diff --git a/.env.example b/.env.example
new file mode 100644
index 00000000..77cdee90
--- /dev/null
+++ b/.env.example
@@ -0,0 +1,6 @@
+# Conexión a MongoDB
+MONGO_URL=mongodb://localhost:27017
+DB_NAME=FLUJOS_DATOS
+
+# Puerto del servidor Node.js
+PORT=3000
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 00000000..09991690
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,91 @@
+# ========================
+# DATOS PESADOS - NO SUBIR
+# ========================
+
+# MongoDB (3.2 GB)
+FLUJOS_DATOS/MONGO/
+
+# Modelo Qwen3-VL (~16GB)
+FLUJOS_DATOS/IMAGENES/model_cache/
+
+# Imágenes scrapeadas y JSONs de output
+FLUJOS_DATOS/IMAGENES/output/
+
+# Logs del pipeline
+FLUJOS_DATOS/pipeline_maestro.log
+FLUJOS_DATOS/COMPARACIONES/pipeline_mongolo.log*
+
+# Datos scrapeados - solo código, no datos
+FLUJOS_DATOS/NOTICIAS/archivos/
+FLUJOS_DATOS/NOTICIAS/articulos/
+FLUJOS_DATOS/NOTICIAS/tokenized/
+FLUJOS_DATOS/NOTICIAS/noticias_procesadas.txt
+FLUJOS_DATOS/NOTICIAS/processed_articles.txt
+FLUJOS_DATOS/WIKIPEDIA/articulos_wikipedia/
+FLUJOS_DATOS/WIKIPEDIA/articulos_tokenizados/
+FLUJOS_DATOS/TORRENTS/
+
+# Entorno virtual Python (2.1 GB)
+FLUJOS_DATOS/myenv/
+myenv/
+venv/
+env/
+.venv/
+
+# NLTK data (50 MB)
+nltk_data/
+
+# Bases de datos
+*.sqlite3
+*.db
+
+# ========================
+# DEPENDENCIAS NODE
+# ========================
+node_modules/
+**/node_modules/
+
+# ========================
+# SECRETOS Y CONFIG LOCAL
+# ========================
+.env
+.env.*
+!.env.example
+
+# ========================
+# PYTHON
+# ========================
+__pycache__/
+*.py[cod]
+*.pyo
+*.pyd
+*.egg-info/
+
+# ========================
+# TEMPORALES Y BACKUPS
+# ========================
+*.save
+*.bak
+*_COPIA*
+*~
+.DS_Store
+Thumbs.db
+
+# ========================
+# LOGS
+# ========================
+logs/
+*.log
+npm-debug.log*
+
+# ========================
+# IDEs
+# ========================
+.vscode/
+.idea/
+*.swp
+*.swo
+
+# Parcel cache
+.cache/
+.parcel-cache/
diff --git a/FLUJOS/.gitignore b/FLUJOS/.gitignore
new file mode 100644
index 00000000..e817d29d
--- /dev/null
+++ b/FLUJOS/.gitignore
@@ -0,0 +1,63 @@
+# Dependencias
+node_modules/
+**/node_modules/
+
+# Variables de entorno y secretos
+.env
+.env.*
+!.env.example
+
+# Python
+__pycache__/
+*.py[cod]
+*.pyo
+*.pyd
+.Python
+*.egg-info/
+dist/
+build/
+.eggs/
+
+# Entorno virtual Python
+venv/
+env/
+myenv/
+.venv/
+
+# Bases de datos locales
+*.sqlite3
+*.db
+
+# Archivos de backup y temporales
+*.save
+*.bak
+*_COPIA*
+*~
+.DS_Store
+Thumbs.db
+
+# Logs
+logs/
+*.log
+npm-debug.log*
+
+# IDEs
+.vscode/
+.idea/
+*.swp
+*.swo
+
+# Parcel bundler
+.cache/
+.parcel-cache/
+
+# Datos escrapeados y pesados (si se colaran dentro de FLUJOS)
+NOTICIAS/
+WIKIPEDIA/
+TORRENTS/
+MONGO/
+archivos/
+articulos/
+tokenized/
+articulos_wikipedia/
+articulos_tokenizados/
diff --git a/FLUJOS/BACK_BACK/FLUJOS_APP.js b/FLUJOS/BACK_BACK/FLUJOS_APP.js
new file mode 100755
index 00000000..ef880b47
--- /dev/null
+++ b/FLUJOS/BACK_BACK/FLUJOS_APP.js
@@ -0,0 +1,264 @@
+// FLUJOS_APP.js ubicado en /var/www/flujos/FLUJOS/BACK_BACK/
+
+require('dotenv').config(); // Cargar variables de entorno desde .env
+
+const express = require('express');
+const path = require('path');
+const bodyParser = require('body-parser');
+const helmet = require('helmet');
+const { MongoClient } = require('mongodb');
+
+const app = express();
+const port = process.env.PORT || 3000;
+
+// Configurar Helmet con CSP personalizado
+app.use(
+ helmet.contentSecurityPolicy({
+ directives: {
+ defaultSrc: ["'self'"],
+ scriptSrc: [
+ "'self'",
+ "'unsafe-inline'",
+ 'https://unpkg.com',
+ 'https://cdnjs.cloudflare.com',
+ 'https://fonts.googleapis.com',
+ 'https://fonts.gstatic.com',
+ ],
+ styleSrc: ["'self'", "'unsafe-inline'", 'https://fonts.googleapis.com'],
+ imgSrc: ["'self'", 'data:', 'blob:', 'https://unpkg.com'],
+ connectSrc: ["'self'", 'ws://localhost:3000'],
+ fontSrc: ["'self'", 'https://fonts.gstatic.com'],
+ },
+ })
+);
+
+app.use(bodyParser.json());
+
+// **Definir primero las rutas de la API**
+
+app.get('/api/data', async (req, res) => {
+ console.log('Solicitud recibida en /api/data');
+ try {
+ // Asegurarse de que la conexión a la base de datos está establecida
+ if (!db) {
+ res.status(500).json({ error: 'No hay conexión a la base de datos' });
+ return;
+ }
+
+ // Acceder a las colecciones necesarias
+ const wikipediaCollection = db.collection('wikipedia');
+ const noticiasCollection = db.collection('noticias');
+ const torrentsCollection = db.collection('torrents');
+ const imagenesCollection = db.collection('imagenes'); // analizadas por Qwen
+ const imagenesWikiCollection = db.collection('imagenes_wiki'); // scrapeadas (fallback)
+ const comparacionesCollection = db.collection('comparaciones');
+
+ // Sanitizar parámetros: rechazar cualquier valor que no sea string plano
+ // (previene MongoDB operator injection como tema[$ne]=x)
+ function sanitizeParam(val) {
+ if (typeof val !== 'string') return undefined;
+ return val.trim();
+ }
+ const tema = sanitizeParam(req.query.tema);
+ const subtematica = sanitizeParam(req.query.subtematica);
+ const palabraClave = sanitizeParam(req.query.palabraClave);
+ const fechaInicio = sanitizeParam(req.query.fechaInicio);
+ const fechaFin = sanitizeParam(req.query.fechaFin);
+ const nodos = sanitizeParam(req.query.nodos);
+ const complejidad = sanitizeParam(req.query.complejidad);
+
+ console.log('Parámetros de consulta:', req.query);
+
+ // Validar que el parámetro 'tema' esté presente
+ if (!tema) {
+ res.status(400).json({ error: 'El parámetro "tema" es obligatorio' });
+ return;
+ }
+
+ // Construir la consulta para obtener los nodos (noticias, wikipedia y torrents)
+ let nodesQuery = {
+ tema: tema,
+ };
+ if (subtematica) nodesQuery.subtema = subtematica;
+ if (palabraClave) {
+ if (palabraClave.length > 100) {
+ res.status(400).json({ error: 'palabraClave demasiado larga' });
+ return;
+ }
+ const escapedKw = palabraClave.replace(/[.*+?^${}()|[\]\\]/g, '\\$&');
+ nodesQuery.texto = { $regex: escapedKw, $options: 'i' };
+ }
+ if (fechaInicio && fechaFin) {
+ nodesQuery.fecha = {
+ $gte: new Date(fechaInicio),
+ $lte: new Date(fechaFin),
+ };
+ }
+ console.log('Consulta para nodos:', nodesQuery);
+
+ // Obtener el límite de nodos (con un máximo para evitar sobrecarga)
+ const nodosLimit = Math.min(parseInt(nodos) || 100, 500);
+
+ // Ejecutar la consulta y obtener los resultados de las colecciones
+ console.log('Ejecutando consulta para nodos en colecciones...');
+ // Límite de imágenes: un tercio del total para no saturar el grafo
+ const imagenesLimit = Math.floor(nodosLimit / 3);
+
+ const [wikipediaNodes, noticiasNodes, torrentsNodes, imagenesNodes, imagenesWikiNodes] = await Promise.all([
+ wikipediaCollection.find(nodesQuery).limit(nodosLimit).toArray(),
+ noticiasCollection.find(nodesQuery).limit(nodosLimit).toArray(),
+ torrentsCollection.find(nodesQuery).limit(nodosLimit).toArray(),
+ imagenesCollection.find(nodesQuery).limit(imagenesLimit).toArray(),
+ imagenesWikiCollection.find(nodesQuery).limit(imagenesLimit).toArray(),
+ ]);
+ console.log('Nodos Wikipedia:', wikipediaNodes.length, '| Noticias:', noticiasNodes.length,
+ '| Torrents:', torrentsNodes.length, '| Imágenes:', imagenesNodes.length,
+ '| Imágenes Wiki:', imagenesWikiNodes.length);
+
+ // Preferir imagenes analizadas (con keywords); si no hay, usar imagenes_wiki
+ const imgNodes = imagenesNodes.length > 0 ? imagenesNodes : imagenesWikiNodes;
+
+ const nodes = [...wikipediaNodes, ...noticiasNodes, ...torrentsNodes];
+ console.log('Total nodos texto:', nodes.length, '| Nodos imagen:', imgNodes.length);
+
+ // Nodos de texto
+ const formattedNodes = nodes.map((result) => ({
+ id: result.archivo.trim(),
+ group: result.subtema || 'sin subtema',
+ tema: result.tema || 'sin tema',
+ content: result.texto || '',
+ fecha: result.fecha || '',
+ type: 'texto',
+ }));
+
+ // Nodos de imagen — image_url construida desde image_path absoluto
+ const WIKI_IMAGES_BASE = '/var/www/theflows.net/flujos/FLUJOS_DATOS/IMAGENES/output/wiki_images/';
+ const imgFormattedNodes = imgNodes.map((result) => {
+ const relativePath = result.image_path
+ ? result.image_path.replace(WIKI_IMAGES_BASE, '')
+ : null;
+ return {
+ id: result.archivo.trim(),
+ group: result.subtema || result.tema || 'imagen',
+ tema: result.tema || 'sin tema',
+ content: result.texto || result.descripcion_wiki || '',
+ fecha: result.fecha || '',
+ type: 'imagen',
+ image_url: relativePath ? `/wiki-images/${relativePath}` : null,
+ label: result.subtema || result.tema || result.archivo,
+ };
+ }).filter(n => n.image_url);
+
+ const allNodes = [...formattedNodes, ...imgFormattedNodes];
+ const formattedNodes_final = allNodes; // alias para claridad
+
+ // Obtener los IDs de todos los nodos (texto + imagen)
+ const nodeIds = formattedNodes_final.map(node => node.id);
+ console.log('IDs de nodos:', nodeIds);
+
+ // Leer el parámetro 'complejidad' de la query (que en tu front envías como % de similitud)
+ const porcentajeSimilitudMin = parseFloat(complejidad) || 0;
+ console.log('Porcentaje de similitud mínimo (desde complejidad):', porcentajeSimilitudMin);
+
+ // Construir la consulta para obtener los enlaces relacionados con los nodos obtenidos
+ const linksQuery = {
+ porcentaje_similitud: { $gte: porcentajeSimilitudMin },
+ noticia1: { $in: nodeIds },
+ noticia2: { $in: nodeIds },
+ };
+ console.log('Consulta para enlaces:', linksQuery);
+
+ // Ejecutar la consulta y obtener los enlaces
+ console.log('Ejecutando consulta para enlaces...');
+ const links = await comparacionesCollection.find(linksQuery).toArray();
+ console.log('Enlaces obtenidos:', links.length);
+
+ // Formatear los enlaces sin normalizar los IDs
+ const formattedLinks = links.map((result) => ({
+ source: result.noticia1.trim(),
+ target: result.noticia2.trim(),
+ value: result.porcentaje_similitud,
+ }));
+
+ // Enviar los datos al cliente en formato JSON
+ res.json({ nodes: formattedNodes_final, links: formattedLinks });
+ console.log('Datos enviados al cliente');
+ } catch (error) {
+ console.error('Error al obtener datos:', error);
+ res.status(500).json({ error: 'Error al obtener datos' });
+ }
+});
+
+// **Luego, definir las rutas de las páginas principales**
+// Rutas para las páginas principales
+app.get('/', (req, res) => {
+ res.sendFile(path.join(__dirname, '../VISUALIZACION/public/index.html'));
+});
+
+app.get('/climate.html', (req, res) => {
+ res.sendFile(path.join(__dirname, '../VISUALIZACION/public/climate.html'));
+});
+
+app.get('/glob-war.html', (req, res) => {
+ res.sendFile(path.join(__dirname, '../VISUALIZACION/public/glob-war.html'));
+});
+
+app.get('/popl-up.html', (req, res) => {
+ res.sendFile(path.join(__dirname, '../VISUALIZACION/public/popl-up.html'));
+});
+
+app.get('/int-sec.html', (req, res) => {
+ res.sendFile(path.join(__dirname, '../VISUALIZACION/public/int-sec.html'));
+});
+
+app.get('/eco-corp.html', (req, res) => {
+ res.sendFile(path.join(__dirname, '../VISUALIZACION/public/eco-corp.html'));
+});
+
+// **Después, configurar el middleware de archivos estáticos**
+
+// Imágenes scrapeadas de Wikipedia
+app.use('/wiki-images', express.static(
+ '/var/www/theflows.net/flujos/FLUJOS_DATOS/IMAGENES/output/wiki_images'
+));
+
+app.use(express.static(path.join(__dirname, '../VISUALIZACION/public')));
+
+// Conexión a MongoDB usando variables de entorno
+const mongoUrl = process.env.MONGO_URL || 'mongodb://localhost:27017';
+const dbName = process.env.DB_NAME || 'FLUJOS_DATOS';
+
+let db; // Variable para almacenar la conexión a la base de datos
+
+// Función para conectar a MongoDB
+async function connectToMongoDB() {
+ try {
+ const mongoClient = new MongoClient(mongoUrl, {
+ useNewUrlParser: true,
+ useUnifiedTopology: true,
+ });
+ await mongoClient.connect();
+ db = mongoClient.db(dbName);
+ console.log('Conectado a MongoDB');
+ } catch (error) {
+ console.error('Error al conectar a MongoDB:', error);
+ process.exit(1); // Salir de la aplicación si no se puede conectar
+ }
+}
+
+// Llamar a la función para conectar a MongoDB
+connectToMongoDB();
+
+// Iniciar el servidor escuchando en todas las interfaces
+app.listen(port, '127.0.0.1', () => {
+ console.log(`La aplicación está escuchando en http://localhost:${port}`);
+});
+
+// Manejar el cierre de la aplicación
+process.on('SIGINT', async () => {
+ if (db) {
+ await db.close();
+ console.log('Conexión a MongoDB cerrada');
+ }
+ process.exit(0);
+});
diff --git a/FLUJOS/BACK_BACK/OBSEI/analyzer.py b/FLUJOS/BACK_BACK/OBSEI/analyzer.py
new file mode 100755
index 00000000..6a43a765
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/analyzer.py
@@ -0,0 +1,14 @@
+from obsei.analyzer.classification_analyzer import ClassificationAnalyzerConfig, ZeroShotClassificationAnalyzer
+
+# initialize classification analyzer config
+# It can also detect sentiments if "positive" and "negative" labels are added.
+analyzer_config=ClassificationAnalyzerConfig(
+ labels=["service", "delay", "performance"],
+)
+
+# initialize classification analyzer
+# For supported models refer https://huggingface.co/models?filter=zero-shot-classification
+analyzer = ZeroShotClassificationAnalyzer(
+ model_name_or_path="typeform/mobilebert-uncased-mnli",
+ device="auto"
+)
diff --git a/FLUJOS/BACK_BACK/OBSEI/analyzer/classification_analyzer.py b/FLUJOS/BACK_BACK/OBSEI/analyzer/classification_analyzer.py
new file mode 100755
index 00000000..3f7b9933
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/analyzer/classification_analyzer.py
@@ -0,0 +1,14 @@
+from obsei.analyzer.classification_analyzer import ClassificationAnalyzerConfig, ZeroShotClassificationAnalyzer
+
+# initialize classification analyzer config
+# It can also detect sentiments if "positive" and "negative" labels are added.
+analyzer_config=ClassificationAnalyzerConfig(
+ labels=["service", "delay", "performance"],
+)
+
+# initialize classification analyzer
+# For supported models refer https://huggingface.co/models?filter=zero-shot-classification
+text_analyzer = ZeroShotClassificationAnalyzer(
+ model_name_or_path="typeform/mobilebert-uncased-mnli",
+ device="auto"
+)
\ No newline at end of file
diff --git a/FLUJOS/BACK_BACK/OBSEI/analyzer/dummy_analyzer.py b/FLUJOS/BACK_BACK/OBSEI/analyzer/dummy_analyzer.py
new file mode 100755
index 00000000..a9f2b664
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/analyzer/dummy_analyzer.py
@@ -0,0 +1,7 @@
+from obsei.analyzer.dummy_analyzer import DummyAnalyzer, DummyAnalyzerConfig
+
+# initialize dummy analyzer's configuration settings
+analyzer_config = DummyAnalyzerConfig()
+
+# initialize dummy analyzer
+analyzer = DummyAnalyzer()
\ No newline at end of file
diff --git a/FLUJOS/BACK_BACK/OBSEI/analyzer/ner_analyzer.py b/FLUJOS/BACK_BACK/OBSEI/analyzer/ner_analyzer.py
new file mode 100755
index 00000000..7013494a
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/analyzer/ner_analyzer.py
@@ -0,0 +1,11 @@
+from obsei.analyzer.ner_analyzer import NERAnalyzer
+
+# NER analyzer does not need configuration settings
+analyzer_config=None
+
+# initialize ner analyzer
+# For supported models refer https://huggingface.co/models?filter=token-classification
+text_analyzer = NERAnalyzer(
+ model_name_or_path="elastic/distilbert-base-cased-finetuned-conll03-english",
+ device = "auto"
+)
\ No newline at end of file
diff --git a/FLUJOS/BACK_BACK/OBSEI/analyzer/pii_analyzer.py b/FLUJOS/BACK_BACK/OBSEI/analyzer/pii_analyzer.py
new file mode 100755
index 00000000..32107f81
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/analyzer/pii_analyzer.py
@@ -0,0 +1,22 @@
+from obsei.analyzer.pii_analyzer import PresidioEngineConfig, PresidioModelConfig, \
+ PresidioPIIAnalyzer, PresidioPIIAnalyzerConfig
+
+# initialize pii analyzer's config
+analyzer_config = PresidioPIIAnalyzerConfig(
+ # Whether to return only pii analysis or anonymize text
+ analyze_only=False,
+ # Whether to return detail information about anonymization decision
+ return_decision_process=True
+)
+
+# initialize pii analyzer
+analyzer = PresidioPIIAnalyzer(
+ engine_config=PresidioEngineConfig(
+ # spacy and stanza nlp engines are supported
+ # For more info refer
+ # https://microsoft.github.io/presidio/analyzer/developing_recognizers/#utilize-spacy-or-stanza
+ nlp_engine_name="spacy",
+ # Update desired spacy model and language
+ models=[PresidioModelConfig(model_name="en_core_web_lg", lang_code="en")]
+ )
+)
\ No newline at end of file
diff --git a/FLUJOS/BACK_BACK/OBSEI/analyzer/sentiment_analyzer.py b/FLUJOS/BACK_BACK/OBSEI/analyzer/sentiment_analyzer.py
new file mode 100755
index 00000000..5265db82
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/analyzer/sentiment_analyzer.py
@@ -0,0 +1,7 @@
+from obsei.analyzer.sentiment_analyzer import VaderSentimentAnalyzer
+
+# Vader does not need any configuration settings
+analyzer_config=None
+
+# initialize vader sentiment analyzer
+text_analyzer = VaderSentimentAnalyzer()
\ No newline at end of file
diff --git a/FLUJOS/BACK_BACK/OBSEI/analyzer/translation_analyzer.py b/FLUJOS/BACK_BACK/OBSEI/analyzer/translation_analyzer.py
new file mode 100755
index 00000000..c3af46dc
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/analyzer/translation_analyzer.py
@@ -0,0 +1,11 @@
+from obsei.analyzer.translation_analyzer import TranslationAnalyzer
+
+# Translator does not need analyzer config
+analyzer_config = None
+
+# initialize translator
+# For supported models refer https://huggingface.co/models?pipeline_tag=translation
+analyzer = TranslationAnalyzer(
+ model_name_or_path="Helsinki-NLP/opus-mt-hi-en",
+ device = "auto"
+)
\ No newline at end of file
diff --git a/FLUJOS/BACK_BACK/OBSEI/informer.py b/FLUJOS/BACK_BACK/OBSEI/informer.py
new file mode 100755
index 00000000..2fc8318e
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/informer.py
@@ -0,0 +1,10 @@
+from pandas import DataFrame
+from obsei.sink.pandas_sink import PandasSink, PandasSinkConfig
+
+# initialize pandas sink config
+sink_config = PandasSinkConfig(
+ dataframe=DataFrame()
+)
+
+# initialize pandas sink
+sink = PandasSink()
\ No newline at end of file
diff --git a/FLUJOS/BACK_BACK/OBSEI/observer.py b/FLUJOS/BACK_BACK/OBSEI/observer.py
new file mode 100755
index 00000000..072cbb0f
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/observer.py
@@ -0,0 +1,17 @@
+import pandas as pd
+from obsei.source.pandas_source import PandasSource, PandasSourceConfig
+
+# Initialize your Pandas DataFrame from your sources like csv, excel, sql etc
+# In following example we are reading csv which have two columns title and text
+csv_file = "https://raw.githubusercontent.com/deepset-ai/haystack/master/tutorials/small_generator_dataset.csv"
+dataframe = pd.read_csv(csv_file)
+
+# initialize pandas sink config
+sink_config = PandasSourceConfig(
+ dataframe=dataframe,
+ include_columns=["score"],
+ text_columns=["name", "degree"],
+)
+
+# initialize pandas sink
+sink = PandasSource()
\ No newline at end of file
diff --git a/FLUJOS/BACK_BACK/OBSEI/sink/panadas_sink.py b/FLUJOS/BACK_BACK/OBSEI/sink/panadas_sink.py
new file mode 100755
index 00000000..4df2e062
--- /dev/null
+++ b/FLUJOS/BACK_BACK/OBSEI/sink/panadas_sink.py
@@ -0,0 +1,10 @@
+from pandas import DataFrame
+from obsei.sink.pandas_sink import PandasSink, PandasSinkConfig
+
+# initialize pandas sink config
+sink_config = PandasSinkConfig(
+ dataframe=DataFrame()
+)
+
+# initialize pandas sink
+sink = PandasSink()
diff --git a/FLUJOS/BACK_BACK/OBSEI/source/pandas_source.py b/FLUJOS/BACK_BACK/OBSEI/source/pandas_source.py
new file mode 100755
index 00000000..e69de29b
diff --git a/FLUJOS/BACK_BACK/flask_api/app.py b/FLUJOS/BACK_BACK/flask_api/app.py
new file mode 100755
index 00000000..7f3c284a
--- /dev/null
+++ b/FLUJOS/BACK_BACK/flask_api/app.py
@@ -0,0 +1,13 @@
+from flask import Flask, request, jsonify
+
+app = Flask(__name__)
+
+@app.route('/tensorflow', methods=['POST'])
+def tensorflow_endpoint():
+ data = request.json
+ # Aquí procesarías el dato con tu modelo TensorFlow
+ # Por ahora solo lo devolvemos como está
+ return jsonify(data)
+
+if __name__ == '__main__':
+ app.run(port=5000)
diff --git a/FLUJOS/BACK_BACK/main.py b/FLUJOS/BACK_BACK/main.py
new file mode 100755
index 00000000..3a7c25e0
--- /dev/null
+++ b/FLUJOS/BACK_BACK/main.py
@@ -0,0 +1,45 @@
+import pandas as pd
+from pymongo import MongoClient
+from obsei.source.pandas_source import PandasSource, PandasSourceConfig
+from obsei.analyzer.classification_analyzer import ClassificationAnalyzerConfig, ZeroShotClassificationAnalyzer
+from obsei.sink.pandas_sink import PandasSink, PandasSinkConfig
+
+# Configura la fuente
+source = PandasSource()
+source_config = PandasSourceConfig(
+ # Proporciona tu configuración aquí
+)
+
+# Configura el analizador
+analyzer = ZeroShotClassificationAnalyzer(
+ # Proporciona tu configuración aquí
+)
+analyzer_config = ClassificationAnalyzerConfig(
+ # Proporciona tu configuración aquí
+)
+
+# Configura el sumidero
+sink = PandasSink()
+sink_config = PandasSinkConfig(
+ # Proporciona tu configuración aquí
+)
+
+# Ejecuta el flujo de trabajo
+source_response_list = source.lookup(source_config)
+analyzer_response_list = analyzer.analyze_input(
+ source_response_list=source_response_list,
+ analyzer_config=analyzer_config
+)
+sink_response_list = sink.send_data(analyzer_response_list, sink_config)
+
+# Ahora `sink_response_list` es una lista de DataFrames.
+# Puedes concatenarlos en un solo DataFrame si es necesario.
+df = pd.concat(sink_response_list)
+
+# Realiza cualquier transformación o limpieza de datos necesaria aquí...
+
+# Finalmente, guarda el DataFrame en MongoDB.
+client = MongoClient('mongodb://localhost:27017/')
+db = client['nombre_de_tu_base_de_datos']
+collection = db['nombre_de_tu_coleccion']
+collection.insert_many(df.to_dict('records'))
diff --git a/FLUJOS/BACK_BACK/package-lock.json b/FLUJOS/BACK_BACK/package-lock.json
new file mode 100755
index 00000000..c8bad4a9
--- /dev/null
+++ b/FLUJOS/BACK_BACK/package-lock.json
@@ -0,0 +1,12056 @@
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+ "integrity": "sha512-JZnDKK8B0RCDw84FNdDAIpZK+JuJw+s7Lz8nksI7SIuU3UXJJslUthsi+uWBUYOwPFwW7W7PRLRfUKpxjtjFCw==",
+ "dev": true,
+ "license": "MIT"
+ },
+ "node_modules/xtend": {
+ "version": "4.0.2",
+ "resolved": "https://registry.npmjs.org/xtend/-/xtend-4.0.2.tgz",
+ "integrity": "sha512-LKYU1iAXJXUgAXn9URjiu+MWhyUXHsvfp7mcuYm9dSUKK0/CjtrUwFAxD82/mCWbtLsGjFIad0wIsod4zrTAEQ==",
+ "dev": true,
+ "license": "MIT",
+ "engines": {
+ "node": ">=0.4"
+ }
+ },
+ "node_modules/yallist": {
+ "version": "3.1.1",
+ "resolved": "https://registry.npmjs.org/yallist/-/yallist-3.1.1.tgz",
+ "integrity": "sha512-a4UGQaWPH59mOXUYnAG2ewncQS4i4F43Tv3JoAM+s2VDAmS9NsK8GpDMLrCHPksFT7h3K6TOoUNn2pb7RoXx4g==",
+ "dev": true,
+ "license": "ISC"
+ }
+ }
+}
diff --git a/FLUJOS/BACK_BACK/package.json b/FLUJOS/BACK_BACK/package.json
new file mode 100755
index 00000000..2c1709b4
--- /dev/null
+++ b/FLUJOS/BACK_BACK/package.json
@@ -0,0 +1,32 @@
+{
+ "name": "flujos",
+ "version": "1.0.0",
+ "description": "Aplicación FLUJOS",
+ "main": "FLUJOS_APP.js",
+ "scripts": {
+ "start": "node FLUJOS_APP.js",
+ "dev": "nodemon FLUJOS_APP.js",
+ "test": "echo \"Error: no test specified\" && exit 1"
+ },
+ "author": "",
+ "license": "ISC",
+ "dependencies": {
+ "@elastic/elasticsearch": "^8.9.0",
+ "body-parser": "^1.20.3",
+ "dotenv": "^16.4.5",
+ "express": "^4.21.0",
+ "express-graphql": "^0.12.0",
+ "force-graph": "^1.43.2",
+ "graphql": "^15.8.0",
+ "helmet": "^8.0.0",
+ "mongod": "^2.0.0",
+ "mongodb": "^6.9.0",
+ "mongoose": "^7.3.4",
+ "node-fetch": "^3.3.2",
+ "tree": "^0.1.3"
+ },
+ "devDependencies": {
+ "nodemon": "^3.1.7",
+ "parcel-bundler": "^1.8.1"
+ }
+}
diff --git a/FLUJOS/BACK_BACK/requirements.txt/requirements.txt b/FLUJOS/BACK_BACK/requirements.txt/requirements.txt
new file mode 100755
index 00000000..9ec333fb
--- /dev/null
+++ b/FLUJOS/BACK_BACK/requirements.txt/requirements.txt
@@ -0,0 +1 @@
+pip install obsei[all]
diff --git a/FLUJOS/DOCS/ARQUITECTURA_CLIENTE_JS.txt b/FLUJOS/DOCS/ARQUITECTURA_CLIENTE_JS.txt
new file mode 100644
index 00000000..f314a5e6
--- /dev/null
+++ b/FLUJOS/DOCS/ARQUITECTURA_CLIENTE_JS.txt
@@ -0,0 +1,61 @@
+ ┌───────────────────┐
+ │ HTML + CSS UI │
+ │ │
+ │ - contenedor div │
+ │ #globWarContainer│
+ │ - form #paramForm │
+ └─────────┬─────────┘
+ │
+ ▼
+┌─────────────────────────────────────────────────────────────┐
+│ output_glob_war.js │
+│ ┌───────────────────────────────────────────────────────┐ │
+│ │ 1. Inicialización del gráfico │ │
+│ │ └─ ForceGraph3D()(elem) configuras estilos, forces │ │
+│ └───────────────────────────────────────────────────────┘ │
+│ │ │
+│ ▼ │
+│ ┌───────────────────────────────────────────────────────┐ │
+│ │ 2. getData(paramsObj) │ │
+│ │ ├─ Construye URL: '/api/data?tema=guerra global…' │ │
+│ │ ├─ fetch(url) → JSON { nodes: [...], links: [...] }│ │
+│ │ ├─ Filtra enlaces inválidos (fuente/target existe)│ │
+│ │ ├─ Calcula grado de cada nodo │ │
+│ │ ├─ Filtra nodos con grado < MIN_DEGREE │ │
+│ │ └─ Devuelve { nodes, links } │ │
+│ └───────────────────────────────────────────────────────┘ │
+│ │ │ │
+│ │ ▼ │
+│ │ ┌────────────────────────────────┐ │
+│ │ │ 3. graph.graphData(data) │ │
+│ │ │ Renderiza nodos + enlaces │ │
+│ │ └────────────────────────────────┘ │
+│ │ │ │
+│ ▼ ▼ │
+│ ┌──────────────────────────────┐ ┌────────────────────────┐ │
+│ │ showNodeContent(content) │ │ centerGraph() │ │
+│ │ └─ despliega content │ │ └─ zoomToFit + padding │ │
+│ └──────────────────────────────┘ └────────────────────────┘ │
+│ ▲ ▲ │
+│ │ │ │
+│ ┌───────────────────────────────────────────────────────┐ │
+│ │ 4. Event Listeners │ │
+│ │ - form submit → llama getData(paramsObj) │ │
+│ │ - window resize → llama centerGraph() │ │
+│ └───────────────────────────────────────────────────────┘ │
+└─────────────────────────────────────────────────────────────┘
+ │
+ ▼
+┌─────────────────────────────────────────────────────────────┐
+│ FLUJOS_APP.js │
+│ ┌ getDataHandler(req, res) ┐ │
+│ │ - recibe paramsQuery │ │
+│ │ - consulta Mongo: │ │
+│ │ • filtra por tema │ │
+│ │ • aplica límites nodos/complejidad/fechas │
+│ │ - construye { nodes, links } JSON │
+│ └───────────────────────────┘ │
+│ │ │
+│ ▼ │
+│ HTTP GET /api/data → getDataHandler → responde JSON │
+└─────────────────────────────────────────────────────────────┘
diff --git a/FLUJOS/DOCS/ARQUITECTURA_FLUJOS_APP_JS.txt b/FLUJOS/DOCS/ARQUITECTURA_FLUJOS_APP_JS.txt
new file mode 100644
index 00000000..d0f4a8bf
--- /dev/null
+++ b/FLUJOS/DOCS/ARQUITECTURA_FLUJOS_APP_JS.txt
@@ -0,0 +1,32 @@
+┌──────────────────────────┐
+│ Cliente JS (output_*.js) │
+│ getData({tema, …}) │
+└────────────┬─────────────┘
+ │ HTTP GET /api/data?tema=…&nodos=…&minSim=…
+ ▼
+┌─────────────────────────────────────────┐
+│ FLUJOS_APP.js – Express /api/data │
+│ │
+│ 1) Parsea req.query: tema, nodos, minSim│
+│ 2) nodesQuery = { tema, subtema?, … } │
+│ 3) .find(nodesQuery).limit(nodos) → │
+│ wikipediaNodes, noticiasNodes, │
+│ torrentsNodes │
+│ 4) Combina y formatea a `formattedNodes`│
+│ 5) nodeIds = formattedNodes.map(id) │
+│ 6) linksQuery = { │
+│ noticia1: { $in: nodeIds }, │
+│ noticia2: { $in: nodeIds }, │
+│ porcentaje_similitud: { $gte: min }│
+│ } │
+│ 7) comparacionesCollection.find(linksQuery) → rawLinks │
+│ 8) Formatea rawLinks a `{ source, target, value }` │
+│ 9) Responde `{ nodes: formattedNodes, links: formattedLinks }` │
+└────────────┬────────────────────────────┘
+ │
+ ▼
+┌───────────────────────────┐
+│ Cliente JS recibe JSON │
+│ Filtra nodos sin conexiones│
+│ Dibuja ForceGraph3D │
+└───────────────────────────┘
diff --git a/FLUJOS/DOCS/ELASTIC.txt b/FLUJOS/DOCS/ELASTIC.txt
new file mode 100755
index 00000000..27618891
--- /dev/null
+++ b/FLUJOS/DOCS/ELASTIC.txt
@@ -0,0 +1,69 @@
+PROYECTO FLUJOS: DOCUMENTACIÓN
+plaintext
+Copy code
+===================================================================================================
+1. BASE DE DATOS (ELASTICSEARCH)
+a. Instalación:
+bash
+Copy code
+# Sigue las instrucciones de la página oficial para descargar e instalar Elasticsearch y Kibana.
+b. Configuración de Elasticsearch:
+bash
+Copy code
+# AÑADE O MODIFICA las siguientes líneas en el archivo elasticsearch.yml con tu editor de texto preferido, por ejemplo:
+nano config/elasticsearch.yml
+
+network.host: localhost
+http.port: 9200
+c. Inicio de Elasticsearch:
+bash
+Copy code
+# Desde la carpeta de Elasticsearch, ejecuta:
+bin/elasticsearch
+d. Verificación:
+bash
+Copy code
+# Ejecuta el siguiente comando para verificar:
+curl -X GET "http://localhost:9200/"
+plaintext
+Copy code
+===================================================================================================
+2. SCRAPER (scraper.py)
+a. Ejecución:
+bash
+Copy code
+# Asegúrate de estar en el directorio correcto y ejecuta:
+python3 scraper.py
+plaintext
+Copy code
+===================================================================================================
+3. PROCESAMIENTO Y GUARDADO (guardar_datos.py)
+a. Ejecución:
+bash
+Copy code
+# Asegúrate de estar en el directorio correcto y ejecuta:
+python3 guardar_datos.py
+plaintext
+Copy code
+===================================================================================================
+4. KIBANA
+a. Configuración:
+bash
+Copy code
+# AÑADE O MODIFICA las siguientes líneas en el archivo kibana.yml con tu editor de texto preferido, por ejemplo:
+nano config/kibana.yml
+
+elasticsearch.hosts: ["http://localhost:9200"]
+b. Inicio de Kibana:
+bash
+Copy code
+# Desde la carpeta de Kibana, ejecuta:
+bin/kibana
+c. Acceso a Kibana:
+bash
+Copy code
+# Abre tu navegador y ve a:
+http://localhost:5601
+plaintext
+Copy code
+===================================================================================================
diff --git a/FLUJOS/DOCS/estructura.txt b/FLUJOS/DOCS/estructura.txt
new file mode 100755
index 00000000..b9477e1f
--- /dev/null
+++ b/FLUJOS/DOCS/estructura.txt
@@ -0,0 +1,27 @@
+proyecto/
+|
+|-- .gitignore # Archivos y directorios ignorados por git
+|-- package-lock.json # Bloquea las versiones de las dependencias
+|-- FLUJOS_APP.js # Punto de entrada de tu aplicación
+|
+|-- DOCS/ # Documentación del proyecto
+|
+|-- BACK_BACK/ # Contiene elementos relacionados con el backend
+| |-- entorno/ # Configuraciones del entorno o archivos relacionados
+| |-- requirements/ # Dependencias y requerimientos del proyecto
+| |-- OBSEI/ # (No utilizado, considerar eliminar si no es necesario)
+|
+|-- VISUALIZACION/ # Código relacionado con la parte visual o frontend
+| |-- node_modules/ # Módulos de Node.js
+| |-- package.json # Dependencias del frontend y scripts
+| |-- package-lock.json # Bloquea las versiones de las dependencias del frontend
+| |-- public/ # Archivos estáticos (HTML, CSS, JS, imágenes)
+| | |-- images/ # Imágenes
+| | |-- ... # Otros archivos estáticos (html, css, js)
+| |-- controllers/ # Controladores para la lógica del negocio
+| |-- models/ # Modelos o esquemas de la base de datos
+| |-- graphql/ # Definiciones para GraphQL (si se usa)
+| |-- routes/ # Rutas de la aplicación
+|
+|-- .gitignore # Archivos y directorios ignorados por git
+`-- package-lock.json # Bloquea las versiones de las dependencias
diff --git a/FLUJOS/README.md b/FLUJOS/README.md
new file mode 100644
index 00000000..e69de29b
diff --git a/FLUJOS/VISUALIZACION/controllers/postController.js b/FLUJOS/VISUALIZACION/controllers/postController.js
new file mode 100755
index 00000000..e69de29b
diff --git a/FLUJOS/VISUALIZACION/controllers/userController.js b/FLUJOS/VISUALIZACION/controllers/userController.js
new file mode 100755
index 00000000..e69de29b
diff --git a/FLUJOS/VISUALIZACION/graphql/resolvers.js b/FLUJOS/VISUALIZACION/graphql/resolvers.js
new file mode 100755
index 00000000..b3ec3316
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/graphql/resolvers.js
@@ -0,0 +1,63 @@
+const User = require('../models/User');
+const Post = require('../models/Post');
+const Node = require('../models/Node');
+const Flow = require('../models/Flow');
+const Project = require('../models/Project');
+
+module.exports = {
+ users: async () => {
+ //... tu código existente para obtener usuarios
+ },
+
+ posts: async () => {
+ //... tu código existente para obtener posts
+ },
+
+ nodes: async () => {
+ try {
+ const nodes = await Node.find();
+ return nodes.map(node => {
+ return {
+ ...node._doc,
+ _id: node._id.toString(),
+ flow: getFlow.bind(this, node._doc.flow)
+ };
+ });
+ } catch (err) {
+ throw err;
+ }
+ },
+
+ flows: async () => {
+ try {
+ const flows = await Flow.find();
+ return flows.map(flow => {
+ return {
+ ...flow._doc,
+ _id: flow._id.toString(),
+ nodes: getNodes.bind(this, flow._doc.nodes),
+ project: getProject.bind(this, flow._doc.project)
+ };
+ });
+ } catch (err) {
+ throw err;
+ }
+ },
+
+ projects: async () => {
+ try {
+ const projects = await Project.find();
+ return projects.map(project => {
+ return {
+ ...project._doc,
+ _id: project._id.toString(),
+ flows: getFlows.bind(this, project._doc.flows)
+ };
+ });
+ } catch (err) {
+ throw err;
+ }
+ },
+}
+
+// Aquí necesitarías implementar las funciones auxiliares getPosts, getUser, getFlow, getNodes, getFlows y getProject.
diff --git a/FLUJOS/VISUALIZACION/graphql/schema.js b/FLUJOS/VISUALIZACION/graphql/schema.js
new file mode 100755
index 00000000..4b10cf8d
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/graphql/schema.js
@@ -0,0 +1,104 @@
+const { buildSchema } = require('graphql');
+
+module.exports = buildSchema(`
+ type User {
+ _id: ID!
+ name: String!
+ email: String!
+ posts: [Post!]
+ }
+
+ type Post {
+ _id: ID!
+ title: String!
+ content: String!
+ creator: User!
+ }
+
+ type Node {
+ _id: ID!
+ name: String!
+ flow: Flow!
+ }
+
+ type Flow {
+ _id: ID!
+ nodes: [Node!]!
+ project: Project!
+ }
+
+ type Project {
+ _id: ID!
+ flows: [Flow!]!
+ }
+
+ type RootQuery {
+ users: [User!]!
+ posts: [Post!]!
+ nodes: [Node!]!
+ flows: [Flow!]!
+ projects: [Project!]!
+ }
+
+ schema {
+ query: RootQuery
+ }
+`);
+
+
+
+
+
+// export const newsData = [
+// {
+// "id": "1",
+// "title": "BlackRock adquiere empresa de tecnología financiera",
+// "shares": 3500
+// },
+// {
+// "id": "2",
+// "title": "BlackRock lanza nuevo fondo de inversión en energías renovables",
+// "shares": 2900
+// },
+// {
+// "id": "3",
+// "title": "BlackRock reporta ganancias record en el último trimestre",
+// "shares": 4000
+// },
+// {
+// "id": "4",
+// "title": "BlackRock lidera ronda de financiamiento en startup de inteligencia artificial",
+// "shares": 2100
+// },
+// {
+// "id": "5",
+// "title": "CEO de BlackRock promueve inversiones sostenibles en cumbre global",
+// "shares": 2600
+// },
+// {
+// "id": "6",
+// "title": "BlackRock apunta a mercados emergentes con nuevo producto de inversión",
+// "shares": 2800
+// },
+// {
+// "id": "7",
+// "title": "BlackRock se compromete a reducir su huella de carbono en un 50% para 2030",
+// "shares": 3500
+// },
+// {
+// "id": "8",
+// "title": "BlackRock lidera el mercado de ETFs con fuerte crecimiento en el último año",
+// "shares": 3900
+// },
+// {
+// "id": "9",
+// "title": "BlackRock anuncia inversión millonaria en infraestructura de blockchain",
+// "shares": 3300
+// },
+// {
+// "id": "10",
+// "title": "BlackRock apoya iniciativa de transparencia financiera en G20",
+// "shares": 3000
+// }
+// ];
+
\ No newline at end of file
diff --git a/FLUJOS/VISUALIZACION/models/Flow.js b/FLUJOS/VISUALIZACION/models/Flow.js
new file mode 100755
index 00000000..b2befc90
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/models/Flow.js
@@ -0,0 +1,11 @@
+const mongoose = require('mongoose');
+const Schema = mongoose.Schema;
+
+const FlowSchema = new Schema({
+ sourceNode: { type: Schema.Types.ObjectId, ref: 'Node' },
+ targetNode: { type: Schema.Types.ObjectId, ref: 'Node' },
+ intensity: Number,
+ // Aquí puedes incluir cualquier metadato del flujo que necesites.
+});
+
+module.exports = mongoose.model('Flow', FlowSchema);
diff --git a/FLUJOS/VISUALIZACION/models/Node.js b/FLUJOS/VISUALIZACION/models/Node.js
new file mode 100755
index 00000000..e9617b8b
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/models/Node.js
@@ -0,0 +1,10 @@
+const mongoose = require('mongoose');
+const Schema = mongoose.Schema;
+
+const NodeSchema = new Schema({
+ coordinates: { x: Number, y: Number, z: Number },
+ type: String,
+ // Aquí puedes incluir cualquier metadato del nodo que necesites.
+});
+
+module.exports = mongoose.model('Node', NodeSchema);
diff --git a/FLUJOS/VISUALIZACION/models/Post.js b/FLUJOS/VISUALIZACION/models/Post.js
new file mode 100755
index 00000000..e69de29b
diff --git a/FLUJOS/VISUALIZACION/models/Project.js b/FLUJOS/VISUALIZACION/models/Project.js
new file mode 100755
index 00000000..e0d0b48b
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/models/Project.js
@@ -0,0 +1,13 @@
+const mongoose = require('mongoose');
+const Schema = mongoose.Schema;
+
+const ProjectSchema = new Schema({
+ user: { type: Schema.Types.ObjectId, ref: 'User' },
+ nodes: [{ type: Schema.Types.ObjectId, ref: 'Node' }],
+ flows: [{ type: Schema.Types.ObjectId, ref: 'Flow' }],
+ // Aquí puedes incluir cualquier metadato del proyecto que necesites.
+});
+
+module.exports = mongoose.model('Project', ProjectSchema);
+
+
diff --git a/FLUJOS/VISUALIZACION/models/User.js b/FLUJOS/VISUALIZACION/models/User.js
new file mode 100755
index 00000000..40d7a3fc
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/models/User.js
@@ -0,0 +1,10 @@
+const mongoose = require('mongoose');
+const Schema = mongoose.Schema;
+
+const UserSchema = new Schema({
+ username: String,
+ password: String,
+ // Aquí puedes incluir cualquier metadato del usuario que necesites.
+});
+
+module.exports = mongoose.model('User', UserSchema);
diff --git a/FLUJOS/VISUALIZACION/package-lock.json b/FLUJOS/VISUALIZACION/package-lock.json
new file mode 100755
index 00000000..0785d95f
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/package-lock.json
@@ -0,0 +1,10766 @@
+{
+ "name": "flujos",
+ "version": "1.0.0",
+ "lockfileVersion": 3,
+ "requires": true,
+ "packages": {
+ "": {
+ "name": "flujos",
+ "version": "1.0.0",
+ "license": "ISC",
+ "dependencies": {
+ "@elastic/elasticsearch": "^8.9.0",
+ "3d-force-graph": "^1.73.3",
+ "express": "^4.18.2",
+ "express-graphql": "^0.12.0",
+ "force-graph": "^1.43.2",
+ "graphql": "^15.8.0",
+ "mongod": "^2.0.0",
+ "mongoose": "^7.3.4",
+ "three": "^0.168.0",
+ "tree": "^0.1.3"
+ },
+ "devDependencies": {
+ "parcel-bundler": "^1.8.1"
+ }
+ },
+ "node_modules/@babel/runtime": {
+ "version": "7.25.6",
+ "resolved": "https://registry.npmjs.org/@babel/runtime/-/runtime-7.25.6.tgz",
+ "integrity": "sha512-VBj9MYyDb9tuLq7yzqjgzt6Q+IBQLrGZfdjOekyEirZPHxXWoTSGUTMrpsfi58Up73d13NfYLv8HT9vmznjzhQ==",
+ "dependencies": {
+ "regenerator-runtime": "^0.14.0"
+ },
+ "engines": {
+ "node": ">=6.9.0"
+ }
+ },
+ "node_modules/@elastic/elasticsearch": {
+ "version": "8.9.0",
+ "resolved": "https://registry.npmjs.org/@elastic/elasticsearch/-/elasticsearch-8.9.0.tgz",
+ "integrity": "sha512-UyolnzjOYTRL2966TYS3IoJP4tQbvak/pmYmbP3JdphD53RjkyVDdxMpTBv+2LcNBRrvYPTzxQbpRW/nGSXA9g==",
+ "dependencies": {
+ "@elastic/transport": "^8.3.2",
+ "tslib": "^2.4.0"
+ },
+ "engines": {
+ "node": ">=14"
+ }
+ },
+ "node_modules/@elastic/transport": {
+ "version": "8.3.2",
+ "resolved": "https://registry.npmjs.org/@elastic/transport/-/transport-8.3.2.tgz",
+ "integrity": "sha512-ZiBYRVPj6pwYW99fueyNU4notDf7ZPs7Ix+4T1btIJsKJmeaORIItIfs+0O7KV4vV+DcvyMhkY1FXQx7kQOODw==",
+ "dependencies": {
+ "debug": "^4.3.4",
+ "hpagent": "^1.0.0",
+ "ms": "^2.1.3",
+ "secure-json-parse": "^2.4.0",
+ "tslib": "^2.4.0",
+ "undici": "^5.22.1"
+ },
+ "engines": {
+ "node": ">=14"
+ }
+ },
+ "node_modules/@elastic/transport/node_modules/debug": {
+ "version": "4.3.4",
+ "resolved": "https://registry.npmjs.org/debug/-/debug-4.3.4.tgz",
+ "integrity": "sha512-PRWFHuSU3eDtQJPvnNY7Jcket1j0t5OuOsFzPPzsekD52Zl8qUfFIPEiswXqIvHWGVHOgX+7G/vCNNhehwxfkQ==",
+ "dependencies": {
+ "ms": "2.1.2"
+ },
+ "engines": {
+ "node": ">=6.0"
+ },
+ "peerDependenciesMeta": {
+ "supports-color": {
+ "optional": true
+ }
+ }
+ },
+ "node_modules/@elastic/transport/node_modules/debug/node_modules/ms": {
+ "version": "2.1.2",
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diff --git a/FLUJOS/VISUALIZACION/package.json b/FLUJOS/VISUALIZACION/package.json
new file mode 100755
index 00000000..ef4b99cb
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/package.json
@@ -0,0 +1,27 @@
+{
+ "dependencies": {
+ "@elastic/elasticsearch": "^8.9.0",
+ "3d-force-graph": "^1.73.3",
+ "express": "^4.18.2",
+ "express-graphql": "^0.12.0",
+ "force-graph": "^1.43.2",
+ "graphql": "^15.8.0",
+ "mongod": "^2.0.0",
+ "mongoose": "^7.3.4",
+ "three": "^0.168.0",
+ "tree": "^0.1.3"
+ },
+ "name": "flujos",
+ "version": "1.0.0",
+ "main": "FLUJOS_APP.js",
+ "scripts": {
+ "test": "echo \"Error: no test specified\" && exit 1"
+ },
+ "keywords": [],
+ "author": "",
+ "license": "ISC",
+ "description": "",
+ "devDependencies": {
+ "parcel-bundler": "^1.8.1"
+ }
+}
diff --git a/FLUJOS/VISUALIZACION/public/3dscript_eco-corp.css b/FLUJOS/VISUALIZACION/public/3dscript_eco-corp.css
new file mode 100755
index 00000000..08cc7f6a
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/3dscript_eco-corp.css
@@ -0,0 +1,80 @@
+:root {
+ --cube-size: 80px;
+ --line-color: #333;
+ --hover-color: #2ecc71;
+ --background-color: #000;
+ --sidebar-width: 250px; /* Ajustamos el ancho del sidebar */
+}
+
+body {
+ margin: 0;
+ padding: 0;
+ display: flex;
+ justify-content: flex-start; /* Asegura que el contenido comience desde la izquierda */
+ align-items: center;
+ height: 100vh;
+ background-color: var(--background-color);
+}
+
+.graph-container {
+ position: relative;
+ width: calc(100vw - var(--sidebar-width)); /* Restamos el ancho del sidebar */
+ height: 100vh;
+ margin-left: var(--sidebar-width); /* Añadimos margen para que no se solape */
+}
+
+.cube-container {
+ position: absolute;
+ width: var(--cube-size);
+ height: var(--cube-size);
+ transform-style: preserve-3d;
+ transition: transform 1s ease;
+}
+
+.cube-container:hover {
+ transform: rotateX(360deg) rotateY(360deg); /* Efecto al pasar el mouse */
+}
+
+.cube {
+ position: absolute;
+ width: 100%;
+ height: 100%;
+ transform-style: preserve-3d;
+}
+
+.face {
+ position: absolute;
+ width: 100%;
+ height: 100%;
+ background-color: var(--hover-color);
+ border: 1px solid #000;
+ display: flex;
+ align-items: center;
+ justify-content: center;
+ font-size: 0.65rem;
+ color: white;
+}
+
+.front { transform: translateZ(calc(var(--cube-size) / 2)); }
+.back { transform: rotateY(180deg) translateZ(calc(var(--cube-size) / 2)); }
+.left { transform: rotateY(-90deg) translateZ(calc(var(--cube-size) / 2)); }
+.right { transform: rotateY(90deg) translateZ(calc(var(--cube-size) / 2)); }
+.top { transform: rotateX(90deg) translateZ(calc(var(--cube-size) / 2)); }
+.bottom { transform: rotateX(-90deg) translateZ(calc(var(--cube-size) / 2)); }
+
+.lines {
+ position: absolute;
+ top: 0;
+ left: 0;
+ z-index: -1;
+}
+
+.line-path {
+ stroke: var(--line-color);
+ stroke-width: 2;
+ transition: stroke 0.3s;
+}
+
+.line-path:hover {
+ stroke: #e74c3c;
+}
diff --git a/FLUJOS/VISUALIZACION/public/3dscript_eco-corp.html b/FLUJOS/VISUALIZACION/public/3dscript_eco-corp.html
new file mode 100755
index 00000000..976505a7
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/3dscript_eco-corp.html
@@ -0,0 +1,147 @@
+
+
+
+
+
+ Visualización 2D de Noticias Políticas
+
+
+
+
+
+
+
+
+
+
+
diff --git a/FLUJOS/VISUALIZACION/public/climate.css b/FLUJOS/VISUALIZACION/public/climate.css
new file mode 100755
index 00000000..a509961d
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/climate.css
@@ -0,0 +1,332 @@
+@font-face {
+ font-family: "Retrolift";
+ src: url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff2") format("woff2"),
+ url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff") format("woff");
+ font-weight: normal;
+ font-style: normal;
+}
+
+* {
+ margin: 0;
+ padding: 0;
+ box-sizing: border-box;
+ font-family: 'Fira Code';
+ text-shadow: 10px 10px 20px rgba(0, 255, 76, 0.3);
+}
+
+body {
+ font-family: 'Fira Code', monospace;
+ background: #000000;
+ color: #000000;
+}
+
+header {
+ display: flex;
+ justify-content: center;
+ align-items: center;
+ height: 70px;
+ background-color: #000000;
+ color: #ffffff;
+ box-shadow: 0 1px 10px rgba(0, 0, 0, 0.1);
+}
+
+.logo {
+ font-family: "Retrolift", sans-serif;
+ font-size: 4em;
+ font-weight: bold;
+ letter-spacing: 4px;
+ text-shadow: 6px 6px 6px #73ff00;
+ margin-bottom: 10px;
+
+}
+
+.glob-war:hover .logo { text-shadow: 2px 2px 8px #39ff14; }
+.int-sec:hover .logo { text-shadow: 2px 2px 8px #ff69b4; }
+.climate:hover .logo { text-shadow: 2px 2px 8px #ff4500; }
+.eco-corp:hover .logo { text-shadow: 2px 2px 8px #006400; }
+.popl-up:hover .logo { text-shadow: 2px 2px 8px #00008b; }
+
+nav {
+ display: flex;
+ justify-content: center;
+ background-color: #000000;
+ color: #ff1a1a;
+ padding: 10px 0;
+ box-shadow: 0 10px 10px rgba(0, 0, 0, 0.1);
+ margin-top: 40px;
+ margin-bottom: 5px;
+}
+
+.nav-links {
+ list-style: none;
+ display: flex;
+ gap: 6em; /* incrementa la distancia entre los elementos */
+}
+.nav-links a {
+ color: #000000;
+ text-decoration: none;
+ font-size: 1em;
+ font-weight: bold;
+ transition: color 0.3s ease, transform 0.3s ease, box-shadow 0.3s ease;
+ padding: 20px 40px;
+ box-shadow: 0 0 0px rgba(28, 103, 241, 0);
+
+ /* Estilo de los botones */
+ position:relative;
+ border: none;
+
+ transition: .4s ease-in;
+ z-index: 1;
+ width: 40vw;
+ height: 20vh;
+ border:3vw;
+
+ align-items: center;
+ border: 3px solid ;
+}
+
+.nav-links a:hover {
+ transform: scale(1.05);
+ box-shadow: 0 0 6px rgba(0,0,0,0.3);
+
+ /* Estilo hover de los botones */
+
+ box-shadow: 2vw 1vw;
+
+ border: 3px solid black ;
+}
+
+.glob-war:hover { color: #39ff14; }
+.int-sec:hover { color: #ff69b4; }
+.climate:hover { color: #ff4500; }
+.eco-corp:hover { color: #00fff2; }
+.popl-up:hover { color: #0066ff; }
+
+.glob-war {
+ color: #FF4136;
+ background-color: red;
+}
+
+.int-sec {
+ color: #0074D9;
+ background-color: darkblue;
+}
+
+.climate {
+ color: #2ECC40;
+ background-color: lightgreen;
+}
+
+.eco-corp {
+ color: #FFDC00;
+ background-color: yellow;
+}
+
+.popl-up {
+ color: #FF851B;
+ background-color: orange;
+}
+
+.background {
+ display: flex;
+ height: 100vh;
+ width: 99%;
+ overflow-x: scroll;
+}
+
+.background a {
+ display: block;
+ width: 20%;
+ height: 90vh;
+ transition: transform 1.5s ease;
+}
+
+.background img {
+ width: 20%;
+ height: 90vh;
+ object-fit: cover;
+ transition: transform 1.5s ease;
+}
+
+.background a img {
+ width: 100%;
+ height: 100%;
+ object-fit: cover;
+ transition: transform 1.5s ease;
+}
+
+.background img:hover {
+ transform: scale(1.1);
+}
+
+
+#sidebar.active {
+ transform: translateX(0);
+}
+
+#sidebar {
+ position: fixed;
+ left: 0;
+
+ top: 0;
+ width: 250px;
+ height: 100vh;
+ background-image: url("/images/flujos7.jpg");
+ background-size: cover;
+ color: #39ff14;
+ padding: 30px;
+ box-shadow: 2px 0 10px rgba(0, 0, 0, 0.1);
+ transform: translateX(-90%);
+ transition: transform 0.3s ease-out;
+ overflow: auto;
+ font-size:18px;
+ z-index: 3;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+
+
+#sidebar h2 {
+ color: #39ff14;
+ font-size: 1.2em;
+ font-weight: bold;
+ margin-bottom: 15px;
+ text-shadow: -1px 0 black, 0 3px black, 3px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+
+#sidebar:hover {
+ transform: translateX(0);
+}
+
+#sidebarToggle {
+ position: absolute;
+ left: 1em;
+ top: 1em;
+ background: #007BFF;
+ color: #39ff14;
+ border: none;
+ padding: 10px 20px;
+ cursor: pointer;
+ border-radius: 5px;
+ transition: background 0.3s ease;
+ z-index: 2;
+}
+
+#sidebarToggle {
+ display: none;
+}
+
+#sidebar form {
+ display: flex;
+ flex-direction: column;
+ gap: 10px;
+ font-size:20px;
+}
+
+#sidebar label {
+ color: #39ff14;
+ font-size: 0.9em;
+ font-weight: bold;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+#sidebar input {
+ padding: 10px;
+ border: 2px solid #39ff14; /* Añade el borde verde al input */
+ background: black; /* Cambia el fondo del input a negro */
+ color: #39ff14; /* Cambia el color del texto en el input a verde */
+ border-radius: 5px;
+ box-shadow: 0 0 15px 0 rgba(0, 0, 0, 0.2);
+ transition: box-shadow 0.3s ease;
+}
+
+#sidebar input:hover {
+ box-shadow: 0 0 20px 0 rgba(0, 0, 0, 0.3);
+}
+
+#sidebar input[type="submit"] {
+ color: #39ff14;
+ background: #ff6600;
+ cursor: pointer;
+}
+
+#sidebar input[type="submit"]:hover {
+ background: #ff6600;
+}
+
+
+footer {
+ width: 100%;
+ background-color: #000000;
+ color: #39ff14;
+ text-align: center;
+ padding: 10px 0;
+ position: fixed;
+ bottom: 0;
+ font-family: 'Courier New', Courier, monospace;
+ z-index: 1;
+}
+
+footer a {
+ color: #39ff14;
+ text-decoration: none;
+ transition: color 0.3s ease;
+}
+
+footer a:hover {
+ color: #2ECC40;
+}
+
+footer p {
+ margin: 0;
+}
+
+#climateContainer {
+ position: absolute;
+ width: 100%;
+ height: 100%;
+ opacity: 0.5;
+
+}
+
+
+
+
+
+@media screen and (max-width: 768px) {
+ .nav-links a {
+ font-size: 0.8em; /* reduce el tamaño de la fuente */
+ padding: 10px 20px; /* reduce el padding */
+ }
+ .nav-links {
+ list-style: none;
+ display: flex;
+ gap: 2em; /* incrementa la distancia entre los elementos */
+ }
+}
+
+
+.fade-out {
+ animation: fadeOut 2s forwards; /* Fades out over 3 seconds */
+}
+
+@keyframes fadeOut {
+ from {opacity: 1;}
+ to {opacity: 0;}
+}
+
+
+.grafico {
+ z-index: 1; /* Bring to front */
+ /* Rest of your styles */
+}
+
+
+.grafico {
+ width: 100%;
+ height: 100vh;
+ position: absolute;
+ z-index: 1;
+}
+
diff --git a/FLUJOS/VISUALIZACION/public/climate.html b/FLUJOS/VISUALIZACION/public/climate.html
new file mode 100755
index 00000000..436fb446
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/climate.html
@@ -0,0 +1,87 @@
+
+
+
+
+ CLIMATE
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/FLUJOS/VISUALIZACION/public/climate.js b/FLUJOS/VISUALIZACION/public/climate.js
new file mode 100755
index 00000000..e69de29b
diff --git a/FLUJOS/VISUALIZACION/public/eco-corp.css b/FLUJOS/VISUALIZACION/public/eco-corp.css
new file mode 100755
index 00000000..f9485ee9
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/eco-corp.css
@@ -0,0 +1,236 @@
+@font-face {
+ font-family: "Retrolift";
+ src: url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff2") format("woff2"),
+ url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff") format("woff");
+ font-weight: normal;
+ font-style: normal;
+}
+
+* {
+ margin: 0;
+ padding: 0;
+ box-sizing: border-box;
+ font-family: 'Fira Code';
+ text-shadow: 10px 10px 20px rgba(0, 255, 76, 0.3);
+}
+
+body {
+ font-family: 'Fira Code', monospace;
+ background: #000000;
+ color: #000000;
+}
+
+header {
+ display: flex;
+ justify-content: center;
+ align-items: center;
+ height: 70px;
+ background-color: #000000;
+ color: #ffffff;
+ box-shadow: 0 1px 10px rgba(0, 0, 0, 0.1);
+}
+
+.logo {
+ font-family: "Retrolift", sans-serif;
+ font-size: 4em;
+ font-weight: bold;
+ letter-spacing: 4px;
+ text-shadow: 6px 6px 6px #73ff00;
+ margin-bottom: 10px;
+}
+
+.glob-war:hover .logo { text-shadow: 2px 2px 8px #39ff14; }
+.int-sec:hover .logo { text-shadow: 2px 2px 8px #ff69b4; }
+.climate:hover .logo { text-shadow: 2px 2px 8px #ff4500; }
+.eco-corp:hover .logo { text-shadow: 2px 2px 8px #006400; }
+.popl-up:hover .logo { text-shadow: 2px 2px 8px #00008b; }
+
+nav {
+ display: flex;
+ justify-content: center;
+ background-color: #000000;
+ color: #ff1a1a;
+ padding: 10px 0;
+ box-shadow: 0 10px 10px rgba(0, 0, 0, 0.1);
+ margin-top: 40px;
+ margin-bottom: 5px;
+}
+
+.nav-links {
+ list-style: none;
+ display: flex;
+ gap: 6em;
+}
+
+.nav-links a {
+ color: #000000;
+ text-decoration: none;
+ font-size: 1em;
+ font-weight: bold;
+ transition: color 0.3s ease, transform 0.3s ease, box-shadow 0.3s ease;
+ padding: 20px 40px;
+ box-shadow: 0 0 0px rgba(28, 103, 241, 0);
+
+ position: relative;
+ border: none;
+ transition: .4s ease-in;
+ z-index: 1;
+ width: 40vw;
+ height: 20vh;
+ border: 3vw;
+ align-items: center;
+ border: 3px solid;
+}
+
+.nav-links a:hover {
+ transform: scale(1.05);
+ box-shadow: 0 0 6px rgba(0,0,0,0.3);
+ border: 3px solid black;
+}
+
+.glob-war:hover { color: #39ff14; }
+.int-sec:hover { color: #ff69b4; }
+.climate:hover { color: #ff4500; }
+.eco-corp:hover { color: #00fff2; }
+.popl-up:hover { color: #0066ff; }
+
+.glob-war { color: #FF4136; background-color: red; }
+.int-sec { color: #0074D9; background-color: darkblue; }
+.climate { color: #2ECC40; background-color: lightgreen; }
+.eco-corp { color: #FFDC00; background-color: yellow; }
+.popl-up { color: #FF851B; background-color: orange; }
+
+.background {
+ display: flex;
+ height: 100vh;
+ width: 99%;
+ overflow-x: scroll;
+}
+
+.background a {
+ display: block;
+ width: 20%;
+ height: 90vh;
+ transition: transform 1.5s ease;
+}
+
+.background img {
+ width: 20%;
+ height: 90vh;
+ object-fit: cover;
+ transition: transform 1.5s ease;
+}
+
+.background img:hover {
+ transform: scale(1.1);
+}
+
+/* Sidebar con comportamiento onhover */
+#sidebar {
+ position: fixed;
+ left: 0;
+ top: 0;
+ width: 250px;
+ height: 100vh;
+ background-image: url("/images/flujos7.jpg");
+ background-size: cover;
+ color: #39ff14;
+ padding: 30px;
+ box-shadow: 2px 0 10px rgba(0, 0, 0, 0.1);
+ transform: translateX(-220px);
+ transition: transform 0.3s ease-out;
+ overflow: auto;
+ font-size: 18px;
+ z-index: 3;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black;
+}
+
+#sidebar:hover {
+ transform: translateX(0);
+}
+
+#sidebar h2 {
+ color: #39ff14;
+ font-size: 1.2em;
+ font-weight: bold;
+ margin-bottom: 15px;
+ text-shadow: -1px 0 black, 0 3px black, 3px 0 black, 0 -1px black;
+}
+
+#sidebar form {
+ display: flex;
+ flex-direction: column;
+ gap: 10px;
+ font-size: 20px;
+}
+
+#sidebar label {
+ color: #39ff14;
+ font-size: 0.9em;
+ font-weight: bold;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black;
+}
+
+#sidebar input {
+ padding: 10px;
+ border: 2px solid #39ff14;
+ background: black;
+ color: #39ff14;
+ border-radius: 5px;
+ box-shadow: 0 0 15px 0 rgba(0, 0, 0, 0.2);
+ transition: box-shadow 0.3s ease;
+}
+
+#sidebar input:hover {
+ box-shadow: 0 0 20px 0 rgba(0, 0, 0, 0.3);
+}
+
+#sidebar input[type="submit"] {
+ color: #39ff14;
+ background: #ff6600;
+ cursor: pointer;
+}
+
+#sidebar input[type="submit"]:hover {
+ background: #ff6600;
+}
+
+footer {
+ width: 100%;
+ background-color: #000000;
+ color: #39ff14;
+ text-align: center;
+ padding: 10px 0;
+ position: fixed;
+ bottom: 0;
+ font-family: 'Courier New', Courier, monospace;
+ z-index: 6;
+}
+
+footer a {
+ color: #39ff14;
+ text-decoration: none;
+ transition: color 0.3s ease;
+}
+
+footer a:hover {
+ color: #2ECC40;
+}
+
+footer p {
+ margin: 0;
+}
+
+/* Ajuste del iframe para que respete el espacio del sidebar */
+.iframe-container {
+ width: calc(100% - 250px);
+ height: 100vh;
+ background: #000000;
+ margin: 0 auto;
+ border: none;
+ z-index: 1;
+ box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
+ position: absolute;
+ left: 250px;
+}
+
diff --git a/FLUJOS/VISUALIZACION/public/eco-corp.html b/FLUJOS/VISUALIZACION/public/eco-corp.html
new file mode 100755
index 00000000..ee81ee40
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/eco-corp.html
@@ -0,0 +1,77 @@
+
+
+
+
+ Economía y Corporaciones
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/FLUJOS/VISUALIZACION/public/glob-war.css b/FLUJOS/VISUALIZACION/public/glob-war.css
new file mode 100755
index 00000000..dab4baa2
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/glob-war.css
@@ -0,0 +1,331 @@
+@font-face {
+ font-family: "Retrolift";
+ src: url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff2") format("woff2"),
+ url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff") format("woff");
+ font-weight: normal;
+ font-style: normal;
+}
+
+* {
+ margin: 0;
+ padding: 0;
+ box-sizing: border-box;
+ font-family: 'Fira Code';
+ text-shadow: 10px 10px 20px rgba(0, 255, 76, 0.3);
+}
+
+body {
+ font-family: 'Fira Code', monospace;
+ background-color: #000000;
+ color: #000000;
+}
+
+header {
+ display: flex;
+ justify-content: center;
+ align-items: center;
+ height: 70px;
+ background-color: #000000;
+ color: #000000;
+ box-shadow: 0 1px 10px rgba(0, 0, 0, 0.1);
+}
+
+.logo {
+ font-family: "Retrolift", sans-serif;
+ font-size: 4em;
+ font-weight: bold;
+ letter-spacing: 4px;
+ text-shadow: 6px 6px 6px #73ff00;
+ margin-bottom: 10px;
+
+}
+
+.glob-war:hover .logo { text-shadow: 2px 2px 8px #39ff14; }
+.int-sec:hover .logo { text-shadow: 2px 2px 8px #ff69b4; }
+.climate:hover .logo { text-shadow: 2px 2px 8px #ff4500; }
+.eco-corp:hover .logo { text-shadow: 2px 2px 8px #006400; }
+.popl-up:hover .logo { text-shadow: 2px 2px 8px #00008b; }
+
+nav {
+ display: flex;
+ justify-content: center;
+ background-color: #000000;
+ color: #ff1a1a;
+ padding: 10px 0;
+ box-shadow: 0 10px 10px rgba(0, 0, 0, 0.1);
+ margin-top: 40px;
+ margin-bottom: 5px;
+}
+
+.nav-links {
+ list-style: none;
+ display: flex;
+ gap: 6em; /* incrementa la distancia entre los elementos */
+}
+.nav-links a {
+ color: #000000;
+ text-decoration: none;
+ font-size: 1em;
+ font-weight: bold;
+ transition: color 0.3s ease, transform 0.3s ease, box-shadow 0.3s ease;
+ padding: 20px 40px;
+ box-shadow: 0 0 0px rgba(28, 103, 241, 0);
+
+ /* Estilo de los botones */
+ position:relative;
+ border: none;
+
+ transition: .4s ease-in;
+ z-index: 1;
+ width: 40vw;
+ height: 20vh;
+ border:3vw;
+
+ align-items: center;
+ border: 3px solid ;
+}
+
+.nav-links a:hover {
+ transform: scale(1.05);
+ box-shadow: 0 0 6px rgba(0,0,0,0.3);
+
+ /* Estilo hover de los botones */
+
+ box-shadow: 2vw 1vw;
+
+ border: 3px solid black ;
+}
+
+.glob-war:hover { color: #39ff14; }
+.int-sec:hover { color: #ff69b4; }
+.climate:hover { color: #ff4500; }
+.eco-corp:hover { color: #00fff2; }
+.popl-up:hover { color: #0066ff; }
+
+.glob-war {
+ color: #FF4136;
+ background-color: red;
+}
+
+.int-sec {
+ color: #0074D9;
+ background-color: darkblue;
+}
+
+.climate {
+ color: #2ECC40;
+ background-color: lightgreen;
+}
+
+.eco-corp {
+ color: #FFDC00;
+ background-color: yellow;
+}
+
+.popl-up {
+ color: #FF851B;
+ background-color: orange;
+}
+
+.background {
+ display: flex;
+ height: 100vh;
+ width: 99%;
+ overflow-x: scroll;
+}
+
+.background a {
+ display: block;
+ width: 20%;
+ height: 90vh;
+ transition: transform 1.5s ease;
+}
+
+.background img {
+ width: 20%;
+ height: 90vh;
+ object-fit: cover;
+ transition: transform 1.5s ease;
+}
+
+.background a img {
+ width: 100%;
+ height: 100%;
+ object-fit: cover;
+ transition: transform 1.5s ease;
+}
+
+.background img:hover {
+ transform: scale(1.1);
+}
+
+
+#sidebar.active {
+ transform: translateX(0);
+}
+
+#sidebar {
+ position: fixed;
+ left: 0;
+
+ top: 0;
+ width: 250px;
+ height: 100vh;
+ background-image: url("/images/flujos7.jpg");
+ background-size: cover;
+ color: #39ff14;
+ padding: 30px;
+ box-shadow: 2px 0 10px rgba(0, 0, 0, 0.1);
+ transform: translateX(-90%);
+ transition: transform 0.3s ease-out;
+ overflow: auto;
+ font-size:18px;
+ z-index: 3;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+
+
+#sidebar h2 {
+ color: #39ff14;
+ font-size: 1.2em;
+ font-weight: bold;
+ margin-bottom: 15px;
+ text-shadow: -1px 0 black, 0 3px black, 3px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+
+#sidebar:hover {
+ transform: translateX(0);
+}
+
+#sidebarToggle {
+ position: absolute;
+ left: 1em;
+ top: 1em;
+ background: #007BFF;
+ color: #39ff14;
+ border: none;
+ padding: 10px 20px;
+ cursor: pointer;
+ border-radius: 5px;
+ transition: background 0.3s ease;
+ z-index: 2;
+}
+
+#sidebarToggle {
+ display: none;
+}
+
+#sidebar form {
+ display: flex;
+ flex-direction: column;
+ gap: 10px;
+ font-size:20px;
+}
+
+#sidebar label {
+ color: #39ff14;
+ font-size: 0.9em;
+ font-weight: bold;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+#sidebar input {
+ padding: 10px;
+ border: 2px solid #39ff14; /* Añade el borde verde al input */
+ background: black; /* Cambia el fondo del input a negro */
+ color: #39ff14; /* Cambia el color del texto en el input a verde */
+ border-radius: 5px;
+ box-shadow: 0 0 15px 0 rgba(0, 0, 0, 0.2);
+ transition: box-shadow 0.3s ease;
+}
+
+#sidebar input:hover {
+ box-shadow: 0 0 20px 0 rgba(0, 0, 0, 0.3);
+}
+
+#sidebar input[type="submit"] {
+ color: #39ff14;
+ background: #ff6600;
+ cursor: pointer;
+}
+
+#sidebar input[type="submit"]:hover {
+ background: #ff6600;
+}
+
+
+footer {
+ width: 100%;
+ background-color: #000000;
+ color: #39ff14;
+ text-align: center;
+ padding: 10px 0;
+ position: fixed;
+ bottom: 0;
+ font-family: 'Courier New', Courier, monospace;
+ z-index: 1;
+}
+
+footer a {
+ color: #39ff14;
+ text-decoration: none;
+ transition: color 0.3s ease;
+}
+
+footer a:hover {
+ color: #2ECC40;
+}
+
+footer p {
+ margin: 0;
+}
+
+#glob_war_container{
+ position: absolute;
+ width: 100%;
+ height: 100%;
+ opacity: 0.5;
+
+}
+
+
+
+
+
+@media screen and (max-width: 768px) {
+ .nav-links a {
+ font-size: 0.8em; /* reduce el tamaño de la fuente */
+ padding: 10px 20px; /* reduce el padding */
+ }
+ .nav-links {
+ list-style: none;
+ display: flex;
+ gap: 2em; /* incrementa la distancia entre los elementos */
+ }
+}
+
+
+.fade-out {
+ animation: fadeOut 3s forwards; /* Fades out over 3 seconds */
+}
+
+@keyframes fadeOut {
+ from {opacity: 1;}
+ to {opacity: 0;}
+}
+
+
+.grafico {
+ z-index: 1; /* Bring to front */
+ /* Rest of your styles */
+}
+
+
+.grafico {
+ width: 100%;
+ height: 100vh;
+ position: absolute;
+ z-index: 1;
+}
diff --git a/FLUJOS/VISUALIZACION/public/glob-war.html b/FLUJOS/VISUALIZACION/public/glob-war.html
new file mode 100755
index 00000000..9791e89f
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/glob-war.html
@@ -0,0 +1,85 @@
+
+
+
+
+ Glob-War
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos.jpg b/FLUJOS/VISUALIZACION/public/images/flujos.jpg
new file mode 100755
index 00000000..bab50334
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos2.jpg b/FLUJOS/VISUALIZACION/public/images/flujos2.jpg
new file mode 100755
index 00000000..92b8762a
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos2.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos3.jpg b/FLUJOS/VISUALIZACION/public/images/flujos3.jpg
new file mode 100755
index 00000000..54facce2
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos3.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos4.jpg b/FLUJOS/VISUALIZACION/public/images/flujos4.jpg
new file mode 100755
index 00000000..afdf0559
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos4.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos6.jpg b/FLUJOS/VISUALIZACION/public/images/flujos6.jpg
new file mode 100755
index 00000000..cc8570f9
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos6.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos7.jpg b/FLUJOS/VISUALIZACION/public/images/flujos7.jpg
new file mode 100755
index 00000000..5cbec446
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos7.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos8.jpg b/FLUJOS/VISUALIZACION/public/images/flujos8.jpg
new file mode 100755
index 00000000..fbaebece
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos8.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos9.jpg b/FLUJOS/VISUALIZACION/public/images/flujos9.jpg
new file mode 100755
index 00000000..05c520e1
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos9.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos_logo.png b/FLUJOS/VISUALIZACION/public/images/flujos_logo.png
new file mode 100755
index 00000000..4c364186
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos_logo.png differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos_logo3.png b/FLUJOS/VISUALIZACION/public/images/flujos_logo3.png
new file mode 100755
index 00000000..a94a8379
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos_logo3.png differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos_logo4.png b/FLUJOS/VISUALIZACION/public/images/flujos_logo4.png
new file mode 100755
index 00000000..ec414700
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos_logo4.png differ
diff --git a/FLUJOS/VISUALIZACION/public/images/flujos_logo5.png b/FLUJOS/VISUALIZACION/public/images/flujos_logo5.png
new file mode 100755
index 00000000..9bf1296c
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/flujos_logo5.png differ
diff --git a/FLUJOS/VISUALIZACION/public/images/fujos5.jpg b/FLUJOS/VISUALIZACION/public/images/fujos5.jpg
new file mode 100755
index 00000000..26adee57
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/fujos5.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/journalist_fondo.jpg b/FLUJOS/VISUALIZACION/public/images/journalist_fondo.jpg
new file mode 100755
index 00000000..60340ae2
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/journalist_fondo.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/journalist_fondo2.jpg b/FLUJOS/VISUALIZACION/public/images/journalist_fondo2.jpg
new file mode 100755
index 00000000..1a19b6d2
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/journalist_fondo2.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/images/journalist_fondo3.jpg b/FLUJOS/VISUALIZACION/public/images/journalist_fondo3.jpg
new file mode 100755
index 00000000..e7fdce56
Binary files /dev/null and b/FLUJOS/VISUALIZACION/public/images/journalist_fondo3.jpg differ
diff --git a/FLUJOS/VISUALIZACION/public/index.html b/FLUJOS/VISUALIZACION/public/index.html
new file mode 100755
index 00000000..6b942bcc
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/index.html
@@ -0,0 +1,100 @@
+
+
+
+
+
+
+ UP-LEAKS
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/FLUJOS/VISUALIZACION/public/int-sec.css b/FLUJOS/VISUALIZACION/public/int-sec.css
new file mode 100755
index 00000000..ff52c912
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/int-sec.css
@@ -0,0 +1,277 @@
+@font-face {
+ font-family: "Retrolift";
+ src: url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff2") format("woff2"),
+ url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff") format("woff");
+ font-weight: normal;
+ font-style: normal;
+}
+
+* {
+ margin: 0;
+ padding: 0;
+ box-sizing: border-box;
+ font-family: 'Fira Code';
+ text-shadow: 10px 10px 20px rgba(0, 255, 76, 0.3);
+}
+
+body {
+ font-family: 'Fira Code', monospace;
+ background: #000000;
+ color: #000000;
+}
+
+header {
+ display: flex;
+ justify-content: center;
+ align-items: center;
+ height: 70px;
+ background-color: #000000;
+ color: #ffffff;
+ box-shadow: 0 1px 10px rgba(0, 0, 0, 0.1);
+}
+
+.logo {
+ font-family: "Retrolift", sans-serif;
+ font-size: 4em;
+ font-weight: bold;
+ letter-spacing: 4px;
+ text-shadow: 6px 6px 6px #73ff00;
+ margin-bottom: 10px;
+}
+
+.glob-war:hover .logo { text-shadow: 2px 2px 8px #39ff14; }
+.int-sec:hover .logo { text-shadow: 2px 2px 8px #ff69b4; }
+.climate:hover .logo { text-shadow: 2px 2px 8px #ff4500; }
+.eco-corp:hover .logo { text-shadow: 2px 2px 8px #006400; }
+.popl-up:hover .logo { text-shadow: 2px 2px 8px #00008b; }
+
+nav {
+ display: flex;
+ justify-content: center;
+ background-color: #000000;
+ color: #ff1a1a;
+ padding: 10px 0;
+ box-shadow: 0 10px 10px rgba(0, 0, 0, 0.1);
+ margin-top: 40px;
+ margin-bottom: 5px;
+}
+
+.nav-links {
+ list-style: none;
+ display: flex;
+ gap: 6em;
+}
+.nav-links a {
+ color: #000000;
+ text-decoration: none;
+ font-size: 1em;
+ font-weight: bold;
+ transition: color 0.3s ease, transform 0.3s ease, box-shadow 0.3s ease;
+ padding: 20px 40px;
+ box-shadow: 0 0 0px rgba(28, 103, 241, 0);
+ position: relative;
+ border: none;
+ z-index: 1;
+ width: 40vw;
+ height: 20vh;
+ align-items: center;
+ border: 3px solid;
+}
+.nav-links a:hover {
+ transform: scale(1.05);
+ box-shadow: 2vw 1vw;
+ border: 3px solid black;
+}
+
+.glob-war { color: #FF4136; background-color: red; }
+.int-sec { color: #0074D9; background-color: darkblue; }
+.climate { color: #2ECC40; background-color: lightgreen; }
+.eco-corp { color: #FFDC00; background-color: yellow; }
+.popl-up { color: #FF851B; background-color: orange; }
+
+.background {
+ display: flex;
+ height: 100vh;
+ width: 99%;
+ overflow-x: scroll;
+}
+.background img {
+ width: 20%;
+ height: 90vh;
+ object-fit: cover;
+ transition: transform 1.5s ease;
+}
+.background img:hover {
+ transform: scale(1.1);
+}
+
+#sidebar {
+ position: fixed;
+ left: 0;
+ top: 0;
+ width: 250px;
+ height: 100vh;
+ background-image: url("/images/flujos7.jpg");
+ background-size: cover;
+ color: #39ff14;
+ padding: 30px;
+ box-shadow: 2px 0 10px rgba(0, 0, 0, 0.1);
+ transform: translateX(-90%); /* Oculta el 90%, deja 10% visible */
+ transition: transform 0.3s ease-out;
+ overflow: auto;
+ font-size: 18px;
+ z-index: 3;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black;
+}
+#sidebar:hover {
+ transform: translateX(0); /* Aparece entero al hacer hover */
+}
+#sidebar.active {
+ transform: translateX(0);
+}
+
+#sidebar h2 {
+ color: #39ff14;
+ font-size: 1.2em;
+ font-weight: bold;
+ margin-bottom: 15px;
+ text-shadow: -1px 0 black, 0 3px black, 3px 0 black, 0 -1px black;
+}
+#sidebar form {
+ display: flex;
+ flex-direction: column;
+ gap: 10px;
+ font-size: 20px;
+}
+#sidebar label {
+ color: #39ff14;
+ font-size: 0.9em;
+ font-weight: bold;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black;
+}
+#sidebar input {
+ padding: 10px;
+ border: 2px solid #39ff14;
+ background: black;
+ color: #39ff14;
+ border-radius: 5px;
+ box-shadow: 0 0 15px 0 rgba(0, 0, 0, 0.2);
+ transition: box-shadow 0.3s ease;
+}
+#sidebar input:hover {
+ box-shadow: 0 0 20px 0 rgba(0, 0, 0, 0.3);
+}
+#sidebar input[type="submit"] {
+ color: #39ff14;
+ background: #ff6600;
+ cursor: pointer;
+}
+#sidebar input[type="submit"]:hover {
+ background: #ff6600;
+}
+
+footer {
+ width: 100%;
+ background-color: #000000;
+ color: #39ff14;
+ text-align: center;
+ padding: 10px 0;
+ position: fixed;
+ bottom: 0;
+ font-family: 'Courier New', Courier, monospace;
+ z-index: 1;
+}
+footer a {
+ color: #39ff14;
+ text-decoration: none;
+ transition: color 0.3s ease;
+}
+footer a:hover {
+ color: #2ECC40;
+}
+footer p {
+ margin: 0;
+}
+
+#intSecContainer {
+ width: 100%;
+ height: 100%;
+ position: absolute;
+ top: 0;
+ left: 0;
+ z-index: 2;
+ background-color: #101020;
+}
+
+@media screen and (max-width: 768px) {
+ .nav-links a {
+ font-size: 0.8em;
+ padding: 10px 20px;
+ }
+ .nav-links {
+ gap: 2em;
+ }
+}
+
+.fade-out {
+ animation: fadeOut 2s forwards;
+}
+@keyframes fadeOut {
+ from { opacity: 1; }
+ to { opacity: 0; }
+}
+
+/* ===== Añadidos para split-screen ===== */
+main.split-screen {
+ display: flex;
+ height: 100vh;
+ margin-left: 0; /* El sidebar está fijo encima */
+}
+
+#graphPanel {
+ width: 100%;
+ transition: width 0.3s ease;
+ position: relative;
+}
+
+#detailPanel {
+ width: 0;
+ overflow: hidden;
+ transition: width 0.3s ease;
+}
+
+/* Al hacer click en un nodo */
+main.split-screen.show-detail #graphPanel {
+ width: 45%;
+}
+main.split-screen.show-detail #detailPanel {
+ width: 50%;
+ padding: 1em;
+}
+
+/* Asegurar que el grafo ocupe todo su panel */
+#graphPanel #intSecContainer {
+ position: absolute;
+ top: 0; left: 0;
+ width: 100%; height: 100%;
+ z-index: 2;
+}
+
+/* Estilos del panel de detalle */
+#detailPanel {
+ background: #101020;
+ color: #fff;
+ box-shadow: inset 1px 0 5px rgba(0,0,0,0.5);
+}
+#detailPanel h2 {
+ margin-bottom: .5em;
+ color: #39ff14;
+}
+#detailPanel p {
+ line-height: 1.4;
+ margin-bottom: 1em;
+}
+#detailPanel .placeholder {
+ color: rgba(255,255,255,0.3);
+ font-style: italic;
+}
diff --git a/FLUJOS/VISUALIZACION/public/int-sec.html b/FLUJOS/VISUALIZACION/public/int-sec.html
new file mode 100755
index 00000000..eb4d4033
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/int-sec.html
@@ -0,0 +1,89 @@
+
+
+
+
+ Inteligencia y Seguridad
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Haz click en un nodo para ver aquí la noticia completa.
