(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.AFRAME = f()}})(function(){var define,module,exports;return (function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
var str = Object.prototype.toString

module.exports = anArray

function anArray(arr) {
  return (
       arr.BYTES_PER_ELEMENT
    && str.call(arr.buffer) === '[object ArrayBuffer]'
    || Array.isArray(arr)
  )
}

},{}],2:[function(require,module,exports){
module.exports = function numtype(num, def) {
	return typeof num === 'number'
		? num 
		: (typeof def === 'number' ? def : 0)
}
},{}],3:[function(require,module,exports){
'use strict'

exports.byteLength = byteLength
exports.toByteArray = toByteArray
exports.fromByteArray = fromByteArray

var lookup = []
var revLookup = []
var Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array

var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
for (var i = 0, len = code.length; i < len; ++i) {
  lookup[i] = code[i]
  revLookup[code.charCodeAt(i)] = i
}

// Support decoding URL-safe base64 strings, as Node.js does.
// See: https://en.wikipedia.org/wiki/Base64#URL_applications
revLookup['-'.charCodeAt(0)] = 62
revLookup['_'.charCodeAt(0)] = 63

function getLens (b64) {
  var len = b64.length

  if (len % 4 > 0) {
    throw new Error('Invalid string. Length must be a multiple of 4')
  }

  // Trim off extra bytes after placeholder bytes are found
  // See: https://github.com/beatgammit/base64-js/issues/42
  var validLen = b64.indexOf('=')
  if (validLen === -1) validLen = len

  var placeHoldersLen = validLen === len
    ? 0
    : 4 - (validLen % 4)

  return [validLen, placeHoldersLen]
}

// base64 is 4/3 + up to two characters of the original data
function byteLength (b64) {
  var lens = getLens(b64)
  var validLen = lens[0]
  var placeHoldersLen = lens[1]
  return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen
}

function _byteLength (b64, validLen, placeHoldersLen) {
  return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen
}

function toByteArray (b64) {
  var tmp
  var lens = getLens(b64)
  var validLen = lens[0]
  var placeHoldersLen = lens[1]

  var arr = new Arr(_byteLength(b64, validLen, placeHoldersLen))

  var curByte = 0

  // if there are placeholders, only get up to the last complete 4 chars
  var len = placeHoldersLen > 0
    ? validLen - 4
    : validLen

  var i
  for (i = 0; i < len; i += 4) {
    tmp =
      (revLookup[b64.charCodeAt(i)] << 18) |
      (revLookup[b64.charCodeAt(i + 1)] << 12) |
      (revLookup[b64.charCodeAt(i + 2)] << 6) |
      revLookup[b64.charCodeAt(i + 3)]
    arr[curByte++] = (tmp >> 16) & 0xFF
    arr[curByte++] = (tmp >> 8) & 0xFF
    arr[curByte++] = tmp & 0xFF
  }

  if (placeHoldersLen === 2) {
    tmp =
      (revLookup[b64.charCodeAt(i)] << 2) |
      (revLookup[b64.charCodeAt(i + 1)] >> 4)
    arr[curByte++] = tmp & 0xFF
  }

  if (placeHoldersLen === 1) {
    tmp =
      (revLookup[b64.charCodeAt(i)] << 10) |
      (revLookup[b64.charCodeAt(i + 1)] << 4) |
      (revLookup[b64.charCodeAt(i + 2)] >> 2)
    arr[curByte++] = (tmp >> 8) & 0xFF
    arr[curByte++] = tmp & 0xFF
  }

  return arr
}

function tripletToBase64 (num) {
  return lookup[num >> 18 & 0x3F] +
    lookup[num >> 12 & 0x3F] +
    lookup[num >> 6 & 0x3F] +
    lookup[num & 0x3F]
}

function encodeChunk (uint8, start, end) {
  var tmp
  var output = []
  for (var i = start; i < end; i += 3) {
    tmp =
      ((uint8[i] << 16) & 0xFF0000) +
      ((uint8[i + 1] << 8) & 0xFF00) +
      (uint8[i + 2] & 0xFF)
    output.push(tripletToBase64(tmp))
  }
  return output.join('')
}

function fromByteArray (uint8) {
  var tmp
  var len = uint8.length
  var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes
  var parts = []
  var maxChunkLength = 16383 // must be multiple of 3

  // go through the array every three bytes, we'll deal with trailing stuff later
  for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {
    parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)))
  }

  // pad the end with zeros, but make sure to not forget the extra bytes
  if (extraBytes === 1) {
    tmp = uint8[len - 1]
    parts.push(
      lookup[tmp >> 2] +
      lookup[(tmp << 4) & 0x3F] +
      '=='
    )
  } else if (extraBytes === 2) {
    tmp = (uint8[len - 2] << 8) + uint8[len - 1]
    parts.push(
      lookup[tmp >> 10] +
      lookup[(tmp >> 4) & 0x3F] +
      lookup[(tmp << 2) & 0x3F] +
      '='
    )
  }

  return parts.join('')
}

},{}],4:[function(require,module,exports){
'use strict';
// For more information about browser field, check out the browser field at https://github.com/substack/browserify-handbook#browser-field.

module.exports = {
    // Create a <link> tag with optional data attributes
    createLink: function(href, attributes) {
        var head = document.head || document.getElementsByTagName('head')[0];
        var link = document.createElement('link');

        link.href = href;
        link.rel = 'stylesheet';

        for (var key in attributes) {
            if ( ! attributes.hasOwnProperty(key)) {
                continue;
            }
            var value = attributes[key];
            link.setAttribute('data-' + key, value);
        }

        head.appendChild(link);
    },
    // Create a <style> tag with optional data attributes
    createStyle: function(cssText, attributes) {
        var head = document.head || document.getElementsByTagName('head')[0],
            style = document.createElement('style');

        style.type = 'text/css';

        for (var key in attributes) {
            if ( ! attributes.hasOwnProperty(key)) {
                continue;
            }
            var value = attributes[key];
            style.setAttribute('data-' + key, value);
        }
        
        if (style.sheet) { // for jsdom and IE9+
            style.innerHTML = cssText;
            style.sheet.cssText = cssText;
            head.appendChild(style);
        } else if (style.styleSheet) { // for IE8 and below
            head.appendChild(style);
            style.styleSheet.cssText = cssText;
        } else { // for Chrome, Firefox, and Safari
            style.appendChild(document.createTextNode(cssText));
            head.appendChild(style);
        }
    }
};

},{}],5:[function(require,module,exports){
var Buffer = require('buffer').Buffer; // for use with browserify

module.exports = function (a, b) {
    if (!Buffer.isBuffer(a)) return undefined;
    if (!Buffer.isBuffer(b)) return undefined;
    if (typeof a.equals === 'function') return a.equals(b);
    if (a.length !== b.length) return false;
    
    for (var i = 0; i < a.length; i++) {
        if (a[i] !== b[i]) return false;
    }
    
    return true;
};

},{"buffer":6}],6:[function(require,module,exports){
(function (global,Buffer){(function (){
/*!
 * The buffer module from node.js, for the browser.
 *
 * @author   Feross Aboukhadijeh <http://feross.org>
 * @license  MIT
 */
/* eslint-disable no-proto */

'use strict'

var base64 = require('base64-js')
var ieee754 = require('ieee754')
var isArray = require('isarray')

exports.Buffer = Buffer
exports.SlowBuffer = SlowBuffer
exports.INSPECT_MAX_BYTES = 50

/**
 * If `Buffer.TYPED_ARRAY_SUPPORT`:
 *   === true    Use Uint8Array implementation (fastest)
 *   === false   Use Object implementation (most compatible, even IE6)
 *
 * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,
 * Opera 11.6+, iOS 4.2+.
 *
 * Due to various browser bugs, sometimes the Object implementation will be used even
 * when the browser supports typed arrays.
 *
 * Note:
 *
 *   - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,
 *     See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.
 *
 *   - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.
 *
 *   - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of
 *     incorrect length in some situations.

 * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they
 * get the Object implementation, which is slower but behaves correctly.
 */
Buffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined
  ? global.TYPED_ARRAY_SUPPORT
  : typedArraySupport()

/*
 * Export kMaxLength after typed array support is determined.
 */
exports.kMaxLength = kMaxLength()

function typedArraySupport () {
  try {
    var arr = new Uint8Array(1)
    arr.__proto__ = {__proto__: Uint8Array.prototype, foo: function () { return 42 }}
    return arr.foo() === 42 && // typed array instances can be augmented
        typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`
        arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`
  } catch (e) {
    return false
  }
}

function kMaxLength () {
  return Buffer.TYPED_ARRAY_SUPPORT
    ? 0x7fffffff
    : 0x3fffffff
}

function createBuffer (that, length) {
  if (kMaxLength() < length) {
    throw new RangeError('Invalid typed array length')
  }
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    // Return an augmented `Uint8Array` instance, for best performance
    that = new Uint8Array(length)
    that.__proto__ = Buffer.prototype
  } else {
    // Fallback: Return an object instance of the Buffer class
    if (that === null) {
      that = new Buffer(length)
    }
    that.length = length
  }

  return that
}

/**
 * The Buffer constructor returns instances of `Uint8Array` that have their
 * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of
 * `Uint8Array`, so the returned instances will have all the node `Buffer` methods
 * and the `Uint8Array` methods. Square bracket notation works as expected -- it
 * returns a single octet.
 *
 * The `Uint8Array` prototype remains unmodified.
 */

function Buffer (arg, encodingOrOffset, length) {
  if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {
    return new Buffer(arg, encodingOrOffset, length)
  }

  // Common case.
  if (typeof arg === 'number') {
    if (typeof encodingOrOffset === 'string') {
      throw new Error(
        'If encoding is specified then the first argument must be a string'
      )
    }
    return allocUnsafe(this, arg)
  }
  return from(this, arg, encodingOrOffset, length)
}

Buffer.poolSize = 8192 // not used by this implementation

// TODO: Legacy, not needed anymore. Remove in next major version.
Buffer._augment = function (arr) {
  arr.__proto__ = Buffer.prototype
  return arr
}

function from (that, value, encodingOrOffset, length) {
  if (typeof value === 'number') {
    throw new TypeError('"value" argument must not be a number')
  }

  if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {
    return fromArrayBuffer(that, value, encodingOrOffset, length)
  }

  if (typeof value === 'string') {
    return fromString(that, value, encodingOrOffset)
  }

  return fromObject(that, value)
}

/**
 * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError
 * if value is a number.
 * Buffer.from(str[, encoding])
 * Buffer.from(array)
 * Buffer.from(buffer)
 * Buffer.from(arrayBuffer[, byteOffset[, length]])
 **/
Buffer.from = function (value, encodingOrOffset, length) {
  return from(null, value, encodingOrOffset, length)
}

if (Buffer.TYPED_ARRAY_SUPPORT) {
  Buffer.prototype.__proto__ = Uint8Array.prototype
  Buffer.__proto__ = Uint8Array
  if (typeof Symbol !== 'undefined' && Symbol.species &&
      Buffer[Symbol.species] === Buffer) {
    // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97
    Object.defineProperty(Buffer, Symbol.species, {
      value: null,
      configurable: true
    })
  }
}

function assertSize (size) {
  if (typeof size !== 'number') {
    throw new TypeError('"size" argument must be a number')
  } else if (size < 0) {
    throw new RangeError('"size" argument must not be negative')
  }
}

function alloc (that, size, fill, encoding) {
  assertSize(size)
  if (size <= 0) {
    return createBuffer(that, size)
  }
  if (fill !== undefined) {
    // Only pay attention to encoding if it's a string. This
    // prevents accidentally sending in a number that would
    // be interpretted as a start offset.
    return typeof encoding === 'string'
      ? createBuffer(that, size).fill(fill, encoding)
      : createBuffer(that, size).fill(fill)
  }
  return createBuffer(that, size)
}

/**
 * Creates a new filled Buffer instance.
 * alloc(size[, fill[, encoding]])
 **/
Buffer.alloc = function (size, fill, encoding) {
  return alloc(null, size, fill, encoding)
}

function allocUnsafe (that, size) {
  assertSize(size)
  that = createBuffer(that, size < 0 ? 0 : checked(size) | 0)
  if (!Buffer.TYPED_ARRAY_SUPPORT) {
    for (var i = 0; i < size; ++i) {
      that[i] = 0
    }
  }
  return that
}

/**
 * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.
 * */
Buffer.allocUnsafe = function (size) {
  return allocUnsafe(null, size)
}
/**
 * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.
 */
Buffer.allocUnsafeSlow = function (size) {
  return allocUnsafe(null, size)
}

function fromString (that, string, encoding) {
  if (typeof encoding !== 'string' || encoding === '') {
    encoding = 'utf8'
  }

  if (!Buffer.isEncoding(encoding)) {
    throw new TypeError('"encoding" must be a valid string encoding')
  }

  var length = byteLength(string, encoding) | 0
  that = createBuffer(that, length)

  var actual = that.write(string, encoding)

  if (actual !== length) {
    // Writing a hex string, for example, that contains invalid characters will
    // cause everything after the first invalid character to be ignored. (e.g.
    // 'abxxcd' will be treated as 'ab')
    that = that.slice(0, actual)
  }

  return that
}

function fromArrayLike (that, array) {
  var length = array.length < 0 ? 0 : checked(array.length) | 0
  that = createBuffer(that, length)
  for (var i = 0; i < length; i += 1) {
    that[i] = array[i] & 255
  }
  return that
}

function fromArrayBuffer (that, array, byteOffset, length) {
  array.byteLength // this throws if `array` is not a valid ArrayBuffer

  if (byteOffset < 0 || array.byteLength < byteOffset) {
    throw new RangeError('\'offset\' is out of bounds')
  }

  if (array.byteLength < byteOffset + (length || 0)) {
    throw new RangeError('\'length\' is out of bounds')
  }

  if (byteOffset === undefined && length === undefined) {
    array = new Uint8Array(array)
  } else if (length === undefined) {
    array = new Uint8Array(array, byteOffset)
  } else {
    array = new Uint8Array(array, byteOffset, length)
  }

  if (Buffer.TYPED_ARRAY_SUPPORT) {
    // Return an augmented `Uint8Array` instance, for best performance
    that = array
    that.__proto__ = Buffer.prototype
  } else {
    // Fallback: Return an object instance of the Buffer class
    that = fromArrayLike(that, array)
  }
  return that
}

function fromObject (that, obj) {
  if (Buffer.isBuffer(obj)) {
    var len = checked(obj.length) | 0
    that = createBuffer(that, len)

    if (that.length === 0) {
      return that
    }

    obj.copy(that, 0, 0, len)
    return that
  }

  if (obj) {
    if ((typeof ArrayBuffer !== 'undefined' &&
        obj.buffer instanceof ArrayBuffer) || 'length' in obj) {
      if (typeof obj.length !== 'number' || isnan(obj.length)) {
        return createBuffer(that, 0)
      }
      return fromArrayLike(that, obj)
    }

    if (obj.type === 'Buffer' && isArray(obj.data)) {
      return fromArrayLike(that, obj.data)
    }
  }

  throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')
}

function checked (length) {
  // Note: cannot use `length < kMaxLength()` here because that fails when
  // length is NaN (which is otherwise coerced to zero.)
  if (length >= kMaxLength()) {
    throw new RangeError('Attempt to allocate Buffer larger than maximum ' +
                         'size: 0x' + kMaxLength().toString(16) + ' bytes')
  }
  return length | 0
}

function SlowBuffer (length) {
  if (+length != length) { // eslint-disable-line eqeqeq
    length = 0
  }
  return Buffer.alloc(+length)
}

Buffer.isBuffer = function isBuffer (b) {
  return !!(b != null && b._isBuffer)
}

Buffer.compare = function compare (a, b) {
  if (!Buffer.isBuffer(a) || !Buffer.isBuffer(b)) {
    throw new TypeError('Arguments must be Buffers')
  }

  if (a === b) return 0

  var x = a.length
  var y = b.length

  for (var i = 0, len = Math.min(x, y); i < len; ++i) {
    if (a[i] !== b[i]) {
      x = a[i]
      y = b[i]
      break
    }
  }

  if (x < y) return -1
  if (y < x) return 1
  return 0
}

Buffer.isEncoding = function isEncoding (encoding) {
  switch (String(encoding).toLowerCase()) {
    case 'hex':
    case 'utf8':
    case 'utf-8':
    case 'ascii':
    case 'latin1':
    case 'binary':
    case 'base64':
    case 'ucs2':
    case 'ucs-2':
    case 'utf16le':
    case 'utf-16le':
      return true
    default:
      return false
  }
}

Buffer.concat = function concat (list, length) {
  if (!isArray(list)) {
    throw new TypeError('"list" argument must be an Array of Buffers')
  }

  if (list.length === 0) {
    return Buffer.alloc(0)
  }

  var i
  if (length === undefined) {
    length = 0
    for (i = 0; i < list.length; ++i) {
      length += list[i].length
    }
  }

  var buffer = Buffer.allocUnsafe(length)
  var pos = 0
  for (i = 0; i < list.length; ++i) {
    var buf = list[i]
    if (!Buffer.isBuffer(buf)) {
      throw new TypeError('"list" argument must be an Array of Buffers')
    }
    buf.copy(buffer, pos)
    pos += buf.length
  }
  return buffer
}

function byteLength (string, encoding) {
  if (Buffer.isBuffer(string)) {
    return string.length
  }
  if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&
      (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {
    return string.byteLength
  }
  if (typeof string !== 'string') {
    string = '' + string
  }

  var len = string.length
  if (len === 0) return 0

  // Use a for loop to avoid recursion
  var loweredCase = false
  for (;;) {
    switch (encoding) {
      case 'ascii':
      case 'latin1':
      case 'binary':
        return len
      case 'utf8':
      case 'utf-8':
      case undefined:
        return utf8ToBytes(string).length
      case 'ucs2':
      case 'ucs-2':
      case 'utf16le':
      case 'utf-16le':
        return len * 2
      case 'hex':
        return len >>> 1
      case 'base64':
        return base64ToBytes(string).length
      default:
        if (loweredCase) return utf8ToBytes(string).length // assume utf8
        encoding = ('' + encoding).toLowerCase()
        loweredCase = true
    }
  }
}
Buffer.byteLength = byteLength

function slowToString (encoding, start, end) {
  var loweredCase = false

  // No need to verify that "this.length <= MAX_UINT32" since it's a read-only
  // property of a typed array.

  // This behaves neither like String nor Uint8Array in that we set start/end
  // to their upper/lower bounds if the value passed is out of range.
  // undefined is handled specially as per ECMA-262 6th Edition,
  // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.
  if (start === undefined || start < 0) {
    start = 0
  }
  // Return early if start > this.length. Done here to prevent potential uint32
  // coercion fail below.
  if (start > this.length) {
    return ''
  }

  if (end === undefined || end > this.length) {
    end = this.length
  }

  if (end <= 0) {
    return ''
  }

  // Force coersion to uint32. This will also coerce falsey/NaN values to 0.
  end >>>= 0
  start >>>= 0

  if (end <= start) {
    return ''
  }

  if (!encoding) encoding = 'utf8'

  while (true) {
    switch (encoding) {
      case 'hex':
        return hexSlice(this, start, end)

      case 'utf8':
      case 'utf-8':
        return utf8Slice(this, start, end)

      case 'ascii':
        return asciiSlice(this, start, end)

      case 'latin1':
      case 'binary':
        return latin1Slice(this, start, end)

      case 'base64':
        return base64Slice(this, start, end)

      case 'ucs2':
      case 'ucs-2':
      case 'utf16le':
      case 'utf-16le':
        return utf16leSlice(this, start, end)

      default:
        if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)
        encoding = (encoding + '').toLowerCase()
        loweredCase = true
    }
  }
}

// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect
// Buffer instances.
Buffer.prototype._isBuffer = true

function swap (b, n, m) {
  var i = b[n]
  b[n] = b[m]
  b[m] = i
}

Buffer.prototype.swap16 = function swap16 () {
  var len = this.length
  if (len % 2 !== 0) {
    throw new RangeError('Buffer size must be a multiple of 16-bits')
  }
  for (var i = 0; i < len; i += 2) {
    swap(this, i, i + 1)
  }
  return this
}

Buffer.prototype.swap32 = function swap32 () {
  var len = this.length
  if (len % 4 !== 0) {
    throw new RangeError('Buffer size must be a multiple of 32-bits')
  }
  for (var i = 0; i < len; i += 4) {
    swap(this, i, i + 3)
    swap(this, i + 1, i + 2)
  }
  return this
}

Buffer.prototype.swap64 = function swap64 () {
  var len = this.length
  if (len % 8 !== 0) {
    throw new RangeError('Buffer size must be a multiple of 64-bits')
  }
  for (var i = 0; i < len; i += 8) {
    swap(this, i, i + 7)
    swap(this, i + 1, i + 6)
    swap(this, i + 2, i + 5)
    swap(this, i + 3, i + 4)
  }
  return this
}

Buffer.prototype.toString = function toString () {
  var length = this.length | 0
  if (length === 0) return ''
  if (arguments.length === 0) return utf8Slice(this, 0, length)
  return slowToString.apply(this, arguments)
}

Buffer.prototype.equals = function equals (b) {
  if (!Buffer.isBuffer(b)) throw new TypeError('Argument must be a Buffer')
  if (this === b) return true
  return Buffer.compare(this, b) === 0
}

Buffer.prototype.inspect = function inspect () {
  var str = ''
  var max = exports.INSPECT_MAX_BYTES
  if (this.length > 0) {
    str = this.toString('hex', 0, max).match(/.{2}/g).join(' ')
    if (this.length > max) str += ' ... '
  }
  return '<Buffer ' + str + '>'
}

Buffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {
  if (!Buffer.isBuffer(target)) {
    throw new TypeError('Argument must be a Buffer')
  }

  if (start === undefined) {
    start = 0
  }
  if (end === undefined) {
    end = target ? target.length : 0
  }
  if (thisStart === undefined) {
    thisStart = 0
  }
  if (thisEnd === undefined) {
    thisEnd = this.length
  }

  if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {
    throw new RangeError('out of range index')
  }

  if (thisStart >= thisEnd && start >= end) {
    return 0
  }
  if (thisStart >= thisEnd) {
    return -1
  }
  if (start >= end) {
    return 1
  }

  start >>>= 0
  end >>>= 0
  thisStart >>>= 0
  thisEnd >>>= 0

  if (this === target) return 0

  var x = thisEnd - thisStart
  var y = end - start
  var len = Math.min(x, y)

  var thisCopy = this.slice(thisStart, thisEnd)
  var targetCopy = target.slice(start, end)

  for (var i = 0; i < len; ++i) {
    if (thisCopy[i] !== targetCopy[i]) {
      x = thisCopy[i]
      y = targetCopy[i]
      break
    }
  }

  if (x < y) return -1
  if (y < x) return 1
  return 0
}

// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,
// OR the last index of `val` in `buffer` at offset <= `byteOffset`.
//
// Arguments:
// - buffer - a Buffer to search
// - val - a string, Buffer, or number
// - byteOffset - an index into `buffer`; will be clamped to an int32
// - encoding - an optional encoding, relevant is val is a string
// - dir - true for indexOf, false for lastIndexOf
function bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {
  // Empty buffer means no match
  if (buffer.length === 0) return -1

  // Normalize byteOffset
  if (typeof byteOffset === 'string') {
    encoding = byteOffset
    byteOffset = 0
  } else if (byteOffset > 0x7fffffff) {
    byteOffset = 0x7fffffff
  } else if (byteOffset < -0x80000000) {
    byteOffset = -0x80000000
  }
  byteOffset = +byteOffset  // Coerce to Number.
  if (isNaN(byteOffset)) {
    // byteOffset: it it's undefined, null, NaN, "foo", etc, search whole buffer
    byteOffset = dir ? 0 : (buffer.length - 1)
  }

  // Normalize byteOffset: negative offsets start from the end of the buffer
  if (byteOffset < 0) byteOffset = buffer.length + byteOffset
  if (byteOffset >= buffer.length) {
    if (dir) return -1
    else byteOffset = buffer.length - 1
  } else if (byteOffset < 0) {
    if (dir) byteOffset = 0
    else return -1
  }

  // Normalize val
  if (typeof val === 'string') {
    val = Buffer.from(val, encoding)
  }

  // Finally, search either indexOf (if dir is true) or lastIndexOf
  if (Buffer.isBuffer(val)) {
    // Special case: looking for empty string/buffer always fails
    if (val.length === 0) {
      return -1
    }
    return arrayIndexOf(buffer, val, byteOffset, encoding, dir)
  } else if (typeof val === 'number') {
    val = val & 0xFF // Search for a byte value [0-255]
    if (Buffer.TYPED_ARRAY_SUPPORT &&
        typeof Uint8Array.prototype.indexOf === 'function') {
      if (dir) {
        return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)
      } else {
        return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)
      }
    }
    return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)
  }

  throw new TypeError('val must be string, number or Buffer')
}

function arrayIndexOf (arr, val, byteOffset, encoding, dir) {
  var indexSize = 1
  var arrLength = arr.length
  var valLength = val.length

  if (encoding !== undefined) {
    encoding = String(encoding).toLowerCase()
    if (encoding === 'ucs2' || encoding === 'ucs-2' ||
        encoding === 'utf16le' || encoding === 'utf-16le') {
      if (arr.length < 2 || val.length < 2) {
        return -1
      }
      indexSize = 2
      arrLength /= 2
      valLength /= 2
      byteOffset /= 2
    }
  }

  function read (buf, i) {
    if (indexSize === 1) {
      return buf[i]
    } else {
      return buf.readUInt16BE(i * indexSize)
    }
  }

  var i
  if (dir) {
    var foundIndex = -1
    for (i = byteOffset; i < arrLength; i++) {
      if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {
        if (foundIndex === -1) foundIndex = i
        if (i - foundIndex + 1 === valLength) return foundIndex * indexSize
      } else {
        if (foundIndex !== -1) i -= i - foundIndex
        foundIndex = -1
      }
    }
  } else {
    if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength
    for (i = byteOffset; i >= 0; i--) {
      var found = true
      for (var j = 0; j < valLength; j++) {
        if (read(arr, i + j) !== read(val, j)) {
          found = false
          break
        }
      }
      if (found) return i
    }
  }

  return -1
}

Buffer.prototype.includes = function includes (val, byteOffset, encoding) {
  return this.indexOf(val, byteOffset, encoding) !== -1
}

Buffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {
  return bidirectionalIndexOf(this, val, byteOffset, encoding, true)
}

Buffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {
  return bidirectionalIndexOf(this, val, byteOffset, encoding, false)
}

function hexWrite (buf, string, offset, length) {
  offset = Number(offset) || 0
  var remaining = buf.length - offset
  if (!length) {
    length = remaining
  } else {
    length = Number(length)
    if (length > remaining) {
      length = remaining
    }
  }

  // must be an even number of digits
  var strLen = string.length
  if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')

  if (length > strLen / 2) {
    length = strLen / 2
  }
  for (var i = 0; i < length; ++i) {
    var parsed = parseInt(string.substr(i * 2, 2), 16)
    if (isNaN(parsed)) return i
    buf[offset + i] = parsed
  }
  return i
}

function utf8Write (buf, string, offset, length) {
  return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)
}

function asciiWrite (buf, string, offset, length) {
  return blitBuffer(asciiToBytes(string), buf, offset, length)
}

function latin1Write (buf, string, offset, length) {
  return asciiWrite(buf, string, offset, length)
}

function base64Write (buf, string, offset, length) {
  return blitBuffer(base64ToBytes(string), buf, offset, length)
}

function ucs2Write (buf, string, offset, length) {
  return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)
}

Buffer.prototype.write = function write (string, offset, length, encoding) {
  // Buffer#write(string)
  if (offset === undefined) {
    encoding = 'utf8'
    length = this.length
    offset = 0
  // Buffer#write(string, encoding)
  } else if (length === undefined && typeof offset === 'string') {
    encoding = offset
    length = this.length
    offset = 0
  // Buffer#write(string, offset[, length][, encoding])
  } else if (isFinite(offset)) {
    offset = offset | 0
    if (isFinite(length)) {
      length = length | 0
      if (encoding === undefined) encoding = 'utf8'
    } else {
      encoding = length
      length = undefined
    }
  // legacy write(string, encoding, offset, length) - remove in v0.13
  } else {
    throw new Error(
      'Buffer.write(string, encoding, offset[, length]) is no longer supported'
    )
  }

  var remaining = this.length - offset
  if (length === undefined || length > remaining) length = remaining

  if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {
    throw new RangeError('Attempt to write outside buffer bounds')
  }

  if (!encoding) encoding = 'utf8'

  var loweredCase = false
  for (;;) {
    switch (encoding) {
      case 'hex':
        return hexWrite(this, string, offset, length)

      case 'utf8':
      case 'utf-8':
        return utf8Write(this, string, offset, length)

      case 'ascii':
        return asciiWrite(this, string, offset, length)

      case 'latin1':
      case 'binary':
        return latin1Write(this, string, offset, length)

      case 'base64':
        // Warning: maxLength not taken into account in base64Write
        return base64Write(this, string, offset, length)

      case 'ucs2':
      case 'ucs-2':
      case 'utf16le':
      case 'utf-16le':
        return ucs2Write(this, string, offset, length)

      default:
        if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)
        encoding = ('' + encoding).toLowerCase()
        loweredCase = true
    }
  }
}

Buffer.prototype.toJSON = function toJSON () {
  return {
    type: 'Buffer',
    data: Array.prototype.slice.call(this._arr || this, 0)
  }
}

function base64Slice (buf, start, end) {
  if (start === 0 && end === buf.length) {
    return base64.fromByteArray(buf)
  } else {
    return base64.fromByteArray(buf.slice(start, end))
  }
}

function utf8Slice (buf, start, end) {
  end = Math.min(buf.length, end)
  var res = []

  var i = start
  while (i < end) {
    var firstByte = buf[i]
    var codePoint = null
    var bytesPerSequence = (firstByte > 0xEF) ? 4
      : (firstByte > 0xDF) ? 3
      : (firstByte > 0xBF) ? 2
      : 1

    if (i + bytesPerSequence <= end) {
      var secondByte, thirdByte, fourthByte, tempCodePoint

      switch (bytesPerSequence) {
        case 1:
          if (firstByte < 0x80) {
            codePoint = firstByte
          }
          break
        case 2:
          secondByte = buf[i + 1]
          if ((secondByte & 0xC0) === 0x80) {
            tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)
            if (tempCodePoint > 0x7F) {
              codePoint = tempCodePoint
            }
          }
          break
        case 3:
          secondByte = buf[i + 1]
          thirdByte = buf[i + 2]
          if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {
            tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)
            if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {
              codePoint = tempCodePoint
            }
          }
          break
        case 4:
          secondByte = buf[i + 1]
          thirdByte = buf[i + 2]
          fourthByte = buf[i + 3]
          if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {
            tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)
            if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {
              codePoint = tempCodePoint
            }
          }
      }
    }

    if (codePoint === null) {
      // we did not generate a valid codePoint so insert a
      // replacement char (U+FFFD) and advance only 1 byte
      codePoint = 0xFFFD
      bytesPerSequence = 1
    } else if (codePoint > 0xFFFF) {
      // encode to utf16 (surrogate pair dance)
      codePoint -= 0x10000
      res.push(codePoint >>> 10 & 0x3FF | 0xD800)
      codePoint = 0xDC00 | codePoint & 0x3FF
    }

    res.push(codePoint)
    i += bytesPerSequence
  }

  return decodeCodePointsArray(res)
}

// Based on http://stackoverflow.com/a/22747272/680742, the browser with
// the lowest limit is Chrome, with 0x10000 args.
// We go 1 magnitude less, for safety
var MAX_ARGUMENTS_LENGTH = 0x1000

function decodeCodePointsArray (codePoints) {
  var len = codePoints.length
  if (len <= MAX_ARGUMENTS_LENGTH) {
    return String.fromCharCode.apply(String, codePoints) // avoid extra slice()
  }

  // Decode in chunks to avoid "call stack size exceeded".
  var res = ''
  var i = 0
  while (i < len) {
    res += String.fromCharCode.apply(
      String,
      codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)
    )
  }
  return res
}

function asciiSlice (buf, start, end) {
  var ret = ''
  end = Math.min(buf.length, end)

  for (var i = start; i < end; ++i) {
    ret += String.fromCharCode(buf[i] & 0x7F)
  }
  return ret
}

function latin1Slice (buf, start, end) {
  var ret = ''
  end = Math.min(buf.length, end)

  for (var i = start; i < end; ++i) {
    ret += String.fromCharCode(buf[i])
  }
  return ret
}

function hexSlice (buf, start, end) {
  var len = buf.length

  if (!start || start < 0) start = 0
  if (!end || end < 0 || end > len) end = len

  var out = ''
  for (var i = start; i < end; ++i) {
    out += toHex(buf[i])
  }
  return out
}

function utf16leSlice (buf, start, end) {
  var bytes = buf.slice(start, end)
  var res = ''
  for (var i = 0; i < bytes.length; i += 2) {
    res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256)
  }
  return res
}

Buffer.prototype.slice = function slice (start, end) {
  var len = this.length
  start = ~~start
  end = end === undefined ? len : ~~end

  if (start < 0) {
    start += len
    if (start < 0) start = 0
  } else if (start > len) {
    start = len
  }

  if (end < 0) {
    end += len
    if (end < 0) end = 0
  } else if (end > len) {
    end = len
  }

  if (end < start) end = start

  var newBuf
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    newBuf = this.subarray(start, end)
    newBuf.__proto__ = Buffer.prototype
  } else {
    var sliceLen = end - start
    newBuf = new Buffer(sliceLen, undefined)
    for (var i = 0; i < sliceLen; ++i) {
      newBuf[i] = this[i + start]
    }
  }

  return newBuf
}

/*
 * Need to make sure that buffer isn't trying to write out of bounds.
 */
function checkOffset (offset, ext, length) {
  if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')
  if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')
}

Buffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) checkOffset(offset, byteLength, this.length)

  var val = this[offset]
  var mul = 1
  var i = 0
  while (++i < byteLength && (mul *= 0x100)) {
    val += this[offset + i] * mul
  }

  return val
}

Buffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) {
    checkOffset(offset, byteLength, this.length)
  }

  var val = this[offset + --byteLength]
  var mul = 1
  while (byteLength > 0 && (mul *= 0x100)) {
    val += this[offset + --byteLength] * mul
  }

  return val
}

Buffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 1, this.length)
  return this[offset]
}

Buffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 2, this.length)
  return this[offset] | (this[offset + 1] << 8)
}

Buffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 2, this.length)
  return (this[offset] << 8) | this[offset + 1]
}

Buffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)

  return ((this[offset]) |
      (this[offset + 1] << 8) |
      (this[offset + 2] << 16)) +
      (this[offset + 3] * 0x1000000)
}

Buffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)

  return (this[offset] * 0x1000000) +
    ((this[offset + 1] << 16) |
    (this[offset + 2] << 8) |
    this[offset + 3])
}

Buffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) checkOffset(offset, byteLength, this.length)

  var val = this[offset]
  var mul = 1
  var i = 0
  while (++i < byteLength && (mul *= 0x100)) {
    val += this[offset + i] * mul
  }
  mul *= 0x80

  if (val >= mul) val -= Math.pow(2, 8 * byteLength)

  return val
}

Buffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) checkOffset(offset, byteLength, this.length)

  var i = byteLength
  var mul = 1
  var val = this[offset + --i]
  while (i > 0 && (mul *= 0x100)) {
    val += this[offset + --i] * mul
  }
  mul *= 0x80

  if (val >= mul) val -= Math.pow(2, 8 * byteLength)

  return val
}

Buffer.prototype.readInt8 = function readInt8 (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 1, this.length)
  if (!(this[offset] & 0x80)) return (this[offset])
  return ((0xff - this[offset] + 1) * -1)
}

Buffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 2, this.length)
  var val = this[offset] | (this[offset + 1] << 8)
  return (val & 0x8000) ? val | 0xFFFF0000 : val
}

Buffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 2, this.length)
  var val = this[offset + 1] | (this[offset] << 8)
  return (val & 0x8000) ? val | 0xFFFF0000 : val
}

Buffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)

  return (this[offset]) |
    (this[offset + 1] << 8) |
    (this[offset + 2] << 16) |
    (this[offset + 3] << 24)
}

Buffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)

  return (this[offset] << 24) |
    (this[offset + 1] << 16) |
    (this[offset + 2] << 8) |
    (this[offset + 3])
}

Buffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)
  return ieee754.read(this, offset, true, 23, 4)
}

Buffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)
  return ieee754.read(this, offset, false, 23, 4)
}

Buffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 8, this.length)
  return ieee754.read(this, offset, true, 52, 8)
}

Buffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 8, this.length)
  return ieee754.read(this, offset, false, 52, 8)
}

function checkInt (buf, value, offset, ext, max, min) {
  if (!Buffer.isBuffer(buf)) throw new TypeError('"buffer" argument must be a Buffer instance')
  if (value > max || value < min) throw new RangeError('"value" argument is out of bounds')
  if (offset + ext > buf.length) throw new RangeError('Index out of range')
}

Buffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {
  value = +value
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) {
    var maxBytes = Math.pow(2, 8 * byteLength) - 1
    checkInt(this, value, offset, byteLength, maxBytes, 0)
  }

  var mul = 1
  var i = 0
  this[offset] = value & 0xFF
  while (++i < byteLength && (mul *= 0x100)) {
    this[offset + i] = (value / mul) & 0xFF
  }

  return offset + byteLength
}

Buffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {
  value = +value
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) {
    var maxBytes = Math.pow(2, 8 * byteLength) - 1
    checkInt(this, value, offset, byteLength, maxBytes, 0)
  }

  var i = byteLength - 1
  var mul = 1
  this[offset + i] = value & 0xFF
  while (--i >= 0 && (mul *= 0x100)) {
    this[offset + i] = (value / mul) & 0xFF
  }

  return offset + byteLength
}

Buffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)
  if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)
  this[offset] = (value & 0xff)
  return offset + 1
}

function objectWriteUInt16 (buf, value, offset, littleEndian) {
  if (value < 0) value = 0xffff + value + 1
  for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {
    buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>
      (littleEndian ? i : 1 - i) * 8
  }
}

Buffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value & 0xff)
    this[offset + 1] = (value >>> 8)
  } else {
    objectWriteUInt16(this, value, offset, true)
  }
  return offset + 2
}

Buffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value >>> 8)
    this[offset + 1] = (value & 0xff)
  } else {
    objectWriteUInt16(this, value, offset, false)
  }
  return offset + 2
}

function objectWriteUInt32 (buf, value, offset, littleEndian) {
  if (value < 0) value = 0xffffffff + value + 1
  for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {
    buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff
  }
}

Buffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset + 3] = (value >>> 24)
    this[offset + 2] = (value >>> 16)
    this[offset + 1] = (value >>> 8)
    this[offset] = (value & 0xff)
  } else {
    objectWriteUInt32(this, value, offset, true)
  }
  return offset + 4
}

Buffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value >>> 24)
    this[offset + 1] = (value >>> 16)
    this[offset + 2] = (value >>> 8)
    this[offset + 3] = (value & 0xff)
  } else {
    objectWriteUInt32(this, value, offset, false)
  }
  return offset + 4
}

Buffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) {
    var limit = Math.pow(2, 8 * byteLength - 1)

    checkInt(this, value, offset, byteLength, limit - 1, -limit)
  }

  var i = 0
  var mul = 1
  var sub = 0
  this[offset] = value & 0xFF
  while (++i < byteLength && (mul *= 0x100)) {
    if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {
      sub = 1
    }
    this[offset + i] = ((value / mul) >> 0) - sub & 0xFF
  }

  return offset + byteLength
}

Buffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) {
    var limit = Math.pow(2, 8 * byteLength - 1)

    checkInt(this, value, offset, byteLength, limit - 1, -limit)
  }

  var i = byteLength - 1
  var mul = 1
  var sub = 0
  this[offset + i] = value & 0xFF
  while (--i >= 0 && (mul *= 0x100)) {
    if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {
      sub = 1
    }
    this[offset + i] = ((value / mul) >> 0) - sub & 0xFF
  }

  return offset + byteLength
}

Buffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)
  if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)
  if (value < 0) value = 0xff + value + 1
  this[offset] = (value & 0xff)
  return offset + 1
}

Buffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value & 0xff)
    this[offset + 1] = (value >>> 8)
  } else {
    objectWriteUInt16(this, value, offset, true)
  }
  return offset + 2
}

Buffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value >>> 8)
    this[offset + 1] = (value & 0xff)
  } else {
    objectWriteUInt16(this, value, offset, false)
  }
  return offset + 2
}

Buffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value & 0xff)
    this[offset + 1] = (value >>> 8)
    this[offset + 2] = (value >>> 16)
    this[offset + 3] = (value >>> 24)
  } else {
    objectWriteUInt32(this, value, offset, true)
  }
  return offset + 4
}

Buffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)
  if (value < 0) value = 0xffffffff + value + 1
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value >>> 24)
    this[offset + 1] = (value >>> 16)
    this[offset + 2] = (value >>> 8)
    this[offset + 3] = (value & 0xff)
  } else {
    objectWriteUInt32(this, value, offset, false)
  }
  return offset + 4
}

function checkIEEE754 (buf, value, offset, ext, max, min) {
  if (offset + ext > buf.length) throw new RangeError('Index out of range')
  if (offset < 0) throw new RangeError('Index out of range')
}

function writeFloat (buf, value, offset, littleEndian, noAssert) {
  if (!noAssert) {
    checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)
  }
  ieee754.write(buf, value, offset, littleEndian, 23, 4)
  return offset + 4
}

Buffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {
  return writeFloat(this, value, offset, true, noAssert)
}

Buffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {
  return writeFloat(this, value, offset, false, noAssert)
}

function writeDouble (buf, value, offset, littleEndian, noAssert) {
  if (!noAssert) {
    checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)
  }
  ieee754.write(buf, value, offset, littleEndian, 52, 8)
  return offset + 8
}

Buffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {
  return writeDouble(this, value, offset, true, noAssert)
}

Buffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {
  return writeDouble(this, value, offset, false, noAssert)
}

// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)
Buffer.prototype.copy = function copy (target, targetStart, start, end) {
  if (!start) start = 0
  if (!end && end !== 0) end = this.length
  if (targetStart >= target.length) targetStart = target.length
  if (!targetStart) targetStart = 0
  if (end > 0 && end < start) end = start

  // Copy 0 bytes; we're done
  if (end === start) return 0
  if (target.length === 0 || this.length === 0) return 0

  // Fatal error conditions
  if (targetStart < 0) {
    throw new RangeError('targetStart out of bounds')
  }
  if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')
  if (end < 0) throw new RangeError('sourceEnd out of bounds')

  // Are we oob?
  if (end > this.length) end = this.length
  if (target.length - targetStart < end - start) {
    end = target.length - targetStart + start
  }

  var len = end - start
  var i

  if (this === target && start < targetStart && targetStart < end) {
    // descending copy from end
    for (i = len - 1; i >= 0; --i) {
      target[i + targetStart] = this[i + start]
    }
  } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {
    // ascending copy from start
    for (i = 0; i < len; ++i) {
      target[i + targetStart] = this[i + start]
    }
  } else {
    Uint8Array.prototype.set.call(
      target,
      this.subarray(start, start + len),
      targetStart
    )
  }

  return len
}

// Usage:
//    buffer.fill(number[, offset[, end]])
//    buffer.fill(buffer[, offset[, end]])
//    buffer.fill(string[, offset[, end]][, encoding])
Buffer.prototype.fill = function fill (val, start, end, encoding) {
  // Handle string cases:
  if (typeof val === 'string') {
    if (typeof start === 'string') {
      encoding = start
      start = 0
      end = this.length
    } else if (typeof end === 'string') {
      encoding = end
      end = this.length
    }
    if (val.length === 1) {
      var code = val.charCodeAt(0)
      if (code < 256) {
        val = code
      }
    }
    if (encoding !== undefined && typeof encoding !== 'string') {
      throw new TypeError('encoding must be a string')
    }
    if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {
      throw new TypeError('Unknown encoding: ' + encoding)
    }
  } else if (typeof val === 'number') {
    val = val & 255
  }

  // Invalid ranges are not set to a default, so can range check early.
  if (start < 0 || this.length < start || this.length < end) {
    throw new RangeError('Out of range index')
  }

  if (end <= start) {
    return this
  }

  start = start >>> 0
  end = end === undefined ? this.length : end >>> 0

  if (!val) val = 0

  var i
  if (typeof val === 'number') {
    for (i = start; i < end; ++i) {
      this[i] = val
    }
  } else {
    var bytes = Buffer.isBuffer(val)
      ? val
      : utf8ToBytes(new Buffer(val, encoding).toString())
    var len = bytes.length
    for (i = 0; i < end - start; ++i) {
      this[i + start] = bytes[i % len]
    }
  }

  return this
}

// HELPER FUNCTIONS
// ================

var INVALID_BASE64_RE = /[^+\/0-9A-Za-z-_]/g

function base64clean (str) {
  // Node strips out invalid characters like \n and \t from the string, base64-js does not
  str = stringtrim(str).replace(INVALID_BASE64_RE, '')
  // Node converts strings with length < 2 to ''
  if (str.length < 2) return ''
  // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not
  while (str.length % 4 !== 0) {
    str = str + '='
  }
  return str
}

function stringtrim (str) {
  if (str.trim) return str.trim()
  return str.replace(/^\s+|\s+$/g, '')
}

function toHex (n) {
  if (n < 16) return '0' + n.toString(16)
  return n.toString(16)
}

function utf8ToBytes (string, units) {
  units = units || Infinity
  var codePoint
  var length = string.length
  var leadSurrogate = null
  var bytes = []

  for (var i = 0; i < length; ++i) {
    codePoint = string.charCodeAt(i)

    // is surrogate component
    if (codePoint > 0xD7FF && codePoint < 0xE000) {
      // last char was a lead
      if (!leadSurrogate) {
        // no lead yet
        if (codePoint > 0xDBFF) {
          // unexpected trail
          if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
          continue
        } else if (i + 1 === length) {
          // unpaired lead
          if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
          continue
        }

        // valid lead
        leadSurrogate = codePoint

        continue
      }

      // 2 leads in a row
      if (codePoint < 0xDC00) {
        if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
        leadSurrogate = codePoint
        continue
      }

      // valid surrogate pair
      codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000
    } else if (leadSurrogate) {
      // valid bmp char, but last char was a lead
      if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
    }

    leadSurrogate = null

    // encode utf8
    if (codePoint < 0x80) {
      if ((units -= 1) < 0) break
      bytes.push(codePoint)
    } else if (codePoint < 0x800) {
      if ((units -= 2) < 0) break
      bytes.push(
        codePoint >> 0x6 | 0xC0,
        codePoint & 0x3F | 0x80
      )
    } else if (codePoint < 0x10000) {
      if ((units -= 3) < 0) break
      bytes.push(
        codePoint >> 0xC | 0xE0,
        codePoint >> 0x6 & 0x3F | 0x80,
        codePoint & 0x3F | 0x80
      )
    } else if (codePoint < 0x110000) {
      if ((units -= 4) < 0) break
      bytes.push(
        codePoint >> 0x12 | 0xF0,
        codePoint >> 0xC & 0x3F | 0x80,
        codePoint >> 0x6 & 0x3F | 0x80,
        codePoint & 0x3F | 0x80
      )
    } else {
      throw new Error('Invalid code point')
    }
  }

  return bytes
}

function asciiToBytes (str) {
  var byteArray = []
  for (var i = 0; i < str.length; ++i) {
    // Node's code seems to be doing this and not & 0x7F..
    byteArray.push(str.charCodeAt(i) & 0xFF)
  }
  return byteArray
}

function utf16leToBytes (str, units) {
  var c, hi, lo
  var byteArray = []
  for (var i = 0; i < str.length; ++i) {
    if ((units -= 2) < 0) break

    c = str.charCodeAt(i)
    hi = c >> 8
    lo = c % 256
    byteArray.push(lo)
    byteArray.push(hi)
  }

  return byteArray
}

function base64ToBytes (str) {
  return base64.toByteArray(base64clean(str))
}

function blitBuffer (src, dst, offset, length) {
  for (var i = 0; i < length; ++i) {
    if ((i + offset >= dst.length) || (i >= src.length)) break
    dst[i + offset] = src[i]
  }
  return i
}

function isnan (val) {
  return val !== val // eslint-disable-line no-self-compare
}

}).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {},require("buffer").Buffer)

},{"base64-js":3,"buffer":6,"ieee754":15,"isarray":20}],7:[function(require,module,exports){
// Polyfill for creating CustomEvents on IE9/10/11

// code pulled from:
// https://github.com/d4tocchini/customevent-polyfill
// https://developer.mozilla.org/en-US/docs/Web/API/CustomEvent#Polyfill

(function() {
  if (typeof window === 'undefined') {
    return;
  }

  try {
    var ce = new window.CustomEvent('test', { cancelable: true });
    ce.preventDefault();
    if (ce.defaultPrevented !== true) {
      // IE has problems with .preventDefault() on custom events
      // http://stackoverflow.com/questions/23349191
      throw new Error('Could not prevent default');
    }
  } catch (e) {
    var CustomEvent = function(event, params) {
      var evt, origPrevent;
      params = params || {};
      params.bubbles = !!params.bubbles;
      params.cancelable = !!params.cancelable;

      evt = document.createEvent('CustomEvent');
      evt.initCustomEvent(
        event,
        params.bubbles,
        params.cancelable,
        params.detail
      );
      origPrevent = evt.preventDefault;
      evt.preventDefault = function() {
        origPrevent.call(this);
        try {
          Object.defineProperty(this, 'defaultPrevented', {
            get: function() {
              return true;
            }
          });
        } catch (e) {
          this.defaultPrevented = true;
        }
      };
      return evt;
    };

    CustomEvent.prototype = window.Event.prototype;
    window.CustomEvent = CustomEvent; // expose definition to window
  }
})();

},{}],8:[function(require,module,exports){

/**
 * This is the web browser implementation of `debug()`.
 *
 * Expose `debug()` as the module.
 */

exports = module.exports = require('./debug');
exports.log = log;
exports.formatArgs = formatArgs;
exports.save = save;
exports.load = load;
exports.useColors = useColors;
exports.storage = 'undefined' != typeof chrome
               && 'undefined' != typeof chrome.storage
                  ? chrome.storage.local
                  : localstorage();

/**
 * Colors.
 */

exports.colors = [
  'lightseagreen',
  'forestgreen',
  'goldenrod',
  'dodgerblue',
  'darkorchid',
  'crimson'
];

/**
 * Currently only WebKit-based Web Inspectors, Firefox >= v31,
 * and the Firebug extension (any Firefox version) are known
 * to support "%c" CSS customizations.
 *
 * TODO: add a `localStorage` variable to explicitly enable/disable colors
 */

function useColors() {
  // is webkit? http://stackoverflow.com/a/16459606/376773
  return ('WebkitAppearance' in document.documentElement.style) ||
    // is firebug? http://stackoverflow.com/a/398120/376773
    (window.console && (console.firebug || (console.exception && console.table))) ||
    // is firefox >= v31?
    // https://developer.mozilla.org/en-US/docs/Tools/Web_Console#Styling_messages
    (navigator.userAgent.toLowerCase().match(/firefox\/(\d+)/) && parseInt(RegExp.$1, 10) >= 31);
}

/**
 * Map %j to `JSON.stringify()`, since no Web Inspectors do that by default.
 */

exports.formatters.j = function(v) {
  return JSON.stringify(v);
};


/**
 * Colorize log arguments if enabled.
 *
 * @api public
 */

function formatArgs() {
  var args = arguments;
  var useColors = this.useColors;

  args[0] = (useColors ? '%c' : '')
    + this.namespace
    + (useColors ? ' %c' : ' ')
    + args[0]
    + (useColors ? '%c ' : ' ');

  if (!useColors) return args;

  var c = 'color: ' + this.color;
  args = [args[0], c, 'color: inherit'].concat(Array.prototype.slice.call(args, 1));

  // the final "%c" is somewhat tricky, because there could be other
  // arguments passed either before or after the %c, so we need to
  // figure out the correct index to insert the CSS into
  var index = 0;
  var lastC = 0;
  args[0].replace(/%[a-z%]/g, function(match) {
    if ('%%' === match) return;
    index++;
    if ('%c' === match) {
      // we only are interested in the *last* %c
      // (the user may have provided their own)
      lastC = index;
    }
  });

  args.splice(lastC, 0, c);
  return args;
}

/**
 * Invokes `console.log()` when available.
 * No-op when `console.log` is not a "function".
 *
 * @api public
 */

function log() {
  // this hackery is required for IE8/9, where
  // the `console.log` function doesn't have 'apply'
  return 'object' === typeof console
    && console.log
    && Function.prototype.apply.call(console.log, console, arguments);
}

/**
 * Save `namespaces`.
 *
 * @param {String} namespaces
 * @api private
 */

function save(namespaces) {
  try {
    if (null == namespaces) {
      exports.storage.removeItem('debug');
    } else {
      exports.storage.debug = namespaces;
    }
  } catch(e) {}
}

/**
 * Load `namespaces`.
 *
 * @return {String} returns the previously persisted debug modes
 * @api private
 */

function load() {
  var r;
  try {
    r = exports.storage.debug;
  } catch(e) {}
  return r;
}

/**
 * Enable namespaces listed in `localStorage.debug` initially.
 */

exports.enable(load());

/**
 * Localstorage attempts to return the localstorage.
 *
 * This is necessary because safari throws
 * when a user disables cookies/localstorage
 * and you attempt to access it.
 *
 * @return {LocalStorage}
 * @api private
 */

function localstorage(){
  try {
    return window.localStorage;
  } catch (e) {}
}

},{"./debug":9}],9:[function(require,module,exports){

/**
 * This is the common logic for both the Node.js and web browser
 * implementations of `debug()`.
 *
 * Expose `debug()` as the module.
 */

exports = module.exports = debug;
exports.coerce = coerce;
exports.disable = disable;
exports.enable = enable;
exports.enabled = enabled;

/**
 * The currently active debug mode names, and names to skip.
 */

exports.names = [];
exports.skips = [];

/**
 * Map of special "%n" handling functions, for the debug "format" argument.
 *
 * Valid key names are a single, lowercased letter, i.e. "n".
 */

exports.formatters = {};

/**
 * Previously assigned color.
 */

var prevColor = 0;

/**
 * Select a color.
 *
 * @return {Number}
 * @api private
 */

function selectColor() {
  return exports.colors[prevColor++ % exports.colors.length];
}

/**
 * Create a debugger with the given `namespace`.
 *
 * @param {String} namespace
 * @return {Function}
 * @api public
 */

function debug(namespace) {

  // define the `disabled` version
  function disabled() {
  }
  disabled.enabled = false;

  // define the `enabled` version
  function enabled() {

    var self = enabled;

    // add the `color` if not set
    if (null == self.useColors) self.useColors = exports.useColors();
    if (null == self.color && self.useColors) self.color = selectColor();

    var args = Array.prototype.slice.call(arguments);

    args[0] = exports.coerce(args[0]);

    if ('string' !== typeof args[0]) {
      // anything else let's inspect with %o
      args = ['%o'].concat(args);
    }

    // apply any `formatters` transformations
    var index = 0;
    args[0] = args[0].replace(/%([a-z%])/g, function(match, format) {
      // if we encounter an escaped % then don't increase the array index
      if (match === '%%') return match;
      index++;
      var formatter = exports.formatters[format];
      if ('function' === typeof formatter) {
        var val = args[index];
        match = formatter.call(self, val);

        // now we need to remove `args[index]` since it's inlined in the `format`
        args.splice(index, 1);
        index--;
      }
      return match;
    });

    if ('function' === typeof exports.formatArgs) {
      args = exports.formatArgs.apply(self, args);
    }
    var logFn = enabled.log || exports.log || console.log.bind(console);
    logFn.apply(self, args);
  }
  enabled.enabled = true;

  var fn = exports.enabled(namespace) ? enabled : disabled;

  fn.namespace = namespace;

  return fn;
}

/**
 * Enables a debug mode by namespaces. This can include modes
 * separated by a colon and wildcards.
 *
 * @param {String} namespaces
 * @api public
 */

function enable(namespaces) {
  exports.save(namespaces);

  var split = (namespaces || '').split(/[\s,]+/);
  var len = split.length;

  for (var i = 0; i < len; i++) {
    if (!split[i]) continue; // ignore empty strings
    namespaces = split[i].replace(/\*/g, '.*?');
    if (namespaces[0] === '-') {
      exports.skips.push(new RegExp('^' + namespaces.substr(1) + '$'));
    } else {
      exports.names.push(new RegExp('^' + namespaces + '$'));
    }
  }
}

/**
 * Disable debug output.
 *
 * @api public
 */

function disable() {
  exports.enable('');
}

/**
 * Returns true if the given mode name is enabled, false otherwise.
 *
 * @param {String} name
 * @return {Boolean}
 * @api public
 */

function enabled(name) {
  var i, len;
  for (i = 0, len = exports.skips.length; i < len; i++) {
    if (exports.skips[i].test(name)) {
      return false;
    }
  }
  for (i = 0, len = exports.names.length; i < len; i++) {
    if (exports.names[i].test(name)) {
      return true;
    }
  }
  return false;
}

/**
 * Coerce `val`.
 *
 * @param {Mixed} val
 * @return {Mixed}
 * @api private
 */

function coerce(val) {
  if (val instanceof Error) return val.stack || val.message;
  return val;
}

},{}],10:[function(require,module,exports){
'use strict';
var isObj = require('is-obj');
var hasOwnProperty = Object.prototype.hasOwnProperty;
var propIsEnumerable = Object.prototype.propertyIsEnumerable;

function toObject(val) {
	if (val === null || val === undefined) {
		throw new TypeError('Sources cannot be null or undefined');
	}

	return Object(val);
}

function assignKey(to, from, key) {
	var val = from[key];

	if (val === undefined || val === null) {
		return;
	}

	if (hasOwnProperty.call(to, key)) {
		if (to[key] === undefined || to[key] === null) {
			throw new TypeError('Cannot convert undefined or null to object (' + key + ')');
		}
	}

	if (!hasOwnProperty.call(to, key) || !isObj(val)) {
		to[key] = val;
	} else {
		to[key] = assign(Object(to[key]), from[key]);
	}
}

function assign(to, from) {
	if (to === from) {
		return to;
	}

	from = Object(from);

	for (var key in from) {
		if (hasOwnProperty.call(from, key)) {
			assignKey(to, from, key);
		}
	}

	if (Object.getOwnPropertySymbols) {
		var symbols = Object.getOwnPropertySymbols(from);

		for (var i = 0; i < symbols.length; i++) {
			if (propIsEnumerable.call(from, symbols[i])) {
				assignKey(to, from, symbols[i]);
			}
		}
	}

	return to;
}

module.exports = function deepAssign(target) {
	target = toObject(target);

	for (var s = 1; s < arguments.length; s++) {
		assign(target, arguments[s]);
	}

	return target;
};

},{"is-obj":19}],11:[function(require,module,exports){
/*! (C) WebReflection Mit Style License */
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},{}],12:[function(require,module,exports){
module.exports = function(dtype) {
  switch (dtype) {
    case 'int8':
      return Int8Array
    case 'int16':
      return Int16Array
    case 'int32':
      return Int32Array
    case 'uint8':
      return Uint8Array
    case 'uint16':
      return Uint16Array
    case 'uint32':
      return Uint32Array
    case 'float32':
      return Float32Array
    case 'float64':
      return Float64Array
    case 'array':
      return Array
    case 'uint8_clamped':
      return Uint8ClampedArray
  }
}

},{}],13:[function(require,module,exports){
/*eslint new-cap:0*/
var dtype = require('dtype')

module.exports = flattenVertexData

function flattenVertexData (data, output, offset) {
  if (!data) throw new TypeError('must specify data as first parameter')
  offset = +(offset || 0) | 0

  if (Array.isArray(data) && (data[0] && typeof data[0][0] === 'number')) {
    var dim = data[0].length
    var length = data.length * dim
    var i, j, k, l

    // no output specified, create a new typed array
    if (!output || typeof output === 'string') {
      output = new (dtype(output || 'float32'))(length + offset)
    }

    var dstLength = output.length - offset
    if (length !== dstLength) {
      throw new Error('source length ' + length + ' (' + dim + 'x' + data.length + ')' +
        ' does not match destination length ' + dstLength)
    }

    for (i = 0, k = offset; i < data.length; i++) {
      for (j = 0; j < dim; j++) {
        output[k++] = data[i][j] === null ? NaN : data[i][j]
      }
    }
  } else {
    if (!output || typeof output === 'string') {
      // no output, create a new one
      var Ctor = dtype(output || 'float32')

      // handle arrays separately due to possible nulls
      if (Array.isArray(data) || output === 'array') {
        output = new Ctor(data.length + offset)
        for (i = 0, k = offset, l = output.length; k < l; k++, i++) {
          output[k] = data[i] === null ? NaN : data[i]
        }
      } else {
        if (offset === 0) {
          output = new Ctor(data)
        } else {
          output = new Ctor(data.length + offset)

          output.set(data, offset)
        }
      }
    } else {
      // store output in existing array
      output.set(data, offset)
    }
  }

  return output
}

},{"dtype":12}],14:[function(require,module,exports){
(function (global){(function (){
var win;

if (typeof window !== "undefined") {
    win = window;
} else if (typeof global !== "undefined") {
    win = global;
} else if (typeof self !== "undefined"){
    win = self;
} else {
    win = {};
}

module.exports = win;

}).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{}],15:[function(require,module,exports){
/*! ieee754. BSD-3-Clause License. Feross Aboukhadijeh <https://feross.org/opensource> */
exports.read = function (buffer, offset, isLE, mLen, nBytes) {
  var e, m
  var eLen = (nBytes * 8) - mLen - 1
  var eMax = (1 << eLen) - 1
  var eBias = eMax >> 1
  var nBits = -7
  var i = isLE ? (nBytes - 1) : 0
  var d = isLE ? -1 : 1
  var s = buffer[offset + i]

  i += d

  e = s & ((1 << (-nBits)) - 1)
  s >>= (-nBits)
  nBits += eLen
  for (; nBits > 0; e = (e * 256) + buffer[offset + i], i += d, nBits -= 8) {}

  m = e & ((1 << (-nBits)) - 1)
  e >>= (-nBits)
  nBits += mLen
  for (; nBits > 0; m = (m * 256) + buffer[offset + i], i += d, nBits -= 8) {}

  if (e === 0) {
    e = 1 - eBias
  } else if (e === eMax) {
    return m ? NaN : ((s ? -1 : 1) * Infinity)
  } else {
    m = m + Math.pow(2, mLen)
    e = e - eBias
  }
  return (s ? -1 : 1) * m * Math.pow(2, e - mLen)
}

exports.write = function (buffer, value, offset, isLE, mLen, nBytes) {
  var e, m, c
  var eLen = (nBytes * 8) - mLen - 1
  var eMax = (1 << eLen) - 1
  var eBias = eMax >> 1
  var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)
  var i = isLE ? 0 : (nBytes - 1)
  var d = isLE ? 1 : -1
  var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0

  value = Math.abs(value)

  if (isNaN(value) || value === Infinity) {
    m = isNaN(value) ? 1 : 0
    e = eMax
  } else {
    e = Math.floor(Math.log(value) / Math.LN2)
    if (value * (c = Math.pow(2, -e)) < 1) {
      e--
      c *= 2
    }
    if (e + eBias >= 1) {
      value += rt / c
    } else {
      value += rt * Math.pow(2, 1 - eBias)
    }
    if (value * c >= 2) {
      e++
      c /= 2
    }

    if (e + eBias >= eMax) {
      m = 0
      e = eMax
    } else if (e + eBias >= 1) {
      m = ((value * c) - 1) * Math.pow(2, mLen)
      e = e + eBias
    } else {
      m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)
      e = 0
    }
  }

  for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}

  e = (e << mLen) | m
  eLen += mLen
  for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}

  buffer[offset + i - d] |= s * 128
}

},{}],16:[function(require,module,exports){
if (typeof Object.create === 'function') {
  // implementation from standard node.js 'util' module
  module.exports = function inherits(ctor, superCtor) {
    if (superCtor) {
      ctor.super_ = superCtor
      ctor.prototype = Object.create(superCtor.prototype, {
        constructor: {
          value: ctor,
          enumerable: false,
          writable: true,
          configurable: true
        }
      })
    }
  };
} else {
  // old school shim for old browsers
  module.exports = function inherits(ctor, superCtor) {
    if (superCtor) {
      ctor.super_ = superCtor
      var TempCtor = function () {}
      TempCtor.prototype = superCtor.prototype
      ctor.prototype = new TempCtor()
      ctor.prototype.constructor = ctor
    }
  }
}

},{}],17:[function(require,module,exports){
/*!
 * Determine if an object is a Buffer
 *
 * @author   Feross Aboukhadijeh <https://feross.org>
 * @license  MIT
 */

// The _isBuffer check is for Safari 5-7 support, because it's missing
// Object.prototype.constructor. Remove this eventually
module.exports = function (obj) {
  return obj != null && (isBuffer(obj) || isSlowBuffer(obj) || !!obj._isBuffer)
}

function isBuffer (obj) {
  return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)
}

// For Node v0.10 support. Remove this eventually.
function isSlowBuffer (obj) {
  return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isBuffer(obj.slice(0, 0))
}

},{}],18:[function(require,module,exports){
module.exports = isFunction

var toString = Object.prototype.toString

function isFunction (fn) {
  if (!fn) {
    return false
  }
  var string = toString.call(fn)
  return string === '[object Function]' ||
    (typeof fn === 'function' && string !== '[object RegExp]') ||
    (typeof window !== 'undefined' &&
     // IE8 and below
     (fn === window.setTimeout ||
      fn === window.alert ||
      fn === window.confirm ||
      fn === window.prompt))
};

},{}],19:[function(require,module,exports){
'use strict';
module.exports = function (x) {
	var type = typeof x;
	return x !== null && (type === 'object' || type === 'function');
};

},{}],20:[function(require,module,exports){
var toString = {}.toString;

module.exports = Array.isArray || function (arr) {
  return toString.call(arr) == '[object Array]';
};

},{}],21:[function(require,module,exports){
var wordWrap = require('word-wrapper')
var xtend = require('xtend')
var number = require('as-number')

var X_HEIGHTS = ['x', 'e', 'a', 'o', 'n', 's', 'r', 'c', 'u', 'm', 'v', 'w', 'z']
var M_WIDTHS = ['m', 'w']
var CAP_HEIGHTS = ['H', 'I', 'N', 'E', 'F', 'K', 'L', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z']


var TAB_ID = '\t'.charCodeAt(0)
var SPACE_ID = ' '.charCodeAt(0)
var ALIGN_LEFT = 0, 
    ALIGN_CENTER = 1, 
    ALIGN_RIGHT = 2

module.exports = function createLayout(opt) {
  return new TextLayout(opt)
}

function TextLayout(opt) {
  this.glyphs = []
  this._measure = this.computeMetrics.bind(this)
  this.update(opt)
}

TextLayout.prototype.update = function(opt) {
  opt = xtend({
    measure: this._measure
  }, opt)
  this._opt = opt
  this._opt.tabSize = number(this._opt.tabSize, 4)

  if (!opt.font)
    throw new Error('must provide a valid bitmap font')

  var glyphs = this.glyphs
  var text = opt.text||'' 
  var font = opt.font
  this._setupSpaceGlyphs(font)
  
  var lines = wordWrap.lines(text, opt)
  var minWidth = opt.width || 0

  //clear glyphs
  glyphs.length = 0

  //get max line width
  var maxLineWidth = lines.reduce(function(prev, line) {
    return Math.max(prev, line.width, minWidth)
  }, 0)

  //the pen position
  var x = 0
  var y = 0
  var lineHeight = number(opt.lineHeight, font.common.lineHeight)
  var baseline = font.common.base
  var descender = lineHeight-baseline
  var letterSpacing = opt.letterSpacing || 0
  var height = lineHeight * lines.length - descender
  var align = getAlignType(this._opt.align)

  //draw text along baseline
  y -= height
  
  //the metrics for this text layout
  this._width = maxLineWidth
  this._height = height
  this._descender = lineHeight - baseline
  this._baseline = baseline
  this._xHeight = getXHeight(font)
  this._capHeight = getCapHeight(font)
  this._lineHeight = lineHeight
  this._ascender = lineHeight - descender - this._xHeight
    
  //layout each glyph
  var self = this
  lines.forEach(function(line, lineIndex) {
    var start = line.start
    var end = line.end
    var lineWidth = line.width
    var lastGlyph
    
    //for each glyph in that line...
    for (var i=start; i<end; i++) {
      var id = text.charCodeAt(i)
      var glyph = self.getGlyph(font, id)
      if (glyph) {
        if (lastGlyph) 
          x += getKerning(font, lastGlyph.id, glyph.id)

        var tx = x
        if (align === ALIGN_CENTER) 
          tx += (maxLineWidth-lineWidth)/2
        else if (align === ALIGN_RIGHT)
          tx += (maxLineWidth-lineWidth)

        glyphs.push({
          position: [tx, y],
          data: glyph,
          index: i,
          line: lineIndex
        })  

        //move pen forward
        x += glyph.xadvance + letterSpacing
        lastGlyph = glyph
      }
    }

    //next line down
    y += lineHeight
    x = 0
  })
  this._linesTotal = lines.length;
}

TextLayout.prototype._setupSpaceGlyphs = function(font) {
  //These are fallbacks, when the font doesn't include
  //' ' or '\t' glyphs
  this._fallbackSpaceGlyph = null
  this._fallbackTabGlyph = null

  if (!font.chars || font.chars.length === 0)
    return

  //try to get space glyph
  //then fall back to the 'm' or 'w' glyphs
  //then fall back to the first glyph available
  var space = getGlyphById(font, SPACE_ID) 
          || getMGlyph(font) 
          || font.chars[0]

  //and create a fallback for tab
  var tabWidth = this._opt.tabSize * space.xadvance
  this._fallbackSpaceGlyph = space
  this._fallbackTabGlyph = xtend(space, {
    x: 0, y: 0, xadvance: tabWidth, id: TAB_ID, 
    xoffset: 0, yoffset: 0, width: 0, height: 0
  })
}

TextLayout.prototype.getGlyph = function(font, id) {
  var glyph = getGlyphById(font, id)
  if (glyph)
    return glyph
  else if (id === TAB_ID) 
    return this._fallbackTabGlyph
  else if (id === SPACE_ID) 
    return this._fallbackSpaceGlyph
  return null
}

TextLayout.prototype.computeMetrics = function(text, start, end, width) {
  var letterSpacing = this._opt.letterSpacing || 0
  var font = this._opt.font
  var curPen = 0
  var curWidth = 0
  var count = 0
  var glyph
  var lastGlyph

  if (!font.chars || font.chars.length === 0) {
    return {
      start: start,
      end: start,
      width: 0
    }
  }

  end = Math.min(text.length, end)
  for (var i=start; i < end; i++) {
    var id = text.charCodeAt(i)
    var glyph = this.getGlyph(font, id)

    if (glyph) {
      //move pen forward
      var xoff = glyph.xoffset
      var kern = lastGlyph ? getKerning(font, lastGlyph.id, glyph.id) : 0
      curPen += kern

      var nextPen = curPen + glyph.xadvance + letterSpacing
      var nextWidth = curPen + glyph.width

      //we've hit our limit; we can't move onto the next glyph
      if (nextWidth >= width || nextPen >= width)
        break

      //otherwise continue along our line
      curPen = nextPen
      curWidth = nextWidth
      lastGlyph = glyph
    }
    count++
  }
  
  //make sure rightmost edge lines up with rendered glyphs
  if (lastGlyph)
    curWidth += lastGlyph.xoffset

  return {
    start: start,
    end: start + count,
    width: curWidth
  }
}

//getters for the private vars
;['width', 'height', 
  'descender', 'ascender',
  'xHeight', 'baseline',
  'capHeight',
  'lineHeight' ].forEach(addGetter)

function addGetter(name) {
  Object.defineProperty(TextLayout.prototype, name, {
    get: wrapper(name),
    configurable: true
  })
}

//create lookups for private vars
function wrapper(name) {
  return (new Function([
    'return function '+name+'() {',
    '  return this._'+name,
    '}'
  ].join('\n')))()
}

function getGlyphById(font, id) {
  if (!font.chars || font.chars.length === 0)
    return null

  var glyphIdx = findChar(font.chars, id)
  if (glyphIdx >= 0)
    return font.chars[glyphIdx]
  return null
}

function getXHeight(font) {
  for (var i=0; i<X_HEIGHTS.length; i++) {
    var id = X_HEIGHTS[i].charCodeAt(0)
    var idx = findChar(font.chars, id)
    if (idx >= 0) 
      return font.chars[idx].height
  }
  return 0
}

function getMGlyph(font) {
  for (var i=0; i<M_WIDTHS.length; i++) {
    var id = M_WIDTHS[i].charCodeAt(0)
    var idx = findChar(font.chars, id)
    if (idx >= 0) 
      return font.chars[idx]
  }
  return 0
}

function getCapHeight(font) {
  for (var i=0; i<CAP_HEIGHTS.length; i++) {
    var id = CAP_HEIGHTS[i].charCodeAt(0)
    var idx = findChar(font.chars, id)
    if (idx >= 0) 
      return font.chars[idx].height
  }
  return 0
}

function getKerning(font, left, right) {
  if (!font.kernings || font.kernings.length === 0)
    return 0

  var table = font.kernings
  for (var i=0; i<table.length; i++) {
    var kern = table[i]
    if (kern.first === left && kern.second === right)
      return kern.amount
  }
  return 0
}

function getAlignType(align) {
  if (align === 'center')
    return ALIGN_CENTER
  else if (align === 'right')
    return ALIGN_RIGHT
  return ALIGN_LEFT
}

function findChar (array, value, start) {
  start = start || 0
  for (var i = start; i < array.length; i++) {
    if (array[i].id === value) {
      return i
    }
  }
  return -1
}
},{"as-number":2,"word-wrapper":48,"xtend":51}],22:[function(require,module,exports){
(function (Buffer){(function (){
var xhr = require('xhr')
var noop = function(){}
var parseASCII = require('parse-bmfont-ascii')
var parseXML = require('parse-bmfont-xml')
var readBinary = require('parse-bmfont-binary')
var isBinaryFormat = require('./lib/is-binary')
var xtend = require('xtend')

var xml2 = (function hasXML2() {
  return self.XMLHttpRequest && "withCredentials" in new XMLHttpRequest
})()

module.exports = function(opt, cb) {
  cb = typeof cb === 'function' ? cb : noop

  if (typeof opt === 'string')
    opt = { uri: opt }
  else if (!opt)
    opt = {}

  var expectBinary = opt.binary
  if (expectBinary)
    opt = getBinaryOpts(opt)

  xhr(opt, function(err, res, body) {
    if (err)
      return cb(err)
    if (!/^2/.test(res.statusCode))
      return cb(new Error('http status code: '+res.statusCode))
    if (!body)
      return cb(new Error('no body result'))

    var binary = false 

    //if the response type is an array buffer,
    //we need to convert it into a regular Buffer object
    if (isArrayBuffer(body)) {
      var array = new Uint8Array(body)
      body = Buffer.from(array, 'binary')
    }

    //now check the string/Buffer response
    //and see if it has a binary BMF header
    if (isBinaryFormat(body)) {
      binary = true
      //if we have a string, turn it into a Buffer
      if (typeof body === 'string') 
        body = Buffer.from(body, 'binary')
    } 

    //we are not parsing a binary format, just ASCII/XML/etc
    if (!binary) {
      //might still be a buffer if responseType is 'arraybuffer'
      if (Buffer.isBuffer(body))
        body = body.toString(opt.encoding)
      body = body.trim()
    }

    var result
    try {
      var type = res.headers['content-type']
      if (binary)
        result = readBinary(body)
      else if (/json/.test(type) || body.charAt(0) === '{')
        result = JSON.parse(body)
      else if (/xml/.test(type)  || body.charAt(0) === '<')
        result = parseXML(body)
      else
        result = parseASCII(body)
    } catch (e) {
      cb(new Error('error parsing font '+e.message))
      cb = noop
    }
    cb(null, result)
  })
}

function isArrayBuffer(arr) {
  var str = Object.prototype.toString
  return str.call(arr) === '[object ArrayBuffer]'
}

function getBinaryOpts(opt) {
  //IE10+ and other modern browsers support array buffers
  if (xml2)
    return xtend(opt, { responseType: 'arraybuffer' })
  
  if (typeof self.XMLHttpRequest === 'undefined')
    throw new Error('your browser does not support XHR loading')

  //IE9 and XML1 browsers could still use an override
  var req = new self.XMLHttpRequest()
  req.overrideMimeType('text/plain; charset=x-user-defined')
  return xtend({
    xhr: req
  }, opt)
}

}).call(this)}).call(this,require("buffer").Buffer)

},{"./lib/is-binary":23,"buffer":6,"parse-bmfont-ascii":25,"parse-bmfont-binary":26,"parse-bmfont-xml":27,"xhr":49,"xtend":51}],23:[function(require,module,exports){
(function (Buffer){(function (){
var equal = require('buffer-equal')
var HEADER = Buffer.from([66, 77, 70, 3])

module.exports = function(buf) {
  if (typeof buf === 'string')
    return buf.substring(0, 3) === 'BMF'
  return buf.length > 4 && equal(buf.slice(0, 4), HEADER)
}
}).call(this)}).call(this,require("buffer").Buffer)

},{"buffer":6,"buffer-equal":5}],24:[function(require,module,exports){
/*
object-assign
(c) Sindre Sorhus
@license MIT
*/

'use strict';
/* eslint-disable no-unused-vars */
var getOwnPropertySymbols = Object.getOwnPropertySymbols;
var hasOwnProperty = Object.prototype.hasOwnProperty;
var propIsEnumerable = Object.prototype.propertyIsEnumerable;

function toObject(val) {
	if (val === null || val === undefined) {
		throw new TypeError('Object.assign cannot be called with null or undefined');
	}

	return Object(val);
}

function shouldUseNative() {
	try {
		if (!Object.assign) {
			return false;
		}

		// Detect buggy property enumeration order in older V8 versions.

		// https://bugs.chromium.org/p/v8/issues/detail?id=4118
		var test1 = new String('abc');  // eslint-disable-line no-new-wrappers
		test1[5] = 'de';
		if (Object.getOwnPropertyNames(test1)[0] === '5') {
			return false;
		}

		// https://bugs.chromium.org/p/v8/issues/detail?id=3056
		var test2 = {};
		for (var i = 0; i < 10; i++) {
			test2['_' + String.fromCharCode(i)] = i;
		}
		var order2 = Object.getOwnPropertyNames(test2).map(function (n) {
			return test2[n];
		});
		if (order2.join('') !== '0123456789') {
			return false;
		}

		// https://bugs.chromium.org/p/v8/issues/detail?id=3056
		var test3 = {};
		'abcdefghijklmnopqrst'.split('').forEach(function (letter) {
			test3[letter] = letter;
		});
		if (Object.keys(Object.assign({}, test3)).join('') !==
				'abcdefghijklmnopqrst') {
			return false;
		}

		return true;
	} catch (err) {
		// We don't expect any of the above to throw, but better to be safe.
		return false;
	}
}

module.exports = shouldUseNative() ? Object.assign : function (target, source) {
	var from;
	var to = toObject(target);
	var symbols;

	for (var s = 1; s < arguments.length; s++) {
		from = Object(arguments[s]);

		for (var key in from) {
			if (hasOwnProperty.call(from, key)) {
				to[key] = from[key];
			}
		}

		if (getOwnPropertySymbols) {
			symbols = getOwnPropertySymbols(from);
			for (var i = 0; i < symbols.length; i++) {
				if (propIsEnumerable.call(from, symbols[i])) {
					to[symbols[i]] = from[symbols[i]];
				}
			}
		}
	}

	return to;
};

},{}],25:[function(require,module,exports){
module.exports = function parseBMFontAscii(data) {
  if (!data)
    throw new Error('no data provided')
  data = data.toString().trim()

  var output = {
    pages: [],
    chars: [],
    kernings: []
  }

  var lines = data.split(/\r\n?|\n/g)

  if (lines.length === 0)
    throw new Error('no data in BMFont file')

  for (var i = 0; i < lines.length; i++) {
    var lineData = splitLine(lines[i], i)
    if (!lineData) //skip empty lines
      continue

    if (lineData.key === 'page') {
      if (typeof lineData.data.id !== 'number')
        throw new Error('malformed file at line ' + i + ' -- needs page id=N')
      if (typeof lineData.data.file !== 'string')
        throw new Error('malformed file at line ' + i + ' -- needs page file="path"')
      output.pages[lineData.data.id] = lineData.data.file
    } else if (lineData.key === 'chars' || lineData.key === 'kernings') {
      //... do nothing for these two ...
    } else if (lineData.key === 'char') {
      output.chars.push(lineData.data)
    } else if (lineData.key === 'kerning') {
      output.kernings.push(lineData.data)
    } else {
      output[lineData.key] = lineData.data
    }
  }

  return output
}

function splitLine(line, idx) {
  line = line.replace(/\t+/g, ' ').trim()
  if (!line)
    return null

  var space = line.indexOf(' ')
  if (space === -1) 
    throw new Error("no named row at line " + idx)

  var key = line.substring(0, space)

  line = line.substring(space + 1)
  //clear "letter" field as it is non-standard and
  //requires additional complexity to parse " / = symbols
  line = line.replace(/letter=[\'\"]\S+[\'\"]/gi, '')  
  line = line.split("=")
  line = line.map(function(str) {
    return str.trim().match((/(".*?"|[^"\s]+)+(?=\s*|\s*$)/g))
  })

  var data = []
  for (var i = 0; i < line.length; i++) {
    var dt = line[i]
    if (i === 0) {
      data.push({
        key: dt[0],
        data: ""
      })
    } else if (i === line.length - 1) {
      data[data.length - 1].data = parseData(dt[0])
    } else {
      data[data.length - 1].data = parseData(dt[0])
      data.push({
        key: dt[1],
        data: ""
      })
    }
  }

  var out = {
    key: key,
    data: {}
  }

  data.forEach(function(v) {
    out.data[v.key] = v.data;
  })

  return out
}

function parseData(data) {
  if (!data || data.length === 0)
    return ""

  if (data.indexOf('"') === 0 || data.indexOf("'") === 0)
    return data.substring(1, data.length - 1)
  if (data.indexOf(',') !== -1)
    return parseIntList(data)
  return parseInt(data, 10)
}

function parseIntList(data) {
  return data.split(',').map(function(val) {
    return parseInt(val, 10)
  })
}
},{}],26:[function(require,module,exports){
var HEADER = [66, 77, 70]

module.exports = function readBMFontBinary(buf) {
  if (buf.length < 6)
    throw new Error('invalid buffer length for BMFont')

  var header = HEADER.every(function(byte, i) {
    return buf.readUInt8(i) === byte
  })

  if (!header)
    throw new Error('BMFont missing BMF byte header')

  var i = 3
  var vers = buf.readUInt8(i++)
  if (vers > 3)
    throw new Error('Only supports BMFont Binary v3 (BMFont App v1.10)')
  
  var target = { kernings: [], chars: [] }
  for (var b=0; b<5; b++)
    i += readBlock(target, buf, i)
  return target
}

function readBlock(target, buf, i) {
  if (i > buf.length-1)
    return 0

  var blockID = buf.readUInt8(i++)
  var blockSize = buf.readInt32LE(i)
  i += 4

  switch(blockID) {
    case 1: 
      target.info = readInfo(buf, i)
      break
    case 2:
      target.common = readCommon(buf, i)
      break
    case 3:
      target.pages = readPages(buf, i, blockSize)
      break
    case 4:
      target.chars = readChars(buf, i, blockSize)
      break
    case 5:
      target.kernings = readKernings(buf, i, blockSize)
      break
  }
  return 5 + blockSize
}

function readInfo(buf, i) {
  var info = {}
  info.size = buf.readInt16LE(i)

  var bitField = buf.readUInt8(i+2)
  info.smooth = (bitField >> 7) & 1
  info.unicode = (bitField >> 6) & 1
  info.italic = (bitField >> 5) & 1
  info.bold = (bitField >> 4) & 1
  
  //fixedHeight is only mentioned in binary spec 
  if ((bitField >> 3) & 1)
    info.fixedHeight = 1
  
  info.charset = buf.readUInt8(i+3) || ''
  info.stretchH = buf.readUInt16LE(i+4)
  info.aa = buf.readUInt8(i+6)
  info.padding = [
    buf.readInt8(i+7),
    buf.readInt8(i+8),
    buf.readInt8(i+9),
    buf.readInt8(i+10)
  ]
  info.spacing = [
    buf.readInt8(i+11),
    buf.readInt8(i+12)
  ]
  info.outline = buf.readUInt8(i+13)
  info.face = readStringNT(buf, i+14)
  return info
}

function readCommon(buf, i) {
  var common = {}
  common.lineHeight = buf.readUInt16LE(i)
  common.base = buf.readUInt16LE(i+2)
  common.scaleW = buf.readUInt16LE(i+4)
  common.scaleH = buf.readUInt16LE(i+6)
  common.pages = buf.readUInt16LE(i+8)
  var bitField = buf.readUInt8(i+10)
  common.packed = 0
  common.alphaChnl = buf.readUInt8(i+11)
  common.redChnl = buf.readUInt8(i+12)
  common.greenChnl = buf.readUInt8(i+13)
  common.blueChnl = buf.readUInt8(i+14)
  return common
}

function readPages(buf, i, size) {
  var pages = []
  var text = readNameNT(buf, i)
  var len = text.length+1
  var count = size / len
  for (var c=0; c<count; c++) {
    pages[c] = buf.slice(i, i+text.length).toString('utf8')
    i += len
  }
  return pages
}

function readChars(buf, i, blockSize) {
  var chars = []

  var count = blockSize / 20
  for (var c=0; c<count; c++) {
    var char = {}
    var off = c*20
    char.id = buf.readUInt32LE(i + 0 + off)
    char.x = buf.readUInt16LE(i + 4 + off)
    char.y = buf.readUInt16LE(i + 6 + off)
    char.width = buf.readUInt16LE(i + 8 + off)
    char.height = buf.readUInt16LE(i + 10 + off)
    char.xoffset = buf.readInt16LE(i + 12 + off)
    char.yoffset = buf.readInt16LE(i + 14 + off)
    char.xadvance = buf.readInt16LE(i + 16 + off)
    char.page = buf.readUInt8(i + 18 + off)
    char.chnl = buf.readUInt8(i + 19 + off)
    chars[c] = char
  }
  return chars
}

function readKernings(buf, i, blockSize) {
  var kernings = []
  var count = blockSize / 10
  for (var c=0; c<count; c++) {
    var kern = {}
    var off = c*10
    kern.first = buf.readUInt32LE(i + 0 + off)
    kern.second = buf.readUInt32LE(i + 4 + off)
    kern.amount = buf.readInt16LE(i + 8 + off)
    kernings[c] = kern
  }
  return kernings
}

function readNameNT(buf, offset) {
  var pos=offset
  for (; pos<buf.length; pos++) {
    if (buf[pos] === 0x00) 
      break
  }
  return buf.slice(offset, pos)
}

function readStringNT(buf, offset) {
  return readNameNT(buf, offset).toString('utf8')
}
},{}],27:[function(require,module,exports){
var parseAttributes = require('./parse-attribs')
var parseFromString = require('xml-parse-from-string')

//In some cases element.attribute.nodeName can return
//all lowercase values.. so we need to map them to the correct 
//case
var NAME_MAP = {
  scaleh: 'scaleH',
  scalew: 'scaleW',
  stretchh: 'stretchH',
  lineheight: 'lineHeight',
  alphachnl: 'alphaChnl',
  redchnl: 'redChnl',
  greenchnl: 'greenChnl',
  bluechnl: 'blueChnl'
}

module.exports = function parse(data) {
  data = data.toString()
  
  var xmlRoot = parseFromString(data)
  var output = {
    pages: [],
    chars: [],
    kernings: []
  }

  //get config settings
  ;['info', 'common'].forEach(function(key) {
    var element = xmlRoot.getElementsByTagName(key)[0]
    if (element)
      output[key] = parseAttributes(getAttribs(element))
  })

  //get page info
  var pageRoot = xmlRoot.getElementsByTagName('pages')[0]
  if (!pageRoot)
    throw new Error('malformed file -- no <pages> element')
  var pages = pageRoot.getElementsByTagName('page')
  for (var i=0; i<pages.length; i++) {
    var p = pages[i]
    var id = parseInt(p.getAttribute('id'), 10)
    var file = p.getAttribute('file')
    if (isNaN(id))
      throw new Error('malformed file -- page "id" attribute is NaN')
    if (!file)
      throw new Error('malformed file -- needs page "file" attribute')
    output.pages[parseInt(id, 10)] = file
  }

  //get kernings / chars
  ;['chars', 'kernings'].forEach(function(key) {
    var element = xmlRoot.getElementsByTagName(key)[0]
    if (!element)
      return
    var childTag = key.substring(0, key.length-1)
    var children = element.getElementsByTagName(childTag)
    for (var i=0; i<children.length; i++) {      
      var child = children[i]
      output[key].push(parseAttributes(getAttribs(child)))
    }
  })
  return output
}

function getAttribs(element) {
  var attribs = getAttribList(element)
  return attribs.reduce(function(dict, attrib) {
    var key = mapName(attrib.nodeName)
    dict[key] = attrib.nodeValue
    return dict
  }, {})
}

function getAttribList(element) {
  //IE8+ and modern browsers
  var attribs = []
  for (var i=0; i<element.attributes.length; i++)
    attribs.push(element.attributes[i])
  return attribs
}

function mapName(nodeName) {
  return NAME_MAP[nodeName.toLowerCase()] || nodeName
}
},{"./parse-attribs":28,"xml-parse-from-string":50}],28:[function(require,module,exports){
//Some versions of GlyphDesigner have a typo
//that causes some bugs with parsing. 
//Need to confirm with recent version of the software
//to see whether this is still an issue or not.
var GLYPH_DESIGNER_ERROR = 'chasrset'

module.exports = function parseAttributes(obj) {
  if (GLYPH_DESIGNER_ERROR in obj) {
    obj['charset'] = obj[GLYPH_DESIGNER_ERROR]
    delete obj[GLYPH_DESIGNER_ERROR]
  }

  for (var k in obj) {
    if (k === 'face' || k === 'charset') 
      continue
    else if (k === 'padding' || k === 'spacing')
      obj[k] = parseIntList(obj[k])
    else
      obj[k] = parseInt(obj[k], 10) 
  }
  return obj
}

function parseIntList(data) {
  return data.split(',').map(function(val) {
    return parseInt(val, 10)
  })
}
},{}],29:[function(require,module,exports){
var trim = function(string) {
  return string.replace(/^\s+|\s+$/g, '');
}
  , isArray = function(arg) {
      return Object.prototype.toString.call(arg) === '[object Array]';
    }

module.exports = function (headers) {
  if (!headers)
    return {}

  var result = {}

  var headersArr = trim(headers).split('\n')

  for (var i = 0; i < headersArr.length; i++) {
    var row = headersArr[i]
    var index = row.indexOf(':')
    , key = trim(row.slice(0, index)).toLowerCase()
    , value = trim(row.slice(index + 1))

    if (typeof(result[key]) === 'undefined') {
      result[key] = value
    } else if (isArray(result[key])) {
      result[key].push(value)
    } else {
      result[key] = [ result[key], value ]
    }
  }

  return result
}

},{}],30:[function(require,module,exports){
(function (global){(function (){
var performance = global.performance || {};

var present = (function () {
  var names = ['now', 'webkitNow', 'msNow', 'mozNow', 'oNow'];
  while (names.length) {
    var name = names.shift();
    if (name in performance) {
      return performance[name].bind(performance);
    }
  }

  var dateNow = Date.now || function () { return new Date().getTime(); };
  var navigationStart = (performance.timing || {}).navigationStart || dateNow();
  return function () {
    return dateNow() - navigationStart;
  };
}());

present.performanceNow = performance.now;
present.noConflict = function () {
  performance.now = present.performanceNow;
};
present.conflict = function () {
  performance.now = present;
};
present.conflict();

module.exports = present;

}).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{}],31:[function(require,module,exports){
// shim for using process in browser
var process = module.exports = {};

// cached from whatever global is present so that test runners that stub it
// don't break things.  But we need to wrap it in a try catch in case it is
// wrapped in strict mode code which doesn't define any globals.  It's inside a
// function because try/catches deoptimize in certain engines.

var cachedSetTimeout;
var cachedClearTimeout;

function defaultSetTimout() {
    throw new Error('setTimeout has not been defined');
}
function defaultClearTimeout () {
    throw new Error('clearTimeout has not been defined');
}
(function () {
    try {
        if (typeof setTimeout === 'function') {
            cachedSetTimeout = setTimeout;
        } else {
            cachedSetTimeout = defaultSetTimout;
        }
    } catch (e) {
        cachedSetTimeout = defaultSetTimout;
    }
    try {
        if (typeof clearTimeout === 'function') {
            cachedClearTimeout = clearTimeout;
        } else {
            cachedClearTimeout = defaultClearTimeout;
        }
    } catch (e) {
        cachedClearTimeout = defaultClearTimeout;
    }
} ())
function runTimeout(fun) {
    if (cachedSetTimeout === setTimeout) {
        //normal enviroments in sane situations
        return setTimeout(fun, 0);
    }
    // if setTimeout wasn't available but was latter defined
    if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {
        cachedSetTimeout = setTimeout;
        return setTimeout(fun, 0);
    }
    try {
        // when when somebody has screwed with setTimeout but no I.E. maddness
        return cachedSetTimeout(fun, 0);
    } catch(e){
        try {
            // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally
            return cachedSetTimeout.call(null, fun, 0);
        } catch(e){
            // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error
            return cachedSetTimeout.call(this, fun, 0);
        }
    }


}
function runClearTimeout(marker) {
    if (cachedClearTimeout === clearTimeout) {
        //normal enviroments in sane situations
        return clearTimeout(marker);
    }
    // if clearTimeout wasn't available but was latter defined
    if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {
        cachedClearTimeout = clearTimeout;
        return clearTimeout(marker);
    }
    try {
        // when when somebody has screwed with setTimeout but no I.E. maddness
        return cachedClearTimeout(marker);
    } catch (e){
        try {
            // When we are in I.E. but the script has been evaled so I.E. doesn't  trust the global object when called normally
            return cachedClearTimeout.call(null, marker);
        } catch (e){
            // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.
            // Some versions of I.E. have different rules for clearTimeout vs setTimeout
            return cachedClearTimeout.call(this, marker);
        }
    }



}
var queue = [];
var draining = false;
var currentQueue;
var queueIndex = -1;

function cleanUpNextTick() {
    if (!draining || !currentQueue) {
        return;
    }
    draining = false;
    if (currentQueue.length) {
        queue = currentQueue.concat(queue);
    } else {
        queueIndex = -1;
    }
    if (queue.length) {
        drainQueue();
    }
}

function drainQueue() {
    if (draining) {
        return;
    }
    var timeout = runTimeout(cleanUpNextTick);
    draining = true;

    var len = queue.length;
    while(len) {
        currentQueue = queue;
        queue = [];
        while (++queueIndex < len) {
            if (currentQueue) {
                currentQueue[queueIndex].run();
            }
        }
        queueIndex = -1;
        len = queue.length;
    }
    currentQueue = null;
    draining = false;
    runClearTimeout(timeout);
}

process.nextTick = function (fun) {
    var args = new Array(arguments.length - 1);
    if (arguments.length > 1) {
        for (var i = 1; i < arguments.length; i++) {
            args[i - 1] = arguments[i];
        }
    }
    queue.push(new Item(fun, args));
    if (queue.length === 1 && !draining) {
        runTimeout(drainQueue);
    }
};

// v8 likes predictible objects
function Item(fun, array) {
    this.fun = fun;
    this.array = array;
}
Item.prototype.run = function () {
    this.fun.apply(null, this.array);
};
process.title = 'browser';
process.browser = true;
process.env = {};
process.argv = [];
process.version = ''; // empty string to avoid regexp issues
process.versions = {};

function noop() {}

process.on = noop;
process.addListener = noop;
process.once = noop;
process.off = noop;
process.removeListener = noop;
process.removeAllListeners = noop;
process.emit = noop;
process.prependListener = noop;
process.prependOnceListener = noop;

process.listeners = function (name) { return [] }

process.binding = function (name) {
    throw new Error('process.binding is not supported');
};

process.cwd = function () { return '/' };
process.chdir = function (dir) {
    throw new Error('process.chdir is not supported');
};
process.umask = function() { return 0; };

},{}],32:[function(require,module,exports){
(function (setImmediate){(function (){
(function(root) {

	// Store setTimeout reference so promise-polyfill will be unaffected by
	// other code modifying setTimeout (like sinon.useFakeTimers())
	var setTimeoutFunc = setTimeout;

	// Use polyfill for setImmediate for performance gains
	var asap = (typeof setImmediate === 'function' && setImmediate) ||
		function(fn) { setTimeoutFunc(fn, 1); };

	// Polyfill for Function.prototype.bind
	function bind(fn, thisArg) {
		return function() {
			fn.apply(thisArg, arguments);
		}
	}

	var isArray = Array.isArray || function(value) { return Object.prototype.toString.call(value) === "[object Array]" };

	function Promise(fn) {
		if (typeof this !== 'object') throw new TypeError('Promises must be constructed via new');
		if (typeof fn !== 'function') throw new TypeError('not a function');
		this._state = null;
		this._value = null;
		this._deferreds = []

		doResolve(fn, bind(resolve, this), bind(reject, this))
	}

	function handle(deferred) {
		var me = this;
		if (this._state === null) {
			this._deferreds.push(deferred);
			return
		}
		asap(function() {
			var cb = me._state ? deferred.onFulfilled : deferred.onRejected
			if (cb === null) {
				(me._state ? deferred.resolve : deferred.reject)(me._value);
				return;
			}
			var ret;
			try {
				ret = cb(me._value);
			}
			catch (e) {
				deferred.reject(e);
				return;
			}
			deferred.resolve(ret);
		})
	}

	function resolve(newValue) {
		try { //Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure
			if (newValue === this) throw new TypeError('A promise cannot be resolved with itself.');
			if (newValue && (typeof newValue === 'object' || typeof newValue === 'function')) {
				var then = newValue.then;
				if (typeof then === 'function') {
					doResolve(bind(then, newValue), bind(resolve, this), bind(reject, this));
					return;
				}
			}
			this._state = true;
			this._value = newValue;
			finale.call(this);
		} catch (e) { reject.call(this, e); }
	}

	function reject(newValue) {
		this._state = false;
		this._value = newValue;
		finale.call(this);
	}

	function finale() {
		for (var i = 0, len = this._deferreds.length; i < len; i++) {
			handle.call(this, this._deferreds[i]);
		}
		this._deferreds = null;
	}

	function Handler(onFulfilled, onRejected, resolve, reject){
		this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null;
		this.onRejected = typeof onRejected === 'function' ? onRejected : null;
		this.resolve = resolve;
		this.reject = reject;
	}

	/**
	 * Take a potentially misbehaving resolver function and make sure
	 * onFulfilled and onRejected are only called once.
	 *
	 * Makes no guarantees about asynchrony.
	 */
	function doResolve(fn, onFulfilled, onRejected) {
		var done = false;
		try {
			fn(function (value) {
				if (done) return;
				done = true;
				onFulfilled(value);
			}, function (reason) {
				if (done) return;
				done = true;
				onRejected(reason);
			})
		} catch (ex) {
			if (done) return;
			done = true;
			onRejected(ex);
		}
	}

	Promise.prototype['catch'] = function (onRejected) {
		return this.then(null, onRejected);
	};

	Promise.prototype.then = function(onFulfilled, onRejected) {
		var me = this;
		return new Promise(function(resolve, reject) {
			handle.call(me, new Handler(onFulfilled, onRejected, resolve, reject));
		})
	};

	Promise.all = function () {
		var args = Array.prototype.slice.call(arguments.length === 1 && isArray(arguments[0]) ? arguments[0] : arguments);

		return new Promise(function (resolve, reject) {
			if (args.length === 0) return resolve([]);
			var remaining = args.length;
			function res(i, val) {
				try {
					if (val && (typeof val === 'object' || typeof val === 'function')) {
						var then = val.then;
						if (typeof then === 'function') {
							then.call(val, function (val) { res(i, val) }, reject);
							return;
						}
					}
					args[i] = val;
					if (--remaining === 0) {
						resolve(args);
					}
				} catch (ex) {
					reject(ex);
				}
			}
			for (var i = 0; i < args.length; i++) {
				res(i, args[i]);
			}
		});
	};

	Promise.resolve = function (value) {
		if (value && typeof value === 'object' && value.constructor === Promise) {
			return value;
		}

		return new Promise(function (resolve) {
			resolve(value);
		});
	};

	Promise.reject = function (value) {
		return new Promise(function (resolve, reject) {
			reject(value);
		});
	};

	Promise.race = function (values) {
		return new Promise(function (resolve, reject) {
			for(var i = 0, len = values.length; i < len; i++) {
				values[i].then(resolve, reject);
			}
		});
	};

	/**
	 * Set the immediate function to execute callbacks
	 * @param fn {function} Function to execute
	 * @private
	 */
	Promise._setImmediateFn = function _setImmediateFn(fn) {
		asap = fn;
	};

	if (typeof module !== 'undefined' && module.exports) {
		module.exports = Promise;
	} else if (!root.Promise) {
		root.Promise = Promise;
	}

})(this);

}).call(this)}).call(this,require("timers").setImmediate)

},{"timers":46}],33:[function(require,module,exports){
var dtype = require('dtype')
var anArray = require('an-array')
var isBuffer = require('is-buffer')

var CW = [0, 2, 3]
var CCW = [2, 1, 3]

module.exports = function createQuadElements(array, opt) {
    //if user didn't specify an output array
    if (!array || !(anArray(array) || isBuffer(array))) {
        opt = array || {}
        array = null
    }

    if (typeof opt === 'number') //backwards-compatible
        opt = { count: opt }
    else
        opt = opt || {}

    var type = typeof opt.type === 'string' ? opt.type : 'uint16'
    var count = typeof opt.count === 'number' ? opt.count : 1
    var start = (opt.start || 0) 

    var dir = opt.clockwise !== false ? CW : CCW,
        a = dir[0], 
        b = dir[1],
        c = dir[2]

    var numIndices = count * 6

    var indices = array || new (dtype(type))(numIndices)
    for (var i = 0, j = 0; i < numIndices; i += 6, j += 4) {
        var x = i + start
        indices[x + 0] = j + 0
        indices[x + 1] = j + 1
        indices[x + 2] = j + 2
        indices[x + 3] = j + a
        indices[x + 4] = j + b
        indices[x + 5] = j + c
    }
    return indices
}
},{"an-array":1,"dtype":12,"is-buffer":17}],34:[function(require,module,exports){
/*
 * anime.js v3.0.0
 * (c) 2019 Julian Garnier
 * Released under the MIT license
 * animejs.com
 */

'use strict';

// Defaults

var defaultInstanceSettings = {
  update: null,
  begin: null,
  loopBegin: null,
  changeBegin: null,
  change: null,
  changeComplete: null,
  loopComplete: null,
  complete: null,
  loop: 1,
  direction: 'normal',
  autoplay: true,
  timelineOffset: 0
};

var defaultTweenSettings = {
  duration: 1000,
  delay: 0,
  endDelay: 0,
  easing: 'easeOutElastic(1, .5)',
  round: 0
};

var validTransforms = ['translateX', 'translateY', 'translateZ', 'rotate', 'rotateX', 'rotateY', 'rotateZ', 'scale', 'scaleX', 'scaleY', 'scaleZ', 'skew', 'skewX', 'skewY', 'perspective'];

// Caching

var cache = {
  CSS: {},
  springs: {}
};

// Utils

function minMax(val, min, max) {
  return Math.min(Math.max(val, min), max);
}

function stringContains(str, text) {
  return str.indexOf(text) > -1;
}

function applyArguments(func, args) {
  return func.apply(null, args);
}

var hexRegex = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i;
var rgbPrefixRegex = /^rgb/;
var hslRegex = /^hsl/;

var is = {
  arr: function (a) { return Array.isArray(a); },
  obj: function (a) { return stringContains(Object.prototype.toString.call(a), 'Object'); },
  pth: function (a) { return is.obj(a) && a.hasOwnProperty('totalLength'); },
  svg: function (a) { return a instanceof SVGElement; },
  inp: function (a) { return a instanceof HTMLInputElement; },
  dom: function (a) { return a.nodeType || is.svg(a); },
  str: function (a) { return typeof a === 'string'; },
  fnc: function (a) { return typeof a === 'function'; },
  und: function (a) { return typeof a === 'undefined'; },
  hex: function (a) { return hexRegex.test(a); },
  rgb: function (a) { return rgbPrefixRegex.test(a); },
  hsl: function (a) { return hslRegex.test(a); },
  col: function (a) { return (is.hex(a) || is.rgb(a) || is.hsl(a)); },
  key: function (a) { return !defaultInstanceSettings.hasOwnProperty(a) && !defaultTweenSettings.hasOwnProperty(a) && a !== 'targets' && a !== 'keyframes'; }
};

// Easings

var easingFunctionRegex = /\(([^)]+)\)/;

function parseEasingParameters(string) {
  var match = easingFunctionRegex.exec(string);
  return match ? match[1].split(',').map(function (p) { return parseFloat(p); }) : [];
}

// Spring solver inspired by Webkit Copyright © 2016 Apple Inc. All rights reserved. https://webkit.org/demos/spring/spring.js

function spring(string, duration) {

  var params = parseEasingParameters(string);
  var mass = minMax(is.und(params[0]) ? 1 : params[0], .1, 100);
  var stiffness = minMax(is.und(params[1]) ? 100 : params[1], .1, 100);
  var damping = minMax(is.und(params[2]) ? 10 : params[2], .1, 100);
  var velocity =  minMax(is.und(params[3]) ? 0 : params[3], .1, 100);
  var w0 = Math.sqrt(stiffness / mass);
  var zeta = damping / (2 * Math.sqrt(stiffness * mass));
  var wd = zeta < 1 ? w0 * Math.sqrt(1 - zeta * zeta) : 0;
  var a = 1;
  var b = zeta < 1 ? (zeta * w0 + -velocity) / wd : -velocity + w0;

  function solver(t) {
    var progress = duration ? (duration * t) / 1000 : t;
    if (zeta < 1) {
      progress = Math.exp(-progress * zeta * w0) * (a * Math.cos(wd * progress) + b * Math.sin(wd * progress));
    } else {
      progress = (a + b * progress) * Math.exp(-progress * w0);
    }
    if (t === 0 || t === 1) { return t; }
    return 1 - progress;
  }

  function getDuration() {
    var cached = cache.springs[string];
    if (cached) { return cached; }
    var frame = 1/6;
    var elapsed = 0;
    var rest = 0;
    while(true) {
      elapsed += frame;
      if (solver(elapsed) === 1) {
        rest++;
        if (rest >= 16) { break; }
      } else {
        rest = 0;
      }
    }
    var duration = elapsed * frame * 1000;
    cache.springs[string] = duration;
    return duration;
  }

  return duration ? solver : getDuration;

}

// Elastic easing adapted from jQueryUI http://api.jqueryui.com/easings/

function elastic(amplitude, period) {
  if ( amplitude === void 0 ) amplitude = 1;
  if ( period === void 0 ) period = .5;

  var a = minMax(amplitude, 1, 10);
  var p = minMax(period, .1, 2);
  return function (t) {
    return (t === 0 || t === 1) ? t :
      -a * Math.pow(2, 10 * (t - 1)) * Math.sin((((t - 1) - (p / (Math.PI * 2) * Math.asin(1 / a))) * (Math.PI * 2)) / p);
  }
}

// Basic steps easing implementation https://developer.mozilla.org/fr/docs/Web/CSS/transition-timing-function

function steps(steps) {
  if ( steps === void 0 ) steps = 10;

  return function (t) { return Math.round(t * steps) * (1 / steps); };
}

// BezierEasing https://github.com/gre/bezier-easing

var bezier = (function () {

  var kSplineTableSize = 11;
  var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);

  function A(aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1 }
  function B(aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1 }
  function C(aA1)      { return 3.0 * aA1 }

  function calcBezier(aT, aA1, aA2) { return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT }
  function getSlope(aT, aA1, aA2) { return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1) }

  function binarySubdivide(aX, aA, aB, mX1, mX2) {
    var currentX, currentT, i = 0;
    do {
      currentT = aA + (aB - aA) / 2.0;
      currentX = calcBezier(currentT, mX1, mX2) - aX;
      if (currentX > 0.0) { aB = currentT; } else { aA = currentT; }
    } while (Math.abs(currentX) > 0.0000001 && ++i < 10);
    return currentT;
  }

  function newtonRaphsonIterate(aX, aGuessT, mX1, mX2) {
    for (var i = 0; i < 4; ++i) {
      var currentSlope = getSlope(aGuessT, mX1, mX2);
      if (currentSlope === 0.0) { return aGuessT; }
      var currentX = calcBezier(aGuessT, mX1, mX2) - aX;
      aGuessT -= currentX / currentSlope;
    }
    return aGuessT;
  }

  function bezier(mX1, mY1, mX2, mY2) {

    if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) { return; }
    var sampleValues = new Float32Array(kSplineTableSize);

    if (mX1 !== mY1 || mX2 !== mY2) {
      for (var i = 0; i < kSplineTableSize; ++i) {
        sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
      }
    }

    function getTForX(aX) {

      var intervalStart = 0;
      var currentSample = 1;
      var lastSample = kSplineTableSize - 1;

      for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) {
        intervalStart += kSampleStepSize;
      }

      --currentSample;

      var dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]);
      var guessForT = intervalStart + dist * kSampleStepSize;
      var initialSlope = getSlope(guessForT, mX1, mX2);

      if (initialSlope >= 0.001) {
        return newtonRaphsonIterate(aX, guessForT, mX1, mX2);
      } else if (initialSlope === 0.0) {
        return guessForT;
      } else {
        return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2);
      }

    }

    return function (x) {
      if (mX1 === mY1 && mX2 === mY2) { return x; }
      if (x === 0 || x === 1) { return x; }
      return calcBezier(getTForX(x), mY1, mY2);
    }

  }

  return bezier;

})();

var penner = (function () {

  var names = ['Quad', 'Cubic', 'Quart', 'Quint', 'Sine', 'Expo', 'Circ', 'Back', 'Elastic'];

  // Approximated Penner equations http://matthewlein.com/ceaser/

  var curves = {
    In: [
      [0.550, 0.085, 0.680, 0.530], /* inQuad */
      [0.550, 0.055, 0.675, 0.190], /* inCubic */
      [0.895, 0.030, 0.685, 0.220], /* inQuart */
      [0.755, 0.050, 0.855, 0.060], /* inQuint */
      [0.470, 0.000, 0.745, 0.715], /* inSine */
      [0.950, 0.050, 0.795, 0.035], /* inExpo */
      [0.600, 0.040, 0.980, 0.335], /* inCirc */
      [0.600,-0.280, 0.735, 0.045], /* inBack */
      elastic /* inElastic */
    ],
    Out: [
      [0.250, 0.460, 0.450, 0.940], /* outQuad */
      [0.215, 0.610, 0.355, 1.000], /* outCubic */
      [0.165, 0.840, 0.440, 1.000], /* outQuart */
      [0.230, 1.000, 0.320, 1.000], /* outQuint */
      [0.390, 0.575, 0.565, 1.000], /* outSine */
      [0.190, 1.000, 0.220, 1.000], /* outExpo */
      [0.075, 0.820, 0.165, 1.000], /* outCirc */
      [0.175, 0.885, 0.320, 1.275], /* outBack */
      function (a, p) { return function (t) { return 1 - elastic(a, p)(1 - t); }; } /* outElastic */
    ],
    InOut: [
      [0.455, 0.030, 0.515, 0.955], /* inOutQuad */
      [0.645, 0.045, 0.355, 1.000], /* inOutCubic */
      [0.770, 0.000, 0.175, 1.000], /* inOutQuart */
      [0.860, 0.000, 0.070, 1.000], /* inOutQuint */
      [0.445, 0.050, 0.550, 0.950], /* inOutSine */
      [1.000, 0.000, 0.000, 1.000], /* inOutExpo */
      [0.785, 0.135, 0.150, 0.860], /* inOutCirc */
      [0.680,-0.550, 0.265, 1.550], /* inOutBack */
      function (a, p) { return function (t) { return t < .5 ? elastic(a, p)(t * 2) / 2 : 1 - elastic(a, p)(t * -2 + 2) / 2; }; } /* inOutElastic */
    ]
  };

  var eases = {
    linear: [0.250, 0.250, 0.750, 0.750]
  };

  for (var coords in curves) {
    for (var i = 0, len = curves[coords].length; i < len; i++) {
      eases['ease'+coords+names[i]] = curves[coords][i];
    }
  }

  return eases;

})();

function parseEasings(easing, duration) {
  if (is.fnc(easing)) { return easing; }
  var name = easing.split('(')[0];
  var ease = penner[name];
  var args = parseEasingParameters(easing);
  switch (name) {
    case 'spring' : return spring(easing, duration);
    case 'cubicBezier' : return applyArguments(bezier, args);
    case 'steps' : return applyArguments(steps, args);
    default : return is.fnc(ease) ? applyArguments(ease, args) : applyArguments(bezier, ease);
  }
}

// Strings

function selectString(str) {
  try {
    var nodes = document.querySelectorAll(str);
    return nodes;
  } catch(e) {
    return;
  }
}

// Arrays

var auxArrayFilter = [];

function filterArray(arr, callback) {
  var result = auxArrayFilter;

  var len = arr.length;
  var thisArg = arguments.length >= 2 ? arguments[1] : void 0;
  for (var i = 0; i < len; i++) {
    if (i in arr) {
      var val = arr[i];
      if (callback.call(thisArg, val, i, arr)) {
        result.push(val);
      }
    }
  }

  // arr turns into the auxArray and we return the previously aux array.
  auxArrayFilter = arr;
  auxArrayFilter.length = 0;
  return result;
}

function flattenArray (arr, result) {
  if (!result) { result = []; }
  for (var i = 0, length = arr.length; i < length; i++) {
    var value = arr[i];
    if (Array.isArray(value)) {
      flattenArray(value, result);
    } else {
      result.push(value);
    }
  }
  return result;
}

function toArray(o) {
  if (is.arr(o)) { return o; }
  if (is.str(o)) { o = selectString(o) || o; }
  if (o instanceof NodeList || o instanceof HTMLCollection) { return [].slice.call(o); }
  return [o];
}

function arrayContains(arr, val) {
  return arr.some(function (a) { return a === val; });
}

// Objects

function cloneObject(o) {
  var clone = {};
  for (var p in o) { clone[p] = o[p]; }
  return clone;
}

function replaceObjectProps(o1, o2) {
  var o = cloneObject(o1);
  for (var p in o1) { o[p] = o2.hasOwnProperty(p) ? o2[p] : o1[p]; }
  return o;
}

function mergeObjects(o1, o2) {
  var o = cloneObject(o1);
  for (var p in o2) { o[p] = is.und(o1[p]) ? o2[p] : o1[p]; }
  return o;
}

// Colors

var rgbRegex = /rgb\((\d+,\s*[\d]+,\s*[\d]+)\)/g;

function rgbToRgba(rgbValue) {
  var rgb = rgbRegex.exec(rgbValue);
  return rgb ? ("rgba(" + (rgb[1]) + ",1)") : rgbValue;
}

var hexToRgbaHexRegex = /^#?([a-f\d])([a-f\d])([a-f\d])$/i;
var hexToRgbaRgbRegex = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i;

function hexToRgba(hexValue) {
  var hex = hexValue.replace(hexToRgbaHexRegex, function (m, r, g, b) { return r + r + g + g + b + b; } );
  var rgb = hexToRgbaRgbRegex.exec(hex);
  var r = parseInt(rgb[1], 16);
  var g = parseInt(rgb[2], 16);
  var b = parseInt(rgb[3], 16);
  return ("rgba(" + r + "," + g + "," + b + ",1)");
}

var hslToRgbaHsl1Regex = /hsl\((\d+),\s*([\d.]+)%,\s*([\d.]+)%\)/g;
var hslToRgbaHsl2Regex = /hsla\((\d+),\s*([\d.]+)%,\s*([\d.]+)%,\s*([\d.]+)\)/g;

function hslToRgba(hslValue) {
  var hsl = hslToRgbaHsl1Regex.exec(hslValue) || hslToRgbaHsl2Regex.exec(hslValue);
  var h = parseInt(hsl[1], 10) / 360;
  var s = parseInt(hsl[2], 10) / 100;
  var l = parseInt(hsl[3], 10) / 100;
  var a = hsl[4] || 1;
  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;
  }
  var r, g, b;
  if (s == 0) {
    r = g = b = l;
  } 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 ("rgba(" + (r * 255) + "," + (g * 255) + "," + (b * 255) + "," + a + ")");
}

function colorToRgb(val) {
  if (is.rgb(val)) { return rgbToRgba(val); }
  if (is.hex(val)) { return hexToRgba(val); }
  if (is.hsl(val)) { return hslToRgba(val); }
}

// Units

var unitRegex = /([\+\-]?[0-9#\.]+)(%|px|pt|em|rem|in|cm|mm|ex|ch|pc|vw|vh|vmin|vmax|deg|rad|turn)?$/;

function getUnit(val) {
  var split = unitRegex.exec(val);
  if (split) { return split[2]; }
}

function getTransformUnit(propName) {
  if (stringContains(propName, 'translate') || propName === 'perspective') { return 'px'; }
  if (stringContains(propName, 'rotate') || stringContains(propName, 'skew')) { return 'deg'; }
}

// Values

function getFunctionValue(val, animatable) {
  if (!is.fnc(val)) { return val; }
  return val(animatable.target, animatable.id, animatable.total);
}

function getAttribute(el, prop) {
  return el.getAttribute(prop);
}

function convertPxToUnit(el, value, unit) {
  var valueUnit = getUnit(value);
  if (arrayContains([unit, 'deg', 'rad', 'turn'], valueUnit)) { return value; }
  var cached = cache.CSS[value + unit];
  if (!is.und(cached)) { return cached; }
  var baseline = 100;
  var tempEl = document.createElement(el.tagName);
  var parentEl = (el.parentNode && (el.parentNode !== document)) ? el.parentNode : document.body;
  parentEl.appendChild(tempEl);
  tempEl.style.position = 'absolute';
  tempEl.style.width = baseline + unit;
  var factor = baseline / tempEl.offsetWidth;
  parentEl.removeChild(tempEl);
  var convertedUnit = factor * parseFloat(value);
  cache.CSS[value + unit] = convertedUnit;
  return convertedUnit;
}

function getCSSValue(el, prop, unit) {
  if (prop in el.style) {
    var uppercasePropName = prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase();
    var value = el.style[prop] || getComputedStyle(el).getPropertyValue(uppercasePropName) || '0';
    return unit ? convertPxToUnit(el, value, unit) : value;
  }
}

function getAnimationType(el, prop) {
  if (is.dom(el) && !is.inp(el) && (getAttribute(el, prop) || (is.svg(el) && el[prop]))) { return 'attribute'; }
  if (is.dom(el) && arrayContains(validTransforms, prop)) { return 'transform'; }
  if (is.dom(el) && (prop !== 'transform' && getCSSValue(el, prop))) { return 'css'; }
  if (el[prop] != null) { return 'object'; }
}

var transformRegex = /(\w+)\(([^)]*)\)/g;

function getElementTransforms(el) {
  if (!is.dom(el)) { return; }
  var str = el.style.transform || '';
  var transforms = new Map();
  var m; while (m = transformRegex.exec(str)) { transforms.set(m[1], m[2]); }
  return transforms;
}

function getTransformValue(el, propName, animatable, unit) {
  var defaultVal = stringContains(propName, 'scale') ? 1 : 0 + getTransformUnit(propName);
  var value = getElementTransforms(el).get(propName) || defaultVal;
  if (animatable) {
    animatable.transforms.list.set(propName, value);
    animatable.transforms['last'] = propName;
  }
  return unit ? convertPxToUnit(el, value, unit) : value;
}

function getOriginalTargetValue(target, propName, unit, animatable) {
  switch (getAnimationType(target, propName)) {
    case 'transform': return getTransformValue(target, propName, animatable, unit);
    case 'css': return getCSSValue(target, propName, unit);
    case 'attribute': return getAttribute(target, propName);
    default: return target[propName] || 0;
  }
}

var operatorRegex = /^(\*=|\+=|-=)/;

function getRelativeValue(to, from) {
  var operator = operatorRegex.exec(to);
  if (!operator) { return to; }
  var u = getUnit(to) || 0;
  var x = parseFloat(from);
  var y = parseFloat(to.replace(operator[0], ''));
  switch (operator[0][0]) {
    case '+': return x + y + u;
    case '-': return x - y + u;
    case '*': return x * y + u;
  }
}

var whitespaceRegex = /\s/g;

function validateValue(val, unit) {
  if (is.col(val)) { return colorToRgb(val); }
  var originalUnit = getUnit(val);
  var unitLess = originalUnit ? val.substr(0, val.length - originalUnit.length) : val;
  return unit && !whitespaceRegex.test(val) ? unitLess + unit : unitLess;
}

// getTotalLength() equivalent for circle, rect, polyline, polygon and line shapes
// adapted from https://gist.github.com/SebLambla/3e0550c496c236709744

function getDistance(p1, p2) {
  return Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2));
}

function getCircleLength(el) {
  return Math.PI * 2 * getAttribute(el, 'r');
}

function getRectLength(el) {
  return (getAttribute(el, 'width') * 2) + (getAttribute(el, 'height') * 2);
}

function getLineLength(el) {
  return getDistance(
    {x: getAttribute(el, 'x1'), y: getAttribute(el, 'y1')},
    {x: getAttribute(el, 'x2'), y: getAttribute(el, 'y2')}
  );
}

function getPolylineLength(el) {
  var points = el.points;
  var totalLength = 0;
  var previousPos;
  for (var i = 0 ; i < points.numberOfItems; i++) {
    var currentPos = points.getItem(i);
    if (i > 0) { totalLength += getDistance(previousPos, currentPos); }
    previousPos = currentPos;
  }
  return totalLength;
}

function getPolygonLength(el) {
  var points = el.points;
  return getPolylineLength(el) + getDistance(points.getItem(points.numberOfItems - 1), points.getItem(0));
}

// Path animation

function getTotalLength(el) {
  if (el.getTotalLength) { return el.getTotalLength(); }
  switch(el.tagName.toLowerCase()) {
    case 'circle': return getCircleLength(el);
    case 'rect': return getRectLength(el);
    case 'line': return getLineLength(el);
    case 'polyline': return getPolylineLength(el);
    case 'polygon': return getPolygonLength(el);
  }
}

function setDashoffset(el) {
  var pathLength = getTotalLength(el);
  el.setAttribute('stroke-dasharray', pathLength);
  return pathLength;
}

// Motion path

function getParentSvgEl(el) {
  var parentEl = el.parentNode;
  while (is.svg(parentEl)) {
    parentEl = parentEl.parentNode;
    if (!is.svg(parentEl.parentNode)) { break; }
  }
  return parentEl;
}

function getParentSvg(pathEl, svgData) {
  var svg = svgData || {};
  var parentSvgEl = svg.el || getParentSvgEl(pathEl);
  var rect = parentSvgEl.getBoundingClientRect();
  var viewBoxAttr = getAttribute(parentSvgEl, 'viewBox');
  var width = rect.width;
  var height = rect.height;
  var viewBox = svg.viewBox || (viewBoxAttr ? viewBoxAttr.split(' ') : [0, 0, width, height]);
  return {
    el: parentSvgEl,
    viewBox: viewBox,
    x: viewBox[0] / 1,
    y: viewBox[1] / 1,
    w: width / viewBox[2],
    h: height / viewBox[3]
  }
}

function getPath(path, percent) {
  var pathEl = is.str(path) ? selectString(path)[0] : path;
  var p = percent || 100;
  return function(property) {
    return {
      property: property,
      el: pathEl,
      svg: getParentSvg(pathEl),
      totalLength: getTotalLength(pathEl) * (p / 100)
    }
  }
}

function getPathProgress(path, progress) {
  function point(offset) {
    if ( offset === void 0 ) offset = 0;

    var l = progress + offset >= 1 ? progress + offset : 0;
    return path.el.getPointAtLength(l);
  }
  var svg = getParentSvg(path.el, path.svg);
  var p = point();
  var p0 = point(-1);
  var p1 = point(+1);
  switch (path.property) {
    case 'x': return (p.x - svg.x) * svg.w;
    case 'y': return (p.y - svg.y) * svg.h;
    case 'angle': return Math.atan2(p1.y - p0.y, p1.x - p0.x) * 180 / Math.PI;
  }
}

// Decompose value

var valueRegex = /-?\d*\.?\d+/g;

function decomposeValue(val, unit) {
  var value = validateValue((is.pth(val) ? val.totalLength : val), unit) + '';
  return {
    original: value,
    numbers: value.match(valueRegex) ? value.match(valueRegex).map(Number) : [0],
    strings: (is.str(val) || unit) ? value.split(valueRegex) : []
  }
}

// Animatables

function parseTargets(targets) {
  var targetsArray = targets ? (flattenArray(is.arr(targets) ? targets.map(toArray) : toArray(targets))) : [];
  return filterArray(targetsArray, function (item, pos, self) { return self.indexOf(item) === pos; });
}

function getAnimatables(targets) {
  var parsed = parseTargets(targets);
  return parsed.map(function (t, i) {
    return {target: t, id: i, total: parsed.length, transforms: { list: getElementTransforms(t) } };
  });
}

// Properties

var springRegex = /^spring/;

function normalizePropertyTweens(prop, tweenSettings) {
  var settings = cloneObject(tweenSettings);
  // Override duration if easing is a spring
  if (springRegex.test(settings.easing)) { settings.duration = spring(settings.easing); }
  if (is.arr(prop)) {
    var l = prop.length;
    var isFromTo = (l === 2 && !is.obj(prop[0]));
    if (!isFromTo) {
      // Duration divided by the number of tweens
      if (!is.fnc(tweenSettings.duration)) { settings.duration = tweenSettings.duration / l; }
    } else {
      // Transform [from, to] values shorthand to a valid tween value
      prop = {value: prop};
    }
  }
  var propArray = is.arr(prop) ? prop : [prop];
  return propArray.map(function (v, i) {
    var obj = (is.obj(v) && !is.pth(v)) ? v : {value: v};
    // Default delay value should only be applied to the first tween
    if (is.und(obj.delay)) { obj.delay = !i ? tweenSettings.delay : 0; }
    // Default endDelay value should only be applied to the last tween
    if (is.und(obj.endDelay)) { obj.endDelay = i === propArray.length - 1 ? tweenSettings.endDelay : 0; }
    return obj;
  }).map(function (k) { return mergeObjects(k, settings); });
}


function flattenKeyframes(keyframes) {
  var propertyNames = filterArray(flattenArray(keyframes.map(function (key) { return Object.keys(key); })), function (p) { return is.key(p); })
  .reduce(function (a,b) { if (a.indexOf(b) < 0) { a.push(b); } return a; }, []);
  var properties = {};
  var loop = function ( i ) {
    var propName = propertyNames[i];
    properties[propName] = keyframes.map(function (key) {
      var newKey = {};
      for (var p in key) {
        if (is.key(p)) {
          if (p == propName) { newKey.value = key[p]; }
        } else {
          newKey[p] = key[p];
        }
      }
      return newKey;
    });
  };

  for (var i = 0; i < propertyNames.length; i++) loop( i );
  return properties;
}

function getProperties(tweenSettings, params) {
  var properties = [];
  var keyframes = params.keyframes;
  if (keyframes) { params = mergeObjects(flattenKeyframes(keyframes), params); }
  for (var p in params) {
    if (is.key(p)) {
      properties.push({
        name: p,
        tweens: normalizePropertyTweens(params[p], tweenSettings)
      });
    }
  }
  return properties;
}

// Tweens

function normalizeTweenValues(tween, animatable) {
  var t = {};
  for (var p in tween) {
    var value = getFunctionValue(tween[p], animatable);
    if (is.arr(value)) {
      value = value.map(function (v) { return getFunctionValue(v, animatable); });
      if (value.length === 1) { value = value[0]; }
    }
    t[p] = value;
  }
  t.duration = parseFloat(t.duration);
  t.delay = parseFloat(t.delay);
  return t;
}

function normalizeTweens(prop, animatable) {
  var previousTween;
  return prop.tweens.map(function (t) {
    var tween = normalizeTweenValues(t, animatable);
    var tweenValue = tween.value;
    var to = is.arr(tweenValue) ? tweenValue[1] : tweenValue;
    var toUnit = getUnit(to);
    var originalValue = getOriginalTargetValue(animatable.target, prop.name, toUnit, animatable);
    var previousValue = previousTween ? previousTween.to.original : originalValue;
    var from = is.arr(tweenValue) ? tweenValue[0] : previousValue;
    var fromUnit = getUnit(from) || getUnit(originalValue);
    var unit = toUnit || fromUnit;
    if (is.und(to)) { to = previousValue; }
    tween.from = decomposeValue(from, unit);
    tween.to = decomposeValue(getRelativeValue(to, from), unit);
    tween.start = previousTween ? previousTween.end : 0;
    tween.end = tween.start + tween.delay + tween.duration + tween.endDelay;
    tween.easing = parseEasings(tween.easing, tween.duration);
    tween.isPath = is.pth(tweenValue);
    tween.isColor = is.col(tween.from.original);
    if (tween.isColor) { tween.round = 1; }
    previousTween = tween;
    return tween;
  });
}

// Tween progress

var setProgressValue = {
  css: function (t, p, v) { return t.style[p] = v; },
  attribute: function (t, p, v) { return t.setAttribute(p, v); },
  object: function (t, p, v) { return t[p] = v; },
  transform: function (t, p, v, transforms, manual) {
    transforms.list.set(p, v);
    if (p === transforms.last || manual) {
      var str = '';
      transforms.list.forEach(function (value, prop) { str += prop + "(" + value + ") "; });
      t.style.transform = str;
    }
  }
};

