tilesData.length)
		this.cancelLayerDraw();
		this.clearTerrain();
		this.clearAllTrees();
		this.clearHeight();

		if( withHeight ) this.generateHeight();

		//this.initTerrain();
		
		let y = this.mapSize[1];
		let x, v, n = tilesData.length, cy, cx, layer, r, ty = 0, id;

		while( y-- ){
			x = this.mapSize[0];
			while( x-- ){

				// find layer
				cy = Math.floor(y/16);
                cx = Math.floor(x/16);
				layer = cx+(cy*8);

				n--;
				v = tilesData[n];

				if( this.isWithHeight ){

					if( v > 1 && v < 5 ){ // water
						id = this.findHeightId(x, y);
						this.heightData[ id ] *= -1;
						if( x === this.mapSize[0]-1 ) this.heightData[ id+1 ] *= -1;
						if( y === this.mapSize[1]-1 ) this.heightData[ id+this.mapSize[1] ] *= -1;
						tilesData[n] = 0; 
					}
	                if( v > 4 && v < 21 ){ // water border
	                    this.heightData[ this.findHeightId(x, y) ] *= 0.5;
	                    tilesData[n] = 0; 
	                }
	            }
				if( v > 20 && v < 30 ){// tree 44

					if( this.isWithHeight ) ty = this.heightData[ this.findHeightId(x, y) ]-0.1;

					r = v-21;
					if(r===8) r = Math.floor(Math.random()*7);//r=8// big middle tree

					if( withHeight && ty > 0.5 ){
						if( x===0 || y===0 || x===this.mapSize[0]-1 || y===this.mapSize[0]-1) ty = 0.5;
					}

						
					
					this.addTree( x, ty, y, r, layer );
					this.treeValue[n] = v;

			    } 
				
			}
		}

		this.updateBackground();

		this.initTerrain();

		if (this.isMobile || this.isLow) {
			if (typeof hub !== 'undefined' && hub.generate) hub.generate(true);
			this.startLayerDraw(true);
			return;
		}

		let i = this.nlayers;
		while(i--){ 
			this.drawLayer( i, true );
		}
		this.finishPaintMap();

	}

	cancelLayerDraw() {
		if (this._layerDrawRaf) {
			cancelAnimationFrame(this._layerDrawRaf);
			this._layerDrawRaf = 0;
		}
		this._layerDrawQueue = null;
	}

	startLayerDraw(full) {
		this.cancelLayerDraw();
		this._layerDrawQueue = [];
		for (let i = this.nlayers - 1; i >= 0; i--) this._layerDrawQueue.push(i);
		this._layerDrawFull = !!full;
		this.processLayerDraw();
	}

	processLayerDraw() {
		if (!this._layerDrawQueue || this._layerDrawQueue.length === 0) {
			this.finishPaintMap();
			return;
		}

		const start = (typeof performance !== 'undefined' && performance.now) ? performance.now() : Date.now();
		let processed = 0;

		while (this._layerDrawQueue.length) {
			const layer = this._layerDrawQueue.shift();
			this.drawLayer(layer, this._layerDrawFull);
			processed++;

			const now = (typeof performance !== 'undefined' && performance.now) ? performance.now() : Date.now();
			if (processed >= 1 && (now - start) > 10) break;
		}

		this._layerDrawRaf = requestAnimationFrame(this.processLayerDraw.bind(this));
	}

	finishPaintMap() {
		this.populateTree();

		if(this.fullRedraw){
			this.fullRedraw = false;
		}

		this.inMapGenation = false;
		if (typeof hub !== 'undefined' && hub.generate) hub.generate(false);
	}

	initLayer() {

		let i = this.nlayers;
	    while(i--){
			this.tempHouseLayers[i] = 0;	
			this.tempBuildingLayers[i] = 0;
		}

	}

	updateLayer() {

		let i = this.nlayers;

	    while(i--){ 

	    	if( layerData[i] === 1 ) this.drawLayer( i );
	    	if(this.tempHouseLayers[i] === 1){ this.rebuildHouseLayer(i); this.tempHouseLayers[i] = 0; }
	    	if(this.tempBuildingLayers[i] === 1){ this.rebuildBuildingLayer(i); this.tempBuildingLayers[i] = 0; }