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/FLUJOS/VISUALIZACION/public/journalist.css b/FLUJOS/VISUALIZACION/public/journalist.css
new file mode 100755
index 00000000..e1690685
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/journalist.css
@@ -0,0 +1,132 @@
+body {
+ font-family: Arial, sans-serif;
+ background-color: #000000;
+ margin: 0;
+ padding: 0;
+ color: #ffffff; /* Cambiar el color del texto a blanco */
+}
+
+/* Estilo del formulario */
+.login-container {
+ max-width: 400px;
+ margin: 30px auto;
+ background-color: #111111; /* Fondo negro */
+ border: 2px solid #39ff14; /* Borde verde claro */
+ padding: 20px;
+ border-radius: 8px;
+ box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
+ position: relative; /* Añadimos posición relativa para que los elementos internos se posicionen respecto a este contenedor */
+}
+
+
+/* ... Estilos existentes ... */
+
+/* Estilos para los enlaces dentro del formulario */
+.login-container a {
+ color: #39ff14; /* Cambiar el color del enlace a verde claro */
+ text-decoration: none;
+ transition: color 0.3s ease;
+}
+
+.login-container a:hover {
+ color: #2ECC40; /* Cambiar el color del enlace en hover a verde más claro */
+}
+
+/* ... Resto de tus estilos ... */
+
+
+h1 {
+ text-align: center;
+ margin-bottom: 20px;
+ color: #39ff14; /* Cambiar el color del título a verde claro */
+}
+
+form {
+ display: flex;
+ flex-direction: column;
+}
+
+label {
+ margin-bottom: 8px;
+ color: #39ff14; /* Cambiar el color de las etiquetas a verde claro */
+}
+
+input[type="text"],
+input[type="password"] {
+ padding: 10px;
+ border: 1px solid #ccc;
+ border-radius: 4px;
+ margin-bottom: 15px;
+ background-color: #222222; /* Fondo negro */
+ color: #ffffff; /* Texto blanco */
+}
+
+input[type="submit"] {
+ background-color: #007BFF;
+ color: #ffffff;
+ border: none;
+ padding: 10px;
+ border-radius: 4px;
+ cursor: pointer;
+ font-weight: bold;
+}
+
+input[type="submit"]:hover {
+ background-color: #0056b3;
+ border: 2px solid #39ff14; /* Borde verde claro en hover */
+}
+
+.header {
+ display: flex;
+ justify-content: center;
+ margin-bottom: 0px; /* Añadir margen inferior para separar el formulario del logo */
+}
+
+.logo {
+ width: 400px; /* Ajustar el tamaño de la imagen según sea necesario */
+ height: auto;
+}
+
+/* Estilos para las imágenes de fondo */
+.canvas-container {
+ position: relative;
+ display: flex;
+ justify-content: center;
+ align-items: center;
+ background-color: #000000;
+ color: #ffffff;
+ min-height: 100vh; /* Ajusta la altura mínima para que ocupe toda la pantalla */
+ margin: 20px 0;
+ overflow: hidden; /* Evita que las imágenes desborden del contenedor */
+}
+
+.image-left,
+.image-right {
+ height: 100vh; /* Ajusta la altura para que ocupe toda la pantalla */
+ width: auto; /* Ajusta el ancho de las imágenes para mantener la relación de aspecto */
+ position: absolute;
+ top: 0;
+ max-width: 40%; /* Ajusta el ancho máximo de las imágenes de fondo */
+}
+
+.image-left {
+ left: 0;
+}
+
+.image-right {
+ right: 0;
+}
+
+.login-content {
+ /* Ajusta estos estilos según tus necesidades */
+ padding: 20px;
+ margin: 0 auto;
+ max-width: 300px; /* Ajusta el ancho máximo del contenido */
+ position: relative; /* Añadimos posición relativa para que los elementos internos se posicionen respecto a este contenedor */
+}
+
+/* Añade el siguiente estilo para evitar que las imágenes desborden del contenedor */
+.login-content > img {
+ max-width: 100%;
+ height: auto;
+}
diff --git a/FLUJOS/VISUALIZACION/public/journalist.html b/FLUJOS/VISUALIZACION/public/journalist.html
new file mode 100755
index 00000000..f7b6df27
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/journalist.html
@@ -0,0 +1,66 @@
+
+
+
+
+
+ Journalist Login
+
+
+
+
+
+
+

+
+
Journalist Login
+
+
+

+
+
+
+
+
diff --git a/FLUJOS/VISUALIZACION/public/journalist_enter.css b/FLUJOS/VISUALIZACION/public/journalist_enter.css
new file mode 100755
index 00000000..b86f5309
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/journalist_enter.css
@@ -0,0 +1,377 @@
+@font-face {
+ font-family: "Retrolift";
+ src: url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff2") format("woff2"),
+ url("/home/pancho/PROGRAMACION/FLUJOS/retrolift.woff") format("woff");
+ font-weight: normal;
+ font-style: normal;
+}
+
+* {
+ margin: 0;
+ padding: 0;
+ box-sizing: border-box;
+ font-family: 'Fira Code';
+ text-shadow: 10px 10px 20px rgba(0, 255, 76, 0.3);
+}
+
+body {
+ font-family: 'Fira Code', monospace;
+ background: #000000;
+ color: #000000;
+}
+header {
+ position: relative;
+ height: 100px;
+ background-color: #000000;
+ display: flex;
+ justify-content: center;
+ align-items: center;
+}
+
+.logo {
+ width: 400px;
+ height: 140px;
+ margin-left: 400px;
+ align-items: center;
+}
+
+.header-content {
+ display: flex;
+ align-items: center;
+ position: relative;
+ max-width: 1200px;
+ width: 100%;
+}
+
+.header-buttons {
+ display: flex;
+ align-items: center;
+ position: absolute;
+ top: 50%;
+ right: 10px;
+ transform: translateY(-50%);
+}
+
+.small-button {
+ margin-left: 5px;
+ margin-right: 3px;
+ padding: 4px 8px;
+ font-size: 10px;
+ color: #ffffff;
+ text-decoration: none;
+ background-color: #000000;
+ border: 2px solid #ffffff;
+ border-radius: 20px;
+ transition: all 0.3s ease;
+}
+
+.small-button:hover {
+ background-color: #ffffff;
+ color: #000000;
+ text-shadow: none;
+}
+
+/* ... Resto de tus estilos ... */
+
+
+/* ... Estilos existentes ... */
+
+
+
+
+.logo {
+ /* Ajusta el tamaño de la imagen según tus necesidades */
+ width: 400px;
+ height: 140px;
+}
+
+.buttons {
+ position: absolute;
+ top: 50%;
+ right: 20px;
+ transform: translateY(-50%);
+ display: flex;
+ align-items: center;
+}
+
+.buttons a {
+ display: block;
+ margin-left: 10px;
+ padding: 10px 15px;
+ color: #ffffff;
+ text-decoration: none;
+ border: 1px solid #ffffff;
+ border-radius: 20px;
+}
+
+
+
+
+
+.glob-war:hover .logo { text-shadow: 2px 2px 8px #39ff14; }
+.int-sec:hover .logo { text-shadow: 2px 2px 8px #ff69b4; }
+.climate:hover .logo { text-shadow: 2px 2px 8px #ff4500; }
+.eco-corp:hover .logo { text-shadow: 2px 2px 8px #006400; }
+.popl-up:hover .logo { text-shadow: 2px 2px 8px #00008b; }
+
+nav {
+ display: flex;
+ justify-content: center;
+ background-color: #000000;
+ color: #ff1a1a;
+ padding: 10px 0;
+ box-shadow: 0 10px 10px rgba(0, 0, 0, 0.1);
+ margin-top: 40px;
+ margin-bottom: 5px;
+}
+
+.nav-links {
+ list-style: none;
+ display: flex;
+ gap: 6em; /* incrementa la distancia entre los elementos */
+}
+.nav-links a {
+ color: #000000;
+ text-decoration: none;
+ font-size: 1em;
+ font-weight: bold;
+ transition: color 0.3s ease, transform 0.3s ease, box-shadow 0.3s ease;
+ padding: 20px 40px;
+ box-shadow: 0 0 0px rgba(28, 103, 241, 0);
+
+ /* Estilo de los botones */
+ position:relative;
+ border: none;
+
+ transition: .4s ease-in;
+ z-index: 1;
+ width: 40vw;
+ height: 20vh;
+ border:3vw;
+
+ align-items: center;
+ border: 3px solid ;
+}
+
+.nav-links a:hover {
+ transform: scale(1.05);
+ box-shadow: 0 0 6px rgba(0,0,0,0.3);
+
+ /* Estilo hover de los botones */
+
+ box-shadow: 2vw 1vw;
+
+ border: 3px solid black ;
+}
+
+.glob-war:hover { color: #39ff14; }
+.int-sec:hover { color: #ff69b4; }
+.climate:hover { color: #ff4500; }
+.eco-corp:hover { color: #00fff2; }
+.popl-up:hover { color: #0066ff; }
+
+.glob-war {
+ color: #FF4136;
+ background-color: red;
+}
+
+.int-sec {
+ color: #0074D9;
+ background-color: darkblue;
+}
+
+.climate {
+ color: #2ECC40;
+ background-color: lightgreen;
+}
+
+.eco-corp {
+ color: #FFDC00;
+ background-color: yellow;
+}
+
+.popl-up {
+ color: #FF851B;
+ background-color: orange;
+}
+
+.background {
+ display: flex;
+ height: 100vh;
+ width: 99%;
+ overflow-x: scroll;
+}
+
+.background a {
+ display: block;
+ width: 20%;
+ height: 90vh;
+ transition: transform 1.5s ease;
+}
+
+.background img {
+ width: 20%;
+ height: 90vh;
+ object-fit: cover;
+ transition: transform 1.5s ease;
+}
+
+.background a img {
+ width: 100%;
+ height: 100%;
+ object-fit: cover;
+ transition: transform 1.5s ease;
+}
+
+.background img:hover {
+ transform: scale(1.1);
+}
+
+
+#sidebar.active {
+ transform: translateX(0);
+}
+
+#sidebar {
+ position: fixed;
+ left: 0;
+
+ top: 0;
+ width: 250px;
+ height: 100vh;
+ background-image: url("/images/flujos7.jpg");
+ background-size: cover;
+ color: #39ff14;
+ padding: 30px;
+ box-shadow: 2px 0 10px rgba(0, 0, 0, 0.1);
+ transform: translateX(-90%);
+ transition: transform 0.3s ease-out;
+ overflow: auto;
+ font-size:18px;
+ z-index: 3;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+
+
+#sidebar h2 {
+ color: #39ff14;
+ font-size: 1.2em;
+ font-weight: bold;
+ margin-bottom: 15px;
+ text-shadow: -1px 0 black, 0 3px black, 3px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+
+#sidebar:hover {
+ transform: translateX(0);
+}
+
+#sidebarToggle {
+ position: absolute;
+ left: 1em;
+ top: 1em;
+ background: #007BFF;
+ color: #39ff14;
+ border: none;
+ padding: 10px 20px;
+ cursor: pointer;
+ border-radius: 5px;
+ transition: background 0.3s ease;
+ z-index: 2;
+}
+
+#sidebarToggle {
+ display: none;
+}
+
+#sidebar form {
+ display: flex;
+ flex-direction: column;
+ gap: 10px;
+ font-size:20px;
+}
+
+#sidebar label {
+ color: #39ff14;
+ font-size: 0.9em;
+ font-weight: bold;
+ text-shadow: -1px 0 black, 0 1px black, 1px 0 black, 0 -1px black; /* Añade el borde al texto */
+}
+
+#sidebar input {
+ padding: 10px;
+ border: 2px solid #39ff14; /* Añade el borde verde al input */
+ background: black; /* Cambia el fondo del input a negro */
+ color: #39ff14; /* Cambia el color del texto en el input a verde */
+ border-radius: 5px;
+ box-shadow: 0 0 15px 0 rgba(0, 0, 0, 0.2);
+ transition: box-shadow 0.3s ease;
+}
+
+#sidebar input:hover {
+ box-shadow: 0 0 20px 0 rgba(0, 0, 0, 0.3);
+}
+
+#sidebar input[type="submit"] {
+ color: #39ff14;
+ background: #ff6600;
+ cursor: pointer;
+}
+
+#sidebar input[type="submit"]:hover {
+ background: #ff6600;
+}
+
+
+footer {
+ width: 100%;
+ background-color: #000000;
+ color: #39ff14;
+ text-align: center;
+ padding: 10px 0;
+ position: fixed;
+ bottom: 0;
+ font-family: 'Courier New', Courier, monospace;
+ z-index: 1;
+}
+
+footer a {
+ color: #39ff14;
+ text-decoration: none;
+ transition: color 0.3s ease;
+}
+
+footer a:hover {
+ color: #2ECC40;
+}
+
+footer p {
+ margin: 0;
+}
+
+#canvasContainer {
+ position: absolute;
+ width: 100%;
+ height: 100%;
+ opacity: 0.5;
+ pointer-events: none;
+}
+
+
+/* ... Estilos existentes ... */
+
+
+
+
+@media screen and (max-width: 768px) {
+ .nav-links a {
+ font-size: 0.8em; /* reduce el tamaño de la fuente */
+ padding: 10px 20px; /* reduce el padding */
+ }
+ .nav-links {
+ list-style: none;
+ display: flex;
+ gap: 2em; /* incrementa la distancia entre los elementos */
+ }
+}
diff --git a/FLUJOS/VISUALIZACION/public/journalist_enter.html b/FLUJOS/VISUALIZACION/public/journalist_enter.html
new file mode 100755
index 00000000..fc0fa420
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/journalist_enter.html
@@ -0,0 +1,79 @@
+
+
+
+
+
+ Journalist Enter
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/FLUJOS/VISUALIZACION/public/libs/3d-force-graph.js b/FLUJOS/VISUALIZACION/public/libs/3d-force-graph.js
new file mode 100755
index 00000000..a7b222d0
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/libs/3d-force-graph.js
@@ -0,0 +1,438 @@
+import { AmbientLight, DirectionalLight, Vector3, REVISION } from "./three.module.js";
+
+
+const three = window.THREE
+ ? window.THREE // Prefer consumption from global THREE, if exists
+ : { AmbientLight, DirectionalLight, Vector3, REVISION };
+
+import { DragControls as ThreeDragControls } from './DragControls.js';
+
+import ThreeForceGraph from "./three-forcegraph.js";
+import ThreeRenderObjects from "./three-render-objects.js";
+
+import accessorFn from "./accessor-fn.js";
+import Kapsule from "./kapsule.js";
+
+import linkKapsule from './kapsule-link.js';
+
+//
+
+const CAMERA_DISTANCE2NODES_FACTOR = 170;
+
+//
+
+// Expose config from forceGraph
+const bindFG = linkKapsule('forceGraph', ThreeForceGraph);
+const linkedFGProps = Object.assign(...[
+ 'jsonUrl',
+ 'graphData',
+ 'numDimensions',
+ 'dagMode',
+ 'dagLevelDistance',
+ 'dagNodeFilter',
+ 'onDagError',
+ 'nodeRelSize',
+ 'nodeId',
+ 'nodeVal',
+ 'nodeResolution',
+ 'nodeColor',
+ 'nodeAutoColorBy',
+ 'nodeOpacity',
+ 'nodeVisibility',
+ 'nodeThreeObject',
+ 'nodeThreeObjectExtend',
+ 'linkSource',
+ 'linkTarget',
+ 'linkVisibility',
+ 'linkColor',
+ 'linkAutoColorBy',
+ 'linkOpacity',
+ 'linkWidth',
+ 'linkResolution',
+ 'linkCurvature',
+ 'linkCurveRotation',
+ 'linkMaterial',
+ 'linkThreeObject',
+ 'linkThreeObjectExtend',
+ 'linkPositionUpdate',
+ 'linkDirectionalArrowLength',
+ 'linkDirectionalArrowColor',
+ 'linkDirectionalArrowRelPos',
+ 'linkDirectionalArrowResolution',
+ 'linkDirectionalParticles',
+ 'linkDirectionalParticleSpeed',
+ 'linkDirectionalParticleWidth',
+ 'linkDirectionalParticleColor',
+ 'linkDirectionalParticleResolution',
+ 'forceEngine',
+ 'd3AlphaDecay',
+ 'd3VelocityDecay',
+ 'd3AlphaMin',
+ 'ngraphPhysics',
+ 'warmupTicks',
+ 'cooldownTicks',
+ 'cooldownTime',
+ 'onEngineTick',
+ 'onEngineStop'
+].map(p => ({ [p]: bindFG.linkProp(p)})));
+const linkedFGMethods = Object.assign(...[
+ 'refresh',
+ 'getGraphBbox',
+ 'd3Force',
+ 'd3ReheatSimulation',
+ 'emitParticle'
+].map(p => ({ [p]: bindFG.linkMethod(p)})));
+
+// Expose config from renderObjs
+const bindRenderObjs = linkKapsule('renderObjs', ThreeRenderObjects);
+const linkedRenderObjsProps = Object.assign(...[
+ 'width',
+ 'height',
+ 'backgroundColor',
+ 'showNavInfo',
+ 'enablePointerInteraction'
+].map(p => ({ [p]: bindRenderObjs.linkProp(p)})));
+const linkedRenderObjsMethods = Object.assign(
+ ...[
+ 'lights',
+ 'cameraPosition',
+ 'postProcessingComposer'
+ ].map(p => ({ [p]: bindRenderObjs.linkMethod(p)})),
+ {
+ graph2ScreenCoords: bindRenderObjs.linkMethod('getScreenCoords'),
+ screen2GraphCoords: bindRenderObjs.linkMethod('getSceneCoords')
+ }
+);
+
+//
+
+export default Kapsule({
+
+ props: {
+ nodeLabel: { default: 'name', triggerUpdate: false },
+ linkLabel: { default: 'name', triggerUpdate: false },
+ linkHoverPrecision: { default: 1, onChange: (p, state) => state.renderObjs.lineHoverPrecision(p), triggerUpdate: false },
+ enableNavigationControls: {
+ default: true,
+ onChange(enable, state) {
+ const controls = state.renderObjs.controls();
+ if (controls) {
+ controls.enabled = enable;
+ // trigger mouseup on re-enable to prevent sticky controls
+ enable && controls.domElement && controls.domElement.dispatchEvent(new PointerEvent('pointerup'));
+ }
+ },
+ triggerUpdate: false
+ },
+ enableNodeDrag: { default: true, triggerUpdate: false },
+ onNodeDrag: { default: () => {}, triggerUpdate: false },
+ onNodeDragEnd: { default: () => {}, triggerUpdate: false },
+ onNodeClick: { triggerUpdate: false },
+ onNodeRightClick: { triggerUpdate: false },
+ onNodeHover: { triggerUpdate: false },
+ onLinkClick: { triggerUpdate: false },
+ onLinkRightClick: { triggerUpdate: false },
+ onLinkHover: { triggerUpdate: false },
+ onBackgroundClick: { triggerUpdate: false },
+ onBackgroundRightClick: { triggerUpdate: false },
+ ...linkedFGProps,
+ ...linkedRenderObjsProps
+ },
+
+ methods: {
+ zoomToFit: function(state, transitionDuration, padding, ...bboxArgs) {
+ state.renderObjs.fitToBbox(
+ state.forceGraph.getGraphBbox(...bboxArgs),
+ transitionDuration,
+ padding
+ );
+ return this;
+ },
+ pauseAnimation: function(state) {
+ if (state.animationFrameRequestId !== null) {
+ cancelAnimationFrame(state.animationFrameRequestId);
+ state.animationFrameRequestId = null;
+ }
+ return this;
+ },
+
+ resumeAnimation: function(state) {
+ if (state.animationFrameRequestId === null) {
+ this._animationCycle();
+ }
+ return this;
+ },
+ _animationCycle(state) {
+ if (state.enablePointerInteraction) {
+ // reset canvas cursor (override dragControls cursor)
+ this.renderer().domElement.style.cursor = null;
+ }
+
+ // Frame cycle
+ state.forceGraph.tickFrame();
+ state.renderObjs.tick();
+ state.animationFrameRequestId = requestAnimationFrame(this._animationCycle);
+ },
+ scene: state => state.renderObjs.scene(), // Expose scene
+ camera: state => state.renderObjs.camera(), // Expose camera
+ renderer: state => state.renderObjs.renderer(), // Expose renderer
+ controls: state => state.renderObjs.controls(), // Expose controls
+ tbControls: state => state.renderObjs.tbControls(), // To be deprecated
+ _destructor: function() {
+ this.pauseAnimation();
+ this.graphData({ nodes: [], links: []});
+ },
+ ...linkedFGMethods,
+ ...linkedRenderObjsMethods
+ },
+
+ stateInit: ({ controlType, rendererConfig, extraRenderers }) => {
+ const forceGraph = new ThreeForceGraph();
+ return {
+ forceGraph,
+ renderObjs: ThreeRenderObjects({ controlType, rendererConfig, extraRenderers })
+ .objects([forceGraph]) // Populate scene
+ .lights([
+ new three.AmbientLight(0xcccccc, Math.PI),
+ new three.DirectionalLight(0xffffff, 0.6 * Math.PI)
+ ])
+ }
+ },
+
+ init: function(domNode, state) {
+ // Wipe DOM
+ domNode.innerHTML = '';
+
+ // Add relative container
+ domNode.appendChild(state.container = document.createElement('div'));
+ state.container.style.position = 'relative';
+
+ // Add renderObjs
+ const roDomNode = document.createElement('div');
+ state.container.appendChild(roDomNode);
+ state.renderObjs(roDomNode);
+ const camera = state.renderObjs.camera();
+ const renderer = state.renderObjs.renderer();
+ const controls = state.renderObjs.controls();
+ controls.enabled = !!state.enableNavigationControls;
+ state.lastSetCameraZ = camera.position.z;
+
+ // Add info space
+ let infoElem;
+ state.container.appendChild(infoElem = document.createElement('div'));
+ infoElem.className = 'graph-info-msg';
+ infoElem.textContent = '';
+
+ // config forcegraph
+ state.forceGraph
+ .onLoading(() => { infoElem.textContent = 'Loading...' })
+ .onFinishLoading(() => { infoElem.textContent = '' })
+ .onUpdate(() => {
+ // sync graph data structures
+ state.graphData = state.forceGraph.graphData();
+
+ // re-aim camera, if still in default position (not user modified)
+ if (camera.position.x === 0 && camera.position.y === 0 && camera.position.z === state.lastSetCameraZ && state.graphData.nodes.length) {
+ camera.lookAt(state.forceGraph.position);
+ state.lastSetCameraZ = camera.position.z = Math.cbrt(state.graphData.nodes.length) * CAMERA_DISTANCE2NODES_FACTOR;
+ }
+ })
+ .onFinishUpdate(() => {
+ // Setup node drag interaction
+ if (state._dragControls) {
+ const curNodeDrag = state.graphData.nodes.find(node => node.__initialFixedPos && !node.__disposeControlsAfterDrag); // detect if there's a node being dragged using the existing drag controls
+ if (curNodeDrag) {
+ curNodeDrag.__disposeControlsAfterDrag = true; // postpone previous controls disposal until drag ends
+ } else {
+ state._dragControls.dispose(); // cancel previous drag controls
+ }
+
+ state._dragControls = undefined;
+ }
+
+ if (state.enableNodeDrag && state.enablePointerInteraction && state.forceEngine === 'd3') { // Can't access node positions programmatically in ngraph
+ const dragControls = state._dragControls = new ThreeDragControls(
+ state.graphData.nodes.map(node => node.__threeObj).filter(obj => obj),
+ camera,
+ renderer.domElement
+ );
+
+ dragControls.addEventListener('dragstart', function (event) {
+ controls.enabled = false; // Disable controls while dragging
+
+ // track drag object movement
+ event.object.__initialPos = event.object.position.clone();
+ event.object.__prevPos = event.object.position.clone();
+
+ const node = getGraphObj(event.object).__data;
+ !node.__initialFixedPos && (node.__initialFixedPos = {fx: node.fx, fy: node.fy, fz: node.fz});
+ !node.__initialPos && (node.__initialPos = {x: node.x, y: node.y, z: node.z});
+
+ // lock node
+ ['x', 'y', 'z'].forEach(c => node[`f${c}`] = node[c]);
+
+ // drag cursor
+ renderer.domElement.classList.add('grabbable');
+ });
+
+ dragControls.addEventListener('drag', function (event) {
+ const nodeObj = getGraphObj(event.object);
+
+ if (!event.object.hasOwnProperty('__graphObjType')) {
+ // If dragging a child of the node, update the node object instead
+ const initPos = event.object.__initialPos;
+ const prevPos = event.object.__prevPos;
+ const newPos = event.object.position;
+
+ nodeObj.position.add(newPos.clone().sub(prevPos)); // translate node object by the motion delta
+ prevPos.copy(newPos);
+ newPos.copy(initPos); // reset child back to its initial position
+ }
+
+ const node = nodeObj.__data;
+ const newPos = nodeObj.position;
+ const translate = {x: newPos.x - node.x, y: newPos.y - node.y, z: newPos.z - node.z};
+ // Move fx/fy/fz (and x/y/z) of nodes based on object new position
+ ['x', 'y', 'z'].forEach(c => node[`f${c}`] = node[c] = newPos[c]);
+
+ state.forceGraph
+ .d3AlphaTarget(0.3) // keep engine running at low intensity throughout drag
+ .resetCountdown(); // prevent freeze while dragging
+
+ node.__dragged = true;
+ state.onNodeDrag(node, translate);
+ });
+
+ dragControls.addEventListener('dragend', function (event) {
+ delete(event.object.__initialPos); // remove tracking attributes
+ delete(event.object.__prevPos);
+
+ const node = getGraphObj(event.object).__data;
+
+ // dispose previous controls if needed
+ if (node.__disposeControlsAfterDrag) {
+ dragControls.dispose();
+ delete(node.__disposeControlsAfterDrag);
+ }
+
+ const initFixedPos = node.__initialFixedPos;
+ const initPos = node.__initialPos;
+ const translate = {x: initPos.x - node.x, y: initPos.y - node.y, z: initPos.z - node.z};
+ if (initFixedPos) {
+ ['x', 'y', 'z'].forEach(c => {
+ const fc = `f${c}`;
+ if (initFixedPos[fc] === undefined) {
+ delete(node[fc])
+ }
+ });
+ delete(node.__initialFixedPos);
+ delete(node.__initialPos);
+ if (node.__dragged) {
+ delete(node.__dragged);
+ state.onNodeDragEnd(node, translate);
+ }
+ }
+
+ state.forceGraph
+ .d3AlphaTarget(0) // release engine low intensity
+ .resetCountdown(); // let the engine readjust after releasing fixed nodes
+
+ if (state.enableNavigationControls) {
+ controls.enabled = true; // Re-enable controls
+ controls.domElement && controls.domElement.ownerDocument && controls.domElement.ownerDocument.dispatchEvent(
+ // simulate mouseup to ensure the controls don't take over after dragend
+ new PointerEvent('pointerup', { pointerType: 'touch' })
+ );
+ }
+
+ // clear cursor
+ renderer.domElement.classList.remove('grabbable');
+ });
+ }
+ });
+
+ // config renderObjs
+ three.REVISION < 155 && (state.renderObjs.renderer().useLegacyLights = false); // force behavior for three < 155
+ state.renderObjs
+ .hoverOrderComparator((a, b) => {
+ // Prioritize graph objects
+ const aObj = getGraphObj(a);
+ if (!aObj) return 1;
+ const bObj = getGraphObj(b);
+ if (!bObj) return -1;
+
+ // Prioritize nodes over links
+ const isNode = o => o.__graphObjType === 'node';
+ return isNode(bObj) - isNode(aObj);
+ })
+ .tooltipContent(obj => {
+ const graphObj = getGraphObj(obj);
+ return graphObj ? accessorFn(state[`${graphObj.__graphObjType}Label`])(graphObj.__data) || '' : '';
+ })
+ .hoverDuringDrag(false)
+ .onHover(obj => {
+ // Update tooltip and trigger onHover events
+ const hoverObj = getGraphObj(obj);
+
+ if (hoverObj !== state.hoverObj) {
+ const prevObjType = state.hoverObj ? state.hoverObj.__graphObjType : null;
+ const prevObjData = state.hoverObj ? state.hoverObj.__data : null;
+ const objType = hoverObj ? hoverObj.__graphObjType : null;
+ const objData = hoverObj ? hoverObj.__data : null;
+ if (prevObjType && prevObjType !== objType) {
+ // Hover out
+ const fn = state[`on${prevObjType === 'node' ? 'Node' : 'Link'}Hover`];
+ fn && fn(null, prevObjData);
+ }
+ if (objType) {
+ // Hover in
+ const fn = state[`on${objType === 'node' ? 'Node' : 'Link'}Hover`];
+ fn && fn(objData, prevObjType === objType ? prevObjData : null);
+ }
+
+ // set pointer if hovered object is clickable
+ renderer.domElement.classList[
+ ((hoverObj && state[`on${objType === 'node' ? 'Node' : 'Link'}Click`]) || (!hoverObj && state.onBackgroundClick)) ? 'add' : 'remove'
+ ]('clickable');
+
+ state.hoverObj = hoverObj;
+ }
+ })
+ .clickAfterDrag(false)
+ .onClick((obj, ev) => {
+ const graphObj = getGraphObj(obj);
+ if (graphObj) {
+ const fn = state[`on${graphObj.__graphObjType === 'node' ? 'Node' : 'Link'}Click`];
+ fn && fn(graphObj.__data, ev);
+ } else {
+ state.onBackgroundClick && state.onBackgroundClick(ev);
+ }
+ })
+ .onRightClick((obj, ev) => {
+ // Handle right-click events
+ const graphObj = getGraphObj(obj);
+ if (graphObj) {
+ const fn = state[`on${graphObj.__graphObjType === 'node' ? 'Node' : 'Link'}RightClick`];
+ fn && fn(graphObj.__data, ev);
+ } else {
+ state.onBackgroundRightClick && state.onBackgroundRightClick(ev);
+ }
+ });
+
+ //
+
+ // Kick-off renderer
+ this._animationCycle();
+ }
+});
+
+//
+
+function getGraphObj(object) {
+ let obj = object;
+ // recurse up object chain until finding the graph object
+ while (obj && !obj.hasOwnProperty('__graphObjType')) {
+ obj = obj.parent;
+ }
+ return obj;
+}
diff --git a/FLUJOS/VISUALIZACION/public/libs/DragControls.js b/FLUJOS/VISUALIZACION/public/libs/DragControls.js
new file mode 100755
index 00000000..ba6c729d
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/libs/DragControls.js
@@ -0,0 +1,410 @@
+import {
+ Controls,
+ Matrix4,
+ Plane,
+ Raycaster,
+ Vector2,
+ Vector3,
+ MOUSE,
+ TOUCH
+} from './three.module.js';
+
+const _plane = new Plane();
+
+const _pointer = new Vector2();
+const _offset = new Vector3();
+const _diff = new Vector2();
+const _previousPointer = new Vector2();
+const _intersection = new Vector3();
+const _worldPosition = new Vector3();
+const _inverseMatrix = new Matrix4();
+
+const _up = new Vector3();
+const _right = new Vector3();
+
+let _selected = null, _hovered = null;
+const _intersections = [];
+
+const STATE = {
+ NONE: - 1,
+ PAN: 0,
+ ROTATE: 1
+};
+
+class DragControls extends Controls {
+
+ constructor( objects, camera, domElement = null ) {
+
+ super( camera, domElement );
+
+ this.objects = objects;
+
+ this.recursive = true;
+ this.transformGroup = false;
+ this.rotateSpeed = 1;
+
+ this.raycaster = new Raycaster();
+
+ // interaction
+
+ this.mouseButtons = { LEFT: MOUSE.PAN, MIDDLE: MOUSE.PAN, RIGHT: MOUSE.ROTATE };
+ this.touches = { ONE: TOUCH.PAN };
+
+ // event listeners
+
+ this._onPointerMove = onPointerMove.bind( this );
+ this._onPointerDown = onPointerDown.bind( this );
+ this._onPointerCancel = onPointerCancel.bind( this );
+ this._onContextMenu = onContextMenu.bind( this );
+
+ //
+
+ if ( domElement !== null ) {
+
+ this.connect();
+
+ }
+
+ }
+
+ connect() {
+
+ this.domElement.addEventListener( 'pointermove', this._onPointerMove );
+ this.domElement.addEventListener( 'pointerdown', this._onPointerDown );
+ this.domElement.addEventListener( 'pointerup', this._onPointerCancel );
+ this.domElement.addEventListener( 'pointerleave', this._onPointerCancel );
+ this.domElement.addEventListener( 'contextmenu', this._onContextMenu );
+
+ this.domElement.style.touchAction = 'none'; // disable touch scroll
+
+ }
+
+ disconnect() {
+
+ this.domElement.removeEventListener( 'pointermove', this._onPointerMove );
+ this.domElement.removeEventListener( 'pointerdown', this._onPointerDown );
+ this.domElement.removeEventListener( 'pointerup', this._onPointerCancel );
+ this.domElement.removeEventListener( 'pointerleave', this._onPointerCancel );
+ this.domElement.removeEventListener( 'contextmenu', this._onContextMenu );
+
+ this.domElement.style.touchAction = 'auto';
+ this.domElement.style.cursor = '';
+
+ }
+
+ dispose() {
+
+ this.disconnect();
+
+ }
+
+ _updatePointer( event ) {
+
+ const rect = this.domElement.getBoundingClientRect();
+
+ _pointer.x = ( event.clientX - rect.left ) / rect.width * 2 - 1;
+ _pointer.y = - ( event.clientY - rect.top ) / rect.height * 2 + 1;
+
+ }
+
+ _updateState( event ) {
+
+ // determine action
+
+ let action;
+
+ if ( event.pointerType === 'touch' ) {
+
+ action = this.touches.ONE;
+
+ } else {
+
+ switch ( event.button ) {
+
+ case 0:
+
+ action = this.mouseButtons.LEFT;
+ break;
+
+ case 1:
+
+ action = this.mouseButtons.MIDDLE;
+ break;
+
+ case 2:
+
+ action = this.mouseButtons.RIGHT;
+ break;
+
+ default:
+
+ action = null;
+
+ }
+
+ }
+
+ // determine state
+
+ switch ( action ) {
+
+ case MOUSE.PAN:
+ case TOUCH.PAN:
+
+ this.state = STATE.PAN;
+
+ break;
+
+ case MOUSE.ROTATE:
+ case TOUCH.ROTATE:
+
+ this.state = STATE.ROTATE;
+
+ break;
+
+ default:
+
+ this.state = STATE.NONE;
+
+ }
+
+ }
+
+ getRaycaster() {
+
+ console.warn( 'THREE.DragControls: getRaycaster() has been deprecated. Use controls.raycaster instead.' ); // @deprecated r169
+
+ return this.raycaster;
+
+ }
+
+ setObjects( objects ) {
+
+ console.warn( 'THREE.DragControls: setObjects() has been deprecated. Use controls.objects instead.' ); // @deprecated r169
+
+ this.objects = objects;
+
+ }
+
+ getObjects() {
+
+ console.warn( 'THREE.DragControls: getObjects() has been deprecated. Use controls.objects instead.' ); // @deprecated r169
+
+ return this.objects;
+
+ }
+
+ activate() {
+
+ console.warn( 'THREE.DragControls: activate() has been renamed to connect().' ); // @deprecated r169
+ this.connect();
+
+ }
+
+ deactivate() {
+
+ console.warn( 'THREE.DragControls: deactivate() has been renamed to disconnect().' ); // @deprecated r169
+ this.disconnect();
+
+ }
+
+ set mode( value ) {
+
+ console.warn( 'THREE.DragControls: The .mode property has been removed. Define the type of transformation via the .mouseButtons or .touches properties.' ); // @deprecated r169
+
+ }
+
+ get mode() {
+
+ console.warn( 'THREE.DragControls: The .mode property has been removed. Define the type of transformation via the .mouseButtons or .touches properties.' ); // @deprecated r169
+
+ }
+
+}
+
+function onPointerMove( event ) {
+
+ const camera = this.object;
+ const domElement = this.domElement;
+ const raycaster = this.raycaster;
+
+ if ( this.enabled === false ) return;
+
+ this._updatePointer( event );
+
+ raycaster.setFromCamera( _pointer, camera );
+
+ if ( _selected ) {
+
+ if ( this.state === STATE.PAN ) {
+
+ if ( raycaster.ray.intersectPlane( _plane, _intersection ) ) {
+
+ _selected.position.copy( _intersection.sub( _offset ).applyMatrix4( _inverseMatrix ) );
+
+ }
+
+ } else if ( this.state === STATE.ROTATE ) {
+
+ _diff.subVectors( _pointer, _previousPointer ).multiplyScalar( this.rotateSpeed );
+ _selected.rotateOnWorldAxis( _up, _diff.x );
+ _selected.rotateOnWorldAxis( _right.normalize(), - _diff.y );
+
+ }
+
+ this.dispatchEvent( { type: 'drag', object: _selected } );
+
+ _previousPointer.copy( _pointer );
+
+ } else {
+
+ // hover support
+
+ if ( event.pointerType === 'mouse' || event.pointerType === 'pen' ) {
+
+ _intersections.length = 0;
+
+ raycaster.setFromCamera( _pointer, camera );
+ raycaster.intersectObjects( this.objects, this.recursive, _intersections );
+
+ if ( _intersections.length > 0 ) {
+
+ const object = _intersections[ 0 ].object;
+
+ _plane.setFromNormalAndCoplanarPoint( camera.getWorldDirection( _plane.normal ), _worldPosition.setFromMatrixPosition( object.matrixWorld ) );
+
+ if ( _hovered !== object && _hovered !== null ) {
+
+ this.dispatchEvent( { type: 'hoveroff', object: _hovered } );
+
+ domElement.style.cursor = 'auto';
+ _hovered = null;
+
+ }
+
+ if ( _hovered !== object ) {
+
+ this.dispatchEvent( { type: 'hoveron', object: object } );
+
+ domElement.style.cursor = 'pointer';
+ _hovered = object;
+
+ }
+
+ } else {
+
+ if ( _hovered !== null ) {
+
+ this.dispatchEvent( { type: 'hoveroff', object: _hovered } );
+
+ domElement.style.cursor = 'auto';
+ _hovered = null;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ _previousPointer.copy( _pointer );
+
+}
+
+function onPointerDown( event ) {
+
+ const camera = this.object;
+ const domElement = this.domElement;
+ const raycaster = this.raycaster;
+
+ if ( this.enabled === false ) return;
+
+ this._updatePointer( event );
+ this._updateState( event );
+
+ _intersections.length = 0;
+
+ raycaster.setFromCamera( _pointer, camera );
+ raycaster.intersectObjects( this.objects, this.recursive, _intersections );
+
+ if ( _intersections.length > 0 ) {
+
+ if ( this.transformGroup === true ) {
+
+ // look for the outermost group in the object's upper hierarchy
+
+ _selected = findGroup( _intersections[ 0 ].object );
+
+ } else {
+
+ _selected = _intersections[ 0 ].object;
+
+ }
+
+ _plane.setFromNormalAndCoplanarPoint( camera.getWorldDirection( _plane.normal ), _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
+
+ if ( raycaster.ray.intersectPlane( _plane, _intersection ) ) {
+
+ if ( this.state === STATE.PAN ) {
+
+ _inverseMatrix.copy( _selected.parent.matrixWorld ).invert();
+ _offset.copy( _intersection ).sub( _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
+
+ } else if ( this.state === STATE.ROTATE ) {
+
+ // the controls only support Y+ up
+ _up.set( 0, 1, 0 ).applyQuaternion( camera.quaternion ).normalize();
+ _right.set( 1, 0, 0 ).applyQuaternion( camera.quaternion ).normalize();
+
+ }
+
+ }
+
+ domElement.style.cursor = 'move';
+
+ this.dispatchEvent( { type: 'dragstart', object: _selected } );
+
+ }
+
+ _previousPointer.copy( _pointer );
+
+}
+
+function onPointerCancel() {
+
+ if ( this.enabled === false ) return;
+
+ if ( _selected ) {
+
+ this.dispatchEvent( { type: 'dragend', object: _selected } );
+
+ _selected = null;
+
+ }
+
+ this.domElement.style.cursor = _hovered ? 'pointer' : 'auto';
+
+ this.state = STATE.NONE;
+
+}
+
+function onContextMenu( event ) {
+
+ if ( this.enabled === false ) return;
+
+ event.preventDefault();
+
+}
+
+function findGroup( obj, group = null ) {
+
+ if ( obj.isGroup ) group = obj;
+
+ if ( obj.parent === null ) return group;
+
+ return findGroup( obj.parent, group );
+
+}
+
+export { DragControls };
diff --git a/FLUJOS/VISUALIZACION/public/libs/accessor-fn.js b/FLUJOS/VISUALIZACION/public/libs/accessor-fn.js
new file mode 100755
index 00000000..8eb1cbcc
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/libs/accessor-fn.js
@@ -0,0 +1,22 @@
+// Version 1.5.0 accessor-fn - https://github.com/vasturiano/accessor-fn
+(function (global, factory) {
+ typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
+ typeof define === 'function' && define.amd ? define(factory) :
+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.accessorFn = factory());
+})(this, (function () { 'use strict';
+
+ var index = (function (p) {
+ return typeof p === 'function' ? p // fn
+ : typeof p === 'string' ? function (obj) {
+ return obj[p];
+ } // property name
+ : function (obj) {
+ return p;
+ };
+ }); // constant
+
+ return index;
+
+}));
+//# sourceMappingURL=accessor-fn.js.map
+export default TableCsv
diff --git a/FLUJOS/VISUALIZACION/public/libs/kapsule-link.js b/FLUJOS/VISUALIZACION/public/libs/kapsule-link.js
new file mode 100755
index 00000000..7b903974
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/libs/kapsule-link.js
@@ -0,0 +1,26 @@
+export default function(kapsulePropName, kapsuleType) {
+
+ const dummyK = new kapsuleType(); // To extract defaults
+ dummyK._destructor && dummyK._destructor();
+
+ return {
+ linkProp: function(prop) { // link property config
+ return {
+ default: dummyK[prop](),
+ onChange(v, state) { state[kapsulePropName][prop](v) },
+ triggerUpdate: false
+ }
+ },
+ linkMethod: function(method) { // link method pass-through
+ return function(state, ...args) {
+ const kapsuleInstance = state[kapsulePropName];
+ const returnVal = kapsuleInstance[method](...args);
+
+ return returnVal === kapsuleInstance
+ ? this // chain based on the parent object, not the inner kapsule
+ : returnVal;
+ }
+ }
+ }
+
+}
\ No newline at end of file
diff --git a/FLUJOS/VISUALIZACION/public/libs/kapsule.js b/FLUJOS/VISUALIZACION/public/libs/kapsule.js
new file mode 100755
index 00000000..149e69b2
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/libs/kapsule.js
@@ -0,0 +1,716 @@
+// Version 1.14.4 kapsule - https://github.com/vasturiano/kapsule
+(function (global, factory) {
+ typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
+ typeof define === 'function' && define.amd ? define(factory) :
+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.Kapsule = factory());
+})(this, (function () { 'use strict';
+
+ function _iterableToArrayLimit(arr, i) {
+ var _i = null == arr ? null : "undefined" != typeof Symbol && arr[Symbol.iterator] || arr["@@iterator"];
+ if (null != _i) {
+ var _s,
+ _e,
+ _x,
+ _r,
+ _arr = [],
+ _n = !0,
+ _d = !1;
+ try {
+ if (_x = (_i = _i.call(arr)).next, 0 === i) {
+ if (Object(_i) !== _i) return;
+ _n = !1;
+ } else for (; !(_n = (_s = _x.call(_i)).done) && (_arr.push(_s.value), _arr.length !== i); _n = !0);
+ } catch (err) {
+ _d = !0, _e = err;
+ } finally {
+ try {
+ if (!_n && null != _i.return && (_r = _i.return(), Object(_r) !== _r)) return;
+ } finally {
+ if (_d) throw _e;
+ }
+ }
+ return _arr;
+ }
+ }
+ function _classCallCheck(instance, Constructor) {
+ if (!(instance instanceof Constructor)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+ }
+ function _defineProperties(target, props) {
+ for (var i = 0; i < props.length; i++) {
+ var descriptor = props[i];
+ descriptor.enumerable = descriptor.enumerable || false;
+ descriptor.configurable = true;
+ if ("value" in descriptor) descriptor.writable = true;
+ Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor);
+ }
+ }
+ function _createClass(Constructor, protoProps, staticProps) {
+ if (protoProps) _defineProperties(Constructor.prototype, protoProps);
+ if (staticProps) _defineProperties(Constructor, staticProps);
+ Object.defineProperty(Constructor, "prototype", {
+ writable: false
+ });
+ return Constructor;
+ }
+ function _slicedToArray(arr, i) {
+ return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();
+ }
+ function _arrayWithHoles(arr) {
+ if (Array.isArray(arr)) return arr;
+ }
+ function _unsupportedIterableToArray(o, minLen) {
+ if (!o) return;
+ if (typeof o === "string") return _arrayLikeToArray(o, minLen);
+ var n = Object.prototype.toString.call(o).slice(8, -1);
+ if (n === "Object" && o.constructor) n = o.constructor.name;
+ if (n === "Map" || n === "Set") return Array.from(o);
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);
+ }
+ function _arrayLikeToArray(arr, len) {
+ if (len == null || len > arr.length) len = arr.length;
+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
+ return arr2;
+ }
+ function _nonIterableRest() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+ function _toPrimitive(input, hint) {
+ if (typeof input !== "object" || input === null) return input;
+ var prim = input[Symbol.toPrimitive];
+ if (prim !== undefined) {
+ var res = prim.call(input, hint || "default");
+ if (typeof res !== "object") return res;
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return (hint === "string" ? String : Number)(input);
+ }
+ function _toPropertyKey(arg) {
+ var key = _toPrimitive(arg, "string");
+ return typeof key === "symbol" ? key : String(key);
+ }
+
+ /** Detect free variable `global` from Node.js. */
+ var freeGlobal = typeof global == 'object' && global && global.Object === Object && global;
+
+ var freeGlobal$1 = freeGlobal;
+
+ /** Detect free variable `self`. */
+ var freeSelf = typeof self == 'object' && self && self.Object === Object && self;
+
+ /** Used as a reference to the global object. */
+ var root = freeGlobal$1 || freeSelf || Function('return this')();
+
+ var root$1 = root;
+
+ /** Built-in value references. */
+ var Symbol$1 = root$1.Symbol;
+
+ var Symbol$2 = Symbol$1;
+
+ /** Used for built-in method references. */
+ var objectProto$1 = Object.prototype;
+
+ /** Used to check objects for own properties. */
+ var hasOwnProperty = objectProto$1.hasOwnProperty;
+
+ /**
+ * Used to resolve the
+ * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
+ * of values.
+ */
+ var nativeObjectToString$1 = objectProto$1.toString;
+
+ /** Built-in value references. */
+ var symToStringTag$1 = Symbol$2 ? Symbol$2.toStringTag : undefined;
+
+ /**
+ * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values.
+ *
+ * @private
+ * @param {*} value The value to query.
+ * @returns {string} Returns the raw `toStringTag`.
+ */
+ function getRawTag(value) {
+ var isOwn = hasOwnProperty.call(value, symToStringTag$1),
+ tag = value[symToStringTag$1];
+
+ try {
+ value[symToStringTag$1] = undefined;
+ var unmasked = true;
+ } catch (e) {}
+
+ var result = nativeObjectToString$1.call(value);
+ if (unmasked) {
+ if (isOwn) {
+ value[symToStringTag$1] = tag;
+ } else {
+ delete value[symToStringTag$1];
+ }
+ }
+ return result;
+ }
+
+ /** Used for built-in method references. */
+ var objectProto = Object.prototype;
+
+ /**
+ * Used to resolve the
+ * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
+ * of values.
+ */
+ var nativeObjectToString = objectProto.toString;
+
+ /**
+ * Converts `value` to a string using `Object.prototype.toString`.
+ *
+ * @private
+ * @param {*} value The value to convert.
+ * @returns {string} Returns the converted string.
+ */
+ function objectToString(value) {
+ return nativeObjectToString.call(value);
+ }
+
+ /** `Object#toString` result references. */
+ var nullTag = '[object Null]',
+ undefinedTag = '[object Undefined]';
+
+ /** Built-in value references. */
+ var symToStringTag = Symbol$2 ? Symbol$2.toStringTag : undefined;
+
+ /**
+ * The base implementation of `getTag` without fallbacks for buggy environments.
+ *
+ * @private
+ * @param {*} value The value to query.
+ * @returns {string} Returns the `toStringTag`.
+ */
+ function baseGetTag(value) {
+ if (value == null) {
+ return value === undefined ? undefinedTag : nullTag;
+ }
+ return (symToStringTag && symToStringTag in Object(value))
+ ? getRawTag(value)
+ : objectToString(value);
+ }
+
+ /**
+ * Checks if `value` is object-like. A value is object-like if it's not `null`
+ * and has a `typeof` result of "object".
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is object-like, else `false`.
+ * @example
+ *
+ * _.isObjectLike({});
+ * // => true
+ *
+ * _.isObjectLike([1, 2, 3]);
+ * // => true
+ *
+ * _.isObjectLike(_.noop);
+ * // => false
+ *
+ * _.isObjectLike(null);
+ * // => false
+ */
+ function isObjectLike(value) {
+ return value != null && typeof value == 'object';
+ }
+
+ /** `Object#toString` result references. */
+ var symbolTag = '[object Symbol]';
+
+ /**
+ * Checks if `value` is classified as a `Symbol` primitive or object.
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.
+ * @example
+ *
+ * _.isSymbol(Symbol.iterator);
+ * // => true
+ *
+ * _.isSymbol('abc');
+ * // => false
+ */
+ function isSymbol(value) {
+ return typeof value == 'symbol' ||
+ (isObjectLike(value) && baseGetTag(value) == symbolTag);
+ }
+
+ /** Used to match a single whitespace character. */
+ var reWhitespace = /\s/;
+
+ /**
+ * Used by `_.trim` and `_.trimEnd` to get the index of the last non-whitespace
+ * character of `string`.
+ *
+ * @private
+ * @param {string} string The string to inspect.
+ * @returns {number} Returns the index of the last non-whitespace character.
+ */
+ function trimmedEndIndex(string) {
+ var index = string.length;
+
+ while (index-- && reWhitespace.test(string.charAt(index))) {}
+ return index;
+ }
+
+ /** Used to match leading whitespace. */
+ var reTrimStart = /^\s+/;
+
+ /**
+ * The base implementation of `_.trim`.
+ *
+ * @private
+ * @param {string} string The string to trim.
+ * @returns {string} Returns the trimmed string.
+ */
+ function baseTrim(string) {
+ return string
+ ? string.slice(0, trimmedEndIndex(string) + 1).replace(reTrimStart, '')
+ : string;
+ }
+
+ /**
+ * Checks if `value` is the
+ * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)
+ * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)
+ *
+ * @static
+ * @memberOf _
+ * @since 0.1.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is an object, else `false`.
+ * @example
+ *
+ * _.isObject({});
+ * // => true
+ *
+ * _.isObject([1, 2, 3]);
+ * // => true
+ *
+ * _.isObject(_.noop);
+ * // => true
+ *
+ * _.isObject(null);
+ * // => false
+ */
+ function isObject(value) {
+ var type = typeof value;
+ return value != null && (type == 'object' || type == 'function');
+ }
+
+ /** Used as references for various `Number` constants. */
+ var NAN = 0 / 0;
+
+ /** Used to detect bad signed hexadecimal string values. */
+ var reIsBadHex = /^[-+]0x[0-9a-f]+$/i;
+
+ /** Used to detect binary string values. */
+ var reIsBinary = /^0b[01]+$/i;
+
+ /** Used to detect octal string values. */
+ var reIsOctal = /^0o[0-7]+$/i;
+
+ /** Built-in method references without a dependency on `root`. */
+ var freeParseInt = parseInt;
+
+ /**
+ * Converts `value` to a number.
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to process.
+ * @returns {number} Returns the number.
+ * @example
+ *
+ * _.toNumber(3.2);
+ * // => 3.2
+ *
+ * _.toNumber(Number.MIN_VALUE);
+ * // => 5e-324
+ *
+ * _.toNumber(Infinity);
+ * // => Infinity
+ *
+ * _.toNumber('3.2');
+ * // => 3.2
+ */
+ function toNumber(value) {
+ if (typeof value == 'number') {
+ return value;
+ }
+ if (isSymbol(value)) {
+ return NAN;
+ }
+ if (isObject(value)) {
+ var other = typeof value.valueOf == 'function' ? value.valueOf() : value;
+ value = isObject(other) ? (other + '') : other;
+ }
+ if (typeof value != 'string') {
+ return value === 0 ? value : +value;
+ }
+ value = baseTrim(value);
+ var isBinary = reIsBinary.test(value);
+ return (isBinary || reIsOctal.test(value))
+ ? freeParseInt(value.slice(2), isBinary ? 2 : 8)
+ : (reIsBadHex.test(value) ? NAN : +value);
+ }
+
+ /**
+ * Gets the timestamp of the number of milliseconds that have elapsed since
+ * the Unix epoch (1 January 1970 00:00:00 UTC).
+ *
+ * @static
+ * @memberOf _
+ * @since 2.4.0
+ * @category Date
+ * @returns {number} Returns the timestamp.
+ * @example
+ *
+ * _.defer(function(stamp) {
+ * console.log(_.now() - stamp);
+ * }, _.now());
+ * // => Logs the number of milliseconds it took for the deferred invocation.
+ */
+ var now = function() {
+ return root$1.Date.now();
+ };
+
+ var now$1 = now;
+
+ /** Error message constants. */
+ var FUNC_ERROR_TEXT = 'Expected a function';
+
+ /* Built-in method references for those with the same name as other `lodash` methods. */
+ var nativeMax = Math.max,
+ nativeMin = Math.min;
+
+ /**
+ * Creates a debounced function that delays invoking `func` until after `wait`
+ * milliseconds have elapsed since the last time the debounced function was
+ * invoked. The debounced function comes with a `cancel` method to cancel
+ * delayed `func` invocations and a `flush` method to immediately invoke them.
+ * Provide `options` to indicate whether `func` should be invoked on the
+ * leading and/or trailing edge of the `wait` timeout. The `func` is invoked
+ * with the last arguments provided to the debounced function. Subsequent
+ * calls to the debounced function return the result of the last `func`
+ * invocation.
+ *
+ * **Note:** If `leading` and `trailing` options are `true`, `func` is
+ * invoked on the trailing edge of the timeout only if the debounced function
+ * is invoked more than once during the `wait` timeout.
+ *
+ * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred
+ * until to the next tick, similar to `setTimeout` with a timeout of `0`.
+ *
+ * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/)
+ * for details over the differences between `_.debounce` and `_.throttle`.
+ *
+ * @static
+ * @memberOf _
+ * @since 0.1.0
+ * @category Function
+ * @param {Function} func The function to debounce.
+ * @param {number} [wait=0] The number of milliseconds to delay.
+ * @param {Object} [options={}] The options object.
+ * @param {boolean} [options.leading=false]
+ * Specify invoking on the leading edge of the timeout.
+ * @param {number} [options.maxWait]
+ * The maximum time `func` is allowed to be delayed before it's invoked.
+ * @param {boolean} [options.trailing=true]
+ * Specify invoking on the trailing edge of the timeout.
+ * @returns {Function} Returns the new debounced function.
+ * @example
+ *
+ * // Avoid costly calculations while the window size is in flux.
+ * jQuery(window).on('resize', _.debounce(calculateLayout, 150));
+ *
+ * // Invoke `sendMail` when clicked, debouncing subsequent calls.
+ * jQuery(element).on('click', _.debounce(sendMail, 300, {
+ * 'leading': true,
+ * 'trailing': false
+ * }));
+ *
+ * // Ensure `batchLog` is invoked once after 1 second of debounced calls.
+ * var debounced = _.debounce(batchLog, 250, { 'maxWait': 1000 });
+ * var source = new EventSource('/stream');
+ * jQuery(source).on('message', debounced);
+ *
+ * // Cancel the trailing debounced invocation.
+ * jQuery(window).on('popstate', debounced.cancel);
+ */
+ function debounce(func, wait, options) {
+ var lastArgs,
+ lastThis,
+ maxWait,
+ result,
+ timerId,
+ lastCallTime,
+ lastInvokeTime = 0,
+ leading = false,
+ maxing = false,
+ trailing = true;
+
+ if (typeof func != 'function') {
+ throw new TypeError(FUNC_ERROR_TEXT);
+ }
+ wait = toNumber(wait) || 0;
+ if (isObject(options)) {
+ leading = !!options.leading;
+ maxing = 'maxWait' in options;
+ maxWait = maxing ? nativeMax(toNumber(options.maxWait) || 0, wait) : maxWait;
+ trailing = 'trailing' in options ? !!options.trailing : trailing;
+ }
+
+ function invokeFunc(time) {
+ var args = lastArgs,
+ thisArg = lastThis;
+
+ lastArgs = lastThis = undefined;
+ lastInvokeTime = time;
+ result = func.apply(thisArg, args);
+ return result;
+ }
+
+ function leadingEdge(time) {
+ // Reset any `maxWait` timer.
+ lastInvokeTime = time;
+ // Start the timer for the trailing edge.
+ timerId = setTimeout(timerExpired, wait);
+ // Invoke the leading edge.
+ return leading ? invokeFunc(time) : result;
+ }
+
+ function remainingWait(time) {
+ var timeSinceLastCall = time - lastCallTime,
+ timeSinceLastInvoke = time - lastInvokeTime,
+ timeWaiting = wait - timeSinceLastCall;
+
+ return maxing
+ ? nativeMin(timeWaiting, maxWait - timeSinceLastInvoke)
+ : timeWaiting;
+ }
+
+ function shouldInvoke(time) {
+ var timeSinceLastCall = time - lastCallTime,
+ timeSinceLastInvoke = time - lastInvokeTime;
+
+ // Either this is the first call, activity has stopped and we're at the
+ // trailing edge, the system time has gone backwards and we're treating
+ // it as the trailing edge, or we've hit the `maxWait` limit.
+ return (lastCallTime === undefined || (timeSinceLastCall >= wait) ||
+ (timeSinceLastCall < 0) || (maxing && timeSinceLastInvoke >= maxWait));
+ }
+
+ function timerExpired() {
+ var time = now$1();
+ if (shouldInvoke(time)) {
+ return trailingEdge(time);
+ }
+ // Restart the timer.
+ timerId = setTimeout(timerExpired, remainingWait(time));
+ }
+
+ function trailingEdge(time) {
+ timerId = undefined;
+
+ // Only invoke if we have `lastArgs` which means `func` has been
+ // debounced at least once.
+ if (trailing && lastArgs) {
+ return invokeFunc(time);
+ }
+ lastArgs = lastThis = undefined;
+ return result;
+ }
+
+ function cancel() {
+ if (timerId !== undefined) {
+ clearTimeout(timerId);
+ }
+ lastInvokeTime = 0;
+ lastArgs = lastCallTime = lastThis = timerId = undefined;
+ }
+
+ function flush() {
+ return timerId === undefined ? result : trailingEdge(now$1());
+ }
+
+ function debounced() {
+ var time = now$1(),
+ isInvoking = shouldInvoke(time);
+
+ lastArgs = arguments;
+ lastThis = this;
+ lastCallTime = time;
+
+ if (isInvoking) {
+ if (timerId === undefined) {
+ return leadingEdge(lastCallTime);
+ }
+ if (maxing) {
+ // Handle invocations in a tight loop.
+ clearTimeout(timerId);
+ timerId = setTimeout(timerExpired, wait);
+ return invokeFunc(lastCallTime);
+ }
+ }
+ if (timerId === undefined) {
+ timerId = setTimeout(timerExpired, wait);
+ }
+ return result;
+ }
+ debounced.cancel = cancel;
+ debounced.flush = flush;
+ return debounced;
+ }
+
+ var Prop = /*#__PURE__*/_createClass(function Prop(name, _ref) {
+ var _ref$default = _ref["default"],
+ defaultVal = _ref$default === void 0 ? null : _ref$default,
+ _ref$triggerUpdate = _ref.triggerUpdate,
+ triggerUpdate = _ref$triggerUpdate === void 0 ? true : _ref$triggerUpdate,
+ _ref$onChange = _ref.onChange,
+ onChange = _ref$onChange === void 0 ? function (newVal, state) {} : _ref$onChange;
+ _classCallCheck(this, Prop);
+ this.name = name;
+ this.defaultVal = defaultVal;
+ this.triggerUpdate = triggerUpdate;
+ this.onChange = onChange;
+ });
+ function index (_ref2) {
+ var _ref2$stateInit = _ref2.stateInit,
+ stateInit = _ref2$stateInit === void 0 ? function () {
+ return {};
+ } : _ref2$stateInit,
+ _ref2$props = _ref2.props,
+ rawProps = _ref2$props === void 0 ? {} : _ref2$props,
+ _ref2$methods = _ref2.methods,
+ methods = _ref2$methods === void 0 ? {} : _ref2$methods,
+ _ref2$aliases = _ref2.aliases,
+ aliases = _ref2$aliases === void 0 ? {} : _ref2$aliases,
+ _ref2$init = _ref2.init,
+ initFn = _ref2$init === void 0 ? function () {} : _ref2$init,
+ _ref2$update = _ref2.update,
+ updateFn = _ref2$update === void 0 ? function () {} : _ref2$update;
+ // Parse props into Prop instances
+ var props = Object.keys(rawProps).map(function (propName) {
+ return new Prop(propName, rawProps[propName]);
+ });
+ return function () {
+ var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
+ // Holds component state
+ var state = Object.assign({}, stateInit instanceof Function ? stateInit(options) : stateInit,
+ // Support plain objects for backwards compatibility
+ {
+ initialised: false
+ });
+
+ // keeps track of which props triggered an update
+ var changedProps = {};
+
+ // Component constructor
+ function comp(nodeElement) {
+ initStatic(nodeElement, options);
+ digest();
+ return comp;
+ }
+ var initStatic = function initStatic(nodeElement, options) {
+ initFn.call(comp, nodeElement, state, options);
+ state.initialised = true;
+ };
+ var digest = debounce(function () {
+ if (!state.initialised) {
+ return;
+ }
+ updateFn.call(comp, state, changedProps);
+ changedProps = {};
+ }, 1);
+
+ // Getter/setter methods
+ props.forEach(function (prop) {
+ comp[prop.name] = getSetProp(prop);
+ function getSetProp(_ref3) {
+ var prop = _ref3.name,
+ _ref3$triggerUpdate = _ref3.triggerUpdate,
+ redigest = _ref3$triggerUpdate === void 0 ? false : _ref3$triggerUpdate,
+ _ref3$onChange = _ref3.onChange,
+ onChange = _ref3$onChange === void 0 ? function (newVal, state) {} : _ref3$onChange,
+ _ref3$defaultVal = _ref3.defaultVal,
+ defaultVal = _ref3$defaultVal === void 0 ? null : _ref3$defaultVal;
+ return function (_) {
+ var curVal = state[prop];
+ if (!arguments.length) {
+ return curVal;
+ } // Getter mode
+
+ var val = _ === undefined ? defaultVal : _; // pick default if value passed is undefined
+ state[prop] = val;
+ onChange.call(comp, val, state, curVal);
+
+ // track changed props
+ !changedProps.hasOwnProperty(prop) && (changedProps[prop] = curVal);
+ if (redigest) {
+ digest();
+ }
+ return comp;
+ };
+ }
+ });
+
+ // Other methods
+ Object.keys(methods).forEach(function (methodName) {
+ comp[methodName] = function () {
+ var _methods$methodName;
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
+ args[_key] = arguments[_key];
+ }
+ return (_methods$methodName = methods[methodName]).call.apply(_methods$methodName, [comp, state].concat(args));
+ };
+ });
+
+ // Link aliases
+ Object.entries(aliases).forEach(function (_ref4) {
+ var _ref5 = _slicedToArray(_ref4, 2),
+ alias = _ref5[0],
+ target = _ref5[1];
+ return comp[alias] = comp[target];
+ });
+
+ // Reset all component props to their default value
+ comp.resetProps = function () {
+ props.forEach(function (prop) {
+ comp[prop.name](prop.defaultVal);
+ });
+ return comp;
+ };
+
+ //
+
+ comp.resetProps(); // Apply all prop defaults
+ state._rerender = digest; // Expose digest method
+
+ return comp;
+ };
+ }
+
+ return index;
+
+}));
+//# sourceMappingURL=kapsule.js.map
+export default TableCsv
diff --git a/FLUJOS/VISUALIZACION/public/libs/three-forcegraph.js b/FLUJOS/VISUALIZACION/public/libs/three-forcegraph.js
new file mode 100755
index 00000000..aa6196ae
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/libs/three-forcegraph.js
@@ -0,0 +1,8477 @@
+// Version 1.41.14 three-forcegraph - https://github.com/vasturiano/three-forcegraph
+(function (global, factory) {
+ typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('three')) :
+ typeof define === 'function' && define.amd ? define(['three'], factory) :
+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.ThreeForceGraph = factory(global.THREE));
+})(this, (function (three$2) { 'use strict';
+
+ function _callSuper(t, o, e) {
+ return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e));
+ }
+ function _construct(t, e, r) {
+ if (_isNativeReflectConstruct()) return Reflect.construct.apply(null, arguments);
+ var o = [null];
+ o.push.apply(o, e);
+ var p = new (t.bind.apply(t, o))();
+ return r && _setPrototypeOf(p, r.prototype), p;
+ }
+ function _isNativeReflectConstruct() {
+ try {
+ var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
+ } catch (t) {}
+ return (_isNativeReflectConstruct = function () {
+ return !!t;
+ })();
+ }
+ function _iterableToArrayLimit$3(r, l) {
+ var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
+ if (null != t) {
+ var e,
+ n,
+ i,
+ u,
+ a = [],
+ f = !0,
+ o = !1;
+ try {
+ if (i = (t = t.call(r)).next, 0 === l) {
+ if (Object(t) !== t) return;
+ f = !1;
+ } else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
+ } catch (r) {
+ o = !0, n = r;
+ } finally {
+ try {
+ if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
+ } finally {
+ if (o) throw n;
+ }
+ }
+ return a;
+ }
+ }
+ function ownKeys$1(e, r) {
+ var t = Object.keys(e);
+ if (Object.getOwnPropertySymbols) {
+ var o = Object.getOwnPropertySymbols(e);
+ r && (o = o.filter(function (r) {
+ return Object.getOwnPropertyDescriptor(e, r).enumerable;
+ })), t.push.apply(t, o);
+ }
+ return t;
+ }
+ function _objectSpread2$1(e) {
+ for (var r = 1; r < arguments.length; r++) {
+ var t = null != arguments[r] ? arguments[r] : {};
+ r % 2 ? ownKeys$1(Object(t), !0).forEach(function (r) {
+ _defineProperty$1(e, r, t[r]);
+ }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys$1(Object(t)).forEach(function (r) {
+ Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
+ });
+ }
+ return e;
+ }
+ function _toPrimitive$3(t, r) {
+ if ("object" != typeof t || !t) return t;
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != typeof i) return i;
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+ }
+ function _toPropertyKey$3(t) {
+ var i = _toPrimitive$3(t, "string");
+ return "symbol" == typeof i ? i : String(i);
+ }
+ function _typeof$1(o) {
+ "@babel/helpers - typeof";
+
+ return _typeof$1 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
+ return typeof o;
+ } : function (o) {
+ return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
+ }, _typeof$1(o);
+ }
+ function _classCallCheck$1(instance, Constructor) {
+ if (!(instance instanceof Constructor)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+ }
+ function _defineProperties$1(target, props) {
+ for (var i = 0; i < props.length; i++) {
+ var descriptor = props[i];
+ descriptor.enumerable = descriptor.enumerable || false;
+ descriptor.configurable = true;
+ if ("value" in descriptor) descriptor.writable = true;
+ Object.defineProperty(target, _toPropertyKey$3(descriptor.key), descriptor);
+ }
+ }
+ function _createClass$1(Constructor, protoProps, staticProps) {
+ if (protoProps) _defineProperties$1(Constructor.prototype, protoProps);
+ if (staticProps) _defineProperties$1(Constructor, staticProps);
+ Object.defineProperty(Constructor, "prototype", {
+ writable: false
+ });
+ return Constructor;
+ }
+ function _defineProperty$1(obj, key, value) {
+ key = _toPropertyKey$3(key);
+ if (key in obj) {
+ Object.defineProperty(obj, key, {
+ value: value,
+ enumerable: true,
+ configurable: true,
+ writable: true
+ });
+ } else {
+ obj[key] = value;
+ }
+ return obj;
+ }
+ function _inherits(subClass, superClass) {
+ if (typeof superClass !== "function" && superClass !== null) {
+ throw new TypeError("Super expression must either be null or a function");
+ }
+ subClass.prototype = Object.create(superClass && superClass.prototype, {
+ constructor: {
+ value: subClass,
+ writable: true,
+ configurable: true
+ }
+ });
+ Object.defineProperty(subClass, "prototype", {
+ writable: false
+ });
+ if (superClass) _setPrototypeOf(subClass, superClass);
+ }
+ function _getPrototypeOf(o) {
+ _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {
+ return o.__proto__ || Object.getPrototypeOf(o);
+ };
+ return _getPrototypeOf(o);
+ }
+ function _setPrototypeOf(o, p) {
+ _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
+ o.__proto__ = p;
+ return o;
+ };
+ return _setPrototypeOf(o, p);
+ }
+ function _objectWithoutPropertiesLoose$2(source, excluded) {
+ if (source == null) return {};
+ var target = {};
+ var sourceKeys = Object.keys(source);
+ var key, i;
+ for (i = 0; i < sourceKeys.length; i++) {
+ key = sourceKeys[i];
+ if (excluded.indexOf(key) >= 0) continue;
+ target[key] = source[key];
+ }
+ return target;
+ }
+ function _objectWithoutProperties$2(source, excluded) {
+ if (source == null) return {};
+ var target = _objectWithoutPropertiesLoose$2(source, excluded);
+ var key, i;
+ if (Object.getOwnPropertySymbols) {
+ var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
+ for (i = 0; i < sourceSymbolKeys.length; i++) {
+ key = sourceSymbolKeys[i];
+ if (excluded.indexOf(key) >= 0) continue;
+ if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
+ target[key] = source[key];
+ }
+ }
+ return target;
+ }
+ function _assertThisInitialized(self) {
+ if (self === void 0) {
+ throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
+ }
+ return self;
+ }
+ function _possibleConstructorReturn(self, call) {
+ if (call && (typeof call === "object" || typeof call === "function")) {
+ return call;
+ } else if (call !== void 0) {
+ throw new TypeError("Derived constructors may only return object or undefined");
+ }
+ return _assertThisInitialized(self);
+ }
+ function _slicedToArray$3(arr, i) {
+ return _arrayWithHoles$3(arr) || _iterableToArrayLimit$3(arr, i) || _unsupportedIterableToArray$3(arr, i) || _nonIterableRest$3();
+ }
+ function _toConsumableArray$2(arr) {
+ return _arrayWithoutHoles$2(arr) || _iterableToArray$2(arr) || _unsupportedIterableToArray$3(arr) || _nonIterableSpread$2();
+ }
+ function _arrayWithoutHoles$2(arr) {
+ if (Array.isArray(arr)) return _arrayLikeToArray$3(arr);
+ }
+ function _arrayWithHoles$3(arr) {
+ if (Array.isArray(arr)) return arr;
+ }
+ function _iterableToArray$2(iter) {
+ if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
+ }
+ function _unsupportedIterableToArray$3(o, minLen) {
+ if (!o) return;
+ if (typeof o === "string") return _arrayLikeToArray$3(o, minLen);
+ var n = Object.prototype.toString.call(o).slice(8, -1);
+ if (n === "Object" && o.constructor) n = o.constructor.name;
+ if (n === "Map" || n === "Set") return Array.from(o);
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$3(o, minLen);
+ }
+ function _arrayLikeToArray$3(arr, len) {
+ if (len == null || len > arr.length) len = arr.length;
+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
+ return arr2;
+ }
+ function _nonIterableSpread$2() {
+ throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+ function _nonIterableRest$3() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+
+ function d3ForceCenter(x, y, z) {
+ var nodes, strength = 1;
+
+ if (x == null) x = 0;
+ if (y == null) y = 0;
+ if (z == null) z = 0;
+
+ function force() {
+ var i,
+ n = nodes.length,
+ node,
+ sx = 0,
+ sy = 0,
+ sz = 0;
+
+ for (i = 0; i < n; ++i) {
+ node = nodes[i], sx += node.x || 0, sy += node.y || 0, sz += node.z || 0;
+ }
+
+ for (sx = (sx / n - x) * strength, sy = (sy / n - y) * strength, sz = (sz / n - z) * strength, i = 0; i < n; ++i) {
+ node = nodes[i];
+ if (sx) { node.x -= sx; }
+ if (sy) { node.y -= sy; }
+ if (sz) { node.z -= sz; }
+ }
+ }
+
+ force.initialize = function(_) {
+ nodes = _;
+ };
+
+ force.x = function(_) {
+ return arguments.length ? (x = +_, force) : x;
+ };
+
+ force.y = function(_) {
+ return arguments.length ? (y = +_, force) : y;
+ };
+
+ force.z = function(_) {
+ return arguments.length ? (z = +_, force) : z;
+ };
+
+ force.strength = function(_) {
+ return arguments.length ? (strength = +_, force) : strength;
+ };
+
+ return force;
+ }
+
+ function tree_add$2(d) {
+ const x = +this._x.call(null, d);
+ return add$2(this.cover(x), x, d);
+ }
+
+ function add$2(tree, x, d) {
+ if (isNaN(x)) return tree; // ignore invalid points
+
+ var parent,
+ node = tree._root,
+ leaf = {data: d},
+ x0 = tree._x0,
+ x1 = tree._x1,
+ xm,
+ xp,
+ right,
+ i,
+ j;
+
+ // If the tree is empty, initialize the root as a leaf.
+ if (!node) return tree._root = leaf, tree;
+
+ // Find the existing leaf for the new point, or add it.
+ while (node.length) {
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ if (parent = node, !(node = node[i = +right])) return parent[i] = leaf, tree;
+ }
+
+ // Is the new point is exactly coincident with the existing point?
+ xp = +tree._x.call(null, node.data);
+ if (x === xp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;
+
+ // Otherwise, split the leaf node until the old and new point are separated.
+ do {
+ parent = parent ? parent[i] = new Array(2) : tree._root = new Array(2);
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ } while ((i = +right) === (j = +(xp >= xm)));
+ return parent[j] = node, parent[i] = leaf, tree;
+ }
+
+ function addAll$2(data) {
+ if (!Array.isArray(data)) data = Array.from(data);
+ const n = data.length;
+ const xz = new Float64Array(n);
+ let x0 = Infinity,
+ x1 = -Infinity;
+
+ // Compute the points and their extent.
+ for (let i = 0, x; i < n; ++i) {
+ if (isNaN(x = +this._x.call(null, data[i]))) continue;
+ xz[i] = x;
+ if (x < x0) x0 = x;
+ if (x > x1) x1 = x;
+ }
+
+ // If there were no (valid) points, abort.
+ if (x0 > x1) return this;
+
+ // Expand the tree to cover the new points.
+ this.cover(x0).cover(x1);
+
+ // Add the new points.
+ for (let i = 0; i < n; ++i) {
+ add$2(this, xz[i], data[i]);
+ }
+
+ return this;
+ }
+
+ function tree_cover$2(x) {
+ if (isNaN(x = +x)) return this; // ignore invalid points
+
+ var x0 = this._x0,
+ x1 = this._x1;
+
+ // If the binarytree has no extent, initialize them.
+ // Integer extent are necessary so that if we later double the extent,
+ // the existing half boundaries don’t change due to floating point error!
+ if (isNaN(x0)) {
+ x1 = (x0 = Math.floor(x)) + 1;
+ }
+
+ // Otherwise, double repeatedly to cover.
+ else {
+ var z = x1 - x0 || 1,
+ node = this._root,
+ parent,
+ i;
+
+ while (x0 > x || x >= x1) {
+ i = +(x < x0);
+ parent = new Array(2), parent[i] = node, node = parent, z *= 2;
+ switch (i) {
+ case 0: x1 = x0 + z; break;
+ case 1: x0 = x1 - z; break;
+ }
+ }
+
+ if (this._root && this._root.length) this._root = node;
+ }
+
+ this._x0 = x0;
+ this._x1 = x1;
+ return this;
+ }
+
+ function tree_data$2() {
+ var data = [];
+ this.visit(function(node) {
+ if (!node.length) do data.push(node.data); while (node = node.next)
+ });
+ return data;
+ }
+
+ function tree_extent$2(_) {
+ return arguments.length
+ ? this.cover(+_[0][0]).cover(+_[1][0])
+ : isNaN(this._x0) ? undefined : [[this._x0], [this._x1]];
+ }
+
+ function Half(node, x0, x1) {
+ this.node = node;
+ this.x0 = x0;
+ this.x1 = x1;
+ }
+
+ function tree_find$2(x, radius) {
+ var data,
+ x0 = this._x0,
+ x1,
+ x2,
+ x3 = this._x1,
+ halves = [],
+ node = this._root,
+ q,
+ i;
+
+ if (node) halves.push(new Half(node, x0, x3));
+ if (radius == null) radius = Infinity;
+ else {
+ x0 = x - radius;
+ x3 = x + radius;
+ }
+
+ while (q = halves.pop()) {
+
+ // Stop searching if this half can’t contain a closer node.
+ if (!(node = q.node)
+ || (x1 = q.x0) > x3
+ || (x2 = q.x1) < x0) continue;
+
+ // Bisect the current half.
+ if (node.length) {
+ var xm = (x1 + x2) / 2;
+
+ halves.push(
+ new Half(node[1], xm, x2),
+ new Half(node[0], x1, xm)
+ );
+
+ // Visit the closest half first.
+ if (i = +(x >= xm)) {
+ q = halves[halves.length - 1];
+ halves[halves.length - 1] = halves[halves.length - 1 - i];
+ halves[halves.length - 1 - i] = q;
+ }
+ }
+
+ // Visit this point. (Visiting coincident points isn’t necessary!)
+ else {
+ var d = Math.abs(x - +this._x.call(null, node.data));
+ if (d < radius) {
+ radius = d;
+ x0 = x - d;
+ x3 = x + d;
+ data = node.data;
+ }
+ }
+ }
+
+ return data;
+ }
+
+ function tree_remove$2(d) {
+ if (isNaN(x = +this._x.call(null, d))) return this; // ignore invalid points
+
+ var parent,
+ node = this._root,
+ retainer,
+ previous,
+ next,
+ x0 = this._x0,
+ x1 = this._x1,
+ x,
+ xm,
+ right,
+ i,
+ j;
+
+ // If the tree is empty, initialize the root as a leaf.
+ if (!node) return this;
+
+ // Find the leaf node for the point.
+ // While descending, also retain the deepest parent with a non-removed sibling.
+ if (node.length) while (true) {
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ if (!(parent = node, node = node[i = +right])) return this;
+ if (!node.length) break;
+ if (parent[(i + 1) & 1]) retainer = parent, j = i;
+ }
+
+ // Find the point to remove.
+ while (node.data !== d) if (!(previous = node, node = node.next)) return this;
+ if (next = node.next) delete node.next;
+
+ // If there are multiple coincident points, remove just the point.
+ if (previous) return (next ? previous.next = next : delete previous.next), this;
+
+ // If this is the root point, remove it.
+ if (!parent) return this._root = next, this;
+
+ // Remove this leaf.
+ next ? parent[i] = next : delete parent[i];
+
+ // If the parent now contains exactly one leaf, collapse superfluous parents.
+ if ((node = parent[0] || parent[1])
+ && node === (parent[1] || parent[0])
+ && !node.length) {
+ if (retainer) retainer[j] = node;
+ else this._root = node;
+ }
+
+ return this;
+ }
+
+ function removeAll$2(data) {
+ for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
+ return this;
+ }
+
+ function tree_root$2() {
+ return this._root;
+ }
+
+ function tree_size$2() {
+ var size = 0;
+ this.visit(function(node) {
+ if (!node.length) do ++size; while (node = node.next)
+ });
+ return size;
+ }
+
+ function tree_visit$2(callback) {
+ var halves = [], q, node = this._root, child, x0, x1;
+ if (node) halves.push(new Half(node, this._x0, this._x1));
+ while (q = halves.pop()) {
+ if (!callback(node = q.node, x0 = q.x0, x1 = q.x1) && node.length) {
+ var xm = (x0 + x1) / 2;
+ if (child = node[1]) halves.push(new Half(child, xm, x1));
+ if (child = node[0]) halves.push(new Half(child, x0, xm));
+ }
+ }
+ return this;
+ }
+
+ function tree_visitAfter$2(callback) {
+ var halves = [], next = [], q;
+ if (this._root) halves.push(new Half(this._root, this._x0, this._x1));
+ while (q = halves.pop()) {
+ var node = q.node;
+ if (node.length) {
+ var child, x0 = q.x0, x1 = q.x1, xm = (x0 + x1) / 2;
+ if (child = node[0]) halves.push(new Half(child, x0, xm));
+ if (child = node[1]) halves.push(new Half(child, xm, x1));
+ }
+ next.push(q);
+ }
+ while (q = next.pop()) {
+ callback(q.node, q.x0, q.x1);
+ }
+ return this;
+ }
+
+ function defaultX$2(d) {
+ return d[0];
+ }
+
+ function tree_x$2(_) {
+ return arguments.length ? (this._x = _, this) : this._x;
+ }
+
+ function binarytree(nodes, x) {
+ var tree = new Binarytree(x == null ? defaultX$2 : x, NaN, NaN);
+ return nodes == null ? tree : tree.addAll(nodes);
+ }
+
+ function Binarytree(x, x0, x1) {
+ this._x = x;
+ this._x0 = x0;
+ this._x1 = x1;
+ this._root = undefined;
+ }
+
+ function leaf_copy$2(leaf) {
+ var copy = {data: leaf.data}, next = copy;
+ while (leaf = leaf.next) next = next.next = {data: leaf.data};
+ return copy;
+ }
+
+ var treeProto$2 = binarytree.prototype = Binarytree.prototype;
+
+ treeProto$2.copy = function() {
+ var copy = new Binarytree(this._x, this._x0, this._x1),
+ node = this._root,
+ nodes,
+ child;
+
+ if (!node) return copy;
+
+ if (!node.length) return copy._root = leaf_copy$2(node), copy;
+
+ nodes = [{source: node, target: copy._root = new Array(2)}];
+ while (node = nodes.pop()) {
+ for (var i = 0; i < 2; ++i) {
+ if (child = node.source[i]) {
+ if (child.length) nodes.push({source: child, target: node.target[i] = new Array(2)});
+ else node.target[i] = leaf_copy$2(child);
+ }
+ }
+ }
+
+ return copy;
+ };
+
+ treeProto$2.add = tree_add$2;
+ treeProto$2.addAll = addAll$2;
+ treeProto$2.cover = tree_cover$2;
+ treeProto$2.data = tree_data$2;
+ treeProto$2.extent = tree_extent$2;
+ treeProto$2.find = tree_find$2;
+ treeProto$2.remove = tree_remove$2;
+ treeProto$2.removeAll = removeAll$2;
+ treeProto$2.root = tree_root$2;
+ treeProto$2.size = tree_size$2;
+ treeProto$2.visit = tree_visit$2;
+ treeProto$2.visitAfter = tree_visitAfter$2;
+ treeProto$2.x = tree_x$2;
+
+ function tree_add$1(d) {
+ const x = +this._x.call(null, d),
+ y = +this._y.call(null, d);
+ return add$1(this.cover(x, y), x, y, d);
+ }
+
+ function add$1(tree, x, y, d) {
+ if (isNaN(x) || isNaN(y)) return tree; // ignore invalid points
+
+ var parent,
+ node = tree._root,
+ leaf = {data: d},
+ x0 = tree._x0,
+ y0 = tree._y0,
+ x1 = tree._x1,
+ y1 = tree._y1,
+ xm,
+ ym,
+ xp,
+ yp,
+ right,
+ bottom,
+ i,
+ j;
+
+ // If the tree is empty, initialize the root as a leaf.
+ if (!node) return tree._root = leaf, tree;
+
+ // Find the existing leaf for the new point, or add it.
+ while (node.length) {
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
+ if (parent = node, !(node = node[i = bottom << 1 | right])) return parent[i] = leaf, tree;
+ }
+
+ // Is the new point is exactly coincident with the existing point?
+ xp = +tree._x.call(null, node.data);
+ yp = +tree._y.call(null, node.data);
+ if (x === xp && y === yp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;
+
+ // Otherwise, split the leaf node until the old and new point are separated.
+ do {
+ parent = parent ? parent[i] = new Array(4) : tree._root = new Array(4);
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
+ } while ((i = bottom << 1 | right) === (j = (yp >= ym) << 1 | (xp >= xm)));
+ return parent[j] = node, parent[i] = leaf, tree;
+ }
+
+ function addAll$1(data) {
+ var d, i, n = data.length,
+ x,
+ y,
+ xz = new Array(n),
+ yz = new Array(n),
+ x0 = Infinity,
+ y0 = Infinity,
+ x1 = -Infinity,
+ y1 = -Infinity;
+
+ // Compute the points and their extent.
+ for (i = 0; i < n; ++i) {
+ if (isNaN(x = +this._x.call(null, d = data[i])) || isNaN(y = +this._y.call(null, d))) continue;
+ xz[i] = x;
+ yz[i] = y;
+ if (x < x0) x0 = x;
+ if (x > x1) x1 = x;
+ if (y < y0) y0 = y;
+ if (y > y1) y1 = y;
+ }
+
+ // If there were no (valid) points, abort.
+ if (x0 > x1 || y0 > y1) return this;
+
+ // Expand the tree to cover the new points.
+ this.cover(x0, y0).cover(x1, y1);
+
+ // Add the new points.
+ for (i = 0; i < n; ++i) {
+ add$1(this, xz[i], yz[i], data[i]);
+ }
+
+ return this;
+ }
+
+ function tree_cover$1(x, y) {
+ if (isNaN(x = +x) || isNaN(y = +y)) return this; // ignore invalid points
+
+ var x0 = this._x0,
+ y0 = this._y0,
+ x1 = this._x1,
+ y1 = this._y1;
+
+ // If the quadtree has no extent, initialize them.
+ // Integer extent are necessary so that if we later double the extent,
+ // the existing quadrant boundaries don’t change due to floating point error!
+ if (isNaN(x0)) {
+ x1 = (x0 = Math.floor(x)) + 1;
+ y1 = (y0 = Math.floor(y)) + 1;
+ }
+
+ // Otherwise, double repeatedly to cover.
+ else {
+ var z = x1 - x0 || 1,
+ node = this._root,
+ parent,
+ i;
+
+ while (x0 > x || x >= x1 || y0 > y || y >= y1) {
+ i = (y < y0) << 1 | (x < x0);
+ parent = new Array(4), parent[i] = node, node = parent, z *= 2;
+ switch (i) {
+ case 0: x1 = x0 + z, y1 = y0 + z; break;
+ case 1: x0 = x1 - z, y1 = y0 + z; break;
+ case 2: x1 = x0 + z, y0 = y1 - z; break;
+ case 3: x0 = x1 - z, y0 = y1 - z; break;
+ }
+ }
+
+ if (this._root && this._root.length) this._root = node;
+ }
+
+ this._x0 = x0;
+ this._y0 = y0;
+ this._x1 = x1;
+ this._y1 = y1;
+ return this;
+ }
+
+ function tree_data$1() {
+ var data = [];
+ this.visit(function(node) {
+ if (!node.length) do data.push(node.data); while (node = node.next)
+ });
+ return data;
+ }
+
+ function tree_extent$1(_) {
+ return arguments.length
+ ? this.cover(+_[0][0], +_[0][1]).cover(+_[1][0], +_[1][1])
+ : isNaN(this._x0) ? undefined : [[this._x0, this._y0], [this._x1, this._y1]];
+ }
+
+ function Quad(node, x0, y0, x1, y1) {
+ this.node = node;
+ this.x0 = x0;
+ this.y0 = y0;
+ this.x1 = x1;
+ this.y1 = y1;
+ }
+
+ function tree_find$1(x, y, radius) {
+ var data,
+ x0 = this._x0,
+ y0 = this._y0,
+ x1,
+ y1,
+ x2,
+ y2,
+ x3 = this._x1,
+ y3 = this._y1,
+ quads = [],
+ node = this._root,
+ q,
+ i;
+
+ if (node) quads.push(new Quad(node, x0, y0, x3, y3));
+ if (radius == null) radius = Infinity;
+ else {
+ x0 = x - radius, y0 = y - radius;
+ x3 = x + radius, y3 = y + radius;
+ radius *= radius;
+ }
+
+ while (q = quads.pop()) {
+
+ // Stop searching if this quadrant can’t contain a closer node.
+ if (!(node = q.node)
+ || (x1 = q.x0) > x3
+ || (y1 = q.y0) > y3
+ || (x2 = q.x1) < x0
+ || (y2 = q.y1) < y0) continue;
+
+ // Bisect the current quadrant.
+ if (node.length) {
+ var xm = (x1 + x2) / 2,
+ ym = (y1 + y2) / 2;
+
+ quads.push(
+ new Quad(node[3], xm, ym, x2, y2),
+ new Quad(node[2], x1, ym, xm, y2),
+ new Quad(node[1], xm, y1, x2, ym),
+ new Quad(node[0], x1, y1, xm, ym)
+ );
+
+ // Visit the closest quadrant first.
+ if (i = (y >= ym) << 1 | (x >= xm)) {
+ q = quads[quads.length - 1];
+ quads[quads.length - 1] = quads[quads.length - 1 - i];
+ quads[quads.length - 1 - i] = q;
+ }
+ }
+
+ // Visit this point. (Visiting coincident points isn’t necessary!)
+ else {
+ var dx = x - +this._x.call(null, node.data),
+ dy = y - +this._y.call(null, node.data),
+ d2 = dx * dx + dy * dy;
+ if (d2 < radius) {
+ var d = Math.sqrt(radius = d2);
+ x0 = x - d, y0 = y - d;
+ x3 = x + d, y3 = y + d;
+ data = node.data;
+ }
+ }
+ }
+
+ return data;
+ }
+
+ function tree_remove$1(d) {
+ if (isNaN(x = +this._x.call(null, d)) || isNaN(y = +this._y.call(null, d))) return this; // ignore invalid points
+
+ var parent,
+ node = this._root,
+ retainer,
+ previous,
+ next,
+ x0 = this._x0,
+ y0 = this._y0,
+ x1 = this._x1,
+ y1 = this._y1,
+ x,
+ y,
+ xm,
+ ym,
+ right,
+ bottom,
+ i,
+ j;
+
+ // If the tree is empty, initialize the root as a leaf.
+ if (!node) return this;
+
+ // Find the leaf node for the point.
+ // While descending, also retain the deepest parent with a non-removed sibling.
+ if (node.length) while (true) {
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
+ if (!(parent = node, node = node[i = bottom << 1 | right])) return this;
+ if (!node.length) break;
+ if (parent[(i + 1) & 3] || parent[(i + 2) & 3] || parent[(i + 3) & 3]) retainer = parent, j = i;
+ }
+
+ // Find the point to remove.
+ while (node.data !== d) if (!(previous = node, node = node.next)) return this;
+ if (next = node.next) delete node.next;
+
+ // If there are multiple coincident points, remove just the point.
+ if (previous) return (next ? previous.next = next : delete previous.next), this;
+
+ // If this is the root point, remove it.
+ if (!parent) return this._root = next, this;
+
+ // Remove this leaf.
+ next ? parent[i] = next : delete parent[i];
+
+ // If the parent now contains exactly one leaf, collapse superfluous parents.
+ if ((node = parent[0] || parent[1] || parent[2] || parent[3])
+ && node === (parent[3] || parent[2] || parent[1] || parent[0])
+ && !node.length) {
+ if (retainer) retainer[j] = node;
+ else this._root = node;
+ }
+
+ return this;
+ }
+
+ function removeAll$1(data) {
+ for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
+ return this;
+ }
+
+ function tree_root$1() {
+ return this._root;
+ }
+
+ function tree_size$1() {
+ var size = 0;
+ this.visit(function(node) {
+ if (!node.length) do ++size; while (node = node.next)
+ });
+ return size;
+ }
+
+ function tree_visit$1(callback) {
+ var quads = [], q, node = this._root, child, x0, y0, x1, y1;
+ if (node) quads.push(new Quad(node, this._x0, this._y0, this._x1, this._y1));
+ while (q = quads.pop()) {
+ if (!callback(node = q.node, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1) && node.length) {
+ var xm = (x0 + x1) / 2, ym = (y0 + y1) / 2;
+ if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1));
+ if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1));
+ if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym));
+ if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym));
+ }
+ }
+ return this;
+ }
+
+ function tree_visitAfter$1(callback) {
+ var quads = [], next = [], q;
+ if (this._root) quads.push(new Quad(this._root, this._x0, this._y0, this._x1, this._y1));
+ while (q = quads.pop()) {
+ var node = q.node;
+ if (node.length) {
+ var child, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1, xm = (x0 + x1) / 2, ym = (y0 + y1) / 2;
+ if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym));
+ if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym));
+ if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1));
+ if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1));
+ }
+ next.push(q);
+ }
+ while (q = next.pop()) {
+ callback(q.node, q.x0, q.y0, q.x1, q.y1);
+ }
+ return this;
+ }
+
+ function defaultX$1(d) {
+ return d[0];
+ }
+
+ function tree_x$1(_) {
+ return arguments.length ? (this._x = _, this) : this._x;
+ }
+
+ function defaultY$1(d) {
+ return d[1];
+ }
+
+ function tree_y$1(_) {
+ return arguments.length ? (this._y = _, this) : this._y;
+ }
+
+ function quadtree(nodes, x, y) {
+ var tree = new Quadtree(x == null ? defaultX$1 : x, y == null ? defaultY$1 : y, NaN, NaN, NaN, NaN);
+ return nodes == null ? tree : tree.addAll(nodes);
+ }
+
+ function Quadtree(x, y, x0, y0, x1, y1) {
+ this._x = x;
+ this._y = y;
+ this._x0 = x0;
+ this._y0 = y0;
+ this._x1 = x1;
+ this._y1 = y1;
+ this._root = undefined;
+ }
+
+ function leaf_copy$1(leaf) {
+ var copy = {data: leaf.data}, next = copy;
+ while (leaf = leaf.next) next = next.next = {data: leaf.data};
+ return copy;
+ }
+
+ var treeProto$1 = quadtree.prototype = Quadtree.prototype;
+
+ treeProto$1.copy = function() {
+ var copy = new Quadtree(this._x, this._y, this._x0, this._y0, this._x1, this._y1),
+ node = this._root,
+ nodes,
+ child;
+
+ if (!node) return copy;
+
+ if (!node.length) return copy._root = leaf_copy$1(node), copy;
+
+ nodes = [{source: node, target: copy._root = new Array(4)}];
+ while (node = nodes.pop()) {
+ for (var i = 0; i < 4; ++i) {
+ if (child = node.source[i]) {
+ if (child.length) nodes.push({source: child, target: node.target[i] = new Array(4)});
+ else node.target[i] = leaf_copy$1(child);
+ }
+ }
+ }
+
+ return copy;
+ };
+
+ treeProto$1.add = tree_add$1;
+ treeProto$1.addAll = addAll$1;
+ treeProto$1.cover = tree_cover$1;
+ treeProto$1.data = tree_data$1;
+ treeProto$1.extent = tree_extent$1;
+ treeProto$1.find = tree_find$1;
+ treeProto$1.remove = tree_remove$1;
+ treeProto$1.removeAll = removeAll$1;
+ treeProto$1.root = tree_root$1;
+ treeProto$1.size = tree_size$1;
+ treeProto$1.visit = tree_visit$1;
+ treeProto$1.visitAfter = tree_visitAfter$1;
+ treeProto$1.x = tree_x$1;
+ treeProto$1.y = tree_y$1;
+
+ function tree_add(d) {
+ const x = +this._x.call(null, d),
+ y = +this._y.call(null, d),
+ z = +this._z.call(null, d);
+ return add(this.cover(x, y, z), x, y, z, d);
+ }
+
+ function add(tree, x, y, z, d) {
+ if (isNaN(x) || isNaN(y) || isNaN(z)) return tree; // ignore invalid points
+
+ var parent,
+ node = tree._root,
+ leaf = {data: d},
+ x0 = tree._x0,
+ y0 = tree._y0,
+ z0 = tree._z0,
+ x1 = tree._x1,
+ y1 = tree._y1,
+ z1 = tree._z1,
+ xm,
+ ym,
+ zm,
+ xp,
+ yp,
+ zp,
+ right,
+ bottom,
+ deep,
+ i,
+ j;
+
+ // If the tree is empty, initialize the root as a leaf.