// Set Value helper

function setTargetsValue(targets, properties) {
  var animatables = getAnimatables(targets);

  for (var i = 0, len = animatables.length; i < len; i++) {
    var animatable = animatables[i];

    for (var property in properties) {
      var value = getFunctionValue(properties[property], animatable);
      var target = animatable.target;
      var valueUnit = getUnit(value);
      var originalValue = getOriginalTargetValue(target, property, valueUnit, animatable);
      var unit = valueUnit || getUnit(originalValue);
      var to = getRelativeValue(validateValue(value, unit), originalValue);
      var animType = getAnimationType(target, property);
      setProgressValue[animType](target, property, to, animatable.transforms, true);
    }
  }
}

// Animations

function createAnimation(animatable, prop) {
  var animType = getAnimationType(animatable.target, prop.name);
  if (animType) {
    var tweens = normalizeTweens(prop, animatable);
    var lastTween = tweens[tweens.length - 1];
    return {
      type: animType,
      property: prop.name,
      animatable: animatable,
      tweens: tweens,
      duration: lastTween.end,
      delay: tweens[0].delay,
      endDelay: lastTween.endDelay
    }
  }
}

function getAnimations(animatables, properties) {
  return filterArray(flattenArray(animatables.map(function (animatable) {
    return properties.map(function (prop) {
      return createAnimation(animatable, prop);
    });
  })), function (a) { return !is.und(a); });
}

// Create Instance

function getInstanceTimings(animations, tweenSettings) {
  var animLength = animations.length;
  var getTlOffset = function (anim) { return anim.timelineOffset ? anim.timelineOffset : 0; };
  var timings = {};
  timings.duration = animLength ? Math.max.apply(Math, animations.map(function (anim) { return getTlOffset(anim) + anim.duration; })) : tweenSettings.duration;
  timings.delay = animLength ? Math.min.apply(Math, animations.map(function (anim) { return getTlOffset(anim) + anim.delay; })) : tweenSettings.delay;
  timings.endDelay = animLength ? timings.duration - Math.max.apply(Math, animations.map(function (anim) { return getTlOffset(anim) + anim.duration - anim.endDelay; })) : tweenSettings.endDelay;
  return timings;
}

var instanceID = 0;

function createNewInstance(params) {
  var instanceSettings = replaceObjectProps(defaultInstanceSettings, params);
  var tweenSettings = replaceObjectProps(defaultTweenSettings, params);
  var properties = getProperties(tweenSettings, params);
  var animatables = getAnimatables(params.targets);
  var animations = getAnimations(animatables, properties);
  var timings = getInstanceTimings(animations, tweenSettings);
  var id = instanceID;
  instanceID++;
  return mergeObjects(instanceSettings, {
    id: id,
    children: [],
    animatables: animatables,
    animations: animations,
    duration: timings.duration,
    delay: timings.delay,
    endDelay: timings.endDelay
  });
}

// Core

var activeInstances = [];
var pausedInstances = [];
var raf;

var engine = (function () {
  function play() {
    raf = requestAnimationFrame(step);
  }
  function step(t) {
    var activeInstancesLength = activeInstances.length;
    if (activeInstancesLength) {
      var i = 0;
      while (i < activeInstancesLength) {
        var activeInstance = activeInstances[i];
        if (!activeInstance.paused) {
          activeInstance.tick(t);
        } else {
          var instanceIndex = activeInstances.indexOf(activeInstance);
          if (instanceIndex > -1) {
            activeInstances.splice(instanceIndex, 1);
            activeInstancesLength = activeInstances.length;
          }
        }
        i++;
      }
      play();
    } else {
      raf = cancelAnimationFrame(raf);
    }
  }
  return play;
})();

function handleVisibilityChange() {
  if (document.hidden) {
    for (var i = 0, len = activeInstances.length; i < len; i++) {
      activeInstance[i].pause();
    }
    pausedInstances = activeInstances.slice(0);
    activeInstances = [];
  } else {
    for (var i$1 = 0, len$1 = pausedInstances.length; i$1 < len$1; i$1++) {
      pausedInstances[i$1].play();
    }
  }
}

document.addEventListener('visibilitychange', handleVisibilityChange);

// Public Instance

function anime(params) {
  if ( params === void 0 ) params = {};


  var startTime = 0, lastTime = 0, now = 0;
  var children, childrenLength = 0;
  var resolve = null;

  function makePromise() {
    return window.Promise && new Promise(function (_resolve) { return resolve = _resolve; });
  }

  var promise = makePromise();

  var instance = createNewInstance(params);

  function toggleInstanceDirection() {
    instance.reversed = !instance.reversed;
    for (var i = 0, len = children.length; i < len; i++) {
      children[i].reversed = instance.reversed;
    }
  }

  function adjustTime(time) {
    return instance.reversed ? instance.duration - time : time;
  }

  function resetTime() {
    startTime = 0;
    lastTime = adjustTime(instance.currentTime) * (1 / anime.speed);
  }

  function seekCild(time, child) {
    if (child) { child.seek(time - child.timelineOffset); }
  }

  function syncInstanceChildren(time) {
    if (!instance.reversePlayback) {
      for (var i = 0; i < childrenLength; i++) { seekCild(time, children[i]); }
    } else {
      for (var i$1 = childrenLength; i$1--;) { seekCild(time, children[i$1]); }
    }
  }

  function setAnimationsProgress(insTime) {
    var i = 0;
    var animations = instance.animations;
    var animationsLength = animations.length;
    while (i < animationsLength) {
      var anim = animations[i];
      var animatable = anim.animatable;
      var tweens = anim.tweens;
      var tweenLength = tweens.length - 1;
      var tween = tweens[tweenLength];
      // Only check for keyframes if there is more than one tween
      if (tweenLength) { tween = filterArray(tweens, function (t) { return (insTime < t.end); })[0] || tween; }
      var elapsed = minMax(insTime - tween.start - tween.delay, 0, tween.duration) / tween.duration;
      var eased = isNaN(elapsed) ? 1 : tween.easing(elapsed);
      var strings = tween.to.strings;
      var round = tween.round;
      var numbers = [];
      var toNumbersLength = tween.to.numbers.length;
      var progress = (void 0);
      for (var n = 0; n < toNumbersLength; n++) {
        var value = (void 0);
        var toNumber = tween.to.numbers[n];
        var fromNumber = tween.from.numbers[n] || 0;
        if (!tween.isPath) {
          value = fromNumber + (eased * (toNumber - fromNumber));
        } else {
          value = getPathProgress(tween.value, eased * toNumber);
        }
        if (round) {
          if (!(tween.isColor && n > 2)) {
            value = Math.round(value * round) / round;
          }
        }
        numbers.push(value);
      }
      // Manual Array.reduce for better performances
      var stringsLength = strings.length;
      if (!stringsLength) {
        progress = numbers[0];
      } else {
        progress = strings[0];
        for (var s = 0; s < stringsLength; s++) {
          var a = strings[s];
          var b = strings[s + 1];
          var n$1 = numbers[s];
          if (!isNaN(n$1)) {
            if (!b) {
              progress += n$1 + ' ';
            } else {
              progress += n$1 + b;
            }
          }
        }
      }
      setProgressValue[anim.type](animatable.target, anim.property, progress, animatable.transforms);
      anim.currentValue = progress;
      i++;
    }
  }

  function setCallback(cb) {
    if (instance[cb] && !instance.passThrough) { instance[cb](instance); }
  }

  function countIteration() {
    if (instance.remaining && instance.remaining !== true) {
      instance.remaining--;
    }
  }

  function setInstanceProgress(engineTime) {
    var insDuration = instance.duration;
    var insDelay = instance.delay;
    var insEndDelay = insDuration - instance.endDelay;
    var insTime = adjustTime(engineTime);
    instance.progress = minMax((insTime / insDuration) * 100, 0, 100);
    instance.reversePlayback = insTime < instance.currentTime;
    if (children) { syncInstanceChildren(insTime); }
    if (!instance.began && instance.currentTime > 0) {
      instance.began = true;
      setCallback('begin');
      setCallback('loopBegin');
    }
    if (insTime <= insDelay && instance.currentTime !== 0) {
      setAnimationsProgress(0);
    }
    if ((insTime >= insEndDelay && instance.currentTime !== insDuration) || !insDuration) {
      setAnimationsProgress(insDuration);
    }
    if (insTime > insDelay && insTime < insEndDelay) {
      if (!instance.changeBegan) {
        instance.changeBegan = true;
        instance.changeCompleted = false;
        setCallback('changeBegin');
      }
      setCallback('change');
      setAnimationsProgress(insTime);
    } else {
      if (instance.changeBegan) {
        instance.changeCompleted = true;
        instance.changeBegan = false;
        setCallback('changeComplete');
      }
    }
    instance.currentTime = minMax(insTime, 0, insDuration);
    if (instance.began) { setCallback('update'); }
    if (engineTime >= insDuration) {
      lastTime = 0;
      countIteration();
      if (instance.remaining) {
        startTime = now;
        setCallback('loopComplete');
        setCallback('loopBegin');
        if (instance.direction === 'alternate') { toggleInstanceDirection(); }
      } else {
        instance.paused = true;
        if (!instance.completed) {
          instance.completed = true;
          setCallback('loopComplete');
          setCallback('complete');
          if ('Promise' in window) {
            resolve();
            promise = makePromise();
          }
        }
      }
    }
  }

  instance.reset = function() {
    var direction = instance.direction;
    instance.passThrough = false;
    instance.currentTime = 0;
    instance.progress = 0;
    instance.paused = true;
    instance.began = false;
    instance.changeBegan = false;
    instance.completed = false;
    instance.changeCompleted = false;
    instance.reversePlayback = false;
    instance.reversed = direction === 'reverse';
    instance.remaining = instance.loop;
    children = instance.children;
    childrenLength = children.length;
    for (var i = childrenLength; i--;) { instance.children[i].reset(); }
    if (instance.reversed && instance.loop !== true || (direction === 'alternate' && instance.loop === 1)) { instance.remaining++; }
    setAnimationsProgress(0);
  };

  // Set Value helper

  instance.set = function(targets, properties) {
    setTargetsValue(targets, properties);
    return instance;
  };

  instance.tick = function(t) {
    now = t;
    if (!startTime) { startTime = now; }
    setInstanceProgress((now + (lastTime - startTime)) * anime.speed);
  };

  instance.seek = function(time) {
    setInstanceProgress(adjustTime(time));
  };

  instance.pause = function() {
    instance.paused = true;
    resetTime();
  };

  instance.play = function() {
    if (!instance.paused) { return; }
    instance.paused = false;
    activeInstances.push(instance);
    resetTime();
    if (!raf) { engine(); }
  };

  instance.reverse = function() {
    toggleInstanceDirection();
    resetTime();
  };

  instance.restart = function() {
    instance.reset();
    instance.play();
  };

  instance.finished = promise;
  instance.reset();

  if (instance.autoplay) { instance.play(); }

  return instance;

}

// Remove targets from animation

function removeTargetsFromAnimations(targetsArray, animations) {
  for (var a = animations.length; a--;) {
    if (arrayContains(targetsArray, animations[a].animatable.target)) {
      animations.splice(a, 1);
    }
  }
}

function removeTargets(targets) {
  var targetsArray = parseTargets(targets);
  for (var i = activeInstances.length; i--;) {
    var instance = activeInstances[i];
    var animations = instance.animations;
    var children = instance.children;
    removeTargetsFromAnimations(targetsArray, animations);
    for (var c = children.length; c--;) {
      var child = children[c];
      var childAnimations = child.animations;
      removeTargetsFromAnimations(targetsArray, childAnimations);
      if (!childAnimations.length && !child.children.length) { children.splice(c, 1); }
    }
    if (!animations.length && !children.length) { instance.pause(); }
  }
}

// Stagger helpers

function stagger(val, params) {
  if ( params === void 0 ) params = {};

  var direction = params.direction || 'normal';
  var easing = params.easing ? parseEasings(params.easing) : null;
  var grid = params.grid;
  var axis = params.axis;
  var fromIndex = params.from || 0;
  var fromFirst = fromIndex === 'first';
  var fromCenter = fromIndex === 'center';
  var fromLast = fromIndex === 'last';
  var isRange = is.arr(val);
  var val1 = isRange ? parseFloat(val[0]) : parseFloat(val);
  var val2 = isRange ? parseFloat(val[1]) : 0;
  var unit = getUnit(isRange ? val[1] : val) || 0;
  var start = params.start || 0 + (isRange ? val1 : 0);
  var values = [];
  var maxValue = 0;
  return function (el, i, t) {
    if (fromFirst) { fromIndex = 0; }
    if (fromCenter) { fromIndex = (t - 1) / 2; }
    if (fromLast) { fromIndex = t - 1; }
    if (!values.length) {
      for (var index = 0; index < t; index++) {
        if (!grid) {
          values.push(Math.abs(fromIndex - index));
        } else {
          var fromX = !fromCenter ? fromIndex%grid[0] : (grid[0]-1)/2;
          var fromY = !fromCenter ? Math.floor(fromIndex/grid[0]) : (grid[1]-1)/2;
          var toX = index%grid[0];
          var toY = Math.floor(index/grid[0]);
          var distanceX = fromX - toX;
          var distanceY = fromY - toY;
          var value = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
          if (axis === 'x') { value = -distanceX; }
          if (axis === 'y') { value = -distanceY; }
          values.push(value);
        }
        maxValue = Math.max.apply(Math, values);
      }
      if (easing) { values = values.map(function (val) { return easing(val / maxValue) * maxValue; }); }
      if (direction === 'reverse') { values = values.map(function (val) { return axis ? (val < 0) ? val * -1 : -val : Math.abs(maxValue - val); }); }
    }
    var spacing = isRange ? (val2 - val1) / maxValue : val1;
    return start + (spacing * (Math.round(values[i] * 100) / 100)) + unit;
  }
}

// Timeline

function timeline(params) {
  if ( params === void 0 ) params = {};

  var tl = anime(params);
  tl.duration = 0;
  tl.add = function(instanceParams, timelineOffset) {
    var tlIndex = activeInstances.indexOf(tl);
    var children = tl.children;
    if (tlIndex > -1) { activeInstances.splice(tlIndex, 1); }
    function passThrough(ins) { ins.passThrough = true; }
    for (var i = 0; i < children.length; i++) { passThrough(children[i]); }
    var insParams = mergeObjects(instanceParams, replaceObjectProps(defaultTweenSettings, params));
    insParams.targets = insParams.targets || params.targets;
    var tlDuration = tl.duration;
    insParams.autoplay = false;
    insParams.direction = tl.direction;
    insParams.timelineOffset = is.und(timelineOffset) ? tlDuration : getRelativeValue(timelineOffset, tlDuration);
    passThrough(tl);
    tl.seek(insParams.timelineOffset);
    var ins = anime(insParams);
    passThrough(ins);
    children.push(ins);
    var timings = getInstanceTimings(children, params);
    tl.delay = timings.delay;
    tl.endDelay = timings.endDelay;
    tl.duration = timings.duration;
    tl.seek(0);
    tl.reset();
    if (tl.autoplay) { tl.play(); }
    return tl;
  };
  return tl;
}

anime.version = '3.0.0';
anime.speed = 1;
anime.running = activeInstances;
anime.remove = removeTargets;
anime.get = getOriginalTargetValue;
anime.set = setTargetsValue;
anime.convertPx = convertPxToUnit;
anime.path = getPath;
anime.setDashoffset = setDashoffset;
anime.stagger = stagger;
anime.timeline = timeline;
anime.easing = parseEasings;
anime.penner = penner;
anime.random = function (min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; };

module.exports = anime;

},{}],35:[function(require,module,exports){
/**
 * @license
 * Copyright 2010-2022 Three.js Authors
 * SPDX-License-Identifier: MIT
 */
(function (global, factory) {
	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
	typeof define === 'function' && define.amd ? define(['exports'], factory) :
	(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
}(this, (function (exports) { 'use strict';

	const REVISION = '137';
	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 FlatShading = 1;
	const SmoothShading = 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 NeverDepth = 0;
	const AlwaysDepth = 1;
	const LessDepth = 2;
	const LessEqualDepth = 3;
	const EqualDepth = 4;
	const GreaterEqualDepth = 5;
	const GreaterDepth = 6;
	const NotEqualDepth = 7;
	const MultiplyOperation = 0;
	const MixOperation = 1;
	const AddOperation = 2;
	const NoToneMapping = 0;
	const LinearToneMapping = 1;
	const ReinhardToneMapping = 2;
	const CineonToneMapping = 3;
	const ACESFilmicToneMapping = 4;
	const CustomToneMapping = 5;
	const UVMapping = 300;
	const CubeReflectionMapping = 301;
	const CubeRefractionMapping = 302;
	const EquirectangularReflectionMapping = 303;
	const EquirectangularRefractionMapping = 304;
	const CubeUVReflectionMapping = 306;
	const CubeUVRefractionMapping = 307;
	const RepeatWrapping = 1000;
	const ClampToEdgeWrapping = 1001;
	const MirroredRepeatWrapping = 1002;
	const NearestFilter = 1003;
	const NearestMipmapNearestFilter = 1004;
	const 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 AlphaFormat = 1021;
	const RGBAFormat = 1023;
	const LuminanceFormat = 1024;
	const LuminanceAlphaFormat = 1025;
	const DepthFormat = 1026;
	const DepthStencilFormat = 1027;
	const RedFormat = 1028;
	const RedIntegerFormat = 1029;
	const RGFormat = 1030;
	const RGIntegerFormat = 1031;
	const 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 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 LinearEncoding = 3000;
	const sRGBEncoding = 3001;
	const BasicDepthPacking = 3200;
	const RGBADepthPacking = 3201;
	const TangentSpaceNormalMap = 0;
	const ObjectSpaceNormalMap = 1;
	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 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 _SRGBAFormat = 1035; // fallback for WebGL 1

	/**
	 * https://github.com/mrdoob/eventdispatcher.js/
	 */
	class EventDispatcher {
		addEventListener(type, listener) {
			if (this._listeners === undefined) this._listeners = {};
			const listeners = this._listeners;

			if (listeners[type] === undefined) {
				listeners[type] = [];
			}

			if (listeners[type].indexOf(listener) === -1) {
				listeners[type].push(listener);
			}
		}

		hasEventListener(type, listener) {
			if (this._listeners === undefined) return false;
			const listeners = this._listeners;
			return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;
		}

		removeEventListener(type, listener) {
			if (this._listeners === undefined) return;
			const listeners = this._listeners;
			const listenerArray = listeners[type];

			if (listenerArray !== undefined) {
				const index = listenerArray.indexOf(listener);

				if (index !== -1) {
					listenerArray.splice(index, 1);
				}
			}
		}

		dispatchEvent(event) {
			if (this._listeners === undefined) return;
			const listeners = this._listeners;
			const listenerArray = listeners[event.type];

			if (listenerArray !== undefined) {
				event.target = this; // Make a copy, in case listeners are removed while iterating.

				const array = listenerArray.slice(0);

				for (let i = 0, l = array.length; i < l; i++) {
					array[i].call(this, event);
				}

				event.target = null;
			}
		}

	}

	const _lut = [];

	for (let i = 0; i < 256; i++) {
		_lut[i] = (i < 16 ? '0' : '') + i.toString(16);
	}

	let _seed = 1234567;
	const DEG2RAD = Math.PI / 180;
	const RAD2DEG = 180 / Math.PI; // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136

	function generateUUID() {
		const d0 = Math.random() * 0xffffffff | 0;
		const d1 = Math.random() * 0xffffffff | 0;
		const d2 = Math.random() * 0xffffffff | 0;
		const d3 = Math.random() * 0xffffffff | 0;
		const uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' + _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' + _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] + _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff]; // .toUpperCase() here flattens concatenated strings to save heap memory space.

		return uuid.toUpperCase();
	}

	function clamp(value, min, max) {
		return Math.max(min, Math.min(max, value));
	} // compute euclidian modulo of m % n
	// https://en.wikipedia.org/wiki/Modulo_operation


	function euclideanModulo(n, m) {
		return (n % m + m) % m;
	} // Linear mapping from range <a1, a2> to range <b1, b2>


	function mapLinear(x, a1, a2, b1, b2) {
		return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
	} // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/


	function inverseLerp(x, y, value) {
		if (x !== y) {
			return (value - x) / (y - x);
		} else {
			return 0;
		}
	} // https://en.wikipedia.org/wiki/Linear_interpolation


	function lerp(x, y, t) {
		return (1 - t) * x + t * y;
	} // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/


	function damp(x, y, lambda, dt) {
		return lerp(x, y, 1 - Math.exp(-lambda * dt));
	} // https://www.desmos.com/calculator/vcsjnyz7x4


	function pingpong(x, length = 1) {
		return length - Math.abs(euclideanModulo(x, length * 2) - length);
	} // http://en.wikipedia.org/wiki/Smoothstep


	function smoothstep(x, min, max) {
		if (x <= min) return 0;
		if (x >= max) return 1;
		x = (x - min) / (max - min);
		return x * x * (3 - 2 * x);
	}

	function smootherstep(x, min, max) {
		if (x <= min) return 0;
		if (x >= max) return 1;
		x = (x - min) / (max - min);
		return x * x * x * (x * (x * 6 - 15) + 10);
	} // Random integer from <low, high> interval


	function randInt(low, high) {
		return low + Math.floor(Math.random() * (high - low + 1));
	} // Random float from <low, high> interval


	function randFloat(low, high) {
		return low + Math.random() * (high - low);
	} // Random float from <-range/2, range/2> interval


	function randFloatSpread(range) {
		return range * (0.5 - Math.random());
	} // Deterministic pseudo-random float in the interval [ 0, 1 ]


	function seededRandom(s) {
		if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm

		_seed = _seed * 16807 % 2147483647;
		return (_seed - 1) / 2147483646;
	}

	function degToRad(degrees) {
		return degrees * DEG2RAD;
	}

	function radToDeg(radians) {
		return radians * RAD2DEG;
	}

	function isPowerOfTwo(value) {
		return (value & value - 1) === 0 && value !== 0;
	}

	function ceilPowerOfTwo(value) {
		return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
	}

	function floorPowerOfTwo(value) {
		return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
	}

	function setQuaternionFromProperEuler(q, a, b, c, order) {
		// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
		// rotations are applied to the axes in the order specified by 'order'
		// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
		// angles are in radians
		const cos = Math.cos;
		const sin = Math.sin;
		const c2 = cos(b / 2);
		const s2 = sin(b / 2);
		const c13 = cos((a + c) / 2);
		const s13 = sin((a + c) / 2);
		const c1_3 = cos((a - c) / 2);
		const s1_3 = sin((a - c) / 2);
		const c3_1 = cos((c - a) / 2);
		const s3_1 = sin((c - a) / 2);

		switch (order) {
			case 'XYX':
				q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
				break;

			case 'YZY':
				q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
				break;

			case 'ZXZ':
				q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
				break;

			case 'XZX':
				q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
				break;

			case 'YXY':
				q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
				break;

			case 'ZYZ':
				q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
				break;

			default:
				console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);
		}
	}

	var MathUtils = /*#__PURE__*/Object.freeze({
		__proto__: null,
		DEG2RAD: DEG2RAD,
		RAD2DEG: RAD2DEG,
		generateUUID: generateUUID,
		clamp: clamp,
		euclideanModulo: euclideanModulo,
		mapLinear: mapLinear,
		inverseLerp: inverseLerp,
		lerp: lerp,
		damp: damp,
		pingpong: pingpong,
		smoothstep: smoothstep,
		smootherstep: smootherstep,
		randInt: randInt,
		randFloat: randFloat,
		randFloatSpread: randFloatSpread,
		seededRandom: seededRandom,
		degToRad: degToRad,
		radToDeg: radToDeg,
		isPowerOfTwo: isPowerOfTwo,
		ceilPowerOfTwo: ceilPowerOfTwo,
		floorPowerOfTwo: floorPowerOfTwo,
		setQuaternionFromProperEuler: setQuaternionFromProperEuler
	});

	class Vector2 {
		constructor(x = 0, y = 0) {
			this.x = x;
			this.y = y;
		}

		get width() {
			return this.x;
		}

		set width(value) {
			this.x = value;
		}

		get height() {
			return this.y;
		}

		set height(value) {
			this.y = value;
		}

		set(x, y) {
			this.x = x;
			this.y = y;
			return this;
		}

		setScalar(scalar) {
			this.x = scalar;
			this.y = scalar;
			return this;
		}

		setX(x) {
			this.x = x;
			return this;
		}

		setY(y) {
			this.y = y;
			return this;
		}

		setComponent(index, value) {
			switch (index) {
				case 0:
					this.x = value;
					break;

				case 1:
					this.y = value;
					break;

				default:
					throw new Error('index is out of range: ' + index);
			}

			return this;
		}

		getComponent(index) {
			switch (index) {
				case 0:
					return this.x;

				case 1:
					return this.y;

				default:
					throw new Error('index is out of range: ' + index);
			}
		}

		clone() {
			return new this.constructor(this.x, this.y);
		}

		copy(v) {
			this.x = v.x;
			this.y = v.y;
			return this;
		}

		add(v, w) {
			if (w !== undefined) {
				console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
				return this.addVectors(v, w);
			}

			this.x += v.x;
			this.y += v.y;
			return this;
		}

		addScalar(s) {
			this.x += s;
			this.y += s;
			return this;
		}

		addVectors(a, b) {
			this.x = a.x + b.x;
			this.y = a.y + b.y;
			return this;
		}

		addScaledVector(v, s) {
			this.x += v.x * s;
			this.y += v.y * s;
			return this;
		}

		sub(v, w) {
			if (w !== undefined) {
				console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
				return this.subVectors(v, w);
			}

			this.x -= v.x;
			this.y -= v.y;
			return this;
		}

		subScalar(s) {
			this.x -= s;
			this.y -= s;
			return this;
		}

		subVectors(a, b) {
			this.x = a.x - b.x;
			this.y = a.y - b.y;
			return this;
		}

		multiply(v) {
			this.x *= v.x;
			this.y *= v.y;
			return this;
		}

		multiplyScalar(scalar) {
			this.x *= scalar;
			this.y *= scalar;
			return this;
		}

		divide(v) {
			this.x /= v.x;
			this.y /= v.y;
			return this;
		}

		divideScalar(scalar) {
			return this.multiplyScalar(1 / scalar);
		}

		applyMatrix3(m) {
			const x = this.x,
						y = this.y;
			const e = m.elements;
			this.x = e[0] * x + e[3] * y + e[6];
			this.y = e[1] * x + e[4] * y + e[7];
			return this;
		}

		min(v) {
			this.x = Math.min(this.x, v.x);
			this.y = Math.min(this.y, v.y);
			return this;
		}

		max(v) {
			this.x = Math.max(this.x, v.x);
			this.y = Math.max(this.y, v.y);
			return this;
		}

		clamp(min, max) {
			// assumes min < max, componentwise
			this.x = Math.max(min.x, Math.min(max.x, this.x));
			this.y = Math.max(min.y, Math.min(max.y, this.y));
			return this;
		}

		clampScalar(minVal, maxVal) {
			this.x = Math.max(minVal, Math.min(maxVal, this.x));
			this.y = Math.max(minVal, Math.min(maxVal, this.y));
			return this;
		}

		clampLength(min, max) {
			const length = this.length();
			return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
		}

		floor() {
			this.x = Math.floor(this.x);
			this.y = Math.floor(this.y);
			return this;
		}

		ceil() {
			this.x = Math.ceil(this.x);
			this.y = Math.ceil(this.y);
			return this;
		}

		round() {
			this.x = Math.round(this.x);
			this.y = Math.round(this.y);
			return this;
		}

		roundToZero() {
			this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
			this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
			return this;
		}

		negate() {
			this.x = -this.x;
			this.y = -this.y;
			return this;
		}

		dot(v) {
			return this.x * v.x + this.y * v.y;
		}

		cross(v) {
			return this.x * v.y - this.y * v.x;
		}

		lengthSq() {
			return this.x * this.x + this.y * this.y;
		}

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

		manhattanLength() {
			return Math.abs(this.x) + Math.abs(this.y);
		}

		normalize() {
			return this.divideScalar(this.length() || 1);
		}

		angle() {
			// computes the angle in radians with respect to the positive x-axis
			const angle = Math.atan2(-this.y, -this.x) + Math.PI;
			return angle;
		}

		distanceTo(v) {
			return Math.sqrt(this.distanceToSquared(v));
		}

		distanceToSquared(v) {
			const dx = this.x - v.x,
						dy = this.y - v.y;
			return dx * dx + dy * dy;
		}

		manhattanDistanceTo(v) {
			return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
		}

		setLength(length) {
			return this.normalize().multiplyScalar(length);
		}

		lerp(v, alpha) {
			this.x += (v.x - this.x) * alpha;
			this.y += (v.y - this.y) * alpha;
			return this;
		}

		lerpVectors(v1, v2, alpha) {
			this.x = v1.x + (v2.x - v1.x) * alpha;
			this.y = v1.y + (v2.y - v1.y) * alpha;
			return this;
		}

		equals(v) {
			return v.x === this.x && v.y === this.y;
		}

		fromArray(array, offset = 0) {
			this.x = array[offset];
			this.y = array[offset + 1];
			return this;
		}

		toArray(array = [], offset = 0) {
			array[offset] = this.x;
			array[offset + 1] = this.y;
			return array;
		}

		fromBufferAttribute(attribute, index, offset) {
			if (offset !== undefined) {
				console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
			}

			this.x = attribute.getX(index);
			this.y = attribute.getY(index);
			return this;
		}

		rotateAround(center, angle) {
			const c = Math.cos(angle),
						s = Math.sin(angle);
			const x = this.x - center.x;
			const y = this.y - center.y;
			this.x = x * c - y * s + center.x;
			this.y = x * s + y * c + center.y;
			return this;
		}

		random() {
			this.x = Math.random();
			this.y = Math.random();
			return this;
		}

		*[Symbol.iterator]() {
			yield this.x;
			yield this.y;
		}

	}

	Vector2.prototype.isVector2 = true;

	class Matrix3 {
		constructor() {
			this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];

			if (arguments.length > 0) {
				console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
			}
		}

		set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
			const te = this.elements;
			te[0] = n11;
			te[1] = n21;
			te[2] = n31;
			te[3] = n12;
			te[4] = n22;
			te[5] = n32;
			te[6] = n13;
			te[7] = n23;
			te[8] = n33;
			return this;
		}

		identity() {
			this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
			return this;
		}

		copy(m) {
			const te = this.elements;
			const me = m.elements;
			te[0] = me[0];
			te[1] = me[1];
			te[2] = me[2];
			te[3] = me[3];
			te[4] = me[4];
			te[5] = me[5];
			te[6] = me[6];
			te[7] = me[7];
			te[8] = me[8];
			return this;
		}

		extractBasis(xAxis, yAxis, zAxis) {
			xAxis.setFromMatrix3Column(this, 0);
			yAxis.setFromMatrix3Column(this, 1);
			zAxis.setFromMatrix3Column(this, 2);
			return this;
		}

		setFromMatrix4(m) {
			const me = m.elements;
			this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
			return this;
		}

		multiply(m) {
			return this.multiplyMatrices(this, m);
		}

		premultiply(m) {
			return this.multiplyMatrices(m, this);
		}

		multiplyMatrices(a, b) {
			const ae = a.elements;
			const be = b.elements;
			const te = this.elements;
			const a11 = ae[0],
						a12 = ae[3],
						a13 = ae[6];
			const a21 = ae[1],
						a22 = ae[4],
						a23 = ae[7];
			const a31 = ae[2],
						a32 = ae[5],
						a33 = ae[8];
			const b11 = be[0],
						b12 = be[3],
						b13 = be[6];
			const b21 = be[1],
						b22 = be[4],
						b23 = be[7];
			const b31 = be[2],
						b32 = be[5],
						b33 = be[8];
			te[0] = a11 * b11 + a12 * b21 + a13 * b31;
			te[3] = a11 * b12 + a12 * b22 + a13 * b32;
			te[6] = a11 * b13 + a12 * b23 + a13 * b33;
			te[1] = a21 * b11 + a22 * b21 + a23 * b31;
			te[4] = a21 * b12 + a22 * b22 + a23 * b32;
			te[7] = a21 * b13 + a22 * b23 + a23 * b33;
			te[2] = a31 * b11 + a32 * b21 + a33 * b31;
			te[5] = a31 * b12 + a32 * b22 + a33 * b32;
			te[8] = a31 * b13 + a32 * b23 + a33 * b33;
			return this;
		}

		multiplyScalar(s) {
			const te = this.elements;
			te[0] *= s;
			te[3] *= s;
			te[6] *= s;
			te[1] *= s;
			te[4] *= s;
			te[7] *= s;
			te[2] *= s;
			te[5] *= s;
			te[8] *= s;
			return this;
		}

		determinant() {
			const te = this.elements;
			const a = te[0],
						b = te[1],
						c = te[2],
						d = te[3],
						e = te[4],
						f = te[5],
						g = te[6],
						h = te[7],
						i = te[8];
			return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
		}

		invert() {
			const te = this.elements,
						n11 = te[0],
						n21 = te[1],
						n31 = te[2],
						n12 = te[3],
						n22 = te[4],
						n32 = te[5],
						n13 = te[6],
						n23 = te[7],
						n33 = te[8],
						t11 = n33 * n22 - n32 * n23,
						t12 = n32 * n13 - n33 * n12,
						t13 = n23 * n12 - n22 * n13,
						det = n11 * t11 + n21 * t12 + n31 * t13;
			if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
			const detInv = 1 / det;
			te[0] = t11 * detInv;
			te[1] = (n31 * n23 - n33 * n21) * detInv;
			te[2] = (n32 * n21 - n31 * n22) * detInv;
			te[3] = t12 * detInv;
			te[4] = (n33 * n11 - n31 * n13) * detInv;
			te[5] = (n31 * n12 - n32 * n11) * detInv;
			te[6] = t13 * detInv;
			te[7] = (n21 * n13 - n23 * n11) * detInv;
			te[8] = (n22 * n11 - n21 * n12) * detInv;
			return this;
		}

		transpose() {
			let tmp;
			const m = this.elements;
			tmp = m[1];
			m[1] = m[3];
			m[3] = tmp;
			tmp = m[2];
			m[2] = m[6];
			m[6] = tmp;
			tmp = m[5];
			m[5] = m[7];
			m[7] = tmp;
			return this;
		}

		getNormalMatrix(matrix4) {
			return this.setFromMatrix4(matrix4).invert().transpose();
		}

		transposeIntoArray(r) {
			const m = this.elements;
			r[0] = m[0];
			r[1] = m[3];
			r[2] = m[6];
			r[3] = m[1];
			r[4] = m[4];
			r[5] = m[7];
			r[6] = m[2];
			r[7] = m[5];
			r[8] = m[8];
			return this;
		}

		setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
			const c = Math.cos(rotation);
			const s = Math.sin(rotation);
			this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1);
			return this;
		}

		scale(sx, sy) {
			const te = this.elements;
			te[0] *= sx;
			te[3] *= sx;
			te[6] *= sx;
			te[1] *= sy;
			te[4] *= sy;
			te[7] *= sy;
			return this;
		}

		rotate(theta) {
			const c = Math.cos(theta);
			const s = Math.sin(theta);
			const te = this.elements;
			const a11 = te[0],
						a12 = te[3],
						a13 = te[6];
			const a21 = te[1],
						a22 = te[4],
						a23 = te[7];
			te[0] = c * a11 + s * a21;
			te[3] = c * a12 + s * a22;
			te[6] = c * a13 + s * a23;
			te[1] = -s * a11 + c * a21;
			te[4] = -s * a12 + c * a22;
			te[7] = -s * a13 + c * a23;
			return this;
		}

		translate(tx, ty) {
			const te = this.elements;
			te[0] += tx * te[2];
			te[3] += tx * te[5];
			te[6] += tx * te[8];
			te[1] += ty * te[2];
			te[4] += ty * te[5];
			te[7] += ty * te[8];
			return this;
		}

		equals(matrix) {
			const te = this.elements;
			const me = matrix.elements;

			for (let i = 0; i < 9; i++) {
				if (te[i] !== me[i]) return false;
			}

			return true;
		}

		fromArray(array, offset = 0) {
			for (let i = 0; i < 9; i++) {
				this.elements[i] = array[i + offset];
			}

			return this;
		}

		toArray(array = [], offset = 0) {
			const te = this.elements;
			array[offset] = te[0];
			array[offset + 1] = te[1];
			array[offset + 2] = te[2];
			array[offset + 3] = te[3];
			array[offset + 4] = te[4];
			array[offset + 5] = te[5];
			array[offset + 6] = te[6];
			array[offset + 7] = te[7];
			array[offset + 8] = te[8];
			return array;
		}

		clone() {
			return new this.constructor().fromArray(this.elements);
		}

	}

	Matrix3.prototype.isMatrix3 = true;

	function arrayNeedsUint32(array) {
		// assumes larger values usually on last
		for (let i = array.length - 1; i >= 0; --i) {
			if (array[i] > 65535) return true;
		}

		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);
	}

	const _colorKeywords = {
		'aliceblue': 0xF0F8FF,
		'antiquewhite': 0xFAEBD7,
		'aqua': 0x00FFFF,
		'aquamarine': 0x7FFFD4,
		'azure': 0xF0FFFF,
		'beige': 0xF5F5DC,
		'bisque': 0xFFE4C4,
		'black': 0x000000,
		'blanchedalmond': 0xFFEBCD,
		'blue': 0x0000FF,
		'blueviolet': 0x8A2BE2,
		'brown': 0xA52A2A,
		'burlywood': 0xDEB887,
		'cadetblue': 0x5F9EA0,
		'chartreuse': 0x7FFF00,
		'chocolate': 0xD2691E,
		'coral': 0xFF7F50,
		'cornflowerblue': 0x6495ED,
		'cornsilk': 0xFFF8DC,
		'crimson': 0xDC143C,
		'cyan': 0x00FFFF,
		'darkblue': 0x00008B,
		'darkcyan': 0x008B8B,
		'darkgoldenrod': 0xB8860B,
		'darkgray': 0xA9A9A9,
		'darkgreen': 0x006400,
		'darkgrey': 0xA9A9A9,
		'darkkhaki': 0xBDB76B,
		'darkmagenta': 0x8B008B,
		'darkolivegreen': 0x556B2F,
		'darkorange': 0xFF8C00,
		'darkorchid': 0x9932CC,
		'darkred': 0x8B0000,
		'darksalmon': 0xE9967A,
		'darkseagreen': 0x8FBC8F,
		'darkslateblue': 0x483D8B,
		'darkslategray': 0x2F4F4F,
		'darkslategrey': 0x2F4F4F,
		'darkturquoise': 0x00CED1,
		'darkviolet': 0x9400D3,
		'deeppink': 0xFF1493,
		'deepskyblue': 0x00BFFF,
		'dimgray': 0x696969,
		'dimgrey': 0x696969,
		'dodgerblue': 0x1E90FF,
		'firebrick': 0xB22222,
		'floralwhite': 0xFFFAF0,
		'forestgreen': 0x228B22,
		'fuchsia': 0xFF00FF,
		'gainsboro': 0xDCDCDC,
		'ghostwhite': 0xF8F8FF,
		'gold': 0xFFD700,
		'goldenrod': 0xDAA520,
		'gray': 0x808080,
		'green': 0x008000,
		'greenyellow': 0xADFF2F,
		'grey': 0x808080,
		'honeydew': 0xF0FFF0,
		'hotpink': 0xFF69B4,
		'indianred': 0xCD5C5C,
		'indigo': 0x4B0082,
		'ivory': 0xFFFFF0,
		'khaki': 0xF0E68C,
		'lavender': 0xE6E6FA,
		'lavenderblush': 0xFFF0F5,
		'lawngreen': 0x7CFC00,
		'lemonchiffon': 0xFFFACD,
		'lightblue': 0xADD8E6,
		'lightcoral': 0xF08080,
		'lightcyan': 0xE0FFFF,
		'lightgoldenrodyellow': 0xFAFAD2,
		'lightgray': 0xD3D3D3,
		'lightgreen': 0x90EE90,
		'lightgrey': 0xD3D3D3,
		'lightpink': 0xFFB6C1,
		'lightsalmon': 0xFFA07A,
		'lightseagreen': 0x20B2AA,
		'lightskyblue': 0x87CEFA,
		'lightslategray': 0x778899,
		'lightslategrey': 0x778899,
		'lightsteelblue': 0xB0C4DE,
		'lightyellow': 0xFFFFE0,
		'lime': 0x00FF00,
		'limegreen': 0x32CD32,
		'linen': 0xFAF0E6,
		'magenta': 0xFF00FF,
		'maroon': 0x800000,
		'mediumaquamarine': 0x66CDAA,
		'mediumblue': 0x0000CD,
		'mediumorchid': 0xBA55D3,
		'mediumpurple': 0x9370DB,
		'mediumseagreen': 0x3CB371,
		'mediumslateblue': 0x7B68EE,
		'mediumspringgreen': 0x00FA9A,
		'mediumturquoise': 0x48D1CC,
		'mediumvioletred': 0xC71585,
		'midnightblue': 0x191970,
		'mintcream': 0xF5FFFA,
		'mistyrose': 0xFFE4E1,
		'moccasin': 0xFFE4B5,
		'navajowhite': 0xFFDEAD,
		'navy': 0x000080,
		'oldlace': 0xFDF5E6,
		'olive': 0x808000,
		'olivedrab': 0x6B8E23,
		'orange': 0xFFA500,
		'orangered': 0xFF4500,
		'orchid': 0xDA70D6,
		'palegoldenrod': 0xEEE8AA,
		'palegreen': 0x98FB98,
		'paleturquoise': 0xAFEEEE,
		'palevioletred': 0xDB7093,
		'papayawhip': 0xFFEFD5,
		'peachpuff': 0xFFDAB9,
		'peru': 0xCD853F,
		'pink': 0xFFC0CB,
		'plum': 0xDDA0DD,
		'powderblue': 0xB0E0E6,
		'purple': 0x800080,
		'rebeccapurple': 0x663399,
		'red': 0xFF0000,
		'rosybrown': 0xBC8F8F,
		'royalblue': 0x4169E1,
		'saddlebrown': 0x8B4513,
		'salmon': 0xFA8072,
		'sandybrown': 0xF4A460,
		'seagreen': 0x2E8B57,
		'seashell': 0xFFF5EE,
		'sienna': 0xA0522D,
		'silver': 0xC0C0C0,
		'skyblue': 0x87CEEB,
		'slateblue': 0x6A5ACD,
		'slategray': 0x708090,
		'slategrey': 0x708090,
		'snow': 0xFFFAFA,
		'springgreen': 0x00FF7F,
		'steelblue': 0x4682B4,
		'tan': 0xD2B48C,
		'teal': 0x008080,
		'thistle': 0xD8BFD8,
		'tomato': 0xFF6347,
		'turquoise': 0x40E0D0,
		'violet': 0xEE82EE,
		'wheat': 0xF5DEB3,
		'white': 0xFFFFFF,
		'whitesmoke': 0xF5F5F5,
		'yellow': 0xFFFF00,
		'yellowgreen': 0x9ACD32
	};
	const _hslA = {
		h: 0,
		s: 0,
		l: 0
	};
	const _hslB = {
		h: 0,
		s: 0,
		l: 0
	};

	function hue2rgb(p, q, t) {
		if (t < 0) t += 1;
		if (t > 1) t -= 1;
		if (t < 1 / 6) return p + (q - p) * 6 * t;
		if (t < 1 / 2) return q;
		if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);
		return p;
	}

	function SRGBToLinear(c) {
		return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
	}

	function LinearToSRGB(c) {
		return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
	}

	class Color {
		constructor(r, g, b) {
			if (g === undefined && b === undefined) {
				// r is THREE.Color, hex or string
				return this.set(r);
			}

			return this.setRGB(r, g, b);
		}

		set(value) {
			if (value && value.isColor) {
				this.copy(value);
			} else if (typeof value === 'number') {
				this.setHex(value);
			} else if (typeof value === 'string') {
				this.setStyle(value);
			}

			return this;
		}

		setScalar(scalar) {
			this.r = scalar;
			this.g = scalar;
			this.b = scalar;
			return this;
		}

		setHex(hex) {
			hex = Math.floor(hex);
			this.r = (hex >> 16 & 255) / 255;
			this.g = (hex >> 8 & 255) / 255;
			this.b = (hex & 255) / 255;
			return this;
		}

		setRGB(r, g, b) {
			this.r = r;
			this.g = g;
			this.b = b;
			return this;
		}

		setHSL(h, s, l) {
			// h,s,l ranges are in 0.0 - 1.0
			h = euclideanModulo(h, 1);
			s = clamp(s, 0, 1);
			l = clamp(l, 0, 1);

			if (s === 0) {
				this.r = this.g = this.b = l;
			} else {
				const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
				const q = 2 * l - p;
				this.r = hue2rgb(q, p, h + 1 / 3);
				this.g = hue2rgb(q, p, h);
				this.b = hue2rgb(q, p, h - 1 / 3);
			}

			return this;
		}

		setStyle(style) {
			function handleAlpha(string) {
				if (string === undefined) return;

				if (parseFloat(string) < 1) {
					console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');
				}
			}

			let m;

			if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) {
				// rgb / hsl
				let color;
				const name = m[1];
				const components = m[2];

				switch (name) {
					case 'rgb':
					case 'rgba':
						if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
							// rgb(255,0,0) rgba(255,0,0,0.5)
							this.r = Math.min(255, parseInt(color[1], 10)) / 255;
							this.g = Math.min(255, parseInt(color[2], 10)) / 255;
							this.b = Math.min(255, parseInt(color[3], 10)) / 255;
							handleAlpha(color[4]);
							return this;
						}

						if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
							// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
							this.r = Math.min(100, parseInt(color[1], 10)) / 100;
							this.g = Math.min(100, parseInt(color[2], 10)) / 100;
							this.b = Math.min(100, parseInt(color[3], 10)) / 100;
							handleAlpha(color[4]);
							return this;
						}

						break;

					case 'hsl':
					case 'hsla':
						if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
							// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
							const h = parseFloat(color[1]) / 360;
							const s = parseInt(color[2], 10) / 100;
							const l = parseInt(color[3], 10) / 100;
							handleAlpha(color[4]);
							return this.setHSL(h, s, l);
						}

						break;
				}
			} else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
				// hex color
				const hex = m[1];
				const size = hex.length;

				if (size === 3) {
					// #ff0
					this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;
					this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;
					this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;
					return this;
				} else if (size === 6) {
					// #ff0000
					this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;
					this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;
					this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;
					return this;
				}
			}

			if (style && style.length > 0) {
				return this.setColorName(style);
			}

			return this;
		}

		setColorName(style) {
			// color keywords
			const hex = _colorKeywords[style.toLowerCase()];

			if (hex !== undefined) {
				// red
				this.setHex(hex);
			} else {
				// unknown color
				console.warn('THREE.Color: Unknown color ' + style);
			}

			return this;
		}

		clone() {
			return new this.constructor(this.r, this.g, this.b);
		}

		copy(color) {
			this.r = color.r;
			this.g = color.g;
			this.b = color.b;
			return this;
		}

		copySRGBToLinear(color) {
			this.r = SRGBToLinear(color.r);
			this.g = SRGBToLinear(color.g);
			this.b = SRGBToLinear(color.b);
			return this;
		}

		copyLinearToSRGB(color) {
			this.r = LinearToSRGB(color.r);
			this.g = LinearToSRGB(color.g);
			this.b = LinearToSRGB(color.b);
			return this;
		}

		convertSRGBToLinear() {
			this.copySRGBToLinear(this);
			return this;
		}

		convertLinearToSRGB() {
			this.copyLinearToSRGB(this);
			return this;
		}

		getHex() {
			return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;
		}

		getHexString() {
			return ('000000' + this.getHex().toString(16)).slice(-6);
		}

		getHSL(target) {
			// h,s,l ranges are in 0.0 - 1.0
			const r = this.r,
						g = this.g,
						b = this.b;
			const max = Math.max(r, g, b);
			const min = Math.min(r, g, b);
			let hue, saturation;
			const lightness = (min + max) / 2.0;

			if (min === max) {
				hue = 0;
				saturation = 0;
			} else {
				const delta = max - min;
				saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);

				switch (max) {
					case r:
						hue = (g - b) / delta + (g < b ? 6 : 0);
						break;

					case g:
						hue = (b - r) / delta + 2;
						break;

					case b:
						hue = (r - g) / delta + 4;
						break;
				}

				hue /= 6;
			}

			target.h = hue;
			target.s = saturation;
			target.l = lightness;
			return target;
		}

		getStyle() {
			return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';
		}

		offsetHSL(h, s, l) {
			this.getHSL(_hslA);
			_hslA.h += h;
			_hslA.s += s;
			_hslA.l += l;
			this.setHSL(_hslA.h, _hslA.s, _hslA.l);
			return this;
		}

		add(color) {
			this.r += color.r;
			this.g += color.g;
			this.b += color.b;
			return this;
		}

		addColors(color1, color2) {
			this.r = color1.r + color2.r;
			this.g = color1.g + color2.g;
			this.b = color1.b + color2.b;
			return this;
		}

		addScalar(s) {
			this.r += s;
			this.g += s;
			this.b += s;
			return this;
		}

		sub(color) {
			this.r = Math.max(0, this.r - color.r);
			this.g = Math.max(0, this.g - color.g);
			this.b = Math.max(0, this.b - color.b);
			return this;
		}

		multiply(color) {
			this.r *= color.r;
			this.g *= color.g;
			this.b *= color.b;
			return this;
		}

		multiplyScalar(s) {
			this.r *= s;
			this.g *= s;
			this.b *= s;
			return this;
		}

		lerp(color, alpha) {
			this.r += (color.r - this.r) * alpha;
			this.g += (color.g - this.g) * alpha;
			this.b += (color.b - this.b) * alpha;
			return this;
		}

		lerpColors(color1, color2, alpha) {
			this.r = color1.r + (color2.r - color1.r) * alpha;
			this.g = color1.g + (color2.g - color1.g) * alpha;
			this.b = color1.b + (color2.b - color1.b) * alpha;
			return this;
		}

		lerpHSL(color, alpha) {
			this.getHSL(_hslA);
			color.getHSL(_hslB);
			const h = lerp(_hslA.h, _hslB.h, alpha);
			const s = lerp(_hslA.s, _hslB.s, alpha);
			const l = lerp(_hslA.l, _hslB.l, alpha);
			this.setHSL(h, s, l);
			return this;
		}

		equals(c) {
			return c.r === this.r && c.g === this.g && c.b === this.b;
		}

		fromArray(array, offset = 0) {
			this.r = array[offset];
			this.g = array[offset + 1];
			this.b = array[offset + 2];
			return this;
		}

		toArray(array = [], offset = 0) {
			array[offset] = this.r;
			array[offset + 1] = this.g;
			array[offset + 2] = this.b;
			return array;
		}

		fromBufferAttribute(attribute, index) {
			this.r = attribute.getX(index);
			this.g = attribute.getY(index);
			this.b = attribute.getZ(index);

			if (attribute.normalized === true) {
				// assuming Uint8Array
				this.r /= 255;
				this.g /= 255;
				this.b /= 255;
			}

			return this;
		}

		toJSON() {
			return this.getHex();
		}

	}

	Color.NAMES = _colorKeywords;
	Color.prototype.isColor = true;
	Color.prototype.r = 1;
	Color.prototype.g = 1;
	Color.prototype.b = 1;

	let _canvas;

	class ImageUtils {
		static getDataURL(image) {
			if (/^data:/i.test(image.src)) {
				return image.src;
			}

			if (typeof HTMLCanvasElement == 'undefined') {
				return image.src;
			}

			let canvas;

			if (image instanceof HTMLCanvasElement) {
				canvas = image;
			} else {
				if (_canvas === undefined) _canvas = createElementNS('canvas');
				_canvas.width = image.width;
				_canvas.height = image.height;

				const context = _canvas.getContext('2d');

				if (image instanceof ImageData) {
					context.putImageData(image, 0, 0);
				} else {
					context.drawImage(image, 0, 0, image.width, image.height);
				}

				canvas = _canvas;
			}

			if (canvas.width > 2048 || canvas.height > 2048) {
				console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image);
				return canvas.toDataURL('image/jpeg', 0.6);
			} else {
				return canvas.toDataURL('image/png');
			}
		}

		static sRGBToLinear(image) {
			if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
				const canvas = createElementNS('canvas');
				canvas.width = image.width;
				canvas.height = image.height;
				const context = canvas.getContext('2d');
				context.drawImage(image, 0, 0, image.width, image.height);
				const imageData = context.getImageData(0, 0, image.width, image.height);
				const data = imageData.data;

				for (let i = 0; i < data.length; i++) {
					data[i] = SRGBToLinear(data[i] / 255) * 255;
				}

				context.putImageData(imageData, 0, 0);
				return canvas;
			} else if (image.data) {
				const data = image.data.slice(0);

				for (let i = 0; i < data.length; i++) {
					if (data instanceof Uint8Array || data instanceof Uint8ClampedArray) {
						data[i] = Math.floor(SRGBToLinear(data[i] / 255) * 255);
					} else {
						// assuming float
						data[i] = SRGBToLinear(data[i]);
					}
				}

				return {
					data: data,
					width: image.width,
					height: image.height
				};
			} else {
				console.warn('THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.');
				return image;
			}
		}

	}

	let textureId = 0;

	class Texture extends EventDispatcher {
		constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding) {
			super();
			Object.defineProperty(this, 'id', {
				value: textureId++
			});
			this.uuid = generateUUID();
			this.name = '';
			this.image = image;
			this.mipmaps = [];
			this.mapping = mapping;
			this.wrapS = wrapS;
			this.wrapT = wrapT;
			this.magFilter = magFilter;
			this.minFilter = minFilter;
			this.anisotropy = anisotropy;
			this.format = format;
			this.internalFormat = null;
			this.type = type;
			this.offset = new Vector2(0, 0);
			this.repeat = new Vector2(1, 1);
			this.center = new Vector2(0, 0);
			this.rotation = 0;
			this.matrixAutoUpdate = true;
			this.matrix = new Matrix3();
			this.generateMipmaps = true;
			this.premultiplyAlpha = false;
			this.flipY = true;
			this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
			// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
			//
			// Also changing the encoding after already used by a Material will not automatically make the Material
			// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.

			this.encoding = encoding;
			this.userData = {};
			this.version = 0;
			this.onUpdate = null;
			this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not

			this.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
		}

		updateMatrix() {
			this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
		}

		clone() {
			return new this.constructor().copy(this);
		}

		copy(source) {
			this.name = source.name;
			this.image = source.image;
			this.mipmaps = source.mipmaps.slice(0);
			this.mapping = source.mapping;
			this.wrapS = source.wrapS;
			this.wrapT = source.wrapT;
			this.magFilter = source.magFilter;
			this.minFilter = source.minFilter;
			this.anisotropy = source.anisotropy;
			this.format = source.format;
			this.internalFormat = source.internalFormat;
			this.type = source.type;
			this.offset.copy(source.offset);
			this.repeat.copy(source.repeat);
			this.center.copy(source.center);
			this.rotation = source.rotation;
			this.matrixAutoUpdate = source.matrixAutoUpdate;
			this.matrix.copy(source.matrix);
			this.generateMipmaps = source.generateMipmaps;
			this.premultiplyAlpha = source.premultiplyAlpha;
			this.flipY = source.flipY;
			this.unpackAlignment = source.unpackAlignment;
			this.encoding = source.encoding;
			this.userData = JSON.parse(JSON.stringify(source.userData));
			return this;
		}

		toJSON(meta) {
			const isRootObject = meta === undefined || typeof meta === 'string';

			if (!isRootObject && meta.textures[this.uuid] !== undefined) {
				return meta.textures[this.uuid];
			}

			const output = {
				metadata: {
					version: 4.5,
					type: 'Texture',
					generator: 'Texture.toJSON'
				},
				uuid: this.uuid,
				name: this.name,
				mapping: this.mapping,
				repeat: [this.repeat.x, this.repeat.y],
				offset: [this.offset.x, this.offset.y],
				center: [this.center.x, this.center.y],
				rotation: this.rotation,
				wrap: [this.wrapS, this.wrapT],
				format: this.format,
				type: this.type,
				encoding: this.encoding,
				minFilter: this.minFilter,
				magFilter: this.magFilter,
				anisotropy: this.anisotropy,
				flipY: this.flipY,
				premultiplyAlpha: this.premultiplyAlpha,
				unpackAlignment: this.unpackAlignment
			};

			if (this.image !== undefined) {
				// TODO: Move to THREE.Image
				const image = this.image;

				if (image.uuid === undefined) {
					image.uuid = generateUUID(); // UGH
				}

				if (!isRootObject && meta.images[image.uuid] === undefined) {
					let url;

					if (Array.isArray(image)) {
						// process array of images e.g. CubeTexture
						url = [];

						for (let i = 0, l = image.length; i < l; i++) {
							// check cube texture with data textures
							if (image[i].isDataTexture) {
								url.push(serializeImage(image[i].image));
							} else {
								url.push(serializeImage(image[i]));
							}
						}
					} else {
						// process single image
						url = serializeImage(image);
					}

					meta.images[image.uuid] = {
						uuid: image.uuid,
						url: url
					};
				}

				output.image = image.uuid;
			}

			if (JSON.stringify(this.userData) !== '{}') output.userData = this.userData;

			if (!isRootObject) {
				meta.textures[this.uuid] = output;
			}

			return output;
		}

		dispose() {
			this.dispatchEvent({
				type: 'dispose'
			});
		}

		transformUv(uv) {
			if (this.mapping !== UVMapping) return uv;
			uv.applyMatrix3(this.matrix);

			if (uv.x < 0 || uv.x > 1) {
				switch (this.wrapS) {
					case RepeatWrapping:
						uv.x = uv.x - Math.floor(uv.x);
						break;

					case ClampToEdgeWrapping:
						uv.x = uv.x < 0 ? 0 : 1;
						break;

					case MirroredRepeatWrapping:
						if (Math.abs(Math.floor(uv.x) % 2) === 1) {
							uv.x = Math.ceil(uv.x) - uv.x;
						} else {
							uv.x = uv.x - Math.floor(uv.x);
						}

						break;
				}
			}

			if (uv.y < 0 || uv.y > 1) {
				switch (this.wrapT) {
					case RepeatWrapping:
						uv.y = uv.y - Math.floor(uv.y);
						break;

					case ClampToEdgeWrapping:
						uv.y = uv.y < 0 ? 0 : 1;
						break;

					case MirroredRepeatWrapping:
						if (Math.abs(Math.floor(uv.y) % 2) === 1) {
							uv.y = Math.ceil(uv.y) - uv.y;
						} else {
							uv.y = uv.y - Math.floor(uv.y);
						}

						break;
				}
			}

			if (this.flipY) {
				uv.y = 1 - uv.y;
			}

			return uv;
		}

		set needsUpdate(value) {
			if (value === true) this.version++;
		}

	}

	Texture.DEFAULT_IMAGE = undefined;
	Texture.DEFAULT_MAPPING = UVMapping;
	Texture.prototype.isTexture = true;

	function serializeImage(image) {
		if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
			// default images
			return ImageUtils.getDataURL(image);
		} else {
			if (image.data) {
				// images of DataTexture
				return {
					data: Array.prototype.slice.call(image.data),
					width: image.width,
					height: image.height,
					type: image.data.constructor.name
				};
			} else {
				console.warn('THREE.Texture: Unable to serialize Texture.');
				return {};
			}
		}
	}

	class Vector4 {
		constructor(x = 0, y = 0, z = 0, w = 1) {
			this.x = x;
			this.y = y;
			this.z = z;
			this.w = w;
		}

		get width() {
			return this.z;
		}

		set width(value) {
			this.z = value;
		}

		get height() {
			return this.w;
		}

		set height(value) {
			this.w = value;
		}

		set(x, y, z, w) {
			this.x = x;
			this.y = y;
			this.z = z;
			this.w = w;
			return this;
		}

		setScalar(scalar) {
			this.x = scalar;
			this.y = scalar;
			this.z = scalar;
			this.w = scalar;
			return this;
		}

		setX(x) {
			this.x = x;
			return this;
		}

		setY(y) {
			this.y = y;
			return this;
		}

		setZ(z) {
			this.z = z;
			return this;
		}

		setW(w) {
			this.w = w;
			return this;
		}

		setComponent(index, value) {
			switch (index) {
				case 0:
					this.x = value;
					break;

				case 1:
					this.y = value;
					break;

				case 2:
					this.z = value;
					break;

				case 3:
					this.w = value;
					break;

				default:
					throw new Error('index is out of range: ' + index);
			}

			return this;
		}

		getComponent(index) {
			switch (index) {
				case 0:
					return this.x;

				case 1:
					return this.y;

				case 2:
					return this.z;

				case 3:
					return this.w;

				default:
					throw new Error('index is out of range: ' + index);
			}
		}

		clone() {
			return new this.constructor(this.x, this.y, this.z, this.w);
		}

		copy(v) {
			this.x = v.x;
			this.y = v.y;
			this.z = v.z;
			this.w = v.w !== undefined ? v.w : 1;
			return this;
		}

		add(v, w) {
			if (w !== undefined) {
				console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
				return this.addVectors(v, w);
			}

			this.x += v.x;
			this.y += v.y;
			this.z += v.z;
			this.w += v.w;
			return this;
		}

		addScalar(s) {
			this.x += s;
			this.y += s;
			this.z += s;
			this.w += s;
			return this;
		}

		addVectors(a, b) {
			this.x = a.x + b.x;
			this.y = a.y + b.y;
			this.z = a.z + b.z;
			this.w = a.w + b.w;
			return this;
		}

		addScaledVector(v, s) {
			this.x += v.x * s;
			this.y += v.y * s;
			this.z += v.z * s;
			this.w += v.w * s;
			return this;
		}

		sub(v, w) {
			if (w !== undefined) {
				console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
				return this.subVectors(v, w);
			}

			this.x -= v.x;
			this.y -= v.y;
			this.z -= v.z;
			this.w -= v.w;
			return this;
		}

		subScalar(s) {
			this.x -= s;
			this.y -= s;
			this.z -= s;
			this.w -= s;
			return this;
		}

		subVectors(a, b) {
			this.x = a.x - b.x;
			this.y = a.y - b.y;
			this.z = a.z - b.z;
			this.w = a.w - b.w;
			return this;
		}

		multiply(v) {
			this.x *= v.x;
			this.y *= v.y;
			this.z *= v.z;
			this.w *= v.w;
			return this;
		}

		multiplyScalar(scalar) {
			this.x *= scalar;
			this.y *= scalar;
			this.z *= scalar;
			this.w *= scalar;
			return this;
		}

		applyMatrix4(m) {
			const x = this.x,
						y = this.y,
						z = this.z,
						w = this.w;
			const e = m.elements;
			this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
			this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
			this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
			this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
			return this;
		}

		divideScalar(scalar) {
			return this.multiplyScalar(1 / scalar);
		}

		setAxisAngleFromQuaternion(q) {
			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
			// q is assumed to be normalized
			this.w = 2 * Math.acos(q.w);
			const s = Math.sqrt(1 - q.w * q.w);

			if (s < 0.0001) {
				this.x = 1;
				this.y = 0;
				this.z = 0;
			} else {
				this.x = q.x / s;
				this.y = q.y / s;
				this.z = q.z / s;
			}

			return this;
		}

		setAxisAngleFromRotationMatrix(m) {
			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
			let angle, x, y, z; // variables for result

			const epsilon = 0.01,
						// margin to allow for rounding errors
			epsilon2 = 0.1,
						// margin to distinguish between 0 and 180 degrees
			te = m.elements,
						m11 = te[0],
						m12 = te[4],
						m13 = te[8],
						m21 = te[1],
						m22 = te[5],
						m23 = te[9],
						m31 = te[2],
						m32 = te[6],
						m33 = te[10];

			if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
				// singularity found
				// first check for identity matrix which must have +1 for all terms
				// in leading diagonal and zero in other terms
				if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
					// this singularity is identity matrix so angle = 0
					this.set(1, 0, 0, 0);
					return this; // zero angle, arbitrary axis
				} // otherwise this singularity is angle = 180


				angle = Math.PI;
				const xx = (m11 + 1) / 2;
				const yy = (m22 + 1) / 2;
				const zz = (m33 + 1) / 2;
				const xy = (m12 + m21) / 4;
				const xz = (m13 + m31) / 4;
				const yz = (m23 + m32) / 4;

				if (xx > yy && xx > zz) {
					// m11 is the largest diagonal term
					if (xx < epsilon) {
						x = 0;
						y = 0.707106781;
						z = 0.707106781;
					} else {
						x = Math.sqrt(xx);
						y = xy / x;
						z = xz / x;
					}
				} else if (yy > zz) {
					// m22 is the largest diagonal term
					if (yy < epsilon) {
						x = 0.707106781;
						y = 0;
						z = 0.707106781;
					} else {
						y = Math.sqrt(yy);
						x = xy / y;
						z = yz / y;
					}
				} else {
					// m33 is the largest diagonal term so base result on this
					if (zz < epsilon) {
						x = 0.707106781;
						y = 0.707106781;
						z = 0;
					} else {
						z = Math.sqrt(zz);
						x = xz / z;
						y = yz / z;
					}
				}

				this.set(x, y, z, angle);
				return this; // return 180 deg rotation
			} // as we have reached here there are no singularities so we can handle normally


			let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize

			if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be
			// caught by singularity test above, but I've left it in just in case

			this.x = (m32 - m23) / s;
			this.y = (m13 - m31) / s;
			this.z = (m21 - m12) / s;
			this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
			return this;
		}

		min(v) {
			this.x = Math.min(this.x, v.x);
			this.y = Math.min(this.y, v.y);
			this.z = Math.min(this.z, v.z);
			this.w = Math.min(this.w, v.w);
			return this;
		}

		max(v) {
			this.x = Math.max(this.x, v.x);
			this.y = Math.max(this.y, v.y);
			this.z = Math.max(this.z, v.z);
			this.w = Math.max(this.w, v.w);
			return this;
		}

		clamp(min, max) {
			// assumes min < max, componentwise
			this.x = Math.max(min.x, Math.min(max.x, this.x));
			this.y = Math.max(min.y, Math.min(max.y, this.y));
			this.z = Math.max(min.z, Math.min(max.z, this.z));
			this.w = Math.max(min.w, Math.min(max.w, this.w));
			return this;
		}

		clampScalar(minVal, maxVal) {
			this.x = Math.max(minVal, Math.min(maxVal, this.x));
			this.y = Math.max(minVal, Math.min(maxVal, this.y));
			this.z = Math.max(minVal, Math.min(maxVal, this.z));
			this.w = Math.max(minVal, Math.min(maxVal, this.w));
			return this;
		}

		clampLength(min, max) {
			const length = this.length();
			return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
		}

		floor() {
			this.x = Math.floor(this.x);
			this.y = Math.floor(this.y);
			this.z = Math.floor(this.z);
			this.w = Math.floor(this.w);
			return this;
		}

		ceil() {
			this.x = Math.ceil(this.x);
			this.y = Math.ceil(this.y);
			this.z = Math.ceil(this.z);
			this.w = Math.ceil(this.w);
			return this;
		}

		round() {
			this.x = Math.round(this.x);
			this.y = Math.round(this.y);
			this.z = Math.round(this.z);
			this.w = Math.round(this.w);
			return this;
		}

		roundToZero() {
			this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
			this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
			this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
			this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);
			return this;
		}

		negate() {
			this.x = -this.x;
			this.y = -this.y;
			this.z = -this.z;
			this.w = -this.w;
			return this;
		}

		dot(v) {
			return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
		}

		lengthSq() {
			return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
		}

		length() {
			return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
		}

		manhattanLength() {
			return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
		}

		normalize() {
			return this.divideScalar(this.length() || 1);
		}

		setLength(length) {
			return this.normalize().multiplyScalar(length);
		}

		lerp(v, alpha) {
			this.x += (v.x - this.x) * alpha;
			this.y += (v.y - this.y) * alpha;
			this.z += (v.z - this.z) * alpha;
			this.w += (v.w - this.w) * alpha;
			return this;
		}

		lerpVectors(v1, v2, alpha) {
			this.x = v1.x + (v2.x - v1.x) * alpha;
			this.y = v1.y + (v2.y - v1.y) * alpha;
			this.z = v1.z + (v2.z - v1.z) * alpha;
			this.w = v1.w + (v2.w - v1.w) * alpha;
			return this;
		}

		equals(v) {
			return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
		}

		fromArray(array, offset = 0) {
			this.x = array[offset];
			this.y = array[offset + 1];
			this.z = array[offset + 2];
			this.w = array[offset + 3];
			return this;
		}

		toArray(array = [], offset = 0) {
			array[offset] = this.x;
			array[offset + 1] = this.y;
			array[offset + 2] = this.z;
			array[offset + 3] = this.w;
			return array;
		}

		fromBufferAttribute(attribute, index, offset) {
			if (offset !== undefined) {
				console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');
			}

			this.x = attribute.getX(index);
			this.y = attribute.getY(index);
			this.z = attribute.getZ(index);
			this.w = attribute.getW(index);
			return this;
		}

		random() {
			this.x = Math.random();
			this.y = Math.random();
			this.z = Math.random();
			this.w = Math.random();
			return this;
		}

		*[Symbol.iterator]() {
			yield this.x;
			yield this.y;
			yield this.z;
			yield this.w;
		}

	}

	Vector4.prototype.isVector4 = true;

	/*
	 In options, we can specify:
	 * Texture parameters for an auto-generated target texture
	 * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
	*/

	class WebGLRenderTarget extends EventDispatcher {
		constructor(width, height, options = {}) {
			super();
			this.width = width;
			this.height = height;
			this.depth = 1;
			this.scissor = new Vector4(0, 0, width, height);
			this.scissorTest = false;
			this.viewport = new Vector4(0, 0, width, height);
			this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
			this.texture.isRenderTargetTexture = true;
			this.texture.image = {
				width: width,
				height: height,
				depth: 1
			};
			this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
			this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
			this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
			this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
			this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
			this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
		}

		setTexture(texture) {
			texture.image = {
				width: this.width,
				height: this.height,
				depth: this.depth
			};
			this.texture = texture;
		}

		setSize(width, height, depth = 1) {
			if (this.width !== width || this.height !== height || this.depth !== depth) {
				this.width = width;
				this.height = height;
				this.depth = depth;
				this.texture.image.width = width;
				this.texture.image.height = height;
				this.texture.image.depth = depth;
				this.dispose();
			}

			this.viewport.set(0, 0, width, height);
			this.scissor.set(0, 0, width, height);
		}

		clone() {
			return new this.constructor().copy(this);
		}

		copy(source) {
			this.width = source.width;
			this.height = source.height;
			this.depth = source.depth;
			this.viewport.copy(source.viewport);
			this.texture = source.texture.clone(); // ensure image object is not shared, see #20328

			this.texture.image = Object.assign({}, source.texture.image);
			this.depthBuffer = source.depthBuffer;
			this.stencilBuffer = source.stencilBuffer;
			this.depthTexture = source.depthTexture;
			return this;
		}

		dispose() {
			this.dispatchEvent({
				type: 'dispose'
			});
		}

	}

	WebGLRenderTarget.prototype.isWebGLRenderTarget = true;

	class WebGLMultipleRenderTargets extends WebGLRenderTarget {
		constructor(width, height, count) {
			super(width, height);
			const texture = this.texture;
			this.texture = [];

			for (let i = 0; i < count; i++) {
				this.texture[i] = texture.clone();
			}
		}

		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.texture.length; i < il; i++) {
					this.texture[i].image.width = width;
					this.texture[i].image.height = height;
					this.texture[i].image.depth = depth;
				}

				this.dispose();
			}

			this.viewport.set(0, 0, width, height);
			this.scissor.set(0, 0, width, height);
			return this;
		}

		copy(source) {
			this.dispose();
			this.width = source.width;
			this.height = source.height;
			this.depth = source.depth;
			this.viewport.set(0, 0, this.width, this.height);
			this.scissor.set(0, 0, this.width, this.height);
			this.depthBuffer = source.depthBuffer;
			this.stencilBuffer = source.stencilBuffer;
			this.depthTexture = source.depthTexture;
			this.texture.length = 0;

			for (let i = 0, il = source.texture.length; i < il; i++) {
				this.texture[i] = source.texture[i].clone();
			}

			return this;
		}

	}

	WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;

	class WebGLMultisampleRenderTarget extends WebGLRenderTarget {
		constructor(width, height, options = {}) {
			super(width, height, options);
			this.samples = 4;
			this.ignoreDepthForMultisampleCopy = options.ignoreDepth !== undefined ? options.ignoreDepth : true;
			this.useRenderToTexture = options.useRenderToTexture !== undefined ? options.useRenderToTexture : false;
			this.useRenderbuffer = this.useRenderToTexture === false;
		}

		copy(source) {
			super.copy.call(this, source);
			this.samples = source.samples;
			this.useRenderToTexture = source.useRenderToTexture;
			this.useRenderbuffer = source.useRenderbuffer;
			return this;
		}

	}

	WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;

	class Quaternion {
		constructor(x = 0, y = 0, z = 0, w = 1) {
			this._x = x;
			this._y = y;
			this._z = z;
			this._w = w;
		}

		static slerp(qa, qb, qm, t) {
			console.warn('THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.');
			return qm.slerpQuaternions(qa, qb, t);
		}

		static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
			// fuzz-free, array-based Quaternion SLERP operation
			let x0 = src0[srcOffset0 + 0],
					y0 = src0[srcOffset0 + 1],
					z0 = src0[srcOffset0 + 2],
					w0 = src0[srcOffset0 + 3];
			const x1 = src1[srcOffset1 + 0],
						y1 = src1[srcOffset1 + 1],
						z1 = src1[srcOffset1 + 2],
						w1 = src1[srcOffset1 + 3];

			if (t === 0) {
				dst[dstOffset + 0] = x0;
				dst[dstOffset + 1] = y0;
				dst[dstOffset + 2] = z0;
				dst[dstOffset + 3] = w0;
				return;
			}

			if (t === 1) {
				dst[dstOffset + 0] = x1;
				dst[dstOffset + 1] = y1;
				dst[dstOffset + 2] = z1;
				dst[dstOffset + 3] = w1;
				return;
			}

			if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
				let s = 1 - t;
				const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
							dir = cos >= 0 ? 1 : -1,
							sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems:

				if (sqrSin > Number.EPSILON) {
					const sin = Math.sqrt(sqrSin),
								len = Math.atan2(sin, cos * dir);
					s = Math.sin(s * len) / sin;
					t = Math.sin(t * len) / sin;
				}

				const tDir = t * dir;
				x0 = x0 * s + x1 * tDir;
				y0 = y0 * s + y1 * tDir;
				z0 = z0 * s + z1 * tDir;
				w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp:

				if (s === 1 - t) {
					const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);
					x0 *= f;
					y0 *= f;
					z0 *= f;
					w0 *= f;
				}
			}

			dst[dstOffset] = x0;
			dst[dstOffset + 1] = y0;
			dst[dstOffset + 2] = z0;
			dst[dstOffset + 3] = w0;
		}

		static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
			const x0 = src0[srcOffset0];
			const y0 = src0[srcOffset0 + 1];
			const z0 = src0[srcOffset0 + 2];
			const w0 = src0[srcOffset0 + 3];
			const x1 = src1[srcOffset1];
			const y1 = src1[srcOffset1 + 1];
			const z1 = src1[srcOffset1 + 2];
			const w1 = src1[srcOffset1 + 3];
			dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
			dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
			dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
			dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
			return dst;
		}

		get x() {
			return this._x;
		}

		set x(value) {
			this._x = value;

			this._onChangeCallback();
		}

		get y() {
			return this._y;
		}

		set y(value) {
			this._y = value;

			this._onChangeCallback();
		}

		get z() {
			return this._z;
		}

		set z(value) {
			this._z = value;

			this._onChangeCallback();
		}

		get w() {
			return this._w;
		}

		set w(value) {
			this._w = value;

			this._onChangeCallback();
		}

		set(x, y, z, w) {
			this._x = x;
			this._y = y;
			this._z = z;
			this._w = w;

			this._onChangeCallback();

			return this;
		}

		clone() {
			return new this.constructor(this._x, this._y, this._z, this._w);
		}

		copy(quaternion) {
			this._x = quaternion.x;
			this._y = quaternion.y;
			this._z = quaternion.z;
			this._w = quaternion.w;

			this._onChangeCallback();

			return this;
		}

		setFromEuler(euler, update) {
			if (!(euler && euler.isEuler)) {
				throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
			}

			const x = euler._x,
						y = euler._y,
						z = euler._z,
						order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/
			// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
			//	content/SpinCalc.m

			const cos = Math.cos;
			const sin = Math.sin;
			const c1 = cos(x / 2);
			const c2 = cos(y / 2);
			const c3 = cos(z / 2);
			const s1 = sin(x / 2);
			const s2 = sin(y / 2);
			const s3 = sin(z / 2);

			switch (order) {
				case 'XYZ':
					this._x = s1 * c2 * c3 + c1 * s2 * s3;
					this._y = c1 * s2 * c3 - s1 * c2 * s3;
					this._z = c1 * c2 * s3 + s1 * s2 * c3;
					this._w = c1 * c2 * c3 - s1 * s2 * s3;
					break;

				case 'YXZ':
					this._x = s1 * c2 * c3 + c1 * s2 * s3;
					this._y = c1 * s2 * c3 - s1 * c2 * s3;
					this._z = c1 * c2 * s3 - s1 * s2 * c3;
					this._w = c1 * c2 * c3 + s1 * s2 * s3;
					break;

				case 'ZXY':
					this._x = s1 * c2 * c3 - c1 * s2 * s3;
					this._y = c1 * s2 * c3 + s1 * c2 * s3;
					this._z = c1 * c2 * s3 + s1 * s2 * c3;
					this._w = c1 * c2 * c3 - s1 * s2 * s3;
					break;

				case 'ZYX':
					this._x = s1 * c2 * c3 - c1 * s2 * s3;
					this._y = c1 * s2 * c3 + s1 * c2 * s3;
					this._z = c1 * c2 * s3 - s1 * s2 * c3;
					this._w = c1 * c2 * c3 + s1 * s2 * s3;
					break;

				case 'YZX':
					this._x = s1 * c2 * c3 + c1 * s2 * s3;
					this._y = c1 * s2 * c3 + s1 * c2 * s3;
					this._z = c1 * c2 * s3 - s1 * s2 * c3;
					this._w = c1 * c2 * c3 - s1 * s2 * s3;
					break;

				case 'XZY':
					this._x = s1 * c2 * c3 - c1 * s2 * s3;
					this._y = c1 * s2 * c3 - s1 * c2 * s3;
					this._z = c1 * c2 * s3 + s1 * s2 * c3;
					this._w = c1 * c2 * c3 + s1 * s2 * s3;
					break;

				default:
					console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);
			}

			if (update !== false) this._onChangeCallback();
			return this;
		}

		setFromAxisAngle(axis, angle) {
			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
			// assumes axis is normalized
			const halfAngle = angle / 2,
						s = Math.sin(halfAngle);
			this._x = axis.x * s;
			this._y = axis.y * s;
			this._z = axis.z * s;
			this._w = Math.cos(halfAngle);

			this._onChangeCallback();

			return this;
		}

		setFromRotationMatrix(m) {
			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
			const te = m.elements,
						m11 = te[0],
						m12 = te[4],
						m13 = te[8],
						m21 = te[1],
						m22 = te[5],
						m23 = te[9],
						m31 = te[2],
						m32 = te[6],
						m33 = te[10],
						trace = m11 + m22 + m33;

			if (trace > 0) {
				const s = 0.5 / Math.sqrt(trace + 1.0);
				this._w = 0.25 / s;
				this._x = (m32 - m23) * s;
				this._y = (m13 - m31) * s;
				this._z = (m21 - m12) * s;
			} else if (m11 > m22 && m11 > m33) {
				const s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
				this._w = (m32 - m23) / s;
				this._x = 0.25 * s;
				this._y = (m12 + m21) / s;
				this._z = (m13 + m31) / s;
			} else if (m22 > m33) {
				const s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
				this._w = (m13 - m31) / s;
				this._x = (m12 + m21) / s;
				this._y = 0.25 * s;
				this._z = (m23 + m32) / s;
			} else {
				const s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
				this._w = (m21 - m12) / s;
				this._x = (m13 + m31) / s;
				this._y = (m23 + m32) / s;
				this._z = 0.25 * s;
			}

			this._onChangeCallback();

			return this;
		}

		setFromUnitVectors(vFrom, vTo) {
			// assumes direction vectors vFrom and vTo are normalized
			let r = vFrom.dot(vTo) + 1;

			if (r < Number.EPSILON) {
				// vFrom and vTo point in opposite directions
				r = 0;

				if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
					this._x = -vFrom.y;
					this._y = vFrom.x;
					this._z = 0;
					this._w = r;
				} else {
					this._x = 0;
					this._y = -vFrom.z;
					this._z = vFrom.y;
					this._w = r;
				}
			} else {
				// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
				this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
				this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
				this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
				this._w = r;
			}

			return this.normalize();
		}

		angleTo(q) {
			return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));
		}

		rotateTowards(q, step) {
			const angle = this.angleTo(q);
			if (angle === 0) return this;
			const t = Math.min(1, step / angle);
			this.slerp(q, t);
			return this;
		}

		identity() {
			return this.set(0, 0, 0, 1);
		}

		invert() {
			// quaternion is assumed to have unit length
			return this.conjugate();
		}

		conjugate() {
			this._x *= -1;
			this._y *= -1;
			this._z *= -1;

			this._onChangeCallback();

			return this;
		}

		dot(v) {
			return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
		}

		lengthSq() {
			return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
		}

		length() {
			return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
		}

		normalize() {
			let l = this.length();

			if (l === 0) {
				this._x = 0;
				this._y = 0;
				this._z = 0;
				this._w = 1;
			} else {
				l = 1 / l;
				this._x = this._x * l;
				this._y = this._y * l;
				this._z = this._z * l;
				this._w = this._w * l;
			}

			this._onChangeCallback();

			return this;
		}

		multiply(q, p) {
			if (p !== undefined) {
				console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');
				return this.multiplyQuaternions(q, p);
			}

			return this.multiplyQuaternions(this, q);
		}

		premultiply(q) {
			return this.multiplyQuaternions(q, this);
		}

		multiplyQuaternions(a, b) {
			// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
			const qax = a._x,
						qay = a._y,
						qaz = a._z,
						qaw = a._w;
			const qbx = b._x,
						qby = b._y,
						qbz = b._z,
						qbw = b._w;
			this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
			this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
			this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
			this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

			this._onChangeCallback();

			return this;
		}

		slerp(qb, t) {
			if (t === 0) return this;
			if (t === 1) return this.copy(qb);
			const x = this._x,
						y = this._y,
						z = this._z,
						w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/

			let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;

			if (cosHalfTheta < 0) {
				this._w = -qb._w;
				this._x = -qb._x;
				this._y = -qb._y;
				this._z = -qb._z;
				cosHalfTheta = -cosHalfTheta;
			} else {
				this.copy(qb);
			}

			if (cosHalfTheta >= 1.0) {
				this._w = w;
				this._x = x;
				this._y = y;
				this._z = z;
				return this;
			}

			const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;

			if (sqrSinHalfTheta <= Number.EPSILON) {
				const s = 1 - t;
				this._w = s * w + t * this._w;
				this._x = s * x + t * this._x;
				this._y = s * y + t * this._y;
				this._z = s * z + t * this._z;
				this.normalize();

				this._onChangeCallback();

				return this;
			}

			const sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
			const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
			const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,
						ratioB = Math.sin(t * halfTheta) / sinHalfTheta;
			this._w = w * ratioA + this._w * ratioB;
			this._x = x * ratioA + this._x * ratioB;
			this._y = y * ratioA + this._y * ratioB;
			this._z = z * ratioA + this._z * ratioB;

			this._onChangeCallback();

			return this;
		}

		slerpQuaternions(qa, qb, t) {
			return this.copy(qa).slerp(qb, t);
		}

		random() {
			// Derived from http://planning.cs.uiuc.edu/node198.html
			// Note, this source uses w, x, y, z ordering,
			// so we swap the order below.
			const u1 = Math.random();
			const sqrt1u1 = Math.sqrt(1 - u1);
			const sqrtu1 = Math.sqrt(u1);
			const u2 = 2 * Math.PI * Math.random();
			const u3 = 2 * Math.PI * Math.random();
			return this.set(sqrt1u1 * Math.cos(u2), sqrtu1 * Math.sin(u3), sqrtu1 * Math.cos(u3), sqrt1u1 * Math.sin(u2));
		}

		equals(quaternion) {
			return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
		}

		fromArray(array, offset = 0) {
			this._x = array[offset];
			this._y = array[offset + 1];
			this._z = array[offset + 2];
			this._w = array[offset + 3];

			this._onChangeCallback();

			return this;
		}

		toArray(array = [], offset = 0) {
			array[offset] = this._x;
			array[offset + 1] = this._y;
			array[offset + 2] = this._z;
			array[offset + 3] = this._w;
			return array;
		}

		fromBufferAttribute(attribute, index) {
			this._x = attribute.getX(index);
			this._y = attribute.getY(index);
			this._z = attribute.getZ(index);
			this._w = attribute.getW(index);
			return this;
		}

		_onChange(callback) {
			this._onChangeCallback = callback;
			return this;
		}

		_onChangeCallback() {}

	}

	Quaternion.prototype.isQuaternion = true;

	class Vector3 {
		constructor(x = 0, y = 0, z = 0) {
			this.x = x;
			this.y = y;
			this.z = z;
		}

		set(x, y, z) {
			if (z === undefined) z = this.z; // sprite.scale.set(x,y)

			this.x = x;
			this.y = y;
			this.z = z;
			return this;
		}

		setScalar(scalar) {
			this.x = scalar;
			this.y = scalar;
			this.z = scalar;
			return this;
		}

		setX(x) {
			this.x = x;
			return this;
		}

		setY(y) {
			this.y = y;
			return this;
		}

		setZ(z) {
			this.z = z;
			return this;
		}

		setComponent(index, value) {
			switch (index) {
				case 0:
					this.x = value;
					break;

				case 1:
					this.y = value;
					break;

				case 2:
					this.z = value;
					break;

				default:
					throw new Error('index is out of range: ' + index);
			}

			return this;
		}

		getComponent(index) {
			switch (index) {
				case 0:
					return this.x;

				case 1:
					return this.y;

				case 2:
					return this.z;

				default:
					throw new Error('index is out of range: ' + index);
			}
		}

		clone() {
			return new this.constructor(this.x, this.y, this.z);
		}

		copy(v) {
			this.x = v.x;
			this.y = v.y;
			this.z = v.z;
			return this;
		}

		add(v, w) {
			if (w !== undefined) {
				console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
				return this.addVectors(v, w);
			}

			this.x += v.x;
			this.y += v.y;
			this.z += v.z;
			return this;
		}

		addScalar(s) {
			this.x += s;
			this.y += s;
			this.z += s;
			return this;
		}

		addVectors(a, b) {
			this.x = a.x + b.x;
			this.y = a.y + b.y;
			this.z = a.z + b.z;
			return this;
		}

		addScaledVector(v, s) {
			this.x += v.x * s;
			this.y += v.y * s;
			this.z += v.z * s;
			return this;
		}

		sub(v, w) {
			if (w !== undefined) {
				console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
				return this.subVectors(v, w);
			}

			this.x -= v.x;
			this.y -= v.y;
			this.z -= v.z;
			return this;
		}

		subScalar(s) {
			this.x -= s;
			this.y -= s;
			this.z -= s;
			return this;
		}

		subVectors(a, b) {
			this.x = a.x - b.x;
			this.y = a.y - b.y;
			this.z = a.z - b.z;
			return this;
		}

		multiply(v, w) {
			if (w !== undefined) {
				console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
				return this.multiplyVectors(v, w);
			}

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

		multiplyScalar(scalar) {
			this.x *= scalar;
			this.y *= scalar;
			this.z *= scalar;
			return this;
		}

		multiplyVectors(a, b) {
			this.x = a.x * b.x;
			this.y = a.y * b.y;
			this.z = a.z * b.z;
			return this;
		}

		applyEuler(euler) {
			if (!(euler && euler.isEuler)) {
				console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');
			}

			return this.applyQuaternion(_quaternion$4.setFromEuler(euler));
		}

		applyAxisAngle(axis, angle) {
			return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle));
		}

		applyMatrix3(m) {
			const x = this.x,
						y = this.y,
						z = this.z;
			const e = m.elements;
			this.x = e[0] * x + e[3] * y + e[6] * z;
			this.y = e[1] * x + e[4] * y + e[7] * z;
			this.z = e[2] * x + e[5] * y + e[8] * z;
			return this;
		}

		applyNormalMatrix(m) {
			return this.applyMatrix3(m).normalize();
		}

		applyMatrix4(m) {
			const x = this.x,
						y = this.y,
						z = this.z;
			const e = m.elements;
			const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
			this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
			this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
			this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
			return this;
		}

		applyQuaternion(q) {
			const x = this.x,
						y = this.y,
						z = this.z;
			const qx = q.x,
						qy = q.y,
						qz = q.z,
						qw = q.w; // calculate quat * vector

			const ix = qw * x + qy * z - qz * y;
			const iy = qw * y + qz * x - qx * z;
			const iz = qw * z + qx * y - qy * x;
			const iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat

			this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
			this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
			this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
			return this;
		}

		project(camera) {
			return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
		}

		unproject(camera) {
			return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
		}

		transformDirection(m) {
			// input: THREE.Matrix4 affine matrix
			// vector interpreted as a direction
			const x = this.x,
						y = this.y,
						z = this.z;
			const e = m.elements;
			this.x = e[0] * x + e[4] * y + e[8] * z;
			this.y = e[1] * x + e[5] * y + e[9] * z;
			this.z = e[2] * x + e[6] * y + e[10] * z;
			return this.normalize();
		}

		divide(v) {
			this.x /= v.x;
			this.y /= v.y;
			this.z /= v.z;
			return this;
		}

		divideScalar(scalar) {
			return this.multiplyScalar(1 / scalar);
		}

		min(v) {
			this.x = Math.min(this.x, v.x);
			this.y = Math.min(this.y, v.y);
			this.z = Math.min(this.z, v.z);
			return this;
		}

		max(v) {
			this.x = Math.max(this.x, v.x);
			this.y = Math.max(this.y, v.y);
			this.z = Math.max(this.z, v.z);
			return this;
		}

		clamp(min, max) {
			// assumes min < max, componentwise
			this.x = Math.max(min.x, Math.min(max.x, this.x));
			this.y = Math.max(min.y, Math.min(max.y, this.y));
			this.z = Math.max(min.z, Math.min(max.z, this.z));
			return this;
		}

		clampScalar(minVal, maxVal) {
			this.x = Math.max(minVal, Math.min(maxVal, this.x));
			this.y = Math.max(minVal, Math.min(maxVal, this.y));
			this.z = Math.max(minVal, Math.min(maxVal, this.z));
			return this;
		}

		clampLength(min, max) {
			const length = this.length();
			return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
		}

		floor() {
			this.x = Math.floor(this.x);
			this.y = Math.floor(this.y);
			this.z = Math.floor(this.z);
			return this;
		}

		ceil() {
			this.x = Math.ceil(this.x);
			this.y = Math.ceil(this.y);
			this.z = Math.ceil(this.z);
			return this;
		}

		round() {
			this.x = Math.round(this.x);
			this.y = Math.round(this.y);
			this.z = Math.round(this.z);
			return this;
		}

		roundToZero() {
			this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
			this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
			this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
			return this;
		}

		negate() {
			this.x = -this.x;
			this.y = -this.y;
			this.z = -this.z;
			return this;
		}

		dot(v) {
			return this.x * v.x + this.y * v.y + this.z * v.z;
		} // TODO lengthSquared?


		lengthSq() {
			return this.x * this.x + this.y * this.y + this.z * this.z;
		}

		length() {
			return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
		}

		manhattanLength() {
			return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
		}

		normalize() {
			return this.divideScalar(this.length() || 1);
		}

		setLength(length) {
			return this.normalize().multiplyScalar(length);
		}

		lerp(v, alpha) {
			this.x += (v.x - this.x) * alpha;
			this.y += (v.y - this.y) * alpha;
			this.z += (v.z - this.z) * alpha;
			return this;
		}

		lerpVectors(v1, v2, alpha) {
			this.x = v1.x + (v2.x - v1.x) * alpha;
			this.y = v1.y + (v2.y - v1.y) * alpha;
			this.z = v1.z + (v2.z - v1.z) * alpha;
			return this;
		}

		cross(v, w) {
			if (w !== undefined) {
				console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
				return this.crossVectors(v, w);
			}

			return this.crossVectors(this, v);
		}

		crossVectors(a, b) {
			const ax = a.x,
						ay = a.y,
						az = a.z;
			const bx = b.x,
						by = b.y,
						bz = b.z;
			this.x = ay * bz - az * by;
			this.y = az * bx - ax * bz;
			this.z = ax * by - ay * bx;
			return this;
		}

		projectOnVector(v) {
			const denominator = v.lengthSq();
			if (denominator === 0) return this.set(0, 0, 0);
			const scalar = v.dot(this) / denominator;
			return this.copy(v).multiplyScalar(scalar);
		}

		projectOnPlane(planeNormal) {
			_vector$c.copy(this).projectOnVector(planeNormal);

			return this.sub(_vector$c);
		}

		reflect(normal) {
			// reflect incident vector off plane orthogonal to normal
			// normal is assumed to have unit length
			return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));
		}

		angleTo(v) {
			const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
			if (denominator === 0) return Math.PI / 2;
			const theta = this.dot(v) / denominator; // clamp, to handle numerical problems

			return Math.acos(clamp(theta, -1, 1));
		}

		distanceTo(v) {
			return Math.sqrt(this.distanceToSquared(v));
		}

		distanceToSquared(v) {
			const dx = this.x - v.x,
						dy = this.y - v.y,
						dz = this.z - v.z;
			return dx * dx + dy * dy + dz * dz;
		}

		manhattanDistanceTo(v) {
			return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
		}

		setFromSpherical(s) {
			return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
		}

		setFromSphericalCoords(radius, phi, theta) {
			const sinPhiRadius = Math.sin(phi) * radius;
			this.x = sinPhiRadius * Math.sin(theta);
			this.y = Math.cos(phi) * radius;
			this.z = sinPhiRadius * Math.cos(theta);
			return this;
		}

		setFromCylindrical(c) {
			return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
		}

		setFromCylindricalCoords(radius, theta, y) {
			this.x = radius * Math.sin(theta);
			this.y = y;
			this.z = radius * Math.cos(theta);
			return this;
		}

		setFromMatrixPosition(m) {
			const e = m.elements;
			this.x = e[12];
			this.y = e[13];
			this.z = e[14];
			return this;
		}

		setFromMatrixScale(m) {
			const sx = this.setFromMatrixColumn(m, 0).length();
			const sy = this.setFromMatrixColumn(m, 1).length();
			const sz = this.setFromMatrixColumn(m, 2).length();
			this.x = sx;
			this.y = sy;
			this.z = sz;
			return this;
		}

		setFromMatrixColumn(m, index) {
			return this.fromArray(m.elements, index * 4);
		}

		setFromMatrix3Column(m, index) {
			return this.fromArray(m.elements, index * 3);
		}

		equals(v) {
			return v.x === this.x && v.y === this.y && v.z === this.z;
		}

		fromArray(array, offset = 0) {
			this.x = array[offset];
			this.y = array[offset + 1];
			this.z = array[offset + 2];
			return this;
		}

		toArray(array = [], offset = 0) {
			array[offset] = this.x;
			array[offset + 1] = this.y;
			array[offset + 2] = this.z;
			return array;
		}

		fromBufferAttribute(attribute, index, offset) {
			if (offset !== undefined) {
				console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');
			}

			this.x = attribute.getX(index);
			this.y = attribute.getY(index);
			this.z = attribute.getZ(index);
			return this;
		}

		random() {
			this.x = Math.random();
			this.y = Math.random();
			this.z = Math.random();
			return this;
		}

		randomDirection() {
			// Derived from https://mathworld.wolfram.com/SpherePointPicking.html
			const u = (Math.random() - 0.5) * 2;
			const t = Math.random() * Math.PI * 2;
			const f = Math.sqrt(1 - u ** 2);
			this.x = f * Math.cos(t);
			this.y = f * Math.sin(t);
			this.z = u;
			return this;
		}

		*[Symbol.iterator]() {
			yield this.x;
			yield this.y;
			yield this.z;
		}

	}

	Vector3.prototype.isVector3 = true;

	const _vector$c = /*@__PURE__*/new Vector3();

	const _quaternion$4 = /*@__PURE__*/new Quaternion();

	class Box3 {
		constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {
			this.min = min;
			this.max = max;
		}

		set(min, max) {
			this.min.copy(min);
			this.max.copy(max);
			return this;
		}

		setFromArray(array) {
			let minX = +Infinity;
			let minY = +Infinity;
			let minZ = +Infinity;
			let maxX = -Infinity;
			let maxY = -Infinity;
			let maxZ = -Infinity;

			for (let i = 0, l = array.length; i < l; i += 3) {
				const x = array[i];
				const y = array[i + 1];
				const z = array[i + 2];
				if (x < minX) minX = x;
				if (y < minY) minY = y;
				if (z < minZ) minZ = z;
				if (x > maxX) maxX = x;
				if (y > maxY) maxY = y;
				if (z > maxZ) maxZ = z;
			}

			this.min.set(minX, minY, minZ);
			this.max.set(maxX, maxY, maxZ);
			return this;
		}

		setFromBufferAttribute(attribute) {
			let minX = +Infinity;
			let minY = +Infinity;
			let minZ = +Infinity;
			let maxX = -Infinity;
			let maxY = -Infinity;
			let maxZ = -Infinity;

			for (let i = 0, l = attribute.count; i < l; i++) {
				const x = attribute.getX(i);
				const y = attribute.getY(i);
				const z = attribute.getZ(i);
				if (x < minX) minX = x;
				if (y < minY) minY = y;
				if (z < minZ) minZ = z;
				if (x > maxX) maxX = x;
				if (y > maxY) maxY = y;
				if (z > maxZ) maxZ = z;
			}

			this.min.set(minX, minY, minZ);
			this.max.set(maxX, maxY, maxZ);
			return this;
		}

		setFromPoints(points) {
			this.makeEmpty();

			for (let i = 0, il = points.length; i < il; i++) {
				this.expandByPoint(points[i]);
			}

			return this;
		}

		setFromCenterAndSize(center, size) {
			const halfSize = _vector$b.copy(size).multiplyScalar(0.5);

			this.min.copy(center).sub(halfSize);
			this.max.copy(center).add(halfSize);
			return this;
		}

		setFromObject(object, 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) {
				if (precise && geometry.attributes != undefined && geometry.attributes.position !== undefined) {
					const position = geometry.attributes.position;

					for (let i = 0, l = position.count; i < l; i++) {
						_vector$b.fromBufferAttribute(position, i).applyMatrix4(object.matrixWorld);

						this.expandByPoint(_vector$b);
					}
				} else {
					if (geometry.boundingBox === null) {
						geometry.computeBoundingBox();
					}

					_box$3.copy(geometry.boundingBox);

					_box$3.applyMatrix4(object.matrixWorld);

					this.union(_box$3);
				}
			}

			const children = object.children;

			for (let i = 0, l = children.length; i < l; i++) {
				this.expandByObject(children[i], 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 ? false : true;
		}

		containsBox(box) {
			return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
		}

		getParameter(point, target) {
			// This can potentially have a divide by zero if the box
			// has a size dimension of 0.
			return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));
		}

		intersectsBox(box) {
			// using 6 splitting planes to rule out intersections.
			return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
		}

		intersectsSphere(sphere) {
			// Find the point on the AABB closest to the sphere center.
			this.clampPoint(sphere.center, _vector$b); // If that point is inside the sphere, the AABB and sphere intersect.

			return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
		}

		intersectsPlane(plane) {
			// We compute the minimum and maximum dot product values. If those values
			// are on the same side (back or front) of the plane, then there is no intersection.
			let min, max;

			if (plane.normal.x > 0) {
				min = plane.normal.x * this.min.x;
				max = plane.normal.x * this.max.x;
			} else {
				min = plane.normal.x * this.max.x;
				max = plane.normal.x * this.min.x;
			}

			if (plane.normal.y > 0) {
				min += plane.normal.y * this.min.y;
				max += plane.normal.y * this.max.y;
			} else {
				min += plane.normal.y * this.max.y;
				max += plane.normal.y * this.min.y;
			}

			if (plane.normal.z > 0) {
				min += plane.normal.z * this.min.z;
				max += plane.normal.z * this.max.z;
			} else {
				min += plane.normal.z * this.max.z;
				max += plane.normal.z * this.min.z;
			}

			return min <= -plane.constant && max >= -plane.constant;
		}

		intersectsTriangle(triangle) {
			if (this.isEmpty()) {
				return false;
			} // compute box center and extents


			this.getCenter(_center);

			_extents.subVectors(this.max, _center); // translate triangle to aabb origin


			_v0$2.subVectors(triangle.a, _center);

			_v1$7.subVectors(triangle.b, _center);

			_v2$3.subVectors(triangle.c, _center); // compute edge vectors for triangle


			_f0.subVectors(_v1$7, _v0$2);

			_f1.subVectors(_v2$3, _v1$7);

			_f2.subVectors(_v0$2, _v2$3); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
			// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
			// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)


			let axes = [0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y, _f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x, -_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0];

			if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
				return false;
			} // test 3 face normals from the aabb


			axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];

			if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
				return false;
			} // finally testing the face normal of the triangle
			// use already existing triangle edge vectors here


			_triangleNormal.crossVectors(_f0, _f1);

			axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
			return satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents);
		}

		clampPoint(point, target) {
			return target.copy(point).clamp(this.min, this.max);
		}

		distanceToPoint(point) {
			const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max);

			return clampedPoint.sub(point).length();
		}

		getBoundingSphere(target) {
			this.getCenter(target.center);
			target.radius = this.getSize(_vector$b).length() * 0.5;
			return target;
		}

		intersect(box) {
			this.min.max(box.min);
			this.max.min(box.max); // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.

			if (this.isEmpty()) this.makeEmpty();
			return this;
		}

		union(box) {
			this.min.min(box.min);
			this.max.max(box.max);
			return this;
		}

		applyMatrix4(matrix) {
			// transform of empty box is an empty box.
			if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below

			_points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000


			_points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001


			_points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010


			_points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011


			_points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100


			_points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101


			_points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110


			_points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111


			this.setFromPoints(_points);
			return this;
		}

		translate(offset) {
			this.min.add(offset);
			this.max.add(offset);
			return this;
		}

		equals(box) {
			return box.min.equals(this.min) && box.max.equals(this.max);
		}

	}

	Box3.prototype.isBox3 = true;
	const _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()];

	const _vector$b = /*@__PURE__*/new Vector3();

	const _box$3 = /*@__PURE__*/new Box3(); // triangle centered vertices


	const _v0$2 = /*@__PURE__*/new Vector3();

	const _v1$7 = /*@__PURE__*/new Vector3();

	const _v2$3 = /*@__PURE__*/new Vector3(); // triangle edge vectors


	const _f0 = /*@__PURE__*/new Vector3();

	const _f1 = /*@__PURE__*/new Vector3();

	const _f2 = /*@__PURE__*/new Vector3();

	const _center = /*@__PURE__*/new Vector3();

	const _extents = /*@__PURE__*/new Vector3();

	const _triangleNormal = /*@__PURE__*/new Vector3();

	const _testAxis = /*@__PURE__*/new Vector3();

	function satForAxes(axes, v0, v1, v2, extents) {
		for (let i = 0, j = axes.length - 3; i <= j; i += 3) {
			_testAxis.fromArray(axes, i); // project the aabb onto the seperating axis


			const r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z); // project all 3 vertices of the triangle onto the seperating axis

			const p0 = v0.dot(_testAxis);
			const p1 = v1.dot(_testAxis);
			const p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r

			if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {
				// points of the projected triangle are outside the projected half-length of the aabb
				// the axis is seperating and we can exit
				return false;
			}
		}

		return true;
	}

	const _box$2 = /*@__PURE__*/new Box3();

	const _v1$6 = /*@__PURE__*/new Vector3();

	const _toFarthestPoint = /*@__PURE__*/new Vector3();

	const _toPoint = /*@__PURE__*/new Vector3();

	class Sphere {
		constructor(center = new Vector3(), radius = -1) {
			this.center = center;
			this.radius = radius;
		}

		set(center, radius) {
			this.center.copy(center);
			this.radius = radius;
			return this;
		}

		setFromPoints(points, optionalCenter) {
			const center = this.center;

			if (optionalCenter !== undefined) {
				center.copy(optionalCenter);
			} else {
				_box$2.setFromPoints(points).getCenter(center);
			}

			let maxRadiusSq = 0;

			for (let i = 0, il = points.length; i < il; i++) {
				maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
			}

			this.radius = Math.sqrt(maxRadiusSq);
			return this;
		}

		copy(sphere) {
			this.center.copy(sphere.center);
			this.radius = sphere.radius;
			return this;
		}

		isEmpty() {
			return this.radius < 0;
		}

		makeEmpty() {
			this.center.set(0, 0, 0);
			this.radius = -1;
			return this;
		}

		containsPoint(point) {
			return point.distanceToSquared(this.center) <= this.radius * this.radius;
		}

		distanceToPoint(point) {
			return point.distanceTo(this.center) - this.radius;
		}

		intersectsSphere(sphere) {
			const radiusSum = this.radius + sphere.radius;
			return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
		}

		intersectsBox(box) {
			return box.intersectsSphere(this);
		}

		intersectsPlane(plane) {
			return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
		}

		clampPoint(point, target) {
			const deltaLengthSq = this.center.distanceToSquared(point);
			target.copy(point);

			if (deltaLengthSq > this.radius * this.radius) {
				target.sub(this.center).normalize();
				target.multiplyScalar(this.radius).add(this.center);
			}

			return target;
		}

		getBoundingBox(target) {
			if (this.isEmpty()) {
				// Empty sphere produces empty bounding box
				target.makeEmpty();
				return target;
			}

			target.set(this.center, this.center);
			target.expandByScalar(this.radius);
			return target;
		}

		applyMatrix4(matrix) {
			this.center.applyMatrix4(matrix);
			this.radius = this.radius * matrix.getMaxScaleOnAxis();
			return this;
		}

		translate(offset) {
			this.center.add(offset);
			return this;
		}

		expandByPoint(point) {
			// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671
			_toPoint.subVectors(point, this.center);

			const lengthSq = _toPoint.lengthSq();

			if (lengthSq > this.radius * this.radius) {
				const length = Math.sqrt(lengthSq);
				const missingRadiusHalf = (length - this.radius) * 0.5; // Nudge this sphere towards the target point. Add half the missing distance to radius,
				// and the other half to position. This gives a tighter enclosure, instead of if
				// the whole missing distance were just added to radius.

				this.center.add(_toPoint.multiplyScalar(missingRadiusHalf / length));
				this.radius += missingRadiusHalf;
			}

			return this;
		}

		union(sphere) {
			// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769
			// To enclose another sphere into this sphere, we only need to enclose two points:
			// 1) Enclose the farthest point on the other sphere into this sphere.
			// 2) Enclose the opposite point of the farthest point into this sphere.
			if (this.center.equals(sphere.center) === true) {
				_toFarthestPoint.set(0, 0, 1).multiplyScalar(sphere.radius);
			} else {
				_toFarthestPoint.subVectors(sphere.center, this.center).normalize().multiplyScalar(sphere.radius);
			}

			this.expandByPoint(_v1$6.copy(sphere.center).add(_toFarthestPoint));
			this.expandByPoint(_v1$6.copy(sphere.center).sub(_toFarthestPoint));
			return this;
		}

		equals(sphere) {
			return sphere.center.equals(this.center) && sphere.radius === this.radius;
		}

		clone() {
			return new this.constructor().copy(this);
		}

	}

	const _vector$a = /*@__PURE__*/new Vector3();

	const _segCenter = /*@__PURE__*/new Vector3();

	const _segDir = /*@__PURE__*/new Vector3();

	const _diff = /*@__PURE__*/new Vector3();

	const _edge1 = /*@__PURE__*/new Vector3();

	const _edge2 = /*@__PURE__*/new Vector3();

	const _normal$1 = /*@__PURE__*/new Vector3();

	class Ray {
		constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {
			this.origin = origin;
			this.direction = direction;
		}

		set(origin, direction) {
			this.origin.copy(origin);
			this.direction.copy(direction);
			return this;
		}

		copy(ray) {
			this.origin.copy(ray.origin);
			this.direction.copy(ray.direction);
			return this;
		}

		at(t, target) {
			return target.copy(this.direction).multiplyScalar(t).add(this.origin);
		}

		lookAt(v) {
			this.direction.copy(v).sub(this.origin).normalize();
			return this;
		}

		recast(t) {
			this.origin.copy(this.at(t, _vector$a));
			return this;
		}

		closestPointToPoint(point, target) {
			target.subVectors(point, this.origin);
			const directionDistance = target.dot(this.direction);

			if (directionDistance < 0) {
				return target.copy(this.origin);
			}

			return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
		}

		distanceToPoint(point) {
			return Math.sqrt(this.distanceSqToPoint(point));
		}

		distanceSqToPoint(point) {
			const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); // point behind the ray


			if (directionDistance < 0) {
				return this.origin.distanceToSquared(point);
			}

			_vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);

			return _vector$a.distanceToSquared(point);
		}

		distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {
			// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
			// It returns the min distance between the ray and the segment
			// defined by v0 and v1
			// It can also set two optional targets :
			// - The closest point on the ray
			// - The closest point on the segment
			_segCenter.copy(v0).add(v1).multiplyScalar(0.5);

			_segDir.copy(v1).sub(v0).normalize();

			_diff.copy(this.origin).sub(_segCenter);

			const segExtent = v0.distanceTo(v1) * 0.5;
			const a01 = -this.direction.dot(_segDir);

			const b0 = _diff.dot(this.direction);

			const b1 = -_diff.dot(_segDir);

			const c = _diff.lengthSq();

			const det = Math.abs(1 - a01 * a01);
			let s0, s1, sqrDist, extDet;

			if (det > 0) {
				// The ray and segment are not parallel.
				s0 = a01 * b1 - b0;
				s1 = a01 * b0 - b1;
				extDet = segExtent * det;

				if (s0 >= 0) {
					if (s1 >= -extDet) {
						if (s1 <= extDet) {
							// region 0
							// Minimum at interior points of ray and segment.
							const invDet = 1 / det;
							s0 *= invDet;
							s1 *= invDet;
							sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
						} else {
							// region 1
							s1 = segExtent;
							s0 = Math.max(0, -(a01 * s1 + b0));
							sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
						}
					} else {
						// region 5
						s1 = -segExtent;
						s0 = Math.max(0, -(a01 * s1 + b0));
						sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
					}
				} else {
					if (s1 <= -extDet) {
						// region 4
						s0 = Math.max(0, -(-a01 * segExtent + b0));
						s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
						sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
					} else if (s1 <= extDet) {
						// region 3
						s0 = 0;
						s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
						sqrDist = s1 * (s1 + 2 * b1) + c;
					} else {
						// region 2
						s0 = Math.max(0, -(a01 * segExtent + b0));
						s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
						sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
					}
				}
			} else {
				// Ray and segment are parallel.
				s1 = a01 > 0 ? -segExtent : segExtent;
				s0 = Math.max(0, -(a01 * s1 + b0));
				sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
			}

			if (optionalPointOnRay) {
				optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);
			}

			if (optionalPointOnSegment) {
				optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);
			}

			return sqrDist;
		}

		intersectSphere(sphere, target) {
			_vector$a.subVectors(sphere.center, this.origin);

			const tca = _vector$a.dot(this.direction);

			const d2 = _vector$a.dot(_vector$a) - tca * tca;
			const radius2 = sphere.radius * sphere.radius;
			if (d2 > radius2) return null;
			const thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere

			const t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere

			const t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null

			if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray:
			// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
			// in order to always return an intersect point that is in front of the ray.

			if (t0 < 0) return this.at(t1, target); // else t0 is in front of the ray, so return the first collision point scaled by t0

			return this.at(t0, target);
		}

		intersectsSphere(sphere) {
			return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
		}

		distanceToPlane(plane) {
			const denominator = plane.normal.dot(this.direction);

			if (denominator === 0) {
				// line is coplanar, return origin
				if (plane.distanceToPoint(this.origin) === 0) {
					return 0;
				} // Null is preferable to undefined since undefined means.... it is undefined


				return null;
			}

			const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane

			return t >= 0 ? t : null;
		}

		intersectPlane(plane, target) {
			const t = this.distanceToPlane(plane);

			if (t === null) {
				return null;
			}

			return this.at(t, target);
		}

		intersectsPlane(plane) {
			// check if the ray lies on the plane first
			const distToPoint = plane.distanceToPoint(this.origin);

			if (distToPoint === 0) {
				return true;
			}

			const denominator = plane.normal.dot(this.direction);

			if (denominator * distToPoint < 0) {
				return true;
			} // ray origin is behind the plane (and is pointing behind it)


			return false;
		}

		intersectBox(box, target) {
			let tmin, tmax, tymin, tymax, tzmin, tzmax;
			const invdirx = 1 / this.direction.x,
						invdiry = 1 / this.direction.y,
						invdirz = 1 / this.direction.z;
			const origin = this.origin;

			if (invdirx >= 0) {
				tmin = (box.min.x - origin.x) * invdirx;
				tmax = (box.max.x - origin.x) * invdirx;
			} else {
				tmin = (box.max.x - origin.x) * invdirx;
				tmax = (box.min.x - origin.x) * invdirx;
			}

			if (invdiry >= 0) {
				tymin = (box.min.y - origin.y) * invdiry;
				tymax = (box.max.y - origin.y) * invdiry;
			} else {
				tymin = (box.max.y - origin.y) * invdiry;
				tymax = (box.min.y - origin.y) * invdiry;
			}

			if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN
			// (result of 0 * Infinity). x !== x returns true if x is NaN

			if (tymin > tmin || tmin !== tmin) tmin = tymin;
			if (tymax < tmax || tmax !== tmax) tmax = tymax;

			if (invdirz >= 0) {
				tzmin = (box.min.z - origin.z) * invdirz;
				tzmax = (box.max.z - origin.z) * invdirz;
			} else {
				tzmin = (box.max.z - origin.z) * invdirz;
				tzmax = (box.min.z - origin.z) * invdirz;
			}

			if (tmin > tzmax || tzmin > tmax) return null;
			if (tzmin > tmin || tmin !== tmin) tmin = tzmin;
			if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side)

			if (tmax < 0) return null;
			return this.at(tmin >= 0 ? tmin : tmax, target);
		}

		intersectsBox(box) {
			return this.intersectBox(box, _vector$a) !== null;
		}

		intersectTriangle(a, b, c, backfaceCulling, target) {
			// Compute the offset origin, edges, and normal.
			// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
			_edge1.subVectors(b, a);

			_edge2.subVectors(c, a);

			_normal$1.crossVectors(_edge1, _edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
			// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
			//	 |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
			//	 |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
			//	 |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)


			let DdN = this.direction.dot(_normal$1);
			let sign;

			if (DdN > 0) {
				if (backfaceCulling) return null;
				sign = 1;
			} else if (DdN < 0) {
				sign = -1;
				DdN = -DdN;
			} else {
				return null;
			}

			_diff.subVectors(this.origin, a);

			const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection

			if (DdQxE2 < 0) {
				return null;
			}

			const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection

			if (DdE1xQ < 0) {
				return null;
			} // b1+b2 > 1, no intersection


			if (DdQxE2 + DdE1xQ > DdN) {
				return null;
			} // Line intersects triangle, check if ray does.


			const QdN = -sign * _diff.dot(_normal$1); // t < 0, no intersection


			if (QdN < 0) {
				return null;
			} // Ray intersects triangle.


			return this.at(QdN / DdN, target);
		}

		applyMatrix4(matrix4) {
			this.origin.applyMatrix4(matrix4);
			this.direction.transformDirection(matrix4);
			return this;
		}

		equals(ray) {
			return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
		}

		clone() {
			return new this.constructor().copy(this);
		}

	}

	class Matrix4 {
		constructor() {
			this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];

			if (arguments.length > 0) {
				console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
			}
		}

		set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
			const te = this.elements;
			te[0] = n11;
			te[4] = n12;
			te[8] = n13;
			te[12] = n14;
			te[1] = n21;
			te[5] = n22;
			te[9] = n23;
			te[13] = n24;
			te[2] = n31;
			te[6] = n32;
			te[10] = n33;
			te[14] = n34;
			te[3] = n41;
			te[7] = n42;
			te[11] = n43;
			te[15] = n44;
			return this;
		}

		identity() {
			this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
			return this;
		}

		clone() {
			return new Matrix4().fromArray(this.elements);
		}

		copy(m) {
			const te = this.elements;
			const me = m.elements;
			te[0] = me[0];
			te[1] = me[1];
			te[2] = me[2];
			te[3] = me[3];
			te[4] = me[4];
			te[5] = me[5];
			te[6] = me[6];
			te[7] = me[7];
			te[8] = me[8];
			te[9] = me[9];
			te[10] = me[10];
			te[11] = me[11];
			te[12] = me[12];
			te[13] = me[13];
			te[14] = me[14];
			te[15] = me[15];
			return this;
		}

		copyPosition(m) {
			const te = this.elements,
						me = m.elements;
			te[12] = me[12];
			te[13] = me[13];
			te[14] = me[14];
			return this;
		}

		setFromMatrix3(m) {
			const me = m.elements;
			this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1);
			return this;
		}

		extractBasis(xAxis, yAxis, zAxis) {
			xAxis.setFromMatrixColumn(this, 0);
			yAxis.setFromMatrixColumn(this, 1);
			zAxis.setFromMatrixColumn(this, 2);
			return this;
		}

		makeBasis(xAxis, yAxis, zAxis) {
			this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1);
			return this;
		}

		extractRotation(m) {
			// this method does not support reflection matrices
			const te = this.elements;
			const me = m.elements;

			const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length();

			const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length();

			const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length();

			te[0] = me[0] * scaleX;
			te[1] = me[1] * scaleX;
			te[2] = me[2] * scaleX;
			te[3] = 0;
			te[4] = me[4] * scaleY;
			te[5] = me[5] * scaleY;
			te[6] = me[6] * scaleY;
			te[7] = 0;
			te[8] = me[8] * scaleZ;
			te[9] = me[9] * scaleZ;
			te[10] = me[10] * scaleZ;
			te[11] = 0;
			te[12] = 0;
			te[13] = 0;
			te[14] = 0;
			te[15] = 1;
			return this;
		}

		makeRotationFromEuler(euler) {
			if (!(euler && euler.isEuler)) {
				console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
			}

			const te = this.elements;
			const x = euler.x,
						y = euler.y,
						z = euler.z;
			const a = Math.cos(x),
						b = Math.sin(x);
			const c = Math.cos(y),
						d = Math.sin(y);
			const e = Math.cos(z),
						f = Math.sin(z);

			if (euler.order === 'XYZ') {
				const ae = a * e,
							af = a * f,
							be = b * e,
							bf = b * f;
				te[0] = c * e;
				te[4] = -c * f;
				te[8] = d;
				te[1] = af + be * d;
				te[5] = ae - bf * d;
				te[9] = -b * c;
				te[2] = bf - ae * d;
				te[6] = be + af * d;
				te[10] = a * c;
			} else if (euler.order === 'YXZ') {
				const ce = c * e,
							cf = c * f,
							de = d * e,
							df = d * f;
				te[0] = ce + df * b;
				te[4] = de * b - cf;
				te[8] = a * d;
				te[1] = a * f;
				te[5] = a * e;
				te[9] = -b;
				te[2] = cf * b - de;
				te[6] = df + ce * b;
				te[10] = a * c;
			} else if (euler.order === 'ZXY') {
				const ce = c * e,
							cf = c * f,
							de = d * e,
							df = d * f;
				te[0] = ce - df * b;
				te[4] = -a * f;
				te[8] = de + cf * b;
				te[1] = cf + de * b;
				te[5] = a * e;
				te[9] = df - ce * b;
				te[2] = -a * d;
				te[6] = b;
				te[10] = a * c;
			} else if (euler.order === 'ZYX') {
				const ae = a * e,
							af = a * f,
							be = b * e,
							bf = b * f;
				te[0] = c * e;
				te[4] = be * d - af;
				te[8] = ae * d + bf;
				te[1] = c * f;
				te[5] = bf * d + ae;
				te[9] = af * d - be;
				te[2] = -d;
				te[6] = b * c;
				te[10] = a * c;
			} else if (euler.order === 'YZX') {
				const ac = a * c,
							ad = a * d,
							bc = b * c,
							bd = b * d;
				te[0] = c * e;
				te[4] = bd - ac * f;
				te[8] = bc * f + ad;
				te[1] = f;
				te[5] = a * e;
				te[9] = -b * e;
				te[2] = -d * e;
				te[6] = ad * f + bc;
				te[10] = ac - bd * f;
			} else if (euler.order === 'XZY') {
				const ac = a * c,
							ad = a * d,
							bc = b * c,
							bd = b * d;
				te[0] = c * e;
				te[4] = -f;
				te[8] = d * e;
				te[1] = ac * f + bd;
				te[5] = a * e;
				te[9] = ad * f - bc;
				te[2] = bc * f - ad;
				te[6] = b * e;
				te[10] = bd * f + ac;
			} // bottom row


			te[3] = 0;
			te[7] = 0;
			te[11] = 0; // last column

			te[12] = 0;
			te[13] = 0;
			te[14] = 0;
			te[15] = 1;
			return this;
		}

		makeRotationFromQuaternion(q) {
			return this.compose(_zero, q, _one);
		}

		lookAt(eye, target, up) {
			const te = this.elements;

			_z.subVectors(eye, target);

			if (_z.lengthSq() === 0) {
				// eye and target are in the same position
				_z.z = 1;
			}

			_z.normalize();

			_x.crossVectors(up, _z);

			if (_x.lengthSq() === 0) {
				// up and z are parallel
				if (Math.abs(up.z) === 1) {
					_z.x += 0.0001;
				} else {
					_z.z += 0.0001;
				}

				_z.normalize();

				_x.crossVectors(up, _z);
			}

			_x.normalize();

			_y.crossVectors(_z, _x);

			te[0] = _x.x;
			te[4] = _y.x;
			te[8] = _z.x;
			te[1] = _x.y;
			te[5] = _y.y;
			te[9] = _z.y;
			te[2] = _x.z;
			te[6] = _y.z;
			te[10] = _z.z;
			return this;
		}

		multiply(m, n) {
			if (n !== undefined) {
				console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
				return this.multiplyMatrices(m, n);
			}

			return this.multiplyMatrices(this, m);
		}

		premultiply(m) {
			return this.multiplyMatrices(m, this);
		}

		multiplyMatrices(a, b) {
			const ae = a.elements;
			const be = b.elements;
			const te = this.elements;
			const a11 = ae[0],
						a12 = ae[4],
						a13 = ae[8],
						a14 = ae[12];
			const a21 = ae[1],
						a22 = ae[5],
						a23 = ae[9],
						a24 = ae[13];
			const a31 = ae[2],
						a32 = ae[6],
						a33 = ae[10],
						a34 = ae[14];
			const a41 = ae[3],
						a42 = ae[7],
						a43 = ae[11],
						a44 = ae[15];
			const b11 = be[0],
						b12 = be[4],
						b13 = be[8],
						b14 = be[12];
			const b21 = be[1],
						b22 = be[5],
						b23 = be[9],
						b24 = be[13];
			const b31 = be[2],
						b32 = be[6],
						b33 = be[10],
						b34 = be[14];
			const b41 = be[3],
						b42 = be[7],
						b43 = be[11],
						b44 = be[15];
			te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
			te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
			te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
			te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
			te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
			te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
			te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
			te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
			te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
			te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
			te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
			te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
			te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
			te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
			te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
			te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
			return this;
		}

		multiplyScalar(s) {
			const te = this.elements;
			te[0] *= s;
			te[4] *= s;
			te[8] *= s;
			te[12] *= s;
			te[1] *= s;
			te[5] *= s;
			te[9] *= s;
			te[13] *= s;
			te[2] *= s;
			te[6] *= s;
			te[10] *= s;
			te[14] *= s;
			te[3] *= s;
			te[7] *= s;
			te[11] *= s;
			te[15] *= s;
			return this;
		}

		determinant() {
			const te = this.elements;
			const n11 = te[0],
						n12 = te[4],
						n13 = te[8],
						n14 = te[12];
			const n21 = te[1],
						n22 = te[5],
						n23 = te[9],
						n24 = te[13];
			const n31 = te[2],
						n32 = te[6],
						n33 = te[10],
						n34 = te[14];
			const n41 = te[3],
						n42 = te[7],
						n43 = te[11],
						n44 = te[15]; //TODO: make this more efficient
			//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )

			return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31);
		}

		transpose() {
			const te = this.elements;
			let tmp;
			tmp = te[1];
			te[1] = te[4];
			te[4] = tmp;
			tmp = te[2];
			te[2] = te[8];
			te[8] = tmp;
			tmp = te[6];
			te[6] = te[9];
			te[9] = tmp;
			tmp = te[3];
			te[3] = te[12];
			te[12] = tmp;
			tmp = te[7];
			te[7] = te[13];
			te[13] = tmp;
			tmp = te[11];
			te[11] = te[14];
			te[14] = tmp;
			return this;
		}

		setPosition(x, y, z) {
			const te = this.elements;

			if (x.isVector3) {
				te[12] = x.x;
				te[13] = x.y;
				te[14] = x.z;
			} else {
				te[12] = x;
				te[13] = y;
				te[14] = z;
			}

			return this;
		}

		invert() {
			// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
			const te = this.elements,
						n11 = te[0],
						n21 = te[1],
						n31 = te[2],
						n41 = te[3],
						n12 = te[4],
						n22 = te[5],
						n32 = te[6],
						n42 = te[7],
						n13 = te[8],
						n23 = te[9],
						n33 = te[10],
						n43 = te[11],
						n14 = te[12],
						n24 = te[13],
						n34 = te[14],
						n44 = te[15],
						t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
						t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
						t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
						t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
			const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
			if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
			const detInv = 1 / det;
			te[0] = t11 * detInv;
			te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
			te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
			te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;
			te[4] = t12 * detInv;
			te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
			te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
			te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;
			te[8] = t13 * detInv;
			te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
			te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
			te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;
			te[12] = t14 * detInv;
			te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
			te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
			te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;
			return this;
		}

		scale(v) {
			const te = this.elements;
			const x = v.x,
						y = v.y,
						z = v.z;
			te[0] *= x;
			te[4] *= y;
			te[8] *= z;
			te[1] *= x;
			te[5] *= y;
			te[9] *= z;
			te[2] *= x;
			te[6] *= y;
			te[10] *= z;
			te[3] *= x;
			te[7] *= y;
			te[11] *= z;
			return this;
		}

		getMaxScaleOnAxis() {
			const te = this.elements;
			const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
			const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
			const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
			return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
		}

		makeTranslation(x, y, z) {
			this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
			return this;
		}

		makeRotationX(theta) {
			const c = Math.cos(theta),
						s = Math.sin(theta);
			this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
			return this;
		}

		makeRotationY(theta) {
			const c = Math.cos(theta),
						s = Math.sin(theta);
			this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
			return this;
		}

		makeRotationZ(theta) {
			const c = Math.cos(theta),
						s = Math.sin(theta);
			this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
			return this;
		}

		makeRotationAxis(axis, angle) {
			// Based on http://www.gamedev.net/reference/articles/article1199.asp
			const c = Math.cos(angle);
			const s = Math.sin(angle);
			const t = 1 - c;
			const x = axis.x,
						y = axis.y,
						z = axis.z;
			const tx = t * x,
						ty = t * y;
			this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1);
			return this;
		}

		makeScale(x, y, z) {
			this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
			return this;
		}

		makeShear(xy, xz, yx, yz, zx, zy) {
			this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1);
			return this;
		}

		compose(position, quaternion, scale) {
			const te = this.elements;
			const x = quaternion._x,
						y = quaternion._y,
						z = quaternion._z,
						w = quaternion._w;
			const x2 = x + x,
						y2 = y + y,
						z2 = z + z;
			const xx = x * x2,
						xy = x * y2,
						xz = x * z2;
			const yy = y * y2,
						yz = y * z2,
						zz = z * z2;
			const wx = w * x2,
						wy = w * y2,
						wz = w * z2;
			const sx = scale.x,
						sy = scale.y,
						sz = scale.z;
			te[0] = (1 - (yy + zz)) * sx;
			te[1] = (xy + wz) * sx;
			te[2] = (xz - wy) * sx;
			te[3] = 0;
			te[4] = (xy - wz) * sy;
			te[5] = (1 - (xx + zz)) * sy;
			te[6] = (yz + wx) * sy;
			te[7] = 0;
			te[8] = (xz + wy) * sz;
			te[9] = (yz - wx) * sz;
			te[10] = (1 - (xx + yy)) * sz;
			te[11] = 0;
			te[12] = position.x;
			te[13] = position.y;
			te[14] = position.z;
			te[15] = 1;
			return this;
		}

		decompose(position, quaternion, scale) {
			const te = this.elements;

			let sx = _v1$5.set(te[0], te[1], te[2]).length();

			const sy = _v1$5.set(te[4], te[5], te[6]).length();

			const sz = _v1$5.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale


			const det = this.determinant();
			if (det < 0) sx = -sx;
			position.x = te[12];
			position.y = te[13];
			position.z = te[14]; // scale the rotation part