	    }

	}

	drawLayer ( layer, full ){

		let y = 16, x, v, n, ar, i, vx, vy, g;
		let ly = Math.floor(layer/8);
		let lx = Math.floor(layer-(ly*8));

		let pix = 32;
		let mid = pix * 0.5;

		while( y-- ){

			x = 16;
			while(x--){

				vx = (lx*16)+x;
                vy = (ly*16)+y;

				n = vx+(vy*this.mapSize[1]);
				v = tilesData[n];

				g = v < 240 ? v : 0;

				if( !full && v === this.oldData[n] ) continue;
                this.oldData[n] = v;

                if( g < 240 ){

                	this.tmpPos.x = x*mid*this.mu; 
                	this.tmpPos.y = (240 - y*mid)*this.mu;

                	// apply tile change
            		this.renderer.copyTextureToTexture( this.tmpPos, this.pool.tile('texture', g), this.terrainTxt[layer] );
            		if( this.isWithNormal ) this.renderer.copyTextureToTexture( this.tmpPos, this.pool.tile('normal', g), this.terrainTxtN[layer] );
            		if( this.isWithRoughness ) this.renderer.copyTextureToTexture( this.tmpPos, this.pool.tile('roughness', g), this.terrainTxtR[layer] );
                	
	            }

	            if( v > 239 ){

	            	// MESH BUILD
	            	if((v>248 && v<261) || v==0){
            			if(this.houseLists[layer]){
            				i = this.houseLists[layer].length;
	                		while(i--){
	                			ar = this.houseLists[layer][i];
	                			if( ar[0] === vx && ar[2] === vy ){ 
		                			if( ar[3] !== v ){
		                				this.houseLists[layer][i][3] = v;
			                			this.tempHouseLayers[layer] = 1;
		                			}
		                		}
	                		}
            			}
            		} else {
                		if(this.buildingLists[layer]){
	                		i = this.buildingLists[layer].length;
	                		while(i--){
	                			ar = this.buildingLists[layer][i];
	                			if( ar[0] === vx && ar[2] === vy ){ 
	                				if( ar[3] !== v ){
		                				this.buildingLists[layer][i][3] = v;
		                				this.tempBuildingLayers[layer] = 1;
		                			}
	                			}
	                		}
	                	}
	                }

	            }


			}
		}
	}


	// -----------------------
	//  SPRITE
	// -----------------------

	moveSprite () {

		if(!spriteData) return

		let i = spriteData.length;
		let pos = new Vector3();
		let v, frame, c;

		while(i--){
			c = spriteData[i];
			frame = c[1];
			v = c[0];
			pos.x = Math.round((c[2]-8)/16);
			pos.z = Math.round((c[3]-8)/16);
			pos.y = 0;


            if( this.isWithHeight ) pos.y = this.heightData[ this.findHeightId(pos.x,pos.z) ];
            

			if( c[0] == 2) pos.y += 5;
			if( c[0] == 3){
				if(frame==11)pos.y += 0;
				else if(frame==10)pos.y += 1;
				else if (frame==9)pos.y += 3;
				else pos.y += 6;
			}

			//if(this.spriteMeshs[i] == null) this.addSprite( i, c[0], pos );
			//this.spriteMeshs[i].position.lerp(pos, 0.6);
			//this.spriteMeshs[i].rotation.y = this.rotationSprite(c[0], frame);

			/*if(this.spriteObjs[this.spriteLists[v]] == null) this.spriteObjs[this.spriteLists[v]] = this.addSprite( v, pos );
			this.spriteObjs[this.spriteLists[v]].position.lerp(pos, 0.6);
			this.spriteObjs[this.spriteLists[v]].rotation.y = this.rotationSprite(c[0], frame);*/

			if(this.spriteObjs[this.spriteLists[v]] == null) this.spriteObjs[this.spriteLists[v]] = this.addSprite( v, pos );