+ if (!node) return tree._root = leaf, tree;
+
+ // Find the existing leaf for the new point, or add it.
+ while (node.length) {
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
+ if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
+ if (parent = node, !(node = node[i = deep << 2 | bottom << 1 | right])) return parent[i] = leaf, tree;
+ }
+
+ // Is the new point is exactly coincident with the existing point?
+ xp = +tree._x.call(null, node.data);
+ yp = +tree._y.call(null, node.data);
+ zp = +tree._z.call(null, node.data);
+ if (x === xp && y === yp && z === zp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;
+
+ // Otherwise, split the leaf node until the old and new point are separated.
+ do {
+ parent = parent ? parent[i] = new Array(8) : tree._root = new Array(8);
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
+ if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
+ } while ((i = deep << 2 | bottom << 1 | right) === (j = (zp >= zm) << 2 | (yp >= ym) << 1 | (xp >= xm)));
+ return parent[j] = node, parent[i] = leaf, tree;
+ }
+
+ function addAll(data) {
+ if (!Array.isArray(data)) data = Array.from(data);
+ const n = data.length;
+ const xz = new Float64Array(n);
+ const yz = new Float64Array(n);
+ const zz = new Float64Array(n);
+ let x0 = Infinity,
+ y0 = Infinity,
+ z0 = Infinity,
+ x1 = -Infinity,
+ y1 = -Infinity,
+ z1 = -Infinity;
+
+ // Compute the points and their extent.
+ for (let i = 0, d, x, y, z; i < n; ++i) {
+ if (isNaN(x = +this._x.call(null, d = data[i])) || isNaN(y = +this._y.call(null, d)) || isNaN(z = +this._z.call(null, d))) continue;
+ xz[i] = x;
+ yz[i] = y;
+ zz[i] = z;
+ if (x < x0) x0 = x;
+ if (x > x1) x1 = x;
+ if (y < y0) y0 = y;
+ if (y > y1) y1 = y;
+ if (z < z0) z0 = z;
+ if (z > z1) z1 = z;
+ }
+
+ // If there were no (valid) points, abort.
+ if (x0 > x1 || y0 > y1 || z0 > z1) return this;
+
+ // Expand the tree to cover the new points.
+ this.cover(x0, y0, z0).cover(x1, y1, z1);
+
+ // Add the new points.
+ for (let i = 0; i < n; ++i) {
+ add(this, xz[i], yz[i], zz[i], data[i]);
+ }
+
+ return this;
+ }
+
+ function tree_cover(x, y, z) {
+ if (isNaN(x = +x) || isNaN(y = +y) || isNaN(z = +z)) return this; // ignore invalid points
+
+ var x0 = this._x0,
+ y0 = this._y0,
+ z0 = this._z0,
+ x1 = this._x1,
+ y1 = this._y1,
+ z1 = this._z1;
+
+ // If the octree has no extent, initialize them.
+ // Integer extent are necessary so that if we later double the extent,
+ // the existing octant boundaries don’t change due to floating point error!
+ if (isNaN(x0)) {
+ x1 = (x0 = Math.floor(x)) + 1;
+ y1 = (y0 = Math.floor(y)) + 1;
+ z1 = (z0 = Math.floor(z)) + 1;
+ }
+
+ // Otherwise, double repeatedly to cover.
+ else {
+ var t = x1 - x0 || 1,
+ node = this._root,
+ parent,
+ i;
+
+ while (x0 > x || x >= x1 || y0 > y || y >= y1 || z0 > z || z >= z1) {
+ i = (z < z0) << 2 | (y < y0) << 1 | (x < x0);
+ parent = new Array(8), parent[i] = node, node = parent, t *= 2;
+ switch (i) {
+ case 0: x1 = x0 + t, y1 = y0 + t, z1 = z0 + t; break;
+ case 1: x0 = x1 - t, y1 = y0 + t, z1 = z0 + t; break;
+ case 2: x1 = x0 + t, y0 = y1 - t, z1 = z0 + t; break;
+ case 3: x0 = x1 - t, y0 = y1 - t, z1 = z0 + t; break;
+ case 4: x1 = x0 + t, y1 = y0 + t, z0 = z1 - t; break;
+ case 5: x0 = x1 - t, y1 = y0 + t, z0 = z1 - t; break;
+ case 6: x1 = x0 + t, y0 = y1 - t, z0 = z1 - t; break;
+ case 7: x0 = x1 - t, y0 = y1 - t, z0 = z1 - t; break;
+ }
+ }
+
+ if (this._root && this._root.length) this._root = node;
+ }
+
+ this._x0 = x0;
+ this._y0 = y0;
+ this._z0 = z0;
+ this._x1 = x1;
+ this._y1 = y1;
+ this._z1 = z1;
+ return this;
+ }
+
+ function tree_data() {
+ var data = [];
+ this.visit(function(node) {
+ if (!node.length) do data.push(node.data); while (node = node.next)
+ });
+ return data;
+ }
+
+ function tree_extent(_) {
+ return arguments.length
+ ? this.cover(+_[0][0], +_[0][1], +_[0][2]).cover(+_[1][0], +_[1][1], +_[1][2])
+ : isNaN(this._x0) ? undefined : [[this._x0, this._y0, this._z0], [this._x1, this._y1, this._z1]];
+ }
+
+ function Octant(node, x0, y0, z0, x1, y1, z1) {
+ this.node = node;
+ this.x0 = x0;
+ this.y0 = y0;
+ this.z0 = z0;
+ this.x1 = x1;
+ this.y1 = y1;
+ this.z1 = z1;
+ }
+
+ function tree_find(x, y, z, radius) {
+ var data,
+ x0 = this._x0,
+ y0 = this._y0,
+ z0 = this._z0,
+ x1,
+ y1,
+ z1,
+ x2,
+ y2,
+ z2,
+ x3 = this._x1,
+ y3 = this._y1,
+ z3 = this._z1,
+ octs = [],
+ node = this._root,
+ q,
+ i;
+
+ if (node) octs.push(new Octant(node, x0, y0, z0, x3, y3, z3));
+ if (radius == null) radius = Infinity;
+ else {
+ x0 = x - radius, y0 = y - radius, z0 = z - radius;
+ x3 = x + radius, y3 = y + radius, z3 = z + radius;
+ radius *= radius;
+ }
+
+ while (q = octs.pop()) {
+
+ // Stop searching if this octant can’t contain a closer node.
+ if (!(node = q.node)
+ || (x1 = q.x0) > x3
+ || (y1 = q.y0) > y3
+ || (z1 = q.z0) > z3
+ || (x2 = q.x1) < x0
+ || (y2 = q.y1) < y0
+ || (z2 = q.z1) < z0) continue;
+
+ // Bisect the current octant.
+ if (node.length) {
+ var xm = (x1 + x2) / 2,
+ ym = (y1 + y2) / 2,
+ zm = (z1 + z2) / 2;
+
+ octs.push(
+ new Octant(node[7], xm, ym, zm, x2, y2, z2),
+ new Octant(node[6], x1, ym, zm, xm, y2, z2),
+ new Octant(node[5], xm, y1, zm, x2, ym, z2),
+ new Octant(node[4], x1, y1, zm, xm, ym, z2),
+ new Octant(node[3], xm, ym, z1, x2, y2, zm),
+ new Octant(node[2], x1, ym, z1, xm, y2, zm),
+ new Octant(node[1], xm, y1, z1, x2, ym, zm),
+ new Octant(node[0], x1, y1, z1, xm, ym, zm)
+ );
+
+ // Visit the closest octant first.
+ if (i = (z >= zm) << 2 | (y >= ym) << 1 | (x >= xm)) {
+ q = octs[octs.length - 1];
+ octs[octs.length - 1] = octs[octs.length - 1 - i];
+ octs[octs.length - 1 - i] = q;
+ }
+ }
+
+ // Visit this point. (Visiting coincident points isn’t necessary!)
+ else {
+ var dx = x - +this._x.call(null, node.data),
+ dy = y - +this._y.call(null, node.data),
+ dz = z - +this._z.call(null, node.data),
+ d2 = dx * dx + dy * dy + dz * dz;
+ if (d2 < radius) {
+ var d = Math.sqrt(radius = d2);
+ x0 = x - d, y0 = y - d, z0 = z - d;
+ x3 = x + d, y3 = y + d, z3 = z + d;
+ data = node.data;
+ }
+ }
+ }
+
+ return data;
+ }
+
+ function tree_remove(d) {
+ if (isNaN(x = +this._x.call(null, d)) || isNaN(y = +this._y.call(null, d)) || isNaN(z = +this._z.call(null, d))) return this; // ignore invalid points
+
+ var parent,
+ node = this._root,
+ retainer,
+ previous,
+ next,
+ x0 = this._x0,
+ y0 = this._y0,
+ z0 = this._z0,
+ x1 = this._x1,
+ y1 = this._y1,
+ z1 = this._z1,
+ x,
+ y,
+ z,
+ xm,
+ ym,
+ zm,
+ right,
+ bottom,
+ deep,
+ i,
+ j;
+
+ // If the tree is empty, initialize the root as a leaf.
+ if (!node) return this;
+
+ // Find the leaf node for the point.
+ // While descending, also retain the deepest parent with a non-removed sibling.
+ if (node.length) while (true) {
+ if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
+ if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
+ if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
+ if (!(parent = node, node = node[i = deep << 2 | bottom << 1 | right])) return this;
+ if (!node.length) break;
+ if (parent[(i + 1) & 7] || parent[(i + 2) & 7] || parent[(i + 3) & 7] || parent[(i + 4) & 7] || parent[(i + 5) & 7] || parent[(i + 6) & 7] || parent[(i + 7) & 7]) retainer = parent, j = i;
+ }
+
+ // Find the point to remove.
+ while (node.data !== d) if (!(previous = node, node = node.next)) return this;
+ if (next = node.next) delete node.next;
+
+ // If there are multiple coincident points, remove just the point.
+ if (previous) return (next ? previous.next = next : delete previous.next), this;
+
+ // If this is the root point, remove it.
+ if (!parent) return this._root = next, this;
+
+ // Remove this leaf.
+ next ? parent[i] = next : delete parent[i];
+
+ // If the parent now contains exactly one leaf, collapse superfluous parents.
+ if ((node = parent[0] || parent[1] || parent[2] || parent[3] || parent[4] || parent[5] || parent[6] || parent[7])
+ && node === (parent[7] || parent[6] || parent[5] || parent[4] || parent[3] || parent[2] || parent[1] || parent[0])
+ && !node.length) {
+ if (retainer) retainer[j] = node;
+ else this._root = node;
+ }
+
+ return this;
+ }
+
+ function removeAll(data) {
+ for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
+ return this;
+ }
+
+ function tree_root() {
+ return this._root;
+ }
+
+ function tree_size() {
+ var size = 0;
+ this.visit(function(node) {
+ if (!node.length) do ++size; while (node = node.next)
+ });
+ return size;
+ }
+
+ function tree_visit(callback) {
+ var octs = [], q, node = this._root, child, x0, y0, z0, x1, y1, z1;
+ if (node) octs.push(new Octant(node, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1));
+ while (q = octs.pop()) {
+ if (!callback(node = q.node, x0 = q.x0, y0 = q.y0, z0 = q.z0, x1 = q.x1, y1 = q.y1, z1 = q.z1) && node.length) {
+ var xm = (x0 + x1) / 2, ym = (y0 + y1) / 2, zm = (z0 + z1) / 2;
+ if (child = node[7]) octs.push(new Octant(child, xm, ym, zm, x1, y1, z1));
+ if (child = node[6]) octs.push(new Octant(child, x0, ym, zm, xm, y1, z1));
+ if (child = node[5]) octs.push(new Octant(child, xm, y0, zm, x1, ym, z1));
+ if (child = node[4]) octs.push(new Octant(child, x0, y0, zm, xm, ym, z1));
+ if (child = node[3]) octs.push(new Octant(child, xm, ym, z0, x1, y1, zm));
+ if (child = node[2]) octs.push(new Octant(child, x0, ym, z0, xm, y1, zm));
+ if (child = node[1]) octs.push(new Octant(child, xm, y0, z0, x1, ym, zm));
+ if (child = node[0]) octs.push(new Octant(child, x0, y0, z0, xm, ym, zm));
+ }
+ }
+ return this;
+ }
+
+ function tree_visitAfter(callback) {
+ var octs = [], next = [], q;
+ if (this._root) octs.push(new Octant(this._root, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1));
+ while (q = octs.pop()) {
+ var node = q.node;
+ if (node.length) {
+ var child, x0 = q.x0, y0 = q.y0, z0 = q.z0, x1 = q.x1, y1 = q.y1, z1 = q.z1, xm = (x0 + x1) / 2, ym = (y0 + y1) / 2, zm = (z0 + z1) / 2;
+ if (child = node[0]) octs.push(new Octant(child, x0, y0, z0, xm, ym, zm));
+ if (child = node[1]) octs.push(new Octant(child, xm, y0, z0, x1, ym, zm));
+ if (child = node[2]) octs.push(new Octant(child, x0, ym, z0, xm, y1, zm));
+ if (child = node[3]) octs.push(new Octant(child, xm, ym, z0, x1, y1, zm));
+ if (child = node[4]) octs.push(new Octant(child, x0, y0, zm, xm, ym, z1));
+ if (child = node[5]) octs.push(new Octant(child, xm, y0, zm, x1, ym, z1));
+ if (child = node[6]) octs.push(new Octant(child, x0, ym, zm, xm, y1, z1));
+ if (child = node[7]) octs.push(new Octant(child, xm, ym, zm, x1, y1, z1));
+ }
+ next.push(q);
+ }
+ while (q = next.pop()) {
+ callback(q.node, q.x0, q.y0, q.z0, q.x1, q.y1, q.z1);
+ }
+ return this;
+ }
+
+ function defaultX(d) {
+ return d[0];
+ }
+
+ function tree_x(_) {
+ return arguments.length ? (this._x = _, this) : this._x;
+ }
+
+ function defaultY(d) {
+ return d[1];
+ }
+
+ function tree_y(_) {
+ return arguments.length ? (this._y = _, this) : this._y;
+ }
+
+ function defaultZ(d) {
+ return d[2];
+ }
+
+ function tree_z(_) {
+ return arguments.length ? (this._z = _, this) : this._z;
+ }
+
+ function octree(nodes, x, y, z) {
+ var tree = new Octree(x == null ? defaultX : x, y == null ? defaultY : y, z == null ? defaultZ : z, NaN, NaN, NaN, NaN, NaN, NaN);
+ return nodes == null ? tree : tree.addAll(nodes);
+ }
+
+ function Octree(x, y, z, x0, y0, z0, x1, y1, z1) {
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._x0 = x0;
+ this._y0 = y0;
+ this._z0 = z0;
+ this._x1 = x1;
+ this._y1 = y1;
+ this._z1 = z1;
+ this._root = undefined;
+ }
+
+ function leaf_copy(leaf) {
+ var copy = {data: leaf.data}, next = copy;
+ while (leaf = leaf.next) next = next.next = {data: leaf.data};
+ return copy;
+ }
+
+ var treeProto = octree.prototype = Octree.prototype;
+
+ treeProto.copy = function() {
+ var copy = new Octree(this._x, this._y, this._z, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1),
+ node = this._root,
+ nodes,
+ child;
+
+ if (!node) return copy;
+
+ if (!node.length) return copy._root = leaf_copy(node), copy;
+
+ nodes = [{source: node, target: copy._root = new Array(8)}];
+ while (node = nodes.pop()) {
+ for (var i = 0; i < 8; ++i) {
+ if (child = node.source[i]) {
+ if (child.length) nodes.push({source: child, target: node.target[i] = new Array(8)});
+ else node.target[i] = leaf_copy(child);
+ }
+ }
+ }
+
+ return copy;
+ };
+
+ treeProto.add = tree_add;
+ treeProto.addAll = addAll;
+ treeProto.cover = tree_cover;
+ treeProto.data = tree_data;
+ treeProto.extent = tree_extent;
+ treeProto.find = tree_find;
+ treeProto.remove = tree_remove;
+ treeProto.removeAll = removeAll;
+ treeProto.root = tree_root;
+ treeProto.size = tree_size;
+ treeProto.visit = tree_visit;
+ treeProto.visitAfter = tree_visitAfter;
+ treeProto.x = tree_x;
+ treeProto.y = tree_y;
+ treeProto.z = tree_z;
+
+ function constant(x) {
+ return function() {
+ return x;
+ };
+ }
+
+ function jiggle(random) {
+ return (random() - 0.5) * 1e-6;
+ }
+
+ function index$3(d) {
+ return d.index;
+ }
+
+ function find(nodeById, nodeId) {
+ var node = nodeById.get(nodeId);
+ if (!node) throw new Error("node not found: " + nodeId);
+ return node;
+ }
+
+ function d3ForceLink(links) {
+ var id = index$3,
+ strength = defaultStrength,
+ strengths,
+ distance = constant(30),
+ distances,
+ nodes,
+ nDim,
+ count,
+ bias,
+ random,
+ iterations = 1;
+
+ if (links == null) links = [];
+
+ function defaultStrength(link) {
+ return 1 / Math.min(count[link.source.index], count[link.target.index]);
+ }
+
+ function force(alpha) {
+ for (var k = 0, n = links.length; k < iterations; ++k) {
+ for (var i = 0, link, source, target, x = 0, y = 0, z = 0, l, b; i < n; ++i) {
+ link = links[i], source = link.source, target = link.target;
+ x = target.x + target.vx - source.x - source.vx || jiggle(random);
+ if (nDim > 1) { y = target.y + target.vy - source.y - source.vy || jiggle(random); }
+ if (nDim > 2) { z = target.z + target.vz - source.z - source.vz || jiggle(random); }
+ l = Math.sqrt(x * x + y * y + z * z);
+ l = (l - distances[i]) / l * alpha * strengths[i];
+ x *= l, y *= l, z *= l;
+
+ target.vx -= x * (b = bias[i]);
+ if (nDim > 1) { target.vy -= y * b; }
+ if (nDim > 2) { target.vz -= z * b; }
+
+ source.vx += x * (b = 1 - b);
+ if (nDim > 1) { source.vy += y * b; }
+ if (nDim > 2) { source.vz += z * b; }
+ }
+ }
+ }
+
+ function initialize() {
+ if (!nodes) return;
+
+ var i,
+ n = nodes.length,
+ m = links.length,
+ nodeById = new Map(nodes.map((d, i) => [id(d, i, nodes), d])),
+ link;
+
+ for (i = 0, count = new Array(n); i < m; ++i) {
+ link = links[i], link.index = i;
+ if (typeof link.source !== "object") link.source = find(nodeById, link.source);
+ if (typeof link.target !== "object") link.target = find(nodeById, link.target);
+ count[link.source.index] = (count[link.source.index] || 0) + 1;
+ count[link.target.index] = (count[link.target.index] || 0) + 1;
+ }
+
+ for (i = 0, bias = new Array(m); i < m; ++i) {
+ link = links[i], bias[i] = count[link.source.index] / (count[link.source.index] + count[link.target.index]);
+ }
+
+ strengths = new Array(m), initializeStrength();
+ distances = new Array(m), initializeDistance();
+ }
+
+ function initializeStrength() {
+ if (!nodes) return;
+
+ for (var i = 0, n = links.length; i < n; ++i) {
+ strengths[i] = +strength(links[i], i, links);
+ }
+ }
+
+ function initializeDistance() {
+ if (!nodes) return;
+
+ for (var i = 0, n = links.length; i < n; ++i) {
+ distances[i] = +distance(links[i], i, links);
+ }
+ }
+
+ force.initialize = function(_nodes, ...args) {
+ nodes = _nodes;
+ random = args.find(arg => typeof arg === 'function') || Math.random;
+ nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
+ initialize();
+ };
+
+ force.links = function(_) {
+ return arguments.length ? (links = _, initialize(), force) : links;
+ };
+
+ force.id = function(_) {
+ return arguments.length ? (id = _, force) : id;
+ };
+
+ force.iterations = function(_) {
+ return arguments.length ? (iterations = +_, force) : iterations;
+ };
+
+ force.strength = function(_) {
+ return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initializeStrength(), force) : strength;
+ };
+
+ force.distance = function(_) {
+ return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), initializeDistance(), force) : distance;
+ };
+
+ return force;
+ }
+
+ var noop$1 = {value: () => {}};
+
+ function dispatch() {
+ for (var i = 0, n = arguments.length, _ = {}, t; i < n; ++i) {
+ if (!(t = arguments[i] + "") || (t in _) || /[\s.]/.test(t)) throw new Error("illegal type: " + t);
+ _[t] = [];
+ }
+ return new Dispatch(_);
+ }
+
+ function Dispatch(_) {
+ this._ = _;
+ }
+
+ function parseTypenames(typenames, types) {
+ return typenames.trim().split(/^|\s+/).map(function(t) {
+ var name = "", i = t.indexOf(".");
+ if (i >= 0) name = t.slice(i + 1), t = t.slice(0, i);
+ if (t && !types.hasOwnProperty(t)) throw new Error("unknown type: " + t);
+ return {type: t, name: name};
+ });
+ }
+
+ Dispatch.prototype = dispatch.prototype = {
+ constructor: Dispatch,
+ on: function(typename, callback) {
+ var _ = this._,
+ T = parseTypenames(typename + "", _),
+ t,
+ i = -1,
+ n = T.length;
+
+ // If no callback was specified, return the callback of the given type and name.
+ if (arguments.length < 2) {
+ while (++i < n) if ((t = (typename = T[i]).type) && (t = get(_[t], typename.name))) return t;
+ return;
+ }
+
+ // If a type was specified, set the callback for the given type and name.
+ // Otherwise, if a null callback was specified, remove callbacks of the given name.
+ if (callback != null && typeof callback !== "function") throw new Error("invalid callback: " + callback);
+ while (++i < n) {
+ if (t = (typename = T[i]).type) _[t] = set(_[t], typename.name, callback);
+ else if (callback == null) for (t in _) _[t] = set(_[t], typename.name, null);
+ }
+
+ return this;
+ },
+ copy: function() {
+ var copy = {}, _ = this._;
+ for (var t in _) copy[t] = _[t].slice();
+ return new Dispatch(copy);
+ },
+ call: function(type, that) {
+ if ((n = arguments.length - 2) > 0) for (var args = new Array(n), i = 0, n, t; i < n; ++i) args[i] = arguments[i + 2];
+ if (!this._.hasOwnProperty(type)) throw new Error("unknown type: " + type);
+ for (t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args);
+ },
+ apply: function(type, that, args) {
+ if (!this._.hasOwnProperty(type)) throw new Error("unknown type: " + type);
+ for (var t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args);
+ }
+ };
+
+ function get(type, name) {
+ for (var i = 0, n = type.length, c; i < n; ++i) {
+ if ((c = type[i]).name === name) {
+ return c.value;
+ }
+ }
+ }
+
+ function set(type, name, callback) {
+ for (var i = 0, n = type.length; i < n; ++i) {
+ if (type[i].name === name) {
+ type[i] = noop$1, type = type.slice(0, i).concat(type.slice(i + 1));
+ break;
+ }
+ }
+ if (callback != null) type.push({name: name, value: callback});
+ return type;
+ }
+
+ var frame = 0, // is an animation frame pending?
+ timeout = 0, // is a timeout pending?
+ interval = 0, // are any timers active?
+ pokeDelay = 1000, // how frequently we check for clock skew
+ taskHead,
+ taskTail,
+ clockLast = 0,
+ clockNow = 0,
+ clockSkew = 0,
+ clock = typeof performance === "object" && performance.now ? performance : Date,
+ setFrame = typeof window === "object" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); };
+
+ function now$1() {
+ return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew);
+ }
+
+ function clearNow() {
+ clockNow = 0;
+ }
+
+ function Timer() {
+ this._call =
+ this._time =
+ this._next = null;
+ }
+
+ Timer.prototype = timer.prototype = {
+ constructor: Timer,
+ restart: function(callback, delay, time) {
+ if (typeof callback !== "function") throw new TypeError("callback is not a function");
+ time = (time == null ? now$1() : +time) + (delay == null ? 0 : +delay);
+ if (!this._next && taskTail !== this) {
+ if (taskTail) taskTail._next = this;
+ else taskHead = this;
+ taskTail = this;
+ }
+ this._call = callback;
+ this._time = time;
+ sleep();
+ },
+ stop: function() {
+ if (this._call) {
+ this._call = null;
+ this._time = Infinity;
+ sleep();
+ }
+ }
+ };
+
+ function timer(callback, delay, time) {
+ var t = new Timer;
+ t.restart(callback, delay, time);
+ return t;
+ }
+
+ function timerFlush() {
+ now$1(); // Get the current time, if not already set.
+ ++frame; // Pretend we’ve set an alarm, if we haven’t already.
+ var t = taskHead, e;
+ while (t) {
+ if ((e = clockNow - t._time) >= 0) t._call.call(undefined, e);
+ t = t._next;
+ }
+ --frame;
+ }
+
+ function wake() {
+ clockNow = (clockLast = clock.now()) + clockSkew;
+ frame = timeout = 0;
+ try {
+ timerFlush();
+ } finally {
+ frame = 0;
+ nap();
+ clockNow = 0;
+ }
+ }
+
+ function poke() {
+ var now = clock.now(), delay = now - clockLast;
+ if (delay > pokeDelay) clockSkew -= delay, clockLast = now;
+ }
+
+ function nap() {
+ var t0, t1 = taskHead, t2, time = Infinity;
+ while (t1) {
+ if (t1._call) {
+ if (time > t1._time) time = t1._time;
+ t0 = t1, t1 = t1._next;
+ } else {
+ t2 = t1._next, t1._next = null;
+ t1 = t0 ? t0._next = t2 : taskHead = t2;
+ }
+ }
+ taskTail = t0;
+ sleep(time);
+ }
+
+ function sleep(time) {
+ if (frame) return; // Soonest alarm already set, or will be.
+ if (timeout) timeout = clearTimeout(timeout);
+ var delay = time - clockNow; // Strictly less than if we recomputed clockNow.
+ if (delay > 24) {
+ if (time < Infinity) timeout = setTimeout(wake, time - clock.now() - clockSkew);
+ if (interval) interval = clearInterval(interval);
+ } else {
+ if (!interval) clockLast = clock.now(), interval = setInterval(poke, pokeDelay);
+ frame = 1, setFrame(wake);
+ }
+ }
+
+ // https://en.wikipedia.org/wiki/Linear_congruential_generator#Parameters_in_common_use
+ const a = 1664525;
+ const c = 1013904223;
+ const m = 4294967296; // 2^32
+
+ function lcg() {
+ let s = 1;
+ return () => (s = (a * s + c) % m) / m;
+ }
+
+ var MAX_DIMENSIONS = 3;
+
+ function x(d) {
+ return d.x;
+ }
+
+ function y(d) {
+ return d.y;
+ }
+
+ function z(d) {
+ return d.z;
+ }
+
+ var initialRadius = 10,
+ initialAngleRoll = Math.PI * (3 - Math.sqrt(5)), // Golden ratio angle
+ initialAngleYaw = Math.PI * 20 / (9 + Math.sqrt(221)); // Markov irrational number
+
+ function d3ForceSimulation(nodes, numDimensions) {
+ numDimensions = numDimensions || 2;
+
+ var nDim = Math.min(MAX_DIMENSIONS, Math.max(1, Math.round(numDimensions))),
+ simulation,
+ alpha = 1,
+ alphaMin = 0.001,
+ alphaDecay = 1 - Math.pow(alphaMin, 1 / 300),
+ alphaTarget = 0,
+ velocityDecay = 0.6,
+ forces = new Map(),
+ stepper = timer(step),
+ event = dispatch("tick", "end"),
+ random = lcg();
+
+ if (nodes == null) nodes = [];
+
+ function step() {
+ tick();
+ event.call("tick", simulation);
+ if (alpha < alphaMin) {
+ stepper.stop();
+ event.call("end", simulation);
+ }
+ }
+
+ function tick(iterations) {
+ var i, n = nodes.length, node;
+
+ if (iterations === undefined) iterations = 1;
+
+ for (var k = 0; k < iterations; ++k) {
+ alpha += (alphaTarget - alpha) * alphaDecay;
+
+ forces.forEach(function (force) {
+ force(alpha);
+ });
+
+ for (i = 0; i < n; ++i) {
+ node = nodes[i];
+ if (node.fx == null) node.x += node.vx *= velocityDecay;
+ else node.x = node.fx, node.vx = 0;
+ if (nDim > 1) {
+ if (node.fy == null) node.y += node.vy *= velocityDecay;
+ else node.y = node.fy, node.vy = 0;
+ }
+ if (nDim > 2) {
+ if (node.fz == null) node.z += node.vz *= velocityDecay;
+ else node.z = node.fz, node.vz = 0;
+ }
+ }
+ }
+
+ return simulation;
+ }
+
+ function initializeNodes() {
+ for (var i = 0, n = nodes.length, node; i < n; ++i) {
+ node = nodes[i], node.index = i;
+ if (node.fx != null) node.x = node.fx;
+ if (node.fy != null) node.y = node.fy;
+ if (node.fz != null) node.z = node.fz;
+ if (isNaN(node.x) || (nDim > 1 && isNaN(node.y)) || (nDim > 2 && isNaN(node.z))) {
+ var radius = initialRadius * (nDim > 2 ? Math.cbrt(0.5 + i) : (nDim > 1 ? Math.sqrt(0.5 + i) : i)),
+ rollAngle = i * initialAngleRoll,
+ yawAngle = i * initialAngleYaw;
+
+ if (nDim === 1) {
+ node.x = radius;
+ } else if (nDim === 2) {
+ node.x = radius * Math.cos(rollAngle);
+ node.y = radius * Math.sin(rollAngle);
+ } else { // 3 dimensions: use spherical distribution along 2 irrational number angles
+ node.x = radius * Math.sin(rollAngle) * Math.cos(yawAngle);
+ node.y = radius * Math.cos(rollAngle);
+ node.z = radius * Math.sin(rollAngle) * Math.sin(yawAngle);
+ }
+ }
+ if (isNaN(node.vx) || (nDim > 1 && isNaN(node.vy)) || (nDim > 2 && isNaN(node.vz))) {
+ node.vx = 0;
+ if (nDim > 1) { node.vy = 0; }
+ if (nDim > 2) { node.vz = 0; }
+ }
+ }
+ }
+
+ function initializeForce(force) {
+ if (force.initialize) force.initialize(nodes, random, nDim);
+ return force;
+ }
+
+ initializeNodes();
+
+ return simulation = {
+ tick: tick,
+
+ restart: function() {
+ return stepper.restart(step), simulation;
+ },
+
+ stop: function() {
+ return stepper.stop(), simulation;
+ },
+
+ numDimensions: function(_) {
+ return arguments.length
+ ? (nDim = Math.min(MAX_DIMENSIONS, Math.max(1, Math.round(_))), forces.forEach(initializeForce), simulation)
+ : nDim;
+ },
+
+ nodes: function(_) {
+ return arguments.length ? (nodes = _, initializeNodes(), forces.forEach(initializeForce), simulation) : nodes;
+ },
+
+ alpha: function(_) {
+ return arguments.length ? (alpha = +_, simulation) : alpha;
+ },
+
+ alphaMin: function(_) {
+ return arguments.length ? (alphaMin = +_, simulation) : alphaMin;
+ },
+
+ alphaDecay: function(_) {
+ return arguments.length ? (alphaDecay = +_, simulation) : +alphaDecay;
+ },
+
+ alphaTarget: function(_) {
+ return arguments.length ? (alphaTarget = +_, simulation) : alphaTarget;
+ },
+
+ velocityDecay: function(_) {
+ return arguments.length ? (velocityDecay = 1 - _, simulation) : 1 - velocityDecay;
+ },
+
+ randomSource: function(_) {
+ return arguments.length ? (random = _, forces.forEach(initializeForce), simulation) : random;
+ },
+
+ force: function(name, _) {
+ return arguments.length > 1 ? ((_ == null ? forces.delete(name) : forces.set(name, initializeForce(_))), simulation) : forces.get(name);
+ },
+
+ find: function() {
+ var args = Array.prototype.slice.call(arguments);
+ var x = args.shift() || 0,
+ y = (nDim > 1 ? args.shift() : null) || 0,
+ z = (nDim > 2 ? args.shift() : null) || 0,
+ radius = args.shift() || Infinity;
+
+ var i = 0,
+ n = nodes.length,
+ dx,
+ dy,
+ dz,
+ d2,
+ node,
+ closest;
+
+ radius *= radius;
+
+ for (i = 0; i < n; ++i) {
+ node = nodes[i];
+ dx = x - node.x;
+ dy = y - (node.y || 0);
+ dz = z - (node.z ||0);
+ d2 = dx * dx + dy * dy + dz * dz;
+ if (d2 < radius) closest = node, radius = d2;
+ }
+
+ return closest;
+ },
+
+ on: function(name, _) {
+ return arguments.length > 1 ? (event.on(name, _), simulation) : event.on(name);
+ }
+ };
+ }
+
+ function d3ForceManyBody() {
+ var nodes,
+ nDim,
+ node,
+ random,
+ alpha,
+ strength = constant(-30),
+ strengths,
+ distanceMin2 = 1,
+ distanceMax2 = Infinity,
+ theta2 = 0.81;
+
+ function force(_) {
+ var i,
+ n = nodes.length,
+ tree =
+ (nDim === 1 ? binarytree(nodes, x)
+ :(nDim === 2 ? quadtree(nodes, x, y)
+ :(nDim === 3 ? octree(nodes, x, y, z)
+ :null
+ ))).visitAfter(accumulate);
+
+ for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);
+ }
+
+ function initialize() {
+ if (!nodes) return;
+ var i, n = nodes.length, node;
+ strengths = new Array(n);
+ for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes);
+ }
+
+ function accumulate(treeNode) {
+ var strength = 0, q, c, weight = 0, x, y, z, i;
+ var numChildren = treeNode.length;
+
+ // For internal nodes, accumulate forces from children.
+ if (numChildren) {
+ for (x = y = z = i = 0; i < numChildren; ++i) {
+ if ((q = treeNode[i]) && (c = Math.abs(q.value))) {
+ strength += q.value, weight += c, x += c * (q.x || 0), y += c * (q.y || 0), z += c * (q.z || 0);
+ }
+ }
+ strength *= Math.sqrt(4 / numChildren); // scale accumulated strength according to number of dimensions
+
+ treeNode.x = x / weight;
+ if (nDim > 1) { treeNode.y = y / weight; }
+ if (nDim > 2) { treeNode.z = z / weight; }
+ }
+
+ // For leaf nodes, accumulate forces from coincident nodes.
+ else {
+ q = treeNode;
+ q.x = q.data.x;
+ if (nDim > 1) { q.y = q.data.y; }
+ if (nDim > 2) { q.z = q.data.z; }
+ do strength += strengths[q.data.index];
+ while (q = q.next);
+ }
+
+ treeNode.value = strength;
+ }
+
+ function apply(treeNode, x1, arg1, arg2, arg3) {
+ if (!treeNode.value) return true;
+ var x2 = [arg1, arg2, arg3][nDim-1];
+
+ var x = treeNode.x - node.x,
+ y = (nDim > 1 ? treeNode.y - node.y : 0),
+ z = (nDim > 2 ? treeNode.z - node.z : 0),
+ w = x2 - x1,
+ l = x * x + y * y + z * z;
+
+ // Apply the Barnes-Hut approximation if possible.
+ // Limit forces for very close nodes; randomize direction if coincident.
+ if (w * w / theta2 < l) {
+ if (l < distanceMax2) {
+ if (x === 0) x = jiggle(random), l += x * x;
+ if (nDim > 1 && y === 0) y = jiggle(random), l += y * y;
+ if (nDim > 2 && z === 0) z = jiggle(random), l += z * z;
+ if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
+ node.vx += x * treeNode.value * alpha / l;
+ if (nDim > 1) { node.vy += y * treeNode.value * alpha / l; }
+ if (nDim > 2) { node.vz += z * treeNode.value * alpha / l; }
+ }
+ return true;
+ }
+
+ // Otherwise, process points directly.
+ else if (treeNode.length || l >= distanceMax2) return;
+
+ // Limit forces for very close nodes; randomize direction if coincident.
+ if (treeNode.data !== node || treeNode.next) {
+ if (x === 0) x = jiggle(random), l += x * x;
+ if (nDim > 1 && y === 0) y = jiggle(random), l += y * y;
+ if (nDim > 2 && z === 0) z = jiggle(random), l += z * z;
+ if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
+ }
+
+ do if (treeNode.data !== node) {
+ w = strengths[treeNode.data.index] * alpha / l;
+ node.vx += x * w;
+ if (nDim > 1) { node.vy += y * w; }
+ if (nDim > 2) { node.vz += z * w; }
+ } while (treeNode = treeNode.next);
+ }
+
+ force.initialize = function(_nodes, ...args) {
+ nodes = _nodes;
+ random = args.find(arg => typeof arg === 'function') || Math.random;
+ nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
+ initialize();
+ };
+
+ force.strength = function(_) {
+ return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
+ };
+
+ force.distanceMin = function(_) {
+ return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);
+ };
+
+ force.distanceMax = function(_) {
+ return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);
+ };
+
+ force.theta = function(_) {
+ return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);
+ };
+
+ return force;
+ }
+
+ function d3ForceRadial(radius, x, y, z) {
+ var nodes,
+ nDim,
+ strength = constant(0.1),
+ strengths,
+ radiuses;
+
+ if (typeof radius !== "function") radius = constant(+radius);
+ if (x == null) x = 0;
+ if (y == null) y = 0;
+ if (z == null) z = 0;
+
+ function force(alpha) {
+ for (var i = 0, n = nodes.length; i < n; ++i) {
+ var node = nodes[i],
+ dx = node.x - x || 1e-6,
+ dy = (node.y || 0) - y || 1e-6,
+ dz = (node.z || 0) - z || 1e-6,
+ r = Math.sqrt(dx * dx + dy * dy + dz * dz),
+ k = (radiuses[i] - r) * strengths[i] * alpha / r;
+ node.vx += dx * k;
+ if (nDim>1) { node.vy += dy * k; }
+ if (nDim>2) { node.vz += dz * k; }
+ }
+ }
+
+ function initialize() {
+ if (!nodes) return;
+ var i, n = nodes.length;
+ strengths = new Array(n);
+ radiuses = new Array(n);
+ for (i = 0; i < n; ++i) {
+ radiuses[i] = +radius(nodes[i], i, nodes);
+ strengths[i] = isNaN(radiuses[i]) ? 0 : +strength(nodes[i], i, nodes);
+ }
+ }
+
+ force.initialize = function(initNodes, ...args) {
+ nodes = initNodes;
+ nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
+ initialize();
+ };
+
+ force.strength = function(_) {
+ return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
+ };
+
+ force.radius = function(_) {
+ return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), initialize(), force) : radius;
+ };
+
+ force.x = function(_) {
+ return arguments.length ? (x = +_, force) : x;
+ };
+
+ force.y = function(_) {
+ return arguments.length ? (y = +_, force) : y;
+ };
+
+ force.z = function(_) {
+ return arguments.length ? (z = +_, force) : z;
+ };
+
+ return force;
+ }
+
+ function getDefaultExportFromCjs (x) {
+ return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;
+ }
+
+ var ngraph_events = function eventify(subject) {
+ validateSubject(subject);
+
+ var eventsStorage = createEventsStorage(subject);
+ subject.on = eventsStorage.on;
+ subject.off = eventsStorage.off;
+ subject.fire = eventsStorage.fire;
+ return subject;
+ };
+
+ function createEventsStorage(subject) {
+ // Store all event listeners to this hash. Key is event name, value is array
+ // of callback records.
+ //
+ // A callback record consists of callback function and its optional context:
+ // { 'eventName' => [{callback: function, ctx: object}] }
+ var registeredEvents = Object.create(null);
+
+ return {
+ on: function (eventName, callback, ctx) {
+ if (typeof callback !== 'function') {
+ throw new Error('callback is expected to be a function');
+ }
+ var handlers = registeredEvents[eventName];
+ if (!handlers) {
+ handlers = registeredEvents[eventName] = [];
+ }
+ handlers.push({callback: callback, ctx: ctx});
+
+ return subject;
+ },
+
+ off: function (eventName, callback) {
+ var wantToRemoveAll = (typeof eventName === 'undefined');
+ if (wantToRemoveAll) {
+ // Killing old events storage should be enough in this case:
+ registeredEvents = Object.create(null);
+ return subject;
+ }
+
+ if (registeredEvents[eventName]) {
+ var deleteAllCallbacksForEvent = (typeof callback !== 'function');
+ if (deleteAllCallbacksForEvent) {
+ delete registeredEvents[eventName];
+ } else {
+ var callbacks = registeredEvents[eventName];
+ for (var i = 0; i < callbacks.length; ++i) {
+ if (callbacks[i].callback === callback) {
+ callbacks.splice(i, 1);
+ }
+ }
+ }
+ }
+
+ return subject;
+ },
+
+ fire: function (eventName) {
+ var callbacks = registeredEvents[eventName];
+ if (!callbacks) {
+ return subject;
+ }
+
+ var fireArguments;
+ if (arguments.length > 1) {
+ fireArguments = Array.prototype.splice.call(arguments, 1);
+ }
+ for(var i = 0; i < callbacks.length; ++i) {
+ var callbackInfo = callbacks[i];
+ callbackInfo.callback.apply(callbackInfo.ctx, fireArguments);
+ }
+
+ return subject;
+ }
+ };
+ }
+
+ function validateSubject(subject) {
+ if (!subject) {
+ throw new Error('Eventify cannot use falsy object as events subject');
+ }
+ var reservedWords = ['on', 'fire', 'off'];
+ for (var i = 0; i < reservedWords.length; ++i) {
+ if (subject.hasOwnProperty(reservedWords[i])) {
+ throw new Error("Subject cannot be eventified, since it already has property '" + reservedWords[i] + "'");
+ }
+ }
+ }
+
+ /**
+ * @fileOverview Contains definition of the core graph object.
+ */
+
+ // TODO: need to change storage layer:
+ // 1. Be able to get all nodes O(1)
+ // 2. Be able to get number of links O(1)
+
+ /**
+ * @example
+ * var graph = require('ngraph.graph')();
+ * graph.addNode(1); // graph has one node.
+ * graph.addLink(2, 3); // now graph contains three nodes and one link.
+ *
+ */
+ var ngraph_graph = createGraph;
+
+ var eventify$1 = ngraph_events;
+
+ /**
+ * Creates a new graph
+ */
+ function createGraph(options) {
+ // Graph structure is maintained as dictionary of nodes
+ // and array of links. Each node has 'links' property which
+ // hold all links related to that node. And general links
+ // array is used to speed up all links enumeration. This is inefficient
+ // in terms of memory, but simplifies coding.
+ options = options || {};
+ if ('uniqueLinkId' in options) {
+ console.warn(
+ 'ngraph.graph: Starting from version 0.14 `uniqueLinkId` is deprecated.\n' +
+ 'Use `multigraph` option instead\n',
+ '\n',
+ 'Note: there is also change in default behavior: From now on each graph\n'+
+ 'is considered to be not a multigraph by default (each edge is unique).'
+ );
+
+ options.multigraph = options.uniqueLinkId;
+ }
+
+ // Dear reader, the non-multigraphs do not guarantee that there is only
+ // one link for a given pair of node. When this option is set to false
+ // we can save some memory and CPU (18% faster for non-multigraph);
+ if (options.multigraph === undefined) options.multigraph = false;
+
+ if (typeof Map !== 'function') {
+ // TODO: Should we polyfill it ourselves? We don't use much operations there..
+ throw new Error('ngraph.graph requires `Map` to be defined. Please polyfill it before using ngraph');
+ }
+
+ var nodes = new Map(); // nodeId => Node
+ var links = new Map(); // linkId => Link
+ // Hash of multi-edges. Used to track ids of edges between same nodes
+ var multiEdges = {};
+ var suspendEvents = 0;
+
+ var createLink = options.multigraph ? createUniqueLink : createSingleLink,
+
+ // Our graph API provides means to listen to graph changes. Users can subscribe
+ // to be notified about changes in the graph by using `on` method. However
+ // in some cases they don't use it. To avoid unnecessary memory consumption
+ // we will not record graph changes until we have at least one subscriber.
+ // Code below supports this optimization.
+ //
+ // Accumulates all changes made during graph updates.
+ // Each change element contains:
+ // changeType - one of the strings: 'add', 'remove' or 'update';
+ // node - if change is related to node this property is set to changed graph's node;
+ // link - if change is related to link this property is set to changed graph's link;
+ changes = [],
+ recordLinkChange = noop,
+ recordNodeChange = noop,
+ enterModification = noop,
+ exitModification = noop;
+
+ // this is our public API:
+ var graphPart = {
+ /**
+ * Sometimes duck typing could be slow. Giving clients a hint about data structure
+ * via explicit version number here:
+ */
+ version: 20.0,
+
+ /**
+ * Adds node to the graph. If node with given id already exists in the graph
+ * its data is extended with whatever comes in 'data' argument.
+ *
+ * @param nodeId the node's identifier. A string or number is preferred.
+ * @param [data] additional data for the node being added. If node already
+ * exists its data object is augmented with the new one.
+ *
+ * @return {node} The newly added node or node with given id if it already exists.
+ */
+ addNode: addNode,
+
+ /**
+ * Adds a link to the graph. The function always create a new
+ * link between two nodes. If one of the nodes does not exists
+ * a new node is created.
+ *
+ * @param fromId link start node id;
+ * @param toId link end node id;
+ * @param [data] additional data to be set on the new link;
+ *
+ * @return {link} The newly created link
+ */
+ addLink: addLink,
+
+ /**
+ * Removes link from the graph. If link does not exist does nothing.
+ *
+ * @param link - object returned by addLink() or getLinks() methods.
+ *
+ * @returns true if link was removed; false otherwise.
+ */
+ removeLink: removeLink,
+
+ /**
+ * Removes node with given id from the graph. If node does not exist in the graph
+ * does nothing.
+ *
+ * @param nodeId node's identifier passed to addNode() function.
+ *
+ * @returns true if node was removed; false otherwise.
+ */
+ removeNode: removeNode,
+
+ /**
+ * Gets node with given identifier. If node does not exist undefined value is returned.
+ *
+ * @param nodeId requested node identifier;
+ *
+ * @return {node} in with requested identifier or undefined if no such node exists.
+ */
+ getNode: getNode,
+
+ /**
+ * Gets number of nodes in this graph.
+ *
+ * @return number of nodes in the graph.
+ */
+ getNodeCount: getNodeCount,
+
+ /**
+ * Gets total number of links in the graph.
+ */
+ getLinkCount: getLinkCount,
+
+ /**
+ * Gets total number of links in the graph.
+ */
+ getEdgeCount: getLinkCount,
+
+ /**
+ * Synonym for `getLinkCount()`
+ */
+ getLinksCount: getLinkCount,
+
+ /**
+ * Synonym for `getNodeCount()`
+ */
+ getNodesCount: getNodeCount,
+
+ /**
+ * Gets all links (inbound and outbound) from the node with given id.
+ * If node with given id is not found null is returned.
+ *
+ * @param nodeId requested node identifier.
+ *
+ * @return Set of links from and to requested node if such node exists;
+ * otherwise null is returned.
+ */
+ getLinks: getLinks,
+
+ /**
+ * Invokes callback on each node of the graph.
+ *
+ * @param {Function(node)} callback Function to be invoked. The function
+ * is passed one argument: visited node.
+ */
+ forEachNode: forEachNode,
+
+ /**
+ * Invokes callback on every linked (adjacent) node to the given one.
+ *
+ * @param nodeId Identifier of the requested node.
+ * @param {Function(node, link)} callback Function to be called on all linked nodes.
+ * The function is passed two parameters: adjacent node and link object itself.
+ * @param oriented if true graph treated as oriented.
+ */
+ forEachLinkedNode: forEachLinkedNode,
+
+ /**
+ * Enumerates all links in the graph
+ *
+ * @param {Function(link)} callback Function to be called on all links in the graph.
+ * The function is passed one parameter: graph's link object.
+ *
+ * Link object contains at least the following fields:
+ * fromId - node id where link starts;
+ * toId - node id where link ends,
+ * data - additional data passed to graph.addLink() method.
+ */
+ forEachLink: forEachLink,
+
+ /**
+ * Suspend all notifications about graph changes until
+ * endUpdate is called.
+ */
+ beginUpdate: enterModification,
+
+ /**
+ * Resumes all notifications about graph changes and fires
+ * graph 'changed' event in case there are any pending changes.
+ */
+ endUpdate: exitModification,
+
+ /**
+ * Removes all nodes and links from the graph.
+ */
+ clear: clear,
+
+ /**
+ * Detects whether there is a link between two nodes.
+ * Operation complexity is O(n) where n - number of links of a node.
+ * NOTE: this function is synonym for getLink()
+ *
+ * @returns link if there is one. null otherwise.
+ */
+ hasLink: getLink,
+
+ /**
+ * Detects whether there is a node with given id
+ *
+ * Operation complexity is O(1)
+ * NOTE: this function is synonym for getNode()
+ *
+ * @returns node if there is one; Falsy value otherwise.
+ */
+ hasNode: getNode,
+
+ /**
+ * Gets an edge between two nodes.
+ * Operation complexity is O(n) where n - number of links of a node.
+ *
+ * @param {string} fromId link start identifier
+ * @param {string} toId link end identifier
+ *
+ * @returns link if there is one; undefined otherwise.
+ */
+ getLink: getLink
+ };
+
+ // this will add `on()` and `fire()` methods.
+ eventify$1(graphPart);
+
+ monitorSubscribers();
+
+ return graphPart;
+
+ function monitorSubscribers() {
+ var realOn = graphPart.on;
+
+ // replace real `on` with our temporary on, which will trigger change
+ // modification monitoring:
+ graphPart.on = on;
+
+ function on() {
+ // now it's time to start tracking stuff:
+ graphPart.beginUpdate = enterModification = enterModificationReal;
+ graphPart.endUpdate = exitModification = exitModificationReal;
+ recordLinkChange = recordLinkChangeReal;
+ recordNodeChange = recordNodeChangeReal;
+
+ // this will replace current `on` method with real pub/sub from `eventify`.
+ graphPart.on = realOn;
+ // delegate to real `on` handler:
+ return realOn.apply(graphPart, arguments);
+ }
+ }
+
+ function recordLinkChangeReal(link, changeType) {
+ changes.push({
+ link: link,
+ changeType: changeType
+ });
+ }
+
+ function recordNodeChangeReal(node, changeType) {
+ changes.push({
+ node: node,
+ changeType: changeType
+ });
+ }
+
+ function addNode(nodeId, data) {
+ if (nodeId === undefined) {
+ throw new Error('Invalid node identifier');
+ }
+
+ enterModification();
+
+ var node = getNode(nodeId);
+ if (!node) {
+ node = new Node(nodeId, data);
+ recordNodeChange(node, 'add');
+ } else {
+ node.data = data;
+ recordNodeChange(node, 'update');
+ }
+
+ nodes.set(nodeId, node);
+
+ exitModification();
+ return node;
+ }
+
+ function getNode(nodeId) {
+ return nodes.get(nodeId);
+ }
+
+ function removeNode(nodeId) {
+ var node = getNode(nodeId);
+ if (!node) {
+ return false;
+ }
+
+ enterModification();
+
+ var prevLinks = node.links;
+ if (prevLinks) {
+ prevLinks.forEach(removeLinkInstance);
+ node.links = null;
+ }
+
+ nodes.delete(nodeId);
+
+ recordNodeChange(node, 'remove');
+
+ exitModification();
+
+ return true;
+ }
+
+
+ function addLink(fromId, toId, data) {
+ enterModification();
+
+ var fromNode = getNode(fromId) || addNode(fromId);
+ var toNode = getNode(toId) || addNode(toId);
+
+ var link = createLink(fromId, toId, data);
+ var isUpdate = links.has(link.id);
+
+ links.set(link.id, link);
+
+ // TODO: this is not cool. On large graphs potentially would consume more memory.
+ addLinkToNode(fromNode, link);
+ if (fromId !== toId) {
+ // make sure we are not duplicating links for self-loops
+ addLinkToNode(toNode, link);
+ }
+
+ recordLinkChange(link, isUpdate ? 'update' : 'add');
+
+ exitModification();
+
+ return link;
+ }
+
+ function createSingleLink(fromId, toId, data) {
+ var linkId = makeLinkId(fromId, toId);
+ var prevLink = links.get(linkId);
+ if (prevLink) {
+ prevLink.data = data;
+ return prevLink;
+ }
+
+ return new Link(fromId, toId, data, linkId);
+ }
+
+ function createUniqueLink(fromId, toId, data) {
+ // TODO: Find a better/faster way to store multigraphs
+ var linkId = makeLinkId(fromId, toId);
+ var isMultiEdge = multiEdges.hasOwnProperty(linkId);
+ if (isMultiEdge || getLink(fromId, toId)) {
+ if (!isMultiEdge) {
+ multiEdges[linkId] = 0;
+ }
+ var suffix = '@' + (++multiEdges[linkId]);
+ linkId = makeLinkId(fromId + suffix, toId + suffix);
+ }
+
+ return new Link(fromId, toId, data, linkId);
+ }
+
+ function getNodeCount() {
+ return nodes.size;
+ }
+
+ function getLinkCount() {
+ return links.size;
+ }
+
+ function getLinks(nodeId) {
+ var node = getNode(nodeId);
+ return node ? node.links : null;
+ }
+
+ function removeLink(link, otherId) {
+ if (otherId !== undefined) {
+ link = getLink(link, otherId);
+ }
+ return removeLinkInstance(link);
+ }
+
+ function removeLinkInstance(link) {
+ if (!link) {
+ return false;
+ }
+ if (!links.get(link.id)) return false;
+
+ enterModification();
+
+ links.delete(link.id);
+
+ var fromNode = getNode(link.fromId);
+ var toNode = getNode(link.toId);
+
+ if (fromNode) {
+ fromNode.links.delete(link);
+ }
+
+ if (toNode) {
+ toNode.links.delete(link);
+ }
+
+ recordLinkChange(link, 'remove');
+
+ exitModification();
+
+ return true;
+ }
+
+ function getLink(fromNodeId, toNodeId) {
+ if (fromNodeId === undefined || toNodeId === undefined) return undefined;
+ return links.get(makeLinkId(fromNodeId, toNodeId));
+ }
+
+ function clear() {
+ enterModification();
+ forEachNode(function(node) {
+ removeNode(node.id);
+ });
+ exitModification();
+ }
+
+ function forEachLink(callback) {
+ if (typeof callback === 'function') {
+ var valuesIterator = links.values();
+ var nextValue = valuesIterator.next();
+ while (!nextValue.done) {
+ if (callback(nextValue.value)) {
+ return true; // client doesn't want to proceed. Return.
+ }
+ nextValue = valuesIterator.next();
+ }
+ }
+ }
+
+ function forEachLinkedNode(nodeId, callback, oriented) {
+ var node = getNode(nodeId);
+
+ if (node && node.links && typeof callback === 'function') {
+ if (oriented) {
+ return forEachOrientedLink(node.links, nodeId, callback);
+ } else {
+ return forEachNonOrientedLink(node.links, nodeId, callback);
+ }
+ }
+ }
+
+ // eslint-disable-next-line no-shadow
+ function forEachNonOrientedLink(links, nodeId, callback) {
+ var quitFast;
+
+ var valuesIterator = links.values();
+ var nextValue = valuesIterator.next();
+ while (!nextValue.done) {
+ var link = nextValue.value;
+ var linkedNodeId = link.fromId === nodeId ? link.toId : link.fromId;
+ quitFast = callback(nodes.get(linkedNodeId), link);
+ if (quitFast) {
+ return true; // Client does not need more iterations. Break now.
+ }
+ nextValue = valuesIterator.next();
+ }
+ }
+
+ // eslint-disable-next-line no-shadow
+ function forEachOrientedLink(links, nodeId, callback) {
+ var quitFast;
+ var valuesIterator = links.values();
+ var nextValue = valuesIterator.next();
+ while (!nextValue.done) {
+ var link = nextValue.value;
+ if (link.fromId === nodeId) {
+ quitFast = callback(nodes.get(link.toId), link);
+ if (quitFast) {
+ return true; // Client does not need more iterations. Break now.
+ }
+ }
+ nextValue = valuesIterator.next();
+ }
+ }
+
+ // we will not fire anything until users of this library explicitly call `on()`
+ // method.
+ function noop() {}
+
+ // Enter, Exit modification allows bulk graph updates without firing events.
+ function enterModificationReal() {
+ suspendEvents += 1;
+ }
+
+ function exitModificationReal() {
+ suspendEvents -= 1;
+ if (suspendEvents === 0 && changes.length > 0) {
+ graphPart.fire('changed', changes);
+ changes.length = 0;
+ }
+ }
+
+ function forEachNode(callback) {
+ if (typeof callback !== 'function') {
+ throw new Error('Function is expected to iterate over graph nodes. You passed ' + callback);
+ }
+
+ var valuesIterator = nodes.values();
+ var nextValue = valuesIterator.next();
+ while (!nextValue.done) {
+ if (callback(nextValue.value)) {
+ return true; // client doesn't want to proceed. Return.
+ }
+ nextValue = valuesIterator.next();
+ }
+ }
+ }
+
+ /**
+ * Internal structure to represent node;
+ */
+ function Node(id, data) {
+ this.id = id;
+ this.links = null;
+ this.data = data;
+ }
+
+ function addLinkToNode(node, link) {
+ if (node.links) {
+ node.links.add(link);
+ } else {
+ node.links = new Set([link]);
+ }
+ }
+
+ /**
+ * Internal structure to represent links;
+ */
+ function Link(fromId, toId, data, id) {
+ this.fromId = fromId;
+ this.toId = toId;
+ this.data = data;
+ this.id = id;
+ }
+
+ function makeLinkId(fromId, toId) {
+ return fromId.toString() + '👉 ' + toId.toString();
+ }
+
+ var graph = /*@__PURE__*/getDefaultExportFromCjs(ngraph_graph);
+
+ var ngraph_forcelayout = {exports: {}};
+
+ var generateCreateBody = {exports: {}};
+
+ var getVariableName$2 = function getVariableName(index) {
+ if (index === 0) return 'x';
+ if (index === 1) return 'y';
+ if (index === 2) return 'z';
+ return 'c' + (index + 1);
+ };
+
+ const getVariableName$1 = getVariableName$2;
+
+ var createPatternBuilder$6 = function createPatternBuilder(dimension) {
+
+ return pattern;
+
+ function pattern(template, config) {
+ let indent = (config && config.indent) || 0;
+ let join = (config && config.join !== undefined) ? config.join : '\n';
+ let indentString = Array(indent + 1).join(' ');
+ let buffer = [];
+ for (let i = 0; i < dimension; ++i) {
+ let variableName = getVariableName$1(i);
+ let prefix = (i === 0) ? '' : indentString;
+ buffer.push(prefix + template.replace(/{var}/g, variableName));
+ }
+ return buffer.join(join);
+ }
+ };
+
+ const createPatternBuilder$5 = createPatternBuilder$6;
+
+ generateCreateBody.exports = generateCreateBodyFunction$1;
+ generateCreateBody.exports.generateCreateBodyFunctionBody = generateCreateBodyFunctionBody;
+
+ // InlineTransform: getVectorCode
+ generateCreateBody.exports.getVectorCode = getVectorCode;
+ // InlineTransform: getBodyCode
+ generateCreateBody.exports.getBodyCode = getBodyCode;
+ // InlineTransformExport: module.exports = function() { return Body; }
+
+ function generateCreateBodyFunction$1(dimension, debugSetters) {
+ let code = generateCreateBodyFunctionBody(dimension, debugSetters);
+ let {Body} = (new Function(code))();
+ return Body;
+ }
+
+ function generateCreateBodyFunctionBody(dimension, debugSetters) {
+ let code = `
+${getVectorCode(dimension, debugSetters)}
+${getBodyCode(dimension)}
+return {Body: Body, Vector: Vector};
+`;
+ return code;
+ }
+
+ function getBodyCode(dimension) {
+ let pattern = createPatternBuilder$5(dimension);
+ let variableList = pattern('{var}', {join: ', '});
+ return `
+function Body(${variableList}) {
+ this.isPinned = false;
+ this.pos = new Vector(${variableList});
+ this.force = new Vector();
+ this.velocity = new Vector();
+ this.mass = 1;
+
+ this.springCount = 0;
+ this.springLength = 0;
+}
+
+Body.prototype.reset = function() {
+ this.force.reset();
+ this.springCount = 0;
+ this.springLength = 0;
+}
+
+Body.prototype.setPosition = function (${variableList}) {
+ ${pattern('this.pos.{var} = {var} || 0;', {indent: 2})}
+};`;
+ }
+
+ function getVectorCode(dimension, debugSetters) {
+ let pattern = createPatternBuilder$5(dimension);
+ let setters = '';
+ if (debugSetters) {
+ setters = `${pattern("\n\
+ var v{var};\n\
+Object.defineProperty(this, '{var}', {\n\
+ set: function(v) { \n\
+ if (!Number.isFinite(v)) throw new Error('Cannot set non-numbers to {var}');\n\
+ v{var} = v; \n\
+ },\n\
+ get: function() { return v{var}; }\n\
+});")}`;
+ }
+
+ let variableList = pattern('{var}', {join: ', '});
+ return `function Vector(${variableList}) {
+ ${setters}
+ if (typeof arguments[0] === 'object') {
+ // could be another vector
+ let v = arguments[0];
+ ${pattern('if (!Number.isFinite(v.{var})) throw new Error("Expected value is not a finite number at Vector constructor ({var})");', {indent: 4})}
+ ${pattern('this.{var} = v.{var};', {indent: 4})}
+ } else {
+ ${pattern('this.{var} = typeof {var} === "number" ? {var} : 0;', {indent: 4})}
+ }
+ }
+
+ Vector.prototype.reset = function () {
+ ${pattern('this.{var} = ', {join: ''})}0;
+ };`;
+ }
+
+ var generateCreateBodyExports = generateCreateBody.exports;
+
+ var generateQuadTree = {exports: {}};
+
+ const createPatternBuilder$4 = createPatternBuilder$6;
+ const getVariableName = getVariableName$2;
+
+ generateQuadTree.exports = generateQuadTreeFunction$1;
+ generateQuadTree.exports.generateQuadTreeFunctionBody = generateQuadTreeFunctionBody;
+
+ // These exports are for InlineTransform tool.
+ // InlineTransform: getInsertStackCode
+ generateQuadTree.exports.getInsertStackCode = getInsertStackCode;
+ // InlineTransform: getQuadNodeCode
+ generateQuadTree.exports.getQuadNodeCode = getQuadNodeCode;
+ // InlineTransform: isSamePosition
+ generateQuadTree.exports.isSamePosition = isSamePosition;
+ // InlineTransform: getChildBodyCode
+ generateQuadTree.exports.getChildBodyCode = getChildBodyCode;
+ // InlineTransform: setChildBodyCode
+ generateQuadTree.exports.setChildBodyCode = setChildBodyCode;
+
+ function generateQuadTreeFunction$1(dimension) {
+ let code = generateQuadTreeFunctionBody(dimension);
+ return (new Function(code))();
+ }
+
+ function generateQuadTreeFunctionBody(dimension) {
+ let pattern = createPatternBuilder$4(dimension);
+ let quadCount = Math.pow(2, dimension);
+
+ let code = `
+${getInsertStackCode()}
+${getQuadNodeCode(dimension)}
+${isSamePosition(dimension)}
+${getChildBodyCode(dimension)}
+${setChildBodyCode(dimension)}
+
+function createQuadTree(options, random) {
+ options = options || {};
+ options.gravity = typeof options.gravity === 'number' ? options.gravity : -1;
+ options.theta = typeof options.theta === 'number' ? options.theta : 0.8;
+
+ var gravity = options.gravity;
+ var updateQueue = [];
+ var insertStack = new InsertStack();
+ var theta = options.theta;
+
+ var nodesCache = [];
+ var currentInCache = 0;
+ var root = newNode();
+
+ return {
+ insertBodies: insertBodies,
+
+ /**
+ * Gets root node if it is present
+ */
+ getRoot: function() {
+ return root;
+ },
+
+ updateBodyForce: update,
+
+ options: function(newOptions) {
+ if (newOptions) {
+ if (typeof newOptions.gravity === 'number') {
+ gravity = newOptions.gravity;
+ }
+ if (typeof newOptions.theta === 'number') {
+ theta = newOptions.theta;
+ }
+
+ return this;
+ }
+
+ return {
+ gravity: gravity,
+ theta: theta
+ };
+ }
+ };
+
+ function newNode() {
+ // To avoid pressure on GC we reuse nodes.
+ var node = nodesCache[currentInCache];
+ if (node) {
+${assignQuads(' node.')}
+ node.body = null;
+ node.mass = ${pattern('node.mass_{var} = ', {join: ''})}0;
+ ${pattern('node.min_{var} = node.max_{var} = ', {join: ''})}0;
+ } else {
+ node = new QuadNode();
+ nodesCache[currentInCache] = node;
+ }
+
+ ++currentInCache;
+ return node;
+ }
+
+ function update(sourceBody) {
+ var queue = updateQueue;
+ var v;
+ ${pattern('var d{var};', {indent: 4})}
+ var r;
+ ${pattern('var f{var} = 0;', {indent: 4})}
+ var queueLength = 1;
+ var shiftIdx = 0;
+ var pushIdx = 1;
+
+ queue[0] = root;
+
+ while (queueLength) {
+ var node = queue[shiftIdx];
+ var body = node.body;
+
+ queueLength -= 1;
+ shiftIdx += 1;
+ var differentBody = (body !== sourceBody);
+ if (body && differentBody) {
+ // If the current node is a leaf node (and it is not source body),
+ // calculate the force exerted by the current node on body, and add this
+ // amount to body's net force.
+ ${pattern('d{var} = body.pos.{var} - sourceBody.pos.{var};', {indent: 8})}
+ r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
+
+ if (r === 0) {
+ // Poor man's protection against zero distance.
+ ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 10})}
+ r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
+ }
+
+ // This is standard gravitation force calculation but we divide
+ // by r^3 to save two operations when normalizing force vector.
+ v = gravity * body.mass * sourceBody.mass / (r * r * r);
+ ${pattern('f{var} += v * d{var};', {indent: 8})}
+ } else if (differentBody) {
+ // Otherwise, calculate the ratio s / r, where s is the width of the region
+ // represented by the internal node, and r is the distance between the body
+ // and the node's center-of-mass
+ ${pattern('d{var} = node.mass_{var} / node.mass - sourceBody.pos.{var};', {indent: 8})}
+ r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
+
+ if (r === 0) {
+ // Sorry about code duplication. I don't want to create many functions
+ // right away. Just want to see performance first.
+ ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 10})}
+ r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
+ }
+ // If s / r < θ, treat this internal node as a single body, and calculate the
+ // force it exerts on sourceBody, and add this amount to sourceBody's net force.
+ if ((node.max_${getVariableName(0)} - node.min_${getVariableName(0)}) / r < theta) {
+ // in the if statement above we consider node's width only
+ // because the region was made into square during tree creation.
+ // Thus there is no difference between using width or height.
+ v = gravity * node.mass * sourceBody.mass / (r * r * r);
+ ${pattern('f{var} += v * d{var};', {indent: 10})}
+ } else {
+ // Otherwise, run the procedure recursively on each of the current node's children.
+
+ // I intentionally unfolded this loop, to save several CPU cycles.
+${runRecursiveOnChildren()}
+ }
+ }
+ }
+
+ ${pattern('sourceBody.force.{var} += f{var};', {indent: 4})}
+ }
+
+ function insertBodies(bodies) {
+ ${pattern('var {var}min = Number.MAX_VALUE;', {indent: 4})}
+ ${pattern('var {var}max = Number.MIN_VALUE;', {indent: 4})}
+ var i = bodies.length;
+
+ // To reduce quad tree depth we are looking for exact bounding box of all particles.
+ while (i--) {
+ var pos = bodies[i].pos;
+ ${pattern('if (pos.{var} < {var}min) {var}min = pos.{var};', {indent: 6})}
+ ${pattern('if (pos.{var} > {var}max) {var}max = pos.{var};', {indent: 6})}
+ }
+
+ // Makes the bounds square.
+ var maxSideLength = -Infinity;
+ ${pattern('if ({var}max - {var}min > maxSideLength) maxSideLength = {var}max - {var}min ;', {indent: 4})}
+
+ currentInCache = 0;
+ root = newNode();
+ ${pattern('root.min_{var} = {var}min;', {indent: 4})}
+ ${pattern('root.max_{var} = {var}min + maxSideLength;', {indent: 4})}
+
+ i = bodies.length - 1;
+ if (i >= 0) {
+ root.body = bodies[i];
+ }
+ while (i--) {
+ insert(bodies[i], root);
+ }
+ }
+
+ function insert(newBody) {
+ insertStack.reset();
+ insertStack.push(root, newBody);
+
+ while (!insertStack.isEmpty()) {
+ var stackItem = insertStack.pop();
+ var node = stackItem.node;
+ var body = stackItem.body;
+
+ if (!node.body) {
+ // This is internal node. Update the total mass of the node and center-of-mass.
+ ${pattern('var {var} = body.pos.{var};', {indent: 8})}
+ node.mass += body.mass;
+ ${pattern('node.mass_{var} += body.mass * {var};', {indent: 8})}
+
+ // Recursively insert the body in the appropriate quadrant.
+ // But first find the appropriate quadrant.
+ var quadIdx = 0; // Assume we are in the 0's quad.
+ ${pattern('var min_{var} = node.min_{var};', {indent: 8})}
+ ${pattern('var max_{var} = (min_{var} + node.max_{var}) / 2;', {indent: 8})}
+
+${assignInsertionQuadIndex(8)}
+
+ var child = getChild(node, quadIdx);
+
+ if (!child) {
+ // The node is internal but this quadrant is not taken. Add
+ // subnode to it.
+ child = newNode();
+ ${pattern('child.min_{var} = min_{var};', {indent: 10})}
+ ${pattern('child.max_{var} = max_{var};', {indent: 10})}
+ child.body = body;
+
+ setChild(node, quadIdx, child);
+ } else {
+ // continue searching in this quadrant.
+ insertStack.push(child, body);
+ }
+ } else {
+ // We are trying to add to the leaf node.
+ // We have to convert current leaf into internal node
+ // and continue adding two nodes.
+ var oldBody = node.body;
+ node.body = null; // internal nodes do not cary bodies
+
+ if (isSamePosition(oldBody.pos, body.pos)) {
+ // Prevent infinite subdivision by bumping one node
+ // anywhere in this quadrant
+ var retriesCount = 3;
+ do {
+ var offset = random.nextDouble();
+ ${pattern('var d{var} = (node.max_{var} - node.min_{var}) * offset;', {indent: 12})}
+
+ ${pattern('oldBody.pos.{var} = node.min_{var} + d{var};', {indent: 12})}
+ retriesCount -= 1;
+ // Make sure we don't bump it out of the box. If we do, next iteration should fix it
+ } while (retriesCount > 0 && isSamePosition(oldBody.pos, body.pos));
+
+ if (retriesCount === 0 && isSamePosition(oldBody.pos, body.pos)) {
+ // This is very bad, we ran out of precision.
+ // if we do not return from the method we'll get into
+ // infinite loop here. So we sacrifice correctness of layout, and keep the app running
+ // Next layout iteration should get larger bounding box in the first step and fix this
+ return;
+ }
+ }
+ // Next iteration should subdivide node further.
+ insertStack.push(node, oldBody);
+ insertStack.push(node, body);
+ }
+ }
+ }
+}
+return createQuadTree;
+
+`;
+ return code;
+
+
+ function assignInsertionQuadIndex(indentCount) {
+ let insertionCode = [];
+ let indent = Array(indentCount + 1).join(' ');
+ for (let i = 0; i < dimension; ++i) {
+ insertionCode.push(indent + `if (${getVariableName(i)} > max_${getVariableName(i)}) {`);
+ insertionCode.push(indent + ` quadIdx = quadIdx + ${Math.pow(2, i)};`);
+ insertionCode.push(indent + ` min_${getVariableName(i)} = max_${getVariableName(i)};`);
+ insertionCode.push(indent + ` max_${getVariableName(i)} = node.max_${getVariableName(i)};`);
+ insertionCode.push(indent + `}`);
+ }
+ return insertionCode.join('\n');
+ // if (x > max_x) { // somewhere in the eastern part.
+ // quadIdx = quadIdx + 1;
+ // left = right;
+ // right = node.right;
+ // }
+ }
+
+ function runRecursiveOnChildren() {
+ let indent = Array(11).join(' ');
+ let recursiveCode = [];
+ for (let i = 0; i < quadCount; ++i) {
+ recursiveCode.push(indent + `if (node.quad${i}) {`);
+ recursiveCode.push(indent + ` queue[pushIdx] = node.quad${i};`);
+ recursiveCode.push(indent + ` queueLength += 1;`);
+ recursiveCode.push(indent + ` pushIdx += 1;`);
+ recursiveCode.push(indent + `}`);
+ }
+ return recursiveCode.join('\n');
+ // if (node.quad0) {
+ // queue[pushIdx] = node.quad0;
+ // queueLength += 1;
+ // pushIdx += 1;
+ // }
+ }
+
+ function assignQuads(indent) {
+ // this.quad0 = null;
+ // this.quad1 = null;
+ // this.quad2 = null;
+ // this.quad3 = null;
+ let quads = [];
+ for (let i = 0; i < quadCount; ++i) {
+ quads.push(`${indent}quad${i} = null;`);
+ }
+ return quads.join('\n');
+ }
+ }
+
+ function isSamePosition(dimension) {
+ let pattern = createPatternBuilder$4(dimension);
+ return `
+ function isSamePosition(point1, point2) {
+ ${pattern('var d{var} = Math.abs(point1.{var} - point2.{var});', {indent: 2})}
+
+ return ${pattern('d{var} < 1e-8', {join: ' && '})};
+ }
+`;
+ }
+
+ function setChildBodyCode(dimension) {
+ var quadCount = Math.pow(2, dimension);
+ return `
+function setChild(node, idx, child) {
+ ${setChildBody()}
+}`;
+ function setChildBody() {
+ let childBody = [];
+ for (let i = 0; i < quadCount; ++i) {
+ let prefix = (i === 0) ? ' ' : ' else ';
+ childBody.push(`${prefix}if (idx === ${i}) node.quad${i} = child;`);
+ }
+
+ return childBody.join('\n');
+ // if (idx === 0) node.quad0 = child;
+ // else if (idx === 1) node.quad1 = child;
+ // else if (idx === 2) node.quad2 = child;
+ // else if (idx === 3) node.quad3 = child;
+ }
+ }
+
+ function getChildBodyCode(dimension) {
+ return `function getChild(node, idx) {
+${getChildBody()}
+ return null;
+}`;
+
+ function getChildBody() {
+ let childBody = [];
+ let quadCount = Math.pow(2, dimension);
+ for (let i = 0; i < quadCount; ++i) {
+ childBody.push(` if (idx === ${i}) return node.quad${i};`);
+ }
+
+ return childBody.join('\n');
+ // if (idx === 0) return node.quad0;
+ // if (idx === 1) return node.quad1;
+ // if (idx === 2) return node.quad2;
+ // if (idx === 3) return node.quad3;
+ }
+ }
+
+ function getQuadNodeCode(dimension) {
+ let pattern = createPatternBuilder$4(dimension);
+ let quadCount = Math.pow(2, dimension);
+ var quadNodeCode = `
+function QuadNode() {
+ // body stored inside this node. In quad tree only leaf nodes (by construction)
+ // contain bodies:
+ this.body = null;
+
+ // Child nodes are stored in quads. Each quad is presented by number:
+ // 0 | 1
+ // -----
+ // 2 | 3
+${assignQuads(' this.')}
+
+ // Total mass of current node
+ this.mass = 0;
+
+ // Center of mass coordinates
+ ${pattern('this.mass_{var} = 0;', {indent: 2})}
+
+ // bounding box coordinates
+ ${pattern('this.min_{var} = 0;', {indent: 2})}
+ ${pattern('this.max_{var} = 0;', {indent: 2})}
+}
+`;
+ return quadNodeCode;
+
+ function assignQuads(indent) {
+ // this.quad0 = null;
+ // this.quad1 = null;
+ // this.quad2 = null;
+ // this.quad3 = null;
+ let quads = [];
+ for (let i = 0; i < quadCount; ++i) {
+ quads.push(`${indent}quad${i} = null;`);
+ }
+ return quads.join('\n');
+ }
+ }
+
+ function getInsertStackCode() {
+ return `
+/**
+ * Our implementation of QuadTree is non-recursive to avoid GC hit
+ * This data structure represent stack of elements
+ * which we are trying to insert into quad tree.
+ */
+function InsertStack () {
+ this.stack = [];
+ this.popIdx = 0;
+}
+
+InsertStack.prototype = {
+ isEmpty: function() {
+ return this.popIdx === 0;
+ },
+ push: function (node, body) {
+ var item = this.stack[this.popIdx];
+ if (!item) {
+ // we are trying to avoid memory pressure: create new element
+ // only when absolutely necessary
+ this.stack[this.popIdx] = new InsertStackElement(node, body);
+ } else {
+ item.node = node;
+ item.body = body;
+ }
+ ++this.popIdx;
+ },
+ pop: function () {
+ if (this.popIdx > 0) {
+ return this.stack[--this.popIdx];
+ }
+ },
+ reset: function () {
+ this.popIdx = 0;
+ }
+};
+
+function InsertStackElement(node, body) {
+ this.node = node; // QuadTree node
+ this.body = body; // physical body which needs to be inserted to node
+}
+`;
+ }
+
+ var generateQuadTreeExports = generateQuadTree.exports;
+
+ var generateBounds = {exports: {}};
+
+ generateBounds.exports = generateBoundsFunction$1;
+ generateBounds.exports.generateFunctionBody = generateBoundsFunctionBody;
+
+ const createPatternBuilder$3 = createPatternBuilder$6;
+
+ function generateBoundsFunction$1(dimension) {
+ let code = generateBoundsFunctionBody(dimension);
+ return new Function('bodies', 'settings', 'random', code);
+ }
+
+ function generateBoundsFunctionBody(dimension) {
+ let pattern = createPatternBuilder$3(dimension);
+
+ let code = `
+ var boundingBox = {
+ ${pattern('min_{var}: 0, max_{var}: 0,', {indent: 4})}
+ };
+
+ return {
+ box: boundingBox,
+
+ update: updateBoundingBox,
+
+ reset: resetBoundingBox,
+
+ getBestNewPosition: function (neighbors) {
+ var ${pattern('base_{var} = 0', {join: ', '})};
+
+ if (neighbors.length) {
+ for (var i = 0; i < neighbors.length; ++i) {
+ let neighborPos = neighbors[i].pos;
+ ${pattern('base_{var} += neighborPos.{var};', {indent: 10})}
+ }
+
+ ${pattern('base_{var} /= neighbors.length;', {indent: 8})}
+ } else {
+ ${pattern('base_{var} = (boundingBox.min_{var} + boundingBox.max_{var}) / 2;', {indent: 8})}
+ }
+
+ var springLength = settings.springLength;
+ return {
+ ${pattern('{var}: base_{var} + (random.nextDouble() - 0.5) * springLength,', {indent: 8})}
+ };
+ }
+ };
+
+ function updateBoundingBox() {
+ var i = bodies.length;
+ if (i === 0) return; // No bodies - no borders.
+
+ ${pattern('var max_{var} = -Infinity;', {indent: 4})}
+ ${pattern('var min_{var} = Infinity;', {indent: 4})}
+
+ while(i--) {
+ // this is O(n), it could be done faster with quadtree, if we check the root node bounds
+ var bodyPos = bodies[i].pos;
+ ${pattern('if (bodyPos.{var} < min_{var}) min_{var} = bodyPos.{var};', {indent: 6})}
+ ${pattern('if (bodyPos.{var} > max_{var}) max_{var} = bodyPos.{var};', {indent: 6})}
+ }
+
+ ${pattern('boundingBox.min_{var} = min_{var};', {indent: 4})}
+ ${pattern('boundingBox.max_{var} = max_{var};', {indent: 4})}
+ }
+
+ function resetBoundingBox() {
+ ${pattern('boundingBox.min_{var} = boundingBox.max_{var} = 0;', {indent: 4})}
+ }
+`;
+ return code;
+ }
+
+ var generateBoundsExports = generateBounds.exports;
+
+ var generateCreateDragForce = {exports: {}};
+
+ const createPatternBuilder$2 = createPatternBuilder$6;
+
+ generateCreateDragForce.exports = generateCreateDragForceFunction$1;
+ generateCreateDragForce.exports.generateCreateDragForceFunctionBody = generateCreateDragForceFunctionBody;
+
+ function generateCreateDragForceFunction$1(dimension) {
+ let code = generateCreateDragForceFunctionBody(dimension);
+ return new Function('options', code);
+ }
+
+ function generateCreateDragForceFunctionBody(dimension) {
+ let pattern = createPatternBuilder$2(dimension);
+ let code = `
+ if (!Number.isFinite(options.dragCoefficient)) throw new Error('dragCoefficient is not a finite number');
+
+ return {
+ update: function(body) {
+ ${pattern('body.force.{var} -= options.dragCoefficient * body.velocity.{var};', {indent: 6})}
+ }
+ };
+`;
+ return code;
+ }
+
+ var generateCreateDragForceExports = generateCreateDragForce.exports;
+
+ var generateCreateSpringForce = {exports: {}};
+
+ const createPatternBuilder$1 = createPatternBuilder$6;
+
+ generateCreateSpringForce.exports = generateCreateSpringForceFunction$1;
+ generateCreateSpringForce.exports.generateCreateSpringForceFunctionBody = generateCreateSpringForceFunctionBody;
+
+ function generateCreateSpringForceFunction$1(dimension) {
+ let code = generateCreateSpringForceFunctionBody(dimension);
+ return new Function('options', 'random', code);
+ }
+
+ function generateCreateSpringForceFunctionBody(dimension) {
+ let pattern = createPatternBuilder$1(dimension);
+ let code = `
+ if (!Number.isFinite(options.springCoefficient)) throw new Error('Spring coefficient is not a number');
+ if (!Number.isFinite(options.springLength)) throw new Error('Spring length is not a number');
+
+ return {
+ /**
+ * Updates forces acting on a spring
+ */
+ update: function (spring) {
+ var body1 = spring.from;
+ var body2 = spring.to;
+ var length = spring.length < 0 ? options.springLength : spring.length;
+ ${pattern('var d{var} = body2.pos.{var} - body1.pos.{var};', {indent: 6})}
+ var r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
+
+ if (r === 0) {
+ ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 8})}
+ r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
+ }
+
+ var d = r - length;
+ var coefficient = ((spring.coefficient > 0) ? spring.coefficient : options.springCoefficient) * d / r;
+
+ ${pattern('body1.force.{var} += coefficient * d{var}', {indent: 6})};
+ body1.springCount += 1;
+ body1.springLength += r;
+
+ ${pattern('body2.force.{var} -= coefficient * d{var}', {indent: 6})};
+ body2.springCount += 1;
+ body2.springLength += r;
+ }
+ };
+`;
+ return code;
+ }
+
+ var generateCreateSpringForceExports = generateCreateSpringForce.exports;
+
+ var generateIntegrator = {exports: {}};
+
+ const createPatternBuilder = createPatternBuilder$6;
+
+ generateIntegrator.exports = generateIntegratorFunction$1;
+ generateIntegrator.exports.generateIntegratorFunctionBody = generateIntegratorFunctionBody;
+
+ function generateIntegratorFunction$1(dimension) {
+ let code = generateIntegratorFunctionBody(dimension);
+ return new Function('bodies', 'timeStep', 'adaptiveTimeStepWeight', code);
+ }
+
+ function generateIntegratorFunctionBody(dimension) {
+ let pattern = createPatternBuilder(dimension);
+ let code = `
+ var length = bodies.length;
+ if (length === 0) return 0;
+
+ ${pattern('var d{var} = 0, t{var} = 0;', {indent: 2})}
+
+ for (var i = 0; i < length; ++i) {
+ var body = bodies[i];
+ if (body.isPinned) continue;
+
+ if (adaptiveTimeStepWeight && body.springCount) {
+ timeStep = (adaptiveTimeStepWeight * body.springLength/body.springCount);
+ }
+
+ var coeff = timeStep / body.mass;
+
+ ${pattern('body.velocity.{var} += coeff * body.force.{var};', {indent: 4})}
+ ${pattern('var v{var} = body.velocity.{var};', {indent: 4})}
+ var v = Math.sqrt(${pattern('v{var} * v{var}', {join: ' + '})});
+
+ if (v > 1) {
+ // We normalize it so that we move within timeStep range.
+ // for the case when v <= 1 - we let velocity to fade out.
+ ${pattern('body.velocity.{var} = v{var} / v;', {indent: 6})}
+ }
+
+ ${pattern('d{var} = timeStep * body.velocity.{var};', {indent: 4})}
+
+ ${pattern('body.pos.{var} += d{var};', {indent: 4})}
+
+ ${pattern('t{var} += Math.abs(d{var});', {indent: 4})}
+ }
+
+ return (${pattern('t{var} * t{var}', {join: ' + '})})/length;
+`;
+ return code;
+ }
+
+ var generateIntegratorExports = generateIntegrator.exports;
+
+ var spring;
+ var hasRequiredSpring;
+
+ function requireSpring () {
+ if (hasRequiredSpring) return spring;
+ hasRequiredSpring = 1;
+ spring = Spring;
+
+ /**
+ * Represents a physical spring. Spring connects two bodies, has rest length
+ * stiffness coefficient and optional weight
+ */
+ function Spring(fromBody, toBody, length, springCoefficient) {
+ this.from = fromBody;
+ this.to = toBody;
+ this.length = length;
+ this.coefficient = springCoefficient;
+ }
+ return spring;
+ }
+
+ var ngraph_merge;
+ var hasRequiredNgraph_merge;
+
+ function requireNgraph_merge () {
+ if (hasRequiredNgraph_merge) return ngraph_merge;
+ hasRequiredNgraph_merge = 1;
+ ngraph_merge = merge;
+
+ /**
+ * Augments `target` with properties in `options`. Does not override
+ * target's properties if they are defined and matches expected type in
+ * options
+ *
+ * @returns {Object} merged object
+ */
+ function merge(target, options) {
+ var key;
+ if (!target) { target = {}; }
+ if (options) {
+ for (key in options) {
+ if (options.hasOwnProperty(key)) {
+ var targetHasIt = target.hasOwnProperty(key),
+ optionsValueType = typeof options[key],
+ shouldReplace = !targetHasIt || (typeof target[key] !== optionsValueType);
+
+ if (shouldReplace) {
+ target[key] = options[key];
+ } else if (optionsValueType === 'object') {
+ // go deep, don't care about loops here, we are simple API!:
+ target[key] = merge(target[key], options[key]);
+ }
+ }
+ }
+ }
+
+ return target;
+ }
+ return ngraph_merge;
+ }
+
+ var ngraph_random = {exports: {}};
+
+ var hasRequiredNgraph_random;
+
+ function requireNgraph_random () {
+ if (hasRequiredNgraph_random) return ngraph_random.exports;
+ hasRequiredNgraph_random = 1;
+ ngraph_random.exports = random;
+
+ // TODO: Deprecate?
+ ngraph_random.exports.random = random,
+ ngraph_random.exports.randomIterator = randomIterator;
+
+ /**
+ * Creates seeded PRNG with two methods:
+ * next() and nextDouble()
+ */
+ function random(inputSeed) {
+ var seed = typeof inputSeed === 'number' ? inputSeed : (+new Date());
+ return new Generator(seed)
+ }
+
+ function Generator(seed) {
+ this.seed = seed;
+ }
+
+ /**
+ * Generates random integer number in the range from 0 (inclusive) to maxValue (exclusive)
+ *
+ * @param maxValue Number REQUIRED. Omitting this number will result in NaN values from PRNG.
+ */
+ Generator.prototype.next = next;
+
+ /**
+ * Generates random double number in the range from 0 (inclusive) to 1 (exclusive)
+ * This function is the same as Math.random() (except that it could be seeded)
+ */
+ Generator.prototype.nextDouble = nextDouble;
+
+ /**
+ * Returns a random real number from uniform distribution in [0, 1)
+ */
+ Generator.prototype.uniform = nextDouble;
+
+ /**
+ * Returns a random real number from a Gaussian distribution
+ * with 0 as a mean, and 1 as standard deviation u ~ N(0,1)
+ */
+ Generator.prototype.gaussian = gaussian;
+
+ function gaussian() {
+ // use the polar form of the Box-Muller transform
+ // based on https://introcs.cs.princeton.edu/java/23recursion/StdRandom.java
+ var r, x, y;
+ do {
+ x = this.nextDouble() * 2 - 1;
+ y = this.nextDouble() * 2 - 1;
+ r = x * x + y * y;
+ } while (r >= 1 || r === 0);
+
+ return x * Math.sqrt(-2 * Math.log(r)/r);
+ }
+
+ /**
+ * See https://twitter.com/anvaka/status/1296182534150135808
+ */
+ Generator.prototype.levy = levy;
+
+ function levy() {
+ var beta = 3 / 2;
+ var sigma = Math.pow(
+ gamma( 1 + beta ) * Math.sin(Math.PI * beta / 2) /
+ (gamma((1 + beta) / 2) * beta * Math.pow(2, (beta - 1) / 2)),
+ 1/beta
+ );
+ return this.gaussian() * sigma / Math.pow(Math.abs(this.gaussian()), 1/beta);
+ }
+
+ // gamma function approximation
+ function gamma(z) {
+ return Math.sqrt(2 * Math.PI / z) * Math.pow((1 / Math.E) * (z + 1 / (12 * z - 1 / (10 * z))), z);
+ }
+
+ function nextDouble() {
+ var seed = this.seed;
+ // Robert Jenkins' 32 bit integer hash function.
+ seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff;
+ seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff;
+ seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff;
+ seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff;
+ seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff;
+ seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff;
+ this.seed = seed;
+ return (seed & 0xfffffff) / 0x10000000;
+ }
+
+ function next(maxValue) {
+ return Math.floor(this.nextDouble() * maxValue);
+ }
+
+ /*
+ * Creates iterator over array, which returns items of array in random order
+ * Time complexity is guaranteed to be O(n);
+ */
+ function randomIterator(array, customRandom) {
+ var localRandom = customRandom || random();
+ if (typeof localRandom.next !== 'function') {
+ throw new Error('customRandom does not match expected API: next() function is missing');
+ }
+
+ return {
+ forEach: forEach,
+
+ /**
+ * Shuffles array randomly, in place.
+ */
+ shuffle: shuffle
+ };
+
+ function shuffle() {
+ var i, j, t;
+ for (i = array.length - 1; i > 0; --i) {
+ j = localRandom.next(i + 1); // i inclusive
+ t = array[j];
+ array[j] = array[i];
+ array[i] = t;
+ }
+
+ return array;
+ }
+
+ function forEach(callback) {
+ var i, j, t;
+ for (i = array.length - 1; i > 0; --i) {
+ j = localRandom.next(i + 1); // i inclusive
+ t = array[j];
+ array[j] = array[i];
+ array[i] = t;
+
+ callback(t);
+ }
+
+ if (array.length) {
+ callback(array[0]);
+ }
+ }
+ }
+ return ngraph_random.exports;
+ }
+
+ /**
+ * Manages a simulation of physical forces acting on bodies and springs.