			_m1$2.copy(this);

			const invSX = 1 / sx;
			const invSY = 1 / sy;
			const invSZ = 1 / sz;
			_m1$2.elements[0] *= invSX;
			_m1$2.elements[1] *= invSX;
			_m1$2.elements[2] *= invSX;
			_m1$2.elements[4] *= invSY;
			_m1$2.elements[5] *= invSY;
			_m1$2.elements[6] *= invSY;
			_m1$2.elements[8] *= invSZ;
			_m1$2.elements[9] *= invSZ;
			_m1$2.elements[10] *= invSZ;
			quaternion.setFromRotationMatrix(_m1$2);
			scale.x = sx;
			scale.y = sy;
			scale.z = sz;
			return this;
		}

		makePerspective(left, right, top, bottom, near, far) {
			if (far === undefined) {
				console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');
			}

			const te = this.elements;
			const x = 2 * near / (right - left);
			const y = 2 * near / (top - bottom);
			const a = (right + left) / (right - left);
			const b = (top + bottom) / (top - bottom);
			const c = -(far + near) / (far - near);
			const d = -2 * far * near / (far - near);
			te[0] = x;
			te[4] = 0;
			te[8] = a;
			te[12] = 0;
			te[1] = 0;
			te[5] = y;
			te[9] = b;
			te[13] = 0;
			te[2] = 0;
			te[6] = 0;
			te[10] = c;
			te[14] = d;
			te[3] = 0;
			te[7] = 0;
			te[11] = -1;
			te[15] = 0;
			return this;
		}

		makeOrthographic(left, right, top, bottom, near, far) {
			const te = this.elements;
			const w = 1.0 / (right - left);
			const h = 1.0 / (top - bottom);
			const p = 1.0 / (far - near);
			const x = (right + left) * w;
			const y = (top + bottom) * h;
			const z = (far + near) * p;
			te[0] = 2 * w;
			te[4] = 0;
			te[8] = 0;
			te[12] = -x;
			te[1] = 0;
			te[5] = 2 * h;
			te[9] = 0;
			te[13] = -y;
			te[2] = 0;
			te[6] = 0;
			te[10] = -2 * p;
			te[14] = -z;
			te[3] = 0;
			te[7] = 0;
			te[11] = 0;
			te[15] = 1;
			return this;
		}

		equals(matrix) {
			const te = this.elements;
			const me = matrix.elements;

			for (let i = 0; i < 16; i++) {
				if (te[i] !== me[i]) return false;
			}

			return true;
		}

		fromArray(array, offset = 0) {
			for (let i = 0; i < 16; i++) {
				this.elements[i] = array[i + offset];
			}

			return this;
		}

		toArray(array = [], offset = 0) {
			const te = this.elements;
			array[offset] = te[0];
			array[offset + 1] = te[1];
			array[offset + 2] = te[2];
			array[offset + 3] = te[3];
			array[offset + 4] = te[4];
			array[offset + 5] = te[5];
			array[offset + 6] = te[6];
			array[offset + 7] = te[7];
			array[offset + 8] = te[8];
			array[offset + 9] = te[9];
			array[offset + 10] = te[10];
			array[offset + 11] = te[11];
			array[offset + 12] = te[12];
			array[offset + 13] = te[13];
			array[offset + 14] = te[14];
			array[offset + 15] = te[15];
			return array;
		}

	}

	Matrix4.prototype.isMatrix4 = true;

	const _v1$5 = /*@__PURE__*/new Vector3();

	const _m1$2 = /*@__PURE__*/new Matrix4();

	const _zero = /*@__PURE__*/new Vector3(0, 0, 0);

	const _one = /*@__PURE__*/new Vector3(1, 1, 1);

	const _x = /*@__PURE__*/new Vector3();

	const _y = /*@__PURE__*/new Vector3();

	const _z = /*@__PURE__*/new Vector3();

	const _matrix$1 = /*@__PURE__*/new Matrix4();

	const _quaternion$3 = /*@__PURE__*/new Quaternion();

	class Euler {
		constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {
			this._x = x;
			this._y = y;
			this._z = z;
			this._order = order;
		}

		get x() {
			return this._x;
		}

		set x(value) {
			this._x = value;

			this._onChangeCallback();
		}

		get y() {
			return this._y;
		}

		set y(value) {
			this._y = value;

			this._onChangeCallback();
		}

		get z() {
			return this._z;
		}

		set z(value) {
			this._z = value;

			this._onChangeCallback();
		}

		get order() {
			return this._order;
		}

		set order(value) {
			this._order = value;

			this._onChangeCallback();
		}

		set(x, y, z, order = this._order) {
			this._x = x;
			this._y = y;
			this._z = z;
			this._order = order;

			this._onChangeCallback();

			return this;
		}

		clone() {
			return new this.constructor(this._x, this._y, this._z, this._order);
		}

		copy(euler) {
			this._x = euler._x;
			this._y = euler._y;
			this._z = euler._z;
			this._order = euler._order;

			this._onChangeCallback();

			return this;
		}

		setFromRotationMatrix(m, order = this._order, update = true) {
			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
			const te = m.elements;
			const m11 = te[0],
						m12 = te[4],
						m13 = te[8];
			const m21 = te[1],
						m22 = te[5],
						m23 = te[9];
			const m31 = te[2],
						m32 = te[6],
						m33 = te[10];

			switch (order) {
				case 'XYZ':
					this._y = Math.asin(clamp(m13, -1, 1));

					if (Math.abs(m13) < 0.9999999) {
						this._x = Math.atan2(-m23, m33);
						this._z = Math.atan2(-m12, m11);
					} else {
						this._x = Math.atan2(m32, m22);
						this._z = 0;
					}

					break;

				case 'YXZ':
					this._x = Math.asin(-clamp(m23, -1, 1));

					if (Math.abs(m23) < 0.9999999) {
						this._y = Math.atan2(m13, m33);
						this._z = Math.atan2(m21, m22);
					} else {
						this._y = Math.atan2(-m31, m11);
						this._z = 0;
					}

					break;

				case 'ZXY':
					this._x = Math.asin(clamp(m32, -1, 1));

					if (Math.abs(m32) < 0.9999999) {
						this._y = Math.atan2(-m31, m33);
						this._z = Math.atan2(-m12, m22);
					} else {
						this._y = 0;
						this._z = Math.atan2(m21, m11);
					}

					break;

				case 'ZYX':
					this._y = Math.asin(-clamp(m31, -1, 1));

					if (Math.abs(m31) < 0.9999999) {
						this._x = Math.atan2(m32, m33);
						this._z = Math.atan2(m21, m11);
					} else {
						this._x = 0;
						this._z = Math.atan2(-m12, m22);
					}

					break;

				case 'YZX':
					this._z = Math.asin(clamp(m21, -1, 1));

					if (Math.abs(m21) < 0.9999999) {
						this._x = Math.atan2(-m23, m22);
						this._y = Math.atan2(-m31, m11);
					} else {
						this._x = 0;
						this._y = Math.atan2(m13, m33);
					}

					break;

				case 'XZY':
					this._z = Math.asin(-clamp(m12, -1, 1));

					if (Math.abs(m12) < 0.9999999) {
						this._x = Math.atan2(m32, m22);
						this._y = Math.atan2(m13, m11);
					} else {
						this._x = Math.atan2(-m23, m33);
						this._y = 0;
					}

					break;

				default:
					console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);
			}

			this._order = order;
			if (update === true) this._onChangeCallback();
			return this;
		}

		setFromQuaternion(q, order, update) {
			_matrix$1.makeRotationFromQuaternion(q);

			return this.setFromRotationMatrix(_matrix$1, order, update);
		}

		setFromVector3(v, order = this._order) {
			return this.set(v.x, v.y, v.z, order);
		}

		reorder(newOrder) {
			// WARNING: this discards revolution information -bhouston
			_quaternion$3.setFromEuler(this);

			return this.setFromQuaternion(_quaternion$3, newOrder);
		}

		equals(euler) {
			return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
		}

		fromArray(array) {
			this._x = array[0];
			this._y = array[1];
			this._z = array[2];
			if (array[3] !== undefined) this._order = array[3];

			this._onChangeCallback();

			return this;
		}

		toArray(array = [], offset = 0) {
			array[offset] = this._x;
			array[offset + 1] = this._y;
			array[offset + 2] = this._z;
			array[offset + 3] = this._order;
			return array;
		}

		toVector3(optionalResult) {
			if (optionalResult) {
				return optionalResult.set(this._x, this._y, this._z);
			} else {
				return new Vector3(this._x, this._y, this._z);
			}
		}

		_onChange(callback) {
			this._onChangeCallback = callback;
			return this;
		}

		_onChangeCallback() {}

	}

	Euler.prototype.isEuler = true;
	Euler.DefaultOrder = 'XYZ';
	Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];

	class Layers {
		constructor() {
			this.mask = 1 | 0;
		}

		set(channel) {
			this.mask = (1 << channel | 0) >>> 0;
		}

		enable(channel) {
			this.mask |= 1 << channel | 0;
		}

		enableAll() {
			this.mask = 0xffffffff | 0;
		}

		toggle(channel) {
			this.mask ^= 1 << channel | 0;
		}

		disable(channel) {
			this.mask &= ~(1 << channel | 0);
		}

		disableAll() {
			this.mask = 0;
		}

		test(layers) {
			return (this.mask & layers.mask) !== 0;
		}

		isEnabled(channel) {
			return (this.mask & (1 << channel | 0)) !== 0;
		}

	}

	let _object3DId = 0;

	const _v1$4 = /*@__PURE__*/new Vector3();

	const _q1 = /*@__PURE__*/new Quaternion();

	const _m1$1 = /*@__PURE__*/new Matrix4();

	const _target = /*@__PURE__*/new Vector3();

	const _position$3 = /*@__PURE__*/new Vector3();

	const _scale$2 = /*@__PURE__*/new Vector3();

	const _quaternion$2 = /*@__PURE__*/new Quaternion();

	const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0);

	const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0);

	const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1);

	const _addedEvent = {
		type: 'added'
	};
	const _removedEvent = {
		type: 'removed'
	};

	class Object3D extends EventDispatcher {
		constructor() {
			super();
			Object.defineProperty(this, 'id', {
				value: _object3DId++
			});
			this.uuid = generateUUID();
			this.name = '';
			this.type = 'Object3D';
			this.parent = null;
			this.children = [];
			this.up = Object3D.DefaultUp.clone();
			const position = new Vector3();
			const rotation = new Euler();
			const quaternion = new Quaternion();
			const scale = new Vector3(1, 1, 1);

			function onRotationChange() {
				quaternion.setFromEuler(rotation, false);
			}

			function onQuaternionChange() {
				rotation.setFromQuaternion(quaternion, undefined, false);
			}

			rotation._onChange(onRotationChange);

			quaternion._onChange(onQuaternionChange);

			Object.defineProperties(this, {
				position: {
					configurable: true,
					enumerable: true,
					value: position
				},
				rotation: {
					configurable: true,
					enumerable: true,
					value: rotation
				},
				quaternion: {
					configurable: true,
					enumerable: true,
					value: quaternion
				},
				scale: {
					configurable: true,
					enumerable: true,
					value: scale
				},
				modelViewMatrix: {
					value: new Matrix4()
				},
				normalMatrix: {
					value: new Matrix3()
				}
			});
			this.matrix = new Matrix4();
			this.matrixWorld = new Matrix4();
			this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
			this.matrixWorldNeedsUpdate = false;
			this.layers = new Layers();
			this.visible = true;
			this.castShadow = false;
			this.receiveShadow = false;
			this.frustumCulled = true;
			this.renderOrder = 0;
			this.animations = [];
			this.userData = {};
		}

		onBeforeRender() {}

		onAfterRender() {}

		applyMatrix4(matrix) {
			if (this.matrixAutoUpdate) this.updateMatrix();
			this.matrix.premultiply(matrix);
			this.matrix.decompose(this.position, this.quaternion, this.scale);
		}

		applyQuaternion(q) {
			this.quaternion.premultiply(q);
			return this;
		}

		setRotationFromAxisAngle(axis, angle) {
			// assumes axis is normalized
			this.quaternion.setFromAxisAngle(axis, angle);
		}

		setRotationFromEuler(euler) {
			this.quaternion.setFromEuler(euler, true);
		}

		setRotationFromMatrix(m) {
			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
			this.quaternion.setFromRotationMatrix(m);
		}

		setRotationFromQuaternion(q) {
			// assumes q is normalized
			this.quaternion.copy(q);
		}

		rotateOnAxis(axis, angle) {
			// rotate object on axis in object space
			// axis is assumed to be normalized
			_q1.setFromAxisAngle(axis, angle);

			this.quaternion.multiply(_q1);
			return this;
		}

		rotateOnWorldAxis(axis, angle) {
			// rotate object on axis in world space
			// axis is assumed to be normalized
			// method assumes no rotated parent
			_q1.setFromAxisAngle(axis, angle);

			this.quaternion.premultiply(_q1);
			return this;
		}

		rotateX(angle) {
			return this.rotateOnAxis(_xAxis, angle);
		}

		rotateY(angle) {
			return this.rotateOnAxis(_yAxis, angle);
		}

		rotateZ(angle) {
			return this.rotateOnAxis(_zAxis, angle);
		}

		translateOnAxis(axis, distance) {
			// translate object by distance along axis in object space
			// axis is assumed to be normalized
			_v1$4.copy(axis).applyQuaternion(this.quaternion);

			this.position.add(_v1$4.multiplyScalar(distance));
			return this;
		}

		translateX(distance) {
			return this.translateOnAxis(_xAxis, distance);
		}

		translateY(distance) {
			return this.translateOnAxis(_yAxis, distance);
		}

		translateZ(distance) {
			return this.translateOnAxis(_zAxis, distance);
		}

		localToWorld(vector) {
			return vector.applyMatrix4(this.matrixWorld);
		}

		worldToLocal(vector) {
			return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
		}

		lookAt(x, y, z) {
			// This method does not support objects having non-uniformly-scaled parent(s)
			if (x.isVector3) {
				_target.copy(x);
			} else {
				_target.set(x, y, z);
			}

			const parent = this.parent;
			this.updateWorldMatrix(true, false);

			_position$3.setFromMatrixPosition(this.matrixWorld);

			if (this.isCamera || this.isLight) {
				_m1$1.lookAt(_position$3, _target, this.up);
			} else {
				_m1$1.lookAt(_target, _position$3, this.up);
			}

			this.quaternion.setFromRotationMatrix(_m1$1);

			if (parent) {
				_m1$1.extractRotation(parent.matrixWorld);

				_q1.setFromRotationMatrix(_m1$1);

				this.quaternion.premultiply(_q1.invert());
			}
		}

		add(object) {
			if (arguments.length > 1) {
				for (let i = 0; i < arguments.length; i++) {
					this.add(arguments[i]);
				}

				return this;
			}

			if (object === this) {
				console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object);
				return this;
			}

			if (object && object.isObject3D) {
				if (object.parent !== null) {
					object.parent.remove(object);
				}

				object.parent = this;
				this.children.push(object);
				object.dispatchEvent(_addedEvent);
			} else {
				console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object);
			}

			return this;
		}

		remove(object) {
			if (arguments.length > 1) {
				for (let i = 0; i < arguments.length; i++) {
					this.remove(arguments[i]);
				}

				return this;
			}

			const index = this.children.indexOf(object);

			if (index !== -1) {
				object.parent = null;
				this.children.splice(index, 1);
				object.dispatchEvent(_removedEvent);
			}

			return this;
		}

		removeFromParent() {
			const parent = this.parent;

			if (parent !== null) {
				parent.remove(this);
			}

			return this;
		}

		clear() {
			for (let i = 0; i < this.children.length; i++) {
				const object = this.children[i];
				object.parent = null;
				object.dispatchEvent(_removedEvent);
			}

			this.children.length = 0;
			return this;
		}

		attach(object) {
			// adds object as a child of this, while maintaining the object's world transform
			// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
			this.updateWorldMatrix(true, false);

			_m1$1.copy(this.matrixWorld).invert();

			if (object.parent !== null) {
				object.parent.updateWorldMatrix(true, false);

				_m1$1.multiply(object.parent.matrixWorld);
			}

			object.applyMatrix4(_m1$1);
			this.add(object);
			object.updateWorldMatrix(false, true);
			return this;
		}

		getObjectById(id) {
			return this.getObjectByProperty('id', id);
		}

		getObjectByName(name) {
			return this.getObjectByProperty('name', name);
		}

		getObjectByProperty(name, value) {
			if (this[name] === value) return this;

			for (let i = 0, l = this.children.length; i < l; i++) {
				const child = this.children[i];
				const object = child.getObjectByProperty(name, value);

				if (object !== undefined) {
					return object;
				}
			}

			return undefined;
		}

		getWorldPosition(target) {
			this.updateWorldMatrix(true, false);
			return target.setFromMatrixPosition(this.matrixWorld);
		}

		getWorldQuaternion(target) {
			this.updateWorldMatrix(true, false);
			this.matrixWorld.decompose(_position$3, target, _scale$2);
			return target;
		}

		getWorldScale(target) {
			this.updateWorldMatrix(true, false);
			this.matrixWorld.decompose(_position$3, _quaternion$2, target);
			return target;
		}

		getWorldDirection(target) {
			this.updateWorldMatrix(true, false);
			const e = this.matrixWorld.elements;
			return target.set(e[8], e[9], e[10]).normalize();
		}

		raycast() {}

		traverse(callback) {
			callback(this);
			const children = this.children;

			for (let i = 0, l = children.length; i < l; i++) {
				children[i].traverse(callback);
			}
		}

		traverseVisible(callback) {
			if (this.visible === false) return;
			callback(this);
			const children = this.children;

			for (let i = 0, l = children.length; i < l; i++) {
				children[i].traverseVisible(callback);
			}
		}

		traverseAncestors(callback) {
			const parent = this.parent;

			if (parent !== null) {
				callback(parent);
				parent.traverseAncestors(callback);
			}
		}

		updateMatrix() {
			this.matrix.compose(this.position, this.quaternion, this.scale);
			this.matrixWorldNeedsUpdate = true;
		}

		updateMatrixWorld(force) {
			if (this.matrixAutoUpdate) this.updateMatrix();

			if (this.matrixWorldNeedsUpdate || force) {
				if (this.parent === null) {
					this.matrixWorld.copy(this.matrix);
				} else {
					this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
				}

				this.matrixWorldNeedsUpdate = false;
				force = true;
			} // update children


			const children = this.children;

			for (let i = 0, l = children.length; i < l; i++) {
				children[i].updateMatrixWorld(force);
			}
		}

		updateWorldMatrix(updateParents, updateChildren) {
			const parent = this.parent;

			if (updateParents === true && parent !== null) {
				parent.updateWorldMatrix(true, false);
			}

			if (this.matrixAutoUpdate) this.updateMatrix();

			if (this.parent === null) {
				this.matrixWorld.copy(this.matrix);
			} else {
				this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
			} // update children


			if (updateChildren === true) {
				const children = this.children;

				for (let i = 0, l = children.length; i < l; i++) {
					children[i].updateWorldMatrix(false, true);
				}
			}
		}

		toJSON(meta) {
			// meta is a string when called from JSON.stringify
			const isRootObject = meta === undefined || typeof meta === 'string';
			const output = {}; // meta is a hash used to collect geometries, materials.
			// not providing it implies that this is the root object
			// being serialized.

			if (isRootObject) {
				// initialize meta obj
				meta = {
					geometries: {},
					materials: {},
					textures: {},
					images: {},
					shapes: {},
					skeletons: {},
					animations: {}
				};
				output.metadata = {
					version: 4.5,
					type: 'Object',
					generator: 'Object3D.toJSON'
				};
			} // standard Object3D serialization


			const object = {};
			object.uuid = this.uuid;
			object.type = this.type;
			if (this.name !== '') object.name = this.name;
			if (this.castShadow === true) object.castShadow = true;
			if (this.receiveShadow === true) object.receiveShadow = true;
			if (this.visible === false) object.visible = false;
			if (this.frustumCulled === false) object.frustumCulled = false;
			if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;
			if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData;
			object.layers = this.layers.mask;
			object.matrix = this.matrix.toArray();
			if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; // object specific properties

			if (this.isInstancedMesh) {
				object.type = 'InstancedMesh';
				object.count = this.count;
				object.instanceMatrix = this.instanceMatrix.toJSON();
				if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON();
			} //


			function serialize(library, element) {
				if (library[element.uuid] === undefined) {
					library[element.uuid] = element.toJSON(meta);
				}

				return element.uuid;
			}

			if (this.isScene) {
				if (this.background) {
					if (this.background.isColor) {
						object.background = this.background.toJSON();
					} else if (this.background.isTexture) {
						object.background = this.background.toJSON(meta).uuid;
					}
				}

				if (this.environment && this.environment.isTexture) {
					object.environment = this.environment.toJSON(meta).uuid;
				}
			} else if (this.isMesh || this.isLine || this.isPoints) {
				object.geometry = serialize(meta.geometries, this.geometry);
				const parameters = this.geometry.parameters;

				if (parameters !== undefined && parameters.shapes !== undefined) {
					const shapes = parameters.shapes;

					if (Array.isArray(shapes)) {
						for (let i = 0, l = shapes.length; i < l; i++) {
							const shape = shapes[i];
							serialize(meta.shapes, shape);
						}
					} else {
						serialize(meta.shapes, shapes);
					}
				}
			}

			if (this.isSkinnedMesh) {
				object.bindMode = this.bindMode;
				object.bindMatrix = this.bindMatrix.toArray();

				if (this.skeleton !== undefined) {
					serialize(meta.skeletons, this.skeleton);
					object.skeleton = this.skeleton.uuid;
				}
			}

			if (this.material !== undefined) {
				if (Array.isArray(this.material)) {
					const uuids = [];

					for (let i = 0, l = this.material.length; i < l; i++) {
						uuids.push(serialize(meta.materials, this.material[i]));
					}

					object.material = uuids;
				} else {
					object.material = serialize(meta.materials, this.material);
				}
			} //


			if (this.children.length > 0) {
				object.children = [];

				for (let i = 0; i < this.children.length; i++) {
					object.children.push(this.children[i].toJSON(meta).object);
				}
			} //


			if (this.animations.length > 0) {
				object.animations = [];

				for (let i = 0; i < this.animations.length; i++) {
					const animation = this.animations[i];
					object.animations.push(serialize(meta.animations, animation));
				}
			}

			if (isRootObject) {
				const geometries = extractFromCache(meta.geometries);
				const materials = extractFromCache(meta.materials);
				const textures = extractFromCache(meta.textures);
				const images = extractFromCache(meta.images);
				const shapes = extractFromCache(meta.shapes);
				const skeletons = extractFromCache(meta.skeletons);
				const animations = extractFromCache(meta.animations);
				if (geometries.length > 0) output.geometries = geometries;
				if (materials.length > 0) output.materials = materials;
				if (textures.length > 0) output.textures = textures;
				if (images.length > 0) output.images = images;
				if (shapes.length > 0) output.shapes = shapes;
				if (skeletons.length > 0) output.skeletons = skeletons;
				if (animations.length > 0) output.animations = animations;
			}

			output.object = object;
			return output; // extract data from the cache hash
			// remove metadata on each item
			// and return as array

			function extractFromCache(cache) {
				const values = [];

				for (const key in cache) {
					const data = cache[key];
					delete data.metadata;
					values.push(data);
				}

				return values;
			}
		}

		clone(recursive) {
			return new this.constructor().copy(this, recursive);
		}

		copy(source, recursive = true) {
			this.name = source.name;
			this.up.copy(source.up);
			this.position.copy(source.position);
			this.rotation.order = source.rotation.order;
			this.quaternion.copy(source.quaternion);
			this.scale.copy(source.scale);
			this.matrix.copy(source.matrix);
			this.matrixWorld.copy(source.matrixWorld);
			this.matrixAutoUpdate = source.matrixAutoUpdate;
			this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
			this.layers.mask = source.layers.mask;
			this.visible = source.visible;
			this.castShadow = source.castShadow;
			this.receiveShadow = source.receiveShadow;
			this.frustumCulled = source.frustumCulled;
			this.renderOrder = source.renderOrder;
			this.userData = JSON.parse(JSON.stringify(source.userData));

			if (recursive === true) {
				for (let i = 0; i < source.children.length; i++) {
					const child = source.children[i];
					this.add(child.clone());
				}
			}

			return this;
		}

	}

	Object3D.DefaultUp = new Vector3(0, 1, 0);
	Object3D.DefaultMatrixAutoUpdate = true;
	Object3D.prototype.isObject3D = true;

	const _v0$1 = /*@__PURE__*/new Vector3();

	const _v1$3 = /*@__PURE__*/new Vector3();

	const _v2$2 = /*@__PURE__*/new Vector3();

	const _v3$1 = /*@__PURE__*/new Vector3();

	const _vab = /*@__PURE__*/new Vector3();

	const _vac = /*@__PURE__*/new Vector3();

	const _vbc = /*@__PURE__*/new Vector3();

	const _vap = /*@__PURE__*/new Vector3();

	const _vbp = /*@__PURE__*/new Vector3();

	const _vcp = /*@__PURE__*/new Vector3();

	class Triangle {
		constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
			this.a = a;
			this.b = b;
			this.c = c;
		}

		static getNormal(a, b, c, target) {
			target.subVectors(c, b);

			_v0$1.subVectors(a, b);

			target.cross(_v0$1);
			const targetLengthSq = target.lengthSq();

			if (targetLengthSq > 0) {
				return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
			}

			return target.set(0, 0, 0);
		} // static/instance method to calculate barycentric coordinates
		// based on: http://www.blackpawn.com/texts/pointinpoly/default.html


		static getBarycoord(point, a, b, c, target) {
			_v0$1.subVectors(c, a);

			_v1$3.subVectors(b, a);

			_v2$2.subVectors(point, a);

			const dot00 = _v0$1.dot(_v0$1);

			const dot01 = _v0$1.dot(_v1$3);

			const dot02 = _v0$1.dot(_v2$2);

			const dot11 = _v1$3.dot(_v1$3);

			const dot12 = _v1$3.dot(_v2$2);

			const denom = dot00 * dot11 - dot01 * dot01; // collinear or singular triangle

			if (denom === 0) {
				// arbitrary location outside of triangle?
				// not sure if this is the best idea, maybe should be returning undefined
				return target.set(-2, -1, -1);
			}

			const invDenom = 1 / denom;
			const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
			const v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1

			return target.set(1 - u - v, v, u);
		}

		static containsPoint(point, a, b, c) {
			this.getBarycoord(point, a, b, c, _v3$1);
			return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1;
		}

		static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
			this.getBarycoord(point, p1, p2, p3, _v3$1);
			target.set(0, 0);
			target.addScaledVector(uv1, _v3$1.x);
			target.addScaledVector(uv2, _v3$1.y);
			target.addScaledVector(uv3, _v3$1.z);
			return target;
		}

		static isFrontFacing(a, b, c, direction) {
			_v0$1.subVectors(c, b);

			_v1$3.subVectors(a, b); // strictly front facing


			return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
		}

		set(a, b, c) {
			this.a.copy(a);
			this.b.copy(b);
			this.c.copy(c);
			return this;
		}

		setFromPointsAndIndices(points, i0, i1, i2) {
			this.a.copy(points[i0]);
			this.b.copy(points[i1]);
			this.c.copy(points[i2]);
			return this;
		}

		setFromAttributeAndIndices(attribute, i0, i1, i2) {
			this.a.fromBufferAttribute(attribute, i0);
			this.b.fromBufferAttribute(attribute, i1);
			this.c.fromBufferAttribute(attribute, i2);
			return this;
		}

		clone() {
			return new this.constructor().copy(this);
		}

		copy(triangle) {
			this.a.copy(triangle.a);
			this.b.copy(triangle.b);
			this.c.copy(triangle.c);
			return this;
		}

		getArea() {
			_v0$1.subVectors(this.c, this.b);

			_v1$3.subVectors(this.a, this.b);

			return _v0$1.cross(_v1$3).length() * 0.5;
		}

		getMidpoint(target) {
			return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
		}

		getNormal(target) {
			return Triangle.getNormal(this.a, this.b, this.c, target);
		}

		getPlane(target) {
			return target.setFromCoplanarPoints(this.a, this.b, this.c);
		}

		getBarycoord(point, target) {
			return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
		}

		getUV(point, uv1, uv2, uv3, target) {
			return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
		}

		containsPoint(point) {
			return Triangle.containsPoint(point, this.a, this.b, this.c);
		}

		isFrontFacing(direction) {
			return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
		}

		intersectsBox(box) {
			return box.intersectsTriangle(this);
		}

		closestPointToPoint(p, target) {
			const a = this.a,
						b = this.b,
						c = this.c;
			let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
			// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
			// under the accompanying license; see chapter 5.1.5 for detailed explanation.
			// basically, we're distinguishing which of the voronoi regions of the triangle
			// the point lies in with the minimum amount of redundant computation.

			_vab.subVectors(b, a);

			_vac.subVectors(c, a);

			_vap.subVectors(p, a);

			const d1 = _vab.dot(_vap);

			const d2 = _vac.dot(_vap);

			if (d1 <= 0 && d2 <= 0) {
				// vertex region of A; barycentric coords (1, 0, 0)
				return target.copy(a);
			}

			_vbp.subVectors(p, b);

			const d3 = _vab.dot(_vbp);

			const d4 = _vac.dot(_vbp);

			if (d3 >= 0 && d4 <= d3) {
				// vertex region of B; barycentric coords (0, 1, 0)
				return target.copy(b);
			}

			const vc = d1 * d4 - d3 * d2;

			if (vc <= 0 && d1 >= 0 && d3 <= 0) {
				v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)

				return target.copy(a).addScaledVector(_vab, v);
			}

			_vcp.subVectors(p, c);

			const d5 = _vab.dot(_vcp);

			const d6 = _vac.dot(_vcp);

			if (d6 >= 0 && d5 <= d6) {
				// vertex region of C; barycentric coords (0, 0, 1)
				return target.copy(c);
			}

			const vb = d5 * d2 - d1 * d6;

			if (vb <= 0 && d2 >= 0 && d6 <= 0) {
				w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)

				return target.copy(a).addScaledVector(_vac, w);
			}

			const va = d3 * d6 - d5 * d4;

			if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
				_vbc.subVectors(c, b);

				w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)

				return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
			} // face region


			const denom = 1 / (va + vb + vc); // u = va * denom

			v = vb * denom;
			w = vc * denom;
			return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
		}

		equals(triangle) {
			return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
		}

	}

	let materialId = 0;

	class Material extends EventDispatcher {
		constructor() {
			super();
			Object.defineProperty(this, 'id', {
				value: materialId++
			});
			this.uuid = generateUUID();
			this.name = '';
			this.type = 'Material';
			this.fog = true;
			this.blending = NormalBlending;
			this.side = FrontSide;
			this.vertexColors = false;
			this.opacity = 1;
			this.transparent = false;
			this.blendSrc = SrcAlphaFactor;
			this.blendDst = OneMinusSrcAlphaFactor;
			this.blendEquation = AddEquation;
			this.blendSrcAlpha = null;
			this.blendDstAlpha = null;
			this.blendEquationAlpha = null;
			this.depthFunc = LessEqualDepth;
			this.depthTest = true;
			this.depthWrite = true;
			this.stencilWriteMask = 0xff;
			this.stencilFunc = AlwaysStencilFunc;
			this.stencilRef = 0;
			this.stencilFuncMask = 0xff;
			this.stencilFail = KeepStencilOp;
			this.stencilZFail = KeepStencilOp;
			this.stencilZPass = KeepStencilOp;
			this.stencilWrite = false;
			this.clippingPlanes = null;
			this.clipIntersection = false;
			this.clipShadows = false;
			this.shadowSide = null;
			this.colorWrite = true;
			this.alphaWrite = true;
			this.precision = null; // override the renderer's default precision for this material

			this.polygonOffset = false;
			this.polygonOffsetFactor = 0;
			this.polygonOffsetUnits = 0;
			this.dithering = false;
			this.alphaToCoverage = false;
			this.premultipliedAlpha = false;
			this.visible = true;
			this.toneMapped = true;
			this.userData = {};
			this.version = 0;
			this._alphaTest = 0;
		}

		get alphaTest() {
			return this._alphaTest;
		}

		set alphaTest(value) {
			if (this._alphaTest > 0 !== value > 0) {
				this.version++;
			}

			this._alphaTest = value;
		}

		onBuild() {}

		onBeforeRender() {}

		onBeforeCompile() {}

		customProgramCacheKey() {
			return this.onBeforeCompile.toString();
		}

		setValues(values) {
			if (values === undefined) return;

			for (const key in values) {
				const newValue = values[key];

				if (newValue === undefined) {
					console.warn('THREE.Material: \'' + key + '\' parameter is undefined.');
					continue;
				} // for backward compatability if shading is set in the constructor


				if (key === 'shading') {
					console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
					this.flatShading = newValue === FlatShading ? true : false;
					continue;
				}

				const currentValue = this[key];

				if (currentValue === undefined) {
					console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.');
					continue;
				}

				if (currentValue && currentValue.isColor) {
					currentValue.set(newValue);
				} else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {
					currentValue.copy(newValue);
				} else {
					this[key] = newValue;
				}
			}
		}

		toJSON(meta) {
			const isRoot = meta === undefined || typeof meta === 'string';

			if (isRoot) {
				meta = {
					textures: {},
					images: {}
				};
			}

			const data = {
				metadata: {
					version: 4.5,
					type: 'Material',
					generator: 'Material.toJSON'
				}
			}; // standard Material serialization

			data.uuid = this.uuid;
			data.type = this.type;
			if (this.name !== '') data.name = this.name;
			if (this.color && this.color.isColor) data.color = this.color.getHex();
			if (this.roughness !== undefined) data.roughness = this.roughness;
			if (this.metalness !== undefined) data.metalness = this.metalness;
			if (this.sheen !== undefined) data.sheen = this.sheen;
			if (this.sheenColor && this.sheenColor.isColor) data.sheenColor = this.sheenColor.getHex();
			if (this.sheenRoughness !== undefined) data.sheenRoughness = this.sheenRoughness;
			if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
			if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
			if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
			if (this.specularIntensity !== undefined) data.specularIntensity = this.specularIntensity;
			if (this.specularColor && this.specularColor.isColor) data.specularColor = this.specularColor.getHex();
			if (this.shininess !== undefined) data.shininess = this.shininess;
			if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat;
			if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness;

			if (this.clearcoatMap && this.clearcoatMap.isTexture) {
				data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
			}

			if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
				data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
			}

			if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
				data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
				data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
			}

			if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
			if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;
			if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;

			if (this.lightMap && this.lightMap.isTexture) {
				data.lightMap = this.lightMap.toJSON(meta).uuid;
				data.lightMapIntensity = this.lightMapIntensity;
			}

			if (this.aoMap && this.aoMap.isTexture) {
				data.aoMap = this.aoMap.toJSON(meta).uuid;
				data.aoMapIntensity = this.aoMapIntensity;
			}

			if (this.bumpMap && this.bumpMap.isTexture) {
				data.bumpMap = this.bumpMap.toJSON(meta).uuid;
				data.bumpScale = this.bumpScale;
			}

			if (this.normalMap && this.normalMap.isTexture) {
				data.normalMap = this.normalMap.toJSON(meta).uuid;
				data.normalMapType = this.normalMapType;
				data.normalScale = this.normalScale.toArray();
			}

			if (this.displacementMap && this.displacementMap.isTexture) {
				data.displacementMap = this.displacementMap.toJSON(meta).uuid;
				data.displacementScale = this.displacementScale;
				data.displacementBias = this.displacementBias;
			}

			if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
			if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
			if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
			if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;
			if (this.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid;
			if (this.specularColorMap && this.specularColorMap.isTexture) data.specularColorMap = this.specularColorMap.toJSON(meta).uuid;

			if (this.envMap && this.envMap.isTexture) {
				data.envMap = this.envMap.toJSON(meta).uuid;
				if (this.combine !== undefined) data.combine = this.combine;
			}

			if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;
			if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity;
			if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio;

			if (this.gradientMap && this.gradientMap.isTexture) {
				data.gradientMap = this.gradientMap.toJSON(meta).uuid;
			}

			if (this.transmission !== undefined) data.transmission = this.transmission;
			if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid;
			if (this.thickness !== undefined) data.thickness = this.thickness;
			if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid;
			if (this.attenuationDistance !== undefined) data.attenuationDistance = this.attenuationDistance;
			if (this.attenuationColor !== undefined) data.attenuationColor = this.attenuationColor.getHex();
			if (this.size !== undefined) data.size = this.size;
			if (this.shadowSide !== null) data.shadowSide = this.shadowSide;
			if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;
			if (this.blending !== NormalBlending) data.blending = this.blending;
			if (this.side !== FrontSide) data.side = this.side;
			if (this.vertexColors) data.vertexColors = true;
			if (this.opacity < 1) data.opacity = this.opacity;
			if (this.transparent === true) data.transparent = this.transparent;
			data.depthFunc = this.depthFunc;
			data.depthTest = this.depthTest;
			data.depthWrite = this.depthWrite;
			data.colorWrite = this.colorWrite;
			data.alphaWrite = this.alphaWrite;
			data.stencilWrite = this.stencilWrite;
			data.stencilWriteMask = this.stencilWriteMask;
			data.stencilFunc = this.stencilFunc;
			data.stencilRef = this.stencilRef;
			data.stencilFuncMask = this.stencilFuncMask;
			data.stencilFail = this.stencilFail;
			data.stencilZFail = this.stencilZFail;
			data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)

			if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;
			if (this.polygonOffset === true) data.polygonOffset = true;
			if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
			if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
			if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth;
			if (this.dashSize !== undefined) data.dashSize = this.dashSize;
			if (this.gapSize !== undefined) data.gapSize = this.gapSize;
			if (this.scale !== undefined) data.scale = this.scale;
			if (this.dithering === true) data.dithering = true;
			if (this.alphaTest > 0) data.alphaTest = this.alphaTest;
			if (this.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage;
			if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha;
			if (this.wireframe === true) data.wireframe = this.wireframe;
			if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;
			if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap;
			if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin;
			if (this.flatShading === true) data.flatShading = this.flatShading;
			if (this.visible === false) data.visible = false;
			if (this.toneMapped === false) data.toneMapped = false;
			if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON

			function extractFromCache(cache) {
				const values = [];

				for (const key in cache) {
					const data = cache[key];
					delete data.metadata;
					values.push(data);
				}

				return values;
			}

			if (isRoot) {
				const textures = extractFromCache(meta.textures);
				const images = extractFromCache(meta.images);
				if (textures.length > 0) data.textures = textures;
				if (images.length > 0) data.images = images;
			}

			return data;
		}

		clone() {
			return new this.constructor().copy(this);
		}

		copy(source) {
			this.name = source.name;
			this.fog = source.fog;
			this.blending = source.blending;
			this.side = source.side;
			this.vertexColors = source.vertexColors;
			this.opacity = source.opacity;
			this.transparent = source.transparent;
			this.blendSrc = source.blendSrc;
			this.blendDst = source.blendDst;
			this.blendEquation = source.blendEquation;
			this.blendSrcAlpha = source.blendSrcAlpha;
			this.blendDstAlpha = source.blendDstAlpha;
			this.blendEquationAlpha = source.blendEquationAlpha;
			this.depthFunc = source.depthFunc;
			this.depthTest = source.depthTest;
			this.depthWrite = source.depthWrite;
			this.stencilWriteMask = source.stencilWriteMask;
			this.stencilFunc = source.stencilFunc;
			this.stencilRef = source.stencilRef;
			this.stencilFuncMask = source.stencilFuncMask;
			this.stencilFail = source.stencilFail;
			this.stencilZFail = source.stencilZFail;
			this.stencilZPass = source.stencilZPass;
			this.stencilWrite = source.stencilWrite;
			const srcPlanes = source.clippingPlanes;
			let dstPlanes = null;

			if (srcPlanes !== null) {
				const n = srcPlanes.length;
				dstPlanes = new Array(n);

				for (let i = 0; i !== n; ++i) {
					dstPlanes[i] = srcPlanes[i].clone();
				}
			}

			this.clippingPlanes = dstPlanes;
			this.clipIntersection = source.clipIntersection;
			this.clipShadows = source.clipShadows;
			this.shadowSide = source.shadowSide;
			this.colorWrite = source.colorWrite;
			this.alphaWrite = source.alphaWrite;
			this.precision = source.precision;
			this.polygonOffset = source.polygonOffset;
			this.polygonOffsetFactor = source.polygonOffsetFactor;
			this.polygonOffsetUnits = source.polygonOffsetUnits;
			this.dithering = source.dithering;
			this.alphaTest = source.alphaTest;
			this.alphaToCoverage = source.alphaToCoverage;
			this.premultipliedAlpha = source.premultipliedAlpha;
			this.visible = source.visible;
			this.toneMapped = source.toneMapped;
			this.userData = JSON.parse(JSON.stringify(source.userData));
			return this;
		}

		dispose() {
			this.dispatchEvent({
				type: 'dispose'
			});
		}

		set needsUpdate(value) {
			if (value === true) this.version++;
		}

	}

	Material.prototype.isMaterial = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	opacity: <float>,
	 *	map: new THREE.Texture( <Image> ),
	 *
	 *	lightMap: new THREE.Texture( <Image> ),
	 *	lightMapIntensity: <float>
	 *
	 *	aoMap: new THREE.Texture( <Image> ),
	 *	aoMapIntensity: <float>
	 *
	 *	specularMap: new THREE.Texture( <Image> ),
	 *
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
	 *	combine: THREE.Multiply,
	 *	reflectivity: <float>,
	 *	refractionRatio: <float>,
	 *
	 *	depthTest: <bool>,
	 *	depthWrite: <bool>,
	 *
	 *	wireframe: <boolean>,
	 *	wireframeLinewidth: <float>,
	 * }
	 */

	class MeshBasicMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'MeshBasicMaterial';
			this.color = new Color(0xffffff); // emissive

			this.map = null;
			this.lightMap = null;
			this.lightMapIntensity = 1.0;
			this.aoMap = null;
			this.aoMapIntensity = 1.0;
			this.specularMap = null;
			this.alphaMap = null;
			this.envMap = null;
			this.combine = MultiplyOperation;
			this.reflectivity = 1;
			this.refractionRatio = 0.98;
			this.wireframe = false;
			this.wireframeLinewidth = 1;
			this.wireframeLinecap = 'round';
			this.wireframeLinejoin = 'round';
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			this.map = source.map;
			this.lightMap = source.lightMap;
			this.lightMapIntensity = source.lightMapIntensity;
			this.aoMap = source.aoMap;
			this.aoMapIntensity = source.aoMapIntensity;
			this.specularMap = source.specularMap;
			this.alphaMap = source.alphaMap;
			this.envMap = source.envMap;
			this.combine = source.combine;
			this.reflectivity = source.reflectivity;
			this.refractionRatio = source.refractionRatio;
			this.wireframe = source.wireframe;
			this.wireframeLinewidth = source.wireframeLinewidth;
			this.wireframeLinecap = source.wireframeLinecap;
			this.wireframeLinejoin = source.wireframeLinejoin;
			return this;
		}

	}

	MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

	const _vector$9 = /*@__PURE__*/new Vector3();

	const _vector2$1 = /*@__PURE__*/new Vector2();

	class BufferAttribute {
		constructor(array, itemSize, normalized) {
			if (Array.isArray(array)) {
				throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
			}

			this.name = '';
			this.array = array;
			this.itemSize = itemSize;
			this.count = array !== undefined ? array.length / itemSize : 0;
			this.normalized = normalized === true;
			this.usage = StaticDrawUsage;
			this.updateRange = {
				offset: 0,
				count: -1
			};
			this.version = 0;
		}

		onUploadCallback() {}

		set needsUpdate(value) {
			if (value === true) this.version++;
		}

		setUsage(value) {
			this.usage = value;
			return this;
		}

		copy(source) {
			this.name = source.name;
			this.array = new source.array.constructor(source.array);
			this.itemSize = source.itemSize;
			this.count = source.count;
			this.normalized = source.normalized;
			this.usage = source.usage;
			return this;
		}

		copyAt(index1, attribute, index2) {
			index1 *= this.itemSize;
			index2 *= attribute.itemSize;

			for (let i = 0, l = this.itemSize; i < l; i++) {
				this.array[index1 + i] = attribute.array[index2 + i];
			}

			return this;
		}

		copyArray(array) {
			this.array.set(array);
			return this;
		}

		copyColorsArray(colors) {
			const array = this.array;
			let offset = 0;

			for (let i = 0, l = colors.length; i < l; i++) {
				let color = colors[i];

				if (color === undefined) {
					console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
					color = new Color();
				}

				array[offset++] = color.r;
				array[offset++] = color.g;
				array[offset++] = color.b;
			}

			return this;
		}

		copyVector2sArray(vectors) {
			const array = this.array;
			let offset = 0;

			for (let i = 0, l = vectors.length; i < l; i++) {
				let vector = vectors[i];

				if (vector === undefined) {
					console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
					vector = new Vector2();
				}

				array[offset++] = vector.x;
				array[offset++] = vector.y;
			}

			return this;
		}

		copyVector3sArray(vectors) {
			const array = this.array;
			let offset = 0;

			for (let i = 0, l = vectors.length; i < l; i++) {
				let vector = vectors[i];

				if (vector === undefined) {
					console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
					vector = new Vector3();
				}

				array[offset++] = vector.x;
				array[offset++] = vector.y;
				array[offset++] = vector.z;
			}

			return this;
		}

		copyVector4sArray(vectors) {
			const array = this.array;
			let offset = 0;

			for (let i = 0, l = vectors.length; i < l; i++) {
				let vector = vectors[i];

				if (vector === undefined) {
					console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);
					vector = new Vector4();
				}

				array[offset++] = vector.x;
				array[offset++] = vector.y;
				array[offset++] = vector.z;
				array[offset++] = vector.w;
			}

			return this;
		}

		applyMatrix3(m) {
			if (this.itemSize === 2) {
				for (let i = 0, l = this.count; i < l; i++) {
					_vector2$1.fromBufferAttribute(this, i);

					_vector2$1.applyMatrix3(m);

					this.setXY(i, _vector2$1.x, _vector2$1.y);
				}
			} else if (this.itemSize === 3) {
				for (let i = 0, l = this.count; i < l; i++) {
					_vector$9.fromBufferAttribute(this, i);

					_vector$9.applyMatrix3(m);

					this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
				}
			}

			return this;
		}

		applyMatrix4(m) {
			for (let i = 0, l = this.count; i < l; i++) {
				_vector$9.x = this.getX(i);
				_vector$9.y = this.getY(i);
				_vector$9.z = this.getZ(i);

				_vector$9.applyMatrix4(m);

				this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
			}

			return this;
		}

		applyNormalMatrix(m) {
			for (let i = 0, l = this.count; i < l; i++) {
				_vector$9.x = this.getX(i);
				_vector$9.y = this.getY(i);
				_vector$9.z = this.getZ(i);

				_vector$9.applyNormalMatrix(m);

				this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
			}

			return this;
		}

		transformDirection(m) {
			for (let i = 0, l = this.count; i < l; i++) {
				_vector$9.x = this.getX(i);
				_vector$9.y = this.getY(i);
				_vector$9.z = this.getZ(i);

				_vector$9.transformDirection(m);

				this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
			}

			return this;
		}

		set(value, offset = 0) {
			this.array.set(value, offset);
			return this;
		}

		getX(index) {
			return this.array[index * this.itemSize];
		}

		setX(index, x) {
			this.array[index * this.itemSize] = x;
			return this;
		}

		getY(index) {
			return this.array[index * this.itemSize + 1];
		}

		setY(index, y) {
			this.array[index * this.itemSize + 1] = y;
			return this;
		}

		getZ(index) {
			return this.array[index * this.itemSize + 2];
		}

		setZ(index, z) {
			this.array[index * this.itemSize + 2] = z;
			return this;
		}

		getW(index) {
			return this.array[index * this.itemSize + 3];
		}

		setW(index, w) {
			this.array[index * this.itemSize + 3] = w;
			return this;
		}

		setXY(index, x, y) {
			index *= this.itemSize;
			this.array[index + 0] = x;
			this.array[index + 1] = y;
			return this;
		}

		setXYZ(index, x, y, z) {
			index *= this.itemSize;
			this.array[index + 0] = x;
			this.array[index + 1] = y;
			this.array[index + 2] = z;
			return this;
		}

		setXYZW(index, x, y, z, w) {
			index *= this.itemSize;
			this.array[index + 0] = x;
			this.array[index + 1] = y;
			this.array[index + 2] = z;
			this.array[index + 3] = w;
			return this;
		}

		onUpload(callback) {
			this.onUploadCallback = callback;
			return this;
		}

		clone() {
			return new this.constructor(this.array, this.itemSize).copy(this);
		}

		toJSON() {
			const data = {
				itemSize: this.itemSize,
				type: this.array.constructor.name,
				array: Array.prototype.slice.call(this.array),
				normalized: this.normalized
			};
			if (this.name !== '') data.name = this.name;
			if (this.usage !== StaticDrawUsage) data.usage = this.usage;
			if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange;
			return data;
		}

	}

	BufferAttribute.prototype.isBufferAttribute = true; //

	class 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);
		}

	}

	Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;

	class Float32BufferAttribute extends BufferAttribute {
		constructor(array, itemSize, normalized) {
			super(new Float32Array(array), itemSize, normalized);
		}

	}

	class Float64BufferAttribute extends BufferAttribute {
		constructor(array, itemSize, normalized) {
			super(new Float64Array(array), itemSize, normalized);
		}

	} //

	let _id$1 = 0;

	const _m1 = /*@__PURE__*/new Matrix4();

	const _obj = /*@__PURE__*/new Object3D();

	const _offset = /*@__PURE__*/new Vector3();

	const _box$1 = /*@__PURE__*/new Box3();

	const _boxMorphTargets = /*@__PURE__*/new Box3();

	const _vector$8 = /*@__PURE__*/new Vector3();

	class BufferGeometry extends EventDispatcher {
		constructor() {
			super();
			Object.defineProperty(this, 'id', {
				value: _id$1++
			});
			this.uuid = generateUUID();
			this.name = '';
			this.type = 'BufferGeometry';
			this.index = null;
			this.attributes = {};
			this.morphAttributes = {};
			this.morphTargetsRelative = false;
			this.groups = [];
			this.boundingBox = null;
			this.boundingSphere = null;
			this.drawRange = {
				start: 0,
				count: Infinity
			};
			this.userData = {};
		}

		getIndex() {
			return this.index;
		}

		setIndex(index) {
			if (Array.isArray(index)) {
				this.index = new (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.makeRotationFromQuaternion(q);

			this.applyMatrix4(_m1);
			return this;
		}

		rotateX(angle) {
			// rotate geometry around world x-axis
			_m1.makeRotationX(angle);

			this.applyMatrix4(_m1);
			return this;
		}

		rotateY(angle) {
			// rotate geometry around world y-axis
			_m1.makeRotationY(angle);

			this.applyMatrix4(_m1);
			return this;
		}

		rotateZ(angle) {
			// rotate geometry around world z-axis
			_m1.makeRotationZ(angle);

			this.applyMatrix4(_m1);
			return this;
		}

		translate(x, y, z) {
			// translate geometry
			_m1.makeTranslation(x, y, z);

			this.applyMatrix4(_m1);
			return this;
		}

		scale(x, y, z) {
			// scale geometry
			_m1.makeScale(x, y, z);

			this.applyMatrix4(_m1);
			return this;
		}

		lookAt(vector) {
			_obj.lookAt(vector);

			_obj.updateMatrix();

			this.applyMatrix4(_obj.matrix);
			return this;
		}

		center() {
			this.computeBoundingBox();
			this.boundingBox.getCenter(_offset).negate();
			this.translate(_offset.x, _offset.y, _offset.z);
			return this;
		}

		setFromPoints(points) {
			const position = [];

			for (let i = 0, l = points.length; i < l; i++) {
				const point = points[i];
				position.push(point.x, point.y, point.z || 0);
			}

			this.setAttribute('position', new Float32BufferAttribute(position, 3));
			return this;
		}

		computeBoundingBox() {
			if (this.boundingBox === null) {
				this.boundingBox = new Box3();
			}

			const position = this.attributes.position;
			const morphAttributesPosition = this.morphAttributes.position;

			if (position && position.isGLBufferAttribute) {
				console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
				this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));
				return;
			}

			if (position !== undefined) {
				this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present

				if (morphAttributesPosition) {
					for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
						const morphAttribute = morphAttributesPosition[i];

						_box$1.setFromBufferAttribute(morphAttribute);

						if (this.morphTargetsRelative) {
							_vector$8.addVectors(this.boundingBox.min, _box$1.min);

							this.boundingBox.expandByPoint(_vector$8);

							_vector$8.addVectors(this.boundingBox.max, _box$1.max);

							this.boundingBox.expandByPoint(_vector$8);
						} else {
							this.boundingBox.expandByPoint(_box$1.min);
							this.boundingBox.expandByPoint(_box$1.max);
						}
					}
				}
			} else {
				this.boundingBox.makeEmpty();
			}

			if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
				console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
			}
		}

		computeBoundingSphere() {
			if (this.boundingSphere === null) {
				this.boundingSphere = new Sphere();
			}

			const position = this.attributes.position;
			const morphAttributesPosition = this.morphAttributes.position;

			if (position && position.isGLBufferAttribute) {
				console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this);
				this.boundingSphere.set(new Vector3(), Infinity);
				return;
			}

			if (position) {
				// first, find the center of the bounding sphere
				const center = this.boundingSphere.center;

				_box$1.setFromBufferAttribute(position); // process morph attributes if present


				if (morphAttributesPosition) {
					for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
						const morphAttribute = morphAttributesPosition[i];

						_boxMorphTargets.setFromBufferAttribute(morphAttribute);

						if (this.morphTargetsRelative) {
							_vector$8.addVectors(_box$1.min, _boxMorphTargets.min);

							_box$1.expandByPoint(_vector$8);

							_vector$8.addVectors(_box$1.max, _boxMorphTargets.max);

							_box$1.expandByPoint(_vector$8);
						} else {
							_box$1.expandByPoint(_boxMorphTargets.min);

							_box$1.expandByPoint(_boxMorphTargets.max);
						}
					}
				}

				_box$1.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the
				// boundingSphere of the boundingBox: sqrt(3) smaller in the best case


				let maxRadiusSq = 0;

				for (let i = 0, il = position.count; i < il; i++) {
					_vector$8.fromBufferAttribute(position, i);

					maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
				} // process morph attributes if present


				if (morphAttributesPosition) {
					for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
						const morphAttribute = morphAttributesPosition[i];
						const morphTargetsRelative = this.morphTargetsRelative;

						for (let j = 0, jl = morphAttribute.count; j < jl; j++) {
							_vector$8.fromBufferAttribute(morphAttribute, j);

							if (morphTargetsRelative) {
								_offset.fromBufferAttribute(position, j);

								_vector$8.add(_offset);
							}

							maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
						}
					}
				}

				this.boundingSphere.radius = Math.sqrt(maxRadiusSq);

				if (isNaN(this.boundingSphere.radius)) {
					console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
				}
			}
		}

		computeTangents() {
			const index = this.index;
			const attributes = this.attributes; // based on http://www.terathon.com/code/tangent.html
			// (per vertex tangents)

			if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) {
				console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)');
				return;
			}

			const indices = index.array;
			const positions = attributes.position.array;
			const normals = attributes.normal.array;
			const uvs = attributes.uv.array;
			const nVertices = positions.length / 3;

			if (attributes.tangent === undefined) {
				this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4));
			}

			const tangents = attributes.tangent.array;
			const tan1 = [],
						tan2 = [];

			for (let i = 0; i < nVertices; i++) {
				tan1[i] = new Vector3();
				tan2[i] = new Vector3();
			}

			const vA = new Vector3(),
						vB = new Vector3(),
						vC = new Vector3(),
						uvA = new Vector2(),
						uvB = new Vector2(),
						uvC = new Vector2(),
						sdir = new Vector3(),
						tdir = new Vector3();

			function handleTriangle(a, b, c) {
				vA.fromArray(positions, a * 3);
				vB.fromArray(positions, b * 3);
				vC.fromArray(positions, c * 3);
				uvA.fromArray(uvs, a * 2);
				uvB.fromArray(uvs, b * 2);
				uvC.fromArray(uvs, c * 2);
				vB.sub(vA);
				vC.sub(vA);
				uvB.sub(uvA);
				uvC.sub(uvA);
				const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); // silently ignore degenerate uv triangles having coincident or colinear vertices

				if (!isFinite(r)) return;
				sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
				tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
				tan1[a].add(sdir);
				tan1[b].add(sdir);
				tan1[c].add(sdir);
				tan2[a].add(tdir);
				tan2[b].add(tdir);
				tan2[c].add(tdir);
			}

			let groups = this.groups;

			if (groups.length === 0) {
				groups = [{
					start: 0,
					count: indices.length
				}];
			}

			for (let i = 0, il = groups.length; i < il; ++i) {
				const group = groups[i];
				const start = group.start;
				const count = group.count;

				for (let j = start, jl = start + count; j < jl; j += 3) {
					handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]);
				}
			}

			const tmp = new Vector3(),
						tmp2 = new Vector3();
			const n = new Vector3(),
						n2 = new Vector3();

			function handleVertex(v) {
				n.fromArray(normals, v * 3);
				n2.copy(n);
				const t = tan1[v]; // Gram-Schmidt orthogonalize

				tmp.copy(t);
				tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); // Calculate handedness

				tmp2.crossVectors(n2, t);
				const test = tmp2.dot(tan2[v]);
				const w = test < 0.0 ? -1.0 : 1.0;
				tangents[v * 4] = tmp.x;
				tangents[v * 4 + 1] = tmp.y;
				tangents[v * 4 + 2] = tmp.z;
				tangents[v * 4 + 3] = w;
			}

			for (let i = 0, il = groups.length; i < il; ++i) {
				const group = groups[i];
				const start = group.start;
				const count = group.count;

				for (let j = start, jl = start + count; j < jl; j += 3) {
					handleVertex(indices[j + 0]);
					handleVertex(indices[j + 1]);
					handleVertex(indices[j + 2]);
				}
			}
		}

		computeVertexNormals() {
			const index = this.index;
			const positionAttribute = this.getAttribute('position');

			if (positionAttribute !== undefined) {
				let normalAttribute = this.getAttribute('normal');

				if (normalAttribute === undefined) {
					normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
					this.setAttribute('normal', normalAttribute);
				} else {
					// reset existing normals to zero
					for (let i = 0, il = normalAttribute.count; i < il; i++) {
						normalAttribute.setXYZ(i, 0, 0, 0);
					}
				}

				const pA = new Vector3(),
							pB = new Vector3(),
							pC = new Vector3();
				const nA = new Vector3(),
							nB = new Vector3(),
							nC = new Vector3();
				const cb = new Vector3(),
							ab = new Vector3(); // indexed elements

				if (index) {
					for (let i = 0, il = index.count; i < il; i += 3) {
						const vA = index.getX(i + 0);
						const vB = index.getX(i + 1);
						const vC = index.getX(i + 2);
						pA.fromBufferAttribute(positionAttribute, vA);
						pB.fromBufferAttribute(positionAttribute, vB);
						pC.fromBufferAttribute(positionAttribute, vC);
						cb.subVectors(pC, pB);
						ab.subVectors(pA, pB);
						cb.cross(ab);
						nA.fromBufferAttribute(normalAttribute, vA);
						nB.fromBufferAttribute(normalAttribute, vB);
						nC.fromBufferAttribute(normalAttribute, vC);
						nA.add(cb);
						nB.add(cb);
						nC.add(cb);
						normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
						normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
						normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
					}
				} else {
					// non-indexed elements (unconnected triangle soup)
					for (let i = 0, il = positionAttribute.count; i < il; i += 3) {
						pA.fromBufferAttribute(positionAttribute, i + 0);
						pB.fromBufferAttribute(positionAttribute, i + 1);
						pC.fromBufferAttribute(positionAttribute, i + 2);
						cb.subVectors(pC, pB);
						ab.subVectors(pA, pB);
						cb.cross(ab);
						normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);
						normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);
						normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);
					}
				}

				this.normalizeNormals();
				normalAttribute.needsUpdate = true;
			}
		}

		merge(geometry, offset) {
			if (!(geometry && geometry.isBufferGeometry)) {
				console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);
				return;
			}

			if (offset === undefined) {
				offset = 0;
				console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');
			}

			const attributes = this.attributes;

			for (const key in attributes) {
				if (geometry.attributes[key] === undefined) continue;
				const attribute1 = attributes[key];
				const attributeArray1 = attribute1.array;
				const attribute2 = geometry.attributes[key];
				const attributeArray2 = attribute2.array;
				const attributeOffset = attribute2.itemSize * offset;
				const length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);

				for (let i = 0, j = attributeOffset; i < length; i++, j++) {
					attributeArray1[j] = attributeArray2[i];
				}
			}

			return this;
		}

		normalizeNormals() {
			const normals = this.attributes.normal;

			for (let i = 0, il = normals.count; i < il; i++) {
				_vector$8.fromBufferAttribute(normals, i);

				_vector$8.normalize();

				normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
			}
		}

		toNonIndexed() {
			function convertBufferAttribute(attribute, indices) {
				const array = attribute.array;
				const itemSize = attribute.itemSize;
				const normalized = attribute.normalized;
				const array2 = new array.constructor(indices.length * itemSize);
				let index = 0,
						index2 = 0;

				for (let i = 0, l = indices.length; i < l; i++) {
					if (attribute.isInterleavedBufferAttribute) {
						index = indices[i] * attribute.data.stride + attribute.offset;
					} else {
						index = indices[i] * itemSize;
					}

					for (let j = 0; j < itemSize; j++) {
						array2[index2++] = array[index++];
					}
				}

				return new BufferAttribute(array2, itemSize, normalized);
			} //


			if (this.index === null) {
				console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.');
				return this;
			}

			const geometry2 = new BufferGeometry();
			const indices = this.index.array;
			const attributes = this.attributes; // attributes

			for (const name in attributes) {
				const attribute = attributes[name];
				const newAttribute = convertBufferAttribute(attribute, indices);
				geometry2.setAttribute(name, newAttribute);
			} // morph attributes


			const morphAttributes = this.morphAttributes;

			for (const name in morphAttributes) {
				const morphArray = [];
				const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes

				for (let i = 0, il = morphAttribute.length; i < il; i++) {
					const attribute = morphAttribute[i];
					const newAttribute = convertBufferAttribute(attribute, indices);
					morphArray.push(newAttribute);
				}

				geometry2.morphAttributes[name] = morphArray;
			}

			geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups

			const groups = this.groups;

			for (let i = 0, l = groups.length; i < l; i++) {
				const group = groups[i];
				geometry2.addGroup(group.start, group.count, group.materialIndex);
			}

			return geometry2;
		}

		toJSON() {
			const data = {
				metadata: {
					version: 4.5,
					type: 'BufferGeometry',
					generator: 'BufferGeometry.toJSON'
				}
			}; // standard BufferGeometry serialization

			data.uuid = this.uuid;
			data.type = this.type;
			if (this.name !== '') data.name = this.name;
			if (Object.keys(this.userData).length > 0) data.userData = this.userData;

			if (this.parameters !== undefined) {
				const parameters = this.parameters;

				for (const key in parameters) {
					if (parameters[key] !== undefined) data[key] = parameters[key];
				}

				return data;
			} // for simplicity the code assumes attributes are not shared across geometries, see #15811


			data.data = {
				attributes: {}
			};
			const index = this.index;

			if (index !== null) {
				data.data.index = {
					type: index.array.constructor.name,
					array: Array.prototype.slice.call(index.array)
				};
			}

			const attributes = this.attributes;

			for (const key in attributes) {
				const attribute = attributes[key];
				data.data.attributes[key] = attribute.toJSON(data.data);
			}

			const morphAttributes = {};
			let hasMorphAttributes = false;

			for (const key in this.morphAttributes) {
				const attributeArray = this.morphAttributes[key];
				const array = [];

				for (let i = 0, il = attributeArray.length; i < il; i++) {
					const attribute = attributeArray[i];
					array.push(attribute.toJSON(data.data));
				}

				if (array.length > 0) {
					morphAttributes[key] = array;
					hasMorphAttributes = true;
				}
			}

			if (hasMorphAttributes) {
				data.data.morphAttributes = morphAttributes;
				data.data.morphTargetsRelative = this.morphTargetsRelative;
			}

			const groups = this.groups;

			if (groups.length > 0) {
				data.data.groups = JSON.parse(JSON.stringify(groups));
			}

			const boundingSphere = this.boundingSphere;

			if (boundingSphere !== null) {
				data.data.boundingSphere = {
					center: boundingSphere.center.toArray(),
					radius: boundingSphere.radius
				};
			}

			return data;
		}

		clone() {
			return new this.constructor().copy(this);
		}

		copy(source) {
			// reset
			this.index = null;
			this.attributes = {};
			this.morphAttributes = {};
			this.groups = [];
			this.boundingBox = null;
			this.boundingSphere = null; // used for storing cloned, shared data

			const data = {}; // name

			this.name = source.name; // index

			const index = source.index;

			if (index !== null) {
				this.setIndex(index.clone(data));
			} // attributes


			const attributes = source.attributes;

			for (const name in attributes) {
				const attribute = attributes[name];
				this.setAttribute(name, attribute.clone(data));
			} // morph attributes


			const morphAttributes = source.morphAttributes;

			for (const name in morphAttributes) {
				const array = [];
				const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes

				for (let i = 0, l = morphAttribute.length; i < l; i++) {
					array.push(morphAttribute[i].clone(data));
				}

				this.morphAttributes[name] = array;
			}

			this.morphTargetsRelative = source.morphTargetsRelative; // groups

			const groups = source.groups;

			for (let i = 0, l = groups.length; i < l; i++) {
				const group = groups[i];
				this.addGroup(group.start, group.count, group.materialIndex);
			} // bounding box


			const boundingBox = source.boundingBox;

			if (boundingBox !== null) {
				this.boundingBox = boundingBox.clone();
			} // bounding sphere


			const boundingSphere = source.boundingSphere;

			if (boundingSphere !== null) {
				this.boundingSphere = boundingSphere.clone();
			} // draw range


			this.drawRange.start = source.drawRange.start;
			this.drawRange.count = source.drawRange.count; // user data

			this.userData = source.userData; // geometry generator parameters

			if (source.parameters !== undefined) this.parameters = Object.assign({}, source.parameters);
			return this;
		}

		dispose() {
			this.dispatchEvent({
				type: 'dispose'
			});
		}

	}

	BufferGeometry.prototype.isBufferGeometry = true;

	const _inverseMatrix$2 = /*@__PURE__*/new Matrix4();

	const _ray$2 = /*@__PURE__*/new Ray();

	const _sphere$3 = /*@__PURE__*/new Sphere();

	const _vA$1 = /*@__PURE__*/new Vector3();

	const _vB$1 = /*@__PURE__*/new Vector3();

	const _vC$1 = /*@__PURE__*/new Vector3();

	const _tempA = /*@__PURE__*/new Vector3();

	const _tempB = /*@__PURE__*/new Vector3();

	const _tempC = /*@__PURE__*/new Vector3();

	const _morphA = /*@__PURE__*/new Vector3();

	const _morphB = /*@__PURE__*/new Vector3();

	const _morphC = /*@__PURE__*/new Vector3();

	const _uvA$1 = /*@__PURE__*/new Vector2();

	const _uvB$1 = /*@__PURE__*/new Vector2();

	const _uvC$1 = /*@__PURE__*/new Vector2();

	const _intersectionPoint = /*@__PURE__*/new Vector3();

	const _intersectionPointWorld = /*@__PURE__*/new Vector3();

	class Mesh extends Object3D {
		constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {
			super();
			this.type = 'Mesh';
			this.geometry = geometry;
			this.material = material;
			this.updateMorphTargets();
		}

		copy(source) {
			super.copy(source);

			if (source.morphTargetInfluences !== undefined) {
				this.morphTargetInfluences = source.morphTargetInfluences.slice();
			}

			if (source.morphTargetDictionary !== undefined) {
				this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
			}

			this.material = source.material;
			this.geometry = source.geometry;
			return this;
		}

		updateMorphTargets() {
			const geometry = this.geometry;

			if (geometry.isBufferGeometry) {
				const morphAttributes = geometry.morphAttributes;
				const keys = Object.keys(morphAttributes);

				if (keys.length > 0) {
					const morphAttribute = morphAttributes[keys[0]];

					if (morphAttribute !== undefined) {
						this.morphTargetInfluences = [];
						this.morphTargetDictionary = {};

						for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
							const name = morphAttribute[m].name || String(m);
							this.morphTargetInfluences.push(0);
							this.morphTargetDictionary[name] = m;
						}
					}
				}
			} else {
				const morphTargets = geometry.morphTargets;

				if (morphTargets !== undefined && morphTargets.length > 0) {
					console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
				}
			}
		}

		raycast(raycaster, intersects) {
			const geometry = this.geometry;
			const material = this.material;
			const matrixWorld = this.matrixWorld;
			if (material === undefined) return; // Checking boundingSphere distance to ray

			if (geometry.boundingSphere === null) geometry.computeBoundingSphere();

			_sphere$3.copy(geometry.boundingSphere);

			_sphere$3.applyMatrix4(matrixWorld);

			if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //

			_inverseMatrix$2.copy(matrixWorld).invert();

			_ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); // Check boundingBox before continuing


			if (geometry.boundingBox !== null) {
				if (_ray$2.intersectsBox(geometry.boundingBox) === false) return;
			}

			let intersection;

			if (geometry.isBufferGeometry) {
				const index = geometry.index;
				const position = geometry.attributes.position;
				const morphPosition = geometry.morphAttributes.position;
				const morphTargetsRelative = geometry.morphTargetsRelative;
				const uv = geometry.attributes.uv;
				const uv2 = geometry.attributes.uv2;
				const groups = geometry.groups;
				const drawRange = geometry.drawRange;

				if (index !== null) {
					// indexed buffer geometry
					if (Array.isArray(material)) {
						for (let i = 0, il = groups.length; i < il; i++) {
							const group = groups[i];
							const groupMaterial = material[group.materialIndex];
							const start = Math.max(group.start, drawRange.start);
							const end = Math.min(index.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));

							for (let j = start, jl = end; j < jl; j += 3) {
								const a = index.getX(j);
								const b = index.getX(j + 1);
								const c = index.getX(j + 2);
								intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);

								if (intersection) {
									intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics

									intersection.face.materialIndex = group.materialIndex;
									intersects.push(intersection);
								}
							}
						}
					} else {
						const start = Math.max(0, drawRange.start);
						const end = Math.min(index.count, drawRange.start + drawRange.count);

						for (let i = start, il = end; i < il; i += 3) {
							const a = index.getX(i);
							const b = index.getX(i + 1);
							const c = index.getX(i + 2);
							intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);

							if (intersection) {
								intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics

								intersects.push(intersection);
							}
						}
					}
				} else if (position !== undefined) {
					// non-indexed buffer geometry
					if (Array.isArray(material)) {
						for (let i = 0, il = groups.length; i < il; i++) {
							const group = groups[i];
							const groupMaterial = material[group.materialIndex];
							const start = Math.max(group.start, drawRange.start);
							const end = Math.min(position.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));

							for (let j = start, jl = end; j < jl; j += 3) {
								const a = j;
								const b = j + 1;
								const c = j + 2;
								intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);

								if (intersection) {
									intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics

									intersection.face.materialIndex = group.materialIndex;
									intersects.push(intersection);
								}
							}
						}
					} else {
						const start = Math.max(0, drawRange.start);
						const end = Math.min(position.count, drawRange.start + drawRange.count);

						for (let i = start, il = end; i < il; i += 3) {
							const a = i;
							const b = i + 1;
							const c = i + 2;
							intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);

							if (intersection) {
								intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics

								intersects.push(intersection);
							}
						}
					}
				}
			} else if (geometry.isGeometry) {
				console.error('THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
			}
		}

	}

	Mesh.prototype.isMesh = true;

	function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
		let intersect;

		if (material.side === BackSide) {
			intersect = ray.intersectTriangle(pC, pB, pA, true, point);
		} else {
			intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
		}

		if (intersect === null) return null;

		_intersectionPointWorld.copy(point);

		_intersectionPointWorld.applyMatrix4(object.matrixWorld);

		const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
		if (distance < raycaster.near || distance > raycaster.far) return null;
		return {
			distance: distance,
			point: _intersectionPointWorld.clone(),
			object: object
		};
	}

	function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
		_vA$1.fromBufferAttribute(position, a);

		_vB$1.fromBufferAttribute(position, b);

		_vC$1.fromBufferAttribute(position, c);

		const morphInfluences = object.morphTargetInfluences;

		if (morphPosition && morphInfluences) {
			_morphA.set(0, 0, 0);

			_morphB.set(0, 0, 0);

			_morphC.set(0, 0, 0);

			for (let i = 0, il = morphPosition.length; i < il; i++) {
				const influence = morphInfluences[i];
				const morphAttribute = morphPosition[i];
				if (influence === 0) continue;

				_tempA.fromBufferAttribute(morphAttribute, a);

				_tempB.fromBufferAttribute(morphAttribute, b);

				_tempC.fromBufferAttribute(morphAttribute, c);

				if (morphTargetsRelative) {
					_morphA.addScaledVector(_tempA, influence);

					_morphB.addScaledVector(_tempB, influence);

					_morphC.addScaledVector(_tempC, influence);
				} else {
					_morphA.addScaledVector(_tempA.sub(_vA$1), influence);

					_morphB.addScaledVector(_tempB.sub(_vB$1), influence);

					_morphC.addScaledVector(_tempC.sub(_vC$1), influence);
				}
			}

			_vA$1.add(_morphA);

			_vB$1.add(_morphB);

			_vC$1.add(_morphC);
		}

		if (object.isSkinnedMesh) {
			object.boneTransform(a, _vA$1);
			object.boneTransform(b, _vB$1);
			object.boneTransform(c, _vC$1);
		}

		const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint);

		if (intersection) {
			if (uv) {
				_uvA$1.fromBufferAttribute(uv, a);

				_uvB$1.fromBufferAttribute(uv, b);

				_uvC$1.fromBufferAttribute(uv, c);

				intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
			}

			if (uv2) {
				_uvA$1.fromBufferAttribute(uv2, a);

				_uvB$1.fromBufferAttribute(uv2, b);

				_uvC$1.fromBufferAttribute(uv2, c);

				intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
			}

			const face = {
				a: a,
				b: b,
				c: c,
				normal: new Vector3(),
				materialIndex: 0
			};
			Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal);
			intersection.face = face;
		}

		return intersection;
	}

	class BoxGeometry extends BufferGeometry {
		constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {
			super();
			this.type = 'BoxGeometry';
			this.parameters = {
				width: width,
				height: height,
				depth: depth,
				widthSegments: widthSegments,
				heightSegments: heightSegments,
				depthSegments: depthSegments
			};
			const scope = this; // segments

			widthSegments = Math.floor(widthSegments);
			heightSegments = Math.floor(heightSegments);
			depthSegments = Math.floor(depthSegments); // buffers

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = []; // helper variables

			let numberOfVertices = 0;
			let groupStart = 0; // build each side of the box geometry

			buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px

			buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx

			buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py

			buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny

			buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz

			buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz
			// build geometry

			this.setIndex(indices);
			this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
			this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));

			function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
				const segmentWidth = width / gridX;
				const segmentHeight = height / gridY;
				const widthHalf = width / 2;
				const heightHalf = height / 2;
				const depthHalf = depth / 2;
				const gridX1 = gridX + 1;
				const gridY1 = gridY + 1;
				let vertexCounter = 0;
				let groupCount = 0;
				const vector = new Vector3(); // generate vertices, normals and uvs

				for (let iy = 0; iy < gridY1; iy++) {
					const y = iy * segmentHeight - heightHalf;

					for (let ix = 0; ix < gridX1; ix++) {
						const x = ix * segmentWidth - widthHalf; // set values to correct vector component

						vector[u] = x * udir;
						vector[v] = y * vdir;
						vector[w] = depthHalf; // now apply vector to vertex buffer

						vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component

						vector[u] = 0;
						vector[v] = 0;
						vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer

						normals.push(vector.x, vector.y, vector.z); // uvs

						uvs.push(ix / gridX);
						uvs.push(1 - iy / gridY); // counters

						vertexCounter += 1;
					}
				} // indices
				// 1. you need three indices to draw a single face
				// 2. a single segment consists of two faces
				// 3. so we need to generate six (2*3) indices per segment


				for (let iy = 0; iy < gridY; iy++) {
					for (let ix = 0; ix < gridX; ix++) {
						const a = numberOfVertices + ix + gridX1 * iy;
						const b = numberOfVertices + ix + gridX1 * (iy + 1);
						const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);
						const d = numberOfVertices + (ix + 1) + gridX1 * iy; // faces

						indices.push(a, b, d);
						indices.push(b, c, d); // increase counter

						groupCount += 6;
					}
				} // add a group to the geometry. this will ensure multi material support


				scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups

				groupStart += groupCount; // update total number of vertices

				numberOfVertices += vertexCounter;
			}
		}

		static fromJSON(data) {
			return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
		}

	}

	/**
	 * Uniform Utilities
	 */
	function cloneUniforms(src) {
		const dst = {};

		for (const u in src) {
			dst[u] = {};

			for (const p in src[u]) {
				const property = src[u][p];

				if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) {
					dst[u][p] = property.clone();
				} else if (Array.isArray(property)) {
					dst[u][p] = property.slice();
				} else {
					dst[u][p] = property;
				}
			}
		}

		return dst;
	}
	function mergeUniforms(uniforms) {
		const merged = {};

		for (let u = 0; u < uniforms.length; u++) {
			const tmp = cloneUniforms(uniforms[u]);

			for (const p in tmp) {
				merged[p] = tmp[p];
			}
		}

		return merged;
	} // Legacy

	const UniformsUtils = {
		clone: cloneUniforms,
		merge: mergeUniforms
	};

	var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";

	var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";

	/**
	 * parameters = {
	 *	defines: { "label" : "value" },
	 *	uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
	 *
	 *	fragmentShader: <string>,
	 *	vertexShader: <string>,
	 *
	 *	wireframe: <boolean>,
	 *	wireframeLinewidth: <float>,
	 *
	 *	lights: <bool>
	 * }
	 */

	class ShaderMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'ShaderMaterial';
			this.defines = {};
			this.uniforms = {};
			this.vertexShader = default_vertex;
			this.fragmentShader = default_fragment;
			this.linewidth = 1;
			this.wireframe = false;
			this.wireframeLinewidth = 1;
			this.fog = false; // set to use scene fog

			this.lights = false; // set to use scene lights

			this.clipping = false; // set to use user-defined clipping planes

			this.extensions = {
				derivatives: false,
				// set to use derivatives
				fragDepth: false,
				// set to use fragment depth values
				drawBuffers: false,
				// set to use draw buffers
				shaderTextureLOD: false // set to use shader texture LOD

			}; // When rendered geometry doesn't include these attributes but the material does,
			// use these default values in WebGL. This avoids errors when buffer data is missing.

			this.defaultAttributeValues = {
				'color': [1, 1, 1],
				'uv': [0, 0],
				'uv2': [0, 0]
			};
			this.index0AttributeName = undefined;
			this.uniformsNeedUpdate = false;
			this.glslVersion = null;

			if (parameters !== undefined) {
				if (parameters.attributes !== undefined) {
					console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
				}

				this.setValues(parameters);
			}
		}

		copy(source) {
			super.copy(source);
			this.fragmentShader = source.fragmentShader;
			this.vertexShader = source.vertexShader;
			this.uniforms = cloneUniforms(source.uniforms);
			this.defines = Object.assign({}, source.defines);
			this.wireframe = source.wireframe;
			this.wireframeLinewidth = source.wireframeLinewidth;
			this.lights = source.lights;
			this.clipping = source.clipping;
			this.extensions = Object.assign({}, source.extensions);
			this.glslVersion = source.glslVersion;
			return this;
		}

		toJSON(meta) {
			const data = super.toJSON(meta);
			data.glslVersion = this.glslVersion;
			data.uniforms = {};

			for (const name in this.uniforms) {
				const uniform = this.uniforms[name];
				const value = uniform.value;

				if (value && value.isTexture) {
					data.uniforms[name] = {
						type: 't',
						value: value.toJSON(meta).uuid
					};
				} else if (value && value.isColor) {
					data.uniforms[name] = {
						type: 'c',
						value: value.getHex()
					};
				} else if (value && value.isVector2) {
					data.uniforms[name] = {
						type: 'v2',
						value: value.toArray()
					};
				} else if (value && value.isVector3) {
					data.uniforms[name] = {
						type: 'v3',
						value: value.toArray()
					};
				} else if (value && value.isVector4) {
					data.uniforms[name] = {
						type: 'v4',
						value: value.toArray()
					};
				} else if (value && value.isMatrix3) {
					data.uniforms[name] = {
						type: 'm3',
						value: value.toArray()
					};
				} else if (value && value.isMatrix4) {
					data.uniforms[name] = {
						type: 'm4',
						value: value.toArray()
					};
				} else {
					data.uniforms[name] = {
						value: value
					}; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
				}
			}

			if (Object.keys(this.defines).length > 0) data.defines = this.defines;
			data.vertexShader = this.vertexShader;
			data.fragmentShader = this.fragmentShader;
			const extensions = {};

			for (const key in this.extensions) {
				if (this.extensions[key] === true) extensions[key] = true;
			}

			if (Object.keys(extensions).length > 0) data.extensions = extensions;
			return data;
		}

	}

	ShaderMaterial.prototype.isShaderMaterial = true;

	class Camera extends Object3D {
		constructor() {
			super();
			this.type = 'Camera';
			this.matrixWorldInverse = new Matrix4();
			this.projectionMatrix = new Matrix4();
			this.projectionMatrixInverse = new Matrix4();
		}

		copy(source, recursive) {
			super.copy(source, recursive);
			this.matrixWorldInverse.copy(source.matrixWorldInverse);
			this.projectionMatrix.copy(source.projectionMatrix);
			this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
			return this;
		}

		getWorldDirection(target) {
			this.updateWorldMatrix(true, false);
			const e = this.matrixWorld.elements;
			return target.set(-e[8], -e[9], -e[10]).normalize();
		}

		updateMatrixWorld(force) {
			super.updateMatrixWorld(force);
			this.matrixWorldInverse.copy(this.matrixWorld).invert();
		}

		updateWorldMatrix(updateParents, updateChildren) {
			super.updateWorldMatrix(updateParents, updateChildren);
			this.matrixWorldInverse.copy(this.matrixWorld).invert();
		}

		clone() {
			return new this.constructor().copy(this);
		}

	}

	Camera.prototype.isCamera = true;

	class PerspectiveCamera extends Camera {
		constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) {
			super();
			this.type = 'PerspectiveCamera';
			this.fov = fov;
			this.zoom = 1;
			this.near = near;
			this.far = far;
			this.focus = 10;
			this.aspect = aspect;
			this.view = null;
			this.filmGauge = 35; // width of the film (default in millimeters)

			this.filmOffset = 0; // horizontal film offset (same unit as gauge)

			this.updateProjectionMatrix();
		}

		copy(source, recursive) {
			super.copy(source, recursive);
			this.fov = source.fov;
			this.zoom = source.zoom;
			this.near = source.near;
			this.far = source.far;
			this.focus = source.focus;
			this.aspect = source.aspect;
			this.view = source.view === null ? null : Object.assign({}, source.view);
			this.filmGauge = source.filmGauge;
			this.filmOffset = source.filmOffset;
			return this;
		}
		/**
		 * Sets the FOV by focal length in respect to the current .filmGauge.
		 *
		 * The default film gauge is 35, so that the focal length can be specified for
		 * a 35mm (full frame) camera.
		 *
		 * Values for focal length and film gauge must have the same unit.
		 */


		setFocalLength(focalLength) {
			/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
			const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
			this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);
			this.updateProjectionMatrix();
		}
		/**
		 * Calculates the focal length from the current .fov and .filmGauge.
		 */


		getFocalLength() {
			const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov);
			return 0.5 * this.getFilmHeight() / vExtentSlope;
		}

		getEffectiveFOV() {
			return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom);
		}

		getFilmWidth() {
			// film not completely covered in portrait format (aspect < 1)
			return this.filmGauge * Math.min(this.aspect, 1);
		}

		getFilmHeight() {
			// film not completely covered in landscape format (aspect > 1)
			return this.filmGauge / Math.max(this.aspect, 1);
		}
		/**
		 * Sets an offset in a larger frustum. This is useful for multi-window or
		 * multi-monitor/multi-machine setups.
		 *
		 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
		 * the monitors are in grid like this
		 *
		 *	 +---+---+---+
		 *	 | A | B | C |
		 *	 +---+---+---+
		 *	 | D | E | F |
		 *	 +---+---+---+
		 *
		 * then for each monitor you would call it like this
		 *
		 *	 const w = 1920;
		 *	 const h = 1080;
		 *	 const fullWidth = w * 3;
		 *	 const fullHeight = h * 2;
		 *
		 *	 --A--
		 *	 camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
		 *	 --B--
		 *	 camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
		 *	 --C--
		 *	 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
		 *	 --D--
		 *	 camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
		 *	 --E--
		 *	 camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
		 *	 --F--
		 *	 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
		 *
		 *	 Note there is no reason monitors have to be the same size or in a grid.
		 */


		setViewOffset(fullWidth, fullHeight, x, y, width, height) {
			this.aspect = fullWidth / fullHeight;

			if (this.view === null) {
				this.view = {
					enabled: true,
					fullWidth: 1,
					fullHeight: 1,
					offsetX: 0,
					offsetY: 0,
					width: 1,
					height: 1
				};
			}

			this.view.enabled = true;
			this.view.fullWidth = fullWidth;
			this.view.fullHeight = fullHeight;
			this.view.offsetX = x;
			this.view.offsetY = y;
			this.view.width = width;
			this.view.height = height;
			this.updateProjectionMatrix();
		}

		clearViewOffset() {
			if (this.view !== null) {
				this.view.enabled = false;
			}

			this.updateProjectionMatrix();
		}

		updateProjectionMatrix() {
			const near = this.near;
			let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom;
			let height = 2 * top;
			let width = this.aspect * height;
			let left = -0.5 * width;
			const view = this.view;

			if (this.view !== null && this.view.enabled) {
				const fullWidth = view.fullWidth,
							fullHeight = view.fullHeight;
				left += view.offsetX * width / fullWidth;
				top -= view.offsetY * height / fullHeight;
				width *= view.width / fullWidth;
				height *= view.height / fullHeight;
			}

			const skew = this.filmOffset;
			if (skew !== 0) left += near * skew / this.getFilmWidth();
			this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
			this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
		}

		toJSON(meta) {
			const data = super.toJSON(meta);
			data.object.fov = this.fov;
			data.object.zoom = this.zoom;
			data.object.near = this.near;
			data.object.far = this.far;
			data.object.focus = this.focus;
			data.object.aspect = this.aspect;
			if (this.view !== null) data.object.view = Object.assign({}, this.view);
			data.object.filmGauge = this.filmGauge;
			data.object.filmOffset = this.filmOffset;
			return data;
		}

	}

	PerspectiveCamera.prototype.isPerspectiveCamera = true;

	const fov = 90,
				aspect = 1;

	class CubeCamera extends Object3D {
		constructor(near, far, renderTarget) {
			super();
			this.type = 'CubeCamera';

			if (renderTarget.isWebGLCubeRenderTarget !== true) {
				console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');
				return;
			}

			this.renderTarget = renderTarget;
			const cameraPX = new PerspectiveCamera(fov, aspect, near, far);
			cameraPX.layers = this.layers;
			cameraPX.up.set(0, -1, 0);
			cameraPX.lookAt(new Vector3(1, 0, 0));
			this.add(cameraPX);
			const cameraNX = new PerspectiveCamera(fov, aspect, near, far);
			cameraNX.layers = this.layers;
			cameraNX.up.set(0, -1, 0);
			cameraNX.lookAt(new Vector3(-1, 0, 0));
			this.add(cameraNX);
			const cameraPY = new PerspectiveCamera(fov, aspect, near, far);
			cameraPY.layers = this.layers;
			cameraPY.up.set(0, 0, 1);
			cameraPY.lookAt(new Vector3(0, 1, 0));
			this.add(cameraPY);
			const cameraNY = new PerspectiveCamera(fov, aspect, near, far);
			cameraNY.layers = this.layers;
			cameraNY.up.set(0, 0, -1);
			cameraNY.lookAt(new Vector3(0, -1, 0));
			this.add(cameraNY);
			const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
			cameraPZ.layers = this.layers;
			cameraPZ.up.set(0, -1, 0);
			cameraPZ.lookAt(new Vector3(0, 0, 1));
			this.add(cameraPZ);
			const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
			cameraNZ.layers = this.layers;
			cameraNZ.up.set(0, -1, 0);
			cameraNZ.lookAt(new Vector3(0, 0, -1));
			this.add(cameraNZ);
		}

		update(renderer, scene) {
			if (this.parent === null) this.updateMatrixWorld();
			const renderTarget = this.renderTarget;
			const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;
			const currentXrEnabled = renderer.xr.enabled;
			const currentRenderTarget = renderer.getRenderTarget();
			renderer.xr.enabled = false;
			const generateMipmaps = renderTarget.texture.generateMipmaps;
			renderTarget.texture.generateMipmaps = false;
			renderer.setRenderTarget(renderTarget, 0);
			renderer.render(scene, cameraPX);
			renderer.setRenderTarget(renderTarget, 1);
			renderer.render(scene, cameraNX);
			renderer.setRenderTarget(renderTarget, 2);
			renderer.render(scene, cameraPY);
			renderer.setRenderTarget(renderTarget, 3);
			renderer.render(scene, cameraNY);
			renderer.setRenderTarget(renderTarget, 4);
			renderer.render(scene, cameraPZ);
			renderTarget.texture.generateMipmaps = generateMipmaps;
			renderer.setRenderTarget(renderTarget, 5);
			renderer.render(scene, cameraNZ);
			renderer.setRenderTarget(currentRenderTarget);
			renderer.xr.enabled = currentXrEnabled;
			renderTarget.texture.needsPMREMUpdate = true;
		}

	}

	class CubeTexture extends Texture {
		constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
			images = images !== undefined ? images : [];
			mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
			super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
			this.flipY = false;
		}

		get images() {
			return this.image;
		}

		set images(value) {
			this.image = value;
		}

	}

	CubeTexture.prototype.isCubeTexture = true;

	class WebGLCubeRenderTarget extends WebGLRenderTarget {
		constructor(size, options, dummy) {
			if (Number.isInteger(options)) {
				console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');
				options = dummy;
			}

			super(size, size, options);
			options = options || {}; // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
			// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
			// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
			// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
			// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
			// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).

			this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
			this.texture.isRenderTargetTexture = true;
			this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
			this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
		}

		fromEquirectangularTexture(renderer, texture) {
			this.texture.type = texture.type;
			this.texture.format = RGBAFormat; // see #18859

			this.texture.encoding = texture.encoding;
			this.texture.generateMipmaps = texture.generateMipmaps;
			this.texture.minFilter = texture.minFilter;
			this.texture.magFilter = texture.magFilter;
			const shader = {
				uniforms: {
					tEquirect: {
						value: null
					}
				},
				vertexShader:
				/* glsl */
				`

				varying vec3 vWorldDirection;

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

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

				}

				void main() {

					vWorldDirection = transformDirection( position, modelMatrix );

					#include <begin_vertex>
					#include <project_vertex>

				}
			`,
				fragmentShader:
				/* glsl */
				`

				uniform sampler2D tEquirect;

				varying vec3 vWorldDirection;

				#include <common>

				void main() {

					vec3 direction = normalize( vWorldDirection );

					vec2 sampleUV = equirectUv( direction );

					gl_FragColor = texture2D( tEquirect, sampleUV );

				}
			`
			};
			const geometry = new BoxGeometry(5, 5, 5);
			const material = new ShaderMaterial({
				name: 'CubemapFromEquirect',
				uniforms: cloneUniforms(shader.uniforms),
				vertexShader: shader.vertexShader,
				fragmentShader: shader.fragmentShader,
				side: BackSide,
				blending: NoBlending
			});
			material.uniforms.tEquirect.value = texture;
			const mesh = new Mesh(geometry, material);
			const currentMinFilter = texture.minFilter; // Avoid blurred poles

			if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
			const camera = new CubeCamera(1, 10, this);
			camera.update(renderer, mesh);
			texture.minFilter = currentMinFilter;
			mesh.geometry.dispose();
			mesh.material.dispose();
			return this;
		}

		clear(renderer, color, depth, stencil) {
			const currentRenderTarget = renderer.getRenderTarget();

			for (let i = 0; i < 6; i++) {
				renderer.setRenderTarget(this, i);
				renderer.clear(color, depth, stencil);
			}

			renderer.setRenderTarget(currentRenderTarget);
		}

	}

	WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;

	const _vector1 = /*@__PURE__*/new Vector3();

	const _vector2 = /*@__PURE__*/new Vector3();

	const _normalMatrix = /*@__PURE__*/new Matrix3();

	class Plane {
		constructor(normal = new Vector3(1, 0, 0), constant = 0) {
			// normal is assumed to be normalized
			this.normal = normal;
			this.constant = constant;
		}

		set(normal, constant) {
			this.normal.copy(normal);
			this.constant = constant;
			return this;
		}

		setComponents(x, y, z, w) {
			this.normal.set(x, y, z);
			this.constant = w;
			return this;
		}

		setFromNormalAndCoplanarPoint(normal, point) {
			this.normal.copy(normal);
			this.constant = -point.dot(this.normal);
			return this;
		}

		setFromCoplanarPoints(a, b, c) {
			const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?


			this.setFromNormalAndCoplanarPoint(normal, a);
			return this;
		}

		copy(plane) {
			this.normal.copy(plane.normal);
			this.constant = plane.constant;
			return this;
		}

		normalize() {
			// Note: will lead to a divide by zero if the plane is invalid.
			const inverseNormalLength = 1.0 / this.normal.length();
			this.normal.multiplyScalar(inverseNormalLength);
			this.constant *= inverseNormalLength;
			return this;
		}

		negate() {
			this.constant *= -1;
			this.normal.negate();
			return this;
		}

		distanceToPoint(point) {
			return this.normal.dot(point) + this.constant;
		}

		distanceToSphere(sphere) {
			return this.distanceToPoint(sphere.center) - sphere.radius;
		}

		projectPoint(point, target) {
			return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
		}

		intersectLine(line, target) {
			const direction = line.delta(_vector1);
			const denominator = this.normal.dot(direction);

			if (denominator === 0) {
				// line is coplanar, return origin
				if (this.distanceToPoint(line.start) === 0) {
					return target.copy(line.start);
				} // Unsure if this is the correct method to handle this case.


				return null;
			}

			const t = -(line.start.dot(this.normal) + this.constant) / denominator;

			if (t < 0 || t > 1) {
				return null;
			}

			return target.copy(direction).multiplyScalar(t).add(line.start);
		}

		intersectsLine(line) {
			// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
			const startSign = this.distanceToPoint(line.start);
			const endSign = this.distanceToPoint(line.end);
			return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
		}

		intersectsBox(box) {
			return box.intersectsPlane(this);
		}

		intersectsSphere(sphere) {
			return sphere.intersectsPlane(this);
		}

		coplanarPoint(target) {
			return target.copy(this.normal).multiplyScalar(-this.constant);
		}

		applyMatrix4(matrix, optionalNormalMatrix) {
			const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);

			const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
			const normal = this.normal.applyMatrix3(normalMatrix).normalize();
			this.constant = -referencePoint.dot(normal);
			return this;
		}

		translate(offset) {
			this.constant -= offset.dot(this.normal);
			return this;
		}

		equals(plane) {
			return plane.normal.equals(this.normal) && plane.constant === this.constant;
		}

		clone() {
			return new this.constructor().copy(this);
		}

	}

	Plane.prototype.isPlane = true;

	const _sphere$2 = /*@__PURE__*/new Sphere();

	const _vector$7 = /*@__PURE__*/new Vector3();

	class Frustum {
		constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {
			this.planes = [p0, p1, p2, p3, p4, p5];
		}

		set(p0, p1, p2, p3, p4, p5) {
			const planes = this.planes;
			planes[0].copy(p0);
			planes[1].copy(p1);
			planes[2].copy(p2);
			planes[3].copy(p3);
			planes[4].copy(p4);
			planes[5].copy(p5);
			return this;
		}

		copy(frustum) {
			const planes = this.planes;

			for (let i = 0; i < 6; i++) {
				planes[i].copy(frustum.planes[i]);
			}

			return this;
		}

		setFromProjectionMatrix(m) {
			const planes = this.planes;
			const me = m.elements;
			const me0 = me[0],
						me1 = me[1],
						me2 = me[2],
						me3 = me[3];
			const me4 = me[4],
						me5 = me[5],
						me6 = me[6],
						me7 = me[7];
			const me8 = me[8],
						me9 = me[9],
						me10 = me[10],
						me11 = me[11];
			const me12 = me[12],
						me13 = me[13],
						me14 = me[14],
						me15 = me[15];
			planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();
			planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();
			planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();
			planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();
			planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
			planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
			return this;
		}

		intersectsObject(object) {
			const geometry = object.geometry;
			if (geometry.boundingSphere === null) geometry.computeBoundingSphere();

			_sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);

			return this.intersectsSphere(_sphere$2);
		}

		intersectsSprite(sprite) {
			_sphere$2.center.set(0, 0, 0);

			_sphere$2.radius = 0.7071067811865476;

			_sphere$2.applyMatrix4(sprite.matrixWorld);

			return this.intersectsSphere(_sphere$2);
		}

		intersectsSphere(sphere) {
			const planes = this.planes;
			const center = sphere.center;
			const negRadius = -sphere.radius;

			for (let i = 0; i < 6; i++) {
				const distance = planes[i].distanceToPoint(center);

				if (distance < negRadius) {
					return false;
				}
			}

			return true;
		}

		intersectsBox(box) {
			const planes = this.planes;

			for (let i = 0; i < 6; i++) {
				const plane = planes[i]; // corner at max distance

				_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
				_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
				_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;

				if (plane.distanceToPoint(_vector$7) < 0) {
					return false;
				}
			}

			return true;
		}

		containsPoint(point) {
			const planes = this.planes;

			for (let i = 0; i < 6; i++) {
				if (planes[i].distanceToPoint(point) < 0) {
					return false;
				}
			}

			return true;
		}

		clone() {
			return new this.constructor().copy(this);
		}

	}

	function WebGLAnimation() {
		let context = null;
		let isAnimating = false;
		let animationLoop = null;
		let requestId = null;

		function onAnimationFrame(time, frame) {
			animationLoop(time, frame);
			requestId = context.requestAnimationFrame(onAnimationFrame);
		}

		return {
			start: function () {
				if (isAnimating === true) return;
				if (animationLoop === null) return;
				requestId = context.requestAnimationFrame(onAnimationFrame);
				isAnimating = true;
			},
			stop: function () {
				context.cancelAnimationFrame(requestId);
				isAnimating = false;
			},
			setAnimationLoop: function (callback) {
				animationLoop = callback;
			},
			setContext: function (value) {
				context = value;
			}
		};
	}

	function WebGLAttributes(gl, capabilities) {
		const isWebGL2 = capabilities.isWebGL2;
		const buffers = new WeakMap();

		function createBuffer(attribute, bufferType) {
			const array = attribute.array;
			const usage = attribute.usage;
			const buffer = gl.createBuffer();
			gl.bindBuffer(bufferType, buffer);
			gl.bufferData(bufferType, array, usage);
			attribute.onUploadCallback();
			let type = gl.FLOAT;

			if (array instanceof Float32Array) {
				type = gl.FLOAT;
			} else if (array instanceof Float64Array) {
				console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');
			} else if (array instanceof Uint16Array) {
				if (attribute.isFloat16BufferAttribute) {
					if (isWebGL2) {
						type = gl.HALF_FLOAT;
					} else {
						console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.');
					}
				} 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;
			}

			return {
				buffer: buffer,
				type: type,
				bytesPerElement: array.BYTES_PER_ELEMENT,
				version: attribute.version
			};
		}

		function updateBuffer(buffer, attribute, bufferType) {
			const array = attribute.array;
			const updateRange = attribute.updateRange;
			gl.bindBuffer(bufferType, buffer);

			if (updateRange.count === -1) {
				// Not using update ranges
				gl.bufferSubData(bufferType, 0, array);
			} else {
				if (isWebGL2) {
					gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);
				} else {
					gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
				}

				updateRange.count = -1; // reset range
			}
		} //


		function get(attribute) {
			if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
			return buffers.get(attribute);
		}

		function remove(attribute) {
			if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
			const data = buffers.get(attribute);

			if (data) {
				gl.deleteBuffer(data.buffer);
				buffers.delete(attribute);
			}
		}

		function update(attribute, bufferType) {
			if (attribute.isGLBufferAttribute) {
				const cached = buffers.get(attribute);

				if (!cached || cached.version < attribute.version) {
					buffers.set(attribute, {
						buffer: attribute.buffer,
						type: attribute.type,
						bytesPerElement: attribute.elementSize,
						version: attribute.version
					});
				}

				return;
			}

			if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
			const data = buffers.get(attribute);

			if (data === undefined) {
				buffers.set(attribute, createBuffer(attribute, bufferType));
			} else if (data.version < attribute.version) {
				updateBuffer(data.buffer, attribute, bufferType);
				data.version = attribute.version;
			}
		}

		return {
			get: get,
			remove: remove,
			update: update
		};
	}

	class PlaneGeometry extends BufferGeometry {
		constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {
			super();
			this.type = 'PlaneGeometry';
			this.parameters = {
				width: width,
				height: height,
				widthSegments: widthSegments,
				heightSegments: heightSegments
			};
			const width_half = width / 2;
			const height_half = height / 2;
			const gridX = Math.floor(widthSegments);
			const gridY = Math.floor(heightSegments);
			const gridX1 = gridX + 1;
			const gridY1 = gridY + 1;
			const segment_width = width / gridX;
			const segment_height = height / gridY; //

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = [];

			for (let iy = 0; iy < gridY1; iy++) {
				const y = iy * segment_height - height_half;

				for (let ix = 0; ix < gridX1; ix++) {
					const x = ix * segment_width - width_half;
					vertices.push(x, -y, 0);
					normals.push(0, 0, 1);
					uvs.push(ix / gridX);
					uvs.push(1 - iy / gridY);
				}
			}

			for (let iy = 0; iy < gridY; iy++) {
				for (let ix = 0; ix < gridX; ix++) {
					const a = ix + gridX1 * iy;
					const b = ix + gridX1 * (iy + 1);
					const c = ix + 1 + gridX1 * (iy + 1);
					const d = ix + 1 + gridX1 * iy;
					indices.push(a, b, d);
					indices.push(b, c, d);
				}
			}

			this.setIndex(indices);
			this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
			this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
		}

		static fromJSON(data) {
			return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments);
		}

	}

	var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";

	var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

	var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif";

	var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";

	var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";

	var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

	var begin_vertex = "vec3 transformed = vec3( position );";

	var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";

	var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif";

	var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";

	var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";

	var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";

	var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";

	var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";

	var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";

	var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";

	var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";

	var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";

	var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";

	var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ) + 0.5;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\treturn texture2D( envMap, uv ).rgb;\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";

	var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";

	var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";

	var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";

	var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";

	var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";

	var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";

	var encodings_pars_fragment = "vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";

	var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";

	var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";

	var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";

	var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";

	var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";

	var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";

	var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";

	var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";

	var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";

	var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";

	var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tlightMapIrradiance *= PI;\n\t#endif\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif";

	var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

	var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";

	var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";

	var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec;\n\t\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\t\treflectVec = reflect( - viewDir, normal );\n\t\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\t#else\n\t\t\t\treflectVec = refract( - viewDir, normal, refractionRatio );\n\t\t\t#endif\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif";

	var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";

	var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";

	var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

	var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";

	var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif";

	var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(		0, 1,		0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";

	var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";

	var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";

	var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";

	var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

	var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";

	var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";

	var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";

	var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif";

	var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";

	var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";

	var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

	var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";

	var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

	var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1, 2 ) * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif";

	var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform vec2 morphTargetsTextureSize;\n\t\tvec3 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset, const in int stride ) {\n\t\t\tfloat texelIndex = float( vertexIndex * stride + offset );\n\t\t\tfloat y = floor( texelIndex / morphTargetsTextureSize.x );\n\t\t\tfloat x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tvec3 morphUV = vec3( ( x + 0.5 ) / morphTargetsTextureSize.x, y / morphTargetsTextureSize.y, morphTargetIndex );\n\t\t\treturn texture( morphTargetsTexture, morphUV ).xyz;\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif";

	var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\t#ifndef USE_MORPHNORMALS\n\t\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 1 ) * morphTargetInfluences[ i ];\n\t\t\t#else\n\t\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 2 ) * morphTargetInfluences[ i ];\n\t\t\t#endif\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif";

	var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";

	var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";

	var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";

	var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";

	var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";

	var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif";

	var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";

	var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif";

	var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";

	var output_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";

	var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";

	var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";

	var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";

	var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";

	var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";

	var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";

	var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

	var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t	texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t	f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t	texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t	f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";

	var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";

	var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";

	var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";

	var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

	var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";

	var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";

	var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";

	var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

	var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

	var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

	var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(	1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,	1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,	1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";

	var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tfloat transmissionAlpha = 1.0;\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\n\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\n#endif";

	var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( attenuationDistance == 0.0 ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif";

	var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";

	var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";

	var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";

	var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";

	var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";

	var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";

	var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";

	const vertex$g = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
	const fragment$g = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tgl_FragColor = texture2D( t2D, vUv );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

	const vertex$f = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
	const fragment$f = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

	const vertex$e = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
	const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";

	const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
	const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";

	const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
	const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

	const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
	const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

	const vertex$a = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
	const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

	const vertex$9 = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
	const fragment$9 = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

	const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
	const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

	const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
	const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";

	const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
	const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

	const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
	const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

	const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
	const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

	const vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
	const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

	const vertex$2 = "#include <common>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
	const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

	const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
	const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

	const ShaderChunk = {
		alphamap_fragment: alphamap_fragment,
		alphamap_pars_fragment: alphamap_pars_fragment,
		alphatest_fragment: alphatest_fragment,
		alphatest_pars_fragment: alphatest_pars_fragment,
		aomap_fragment: aomap_fragment,
		aomap_pars_fragment: aomap_pars_fragment,
		begin_vertex: begin_vertex,
		beginnormal_vertex: beginnormal_vertex,
		bsdfs: bsdfs,
		bumpmap_pars_fragment: bumpmap_pars_fragment,
		clipping_planes_fragment: clipping_planes_fragment,
		clipping_planes_pars_fragment: clipping_planes_pars_fragment,
		clipping_planes_pars_vertex: clipping_planes_pars_vertex,
		clipping_planes_vertex: clipping_planes_vertex,
		color_fragment: color_fragment,
		color_pars_fragment: color_pars_fragment,
		color_pars_vertex: color_pars_vertex,
		color_vertex: color_vertex,
		common: common,
		cube_uv_reflection_fragment: cube_uv_reflection_fragment,
		defaultnormal_vertex: defaultnormal_vertex,
		displacementmap_pars_vertex: displacementmap_pars_vertex,
		displacementmap_vertex: displacementmap_vertex,
		emissivemap_fragment: emissivemap_fragment,
		emissivemap_pars_fragment: emissivemap_pars_fragment,
		encodings_fragment: encodings_fragment,
		encodings_pars_fragment: encodings_pars_fragment,
		envmap_fragment: envmap_fragment,
		envmap_common_pars_fragment: envmap_common_pars_fragment,
		envmap_pars_fragment: envmap_pars_fragment,
		envmap_pars_vertex: envmap_pars_vertex,
		envmap_physical_pars_fragment: envmap_physical_pars_fragment,
		envmap_vertex: envmap_vertex,
		fog_vertex: fog_vertex,
		fog_pars_vertex: fog_pars_vertex,
		fog_fragment: fog_fragment,
		fog_pars_fragment: fog_pars_fragment,
		gradientmap_pars_fragment: gradientmap_pars_fragment,
		lightmap_fragment: lightmap_fragment,
		lightmap_pars_fragment: lightmap_pars_fragment,
		lights_lambert_vertex: lights_lambert_vertex,
		lights_pars_begin: lights_pars_begin,
		lights_toon_fragment: lights_toon_fragment,
		lights_toon_pars_fragment: lights_toon_pars_fragment,
		lights_phong_fragment: lights_phong_fragment,
		lights_phong_pars_fragment: lights_phong_pars_fragment,
		lights_physical_fragment: lights_physical_fragment,
		lights_physical_pars_fragment: lights_physical_pars_fragment,
		lights_fragment_begin: lights_fragment_begin,
		lights_fragment_maps: lights_fragment_maps,
		lights_fragment_end: lights_fragment_end,
		logdepthbuf_fragment: logdepthbuf_fragment,
		logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
		logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
		logdepthbuf_vertex: logdepthbuf_vertex,
		map_fragment: map_fragment,
		map_pars_fragment: map_pars_fragment,
		map_particle_fragment: map_particle_fragment,
		map_particle_pars_fragment: map_particle_pars_fragment,
		metalnessmap_fragment: metalnessmap_fragment,
		metalnessmap_pars_fragment: metalnessmap_pars_fragment,
		morphnormal_vertex: morphnormal_vertex,
		morphtarget_pars_vertex: morphtarget_pars_vertex,
		morphtarget_vertex: morphtarget_vertex,
		normal_fragment_begin: normal_fragment_begin,
		normal_fragment_maps: normal_fragment_maps,
		normal_pars_fragment: normal_pars_fragment,
		normal_pars_vertex: normal_pars_vertex,
		normal_vertex: normal_vertex,
		normalmap_pars_fragment: normalmap_pars_fragment,
		clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
		clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
		clearcoat_pars_fragment: clearcoat_pars_fragment,
		output_fragment: output_fragment,
		packing: packing,
		premultiplied_alpha_fragment: premultiplied_alpha_fragment,
		project_vertex: project_vertex,
		dithering_fragment: dithering_fragment,
		dithering_pars_fragment: dithering_pars_fragment,
		roughnessmap_fragment: roughnessmap_fragment,
		roughnessmap_pars_fragment: roughnessmap_pars_fragment,
		shadowmap_pars_fragment: shadowmap_pars_fragment,
		shadowmap_pars_vertex: shadowmap_pars_vertex,
		shadowmap_vertex: shadowmap_vertex,
		shadowmask_pars_fragment: shadowmask_pars_fragment,
		skinbase_vertex: skinbase_vertex,
		skinning_pars_vertex: skinning_pars_vertex,
		skinning_vertex: skinning_vertex,
		skinnormal_vertex: skinnormal_vertex,
		specularmap_fragment: specularmap_fragment,
		specularmap_pars_fragment: specularmap_pars_fragment,
		tonemapping_fragment: tonemapping_fragment,
		tonemapping_pars_fragment: tonemapping_pars_fragment,
		transmission_fragment: transmission_fragment,
		transmission_pars_fragment: transmission_pars_fragment,
		uv_pars_fragment: uv_pars_fragment,
		uv_pars_vertex: uv_pars_vertex,
		uv_vertex: uv_vertex,
		uv2_pars_fragment: uv2_pars_fragment,
		uv2_pars_vertex: uv2_pars_vertex,
		uv2_vertex: uv2_vertex,
		worldpos_vertex: worldpos_vertex,
		background_vert: vertex$g,
		background_frag: fragment$g,
		cube_vert: vertex$f,
		cube_frag: fragment$f,
		depth_vert: vertex$e,
		depth_frag: fragment$e,
		distanceRGBA_vert: vertex$d,
		distanceRGBA_frag: fragment$d,
		equirect_vert: vertex$c,
		equirect_frag: fragment$c,
		linedashed_vert: vertex$b,
		linedashed_frag: fragment$b,
		meshbasic_vert: vertex$a,
		meshbasic_frag: fragment$a,
		meshlambert_vert: vertex$9,
		meshlambert_frag: fragment$9,
		meshmatcap_vert: vertex$8,
		meshmatcap_frag: fragment$8,
		meshnormal_vert: vertex$7,
		meshnormal_frag: fragment$7,
		meshphong_vert: vertex$6,
		meshphong_frag: fragment$6,
		meshphysical_vert: vertex$5,
		meshphysical_frag: fragment$5,
		meshtoon_vert: vertex$4,
		meshtoon_frag: fragment$4,
		points_vert: vertex$3,
		points_frag: fragment$3,
		shadow_vert: vertex$2,
		shadow_frag: fragment$2,
		sprite_vert: vertex$1,
		sprite_frag: fragment$1
	};

	/**
	 * Uniforms library for shared webgl shaders
	 */

	const UniformsLib = {
		common: {
			diffuse: {
				value: new Color(0xffffff)
			},
			opacity: {
				value: 1.0
			},
			map: {
				value: null
			},
			uvTransform: {
				value: new Matrix3()
			},
			uv2Transform: {
				value: new Matrix3()
			},
			alphaMap: {
				value: null
			},
			alphaTest: {
				value: 0
			}
		},
		specularmap: {
			specularMap: {
				value: null
			}
		},
		envmap: {
			envMap: {
				value: null
			},
			flipEnvMap: {
				value: -1
			},
			reflectivity: {
				value: 1.0
			},
			// basic, lambert, phong
			ior: {
				value: 1.5
			},
			// standard, physical
			refractionRatio: {
				value: 0.98
			}
		},
		aomap: {
			aoMap: {
				value: null
			},
			aoMapIntensity: {
				value: 1
			}
		},
		lightmap: {
			lightMap: {
				value: null
			},
			lightMapIntensity: {
				value: 1
			}
		},
		emissivemap: {
			emissiveMap: {
				value: null
			}
		},
		bumpmap: {
			bumpMap: {
				value: null
			},
			bumpScale: {
				value: 1
			}
		},
		normalmap: {
			normalMap: {
				value: null
			},
			normalScale: {
				value: new Vector2(1, 1)
			}
		},
		displacementmap: {
			displacementMap: {
				value: null
			},
			displacementScale: {
				value: 1
			},
			displacementBias: {
				value: 0
			}
		},
		roughnessmap: {
			roughnessMap: {
				value: null
			}
		},
		metalnessmap: {
			metalnessMap: {
				value: null
			}
		},
		gradientmap: {
			gradientMap: {
				value: null
			}
		},
		fog: {
			fogDensity: {
				value: 0.00025
			},
			fogNear: {
				value: 1
			},
			fogFar: {
				value: 2000
			},
			fogColor: {
				value: new Color(0xffffff)
			}
		},
		lights: {
			ambientLightColor: {
				value: []
			},
			lightProbe: {
				value: []
			},
			directionalLights: {
				value: [],
				properties: {
					direction: {},
					color: {}
				}
			},
			directionalLightShadows: {
				value: [],
				properties: {
					shadowBias: {},
					shadowNormalBias: {},
					shadowRadius: {},
					shadowMapSize: {}
				}
			},
			directionalShadowMap: {
				value: []
			},
			directionalShadowMatrix: {
				value: []
			},
			spotLights: {
				value: [],
				properties: {
					color: {},
					position: {},
					direction: {},
					distance: {},
					coneCos: {},
					penumbraCos: {},
					decay: {}
				}
			},
			spotLightShadows: {
				value: [],
				properties: {
					shadowBias: {},
					shadowNormalBias: {},
					shadowRadius: {},
					shadowMapSize: {}
				}
			},
			spotShadowMap: {
				value: []
			},
			spotShadowMatrix: {
				value: []
			},
			pointLights: {
				value: [],
				properties: {
					color: {},
					position: {},
					decay: {},
					distance: {}
				}
			},
			pointLightShadows: {
				value: [],
				properties: {
					shadowBias: {},
					shadowNormalBias: {},
					shadowRadius: {},
					shadowMapSize: {},
					shadowCameraNear: {},
					shadowCameraFar: {}
				}
			},
			pointShadowMap: {
				value: []
			},
			pointShadowMatrix: {
				value: []
			},
			hemisphereLights: {
				value: [],
				properties: {
					direction: {},
					skyColor: {},
					groundColor: {}
				}
			},
			// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
			rectAreaLights: {
				value: [],
				properties: {
					color: {},
					position: {},
					width: {},
					height: {}
				}
			},
			ltc_1: {
				value: null
			},
			ltc_2: {
				value: null
			}
		},
		points: {
			diffuse: {
				value: new Color(0xffffff)
			},
			opacity: {
				value: 1.0
			},
			size: {
				value: 1.0
			},
			scale: {
				value: 1.0
			},
			map: {
				value: null
			},
			alphaMap: {
				value: null
			},
			alphaTest: {
				value: 0
			},
			uvTransform: {
				value: new Matrix3()
			}
		},
		sprite: {
			diffuse: {
				value: new Color(0xffffff)
			},
			opacity: {
				value: 1.0
			},
			center: {
				value: new Vector2(0.5, 0.5)
			},
			rotation: {
				value: 0.0
			},
			map: {
				value: null
			},
			alphaMap: {
				value: null
			},
			alphaTest: {
				value: 0
			},
			uvTransform: {
				value: new Matrix3()
			}
		}
	};

	const ShaderLib = {
		basic: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),
			vertexShader: ShaderChunk.meshbasic_vert,
			fragmentShader: ShaderChunk.meshbasic_frag
		},
		lambert: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {
				emissive: {
					value: new Color(0x000000)
				}
			}]),
			vertexShader: ShaderChunk.meshlambert_vert,
			fragmentShader: ShaderChunk.meshlambert_frag
		},
		phong: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {
				emissive: {
					value: new Color(0x000000)
				},
				specular: {
					value: new Color(0x111111)
				},
				shininess: {
					value: 30
				}
			}]),
			vertexShader: ShaderChunk.meshphong_vert,
			fragmentShader: ShaderChunk.meshphong_frag
		},
		standard: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, {
				emissive: {
					value: new Color(0x000000)
				},
				roughness: {
					value: 1.0
				},
				metalness: {
					value: 0.0
				},
				envMapIntensity: {
					value: 1
				} // temporary

			}]),
			vertexShader: ShaderChunk.meshphysical_vert,
			fragmentShader: ShaderChunk.meshphysical_frag
		},
		toon: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {
				emissive: {
					value: new Color(0x000000)
				}
			}]),
			vertexShader: ShaderChunk.meshtoon_vert,
			fragmentShader: ShaderChunk.meshtoon_frag
		},
		matcap: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {
				matcap: {
					value: null
				}
			}]),
			vertexShader: ShaderChunk.meshmatcap_vert,
			fragmentShader: ShaderChunk.meshmatcap_frag
		},
		points: {
			uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
			vertexShader: ShaderChunk.points_vert,
			fragmentShader: ShaderChunk.points_frag
		},
		dashed: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {
				scale: {
					value: 1
				},
				dashSize: {
					value: 1
				},
				totalSize: {
					value: 2
				}
			}]),
			vertexShader: ShaderChunk.linedashed_vert,
			fragmentShader: ShaderChunk.linedashed_frag
		},
		depth: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
			vertexShader: ShaderChunk.depth_vert,
			fragmentShader: ShaderChunk.depth_frag
		},
		normal: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {
				opacity: {
					value: 1.0
				}
			}]),
			vertexShader: ShaderChunk.meshnormal_vert,
			fragmentShader: ShaderChunk.meshnormal_frag
		},
		sprite: {
			uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
			vertexShader: ShaderChunk.sprite_vert,
			fragmentShader: ShaderChunk.sprite_frag
		},
		background: {
			uniforms: {
				uvTransform: {
					value: new Matrix3()
				},
				t2D: {
					value: null
				}
			},
			vertexShader: ShaderChunk.background_vert,
			fragmentShader: ShaderChunk.background_frag
		},

		/* -------------------------------------------------------------------------
		//	Cube map shader
		 ------------------------------------------------------------------------- */
		cube: {
			uniforms: mergeUniforms([UniformsLib.envmap, {
				opacity: {
					value: 1.0
				}
			}]),
			vertexShader: ShaderChunk.cube_vert,
			fragmentShader: ShaderChunk.cube_frag
		},
		equirect: {
			uniforms: {
				tEquirect: {
					value: null
				}
			},
			vertexShader: ShaderChunk.equirect_vert,
			fragmentShader: ShaderChunk.equirect_frag
		},
		distanceRGBA: {
			uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {
				referencePosition: {
					value: new Vector3()
				},
				nearDistance: {
					value: 1
				},
				farDistance: {
					value: 1000
				}
			}]),
			vertexShader: ShaderChunk.distanceRGBA_vert,
			fragmentShader: ShaderChunk.distanceRGBA_frag
		},
		shadow: {
			uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {
				color: {
					value: new Color(0x00000)
				},
				opacity: {
					value: 1.0
				}
			}]),
			vertexShader: ShaderChunk.shadow_vert,
			fragmentShader: ShaderChunk.shadow_frag
		}
	};
	ShaderLib.physical = {
		uniforms: mergeUniforms([ShaderLib.standard.uniforms, {
			clearcoat: {
				value: 0
			},
			clearcoatMap: {
				value: null
			},
			clearcoatRoughness: {
				value: 0
			},
			clearcoatRoughnessMap: {
				value: null
			},
			clearcoatNormalScale: {
				value: new Vector2(1, 1)
			},
			clearcoatNormalMap: {
				value: null
			},
			sheen: {
				value: 0
			},
			sheenColor: {
				value: new Color(0x000000)
			},
			sheenColorMap: {
				value: null
			},
			sheenRoughness: {
				value: 1
			},
			sheenRoughnessMap: {
				value: null
			},
			transmission: {
				value: 0
			},
			transmissionMap: {
				value: null
			},
			transmissionSamplerSize: {
				value: new Vector2()
			},
			transmissionSamplerMap: {
				value: null
			},
			thickness: {
				value: 0
			},
			thicknessMap: {
				value: null
			},
			attenuationDistance: {
				value: 0
			},
			attenuationColor: {
				value: new Color(0x000000)
			},
			specularIntensity: {
				value: 1
			},
			specularIntensityMap: {
				value: null
			},
			specularColor: {
				value: new Color(1, 1, 1)
			},
			specularColorMap: {
				value: null
			}
		}]),
		vertexShader: ShaderChunk.meshphysical_vert,
		fragmentShader: ShaderChunk.meshphysical_frag
	};

	function WebGLBackground(renderer, cubemaps, state, objects, alpha, premultipliedAlpha) {
		const clearColor = new Color(0x000000);
		let clearAlpha = alpha === true ? 0 : 1;
		let planeMesh;
		let boxMesh;
		let currentBackground = null;
		let currentBackgroundVersion = 0;
		let currentTonemapping = null;

		function render(renderList, scene) {
			let forceClear = false;
			let background = scene.isScene === true ? scene.background : null;

			if (background && background.isTexture) {
				background = cubemaps.get(background);
			} // Ignore background in AR
			// TODO: Reconsider this.


			const xr = renderer.xr;
			const session = xr.getSession && xr.getSession();

			if (session && session.environmentBlendMode === 'additive') {
				background = null;
			}

			if (background === null) {
				setClear(clearColor, clearAlpha);
			} else if (background && background.isColor) {
				setClear(background, 1);
				forceClear = true;
			}

			if (renderer.autoClear || forceClear) {
				renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
			}

			if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {
				if (boxMesh === undefined) {
					boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
						name: 'BackgroundCubeMaterial',
						uniforms: cloneUniforms(ShaderLib.cube.uniforms),
						vertexShader: ShaderLib.cube.vertexShader,
						fragmentShader: ShaderLib.cube.fragmentShader,
						side: BackSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					}));
					boxMesh.geometry.deleteAttribute('normal');
					boxMesh.geometry.deleteAttribute('uv');

					boxMesh.onBeforeRender = function (renderer, scene, camera) {
						this.matrixWorld.copyPosition(camera.matrixWorld);
					}; // enable code injection for non-built-in material


					Object.defineProperty(boxMesh.material, 'envMap', {
						get: function () {
							return this.uniforms.envMap.value;
						}
					});
					objects.update(boxMesh);
				}

				boxMesh.material.uniforms.envMap.value = background;
				boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1;

				if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
					boxMesh.material.needsUpdate = true;
					currentBackground = background;
					currentBackgroundVersion = background.version;
					currentTonemapping = renderer.toneMapping;
				} // push to the pre-sorted opaque render list


				renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
			} else if (background && background.isTexture) {
				if (planeMesh === undefined) {
					planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({
						name: 'BackgroundMaterial',
						uniforms: cloneUniforms(ShaderLib.background.uniforms),
						vertexShader: ShaderLib.background.vertexShader,
						fragmentShader: ShaderLib.background.fragmentShader,
						side: FrontSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					}));
					planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material