			// underwater train
			if(v===1 && frame===5)this.spriteObjs[this.spriteLists[v]].visible = false;
			else this.spriteObjs[this.spriteLists[v]].visible = true;

			this.spriteObjs[this.spriteLists[v]].position.lerp(pos, 0.6);
			this.spriteObjs[this.spriteLists[v]].rotation.y = this.rotationSprite(c[0], frame);
		}
	}

	rotationSprite ( v, f ) {

		let r = 0;
		if(v===1){// train
			if(f===1) r = 0;
			else if(f===2) r = 90*this.ToRad;
			else if(f===3) r = 45*this.ToRad;
			else if(f===4) r = -45*this.ToRad;
		}else if(v===2 || v===3){// elico plane
			if(f===1) r = 0;
			else if(f===2) r = -45*this.ToRad;
			else if(f===3) r = -90*this.ToRad;
			else if(f===4) r = -135*this.ToRad;
			else if(f===5) r = -180*this.ToRad;
			else if(f===6) r = -225*this.ToRad;
			else if(f===7) r = -270*this.ToRad;
			else if(f===8) r = -315*this.ToRad;

			else if(f===9) r = -90*this.ToRad;
			else if(f===10) r = -90*this.ToRad;
			else if(f===11) r = -90*this.ToRad;
		}
		return r

	}

	addSprite ( v, p ) {

		let m;
		if(v===1){// train
			m = new Mesh(this.pool.geo('sprite',0), this.townMaterial );
            //m.scale.set(1, 1, -1 )
			m.position.copy(p);
		    this.scene.add(m);
		    //this.spriteMeshs[i] = m;
		    //this.spriteObjs[this.spriteLists[v]] = m;
		}else if(v===2){// elico
			m = new Mesh(this.pool.geo('sprite',1), this.townMaterial );
			m.position.copy(p);
		    this.scene.add(m);
		    //this.spriteMeshs[i] = m;
		}else if(v===3){// plane
			m = new Mesh(this.pool.geo('sprite',2), this.townMaterial );
			m.position.copy(p);
		    this.scene.add(m);
		    //this.spriteMeshs[i] = m;
		} else {
			m = new Mesh(new BoxGeometry(1,1,1), this.townMaterial );
			m.position.copy(p);
		    this.scene.add(m);
		    //this.spriteMeshs[i] = m;
		}
		return m;

		//this.spriteObjs[this.spriteLists[v]] = m;
	}



	// -----------------------
	//  POWER SPRITE                                                  
	// -----------------------

	showPower (){

		//if( !powerData ) return

		let i = powerData.length;
		while(i--){
			if(powerData[i]===0) continue;//{ if( this.powerMeshs[i] !== null ) this.removePowerMesh(i); }
			else if(powerData[i]===2){ if(this.powerMeshs[i] == null) this.addPowerMesh(i, this.findPosition(i)); }
			else if(powerData[i]===1){ if(this.powerMeshs[i] !== null) this.removePowerMesh(i); }
		}

	}

	addPowerMesh ( i, ar ) {

		let py = 0;

        if( this.isWithHeight ) py = this.heightData[ this.findHeightId(ar[0],ar[1])];

		let m = new Sprite( this.powerMaterial );
		//m.scale.set( 2, 2, 1 );
		m.position.set(ar[0], py+1, ar[1]);
		this.scene.add(m);
		this.powerMeshs[i] = m;
	}

	removePowerMesh ( i ) {
		this.scene.remove(this.powerMeshs[i]);
     	this.powerMeshs[i] = null;
	}



	// -----------------------
	//  AUTO TEXTURE
	// -----------------------

	powerTexture () {

	    let c = document.createElement("canvas");
	    let ctx = c.getContext("2d");
	    c.width = c.height = 64;
	    let grd = ctx.createLinearGradient(0,0,64,64);
		grd.addColorStop(0.3,"yellow");
		grd.addColorStop(1,"red");
		ctx.beginPath();
		ctx.moveTo(44,0);
		ctx.lineTo(10,34);
		ctx.lineTo(34,34);
		ctx.lineTo(20,64);
		ctx.lineTo(54,30);
		ctx.lineTo(30,30);
		ctx.lineTo(44,0);
		ctx.closePath();
		ctx.strokeStyle="red";
		ctx.stroke();
		ctx.fillStyle = grd;
		ctx.fill();
	    let texture = new Texture(c);
	    texture.needsUpdate = true;
	    return texture;