+ */
+
+ var createPhysicsSimulator_1 = createPhysicsSimulator;
+
+ var generateCreateBodyFunction = generateCreateBodyExports;
+ var generateQuadTreeFunction = generateQuadTreeExports;
+ var generateBoundsFunction = generateBoundsExports;
+ var generateCreateDragForceFunction = generateCreateDragForceExports;
+ var generateCreateSpringForceFunction = generateCreateSpringForceExports;
+ var generateIntegratorFunction = generateIntegratorExports;
+
+ var dimensionalCache = {};
+
+ function createPhysicsSimulator(settings) {
+ var Spring = requireSpring();
+ var merge = requireNgraph_merge();
+ var eventify = ngraph_events;
+ if (settings) {
+ // Check for names from older versions of the layout
+ if (settings.springCoeff !== undefined) throw new Error('springCoeff was renamed to springCoefficient');
+ if (settings.dragCoeff !== undefined) throw new Error('dragCoeff was renamed to dragCoefficient');
+ }
+
+ settings = merge(settings, {
+ /**
+ * Ideal length for links (springs in physical model).
+ */
+ springLength: 10,
+
+ /**
+ * Hook's law coefficient. 1 - solid spring.
+ */
+ springCoefficient: 0.8,
+
+ /**
+ * Coulomb's law coefficient. It's used to repel nodes thus should be negative
+ * if you make it positive nodes start attract each other :).
+ */
+ gravity: -12,
+
+ /**
+ * Theta coefficient from Barnes Hut simulation. Ranged between (0, 1).
+ * The closer it's to 1 the more nodes algorithm will have to go through.
+ * Setting it to one makes Barnes Hut simulation no different from
+ * brute-force forces calculation (each node is considered).
+ */
+ theta: 0.8,
+
+ /**
+ * Drag force coefficient. Used to slow down system, thus should be less than 1.
+ * The closer it is to 0 the less tight system will be.
+ */
+ dragCoefficient: 0.9, // TODO: Need to rename this to something better. E.g. `dragCoefficient`
+
+ /**
+ * Default time step (dt) for forces integration
+ */
+ timeStep : 0.5,
+
+ /**
+ * Adaptive time step uses average spring length to compute actual time step:
+ * See: https://twitter.com/anvaka/status/1293067160755957760
+ */
+ adaptiveTimeStepWeight: 0,
+
+ /**
+ * This parameter defines number of dimensions of the space where simulation
+ * is performed.
+ */
+ dimensions: 2,
+
+ /**
+ * In debug mode more checks are performed, this will help you catch errors
+ * quickly, however for production build it is recommended to turn off this flag
+ * to speed up computation.
+ */
+ debug: false
+ });
+
+ var factory = dimensionalCache[settings.dimensions];
+ if (!factory) {
+ var dimensions = settings.dimensions;
+ factory = {
+ Body: generateCreateBodyFunction(dimensions, settings.debug),
+ createQuadTree: generateQuadTreeFunction(dimensions),
+ createBounds: generateBoundsFunction(dimensions),
+ createDragForce: generateCreateDragForceFunction(dimensions),
+ createSpringForce: generateCreateSpringForceFunction(dimensions),
+ integrate: generateIntegratorFunction(dimensions),
+ };
+ dimensionalCache[dimensions] = factory;
+ }
+
+ var Body = factory.Body;
+ var createQuadTree = factory.createQuadTree;
+ var createBounds = factory.createBounds;
+ var createDragForce = factory.createDragForce;
+ var createSpringForce = factory.createSpringForce;
+ var integrate = factory.integrate;
+ var createBody = pos => new Body(pos);
+
+ var random = requireNgraph_random().random(42);
+ var bodies = []; // Bodies in this simulation.
+ var springs = []; // Springs in this simulation.
+
+ var quadTree = createQuadTree(settings, random);
+ var bounds = createBounds(bodies, settings, random);
+ var springForce = createSpringForce(settings, random);
+ var dragForce = createDragForce(settings);
+
+ var totalMovement = 0; // how much movement we made on last step
+ var forces = [];
+ var forceMap = new Map();
+ var iterationNumber = 0;
+
+ addForce('nbody', nbodyForce);
+ addForce('spring', updateSpringForce);
+
+ var publicApi = {
+ /**
+ * Array of bodies, registered with current simulator
+ *
+ * Note: To add new body, use addBody() method. This property is only
+ * exposed for testing/performance purposes.
+ */
+ bodies: bodies,
+
+ quadTree: quadTree,
+
+ /**
+ * Array of springs, registered with current simulator
+ *
+ * Note: To add new spring, use addSpring() method. This property is only
+ * exposed for testing/performance purposes.
+ */
+ springs: springs,
+
+ /**
+ * Returns settings with which current simulator was initialized
+ */
+ settings: settings,
+
+ /**
+ * Adds a new force to simulation
+ */
+ addForce: addForce,
+
+ /**
+ * Removes a force from the simulation.
+ */
+ removeForce: removeForce,
+
+ /**
+ * Returns a map of all registered forces.
+ */
+ getForces: getForces,
+
+ /**
+ * Performs one step of force simulation.
+ *
+ * @returns {boolean} true if system is considered stable; False otherwise.
+ */
+ step: function () {
+ for (var i = 0; i < forces.length; ++i) {
+ forces[i](iterationNumber);
+ }
+ var movement = integrate(bodies, settings.timeStep, settings.adaptiveTimeStepWeight);
+ iterationNumber += 1;
+ return movement;
+ },
+
+ /**
+ * Adds body to the system
+ *
+ * @param {ngraph.physics.primitives.Body} body physical body
+ *
+ * @returns {ngraph.physics.primitives.Body} added body
+ */
+ addBody: function (body) {
+ if (!body) {
+ throw new Error('Body is required');
+ }
+ bodies.push(body);
+
+ return body;
+ },
+
+ /**
+ * Adds body to the system at given position
+ *
+ * @param {Object} pos position of a body
+ *
+ * @returns {ngraph.physics.primitives.Body} added body
+ */
+ addBodyAt: function (pos) {
+ if (!pos) {
+ throw new Error('Body position is required');
+ }
+ var body = createBody(pos);
+ bodies.push(body);
+
+ return body;
+ },
+
+ /**
+ * Removes body from the system
+ *
+ * @param {ngraph.physics.primitives.Body} body to remove
+ *
+ * @returns {Boolean} true if body found and removed. falsy otherwise;
+ */
+ removeBody: function (body) {
+ if (!body) { return; }
+
+ var idx = bodies.indexOf(body);
+ if (idx < 0) { return; }
+
+ bodies.splice(idx, 1);
+ if (bodies.length === 0) {
+ bounds.reset();
+ }
+ return true;
+ },
+
+ /**
+ * Adds a spring to this simulation.
+ *
+ * @returns {Object} - a handle for a spring. If you want to later remove
+ * spring pass it to removeSpring() method.
+ */
+ addSpring: function (body1, body2, springLength, springCoefficient) {
+ if (!body1 || !body2) {
+ throw new Error('Cannot add null spring to force simulator');
+ }
+
+ if (typeof springLength !== 'number') {
+ springLength = -1; // assume global configuration
+ }
+
+ var spring = new Spring(body1, body2, springLength, springCoefficient >= 0 ? springCoefficient : -1);
+ springs.push(spring);
+
+ // TODO: could mark simulator as dirty.
+ return spring;
+ },
+
+ /**
+ * Returns amount of movement performed on last step() call
+ */
+ getTotalMovement: function () {
+ return totalMovement;
+ },
+
+ /**
+ * Removes spring from the system
+ *
+ * @param {Object} spring to remove. Spring is an object returned by addSpring
+ *
+ * @returns {Boolean} true if spring found and removed. falsy otherwise;
+ */
+ removeSpring: function (spring) {
+ if (!spring) { return; }
+ var idx = springs.indexOf(spring);
+ if (idx > -1) {
+ springs.splice(idx, 1);
+ return true;
+ }
+ },
+
+ getBestNewBodyPosition: function (neighbors) {
+ return bounds.getBestNewPosition(neighbors);
+ },
+
+ /**
+ * Returns bounding box which covers all bodies
+ */
+ getBBox: getBoundingBox,
+ getBoundingBox: getBoundingBox,
+
+ invalidateBBox: function () {
+ console.warn('invalidateBBox() is deprecated, bounds always recomputed on `getBBox()` call');
+ },
+
+ // TODO: Move the force specific stuff to force
+ gravity: function (value) {
+ if (value !== undefined) {
+ settings.gravity = value;
+ quadTree.options({gravity: value});
+ return this;
+ } else {
+ return settings.gravity;
+ }
+ },
+
+ theta: function (value) {
+ if (value !== undefined) {
+ settings.theta = value;
+ quadTree.options({theta: value});
+ return this;
+ } else {
+ return settings.theta;
+ }
+ },
+
+ /**
+ * Returns pseudo-random number generator instance.
+ */
+ random: random
+ };
+
+ // allow settings modification via public API:
+ expose(settings, publicApi);
+
+ eventify(publicApi);
+
+ return publicApi;
+
+ function getBoundingBox() {
+ bounds.update();
+ return bounds.box;
+ }
+
+ function addForce(forceName, forceFunction) {
+ if (forceMap.has(forceName)) throw new Error('Force ' + forceName + ' is already added');
+
+ forceMap.set(forceName, forceFunction);
+ forces.push(forceFunction);
+ }
+
+ function removeForce(forceName) {
+ var forceIndex = forces.indexOf(forceMap.get(forceName));
+ if (forceIndex < 0) return;
+ forces.splice(forceIndex, 1);
+ forceMap.delete(forceName);
+ }
+
+ function getForces() {
+ // TODO: Should I trust them or clone the forces?
+ return forceMap;
+ }
+
+ function nbodyForce(/* iterationUmber */) {
+ if (bodies.length === 0) return;
+
+ quadTree.insertBodies(bodies);
+ var i = bodies.length;
+ while (i--) {
+ var body = bodies[i];
+ if (!body.isPinned) {
+ body.reset();
+ quadTree.updateBodyForce(body);
+ dragForce.update(body);
+ }
+ }
+ }
+
+ function updateSpringForce() {
+ var i = springs.length;
+ while (i--) {
+ springForce.update(springs[i]);
+ }
+ }
+
+ }
+
+ function expose(settings, target) {
+ for (var key in settings) {
+ augment(settings, target, key);
+ }
+ }
+
+ function augment(source, target, key) {
+ if (!source.hasOwnProperty(key)) return;
+ if (typeof target[key] === 'function') {
+ // this accessor is already defined. Ignore it
+ return;
+ }
+ var sourceIsNumber = Number.isFinite(source[key]);
+
+ if (sourceIsNumber) {
+ target[key] = function (value) {
+ if (value !== undefined) {
+ if (!Number.isFinite(value)) throw new Error('Value of ' + key + ' should be a valid number.');
+ source[key] = value;
+ return target;
+ }
+ return source[key];
+ };
+ } else {
+ target[key] = function (value) {
+ if (value !== undefined) {
+ source[key] = value;
+ return target;
+ }
+ return source[key];
+ };
+ }
+ }
+
+ ngraph_forcelayout.exports = createLayout;
+ ngraph_forcelayout.exports.simulator = createPhysicsSimulator_1;
+
+ var eventify = ngraph_events;
+
+ /**
+ * Creates force based layout for a given graph.
+ *
+ * @param {ngraph.graph} graph which needs to be laid out
+ * @param {object} physicsSettings if you need custom settings
+ * for physics simulator you can pass your own settings here. If it's not passed
+ * a default one will be created.
+ */
+ function createLayout(graph, physicsSettings) {
+ if (!graph) {
+ throw new Error('Graph structure cannot be undefined');
+ }
+
+ var createSimulator = (physicsSettings && physicsSettings.createSimulator) || createPhysicsSimulator_1;
+ var physicsSimulator = createSimulator(physicsSettings);
+ if (Array.isArray(physicsSettings)) throw new Error('Physics settings is expected to be an object');
+
+ var nodeMass = graph.version > 19 ? defaultSetNodeMass : defaultArrayNodeMass;
+ if (physicsSettings && typeof physicsSettings.nodeMass === 'function') {
+ nodeMass = physicsSettings.nodeMass;
+ }
+
+ var nodeBodies = new Map();
+ var springs = {};
+ var bodiesCount = 0;
+
+ var springTransform = physicsSimulator.settings.springTransform || noop;
+
+ // Initialize physics with what we have in the graph:
+ initPhysics();
+ listenToEvents();
+
+ var wasStable = false;
+
+ var api = {
+ /**
+ * Performs one step of iterative layout algorithm
+ *
+ * @returns {boolean} true if the system should be considered stable; False otherwise.
+ * The system is stable if no further call to `step()` can improve the layout.
+ */
+ step: function() {
+ if (bodiesCount === 0) {
+ updateStableStatus(true);
+ return true;
+ }
+
+ var lastMove = physicsSimulator.step();
+
+ // Save the movement in case if someone wants to query it in the step
+ // callback.
+ api.lastMove = lastMove;
+
+ // Allow listeners to perform low-level actions after nodes are updated.
+ api.fire('step');
+
+ var ratio = lastMove/bodiesCount;
+ var isStableNow = ratio <= 0.01; // TODO: The number is somewhat arbitrary...
+ updateStableStatus(isStableNow);
+
+
+ return isStableNow;
+ },
+
+ /**
+ * For a given `nodeId` returns position
+ */
+ getNodePosition: function (nodeId) {
+ return getInitializedBody(nodeId).pos;
+ },
+
+ /**
+ * Sets position of a node to a given coordinates
+ * @param {string} nodeId node identifier
+ * @param {number} x position of a node
+ * @param {number} y position of a node
+ * @param {number=} z position of node (only if applicable to body)
+ */
+ setNodePosition: function (nodeId) {
+ var body = getInitializedBody(nodeId);
+ body.setPosition.apply(body, Array.prototype.slice.call(arguments, 1));
+ },
+
+ /**
+ * @returns {Object} Link position by link id
+ * @returns {Object.from} {x, y} coordinates of link start
+ * @returns {Object.to} {x, y} coordinates of link end
+ */
+ getLinkPosition: function (linkId) {
+ var spring = springs[linkId];
+ if (spring) {
+ return {
+ from: spring.from.pos,
+ to: spring.to.pos
+ };
+ }
+ },
+
+ /**
+ * @returns {Object} area required to fit in the graph. Object contains
+ * `x1`, `y1` - top left coordinates
+ * `x2`, `y2` - bottom right coordinates
+ */
+ getGraphRect: function () {
+ return physicsSimulator.getBBox();
+ },
+
+ /**
+ * Iterates over each body in the layout simulator and performs a callback(body, nodeId)
+ */
+ forEachBody: forEachBody,
+
+ /*
+ * Requests layout algorithm to pin/unpin node to its current position
+ * Pinned nodes should not be affected by layout algorithm and always
+ * remain at their position
+ */
+ pinNode: function (node, isPinned) {
+ var body = getInitializedBody(node.id);
+ body.isPinned = !!isPinned;
+ },
+
+ /**
+ * Checks whether given graph's node is currently pinned
+ */
+ isNodePinned: function (node) {
+ return getInitializedBody(node.id).isPinned;
+ },
+
+ /**
+ * Request to release all resources
+ */
+ dispose: function() {
+ graph.off('changed', onGraphChanged);
+ api.fire('disposed');
+ },
+
+ /**
+ * Gets physical body for a given node id. If node is not found undefined
+ * value is returned.
+ */
+ getBody: getBody,
+
+ /**
+ * Gets spring for a given edge.
+ *
+ * @param {string} linkId link identifer. If two arguments are passed then
+ * this argument is treated as formNodeId
+ * @param {string=} toId when defined this parameter denotes head of the link
+ * and first argument is treated as tail of the link (fromId)
+ */
+ getSpring: getSpring,
+
+ /**
+ * Returns length of cumulative force vector. The closer this to zero - the more stable the system is
+ */
+ getForceVectorLength: getForceVectorLength,
+
+ /**
+ * [Read only] Gets current physics simulator
+ */
+ simulator: physicsSimulator,
+
+ /**
+ * Gets the graph that was used for layout
+ */
+ graph: graph,
+
+ /**
+ * Gets amount of movement performed during last step operation
+ */
+ lastMove: 0
+ };
+
+ eventify(api);
+
+ return api;
+
+ function updateStableStatus(isStableNow) {
+ if (wasStable !== isStableNow) {
+ wasStable = isStableNow;
+ onStableChanged(isStableNow);
+ }
+ }
+
+ function forEachBody(cb) {
+ nodeBodies.forEach(cb);
+ }
+
+ function getForceVectorLength() {
+ var fx = 0, fy = 0;
+ forEachBody(function(body) {
+ fx += Math.abs(body.force.x);
+ fy += Math.abs(body.force.y);
+ });
+ return Math.sqrt(fx * fx + fy * fy);
+ }
+
+ function getSpring(fromId, toId) {
+ var linkId;
+ if (toId === undefined) {
+ if (typeof fromId !== 'object') {
+ // assume fromId as a linkId:
+ linkId = fromId;
+ } else {
+ // assume fromId to be a link object:
+ linkId = fromId.id;
+ }
+ } else {
+ // toId is defined, should grab link:
+ var link = graph.hasLink(fromId, toId);
+ if (!link) return;
+ linkId = link.id;
+ }
+
+ return springs[linkId];
+ }
+
+ function getBody(nodeId) {
+ return nodeBodies.get(nodeId);
+ }
+
+ function listenToEvents() {
+ graph.on('changed', onGraphChanged);
+ }
+
+ function onStableChanged(isStable) {
+ api.fire('stable', isStable);
+ }
+
+ function onGraphChanged(changes) {
+ for (var i = 0; i < changes.length; ++i) {
+ var change = changes[i];
+ if (change.changeType === 'add') {
+ if (change.node) {
+ initBody(change.node.id);
+ }
+ if (change.link) {
+ initLink(change.link);
+ }
+ } else if (change.changeType === 'remove') {
+ if (change.node) {
+ releaseNode(change.node);
+ }
+ if (change.link) {
+ releaseLink(change.link);
+ }
+ }
+ }
+ bodiesCount = graph.getNodesCount();
+ }
+
+ function initPhysics() {
+ bodiesCount = 0;
+
+ graph.forEachNode(function (node) {
+ initBody(node.id);
+ bodiesCount += 1;
+ });
+
+ graph.forEachLink(initLink);
+ }
+
+ function initBody(nodeId) {
+ var body = nodeBodies.get(nodeId);
+ if (!body) {
+ var node = graph.getNode(nodeId);
+ if (!node) {
+ throw new Error('initBody() was called with unknown node id');
+ }
+
+ var pos = node.position;
+ if (!pos) {
+ var neighbors = getNeighborBodies(node);
+ pos = physicsSimulator.getBestNewBodyPosition(neighbors);
+ }
+
+ body = physicsSimulator.addBodyAt(pos);
+ body.id = nodeId;
+
+ nodeBodies.set(nodeId, body);
+ updateBodyMass(nodeId);
+
+ if (isNodeOriginallyPinned(node)) {
+ body.isPinned = true;
+ }
+ }
+ }
+
+ function releaseNode(node) {
+ var nodeId = node.id;
+ var body = nodeBodies.get(nodeId);
+ if (body) {
+ nodeBodies.delete(nodeId);
+ physicsSimulator.removeBody(body);
+ }
+ }
+
+ function initLink(link) {
+ updateBodyMass(link.fromId);
+ updateBodyMass(link.toId);
+
+ var fromBody = nodeBodies.get(link.fromId),
+ toBody = nodeBodies.get(link.toId),
+ spring = physicsSimulator.addSpring(fromBody, toBody, link.length);
+
+ springTransform(link, spring);
+
+ springs[link.id] = spring;
+ }
+
+ function releaseLink(link) {
+ var spring = springs[link.id];
+ if (spring) {
+ var from = graph.getNode(link.fromId),
+ to = graph.getNode(link.toId);
+
+ if (from) updateBodyMass(from.id);
+ if (to) updateBodyMass(to.id);
+
+ delete springs[link.id];
+
+ physicsSimulator.removeSpring(spring);
+ }
+ }
+
+ function getNeighborBodies(node) {
+ // TODO: Could probably be done better on memory
+ var neighbors = [];
+ if (!node.links) {
+ return neighbors;
+ }
+ var maxNeighbors = Math.min(node.links.length, 2);
+ for (var i = 0; i < maxNeighbors; ++i) {
+ var link = node.links[i];
+ var otherBody = link.fromId !== node.id ? nodeBodies.get(link.fromId) : nodeBodies.get(link.toId);
+ if (otherBody && otherBody.pos) {
+ neighbors.push(otherBody);
+ }
+ }
+
+ return neighbors;
+ }
+
+ function updateBodyMass(nodeId) {
+ var body = nodeBodies.get(nodeId);
+ body.mass = nodeMass(nodeId);
+ if (Number.isNaN(body.mass)) {
+ throw new Error('Node mass should be a number');
+ }
+ }
+
+ /**
+ * Checks whether graph node has in its settings pinned attribute,
+ * which means layout algorithm cannot move it. Node can be marked
+ * as pinned, if it has "isPinned" attribute, or when node.data has it.
+ *
+ * @param {Object} node a graph node to check
+ * @return {Boolean} true if node should be treated as pinned; false otherwise.
+ */
+ function isNodeOriginallyPinned(node) {
+ return (node && (node.isPinned || (node.data && node.data.isPinned)));
+ }
+
+ function getInitializedBody(nodeId) {
+ var body = nodeBodies.get(nodeId);
+ if (!body) {
+ initBody(nodeId);
+ body = nodeBodies.get(nodeId);
+ }
+ return body;
+ }
+
+ /**
+ * Calculates mass of a body, which corresponds to node with given id.
+ *
+ * @param {String|Number} nodeId identifier of a node, for which body mass needs to be calculated
+ * @returns {Number} recommended mass of the body;
+ */
+ function defaultArrayNodeMass(nodeId) {
+ // This function is for older versions of ngraph.graph.
+ var links = graph.getLinks(nodeId);
+ if (!links) return 1;
+ return 1 + links.length / 3.0;
+ }
+
+ function defaultSetNodeMass(nodeId) {
+ var links = graph.getLinks(nodeId);
+ if (!links) return 1;
+ return 1 + links.size / 3.0;
+ }
+ }
+
+ function noop() { }
+
+ var ngraph_forcelayoutExports = ngraph_forcelayout.exports;
+ var forcelayout = /*@__PURE__*/getDefaultExportFromCjs(ngraph_forcelayoutExports);
+
+ /**
+ * Checks if `value` is the
+ * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)
+ * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)
+ *
+ * @static
+ * @memberOf _
+ * @since 0.1.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is an object, else `false`.
+ * @example
+ *
+ * _.isObject({});
+ * // => true
+ *
+ * _.isObject([1, 2, 3]);
+ * // => true
+ *
+ * _.isObject(_.noop);
+ * // => true
+ *
+ * _.isObject(null);
+ * // => false
+ */
+ function isObject(value) {
+ var type = typeof value;
+ return value != null && (type == 'object' || type == 'function');
+ }
+
+ /** Detect free variable `global` from Node.js. */
+ var freeGlobal = typeof global == 'object' && global && global.Object === Object && global;
+
+ /** Detect free variable `self`. */
+ var freeSelf = typeof self == 'object' && self && self.Object === Object && self;
+
+ /** Used as a reference to the global object. */
+ var root = freeGlobal || freeSelf || Function('return this')();
+
+ /**
+ * Gets the timestamp of the number of milliseconds that have elapsed since
+ * the Unix epoch (1 January 1970 00:00:00 UTC).
+ *
+ * @static
+ * @memberOf _
+ * @since 2.4.0
+ * @category Date
+ * @returns {number} Returns the timestamp.
+ * @example
+ *
+ * _.defer(function(stamp) {
+ * console.log(_.now() - stamp);
+ * }, _.now());
+ * // => Logs the number of milliseconds it took for the deferred invocation.
+ */
+ var now = function() {
+ return root.Date.now();
+ };
+
+ /** Used to match a single whitespace character. */
+ var reWhitespace = /\s/;
+
+ /**
+ * Used by `_.trim` and `_.trimEnd` to get the index of the last non-whitespace
+ * character of `string`.
+ *
+ * @private
+ * @param {string} string The string to inspect.
+ * @returns {number} Returns the index of the last non-whitespace character.
+ */
+ function trimmedEndIndex(string) {
+ var index = string.length;
+
+ while (index-- && reWhitespace.test(string.charAt(index))) {}
+ return index;
+ }
+
+ /** Used to match leading whitespace. */
+ var reTrimStart = /^\s+/;
+
+ /**
+ * The base implementation of `_.trim`.
+ *
+ * @private
+ * @param {string} string The string to trim.
+ * @returns {string} Returns the trimmed string.
+ */
+ function baseTrim(string) {
+ return string
+ ? string.slice(0, trimmedEndIndex(string) + 1).replace(reTrimStart, '')
+ : string;
+ }
+
+ /** Built-in value references. */
+ var Symbol$1 = root.Symbol;
+
+ /** Used for built-in method references. */
+ var objectProto$1 = Object.prototype;
+
+ /** Used to check objects for own properties. */
+ var hasOwnProperty = objectProto$1.hasOwnProperty;
+
+ /**
+ * Used to resolve the
+ * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
+ * of values.
+ */
+ var nativeObjectToString$1 = objectProto$1.toString;
+
+ /** Built-in value references. */
+ var symToStringTag$1 = Symbol$1 ? Symbol$1.toStringTag : undefined;
+
+ /**
+ * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values.
+ *
+ * @private
+ * @param {*} value The value to query.
+ * @returns {string} Returns the raw `toStringTag`.
+ */
+ function getRawTag(value) {
+ var isOwn = hasOwnProperty.call(value, symToStringTag$1),
+ tag = value[symToStringTag$1];
+
+ try {
+ value[symToStringTag$1] = undefined;
+ var unmasked = true;
+ } catch (e) {}
+
+ var result = nativeObjectToString$1.call(value);
+ if (unmasked) {
+ if (isOwn) {
+ value[symToStringTag$1] = tag;
+ } else {
+ delete value[symToStringTag$1];
+ }
+ }
+ return result;
+ }
+
+ /** Used for built-in method references. */
+ var objectProto = Object.prototype;
+
+ /**
+ * Used to resolve the
+ * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
+ * of values.
+ */
+ var nativeObjectToString = objectProto.toString;
+
+ /**
+ * Converts `value` to a string using `Object.prototype.toString`.
+ *
+ * @private
+ * @param {*} value The value to convert.
+ * @returns {string} Returns the converted string.
+ */
+ function objectToString(value) {
+ return nativeObjectToString.call(value);
+ }
+
+ /** `Object#toString` result references. */
+ var nullTag = '[object Null]',
+ undefinedTag = '[object Undefined]';
+
+ /** Built-in value references. */
+ var symToStringTag = Symbol$1 ? Symbol$1.toStringTag : undefined;
+
+ /**
+ * The base implementation of `getTag` without fallbacks for buggy environments.
+ *
+ * @private
+ * @param {*} value The value to query.
+ * @returns {string} Returns the `toStringTag`.
+ */
+ function baseGetTag(value) {
+ if (value == null) {
+ return value === undefined ? undefinedTag : nullTag;
+ }
+ return (symToStringTag && symToStringTag in Object(value))
+ ? getRawTag(value)
+ : objectToString(value);
+ }
+
+ /**
+ * Checks if `value` is object-like. A value is object-like if it's not `null`
+ * and has a `typeof` result of "object".
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is object-like, else `false`.
+ * @example
+ *
+ * _.isObjectLike({});
+ * // => true
+ *
+ * _.isObjectLike([1, 2, 3]);
+ * // => true
+ *
+ * _.isObjectLike(_.noop);
+ * // => false
+ *
+ * _.isObjectLike(null);
+ * // => false
+ */
+ function isObjectLike(value) {
+ return value != null && typeof value == 'object';
+ }
+
+ /** `Object#toString` result references. */
+ var symbolTag = '[object Symbol]';
+
+ /**
+ * Checks if `value` is classified as a `Symbol` primitive or object.
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.
+ * @example
+ *
+ * _.isSymbol(Symbol.iterator);
+ * // => true
+ *
+ * _.isSymbol('abc');
+ * // => false
+ */
+ function isSymbol(value) {
+ return typeof value == 'symbol' ||
+ (isObjectLike(value) && baseGetTag(value) == symbolTag);
+ }
+
+ /** Used as references for various `Number` constants. */
+ var NAN = 0 / 0;
+
+ /** Used to detect bad signed hexadecimal string values. */
+ var reIsBadHex = /^[-+]0x[0-9a-f]+$/i;
+
+ /** Used to detect binary string values. */
+ var reIsBinary = /^0b[01]+$/i;
+
+ /** Used to detect octal string values. */
+ var reIsOctal = /^0o[0-7]+$/i;
+
+ /** Built-in method references without a dependency on `root`. */
+ var freeParseInt = parseInt;
+
+ /**
+ * Converts `value` to a number.
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to process.
+ * @returns {number} Returns the number.
+ * @example
+ *
+ * _.toNumber(3.2);
+ * // => 3.2
+ *
+ * _.toNumber(Number.MIN_VALUE);
+ * // => 5e-324
+ *
+ * _.toNumber(Infinity);
+ * // => Infinity
+ *
+ * _.toNumber('3.2');
+ * // => 3.2
+ */
+ function toNumber(value) {
+ if (typeof value == 'number') {
+ return value;
+ }
+ if (isSymbol(value)) {
+ return NAN;
+ }
+ if (isObject(value)) {
+ var other = typeof value.valueOf == 'function' ? value.valueOf() : value;
+ value = isObject(other) ? (other + '') : other;
+ }
+ if (typeof value != 'string') {
+ return value === 0 ? value : +value;
+ }
+ value = baseTrim(value);
+ var isBinary = reIsBinary.test(value);
+ return (isBinary || reIsOctal.test(value))
+ ? freeParseInt(value.slice(2), isBinary ? 2 : 8)
+ : (reIsBadHex.test(value) ? NAN : +value);
+ }
+
+ /** Error message constants. */
+ var FUNC_ERROR_TEXT = 'Expected a function';
+
+ /* Built-in method references for those with the same name as other `lodash` methods. */
+ var nativeMax = Math.max,
+ nativeMin = Math.min;
+
+ /**
+ * Creates a debounced function that delays invoking `func` until after `wait`
+ * milliseconds have elapsed since the last time the debounced function was
+ * invoked. The debounced function comes with a `cancel` method to cancel
+ * delayed `func` invocations and a `flush` method to immediately invoke them.
+ * Provide `options` to indicate whether `func` should be invoked on the
+ * leading and/or trailing edge of the `wait` timeout. The `func` is invoked
+ * with the last arguments provided to the debounced function. Subsequent
+ * calls to the debounced function return the result of the last `func`
+ * invocation.
+ *
+ * **Note:** If `leading` and `trailing` options are `true`, `func` is
+ * invoked on the trailing edge of the timeout only if the debounced function
+ * is invoked more than once during the `wait` timeout.
+ *
+ * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred
+ * until to the next tick, similar to `setTimeout` with a timeout of `0`.
+ *
+ * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/)
+ * for details over the differences between `_.debounce` and `_.throttle`.
+ *
+ * @static
+ * @memberOf _
+ * @since 0.1.0
+ * @category Function
+ * @param {Function} func The function to debounce.
+ * @param {number} [wait=0] The number of milliseconds to delay.
+ * @param {Object} [options={}] The options object.
+ * @param {boolean} [options.leading=false]
+ * Specify invoking on the leading edge of the timeout.
+ * @param {number} [options.maxWait]
+ * The maximum time `func` is allowed to be delayed before it's invoked.
+ * @param {boolean} [options.trailing=true]
+ * Specify invoking on the trailing edge of the timeout.
+ * @returns {Function} Returns the new debounced function.
+ * @example
+ *
+ * // Avoid costly calculations while the window size is in flux.
+ * jQuery(window).on('resize', _.debounce(calculateLayout, 150));
+ *
+ * // Invoke `sendMail` when clicked, debouncing subsequent calls.
+ * jQuery(element).on('click', _.debounce(sendMail, 300, {
+ * 'leading': true,
+ * 'trailing': false
+ * }));
+ *
+ * // Ensure `batchLog` is invoked once after 1 second of debounced calls.
+ * var debounced = _.debounce(batchLog, 250, { 'maxWait': 1000 });
+ * var source = new EventSource('/stream');
+ * jQuery(source).on('message', debounced);
+ *
+ * // Cancel the trailing debounced invocation.
+ * jQuery(window).on('popstate', debounced.cancel);
+ */
+ function debounce(func, wait, options) {
+ var lastArgs,
+ lastThis,
+ maxWait,
+ result,
+ timerId,
+ lastCallTime,
+ lastInvokeTime = 0,
+ leading = false,
+ maxing = false,
+ trailing = true;
+
+ if (typeof func != 'function') {
+ throw new TypeError(FUNC_ERROR_TEXT);
+ }
+ wait = toNumber(wait) || 0;
+ if (isObject(options)) {
+ leading = !!options.leading;
+ maxing = 'maxWait' in options;
+ maxWait = maxing ? nativeMax(toNumber(options.maxWait) || 0, wait) : maxWait;
+ trailing = 'trailing' in options ? !!options.trailing : trailing;
+ }
+
+ function invokeFunc(time) {
+ var args = lastArgs,
+ thisArg = lastThis;
+
+ lastArgs = lastThis = undefined;
+ lastInvokeTime = time;
+ result = func.apply(thisArg, args);
+ return result;
+ }
+
+ function leadingEdge(time) {
+ // Reset any `maxWait` timer.
+ lastInvokeTime = time;
+ // Start the timer for the trailing edge.
+ timerId = setTimeout(timerExpired, wait);
+ // Invoke the leading edge.
+ return leading ? invokeFunc(time) : result;
+ }
+
+ function remainingWait(time) {
+ var timeSinceLastCall = time - lastCallTime,
+ timeSinceLastInvoke = time - lastInvokeTime,
+ timeWaiting = wait - timeSinceLastCall;
+
+ return maxing
+ ? nativeMin(timeWaiting, maxWait - timeSinceLastInvoke)
+ : timeWaiting;
+ }
+
+ function shouldInvoke(time) {
+ var timeSinceLastCall = time - lastCallTime,
+ timeSinceLastInvoke = time - lastInvokeTime;
+
+ // Either this is the first call, activity has stopped and we're at the
+ // trailing edge, the system time has gone backwards and we're treating
+ // it as the trailing edge, or we've hit the `maxWait` limit.
+ return (lastCallTime === undefined || (timeSinceLastCall >= wait) ||
+ (timeSinceLastCall < 0) || (maxing && timeSinceLastInvoke >= maxWait));
+ }
+
+ function timerExpired() {
+ var time = now();
+ if (shouldInvoke(time)) {
+ return trailingEdge(time);
+ }
+ // Restart the timer.
+ timerId = setTimeout(timerExpired, remainingWait(time));
+ }
+
+ function trailingEdge(time) {
+ timerId = undefined;
+
+ // Only invoke if we have `lastArgs` which means `func` has been
+ // debounced at least once.
+ if (trailing && lastArgs) {
+ return invokeFunc(time);
+ }
+ lastArgs = lastThis = undefined;
+ return result;
+ }
+
+ function cancel() {
+ if (timerId !== undefined) {
+ clearTimeout(timerId);
+ }
+ lastInvokeTime = 0;
+ lastArgs = lastCallTime = lastThis = timerId = undefined;
+ }
+
+ function flush() {
+ return timerId === undefined ? result : trailingEdge(now());
+ }
+
+ function debounced() {
+ var time = now(),
+ isInvoking = shouldInvoke(time);
+
+ lastArgs = arguments;
+ lastThis = this;
+ lastCallTime = time;
+
+ if (isInvoking) {
+ if (timerId === undefined) {
+ return leadingEdge(lastCallTime);
+ }
+ if (maxing) {
+ // Handle invocations in a tight loop.
+ clearTimeout(timerId);
+ timerId = setTimeout(timerExpired, wait);
+ return invokeFunc(lastCallTime);
+ }
+ }
+ if (timerId === undefined) {
+ timerId = setTimeout(timerExpired, wait);
+ }
+ return result;
+ }
+ debounced.cancel = cancel;
+ debounced.flush = flush;
+ return debounced;
+ }
+
+ function _iterableToArrayLimit$2(r, l) {
+ var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
+ if (null != t) {
+ var e,
+ n,
+ i,
+ u,
+ a = [],
+ f = !0,
+ o = !1;
+ try {
+ if (i = (t = t.call(r)).next, 0 === l) {
+ if (Object(t) !== t) return;
+ f = !1;
+ } else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
+ } catch (r) {
+ o = !0, n = r;
+ } finally {
+ try {
+ if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
+ } finally {
+ if (o) throw n;
+ }
+ }
+ return a;
+ }
+ }
+ function _classCallCheck(instance, Constructor) {
+ if (!(instance instanceof Constructor)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+ }
+ function _defineProperties(target, props) {
+ for (var i = 0; i < props.length; i++) {
+ var descriptor = props[i];
+ descriptor.enumerable = descriptor.enumerable || false;
+ descriptor.configurable = true;
+ if ("value" in descriptor) descriptor.writable = true;
+ Object.defineProperty(target, _toPropertyKey$2(descriptor.key), descriptor);
+ }
+ }
+ function _createClass(Constructor, protoProps, staticProps) {
+ if (protoProps) _defineProperties(Constructor.prototype, protoProps);
+ if (staticProps) _defineProperties(Constructor, staticProps);
+ Object.defineProperty(Constructor, "prototype", {
+ writable: false
+ });
+ return Constructor;
+ }
+ function _slicedToArray$2(arr, i) {
+ return _arrayWithHoles$2(arr) || _iterableToArrayLimit$2(arr, i) || _unsupportedIterableToArray$2(arr, i) || _nonIterableRest$2();
+ }
+ function _arrayWithHoles$2(arr) {
+ if (Array.isArray(arr)) return arr;
+ }
+ function _unsupportedIterableToArray$2(o, minLen) {
+ if (!o) return;
+ if (typeof o === "string") return _arrayLikeToArray$2(o, minLen);
+ var n = Object.prototype.toString.call(o).slice(8, -1);
+ if (n === "Object" && o.constructor) n = o.constructor.name;
+ if (n === "Map" || n === "Set") return Array.from(o);
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$2(o, minLen);
+ }
+ function _arrayLikeToArray$2(arr, len) {
+ if (len == null || len > arr.length) len = arr.length;
+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
+ return arr2;
+ }
+ function _nonIterableRest$2() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+ function _toPrimitive$2(input, hint) {
+ if (typeof input !== "object" || input === null) return input;
+ var prim = input[Symbol.toPrimitive];
+ if (prim !== undefined) {
+ var res = prim.call(input, hint || "default");
+ if (typeof res !== "object") return res;
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return (hint === "string" ? String : Number)(input);
+ }
+ function _toPropertyKey$2(arg) {
+ var key = _toPrimitive$2(arg, "string");
+ return typeof key === "symbol" ? key : String(key);
+ }
+
+ var Prop = /*#__PURE__*/_createClass(function Prop(name, _ref) {
+ var _ref$default = _ref["default"],
+ defaultVal = _ref$default === void 0 ? null : _ref$default,
+ _ref$triggerUpdate = _ref.triggerUpdate,
+ triggerUpdate = _ref$triggerUpdate === void 0 ? true : _ref$triggerUpdate,
+ _ref$onChange = _ref.onChange,
+ onChange = _ref$onChange === void 0 ? function (newVal, state) {} : _ref$onChange;
+ _classCallCheck(this, Prop);
+ this.name = name;
+ this.defaultVal = defaultVal;
+ this.triggerUpdate = triggerUpdate;
+ this.onChange = onChange;
+ });
+ function index$2 (_ref2) {
+ var _ref2$stateInit = _ref2.stateInit,
+ stateInit = _ref2$stateInit === void 0 ? function () {
+ return {};
+ } : _ref2$stateInit,
+ _ref2$props = _ref2.props,
+ rawProps = _ref2$props === void 0 ? {} : _ref2$props,
+ _ref2$methods = _ref2.methods,
+ methods = _ref2$methods === void 0 ? {} : _ref2$methods,
+ _ref2$aliases = _ref2.aliases,
+ aliases = _ref2$aliases === void 0 ? {} : _ref2$aliases,
+ _ref2$init = _ref2.init,
+ initFn = _ref2$init === void 0 ? function () {} : _ref2$init,
+ _ref2$update = _ref2.update,
+ updateFn = _ref2$update === void 0 ? function () {} : _ref2$update;
+ // Parse props into Prop instances
+ var props = Object.keys(rawProps).map(function (propName) {
+ return new Prop(propName, rawProps[propName]);
+ });
+ return function () {
+ var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
+ // Holds component state
+ var state = Object.assign({}, stateInit instanceof Function ? stateInit(options) : stateInit,
+ // Support plain objects for backwards compatibility
+ {
+ initialised: false
+ });
+
+ // keeps track of which props triggered an update
+ var changedProps = {};
+
+ // Component constructor
+ function comp(nodeElement) {
+ initStatic(nodeElement, options);
+ digest();
+ return comp;
+ }
+ var initStatic = function initStatic(nodeElement, options) {
+ initFn.call(comp, nodeElement, state, options);
+ state.initialised = true;
+ };
+ var digest = debounce(function () {
+ if (!state.initialised) {
+ return;
+ }
+ updateFn.call(comp, state, changedProps);
+ changedProps = {};
+ }, 1);
+
+ // Getter/setter methods
+ props.forEach(function (prop) {
+ comp[prop.name] = getSetProp(prop);
+ function getSetProp(_ref3) {
+ var prop = _ref3.name,
+ _ref3$triggerUpdate = _ref3.triggerUpdate,
+ redigest = _ref3$triggerUpdate === void 0 ? false : _ref3$triggerUpdate,
+ _ref3$onChange = _ref3.onChange,
+ onChange = _ref3$onChange === void 0 ? function (newVal, state) {} : _ref3$onChange,
+ _ref3$defaultVal = _ref3.defaultVal,
+ defaultVal = _ref3$defaultVal === void 0 ? null : _ref3$defaultVal;
+ return function (_) {
+ var curVal = state[prop];
+ if (!arguments.length) {
+ return curVal;
+ } // Getter mode
+
+ var val = _ === undefined ? defaultVal : _; // pick default if value passed is undefined
+ state[prop] = val;
+ onChange.call(comp, val, state, curVal);
+
+ // track changed props
+ !changedProps.hasOwnProperty(prop) && (changedProps[prop] = curVal);
+ if (redigest) {
+ digest();
+ }
+ return comp;
+ };
+ }
+ });
+
+ // Other methods
+ Object.keys(methods).forEach(function (methodName) {
+ comp[methodName] = function () {
+ var _methods$methodName;
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
+ args[_key] = arguments[_key];
+ }
+ return (_methods$methodName = methods[methodName]).call.apply(_methods$methodName, [comp, state].concat(args));
+ };
+ });
+
+ // Link aliases
+ Object.entries(aliases).forEach(function (_ref4) {
+ var _ref5 = _slicedToArray$2(_ref4, 2),
+ alias = _ref5[0],
+ target = _ref5[1];
+ return comp[alias] = comp[target];
+ });
+
+ // Reset all component props to their default value
+ comp.resetProps = function () {
+ props.forEach(function (prop) {
+ comp[prop.name](prop.defaultVal);
+ });
+ return comp;
+ };
+
+ //
+
+ comp.resetProps(); // Apply all prop defaults
+ state._rerender = digest; // Expose digest method
+
+ return comp;
+ };
+ }
+
+ var index$1 = (function (p) {
+ return typeof p === 'function' ? p // fn
+ : typeof p === 'string' ? function (obj) {
+ return obj[p];
+ } // property name
+ : function (obj) {
+ return p;
+ };
+ }); // constant
+
+ class InternMap extends Map {
+ constructor(entries, key = keyof) {
+ super();
+ Object.defineProperties(this, {_intern: {value: new Map()}, _key: {value: key}});
+ if (entries != null) for (const [key, value] of entries) this.set(key, value);
+ }
+ get(key) {
+ return super.get(intern_get(this, key));
+ }
+ has(key) {
+ return super.has(intern_get(this, key));
+ }
+ set(key, value) {
+ return super.set(intern_set(this, key), value);
+ }
+ delete(key) {
+ return super.delete(intern_delete(this, key));
+ }
+ }
+
+ function intern_get({_intern, _key}, value) {
+ const key = _key(value);
+ return _intern.has(key) ? _intern.get(key) : value;
+ }
+
+ function intern_set({_intern, _key}, value) {
+ const key = _key(value);
+ if (_intern.has(key)) return _intern.get(key);
+ _intern.set(key, value);
+ return value;
+ }
+
+ function intern_delete({_intern, _key}, value) {
+ const key = _key(value);
+ if (_intern.has(key)) {
+ value = _intern.get(key);
+ _intern.delete(key);
+ }
+ return value;
+ }
+
+ function keyof(value) {
+ return value !== null && typeof value === "object" ? value.valueOf() : value;
+ }
+
+ function max(values, valueof) {
+ let max;
+ if (valueof === undefined) {
+ for (const value of values) {
+ if (value != null
+ && (max < value || (max === undefined && value >= value))) {
+ max = value;
+ }
+ }
+ } else {
+ let index = -1;
+ for (let value of values) {
+ if ((value = valueof(value, ++index, values)) != null
+ && (max < value || (max === undefined && value >= value))) {
+ max = value;
+ }
+ }
+ }
+ return max;
+ }
+
+ function min(values, valueof) {
+ let min;
+ if (valueof === undefined) {
+ for (const value of values) {
+ if (value != null
+ && (min > value || (min === undefined && value >= value))) {
+ min = value;
+ }
+ }
+ } else {
+ let index = -1;
+ for (let value of values) {
+ if ((value = valueof(value, ++index, values)) != null
+ && (min > value || (min === undefined && value >= value))) {
+ min = value;
+ }
+ }
+ }
+ return min;
+ }
+
+ function _iterableToArrayLimit$1(arr, i) {
+ var _i = null == arr ? null : "undefined" != typeof Symbol && arr[Symbol.iterator] || arr["@@iterator"];
+ if (null != _i) {
+ var _s,
+ _e,
+ _x,
+ _r,
+ _arr = [],
+ _n = !0,
+ _d = !1;
+ try {
+ if (_x = (_i = _i.call(arr)).next, 0 === i) {
+ if (Object(_i) !== _i) return;
+ _n = !1;
+ } else for (; !(_n = (_s = _x.call(_i)).done) && (_arr.push(_s.value), _arr.length !== i); _n = !0);
+ } catch (err) {
+ _d = !0, _e = err;
+ } finally {
+ try {
+ if (!_n && null != _i.return && (_r = _i.return(), Object(_r) !== _r)) return;
+ } finally {
+ if (_d) throw _e;
+ }
+ }
+ return _arr;
+ }
+ }
+ function _objectWithoutPropertiesLoose$1(source, excluded) {
+ if (source == null) return {};
+ var target = {};
+ var sourceKeys = Object.keys(source);
+ var key, i;
+ for (i = 0; i < sourceKeys.length; i++) {
+ key = sourceKeys[i];
+ if (excluded.indexOf(key) >= 0) continue;
+ target[key] = source[key];
+ }
+ return target;
+ }
+ function _objectWithoutProperties$1(source, excluded) {
+ if (source == null) return {};
+ var target = _objectWithoutPropertiesLoose$1(source, excluded);
+ var key, i;
+ if (Object.getOwnPropertySymbols) {
+ var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
+ for (i = 0; i < sourceSymbolKeys.length; i++) {
+ key = sourceSymbolKeys[i];
+ if (excluded.indexOf(key) >= 0) continue;
+ if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
+ target[key] = source[key];
+ }
+ }
+ return target;
+ }
+ function _slicedToArray$1(arr, i) {
+ return _arrayWithHoles$1(arr) || _iterableToArrayLimit$1(arr, i) || _unsupportedIterableToArray$1(arr, i) || _nonIterableRest$1();
+ }
+ function _toConsumableArray$1(arr) {
+ return _arrayWithoutHoles$1(arr) || _iterableToArray$1(arr) || _unsupportedIterableToArray$1(arr) || _nonIterableSpread$1();
+ }
+ function _arrayWithoutHoles$1(arr) {
+ if (Array.isArray(arr)) return _arrayLikeToArray$1(arr);
+ }
+ function _arrayWithHoles$1(arr) {
+ if (Array.isArray(arr)) return arr;
+ }
+ function _iterableToArray$1(iter) {
+ if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
+ }
+ function _unsupportedIterableToArray$1(o, minLen) {
+ if (!o) return;
+ if (typeof o === "string") return _arrayLikeToArray$1(o, minLen);
+ var n = Object.prototype.toString.call(o).slice(8, -1);
+ if (n === "Object" && o.constructor) n = o.constructor.name;
+ if (n === "Map" || n === "Set") return Array.from(o);
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$1(o, minLen);
+ }
+ function _arrayLikeToArray$1(arr, len) {
+ if (len == null || len > arr.length) len = arr.length;
+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
+ return arr2;
+ }
+ function _nonIterableSpread$1() {
+ throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+ function _nonIterableRest$1() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+ function _toPrimitive$1(input, hint) {
+ if (typeof input !== "object" || input === null) return input;
+ var prim = input[Symbol.toPrimitive];
+ if (prim !== undefined) {
+ var res = prim.call(input, hint || "default");
+ if (typeof res !== "object") return res;
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return (hint === "string" ? String : Number)(input);
+ }
+ function _toPropertyKey$1(arg) {
+ var key = _toPrimitive$1(arg, "string");
+ return typeof key === "symbol" ? key : String(key);
+ }
+
+ var index = (function () {
+ var list = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];
+ var keyAccessors = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
+ var multiItem = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;
+ var flattenKeys = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;
+ var keys = (keyAccessors instanceof Array ? keyAccessors.length ? keyAccessors : [undefined] : [keyAccessors]).map(function (key) {
+ return {
+ keyAccessor: key,
+ isProp: !(key instanceof Function)
+ };
+ });
+ var indexedResult = list.reduce(function (res, item) {
+ var iterObj = res;
+ var itemVal = item;
+ keys.forEach(function (_ref, idx) {
+ var keyAccessor = _ref.keyAccessor,
+ isProp = _ref.isProp;
+ var key;
+ if (isProp) {
+ var _itemVal = itemVal,
+ propVal = _itemVal[keyAccessor],
+ rest = _objectWithoutProperties$1(_itemVal, [keyAccessor].map(_toPropertyKey$1));
+ key = propVal;
+ itemVal = rest;
+ } else {
+ key = keyAccessor(itemVal, idx);
+ }
+ if (idx + 1 < keys.length) {
+ if (!iterObj.hasOwnProperty(key)) {
+ iterObj[key] = {};
+ }
+ iterObj = iterObj[key];
+ } else {
+ // Leaf key
+ if (multiItem) {
+ if (!iterObj.hasOwnProperty(key)) {
+ iterObj[key] = [];
+ }
+ iterObj[key].push(itemVal);
+ } else {
+ iterObj[key] = itemVal;
+ }
+ }
+ });
+ return res;
+ }, {});
+ if (multiItem instanceof Function) {
+ // Reduce leaf multiple values
+ (function reduce(node) {
+ var level = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
+ if (level === keys.length) {
+ Object.keys(node).forEach(function (k) {
+ return node[k] = multiItem(node[k]);
+ });
+ } else {
+ Object.values(node).forEach(function (child) {
+ return reduce(child, level + 1);
+ });
+ }
+ })(indexedResult); // IIFE
+ }
+
+ var result = indexedResult;
+ if (flattenKeys) {
+ // flatten into array
+ result = [];
+ (function flatten(node) {
+ var accKeys = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
+ if (accKeys.length === keys.length) {
+ result.push({
+ keys: accKeys,
+ vals: node
+ });
+ } else {
+ Object.entries(node).forEach(function (_ref2) {
+ var _ref3 = _slicedToArray$1(_ref2, 2),
+ key = _ref3[0],
+ val = _ref3[1];
+ return flatten(val, [].concat(_toConsumableArray$1(accKeys), [key]));
+ });
+ }
+ })(indexedResult); //IIFE
+
+ if (keyAccessors instanceof Array && keyAccessors.length === 0 && result.length === 1) {
+ // clear keys if there's no key accessors (single result)
+ result[0].keys = [];
+ }
+ }
+ return result;
+ });
+
+ function _iterableToArrayLimit(arr, i) {
+ var _i = null == arr ? null : "undefined" != typeof Symbol && arr[Symbol.iterator] || arr["@@iterator"];
+ if (null != _i) {
+ var _s,
+ _e,
+ _x,
+ _r,
+ _arr = [],
+ _n = !0,
+ _d = !1;
+ try {
+ if (_x = (_i = _i.call(arr)).next, 0 === i) {
+ if (Object(_i) !== _i) return;
+ _n = !1;
+ } else for (; !(_n = (_s = _x.call(_i)).done) && (_arr.push(_s.value), _arr.length !== i); _n = !0);
+ } catch (err) {
+ _d = !0, _e = err;
+ } finally {
+ try {
+ if (!_n && null != _i.return && (_r = _i.return(), Object(_r) !== _r)) return;
+ } finally {
+ if (_d) throw _e;
+ }
+ }
+ return _arr;
+ }
+ }
+ function ownKeys(object, enumerableOnly) {
+ var keys = Object.keys(object);
+ if (Object.getOwnPropertySymbols) {
+ var symbols = Object.getOwnPropertySymbols(object);
+ enumerableOnly && (symbols = symbols.filter(function (sym) {
+ return Object.getOwnPropertyDescriptor(object, sym).enumerable;
+ })), keys.push.apply(keys, symbols);
+ }
+ return keys;
+ }
+ function _objectSpread2(target) {
+ for (var i = 1; i < arguments.length; i++) {
+ var source = null != arguments[i] ? arguments[i] : {};
+ i % 2 ? ownKeys(Object(source), !0).forEach(function (key) {
+ _defineProperty(target, key, source[key]);
+ }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)) : ownKeys(Object(source)).forEach(function (key) {
+ Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));
+ });
+ }
+ return target;
+ }
+ function _defineProperty(obj, key, value) {
+ key = _toPropertyKey(key);
+ if (key in obj) {
+ Object.defineProperty(obj, key, {
+ value: value,
+ enumerable: true,
+ configurable: true,
+ writable: true
+ });
+ } else {
+ obj[key] = value;
+ }
+ return obj;
+ }
+ function _objectWithoutPropertiesLoose(source, excluded) {
+ if (source == null) return {};
+ var target = {};
+ var sourceKeys = Object.keys(source);
+ var key, i;
+ for (i = 0; i < sourceKeys.length; i++) {
+ key = sourceKeys[i];
+ if (excluded.indexOf(key) >= 0) continue;
+ target[key] = source[key];
+ }
+ return target;
+ }
+ function _objectWithoutProperties(source, excluded) {
+ if (source == null) return {};
+ var target = _objectWithoutPropertiesLoose(source, excluded);
+ var key, i;
+ if (Object.getOwnPropertySymbols) {
+ var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
+ for (i = 0; i < sourceSymbolKeys.length; i++) {
+ key = sourceSymbolKeys[i];
+ if (excluded.indexOf(key) >= 0) continue;
+ if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
+ target[key] = source[key];
+ }
+ }
+ return target;
+ }
+ function _slicedToArray(arr, i) {
+ return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();
+ }
+ function _toConsumableArray(arr) {
+ return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread();
+ }
+ function _arrayWithoutHoles(arr) {
+ if (Array.isArray(arr)) return _arrayLikeToArray(arr);
+ }
+ function _arrayWithHoles(arr) {
+ if (Array.isArray(arr)) return arr;
+ }
+ function _iterableToArray(iter) {
+ if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
+ }
+ function _unsupportedIterableToArray(o, minLen) {
+ if (!o) return;
+ if (typeof o === "string") return _arrayLikeToArray(o, minLen);
+ var n = Object.prototype.toString.call(o).slice(8, -1);
+ if (n === "Object" && o.constructor) n = o.constructor.name;
+ if (n === "Map" || n === "Set") return Array.from(o);
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);
+ }
+ function _arrayLikeToArray(arr, len) {
+ if (len == null || len > arr.length) len = arr.length;
+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
+ return arr2;
+ }
+ function _nonIterableSpread() {
+ throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+ function _nonIterableRest() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+ function _toPrimitive(input, hint) {
+ if (typeof input !== "object" || input === null) return input;
+ var prim = input[Symbol.toPrimitive];
+ if (prim !== undefined) {
+ var res = prim.call(input, hint || "default");
+ if (typeof res !== "object") return res;
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return (hint === "string" ? String : Number)(input);
+ }
+ function _toPropertyKey(arg) {
+ var key = _toPrimitive(arg, "string");
+ return typeof key === "symbol" ? key : String(key);
+ }
+
+ var _excluded$1 = ["createObj", "updateObj", "exitObj", "objBindAttr", "dataBindAttr"];
+ function diffArrays(prev, next, idAccessor) {
+ var result = {
+ enter: [],
+ update: [],
+ exit: []
+ };
+ if (!idAccessor) {
+ // use object references for comparison
+ var prevSet = new Set(prev);
+ var nextSet = new Set(next);
+ new Set([].concat(_toConsumableArray(prevSet), _toConsumableArray(nextSet))).forEach(function (item) {
+ var type = !prevSet.has(item) ? 'enter' : !nextSet.has(item) ? 'exit' : 'update';
+ result[type].push(type === 'update' ? [item, item] : item);
+ });
+ } else {
+ // compare by id (duplicate keys are ignored)
+ var prevById = index(prev, idAccessor, false);
+ var nextById = index(next, idAccessor, false);
+ var byId = Object.assign({}, prevById, nextById);
+ Object.entries(byId).forEach(function (_ref) {
+ var _ref2 = _slicedToArray(_ref, 2),
+ id = _ref2[0],
+ item = _ref2[1];
+ var type = !prevById.hasOwnProperty(id) ? 'enter' : !nextById.hasOwnProperty(id) ? 'exit' : 'update';
+ result[type].push(type === 'update' ? [prevById[id], nextById[id]] : item);
+ });
+ }
+ return result;
+ }
+ function dataBindDiff(data, existingObjs, _ref3) {
+ var _ref3$objBindAttr = _ref3.objBindAttr,
+ objBindAttr = _ref3$objBindAttr === void 0 ? '__obj' : _ref3$objBindAttr,
+ _ref3$dataBindAttr = _ref3.dataBindAttr,
+ dataBindAttr = _ref3$dataBindAttr === void 0 ? '__data' : _ref3$dataBindAttr,
+ idAccessor = _ref3.idAccessor,
+ _ref3$purge = _ref3.purge,
+ purge = _ref3$purge === void 0 ? false : _ref3$purge;
+ var isObjValid = function isObjValid(obj) {
+ return obj.hasOwnProperty(dataBindAttr);
+ };
+ var removeObjs = existingObjs.filter(function (obj) {
+ return !isObjValid(obj);
+ });
+ var prevD = existingObjs.filter(isObjValid).map(function (obj) {
+ return obj[dataBindAttr];
+ });
+ var nextD = data;
+ var diff = purge ? {
+ enter: nextD,
+ exit: prevD,
+ update: []
+ } // don't diff data in purge mode
+ : diffArrays(prevD, nextD, idAccessor);
+ diff.update = diff.update.map(function (_ref4) {
+ var _ref5 = _slicedToArray(_ref4, 2),
+ prevD = _ref5[0],
+ nextD = _ref5[1];
+ if (prevD !== nextD) {
+ // transfer obj to new data point (if different)
+ nextD[objBindAttr] = prevD[objBindAttr];
+ nextD[objBindAttr][dataBindAttr] = nextD;
+ }
+ return nextD;
+ });
+ diff.exit = diff.exit.concat(removeObjs.map(function (obj) {
+ return _defineProperty({}, objBindAttr, obj);
+ }));
+ return diff;
+ }
+ function viewDigest(data, existingObjs,
+ // list
+ appendObj,
+ // item => {...} function
+ removeObj, // item => {...} function
+ _ref7) {
+ var _ref7$createObj = _ref7.createObj,
+ createObj = _ref7$createObj === void 0 ? function (d) {
+ return {};
+ } : _ref7$createObj,
+ _ref7$updateObj = _ref7.updateObj,
+ updateObj = _ref7$updateObj === void 0 ? function (obj, d) {} : _ref7$updateObj,
+ _ref7$exitObj = _ref7.exitObj,
+ exitObj = _ref7$exitObj === void 0 ? function (obj) {} : _ref7$exitObj,
+ _ref7$objBindAttr = _ref7.objBindAttr,
+ objBindAttr = _ref7$objBindAttr === void 0 ? '__obj' : _ref7$objBindAttr,
+ _ref7$dataBindAttr = _ref7.dataBindAttr,
+ dataBindAttr = _ref7$dataBindAttr === void 0 ? '__data' : _ref7$dataBindAttr,
+ dataDiffOptions = _objectWithoutProperties(_ref7, _excluded$1);
+ var _dataBindDiff = dataBindDiff(data, existingObjs, _objectSpread2({
+ objBindAttr: objBindAttr,
+ dataBindAttr: dataBindAttr
+ }, dataDiffOptions)),
+ enter = _dataBindDiff.enter,
+ update = _dataBindDiff.update,
+ exit = _dataBindDiff.exit;
+
+ // Remove exiting points
+ exit.forEach(function (d) {
+ var obj = d[objBindAttr];
+ delete d[objBindAttr]; // unbind obj
+
+ exitObj(obj);
+ removeObj(obj);
+ });
+ var newObjs = createObjs(enter);
+ var pointsData = [].concat(_toConsumableArray(enter), _toConsumableArray(update));
+ updateObjs(pointsData);
+
+ // Add new points
+ newObjs.forEach(appendObj);
+
+ //
+
+ function createObjs(data) {
+ var newObjs = [];
+ data.forEach(function (d) {
+ var obj = createObj(d);
+ if (obj) {
+ obj[dataBindAttr] = d;
+ d[objBindAttr] = obj;
+ newObjs.push(obj);
+ }
+ });
+ return newObjs;
+ }
+ function updateObjs(data) {
+ data.forEach(function (d) {
+ var obj = d[objBindAttr];
+ if (obj) {
+ obj[dataBindAttr] = d;
+ updateObj(obj, d);
+ }
+ });
+ }
+ }
+
+ var materialDispose = function materialDispose(material) {
+ if (material instanceof Array) {
+ material.forEach(materialDispose);
+ } else {
+ if (material.map) {
+ material.map.dispose();
+ }
+ material.dispose();
+ }
+ };
+ var deallocate = function deallocate(obj) {
+ if (obj.geometry) {
+ obj.geometry.dispose();
+ }
+ if (obj.material) {
+ materialDispose(obj.material);
+ }
+ if (obj.texture) {
+ obj.texture.dispose();
+ }
+ if (obj.children) {
+ obj.children.forEach(deallocate);
+ }
+ };
+ var emptyObject = function emptyObject(obj) {
+ while (obj.children.length) {
+ var childObj = obj.children[0];
+ obj.remove(childObj);
+ deallocate(childObj);
+ }
+ };
+
+ var _excluded = ["objFilter"];
+ function threeDigest(data, scene) {
+ var _ref = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
+ _ref$objFilter = _ref.objFilter,
+ objFilter = _ref$objFilter === void 0 ? function () {
+ return true;
+ } : _ref$objFilter,
+ options = _objectWithoutProperties$2(_ref, _excluded);
+ return viewDigest(data, scene.children.filter(objFilter), function (obj) {
+ return scene.add(obj);
+ }, function (obj) {
+ scene.remove(obj);
+ emptyObject(obj);
+ }, _objectSpread2$1({
+ objBindAttr: '__threeObj'
+ }, options));
+ }
+
+ function initRange(domain, range) {
+ switch (arguments.length) {
+ case 0: break;
+ case 1: this.range(domain); break;
+ default: this.range(range).domain(domain); break;
+ }
+ return this;
+ }
+
+ const implicit = Symbol("implicit");
+
+ function ordinal() {
+ var index = new InternMap(),
+ domain = [],
+ range = [],
+ unknown = implicit;
+
+ function scale(d) {
+ let i = index.get(d);
+ if (i === undefined) {
+ if (unknown !== implicit) return unknown;
+ index.set(d, i = domain.push(d) - 1);
+ }
+ return range[i % range.length];
+ }
+
+ scale.domain = function(_) {
+ if (!arguments.length) return domain.slice();
+ domain = [], index = new InternMap();
+ for (const value of _) {
+ if (index.has(value)) continue;
+ index.set(value, domain.push(value) - 1);
+ }
+ return scale;
+ };
+
+ scale.range = function(_) {
+ return arguments.length ? (range = Array.from(_), scale) : range.slice();
+ };
+
+ scale.unknown = function(_) {
+ return arguments.length ? (unknown = _, scale) : unknown;
+ };
+
+ scale.copy = function() {
+ return ordinal(domain, range).unknown(unknown);
+ };
+
+ initRange.apply(scale, arguments);
+
+ return scale;
+ }
+
+ function colors(specifier) {
+ var n = specifier.length / 6 | 0, colors = new Array(n), i = 0;
+ while (i < n) colors[i] = "#" + specifier.slice(i * 6, ++i * 6);
+ return colors;
+ }
+
+ var schemePaired = colors("a6cee31f78b4b2df8a33a02cfb9a99e31a1cfdbf6fff7f00cab2d66a3d9affff99b15928");
+
+ // This file is autogenerated. It's used to publish ESM to npm.
+ function _typeof(obj) {
+ "@babel/helpers - typeof";
+
+ return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (obj) {
+ return typeof obj;
+ } : function (obj) {
+ return obj && "function" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
+ }, _typeof(obj);
+ }
+
+ // https://github.com/bgrins/TinyColor
+ // Brian Grinstead, MIT License
+
+ var trimLeft = /^\s+/;
+ var trimRight = /\s+$/;
+ function tinycolor(color, opts) {
+ color = color ? color : "";
+ opts = opts || {};
+
+ // If input is already a tinycolor, return itself
+ if (color instanceof tinycolor) {
+ return color;
+ }
+ // If we are called as a function, call using new instead
+ if (!(this instanceof tinycolor)) {
+ return new tinycolor(color, opts);
+ }
+ var rgb = inputToRGB(color);
+ this._originalInput = color, this._r = rgb.r, this._g = rgb.g, this._b = rgb.b, this._a = rgb.a, this._roundA = Math.round(100 * this._a) / 100, this._format = opts.format || rgb.format;
+ this._gradientType = opts.gradientType;
+
+ // Don't let the range of [0,255] come back in [0,1].
+ // Potentially lose a little bit of precision here, but will fix issues where
+ // .5 gets interpreted as half of the total, instead of half of 1
+ // If it was supposed to be 128, this was already taken care of by `inputToRgb`
+ if (this._r < 1) this._r = Math.round(this._r);
+ if (this._g < 1) this._g = Math.round(this._g);
+ if (this._b < 1) this._b = Math.round(this._b);
+ this._ok = rgb.ok;
+ }
+ tinycolor.prototype = {
+ isDark: function isDark() {
+ return this.getBrightness() < 128;
+ },
+ isLight: function isLight() {
+ return !this.isDark();
+ },
+ isValid: function isValid() {
+ return this._ok;
+ },
+ getOriginalInput: function getOriginalInput() {
+ return this._originalInput;
+ },
+ getFormat: function getFormat() {
+ return this._format;
+ },
+ getAlpha: function getAlpha() {
+ return this._a;
+ },
+ getBrightness: function getBrightness() {
+ //http://www.w3.org/TR/AERT#color-contrast
+ var rgb = this.toRgb();
+ return (rgb.r * 299 + rgb.g * 587 + rgb.b * 114) / 1000;
+ },
+ getLuminance: function getLuminance() {
+ //http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
+ var rgb = this.toRgb();
+ var RsRGB, GsRGB, BsRGB, R, G, B;
+ RsRGB = rgb.r / 255;
+ GsRGB = rgb.g / 255;
+ BsRGB = rgb.b / 255;
+ if (RsRGB <= 0.03928) R = RsRGB / 12.92;else R = Math.pow((RsRGB + 0.055) / 1.055, 2.4);
+ if (GsRGB <= 0.03928) G = GsRGB / 12.92;else G = Math.pow((GsRGB + 0.055) / 1.055, 2.4);
+ if (BsRGB <= 0.03928) B = BsRGB / 12.92;else B = Math.pow((BsRGB + 0.055) / 1.055, 2.4);
+ return 0.2126 * R + 0.7152 * G + 0.0722 * B;
+ },
+ setAlpha: function setAlpha(value) {
+ this._a = boundAlpha(value);
+ this._roundA = Math.round(100 * this._a) / 100;
+ return this;
+ },
+ toHsv: function toHsv() {
+ var hsv = rgbToHsv(this._r, this._g, this._b);
+ return {
+ h: hsv.h * 360,
+ s: hsv.s,
+ v: hsv.v,
+ a: this._a
+ };
+ },
+ toHsvString: function toHsvString() {
+ var hsv = rgbToHsv(this._r, this._g, this._b);
+ var h = Math.round(hsv.h * 360),
+ s = Math.round(hsv.s * 100),
+ v = Math.round(hsv.v * 100);
+ return this._a == 1 ? "hsv(" + h + ", " + s + "%, " + v + "%)" : "hsva(" + h + ", " + s + "%, " + v + "%, " + this._roundA + ")";
+ },
+ toHsl: function toHsl() {
+ var hsl = rgbToHsl(this._r, this._g, this._b);
+ return {
+ h: hsl.h * 360,
+ s: hsl.s,
+ l: hsl.l,
+ a: this._a
+ };
+ },
+ toHslString: function toHslString() {
+ var hsl = rgbToHsl(this._r, this._g, this._b);
+ var h = Math.round(hsl.h * 360),
+ s = Math.round(hsl.s * 100),
+ l = Math.round(hsl.l * 100);
+ return this._a == 1 ? "hsl(" + h + ", " + s + "%, " + l + "%)" : "hsla(" + h + ", " + s + "%, " + l + "%, " + this._roundA + ")";
+ },
+ toHex: function toHex(allow3Char) {
+ return rgbToHex(this._r, this._g, this._b, allow3Char);
+ },
+ toHexString: function toHexString(allow3Char) {
+ return "#" + this.toHex(allow3Char);
+ },
+ toHex8: function toHex8(allow4Char) {
+ return rgbaToHex(this._r, this._g, this._b, this._a, allow4Char);
+ },
+ toHex8String: function toHex8String(allow4Char) {
+ return "#" + this.toHex8(allow4Char);
+ },
+ toRgb: function toRgb() {
+ return {
+ r: Math.round(this._r),
+ g: Math.round(this._g),
+ b: Math.round(this._b),
+ a: this._a
+ };
+ },
+ toRgbString: function toRgbString() {
+ return this._a == 1 ? "rgb(" + Math.round(this._r) + ", " + Math.round(this._g) + ", " + Math.round(this._b) + ")" : "rgba(" + Math.round(this._r) + ", " + Math.round(this._g) + ", " + Math.round(this._b) + ", " + this._roundA + ")";
+ },
+ toPercentageRgb: function toPercentageRgb() {
+ return {
+ r: Math.round(bound01(this._r, 255) * 100) + "%",
+ g: Math.round(bound01(this._g, 255) * 100) + "%",
+ b: Math.round(bound01(this._b, 255) * 100) + "%",
+ a: this._a
+ };
+ },
+ toPercentageRgbString: function toPercentageRgbString() {
+ return this._a == 1 ? "rgb(" + Math.round(bound01(this._r, 255) * 100) + "%, " + Math.round(bound01(this._g, 255) * 100) + "%, " + Math.round(bound01(this._b, 255) * 100) + "%)" : "rgba(" + Math.round(bound01(this._r, 255) * 100) + "%, " + Math.round(bound01(this._g, 255) * 100) + "%, " + Math.round(bound01(this._b, 255) * 100) + "%, " + this._roundA + ")";
+ },
+ toName: function toName() {
+ if (this._a === 0) {
+ return "transparent";
+ }
+ if (this._a < 1) {
+ return false;
+ }
+ return hexNames[rgbToHex(this._r, this._g, this._b, true)] || false;
+ },
+ toFilter: function toFilter(secondColor) {
+ var hex8String = "#" + rgbaToArgbHex(this._r, this._g, this._b, this._a);
+ var secondHex8String = hex8String;
+ var gradientType = this._gradientType ? "GradientType = 1, " : "";
+ if (secondColor) {
+ var s = tinycolor(secondColor);
+ secondHex8String = "#" + rgbaToArgbHex(s._r, s._g, s._b, s._a);
+ }
+ return "progid:DXImageTransform.Microsoft.gradient(" + gradientType + "startColorstr=" + hex8String + ",endColorstr=" + secondHex8String + ")";
+ },
+ toString: function toString(format) {
+ var formatSet = !!format;
+ format = format || this._format;
+ var formattedString = false;
+ var hasAlpha = this._a < 1 && this._a >= 0;
+ var needsAlphaFormat = !formatSet && hasAlpha && (format === "hex" || format === "hex6" || format === "hex3" || format === "hex4" || format === "hex8" || format === "name");
+ if (needsAlphaFormat) {
+ // Special case for "transparent", all other non-alpha formats
+ // will return rgba when there is transparency.
+ if (format === "name" && this._a === 0) {
+ return this.toName();
+ }
+ return this.toRgbString();
+ }
+ if (format === "rgb") {
+ formattedString = this.toRgbString();
+ }
+ if (format === "prgb") {
+ formattedString = this.toPercentageRgbString();
+ }
+ if (format === "hex" || format === "hex6") {
+ formattedString = this.toHexString();
+ }
+ if (format === "hex3") {
+ formattedString = this.toHexString(true);
+ }
+ if (format === "hex4") {
+ formattedString = this.toHex8String(true);
+ }
+ if (format === "hex8") {
+ formattedString = this.toHex8String();
+ }
+ if (format === "name") {
+ formattedString = this.toName();
+ }
+ if (format === "hsl") {
+ formattedString = this.toHslString();
+ }
+ if (format === "hsv") {
+ formattedString = this.toHsvString();
+ }
+ return formattedString || this.toHexString();
+ },
+ clone: function clone() {
+ return tinycolor(this.toString());
+ },
+ _applyModification: function _applyModification(fn, args) {
+ var color = fn.apply(null, [this].concat([].slice.call(args)));
+ this._r = color._r;
+ this._g = color._g;
+ this._b = color._b;
+ this.setAlpha(color._a);
+ return this;
+ },
+ lighten: function lighten() {
+ return this._applyModification(_lighten, arguments);
+ },
+ brighten: function brighten() {
+ return this._applyModification(_brighten, arguments);
+ },
+ darken: function darken() {
+ return this._applyModification(_darken, arguments);
+ },
+ desaturate: function desaturate() {
+ return this._applyModification(_desaturate, arguments);
+ },
+ saturate: function saturate() {
+ return this._applyModification(_saturate, arguments);
+ },
+ greyscale: function greyscale() {
+ return this._applyModification(_greyscale, arguments);
+ },
+ spin: function spin() {
+ return this._applyModification(_spin, arguments);
+ },
+ _applyCombination: function _applyCombination(fn, args) {
+ return fn.apply(null, [this].concat([].slice.call(args)));
+ },
+ analogous: function analogous() {
+ return this._applyCombination(_analogous, arguments);
+ },
+ complement: function complement() {
+ return this._applyCombination(_complement, arguments);
+ },
+ monochromatic: function monochromatic() {
+ return this._applyCombination(_monochromatic, arguments);
+ },
+ splitcomplement: function splitcomplement() {
+ return this._applyCombination(_splitcomplement, arguments);
+ },
+ // Disabled until https://github.com/bgrins/TinyColor/issues/254
+ // polyad: function (number) {
+ // return this._applyCombination(polyad, [number]);
+ // },
+ triad: function triad() {
+ return this._applyCombination(polyad, [3]);
+ },
+ tetrad: function tetrad() {
+ return this._applyCombination(polyad, [4]);
+ }
+ };
+
+ // If input is an object, force 1 into "1.0" to handle ratios properly
+ // String input requires "1.0" as input, so 1 will be treated as 1
+ tinycolor.fromRatio = function (color, opts) {
+ if (_typeof(color) == "object") {
+ var newColor = {};
+ for (var i in color) {
+ if (color.hasOwnProperty(i)) {
+ if (i === "a") {
+ newColor[i] = color[i];
+ } else {
+ newColor[i] = convertToPercentage(color[i]);
+ }
+ }
+ }
+ color = newColor;
+ }
+ return tinycolor(color, opts);
+ };
+
+ // Given a string or object, convert that input to RGB
+ // Possible string inputs:
+ //
+ // "red"
+ // "#f00" or "f00"
+ // "#ff0000" or "ff0000"
+ // "#ff000000" or "ff000000"
+ // "rgb 255 0 0" or "rgb (255, 0, 0)"
+ // "rgb 1.0 0 0" or "rgb (1, 0, 0)"
+ // "rgba (255, 0, 0, 1)" or "rgba 255, 0, 0, 1"
+ // "rgba (1.0, 0, 0, 1)" or "rgba 1.0, 0, 0, 1"
+ // "hsl(0, 100%, 50%)" or "hsl 0 100% 50%"
+ // "hsla(0, 100%, 50%, 1)" or "hsla 0 100% 50%, 1"
+ // "hsv(0, 100%, 100%)" or "hsv 0 100% 100%"
+ //
+ function inputToRGB(color) {
+ var rgb = {
+ r: 0,
+ g: 0,
+ b: 0
+ };
+ var a = 1;
+ var s = null;
+ var v = null;
+ var l = null;
+ var ok = false;
+ var format = false;
+ if (typeof color == "string") {
+ color = stringInputToObject(color);
+ }
+ if (_typeof(color) == "object") {
+ if (isValidCSSUnit(color.r) && isValidCSSUnit(color.g) && isValidCSSUnit(color.b)) {
+ rgb = rgbToRgb(color.r, color.g, color.b);
+ ok = true;
+ format = String(color.r).substr(-1) === "%" ? "prgb" : "rgb";
+ } else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.v)) {
+ s = convertToPercentage(color.s);
+ v = convertToPercentage(color.v);
+ rgb = hsvToRgb(color.h, s, v);
+ ok = true;
+ format = "hsv";
+ } else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.l)) {
+ s = convertToPercentage(color.s);
+ l = convertToPercentage(color.l);
+ rgb = hslToRgb(color.h, s, l);
+ ok = true;
+ format = "hsl";
+ }
+ if (color.hasOwnProperty("a")) {
+ a = color.a;
+ }
+ }
+ a = boundAlpha(a);
+ return {
+ ok: ok,
+ format: color.format || format,
+ r: Math.min(255, Math.max(rgb.r, 0)),
+ g: Math.min(255, Math.max(rgb.g, 0)),
+ b: Math.min(255, Math.max(rgb.b, 0)),
+ a: a
+ };
+ }
+
+ // Conversion Functions
+ // --------------------
+
+ // `rgbToHsl`, `rgbToHsv`, `hslToRgb`, `hsvToRgb` modified from:
+ //
+
+ // `rgbToRgb`
+ // Handle bounds / percentage checking to conform to CSS color spec
+ //
+ // *Assumes:* r, g, b in [0, 255] or [0, 1]
+ // *Returns:* { r, g, b } in [0, 255]
+ function rgbToRgb(r, g, b) {
+ return {
+ r: bound01(r, 255) * 255,
+ g: bound01(g, 255) * 255,
+ b: bound01(b, 255) * 255
+ };
+ }
+
+ // `rgbToHsl`
+ // Converts an RGB color value to HSL.
+ // *Assumes:* r, g, and b are contained in [0, 255] or [0, 1]
+ // *Returns:* { h, s, l } in [0,1]
+ function rgbToHsl(r, g, b) {
+ r = bound01(r, 255);
+ g = bound01(g, 255);
+ b = bound01(b, 255);
+ var max = Math.max(r, g, b),
+ min = Math.min(r, g, b);
+ var h,
+ s,
+ l = (max + min) / 2;
+ if (max == min) {
+ h = s = 0; // achromatic
+ } else {
+ var d = max - min;
+ s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
+ switch (max) {
+ case r:
+ h = (g - b) / d + (g < b ? 6 : 0);
+ break;
+ case g:
+ h = (b - r) / d + 2;
+ break;
+ case b:
+ h = (r - g) / d + 4;
+ break;
+ }
+ h /= 6;
+ }
+ return {
+ h: h,
+ s: s,
+ l: l
+ };
+ }
+
+ // `hslToRgb`
+ // Converts an HSL color value to RGB.
+ // *Assumes:* h is contained in [0, 1] or [0, 360] and s and l are contained [0, 1] or [0, 100]
+ // *Returns:* { r, g, b } in the set [0, 255]
+ function hslToRgb(h, s, l) {
+ var r, g, b;
+ h = bound01(h, 360);
+ s = bound01(s, 100);
+ l = bound01(l, 100);
+ 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) * (2 / 3 - t) * 6;
+ return p;
+ }
+ if (s === 0) {
+ r = g = b = l; // achromatic
+ } else {
+ var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
+ var p = 2 * l - q;
+ r = hue2rgb(p, q, h + 1 / 3);
+ g = hue2rgb(p, q, h);
+ b = hue2rgb(p, q, h - 1 / 3);
+ }
+ return {
+ r: r * 255,
+ g: g * 255,
+ b: b * 255
+ };
+ }
+
+ // `rgbToHsv`
+ // Converts an RGB color value to HSV
+ // *Assumes:* r, g, and b are contained in the set [0, 255] or [0, 1]
+ // *Returns:* { h, s, v } in [0,1]
+ function rgbToHsv(r, g, b) {
+ r = bound01(r, 255);
+ g = bound01(g, 255);
+ b = bound01(b, 255);
+ var max = Math.max(r, g, b),
+ min = Math.min(r, g, b);
+ var h,
+ s,
+ v = max;
+ var d = max - min;
+ s = max === 0 ? 0 : d / max;
+ if (max == min) {
+ h = 0; // achromatic
+ } else {
+ switch (max) {
+ case r:
+ h = (g - b) / d + (g < b ? 6 : 0);
+ break;
+ case g:
+ h = (b - r) / d + 2;
+ break;
+ case b:
+ h = (r - g) / d + 4;
+ break;
+ }
+ h /= 6;
+ }
+ return {
+ h: h,
+ s: s,
+ v: v
+ };
+ }
+
+ // `hsvToRgb`
+ // Converts an HSV color value to RGB.
+ // *Assumes:* h is contained in [0, 1] or [0, 360] and s and v are contained in [0, 1] or [0, 100]
+ // *Returns:* { r, g, b } in the set [0, 255]
+ function hsvToRgb(h, s, v) {
+ h = bound01(h, 360) * 6;
+ s = bound01(s, 100);
+ v = bound01(v, 100);
+ var i = Math.floor(h),
+ f = h - i,
+ p = v * (1 - s),
+ q = v * (1 - f * s),
+ t = v * (1 - (1 - f) * s),
+ mod = i % 6,
+ r = [v, q, p, p, t, v][mod],
+ g = [t, v, v, q, p, p][mod],
+ b = [p, p, t, v, v, q][mod];
+ return {
+ r: r * 255,
+ g: g * 255,
+ b: b * 255
+ };
+ }
+
+ // `rgbToHex`
+ // Converts an RGB color to hex
+ // Assumes r, g, and b are contained in the set [0, 255]
+ // Returns a 3 or 6 character hex
+ function rgbToHex(r, g, b, allow3Char) {
+ var hex = [pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16))];
+
+ // Return a 3 character hex if possible
+ if (allow3Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1)) {
+ return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0);
+ }
+ return hex.join("");
+ }
+
+ // `rgbaToHex`
+ // Converts an RGBA color plus alpha transparency to hex
+ // Assumes r, g, b are contained in the set [0, 255] and
+ // a in [0, 1]. Returns a 4 or 8 character rgba hex
+ function rgbaToHex(r, g, b, a, allow4Char) {
+ var hex = [pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16)), pad2(convertDecimalToHex(a))];
+
+ // Return a 4 character hex if possible
+ if (allow4Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1) && hex[3].charAt(0) == hex[3].charAt(1)) {
+ return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0) + hex[3].charAt(0);
+ }
+ return hex.join("");
+ }
+
+ // `rgbaToArgbHex`
+ // Converts an RGBA color to an ARGB Hex8 string
+ // Rarely used, but required for "toFilter()"
+ function rgbaToArgbHex(r, g, b, a) {
+ var hex = [pad2(convertDecimalToHex(a)), pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16))];
+ return hex.join("");
+ }
+
+ // `equals`
+ // Can be called with any tinycolor input
+ tinycolor.equals = function (color1, color2) {
+ if (!color1 || !color2) return false;
+ return tinycolor(color1).toRgbString() == tinycolor(color2).toRgbString();
+ };
+ tinycolor.random = function () {
+ return tinycolor.fromRatio({
+ r: Math.random(),
+ g: Math.random(),
+ b: Math.random()
+ });
+ };
+
+ // Modification Functions
+ // ----------------------
+ // Thanks to less.js for some of the basics here
+ //
+
+ function _desaturate(color, amount) {
+ amount = amount === 0 ? 0 : amount || 10;
+ var hsl = tinycolor(color).toHsl();
+ hsl.s -= amount / 100;
+ hsl.s = clamp01(hsl.s);
+ return tinycolor(hsl);
+ }
+ function _saturate(color, amount) {
+ amount = amount === 0 ? 0 : amount || 10;
+ var hsl = tinycolor(color).toHsl();
+ hsl.s += amount / 100;
+ hsl.s = clamp01(hsl.s);
+ return tinycolor(hsl);
+ }
+ function _greyscale(color) {
+ return tinycolor(color).desaturate(100);
+ }
+ function _lighten(color, amount) {
+ amount = amount === 0 ? 0 : amount || 10;
+ var hsl = tinycolor(color).toHsl();
+ hsl.l += amount / 100;
+ hsl.l = clamp01(hsl.l);
+ return tinycolor(hsl);
+ }
+ function _brighten(color, amount) {
+ amount = amount === 0 ? 0 : amount || 10;
+ var rgb = tinycolor(color).toRgb();
+ rgb.r = Math.max(0, Math.min(255, rgb.r - Math.round(255 * -(amount / 100))));
+ rgb.g = Math.max(0, Math.min(255, rgb.g - Math.round(255 * -(amount / 100))));
+ rgb.b = Math.max(0, Math.min(255, rgb.b - Math.round(255 * -(amount / 100))));
+ return tinycolor(rgb);
+ }
+ function _darken(color, amount) {
+ amount = amount === 0 ? 0 : amount || 10;
+ var hsl = tinycolor(color).toHsl();
+ hsl.l -= amount / 100;
+ hsl.l = clamp01(hsl.l);
+ return tinycolor(hsl);
+ }
+
+ // Spin takes a positive or negative amount within [-360, 360] indicating the change of hue.
+ // Values outside of this range will be wrapped into this range.
+ function _spin(color, amount) {
+ var hsl = tinycolor(color).toHsl();
+ var hue = (hsl.h + amount) % 360;
+ hsl.h = hue < 0 ? 360 + hue : hue;
+ return tinycolor(hsl);
+ }
+
+ // Combination Functions
+ // ---------------------
+ // Thanks to jQuery xColor for some of the ideas behind these
+ //
+
+ function _complement(color) {
+ var hsl = tinycolor(color).toHsl();
+ hsl.h = (hsl.h + 180) % 360;
+ return tinycolor(hsl);
+ }
+ function polyad(color, number) {
+ if (isNaN(number) || number <= 0) {
+ throw new Error("Argument to polyad must be a positive number");
+ }
+ var hsl = tinycolor(color).toHsl();
+ var result = [tinycolor(color)];
+ var step = 360 / number;
+ for (var i = 1; i < number; i++) {
+ result.push(tinycolor({
+ h: (hsl.h + i * step) % 360,
+ s: hsl.s,
+ l: hsl.l
+ }));
+ }
+ return result;
+ }
+ function _splitcomplement(color) {
+ var hsl = tinycolor(color).toHsl();
+ var h = hsl.h;
+ return [tinycolor(color), tinycolor({
+ h: (h + 72) % 360,
+ s: hsl.s,
+ l: hsl.l
+ }), tinycolor({
+ h: (h + 216) % 360,
+ s: hsl.s,
+ l: hsl.l
+ })];
+ }
+ function _analogous(color, results, slices) {
+ results = results || 6;
+ slices = slices || 30;
+ var hsl = tinycolor(color).toHsl();
+ var part = 360 / slices;
+ var ret = [tinycolor(color)];
+ for (hsl.h = (hsl.h - (part * results >> 1) + 720) % 360; --results;) {
+ hsl.h = (hsl.h + part) % 360;
+ ret.push(tinycolor(hsl));
+ }
+ return ret;
+ }
+ function _monochromatic(color, results) {
+ results = results || 6;
+ var hsv = tinycolor(color).toHsv();
+ var h = hsv.h,
+ s = hsv.s,
+ v = hsv.v;
+ var ret = [];
+ var modification = 1 / results;
+ while (results--) {
+ ret.push(tinycolor({
+ h: h,
+ s: s,
+ v: v
+ }));
+ v = (v + modification) % 1;
+ }
+ return ret;
+ }
+
+ // Utility Functions
+ // ---------------------
+
+ tinycolor.mix = function (color1, color2, amount) {
+ amount = amount === 0 ? 0 : amount || 50;
+ var rgb1 = tinycolor(color1).toRgb();
+ var rgb2 = tinycolor(color2).toRgb();
+ var p = amount / 100;
+ var rgba = {
+ r: (rgb2.r - rgb1.r) * p + rgb1.r,
+ g: (rgb2.g - rgb1.g) * p + rgb1.g,
+ b: (rgb2.b - rgb1.b) * p + rgb1.b,
+ a: (rgb2.a - rgb1.a) * p + rgb1.a
+ };
+ return tinycolor(rgba);
+ };
+
+ // Readability Functions
+ // ---------------------
+ // false
+ // tinycolor.isReadable("#000", "#111",{level:"AA",size:"large"}) => false
+ tinycolor.isReadable = function (color1, color2, wcag2) {
+ var readability = tinycolor.readability(color1, color2);
+ var wcag2Parms, out;
+ out = false;
+ wcag2Parms = validateWCAG2Parms(wcag2);
+ switch (wcag2Parms.level + wcag2Parms.size) {
+ case "AAsmall":
+ case "AAAlarge":
+ out = readability >= 4.5;
+ break;
+ case "AAlarge":
+ out = readability >= 3;
+ break;
+ case "AAAsmall":
+ out = readability >= 7;
+ break;
+ }
+ return out;
+ };
+
+ // `mostReadable`
+ // Given a base color and a list of possible foreground or background
+ // colors for that base, returns the most readable color.
+ // Optionally returns Black or White if the most readable color is unreadable.