					Object.defineProperty(planeMesh.material, 'map', {
						get: function () {
							return this.uniforms.t2D.value;
						}
					});
					objects.update(planeMesh);
				}

				planeMesh.material.uniforms.t2D.value = background;

				if (background.matrixAutoUpdate === true) {
					background.updateMatrix();
				}

				planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);

				if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
					planeMesh.material.needsUpdate = true;
					currentBackground = background;
					currentBackgroundVersion = background.version;
					currentTonemapping = renderer.toneMapping;
				} // push to the pre-sorted opaque render list


				renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
			}
		}

		function setClear(color, alpha) {
			state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
		}

		return {
			getClearColor: function () {
				return clearColor;
			},
			setClearColor: function (color, alpha = 1) {
				clearColor.set(color);
				clearAlpha = alpha;
				setClear(clearColor, clearAlpha);
			},
			getClearAlpha: function () {
				return clearAlpha;
			},
			setClearAlpha: function (alpha) {
				clearAlpha = alpha;
				setClear(clearColor, clearAlpha);
			},
			render: render
		};
	}

	function WebGLBindingStates(gl, extensions, attributes, capabilities) {
		const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
		const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');
		const vaoAvailable = capabilities.isWebGL2 || extension !== null;
		const bindingStates = {};
		const defaultState = createBindingState(null);
		let currentState = defaultState;

		function setup(object, material, program, geometry, index) {
			let updateBuffers = false;

			if (vaoAvailable) {
				const state = getBindingState(geometry, program, material);

				if (currentState !== state) {
					currentState = state;
					bindVertexArrayObject(currentState.object);
				}

				updateBuffers = needsUpdate(geometry, index);
				if (updateBuffers) saveCache(geometry, index);
			} else {
				const wireframe = material.wireframe === true;

				if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {
					currentState.geometry = geometry.id;
					currentState.program = program.id;
					currentState.wireframe = wireframe;
					updateBuffers = true;
				}
			}

			if (object.isInstancedMesh === true) {
				updateBuffers = true;
			}

			if (index !== null) {
				attributes.update(index, gl.ELEMENT_ARRAY_BUFFER);
			}

			if (updateBuffers) {
				setupVertexAttributes(object, material, program, geometry);

				if (index !== null) {
					gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer);
				}
			}
		}

		function createVertexArrayObject() {
			if (capabilities.isWebGL2) return gl.createVertexArray();
			return extension.createVertexArrayOES();
		}

		function bindVertexArrayObject(vao) {
			if (capabilities.isWebGL2) return gl.bindVertexArray(vao);
			return extension.bindVertexArrayOES(vao);
		}

		function deleteVertexArrayObject(vao) {
			if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);
			return extension.deleteVertexArrayOES(vao);
		}

		function getBindingState(geometry, program, material) {
			const wireframe = material.wireframe === true;
			let programMap = bindingStates[geometry.id];

			if (programMap === undefined) {
				programMap = {};
				bindingStates[geometry.id] = programMap;
			}

			let stateMap = programMap[program.id];

			if (stateMap === undefined) {
				stateMap = {};
				programMap[program.id] = stateMap;
			}

			let state = stateMap[wireframe];

			if (state === undefined) {
				state = createBindingState(createVertexArrayObject());
				stateMap[wireframe] = state;
			}

			return state;
		}

		function createBindingState(vao) {
			const newAttributes = [];
			const enabledAttributes = [];
			const attributeDivisors = [];

			for (let i = 0; i < maxVertexAttributes; i++) {
				newAttributes[i] = 0;
				enabledAttributes[i] = 0;
				attributeDivisors[i] = 0;
			}

			return {
				// for backward compatibility on non-VAO support browser
				geometry: null,
				program: null,
				wireframe: false,
				newAttributes: newAttributes,
				enabledAttributes: enabledAttributes,
				attributeDivisors: attributeDivisors,
				object: vao,
				attributes: {},
				index: null
			};
		}

		function needsUpdate(geometry, index) {
			const cachedAttributes = currentState.attributes;
			const geometryAttributes = geometry.attributes;
			let attributesNum = 0;

			for (const key in geometryAttributes) {
				const cachedAttribute = cachedAttributes[key];
				const geometryAttribute = geometryAttributes[key];
				if (cachedAttribute === undefined) return true;
				if (cachedAttribute.attribute !== geometryAttribute) return true;
				if (cachedAttribute.data !== geometryAttribute.data) return true;
				attributesNum++;
			}

			if (currentState.attributesNum !== attributesNum) return true;
			if (currentState.index !== index) return true;
			return false;
		}

		function saveCache(geometry, index) {
			const cache = {};
			const attributes = geometry.attributes;
			let attributesNum = 0;

			for (const key in attributes) {
				const attribute = attributes[key];
				const data = {};
				data.attribute = attribute;

				if (attribute.data) {
					data.data = attribute.data;
				}

				cache[key] = data;
				attributesNum++;
			}

			currentState.attributes = cache;
			currentState.attributesNum = attributesNum;
			currentState.index = index;
		}

		function initAttributes() {
			const newAttributes = currentState.newAttributes;

			for (let i = 0, il = newAttributes.length; i < il; i++) {
				newAttributes[i] = 0;
			}
		}

		function enableAttribute(attribute) {
			enableAttributeAndDivisor(attribute, 0);
		}

		function enableAttributeAndDivisor(attribute, meshPerAttribute) {
			const newAttributes = currentState.newAttributes;
			const enabledAttributes = currentState.enabledAttributes;
			const attributeDivisors = currentState.attributeDivisors;
			newAttributes[attribute] = 1;

			if (enabledAttributes[attribute] === 0) {
				gl.enableVertexAttribArray(attribute);
				enabledAttributes[attribute] = 1;
			}

			if (attributeDivisors[attribute] !== meshPerAttribute) {
				const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
				extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);
				attributeDivisors[attribute] = meshPerAttribute;
			}
		}

		function disableUnusedAttributes() {
			const newAttributes = currentState.newAttributes;
			const enabledAttributes = currentState.enabledAttributes;

			for (let i = 0, il = enabledAttributes.length; i < il; i++) {
				if (enabledAttributes[i] !== newAttributes[i]) {
					gl.disableVertexAttribArray(i);
					enabledAttributes[i] = 0;
				}
			}
		}

		function vertexAttribPointer(index, size, type, normalized, stride, offset) {
			if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) {
				gl.vertexAttribIPointer(index, size, type, stride, offset);
			} else {
				gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
			}
		}

		function setupVertexAttributes(object, material, program, geometry) {
			if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
				if (extensions.get('ANGLE_instanced_arrays') === null) return;
			}

			initAttributes();
			const geometryAttributes = geometry.attributes;
			const programAttributes = program.getAttributes();
			const materialDefaultAttributeValues = material.defaultAttributeValues;

			for (const name in programAttributes) {
				const programAttribute = programAttributes[name];

				if (programAttribute.location >= 0) {
					let geometryAttribute = geometryAttributes[name];

					if (geometryAttribute === undefined) {
						if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
						if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor;
					}

					if (geometryAttribute !== undefined) {
						const normalized = geometryAttribute.normalized;
						const size = geometryAttribute.itemSize;
						const attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore

						if (attribute === undefined) continue;
						const buffer = attribute.buffer;
						const type = attribute.type;
						const bytesPerElement = attribute.bytesPerElement;

						if (geometryAttribute.isInterleavedBufferAttribute) {
							const data = geometryAttribute.data;
							const stride = data.stride;
							const offset = geometryAttribute.offset;

							if (data && data.isInstancedInterleavedBuffer) {
								for (let i = 0; i < programAttribute.locationSize; i++) {
									enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute);
								}

								if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
									geometry._maxInstanceCount = data.meshPerAttribute * data.count;
								}
							} else {
								for (let i = 0; i < programAttribute.locationSize; i++) {
									enableAttribute(programAttribute.location + i);
								}
							}

							gl.bindBuffer(gl.ARRAY_BUFFER, buffer);

							for (let i = 0; i < programAttribute.locationSize; i++) {
								vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement);
							}
						} else {
							if (geometryAttribute.isInstancedBufferAttribute) {
								for (let i = 0; i < programAttribute.locationSize; i++) {
									enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute);
								}

								if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
									geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
								}
							} else {
								for (let i = 0; i < programAttribute.locationSize; i++) {
									enableAttribute(programAttribute.location + i);
								}
							}

							gl.bindBuffer(gl.ARRAY_BUFFER, buffer);

							for (let i = 0; i < programAttribute.locationSize; i++) {
								vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement);
							}
						}
					} else if (materialDefaultAttributeValues !== undefined) {
						const value = materialDefaultAttributeValues[name];

						if (value !== undefined) {
							switch (value.length) {
								case 2:
									gl.vertexAttrib2fv(programAttribute.location, value);
									break;

								case 3:
									gl.vertexAttrib3fv(programAttribute.location, value);
									break;

								case 4:
									gl.vertexAttrib4fv(programAttribute.location, value);
									break;

								default:
									gl.vertexAttrib1fv(programAttribute.location, value);
							}
						}
					}
				}
			}

			disableUnusedAttributes();
		}

		function dispose() {
			reset();

			for (const geometryId in bindingStates) {
				const programMap = bindingStates[geometryId];

				for (const programId in programMap) {
					const stateMap = programMap[programId];

					for (const wireframe in stateMap) {
						deleteVertexArrayObject(stateMap[wireframe].object);
						delete stateMap[wireframe];
					}

					delete programMap[programId];
				}

				delete bindingStates[geometryId];
			}
		}

		function releaseStatesOfGeometry(geometry) {
			if (bindingStates[geometry.id] === undefined) return;
			const programMap = bindingStates[geometry.id];

			for (const programId in programMap) {
				const stateMap = programMap[programId];

				for (const wireframe in stateMap) {
					deleteVertexArrayObject(stateMap[wireframe].object);
					delete stateMap[wireframe];
				}

				delete programMap[programId];
			}

			delete bindingStates[geometry.id];
		}

		function releaseStatesOfProgram(program) {
			for (const geometryId in bindingStates) {
				const programMap = bindingStates[geometryId];
				if (programMap[program.id] === undefined) continue;
				const stateMap = programMap[program.id];

				for (const wireframe in stateMap) {
					deleteVertexArrayObject(stateMap[wireframe].object);
					delete stateMap[wireframe];
				}

				delete programMap[program.id];
			}
		}

		function reset() {
			resetDefaultState();
			if (currentState === defaultState) return;
			currentState = defaultState;
			bindVertexArrayObject(currentState.object);
		} // for backward-compatilibity


		function resetDefaultState() {
			defaultState.geometry = null;
			defaultState.program = null;
			defaultState.wireframe = false;
		}

		return {
			setup: setup,
			reset: reset,
			resetDefaultState: resetDefaultState,
			dispose: dispose,
			releaseStatesOfGeometry: releaseStatesOfGeometry,
			releaseStatesOfProgram: releaseStatesOfProgram,
			initAttributes: initAttributes,
			enableAttribute: enableAttribute,
			disableUnusedAttributes: disableUnusedAttributes
		};
	}

	function WebGLBufferRenderer(gl, extensions, info, capabilities) {
		const isWebGL2 = capabilities.isWebGL2;
		let mode;

		function setMode(value) {
			mode = value;
		}

		function render(start, count) {
			gl.drawArrays(mode, start, count);
			info.update(count, mode, 1);
		}

		function renderInstances(start, count, primcount) {
			if (primcount === 0) return;
			let extension, methodName;

			if (isWebGL2) {
				extension = gl;
				methodName = 'drawArraysInstanced';
			} else {
				extension = extensions.get('ANGLE_instanced_arrays');
				methodName = 'drawArraysInstancedANGLE';

				if (extension === null) {
					console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
					return;
				}
			}

			extension[methodName](mode, start, count, primcount);
			info.update(count, mode, primcount);
		} //


		this.setMode = setMode;
		this.render = render;
		this.renderInstances = renderInstances;
	}

	function WebGLCapabilities(gl, extensions, parameters) {
		let maxAnisotropy;

		function getMaxAnisotropy() {
			if (maxAnisotropy !== undefined) return maxAnisotropy;

			if (extensions.has('EXT_texture_filter_anisotropic') === true) {
				const extension = extensions.get('EXT_texture_filter_anisotropic');
				maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
			} else {
				maxAnisotropy = 0;
			}

			return maxAnisotropy;
		}

		function getMaxPrecision(precision) {
			if (precision === 'highp') {
				if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) {
					return 'highp';
				}

				precision = 'mediump';
			}

			if (precision === 'mediump') {
				if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) {
					return 'mediump';
				}
			}

			return 'lowp';
		}

		const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;
		let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
		const maxPrecision = getMaxPrecision(precision);

		if (maxPrecision !== precision) {
			console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
			precision = maxPrecision;
		}

		const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers');
		const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
		const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
		const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
		const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
		const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
		const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
		const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
		const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS);
		const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
		const vertexTextures = maxVertexTextures > 0;
		const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float');
		const floatVertexTextures = vertexTextures && floatFragmentTextures;
		const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0;
		return {
			isWebGL2: isWebGL2,
			drawBuffers: drawBuffers,
			getMaxAnisotropy: getMaxAnisotropy,
			getMaxPrecision: getMaxPrecision,
			precision: precision,
			logarithmicDepthBuffer: logarithmicDepthBuffer,
			maxTextures: maxTextures,
			maxVertexTextures: maxVertexTextures,
			maxTextureSize: maxTextureSize,
			maxCubemapSize: maxCubemapSize,
			maxAttributes: maxAttributes,
			maxVertexUniforms: maxVertexUniforms,
			maxVaryings: maxVaryings,
			maxFragmentUniforms: maxFragmentUniforms,
			vertexTextures: vertexTextures,
			floatFragmentTextures: floatFragmentTextures,
			floatVertexTextures: floatVertexTextures,
			maxSamples: maxSamples
		};
	}

	function WebGLClipping(properties) {
		const scope = this;
		let globalState = null,
				numGlobalPlanes = 0,
				localClippingEnabled = false,
				renderingShadows = false;
		const plane = new Plane(),
					viewNormalMatrix = new Matrix3(),
					uniform = {
			value: null,
			needsUpdate: false
		};
		this.uniform = uniform;
		this.numPlanes = 0;
		this.numIntersection = 0;

		this.init = function (planes, enableLocalClipping, camera) {
			const enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to
			// run another frame in order to reset the state:
			numGlobalPlanes !== 0 || localClippingEnabled;
			localClippingEnabled = enableLocalClipping;
			globalState = projectPlanes(planes, camera, 0);
			numGlobalPlanes = planes.length;
			return enabled;
		};

		this.beginShadows = function () {
			renderingShadows = true;
			projectPlanes(null);
		};

		this.endShadows = function () {
			renderingShadows = false;
			resetGlobalState();
		};

		this.setState = function (material, camera, useCache) {
			const planes = material.clippingPlanes,
						clipIntersection = material.clipIntersection,
						clipShadows = material.clipShadows;
			const materialProperties = properties.get(material);

			if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {
				// there's no local clipping
				if (renderingShadows) {
					// there's no global clipping
					projectPlanes(null);
				} else {
					resetGlobalState();
				}
			} else {
				const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
							lGlobal = nGlobal * 4;
				let dstArray = materialProperties.clippingState || null;
				uniform.value = dstArray; // ensure unique state

				dstArray = projectPlanes(planes, camera, lGlobal, useCache);

				for (let i = 0; i !== lGlobal; ++i) {
					dstArray[i] = globalState[i];
				}

				materialProperties.clippingState = dstArray;
				this.numIntersection = clipIntersection ? this.numPlanes : 0;
				this.numPlanes += nGlobal;
			}
		};

		function resetGlobalState() {
			if (uniform.value !== globalState) {
				uniform.value = globalState;
				uniform.needsUpdate = numGlobalPlanes > 0;
			}

			scope.numPlanes = numGlobalPlanes;
			scope.numIntersection = 0;
		}

		function projectPlanes(planes, camera, dstOffset, skipTransform) {
			const nPlanes = planes !== null ? planes.length : 0;
			let dstArray = null;

			if (nPlanes !== 0) {
				dstArray = uniform.value;

				if (skipTransform !== true || dstArray === null) {
					const flatSize = dstOffset + nPlanes * 4,
								viewMatrix = camera.matrixWorldInverse;
					viewNormalMatrix.getNormalMatrix(viewMatrix);

					if (dstArray === null || dstArray.length < flatSize) {
						dstArray = new Float32Array(flatSize);
					}

					for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {
						plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);
						plane.normal.toArray(dstArray, i4);
						dstArray[i4 + 3] = plane.constant;
					}
				}

				uniform.value = dstArray;
				uniform.needsUpdate = true;
			}

			scope.numPlanes = nPlanes;
			scope.numIntersection = 0;
			return dstArray;
		}
	}

	function WebGLCubeMaps(renderer) {
		let cubemaps = new WeakMap();

		function mapTextureMapping(texture, mapping) {
			if (mapping === EquirectangularReflectionMapping) {
				texture.mapping = CubeReflectionMapping;
			} else if (mapping === EquirectangularRefractionMapping) {
				texture.mapping = CubeRefractionMapping;
			}

			return texture;
		}

		function get(texture) {
			if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
				const mapping = texture.mapping;

				if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
					if (cubemaps.has(texture)) {
						const cubemap = cubemaps.get(texture).texture;
						return mapTextureMapping(cubemap, texture.mapping);
					} else {
						const image = texture.image;

						if (image && image.height > 0) {
							const renderTarget = new WebGLCubeRenderTarget(image.height / 2);
							renderTarget.fromEquirectangularTexture(renderer, texture);
							cubemaps.set(texture, renderTarget);
							texture.addEventListener('dispose', onTextureDispose);
							return mapTextureMapping(renderTarget.texture, texture.mapping);
						} else {
							// image not yet ready. try the conversion next frame
							return null;
						}
					}
				}
			}

			return texture;
		}

		function onTextureDispose(event) {
			const texture = event.target;
			texture.removeEventListener('dispose', onTextureDispose);
			const cubemap = cubemaps.get(texture);

			if (cubemap !== undefined) {
				cubemaps.delete(texture);
				cubemap.dispose();
			}
		}

		function dispose() {
			cubemaps = new WeakMap();
		}

		return {
			get: get,
			dispose: dispose
		};
	}

	class OrthographicCamera extends Camera {
		constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) {
			super();
			this.type = 'OrthographicCamera';
			this.zoom = 1;
			this.view = null;
			this.left = left;
			this.right = right;
			this.top = top;
			this.bottom = bottom;
			this.near = near;
			this.far = far;
			this.updateProjectionMatrix();
		}

		copy(source, recursive) {
			super.copy(source, recursive);
			this.left = source.left;
			this.right = source.right;
			this.top = source.top;
			this.bottom = source.bottom;
			this.near = source.near;
			this.far = source.far;
			this.zoom = source.zoom;
			this.view = source.view === null ? null : Object.assign({}, source.view);
			return this;
		}

		setViewOffset(fullWidth, fullHeight, x, y, width, height) {
			if (this.view === null) {
				this.view = {
					enabled: true,
					fullWidth: 1,
					fullHeight: 1,
					offsetX: 0,
					offsetY: 0,
					width: 1,
					height: 1
				};
			}

			this.view.enabled = true;
			this.view.fullWidth = fullWidth;
			this.view.fullHeight = fullHeight;
			this.view.offsetX = x;
			this.view.offsetY = y;
			this.view.width = width;
			this.view.height = height;
			this.updateProjectionMatrix();
		}

		clearViewOffset() {
			if (this.view !== null) {
				this.view.enabled = false;
			}

			this.updateProjectionMatrix();
		}

		updateProjectionMatrix() {
			const dx = (this.right - this.left) / (2 * this.zoom);
			const dy = (this.top - this.bottom) / (2 * this.zoom);
			const cx = (this.right + this.left) / 2;
			const cy = (this.top + this.bottom) / 2;
			let left = cx - dx;
			let right = cx + dx;
			let top = cy + dy;
			let bottom = cy - dy;

			if (this.view !== null && this.view.enabled) {
				const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
				const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
				left += scaleW * this.view.offsetX;
				right = left + scaleW * this.view.width;
				top -= scaleH * this.view.offsetY;
				bottom = top - scaleH * this.view.height;
			}

			this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);
			this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
		}

		toJSON(meta) {
			const data = super.toJSON(meta);
			data.object.zoom = this.zoom;
			data.object.left = this.left;
			data.object.right = this.right;
			data.object.top = this.top;
			data.object.bottom = this.bottom;
			data.object.near = this.near;
			data.object.far = this.far;
			if (this.view !== null) data.object.view = Object.assign({}, this.view);
			return data;
		}

	}

	OrthographicCamera.prototype.isOrthographicCamera = true;

	class RawShaderMaterial extends ShaderMaterial {
		constructor(parameters) {
			super(parameters);
			this.type = 'RawShaderMaterial';
		}

	}

	RawShaderMaterial.prototype.isRawShaderMaterial = true;

	const LOD_MIN = 4;
	const LOD_MAX = 8;
	const SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are
	// chosen to approximate a Trowbridge-Reitz distribution function times the
	// geometric shadowing function. These sigma values squared must match the
	// variance #defines in cube_uv_reflection_fragment.glsl.js.

	const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
	const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer
	// samples and exit early, but not recompile the shader.

	const MAX_SAMPLES = 20;

	const _flatCamera = /*@__PURE__*/new OrthographicCamera();

	const {
		_lodPlanes,
		_sizeLods,
		_sigmas
	} = /*@__PURE__*/_createPlanes();

	const _clearColor = /*@__PURE__*/new Color();

	let _oldTarget = null; // Golden Ratio

	const PHI = (1 + Math.sqrt(5)) / 2;
	const INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the
	// same axis), used as axis directions evenly spread on a sphere.

	const _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)];
	/**
	 * This class generates a Prefiltered, Mipmapped Radiance Environment Map
	 * (PMREM) from a cubeMap environment texture. This allows different levels of
	 * blur to be quickly accessed based on material roughness. It is packed into a
	 * special CubeUV format that allows us to perform custom interpolation so that
	 * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
	 * chain, it only goes down to the LOD_MIN level (above), and then creates extra
	 * even more filtered 'mips' at the same LOD_MIN resolution, associated with
	 * higher roughness levels. In this way we maintain resolution to smoothly
	 * interpolate diffuse lighting while limiting sampling computation.
	 *
	 * Paper: Fast, Accurate Image-Based Lighting
	 * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
	*/

	class PMREMGenerator {
		constructor(renderer) {
			this._renderer = renderer;
			this._pingPongRenderTarget = null;
			this._blurMaterial = _getBlurShader(MAX_SAMPLES);
			this._equirectShader = null;
			this._cubemapShader = null;

			this._compileMaterial(this._blurMaterial);
		}
		/**
		 * Generates a PMREM from a supplied Scene, which can be faster than using an
		 * image if networking bandwidth is low. Optional sigma specifies a blur radius
		 * in radians to be applied to the scene before PMREM generation. Optional near
		 * and far planes ensure the scene is rendered in its entirety (the cubeCamera
		 * is placed at the origin).
		 */


		fromScene(scene, sigma = 0, near = 0.1, far = 100) {
			_oldTarget = this._renderer.getRenderTarget();

			const cubeUVRenderTarget = this._allocateTargets();

			this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);

			if (sigma > 0) {
				this._blur(cubeUVRenderTarget, 0, 0, sigma);
			}

			this._applyPMREM(cubeUVRenderTarget);

			this._cleanup(cubeUVRenderTarget);

			return cubeUVRenderTarget;
		}
		/**
		 * Generates a PMREM from an equirectangular texture, which can be either LDR
		 * or HDR. The ideal input image size is 1k (1024 x 512),
		 * as this matches best with the 256 x 256 cubemap output.
		 */


		fromEquirectangular(equirectangular, renderTarget = null) {
			return this._fromTexture(equirectangular, renderTarget);
		}
		/**
		 * Generates a PMREM from an cubemap texture, which can be either LDR
		 * or HDR. The ideal input cube size is 256 x 256,
		 * as this matches best with the 256 x 256 cubemap output.
		 */


		fromCubemap(cubemap, renderTarget = null) {
			return this._fromTexture(cubemap, renderTarget);
		}
		/**
		 * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
		 * your texture's network fetch for increased concurrency.
		 */


		compileCubemapShader() {
			if (this._cubemapShader === null) {
				this._cubemapShader = _getCubemapShader();

				this._compileMaterial(this._cubemapShader);
			}
		}
		/**
		 * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
		 * your texture's network fetch for increased concurrency.
		 */


		compileEquirectangularShader() {
			if (this._equirectShader === null) {
				this._equirectShader = _getEquirectShader();

				this._compileMaterial(this._equirectShader);
			}
		}
		/**
		 * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
		 * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
		 * one of them will cause any others to also become unusable.
		 */


		dispose() {
			this._blurMaterial.dispose();

			if (this._pingPongRenderTarget !== null) this._pingPongRenderTarget.dispose();
			if (this._cubemapShader !== null) this._cubemapShader.dispose();
			if (this._equirectShader !== null) this._equirectShader.dispose();

			for (let i = 0; i < _lodPlanes.length; i++) {
				_lodPlanes[i].dispose();
			}
		} // private interface


		_cleanup(outputTarget) {
			this._renderer.setRenderTarget(_oldTarget);

			outputTarget.scissorTest = false;

			_setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
		}

		_fromTexture(texture, renderTarget) {
			_oldTarget = this._renderer.getRenderTarget();

			const cubeUVRenderTarget = renderTarget || this._allocateTargets(texture);

			this._textureToCubeUV(texture, cubeUVRenderTarget);

			this._applyPMREM(cubeUVRenderTarget);

			this._cleanup(cubeUVRenderTarget);

			return cubeUVRenderTarget;
		}

		_allocateTargets(texture) {
			// warning: null texture is valid
			const params = {
				magFilter: LinearFilter,
				minFilter: LinearFilter,
				generateMipmaps: false,
				type: HalfFloatType,
				format: RGBAFormat,
				encoding: LinearEncoding,
				depthBuffer: false
			};

			const cubeUVRenderTarget = _createRenderTarget(params);

			cubeUVRenderTarget.depthBuffer = texture ? false : true;

			if (this._pingPongRenderTarget === null) {
				this._pingPongRenderTarget = _createRenderTarget(params);
			}

			return cubeUVRenderTarget;
		}

		_compileMaterial(material) {
			const tmpMesh = new Mesh(_lodPlanes[0], material);

			this._renderer.compile(tmpMesh, _flatCamera);
		}

		_sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
			const fov = 90;
			const aspect = 1;
			const cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
			const upSign = [1, -1, 1, 1, 1, 1];
			const forwardSign = [1, 1, 1, -1, -1, -1];
			const renderer = this._renderer;
			const originalAutoClear = renderer.autoClear;
			const toneMapping = renderer.toneMapping;
			renderer.getClearColor(_clearColor);
			renderer.toneMapping = NoToneMapping;
			renderer.autoClear = false;
			const backgroundMaterial = new MeshBasicMaterial({
				name: 'PMREM.Background',
				side: BackSide,
				depthWrite: false,
				depthTest: false
			});
			const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial);
			let useSolidColor = false;
			const background = scene.background;

			if (background) {
				if (background.isColor) {
					backgroundMaterial.color.copy(background);
					scene.background = null;
					useSolidColor = true;
				}
			} else {
				backgroundMaterial.color.copy(_clearColor);
				useSolidColor = true;
			}

			for (let i = 0; i < 6; i++) {
				const col = i % 3;

				if (col === 0) {
					cubeCamera.up.set(0, upSign[i], 0);
					cubeCamera.lookAt(forwardSign[i], 0, 0);
				} else if (col === 1) {
					cubeCamera.up.set(0, 0, upSign[i]);
					cubeCamera.lookAt(0, forwardSign[i], 0);
				} else {
					cubeCamera.up.set(0, upSign[i], 0);
					cubeCamera.lookAt(0, 0, forwardSign[i]);
				}

				_setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);

				renderer.setRenderTarget(cubeUVRenderTarget);

				if (useSolidColor) {
					renderer.render(backgroundBox, cubeCamera);
				}

				renderer.render(scene, cubeCamera);
			}

			backgroundBox.geometry.dispose();
			backgroundBox.material.dispose();
			renderer.toneMapping = toneMapping;
			renderer.autoClear = originalAutoClear;
			scene.background = background;
		}

		_textureToCubeUV(texture, cubeUVRenderTarget) {
			const renderer = this._renderer;
			const isCubeTexture = texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping;

			if (isCubeTexture) {
				if (this._cubemapShader === null) {
					this._cubemapShader = _getCubemapShader();
				}

				this._cubemapShader.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1;
			} else {
				if (this._equirectShader === null) {
					this._equirectShader = _getEquirectShader();
				}
			}

			const material = isCubeTexture ? this._cubemapShader : this._equirectShader;
			const mesh = new Mesh(_lodPlanes[0], material);
			const uniforms = material.uniforms;
			uniforms['envMap'].value = texture;

			if (!isCubeTexture) {
				uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
			}

			_setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);

			renderer.setRenderTarget(cubeUVRenderTarget);
			renderer.render(mesh, _flatCamera);
		}

		_applyPMREM(cubeUVRenderTarget) {
			const renderer = this._renderer;
			const autoClear = renderer.autoClear;
			renderer.autoClear = false;

			for (let i = 1; i < TOTAL_LODS; i++) {
				const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
				const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];

				this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
			}

			renderer.autoClear = autoClear;
		}
		/**
		 * This is a two-pass Gaussian blur for a cubemap. Normally this is done
		 * vertically and horizontally, but this breaks down on a cube. Here we apply
		 * the blur latitudinally (around the poles), and then longitudinally (towards
		 * the poles) to approximate the orthogonally-separable blur. It is least
		 * accurate at the poles, but still does a decent job.
		 */


		_blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
			const pingPongRenderTarget = this._pingPongRenderTarget;

			this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);

			this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
		}

		_halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
			const renderer = this._renderer;
			const blurMaterial = this._blurMaterial;

			if (direction !== 'latitudinal' && direction !== 'longitudinal') {
				console.error('blur direction must be either latitudinal or longitudinal!');
			} // Number of standard deviations at which to cut off the discrete approximation.


			const STANDARD_DEVIATIONS = 3;
			const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
			const blurUniforms = blurMaterial.uniforms;
			const pixels = _sizeLods[lodIn] - 1;
			const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
			const sigmaPixels = sigmaRadians / radiansPerPixel;
			const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;

			if (samples > MAX_SAMPLES) {
				console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
			}

			const weights = [];
			let sum = 0;

			for (let i = 0; i < MAX_SAMPLES; ++i) {
				const x = i / sigmaPixels;
				const weight = Math.exp(-x * x / 2);
				weights.push(weight);

				if (i === 0) {
					sum += weight;
				} else if (i < samples) {
					sum += 2 * weight;
				}
			}

			for (let i = 0; i < weights.length; i++) {
				weights[i] = weights[i] / sum;
			}

			blurUniforms['envMap'].value = targetIn.texture;
			blurUniforms['samples'].value = samples;
			blurUniforms['weights'].value = weights;
			blurUniforms['latitudinal'].value = direction === 'latitudinal';

			if (poleAxis) {
				blurUniforms['poleAxis'].value = poleAxis;
			}

			blurUniforms['dTheta'].value = radiansPerPixel;
			blurUniforms['mipInt'].value = LOD_MAX - lodIn;
			const outputSize = _sizeLods[lodOut];
			const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
			const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);

			_setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);

			renderer.setRenderTarget(targetOut);
			renderer.render(blurMesh, _flatCamera);
		}

	}

	function _createPlanes() {
		const _lodPlanes = [];
		const _sizeLods = [];
		const _sigmas = [];
		let lod = LOD_MAX;

		for (let i = 0; i < TOTAL_LODS; i++) {
			const sizeLod = Math.pow(2, lod);

			_sizeLods.push(sizeLod);

			let sigma = 1.0 / sizeLod;

			if (i > LOD_MAX - LOD_MIN) {
				sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
			} else if (i === 0) {
				sigma = 0;
			}

			_sigmas.push(sigma);

			const texelSize = 1.0 / (sizeLod - 1);
			const min = -texelSize / 2;
			const max = 1 + texelSize / 2;
			const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
			const cubeFaces = 6;
			const vertices = 6;
			const positionSize = 3;
			const uvSize = 2;
			const faceIndexSize = 1;
			const position = new Float32Array(positionSize * vertices * cubeFaces);
			const uv = new Float32Array(uvSize * vertices * cubeFaces);
			const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);

			for (let face = 0; face < cubeFaces; face++) {
				const x = face % 3 * 2 / 3 - 1;
				const y = face > 2 ? 0 : -1;
				const coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0];
				position.set(coordinates, positionSize * vertices * face);
				uv.set(uv1, uvSize * vertices * face);
				const fill = [face, face, face, face, face, face];
				faceIndex.set(fill, faceIndexSize * vertices * face);
			}

			const planes = new BufferGeometry();
			planes.setAttribute('position', new BufferAttribute(position, positionSize));
			planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
			planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));

			_lodPlanes.push(planes);

			if (lod > LOD_MIN) {
				lod--;
			}
		}

		return {
			_lodPlanes,
			_sizeLods,
			_sigmas
		};
	}

	function _createRenderTarget(params) {
		const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
		cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
		cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
		cubeUVRenderTarget.scissorTest = true;
		return cubeUVRenderTarget;
	}

	function _setViewport(target, x, y, width, height) {
		target.viewport.set(x, y, width, height);
		target.scissor.set(x, y, width, height);
	}

	function _getBlurShader(maxSamples) {
		const weights = new Float32Array(maxSamples);
		const poleAxis = new Vector3(0, 1, 0);
		const shaderMaterial = new RawShaderMaterial({
			name: 'SphericalGaussianBlur',
			defines: {
				'n': maxSamples
			},
			uniforms: {
				'envMap': {
					value: null
				},
				'samples': {
					value: 1
				},
				'weights': {
					value: weights
				},
				'latitudinal': {
					value: false
				},
				'dTheta': {
					value: 0
				},
				'mipInt': {
					value: 0
				},
				'poleAxis': {
					value: poleAxis
				}
			},
			vertexShader: _getCommonVertexShader(),
			fragmentShader:
			/* glsl */
			`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

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

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			vec3 getSample( float theta, vec3 axis ) {

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

				return bilinearCubeUV( envMap, sampleDirection, mipInt );

			}

			void main() {

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

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

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

				}

				axis = normalize( axis );

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

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

					if ( i >= samples ) {

						break;

					}

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

				}

			}
		`,
			blending: NoBlending,
			depthTest: false,
			depthWrite: false
		});
		return shaderMaterial;
	}

	function _getEquirectShader() {
		const texelSize = new Vector2(1, 1);
		const shaderMaterial = new RawShaderMaterial({
			name: 'EquirectangularToCubeUV',
			uniforms: {
				'envMap': {
					value: null
				},
				'texelSize': {
					value: texelSize
				}
			},
			vertexShader: _getCommonVertexShader(),
			fragmentShader:
			/* glsl */
			`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform vec2 texelSize;

			#include <common>

			void main() {

				gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );

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

				vec2 f = fract( uv / texelSize - 0.5 );
				uv -= f * texelSize;
				vec3 tl = texture2D ( envMap, uv ).rgb;
				uv.x += texelSize.x;
				vec3 tr = texture2D ( envMap, uv ).rgb;
				uv.y += texelSize.y;
				vec3 br = texture2D ( envMap, uv ).rgb;
				uv.x -= texelSize.x;
				vec3 bl = texture2D ( envMap, uv ).rgb;

				vec3 tm = mix( tl, tr, f.x );
				vec3 bm = mix( bl, br, f.x );
				gl_FragColor.rgb = mix( tm, bm, f.y );

			}
		`,
			blending: NoBlending,
			depthTest: false,
			depthWrite: false
		});
		return shaderMaterial;
	}

	function _getCubemapShader() {
		const shaderMaterial = new RawShaderMaterial({
			name: 'CubemapToCubeUV',
			uniforms: {
				'envMap': {
					value: null
				},
				'flipEnvMap': {
					value: -1
				}
			},
			vertexShader: _getCommonVertexShader(),
			fragmentShader:
			/* glsl */
			`

			precision mediump float;
			precision mediump int;

			uniform float flipEnvMap;

			varying vec3 vOutputDirection;

			uniform samplerCube envMap;

			void main() {

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

			}
		`,
			blending: NoBlending,
			depthTest: false,
			depthWrite: false
		});
		return shaderMaterial;
	}

	function _getCommonVertexShader() {
		return (
			/* glsl */
			`

		precision mediump float;
		precision mediump int;

		attribute vec3 position;
		attribute vec2 uv;
		attribute float faceIndex;

		varying vec3 vOutputDirection;

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

			uv = 2.0 * uv - 1.0;

			vec3 direction = vec3( uv, 1.0 );

			if ( face == 0.0 ) {

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

			} else if ( face == 1.0 ) {

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

			} else if ( face == 2.0 ) {

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

			} else if ( face == 3.0 ) {

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

			} else if ( face == 4.0 ) {

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

			} else if ( face == 5.0 ) {

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

			}

			return direction;

		}

		void main() {

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

		}
	`
		);
	}

	function WebGLCubeUVMaps(renderer) {
		let cubeUVmaps = new WeakMap();
		let pmremGenerator = null;

		function get(texture) {
			if (texture && texture.isTexture) {
				const mapping = texture.mapping;
				const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping;
				const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping; // equirect/cube map to cubeUV conversion

				if (isEquirectMap || isCubeMap) {
					if (texture.isRenderTargetTexture && texture.needsPMREMUpdate === true) {
						texture.needsPMREMUpdate = false;
						let renderTarget = cubeUVmaps.get(texture);
						if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
						renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture, renderTarget) : pmremGenerator.fromCubemap(texture, renderTarget);
						cubeUVmaps.set(texture, renderTarget);
						return renderTarget.texture;
					} else {
						if (cubeUVmaps.has(texture)) {
							return cubeUVmaps.get(texture).texture;
						} else {
							const image = texture.image;

							if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) {
								if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
								const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture);
								cubeUVmaps.set(texture, renderTarget);
								texture.addEventListener('dispose', onTextureDispose);
								return renderTarget.texture;
							} else {
								// image not yet ready. try the conversion next frame
								return null;
							}
						}
					}
				}
			}

			return texture;
		}

		function isCubeTextureComplete(image) {
			let count = 0;
			const length = 6;

			for (let i = 0; i < length; i++) {
				if (image[i] !== undefined) count++;
			}

			return count === length;
		}

		function onTextureDispose(event) {
			const texture = event.target;
			texture.removeEventListener('dispose', onTextureDispose);
			const cubemapUV = cubeUVmaps.get(texture);

			if (cubemapUV !== undefined) {
				cubeUVmaps.delete(texture);
				cubemapUV.dispose();
			}
		}

		function dispose() {
			cubeUVmaps = new WeakMap();

			if (pmremGenerator !== null) {
				pmremGenerator.dispose();
				pmremGenerator = null;
			}
		}

		return {
			get: get,
			dispose: dispose
		};
	}

	function WebGLExtensions(gl) {
		const extensions = {};

		function getExtension(name) {
			if (extensions[name] !== undefined) {
				return extensions[name];
			}

			let extension;

			switch (name) {
				case 'WEBGL_depth_texture':
					extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture');
					break;

				case 'EXT_texture_filter_anisotropic':
					extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');
					break;

				case 'WEBGL_compressed_texture_s3tc':
					extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
					break;

				case 'WEBGL_compressed_texture_pvrtc':
					extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
					break;

				default:
					extension = gl.getExtension(name);
			}

			extensions[name] = extension;
			return extension;
		}

		return {
			has: function (name) {
				return getExtension(name) !== null;
			},
			init: function (capabilities) {
				if (capabilities.isWebGL2) {
					getExtension('EXT_color_buffer_float');
				} else {
					getExtension('WEBGL_depth_texture');
					getExtension('OES_texture_float');
					getExtension('OES_texture_half_float');
					getExtension('OES_texture_half_float_linear');
					getExtension('OES_standard_derivatives');
					getExtension('OES_element_index_uint');
					getExtension('OES_vertex_array_object');
					getExtension('ANGLE_instanced_arrays');
				}

				getExtension('OES_texture_float_linear');
				getExtension('EXT_color_buffer_half_float');
				getExtension('WEBGL_multisampled_render_to_texture');
			},
			get: function (name) {
				const extension = getExtension(name);

				if (extension === null) {
					console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
				}

				return extension;
			}
		};
	}

	function WebGLGeometries(gl, attributes, info, bindingStates) {
		const geometries = {};
		const wireframeAttributes = new WeakMap();

		function onGeometryDispose(event) {
			const geometry = event.target;

			if (geometry.index !== null) {
				attributes.remove(geometry.index);
			}

			for (const name in geometry.attributes) {
				attributes.remove(geometry.attributes[name]);
			}

			geometry.removeEventListener('dispose', onGeometryDispose);
			delete geometries[geometry.id];
			const attribute = wireframeAttributes.get(geometry);

			if (attribute) {
				attributes.remove(attribute);
				wireframeAttributes.delete(geometry);
			}

			bindingStates.releaseStatesOfGeometry(geometry);

			if (geometry.isInstancedBufferGeometry === true) {
				delete geometry._maxInstanceCount;
			} //


			info.memory.geometries--;
		}

		function get(object, geometry) {
			if (geometries[geometry.id] === true) return geometry;
			geometry.addEventListener('dispose', onGeometryDispose);
			geometries[geometry.id] = true;
			info.memory.geometries++;
			return geometry;
		}

		function update(geometry) {
			const geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.

			for (const name in geometryAttributes) {
				attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER);
			} // morph targets


			const morphAttributes = geometry.morphAttributes;

			for (const name in morphAttributes) {
				const array = morphAttributes[name];

				for (let i = 0, l = array.length; i < l; i++) {
					attributes.update(array[i], gl.ARRAY_BUFFER);
				}
			}
		}

		function updateWireframeAttribute(geometry) {
			const indices = [];
			const geometryIndex = geometry.index;
			const geometryPosition = geometry.attributes.position;
			let version = 0;

			if (geometryIndex !== null) {
				const array = geometryIndex.array;
				version = geometryIndex.version;

				for (let i = 0, l = array.length; i < l; i += 3) {
					const a = array[i + 0];
					const b = array[i + 1];
					const c = array[i + 2];
					indices.push(a, b, b, c, c, a);
				}
			} else {
				const array = geometryPosition.array;
				version = geometryPosition.version;

				for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {
					const a = i + 0;
					const b = i + 1;
					const c = i + 2;
					indices.push(a, b, b, c, c, a);
				}
			}

			const attribute = new (arrayNeedsUint32(indices) ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
			attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates
			//

			const previousAttribute = wireframeAttributes.get(geometry);
			if (previousAttribute) attributes.remove(previousAttribute); //

			wireframeAttributes.set(geometry, attribute);
		}

		function getWireframeAttribute(geometry) {
			const currentAttribute = wireframeAttributes.get(geometry);

			if (currentAttribute) {
				const geometryIndex = geometry.index;

				if (geometryIndex !== null) {
					// if the attribute is obsolete, create a new one
					if (currentAttribute.version < geometryIndex.version) {
						updateWireframeAttribute(geometry);
					}
				}
			} else {
				updateWireframeAttribute(geometry);
			}

			return wireframeAttributes.get(geometry);
		}

		return {
			get: get,
			update: update,
			getWireframeAttribute: getWireframeAttribute
		};
	}

	function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
		const isWebGL2 = capabilities.isWebGL2;
		let mode;

		function setMode(value) {
			mode = value;
		}

		let type, bytesPerElement;

		function setIndex(value) {
			type = value.type;
			bytesPerElement = value.bytesPerElement;
		}

		function render(start, count) {
			gl.drawElements(mode, count, type, start * bytesPerElement);
			info.update(count, mode, 1);
		}

		function renderInstances(start, count, primcount) {
			if (primcount === 0) return;
			let extension, methodName;

			if (isWebGL2) {
				extension = gl;
				methodName = 'drawElementsInstanced';
			} else {
				extension = extensions.get('ANGLE_instanced_arrays');
				methodName = 'drawElementsInstancedANGLE';

				if (extension === null) {
					console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
					return;
				}
			}

			extension[methodName](mode, count, type, start * bytesPerElement, primcount);
			info.update(count, mode, primcount);
		} //


		this.setMode = setMode;
		this.setIndex = setIndex;
		this.render = render;
		this.renderInstances = renderInstances;
	}

	function WebGLInfo(gl) {
		const memory = {
			geometries: 0,
			textures: 0
		};
		const render = {
			frame: 0,
			calls: 0,
			triangles: 0,
			points: 0,
			lines: 0
		};

		function update(count, mode, instanceCount) {
			render.calls++;

			switch (mode) {
				case gl.TRIANGLES:
					render.triangles += instanceCount * (count / 3);
					break;

				case gl.LINES:
					render.lines += instanceCount * (count / 2);
					break;

				case gl.LINE_STRIP:
					render.lines += instanceCount * (count - 1);
					break;

				case gl.LINE_LOOP:
					render.lines += instanceCount * count;
					break;

				case gl.POINTS:
					render.points += instanceCount * count;
					break;

				default:
					console.error('THREE.WebGLInfo: Unknown draw mode:', mode);
					break;
			}
		}

		function reset() {
			render.frame++;
			render.calls = 0;
			render.triangles = 0;
			render.points = 0;
			render.lines = 0;
		}

		return {
			memory: memory,
			render: render,
			programs: null,
			autoReset: true,
			reset: reset,
			update: update
		};
	}

	class DataTexture2DArray extends Texture {
		constructor(data = null, width = 1, height = 1, depth = 1) {
			super(null);
			this.image = {
				data,
				width,
				height,
				depth
			};
			this.magFilter = NearestFilter;
			this.minFilter = NearestFilter;
			this.wrapR = ClampToEdgeWrapping;
			this.generateMipmaps = false;
			this.flipY = false;
			this.unpackAlignment = 1;
		}

	}

	DataTexture2DArray.prototype.isDataTexture2DArray = true;

	function numericalSort(a, b) {
		return a[0] - b[0];
	}

	function absNumericalSort(a, b) {
		return Math.abs(b[1]) - Math.abs(a[1]);
	}

	function denormalize(morph, attribute) {
		let denominator = 1;
		const array = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;
		if (array instanceof Int8Array) denominator = 127;else if (array instanceof Int16Array) denominator = 32767;else if (array instanceof Int32Array) denominator = 2147483647;else console.error('THREE.WebGLMorphtargets: Unsupported morph attribute data type: ', array);
		morph.divideScalar(denominator);
	}

	function WebGLMorphtargets(gl, capabilities, textures) {
		const influencesList = {};
		const morphInfluences = new Float32Array(8);
		const morphTextures = new WeakMap();
		const morph = new Vector3();
		const workInfluences = [];

		for (let i = 0; i < 8; i++) {
			workInfluences[i] = [i, 0];
		}

		function update(object, geometry, material, program) {
			const objectInfluences = object.morphTargetInfluences;

			if (capabilities.isWebGL2 === true) {
				// instead of using attributes, the WebGL 2 code path encodes morph targets
				// into an array of data textures. Each layer represents a single morph target.
				const numberOfMorphTargets = geometry.morphAttributes.position.length;
				let entry = morphTextures.get(geometry);

				if (entry === undefined || entry.count !== numberOfMorphTargets) {
					if (entry !== undefined) entry.texture.dispose();
					const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
					const morphTargets = geometry.morphAttributes.position;
					const morphNormals = geometry.morphAttributes.normal || [];
					const numberOfVertices = geometry.attributes.position.count;
					const numberOfVertexData = hasMorphNormals === true ? 2 : 1; // (v,n) vs. (v)

					let width = numberOfVertices * numberOfVertexData;
					let height = 1;

					if (width > capabilities.maxTextureSize) {
						height = Math.ceil(width / capabilities.maxTextureSize);
						width = capabilities.maxTextureSize;
					}

					const buffer = new Float32Array(width * height * 4 * numberOfMorphTargets);
					const texture = new DataTexture2DArray(buffer, width, height, numberOfMorphTargets);
					texture.format = RGBAFormat; // using RGBA since RGB might be emulated (and is thus slower)

					texture.type = FloatType;
					texture.needsUpdate = true; // fill buffer

					const vertexDataStride = numberOfVertexData * 4;

					for (let i = 0; i < numberOfMorphTargets; i++) {
						const morphTarget = morphTargets[i];
						const morphNormal = morphNormals[i];
						const offset = width * height * 4 * i;

						for (let j = 0; j < morphTarget.count; j++) {
							morph.fromBufferAttribute(morphTarget, j);
							if (morphTarget.normalized === true) denormalize(morph, morphTarget);
							const stride = j * vertexDataStride;
							buffer[offset + stride + 0] = morph.x;
							buffer[offset + stride + 1] = morph.y;
							buffer[offset + stride + 2] = morph.z;
							buffer[offset + stride + 3] = 0;

							if (hasMorphNormals === true) {
								morph.fromBufferAttribute(morphNormal, j);
								if (morphNormal.normalized === true) denormalize(morph, morphNormal);
								buffer[offset + stride + 4] = morph.x;
								buffer[offset + stride + 5] = morph.y;
								buffer[offset + stride + 6] = morph.z;
								buffer[offset + stride + 7] = 0;
							}
						}
					}

					entry = {
						count: numberOfMorphTargets,
						texture: texture,
						size: new Vector2(width, height)
					};
					morphTextures.set(geometry, entry);

					function disposeTexture() {
						texture.dispose();
						morphTextures.delete(geometry);
						geometry.removeEventListener('dispose', disposeTexture);
					}

					geometry.addEventListener('dispose', disposeTexture);
				} //


				let morphInfluencesSum = 0;

				for (let i = 0; i < objectInfluences.length; i++) {
					morphInfluencesSum += objectInfluences[i];
				}

				const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
				program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
				program.getUniforms().setValue(gl, 'morphTargetInfluences', objectInfluences);
				program.getUniforms().setValue(gl, 'morphTargetsTexture', entry.texture, textures);
				program.getUniforms().setValue(gl, 'morphTargetsTextureSize', entry.size);
			} else {
				// When object doesn't have morph target influences defined, we treat it as a 0-length array
				// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
				const length = objectInfluences === undefined ? 0 : objectInfluences.length;
				let influences = influencesList[geometry.id];

				if (influences === undefined || influences.length !== length) {
					// initialise list
					influences = [];

					for (let i = 0; i < length; i++) {
						influences[i] = [i, 0];
					}

					influencesList[geometry.id] = influences;
				} // Collect influences


				for (let i = 0; i < length; i++) {
					const influence = influences[i];
					influence[0] = i;
					influence[1] = objectInfluences[i];
				}

				influences.sort(absNumericalSort);

				for (let i = 0; i < 8; i++) {
					if (i < length && influences[i][1]) {
						workInfluences[i][0] = influences[i][0];
						workInfluences[i][1] = influences[i][1];
					} else {
						workInfluences[i][0] = Number.MAX_SAFE_INTEGER;
						workInfluences[i][1] = 0;
					}
				}

				workInfluences.sort(numericalSort);
				const morphTargets = geometry.morphAttributes.position;
				const morphNormals = geometry.morphAttributes.normal;
				let morphInfluencesSum = 0;

				for (let i = 0; i < 8; i++) {
					const influence = workInfluences[i];
					const index = influence[0];
					const value = influence[1];

					if (index !== Number.MAX_SAFE_INTEGER && value) {
						if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) {
							geometry.setAttribute('morphTarget' + i, morphTargets[index]);
						}

						if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) {
							geometry.setAttribute('morphNormal' + i, morphNormals[index]);
						}

						morphInfluences[i] = value;
						morphInfluencesSum += value;
					} else {
						if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) {
							geometry.deleteAttribute('morphTarget' + i);
						}

						if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) {
							geometry.deleteAttribute('morphNormal' + i);
						}

						morphInfluences[i] = 0;
					}
				} // GLSL shader uses formula baseinfluence * base + sum(target * influence)
				// This allows us to switch between absolute morphs and relative morphs without changing shader code
				// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)


				const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
				program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
				program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
			}
		}

		return {
			update: update
		};
	}

	function WebGLObjects(gl, geometries, attributes, info) {
		let updateMap = new WeakMap();

		function update(object) {
			const frame = info.render.frame;
			const geometry = object.geometry;
			const buffergeometry = geometries.get(object, geometry); // Update once per frame

			if (updateMap.get(buffergeometry) !== frame) {
				geometries.update(buffergeometry);
				updateMap.set(buffergeometry, frame);
			}

			if (object.isInstancedMesh) {
				if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) {
					object.addEventListener('dispose', onInstancedMeshDispose);
				}

				attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER);

				if (object.instanceColor !== null) {
					attributes.update(object.instanceColor, gl.ARRAY_BUFFER);
				}
			}

			return buffergeometry;
		}

		function dispose() {
			updateMap = new WeakMap();
		}

		function onInstancedMeshDispose(event) {
			const instancedMesh = event.target;
			instancedMesh.removeEventListener('dispose', onInstancedMeshDispose);
			attributes.remove(instancedMesh.instanceMatrix);
			if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
		}

		return {
			update: update,
			dispose: dispose
		};
	}

	class DataTexture3D extends Texture {
		constructor(data = null, width = 1, height = 1, depth = 1) {
			// We're going to add .setXXX() methods for setting properties later.
			// Users can still set in DataTexture3D directly.
			//
			//	const texture = new THREE.DataTexture3D( data, width, height, depth );
			// 	texture.anisotropy = 16;
			//
			// See #14839
			super(null);
			this.image = {
				data,
				width,
				height,
				depth
			};
			this.magFilter = NearestFilter;
			this.minFilter = NearestFilter;
			this.wrapR = ClampToEdgeWrapping;
			this.generateMipmaps = false;
			this.flipY = false;
			this.unpackAlignment = 1;
		}

	}

	DataTexture3D.prototype.isDataTexture3D = true;

	/**
	 * Uniforms of a program.
	 * Those form a tree structure with a special top-level container for the root,
	 * which you get by calling 'new WebGLUniforms( gl, program )'.
	 *
	 *
	 * Properties of inner nodes including the top-level container:
	 *
	 * .seq - array of nested uniforms
	 * .map - nested uniforms by name
	 *
	 *
	 * Methods of all nodes except the top-level container:
	 *
	 * .setValue( gl, value, [textures] )
	 *
	 * 		uploads a uniform value(s)
	 *		the 'textures' parameter is needed for sampler uniforms
	 *
	 *
	 * Static methods of the top-level container (textures factorizations):
	 *
	 * .upload( gl, seq, values, textures )
	 *
	 * 		sets uniforms in 'seq' to 'values[id].value'
	 *
	 * .seqWithValue( seq, values ) : filteredSeq
	 *
	 * 		filters 'seq' entries with corresponding entry in values
	 *
	 *
	 * Methods of the top-level container (textures factorizations):
	 *
	 * .setValue( gl, name, value, textures )
	 *
	 * 		sets uniform with	name 'name' to 'value'
	 *
	 * .setOptional( gl, obj, prop )
	 *
	 * 		like .set for an optional property of the object
	 *
	 */
	const emptyTexture = new Texture();
	const emptyTexture2dArray = new DataTexture2DArray();
	const emptyTexture3d = new DataTexture3D();
	const emptyCubeTexture = new CubeTexture(); // --- Utilities ---
	// Array Caches (provide typed arrays for temporary by size)

	const arrayCacheF32 = [];
	const arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms

	const mat4array = new Float32Array(16);
	const mat3array = new Float32Array(9);
	const mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices

	function flatten(array, nBlocks, blockSize) {
		const firstElem = array[0];
		if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )
		// see http://jacksondunstan.com/articles/983

		const n = nBlocks * blockSize;
		let r = arrayCacheF32[n];

		if (r === undefined) {
			r = new Float32Array(n);
			arrayCacheF32[n] = r;
		}

		if (nBlocks !== 0) {
			firstElem.toArray(r, 0);

			for (let i = 1, offset = 0; i !== nBlocks; ++i) {
				offset += blockSize;
				array[i].toArray(r, offset);
			}
		}

		return r;
	}

	function arraysEqual(a, b) {
		if (a.length !== b.length) return false;

		for (let i = 0, l = a.length; i < l; i++) {
			if (a[i] !== b[i]) return false;
		}

		return true;
	}

	function copyArray(a, b) {
		for (let i = 0, l = b.length; i < l; i++) {
			a[i] = b[i];
		}
	} // Texture unit allocation


	function allocTexUnits(textures, n) {
		let r = arrayCacheI32[n];

		if (r === undefined) {
			r = new Int32Array(n);
			arrayCacheI32[n] = r;
		}

		for (let i = 0; i !== n; ++i) {
			r[i] = textures.allocateTextureUnit();
		}

		return r;
	} // --- Setters ---
	// Note: Defining these methods externally, because they come in a bunch
	// and this way their names minify.
	// Single scalar


	function setValueV1f(gl, v) {
		const cache = this.cache;
		if (cache[0] === v) return;
		gl.uniform1f(this.addr, v);
		cache[0] = v;
	} // Single float vector (from flat array or THREE.VectorN)


	function setValueV2f(gl, v) {
		const cache = this.cache;

		if (v.x !== undefined) {
			if (cache[0] !== v.x || cache[1] !== v.y) {
				gl.uniform2f(this.addr, v.x, v.y);
				cache[0] = v.x;
				cache[1] = v.y;
			}
		} else {
			if (arraysEqual(cache, v)) return;
			gl.uniform2fv(this.addr, v);
			copyArray(cache, v);
		}
	}

	function setValueV3f(gl, v) {
		const cache = this.cache;

		if (v.x !== undefined) {
			if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
				gl.uniform3f(this.addr, v.x, v.y, v.z);
				cache[0] = v.x;
				cache[1] = v.y;
				cache[2] = v.z;
			}
		} else if (v.r !== undefined) {
			if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
				gl.uniform3f(this.addr, v.r, v.g, v.b);
				cache[0] = v.r;
				cache[1] = v.g;
				cache[2] = v.b;
			}
		} else {
			if (arraysEqual(cache, v)) return;
			gl.uniform3fv(this.addr, v);
			copyArray(cache, v);
		}
	}

	function setValueV4f(gl, v) {
		const cache = this.cache;

		if (v.x !== undefined) {
			if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
				gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
				cache[0] = v.x;
				cache[1] = v.y;
				cache[2] = v.z;
				cache[3] = v.w;
			}
		} else {
			if (arraysEqual(cache, v)) return;
			gl.uniform4fv(this.addr, v);
			copyArray(cache, v);
		}
	} // Single matrix (from flat array or THREE.MatrixN)


	function setValueM2(gl, v) {
		const cache = this.cache;
		const elements = v.elements;

		if (elements === undefined) {
			if (arraysEqual(cache, v)) return;
			gl.uniformMatrix2fv(this.addr, false, v);
			copyArray(cache, v);
		} else {
			if (arraysEqual(cache, elements)) return;
			mat2array.set(elements);
			gl.uniformMatrix2fv(this.addr, false, mat2array);
			copyArray(cache, elements);
		}
	}

	function setValueM3(gl, v) {
		const cache = this.cache;
		const elements = v.elements;

		if (elements === undefined) {
			if (arraysEqual(cache, v)) return;
			gl.uniformMatrix3fv(this.addr, false, v);
			copyArray(cache, v);
		} else {
			if (arraysEqual(cache, elements)) return;
			mat3array.set(elements);
			gl.uniformMatrix3fv(this.addr, false, mat3array);
			copyArray(cache, elements);
		}
	}

	function setValueM4(gl, v) {
		const cache = this.cache;
		const elements = v.elements;

		if (elements === undefined) {
			if (arraysEqual(cache, v)) return;
			gl.uniformMatrix4fv(this.addr, false, v);
			copyArray(cache, v);
		} else {
			if (arraysEqual(cache, elements)) return;
			mat4array.set(elements);
			gl.uniformMatrix4fv(this.addr, false, mat4array);
			copyArray(cache, elements);
		}
	} // Single integer / boolean


	function setValueV1i(gl, v) {
		const cache = this.cache;
		if (cache[0] === v) return;
		gl.uniform1i(this.addr, v);
		cache[0] = v;
	} // Single integer / boolean vector (from flat array)


	function setValueV2i(gl, v) {
		const cache = this.cache;
		if (arraysEqual(cache, v)) return;
		gl.uniform2iv(this.addr, v);
		copyArray(cache, v);
	}

	function setValueV3i(gl, v) {
		const cache = this.cache;
		if (arraysEqual(cache, v)) return;
		gl.uniform3iv(this.addr, v);
		copyArray(cache, v);
	}

	function setValueV4i(gl, v) {
		const cache = this.cache;
		if (arraysEqual(cache, v)) return;
		gl.uniform4iv(this.addr, v);
		copyArray(cache, v);
	} // Single unsigned integer


	function setValueV1ui(gl, v) {
		const cache = this.cache;
		if (cache[0] === v) return;
		gl.uniform1ui(this.addr, v);
		cache[0] = v;
	} // Single unsigned integer vector (from flat array)


	function setValueV2ui(gl, v) {
		const cache = this.cache;
		if (arraysEqual(cache, v)) return;
		gl.uniform2uiv(this.addr, v);
		copyArray(cache, v);
	}

	function setValueV3ui(gl, v) {
		const cache = this.cache;
		if (arraysEqual(cache, v)) return;
		gl.uniform3uiv(this.addr, v);
		copyArray(cache, v);
	}

	function setValueV4ui(gl, v) {
		const cache = this.cache;
		if (arraysEqual(cache, v)) return;
		gl.uniform4uiv(this.addr, v);
		copyArray(cache, v);
	} // Single texture (2D / Cube)


	function setValueT1(gl, v, textures) {
		const cache = this.cache;
		const unit = textures.allocateTextureUnit();

		if (cache[0] !== unit) {
			gl.uniform1i(this.addr, unit);
			cache[0] = unit;
		}

		textures.safeSetTexture2D(v || emptyTexture, unit);
	}

	function setValueT3D1(gl, v, textures) {
		const cache = this.cache;
		const unit = textures.allocateTextureUnit();

		if (cache[0] !== unit) {
			gl.uniform1i(this.addr, unit);
			cache[0] = unit;
		}

		textures.setTexture3D(v || emptyTexture3d, unit);
	}

	function setValueT6(gl, v, textures) {
		const cache = this.cache;
		const unit = textures.allocateTextureUnit();

		if (cache[0] !== unit) {
			gl.uniform1i(this.addr, unit);
			cache[0] = unit;
		}

		textures.safeSetTextureCube(v || emptyCubeTexture, unit);
	}

	function setValueT2DArray1(gl, v, textures) {
		const cache = this.cache;
		const unit = textures.allocateTextureUnit();

		if (cache[0] !== unit) {
			gl.uniform1i(this.addr, unit);
			cache[0] = unit;
		}

		textures.setTexture2DArray(v || emptyTexture2dArray, unit);
	} // Helper to pick the right setter for the singular case


	function getSingularSetter(type) {
		switch (type) {
			case 0x1406:
				return setValueV1f;
			// FLOAT

			case 0x8b50:
				return setValueV2f;
			// _VEC2

			case 0x8b51:
				return setValueV3f;
			// _VEC3

			case 0x8b52:
				return setValueV4f;
			// _VEC4

			case 0x8b5a:
				return setValueM2;
			// _MAT2

			case 0x8b5b:
				return setValueM3;
			// _MAT3

			case 0x8b5c:
				return setValueM4;
			// _MAT4

			case 0x1404:
			case 0x8b56:
				return setValueV1i;
			// INT, BOOL

			case 0x8b53:
			case 0x8b57:
				return setValueV2i;
			// _VEC2

			case 0x8b54:
			case 0x8b58:
				return setValueV3i;
			// _VEC3

			case 0x8b55:
			case 0x8b59:
				return setValueV4i;
			// _VEC4

			case 0x1405:
				return setValueV1ui;
			// UINT

			case 0x8dc6:
				return setValueV2ui;
			// _VEC2

			case 0x8dc7:
				return setValueV3ui;
			// _VEC3

			case 0x8dc8:
				return setValueV4ui;
			// _VEC4

			case 0x8b5e: // SAMPLER_2D

			case 0x8d66: // SAMPLER_EXTERNAL_OES

			case 0x8dca: // INT_SAMPLER_2D

			case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D

			case 0x8b62:
				// SAMPLER_2D_SHADOW
				return setValueT1;

			case 0x8b5f: // SAMPLER_3D

			case 0x8dcb: // INT_SAMPLER_3D

			case 0x8dd3:
				// UNSIGNED_INT_SAMPLER_3D
				return setValueT3D1;

			case 0x8b60: // SAMPLER_CUBE

			case 0x8dcc: // INT_SAMPLER_CUBE

			case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE

			case 0x8dc5:
				// SAMPLER_CUBE_SHADOW
				return setValueT6;

			case 0x8dc1: // SAMPLER_2D_ARRAY

			case 0x8dcf: // INT_SAMPLER_2D_ARRAY

			case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY

			case 0x8dc4:
				// SAMPLER_2D_ARRAY_SHADOW
				return setValueT2DArray1;
		}
	} // Array of scalars


	function setValueV1fArray(gl, v) {
		gl.uniform1fv(this.addr, v);
	} // Array of vectors (from flat array or array of THREE.VectorN)


	function setValueV2fArray(gl, v) {
		const data = flatten(v, this.size, 2);
		gl.uniform2fv(this.addr, data);
	}

	function setValueV3fArray(gl, v) {
		const data = flatten(v, this.size, 3);
		gl.uniform3fv(this.addr, data);
	}

	function setValueV4fArray(gl, v) {
		const data = flatten(v, this.size, 4);
		gl.uniform4fv(this.addr, data);
	} // Array of matrices (from flat array or array of THREE.MatrixN)


	function setValueM2Array(gl, v) {
		const data = flatten(v, this.size, 4);
		gl.uniformMatrix2fv(this.addr, false, data);
	}

	function setValueM3Array(gl, v) {
		const data = flatten(v, this.size, 9);
		gl.uniformMatrix3fv(this.addr, false, data);
	}

	function setValueM4Array(gl, v) {
		const data = flatten(v, this.size, 16);
		gl.uniformMatrix4fv(this.addr, false, data);
	} // Array of integer / boolean


	function setValueV1iArray(gl, v) {
		gl.uniform1iv(this.addr, v);
	} // Array of integer / boolean vectors (from flat array)


	function setValueV2iArray(gl, v) {
		gl.uniform2iv(this.addr, v);
	}

	function setValueV3iArray(gl, v) {
		gl.uniform3iv(this.addr, v);
	}

	function setValueV4iArray(gl, v) {
		gl.uniform4iv(this.addr, v);
	} // Array of unsigned integer


	function setValueV1uiArray(gl, v) {
		gl.uniform1uiv(this.addr, v);
	} // Array of unsigned integer vectors (from flat array)


	function setValueV2uiArray(gl, v) {
		gl.uniform2uiv(this.addr, v);
	}

	function setValueV3uiArray(gl, v) {
		gl.uniform3uiv(this.addr, v);
	}

	function setValueV4uiArray(gl, v) {
		gl.uniform4uiv(this.addr, v);
	} // Array of textures (2D / 3D / Cube / 2DArray)


	function setValueT1Array(gl, v, textures) {
		const n = v.length;
		const units = allocTexUnits(textures, n);
		gl.uniform1iv(this.addr, units);

		for (let i = 0; i !== n; ++i) {
			textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
		}
	}

	function setValueT3DArray(gl, v, textures) {
		const n = v.length;
		const units = allocTexUnits(textures, n);
		gl.uniform1iv(this.addr, units);

		for (let i = 0; i !== n; ++i) {
			textures.setTexture3D(v[i] || emptyTexture3d, units[i]);
		}
	}

	function setValueT6Array(gl, v, textures) {
		const n = v.length;
		const units = allocTexUnits(textures, n);
		gl.uniform1iv(this.addr, units);

		for (let i = 0; i !== n; ++i) {
			textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
		}
	}

	function setValueT2DArrayArray(gl, v, textures) {
		const n = v.length;
		const units = allocTexUnits(textures, n);
		gl.uniform1iv(this.addr, units);

		for (let i = 0; i !== n; ++i) {
			textures.setTexture2DArray(v[i] || emptyTexture2dArray, units[i]);
		}
	} // Helper to pick the right setter for a pure (bottom-level) array


	function getPureArraySetter(type) {
		switch (type) {
			case 0x1406:
				return setValueV1fArray;
			// FLOAT

			case 0x8b50:
				return setValueV2fArray;
			// _VEC2

			case 0x8b51:
				return setValueV3fArray;
			// _VEC3

			case 0x8b52:
				return setValueV4fArray;
			// _VEC4

			case 0x8b5a:
				return setValueM2Array;
			// _MAT2

			case 0x8b5b:
				return setValueM3Array;
			// _MAT3

			case 0x8b5c:
				return setValueM4Array;
			// _MAT4

			case 0x1404:
			case 0x8b56:
				return setValueV1iArray;
			// INT, BOOL

			case 0x8b53:
			case 0x8b57:
				return setValueV2iArray;
			// _VEC2

			case 0x8b54:
			case 0x8b58:
				return setValueV3iArray;
			// _VEC3

			case 0x8b55:
			case 0x8b59:
				return setValueV4iArray;
			// _VEC4

			case 0x1405:
				return setValueV1uiArray;
			// UINT

			case 0x8dc6:
				return setValueV2uiArray;
			// _VEC2

			case 0x8dc7:
				return setValueV3uiArray;
			// _VEC3

			case 0x8dc8:
				return setValueV4uiArray;
			// _VEC4

			case 0x8b5e: // SAMPLER_2D

			case 0x8d66: // SAMPLER_EXTERNAL_OES

			case 0x8dca: // INT_SAMPLER_2D

			case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D

			case 0x8b62:
				// SAMPLER_2D_SHADOW
				return setValueT1Array;

			case 0x8b5f: // SAMPLER_3D

			case 0x8dcb: // INT_SAMPLER_3D

			case 0x8dd3:
				// UNSIGNED_INT_SAMPLER_3D
				return setValueT3DArray;

			case 0x8b60: // SAMPLER_CUBE

			case 0x8dcc: // INT_SAMPLER_CUBE

			case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE

			case 0x8dc5:
				// SAMPLER_CUBE_SHADOW
				return setValueT6Array;

			case 0x8dc1: // SAMPLER_2D_ARRAY

			case 0x8dcf: // INT_SAMPLER_2D_ARRAY

			case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY

			case 0x8dc4:
				// SAMPLER_2D_ARRAY_SHADOW
				return setValueT2DArrayArray;
		}
	} // --- Uniform Classes ---


	function SingleUniform(id, activeInfo, addr) {
		this.id = id;
		this.addr = addr;
		this.cache = [];
		this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
	}

	function PureArrayUniform(id, activeInfo, addr) {
		this.id = id;
		this.addr = addr;
		this.cache = [];
		this.size = activeInfo.size;
		this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
	}

	PureArrayUniform.prototype.updateCache = function (data) {
		const cache = this.cache;

		if (data instanceof Float32Array && cache.length !== data.length) {
			this.cache = new Float32Array(data.length);
		}

		copyArray(cache, data);
	};

	function StructuredUniform(id) {
		this.id = id;
		this.seq = [];
		this.map = {};
	}

	StructuredUniform.prototype.setValue = function (gl, value, textures) {
		const seq = this.seq;

		for (let i = 0, n = seq.length; i !== n; ++i) {
			const u = seq[i];
			u.setValue(gl, value[u.id], textures);
		}
	}; // --- Top-level ---
	// Parser - builds up the property tree from the path strings


	const RePathPart = /(\w+)(\])?(\[|\.)?/g; // extracts
	// 	- the identifier (member name or array index)
	//	- followed by an optional right bracket (found when array index)
	//	- followed by an optional left bracket or dot (type of subscript)
	//
	// Note: These portions can be read in a non-overlapping fashion and
	// allow straightforward parsing of the hierarchy that WebGL encodes
	// in the uniform names.

	function addUniform(container, uniformObject) {
		container.seq.push(uniformObject);
		container.map[uniformObject.id] = uniformObject;
	}

	function parseUniform(activeInfo, addr, container) {
		const path = activeInfo.name,
					pathLength = path.length; // reset RegExp object, because of the early exit of a previous run

		RePathPart.lastIndex = 0;

		while (true) {
			const match = RePathPart.exec(path),
						matchEnd = RePathPart.lastIndex;
			let id = match[1];
			const idIsIndex = match[2] === ']',
						subscript = match[3];
			if (idIsIndex) id = id | 0; // convert to integer

			if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) {
				// bare name or "pure" bottom-level array "[0]" suffix
				addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));
				break;
			} else {
				// step into inner node / create it in case it doesn't exist
				const map = container.map;
				let next = map[id];

				if (next === undefined) {
					next = new StructuredUniform(id);
					addUniform(container, next);
				}

				container = next;
			}
		}
	} // Root Container


	function WebGLUniforms(gl, program) {
		this.seq = [];
		this.map = {};
		const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);

		for (let i = 0; i < n; ++i) {
			const info = gl.getActiveUniform(program, i),
						addr = gl.getUniformLocation(program, info.name);
			parseUniform(info, addr, this);
		}
	}

	WebGLUniforms.prototype.setValue = function (gl, name, value, textures) {
		const u = this.map[name];
		if (u !== undefined) u.setValue(gl, value, textures);
	};

	WebGLUniforms.prototype.setOptional = function (gl, object, name) {
		const v = object[name];
		if (v !== undefined) this.setValue(gl, name, v);
	}; // Static interface


	WebGLUniforms.upload = function (gl, seq, values, textures) {
		for (let i = 0, n = seq.length; i !== n; ++i) {
			const u = seq[i],
						v = values[u.id];

			if (v.needsUpdate !== false) {
				// note: always updating when .needsUpdate is undefined
				u.setValue(gl, v.value, textures);
			}
		}
	};

	WebGLUniforms.seqWithValue = function (seq, values) {
		const r = [];

		for (let i = 0, n = seq.length; i !== n; ++i) {
			const u = seq[i];
			if (u.id in values) r.push(u);
		}

		return r;
	};

	function WebGLShader(gl, type, string) {
		const shader = gl.createShader(type);
		gl.shaderSource(shader, string);
		gl.compileShader(shader);
		return shader;
	}

	let programIdCount = 0;

	function addLineNumbers(string) {
		const lines = string.split('\n');

		for (let i = 0; i < lines.length; i++) {
			lines[i] = i + 1 + ': ' + lines[i];
		}

		return lines.join('\n');
	}

	function getEncodingComponents(encoding) {
		switch (encoding) {
			case LinearEncoding:
				return ['Linear', '( value )'];

			case sRGBEncoding:
				return ['sRGB', '( value )'];

			default:
				console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);
				return ['Linear', '( value )'];
		}
	}

	function getShaderErrors(gl, shader, type) {
		const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
		const errors = gl.getShaderInfoLog(shader).trim();
		if (status && errors === '') return ''; // --enable-privileged-webgl-extension
		// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

		return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers(gl.getShaderSource(shader));
	}

	function getTexelEncodingFunction(functionName, encoding) {
		const components = getEncodingComponents(encoding);
		return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
	}

	function getToneMappingFunction(functionName, toneMapping) {
		let toneMappingName;

		switch (toneMapping) {
			case LinearToneMapping:
				toneMappingName = 'Linear';
				break;

			case ReinhardToneMapping:
				toneMappingName = 'Reinhard';
				break;

			case CineonToneMapping:
				toneMappingName = 'OptimizedCineon';
				break;

			case ACESFilmicToneMapping:
				toneMappingName = 'ACESFilmic';
				break;

			case CustomToneMapping:
				toneMappingName = 'Custom';
				break;

			default:
				console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);
				toneMappingName = 'Linear';
		}

		return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
	}

	function generateExtensions(parameters) {
		const chunks = [parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];
		return chunks.filter(filterEmptyLine).join('\n');
	}

	function generateDefines(defines) {
		const chunks = [];

		for (const name in defines) {
			const value = defines[name];
			if (value === false) continue;
			chunks.push('#define ' + name + ' ' + value);
		}

		return chunks.join('\n');
	}

	function fetchAttributeLocations(gl, program) {
		const attributes = {};
		const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);

		for (let i = 0; i < n; i++) {
			const info = gl.getActiveAttrib(program, i);
			const name = info.name;
			let locationSize = 1;
			if (info.type === gl.FLOAT_MAT2) locationSize = 2;
			if (info.type === gl.FLOAT_MAT3) locationSize = 3;
			if (info.type === gl.FLOAT_MAT4) locationSize = 4; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

			attributes[name] = {
				type: info.type,
				location: gl.getAttribLocation(program, name),
				locationSize: locationSize
			};
		}

		return attributes;
	}

	function filterEmptyLine(string) {
		return string !== '';
	}

	function replaceLightNums(string, parameters) {
		return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
	}

	function replaceClippingPlaneNums(string, parameters) {
		return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
	} // Resolve Includes


	const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;

	function resolveIncludes(string) {
		return string.replace(includePattern, includeReplacer);
	}

	function includeReplacer(match, include) {
		const string = ShaderChunk[include];

		if (string === undefined) {
			throw new Error('Can not resolve #include <' + include + '>');
		}

		return resolveIncludes(string);
	} // Unroll Loops


	const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
	const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;

	function unrollLoops(string) {
		return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);
	}

	function deprecatedLoopReplacer(match, start, end, snippet) {
		console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');
		return loopReplacer(match, start, end, snippet);
	}

	function loopReplacer(match, start, end, snippet) {
		let string = '';

		for (let i = parseInt(start); i < parseInt(end); i++) {
			string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
		}

		return string;
	} //


	function generatePrecision(parameters) {
		let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';

		if (parameters.precision === 'highp') {
			precisionstring += '\n#define HIGH_PRECISION';
		} else if (parameters.precision === 'mediump') {
			precisionstring += '\n#define MEDIUM_PRECISION';
		} else if (parameters.precision === 'lowp') {
			precisionstring += '\n#define LOW_PRECISION';
		}

		return precisionstring;
	}

	function generateShadowMapTypeDefine(parameters) {
		let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

		if (parameters.shadowMapType === PCFShadowMap) {
			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
		} else if (parameters.shadowMapType === PCFSoftShadowMap) {
			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
		} else if (parameters.shadowMapType === VSMShadowMap) {
			shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
		}

		return shadowMapTypeDefine;
	}

	function generateEnvMapTypeDefine(parameters) {
		let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';

		if (parameters.envMap) {
			switch (parameters.envMapMode) {
				case CubeReflectionMapping:
				case CubeRefractionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
					break;

				case CubeUVReflectionMapping:
				case CubeUVRefractionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
					break;
			}
		}

		return envMapTypeDefine;
	}

	function generateEnvMapModeDefine(parameters) {
		let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';

		if (parameters.envMap) {
			switch (parameters.envMapMode) {
				case CubeRefractionMapping:
				case CubeUVRefractionMapping:
					envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
					break;
			}
		}

		return envMapModeDefine;
	}

	function generateEnvMapBlendingDefine(parameters) {
		let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';

		if (parameters.envMap) {
			switch (parameters.combine) {
				case MultiplyOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
					break;

				case MixOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
					break;

				case AddOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
					break;
			}
		}

		return envMapBlendingDefine;
	}

	function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
		// TODO Send this event to Three.js DevTools
		// console.log( 'WebGLProgram', cacheKey );
		const gl = renderer.getContext();
		const defines = parameters.defines;
		let vertexShader = parameters.vertexShader;
		let fragmentShader = parameters.fragmentShader;
		const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
		const envMapTypeDefine = generateEnvMapTypeDefine(parameters);
		const envMapModeDefine = generateEnvMapModeDefine(parameters);
		const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
		const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);
		const customDefines = generateDefines(defines);
		const program = gl.createProgram();
		let prefixVertex, prefixFragment;
		let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';

		if (parameters.isRawShaderMaterial) {
			prefixVertex = [customDefines].filter(filterEmptyLine).join('\n');

			if (prefixVertex.length > 0) {
				prefixVertex += '\n';
			}

			prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n');

			if (prefixFragment.length > 0) {
				prefixFragment += '\n';
			}
		} else {
			prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.morphTargets && parameters.isWebGL2 ? '#define MORPHTARGETS_TEXTURE' : '', parameters.morphTargets && parameters.isWebGL2 ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', '	attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', '	attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', '	attribute vec4 tangent;', '#endif', '#if defined( USE_COLOR_ALPHA )', '	attribute vec4 color;', '#elif defined( USE_COLOR )', '	attribute vec3 color;', '#endif', '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', '	attribute vec3 morphTarget0;', '	attribute vec3 morphTarget1;', '	attribute vec3 morphTarget2;', '	attribute vec3 morphTarget3;', '	#ifdef USE_MORPHNORMALS', '		attribute vec3 morphNormal0;', '		attribute vec3 morphNormal1;', '		attribute vec3 morphNormal2;', '		attribute vec3 morphNormal3;', '	#else', '		attribute vec3 morphTarget4;', '		attribute vec3 morphTarget5;', '		attribute vec3 morphTarget6;', '		attribute vec3 morphTarget7;', '	#endif', '#endif', '#ifdef USE_SKINNING', '	attribute vec4 skinIndex;', '	attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n');
			prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoat ? '#define USE_CLEARCOAT' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.alphaTest ? '#define USE_ALPHATEST' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
			parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', parameters.alphaWrite ? '' : '#define OPAQUE', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below
			getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n');
		}

		vertexShader = resolveIncludes(vertexShader);
		vertexShader = replaceLightNums(vertexShader, parameters);
		vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
		fragmentShader = resolveIncludes(fragmentShader);
		fragmentShader = replaceLightNums(fragmentShader, parameters);
		fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
		vertexShader = unrollLoops(vertexShader);
		fragmentShader = unrollLoops(fragmentShader);

		if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {
			// GLSL 3.0 conversion for built-in materials and ShaderMaterial
			versionString = '#version 300 es\n';
			prefixVertex = ['precision mediump sampler2DArray;', '#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex;
			prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment;
		}

		const vertexGlsl = versionString + prefixVertex + vertexShader;
		const fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );
		// console.log( '*FRAGMENT*', fragmentGlsl );

		const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl);
		const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl);
		gl.attachShader(program, glVertexShader);
		gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.

		if (parameters.index0AttributeName !== undefined) {
			gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
		} else if (parameters.morphTargets === true) {
			// programs with morphTargets displace position out of attribute 0
			gl.bindAttribLocation(program, 0, 'position');
		}

		gl.linkProgram(program); // check for link errors

		if (renderer.debug.checkShaderErrors) {
			const programLog = gl.getProgramInfoLog(program).trim();
			const vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
			const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
			let runnable = true;
			let haveDiagnostics = true;

			if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
				runnable = false;
				const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
				const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
				console.error('THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + 'VALIDATE_STATUS ' + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + '\n\n' + 'Program Info Log: ' + programLog + '\n' + vertexErrors + '\n' + fragmentErrors);
			} else if (programLog !== '') {
				console.warn('THREE.WebGLProgram: Program Info Log:', programLog);
			} else if (vertexLog === '' || fragmentLog === '') {
				haveDiagnostics = false;
			}

			if (haveDiagnostics) {
				this.diagnostics = {
					runnable: runnable,
					programLog: programLog,
					vertexShader: {
						log: vertexLog,
						prefix: prefixVertex
					},
					fragmentShader: {
						log: fragmentLog,
						prefix: prefixFragment
					}
				};
			}
		} // Clean up
		// Crashes in iOS9 and iOS10. #18402
		// gl.detachShader( program, glVertexShader );
		// gl.detachShader( program, glFragmentShader );


		gl.deleteShader(glVertexShader);
		gl.deleteShader(glFragmentShader); // set up caching for uniform locations

		let cachedUniforms;

		this.getUniforms = function () {
			if (cachedUniforms === undefined) {
				cachedUniforms = new WebGLUniforms(gl, program);
			}

			return cachedUniforms;
		}; // set up caching for attribute locations


		let cachedAttributes;

		this.getAttributes = function () {
			if (cachedAttributes === undefined) {
				cachedAttributes = fetchAttributeLocations(gl, program);
			}

			return cachedAttributes;
		}; // free resource


		this.destroy = function () {
			bindingStates.releaseStatesOfProgram(this);
			gl.deleteProgram(program);
			this.program = undefined;
		}; //


		this.name = parameters.shaderName;
		this.id = programIdCount++;
		this.cacheKey = cacheKey;
		this.usedTimes = 1;
		this.program = program;
		this.vertexShader = glVertexShader;
		this.fragmentShader = glFragmentShader;
		return this;
	}

	let _id = 0;

	class WebGLShaderCache {
		constructor() {
			this.shaderCache = new Map();
			this.materialCache = new Map();
		}

		update(material) {
			const vertexShader = material.vertexShader;
			const fragmentShader = material.fragmentShader;

			const vertexShaderStage = this._getShaderStage(vertexShader);

			const fragmentShaderStage = this._getShaderStage(fragmentShader);

			const materialShaders = this._getShaderCacheForMaterial(material);

			if (materialShaders.has(vertexShaderStage) === false) {
				materialShaders.add(vertexShaderStage);
				vertexShaderStage.usedTimes++;
			}

			if (materialShaders.has(fragmentShaderStage) === false) {
				materialShaders.add(fragmentShaderStage);
				fragmentShaderStage.usedTimes++;
			}

			return this;
		}

		remove(material) {
			const materialShaders = this.materialCache.get(material);

			for (const shaderStage of materialShaders) {
				shaderStage.usedTimes--;
				if (shaderStage.usedTimes === 0) this.shaderCache.delete(shaderStage);
			}

			this.materialCache.delete(material);
			return this;
		}

		getVertexShaderID(material) {
			return this._getShaderStage(material.vertexShader).id;
		}

		getFragmentShaderID(material) {
			return this._getShaderStage(material.fragmentShader).id;
		}

		dispose() {
			this.shaderCache.clear();
			this.materialCache.clear();
		}

		_getShaderCacheForMaterial(material) {
			const cache = this.materialCache;

			if (cache.has(material) === false) {
				cache.set(material, new Set());
			}

			return cache.get(material);
		}

		_getShaderStage(code) {
			const cache = this.shaderCache;

			if (cache.has(code) === false) {
				const stage = new WebGLShaderStage();
				cache.set(code, stage);
			}

			return cache.get(code);
		}

	}

	class WebGLShaderStage {
		constructor() {
			this.id = _id++;
			this.usedTimes = 0;
		}

	}

	function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) {
		const _programLayers = new Layers();

		const _customShaders = new WebGLShaderCache();

		const programs = [];
		const isWebGL2 = capabilities.isWebGL2;
		const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
		const floatVertexTextures = capabilities.floatVertexTextures;
		const maxVertexUniforms = capabilities.maxVertexUniforms;
		const vertexTextures = capabilities.vertexTextures;
		let precision = capabilities.precision;
		const shaderIDs = {
			MeshDepthMaterial: 'depth',
			MeshDistanceMaterial: 'distanceRGBA',
			MeshNormalMaterial: 'normal',
			MeshBasicMaterial: 'basic',
			MeshLambertMaterial: 'lambert',
			MeshPhongMaterial: 'phong',
			MeshToonMaterial: 'toon',
			MeshStandardMaterial: 'physical',
			MeshPhysicalMaterial: 'physical',
			MeshMatcapMaterial: 'matcap',
			LineBasicMaterial: 'basic',
			LineDashedMaterial: 'dashed',
			PointsMaterial: 'points',
			ShadowMaterial: 'shadow',
			SpriteMaterial: 'sprite'
		};

		function getMaxBones(object) {
			const skeleton = object.skeleton;
			const bones = skeleton.bones;

			if (floatVertexTextures) {
				return 1024;
			} else {
				// default for when object is not specified
				// ( for example when prebuilding shader to be used with multiple objects )
				//
				//	- leave some extra space for other uniforms
				//	- limit here is ANGLE's 254 max uniform vectors
				//		(up to 54 should be safe)
				const nVertexUniforms = maxVertexUniforms;
				const nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
				const maxBones = Math.min(nVertexMatrices, bones.length);

				if (maxBones < bones.length) {
					console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');
					return 0;
				}

				return maxBones;
			}
		}

		function getParameters(material, lights, shadows, scene, object) {
			const fog = scene.fog;
			const environment = material.isMeshStandardMaterial ? scene.environment : null;
			const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
			const shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene
			// (not to blow over maxLights budget)

			const maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;

			if (material.precision !== null) {
				precision = capabilities.getMaxPrecision(material.precision);

				if (precision !== material.precision) {
					console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
				}
			}

			let vertexShader, fragmentShader;
			let customVertexShaderID, customFragmentShaderID;

			if (shaderID) {
				const shader = ShaderLib[shaderID];
				vertexShader = shader.vertexShader;
				fragmentShader = shader.fragmentShader;
			} else {
				vertexShader = material.vertexShader;
				fragmentShader = material.fragmentShader;

				_customShaders.update(material);

				customVertexShaderID = _customShaders.getVertexShaderID(material);
				customFragmentShaderID = _customShaders.getFragmentShaderID(material);
			}

			const currentRenderTarget = renderer.getRenderTarget();
			const useAlphaTest = material.alphaTest > 0;
			const useClearcoat = material.clearcoat > 0;
			const parameters = {
				isWebGL2: isWebGL2,
				shaderID: shaderID,
				shaderName: material.type,
				vertexShader: vertexShader,
				fragmentShader: fragmentShader,
				defines: material.defines,
				customVertexShaderID: customVertexShaderID,
				customFragmentShaderID: customFragmentShaderID,
				isRawShaderMaterial: material.isRawShaderMaterial === true,
				glslVersion: material.glslVersion,
				precision: precision,
				instancing: object.isInstancedMesh === true,
				instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
				supportsVertexTextures: vertexTextures,
				outputEncoding: currentRenderTarget === null ? renderer.outputEncoding : currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding,
				map: !!material.map,
				matcap: !!material.matcap,
				envMap: !!envMap,
				envMapMode: envMap && envMap.mapping,
				envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),
				lightMap: !!material.lightMap,
				aoMap: !!material.aoMap,
				emissiveMap: !!material.emissiveMap,
				bumpMap: !!material.bumpMap,
				normalMap: !!material.normalMap,
				objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
				tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
				decodeVideoTexture: !!material.map && material.map.isVideoTexture === true && material.map.encoding === sRGBEncoding,
				clearcoat: useClearcoat,
				clearcoatMap: useClearcoat && !!material.clearcoatMap,
				clearcoatRoughnessMap: useClearcoat && !!material.clearcoatRoughnessMap,
				clearcoatNormalMap: useClearcoat && !!material.clearcoatNormalMap,
				displacementMap: !!material.displacementMap,
				roughnessMap: !!material.roughnessMap,
				metalnessMap: !!material.metalnessMap,
				specularMap: !!material.specularMap,
				specularIntensityMap: !!material.specularIntensityMap,
				specularColorMap: !!material.specularColorMap,
				alphaMap: !!material.alphaMap,
				alphaTest: useAlphaTest,
				alphaWrite: material.alphaWrite || material.transparent,
				gradientMap: !!material.gradientMap,
				sheen: material.sheen > 0,
				sheenColorMap: !!material.sheenColorMap,
				sheenRoughnessMap: !!material.sheenRoughnessMap,
				transmission: material.transmission > 0,
				transmissionMap: !!material.transmissionMap,
				thicknessMap: !!material.thicknessMap,
				combine: material.combine,
				vertexTangents: !!material.normalMap && !!object.geometry && !!object.geometry.attributes.tangent,
				vertexColors: material.vertexColors,
				vertexAlphas: material.vertexColors === true && !!object.geometry && !!object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
				vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.displacementMap || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || !!material.sheenColorMap || !!material.sheenRoughnessMap,
				uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || material.transmission > 0 || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || material.sheen > 0 || !!material.sheenColorMap || !!material.sheenRoughnessMap) && !!material.displacementMap,
				fog: !!fog,
				useFog: material.fog,
				fogExp2: fog && fog.isFogExp2,
				flatShading: !!material.flatShading,
				sizeAttenuation: material.sizeAttenuation,
				logarithmicDepthBuffer: logarithmicDepthBuffer,
				skinning: object.isSkinnedMesh === true && maxBones > 0,
				maxBones: maxBones,
				useVertexTexture: floatVertexTextures,
				morphTargets: !!object.geometry && !!object.geometry.morphAttributes.position,
				morphNormals: !!object.geometry && !!object.geometry.morphAttributes.normal,
				morphTargetsCount: !!object.geometry && !!object.geometry.morphAttributes.position ? object.geometry.morphAttributes.position.length : 0,
				numDirLights: lights.directional.length,
				numPointLights: lights.point.length,
				numSpotLights: lights.spot.length,
				numRectAreaLights: lights.rectArea.length,
				numHemiLights: lights.hemi.length,
				numDirLightShadows: lights.directionalShadowMap.length,
				numPointLightShadows: lights.pointShadowMap.length,
				numSpotLightShadows: lights.spotShadowMap.length,
				numClippingPlanes: clipping.numPlanes,
				numClipIntersection: clipping.numIntersection,
				dithering: material.dithering,
				shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
				shadowMapType: renderer.shadowMap.type,
				toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
				physicallyCorrectLights: renderer.physicallyCorrectLights,
				premultipliedAlpha: material.premultipliedAlpha,
				doubleSided: material.side === DoubleSide,
				flipSided: material.side === BackSide,
				depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
				index0AttributeName: material.index0AttributeName,
				extensionDerivatives: material.extensions && material.extensions.derivatives,
				extensionFragDepth: material.extensions && material.extensions.fragDepth,
				extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
				extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
				rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),
				rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),
				rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),
				customProgramCacheKey: material.customProgramCacheKey()
			};
			return parameters;
		}

		function getProgramCacheKey(parameters) {
			const array = [];

			if (parameters.shaderID) {
				array.push(parameters.shaderID);
			} else {
				array.push(parameters.customVertexShaderID);
				array.push(parameters.customFragmentShaderID);
			}

			if (parameters.defines !== undefined) {
				for (const name in parameters.defines) {
					array.push(name);
					array.push(parameters.defines[name]);
				}
			}

			if (parameters.isRawShaderMaterial === false) {
				getProgramCacheKeyParameters(array, parameters);
				getProgramCacheKeyBooleans(array, parameters);
				array.push(renderer.outputEncoding);
			}

			array.push(parameters.customProgramCacheKey);
			return array.join();
		}

		function getProgramCacheKeyParameters(array, parameters) {
			array.push(parameters.precision);
			array.push(parameters.outputEncoding);
			array.push(parameters.envMapMode);
			array.push(parameters.combine);
			array.push(parameters.vertexUvs);
			array.push(parameters.fogExp2);
			array.push(parameters.sizeAttenuation);
			array.push(parameters.maxBones);
			array.push(parameters.morphTargetsCount);
			array.push(parameters.numDirLights);
			array.push(parameters.numPointLights);
			array.push(parameters.numSpotLights);
			array.push(parameters.numHemiLights);
			array.push(parameters.numRectAreaLights);
			array.push(parameters.numDirLightShadows);
			array.push(parameters.numPointLightShadows);
			array.push(parameters.numSpotLightShadows);
			array.push(parameters.shadowMapType);
			array.push(parameters.toneMapping);
			array.push(parameters.numClippingPlanes);
			array.push(parameters.numClipIntersection);
			array.push(parameters.alphaWrite);
		}

		function getProgramCacheKeyBooleans(array, parameters) {
			_programLayers.disableAll();

			if (parameters.isWebGL2) _programLayers.enable(0);
			if (parameters.supportsVertexTextures) _programLayers.enable(1);
			if (parameters.instancing) _programLayers.enable(2);
			if (parameters.instancingColor) _programLayers.enable(3);
			if (parameters.map) _programLayers.enable(4);
			if (parameters.matcap) _programLayers.enable(5);
			if (parameters.envMap) _programLayers.enable(6);
			if (parameters.envMapCubeUV) _programLayers.enable(7);
			if (parameters.lightMap) _programLayers.enable(8);
			if (parameters.aoMap) _programLayers.enable(9);
			if (parameters.emissiveMap) _programLayers.enable(10);
			if (parameters.bumpMap) _programLayers.enable(11);
			if (parameters.normalMap) _programLayers.enable(12);
			if (parameters.objectSpaceNormalMap) _programLayers.enable(13);
			if (parameters.tangentSpaceNormalMap) _programLayers.enable(14);
			if (parameters.clearcoat) _programLayers.enable(15);
			if (parameters.clearcoatMap) _programLayers.enable(16);
			if (parameters.clearcoatRoughnessMap) _programLayers.enable(17);
			if (parameters.clearcoatNormalMap) _programLayers.enable(18);
			if (parameters.displacementMap) _programLayers.enable(19);
			if (parameters.specularMap) _programLayers.enable(20);
			if (parameters.roughnessMap) _programLayers.enable(21);
			if (parameters.metalnessMap) _programLayers.enable(22);
			if (parameters.gradientMap) _programLayers.enable(23);
			if (parameters.alphaMap) _programLayers.enable(24);
			if (parameters.alphaTest) _programLayers.enable(25);
			if (parameters.vertexColors) _programLayers.enable(26);
			if (parameters.vertexAlphas) _programLayers.enable(27);
			if (parameters.vertexUvs) _programLayers.enable(28);
			if (parameters.vertexTangents) _programLayers.enable(29);
			if (parameters.uvsVertexOnly) _programLayers.enable(30);
			if (parameters.fog) _programLayers.enable(31);
			array.push(_programLayers.mask);

			_programLayers.disableAll();

			if (parameters.useFog) _programLayers.enable(0);
			if (parameters.flatShading) _programLayers.enable(1);
			if (parameters.logarithmicDepthBuffer) _programLayers.enable(2);
			if (parameters.skinning) _programLayers.enable(3);
			if (parameters.useVertexTexture) _programLayers.enable(4);
			if (parameters.morphTargets) _programLayers.enable(5);
			if (parameters.morphNormals) _programLayers.enable(6);
			if (parameters.premultipliedAlpha) _programLayers.enable(7);
			if (parameters.shadowMapEnabled) _programLayers.enable(8);
			if (parameters.physicallyCorrectLights) _programLayers.enable(9);
			if (parameters.doubleSided) _programLayers.enable(10);
			if (parameters.flipSided) _programLayers.enable(11);
			if (parameters.depthPacking) _programLayers.enable(12);
			if (parameters.dithering) _programLayers.enable(13);
			if (parameters.specularIntensityMap) _programLayers.enable(14);
			if (parameters.specularColorMap) _programLayers.enable(15);
			if (parameters.transmission) _programLayers.enable(16);
			if (parameters.transmissionMap) _programLayers.enable(17);
			if (parameters.thicknessMap) _programLayers.enable(18);
			if (parameters.sheen) _programLayers.enable(19);
			if (parameters.sheenColorMap) _programLayers.enable(20);
			if (parameters.sheenRoughnessMap) _programLayers.enable(21);
			if (parameters.decodeVideoTexture) _programLayers.enable(22);
			array.push(_programLayers.mask);
		}

		function getUniforms(material) {
			const shaderID = shaderIDs[material.type];
			let uniforms;

			if (shaderID) {
				const shader = ShaderLib[shaderID];
				uniforms = UniformsUtils.clone(shader.uniforms);
			} else {
				uniforms = material.uniforms;
			}

			return uniforms;
		}

		function acquireProgram(parameters, cacheKey) {
			let program; // Check if code has been already compiled

			for (let p = 0, pl = programs.length; p < pl; p++) {
				const preexistingProgram = programs[p];

				if (preexistingProgram.cacheKey === cacheKey) {
					program = preexistingProgram;
					++program.usedTimes;
					break;
				}
			}

			if (program === undefined) {
				program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
				programs.push(program);
			}

			return program;
		}

		function releaseProgram(program) {
			if (--program.usedTimes === 0) {
				// Remove from unordered set
				const i = programs.indexOf(program);
				programs[i] = programs[programs.length - 1];
				programs.pop(); // Free WebGL resources

				program.destroy();
			}
		}

		function releaseShaderCache(material) {
			_customShaders.remove(material);
		}

		function dispose() {
			_customShaders.dispose();
		}

		return {
			getParameters: getParameters,
			getProgramCacheKey: getProgramCacheKey,
			getUniforms: getUniforms,
			acquireProgram: acquireProgram,
			releaseProgram: releaseProgram,
			releaseShaderCache: releaseShaderCache,
			// Exposed for resource monitoring & error feedback via renderer.info:
			programs: programs,
			dispose: dispose
		};
	}

	function WebGLProperties() {
		let properties = new WeakMap();

		function get(object) {
			let map = properties.get(object);

			if (map === undefined) {
				map = {};
				properties.set(object, map);
			}

			return map;
		}

		function remove(object) {
			properties.delete(object);
		}

		function update(object, key, value) {
			properties.get(object)[key] = value;
		}

		function dispose() {
			properties = new WeakMap();
		}

		return {
			get: get,
			remove: remove,
			update: update,
			dispose: dispose
		};
	}

	function painterSortStable(a, b) {
		if (a.groupOrder !== b.groupOrder) {
			return a.groupOrder - b.groupOrder;
		} else if (a.renderOrder !== b.renderOrder) {
			return a.renderOrder - b.renderOrder;
		} else if (a.material.id !== b.material.id) {
			return a.material.id - b.material.id;
		} else if (a.z !== b.z) {
			return a.z - b.z;
		} else {
			return a.id - b.id;
		}
	}

	function reversePainterSortStable(a, b) {
		if (a.groupOrder !== b.groupOrder) {
			return a.groupOrder - b.groupOrder;
		} else if (a.renderOrder !== b.renderOrder) {
			return a.renderOrder - b.renderOrder;
		} else if (a.z !== b.z) {
			return b.z - a.z;
		} else {
			return a.id - b.id;
		}
	}

	function WebGLRenderList() {
		const renderItems = [];
		let renderItemsIndex = 0;
		const opaque = [];
		const transmissive = [];
		const transparent = [];

		function init() {
			renderItemsIndex = 0;
			opaque.length = 0;
			transmissive.length = 0;
			transparent.length = 0;
		}

		function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
			let renderItem = renderItems[renderItemsIndex];

			if (renderItem === undefined) {
				renderItem = {
					id: object.id,
					object: object,
					geometry: geometry,
					material: material,
					groupOrder: groupOrder,
					renderOrder: object.renderOrder,
					z: z,
					group: group
				};
				renderItems[renderItemsIndex] = renderItem;
			} else {
				renderItem.id = object.id;
				renderItem.object = object;
				renderItem.geometry = geometry;
				renderItem.material = material;
				renderItem.groupOrder = groupOrder;
				renderItem.renderOrder = object.renderOrder;
				renderItem.z = z;
				renderItem.group = group;
			}

			renderItemsIndex++;
			return renderItem;
		}

		function push(object, geometry, material, groupOrder, z, group) {
			const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);

			if (material.transmission > 0.0) {
				transmissive.push(renderItem);
			} else if (material.transparent === true) {
				transparent.push(renderItem);
			} else {
				opaque.push(renderItem);
			}
		}

		function unshift(object, geometry, material, groupOrder, z, group) {
			const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);

			if (material.transmission > 0.0) {
				transmissive.unshift(renderItem);
			} else if (material.transparent === true) {
				transparent.unshift(renderItem);
			} else {
				opaque.unshift(renderItem);
			}
		}

		function sort(customOpaqueSort, customTransparentSort) {
			if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
			if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable);
			if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
		}

		function finish() {
			// Clear references from inactive renderItems in the list
			for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {
				const renderItem = renderItems[i];
				if (renderItem.id === null) break;
				renderItem.id = null;
				renderItem.object = null;
				renderItem.geometry = null;
				renderItem.material = null;
				renderItem.group = null;
			}
		}

		return {
			opaque: opaque,
			transmissive: transmissive,
			transparent: transparent,
			init: init,
			push: push,
			unshift: unshift,
			finish: finish,
			sort: sort
		};
	}

	function WebGLRenderLists() {
		let lists = new WeakMap();

		function get(scene, renderCallDepth) {
			let list;

			if (lists.has(scene) === false) {
				list = new WebGLRenderList();
				lists.set(scene, [list]);
			} else {
				if (renderCallDepth >= lists.get(scene).length) {
					list = new WebGLRenderList();
					lists.get(scene).push(list);
				} else {
					list = lists.get(scene)[renderCallDepth];
				}
			}

			return list;
		}

		function dispose() {
			lists = new WeakMap();
		}

		return {
			get: get,
			dispose: dispose
		};
	}

	function UniformsCache() {
		const lights = {};
		return {
			get: function (light) {
				if (lights[light.id] !== undefined) {
					return lights[light.id];
				}

				let uniforms;

				switch (light.type) {
					case 'DirectionalLight':
						uniforms = {
							direction: new Vector3(),
							color: new Color()
						};
						break;

					case 'SpotLight':
						uniforms = {
							position: new Vector3(),
							direction: new Vector3(),
							color: new Color(),
							distance: 0,
							coneCos: 0,
							penumbraCos: 0,
							decay: 0
						};
						break;

					case 'PointLight':
						uniforms = {
							position: new Vector3(),
							color: new Color(),
							distance: 0,
							decay: 0
						};
						break;

					case 'HemisphereLight':
						uniforms = {
							direction: new Vector3(),
							skyColor: new Color(),
							groundColor: new Color()
						};
						break;

					case 'RectAreaLight':
						uniforms = {
							color: new Color(),
							position: new Vector3(),
							halfWidth: new Vector3(),
							halfHeight: new Vector3()
						};
						break;
				}

				lights[light.id] = uniforms;
				return uniforms;
			}
		};
	}

	function ShadowUniformsCache() {
		const lights = {};
		return {
			get: function (light) {
				if (lights[light.id] !== undefined) {
					return lights[light.id];
				}

				let uniforms;

				switch (light.type) {
					case 'DirectionalLight':
						uniforms = {
							shadowBias: 0,
							shadowNormalBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2()
						};
						break;

					case 'SpotLight':
						uniforms = {
							shadowBias: 0,
							shadowNormalBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2()
						};
						break;

					case 'PointLight':
						uniforms = {
							shadowBias: 0,
							shadowNormalBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2(),
							shadowCameraNear: 1,
							shadowCameraFar: 1000
						};
						break;
					// TODO (abelnation): set RectAreaLight shadow uniforms
				}

				lights[light.id] = uniforms;
				return uniforms;
			}
		};
	}

	let nextVersion = 0;

	function shadowCastingLightsFirst(lightA, lightB) {
		return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
	}

	function WebGLLights(extensions, capabilities) {
		const cache = new UniformsCache();
		const shadowCache = ShadowUniformsCache();
		const state = {
			version: 0,
			hash: {
				directionalLength: -1,
				pointLength: -1,
				spotLength: -1,
				rectAreaLength: -1,
				hemiLength: -1,
				numDirectionalShadows: -1,
				numPointShadows: -1,
				numSpotShadows: -1
			},
			ambient: [0, 0, 0],
			probe: [],
			directional: [],
			directionalShadow: [],
			directionalShadowMap: [],
			directionalShadowMatrix: [],
			spot: [],
			spotShadow: [],
			spotShadowMap: [],
			spotShadowMatrix: [],
			rectArea: [],
			rectAreaLTC1: null,
			rectAreaLTC2: null,
			point: [],
			pointShadow: [],
			pointShadowMap: [],
			pointShadowMatrix: [],
			hemi: []
		};

		for (let i = 0; i < 9; i++) state.probe.push(new Vector3());

		const vector3 = new Vector3();
		const matrix4 = new Matrix4();
		const matrix42 = new Matrix4();

		function setup(lights, physicallyCorrectLights) {
			let r = 0,
					g = 0,
					b = 0;

			for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0);

			let directionalLength = 0;
			let pointLength = 0;
			let spotLength = 0;
			let rectAreaLength = 0;
			let hemiLength = 0;
			let numDirectionalShadows = 0;
			let numPointShadows = 0;
			let numSpotShadows = 0;
			lights.sort(shadowCastingLightsFirst); // artist-friendly light intensity scaling factor

			const scaleFactor = physicallyCorrectLights !== true ? Math.PI : 1;

			for (let i = 0, l = lights.length; i < l; i++) {
				const light = lights[i];
				const color = light.color;
				const intensity = light.intensity;
				const distance = light.distance;
				const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;

				if (light.isAmbientLight) {
					r += color.r * intensity * scaleFactor;
					g += color.g * intensity * scaleFactor;
					b += color.b * intensity * scaleFactor;
				} else if (light.isLightProbe) {
					for (let j = 0; j < 9; j++) {
						state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
					}
				} else if (light.isDirectionalLight) {
					const uniforms = cache.get(light);
					uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);

					if (light.castShadow) {
						const shadow = light.shadow;
						const shadowUniforms = shadowCache.get(light);
						shadowUniforms.shadowBias = shadow.bias;
						shadowUniforms.shadowNormalBias = shadow.normalBias;
						shadowUniforms.shadowRadius = shadow.radius;
						shadowUniforms.shadowMapSize = shadow.mapSize;
						state.directionalShadow[directionalLength] = shadowUniforms;
						state.directionalShadowMap[directionalLength] = shadowMap;
						state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
						numDirectionalShadows++;
					}

					state.directional[directionalLength] = uniforms;
					directionalLength++;
				} else if (light.isSpotLight) {
					const uniforms = cache.get(light);
					uniforms.position.setFromMatrixPosition(light.matrixWorld);
					uniforms.color.copy(color).multiplyScalar(intensity * scaleFactor);
					uniforms.distance = distance;
					uniforms.coneCos = Math.cos(light.angle);
					uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
					uniforms.decay = light.decay;

					if (light.castShadow) {
						const shadow = light.shadow;
						const shadowUniforms = shadowCache.get(light);
						shadowUniforms.shadowBias = shadow.bias;
						shadowUniforms.shadowNormalBias = shadow.normalBias;
						shadowUniforms.shadowRadius = shadow.radius;
						shadowUniforms.shadowMapSize = shadow.mapSize;
						state.spotShadow[spotLength] = shadowUniforms;
						state.spotShadowMap[spotLength] = shadowMap;
						state.spotShadowMatrix[spotLength] = light.shadow.matrix;
						numSpotShadows++;
					}

					state.spot[spotLength] = uniforms;
					spotLength++;
				} else if (light.isRectAreaLight) {
					const uniforms = cache.get(light); // (a) intensity is the total visible light emitted
					//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
					// (b) intensity is the brightness of the light

					uniforms.color.copy(color).multiplyScalar(intensity);
					uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);
					uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
					state.rectArea[rectAreaLength] = uniforms;
					rectAreaLength++;
				} else if (light.isPointLight) {
					const uniforms = cache.get(light);
					uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
					uniforms.distance = light.distance;
					uniforms.decay = light.decay;

					if (light.castShadow) {
						const shadow = light.shadow;
						const shadowUniforms = shadowCache.get(light);
						shadowUniforms.shadowBias = shadow.bias;
						shadowUniforms.shadowNormalBias = shadow.normalBias;
						shadowUniforms.shadowRadius = shadow.radius;
						shadowUniforms.shadowMapSize = shadow.mapSize;
						shadowUniforms.shadowCameraNear = shadow.camera.near;
						shadowUniforms.shadowCameraFar = shadow.camera.far;
						state.pointShadow[pointLength] = shadowUniforms;
						state.pointShadowMap[pointLength] = shadowMap;
						state.pointShadowMatrix[pointLength] = light.shadow.matrix;
						numPointShadows++;
					}

					state.point[pointLength] = uniforms;
					pointLength++;
				} else if (light.isHemisphereLight) {
					const uniforms = cache.get(light);
					uniforms.skyColor.copy(light.color).multiplyScalar(intensity * scaleFactor);
					uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity * scaleFactor);
					state.hemi[hemiLength] = uniforms;
					hemiLength++;
				}
			}

			if (rectAreaLength > 0) {
				if (capabilities.isWebGL2) {
					// WebGL 2
					state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
					state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
				} else {
					// WebGL 1
					if (extensions.has('OES_texture_float_linear') === true) {
						state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
						state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
					} else if (extensions.has('OES_texture_half_float_linear') === true) {
						state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
						state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
					} else {
						console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
					}
				}
			}

			state.ambient[0] = r;
			state.ambient[1] = g;
			state.ambient[2] = b;
			const hash = state.hash;

			if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows) {
				state.directional.length = directionalLength;
				state.spot.length = spotLength;
				state.rectArea.length = rectAreaLength;
				state.point.length = pointLength;
				state.hemi.length = hemiLength;
				state.directionalShadow.length = numDirectionalShadows;
				state.directionalShadowMap.length = numDirectionalShadows;
				state.pointShadow.length = numPointShadows;
				state.pointShadowMap.length = numPointShadows;
				state.spotShadow.length = numSpotShadows;
				state.spotShadowMap.length = numSpotShadows;
				state.directionalShadowMatrix.length = numDirectionalShadows;
				state.pointShadowMatrix.length = numPointShadows;
				state.spotShadowMatrix.length = numSpotShadows;
				hash.directionalLength = directionalLength;
				hash.pointLength = pointLength;
				hash.spotLength = spotLength;
				hash.rectAreaLength = rectAreaLength;
				hash.hemiLength = hemiLength;
				hash.numDirectionalShadows = numDirectionalShadows;
				hash.numPointShadows = numPointShadows;
				hash.numSpotShadows = numSpotShadows;
				state.version = nextVersion++;
			}
		}

		function setupView(lights, camera) {
			let directionalLength = 0;
			let pointLength = 0;
			let spotLength = 0;
			let rectAreaLength = 0;
			let hemiLength = 0;
			const viewMatrix = camera.matrixWorldInverse;

			for (let i = 0, l = lights.length; i < l; i++) {
				const light = lights[i];

				if (light.isDirectionalLight) {
					const uniforms = state.directional[directionalLength];
					uniforms.direction.setFromMatrixPosition(light.matrixWorld);
					vector3.setFromMatrixPosition(light.target.matrixWorld);
					uniforms.direction.sub(vector3);
					uniforms.direction.transformDirection(viewMatrix);
					directionalLength++;
				} else if (light.isSpotLight) {
					const uniforms = state.spot[spotLength];
					uniforms.position.setFromMatrixPosition(light.matrixWorld);
					uniforms.position.applyMatrix4(viewMatrix);
					uniforms.direction.setFromMatrixPosition(light.matrixWorld);
					vector3.setFromMatrixPosition(light.target.matrixWorld);
					uniforms.direction.sub(vector3);
					uniforms.direction.transformDirection(viewMatrix);
					spotLength++;
				} else if (light.isRectAreaLight) {
					const uniforms = state.rectArea[rectAreaLength];
					uniforms.position.setFromMatrixPosition(light.matrixWorld);
					uniforms.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors

					matrix42.identity();
					matrix4.copy(light.matrixWorld);
					matrix4.premultiply(viewMatrix);
					matrix42.extractRotation(matrix4);
					uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);
					uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
					uniforms.halfWidth.applyMatrix4(matrix42);
					uniforms.halfHeight.applyMatrix4(matrix42);
					rectAreaLength++;
				} else if (light.isPointLight) {
					const uniforms = state.point[pointLength];
					uniforms.position.setFromMatrixPosition(light.matrixWorld);
					uniforms.position.applyMatrix4(viewMatrix);
					pointLength++;
				} else if (light.isHemisphereLight) {
					const uniforms = state.hemi[hemiLength];
					uniforms.direction.setFromMatrixPosition(light.matrixWorld);
					uniforms.direction.transformDirection(viewMatrix);
					uniforms.direction.normalize();
					hemiLength++;
				}
			}
		}

		return {
			setup: setup,
			setupView: setupView,
			state: state
		};
	}

	function WebGLRenderState(extensions, capabilities) {
		const lights = new WebGLLights(extensions, capabilities);
		const lightsArray = [];
		const shadowsArray = [];

		function init() {
			lightsArray.length = 0;
			shadowsArray.length = 0;
		}

		function pushLight(light) {
			lightsArray.push(light);
		}

		function pushShadow(shadowLight) {
			shadowsArray.push(shadowLight);
		}

		function setupLights(physicallyCorrectLights) {
			lights.setup(lightsArray, physicallyCorrectLights);
		}

		function setupLightsView(camera) {
			lights.setupView(lightsArray, camera);
		}

		const state = {
			lightsArray: lightsArray,
			shadowsArray: shadowsArray,
			lights: lights
		};
		return {
			init: init,
			state: state,
			setupLights: setupLights,
			setupLightsView: setupLightsView,
			pushLight: pushLight,
			pushShadow: pushShadow
		};
	}

	function WebGLRenderStates(extensions, capabilities) {
		let renderStates = new WeakMap();

		function get(scene, renderCallDepth = 0) {
			let renderState;

			if (renderStates.has(scene) === false) {
				renderState = new WebGLRenderState(extensions, capabilities);
				renderStates.set(scene, [renderState]);
			} else {
				if (renderCallDepth >= renderStates.get(scene).length) {
					renderState = new WebGLRenderState(extensions, capabilities);
					renderStates.get(scene).push(renderState);
				} else {
					renderState = renderStates.get(scene)[renderCallDepth];
				}
			}

			return renderState;
		}

		function dispose() {
			renderStates = new WeakMap();
		}

		return {
			get: get,
			dispose: dispose
		};
	}

	/**
	 * parameters = {
	 *
	 *	opacity: <float>,
	 *
	 *	map: new THREE.Texture( <Image> ),
	 *
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	displacementMap: new THREE.Texture( <Image> ),
	 *	displacementScale: <float>,
	 *	displacementBias: <float>,
	 *
	 *	wireframe: <boolean>,
	 *	wireframeLinewidth: <float>
	 * }
	 */

	class MeshDepthMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'MeshDepthMaterial';
			this.depthPacking = BasicDepthPacking;
			this.map = null;
			this.alphaMap = null;
			this.displacementMap = null;
			this.displacementScale = 1;
			this.displacementBias = 0;
			this.wireframe = false;
			this.wireframeLinewidth = 1;
			this.fog = false;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.depthPacking = source.depthPacking;
			this.map = source.map;
			this.alphaMap = source.alphaMap;
			this.displacementMap = source.displacementMap;
			this.displacementScale = source.displacementScale;
			this.displacementBias = source.displacementBias;
			this.wireframe = source.wireframe;
			this.wireframeLinewidth = source.wireframeLinewidth;
			return this;
		}

	}

	MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

	/**
	 * parameters = {
	 *
	 *	referencePosition: <float>,
	 *	nearDistance: <float>,
	 *	farDistance: <float>,
	 *
	 *	map: new THREE.Texture( <Image> ),
	 *
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	displacementMap: new THREE.Texture( <Image> ),
	 *	displacementScale: <float>,
	 *	displacementBias: <float>
	 *
	 * }
	 */

	class MeshDistanceMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'MeshDistanceMaterial';
			this.referencePosition = new Vector3();
			this.nearDistance = 1;
			this.farDistance = 1000;
			this.map = null;
			this.alphaMap = null;
			this.displacementMap = null;
			this.displacementScale = 1;
			this.displacementBias = 0;
			this.fog = false;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.referencePosition.copy(source.referencePosition);
			this.nearDistance = source.nearDistance;
			this.farDistance = source.farDistance;
			this.map = source.map;
			this.alphaMap = source.alphaMap;
			this.displacementMap = source.displacementMap;
			this.displacementScale = source.displacementScale;
			this.displacementBias = source.displacementBias;
			return this;
		}

	}

	MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;

	const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
	const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";

	function WebGLShadowMap(_renderer, _objects, _capabilities) {
		let _frustum = new Frustum();

		const _shadowMapSize = new Vector2(),
					_viewportSize = new Vector2(),
					_viewport = new Vector4(),
					_depthMaterial = new MeshDepthMaterial({
			depthPacking: RGBADepthPacking
		}),
					_distanceMaterial = new MeshDistanceMaterial(),
					_materialCache = {},
					_maxTextureSize = _capabilities.maxTextureSize;

		const shadowSide = {
			0: BackSide,
			1: FrontSide,
			2: DoubleSide
		};
		const shadowMaterialVertical = new ShaderMaterial({
			defines: {
				VSM_SAMPLES: 8
			},
			uniforms: {
				shadow_pass: {
					value: null
				},
				resolution: {
					value: new Vector2()
				},
				radius: {
					value: 4.0
				}
			},
			vertexShader: vertex,
			fragmentShader: fragment
		});
		const shadowMaterialHorizontal = shadowMaterialVertical.clone();
		shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
		const fullScreenTri = new BufferGeometry();
		fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
		const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
		const scope = this;
		this.enabled = false;
		this.autoUpdate = true;
		this.needsUpdate = false;
		this.type = PCFShadowMap;

		this.render = function (lights, scene, camera) {
			if (scope.enabled === false) return;
			if (scope.autoUpdate === false && scope.needsUpdate === false) return;
			if (lights.length === 0) return;

			const currentRenderTarget = _renderer.getRenderTarget();

			const activeCubeFace = _renderer.getActiveCubeFace();

			const activeMipmapLevel = _renderer.getActiveMipmapLevel();

			const _state = _renderer.state; // Set GL state for depth map.