	}

	gradTexture (color) {
	    let c = document.createElement("canvas");
	    let ctx = c.getContext("2d");
	    c.width = 16; c.height = 256;
	    let gradient = ctx.createLinearGradient(0,0,0,256);
	    let i = color[0].length;
	    while(i--){ gradient.addColorStop(color[0][i],color[1][i]); }
	    ctx.fillStyle = gradient;
	    ctx.fillRect(0,0,16,256);
	    //this.tint(c);
	    //let texture = new THREE.Texture(c);
	    //texture.needsUpdate = true;
	    return c;
	}

	tint (canvas, image, supImage) {
		let data, i, n;
		let pixels = canvas.width*canvas.height;
	    let ctx = canvas.getContext('2d');
	    
	    // draw windows
	    let topData = null;
	    let newImg = null;
	    if(supImage && this.dayTime!==0 && this.dayTime!==1){
	    	ctx.clearRect ( 0 , 0 , canvas.width, canvas.height );
	        ctx.drawImage(supImage, 0, 0);
	        topData = ctx.getImageData(0, 0, canvas.width, canvas.height);
	        data = topData.data;
	        i = pixels;
	        while(i--){
	        	n = i<<2;
	        	if(data[n+3] !== 0){
	        		if(data[n+0]==0 && data[n+1]==0 && data[n+2]==0){// black
	        		    data[n+3]=60;
	        		}
	        		if(data[n+1]==0){
	        		//if(data[n+0]==255 && data[n+1]==0 && data[n+2]==0){// red
	        			if(this.dayTime==3) data[n+1]=255;
	        			if(this.dayTime==2) {data[n+0]=0; data[n+3]=60;}
	        		}

	        	}
	        }
	        ctx.putImageData(topData, 0, 0);
	        newImg = document.createElement('img');
	        newImg.src = canvas.toDataURL("image/png");
	    }

	    if(image){
	    	ctx.clearRect ( 0 , 0 , canvas.width, canvas.height );
	        ctx.drawImage(image, 0, 0);
	    } else {
	    	ctx.drawImage(this.skyCanvasBasic, 0, 0);
	    }

	    if(this.dayTime!==0){
		    let imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
		    data = imageData.data;
		    i = pixels;
		    let c = this.tcolor;
		    while(i--){
		    	n = i<<2;//i*4;
		    	data[n+0] = data[n+0] * (1-c.a) + (c.r*c.a);
			    data[n+1] = data[n+1] * (1-c.a) + (c.g*c.a);
			    data[n+2] = data[n+2] * (1-c.a) + (c.b*c.a);
		    }
		    ctx.putImageData(imageData, 0, 0);
		    if(newImg){
		    	ctx.drawImage(newImg, 0, 0);
		    }
		}
	}

	// -----------------------
	//  KEYBOARD
	// -----------------------

	updateKey (){

		// 移除移动端限制，支持虚拟方向键

		let f = 0.3, d = false;

		if(this.key[0] == 1 || this.key[1] == 1 ){ 
			if(this.key[0] == 1)this.ease.z = -f; 
			if(this.key[1] == 1)this.ease.z = f;
			d = true;
		}
		else this.ease.z = 0;

		if(this.key[2] == 1 || this.key[3] == 1 ){ 
			if(this.key[2] == 1)this.ease.x = -f; 
			if(this.key[3] == 1)this.ease.x = f;
			d = true;
		}
		else this.ease.x = 0;
		if( d ) this.dragCenterposition();