+ // *Example*
+ // tinycolor.mostReadable(tinycolor.mostReadable("#123", ["#124", "#125"],{includeFallbackColors:false}).toHexString(); // "#112255"
+ // tinycolor.mostReadable(tinycolor.mostReadable("#123", ["#124", "#125"],{includeFallbackColors:true}).toHexString(); // "#ffffff"
+ // tinycolor.mostReadable("#a8015a", ["#faf3f3"],{includeFallbackColors:true,level:"AAA",size:"large"}).toHexString(); // "#faf3f3"
+ // tinycolor.mostReadable("#a8015a", ["#faf3f3"],{includeFallbackColors:true,level:"AAA",size:"small"}).toHexString(); // "#ffffff"
+ tinycolor.mostReadable = function (baseColor, colorList, args) {
+ var bestColor = null;
+ var bestScore = 0;
+ var readability;
+ var includeFallbackColors, level, size;
+ args = args || {};
+ includeFallbackColors = args.includeFallbackColors;
+ level = args.level;
+ size = args.size;
+ for (var i = 0; i < colorList.length; i++) {
+ readability = tinycolor.readability(baseColor, colorList[i]);
+ if (readability > bestScore) {
+ bestScore = readability;
+ bestColor = tinycolor(colorList[i]);
+ }
+ }
+ if (tinycolor.isReadable(baseColor, bestColor, {
+ level: level,
+ size: size
+ }) || !includeFallbackColors) {
+ return bestColor;
+ } else {
+ args.includeFallbackColors = false;
+ return tinycolor.mostReadable(baseColor, ["#fff", "#000"], args);
+ }
+ };
+
+ // Big List of Colors
+ // ------------------
+ //
+ var names = tinycolor.names = {
+ aliceblue: "f0f8ff",
+ antiquewhite: "faebd7",
+ aqua: "0ff",
+ aquamarine: "7fffd4",
+ azure: "f0ffff",
+ beige: "f5f5dc",
+ bisque: "ffe4c4",
+ black: "000",
+ blanchedalmond: "ffebcd",
+ blue: "00f",
+ blueviolet: "8a2be2",
+ brown: "a52a2a",
+ burlywood: "deb887",
+ burntsienna: "ea7e5d",
+ cadetblue: "5f9ea0",
+ chartreuse: "7fff00",
+ chocolate: "d2691e",
+ coral: "ff7f50",
+ cornflowerblue: "6495ed",
+ cornsilk: "fff8dc",
+ crimson: "dc143c",
+ cyan: "0ff",
+ darkblue: "00008b",
+ darkcyan: "008b8b",
+ darkgoldenrod: "b8860b",
+ darkgray: "a9a9a9",
+ darkgreen: "006400",
+ darkgrey: "a9a9a9",
+ darkkhaki: "bdb76b",
+ darkmagenta: "8b008b",
+ darkolivegreen: "556b2f",
+ darkorange: "ff8c00",
+ darkorchid: "9932cc",
+ darkred: "8b0000",
+ darksalmon: "e9967a",
+ darkseagreen: "8fbc8f",
+ darkslateblue: "483d8b",
+ darkslategray: "2f4f4f",
+ darkslategrey: "2f4f4f",
+ darkturquoise: "00ced1",
+ darkviolet: "9400d3",
+ deeppink: "ff1493",
+ deepskyblue: "00bfff",
+ dimgray: "696969",
+ dimgrey: "696969",
+ dodgerblue: "1e90ff",
+ firebrick: "b22222",
+ floralwhite: "fffaf0",
+ forestgreen: "228b22",
+ fuchsia: "f0f",
+ gainsboro: "dcdcdc",
+ ghostwhite: "f8f8ff",
+ gold: "ffd700",
+ goldenrod: "daa520",
+ gray: "808080",
+ green: "008000",
+ greenyellow: "adff2f",
+ grey: "808080",
+ honeydew: "f0fff0",
+ hotpink: "ff69b4",
+ indianred: "cd5c5c",
+ indigo: "4b0082",
+ ivory: "fffff0",
+ khaki: "f0e68c",
+ lavender: "e6e6fa",
+ lavenderblush: "fff0f5",
+ lawngreen: "7cfc00",
+ lemonchiffon: "fffacd",
+ lightblue: "add8e6",
+ lightcoral: "f08080",
+ lightcyan: "e0ffff",
+ lightgoldenrodyellow: "fafad2",
+ lightgray: "d3d3d3",
+ lightgreen: "90ee90",
+ lightgrey: "d3d3d3",
+ lightpink: "ffb6c1",
+ lightsalmon: "ffa07a",
+ lightseagreen: "20b2aa",
+ lightskyblue: "87cefa",
+ lightslategray: "789",
+ lightslategrey: "789",
+ lightsteelblue: "b0c4de",
+ lightyellow: "ffffe0",
+ lime: "0f0",
+ limegreen: "32cd32",
+ linen: "faf0e6",
+ magenta: "f0f",
+ maroon: "800000",
+ mediumaquamarine: "66cdaa",
+ mediumblue: "0000cd",
+ mediumorchid: "ba55d3",
+ mediumpurple: "9370db",
+ mediumseagreen: "3cb371",
+ mediumslateblue: "7b68ee",
+ mediumspringgreen: "00fa9a",
+ mediumturquoise: "48d1cc",
+ mediumvioletred: "c71585",
+ midnightblue: "191970",
+ mintcream: "f5fffa",
+ mistyrose: "ffe4e1",
+ moccasin: "ffe4b5",
+ navajowhite: "ffdead",
+ navy: "000080",
+ oldlace: "fdf5e6",
+ olive: "808000",
+ olivedrab: "6b8e23",
+ orange: "ffa500",
+ orangered: "ff4500",
+ orchid: "da70d6",
+ palegoldenrod: "eee8aa",
+ palegreen: "98fb98",
+ paleturquoise: "afeeee",
+ palevioletred: "db7093",
+ papayawhip: "ffefd5",
+ peachpuff: "ffdab9",
+ peru: "cd853f",
+ pink: "ffc0cb",
+ plum: "dda0dd",
+ powderblue: "b0e0e6",
+ purple: "800080",
+ rebeccapurple: "663399",
+ red: "f00",
+ rosybrown: "bc8f8f",
+ royalblue: "4169e1",
+ saddlebrown: "8b4513",
+ salmon: "fa8072",
+ sandybrown: "f4a460",
+ seagreen: "2e8b57",
+ seashell: "fff5ee",
+ sienna: "a0522d",
+ silver: "c0c0c0",
+ skyblue: "87ceeb",
+ slateblue: "6a5acd",
+ slategray: "708090",
+ slategrey: "708090",
+ snow: "fffafa",
+ springgreen: "00ff7f",
+ steelblue: "4682b4",
+ tan: "d2b48c",
+ teal: "008080",
+ thistle: "d8bfd8",
+ tomato: "ff6347",
+ turquoise: "40e0d0",
+ violet: "ee82ee",
+ wheat: "f5deb3",
+ white: "fff",
+ whitesmoke: "f5f5f5",
+ yellow: "ff0",
+ yellowgreen: "9acd32"
+ };
+
+ // Make it easy to access colors via `hexNames[hex]`
+ var hexNames = tinycolor.hexNames = flip(names);
+
+ // Utilities
+ // ---------
+
+ // `{ 'name1': 'val1' }` becomes `{ 'val1': 'name1' }`
+ function flip(o) {
+ var flipped = {};
+ for (var i in o) {
+ if (o.hasOwnProperty(i)) {
+ flipped[o[i]] = i;
+ }
+ }
+ return flipped;
+ }
+
+ // Return a valid alpha value [0,1] with all invalid values being set to 1
+ function boundAlpha(a) {
+ a = parseFloat(a);
+ if (isNaN(a) || a < 0 || a > 1) {
+ a = 1;
+ }
+ return a;
+ }
+
+ // Take input from [0, n] and return it as [0, 1]
+ function bound01(n, max) {
+ if (isOnePointZero(n)) n = "100%";
+ var processPercent = isPercentage(n);
+ n = Math.min(max, Math.max(0, parseFloat(n)));
+
+ // Automatically convert percentage into number
+ if (processPercent) {
+ n = parseInt(n * max, 10) / 100;
+ }
+
+ // Handle floating point rounding errors
+ if (Math.abs(n - max) < 0.000001) {
+ return 1;
+ }
+
+ // Convert into [0, 1] range if it isn't already
+ return n % max / parseFloat(max);
+ }
+
+ // Force a number between 0 and 1
+ function clamp01(val) {
+ return Math.min(1, Math.max(0, val));
+ }
+
+ // Parse a base-16 hex value into a base-10 integer
+ function parseIntFromHex(val) {
+ return parseInt(val, 16);
+ }
+
+ // Need to handle 1.0 as 100%, since once it is a number, there is no difference between it and 1
+ //
+ function isOnePointZero(n) {
+ return typeof n == "string" && n.indexOf(".") != -1 && parseFloat(n) === 1;
+ }
+
+ // Check to see if string passed in is a percentage
+ function isPercentage(n) {
+ return typeof n === "string" && n.indexOf("%") != -1;
+ }
+
+ // Force a hex value to have 2 characters
+ function pad2(c) {
+ return c.length == 1 ? "0" + c : "" + c;
+ }
+
+ // Replace a decimal with it's percentage value
+ function convertToPercentage(n) {
+ if (n <= 1) {
+ n = n * 100 + "%";
+ }
+ return n;
+ }
+
+ // Converts a decimal to a hex value
+ function convertDecimalToHex(d) {
+ return Math.round(parseFloat(d) * 255).toString(16);
+ }
+ // Converts a hex value to a decimal
+ function convertHexToDecimal(h) {
+ return parseIntFromHex(h) / 255;
+ }
+ var matchers = function () {
+ //
+ var CSS_INTEGER = "[-\\+]?\\d+%?";
+
+ //
+ var CSS_NUMBER = "[-\\+]?\\d*\\.\\d+%?";
+
+ // Allow positive/negative integer/number. Don't capture the either/or, just the entire outcome.
+ var CSS_UNIT = "(?:" + CSS_NUMBER + ")|(?:" + CSS_INTEGER + ")";
+
+ // Actual matching.
+ // Parentheses and commas are optional, but not required.
+ // Whitespace can take the place of commas or opening paren
+ var PERMISSIVE_MATCH3 = "[\\s|\\(]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")\\s*\\)?";
+ var PERMISSIVE_MATCH4 = "[\\s|\\(]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")\\s*\\)?";
+ return {
+ CSS_UNIT: new RegExp(CSS_UNIT),
+ rgb: new RegExp("rgb" + PERMISSIVE_MATCH3),
+ rgba: new RegExp("rgba" + PERMISSIVE_MATCH4),
+ hsl: new RegExp("hsl" + PERMISSIVE_MATCH3),
+ hsla: new RegExp("hsla" + PERMISSIVE_MATCH4),
+ hsv: new RegExp("hsv" + PERMISSIVE_MATCH3),
+ hsva: new RegExp("hsva" + PERMISSIVE_MATCH4),
+ hex3: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,
+ hex6: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/,
+ hex4: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,
+ hex8: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/
+ };
+ }();
+
+ // `isValidCSSUnit`
+ // Take in a single string / number and check to see if it looks like a CSS unit
+ // (see `matchers` above for definition).
+ function isValidCSSUnit(color) {
+ return !!matchers.CSS_UNIT.exec(color);
+ }
+
+ // `stringInputToObject`
+ // Permissive string parsing. Take in a number of formats, and output an object
+ // based on detected format. Returns `{ r, g, b }` or `{ h, s, l }` or `{ h, s, v}`
+ function stringInputToObject(color) {
+ color = color.replace(trimLeft, "").replace(trimRight, "").toLowerCase();
+ var named = false;
+ if (names[color]) {
+ color = names[color];
+ named = true;
+ } else if (color == "transparent") {
+ return {
+ r: 0,
+ g: 0,
+ b: 0,
+ a: 0,
+ format: "name"
+ };
+ }
+
+ // Try to match string input using regular expressions.
+ // Keep most of the number bounding out of this function - don't worry about [0,1] or [0,100] or [0,360]
+ // Just return an object and let the conversion functions handle that.
+ // This way the result will be the same whether the tinycolor is initialized with string or object.
+ var match;
+ if (match = matchers.rgb.exec(color)) {
+ return {
+ r: match[1],
+ g: match[2],
+ b: match[3]
+ };
+ }
+ if (match = matchers.rgba.exec(color)) {
+ return {
+ r: match[1],
+ g: match[2],
+ b: match[3],
+ a: match[4]
+ };
+ }
+ if (match = matchers.hsl.exec(color)) {
+ return {
+ h: match[1],
+ s: match[2],
+ l: match[3]
+ };
+ }
+ if (match = matchers.hsla.exec(color)) {
+ return {
+ h: match[1],
+ s: match[2],
+ l: match[3],
+ a: match[4]
+ };
+ }
+ if (match = matchers.hsv.exec(color)) {
+ return {
+ h: match[1],
+ s: match[2],
+ v: match[3]
+ };
+ }
+ if (match = matchers.hsva.exec(color)) {
+ return {
+ h: match[1],
+ s: match[2],
+ v: match[3],
+ a: match[4]
+ };
+ }
+ if (match = matchers.hex8.exec(color)) {
+ return {
+ r: parseIntFromHex(match[1]),
+ g: parseIntFromHex(match[2]),
+ b: parseIntFromHex(match[3]),
+ a: convertHexToDecimal(match[4]),
+ format: named ? "name" : "hex8"
+ };
+ }
+ if (match = matchers.hex6.exec(color)) {
+ return {
+ r: parseIntFromHex(match[1]),
+ g: parseIntFromHex(match[2]),
+ b: parseIntFromHex(match[3]),
+ format: named ? "name" : "hex"
+ };
+ }
+ if (match = matchers.hex4.exec(color)) {
+ return {
+ r: parseIntFromHex(match[1] + "" + match[1]),
+ g: parseIntFromHex(match[2] + "" + match[2]),
+ b: parseIntFromHex(match[3] + "" + match[3]),
+ a: convertHexToDecimal(match[4] + "" + match[4]),
+ format: named ? "name" : "hex8"
+ };
+ }
+ if (match = matchers.hex3.exec(color)) {
+ return {
+ r: parseIntFromHex(match[1] + "" + match[1]),
+ g: parseIntFromHex(match[2] + "" + match[2]),
+ b: parseIntFromHex(match[3] + "" + match[3]),
+ format: named ? "name" : "hex"
+ };
+ }
+ return false;
+ }
+ function validateWCAG2Parms(parms) {
+ // return valid WCAG2 parms for isReadable.
+ // If input parms are invalid, return {"level":"AA", "size":"small"}
+ var level, size;
+ parms = parms || {
+ level: "AA",
+ size: "small"
+ };
+ level = (parms.level || "AA").toUpperCase();
+ size = (parms.size || "small").toLowerCase();
+ if (level !== "AA" && level !== "AAA") {
+ level = "AA";
+ }
+ if (size !== "small" && size !== "large") {
+ size = "small";
+ }
+ return {
+ level: level,
+ size: size
+ };
+ }
+
+ var colorStr2Hex = function colorStr2Hex(str) {
+ return isNaN(str) ? parseInt(tinycolor(str).toHex(), 16) : str;
+ };
+ var colorAlpha = function colorAlpha(str) {
+ return isNaN(str) ? tinycolor(str).getAlpha() : 1;
+ };
+ var autoColorScale = ordinal(schemePaired);
+
+ // Autoset attribute colorField by colorByAccessor property
+ // If an object has already a color, don't set it
+ // Objects can be nodes or links
+ function autoColorObjects(objects, colorByAccessor, colorField) {
+ if (!colorByAccessor || typeof colorField !== 'string') return;
+ objects.filter(function (obj) {
+ return !obj[colorField];
+ }).forEach(function (obj) {
+ obj[colorField] = autoColorScale(colorByAccessor(obj));
+ });
+ }
+
+ function getDagDepths (_ref, idAccessor) {
+ var nodes = _ref.nodes,
+ links = _ref.links;
+ var _ref2 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
+ _ref2$nodeFilter = _ref2.nodeFilter,
+ nodeFilter = _ref2$nodeFilter === void 0 ? function () {
+ return true;
+ } : _ref2$nodeFilter,
+ _ref2$onLoopError = _ref2.onLoopError,
+ onLoopError = _ref2$onLoopError === void 0 ? function (loopIds) {
+ throw "Invalid DAG structure! Found cycle in node path: ".concat(loopIds.join(' -> '), ".");
+ } : _ref2$onLoopError;
+ // linked graph
+ var graph = {};
+ nodes.forEach(function (node) {
+ return graph[idAccessor(node)] = {
+ data: node,
+ out: [],
+ depth: -1,
+ skip: !nodeFilter(node)
+ };
+ });
+ links.forEach(function (_ref3) {
+ var source = _ref3.source,
+ target = _ref3.target;
+ var sourceId = getNodeId(source);
+ var targetId = getNodeId(target);
+ if (!graph.hasOwnProperty(sourceId)) throw "Missing source node with id: ".concat(sourceId);
+ if (!graph.hasOwnProperty(targetId)) throw "Missing target node with id: ".concat(targetId);
+ var sourceNode = graph[sourceId];
+ var targetNode = graph[targetId];
+ sourceNode.out.push(targetNode);
+ function getNodeId(node) {
+ return _typeof$1(node) === 'object' ? idAccessor(node) : node;
+ }
+ });
+ var foundLoops = [];
+ traverse(Object.values(graph));
+ var nodeDepths = Object.assign.apply(Object, [{}].concat(_toConsumableArray$2(Object.entries(graph).filter(function (_ref4) {
+ var _ref5 = _slicedToArray$3(_ref4, 2),
+ node = _ref5[1];
+ return !node.skip;
+ }).map(function (_ref6) {
+ var _ref7 = _slicedToArray$3(_ref6, 2),
+ id = _ref7[0],
+ node = _ref7[1];
+ return _defineProperty$1({}, id, node.depth);
+ }))));
+ return nodeDepths;
+ function traverse(nodes) {
+ var nodeStack = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
+ var currentDepth = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
+ var _loop = function _loop() {
+ var node = nodes[i];
+ if (nodeStack.indexOf(node) !== -1) {
+ var loop = [].concat(_toConsumableArray$2(nodeStack.slice(nodeStack.indexOf(node))), [node]).map(function (d) {
+ return idAccessor(d.data);
+ });
+ if (!foundLoops.some(function (foundLoop) {
+ return foundLoop.length === loop.length && foundLoop.every(function (id, idx) {
+ return id === loop[idx];
+ });
+ })) {
+ foundLoops.push(loop);
+ onLoopError(loop);
+ }
+ return 1; // continue
+ }
+ if (currentDepth > node.depth) {
+ // Don't unnecessarily revisit chunks of the graph
+ node.depth = currentDepth;
+ traverse(node.out, [].concat(_toConsumableArray$2(nodeStack), [node]), currentDepth + (node.skip ? 0 : 1));
+ }
+ };
+ for (var i = 0, l = nodes.length; i < l; i++) {
+ if (_loop()) continue;
+ }
+ }
+ }
+
+ var three$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
+ : {
+ Group: three$2.Group,
+ Mesh: three$2.Mesh,
+ MeshLambertMaterial: three$2.MeshLambertMaterial,
+ Color: three$2.Color,
+ BufferGeometry: three$2.BufferGeometry,
+ BufferAttribute: three$2.BufferAttribute,
+ Matrix4: three$2.Matrix4,
+ Vector3: three$2.Vector3,
+ SphereGeometry: three$2.SphereGeometry,
+ CylinderGeometry: three$2.CylinderGeometry,
+ TubeGeometry: three$2.TubeGeometry,
+ ConeGeometry: three$2.ConeGeometry,
+ Line: three$2.Line,
+ LineBasicMaterial: three$2.LineBasicMaterial,
+ QuadraticBezierCurve3: three$2.QuadraticBezierCurve3,
+ CubicBezierCurve3: three$2.CubicBezierCurve3,
+ Box3: three$2.Box3
+ };
+ var ngraph = {
+ graph: graph,
+ forcelayout: forcelayout
+ };
+
+ //
+
+ var DAG_LEVEL_NODE_RATIO = 2;
+
+ // support multiple method names for backwards threejs compatibility
+ var setAttributeFn = new three$1.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';
+ var applyMatrix4Fn = new three$1.BufferGeometry().applyMatrix4 ? 'applyMatrix4' : 'applyMatrix';
+ var ForceGraph = index$2({
+ props: {
+ jsonUrl: {
+ onChange: function onChange(jsonUrl, state) {
+ var _this = this;
+ if (jsonUrl && !state.fetchingJson) {
+ // Load data asynchronously
+ state.fetchingJson = true;
+ state.onLoading();
+ fetch(jsonUrl).then(function (r) {
+ return r.json();
+ }).then(function (json) {
+ state.fetchingJson = false;
+ state.onFinishLoading(json);
+ _this.graphData(json);
+ });
+ }
+ },
+ triggerUpdate: false
+ },
+ graphData: {
+ "default": {
+ nodes: [],
+ links: []
+ },
+ onChange: function onChange(graphData, state) {
+ state.engineRunning = false; // Pause simulation immediately
+ }
+ },
+ numDimensions: {
+ "default": 3,
+ onChange: function onChange(numDim, state) {
+ var chargeForce = state.d3ForceLayout.force('charge');
+ // Increase repulsion on 3D mode for improved spatial separation
+ if (chargeForce) {
+ chargeForce.strength(numDim > 2 ? -60 : -30);
+ }
+ if (numDim < 3) {
+ eraseDimension(state.graphData.nodes, 'z');
+ }
+ if (numDim < 2) {
+ eraseDimension(state.graphData.nodes, 'y');
+ }
+ function eraseDimension(nodes, dim) {
+ nodes.forEach(function (d) {
+ delete d[dim]; // position
+ delete d["v".concat(dim)]; // velocity
+ });
+ }
+ }
+ },
+ dagMode: {
+ onChange: function onChange(dagMode, state) {
+ // td, bu, lr, rl, zin, zout, radialin, radialout
+ !dagMode && state.forceEngine === 'd3' && (state.graphData.nodes || []).forEach(function (n) {
+ return n.fx = n.fy = n.fz = undefined;
+ }); // unfix nodes when disabling dag mode
+ }
+ },
+ dagLevelDistance: {},
+ dagNodeFilter: {
+ "default": function _default(node) {
+ return true;
+ }
+ },
+ onDagError: {
+ triggerUpdate: false
+ },
+ nodeRelSize: {
+ "default": 4
+ },
+ // volume per val unit
+ nodeId: {
+ "default": 'id'
+ },
+ nodeVal: {
+ "default": 'val'
+ },
+ nodeResolution: {
+ "default": 8
+ },
+ // how many slice segments in the sphere's circumference
+ nodeColor: {
+ "default": 'color'
+ },
+ nodeAutoColorBy: {},
+ nodeOpacity: {
+ "default": 0.75
+ },
+ nodeVisibility: {
+ "default": true
+ },
+ nodeThreeObject: {},
+ nodeThreeObjectExtend: {
+ "default": false
+ },
+ nodePositionUpdate: {
+ triggerUpdate: false
+ },
+ // custom function to call for updating the node's position. Signature: (threeObj, { x, y, z}, node). If the function returns a truthy value, the regular node position update will not run.
+ linkSource: {
+ "default": 'source'
+ },
+ linkTarget: {
+ "default": 'target'
+ },
+ linkVisibility: {
+ "default": true
+ },
+ linkColor: {
+ "default": 'color'
+ },
+ linkAutoColorBy: {},
+ linkOpacity: {
+ "default": 0.2
+ },
+ linkWidth: {},
+ // Rounded to nearest decimal. For falsy values use dimensionless line with 1px regardless of distance.
+ linkResolution: {
+ "default": 6
+ },
+ // how many radial segments in each line tube's geometry
+ linkCurvature: {
+ "default": 0,
+ triggerUpdate: false
+ },
+ // line curvature radius (0: straight, 1: semi-circle)
+ linkCurveRotation: {
+ "default": 0,
+ triggerUpdate: false
+ },
+ // line curve rotation along the line axis (0: interection with XY plane, PI: upside down)
+ linkMaterial: {},
+ linkThreeObject: {},
+ linkThreeObjectExtend: {
+ "default": false
+ },
+ linkPositionUpdate: {
+ triggerUpdate: false
+ },
+ // custom function to call for updating the link's position. Signature: (threeObj, { start: { x, y, z}, end: { x, y, z }}, link). If the function returns a truthy value, the regular link position update will not run.
+ linkDirectionalArrowLength: {
+ "default": 0
+ },
+ linkDirectionalArrowColor: {},
+ linkDirectionalArrowRelPos: {
+ "default": 0.5,
+ triggerUpdate: false
+ },
+ // value between 0<>1 indicating the relative pos along the (exposed) line
+ linkDirectionalArrowResolution: {
+ "default": 8
+ },
+ // how many slice segments in the arrow's conic circumference
+ linkDirectionalParticles: {
+ "default": 0
+ },
+ // animate photons travelling in the link direction
+ linkDirectionalParticleSpeed: {
+ "default": 0.01,
+ triggerUpdate: false
+ },
+ // in link length ratio per frame
+ linkDirectionalParticleWidth: {
+ "default": 0.5
+ },
+ linkDirectionalParticleColor: {},
+ linkDirectionalParticleResolution: {
+ "default": 4
+ },
+ // how many slice segments in the particle sphere's circumference
+ forceEngine: {
+ "default": 'd3'
+ },
+ // d3 or ngraph
+ d3AlphaMin: {
+ "default": 0
+ },
+ d3AlphaDecay: {
+ "default": 0.0228,
+ triggerUpdate: false,
+ onChange: function onChange(alphaDecay, state) {
+ state.d3ForceLayout.alphaDecay(alphaDecay);
+ }
+ },
+ d3AlphaTarget: {
+ "default": 0,
+ triggerUpdate: false,
+ onChange: function onChange(alphaTarget, state) {
+ state.d3ForceLayout.alphaTarget(alphaTarget);
+ }
+ },
+ d3VelocityDecay: {
+ "default": 0.4,
+ triggerUpdate: false,
+ onChange: function onChange(velocityDecay, state) {
+ state.d3ForceLayout.velocityDecay(velocityDecay);
+ }
+ },
+ ngraphPhysics: {
+ "default": {
+ // defaults from https://github.com/anvaka/ngraph.physics.simulator/blob/master/index.js
+ timeStep: 20,
+ gravity: -1.2,
+ theta: 0.8,
+ springLength: 30,
+ springCoefficient: 0.0008,
+ dragCoefficient: 0.02
+ }
+ },
+ warmupTicks: {
+ "default": 0,
+ triggerUpdate: false
+ },
+ // how many times to tick the force engine at init before starting to render
+ cooldownTicks: {
+ "default": Infinity,
+ triggerUpdate: false
+ },
+ cooldownTime: {
+ "default": 15000,
+ triggerUpdate: false
+ },
+ // ms
+ onLoading: {
+ "default": function _default() {},
+ triggerUpdate: false
+ },
+ onFinishLoading: {
+ "default": function _default() {},
+ triggerUpdate: false
+ },
+ onUpdate: {
+ "default": function _default() {},
+ triggerUpdate: false
+ },
+ onFinishUpdate: {
+ "default": function _default() {},
+ triggerUpdate: false
+ },
+ onEngineTick: {
+ "default": function _default() {},
+ triggerUpdate: false
+ },
+ onEngineStop: {
+ "default": function _default() {},
+ triggerUpdate: false
+ }
+ },
+ methods: {
+ refresh: function refresh(state) {
+ state._flushObjects = true;
+ state._rerender();
+ return this;
+ },
+ // Expose d3 forces for external manipulation
+ d3Force: function d3Force(state, forceName, forceFn) {
+ if (forceFn === undefined) {
+ return state.d3ForceLayout.force(forceName); // Force getter
+ }
+ state.d3ForceLayout.force(forceName, forceFn); // Force setter
+ return this;
+ },
+ d3ReheatSimulation: function d3ReheatSimulation(state) {
+ state.d3ForceLayout.alpha(1);
+ this.resetCountdown();
+ return this;
+ },
+ // reset cooldown state
+ resetCountdown: function resetCountdown(state) {
+ state.cntTicks = 0;
+ state.startTickTime = new Date();
+ state.engineRunning = true;
+ return this;
+ },
+ tickFrame: function tickFrame(state) {
+ var isD3Sim = state.forceEngine !== 'ngraph';
+ if (state.engineRunning) {
+ layoutTick();
+ }
+ updateArrows();
+ updatePhotons();
+ return this;
+
+ //
+
+ function layoutTick() {
+ if (++state.cntTicks > state.cooldownTicks || new Date() - state.startTickTime > state.cooldownTime || isD3Sim && state.d3AlphaMin > 0 && state.d3ForceLayout.alpha() < state.d3AlphaMin) {
+ state.engineRunning = false; // Stop ticking graph
+ state.onEngineStop();
+ } else {
+ state.layout[isD3Sim ? 'tick' : 'step'](); // Tick it
+ state.onEngineTick();
+ }
+ var nodeThreeObjectExtendAccessor = index$1(state.nodeThreeObjectExtend);
+
+ // Update nodes position
+ state.graphData.nodes.forEach(function (node) {
+ var obj = node.__threeObj;
+ if (!obj) return;
+ var pos = isD3Sim ? node : state.layout.getNodePosition(node[state.nodeId]);
+ var extendedObj = nodeThreeObjectExtendAccessor(node);
+ if (!state.nodePositionUpdate || !state.nodePositionUpdate(extendedObj ? obj.children[0] : obj, {
+ x: pos.x,
+ y: pos.y,
+ z: pos.z
+ }, node) // pass child custom object if extending the default
+ || extendedObj) {
+ obj.position.x = pos.x;
+ obj.position.y = pos.y || 0;
+ obj.position.z = pos.z || 0;
+ }
+ });
+
+ // Update links position
+ var linkWidthAccessor = index$1(state.linkWidth);
+ var linkCurvatureAccessor = index$1(state.linkCurvature);
+ var linkCurveRotationAccessor = index$1(state.linkCurveRotation);
+ var linkThreeObjectExtendAccessor = index$1(state.linkThreeObjectExtend);
+ state.graphData.links.forEach(function (link) {
+ var lineObj = link.__lineObj;
+ if (!lineObj) return;
+ var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
+ var start = pos[isD3Sim ? 'source' : 'from'];
+ var end = pos[isD3Sim ? 'target' : 'to'];
+ if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link
+
+ calcLinkCurve(link); // calculate link curve for all links, including custom replaced, so it can be used in directional functionality
+
+ var extendedObj = linkThreeObjectExtendAccessor(link);
+ if (state.linkPositionUpdate && state.linkPositionUpdate(extendedObj ? lineObj.children[1] : lineObj,
+ // pass child custom object if extending the default
+ {
+ start: {
+ x: start.x,
+ y: start.y,
+ z: start.z
+ },
+ end: {
+ x: end.x,
+ y: end.y,
+ z: end.z
+ }
+ }, link) && !extendedObj) {
+ // exit if successfully custom updated position of non-extended obj
+ return;
+ }
+ var curveResolution = 30; // # line segments
+ var curve = link.__curve;
+
+ // select default line obj if it's an extended group
+ var line = lineObj.children.length ? lineObj.children[0] : lineObj;
+ if (line.type === 'Line') {
+ // Update line geometry
+ if (!curve) {
+ // straight line
+ var linePos = line.geometry.getAttribute('position');
+ if (!linePos || !linePos.array || linePos.array.length !== 6) {
+ line.geometry[setAttributeFn]('position', linePos = new three$1.BufferAttribute(new Float32Array(2 * 3), 3));
+ }
+ linePos.array[0] = start.x;
+ linePos.array[1] = start.y || 0;
+ linePos.array[2] = start.z || 0;
+ linePos.array[3] = end.x;
+ linePos.array[4] = end.y || 0;
+ linePos.array[5] = end.z || 0;
+ linePos.needsUpdate = true;
+ } else {
+ // bezier curve line
+ line.geometry.setFromPoints(curve.getPoints(curveResolution));
+ }
+ line.geometry.computeBoundingSphere();
+ } else if (line.type === 'Mesh') {
+ // Update cylinder geometry
+
+ if (!curve) {
+ // straight tube
+ if (!line.geometry.type.match(/^Cylinder(Buffer)?Geometry$/)) {
+ var linkWidth = Math.ceil(linkWidthAccessor(link) * 10) / 10;
+ var r = linkWidth / 2;
+ var geometry = new three$1.CylinderGeometry(r, r, 1, state.linkResolution, 1, false);
+ geometry[applyMatrix4Fn](new three$1.Matrix4().makeTranslation(0, 1 / 2, 0));
+ geometry[applyMatrix4Fn](new three$1.Matrix4().makeRotationX(Math.PI / 2));
+ line.geometry.dispose();
+ line.geometry = geometry;
+ }
+ var vStart = new three$1.Vector3(start.x, start.y || 0, start.z || 0);
+ var vEnd = new three$1.Vector3(end.x, end.y || 0, end.z || 0);
+ var distance = vStart.distanceTo(vEnd);
+ line.position.x = vStart.x;
+ line.position.y = vStart.y;
+ line.position.z = vStart.z;
+ line.scale.z = distance;
+ line.parent.localToWorld(vEnd); // lookAt requires world coords
+ line.lookAt(vEnd);
+ } else {
+ // curved tube
+ if (!line.geometry.type.match(/^Tube(Buffer)?Geometry$/)) {
+ // reset object positioning
+ line.position.set(0, 0, 0);
+ line.rotation.set(0, 0, 0);
+ line.scale.set(1, 1, 1);
+ }
+ var _linkWidth = Math.ceil(linkWidthAccessor(link) * 10) / 10;
+ var _r = _linkWidth / 2;
+ var _geometry = new three$1.TubeGeometry(curve, curveResolution, _r, state.linkResolution, false);
+ line.geometry.dispose();
+ line.geometry = _geometry;
+ }
+ }
+ });
+
+ //
+
+ function calcLinkCurve(link) {
+ var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
+ var start = pos[isD3Sim ? 'source' : 'from'];
+ var end = pos[isD3Sim ? 'target' : 'to'];
+ if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link
+
+ var curvature = linkCurvatureAccessor(link);
+ if (!curvature) {
+ link.__curve = null; // Straight line
+ } else {
+ // bezier curve line (only for line types)
+ var vStart = new three$1.Vector3(start.x, start.y || 0, start.z || 0);
+ var vEnd = new three$1.Vector3(end.x, end.y || 0, end.z || 0);
+ var l = vStart.distanceTo(vEnd); // line length
+
+ var curve;
+ var curveRotation = linkCurveRotationAccessor(link);
+ if (l > 0) {
+ var dx = end.x - start.x;
+ var dy = end.y - start.y || 0;
+ var vLine = new three$1.Vector3().subVectors(vEnd, vStart);
+ var cp = vLine.clone().multiplyScalar(curvature).cross(dx !== 0 || dy !== 0 ? new three$1.Vector3(0, 0, 1) : new three$1.Vector3(0, 1, 0)) // avoid cross-product of parallel vectors (prefer Z, fallback to Y)
+ .applyAxisAngle(vLine.normalize(), curveRotation) // rotate along line axis according to linkCurveRotation
+ .add(new three$1.Vector3().addVectors(vStart, vEnd).divideScalar(2));
+ curve = new three$1.QuadraticBezierCurve3(vStart, cp, vEnd);
+ } else {
+ // Same point, draw a loop
+ var d = curvature * 70;
+ var endAngle = -curveRotation; // Rotate clockwise (from Z angle perspective)
+ var startAngle = endAngle + Math.PI / 2;
+ curve = new three$1.CubicBezierCurve3(vStart, new three$1.Vector3(d * Math.cos(startAngle), d * Math.sin(startAngle), 0).add(vStart), new three$1.Vector3(d * Math.cos(endAngle), d * Math.sin(endAngle), 0).add(vStart), vEnd);
+ }
+ link.__curve = curve;
+ }
+ }
+ }
+ function updateArrows() {
+ // update link arrow position
+ var arrowRelPosAccessor = index$1(state.linkDirectionalArrowRelPos);
+ var arrowLengthAccessor = index$1(state.linkDirectionalArrowLength);
+ var nodeValAccessor = index$1(state.nodeVal);
+ state.graphData.links.forEach(function (link) {
+ var arrowObj = link.__arrowObj;
+ if (!arrowObj) return;
+ var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
+ var start = pos[isD3Sim ? 'source' : 'from'];
+ var end = pos[isD3Sim ? 'target' : 'to'];
+ if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link
+
+ var startR = Math.cbrt(Math.max(0, nodeValAccessor(start) || 1)) * state.nodeRelSize;
+ var endR = Math.cbrt(Math.max(0, nodeValAccessor(end) || 1)) * state.nodeRelSize;
+ var arrowLength = arrowLengthAccessor(link);
+ var arrowRelPos = arrowRelPosAccessor(link);
+ var getPosAlongLine = link.__curve ? function (t) {
+ return link.__curve.getPoint(t);
+ } // interpolate along bezier curve
+ : function (t) {
+ // straight line: interpolate linearly
+ var iplt = function iplt(dim, start, end, t) {
+ return start[dim] + (end[dim] - start[dim]) * t || 0;
+ };
+ return {
+ x: iplt('x', start, end, t),
+ y: iplt('y', start, end, t),
+ z: iplt('z', start, end, t)
+ };
+ };
+ var lineLen = link.__curve ? link.__curve.getLength() : Math.sqrt(['x', 'y', 'z'].map(function (dim) {
+ return Math.pow((end[dim] || 0) - (start[dim] || 0), 2);
+ }).reduce(function (acc, v) {
+ return acc + v;
+ }, 0));
+ var posAlongLine = startR + arrowLength + (lineLen - startR - endR - arrowLength) * arrowRelPos;
+ var arrowHead = getPosAlongLine(posAlongLine / lineLen);
+ var arrowTail = getPosAlongLine((posAlongLine - arrowLength) / lineLen);
+ ['x', 'y', 'z'].forEach(function (dim) {
+ return arrowObj.position[dim] = arrowTail[dim];
+ });
+ var headVec = _construct(three$1.Vector3, _toConsumableArray$2(['x', 'y', 'z'].map(function (c) {
+ return arrowHead[c];
+ })));
+ arrowObj.parent.localToWorld(headVec); // lookAt requires world coords
+ arrowObj.lookAt(headVec);
+ });
+ }
+ function updatePhotons() {
+ // update link particle positions
+ var particleSpeedAccessor = index$1(state.linkDirectionalParticleSpeed);
+ state.graphData.links.forEach(function (link) {
+ var cyclePhotons = link.__photonsObj && link.__photonsObj.children;
+ var singleHopPhotons = link.__singleHopPhotonsObj && link.__singleHopPhotonsObj.children;
+ if ((!singleHopPhotons || !singleHopPhotons.length) && (!cyclePhotons || !cyclePhotons.length)) return;
+ var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
+ var start = pos[isD3Sim ? 'source' : 'from'];
+ var end = pos[isD3Sim ? 'target' : 'to'];
+ if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link
+
+ var particleSpeed = particleSpeedAccessor(link);
+ var getPhotonPos = link.__curve ? function (t) {
+ return link.__curve.getPoint(t);
+ } // interpolate along bezier curve
+ : function (t) {
+ // straight line: interpolate linearly
+ var iplt = function iplt(dim, start, end, t) {
+ return start[dim] + (end[dim] - start[dim]) * t || 0;
+ };
+ return {
+ x: iplt('x', start, end, t),
+ y: iplt('y', start, end, t),
+ z: iplt('z', start, end, t)
+ };
+ };
+ var photons = [].concat(_toConsumableArray$2(cyclePhotons || []), _toConsumableArray$2(singleHopPhotons || []));
+ photons.forEach(function (photon, idx) {
+ var singleHop = photon.parent.__linkThreeObjType === 'singleHopPhotons';
+ if (!photon.hasOwnProperty('__progressRatio')) {
+ photon.__progressRatio = singleHop ? 0 : idx / cyclePhotons.length;
+ }
+ photon.__progressRatio += particleSpeed;
+ if (photon.__progressRatio >= 1) {
+ if (!singleHop) {
+ photon.__progressRatio = photon.__progressRatio % 1;
+ } else {
+ // remove particle
+ photon.parent.remove(photon);
+ emptyObject(photon);
+ return;
+ }
+ }
+ var photonPosRatio = photon.__progressRatio;
+ var pos = getPhotonPos(photonPosRatio);
+ ['x', 'y', 'z'].forEach(function (dim) {
+ return photon.position[dim] = pos[dim];
+ });
+ });
+ });
+ }
+ },
+ emitParticle: function emitParticle(state, link) {
+ if (link && state.graphData.links.includes(link)) {
+ if (!link.__singleHopPhotonsObj) {
+ var obj = new three$1.Group();
+ obj.__linkThreeObjType = 'singleHopPhotons';
+ link.__singleHopPhotonsObj = obj;
+ state.graphScene.add(obj);
+ }
+ var particleWidthAccessor = index$1(state.linkDirectionalParticleWidth);
+ var photonR = Math.ceil(particleWidthAccessor(link) * 10) / 10 / 2;
+ var numSegments = state.linkDirectionalParticleResolution;
+ var particleGeometry = new three$1.SphereGeometry(photonR, numSegments, numSegments);
+ var linkColorAccessor = index$1(state.linkColor);
+ var particleColorAccessor = index$1(state.linkDirectionalParticleColor);
+ var photonColor = particleColorAccessor(link) || linkColorAccessor(link) || '#f0f0f0';
+ var materialColor = new three$1.Color(colorStr2Hex(photonColor));
+ var opacity = state.linkOpacity * 3;
+ var particleMaterial = new three$1.MeshLambertMaterial({
+ color: materialColor,
+ transparent: true,
+ opacity: opacity
+ });
+
+ // add a single hop particle
+ link.__singleHopPhotonsObj.add(new three$1.Mesh(particleGeometry, particleMaterial));
+ }
+ return this;
+ },
+ getGraphBbox: function getGraphBbox(state) {
+ var nodeFilter = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {
+ return true;
+ };
+ if (!state.initialised) return null;
+
+ // recursively collect all nested geometries bboxes
+ var bboxes = function getBboxes(obj) {
+ var bboxes = [];
+ if (obj.geometry) {
+ obj.geometry.computeBoundingBox();
+ var box = new three$1.Box3();
+ box.copy(obj.geometry.boundingBox).applyMatrix4(obj.matrixWorld);
+ bboxes.push(box);
+ }
+ return bboxes.concat.apply(bboxes, _toConsumableArray$2((obj.children || []).filter(function (obj) {
+ return !obj.hasOwnProperty('__graphObjType') || obj.__graphObjType === 'node' && nodeFilter(obj.__data);
+ } // exclude filtered out nodes
+ ).map(getBboxes)));
+ }(state.graphScene);
+ if (!bboxes.length) return null;
+
+ // extract global x,y,z min/max
+ return Object.assign.apply(Object, _toConsumableArray$2(['x', 'y', 'z'].map(function (c) {
+ return _defineProperty$1({}, c, [min(bboxes, function (bb) {
+ return bb.min[c];
+ }), max(bboxes, function (bb) {
+ return bb.max[c];
+ })]);
+ })));
+ }
+ },
+ stateInit: function stateInit() {
+ return {
+ d3ForceLayout: d3ForceSimulation().force('link', d3ForceLink()).force('charge', d3ForceManyBody()).force('center', d3ForceCenter()).force('dagRadial', null).stop(),
+ engineRunning: false
+ };
+ },
+ init: function init(threeObj, state) {
+ // Main three object to manipulate
+ state.graphScene = threeObj;
+ },
+ update: function update(state, changedProps) {
+ var hasAnyPropChanged = function hasAnyPropChanged(propList) {
+ return propList.some(function (p) {
+ return changedProps.hasOwnProperty(p);
+ });
+ };
+ state.engineRunning = false; // pause simulation
+ state.onUpdate();
+ if (state.nodeAutoColorBy !== null && hasAnyPropChanged(['nodeAutoColorBy', 'graphData', 'nodeColor'])) {
+ // Auto add color to uncolored nodes
+ autoColorObjects(state.graphData.nodes, index$1(state.nodeAutoColorBy), state.nodeColor);
+ }
+ if (state.linkAutoColorBy !== null && hasAnyPropChanged(['linkAutoColorBy', 'graphData', 'linkColor'])) {
+ // Auto add color to uncolored links
+ autoColorObjects(state.graphData.links, index$1(state.linkAutoColorBy), state.linkColor);
+ }
+
+ // Digest nodes WebGL objects
+ if (state._flushObjects || hasAnyPropChanged(['graphData', 'nodeThreeObject', 'nodeThreeObjectExtend', 'nodeVal', 'nodeColor', 'nodeVisibility', 'nodeRelSize', 'nodeResolution', 'nodeOpacity'])) {
+ var customObjectAccessor = index$1(state.nodeThreeObject);
+ var customObjectExtendAccessor = index$1(state.nodeThreeObjectExtend);
+ var valAccessor = index$1(state.nodeVal);
+ var colorAccessor = index$1(state.nodeColor);
+ var visibilityAccessor = index$1(state.nodeVisibility);
+ var sphereGeometries = {}; // indexed by node value
+ var sphereMaterials = {}; // indexed by color
+
+ threeDigest(state.graphData.nodes.filter(visibilityAccessor), state.graphScene, {
+ purge: state._flushObjects || hasAnyPropChanged([
+ // recreate objects if any of these props have changed
+ 'nodeThreeObject', 'nodeThreeObjectExtend']),
+ objFilter: function objFilter(obj) {
+ return obj.__graphObjType === 'node';
+ },
+ createObj: function createObj(node) {
+ var customObj = customObjectAccessor(node);
+ var extendObj = customObjectExtendAccessor(node);
+ if (customObj && state.nodeThreeObject === customObj) {
+ // clone object if it's a shared object among all nodes
+ customObj = customObj.clone();
+ }
+ var obj;
+ if (customObj && !extendObj) {
+ obj = customObj;
+ } else {
+ // Add default object (sphere mesh)
+ obj = new three$1.Mesh();
+ obj.__graphDefaultObj = true;
+ if (customObj && extendObj) {
+ obj.add(customObj); // extend default with custom
+ }
+ }
+ obj.__graphObjType = 'node'; // Add object type
+
+ return obj;
+ },
+ updateObj: function updateObj(obj, node) {
+ if (obj.__graphDefaultObj) {
+ // bypass internal updates for custom node objects
+ var val = valAccessor(node) || 1;
+ var radius = Math.cbrt(val) * state.nodeRelSize;
+ var numSegments = state.nodeResolution;
+ if (!obj.geometry.type.match(/^Sphere(Buffer)?Geometry$/) || obj.geometry.parameters.radius !== radius || obj.geometry.parameters.widthSegments !== numSegments) {
+ if (!sphereGeometries.hasOwnProperty(val)) {
+ sphereGeometries[val] = new three$1.SphereGeometry(radius, numSegments, numSegments);
+ }
+ obj.geometry.dispose();
+ obj.geometry = sphereGeometries[val];
+ }
+ var color = colorAccessor(node);
+ var materialColor = new three$1.Color(colorStr2Hex(color || '#ffffaa'));
+ var opacity = state.nodeOpacity * colorAlpha(color);
+ if (obj.material.type !== 'MeshLambertMaterial' || !obj.material.color.equals(materialColor) || obj.material.opacity !== opacity) {
+ if (!sphereMaterials.hasOwnProperty(color)) {
+ sphereMaterials[color] = new three$1.MeshLambertMaterial({
+ color: materialColor,
+ transparent: true,
+ opacity: opacity
+ });
+ }
+ obj.material.dispose();
+ obj.material = sphereMaterials[color];
+ }
+ }
+ }
+ });
+ }
+
+ // Digest links WebGL objects
+ if (state._flushObjects || hasAnyPropChanged(['graphData', 'linkThreeObject', 'linkThreeObjectExtend', 'linkMaterial', 'linkColor', 'linkWidth', 'linkVisibility', 'linkResolution', 'linkOpacity', 'linkDirectionalArrowLength', 'linkDirectionalArrowColor', 'linkDirectionalArrowResolution', 'linkDirectionalParticles', 'linkDirectionalParticleWidth', 'linkDirectionalParticleColor', 'linkDirectionalParticleResolution'])) {
+ var _customObjectAccessor = index$1(state.linkThreeObject);
+ var _customObjectExtendAccessor = index$1(state.linkThreeObjectExtend);
+ var customMaterialAccessor = index$1(state.linkMaterial);
+ var _visibilityAccessor = index$1(state.linkVisibility);
+ var _colorAccessor = index$1(state.linkColor);
+ var widthAccessor = index$1(state.linkWidth);
+ var cylinderGeometries = {}; // indexed by link width
+ var lambertLineMaterials = {}; // for cylinder objects, indexed by link color
+ var basicLineMaterials = {}; // for line objects, indexed by link color
+
+ var visibleLinks = state.graphData.links.filter(_visibilityAccessor);
+
+ // lines digest cycle
+ threeDigest(visibleLinks, state.graphScene, {
+ objBindAttr: '__lineObj',
+ purge: state._flushObjects || hasAnyPropChanged([
+ // recreate objects if any of these props have changed
+ 'linkThreeObject', 'linkThreeObjectExtend', 'linkWidth']),
+ objFilter: function objFilter(obj) {
+ return obj.__graphObjType === 'link';
+ },
+ exitObj: function exitObj(obj) {
+ // remove trailing single photons
+ var singlePhotonsObj = obj.__data && obj.__data.__singleHopPhotonsObj;
+ if (singlePhotonsObj) {
+ singlePhotonsObj.parent.remove(singlePhotonsObj);
+ emptyObject(singlePhotonsObj);
+ delete obj.__data.__singleHopPhotonsObj;
+ }
+ },
+ createObj: function createObj(link) {
+ var customObj = _customObjectAccessor(link);
+ var extendObj = _customObjectExtendAccessor(link);
+ if (customObj && state.linkThreeObject === customObj) {
+ // clone object if it's a shared object among all links
+ customObj = customObj.clone();
+ }
+ var defaultObj;
+ if (!customObj || extendObj) {
+ // construct default line obj
+ var useCylinder = !!widthAccessor(link);
+ if (useCylinder) {
+ defaultObj = new three$1.Mesh();
+ } else {
+ // Use plain line (constant width)
+ var lineGeometry = new three$1.BufferGeometry();
+ lineGeometry[setAttributeFn]('position', new three$1.BufferAttribute(new Float32Array(2 * 3), 3));
+ defaultObj = new three$1.Line(lineGeometry);
+ }
+ }
+ var obj;
+ if (!customObj) {
+ obj = defaultObj;
+ obj.__graphDefaultObj = true;
+ } else {
+ if (!extendObj) {
+ // use custom object
+ obj = customObj;
+ } else {
+ // extend default with custom in a group
+ obj = new three$1.Group();
+ obj.__graphDefaultObj = true;
+ obj.add(defaultObj);
+ obj.add(customObj);
+ }
+ }
+ obj.renderOrder = 10; // Prevent visual glitches of dark lines on top of nodes by rendering them last
+
+ obj.__graphObjType = 'link'; // Add object type
+
+ return obj;
+ },
+ updateObj: function updateObj(updObj, link) {
+ if (updObj.__graphDefaultObj) {
+ // bypass internal updates for custom link objects
+ // select default object if it's an extended group
+ var obj = updObj.children.length ? updObj.children[0] : updObj;
+ var linkWidth = Math.ceil(widthAccessor(link) * 10) / 10;
+ var useCylinder = !!linkWidth;
+ if (useCylinder) {
+ var r = linkWidth / 2;
+ var numSegments = state.linkResolution;
+ if (!obj.geometry.type.match(/^Cylinder(Buffer)?Geometry$/) || obj.geometry.parameters.radiusTop !== r || obj.geometry.parameters.radialSegments !== numSegments) {
+ if (!cylinderGeometries.hasOwnProperty(linkWidth)) {
+ var geometry = new three$1.CylinderGeometry(r, r, 1, numSegments, 1, false);
+ geometry[applyMatrix4Fn](new three$1.Matrix4().makeTranslation(0, 1 / 2, 0));
+ geometry[applyMatrix4Fn](new three$1.Matrix4().makeRotationX(Math.PI / 2));
+ cylinderGeometries[linkWidth] = geometry;
+ }
+ obj.geometry.dispose();
+ obj.geometry = cylinderGeometries[linkWidth];
+ }
+ }
+ var customMaterial = customMaterialAccessor(link);
+ if (customMaterial) {
+ obj.material = customMaterial;
+ } else {
+ var color = _colorAccessor(link);
+ var materialColor = new three$1.Color(colorStr2Hex(color || '#f0f0f0'));
+ var opacity = state.linkOpacity * colorAlpha(color);
+ var materialType = useCylinder ? 'MeshLambertMaterial' : 'LineBasicMaterial';
+ if (obj.material.type !== materialType || !obj.material.color.equals(materialColor) || obj.material.opacity !== opacity) {
+ var lineMaterials = useCylinder ? lambertLineMaterials : basicLineMaterials;
+ if (!lineMaterials.hasOwnProperty(color)) {
+ lineMaterials[color] = new three$1[materialType]({
+ color: materialColor,
+ transparent: opacity < 1,
+ opacity: opacity,
+ depthWrite: opacity >= 1 // Prevent transparency issues
+ });
+ }
+ obj.material.dispose();
+ obj.material = lineMaterials[color];
+ }
+ }
+ }
+ }
+ });
+
+ // Arrows digest cycle
+ if (state.linkDirectionalArrowLength || changedProps.hasOwnProperty('linkDirectionalArrowLength')) {
+ var arrowLengthAccessor = index$1(state.linkDirectionalArrowLength);
+ var arrowColorAccessor = index$1(state.linkDirectionalArrowColor);
+ threeDigest(visibleLinks.filter(arrowLengthAccessor), state.graphScene, {
+ objBindAttr: '__arrowObj',
+ objFilter: function objFilter(obj) {
+ return obj.__linkThreeObjType === 'arrow';
+ },
+ createObj: function createObj() {
+ var obj = new three$1.Mesh(undefined, new three$1.MeshLambertMaterial({
+ transparent: true
+ }));
+ obj.__linkThreeObjType = 'arrow'; // Add object type
+
+ return obj;
+ },
+ updateObj: function updateObj(obj, link) {
+ var arrowLength = arrowLengthAccessor(link);
+ var numSegments = state.linkDirectionalArrowResolution;
+ if (!obj.geometry.type.match(/^Cone(Buffer)?Geometry$/) || obj.geometry.parameters.height !== arrowLength || obj.geometry.parameters.radialSegments !== numSegments) {
+ var coneGeometry = new three$1.ConeGeometry(arrowLength * 0.25, arrowLength, numSegments);
+ // Correct orientation
+ coneGeometry.translate(0, arrowLength / 2, 0);
+ coneGeometry.rotateX(Math.PI / 2);
+ obj.geometry.dispose();
+ obj.geometry = coneGeometry;
+ }
+ var arrowColor = arrowColorAccessor(link) || _colorAccessor(link) || '#f0f0f0';
+ obj.material.color = new three$1.Color(colorStr2Hex(arrowColor));
+ obj.material.opacity = state.linkOpacity * 3 * colorAlpha(arrowColor);
+ }
+ });
+ }
+
+ // Photon particles digest cycle
+ if (state.linkDirectionalParticles || changedProps.hasOwnProperty('linkDirectionalParticles')) {
+ var particlesAccessor = index$1(state.linkDirectionalParticles);
+ var particleWidthAccessor = index$1(state.linkDirectionalParticleWidth);
+ var particleColorAccessor = index$1(state.linkDirectionalParticleColor);
+ var particleMaterials = {}; // indexed by link color
+ var particleGeometries = {}; // indexed by particle width
+
+ threeDigest(visibleLinks.filter(particlesAccessor), state.graphScene, {
+ objBindAttr: '__photonsObj',
+ objFilter: function objFilter(obj) {
+ return obj.__linkThreeObjType === 'photons';
+ },
+ createObj: function createObj() {
+ var obj = new three$1.Group();
+ obj.__linkThreeObjType = 'photons'; // Add object type
+
+ return obj;
+ },
+ updateObj: function updateObj(obj, link) {
+ var numPhotons = Math.round(Math.abs(particlesAccessor(link)));
+ var curPhoton = !!obj.children.length && obj.children[0];
+ var photonR = Math.ceil(particleWidthAccessor(link) * 10) / 10 / 2;
+ var numSegments = state.linkDirectionalParticleResolution;
+ var particleGeometry;
+ if (curPhoton && curPhoton.geometry.parameters.radius === photonR && curPhoton.geometry.parameters.widthSegments === numSegments) {
+ particleGeometry = curPhoton.geometry;
+ } else {
+ if (!particleGeometries.hasOwnProperty(photonR)) {
+ particleGeometries[photonR] = new three$1.SphereGeometry(photonR, numSegments, numSegments);
+ }
+ particleGeometry = particleGeometries[photonR];
+ curPhoton && curPhoton.geometry.dispose();
+ }
+ var photonColor = particleColorAccessor(link) || _colorAccessor(link) || '#f0f0f0';
+ var materialColor = new three$1.Color(colorStr2Hex(photonColor));
+ var opacity = state.linkOpacity * 3;
+ var particleMaterial;
+ if (curPhoton && curPhoton.material.color.equals(materialColor) && curPhoton.material.opacity === opacity) {
+ particleMaterial = curPhoton.material;
+ } else {
+ if (!particleMaterials.hasOwnProperty(photonColor)) {
+ particleMaterials[photonColor] = new three$1.MeshLambertMaterial({
+ color: materialColor,
+ transparent: true,
+ opacity: opacity
+ });
+ }
+ particleMaterial = particleMaterials[photonColor];
+ curPhoton && curPhoton.material.dispose();
+ }
+
+ // digest cycle for each photon
+ threeDigest(_toConsumableArray$2(new Array(numPhotons)).map(function (_, idx) {
+ return {
+ idx: idx
+ };
+ }), obj, {
+ idAccessor: function idAccessor(d) {
+ return d.idx;
+ },
+ createObj: function createObj() {
+ return new three$1.Mesh(particleGeometry, particleMaterial);
+ },
+ updateObj: function updateObj(obj) {
+ obj.geometry = particleGeometry;
+ obj.material = particleMaterial;
+ }
+ });
+ }
+ });
+ }
+ }
+ state._flushObjects = false; // reset objects refresh flag
+
+ // simulation engine
+ if (hasAnyPropChanged(['graphData', 'nodeId', 'linkSource', 'linkTarget', 'numDimensions', 'forceEngine', 'dagMode', 'dagNodeFilter', 'dagLevelDistance'])) {
+ state.engineRunning = false; // Pause simulation
+
+ // parse links
+ state.graphData.links.forEach(function (link) {
+ link.source = link[state.linkSource];
+ link.target = link[state.linkTarget];
+ });
+
+ // Feed data to force-directed layout
+ var isD3Sim = state.forceEngine !== 'ngraph';
+ var layout;
+ if (isD3Sim) {
+ // D3-force
+ (layout = state.d3ForceLayout).stop().alpha(1) // re-heat the simulation
+ .numDimensions(state.numDimensions).nodes(state.graphData.nodes);
+
+ // add links (if link force is still active)
+ var linkForce = state.d3ForceLayout.force('link');
+ if (linkForce) {
+ linkForce.id(function (d) {
+ return d[state.nodeId];
+ }).links(state.graphData.links);
+ }
+
+ // setup dag force constraints
+ var nodeDepths = state.dagMode && getDagDepths(state.graphData, function (node) {
+ return node[state.nodeId];
+ }, {
+ nodeFilter: state.dagNodeFilter,
+ onLoopError: state.onDagError || undefined
+ });
+ var maxDepth = Math.max.apply(Math, _toConsumableArray$2(Object.values(nodeDepths || [])));
+ var dagLevelDistance = state.dagLevelDistance || state.graphData.nodes.length / (maxDepth || 1) * DAG_LEVEL_NODE_RATIO * (['radialin', 'radialout'].indexOf(state.dagMode) !== -1 ? 0.7 : 1);
+
+ // Fix nodes to x,y,z for dag mode
+ if (state.dagMode) {
+ var getFFn = function getFFn(fix, invert) {
+ return function (node) {
+ return !fix ? undefined : (nodeDepths[node[state.nodeId]] - maxDepth / 2) * dagLevelDistance * (invert ? -1 : 1);
+ };
+ };
+ var fxFn = getFFn(['lr', 'rl'].indexOf(state.dagMode) !== -1, state.dagMode === 'rl');
+ var fyFn = getFFn(['td', 'bu'].indexOf(state.dagMode) !== -1, state.dagMode === 'td');
+ var fzFn = getFFn(['zin', 'zout'].indexOf(state.dagMode) !== -1, state.dagMode === 'zout');
+ state.graphData.nodes.filter(state.dagNodeFilter).forEach(function (node) {
+ node.fx = fxFn(node);
+ node.fy = fyFn(node);
+ node.fz = fzFn(node);
+ });
+ }
+
+ // Use radial force for radial dags
+ state.d3ForceLayout.force('dagRadial', ['radialin', 'radialout'].indexOf(state.dagMode) !== -1 ? d3ForceRadial(function (node) {
+ var nodeDepth = nodeDepths[node[state.nodeId]] || -1;
+ return (state.dagMode === 'radialin' ? maxDepth - nodeDepth : nodeDepth) * dagLevelDistance;
+ }).strength(function (node) {
+ return state.dagNodeFilter(node) ? 1 : 0;
+ }) : null);
+ } else {
+ // ngraph
+ var _graph = ngraph.graph();
+ state.graphData.nodes.forEach(function (node) {
+ _graph.addNode(node[state.nodeId]);
+ });
+ state.graphData.links.forEach(function (link) {
+ _graph.addLink(link.source, link.target);
+ });
+ layout = ngraph.forcelayout(_graph, _objectSpread2$1({
+ dimensions: state.numDimensions
+ }, state.ngraphPhysics));
+ layout.graph = _graph; // Attach graph reference to layout
+ }
+ for (var i = 0; i < state.warmupTicks && !(isD3Sim && state.d3AlphaMin > 0 && state.d3ForceLayout.alpha() < state.d3AlphaMin); i++) {
+ layout[isD3Sim ? "tick" : "step"]();
+ } // Initial ticks before starting to render
+
+ state.layout = layout;
+ this.resetCountdown();
+ }
+ state.engineRunning = true; // resume simulation
+
+ state.onFinishUpdate();
+ }
+ });
+
+ function fromKapsule (kapsule) {
+ var baseClass = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Object;
+ var initKapsuleWithSelf = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
+ var FromKapsule = /*#__PURE__*/function (_baseClass) {
+ _inherits(FromKapsule, _baseClass);
+ function FromKapsule() {
+ var _this;
+ _classCallCheck$1(this, FromKapsule);
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
+ args[_key] = arguments[_key];
+ }
+ _this = _callSuper(this, FromKapsule, [].concat(args));
+ _this.__kapsuleInstance = kapsule().apply(void 0, [].concat(_toConsumableArray$2(initKapsuleWithSelf ? [_assertThisInitialized(_this)] : []), args));
+ return _this;
+ }
+ return _createClass$1(FromKapsule);
+ }(baseClass); // attach kapsule props/methods to class prototype
+ Object.keys(kapsule()).forEach(function (m) {
+ return FromKapsule.prototype[m] = function () {
+ var _this$__kapsuleInstan;
+ var returnVal = (_this$__kapsuleInstan = this.__kapsuleInstance)[m].apply(_this$__kapsuleInstan, arguments);
+ return returnVal === this.__kapsuleInstance ? this // chain based on this class, not the kapsule obj
+ : returnVal;
+ };
+ });
+ return FromKapsule;
+ }
+
+ var three = window.THREE ? window.THREE : {
+ Group: three$2.Group
+ }; // Prefer consumption from global THREE, if exists
+ var threeForcegraph = fromKapsule(ForceGraph, three.Group, true);
+
+ return threeForcegraph;
+
+}));
+//# sourceMappingURL=three-forcegraph.js.map
+export default TableCsv
diff --git a/FLUJOS/VISUALIZACION/public/libs/three-render-objects.js b/FLUJOS/VISUALIZACION/public/libs/three-render-objects.js
new file mode 100755
index 00000000..5e7e935f
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/libs/three-render-objects.js
@@ -0,0 +1,6788 @@
+// Version 1.29.4 three-render-objects - https://github.com/vasturiano/three-render-objects
+(function (global, factory) {
+ typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('three')) :
+ typeof define === 'function' && define.amd ? define(['three'], factory) :
+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.ThreeRenderObjects = factory(global.THREE));
+})(this, (function (three$1) { 'use strict';
+
+ function styleInject(css, ref) {
+ ref = {};
+ ref.insertAt;
+
+ if (typeof document === 'undefined') { return; }
+
+ var head = document.head || document.getElementsByTagName('head')[0];
+ var style = document.createElement('style');
+ style.type = 'text/css';
+
+ {
+ head.appendChild(style);
+ }
+
+ if (style.styleSheet) {
+ style.styleSheet.cssText = css;
+ } else {
+ style.appendChild(document.createTextNode(css));
+ }
+ }
+
+ var css_248z = ".scene-nav-info {\n bottom: 5px;\n width: 100%;\n text-align: center;\n color: slategrey;\n opacity: 0.7;\n font-size: 10px;\n}\n\n.scene-tooltip {\n top: 0;\n color: lavender;\n font-size: 15px;\n}\n\n.scene-nav-info, .scene-tooltip {\n position: absolute;\n font-family: sans-serif;\n pointer-events: none;\n user-select: none;\n}\n\n.scene-container canvas:focus {\n outline: none;\n}";
+ styleInject(css_248z);
+
+ function _iterableToArrayLimit$1(r, l) {
+ var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
+ if (null != t) {
+ var e,
+ n,
+ i,
+ u,
+ a = [],
+ f = !0,
+ o = !1;
+ try {
+ if (i = (t = t.call(r)).next, 0 === l) ; else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
+ } catch (r) {
+ o = !0, n = r;
+ } finally {
+ try {
+ if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
+ } finally {
+ if (o) throw n;
+ }
+ }
+ return a;
+ }
+ }
+ function _toPrimitive(t, r) {
+ if ("object" != typeof t || !t) return t;
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r );
+ if ("object" != typeof i) return i;
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return (String )(t);
+ }
+ function _toPropertyKey(t) {
+ var i = _toPrimitive(t, "string");
+ return "symbol" == typeof i ? i : i + "";
+ }
+ function _defineProperty(obj, key, value) {
+ key = _toPropertyKey(key);
+ if (key in obj) {
+ Object.defineProperty(obj, key, {
+ value: value,
+ enumerable: true,
+ configurable: true,
+ writable: true
+ });
+ } else {
+ obj[key] = value;
+ }
+ return obj;
+ }
+ function _slicedToArray$1(arr, i) {
+ return _arrayWithHoles$1(arr) || _iterableToArrayLimit$1(arr, i) || _unsupportedIterableToArray$1(arr, i) || _nonIterableRest$1();
+ }
+ function _toConsumableArray(arr) {
+ return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray$1(arr) || _nonIterableSpread();
+ }
+ function _arrayWithoutHoles(arr) {
+ if (Array.isArray(arr)) return _arrayLikeToArray$1(arr);
+ }
+ function _arrayWithHoles$1(arr) {
+ if (Array.isArray(arr)) return arr;
+ }
+ function _iterableToArray(iter) {
+ if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
+ }
+ function _unsupportedIterableToArray$1(o, minLen) {
+ if (!o) return;
+ if (typeof o === "string") return _arrayLikeToArray$1(o, minLen);
+ var n = Object.prototype.toString.call(o).slice(8, -1);
+ if (n === "Object" && o.constructor) n = o.constructor.name;
+ if (n === "Map" || n === "Set") return Array.from(o);
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$1(o, minLen);
+ }
+ function _arrayLikeToArray$1(arr, len) {
+ if (len == null || len > arr.length) len = arr.length;
+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
+ return arr2;
+ }
+ function _nonIterableSpread() {
+ throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+ function _nonIterableRest$1() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+
+ const _changeEvent$2 = { type: 'change' };
+ const _startEvent$1 = { type: 'start' };
+ const _endEvent$1 = { type: 'end' };
+
+ class TrackballControls extends three$1.EventDispatcher {
+
+ constructor( object, domElement ) {
+
+ super();
+
+ const scope = this;
+ const STATE = { NONE: - 1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 };
+
+ this.object = object;
+ this.domElement = domElement;
+ this.domElement.style.touchAction = 'none'; // disable touch scroll
+
+ // API
+
+ this.enabled = true;
+
+ this.screen = { left: 0, top: 0, width: 0, height: 0 };
+
+ this.rotateSpeed = 1.0;
+ this.zoomSpeed = 1.2;
+ this.panSpeed = 0.3;
+
+ this.noRotate = false;
+ this.noZoom = false;
+ this.noPan = false;
+
+ this.staticMoving = false;
+ this.dynamicDampingFactor = 0.2;
+
+ this.minDistance = 0;
+ this.maxDistance = Infinity;
+
+ this.minZoom = 0;
+ this.maxZoom = Infinity;
+
+ this.keys = [ 'KeyA' /*A*/, 'KeyS' /*S*/, 'KeyD' /*D*/ ];
+
+ this.mouseButtons = { LEFT: three$1.MOUSE.ROTATE, MIDDLE: three$1.MOUSE.DOLLY, RIGHT: three$1.MOUSE.PAN };
+
+ // internals
+
+ this.target = new three$1.Vector3();
+
+ const EPS = 0.000001;
+
+ const lastPosition = new three$1.Vector3();
+ let lastZoom = 1;
+
+ let _state = STATE.NONE,
+ _keyState = STATE.NONE,
+
+ _touchZoomDistanceStart = 0,
+ _touchZoomDistanceEnd = 0,
+
+ _lastAngle = 0;
+
+ const _eye = new three$1.Vector3(),
+
+ _movePrev = new three$1.Vector2(),
+ _moveCurr = new three$1.Vector2(),
+
+ _lastAxis = new three$1.Vector3(),
+
+ _zoomStart = new three$1.Vector2(),
+ _zoomEnd = new three$1.Vector2(),
+
+ _panStart = new three$1.Vector2(),
+ _panEnd = new three$1.Vector2(),
+
+ _pointers = [],
+ _pointerPositions = {};
+
+ // for reset
+
+ this.target0 = this.target.clone();
+ this.position0 = this.object.position.clone();
+ this.up0 = this.object.up.clone();
+ this.zoom0 = this.object.zoom;
+
+ // methods
+
+ this.handleResize = function () {
+
+ const box = scope.domElement.getBoundingClientRect();
+ // adjustments come from similar code in the jquery offset() function
+ const d = scope.domElement.ownerDocument.documentElement;
+ scope.screen.left = box.left + window.pageXOffset - d.clientLeft;
+ scope.screen.top = box.top + window.pageYOffset - d.clientTop;
+ scope.screen.width = box.width;
+ scope.screen.height = box.height;
+
+ };
+
+ const getMouseOnScreen = ( function () {
+
+ const vector = new three$1.Vector2();
+
+ return function getMouseOnScreen( pageX, pageY ) {
+
+ vector.set(
+ ( pageX - scope.screen.left ) / scope.screen.width,
+ ( pageY - scope.screen.top ) / scope.screen.height
+ );
+
+ return vector;
+
+ };
+
+ }() );
+
+ const getMouseOnCircle = ( function () {
+
+ const vector = new three$1.Vector2();
+
+ return function getMouseOnCircle( pageX, pageY ) {
+
+ vector.set(
+ ( ( pageX - scope.screen.width * 0.5 - scope.screen.left ) / ( scope.screen.width * 0.5 ) ),
+ ( ( scope.screen.height + 2 * ( scope.screen.top - pageY ) ) / scope.screen.width ) // screen.width intentional
+ );
+
+ return vector;
+
+ };
+
+ }() );
+
+ this.rotateCamera = ( function () {
+
+ const axis = new three$1.Vector3(),
+ quaternion = new three$1.Quaternion(),
+ eyeDirection = new three$1.Vector3(),
+ objectUpDirection = new three$1.Vector3(),
+ objectSidewaysDirection = new three$1.Vector3(),
+ moveDirection = new three$1.Vector3();
+
+ return function rotateCamera() {
+
+ moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 );
+ let angle = moveDirection.length();
+
+ if ( angle ) {
+
+ _eye.copy( scope.object.position ).sub( scope.target );
+
+ eyeDirection.copy( _eye ).normalize();
+ objectUpDirection.copy( scope.object.up ).normalize();
+ objectSidewaysDirection.crossVectors( objectUpDirection, eyeDirection ).normalize();
+
+ objectUpDirection.setLength( _moveCurr.y - _movePrev.y );
+ objectSidewaysDirection.setLength( _moveCurr.x - _movePrev.x );
+
+ moveDirection.copy( objectUpDirection.add( objectSidewaysDirection ) );
+
+ axis.crossVectors( moveDirection, _eye ).normalize();
+
+ angle *= scope.rotateSpeed;
+ quaternion.setFromAxisAngle( axis, angle );
+
+ _eye.applyQuaternion( quaternion );
+ scope.object.up.applyQuaternion( quaternion );
+
+ _lastAxis.copy( axis );
+ _lastAngle = angle;
+
+ } else if ( ! scope.staticMoving && _lastAngle ) {
+
+ _lastAngle *= Math.sqrt( 1.0 - scope.dynamicDampingFactor );
+ _eye.copy( scope.object.position ).sub( scope.target );
+ quaternion.setFromAxisAngle( _lastAxis, _lastAngle );
+ _eye.applyQuaternion( quaternion );
+ scope.object.up.applyQuaternion( quaternion );
+
+ }
+
+ _movePrev.copy( _moveCurr );
+
+ };
+
+ }() );
+
+
+ this.zoomCamera = function () {
+
+ let factor;
+
+ if ( _state === STATE.TOUCH_ZOOM_PAN ) {
+
+ factor = _touchZoomDistanceStart / _touchZoomDistanceEnd;
+ _touchZoomDistanceStart = _touchZoomDistanceEnd;
+
+ if ( scope.object.isPerspectiveCamera ) {
+
+ _eye.multiplyScalar( factor );
+
+ } else if ( scope.object.isOrthographicCamera ) {
+
+ scope.object.zoom = three$1.MathUtils.clamp( scope.object.zoom / factor, scope.minZoom, scope.maxZoom );
+
+ if ( lastZoom !== scope.object.zoom ) {
+
+ scope.object.updateProjectionMatrix();
+
+ }
+
+ } else {
+
+ console.warn( 'THREE.TrackballControls: Unsupported camera type' );
+
+ }
+
+ } else {
+
+ factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * scope.zoomSpeed;
+
+ if ( factor !== 1.0 && factor > 0.0 ) {
+
+ if ( scope.object.isPerspectiveCamera ) {
+
+ _eye.multiplyScalar( factor );
+
+ } else if ( scope.object.isOrthographicCamera ) {
+
+ scope.object.zoom = three$1.MathUtils.clamp( scope.object.zoom / factor, scope.minZoom, scope.maxZoom );
+
+ if ( lastZoom !== scope.object.zoom ) {
+
+ scope.object.updateProjectionMatrix();
+
+ }
+
+ } else {
+
+ console.warn( 'THREE.TrackballControls: Unsupported camera type' );
+
+ }
+
+ }
+
+ if ( scope.staticMoving ) {
+
+ _zoomStart.copy( _zoomEnd );
+
+ } else {
+
+ _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor;
+
+ }
+
+ }
+
+ };
+
+ this.panCamera = ( function () {
+
+ const mouseChange = new three$1.Vector2(),
+ objectUp = new three$1.Vector3(),
+ pan = new three$1.Vector3();
+
+ return function panCamera() {
+
+ mouseChange.copy( _panEnd ).sub( _panStart );
+
+ if ( mouseChange.lengthSq() ) {
+
+ if ( scope.object.isOrthographicCamera ) {
+
+ const scale_x = ( scope.object.right - scope.object.left ) / scope.object.zoom / scope.domElement.clientWidth;
+ const scale_y = ( scope.object.top - scope.object.bottom ) / scope.object.zoom / scope.domElement.clientWidth;
+
+ mouseChange.x *= scale_x;
+ mouseChange.y *= scale_y;
+
+ }
+
+ mouseChange.multiplyScalar( _eye.length() * scope.panSpeed );
+
+ pan.copy( _eye ).cross( scope.object.up ).setLength( mouseChange.x );
+ pan.add( objectUp.copy( scope.object.up ).setLength( mouseChange.y ) );
+
+ scope.object.position.add( pan );
+ scope.target.add( pan );
+
+ if ( scope.staticMoving ) {
+
+ _panStart.copy( _panEnd );
+
+ } else {
+
+ _panStart.add( mouseChange.subVectors( _panEnd, _panStart ).multiplyScalar( scope.dynamicDampingFactor ) );
+
+ }
+
+ }
+
+ };
+
+ }() );
+
+ this.checkDistances = function () {
+
+ if ( ! scope.noZoom || ! scope.noPan ) {
+
+ if ( _eye.lengthSq() > scope.maxDistance * scope.maxDistance ) {
+
+ scope.object.position.addVectors( scope.target, _eye.setLength( scope.maxDistance ) );
+ _zoomStart.copy( _zoomEnd );
+
+ }
+
+ if ( _eye.lengthSq() < scope.minDistance * scope.minDistance ) {
+
+ scope.object.position.addVectors( scope.target, _eye.setLength( scope.minDistance ) );
+ _zoomStart.copy( _zoomEnd );
+
+ }
+
+ }
+
+ };
+
+ this.update = function () {
+
+ _eye.subVectors( scope.object.position, scope.target );
+
+ if ( ! scope.noRotate ) {
+
+ scope.rotateCamera();
+
+ }
+
+ if ( ! scope.noZoom ) {
+
+ scope.zoomCamera();
+
+ }
+
+ if ( ! scope.noPan ) {
+
+ scope.panCamera();
+
+ }
+
+ scope.object.position.addVectors( scope.target, _eye );
+
+ if ( scope.object.isPerspectiveCamera ) {
+
+ scope.checkDistances();
+
+ scope.object.lookAt( scope.target );
+
+ if ( lastPosition.distanceToSquared( scope.object.position ) > EPS ) {
+
+ scope.dispatchEvent( _changeEvent$2 );
+
+ lastPosition.copy( scope.object.position );
+
+ }
+
+ } else if ( scope.object.isOrthographicCamera ) {
+
+ scope.object.lookAt( scope.target );
+
+ if ( lastPosition.distanceToSquared( scope.object.position ) > EPS || lastZoom !== scope.object.zoom ) {
+
+ scope.dispatchEvent( _changeEvent$2 );
+
+ lastPosition.copy( scope.object.position );
+ lastZoom = scope.object.zoom;
+
+ }
+
+ } else {
+
+ console.warn( 'THREE.TrackballControls: Unsupported camera type' );
+
+ }
+
+ };
+
+ this.reset = function () {
+
+ _state = STATE.NONE;
+ _keyState = STATE.NONE;
+
+ scope.target.copy( scope.target0 );
+ scope.object.position.copy( scope.position0 );
+ scope.object.up.copy( scope.up0 );
+ scope.object.zoom = scope.zoom0;
+
+ scope.object.updateProjectionMatrix();
+
+ _eye.subVectors( scope.object.position, scope.target );
+
+ scope.object.lookAt( scope.target );
+
+ scope.dispatchEvent( _changeEvent$2 );
+
+ lastPosition.copy( scope.object.position );
+ lastZoom = scope.object.zoom;
+
+ };
+
+ // listeners
+
+ function onPointerDown( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ if ( _pointers.length === 0 ) {
+
+ scope.domElement.setPointerCapture( event.pointerId );
+
+ scope.domElement.addEventListener( 'pointermove', onPointerMove );
+ scope.domElement.addEventListener( 'pointerup', onPointerUp );
+
+ }
+
+ //
+
+ addPointer( event );
+
+ if ( event.pointerType === 'touch' ) {
+
+ onTouchStart( event );
+
+ } else {
+
+ onMouseDown( event );
+
+ }
+
+ }
+
+ function onPointerMove( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ if ( event.pointerType === 'touch' ) {
+
+ onTouchMove( event );
+
+ } else {
+
+ onMouseMove( event );
+
+ }
+
+ }
+
+ function onPointerUp( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ if ( event.pointerType === 'touch' ) {
+
+ onTouchEnd( event );
+
+ } else {
+
+ onMouseUp();
+
+ }
+
+ //
+
+ removePointer( event );
+
+ if ( _pointers.length === 0 ) {
+
+ scope.domElement.releasePointerCapture( event.pointerId );
+
+ scope.domElement.removeEventListener( 'pointermove', onPointerMove );
+ scope.domElement.removeEventListener( 'pointerup', onPointerUp );
+
+ }
+
+
+ }
+
+ function onPointerCancel( event ) {
+
+ removePointer( event );
+
+ }
+
+ function keydown( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ window.removeEventListener( 'keydown', keydown );
+
+ if ( _keyState !== STATE.NONE ) {
+
+ return;
+
+ } else if ( event.code === scope.keys[ STATE.ROTATE ] && ! scope.noRotate ) {
+
+ _keyState = STATE.ROTATE;
+
+ } else if ( event.code === scope.keys[ STATE.ZOOM ] && ! scope.noZoom ) {
+
+ _keyState = STATE.ZOOM;
+
+ } else if ( event.code === scope.keys[ STATE.PAN ] && ! scope.noPan ) {
+
+ _keyState = STATE.PAN;
+
+ }
+
+ }
+
+ function keyup() {
+
+ if ( scope.enabled === false ) return;
+
+ _keyState = STATE.NONE;
+
+ window.addEventListener( 'keydown', keydown );
+
+ }
+
+ function onMouseDown( event ) {
+
+ if ( _state === STATE.NONE ) {
+
+ switch ( event.button ) {
+
+ case scope.mouseButtons.LEFT:
+ _state = STATE.ROTATE;
+ break;
+
+ case scope.mouseButtons.MIDDLE:
+ _state = STATE.ZOOM;
+ break;
+
+ case scope.mouseButtons.RIGHT:
+ _state = STATE.PAN;
+ break;
+
+ }
+
+ }
+
+ const state = ( _keyState !== STATE.NONE ) ? _keyState : _state;
+
+ if ( state === STATE.ROTATE && ! scope.noRotate ) {
+
+ _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
+ _movePrev.copy( _moveCurr );
+
+ } else if ( state === STATE.ZOOM && ! scope.noZoom ) {
+
+ _zoomStart.copy( getMouseOnScreen( event.pageX, event.pageY ) );
+ _zoomEnd.copy( _zoomStart );
+
+ } else if ( state === STATE.PAN && ! scope.noPan ) {
+
+ _panStart.copy( getMouseOnScreen( event.pageX, event.pageY ) );
+ _panEnd.copy( _panStart );
+
+ }
+
+ scope.dispatchEvent( _startEvent$1 );
+
+ }
+
+ function onMouseMove( event ) {
+
+ const state = ( _keyState !== STATE.NONE ) ? _keyState : _state;
+
+ if ( state === STATE.ROTATE && ! scope.noRotate ) {
+
+ _movePrev.copy( _moveCurr );
+ _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
+
+ } else if ( state === STATE.ZOOM && ! scope.noZoom ) {
+
+ _zoomEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) );
+
+ } else if ( state === STATE.PAN && ! scope.noPan ) {
+
+ _panEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) );
+
+ }
+
+ }
+
+ function onMouseUp() {
+
+ _state = STATE.NONE;
+
+ scope.dispatchEvent( _endEvent$1 );
+
+ }
+
+ function onMouseWheel( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ if ( scope.noZoom === true ) return;
+
+ event.preventDefault();
+
+ switch ( event.deltaMode ) {
+
+ case 2:
+ // Zoom in pages
+ _zoomStart.y -= event.deltaY * 0.025;
+ break;
+
+ case 1:
+ // Zoom in lines
+ _zoomStart.y -= event.deltaY * 0.01;
+ break;
+
+ default:
+ // undefined, 0, assume pixels
+ _zoomStart.y -= event.deltaY * 0.00025;
+ break;
+
+ }
+
+ scope.dispatchEvent( _startEvent$1 );
+ scope.dispatchEvent( _endEvent$1 );
+
+ }
+
+ function onTouchStart( event ) {
+
+ trackPointer( event );
+
+ switch ( _pointers.length ) {
+
+ case 1:
+ _state = STATE.TOUCH_ROTATE;
+ _moveCurr.copy( getMouseOnCircle( _pointers[ 0 ].pageX, _pointers[ 0 ].pageY ) );
+ _movePrev.copy( _moveCurr );
+ break;
+
+ default: // 2 or more
+ _state = STATE.TOUCH_ZOOM_PAN;
+ const dx = _pointers[ 0 ].pageX - _pointers[ 1 ].pageX;
+ const dy = _pointers[ 0 ].pageY - _pointers[ 1 ].pageY;
+ _touchZoomDistanceEnd = _touchZoomDistanceStart = Math.sqrt( dx * dx + dy * dy );
+
+ const x = ( _pointers[ 0 ].pageX + _pointers[ 1 ].pageX ) / 2;
+ const y = ( _pointers[ 0 ].pageY + _pointers[ 1 ].pageY ) / 2;
+ _panStart.copy( getMouseOnScreen( x, y ) );
+ _panEnd.copy( _panStart );
+ break;
+
+ }
+
+ scope.dispatchEvent( _startEvent$1 );
+
+ }
+
+ function onTouchMove( event ) {
+
+ trackPointer( event );
+
+ switch ( _pointers.length ) {
+
+ case 1:
+ _movePrev.copy( _moveCurr );
+ _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
+ break;
+
+ default: // 2 or more
+
+ const position = getSecondPointerPosition( event );
+
+ const dx = event.pageX - position.x;
+ const dy = event.pageY - position.y;
+ _touchZoomDistanceEnd = Math.sqrt( dx * dx + dy * dy );
+
+ const x = ( event.pageX + position.x ) / 2;
+ const y = ( event.pageY + position.y ) / 2;
+ _panEnd.copy( getMouseOnScreen( x, y ) );
+ break;
+
+ }
+
+ }
+
+ function onTouchEnd( event ) {
+
+ switch ( _pointers.length ) {
+
+ case 0:
+ _state = STATE.NONE;
+ break;
+
+ case 1:
+ _state = STATE.TOUCH_ROTATE;
+ _moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
+ _movePrev.copy( _moveCurr );
+ break;
+
+ case 2:
+ _state = STATE.TOUCH_ZOOM_PAN;
+
+ for ( let i = 0; i < _pointers.length; i ++ ) {
+
+ if ( _pointers[ i ].pointerId !== event.pointerId ) {
+
+ const position = _pointerPositions[ _pointers[ i ].pointerId ];
+ _moveCurr.copy( getMouseOnCircle( position.x, position.y ) );
+ _movePrev.copy( _moveCurr );
+ break;
+
+ }
+
+ }
+
+ break;
+
+ }
+
+ scope.dispatchEvent( _endEvent$1 );
+
+ }
+
+ function contextmenu( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ event.preventDefault();
+
+ }
+
+ function addPointer( event ) {
+
+ _pointers.push( event );
+
+ }
+
+ function removePointer( event ) {
+
+ delete _pointerPositions[ event.pointerId ];
+
+ for ( let i = 0; i < _pointers.length; i ++ ) {
+
+ if ( _pointers[ i ].pointerId == event.pointerId ) {
+
+ _pointers.splice( i, 1 );
+ return;
+
+ }
+
+ }
+
+ }
+
+ function trackPointer( event ) {
+
+ let position = _pointerPositions[ event.pointerId ];
+
+ if ( position === undefined ) {
+
+ position = new three$1.Vector2();
+ _pointerPositions[ event.pointerId ] = position;
+
+ }
+
+ position.set( event.pageX, event.pageY );
+
+ }
+
+ function getSecondPointerPosition( event ) {
+
+ const pointer = ( event.pointerId === _pointers[ 0 ].pointerId ) ? _pointers[ 1 ] : _pointers[ 0 ];
+
+ return _pointerPositions[ pointer.pointerId ];
+
+ }
+
+ this.dispose = function () {
+
+ scope.domElement.removeEventListener( 'contextmenu', contextmenu );
+
+ scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
+ scope.domElement.removeEventListener( 'pointercancel', onPointerCancel );
+ scope.domElement.removeEventListener( 'wheel', onMouseWheel );
+
+ scope.domElement.removeEventListener( 'pointermove', onPointerMove );
+ scope.domElement.removeEventListener( 'pointerup', onPointerUp );
+
+ window.removeEventListener( 'keydown', keydown );
+ window.removeEventListener( 'keyup', keyup );
+
+ };
+
+ this.domElement.addEventListener( 'contextmenu', contextmenu );
+
+ this.domElement.addEventListener( 'pointerdown', onPointerDown );
+ this.domElement.addEventListener( 'pointercancel', onPointerCancel );
+ this.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );
+
+
+ window.addEventListener( 'keydown', keydown );
+ window.addEventListener( 'keyup', keyup );
+
+ this.handleResize();
+
+ // force an update at start
+ this.update();
+
+ }
+
+ }
+
+ // OrbitControls performs orbiting, dollying (zooming), and panning.
+ // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
+ //
+ // Orbit - left mouse / touch: one-finger move
+ // Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
+ // Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move
+
+ const _changeEvent$1 = { type: 'change' };
+ const _startEvent = { type: 'start' };
+ const _endEvent = { type: 'end' };
+ const _ray = new three$1.Ray();
+ const _plane = new three$1.Plane();
+ const TILT_LIMIT = Math.cos( 70 * three$1.MathUtils.DEG2RAD );
+
+ class OrbitControls extends three$1.EventDispatcher {
+
+ constructor( object, domElement ) {
+
+ super();
+
+ this.object = object;
+ this.domElement = domElement;
+ this.domElement.style.touchAction = 'none'; // disable touch scroll
+
+ // Set to false to disable this control
+ this.enabled = true;
+
+ // "target" sets the location of focus, where the object orbits around
+ this.target = new three$1.Vector3();
+
+ // Sets the 3D cursor (similar to Blender), from which the maxTargetRadius takes effect
+ this.cursor = new three$1.Vector3();
+
+ // How far you can dolly in and out ( PerspectiveCamera only )
+ this.minDistance = 0;
+ this.maxDistance = Infinity;
+
+ // How far you can zoom in and out ( OrthographicCamera only )
+ this.minZoom = 0;
+ this.maxZoom = Infinity;
+
+ // Limit camera target within a spherical area around the cursor
+ this.minTargetRadius = 0;
+ this.maxTargetRadius = Infinity;
+
+ // How far you can orbit vertically, upper and lower limits.
+ // Range is 0 to Math.PI radians.
+ this.minPolarAngle = 0; // radians
+ this.maxPolarAngle = Math.PI; // radians
+
+ // How far you can orbit horizontally, upper and lower limits.
+ // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )
+ this.minAzimuthAngle = - Infinity; // radians
+ this.maxAzimuthAngle = Infinity; // radians
+
+ // Set to true to enable damping (inertia)
+ // If damping is enabled, you must call controls.update() in your animation loop
+ this.enableDamping = false;
+ this.dampingFactor = 0.05;
+
+ // This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
+ // Set to false to disable zooming
+ this.enableZoom = true;
+ this.zoomSpeed = 1.0;
+
+ // Set to false to disable rotating
+ this.enableRotate = true;
+ this.rotateSpeed = 1.0;
+
+ // Set to false to disable panning
+ this.enablePan = true;
+ this.panSpeed = 1.0;
+ this.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up
+ this.keyPanSpeed = 7.0; // pixels moved per arrow key push
+ this.zoomToCursor = false;
+
+ // Set to true to automatically rotate around the target
+ // If auto-rotate is enabled, you must call controls.update() in your animation loop
+ this.autoRotate = false;
+ this.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60
+
+ // The four arrow keys
+ this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };
+
+ // Mouse buttons
+ this.mouseButtons = { LEFT: three$1.MOUSE.ROTATE, MIDDLE: three$1.MOUSE.DOLLY, RIGHT: three$1.MOUSE.PAN };
+
+ // Touch fingers
+ this.touches = { ONE: three$1.TOUCH.ROTATE, TWO: three$1.TOUCH.DOLLY_PAN };
+
+ // for reset
+ this.target0 = this.target.clone();
+ this.position0 = this.object.position.clone();
+ this.zoom0 = this.object.zoom;
+
+ // the target DOM element for key events
+ this._domElementKeyEvents = null;
+
+ //
+ // public methods
+ //
+
+ this.getPolarAngle = function () {
+
+ return spherical.phi;
+
+ };
+
+ this.getAzimuthalAngle = function () {
+
+ return spherical.theta;
+
+ };
+
+ this.getDistance = function () {
+
+ return this.object.position.distanceTo( this.target );
+
+ };
+
+ this.listenToKeyEvents = function ( domElement ) {
+
+ domElement.addEventListener( 'keydown', onKeyDown );
+ this._domElementKeyEvents = domElement;
+
+ };
+
+ this.stopListenToKeyEvents = function () {
+
+ this._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );
+ this._domElementKeyEvents = null;
+
+ };
+
+ this.saveState = function () {
+
+ scope.target0.copy( scope.target );
+ scope.position0.copy( scope.object.position );
+ scope.zoom0 = scope.object.zoom;
+
+ };
+
+ this.reset = function () {
+
+ scope.target.copy( scope.target0 );
+ scope.object.position.copy( scope.position0 );
+ scope.object.zoom = scope.zoom0;
+
+ scope.object.updateProjectionMatrix();
+ scope.dispatchEvent( _changeEvent$1 );
+
+ scope.update();
+
+ state = STATE.NONE;
+
+ };
+
+ // this method is exposed, but perhaps it would be better if we can make it private...