			_state.setBlending(NoBlending);

			_state.buffers.color.setClear(1, 1, 1, 1);

			_state.buffers.depth.setTest(true);

			_state.setScissorTest(false); // render depth map


			for (let i = 0, il = lights.length; i < il; i++) {
				const light = lights[i];
				const shadow = light.shadow;

				if (shadow === undefined) {
					console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
					continue;
				}

				if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;

				_shadowMapSize.copy(shadow.mapSize);

				const shadowFrameExtents = shadow.getFrameExtents();

				_shadowMapSize.multiply(shadowFrameExtents);

				_viewportSize.copy(shadow.mapSize);

				if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {
					if (_shadowMapSize.x > _maxTextureSize) {
						_viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x);
						_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
						shadow.mapSize.x = _viewportSize.x;
					}

					if (_shadowMapSize.y > _maxTextureSize) {
						_viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y);
						_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
						shadow.mapSize.y = _viewportSize.y;
					}
				}

				if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
					const pars = {
						minFilter: LinearFilter,
						magFilter: LinearFilter,
						format: RGBAFormat
					};
					shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
					shadow.map.texture.name = light.name + '.shadowMap';
					shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
					shadow.camera.updateProjectionMatrix();
				}

				if (shadow.map === null) {
					const pars = {
						minFilter: NearestFilter,
						magFilter: NearestFilter,
						format: RGBAFormat
					};
					shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
					shadow.map.texture.name = light.name + '.shadowMap';
					shadow.camera.updateProjectionMatrix();
				}

				_renderer.setRenderTarget(shadow.map);

				_renderer.clear();

				const viewportCount = shadow.getViewportCount();

				for (let vp = 0; vp < viewportCount; vp++) {
					const viewport = shadow.getViewport(vp);

					_viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);

					_state.viewport(_viewport);

					shadow.updateMatrices(light, vp);
					_frustum = shadow.getFrustum();
					renderObject(scene, camera, shadow.camera, light, this.type);
				} // do blur pass for VSM


				if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
					VSMPass(shadow, camera);
				}

				shadow.needsUpdate = false;
			}

			scope.needsUpdate = false;

			_renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
		};

		function VSMPass(shadow, camera) {
			const geometry = _objects.update(fullScreenMesh);

			if (shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples) {
				shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
				shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;
				shadowMaterialVertical.needsUpdate = true;
				shadowMaterialHorizontal.needsUpdate = true;
			} // vertical pass


			shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
			shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
			shadowMaterialVertical.uniforms.radius.value = shadow.radius;

			_renderer.setRenderTarget(shadow.mapPass);

			_renderer.clear();

			_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass


			shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
			shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
			shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;

			_renderer.setRenderTarget(shadow.map);

			_renderer.clear();

			_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
		}

		function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {
			let result = null;
			const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial;

			if (customMaterial !== undefined) {
				result = customMaterial;
			} else {
				result = light.isPointLight === true ? _distanceMaterial : _depthMaterial;
			}

			if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0) {
				// in this case we need a unique material instance reflecting the
				// appropriate state
				const keyA = result.uuid,
							keyB = material.uuid;
				let materialsForVariant = _materialCache[keyA];

				if (materialsForVariant === undefined) {
					materialsForVariant = {};
					_materialCache[keyA] = materialsForVariant;
				}

				let cachedMaterial = materialsForVariant[keyB];

				if (cachedMaterial === undefined) {
					cachedMaterial = result.clone();
					materialsForVariant[keyB] = cachedMaterial;
				}

				result = cachedMaterial;
			}

			result.visible = material.visible;
			result.wireframe = material.wireframe;

			if (type === VSMShadowMap) {
				result.side = material.shadowSide !== null ? material.shadowSide : material.side;
			} else {
				result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
			}

			result.alphaMap = material.alphaMap;
			result.alphaTest = material.alphaTest;
			result.clipShadows = material.clipShadows;
			result.clippingPlanes = material.clippingPlanes;
			result.clipIntersection = material.clipIntersection;
			result.displacementMap = material.displacementMap;
			result.displacementScale = material.displacementScale;
			result.displacementBias = material.displacementBias;
			result.wireframeLinewidth = material.wireframeLinewidth;
			result.linewidth = material.linewidth;

			if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
				result.referencePosition.setFromMatrixPosition(light.matrixWorld);
				result.nearDistance = shadowCameraNear;
				result.farDistance = shadowCameraFar;
			}

			return result;
		}

		function renderObject(object, camera, shadowCamera, light, type) {
			if (object.visible === false) return;
			const visible = object.layers.test(camera.layers);

			if (visible && (object.isMesh || object.isLine || object.isPoints)) {
				if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
					object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);

					const geometry = _objects.update(object);

					const material = object.material;

					if (Array.isArray(material)) {
						const groups = geometry.groups;

						for (let k = 0, kl = groups.length; k < kl; k++) {
							const group = groups[k];
							const groupMaterial = material[group.materialIndex];

							if (groupMaterial && groupMaterial.visible) {
								const depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);

								_renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
							}
						}
					} else if (material.visible) {
						const depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);

						_renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
					}
				}
			}

			const children = object.children;

			for (let i = 0, l = children.length; i < l; i++) {
				renderObject(children[i], camera, shadowCamera, light, type);
			}
		}
	}

	function WebGLState(gl, extensions, capabilities) {
		const isWebGL2 = capabilities.isWebGL2;

		function ColorBuffer() {
			let locked = false;
			const color = new Vector4();
			let currentColorMask = null;
			const currentColorClear = new Vector4(0, 0, 0, 0);
			return {
				setMask: function (colorMask) {
					if (currentColorMask !== colorMask && !locked) {
						gl.colorMask(colorMask, colorMask, colorMask, colorMask);
						currentColorMask = colorMask;
					}
				},
				setLocked: function (lock) {
					locked = lock;
				},
				setClear: function (r, g, b, a, premultipliedAlpha) {
					if (premultipliedAlpha === true) {
						r *= a;
						g *= a;
						b *= a;
					}

					color.set(r, g, b, a);

					if (currentColorClear.equals(color) === false) {
						gl.clearColor(r, g, b, a);
						currentColorClear.copy(color);
					}
				},
				reset: function () {
					locked = false;
					currentColorMask = null;
					currentColorClear.set(-1, 0, 0, 0); // set to invalid state
				}
			};
		}

		function DepthBuffer() {
			let locked = false;
			let currentDepthMask = null;
			let currentDepthFunc = null;
			let currentDepthClear = null;
			return {
				setTest: function (depthTest) {
					if (depthTest) {
						enable(gl.DEPTH_TEST);
					} else {
						disable(gl.DEPTH_TEST);
					}
				},
				setMask: function (depthMask) {
					if (currentDepthMask !== depthMask && !locked) {
						gl.depthMask(depthMask);
						currentDepthMask = depthMask;
					}
				},
				setFunc: function (depthFunc) {
					if (currentDepthFunc !== depthFunc) {
						if (depthFunc) {
							switch (depthFunc) {
								case NeverDepth:
									gl.depthFunc(gl.NEVER);
									break;

								case AlwaysDepth:
									gl.depthFunc(gl.ALWAYS);
									break;

								case LessDepth:
									gl.depthFunc(gl.LESS);
									break;

								case LessEqualDepth:
									gl.depthFunc(gl.LEQUAL);
									break;

								case EqualDepth:
									gl.depthFunc(gl.EQUAL);
									break;

								case GreaterEqualDepth:
									gl.depthFunc(gl.GEQUAL);
									break;

								case GreaterDepth:
									gl.depthFunc(gl.GREATER);
									break;

								case NotEqualDepth:
									gl.depthFunc(gl.NOTEQUAL);
									break;

								default:
									gl.depthFunc(gl.LEQUAL);
							}
						} else {
							gl.depthFunc(gl.LEQUAL);
						}

						currentDepthFunc = depthFunc;
					}
				},
				setLocked: function (lock) {
					locked = lock;
				},
				setClear: function (depth) {
					if (currentDepthClear !== depth) {
						gl.clearDepth(depth);
						currentDepthClear = depth;
					}
				},
				reset: function () {
					locked = false;
					currentDepthMask = null;
					currentDepthFunc = null;
					currentDepthClear = null;
				}
			};
		}

		function StencilBuffer() {
			let locked = false;
			let currentStencilMask = null;
			let currentStencilFunc = null;
			let currentStencilRef = null;
			let currentStencilFuncMask = null;
			let currentStencilFail = null;
			let currentStencilZFail = null;
			let currentStencilZPass = null;
			let currentStencilClear = null;
			return {
				setTest: function (stencilTest) {
					if (!locked) {
						if (stencilTest) {
							enable(gl.STENCIL_TEST);
						} else {
							disable(gl.STENCIL_TEST);
						}
					}
				},
				setMask: function (stencilMask) {
					if (currentStencilMask !== stencilMask && !locked) {
						gl.stencilMask(stencilMask);
						currentStencilMask = stencilMask;
					}
				},
				setFunc: function (stencilFunc, stencilRef, stencilMask) {
					if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {
						gl.stencilFunc(stencilFunc, stencilRef, stencilMask);
						currentStencilFunc = stencilFunc;
						currentStencilRef = stencilRef;
						currentStencilFuncMask = stencilMask;
					}
				},
				setOp: function (stencilFail, stencilZFail, stencilZPass) {
					if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {
						gl.stencilOp(stencilFail, stencilZFail, stencilZPass);
						currentStencilFail = stencilFail;
						currentStencilZFail = stencilZFail;
						currentStencilZPass = stencilZPass;
					}
				},
				setLocked: function (lock) {
					locked = lock;
				},
				setClear: function (stencil) {
					if (currentStencilClear !== stencil) {
						gl.clearStencil(stencil);
						currentStencilClear = stencil;
					}
				},
				reset: function () {
					locked = false;
					currentStencilMask = null;
					currentStencilFunc = null;
					currentStencilRef = null;
					currentStencilFuncMask = null;
					currentStencilFail = null;
					currentStencilZFail = null;
					currentStencilZPass = null;
					currentStencilClear = null;
				}
			};
		} //


		const colorBuffer = new ColorBuffer();
		const depthBuffer = new DepthBuffer();
		const stencilBuffer = new StencilBuffer();
		let enabledCapabilities = {};
		let currentBoundFramebuffers = {};
		let currentDrawbuffers = new WeakMap();
		let defaultDrawbuffers = [];
		let currentProgram = null;
		let currentBlendingEnabled = false;
		let currentBlending = null;
		let currentBlendEquation = null;
		let currentBlendSrc = null;
		let currentBlendDst = null;
		let currentBlendEquationAlpha = null;
		let currentBlendSrcAlpha = null;
		let currentBlendDstAlpha = null;
		let currentPremultipledAlpha = false;
		let currentFlipSided = null;
		let currentCullFace = null;
		let currentLineWidth = null;
		let currentPolygonOffsetFactor = null;
		let currentPolygonOffsetUnits = null;
		const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
		let lineWidthAvailable = false;
		let version = 0;
		const glVersion = gl.getParameter(gl.VERSION);

		if (glVersion.indexOf('WebGL') !== -1) {
			version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
			lineWidthAvailable = version >= 1.0;
		} else if (glVersion.indexOf('OpenGL ES') !== -1) {
			version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
			lineWidthAvailable = version >= 2.0;
		}

		let currentTextureSlot = null;
		let currentBoundTextures = {};
		const scissorParam = gl.getParameter(gl.SCISSOR_BOX);
		const viewportParam = gl.getParameter(gl.VIEWPORT);
		const currentScissor = new Vector4().fromArray(scissorParam);
		const currentViewport = new Vector4().fromArray(viewportParam);

		function createTexture(type, target, count) {
			const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.

			const texture = gl.createTexture();
			gl.bindTexture(type, texture);
			gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
			gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

			for (let i = 0; i < count; i++) {
				gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
			}

			return texture;
		}

		const emptyTextures = {};
		emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1);
		emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6); // init

		colorBuffer.setClear(0, 0, 0, 1);
		depthBuffer.setClear(1);
		stencilBuffer.setClear(0);
		enable(gl.DEPTH_TEST);
		depthBuffer.setFunc(LessEqualDepth);
		setFlipSided(false);
		setCullFace(CullFaceBack);
		enable(gl.CULL_FACE);
		setBlending(NoBlending); //

		function enable(id) {
			if (enabledCapabilities[id] !== true) {
				gl.enable(id);
				enabledCapabilities[id] = true;
			}
		}

		function disable(id) {
			if (enabledCapabilities[id] !== false) {
				gl.disable(id);
				enabledCapabilities[id] = false;
			}
		}

		function bindFramebuffer(target, framebuffer) {
			if (currentBoundFramebuffers[target] !== framebuffer) {
				gl.bindFramebuffer(target, framebuffer);
				currentBoundFramebuffers[target] = framebuffer;

				if (isWebGL2) {
					// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
					if (target === gl.DRAW_FRAMEBUFFER) {
						currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer;
					}

					if (target === gl.FRAMEBUFFER) {
						currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer;
					}
				}

				return true;
			}

			return false;
		}

		function drawBuffers(renderTarget, framebuffer) {
			let drawBuffers = defaultDrawbuffers;
			let needsUpdate = false;

			if (renderTarget) {
				drawBuffers = currentDrawbuffers.get(framebuffer);

				if (drawBuffers === undefined) {
					drawBuffers = [];
					currentDrawbuffers.set(framebuffer, drawBuffers);
				}

				if (renderTarget.isWebGLMultipleRenderTargets) {
					const textures = renderTarget.texture;

					if (drawBuffers.length !== textures.length || drawBuffers[0] !== gl.COLOR_ATTACHMENT0) {
						for (let i = 0, il = textures.length; i < il; i++) {
							drawBuffers[i] = gl.COLOR_ATTACHMENT0 + i;
						}

						drawBuffers.length = textures.length;
						needsUpdate = true;
					}
				} else {
					if (drawBuffers[0] !== gl.COLOR_ATTACHMENT0) {
						drawBuffers[0] = gl.COLOR_ATTACHMENT0;
						needsUpdate = true;
					}
				}
			} else {
				if (drawBuffers[0] !== gl.BACK) {
					drawBuffers[0] = gl.BACK;
					needsUpdate = true;
				}
			}

			if (needsUpdate) {
				if (capabilities.isWebGL2) {
					gl.drawBuffers(drawBuffers);
				} else {
					extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(drawBuffers);
				}
			}
		}

		function useProgram(program) {
			if (currentProgram !== program) {
				gl.useProgram(program);
				currentProgram = program;
				return true;
			}

			return false;
		}

		const equationToGL = {
			[AddEquation]: gl.FUNC_ADD,
			[SubtractEquation]: gl.FUNC_SUBTRACT,
			[ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT
		};

		if (isWebGL2) {
			equationToGL[MinEquation] = gl.MIN;
			equationToGL[MaxEquation] = gl.MAX;
		} else {
			const extension = extensions.get('EXT_blend_minmax');

			if (extension !== null) {
				equationToGL[MinEquation] = extension.MIN_EXT;
				equationToGL[MaxEquation] = extension.MAX_EXT;
			}
		}

		const factorToGL = {
			[ZeroFactor]: gl.ZERO,
			[OneFactor]: gl.ONE,
			[SrcColorFactor]: gl.SRC_COLOR,
			[SrcAlphaFactor]: gl.SRC_ALPHA,
			[SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE,
			[DstColorFactor]: gl.DST_COLOR,
			[DstAlphaFactor]: gl.DST_ALPHA,
			[OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR,
			[OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA,
			[OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR,
			[OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA
		};

		function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
			if (blending === NoBlending) {
				if (currentBlendingEnabled === true) {
					disable(gl.BLEND);
					currentBlendingEnabled = false;
				}

				return;
			}

			if (currentBlendingEnabled === false) {
				enable(gl.BLEND);
				currentBlendingEnabled = true;
			}

			if (blending !== CustomBlending) {
				if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
					if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
						gl.blendEquation(gl.FUNC_ADD);
						currentBlendEquation = AddEquation;
						currentBlendEquationAlpha = AddEquation;
					}

					if (premultipliedAlpha) {
						switch (blending) {
							case NormalBlending:
								gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
								break;

							case AdditiveBlending:
								gl.blendFunc(gl.ONE, gl.ONE);
								break;

							case SubtractiveBlending:
								gl.blendFuncSeparate(gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE);
								break;

							case MultiplyBlending:
								gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA);
								break;

							default:
								console.error('THREE.WebGLState: Invalid blending: ', blending);
								break;
						}
					} else {
						switch (blending) {
							case NormalBlending:
								gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
								break;

							case AdditiveBlending:
								gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
								break;

							case SubtractiveBlending:
								gl.blendFuncSeparate(gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE);
								break;

							case MultiplyBlending:
								gl.blendFunc(gl.ZERO, gl.SRC_COLOR);
								break;

							default:
								console.error('THREE.WebGLState: Invalid blending: ', blending);
								break;
						}
					}

					currentBlendSrc = null;
					currentBlendDst = null;
					currentBlendSrcAlpha = null;
					currentBlendDstAlpha = null;
					currentBlending = blending;
					currentPremultipledAlpha = premultipliedAlpha;
				}

				return;
			} // custom blending


			blendEquationAlpha = blendEquationAlpha || blendEquation;
			blendSrcAlpha = blendSrcAlpha || blendSrc;
			blendDstAlpha = blendDstAlpha || blendDst;

			if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
				gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
				currentBlendEquation = blendEquation;
				currentBlendEquationAlpha = blendEquationAlpha;
			}

			if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
				gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
				currentBlendSrc = blendSrc;
				currentBlendDst = blendDst;
				currentBlendSrcAlpha = blendSrcAlpha;
				currentBlendDstAlpha = blendDstAlpha;
			}

			currentBlending = blending;
			currentPremultipledAlpha = null;
		}

		function setMaterial(material, frontFaceCW) {
			material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE);
			let flipSided = material.side === BackSide;
			if (frontFaceCW) flipSided = !flipSided;
			setFlipSided(flipSided);
			material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha);
			depthBuffer.setFunc(material.depthFunc);
			depthBuffer.setTest(material.depthTest);
			depthBuffer.setMask(material.depthWrite);
			colorBuffer.setMask(material.colorWrite);
			const stencilWrite = material.stencilWrite;
			stencilBuffer.setTest(stencilWrite);

			if (stencilWrite) {
				stencilBuffer.setMask(material.stencilWriteMask);
				stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
				stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
			}

			setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
			material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
		} //


		function setFlipSided(flipSided) {
			if (currentFlipSided !== flipSided) {
				if (flipSided) {
					gl.frontFace(gl.CW);
				} else {
					gl.frontFace(gl.CCW);
				}

				currentFlipSided = flipSided;
			}
		}

		function setCullFace(cullFace) {
			if (cullFace !== CullFaceNone) {
				enable(gl.CULL_FACE);

				if (cullFace !== currentCullFace) {
					if (cullFace === CullFaceBack) {
						gl.cullFace(gl.BACK);
					} else if (cullFace === CullFaceFront) {
						gl.cullFace(gl.FRONT);
					} else {
						gl.cullFace(gl.FRONT_AND_BACK);
					}
				}
			} else {
				disable(gl.CULL_FACE);
			}

			currentCullFace = cullFace;
		}

		function setLineWidth(width) {
			if (width !== currentLineWidth) {
				if (lineWidthAvailable) gl.lineWidth(width);
				currentLineWidth = width;
			}
		}

		function setPolygonOffset(polygonOffset, factor, units) {
			if (polygonOffset) {
				enable(gl.POLYGON_OFFSET_FILL);

				if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
					gl.polygonOffset(factor, units);
					currentPolygonOffsetFactor = factor;
					currentPolygonOffsetUnits = units;
				}
			} else {
				disable(gl.POLYGON_OFFSET_FILL);
			}
		}

		function setScissorTest(scissorTest) {
			if (scissorTest) {
				enable(gl.SCISSOR_TEST);
			} else {
				disable(gl.SCISSOR_TEST);
			}
		} // texture


		function activeTexture(webglSlot) {
			if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1;

			if (currentTextureSlot !== webglSlot) {
				gl.activeTexture(webglSlot);
				currentTextureSlot = webglSlot;
			}
		}

		function bindTexture(webglType, webglTexture) {
			if (currentTextureSlot === null) {
				activeTexture();
			}

			let boundTexture = currentBoundTextures[currentTextureSlot];

			if (boundTexture === undefined) {
				boundTexture = {
					type: undefined,
					texture: undefined
				};
				currentBoundTextures[currentTextureSlot] = boundTexture;
			}

			if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
				gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
				boundTexture.type = webglType;
				boundTexture.texture = webglTexture;
			}
		}

		function unbindTexture() {
			const boundTexture = currentBoundTextures[currentTextureSlot];

			if (boundTexture !== undefined && boundTexture.type !== undefined) {
				gl.bindTexture(boundTexture.type, null);
				boundTexture.type = undefined;
				boundTexture.texture = undefined;
			}
		}

		function compressedTexImage2D() {
			try {
				gl.compressedTexImage2D.apply(gl, arguments);
			} catch (error) {
				console.error('THREE.WebGLState:', error);
			}
		}

		function texSubImage2D() {
			try {
				gl.texSubImage2D.apply(gl, arguments);
			} catch (error) {
				console.error('THREE.WebGLState:', error);
			}
		}

		function texSubImage3D() {
			try {
				gl.texSubImage3D.apply(gl, arguments);
			} catch (error) {
				console.error('THREE.WebGLState:', error);
			}
		}

		function compressedTexSubImage2D() {
			try {
				gl.compressedTexSubImage2D.apply(gl, arguments);
			} catch (error) {
				console.error('THREE.WebGLState:', error);
			}
		}

		function texStorage2D() {
			try {
				gl.texStorage2D.apply(gl, arguments);
			} catch (error) {
				console.error('THREE.WebGLState:', error);
			}
		}

		function texStorage3D() {
			try {
				gl.texStorage3D.apply(gl, arguments);
			} catch (error) {
				console.error('THREE.WebGLState:', error);
			}
		}

		function texImage2D() {
			try {
				gl.texImage2D.apply(gl, arguments);
			} catch (error) {
				console.error('THREE.WebGLState:', error);
			}
		}

		function texImage3D() {
			try {
				gl.texImage3D.apply(gl, arguments);
			} catch (error) {
				console.error('THREE.WebGLState:', error);
			}
		} //


		function scissor(scissor) {
			if (currentScissor.equals(scissor) === false) {
				gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);
				currentScissor.copy(scissor);
			}
		}

		function viewport(viewport) {
			if (currentViewport.equals(viewport) === false) {
				gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);
				currentViewport.copy(viewport);
			}
		} //


		function reset() {
			// reset state
			gl.disable(gl.BLEND);
			gl.disable(gl.CULL_FACE);
			gl.disable(gl.DEPTH_TEST);
			gl.disable(gl.POLYGON_OFFSET_FILL);
			gl.disable(gl.SCISSOR_TEST);
			gl.disable(gl.STENCIL_TEST);
			gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
			gl.blendEquation(gl.FUNC_ADD);
			gl.blendFunc(gl.ONE, gl.ZERO);
			gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO);
			gl.colorMask(true, true, true, true);
			gl.clearColor(0, 0, 0, 0);
			gl.depthMask(true);
			gl.depthFunc(gl.LESS);
			gl.clearDepth(1);
			gl.stencilMask(0xffffffff);
			gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff);
			gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
			gl.clearStencil(0);
			gl.cullFace(gl.BACK);
			gl.frontFace(gl.CCW);
			gl.polygonOffset(0, 0);
			gl.activeTexture(gl.TEXTURE0);
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);

			if (isWebGL2 === true) {
				gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
				gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
			}

			gl.useProgram(null);
			gl.lineWidth(1);
			gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
			gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // reset internals

			enabledCapabilities = {};
			currentTextureSlot = null;
			currentBoundTextures = {};
			currentBoundFramebuffers = {};
			currentDrawbuffers = new WeakMap();
			defaultDrawbuffers = [];
			currentProgram = null;
			currentBlendingEnabled = false;
			currentBlending = null;
			currentBlendEquation = null;
			currentBlendSrc = null;
			currentBlendDst = null;
			currentBlendEquationAlpha = null;
			currentBlendSrcAlpha = null;
			currentBlendDstAlpha = null;
			currentPremultipledAlpha = false;
			currentFlipSided = null;
			currentCullFace = null;
			currentLineWidth = null;
			currentPolygonOffsetFactor = null;
			currentPolygonOffsetUnits = null;
			currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);
			currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);
			colorBuffer.reset();
			depthBuffer.reset();
			stencilBuffer.reset();
		}

		return {
			buffers: {
				color: colorBuffer,
				depth: depthBuffer,
				stencil: stencilBuffer
			},
			enable: enable,
			disable: disable,
			bindFramebuffer: bindFramebuffer,
			drawBuffers: drawBuffers,
			useProgram: useProgram,
			setBlending: setBlending,
			setMaterial: setMaterial,
			setFlipSided: setFlipSided,
			setCullFace: setCullFace,
			setLineWidth: setLineWidth,
			setPolygonOffset: setPolygonOffset,
			setScissorTest: setScissorTest,
			activeTexture: activeTexture,
			bindTexture: bindTexture,
			unbindTexture: unbindTexture,
			compressedTexImage2D: compressedTexImage2D,
			texImage2D: texImage2D,
			texImage3D: texImage3D,
			texStorage2D: texStorage2D,
			texStorage3D: texStorage3D,
			texSubImage2D: texSubImage2D,
			texSubImage3D: texSubImage3D,
			compressedTexSubImage2D: compressedTexSubImage2D,
			scissor: scissor,
			viewport: viewport,
			reset: reset
		};
	}

	function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
		const isWebGL2 = capabilities.isWebGL2;
		const maxTextures = capabilities.maxTextures;
		const maxCubemapSize = capabilities.maxCubemapSize;
		const maxTextureSize = capabilities.maxTextureSize;
		const maxSamples = capabilities.maxSamples;
		const hasMultisampledRenderToTexture = extensions.has('WEBGL_multisampled_render_to_texture');
		const MultisampledRenderToTextureExtension = hasMultisampledRenderToTexture ? extensions.get('WEBGL_multisampled_render_to_texture') : undefined;

		const _videoTextures = new WeakMap();

		let _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
		// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
		// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).


		let useOffscreenCanvas = false;

		try {
			useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
		} catch (err) {// Ignore any errors
		}

		function createCanvas(width, height) {
			// Use OffscreenCanvas when available. Specially needed in web workers
			return useOffscreenCanvas ? new OffscreenCanvas(width, height) : createElementNS('canvas');
		}

		function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
			let scale = 1; // handle case if texture exceeds max size

			if (image.width > maxSize || image.height > maxSize) {
				scale = maxSize / Math.max(image.width, image.height);
			} // only perform resize if necessary


			if (scale < 1 || needsPowerOfTwo === true) {
				// only perform resize for certain image types
				if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
					const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;
					const width = floor(scale * image.width);
					const height = floor(scale * image.height);
					if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas

					const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
					canvas.width = width;
					canvas.height = height;
					const context = canvas.getContext('2d');
					context.drawImage(image, 0, 0, width, height);
					console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
					return canvas;
				} else {
					if ('data' in image) {
						console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
					}

					return image;
				}
			}

			return image;
		}

		function isPowerOfTwo$1(image) {
			return isPowerOfTwo(image.width) && isPowerOfTwo(image.height);
		}

		function textureNeedsPowerOfTwo(texture) {
			if (isWebGL2) return false;
			return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
		}

		function textureNeedsGenerateMipmaps(texture, supportsMips) {
			return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
		}

		function generateMipmap(target) {
			_gl.generateMipmap(target);
		}

		function getInternalFormat(internalFormatName, glFormat, glType, encoding, isVideoTexture = false) {
			if (isWebGL2 === false) return glFormat;

			if (internalFormatName !== null) {
				if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];
				console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
			}

			let internalFormat = glFormat;

			if (glFormat === _gl.RED) {
				if (glType === _gl.FLOAT) internalFormat = _gl.R32F;
				if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F;
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8;
			}

			if (glFormat === _gl.RG) {
				if (glType === _gl.FLOAT) internalFormat = _gl.RG32F;
				if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RG16F;
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RG8;
			}

			if (glFormat === _gl.RGBA) {
				if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F;
				if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F;
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = encoding === sRGBEncoding && isVideoTexture === false ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
				if (glType === _gl.UNSIGNED_SHORT_4_4_4_4) internalFormat = _gl.RGBA4;
				if (glType === _gl.UNSIGNED_SHORT_5_5_5_1) internalFormat = _gl.RGB5_A1;
			}

			if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) {
				extensions.get('EXT_color_buffer_float');
			}

			return internalFormat;
		}

		function getMipLevels(texture, image, supportsMips) {
			if (textureNeedsGenerateMipmaps(texture, supportsMips) === true || texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
				return Math.log2(Math.max(image.width, image.height)) + 1;
			} else if (texture.mipmaps !== undefined && texture.mipmaps.length > 0) {
				// user-defined mipmaps
				return texture.mipmaps.length;
			} else if (texture.isCompressedTexture && Array.isArray(texture.image)) {
				return image.mipmaps.length;
			} else {
				// texture without mipmaps (only base level)
				return 1;
			}
		} // Fallback filters for non-power-of-2 textures


		function filterFallback(f) {
			if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
				return _gl.NEAREST;
			}

			return _gl.LINEAR;
		} //


		function onTextureDispose(event) {
			const texture = event.target;
			texture.removeEventListener('dispose', onTextureDispose);
			deallocateTexture(texture);

			if (texture.isVideoTexture) {
				_videoTextures.delete(texture);
			}

			info.memory.textures--;
		}

		function onRenderTargetDispose(event) {
			const renderTarget = event.target;
			renderTarget.removeEventListener('dispose', onRenderTargetDispose);
			deallocateRenderTarget(renderTarget);
		} //


		function deallocateTexture(texture) {
			const textureProperties = properties.get(texture);
			if (textureProperties.__webglInit === undefined) return;

			_gl.deleteTexture(textureProperties.__webglTexture);

			properties.remove(texture);
		}

		function deallocateRenderTarget(renderTarget) {
			const texture = renderTarget.texture;
			const renderTargetProperties = properties.get(renderTarget);
			const textureProperties = properties.get(texture);
			if (!renderTarget) return;

			if (textureProperties.__webglTexture !== undefined) {
				_gl.deleteTexture(textureProperties.__webglTexture);

				info.memory.textures--;
			}

			if (renderTarget.depthTexture) {
				renderTarget.depthTexture.dispose();
			}

			if (renderTarget.isWebGLCubeRenderTarget) {
				for (let i = 0; i < 6; i++) {
					_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);

					if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
				}
			} else {
				_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);

				if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
				if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
				if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);
				if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
			}

			if (renderTarget.isWebGLMultipleRenderTargets) {
				for (let i = 0, il = texture.length; i < il; i++) {
					const attachmentProperties = properties.get(texture[i]);

					if (attachmentProperties.__webglTexture) {
						_gl.deleteTexture(attachmentProperties.__webglTexture);

						info.memory.textures--;
					}

					properties.remove(texture[i]);
				}
			}

			properties.remove(texture);
			properties.remove(renderTarget);
		} //


		let textureUnits = 0;

		function resetTextureUnits() {
			textureUnits = 0;
		}

		function allocateTextureUnit() {
			const textureUnit = textureUnits;

			if (textureUnit >= maxTextures) {
				console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
			}

			textureUnits += 1;
			return textureUnit;
		} //


		function setTexture2D(texture, slot) {
			const textureProperties = properties.get(texture);
			if (texture.isVideoTexture) updateVideoTexture(texture);

			if (texture.version > 0 && textureProperties.__version !== texture.version) {
				const image = texture.image;

				if (image === undefined) {
					console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
				} else if (image.complete === false) {
					console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
				} else {
					uploadTexture(textureProperties, texture, slot);
					return;
				}
			}

			state.activeTexture(_gl.TEXTURE0 + slot);
			state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture);
		}

		function setTexture2DArray(texture, slot) {
			const textureProperties = properties.get(texture);

			if (texture.version > 0 && textureProperties.__version !== texture.version) {
				uploadTexture(textureProperties, texture, slot);
				return;
			}

			state.activeTexture(_gl.TEXTURE0 + slot);
			state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture);
		}

		function setTexture3D(texture, slot) {
			const textureProperties = properties.get(texture);

			if (texture.version > 0 && textureProperties.__version !== texture.version) {
				uploadTexture(textureProperties, texture, slot);
				return;
			}

			state.activeTexture(_gl.TEXTURE0 + slot);
			state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture);
		}

		function setTextureCube(texture, slot) {
			const textureProperties = properties.get(texture);

			if (texture.version > 0 && textureProperties.__version !== texture.version) {
				uploadCubeTexture(textureProperties, texture, slot);
				return;
			}

			state.activeTexture(_gl.TEXTURE0 + slot);
			state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
		}

		const wrappingToGL = {
			[RepeatWrapping]: _gl.REPEAT,
			[ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE,
			[MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT
		};
		const filterToGL = {
			[NearestFilter]: _gl.NEAREST,
			[NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST,
			[NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR,
			[LinearFilter]: _gl.LINEAR,
			[LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST,
			[LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR
		};

		function setTextureParameters(textureType, texture, supportsMips) {
			if (supportsMips) {
				_gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]);

				_gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]);

				if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
					_gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]);
				}

				_gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]);

				_gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]);
			} else {
				_gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE);

				_gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE);

				if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
					_gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE);
				}

				if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {
					console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');
				}

				_gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter));

				_gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter));

				if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
					console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');
				}
			}

			if (extensions.has('EXT_texture_filter_anisotropic') === true) {
				const extension = extensions.get('EXT_texture_filter_anisotropic');
				if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2

				if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only

				if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
					_gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));

					properties.get(texture).__currentAnisotropy = texture.anisotropy;
				}
			}
		}

		function initTexture(textureProperties, texture) {
			if (textureProperties.__webglInit === undefined) {
				textureProperties.__webglInit = true;
				texture.addEventListener('dispose', onTextureDispose);
				textureProperties.__webglTexture = _gl.createTexture();
				info.memory.textures++;
			}
		}

		function uploadTexture(textureProperties, texture, slot) {
			let textureType = _gl.TEXTURE_2D;
			if (texture.isDataTexture2DArray) textureType = _gl.TEXTURE_2D_ARRAY;
			if (texture.isDataTexture3D) textureType = _gl.TEXTURE_3D;
			initTexture(textureProperties, texture);
			state.activeTexture(_gl.TEXTURE0 + slot);
			state.bindTexture(textureType, textureProperties.__webglTexture);

			_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);

			_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);

			_gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);

			_gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);

			const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false;
			let image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
			image = verifyColorSpace(texture, image);
			const supportsMips = isPowerOfTwo$1(image) || isWebGL2,
						glFormat = utils.convert(texture.format, texture.encoding);
			let glType = utils.convert(texture.type),
					glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture);
			setTextureParameters(textureType, texture, supportsMips);
			let mipmap;
			const mipmaps = texture.mipmaps;
			const useTexStorage = isWebGL2 && texture.isVideoTexture !== true;
			const allocateMemory = textureProperties.__version === undefined;
			const levels = getMipLevels(texture, image, supportsMips);

			if (texture.isDepthTexture) {
				// populate depth texture with dummy data
				glInternalFormat = _gl.DEPTH_COMPONENT;

				if (isWebGL2) {
					if (texture.type === FloatType) {
						glInternalFormat = _gl.DEPTH_COMPONENT32F;
					} else if (texture.type === UnsignedIntType) {
						glInternalFormat = _gl.DEPTH_COMPONENT24;
					} else if (texture.type === UnsignedInt248Type) {
						glInternalFormat = _gl.DEPTH24_STENCIL8;
					} else {
						glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
					}
				} else {
					if (texture.type === FloatType) {
						console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');
					}
				} // validation checks for WebGL 1


				if (texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
					// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
					if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {
						console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');
						texture.type = UnsignedShortType;
						glType = utils.convert(texture.type);
					}
				}

				if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
					// Depth stencil textures need the DEPTH_STENCIL internal format
					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
					glInternalFormat = _gl.DEPTH_STENCIL; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
					// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)

					if (texture.type !== UnsignedInt248Type) {
						console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');
						texture.type = UnsignedInt248Type;
						glType = utils.convert(texture.type);
					}
				} //


				if (useTexStorage && allocateMemory) {
					state.texStorage2D(_gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height);
				} else {
					state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
				}
			} else if (texture.isDataTexture) {
				// use manually created mipmaps if available
				// if there are no manual mipmaps
				// set 0 level mipmap and then use GL to generate other mipmap levels
				if (mipmaps.length > 0 && supportsMips) {
					if (useTexStorage && allocateMemory) {
						state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);
					}

					for (let i = 0, il = mipmaps.length; i < il; i++) {
						mipmap = mipmaps[i];

						if (useTexStorage) {
							state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
						} else {
							state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
						}
					}

					texture.generateMipmaps = false;
				} else {
					if (useTexStorage) {
						if (allocateMemory) {
							state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height);
						}

						state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data);
					} else {
						state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
					}
				}
			} else if (texture.isCompressedTexture) {
				if (useTexStorage && allocateMemory) {
					state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);
				}

				for (let i = 0, il = mipmaps.length; i < il; i++) {
					mipmap = mipmaps[i];

					if (texture.format !== RGBAFormat) {
						if (glFormat !== null) {
							if (useTexStorage) {
								state.compressedTexSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data);
							} else {
								state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
							}
						} else {
							console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');
						}
					} else {
						if (useTexStorage) {
							state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
						} else {
							state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
						}
					}
				}
			} else if (texture.isDataTexture2DArray) {
				if (useTexStorage) {
					if (allocateMemory) {
						state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth);
					}

					state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data);
				} else {
					state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
				}
			} else if (texture.isDataTexture3D) {
				if (useTexStorage) {
					if (allocateMemory) {
						state.texStorage3D(_gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth);
					}

					state.texSubImage3D(_gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data);
				} else {
					state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
				}
			} else if (texture.isFramebufferTexture) {
				if (useTexStorage && allocateMemory) {
					state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height);
				} else {
					state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
				}
			} else {
				// regular Texture (image, video, canvas)
				// use manually created mipmaps if available
				// if there are no manual mipmaps
				// set 0 level mipmap and then use GL to generate other mipmap levels
				if (mipmaps.length > 0 && supportsMips) {
					if (useTexStorage && allocateMemory) {
						state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);
					}

					for (let i = 0, il = mipmaps.length; i < il; i++) {
						mipmap = mipmaps[i];

						if (useTexStorage) {
							state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap);
						} else {
							state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap);
						}
					}

					texture.generateMipmaps = false;
				} else {
					if (useTexStorage) {
						if (allocateMemory) {
							state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height);
						}

						state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image);
					} else {
						state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image);
					}
				}
			}

			if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
				generateMipmap(textureType);
			}

			textureProperties.__version = texture.version;
			if (texture.onUpdate) texture.onUpdate(texture);
		}

		function uploadCubeTexture(textureProperties, texture, slot) {
			if (texture.image.length !== 6) return;
			initTexture(textureProperties, texture);
			state.activeTexture(_gl.TEXTURE0 + slot);
			state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);

			_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);

			_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);

			_gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);

			_gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);

			const isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);
			const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
			const cubeImage = [];

			for (let i = 0; i < 6; i++) {
				if (!isCompressed && !isDataTexture) {
					cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);
				} else {
					cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
				}

				cubeImage[i] = verifyColorSpace(texture, cubeImage[i]);
			}

			const image = cubeImage[0],
						supportsMips = isPowerOfTwo$1(image) || isWebGL2,
						glFormat = utils.convert(texture.format, texture.encoding),
						glType = utils.convert(texture.type),
						glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
			const useTexStorage = isWebGL2 && texture.isVideoTexture !== true;
			const allocateMemory = textureProperties.__version === undefined;
			let levels = getMipLevels(texture, image, supportsMips);
			setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
			let mipmaps;

			if (isCompressed) {
				if (useTexStorage && allocateMemory) {
					state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height);
				}

				for (let i = 0; i < 6; i++) {
					mipmaps = cubeImage[i].mipmaps;

					for (let j = 0; j < mipmaps.length; j++) {
						const mipmap = mipmaps[j];

						if (texture.format !== RGBAFormat) {
							if (glFormat !== null) {
								if (useTexStorage) {
									state.compressedTexSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data);
								} else {
									state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
								}
							} else {
								console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');
							}
						} else {
							if (useTexStorage) {
								state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
							} else {
								state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
							}
						}
					}
				}
			} else {
				mipmaps = texture.mipmaps;

				if (useTexStorage && allocateMemory) {
					// TODO: Uniformly handle mipmap definitions
					// Normal textures and compressed cube textures define base level + mips with their mipmap array
					// Uncompressed cube textures use their mipmap array only for mips (no base level)
					if (mipmaps.length > 0) levels++;
					state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[0].width, cubeImage[0].height);
				}

				for (let i = 0; i < 6; i++) {
					if (isDataTexture) {
						if (useTexStorage) {
							state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[i].width, cubeImage[i].height, glFormat, glType, cubeImage[i].data);
						} else {
							state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
						}

						for (let j = 0; j < mipmaps.length; j++) {
							const mipmap = mipmaps[j];
							const mipmapImage = mipmap.image[i].image;

							if (useTexStorage) {
								state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data);
							} else {
								state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
							}
						}
					} else {
						if (useTexStorage) {
							state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[i]);
						} else {
							state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
						}

						for (let j = 0; j < mipmaps.length; j++) {
							const mipmap = mipmaps[j];

							if (useTexStorage) {
								state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[i]);
							} else {
								state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
							}
						}
					}
				}
			}

			if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
				// We assume images for cube map have the same size.
				generateMipmap(_gl.TEXTURE_CUBE_MAP);
			}

			textureProperties.__version = texture.version;
			if (texture.onUpdate) texture.onUpdate(texture);
		} // Render targets
		// Setup storage for target texture and bind it to correct framebuffer


		function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) {
			const glFormat = utils.convert(texture.format, texture.encoding);
			const glType = utils.convert(texture.type);
			const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
			const renderTargetProperties = properties.get(renderTarget);

			if (!renderTargetProperties.__hasExternalTextures) {
				if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) {
					state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null);
				} else {
					state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
				}
			}

			state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);

			if (renderTarget.useRenderToTexture) {
				MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0, getRenderTargetSamples(renderTarget));
			} else {
				_gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0);
			}

			state.bindFramebuffer(_gl.FRAMEBUFFER, null);
		} // Setup storage for internal depth/stencil buffers and bind to correct framebuffer


		function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
			_gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);

			if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
				let glInternalFormat = _gl.DEPTH_COMPONENT16;

				if (isMultisample || renderTarget.useRenderToTexture) {
					const depthTexture = renderTarget.depthTexture;

					if (depthTexture && depthTexture.isDepthTexture) {
						if (depthTexture.type === FloatType) {
							glInternalFormat = _gl.DEPTH_COMPONENT32F;
						} else if (depthTexture.type === UnsignedIntType) {
							glInternalFormat = _gl.DEPTH_COMPONENT24;
						}
					}

					const samples = getRenderTargetSamples(renderTarget);

					if (renderTarget.useRenderToTexture) {
						MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
					} else {
						_gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
					}
				} else {
					_gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
				}

				_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
			} else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
				const samples = getRenderTargetSamples(renderTarget);

				if (isMultisample && renderTarget.useRenderbuffer) {
					_gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height);
				} else if (renderTarget.useRenderToTexture) {
					MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height);
				} else {
					_gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height);
				}

				_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
			} else {
				// Use the first texture for MRT so far
				const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[0] : renderTarget.texture;
				const glFormat = utils.convert(texture.format, texture.encoding);
				const glType = utils.convert(texture.type);
				const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
				const samples = getRenderTargetSamples(renderTarget);

				if (isMultisample && renderTarget.useRenderbuffer) {
					_gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
				} else if (renderTarget.useRenderToTexture) {
					MultisampledRenderToTextureExtension.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
				} else {
					_gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
				}
			}

			_gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
		} // Setup resources for a Depth Texture for a FBO (needs an extension)


		function setupDepthTexture(framebuffer, renderTarget) {
			const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;
			if (isCube) throw new Error('Depth Texture with cube render targets is not supported');
			state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);

			if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {
				throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
			} // upload an empty depth texture with framebuffer size


			if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {
				renderTarget.depthTexture.image.width = renderTarget.width;
				renderTarget.depthTexture.image.height = renderTarget.height;
				renderTarget.depthTexture.needsUpdate = true;
			}

			setTexture2D(renderTarget.depthTexture, 0);

			const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;

			const samples = getRenderTargetSamples(renderTarget);

			if (renderTarget.depthTexture.format === DepthFormat) {
				if (renderTarget.useRenderToTexture) {
					MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples);
				} else {
					_gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0);
				}
			} else if (renderTarget.depthTexture.format === DepthStencilFormat) {
				if (renderTarget.useRenderToTexture) {
					MultisampledRenderToTextureExtension.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples);
				} else {
					_gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0);
				}
			} else {
				throw new Error('Unknown depthTexture format');
			}
		} // Setup GL resources for a non-texture depth buffer


		function setupDepthRenderbuffer(renderTarget) {
			const renderTargetProperties = properties.get(renderTarget);
			const isCube = renderTarget.isWebGLCubeRenderTarget === true;

			if (renderTarget.depthTexture && !renderTargetProperties.__autoAllocateDepthBuffer) {
				if (isCube) throw new Error('target.depthTexture not supported in Cube render targets');
				setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);
			} else {
				if (isCube) {
					renderTargetProperties.__webglDepthbuffer = [];

					for (let i = 0; i < 6; i++) {
						state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]);
						renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
						setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
					}
				} else {
					state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
					renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
					setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
				}
			}

			state.bindFramebuffer(_gl.FRAMEBUFFER, null);
		} // rebind framebuffer with external textures


		function rebindTextures(renderTarget, colorTexture, depthTexture) {
			const renderTargetProperties = properties.get(renderTarget);

			if (colorTexture !== undefined) {
				setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D);
			}

			if (depthTexture !== undefined) {
				setupDepthRenderbuffer(renderTarget);
			}
		} // Set up GL resources for the render target


		function setupRenderTarget(renderTarget) {
			const texture = renderTarget.texture;
			const renderTargetProperties = properties.get(renderTarget);
			const textureProperties = properties.get(texture);
			renderTarget.addEventListener('dispose', onRenderTargetDispose);

			if (renderTarget.isWebGLMultipleRenderTargets !== true) {
				if (textureProperties.__webglTexture === undefined) {
					textureProperties.__webglTexture = _gl.createTexture();
				}

				textureProperties.__version = texture.version;
				info.memory.textures++;
			}

			const isCube = renderTarget.isWebGLCubeRenderTarget === true;
			const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true;
			const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
			const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; // Setup framebuffer

			if (isCube) {
				renderTargetProperties.__webglFramebuffer = [];

				for (let i = 0; i < 6; i++) {
					renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
				}
			} else {
				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

				if (isMultipleRenderTargets) {
					if (capabilities.drawBuffers) {
						const textures = renderTarget.texture;

						for (let i = 0, il = textures.length; i < il; i++) {
							const attachmentProperties = properties.get(textures[i]);

							if (attachmentProperties.__webglTexture === undefined) {
								attachmentProperties.__webglTexture = _gl.createTexture();
								info.memory.textures++;
							}
						}
					} else {
						console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.');
					}
				} else if (renderTarget.useRenderbuffer) {
					if (isWebGL2) {
						renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
						renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();

						_gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);

						const glFormat = utils.convert(texture.format, texture.encoding);
						const glType = utils.convert(texture.type);
						const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
						const samples = getRenderTargetSamples(renderTarget);

						_gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);

						state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);

						_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);

						_gl.bindRenderbuffer(_gl.RENDERBUFFER, null);

						if (renderTarget.depthBuffer) {
							renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
							setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
						}

						state.bindFramebuffer(_gl.FRAMEBUFFER, null);
					} else {
						console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
					}
				}
			} // Setup color buffer


			if (isCube) {
				state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
				setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);

				for (let i = 0; i < 6; i++) {
					setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i);
				}

				if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
					generateMipmap(_gl.TEXTURE_CUBE_MAP);
				}

				state.unbindTexture();
			} else if (isMultipleRenderTargets) {
				const textures = renderTarget.texture;

				for (let i = 0, il = textures.length; i < il; i++) {
					const attachment = textures[i];
					const attachmentProperties = properties.get(attachment);
					state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture);
					setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips);
					setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D);

					if (textureNeedsGenerateMipmaps(attachment, supportsMips)) {
						generateMipmap(_gl.TEXTURE_2D);
					}
				}

				state.unbindTexture();
			} else {
				let glTextureType = _gl.TEXTURE_2D;

				if (isRenderTarget3D) {
					// Render targets containing layers, i.e: Texture 3D and 2d arrays
					if (isWebGL2) {
						const isTexture3D = texture.isDataTexture3D;
						glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
					} else {
						console.warn('THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.');
					}
				}

				state.bindTexture(glTextureType, textureProperties.__webglTexture);
				setTextureParameters(glTextureType, texture, supportsMips);
				setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType);

				if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
					generateMipmap(glTextureType);
				}

				state.unbindTexture();
			} // Setup depth and stencil buffers


			if (renderTarget.depthBuffer) {
				setupDepthRenderbuffer(renderTarget);
			}
		}

		function updateRenderTargetMipmap(renderTarget) {
			const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2;
			const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture];

			for (let i = 0, il = textures.length; i < il; i++) {
				const texture = textures[i];

				if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
					const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;

					const webglTexture = properties.get(texture).__webglTexture;

					state.bindTexture(target, webglTexture);
					generateMipmap(target);
					state.unbindTexture();
				}
			}
		}

		function updateMultisampleRenderTarget(renderTarget) {
			if (renderTarget.useRenderbuffer) {
				if (isWebGL2) {
					const width = renderTarget.width;
					const height = renderTarget.height;
					let mask = _gl.COLOR_BUFFER_BIT;
					const invalidationArray = [_gl.COLOR_ATTACHMENT0];
					const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;

					if (renderTarget.depthBuffer) {
						invalidationArray.push(depthStyle);
					}

					if (!renderTarget.ignoreDepthForMultisampleCopy) {
						if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT;
						if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT;
					}

					const renderTargetProperties = properties.get(renderTarget);
					state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
					state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);

					if (renderTarget.ignoreDepthForMultisampleCopy) {
						_gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, [depthStyle]);

						_gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER, [depthStyle]);
					}

					_gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST);

					_gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, invalidationArray);

					state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
					state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
				} else {
					console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
				}
			}
		}

		function getRenderTargetSamples(renderTarget) {
			return isWebGL2 && (renderTarget.useRenderbuffer || renderTarget.useRenderToTexture) ? Math.min(maxSamples, renderTarget.samples) : 0;
		}

		function updateVideoTexture(texture) {
			const frame = info.render.frame; // Check the last frame we updated the VideoTexture

			if (_videoTextures.get(texture) !== frame) {
				_videoTextures.set(texture, frame);

				texture.update();
			}
		}

		function verifyColorSpace(texture, image) {
			const encoding = texture.encoding;
			const format = texture.format;
			const type = texture.type;
			if (texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat) return image;

			if (encoding !== LinearEncoding) {
				// sRGB
				if (encoding === sRGBEncoding) {
					if (isWebGL2 === false) {
						// in WebGL 1, try to use EXT_sRGB extension and unsized formats
						if (extensions.has('EXT_sRGB') === true && format === RGBAFormat) {
							texture.format = _SRGBAFormat; // it's not possible to generate mips in WebGL 1 with this extension

							texture.minFilter = LinearFilter;
							texture.generateMipmaps = false;
						} else {
							// slow fallback (CPU decode)
							image = ImageUtils.sRGBToLinear(image);
						}
					} else {
						// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format
						if (format !== RGBAFormat || type !== UnsignedByteType) {
							console.warn('THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.');
						}
					}
				} else {
					console.error('THREE.WebGLTextures: Unsupported texture encoding:', encoding);
				}
			}

			return image;
		} // backwards compatibility


		let warnedTexture2D = false;
		let warnedTextureCube = false;

		function safeSetTexture2D(texture, slot) {
			if (texture && texture.isWebGLRenderTarget) {
				if (warnedTexture2D === false) {
					console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.');
					warnedTexture2D = true;
				}

				texture = texture.texture;
			}

			setTexture2D(texture, slot);
		}

		function safeSetTextureCube(texture, slot) {
			if (texture && texture.isWebGLCubeRenderTarget) {
				if (warnedTextureCube === false) {
					console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.');
					warnedTextureCube = true;
				}

				texture = texture.texture;
			}

			setTextureCube(texture, slot);
		} //


		this.allocateTextureUnit = allocateTextureUnit;
		this.resetTextureUnits = resetTextureUnits;
		this.setTexture2D = setTexture2D;
		this.setTexture2DArray = setTexture2DArray;
		this.setTexture3D = setTexture3D;
		this.setTextureCube = setTextureCube;
		this.rebindTextures = rebindTextures;
		this.setupRenderTarget = setupRenderTarget;
		this.updateRenderTargetMipmap = updateRenderTargetMipmap;
		this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
		this.setupDepthRenderbuffer = setupDepthRenderbuffer;
		this.setupFrameBufferTexture = setupFrameBufferTexture;
		this.safeSetTexture2D = safeSetTexture2D;
		this.safeSetTextureCube = safeSetTextureCube;
	}

	function WebGLUtils(gl, extensions, capabilities) {
		const isWebGL2 = capabilities.isWebGL2;

		function convert(p, encoding = null) {
			let extension;
			if (p === UnsignedByteType) return gl.UNSIGNED_BYTE;
			if (p === UnsignedShort4444Type) return gl.UNSIGNED_SHORT_4_4_4_4;
			if (p === UnsignedShort5551Type) return gl.UNSIGNED_SHORT_5_5_5_1;
			if (p === ByteType) return gl.BYTE;
			if (p === ShortType) return gl.SHORT;
			if (p === UnsignedShortType) return gl.UNSIGNED_SHORT;
			if (p === IntType) return gl.INT;
			if (p === UnsignedIntType) return gl.UNSIGNED_INT;
			if (p === FloatType) return gl.FLOAT;

			if (p === HalfFloatType) {
				if (isWebGL2) return gl.HALF_FLOAT;
				extension = extensions.get('OES_texture_half_float');

				if (extension !== null) {
					return extension.HALF_FLOAT_OES;
				} else {
					return null;
				}
			}

			if (p === AlphaFormat) return gl.ALPHA;
			if (p === RGBAFormat) return gl.RGBA;
			if (p === LuminanceFormat) return gl.LUMINANCE;
			if (p === LuminanceAlphaFormat) return gl.LUMINANCE_ALPHA;
			if (p === DepthFormat) return gl.DEPTH_COMPONENT;
			if (p === DepthStencilFormat) return gl.DEPTH_STENCIL;
			if (p === RedFormat) return gl.RED; // WebGL 1 sRGB fallback

			if (p === _SRGBAFormat) {
				extension = extensions.get('EXT_sRGB');

				if (extension !== null) {
					return extension.SRGB_ALPHA_EXT;
				} else {
					return null;
				}
			} // WebGL2 formats.


			if (p === RedIntegerFormat) return gl.RED_INTEGER;
			if (p === RGFormat) return gl.RG;
			if (p === RGIntegerFormat) return gl.RG_INTEGER;
			if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER; // S3TC

			if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
				if (encoding === sRGBEncoding) {
					extension = extensions.get('WEBGL_compressed_texture_s3tc_srgb');

					if (extension !== null) {
						if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
						if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
						if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
						if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
					} else {
						return null;
					}
				} else {
					extension = extensions.get('WEBGL_compressed_texture_s3tc');

					if (extension !== null) {
						if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
						if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
						if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
						if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
					} else {
						return null;
					}
				}
			} // PVRTC


			if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {
				extension = extensions.get('WEBGL_compressed_texture_pvrtc');

				if (extension !== null) {
					if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
					if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
					if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
					if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
				} else {
					return null;
				}
			} // ETC1


			if (p === RGB_ETC1_Format) {
				extension = extensions.get('WEBGL_compressed_texture_etc1');

				if (extension !== null) {
					return extension.COMPRESSED_RGB_ETC1_WEBGL;
				} else {
					return null;
				}
			} // ETC2


			if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {
				extension = extensions.get('WEBGL_compressed_texture_etc');

				if (extension !== null) {
					if (p === RGB_ETC2_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
					if (p === RGBA_ETC2_EAC_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
				} else {
					return null;
				}
			} // ASTC


			if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format) {
				extension = extensions.get('WEBGL_compressed_texture_astc');

				if (extension !== null) {
					if (p === RGBA_ASTC_4x4_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
					if (p === RGBA_ASTC_5x4_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
					if (p === RGBA_ASTC_5x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
					if (p === RGBA_ASTC_6x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
					if (p === RGBA_ASTC_6x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
					if (p === RGBA_ASTC_8x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
					if (p === RGBA_ASTC_8x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
					if (p === RGBA_ASTC_8x8_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
					if (p === RGBA_ASTC_10x5_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
					if (p === RGBA_ASTC_10x6_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
					if (p === RGBA_ASTC_10x8_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
					if (p === RGBA_ASTC_10x10_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
					if (p === RGBA_ASTC_12x10_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
					if (p === RGBA_ASTC_12x12_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
				} else {
					return null;
				}
			} // BPTC


			if (p === RGBA_BPTC_Format) {
				extension = extensions.get('EXT_texture_compression_bptc');

				if (extension !== null) {
					if (p === RGBA_BPTC_Format) return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
				} else {
					return null;
				}
			} //


			if (p === UnsignedInt248Type) {
				if (isWebGL2) return gl.UNSIGNED_INT_24_8;
				extension = extensions.get('WEBGL_depth_texture');

				if (extension !== null) {
					return extension.UNSIGNED_INT_24_8_WEBGL;
				} else {
					return null;
				}
			}
		}

		return {
			convert: convert
		};
	}

	class Group extends Object3D {
		constructor() {
			super();
			this.type = 'Group';
		}

	}

	Group.prototype.isGroup = true;

	class ArrayCamera extends PerspectiveCamera {
		constructor(array = []) {
			super();
			this.cameras = array;
		}

	}

	ArrayCamera.prototype.isArrayCamera = true;

	/**
	 * @author jsantell / https://www.jsantell.com/
	 * @author mrdoob / http://mrdoob.com/
	 */
	var cameraLPos = new Vector3();
	var cameraRPos = new Vector3();
	/**
	 * Assumes 2 cameras that are parallel and share an X-axis, and that
	 * the cameras' projection and world matrices have already been set.
	 * And that near and far planes are identical for both cameras.
	 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
	 */

	function setProjectionFromUnion(camera, cameraL, cameraR) {
		cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
		cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
		var ipd = cameraLPos.distanceTo(cameraRPos);
		var projL = cameraL.projectionMatrix.elements;
		var projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
		// most likely identical top and bottom frustum extents.
		// Use the left camera for these values.

		var near = projL[14] / (projL[10] - 1);
		var far = projL[14] / (projL[10] + 1);
		var topFov = (projL[9] + 1) / projL[5];
		var bottomFov = (projL[9] - 1) / projL[5];
		var leftFov = (projL[8] - 1) / projL[0];
		var rightFov = (projR[8] + 1) / projR[0];
		var left = near * leftFov;
		var right = near * rightFov; // Calculate the new camera's position offset from the
		// left camera. xOffset should be roughly half `ipd`.

		var zOffset = ipd / (-leftFov + rightFov);
		var xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?

		cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
		camera.translateX(xOffset);
		camera.translateZ(zOffset);
		camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
		camera.matrixWorldInverse.getInverse(camera.matrixWorld); // Find the union of the frustum values of the cameras and scale
		// the values so that the near plane's position does not change in world space,
		// although must now be relative to the new union camera.

		var near2 = near + zOffset;
		var far2 = far + zOffset;
		var left2 = left - xOffset;
		var right2 = right + (ipd - xOffset);
		var top2 = topFov * far / far2 * near2;
		var bottom2 = bottomFov * far / far2 * near2;
		camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebVRManager(renderer) {
		var renderWidth, renderHeight;
		var scope = this;
		var device = null;
		var frameData = null;
		var poseTarget = null;
		var controllers = [];
		var standingMatrix = new Matrix4();
		var standingMatrixInverse = new Matrix4();
		var framebufferScaleFactor = 1.0;
		var referenceSpaceType = 'local-floor';

		if (typeof window !== 'undefined' && 'VRFrameData' in window) {
			frameData = new window.VRFrameData();
			window.addEventListener('vrdisplaypresentchange', onVRDisplayPresentChange, false);
		}

		var matrixWorldInverse = new Matrix4();
		var tempQuaternion = new Quaternion();
		var tempPosition = new Vector3();
		var cameraL = new PerspectiveCamera();
		cameraL.viewport = new Vector4();
		cameraL.layers.enable(1);
		var cameraR = new PerspectiveCamera();
		cameraR.viewport = new Vector4();
		cameraR.layers.enable(2);
		var cameraVR = new ArrayCamera([cameraL, cameraR]);
		cameraVR.layers.enable(1);
		cameraVR.layers.enable(2);
		var currentSize = new Vector2(),
				currentPixelRatio;

		function onVRDisplayPresentChange() {
			var isPresenting = scope.isPresenting = device !== null && device.isPresenting === true;

			if (isPresenting) {
				var eyeParameters = device.getEyeParameters('left');
				renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
				renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
				currentPixelRatio = renderer.getPixelRatio();
				renderer.getSize(currentSize);
				renderer.setDrawingBufferSize(renderWidth, renderHeight, 1);
				cameraL.viewport.set(0, 0, renderWidth / 2, renderHeight);
				cameraR.viewport.set(renderWidth / 2, 0, renderWidth / 2, renderHeight);
				animation.start();
				scope.dispatchEvent({
					type: 'sessionstart'
				});
			} else {
				if (scope.enabled) {
					renderer.setDrawingBufferSize(currentSize.width, currentSize.height, currentPixelRatio);
				}

				animation.stop();
				scope.dispatchEvent({
					type: 'sessionend'
				});
			}
		} //


		var triggers = [];
		var grips = [];

		function findGamepad(id) {
			var gamepads = navigator.getGamepads && navigator.getGamepads();

			for (var i = 0, l = gamepads.length; i < l; i++) {
				var gamepad = gamepads[i];

				if (gamepad && (gamepad.id === 'Daydream Controller' || gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' || gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith('Oculus Touch') || gamepad.id.startsWith('HTC Vive Focus') || gamepad.id.startsWith('Spatial Controller'))) {
					var hand = gamepad.hand;
					if (id === 0 && (hand === '' || hand === 'right')) return gamepad;
					if (id === 1 && hand === 'left') return gamepad;
				}
			}
		}

		function updateControllers() {
			for (var i = 0; i < controllers.length; i++) {
				var controller = controllers[i];
				var gamepad = findGamepad(i);

				if (gamepad !== undefined && gamepad.pose !== undefined) {
					if (gamepad.pose === null) return; // Pose

					var pose = gamepad.pose;
					if (pose.hasPosition === false) controller.position.set(0.2, -0.6, -0.05);
					if (pose.position !== null) controller.position.fromArray(pose.position);
					if (pose.orientation !== null) controller.quaternion.fromArray(pose.orientation);
					controller.matrix.compose(controller.position, controller.quaternion, controller.scale);
					controller.matrix.premultiply(standingMatrix);
					controller.matrix.decompose(controller.position, controller.quaternion, controller.scale);
					controller.matrixWorldNeedsUpdate = true;
					controller.visible = true; // Trigger

					var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
					if (triggers[i] === undefined) triggers[i] = false;

					if (triggers[i] !== gamepad.buttons[buttonId].pressed) {
						triggers[i] = gamepad.buttons[buttonId].pressed;

						if (triggers[i] === true) {
							controller.dispatchEvent({
								type: 'selectstart'
							});
						} else {
							controller.dispatchEvent({
								type: 'selectend'
							});
							controller.dispatchEvent({
								type: 'select'
							});
						}
					} // Grip


					buttonId = 2;
					if (grips[i] === undefined) grips[i] = false; // Skip if the grip button doesn't exist on this controller

					if (gamepad.buttons[buttonId] !== undefined) {
						if (grips[i] !== gamepad.buttons[buttonId].pressed) {
							grips[i] = gamepad.buttons[buttonId].pressed;

							if (grips[i] === true) {
								controller.dispatchEvent({
									type: 'squeezestart'
								});
							} else {
								controller.dispatchEvent({
									type: 'squeezeend'
								});
								controller.dispatchEvent({
									type: 'squeeze'
								});
							}
						}
					}
				} else {
					controller.visible = false;
				}
			}
		}

		function updateViewportFromBounds(viewport, bounds) {
			if (bounds !== null && bounds.length === 4) {
				viewport.set(bounds[0] * renderWidth, bounds[1] * renderHeight, bounds[2] * renderWidth, bounds[3] * renderHeight);
			}
		} //


		this.enabled = false;

		this.getController = function (id) {
			var controller = controllers[id];

			if (controller === undefined) {
				controller = new Group();
				controller.matrixAutoUpdate = false;
				controller.visible = false;
				controllers[id] = controller;
			}

			return controller;
		};

		this.getDevice = function () {
			return device;
		};

		this.setDevice = function (value) {
			if (value !== undefined) device = value;
			animation.setContext(value);
		};

		this.setFramebufferScaleFactor = function (value) {
			framebufferScaleFactor = value;
		};

		this.setReferenceSpaceType = function (value) {
			referenceSpaceType = value;
		};

		this.setPoseTarget = function (object) {
			if (object !== undefined) poseTarget = object;
		};

		this.getCamera = function (camera) {
			var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
			device.depthNear = camera.near;
			device.depthFar = camera.far;
			device.getFrameData(frameData); //

			if (referenceSpaceType === 'local-floor') {
				var stageParameters = device.stageParameters;

				if (stageParameters) {
					standingMatrix.fromArray(stageParameters.sittingToStandingTransform);
				} else {
					standingMatrix.makeTranslation(0, userHeight, 0);
				}
			}

			var pose = frameData.pose;
			var poseObject = poseTarget !== null ? poseTarget : camera; // We want to manipulate poseObject by its position and quaternion components since users may rely on them.

			poseObject.matrix.copy(standingMatrix);
			poseObject.matrix.decompose(poseObject.position, poseObject.quaternion, poseObject.scale);

			if (pose.orientation !== null) {
				tempQuaternion.fromArray(pose.orientation);
				poseObject.quaternion.multiply(tempQuaternion);
			}

			if (pose.position !== null) {
				tempQuaternion.setFromRotationMatrix(standingMatrix);
				tempPosition.fromArray(pose.position);
				tempPosition.applyQuaternion(tempQuaternion);
				poseObject.position.add(tempPosition);
			}

			poseObject.updateMatrixWorld();
			var children = poseObject.children;

			for (var i = 0, l = children.length; i < l; i++) {
				children[i].updateMatrixWorld(true);
			} //


			cameraL.near = camera.near;
			cameraR.near = camera.near;
			cameraL.far = camera.far;
			cameraR.far = camera.far;
			cameraL.matrixWorldInverse.fromArray(frameData.leftViewMatrix);
			cameraR.matrixWorldInverse.fromArray(frameData.rightViewMatrix); // TODO (mrdoob) Double check this code

			standingMatrixInverse.getInverse(standingMatrix);

			if (referenceSpaceType === 'local-floor') {
				cameraL.matrixWorldInverse.multiply(standingMatrixInverse);
				cameraR.matrixWorldInverse.multiply(standingMatrixInverse);
			}

			var parent = poseObject.parent;

			if (parent !== null) {
				matrixWorldInverse.getInverse(parent.matrixWorld);
				cameraL.matrixWorldInverse.multiply(matrixWorldInverse);
				cameraR.matrixWorldInverse.multiply(matrixWorldInverse);
			} // envMap and Mirror needs camera.matrixWorld


			cameraL.matrixWorld.getInverse(cameraL.matrixWorldInverse);
			cameraR.matrixWorld.getInverse(cameraR.matrixWorldInverse);
			cameraL.projectionMatrix.fromArray(frameData.leftProjectionMatrix);
			cameraR.projectionMatrix.fromArray(frameData.rightProjectionMatrix);
			setProjectionFromUnion(cameraVR, cameraL, cameraR); //

			var layers = device.getLayers();

			if (layers.length) {
				var layer = layers[0];
				updateViewportFromBounds(cameraL.viewport, layer.leftBounds);
				updateViewportFromBounds(cameraR.viewport, layer.rightBounds);
			}

			updateControllers();
			return cameraVR;
		};

		this.getStandingMatrix = function () {
			return standingMatrix;
		};

		this.isPresenting = false; // Animation Loop

		var animation = new WebGLAnimation();

		this.setAnimationLoop = function (callback) {
			animation.setAnimationLoop(callback);
			if (this.isPresenting) animation.start();
		};

		this.submitFrame = function () {
			if (this.isPresenting) device.submitFrame();
		};

		this.dispose = function () {
			if (typeof window !== 'undefined') {
				window.removeEventListener('vrdisplaypresentchange', onVRDisplayPresentChange);
			}
		}; // DEPRECATED


		this.setFrameOfReferenceType = function () {
			console.warn('THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.');
		};

		this.addEventListener = function () {
			/* Stub */
		};
	}

	Object.assign(WebVRManager.prototype, EventDispatcher.prototype);

	const _moveEvent = {
		type: 'move'
	};

	class WebXRController {
		constructor() {
			this._targetRay = null;
			this._grip = null;
			this._hand = null;
		}

		getHandSpace() {
			if (this._hand === null) {
				this._hand = new Group();
				this._hand.matrixAutoUpdate = false;
				this._hand.visible = false;
				this._hand.joints = {};
				this._hand.inputState = {
					pinching: false
				};
			}

			return this._hand;
		}

		getTargetRaySpace() {
			if (this._targetRay === null) {
				this._targetRay = new Group();
				this._targetRay.matrixAutoUpdate = false;
				this._targetRay.visible = false;
				this._targetRay.hasLinearVelocity = false;
				this._targetRay.linearVelocity = new Vector3();
				this._targetRay.hasAngularVelocity = false;
				this._targetRay.angularVelocity = new Vector3();
			}

			return this._targetRay;
		}

		getGripSpace() {
			if (this._grip === null) {
				this._grip = new Group();
				this._grip.matrixAutoUpdate = false;
				this._grip.visible = false;
				this._grip.hasLinearVelocity = false;
				this._grip.linearVelocity = new Vector3();
				this._grip.hasAngularVelocity = false;
				this._grip.angularVelocity = new Vector3();
			}

			return this._grip;
		}

		dispatchEvent(event) {
			if (this._targetRay !== null) {
				this._targetRay.dispatchEvent(event);
			}

			if (this._grip !== null) {
				this._grip.dispatchEvent(event);
			}

			if (this._hand !== null) {
				this._hand.dispatchEvent(event);
			}

			return this;
		}

		disconnect(inputSource) {
			this.dispatchEvent({
				type: 'disconnected',
				data: inputSource
			});

			if (this._targetRay !== null) {
				this._targetRay.visible = false;
			}

			if (this._grip !== null) {
				this._grip.visible = false;
			}

			if (this._hand !== null) {
				this._hand.visible = false;
			}

			return this;
		}

		update(inputSource, frame, referenceSpace) {
			let inputPose = null;
			let gripPose = null;
			let handPose = null;
			const targetRay = this._targetRay;
			const grip = this._grip;
			const hand = this._hand;

			if (inputSource && frame.session.visibilityState !== 'visible-blurred') {
				if (targetRay !== null) {
					inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);

					if (inputPose !== null) {
						targetRay.matrix.fromArray(inputPose.transform.matrix);
						targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);

						if (inputPose.linearVelocity) {
							targetRay.hasLinearVelocity = true;
							targetRay.linearVelocity.copy(inputPose.linearVelocity);
						} else {
							targetRay.hasLinearVelocity = false;
						}

						if (inputPose.angularVelocity) {
							targetRay.hasAngularVelocity = true;
							targetRay.angularVelocity.copy(inputPose.angularVelocity);
						} else {
							targetRay.hasAngularVelocity = false;
						}

						this.dispatchEvent(_moveEvent);
					}
				}

				if (hand && inputSource.hand) {
					handPose = true;

					for (const inputjoint of inputSource.hand.values()) {
						// Update the joints groups with the XRJoint poses
						const jointPose = frame.getJointPose(inputjoint, referenceSpace);

						if (hand.joints[inputjoint.jointName] === undefined) {
							// The transform of this joint will be updated with the joint pose on each frame
							const joint = new Group();
							joint.matrixAutoUpdate = false;
							joint.visible = false;
							hand.joints[inputjoint.jointName] = joint; // ??

							hand.add(joint);
						}

						const joint = hand.joints[inputjoint.jointName];

						if (jointPose !== null) {
							joint.matrix.fromArray(jointPose.transform.matrix);
							joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
							joint.jointRadius = jointPose.radius;
						}

						joint.visible = jointPose !== null;
					} // Custom events
					// Check pinchz


					const indexTip = hand.joints['index-finger-tip'];
					const thumbTip = hand.joints['thumb-tip'];
					const distance = indexTip.position.distanceTo(thumbTip.position);
					const distanceToPinch = 0.02;
					const threshold = 0.005;

					if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
						hand.inputState.pinching = false;
						this.dispatchEvent({
							type: 'pinchend',
							handedness: inputSource.handedness,
							target: this
						});
					} else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
						hand.inputState.pinching = true;
						this.dispatchEvent({
							type: 'pinchstart',
							handedness: inputSource.handedness,
							target: this
						});
					}
				} else {
					if (grip !== null && inputSource.gripSpace) {
						gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);

						if (gripPose !== null) {
							grip.matrix.fromArray(gripPose.transform.matrix);
							grip.matrix.decompose(grip.position, grip.rotation, grip.scale);

							if (gripPose.linearVelocity) {
								grip.hasLinearVelocity = true;
								grip.linearVelocity.copy(gripPose.linearVelocity);
							} else {
								grip.hasLinearVelocity = false;
							}

							if (gripPose.angularVelocity) {
								grip.hasAngularVelocity = true;
								grip.angularVelocity.copy(gripPose.angularVelocity);
							} else {
								grip.hasAngularVelocity = false;
							}
						}
					}
				}
			}

			if (targetRay !== null) {
				targetRay.visible = inputPose !== null;
			}

			if (grip !== null) {
				grip.visible = gripPose !== null;
			}

			if (hand !== null) {
				hand.visible = handPose !== null;
			}

			return this;
		}

	}

	class DepthTexture extends Texture {
		constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {
			format = format !== undefined ? format : DepthFormat;

			if (format !== DepthFormat && format !== DepthStencilFormat) {
				throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');
			}

			if (type === undefined && format === DepthFormat) type = UnsignedShortType;
			if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type;
			super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
			this.image = {
				width: width,
				height: height
			};
			this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
			this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
			this.flipY = false;
			this.generateMipmaps = false;
		}

	}

	DepthTexture.prototype.isDepthTexture = true;

	class WebXRManager extends EventDispatcher {
		constructor(renderer, gl) {
			super();
			const scope = this;
			let session = null;
			let framebufferScaleFactor = 1.0;
			var poseTarget = null;
			let referenceSpace = null;
			let referenceSpaceType = 'local-floor';
			const hasMultisampledRenderToTexture = renderer.extensions.has('WEBGL_multisampled_render_to_texture');
			let pose = null;
			var layers = [];
			let glBinding = null;
			let glProjLayer = null;
			let glBaseLayer = null;
			let isMultisample = false;
			let xrFrame = null;
			const attributes = gl.getContextAttributes();
			let initialRenderTarget = null;
			let newRenderTarget = null;
			const controllers = [];
			const inputSourcesMap = new Map(); //

			const cameraL = new PerspectiveCamera();
			cameraL.layers.enable(1);
			cameraL.viewport = new Vector4();
			const cameraR = new PerspectiveCamera();
			cameraR.layers.enable(2);
			cameraR.viewport = new Vector4();
			const cameras = [cameraL, cameraR];
			const cameraVR = new ArrayCamera();
			cameraVR.layers.enable(1);
			cameraVR.layers.enable(2);
			let _currentDepthNear = null;
			let _currentDepthFar = null; //

			this.cameraAutoUpdate = true;
			this.layersEnabled = false;
			this.enabled = false;
			this.isPresenting = false;

			this.getCameraPose = function () {
				return pose;
			};

			this.getController = function (index) {
				let controller = controllers[index];

				if (controller === undefined) {
					controller = new WebXRController();
					controllers[index] = controller;
				}

				return controller.getTargetRaySpace();
			};

			this.getControllerGrip = function (index) {
				let controller = controllers[index];

				if (controller === undefined) {
					controller = new WebXRController();
					controllers[index] = controller;
				}

				return controller.getGripSpace();
			};

			this.getHand = function (index) {
				let controller = controllers[index];

				if (controller === undefined) {
					controller = new WebXRController();
					controllers[index] = controller;
				}

				return controller.getHandSpace();
			}; //


			function onSessionEvent(event) {
				const controller = inputSourcesMap.get(event.inputSource);

				if (controller) {
					controller.dispatchEvent({
						type: event.type,
						data: event.inputSource
					});
				}
			}

			function onSessionEnd() {
				inputSourcesMap.forEach(function (controller, inputSource) {
					controller.disconnect(inputSource);
				});
				inputSourcesMap.clear();
				_currentDepthNear = null;
				_currentDepthFar = null; // restore framebuffer/rendering state

				renderer.setRenderTarget(initialRenderTarget);
				glBaseLayer = null;
				glProjLayer = null;
				glBinding = null;
				session = null;
				newRenderTarget = null; //

				animation.stop();
				scope.isPresenting = false;
				scope.dispatchEvent({
					type: 'sessionend'
				});
			}

			this.setFramebufferScaleFactor = function (value) {
				framebufferScaleFactor = value;

				if (scope.isPresenting === true) {
					console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');
				}
			};

			this.setReferenceSpaceType = function (value) {
				referenceSpaceType = value;

				if (scope.isPresenting === true) {
					console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');
				}
			};

			this.getReferenceSpace = function () {
				return referenceSpace;
			};

			this.getBaseLayer = function () {
				return glProjLayer !== null ? glProjLayer : glBaseLayer;
			};

			this.getBinding = function () {
				return glBinding;
			};

			this.getFrame = function () {
				return xrFrame;
			};

			this.getSession = function () {
				return session;
			};

			this.setSession = async function (value) {
				session = value;

				if (session !== null) {
					initialRenderTarget = renderer.getRenderTarget();
					session.addEventListener('select', onSessionEvent);
					session.addEventListener('selectstart', onSessionEvent);
					session.addEventListener('selectend', onSessionEvent);
					session.addEventListener('squeeze', onSessionEvent);
					session.addEventListener('squeezestart', onSessionEvent);
					session.addEventListener('squeezeend', onSessionEvent);
					session.addEventListener('end', onSessionEnd);
					session.addEventListener('inputsourceschange', onInputSourcesChange);

					if (attributes.xrCompatible !== true) {
						await gl.makeXRCompatible();
					}

					if (session.renderState.layers === undefined || renderer.capabilities.isWebGL2 === false) {
						const layerInit = {
							antialias: session.renderState.layers === undefined ? attributes.antialias : true,
							alpha: attributes.alpha,
							depth: attributes.depth,
							stencil: attributes.stencil,
							framebufferScaleFactor: framebufferScaleFactor
						};
						glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
						session.updateRenderState({
							baseLayer: glBaseLayer
						});
						newRenderTarget = new WebGLRenderTarget(glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, {
							format: RGBAFormat,
							type: UnsignedByteType,
							encoding: renderer.outputEncoding
						});
					} else {
						isMultisample = attributes.antialias;
						let depthFormat = null;
						let depthType = null;
						let glDepthFormat = null;

						if (attributes.depth) {
							glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
							depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;
							depthType = attributes.stencil ? UnsignedInt248Type : UnsignedShortType;
						}

						const projectionlayerInit = {
							colorFormat: renderer.outputEncoding === sRGBEncoding ? gl.SRGB8_ALPHA8 : gl.RGBA8,
							depthFormat: glDepthFormat,
							scaleFactor: framebufferScaleFactor
						};
						glBinding = new XRWebGLBinding(session, gl);
						glProjLayer = glBinding.createProjectionLayer(projectionlayerInit);
						session.updateRenderState({
							layers: [glProjLayer]
						});

						if (isMultisample) {
							newRenderTarget = new WebGLMultisampleRenderTarget(glProjLayer.textureWidth, glProjLayer.textureHeight, {
								format: RGBAFormat,
								type: UnsignedByteType,
								depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat),
								stencilBuffer: attributes.stencil,
								ignoreDepth: glProjLayer.ignoreDepthValues,
								useRenderToTexture: hasMultisampledRenderToTexture,
								encoding: renderer.outputEncoding
							});
						} else {
							newRenderTarget = new WebGLRenderTarget(glProjLayer.textureWidth, glProjLayer.textureHeight, {
								format: RGBAFormat,
								type: UnsignedByteType,
								depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat),
								stencilBuffer: attributes.stencil,
								ignoreDepth: glProjLayer.ignoreDepthValues,
								encoding: renderer.outputEncoding
							});
						}
					}

					newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278
					// Set foveation to maximum.

					this.setFoveation(1.0);
					referenceSpace = await session.requestReferenceSpace(referenceSpaceType);
					animation.setContext(session);
					animation.start();
					scope.isPresenting = true;
					scope.dispatchEvent({
						type: 'sessionstart'
					});
				}
			};

			this.addLayer = function (layer) {
				if (!window.XRWebGLBinding || !this.layersEnabled || !session) {
					return;
				}

				layers.push(layer);
				this.updateLayers();
			};

			this.removeLayer = function (layer) {
				if (!window.XRWebGLBinding || !this.layersEnabled || !session) {
					return;
				}

				layers.splice(layers.indexOf(layer), 1);
				this.updateLayers();
			};

			this.updateLayers = function () {
				var layersCopy = layers.map(function (x) {
					return x;
				});
				layersCopy.unshift(session.renderState.layers[0]);
				session.updateRenderState({
					layers: layersCopy
				});
			};

			function onInputSourcesChange(event) {
				const inputSources = session.inputSources; // Assign inputSources to available controllers

				for (let i = 0; i < controllers.length; i++) {
					inputSourcesMap.set(inputSources[i], controllers[i]);
				} // Notify disconnected


				for (let i = 0; i < event.removed.length; i++) {
					const inputSource = event.removed[i];
					const controller = inputSourcesMap.get(inputSource);

					if (controller) {
						controller.dispatchEvent({
							type: 'disconnected',
							data: inputSource
						});
						inputSourcesMap.delete(inputSource);
					}
				} // Notify connected


				for (let i = 0; i < event.added.length; i++) {
					const inputSource = event.added[i];
					const controller = inputSourcesMap.get(inputSource);

					if (controller) {
						controller.dispatchEvent({
							type: 'connected',
							data: inputSource
						});
					}
				}
			} //


			const cameraLPos = new Vector3();
			const cameraRPos = new Vector3();
			/**
			 * Assumes 2 cameras that are parallel and share an X-axis, and that
			 * the cameras' projection and world matrices have already been set.
			 * And that near and far planes are identical for both cameras.
			 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
			 */

			function setProjectionFromUnion(camera, cameraL, cameraR) {
				cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
				cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
				const ipd = cameraLPos.distanceTo(cameraRPos);
				const projL = cameraL.projectionMatrix.elements;
				const projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
				// most likely identical top and bottom frustum extents.
				// Use the left camera for these values.

				const near = projL[14] / (projL[10] - 1);
				const far = projL[14] / (projL[10] + 1);
				const topFov = (projL[9] + 1) / projL[5];
				const bottomFov = (projL[9] - 1) / projL[5];
				const leftFov = (projL[8] - 1) / projL[0];
				const rightFov = (projR[8] + 1) / projR[0];
				const left = near * leftFov;
				const right = near * rightFov; // Calculate the new camera's position offset from the
				// left camera. xOffset should be roughly half `ipd`.

				const zOffset = ipd / (-leftFov + rightFov);
				const xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?

				cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
				camera.translateX(xOffset);
				camera.translateZ(zOffset);
				camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
				camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale
				// the values so that the near plane's position does not change in world space,
				// although must now be relative to the new union camera.

				const near2 = near + zOffset;
				const far2 = far + zOffset;
				const left2 = left - xOffset;
				const right2 = right + (ipd - xOffset);
				const top2 = topFov * far / far2 * near2;
				const bottom2 = bottomFov * far / far2 * near2;
				camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
			}

			function updateCamera(camera, parent) {
				if (parent === null) {
					camera.matrixWorld.copy(camera.matrix);
				} else {
					camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
				}

				camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
			}

			this.setPoseTarget = function (object) {
				if (object !== undefined) poseTarget = object;
			};

			this.updateCamera = function (camera) {
				if (session === null) return;
				cameraVR.near = cameraR.near = cameraL.near = camera.near;
				cameraVR.far = cameraR.far = cameraL.far = camera.far;

				if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {
					// Note that the new renderState won't apply until the next frame. See #18320
					session.updateRenderState({
						depthNear: cameraVR.near,
						depthFar: cameraVR.far
					});
					_currentDepthNear = cameraVR.near;
					_currentDepthFar = cameraVR.far;
				}

				const cameras = cameraVR.cameras;
				var object = poseTarget || camera;
				const parent = object.parent;
				updateCamera(cameraVR, parent);

				for (let i = 0; i < cameras.length; i++) {
					updateCamera(cameras[i], parent);
				}

				cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale); // update user camera and its children

				object.matrixWorld.copy(cameraVR.matrixWorld);
				object.matrix.copy(cameraVR.matrix);
				object.matrix.decompose(object.position, object.quaternion, object.scale);
				const children = object.children;

				for (let i = 0, l = children.length; i < l; i++) {
					children[i].updateMatrixWorld(true);
				} // update projection matrix for proper view frustum culling


				if (cameras.length === 2) {
					setProjectionFromUnion(cameraVR, cameraL, cameraR);
				} else {
					// assume single camera setup (AR)
					cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);
				}
			};

			this.getCamera = function () {
				return cameraVR;
			};

			this.getFoveation = function () {
				if (glProjLayer !== null) {
					return glProjLayer.fixedFoveation;
				}

				if (glBaseLayer !== null) {
					return glBaseLayer.fixedFoveation;
				}

				return undefined;
			};

			this.setFoveation = function (foveation) {
				// 0 = no foveation = full resolution
				// 1 = maximum foveation = the edges render at lower resolution
				if (glProjLayer !== null) {
					glProjLayer.fixedFoveation = foveation;
				}

				if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined) {
					glBaseLayer.fixedFoveation = foveation;
				}
			}; // Animation Loop


			let onAnimationFrameCallback = null;

			function onAnimationFrame(time, frame) {
				pose = frame.getViewerPose(referenceSpace);
				xrFrame = frame;

				if (pose !== null) {
					const views = pose.views;

					if (glBaseLayer !== null) {
						renderer.setRenderTargetFramebuffer(newRenderTarget, glBaseLayer.framebuffer);
						renderer.setRenderTarget(newRenderTarget);
					}

					let cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list

					if (views.length !== cameraVR.cameras.length) {
						cameraVR.cameras.length = 0;
						cameraVRNeedsUpdate = true;
					}

					for (let i = 0; i < views.length; i++) {
						const view = views[i];
						let viewport = null;

						if (glBaseLayer !== null) {
							viewport = glBaseLayer.getViewport(view);
						} else {
							const glSubImage = glBinding.getViewSubImage(glProjLayer, view);
							viewport = glSubImage.viewport; // For side-by-side projection, we only produce a single texture for both eyes.

							if (i === 0) {
								renderer.setRenderTargetTextures(newRenderTarget, glSubImage.colorTexture, glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture);
								renderer.setRenderTarget(newRenderTarget);
							}
						}

						const camera = cameras[i];
						camera.matrix.fromArray(view.transform.matrix);
						camera.projectionMatrix.fromArray(view.projectionMatrix);
						camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);

						if (i === 0) {
							cameraVR.matrix.copy(camera.matrix);
						}

						if (cameraVRNeedsUpdate === true) {
							cameraVR.cameras.push(camera);
						}
					}
				} //


				const inputSources = session.inputSources;

				for (let i = 0; i < controllers.length; i++) {
					const controller = controllers[i];
					const inputSource = inputSources[i];
					controller.update(inputSource, frame, referenceSpace);
				}

				if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
				xrFrame = null;
			}

			const animation = new WebGLAnimation();
			animation.setAnimationLoop(onAnimationFrame);

			this.setAnimationLoop = function (callback) {
				onAnimationFrameCallback = callback;
			};

			this.dispose = function () {};
		}

	}

	function WebGLMaterials(properties) {
		function refreshFogUniforms(uniforms, fog) {
			uniforms.fogColor.value.copy(fog.color);

			if (fog.isFog) {
				uniforms.fogNear.value = fog.near;
				uniforms.fogFar.value = fog.far;
			} else if (fog.isFogExp2) {
				uniforms.fogDensity.value = fog.density;
			}
		}

		function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) {
			if (material.isMeshBasicMaterial) {
				refreshUniformsCommon(uniforms, material);
			} else if (material.isMeshLambertMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsLambert(uniforms, material);
			} else if (material.isMeshToonMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsToon(uniforms, material);
			} else if (material.isMeshPhongMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsPhong(uniforms, material);
			} else if (material.isMeshStandardMaterial) {
				refreshUniformsCommon(uniforms, material);

				if (material.isMeshPhysicalMaterial) {
					refreshUniformsPhysical(uniforms, material, transmissionRenderTarget);
				} else {
					refreshUniformsStandard(uniforms, material);
				}
			} else if (material.isMeshMatcapMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsMatcap(uniforms, material);
			} else if (material.isMeshDepthMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsDepth(uniforms, material);
			} else if (material.isMeshDistanceMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsDistance(uniforms, material);
			} else if (material.isMeshNormalMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsNormal(uniforms, material);
			} else if (material.isLineBasicMaterial) {
				refreshUniformsLine(uniforms, material);

				if (material.isLineDashedMaterial) {
					refreshUniformsDash(uniforms, material);
				}
			} else if (material.isPointsMaterial) {
				refreshUniformsPoints(uniforms, material, pixelRatio, height);
			} else if (material.isSpriteMaterial) {
				refreshUniformsSprites(uniforms, material);
			} else if (material.isShadowMaterial) {
				uniforms.color.value.copy(material.color);
				uniforms.opacity.value = material.opacity;
			} else if (material.isShaderMaterial) {
				material.uniformsNeedUpdate = false; // #15581
			}
		}

		function refreshUniformsCommon(uniforms, material) {
			uniforms.opacity.value = material.opacity;

			if (material.color) {
				uniforms.diffuse.value.copy(material.color);
			}

			if (material.emissive) {
				uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
			}

			if (material.map) {
				uniforms.map.value = material.map;
			}

			if (material.alphaMap) {
				uniforms.alphaMap.value = material.alphaMap;
			}

			if (material.specularMap) {
				uniforms.specularMap.value = material.specularMap;
			}

			if (material.alphaTest > 0) {
				uniforms.alphaTest.value = material.alphaTest;
			}

			const envMap = properties.get(material).envMap;

			if (envMap) {
				uniforms.envMap.value = envMap;
				uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;
				uniforms.reflectivity.value = material.reflectivity;
				uniforms.ior.value = material.ior;
				uniforms.refractionRatio.value = material.refractionRatio;
			}

			if (material.lightMap) {
				uniforms.lightMap.value = material.lightMap;
				uniforms.lightMapIntensity.value = material.lightMapIntensity;
			}

			if (material.aoMap) {
				uniforms.aoMap.value = material.aoMap;
				uniforms.aoMapIntensity.value = material.aoMapIntensity;
			} // uv repeat and offset setting priorities
			// 1. color map
			// 2. specular map
			// 3. displacementMap map
			// 4. normal map
			// 5. bump map
			// 6. roughnessMap map
			// 7. metalnessMap map
			// 8. alphaMap map
			// 9. emissiveMap map
			// 10. clearcoat map
			// 11. clearcoat normal map
			// 12. clearcoat roughnessMap map
			// 13. specular intensity map
			// 14. specular tint map
			// 15. transmission map
			// 16. thickness map


			let uvScaleMap;

			if (material.map) {
				uvScaleMap = material.map;
			} else if (material.specularMap) {
				uvScaleMap = material.specularMap;
			} else if (material.displacementMap) {
				uvScaleMap = material.displacementMap;
			} else if (material.normalMap) {
				uvScaleMap = material.normalMap;
			} else if (material.bumpMap) {
				uvScaleMap = material.bumpMap;
			} else if (material.roughnessMap) {
				uvScaleMap = material.roughnessMap;
			} else if (material.metalnessMap) {
				uvScaleMap = material.metalnessMap;
			} else if (material.alphaMap) {
				uvScaleMap = material.alphaMap;
			} else if (material.emissiveMap) {
				uvScaleMap = material.emissiveMap;
			} else if (material.clearcoatMap) {
				uvScaleMap = material.clearcoatMap;
			} else if (material.clearcoatNormalMap) {
				uvScaleMap = material.clearcoatNormalMap;
			} else if (material.clearcoatRoughnessMap) {
				uvScaleMap = material.clearcoatRoughnessMap;
			} else if (material.specularIntensityMap) {
				uvScaleMap = material.specularIntensityMap;
			} else if (material.specularColorMap) {
				uvScaleMap = material.specularColorMap;
			} else if (material.transmissionMap) {
				uvScaleMap = material.transmissionMap;
			} else if (material.thicknessMap) {
				uvScaleMap = material.thicknessMap;
			} else if (material.sheenColorMap) {
				uvScaleMap = material.sheenColorMap;
			} else if (material.sheenRoughnessMap) {
				uvScaleMap = material.sheenRoughnessMap;
			}

			if (uvScaleMap !== undefined) {
				// backwards compatibility
				if (uvScaleMap.isWebGLRenderTarget) {
					uvScaleMap = uvScaleMap.texture;
				}

				if (uvScaleMap.matrixAutoUpdate === true) {
					uvScaleMap.updateMatrix();
				}

				uniforms.uvTransform.value.copy(uvScaleMap.matrix);
			} // uv repeat and offset setting priorities for uv2
			// 1. ao map
			// 2. light map


			let uv2ScaleMap;

			if (material.aoMap) {
				uv2ScaleMap = material.aoMap;
			} else if (material.lightMap) {
				uv2ScaleMap = material.lightMap;
			}

			if (uv2ScaleMap !== undefined) {
				// backwards compatibility
				if (uv2ScaleMap.isWebGLRenderTarget) {
					uv2ScaleMap = uv2ScaleMap.texture;
				}

				if (uv2ScaleMap.matrixAutoUpdate === true) {
					uv2ScaleMap.updateMatrix();
				}

				uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
			}
		}

		function refreshUniformsLine(uniforms, material) {
			uniforms.diffuse.value.copy(material.color);
			uniforms.opacity.value = material.opacity;
		}

		function refreshUniformsDash(uniforms, material) {
			uniforms.dashSize.value = material.dashSize;
			uniforms.totalSize.value = material.dashSize + material.gapSize;
			uniforms.scale.value = material.scale;
		}

		function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
			uniforms.diffuse.value.copy(material.color);
			uniforms.opacity.value = material.opacity;
			uniforms.size.value = material.size * pixelRatio;
			uniforms.scale.value = height * 0.5;

			if (material.map) {
				uniforms.map.value = material.map;
			}

			if (material.alphaMap) {
				uniforms.alphaMap.value = material.alphaMap;
			}

			if (material.alphaTest > 0) {
				uniforms.alphaTest.value = material.alphaTest;
			} // uv repeat and offset setting priorities
			// 1. color map
			// 2. alpha map


			let uvScaleMap;

			if (material.map) {
				uvScaleMap = material.map;
			} else if (material.alphaMap) {
				uvScaleMap = material.alphaMap;
			}

			if (uvScaleMap !== undefined) {
				if (uvScaleMap.matrixAutoUpdate === true) {
					uvScaleMap.updateMatrix();
				}

				uniforms.uvTransform.value.copy(uvScaleMap.matrix);
			}
		}

		function refreshUniformsSprites(uniforms, material) {
			uniforms.diffuse.value.copy(material.color);
			uniforms.opacity.value = material.opacity;
			uniforms.rotation.value = material.rotation;

			if (material.map) {
				uniforms.map.value = material.map;
			}

			if (material.alphaMap) {
				uniforms.alphaMap.value = material.alphaMap;
			}

			if (material.alphaTest > 0) {
				uniforms.alphaTest.value = material.alphaTest;
			} // uv repeat and offset setting priorities
			// 1. color map
			// 2. alpha map


			let uvScaleMap;

			if (material.map) {
				uvScaleMap = material.map;
			} else if (material.alphaMap) {
				uvScaleMap = material.alphaMap;
			}

			if (uvScaleMap !== undefined) {
				if (uvScaleMap.matrixAutoUpdate === true) {
					uvScaleMap.updateMatrix();
				}

				uniforms.uvTransform.value.copy(uvScaleMap.matrix);
			}
		}

		function refreshUniformsLambert(uniforms, material) {
			if (material.emissiveMap) {
				uniforms.emissiveMap.value = material.emissiveMap;
			}
		}

		function refreshUniformsPhong(uniforms, material) {
			uniforms.specular.value.copy(material.specular);
			uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )

			if (material.emissiveMap) {
				uniforms.emissiveMap.value = material.emissiveMap;
			}

			if (material.bumpMap) {
				uniforms.bumpMap.value = material.bumpMap;
				uniforms.bumpScale.value = material.bumpScale;
				if (material.side === BackSide) uniforms.bumpScale.value *= -1;
			}

			if (material.normalMap) {
				uniforms.normalMap.value = material.normalMap;
				uniforms.normalScale.value.copy(material.normalScale);
				if (material.side === BackSide) uniforms.normalScale.value.negate();
			}

			if (material.displacementMap) {
				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;
			}
		}

		function refreshUniformsToon(uniforms, material) {
			if (material.gradientMap) {
				uniforms.gradientMap.value = material.gradientMap;
			}

			if (material.emissiveMap) {
				uniforms.emissiveMap.value = material.emissiveMap;
			}

			if (material.bumpMap) {
				uniforms.bumpMap.value = material.bumpMap;
				uniforms.bumpScale.value = material.bumpScale;
				if (material.side === BackSide) uniforms.bumpScale.value *= -1;
			}

			if (material.normalMap) {
				uniforms.normalMap.value = material.normalMap;
				uniforms.normalScale.value.copy(material.normalScale);
				if (material.side === BackSide) uniforms.normalScale.value.negate();
			}

			if (material.displacementMap) {
				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;
			}
		}

		function refreshUniformsStandard(uniforms, material) {
			uniforms.roughness.value = material.roughness;
			uniforms.metalness.value = material.metalness;

			if (material.roughnessMap) {
				uniforms.roughnessMap.value = material.roughnessMap;
			}

			if (material.metalnessMap) {
				uniforms.metalnessMap.value = material.metalnessMap;
			}

			if (material.emissiveMap) {
				uniforms.emissiveMap.value = material.emissiveMap;
			}

			if (material.bumpMap) {
				uniforms.bumpMap.value = material.bumpMap;
				uniforms.bumpScale.value = material.bumpScale;
				if (material.side === BackSide) uniforms.bumpScale.value *= -1;
			}

			if (material.normalMap) {
				uniforms.normalMap.value = material.normalMap;
				uniforms.normalScale.value.copy(material.normalScale);
				if (material.side === BackSide) uniforms.normalScale.value.negate();
			}

			if (material.displacementMap) {
				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;
			}

			const envMap = properties.get(material).envMap;

			if (envMap) {
				//uniforms.envMap.value = material.envMap; // part of uniforms common
				uniforms.envMapIntensity.value = material.envMapIntensity;
			}
		}

		function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) {
			refreshUniformsStandard(uniforms, material);
			uniforms.ior.value = material.ior; // also part of uniforms common

			if (material.sheen > 0) {
				uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen);
				uniforms.sheenRoughness.value = material.sheenRoughness;

				if (material.sheenColorMap) {
					uniforms.sheenColorMap.value = material.sheenColorMap;
				}

				if (material.sheenRoughnessMap) {
					uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;
				}
			}

			if (material.clearcoat > 0) {
				uniforms.clearcoat.value = material.clearcoat;
				uniforms.clearcoatRoughness.value = material.clearcoatRoughness;

				if (material.clearcoatMap) {
					uniforms.clearcoatMap.value = material.clearcoatMap;
				}

				if (material.clearcoatRoughnessMap) {
					uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
				}

				if (material.clearcoatNormalMap) {
					uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
					uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;

					if (material.side === BackSide) {
						uniforms.clearcoatNormalScale.value.negate();
					}
				}
			}

			if (material.transmission > 0) {
				uniforms.transmission.value = material.transmission;
				uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
				uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height);

				if (material.transmissionMap) {
					uniforms.transmissionMap.value = material.transmissionMap;
				}

				uniforms.thickness.value = material.thickness;

				if (material.thicknessMap) {
					uniforms.thicknessMap.value = material.thicknessMap;
				}

				uniforms.attenuationDistance.value = material.attenuationDistance;
				uniforms.attenuationColor.value.copy(material.attenuationColor);
			}

			uniforms.specularIntensity.value = material.specularIntensity;
			uniforms.specularColor.value.copy(material.specularColor);

			if (material.specularIntensityMap) {
				uniforms.specularIntensityMap.value = material.specularIntensityMap;
			}

			if (material.specularColorMap) {
				uniforms.specularColorMap.value = material.specularColorMap;
			}
		}

		function refreshUniformsMatcap(uniforms, material) {
			if (material.matcap) {
				uniforms.matcap.value = material.matcap;
			}

			if (material.bumpMap) {
				uniforms.bumpMap.value = material.bumpMap;
				uniforms.bumpScale.value = material.bumpScale;
				if (material.side === BackSide) uniforms.bumpScale.value *= -1;
			}

			if (material.normalMap) {
				uniforms.normalMap.value = material.normalMap;
				uniforms.normalScale.value.copy(material.normalScale);
				if (material.side === BackSide) uniforms.normalScale.value.negate();
			}

			if (material.displacementMap) {
				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;
			}
		}

		function refreshUniformsDepth(uniforms, material) {
			if (material.displacementMap) {
				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;
			}
		}

		function refreshUniformsDistance(uniforms, material) {
			if (material.displacementMap) {
				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;
			}

			uniforms.referencePosition.value.copy(material.referencePosition);
			uniforms.nearDistance.value = material.nearDistance;
			uniforms.farDistance.value = material.farDistance;
		}

		function refreshUniformsNormal(uniforms, material) {
			if (material.bumpMap) {
				uniforms.bumpMap.value = material.bumpMap;
				uniforms.bumpScale.value = material.bumpScale;
				if (material.side === BackSide) uniforms.bumpScale.value *= -1;
			}

			if (material.normalMap) {
				uniforms.normalMap.value = material.normalMap;
				uniforms.normalScale.value.copy(material.normalScale);
				if (material.side === BackSide) uniforms.normalScale.value.negate();
			}

			if (material.displacementMap) {
				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;
			}
		}

		return {
			refreshFogUniforms: refreshFogUniforms,
			refreshMaterialUniforms: refreshMaterialUniforms
		};
	}

	function createCanvasElement() {
		const canvas = createElementNS('canvas');
		canvas.style.display = 'block';
		return canvas;
	}

	function WebGLRenderer(parameters = {}) {
		const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
					_context = parameters.context !== undefined ? parameters.context : null,
					_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
					_depth = parameters.depth !== undefined ? parameters.depth : true,
					_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
					_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
					_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
					_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
					_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
					_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;

		let currentRenderList = null;
		let currentRenderState = null; // render() can be called from within a callback triggered by another render.
		// We track this so that the nested render call gets its list and state isolated from the parent render call.

		const renderListStack = [];
		const renderStateStack = []; // public properties

		this.domElement = _canvas; // Debug configuration container

		this.debug = {
			/**
			 * Enables error checking and reporting when shader programs are being compiled
			 * @type {boolean}
			 */
			checkShaderErrors: true
		}; // clearing

		this.autoClear = true;
		this.autoClearColor = true;
		this.autoClearDepth = true;
		this.autoClearStencil = true; // scene graph

		this.sortObjects = true; // user-defined clipping

		this.clippingPlanes = [];
		this.localClippingEnabled = false; // physically based shading

		this.outputEncoding = LinearEncoding; // physical lights

		this.physicallyCorrectLights = false; // tone mapping

		this.toneMapping = NoToneMapping;
		this.toneMappingExposure = 1.0; // internal properties

		const _this = this;

		let _isContextLost = false; // internal state cache

		let _currentActiveCubeFace = 0;
		let _currentActiveMipmapLevel = 0;
		let _currentRenderTarget = null;

		let _currentMaterialId = -1;

		let _currentCamera = null;

		const _currentViewport = new Vector4();

		const _currentScissor = new Vector4();

		let _currentScissorTest = null; //

		let _width = _canvas.width;
		let _height = _canvas.height;
		let _pixelRatio = 1;
		let _opaqueSort = null;
		let _transparentSort = null;

		const _viewport = new Vector4(0, 0, _width, _height);

		const _scissor = new Vector4(0, 0, _width, _height);

		let _scissorTest = false; // frustum

		const _frustum = new Frustum(); // clipping


		let _clippingEnabled = false;
		let _localClippingEnabled = false; // transmission

		let _transmissionRenderTarget = null; // camera matrices cache

		const _projScreenMatrix = new Matrix4();

		const _vector3 = new Vector3();

		const _emptyScene = {
			background: null,
			fog: null,
			environment: null,
			overrideMaterial: null,
			isScene: true
		};

		function getTargetPixelRatio() {
			return _currentRenderTarget === null ? _pixelRatio : 1;
		} // initialize


		let _gl = _context;

		function getContext(contextNames, contextAttributes) {
			for (let i = 0; i < contextNames.length; i++) {
				const contextName = contextNames[i];

				const context = _canvas.getContext(contextName, contextAttributes);

				if (context !== null) return context;
			}

			return null;
		}

		try {
			const contextAttributes = {
				alpha: true,
				depth: _depth,
				stencil: _stencil,
				antialias: _antialias,
				premultipliedAlpha: _premultipliedAlpha,
				preserveDrawingBuffer: _preserveDrawingBuffer,
				powerPreference: _powerPreference,
				failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
			}; // OffscreenCanvas does not have setAttribute, see #22811

			if ('setAttribute' in _canvas) _canvas.setAttribute('data-engine', `three.js r${REVISION}`); // event listeners must be registered before WebGL context is created, see #12753

			_canvas.addEventListener('webglcontextlost', onContextLost, false);

			_canvas.addEventListener('webglcontextrestored', onContextRestore, false);

			if (_gl === null) {
				const contextNames = ['webgl2', 'webgl', 'experimental-webgl'];

				if (_this.isWebGL1Renderer === true) {
					contextNames.shift();
				}

				_gl = getContext(contextNames, contextAttributes);

				if (_gl === null) {
					if (getContext(contextNames)) {
						throw new Error('Error creating WebGL context with your selected attributes.');
					} else {
						throw new Error('Error creating WebGL context.');
					}
				}
			} // Some experimental-webgl implementations do not have getShaderPrecisionFormat


			if (_gl.getShaderPrecisionFormat === undefined) {
				_gl.getShaderPrecisionFormat = function () {
					return {
						'rangeMin': 1,
						'rangeMax': 1,
						'precision': 1
					};
				};
			}
		} catch (error) {
			console.error('THREE.WebGLRenderer: ' + error.message);
			throw error;
		}

		let extensions, capabilities, state, info;
		let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
		let programCache, materials, renderLists, renderStates, clipping, shadowMap;
		let background, morphtargets, bufferRenderer, indexedBufferRenderer;
		let utils, bindingStates;

		function initGLContext() {
			extensions = new WebGLExtensions(_gl);
			capabilities = new WebGLCapabilities(_gl, extensions, parameters);
			extensions.init(capabilities);
			utils = new WebGLUtils(_gl, extensions, capabilities);
			state = new WebGLState(_gl, extensions, capabilities);
			info = new WebGLInfo(_gl);
			properties = new WebGLProperties();
			textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
			cubemaps = new WebGLCubeMaps(_this);
			cubeuvmaps = new WebGLCubeUVMaps(_this);
			attributes = new WebGLAttributes(_gl, capabilities);
			bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);
			geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
			objects = new WebGLObjects(_gl, geometries, attributes, info);
			morphtargets = new WebGLMorphtargets(_gl, capabilities, textures);
			clipping = new WebGLClipping(properties);
			programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping);
			materials = new WebGLMaterials(properties);
			renderLists = new WebGLRenderLists();
			renderStates = new WebGLRenderStates(extensions, capabilities);
			background = new WebGLBackground(_this, cubemaps, state, objects, _alpha, _premultipliedAlpha);
			shadowMap = new WebGLShadowMap(_this, objects, capabilities);
			bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
			indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
			info.programs = programCache.programs;
			_this.capabilities = capabilities;
			_this.extensions = extensions;
			_this.properties = properties;
			_this.renderLists = renderLists;
			_this.shadowMap = shadowMap;
			_this.state = state;
			_this.info = info;
		}

		initGLContext();
		const xr = typeof navigator !== 'undefined' && 'xr' in navigator ? new WebXRManager(_this, _gl) : new WebVRManager(_this);
		this.xr = xr; // API

		this.getContext = function () {
			return _gl;
		};

		this.getContextAttributes = function () {
			return _gl.getContextAttributes();
		};

		this.forceContextLoss = function () {
			const extension = extensions.get('WEBGL_lose_context');
			if (extension) extension.loseContext();
		};

		this.forceContextRestore = function () {
			const extension = extensions.get('WEBGL_lose_context');
			if (extension) extension.restoreContext();
		};

		this.getPixelRatio = function () {
			return _pixelRatio;
		};

		this.setPixelRatio = function (value) {
			if (value === undefined) return;
			_pixelRatio = value;
			this.setSize(_width, _height, false);
		};

		this.getSize = function (target) {
			return target.set(_width, _height);
		};

		this.setSize = function (width, height, updateStyle) {
			if (xr.isPresenting) {
				console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
				return;
			}

			_width = width;
			_height = height;
			_canvas.width = Math.floor(width * _pixelRatio);
			_canvas.height = Math.floor(height * _pixelRatio);

			if (updateStyle !== false) {
				_canvas.style.width = width + 'px';
				_canvas.style.height = height + 'px';
			}

			this.setViewport(0, 0, width, height);
		};

		this.getDrawingBufferSize = function (target) {
			return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
		};

		this.setDrawingBufferSize = function (width, height, pixelRatio) {
			_width = width;
			_height = height;
			_pixelRatio = pixelRatio;
			_canvas.width = Math.floor(width * pixelRatio);
			_canvas.height = Math.floor(height * pixelRatio);
			this.setViewport(0, 0, width, height);
		};

		this.getCurrentViewport = function (target) {
			return target.copy(_currentViewport);
		};

		this.getViewport = function (target) {
			return target.copy(_viewport);
		};

		this.setViewport = function (x, y, width, height) {
			if (x.isVector4) {
				_viewport.set(x.x, x.y, x.z, x.w);
			} else {
				_viewport.set(x, y, width, height);
			}

			state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
		};

		this.getScissor = function (target) {
			return target.copy(_scissor);
		};

		this.setScissor = function (x, y, width, height) {
			if (x.isVector4) {
				_scissor.set(x.x, x.y, x.z, x.w);
			} else {
				_scissor.set(x, y, width, height);
			}

			state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
		};

		this.getScissorTest = function () {
			return _scissorTest;
		};

		this.setScissorTest = function (boolean) {
			state.setScissorTest(_scissorTest = boolean);
		};

		this.setOpaqueSort = function (method) {
			_opaqueSort = method;
		};

		this.setTransparentSort = function (method) {
			_transparentSort = method;
		}; // Clearing


		this.getClearColor = function (target) {
			return target.copy(background.getClearColor());
		};

		this.setClearColor = function () {
			background.setClearColor.apply(background, arguments);
		};

		this.getClearAlpha = function () {
			return background.getClearAlpha();
		};

		this.setClearAlpha = function () {
			background.setClearAlpha.apply(background, arguments);
		};

		this.clear = function (color, depth, stencil) {
			let bits = 0;
			if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT;
			if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT;
			if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT;

			_gl.clear(bits);
		};

		this.clearColor = function () {
			this.clear(true, false, false);
		};

		this.clearDepth = function () {
			this.clear(false, true, false);
		};

		this.clearStencil = function () {
			this.clear(false, false, true);
		}; //


		this.dispose = function () {
			_canvas.removeEventListener('webglcontextlost', onContextLost, false);

			_canvas.removeEventListener('webglcontextrestored', onContextRestore, false);

			renderLists.dispose();
			renderStates.dispose();
			properties.dispose();
			cubemaps.dispose();
			cubeuvmaps.dispose();
			objects.dispose();
			bindingStates.dispose();
			programCache.dispose();
			xr.dispose();
			xr.removeEventListener('sessionstart', onXRSessionStart);
			xr.removeEventListener('sessionend', onXRSessionEnd);

			if (_transmissionRenderTarget) {
				_transmissionRenderTarget.dispose();

				_transmissionRenderTarget = null;
			}

			animation.stop();
		}; // Events


		function onContextLost(event) {
			event.preventDefault();
			console.log('THREE.WebGLRenderer: Context Lost.');
			_isContextLost = true;
		}

		function onContextRestore() {
			console.log('THREE.WebGLRenderer: Context Restored.');
			_isContextLost = false;
			const infoAutoReset = info.autoReset;
			const shadowMapEnabled = shadowMap.enabled;
			const shadowMapAutoUpdate = shadowMap.autoUpdate;
			const shadowMapNeedsUpdate = shadowMap.needsUpdate;
			const shadowMapType = shadowMap.type;
			initGLContext();
			info.autoReset = infoAutoReset;
			shadowMap.enabled = shadowMapEnabled;
			shadowMap.autoUpdate = shadowMapAutoUpdate;
			shadowMap.needsUpdate = shadowMapNeedsUpdate;
			shadowMap.type = shadowMapType;
		}

		function onMaterialDispose(event) {
			const material = event.target;
			material.removeEventListener('dispose', onMaterialDispose);
			deallocateMaterial(material);
		} // Buffer deallocation


		function deallocateMaterial(material) {
			releaseMaterialProgramReferences(material);
			properties.remove(material);
		}

		function releaseMaterialProgramReferences(material) {
			const programs = properties.get(material).programs;

			if (programs !== undefined) {
				programs.forEach(function (program) {
					programCache.releaseProgram(program);
				});

				if (material.isShaderMaterial) {
					programCache.releaseShaderCache(material);
				}
			}
		} // Buffer rendering


		this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {
			if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)

			const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
			const program = setProgram(camera, scene, geometry, material, object);
			state.setMaterial(material, frontFaceCW); //

			let index = geometry.index;
			const position = geometry.attributes.position; //

			if (index === null) {
				if (position === undefined || position.count === 0) return;
			} else if (index.count === 0) {
				return;
			} //


			let rangeFactor = 1;

			if (material.wireframe === true) {
				index = geometries.getWireframeAttribute(geometry);
				rangeFactor = 2;
			}

			bindingStates.setup(object, material, program, geometry, index);
			let attribute;
			let renderer = bufferRenderer;

			if (index !== null) {
				attribute = attributes.get(index);
				renderer = indexedBufferRenderer;
				renderer.setIndex(attribute);
			} //


			const dataCount = index !== null ? index.count : position.count;
			const rangeStart = geometry.drawRange.start * rangeFactor;
			const rangeCount = geometry.drawRange.count * rangeFactor;
			const groupStart = group !== null ? group.start * rangeFactor : 0;
			const groupCount = group !== null ? group.count * rangeFactor : Infinity;
			const drawStart = Math.max(rangeStart, groupStart);
			const drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
			const drawCount = Math.max(0, drawEnd - drawStart + 1);
			if (drawCount === 0) return; //

			if (object.isMesh) {
				if (material.wireframe === true) {
					state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
					renderer.setMode(_gl.LINES);
				} else {
					renderer.setMode(_gl.TRIANGLES);
				}
			} else if (object.isLine) {
				let lineWidth = material.linewidth;
				if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material

				state.setLineWidth(lineWidth * getTargetPixelRatio());

				if (object.isLineSegments) {
					renderer.setMode(_gl.LINES);
				} else if (object.isLineLoop) {
					renderer.setMode(_gl.LINE_LOOP);
				} else {
					renderer.setMode(_gl.LINE_STRIP);
				}
			} else if (object.isPoints) {
				renderer.setMode(_gl.POINTS);
			} else if (object.isSprite) {
				renderer.setMode(_gl.TRIANGLES);
			}

			if (object.isInstancedMesh) {
				renderer.renderInstances(drawStart, drawCount, object.count);
			} else if (geometry.isInstancedBufferGeometry) {
				const instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);
				renderer.renderInstances(drawStart, drawCount, instanceCount);
			} else {
				renderer.render(drawStart, drawCount);
			}
		}; // Compile


		this.compile = function (scene, camera) {
			currentRenderState = renderStates.get(scene);
			currentRenderState.init();
			renderStateStack.push(currentRenderState);
			scene.traverseVisible(function (object) {
				if (object.isLight && object.layers.test(camera.layers)) {
					currentRenderState.pushLight(object);

					if (object.castShadow) {
						currentRenderState.pushShadow(object);
					}
				}
			});
			currentRenderState.setupLights(_this.physicallyCorrectLights);
			scene.traverse(function (object) {
				const material = object.material;

				if (material) {
					if (Array.isArray(material)) {
						for (let i = 0; i < material.length; i++) {
							const material2 = material[i];
							getProgram(material2, scene, object);
						}
					} else {
						getProgram(material, scene, object);
					}
				}
			});
			renderStateStack.pop();
			currentRenderState = null;
		}; // Animation Loop


		let onAnimationFrameCallback = null;

		function onAnimationFrame(time) {
			if (onAnimationFrameCallback) onAnimationFrameCallback(time);
		}

		function onXRSessionStart() {
			animation.stop();
		}

		function onXRSessionEnd() {
			animation.start();
		}

		const animation = new WebGLAnimation();
		animation.setAnimationLoop(onAnimationFrame);
		if (typeof window !== 'undefined') animation.setContext(window);

		this.setAnimationLoop = function (callback) {
			onAnimationFrameCallback = callback;
			xr.setAnimationLoop(callback);
			callback === null ? animation.stop() : animation.start();
		};

		xr.addEventListener('sessionstart', onXRSessionStart);
		xr.addEventListener('sessionend', onXRSessionEnd); // Rendering

		this.render = function (scene, camera) {
			if (camera !== undefined && camera.isCamera !== true) {
				console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
				return;
			}

			if (_isContextLost === true) return; // update scene graph

			if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum

			if (camera.parent === null) camera.updateMatrixWorld();

			if (xr.enabled === true && xr.isPresenting === true) {
				if (xr.cameraAutoUpdate === true) xr.updateCamera(camera);
				camera = xr.getCamera(); // use XR camera for rendering
			} //


			if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);
			currentRenderState = renderStates.get(scene, renderStateStack.length);
			currentRenderState.init();
			renderStateStack.push(currentRenderState);

			_projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);

			_frustum.setFromProjectionMatrix(_projScreenMatrix);

			_localClippingEnabled = this.localClippingEnabled;
			_clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
			currentRenderList = renderLists.get(scene, renderListStack.length);
			currentRenderList.init();
			renderListStack.push(currentRenderList);
			projectObject(scene, camera, 0, _this.sortObjects);
			currentRenderList.finish();

			if (_this.sortObjects === true) {
				currentRenderList.sort(_opaqueSort, _transparentSort);
			} //


			if (_clippingEnabled === true) clipping.beginShadows();
			const shadowsArray = currentRenderState.state.shadowsArray;
			shadowMap.render(shadowsArray, scene, camera);
			if (_clippingEnabled === true) clipping.endShadows(); //

			if (this.info.autoReset === true) this.info.reset(); //

			background.render(currentRenderList, scene); // render scene

			currentRenderState.setupLights(_this.physicallyCorrectLights);

			if (camera.isArrayCamera) {
				const cameras = camera.cameras;

				for (let i = 0, l = cameras.length; i < l; i++) {
					const camera2 = cameras[i];
					renderScene(currentRenderList, scene, camera2, camera2.viewport);
				}
			} else {
				renderScene(currentRenderList, scene, camera);
			} //


			if (_currentRenderTarget !== null) {
				// resolve multisample renderbuffers to a single-sample texture if necessary
				textures.updateMultisampleRenderTarget(_currentRenderTarget); // Generate mipmap if we're using any kind of mipmap filtering

				textures.updateRenderTargetMipmap(_currentRenderTarget);
			} //


			if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render

			state.buffers.depth.setTest(true);
			state.buffers.depth.setMask(true);
			state.buffers.color.setMask(true);
			state.setPolygonOffset(false);

			if (xr.enabled && xr.submitFrame) {
				xr.submitFrame();
			} // _gl.finish();


			bindingStates.resetDefaultState();
			_currentMaterialId = -1;
			_currentCamera = null;
			renderStateStack.pop();

			if (renderStateStack.length > 0) {
				currentRenderState = renderStateStack[renderStateStack.length - 1];
			} else {
				currentRenderState = null;
			}

			renderListStack.pop();

			if (renderListStack.length > 0) {
				currentRenderList = renderListStack[renderListStack.length - 1];
			} else {
				currentRenderList = null;
			}
		};

		function projectObject(object, camera, groupOrder, sortObjects) {
			if (object.visible === false) return;
			const visible = object.layers.test(camera.layers);

			if (visible) {
				if (object.isGroup) {
					groupOrder = object.renderOrder;
				} else if (object.isLOD) {
					if (object.autoUpdate === true) object.update(camera);
				} else if (object.isLight) {
					currentRenderState.pushLight(object);

					if (object.castShadow) {
						currentRenderState.pushShadow(object);
					}
				} else if (object.isSprite) {
					if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
						if (sortObjects) {
							_vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
						}

						const geometry = objects.update(object);
						const material = object.material;

						if (material.visible) {
							currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
						}
					}
				} else if (object.isMesh || object.isLine || object.isPoints) {
					if (object.isSkinnedMesh) {
						// update skeleton only once in a frame
						if (object.skeleton.frame !== info.render.frame) {
							object.skeleton.update();
							object.skeleton.frame = info.render.frame;
						}
					}

					if (!object.frustumCulled || _frustum.intersectsObject(object)) {
						if (sortObjects) {
							_vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
						}

						const geometry = objects.update(object);
						const material = object.material;

						if (Array.isArray(material)) {
							const groups = geometry.groups;

							for (let i = 0, l = groups.length; i < l; i++) {
								const group = groups[i];
								const groupMaterial = material[group.materialIndex];

								if (groupMaterial && groupMaterial.visible) {
									currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group);
								}
							}
						} else if (material.visible) {
							currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
						}
					}
				}
			}

			const children = object.children;

			for (let i = 0, l = children.length; i < l; i++) {
				projectObject(children[i], camera, groupOrder, sortObjects);
			}
		}

		function renderScene(currentRenderList, scene, camera, viewport) {
			const opaqueObjects = currentRenderList.opaque;
			const transmissiveObjects = currentRenderList.transmissive;
			const transparentObjects = currentRenderList.transparent;
			currentRenderState.setupLightsView(camera);
			if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, scene, camera);
			if (viewport) state.viewport(_currentViewport.copy(viewport));
			if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
			if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
			if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
		}

		function renderTransmissionPass(opaqueObjects, scene, camera) {
			if (_transmissionRenderTarget === null) {
				const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
				const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
				_transmissionRenderTarget = new renderTargetType(1024, 1024, {
					generateMipmaps: true,
					type: utils.convert(HalfFloatType) !== null ? HalfFloatType : UnsignedByteType,
					minFilter: LinearMipmapLinearFilter,
					magFilter: NearestFilter,
					wrapS: ClampToEdgeWrapping,
					wrapT: ClampToEdgeWrapping,
					useRenderToTexture: extensions.has('WEBGL_multisampled_render_to_texture')
				});
			}

			const currentRenderTarget = _this.getRenderTarget();

			_this.setRenderTarget(_transmissionRenderTarget);

			_this.clear(); // Turn off the features which can affect the frag color for opaque objects pass.
			// Otherwise they are applied twice in opaque objects pass and transmission objects pass.


			const currentToneMapping = _this.toneMapping;
			_this.toneMapping = NoToneMapping;
			renderObjects(opaqueObjects, scene, camera);
			_this.toneMapping = currentToneMapping;
			textures.updateMultisampleRenderTarget(_transmissionRenderTarget);
			textures.updateRenderTargetMipmap(_transmissionRenderTarget);

			_this.setRenderTarget(currentRenderTarget);
		}

		function renderObjects(renderList, scene, camera) {
			const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;

			for (let i = 0, l = renderList.length; i < l; i++) {
				const renderItem = renderList[i];
				const object = renderItem.object;
				const geometry = renderItem.geometry;
				const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
				const group = renderItem.group;

				if (object.layers.test(camera.layers)) {
					renderObject(object, scene, camera, geometry, material, group);
				}
			}
		}

		function renderObject(object, scene, camera, geometry, material, group) {
			object.onBeforeRender(_this, scene, camera, geometry, material, group);
			object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
			object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
			material.onBeforeRender(_this, scene, camera, geometry, object, group);

			if (material.transparent === true && material.side === DoubleSide) {
				material.side = BackSide;
				material.needsUpdate = true;

				_this.renderBufferDirect(camera, scene, geometry, material, object, group);

				material.side = FrontSide;
				material.needsUpdate = true;

				_this.renderBufferDirect(camera, scene, geometry, material, object, group);

				material.side = DoubleSide;
			} else {
				_this.renderBufferDirect(camera, scene, geometry, material, object, group);
			}

			object.onAfterRender(_this, scene, camera, geometry, material, group);
		}

		function getProgram(material, scene, object) {
			if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

			const materialProperties = properties.get(material);
			const lights = currentRenderState.state.lights;
			const shadowsArray = currentRenderState.state.shadowsArray;
			const lightsStateVersion = lights.state.version;
			const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
			const programCacheKey = programCache.getProgramCacheKey(parameters);
			let programs = materialProperties.programs; // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change

			materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
			materialProperties.fog = scene.fog;
			materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment);

			if (programs === undefined) {
				// new material
				material.addEventListener('dispose', onMaterialDispose);
				programs = new Map();
				materialProperties.programs = programs;
			}

			let program = programs.get(programCacheKey);

			if (program !== undefined) {
				// early out if program and light state is identical
				if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {
					updateCommonMaterialProperties(material, parameters);
					return program;
				}
			} else {
				parameters.uniforms = programCache.getUniforms(material);
				material.onBuild(object, parameters, _this);
				material.onBeforeCompile(parameters, _this);
				program = programCache.acquireProgram(parameters, programCacheKey);
				programs.set(programCacheKey, program);
				materialProperties.uniforms = parameters.uniforms;
			}

			const uniforms = materialProperties.uniforms;

			if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
				uniforms.clippingPlanes = clipping.uniform;
			}

			updateCommonMaterialProperties(material, parameters); // store the light setup it was created for

			materialProperties.needsLights = materialNeedsLights(material);
			materialProperties.lightsStateVersion = lightsStateVersion;

			if (materialProperties.needsLights) {
				// wire up the material to this renderer's lighting state
				uniforms.ambientLightColor.value = lights.state.ambient;
				uniforms.lightProbe.value = lights.state.probe;
				uniforms.directionalLights.value = lights.state.directional;
				uniforms.directionalLightShadows.value = lights.state.directionalShadow;
				uniforms.spotLights.value = lights.state.spot;
				uniforms.spotLightShadows.value = lights.state.spotShadow;
				uniforms.rectAreaLights.value = lights.state.rectArea;
				uniforms.ltc_1.value = lights.state.rectAreaLTC1;
				uniforms.ltc_2.value = lights.state.rectAreaLTC2;
				uniforms.pointLights.value = lights.state.point;
				uniforms.pointLightShadows.value = lights.state.pointShadow;
				uniforms.hemisphereLights.value = lights.state.hemi;
				uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
				uniforms.spotShadowMap.value = lights.state.spotShadowMap;
				uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
				uniforms.pointShadowMap.value = lights.state.pointShadowMap;
				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms
			}

			const progUniforms = program.getUniforms();
			const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
			materialProperties.currentProgram = program;
			materialProperties.uniformsList = uniformsList;
			return program;
		}

		function updateCommonMaterialProperties(material, parameters) {
			const materialProperties = properties.get(material);
			materialProperties.outputEncoding = parameters.outputEncoding;
			materialProperties.instancing = parameters.instancing;
			materialProperties.skinning = parameters.skinning;
			materialProperties.morphTargets = parameters.morphTargets;
			materialProperties.morphNormals = parameters.morphNormals;
			materialProperties.morphTargetsCount = parameters.morphTargetsCount;
			materialProperties.numClippingPlanes = parameters.numClippingPlanes;
			materialProperties.numIntersection = parameters.numClipIntersection;
			materialProperties.vertexAlphas = parameters.vertexAlphas;
			materialProperties.vertexTangents = parameters.vertexTangents;
			materialProperties.toneMapping = parameters.toneMapping;
		}

		function setProgram(camera, scene, geometry, material, object) {
			if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

			textures.resetTextureUnits();
			const fog = scene.fog;
			const environment = material.isMeshStandardMaterial ? scene.environment : null;
			const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding;
			const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
			const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4;
			const vertexTangents = !!material.normalMap && !!geometry.attributes.tangent;
			const morphTargets = !!geometry.morphAttributes.position;
			const morphNormals = !!geometry.morphAttributes.normal;
			const morphTargetsCount = !!geometry.morphAttributes.position ? geometry.morphAttributes.position.length : 0;
			const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;
			const materialProperties = properties.get(material);
			const lights = currentRenderState.state.lights;

			if (_clippingEnabled === true) {
				if (_localClippingEnabled === true || camera !== _currentCamera) {
					const useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup
					// object instead of the material, once it becomes feasible
					// (#8465, #8379)

					clipping.setState(material, camera, useCache);
				}
			} //


			let needsProgramChange = false;

			if (material.version === materialProperties.__version) {
				if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
					needsProgramChange = true;
				} else if (materialProperties.outputEncoding !== encoding) {
					needsProgramChange = true;
				} else if (object.isInstancedMesh && materialProperties.instancing === false) {
					needsProgramChange = true;
				} else if (!object.isInstancedMesh && materialProperties.instancing === true) {
					needsProgramChange = true;
				} else if (object.isSkinnedMesh && materialProperties.skinning === false) {
					needsProgramChange = true;
				} else if (!object.isSkinnedMesh && materialProperties.skinning === true) {
					needsProgramChange = true;
				} else if (materialProperties.envMap !== envMap) {
					needsProgramChange = true;
				} else if (material.fog && materialProperties.fog !== fog) {
					needsProgramChange = true;
				} else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
					needsProgramChange = true;
				} else if (materialProperties.vertexAlphas !== vertexAlphas) {
					needsProgramChange = true;
				} else if (materialProperties.vertexTangents !== vertexTangents) {
					needsProgramChange = true;
				} else if (materialProperties.morphTargets !== morphTargets) {
					needsProgramChange = true;
				} else if (materialProperties.morphNormals !== morphNormals) {
					needsProgramChange = true;
				} else if (materialProperties.toneMapping !== toneMapping) {
					needsProgramChange = true;
				} else if (capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount) {
					needsProgramChange = true;
				}
			} else {
				needsProgramChange = true;
				materialProperties.__version = material.version;
			} //


			let program = materialProperties.currentProgram;

			if (needsProgramChange === true) {
				program = getProgram(material, scene, object);
			}

			let refreshProgram = false;
			let refreshMaterial = false;
			let refreshLights = false;
			const p_uniforms = program.getUniforms(),
						m_uniforms = materialProperties.uniforms;

			if (state.useProgram(program.program)) {
				refreshProgram = true;
				refreshMaterial = true;
				refreshLights = true;
			}

			if (material.id !== _currentMaterialId) {
				_currentMaterialId = material.id;
				refreshMaterial = true;
			}

			if (refreshProgram || _currentCamera !== camera) {
				p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);

				if (capabilities.logarithmicDepthBuffer) {
					p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
				}

				if (_currentCamera !== camera) {
					_currentCamera = camera; // lighting uniforms depend on the camera so enforce an update
					// now, in case this material supports lights - or later, when
					// the next material that does gets activated:

					refreshMaterial = true; // set to true on material change

					refreshLights = true; // remains set until update done
				} // load material specific uniforms
				// (shader material also gets them for the sake of genericity)


				if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {
					const uCamPos = p_uniforms.map.cameraPosition;

					if (uCamPos !== undefined) {
						uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
					}
				}

				if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
					p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
				}

				if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) {
					p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);
				}
			} // skinning and morph target uniforms must be set even if material didn't change
			// auto-setting of texture unit for bone and morph texture must go before other textures
			// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures


			if (object.isSkinnedMesh) {
				p_uniforms.setOptional(_gl, object, 'bindMatrix');
				p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
				const skeleton = object.skeleton;

				if (skeleton) {
					if (capabilities.floatVertexTextures) {
						if (skeleton.boneTexture === null) skeleton.computeBoneTexture();
						p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
						p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
					} else {
						p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
					}
				}
			}

			if (!!geometry && (geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined)) {
				morphtargets.update(object, geometry, material, program);
			}

			if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
				materialProperties.receiveShadow = object.receiveShadow;
				p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
			}

			if (refreshMaterial) {
				p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);

				if (materialProperties.needsLights) {
					// the current material requires lighting info
					// note: all lighting uniforms are always set correctly
					// they simply reference the renderer's state for their
					// values
					//
					// use the current material's .needsUpdate flags to set
					// the GL state when required
					markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
				} // refresh uniforms common to several materials


				if (fog && material.fog) {
					materials.refreshFogUniforms(m_uniforms, fog);
				}

				materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget);
				WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
			}

			if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
				WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
				material.uniformsNeedUpdate = false;
			}

			if (material.isSpriteMaterial) {
				p_uniforms.setValue(_gl, 'center', object.center);
			} // common matrices


			p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);
			p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);
			p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);
			return program;
		} // If uniforms are marked as clean, they don't need to be loaded to the GPU.


		function markUniformsLightsNeedsUpdate(uniforms, value) {
			uniforms.ambientLightColor.needsUpdate = value;
			uniforms.lightProbe.needsUpdate = value;
			uniforms.directionalLights.needsUpdate = value;
			uniforms.directionalLightShadows.needsUpdate = value;
			uniforms.pointLights.needsUpdate = value;
			uniforms.pointLightShadows.needsUpdate = value;
			uniforms.spotLights.needsUpdate = value;
			uniforms.spotLightShadows.needsUpdate = value;
			uniforms.rectAreaLights.needsUpdate = value;
			uniforms.hemisphereLights.needsUpdate = value;
		}

		function materialNeedsLights(material) {
			return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
		}

		this.setTexture2D = function () {
			var warned = false; // backwards compatibility: peel texture.texture

			return function setTexture2D(texture, slot) {
				if (texture && texture.isWebGLRenderTarget) {
					if (!warned) {
						console.warn("THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead.");
						warned = true;
					}

					texture = texture.texture;
				}

				textures.setTexture2D(texture, slot);
			};
		}();

		this.getActiveCubeFace = function () {
			return _currentActiveCubeFace;
		};

		this.getActiveMipmapLevel = function () {
			return _currentActiveMipmapLevel;
		};

		this.getRenderTarget = function () {
			return _currentRenderTarget;
		};

		this.setRenderTargetTextures = function (renderTarget, colorTexture, depthTexture) {
			properties.get(renderTarget.texture).__webglTexture = colorTexture;
			properties.get(renderTarget.depthTexture).__webglTexture = depthTexture;
			const renderTargetProperties = properties.get(renderTarget);
			renderTargetProperties.__hasExternalTextures = true;

			if (renderTargetProperties.__hasExternalTextures) {
				renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;

				if (!renderTargetProperties.__autoAllocateDepthBuffer) {
					// The multisample_render_to_texture extension doesn't work properly if there
					// are midframe flushes and an external depth buffer. Disable use of the extension.
					if (renderTarget.useRenderToTexture) {
						console.warn('render-to-texture extension was disabled because an external texture was provided');
						renderTarget.useRenderToTexture = false;
						renderTarget.useRenderbuffer = true;
					}
				}
			}
		};

		this.setRenderTargetFramebuffer = function (renderTarget, defaultFramebuffer) {
			const renderTargetProperties = properties.get(renderTarget);
			renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
			renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
		};

		this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {
			_currentRenderTarget = renderTarget;
			_currentActiveCubeFace = activeCubeFace;
			_currentActiveMipmapLevel = activeMipmapLevel;
			let useDefaultFramebuffer = true;

			if (renderTarget) {
				const renderTargetProperties = properties.get(renderTarget);

				if (renderTargetProperties.__useDefaultFramebuffer !== undefined) {
					// We need to make sure to rebind the framebuffer.
					state.bindFramebuffer(_gl.FRAMEBUFFER, null);
					useDefaultFramebuffer = false;
				} else if (renderTargetProperties.__webglFramebuffer === undefined) {
					textures.setupRenderTarget(renderTarget);
				} else if (renderTargetProperties.__hasExternalTextures) {
					// Color and depth texture must be rebound in order for the swapchain to update.
					textures.rebindTextures(renderTarget, properties.get(renderTarget.texture).__webglTexture, properties.get(renderTarget.depthTexture).__webglTexture);
				}
			}

			let framebuffer = null;
			let isCube = false;
			let isRenderTarget3D = false;

			if (renderTarget) {
				const texture = renderTarget.texture;

				if (texture.isDataTexture3D || texture.isDataTexture2DArray) {
					isRenderTarget3D = true;
				}

				const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;

				if (renderTarget.isWebGLCubeRenderTarget) {
					framebuffer = __webglFramebuffer[activeCubeFace];
					isCube = true;
				} else if (renderTarget.useRenderbuffer) {
					framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
				} else {
					framebuffer = __webglFramebuffer;
				}

				_currentViewport.copy(renderTarget.viewport);

				_currentScissor.copy(renderTarget.scissor);

				_currentScissorTest = renderTarget.scissorTest;
			} else {
				_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();

				_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();

				_currentScissorTest = _scissorTest;
			}

			const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);

			if (framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer) {
				state.drawBuffers(renderTarget, framebuffer);
			}

			state.viewport(_currentViewport);
			state.scissor(_currentScissor);
			state.setScissorTest(_currentScissorTest);

			if (isCube) {
				const textureProperties = properties.get(renderTarget.texture);

				_gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
			} else if (isRenderTarget3D) {
				const textureProperties = properties.get(renderTarget.texture);
				const layer = activeCubeFace || 0;

				_gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer);
			}

			_currentMaterialId = -1; // reset current material to ensure correct uniform bindings
		};

		this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
			if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
				console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
				return;
			}

			let framebuffer = properties.get(renderTarget).__webglFramebuffer;

			if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {
				framebuffer = framebuffer[activeCubeFaceIndex];
			}

			if (framebuffer) {
				state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);

				try {
					const texture = renderTarget.texture;
					const textureFormat = texture.format;
					const textureType = texture.type;

					if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) {
						console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');
						return;
					}

					const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float'));

					if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)
					!(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
					!halfFloatSupportedByExt) {
						console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
						return;
					}

					if (_gl.checkFramebufferStatus(_gl.FRAMEBUFFER) === _gl.FRAMEBUFFER_COMPLETE) {
						// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
						if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {
							_gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);
						}
					} else {
						console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');
					}
				} finally {
					// restore framebuffer of current render target if necessary
					const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
					state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
				}
			}
		};

		this.copyFramebufferToTexture = function (position, texture, level = 0) {
			if (texture.isFramebufferTexture !== true) {
				console.error('THREE.WebGLRenderer: copyFramebufferToTexture() can only be used with FramebufferTexture.');
				return;
			}

			const levelScale = Math.pow(2, -level);
			const width = Math.floor(texture.image.width * levelScale);
			const height = Math.floor(texture.image.height * levelScale);
			textures.setTexture2D(texture, 0);

			_gl.copyTexSubImage2D(_gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height);

			state.unbindTexture();
		};

		this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) {
			const width = srcTexture.image.width;
			const height = srcTexture.image.height;
			const glFormat = utils.convert(dstTexture.format);
			const glType = utils.convert(dstTexture.type);
			textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei
			// parameters, make sure they are correct for the dstTexture

			_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);

			_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);

			_gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);

			if (srcTexture.isDataTexture) {
				_gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
			} else {
				if (srcTexture.isCompressedTexture) {
					_gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);
				} else {
					_gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image);
				}
			} // Generate mipmaps only when copying level 0


			if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D);
			state.unbindTexture();
		};

		this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) {
			if (_this.isWebGL1Renderer) {
				console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.');
				return;
			}

			const width = sourceBox.max.x - sourceBox.min.x + 1;
			const height = sourceBox.max.y - sourceBox.min.y + 1;
			const depth = sourceBox.max.z - sourceBox.min.z + 1;
			const glFormat = utils.convert(dstTexture.format);
			const glType = utils.convert(dstTexture.type);
			let glTarget;

			if (dstTexture.isDataTexture3D) {
				textures.setTexture3D(dstTexture, 0);
				glTarget = _gl.TEXTURE_3D;
			} else if (dstTexture.isDataTexture2DArray) {
				textures.setTexture2DArray(dstTexture, 0);
				glTarget = _gl.TEXTURE_2D_ARRAY;
			} else {
				console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.');
				return;
			}

			_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);

			_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);

			_gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);

			const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH);

			const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT);

			const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS);

			const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS);

			const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES);

			const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image;

			_gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);

			_gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height);

			_gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x);

			_gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y);

			_gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z);

			if (srcTexture.isDataTexture || srcTexture.isDataTexture3D) {
				_gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data);
			} else {
				if (srcTexture.isCompressedTexture) {
					console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.');

					_gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data);
				} else {
					_gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image);
				}
			}

			_gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen);

			_gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight);

			_gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels);

			_gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows);

			_gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); // Generate mipmaps only when copying level 0


			if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget);
			state.unbindTexture();
		};

		this.initTexture = function (texture) {
			textures.setTexture2D(texture, 0);
			state.unbindTexture();
		};

		this.resetState = function () {
			_currentActiveCubeFace = 0;
			_currentActiveMipmapLevel = 0;
			_currentRenderTarget = null;
			state.reset();
			bindingStates.reset();
		};

		if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
			__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
				detail: this
			}));
		}
	}

	WebGLRenderer.prototype.isWebGLRenderer = true;

	class WebGL1Renderer extends WebGLRenderer {}

	WebGL1Renderer.prototype.isWebGL1Renderer = true;

	class FogExp2 {
		constructor(color, density = 0.00025) {
			this.name = '';
			this.color = new Color(color);
			this.density = density;
		}

		clone() {
			return new FogExp2(this.color, this.density);
		}

		toJSON() {
			return {
				type: 'FogExp2',
				color: this.color.getHex(),
				density: this.density
			};
		}

	}

	FogExp2.prototype.isFogExp2 = true;

	class Fog {
		constructor(color, near = 1, far = 1000) {
			this.name = '';
			this.color = new Color(color);
			this.near = near;
			this.far = far;
		}

		clone() {
			return new Fog(this.color, this.near, this.far);
		}

		toJSON() {
			return {
				type: 'Fog',
				color: this.color.getHex(),
				near: this.near,
				far: this.far
			};
		}

	}

	Fog.prototype.isFog = true;

	class Scene extends Object3D {
		constructor() {
			super();
			this.type = 'Scene';
			this.background = null;
			this.environment = null;
			this.fog = null;
			this.overrideMaterial = null;
			this.autoUpdate = true; // checked by the renderer

			if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
				__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
					detail: this
				}));
			}
		}

		copy(source, recursive) {
			super.copy(source, recursive);
			if (source.background !== null) this.background = source.background.clone();
			if (source.environment !== null) this.environment = source.environment.clone();
			if (source.fog !== null) this.fog = source.fog.clone();
			if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();
			this.autoUpdate = source.autoUpdate;
			this.matrixAutoUpdate = source.matrixAutoUpdate;
			return this;
		}

		toJSON(meta) {
			const data = super.toJSON(meta);
			if (this.fog !== null) data.object.fog = this.fog.toJSON();
			return data;
		}

	}

	Scene.prototype.isScene = true;

	class InterleavedBuffer {
		constructor(array, stride) {
			this.array = array;
			this.stride = stride;
			this.count = array !== undefined ? array.length / stride : 0;
			this.usage = StaticDrawUsage;
			this.updateRange = {
				offset: 0,
				count: -1
			};
			this.version = 0;
			this.uuid = generateUUID();
		}

		onUploadCallback() {}

		set needsUpdate(value) {
			if (value === true) this.version++;
		}

		setUsage(value) {
			this.usage = value;
			return this;
		}

		copy(source) {
			this.array = new source.array.constructor(source.array);
			this.count = source.count;
			this.stride = source.stride;
			this.usage = source.usage;
			return this;
		}

		copyAt(index1, attribute, index2) {
			index1 *= this.stride;
			index2 *= attribute.stride;

			for (let i = 0, l = this.stride; i < l; i++) {
				this.array[index1 + i] = attribute.array[index2 + i];
			}

			return this;
		}

		set(value, offset = 0) {
			this.array.set(value, offset);
			return this;
		}

		clone(data) {
			if (data.arrayBuffers === undefined) {
				data.arrayBuffers = {};
			}

			if (this.array.buffer._uuid === undefined) {
				this.array.buffer._uuid = generateUUID();
			}

			if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
				data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
			}

			const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
			const ib = new this.constructor(array, this.stride);
			ib.setUsage(this.usage);
			return ib;
		}

		onUpload(callback) {
			this.onUploadCallback = callback;
			return this;
		}

		toJSON(data) {
			if (data.arrayBuffers === undefined) {
				data.arrayBuffers = {};
			} // generate UUID for array buffer if necessary


			if (this.array.buffer._uuid === undefined) {
				this.array.buffer._uuid = generateUUID();
			}

			if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
				data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));
			} //


			return {
				uuid: this.uuid,
				buffer: this.array.buffer._uuid,
				type: this.array.constructor.name,
				stride: this.stride
			};
		}