	}

	bindKeys (){

		let _this = this;

		document.onkeydown = function(e) {
		    e = e || window.event;
			switch ( e.keyCode ) {
			    case 38: case 87: case 90: _this.key[0] = 1; break; // up, W, Z
				case 40: case 83:          _this.key[1] = 1; break; // down, S
				case 37: case 65: case 81: _this.key[2] = 1; break; // left, A, Q
				case 39: case 68:          _this.key[3] = 1; break; // right, D
				//case 17: case 67:          _this.key[4] = 1; break; // ctrl, C
				//case 69:                   _this.key[5] = 1; break; // E
				//case 32:                   _this.key[6] = 1; break; // space
			}
		};
		document.onkeyup = function(e) {
		    e = e || window.event;
			switch( e.keyCode ) {
				case 38: case 87: case 90: _this.key[0] = 0; break; // up, W, Z
				case 40: case 83:          _this.key[1] = 0; break; // down, S
				case 37: case 65: case 81: _this.key[2] = 0; break; // left, A, Q
				case 39: case 68:          _this.key[3] = 0; break; // right, D
				//case 17: case 67:          _this.key[4] = 0; break; // ctrl, C
				//case 69:                   _this.key[5] = 0; break; // E
				//case 32:                   _this.key[6] = 0; break; // space
			}
		};
	    self.focus();

	}


}

/*! @source http://purl.eligrey.com/github/FileSaver.js/blob/master/FileSaver.js */
var saveAs = function(e) {

    if (typeof e === "undefined" || typeof navigator !== "undefined" && /MSIE [1-9]\./.test(navigator.userAgent)) {
        return
    }
    var t = e.document,
        n = function() {
            return e.URL || e.webkitURL || e
        },
        r = t.createElementNS("http://www.w3.org/1999/xhtml", "a"),
        o = "download" in r,
        a = function(e) {
            var t = new MouseEvent("click");
            e.dispatchEvent(t);
        },
        i = /constructor/i.test(e.HTMLElement) || e.safari,
        f = /CriOS\/[\d]+/.test(navigator.userAgent),
        u = function(t) {
            (e.setImmediate || e.setTimeout)(function() {
                throw t
            }, 0);
        },
        s = "application/octet-stream",
        d = 1e3 * 40,
        c = function(e) {
            var t = function() {
                if (typeof e === "string") {
                    n().revokeObjectURL(e);
                } else {
                    e.remove();
                }
            };
            setTimeout(t, d);
        },
        l = function(e, t, n) {
            t = [].concat(t);
            var r = t.length;
            while (r--) {
                var o = e["on" + t[r]];
                if (typeof o === "function") {
                    try {
                        o.call(e, n || e);
                    } catch (a) {
                        u(a);
                    }
                }
            }
        },
        p = function(e) {
            if (/^\s*(?:text\/\S*|application\/xml|\S*\/\S*\+xml)\s*;.*charset\s*=\s*utf-8/i.test(e.type)) {
                return new Blob([String.fromCharCode(65279), e], {
                    type: e.type
                })
            }
            return e
        },
        v = function(t, u, d) {
            if (!d) {
                t = p(t);
            }
            var v = this,
                w = t.type,
                m = w === s,
                y, h = function() {
                    l(v, "writestart progress write writeend".split(" "));
                },
                S = function() {
                    if ((f || m && i) && e.FileReader) {
                        var r = new FileReader;
                        r.onloadend = function() {
                            var t = f ? r.result : r.result.replace(/^data:[^;]*;/, "data:attachment/file;");
                            var n = e.open(t, "_blank");
                            if (!n) e.location.href = t;
                            t = undefined;
                            v.readyState = v.DONE;
                            h();
                        };
                        r.readAsDataURL(t);
                        v.readyState = v.INIT;
                        return
                    }
                    if (!y) {
                        y = n().createObjectURL(t);
                    }
                    if (m) {
                        e.location.href = y;
                    } else {
                        var o = e.open(y, "_blank");
                        if (!o) {
                            e.location.href = y;
                        }
                    }
                    v.readyState = v.DONE;
                    h();
                    c(y);
                };
            v.readyState = v.INIT;
            if (o) {
                y = n().createObjectURL(t);
                setTimeout(function() {
                    r.href = y;
                    r.download = u;
                    a(r);
                    h();
                    c(y);
                    v.readyState = v.DONE;
                });
                return
            }
            S();
        },
        w = v.prototype,
        m = function(e, t, n) {
            return new v(e, t || e.name || "download", n)
        };