+ this.update = function () {
+
+ const offset = new three$1.Vector3();
+
+ // so camera.up is the orbit axis
+ const quat = new three$1.Quaternion().setFromUnitVectors( object.up, new three$1.Vector3( 0, 1, 0 ) );
+ const quatInverse = quat.clone().invert();
+
+ const lastPosition = new three$1.Vector3();
+ const lastQuaternion = new three$1.Quaternion();
+ const lastTargetPosition = new three$1.Vector3();
+
+ const twoPI = 2 * Math.PI;
+
+ return function update( deltaTime = null ) {
+
+ const position = scope.object.position;
+
+ offset.copy( position ).sub( scope.target );
+
+ // rotate offset to "y-axis-is-up" space
+ offset.applyQuaternion( quat );
+
+ // angle from z-axis around y-axis
+ spherical.setFromVector3( offset );
+
+ if ( scope.autoRotate && state === STATE.NONE ) {
+
+ rotateLeft( getAutoRotationAngle( deltaTime ) );
+
+ }
+
+ if ( scope.enableDamping ) {
+
+ spherical.theta += sphericalDelta.theta * scope.dampingFactor;
+ spherical.phi += sphericalDelta.phi * scope.dampingFactor;
+
+ } else {
+
+ spherical.theta += sphericalDelta.theta;
+ spherical.phi += sphericalDelta.phi;
+
+ }
+
+ // restrict theta to be between desired limits
+
+ let min = scope.minAzimuthAngle;
+ let max = scope.maxAzimuthAngle;
+
+ if ( isFinite( min ) && isFinite( max ) ) {
+
+ if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;
+
+ if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;
+
+ if ( min <= max ) {
+
+ spherical.theta = Math.max( min, Math.min( max, spherical.theta ) );
+
+ } else {
+
+ spherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?
+ Math.max( min, spherical.theta ) :
+ Math.min( max, spherical.theta );
+
+ }
+
+ }
+
+ // restrict phi to be between desired limits
+ spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
+
+ spherical.makeSafe();
+
+
+ // move target to panned location
+
+ if ( scope.enableDamping === true ) {
+
+ scope.target.addScaledVector( panOffset, scope.dampingFactor );
+
+ } else {
+
+ scope.target.add( panOffset );
+
+ }
+
+ // Limit the target distance from the cursor to create a sphere around the center of interest
+ scope.target.sub( scope.cursor );
+ scope.target.clampLength( scope.minTargetRadius, scope.maxTargetRadius );
+ scope.target.add( scope.cursor );
+
+ let zoomChanged = false;
+ // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera
+ // we adjust zoom later in these cases
+ if ( scope.zoomToCursor && performCursorZoom || scope.object.isOrthographicCamera ) {
+
+ spherical.radius = clampDistance( spherical.radius );
+
+ } else {
+
+ const prevRadius = spherical.radius;
+ spherical.radius = clampDistance( spherical.radius * scale );
+ zoomChanged = prevRadius != spherical.radius;
+
+ }
+
+ offset.setFromSpherical( spherical );
+
+ // rotate offset back to "camera-up-vector-is-up" space
+ offset.applyQuaternion( quatInverse );
+
+ position.copy( scope.target ).add( offset );
+
+ scope.object.lookAt( scope.target );
+
+ if ( scope.enableDamping === true ) {
+
+ sphericalDelta.theta *= ( 1 - scope.dampingFactor );
+ sphericalDelta.phi *= ( 1 - scope.dampingFactor );
+
+ panOffset.multiplyScalar( 1 - scope.dampingFactor );
+
+ } else {
+
+ sphericalDelta.set( 0, 0, 0 );
+
+ panOffset.set( 0, 0, 0 );
+
+ }
+
+ // adjust camera position
+ if ( scope.zoomToCursor && performCursorZoom ) {
+
+ let newRadius = null;
+ if ( scope.object.isPerspectiveCamera ) {
+
+ // move the camera down the pointer ray
+ // this method avoids floating point error
+ const prevRadius = offset.length();
+ newRadius = clampDistance( prevRadius * scale );
+
+ const radiusDelta = prevRadius - newRadius;
+ scope.object.position.addScaledVector( dollyDirection, radiusDelta );
+ scope.object.updateMatrixWorld();
+
+ zoomChanged = !! radiusDelta;
+
+ } else if ( scope.object.isOrthographicCamera ) {
+
+ // adjust the ortho camera position based on zoom changes
+ const mouseBefore = new three$1.Vector3( mouse.x, mouse.y, 0 );
+ mouseBefore.unproject( scope.object );
+
+ const prevZoom = scope.object.zoom;
+ scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) );
+ scope.object.updateProjectionMatrix();
+
+ zoomChanged = prevZoom !== scope.object.zoom;
+
+ const mouseAfter = new three$1.Vector3( mouse.x, mouse.y, 0 );
+ mouseAfter.unproject( scope.object );
+
+ scope.object.position.sub( mouseAfter ).add( mouseBefore );
+ scope.object.updateMatrixWorld();
+
+ newRadius = offset.length();
+
+ } else {
+
+ console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' );
+ scope.zoomToCursor = false;
+
+ }
+
+ // handle the placement of the target
+ if ( newRadius !== null ) {
+
+ if ( this.screenSpacePanning ) {
+
+ // position the orbit target in front of the new camera position
+ scope.target.set( 0, 0, - 1 )
+ .transformDirection( scope.object.matrix )
+ .multiplyScalar( newRadius )
+ .add( scope.object.position );
+
+ } else {
+
+ // get the ray and translation plane to compute target
+ _ray.origin.copy( scope.object.position );
+ _ray.direction.set( 0, 0, - 1 ).transformDirection( scope.object.matrix );
+
+ // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid
+ // extremely large values
+ if ( Math.abs( scope.object.up.dot( _ray.direction ) ) < TILT_LIMIT ) {
+
+ object.lookAt( scope.target );
+
+ } else {
+
+ _plane.setFromNormalAndCoplanarPoint( scope.object.up, scope.target );
+ _ray.intersectPlane( _plane, scope.target );
+
+ }
+
+ }
+
+ }
+
+ } else if ( scope.object.isOrthographicCamera ) {
+
+ const prevZoom = scope.object.zoom;
+ scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) );
+
+ if ( prevZoom !== scope.object.zoom ) {
+
+ scope.object.updateProjectionMatrix();
+ zoomChanged = true;
+
+ }
+
+ }
+
+ scale = 1;
+ performCursorZoom = false;
+
+ // update condition is:
+ // min(camera displacement, camera rotation in radians)^2 > EPS
+ // using small-angle approximation cos(x/2) = 1 - x^2 / 8
+
+ if ( zoomChanged ||
+ lastPosition.distanceToSquared( scope.object.position ) > EPS ||
+ 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ||
+ lastTargetPosition.distanceToSquared( scope.target ) > EPS ) {
+
+ scope.dispatchEvent( _changeEvent$1 );
+
+ lastPosition.copy( scope.object.position );
+ lastQuaternion.copy( scope.object.quaternion );
+ lastTargetPosition.copy( scope.target );
+
+ return true;
+
+ }
+
+ return false;
+
+ };
+
+ }();
+
+ this.dispose = function () {
+
+ scope.domElement.removeEventListener( 'contextmenu', onContextMenu );
+
+ scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
+ scope.domElement.removeEventListener( 'pointercancel', onPointerUp );
+ scope.domElement.removeEventListener( 'wheel', onMouseWheel );
+
+ scope.domElement.removeEventListener( 'pointermove', onPointerMove );
+ scope.domElement.removeEventListener( 'pointerup', onPointerUp );
+
+ const document = scope.domElement.getRootNode(); // offscreen canvas compatibility
+
+ document.removeEventListener( 'keydown', interceptControlDown, { capture: true } );
+
+ if ( scope._domElementKeyEvents !== null ) {
+
+ scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );
+ scope._domElementKeyEvents = null;
+
+ }
+
+ //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
+
+ };
+
+ //
+ // internals
+ //
+
+ const scope = this;
+
+ const STATE = {
+ NONE: - 1,
+ ROTATE: 0,
+ DOLLY: 1,
+ PAN: 2,
+ TOUCH_ROTATE: 3,
+ TOUCH_PAN: 4,
+ TOUCH_DOLLY_PAN: 5,
+ TOUCH_DOLLY_ROTATE: 6
+ };
+
+ let state = STATE.NONE;
+
+ const EPS = 0.000001;
+
+ // current position in spherical coordinates
+ const spherical = new three$1.Spherical();
+ const sphericalDelta = new three$1.Spherical();
+
+ let scale = 1;
+ const panOffset = new three$1.Vector3();
+
+ const rotateStart = new three$1.Vector2();
+ const rotateEnd = new three$1.Vector2();
+ const rotateDelta = new three$1.Vector2();
+
+ const panStart = new three$1.Vector2();
+ const panEnd = new three$1.Vector2();
+ const panDelta = new three$1.Vector2();
+
+ const dollyStart = new three$1.Vector2();
+ const dollyEnd = new three$1.Vector2();
+ const dollyDelta = new three$1.Vector2();
+
+ const dollyDirection = new three$1.Vector3();
+ const mouse = new three$1.Vector2();
+ let performCursorZoom = false;
+
+ const pointers = [];
+ const pointerPositions = {};
+
+ let controlActive = false;
+
+ function getAutoRotationAngle( deltaTime ) {
+
+ if ( deltaTime !== null ) {
+
+ return ( 2 * Math.PI / 60 * scope.autoRotateSpeed ) * deltaTime;
+
+ } else {
+
+ return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
+
+ }
+
+ }
+
+ function getZoomScale( delta ) {
+
+ const normalizedDelta = Math.abs( delta * 0.01 );
+ return Math.pow( 0.95, scope.zoomSpeed * normalizedDelta );
+
+ }
+
+ function rotateLeft( angle ) {
+
+ sphericalDelta.theta -= angle;
+
+ }
+
+ function rotateUp( angle ) {
+
+ sphericalDelta.phi -= angle;
+
+ }
+
+ const panLeft = function () {
+
+ const v = new three$1.Vector3();
+
+ return function panLeft( distance, objectMatrix ) {
+
+ v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
+ v.multiplyScalar( - distance );
+
+ panOffset.add( v );
+
+ };
+
+ }();
+
+ const panUp = function () {
+
+ const v = new three$1.Vector3();
+
+ return function panUp( distance, objectMatrix ) {
+
+ if ( scope.screenSpacePanning === true ) {
+
+ v.setFromMatrixColumn( objectMatrix, 1 );
+
+ } else {
+
+ v.setFromMatrixColumn( objectMatrix, 0 );
+ v.crossVectors( scope.object.up, v );
+
+ }
+
+ v.multiplyScalar( distance );
+
+ panOffset.add( v );
+
+ };
+
+ }();
+
+ // deltaX and deltaY are in pixels; right and down are positive
+ const pan = function () {
+
+ const offset = new three$1.Vector3();
+
+ return function pan( deltaX, deltaY ) {
+
+ const element = scope.domElement;
+
+ if ( scope.object.isPerspectiveCamera ) {
+
+ // perspective
+ const position = scope.object.position;
+ offset.copy( position ).sub( scope.target );
+ let targetDistance = offset.length();
+
+ // half of the fov is center to top of screen
+ targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
+
+ // we use only clientHeight here so aspect ratio does not distort speed
+ panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
+ panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
+
+ } else if ( scope.object.isOrthographicCamera ) {
+
+ // orthographic
+ panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
+ panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
+
+ } else {
+
+ // camera neither orthographic nor perspective
+ console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
+ scope.enablePan = false;
+
+ }
+
+ };
+
+ }();
+
+ function dollyOut( dollyScale ) {
+
+ if ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) {
+
+ scale /= dollyScale;
+
+ } else {
+
+ console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
+ scope.enableZoom = false;
+
+ }
+
+ }
+
+ function dollyIn( dollyScale ) {
+
+ if ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) {
+
+ scale *= dollyScale;
+
+ } else {
+
+ console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
+ scope.enableZoom = false;
+
+ }
+
+ }
+
+ function updateZoomParameters( x, y ) {
+
+ if ( ! scope.zoomToCursor ) {
+
+ return;
+
+ }
+
+ performCursorZoom = true;
+
+ const rect = scope.domElement.getBoundingClientRect();
+ const dx = x - rect.left;
+ const dy = y - rect.top;
+ const w = rect.width;
+ const h = rect.height;
+
+ mouse.x = ( dx / w ) * 2 - 1;
+ mouse.y = - ( dy / h ) * 2 + 1;
+
+ dollyDirection.set( mouse.x, mouse.y, 1 ).unproject( scope.object ).sub( scope.object.position ).normalize();
+
+ }
+
+ function clampDistance( dist ) {
+
+ return Math.max( scope.minDistance, Math.min( scope.maxDistance, dist ) );
+
+ }
+
+ //
+ // event callbacks - update the object state
+ //
+
+ function handleMouseDownRotate( event ) {
+
+ rotateStart.set( event.clientX, event.clientY );
+
+ }
+
+ function handleMouseDownDolly( event ) {
+
+ updateZoomParameters( event.clientX, event.clientX );
+ dollyStart.set( event.clientX, event.clientY );
+
+ }
+
+ function handleMouseDownPan( event ) {
+
+ panStart.set( event.clientX, event.clientY );
+
+ }
+
+ function handleMouseMoveRotate( event ) {
+
+ rotateEnd.set( event.clientX, event.clientY );
+
+ rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
+
+ const element = scope.domElement;
+
+ rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
+
+ rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
+
+ rotateStart.copy( rotateEnd );
+
+ scope.update();
+
+ }
+
+ function handleMouseMoveDolly( event ) {
+
+ dollyEnd.set( event.clientX, event.clientY );
+
+ dollyDelta.subVectors( dollyEnd, dollyStart );
+
+ if ( dollyDelta.y > 0 ) {
+
+ dollyOut( getZoomScale( dollyDelta.y ) );
+
+ } else if ( dollyDelta.y < 0 ) {
+
+ dollyIn( getZoomScale( dollyDelta.y ) );
+
+ }
+
+ dollyStart.copy( dollyEnd );
+
+ scope.update();
+
+ }
+
+ function handleMouseMovePan( event ) {
+
+ panEnd.set( event.clientX, event.clientY );
+
+ panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
+
+ pan( panDelta.x, panDelta.y );
+
+ panStart.copy( panEnd );
+
+ scope.update();
+
+ }
+
+ function handleMouseWheel( event ) {
+
+ updateZoomParameters( event.clientX, event.clientY );
+
+ if ( event.deltaY < 0 ) {
+
+ dollyIn( getZoomScale( event.deltaY ) );
+
+ } else if ( event.deltaY > 0 ) {
+
+ dollyOut( getZoomScale( event.deltaY ) );
+
+ }
+
+ scope.update();
+
+ }
+
+ function handleKeyDown( event ) {
+
+ let needsUpdate = false;
+
+ switch ( event.code ) {
+
+ case scope.keys.UP:
+
+ if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
+
+ rotateUp( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );
+
+ } else {
+
+ pan( 0, scope.keyPanSpeed );
+
+ }
+
+ needsUpdate = true;
+ break;
+
+ case scope.keys.BOTTOM:
+
+ if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
+
+ rotateUp( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );
+
+ } else {
+
+ pan( 0, - scope.keyPanSpeed );
+
+ }
+
+ needsUpdate = true;
+ break;
+
+ case scope.keys.LEFT:
+
+ if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
+
+ rotateLeft( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );
+
+ } else {
+
+ pan( scope.keyPanSpeed, 0 );
+
+ }
+
+ needsUpdate = true;
+ break;
+
+ case scope.keys.RIGHT:
+
+ if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
+
+ rotateLeft( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );
+
+ } else {
+
+ pan( - scope.keyPanSpeed, 0 );
+
+ }
+
+ needsUpdate = true;
+ break;
+
+ }
+
+ if ( needsUpdate ) {
+
+ // prevent the browser from scrolling on cursor keys
+ event.preventDefault();
+
+ scope.update();
+
+ }
+
+
+ }
+
+ function handleTouchStartRotate( event ) {
+
+ if ( pointers.length === 1 ) {
+
+ rotateStart.set( event.pageX, event.pageY );
+
+ } else {
+
+ const position = getSecondPointerPosition( event );
+
+ const x = 0.5 * ( event.pageX + position.x );
+ const y = 0.5 * ( event.pageY + position.y );
+
+ rotateStart.set( x, y );
+
+ }
+
+ }
+
+ function handleTouchStartPan( event ) {
+
+ if ( pointers.length === 1 ) {
+
+ panStart.set( event.pageX, event.pageY );
+
+ } else {
+
+ const position = getSecondPointerPosition( event );
+
+ const x = 0.5 * ( event.pageX + position.x );
+ const y = 0.5 * ( event.pageY + position.y );
+
+ panStart.set( x, y );
+
+ }
+
+ }
+
+ function handleTouchStartDolly( event ) {
+
+ const position = getSecondPointerPosition( event );
+
+ const dx = event.pageX - position.x;
+ const dy = event.pageY - position.y;
+
+ const distance = Math.sqrt( dx * dx + dy * dy );
+
+ dollyStart.set( 0, distance );
+
+ }
+
+ function handleTouchStartDollyPan( event ) {
+
+ if ( scope.enableZoom ) handleTouchStartDolly( event );
+
+ if ( scope.enablePan ) handleTouchStartPan( event );
+
+ }
+
+ function handleTouchStartDollyRotate( event ) {
+
+ if ( scope.enableZoom ) handleTouchStartDolly( event );
+
+ if ( scope.enableRotate ) handleTouchStartRotate( event );
+
+ }
+
+ function handleTouchMoveRotate( event ) {
+
+ if ( pointers.length == 1 ) {
+
+ rotateEnd.set( event.pageX, event.pageY );
+
+ } else {
+
+ const position = getSecondPointerPosition( event );
+
+ const x = 0.5 * ( event.pageX + position.x );
+ const y = 0.5 * ( event.pageY + position.y );
+
+ rotateEnd.set( x, y );
+
+ }
+
+ rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
+
+ const element = scope.domElement;
+
+ rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
+
+ rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
+
+ rotateStart.copy( rotateEnd );
+
+ }
+
+ function handleTouchMovePan( event ) {
+
+ if ( pointers.length === 1 ) {
+
+ panEnd.set( event.pageX, event.pageY );
+
+ } else {
+
+ const position = getSecondPointerPosition( event );
+
+ const x = 0.5 * ( event.pageX + position.x );
+ const y = 0.5 * ( event.pageY + position.y );
+
+ panEnd.set( x, y );
+
+ }
+
+ panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
+
+ pan( panDelta.x, panDelta.y );
+
+ panStart.copy( panEnd );
+
+ }
+
+ function handleTouchMoveDolly( event ) {
+
+ const position = getSecondPointerPosition( event );
+
+ const dx = event.pageX - position.x;
+ const dy = event.pageY - position.y;
+
+ const distance = Math.sqrt( dx * dx + dy * dy );
+
+ dollyEnd.set( 0, distance );
+
+ dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );
+
+ dollyOut( dollyDelta.y );
+
+ dollyStart.copy( dollyEnd );
+
+ const centerX = ( event.pageX + position.x ) * 0.5;
+ const centerY = ( event.pageY + position.y ) * 0.5;
+
+ updateZoomParameters( centerX, centerY );
+
+ }
+
+ function handleTouchMoveDollyPan( event ) {
+
+ if ( scope.enableZoom ) handleTouchMoveDolly( event );
+
+ if ( scope.enablePan ) handleTouchMovePan( event );
+
+ }
+
+ function handleTouchMoveDollyRotate( event ) {
+
+ if ( scope.enableZoom ) handleTouchMoveDolly( event );
+
+ if ( scope.enableRotate ) handleTouchMoveRotate( event );
+
+ }
+
+ //
+ // event handlers - FSM: listen for events and reset state
+ //
+
+ function onPointerDown( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ if ( pointers.length === 0 ) {
+
+ scope.domElement.setPointerCapture( event.pointerId );
+
+ scope.domElement.addEventListener( 'pointermove', onPointerMove );
+ scope.domElement.addEventListener( 'pointerup', onPointerUp );
+
+ }
+
+ //
+
+ if ( isTrackingPointer( event ) ) return;
+
+ //
+
+ addPointer( event );
+
+ if ( event.pointerType === 'touch' ) {
+
+ onTouchStart( event );
+
+ } else {
+
+ onMouseDown( event );
+
+ }
+
+ }
+
+ function onPointerMove( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ if ( event.pointerType === 'touch' ) {
+
+ onTouchMove( event );
+
+ } else {
+
+ onMouseMove( event );
+
+ }
+
+ }
+
+ function onPointerUp( event ) {
+
+ removePointer( event );
+
+ switch ( pointers.length ) {
+
+ case 0:
+
+ scope.domElement.releasePointerCapture( event.pointerId );
+
+ scope.domElement.removeEventListener( 'pointermove', onPointerMove );
+ scope.domElement.removeEventListener( 'pointerup', onPointerUp );
+
+ scope.dispatchEvent( _endEvent );
+
+ state = STATE.NONE;
+
+ break;
+
+ case 1:
+
+ const pointerId = pointers[ 0 ];
+ const position = pointerPositions[ pointerId ];
+
+ // minimal placeholder event - allows state correction on pointer-up
+ onTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } );
+
+ break;
+
+ }
+
+ }
+
+ function onMouseDown( event ) {
+
+ let mouseAction;
+
+ switch ( event.button ) {
+
+ case 0:
+
+ mouseAction = scope.mouseButtons.LEFT;
+ break;
+
+ case 1:
+
+ mouseAction = scope.mouseButtons.MIDDLE;
+ break;
+
+ case 2:
+
+ mouseAction = scope.mouseButtons.RIGHT;
+ break;
+
+ default:
+
+ mouseAction = - 1;
+
+ }
+
+ switch ( mouseAction ) {
+
+ case three$1.MOUSE.DOLLY:
+
+ if ( scope.enableZoom === false ) return;
+
+ handleMouseDownDolly( event );
+
+ state = STATE.DOLLY;
+
+ break;
+
+ case three$1.MOUSE.ROTATE:
+
+ if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
+
+ if ( scope.enablePan === false ) return;
+
+ handleMouseDownPan( event );
+
+ state = STATE.PAN;
+
+ } else {
+
+ if ( scope.enableRotate === false ) return;
+
+ handleMouseDownRotate( event );
+
+ state = STATE.ROTATE;
+
+ }
+
+ break;
+
+ case three$1.MOUSE.PAN:
+
+ if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
+
+ if ( scope.enableRotate === false ) return;
+
+ handleMouseDownRotate( event );
+
+ state = STATE.ROTATE;
+
+ } else {
+
+ if ( scope.enablePan === false ) return;
+
+ handleMouseDownPan( event );
+
+ state = STATE.PAN;
+
+ }
+
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ if ( state !== STATE.NONE ) {
+
+ scope.dispatchEvent( _startEvent );
+
+ }
+
+ }
+
+ function onMouseMove( event ) {
+
+ switch ( state ) {
+
+ case STATE.ROTATE:
+
+ if ( scope.enableRotate === false ) return;
+
+ handleMouseMoveRotate( event );
+
+ break;
+
+ case STATE.DOLLY:
+
+ if ( scope.enableZoom === false ) return;
+
+ handleMouseMoveDolly( event );
+
+ break;
+
+ case STATE.PAN:
+
+ if ( scope.enablePan === false ) return;
+
+ handleMouseMovePan( event );
+
+ break;
+
+ }
+
+ }
+
+ function onMouseWheel( event ) {
+
+ if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;
+
+ event.preventDefault();
+
+ scope.dispatchEvent( _startEvent );
+
+ handleMouseWheel( customWheelEvent( event ) );
+
+ scope.dispatchEvent( _endEvent );
+
+ }
+
+ function customWheelEvent( event ) {
+
+ const mode = event.deltaMode;
+
+ // minimal wheel event altered to meet delta-zoom demand
+ const newEvent = {
+ clientX: event.clientX,
+ clientY: event.clientY,
+ deltaY: event.deltaY,
+ };
+
+ switch ( mode ) {
+
+ case 1: // LINE_MODE
+ newEvent.deltaY *= 16;
+ break;
+
+ case 2: // PAGE_MODE
+ newEvent.deltaY *= 100;
+ break;
+
+ }
+
+ // detect if event was triggered by pinching
+ if ( event.ctrlKey && ! controlActive ) {
+
+ newEvent.deltaY *= 10;
+
+ }
+
+ return newEvent;
+
+ }
+
+ function interceptControlDown( event ) {
+
+ if ( event.key === 'Control' ) {
+
+ controlActive = true;
+
+
+ const document = scope.domElement.getRootNode(); // offscreen canvas compatibility
+
+ document.addEventListener( 'keyup', interceptControlUp, { passive: true, capture: true } );
+
+ }
+
+ }
+
+ function interceptControlUp( event ) {
+
+ if ( event.key === 'Control' ) {
+
+ controlActive = false;
+
+
+ const document = scope.domElement.getRootNode(); // offscreen canvas compatibility
+
+ document.removeEventListener( 'keyup', interceptControlUp, { passive: true, capture: true } );
+
+ }
+
+ }
+
+ function onKeyDown( event ) {
+
+ if ( scope.enabled === false || scope.enablePan === false ) return;
+
+ handleKeyDown( event );
+
+ }
+
+ function onTouchStart( event ) {
+
+ trackPointer( event );
+
+ switch ( pointers.length ) {
+
+ case 1:
+
+ switch ( scope.touches.ONE ) {
+
+ case three$1.TOUCH.ROTATE:
+
+ if ( scope.enableRotate === false ) return;
+
+ handleTouchStartRotate( event );
+
+ state = STATE.TOUCH_ROTATE;
+
+ break;
+
+ case three$1.TOUCH.PAN:
+
+ if ( scope.enablePan === false ) return;
+
+ handleTouchStartPan( event );
+
+ state = STATE.TOUCH_PAN;
+
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ break;
+
+ case 2:
+
+ switch ( scope.touches.TWO ) {
+
+ case three$1.TOUCH.DOLLY_PAN:
+
+ if ( scope.enableZoom === false && scope.enablePan === false ) return;
+
+ handleTouchStartDollyPan( event );
+
+ state = STATE.TOUCH_DOLLY_PAN;
+
+ break;
+
+ case three$1.TOUCH.DOLLY_ROTATE:
+
+ if ( scope.enableZoom === false && scope.enableRotate === false ) return;
+
+ handleTouchStartDollyRotate( event );
+
+ state = STATE.TOUCH_DOLLY_ROTATE;
+
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ if ( state !== STATE.NONE ) {
+
+ scope.dispatchEvent( _startEvent );
+
+ }
+
+ }
+
+ function onTouchMove( event ) {
+
+ trackPointer( event );
+
+ switch ( state ) {
+
+ case STATE.TOUCH_ROTATE:
+
+ if ( scope.enableRotate === false ) return;
+
+ handleTouchMoveRotate( event );
+
+ scope.update();
+
+ break;
+
+ case STATE.TOUCH_PAN:
+
+ if ( scope.enablePan === false ) return;
+
+ handleTouchMovePan( event );
+
+ scope.update();
+
+ break;
+
+ case STATE.TOUCH_DOLLY_PAN:
+
+ if ( scope.enableZoom === false && scope.enablePan === false ) return;
+
+ handleTouchMoveDollyPan( event );
+
+ scope.update();
+
+ break;
+
+ case STATE.TOUCH_DOLLY_ROTATE:
+
+ if ( scope.enableZoom === false && scope.enableRotate === false ) return;
+
+ handleTouchMoveDollyRotate( event );
+
+ scope.update();
+
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ }
+
+ function onContextMenu( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ event.preventDefault();
+
+ }
+
+ function addPointer( event ) {
+
+ pointers.push( event.pointerId );
+
+ }
+
+ function removePointer( event ) {
+
+ delete pointerPositions[ event.pointerId ];
+
+ for ( let i = 0; i < pointers.length; i ++ ) {
+
+ if ( pointers[ i ] == event.pointerId ) {
+
+ pointers.splice( i, 1 );
+ return;
+
+ }
+
+ }
+
+ }
+
+ function isTrackingPointer( event ) {
+
+ for ( let i = 0; i < pointers.length; i ++ ) {
+
+ if ( pointers[ i ] == event.pointerId ) return true;
+
+ }
+
+ return false;
+
+ }
+
+ function trackPointer( event ) {
+
+ let position = pointerPositions[ event.pointerId ];
+
+ if ( position === undefined ) {
+
+ position = new three$1.Vector2();
+ pointerPositions[ event.pointerId ] = position;
+
+ }
+
+ position.set( event.pageX, event.pageY );
+
+ }
+
+ function getSecondPointerPosition( event ) {
+
+ const pointerId = ( event.pointerId === pointers[ 0 ] ) ? pointers[ 1 ] : pointers[ 0 ];
+
+ return pointerPositions[ pointerId ];
+
+ }
+
+ //
+
+ scope.domElement.addEventListener( 'contextmenu', onContextMenu );
+
+ scope.domElement.addEventListener( 'pointerdown', onPointerDown );
+ scope.domElement.addEventListener( 'pointercancel', onPointerUp );
+ scope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );
+
+ const document = scope.domElement.getRootNode(); // offscreen canvas compatibility
+
+ document.addEventListener( 'keydown', interceptControlDown, { passive: true, capture: true } );
+
+ // force an update at start
+
+ this.update();
+
+ }
+
+ }
+
+ const _changeEvent = { type: 'change' };
+
+ class FlyControls extends three$1.EventDispatcher {
+
+ constructor( object, domElement ) {
+
+ super();
+
+ this.object = object;
+ this.domElement = domElement;
+
+ // API
+
+ // Set to false to disable this control
+ this.enabled = true;
+
+ this.movementSpeed = 1.0;
+ this.rollSpeed = 0.005;
+
+ this.dragToLook = false;
+ this.autoForward = false;
+
+ // disable default target object behavior
+
+ // internals
+
+ const scope = this;
+
+ const EPS = 0.000001;
+
+ const lastQuaternion = new three$1.Quaternion();
+ const lastPosition = new three$1.Vector3();
+
+ this.tmpQuaternion = new three$1.Quaternion();
+
+ this.status = 0;
+
+ this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 };
+ this.moveVector = new three$1.Vector3( 0, 0, 0 );
+ this.rotationVector = new three$1.Vector3( 0, 0, 0 );
+
+ this.keydown = function ( event ) {
+
+ if ( event.altKey || this.enabled === false ) {
+
+ return;
+
+ }
+
+ switch ( event.code ) {
+
+ case 'ShiftLeft':
+ case 'ShiftRight': this.movementSpeedMultiplier = .1; break;
+
+ case 'KeyW': this.moveState.forward = 1; break;
+ case 'KeyS': this.moveState.back = 1; break;
+
+ case 'KeyA': this.moveState.left = 1; break;
+ case 'KeyD': this.moveState.right = 1; break;
+
+ case 'KeyR': this.moveState.up = 1; break;
+ case 'KeyF': this.moveState.down = 1; break;
+
+ case 'ArrowUp': this.moveState.pitchUp = 1; break;
+ case 'ArrowDown': this.moveState.pitchDown = 1; break;
+
+ case 'ArrowLeft': this.moveState.yawLeft = 1; break;
+ case 'ArrowRight': this.moveState.yawRight = 1; break;
+
+ case 'KeyQ': this.moveState.rollLeft = 1; break;
+ case 'KeyE': this.moveState.rollRight = 1; break;
+
+ }
+
+ this.updateMovementVector();
+ this.updateRotationVector();
+
+ };
+
+ this.keyup = function ( event ) {
+
+ if ( this.enabled === false ) return;
+
+ switch ( event.code ) {
+
+ case 'ShiftLeft':
+ case 'ShiftRight': this.movementSpeedMultiplier = 1; break;
+
+ case 'KeyW': this.moveState.forward = 0; break;
+ case 'KeyS': this.moveState.back = 0; break;
+
+ case 'KeyA': this.moveState.left = 0; break;
+ case 'KeyD': this.moveState.right = 0; break;
+
+ case 'KeyR': this.moveState.up = 0; break;
+ case 'KeyF': this.moveState.down = 0; break;
+
+ case 'ArrowUp': this.moveState.pitchUp = 0; break;
+ case 'ArrowDown': this.moveState.pitchDown = 0; break;
+
+ case 'ArrowLeft': this.moveState.yawLeft = 0; break;
+ case 'ArrowRight': this.moveState.yawRight = 0; break;
+
+ case 'KeyQ': this.moveState.rollLeft = 0; break;
+ case 'KeyE': this.moveState.rollRight = 0; break;
+
+ }
+
+ this.updateMovementVector();
+ this.updateRotationVector();
+
+ };
+
+ this.pointerdown = function ( event ) {
+
+ if ( this.enabled === false ) return;
+
+ if ( this.dragToLook ) {
+
+ this.status ++;
+
+ } else {
+
+ switch ( event.button ) {
+
+ case 0: this.moveState.forward = 1; break;
+ case 2: this.moveState.back = 1; break;
+
+ }
+
+ this.updateMovementVector();
+
+ }
+
+ };
+
+ this.pointermove = function ( event ) {
+
+ if ( this.enabled === false ) return;
+
+ if ( ! this.dragToLook || this.status > 0 ) {
+
+ const container = this.getContainerDimensions();
+ const halfWidth = container.size[ 0 ] / 2;
+ const halfHeight = container.size[ 1 ] / 2;
+
+ this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth;
+ this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight;
+
+ this.updateRotationVector();
+
+ }
+
+ };
+
+ this.pointerup = function ( event ) {
+
+ if ( this.enabled === false ) return;
+
+ if ( this.dragToLook ) {
+
+ this.status --;
+
+ this.moveState.yawLeft = this.moveState.pitchDown = 0;
+
+ } else {
+
+ switch ( event.button ) {
+
+ case 0: this.moveState.forward = 0; break;
+ case 2: this.moveState.back = 0; break;
+
+ }
+
+ this.updateMovementVector();
+
+ }
+
+ this.updateRotationVector();
+
+ };
+
+ this.pointercancel = function () {
+
+ if ( this.enabled === false ) return;
+
+ if ( this.dragToLook ) {
+
+ this.status = 0;
+
+ this.moveState.yawLeft = this.moveState.pitchDown = 0;
+
+ } else {
+
+ this.moveState.forward = 0;
+ this.moveState.back = 0;
+
+ this.updateMovementVector();
+
+ }
+
+ this.updateRotationVector();
+
+ };
+
+ this.contextMenu = function ( event ) {
+
+ if ( this.enabled === false ) return;
+
+ event.preventDefault();
+
+ };
+
+ this.update = function ( delta ) {
+
+ if ( this.enabled === false ) return;
+
+ const moveMult = delta * scope.movementSpeed;
+ const rotMult = delta * scope.rollSpeed;
+
+ scope.object.translateX( scope.moveVector.x * moveMult );
+ scope.object.translateY( scope.moveVector.y * moveMult );
+ scope.object.translateZ( scope.moveVector.z * moveMult );
+
+ scope.tmpQuaternion.set( scope.rotationVector.x * rotMult, scope.rotationVector.y * rotMult, scope.rotationVector.z * rotMult, 1 ).normalize();
+ scope.object.quaternion.multiply( scope.tmpQuaternion );
+
+ if (
+ lastPosition.distanceToSquared( scope.object.position ) > EPS ||
+ 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS
+ ) {
+
+ scope.dispatchEvent( _changeEvent );
+ lastQuaternion.copy( scope.object.quaternion );
+ lastPosition.copy( scope.object.position );
+
+ }
+
+ };
+
+ this.updateMovementVector = function () {
+
+ const forward = ( this.moveState.forward || ( this.autoForward && ! this.moveState.back ) ) ? 1 : 0;
+
+ this.moveVector.x = ( - this.moveState.left + this.moveState.right );
+ this.moveVector.y = ( - this.moveState.down + this.moveState.up );
+ this.moveVector.z = ( - forward + this.moveState.back );
+
+ //console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] );
+
+ };
+
+ this.updateRotationVector = function () {
+
+ this.rotationVector.x = ( - this.moveState.pitchDown + this.moveState.pitchUp );
+ this.rotationVector.y = ( - this.moveState.yawRight + this.moveState.yawLeft );
+ this.rotationVector.z = ( - this.moveState.rollRight + this.moveState.rollLeft );
+
+ //console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] );
+
+ };
+
+ this.getContainerDimensions = function () {
+
+ if ( this.domElement != document ) {
+
+ return {
+ size: [ this.domElement.offsetWidth, this.domElement.offsetHeight ],
+ offset: [ this.domElement.offsetLeft, this.domElement.offsetTop ]
+ };
+
+ } else {
+
+ return {
+ size: [ window.innerWidth, window.innerHeight ],
+ offset: [ 0, 0 ]
+ };
+
+ }
+
+ };
+
+ this.dispose = function () {
+
+ this.domElement.removeEventListener( 'contextmenu', _contextmenu );
+ this.domElement.removeEventListener( 'pointerdown', _pointerdown );
+ this.domElement.removeEventListener( 'pointermove', _pointermove );
+ this.domElement.removeEventListener( 'pointerup', _pointerup );
+ this.domElement.removeEventListener( 'pointercancel', _pointercancel );
+
+ window.removeEventListener( 'keydown', _keydown );
+ window.removeEventListener( 'keyup', _keyup );
+
+ };
+
+ const _contextmenu = this.contextMenu.bind( this );
+ const _pointermove = this.pointermove.bind( this );
+ const _pointerdown = this.pointerdown.bind( this );
+ const _pointerup = this.pointerup.bind( this );
+ const _pointercancel = this.pointercancel.bind( this );
+ const _keydown = this.keydown.bind( this );
+ const _keyup = this.keyup.bind( this );
+
+ this.domElement.addEventListener( 'contextmenu', _contextmenu );
+ this.domElement.addEventListener( 'pointerdown', _pointerdown );
+ this.domElement.addEventListener( 'pointermove', _pointermove );
+ this.domElement.addEventListener( 'pointerup', _pointerup );
+ this.domElement.addEventListener( 'pointercancel', _pointercancel );
+
+ window.addEventListener( 'keydown', _keydown );
+ window.addEventListener( 'keyup', _keyup );
+
+ this.updateMovementVector();
+ this.updateRotationVector();
+
+ }
+
+ }
+
+ /**
+ * Full-screen textured quad shader
+ */
+
+ const CopyShader = {
+
+ name: 'CopyShader',
+
+ uniforms: {
+
+ 'tDiffuse': { value: null },
+ 'opacity': { value: 1.0 }
+
+ },
+
+ vertexShader: /* glsl */`
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+ }`,
+
+ fragmentShader: /* glsl */`
+
+ uniform float opacity;
+
+ uniform sampler2D tDiffuse;
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vec4 texel = texture2D( tDiffuse, vUv );
+ gl_FragColor = opacity * texel;
+
+
+ }`
+
+ };
+
+ class Pass {
+
+ constructor() {
+
+ this.isPass = true;
+
+ // if set to true, the pass is processed by the composer
+ this.enabled = true;
+
+ // if set to true, the pass indicates to swap read and write buffer after rendering
+ this.needsSwap = true;
+
+ // if set to true, the pass clears its buffer before rendering
+ this.clear = false;
+
+ // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
+ this.renderToScreen = false;
+
+ }
+
+ setSize( /* width, height */ ) {}
+
+ render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
+
+ console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
+
+ }
+
+ dispose() {}
+
+ }
+
+ // Helper for passes that need to fill the viewport with a single quad.
+
+ const _camera = new three$1.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
+
+ // https://github.com/mrdoob/three.js/pull/21358
+
+ class FullscreenTriangleGeometry extends three$1.BufferGeometry {
+
+ constructor() {
+
+ super();
+
+ this.setAttribute( 'position', new three$1.Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
+ this.setAttribute( 'uv', new three$1.Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
+
+ }
+
+ }
+
+ const _geometry = new FullscreenTriangleGeometry();
+
+ class FullScreenQuad {
+
+ constructor( material ) {
+
+ this._mesh = new three$1.Mesh( _geometry, material );
+
+ }
+
+ dispose() {
+
+ this._mesh.geometry.dispose();
+
+ }
+
+ render( renderer ) {
+
+ renderer.render( this._mesh, _camera );
+
+ }
+
+ get material() {
+
+ return this._mesh.material;
+
+ }
+
+ set material( value ) {
+
+ this._mesh.material = value;
+
+ }
+
+ }
+
+ class ShaderPass extends Pass {
+
+ constructor( shader, textureID ) {
+
+ super();
+
+ this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
+
+ if ( shader instanceof three$1.ShaderMaterial ) {
+
+ this.uniforms = shader.uniforms;
+
+ this.material = shader;
+
+ } else if ( shader ) {
+
+ this.uniforms = three$1.UniformsUtils.clone( shader.uniforms );
+
+ this.material = new three$1.ShaderMaterial( {
+
+ name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
+ defines: Object.assign( {}, shader.defines ),
+ uniforms: this.uniforms,
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+
+ } );
+
+ }
+
+ this.fsQuad = new FullScreenQuad( this.material );
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ if ( this.uniforms[ this.textureID ] ) {
+
+ this.uniforms[ this.textureID ].value = readBuffer.texture;
+
+ }
+
+ this.fsQuad.material = this.material;
+
+ if ( this.renderToScreen ) {
+
+ renderer.setRenderTarget( null );
+ this.fsQuad.render( renderer );
+
+ } else {
+
+ renderer.setRenderTarget( writeBuffer );
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
+ if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+ this.fsQuad.render( renderer );
+
+ }
+
+ }
+
+ dispose() {
+
+ this.material.dispose();
+
+ this.fsQuad.dispose();
+
+ }
+
+ }
+
+ class MaskPass extends Pass {
+
+ constructor( scene, camera ) {
+
+ super();
+
+ this.scene = scene;
+ this.camera = camera;
+
+ this.clear = true;
+ this.needsSwap = false;
+
+ this.inverse = false;
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ const context = renderer.getContext();
+ const state = renderer.state;
+
+ // don't update color or depth
+
+ state.buffers.color.setMask( false );
+ state.buffers.depth.setMask( false );
+
+ // lock buffers
+
+ state.buffers.color.setLocked( true );
+ state.buffers.depth.setLocked( true );
+
+ // set up stencil
+
+ let writeValue, clearValue;
+
+ if ( this.inverse ) {
+
+ writeValue = 0;
+ clearValue = 1;
+
+ } else {
+
+ writeValue = 1;
+ clearValue = 0;
+
+ }
+
+ state.buffers.stencil.setTest( true );
+ state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
+ state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
+ state.buffers.stencil.setClear( clearValue );
+ state.buffers.stencil.setLocked( true );
+
+ // draw into the stencil buffer
+
+ renderer.setRenderTarget( readBuffer );
+ if ( this.clear ) renderer.clear();
+ renderer.render( this.scene, this.camera );
+
+ renderer.setRenderTarget( writeBuffer );
+ if ( this.clear ) renderer.clear();
+ renderer.render( this.scene, this.camera );
+
+ // unlock color and depth buffer and make them writable for subsequent rendering/clearing
+
+ state.buffers.color.setLocked( false );
+ state.buffers.depth.setLocked( false );
+
+ state.buffers.color.setMask( true );
+ state.buffers.depth.setMask( true );
+
+ // only render where stencil is set to 1
+
+ state.buffers.stencil.setLocked( false );
+ state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
+ state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
+ state.buffers.stencil.setLocked( true );
+
+ }
+
+ }
+
+ class ClearMaskPass extends Pass {
+
+ constructor() {
+
+ super();
+
+ this.needsSwap = false;
+
+ }
+
+ render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
+
+ renderer.state.buffers.stencil.setLocked( false );
+ renderer.state.buffers.stencil.setTest( false );
+
+ }
+
+ }
+
+ class EffectComposer {
+
+ constructor( renderer, renderTarget ) {
+
+ this.renderer = renderer;
+
+ this._pixelRatio = renderer.getPixelRatio();
+
+ if ( renderTarget === undefined ) {
+
+ const size = renderer.getSize( new three$1.Vector2() );
+ this._width = size.width;
+ this._height = size.height;
+
+ renderTarget = new three$1.WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: three$1.HalfFloatType } );
+ renderTarget.texture.name = 'EffectComposer.rt1';
+
+ } else {
+
+ this._width = renderTarget.width;
+ this._height = renderTarget.height;
+
+ }
+
+ this.renderTarget1 = renderTarget;
+ this.renderTarget2 = renderTarget.clone();
+ this.renderTarget2.texture.name = 'EffectComposer.rt2';
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ this.renderToScreen = true;
+
+ this.passes = [];
+
+ this.copyPass = new ShaderPass( CopyShader );
+ this.copyPass.material.blending = three$1.NoBlending;
+
+ this.clock = new three$1.Clock();
+
+ }
+
+ swapBuffers() {
+
+ const tmp = this.readBuffer;
+ this.readBuffer = this.writeBuffer;
+ this.writeBuffer = tmp;
+
+ }
+
+ addPass( pass ) {
+
+ this.passes.push( pass );
+ pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ insertPass( pass, index ) {
+
+ this.passes.splice( index, 0, pass );
+ pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ removePass( pass ) {
+
+ const index = this.passes.indexOf( pass );
+
+ if ( index !== - 1 ) {
+
+ this.passes.splice( index, 1 );
+
+ }
+
+ }
+
+ isLastEnabledPass( passIndex ) {
+
+ for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
+
+ if ( this.passes[ i ].enabled ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ }
+
+ render( deltaTime ) {
+
+ // deltaTime value is in seconds
+
+ if ( deltaTime === undefined ) {
+
+ deltaTime = this.clock.getDelta();
+
+ }
+
+ const currentRenderTarget = this.renderer.getRenderTarget();
+
+ let maskActive = false;
+
+ for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
+
+ const pass = this.passes[ i ];
+
+ if ( pass.enabled === false ) continue;
+
+ pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
+ pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
+
+ if ( pass.needsSwap ) {
+
+ if ( maskActive ) {
+
+ const context = this.renderer.getContext();
+ const stencil = this.renderer.state.buffers.stencil;
+
+ //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
+ stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
+
+ this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
+
+ //context.stencilFunc( context.EQUAL, 1, 0xffffffff );
+ stencil.setFunc( context.EQUAL, 1, 0xffffffff );
+
+ }
+
+ this.swapBuffers();
+
+ }
+
+ if ( MaskPass !== undefined ) {
+
+ if ( pass instanceof MaskPass ) {
+
+ maskActive = true;
+
+ } else if ( pass instanceof ClearMaskPass ) {
+
+ maskActive = false;
+
+ }
+
+ }
+
+ }
+
+ this.renderer.setRenderTarget( currentRenderTarget );
+
+ }
+
+ reset( renderTarget ) {
+
+ if ( renderTarget === undefined ) {
+
+ const size = this.renderer.getSize( new three$1.Vector2() );
+ this._pixelRatio = this.renderer.getPixelRatio();
+ this._width = size.width;
+ this._height = size.height;
+
+ renderTarget = this.renderTarget1.clone();
+ renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ this.renderTarget1.dispose();
+ this.renderTarget2.dispose();
+ this.renderTarget1 = renderTarget;
+ this.renderTarget2 = renderTarget.clone();
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ }
+
+ setSize( width, height ) {
+
+ this._width = width;
+ this._height = height;
+
+ const effectiveWidth = this._width * this._pixelRatio;
+ const effectiveHeight = this._height * this._pixelRatio;
+
+ this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
+ this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
+
+ for ( let i = 0; i < this.passes.length; i ++ ) {
+
+ this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
+
+ }
+
+ }
+
+ setPixelRatio( pixelRatio ) {
+
+ this._pixelRatio = pixelRatio;
+
+ this.setSize( this._width, this._height );
+
+ }
+
+ dispose() {
+
+ this.renderTarget1.dispose();
+ this.renderTarget2.dispose();
+
+ this.copyPass.dispose();
+
+ }
+
+ }
+
+ class RenderPass extends Pass {
+
+ constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
+
+ super();
+
+ this.scene = scene;
+ this.camera = camera;
+
+ this.overrideMaterial = overrideMaterial;
+
+ this.clearColor = clearColor;
+ this.clearAlpha = clearAlpha;
+
+ this.clear = true;
+ this.clearDepth = false;
+ this.needsSwap = false;
+ this._oldClearColor = new three$1.Color();
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ const oldAutoClear = renderer.autoClear;
+ renderer.autoClear = false;
+
+ let oldClearAlpha, oldOverrideMaterial;
+
+ if ( this.overrideMaterial !== null ) {
+
+ oldOverrideMaterial = this.scene.overrideMaterial;
+
+ this.scene.overrideMaterial = this.overrideMaterial;
+
+ }
+
+ if ( this.clearColor !== null ) {
+
+ renderer.getClearColor( this._oldClearColor );
+ renderer.setClearColor( this.clearColor );
+
+ }
+
+ if ( this.clearAlpha !== null ) {
+
+ oldClearAlpha = renderer.getClearAlpha();
+ renderer.setClearAlpha( this.clearAlpha );
+
+ }
+
+ if ( this.clearDepth == true ) {
+
+ renderer.clearDepth();
+
+ }
+
+ renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
+
+ if ( this.clear === true ) {
+
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
+ renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+
+ }
+
+ renderer.render( this.scene, this.camera );
+
+ // restore
+
+ if ( this.clearColor !== null ) {
+
+ renderer.setClearColor( this._oldClearColor );
+
+ }
+
+ if ( this.clearAlpha !== null ) {
+
+ renderer.setClearAlpha( oldClearAlpha );
+
+ }
+
+ if ( this.overrideMaterial !== null ) {
+
+ this.scene.overrideMaterial = oldOverrideMaterial;
+
+ }
+
+ renderer.autoClear = oldAutoClear;
+
+ }
+
+ }
+
+ function _extends() {
+ _extends = Object.assign ? Object.assign.bind() : function (target) {
+ for (var i = 1; i < arguments.length; i++) {
+ var source = arguments[i];
+ for (var key in source) {
+ if (Object.prototype.hasOwnProperty.call(source, key)) {
+ target[key] = source[key];
+ }
+ }
+ }
+ return target;
+ };
+ return _extends.apply(this, arguments);
+ }
+
+ function _assertThisInitialized(self) {
+ if (self === void 0) {
+ throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
+ }
+ return self;
+ }
+
+ function _setPrototypeOf(o, p) {
+ _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
+ o.__proto__ = p;
+ return o;
+ };
+ return _setPrototypeOf(o, p);
+ }
+
+ function _inheritsLoose(subClass, superClass) {
+ subClass.prototype = Object.create(superClass.prototype);
+ subClass.prototype.constructor = subClass;
+ _setPrototypeOf(subClass, superClass);
+ }
+
+ function _getPrototypeOf(o) {
+ _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {
+ return o.__proto__ || Object.getPrototypeOf(o);
+ };
+ return _getPrototypeOf(o);
+ }
+
+ function _isNativeFunction(fn) {
+ try {
+ return Function.toString.call(fn).indexOf("[native code]") !== -1;
+ } catch (e) {
+ return typeof fn === "function";
+ }
+ }
+
+ function _isNativeReflectConstruct() {
+ try {
+ var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
+ } catch (t) {}
+ return (_isNativeReflectConstruct = function _isNativeReflectConstruct() {
+ return !!t;
+ })();
+ }
+
+ function _construct(t, e, r) {
+ if (_isNativeReflectConstruct()) return Reflect.construct.apply(null, arguments);
+ var o = [null];
+ o.push.apply(o, e);
+ var p = new (t.bind.apply(t, o))();
+ return r && _setPrototypeOf(p, r.prototype), p;
+ }
+
+ function _wrapNativeSuper(Class) {
+ var _cache = typeof Map === "function" ? new Map() : undefined;
+ _wrapNativeSuper = function _wrapNativeSuper(Class) {
+ if (Class === null || !_isNativeFunction(Class)) return Class;
+ if (typeof Class !== "function") {
+ throw new TypeError("Super expression must either be null or a function");
+ }
+ if (typeof _cache !== "undefined") {
+ if (_cache.has(Class)) return _cache.get(Class);
+ _cache.set(Class, Wrapper);
+ }
+ function Wrapper() {
+ return _construct(Class, arguments, _getPrototypeOf(this).constructor);
+ }
+ Wrapper.prototype = Object.create(Class.prototype, {
+ constructor: {
+ value: Wrapper,
+ enumerable: false,
+ writable: true,
+ configurable: true
+ }
+ });
+ return _setPrototypeOf(Wrapper, Class);
+ };
+ return _wrapNativeSuper(Class);
+ }
+
+ // based on https://github.com/styled-components/styled-components/blob/fcf6f3804c57a14dd7984dfab7bc06ee2edca044/src/utils/error.js
+ /**
+ * Parse errors.md and turn it into a simple hash of code: message
+ * @private
+ */
+ var ERRORS = {
+ "1": "Passed invalid arguments to hsl, please pass multiple numbers e.g. hsl(360, 0.75, 0.4) or an object e.g. rgb({ hue: 255, saturation: 0.4, lightness: 0.75 }).\n\n",
+ "2": "Passed invalid arguments to hsla, please pass multiple numbers e.g. hsla(360, 0.75, 0.4, 0.7) or an object e.g. rgb({ hue: 255, saturation: 0.4, lightness: 0.75, alpha: 0.7 }).\n\n",
+ "3": "Passed an incorrect argument to a color function, please pass a string representation of a color.\n\n",
+ "4": "Couldn't generate valid rgb string from %s, it returned %s.\n\n",
+ "5": "Couldn't parse the color string. Please provide the color as a string in hex, rgb, rgba, hsl or hsla notation.\n\n",
+ "6": "Passed invalid arguments to rgb, please pass multiple numbers e.g. rgb(255, 205, 100) or an object e.g. rgb({ red: 255, green: 205, blue: 100 }).\n\n",
+ "7": "Passed invalid arguments to rgba, please pass multiple numbers e.g. rgb(255, 205, 100, 0.75) or an object e.g. rgb({ red: 255, green: 205, blue: 100, alpha: 0.75 }).\n\n",
+ "8": "Passed invalid argument to toColorString, please pass a RgbColor, RgbaColor, HslColor or HslaColor object.\n\n",
+ "9": "Please provide a number of steps to the modularScale helper.\n\n",
+ "10": "Please pass a number or one of the predefined scales to the modularScale helper as the ratio.\n\n",
+ "11": "Invalid value passed as base to modularScale, expected number or em string but got \"%s\"\n\n",
+ "12": "Expected a string ending in \"px\" or a number passed as the first argument to %s(), got \"%s\" instead.\n\n",
+ "13": "Expected a string ending in \"px\" or a number passed as the second argument to %s(), got \"%s\" instead.\n\n",
+ "14": "Passed invalid pixel value (\"%s\") to %s(), please pass a value like \"12px\" or 12.\n\n",
+ "15": "Passed invalid base value (\"%s\") to %s(), please pass a value like \"12px\" or 12.\n\n",
+ "16": "You must provide a template to this method.\n\n",
+ "17": "You passed an unsupported selector state to this method.\n\n",
+ "18": "minScreen and maxScreen must be provided as stringified numbers with the same units.\n\n",
+ "19": "fromSize and toSize must be provided as stringified numbers with the same units.\n\n",
+ "20": "expects either an array of objects or a single object with the properties prop, fromSize, and toSize.\n\n",
+ "21": "expects the objects in the first argument array to have the properties `prop`, `fromSize`, and `toSize`.\n\n",
+ "22": "expects the first argument object to have the properties `prop`, `fromSize`, and `toSize`.\n\n",
+ "23": "fontFace expects a name of a font-family.\n\n",
+ "24": "fontFace expects either the path to the font file(s) or a name of a local copy.\n\n",
+ "25": "fontFace expects localFonts to be an array.\n\n",
+ "26": "fontFace expects fileFormats to be an array.\n\n",
+ "27": "radialGradient requries at least 2 color-stops to properly render.\n\n",
+ "28": "Please supply a filename to retinaImage() as the first argument.\n\n",
+ "29": "Passed invalid argument to triangle, please pass correct pointingDirection e.g. 'right'.\n\n",
+ "30": "Passed an invalid value to `height` or `width`. Please provide a pixel based unit.\n\n",
+ "31": "The animation shorthand only takes 8 arguments. See the specification for more information: http://mdn.io/animation\n\n",
+ "32": "To pass multiple animations please supply them in arrays, e.g. animation(['rotate', '2s'], ['move', '1s'])\nTo pass a single animation please supply them in simple values, e.g. animation('rotate', '2s')\n\n",
+ "33": "The animation shorthand arrays can only have 8 elements. See the specification for more information: http://mdn.io/animation\n\n",
+ "34": "borderRadius expects a radius value as a string or number as the second argument.\n\n",
+ "35": "borderRadius expects one of \"top\", \"bottom\", \"left\" or \"right\" as the first argument.\n\n",
+ "36": "Property must be a string value.\n\n",
+ "37": "Syntax Error at %s.\n\n",
+ "38": "Formula contains a function that needs parentheses at %s.\n\n",
+ "39": "Formula is missing closing parenthesis at %s.\n\n",
+ "40": "Formula has too many closing parentheses at %s.\n\n",
+ "41": "All values in a formula must have the same unit or be unitless.\n\n",
+ "42": "Please provide a number of steps to the modularScale helper.\n\n",
+ "43": "Please pass a number or one of the predefined scales to the modularScale helper as the ratio.\n\n",
+ "44": "Invalid value passed as base to modularScale, expected number or em/rem string but got %s.\n\n",
+ "45": "Passed invalid argument to hslToColorString, please pass a HslColor or HslaColor object.\n\n",
+ "46": "Passed invalid argument to rgbToColorString, please pass a RgbColor or RgbaColor object.\n\n",
+ "47": "minScreen and maxScreen must be provided as stringified numbers with the same units.\n\n",
+ "48": "fromSize and toSize must be provided as stringified numbers with the same units.\n\n",
+ "49": "Expects either an array of objects or a single object with the properties prop, fromSize, and toSize.\n\n",
+ "50": "Expects the objects in the first argument array to have the properties prop, fromSize, and toSize.\n\n",
+ "51": "Expects the first argument object to have the properties prop, fromSize, and toSize.\n\n",
+ "52": "fontFace expects either the path to the font file(s) or a name of a local copy.\n\n",
+ "53": "fontFace expects localFonts to be an array.\n\n",
+ "54": "fontFace expects fileFormats to be an array.\n\n",
+ "55": "fontFace expects a name of a font-family.\n\n",
+ "56": "linearGradient requries at least 2 color-stops to properly render.\n\n",
+ "57": "radialGradient requries at least 2 color-stops to properly render.\n\n",
+ "58": "Please supply a filename to retinaImage() as the first argument.\n\n",
+ "59": "Passed invalid argument to triangle, please pass correct pointingDirection e.g. 'right'.\n\n",
+ "60": "Passed an invalid value to `height` or `width`. Please provide a pixel based unit.\n\n",
+ "61": "Property must be a string value.\n\n",
+ "62": "borderRadius expects a radius value as a string or number as the second argument.\n\n",
+ "63": "borderRadius expects one of \"top\", \"bottom\", \"left\" or \"right\" as the first argument.\n\n",
+ "64": "The animation shorthand only takes 8 arguments. See the specification for more information: http://mdn.io/animation.\n\n",
+ "65": "To pass multiple animations please supply them in arrays, e.g. animation(['rotate', '2s'], ['move', '1s'])\\nTo pass a single animation please supply them in simple values, e.g. animation('rotate', '2s').\n\n",
+ "66": "The animation shorthand arrays can only have 8 elements. See the specification for more information: http://mdn.io/animation.\n\n",
+ "67": "You must provide a template to this method.\n\n",
+ "68": "You passed an unsupported selector state to this method.\n\n",
+ "69": "Expected a string ending in \"px\" or a number passed as the first argument to %s(), got %s instead.\n\n",
+ "70": "Expected a string ending in \"px\" or a number passed as the second argument to %s(), got %s instead.\n\n",
+ "71": "Passed invalid pixel value %s to %s(), please pass a value like \"12px\" or 12.\n\n",
+ "72": "Passed invalid base value %s to %s(), please pass a value like \"12px\" or 12.\n\n",
+ "73": "Please provide a valid CSS variable.\n\n",
+ "74": "CSS variable not found and no default was provided.\n\n",
+ "75": "important requires a valid style object, got a %s instead.\n\n",
+ "76": "fromSize and toSize must be provided as stringified numbers with the same units as minScreen and maxScreen.\n\n",
+ "77": "remToPx expects a value in \"rem\" but you provided it in \"%s\".\n\n",
+ "78": "base must be set in \"px\" or \"%\" but you set it in \"%s\".\n"
+ };
+
+ /**
+ * super basic version of sprintf
+ * @private
+ */
+ function format() {
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
+ args[_key] = arguments[_key];
+ }
+ var a = args[0];
+ var b = [];
+ var c;
+ for (c = 1; c < args.length; c += 1) {
+ b.push(args[c]);
+ }
+ b.forEach(function (d) {
+ a = a.replace(/%[a-z]/, d);
+ });
+ return a;
+ }
+
+ /**
+ * Create an error file out of errors.md for development and a simple web link to the full errors
+ * in production mode.
+ * @private
+ */
+ var PolishedError = /*#__PURE__*/function (_Error) {
+ _inheritsLoose(PolishedError, _Error);
+ function PolishedError(code) {
+ var _this;
+ if (process.env.NODE_ENV === 'production') {
+ _this = _Error.call(this, "An error occurred. See https://github.com/styled-components/polished/blob/main/src/internalHelpers/errors.md#" + code + " for more information.") || this;
+ } else {
+ for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {
+ args[_key2 - 1] = arguments[_key2];
+ }
+ _this = _Error.call(this, format.apply(void 0, [ERRORS[code]].concat(args))) || this;
+ }
+ return _assertThisInitialized(_this);
+ }
+ return PolishedError;
+ }( /*#__PURE__*/_wrapNativeSuper(Error));
+
+ function colorToInt(color) {
+ return Math.round(color * 255);
+ }
+ function convertToInt(red, green, blue) {
+ return colorToInt(red) + "," + colorToInt(green) + "," + colorToInt(blue);
+ }
+ function hslToRgb(hue, saturation, lightness, convert) {
+ if (convert === void 0) {
+ convert = convertToInt;
+ }
+ if (saturation === 0) {
+ // achromatic
+ return convert(lightness, lightness, lightness);
+ }
+
+ // formulae from https://en.wikipedia.org/wiki/HSL_and_HSV
+ var huePrime = (hue % 360 + 360) % 360 / 60;
+ var chroma = (1 - Math.abs(2 * lightness - 1)) * saturation;
+ var secondComponent = chroma * (1 - Math.abs(huePrime % 2 - 1));
+ var red = 0;
+ var green = 0;
+ var blue = 0;
+ if (huePrime >= 0 && huePrime < 1) {
+ red = chroma;
+ green = secondComponent;
+ } else if (huePrime >= 1 && huePrime < 2) {
+ red = secondComponent;
+ green = chroma;
+ } else if (huePrime >= 2 && huePrime < 3) {
+ green = chroma;
+ blue = secondComponent;
+ } else if (huePrime >= 3 && huePrime < 4) {
+ green = secondComponent;
+ blue = chroma;
+ } else if (huePrime >= 4 && huePrime < 5) {
+ red = secondComponent;
+ blue = chroma;
+ } else if (huePrime >= 5 && huePrime < 6) {
+ red = chroma;
+ blue = secondComponent;
+ }
+ var lightnessModification = lightness - chroma / 2;
+ var finalRed = red + lightnessModification;
+ var finalGreen = green + lightnessModification;
+ var finalBlue = blue + lightnessModification;
+ return convert(finalRed, finalGreen, finalBlue);
+ }
+
+ var namedColorMap = {
+ aliceblue: 'f0f8ff',
+ antiquewhite: 'faebd7',
+ aqua: '00ffff',
+ aquamarine: '7fffd4',
+ azure: 'f0ffff',
+ beige: 'f5f5dc',
+ bisque: 'ffe4c4',
+ black: '000',
+ blanchedalmond: 'ffebcd',
+ blue: '0000ff',
+ blueviolet: '8a2be2',
+ brown: 'a52a2a',
+ burlywood: 'deb887',
+ cadetblue: '5f9ea0',
+ chartreuse: '7fff00',
+ chocolate: 'd2691e',
+ coral: 'ff7f50',
+ cornflowerblue: '6495ed',
+ cornsilk: 'fff8dc',
+ crimson: 'dc143c',
+ cyan: '00ffff',
+ darkblue: '00008b',
+ darkcyan: '008b8b',
+ darkgoldenrod: 'b8860b',
+ darkgray: 'a9a9a9',
+ darkgreen: '006400',
+ darkgrey: 'a9a9a9',
+ darkkhaki: 'bdb76b',
+ darkmagenta: '8b008b',
+ darkolivegreen: '556b2f',
+ darkorange: 'ff8c00',
+ darkorchid: '9932cc',
+ darkred: '8b0000',
+ darksalmon: 'e9967a',
+ darkseagreen: '8fbc8f',
+ darkslateblue: '483d8b',
+ darkslategray: '2f4f4f',
+ darkslategrey: '2f4f4f',
+ darkturquoise: '00ced1',
+ darkviolet: '9400d3',
+ deeppink: 'ff1493',
+ deepskyblue: '00bfff',
+ dimgray: '696969',
+ dimgrey: '696969',
+ dodgerblue: '1e90ff',
+ firebrick: 'b22222',
+ floralwhite: 'fffaf0',
+ forestgreen: '228b22',
+ fuchsia: 'ff00ff',
+ gainsboro: 'dcdcdc',
+ ghostwhite: 'f8f8ff',
+ gold: 'ffd700',
+ goldenrod: 'daa520',
+ gray: '808080',
+ green: '008000',
+ greenyellow: 'adff2f',
+ grey: '808080',
+ honeydew: 'f0fff0',
+ hotpink: 'ff69b4',
+ indianred: 'cd5c5c',
+ indigo: '4b0082',
+ ivory: 'fffff0',
+ khaki: 'f0e68c',
+ lavender: 'e6e6fa',
+ lavenderblush: 'fff0f5',
+ lawngreen: '7cfc00',
+ lemonchiffon: 'fffacd',
+ lightblue: 'add8e6',
+ lightcoral: 'f08080',
+ lightcyan: 'e0ffff',
+ lightgoldenrodyellow: 'fafad2',
+ lightgray: 'd3d3d3',
+ lightgreen: '90ee90',
+ lightgrey: 'd3d3d3',
+ lightpink: 'ffb6c1',
+ lightsalmon: 'ffa07a',
+ lightseagreen: '20b2aa',
+ lightskyblue: '87cefa',
+ lightslategray: '789',
+ lightslategrey: '789',
+ lightsteelblue: 'b0c4de',
+ lightyellow: 'ffffe0',
+ lime: '0f0',
+ limegreen: '32cd32',
+ linen: 'faf0e6',
+ magenta: 'f0f',
+ maroon: '800000',
+ mediumaquamarine: '66cdaa',
+ mediumblue: '0000cd',
+ mediumorchid: 'ba55d3',
+ mediumpurple: '9370db',
+ mediumseagreen: '3cb371',
+ mediumslateblue: '7b68ee',
+ mediumspringgreen: '00fa9a',
+ mediumturquoise: '48d1cc',
+ mediumvioletred: 'c71585',
+ midnightblue: '191970',
+ mintcream: 'f5fffa',
+ mistyrose: 'ffe4e1',
+ moccasin: 'ffe4b5',
+ navajowhite: 'ffdead',
+ navy: '000080',
+ oldlace: 'fdf5e6',
+ olive: '808000',
+ olivedrab: '6b8e23',
+ orange: 'ffa500',
+ orangered: 'ff4500',
+ orchid: 'da70d6',
+ palegoldenrod: 'eee8aa',
+ palegreen: '98fb98',
+ paleturquoise: 'afeeee',
+ palevioletred: 'db7093',
+ papayawhip: 'ffefd5',
+ peachpuff: 'ffdab9',
+ peru: 'cd853f',
+ pink: 'ffc0cb',
+ plum: 'dda0dd',
+ powderblue: 'b0e0e6',
+ purple: '800080',
+ rebeccapurple: '639',
+ red: 'f00',
+ rosybrown: 'bc8f8f',
+ royalblue: '4169e1',
+ saddlebrown: '8b4513',
+ salmon: 'fa8072',
+ sandybrown: 'f4a460',
+ seagreen: '2e8b57',
+ seashell: 'fff5ee',
+ sienna: 'a0522d',
+ silver: 'c0c0c0',
+ skyblue: '87ceeb',
+ slateblue: '6a5acd',
+ slategray: '708090',
+ slategrey: '708090',
+ snow: 'fffafa',
+ springgreen: '00ff7f',
+ steelblue: '4682b4',
+ tan: 'd2b48c',
+ teal: '008080',
+ thistle: 'd8bfd8',
+ tomato: 'ff6347',
+ turquoise: '40e0d0',
+ violet: 'ee82ee',
+ wheat: 'f5deb3',
+ white: 'fff',
+ whitesmoke: 'f5f5f5',
+ yellow: 'ff0',
+ yellowgreen: '9acd32'
+ };
+
+ /**
+ * Checks if a string is a CSS named color and returns its equivalent hex value, otherwise returns the original color.
+ * @private
+ */
+ function nameToHex(color) {
+ if (typeof color !== 'string') return color;
+ var normalizedColorName = color.toLowerCase();
+ return namedColorMap[normalizedColorName] ? "#" + namedColorMap[normalizedColorName] : color;
+ }
+
+ var hexRegex = /^#[a-fA-F0-9]{6}$/;
+ var hexRgbaRegex = /^#[a-fA-F0-9]{8}$/;
+ var reducedHexRegex = /^#[a-fA-F0-9]{3}$/;
+ var reducedRgbaHexRegex = /^#[a-fA-F0-9]{4}$/;
+ var rgbRegex = /^rgb\(\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*\)$/i;
+ var rgbaRegex = /^rgb(?:a)?\(\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,|\/)\s*([-+]?\d*[.]?\d+[%]?)\s*\)$/i;
+ var hslRegex = /^hsl\(\s*(\d{0,3}[.]?[0-9]+(?:deg)?)\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*\)$/i;
+ var hslaRegex = /^hsl(?:a)?\(\s*(\d{0,3}[.]?[0-9]+(?:deg)?)\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,|\/)\s*([-+]?\d*[.]?\d+[%]?)\s*\)$/i;
+
+ /**
+ * Returns an RgbColor or RgbaColor object. This utility function is only useful
+ * if want to extract a color component. With the color util `toColorString` you
+ * can convert a RgbColor or RgbaColor object back to a string.
+ *
+ * @example
+ * // Assigns `{ red: 255, green: 0, blue: 0 }` to color1
+ * const color1 = parseToRgb('rgb(255, 0, 0)');
+ * // Assigns `{ red: 92, green: 102, blue: 112, alpha: 0.75 }` to color2
+ * const color2 = parseToRgb('hsla(210, 10%, 40%, 0.75)');
+ */
+ function parseToRgb(color) {
+ if (typeof color !== 'string') {
+ throw new PolishedError(3);
+ }
+ var normalizedColor = nameToHex(color);
+ if (normalizedColor.match(hexRegex)) {
+ return {
+ red: parseInt("" + normalizedColor[1] + normalizedColor[2], 16),
+ green: parseInt("" + normalizedColor[3] + normalizedColor[4], 16),
+ blue: parseInt("" + normalizedColor[5] + normalizedColor[6], 16)
+ };
+ }
+ if (normalizedColor.match(hexRgbaRegex)) {
+ var alpha = parseFloat((parseInt("" + normalizedColor[7] + normalizedColor[8], 16) / 255).toFixed(2));
+ return {
+ red: parseInt("" + normalizedColor[1] + normalizedColor[2], 16),
+ green: parseInt("" + normalizedColor[3] + normalizedColor[4], 16),
+ blue: parseInt("" + normalizedColor[5] + normalizedColor[6], 16),
+ alpha: alpha
+ };
+ }
+ if (normalizedColor.match(reducedHexRegex)) {
+ return {
+ red: parseInt("" + normalizedColor[1] + normalizedColor[1], 16),
+ green: parseInt("" + normalizedColor[2] + normalizedColor[2], 16),
+ blue: parseInt("" + normalizedColor[3] + normalizedColor[3], 16)
+ };
+ }
+ if (normalizedColor.match(reducedRgbaHexRegex)) {
+ var _alpha = parseFloat((parseInt("" + normalizedColor[4] + normalizedColor[4], 16) / 255).toFixed(2));
+ return {
+ red: parseInt("" + normalizedColor[1] + normalizedColor[1], 16),
+ green: parseInt("" + normalizedColor[2] + normalizedColor[2], 16),
+ blue: parseInt("" + normalizedColor[3] + normalizedColor[3], 16),
+ alpha: _alpha
+ };
+ }
+ var rgbMatched = rgbRegex.exec(normalizedColor);
+ if (rgbMatched) {
+ return {
+ red: parseInt("" + rgbMatched[1], 10),
+ green: parseInt("" + rgbMatched[2], 10),
+ blue: parseInt("" + rgbMatched[3], 10)
+ };
+ }
+ var rgbaMatched = rgbaRegex.exec(normalizedColor.substring(0, 50));
+ if (rgbaMatched) {
+ return {
+ red: parseInt("" + rgbaMatched[1], 10),
+ green: parseInt("" + rgbaMatched[2], 10),
+ blue: parseInt("" + rgbaMatched[3], 10),
+ alpha: parseFloat("" + rgbaMatched[4]) > 1 ? parseFloat("" + rgbaMatched[4]) / 100 : parseFloat("" + rgbaMatched[4])
+ };
+ }
+ var hslMatched = hslRegex.exec(normalizedColor);
+ if (hslMatched) {
+ var hue = parseInt("" + hslMatched[1], 10);
+ var saturation = parseInt("" + hslMatched[2], 10) / 100;
+ var lightness = parseInt("" + hslMatched[3], 10) / 100;
+ var rgbColorString = "rgb(" + hslToRgb(hue, saturation, lightness) + ")";
+ var hslRgbMatched = rgbRegex.exec(rgbColorString);
+ if (!hslRgbMatched) {
+ throw new PolishedError(4, normalizedColor, rgbColorString);
+ }
+ return {
+ red: parseInt("" + hslRgbMatched[1], 10),
+ green: parseInt("" + hslRgbMatched[2], 10),
+ blue: parseInt("" + hslRgbMatched[3], 10)
+ };
+ }
+ var hslaMatched = hslaRegex.exec(normalizedColor.substring(0, 50));
+ if (hslaMatched) {
+ var _hue = parseInt("" + hslaMatched[1], 10);
+ var _saturation = parseInt("" + hslaMatched[2], 10) / 100;
+ var _lightness = parseInt("" + hslaMatched[3], 10) / 100;
+ var _rgbColorString = "rgb(" + hslToRgb(_hue, _saturation, _lightness) + ")";
+ var _hslRgbMatched = rgbRegex.exec(_rgbColorString);
+ if (!_hslRgbMatched) {
+ throw new PolishedError(4, normalizedColor, _rgbColorString);
+ }
+ return {
+ red: parseInt("" + _hslRgbMatched[1], 10),
+ green: parseInt("" + _hslRgbMatched[2], 10),
+ blue: parseInt("" + _hslRgbMatched[3], 10),
+ alpha: parseFloat("" + hslaMatched[4]) > 1 ? parseFloat("" + hslaMatched[4]) / 100 : parseFloat("" + hslaMatched[4])
+ };
+ }
+ throw new PolishedError(5);
+ }
+
+ function rgbToHsl(color) {
+ // make sure rgb are contained in a set of [0, 255]
+ var red = color.red / 255;
+ var green = color.green / 255;
+ var blue = color.blue / 255;
+ var max = Math.max(red, green, blue);
+ var min = Math.min(red, green, blue);
+ var lightness = (max + min) / 2;
+ if (max === min) {
+ // achromatic
+ if (color.alpha !== undefined) {
+ return {
+ hue: 0,
+ saturation: 0,
+ lightness: lightness,
+ alpha: color.alpha
+ };
+ } else {
+ return {
+ hue: 0,
+ saturation: 0,
+ lightness: lightness
+ };
+ }
+ }
+ var hue;
+ var delta = max - min;
+ var saturation = lightness > 0.5 ? delta / (2 - max - min) : delta / (max + min);
+ switch (max) {
+ case red:
+ hue = (green - blue) / delta + (green < blue ? 6 : 0);
+ break;
+ case green:
+ hue = (blue - red) / delta + 2;
+ break;
+ default:
+ // blue case
+ hue = (red - green) / delta + 4;
+ break;
+ }
+ hue *= 60;
+ if (color.alpha !== undefined) {
+ return {
+ hue: hue,
+ saturation: saturation,
+ lightness: lightness,
+ alpha: color.alpha
+ };
+ }
+ return {
+ hue: hue,
+ saturation: saturation,
+ lightness: lightness
+ };
+ }
+
+ /**
+ * Returns an HslColor or HslaColor object. This utility function is only useful
+ * if want to extract a color component. With the color util `toColorString` you
+ * can convert a HslColor or HslaColor object back to a string.
+ *
+ * @example
+ * // Assigns `{ hue: 0, saturation: 1, lightness: 0.5 }` to color1
+ * const color1 = parseToHsl('rgb(255, 0, 0)');
+ * // Assigns `{ hue: 128, saturation: 1, lightness: 0.5, alpha: 0.75 }` to color2
+ * const color2 = parseToHsl('hsla(128, 100%, 50%, 0.75)');
+ */
+ function parseToHsl(color) {
+ // Note: At a later stage we can optimize this function as right now a hsl
+ // color would be parsed converted to rgb values and converted back to hsl.
+ return rgbToHsl(parseToRgb(color));
+ }
+
+ /**
+ * Reduces hex values if possible e.g. #ff8866 to #f86
+ * @private
+ */
+ var reduceHexValue = function reduceHexValue(value) {
+ if (value.length === 7 && value[1] === value[2] && value[3] === value[4] && value[5] === value[6]) {
+ return "#" + value[1] + value[3] + value[5];
+ }
+ return value;
+ };
+ var reduceHexValue$1 = reduceHexValue;
+
+ function numberToHex(value) {
+ var hex = value.toString(16);
+ return hex.length === 1 ? "0" + hex : hex;
+ }
+
+ function colorToHex(color) {
+ return numberToHex(Math.round(color * 255));
+ }
+ function convertToHex(red, green, blue) {
+ return reduceHexValue$1("#" + colorToHex(red) + colorToHex(green) + colorToHex(blue));
+ }
+ function hslToHex(hue, saturation, lightness) {
+ return hslToRgb(hue, saturation, lightness, convertToHex);
+ }
+
+ /**
+ * Returns a string value for the color. The returned result is the smallest possible hex notation.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: hsl(359, 0.75, 0.4),
+ * background: hsl({ hue: 360, saturation: 0.75, lightness: 0.4 }),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${hsl(359, 0.75, 0.4)};
+ * background: ${hsl({ hue: 360, saturation: 0.75, lightness: 0.4 })};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#b3191c";
+ * background: "#b3191c";
+ * }
+ */
+ function hsl(value, saturation, lightness) {
+ if (typeof value === 'number' && typeof saturation === 'number' && typeof lightness === 'number') {
+ return hslToHex(value, saturation, lightness);
+ } else if (typeof value === 'object' && saturation === undefined && lightness === undefined) {
+ return hslToHex(value.hue, value.saturation, value.lightness);
+ }
+ throw new PolishedError(1);
+ }
+
+ /**
+ * Returns a string value for the color. The returned result is the smallest possible rgba or hex notation.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: hsla(359, 0.75, 0.4, 0.7),
+ * background: hsla({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0,7 }),
+ * background: hsla(359, 0.75, 0.4, 1),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${hsla(359, 0.75, 0.4, 0.7)};
+ * background: ${hsla({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0,7 })};
+ * background: ${hsla(359, 0.75, 0.4, 1)};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "rgba(179,25,28,0.7)";
+ * background: "rgba(179,25,28,0.7)";
+ * background: "#b3191c";
+ * }
+ */
+ function hsla(value, saturation, lightness, alpha) {
+ if (typeof value === 'number' && typeof saturation === 'number' && typeof lightness === 'number' && typeof alpha === 'number') {
+ return "rgba(" + hslToRgb(value, saturation, lightness) + "," + alpha + ")";
+ } else if (typeof value === 'object' && saturation === undefined && lightness === undefined && alpha === undefined) {
+ return value.alpha >= 1 ? hslToHex(value.hue, value.saturation, value.lightness) : "rgba(" + hslToRgb(value.hue, value.saturation, value.lightness) + "," + value.alpha + ")";
+ }
+ throw new PolishedError(2);
+ }
+
+ /**
+ * Returns a string value for the color. The returned result is the smallest possible hex notation.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: rgb(255, 205, 100),
+ * background: rgb({ red: 255, green: 205, blue: 100 }),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${rgb(255, 205, 100)};
+ * background: ${rgb({ red: 255, green: 205, blue: 100 })};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#ffcd64";
+ * background: "#ffcd64";
+ * }
+ */
+ function rgb(value, green, blue) {
+ if (typeof value === 'number' && typeof green === 'number' && typeof blue === 'number') {
+ return reduceHexValue$1("#" + numberToHex(value) + numberToHex(green) + numberToHex(blue));
+ } else if (typeof value === 'object' && green === undefined && blue === undefined) {
+ return reduceHexValue$1("#" + numberToHex(value.red) + numberToHex(value.green) + numberToHex(value.blue));
+ }
+ throw new PolishedError(6);
+ }
+
+ /**
+ * Returns a string value for the color. The returned result is the smallest possible rgba or hex notation.
+ *
+ * Can also be used to fade a color by passing a hex value or named CSS color along with an alpha value.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: rgba(255, 205, 100, 0.7),
+ * background: rgba({ red: 255, green: 205, blue: 100, alpha: 0.7 }),
+ * background: rgba(255, 205, 100, 1),
+ * background: rgba('#ffffff', 0.4),
+ * background: rgba('black', 0.7),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${rgba(255, 205, 100, 0.7)};
+ * background: ${rgba({ red: 255, green: 205, blue: 100, alpha: 0.7 })};
+ * background: ${rgba(255, 205, 100, 1)};
+ * background: ${rgba('#ffffff', 0.4)};
+ * background: ${rgba('black', 0.7)};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "rgba(255,205,100,0.7)";
+ * background: "rgba(255,205,100,0.7)";
+ * background: "#ffcd64";
+ * background: "rgba(255,255,255,0.4)";
+ * background: "rgba(0,0,0,0.7)";
+ * }
+ */
+ function rgba(firstValue, secondValue, thirdValue, fourthValue) {
+ if (typeof firstValue === 'string' && typeof secondValue === 'number') {
+ var rgbValue = parseToRgb(firstValue);
+ return "rgba(" + rgbValue.red + "," + rgbValue.green + "," + rgbValue.blue + "," + secondValue + ")";
+ } else if (typeof firstValue === 'number' && typeof secondValue === 'number' && typeof thirdValue === 'number' && typeof fourthValue === 'number') {
+ return "rgba(" + firstValue + "," + secondValue + "," + thirdValue + "," + fourthValue + ")";
+ } else if (typeof firstValue === 'object' && secondValue === undefined && thirdValue === undefined && fourthValue === undefined) {
+ return firstValue.alpha >= 1 ? rgb(firstValue.red, firstValue.green, firstValue.blue) : "rgba(" + firstValue.red + "," + firstValue.green + "," + firstValue.blue + "," + firstValue.alpha + ")";
+ }
+ throw new PolishedError(7);
+ }
+
+ var isRgb = function isRgb(color) {
+ return typeof color.red === 'number' && typeof color.green === 'number' && typeof color.blue === 'number' && (typeof color.alpha !== 'number' || typeof color.alpha === 'undefined');
+ };
+ var isRgba = function isRgba(color) {
+ return typeof color.red === 'number' && typeof color.green === 'number' && typeof color.blue === 'number' && typeof color.alpha === 'number';
+ };
+ var isHsl = function isHsl(color) {
+ return typeof color.hue === 'number' && typeof color.saturation === 'number' && typeof color.lightness === 'number' && (typeof color.alpha !== 'number' || typeof color.alpha === 'undefined');
+ };
+ var isHsla = function isHsla(color) {
+ return typeof color.hue === 'number' && typeof color.saturation === 'number' && typeof color.lightness === 'number' && typeof color.alpha === 'number';
+ };
+
+ /**
+ * Converts a RgbColor, RgbaColor, HslColor or HslaColor object to a color string.
+ * This util is useful in case you only know on runtime which color object is
+ * used. Otherwise we recommend to rely on `rgb`, `rgba`, `hsl` or `hsla`.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: toColorString({ red: 255, green: 205, blue: 100 }),
+ * background: toColorString({ red: 255, green: 205, blue: 100, alpha: 0.72 }),
+ * background: toColorString({ hue: 240, saturation: 1, lightness: 0.5 }),
+ * background: toColorString({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0.72 }),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${toColorString({ red: 255, green: 205, blue: 100 })};
+ * background: ${toColorString({ red: 255, green: 205, blue: 100, alpha: 0.72 })};
+ * background: ${toColorString({ hue: 240, saturation: 1, lightness: 0.5 })};
+ * background: ${toColorString({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0.72 })};
+ * `
+ *
+ * // CSS in JS Output
+ * element {
+ * background: "#ffcd64";
+ * background: "rgba(255,205,100,0.72)";
+ * background: "#00f";
+ * background: "rgba(179,25,25,0.72)";
+ * }
+ */
+
+ function toColorString(color) {
+ if (typeof color !== 'object') throw new PolishedError(8);
+ if (isRgba(color)) return rgba(color);
+ if (isRgb(color)) return rgb(color);
+ if (isHsla(color)) return hsla(color);
+ if (isHsl(color)) return hsl(color);
+ throw new PolishedError(8);
+ }
+
+ // Type definitions taken from https://github.com/gcanti/flow-static-land/blob/master/src/Fun.js
+ // eslint-disable-next-line no-unused-vars
+ // eslint-disable-next-line no-unused-vars
+ // eslint-disable-next-line no-redeclare
+ function curried(f, length, acc) {
+ return function fn() {
+ // eslint-disable-next-line prefer-rest-params
+ var combined = acc.concat(Array.prototype.slice.call(arguments));
+ return combined.length >= length ? f.apply(this, combined) : curried(f, length, combined);
+ };
+ }
+
+ // eslint-disable-next-line no-redeclare
+ function curry(f) {
+ // eslint-disable-line no-redeclare
+ return curried(f, f.length, []);
+ }
+
+ /**
+ * Changes the hue of the color. Hue is a number between 0 to 360. The first
+ * argument for adjustHue is the amount of degrees the color is rotated around
+ * the color wheel, always producing a positive hue value.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: adjustHue(180, '#448'),
+ * background: adjustHue('180', 'rgba(101,100,205,0.7)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${adjustHue(180, '#448')};
+ * background: ${adjustHue('180', 'rgba(101,100,205,0.7)')};
+ * `
+ *
+ * // CSS in JS Output
+ * element {
+ * background: "#888844";
+ * background: "rgba(136,136,68,0.7)";
+ * }
+ */
+ function adjustHue(degree, color) {
+ if (color === 'transparent') return color;
+ var hslColor = parseToHsl(color);
+ return toColorString(_extends({}, hslColor, {
+ hue: hslColor.hue + parseFloat(degree)
+ }));
+ }
+
+ // prettier-ignore
+ curry /* :: */(adjustHue);
+
+ function guard(lowerBoundary, upperBoundary, value) {
+ return Math.max(lowerBoundary, Math.min(upperBoundary, value));
+ }
+
+ /**
+ * Returns a string value for the darkened color.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: darken(0.2, '#FFCD64'),
+ * background: darken('0.2', 'rgba(255,205,100,0.7)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${darken(0.2, '#FFCD64')};
+ * background: ${darken('0.2', 'rgba(255,205,100,0.7)')};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#ffbd31";
+ * background: "rgba(255,189,49,0.7)";
+ * }
+ */
+ function darken(amount, color) {
+ if (color === 'transparent') return color;
+ var hslColor = parseToHsl(color);
+ return toColorString(_extends({}, hslColor, {
+ lightness: guard(0, 1, hslColor.lightness - parseFloat(amount))
+ }));
+ }
+
+ // prettier-ignore
+ curry /* :: */(darken);
+
+ /**
+ * Decreases the intensity of a color. Its range is between 0 to 1. The first
+ * argument of the desaturate function is the amount by how much the color
+ * intensity should be decreased.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: desaturate(0.2, '#CCCD64'),
+ * background: desaturate('0.2', 'rgba(204,205,100,0.7)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${desaturate(0.2, '#CCCD64')};
+ * background: ${desaturate('0.2', 'rgba(204,205,100,0.7)')};
+ * `
+ *
+ * // CSS in JS Output
+ * element {
+ * background: "#b8b979";
+ * background: "rgba(184,185,121,0.7)";
+ * }
+ */
+ function desaturate(amount, color) {
+ if (color === 'transparent') return color;
+ var hslColor = parseToHsl(color);
+ return toColorString(_extends({}, hslColor, {
+ saturation: guard(0, 1, hslColor.saturation - parseFloat(amount))
+ }));
+ }
+
+ // prettier-ignore
+ curry /* :: */(desaturate);
+
+ /**
+ * Returns a string value for the lightened color.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: lighten(0.2, '#CCCD64'),
+ * background: lighten('0.2', 'rgba(204,205,100,0.7)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${lighten(0.2, '#FFCD64')};
+ * background: ${lighten('0.2', 'rgba(204,205,100,0.7)')};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#e5e6b1";
+ * background: "rgba(229,230,177,0.7)";
+ * }
+ */
+ function lighten(amount, color) {
+ if (color === 'transparent') return color;
+ var hslColor = parseToHsl(color);
+ return toColorString(_extends({}, hslColor, {
+ lightness: guard(0, 1, hslColor.lightness + parseFloat(amount))
+ }));
+ }
+
+ // prettier-ignore
+ curry /* :: */(lighten);
+
+ /**
+ * Mixes the two provided colors together by calculating the average of each of the RGB components weighted to the first color by the provided weight.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: mix(0.5, '#f00', '#00f')
+ * background: mix(0.25, '#f00', '#00f')
+ * background: mix('0.5', 'rgba(255, 0, 0, 0.5)', '#00f')
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${mix(0.5, '#f00', '#00f')};
+ * background: ${mix(0.25, '#f00', '#00f')};
+ * background: ${mix('0.5', 'rgba(255, 0, 0, 0.5)', '#00f')};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#7f007f";
+ * background: "#3f00bf";
+ * background: "rgba(63, 0, 191, 0.75)";
+ * }
+ */
+ function mix(weight, color, otherColor) {
+ if (color === 'transparent') return otherColor;
+ if (otherColor === 'transparent') return color;
+ if (weight === 0) return otherColor;
+ var parsedColor1 = parseToRgb(color);
+ var color1 = _extends({}, parsedColor1, {
+ alpha: typeof parsedColor1.alpha === 'number' ? parsedColor1.alpha : 1
+ });
+ var parsedColor2 = parseToRgb(otherColor);
+ var color2 = _extends({}, parsedColor2, {
+ alpha: typeof parsedColor2.alpha === 'number' ? parsedColor2.alpha : 1
+ });
+
+ // The formula is copied from the original Sass implementation:
+ // http://sass-lang.com/documentation/Sass/Script/Functions.html#mix-instance_method
+ var alphaDelta = color1.alpha - color2.alpha;
+ var x = parseFloat(weight) * 2 - 1;
+ var y = x * alphaDelta === -1 ? x : x + alphaDelta;
+ var z = 1 + x * alphaDelta;
+ var weight1 = (y / z + 1) / 2.0;
+ var weight2 = 1 - weight1;
+ var mixedColor = {
+ red: Math.floor(color1.red * weight1 + color2.red * weight2),
+ green: Math.floor(color1.green * weight1 + color2.green * weight2),
+ blue: Math.floor(color1.blue * weight1 + color2.blue * weight2),
+ alpha: color1.alpha * parseFloat(weight) + color2.alpha * (1 - parseFloat(weight))
+ };
+ return rgba(mixedColor);
+ }
+
+ // prettier-ignore
+ var curriedMix = curry /* :: */(mix);
+ var mix$1 = curriedMix;
+
+ /**
+ * Increases the opacity of a color. Its range for the amount is between 0 to 1.