	}

	InterleavedBuffer.prototype.isInterleavedBuffer = true;

	const _vector$6 = /*@__PURE__*/new Vector3();

	class InterleavedBufferAttribute {
		constructor(interleavedBuffer, itemSize, offset, normalized = false) {
			this.name = '';
			this.data = interleavedBuffer;
			this.itemSize = itemSize;
			this.offset = offset;
			this.normalized = normalized === true;
		}

		get count() {
			return this.data.count;
		}

		get array() {
			return this.data.array;
		}

		set needsUpdate(value) {
			this.data.needsUpdate = value;
		}

		applyMatrix4(m) {
			for (let i = 0, l = this.data.count; i < l; i++) {
				_vector$6.x = this.getX(i);
				_vector$6.y = this.getY(i);
				_vector$6.z = this.getZ(i);

				_vector$6.applyMatrix4(m);

				this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
			}

			return this;
		}

		applyNormalMatrix(m) {
			for (let i = 0, l = this.count; i < l; i++) {
				_vector$6.x = this.getX(i);
				_vector$6.y = this.getY(i);
				_vector$6.z = this.getZ(i);

				_vector$6.applyNormalMatrix(m);

				this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
			}

			return this;
		}

		transformDirection(m) {
			for (let i = 0, l = this.count; i < l; i++) {
				_vector$6.x = this.getX(i);
				_vector$6.y = this.getY(i);
				_vector$6.z = this.getZ(i);

				_vector$6.transformDirection(m);

				this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
			}

			return this;
		}

		setX(index, x) {
			this.data.array[index * this.data.stride + this.offset] = x;
			return this;
		}

		setY(index, y) {
			this.data.array[index * this.data.stride + this.offset + 1] = y;
			return this;
		}

		setZ(index, z) {
			this.data.array[index * this.data.stride + this.offset + 2] = z;
			return this;
		}

		setW(index, w) {
			this.data.array[index * this.data.stride + this.offset + 3] = w;
			return this;
		}

		getX(index) {
			return this.data.array[index * this.data.stride + this.offset];
		}

		getY(index) {
			return this.data.array[index * this.data.stride + this.offset + 1];
		}

		getZ(index) {
			return this.data.array[index * this.data.stride + this.offset + 2];
		}

		getW(index) {
			return this.data.array[index * this.data.stride + this.offset + 3];
		}

		setXY(index, x, y) {
			index = index * this.data.stride + this.offset;
			this.data.array[index + 0] = x;
			this.data.array[index + 1] = y;
			return this;
		}

		setXYZ(index, x, y, z) {
			index = index * this.data.stride + this.offset;
			this.data.array[index + 0] = x;
			this.data.array[index + 1] = y;
			this.data.array[index + 2] = z;
			return this;
		}

		setXYZW(index, x, y, z, w) {
			index = index * this.data.stride + this.offset;
			this.data.array[index + 0] = x;
			this.data.array[index + 1] = y;
			this.data.array[index + 2] = z;
			this.data.array[index + 3] = w;
			return this;
		}

		clone(data) {
			if (data === undefined) {
				console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');
				const array = [];

				for (let i = 0; i < this.count; i++) {
					const index = i * this.data.stride + this.offset;

					for (let j = 0; j < this.itemSize; j++) {
						array.push(this.data.array[index + j]);
					}
				}

				return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
			} else {
				if (data.interleavedBuffers === undefined) {
					data.interleavedBuffers = {};
				}

				if (data.interleavedBuffers[this.data.uuid] === undefined) {
					data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
				}

				return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
			}
		}

		toJSON(data) {
			if (data === undefined) {
				console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');
				const array = [];

				for (let i = 0; i < this.count; i++) {
					const index = i * this.data.stride + this.offset;

					for (let j = 0; j < this.itemSize; j++) {
						array.push(this.data.array[index + j]);
					}
				} // deinterleave data and save it as an ordinary buffer attribute for now


				return {
					itemSize: this.itemSize,
					type: this.array.constructor.name,
					array: array,
					normalized: this.normalized
				};
			} else {
				// save as true interlaved attribtue
				if (data.interleavedBuffers === undefined) {
					data.interleavedBuffers = {};
				}

				if (data.interleavedBuffers[this.data.uuid] === undefined) {
					data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
				}

				return {
					isInterleavedBufferAttribute: true,
					itemSize: this.itemSize,
					data: this.data.uuid,
					offset: this.offset,
					normalized: this.normalized
				};
			}
		}

	}

	InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	map: new THREE.Texture( <Image> ),
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *	rotation: <float>,
	 *	sizeAttenuation: <bool>
	 * }
	 */

	class SpriteMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'SpriteMaterial';
			this.color = new Color(0xffffff);
			this.map = null;
			this.alphaMap = null;
			this.rotation = 0;
			this.sizeAttenuation = true;
			this.transparent = true;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			this.map = source.map;
			this.alphaMap = source.alphaMap;
			this.rotation = source.rotation;
			this.sizeAttenuation = source.sizeAttenuation;
			return this;
		}

	}

	SpriteMaterial.prototype.isSpriteMaterial = true;

	let _geometry;

	const _intersectPoint = /*@__PURE__*/new Vector3();

	const _worldScale = /*@__PURE__*/new Vector3();

	const _mvPosition = /*@__PURE__*/new Vector3();

	const _alignedPosition = /*@__PURE__*/new Vector2();

	const _rotatedPosition = /*@__PURE__*/new Vector2();

	const _viewWorldMatrix = /*@__PURE__*/new Matrix4();

	const _vA = /*@__PURE__*/new Vector3();

	const _vB = /*@__PURE__*/new Vector3();

	const _vC = /*@__PURE__*/new Vector3();

	const _uvA = /*@__PURE__*/new Vector2();

	const _uvB = /*@__PURE__*/new Vector2();

	const _uvC = /*@__PURE__*/new Vector2();

	class Sprite extends Object3D {
		constructor(material) {
			super();
			this.type = 'Sprite';

			if (_geometry === undefined) {
				_geometry = new BufferGeometry();
				const float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);
				const interleavedBuffer = new InterleavedBuffer(float32Array, 5);

				_geometry.setIndex([0, 1, 2, 0, 2, 3]);

				_geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));

				_geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
			}

			this.geometry = _geometry;
			this.material = material !== undefined ? material : new SpriteMaterial();
			this.center = new Vector2(0.5, 0.5);
		}

		raycast(raycaster, intersects) {
			if (raycaster.camera === null) {
				console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
			}

			_worldScale.setFromMatrixScale(this.matrixWorld);

			_viewWorldMatrix.copy(raycaster.camera.matrixWorld);

			this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);

			_mvPosition.setFromMatrixPosition(this.modelViewMatrix);

			if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
				_worldScale.multiplyScalar(-_mvPosition.z);
			}

			const rotation = this.material.rotation;
			let sin, cos;

			if (rotation !== 0) {
				cos = Math.cos(rotation);
				sin = Math.sin(rotation);
			}

			const center = this.center;
			transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
			transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
			transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);

			_uvA.set(0, 0);

			_uvB.set(1, 0);

			_uvC.set(1, 1); // check first triangle


			let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint);

			if (intersect === null) {
				// check second triangle
				transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);

				_uvB.set(0, 1);

				intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint);

				if (intersect === null) {
					return;
				}
			}

			const distance = raycaster.ray.origin.distanceTo(_intersectPoint);
			if (distance < raycaster.near || distance > raycaster.far) return;
			intersects.push({
				distance: distance,
				point: _intersectPoint.clone(),
				uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),
				face: null,
				object: this
			});
		}

		copy(source) {
			super.copy(source);
			if (source.center !== undefined) this.center.copy(source.center);
			this.material = source.material;
			return this;
		}

	}

	Sprite.prototype.isSprite = true;

	function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
		// compute position in camera space
		_alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero


		if (sin !== undefined) {
			_rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
			_rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
		} else {
			_rotatedPosition.copy(_alignedPosition);
		}

		vertexPosition.copy(mvPosition);
		vertexPosition.x += _rotatedPosition.x;
		vertexPosition.y += _rotatedPosition.y; // transform to world space

		vertexPosition.applyMatrix4(_viewWorldMatrix);
	}

	const _v1$2 = /*@__PURE__*/new Vector3();

	const _v2$1 = /*@__PURE__*/new Vector3();

	class LOD extends Object3D {
		constructor() {
			super();
			this._currentLevel = 0;
			this.type = 'LOD';
			Object.defineProperties(this, {
				levels: {
					enumerable: true,
					value: []
				},
				isLOD: {
					value: true
				}
			});
			this.autoUpdate = true;
		}

		copy(source) {
			super.copy(source, false);
			const levels = source.levels;

			for (let i = 0, l = levels.length; i < l; i++) {
				const level = levels[i];
				this.addLevel(level.object.clone(), level.distance);
			}

			this.autoUpdate = source.autoUpdate;
			return this;
		}

		addLevel(object, distance = 0) {
			distance = Math.abs(distance);
			const levels = this.levels;
			let l;

			for (l = 0; l < levels.length; l++) {
				if (distance < levels[l].distance) {
					break;
				}
			}

			levels.splice(l, 0, {
				distance: distance,
				object: object
			});
			this.add(object);
			return this;
		}

		getCurrentLevel() {
			return this._currentLevel;
		}

		getObjectForDistance(distance) {
			const levels = this.levels;

			if (levels.length > 0) {
				let i, l;

				for (i = 1, l = levels.length; i < l; i++) {
					if (distance < levels[i].distance) {
						break;
					}
				}

				return levels[i - 1].object;
			}

			return null;
		}

		raycast(raycaster, intersects) {
			const levels = this.levels;

			if (levels.length > 0) {
				_v1$2.setFromMatrixPosition(this.matrixWorld);

				const distance = raycaster.ray.origin.distanceTo(_v1$2);
				this.getObjectForDistance(distance).raycast(raycaster, intersects);
			}
		}

		update(camera) {
			const levels = this.levels;

			if (levels.length > 1) {
				_v1$2.setFromMatrixPosition(camera.matrixWorld);

				_v2$1.setFromMatrixPosition(this.matrixWorld);

				const distance = _v1$2.distanceTo(_v2$1) / camera.zoom;
				levels[0].object.visible = true;
				let i, l;

				for (i = 1, l = levels.length; i < l; i++) {
					if (distance >= levels[i].distance) {
						levels[i - 1].object.visible = false;
						levels[i].object.visible = true;
					} else {
						break;
					}
				}

				this._currentLevel = i - 1;

				for (; i < l; i++) {
					levels[i].object.visible = false;
				}
			}
		}

		toJSON(meta) {
			const data = super.toJSON(meta);
			if (this.autoUpdate === false) data.object.autoUpdate = false;
			data.object.levels = [];
			const levels = this.levels;

			for (let i = 0, l = levels.length; i < l; i++) {
				const level = levels[i];
				data.object.levels.push({
					object: level.object.uuid,
					distance: level.distance
				});
			}

			return data;
		}

	}

	const _basePosition = /*@__PURE__*/new Vector3();

	const _skinIndex = /*@__PURE__*/new Vector4();

	const _skinWeight = /*@__PURE__*/new Vector4();

	const _vector$5 = /*@__PURE__*/new Vector3();

	const _matrix = /*@__PURE__*/new Matrix4();

	class SkinnedMesh extends Mesh {
		constructor(geometry, material) {
			super(geometry, material);
			this.type = 'SkinnedMesh';
			this.bindMode = 'attached';
			this.bindMatrix = new Matrix4();
			this.bindMatrixInverse = new Matrix4();
		}

		copy(source) {
			super.copy(source);
			this.bindMode = source.bindMode;
			this.bindMatrix.copy(source.bindMatrix);
			this.bindMatrixInverse.copy(source.bindMatrixInverse);
			this.skeleton = source.skeleton;
			return this;
		}

		bind(skeleton, bindMatrix) {
			this.skeleton = skeleton;

			if (bindMatrix === undefined) {
				this.updateMatrixWorld(true);
				this.skeleton.calculateInverses();
				bindMatrix = this.matrixWorld;
			}

			this.bindMatrix.copy(bindMatrix);
			this.bindMatrixInverse.copy(bindMatrix).invert();
		}

		pose() {
			this.skeleton.pose();
		}

		normalizeSkinWeights() {
			const vector = new Vector4();
			const skinWeight = this.geometry.attributes.skinWeight;

			for (let i = 0, l = skinWeight.count; i < l; i++) {
				vector.x = skinWeight.getX(i);
				vector.y = skinWeight.getY(i);
				vector.z = skinWeight.getZ(i);
				vector.w = skinWeight.getW(i);
				const scale = 1.0 / vector.manhattanLength();

				if (scale !== Infinity) {
					vector.multiplyScalar(scale);
				} else {
					vector.set(1, 0, 0, 0); // do something reasonable
				}

				skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
			}
		}

		updateMatrixWorld(force) {
			super.updateMatrixWorld(force);

			if (this.bindMode === 'attached') {
				this.bindMatrixInverse.copy(this.matrixWorld).invert();
			} else if (this.bindMode === 'detached') {
				this.bindMatrixInverse.copy(this.bindMatrix).invert();
			} else {
				console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
			}
		}

		boneTransform(index, target) {
			const skeleton = this.skeleton;
			const geometry = this.geometry;

			_skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);

			_skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);

			_basePosition.copy(target).applyMatrix4(this.bindMatrix);

			target.set(0, 0, 0);

			for (let i = 0; i < 4; i++) {
				const weight = _skinWeight.getComponent(i);

				if (weight !== 0) {
					const boneIndex = _skinIndex.getComponent(i);

					_matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);

					target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight);
				}
			}

			return target.applyMatrix4(this.bindMatrixInverse);
		}

	}

	SkinnedMesh.prototype.isSkinnedMesh = true;

	class Bone extends Object3D {
		constructor() {
			super();
			this.type = 'Bone';
		}

	}

	Bone.prototype.isBone = true;

	class DataTexture extends Texture {
		constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) {
			super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
			this.image = {
				data: data,
				width: width,
				height: height
			};
			this.magFilter = magFilter;
			this.minFilter = minFilter;
			this.generateMipmaps = false;
			this.flipY = false;
			this.unpackAlignment = 1;
		}

	}

	DataTexture.prototype.isDataTexture = true;

	const _offsetMatrix = /*@__PURE__*/new Matrix4();

	const _identityMatrix = /*@__PURE__*/new Matrix4();

	class Skeleton {
		constructor(bones = [], boneInverses = []) {
			this.uuid = generateUUID();
			this.bones = bones.slice(0);
			this.boneInverses = boneInverses;
			this.boneMatrices = null;
			this.boneTexture = null;
			this.boneTextureSize = 0;
			this.frame = -1;
			this.init();
		}

		init() {
			const bones = this.bones;
			const boneInverses = this.boneInverses;
			this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary

			if (boneInverses.length === 0) {
				this.calculateInverses();
			} else {
				// handle special case
				if (bones.length !== boneInverses.length) {
					console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.');
					this.boneInverses = [];

					for (let i = 0, il = this.bones.length; i < il; i++) {
						this.boneInverses.push(new Matrix4());
					}
				}
			}
		}

		calculateInverses() {
			this.boneInverses.length = 0;

			for (let i = 0, il = this.bones.length; i < il; i++) {
				const inverse = new Matrix4();

				if (this.bones[i]) {
					inverse.copy(this.bones[i].matrixWorld).invert();
				}

				this.boneInverses.push(inverse);
			}
		}

		pose() {
			// recover the bind-time world matrices
			for (let i = 0, il = this.bones.length; i < il; i++) {
				const bone = this.bones[i];

				if (bone) {
					bone.matrixWorld.copy(this.boneInverses[i]).invert();
				}
			} // compute the local matrices, positions, rotations and scales


			for (let i = 0, il = this.bones.length; i < il; i++) {
				const bone = this.bones[i];

				if (bone) {
					if (bone.parent && bone.parent.isBone) {
						bone.matrix.copy(bone.parent.matrixWorld).invert();
						bone.matrix.multiply(bone.matrixWorld);
					} else {
						bone.matrix.copy(bone.matrixWorld);
					}

					bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
				}
			}
		}

		update() {
			const bones = this.bones;
			const boneInverses = this.boneInverses;
			const boneMatrices = this.boneMatrices;
			const boneTexture = this.boneTexture; // flatten bone matrices to array

			for (let i = 0, il = bones.length; i < il; i++) {
				// compute the offset between the current and the original transform
				const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;

				_offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);

				_offsetMatrix.toArray(boneMatrices, i * 16);
			}

			if (boneTexture !== null) {
				boneTexture.needsUpdate = true;
			}
		}

		clone() {
			return new Skeleton(this.bones, this.boneInverses);
		}

		computeBoneTexture() {
			// layout (1 matrix = 4 pixels)
			//			RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
			//	with	8x8	pixel texture max	 16 bones * 4 pixels =	(8 * 8)
			//			 16x16 pixel texture max	 64 bones * 4 pixels = (16 * 16)
			//			 32x32 pixel texture max	256 bones * 4 pixels = (32 * 32)
			//			 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
			let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix

			size = ceilPowerOfTwo(size);
			size = Math.max(size, 4);
			const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel

			boneMatrices.set(this.boneMatrices); // copy current values

			const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
			boneTexture.needsUpdate = true;
			this.boneMatrices = boneMatrices;
			this.boneTexture = boneTexture;
			this.boneTextureSize = size;
			return this;
		}

		getBoneByName(name) {
			for (let i = 0, il = this.bones.length; i < il; i++) {
				const bone = this.bones[i];

				if (bone.name === name) {
					return bone;
				}
			}

			return undefined;
		}

		dispose() {
			if (this.boneTexture !== null) {
				this.boneTexture.dispose();
				this.boneTexture = null;
			}
		}

		fromJSON(json, bones) {
			this.uuid = json.uuid;

			for (let i = 0, l = json.bones.length; i < l; i++) {
				const uuid = json.bones[i];
				let bone = bones[uuid];

				if (bone === undefined) {
					console.warn('THREE.Skeleton: No bone found with UUID:', uuid);
					bone = new Bone();
				}

				this.bones.push(bone);
				this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
			}

			this.init();
			return this;
		}

		toJSON() {
			const data = {
				metadata: {
					version: 4.5,
					type: 'Skeleton',
					generator: 'Skeleton.toJSON'
				},
				bones: [],
				boneInverses: []
			};
			data.uuid = this.uuid;
			const bones = this.bones;
			const boneInverses = this.boneInverses;

			for (let i = 0, l = bones.length; i < l; i++) {
				const bone = bones[i];
				data.bones.push(bone.uuid);
				const boneInverse = boneInverses[i];
				data.boneInverses.push(boneInverse.toArray());
			}

			return data;
		}

	}

	class InstancedBufferAttribute extends BufferAttribute {
		constructor(array, itemSize, normalized, meshPerAttribute = 1) {
			if (typeof normalized === 'number') {
				meshPerAttribute = normalized;
				normalized = false;
				console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
			}

			super(array, itemSize, normalized);
			this.meshPerAttribute = meshPerAttribute;
		}

		copy(source) {
			super.copy(source);
			this.meshPerAttribute = source.meshPerAttribute;
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.meshPerAttribute = this.meshPerAttribute;
			data.isInstancedBufferAttribute = true;
			return data;
		}

	}

	InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;

	const _instanceLocalMatrix = /*@__PURE__*/new Matrix4();

	const _instanceWorldMatrix = /*@__PURE__*/new Matrix4();

	const _instanceIntersects = [];

	const _mesh = /*@__PURE__*/new Mesh();

	class InstancedMesh extends Mesh {
		constructor(geometry, material, count) {
			super(geometry, material);
			this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
			this.instanceColor = null;
			this.count = count;
			this.frustumCulled = false;
		}

		copy(source) {
			super.copy(source);
			this.instanceMatrix.copy(source.instanceMatrix);
			if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
			this.count = source.count;
			return this;
		}

		getColorAt(index, color) {
			color.fromArray(this.instanceColor.array, index * 3);
		}

		getMatrixAt(index, matrix) {
			matrix.fromArray(this.instanceMatrix.array, index * 16);
		}

		raycast(raycaster, intersects) {
			const matrixWorld = this.matrixWorld;
			const raycastTimes = this.count;
			_mesh.geometry = this.geometry;
			_mesh.material = this.material;
			if (_mesh.material === undefined) return;

			for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {
				// calculate the world matrix for each instance
				this.getMatrixAt(instanceId, _instanceLocalMatrix);

				_instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance


				_mesh.matrixWorld = _instanceWorldMatrix;

				_mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast


				for (let i = 0, l = _instanceIntersects.length; i < l; i++) {
					const intersect = _instanceIntersects[i];
					intersect.instanceId = instanceId;
					intersect.object = this;
					intersects.push(intersect);
				}

				_instanceIntersects.length = 0;
			}
		}

		setColorAt(index, color) {
			if (this.instanceColor === null) {
				this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3), 3);
			}

			color.toArray(this.instanceColor.array, index * 3);
		}

		setMatrixAt(index, matrix) {
			matrix.toArray(this.instanceMatrix.array, index * 16);
		}

		updateMorphTargets() {}

		dispose() {
			this.dispatchEvent({
				type: 'dispose'
			});
		}

	}

	InstancedMesh.prototype.isInstancedMesh = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	opacity: <float>,
	 *
	 *	linewidth: <float>,
	 *	linecap: "round",
	 *	linejoin: "round"
	 * }
	 */

	class LineBasicMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'LineBasicMaterial';
			this.color = new Color(0xffffff);
			this.linewidth = 1;
			this.linecap = 'round';
			this.linejoin = 'round';
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			this.linewidth = source.linewidth;
			this.linecap = source.linecap;
			this.linejoin = source.linejoin;
			return this;
		}

	}

	LineBasicMaterial.prototype.isLineBasicMaterial = true;

	const _start$1 = /*@__PURE__*/new Vector3();

	const _end$1 = /*@__PURE__*/new Vector3();

	const _inverseMatrix$1 = /*@__PURE__*/new Matrix4();

	const _ray$1 = /*@__PURE__*/new Ray();

	const _sphere$1 = /*@__PURE__*/new Sphere();

	class Line extends Object3D {
		constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
			super();
			this.type = 'Line';
			this.geometry = geometry;
			this.material = material;
			this.updateMorphTargets();
		}

		copy(source) {
			super.copy(source);
			this.material = source.material;
			this.geometry = source.geometry;
			return this;
		}

		computeLineDistances() {
			const geometry = this.geometry;

			if (geometry.isBufferGeometry) {
				// we assume non-indexed geometry
				if (geometry.index === null) {
					const positionAttribute = geometry.attributes.position;
					const lineDistances = [0];

					for (let i = 1, l = positionAttribute.count; i < l; i++) {
						_start$1.fromBufferAttribute(positionAttribute, i - 1);

						_end$1.fromBufferAttribute(positionAttribute, i);

						lineDistances[i] = lineDistances[i - 1];
						lineDistances[i] += _start$1.distanceTo(_end$1);
					}

					geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
				} else {
					console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
				}
			} else if (geometry.isGeometry) {
				console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
			}

			return this;
		}

		raycast(raycaster, intersects) {
			const geometry = this.geometry;
			const matrixWorld = this.matrixWorld;
			const threshold = raycaster.params.Line.threshold;
			const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray

			if (geometry.boundingSphere === null) geometry.computeBoundingSphere();

			_sphere$1.copy(geometry.boundingSphere);

			_sphere$1.applyMatrix4(matrixWorld);

			_sphere$1.radius += threshold;
			if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; //

			_inverseMatrix$1.copy(matrixWorld).invert();

			_ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);

			const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
			const localThresholdSq = localThreshold * localThreshold;
			const vStart = new Vector3();
			const vEnd = new Vector3();
			const interSegment = new Vector3();
			const interRay = new Vector3();
			const step = this.isLineSegments ? 2 : 1;

			if (geometry.isBufferGeometry) {
				const index = geometry.index;
				const attributes = geometry.attributes;
				const positionAttribute = attributes.position;

				if (index !== null) {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(index.count, drawRange.start + drawRange.count);

					for (let i = start, l = end - 1; i < l; i += step) {
						const a = index.getX(i);
						const b = index.getX(i + 1);
						vStart.fromBufferAttribute(positionAttribute, a);
						vEnd.fromBufferAttribute(positionAttribute, b);

						const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);

						if (distSq > localThresholdSq) continue;
						interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation

						const distance = raycaster.ray.origin.distanceTo(interRay);
						if (distance < raycaster.near || distance > raycaster.far) continue;
						intersects.push({
							distance: distance,
							// What do we want? intersection point on the ray or on the segment??
							// point: raycaster.ray.at( distance ),
							point: interSegment.clone().applyMatrix4(this.matrixWorld),
							index: i,
							face: null,
							faceIndex: null,
							object: this
						});
					}
				} else {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);

					for (let i = start, l = end - 1; i < l; i += step) {
						vStart.fromBufferAttribute(positionAttribute, i);
						vEnd.fromBufferAttribute(positionAttribute, i + 1);

						const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);

						if (distSq > localThresholdSq) continue;
						interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation

						const distance = raycaster.ray.origin.distanceTo(interRay);
						if (distance < raycaster.near || distance > raycaster.far) continue;
						intersects.push({
							distance: distance,
							// What do we want? intersection point on the ray or on the segment??
							// point: raycaster.ray.at( distance ),
							point: interSegment.clone().applyMatrix4(this.matrixWorld),
							index: i,
							face: null,
							faceIndex: null,
							object: this
						});
					}
				}
			} else if (geometry.isGeometry) {
				console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
			}
		}

		updateMorphTargets() {
			const geometry = this.geometry;

			if (geometry.isBufferGeometry) {
				const morphAttributes = geometry.morphAttributes;
				const keys = Object.keys(morphAttributes);

				if (keys.length > 0) {
					const morphAttribute = morphAttributes[keys[0]];

					if (morphAttribute !== undefined) {
						this.morphTargetInfluences = [];
						this.morphTargetDictionary = {};

						for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
							const name = morphAttribute[m].name || String(m);
							this.morphTargetInfluences.push(0);
							this.morphTargetDictionary[name] = m;
						}
					}
				}
			} else {
				const morphTargets = geometry.morphTargets;

				if (morphTargets !== undefined && morphTargets.length > 0) {
					console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
				}
			}
		}

	}

	Line.prototype.isLine = true;

	const _start = /*@__PURE__*/new Vector3();

	const _end = /*@__PURE__*/new Vector3();

	class LineSegments extends Line {
		constructor(geometry, material) {
			super(geometry, material);
			this.type = 'LineSegments';
		}

		computeLineDistances() {
			const geometry = this.geometry;

			if (geometry.isBufferGeometry) {
				// we assume non-indexed geometry
				if (geometry.index === null) {
					const positionAttribute = geometry.attributes.position;
					const lineDistances = [];

					for (let i = 0, l = positionAttribute.count; i < l; i += 2) {
						_start.fromBufferAttribute(positionAttribute, i);

						_end.fromBufferAttribute(positionAttribute, i + 1);

						lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
						lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);
					}

					geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
				} else {
					console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
				}
			} else if (geometry.isGeometry) {
				console.error('THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
			}

			return this;
		}

	}

	LineSegments.prototype.isLineSegments = true;

	class LineLoop extends Line {
		constructor(geometry, material) {
			super(geometry, material);
			this.type = 'LineLoop';
		}

	}

	LineLoop.prototype.isLineLoop = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	opacity: <float>,
	 *	map: new THREE.Texture( <Image> ),
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	size: <float>,
	 *	sizeAttenuation: <bool>
	 *
	 * }
	 */

	class PointsMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'PointsMaterial';
			this.color = new Color(0xffffff);
			this.map = null;
			this.alphaMap = null;
			this.size = 1;
			this.sizeAttenuation = true;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			this.map = source.map;
			this.alphaMap = source.alphaMap;
			this.size = source.size;
			this.sizeAttenuation = source.sizeAttenuation;
			return this;
		}

	}

	PointsMaterial.prototype.isPointsMaterial = true;

	const _inverseMatrix = /*@__PURE__*/new Matrix4();

	const _ray = /*@__PURE__*/new Ray();

	const _sphere = /*@__PURE__*/new Sphere();

	const _position$2 = /*@__PURE__*/new Vector3();

	class Points extends Object3D {
		constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
			super();
			this.type = 'Points';
			this.geometry = geometry;
			this.material = material;
			this.updateMorphTargets();
		}

		copy(source) {
			super.copy(source);
			this.material = source.material;
			this.geometry = source.geometry;
			return this;
		}

		raycast(raycaster, intersects) {
			const geometry = this.geometry;
			const matrixWorld = this.matrixWorld;
			const threshold = raycaster.params.Points.threshold;
			const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray

			if (geometry.boundingSphere === null) geometry.computeBoundingSphere();

			_sphere.copy(geometry.boundingSphere);

			_sphere.applyMatrix4(matrixWorld);

			_sphere.radius += threshold;
			if (raycaster.ray.intersectsSphere(_sphere) === false) return; //

			_inverseMatrix.copy(matrixWorld).invert();

			_ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);

			const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
			const localThresholdSq = localThreshold * localThreshold;

			if (geometry.isBufferGeometry) {
				const index = geometry.index;
				const attributes = geometry.attributes;
				const positionAttribute = attributes.position;

				if (index !== null) {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(index.count, drawRange.start + drawRange.count);

					for (let i = start, il = end; i < il; i++) {
						const a = index.getX(i);

						_position$2.fromBufferAttribute(positionAttribute, a);

						testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
					}
				} else {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);

					for (let i = start, l = end; i < l; i++) {
						_position$2.fromBufferAttribute(positionAttribute, i);

						testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
					}
				}
			} else {
				console.error('THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
			}
		}

		updateMorphTargets() {
			const geometry = this.geometry;

			if (geometry.isBufferGeometry) {
				const morphAttributes = geometry.morphAttributes;
				const keys = Object.keys(morphAttributes);

				if (keys.length > 0) {
					const morphAttribute = morphAttributes[keys[0]];

					if (morphAttribute !== undefined) {
						this.morphTargetInfluences = [];
						this.morphTargetDictionary = {};

						for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
							const name = morphAttribute[m].name || String(m);
							this.morphTargetInfluences.push(0);
							this.morphTargetDictionary[name] = m;
						}
					}
				}
			} else {
				const morphTargets = geometry.morphTargets;

				if (morphTargets !== undefined && morphTargets.length > 0) {
					console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
				}
			}
		}

	}

	Points.prototype.isPoints = true;

	function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
		const rayPointDistanceSq = _ray.distanceSqToPoint(point);

		if (rayPointDistanceSq < localThresholdSq) {
			const intersectPoint = new Vector3();

			_ray.closestPointToPoint(point, intersectPoint);

			intersectPoint.applyMatrix4(matrixWorld);
			const distance = raycaster.ray.origin.distanceTo(intersectPoint);
			if (distance < raycaster.near || distance > raycaster.far) return;
			intersects.push({
				distance: distance,
				distanceToRay: Math.sqrt(rayPointDistanceSq),
				point: intersectPoint,
				index: index,
				face: null,
				object: object
			});
		}
	}

	class VideoTexture extends Texture {
		constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
			super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
			this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
			this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
			this.generateMipmaps = false;
			const scope = this;

			function updateVideo() {
				scope.needsUpdate = true;
				video.requestVideoFrameCallback(updateVideo);
			}

			if ('requestVideoFrameCallback' in video) {
				video.requestVideoFrameCallback(updateVideo);
			}
		}

		clone() {
			return new this.constructor(this.image).copy(this);
		}

		update() {
			const video = this.image;
			const hasVideoFrameCallback = ('requestVideoFrameCallback' in video);

			if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
				this.needsUpdate = true;
			}
		}

	}

	VideoTexture.prototype.isVideoTexture = true;

	class FramebufferTexture extends Texture {
		constructor(width, height, format) {
			super({
				width,
				height
			});
			this.format = format;
			this.magFilter = NearestFilter;
			this.minFilter = NearestFilter;
			this.generateMipmaps = false;
			this.needsUpdate = true;
		}

	}

	FramebufferTexture.prototype.isFramebufferTexture = true;

	class CompressedTexture extends Texture {
		constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
			super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
			this.image = {
				width: width,
				height: height
			};
			this.mipmaps = mipmaps; // no flipping for cube textures
			// (also flipping doesn't work for compressed textures )

			this.flipY = false; // can't generate mipmaps for compressed textures
			// mips must be embedded in DDS files

			this.generateMipmaps = false;
		}

	}

	CompressedTexture.prototype.isCompressedTexture = true;

	class CanvasTexture extends Texture {
		constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
			super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
			this.needsUpdate = true;
		}

	}

	CanvasTexture.prototype.isCanvasTexture = true;

	class CircleGeometry extends BufferGeometry {
		constructor(radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2) {
			super();
			this.type = 'CircleGeometry';
			this.parameters = {
				radius: radius,
				segments: segments,
				thetaStart: thetaStart,
				thetaLength: thetaLength
			};
			segments = Math.max(3, segments); // buffers

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = []; // helper variables

			const vertex = new Vector3();
			const uv = new Vector2(); // center point

			vertices.push(0, 0, 0);
			normals.push(0, 0, 1);
			uvs.push(0.5, 0.5);

			for (let s = 0, i = 3; s <= segments; s++, i += 3) {
				const segment = thetaStart + s / segments * thetaLength; // vertex

				vertex.x = radius * Math.cos(segment);
				vertex.y = radius * Math.sin(segment);
				vertices.push(vertex.x, vertex.y, vertex.z); // normal

				normals.push(0, 0, 1); // uvs

				uv.x = (vertices[i] / radius + 1) / 2;
				uv.y = (vertices[i + 1] / radius + 1) / 2;
				uvs.push(uv.x, uv.y);
			} // indices


			for (let i = 1; i <= segments; i++) {
				indices.push(i, i + 1, 0);
			} // 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));
		}

		static fromJSON(data) {
			return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength);
		}

	}

	class CylinderGeometry extends BufferGeometry {
		constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
			super();
			this.type = 'CylinderGeometry';
			this.parameters = {
				radiusTop: radiusTop,
				radiusBottom: radiusBottom,
				height: height,
				radialSegments: radialSegments,
				heightSegments: heightSegments,
				openEnded: openEnded,
				thetaStart: thetaStart,
				thetaLength: thetaLength
			};
			const scope = this;
			radialSegments = Math.floor(radialSegments);
			heightSegments = Math.floor(heightSegments); // buffers

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = []; // helper variables

			let index = 0;
			const indexArray = [];
			const halfHeight = height / 2;
			let groupStart = 0; // generate geometry

			generateTorso();

			if (openEnded === false) {
				if (radiusTop > 0) generateCap(true);
				if (radiusBottom > 0) generateCap(false);
			} // 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 generateTorso() {
				const normal = new Vector3();
				const vertex = new Vector3();
				let groupCount = 0; // this will be used to calculate the normal

				const slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs

				for (let y = 0; y <= heightSegments; y++) {
					const indexRow = [];
					const v = y / heightSegments; // calculate the radius of the current row

					const radius = v * (radiusBottom - radiusTop) + radiusTop;

					for (let x = 0; x <= radialSegments; x++) {
						const u = x / radialSegments;
						const theta = u * thetaLength + thetaStart;
						const sinTheta = Math.sin(theta);
						const cosTheta = Math.cos(theta); // vertex

						vertex.x = radius * sinTheta;
						vertex.y = -v * height + halfHeight;
						vertex.z = radius * cosTheta;
						vertices.push(vertex.x, vertex.y, vertex.z); // normal

						normal.set(sinTheta, slope, cosTheta).normalize();
						normals.push(normal.x, normal.y, normal.z); // uv

						uvs.push(u, 1 - v); // save index of vertex in respective row

						indexRow.push(index++);
					} // now save vertices of the row in our index array


					indexArray.push(indexRow);
				} // generate indices


				for (let x = 0; x < radialSegments; x++) {
					for (let y = 0; y < heightSegments; y++) {
						// we use the index array to access the correct indices
						const a = indexArray[y][x];
						const b = indexArray[y + 1][x];
						const c = indexArray[y + 1][x + 1];
						const d = indexArray[y][x + 1]; // faces

						indices.push(a, b, d);
						indices.push(b, c, d); // update group counter

						groupCount += 6;
					}
				} // add a group to the geometry. this will ensure multi material support


				scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups

				groupStart += groupCount;
			}

			function generateCap(top) {
				// save the index of the first center vertex
				const centerIndexStart = index;
				const uv = new Vector2();
				const vertex = new Vector3();
				let groupCount = 0;
				const radius = top === true ? radiusTop : radiusBottom;
				const sign = top === true ? 1 : -1; // first we generate the center vertex data of the cap.
				// because the geometry needs one set of uvs per face,
				// we must generate a center vertex per face/segment

				for (let x = 1; x <= radialSegments; x++) {
					// vertex
					vertices.push(0, halfHeight * sign, 0); // normal

					normals.push(0, sign, 0); // uv

					uvs.push(0.5, 0.5); // increase index

					index++;
				} // save the index of the last center vertex


				const centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs

				for (let x = 0; x <= radialSegments; x++) {
					const u = x / radialSegments;
					const theta = u * thetaLength + thetaStart;
					const cosTheta = Math.cos(theta);
					const sinTheta = Math.sin(theta); // vertex

					vertex.x = radius * sinTheta;
					vertex.y = halfHeight * sign;
					vertex.z = radius * cosTheta;
					vertices.push(vertex.x, vertex.y, vertex.z); // normal

					normals.push(0, sign, 0); // uv

					uv.x = cosTheta * 0.5 + 0.5;
					uv.y = sinTheta * 0.5 * sign + 0.5;
					uvs.push(uv.x, uv.y); // increase index

					index++;
				} // generate indices


				for (let x = 0; x < radialSegments; x++) {
					const c = centerIndexStart + x;
					const i = centerIndexEnd + x;

					if (top === true) {
						// face top
						indices.push(i, i + 1, c);
					} else {
						// face bottom
						indices.push(i + 1, i, c);
					}

					groupCount += 3;
				} // add a group to the geometry. this will ensure multi material support


				scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups

				groupStart += groupCount;
			}
		}

		static fromJSON(data) {
			return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
		}

	}

	class ConeGeometry extends CylinderGeometry {
		constructor(radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
			super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);
			this.type = 'ConeGeometry';
			this.parameters = {
				radius: radius,
				height: height,
				radialSegments: radialSegments,
				heightSegments: heightSegments,
				openEnded: openEnded,
				thetaStart: thetaStart,
				thetaLength: thetaLength
			};
		}

		static fromJSON(data) {
			return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
		}

	}

	class PolyhedronGeometry extends BufferGeometry {
		constructor(vertices = [], indices = [], radius = 1, detail = 0) {
			super();
			this.type = 'PolyhedronGeometry';
			this.parameters = {
				vertices: vertices,
				indices: indices,
				radius: radius,
				detail: detail
			}; // default buffer data

			const vertexBuffer = [];
			const uvBuffer = []; // the subdivision creates the vertex buffer data

			subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius

			applyRadius(radius); // finally, create the uv data

			generateUVs(); // build non-indexed geometry

			this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
			this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
			this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));

			if (detail === 0) {
				this.computeVertexNormals(); // flat normals
			} else {
				this.normalizeNormals(); // smooth normals
			} // helper functions


			function subdivide(detail) {
				const a = new Vector3();
				const b = new Vector3();
				const c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value

				for (let i = 0; i < indices.length; i += 3) {
					// get the vertices of the face
					getVertexByIndex(indices[i + 0], a);
					getVertexByIndex(indices[i + 1], b);
					getVertexByIndex(indices[i + 2], c); // perform subdivision

					subdivideFace(a, b, c, detail);
				}
			}

			function subdivideFace(a, b, c, detail) {
				const cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision

				const v = []; // construct all of the vertices for this subdivision

				for (let i = 0; i <= cols; i++) {
					v[i] = [];
					const aj = a.clone().lerp(c, i / cols);
					const bj = b.clone().lerp(c, i / cols);
					const rows = cols - i;

					for (let j = 0; j <= rows; j++) {
						if (j === 0 && i === cols) {
							v[i][j] = aj;
						} else {
							v[i][j] = aj.clone().lerp(bj, j / rows);
						}
					}
				} // construct all of the faces


				for (let i = 0; i < cols; i++) {
					for (let j = 0; j < 2 * (cols - i) - 1; j++) {
						const k = Math.floor(j / 2);

						if (j % 2 === 0) {
							pushVertex(v[i][k + 1]);
							pushVertex(v[i + 1][k]);
							pushVertex(v[i][k]);
						} else {
							pushVertex(v[i][k + 1]);
							pushVertex(v[i + 1][k + 1]);
							pushVertex(v[i + 1][k]);
						}
					}
				}
			}

			function applyRadius(radius) {
				const vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex

				for (let i = 0; i < vertexBuffer.length; i += 3) {
					vertex.x = vertexBuffer[i + 0];
					vertex.y = vertexBuffer[i + 1];
					vertex.z = vertexBuffer[i + 2];
					vertex.normalize().multiplyScalar(radius);
					vertexBuffer[i + 0] = vertex.x;
					vertexBuffer[i + 1] = vertex.y;
					vertexBuffer[i + 2] = vertex.z;
				}
			}

			function generateUVs() {
				const vertex = new Vector3();

				for (let i = 0; i < vertexBuffer.length; i += 3) {
					vertex.x = vertexBuffer[i + 0];
					vertex.y = vertexBuffer[i + 1];
					vertex.z = vertexBuffer[i + 2];
					const u = azimuth(vertex) / 2 / Math.PI + 0.5;
					const v = inclination(vertex) / Math.PI + 0.5;
					uvBuffer.push(u, 1 - v);
				}

				correctUVs();
				correctSeam();
			}

			function correctSeam() {
				// handle case when face straddles the seam, see #3269
				for (let i = 0; i < uvBuffer.length; i += 6) {
					// uv data of a single face
					const x0 = uvBuffer[i + 0];
					const x1 = uvBuffer[i + 2];
					const x2 = uvBuffer[i + 4];
					const max = Math.max(x0, x1, x2);
					const min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary

					if (max > 0.9 && min < 0.1) {
						if (x0 < 0.2) uvBuffer[i + 0] += 1;
						if (x1 < 0.2) uvBuffer[i + 2] += 1;
						if (x2 < 0.2) uvBuffer[i + 4] += 1;
					}
				}
			}

			function pushVertex(vertex) {
				vertexBuffer.push(vertex.x, vertex.y, vertex.z);
			}

			function getVertexByIndex(index, vertex) {
				const stride = index * 3;
				vertex.x = vertices[stride + 0];
				vertex.y = vertices[stride + 1];
				vertex.z = vertices[stride + 2];
			}

			function correctUVs() {
				const a = new Vector3();
				const b = new Vector3();
				const c = new Vector3();
				const centroid = new Vector3();
				const uvA = new Vector2();
				const uvB = new Vector2();
				const uvC = new Vector2();

				for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
					a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
					b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
					c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
					uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
					uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
					uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
					centroid.copy(a).add(b).add(c).divideScalar(3);
					const azi = azimuth(centroid);
					correctUV(uvA, j + 0, a, azi);
					correctUV(uvB, j + 2, b, azi);
					correctUV(uvC, j + 4, c, azi);
				}
			}

			function correctUV(uv, stride, vector, azimuth) {
				if (azimuth < 0 && uv.x === 1) {
					uvBuffer[stride] = uv.x - 1;
				}

				if (vector.x === 0 && vector.z === 0) {
					uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
				}
			} // Angle around the Y axis, counter-clockwise when looking from above.


			function azimuth(vector) {
				return Math.atan2(vector.z, -vector.x);
			} // Angle above the XZ plane.


			function inclination(vector) {
				return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
			}
		}

		static fromJSON(data) {
			return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details);
		}

	}

	class DodecahedronGeometry extends PolyhedronGeometry {
		constructor(radius = 1, detail = 0) {
			const t = (1 + Math.sqrt(5)) / 2;
			const r = 1 / t;
			const vertices = [// (±1, ±1, ±1)
			-1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, // (0, ±1/φ, ±φ)
			0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0)
			-r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ)
			-t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];
			const indices = [3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9];
			super(vertices, indices, radius, detail);
			this.type = 'DodecahedronGeometry';
			this.parameters = {
				radius: radius,
				detail: detail
			};
		}

		static fromJSON(data) {
			return new DodecahedronGeometry(data.radius, data.detail);
		}

	}

	const _v0 = new Vector3();

	const _v1$1 = new Vector3();

	const _normal = new Vector3();

	const _triangle = new Triangle();

	class EdgesGeometry extends BufferGeometry {
		constructor(geometry = null, thresholdAngle = 1) {
			super();
			this.type = 'EdgesGeometry';
			this.parameters = {
				geometry: geometry,
				thresholdAngle: thresholdAngle
			};

			if (geometry !== null) {
				const precisionPoints = 4;
				const precision = Math.pow(10, precisionPoints);
				const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
				const indexAttr = geometry.getIndex();
				const positionAttr = geometry.getAttribute('position');
				const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
				const indexArr = [0, 0, 0];
				const vertKeys = ['a', 'b', 'c'];
				const hashes = new Array(3);
				const edgeData = {};
				const vertices = [];

				for (let i = 0; i < indexCount; i += 3) {
					if (indexAttr) {
						indexArr[0] = indexAttr.getX(i);
						indexArr[1] = indexAttr.getX(i + 1);
						indexArr[2] = indexAttr.getX(i + 2);
					} else {
						indexArr[0] = i;
						indexArr[1] = i + 1;
						indexArr[2] = i + 2;
					}

					const {
						a,
						b,
						c
					} = _triangle;
					a.fromBufferAttribute(positionAttr, indexArr[0]);
					b.fromBufferAttribute(positionAttr, indexArr[1]);
					c.fromBufferAttribute(positionAttr, indexArr[2]);

					_triangle.getNormal(_normal); // create hashes for the edge from the vertices


					hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
					hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
					hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles

					if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
						continue;
					} // iterate over every edge


					for (let j = 0; j < 3; j++) {
						// get the first and next vertex making up the edge
						const jNext = (j + 1) % 3;
						const vecHash0 = hashes[j];
						const vecHash1 = hashes[jNext];
						const v0 = _triangle[vertKeys[j]];
						const v1 = _triangle[vertKeys[jNext]];
						const hash = `${vecHash0}_${vecHash1}`;
						const reverseHash = `${vecHash1}_${vecHash0}`;

						if (reverseHash in edgeData && edgeData[reverseHash]) {
							// if we found a sibling edge add it into the vertex array if
							// it meets the angle threshold and delete the edge from the map.
							if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
								vertices.push(v0.x, v0.y, v0.z);
								vertices.push(v1.x, v1.y, v1.z);
							}

							edgeData[reverseHash] = null;
						} else if (!(hash in edgeData)) {
							// if we've already got an edge here then skip adding a new one
							edgeData[hash] = {
								index0: indexArr[j],
								index1: indexArr[jNext],
								normal: _normal.clone()
							};
						}
					}
				} // iterate over all remaining, unmatched edges and add them to the vertex array


				for (const key in edgeData) {
					if (edgeData[key]) {
						const {
							index0,
							index1
						} = edgeData[key];

						_v0.fromBufferAttribute(positionAttr, index0);

						_v1$1.fromBufferAttribute(positionAttr, index1);

						vertices.push(_v0.x, _v0.y, _v0.z);
						vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
					}
				}

				this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			}
		}

	}

	/**
	 * Extensible curve object.
	 *
	 * Some common of curve methods:
	 * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
	 * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
	 * .getPoints(), .getSpacedPoints()
	 * .getLength()
	 * .updateArcLengths()
	 *
	 * This following curves inherit from THREE.Curve:
	 *
	 * -- 2D curves --
	 * THREE.ArcCurve
	 * THREE.CubicBezierCurve
	 * THREE.EllipseCurve
	 * THREE.LineCurve
	 * THREE.QuadraticBezierCurve
	 * THREE.SplineCurve
	 *
	 * -- 3D curves --
	 * THREE.CatmullRomCurve3
	 * THREE.CubicBezierCurve3
	 * THREE.LineCurve3
	 * THREE.QuadraticBezierCurve3
	 *
	 * A series of curves can be represented as a THREE.CurvePath.
	 *
	 **/

	class Curve {
		constructor() {
			this.type = 'Curve';
			this.arcLengthDivisions = 200;
		} // Virtual base class method to overwrite and implement in subclasses
		//	- t [0 .. 1]


		getPoint() {
			console.warn('THREE.Curve: .getPoint() not implemented.');
			return null;
		} // Get point at relative position in curve according to arc length
		// - u [0 .. 1]


		getPointAt(u, optionalTarget) {
			const t = this.getUtoTmapping(u);
			return this.getPoint(t, optionalTarget);
		} // Get sequence of points using getPoint( t )


		getPoints(divisions = 5) {
			const points = [];

			for (let d = 0; d <= divisions; d++) {
				points.push(this.getPoint(d / divisions));
			}

			return points;
		} // Get sequence of points using getPointAt( u )


		getSpacedPoints(divisions = 5) {
			const points = [];

			for (let d = 0; d <= divisions; d++) {
				points.push(this.getPointAt(d / divisions));
			}

			return points;
		} // Get total curve arc length


		getLength() {
			const lengths = this.getLengths();
			return lengths[lengths.length - 1];
		} // Get list of cumulative segment lengths


		getLengths(divisions = this.arcLengthDivisions) {
			if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
				return this.cacheArcLengths;
			}

			this.needsUpdate = false;
			const cache = [];
			let current,
					last = this.getPoint(0);
			let sum = 0;
			cache.push(0);

			for (let p = 1; p <= divisions; p++) {
				current = this.getPoint(p / divisions);
				sum += current.distanceTo(last);
				cache.push(sum);
				last = current;
			}

			this.cacheArcLengths = cache;
			return cache; // { sums: cache, sum: sum }; Sum is in the last element.
		}

		updateArcLengths() {
			this.needsUpdate = true;
			this.getLengths();
		} // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant


		getUtoTmapping(u, distance) {
			const arcLengths = this.getLengths();
			let i = 0;
			const il = arcLengths.length;
			let targetArcLength; // The targeted u distance value to get

			if (distance) {
				targetArcLength = distance;
			} else {
				targetArcLength = u * arcLengths[il - 1];
			} // binary search for the index with largest value smaller than target u distance


			let low = 0,
					high = il - 1,
					comparison;

			while (low <= high) {
				i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

				comparison = arcLengths[i] - targetArcLength;

				if (comparison < 0) {
					low = i + 1;
				} else if (comparison > 0) {
					high = i - 1;
				} else {
					high = i;
					break; // DONE
				}
			}

			i = high;

			if (arcLengths[i] === targetArcLength) {
				return i / (il - 1);
			} // we could get finer grain at lengths, or use simple interpolation between two points


			const lengthBefore = arcLengths[i];
			const lengthAfter = arcLengths[i + 1];
			const segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points

			const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t

			const t = (i + segmentFraction) / (il - 1);
			return t;
		} // Returns a unit vector tangent at t
		// In case any sub curve does not implement its tangent derivation,
		// 2 points a small delta apart will be used to find its gradient
		// which seems to give a reasonable approximation


		getTangent(t, optionalTarget) {
			const delta = 0.0001;
			let t1 = t - delta;
			let t2 = t + delta; // Capping in case of danger

			if (t1 < 0) t1 = 0;
			if (t2 > 1) t2 = 1;
			const pt1 = this.getPoint(t1);
			const pt2 = this.getPoint(t2);
			const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
			tangent.copy(pt2).sub(pt1).normalize();
			return tangent;
		}

		getTangentAt(u, optionalTarget) {
			const t = this.getUtoTmapping(u);
			return this.getTangent(t, optionalTarget);
		}

		computeFrenetFrames(segments, closed) {
			// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
			const normal = new Vector3();
			const tangents = [];
			const normals = [];
			const binormals = [];
			const vec = new Vector3();
			const mat = new Matrix4(); // compute the tangent vectors for each segment on the curve

			for (let i = 0; i <= segments; i++) {
				const u = i / segments;
				tangents[i] = this.getTangentAt(u, new Vector3());
			} // select an initial normal vector perpendicular to the first tangent vector,
			// and in the direction of the minimum tangent xyz component


			normals[0] = new Vector3();
			binormals[0] = new Vector3();
			let min = Number.MAX_VALUE;
			const tx = Math.abs(tangents[0].x);
			const ty = Math.abs(tangents[0].y);
			const tz = Math.abs(tangents[0].z);

			if (tx <= min) {
				min = tx;
				normal.set(1, 0, 0);
			}

			if (ty <= min) {
				min = ty;
				normal.set(0, 1, 0);
			}

			if (tz <= min) {
				normal.set(0, 0, 1);
			}

			vec.crossVectors(tangents[0], normal).normalize();
			normals[0].crossVectors(tangents[0], vec);
			binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve

			for (let i = 1; i <= segments; i++) {
				normals[i] = normals[i - 1].clone();
				binormals[i] = binormals[i - 1].clone();
				vec.crossVectors(tangents[i - 1], tangents[i]);

				if (vec.length() > Number.EPSILON) {
					vec.normalize();
					const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors

					normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
				}

				binormals[i].crossVectors(tangents[i], normals[i]);
			} // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same


			if (closed === true) {
				let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1));
				theta /= segments;

				if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
					theta = -theta;
				}

				for (let i = 1; i <= segments; i++) {
					// twist a little...
					normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
					binormals[i].crossVectors(tangents[i], normals[i]);
				}
			}

			return {
				tangents: tangents,
				normals: normals,
				binormals: binormals
			};
		}

		clone() {
			return new this.constructor().copy(this);
		}

		copy(source) {
			this.arcLengthDivisions = source.arcLengthDivisions;
			return this;
		}

		toJSON() {
			const data = {
				metadata: {
					version: 4.5,
					type: 'Curve',
					generator: 'Curve.toJSON'
				}
			};
			data.arcLengthDivisions = this.arcLengthDivisions;
			data.type = this.type;
			return data;
		}

		fromJSON(json) {
			this.arcLengthDivisions = json.arcLengthDivisions;
			return this;
		}

	}

	class EllipseCurve extends Curve {
		constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) {
			super();
			this.type = 'EllipseCurve';
			this.aX = aX;
			this.aY = aY;
			this.xRadius = xRadius;
			this.yRadius = yRadius;
			this.aStartAngle = aStartAngle;
			this.aEndAngle = aEndAngle;
			this.aClockwise = aClockwise;
			this.aRotation = aRotation;
		}

		getPoint(t, optionalTarget) {
			const point = optionalTarget || new Vector2();
			const twoPi = Math.PI * 2;
			let deltaAngle = this.aEndAngle - this.aStartAngle;
			const samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI

			while (deltaAngle < 0) deltaAngle += twoPi;

			while (deltaAngle > twoPi) deltaAngle -= twoPi;

			if (deltaAngle < Number.EPSILON) {
				if (samePoints) {
					deltaAngle = 0;
				} else {
					deltaAngle = twoPi;
				}
			}

			if (this.aClockwise === true && !samePoints) {
				if (deltaAngle === twoPi) {
					deltaAngle = -twoPi;
				} else {
					deltaAngle = deltaAngle - twoPi;
				}
			}

			const angle = this.aStartAngle + t * deltaAngle;
			let x = this.aX + this.xRadius * Math.cos(angle);
			let y = this.aY + this.yRadius * Math.sin(angle);

			if (this.aRotation !== 0) {
				const cos = Math.cos(this.aRotation);
				const sin = Math.sin(this.aRotation);
				const tx = x - this.aX;
				const ty = y - this.aY; // Rotate the point about the center of the ellipse.

				x = tx * cos - ty * sin + this.aX;
				y = tx * sin + ty * cos + this.aY;
			}

			return point.set(x, y);
		}

		copy(source) {
			super.copy(source);
			this.aX = source.aX;
			this.aY = source.aY;
			this.xRadius = source.xRadius;
			this.yRadius = source.yRadius;
			this.aStartAngle = source.aStartAngle;
			this.aEndAngle = source.aEndAngle;
			this.aClockwise = source.aClockwise;
			this.aRotation = source.aRotation;
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.aX = this.aX;
			data.aY = this.aY;
			data.xRadius = this.xRadius;
			data.yRadius = this.yRadius;
			data.aStartAngle = this.aStartAngle;
			data.aEndAngle = this.aEndAngle;
			data.aClockwise = this.aClockwise;
			data.aRotation = this.aRotation;
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.aX = json.aX;
			this.aY = json.aY;
			this.xRadius = json.xRadius;
			this.yRadius = json.yRadius;
			this.aStartAngle = json.aStartAngle;
			this.aEndAngle = json.aEndAngle;
			this.aClockwise = json.aClockwise;
			this.aRotation = json.aRotation;
			return this;
		}

	}

	EllipseCurve.prototype.isEllipseCurve = true;

	class ArcCurve extends EllipseCurve {
		constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
			super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
			this.type = 'ArcCurve';
		}

	}

	ArcCurve.prototype.isArcCurve = true;

	/**
	 * Centripetal CatmullRom Curve - which is useful for avoiding
	 * cusps and self-intersections in non-uniform catmull rom curves.
	 * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
	 *
	 * curve.type accepts centripetal(default), chordal and catmullrom
	 * curve.tension is used for catmullrom which defaults to 0.5
	 */

	/*
	Based on an optimized c++ solution in
	 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
	 - http://ideone.com/NoEbVM

	This CubicPoly class could be used for reusing some variables and calculations,
	but for three.js curve use, it could be possible inlined and flatten into a single function call
	which can be placed in CurveUtils.
	*/

	function CubicPoly() {
		let c0 = 0,
				c1 = 0,
				c2 = 0,
				c3 = 0;
		/*
		 * Compute coefficients for a cubic polynomial
		 *	 p(s) = c0 + c1*s + c2*s^2 + c3*s^3
		 * such that
		 *	 p(0) = x0, p(1) = x1
		 *	and
		 *	 p'(0) = t0, p'(1) = t1.
		 */

		function init(x0, x1, t0, t1) {
			c0 = x0;
			c1 = t0;
			c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
			c3 = 2 * x0 - 2 * x1 + t0 + t1;
		}

		return {
			initCatmullRom: function (x0, x1, x2, x3, tension) {
				init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));
			},
			initNonuniformCatmullRom: function (x0, x1, x2, x3, dt0, dt1, dt2) {
				// compute tangents when parameterized in [t1,t2]
				let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
				let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1]

				t1 *= dt1;
				t2 *= dt1;
				init(x1, x2, t1, t2);
			},
			calc: function (t) {
				const t2 = t * t;
				const t3 = t2 * t;
				return c0 + c1 * t + c2 * t2 + c3 * t3;
			}
		};
	} //


	const tmp = new Vector3();
	const px = new CubicPoly(),
				py = new CubicPoly(),
				pz = new CubicPoly();

	class CatmullRomCurve3 extends Curve {
		constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) {
			super();
			this.type = 'CatmullRomCurve3';
			this.points = points;
			this.closed = closed;
			this.curveType = curveType;
			this.tension = tension;
		}

		getPoint(t, optionalTarget = new Vector3()) {
			const point = optionalTarget;
			const points = this.points;
			const l = points.length;
			const p = (l - (this.closed ? 0 : 1)) * t;
			let intPoint = Math.floor(p);
			let weight = p - intPoint;

			if (this.closed) {
				intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
			} else if (weight === 0 && intPoint === l - 1) {
				intPoint = l - 2;
				weight = 1;
			}

			let p0, p3; // 4 points (p1 & p2 defined below)

			if (this.closed || intPoint > 0) {
				p0 = points[(intPoint - 1) % l];
			} else {
				// extrapolate first point
				tmp.subVectors(points[0], points[1]).add(points[0]);
				p0 = tmp;
			}

			const p1 = points[intPoint % l];
			const p2 = points[(intPoint + 1) % l];

			if (this.closed || intPoint + 2 < l) {
				p3 = points[(intPoint + 2) % l];
			} else {
				// extrapolate last point
				tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);
				p3 = tmp;
			}

			if (this.curveType === 'centripetal' || this.curveType === 'chordal') {
				// init Centripetal / Chordal Catmull-Rom
				const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
				let dt0 = Math.pow(p0.distanceToSquared(p1), pow);
				let dt1 = Math.pow(p1.distanceToSquared(p2), pow);
				let dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points

				if (dt1 < 1e-4) dt1 = 1.0;
				if (dt0 < 1e-4) dt0 = dt1;
				if (dt2 < 1e-4) dt2 = dt1;
				px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
				py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
				pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
			} else if (this.curveType === 'catmullrom') {
				px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
				py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
				pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
			}

			point.set(px.calc(weight), py.calc(weight), pz.calc(weight));
			return point;
		}

		copy(source) {
			super.copy(source);
			this.points = [];

			for (let i = 0, l = source.points.length; i < l; i++) {
				const point = source.points[i];
				this.points.push(point.clone());
			}

			this.closed = source.closed;
			this.curveType = source.curveType;
			this.tension = source.tension;
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.points = [];

			for (let i = 0, l = this.points.length; i < l; i++) {
				const point = this.points[i];
				data.points.push(point.toArray());
			}

			data.closed = this.closed;
			data.curveType = this.curveType;
			data.tension = this.tension;
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.points = [];

			for (let i = 0, l = json.points.length; i < l; i++) {
				const point = json.points[i];
				this.points.push(new Vector3().fromArray(point));
			}

			this.closed = json.closed;
			this.curveType = json.curveType;
			this.tension = json.tension;
			return this;
		}

	}

	CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;

	/**
	 * Bezier Curves formulas obtained from
	 * https://en.wikipedia.org/wiki/B%C3%A9zier_curve
	 */
	function CatmullRom(t, p0, p1, p2, p3) {
		const v0 = (p2 - p0) * 0.5;
		const v1 = (p3 - p1) * 0.5;
		const t2 = t * t;
		const t3 = t * t2;
		return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
	} //


	function QuadraticBezierP0(t, p) {
		const k = 1 - t;
		return k * k * p;
	}

	function QuadraticBezierP1(t, p) {
		return 2 * (1 - t) * t * p;
	}

	function QuadraticBezierP2(t, p) {
		return t * t * p;
	}

	function QuadraticBezier(t, p0, p1, p2) {
		return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);
	} //


	function CubicBezierP0(t, p) {
		const k = 1 - t;
		return k * k * k * p;
	}

	function CubicBezierP1(t, p) {
		const k = 1 - t;
		return 3 * k * k * t * p;
	}

	function CubicBezierP2(t, p) {
		return 3 * (1 - t) * t * t * p;
	}

	function CubicBezierP3(t, p) {
		return t * t * t * p;
	}

	function CubicBezier(t, p0, p1, p2, p3) {
		return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);
	}

	class CubicBezierCurve extends Curve {
		constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) {
			super();
			this.type = 'CubicBezierCurve';
			this.v0 = v0;
			this.v1 = v1;
			this.v2 = v2;
			this.v3 = v3;
		}

		getPoint(t, optionalTarget = new Vector2()) {
			const point = optionalTarget;
			const v0 = this.v0,
						v1 = this.v1,
						v2 = this.v2,
						v3 = this.v3;
			point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));
			return point;
		}

		copy(source) {
			super.copy(source);
			this.v0.copy(source.v0);
			this.v1.copy(source.v1);
			this.v2.copy(source.v2);
			this.v3.copy(source.v3);
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.v0 = this.v0.toArray();
			data.v1 = this.v1.toArray();
			data.v2 = this.v2.toArray();
			data.v3 = this.v3.toArray();
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.v0.fromArray(json.v0);
			this.v1.fromArray(json.v1);
			this.v2.fromArray(json.v2);
			this.v3.fromArray(json.v3);
			return this;
		}

	}

	CubicBezierCurve.prototype.isCubicBezierCurve = true;

	class CubicBezierCurve3 extends Curve {
		constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) {
			super();
			this.type = 'CubicBezierCurve3';
			this.v0 = v0;
			this.v1 = v1;
			this.v2 = v2;
			this.v3 = v3;
		}

		getPoint(t, optionalTarget = new Vector3()) {
			const point = optionalTarget;
			const v0 = this.v0,
						v1 = this.v1,
						v2 = this.v2,
						v3 = this.v3;
			point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z));
			return point;
		}

		copy(source) {
			super.copy(source);
			this.v0.copy(source.v0);
			this.v1.copy(source.v1);
			this.v2.copy(source.v2);
			this.v3.copy(source.v3);
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.v0 = this.v0.toArray();
			data.v1 = this.v1.toArray();
			data.v2 = this.v2.toArray();
			data.v3 = this.v3.toArray();
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.v0.fromArray(json.v0);
			this.v1.fromArray(json.v1);
			this.v2.fromArray(json.v2);
			this.v3.fromArray(json.v3);
			return this;
		}

	}

	CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;

	class LineCurve extends Curve {
		constructor(v1 = new Vector2(), v2 = new Vector2()) {
			super();
			this.type = 'LineCurve';
			this.v1 = v1;
			this.v2 = v2;
		}

		getPoint(t, optionalTarget = new Vector2()) {
			const point = optionalTarget;

			if (t === 1) {
				point.copy(this.v2);
			} else {
				point.copy(this.v2).sub(this.v1);
				point.multiplyScalar(t).add(this.v1);
			}

			return point;
		} // Line curve is linear, so we can overwrite default getPointAt


		getPointAt(u, optionalTarget) {
			return this.getPoint(u, optionalTarget);
		}

		getTangent(t, optionalTarget) {
			const tangent = optionalTarget || new Vector2();
			tangent.copy(this.v2).sub(this.v1).normalize();
			return tangent;
		}

		copy(source) {
			super.copy(source);
			this.v1.copy(source.v1);
			this.v2.copy(source.v2);
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.v1 = this.v1.toArray();
			data.v2 = this.v2.toArray();
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.v1.fromArray(json.v1);
			this.v2.fromArray(json.v2);
			return this;
		}

	}

	LineCurve.prototype.isLineCurve = true;

	class LineCurve3 extends Curve {
		constructor(v1 = new Vector3(), v2 = new Vector3()) {
			super();
			this.type = 'LineCurve3';
			this.isLineCurve3 = true;
			this.v1 = v1;
			this.v2 = v2;
		}

		getPoint(t, optionalTarget = new Vector3()) {
			const point = optionalTarget;

			if (t === 1) {
				point.copy(this.v2);
			} else {
				point.copy(this.v2).sub(this.v1);
				point.multiplyScalar(t).add(this.v1);
			}

			return point;
		} // Line curve is linear, so we can overwrite default getPointAt


		getPointAt(u, optionalTarget) {
			return this.getPoint(u, optionalTarget);
		}

		copy(source) {
			super.copy(source);
			this.v1.copy(source.v1);
			this.v2.copy(source.v2);
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.v1 = this.v1.toArray();
			data.v2 = this.v2.toArray();
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.v1.fromArray(json.v1);
			this.v2.fromArray(json.v2);
			return this;
		}

	}

	class QuadraticBezierCurve extends Curve {
		constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) {
			super();
			this.type = 'QuadraticBezierCurve';
			this.v0 = v0;
			this.v1 = v1;
			this.v2 = v2;
		}

		getPoint(t, optionalTarget = new Vector2()) {
			const point = optionalTarget;
			const v0 = this.v0,
						v1 = this.v1,
						v2 = this.v2;
			point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));
			return point;
		}

		copy(source) {
			super.copy(source);
			this.v0.copy(source.v0);
			this.v1.copy(source.v1);
			this.v2.copy(source.v2);
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.v0 = this.v0.toArray();
			data.v1 = this.v1.toArray();
			data.v2 = this.v2.toArray();
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.v0.fromArray(json.v0);
			this.v1.fromArray(json.v1);
			this.v2.fromArray(json.v2);
			return this;
		}

	}

	QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;

	class QuadraticBezierCurve3 extends Curve {
		constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) {
			super();
			this.type = 'QuadraticBezierCurve3';
			this.v0 = v0;
			this.v1 = v1;
			this.v2 = v2;
		}

		getPoint(t, optionalTarget = new Vector3()) {
			const point = optionalTarget;
			const v0 = this.v0,
						v1 = this.v1,
						v2 = this.v2;
			point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z));
			return point;
		}

		copy(source) {
			super.copy(source);
			this.v0.copy(source.v0);
			this.v1.copy(source.v1);
			this.v2.copy(source.v2);
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.v0 = this.v0.toArray();
			data.v1 = this.v1.toArray();
			data.v2 = this.v2.toArray();
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.v0.fromArray(json.v0);
			this.v1.fromArray(json.v1);
			this.v2.fromArray(json.v2);
			return this;
		}

	}

	QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;

	class SplineCurve extends Curve {
		constructor(points = []) {
			super();
			this.type = 'SplineCurve';
			this.points = points;
		}

		getPoint(t, optionalTarget = new Vector2()) {
			const point = optionalTarget;
			const points = this.points;
			const p = (points.length - 1) * t;
			const intPoint = Math.floor(p);
			const weight = p - intPoint;
			const p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
			const p1 = points[intPoint];
			const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
			const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
			point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));
			return point;
		}

		copy(source) {
			super.copy(source);
			this.points = [];

			for (let i = 0, l = source.points.length; i < l; i++) {
				const point = source.points[i];
				this.points.push(point.clone());
			}

			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.points = [];

			for (let i = 0, l = this.points.length; i < l; i++) {
				const point = this.points[i];
				data.points.push(point.toArray());
			}

			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.points = [];

			for (let i = 0, l = json.points.length; i < l; i++) {
				const point = json.points[i];
				this.points.push(new Vector2().fromArray(point));
			}

			return this;
		}

	}

	SplineCurve.prototype.isSplineCurve = true;

	var Curves = /*#__PURE__*/Object.freeze({
		__proto__: null,
		ArcCurve: ArcCurve,
		CatmullRomCurve3: CatmullRomCurve3,
		CubicBezierCurve: CubicBezierCurve,
		CubicBezierCurve3: CubicBezierCurve3,
		EllipseCurve: EllipseCurve,
		LineCurve: LineCurve,
		LineCurve3: LineCurve3,
		QuadraticBezierCurve: QuadraticBezierCurve,
		QuadraticBezierCurve3: QuadraticBezierCurve3,
		SplineCurve: SplineCurve
	});

	/**************************************************************
	 *	Curved Path - a curve path is simply a array of connected
	 *	curves, but retains the api of a curve
	 **************************************************************/

	class CurvePath extends Curve {
		constructor() {
			super();
			this.type = 'CurvePath';
			this.curves = [];
			this.autoClose = false; // Automatically closes the path
		}

		add(curve) {
			this.curves.push(curve);
		}

		closePath() {
			// Add a line curve if start and end of lines are not connected
			const startPoint = this.curves[0].getPoint(0);
			const endPoint = this.curves[this.curves.length - 1].getPoint(1);

			if (!startPoint.equals(endPoint)) {
				this.curves.push(new LineCurve(endPoint, startPoint));
			}
		} // To get accurate point with reference to
		// entire path distance at time t,
		// following has to be done:
		// 1. Length of each sub path have to be known
		// 2. Locate and identify type of curve
		// 3. Get t for the curve
		// 4. Return curve.getPointAt(t')


		getPoint(t, optionalTarget) {
			const d = t * this.getLength();
			const curveLengths = this.getCurveLengths();
			let i = 0; // To think about boundaries points.

			while (i < curveLengths.length) {
				if (curveLengths[i] >= d) {
					const diff = curveLengths[i] - d;
					const curve = this.curves[i];
					const segmentLength = curve.getLength();
					const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
					return curve.getPointAt(u, optionalTarget);
				}

				i++;
			}

			return null; // loop where sum != 0, sum > d , sum+1 <d
		} // We cannot use the default THREE.Curve getPoint() with getLength() because in
		// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
		// getPoint() depends on getLength


		getLength() {
			const lens = this.getCurveLengths();
			return lens[lens.length - 1];
		} // cacheLengths must be recalculated.


		updateArcLengths() {
			this.needsUpdate = true;
			this.cacheLengths = null;
			this.getCurveLengths();
		} // Compute lengths and cache them
		// We cannot overwrite getLengths() because UtoT mapping uses it.


		getCurveLengths() {
			// We use cache values if curves and cache array are same length
			if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
				return this.cacheLengths;
			} // Get length of sub-curve
			// Push sums into cached array


			const lengths = [];
			let sums = 0;

			for (let i = 0, l = this.curves.length; i < l; i++) {
				sums += this.curves[i].getLength();
				lengths.push(sums);
			}

			this.cacheLengths = lengths;
			return lengths;
		}

		getSpacedPoints(divisions = 40) {
			const points = [];

			for (let i = 0; i <= divisions; i++) {
				points.push(this.getPoint(i / divisions));
			}

			if (this.autoClose) {
				points.push(points[0]);
			}

			return points;
		}

		getPoints(divisions = 12) {
			const points = [];
			let last;

			for (let i = 0, curves = this.curves; i < curves.length; i++) {
				const curve = curves[i];
				const resolution = curve && curve.isEllipseCurve ? divisions * 2 : curve && (curve.isLineCurve || curve.isLineCurve3) ? 1 : curve && curve.isSplineCurve ? divisions * curve.points.length : divisions;
				const pts = curve.getPoints(resolution);

				for (let j = 0; j < pts.length; j++) {
					const point = pts[j];
					if (last && last.equals(point)) continue; // ensures no consecutive points are duplicates

					points.push(point);
					last = point;
				}
			}

			if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
				points.push(points[0]);
			}

			return points;
		}

		copy(source) {
			super.copy(source);
			this.curves = [];

			for (let i = 0, l = source.curves.length; i < l; i++) {
				const curve = source.curves[i];
				this.curves.push(curve.clone());
			}

			this.autoClose = source.autoClose;
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.autoClose = this.autoClose;
			data.curves = [];

			for (let i = 0, l = this.curves.length; i < l; i++) {
				const curve = this.curves[i];
				data.curves.push(curve.toJSON());
			}

			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.autoClose = json.autoClose;
			this.curves = [];

			for (let i = 0, l = json.curves.length; i < l; i++) {
				const curve = json.curves[i];
				this.curves.push(new Curves[curve.type]().fromJSON(curve));
			}

			return this;
		}

	}

	class Path extends CurvePath {
		constructor(points) {
			super();
			this.type = 'Path';
			this.currentPoint = new Vector2();

			if (points) {
				this.setFromPoints(points);
			}
		}

		setFromPoints(points) {
			this.moveTo(points[0].x, points[0].y);

			for (let i = 1, l = points.length; i < l; i++) {
				this.lineTo(points[i].x, points[i].y);
			}

			return this;
		}

		moveTo(x, y) {
			this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?

			return this;
		}

		lineTo(x, y) {
			const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
			this.curves.push(curve);
			this.currentPoint.set(x, y);
			return this;
		}

		quadraticCurveTo(aCPx, aCPy, aX, aY) {
			const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));
			this.curves.push(curve);
			this.currentPoint.set(aX, aY);
			return this;
		}

		bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
			const curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));
			this.curves.push(curve);
			this.currentPoint.set(aX, aY);
			return this;
		}

		splineThru(pts
		/*Array of Vector*/
		) {
			const npts = [this.currentPoint.clone()].concat(pts);
			const curve = new SplineCurve(npts);
			this.curves.push(curve);
			this.currentPoint.copy(pts[pts.length - 1]);
			return this;
		}

		arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
			const x0 = this.currentPoint.x;
			const y0 = this.currentPoint.y;
			this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);
			return this;
		}

		absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
			this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
			return this;
		}

		ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
			const x0 = this.currentPoint.x;
			const y0 = this.currentPoint.y;
			this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
			return this;
		}

		absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
			const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);

			if (this.curves.length > 0) {
				// if a previous curve is present, attempt to join
				const firstPoint = curve.getPoint(0);

				if (!firstPoint.equals(this.currentPoint)) {
					this.lineTo(firstPoint.x, firstPoint.y);
				}
			}

			this.curves.push(curve);
			const lastPoint = curve.getPoint(1);
			this.currentPoint.copy(lastPoint);
			return this;
		}

		copy(source) {
			super.copy(source);
			this.currentPoint.copy(source.currentPoint);
			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.currentPoint = this.currentPoint.toArray();
			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.currentPoint.fromArray(json.currentPoint);
			return this;
		}

	}

	class Shape extends Path {
		constructor(points) {
			super(points);
			this.uuid = generateUUID();
			this.type = 'Shape';
			this.holes = [];
		}

		getPointsHoles(divisions) {
			const holesPts = [];

			for (let i = 0, l = this.holes.length; i < l; i++) {
				holesPts[i] = this.holes[i].getPoints(divisions);
			}

			return holesPts;
		} // get points of shape and holes (keypoints based on segments parameter)


		extractPoints(divisions) {
			return {
				shape: this.getPoints(divisions),
				holes: this.getPointsHoles(divisions)
			};
		}

		copy(source) {
			super.copy(source);
			this.holes = [];

			for (let i = 0, l = source.holes.length; i < l; i++) {
				const hole = source.holes[i];
				this.holes.push(hole.clone());
			}

			return this;
		}

		toJSON() {
			const data = super.toJSON();
			data.uuid = this.uuid;
			data.holes = [];

			for (let i = 0, l = this.holes.length; i < l; i++) {
				const hole = this.holes[i];
				data.holes.push(hole.toJSON());
			}

			return data;
		}

		fromJSON(json) {
			super.fromJSON(json);
			this.uuid = json.uuid;
			this.holes = [];

			for (let i = 0, l = json.holes.length; i < l; i++) {
				const hole = json.holes[i];
				this.holes.push(new Path().fromJSON(hole));
			}

			return this;
		}

	}

	/**
	 * Port from https://github.com/mapbox/earcut (v2.2.2)
	 */
	const Earcut = {
		triangulate: function (data, holeIndices, dim = 2) {
			const hasHoles = holeIndices && holeIndices.length;
			const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
			let outerNode = linkedList(data, 0, outerLen, dim, true);
			const triangles = [];
			if (!outerNode || outerNode.next === outerNode.prev) return triangles;
			let minX, minY, maxX, maxY, x, y, invSize;
			if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox

			if (data.length > 80 * dim) {
				minX = maxX = data[0];
				minY = maxY = data[1];

				for (let i = dim; i < outerLen; i += dim) {
					x = data[i];
					y = data[i + 1];
					if (x < minX) minX = x;
					if (y < minY) minY = y;
					if (x > maxX) maxX = x;
					if (y > maxY) maxY = y;
				} // minX, minY and invSize are later used to transform coords into integers for z-order calculation


				invSize = Math.max(maxX - minX, maxY - minY);
				invSize = invSize !== 0 ? 1 / invSize : 0;
			}

			earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
			return triangles;
		}
	}; // create a circular doubly linked list from polygon points in the specified winding order

	function linkedList(data, start, end, dim, clockwise) {
		let i, last;

		if (clockwise === signedArea(data, start, end, dim) > 0) {
			for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
		} else {
			for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
		}

		if (last && equals(last, last.next)) {
			removeNode(last);
			last = last.next;
		}

		return last;
	} // eliminate colinear or duplicate points


	function filterPoints(start, end) {
		if (!start) return start;
		if (!end) end = start;
		let p = start,
				again;

		do {
			again = false;

			if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
				removeNode(p);
				p = end = p.prev;
				if (p === p.next) break;
				again = true;
			} else {
				p = p.next;
			}
		} while (again || p !== end);

		return end;
	} // main ear slicing loop which triangulates a polygon (given as a linked list)


	function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
		if (!ear) return; // interlink polygon nodes in z-order

		if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
		let stop = ear,
				prev,
				next; // iterate through ears, slicing them one by one

		while (ear.prev !== ear.next) {
			prev = ear.prev;
			next = ear.next;

			if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
				// cut off the triangle
				triangles.push(prev.i / dim);
				triangles.push(ear.i / dim);
				triangles.push(next.i / dim);
				removeNode(ear); // skipping the next vertex leads to less sliver triangles

				ear = next.next;
				stop = next.next;
				continue;
			}

			ear = next; // if we looped through the whole remaining polygon and can't find any more ears

			if (ear === stop) {
				// try filtering points and slicing again
				if (!pass) {
					earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally
				} else if (pass === 1) {
					ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
					earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two
				} else if (pass === 2) {
					splitEarcut(ear, triangles, dim, minX, minY, invSize);
				}

				break;
			}
		}
	} // check whether a polygon node forms a valid ear with adjacent nodes


	function isEar(ear) {
		const a = ear.prev,
					b = ear,
					c = ear.next;
		if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
		// now make sure we don't have other points inside the potential ear

		let p = ear.next.next;

		while (p !== ear.prev) {
			if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
			p = p.next;
		}

		return true;
	}

	function isEarHashed(ear, minX, minY, invSize) {
		const a = ear.prev,
					b = ear,
					c = ear.next;
		if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
		// triangle bbox; min & max are calculated like this for speed

		const minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,
					minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y,
					maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x,
					maxTY = a.y > b.y ? a.y > c.y ? a.y : c.y : b.y > c.y ? b.y : c.y; // z-order range for the current triangle bbox;

		const minZ = zOrder(minTX, minTY, minX, minY, invSize),
					maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
		let p = ear.prevZ,
				n = ear.nextZ; // look for points inside the triangle in both directions

		while (p && p.z >= minZ && n && n.z <= maxZ) {
			if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
			p = p.prevZ;
			if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
			n = n.nextZ;
		} // look for remaining points in decreasing z-order


		while (p && p.z >= minZ) {
			if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
			p = p.prevZ;
		} // look for remaining points in increasing z-order


		while (n && n.z <= maxZ) {
			if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
			n = n.nextZ;
		}

		return true;
	} // go through all polygon nodes and cure small local self-intersections


	function cureLocalIntersections(start, triangles, dim) {
		let p = start;

		do {
			const a = p.prev,
						b = p.next.next;

			if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
				triangles.push(a.i / dim);
				triangles.push(p.i / dim);
				triangles.push(b.i / dim); // remove two nodes involved

				removeNode(p);
				removeNode(p.next);
				p = start = b;
			}

			p = p.next;
		} while (p !== start);

		return filterPoints(p);
	} // try splitting polygon into two and triangulate them independently


	function splitEarcut(start, triangles, dim, minX, minY, invSize) {
		// look for a valid diagonal that divides the polygon into two
		let a = start;

		do {
			let b = a.next.next;

			while (b !== a.prev) {
				if (a.i !== b.i && isValidDiagonal(a, b)) {
					// split the polygon in two by the diagonal
					let c = splitPolygon(a, b); // filter colinear points around the cuts

					a = filterPoints(a, a.next);
					c = filterPoints(c, c.next); // run earcut on each half

					earcutLinked(a, triangles, dim, minX, minY, invSize);
					earcutLinked(c, triangles, dim, minX, minY, invSize);
					return;
				}

				b = b.next;
			}

			a = a.next;
		} while (a !== start);
	} // link every hole into the outer loop, producing a single-ring polygon without holes


	function eliminateHoles(data, holeIndices, outerNode, dim) {
		const queue = [];
		let i, len, start, end, list;

		for (i = 0, len = holeIndices.length; i < len; i++) {
			start = holeIndices[i] * dim;
			end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
			list = linkedList(data, start, end, dim, false);
			if (list === list.next) list.steiner = true;
			queue.push(getLeftmost(list));
		}

		queue.sort(compareX); // process holes from left to right

		for (i = 0; i < queue.length; i++) {
			eliminateHole(queue[i], outerNode);
			outerNode = filterPoints(outerNode, outerNode.next);
		}

		return outerNode;
	}

	function compareX(a, b) {
		return a.x - b.x;
	} // find a bridge between vertices that connects hole with an outer ring and and link it


	function eliminateHole(hole, outerNode) {
		outerNode = findHoleBridge(hole, outerNode);

		if (outerNode) {
			const b = splitPolygon(outerNode, hole); // filter collinear points around the cuts

			filterPoints(outerNode, outerNode.next);
			filterPoints(b, b.next);
		}
	} // David Eberly's algorithm for finding a bridge between hole and outer polygon


	function findHoleBridge(hole, outerNode) {
		let p = outerNode;
		const hx = hole.x;
		const hy = hole.y;
		let qx = -Infinity,
				m; // find a segment intersected by a ray from the hole's leftmost point to the left;
		// segment's endpoint with lesser x will be potential connection point

		do {
			if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
				const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);

				if (x <= hx && x > qx) {
					qx = x;

					if (x === hx) {
						if (hy === p.y) return p;
						if (hy === p.next.y) return p.next;
					}

					m = p.x < p.next.x ? p : p.next;
				}
			}

			p = p.next;
		} while (p !== outerNode);

		if (!m) return null;
		if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint
		// look for points inside the triangle of hole point, segment intersection and endpoint;
		// if there are no points found, we have a valid connection;
		// otherwise choose the point of the minimum angle with the ray as connection point

		const stop = m,
					mx = m.x,
					my = m.y;
		let tanMin = Infinity,
				tan;
		p = m;

		do {
			if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
				tan = Math.abs(hy - p.y) / (hx - p.x); // tangential

				if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
					m = p;
					tanMin = tan;
				}
			}

			p = p.next;
		} while (p !== stop);

		return m;
	} // whether sector in vertex m contains sector in vertex p in the same coordinates


	function sectorContainsSector(m, p) {
		return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
	} // interlink polygon nodes in z-order


	function indexCurve(start, minX, minY, invSize) {
		let p = start;

		do {
			if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);
			p.prevZ = p.prev;
			p.nextZ = p.next;
			p = p.next;
		} while (p !== start);

		p.prevZ.nextZ = null;
		p.prevZ = null;
		sortLinked(p);
	} // Simon Tatham's linked list merge sort algorithm
	// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html


	function sortLinked(list) {
		let i,
				p,
				q,
				e,
				tail,
				numMerges,
				pSize,
				qSize,
				inSize = 1;

		do {
			p = list;
			list = null;
			tail = null;
			numMerges = 0;

			while (p) {
				numMerges++;
				q = p;
				pSize = 0;

				for (i = 0; i < inSize; i++) {
					pSize++;
					q = q.nextZ;
					if (!q) break;
				}

				qSize = inSize;

				while (pSize > 0 || qSize > 0 && q) {
					if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
						e = p;
						p = p.nextZ;
						pSize--;
					} else {
						e = q;
						q = q.nextZ;
						qSize--;
					}

					if (tail) tail.nextZ = e;else list = e;
					e.prevZ = tail;
					tail = e;
				}

				p = q;
			}

			tail.nextZ = null;
			inSize *= 2;
		} while (numMerges > 1);

		return list;
	} // z-order of a point given coords and inverse of the longer side of data bbox


	function zOrder(x, y, minX, minY, invSize) {
		// coords are transformed into non-negative 15-bit integer range
		x = 32767 * (x - minX) * invSize;
		y = 32767 * (y - minY) * invSize;
		x = (x | x << 8) & 0x00FF00FF;
		x = (x | x << 4) & 0x0F0F0F0F;
		x = (x | x << 2) & 0x33333333;
		x = (x | x << 1) & 0x55555555;
		y = (y | y << 8) & 0x00FF00FF;
		y = (y | y << 4) & 0x0F0F0F0F;
		y = (y | y << 2) & 0x33333333;
		y = (y | y << 1) & 0x55555555;
		return x | y << 1;
	} // find the leftmost node of a polygon ring


	function getLeftmost(start) {
		let p = start,
				leftmost = start;

		do {
			if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
			p = p.next;
		} while (p !== start);

		return leftmost;
	} // check if a point lies within a convex triangle


	function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
		return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
	} // check if a diagonal between two polygon nodes is valid (lies in polygon interior)


	function isValidDiagonal(a, b) {
		return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
		equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
	} // signed area of a triangle


	function area(p, q, r) {
		return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
	} // check if two points are equal


	function equals(p1, p2) {
		return p1.x === p2.x && p1.y === p2.y;
	} // check if two segments intersect


	function intersects(p1, q1, p2, q2) {
		const o1 = sign(area(p1, q1, p2));
		const o2 = sign(area(p1, q1, q2));
		const o3 = sign(area(p2, q2, p1));
		const o4 = sign(area(p2, q2, q1));
		if (o1 !== o2 && o3 !== o4) return true; // general case

		if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1

		if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1

		if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2

		if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2

		return false;
	} // for collinear points p, q, r, check if point q lies on segment pr


	function onSegment(p, q, r) {
		return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
	}

	function sign(num) {
		return num > 0 ? 1 : num < 0 ? -1 : 0;
	} // check if a polygon diagonal intersects any polygon segments


	function intersectsPolygon(a, b) {
		let p = a;

		do {
			if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true;
			p = p.next;
		} while (p !== a);

		return false;
	} // check if a polygon diagonal is locally inside the polygon


	function locallyInside(a, b) {
		return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
	} // check if the middle point of a polygon diagonal is inside the polygon


	function middleInside(a, b) {
		let p = a,
				inside = false;
		const px = (a.x + b.x) / 2,
					py = (a.y + b.y) / 2;

		do {
			if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside;
			p = p.next;
		} while (p !== a);

		return inside;
	} // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
	// if one belongs to the outer ring and another to a hole, it merges it into a single ring


	function splitPolygon(a, b) {
		const a2 = new Node(a.i, a.x, a.y),
					b2 = new Node(b.i, b.x, b.y),
					an = a.next,
					bp = b.prev;
		a.next = b;
		b.prev = a;
		a2.next = an;
		an.prev = a2;
		b2.next = a2;
		a2.prev = b2;
		bp.next = b2;
		b2.prev = bp;
		return b2;
	} // create a node and optionally link it with previous one (in a circular doubly linked list)


	function insertNode(i, x, y, last) {
		const p = new Node(i, x, y);

		if (!last) {
			p.prev = p;
			p.next = p;
		} else {
			p.next = last.next;
			p.prev = last;
			last.next.prev = p;
			last.next = p;
		}

		return p;
	}

	function removeNode(p) {
		p.next.prev = p.prev;
		p.prev.next = p.next;
		if (p.prevZ) p.prevZ.nextZ = p.nextZ;
		if (p.nextZ) p.nextZ.prevZ = p.prevZ;
	}

	function Node(i, x, y) {
		// vertex index in coordinates array
		this.i = i; // vertex coordinates

		this.x = x;
		this.y = y; // previous and next vertex nodes in a polygon ring

		this.prev = null;
		this.next = null; // z-order curve value

		this.z = null; // previous and next nodes in z-order

		this.prevZ = null;
		this.nextZ = null; // indicates whether this is a steiner point

		this.steiner = false;
	}

	function signedArea(data, start, end, dim) {
		let sum = 0;

		for (let i = start, j = end - dim; i < end; i += dim) {
			sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
			j = i;
		}

		return sum;
	}

	class ShapeUtils {
		// calculate area of the contour polygon
		static area(contour) {
			const n = contour.length;
			let a = 0.0;

			for (let p = n - 1, q = 0; q < n; p = q++) {
				a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
			}

			return a * 0.5;
		}

		static isClockWise(pts) {
			return ShapeUtils.area(pts) < 0;
		}

		static triangulateShape(contour, holes) {
			const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]

			const holeIndices = []; // array of hole indices

			const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]

			removeDupEndPts(contour);
			addContour(vertices, contour); //

			let holeIndex = contour.length;
			holes.forEach(removeDupEndPts);

			for (let i = 0; i < holes.length; i++) {
				holeIndices.push(holeIndex);
				holeIndex += holes[i].length;
				addContour(vertices, holes[i]);
			} //


			const triangles = Earcut.triangulate(vertices, holeIndices); //

			for (let i = 0; i < triangles.length; i += 3) {
				faces.push(triangles.slice(i, i + 3));
			}

			return faces;
		}

	}

	function removeDupEndPts(points) {
		const l = points.length;

		if (l > 2 && points[l - 1].equals(points[0])) {
			points.pop();
		}
	}

	function addContour(vertices, contour) {
		for (let i = 0; i < contour.length; i++) {
			vertices.push(contour[i].x);
			vertices.push(contour[i].y);
		}
	}

	/**
	 * Creates extruded geometry from a path shape.
	 *
	 * parameters = {
	 *
	 *	curveSegments: <int>, // number of points on the curves
	 *	steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
	 *	depth: <float>, // Depth to extrude the shape
	 *
	 *	bevelEnabled: <bool>, // turn on bevel
	 *	bevelThickness: <float>, // how deep into the original shape bevel goes
	 *	bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
	 *	bevelOffset: <float>, // how far from shape outline does bevel start
	 *	bevelSegments: <int>, // number of bevel layers
	 *
	 *	extrudePath: <THREE.Curve> // curve to extrude shape along
	 *
	 *	UVGenerator: <Object> // object that provides UV generator functions
	 *
	 * }
	 */

	class ExtrudeGeometry extends BufferGeometry {
		constructor(shapes = new Shape([new Vector2(0.5, 0.5), new Vector2(-0.5, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), options = {}) {
			super();
			this.type = 'ExtrudeGeometry';
			this.parameters = {
				shapes: shapes,
				options: options
			};
			shapes = Array.isArray(shapes) ? shapes : [shapes];
			const scope = this;
			const verticesArray = [];
			const uvArray = [];

			for (let i = 0, l = shapes.length; i < l; i++) {
				const shape = shapes[i];
				addShape(shape);
			} // build geometry


			this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
			this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
			this.computeVertexNormals(); // functions

			function addShape(shape) {
				const placeholder = []; // options

				const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
				const steps = options.steps !== undefined ? options.steps : 1;
				let depth = options.depth !== undefined ? options.depth : 1;
				let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
				let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
				let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
				let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
				let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
				const extrudePath = options.extrudePath;
				const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options

				if (options.amount !== undefined) {
					console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
					depth = options.amount;
				} //


				let extrudePts,
						extrudeByPath = false;
				let splineTube, binormal, normal, position2;

				if (extrudePath) {
					extrudePts = extrudePath.getSpacedPoints(steps);
					extrudeByPath = true;
					bevelEnabled = false; // bevels not supported for path extrusion
					// SETUP TNB variables
					// TODO1 - have a .isClosed in spline?

					splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

					binormal = new Vector3();
					normal = new Vector3();
					position2 = new Vector3();
				} // Safeguards if bevels are not enabled


				if (!bevelEnabled) {
					bevelSegments = 0;
					bevelThickness = 0;
					bevelSize = 0;
					bevelOffset = 0;
				} // Variables initialization


				const shapePoints = shape.extractPoints(curveSegments);
				let vertices = shapePoints.shape;
				const holes = shapePoints.holes;
				const reverse = !ShapeUtils.isClockWise(vertices);

				if (reverse) {
					vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...

					for (let h = 0, hl = holes.length; h < hl; h++) {
						const ahole = holes[h];

						if (ShapeUtils.isClockWise(ahole)) {
							holes[h] = ahole.reverse();
						}
					}
				}

				const faces = ShapeUtils.triangulateShape(vertices, holes);
				/* Vertices */

				const contour = vertices; // vertices has all points but contour has only points of circumference

				for (let h = 0, hl = holes.length; h < hl; h++) {
					const ahole = holes[h];
					vertices = vertices.concat(ahole);
				}

				function scalePt2(pt, vec, size) {
					if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist');
					return vec.clone().multiplyScalar(size).add(pt);
				}

				const vlen = vertices.length,
							flen = faces.length; // Find directions for point movement

				function getBevelVec(inPt, inPrev, inNext) {
					// computes for inPt the corresponding point inPt' on a new contour
					//	 shifted by 1 unit (length of normalized vector) to the left
					// if we walk along contour clockwise, this new contour is outside the old one
					//
					// inPt' is the intersection of the two lines parallel to the two
					//	adjacent edges of inPt at a distance of 1 unit on the left side.
					let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
					// good reading for geometry algorithms (here: line-line intersection)
					// http://geomalgorithms.com/a05-_intersect-1.html

					const v_prev_x = inPt.x - inPrev.x,
								v_prev_y = inPt.y - inPrev.y;
					const v_next_x = inNext.x - inPt.x,
								v_next_y = inNext.y - inPt.y;
					const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges

					const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;

					if (Math.abs(collinear0) > Number.EPSILON) {
						// not collinear
						// length of vectors for normalizing
						const v_prev_len = Math.sqrt(v_prev_lensq);
						const v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); // shift adjacent points by unit vectors to the left

						const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
						const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
						const ptNextShift_x = inNext.x - v_next_y / v_next_len;
						const ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point

						const sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); // vector from inPt to intersection point

						v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;
						v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly
						//	but prevent crazy spikes

						const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;

						if (v_trans_lensq <= 2) {
							return new Vector2(v_trans_x, v_trans_y);
						} else {
							shrink_by = Math.sqrt(v_trans_lensq / 2);
						}
					} else {
						// handle special case of collinear edges
						let direction_eq = false; // assumes: opposite

						if (v_prev_x > Number.EPSILON) {
							if (v_next_x > Number.EPSILON) {
								direction_eq = true;
							}
						} else {
							if (v_prev_x < -Number.EPSILON) {
								if (v_next_x < -Number.EPSILON) {
									direction_eq = true;
								}
							} else {
								if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
									direction_eq = true;
								}
							}
						}

						if (direction_eq) {
							// console.log("Warning: lines are a straight sequence");
							v_trans_x = -v_prev_y;
							v_trans_y = v_prev_x;
							shrink_by = Math.sqrt(v_prev_lensq);
						} else {
							// console.log("Warning: lines are a straight spike");
							v_trans_x = v_prev_x;
							v_trans_y = v_prev_y;
							shrink_by = Math.sqrt(v_prev_lensq / 2);
						}
					}

					return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
				}

				const contourMovements = [];

				for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
					if (j === il) j = 0;
					if (k === il) k = 0; //	(j)---(i)---(k)
					// console.log('i,j,k', i, j , k)

					contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);
				}

				const holesMovements = [];
				let oneHoleMovements,
						verticesMovements = contourMovements.concat();

				for (let h = 0, hl = holes.length; h < hl; h++) {
					const ahole = holes[h];
					oneHoleMovements = [];

					for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
						if (j === il) j = 0;
						if (k === il) k = 0; //	(j)---(i)---(k)

						oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);
					}

					holesMovements.push(oneHoleMovements);
					verticesMovements = verticesMovements.concat(oneHoleMovements);
				} // Loop bevelSegments, 1 for the front, 1 for the back


				for (let b = 0; b < bevelSegments; b++) {
					//for ( b = bevelSegments; b > 0; b -- ) {
					const t = b / bevelSegments;
					const z = bevelThickness * Math.cos(t * Math.PI / 2);
					const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape

					for (let i = 0, il = contour.length; i < il; i++) {
						const vert = scalePt2(contour[i], contourMovements[i], bs);
						v(vert.x, vert.y, -z);
					} // expand holes


					for (let h = 0, hl = holes.length; h < hl; h++) {
						const ahole = holes[h];
						oneHoleMovements = holesMovements[h];

						for (let i = 0, il = ahole.length; i < il; i++) {
							const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
							v(vert.x, vert.y, -z);
						}
					}
				}

				const bs = bevelSize + bevelOffset; // Back facing vertices

				for (let i = 0; i < vlen; i++) {
					const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];

					if (!extrudeByPath) {
						v(vert.x, vert.y, 0);
					} else {
						// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
						normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
						binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
						position2.copy(extrudePts[0]).add(normal).add(binormal);
						v(position2.x, position2.y, position2.z);
					}
				} // Add stepped vertices...
				// Including front facing vertices


				for (let s = 1; s <= steps; s++) {
					for (let i = 0; i < vlen; i++) {
						const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];

						if (!extrudeByPath) {
							v(vert.x, vert.y, depth / steps * s);
						} else {
							// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
							normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);
							binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);
							position2.copy(extrudePts[s]).add(normal).add(binormal);
							v(position2.x, position2.y, position2.z);
						}
					}
				} // Add bevel segments planes
				//for ( b = 1; b <= bevelSegments; b ++ ) {


				for (let b = bevelSegments - 1; b >= 0; b--) {
					const t = b / bevelSegments;
					const z = bevelThickness * Math.cos(t * Math.PI / 2);
					const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape

					for (let i = 0, il = contour.length; i < il; i++) {
						const vert = scalePt2(contour[i], contourMovements[i], bs);
						v(vert.x, vert.y, depth + z);
					} // expand holes


					for (let h = 0, hl = holes.length; h < hl; h++) {
						const ahole = holes[h];
						oneHoleMovements = holesMovements[h];

						for (let i = 0, il = ahole.length; i < il; i++) {
							const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);

							if (!extrudeByPath) {
								v(vert.x, vert.y, depth + z);
							} else {
								v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
							}
						}
					}
				}
				/* Faces */
				// Top and bottom faces


				buildLidFaces(); // Sides faces

				buildSideFaces(); /////	Internal functions

				function buildLidFaces() {
					const start = verticesArray.length / 3;

					if (bevelEnabled) {
						let layer = 0; // steps + 1

						let offset = vlen * layer; // Bottom faces

						for (let i = 0; i < flen; i++) {
							const face = faces[i];
							f3(face[2] + offset, face[1] + offset, face[0] + offset);
						}

						layer = steps + bevelSegments * 2;
						offset = vlen * layer; // Top faces

						for (let i = 0; i < flen; i++) {
							const face = faces[i];
							f3(face[0] + offset, face[1] + offset, face[2] + offset);
						}
					} else {
						// Bottom faces
						for (let i = 0; i < flen; i++) {
							const face = faces[i];
							f3(face[2], face[1], face[0]);
						} // Top faces


						for (let i = 0; i < flen; i++) {
							const face = faces[i];
							f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
						}
					}

					scope.addGroup(start, verticesArray.length / 3 - start, 0);
				} // Create faces for the z-sides of the shape


				function buildSideFaces() {
					const start = verticesArray.length / 3;
					let layeroffset = 0;
					sidewalls(contour, layeroffset);
					layeroffset += contour.length;

					for (let h = 0, hl = holes.length; h < hl; h++) {
						const ahole = holes[h];
						sidewalls(ahole, layeroffset); //, true

						layeroffset += ahole.length;
					}

					scope.addGroup(start, verticesArray.length / 3 - start, 1);
				}

				function sidewalls(contour, layeroffset) {
					let i = contour.length;

					while (--i >= 0) {
						const j = i;
						let k = i - 1;
						if (k < 0) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);

						for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {
							const slen1 = vlen * s;
							const slen2 = vlen * (s + 1);
							const a = layeroffset + j + slen1,
										b = layeroffset + k + slen1,
										c = layeroffset + k + slen2,
										d = layeroffset + j + slen2;
							f4(a, b, c, d);
						}
					}
				}

				function v(x, y, z) {
					placeholder.push(x);
					placeholder.push(y);
					placeholder.push(z);
				}

				function f3(a, b, c) {
					addVertex(a);
					addVertex(b);
					addVertex(c);
					const nextIndex = verticesArray.length / 3;
					const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
					addUV(uvs[0]);
					addUV(uvs[1]);
					addUV(uvs[2]);
				}

				function f4(a, b, c, d) {
					addVertex(a);
					addVertex(b);
					addVertex(d);
					addVertex(b);
					addVertex(c);
					addVertex(d);
					const nextIndex = verticesArray.length / 3;
					const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
					addUV(uvs[0]);
					addUV(uvs[1]);
					addUV(uvs[3]);
					addUV(uvs[1]);
					addUV(uvs[2]);
					addUV(uvs[3]);
				}

				function addVertex(index) {
					verticesArray.push(placeholder[index * 3 + 0]);
					verticesArray.push(placeholder[index * 3 + 1]);
					verticesArray.push(placeholder[index * 3 + 2]);
				}

				function addUV(vector2) {
					uvArray.push(vector2.x);
					uvArray.push(vector2.y);
				}
			}
		}

		toJSON() {
			const data = super.toJSON();
			const shapes = this.parameters.shapes;
			const options = this.parameters.options;
			return toJSON$1(shapes, options, data);
		}

		static fromJSON(data, shapes) {
			const geometryShapes = [];

			for (let j = 0, jl = data.shapes.length; j < jl; j++) {
				const shape = shapes[data.shapes[j]];
				geometryShapes.push(shape);
			}

			const extrudePath = data.options.extrudePath;

			if (extrudePath !== undefined) {
				data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
			}

			return new ExtrudeGeometry(geometryShapes, data.options);
		}

	}

	const WorldUVGenerator = {
		generateTopUV: function (geometry, vertices, indexA, indexB, indexC) {
			const a_x = vertices[indexA * 3];
			const a_y = vertices[indexA * 3 + 1];
			const b_x = vertices[indexB * 3];
			const b_y = vertices[indexB * 3 + 1];
			const c_x = vertices[indexC * 3];
			const c_y = vertices[indexC * 3 + 1];
			return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];
		},
		generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) {
			const a_x = vertices[indexA * 3];
			const a_y = vertices[indexA * 3 + 1];
			const a_z = vertices[indexA * 3 + 2];
			const b_x = vertices[indexB * 3];
			const b_y = vertices[indexB * 3 + 1];
			const b_z = vertices[indexB * 3 + 2];
			const c_x = vertices[indexC * 3];
			const c_y = vertices[indexC * 3 + 1];
			const c_z = vertices[indexC * 3 + 2];
			const d_x = vertices[indexD * 3];
			const d_y = vertices[indexD * 3 + 1];
			const d_z = vertices[indexD * 3 + 2];

			if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) {
				return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)];
			} else {
				return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)];
			}
		}
	};

	function toJSON$1(shapes, options, data) {
		data.shapes = [];

		if (Array.isArray(shapes)) {
			for (let i = 0, l = shapes.length; i < l; i++) {
				const shape = shapes[i];
				data.shapes.push(shape.uuid);
			}
		} else {
			data.shapes.push(shapes.uuid);
		}

		if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
		return data;
	}

	class IcosahedronGeometry extends PolyhedronGeometry {
		constructor(radius = 1, detail = 0) {
			const t = (1 + Math.sqrt(5)) / 2;
			const vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1];
			const indices = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1];
			super(vertices, indices, radius, detail);
			this.type = 'IcosahedronGeometry';
			this.parameters = {
				radius: radius,
				detail: detail
			};
		}

		static fromJSON(data) {
			return new IcosahedronGeometry(data.radius, data.detail);
		}

	}

	class LatheGeometry extends BufferGeometry {
		constructor(points = [new Vector2(0, 0.5), new Vector2(0.5, 0), new Vector2(0, -0.5)], segments = 12, phiStart = 0, phiLength = Math.PI * 2) {
			super();
			this.type = 'LatheGeometry';
			this.parameters = {
				points: points,
				segments: segments,
				phiStart: phiStart,
				phiLength: phiLength
			};
			segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ]

			phiLength = clamp(phiLength, 0, Math.PI * 2); // buffers

			const indices = [];
			const vertices = [];
			const uvs = [];
			const initNormals = [];
			const normals = []; // helper variables

			const inverseSegments = 1.0 / segments;
			const vertex = new Vector3();
			const uv = new Vector2();
			const normal = new Vector3();
			const curNormal = new Vector3();
			const prevNormal = new Vector3();
			let dx = 0;
			let dy = 0; // pre-compute normals for initial "meridian"

			for (let j = 0; j <= points.length - 1; j++) {
				switch (j) {
					case 0:
						// special handling for 1st vertex on path
						dx = points[j + 1].x - points[j].x;
						dy = points[j + 1].y - points[j].y;
						normal.x = dy * 1.0;
						normal.y = -dx;
						normal.z = dy * 0.0;
						prevNormal.copy(normal);
						normal.normalize();
						initNormals.push(normal.x, normal.y, normal.z);
						break;

					case points.length - 1:
						// special handling for last Vertex on path
						initNormals.push(prevNormal.x, prevNormal.y, prevNormal.z);
						break;

					default:
						// default handling for all vertices in between
						dx = points[j + 1].x - points[j].x;
						dy = points[j + 1].y - points[j].y;
						normal.x = dy * 1.0;
						normal.y = -dx;
						normal.z = dy * 0.0;
						curNormal.copy(normal);
						normal.x += prevNormal.x;
						normal.y += prevNormal.y;
						normal.z += prevNormal.z;
						normal.normalize();
						initNormals.push(normal.x, normal.y, normal.z);
						prevNormal.copy(curNormal);
				}
			} // generate vertices, uvs and normals


			for (let i = 0; i <= segments; i++) {
				const phi = phiStart + i * inverseSegments * phiLength;
				const sin = Math.sin(phi);
				const cos = Math.cos(phi);

				for (let j = 0; j <= points.length - 1; j++) {
					// vertex
					vertex.x = points[j].x * sin;
					vertex.y = points[j].y;
					vertex.z = points[j].x * cos;
					vertices.push(vertex.x, vertex.y, vertex.z); // uv

					uv.x = i / segments;
					uv.y = j / (points.length - 1);
					uvs.push(uv.x, uv.y); // normal

					const x = initNormals[3 * j + 0] * sin;
					const y = initNormals[3 * j + 1];
					const z = initNormals[3 * j + 0] * cos;
					normals.push(x, y, z);
				}
			} // indices


			for (let i = 0; i < segments; i++) {
				for (let j = 0; j < points.length - 1; j++) {
					const base = j + i * points.length;
					const a = base;
					const b = base + points.length;
					const c = base + points.length + 1;
					const d = base + 1; // faces

					indices.push(a, b, d);
					indices.push(c, d, b);
				}
			} // build geometry


			this.setIndex(indices);
			this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
			this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
		}

		static fromJSON(data) {
			return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength);
		}

	}

	class OctahedronGeometry extends PolyhedronGeometry {
		constructor(radius = 1, detail = 0) {
			const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];
			const indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2];
			super(vertices, indices, radius, detail);
			this.type = 'OctahedronGeometry';
			this.parameters = {
				radius: radius,
				detail: detail
			};
		}

		static fromJSON(data) {
			return new OctahedronGeometry(data.radius, data.detail);
		}

	}

	class RingGeometry extends BufferGeometry {
		constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) {
			super();
			this.type = 'RingGeometry';
			this.parameters = {
				innerRadius: innerRadius,
				outerRadius: outerRadius,
				thetaSegments: thetaSegments,
				phiSegments: phiSegments,
				thetaStart: thetaStart,
				thetaLength: thetaLength
			};
			thetaSegments = Math.max(3, thetaSegments);
			phiSegments = Math.max(1, phiSegments); // buffers

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = []; // some helper variables

			let radius = innerRadius;
			const radiusStep = (outerRadius - innerRadius) / phiSegments;
			const vertex = new Vector3();
			const uv = new Vector2(); // generate vertices, normals and uvs

			for (let j = 0; j <= phiSegments; j++) {
				for (let i = 0; i <= thetaSegments; i++) {
					// values are generate from the inside of the ring to the outside
					const segment = thetaStart + i / thetaSegments * thetaLength; // vertex

					vertex.x = radius * Math.cos(segment);
					vertex.y = radius * Math.sin(segment);
					vertices.push(vertex.x, vertex.y, vertex.z); // normal

					normals.push(0, 0, 1); // uv

					uv.x = (vertex.x / outerRadius + 1) / 2;
					uv.y = (vertex.y / outerRadius + 1) / 2;
					uvs.push(uv.x, uv.y);
				} // increase the radius for next row of vertices


				radius += radiusStep;
			} // indices


			for (let j = 0; j < phiSegments; j++) {
				const thetaSegmentLevel = j * (thetaSegments + 1);

				for (let i = 0; i < thetaSegments; i++) {
					const segment = i + thetaSegmentLevel;
					const a = segment;
					const b = segment + thetaSegments + 1;
					const c = segment + thetaSegments + 2;
					const d = segment + 1; // faces

					indices.push(a, b, d);
					indices.push(b, c, d);
				}
			} // 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));
		}

		static fromJSON(data) {
			return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
		}

	}

	class ShapeGeometry extends BufferGeometry {
		constructor(shapes = new Shape([new Vector2(0, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), curveSegments = 12) {
			super();
			this.type = 'ShapeGeometry';
			this.parameters = {
				shapes: shapes,
				curveSegments: curveSegments
			}; // buffers

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = []; // helper variables

			let groupStart = 0;
			let groupCount = 0; // allow single and array values for "shapes" parameter

			if (Array.isArray(shapes) === false) {
				addShape(shapes);
			} else {
				for (let i = 0; i < shapes.length; i++) {
					addShape(shapes[i]);
					this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support

					groupStart += groupCount;
					groupCount = 0;
				}
			} // 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)); // helper functions

			function addShape(shape) {
				const indexOffset = vertices.length / 3;
				const points = shape.extractPoints(curveSegments);
				let shapeVertices = points.shape;
				const shapeHoles = points.holes; // check direction of vertices

				if (ShapeUtils.isClockWise(shapeVertices) === false) {
					shapeVertices = shapeVertices.reverse();
				}

				for (let i = 0, l = shapeHoles.length; i < l; i++) {
					const shapeHole = shapeHoles[i];

					if (ShapeUtils.isClockWise(shapeHole) === true) {
						shapeHoles[i] = shapeHole.reverse();
					}
				}

				const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array

				for (let i = 0, l = shapeHoles.length; i < l; i++) {
					const shapeHole = shapeHoles[i];
					shapeVertices = shapeVertices.concat(shapeHole);
				} // vertices, normals, uvs


				for (let i = 0, l = shapeVertices.length; i < l; i++) {
					const vertex = shapeVertices[i];
					vertices.push(vertex.x, vertex.y, 0);
					normals.push(0, 0, 1);
					uvs.push(vertex.x, vertex.y); // world uvs
				} // incides


				for (let i = 0, l = faces.length; i < l; i++) {
					const face = faces[i];
					const a = face[0] + indexOffset;
					const b = face[1] + indexOffset;
					const c = face[2] + indexOffset;
					indices.push(a, b, c);
					groupCount += 3;
				}
			}
		}

		toJSON() {
			const data = super.toJSON();
			const shapes = this.parameters.shapes;
			return toJSON(shapes, data);
		}

		static fromJSON(data, shapes) {
			const geometryShapes = [];

			for (let j = 0, jl = data.shapes.length; j < jl; j++) {
				const shape = shapes[data.shapes[j]];
				geometryShapes.push(shape);
			}

			return new ShapeGeometry(geometryShapes, data.curveSegments);
		}

	}

	function toJSON(shapes, data) {
		data.shapes = [];

		if (Array.isArray(shapes)) {
			for (let i = 0, l = shapes.length; i < l; i++) {
				const shape = shapes[i];
				data.shapes.push(shape.uuid);
			}
		} else {
			data.shapes.push(shapes.uuid);
		}

		return data;
	}

	class SphereGeometry extends BufferGeometry {
		constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) {
			super();
			this.type = 'SphereGeometry';
			this.parameters = {
				radius: radius,
				widthSegments: widthSegments,
				heightSegments: heightSegments,
				phiStart: phiStart,
				phiLength: phiLength,
				thetaStart: thetaStart,
				thetaLength: thetaLength
			};
			widthSegments = Math.max(3, Math.floor(widthSegments));
			heightSegments = Math.max(2, Math.floor(heightSegments));
			const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
			let index = 0;
			const grid = [];
			const vertex = new Vector3();
			const normal = new Vector3(); // buffers

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = []; // generate vertices, normals and uvs

			for (let iy = 0; iy <= heightSegments; iy++) {
				const verticesRow = [];
				const v = iy / heightSegments; // special case for the poles

				let uOffset = 0;

				if (iy == 0 && thetaStart == 0) {
					uOffset = 0.5 / widthSegments;
				} else if (iy == heightSegments && thetaEnd == Math.PI) {
					uOffset = -0.5 / widthSegments;
				}

				for (let ix = 0; ix <= widthSegments; ix++) {
					const u = ix / widthSegments; // vertex

					vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
					vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
					vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
					vertices.push(vertex.x, vertex.y, vertex.z); // normal

					normal.copy(vertex).normalize();
					normals.push(normal.x, normal.y, normal.z); // uv

					uvs.push(u + uOffset, 1 - v);
					verticesRow.push(index++);
				}

				grid.push(verticesRow);
			} // indices


			for (let iy = 0; iy < heightSegments; iy++) {
				for (let ix = 0; ix < widthSegments; ix++) {
					const a = grid[iy][ix + 1];
					const b = grid[iy][ix];
					const c = grid[iy + 1][ix];
					const d = grid[iy + 1][ix + 1];
					if (iy !== 0 || thetaStart > 0) indices.push(a, b, d);
					if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);
				}
			} // 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));
		}

		static fromJSON(data) {
			return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
		}

	}

	class TetrahedronGeometry extends PolyhedronGeometry {
		constructor(radius = 1, detail = 0) {
			const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
			const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
			super(vertices, indices, radius, detail);
			this.type = 'TetrahedronGeometry';
			this.parameters = {
				radius: radius,
				detail: detail
			};
		}

		static fromJSON(data) {
			return new TetrahedronGeometry(data.radius, data.detail);
		}

	}

	class TorusGeometry extends BufferGeometry {
		constructor(radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2) {
			super();
			this.type = 'TorusGeometry';
			this.parameters = {
				radius: radius,
				tube: tube,
				radialSegments: radialSegments,
				tubularSegments: tubularSegments,
				arc: arc
			};
			radialSegments = Math.floor(radialSegments);
			tubularSegments = Math.floor(tubularSegments); // buffers

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = []; // helper variables

			const center = new Vector3();
			const vertex = new Vector3();
			const normal = new Vector3(); // generate vertices, normals and uvs

			for (let j = 0; j <= radialSegments; j++) {
				for (let i = 0; i <= tubularSegments; i++) {
					const u = i / tubularSegments * arc;
					const v = j / radialSegments * Math.PI * 2; // vertex

					vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u);
					vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u);
					vertex.z = tube * Math.sin(v);
					vertices.push(vertex.x, vertex.y, vertex.z); // normal

					center.x = radius * Math.cos(u);
					center.y = radius * Math.sin(u);
					normal.subVectors(vertex, center).normalize();
					normals.push(normal.x, normal.y, normal.z); // uv

					uvs.push(i / tubularSegments);
					uvs.push(j / radialSegments);
				}
			} // generate indices


			for (let j = 1; j <= radialSegments; j++) {
				for (let i = 1; i <= tubularSegments; i++) {
					// indices
					const a = (tubularSegments + 1) * j + i - 1;
					const b = (tubularSegments + 1) * (j - 1) + i - 1;
					const c = (tubularSegments + 1) * (j - 1) + i;
					const d = (tubularSegments + 1) * j + i; // faces

					indices.push(a, b, d);
					indices.push(b, c, d);
				}
			} // 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));
		}

		static fromJSON(data) {
			return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
		}

	}

	class TorusKnotGeometry extends BufferGeometry {
		constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) {
			super();
			this.type = 'TorusKnotGeometry';
			this.parameters = {
				radius: radius,
				tube: tube,
				tubularSegments: tubularSegments,
				radialSegments: radialSegments,
				p: p,
				q: q
			};
			tubularSegments = Math.floor(tubularSegments);
			radialSegments = Math.floor(radialSegments); // buffers

			const indices = [];
			const vertices = [];
			const normals = [];
			const uvs = []; // helper variables

			const vertex = new Vector3();
			const normal = new Vector3();
			const P1 = new Vector3();
			const P2 = new Vector3();
			const B = new Vector3();
			const T = new Vector3();
			const N = new Vector3(); // generate vertices, normals and uvs

			for (let i = 0; i <= tubularSegments; ++i) {
				// the radian "u" is used to calculate the position on the torus curve of the current tubular segement
				const u = i / tubularSegments * p * Math.PI * 2; // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
				// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

				calculatePositionOnCurve(u, p, q, radius, P1);
				calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis

				T.subVectors(P2, P1);
				N.addVectors(P2, P1);
				B.crossVectors(T, N);
				N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it

				B.normalize();
				N.normalize();

				for (let j = 0; j <= radialSegments; ++j) {
					// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
					// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
					const v = j / radialSegments * Math.PI * 2;
					const cx = -tube * Math.cos(v);
					const cy = tube * Math.sin(v); // now calculate the final vertex position.
					// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

					vertex.x = P1.x + (cx * N.x + cy * B.x);
					vertex.y = P1.y + (cx * N.y + cy * B.y);
					vertex.z = P1.z + (cx * N.z + cy * B.z);
					vertices.push(vertex.x, vertex.y, vertex.z); // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)

					normal.subVectors(vertex, P1).normalize();
					normals.push(normal.x, normal.y, normal.z); // uv

					uvs.push(i / tubularSegments);
					uvs.push(j / radialSegments);
				}
			} // generate indices


			for (let j = 1; j <= tubularSegments; j++) {
				for (let i = 1; i <= radialSegments; i++) {
					// indices
					const a = (radialSegments + 1) * (j - 1) + (i - 1);
					const b = (radialSegments + 1) * j + (i - 1);
					const c = (radialSegments + 1) * j + i;
					const d = (radialSegments + 1) * (j - 1) + i; // faces

					indices.push(a, b, d);
					indices.push(b, c, d);
				}
			} // 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)); // this function calculates the current position on the torus curve

			function calculatePositionOnCurve(u, p, q, radius, position) {
				const cu = Math.cos(u);
				const su = Math.sin(u);
				const quOverP = q / p * u;
				const cs = Math.cos(quOverP);
				position.x = radius * (2 + cs) * 0.5 * cu;
				position.y = radius * (2 + cs) * su * 0.5;
				position.z = radius * Math.sin(quOverP) * 0.5;
			}
		}

		static fromJSON(data) {
			return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
		}

	}

	class TubeGeometry extends BufferGeometry {
		constructor(path = new QuadraticBezierCurve3(new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0)), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) {
			super();
			this.type = 'TubeGeometry';
			this.parameters = {
				path: path,
				tubularSegments: tubularSegments,
				radius: radius,
				radialSegments: radialSegments,
				closed: closed
			};
			const frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals

			this.tangents = frames.tangents;
			this.normals = frames.normals;
			this.binormals = frames.binormals; // helper variables

			const vertex = new Vector3();
			const normal = new Vector3();
			const uv = new Vector2();
			let P = new Vector3(); // buffer

			const vertices = [];
			const normals = [];
			const uvs = [];
			const indices = []; // create buffer data

			generateBufferData(); // 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)); // functions

			function generateBufferData() {
				for (let i = 0; i < tubularSegments; i++) {
					generateSegment(i);
				} // if the geometry is not closed, generate the last row of vertices and normals
				// at the regular position on the given path
				//
				// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)


				generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.
				// this makes it easy compute correct values for closed geometries

				generateUVs(); // finally create faces

				generateIndices();
			}

			function generateSegment(i) {
				// we use getPointAt to sample evenly distributed points from the given path
				P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal

				const N = frames.normals[i];
				const B = frames.binormals[i]; // generate normals and vertices for the current segment

				for (let j = 0; j <= radialSegments; j++) {
					const v = j / radialSegments * Math.PI * 2;
					const sin = Math.sin(v);
					const cos = -Math.cos(v); // normal

					normal.x = cos * N.x + sin * B.x;
					normal.y = cos * N.y + sin * B.y;
					normal.z = cos * N.z + sin * B.z;
					normal.normalize();
					normals.push(normal.x, normal.y, normal.z); // vertex

					vertex.x = P.x + radius * normal.x;
					vertex.y = P.y + radius * normal.y;
					vertex.z = P.z + radius * normal.z;
					vertices.push(vertex.x, vertex.y, vertex.z);
				}
			}

			function generateIndices() {
				for (let j = 1; j <= tubularSegments; j++) {
					for (let i = 1; i <= radialSegments; i++) {
						const a = (radialSegments + 1) * (j - 1) + (i - 1);
						const b = (radialSegments + 1) * j + (i - 1);
						const c = (radialSegments + 1) * j + i;
						const d = (radialSegments + 1) * (j - 1) + i; // faces

						indices.push(a, b, d);
						indices.push(b, c, d);
					}
				}
			}

			function generateUVs() {
				for (let i = 0; i <= tubularSegments; i++) {
					for (let j = 0; j <= radialSegments; j++) {
						uv.x = i / tubularSegments;
						uv.y = j / radialSegments;
						uvs.push(uv.x, uv.y);
					}
				}
			}
		}

		toJSON() {
			const data = super.toJSON();
			data.path = this.parameters.path.toJSON();
			return data;
		}

		static fromJSON(data) {
			// This only works for built-in curves (e.g. CatmullRomCurve3).
			// User defined curves or instances of CurvePath will not be deserialized.
			return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);
		}

	}

	class WireframeGeometry extends BufferGeometry {
		constructor(geometry = null) {
			super();
			this.type = 'WireframeGeometry';
			this.parameters = {
				geometry: geometry
			};

			if (geometry !== null) {
				// buffer
				const vertices = [];
				const edges = new Set(); // helper variables

				const start = new Vector3();
				const end = new Vector3();

				if (geometry.index !== null) {
					// indexed BufferGeometry
					const position = geometry.attributes.position;
					const indices = geometry.index;
					let groups = geometry.groups;

					if (groups.length === 0) {
						groups = [{
							start: 0,
							count: indices.count,
							materialIndex: 0
						}];
					} // create a data structure that contains all eges without duplicates


					for (let o = 0, ol = groups.length; o < ol; ++o) {
						const group = groups[o];
						const groupStart = group.start;
						const groupCount = group.count;

						for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {
							for (let j = 0; j < 3; j++) {
								const index1 = indices.getX(i + j);
								const index2 = indices.getX(i + (j + 1) % 3);
								start.fromBufferAttribute(position, index1);
								end.fromBufferAttribute(position, index2);

								if (isUniqueEdge(start, end, edges) === true) {
									vertices.push(start.x, start.y, start.z);
									vertices.push(end.x, end.y, end.z);
								}
							}
						}
					}
				} else {
					// non-indexed BufferGeometry
					const position = geometry.attributes.position;

					for (let i = 0, l = position.count / 3; i < l; i++) {
						for (let j = 0; j < 3; j++) {
							// three edges per triangle, an edge is represented as (index1, index2)
							// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
							const index1 = 3 * i + j;
							const index2 = 3 * i + (j + 1) % 3;
							start.fromBufferAttribute(position, index1);
							end.fromBufferAttribute(position, index2);

							if (isUniqueEdge(start, end, edges) === true) {
								vertices.push(start.x, start.y, start.z);
								vertices.push(end.x, end.y, end.z);
							}
						}
					}
				} // build geometry


				this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			}
		}

	}

	function isUniqueEdge(start, end, edges) {
		const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
		const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge

		if (edges.has(hash1) === true || edges.has(hash2) === true) {
			return false;
		} else {
			edges.add(hash1, hash2);
			return true;
		}
	}

	var Geometries = /*#__PURE__*/Object.freeze({
		__proto__: null,
		BoxGeometry: BoxGeometry,
		BoxBufferGeometry: BoxGeometry,
		CircleGeometry: CircleGeometry,
		CircleBufferGeometry: CircleGeometry,
		ConeGeometry: ConeGeometry,
		ConeBufferGeometry: ConeGeometry,
		CylinderGeometry: CylinderGeometry,
		CylinderBufferGeometry: CylinderGeometry,
		DodecahedronGeometry: DodecahedronGeometry,
		DodecahedronBufferGeometry: DodecahedronGeometry,
		EdgesGeometry: EdgesGeometry,
		ExtrudeGeometry: ExtrudeGeometry,
		ExtrudeBufferGeometry: ExtrudeGeometry,
		IcosahedronGeometry: IcosahedronGeometry,
		IcosahedronBufferGeometry: IcosahedronGeometry,
		LatheGeometry: LatheGeometry,
		LatheBufferGeometry: LatheGeometry,
		OctahedronGeometry: OctahedronGeometry,
		OctahedronBufferGeometry: OctahedronGeometry,
		PlaneGeometry: PlaneGeometry,
		PlaneBufferGeometry: PlaneGeometry,
		PolyhedronGeometry: PolyhedronGeometry,
		PolyhedronBufferGeometry: PolyhedronGeometry,
		RingGeometry: RingGeometry,
		RingBufferGeometry: RingGeometry,
		ShapeGeometry: ShapeGeometry,
		ShapeBufferGeometry: ShapeGeometry,
		SphereGeometry: SphereGeometry,
		SphereBufferGeometry: SphereGeometry,
		TetrahedronGeometry: TetrahedronGeometry,
		TetrahedronBufferGeometry: TetrahedronGeometry,
		TorusGeometry: TorusGeometry,
		TorusBufferGeometry: TorusGeometry,
		TorusKnotGeometry: TorusKnotGeometry,
		TorusKnotBufferGeometry: TorusKnotGeometry,
		TubeGeometry: TubeGeometry,
		TubeBufferGeometry: TubeGeometry,
		WireframeGeometry: WireframeGeometry
	});

	/**
	 * parameters = {
	 *	color: <THREE.Color>
	 * }
	 */

	class ShadowMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'ShadowMaterial';
			this.color = new Color(0x000000);
			this.transparent = true;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			return this;
		}