    if (typeof navigator !== "undefined" && navigator.msSaveOrOpenBlob) {
        return function(e, t, n) {
            t = t || e.name || "download";
            if (!n) { e = p(e); }
            return navigator.msSaveOrOpenBlob(e, t)
        }
    }

    w.abort = function() {};
    w.readyState = w.INIT = 0;
    w.WRITING = 1;
    w.DONE = 2;
    w.error = w.onwritestart = w.onprogress = w.onwrite = w.onabort = w.onerror = w.onwriteend = null;
    return m

}(typeof self !== "undefined" && self || typeof window !== "undefined" && window );

document.getElementById('debug');
const simulation_timestep = 30;

window.tilesData = null;
window.spriteData = null;
window.gameData = null;
window.powerData = null;
window.layerData = [];

window.isMobile = false;

window.trans = false;
window.newup = false;
window.powerup = false;

//var storage;
window.directMessage = null;
window.isWorker = true;

window.withHeight = false;

class Main {

    static init ( DirectMessage ){

        if( DirectMessage !== undefined ){ 

            directMessage = DirectMessage;
            isWorker = false;

        }
        
        isMobile = testMobile();

        //storage = window.localStorage;

        this.initWorker();
        window.hub = new Hub();
        window.view3d = new View( isMobile );

    }

    // viex3d

    static initWorker (){

        if( isWorker ){

            window.cityWorker = new Worker( './build/citygame.min.js' );

            //window.cityWorker = new Worker( 'js/worker.city.js' );
            cityWorker.postMessage = cityWorker.webkitPostMessage || cityWorker.postMessage;
            //post({tell:"INIT", url:document.location.href.replace(/\/[^/]*$/,"/") + "build/city.3d.js", timestep:simulation_timestep });
            cityWorker.onmessage = message;

            post({ tell:"INIT", timestep:simulation_timestep });

        } else {

            post({ tell:"INIT", timestep:simulation_timestep, returnMessage:message });

        }

    }

    static start (){

        hub.start();

        //hub.message('Generating world...')
        //post({ tell:"NEWMAP"})

    }

    static sendTool( name ) {
        post({tell:"TOOL", name:name});
    }

    static destroy( x, y ) {

        // TODO SOUND EXPLOSION

        post({tell:"MAPCLICK", x:x, y:y, single:true });
    }

    static mapClick( tool ) {
        var p = view3d.raypos;

        if( p.x<0 && p.z<0 ) return

        //if( tool === 'bulldozer' ) view3d.testDestruct( p.x, p.y )
        post({tell:"MAPCLICK", x:p.x, y:p.z });
    }

    // HUB

    static selectTool( id ) {
        view3d.selectTool( id );
    }

    static setTimeColors( id ) {
        view3d.setTimeColors(id);
    }

    static newMap( t ) {

        if( view3d.inMapGenation ) return;

        hub.generate( true );
        withHeight = t!=='NEW';
        view3d.inMapGenation = true;
        setTimeout( post, 1000, {tell:"NEWMAP"});
    
    }

    static playMap() {

        hub.initGameHub();
        view3d.startZoom();
        post({tell:"PLAYMAP"});

    }

    static selectTool( id ) {
        view3d.selectTool(id);
    }

    static setDifficulty( t ) {

        //console.log( t )
        let n = 0;
        if(t === 'MEDIUM') n = 1;
        if(t === 'HARD') n = 2;
        post({tell:"DIFFICULTY", n:n });
    }

    static setSpeed( n ) {
        post({tell:"SPEED", n:n });
    }

    static getBudjet() {
        post({ tell:"BUDGET" });
    }

    static setBudjet( budgetData ) {
        post({ tell:"NEWBUDGET", budgetData:budgetData });
    }

    static getEval() {
        post({ tell:"EVAL" });
    }

    static setDisaster(disaster){
        console.log(disaster);
        post({ tell:"DISASTER", disaster:disaster });
    }