+ *
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: opacify(0.1, 'rgba(255, 255, 255, 0.9)');
+ * background: opacify(0.2, 'hsla(0, 0%, 100%, 0.5)'),
+ * background: opacify('0.5', 'rgba(255, 0, 0, 0.2)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${opacify(0.1, 'rgba(255, 255, 255, 0.9)')};
+ * background: ${opacify(0.2, 'hsla(0, 0%, 100%, 0.5)')},
+ * background: ${opacify('0.5', 'rgba(255, 0, 0, 0.2)')},
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#fff";
+ * background: "rgba(255,255,255,0.7)";
+ * background: "rgba(255,0,0,0.7)";
+ * }
+ */
+ function opacify(amount, color) {
+ if (color === 'transparent') return color;
+ var parsedColor = parseToRgb(color);
+ var alpha = typeof parsedColor.alpha === 'number' ? parsedColor.alpha : 1;
+ var colorWithAlpha = _extends({}, parsedColor, {
+ alpha: guard(0, 1, (alpha * 100 + parseFloat(amount) * 100) / 100)
+ });
+ return rgba(colorWithAlpha);
+ }
+
+ // prettier-ignore
+ var curriedOpacify = curry /* :: */(opacify);
+ var curriedOpacify$1 = curriedOpacify;
+
+ /**
+ * Increases the intensity of a color. Its range is between 0 to 1. The first
+ * argument of the saturate function is the amount by how much the color
+ * intensity should be increased.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: saturate(0.2, '#CCCD64'),
+ * background: saturate('0.2', 'rgba(204,205,100,0.7)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${saturate(0.2, '#FFCD64')};
+ * background: ${saturate('0.2', 'rgba(204,205,100,0.7)')};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#e0e250";
+ * background: "rgba(224,226,80,0.7)";
+ * }
+ */
+ function saturate(amount, color) {
+ if (color === 'transparent') return color;
+ var hslColor = parseToHsl(color);
+ return toColorString(_extends({}, hslColor, {
+ saturation: guard(0, 1, hslColor.saturation + parseFloat(amount))
+ }));
+ }
+
+ // prettier-ignore
+ curry /* :: */(saturate);
+
+ /**
+ * Sets the hue of a color to the provided value. The hue range can be
+ * from 0 and 359.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: setHue(42, '#CCCD64'),
+ * background: setHue('244', 'rgba(204,205,100,0.7)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${setHue(42, '#CCCD64')};
+ * background: ${setHue('244', 'rgba(204,205,100,0.7)')};
+ * `
+ *
+ * // CSS in JS Output
+ * element {
+ * background: "#cdae64";
+ * background: "rgba(107,100,205,0.7)";
+ * }
+ */
+ function setHue(hue, color) {
+ if (color === 'transparent') return color;
+ return toColorString(_extends({}, parseToHsl(color), {
+ hue: parseFloat(hue)
+ }));
+ }
+
+ // prettier-ignore
+ curry /* :: */(setHue);
+
+ /**
+ * Sets the lightness of a color to the provided value. The lightness range can be
+ * from 0 and 1.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: setLightness(0.2, '#CCCD64'),
+ * background: setLightness('0.75', 'rgba(204,205,100,0.7)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${setLightness(0.2, '#CCCD64')};
+ * background: ${setLightness('0.75', 'rgba(204,205,100,0.7)')};
+ * `
+ *
+ * // CSS in JS Output
+ * element {
+ * background: "#4d4d19";
+ * background: "rgba(223,224,159,0.7)";
+ * }
+ */
+ function setLightness(lightness, color) {
+ if (color === 'transparent') return color;
+ return toColorString(_extends({}, parseToHsl(color), {
+ lightness: parseFloat(lightness)
+ }));
+ }
+
+ // prettier-ignore
+ curry /* :: */(setLightness);
+
+ /**
+ * Sets the saturation of a color to the provided value. The saturation range can be
+ * from 0 and 1.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: setSaturation(0.2, '#CCCD64'),
+ * background: setSaturation('0.75', 'rgba(204,205,100,0.7)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${setSaturation(0.2, '#CCCD64')};
+ * background: ${setSaturation('0.75', 'rgba(204,205,100,0.7)')};
+ * `
+ *
+ * // CSS in JS Output
+ * element {
+ * background: "#adad84";
+ * background: "rgba(228,229,76,0.7)";
+ * }
+ */
+ function setSaturation(saturation, color) {
+ if (color === 'transparent') return color;
+ return toColorString(_extends({}, parseToHsl(color), {
+ saturation: parseFloat(saturation)
+ }));
+ }
+
+ // prettier-ignore
+ curry /* :: */(setSaturation);
+
+ /**
+ * Shades a color by mixing it with black. `shade` can produce
+ * hue shifts, where as `darken` manipulates the luminance channel and therefore
+ * doesn't produce hue shifts.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: shade(0.25, '#00f')
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${shade(0.25, '#00f')};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#00003f";
+ * }
+ */
+
+ function shade(percentage, color) {
+ if (color === 'transparent') return color;
+ return mix$1(parseFloat(percentage), 'rgb(0, 0, 0)', color);
+ }
+
+ // prettier-ignore
+ curry /* :: */(shade);
+
+ /**
+ * Tints a color by mixing it with white. `tint` can produce
+ * hue shifts, where as `lighten` manipulates the luminance channel and therefore
+ * doesn't produce hue shifts.
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: tint(0.25, '#00f')
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${tint(0.25, '#00f')};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "#bfbfff";
+ * }
+ */
+
+ function tint(percentage, color) {
+ if (color === 'transparent') return color;
+ return mix$1(parseFloat(percentage), 'rgb(255, 255, 255)', color);
+ }
+
+ // prettier-ignore
+ curry /* :: */(tint);
+
+ /**
+ * Decreases the opacity of a color. Its range for the amount is between 0 to 1.
+ *
+ *
+ * @example
+ * // Styles as object usage
+ * const styles = {
+ * background: transparentize(0.1, '#fff'),
+ * background: transparentize(0.2, 'hsl(0, 0%, 100%)'),
+ * background: transparentize('0.5', 'rgba(255, 0, 0, 0.8)'),
+ * }
+ *
+ * // styled-components usage
+ * const div = styled.div`
+ * background: ${transparentize(0.1, '#fff')};
+ * background: ${transparentize(0.2, 'hsl(0, 0%, 100%)')};
+ * background: ${transparentize('0.5', 'rgba(255, 0, 0, 0.8)')};
+ * `
+ *
+ * // CSS in JS Output
+ *
+ * element {
+ * background: "rgba(255,255,255,0.9)";
+ * background: "rgba(255,255,255,0.8)";
+ * background: "rgba(255,0,0,0.3)";
+ * }
+ */
+ function transparentize(amount, color) {
+ if (color === 'transparent') return color;
+ var parsedColor = parseToRgb(color);
+ var alpha = typeof parsedColor.alpha === 'number' ? parsedColor.alpha : 1;
+ var colorWithAlpha = _extends({}, parsedColor, {
+ alpha: guard(0, 1, +(alpha * 100 - parseFloat(amount) * 100).toFixed(2) / 100)
+ });
+ return rgba(colorWithAlpha);
+ }
+
+ // prettier-ignore
+ curry /* :: */(transparentize);
+
+ /**
+ * The Ease class provides a collection of easing functions for use with tween.js.
+ */
+ var Easing = Object.freeze({
+ Linear: Object.freeze({
+ None: function (amount) {
+ return amount;
+ },
+ In: function (amount) {
+ return this.None(amount);
+ },
+ Out: function (amount) {
+ return this.None(amount);
+ },
+ InOut: function (amount) {
+ return this.None(amount);
+ },
+ }),
+ Quadratic: Object.freeze({
+ In: function (amount) {
+ return amount * amount;
+ },
+ Out: function (amount) {
+ return amount * (2 - amount);
+ },
+ InOut: function (amount) {
+ if ((amount *= 2) < 1) {
+ return 0.5 * amount * amount;
+ }
+ return -0.5 * (--amount * (amount - 2) - 1);
+ },
+ }),
+ Cubic: Object.freeze({
+ In: function (amount) {
+ return amount * amount * amount;
+ },
+ Out: function (amount) {
+ return --amount * amount * amount + 1;
+ },
+ InOut: function (amount) {
+ if ((amount *= 2) < 1) {
+ return 0.5 * amount * amount * amount;
+ }
+ return 0.5 * ((amount -= 2) * amount * amount + 2);
+ },
+ }),
+ Quartic: Object.freeze({
+ In: function (amount) {
+ return amount * amount * amount * amount;
+ },
+ Out: function (amount) {
+ return 1 - --amount * amount * amount * amount;
+ },
+ InOut: function (amount) {
+ if ((amount *= 2) < 1) {
+ return 0.5 * amount * amount * amount * amount;
+ }
+ return -0.5 * ((amount -= 2) * amount * amount * amount - 2);
+ },
+ }),
+ Quintic: Object.freeze({
+ In: function (amount) {
+ return amount * amount * amount * amount * amount;
+ },
+ Out: function (amount) {
+ return --amount * amount * amount * amount * amount + 1;
+ },
+ InOut: function (amount) {
+ if ((amount *= 2) < 1) {
+ return 0.5 * amount * amount * amount * amount * amount;
+ }
+ return 0.5 * ((amount -= 2) * amount * amount * amount * amount + 2);
+ },
+ }),
+ Sinusoidal: Object.freeze({
+ In: function (amount) {
+ return 1 - Math.sin(((1.0 - amount) * Math.PI) / 2);
+ },
+ Out: function (amount) {
+ return Math.sin((amount * Math.PI) / 2);
+ },
+ InOut: function (amount) {
+ return 0.5 * (1 - Math.sin(Math.PI * (0.5 - amount)));
+ },
+ }),
+ Exponential: Object.freeze({
+ In: function (amount) {
+ return amount === 0 ? 0 : Math.pow(1024, amount - 1);
+ },
+ Out: function (amount) {
+ return amount === 1 ? 1 : 1 - Math.pow(2, -10 * amount);
+ },
+ InOut: function (amount) {
+ if (amount === 0) {
+ return 0;
+ }
+ if (amount === 1) {
+ return 1;
+ }
+ if ((amount *= 2) < 1) {
+ return 0.5 * Math.pow(1024, amount - 1);
+ }
+ return 0.5 * (-Math.pow(2, -10 * (amount - 1)) + 2);
+ },
+ }),
+ Circular: Object.freeze({
+ In: function (amount) {
+ return 1 - Math.sqrt(1 - amount * amount);
+ },
+ Out: function (amount) {
+ return Math.sqrt(1 - --amount * amount);
+ },
+ InOut: function (amount) {
+ if ((amount *= 2) < 1) {
+ return -0.5 * (Math.sqrt(1 - amount * amount) - 1);
+ }
+ return 0.5 * (Math.sqrt(1 - (amount -= 2) * amount) + 1);
+ },
+ }),
+ Elastic: Object.freeze({
+ In: function (amount) {
+ if (amount === 0) {
+ return 0;
+ }
+ if (amount === 1) {
+ return 1;
+ }
+ return -Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);
+ },
+ Out: function (amount) {
+ if (amount === 0) {
+ return 0;
+ }
+ if (amount === 1) {
+ return 1;
+ }
+ return Math.pow(2, -10 * amount) * Math.sin((amount - 0.1) * 5 * Math.PI) + 1;
+ },
+ InOut: function (amount) {
+ if (amount === 0) {
+ return 0;
+ }
+ if (amount === 1) {
+ return 1;
+ }
+ amount *= 2;
+ if (amount < 1) {
+ return -0.5 * Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);
+ }
+ return 0.5 * Math.pow(2, -10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI) + 1;
+ },
+ }),
+ Back: Object.freeze({
+ In: function (amount) {
+ var s = 1.70158;
+ return amount === 1 ? 1 : amount * amount * ((s + 1) * amount - s);
+ },
+ Out: function (amount) {
+ var s = 1.70158;
+ return amount === 0 ? 0 : --amount * amount * ((s + 1) * amount + s) + 1;
+ },
+ InOut: function (amount) {
+ var s = 1.70158 * 1.525;
+ if ((amount *= 2) < 1) {
+ return 0.5 * (amount * amount * ((s + 1) * amount - s));
+ }
+ return 0.5 * ((amount -= 2) * amount * ((s + 1) * amount + s) + 2);
+ },
+ }),
+ Bounce: Object.freeze({
+ In: function (amount) {
+ return 1 - Easing.Bounce.Out(1 - amount);
+ },
+ Out: function (amount) {
+ if (amount < 1 / 2.75) {
+ return 7.5625 * amount * amount;
+ }
+ else if (amount < 2 / 2.75) {
+ return 7.5625 * (amount -= 1.5 / 2.75) * amount + 0.75;
+ }
+ else if (amount < 2.5 / 2.75) {
+ return 7.5625 * (amount -= 2.25 / 2.75) * amount + 0.9375;
+ }
+ else {
+ return 7.5625 * (amount -= 2.625 / 2.75) * amount + 0.984375;
+ }
+ },
+ InOut: function (amount) {
+ if (amount < 0.5) {
+ return Easing.Bounce.In(amount * 2) * 0.5;
+ }
+ return Easing.Bounce.Out(amount * 2 - 1) * 0.5 + 0.5;
+ },
+ }),
+ generatePow: function (power) {
+ if (power === void 0) { power = 4; }
+ power = power < Number.EPSILON ? Number.EPSILON : power;
+ power = power > 10000 ? 10000 : power;
+ return {
+ In: function (amount) {
+ return Math.pow(amount, power);
+ },
+ Out: function (amount) {
+ return 1 - Math.pow((1 - amount), power);
+ },
+ InOut: function (amount) {
+ if (amount < 0.5) {
+ return Math.pow((amount * 2), power) / 2;
+ }
+ return (1 - Math.pow((2 - amount * 2), power)) / 2 + 0.5;
+ },
+ };
+ },
+ });
+
+ var now$1 = function () { return performance.now(); };
+
+ /**
+ * Controlling groups of tweens
+ *
+ * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.
+ * In these cases, you may want to create your own smaller groups of tween
+ */
+ var Group = /** @class */ (function () {
+ function Group() {
+ this._tweens = {};
+ this._tweensAddedDuringUpdate = {};
+ }
+ Group.prototype.getAll = function () {
+ var _this = this;
+ return Object.keys(this._tweens).map(function (tweenId) {
+ return _this._tweens[tweenId];
+ });
+ };
+ Group.prototype.removeAll = function () {
+ this._tweens = {};
+ };
+ Group.prototype.add = function (tween) {
+ this._tweens[tween.getId()] = tween;
+ this._tweensAddedDuringUpdate[tween.getId()] = tween;
+ };
+ Group.prototype.remove = function (tween) {
+ delete this._tweens[tween.getId()];
+ delete this._tweensAddedDuringUpdate[tween.getId()];
+ };
+ Group.prototype.update = function (time, preserve) {
+ if (time === void 0) { time = now$1(); }
+ if (preserve === void 0) { preserve = false; }
+ var tweenIds = Object.keys(this._tweens);
+ if (tweenIds.length === 0) {
+ return false;
+ }
+ // Tweens are updated in "batches". If you add a new tween during an
+ // update, then the new tween will be updated in the next batch.
+ // If you remove a tween during an update, it may or may not be updated.
+ // However, if the removed tween was added during the current batch,
+ // then it will not be updated.
+ while (tweenIds.length > 0) {
+ this._tweensAddedDuringUpdate = {};
+ for (var i = 0; i < tweenIds.length; i++) {
+ var tween = this._tweens[tweenIds[i]];
+ var autoStart = !preserve;
+ if (tween && tween.update(time, autoStart) === false && !preserve) {
+ delete this._tweens[tweenIds[i]];
+ }
+ }
+ tweenIds = Object.keys(this._tweensAddedDuringUpdate);
+ }
+ return true;
+ };
+ return Group;
+ }());
+
+ /**
+ *
+ */
+ var Interpolation = {
+ Linear: function (v, k) {
+ var m = v.length - 1;
+ var f = m * k;
+ var i = Math.floor(f);
+ var fn = Interpolation.Utils.Linear;
+ if (k < 0) {
+ return fn(v[0], v[1], f);
+ }
+ if (k > 1) {
+ return fn(v[m], v[m - 1], m - f);
+ }
+ return fn(v[i], v[i + 1 > m ? m : i + 1], f - i);
+ },
+ Bezier: function (v, k) {
+ var b = 0;
+ var n = v.length - 1;
+ var pw = Math.pow;
+ var bn = Interpolation.Utils.Bernstein;
+ for (var i = 0; i <= n; i++) {
+ b += pw(1 - k, n - i) * pw(k, i) * v[i] * bn(n, i);
+ }
+ return b;
+ },
+ CatmullRom: function (v, k) {
+ var m = v.length - 1;
+ var f = m * k;
+ var i = Math.floor(f);
+ var fn = Interpolation.Utils.CatmullRom;
+ if (v[0] === v[m]) {
+ if (k < 0) {
+ i = Math.floor((f = m * (1 + k)));
+ }
+ return fn(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
+ }
+ else {
+ if (k < 0) {
+ return v[0] - (fn(v[0], v[0], v[1], v[1], -f) - v[0]);
+ }
+ if (k > 1) {
+ return v[m] - (fn(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
+ }
+ return fn(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
+ }
+ },
+ Utils: {
+ Linear: function (p0, p1, t) {
+ return (p1 - p0) * t + p0;
+ },
+ Bernstein: function (n, i) {
+ var fc = Interpolation.Utils.Factorial;
+ return fc(n) / fc(i) / fc(n - i);
+ },
+ Factorial: (function () {
+ var a = [1];
+ return function (n) {
+ var s = 1;
+ if (a[n]) {
+ return a[n];
+ }
+ for (var i = n; i > 1; i--) {
+ s *= i;
+ }
+ a[n] = s;
+ return s;
+ };
+ })(),
+ CatmullRom: function (p0, p1, p2, p3, t) {
+ var v0 = (p2 - p0) * 0.5;
+ var v1 = (p3 - p1) * 0.5;
+ var t2 = t * t;
+ var t3 = t * t2;
+ return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
+ },
+ },
+ };
+
+ /**
+ * Utils
+ */
+ var Sequence = /** @class */ (function () {
+ function Sequence() {
+ }
+ Sequence.nextId = function () {
+ return Sequence._nextId++;
+ };
+ Sequence._nextId = 0;
+ return Sequence;
+ }());
+
+ var mainGroup = new Group();
+
+ /**
+ * Tween.js - Licensed under the MIT license
+ * https://github.com/tweenjs/tween.js
+ * ----------------------------------------------
+ *
+ * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.
+ * Thank you all, you're awesome!
+ */
+ var Tween = /** @class */ (function () {
+ function Tween(_object, _group) {
+ if (_group === void 0) { _group = mainGroup; }
+ this._object = _object;
+ this._group = _group;
+ this._isPaused = false;
+ this._pauseStart = 0;
+ this._valuesStart = {};
+ this._valuesEnd = {};
+ this._valuesStartRepeat = {};
+ this._duration = 1000;
+ this._isDynamic = false;
+ this._initialRepeat = 0;
+ this._repeat = 0;
+ this._yoyo = false;
+ this._isPlaying = false;
+ this._reversed = false;
+ this._delayTime = 0;
+ this._startTime = 0;
+ this._easingFunction = Easing.Linear.None;
+ this._interpolationFunction = Interpolation.Linear;
+ // eslint-disable-next-line
+ this._chainedTweens = [];
+ this._onStartCallbackFired = false;
+ this._onEveryStartCallbackFired = false;
+ this._id = Sequence.nextId();
+ this._isChainStopped = false;
+ this._propertiesAreSetUp = false;
+ this._goToEnd = false;
+ }
+ Tween.prototype.getId = function () {
+ return this._id;
+ };
+ Tween.prototype.isPlaying = function () {
+ return this._isPlaying;
+ };
+ Tween.prototype.isPaused = function () {
+ return this._isPaused;
+ };
+ Tween.prototype.getDuration = function () {
+ return this._duration;
+ };
+ Tween.prototype.to = function (target, duration) {
+ if (duration === void 0) { duration = 1000; }
+ if (this._isPlaying)
+ throw new Error('Can not call Tween.to() while Tween is already started or paused. Stop the Tween first.');
+ this._valuesEnd = target;
+ this._propertiesAreSetUp = false;
+ this._duration = duration < 0 ? 0 : duration;
+ return this;
+ };
+ Tween.prototype.duration = function (duration) {
+ if (duration === void 0) { duration = 1000; }
+ this._duration = duration < 0 ? 0 : duration;
+ return this;
+ };
+ Tween.prototype.dynamic = function (dynamic) {
+ if (dynamic === void 0) { dynamic = false; }
+ this._isDynamic = dynamic;
+ return this;
+ };
+ Tween.prototype.start = function (time, overrideStartingValues) {
+ if (time === void 0) { time = now$1(); }
+ if (overrideStartingValues === void 0) { overrideStartingValues = false; }
+ if (this._isPlaying) {
+ return this;
+ }
+ // eslint-disable-next-line
+ this._group && this._group.add(this);
+ this._repeat = this._initialRepeat;
+ if (this._reversed) {
+ // If we were reversed (f.e. using the yoyo feature) then we need to
+ // flip the tween direction back to forward.
+ this._reversed = false;
+ for (var property in this._valuesStartRepeat) {
+ this._swapEndStartRepeatValues(property);
+ this._valuesStart[property] = this._valuesStartRepeat[property];
+ }
+ }
+ this._isPlaying = true;
+ this._isPaused = false;
+ this._onStartCallbackFired = false;
+ this._onEveryStartCallbackFired = false;
+ this._isChainStopped = false;
+ this._startTime = time;
+ this._startTime += this._delayTime;
+ if (!this._propertiesAreSetUp || overrideStartingValues) {
+ this._propertiesAreSetUp = true;
+ // If dynamic is not enabled, clone the end values instead of using the passed-in end values.
+ if (!this._isDynamic) {
+ var tmp = {};
+ for (var prop in this._valuesEnd)
+ tmp[prop] = this._valuesEnd[prop];
+ this._valuesEnd = tmp;
+ }
+ this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat, overrideStartingValues);
+ }
+ return this;
+ };
+ Tween.prototype.startFromCurrentValues = function (time) {
+ return this.start(time, true);
+ };
+ Tween.prototype._setupProperties = function (_object, _valuesStart, _valuesEnd, _valuesStartRepeat, overrideStartingValues) {
+ for (var property in _valuesEnd) {
+ var startValue = _object[property];
+ var startValueIsArray = Array.isArray(startValue);
+ var propType = startValueIsArray ? 'array' : typeof startValue;
+ var isInterpolationList = !startValueIsArray && Array.isArray(_valuesEnd[property]);
+ // If `to()` specifies a property that doesn't exist in the source object,
+ // we should not set that property in the object
+ if (propType === 'undefined' || propType === 'function') {
+ continue;
+ }
+ // Check if an Array was provided as property value
+ if (isInterpolationList) {
+ var endValues = _valuesEnd[property];
+ if (endValues.length === 0) {
+ continue;
+ }
+ // Handle an array of relative values.
+ // Creates a local copy of the Array with the start value at the front
+ var temp = [startValue];
+ for (var i = 0, l = endValues.length; i < l; i += 1) {
+ var value = this._handleRelativeValue(startValue, endValues[i]);
+ if (isNaN(value)) {
+ isInterpolationList = false;
+ console.warn('Found invalid interpolation list. Skipping.');
+ break;
+ }
+ temp.push(value);
+ }
+ if (isInterpolationList) {
+ // if (_valuesStart[property] === undefined) { // handle end values only the first time. NOT NEEDED? setupProperties is now guarded by _propertiesAreSetUp.
+ _valuesEnd[property] = temp;
+ // }
+ }
+ }
+ // handle the deepness of the values
+ if ((propType === 'object' || startValueIsArray) && startValue && !isInterpolationList) {
+ _valuesStart[property] = startValueIsArray ? [] : {};
+ var nestedObject = startValue;
+ for (var prop in nestedObject) {
+ _valuesStart[property][prop] = nestedObject[prop];
+ }
+ // TODO? repeat nested values? And yoyo? And array values?
+ _valuesStartRepeat[property] = startValueIsArray ? [] : {};
+ var endValues = _valuesEnd[property];
+ // If dynamic is not enabled, clone the end values instead of using the passed-in end values.
+ if (!this._isDynamic) {
+ var tmp = {};
+ for (var prop in endValues)
+ tmp[prop] = endValues[prop];
+ _valuesEnd[property] = endValues = tmp;
+ }
+ this._setupProperties(nestedObject, _valuesStart[property], endValues, _valuesStartRepeat[property], overrideStartingValues);
+ }
+ else {
+ // Save the starting value, but only once unless override is requested.
+ if (typeof _valuesStart[property] === 'undefined' || overrideStartingValues) {
+ _valuesStart[property] = startValue;
+ }
+ if (!startValueIsArray) {
+ // eslint-disable-next-line
+ // @ts-ignore FIXME?
+ _valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
+ }
+ if (isInterpolationList) {
+ // eslint-disable-next-line
+ // @ts-ignore FIXME?
+ _valuesStartRepeat[property] = _valuesEnd[property].slice().reverse();
+ }
+ else {
+ _valuesStartRepeat[property] = _valuesStart[property] || 0;
+ }
+ }
+ }
+ };
+ Tween.prototype.stop = function () {
+ if (!this._isChainStopped) {
+ this._isChainStopped = true;
+ this.stopChainedTweens();
+ }
+ if (!this._isPlaying) {
+ return this;
+ }
+ // eslint-disable-next-line
+ this._group && this._group.remove(this);
+ this._isPlaying = false;
+ this._isPaused = false;
+ if (this._onStopCallback) {
+ this._onStopCallback(this._object);
+ }
+ return this;
+ };
+ Tween.prototype.end = function () {
+ this._goToEnd = true;
+ this.update(Infinity);
+ return this;
+ };
+ Tween.prototype.pause = function (time) {
+ if (time === void 0) { time = now$1(); }
+ if (this._isPaused || !this._isPlaying) {
+ return this;
+ }
+ this._isPaused = true;
+ this._pauseStart = time;
+ // eslint-disable-next-line
+ this._group && this._group.remove(this);
+ return this;
+ };
+ Tween.prototype.resume = function (time) {
+ if (time === void 0) { time = now$1(); }
+ if (!this._isPaused || !this._isPlaying) {
+ return this;
+ }
+ this._isPaused = false;
+ this._startTime += time - this._pauseStart;
+ this._pauseStart = 0;
+ // eslint-disable-next-line
+ this._group && this._group.add(this);
+ return this;
+ };
+ Tween.prototype.stopChainedTweens = function () {
+ for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {
+ this._chainedTweens[i].stop();
+ }
+ return this;
+ };
+ Tween.prototype.group = function (group) {
+ if (group === void 0) { group = mainGroup; }
+ this._group = group;
+ return this;
+ };
+ Tween.prototype.delay = function (amount) {
+ if (amount === void 0) { amount = 0; }
+ this._delayTime = amount;
+ return this;
+ };
+ Tween.prototype.repeat = function (times) {
+ if (times === void 0) { times = 0; }
+ this._initialRepeat = times;
+ this._repeat = times;
+ return this;
+ };
+ Tween.prototype.repeatDelay = function (amount) {
+ this._repeatDelayTime = amount;
+ return this;
+ };
+ Tween.prototype.yoyo = function (yoyo) {
+ if (yoyo === void 0) { yoyo = false; }
+ this._yoyo = yoyo;
+ return this;
+ };
+ Tween.prototype.easing = function (easingFunction) {
+ if (easingFunction === void 0) { easingFunction = Easing.Linear.None; }
+ this._easingFunction = easingFunction;
+ return this;
+ };
+ Tween.prototype.interpolation = function (interpolationFunction) {
+ if (interpolationFunction === void 0) { interpolationFunction = Interpolation.Linear; }
+ this._interpolationFunction = interpolationFunction;
+ return this;
+ };
+ // eslint-disable-next-line
+ Tween.prototype.chain = function () {
+ var tweens = [];
+ for (var _i = 0; _i < arguments.length; _i++) {
+ tweens[_i] = arguments[_i];
+ }
+ this._chainedTweens = tweens;
+ return this;
+ };
+ Tween.prototype.onStart = function (callback) {
+ this._onStartCallback = callback;
+ return this;
+ };
+ Tween.prototype.onEveryStart = function (callback) {
+ this._onEveryStartCallback = callback;
+ return this;
+ };
+ Tween.prototype.onUpdate = function (callback) {
+ this._onUpdateCallback = callback;
+ return this;
+ };
+ Tween.prototype.onRepeat = function (callback) {
+ this._onRepeatCallback = callback;
+ return this;
+ };
+ Tween.prototype.onComplete = function (callback) {
+ this._onCompleteCallback = callback;
+ return this;
+ };
+ Tween.prototype.onStop = function (callback) {
+ this._onStopCallback = callback;
+ return this;
+ };
+ /**
+ * @returns true if the tween is still playing after the update, false
+ * otherwise (calling update on a paused tween still returns true because
+ * it is still playing, just paused).
+ */
+ Tween.prototype.update = function (time, autoStart) {
+ var _this = this;
+ var _a;
+ if (time === void 0) { time = now$1(); }
+ if (autoStart === void 0) { autoStart = true; }
+ if (this._isPaused)
+ return true;
+ var property;
+ var endTime = this._startTime + this._duration;
+ if (!this._goToEnd && !this._isPlaying) {
+ if (time > endTime)
+ return false;
+ if (autoStart)
+ this.start(time, true);
+ }
+ this._goToEnd = false;
+ if (time < this._startTime) {
+ return true;
+ }
+ if (this._onStartCallbackFired === false) {
+ if (this._onStartCallback) {
+ this._onStartCallback(this._object);
+ }
+ this._onStartCallbackFired = true;
+ }
+ if (this._onEveryStartCallbackFired === false) {
+ if (this._onEveryStartCallback) {
+ this._onEveryStartCallback(this._object);
+ }
+ this._onEveryStartCallbackFired = true;
+ }
+ var elapsedTime = time - this._startTime;
+ var durationAndDelay = this._duration + ((_a = this._repeatDelayTime) !== null && _a !== void 0 ? _a : this._delayTime);
+ var totalTime = this._duration + this._repeat * durationAndDelay;
+ var calculateElapsedPortion = function () {
+ if (_this._duration === 0)
+ return 1;
+ if (elapsedTime > totalTime) {
+ return 1;
+ }
+ var timesRepeated = Math.trunc(elapsedTime / durationAndDelay);
+ var timeIntoCurrentRepeat = elapsedTime - timesRepeated * durationAndDelay;
+ // TODO use %?
+ // const timeIntoCurrentRepeat = elapsedTime % durationAndDelay
+ var portion = Math.min(timeIntoCurrentRepeat / _this._duration, 1);
+ if (portion === 0 && elapsedTime === _this._duration) {
+ return 1;
+ }
+ return portion;
+ };
+ var elapsed = calculateElapsedPortion();
+ var value = this._easingFunction(elapsed);
+ // properties transformations
+ this._updateProperties(this._object, this._valuesStart, this._valuesEnd, value);
+ if (this._onUpdateCallback) {
+ this._onUpdateCallback(this._object, elapsed);
+ }
+ if (this._duration === 0 || elapsedTime >= this._duration) {
+ if (this._repeat > 0) {
+ var completeCount = Math.min(Math.trunc((elapsedTime - this._duration) / durationAndDelay) + 1, this._repeat);
+ if (isFinite(this._repeat)) {
+ this._repeat -= completeCount;
+ }
+ // Reassign starting values, restart by making startTime = now
+ for (property in this._valuesStartRepeat) {
+ if (!this._yoyo && typeof this._valuesEnd[property] === 'string') {
+ this._valuesStartRepeat[property] =
+ // eslint-disable-next-line
+ // @ts-ignore FIXME?
+ this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]);
+ }
+ if (this._yoyo) {
+ this._swapEndStartRepeatValues(property);
+ }
+ this._valuesStart[property] = this._valuesStartRepeat[property];
+ }
+ if (this._yoyo) {
+ this._reversed = !this._reversed;
+ }
+ this._startTime += durationAndDelay * completeCount;
+ if (this._onRepeatCallback) {
+ this._onRepeatCallback(this._object);
+ }
+ this._onEveryStartCallbackFired = false;
+ return true;
+ }
+ else {
+ if (this._onCompleteCallback) {
+ this._onCompleteCallback(this._object);
+ }
+ for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {
+ // Make the chained tweens start exactly at the time they should,
+ // even if the `update()` method was called way past the duration of the tween
+ this._chainedTweens[i].start(this._startTime + this._duration, false);
+ }
+ this._isPlaying = false;
+ return false;
+ }
+ }
+ return true;
+ };
+ Tween.prototype._updateProperties = function (_object, _valuesStart, _valuesEnd, value) {
+ for (var property in _valuesEnd) {
+ // Don't update properties that do not exist in the source object
+ if (_valuesStart[property] === undefined) {
+ continue;
+ }
+ var start = _valuesStart[property] || 0;
+ var end = _valuesEnd[property];
+ var startIsArray = Array.isArray(_object[property]);
+ var endIsArray = Array.isArray(end);
+ var isInterpolationList = !startIsArray && endIsArray;
+ if (isInterpolationList) {
+ _object[property] = this._interpolationFunction(end, value);
+ }
+ else if (typeof end === 'object' && end) {
+ // eslint-disable-next-line
+ // @ts-ignore FIXME?
+ this._updateProperties(_object[property], start, end, value);
+ }
+ else {
+ // Parses relative end values with start as base (e.g.: +10, -3)
+ end = this._handleRelativeValue(start, end);
+ // Protect against non numeric properties.
+ if (typeof end === 'number') {
+ // eslint-disable-next-line
+ // @ts-ignore FIXME?
+ _object[property] = start + (end - start) * value;
+ }
+ }
+ }
+ };
+ Tween.prototype._handleRelativeValue = function (start, end) {
+ if (typeof end !== 'string') {
+ return end;
+ }
+ if (end.charAt(0) === '+' || end.charAt(0) === '-') {
+ return start + parseFloat(end);
+ }
+ return parseFloat(end);
+ };
+ Tween.prototype._swapEndStartRepeatValues = function (property) {
+ var tmp = this._valuesStartRepeat[property];
+ var endValue = this._valuesEnd[property];
+ if (typeof endValue === 'string') {
+ this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(endValue);
+ }
+ else {
+ this._valuesStartRepeat[property] = this._valuesEnd[property];
+ }
+ this._valuesEnd[property] = tmp;
+ };
+ return Tween;
+ }());
+ /**
+ * Controlling groups of tweens
+ *
+ * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.
+ * In these cases, you may want to create your own smaller groups of tweens.
+ */
+ var TWEEN = mainGroup;
+ // This is the best way to export things in a way that's compatible with both ES
+ // Modules and CommonJS, without build hacks, and so as not to break the
+ // existing API.
+ // https://github.com/rollup/rollup/issues/1961#issuecomment-423037881
+ TWEEN.getAll.bind(TWEEN);
+ TWEEN.removeAll.bind(TWEEN);
+ TWEEN.add.bind(TWEEN);
+ TWEEN.remove.bind(TWEEN);
+ var update = TWEEN.update.bind(TWEEN);
+
+ var index$1 = (function (p) {
+ return typeof p === 'function' ? p // fn
+ : typeof p === 'string' ? function (obj) {
+ return obj[p];
+ } // property name
+ : function (obj) {
+ return p;
+ };
+ }); // constant
+
+ /**
+ * Checks if `value` is the
+ * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)
+ * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)
+ *
+ * @static
+ * @memberOf _
+ * @since 0.1.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is an object, else `false`.
+ * @example
+ *
+ * _.isObject({});
+ * // => true
+ *
+ * _.isObject([1, 2, 3]);
+ * // => true
+ *
+ * _.isObject(_.noop);
+ * // => true
+ *
+ * _.isObject(null);
+ * // => false
+ */
+ function isObject(value) {
+ var type = typeof value;
+ return value != null && (type == 'object' || type == 'function');
+ }
+
+ /** Detect free variable `global` from Node.js. */
+ var freeGlobal = typeof global == 'object' && global && global.Object === Object && global;
+
+ /** Detect free variable `self`. */
+ var freeSelf = typeof self == 'object' && self && self.Object === Object && self;
+
+ /** Used as a reference to the global object. */
+ var root = freeGlobal || freeSelf || Function('return this')();
+
+ /**
+ * Gets the timestamp of the number of milliseconds that have elapsed since
+ * the Unix epoch (1 January 1970 00:00:00 UTC).
+ *
+ * @static
+ * @memberOf _
+ * @since 2.4.0
+ * @category Date
+ * @returns {number} Returns the timestamp.
+ * @example
+ *
+ * _.defer(function(stamp) {
+ * console.log(_.now() - stamp);
+ * }, _.now());
+ * // => Logs the number of milliseconds it took for the deferred invocation.
+ */
+ var now = function() {
+ return root.Date.now();
+ };
+
+ /** Used to match a single whitespace character. */
+ var reWhitespace = /\s/;
+
+ /**
+ * Used by `_.trim` and `_.trimEnd` to get the index of the last non-whitespace
+ * character of `string`.
+ *
+ * @private
+ * @param {string} string The string to inspect.
+ * @returns {number} Returns the index of the last non-whitespace character.
+ */
+ function trimmedEndIndex(string) {
+ var index = string.length;
+
+ while (index-- && reWhitespace.test(string.charAt(index))) {}
+ return index;
+ }
+
+ /** Used to match leading whitespace. */
+ var reTrimStart = /^\s+/;
+
+ /**
+ * The base implementation of `_.trim`.
+ *
+ * @private
+ * @param {string} string The string to trim.
+ * @returns {string} Returns the trimmed string.
+ */
+ function baseTrim(string) {
+ return string
+ ? string.slice(0, trimmedEndIndex(string) + 1).replace(reTrimStart, '')
+ : string;
+ }
+
+ /** Built-in value references. */
+ var Symbol$1 = root.Symbol;
+
+ /** Used for built-in method references. */
+ var objectProto$1 = Object.prototype;
+
+ /** Used to check objects for own properties. */
+ var hasOwnProperty = objectProto$1.hasOwnProperty;
+
+ /**
+ * Used to resolve the
+ * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
+ * of values.
+ */
+ var nativeObjectToString$1 = objectProto$1.toString;
+
+ /** Built-in value references. */
+ var symToStringTag$1 = Symbol$1 ? Symbol$1.toStringTag : undefined;
+
+ /**
+ * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values.
+ *
+ * @private
+ * @param {*} value The value to query.
+ * @returns {string} Returns the raw `toStringTag`.
+ */
+ function getRawTag(value) {
+ var isOwn = hasOwnProperty.call(value, symToStringTag$1),
+ tag = value[symToStringTag$1];
+
+ try {
+ value[symToStringTag$1] = undefined;
+ var unmasked = true;
+ } catch (e) {}
+
+ var result = nativeObjectToString$1.call(value);
+ if (unmasked) {
+ if (isOwn) {
+ value[symToStringTag$1] = tag;
+ } else {
+ delete value[symToStringTag$1];
+ }
+ }
+ return result;
+ }
+
+ /** Used for built-in method references. */
+ var objectProto = Object.prototype;
+
+ /**
+ * Used to resolve the
+ * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
+ * of values.
+ */
+ var nativeObjectToString = objectProto.toString;
+
+ /**
+ * Converts `value` to a string using `Object.prototype.toString`.
+ *
+ * @private
+ * @param {*} value The value to convert.
+ * @returns {string} Returns the converted string.
+ */
+ function objectToString(value) {
+ return nativeObjectToString.call(value);
+ }
+
+ /** `Object#toString` result references. */
+ var nullTag = '[object Null]',
+ undefinedTag = '[object Undefined]';
+
+ /** Built-in value references. */
+ var symToStringTag = Symbol$1 ? Symbol$1.toStringTag : undefined;
+
+ /**
+ * The base implementation of `getTag` without fallbacks for buggy environments.
+ *
+ * @private
+ * @param {*} value The value to query.
+ * @returns {string} Returns the `toStringTag`.
+ */
+ function baseGetTag(value) {
+ if (value == null) {
+ return value === undefined ? undefinedTag : nullTag;
+ }
+ return (symToStringTag && symToStringTag in Object(value))
+ ? getRawTag(value)
+ : objectToString(value);
+ }
+
+ /**
+ * Checks if `value` is object-like. A value is object-like if it's not `null`
+ * and has a `typeof` result of "object".
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is object-like, else `false`.
+ * @example
+ *
+ * _.isObjectLike({});
+ * // => true
+ *
+ * _.isObjectLike([1, 2, 3]);
+ * // => true
+ *
+ * _.isObjectLike(_.noop);
+ * // => false
+ *
+ * _.isObjectLike(null);
+ * // => false
+ */
+ function isObjectLike(value) {
+ return value != null && typeof value == 'object';
+ }
+
+ /** `Object#toString` result references. */
+ var symbolTag = '[object Symbol]';
+
+ /**
+ * Checks if `value` is classified as a `Symbol` primitive or object.
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to check.
+ * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.
+ * @example
+ *
+ * _.isSymbol(Symbol.iterator);
+ * // => true
+ *
+ * _.isSymbol('abc');
+ * // => false
+ */
+ function isSymbol(value) {
+ return typeof value == 'symbol' ||
+ (isObjectLike(value) && baseGetTag(value) == symbolTag);
+ }
+
+ /** Used as references for various `Number` constants. */
+ var NAN = 0 / 0;
+
+ /** Used to detect bad signed hexadecimal string values. */
+ var reIsBadHex = /^[-+]0x[0-9a-f]+$/i;
+
+ /** Used to detect binary string values. */
+ var reIsBinary = /^0b[01]+$/i;
+
+ /** Used to detect octal string values. */
+ var reIsOctal = /^0o[0-7]+$/i;
+
+ /** Built-in method references without a dependency on `root`. */
+ var freeParseInt = parseInt;
+
+ /**
+ * Converts `value` to a number.
+ *
+ * @static
+ * @memberOf _
+ * @since 4.0.0
+ * @category Lang
+ * @param {*} value The value to process.
+ * @returns {number} Returns the number.
+ * @example
+ *
+ * _.toNumber(3.2);
+ * // => 3.2
+ *
+ * _.toNumber(Number.MIN_VALUE);
+ * // => 5e-324
+ *
+ * _.toNumber(Infinity);
+ * // => Infinity
+ *
+ * _.toNumber('3.2');
+ * // => 3.2
+ */
+ function toNumber(value) {
+ if (typeof value == 'number') {
+ return value;
+ }
+ if (isSymbol(value)) {
+ return NAN;
+ }
+ if (isObject(value)) {
+ var other = typeof value.valueOf == 'function' ? value.valueOf() : value;
+ value = isObject(other) ? (other + '') : other;
+ }
+ if (typeof value != 'string') {
+ return value === 0 ? value : +value;
+ }
+ value = baseTrim(value);
+ var isBinary = reIsBinary.test(value);
+ return (isBinary || reIsOctal.test(value))
+ ? freeParseInt(value.slice(2), isBinary ? 2 : 8)
+ : (reIsBadHex.test(value) ? NAN : +value);
+ }
+
+ /** Error message constants. */
+ var FUNC_ERROR_TEXT = 'Expected a function';
+
+ /* Built-in method references for those with the same name as other `lodash` methods. */
+ var nativeMax = Math.max,
+ nativeMin = Math.min;
+
+ /**
+ * Creates a debounced function that delays invoking `func` until after `wait`
+ * milliseconds have elapsed since the last time the debounced function was
+ * invoked. The debounced function comes with a `cancel` method to cancel
+ * delayed `func` invocations and a `flush` method to immediately invoke them.
+ * Provide `options` to indicate whether `func` should be invoked on the
+ * leading and/or trailing edge of the `wait` timeout. The `func` is invoked
+ * with the last arguments provided to the debounced function. Subsequent
+ * calls to the debounced function return the result of the last `func`
+ * invocation.
+ *
+ * **Note:** If `leading` and `trailing` options are `true`, `func` is
+ * invoked on the trailing edge of the timeout only if the debounced function
+ * is invoked more than once during the `wait` timeout.
+ *
+ * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred
+ * until to the next tick, similar to `setTimeout` with a timeout of `0`.
+ *
+ * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/)
+ * for details over the differences between `_.debounce` and `_.throttle`.
+ *
+ * @static
+ * @memberOf _
+ * @since 0.1.0
+ * @category Function
+ * @param {Function} func The function to debounce.
+ * @param {number} [wait=0] The number of milliseconds to delay.
+ * @param {Object} [options={}] The options object.
+ * @param {boolean} [options.leading=false]
+ * Specify invoking on the leading edge of the timeout.
+ * @param {number} [options.maxWait]
+ * The maximum time `func` is allowed to be delayed before it's invoked.
+ * @param {boolean} [options.trailing=true]
+ * Specify invoking on the trailing edge of the timeout.
+ * @returns {Function} Returns the new debounced function.
+ * @example
+ *
+ * // Avoid costly calculations while the window size is in flux.
+ * jQuery(window).on('resize', _.debounce(calculateLayout, 150));
+ *
+ * // Invoke `sendMail` when clicked, debouncing subsequent calls.
+ * jQuery(element).on('click', _.debounce(sendMail, 300, {
+ * 'leading': true,
+ * 'trailing': false
+ * }));
+ *
+ * // Ensure `batchLog` is invoked once after 1 second of debounced calls.
+ * var debounced = _.debounce(batchLog, 250, { 'maxWait': 1000 });
+ * var source = new EventSource('/stream');
+ * jQuery(source).on('message', debounced);
+ *
+ * // Cancel the trailing debounced invocation.
+ * jQuery(window).on('popstate', debounced.cancel);
+ */
+ function debounce(func, wait, options) {
+ var lastArgs,
+ lastThis,
+ maxWait,
+ result,
+ timerId,
+ lastCallTime,
+ lastInvokeTime = 0,
+ leading = false,
+ maxing = false,
+ trailing = true;
+
+ if (typeof func != 'function') {
+ throw new TypeError(FUNC_ERROR_TEXT);
+ }
+ wait = toNumber(wait) || 0;
+ if (isObject(options)) {
+ leading = !!options.leading;
+ maxing = 'maxWait' in options;
+ maxWait = maxing ? nativeMax(toNumber(options.maxWait) || 0, wait) : maxWait;
+ trailing = 'trailing' in options ? !!options.trailing : trailing;
+ }
+
+ function invokeFunc(time) {
+ var args = lastArgs,
+ thisArg = lastThis;
+
+ lastArgs = lastThis = undefined;
+ lastInvokeTime = time;
+ result = func.apply(thisArg, args);
+ return result;
+ }
+
+ function leadingEdge(time) {
+ // Reset any `maxWait` timer.
+ lastInvokeTime = time;
+ // Start the timer for the trailing edge.
+ timerId = setTimeout(timerExpired, wait);
+ // Invoke the leading edge.
+ return leading ? invokeFunc(time) : result;
+ }
+
+ function remainingWait(time) {
+ var timeSinceLastCall = time - lastCallTime,
+ timeSinceLastInvoke = time - lastInvokeTime,
+ timeWaiting = wait - timeSinceLastCall;
+
+ return maxing
+ ? nativeMin(timeWaiting, maxWait - timeSinceLastInvoke)
+ : timeWaiting;
+ }
+
+ function shouldInvoke(time) {
+ var timeSinceLastCall = time - lastCallTime,
+ timeSinceLastInvoke = time - lastInvokeTime;
+
+ // Either this is the first call, activity has stopped and we're at the
+ // trailing edge, the system time has gone backwards and we're treating
+ // it as the trailing edge, or we've hit the `maxWait` limit.
+ return (lastCallTime === undefined || (timeSinceLastCall >= wait) ||
+ (timeSinceLastCall < 0) || (maxing && timeSinceLastInvoke >= maxWait));
+ }
+
+ function timerExpired() {
+ var time = now();
+ if (shouldInvoke(time)) {
+ return trailingEdge(time);
+ }
+ // Restart the timer.
+ timerId = setTimeout(timerExpired, remainingWait(time));
+ }
+
+ function trailingEdge(time) {
+ timerId = undefined;
+
+ // Only invoke if we have `lastArgs` which means `func` has been
+ // debounced at least once.
+ if (trailing && lastArgs) {
+ return invokeFunc(time);
+ }
+ lastArgs = lastThis = undefined;
+ return result;
+ }
+
+ function cancel() {
+ if (timerId !== undefined) {
+ clearTimeout(timerId);
+ }
+ lastInvokeTime = 0;
+ lastArgs = lastCallTime = lastThis = timerId = undefined;
+ }
+
+ function flush() {
+ return timerId === undefined ? result : trailingEdge(now());
+ }
+
+ function debounced() {
+ var time = now(),
+ isInvoking = shouldInvoke(time);
+
+ lastArgs = arguments;
+ lastThis = this;
+ lastCallTime = time;
+
+ if (isInvoking) {
+ if (timerId === undefined) {
+ return leadingEdge(lastCallTime);
+ }
+ if (maxing) {
+ // Handle invocations in a tight loop.
+ clearTimeout(timerId);
+ timerId = setTimeout(timerExpired, wait);
+ return invokeFunc(lastCallTime);
+ }
+ }
+ if (timerId === undefined) {
+ timerId = setTimeout(timerExpired, wait);
+ }
+ return result;
+ }
+ debounced.cancel = cancel;
+ debounced.flush = flush;
+ return debounced;
+ }
+
+ function _iterableToArrayLimit(r, l) {
+ var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
+ if (null != t) {
+ var e,
+ n,
+ i,
+ u,
+ a = [],
+ f = !0,
+ o = !1;
+ try {
+ if (i = (t = t.call(r)).next, 0 === l) ; else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
+ } catch (r) {
+ o = !0, n = r;
+ } finally {
+ try {
+ if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
+ } finally {
+ if (o) throw n;
+ }
+ }
+ return a;
+ }
+ }
+ function _classCallCheck(instance, Constructor) {
+ if (!(instance instanceof Constructor)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+ }
+ function _createClass(Constructor, protoProps, staticProps) {
+ Object.defineProperty(Constructor, "prototype", {
+ writable: false
+ });
+ return Constructor;
+ }
+ function _slicedToArray(arr, i) {
+ return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();
+ }
+ function _arrayWithHoles(arr) {
+ if (Array.isArray(arr)) return arr;
+ }
+ function _unsupportedIterableToArray(o, minLen) {
+ if (!o) return;
+ if (typeof o === "string") return _arrayLikeToArray(o, minLen);
+ var n = Object.prototype.toString.call(o).slice(8, -1);
+ if (n === "Object" && o.constructor) n = o.constructor.name;
+ if (n === "Map" || n === "Set") return Array.from(o);
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);
+ }
+ function _arrayLikeToArray(arr, len) {
+ if (len > arr.length) len = arr.length;
+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
+ return arr2;
+ }
+ function _nonIterableRest() {
+ throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+ }
+
+ var Prop = /*#__PURE__*/_createClass(function Prop(name, _ref) {
+ var _ref$default = _ref["default"],
+ defaultVal = _ref$default === void 0 ? null : _ref$default,
+ _ref$triggerUpdate = _ref.triggerUpdate,
+ triggerUpdate = _ref$triggerUpdate === void 0 ? true : _ref$triggerUpdate,
+ _ref$onChange = _ref.onChange,
+ onChange = _ref$onChange === void 0 ? function (newVal, state) {} : _ref$onChange;
+ _classCallCheck(this, Prop);
+ this.name = name;
+ this.defaultVal = defaultVal;
+ this.triggerUpdate = triggerUpdate;
+ this.onChange = onChange;
+ });
+ function index (_ref2) {
+ var _ref2$stateInit = _ref2.stateInit,
+ stateInit = _ref2$stateInit === void 0 ? function () {
+ return {};
+ } : _ref2$stateInit,
+ _ref2$props = _ref2.props,
+ rawProps = _ref2$props === void 0 ? {} : _ref2$props,
+ _ref2$methods = _ref2.methods,
+ methods = _ref2$methods === void 0 ? {} : _ref2$methods,
+ _ref2$aliases = _ref2.aliases,
+ aliases = _ref2$aliases === void 0 ? {} : _ref2$aliases,
+ _ref2$init = _ref2.init,
+ initFn = _ref2$init === void 0 ? function () {} : _ref2$init,
+ _ref2$update = _ref2.update,
+ updateFn = _ref2$update === void 0 ? function () {} : _ref2$update;
+ // Parse props into Prop instances
+ var props = Object.keys(rawProps).map(function (propName) {
+ return new Prop(propName, rawProps[propName]);
+ });
+ return function () {
+ var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
+ // Holds component state
+ var state = Object.assign({}, stateInit instanceof Function ? stateInit(options) : stateInit,
+ // Support plain objects for backwards compatibility
+ {
+ initialised: false
+ });
+
+ // keeps track of which props triggered an update
+ var changedProps = {};
+
+ // Component constructor
+ function comp(nodeElement) {
+ initStatic(nodeElement, options);
+ digest();
+ return comp;
+ }
+ var initStatic = function initStatic(nodeElement, options) {
+ initFn.call(comp, nodeElement, state, options);
+ state.initialised = true;
+ };
+ var digest = debounce(function () {
+ if (!state.initialised) {
+ return;
+ }
+ updateFn.call(comp, state, changedProps);
+ changedProps = {};
+ }, 1);
+
+ // Getter/setter methods
+ props.forEach(function (prop) {
+ comp[prop.name] = getSetProp(prop);
+ function getSetProp(_ref3) {
+ var prop = _ref3.name,
+ _ref3$triggerUpdate = _ref3.triggerUpdate,
+ redigest = _ref3$triggerUpdate === void 0 ? false : _ref3$triggerUpdate,
+ _ref3$onChange = _ref3.onChange,
+ onChange = _ref3$onChange === void 0 ? function (newVal, state) {} : _ref3$onChange,
+ _ref3$defaultVal = _ref3.defaultVal,
+ defaultVal = _ref3$defaultVal === void 0 ? null : _ref3$defaultVal;
+ return function (_) {
+ var curVal = state[prop];
+ if (!arguments.length) {
+ return curVal;
+ } // Getter mode
+
+ var val = _ === undefined ? defaultVal : _; // pick default if value passed is undefined
+ state[prop] = val;
+ onChange.call(comp, val, state, curVal);
+
+ // track changed props
+ !changedProps.hasOwnProperty(prop) && (changedProps[prop] = curVal);
+ if (redigest) {
+ digest();
+ }
+ return comp;
+ };
+ }
+ });
+
+ // Other methods
+ Object.keys(methods).forEach(function (methodName) {
+ comp[methodName] = function () {
+ var _methods$methodName;
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
+ args[_key] = arguments[_key];
+ }
+ return (_methods$methodName = methods[methodName]).call.apply(_methods$methodName, [comp, state].concat(args));
+ };
+ });
+
+ // Link aliases
+ Object.entries(aliases).forEach(function (_ref4) {
+ var _ref5 = _slicedToArray(_ref4, 2),
+ alias = _ref5[0],
+ target = _ref5[1];
+ return comp[alias] = comp[target];
+ });
+
+ // Reset all component props to their default value
+ comp.resetProps = function () {
+ props.forEach(function (prop) {
+ comp[prop.name](prop.defaultVal);
+ });
+ return comp;
+ };
+
+ //
+
+ comp.resetProps(); // Apply all prop defaults
+ state._rerender = digest; // Expose digest method
+
+ return comp;
+ };
+ }
+
+ var three = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
+ : {
+ WebGLRenderer: three$1.WebGLRenderer,
+ Scene: three$1.Scene,
+ PerspectiveCamera: three$1.PerspectiveCamera,
+ Raycaster: three$1.Raycaster,
+ SRGBColorSpace: three$1.SRGBColorSpace,
+ TextureLoader: three$1.TextureLoader,
+ Vector2: three$1.Vector2,
+ Vector3: three$1.Vector3,
+ Box3: three$1.Box3,
+ Color: three$1.Color,
+ Mesh: three$1.Mesh,
+ SphereGeometry: three$1.SphereGeometry,
+ MeshBasicMaterial: three$1.MeshBasicMaterial,
+ BackSide: three$1.BackSide,
+ EventDispatcher: three$1.EventDispatcher,
+ MOUSE: three$1.MOUSE,
+ Quaternion: three$1.Quaternion,
+ Spherical: three$1.Spherical,
+ Clock: three$1.Clock
+ };
+ var threeRenderObjects = index({
+ props: {
+ width: {
+ "default": window.innerWidth,
+ onChange: function onChange(width, state, prevWidth) {
+ isNaN(width) && (state.width = prevWidth);
+ }
+ },
+ height: {
+ "default": window.innerHeight,
+ onChange: function onChange(height, state, prevHeight) {
+ isNaN(height) && (state.height = prevHeight);
+ }
+ },
+ backgroundColor: {
+ "default": '#000011'
+ },
+ backgroundImageUrl: {},
+ onBackgroundImageLoaded: {},
+ showNavInfo: {
+ "default": true
+ },
+ skyRadius: {
+ "default": 50000
+ },
+ objects: {
+ "default": []
+ },
+ lights: {
+ "default": []
+ },
+ enablePointerInteraction: {
+ "default": true,
+ onChange: function onChange(_, state) {
+ // Reset hover state
+ state.hoverObj = null;
+ if (state.toolTipElem) state.toolTipElem.innerHTML = '';
+ },
+ triggerUpdate: false
+ },
+ lineHoverPrecision: {
+ "default": 1,
+ triggerUpdate: false
+ },
+ hoverOrderComparator: {
+ "default": function _default() {
+ return -1;
+ },
+ triggerUpdate: false
+ },
+ // keep existing order by default
+ hoverFilter: {
+ "default": function _default() {
+ return true;
+ },
+ triggerUpdate: false
+ },
+ // exclude objects from interaction
+ tooltipContent: {
+ triggerUpdate: false
+ },
+ hoverDuringDrag: {
+ "default": false,
+ triggerUpdate: false
+ },
+ clickAfterDrag: {
+ "default": false,
+ triggerUpdate: false
+ },
+ onHover: {
+ "default": function _default() {},
+ triggerUpdate: false
+ },
+ onClick: {
+ "default": function _default() {},
+ triggerUpdate: false
+ },
+ onRightClick: {
+ triggerUpdate: false
+ }
+ },
+ methods: {
+ tick: function tick(state) {
+ if (state.initialised) {
+ state.controls.update && state.controls.update(Math.min(1, state.clock.getDelta())); // timedelta is required for fly controls
+
+ state.postProcessingComposer ? state.postProcessingComposer.render() // if using postprocessing, switch the output to it
+ : state.renderer.render(state.scene, state.camera);
+ state.extraRenderers.forEach(function (r) {
+ return r.render(state.scene, state.camera);
+ });
+ if (state.enablePointerInteraction) {
+ // Update tooltip and trigger onHover events
+ var topObject = null;
+ if (state.hoverDuringDrag || !state.isPointerDragging) {
+ var intersects = this.intersectingObjects(state.pointerPos.x, state.pointerPos.y).filter(function (d) {
+ return state.hoverFilter(d.object);
+ }).sort(function (a, b) {
+ return state.hoverOrderComparator(a.object, b.object);
+ });
+ var topIntersect = intersects.length ? intersects[0] : null;
+ topObject = topIntersect ? topIntersect.object : null;
+ state.intersectionPoint = topIntersect ? topIntersect.point : null;
+ }
+ if (topObject !== state.hoverObj) {
+ state.onHover(topObject, state.hoverObj);
+ state.toolTipElem.innerHTML = topObject ? index$1(state.tooltipContent)(topObject) || '' : '';
+ state.hoverObj = topObject;
+ }
+ }
+ update(); // update camera animation tweens
+ }
+ return this;
+ },
+ getPointerPos: function getPointerPos(state) {
+ var _state$pointerPos = state.pointerPos,
+ x = _state$pointerPos.x,
+ y = _state$pointerPos.y;
+ return {
+ x: x,
+ y: y
+ };
+ },
+ cameraPosition: function cameraPosition(state, position, lookAt, transitionDuration) {
+ var camera = state.camera;
+
+ // Setter
+ if (position && state.initialised) {
+ var finalPos = position;
+ var finalLookAt = lookAt || {
+ x: 0,
+ y: 0,
+ z: 0
+ };
+ if (!transitionDuration) {
+ // no animation
+ setCameraPos(finalPos);
+ setLookAt(finalLookAt);
+ } else {
+ var camPos = Object.assign({}, camera.position);
+ var camLookAt = getLookAt();
+ new Tween(camPos).to(finalPos, transitionDuration).easing(Easing.Quadratic.Out).onUpdate(setCameraPos).start();
+
+ // Face direction in 1/3rd of time
+ new Tween(camLookAt).to(finalLookAt, transitionDuration / 3).easing(Easing.Quadratic.Out).onUpdate(setLookAt).start();
+ }
+ return this;
+ }
+
+ // Getter
+ return Object.assign({}, camera.position, {
+ lookAt: getLookAt()
+ });
+
+ //
+
+ function setCameraPos(pos) {
+ var x = pos.x,
+ y = pos.y,
+ z = pos.z;
+ if (x !== undefined) camera.position.x = x;
+ if (y !== undefined) camera.position.y = y;
+ if (z !== undefined) camera.position.z = z;
+ }
+ function setLookAt(lookAt) {
+ var lookAtVect = new three.Vector3(lookAt.x, lookAt.y, lookAt.z);
+ if (state.controls.target) {
+ state.controls.target = lookAtVect;
+ } else {
+ // Fly controls doesn't have target attribute
+ camera.lookAt(lookAtVect); // note: lookAt may be overridden by other controls in some cases
+ }
+ }
+ function getLookAt() {
+ return Object.assign(new three.Vector3(0, 0, -1000).applyQuaternion(camera.quaternion).add(camera.position));
+ }
+ },
+ zoomToFit: function zoomToFit(state) {
+ var transitionDuration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
+ var padding = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 10;
+ for (var _len = arguments.length, bboxArgs = new Array(_len > 3 ? _len - 3 : 0), _key = 3; _key < _len; _key++) {
+ bboxArgs[_key - 3] = arguments[_key];
+ }
+ return this.fitToBbox(this.getBbox.apply(this, bboxArgs), transitionDuration, padding);
+ },
+ fitToBbox: function fitToBbox(state, bbox) {
+ var transitionDuration = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
+ var padding = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 10;
+ // based on https://discourse.threejs.org/t/camera-zoom-to-fit-object/936/24
+ var camera = state.camera;
+ if (bbox) {
+ var center = new three.Vector3(0, 0, 0); // reset camera aim to center
+ var maxBoxSide = Math.max.apply(Math, _toConsumableArray(Object.entries(bbox).map(function (_ref) {
+ var _ref2 = _slicedToArray$1(_ref, 2),
+ coordType = _ref2[0],
+ coords = _ref2[1];
+ return Math.max.apply(Math, _toConsumableArray(coords.map(function (c) {
+ return Math.abs(center[coordType] - c);
+ })));
+ }))) * 2;
+
+ // find distance that fits whole bbox within padded fov
+ var paddedFov = (1 - padding * 2 / state.height) * camera.fov;
+ var fitHeightDistance = maxBoxSide / Math.atan(paddedFov * Math.PI / 180);
+ var fitWidthDistance = fitHeightDistance / camera.aspect;
+ var distance = Math.max(fitHeightDistance, fitWidthDistance);
+ if (distance > 0) {
+ var newCameraPosition = center.clone().sub(camera.position).normalize().multiplyScalar(-distance);
+ this.cameraPosition(newCameraPosition, center, transitionDuration);
+ }
+ }
+ return this;
+ },
+ getBbox: function getBbox(state) {
+ var objFilter = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {
+ return true;
+ };
+ var box = new three.Box3(new three.Vector3(0, 0, 0), new three.Vector3(0, 0, 0));
+ var objs = state.objects.filter(objFilter);
+ if (!objs.length) return null;
+ objs.forEach(function (obj) {
+ return box.expandByObject(obj);
+ });
+
+ // extract global x,y,z min/max
+ return Object.assign.apply(Object, _toConsumableArray(['x', 'y', 'z'].map(function (c) {
+ return _defineProperty({}, c, [box.min[c], box.max[c]]);
+ })));
+ },
+ getScreenCoords: function getScreenCoords(state, x, y, z) {
+ var vec = new three.Vector3(x, y, z);
+ vec.project(this.camera()); // project to the camera plane
+ return {
+ // align relative pos to canvas dimensions
+ x: (vec.x + 1) * state.width / 2,
+ y: -(vec.y - 1) * state.height / 2
+ };
+ },
+ getSceneCoords: function getSceneCoords(state, screenX, screenY) {
+ var distance = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
+ var relCoords = new three.Vector2(screenX / state.width * 2 - 1, -(screenY / state.height) * 2 + 1);
+ var raycaster = new three.Raycaster();
+ raycaster.setFromCamera(relCoords, state.camera);
+ return Object.assign({}, raycaster.ray.at(distance, new three.Vector3()));
+ },
+ intersectingObjects: function intersectingObjects(state, x, y) {
+ var relCoords = new three.Vector2(x / state.width * 2 - 1, -(y / state.height) * 2 + 1);
+ var raycaster = new three.Raycaster();
+ raycaster.params.Line.threshold = state.lineHoverPrecision; // set linePrecision
+ raycaster.setFromCamera(relCoords, state.camera);
+ return raycaster.intersectObjects(state.objects, true);
+ },
+ renderer: function renderer(state) {
+ return state.renderer;
+ },
+ scene: function scene(state) {
+ return state.scene;
+ },
+ camera: function camera(state) {
+ return state.camera;
+ },
+ postProcessingComposer: function postProcessingComposer(state) {
+ return state.postProcessingComposer;
+ },
+ controls: function controls(state) {
+ return state.controls;
+ },
+ tbControls: function tbControls(state) {
+ return state.controls;
+ } // to be deprecated
+ },
+ stateInit: function stateInit() {
+ return {
+ scene: new three.Scene(),
+ camera: new three.PerspectiveCamera(),
+ clock: new three.Clock()
+ };
+ },
+ init: function init(domNode, state) {
+ var _ref4 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
+ _ref4$controlType = _ref4.controlType,
+ controlType = _ref4$controlType === void 0 ? 'trackball' : _ref4$controlType,
+ _ref4$rendererConfig = _ref4.rendererConfig,
+ rendererConfig = _ref4$rendererConfig === void 0 ? {} : _ref4$rendererConfig,
+ _ref4$extraRenderers = _ref4.extraRenderers,
+ extraRenderers = _ref4$extraRenderers === void 0 ? [] : _ref4$extraRenderers,
+ _ref4$waitForLoadComp = _ref4.waitForLoadComplete,
+ waitForLoadComplete = _ref4$waitForLoadComp === void 0 ? true : _ref4$waitForLoadComp;
+ // Wipe DOM
+ domNode.innerHTML = '';
+
+ // Add relative container
+ domNode.appendChild(state.container = document.createElement('div'));
+ state.container.className = 'scene-container';
+ state.container.style.position = 'relative';
+
+ // Add nav info section
+ state.container.appendChild(state.navInfo = document.createElement('div'));
+ state.navInfo.className = 'scene-nav-info';
+ state.navInfo.textContent = {
+ orbit: 'Left-click: rotate, Mouse-wheel/middle-click: zoom, Right-click: pan',
+ trackball: 'Left-click: rotate, Mouse-wheel/middle-click: zoom, Right-click: pan',
+ fly: 'WASD: move, R|F: up | down, Q|E: roll, up|down: pitch, left|right: yaw'
+ }[controlType] || '';
+ state.navInfo.style.display = state.showNavInfo ? null : 'none';
+
+ // Setup tooltip
+ state.toolTipElem = document.createElement('div');
+ state.toolTipElem.classList.add('scene-tooltip');
+ state.container.appendChild(state.toolTipElem);
+
+ // Capture pointer coords on move or touchstart
+ state.pointerPos = new three.Vector2();
+ state.pointerPos.x = -2; // Initialize off canvas
+ state.pointerPos.y = -2;
+ ['pointermove', 'pointerdown'].forEach(function (evType) {
+ return state.container.addEventListener(evType, function (ev) {
+ // track click state
+ evType === 'pointerdown' && (state.isPointerPressed = true);
+
+ // detect point drag
+ !state.isPointerDragging && ev.type === 'pointermove' && (ev.pressure > 0 || state.isPointerPressed) // ev.pressure always 0 on Safari, so we used the isPointerPressed tracker
+ && (ev.pointerType !== 'touch' || ev.movementX === undefined || [ev.movementX, ev.movementY].some(function (m) {
+ return Math.abs(m) > 1;
+ })) // relax drag trigger sensitivity on touch events
+ && (state.isPointerDragging = true);
+ if (state.enablePointerInteraction) {
+ // update the pointer pos
+ var offset = getOffset(state.container);
+ state.pointerPos.x = ev.pageX - offset.left;
+ state.pointerPos.y = ev.pageY - offset.top;
+
+ // Move tooltip
+ state.toolTipElem.style.top = "".concat(state.pointerPos.y, "px");
+ state.toolTipElem.style.left = "".concat(state.pointerPos.x, "px");
+ // adjust horizontal position to not exceed canvas boundaries
+ state.toolTipElem.style.transform = "translate(-".concat(state.pointerPos.x / state.width * 100, "%, ").concat(
+ // flip to above if near bottom
+ state.height - state.pointerPos.y < 100 ? 'calc(-100% - 8px)' : '21px', ")");
+ }
+ function getOffset(el) {
+ var rect = el.getBoundingClientRect(),
+ scrollLeft = window.pageXOffset || document.documentElement.scrollLeft,
+ scrollTop = window.pageYOffset || document.documentElement.scrollTop;
+ return {
+ top: rect.top + scrollTop,
+ left: rect.left + scrollLeft
+ };
+ }
+ }, {
+ passive: true
+ });
+ });
+
+ // Handle click events on objs
+ state.container.addEventListener('pointerup', function (ev) {
+ state.isPointerPressed = false;
+ if (state.isPointerDragging) {
+ state.isPointerDragging = false;
+ if (!state.clickAfterDrag) return; // don't trigger onClick after pointer drag (camera motion via controls)
+ }
+ requestAnimationFrame(function () {
+ // trigger click events asynchronously, to allow hoverObj to be set (on frame)
+ if (ev.button === 0) {
+ // left-click
+ state.onClick(state.hoverObj || null, ev, state.intersectionPoint); // trigger background clicks with null
+ }
+ if (ev.button === 2 && state.onRightClick) {
+ // right-click
+ state.onRightClick(state.hoverObj || null, ev, state.intersectionPoint);
+ }
+ });
+ }, {
+ passive: true,
+ capture: true
+ }); // use capture phase to prevent propagation blocking from controls (specifically for fly)
+
+ state.container.addEventListener('contextmenu', function (ev) {
+ if (state.onRightClick) ev.preventDefault(); // prevent default contextmenu behavior and allow pointerup to fire instead
+ });
+
+ // Setup renderer, camera and controls
+ state.renderer = new three.WebGLRenderer(Object.assign({
+ antialias: true,
+ alpha: true
+ }, rendererConfig));
+ state.renderer.setPixelRatio(Math.min(2, window.devicePixelRatio)); // clamp device pixel ratio
+ state.container.appendChild(state.renderer.domElement);
+
+ // Setup extra renderers
+ state.extraRenderers = extraRenderers;
+ state.extraRenderers.forEach(function (r) {
+ // overlay them on top of main renderer
+ r.domElement.style.position = 'absolute';
+ r.domElement.style.top = '0px';
+ r.domElement.style.pointerEvents = 'none';
+ state.container.appendChild(r.domElement);
+ });
+
+ // configure post-processing composer
+ state.postProcessingComposer = new EffectComposer(state.renderer);
+ state.postProcessingComposer.addPass(new RenderPass(state.scene, state.camera)); // render scene as first pass
+
+ // configure controls
+ state.controls = new {
+ trackball: TrackballControls,
+ orbit: OrbitControls,
+ fly: FlyControls
+ }[controlType](state.camera, state.renderer.domElement);
+ if (controlType === 'fly') {
+ state.controls.movementSpeed = 300;
+ state.controls.rollSpeed = Math.PI / 6;
+ state.controls.dragToLook = true;
+ }
+ if (controlType === 'trackball' || controlType === 'orbit') {
+ state.controls.minDistance = 0.1;
+ state.controls.maxDistance = state.skyRadius;
+ state.controls.addEventListener('start', function () {
+ state.controlsEngaged = true;
+ });
+ state.controls.addEventListener('change', function () {
+ if (state.controlsEngaged) {
+ state.controlsDragging = true;
+ }
+ });
+ state.controls.addEventListener('end', function () {
+ state.controlsEngaged = false;
+ state.controlsDragging = false;
+ });
+ }
+ [state.renderer, state.postProcessingComposer].concat(_toConsumableArray(state.extraRenderers)).forEach(function (r) {
+ return r.setSize(state.width, state.height);
+ });
+ state.camera.aspect = state.width / state.height;
+ state.camera.updateProjectionMatrix();
+ state.camera.position.z = 1000;
+
+ // add sky
+ state.scene.add(state.skysphere = new three.Mesh());
+ state.skysphere.visible = false;
+ state.loadComplete = state.scene.visible = !waitForLoadComplete;
+ window.scene = state.scene;
+ },
+ update: function update(state, changedProps) {
+ // resize canvas
+ if (state.width && state.height && (changedProps.hasOwnProperty('width') || changedProps.hasOwnProperty('height'))) {
+ state.container.style.width = "".concat(state.width, "px");
+ state.container.style.height = "".concat(state.height, "px");
+ [state.renderer, state.postProcessingComposer].concat(_toConsumableArray(state.extraRenderers)).forEach(function (r) {
+ return r.setSize(state.width, state.height);
+ });
+ state.camera.aspect = state.width / state.height;
+ state.camera.updateProjectionMatrix();
+ }
+ if (changedProps.hasOwnProperty('skyRadius') && state.skyRadius) {
+ state.controls.hasOwnProperty('maxDistance') && changedProps.skyRadius && (state.controls.maxDistance = Math.min(state.controls.maxDistance, state.skyRadius));
+ state.camera.far = state.skyRadius * 2.5;
+ state.camera.updateProjectionMatrix();
+ state.skysphere.geometry = new three.SphereGeometry(state.skyRadius);
+ }
+ if (changedProps.hasOwnProperty('backgroundColor')) {
+ var alpha = parseToRgb(state.backgroundColor).alpha;
+ if (alpha === undefined) alpha = 1;
+ state.renderer.setClearColor(new three.Color(curriedOpacify$1(1, state.backgroundColor)), alpha);
+ }
+ if (changedProps.hasOwnProperty('backgroundImageUrl')) {
+ if (!state.backgroundImageUrl) {
+ state.skysphere.visible = false;
+ state.skysphere.material.map = null;
+ !state.loadComplete && finishLoad();
+ } else {
+ new three.TextureLoader().load(state.backgroundImageUrl, function (texture) {
+ texture.colorSpace = three.SRGBColorSpace;
+ state.skysphere.material = new three.MeshBasicMaterial({
+ map: texture,
+ side: three.BackSide
+ });
+ state.skysphere.visible = true;
+
+ // triggered when background image finishes loading (asynchronously to allow 1 frame to load texture)
+ state.onBackgroundImageLoaded && setTimeout(state.onBackgroundImageLoaded);
+ !state.loadComplete && finishLoad();
+ });
+ }
+ }
+ changedProps.hasOwnProperty('showNavInfo') && (state.navInfo.style.display = state.showNavInfo ? null : 'none');
+ if (changedProps.hasOwnProperty('lights')) {
+ (changedProps.lights || []).forEach(function (light) {
+ return state.scene.remove(light);
+ }); // Clear the place
+ state.lights.forEach(function (light) {
+ return state.scene.add(light);
+ }); // Add to scene
+ }
+ if (changedProps.hasOwnProperty('objects')) {
+ (changedProps.objects || []).forEach(function (obj) {
+ return state.scene.remove(obj);
+ }); // Clear the place
+ state.objects.forEach(function (obj) {
+ return state.scene.add(obj);
+ }); // Add to scene
+ }
+
+ //
+
+ function finishLoad() {
+ state.loadComplete = state.scene.visible = true;
+ }
+ }
+ });
+
+ return threeRenderObjects;
+
+}));
+//# sourceMappingURL=three-render-objects.js.map
+export default TableCsv
diff --git a/FLUJOS/VISUALIZACION/public/libs/three.module.js b/FLUJOS/VISUALIZACION/public/libs/three.module.js
new file mode 100755
index 00000000..99b665f0
--- /dev/null
+++ b/FLUJOS/VISUALIZACION/public/libs/three.module.js
@@ -0,0 +1,53917 @@
+/**
+ * @license
+ * Copyright 2010-2024 Three.js Authors
+ * SPDX-License-Identifier: MIT
+ */
+const REVISION = '168';
+
+const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
+const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
+const CullFaceNone = 0;
+const CullFaceBack = 1;
+const CullFaceFront = 2;
+const CullFaceFrontBack = 3;
+const BasicShadowMap = 0;
+const PCFShadowMap = 1;
+const PCFSoftShadowMap = 2;
+const VSMShadowMap = 3;
+const FrontSide = 0;
+const BackSide = 1;
+const DoubleSide = 2;
+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 ConstantColorFactor = 211;
+const OneMinusConstantColorFactor = 212;
+const ConstantAlphaFactor = 213;
+const OneMinusConstantAlphaFactor = 214;
+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 AgXToneMapping = 6;
+const NeutralToneMapping = 7;
+const AttachedBindMode = 'attached';
+const DetachedBindMode = 'detached';
+
+const UVMapping = 300;
+const CubeReflectionMapping = 301;
+const CubeRefractionMapping = 302;
+const EquirectangularReflectionMapping = 303;
+const EquirectangularRefractionMapping = 304;
+const CubeUVReflectionMapping = 306;
+const RepeatWrapping = 1000;
+const ClampToEdgeWrapping = 1001;
+const MirroredRepeatWrapping = 1002;
+const NearestFilter = 1003;
+const NearestMipmapNearestFilter = 1004;
+const NearestMipMapNearestFilter = 1004;
+const NearestMipmapLinearFilter = 1005;
+const NearestMipMapLinearFilter = 1005;
+const LinearFilter = 1006;
+const LinearMipmapNearestFilter = 1007;
+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 UnsignedInt248Type = 1020;
+const UnsignedInt5999Type = 35902;
+const AlphaFormat = 1021;
+const RGBFormat = 1022;
+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 RGB_BPTC_SIGNED_Format = 36494;
+const RGB_BPTC_UNSIGNED_Format = 36495;
+const RED_RGTC1_Format = 36283;
+const SIGNED_RED_RGTC1_Format = 36284;
+const RED_GREEN_RGTC2_Format = 36285;
+const SIGNED_RED_GREEN_RGTC2_Format = 36286;
+const LoopOnce = 2200;
+const LoopRepeat = 2201;
+const LoopPingPong = 2202;
+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 BasicDepthPacking = 3200;
+const RGBADepthPacking = 3201;
+const RGBDepthPacking = 3202;
+const RGDepthPacking = 3203;
+const TangentSpaceNormalMap = 0;
+const ObjectSpaceNormalMap = 1;
+
+// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
+const NoColorSpace = '';
+const SRGBColorSpace = 'srgb';
+const LinearSRGBColorSpace = 'srgb-linear';
+const DisplayP3ColorSpace = 'display-p3';
+const LinearDisplayP3ColorSpace = 'display-p3-linear';
+
+const LinearTransfer = 'linear';
+const SRGBTransfer = 'srgb';
+
+const Rec709Primaries = 'rec709';
+const P3Primaries = 'p3';
+
+const ZeroStencilOp = 0;
+const KeepStencilOp = 7680;
+const ReplaceStencilOp = 7681;
+const IncrementStencilOp = 7682;
+const DecrementStencilOp = 7683;
+const IncrementWrapStencilOp = 34055;
+const DecrementWrapStencilOp = 34056;
+const InvertStencilOp = 5386;
+
+const NeverStencilFunc = 512;
+const LessStencilFunc = 513;
+const EqualStencilFunc = 514;
+const LessEqualStencilFunc = 515;
+const GreaterStencilFunc = 516;
+const NotEqualStencilFunc = 517;
+const GreaterEqualStencilFunc = 518;
+const AlwaysStencilFunc = 519;
+
+const NeverCompare = 512;
+const LessCompare = 513;
+const EqualCompare = 514;
+const LessEqualCompare = 515;
+const GreaterCompare = 516;
+const NotEqualCompare = 517;
+const GreaterEqualCompare = 518;
+const AlwaysCompare = 519;
+
+const StaticDrawUsage = 35044;
+const DynamicDrawUsage = 35048;
+const StreamDrawUsage = 35040;
+const StaticReadUsage = 35045;
+const DynamicReadUsage = 35049;
+const StreamReadUsage = 35041;
+const StaticCopyUsage = 35046;
+const DynamicCopyUsage = 35050;
+const StreamCopyUsage = 35042;
+
+const GLSL1 = '100';
+const GLSL3 = '300 es';
+
+const WebGLCoordinateSystem = 2000;
+const WebGPUCoordinateSystem = 2001;
+
+/**
+ * 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 = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
+
+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 ];
+
+ // .toLowerCase() here flattens concatenated strings to save heap memory space.
+ return uuid.toLowerCase();
+
+}
+
+function clamp( value, min, max ) {
+
+ return Math.max( min, Math.min( max, value ) );
+
+}
+
+// compute euclidean modulo of m % n
+// https://en.wikipedia.org/wiki/Modulo_operation
+function euclideanModulo( n, m ) {
+
+ return ( ( n % m ) + m ) % m;
+
+}
+
+// Linear mapping from range to range
+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 interval
+function randInt( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+}
+
+// Random float from 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;
+
+ // Mulberry32 generator
+
+ let t = _seed += 0x6D2B79F5;
+
+ t = Math.imul( t ^ t >>> 15, t | 1 );
+
+ t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
+
+ return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
+
+}
+
+function degToRad( degrees ) {
+
+ return degrees * DEG2RAD;
+
+}
+
+function radToDeg( radians ) {
+
+ return radians * RAD2DEG;
+
+}
+
+function isPowerOfTwo( value ) {
+
+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+}
+
+function ceilPowerOfTwo( value ) {
+
+ return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
+
+}
+
+function floorPowerOfTwo( value ) {
+
+ return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
+
+}
+
+function setQuaternionFromProperEuler( q, a, b, c, order ) {
+
+ // 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 );
+
+ }
+
+}
+
+function denormalize( value, array ) {
+
+ switch ( array.constructor ) {
+
+ case Float32Array:
+
+ return value;
+
+ case Uint32Array:
+
+ return value / 4294967295.0;
+
+ case Uint16Array:
+
+ return value / 65535.0;
+
+ case Uint8Array:
+
+ return value / 255.0;
+
+ case Int32Array:
+
+ return Math.max( value / 2147483647.0, - 1.0 );
+
+ case Int16Array:
+
+ return Math.max( value / 32767.0, - 1.0 );
+
+ case Int8Array:
+
+ return Math.max( value / 127.0, - 1.0 );
+
+ default:
+
+ throw new Error( 'Invalid component type.' );
+
+ }
+
+}
+
+function normalize( value, array ) {
+
+ switch ( array.constructor ) {
+
+ case Float32Array:
+
+ return value;
+
+ case Uint32Array:
+
+ return Math.round( value * 4294967295.0 );
+
+ case Uint16Array:
+
+ return Math.round( value * 65535.0 );
+
+ case Uint8Array:
+
+ return Math.round( value * 255.0 );
+
+ case Int32Array:
+
+ return Math.round( value * 2147483647.0 );
+
+ case Int16Array:
+
+ return Math.round( value * 32767.0 );
+
+ case Int8Array:
+
+ return Math.round( value * 127.0 );
+
+ default:
+
+ throw new Error( 'Invalid component type.' );
+
+ }
+
+}
+
+const MathUtils = {
+ 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,
+ normalize: normalize,
+ denormalize: denormalize
+};
+
+class Vector2 {
+
+ constructor( x = 0, y = 0 ) {
+
+ Vector2.prototype.isVector2 = true;
+
+ 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 ) {
+
+ 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 ) {
+
+ 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 = Math.trunc( this.x );
+ this.y = Math.trunc( 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;
+
+ }
+
+ 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;
+ 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 ) {
+
+ 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;
+
+ }
+
+}
+
+class Matrix3 {
+
+ constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ Matrix3.prototype.isMatrix3 = true;
+
+ this.elements = [
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ ];
+
+ if ( n11 !== undefined ) {
+
+ this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
+
+ }
+
+ }
+
+ 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 ) {
+
+ this.premultiply( _m3.makeScale( sx, sy ) );
+
+ return this;
+
+ }
+
+ rotate( theta ) {
+
+ this.premultiply( _m3.makeRotation( - theta ) );
+
+ return this;
+
+ }
+
+ translate( tx, ty ) {
+
+ this.premultiply( _m3.makeTranslation( tx, ty ) );
+
+ return this;
+
+ }
+
+ // for 2D Transforms
+
+ makeTranslation( x, y ) {
+
+ if ( x.isVector2 ) {
+
+ this.set(
+
+ 1, 0, x.x,
+ 0, 1, x.y,
+ 0, 0, 1
+
+ );
+
+ } else {
+
+ this.set(
+
+ 1, 0, x,
+ 0, 1, y,
+ 0, 0, 1
+
+ );
+
+ }
+
+ return this;
+
+ }
+
+ makeRotation( theta ) {
+
+ // counterclockwise
+
+ const c = Math.cos( theta );
+ const s = Math.sin( theta );
+
+ this.set(
+
+ c, - s, 0,
+ s, c, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ makeScale( x, y ) {
+
+ this.set(
+
+ x, 0, 0,
+ 0, y, 0,
+ 0, 0, 1
+
+ );
+
+ 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 );
+
+ }
+
+}
+
+const _m3 = /*@__PURE__*/ new Matrix3();
+
+function arrayNeedsUint32( array ) {
+
+ // assumes larger values usually on last
+
+ for ( let i = array.length - 1; i >= 0; -- i ) {
+
+ if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
+
+ }
+
+ return false;
+
+}
+
+const TYPED_ARRAYS = {
+ Int8Array: Int8Array,
+ Uint8Array: Uint8Array,
+ Uint8ClampedArray: Uint8ClampedArray,
+ Int16Array: Int16Array,
+ Uint16Array: Uint16Array,
+ Int32Array: Int32Array,
+ Uint32Array: Uint32Array,
+ Float32Array: Float32Array,
+ Float64Array: Float64Array
+};
+
+function getTypedArray( type, buffer ) {
+
+ return new TYPED_ARRAYS[ type ]( buffer );
+
+}
+
+function createElementNS( name ) {
+
+ return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
+
+}
+
+function createCanvasElement() {
+
+ const canvas = createElementNS( 'canvas' );
+ canvas.style.display = 'block';
+ return canvas;
+
+}
+
+const _cache = {};
+
+function warnOnce( message ) {
+
+ if ( message in _cache ) return;
+
+ _cache[ message ] = true;
+
+ console.warn( message );
+
+}
+
+function probeAsync( gl, sync, interval ) {
+
+ return new Promise( function ( resolve, reject ) {
+
+ function probe() {
+
+ switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
+
+ case gl.WAIT_FAILED:
+ reject();
+ break;
+
+ case gl.TIMEOUT_EXPIRED:
+ setTimeout( probe, interval );
+ break;
+
+ default:
+ resolve();
+
+ }
+
+ }
+
+ setTimeout( probe, interval );
+
+ } );
+
+}
+
+/**
+ * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
+ * or clipping. Based on W3C specifications for sRGB and Display P3,
+ * and ICC specifications for the D50 connection space. Values in/out
+ * are _linear_ sRGB and _linear_ Display P3.
+ *
+ * Note that both sRGB and Display P3 use the sRGB transfer functions.
+ *
+ * Reference:
+ * - http://www.russellcottrell.com/photo/matrixCalculator.htm
+ */
+
+const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
+ 0.8224621, 0.177538, 0.0,
+ 0.0331941, 0.9668058, 0.0,
+ 0.0170827, 0.0723974, 0.9105199,
+);
+
+const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
+ 1.2249401, - 0.2249404, 0.0,
+ - 0.0420569, 1.0420571, 0.0,
+ - 0.0196376, - 0.0786361, 1.0982735
+);
+
+/**
+ * Defines supported color spaces by transfer function and primaries,
+ * and provides conversions to/from the Linear-sRGB reference space.