	}

	ShadowMaterial.prototype.isShadowMaterial = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	roughness: <float>,
	 *	metalness: <float>,
	 *	opacity: <float>,
	 *
	 *	map: new THREE.Texture( <Image> ),
	 *
	 *	lightMap: new THREE.Texture( <Image> ),
	 *	lightMapIntensity: <float>
	 *
	 *	aoMap: new THREE.Texture( <Image> ),
	 *	aoMapIntensity: <float>
	 *
	 *	emissive: <hex>,
	 *	emissiveIntensity: <float>
	 *	emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *	bumpMap: new THREE.Texture( <Image> ),
	 *	bumpScale: <float>,
	 *
	 *	normalMap: new THREE.Texture( <Image> ),
	 *	normalMapType: THREE.TangentSpaceNormalMap,
	 *	normalScale: <Vector2>,
	 *
	 *	displacementMap: new THREE.Texture( <Image> ),
	 *	displacementScale: <float>,
	 *	displacementBias: <float>,
	 *
	 *	roughnessMap: new THREE.Texture( <Image> ),
	 *
	 *	metalnessMap: new THREE.Texture( <Image> ),
	 *
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
	 *	envMapIntensity: <float>
	 *
	 *	refractionRatio: <float>,
	 *
	 *	wireframe: <boolean>,
	 *	wireframeLinewidth: <float>,
	 *
	 *	flatShading: <bool>
	 * }
	 */

	class MeshStandardMaterial extends Material {
		constructor(parameters) {
			super();
			this.defines = {
				'STANDARD': ''
			};
			this.type = 'MeshStandardMaterial';
			this.color = new Color(0xffffff); // diffuse

			this.roughness = 1.0;
			this.metalness = 0.0;
			this.map = null;
			this.lightMap = null;
			this.lightMapIntensity = 1.0;
			this.aoMap = null;
			this.aoMapIntensity = 1.0;
			this.emissive = new Color(0x000000);
			this.emissiveIntensity = 1.0;
			this.emissiveMap = null;
			this.bumpMap = null;
			this.bumpScale = 1;
			this.normalMap = null;
			this.normalMapType = TangentSpaceNormalMap;
			this.normalScale = new Vector2(1, 1);
			this.displacementMap = null;
			this.displacementScale = 1;
			this.displacementBias = 0;
			this.roughnessMap = null;
			this.metalnessMap = null;
			this.alphaMap = null;
			this.envMap = null;
			this.envMapIntensity = 1.0;
			this.refractionRatio = 0.98;
			this.wireframe = false;
			this.wireframeLinewidth = 1;
			this.wireframeLinecap = 'round';
			this.wireframeLinejoin = 'round';
			this.flatShading = false;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.defines = {
				'STANDARD': ''
			};
			this.color.copy(source.color);
			this.roughness = source.roughness;
			this.metalness = source.metalness;
			this.map = source.map;
			this.lightMap = source.lightMap;
			this.lightMapIntensity = source.lightMapIntensity;
			this.aoMap = source.aoMap;
			this.aoMapIntensity = source.aoMapIntensity;
			this.emissive.copy(source.emissive);
			this.emissiveMap = source.emissiveMap;
			this.emissiveIntensity = source.emissiveIntensity;
			this.bumpMap = source.bumpMap;
			this.bumpScale = source.bumpScale;
			this.normalMap = source.normalMap;
			this.normalMapType = source.normalMapType;
			this.normalScale.copy(source.normalScale);
			this.displacementMap = source.displacementMap;
			this.displacementScale = source.displacementScale;
			this.displacementBias = source.displacementBias;
			this.roughnessMap = source.roughnessMap;
			this.metalnessMap = source.metalnessMap;
			this.alphaMap = source.alphaMap;
			this.envMap = source.envMap;
			this.envMapIntensity = source.envMapIntensity;
			this.refractionRatio = source.refractionRatio;
			this.wireframe = source.wireframe;
			this.wireframeLinewidth = source.wireframeLinewidth;
			this.wireframeLinecap = source.wireframeLinecap;
			this.wireframeLinejoin = source.wireframeLinejoin;
			this.flatShading = source.flatShading;
			return this;
		}

	}

	MeshStandardMaterial.prototype.isMeshStandardMaterial = true;

	/**
	 * parameters = {
	 *	clearcoat: <float>,
	 *	clearcoatMap: new THREE.Texture( <Image> ),
	 *	clearcoatRoughness: <float>,
	 *	clearcoatRoughnessMap: new THREE.Texture( <Image> ),
	 *	clearcoatNormalScale: <Vector2>,
	 *	clearcoatNormalMap: new THREE.Texture( <Image> ),
	 *
	 *	ior: <float>,
	 *	reflectivity: <float>,
	 *
	 *	sheen: <float>,
	 *	sheenColor: <Color>,
	 *	sheenColorMap: new THREE.Texture( <Image> ),
	 *	sheenRoughness: <float>,
	 *	sheenRoughnessMap: new THREE.Texture( <Image> ),
	 *
	 *	transmission: <float>,
	 *	transmissionMap: new THREE.Texture( <Image> ),
	 *
	 *	thickness: <float>,
	 *	thicknessMap: new THREE.Texture( <Image> ),
	 *	attenuationDistance: <float>,
	 *	attenuationColor: <Color>,
	 *
	 *	specularIntensity: <float>,
	 *	specularIntensityMap: new THREE.Texture( <Image> ),
	 *	specularColor: <Color>,
	 *	specularColorMap: new THREE.Texture( <Image> )
	 * }
	 */

	class MeshPhysicalMaterial extends MeshStandardMaterial {
		constructor(parameters) {
			super();
			this.defines = {
				'STANDARD': '',
				'PHYSICAL': ''
			};
			this.type = 'MeshPhysicalMaterial';
			this.clearcoatMap = null;
			this.clearcoatRoughness = 0.0;
			this.clearcoatRoughnessMap = null;
			this.clearcoatNormalScale = new Vector2(1, 1);
			this.clearcoatNormalMap = null;
			this.ior = 1.5;
			Object.defineProperty(this, 'reflectivity', {
				get: function () {
					return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);
				},
				set: function (reflectivity) {
					this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity);
				}
			});
			this.sheenColor = new Color(0x000000);
			this.sheenColorMap = null;
			this.sheenRoughness = 1.0;
			this.sheenRoughnessMap = null;
			this.transmissionMap = null;
			this.thickness = 0;
			this.thicknessMap = null;
			this.attenuationDistance = 0.0;
			this.attenuationColor = new Color(1, 1, 1);
			this.specularIntensity = 1.0;
			this.specularIntensityMap = null;
			this.specularColor = new Color(1, 1, 1);
			this.specularColorMap = null;
			this._sheen = 0.0;
			this._clearcoat = 0;
			this._transmission = 0;
			this.setValues(parameters);
		}

		get sheen() {
			return this._sheen;
		}

		set sheen(value) {
			if (this._sheen > 0 !== value > 0) {
				this.version++;
			}

			this._sheen = value;
		}

		get clearcoat() {
			return this._clearcoat;
		}

		set clearcoat(value) {
			if (this._clearcoat > 0 !== value > 0) {
				this.version++;
			}

			this._clearcoat = value;
		}

		get transmission() {
			return this._transmission;
		}

		set transmission(value) {
			if (this._transmission > 0 !== value > 0) {
				this.version++;
			}

			this._transmission = value;
		}

		copy(source) {
			super.copy(source);
			this.defines = {
				'STANDARD': '',
				'PHYSICAL': ''
			};
			this.clearcoat = source.clearcoat;
			this.clearcoatMap = source.clearcoatMap;
			this.clearcoatRoughness = source.clearcoatRoughness;
			this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
			this.clearcoatNormalMap = source.clearcoatNormalMap;
			this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
			this.ior = source.ior;
			this.sheen = source.sheen;
			this.sheenColor.copy(source.sheenColor);
			this.sheenColorMap = source.sheenColorMap;
			this.sheenRoughness = source.sheenRoughness;
			this.sheenRoughnessMap = source.sheenRoughnessMap;
			this.transmission = source.transmission;
			this.transmissionMap = source.transmissionMap;
			this.thickness = source.thickness;
			this.thicknessMap = source.thicknessMap;
			this.attenuationDistance = source.attenuationDistance;
			this.attenuationColor.copy(source.attenuationColor);
			this.specularIntensity = source.specularIntensity;
			this.specularIntensityMap = source.specularIntensityMap;
			this.specularColor.copy(source.specularColor);
			this.specularColorMap = source.specularColorMap;
			return this;
		}

	}

	MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	specular: <hex>,
	 *	shininess: <float>,
	 *	opacity: <float>,
	 *
	 *	map: new THREE.Texture( <Image> ),
	 *
	 *	lightMap: new THREE.Texture( <Image> ),
	 *	lightMapIntensity: <float>
	 *
	 *	aoMap: new THREE.Texture( <Image> ),
	 *	aoMapIntensity: <float>
	 *
	 *	emissive: <hex>,
	 *	emissiveIntensity: <float>
	 *	emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *	bumpMap: new THREE.Texture( <Image> ),
	 *	bumpScale: <float>,
	 *
	 *	normalMap: new THREE.Texture( <Image> ),
	 *	normalMapType: THREE.TangentSpaceNormalMap,
	 *	normalScale: <Vector2>,
	 *
	 *	displacementMap: new THREE.Texture( <Image> ),
	 *	displacementScale: <float>,
	 *	displacementBias: <float>,
	 *
	 *	specularMap: new THREE.Texture( <Image> ),
	 *
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
	 *	combine: THREE.MultiplyOperation,
	 *	reflectivity: <float>,
	 *	refractionRatio: <float>,
	 *
	 *	wireframe: <boolean>,
	 *	wireframeLinewidth: <float>,
	 *
	 *	flatShading: <bool>
	 * }
	 */

	class MeshPhongMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'MeshPhongMaterial';
			this.color = new Color(0xffffff); // diffuse

			this.specular = new Color(0x111111);
			this.shininess = 30;
			this.map = null;
			this.lightMap = null;
			this.lightMapIntensity = 1.0;
			this.aoMap = null;
			this.aoMapIntensity = 1.0;
			this.emissive = new Color(0x000000);
			this.emissiveIntensity = 1.0;
			this.emissiveMap = null;
			this.bumpMap = null;
			this.bumpScale = 1;
			this.normalMap = null;
			this.normalMapType = TangentSpaceNormalMap;
			this.normalScale = new Vector2(1, 1);
			this.displacementMap = null;
			this.displacementScale = 1;
			this.displacementBias = 0;
			this.specularMap = null;
			this.alphaMap = null;
			this.envMap = null;
			this.combine = MultiplyOperation;
			this.reflectivity = 1;
			this.refractionRatio = 0.98;
			this.wireframe = false;
			this.wireframeLinewidth = 1;
			this.wireframeLinecap = 'round';
			this.wireframeLinejoin = 'round';
			this.flatShading = false;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			this.specular.copy(source.specular);
			this.shininess = source.shininess;
			this.map = source.map;
			this.lightMap = source.lightMap;
			this.lightMapIntensity = source.lightMapIntensity;
			this.aoMap = source.aoMap;
			this.aoMapIntensity = source.aoMapIntensity;
			this.emissive.copy(source.emissive);
			this.emissiveMap = source.emissiveMap;
			this.emissiveIntensity = source.emissiveIntensity;
			this.bumpMap = source.bumpMap;
			this.bumpScale = source.bumpScale;
			this.normalMap = source.normalMap;
			this.normalMapType = source.normalMapType;
			this.normalScale.copy(source.normalScale);
			this.displacementMap = source.displacementMap;
			this.displacementScale = source.displacementScale;
			this.displacementBias = source.displacementBias;
			this.specularMap = source.specularMap;
			this.alphaMap = source.alphaMap;
			this.envMap = source.envMap;
			this.combine = source.combine;
			this.reflectivity = source.reflectivity;
			this.refractionRatio = source.refractionRatio;
			this.wireframe = source.wireframe;
			this.wireframeLinewidth = source.wireframeLinewidth;
			this.wireframeLinecap = source.wireframeLinecap;
			this.wireframeLinejoin = source.wireframeLinejoin;
			this.flatShading = source.flatShading;
			return this;
		}

	}

	MeshPhongMaterial.prototype.isMeshPhongMaterial = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *
	 *	map: new THREE.Texture( <Image> ),
	 *	gradientMap: new THREE.Texture( <Image> ),
	 *
	 *	lightMap: new THREE.Texture( <Image> ),
	 *	lightMapIntensity: <float>
	 *
	 *	aoMap: new THREE.Texture( <Image> ),
	 *	aoMapIntensity: <float>
	 *
	 *	emissive: <hex>,
	 *	emissiveIntensity: <float>
	 *	emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *	bumpMap: new THREE.Texture( <Image> ),
	 *	bumpScale: <float>,
	 *
	 *	normalMap: new THREE.Texture( <Image> ),
	 *	normalMapType: THREE.TangentSpaceNormalMap,
	 *	normalScale: <Vector2>,
	 *
	 *	displacementMap: new THREE.Texture( <Image> ),
	 *	displacementScale: <float>,
	 *	displacementBias: <float>,
	 *
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	wireframe: <boolean>,
	 *	wireframeLinewidth: <float>,
	 *
	 * }
	 */

	class MeshToonMaterial extends Material {
		constructor(parameters) {
			super();
			this.defines = {
				'TOON': ''
			};
			this.type = 'MeshToonMaterial';
			this.color = new Color(0xffffff);
			this.map = null;
			this.gradientMap = null;
			this.lightMap = null;
			this.lightMapIntensity = 1.0;
			this.aoMap = null;
			this.aoMapIntensity = 1.0;
			this.emissive = new Color(0x000000);
			this.emissiveIntensity = 1.0;
			this.emissiveMap = null;
			this.bumpMap = null;
			this.bumpScale = 1;
			this.normalMap = null;
			this.normalMapType = TangentSpaceNormalMap;
			this.normalScale = new Vector2(1, 1);
			this.displacementMap = null;
			this.displacementScale = 1;
			this.displacementBias = 0;
			this.alphaMap = null;
			this.wireframe = false;
			this.wireframeLinewidth = 1;
			this.wireframeLinecap = 'round';
			this.wireframeLinejoin = 'round';
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			this.map = source.map;
			this.gradientMap = source.gradientMap;
			this.lightMap = source.lightMap;
			this.lightMapIntensity = source.lightMapIntensity;
			this.aoMap = source.aoMap;
			this.aoMapIntensity = source.aoMapIntensity;
			this.emissive.copy(source.emissive);
			this.emissiveMap = source.emissiveMap;
			this.emissiveIntensity = source.emissiveIntensity;
			this.bumpMap = source.bumpMap;
			this.bumpScale = source.bumpScale;
			this.normalMap = source.normalMap;
			this.normalMapType = source.normalMapType;
			this.normalScale.copy(source.normalScale);
			this.displacementMap = source.displacementMap;
			this.displacementScale = source.displacementScale;
			this.displacementBias = source.displacementBias;
			this.alphaMap = source.alphaMap;
			this.wireframe = source.wireframe;
			this.wireframeLinewidth = source.wireframeLinewidth;
			this.wireframeLinecap = source.wireframeLinecap;
			this.wireframeLinejoin = source.wireframeLinejoin;
			return this;
		}

	}

	MeshToonMaterial.prototype.isMeshToonMaterial = true;

	/**
	 * parameters = {
	 *	opacity: <float>,
	 *
	 *	bumpMap: new THREE.Texture( <Image> ),
	 *	bumpScale: <float>,
	 *
	 *	normalMap: new THREE.Texture( <Image> ),
	 *	normalMapType: THREE.TangentSpaceNormalMap,
	 *	normalScale: <Vector2>,
	 *
	 *	displacementMap: new THREE.Texture( <Image> ),
	 *	displacementScale: <float>,
	 *	displacementBias: <float>,
	 *
	 *	wireframe: <boolean>,
	 *	wireframeLinewidth: <float>
	 *
	 *	flatShading: <bool>
	 * }
	 */

	class MeshNormalMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'MeshNormalMaterial';
			this.bumpMap = null;
			this.bumpScale = 1;
			this.normalMap = null;
			this.normalMapType = TangentSpaceNormalMap;
			this.normalScale = new Vector2(1, 1);
			this.displacementMap = null;
			this.displacementScale = 1;
			this.displacementBias = 0;
			this.wireframe = false;
			this.wireframeLinewidth = 1;
			this.fog = false;
			this.flatShading = false;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.bumpMap = source.bumpMap;
			this.bumpScale = source.bumpScale;
			this.normalMap = source.normalMap;
			this.normalMapType = source.normalMapType;
			this.normalScale.copy(source.normalScale);
			this.displacementMap = source.displacementMap;
			this.displacementScale = source.displacementScale;
			this.displacementBias = source.displacementBias;
			this.wireframe = source.wireframe;
			this.wireframeLinewidth = source.wireframeLinewidth;
			this.flatShading = source.flatShading;
			return this;
		}

	}

	MeshNormalMaterial.prototype.isMeshNormalMaterial = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	opacity: <float>,
	 *
	 *	map: new THREE.Texture( <Image> ),
	 *
	 *	lightMap: new THREE.Texture( <Image> ),
	 *	lightMapIntensity: <float>
	 *
	 *	aoMap: new THREE.Texture( <Image> ),
	 *	aoMapIntensity: <float>
	 *
	 *	emissive: <hex>,
	 *	emissiveIntensity: <float>
	 *	emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *	specularMap: new THREE.Texture( <Image> ),
	 *
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
	 *	combine: THREE.Multiply,
	 *	reflectivity: <float>,
	 *	refractionRatio: <float>,
	 *
	 *	wireframe: <boolean>,
	 *	wireframeLinewidth: <float>,
	 *
	 * }
	 */

	class MeshLambertMaterial extends Material {
		constructor(parameters) {
			super();
			this.type = 'MeshLambertMaterial';
			this.color = new Color(0xffffff); // diffuse

			this.map = null;
			this.lightMap = null;
			this.lightMapIntensity = 1.0;
			this.aoMap = null;
			this.aoMapIntensity = 1.0;
			this.emissive = new Color(0x000000);
			this.emissiveIntensity = 1.0;
			this.emissiveMap = null;
			this.specularMap = null;
			this.alphaMap = null;
			this.envMap = null;
			this.combine = MultiplyOperation;
			this.reflectivity = 1;
			this.refractionRatio = 0.98;
			this.wireframe = false;
			this.wireframeLinewidth = 1;
			this.wireframeLinecap = 'round';
			this.wireframeLinejoin = 'round';
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			this.map = source.map;
			this.lightMap = source.lightMap;
			this.lightMapIntensity = source.lightMapIntensity;
			this.aoMap = source.aoMap;
			this.aoMapIntensity = source.aoMapIntensity;
			this.emissive.copy(source.emissive);
			this.emissiveMap = source.emissiveMap;
			this.emissiveIntensity = source.emissiveIntensity;
			this.specularMap = source.specularMap;
			this.alphaMap = source.alphaMap;
			this.envMap = source.envMap;
			this.combine = source.combine;
			this.reflectivity = source.reflectivity;
			this.refractionRatio = source.refractionRatio;
			this.wireframe = source.wireframe;
			this.wireframeLinewidth = source.wireframeLinewidth;
			this.wireframeLinecap = source.wireframeLinecap;
			this.wireframeLinejoin = source.wireframeLinejoin;
			return this;
		}

	}

	MeshLambertMaterial.prototype.isMeshLambertMaterial = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	opacity: <float>,
	 *
	 *	matcap: new THREE.Texture( <Image> ),
	 *
	 *	map: new THREE.Texture( <Image> ),
	 *
	 *	bumpMap: new THREE.Texture( <Image> ),
	 *	bumpScale: <float>,
	 *
	 *	normalMap: new THREE.Texture( <Image> ),
	 *	normalMapType: THREE.TangentSpaceNormalMap,
	 *	normalScale: <Vector2>,
	 *
	 *	displacementMap: new THREE.Texture( <Image> ),
	 *	displacementScale: <float>,
	 *	displacementBias: <float>,
	 *
	 *	alphaMap: new THREE.Texture( <Image> ),
	 *
	 *	flatShading: <bool>
	 * }
	 */

	class MeshMatcapMaterial extends Material {
		constructor(parameters) {
			super();
			this.defines = {
				'MATCAP': ''
			};
			this.type = 'MeshMatcapMaterial';
			this.color = new Color(0xffffff); // diffuse

			this.matcap = null;
			this.map = null;
			this.bumpMap = null;
			this.bumpScale = 1;
			this.normalMap = null;
			this.normalMapType = TangentSpaceNormalMap;
			this.normalScale = new Vector2(1, 1);
			this.displacementMap = null;
			this.displacementScale = 1;
			this.displacementBias = 0;
			this.alphaMap = null;
			this.flatShading = false;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.defines = {
				'MATCAP': ''
			};
			this.color.copy(source.color);
			this.matcap = source.matcap;
			this.map = source.map;
			this.bumpMap = source.bumpMap;
			this.bumpScale = source.bumpScale;
			this.normalMap = source.normalMap;
			this.normalMapType = source.normalMapType;
			this.normalScale.copy(source.normalScale);
			this.displacementMap = source.displacementMap;
			this.displacementScale = source.displacementScale;
			this.displacementBias = source.displacementBias;
			this.alphaMap = source.alphaMap;
			this.flatShading = source.flatShading;
			return this;
		}

	}

	MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;

	/**
	 * parameters = {
	 *	color: <hex>,
	 *	opacity: <float>,
	 *
	 *	linewidth: <float>,
	 *
	 *	scale: <float>,
	 *	dashSize: <float>,
	 *	gapSize: <float>
	 * }
	 */

	class LineDashedMaterial extends LineBasicMaterial {
		constructor(parameters) {
			super();
			this.type = 'LineDashedMaterial';
			this.scale = 1;
			this.dashSize = 3;
			this.gapSize = 1;
			this.setValues(parameters);
		}

		copy(source) {
			super.copy(source);
			this.scale = source.scale;
			this.dashSize = source.dashSize;
			this.gapSize = source.gapSize;
			return this;
		}

	}

	LineDashedMaterial.prototype.isLineDashedMaterial = true;

	var Materials = /*#__PURE__*/Object.freeze({
		__proto__: null,
		ShadowMaterial: ShadowMaterial,
		SpriteMaterial: SpriteMaterial,
		RawShaderMaterial: RawShaderMaterial,
		ShaderMaterial: ShaderMaterial,
		PointsMaterial: PointsMaterial,
		MeshPhysicalMaterial: MeshPhysicalMaterial,
		MeshStandardMaterial: MeshStandardMaterial,
		MeshPhongMaterial: MeshPhongMaterial,
		MeshToonMaterial: MeshToonMaterial,
		MeshNormalMaterial: MeshNormalMaterial,
		MeshLambertMaterial: MeshLambertMaterial,
		MeshDepthMaterial: MeshDepthMaterial,
		MeshDistanceMaterial: MeshDistanceMaterial,
		MeshBasicMaterial: MeshBasicMaterial,
		MeshMatcapMaterial: MeshMatcapMaterial,
		LineDashedMaterial: LineDashedMaterial,
		LineBasicMaterial: LineBasicMaterial,
		Material: Material
	});

	const AnimationUtils = {
		// same as Array.prototype.slice, but also works on typed arrays
		arraySlice: function (array, from, to) {
			if (AnimationUtils.isTypedArray(array)) {
				// in ios9 array.subarray(from, undefined) will return empty array
				// but array.subarray(from) or array.subarray(from, len) is correct
				return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));
			}

			return array.slice(from, to);
		},
		// converts an array to a specific type
		convertArray: function (array, type, forceClone) {
			if (!array || // let 'undefined' and 'null' pass
			!forceClone && array.constructor === type) return array;

			if (typeof type.BYTES_PER_ELEMENT === 'number') {
				return new type(array); // create typed array
			}

			return Array.prototype.slice.call(array); // create Array
		},
		isTypedArray: function (object) {
			return ArrayBuffer.isView(object) && !(object instanceof DataView);
		},
		// returns an array by which times and values can be sorted
		getKeyframeOrder: function (times) {
			function compareTime(i, j) {
				return times[i] - times[j];
			}

			const n = times.length;
			const result = new Array(n);

			for (let i = 0; i !== n; ++i) result[i] = i;

			result.sort(compareTime);
			return result;
		},
		// uses the array previously returned by 'getKeyframeOrder' to sort data
		sortedArray: function (values, stride, order) {
			const nValues = values.length;
			const result = new values.constructor(nValues);

			for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
				const srcOffset = order[i] * stride;

				for (let j = 0; j !== stride; ++j) {
					result[dstOffset++] = values[srcOffset + j];
				}
			}

			return result;
		},
		// function for parsing AOS keyframe formats
		flattenJSON: function (jsonKeys, times, values, valuePropertyName) {
			let i = 1,
					key = jsonKeys[0];

			while (key !== undefined && key[valuePropertyName] === undefined) {
				key = jsonKeys[i++];
			}

			if (key === undefined) return; // no data

			let value = key[valuePropertyName];
			if (value === undefined) return; // no data

			if (Array.isArray(value)) {
				do {
					value = key[valuePropertyName];

					if (value !== undefined) {
						times.push(key.time);
						values.push.apply(values, value); // push all elements
					}

					key = jsonKeys[i++];
				} while (key !== undefined);
			} else if (value.toArray !== undefined) {
				// ...assume THREE.Math-ish
				do {
					value = key[valuePropertyName];

					if (value !== undefined) {
						times.push(key.time);
						value.toArray(values, values.length);
					}

					key = jsonKeys[i++];
				} while (key !== undefined);
			} else {
				// otherwise push as-is
				do {
					value = key[valuePropertyName];

					if (value !== undefined) {
						times.push(key.time);
						values.push(value);
					}

					key = jsonKeys[i++];
				} while (key !== undefined);
			}
		},
		subclip: function (sourceClip, name, startFrame, endFrame, fps = 30) {
			const clip = sourceClip.clone();
			clip.name = name;
			const tracks = [];

			for (let i = 0; i < clip.tracks.length; ++i) {
				const track = clip.tracks[i];
				const valueSize = track.getValueSize();
				const times = [];
				const values = [];

				for (let j = 0; j < track.times.length; ++j) {
					const frame = track.times[j] * fps;
					if (frame < startFrame || frame >= endFrame) continue;
					times.push(track.times[j]);

					for (let k = 0; k < valueSize; ++k) {
						values.push(track.values[j * valueSize + k]);
					}
				}

				if (times.length === 0) continue;
				track.times = AnimationUtils.convertArray(times, track.times.constructor);
				track.values = AnimationUtils.convertArray(values, track.values.constructor);
				tracks.push(track);
			}

			clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip

			let minStartTime = Infinity;

			for (let i = 0; i < clip.tracks.length; ++i) {
				if (minStartTime > clip.tracks[i].times[0]) {
					minStartTime = clip.tracks[i].times[0];
				}
			} // shift all tracks such that clip begins at t=0


			for (let i = 0; i < clip.tracks.length; ++i) {
				clip.tracks[i].shift(-1 * minStartTime);
			}

			clip.resetDuration();
			return clip;
		},
		makeClipAdditive: function (targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {
			if (fps <= 0) fps = 30;
			const numTracks = referenceClip.tracks.length;
			const referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame

			for (let i = 0; i < numTracks; ++i) {
				const referenceTrack = referenceClip.tracks[i];
				const referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric

				if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; // Find the track in the target clip whose name and type matches the reference track

				const targetTrack = targetClip.tracks.find(function (track) {
					return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
				});
				if (targetTrack === undefined) continue;
				let referenceOffset = 0;
				const referenceValueSize = referenceTrack.getValueSize();

				if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
					referenceOffset = referenceValueSize / 3;
				}

				let targetOffset = 0;
				const targetValueSize = targetTrack.getValueSize();

				if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
					targetOffset = targetValueSize / 3;
				}

				const lastIndex = referenceTrack.times.length - 1;
				let referenceValue; // Find the value to subtract out of the track

				if (referenceTime <= referenceTrack.times[0]) {
					// Reference frame is earlier than the first keyframe, so just use the first keyframe
					const startIndex = referenceOffset;
					const endIndex = referenceValueSize - referenceOffset;
					referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
				} else if (referenceTime >= referenceTrack.times[lastIndex]) {
					// Reference frame is after the last keyframe, so just use the last keyframe
					const startIndex = lastIndex * referenceValueSize + referenceOffset;
					const endIndex = startIndex + referenceValueSize - referenceOffset;
					referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
				} else {
					// Interpolate to the reference value
					const interpolant = referenceTrack.createInterpolant();
					const startIndex = referenceOffset;
					const endIndex = referenceValueSize - referenceOffset;
					interpolant.evaluate(referenceTime);
					referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, startIndex, endIndex);
				} // Conjugate the quaternion


				if (referenceTrackType === 'quaternion') {
					const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
					referenceQuat.toArray(referenceValue);
				} // Subtract the reference value from all of the track values


				const numTimes = targetTrack.times.length;

				for (let j = 0; j < numTimes; ++j) {
					const valueStart = j * targetValueSize + targetOffset;

					if (referenceTrackType === 'quaternion') {
						// Multiply the conjugate for quaternion track types
						Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);
					} else {
						const valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types

						for (let k = 0; k < valueEnd; ++k) {
							targetTrack.values[valueStart + k] -= referenceValue[k];
						}
					}
				}
			}

			targetClip.blendMode = AdditiveAnimationBlendMode;
			return targetClip;
		}
	};

	/**
	 * Abstract base class of interpolants over parametric samples.
	 *
	 * The parameter domain is one dimensional, typically the time or a path
	 * along a curve defined by the data.
	 *
	 * The sample values can have any dimensionality and derived classes may
	 * apply special interpretations to the data.
	 *
	 * This class provides the interval seek in a Template Method, deferring
	 * the actual interpolation to derived classes.
	 *
	 * Time complexity is O(1) for linear access crossing at most two points
	 * and O(log N) for random access, where N is the number of positions.
	 *
	 * References:
	 *
	 * 		http://www.oodesign.com/template-method-pattern.html
	 *
	 */
	class Interpolant {
		constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
			this.parameterPositions = parameterPositions;
			this._cachedIndex = 0;
			this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize);
			this.sampleValues = sampleValues;
			this.valueSize = sampleSize;
			this.settings = null;
			this.DefaultSettings_ = {};
		}

		evaluate(t) {
			const pp = this.parameterPositions;
			let i1 = this._cachedIndex,
					t1 = pp[i1],
					t0 = pp[i1 - 1];

			validate_interval: {
				seek: {
					let right;

					linear_scan: {
						//- See http://jsperf.com/comparison-to-undefined/3
						//- slower code:
						//-
						//- 				if ( t >= t1 || t1 === undefined ) {
						forward_scan: if (!(t < t1)) {
							for (let giveUpAt = i1 + 2;;) {
								if (t1 === undefined) {
									if (t < t0) break forward_scan; // after end

									i1 = pp.length;
									this._cachedIndex = i1;
									return this.afterEnd_(i1 - 1, t, t0);
								}

								if (i1 === giveUpAt) break; // this loop

								t0 = t1;
								t1 = pp[++i1];

								if (t < t1) {
									// we have arrived at the sought interval
									break seek;
								}
							} // prepare binary search on the right side of the index


							right = pp.length;
							break linear_scan;
						} //- slower code:
						//-					if ( t < t0 || t0 === undefined ) {


						if (!(t >= t0)) {
							// looping?
							const t1global = pp[1];

							if (t < t1global) {
								i1 = 2; // + 1, using the scan for the details

								t0 = t1global;
							} // linear reverse scan


							for (let giveUpAt = i1 - 2;;) {
								if (t0 === undefined) {
									// before start
									this._cachedIndex = 0;
									return this.beforeStart_(0, t, t1);
								}

								if (i1 === giveUpAt) break; // this loop

								t1 = t0;
								t0 = pp[--i1 - 1];

								if (t >= t0) {
									// we have arrived at the sought interval
									break seek;
								}
							} // prepare binary search on the left side of the index


							right = i1;
							i1 = 0;
							break linear_scan;
						} // the interval is valid


						break validate_interval;
					} // linear scan
					// binary search


					while (i1 < right) {
						const mid = i1 + right >>> 1;

						if (t < pp[mid]) {
							right = mid;
						} else {
							i1 = mid + 1;
						}
					}

					t1 = pp[i1];
					t0 = pp[i1 - 1]; // check boundary cases, again

					if (t0 === undefined) {
						this._cachedIndex = 0;
						return this.beforeStart_(0, t, t1);
					}

					if (t1 === undefined) {
						i1 = pp.length;
						this._cachedIndex = i1;
						return this.afterEnd_(i1 - 1, t0, t);
					}
				} // seek


				this._cachedIndex = i1;
				this.intervalChanged_(i1, t0, t1);
			} // validate_interval


			return this.interpolate_(i1, t0, t, t1);
		}

		getSettings_() {
			return this.settings || this.DefaultSettings_;
		}

		copySampleValue_(index) {
			// copies a sample value to the result buffer
			const result = this.resultBuffer,
						values = this.sampleValues,
						stride = this.valueSize,
						offset = index * stride;

			for (let i = 0; i !== stride; ++i) {
				result[i] = values[offset + i];
			}

			return result;
		} // Template methods for derived classes:


		interpolate_() {
			throw new Error('call to abstract method'); // implementations shall return this.resultBuffer
		}

		intervalChanged_() {// empty
		}

	} // ALIAS DEFINITIONS


	Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;
	Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;

	/**
	 * Fast and simple cubic spline interpolant.
	 *
	 * It was derived from a Hermitian construction setting the first derivative
	 * at each sample position to the linear slope between neighboring positions
	 * over their parameter interval.
	 */

	class CubicInterpolant extends Interpolant {
		constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
			super(parameterPositions, sampleValues, sampleSize, resultBuffer);
			this._weightPrev = -0;
			this._offsetPrev = -0;
			this._weightNext = -0;
			this._offsetNext = -0;
			this.DefaultSettings_ = {
				endingStart: ZeroCurvatureEnding,
				endingEnd: ZeroCurvatureEnding
			};
		}

		intervalChanged_(i1, t0, t1) {
			const pp = this.parameterPositions;
			let iPrev = i1 - 2,
					iNext = i1 + 1,
					tPrev = pp[iPrev],
					tNext = pp[iNext];

			if (tPrev === undefined) {
				switch (this.getSettings_().endingStart) {
					case ZeroSlopeEnding:
						// f'(t0) = 0
						iPrev = i1;
						tPrev = 2 * t0 - t1;
						break;

					case WrapAroundEnding:
						// use the other end of the curve
						iPrev = pp.length - 2;
						tPrev = t0 + pp[iPrev] - pp[iPrev + 1];
						break;

					default:
						// ZeroCurvatureEnding
						// f''(t0) = 0 a.k.a. Natural Spline
						iPrev = i1;
						tPrev = t1;
				}
			}

			if (tNext === undefined) {
				switch (this.getSettings_().endingEnd) {
					case ZeroSlopeEnding:
						// f'(tN) = 0
						iNext = i1;
						tNext = 2 * t1 - t0;
						break;

					case WrapAroundEnding:
						// use the other end of the curve
						iNext = 1;
						tNext = t1 + pp[1] - pp[0];
						break;

					default:
						// ZeroCurvatureEnding
						// f''(tN) = 0, a.k.a. Natural Spline
						iNext = i1 - 1;
						tNext = t0;
				}
			}

			const halfDt = (t1 - t0) * 0.5,
						stride = this.valueSize;
			this._weightPrev = halfDt / (t0 - tPrev);
			this._weightNext = halfDt / (tNext - t1);
			this._offsetPrev = iPrev * stride;
			this._offsetNext = iNext * stride;
		}

		interpolate_(i1, t0, t, t1) {
			const result = this.resultBuffer,
						values = this.sampleValues,
						stride = this.valueSize,
						o1 = i1 * stride,
						o0 = o1 - stride,
						oP = this._offsetPrev,
						oN = this._offsetNext,
						wP = this._weightPrev,
						wN = this._weightNext,
						p = (t - t0) / (t1 - t0),
						pp = p * p,
						ppp = pp * p; // evaluate polynomials

			const sP = -wP * ppp + 2 * wP * pp - wP * p;
			const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
			const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
			const sN = wN * ppp - wN * pp; // combine data linearly

			for (let i = 0; i !== stride; ++i) {
				result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];
			}

			return result;
		}

	}

	class LinearInterpolant extends Interpolant {
		constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
			super(parameterPositions, sampleValues, sampleSize, resultBuffer);
		}

		interpolate_(i1, t0, t, t1) {
			const result = this.resultBuffer,
						values = this.sampleValues,
						stride = this.valueSize,
						offset1 = i1 * stride,
						offset0 = offset1 - stride,
						weight1 = (t - t0) / (t1 - t0),
						weight0 = 1 - weight1;

			for (let i = 0; i !== stride; ++i) {
				result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
			}

			return result;
		}

	}

	/**
	 *
	 * Interpolant that evaluates to the sample value at the position preceeding
	 * the parameter.
	 */

	class DiscreteInterpolant extends Interpolant {
		constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
			super(parameterPositions, sampleValues, sampleSize, resultBuffer);
		}

		interpolate_(i1
		/*, t0, t, t1 */
		) {
			return this.copySampleValue_(i1 - 1);
		}

	}

	class KeyframeTrack {
		constructor(name, times, values, interpolation) {
			if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined');
			if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);
			this.name = name;
			this.times = AnimationUtils.convertArray(times, this.TimeBufferType);
			this.values = AnimationUtils.convertArray(values, this.ValueBufferType);
			this.setInterpolation(interpolation || this.DefaultInterpolation);
		} // Serialization (in static context, because of constructor invocation
		// and automatic invocation of .toJSON):


		static toJSON(track) {
			const trackType = track.constructor;
			let json; // derived classes can define a static toJSON method

			if (trackType.toJSON !== this.toJSON) {
				json = trackType.toJSON(track);
			} else {
				// by default, we assume the data can be serialized as-is
				json = {
					'name': track.name,
					'times': AnimationUtils.convertArray(track.times, Array),
					'values': AnimationUtils.convertArray(track.values, Array)
				};
				const interpolation = track.getInterpolation();

				if (interpolation !== track.DefaultInterpolation) {
					json.interpolation = interpolation;
				}
			}

			json.type = track.ValueTypeName; // mandatory

			return json;
		}

		InterpolantFactoryMethodDiscrete(result) {
			return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
		}

		InterpolantFactoryMethodLinear(result) {
			return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
		}

		InterpolantFactoryMethodSmooth(result) {
			return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
		}

		setInterpolation(interpolation) {
			let factoryMethod;

			switch (interpolation) {
				case InterpolateDiscrete:
					factoryMethod = this.InterpolantFactoryMethodDiscrete;
					break;

				case InterpolateLinear:
					factoryMethod = this.InterpolantFactoryMethodLinear;
					break;

				case InterpolateSmooth:
					factoryMethod = this.InterpolantFactoryMethodSmooth;
					break;
			}

			if (factoryMethod === undefined) {
				const message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name;

				if (this.createInterpolant === undefined) {
					// fall back to default, unless the default itself is messed up
					if (interpolation !== this.DefaultInterpolation) {
						this.setInterpolation(this.DefaultInterpolation);
					} else {
						throw new Error(message); // fatal, in this case
					}
				}

				console.warn('THREE.KeyframeTrack:', message);
				return this;
			}

			this.createInterpolant = factoryMethod;
			return this;
		}

		getInterpolation() {
			switch (this.createInterpolant) {
				case this.InterpolantFactoryMethodDiscrete:
					return InterpolateDiscrete;

				case this.InterpolantFactoryMethodLinear:
					return InterpolateLinear;

				case this.InterpolantFactoryMethodSmooth:
					return InterpolateSmooth;
			}
		}

		getValueSize() {
			return this.values.length / this.times.length;
		} // move all keyframes either forwards or backwards in time


		shift(timeOffset) {
			if (timeOffset !== 0.0) {
				const times = this.times;

				for (let i = 0, n = times.length; i !== n; ++i) {
					times[i] += timeOffset;
				}
			}

			return this;
		} // scale all keyframe times by a factor (useful for frame <-> seconds conversions)


		scale(timeScale) {
			if (timeScale !== 1.0) {
				const times = this.times;

				for (let i = 0, n = times.length; i !== n; ++i) {
					times[i] *= timeScale;
				}
			}

			return this;
		} // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
		// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values


		trim(startTime, endTime) {
			const times = this.times,
						nKeys = times.length;
			let from = 0,
					to = nKeys - 1;

			while (from !== nKeys && times[from] < startTime) {
				++from;
			}

			while (to !== -1 && times[to] > endTime) {
				--to;
			}

			++to; // inclusive -> exclusive bound

			if (from !== 0 || to !== nKeys) {
				// empty tracks are forbidden, so keep at least one keyframe
				if (from >= to) {
					to = Math.max(to, 1);
					from = to - 1;
				}

				const stride = this.getValueSize();
				this.times = AnimationUtils.arraySlice(times, from, to);
				this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);
			}

			return this;
		} // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable


		validate() {
			let valid = true;
			const valueSize = this.getValueSize();

			if (valueSize - Math.floor(valueSize) !== 0) {
				console.error('THREE.KeyframeTrack: Invalid value size in track.', this);
				valid = false;
			}

			const times = this.times,
						values = this.values,
						nKeys = times.length;

			if (nKeys === 0) {
				console.error('THREE.KeyframeTrack: Track is empty.', this);
				valid = false;
			}

			let prevTime = null;

			for (let i = 0; i !== nKeys; i++) {
				const currTime = times[i];

				if (typeof currTime === 'number' && isNaN(currTime)) {
					console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime);
					valid = false;
					break;
				}

				if (prevTime !== null && prevTime > currTime) {
					console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);
					valid = false;
					break;
				}

				prevTime = currTime;
			}

			if (values !== undefined) {
				if (AnimationUtils.isTypedArray(values)) {
					for (let i = 0, n = values.length; i !== n; ++i) {
						const value = values[i];

						if (isNaN(value)) {
							console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value);
							valid = false;
							break;
						}
					}
				}
			}

			return valid;
		} // removes equivalent sequential keys as common in morph target sequences
		// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)


		optimize() {
			// times or values may be shared with other tracks, so overwriting is unsafe
			const times = AnimationUtils.arraySlice(this.times),
						values = AnimationUtils.arraySlice(this.values),
						stride = this.getValueSize(),
						smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
						lastIndex = times.length - 1;
			let writeIndex = 1;

			for (let i = 1; i < lastIndex; ++i) {
				let keep = false;
				const time = times[i];
				const timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time

				if (time !== timeNext && (i !== 1 || time !== times[0])) {
					if (!smoothInterpolation) {
						// remove unnecessary keyframes same as their neighbors
						const offset = i * stride,
									offsetP = offset - stride,
									offsetN = offset + stride;

						for (let j = 0; j !== stride; ++j) {
							const value = values[offset + j];

							if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
								keep = true;
								break;
							}
						}
					} else {
						keep = true;
					}
				} // in-place compaction


				if (keep) {
					if (i !== writeIndex) {
						times[writeIndex] = times[i];
						const readOffset = i * stride,
									writeOffset = writeIndex * stride;

						for (let j = 0; j !== stride; ++j) {
							values[writeOffset + j] = values[readOffset + j];
						}
					}

					++writeIndex;
				}
			} // flush last keyframe (compaction looks ahead)


			if (lastIndex > 0) {
				times[writeIndex] = times[lastIndex];

				for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {
					values[writeOffset + j] = values[readOffset + j];
				}

				++writeIndex;
			}

			if (writeIndex !== times.length) {
				this.times = AnimationUtils.arraySlice(times, 0, writeIndex);
				this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);
			} else {
				this.times = times;
				this.values = values;
			}

			return this;
		}

		clone() {
			const times = AnimationUtils.arraySlice(this.times, 0);
			const values = AnimationUtils.arraySlice(this.values, 0);
			const TypedKeyframeTrack = this.constructor;
			const track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.

			track.createInterpolant = this.createInterpolant;
			return track;
		}

	}

	KeyframeTrack.prototype.TimeBufferType = Float32Array;
	KeyframeTrack.prototype.ValueBufferType = Float32Array;
	KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;

	/**
	 * A Track of Boolean keyframe values.
	 */

	class BooleanKeyframeTrack extends KeyframeTrack {}

	BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
	BooleanKeyframeTrack.prototype.ValueBufferType = Array;
	BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
	BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
	BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; // Note: Actually this track could have a optimized / compressed

	/**
	 * A Track of keyframe values that represent color.
	 */

	class ColorKeyframeTrack extends KeyframeTrack {}

	ColorKeyframeTrack.prototype.ValueTypeName = 'color'; // ValueBufferType is inherited

	/**
	 * A Track of numeric keyframe values.
	 */

	class NumberKeyframeTrack extends KeyframeTrack {}

	NumberKeyframeTrack.prototype.ValueTypeName = 'number'; // ValueBufferType is inherited

	/**
	 * Spherical linear unit quaternion interpolant.
	 */

	class QuaternionLinearInterpolant extends Interpolant {
		constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
			super(parameterPositions, sampleValues, sampleSize, resultBuffer);
		}

		interpolate_(i1, t0, t, t1) {
			const result = this.resultBuffer,
						values = this.sampleValues,
						stride = this.valueSize,
						alpha = (t - t0) / (t1 - t0);
			let offset = i1 * stride;

			for (let end = offset + stride; offset !== end; offset += 4) {
				Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
			}

			return result;
		}

	}

	/**
	 * A Track of quaternion keyframe values.
	 */

	class QuaternionKeyframeTrack extends KeyframeTrack {
		InterpolantFactoryMethodLinear(result) {
			return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
		}

	}

	QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; // ValueBufferType is inherited

	QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
	QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;

	/**
	 * A Track that interpolates Strings
	 */

	class StringKeyframeTrack extends KeyframeTrack {}

	StringKeyframeTrack.prototype.ValueTypeName = 'string';
	StringKeyframeTrack.prototype.ValueBufferType = Array;
	StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
	StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
	StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;

	/**
	 * A Track of vectored keyframe values.
	 */

	class VectorKeyframeTrack extends KeyframeTrack {}

	VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; // ValueBufferType is inherited

	class AnimationClip {
		constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) {
			this.name = name;
			this.tracks = tracks;
			this.duration = duration;
			this.blendMode = blendMode;
			this.uuid = generateUUID(); // this means it should figure out its duration by scanning the tracks

			if (this.duration < 0) {
				this.resetDuration();
			}
		}

		static parse(json) {
			const tracks = [],
						jsonTracks = json.tracks,
						frameTime = 1.0 / (json.fps || 1.0);

			for (let i = 0, n = jsonTracks.length; i !== n; ++i) {
				tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
			}

			const clip = new this(json.name, json.duration, tracks, json.blendMode);
			clip.uuid = json.uuid;
			return clip;
		}

		static toJSON(clip) {
			const tracks = [],
						clipTracks = clip.tracks;
			const json = {
				'name': clip.name,
				'duration': clip.duration,
				'tracks': tracks,
				'uuid': clip.uuid,
				'blendMode': clip.blendMode
			};

			for (let i = 0, n = clipTracks.length; i !== n; ++i) {
				tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
			}

			return json;
		}

		static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
			const numMorphTargets = morphTargetSequence.length;
			const tracks = [];

			for (let i = 0; i < numMorphTargets; i++) {
				let times = [];
				let values = [];
				times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
				values.push(0, 1, 0);
				const order = AnimationUtils.getKeyframeOrder(times);
				times = AnimationUtils.sortedArray(times, 1, order);
				values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the
				// last frame as well for perfect loop.

				if (!noLoop && times[0] === 0) {
					times.push(numMorphTargets);
					values.push(values[0]);
				}

				tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps));
			}

			return new this(name, -1, tracks);
		}

		static findByName(objectOrClipArray, name) {
			let clipArray = objectOrClipArray;

			if (!Array.isArray(objectOrClipArray)) {
				const o = objectOrClipArray;
				clipArray = o.geometry && o.geometry.animations || o.animations;
			}

			for (let i = 0; i < clipArray.length; i++) {
				if (clipArray[i].name === name) {
					return clipArray[i];
				}
			}

			return null;
		}

		static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
			const animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences
			// such flamingo_flyA_003, flamingo_run1_003, crdeath0059

			const pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based
			// patterns like Walk_001, Walk_002, Run_001, Run_002

			for (let i = 0, il = morphTargets.length; i < il; i++) {
				const morphTarget = morphTargets[i];
				const parts = morphTarget.name.match(pattern);

				if (parts && parts.length > 1) {
					const name = parts[1];
					let animationMorphTargets = animationToMorphTargets[name];

					if (!animationMorphTargets) {
						animationToMorphTargets[name] = animationMorphTargets = [];
					}

					animationMorphTargets.push(morphTarget);
				}
			}

			const clips = [];

			for (const name in animationToMorphTargets) {
				clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));
			}

			return clips;
		} // parse the animation.hierarchy format


		static parseAnimation(animation, bones) {
			if (!animation) {
				console.error('THREE.AnimationClip: No animation in JSONLoader data.');
				return null;
			}

			const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) {
				// only return track if there are actually keys.
				if (animationKeys.length !== 0) {
					const times = [];
					const values = [];
					AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again

					if (times.length !== 0) {
						destTracks.push(new trackType(trackName, times, values));
					}
				}
			};

			const tracks = [];
			const clipName = animation.name || 'default';
			const fps = animation.fps || 30;
			const blendMode = animation.blendMode; // automatic length determination in AnimationClip.

			let duration = animation.length || -1;
			const hierarchyTracks = animation.hierarchy || [];

			for (let h = 0; h < hierarchyTracks.length; h++) {
				const animationKeys = hierarchyTracks[h].keys; // skip empty tracks

				if (!animationKeys || animationKeys.length === 0) continue; // process morph targets

				if (animationKeys[0].morphTargets) {
					// figure out all morph targets used in this track
					const morphTargetNames = {};
					let k;

					for (k = 0; k < animationKeys.length; k++) {
						if (animationKeys[k].morphTargets) {
							for (let m = 0; m < animationKeys[k].morphTargets.length; m++) {
								morphTargetNames[animationKeys[k].morphTargets[m]] = -1;
							}
						}
					} // create a track for each morph target with all zero
					// morphTargetInfluences except for the keys in which
					// the morphTarget is named.


					for (const morphTargetName in morphTargetNames) {
						const times = [];
						const values = [];

						for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) {
							const animationKey = animationKeys[k];
							times.push(animationKey.time);
							values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
						}

						tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));
					}

					duration = morphTargetNames.length * (fps || 1.0);
				} else {
					// ...assume skeletal animation
					const boneName = '.bones[' + bones[h].name + ']';
					addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);
					addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);
					addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);
				}
			}

			if (tracks.length === 0) {
				return null;
			}

			const clip = new this(clipName, duration, tracks, blendMode);
			return clip;
		}

		resetDuration() {
			const tracks = this.tracks;
			let duration = 0;

			for (let i = 0, n = tracks.length; i !== n; ++i) {
				const track = this.tracks[i];
				duration = Math.max(duration, track.times[track.times.length - 1]);
			}

			this.duration = duration;
			return this;
		}

		trim() {
			for (let i = 0; i < this.tracks.length; i++) {
				this.tracks[i].trim(0, this.duration);
			}

			return this;
		}

		validate() {
			let valid = true;

			for (let i = 0; i < this.tracks.length; i++) {
				valid = valid && this.tracks[i].validate();
			}

			return valid;
		}

		optimize() {
			for (let i = 0; i < this.tracks.length; i++) {
				this.tracks[i].optimize();
			}

			return this;
		}

		clone() {
			const tracks = [];

			for (let i = 0; i < this.tracks.length; i++) {
				tracks.push(this.tracks[i].clone());
			}

			return new this.constructor(this.name, this.duration, tracks, this.blendMode);
		}

		toJSON() {
			return this.constructor.toJSON(this);
		}

	}

	function getTrackTypeForValueTypeName(typeName) {
		switch (typeName.toLowerCase()) {
			case 'scalar':
			case 'double':
			case 'float':
			case 'number':
			case 'integer':
				return NumberKeyframeTrack;

			case 'vector':
			case 'vector2':
			case 'vector3':
			case 'vector4':
				return VectorKeyframeTrack;

			case 'color':
				return ColorKeyframeTrack;

			case 'quaternion':
				return QuaternionKeyframeTrack;

			case 'bool':
			case 'boolean':
				return BooleanKeyframeTrack;

			case 'string':
				return StringKeyframeTrack;
		}

		throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
	}

	function parseKeyframeTrack(json) {
		if (json.type === undefined) {
			throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
		}

		const trackType = getTrackTypeForValueTypeName(json.type);

		if (json.times === undefined) {
			const times = [],
						values = [];
			AnimationUtils.flattenJSON(json.keys, times, values, 'value');
			json.times = times;
			json.values = values;
		} // derived classes can define a static parse method


		if (trackType.parse !== undefined) {
			return trackType.parse(json);
		} else {
			// by default, we assume a constructor compatible with the base
			return new trackType(json.name, json.times, json.values, json.interpolation);
		}
	}

	const Cache = {
		enabled: false,
		files: {},
		add: function (key, file) {
			if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );

			this.files[key] = file;
		},
		get: function (key) {
			if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );

			return this.files[key];
		},
		remove: function (key) {
			delete this.files[key];
		},
		clear: function () {
			this.files = {};
		}
	};

	class LoadingManager {
		constructor(onLoad, onProgress, onError) {
			const scope = this;
			let isLoading = false;
			let itemsLoaded = 0;
			let itemsTotal = 0;
			let urlModifier = undefined;
			const handlers = []; // Refer to #5689 for the reason why we don't set .onStart
			// in the constructor

			this.onStart = undefined;
			this.onLoad = onLoad;
			this.onProgress = onProgress;
			this.onError = onError;

			this.itemStart = function (url) {
				itemsTotal++;

				if (isLoading === false) {
					if (scope.onStart !== undefined) {
						scope.onStart(url, itemsLoaded, itemsTotal);
					}
				}

				isLoading = true;
			};

			this.itemEnd = function (url) {
				itemsLoaded++;

				if (scope.onProgress !== undefined) {
					scope.onProgress(url, itemsLoaded, itemsTotal);
				}

				if (itemsLoaded === itemsTotal) {
					isLoading = false;

					if (scope.onLoad !== undefined) {
						scope.onLoad();
					}
				}
			};

			this.itemError = function (url) {
				if (scope.onError !== undefined) {
					scope.onError(url);
				}
			};

			this.resolveURL = function (url) {
				if (urlModifier) {
					return urlModifier(url);
				}

				return url;
			};

			this.setURLModifier = function (transform) {
				urlModifier = transform;
				return this;
			};

			this.addHandler = function (regex, loader) {
				handlers.push(regex, loader);
				return this;
			};

			this.removeHandler = function (regex) {
				const index = handlers.indexOf(regex);

				if (index !== -1) {
					handlers.splice(index, 2);
				}

				return this;
			};

			this.getHandler = function (file) {
				for (let i = 0, l = handlers.length; i < l; i += 2) {
					const regex = handlers[i];
					const loader = handlers[i + 1];
					if (regex.global) regex.lastIndex = 0; // see #17920

					if (regex.test(file)) {
						return loader;
					}
				}

				return null;
			};
		}

	}

	const DefaultLoadingManager = new LoadingManager();

	class Loader {
		constructor(manager) {
			this.manager = manager !== undefined ? manager : DefaultLoadingManager;
			this.crossOrigin = 'anonymous';
			this.withCredentials = false;
			this.path = '';
			this.resourcePath = '';
			this.requestHeader = {};
		}

		load() {}

		loadAsync(url, onProgress) {
			const scope = this;
			return new Promise(function (resolve, reject) {
				scope.load(url, resolve, onProgress, reject);
			});
		}

		parse() {}

		setCrossOrigin(crossOrigin) {
			this.crossOrigin = crossOrigin;
			return this;
		}

		setWithCredentials(value) {
			this.withCredentials = value;
			return this;
		}

		setPath(path) {
			this.path = path;
			return this;
		}

		setResourcePath(resourcePath) {
			this.resourcePath = resourcePath;
			return this;
		}

		setRequestHeader(requestHeader) {
			this.requestHeader = requestHeader;
			return this;
		}

	}

	const loading = {};

	class FileLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			if (url === undefined) url = '';
			if (this.path !== undefined) url = this.path + url;
			url = this.manager.resolveURL(url);
			const cached = Cache.get(url);

			if (cached !== undefined) {
				this.manager.itemStart(url);
				setTimeout(() => {
					if (onLoad) onLoad(cached);
					this.manager.itemEnd(url);
				}, 0);
				return cached;
			} // Check if request is duplicate


			if (loading[url] !== undefined) {
				loading[url].push({
					onLoad: onLoad,
					onProgress: onProgress,
					onError: onError
				});
				return;
			} // Initialise array for duplicate requests


			loading[url] = [];
			loading[url].push({
				onLoad: onLoad,
				onProgress: onProgress,
				onError: onError
			}); // create request

			const req = new Request(url, {
				headers: new Headers(this.requestHeader),
				credentials: this.withCredentials ? 'include' : 'same-origin' // An abort controller could be added within a future PR

			}); // record states ( avoid data race )

			const mimeType = this.mimeType;
			const responseType = this.responseType; // start the fetch

			fetch(req).then(response => {
				if (response.status === 200 || response.status === 0) {
					// Some browsers return HTTP Status 0 when using non-http protocol
					// e.g. 'file://' or 'data://'. Handle as success.
					if (response.status === 0) {
						console.warn('THREE.FileLoader: HTTP Status 0 received.');
					}

					if (typeof ReadableStream === 'undefined' || response.body.getReader === undefined) {
						return response;
					}

					const callbacks = loading[url];
					const reader = response.body.getReader();
					const contentLength = response.headers.get('Content-Length');
					const total = contentLength ? parseInt(contentLength) : 0;
					const lengthComputable = total !== 0;
					let loaded = 0; // periodically read data into the new stream tracking while download progress

					const stream = new ReadableStream({
						start(controller) {
							readData();

							function readData() {
								reader.read().then(({
									done,
									value
								}) => {
									if (done) {
										controller.close();
									} else {
										loaded += value.byteLength;
										const event = new ProgressEvent('progress', {
											lengthComputable,
											loaded,
											total
										});

										for (let i = 0, il = callbacks.length; i < il; i++) {
											const callback = callbacks[i];
											if (callback.onProgress) callback.onProgress(event);
										}

										controller.enqueue(value);
										readData();
									}
								});
							}
						}

					});
					return new Response(stream);
				} else {
					throw Error(`fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`);
				}
			}).then(response => {
				switch (responseType) {
					case 'arraybuffer':
						return response.arrayBuffer();

					case 'blob':
						return response.blob();

					case 'document':
						return response.text().then(text => {
							const parser = new DOMParser();
							return parser.parseFromString(text, mimeType);
						});

					case 'json':
						return response.json();

					default:
						if (mimeType === undefined) {
							return response.text();
						} else {
							// sniff encoding
							const re = /charset="?([^;"\s]*)"?/i;
							const exec = re.exec(mimeType);
							const label = exec && exec[1] ? exec[1].toLowerCase() : undefined;
							const decoder = new TextDecoder(label);
							return response.arrayBuffer().then(ab => decoder.decode(ab));
						}

				}
			}).then(data => {
				// Add to cache only on HTTP success, so that we do not cache
				// error response bodies as proper responses to requests.
				Cache.add(url, data);
				const callbacks = loading[url];
				delete loading[url];

				for (let i = 0, il = callbacks.length; i < il; i++) {
					const callback = callbacks[i];
					if (callback.onLoad) callback.onLoad(data);
				}
			}).catch(err => {
				// Abort errors and other errors are handled the same
				const callbacks = loading[url];

				if (callbacks === undefined) {
					// When onLoad was called and url was deleted in `loading`
					this.manager.itemError(url);
					throw err;
				}

				delete loading[url];

				for (let i = 0, il = callbacks.length; i < il; i++) {
					const callback = callbacks[i];
					if (callback.onError) callback.onError(err);
				}

				this.manager.itemError(url);
			}).finally(() => {
				this.manager.itemEnd(url);
			});
			this.manager.itemStart(url);
		}

		setResponseType(value) {
			this.responseType = value;
			return this;
		}

		setMimeType(value) {
			this.mimeType = value;
			return this;
		}

	}

	class AnimationLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			const scope = this;
			const loader = new FileLoader(this.manager);
			loader.setPath(this.path);
			loader.setRequestHeader(this.requestHeader);
			loader.setWithCredentials(this.withCredentials);
			loader.load(url, function (text) {
				try {
					onLoad(scope.parse(JSON.parse(text)));
				} catch (e) {
					if (onError) {
						onError(e);
					} else {
						console.error(e);
					}

					scope.manager.itemError(url);
				}
			}, onProgress, onError);
		}

		parse(json) {
			const animations = [];

			for (let i = 0; i < json.length; i++) {
				const clip = AnimationClip.parse(json[i]);
				animations.push(clip);
			}

			return animations;
		}

	}

	/**
	 * Abstract Base class to block based textures loader (dds, pvr, ...)
	 *
	 * Sub classes have to implement the parse() method which will be used in load().
	 */

	class CompressedTextureLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			const scope = this;
			const images = [];
			const texture = new CompressedTexture();
			const loader = new FileLoader(this.manager);
			loader.setPath(this.path);
			loader.setResponseType('arraybuffer');
			loader.setRequestHeader(this.requestHeader);
			loader.setWithCredentials(scope.withCredentials);
			let loaded = 0;

			function loadTexture(i) {
				loader.load(url[i], function (buffer) {
					const texDatas = scope.parse(buffer, true);
					images[i] = {
						width: texDatas.width,
						height: texDatas.height,
						format: texDatas.format,
						mipmaps: texDatas.mipmaps
					};
					loaded += 1;

					if (loaded === 6) {
						if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;
						texture.image = images;
						texture.format = texDatas.format;
						texture.needsUpdate = true;
						if (onLoad) onLoad(texture);
					}
				}, onProgress, onError);
			}

			if (Array.isArray(url)) {
				for (let i = 0, il = url.length; i < il; ++i) {
					loadTexture(i);
				}
			} else {
				// compressed cubemap texture stored in a single DDS file
				loader.load(url, function (buffer) {
					const texDatas = scope.parse(buffer, true);

					if (texDatas.isCubemap) {
						const faces = texDatas.mipmaps.length / texDatas.mipmapCount;

						for (let f = 0; f < faces; f++) {
							images[f] = {
								mipmaps: []
							};

							for (let i = 0; i < texDatas.mipmapCount; i++) {
								images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]);
								images[f].format = texDatas.format;
								images[f].width = texDatas.width;
								images[f].height = texDatas.height;
							}
						}

						texture.image = images;
					} else {
						texture.image.width = texDatas.width;
						texture.image.height = texDatas.height;
						texture.mipmaps = texDatas.mipmaps;
					}

					if (texDatas.mipmapCount === 1) {
						texture.minFilter = LinearFilter;
					}

					texture.format = texDatas.format;
					texture.needsUpdate = true;
					if (onLoad) onLoad(texture);
				}, onProgress, onError);
			}

			return texture;
		}

	}

	class ImageLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			if (this.path !== undefined) url = this.path + url;
			url = this.manager.resolveURL(url);
			const scope = this;
			const cached = Cache.get(url);

			if (cached !== undefined) {
				scope.manager.itemStart(url);
				setTimeout(function () {
					if (onLoad) onLoad(cached);
					scope.manager.itemEnd(url);
				}, 0);
				return cached;
			}

			const image = createElementNS('img');

			function onImageLoad() {
				removeEventListeners();
				Cache.add(url, this);
				if (onLoad) onLoad(this);
				scope.manager.itemEnd(url);
			}

			function onImageError(event) {
				removeEventListeners();
				if (onError) onError(event);
				scope.manager.itemError(url);
				scope.manager.itemEnd(url);
			}

			function removeEventListeners() {
				image.removeEventListener('load', onImageLoad, false);
				image.removeEventListener('error', onImageError, false);
			}

			image.addEventListener('load', onImageLoad, false);
			image.addEventListener('error', onImageError, false);

			if (url.substr(0, 5) !== 'data:') {
				if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
			}

			scope.manager.itemStart(url);
			image.src = url;
			return image;
		}

	}

	class CubeTextureLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(urls, onLoad, onProgress, onError) {
			const texture = new CubeTexture();
			const loader = new ImageLoader(this.manager);
			loader.setCrossOrigin(this.crossOrigin);
			loader.setPath(this.path);
			let loaded = 0;

			function loadTexture(i) {
				loader.load(urls[i], function (image) {
					texture.images[i] = image;
					loaded++;

					if (loaded === 6) {
						texture.needsUpdate = true;
						if (onLoad) onLoad(texture);
					}
				}, undefined, onError);
			}

			for (let i = 0; i < urls.length; ++i) {
				loadTexture(i);
			}

			return texture;
		}

	}

	/**
	 * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
	 *
	 * Sub classes have to implement the parse() method which will be used in load().
	 */

	class DataTextureLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			const scope = this;
			const texture = new DataTexture();
			const loader = new FileLoader(this.manager);
			loader.setResponseType('arraybuffer');
			loader.setRequestHeader(this.requestHeader);
			loader.setPath(this.path);
			loader.setWithCredentials(scope.withCredentials);
			loader.load(url, function (buffer) {
				const texData = scope.parse(buffer);
				if (!texData) return;

				if (texData.image !== undefined) {
					texture.image = texData.image;
				} else if (texData.data !== undefined) {
					texture.image.width = texData.width;
					texture.image.height = texData.height;
					texture.image.data = texData.data;
				}

				texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
				texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
				texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
				texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
				texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;

				if (texData.encoding !== undefined) {
					texture.encoding = texData.encoding;
				}

				if (texData.flipY !== undefined) {
					texture.flipY = texData.flipY;
				}

				if (texData.format !== undefined) {
					texture.format = texData.format;
				}

				if (texData.type !== undefined) {
					texture.type = texData.type;
				}

				if (texData.mipmaps !== undefined) {
					texture.mipmaps = texData.mipmaps;
					texture.minFilter = LinearMipmapLinearFilter; // presumably...
				}

				if (texData.mipmapCount === 1) {
					texture.minFilter = LinearFilter;
				}

				if (texData.generateMipmaps !== undefined) {
					texture.generateMipmaps = texData.generateMipmaps;
				}

				texture.needsUpdate = true;
				if (onLoad) onLoad(texture, texData);
			}, onProgress, onError);
			return texture;
		}

	}

	class TextureLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			const texture = new Texture();
			const loader = new ImageLoader(this.manager);
			loader.setCrossOrigin(this.crossOrigin);
			loader.setPath(this.path);
			loader.load(url, function (image) {
				texture.image = image;
				texture.needsUpdate = true;

				if (onLoad !== undefined) {
					onLoad(texture);
				}
			}, onProgress, onError);
			return texture;
		}

	}

	class Light extends Object3D {
		constructor(color, intensity = 1) {
			super();
			this.type = 'Light';
			this.color = new Color(color);
			this.intensity = intensity;
		}

		dispose() {// Empty here in base class; some subclasses override.
		}

		copy(source) {
			super.copy(source);
			this.color.copy(source.color);
			this.intensity = source.intensity;
			return this;
		}

		toJSON(meta) {
			const data = super.toJSON(meta);
			data.object.color = this.color.getHex();
			data.object.intensity = this.intensity;
			if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex();
			if (this.distance !== undefined) data.object.distance = this.distance;
			if (this.angle !== undefined) data.object.angle = this.angle;
			if (this.decay !== undefined) data.object.decay = this.decay;
			if (this.penumbra !== undefined) data.object.penumbra = this.penumbra;
			if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON();
			return data;
		}

	}

	Light.prototype.isLight = true;

	class HemisphereLight extends Light {
		constructor(skyColor, groundColor, intensity) {
			super(skyColor, intensity);
			this.type = 'HemisphereLight';
			this.position.copy(Object3D.DefaultUp);
			this.updateMatrix();
			this.groundColor = new Color(groundColor);
		}

		copy(source) {
			Light.prototype.copy.call(this, source);
			this.groundColor.copy(source.groundColor);
			return this;
		}

	}

	HemisphereLight.prototype.isHemisphereLight = true;

	const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4();

	const _lightPositionWorld$1 = /*@__PURE__*/new Vector3();

	const _lookTarget$1 = /*@__PURE__*/new Vector3();

	class LightShadow {
		constructor(camera) {
			this.camera = camera;
			this.bias = 0;
			this.normalBias = 0;
			this.radius = 1;
			this.blurSamples = 8;
			this.mapSize = new Vector2(512, 512);
			this.map = null;
			this.mapPass = null;
			this.matrix = new Matrix4();
			this.autoUpdate = true;
			this.needsUpdate = false;
			this._frustum = new Frustum();
			this._frameExtents = new Vector2(1, 1);
			this._viewportCount = 1;
			this._viewports = [new Vector4(0, 0, 1, 1)];
		}

		getViewportCount() {
			return this._viewportCount;
		}

		getFrustum() {
			return this._frustum;
		}

		updateMatrices(light) {
			const shadowCamera = this.camera;
			const shadowMatrix = this.matrix;

			_lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld);

			shadowCamera.position.copy(_lightPositionWorld$1);

			_lookTarget$1.setFromMatrixPosition(light.target.matrixWorld);

			shadowCamera.lookAt(_lookTarget$1);
			shadowCamera.updateMatrixWorld();

			_projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);

			this._frustum.setFromProjectionMatrix(_projScreenMatrix$1);

			shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
			shadowMatrix.multiply(shadowCamera.projectionMatrix);
			shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
		}

		getViewport(viewportIndex) {
			return this._viewports[viewportIndex];
		}

		getFrameExtents() {
			return this._frameExtents;
		}

		dispose() {
			if (this.map) {
				this.map.dispose();
			}

			if (this.mapPass) {
				this.mapPass.dispose();
			}
		}

		copy(source) {
			this.camera = source.camera.clone();
			this.bias = source.bias;
			this.radius = source.radius;
			this.mapSize.copy(source.mapSize);
			return this;
		}

		clone() {
			return new this.constructor().copy(this);
		}

		toJSON() {
			const object = {};
			if (this.bias !== 0) object.bias = this.bias;
			if (this.normalBias !== 0) object.normalBias = this.normalBias;
			if (this.radius !== 1) object.radius = this.radius;
			if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();
			object.camera = this.camera.toJSON(false).object;
			delete object.camera.matrix;
			return object;
		}

	}

	class SpotLightShadow extends LightShadow {
		constructor() {
			super(new PerspectiveCamera(50, 1, 0.5, 500));
			this.focus = 1;
		}

		updateMatrices(light) {
			const camera = this.camera;
			const fov = RAD2DEG * 2 * light.angle * this.focus;
			const aspect = this.mapSize.width / this.mapSize.height;
			const far = light.distance || camera.far;

			if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
				camera.fov = fov;
				camera.aspect = aspect;
				camera.far = far;
				camera.updateProjectionMatrix();
			}

			super.updateMatrices(light);
		}

		copy(source) {
			super.copy(source);
			this.focus = source.focus;
			return this;
		}

	}

	SpotLightShadow.prototype.isSpotLightShadow = true;

	class SpotLight extends Light {
		constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1) {
			super(color, intensity);
			this.type = 'SpotLight';
			this.position.copy(Object3D.DefaultUp);
			this.updateMatrix();
			this.target = new Object3D();
			this.distance = distance;
			this.angle = angle;
			this.penumbra = penumbra;
			this.decay = decay; // for physically correct lights, should be 2.

			this.shadow = new SpotLightShadow();
		}

		get power() {
			// compute the light's luminous power (in lumens) from its intensity (in candela)
			// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
			return this.intensity * Math.PI;
		}

		set power(power) {
			// set the light's intensity (in candela) from the desired luminous power (in lumens)
			this.intensity = power / Math.PI;
		}

		dispose() {
			this.shadow.dispose();
		}

		copy(source) {
			super.copy(source);
			this.distance = source.distance;
			this.angle = source.angle;
			this.penumbra = source.penumbra;
			this.decay = source.decay;
			this.target = source.target.clone();
			this.shadow = source.shadow.clone();
			return this;
		}

	}

	SpotLight.prototype.isSpotLight = true;

	const _projScreenMatrix = /*@__PURE__*/new Matrix4();

	const _lightPositionWorld = /*@__PURE__*/new Vector3();

	const _lookTarget = /*@__PURE__*/new Vector3();

	class PointLightShadow extends LightShadow {
		constructor() {
			super(new PerspectiveCamera(90, 1, 0.5, 500));
			this._frameExtents = new Vector2(4, 2);
			this._viewportCount = 6;
			this._viewports = [// These viewports map a cube-map onto a 2D texture with the
			// following orientation:
			//
			//	xzXZ
			//	 y Y
			//
			// X - Positive x direction
			// x - Negative x direction
			// Y - Positive y direction
			// y - Negative y direction
			// Z - Positive z direction
			// z - Negative z direction
			// positive X
			new Vector4(2, 1, 1, 1), // negative X
			new Vector4(0, 1, 1, 1), // positive Z
			new Vector4(3, 1, 1, 1), // negative Z
			new Vector4(1, 1, 1, 1), // positive Y
			new Vector4(3, 0, 1, 1), // negative Y
			new Vector4(1, 0, 1, 1)];
			this._cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)];
			this._cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)];
		}

		updateMatrices(light, viewportIndex = 0) {
			const camera = this.camera;
			const shadowMatrix = this.matrix;
			const far = light.distance || camera.far;

			if (far !== camera.far) {
				camera.far = far;
				camera.updateProjectionMatrix();
			}

			_lightPositionWorld.setFromMatrixPosition(light.matrixWorld);

			camera.position.copy(_lightPositionWorld);

			_lookTarget.copy(camera.position);

			_lookTarget.add(this._cubeDirections[viewportIndex]);

			camera.up.copy(this._cubeUps[viewportIndex]);
			camera.lookAt(_lookTarget);
			camera.updateMatrixWorld();
			shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);

			_projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);

			this._frustum.setFromProjectionMatrix(_projScreenMatrix);
		}

	}

	PointLightShadow.prototype.isPointLightShadow = true;

	class PointLight extends Light {
		constructor(color, intensity, distance = 0, decay = 1) {
			super(color, intensity);
			this.type = 'PointLight';
			this.distance = distance;
			this.decay = decay; // for physically correct lights, should be 2.

			this.shadow = new PointLightShadow();
		}

		get power() {
			// compute the light's luminous power (in lumens) from its intensity (in candela)
			// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
			return this.intensity * 4 * Math.PI;
		}

		set power(power) {
			// set the light's intensity (in candela) from the desired luminous power (in lumens)
			this.intensity = power / (4 * Math.PI);
		}

		dispose() {
			this.shadow.dispose();
		}

		copy(source) {
			super.copy(source);
			this.distance = source.distance;
			this.decay = source.decay;
			this.shadow = source.shadow.clone();
			return this;
		}

	}

	PointLight.prototype.isPointLight = true;

	class DirectionalLightShadow extends LightShadow {
		constructor() {
			super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
		}

	}

	DirectionalLightShadow.prototype.isDirectionalLightShadow = true;

	class DirectionalLight extends Light {
		constructor(color, intensity) {
			super(color, intensity);
			this.type = 'DirectionalLight';
			this.position.copy(Object3D.DefaultUp);
			this.updateMatrix();
			this.target = new Object3D();
			this.shadow = new DirectionalLightShadow();
		}

		dispose() {
			this.shadow.dispose();
		}

		copy(source) {
			super.copy(source);
			this.target = source.target.clone();
			this.shadow = source.shadow.clone();
			return this;
		}

	}

	DirectionalLight.prototype.isDirectionalLight = true;

	class AmbientLight extends Light {
		constructor(color, intensity) {
			super(color, intensity);
			this.type = 'AmbientLight';
		}

	}

	AmbientLight.prototype.isAmbientLight = true;

	class RectAreaLight extends Light {
		constructor(color, intensity, width = 10, height = 10) {
			super(color, intensity);
			this.type = 'RectAreaLight';
			this.width = width;
			this.height = height;
		}

		get power() {
			// compute the light's luminous power (in lumens) from its intensity (in nits)
			return this.intensity * this.width * this.height * Math.PI;
		}

		set power(power) {
			// set the light's intensity (in nits) from the desired luminous power (in lumens)
			this.intensity = power / (this.width * this.height * Math.PI);
		}

		copy(source) {
			super.copy(source);
			this.width = source.width;
			this.height = source.height;
			return this;
		}

		toJSON(meta) {
			const data = super.toJSON(meta);
			data.object.width = this.width;
			data.object.height = this.height;
			return data;
		}

	}

	RectAreaLight.prototype.isRectAreaLight = true;

	/**
	 * Primary reference:
	 *	 https://graphics.stanford.edu/papers/envmap/envmap.pdf
	 *
	 * Secondary reference:
	 *	 https://www.ppsloan.org/publications/StupidSH36.pdf
	 */
	// 3-band SH defined by 9 coefficients

	class SphericalHarmonics3 {
		constructor() {
			this.coefficients = [];

			for (let i = 0; i < 9; i++) {
				this.coefficients.push(new Vector3());
			}
		}

		set(coefficients) {
			for (let i = 0; i < 9; i++) {
				this.coefficients[i].copy(coefficients[i]);
			}

			return this;
		}

		zero() {
			for (let i = 0; i < 9; i++) {
				this.coefficients[i].set(0, 0, 0);
			}

			return this;
		} // get the radiance in the direction of the normal
		// target is a Vector3


		getAt(normal, target) {
			// normal is assumed to be unit length
			const x = normal.x,
						y = normal.y,
						z = normal.z;
			const coeff = this.coefficients; // band 0

			target.copy(coeff[0]).multiplyScalar(0.282095); // band 1

			target.addScaledVector(coeff[1], 0.488603 * y);
			target.addScaledVector(coeff[2], 0.488603 * z);
			target.addScaledVector(coeff[3], 0.488603 * x); // band 2

			target.addScaledVector(coeff[4], 1.092548 * (x * y));
			target.addScaledVector(coeff[5], 1.092548 * (y * z));
			target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
			target.addScaledVector(coeff[7], 1.092548 * (x * z));
			target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
			return target;
		} // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
		// target is a Vector3
		// https://graphics.stanford.edu/papers/envmap/envmap.pdf


		getIrradianceAt(normal, target) {
			// normal is assumed to be unit length
			const x = normal.x,
						y = normal.y,
						z = normal.z;
			const coeff = this.coefficients; // band 0

			target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095
			// band 1

			target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603

			target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);
			target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2

			target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548

			target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);
			target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3

			target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);
			target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274

			return target;
		}

		add(sh) {
			for (let i = 0; i < 9; i++) {
				this.coefficients[i].add(sh.coefficients[i]);
			}

			return this;
		}

		addScaledSH(sh, s) {
			for (let i = 0; i < 9; i++) {
				this.coefficients[i].addScaledVector(sh.coefficients[i], s);
			}

			return this;
		}

		scale(s) {
			for (let i = 0; i < 9; i++) {
				this.coefficients[i].multiplyScalar(s);
			}

			return this;
		}

		lerp(sh, alpha) {
			for (let i = 0; i < 9; i++) {
				this.coefficients[i].lerp(sh.coefficients[i], alpha);
			}

			return this;
		}

		equals(sh) {
			for (let i = 0; i < 9; i++) {
				if (!this.coefficients[i].equals(sh.coefficients[i])) {
					return false;
				}
			}

			return true;
		}

		copy(sh) {
			return this.set(sh.coefficients);
		}

		clone() {
			return new this.constructor().copy(this);
		}

		fromArray(array, offset = 0) {
			const coefficients = this.coefficients;

			for (let i = 0; i < 9; i++) {
				coefficients[i].fromArray(array, offset + i * 3);
			}

			return this;
		}

		toArray(array = [], offset = 0) {
			const coefficients = this.coefficients;

			for (let i = 0; i < 9; i++) {
				coefficients[i].toArray(array, offset + i * 3);
			}

			return array;
		} // evaluate the basis functions
		// shBasis is an Array[ 9 ]


		static getBasisAt(normal, shBasis) {
			// normal is assumed to be unit length
			const x = normal.x,
						y = normal.y,
						z = normal.z; // band 0

			shBasis[0] = 0.282095; // band 1

			shBasis[1] = 0.488603 * y;
			shBasis[2] = 0.488603 * z;
			shBasis[3] = 0.488603 * x; // band 2

			shBasis[4] = 1.092548 * x * y;
			shBasis[5] = 1.092548 * y * z;
			shBasis[6] = 0.315392 * (3 * z * z - 1);
			shBasis[7] = 1.092548 * x * z;
			shBasis[8] = 0.546274 * (x * x - y * y);
		}

	}

	SphericalHarmonics3.prototype.isSphericalHarmonics3 = true;

	class LightProbe extends Light {
		constructor(sh = new SphericalHarmonics3(), intensity = 1) {
			super(undefined, intensity);
			this.sh = sh;
		}

		copy(source) {
			super.copy(source);
			this.sh.copy(source.sh);
			return this;
		}

		fromJSON(json) {
			this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();

			this.sh.fromArray(json.sh);
			return this;
		}

		toJSON(meta) {
			const data = super.toJSON(meta);
			data.object.sh = this.sh.toArray();
			return data;
		}

	}

	LightProbe.prototype.isLightProbe = true;

	class MaterialLoader extends Loader {
		constructor(manager) {
			super(manager);
			this.textures = {};
		}

		load(url, onLoad, onProgress, onError) {
			const scope = this;
			const loader = new FileLoader(scope.manager);
			loader.setPath(scope.path);
			loader.setRequestHeader(scope.requestHeader);
			loader.setWithCredentials(scope.withCredentials);
			loader.load(url, function (text) {
				try {
					onLoad(scope.parse(JSON.parse(text)));
				} catch (e) {
					if (onError) {
						onError(e);
					} else {
						console.error(e);
					}

					scope.manager.itemError(url);
				}
			}, onProgress, onError);
		}

		parse(json) {
			const textures = this.textures;

			function getTexture(name) {
				if (textures[name] === undefined) {
					console.warn('THREE.MaterialLoader: Undefined texture', name);
				}

				return textures[name];
			}

			const material = new Materials[json.type]();
			if (json.uuid !== undefined) material.uuid = json.uuid;
			if (json.name !== undefined) material.name = json.name;
			if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color);
			if (json.roughness !== undefined) material.roughness = json.roughness;
			if (json.metalness !== undefined) material.metalness = json.metalness;
			if (json.sheen !== undefined) material.sheen = json.sheen;
			if (json.sheenColor !== undefined) material.sheenColor = new Color().setHex(json.sheenColor);
			if (json.sheenRoughness !== undefined) material.sheenRoughness = json.sheenRoughness;
			if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);
			if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);
			if (json.specularIntensity !== undefined) material.specularIntensity = json.specularIntensity;
			if (json.specularColor !== undefined && material.specularColor !== undefined) material.specularColor.setHex(json.specularColor);
			if (json.shininess !== undefined) material.shininess = json.shininess;
			if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat;
			if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness;
			if (json.transmission !== undefined) material.transmission = json.transmission;
			if (json.thickness !== undefined) material.thickness = json.thickness;
			if (json.attenuationDistance !== undefined) material.attenuationDistance = json.attenuationDistance;
			if (json.attenuationColor !== undefined && material.attenuationColor !== undefined) material.attenuationColor.setHex(json.attenuationColor);
			if (json.fog !== undefined) material.fog = json.fog;
			if (json.flatShading !== undefined) material.flatShading = json.flatShading;
			if (json.blending !== undefined) material.blending = json.blending;
			if (json.combine !== undefined) material.combine = json.combine;
			if (json.side !== undefined) material.side = json.side;
			if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide;
			if (json.opacity !== undefined) material.opacity = json.opacity;
			if (json.transparent !== undefined) material.transparent = json.transparent;
			if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;
			if (json.depthTest !== undefined) material.depthTest = json.depthTest;
			if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite;
			if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite;
			if (json.alphaWrite !== undefined) material.alphaWrite = json.alphaWrite;
			if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;
			if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;
			if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;
			if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;
			if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;
			if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;
			if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;
			if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;
			if (json.wireframe !== undefined) material.wireframe = json.wireframe;
			if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth;
			if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap;
			if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin;
			if (json.rotation !== undefined) material.rotation = json.rotation;
			if (json.linewidth !== 1) material.linewidth = json.linewidth;
			if (json.dashSize !== undefined) material.dashSize = json.dashSize;
			if (json.gapSize !== undefined) material.gapSize = json.gapSize;
			if (json.scale !== undefined) material.scale = json.scale;
			if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset;
			if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor;
			if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits;
			if (json.dithering !== undefined) material.dithering = json.dithering;
			if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage;
			if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha;
			if (json.visible !== undefined) material.visible = json.visible;
			if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;
			if (json.userData !== undefined) material.userData = json.userData;

			if (json.vertexColors !== undefined) {
				if (typeof json.vertexColors === 'number') {
					material.vertexColors = json.vertexColors > 0 ? true : false;
				} else {
					material.vertexColors = json.vertexColors;
				}
			} // Shader Material


			if (json.uniforms !== undefined) {
				for (const name in json.uniforms) {
					const uniform = json.uniforms[name];
					material.uniforms[name] = {};

					switch (uniform.type) {
						case 't':
							material.uniforms[name].value = getTexture(uniform.value);
							break;

						case 'c':
							material.uniforms[name].value = new Color().setHex(uniform.value);
							break;

						case 'v2':
							material.uniforms[name].value = new Vector2().fromArray(uniform.value);
							break;

						case 'v3':
							material.uniforms[name].value = new Vector3().fromArray(uniform.value);
							break;

						case 'v4':
							material.uniforms[name].value = new Vector4().fromArray(uniform.value);
							break;

						case 'm3':
							material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
							break;

						case 'm4':
							material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
							break;

						default:
							material.uniforms[name].value = uniform.value;
					}
				}
			}

			if (json.defines !== undefined) material.defines = json.defines;
			if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
			if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;

			if (json.extensions !== undefined) {
				for (const key in json.extensions) {
					material.extensions[key] = json.extensions[key];
				}
			} // Deprecated


			if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading
			// for PointsMaterial

			if (json.size !== undefined) material.size = json.size;
			if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps

			if (json.map !== undefined) material.map = getTexture(json.map);
			if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);
			if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);
			if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap);
			if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale;
			if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap);
			if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType;

			if (json.normalScale !== undefined) {
				let normalScale = json.normalScale;

				if (Array.isArray(normalScale) === false) {
					// Blender exporter used to export a scalar. See #7459
					normalScale = [normalScale, normalScale];
				}

				material.normalScale = new Vector2().fromArray(normalScale);
			}

			if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap);
			if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale;
			if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias;
			if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap);
			if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap);
			if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap);
			if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity;
			if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap);
			if (json.specularIntensityMap !== undefined) material.specularIntensityMap = getTexture(json.specularIntensityMap);
			if (json.specularColorMap !== undefined) material.specularColorMap = getTexture(json.specularColorMap);
			if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);
			if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;
			if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;
			if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;
			if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap);
			if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity;
			if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap);
			if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity;
			if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap);
			if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);
			if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
			if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
			if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
			if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);
			if (json.thicknessMap !== undefined) material.thicknessMap = getTexture(json.thicknessMap);
			if (json.sheenColorMap !== undefined) material.sheenColorMap = getTexture(json.sheenColorMap);
			if (json.sheenRoughnessMap !== undefined) material.sheenRoughnessMap = getTexture(json.sheenRoughnessMap);
			return material;
		}

		setTextures(value) {
			this.textures = value;
			return this;
		}

	}

	class LoaderUtils {
		static decodeText(array) {
			if (typeof TextDecoder !== 'undefined') {
				return new TextDecoder().decode(array);
			} // Avoid the String.fromCharCode.apply(null, array) shortcut, which
			// throws a "maximum call stack size exceeded" error for large arrays.


			let s = '';

			for (let i = 0, il = array.length; i < il; i++) {
				// Implicitly assumes little-endian.
				s += String.fromCharCode(array[i]);
			}

			try {
				// merges multi-byte utf-8 characters.
				return decodeURIComponent(escape(s));
			} catch (e) {
				// see #16358
				return s;
			}
		}

		static extractUrlBase(url) {
			const index = url.lastIndexOf('/');
			if (index === -1) return './';
			return url.substr(0, index + 1);
		}

		static resolveURL(url, path) {
			// Invalid URL
			if (typeof url !== 'string' || url === '') return ''; // Host Relative URL

			if (/^https?:\/\//i.test(path) && /^\//.test(url)) {
				path = path.replace(/(^https?:\/\/[^\/]+).*/i, '$1');
			} // Absolute URL http://,https://,//


			if (/^(https?:)?\/\//i.test(url)) return url; // Data URI

			if (/^data:.*,.*$/i.test(url)) return url; // Blob URL

			if (/^blob:.*$/i.test(url)) return url; // Relative URL

			return path + url;
		}

	}

	class InstancedBufferGeometry extends BufferGeometry {
		constructor() {
			super();
			this.type = 'InstancedBufferGeometry';
			this.instanceCount = Infinity;
		}

		copy(source) {
			super.copy(source);
			this.instanceCount = source.instanceCount;
			return this;
		}

		clone() {
			return new this.constructor().copy(this);
		}

		toJSON() {
			const data = super.toJSON(this);
			data.instanceCount = this.instanceCount;
			data.isInstancedBufferGeometry = true;
			return data;
		}

	}

	InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;

	class BufferGeometryLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			const scope = this;
			const loader = new FileLoader(scope.manager);
			loader.setPath(scope.path);
			loader.setRequestHeader(scope.requestHeader);
			loader.setWithCredentials(scope.withCredentials);
			loader.load(url, function (text) {
				try {
					onLoad(scope.parse(JSON.parse(text)));
				} catch (e) {
					if (onError) {
						onError(e);
					} else {
						console.error(e);
					}

					scope.manager.itemError(url);
				}
			}, onProgress, onError);
		}

		parse(json) {
			const interleavedBufferMap = {};
			const arrayBufferMap = {};

			function getInterleavedBuffer(json, uuid) {
				if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];
				const interleavedBuffers = json.interleavedBuffers;
				const interleavedBuffer = interleavedBuffers[uuid];
				const buffer = getArrayBuffer(json, interleavedBuffer.buffer);
				const array = getTypedArray(interleavedBuffer.type, buffer);
				const ib = new InterleavedBuffer(array, interleavedBuffer.stride);
				ib.uuid = interleavedBuffer.uuid;
				interleavedBufferMap[uuid] = ib;
				return ib;
			}

			function getArrayBuffer(json, uuid) {
				if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];
				const arrayBuffers = json.arrayBuffers;
				const arrayBuffer = arrayBuffers[uuid];
				const ab = new Uint32Array(arrayBuffer).buffer;
				arrayBufferMap[uuid] = ab;
				return ab;
			}

			const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
			const index = json.data.index;

			if (index !== undefined) {
				const typedArray = getTypedArray(index.type, index.array);
				geometry.setIndex(new BufferAttribute(typedArray, 1));
			}

			const attributes = json.data.attributes;

			for (const key in attributes) {
				const attribute = attributes[key];
				let bufferAttribute;

				if (attribute.isInterleavedBufferAttribute) {
					const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
					bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
				} else {
					const typedArray = getTypedArray(attribute.type, attribute.array);
					const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
					bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
				}

				if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
				if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage);

				if (attribute.updateRange !== undefined) {
					bufferAttribute.updateRange.offset = attribute.updateRange.offset;
					bufferAttribute.updateRange.count = attribute.updateRange.count;
				}

				geometry.setAttribute(key, bufferAttribute);
			}

			const morphAttributes = json.data.morphAttributes;

			if (morphAttributes) {
				for (const key in morphAttributes) {
					const attributeArray = morphAttributes[key];
					const array = [];

					for (let i = 0, il = attributeArray.length; i < il; i++) {
						const attribute = attributeArray[i];
						let bufferAttribute;

						if (attribute.isInterleavedBufferAttribute) {
							const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
							bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
						} else {
							const typedArray = getTypedArray(attribute.type, attribute.array);
							bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
						}

						if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
						array.push(bufferAttribute);
					}

					geometry.morphAttributes[key] = array;
				}
			}

			const morphTargetsRelative = json.data.morphTargetsRelative;

			if (morphTargetsRelative) {
				geometry.morphTargetsRelative = true;
			}

			const groups = json.data.groups || json.data.drawcalls || json.data.offsets;

			if (groups !== undefined) {
				for (let i = 0, n = groups.length; i !== n; ++i) {
					const group = groups[i];
					geometry.addGroup(group.start, group.count, group.materialIndex);
				}
			}

			const boundingSphere = json.data.boundingSphere;

			if (boundingSphere !== undefined) {
				const center = new Vector3();

				if (boundingSphere.center !== undefined) {
					center.fromArray(boundingSphere.center);
				}

				geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
			}

			if (json.name) geometry.name = json.name;
			if (json.userData) geometry.userData = json.userData;
			return geometry;
		}

	}

	class ObjectLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			const scope = this;
			const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
			this.resourcePath = this.resourcePath || path;
			const loader = new FileLoader(this.manager);
			loader.setPath(this.path);
			loader.setRequestHeader(this.requestHeader);
			loader.setWithCredentials(this.withCredentials);
			loader.load(url, function (text) {
				let json = null;

				try {
					json = JSON.parse(text);
				} catch (error) {
					if (onError !== undefined) onError(error);
					console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
					return;
				}

				const metadata = json.metadata;

				if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
					console.error('THREE.ObjectLoader: Can\'t load ' + url);
					return;
				}

				scope.parse(json, onLoad);
			}, onProgress, onError);
		}

		async loadAsync(url, onProgress) {
			const scope = this;
			const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
			this.resourcePath = this.resourcePath || path;
			const loader = new FileLoader(this.manager);
			loader.setPath(this.path);
			loader.setRequestHeader(this.requestHeader);
			loader.setWithCredentials(this.withCredentials);
			const text = await loader.loadAsync(url, onProgress);
			const json = JSON.parse(text);
			const metadata = json.metadata;

			if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
				throw new Error('THREE.ObjectLoader: Can\'t load ' + url);
			}

			return await scope.parseAsync(json);
		}

		parse(json, onLoad) {
			const animations = this.parseAnimations(json.animations);
			const shapes = this.parseShapes(json.shapes);
			const geometries = this.parseGeometries(json.geometries, shapes);
			const images = this.parseImages(json.images, function () {
				if (onLoad !== undefined) onLoad(object);
			});
			const textures = this.parseTextures(json.textures, images);
			const materials = this.parseMaterials(json.materials, textures);
			const object = this.parseObject(json.object, geometries, materials, textures, animations);
			const skeletons = this.parseSkeletons(json.skeletons, object);
			this.bindSkeletons(object, skeletons); //

			if (onLoad !== undefined) {
				let hasImages = false;

				for (const uuid in images) {
					if (images[uuid] instanceof HTMLImageElement) {
						hasImages = true;
						break;
					}
				}

				if (hasImages === false) onLoad(object);
			}

			return object;
		}

		async parseAsync(json) {
			const animations = this.parseAnimations(json.animations);
			const shapes = this.parseShapes(json.shapes);
			const geometries = this.parseGeometries(json.geometries, shapes);
			const images = await this.parseImagesAsync(json.images);
			const textures = this.parseTextures(json.textures, images);
			const materials = this.parseMaterials(json.materials, textures);
			const object = this.parseObject(json.object, geometries, materials, textures, animations);
			const skeletons = this.parseSkeletons(json.skeletons, object);
			this.bindSkeletons(object, skeletons);
			return object;
		}

		parseShapes(json) {
			const shapes = {};

			if (json !== undefined) {
				for (let i = 0, l = json.length; i < l; i++) {
					const shape = new Shape().fromJSON(json[i]);
					shapes[shape.uuid] = shape;
				}
			}

			return shapes;
		}

		parseSkeletons(json, object) {
			const skeletons = {};
			const bones = {}; // generate bone lookup table

			object.traverse(function (child) {
				if (child.isBone) bones[child.uuid] = child;
			}); // create skeletons

			if (json !== undefined) {
				for (let i = 0, l = json.length; i < l; i++) {
					const skeleton = new Skeleton().fromJSON(json[i], bones);
					skeletons[skeleton.uuid] = skeleton;
				}
			}

			return skeletons;
		}

		parseGeometries(json, shapes) {
			const geometries = {};

			if (json !== undefined) {
				const bufferGeometryLoader = new BufferGeometryLoader();

				for (let i = 0, l = json.length; i < l; i++) {
					let geometry;
					const data = json[i];

					switch (data.type) {
						case 'BufferGeometry':
						case 'InstancedBufferGeometry':
							geometry = bufferGeometryLoader.parse(data);
							break;

						case 'Geometry':
							if ('THREE' in window && 'LegacyJSONLoader' in THREE) {
								var geometryLoader = new THREE.LegacyJSONLoader();
								geometry = geometryLoader.parse(data, this.resourcePath).geometry;
							} else {
								console.error('THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".');
							}

							break;

						default:
							if (data.type in Geometries) {
								geometry = Geometries[data.type].fromJSON(data, shapes);
							} else {
								console.warn(`THREE.ObjectLoader: Unsupported geometry type "${data.type}"`);
							}

					}

					geometry.uuid = data.uuid;
					if (data.name !== undefined) geometry.name = data.name;
					if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData;
					geometries[data.uuid] = geometry;
				}
			}

			return geometries;
		}

		parseMaterials(json, textures) {
			const cache = {}; // MultiMaterial

			const materials = {};

			if (json !== undefined) {
				const loader = new MaterialLoader();
				loader.setTextures(textures);

				for (let i = 0, l = json.length; i < l; i++) {
					const data = json[i];

					if (data.type === 'MultiMaterial') {
						// Deprecated
						const array = [];

						for (let j = 0; j < data.materials.length; j++) {
							const material = data.materials[j];

							if (cache[material.uuid] === undefined) {
								cache[material.uuid] = loader.parse(material);
							}

							array.push(cache[material.uuid]);
						}

						materials[data.uuid] = array;
					} else {
						if (cache[data.uuid] === undefined) {
							cache[data.uuid] = loader.parse(data);
						}

						materials[data.uuid] = cache[data.uuid];
					}
				}
			}

			return materials;
		}

		parseAnimations(json) {
			const animations = {};

			if (json !== undefined) {
				for (let i = 0; i < json.length; i++) {
					const data = json[i];
					const clip = AnimationClip.parse(data);
					animations[clip.uuid] = clip;
				}
			}

			return animations;
		}

		parseImages(json, onLoad) {
			const scope = this;
			const images = {};
			let loader;

			function loadImage(url) {
				scope.manager.itemStart(url);
				return loader.load(url, function () {
					scope.manager.itemEnd(url);
				}, undefined, function () {
					scope.manager.itemError(url);
					scope.manager.itemEnd(url);
				});
			}

			function deserializeImage(image) {
				if (typeof image === 'string') {
					const url = image;
					const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
					return loadImage(path);
				} else {
					if (image.data) {
						return {
							data: getTypedArray(image.type, image.data),
							width: image.width,
							height: image.height
						};
					} else {
						return null;
					}
				}
			}

			if (json !== undefined && json.length > 0) {
				const manager = new LoadingManager(onLoad);
				loader = new ImageLoader(manager);
				loader.setCrossOrigin(this.crossOrigin);

				for (let i = 0, il = json.length; i < il; i++) {
					const image = json[i];
					const url = image.url;

					if (Array.isArray(url)) {
						// load array of images e.g CubeTexture
						images[image.uuid] = [];

						for (let j = 0, jl = url.length; j < jl; j++) {
							const currentUrl = url[j];
							const deserializedImage = deserializeImage(currentUrl);

							if (deserializedImage !== null) {
								if (deserializedImage instanceof HTMLImageElement) {
									images[image.uuid].push(deserializedImage);
								} else {
									// special case: handle array of data textures for cube textures
									images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
								}
							}
						}
					} else {
						// load single image
						const deserializedImage = deserializeImage(image.url);

						if (deserializedImage !== null) {
							images[image.uuid] = deserializedImage;
						}
					}
				}
			}

			return images;
		}

		async parseImagesAsync(json) {
			const scope = this;
			const images = {};
			let loader;

			async function deserializeImage(image) {
				if (typeof image === 'string') {
					const url = image;
					const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
					return await loader.loadAsync(path);
				} else {
					if (image.data) {
						return {
							data: getTypedArray(image.type, image.data),
							width: image.width,
							height: image.height
						};
					} else {
						return null;
					}
				}
			}

			if (json !== undefined && json.length > 0) {
				loader = new ImageLoader(this.manager);
				loader.setCrossOrigin(this.crossOrigin);

				for (let i = 0, il = json.length; i < il; i++) {
					const image = json[i];
					const url = image.url;

					if (Array.isArray(url)) {
						// load array of images e.g CubeTexture
						images[image.uuid] = [];

						for (let j = 0, jl = url.length; j < jl; j++) {
							const currentUrl = url[j];
							const deserializedImage = await deserializeImage(currentUrl);

							if (deserializedImage !== null) {
								if (deserializedImage instanceof HTMLImageElement) {
									images[image.uuid].push(deserializedImage);
								} else {
									// special case: handle array of data textures for cube textures
									images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
								}
							}
						}
					} else {
						// load single image
						const deserializedImage = await deserializeImage(image.url);

						if (deserializedImage !== null) {
							images[image.uuid] = deserializedImage;
						}
					}
				}
			}

			return images;
		}

		parseTextures(json, images) {
			function parseConstant(value, type) {
				if (typeof value === 'number') return value;
				console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);
				return type[value];
			}

			const textures = {};

			if (json !== undefined) {
				for (let i = 0, l = json.length; i < l; i++) {
					const data = json[i];

					if (data.image === undefined) {
						console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
					}

					if (images[data.image] === undefined) {
						console.warn('THREE.ObjectLoader: Undefined image', data.image);
					}

					let texture;
					const image = images[data.image];

					if (Array.isArray(image)) {
						texture = new CubeTexture(image);
						if (image.length === 6) texture.needsUpdate = true;
					} else {
						if (image && image.data) {
							texture = new DataTexture(image.data, image.width, image.height);
						} else {
							texture = new Texture(image);
						}

						if (image) texture.needsUpdate = true; // textures can have undefined image data
					}

					texture.uuid = data.uuid;
					if (data.name !== undefined) texture.name = data.name;
					if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);
					if (data.offset !== undefined) texture.offset.fromArray(data.offset);
					if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat);
					if (data.center !== undefined) texture.center.fromArray(data.center);
					if (data.rotation !== undefined) texture.rotation = data.rotation;

					if (data.wrap !== undefined) {
						texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
						texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
					}

					if (data.format !== undefined) texture.format = data.format;
					if (data.type !== undefined) texture.type = data.type;
					if (data.encoding !== undefined) texture.encoding = data.encoding;
					if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
					if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
					if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;
					if (data.flipY !== undefined) texture.flipY = data.flipY;
					if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;
					if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;
					if (data.userData !== undefined) texture.userData = data.userData;
					textures[data.uuid] = texture;
				}
			}

			return textures;
		}

		parseObject(data, geometries, materials, textures, animations) {
			let object;

			function getGeometry(name) {
				if (geometries[name] === undefined) {
					console.warn('THREE.ObjectLoader: Undefined geometry', name);
				}

				return geometries[name];
			}

			function getMaterial(name) {
				if (name === undefined) return undefined;

				if (Array.isArray(name)) {
					const array = [];

					for (let i = 0, l = name.length; i < l; i++) {
						const uuid = name[i];

						if (materials[uuid] === undefined) {
							console.warn('THREE.ObjectLoader: Undefined material', uuid);
						}

						array.push(materials[uuid]);
					}

					return array;
				}

				if (materials[name] === undefined) {
					console.warn('THREE.ObjectLoader: Undefined material', name);
				}

				return materials[name];
			}

			function getTexture(uuid) {
				if (textures[uuid] === undefined) {
					console.warn('THREE.ObjectLoader: Undefined texture', uuid);
				}

				return textures[uuid];
			}

			let geometry, material;

			switch (data.type) {
				case 'Scene':
					object = new Scene();

					if (data.background !== undefined) {
						if (Number.isInteger(data.background)) {
							object.background = new Color(data.background);
						} else {
							object.background = getTexture(data.background);
						}
					}

					if (data.environment !== undefined) {
						object.environment = getTexture(data.environment);
					}

					if (data.fog !== undefined) {
						if (data.fog.type === 'Fog') {
							object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);
						} else if (data.fog.type === 'FogExp2') {
							object.fog = new FogExp2(data.fog.color, data.fog.density);
						}
					}

					break;

				case 'PerspectiveCamera':
					object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
					if (data.focus !== undefined) object.focus = data.focus;
					if (data.zoom !== undefined) object.zoom = data.zoom;
					if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge;
					if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset;
					if (data.view !== undefined) object.view = Object.assign({}, data.view);
					break;

				case 'OrthographicCamera':
					object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
					if (data.zoom !== undefined) object.zoom = data.zoom;
					if (data.view !== undefined) object.view = Object.assign({}, data.view);
					break;

				case 'AmbientLight':
					object = new AmbientLight(data.color, data.intensity);
					break;

				case 'DirectionalLight':
					object = new DirectionalLight(data.color, data.intensity);
					break;

				case 'PointLight':
					object = new PointLight(data.color, data.intensity, data.distance, data.decay);
					break;

				case 'RectAreaLight':
					object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
					break;

				case 'SpotLight':
					object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
					break;

				case 'HemisphereLight':
					object = new HemisphereLight(data.color, data.groundColor, data.intensity);
					break;

				case 'LightProbe':
					object = new LightProbe().fromJSON(data);
					break;

				case 'SkinnedMesh':
					geometry = getGeometry(data.geometry);
					material = getMaterial(data.material);
					object = new SkinnedMesh(geometry, material);
					if (data.bindMode !== undefined) object.bindMode = data.bindMode;
					if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix);
					if (data.skeleton !== undefined) object.skeleton = data.skeleton;
					break;

				case 'Mesh':
					geometry = getGeometry(data.geometry);
					material = getMaterial(data.material);
					object = new Mesh(geometry, material);
					break;

				case 'InstancedMesh':
					geometry = getGeometry(data.geometry);
					material = getMaterial(data.material);
					const count = data.count;
					const instanceMatrix = data.instanceMatrix;
					const instanceColor = data.instanceColor;
					object = new InstancedMesh(geometry, material, count);
					object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16);
					if (instanceColor !== undefined) object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize);
					break;

				case 'LOD':
					object = new LOD();
					break;

				case 'Line':
					object = new Line(getGeometry(data.geometry), getMaterial(data.material));
					break;

				case 'LineLoop':
					object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
					break;

				case 'LineSegments':
					object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
					break;

				case 'PointCloud':
				case 'Points':
					object = new Points(getGeometry(data.geometry), getMaterial(data.material));
					break;

				case 'Sprite':
					object = new Sprite(getMaterial(data.material));
					break;

				case 'Group':
					object = new Group();
					break;

				case 'Bone':
					object = new Bone();
					break;

				default:
					object = new Object3D();
			}

			object.uuid = data.uuid;
			if (data.name !== undefined) object.name = data.name;

			if (data.matrix !== undefined) {
				object.matrix.fromArray(data.matrix);
				if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate;
				if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);
			} else {
				if (data.position !== undefined) object.position.fromArray(data.position);
				if (data.rotation !== undefined) object.rotation.fromArray(data.rotation);
				if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion);
				if (data.scale !== undefined) object.scale.fromArray(data.scale);
			}

			if (data.castShadow !== undefined) object.castShadow = data.castShadow;
			if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;

			if (data.shadow) {
				if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;
				if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;
				if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius;
				if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize);
				if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera);
			}

			if (data.visible !== undefined) object.visible = data.visible;
			if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled;
			if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder;
			if (data.userData !== undefined) object.userData = data.userData;
			if (data.layers !== undefined) object.layers.mask = data.layers;

			if (data.children !== undefined) {
				const children = data.children;

				for (let i = 0; i < children.length; i++) {
					object.add(this.parseObject(children[i], geometries, materials, textures, animations));
				}
			}

			if (data.animations !== undefined) {
				const objectAnimations = data.animations;

				for (let i = 0; i < objectAnimations.length; i++) {
					const uuid = objectAnimations[i];
					object.animations.push(animations[uuid]);
				}
			}

			if (data.type === 'LOD') {
				if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;
				const levels = data.levels;

				for (let l = 0; l < levels.length; l++) {
					const level = levels[l];
					const child = object.getObjectByProperty('uuid', level.object);

					if (child !== undefined) {
						object.addLevel(child, level.distance);
					}
				}
			}

			return object;
		}

		bindSkeletons(object, skeletons) {
			if (Object.keys(skeletons).length === 0) return;
			object.traverse(function (child) {
				if (child.isSkinnedMesh === true && child.skeleton !== undefined) {
					const skeleton = skeletons[child.skeleton];

					if (skeleton === undefined) {
						console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton);
					} else {
						child.bind(skeleton, child.bindMatrix);
					}
				}
			});
		}
		/* DEPRECATED */


		setTexturePath(value) {
			console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
			return this.setResourcePath(value);
		}

	}

	const TEXTURE_MAPPING = {
		UVMapping: UVMapping,
		CubeReflectionMapping: CubeReflectionMapping,
		CubeRefractionMapping: CubeRefractionMapping,
		EquirectangularReflectionMapping: EquirectangularReflectionMapping,
		EquirectangularRefractionMapping: EquirectangularRefractionMapping,
		CubeUVReflectionMapping: CubeUVReflectionMapping,
		CubeUVRefractionMapping: CubeUVRefractionMapping
	};
	const TEXTURE_WRAPPING = {
		RepeatWrapping: RepeatWrapping,
		ClampToEdgeWrapping: ClampToEdgeWrapping,
		MirroredRepeatWrapping: MirroredRepeatWrapping
	};
	const TEXTURE_FILTER = {
		NearestFilter: NearestFilter,
		NearestMipmapNearestFilter: NearestMipmapNearestFilter,
		NearestMipmapLinearFilter: NearestMipmapLinearFilter,
		LinearFilter: LinearFilter,
		LinearMipmapNearestFilter: LinearMipmapNearestFilter,
		LinearMipmapLinearFilter: LinearMipmapLinearFilter
	};

	class ImageBitmapLoader extends Loader {
		constructor(manager) {
			super(manager);

			if (typeof createImageBitmap === 'undefined') {
				console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
			}

			if (typeof fetch === 'undefined') {
				console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
			}

			this.options = {
				premultiplyAlpha: 'none'
			};
		}

		setOptions(options) {
			this.options = options;
			return this;
		}

		load(url, onLoad, onProgress, onError) {
			if (url === undefined) url = '';
			if (this.path !== undefined) url = this.path + url;
			url = this.manager.resolveURL(url);
			const scope = this;
			const cached = Cache.get(url);

			if (cached !== undefined) {
				scope.manager.itemStart(url);
				setTimeout(function () {
					if (onLoad) onLoad(cached);
					scope.manager.itemEnd(url);
				}, 0);
				return cached;
			}

			const fetchOptions = {};
			fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';
			fetchOptions.headers = this.requestHeader;
			fetch(url, fetchOptions).then(function (res) {
				return res.blob();
			}).then(function (blob) {
				return createImageBitmap(blob, Object.assign(scope.options, {
					colorSpaceConversion: 'none'
				}));
			}).then(function (imageBitmap) {
				Cache.add(url, imageBitmap);
				if (onLoad) onLoad(imageBitmap);
				scope.manager.itemEnd(url);
			}).catch(function (e) {
				if (onError) onError(e);
				scope.manager.itemError(url);
				scope.manager.itemEnd(url);
			});
			scope.manager.itemStart(url);
		}

	}

	ImageBitmapLoader.prototype.isImageBitmapLoader = true;

	let _context;

	const AudioContext = {
		getContext: function () {
			if (_context === undefined) {
				_context = new (window.AudioContext || window.webkitAudioContext)();
			}

			return _context;
		},
		setContext: function (value) {
			_context = value;
		}
	};

	class AudioLoader extends Loader {
		constructor(manager) {
			super(manager);
		}

		load(url, onLoad, onProgress, onError) {
			const scope = this;
			const loader = new FileLoader(this.manager);
			loader.setResponseType('arraybuffer');
			loader.setPath(this.path);
			loader.setRequestHeader(this.requestHeader);
			loader.setWithCredentials(this.withCredentials);
			loader.load(url, function (buffer) {
				try {
					// Create a copy of the buffer. The `decodeAudioData` method
					// detaches the buffer when complete, preventing reuse.
					const bufferCopy = buffer.slice(0);
					const context = AudioContext.getContext();
					context.decodeAudioData(bufferCopy, function (audioBuffer) {
						onLoad(audioBuffer);
					});
				} catch (e) {
					if (onError) {
						onError(e);
					} else {
						console.error(e);
					}

					scope.manager.itemError(url);
				}
			}, onProgress, onError);
		}

	}

	class HemisphereLightProbe extends LightProbe {
		constructor(skyColor, groundColor, intensity = 1) {
			super(undefined, intensity);
			const color1 = new Color().set(skyColor);
			const color2 = new Color().set(groundColor);
			const sky = new Vector3(color1.r, color1.g, color1.b);
			const ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );

			const c0 = Math.sqrt(Math.PI);
			const c1 = c0 * Math.sqrt(0.75);
			this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
			this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
		}

	}

	HemisphereLightProbe.prototype.isHemisphereLightProbe = true;

	class AmbientLightProbe extends LightProbe {
		constructor(color, intensity = 1) {
			super(undefined, intensity);
			const color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );

			this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
		}

	}

	AmbientLightProbe.prototype.isAmbientLightProbe = true;

	const _eyeRight = /*@__PURE__*/new Matrix4();

	const _eyeLeft = /*@__PURE__*/new Matrix4();

	const _projectionMatrix = /*@__PURE__*/new Matrix4();

	class StereoCamera {
		constructor() {
			this.type = 'StereoCamera';
			this.aspect = 1;
			this.eyeSep = 0.064;
			this.cameraL = new PerspectiveCamera();
			this.cameraL.layers.enable(1);
			this.cameraL.matrixAutoUpdate = false;
			this.cameraR = new PerspectiveCamera();
			this.cameraR.layers.enable(2);
			this.cameraR.matrixAutoUpdate = false;
			this._cache = {
				focus: null,
				fov: null,
				aspect: null,
				near: null,
				far: null,
				zoom: null,
				eyeSep: null
			};
		}

		update(camera) {
			const cache = this._cache;
			const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;

			if (needsUpdate) {
				cache.focus = camera.focus;
				cache.fov = camera.fov;
				cache.aspect = camera.aspect * this.aspect;
				cache.near = camera.near;
				cache.far = camera.far;
				cache.zoom = camera.zoom;
				cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on
				// http://paulbourke.net/stereographics/stereorender/

				_projectionMatrix.copy(camera.projectionMatrix);

				const eyeSepHalf = cache.eyeSep / 2;
				const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
				const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom;
				let xmin, xmax; // translate xOffset

				_eyeLeft.elements[12] = -eyeSepHalf;
				_eyeRight.elements[12] = eyeSepHalf; // for left eye

				xmin = -ymax * cache.aspect + eyeSepOnProjection;
				xmax = ymax * cache.aspect + eyeSepOnProjection;
				_projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
				_projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
				this.cameraL.projectionMatrix.copy(_projectionMatrix); // for right eye

				xmin = -ymax * cache.aspect - eyeSepOnProjection;
				xmax = ymax * cache.aspect - eyeSepOnProjection;
				_projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
				_projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
				this.cameraR.projectionMatrix.copy(_projectionMatrix);
			}

			this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
			this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
		}

	}

	class Clock {
		constructor(autoStart = true) {
			this.autoStart = autoStart;
			this.startTime = 0;
			this.oldTime = 0;
			this.elapsedTime = 0;
			this.running = false;
		}

		start() {
			this.startTime = now();
			this.oldTime = this.startTime;
			this.elapsedTime = 0;
			this.running = true;
		}

		stop() {
			this.getElapsedTime();
			this.running = false;
			this.autoStart = false;
		}

		getElapsedTime() {
			this.getDelta();
			return this.elapsedTime;
		}

		getDelta() {
			let diff = 0;

			if (this.autoStart && !this.running) {
				this.start();
				return 0;
			}

			if (this.running) {
				const newTime = now();
				diff = (newTime - this.oldTime) / 1000;
				this.oldTime = newTime;
				this.elapsedTime += diff;
			}

			return diff;
		}

	}

	function now() {
		return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
	}

	const _position$1 = /*@__PURE__*/new Vector3();

	const _quaternion$1 = /*@__PURE__*/new Quaternion();

	const _scale$1 = /*@__PURE__*/new Vector3();

	const _orientation$1 = /*@__PURE__*/new Vector3();

	class AudioListener extends Object3D {
		constructor() {
			super();
			this.type = 'AudioListener';
			this.context = AudioContext.getContext();
			this.gain = this.context.createGain();
			this.gain.connect(this.context.destination);
			this.filter = null;
			this.timeDelta = 0; // private

			this._clock = new Clock();
		}

		getInput() {
			return this.gain;
		}

		removeFilter() {
			if (this.filter !== null) {
				this.gain.disconnect(this.filter);
				this.filter.disconnect(this.context.destination);
				this.gain.connect(this.context.destination);
				this.filter = null;
			}

			return this;
		}

		getFilter() {
			return this.filter;
		}

		setFilter(value) {
			if (this.filter !== null) {
				this.gain.disconnect(this.filter);
				this.filter.disconnect(this.context.destination);
			} else {
				this.gain.disconnect(this.context.destination);
			}

			this.filter = value;
			this.gain.connect(this.filter);
			this.filter.connect(this.context.destination);
			return this;
		}

		getMasterVolume() {
			return this.gain.gain.value;
		}

		setMasterVolume(value) {
			this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
			return this;
		}

		updateMatrixWorld(force) {
			super.updateMatrixWorld(force);
			const listener = this.context.listener;
			const up = this.up;
			this.timeDelta = this._clock.getDelta();
			this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1);

			_orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1);

			if (listener.positionX) {
				// code path for Chrome (see #14393)
				const endTime = this.context.currentTime + this.timeDelta;
				listener.positionX.linearRampToValueAtTime(_position$1.x, endTime);
				listener.positionY.linearRampToValueAtTime(_position$1.y, endTime);
				listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime);
				listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime);
				listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime);
				listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime);
				listener.upX.linearRampToValueAtTime(up.x, endTime);
				listener.upY.linearRampToValueAtTime(up.y, endTime);
				listener.upZ.linearRampToValueAtTime(up.z, endTime);
			} else {
				listener.setPosition(_position$1.x, _position$1.y, _position$1.z);
				listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z);
			}
		}

	}

	class Audio extends Object3D {
		constructor(listener) {
			super();
			this.type = 'Audio';
			this.listener = listener;
			this.context = listener.context;
			this.gain = this.context.createGain();
			this.gain.connect(listener.getInput());
			this.autoplay = false;
			this.buffer = null;
			this.detune = 0;
			this.loop = false;
			this.loopStart = 0;
			this.loopEnd = 0;
			this.offset = 0;
			this.duration = undefined;
			this.playbackRate = 1;
			this.isPlaying = false;
			this.hasPlaybackControl = true;
			this.source = null;
			this.sourceType = 'empty';
			this._startedAt = 0;
			this._progress = 0;
			this._connected = false;
			this.filters = [];
		}

		getOutput() {
			return this.gain;
		}

		setNodeSource(audioNode) {
			this.hasPlaybackControl = false;
			this.sourceType = 'audioNode';
			this.source = audioNode;
			this.connect();
			return this;
		}

		setMediaElementSource(mediaElement) {
			this.hasPlaybackControl = false;
			this.sourceType = 'mediaNode';
			this.source = this.context.createMediaElementSource(mediaElement);
			this.connect();
			return this;
		}

		setMediaStreamSource(mediaStream) {
			this.hasPlaybackControl = false;
			this.sourceType = 'mediaStreamNode';
			this.source = this.context.createMediaStreamSource(mediaStream);
			this.connect();
			return this;
		}

		setBuffer(audioBuffer) {
			this.buffer = audioBuffer;
			this.sourceType = 'buffer';
			if (this.autoplay) this.play();
			return this;
		}

		play(delay = 0) {
			if (this.isPlaying === true) {
				console.warn('THREE.Audio: Audio is already playing.');
				return;
			}

			if (this.hasPlaybackControl === false) {
				console.warn('THREE.Audio: this Audio has no playback control.');
				return;
			}

			this._startedAt = this.context.currentTime + delay;
			const source = this.context.createBufferSource();
			source.buffer = this.buffer;
			source.loop = this.loop;
			source.loopStart = this.loopStart;
			source.loopEnd = this.loopEnd;
			source.onended = this.onEnded.bind(this);
			source.start(this._startedAt, this._progress + this.offset, this.duration);
			this.isPlaying = true;
			this.source = source;
			this.setDetune(this.detune);
			this.setPlaybackRate(this.playbackRate);
			return this.connect();
		}

		pause() {
			if (this.hasPlaybackControl === false) {
				console.warn('THREE.Audio: this Audio has no playback control.');
				return;
			}

			if (this.isPlaying === true) {
				// update current progress
				this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;

				if (this.loop === true) {
					// ensure _progress does not exceed duration with looped audios
					this._progress = this._progress % (this.duration || this.buffer.duration);
				}

				this.source.stop();
				this.source.onended = null;
				this.isPlaying = false;
			}

			return this;
		}

		stop() {
			if (this.hasPlaybackControl === false) {
				console.warn('THREE.Audio: this Audio has no playback control.');
				return;
			}

			this._progress = 0;
			this.source.stop();
			this.source.onended = null;
			this.isPlaying = false;
			return this;
		}

		connect() {
			if (this.filters.length > 0) {
				this.source.connect(this.filters[0]);

				for (let i = 1, l = this.filters.length; i < l; i++) {
					this.filters[i - 1].connect(this.filters[i]);
				}

				this.filters[this.filters.length - 1].connect(this.getOutput());
			} else {
				this.source.connect(this.getOutput());
			}

			this._connected = true;
			return this;
		}

		disconnect() {
			if (this.filters.length > 0) {
				this.source.disconnect(this.filters[0]);

				for (let i = 1, l = this.filters.length; i < l; i++) {
					this.filters[i - 1].disconnect(this.filters[i]);
				}

				this.filters[this.filters.length - 1].disconnect(this.getOutput());
			} else {
				this.source.disconnect(this.getOutput());
			}

			this._connected = false;
			return this;
		}

		getFilters() {
			return this.filters;
		}

		setFilters(value) {
			if (!value) value = [];

			if (this._connected === true) {
				this.disconnect();
				this.filters = value.slice();
				this.connect();
			} else {
				this.filters = value.slice();
			}

			return this;
		}

		setDetune(value) {
			this.detune = value;
			if (this.source.detune === undefined) return; // only set detune when available

			if (this.isPlaying === true) {
				this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
			}

			return this;
		}

		getDetune() {
			return this.detune;
		}

		getFilter() {
			return this.getFilters()[0];
		}

		setFilter(filter) {
			return this.setFilters(filter ? [filter] : []);
		}

		setPlaybackRate(value) {
			if (this.hasPlaybackControl === false) {
				console.warn('THREE.Audio: this Audio has no playback control.');
				return;
			}

			this.playbackRate = value;

			if (this.isPlaying === true) {
				this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
			}

			return this;
		}

		getPlaybackRate() {
			return this.playbackRate;
		}

		onEnded() {
			this.isPlaying = false;
		}

		getLoop() {
			if (this.hasPlaybackControl === false) {
				console.warn('THREE.Audio: this Audio has no playback control.');
				return false;
			}

			return this.loop;
		}

		setLoop(value) {
			if (this.hasPlaybackControl === false) {
				console.warn('THREE.Audio: this Audio has no playback control.');
				return;
			}

			this.loop = value;

			if (this.isPlaying === true) {
				this.source.loop = this.loop;
			}

			return this;
		}

		setLoopStart(value) {
			this.loopStart = value;
			return this;
		}

		setLoopEnd(value) {
			this.loopEnd = value;
			return this;
		}

		getVolume() {
			return this.gain.gain.value;
		}

		setVolume(value) {
			this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
			return this;
		}

	}

	const _position = /*@__PURE__*/new Vector3();

	const _quaternion = /*@__PURE__*/new Quaternion();

	const _scale = /*@__PURE__*/new Vector3();

	const _orientation = /*@__PURE__*/new Vector3();

	class PositionalAudio extends Audio {
		constructor(listener) {
			super(listener);
			this.panner = this.context.createPanner();
			this.panner.panningModel = 'HRTF';
			this.panner.connect(this.gain);
		}

		getOutput() {
			return this.panner;
		}

		getRefDistance() {
			return this.panner.refDistance;
		}

		setRefDistance(value) {
			this.panner.refDistance = value;
			return this;
		}

		getRolloffFactor() {
			return this.panner.rolloffFactor;
		}

		setRolloffFactor(value) {
			this.panner.rolloffFactor = value;
			return this;
		}

		getDistanceModel() {
			return this.panner.distanceModel;
		}

		setDistanceModel(value) {
			this.panner.distanceModel = value;
			return this;
		}

		getMaxDistance() {
			return this.panner.maxDistance;
		}

		setMaxDistance(value) {
			this.panner.maxDistance = value;
			return this;
		}

		setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
			this.panner.coneInnerAngle = coneInnerAngle;
			this.panner.coneOuterAngle = coneOuterAngle;
			this.panner.coneOuterGain = coneOuterGain;
			return this;
		}

		updateMatrixWorld(force) {
			super.updateMatrixWorld(force);
			if (this.hasPlaybackControl === true && this.isPlaying === false) return;
			this.matrixWorld.decompose(_position, _quaternion, _scale);

			_orientation.set(0, 0, 1).applyQuaternion(_quaternion);

			const panner = this.panner;

			if (panner.positionX) {
				// code path for Chrome and Firefox (see #14393)
				const endTime = this.context.currentTime + this.listener.timeDelta;
				panner.positionX.linearRampToValueAtTime(_position.x, endTime);
				panner.positionY.linearRampToValueAtTime(_position.y, endTime);
				panner.positionZ.linearRampToValueAtTime(_position.z, endTime);
				panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime);
				panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime);
				panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime);
			} else {
				panner.setPosition(_position.x, _position.y, _position.z);
				panner.setOrientation(_orientation.x, _orientation.y, _orientation.z);
			}
		}

	}

	class AudioAnalyser {
		constructor(audio, fftSize = 2048) {
			this.analyser = audio.context.createAnalyser();
			this.analyser.fftSize = fftSize;
			this.data = new Uint8Array(this.analyser.frequencyBinCount);
			audio.getOutput().connect(this.analyser);
		}

		getFrequencyData() {
			this.analyser.getByteFrequencyData(this.data);
			return this.data;
		}

		getAverageFrequency() {
			let value = 0;
			const data = this.getFrequencyData();

			for (let i = 0; i < data.length; i++) {
				value += data[i];
			}

			return value / data.length;
		}

	}

	class PropertyMixer {
		constructor(binding, typeName, valueSize) {
			this.binding = binding;
			this.valueSize = valueSize;
			let mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
			//
			// interpolators can use .buffer as their .result
			// the data then goes to 'incoming'
			//
			// 'accu0' and 'accu1' are used frame-interleaved for
			// the cumulative result and are compared to detect
			// changes
			//
			// 'orig' stores the original state of the property
			//
			// 'add' is used for additive cumulative results
			//
			// 'work' is optional and is only present for quaternion types. It is used
			// to store intermediate quaternion multiplication results

			switch (typeName) {
				case 'quaternion':
					mixFunction = this._slerp;
					mixFunctionAdditive = this._slerpAdditive;
					setIdentity = this._setAdditiveIdentityQuaternion;
					this.buffer = new Float64Array(valueSize * 6);
					this._workIndex = 5;
					break;

				case 'string':
				case 'bool':
					mixFunction = this._select; // Use the regular mix function and for additive on these types,
					// additive is not relevant for non-numeric types

					mixFunctionAdditive = this._select;
					setIdentity = this._setAdditiveIdentityOther;
					this.buffer = new Array(valueSize * 5);
					break;

				default:
					mixFunction = this._lerp;
					mixFunctionAdditive = this._lerpAdditive;
					setIdentity = this._setAdditiveIdentityNumeric;
					this.buffer = new Float64Array(valueSize * 5);
			}

			this._mixBufferRegion = mixFunction;
			this._mixBufferRegionAdditive = mixFunctionAdditive;
			this._setIdentity = setIdentity;
			this._origIndex = 3;
			this._addIndex = 4;
			this.cumulativeWeight = 0;
			this.cumulativeWeightAdditive = 0;
			this.useCount = 0;
			this.referenceCount = 0;
		} // accumulate data in the 'incoming' region into 'accu<i>'


		accumulate(accuIndex, weight) {
			// note: happily accumulating nothing when weight = 0, the caller knows
			// the weight and shouldn't have made the call in the first place
			const buffer = this.buffer,
						stride = this.valueSize,
						offset = accuIndex * stride + stride;
			let currentWeight = this.cumulativeWeight;

			if (currentWeight === 0) {
				// accuN := incoming * weight
				for (let i = 0; i !== stride; ++i) {
					buffer[offset + i] = buffer[i];
				}

				currentWeight = weight;
			} else {
				// accuN := accuN + incoming * weight
				currentWeight += weight;
				const mix = weight / currentWeight;

				this._mixBufferRegion(buffer, offset, 0, mix, stride);
			}

			this.cumulativeWeight = currentWeight;
		} // accumulate data in the 'incoming' region into 'add'


		accumulateAdditive(weight) {
			const buffer = this.buffer,
						stride = this.valueSize,
						offset = stride * this._addIndex;

			if (this.cumulativeWeightAdditive === 0) {
				// add = identity
				this._setIdentity();
			} // add := add + incoming * weight


			this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);

			this.cumulativeWeightAdditive += weight;
		} // apply the state of 'accu<i>' to the binding when accus differ


		apply(accuIndex) {
			const stride = this.valueSize,
						buffer = this.buffer,
						offset = accuIndex * stride + stride,
						weight = this.cumulativeWeight,
						weightAdditive = this.cumulativeWeightAdditive,
						binding = this.binding;
			this.cumulativeWeight = 0;
			this.cumulativeWeightAdditive = 0;

			if (weight < 1) {
				// accuN := accuN + original * ( 1 - cumulativeWeight )
				const originalValueOffset = stride * this._origIndex;

				this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
			}

			if (weightAdditive > 0) {
				// accuN := accuN + additive accuN
				this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
			}

			for (let i = stride, e = stride + stride; i !== e; ++i) {
				if (buffer[i] !== buffer[i + stride]) {
					// value has changed -> update scene graph
					binding.setValue(buffer, offset);
					break;
				}
			}
		} // remember the state of the bound property and copy it to both accus


		saveOriginalState() {
			const binding = this.binding;
			const buffer = this.buffer,
						stride = this.valueSize,
						originalValueOffset = stride * this._origIndex;
			binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original

			for (let i = stride, e = originalValueOffset; i !== e; ++i) {
				buffer[i] = buffer[originalValueOffset + i % stride];
			} // Add to identity for additive


			this._setIdentity();

			this.cumulativeWeight = 0;
			this.cumulativeWeightAdditive = 0;
		} // apply the state previously taken via 'saveOriginalState' to the binding


		restoreOriginalState() {
			const originalValueOffset = this.valueSize * 3;
			this.binding.setValue(this.buffer, originalValueOffset);
		}

		_setAdditiveIdentityNumeric() {
			const startIndex = this._addIndex * this.valueSize;
			const endIndex = startIndex + this.valueSize;

			for (let i = startIndex; i < endIndex; i++) {
				this.buffer[i] = 0;
			}
		}

		_setAdditiveIdentityQuaternion() {
			this._setAdditiveIdentityNumeric();

			this.buffer[this._addIndex * this.valueSize + 3] = 1;
		}

		_setAdditiveIdentityOther() {
			const startIndex = this._origIndex * this.valueSize;
			const targetIndex = this._addIndex * this.valueSize;

			for (let i = 0; i < this.valueSize; i++) {
				this.buffer[targetIndex + i] = this.buffer[startIndex + i];
			}
		} // mix functions