    static setOverlays( type ) {
        //cityWorker.postMessage({ tell:"OVERLAYS", type:type });
    }

    static saveGame() {
        var saveCity = [];
        view3d.saveCityBuild(saveCity);
        saveCity = JSON.stringify(saveCity);
       // var cityData = view3d.saveCityBuild();
        post({ tell:"SAVEGAME", saveCity:saveCity });
    }

    static loadGame( atStart ) {
        var isStart = atStart || false;
        if( isStart ){ 
            hub.generate( true );
            view3d.inMapGenation = true;
        }
        post({ tell:"LOADGAME", isStart:isStart });
    }

    static newGameMap() {
        console.log("new map");

        //saveTextAsFile('test', 'game is saved');
    }

    static showStats() {
        view3d.isWithStats = true;
    }

    static hideStats() {
        view3d.isWithStats = false;
    }

    



}
 
function testMobile() {
    if (navigator.userAgent.match(/Android/i) || navigator.userAgent.match(/webOS/i) || navigator.userAgent.match(/iPhone/i) || navigator.userAgent.match(/iPad/i) 
        || navigator.userAgent.match(/iPod/i) || navigator.userAgent.match(/BlackBerry/i) || navigator.userAgent.match(/Windows Phone/i)) return true;
    else return false;        
}



//=======================================
//  SAVE LOAD
//=======================================

function makeGameSave( gameData, key ) {
    window.localStorage.setItem(key, gameData);
    console.log("game is save", key);

    if( !view3d.isMobile ){
        var blob = new Blob([gameData], {type: "text/plain;charset=utf-8"});
        saveAs(blob, "city3d.json");
    }
    
}

function makeLoadGame( key, atStart ) {

    var isStart = atStart || false;

    let savegame; 
    if( view3d.tmpGameData ){ 
        savegame = view3d.tmpGameData;
    } else {
        savegame = window.localStorage.getItem( key );
    }

    if(savegame){ 
        console.log("game is load");
        post({tell:"MAKELOADGAME", savegame:savegame, isStart:isStart});
        view3d.tmpGameData = null;
        
    } else {
        console.log("No loading game found");
    }
}


//=======================================
//  CITY FLOW
//=======================================

function post( e, buffer ) {

    if( isWorker ) cityWorker.postMessage( e, buffer );
    else directMessage( { data : e } );

}

function message( e ) {

    var phase = e.data.tell;
    if( phase == "READY"){

        console.log(isWorker ? 'is Worker !!' : 'is Direct !!');

    }
    if( phase == "NEWMAP"){

        hub.generate( false );
        tilesData = e.data.tilesData;
        view3d.paintMap( e.data.mapSize, e.data.island, withHeight );
   
    }

    if( phase == "FULLREBUILD"){

        //console.log('fullrebuild')

        if(e.data.isStart){
            hub.generate( false );
        }
        view3d.fullRedraw = true;
        tilesData = e.data.tilesData;
        view3d.paintMap( e.data.mapSize, e.data.island, withHeight );
        view3d.loadCityBuild( e.data.cityData );

        if( e.data.isStart ) view3d.startPlay();
    }
    if( phase == "BUILD"){
        view3d.build(e.data.x, e.data.y);
    }
    if( phase == "RUN"){
        tilesData = e.data.tilesData;
        powerData = e.data.powerData;
        spriteData = e.data.sprites;
        layerData = e.data.layer;

        hub.updateCITYinfo(e.data.infos);

        newup = true;
        powerup = e.data.infos[9];

        // update only layer change
        view3d.updateLayer();
        view3d.moveSprite();
        view3d.showPower();

    }
    if( phase == "BUDGET"){
        hub.openBudget(e.data.budgetData);
    }
    if( phase == "QUERY"){
        hub.openQuery(e.data.queryTxt);
    }
    if( phase == "EVAL"){
        hub.openEval(e.data.evalData);
    }
    if( phase == "SAVEGAME"){
        makeGameSave(e.data.gameData, e.data.key);


    }
    if( phase == "LOADGAME"){
        makeLoadGame(e.data.key, e.data.isStart);
    }
}

export { Main };