+ */
+const COLOR_SPACES = {
+ [ LinearSRGBColorSpace ]: {
+ transfer: LinearTransfer,
+ primaries: Rec709Primaries,
+ luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],
+ toReference: ( color ) => color,
+ fromReference: ( color ) => color,
+ },
+ [ SRGBColorSpace ]: {
+ transfer: SRGBTransfer,
+ primaries: Rec709Primaries,
+ luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],
+ toReference: ( color ) => color.convertSRGBToLinear(),
+ fromReference: ( color ) => color.convertLinearToSRGB(),
+ },
+ [ LinearDisplayP3ColorSpace ]: {
+ transfer: LinearTransfer,
+ primaries: P3Primaries,
+ luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],
+ toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
+ },
+ [ DisplayP3ColorSpace ]: {
+ transfer: SRGBTransfer,
+ primaries: P3Primaries,
+ luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],
+ toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
+ },
+};
+
+const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
+
+const ColorManagement = {
+
+ enabled: true,
+
+ _workingColorSpace: LinearSRGBColorSpace,
+
+ get workingColorSpace() {
+
+ return this._workingColorSpace;
+
+ },
+
+ set workingColorSpace( colorSpace ) {
+
+ if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
+
+ throw new Error( `Unsupported working color space, "${ colorSpace }".` );
+
+ }
+
+ this._workingColorSpace = colorSpace;
+
+ },
+
+ convert: function ( color, sourceColorSpace, targetColorSpace ) {
+
+ if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
+
+ return color;
+
+ }
+
+ const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
+ const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
+
+ return targetFromReference( sourceToReference( color ) );
+
+ },
+
+ fromWorkingColorSpace: function ( color, targetColorSpace ) {
+
+ return this.convert( color, this._workingColorSpace, targetColorSpace );
+
+ },
+
+ toWorkingColorSpace: function ( color, sourceColorSpace ) {
+
+ return this.convert( color, sourceColorSpace, this._workingColorSpace );
+
+ },
+
+ getPrimaries: function ( colorSpace ) {
+
+ return COLOR_SPACES[ colorSpace ].primaries;
+
+ },
+
+ getTransfer: function ( colorSpace ) {
+
+ if ( colorSpace === NoColorSpace ) return LinearTransfer;
+
+ return COLOR_SPACES[ colorSpace ].transfer;
+
+ },
+
+ getLuminanceCoefficients: function ( target, colorSpace = this._workingColorSpace ) {
+
+ return target.fromArray( COLOR_SPACES[ colorSpace ].luminanceCoefficients );
+
+ },
+
+};
+
+
+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;
+
+}
+
+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 _sourceId = 0;
+
+class Source {
+
+ constructor( data = null ) {
+
+ this.isSource = true;
+
+ Object.defineProperty( this, 'id', { value: _sourceId ++ } );
+
+ this.uuid = generateUUID();
+
+ this.data = data;
+ this.dataReady = true;
+
+ this.version = 0;
+
+ }
+
+ set needsUpdate( value ) {
+
+ if ( value === true ) this.version ++;
+
+ }
+
+ toJSON( meta ) {
+
+ const isRootObject = ( meta === undefined || typeof meta === 'string' );
+
+ if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
+
+ return meta.images[ this.uuid ];
+
+ }
+
+ const output = {
+ uuid: this.uuid,
+ url: ''
+ };
+
+ const data = this.data;
+
+ if ( data !== null ) {
+
+ let url;
+
+ if ( Array.isArray( data ) ) {
+
+ // cube texture
+
+ url = [];
+
+ for ( let i = 0, l = data.length; i < l; i ++ ) {
+
+ if ( data[ i ].isDataTexture ) {
+
+ url.push( serializeImage( data[ i ].image ) );
+
+ } else {
+
+ url.push( serializeImage( data[ i ] ) );
+
+ }
+
+ }
+
+ } else {
+
+ // texture
+
+ url = serializeImage( data );
+
+ }
+
+ output.url = url;
+
+ }
+
+ if ( ! isRootObject ) {
+
+ meta.images[ this.uuid ] = output;
+
+ }
+
+ return output;
+
+ }
+
+}
+
+function serializeImage( image ) {
+
+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
+
+ // default images
+
+ return ImageUtils.getDataURL( image );
+
+ } else {
+
+ if ( image.data ) {
+
+ // images of DataTexture
+
+ return {
+ data: Array.from( image.data ),
+ width: image.width,
+ height: image.height,
+ type: image.data.constructor.name
+ };
+
+ } else {
+
+ console.warn( 'THREE.Texture: Unable to serialize Texture.' );
+ return {};
+
+ }
+
+ }
+
+}
+
+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 = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
+
+ super();
+
+ this.isTexture = true;
+
+ Object.defineProperty( this, 'id', { value: _textureId ++ } );
+
+ this.uuid = generateUUID();
+
+ this.name = '';
+
+ this.source = new Source( image );
+ this.mipmaps = [];
+
+ this.mapping = mapping;
+ this.channel = 0;
+
+ this.wrapS = wrapS;
+ this.wrapT = wrapT;
+
+ this.magFilter = magFilter;
+ this.minFilter = minFilter;
+
+ this.anisotropy = anisotropy;
+
+ this.format = format;
+ this.internalFormat = null;
+ this.type = type;
+
+ this.offset = new Vector2( 0, 0 );
+ this.repeat = new Vector2( 1, 1 );
+ this.center = new Vector2( 0, 0 );
+ this.rotation = 0;
+
+ this.matrixAutoUpdate = true;
+ this.matrix = new Matrix3();
+
+ this.generateMipmaps = true;
+ this.premultiplyAlpha = false;
+ this.flipY = true;
+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+ this.colorSpace = colorSpace;
+
+ this.userData = {};
+
+ this.version = 0;
+ this.onUpdate = null;
+
+ this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
+ this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
+
+ }
+
+ get image() {
+
+ return this.source.data;
+
+ }
+
+ set image( value = null ) {
+
+ this.source.data = value;
+
+ }
+
+ 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.source = source.source;
+ this.mipmaps = source.mipmaps.slice( 0 );
+
+ this.mapping = source.mapping;
+ this.channel = source.channel;
+
+ this.wrapS = source.wrapS;
+ this.wrapT = source.wrapT;
+
+ this.magFilter = source.magFilter;
+ this.minFilter = source.minFilter;
+
+ this.anisotropy = source.anisotropy;
+
+ this.format = source.format;
+ this.internalFormat = source.internalFormat;
+ this.type = source.type;
+
+ this.offset.copy( source.offset );
+ this.repeat.copy( source.repeat );
+ this.center.copy( source.center );
+ this.rotation = source.rotation;
+
+ this.matrixAutoUpdate = source.matrixAutoUpdate;
+ this.matrix.copy( source.matrix );
+
+ this.generateMipmaps = source.generateMipmaps;
+ this.premultiplyAlpha = source.premultiplyAlpha;
+ this.flipY = source.flipY;
+ this.unpackAlignment = source.unpackAlignment;
+ this.colorSpace = source.colorSpace;
+
+ this.userData = JSON.parse( JSON.stringify( source.userData ) );
+
+ this.needsUpdate = true;
+
+ 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: 4.6,
+ type: 'Texture',
+ generator: 'Texture.toJSON'
+ },
+
+ uuid: this.uuid,
+ name: this.name,
+
+ image: this.source.toJSON( meta ).uuid,
+
+ mapping: this.mapping,
+ channel: this.channel,
+
+ repeat: [ this.repeat.x, this.repeat.y ],
+ offset: [ this.offset.x, this.offset.y ],
+ center: [ this.center.x, this.center.y ],
+ rotation: this.rotation,
+
+ wrap: [ this.wrapS, this.wrapT ],
+
+ format: this.format,
+ internalFormat: this.internalFormat,
+ type: this.type,
+ colorSpace: this.colorSpace,
+
+ minFilter: this.minFilter,
+ magFilter: this.magFilter,
+ anisotropy: this.anisotropy,
+
+ flipY: this.flipY,
+
+ generateMipmaps: this.generateMipmaps,
+ premultiplyAlpha: this.premultiplyAlpha,
+ unpackAlignment: this.unpackAlignment
+
+ };
+
+ if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
+
+ if ( ! isRootObject ) {
+
+ meta.textures[ this.uuid ] = output;
+
+ }
+
+ return output;
+
+ }
+
+ 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 ++;
+ this.source.needsUpdate = true;
+
+ }
+
+ }
+
+ set needsPMREMUpdate( value ) {
+
+ if ( value === true ) {
+
+ this.pmremVersion ++;
+
+ }
+
+ }
+
+}
+
+Texture.DEFAULT_IMAGE = null;
+Texture.DEFAULT_MAPPING = UVMapping;
+Texture.DEFAULT_ANISOTROPY = 1;
+
+class Vector4 {
+
+ constructor( x = 0, y = 0, z = 0, w = 1 ) {
+
+ Vector4.prototype.isVector4 = true;
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ }
+
+ 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 ) {
+
+ 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 ) {
+
+ 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;
+
+ }
+
+ setFromMatrixPosition( m ) {
+
+ const e = m.elements;
+
+ this.x = e[ 12 ];
+ this.y = e[ 13 ];
+ this.z = e[ 14 ];
+ this.w = e[ 15 ];
+
+ 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 = Math.trunc( this.x );
+ this.y = Math.trunc( this.y );
+ this.z = Math.trunc( this.z );
+ this.w = Math.trunc( 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 ) {
+
+ 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;
+
+ }
+
+}
+
+/*
+ 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 RenderTarget extends EventDispatcher {
+
+ constructor( width = 1, height = 1, options = {} ) {
+
+ super();
+
+ this.isRenderTarget = true;
+
+ 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 );
+
+ const image = { width: width, height: height, depth: 1 };
+
+ options = Object.assign( {
+ generateMipmaps: false,
+ internalFormat: null,
+ minFilter: LinearFilter,
+ depthBuffer: true,
+ stencilBuffer: false,
+ resolveDepthBuffer: true,
+ resolveStencilBuffer: true,
+ depthTexture: null,
+ samples: 0,
+ count: 1
+ }, options );
+
+ const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
+
+ texture.flipY = false;
+ texture.generateMipmaps = options.generateMipmaps;
+ texture.internalFormat = options.internalFormat;
+
+ this.textures = [];
+
+ const count = options.count;
+ for ( let i = 0; i < count; i ++ ) {
+
+ this.textures[ i ] = texture.clone();
+ this.textures[ i ].isRenderTargetTexture = true;
+
+ }
+
+ this.depthBuffer = options.depthBuffer;
+ this.stencilBuffer = options.stencilBuffer;
+
+ this.resolveDepthBuffer = options.resolveDepthBuffer;
+ this.resolveStencilBuffer = options.resolveStencilBuffer;
+
+ this.depthTexture = options.depthTexture;
+
+ this.samples = options.samples;
+
+ }
+
+ get texture() {
+
+ return this.textures[ 0 ];
+
+ }
+
+ set texture( value ) {
+
+ this.textures[ 0 ] = value;
+
+ }
+
+ setSize( width, height, depth = 1 ) {
+
+ if ( this.width !== width || this.height !== height || this.depth !== depth ) {
+
+ this.width = width;
+ this.height = height;
+ this.depth = depth;
+
+ for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
+
+ this.textures[ i ].image.width = width;
+ this.textures[ i ].image.height = height;
+ this.textures[ i ].image.depth = depth;
+
+ }
+
+ 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.scissor.copy( source.scissor );
+ this.scissorTest = source.scissorTest;
+
+ this.viewport.copy( source.viewport );
+
+ this.textures.length = 0;
+
+ for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
+
+ this.textures[ i ] = source.textures[ i ].clone();
+ this.textures[ i ].isRenderTargetTexture = true;
+
+ }
+
+ // ensure image object is not shared, see #20328
+
+ const image = Object.assign( {}, source.texture.image );
+ this.texture.source = new Source( image );
+
+ this.depthBuffer = source.depthBuffer;
+ this.stencilBuffer = source.stencilBuffer;
+
+ this.resolveDepthBuffer = source.resolveDepthBuffer;
+ this.resolveStencilBuffer = source.resolveStencilBuffer;
+
+ if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
+
+ this.samples = source.samples;
+
+ return this;
+
+ }
+
+ dispose() {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+}
+
+class WebGLRenderTarget extends RenderTarget {
+
+ constructor( width = 1, height = 1, options = {} ) {
+
+ super( width, height, options );
+
+ this.isWebGLRenderTarget = true;
+
+ }
+
+}
+
+class DataArrayTexture extends Texture {
+
+ constructor( data = null, width = 1, height = 1, depth = 1 ) {
+
+ super( null );
+
+ this.isDataArrayTexture = true;
+
+ this.image = { data, width, height, depth };
+
+ this.magFilter = NearestFilter;
+ this.minFilter = NearestFilter;
+
+ this.wrapR = ClampToEdgeWrapping;
+
+ this.generateMipmaps = false;
+ this.flipY = false;
+ this.unpackAlignment = 1;
+
+ this.layerUpdates = new Set();
+
+ }
+
+ addLayerUpdate( layerIndex ) {
+
+ this.layerUpdates.add( layerIndex );
+
+ }
+
+ clearLayerUpdates() {
+
+ this.layerUpdates.clear();
+
+ }
+
+}
+
+class WebGLArrayRenderTarget extends WebGLRenderTarget {
+
+ constructor( width = 1, height = 1, depth = 1, options = {} ) {
+
+ super( width, height, options );
+
+ this.isWebGLArrayRenderTarget = true;
+
+ this.depth = depth;
+
+ this.texture = new DataArrayTexture( null, width, height, depth );
+
+ this.texture.isRenderTargetTexture = true;
+
+ }
+
+}
+
+class Data3DTexture 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.isData3DTexture = true;
+
+ this.image = { data, width, height, depth };
+
+ this.magFilter = NearestFilter;
+ this.minFilter = NearestFilter;
+
+ this.wrapR = ClampToEdgeWrapping;
+
+ this.generateMipmaps = false;
+ this.flipY = false;
+ this.unpackAlignment = 1;
+
+ }
+
+}
+
+class WebGL3DRenderTarget extends WebGLRenderTarget {
+
+ constructor( width = 1, height = 1, depth = 1, options = {} ) {
+
+ super( width, height, options );
+
+ this.isWebGL3DRenderTarget = true;
+
+ this.depth = depth;
+
+ this.texture = new Data3DTexture( null, width, height, depth );
+
+ this.texture.isRenderTargetTexture = true;
+
+ }
+
+}
+
+class Quaternion {
+
+ constructor( x = 0, y = 0, z = 0, w = 1 ) {
+
+ this.isQuaternion = true;
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._w = w;
+
+ }
+
+ 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 = true ) {
+
+ 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 === true ) 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 ) {
+
+ 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(); // normalize calls _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() {
+
+ // sets this quaternion to a uniform random unit quaternnion
+
+ // Ken Shoemake
+ // Uniform random rotations
+ // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
+
+ const theta1 = 2 * Math.PI * Math.random();
+ const theta2 = 2 * Math.PI * Math.random();
+
+ const x0 = Math.random();
+ const r1 = Math.sqrt( 1 - x0 );
+ const r2 = Math.sqrt( x0 );
+
+ return this.set(
+ r1 * Math.sin( theta1 ),
+ r1 * Math.cos( theta1 ),
+ r2 * Math.sin( theta2 ),
+ r2 * Math.cos( theta2 ),
+ );
+
+ }
+
+ 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 );
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ toJSON() {
+
+ return this.toArray();
+
+ }
+
+ _onChange( callback ) {
+
+ this._onChangeCallback = callback;
+
+ return this;
+
+ }
+
+ _onChangeCallback() {}
+
+ *[ Symbol.iterator ]() {
+
+ yield this._x;
+ yield this._y;
+ yield this._z;
+ yield this._w;
+
+ }
+
+}
+
+class Vector3 {
+
+ constructor( x = 0, y = 0, z = 0 ) {
+
+ Vector3.prototype.isVector3 = true;
+
+ 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 ) {
+
+ 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 ) {
+
+ 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 ) {
+
+ 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 ) {
+
+ 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 ) {
+
+ // quaternion q is assumed to have unit length
+
+ const vx = this.x, vy = this.y, vz = this.z;
+ const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
+
+ // t = 2 * cross( q.xyz, v );
+ const tx = 2 * ( qy * vz - qz * vy );
+ const ty = 2 * ( qz * vx - qx * vz );
+ const tz = 2 * ( qx * vy - qy * vx );
+
+ // v + q.w * t + cross( q.xyz, t );
+ this.x = vx + qw * tx + qy * tz - qz * ty;
+ this.y = vy + qw * ty + qz * tx - qx * tz;
+ this.z = vz + qw * tz + qx * ty - qy * tx;
+
+ return this;
+
+ }
+
+ 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 = Math.trunc( this.x );
+ this.y = Math.trunc( this.y );
+ this.z = Math.trunc( 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 ) {
+
+ 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 );
+
+ }
+
+ setFromEuler( e ) {
+
+ this.x = e._x;
+ this.y = e._y;
+ this.z = e._z;
+
+ return this;
+
+ }
+
+ setFromColor( c ) {
+
+ this.x = c.r;
+ this.y = c.g;
+ this.z = c.b;
+
+ return this;
+
+ }
+
+ 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 ) {
+
+ 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() {
+
+ // https://mathworld.wolfram.com/SpherePointPicking.html
+
+ const theta = Math.random() * Math.PI * 2;
+ const u = Math.random() * 2 - 1;
+ const c = Math.sqrt( 1 - u * u );
+
+ this.x = c * Math.cos( theta );
+ this.y = u;
+ this.z = c * Math.sin( theta );
+
+ return this;
+
+ }
+
+ *[ Symbol.iterator ]() {
+
+ yield this.x;
+ yield this.y;
+ yield this.z;
+
+ }
+
+}
+
+const _vector$c = /*@__PURE__*/ new Vector3();
+const _quaternion$4 = /*@__PURE__*/ new Quaternion();
+
+class Box3 {
+
+ constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
+
+ this.isBox3 = true;
+
+ this.min = min;
+ this.max = max;
+
+ }
+
+ set( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ }
+
+ setFromArray( array ) {
+
+ this.makeEmpty();
+
+ for ( let i = 0, il = array.length; i < il; i += 3 ) {
+
+ this.expandByPoint( _vector$b.fromArray( array, i ) );
+
+ }
+
+ return this;
+
+ }
+
+ setFromBufferAttribute( attribute ) {
+
+ this.makeEmpty();
+
+ for ( let i = 0, il = attribute.count; i < il; i ++ ) {
+
+ this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
+
+ }
+
+ return this;
+
+ }
+
+ setFromPoints( points ) {
+
+ this.makeEmpty();
+
+ for ( let i = 0, il = points.length; i < il; i ++ ) {
+
+ this.expandByPoint( points[ i ] );
+
+ }
+
+ return this;
+
+ }
+
+ setFromCenterAndSize( center, size ) {
+
+ const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
+
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ }
+
+ setFromObject( object, precise = false ) {
+
+ this.makeEmpty();
+
+ return this.expandByObject( object, precise );
+
+ }
+
+ 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, precise = false ) {
+
+ // 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 ) {
+
+ const positionAttribute = geometry.getAttribute( 'position' );
+
+ // precise AABB computation based on vertex data requires at least a position attribute.
+ // instancing isn't supported so far and uses the normal (conservative) code path.
+
+ if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
+
+ for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
+
+ if ( object.isMesh === true ) {
+
+ object.getVertexPosition( i, _vector$b );
+
+ } else {
+
+ _vector$b.fromBufferAttribute( positionAttribute, i );
+
+ }
+
+ _vector$b.applyMatrix4( object.matrixWorld );
+ this.expandByPoint( _vector$b );
+
+ }
+
+ } else {
+
+ if ( object.boundingBox !== undefined ) {
+
+ // object-level bounding box
+
+ if ( object.boundingBox === null ) {
+
+ object.computeBoundingBox();
+
+ }
+
+ _box$4.copy( object.boundingBox );
+
+
+ } else {
+
+ // geometry-level bounding box
+
+ if ( geometry.boundingBox === null ) {
+
+ geometry.computeBoundingBox();
+
+ }
+
+ _box$4.copy( geometry.boundingBox );
+
+ }
+
+ _box$4.applyMatrix4( object.matrixWorld );
+
+ this.union( _box$4 );
+
+ }
+
+ }
+
+ const children = object.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ this.expandByObject( children[ i ], precise );
+
+ }
+
+ return this;
+
+ }
+
+ containsPoint( point ) {
+
+ return point.x >= this.min.x && point.x <= this.max.x &&
+ point.y >= this.min.y && point.y <= this.max.y &&
+ point.z >= this.min.z && point.z <= this.max.z;
+
+ }
+
+ containsBox( box ) {
+
+ return this.min.x <= box.min.x && box.max.x <= this.max.x &&
+ this.min.y <= box.min.y && box.max.y <= this.max.y &&
+ this.min.z <= box.min.z && box.max.z <= this.max.z;
+
+ }
+
+ getParameter( point, target ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ return target.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
+ ( point.z - this.min.z ) / ( this.max.z - this.min.z )
+ );
+
+ }
+
+ intersectsBox( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+ return box.max.x >= this.min.x && box.min.x <= this.max.x &&
+ box.max.y >= this.min.y && box.min.y <= this.max.y &&
+ box.max.z >= this.min.z && box.min.z <= this.max.z;
+
+ }
+
+ intersectsSphere( sphere ) {
+
+ // Find the point on the AABB closest to the sphere center.
+ this.clampPoint( sphere.center, _vector$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$3.subVectors( triangle.a, _center );
+ _v1$7.subVectors( triangle.b, _center );
+ _v2$4.subVectors( triangle.c, _center );
+
+ // compute edge vectors for triangle
+ _f0.subVectors( _v1$7, _v0$3 );
+ _f1.subVectors( _v2$4, _v1$7 );
+ _f2.subVectors( _v0$3, _v2$4 );
+
+ // 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$3, _v1$7, _v2$4, _extents ) ) {
+
+ return false;
+
+ }
+
+ // test 3 face normals from the aabb
+ axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
+ if ( ! satForAxes( axes, _v0$3, _v1$7, _v2$4, _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$3, _v1$7, _v2$4, _extents );
+
+ }
+
+ clampPoint( point, target ) {
+
+ return target.copy( point ).clamp( this.min, this.max );
+
+ }
+
+ distanceToPoint( point ) {
+
+ return this.clampPoint( point, _vector$b ).distanceTo( point );
+
+ }
+
+ getBoundingSphere( target ) {
+
+ if ( this.isEmpty() ) {
+
+ target.makeEmpty();
+
+ } else {
+
+ this.getCenter( target.center );
+
+ target.radius = this.getSize( _vector$b ).length() * 0.5;
+
+ }
+
+ return target;
+
+ }
+
+ intersect( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
+ if ( this.isEmpty() ) this.makeEmpty();
+
+ return this;
+
+ }
+
+ union( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ }
+
+ applyMatrix4( matrix ) {
+
+ // transform of empty box is an empty box.
+ if ( this.isEmpty() ) return this;
+
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+ _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+ _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+ _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+ _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+ _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+ _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+ _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
+
+ this.setFromPoints( _points );
+
+ return this;
+
+ }
+
+ translate( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ }
+
+ equals( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ }
+
+}
+
+const _points = [
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3()
+];
+
+const _vector$b = /*@__PURE__*/ new Vector3();
+
+const _box$4 = /*@__PURE__*/ new Box3();
+
+// triangle centered vertices
+
+const _v0$3 = /*@__PURE__*/ new Vector3();
+const _v1$7 = /*@__PURE__*/ new Vector3();
+const _v2$4 = /*@__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 separating 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 separating 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 separating and we can exit
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+}
+
+const _box$3 = /*@__PURE__*/ new Box3();
+const _v1$6 = /*@__PURE__*/ new Vector3();
+const _v2$3 = /*@__PURE__*/ new Vector3();
+
+class Sphere {
+
+ constructor( center = new Vector3(), radius = - 1 ) {
+
+ this.isSphere = true;
+
+ 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$3.setFromPoints( points ).getCenter( center );
+
+ }
+
+ let maxRadiusSq = 0;
+
+ for ( let i = 0, il = points.length; i < il; i ++ ) {
+
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
+
+ }
+
+ this.radius = Math.sqrt( maxRadiusSq );
+
+ return this;
+
+ }
+
+ 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 ) {
+
+ if ( this.isEmpty() ) {
+
+ this.center.copy( point );
+
+ this.radius = 0;
+
+ return this;
+
+ }
+
+ _v1$6.subVectors( point, this.center );
+
+ const lengthSq = _v1$6.lengthSq();
+
+ if ( lengthSq > ( this.radius * this.radius ) ) {
+
+ // calculate the minimal sphere
+
+ const length = Math.sqrt( lengthSq );
+
+ const delta = ( length - this.radius ) * 0.5;
+
+ this.center.addScaledVector( _v1$6, delta / length );
+
+ this.radius += delta;
+
+ }
+
+ return this;
+
+ }
+
+ union( sphere ) {
+
+ if ( sphere.isEmpty() ) {
+
+ return this;
+
+ }
+
+ if ( this.isEmpty() ) {
+
+ this.copy( sphere );
+
+ return this;
+
+ }
+
+ if ( this.center.equals( sphere.center ) === true ) {
+
+ this.radius = Math.max( this.radius, sphere.radius );
+
+ } else {
+
+ _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
+
+ this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
+
+ this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
+
+ }
+
+ return this;
+
+ }
+
+ equals( sphere ) {
+
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+}
+
+const _vector$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$1 = /*@__PURE__*/ new Vector3();
+
+class Ray {
+
+ constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
+
+ this.origin = origin;
+ this.direction = direction;
+
+ }
+
+ set( origin, direction ) {
+
+ this.origin.copy( origin );
+ this.direction.copy( direction );
+
+ return this;
+
+ }
+
+ copy( ray ) {
+
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
+
+ return this;
+
+ }
+
+ at( t, target ) {
+
+ return target.copy( this.origin ).addScaledVector( this.direction, t );
+
+ }
+
+ lookAt( v ) {
+
+ this.direction.copy( v ).sub( this.origin ).normalize();
+
+ return this;
+
+ }
+
+ recast( t ) {
+
+ this.origin.copy( this.at( t, _vector$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.origin ).addScaledVector( this.direction, directionDistance );
+
+ }
+
+ 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.origin ).addScaledVector( this.direction, directionDistance );
+
+ 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.origin ).addScaledVector( this.direction, s0 );
+
+ }
+
+ if ( optionalPointOnSegment ) {
+
+ optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
+
+ }
+
+ 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 t1 is behind the ray - if so, return null
+ if ( 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;
+
+ if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
+
+ if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
+
+ if ( invdirz >= 0 ) {
+
+ tzmin = ( box.min.z - origin.z ) * invdirz;
+ tzmax = ( box.max.z - origin.z ) * invdirz;
+
+ } else {
+
+ tzmin = ( box.max.z - origin.z ) * invdirz;
+ tzmax = ( box.min.z - origin.z ) * invdirz;
+
+ }
+
+ if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
+
+ if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
+
+ if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
+
+ //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( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ Matrix4.prototype.isMatrix4 = true;
+
+ this.elements = [
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ ];
+
+ if ( n11 !== undefined ) {
+
+ this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
+
+ }
+
+ }
+
+ 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 ) {
+
+ 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 ) {
+
+ 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 ) {
+
+ if ( x.isVector3 ) {
+
+ this.set(
+
+ 1, 0, 0, x.x,
+ 0, 1, 0, x.y,
+ 0, 0, 1, x.z,
+ 0, 0, 0, 1
+
+ );
+
+ } else {
+
+ this.set(
+
+ 1, 0, 0, x,
+ 0, 1, 0, y,
+ 0, 0, 1, z,
+ 0, 0, 0, 1
+
+ );
+
+ }
+
+ return this;
+
+ }
+
+ 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$4.copy( this );
+
+ const invSX = 1 / sx;
+ const invSY = 1 / sy;
+ const invSZ = 1 / sz;
+
+ _m1$4.elements[ 0 ] *= invSX;
+ _m1$4.elements[ 1 ] *= invSX;
+ _m1$4.elements[ 2 ] *= invSX;
+
+ _m1$4.elements[ 4 ] *= invSY;
+ _m1$4.elements[ 5 ] *= invSY;
+ _m1$4.elements[ 6 ] *= invSY;
+
+ _m1$4.elements[ 8 ] *= invSZ;
+ _m1$4.elements[ 9 ] *= invSZ;
+ _m1$4.elements[ 10 ] *= invSZ;
+
+ quaternion.setFromRotationMatrix( _m1$4 );
+
+ scale.x = sx;
+ scale.y = sy;
+ scale.z = sz;
+
+ return this;
+
+ }
+
+ makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
+
+ const te = this.elements;
+ const x = 2 * near / ( right - left );
+ const y = 2 * near / ( top - bottom );
+
+ const a = ( right + left ) / ( right - left );
+ const b = ( top + bottom ) / ( top - bottom );
+
+ let c, d;
+
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
+
+ c = - ( far + near ) / ( far - near );
+ d = ( - 2 * far * near ) / ( far - near );
+
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
+
+ c = - far / ( far - near );
+ d = ( - far * near ) / ( far - near );
+
+ } else {
+
+ throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
+
+ }
+
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
+
+ return this;
+
+ }
+
+ makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
+
+ 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;
+
+ let z, zInv;
+
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
+
+ z = ( far + near ) * p;
+ zInv = - 2 * p;
+
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
+
+ z = near * p;
+ zInv = - 1 * p;
+
+ } else {
+
+ throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
+
+ }
+
+ 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 ] = zInv; 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;
+
+ }
+
+}
+
+const _v1$5 = /*@__PURE__*/ new Vector3();
+const _m1$4 = /*@__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$2 = /*@__PURE__*/ new Matrix4();
+const _quaternion$3 = /*@__PURE__*/ new Quaternion();
+
+class Euler {
+
+ constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
+
+ this.isEuler = true;
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._order = order;
+
+ }
+
+ 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$2.makeRotationFromQuaternion( q );
+
+ return this.setFromRotationMatrix( _matrix$2, 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;
+
+ }
+
+ _onChange( callback ) {
+
+ this._onChangeCallback = callback;
+
+ return this;
+
+ }
+
+ _onChangeCallback() {}
+
+ *[ Symbol.iterator ]() {
+
+ yield this._x;
+ yield this._y;
+ yield this._z;
+ yield this._order;
+
+ }
+
+}
+
+Euler.DEFAULT_ORDER = 'XYZ';
+
+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$3 = /*@__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' };
+
+const _childaddedEvent = { type: 'childadded', child: null };
+const _childremovedEvent = { type: 'childremoved', child: null };
+
+class Object3D extends EventDispatcher {
+
+ constructor() {
+
+ super();
+
+ this.isObject3D = true;
+
+ Object.defineProperty( this, 'id', { value: _object3DId ++ } );
+
+ this.uuid = generateUUID();
+
+ this.name = '';
+ this.type = 'Object3D';
+
+ this.parent = null;
+ this.children = [];
+
+ this.up = Object3D.DEFAULT_UP.clone();
+
+ const position = new Vector3();
+ const rotation = new Euler();
+ const quaternion = new Quaternion();
+ const scale = new Vector3( 1, 1, 1 );
+
+ function onRotationChange() {
+
+ quaternion.setFromEuler( rotation, false );
+
+ }
+
+ function onQuaternionChange() {
+
+ rotation.setFromQuaternion( quaternion, 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.DEFAULT_MATRIX_AUTO_UPDATE;
+
+ this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
+ 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 = {};
+
+ }
+
+ onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
+
+ onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
+
+ 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 ) {
+
+ this.updateWorldMatrix( true, false );
+
+ return vector.applyMatrix4( this.matrixWorld );
+
+ }
+
+ worldToLocal( vector ) {
+
+ this.updateWorldMatrix( true, false );
+
+ return vector.applyMatrix4( _m1$3.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$3.lookAt( _position$3, _target, this.up );
+
+ } else {
+
+ _m1$3.lookAt( _target, _position$3, this.up );
+
+ }
+
+ this.quaternion.setFromRotationMatrix( _m1$3 );
+
+ if ( parent ) {
+
+ _m1$3.extractRotation( parent.matrixWorld );
+ _q1.setFromRotationMatrix( _m1$3 );
+ 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 ) {
+
+ object.removeFromParent();
+ object.parent = this;
+ this.children.push( object );
+
+ object.dispatchEvent( _addedEvent );
+
+ _childaddedEvent.child = object;
+ this.dispatchEvent( _childaddedEvent );
+ _childaddedEvent.child = null;
+
+ } 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 );
+
+ _childremovedEvent.child = object;
+ this.dispatchEvent( _childremovedEvent );
+ _childremovedEvent.child = null;
+
+ }
+
+ return this;
+
+ }
+
+ removeFromParent() {
+
+ const parent = this.parent;
+
+ if ( parent !== null ) {
+
+ parent.remove( this );
+
+ }
+
+ return this;
+
+ }
+
+ clear() {
+
+ return this.remove( ... this.children );
+
+ }
+
+ 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$3.copy( this.matrixWorld ).invert();
+
+ if ( object.parent !== null ) {
+
+ object.parent.updateWorldMatrix( true, false );
+
+ _m1$3.multiply( object.parent.matrixWorld );
+
+ }
+
+ object.applyMatrix4( _m1$3 );
+
+ object.removeFromParent();
+ object.parent = this;
+ this.children.push( object );
+
+ object.updateWorldMatrix( false, true );
+
+ object.dispatchEvent( _addedEvent );
+
+ _childaddedEvent.child = object;
+ this.dispatchEvent( _childaddedEvent );
+ _childaddedEvent.child = null;
+
+ return this;
+
+ }
+
+ 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;
+
+ }
+
+ getObjectsByProperty( name, value, result = [] ) {
+
+ if ( this[ name ] === value ) result.push( this );
+
+ const children = this.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ children[ i ].getObjectsByProperty( name, value, result );
+
+ }
+
+ return result;
+
+ }
+
+ 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.matrixWorldAutoUpdate === true ) {
+
+ if ( this.parent === null ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // make sure descendants are updated if required
+
+ const children = this.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ const child = children[ i ];
+
+ child.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.matrixWorldAutoUpdate === true ) {
+
+ if ( this.parent === null ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ }
+
+ // make sure descendants are updated
+
+ if ( updateChildren === true ) {
+
+ const children = this.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ const child = children[ i ];
+
+ child.updateWorldMatrix( false, true );
+
+ }
+
+ }
+
+ }
+
+ 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: {},
+ nodes: {}
+ };
+
+ output.metadata = {
+ version: 4.6,
+ 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 ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
+
+ object.layers = this.layers.mask;
+ object.matrix = this.matrix.toArray();
+ object.up = this.up.toArray();
+
+ if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
+
+ // 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();
+
+ }
+
+ if ( this.isBatchedMesh ) {
+
+ object.type = 'BatchedMesh';
+ object.perObjectFrustumCulled = this.perObjectFrustumCulled;
+ object.sortObjects = this.sortObjects;
+
+ object.drawRanges = this._drawRanges;
+ object.reservedRanges = this._reservedRanges;
+
+ object.visibility = this._visibility;
+ object.active = this._active;
+ object.bounds = this._bounds.map( bound => ( {
+ boxInitialized: bound.boxInitialized,
+ boxMin: bound.box.min.toArray(),
+ boxMax: bound.box.max.toArray(),
+
+ sphereInitialized: bound.sphereInitialized,
+ sphereRadius: bound.sphere.radius,
+ sphereCenter: bound.sphere.center.toArray()
+ } ) );
+
+ object.maxInstanceCount = this._maxInstanceCount;
+ object.maxVertexCount = this._maxVertexCount;
+ object.maxIndexCount = this._maxIndexCount;
+
+ object.geometryInitialized = this._geometryInitialized;
+ object.geometryCount = this._geometryCount;
+
+ object.matricesTexture = this._matricesTexture.toJSON( meta );
+
+ if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
+
+ if ( this.boundingSphere !== null ) {
+
+ object.boundingSphere = {
+ center: object.boundingSphere.center.toArray(),
+ radius: object.boundingSphere.radius
+ };
+
+ }
+
+ if ( this.boundingBox !== null ) {
+
+ object.boundingBox = {
+ min: object.boundingBox.min.toArray(),
+ max: object.boundingBox.max.toArray()
+ };
+
+ }
+
+ }
+
+ //
+
+ 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 && this.environment.isRenderTargetTexture !== true ) {
+
+ object.environment = this.environment.toJSON( meta ).uuid;
+
+ }
+
+ } else if ( this.isMesh || this.isLine || this.isPoints ) {
+
+ object.geometry = serialize( meta.geometries, this.geometry );
+
+ const parameters = this.geometry.parameters;
+
+ if ( parameters !== 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 );
+ const nodes = extractFromCache( meta.nodes );
+
+ if ( geometries.length > 0 ) output.geometries = geometries;
+ if ( materials.length > 0 ) output.materials = materials;
+ if ( textures.length > 0 ) output.textures = textures;
+ if ( images.length > 0 ) output.images = images;
+ if ( shapes.length > 0 ) output.shapes = shapes;
+ if ( skeletons.length > 0 ) output.skeletons = skeletons;
+ if ( animations.length > 0 ) output.animations = animations;
+ if ( nodes.length > 0 ) output.nodes = nodes;
+
+ }
+
+ output.object = object;
+
+ return output;
+
+ // 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.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
+ this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
+
+ this.layers.mask = source.layers.mask;
+ this.visible = source.visible;
+
+ this.castShadow = source.castShadow;
+ this.receiveShadow = source.receiveShadow;
+
+ this.frustumCulled = source.frustumCulled;
+ this.renderOrder = source.renderOrder;
+
+ this.animations = source.animations.slice();
+
+ this.userData = JSON.parse( JSON.stringify( source.userData ) );
+
+ if ( recursive === true ) {
+
+ for ( let i = 0; i < source.children.length; i ++ ) {
+
+ const child = source.children[ i ];
+ this.add( child.clone() );
+
+ }
+
+ }
+
+ return this;
+
+ }
+
+}
+
+Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
+Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
+Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
+
+const _v0$2 = /*@__PURE__*/ new Vector3();
+const _v1$3 = /*@__PURE__*/ new Vector3();
+const _v2$2 = /*@__PURE__*/ new Vector3();
+const _v3$2 = /*@__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$2.subVectors( a, b );
+ target.cross( _v0$2 );
+
+ 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$2.subVectors( c, a );
+ _v1$3.subVectors( b, a );
+ _v2$2.subVectors( point, a );
+
+ const dot00 = _v0$2.dot( _v0$2 );
+ const dot01 = _v0$2.dot( _v1$3 );
+ const dot02 = _v0$2.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 ) {
+
+ target.set( 0, 0, 0 );
+ return null;
+
+ }
+
+ const invDenom = 1 / denom;
+ const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+ const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+ // barycentric coordinates must always sum to 1
+ return target.set( 1 - u - v, v, u );
+
+ }
+
+ static containsPoint( point, a, b, c ) {
+
+ // if the triangle is degenerate then we can't contain a point
+ if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
+
+ return false;
+
+ }
+
+ return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
+
+ }
+
+ static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
+
+ if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
+
+ target.x = 0;
+ target.y = 0;
+ if ( 'z' in target ) target.z = 0;
+ if ( 'w' in target ) target.w = 0;
+ return null;
+
+ }
+
+ target.setScalar( 0 );
+ target.addScaledVector( v1, _v3$2.x );
+ target.addScaledVector( v2, _v3$2.y );
+ target.addScaledVector( v3, _v3$2.z );
+
+ return target;
+
+ }
+
+ static isFrontFacing( a, b, c, direction ) {
+
+ _v0$2.subVectors( c, b );
+ _v1$3.subVectors( a, b );
+
+ // strictly front facing
+ return ( _v0$2.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$2.subVectors( this.c, this.b );
+ _v1$3.subVectors( this.a, this.b );
+
+ return _v0$2.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 );
+
+ }
+
+ getInterpolation( point, v1, v2, v3, target ) {
+
+ return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, 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 );
+
+ }
+
+}
+
+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;
+
+}
+
+class Color {
+
+ constructor( r, g, b ) {
+
+ this.isColor = true;
+
+ this.r = 1;
+ this.g = 1;
+ this.b = 1;
+
+ return this.set( r, g, b );
+
+ }
+
+ set( r, g, b ) {
+
+ if ( g === undefined && b === undefined ) {
+
+ // r is THREE.Color, hex or string
+
+ const value = r;
+
+ if ( value && value.isColor ) {
+
+ this.copy( value );
+
+ } else if ( typeof value === 'number' ) {
+
+ this.setHex( value );
+
+ } else if ( typeof value === 'string' ) {
+
+ this.setStyle( value );
+
+ }
+
+ } else {
+
+ this.setRGB( r, g, b );
+
+ }
+
+ return this;
+
+ }
+
+ setScalar( scalar ) {
+
+ this.r = scalar;
+ this.g = scalar;
+ this.b = scalar;
+
+ return this;
+
+ }
+
+ setHex( hex, colorSpace = SRGBColorSpace ) {
+
+ hex = Math.floor( hex );
+
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
+
+ ColorManagement.toWorkingColorSpace( this, colorSpace );
+
+ return this;
+
+ }
+
+ setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
+
+ this.r = r;
+ this.g = g;
+ this.b = b;
+
+ ColorManagement.toWorkingColorSpace( this, colorSpace );
+
+ return this;
+
+ }
+
+ setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
+
+ // 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 );
+
+ }
+
+ ColorManagement.toWorkingColorSpace( this, colorSpace );
+
+ return this;
+
+ }
+
+ setStyle( style, colorSpace = SRGBColorSpace ) {
+
+ 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 = /^(\w+)\(([^\)]*)\)/.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*)?$/.exec( components ) ) {
+
+ // rgb(255,0,0) rgba(255,0,0,0.5)
+
+ handleAlpha( color[ 4 ] );
+
+ return this.setRGB(
+ Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
+ Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
+ Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
+ colorSpace
+ );
+
+ }
+
+ if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
+
+ // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
+
+ handleAlpha( color[ 4 ] );
+
+ return this.setRGB(
+ Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
+ Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
+ Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
+ colorSpace
+ );
+
+ }
+
+ break;
+
+ case 'hsl':
+ case 'hsla':
+
+ if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
+
+ // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
+
+ handleAlpha( color[ 4 ] );
+
+ return this.setHSL(
+ parseFloat( color[ 1 ] ) / 360,
+ parseFloat( color[ 2 ] ) / 100,
+ parseFloat( color[ 3 ] ) / 100,
+ colorSpace
+ );
+
+ }
+
+ break;
+
+ default:
+
+ console.warn( 'THREE.Color: Unknown color model ' + style );
+
+ }
+
+ } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
+
+ // hex color
+
+ const hex = m[ 1 ];
+ const size = hex.length;
+
+ if ( size === 3 ) {
+
+ // #ff0
+ return this.setRGB(
+ parseInt( hex.charAt( 0 ), 16 ) / 15,
+ parseInt( hex.charAt( 1 ), 16 ) / 15,
+ parseInt( hex.charAt( 2 ), 16 ) / 15,
+ colorSpace
+ );
+
+ } else if ( size === 6 ) {
+
+ // #ff0000
+ return this.setHex( parseInt( hex, 16 ), colorSpace );
+
+ } else {
+
+ console.warn( 'THREE.Color: Invalid hex color ' + style );
+
+ }
+
+ } else if ( style && style.length > 0 ) {
+
+ return this.setColorName( style, colorSpace );
+
+ }
+
+ return this;
+
+ }
+
+ setColorName( style, colorSpace = SRGBColorSpace ) {
+
+ // color keywords
+ const hex = _colorKeywords[ style.toLowerCase() ];
+
+ if ( hex !== undefined ) {
+
+ // red
+ this.setHex( hex, colorSpace );
+
+ } 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( colorSpace = SRGBColorSpace ) {
+
+ ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
+
+ return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );
+
+ }
+
+ getHexString( colorSpace = SRGBColorSpace ) {
+
+ return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
+
+ }
+
+ getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
+
+ const r = _color.r, g = _color.g, b = _color.b;
+
+ const max = Math.max( r, g, b );
+ const min = Math.min( r, g, b );
+
+ let hue, saturation;
+ const lightness = ( min + max ) / 2.0;
+
+ 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;
+
+ }
+
+ getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
+
+ ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
+
+ target.r = _color.r;
+ target.g = _color.g;
+ target.b = _color.b;
+
+ return target;
+
+ }
+
+ getStyle( colorSpace = SRGBColorSpace ) {
+
+ ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
+
+ const r = _color.r, g = _color.g, b = _color.b;
+
+ if ( colorSpace !== SRGBColorSpace ) {
+
+ // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
+ return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
+
+ }
+
+ return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
+
+ }
+
+ offsetHSL( h, s, l ) {
+
+ this.getHSL( _hslA );
+
+ return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
+
+ }
+
+ 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;
+
+ }
+
+ setFromVector3( v ) {
+
+ this.r = v.x;
+ this.g = v.y;
+ this.b = v.z;
+
+ return this;
+
+ }
+
+ applyMatrix3( m ) {
+
+ const r = this.r, g = this.g, b = this.b;
+ const e = m.elements;
+
+ this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
+ this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
+ this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
+
+ return this;
+
+ }
+
+ 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 );
+
+ return this;
+
+ }
+
+ toJSON() {
+
+ return this.getHex();
+
+ }
+
+ *[ Symbol.iterator ]() {
+
+ yield this.r;
+ yield this.g;
+ yield this.b;
+
+ }
+
+}
+
+const _color = /*@__PURE__*/ new Color();
+
+Color.NAMES = _colorKeywords;
+
+let _materialId = 0;
+
+class Material extends EventDispatcher {
+
+ constructor() {
+
+ super();
+
+ this.isMaterial = true;
+
+ Object.defineProperty( this, 'id', { value: _materialId ++ } );
+
+ this.uuid = generateUUID();
+
+ this.name = '';
+ this.type = 'Material';
+
+ this.blending = NormalBlending;
+ this.side = FrontSide;
+ this.vertexColors = false;
+
+ this.opacity = 1;
+ this.transparent = false;
+ this.alphaHash = false;
+
+ this.blendSrc = SrcAlphaFactor;
+ this.blendDst = OneMinusSrcAlphaFactor;
+ this.blendEquation = AddEquation;
+ this.blendSrcAlpha = null;
+ this.blendDstAlpha = null;
+ this.blendEquationAlpha = null;
+ this.blendColor = new Color( 0, 0, 0 );
+ this.blendAlpha = 0;
+
+ this.depthFunc = LessEqualDepth;
+ this.depthTest = true;
+ this.depthWrite = true;
+
+ this.stencilWriteMask = 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.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.forceSinglePass = 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;
+
+ }
+
+ // onBeforeRender and onBeforeCompile only supported in WebGLRenderer
+
+ 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: parameter '${ key }' has value of undefined.` );
+ continue;
+
+ }
+
+ const currentValue = this[ key ];
+
+ if ( currentValue === undefined ) {
+
+ console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
+ continue;
+
+ }
+
+ if ( currentValue && currentValue.isColor ) {
+
+ currentValue.set( newValue );
+
+ } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
+
+ currentValue.copy( newValue );
+
+ } else {
+
+ this[ key ] = newValue;
+
+ }
+
+ }
+
+ }
+
+ toJSON( meta ) {
+
+ const isRootObject = ( meta === undefined || typeof meta === 'string' );
+
+ if ( isRootObject ) {
+
+ meta = {
+ textures: {},
+ images: {}
+ };
+
+ }
+
+ const data = {
+ metadata: {
+ version: 4.6,
+ 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 !== undefined && 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.dispersion !== undefined ) data.dispersion = this.dispersion;
+
+ if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
+ if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
+ if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
+
+ if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
+
+ data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
+
+ data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
+ if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
+
+ if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
+
+ data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
+ if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
+ if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
+
+ if ( this.lightMap && this.lightMap.isTexture ) {
+
+ data.lightMap = this.lightMap.toJSON( meta ).uuid;
+ data.lightMapIntensity = this.lightMapIntensity;
+
+ }
+
+ if ( this.aoMap && this.aoMap.isTexture ) {
+
+ data.aoMap = this.aoMap.toJSON( meta ).uuid;
+ data.aoMapIntensity = this.aoMapIntensity;
+
+ }
+
+ if ( this.bumpMap && this.bumpMap.isTexture ) {
+
+ data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
+ data.bumpScale = this.bumpScale;
+
+ }
+
+ if ( this.normalMap && this.normalMap.isTexture ) {
+
+ data.normalMap = this.normalMap.toJSON( meta ).uuid;
+ data.normalMapType = this.normalMapType;
+ data.normalScale = this.normalScale.toArray();
+
+ }
+
+ if ( this.displacementMap && this.displacementMap.isTexture ) {
+
+ data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
+ data.displacementScale = this.displacementScale;
+ data.displacementBias = this.displacementBias;
+
+ }
+
+ if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
+ if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
+
+ if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
+ if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
+ if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
+ if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
+
+ if ( this.envMap && this.envMap.isTexture ) {
+
+ data.envMap = this.envMap.toJSON( meta ).uuid;
+
+ if ( this.combine !== undefined ) data.combine = this.combine;
+
+ }
+
+ if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
+ 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 && this.attenuationDistance !== Infinity ) 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 === true ) data.vertexColors = true;
+
+ if ( this.opacity < 1 ) data.opacity = this.opacity;
+ if ( this.transparent === true ) data.transparent = true;
+
+ if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
+ if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
+ if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
+ if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
+ if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
+ if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
+ if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
+ if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
+
+ if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
+ if ( this.depthTest === false ) data.depthTest = this.depthTest;
+ if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
+ if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
+
+ if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
+ if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
+ if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
+ if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
+ if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
+ if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
+ if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
+ if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
+
+ // rotation (SpriteMaterial)
+ if ( this.rotation !== undefined && 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 !== undefined && 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.alphaHash === true ) data.alphaHash = true;
+ if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
+ if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
+ if ( this.forceSinglePass === true ) data.forceSinglePass = true;
+
+ if ( this.wireframe === true ) data.wireframe = true;
+ if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
+ if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
+ if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
+
+ if ( this.flatShading === true ) data.flatShading = true;
+
+ if ( this.visible === false ) data.visible = false;
+
+ if ( this.toneMapped === false ) data.toneMapped = false;
+
+ if ( this.fog === false ) data.fog = false;
+
+ if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
+
+ // 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 ( isRootObject ) {
+
+ const textures = extractFromCache( meta.textures );
+ const images = extractFromCache( meta.images );
+
+ if ( textures.length > 0 ) data.textures = textures;
+ if ( images.length > 0 ) data.images = images;
+
+ }
+
+ return data;
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+ copy( source ) {
+
+ this.name = source.name;
+
+ this.blending = source.blending;
+ this.side = source.side;
+ this.vertexColors = source.vertexColors;
+
+ this.opacity = source.opacity;
+ this.transparent = source.transparent;
+
+ this.blendSrc = source.blendSrc;
+ this.blendDst = source.blendDst;
+ this.blendEquation = source.blendEquation;
+ this.blendSrcAlpha = source.blendSrcAlpha;
+ this.blendDstAlpha = source.blendDstAlpha;
+ this.blendEquationAlpha = source.blendEquationAlpha;
+ this.blendColor.copy( source.blendColor );
+ this.blendAlpha = source.blendAlpha;
+
+ this.depthFunc = source.depthFunc;
+ this.depthTest = source.depthTest;
+ this.depthWrite = source.depthWrite;
+
+ this.stencilWriteMask = source.stencilWriteMask;
+ this.stencilFunc = source.stencilFunc;
+ this.stencilRef = source.stencilRef;
+ this.stencilFuncMask = source.stencilFuncMask;
+ this.stencilFail = source.stencilFail;
+ this.stencilZFail = source.stencilZFail;
+ this.stencilZPass = source.stencilZPass;
+ this.stencilWrite = source.stencilWrite;
+
+ const srcPlanes = source.clippingPlanes;
+ let dstPlanes = null;
+
+ if ( srcPlanes !== null ) {
+
+ const n = srcPlanes.length;
+ dstPlanes = new Array( n );
+
+ for ( let i = 0; i !== n; ++ i ) {
+
+ dstPlanes[ i ] = srcPlanes[ i ].clone();
+
+ }
+
+ }
+
+ this.clippingPlanes = dstPlanes;
+ this.clipIntersection = source.clipIntersection;
+ this.clipShadows = source.clipShadows;
+
+ this.shadowSide = source.shadowSide;
+
+ this.colorWrite = source.colorWrite;
+
+ this.precision = source.precision;
+
+ this.polygonOffset = source.polygonOffset;
+ this.polygonOffsetFactor = source.polygonOffsetFactor;
+ this.polygonOffsetUnits = source.polygonOffsetUnits;
+
+ this.dithering = source.dithering;
+
+ this.alphaTest = source.alphaTest;
+ this.alphaHash = source.alphaHash;
+ this.alphaToCoverage = source.alphaToCoverage;
+ this.premultipliedAlpha = source.premultipliedAlpha;
+ this.forceSinglePass = source.forceSinglePass;
+
+ this.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 ++;
+
+ }
+
+ onBuild( /* shaderobject, renderer */ ) {
+
+ console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
+
+ }
+
+}
+
+class MeshBasicMaterial extends Material {
+
+ constructor( parameters ) {
+
+ super();
+
+ this.isMeshBasicMaterial = true;
+
+ this.type = 'MeshBasicMaterial';
+
+ this.color = new Color( 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.envMapRotation = new Euler();
+ this.combine = MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+ }
+
+ copy( source ) {
+
+ super.copy( source );
+
+ this.color.copy( source.color );
+
+ this.map = source.map;
+
+ this.lightMap = source.lightMap;
+ this.lightMapIntensity = source.lightMapIntensity;
+
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
+
+ this.specularMap = source.specularMap;
+
+ this.alphaMap = source.alphaMap;
+
+ this.envMap = source.envMap;
+ this.envMapRotation.copy( source.envMapRotation );
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
+
+ this.fog = source.fog;
+
+ return this;
+
+ }
+
+}
+
+// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
+
+const _tables = /*@__PURE__*/ _generateTables();
+
+function _generateTables() {
+
+ // float32 to float16 helpers
+
+ const buffer = new ArrayBuffer( 4 );
+ const floatView = new Float32Array( buffer );
+ const uint32View = new Uint32Array( buffer );
+
+ const baseTable = new Uint32Array( 512 );
+ const shiftTable = new Uint32Array( 512 );
+
+ for ( let i = 0; i < 256; ++ i ) {
+
+ const e = i - 127;
+
+ // very small number (0, -0)
+
+ if ( e < - 27 ) {
+
+ baseTable[ i ] = 0x0000;
+ baseTable[ i | 0x100 ] = 0x8000;
+ shiftTable[ i ] = 24;
+ shiftTable[ i | 0x100 ] = 24;
+
+ // small number (denorm)
+
+ } else if ( e < - 14 ) {
+
+ baseTable[ i ] = 0x0400 >> ( - e - 14 );
+ baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
+ shiftTable[ i ] = - e - 1;
+ shiftTable[ i | 0x100 ] = - e - 1;
+
+ // normal number
+
+ } else if ( e <= 15 ) {
+
+ baseTable[ i ] = ( e + 15 ) << 10;
+ baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
+ shiftTable[ i ] = 13;
+ shiftTable[ i | 0x100 ] = 13;
+
+ // large number (Infinity, -Infinity)
+
+ } else if ( e < 128 ) {
+
+ baseTable[ i ] = 0x7c00;
+ baseTable[ i | 0x100 ] = 0xfc00;
+ shiftTable[ i ] = 24;
+ shiftTable[ i | 0x100 ] = 24;
+
+ // stay (NaN, Infinity, -Infinity)
+
+ } else {
+
+ baseTable[ i ] = 0x7c00;
+ baseTable[ i | 0x100 ] = 0xfc00;
+ shiftTable[ i ] = 13;
+ shiftTable[ i | 0x100 ] = 13;
+
+ }
+
+ }
+
+ // float16 to float32 helpers
+
+ const mantissaTable = new Uint32Array( 2048 );
+ const exponentTable = new Uint32Array( 64 );
+ const offsetTable = new Uint32Array( 64 );
+
+ for ( let i = 1; i < 1024; ++ i ) {
+
+ let m = i << 13; // zero pad mantissa bits
+ let e = 0; // zero exponent
+
+ // normalized
+ while ( ( m & 0x00800000 ) === 0 ) {
+
+ m <<= 1;
+ e -= 0x00800000; // decrement exponent
+
+ }
+
+ m &= ~ 0x00800000; // clear leading 1 bit
+ e += 0x38800000; // adjust bias
+
+ mantissaTable[ i ] = m | e;
+
+ }
+
+ for ( let i = 1024; i < 2048; ++ i ) {
+
+ mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
+
+ }
+
+ for ( let i = 1; i < 31; ++ i ) {
+
+ exponentTable[ i ] = i << 23;
+
+ }
+
+ exponentTable[ 31 ] = 0x47800000;
+ exponentTable[ 32 ] = 0x80000000;
+
+ for ( let i = 33; i < 63; ++ i ) {
+
+ exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
+
+ }
+
+ exponentTable[ 63 ] = 0xc7800000;
+
+ for ( let i = 1; i < 64; ++ i ) {
+
+ if ( i !== 32 ) {
+
+ offsetTable[ i ] = 1024;
+
+ }
+
+ }
+
+ return {
+ floatView: floatView,
+ uint32View: uint32View,
+ baseTable: baseTable,
+ shiftTable: shiftTable,
+ mantissaTable: mantissaTable,
+ exponentTable: exponentTable,
+ offsetTable: offsetTable
+ };
+
+}
+
+// float32 to float16
+
+function toHalfFloat( val ) {
+
+ if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
+
+ val = clamp( val, - 65504, 65504 );
+
+ _tables.floatView[ 0 ] = val;
+ const f = _tables.uint32View[ 0 ];
+ const e = ( f >> 23 ) & 0x1ff;
+ return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
+
+}
+
+// float16 to float32
+
+function fromHalfFloat( val ) {
+
+ const m = val >> 10;
+ _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
+ return _tables.floatView[ 0 ];
+
+}
+
+const DataUtils = {
+ toHalfFloat: toHalfFloat,
+ fromHalfFloat: fromHalfFloat,
+};
+
+const _vector$9 = /*@__PURE__*/ new Vector3();
+const _vector2$1 = /*@__PURE__*/ new Vector2();
+
+class BufferAttribute {
+
+ constructor( array, itemSize, normalized = false ) {
+
+ if ( Array.isArray( array ) ) {
+
+ throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
+
+ }
+
+ this.isBufferAttribute = true;
+
+ this.name = '';
+
+ this.array = array;
+ this.itemSize = itemSize;
+ this.count = array !== undefined ? array.length / itemSize : 0;
+ this.normalized = normalized;
+
+ this.usage = StaticDrawUsage;
+ this._updateRange = { offset: 0, count: - 1 };
+ this.updateRanges = [];
+ this.gpuType = FloatType;
+
+ this.version = 0;
+
+ }
+
+ onUploadCallback() {}
+
+ set needsUpdate( value ) {
+
+ if ( value === true ) this.version ++;
+
+ }
+
+ get updateRange() {
+
+ warnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159
+ return this._updateRange;
+
+ }
+
+ setUsage( value ) {
+
+ this.usage = value;
+
+ return this;
+
+ }
+
+ addUpdateRange( start, count ) {
+
+ this.updateRanges.push( { start, count } );
+
+ }
+
+ clearUpdateRanges() {
+
+ this.updateRanges.length = 0;
+
+ }
+
+ copy( source ) {
+
+ this.name = source.name;
+ this.array = new source.array.constructor( source.array );
+ this.itemSize = source.itemSize;
+ this.count = source.count;
+ this.normalized = source.normalized;
+
+ this.usage = source.usage;
+ this.gpuType = source.gpuType;
+
+ return this;
+
+ }
+
+ 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;
+
+ }
+
+ 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.fromBufferAttribute( this, 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.fromBufferAttribute( this, 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.fromBufferAttribute( this, i );
+
+ _vector$9.transformDirection( m );
+
+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
+
+ }
+
+ return this;
+
+ }
+
+ set( value, offset = 0 ) {
+
+ // Matching BufferAttribute constructor, do not normalize the array.
+ this.array.set( value, offset );
+
+ return this;
+
+ }
+
+ getComponent( index, component ) {
+
+ let value = this.array[ index * this.itemSize + component ];
+
+ if ( this.normalized ) value = denormalize( value, this.array );
+
+ return value;
+
+ }
+
+ setComponent( index, component, value ) {
+
+ if ( this.normalized ) value = normalize( value, this.array );
+
+ this.array[ index * this.itemSize + component ] = value;
+
+ return this;
+
+ }
+
+ getX( index ) {
+
+ let x = this.array[ index * this.itemSize ];
+
+ if ( this.normalized ) x = denormalize( x, this.array );
+
+ return x;
+
+ }
+
+ setX( index, x ) {
+
+ if ( this.normalized ) x = normalize( x, this.array );
+
+ this.array[ index * this.itemSize ] = x;
+
+ return this;
+
+ }
+
+ getY( index ) {
+
+ let y = this.array[ index * this.itemSize + 1 ];
+
+ if ( this.normalized ) y = denormalize( y, this.array );
+
+ return y;
+
+ }
+
+ setY( index, y ) {
+
+ if ( this.normalized ) y = normalize( y, this.array );
+
+ this.array[ index * this.itemSize + 1 ] = y;
+
+ return this;
+
+ }
+
+ getZ( index ) {
+
+ let z = this.array[ index * this.itemSize + 2 ];
+
+ if ( this.normalized ) z = denormalize( z, this.array );
+
+ return z;
+
+ }
+
+ setZ( index, z ) {
+
+ if ( this.normalized ) z = normalize( z, this.array );
+
+ this.array[ index * this.itemSize + 2 ] = z;
+
+ return this;
+
+ }
+
+ getW( index ) {
+
+ let w = this.array[ index * this.itemSize + 3 ];
+
+ if ( this.normalized ) w = denormalize( w, this.array );
+
+ return w;
+
+ }
+
+ setW( index, w ) {
+
+ if ( this.normalized ) w = normalize( w, this.array );
+
+ this.array[ index * this.itemSize + 3 ] = w;
+
+ return this;
+
+ }
+
+ setXY( index, x, y ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+
+ }
+
+ this.array[ index + 0 ] = x;
+ this.array[ index + 1 ] = y;
+
+ return this;
+
+ }
+
+ setXYZ( index, x, y, z ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+ z = normalize( z, this.array );
+
+ }
+
+ this.array[ index + 0 ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+
+ return this;
+
+ }
+
+ setXYZW( index, x, y, z, w ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+ z = normalize( z, this.array );
+ w = normalize( w, this.array );
+
+ }
+
+ this.array[ index + 0 ] = 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.from( this.array ),
+ normalized: this.normalized
+ };
+
+ if ( this.name !== '' ) data.name = this.name;
+ if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
+
+ return data;
+
+ }
+
+}
+
+//
+
+class Int8BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Int8Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Uint8BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint8Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Uint8ClampedBufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint8ClampedArray( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Int16BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Int16Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Uint16BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint16Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Int32BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Int32Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Uint32BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint32Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Float16BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint16Array( array ), itemSize, normalized );
+
+ this.isFloat16BufferAttribute = true;
+
+ }
+
+ getX( index ) {
+
+ let x = fromHalfFloat( this.array[ index * this.itemSize ] );
+
+ if ( this.normalized ) x = denormalize( x, this.array );
+
+ return x;
+
+ }
+
+ setX( index, x ) {
+
+ if ( this.normalized ) x = normalize( x, this.array );
+
+ this.array[ index * this.itemSize ] = toHalfFloat( x );
+
+ return this;
+
+ }
+
+ getY( index ) {
+
+ let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
+
+ if ( this.normalized ) y = denormalize( y, this.array );
+
+ return y;
+
+ }
+
+ setY( index, y ) {
+
+ if ( this.normalized ) y = normalize( y, this.array );
+
+ this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
+
+ return this;
+
+ }
+
+ getZ( index ) {
+
+ let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
+
+ if ( this.normalized ) z = denormalize( z, this.array );
+
+ return z;
+
+ }
+
+ setZ( index, z ) {
+
+ if ( this.normalized ) z = normalize( z, this.array );
+
+ this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
+
+ return this;
+
+ }
+
+ getW( index ) {
+
+ let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
+
+ if ( this.normalized ) w = denormalize( w, this.array );
+
+ return w;
+
+ }
+
+ setW( index, w ) {
+
+ if ( this.normalized ) w = normalize( w, this.array );
+
+ this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
+
+ return this;
+
+ }
+
+ setXY( index, x, y ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+
+ }
+
+ this.array[ index + 0 ] = toHalfFloat( x );
+ this.array[ index + 1 ] = toHalfFloat( y );
+
+ return this;
+
+ }
+
+ setXYZ( index, x, y, z ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+ z = normalize( z, this.array );
+
+ }
+
+ this.array[ index + 0 ] = toHalfFloat( x );
+ this.array[ index + 1 ] = toHalfFloat( y );
+ this.array[ index + 2 ] = toHalfFloat( z );
+
+ return this;
+
+ }
+
+ setXYZW( index, x, y, z, w ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+ z = normalize( z, this.array );
+ w = normalize( w, this.array );
+
+ }
+
+ this.array[ index + 0 ] = toHalfFloat( x );
+ this.array[ index + 1 ] = toHalfFloat( y );
+ this.array[ index + 2 ] = toHalfFloat( z );
+ this.array[ index + 3 ] = toHalfFloat( w );
+
+ return this;
+
+ }
+
+}
+
+
+class Float32BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Float32Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+let _id$2 = 0;
+
+const _m1$2 = /*@__PURE__*/ new Matrix4();
+const _obj = /*@__PURE__*/ new Object3D();
+const _offset = /*@__PURE__*/ new Vector3();
+const _box$2 = /*@__PURE__*/ new Box3();
+const _boxMorphTargets = /*@__PURE__*/ new Box3();
+const _vector$8 = /*@__PURE__*/ new Vector3();
+
+class BufferGeometry extends EventDispatcher {
+
+ constructor() {
+
+ super();
+
+ this.isBufferGeometry = true;
+
+ Object.defineProperty( this, 'id', { value: _id$2 ++ } );
+
+ 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 ( arrayNeedsUint32( index ) ? 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$2.makeRotationFromQuaternion( q );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ rotateX( angle ) {
+
+ // rotate geometry around world x-axis
+
+ _m1$2.makeRotationX( angle );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ rotateY( angle ) {
+
+ // rotate geometry around world y-axis
+
+ _m1$2.makeRotationY( angle );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ rotateZ( angle ) {
+
+ // rotate geometry around world z-axis
+
+ _m1$2.makeRotationZ( angle );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ translate( x, y, z ) {
+
+ // translate geometry
+
+ _m1$2.makeTranslation( x, y, z );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ scale( x, y, z ) {
+
+ // scale geometry
+
+ _m1$2.makeScale( x, y, z );
+
+ this.applyMatrix4( _m1$2 );
+
+ 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.', 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$2.setFromBufferAttribute( morphAttribute );
+
+ if ( this.morphTargetsRelative ) {
+
+ _vector$8.addVectors( this.boundingBox.min, _box$2.min );
+ this.boundingBox.expandByPoint( _vector$8 );
+
+ _vector$8.addVectors( this.boundingBox.max, _box$2.max );
+ this.boundingBox.expandByPoint( _vector$8 );
+
+ } else {
+
+ this.boundingBox.expandByPoint( _box$2.min );
+ this.boundingBox.expandByPoint( _box$2.max );
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ this.boundingBox.makeEmpty();
+
+ }
+
+ if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
+
+ 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.', this );
+
+ this.boundingSphere.set( new Vector3(), Infinity );
+
+ return;
+
+ }
+
+ if ( position ) {
+
+ // first, find the center of the bounding sphere
+
+ const center = this.boundingSphere.center;
+
+ _box$2.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$2.min, _boxMorphTargets.min );
+ _box$2.expandByPoint( _vector$8 );
+
+ _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
+ _box$2.expandByPoint( _vector$8 );
+
+ } else {
+
+ _box$2.expandByPoint( _boxMorphTargets.min );
+ _box$2.expandByPoint( _boxMorphTargets.max );
+
+ }
+
+ }
+
+ }
+
+ _box$2.getCenter( center );
+
+ // 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 positionAttribute = attributes.position;
+ const normalAttribute = attributes.normal;
+ const uvAttribute = attributes.uv;
+
+ if ( this.hasAttribute( 'tangent' ) === false ) {
+
+ this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
+
+ }
+
+ const tangentAttribute = this.getAttribute( 'tangent' );
+
+ const tan1 = [], tan2 = [];
+
+ for ( let i = 0; i < positionAttribute.count; i ++ ) {
+
+ tan1[ i ] = new Vector3();
+ tan2[ i ] = new Vector3();
+
+ }
+
+ const vA = new Vector3(),
+ vB = new Vector3(),
+ vC = new Vector3(),
+
+ uvA = new Vector2(),
+ uvB = new Vector2(),
+ uvC = new Vector2(),
+
+ sdir = new Vector3(),
+ tdir = new Vector3();
+
+ function handleTriangle( a, b, c ) {
+
+ vA.fromBufferAttribute( positionAttribute, a );
+ vB.fromBufferAttribute( positionAttribute, b );
+ vC.fromBufferAttribute( positionAttribute, c );
+
+ uvA.fromBufferAttribute( uvAttribute, a );
+ uvB.fromBufferAttribute( uvAttribute, b );
+ uvC.fromBufferAttribute( uvAttribute, c );
+
+ vB.sub( vA );
+ vC.sub( vA );
+
+ uvB.sub( uvA );
+ uvC.sub( uvA );
+
+ const r = 1.0 / ( 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: index.count
+ } ];
+
+ }
+
+ for ( let i = 0, il = groups.length; i < il; ++ i ) {
+
+ const group = groups[ i ];
+
+ const start = group.start;
+ const count = group.count;
+
+ for ( let j = start, jl = start + count; j < jl; j += 3 ) {
+
+ handleTriangle(
+ index.getX( j + 0 ),
+ index.getX( j + 1 ),
+ index.getX( j + 2 )
+ );
+
+ }
+
+ }
+
+ const tmp = new Vector3(), tmp2 = new Vector3();
+ const n = new Vector3(), n2 = new Vector3();
+
+ function handleVertex( v ) {
+
+ n.fromBufferAttribute( normalAttribute, v );
+ 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;
+
+ tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
+
+ }
+
+ for ( let i = 0, il = groups.length; i < il; ++ i ) {
+
+ const group = groups[ i ];
+
+ const start = group.start;
+ const count = group.count;
+
+ for ( let j = start, jl = start + count; j < jl; j += 3 ) {
+
+ handleVertex( index.getX( j + 0 ) );
+ handleVertex( index.getX( j + 1 ) );
+ handleVertex( index.getX( j + 2 ) );
+
+ }
+
+ }
+
+ }
+
+ 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;
+
+ }
+
+ }
+
+ 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: 4.6,
+ 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;
+
+ return this;
+
+ }
+
+ dispose() {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+}
+
+const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
+const _ray$3 = /*@__PURE__*/ new Ray();
+const _sphere$6 = /*@__PURE__*/ new Sphere();
+const _sphereHitAt = /*@__PURE__*/ new Vector3();
+
+const _vA$1 = /*@__PURE__*/ new Vector3();
+const _vB$1 = /*@__PURE__*/ new Vector3();
+const _vC$1 = /*@__PURE__*/ new Vector3();
+
+const _tempA = /*@__PURE__*/ new Vector3();
+const _morphA = /*@__PURE__*/ new Vector3();
+
+const _uvA$1 = /*@__PURE__*/ new Vector2();
+const _uvB$1 = /*@__PURE__*/ new Vector2();
+const _uvC$1 = /*@__PURE__*/ new Vector2();
+
+const _normalA = /*@__PURE__*/ new Vector3();
+const _normalB = /*@__PURE__*/ new Vector3();
+const _normalC = /*@__PURE__*/ new Vector3();
+
+const _intersectionPoint = /*@__PURE__*/ new Vector3();
+const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
+
+class Mesh extends Object3D {
+
+ constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
+
+ super();
+
+ this.isMesh = true;
+
+ this.type = 'Mesh';
+
+ this.geometry = geometry;
+ this.material = material;
+
+ this.updateMorphTargets();
+
+ }
+
+ copy( source, recursive ) {
+
+ super.copy( source, recursive );
+
+ if ( source.morphTargetInfluences !== undefined ) {
+
+ this.morphTargetInfluences = source.morphTargetInfluences.slice();
+
+ }
+
+ if ( source.morphTargetDictionary !== undefined ) {
+
+ this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
+
+ }
+
+ this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
+ this.geometry = source.geometry;
+
+ return this;
+
+ }
+
+ updateMorphTargets() {
+
+ const geometry = this.geometry;
+
+ const morphAttributes = geometry.morphAttributes;
+ const keys = Object.keys( morphAttributes );
+
+ if ( keys.length > 0 ) {
+
+ const morphAttribute = morphAttributes[ keys[ 0 ] ];
+
+ if ( morphAttribute !== 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;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ getVertexPosition( index, target ) {
+
+ const geometry = this.geometry;
+ const position = geometry.attributes.position;
+ const morphPosition = geometry.morphAttributes.position;
+ const morphTargetsRelative = geometry.morphTargetsRelative;
+
+ target.fromBufferAttribute( position, index );
+
+ const morphInfluences = this.morphTargetInfluences;
+
+ if ( morphPosition && morphInfluences ) {
+
+ _morphA.set( 0, 0, 0 );
+
+ for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
+
+ const influence = morphInfluences[ i ];
+ const morphAttribute = morphPosition[ i ];
+
+ if ( influence === 0 ) continue;
+
+ _tempA.fromBufferAttribute( morphAttribute, index );
+
+ if ( morphTargetsRelative ) {
+
+ _morphA.addScaledVector( _tempA, influence );
+
+ } else {
+
+ _morphA.addScaledVector( _tempA.sub( target ), influence );
+
+ }
+
+ }
+
+ target.add( _morphA );
+
+ }
+
+ return target;
+
+ }
+
+ raycast( raycaster, intersects ) {
+
+ const geometry = this.geometry;
+ const material = this.material;
+ const matrixWorld = this.matrixWorld;
+
+ if ( material === undefined ) return;
+
+ // test with bounding sphere in world space
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ _sphere$6.copy( geometry.boundingSphere );
+ _sphere$6.applyMatrix4( matrixWorld );
+
+ // check distance from ray origin to bounding sphere
+
+ _ray$3.copy( raycaster.ray ).recast( raycaster.near );
+
+ if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
+
+ if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
+
+ if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
+
+ }
+
+ // convert ray to local space of mesh
+
+ _inverseMatrix$3.copy( matrixWorld ).invert();
+ _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
+
+ // test with bounding box in local space
+
+ if ( geometry.boundingBox !== null ) {
+
+ if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
+
+ }
+
+ // test for intersections with geometry
+
+ this._computeIntersections( raycaster, intersects, _ray$3 );
+
+ }
+
+ _computeIntersections( raycaster, intersects, rayLocalSpace ) {
+
+ let intersection;
+
+ const geometry = this.geometry;
+ const material = this.material;
+
+ const index = geometry.index;
+ const position = geometry.attributes.position;
+ const uv = geometry.attributes.uv;
+ const uv1 = geometry.attributes.uv1;
+ const normal = geometry.attributes.normal;
+ const groups = geometry.groups;
+ const drawRange = geometry.drawRange;
+
+ if ( index !== null ) {
+
+ // 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 = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, 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 = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, 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 = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, 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 = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+}
+
+function checkIntersection$1( 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 === FrontSide ), 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 checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
+
+ object.getVertexPosition( a, _vA$1 );
+ object.getVertexPosition( b, _vB$1 );
+ object.getVertexPosition( c, _vC$1 );
+
+ const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
+
+ if ( intersection ) {
+
+ if ( uv ) {
+
+ _uvA$1.fromBufferAttribute( uv, a );
+ _uvB$1.fromBufferAttribute( uv, b );
+ _uvC$1.fromBufferAttribute( uv, c );
+
+ intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
+
+ }
+
+ if ( uv1 ) {
+
+ _uvA$1.fromBufferAttribute( uv1, a );
+ _uvB$1.fromBufferAttribute( uv1, b );
+ _uvC$1.fromBufferAttribute( uv1, c );
+
+ intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
+
+ }
+
+ if ( normal ) {
+
+ _normalA.fromBufferAttribute( normal, a );
+ _normalB.fromBufferAttribute( normal, b );
+ _normalC.fromBufferAttribute( normal, c );
+
+ intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );
+
+ if ( intersection.normal.dot( ray.direction ) > 0 ) {
+
+ intersection.normal.multiplyScalar( - 1 );
+
+ }
+
+ }
+
+ 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;
+
+ }
+
+ }
+
+ copy( source ) {
+
+ super.copy( source );
+
+ this.parameters = Object.assign( {}, source.parameters );
+
+ return this;
+
+ }
+
+ 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 ) ) {
+
+ if ( property.isRenderTargetTexture ) {
+
+ console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
+ dst[ u ][ p ] = null;
+
+ } else {
+
+ dst[ u ][ p ] = property.clone();
+
+ }
+
+ } else if ( Array.isArray( property ) ) {
+
+ dst[ u ][ p ] = property.slice();
+
+ } else {
+
+ dst[ u ][ p ] = property;
+
+ }
+
+ }
+
+ }
+
+ return dst;
+
+}
+
+function mergeUniforms( uniforms ) {
+
+ const merged = {};
+
+ for ( let u = 0; u < uniforms.length; u ++ ) {
+
+ const tmp = cloneUniforms( uniforms[ u ] );
+
+ for ( const p in tmp ) {
+
+ merged[ p ] = tmp[ p ];
+
+ }
+
+ }
+
+ return merged;
+
+}
+
+function cloneUniformsGroups( src ) {
+
+ const dst = [];
+
+ for ( let u = 0; u < src.length; u ++ ) {
+
+ dst.push( src[ u ].clone() );
+
+ }
+
+ return dst;
+
+}
+
+function getUnlitUniformColorSpace( renderer ) {
+
+ const currentRenderTarget = renderer.getRenderTarget();
+
+ if ( currentRenderTarget === null ) {
+
+ // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
+ return renderer.outputColorSpace;
+
+ }
+
+ // https://github.com/mrdoob/three.js/issues/27868
+ if ( currentRenderTarget.isXRRenderTarget === true ) {
+
+ return currentRenderTarget.texture.colorSpace;
+
+ }
+
+ return ColorManagement.workingColorSpace;
+
+}
+
+// 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}";
+
+class ShaderMaterial extends Material {
+
+ constructor( parameters ) {
+
+ super();
+
+ this.isShaderMaterial = true;
+
+ this.type = 'ShaderMaterial';
+
+ this.defines = {};
+ this.uniforms = {};
+ this.uniformsGroups = [];
+
+ this.vertexShader = default_vertex;
+ this.fragmentShader = default_fragment;
+
+ this.linewidth = 1;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false; // set to use scene fog
+ this.lights = false; // set to use scene lights
+ this.clipping = false; // set to use user-defined clipping planes
+
+ this.forceSinglePass = true;
+
+ this.extensions = {
+ clipCullDistance: false, // set to use vertex shader clipping
+ multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
+ };
+
+ // 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 ],
+ 'uv1': [ 0, 0 ]
+ };
+
+ this.index0AttributeName = undefined;
+ this.uniformsNeedUpdate = false;
+
+ this.glslVersion = null;
+
+ if ( parameters !== undefined ) {
+
+ this.setValues( parameters );
+
+ }
+
+ }
+
+ copy( source ) {
+
+ super.copy( source );
+
+ this.fragmentShader = source.fragmentShader;
+ this.vertexShader = source.vertexShader;
+
+ this.uniforms = cloneUniforms( source.uniforms );
+ this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
+
+ this.defines = Object.assign( {}, source.defines );
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+
+ this.fog = source.fog;
+ this.lights = source.lights;
+ this.clipping = source.clipping;
+
+ this.extensions = Object.assign( {}, source.extensions );
+
+ this.glslVersion = source.glslVersion;
+
+ 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;
+
+ data.lights = this.lights;
+ data.clipping = this.clipping;
+
+ const extensions = {};
+
+ for ( const key in this.extensions ) {
+
+ if ( this.extensions[ key ] === true ) extensions[ key ] = true;
+
+ }
+
+ if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
+
+ return data;
+
+ }
+
+}
+
+class Camera extends Object3D {
+
+ constructor() {
+
+ super();
+
+ this.isCamera = true;
+
+ this.type = 'Camera';
+
+ this.matrixWorldInverse = new Matrix4();
+
+ this.projectionMatrix = new Matrix4();
+ this.projectionMatrixInverse = new Matrix4();
+
+ this.coordinateSystem = WebGLCoordinateSystem;
+
+ }
+
+ copy( source, recursive ) {
+
+ super.copy( source, recursive );
+
+ this.matrixWorldInverse.copy( source.matrixWorldInverse );
+
+ this.projectionMatrix.copy( source.projectionMatrix );
+ this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
+
+ this.coordinateSystem = source.coordinateSystem;
+
+ return this;
+
+ }
+
+ getWorldDirection( target ) {
+
+ return super.getWorldDirection( target ).negate();
+
+ }
+
+ updateMatrixWorld( force ) {
+
+ super.updateMatrixWorld( force );
+
+ this.matrixWorldInverse.copy( this.matrixWorld ).invert();
+
+ }
+
+ updateWorldMatrix( updateParents, updateChildren ) {
+
+ super.updateWorldMatrix( updateParents, updateChildren );
+
+ this.matrixWorldInverse.copy( this.matrixWorld ).invert();
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+}
+
+const _v3$1 = /*@__PURE__*/ new Vector3();
+const _minTarget = /*@__PURE__*/ new Vector2();
+const _maxTarget = /*@__PURE__*/ new Vector2();
+
+
+class PerspectiveCamera extends Camera {
+
+ constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
+
+ super();
+
+ this.isPerspectiveCamera = true;
+
+ 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 );
+
+ }
+
+ /**
+ * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
+ * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
+ */
+ getViewBounds( distance, minTarget, maxTarget ) {
+
+ _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
+
+ minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
+
+ _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
+
+ maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
+
+ }
+
+ /**
+ * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
+ * Copies the result into the target Vector2, where x is width and y is height.
+ */
+ getViewSize( distance, target ) {
+
+ this.getViewBounds( distance, _minTarget, _maxTarget );
+
+ return target.subVectors( _maxTarget, _minTarget );
+
+ }
+
+ /**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ * +---+---+---+
+ * | A | B | C |
+ * +---+---+---+
+ * | D | E | F |
+ * +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ * 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.coordinateSystem );
+
+ 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;
+
+ }
+
+}
+
+const fov = - 90; // negative fov is not an error
+const aspect = 1;
+
+class CubeCamera extends Object3D {
+
+ constructor( near, far, renderTarget ) {
+
+ super();
+
+ this.type = 'CubeCamera';
+
+ this.renderTarget = renderTarget;
+ this.coordinateSystem = null;
+ this.activeMipmapLevel = 0;
+
+ const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
+ cameraPX.layers = this.layers;
+ this.add( cameraPX );
+
+ const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
+ cameraNX.layers = this.layers;
+ this.add( cameraNX );
+
+ const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
+ cameraPY.layers = this.layers;
+ this.add( cameraPY );
+
+ const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
+ cameraNY.layers = this.layers;
+ this.add( cameraNY );
+
+ const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
+ cameraPZ.layers = this.layers;
+ this.add( cameraPZ );
+
+ const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
+ cameraNZ.layers = this.layers;
+ this.add( cameraNZ );
+
+ }
+
+ updateCoordinateSystem() {
+
+ const coordinateSystem = this.coordinateSystem;
+
+ const cameras = this.children.concat();
+
+ const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
+
+ for ( const camera of cameras ) this.remove( camera );
+
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
+
+ cameraPX.up.set( 0, 1, 0 );
+ cameraPX.lookAt( 1, 0, 0 );
+
+ cameraNX.up.set( 0, 1, 0 );
+ cameraNX.lookAt( - 1, 0, 0 );
+
+ cameraPY.up.set( 0, 0, - 1 );
+ cameraPY.lookAt( 0, 1, 0 );
+
+ cameraNY.up.set( 0, 0, 1 );
+ cameraNY.lookAt( 0, - 1, 0 );
+
+ cameraPZ.up.set( 0, 1, 0 );
+ cameraPZ.lookAt( 0, 0, 1 );
+
+ cameraNZ.up.set( 0, 1, 0 );
+ cameraNZ.lookAt( 0, 0, - 1 );
+
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
+
+ cameraPX.up.set( 0, - 1, 0 );
+ cameraPX.lookAt( - 1, 0, 0 );
+
+ cameraNX.up.set( 0, - 1, 0 );
+ cameraNX.lookAt( 1, 0, 0 );
+
+ cameraPY.up.set( 0, 0, 1 );
+ cameraPY.lookAt( 0, 1, 0 );
+
+ cameraNY.up.set( 0, 0, - 1 );
+ cameraNY.lookAt( 0, - 1, 0 );
+
+ cameraPZ.up.set( 0, - 1, 0 );
+ cameraPZ.lookAt( 0, 0, 1 );
+
+ cameraNZ.up.set( 0, - 1, 0 );
+ cameraNZ.lookAt( 0, 0, - 1 );
+
+ } else {
+
+ throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
+
+ }
+
+ for ( const camera of cameras ) {
+
+ this.add( camera );
+
+ camera.updateMatrixWorld();
+
+ }
+
+ }
+
+ update( renderer, scene ) {
+
+ if ( this.parent === null ) this.updateMatrixWorld();
+
+ const { renderTarget, activeMipmapLevel } = this;
+
+ if ( this.coordinateSystem !== renderer.coordinateSystem ) {
+
+ this.coordinateSystem = renderer.coordinateSystem;
+
+ this.updateCoordinateSystem();
+
+ }
+
+ const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
+
+ const currentRenderTarget = renderer.getRenderTarget();
+ const currentActiveCubeFace = renderer.getActiveCubeFace();
+ const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
+
+ const currentXrEnabled = renderer.xr.enabled;
+
+ renderer.xr.enabled = false;
+
+ const generateMipmaps = renderTarget.texture.generateMipmaps;
+
+ renderTarget.texture.generateMipmaps = false;
+
+ renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
+ renderer.render( scene, cameraPX );
+
+ renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
+ renderer.render( scene, cameraNX );
+
+ renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
+ renderer.render( scene, cameraPY );
+
+ renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
+ renderer.render( scene, cameraNY );
+
+ renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
+ renderer.render( scene, cameraPZ );
+
+ // mipmaps are generated during the last call of render()
+ // at this point, all sides of the cube render target are defined
+
+ renderTarget.texture.generateMipmaps = generateMipmaps;
+
+ renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
+ renderer.render( scene, cameraNZ );
+
+ renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
+
+ renderer.xr.enabled = currentXrEnabled;
+
+ renderTarget.texture.needsPMREMUpdate = true;
+
+ }
+
+}
+
+class CubeTexture extends Texture {
+
+ constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
+
+ images = images !== undefined ? images : [];
+ mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
+
+ super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
+
+ this.isCubeTexture = true;
+
+ this.flipY = false;
+
+ }
+
+ get images() {
+
+ return this.image;
+
+ }
+
+ set images( value ) {
+
+ this.image = value;
+
+ }
+
+}
+
+class WebGLCubeRenderTarget extends WebGLRenderTarget {
+
+ constructor( size = 1, options = {} ) {
+
+ super( size, size, options );
+
+ this.isWebGLCubeRenderTarget = true;
+
+ const image = { width: size, height: size, depth: 1 };
+ const images = [ image, image, image, image, image, image ];
+
+ this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
+
+ // 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.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.colorSpace = texture.colorSpace;
+
+ this.texture.generateMipmaps = texture.generateMipmaps;
+ this.texture.minFilter = texture.minFilter;
+ this.texture.magFilter = texture.magFilter;
+
+ const shader = {
+
+ uniforms: {
+ tEquirect: { value: null },
+ },
+
+ vertexShader: /* glsl */`
+
+ varying vec3 vWorldDirection;
+
+ vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
+
+ return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
+
+ }
+
+ void main() {
+
+ vWorldDirection = transformDirection( position, modelMatrix );
+
+ #include
+ #include
+
+ }
+ `,
+
+ fragmentShader: /* glsl */`
+
+ uniform sampler2D tEquirect;
+
+ varying vec3 vWorldDirection;
+
+ #include
+
+ 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 );
+
+ }
+
+}
+
+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 ) {
+
+ this.isPlane = true;
+
+ // 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( point ).addScaledVector( this.normal, - this.distanceToPoint( 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( line.start ).addScaledVector( direction, t );
+
+ }
+
+ 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 );
+
+ }
+
+}
+
+const _sphere$5 = /*@__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, coordinateSystem = WebGLCoordinateSystem ) {
+
+ 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();
+
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
+
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
+
+ planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
+
+ } else {
+
+ throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
+
+ }
+
+ return this;
+
+ }
+
+ intersectsObject( object ) {
+
+ if ( object.boundingSphere !== undefined ) {
+
+ if ( object.boundingSphere === null ) object.computeBoundingSphere();
+
+ _sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
+
+ } else {
+
+ const geometry = object.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ _sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
+
+ }
+
+ return this.intersectsSphere( _sphere$5 );
+
+ }
+
+ intersectsSprite( sprite ) {
+
+ _sphere$5.center.set( 0, 0, 0 );
+ _sphere$5.radius = 0.7071067811865476;
+ _sphere$5.applyMatrix4( sprite.matrixWorld );
+
+ return this.intersectsSphere( _sphere$5 );
+
+ }
+
+ 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 ) {
+
+ const buffers = new WeakMap();
+
+ function createBuffer( attribute, bufferType ) {
+
+ const array = attribute.array;
+ const usage = attribute.usage;
+ const size = array.byteLength;
+
+ const buffer = gl.createBuffer();
+
+ gl.bindBuffer( bufferType, buffer );
+ gl.bufferData( bufferType, array, usage );
+
+ attribute.onUploadCallback();
+
+ let type;
+
+ if ( array instanceof Float32Array ) {
+
+ type = gl.FLOAT;
+
+ } else if ( array instanceof Uint16Array ) {
+
+ if ( attribute.isFloat16BufferAttribute ) {
+
+ type = gl.HALF_FLOAT;
+
+ } else {
+
+ type = gl.UNSIGNED_SHORT;
+
+ }
+
+ } else if ( array instanceof Int16Array ) {
+
+ type = gl.SHORT;
+
+ } else if ( array instanceof Uint32Array ) {
+
+ type = gl.UNSIGNED_INT;
+
+ } else if ( array instanceof Int32Array ) {
+
+ type = gl.INT;
+
+ } else if ( array instanceof Int8Array ) {
+
+ type = gl.BYTE;
+
+ } else if ( array instanceof Uint8Array ) {
+
+ type = gl.UNSIGNED_BYTE;
+
+ } else if ( array instanceof Uint8ClampedArray ) {
+
+ type = gl.UNSIGNED_BYTE;
+
+ } else {
+
+ throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );
+
+ }
+
+ return {
+ buffer: buffer,
+ type: type,
+ bytesPerElement: array.BYTES_PER_ELEMENT,
+ version: attribute.version,
+ size: size
+ };
+
+ }
+
+ function updateBuffer( buffer, attribute, bufferType ) {
+
+ const array = attribute.array;
+ const updateRange = attribute._updateRange; // @deprecated, r159
+ const updateRanges = attribute.updateRanges;
+
+ gl.bindBuffer( bufferType, buffer );
+
+ if ( updateRange.count === - 1 && updateRanges.length === 0 ) {
+
+ // Not using update ranges
+ gl.bufferSubData( bufferType, 0, array );
+
+ }
+
+ if ( updateRanges.length !== 0 ) {
+
+ for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
+
+ const range = updateRanges[ i ];
+
+ gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
+ array, range.start, range.count );
+
+ }
+
+ attribute.clearUpdateRanges();
+
+ }
+
+ // @deprecated, r159
+ if ( updateRange.count !== - 1 ) {
+
+ gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
+ array, updateRange.offset, updateRange.count );
+
+ updateRange.count = - 1; // reset range
+
+ }
+
+ attribute.onUploadCallback();
+
+ }
+
+ //
+
+ function get( attribute ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ return buffers.get( attribute );
+
+ }
+
+ function remove( attribute ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ const data = buffers.get( attribute );
+
+ if ( data ) {
+
+ gl.deleteBuffer( data.buffer );
+
+ buffers.delete( attribute );
+
+ }
+
+ }
+
+ function update( attribute, bufferType ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ if ( attribute.isGLBufferAttribute ) {
+
+ const cached = buffers.get( attribute );
+
+ if ( ! cached || cached.version < attribute.version ) {
+
+ buffers.set( attribute, {
+ buffer: attribute.buffer,
+ type: attribute.type,
+ bytesPerElement: attribute.elementSize,
+ version: attribute.version
+ } );
+
+ }
+
+ return;
+
+ }
+
+ const data = buffers.get( attribute );
+
+ if ( data === undefined ) {
+
+ buffers.set( attribute, createBuffer( attribute, bufferType ) );
+
+ } else if ( data.version < attribute.version ) {
+
+ if ( data.size !== attribute.array.byteLength ) {
+
+ throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );
+
+ }
+
+ updateBuffer( data.buffer, attribute, bufferType );
+
+ data.version = attribute.version;
+
+ }
+
+ }
+
+ return {
+
+ get: 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 ) );
+
+ }
+
+ copy( source ) {
+
+ super.copy( source );
+
+ this.parameters = Object.assign( {}, source.parameters );
+
+ return this;
+
+ }
+
+ static fromJSON( data ) {
+
+ return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
+
+ }
+
+}
+
+var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif";
+
+var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif";
+
+var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif";
+
+var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
+
+var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif";
+
+var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
+
+var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
+
+var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
+
+var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif";
+
+var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif";
+
+var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif";
+
+var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
+
+var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated";
+
+var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif";
+
+var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
+
+var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif";
+
+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 ) || defined( USE_BATCHING_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 ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.xyz;\n#endif";
+
+var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\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}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated";
+
+var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
+
+var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
+
+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, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif";
+
+var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
+
+var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
+
+var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
+
+var colorspace_pars_fragment = "\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";
+
+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, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
+
+var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\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 ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
+
+var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
+
+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\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}";
+
+var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
+
+var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
+
+var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
+
+var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
+
+var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
+
+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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon";
+
+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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";
+
+var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
+
+var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * 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}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\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}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
+
+var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
+
+var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
+
+var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
+
+var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
+
+var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
+
+var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
+
+var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif";
+
+var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\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\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\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
+
+var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
+
+var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
+
+var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
+
+var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif";
+
+var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif";
+
+var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";
+
+var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif";
+
+var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";
+
+var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
+
+var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
+
+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 USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif";
+
+var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";
+
+var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif";
+
+var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif";
+
+var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif";
+
+var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
+
+var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}";
+
+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_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\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, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
+
+var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
+
+var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\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 shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif";
+
+var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
+
+var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";
+
+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.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
+
+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\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif";
+
+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, vSpecularMapUv );\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 saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
+
+var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
+
+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\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t\n\t\t#else\n\t\t\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif";
+
+var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";
+
+var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";
+
+var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif";
+
+var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
+
+const vertex$h = "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$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}";
+
+const vertex$g = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}";
+
+const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}";
+
+const vertex$f = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}";
+
+const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}";
+
+const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}";
+
+const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}";
+
+const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}";
+
+const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
+
+const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}";
+
+const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}";
+
+const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";
+
+const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";
+
+const vertex$a = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";
+
+const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";
+
+const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}";
+
+const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include