		_select(buffer, dstOffset, srcOffset, t, stride) {
			if (t >= 0.5) {
				for (let i = 0; i !== stride; ++i) {
					buffer[dstOffset + i] = buffer[srcOffset + i];
				}
			}
		}

		_slerp(buffer, dstOffset, srcOffset, t) {
			Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
		}

		_slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
			const workOffset = this._workIndex * stride; // Store result in intermediate buffer offset

			Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result

			Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
		}

		_lerp(buffer, dstOffset, srcOffset, t, stride) {
			const s = 1 - t;

			for (let i = 0; i !== stride; ++i) {
				const j = dstOffset + i;
				buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
			}
		}

		_lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
			for (let i = 0; i !== stride; ++i) {
				const j = dstOffset + i;
				buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
			}
		}

	}

	// Characters [].:/ are reserved for track binding syntax.
	const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';

	const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // Attempts to allow node names from any language. ES5's `\w` regexp matches
	// only latin characters, and the unicode \p{L} is not yet supported. So
	// instead, we exclude reserved characters and match everything else.


	const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';

	const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must
	// be matched to parse the rest of the track name.


	const _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.


	const _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); // Object on target node, and accessor. May not contain reserved
	// characters. Accessor may contain any character except closing bracket.


	const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may
	// contain any non-bracket characters.


	const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);

	const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');

	const _supportedObjectNames = ['material', 'materials', 'bones'];

	class Composite {
		constructor(targetGroup, path, optionalParsedPath) {
			const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
			this._targetGroup = targetGroup;
			this._bindings = targetGroup.subscribe_(path, parsedPath);
		}

		getValue(array, offset) {
			this.bind(); // bind all binding

			const firstValidIndex = this._targetGroup.nCachedObjects_,
						binding = this._bindings[firstValidIndex]; // and only call .getValue on the first

			if (binding !== undefined) binding.getValue(array, offset);
		}

		setValue(array, offset) {
			const bindings = this._bindings;

			for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
				bindings[i].setValue(array, offset);
			}
		}

		bind() {
			const bindings = this._bindings;

			for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
				bindings[i].bind();
			}
		}

		unbind() {
			const bindings = this._bindings;

			for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
				bindings[i].unbind();
			}
		}

	} // Note: This class uses a State pattern on a per-method basis:
	// 'bind' sets 'this.getValue' / 'setValue' and shadows the
	// prototype version of these methods with one that represents
	// the bound state. When the property is not found, the methods
	// become no-ops.


	class PropertyBinding {
		constructor(rootNode, path, parsedPath) {
			this.path = path;
			this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
			this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
			this.rootNode = rootNode; // initial state of these methods that calls 'bind'

			this.getValue = this._getValue_unbound;
			this.setValue = this._setValue_unbound;
		}

		static create(root, path, parsedPath) {
			if (!(root && root.isAnimationObjectGroup)) {
				return new PropertyBinding(root, path, parsedPath);
			} else {
				return new PropertyBinding.Composite(root, path, parsedPath);
			}
		}
		/**
		 * Replaces spaces with underscores and removes unsupported characters from
		 * node names, to ensure compatibility with parseTrackName().
		 *
		 * @param {string} name Node name to be sanitized.
		 * @return {string}
		 */


		static sanitizeNodeName(name) {
			return name.replace(/\s/g, '_').replace(_reservedRe, '');
		}

		static parseTrackName(trackName) {
			const matches = _trackRe.exec(trackName);

			if (!matches) {
				throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
			}

			const results = {
				// directoryName: matches[ 1 ], // (tschw) currently unused
				nodeName: matches[2],
				objectName: matches[3],
				objectIndex: matches[4],
				propertyName: matches[5],
				// required
				propertyIndex: matches[6]
			};
			const lastDot = results.nodeName && results.nodeName.lastIndexOf('.');

			if (lastDot !== undefined && lastDot !== -1) {
				const objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. Otherwise, there
				// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
				// 'bar' could be the objectName, or part of a nodeName (which can
				// include '.' characters).

				if (_supportedObjectNames.indexOf(objectName) !== -1) {
					results.nodeName = results.nodeName.substring(0, lastDot);
					results.objectName = objectName;
				}
			}

			if (results.propertyName === null || results.propertyName.length === 0) {
				throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);
			}

			return results;
		}

		static findNode(root, nodeName) {
			if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
				return root;
			} // search into skeleton bones.


			if (root.skeleton) {
				const bone = root.skeleton.getBoneByName(nodeName);

				if (bone !== undefined) {
					return bone;
				}
			} // search into node subtree.


			if (root.children) {
				const searchNodeSubtree = function (children) {
					for (let i = 0; i < children.length; i++) {
						const childNode = children[i];

						if (childNode.name === nodeName || childNode.uuid === nodeName) {
							return childNode;
						}

						const result = searchNodeSubtree(childNode.children);
						if (result) return result;
					}

					return null;
				};

				const subTreeNode = searchNodeSubtree(root.children);

				if (subTreeNode) {
					return subTreeNode;
				}
			}

			return null;
		} // these are used to "bind" a nonexistent property


		_getValue_unavailable() {}

		_setValue_unavailable() {} // Getters


		_getValue_direct(buffer, offset) {
			buffer[offset] = this.targetObject[this.propertyName];
		}

		_getValue_array(buffer, offset) {
			const source = this.resolvedProperty;

			for (let i = 0, n = source.length; i !== n; ++i) {
				buffer[offset++] = source[i];
			}
		}

		_getValue_arrayElement(buffer, offset) {
			buffer[offset] = this.resolvedProperty[this.propertyIndex];
		}

		_getValue_toArray(buffer, offset) {
			this.resolvedProperty.toArray(buffer, offset);
		} // Direct


		_setValue_direct(buffer, offset) {
			this.targetObject[this.propertyName] = buffer[offset];
		}

		_setValue_direct_setNeedsUpdate(buffer, offset) {
			this.targetObject[this.propertyName] = buffer[offset];
			this.targetObject.needsUpdate = true;
		}

		_setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
			this.targetObject[this.propertyName] = buffer[offset];
			this.targetObject.matrixWorldNeedsUpdate = true;
		} // EntireArray


		_setValue_array(buffer, offset) {
			const dest = this.resolvedProperty;

			for (let i = 0, n = dest.length; i !== n; ++i) {
				dest[i] = buffer[offset++];
			}
		}

		_setValue_array_setNeedsUpdate(buffer, offset) {
			const dest = this.resolvedProperty;

			for (let i = 0, n = dest.length; i !== n; ++i) {
				dest[i] = buffer[offset++];
			}

			this.targetObject.needsUpdate = true;
		}

		_setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
			const dest = this.resolvedProperty;

			for (let i = 0, n = dest.length; i !== n; ++i) {
				dest[i] = buffer[offset++];
			}

			this.targetObject.matrixWorldNeedsUpdate = true;
		} // ArrayElement


		_setValue_arrayElement(buffer, offset) {
			this.resolvedProperty[this.propertyIndex] = buffer[offset];
		}

		_setValue_arrayElement_setNeedsUpdate(buffer, offset) {
			this.resolvedProperty[this.propertyIndex] = buffer[offset];
			this.targetObject.needsUpdate = true;
		}

		_setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
			this.resolvedProperty[this.propertyIndex] = buffer[offset];
			this.targetObject.matrixWorldNeedsUpdate = true;
		} // HasToFromArray


		_setValue_fromArray(buffer, offset) {
			this.resolvedProperty.fromArray(buffer, offset);
		}

		_setValue_fromArray_setNeedsUpdate(buffer, offset) {
			this.resolvedProperty.fromArray(buffer, offset);
			this.targetObject.needsUpdate = true;
		}

		_setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
			this.resolvedProperty.fromArray(buffer, offset);
			this.targetObject.matrixWorldNeedsUpdate = true;
		}

		_getValue_unbound(targetArray, offset) {
			this.bind();
			this.getValue(targetArray, offset);
		}

		_setValue_unbound(sourceArray, offset) {
			this.bind();
			this.setValue(sourceArray, offset);
		} // create getter / setter pair for a property in the scene graph


		bind() {
			let targetObject = this.node;
			const parsedPath = this.parsedPath;
			const objectName = parsedPath.objectName;
			const propertyName = parsedPath.propertyName;
			let propertyIndex = parsedPath.propertyIndex;

			if (!targetObject) {
				targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;
				this.node = targetObject;
			} // set fail state so we can just 'return' on error


			this.getValue = this._getValue_unavailable;
			this.setValue = this._setValue_unavailable; // ensure there is a value node

			if (!targetObject) {
				console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.');
				return;
			}

			if (objectName) {
				let objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....

				switch (objectName) {
					case 'materials':
						if (!targetObject.material) {
							console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);
							return;
						}

						if (!targetObject.material.materials) {
							console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);
							return;
						}

						targetObject = targetObject.material.materials;
						break;

					case 'bones':
						if (!targetObject.skeleton) {
							console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);
							return;
						} // potential future optimization: skip this if propertyIndex is already an integer
						// and convert the integer string to a true integer.


						targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.

						for (let i = 0; i < targetObject.length; i++) {
							if (targetObject[i].name === objectIndex) {
								objectIndex = i;
								break;
							}
						}

						break;

					default:
						if (targetObject[objectName] === undefined) {
							console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);
							return;
						}

						targetObject = targetObject[objectName];
				}

				if (objectIndex !== undefined) {
					if (targetObject[objectIndex] === undefined) {
						console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);
						return;
					}

					targetObject = targetObject[objectIndex];
				}
			} // resolve property


			const nodeProperty = targetObject[propertyName];

			if (nodeProperty === undefined) {
				const nodeName = parsedPath.nodeName;
				console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject);
				return;
			} // determine versioning scheme


			let versioning = this.Versioning.None;
			this.targetObject = targetObject;

			if (targetObject.needsUpdate !== undefined) {
				// material
				versioning = this.Versioning.NeedsUpdate;
			} else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
				// node transform
				versioning = this.Versioning.MatrixWorldNeedsUpdate;
			} // determine how the property gets bound


			let bindingType = this.BindingType.Direct;

			if (propertyIndex !== undefined) {
				// access a sub element of the property array (only primitives are supported right now)
				if (propertyName === 'morphTargetInfluences') {
					// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
					// support resolving morphTarget names into indices.
					if (!targetObject.geometry) {
						console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);
						return;
					}

					if (targetObject.geometry.isBufferGeometry) {
						if (!targetObject.geometry.morphAttributes) {
							console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);
							return;
						}

						if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {
							propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
						}
					} else {
						console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);
						return;
					}
				}

				bindingType = this.BindingType.ArrayElement;
				this.resolvedProperty = nodeProperty;
				this.propertyIndex = propertyIndex;
			} else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {
				// must use copy for Object3D.Euler/Quaternion
				bindingType = this.BindingType.HasFromToArray;
				this.resolvedProperty = nodeProperty;
			} else if (Array.isArray(nodeProperty)) {
				bindingType = this.BindingType.EntireArray;
				this.resolvedProperty = nodeProperty;
			} else {
				this.propertyName = propertyName;
			} // select getter / setter


			this.getValue = this.GetterByBindingType[bindingType];
			this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
		}

		unbind() {
			this.node = null; // back to the prototype version of getValue / setValue
			// note: avoiding to mutate the shape of 'this' via 'delete'

			this.getValue = this._getValue_unbound;
			this.setValue = this._setValue_unbound;
		}

	}

	PropertyBinding.Composite = Composite;
	PropertyBinding.prototype.BindingType = {
		Direct: 0,
		EntireArray: 1,
		ArrayElement: 2,
		HasFromToArray: 3
	};
	PropertyBinding.prototype.Versioning = {
		None: 0,
		NeedsUpdate: 1,
		MatrixWorldNeedsUpdate: 2
	};
	PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray];
	PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[// Direct
	PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [// EntireArray
	PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [// ArrayElement
	PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [// HasToFromArray
	PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]];

	/**
	 *
	 * A group of objects that receives a shared animation state.
	 *
	 * Usage:
	 *
	 *	- Add objects you would otherwise pass as 'root' to the
	 *		constructor or the .clipAction method of AnimationMixer.
	 *
	 *	- Instead pass this object as 'root'.
	 *
	 *	- You can also add and remove objects later when the mixer
	 *		is running.
	 *
	 * Note:
	 *
	 *		Objects of this class appear as one object to the mixer,
	 *		so cache control of the individual objects must be done
	 *		on the group.
	 *
	 * Limitation:
	 *
	 *	- The animated properties must be compatible among the
	 *		all objects in the group.
	 *
	 *	- A single property can either be controlled through a
	 *		target group or directly, but not both.
	 */

	class AnimationObjectGroup {
		constructor() {
			this.uuid = generateUUID(); // cached objects followed by the active ones

			this._objects = Array.prototype.slice.call(arguments);
			this.nCachedObjects_ = 0; // threshold
			// note: read by PropertyBinding.Composite

			const indices = {};
			this._indicesByUUID = indices; // for bookkeeping

			for (let i = 0, n = arguments.length; i !== n; ++i) {
				indices[arguments[i].uuid] = i;
			}

			this._paths = []; // inside: string

			this._parsedPaths = []; // inside: { we don't care, here }

			this._bindings = []; // inside: Array< PropertyBinding >

			this._bindingsIndicesByPath = {}; // inside: indices in these arrays

			const scope = this;
			this.stats = {
				objects: {
					get total() {
						return scope._objects.length;
					},

					get inUse() {
						return this.total - scope.nCachedObjects_;
					}

				},

				get bindingsPerObject() {
					return scope._bindings.length;
				}

			};
		}

		add() {
			const objects = this._objects,
						indicesByUUID = this._indicesByUUID,
						paths = this._paths,
						parsedPaths = this._parsedPaths,
						bindings = this._bindings,
						nBindings = bindings.length;
			let knownObject = undefined,
					nObjects = objects.length,
					nCachedObjects = this.nCachedObjects_;

			for (let i = 0, n = arguments.length; i !== n; ++i) {
				const object = arguments[i],
							uuid = object.uuid;
				let index = indicesByUUID[uuid];

				if (index === undefined) {
					// unknown object -> add it to the ACTIVE region
					index = nObjects++;
					indicesByUUID[uuid] = index;
					objects.push(object); // accounting is done, now do the same for all bindings

					for (let j = 0, m = nBindings; j !== m; ++j) {
						bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));
					}
				} else if (index < nCachedObjects) {
					knownObject = objects[index]; // move existing object to the ACTIVE region

					const firstActiveIndex = --nCachedObjects,
								lastCachedObject = objects[firstActiveIndex];
					indicesByUUID[lastCachedObject.uuid] = index;
					objects[index] = lastCachedObject;
					indicesByUUID[uuid] = firstActiveIndex;
					objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings

					for (let j = 0, m = nBindings; j !== m; ++j) {
						const bindingsForPath = bindings[j],
									lastCached = bindingsForPath[firstActiveIndex];
						let binding = bindingsForPath[index];
						bindingsForPath[index] = lastCached;

						if (binding === undefined) {
							// since we do not bother to create new bindings
							// for objects that are cached, the binding may
							// or may not exist
							binding = new PropertyBinding(object, paths[j], parsedPaths[j]);
						}

						bindingsForPath[firstActiveIndex] = binding;
					}
				} else if (objects[index] !== knownObject) {
					console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.');
				} // else the object is already where we want it to be

			} // for arguments


			this.nCachedObjects_ = nCachedObjects;
		}

		remove() {
			const objects = this._objects,
						indicesByUUID = this._indicesByUUID,
						bindings = this._bindings,
						nBindings = bindings.length;
			let nCachedObjects = this.nCachedObjects_;

			for (let i = 0, n = arguments.length; i !== n; ++i) {
				const object = arguments[i],
							uuid = object.uuid,
							index = indicesByUUID[uuid];

				if (index !== undefined && index >= nCachedObjects) {
					// move existing object into the CACHED region
					const lastCachedIndex = nCachedObjects++,
								firstActiveObject = objects[lastCachedIndex];
					indicesByUUID[firstActiveObject.uuid] = index;
					objects[index] = firstActiveObject;
					indicesByUUID[uuid] = lastCachedIndex;
					objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings

					for (let j = 0, m = nBindings; j !== m; ++j) {
						const bindingsForPath = bindings[j],
									firstActive = bindingsForPath[lastCachedIndex],
									binding = bindingsForPath[index];
						bindingsForPath[index] = firstActive;
						bindingsForPath[lastCachedIndex] = binding;
					}
				}
			} // for arguments


			this.nCachedObjects_ = nCachedObjects;
		} // remove & forget


		uncache() {
			const objects = this._objects,
						indicesByUUID = this._indicesByUUID,
						bindings = this._bindings,
						nBindings = bindings.length;
			let nCachedObjects = this.nCachedObjects_,
					nObjects = objects.length;

			for (let i = 0, n = arguments.length; i !== n; ++i) {
				const object = arguments[i],
							uuid = object.uuid,
							index = indicesByUUID[uuid];

				if (index !== undefined) {
					delete indicesByUUID[uuid];

					if (index < nCachedObjects) {
						// object is cached, shrink the CACHED region
						const firstActiveIndex = --nCachedObjects,
									lastCachedObject = objects[firstActiveIndex],
									lastIndex = --nObjects,
									lastObject = objects[lastIndex]; // last cached object takes this object's place

						indicesByUUID[lastCachedObject.uuid] = index;
						objects[index] = lastCachedObject; // last object goes to the activated slot and pop

						indicesByUUID[lastObject.uuid] = firstActiveIndex;
						objects[firstActiveIndex] = lastObject;
						objects.pop(); // accounting is done, now do the same for all bindings

						for (let j = 0, m = nBindings; j !== m; ++j) {
							const bindingsForPath = bindings[j],
										lastCached = bindingsForPath[firstActiveIndex],
										last = bindingsForPath[lastIndex];
							bindingsForPath[index] = lastCached;
							bindingsForPath[firstActiveIndex] = last;
							bindingsForPath.pop();
						}
					} else {
						// object is active, just swap with the last and pop
						const lastIndex = --nObjects,
									lastObject = objects[lastIndex];

						if (lastIndex > 0) {
							indicesByUUID[lastObject.uuid] = index;
						}

						objects[index] = lastObject;
						objects.pop(); // accounting is done, now do the same for all bindings

						for (let j = 0, m = nBindings; j !== m; ++j) {
							const bindingsForPath = bindings[j];
							bindingsForPath[index] = bindingsForPath[lastIndex];
							bindingsForPath.pop();
						}
					} // cached or active

				} // if object is known

			} // for arguments


			this.nCachedObjects_ = nCachedObjects;
		} // Internal interface used by befriended PropertyBinding.Composite:


		subscribe_(path, parsedPath) {
			// returns an array of bindings for the given path that is changed
			// according to the contained objects in the group
			const indicesByPath = this._bindingsIndicesByPath;
			let index = indicesByPath[path];
			const bindings = this._bindings;
			if (index !== undefined) return bindings[index];
			const paths = this._paths,
						parsedPaths = this._parsedPaths,
						objects = this._objects,
						nObjects = objects.length,
						nCachedObjects = this.nCachedObjects_,
						bindingsForPath = new Array(nObjects);
			index = bindings.length;
			indicesByPath[path] = index;
			paths.push(path);
			parsedPaths.push(parsedPath);
			bindings.push(bindingsForPath);

			for (let i = nCachedObjects, n = objects.length; i !== n; ++i) {
				const object = objects[i];
				bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
			}

			return bindingsForPath;
		}

		unsubscribe_(path) {
			// tells the group to forget about a property path and no longer
			// update the array previously obtained with 'subscribe_'
			const indicesByPath = this._bindingsIndicesByPath,
						index = indicesByPath[path];

			if (index !== undefined) {
				const paths = this._paths,
							parsedPaths = this._parsedPaths,
							bindings = this._bindings,
							lastBindingsIndex = bindings.length - 1,
							lastBindings = bindings[lastBindingsIndex],
							lastBindingsPath = path[lastBindingsIndex];
				indicesByPath[lastBindingsPath] = index;
				bindings[index] = lastBindings;
				bindings.pop();
				parsedPaths[index] = parsedPaths[lastBindingsIndex];
				parsedPaths.pop();
				paths[index] = paths[lastBindingsIndex];
				paths.pop();
			}
		}

	}

	AnimationObjectGroup.prototype.isAnimationObjectGroup = true;

	class AnimationAction {
		constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) {
			this._mixer = mixer;
			this._clip = clip;
			this._localRoot = localRoot;
			this.blendMode = blendMode;
			const tracks = clip.tracks,
						nTracks = tracks.length,
						interpolants = new Array(nTracks);
			const interpolantSettings = {
				endingStart: ZeroCurvatureEnding,
				endingEnd: ZeroCurvatureEnding
			};

			for (let i = 0; i !== nTracks; ++i) {
				const interpolant = tracks[i].createInterpolant(null);
				interpolants[i] = interpolant;
				interpolant.settings = interpolantSettings;
			}

			this._interpolantSettings = interpolantSettings;
			this._interpolants = interpolants; // bound by the mixer
			// inside: PropertyMixer (managed by the mixer)

			this._propertyBindings = new Array(nTracks);
			this._cacheIndex = null; // for the memory manager

			this._byClipCacheIndex = null; // for the memory manager

			this._timeScaleInterpolant = null;
			this._weightInterpolant = null;
			this.loop = LoopRepeat;
			this._loopCount = -1; // global mixer time when the action is to be started
			// it's set back to 'null' upon start of the action

			this._startTime = null; // scaled local time of the action
			// gets clamped or wrapped to 0..clip.duration according to loop

			this.time = 0;
			this.timeScale = 1;
			this._effectiveTimeScale = 1;
			this.weight = 1;
			this._effectiveWeight = 1;
			this.repetitions = Infinity; // no. of repetitions when looping

			this.paused = false; // true -> zero effective time scale

			this.enabled = true; // false -> zero effective weight

			this.clampWhenFinished = false; // keep feeding the last frame?

			this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate

			this.zeroSlopeAtEnd = true; // clips for start, loop and end
		} // State & Scheduling


		play() {
			this._mixer._activateAction(this);

			return this;
		}

		stop() {
			this._mixer._deactivateAction(this);

			return this.reset();
		}

		reset() {
			this.paused = false;
			this.enabled = true;
			this.time = 0; // restart clip

			this._loopCount = -1; // forget previous loops

			this._startTime = null; // forget scheduling

			return this.stopFading().stopWarping();
		}

		isRunning() {
			return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
		} // return true when play has been called


		isScheduled() {
			return this._mixer._isActiveAction(this);
		}

		startAt(time) {
			this._startTime = time;
			return this;
		}

		setLoop(mode, repetitions) {
			this.loop = mode;
			this.repetitions = repetitions;
			return this;
		} // Weight
		// set the weight stopping any scheduled fading
		// although .enabled = false yields an effective weight of zero, this
		// method does *not* change .enabled, because it would be confusing


		setEffectiveWeight(weight) {
			this.weight = weight; // note: same logic as when updated at runtime

			this._effectiveWeight = this.enabled ? weight : 0;
			return this.stopFading();
		} // return the weight considering fading and .enabled


		getEffectiveWeight() {
			return this._effectiveWeight;
		}

		fadeIn(duration) {
			return this._scheduleFading(duration, 0, 1);
		}

		fadeOut(duration) {
			return this._scheduleFading(duration, 1, 0);
		}

		crossFadeFrom(fadeOutAction, duration, warp) {
			fadeOutAction.fadeOut(duration);
			this.fadeIn(duration);

			if (warp) {
				const fadeInDuration = this._clip.duration,
							fadeOutDuration = fadeOutAction._clip.duration,
							startEndRatio = fadeOutDuration / fadeInDuration,
							endStartRatio = fadeInDuration / fadeOutDuration;
				fadeOutAction.warp(1.0, startEndRatio, duration);
				this.warp(endStartRatio, 1.0, duration);
			}

			return this;
		}

		crossFadeTo(fadeInAction, duration, warp) {
			return fadeInAction.crossFadeFrom(this, duration, warp);
		}

		stopFading() {
			const weightInterpolant = this._weightInterpolant;

			if (weightInterpolant !== null) {
				this._weightInterpolant = null;

				this._mixer._takeBackControlInterpolant(weightInterpolant);
			}

			return this;
		} // Time Scale Control
		// set the time scale stopping any scheduled warping
		// although .paused = true yields an effective time scale of zero, this
		// method does *not* change .paused, because it would be confusing


		setEffectiveTimeScale(timeScale) {
			this.timeScale = timeScale;
			this._effectiveTimeScale = this.paused ? 0 : timeScale;
			return this.stopWarping();
		} // return the time scale considering warping and .paused


		getEffectiveTimeScale() {
			return this._effectiveTimeScale;
		}

		setDuration(duration) {
			this.timeScale = this._clip.duration / duration;
			return this.stopWarping();
		}

		syncWith(action) {
			this.time = action.time;
			this.timeScale = action.timeScale;
			return this.stopWarping();
		}

		halt(duration) {
			return this.warp(this._effectiveTimeScale, 0, duration);
		}

		warp(startTimeScale, endTimeScale, duration) {
			const mixer = this._mixer,
						now = mixer.time,
						timeScale = this.timeScale;
			let interpolant = this._timeScaleInterpolant;

			if (interpolant === null) {
				interpolant = mixer._lendControlInterpolant();
				this._timeScaleInterpolant = interpolant;
			}

			const times = interpolant.parameterPositions,
						values = interpolant.sampleValues;
			times[0] = now;
			times[1] = now + duration;
			values[0] = startTimeScale / timeScale;
			values[1] = endTimeScale / timeScale;
			return this;
		}

		stopWarping() {
			const timeScaleInterpolant = this._timeScaleInterpolant;

			if (timeScaleInterpolant !== null) {
				this._timeScaleInterpolant = null;

				this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
			}

			return this;
		} // Object Accessors


		getMixer() {
			return this._mixer;
		}

		getClip() {
			return this._clip;
		}

		getRoot() {
			return this._localRoot || this._mixer._root;
		} // Interna


		_update(time, deltaTime, timeDirection, accuIndex) {
			// called by the mixer
			if (!this.enabled) {
				// call ._updateWeight() to update ._effectiveWeight
				this._updateWeight(time);

				return;
			}

			const startTime = this._startTime;

			if (startTime !== null) {
				// check for scheduled start of action
				const timeRunning = (time - startTime) * timeDirection;

				if (timeRunning < 0 || timeDirection === 0) {
					return; // yet to come / don't decide when delta = 0
				} // start


				this._startTime = null; // unschedule

				deltaTime = timeDirection * timeRunning;
			} // apply time scale and advance time


			deltaTime *= this._updateTimeScale(time);

			const clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in
			// an effective weight of 0


			const weight = this._updateWeight(time);

			if (weight > 0) {
				const interpolants = this._interpolants;
				const propertyMixers = this._propertyBindings;

				switch (this.blendMode) {
					case AdditiveAnimationBlendMode:
						for (let j = 0, m = interpolants.length; j !== m; ++j) {
							interpolants[j].evaluate(clipTime);
							propertyMixers[j].accumulateAdditive(weight);
						}

						break;

					case NormalAnimationBlendMode:
					default:
						for (let j = 0, m = interpolants.length; j !== m; ++j) {
							interpolants[j].evaluate(clipTime);
							propertyMixers[j].accumulate(accuIndex, weight);
						}

				}
			}
		}

		_updateWeight(time) {
			let weight = 0;

			if (this.enabled) {
				weight = this.weight;
				const interpolant = this._weightInterpolant;

				if (interpolant !== null) {
					const interpolantValue = interpolant.evaluate(time)[0];
					weight *= interpolantValue;

					if (time > interpolant.parameterPositions[1]) {
						this.stopFading();

						if (interpolantValue === 0) {
							// faded out, disable
							this.enabled = false;
						}
					}
				}
			}

			this._effectiveWeight = weight;
			return weight;
		}

		_updateTimeScale(time) {
			let timeScale = 0;

			if (!this.paused) {
				timeScale = this.timeScale;
				const interpolant = this._timeScaleInterpolant;

				if (interpolant !== null) {
					const interpolantValue = interpolant.evaluate(time)[0];
					timeScale *= interpolantValue;

					if (time > interpolant.parameterPositions[1]) {
						this.stopWarping();

						if (timeScale === 0) {
							// motion has halted, pause
							this.paused = true;
						} else {
							// warp done - apply final time scale
							this.timeScale = timeScale;
						}
					}
				}
			}

			this._effectiveTimeScale = timeScale;
			return timeScale;
		}

		_updateTime(deltaTime) {
			const duration = this._clip.duration;
			const loop = this.loop;
			let time = this.time + deltaTime;
			let loopCount = this._loopCount;
			const pingPong = loop === LoopPingPong;

			if (deltaTime === 0) {
				if (loopCount === -1) return time;
				return pingPong && (loopCount & 1) === 1 ? duration - time : time;
			}

			if (loop === LoopOnce) {
				if (loopCount === -1) {
					// just started
					this._loopCount = 0;

					this._setEndings(true, true, false);
				}

				handle_stop: {
					if (time >= duration) {
						time = duration;
					} else if (time < 0) {
						time = 0;
					} else {
						this.time = time;
						break handle_stop;
					}

					if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
					this.time = time;

					this._mixer.dispatchEvent({
						type: 'finished',
						action: this,
						direction: deltaTime < 0 ? -1 : 1
					});
				}
			} else {
				// repetitive Repeat or PingPong
				if (loopCount === -1) {
					// just started
					if (deltaTime >= 0) {
						loopCount = 0;

						this._setEndings(true, this.repetitions === 0, pingPong);
					} else {
						// when looping in reverse direction, the initial
						// transition through zero counts as a repetition,
						// so leave loopCount at -1
						this._setEndings(this.repetitions === 0, true, pingPong);
					}
				}

				if (time >= duration || time < 0) {
					// wrap around
					const loopDelta = Math.floor(time / duration); // signed

					time -= duration * loopDelta;
					loopCount += Math.abs(loopDelta);
					const pending = this.repetitions - loopCount;

					if (pending <= 0) {
						// have to stop (switch state, clamp time, fire event)
						if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
						time = deltaTime > 0 ? duration : 0;
						this.time = time;

						this._mixer.dispatchEvent({
							type: 'finished',
							action: this,
							direction: deltaTime > 0 ? 1 : -1
						});
					} else {
						// keep running
						if (pending === 1) {
							// entering the last round
							const atStart = deltaTime < 0;

							this._setEndings(atStart, !atStart, pingPong);
						} else {
							this._setEndings(false, false, pingPong);
						}

						this._loopCount = loopCount;
						this.time = time;

						this._mixer.dispatchEvent({
							type: 'loop',
							action: this,
							loopDelta: loopDelta
						});
					}
				} else {
					this.time = time;
				}

				if (pingPong && (loopCount & 1) === 1) {
					// invert time for the "pong round"
					return duration - time;
				}
			}

			return time;
		}

		_setEndings(atStart, atEnd, pingPong) {
			const settings = this._interpolantSettings;

			if (pingPong) {
				settings.endingStart = ZeroSlopeEnding;
				settings.endingEnd = ZeroSlopeEnding;
			} else {
				// assuming for LoopOnce atStart == atEnd == true
				if (atStart) {
					settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
				} else {
					settings.endingStart = WrapAroundEnding;
				}

				if (atEnd) {
					settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
				} else {
					settings.endingEnd = WrapAroundEnding;
				}
			}
		}

		_scheduleFading(duration, weightNow, weightThen) {
			const mixer = this._mixer,
						now = mixer.time;
			let interpolant = this._weightInterpolant;

			if (interpolant === null) {
				interpolant = mixer._lendControlInterpolant();
				this._weightInterpolant = interpolant;
			}

			const times = interpolant.parameterPositions,
						values = interpolant.sampleValues;
			times[0] = now;
			values[0] = weightNow;
			times[1] = now + duration;
			values[1] = weightThen;
			return this;
		}

	}

	class AnimationMixer extends EventDispatcher {
		constructor(root) {
			super();
			this._root = root;

			this._initMemoryManager();

			this._accuIndex = 0;
			this.time = 0;
			this.timeScale = 1.0;
		}

		_bindAction(action, prototypeAction) {
			const root = action._localRoot || this._root,
						tracks = action._clip.tracks,
						nTracks = tracks.length,
						bindings = action._propertyBindings,
						interpolants = action._interpolants,
						rootUuid = root.uuid,
						bindingsByRoot = this._bindingsByRootAndName;
			let bindingsByName = bindingsByRoot[rootUuid];

			if (bindingsByName === undefined) {
				bindingsByName = {};
				bindingsByRoot[rootUuid] = bindingsByName;
			}

			for (let i = 0; i !== nTracks; ++i) {
				const track = tracks[i],
							trackName = track.name;
				let binding = bindingsByName[trackName];

				if (binding !== undefined) {
					++binding.referenceCount;
					bindings[i] = binding;
				} else {
					binding = bindings[i];

					if (binding !== undefined) {
						// existing binding, make sure the cache knows
						if (binding._cacheIndex === null) {
							++binding.referenceCount;

							this._addInactiveBinding(binding, rootUuid, trackName);
						}

						continue;
					}

					const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;
					binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());
					++binding.referenceCount;

					this._addInactiveBinding(binding, rootUuid, trackName);

					bindings[i] = binding;
				}

				interpolants[i].resultBuffer = binding.buffer;
			}
		}

		_activateAction(action) {
			if (!this._isActiveAction(action)) {
				if (action._cacheIndex === null) {
					// this action has been forgotten by the cache, but the user
					// appears to be still using it -> rebind
					const rootUuid = (action._localRoot || this._root).uuid,
								clipUuid = action._clip.uuid,
								actionsForClip = this._actionsByClip[clipUuid];

					this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);

					this._addInactiveAction(action, clipUuid, rootUuid);
				}

				const bindings = action._propertyBindings; // increment reference counts / sort out state

				for (let i = 0, n = bindings.length; i !== n; ++i) {
					const binding = bindings[i];

					if (binding.useCount++ === 0) {
						this._lendBinding(binding);

						binding.saveOriginalState();
					}
				}

				this._lendAction(action);
			}
		}

		_deactivateAction(action) {
			if (this._isActiveAction(action)) {
				const bindings = action._propertyBindings; // decrement reference counts / sort out state

				for (let i = 0, n = bindings.length; i !== n; ++i) {
					const binding = bindings[i];

					if (--binding.useCount === 0) {
						binding.restoreOriginalState();

						this._takeBackBinding(binding);
					}
				}

				this._takeBackAction(action);
			}
		} // Memory manager


		_initMemoryManager() {
			this._actions = []; // 'nActiveActions' followed by inactive ones

			this._nActiveActions = 0;
			this._actionsByClip = {}; // inside:
			// {
			// 	knownActions: Array< AnimationAction > - used as prototypes
			// 	actionByRoot: AnimationAction - lookup
			// }

			this._bindings = []; // 'nActiveBindings' followed by inactive ones

			this._nActiveBindings = 0;
			this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >

			this._controlInterpolants = []; // same game as above

			this._nActiveControlInterpolants = 0;
			const scope = this;
			this.stats = {
				actions: {
					get total() {
						return scope._actions.length;
					},

					get inUse() {
						return scope._nActiveActions;
					}

				},
				bindings: {
					get total() {
						return scope._bindings.length;
					},

					get inUse() {
						return scope._nActiveBindings;
					}

				},
				controlInterpolants: {
					get total() {
						return scope._controlInterpolants.length;
					},

					get inUse() {
						return scope._nActiveControlInterpolants;
					}

				}
			};
		} // Memory management for AnimationAction objects


		_isActiveAction(action) {
			const index = action._cacheIndex;
			return index !== null && index < this._nActiveActions;
		}

		_addInactiveAction(action, clipUuid, rootUuid) {
			const actions = this._actions,
						actionsByClip = this._actionsByClip;
			let actionsForClip = actionsByClip[clipUuid];

			if (actionsForClip === undefined) {
				actionsForClip = {
					knownActions: [action],
					actionByRoot: {}
				};
				action._byClipCacheIndex = 0;
				actionsByClip[clipUuid] = actionsForClip;
			} else {
				const knownActions = actionsForClip.knownActions;
				action._byClipCacheIndex = knownActions.length;
				knownActions.push(action);
			}

			action._cacheIndex = actions.length;
			actions.push(action);
			actionsForClip.actionByRoot[rootUuid] = action;
		}

		_removeInactiveAction(action) {
			const actions = this._actions,
						lastInactiveAction = actions[actions.length - 1],
						cacheIndex = action._cacheIndex;
			lastInactiveAction._cacheIndex = cacheIndex;
			actions[cacheIndex] = lastInactiveAction;
			actions.pop();
			action._cacheIndex = null;
			const clipUuid = action._clip.uuid,
						actionsByClip = this._actionsByClip,
						actionsForClip = actionsByClip[clipUuid],
						knownActionsForClip = actionsForClip.knownActions,
						lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1],
						byClipCacheIndex = action._byClipCacheIndex;
			lastKnownAction._byClipCacheIndex = byClipCacheIndex;
			knownActionsForClip[byClipCacheIndex] = lastKnownAction;
			knownActionsForClip.pop();
			action._byClipCacheIndex = null;
			const actionByRoot = actionsForClip.actionByRoot,
						rootUuid = (action._localRoot || this._root).uuid;
			delete actionByRoot[rootUuid];

			if (knownActionsForClip.length === 0) {
				delete actionsByClip[clipUuid];
			}

			this._removeInactiveBindingsForAction(action);
		}

		_removeInactiveBindingsForAction(action) {
			const bindings = action._propertyBindings;

			for (let i = 0, n = bindings.length; i !== n; ++i) {
				const binding = bindings[i];

				if (--binding.referenceCount === 0) {
					this._removeInactiveBinding(binding);
				}
			}
		}

		_lendAction(action) {
			// [ active actions |	inactive actions	]
			// [	active actions >| inactive actions ]
			//								 s				a
			//									<-swap->
			//								 a				s
			const actions = this._actions,
						prevIndex = action._cacheIndex,
						lastActiveIndex = this._nActiveActions++,
						firstInactiveAction = actions[lastActiveIndex];
			action._cacheIndex = lastActiveIndex;
			actions[lastActiveIndex] = action;
			firstInactiveAction._cacheIndex = prevIndex;
			actions[prevIndex] = firstInactiveAction;
		}

		_takeBackAction(action) {
			// [	active actions	| inactive actions ]
			// [ active actions |< inactive actions	]
			//				a				s
			//				 <-swap->
			//				s				a
			const actions = this._actions,
						prevIndex = action._cacheIndex,
						firstInactiveIndex = --this._nActiveActions,
						lastActiveAction = actions[firstInactiveIndex];
			action._cacheIndex = firstInactiveIndex;
			actions[firstInactiveIndex] = action;
			lastActiveAction._cacheIndex = prevIndex;
			actions[prevIndex] = lastActiveAction;
		} // Memory management for PropertyMixer objects


		_addInactiveBinding(binding, rootUuid, trackName) {
			const bindingsByRoot = this._bindingsByRootAndName,
						bindings = this._bindings;
			let bindingByName = bindingsByRoot[rootUuid];

			if (bindingByName === undefined) {
				bindingByName = {};
				bindingsByRoot[rootUuid] = bindingByName;
			}

			bindingByName[trackName] = binding;
			binding._cacheIndex = bindings.length;
			bindings.push(binding);
		}

		_removeInactiveBinding(binding) {
			const bindings = this._bindings,
						propBinding = binding.binding,
						rootUuid = propBinding.rootNode.uuid,
						trackName = propBinding.path,
						bindingsByRoot = this._bindingsByRootAndName,
						bindingByName = bindingsByRoot[rootUuid],
						lastInactiveBinding = bindings[bindings.length - 1],
						cacheIndex = binding._cacheIndex;
			lastInactiveBinding._cacheIndex = cacheIndex;
			bindings[cacheIndex] = lastInactiveBinding;
			bindings.pop();
			delete bindingByName[trackName];

			if (Object.keys(bindingByName).length === 0) {
				delete bindingsByRoot[rootUuid];
			}
		}

		_lendBinding(binding) {
			const bindings = this._bindings,
						prevIndex = binding._cacheIndex,
						lastActiveIndex = this._nActiveBindings++,
						firstInactiveBinding = bindings[lastActiveIndex];
			binding._cacheIndex = lastActiveIndex;
			bindings[lastActiveIndex] = binding;
			firstInactiveBinding._cacheIndex = prevIndex;
			bindings[prevIndex] = firstInactiveBinding;
		}

		_takeBackBinding(binding) {
			const bindings = this._bindings,
						prevIndex = binding._cacheIndex,
						firstInactiveIndex = --this._nActiveBindings,
						lastActiveBinding = bindings[firstInactiveIndex];
			binding._cacheIndex = firstInactiveIndex;
			bindings[firstInactiveIndex] = binding;
			lastActiveBinding._cacheIndex = prevIndex;
			bindings[prevIndex] = lastActiveBinding;
		} // Memory management of Interpolants for weight and time scale


		_lendControlInterpolant() {
			const interpolants = this._controlInterpolants,
						lastActiveIndex = this._nActiveControlInterpolants++;
			let interpolant = interpolants[lastActiveIndex];

			if (interpolant === undefined) {
				interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);
				interpolant.__cacheIndex = lastActiveIndex;
				interpolants[lastActiveIndex] = interpolant;
			}

			return interpolant;
		}

		_takeBackControlInterpolant(interpolant) {
			const interpolants = this._controlInterpolants,
						prevIndex = interpolant.__cacheIndex,
						firstInactiveIndex = --this._nActiveControlInterpolants,
						lastActiveInterpolant = interpolants[firstInactiveIndex];
			interpolant.__cacheIndex = firstInactiveIndex;
			interpolants[firstInactiveIndex] = interpolant;
			lastActiveInterpolant.__cacheIndex = prevIndex;
			interpolants[prevIndex] = lastActiveInterpolant;
		} // return an action for a clip optionally using a custom root target
		// object (this method allocates a lot of dynamic memory in case a
		// previously unknown clip/root combination is specified)


		clipAction(clip, optionalRoot, blendMode) {
			const root = optionalRoot || this._root,
						rootUuid = root.uuid;
			let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;
			const clipUuid = clipObject !== null ? clipObject.uuid : clip;
			const actionsForClip = this._actionsByClip[clipUuid];
			let prototypeAction = null;

			if (blendMode === undefined) {
				if (clipObject !== null) {
					blendMode = clipObject.blendMode;
				} else {
					blendMode = NormalAnimationBlendMode;
				}
			}

			if (actionsForClip !== undefined) {
				const existingAction = actionsForClip.actionByRoot[rootUuid];

				if (existingAction !== undefined && existingAction.blendMode === blendMode) {
					return existingAction;
				} // we know the clip, so we don't have to parse all
				// the bindings again but can just copy


				prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action

				if (clipObject === null) clipObject = prototypeAction._clip;
			} // clip must be known when specified via string


			if (clipObject === null) return null; // allocate all resources required to run it

			const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);

			this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager


			this._addInactiveAction(newAction, clipUuid, rootUuid);

			return newAction;
		} // get an existing action


		existingAction(clip, optionalRoot) {
			const root = optionalRoot || this._root,
						rootUuid = root.uuid,
						clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,
						clipUuid = clipObject ? clipObject.uuid : clip,
						actionsForClip = this._actionsByClip[clipUuid];

			if (actionsForClip !== undefined) {
				return actionsForClip.actionByRoot[rootUuid] || null;
			}

			return null;
		} // deactivates all previously scheduled actions


		stopAllAction() {
			const actions = this._actions,
						nActions = this._nActiveActions;

			for (let i = nActions - 1; i >= 0; --i) {
				actions[i].stop();
			}

			return this;
		} // advance the time and update apply the animation


		update(deltaTime) {
			deltaTime *= this.timeScale;
			const actions = this._actions,
						nActions = this._nActiveActions,
						time = this.time += deltaTime,
						timeDirection = Math.sign(deltaTime),
						accuIndex = this._accuIndex ^= 1; // run active actions

			for (let i = 0; i !== nActions; ++i) {
				const action = actions[i];

				action._update(time, deltaTime, timeDirection, accuIndex);
			} // update scene graph


			const bindings = this._bindings,
						nBindings = this._nActiveBindings;

			for (let i = 0; i !== nBindings; ++i) {
				bindings[i].apply(accuIndex);
			}

			return this;
		} // Allows you to seek to a specific time in an animation.


		setTime(timeInSeconds) {
			this.time = 0; // Zero out time attribute for AnimationMixer object;

			for (let i = 0; i < this._actions.length; i++) {
				this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
			}

			return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
		} // return this mixer's root target object


		getRoot() {
			return this._root;
		} // free all resources specific to a particular clip


		uncacheClip(clip) {
			const actions = this._actions,
						clipUuid = clip.uuid,
						actionsByClip = this._actionsByClip,
						actionsForClip = actionsByClip[clipUuid];

			if (actionsForClip !== undefined) {
				// note: just calling _removeInactiveAction would mess up the
				// iteration state and also require updating the state we can
				// just throw away
				const actionsToRemove = actionsForClip.knownActions;

				for (let i = 0, n = actionsToRemove.length; i !== n; ++i) {
					const action = actionsToRemove[i];

					this._deactivateAction(action);

					const cacheIndex = action._cacheIndex,
								lastInactiveAction = actions[actions.length - 1];
					action._cacheIndex = null;
					action._byClipCacheIndex = null;
					lastInactiveAction._cacheIndex = cacheIndex;
					actions[cacheIndex] = lastInactiveAction;
					actions.pop();

					this._removeInactiveBindingsForAction(action);
				}

				delete actionsByClip[clipUuid];
			}
		} // free all resources specific to a particular root target object


		uncacheRoot(root) {
			const rootUuid = root.uuid,
						actionsByClip = this._actionsByClip;

			for (const clipUuid in actionsByClip) {
				const actionByRoot = actionsByClip[clipUuid].actionByRoot,
							action = actionByRoot[rootUuid];

				if (action !== undefined) {
					this._deactivateAction(action);

					this._removeInactiveAction(action);
				}
			}

			const bindingsByRoot = this._bindingsByRootAndName,
						bindingByName = bindingsByRoot[rootUuid];

			if (bindingByName !== undefined) {
				for (const trackName in bindingByName) {
					const binding = bindingByName[trackName];
					binding.restoreOriginalState();

					this._removeInactiveBinding(binding);
				}
			}
		} // remove a targeted clip from the cache


		uncacheAction(clip, optionalRoot) {
			const action = this.existingAction(clip, optionalRoot);

			if (action !== null) {
				this._deactivateAction(action);

				this._removeInactiveAction(action);
			}
		}

	}

	AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array(1);

	class Uniform {
		constructor(value) {
			if (typeof value === 'string') {
				console.warn('THREE.Uniform: Type parameter is no longer needed.');
				value = arguments[1];
			}

			this.value = value;
		}

		clone() {
			return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
		}

	}

	class InstancedInterleavedBuffer extends InterleavedBuffer {
		constructor(array, stride, meshPerAttribute = 1) {
			super(array, stride);
			this.meshPerAttribute = meshPerAttribute;
		}

		copy(source) {
			super.copy(source);
			this.meshPerAttribute = source.meshPerAttribute;
			return this;
		}

		clone(data) {
			const ib = super.clone(data);
			ib.meshPerAttribute = this.meshPerAttribute;
			return ib;
		}

		toJSON(data) {
			const json = super.toJSON(data);
			json.isInstancedInterleavedBuffer = true;
			json.meshPerAttribute = this.meshPerAttribute;
			return json;
		}

	}

	InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;

	class GLBufferAttribute {
		constructor(buffer, type, itemSize, elementSize, count) {
			this.buffer = buffer;
			this.type = type;
			this.itemSize = itemSize;
			this.elementSize = elementSize;
			this.count = count;
			this.version = 0;
		}

		set needsUpdate(value) {
			if (value === true) this.version++;
		}

		setBuffer(buffer) {
			this.buffer = buffer;
			return this;
		}

		setType(type, elementSize) {
			this.type = type;
			this.elementSize = elementSize;
			return this;
		}

		setItemSize(itemSize) {
			this.itemSize = itemSize;
			return this;
		}

		setCount(count) {
			this.count = count;
			return this;
		}

	}

	GLBufferAttribute.prototype.isGLBufferAttribute = true;

	class Raycaster {
		constructor(origin, direction, near = 0, far = Infinity) {
			this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)

			this.near = near;
			this.far = far;
			this.camera = null;
			this.layers = new Layers();
			this.params = {
				Mesh: {},
				Line: {
					threshold: 1
				},
				LOD: {},
				Points: {
					threshold: 1
				},
				Sprite: {}
			};
		}

		set(origin, direction) {
			// direction is assumed to be normalized (for accurate distance calculations)
			this.ray.set(origin, direction);
		}

		setFromCamera(coords, camera) {
			if (camera && camera.isPerspectiveCamera) {
				this.ray.origin.setFromMatrixPosition(camera.matrixWorld);
				this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();
				this.camera = camera;
			} else if (camera && camera.isOrthographicCamera) {
				this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera

				this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
				this.camera = camera;
			} else {
				console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type);
			}
		}

		intersectObject(object, recursive = true, intersects = []) {
			intersectObject(object, this, intersects, recursive);
			intersects.sort(ascSort);
			return intersects;
		}

		intersectObjects(objects, recursive = true, intersects = []) {
			for (let i = 0, l = objects.length; i < l; i++) {
				intersectObject(objects[i], this, intersects, recursive);
			}

			intersects.sort(ascSort);
			return intersects;
		}

	}

	function ascSort(a, b) {
		return a.distance - b.distance;
	}

	function intersectObject(object, raycaster, intersects, recursive) {
		if (object.layers.test(raycaster.layers)) {
			object.raycast(raycaster, intersects);
		}

		if (recursive === true) {
			const children = object.children;

			for (let i = 0, l = children.length; i < l; i++) {
				intersectObject(children[i], raycaster, intersects, true);
			}
		}
	}

	/**
	 * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
	 *
	 * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
	 * The azimuthal angle (theta) is measured from the positive z-axis.
	 */

	class Spherical {
		constructor(radius = 1, phi = 0, theta = 0) {
			this.radius = radius;
			this.phi = phi; // polar angle

			this.theta = theta; // azimuthal angle

			return this;
		}

		set(radius, phi, theta) {
			this.radius = radius;
			this.phi = phi;
			this.theta = theta;
			return this;
		}

		copy(other) {
			this.radius = other.radius;
			this.phi = other.phi;
			this.theta = other.theta;
			return this;
		} // restrict phi to be betwee EPS and PI-EPS


		makeSafe() {
			const EPS = 0.000001;
			this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
			return this;
		}

		setFromVector3(v) {
			return this.setFromCartesianCoords(v.x, v.y, v.z);
		}

		setFromCartesianCoords(x, y, z) {
			this.radius = Math.sqrt(x * x + y * y + z * z);

			if (this.radius === 0) {
				this.theta = 0;
				this.phi = 0;
			} else {
				this.theta = Math.atan2(x, z);
				this.phi = Math.acos(clamp(y / this.radius, -1, 1));
			}

			return this;
		}

		clone() {
			return new this.constructor().copy(this);
		}

	}

	/**
	 * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
	 */
	class Cylindrical {
		constructor(radius = 1, theta = 0, y = 0) {
			this.radius = radius; // distance from the origin to a point in the x-z plane

			this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis

			this.y = y; // height above the x-z plane

			return this;
		}

		set(radius, theta, y) {
			this.radius = radius;
			this.theta = theta;
			this.y = y;
			return this;
		}

		copy(other) {
			this.radius = other.radius;
			this.theta = other.theta;
			this.y = other.y;
			return this;
		}

		setFromVector3(v) {
			return this.setFromCartesianCoords(v.x, v.y, v.z);
		}

		setFromCartesianCoords(x, y, z) {
			this.radius = Math.sqrt(x * x + z * z);
			this.theta = Math.atan2(x, z);
			this.y = y;
			return this;
		}

		clone() {
			return new this.constructor().copy(this);
		}

	}

	const _vector$4 = /*@__PURE__*/new Vector2();

	class Box2 {
		constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) {
			this.min = min;
			this.max = max;
		}

		set(min, max) {
			this.min.copy(min);
			this.max.copy(max);
			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$4.copy(size).multiplyScalar(0.5);

			this.min.copy(center).sub(halfSize);
			this.max.copy(center).add(halfSize);
			return this;
		}

		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 = +Infinity;
			this.max.x = this.max.y = -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;
		}

		getCenter(target) {
			return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
		}

		getSize(target) {
			return this.isEmpty() ? target.set(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;
		}

		containsPoint(point) {
			return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
		}

		containsBox(box) {
			return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
		}

		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));
		}

		intersectsBox(box) {
			// using 4 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 ? false : true;
		}

		clampPoint(point, target) {
			return target.copy(point).clamp(this.min, this.max);
		}

		distanceToPoint(point) {
			const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max);

			return clampedPoint.sub(point).length();
		}

		intersect(box) {
			this.min.max(box.min);
			this.max.min(box.max);
			return this;
		}

		union(box) {
			this.min.min(box.min);
			this.max.max(box.max);
			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);
		}

	}

	Box2.prototype.isBox2 = true;

	const _startP = /*@__PURE__*/new Vector3();

	const _startEnd = /*@__PURE__*/new Vector3();

	class Line3 {
		constructor(start = new Vector3(), end = new Vector3()) {
			this.start = start;
			this.end = end;
		}

		set(start, end) {
			this.start.copy(start);
			this.end.copy(end);
			return this;
		}

		copy(line) {
			this.start.copy(line.start);
			this.end.copy(line.end);
			return this;
		}

		getCenter(target) {
			return target.addVectors(this.start, this.end).multiplyScalar(0.5);
		}

		delta(target) {
			return target.subVectors(this.end, this.start);
		}

		distanceSq() {
			return this.start.distanceToSquared(this.end);
		}

		distance() {
			return this.start.distanceTo(this.end);
		}

		at(t, target) {
			return this.delta(target).multiplyScalar(t).add(this.start);
		}

		closestPointToPointParameter(point, clampToLine) {
			_startP.subVectors(point, this.start);

			_startEnd.subVectors(this.end, this.start);

			const startEnd2 = _startEnd.dot(_startEnd);

			const startEnd_startP = _startEnd.dot(_startP);

			let t = startEnd_startP / startEnd2;

			if (clampToLine) {
				t = clamp(t, 0, 1);
			}

			return t;
		}

		closestPointToPoint(point, clampToLine, target) {
			const t = this.closestPointToPointParameter(point, clampToLine);
			return this.delta(target).multiplyScalar(t).add(this.start);
		}

		applyMatrix4(matrix) {
			this.start.applyMatrix4(matrix);
			this.end.applyMatrix4(matrix);
			return this;
		}

		equals(line) {
			return line.start.equals(this.start) && line.end.equals(this.end);
		}

		clone() {
			return new this.constructor().copy(this);
		}

	}

	const _vector$3 = /*@__PURE__*/new Vector3();

	class SpotLightHelper extends Object3D {
		constructor(light, color) {
			super();
			this.light = light;
			this.light.updateMatrixWorld();
			this.matrix = light.matrixWorld;
			this.matrixAutoUpdate = false;
			this.color = color;
			const geometry = new BufferGeometry();
			const positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1];

			for (let i = 0, j = 1, l = 32; i < l; i++, j++) {
				const p1 = i / l * Math.PI * 2;
				const p2 = j / l * Math.PI * 2;
				positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);
			}

			geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
			const material = new LineBasicMaterial({
				fog: false,
				toneMapped: false
			});
			this.cone = new LineSegments(geometry, material);
			this.add(this.cone);
			this.update();
		}

		dispose() {
			this.cone.geometry.dispose();
			this.cone.material.dispose();
		}

		update() {
			this.light.updateMatrixWorld();
			const coneLength = this.light.distance ? this.light.distance : 1000;
			const coneWidth = coneLength * Math.tan(this.light.angle);
			this.cone.scale.set(coneWidth, coneWidth, coneLength);

			_vector$3.setFromMatrixPosition(this.light.target.matrixWorld);

			this.cone.lookAt(_vector$3);

			if (this.color !== undefined) {
				this.cone.material.color.set(this.color);
			} else {
				this.cone.material.color.copy(this.light.color);
			}
		}

	}

	const _vector$2 = /*@__PURE__*/new Vector3();

	const _boneMatrix = /*@__PURE__*/new Matrix4();

	const _matrixWorldInv = /*@__PURE__*/new Matrix4();

	class SkeletonHelper extends LineSegments {
		constructor(object) {
			const bones = getBoneList(object);
			const geometry = new BufferGeometry();
			const vertices = [];
			const colors = [];
			const color1 = new Color(0, 0, 1);
			const color2 = new Color(0, 1, 0);

			for (let i = 0; i < bones.length; i++) {
				const bone = bones[i];

				if (bone.parent && bone.parent.isBone) {
					vertices.push(0, 0, 0);
					vertices.push(0, 0, 0);
					colors.push(color1.r, color1.g, color1.b);
					colors.push(color2.r, color2.g, color2.b);
				}
			}

			geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
			const material = new LineBasicMaterial({
				vertexColors: true,
				depthTest: false,
				depthWrite: false,
				toneMapped: false,
				transparent: true
			});
			super(geometry, material);
			this.type = 'SkeletonHelper';
			this.isSkeletonHelper = true;
			this.root = object;
			this.bones = bones;
			this.matrix = object.matrixWorld;
			this.matrixAutoUpdate = false;
		}

		updateMatrixWorld(force) {
			const bones = this.bones;
			const geometry = this.geometry;
			const position = geometry.getAttribute('position');

			_matrixWorldInv.copy(this.root.matrixWorld).invert();

			for (let i = 0, j = 0; i < bones.length; i++) {
				const bone = bones[i];

				if (bone.parent && bone.parent.isBone) {
					_boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);

					_vector$2.setFromMatrixPosition(_boneMatrix);

					position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z);

					_boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);

					_vector$2.setFromMatrixPosition(_boneMatrix);

					position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z);
					j += 2;
				}
			}

			geometry.getAttribute('position').needsUpdate = true;
			super.updateMatrixWorld(force);
		}

	}

	function getBoneList(object) {
		const boneList = [];

		if (object && object.isBone) {
			boneList.push(object);
		}

		for (let i = 0; i < object.children.length; i++) {
			boneList.push.apply(boneList, getBoneList(object.children[i]));
		}

		return boneList;
	}

	class PointLightHelper extends Mesh {
		constructor(light, sphereSize, color) {
			const geometry = new SphereGeometry(sphereSize, 4, 2);
			const material = new MeshBasicMaterial({
				wireframe: true,
				fog: false,
				toneMapped: false
			});
			super(geometry, material);
			this.light = light;
			this.light.updateMatrixWorld();
			this.color = color;
			this.type = 'PointLightHelper';
			this.matrix = this.light.matrixWorld;
			this.matrixAutoUpdate = false;
			this.update();
			/*
			// TODO: delete this comment?
			const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
			const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
			this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
			this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
			const d = light.distance;
			if ( d === 0.0 ) {
				this.lightDistance.visible = false;
			} else {
				this.lightDistance.scale.set( d, d, d );
			}
			this.add( this.lightDistance );
			*/
		}

		dispose() {
			this.geometry.dispose();
			this.material.dispose();
		}

		update() {
			if (this.color !== undefined) {
				this.material.color.set(this.color);
			} else {
				this.material.color.copy(this.light.color);
			}
			/*
			const d = this.light.distance;
				if ( d === 0.0 ) {
					this.lightDistance.visible = false;
				} else {
					this.lightDistance.visible = true;
				this.lightDistance.scale.set( d, d, d );
				}
			*/

		}

	}

	const _vector$1 = /*@__PURE__*/new Vector3();

	const _color1 = /*@__PURE__*/new Color();

	const _color2 = /*@__PURE__*/new Color();

	class HemisphereLightHelper extends Object3D {
		constructor(light, size, color) {
			super();
			this.light = light;
			this.light.updateMatrixWorld();
			this.matrix = light.matrixWorld;
			this.matrixAutoUpdate = false;
			this.color = color;
			const geometry = new OctahedronGeometry(size);
			geometry.rotateY(Math.PI * 0.5);
			this.material = new MeshBasicMaterial({
				wireframe: true,
				fog: false,
				toneMapped: false
			});
			if (this.color === undefined) this.material.vertexColors = true;
			const position = geometry.getAttribute('position');
			const colors = new Float32Array(position.count * 3);
			geometry.setAttribute('color', new BufferAttribute(colors, 3));
			this.add(new Mesh(geometry, this.material));
			this.update();
		}

		dispose() {
			this.children[0].geometry.dispose();
			this.children[0].material.dispose();
		}

		update() {
			const mesh = this.children[0];

			if (this.color !== undefined) {
				this.material.color.set(this.color);
			} else {
				const colors = mesh.geometry.getAttribute('color');

				_color1.copy(this.light.color);

				_color2.copy(this.light.groundColor);

				for (let i = 0, l = colors.count; i < l; i++) {
					const color = i < l / 2 ? _color1 : _color2;
					colors.setXYZ(i, color.r, color.g, color.b);
				}

				colors.needsUpdate = true;
			}

			mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate());
		}

	}

	class GridHelper extends LineSegments {
		constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) {
			color1 = new Color(color1);
			color2 = new Color(color2);
			const center = divisions / 2;
			const step = size / divisions;
			const halfSize = size / 2;
			const vertices = [],
						colors = [];

			for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {
				vertices.push(-halfSize, 0, k, halfSize, 0, k);
				vertices.push(k, 0, -halfSize, k, 0, halfSize);
				const color = i === center ? color1 : color2;
				color.toArray(colors, j);
				j += 3;
				color.toArray(colors, j);
				j += 3;
				color.toArray(colors, j);
				j += 3;
				color.toArray(colors, j);
				j += 3;
			}

			const geometry = new BufferGeometry();
			geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
			const material = new LineBasicMaterial({
				vertexColors: true,
				toneMapped: false
			});
			super(geometry, material);
			this.type = 'GridHelper';
		}

	}

	class PolarGridHelper extends LineSegments {
		constructor(radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) {
			color1 = new Color(color1);
			color2 = new Color(color2);
			const vertices = [];
			const colors = []; // create the radials

			for (let i = 0; i <= radials; i++) {
				const v = i / radials * (Math.PI * 2);
				const x = Math.sin(v) * radius;
				const z = Math.cos(v) * radius;
				vertices.push(0, 0, 0);
				vertices.push(x, 0, z);
				const color = i & 1 ? color1 : color2;
				colors.push(color.r, color.g, color.b);
				colors.push(color.r, color.g, color.b);
			} // create the circles


			for (let i = 0; i <= circles; i++) {
				const color = i & 1 ? color1 : color2;
				const r = radius - radius / circles * i;

				for (let j = 0; j < divisions; j++) {
					// first vertex
					let v = j / divisions * (Math.PI * 2);
					let x = Math.sin(v) * r;
					let z = Math.cos(v) * r;
					vertices.push(x, 0, z);
					colors.push(color.r, color.g, color.b); // second vertex

					v = (j + 1) / divisions * (Math.PI * 2);
					x = Math.sin(v) * r;
					z = Math.cos(v) * r;
					vertices.push(x, 0, z);
					colors.push(color.r, color.g, color.b);
				}
			}

			const geometry = new BufferGeometry();
			geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
			const material = new LineBasicMaterial({
				vertexColors: true,
				toneMapped: false
			});
			super(geometry, material);
			this.type = 'PolarGridHelper';
		}

	}

	const _v1 = /*@__PURE__*/new Vector3();

	const _v2 = /*@__PURE__*/new Vector3();

	const _v3 = /*@__PURE__*/new Vector3();

	class DirectionalLightHelper extends Object3D {
		constructor(light, size, color) {
			super();
			this.light = light;
			this.light.updateMatrixWorld();
			this.matrix = light.matrixWorld;
			this.matrixAutoUpdate = false;
			this.color = color;
			if (size === undefined) size = 1;
			let geometry = new BufferGeometry();
			geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));
			const material = new LineBasicMaterial({
				fog: false,
				toneMapped: false
			});
			this.lightPlane = new Line(geometry, material);
			this.add(this.lightPlane);
			geometry = new BufferGeometry();
			geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
			this.targetLine = new Line(geometry, material);
			this.add(this.targetLine);
			this.update();
		}

		dispose() {
			this.lightPlane.geometry.dispose();
			this.lightPlane.material.dispose();
			this.targetLine.geometry.dispose();
			this.targetLine.material.dispose();
		}

		update() {
			_v1.setFromMatrixPosition(this.light.matrixWorld);

			_v2.setFromMatrixPosition(this.light.target.matrixWorld);

			_v3.subVectors(_v2, _v1);

			this.lightPlane.lookAt(_v2);

			if (this.color !== undefined) {
				this.lightPlane.material.color.set(this.color);
				this.targetLine.material.color.set(this.color);
			} else {
				this.lightPlane.material.color.copy(this.light.color);
				this.targetLine.material.color.copy(this.light.color);
			}

			this.targetLine.lookAt(_v2);
			this.targetLine.scale.z = _v3.length();
		}

	}

	const _vector = /*@__PURE__*/new Vector3();

	const _camera = /*@__PURE__*/new Camera();
	/**
	 *	- shows frustum, line of sight and up of the camera
	 *	- suitable for fast updates
	 * 	- based on frustum visualization in lightgl.js shadowmap example
	 *		https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
	 */


	class CameraHelper extends LineSegments {
		constructor(camera) {
			const geometry = new BufferGeometry();
			const material = new LineBasicMaterial({
				color: 0xffffff,
				vertexColors: true,
				toneMapped: false
			});
			const vertices = [];
			const colors = [];
			const pointMap = {}; // colors

			const colorFrustum = new Color(0xffaa00);
			const colorCone = new Color(0xff0000);
			const colorUp = new Color(0x00aaff);
			const colorTarget = new Color(0xffffff);
			const colorCross = new Color(0x333333); // near

			addLine('n1', 'n2', colorFrustum);
			addLine('n2', 'n4', colorFrustum);
			addLine('n4', 'n3', colorFrustum);
			addLine('n3', 'n1', colorFrustum); // far

			addLine('f1', 'f2', colorFrustum);
			addLine('f2', 'f4', colorFrustum);
			addLine('f4', 'f3', colorFrustum);
			addLine('f3', 'f1', colorFrustum); // sides

			addLine('n1', 'f1', colorFrustum);
			addLine('n2', 'f2', colorFrustum);
			addLine('n3', 'f3', colorFrustum);
			addLine('n4', 'f4', colorFrustum); // cone

			addLine('p', 'n1', colorCone);
			addLine('p', 'n2', colorCone);
			addLine('p', 'n3', colorCone);
			addLine('p', 'n4', colorCone); // up

			addLine('u1', 'u2', colorUp);
			addLine('u2', 'u3', colorUp);
			addLine('u3', 'u1', colorUp); // target

			addLine('c', 't', colorTarget);
			addLine('p', 'c', colorCross); // cross

			addLine('cn1', 'cn2', colorCross);
			addLine('cn3', 'cn4', colorCross);
			addLine('cf1', 'cf2', colorCross);
			addLine('cf3', 'cf4', colorCross);

			function addLine(a, b, color) {
				addPoint(a, color);
				addPoint(b, color);
			}

			function addPoint(id, color) {
				vertices.push(0, 0, 0);
				colors.push(color.r, color.g, color.b);

				if (pointMap[id] === undefined) {
					pointMap[id] = [];
				}

				pointMap[id].push(vertices.length / 3 - 1);
			}

			geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
			super(geometry, material);
			this.type = 'CameraHelper';
			this.camera = camera;
			if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();
			this.matrix = camera.matrixWorld;
			this.matrixAutoUpdate = false;
			this.pointMap = pointMap;
			this.update();
		}

		update() {
			const geometry = this.geometry;
			const pointMap = this.pointMap;
			const w = 1,
						h = 1; // we need just camera projection matrix inverse
			// world matrix must be identity

			_camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target


			setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
			setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near

			setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
			setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
			setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
			setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far

			setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
			setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
			setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
			setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up

			setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
			setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
			setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross

			setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
			setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
			setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
			setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
			setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
			setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
			setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
			setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
			geometry.getAttribute('position').needsUpdate = true;
		}

		dispose() {
			this.geometry.dispose();
			this.material.dispose();
		}

	}

	function setPoint(point, pointMap, geometry, camera, x, y, z) {
		_vector.set(x, y, z).unproject(camera);

		const points = pointMap[point];

		if (points !== undefined) {
			const position = geometry.getAttribute('position');

			for (let i = 0, l = points.length; i < l; i++) {
				position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);
			}
		}
	}

	const _box = /*@__PURE__*/new Box3();

	class BoxHelper extends LineSegments {
		constructor(object, color = 0xffff00) {
			const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);
			const positions = new Float32Array(8 * 3);
			const geometry = new BufferGeometry();
			geometry.setIndex(new BufferAttribute(indices, 1));
			geometry.setAttribute('position', new BufferAttribute(positions, 3));
			super(geometry, new LineBasicMaterial({
				color: color,
				toneMapped: false
			}));
			this.object = object;
			this.type = 'BoxHelper';
			this.matrixAutoUpdate = false;
			this.update();
		}

		update(object) {
			if (object !== undefined) {
				console.warn('THREE.BoxHelper: .update() has no longer arguments.');
			}

			if (this.object !== undefined) {
				_box.setFromObject(this.object);
			}

			if (_box.isEmpty()) return;
			const min = _box.min;
			const max = _box.max;
			/*
				5____4
			1/___0/|
			| 6__|_7
			2/___3/
				0: max.x, max.y, max.z
			1: min.x, max.y, max.z
			2: min.x, min.y, max.z
			3: max.x, min.y, max.z
			4: max.x, max.y, min.z
			5: min.x, max.y, min.z
			6: min.x, min.y, min.z
			7: max.x, min.y, min.z
			*/

			const position = this.geometry.attributes.position;
			const array = position.array;
			array[0] = max.x;
			array[1] = max.y;
			array[2] = max.z;
			array[3] = min.x;
			array[4] = max.y;
			array[5] = max.z;
			array[6] = min.x;
			array[7] = min.y;
			array[8] = max.z;
			array[9] = max.x;
			array[10] = min.y;
			array[11] = max.z;
			array[12] = max.x;
			array[13] = max.y;
			array[14] = min.z;
			array[15] = min.x;
			array[16] = max.y;
			array[17] = min.z;
			array[18] = min.x;
			array[19] = min.y;
			array[20] = min.z;
			array[21] = max.x;
			array[22] = min.y;
			array[23] = min.z;
			position.needsUpdate = true;
			this.geometry.computeBoundingSphere();
		}

		setFromObject(object) {
			this.object = object;
			this.update();
			return this;
		}

		copy(source) {
			LineSegments.prototype.copy.call(this, source);
			this.object = source.object;
			return this;
		}

	}

	class Box3Helper extends LineSegments {
		constructor(box, color = 0xffff00) {
			const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);
			const positions = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1];
			const geometry = new BufferGeometry();
			geometry.setIndex(new BufferAttribute(indices, 1));
			geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
			super(geometry, new LineBasicMaterial({
				color: color,
				toneMapped: false
			}));
			this.box = box;
			this.type = 'Box3Helper';
			this.geometry.computeBoundingSphere();
		}

		updateMatrixWorld(force) {
			const box = this.box;
			if (box.isEmpty()) return;
			box.getCenter(this.position);
			box.getSize(this.scale);
			this.scale.multiplyScalar(0.5);
			super.updateMatrixWorld(force);
		}

	}

	class PlaneHelper extends Line {
		constructor(plane, size = 1, hex = 0xffff00) {
			const color = hex;
			const positions = [1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0];
			const geometry = new BufferGeometry();
			geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
			geometry.computeBoundingSphere();
			super(geometry, new LineBasicMaterial({
				color: color,
				toneMapped: false
			}));
			this.type = 'PlaneHelper';
			this.plane = plane;
			this.size = size;
			const positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
			const geometry2 = new BufferGeometry();
			geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
			geometry2.computeBoundingSphere();
			this.add(new Mesh(geometry2, new MeshBasicMaterial({
				color: color,
				opacity: 0.2,
				transparent: true,
				depthWrite: false,
				toneMapped: false
			})));
		}

		updateMatrixWorld(force) {
			let scale = -this.plane.constant;
			if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter

			this.scale.set(0.5 * this.size, 0.5 * this.size, scale);
			this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here

			this.lookAt(this.plane.normal);
			super.updateMatrixWorld(force);
		}

	}

	const _axis = /*@__PURE__*/new Vector3();

	let _lineGeometry, _coneGeometry;

	class ArrowHelper extends Object3D {
		// dir is assumed to be normalized
		constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2) {
			super();
			this.type = 'ArrowHelper';

			if (_lineGeometry === undefined) {
				_lineGeometry = new BufferGeometry();

				_lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));

				_coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1);

				_coneGeometry.translate(0, -0.5, 0);
			}

			this.position.copy(origin);
			this.line = new Line(_lineGeometry, new LineBasicMaterial({
				color: color,
				toneMapped: false
			}));
			this.line.matrixAutoUpdate = false;
			this.add(this.line);
			this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({
				color: color,
				toneMapped: false
			}));
			this.cone.matrixAutoUpdate = false;
			this.add(this.cone);
			this.setDirection(dir);
			this.setLength(length, headLength, headWidth);
		}

		setDirection(dir) {
			// dir is assumed to be normalized
			if (dir.y > 0.99999) {
				this.quaternion.set(0, 0, 0, 1);
			} else if (dir.y < -0.99999) {
				this.quaternion.set(1, 0, 0, 0);
			} else {
				_axis.set(dir.z, 0, -dir.x).normalize();

				const radians = Math.acos(dir.y);
				this.quaternion.setFromAxisAngle(_axis, radians);
			}
		}

		setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) {
			this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458

			this.line.updateMatrix();
			this.cone.scale.set(headWidth, headLength, headWidth);
			this.cone.position.y = length;
			this.cone.updateMatrix();
		}

		setColor(color) {
			this.line.material.color.set(color);
			this.cone.material.color.set(color);
		}

		copy(source) {
			super.copy(source, false);
			this.line.copy(source.line);
			this.cone.copy(source.cone);
			return this;
		}

	}

	class AxesHelper extends LineSegments {
		constructor(size = 1) {
			const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];
			const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];
			const geometry = new BufferGeometry();
			geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
			geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
			const material = new LineBasicMaterial({
				vertexColors: true,
				toneMapped: false
			});
			super(geometry, material);
			this.type = 'AxesHelper';
		}

		setColors(xAxisColor, yAxisColor, zAxisColor) {
			const color = new Color();
			const array = this.geometry.attributes.color.array;
			color.set(xAxisColor);
			color.toArray(array, 0);
			color.toArray(array, 3);
			color.set(yAxisColor);
			color.toArray(array, 6);
			color.toArray(array, 9);
			color.set(zAxisColor);
			color.toArray(array, 12);
			color.toArray(array, 15);
			this.geometry.attributes.color.needsUpdate = true;
			return this;
		}

		dispose() {
			this.geometry.dispose();
			this.material.dispose();
		}

	}

	class ShapePath {
		constructor() {
			this.type = 'ShapePath';
			this.color = new Color();
			this.subPaths = [];
			this.currentPath = null;
		}

		moveTo(x, y) {
			this.currentPath = new Path();
			this.subPaths.push(this.currentPath);
			this.currentPath.moveTo(x, y);
			return this;
		}

		lineTo(x, y) {
			this.currentPath.lineTo(x, y);
			return this;
		}

		quadraticCurveTo(aCPx, aCPy, aX, aY) {
			this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
			return this;
		}

		bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
			this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
			return this;
		}

		splineThru(pts) {
			this.currentPath.splineThru(pts);
			return this;
		}

		toShapes(isCCW, noHoles) {
			function toShapesNoHoles(inSubpaths) {
				const shapes = [];

				for (let i = 0, l = inSubpaths.length; i < l; i++) {
					const tmpPath = inSubpaths[i];
					const tmpShape = new Shape();
					tmpShape.curves = tmpPath.curves;
					shapes.push(tmpShape);
				}

				return shapes;
			}

			function isPointInsidePolygon(inPt, inPolygon) {
				const polyLen = inPolygon.length; // inPt on polygon contour => immediate success		or
				// toggling of inside/outside at every single! intersection point of an edge
				//	with the horizontal line through inPt, left of inPt
				//	not counting lowerY endpoints of edges and whole edges on that line

				let inside = false;

				for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) {
					let edgeLowPt = inPolygon[p];
					let edgeHighPt = inPolygon[q];
					let edgeDx = edgeHighPt.x - edgeLowPt.x;
					let edgeDy = edgeHighPt.y - edgeLowPt.y;

					if (Math.abs(edgeDy) > Number.EPSILON) {
						// not parallel
						if (edgeDy < 0) {
							edgeLowPt = inPolygon[q];
							edgeDx = -edgeDx;
							edgeHighPt = inPolygon[p];
							edgeDy = -edgeDy;
						}

						if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;

						if (inPt.y === edgeLowPt.y) {
							if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ?
							// continue;				// no intersection or edgeLowPt => doesn't count !!!
						} else {
							const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
							if (perpEdge === 0) return true; // inPt is on contour ?

							if (perpEdge < 0) continue;
							inside = !inside; // true intersection left of inPt
						}
					} else {
						// parallel or collinear
						if (inPt.y !== edgeLowPt.y) continue; // parallel
						// edge lies on the same horizontal line as inPt

						if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !
						// continue;
					}
				}

				return inside;
			}

			const isClockWise = ShapeUtils.isClockWise;
			const subPaths = this.subPaths;
			if (subPaths.length === 0) return [];
			if (noHoles === true) return toShapesNoHoles(subPaths);
			let solid, tmpPath, tmpShape;
			const shapes = [];

			if (subPaths.length === 1) {
				tmpPath = subPaths[0];
				tmpShape = new Shape();
				tmpShape.curves = tmpPath.curves;
				shapes.push(tmpShape);
				return shapes;
			}

			let holesFirst = !isClockWise(subPaths[0].getPoints());
			holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst);

			const betterShapeHoles = [];
			const newShapes = [];
			let newShapeHoles = [];
			let mainIdx = 0;
			let tmpPoints;
			newShapes[mainIdx] = undefined;
			newShapeHoles[mainIdx] = [];

			for (let i = 0, l = subPaths.length; i < l; i++) {
				tmpPath = subPaths[i];
				tmpPoints = tmpPath.getPoints();
				solid = isClockWise(tmpPoints);
				solid = isCCW ? !solid : solid;

				if (solid) {
					if (!holesFirst && newShapes[mainIdx]) mainIdx++;
					newShapes[mainIdx] = {
						s: new Shape(),
						p: tmpPoints
					};
					newShapes[mainIdx].s.curves = tmpPath.curves;
					if (holesFirst) mainIdx++;
					newShapeHoles[mainIdx] = []; //console.log('cw', i);
				} else {
					newShapeHoles[mainIdx].push({
						h: tmpPath,
						p: tmpPoints[0]
					}); //console.log('ccw', i);
				}
			} // only Holes? -> probably all Shapes with wrong orientation


			if (!newShapes[0]) return toShapesNoHoles(subPaths);

			if (newShapes.length > 1) {
				let ambiguous = false;
				const toChange = [];

				for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
					betterShapeHoles[sIdx] = [];
				}

				for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
					const sho = newShapeHoles[sIdx];

					for (let hIdx = 0; hIdx < sho.length; hIdx++) {
						const ho = sho[hIdx];
						let hole_unassigned = true;

						for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
							if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
								if (sIdx !== s2Idx) toChange.push({
									froms: sIdx,
									tos: s2Idx,
									hole: hIdx
								});

								if (hole_unassigned) {
									hole_unassigned = false;
									betterShapeHoles[s2Idx].push(ho);
								} else {
									ambiguous = true;
								}
							}
						}

						if (hole_unassigned) {
							betterShapeHoles[sIdx].push(ho);
						}
					}
				} // console.log("ambiguous: ", ambiguous);


				if (toChange.length > 0) {
					// console.log("to change: ", toChange);
					if (!ambiguous) newShapeHoles = betterShapeHoles;
				}
			}

			let tmpHoles;

			for (let i = 0, il = newShapes.length; i < il; i++) {
				tmpShape = newShapes[i].s;
				shapes.push(tmpShape);
				tmpHoles = newShapeHoles[i];

				for (let j = 0, jl = tmpHoles.length; j < jl; j++) {
					tmpShape.holes.push(tmpHoles[j].h);
				}
			} //console.log("shape", shapes);


			return shapes;
		}

	}

	const _floatView = new Float32Array(1);

	const _int32View = new Int32Array(_floatView.buffer);

	class DataUtils {
		// Converts float32 to float16 (stored as uint16 value).
		static toHalfFloat(val) {
			if (val > 65504) {
				console.warn('THREE.DataUtils.toHalfFloat(): value exceeds 65504.');
				val = 65504; // maximum representable value in float16
			} // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410

			/* This method is faster than the OpenEXR implementation (very often
			* used, eg. in Ogre), with the additional benefit of rounding, inspired
			* by James Tursa?s half-precision code. */


			_floatView[0] = val;
			const x = _int32View[0];
			let bits = x >> 16 & 0x8000;
			/* Get the sign */

			let m = x >> 12 & 0x07ff;
			/* Keep one extra bit for rounding */

			const e = x >> 23 & 0xff;
			/* Using int is faster here */

			/* If zero, or denormal, or exponent underflows too much for a denormal
				* half, return signed zero. */

			if (e < 103) return bits;
			/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */

			if (e > 142) {
				bits |= 0x7c00;
				/* If exponent was 0xff and one mantissa bit was set, it means NaN,
							* not Inf, so make sure we set one mantissa bit too. */

				bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
				return bits;
			}
			/* If exponent underflows but not too much, return a denormal */


			if (e < 113) {
				m |= 0x0800;
				/* Extra rounding may overflow and set mantissa to 0 and exponent
					* to 1, which is OK. */

				bits |= (m >> 114 - e) + (m >> 113 - e & 1);
				return bits;
			}

			bits |= e - 112 << 10 | m >> 1;
			/* Extra rounding. An overflow will set mantissa to 0 and increment
				* the exponent, which is OK. */

			bits += m & 1;
			return bits;
		}

	}

	const LineStrip = 0;
	const LinePieces = 1;
	const NoColors = 0;
	const FaceColors = 1;
	const VertexColors = 2;
	function MeshFaceMaterial(materials) {
		console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
		return materials;
	}
	function MultiMaterial(materials = []) {
		console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
		materials.isMultiMaterial = true;
		materials.materials = materials;

		materials.clone = function () {
			return materials.slice();
		};

		return materials;
	}
	function PointCloud(geometry, material) {
		console.warn('THREE.PointCloud has been renamed to THREE.Points.');
		return new Points(geometry, material);
	}
	function Particle(material) {
		console.warn('THREE.Particle has been renamed to THREE.Sprite.');
		return new Sprite(material);
	}
	function ParticleSystem(geometry, material) {
		console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
		return new Points(geometry, material);
	}
	function PointCloudMaterial(parameters) {
		console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
		return new PointsMaterial(parameters);
	}
	function ParticleBasicMaterial(parameters) {
		console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
		return new PointsMaterial(parameters);
	}
	function ParticleSystemMaterial(parameters) {
		console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
		return new PointsMaterial(parameters);
	}
	function Vertex(x, y, z) {
		console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
		return new Vector3(x, y, z);
	} //

	function DynamicBufferAttribute(array, itemSize) {
		console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.');
		return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);
	}
	function Int8Attribute(array, itemSize) {
		console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');
		return new Int8BufferAttribute(array, itemSize);
	}
	function Uint8Attribute(array, itemSize) {
		console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');
		return new Uint8BufferAttribute(array, itemSize);
	}
	function Uint8ClampedAttribute(array, itemSize) {
		console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');
		return new Uint8ClampedBufferAttribute(array, itemSize);
	}
	function Int16Attribute(array, itemSize) {
		console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');
		return new Int16BufferAttribute(array, itemSize);
	}
	function Uint16Attribute(array, itemSize) {
		console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');
		return new Uint16BufferAttribute(array, itemSize);
	}
	function Int32Attribute(array, itemSize) {
		console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');
		return new Int32BufferAttribute(array, itemSize);
	}
	function Uint32Attribute(array, itemSize) {
		console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');
		return new Uint32BufferAttribute(array, itemSize);
	}
	function Float32Attribute(array, itemSize) {
		console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');
		return new Float32BufferAttribute(array, itemSize);
	}
	function Float64Attribute(array, itemSize) {
		console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');
		return new Float64BufferAttribute(array, itemSize);
	} //

	Curve.create = function (construct, getPoint) {
		console.log('THREE.Curve.create() has been deprecated');
		construct.prototype = Object.create(Curve.prototype);
		construct.prototype.constructor = construct;
		construct.prototype.getPoint = getPoint;
		return construct;
	}; //


	Path.prototype.fromPoints = function (points) {
		console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
		return this.setFromPoints(points);
	}; //


	function AxisHelper(size) {
		console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
		return new AxesHelper(size);
	}
	function BoundingBoxHelper(object, color) {
		console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
		return new BoxHelper(object, color);
	}
	function EdgesHelper(object, hex) {
		console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');
		return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({
			color: hex !== undefined ? hex : 0xffffff
		}));
	}

	GridHelper.prototype.setColors = function () {
		console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');
	};

	SkeletonHelper.prototype.update = function () {
		console.error('THREE.SkeletonHelper: update() no longer needs to be called.');
	};

	function WireframeHelper(object, hex) {
		console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');
		return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({
			color: hex !== undefined ? hex : 0xffffff
		}));
	} //

	Loader.prototype.extractUrlBase = function (url) {
		console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
		return LoaderUtils.extractUrlBase(url);
	};

	Loader.Handlers = {
		add: function () {
			console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
		},
		get: function () {
			console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
		}
	};
	function XHRLoader(manager) {
		console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
		return new FileLoader(manager);
	}
	function BinaryTextureLoader(manager) {
		console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
		return new DataTextureLoader(manager);
	} //

	Box2.prototype.center = function (optionalTarget) {
		console.warn('THREE.Box2: .center() has been renamed to .getCenter().');
		return this.getCenter(optionalTarget);
	};

	Box2.prototype.empty = function () {
		console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');
		return this.isEmpty();
	};

	Box2.prototype.isIntersectionBox = function (box) {
		console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');
		return this.intersectsBox(box);
	};

	Box2.prototype.size = function (optionalTarget) {
		console.warn('THREE.Box2: .size() has been renamed to .getSize().');
		return this.getSize(optionalTarget);
	}; //


	Box3.prototype.center = function (optionalTarget) {
		console.warn('THREE.Box3: .center() has been renamed to .getCenter().');
		return this.getCenter(optionalTarget);
	};

	Box3.prototype.empty = function () {
		console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');
		return this.isEmpty();
	};

	Box3.prototype.isIntersectionBox = function (box) {
		console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');
		return this.intersectsBox(box);
	};

	Box3.prototype.isIntersectionSphere = function (sphere) {
		console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');
		return this.intersectsSphere(sphere);
	};

	Box3.prototype.size = function (optionalTarget) {
		console.warn('THREE.Box3: .size() has been renamed to .getSize().');
		return this.getSize(optionalTarget);
	}; //


	Sphere.prototype.empty = function () {
		console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');
		return this.isEmpty();
	}; //


	Frustum.prototype.setFromMatrix = function (m) {
		console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');
		return this.setFromProjectionMatrix(m);
	}; //


	Line3.prototype.center = function (optionalTarget) {
		console.warn('THREE.Line3: .center() has been renamed to .getCenter().');
		return this.getCenter(optionalTarget);
	}; //


	Matrix3.prototype.flattenToArrayOffset = function (array, offset) {
		console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
		return this.toArray(array, offset);
	};

	Matrix3.prototype.multiplyVector3 = function (vector) {
		console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
		return vector.applyMatrix3(this);
	};

	Matrix3.prototype.multiplyVector3Array = function () {
		console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
	};

	Matrix3.prototype.applyToBufferAttribute = function (attribute) {
		console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');
		return attribute.applyMatrix3(this);
	};

	Matrix3.prototype.applyToVector3Array = function () {
		console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');
	};

	Matrix3.prototype.getInverse = function (matrix) {
		console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
		return this.copy(matrix).invert();
	}; //


	Matrix4.prototype.extractPosition = function (m) {
		console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
		return this.copyPosition(m);
	};

	Matrix4.prototype.flattenToArrayOffset = function (array, offset) {
		console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
		return this.toArray(array, offset);
	};

	Matrix4.prototype.getPosition = function () {
		console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
		return new Vector3().setFromMatrixColumn(this, 3);
	};

	Matrix4.prototype.setRotationFromQuaternion = function (q) {
		console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
		return this.makeRotationFromQuaternion(q);
	};

	Matrix4.prototype.multiplyToArray = function () {
		console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
	};

	Matrix4.prototype.multiplyVector3 = function (vector) {
		console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
		return vector.applyMatrix4(this);
	};

	Matrix4.prototype.multiplyVector4 = function (vector) {
		console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
		return vector.applyMatrix4(this);
	};

	Matrix4.prototype.multiplyVector3Array = function () {
		console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
	};

	Matrix4.prototype.rotateAxis = function (v) {
		console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
		v.transformDirection(this);
	};

	Matrix4.prototype.crossVector = function (vector) {
		console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
		return vector.applyMatrix4(this);
	};

	Matrix4.prototype.translate = function () {
		console.error('THREE.Matrix4: .translate() has been removed.');
	};

	Matrix4.prototype.rotateX = function () {
		console.error('THREE.Matrix4: .rotateX() has been removed.');
	};

	Matrix4.prototype.rotateY = function () {
		console.error('THREE.Matrix4: .rotateY() has been removed.');
	};

	Matrix4.prototype.rotateZ = function () {
		console.error('THREE.Matrix4: .rotateZ() has been removed.');
	};

	Matrix4.prototype.rotateByAxis = function () {
		console.error('THREE.Matrix4: .rotateByAxis() has been removed.');
	};

	Matrix4.prototype.applyToBufferAttribute = function (attribute) {
		console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');
		return attribute.applyMatrix4(this);
	};

	Matrix4.prototype.applyToVector3Array = function () {
		console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');
	};

	Matrix4.prototype.makeFrustum = function (left, right, bottom, top, near, far) {
		console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');
		return this.makePerspective(left, right, top, bottom, near, far);
	};

	Matrix4.prototype.getInverse = function (matrix) {
		console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
		return this.copy(matrix).invert();
	}; //


	Plane.prototype.isIntersectionLine = function (line) {
		console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');
		return this.intersectsLine(line);
	}; //


	Quaternion.prototype.multiplyVector3 = function (vector) {
		console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');
		return vector.applyQuaternion(this);
	};

	Quaternion.prototype.inverse = function () {
		console.warn('THREE.Quaternion: .inverse() has been renamed to invert().');
		return this.invert();
	}; //


	Ray.prototype.isIntersectionBox = function (box) {
		console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');
		return this.intersectsBox(box);
	};

	Ray.prototype.isIntersectionPlane = function (plane) {
		console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');
		return this.intersectsPlane(plane);
	};

	Ray.prototype.isIntersectionSphere = function (sphere) {
		console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');
		return this.intersectsSphere(sphere);
	}; //


	Triangle.prototype.area = function () {
		console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
		return this.getArea();
	};

	Triangle.prototype.barycoordFromPoint = function (point, target) {
		console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
		return this.getBarycoord(point, target);
	};

	Triangle.prototype.midpoint = function (target) {
		console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
		return this.getMidpoint(target);
	};

	Triangle.prototypenormal = function (target) {
		console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
		return this.getNormal(target);
	};

	Triangle.prototype.plane = function (target) {
		console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
		return this.getPlane(target);
	};

	Triangle.barycoordFromPoint = function (point, a, b, c, target) {
		console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
		return Triangle.getBarycoord(point, a, b, c, target);
	};

	Triangle.normal = function (a, b, c, target) {
		console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
		return Triangle.getNormal(a, b, c, target);
	}; //


	Shape.prototype.extractAllPoints = function (divisions) {
		console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
		return this.extractPoints(divisions);
	};

	Shape.prototype.extrude = function (options) {
		console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');
		return new ExtrudeGeometry(this, options);
	};

	Shape.prototype.makeGeometry = function (options) {
		console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');
		return new ShapeGeometry(this, options);
	}; //


	Vector2.prototype.fromAttribute = function (attribute, index, offset) {
		console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
		return this.fromBufferAttribute(attribute, index, offset);
	};

	Vector2.prototype.distanceToManhattan = function (v) {
		console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
		return this.manhattanDistanceTo(v);
	};

	Vector2.prototype.lengthManhattan = function () {
		console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
		return this.manhattanLength();
	}; //


	Vector3.prototype.setEulerFromRotationMatrix = function () {
		console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
	};

	Vector3.prototype.setEulerFromQuaternion = function () {
		console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
	};

	Vector3.prototype.getPositionFromMatrix = function (m) {
		console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
		return this.setFromMatrixPosition(m);
	};

	Vector3.prototype.getScaleFromMatrix = function (m) {
		console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
		return this.setFromMatrixScale(m);
	};

	Vector3.prototype.getColumnFromMatrix = function (index, matrix) {
		console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
		return this.setFromMatrixColumn(matrix, index);
	};

	Vector3.prototype.applyProjection = function (m) {
		console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');
		return this.applyMatrix4(m);
	};

	Vector3.prototype.fromAttribute = function (attribute, index, offset) {
		console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
		return this.fromBufferAttribute(attribute, index, offset);
	};

	Vector3.prototype.distanceToManhattan = function (v) {
		console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
		return this.manhattanDistanceTo(v);
	};

	Vector3.prototype.lengthManhattan = function () {
		console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
		return this.manhattanLength();
	}; //


	Vector4.prototype.fromAttribute = function (attribute, index, offset) {
		console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
		return this.fromBufferAttribute(attribute, index, offset);
	};

	Vector4.prototype.lengthManhattan = function () {
		console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
		return this.manhattanLength();
	}; //


	Object3D.prototype.getChildByName = function (name) {
		console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
		return this.getObjectByName(name);
	};

	Object3D.prototype.renderDepth = function () {
		console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');
	};

	Object3D.prototype.translate = function (distance, axis) {
		console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
		return this.translateOnAxis(axis, distance);
	};

	Object3D.prototype.getWorldRotation = function () {
		console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
	};

	Object3D.prototype.applyMatrix = function (matrix) {
		console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');
		return this.applyMatrix4(matrix);
	};

	Object.defineProperties(Object3D.prototype, {
		eulerOrder: {
			get: function () {
				console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
				return this.rotation.order;
			},
			set: function (value) {
				console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
				this.rotation.order = value;
			}
		},
		useQuaternion: {
			get: function () {
				console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
			},
			set: function () {
				console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
			}
		}
	});

	Mesh.prototype.setDrawMode = function () {
		console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
	};

	Object.defineProperties(Mesh.prototype, {
		drawMode: {
			get: function () {
				console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
				return TrianglesDrawMode;
			},
			set: function () {
				console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
			}
		}
	});

	SkinnedMesh.prototype.initBones = function () {
		console.error('THREE.SkinnedMesh: initBones() has been removed.');
	}; //


	PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {
		console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' + 'Use .setFocalLength and .filmGauge for a photographic setup.');
		if (filmGauge !== undefined) this.filmGauge = filmGauge;
		this.setFocalLength(focalLength);
	}; //


	Object.defineProperties(Light.prototype, {
		onlyShadow: {
			set: function () {
				console.warn('THREE.Light: .onlyShadow has been removed.');
			}
		},
		shadowCameraFov: {
			set: function (value) {
				console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');
				this.shadow.camera.fov = value;
			}
		},
		shadowCameraLeft: {
			set: function (value) {
				console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');
				this.shadow.camera.left = value;
			}
		},
		shadowCameraRight: {
			set: function (value) {
				console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');
				this.shadow.camera.right = value;
			}
		},
		shadowCameraTop: {
			set: function (value) {
				console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');
				this.shadow.camera.top = value;
			}
		},
		shadowCameraBottom: {
			set: function (value) {
				console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');
				this.shadow.camera.bottom = value;
			}
		},
		shadowCameraNear: {
			set: function (value) {
				console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');
				this.shadow.camera.near = value;
			}
		},
		shadowCameraFar: {
			set: function (value) {
				console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');
				this.shadow.camera.far = value;
			}
		},
		shadowCameraVisible: {
			set: function () {
				console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');
			}
		},
		shadowBias: {
			set: function (value) {
				console.warn('THREE.Light: .shadowBias is now .shadow.bias.');
				this.shadow.bias = value;
			}
		},
		shadowDarkness: {
			set: function () {
				console.warn('THREE.Light: .shadowDarkness has been removed.');
			}
		},
		shadowMapWidth: {
			set: function (value) {
				console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');
				this.shadow.mapSize.width = value;
			}
		},
		shadowMapHeight: {
			set: function (value) {
				console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');
				this.shadow.mapSize.height = value;
			}
		}
	}); //

	Object.defineProperties(BufferAttribute.prototype, {
		length: {
			get: function () {
				console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');
				return this.array.length;
			}
		},
		dynamic: {
			get: function () {
				console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
				return this.usage === DynamicDrawUsage;
			},
			set: function () {
				console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
				this.setUsage(DynamicDrawUsage);
			}
		}
	});

	BufferAttribute.prototype.setDynamic = function (value) {
		console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
		this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
		return this;
	};

	BufferAttribute.prototype.copyIndicesArray = function () {
		console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
	}, BufferAttribute.prototype.setArray = function () {
		console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
	}; //

	BufferGeometry.prototype.addIndex = function (index) {
		console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
		this.setIndex(index);
	};

	BufferGeometry.prototype.addAttribute = function (name, attribute) {
		console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');

		if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
			console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
			return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
		}

		if (name === 'index') {
			console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
			this.setIndex(attribute);
			return this;
		}

		return this.setAttribute(name, attribute);
	};

	BufferGeometry.prototype.addDrawCall = function (start, count, indexOffset) {
		if (indexOffset !== undefined) {
			console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');
		}

		console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');
		this.addGroup(start, count);
	};

	BufferGeometry.prototype.clearDrawCalls = function () {
		console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');
		this.clearGroups();
	};

	BufferGeometry.prototype.computeOffsets = function () {
		console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');
	};

	BufferGeometry.prototype.removeAttribute = function (name) {
		console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
		return this.deleteAttribute(name);
	};

	BufferGeometry.prototype.applyMatrix = function (matrix) {
		console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');
		return this.applyMatrix4(matrix);
	};

	Object.defineProperties(BufferGeometry.prototype, {
		drawcalls: {
			get: function () {
				console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');
				return this.groups;
			}
		},
		offsets: {
			get: function () {
				console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');
				return this.groups;
			}
		}
	});

	InterleavedBuffer.prototype.setDynamic = function (value) {
		console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
		this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
		return this;
	};

	InterleavedBuffer.prototype.setArray = function () {
		console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
	}; //


	ExtrudeGeometry.prototype.getArrays = function () {
		console.error('THREE.ExtrudeGeometry: .getArrays() has been removed.');
	};

	ExtrudeGeometry.prototype.addShapeList = function () {
		console.error('THREE.ExtrudeGeometry: .addShapeList() has been removed.');
	};

	ExtrudeGeometry.prototype.addShape = function () {
		console.error('THREE.ExtrudeGeometry: .addShape() has been removed.');
	}; //


	Scene.prototype.dispose = function () {
		console.error('THREE.Scene: .dispose() has been removed.');
	}; //


	Uniform.prototype.onUpdate = function () {
		console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');
		return this;
	}; //


	Object.defineProperties(Material.prototype, {
		wrapAround: {
			get: function () {
				console.warn('THREE.Material: .wrapAround has been removed.');
			},
			set: function () {
				console.warn('THREE.Material: .wrapAround has been removed.');
			}
		},
		overdraw: {
			get: function () {
				console.warn('THREE.Material: .overdraw has been removed.');
			},
			set: function () {
				console.warn('THREE.Material: .overdraw has been removed.');
			}
		},
		wrapRGB: {
			get: function () {
				console.warn('THREE.Material: .wrapRGB has been removed.');
				return new Color();
			}
		},
		shading: {
			get: function () {
				console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
			},
			set: function (value) {
				console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
				this.flatShading = value === FlatShading;
			}
		},
		stencilMask: {
			get: function () {
				console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
				return this.stencilFuncMask;
			},
			set: function (value) {
				console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
				this.stencilFuncMask = value;
			}
		},
		vertexTangents: {
			get: function () {
				console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
			},
			set: function () {
				console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
			}
		}
	});
	Object.defineProperties(ShaderMaterial.prototype, {
		derivatives: {
			get: function () {
				console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
				return this.extensions.derivatives;
			},
			set: function (value) {
				console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
				this.extensions.derivatives = value;
			}
		}
	}); //

	WebGLRenderer.prototype.clearTarget = function (renderTarget, color, depth, stencil) {
		console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
		this.setRenderTarget(renderTarget);
		this.clear(color, depth, stencil);
	};

	WebGLRenderer.prototype.animate = function (callback) {
		console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
		this.setAnimationLoop(callback);
	};

	WebGLRenderer.prototype.getCurrentRenderTarget = function () {
		console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
		return this.getRenderTarget();
	};

	WebGLRenderer.prototype.getMaxAnisotropy = function () {
		console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
		return this.capabilities.getMaxAnisotropy();
	};

	WebGLRenderer.prototype.getPrecision = function () {
		console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
		return this.capabilities.precision;
	};

	WebGLRenderer.prototype.resetGLState = function () {
		console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
		return this.state.reset();
	};

	WebGLRenderer.prototype.supportsFloatTextures = function () {
		console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');
		return this.extensions.get('OES_texture_float');
	};

	WebGLRenderer.prototype.supportsHalfFloatTextures = function () {
		console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');
		return this.extensions.get('OES_texture_half_float');
	};

	WebGLRenderer.prototype.supportsStandardDerivatives = function () {
		console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');
		return this.extensions.get('OES_standard_derivatives');
	};

	WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {
		console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');
		return this.extensions.get('WEBGL_compressed_texture_s3tc');
	};

	WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {
		console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');
		return this.extensions.get('WEBGL_compressed_texture_pvrtc');
	};

	WebGLRenderer.prototype.supportsBlendMinMax = function () {
		console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');
		return this.extensions.get('EXT_blend_minmax');
	};

	WebGLRenderer.prototype.supportsVertexTextures = function () {
		console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
		return this.capabilities.vertexTextures;
	};

	WebGLRenderer.prototype.supportsInstancedArrays = function () {
		console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');
		return this.extensions.get('ANGLE_instanced_arrays');
	};

	WebGLRenderer.prototype.enableScissorTest = function (boolean) {
		console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
		this.setScissorTest(boolean);
	};

	WebGLRenderer.prototype.initMaterial = function () {
		console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
	};

	WebGLRenderer.prototype.addPrePlugin = function () {
		console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
	};

	WebGLRenderer.prototype.addPostPlugin = function () {
		console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
	};

	WebGLRenderer.prototype.updateShadowMap = function () {
		console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
	};

	WebGLRenderer.prototype.setFaceCulling = function () {
		console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
	};

	WebGLRenderer.prototype.setTexture = function () {
		console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
	};

	WebGLRenderer.prototype.setTextureCube = function () {
		console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
	};

	WebGLRenderer.prototype.getActiveMipMapLevel = function () {
		console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
		return this.getActiveMipmapLevel();
	};

	Object.defineProperties(WebGLRenderer.prototype, {
		shadowMapEnabled: {
			get: function () {
				return this.shadowMap.enabled;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');
				this.shadowMap.enabled = value;
			}
		},
		shadowMapType: {
			get: function () {
				return this.shadowMap.type;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');
				this.shadowMap.type = value;
			}
		},
		shadowMapCullFace: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
				return undefined;
			},
			set: function () {
				console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
			}
		},
		context: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
				return this.getContext();
			}
		},
		vr: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
				return this.xr;
			}
		},
		gammaInput: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
				return false;
			},
			set: function () {
				console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
			}
		},
		gammaOutput: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
				return false;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
				this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;
			}
		},
		toneMappingWhitePoint: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
				return 1.0;
			},
			set: function () {
				console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
			}
		},
		gammaFactor: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .gammaFactor has been removed.');
				return 2;
			},
			set: function () {
				console.warn('THREE.WebGLRenderer: .gammaFactor has been removed.');
			}
		}
	});
	Object.defineProperties(WebGLShadowMap.prototype, {
		cullFace: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
				return undefined;
			},
			set: function () {
				console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
			}
		},
		renderReverseSided: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
				return undefined;
			},
			set: function () {
				console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
			}
		},
		renderSingleSided: {
			get: function () {
				console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
				return undefined;
			},
			set: function () {
				console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
			}
		}
	});
	function WebGLRenderTargetCube(width, height, options) {
		console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');
		return new WebGLCubeRenderTarget(width, options);
	} //

	Object.defineProperties(WebGLRenderTarget.prototype, {
		wrapS: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
				return this.texture.wrapS;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
				this.texture.wrapS = value;
			}
		},
		wrapT: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
				return this.texture.wrapT;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
				this.texture.wrapT = value;
			}
		},
		magFilter: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
				return this.texture.magFilter;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
				this.texture.magFilter = value;
			}
		},
		minFilter: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
				return this.texture.minFilter;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
				this.texture.minFilter = value;
			}
		},
		anisotropy: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
				return this.texture.anisotropy;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
				this.texture.anisotropy = value;
			}
		},
		offset: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
				return this.texture.offset;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
				this.texture.offset = value;
			}
		},
		repeat: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
				return this.texture.repeat;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
				this.texture.repeat = value;
			}
		},
		format: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
				return this.texture.format;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
				this.texture.format = value;
			}
		},
		type: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
				return this.texture.type;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
				this.texture.type = value;
			}
		},
		generateMipmaps: {
			get: function () {
				console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
				return this.texture.generateMipmaps;
			},
			set: function (value) {
				console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
				this.texture.generateMipmaps = value;
			}
		}
	}); //

	Audio.prototype.load = function (file) {
		console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');
		const scope = this;
		const audioLoader = new AudioLoader();
		audioLoader.load(file, function (buffer) {
			scope.setBuffer(buffer);
		});
		return this;
	};

	AudioAnalyser.prototype.getData = function () {
		console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');
		return this.getFrequencyData();
	}; //


	CubeCamera.prototype.updateCubeMap = function (renderer, scene) {
		console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');
		return this.update(renderer, scene);
	};

	CubeCamera.prototype.clear = function (renderer, color, depth, stencil) {
		console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');
		return this.renderTarget.clear(renderer, color, depth, stencil);
	};

	ImageUtils.crossOrigin = undefined;

	ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
		console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
		const loader = new TextureLoader();
		loader.setCrossOrigin(this.crossOrigin);
		const texture = loader.load(url, onLoad, undefined, onError);
		if (mapping) texture.mapping = mapping;
		return texture;
	};

	ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
		console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
		const loader = new CubeTextureLoader();
		loader.setCrossOrigin(this.crossOrigin);
		const texture = loader.load(urls, onLoad, undefined, onError);
		if (mapping) texture.mapping = mapping;
		return texture;
	};

	ImageUtils.loadCompressedTexture = function () {
		console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
	};

	ImageUtils.loadCompressedTextureCube = function () {
		console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
	}; //


	function CanvasRenderer() {
		console.error('THREE.CanvasRenderer has been removed');
	} //

	function JSONLoader() {
		console.error('THREE.JSONLoader has been removed.');
	} //

	const SceneUtils = {
		createMultiMaterialObject: function () {
			console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
		},
		detach: function () {
			console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
		},
		attach: function () {
			console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
		}
	}; //

	function LensFlare() {
		console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');
	} //

	function ParametricGeometry() {
		console.error('THREE.ParametricGeometry has been moved to /examples/jsm/geometries/ParametricGeometry.js');
		return new BufferGeometry();
	}
	function TextGeometry() {
		console.error('THREE.TextGeometry has been moved to /examples/jsm/geometries/TextGeometry.js');
		return new BufferGeometry();
	}
	function FontLoader() {
		console.error('THREE.FontLoader has been moved to /examples/jsm/loaders/FontLoader.js');
	}
	function Font() {
		console.error('THREE.Font has been moved to /examples/jsm/loaders/FontLoader.js');
	}
	function ImmediateRenderObject() {
		console.error('THREE.ImmediateRenderObject has been removed.');
	}

	if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
		__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
			detail: {
				revision: REVISION
			}
		}));
	}

	if (typeof window !== 'undefined') {
		if (window.__THREE__) {
			console.warn('WARNING: Multiple instances of Three.js being imported.');
		} else {
			window.__THREE__ = REVISION;
		}
	}

	exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
	exports.AddEquation = AddEquation;
	exports.AddOperation = AddOperation;
	exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
	exports.AdditiveBlending = AdditiveBlending;
	exports.AlphaFormat = AlphaFormat;
	exports.AlwaysDepth = AlwaysDepth;
	exports.AlwaysStencilFunc = AlwaysStencilFunc;
	exports.AmbientLight = AmbientLight;
	exports.AmbientLightProbe = AmbientLightProbe;
	exports.AnimationClip = AnimationClip;
	exports.AnimationLoader = AnimationLoader;
	exports.AnimationMixer = AnimationMixer;
	exports.AnimationObjectGroup = AnimationObjectGroup;
	exports.AnimationUtils = AnimationUtils;
	exports.ArcCurve = ArcCurve;
	exports.ArrayCamera = ArrayCamera;
	exports.ArrowHelper = ArrowHelper;
	exports.Audio = Audio;
	exports.AudioAnalyser = AudioAnalyser;
	exports.AudioContext = AudioContext;
	exports.AudioListener = AudioListener;
	exports.AudioLoader = AudioLoader;
	exports.AxesHelper = AxesHelper;
	exports.AxisHelper = AxisHelper;
	exports.BackSide = BackSide;
	exports.BasicDepthPacking = BasicDepthPacking;
	exports.BasicShadowMap = BasicShadowMap;
	exports.BinaryTextureLoader = BinaryTextureLoader;
	exports.Bone = Bone;
	exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
	exports.BoundingBoxHelper = BoundingBoxHelper;
	exports.Box2 = Box2;
	exports.Box3 = Box3;
	exports.Box3Helper = Box3Helper;
	exports.BoxBufferGeometry = BoxGeometry;
	exports.BoxGeometry = BoxGeometry;
	exports.BoxHelper = BoxHelper;
	exports.BufferAttribute = BufferAttribute;
	exports.BufferGeometry = BufferGeometry;
	exports.BufferGeometryLoader = BufferGeometryLoader;
	exports.ByteType = ByteType;
	exports.Cache = Cache;
	exports.Camera = Camera;
	exports.CameraHelper = CameraHelper;
	exports.CanvasRenderer = CanvasRenderer;
	exports.CanvasTexture = CanvasTexture;
	exports.CatmullRomCurve3 = CatmullRomCurve3;
	exports.CineonToneMapping = CineonToneMapping;
	exports.CircleBufferGeometry = CircleGeometry;
	exports.CircleGeometry = CircleGeometry;
	exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
	exports.Clock = Clock;
	exports.Color = Color;
	exports.ColorKeyframeTrack = ColorKeyframeTrack;
	exports.CompressedTexture = CompressedTexture;
	exports.CompressedTextureLoader = CompressedTextureLoader;
	exports.ConeBufferGeometry = ConeGeometry;
	exports.ConeGeometry = ConeGeometry;
	exports.CubeCamera = CubeCamera;
	exports.CubeReflectionMapping = CubeReflectionMapping;
	exports.CubeRefractionMapping = CubeRefractionMapping;
	exports.CubeTexture = CubeTexture;
	exports.CubeTextureLoader = CubeTextureLoader;
	exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
	exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
	exports.CubicBezierCurve = CubicBezierCurve;
	exports.CubicBezierCurve3 = CubicBezierCurve3;
	exports.CubicInterpolant = CubicInterpolant;
	exports.CullFaceBack = CullFaceBack;
	exports.CullFaceFront = CullFaceFront;
	exports.CullFaceFrontBack = CullFaceFrontBack;
	exports.CullFaceNone = CullFaceNone;
	exports.Curve = Curve;
	exports.CurvePath = CurvePath;
	exports.CustomBlending = CustomBlending;
	exports.CustomToneMapping = CustomToneMapping;
	exports.CylinderBufferGeometry = CylinderGeometry;
	exports.CylinderGeometry = CylinderGeometry;
	exports.Cylindrical = Cylindrical;
	exports.DataTexture = DataTexture;
	exports.DataTexture2DArray = DataTexture2DArray;
	exports.DataTexture3D = DataTexture3D;
	exports.DataTextureLoader = DataTextureLoader;
	exports.DataUtils = DataUtils;
	exports.DecrementStencilOp = DecrementStencilOp;
	exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
	exports.DefaultLoadingManager = DefaultLoadingManager;
	exports.DepthFormat = DepthFormat;
	exports.DepthStencilFormat = DepthStencilFormat;
	exports.DepthTexture = DepthTexture;
	exports.DirectionalLight = DirectionalLight;
	exports.DirectionalLightHelper = DirectionalLightHelper;
	exports.DiscreteInterpolant = DiscreteInterpolant;
	exports.DodecahedronBufferGeometry = DodecahedronGeometry;
	exports.DodecahedronGeometry = DodecahedronGeometry;
	exports.DoubleSide = DoubleSide;
	exports.DstAlphaFactor = DstAlphaFactor;
	exports.DstColorFactor = DstColorFactor;
	exports.DynamicBufferAttribute = DynamicBufferAttribute;
	exports.DynamicCopyUsage = DynamicCopyUsage;
	exports.DynamicDrawUsage = DynamicDrawUsage;
	exports.DynamicReadUsage = DynamicReadUsage;
	exports.EdgesGeometry = EdgesGeometry;
	exports.EdgesHelper = EdgesHelper;
	exports.EllipseCurve = EllipseCurve;
	exports.EqualDepth = EqualDepth;
	exports.EqualStencilFunc = EqualStencilFunc;
	exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
	exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
	exports.Euler = Euler;
	exports.EventDispatcher = EventDispatcher;
	exports.ExtrudeBufferGeometry = ExtrudeGeometry;
	exports.ExtrudeGeometry = ExtrudeGeometry;
	exports.FaceColors = FaceColors;
	exports.FileLoader = FileLoader;
	exports.FlatShading = FlatShading;
	exports.Float16BufferAttribute = Float16BufferAttribute;
	exports.Float32Attribute = Float32Attribute;
	exports.Float32BufferAttribute = Float32BufferAttribute;
	exports.Float64Attribute = Float64Attribute;
	exports.Float64BufferAttribute = Float64BufferAttribute;
	exports.FloatType = FloatType;
	exports.Fog = Fog;
	exports.FogExp2 = FogExp2;
	exports.Font = Font;
	exports.FontLoader = FontLoader;
	exports.FramebufferTexture = FramebufferTexture;
	exports.FrontSide = FrontSide;
	exports.Frustum = Frustum;
	exports.GLBufferAttribute = GLBufferAttribute;
	exports.GLSL1 = GLSL1;
	exports.GLSL3 = GLSL3;
	exports.GreaterDepth = GreaterDepth;
	exports.GreaterEqualDepth = GreaterEqualDepth;
	exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
	exports.GreaterStencilFunc = GreaterStencilFunc;
	exports.GridHelper = GridHelper;
	exports.Group = Group;
	exports.HalfFloatType = HalfFloatType;
	exports.HemisphereLight = HemisphereLight;
	exports.HemisphereLightHelper = HemisphereLightHelper;
	exports.HemisphereLightProbe = HemisphereLightProbe;
	exports.IcosahedronBufferGeometry = IcosahedronGeometry;
	exports.IcosahedronGeometry = IcosahedronGeometry;
	exports.ImageBitmapLoader = ImageBitmapLoader;
	exports.ImageLoader = ImageLoader;
	exports.ImageUtils = ImageUtils;
	exports.ImmediateRenderObject = ImmediateRenderObject;
	exports.IncrementStencilOp = IncrementStencilOp;
	exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
	exports.InstancedBufferAttribute = InstancedBufferAttribute;
	exports.InstancedBufferGeometry = InstancedBufferGeometry;
	exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
	exports.InstancedMesh = InstancedMesh;
	exports.Int16Attribute = Int16Attribute;
	exports.Int16BufferAttribute = Int16BufferAttribute;
	exports.Int32Attribute = Int32Attribute;
	exports.Int32BufferAttribute = Int32BufferAttribute;
	exports.Int8Attribute = Int8Attribute;
	exports.Int8BufferAttribute = Int8BufferAttribute;
	exports.IntType = IntType;
	exports.InterleavedBuffer = InterleavedBuffer;
	exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
	exports.Interpolant = Interpolant;
	exports.InterpolateDiscrete = InterpolateDiscrete;
	exports.InterpolateLinear = InterpolateLinear;
	exports.InterpolateSmooth = InterpolateSmooth;
	exports.InvertStencilOp = InvertStencilOp;
	exports.JSONLoader = JSONLoader;
	exports.KeepStencilOp = KeepStencilOp;
	exports.KeyframeTrack = KeyframeTrack;
	exports.LOD = LOD;
	exports.LatheBufferGeometry = LatheGeometry;
	exports.LatheGeometry = LatheGeometry;
	exports.Layers = Layers;
	exports.LensFlare = LensFlare;
	exports.LessDepth = LessDepth;
	exports.LessEqualDepth = LessEqualDepth;
	exports.LessEqualStencilFunc = LessEqualStencilFunc;
	exports.LessStencilFunc = LessStencilFunc;
	exports.Light = Light;
	exports.LightProbe = LightProbe;
	exports.Line = Line;
	exports.Line3 = Line3;
	exports.LineBasicMaterial = LineBasicMaterial;
	exports.LineCurve = LineCurve;
	exports.LineCurve3 = LineCurve3;
	exports.LineDashedMaterial = LineDashedMaterial;
	exports.LineLoop = LineLoop;
	exports.LinePieces = LinePieces;
	exports.LineSegments = LineSegments;
	exports.LineStrip = LineStrip;
	exports.LinearEncoding = LinearEncoding;
	exports.LinearFilter = LinearFilter;
	exports.LinearInterpolant = LinearInterpolant;
	exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
	exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
	exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
	exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
	exports.LinearToneMapping = LinearToneMapping;
	exports.Loader = Loader;
	exports.LoaderUtils = LoaderUtils;
	exports.LoadingManager = LoadingManager;
	exports.LoopOnce = LoopOnce;
	exports.LoopPingPong = LoopPingPong;
	exports.LoopRepeat = LoopRepeat;
	exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
	exports.LuminanceFormat = LuminanceFormat;
	exports.MOUSE = MOUSE;
	exports.Material = Material;
	exports.MaterialLoader = MaterialLoader;
	exports.Math = MathUtils;
	exports.MathUtils = MathUtils;
	exports.Matrix3 = Matrix3;
	exports.Matrix4 = Matrix4;
	exports.MaxEquation = MaxEquation;
	exports.Mesh = Mesh;
	exports.MeshBasicMaterial = MeshBasicMaterial;
	exports.MeshDepthMaterial = MeshDepthMaterial;
	exports.MeshDistanceMaterial = MeshDistanceMaterial;
	exports.MeshFaceMaterial = MeshFaceMaterial;
	exports.MeshLambertMaterial = MeshLambertMaterial;
	exports.MeshMatcapMaterial = MeshMatcapMaterial;
	exports.MeshNormalMaterial = MeshNormalMaterial;
	exports.MeshPhongMaterial = MeshPhongMaterial;
	exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
	exports.MeshStandardMaterial = MeshStandardMaterial;
	exports.MeshToonMaterial = MeshToonMaterial;
	exports.MinEquation = MinEquation;
	exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
	exports.MixOperation = MixOperation;
	exports.MultiMaterial = MultiMaterial;
	exports.MultiplyBlending = MultiplyBlending;
	exports.MultiplyOperation = MultiplyOperation;
	exports.NearestFilter = NearestFilter;
	exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
	exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
	exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
	exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
	exports.NeverDepth = NeverDepth;
	exports.NeverStencilFunc = NeverStencilFunc;
	exports.NoBlending = NoBlending;
	exports.NoColors = NoColors;
	exports.NoToneMapping = NoToneMapping;
	exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
	exports.NormalBlending = NormalBlending;
	exports.NotEqualDepth = NotEqualDepth;
	exports.NotEqualStencilFunc = NotEqualStencilFunc;
	exports.NumberKeyframeTrack = NumberKeyframeTrack;
	exports.Object3D = Object3D;
	exports.ObjectLoader = ObjectLoader;
	exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
	exports.OctahedronBufferGeometry = OctahedronGeometry;
	exports.OctahedronGeometry = OctahedronGeometry;
	exports.OneFactor = OneFactor;
	exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
	exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
	exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
	exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
	exports.OrthographicCamera = OrthographicCamera;
	exports.PCFShadowMap = PCFShadowMap;
	exports.PCFSoftShadowMap = PCFSoftShadowMap;
	exports.PMREMGenerator = PMREMGenerator;
	exports.ParametricGeometry = ParametricGeometry;
	exports.Particle = Particle;
	exports.ParticleBasicMaterial = ParticleBasicMaterial;
	exports.ParticleSystem = ParticleSystem;
	exports.ParticleSystemMaterial = ParticleSystemMaterial;
	exports.Path = Path;
	exports.PerspectiveCamera = PerspectiveCamera;
	exports.Plane = Plane;
	exports.PlaneBufferGeometry = PlaneGeometry;
	exports.PlaneGeometry = PlaneGeometry;
	exports.PlaneHelper = PlaneHelper;
	exports.PointCloud = PointCloud;
	exports.PointCloudMaterial = PointCloudMaterial;
	exports.PointLight = PointLight;
	exports.PointLightHelper = PointLightHelper;
	exports.Points = Points;
	exports.PointsMaterial = PointsMaterial;
	exports.PolarGridHelper = PolarGridHelper;
	exports.PolyhedronBufferGeometry = PolyhedronGeometry;
	exports.PolyhedronGeometry = PolyhedronGeometry;
	exports.PositionalAudio = PositionalAudio;
	exports.PropertyBinding = PropertyBinding;
	exports.PropertyMixer = PropertyMixer;
	exports.QuadraticBezierCurve = QuadraticBezierCurve;
	exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
	exports.Quaternion = Quaternion;
	exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
	exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
	exports.REVISION = REVISION;
	exports.RGBADepthPacking = RGBADepthPacking;
	exports.RGBAFormat = RGBAFormat;
	exports.RGBAIntegerFormat = RGBAIntegerFormat;
	exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
	exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
	exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
	exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
	exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
	exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
	exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
	exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
	exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
	exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
	exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
	exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
	exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
	exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
	exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
	exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
	exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
	exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
	exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
	exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
	exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
	exports.RGB_ETC1_Format = RGB_ETC1_Format;
	exports.RGB_ETC2_Format = RGB_ETC2_Format;
	exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
	exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
	exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
	exports.RGFormat = RGFormat;
	exports.RGIntegerFormat = RGIntegerFormat;
	exports.RawShaderMaterial = RawShaderMaterial;
	exports.Ray = Ray;
	exports.Raycaster = Raycaster;
	exports.RectAreaLight = RectAreaLight;
	exports.RedFormat = RedFormat;
	exports.RedIntegerFormat = RedIntegerFormat;
	exports.ReinhardToneMapping = ReinhardToneMapping;
	exports.RepeatWrapping = RepeatWrapping;
	exports.ReplaceStencilOp = ReplaceStencilOp;
	exports.ReverseSubtractEquation = ReverseSubtractEquation;
	exports.RingBufferGeometry = RingGeometry;
	exports.RingGeometry = RingGeometry;
	exports.Scene = Scene;
	exports.SceneUtils = SceneUtils;
	exports.ShaderChunk = ShaderChunk;
	exports.ShaderLib = ShaderLib;
	exports.ShaderMaterial = ShaderMaterial;
	exports.ShadowMaterial = ShadowMaterial;
	exports.Shape = Shape;
	exports.ShapeBufferGeometry = ShapeGeometry;
	exports.ShapeGeometry = ShapeGeometry;
	exports.ShapePath = ShapePath;
	exports.ShapeUtils = ShapeUtils;
	exports.ShortType = ShortType;
	exports.Skeleton = Skeleton;
	exports.SkeletonHelper = SkeletonHelper;
	exports.SkinnedMesh = SkinnedMesh;
	exports.SmoothShading = SmoothShading;
	exports.Sphere = Sphere;
	exports.SphereBufferGeometry = SphereGeometry;
	exports.SphereGeometry = SphereGeometry;
	exports.Spherical = Spherical;
	exports.SphericalHarmonics3 = SphericalHarmonics3;
	exports.SplineCurve = SplineCurve;
	exports.SpotLight = SpotLight;
	exports.SpotLightHelper = SpotLightHelper;
	exports.Sprite = Sprite;
	exports.SpriteMaterial = SpriteMaterial;
	exports.SrcAlphaFactor = SrcAlphaFactor;
	exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
	exports.SrcColorFactor = SrcColorFactor;
	exports.StaticCopyUsage = StaticCopyUsage;
	exports.StaticDrawUsage = StaticDrawUsage;
	exports.StaticReadUsage = StaticReadUsage;
	exports.StereoCamera = StereoCamera;
	exports.StreamCopyUsage = StreamCopyUsage;
	exports.StreamDrawUsage = StreamDrawUsage;
	exports.StreamReadUsage = StreamReadUsage;
	exports.StringKeyframeTrack = StringKeyframeTrack;
	exports.SubtractEquation = SubtractEquation;
	exports.SubtractiveBlending = SubtractiveBlending;
	exports.TOUCH = TOUCH;
	exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
	exports.TetrahedronBufferGeometry = TetrahedronGeometry;
	exports.TetrahedronGeometry = TetrahedronGeometry;
	exports.TextGeometry = TextGeometry;
	exports.Texture = Texture;
	exports.TextureLoader = TextureLoader;
	exports.TorusBufferGeometry = TorusGeometry;
	exports.TorusGeometry = TorusGeometry;
	exports.TorusKnotBufferGeometry = TorusKnotGeometry;
	exports.TorusKnotGeometry = TorusKnotGeometry;
	exports.Triangle = Triangle;
	exports.TriangleFanDrawMode = TriangleFanDrawMode;
	exports.TriangleStripDrawMode = TriangleStripDrawMode;
	exports.TrianglesDrawMode = TrianglesDrawMode;
	exports.TubeBufferGeometry = TubeGeometry;
	exports.TubeGeometry = TubeGeometry;
	exports.UVMapping = UVMapping;
	exports.Uint16Attribute = Uint16Attribute;
	exports.Uint16BufferAttribute = Uint16BufferAttribute;
	exports.Uint32Attribute = Uint32Attribute;
	exports.Uint32BufferAttribute = Uint32BufferAttribute;
	exports.Uint8Attribute = Uint8Attribute;
	exports.Uint8BufferAttribute = Uint8BufferAttribute;
	exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
	exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
	exports.Uniform = Uniform;
	exports.UniformsLib = UniformsLib;
	exports.UniformsUtils = UniformsUtils;
	exports.UnsignedByteType = UnsignedByteType;
	exports.UnsignedInt248Type = UnsignedInt248Type;
	exports.UnsignedIntType = UnsignedIntType;
	exports.UnsignedShort4444Type = UnsignedShort4444Type;
	exports.UnsignedShort5551Type = UnsignedShort5551Type;
	exports.UnsignedShortType = UnsignedShortType;
	exports.VSMShadowMap = VSMShadowMap;
	exports.Vector2 = Vector2;
	exports.Vector3 = Vector3;
	exports.Vector4 = Vector4;
	exports.VectorKeyframeTrack = VectorKeyframeTrack;
	exports.Vertex = Vertex;
	exports.VertexColors = VertexColors;
	exports.VideoTexture = VideoTexture;
	exports.WebGL1Renderer = WebGL1Renderer;
	exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
	exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets;
	exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
	exports.WebGLRenderTarget = WebGLRenderTarget;
	exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
	exports.WebGLRenderer = WebGLRenderer;
	exports.WebGLUtils = WebGLUtils;
	exports.WireframeGeometry = WireframeGeometry;
	exports.WireframeHelper = WireframeHelper;
	exports.WrapAroundEnding = WrapAroundEnding;
	exports.XHRLoader = XHRLoader;
	exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
	exports.ZeroFactor = ZeroFactor;
	exports.ZeroSlopeEnding = ZeroSlopeEnding;
	exports.ZeroStencilOp = ZeroStencilOp;
	exports._SRGBAFormat = _SRGBAFormat;
	exports.sRGBEncoding = sRGBEncoding;

	Object.defineProperty(exports, '__esModule', { value: true });

})));

},{}],36:[function(require,module,exports){
( function () {

	class LightProbeGenerator {

		// https://www.ppsloan.org/publications/StupidSH36.pdf
		static fromCubeTexture( cubeTexture ) {

			let totalWeight = 0;
			const coord = new THREE.Vector3();
			const dir = new THREE.Vector3();
			const color = new THREE.Color();
			const shBasis = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
			const sh = new THREE.SphericalHarmonics3();
			const shCoefficients = sh.coefficients;

			for ( let faceIndex = 0; faceIndex < 6; faceIndex ++ ) {

				const image = cubeTexture.image[ faceIndex ];
				const width = image.width;
				const height = image.height;
				const canvas = document.createElement( 'canvas' );
				canvas.width = width;
				canvas.height = height;
				const context = canvas.getContext( '2d' );
				context.drawImage( image, 0, 0, width, height );
				const imageData = context.getImageData( 0, 0, width, height );
				const data = imageData.data;
				const imageWidth = imageData.width; // assumed to be square

				const pixelSize = 2 / imageWidth;

				for ( let i = 0, il = data.length; i < il; i += 4 ) {

					// RGBA assumed
					// pixel color
					color.setRGB( data[ i ] / 255, data[ i + 1 ] / 255, data[ i + 2 ] / 255 ); // convert to linear color space

					convertColorToLinear( color, cubeTexture.encoding ); // pixel coordinate on unit cube

					const pixelIndex = i / 4;
					const col = - 1 + ( pixelIndex % imageWidth + 0.5 ) * pixelSize;
					const row = 1 - ( Math.floor( pixelIndex / imageWidth ) + 0.5 ) * pixelSize;

					switch ( faceIndex ) {

						case 0:
							coord.set( - 1, row, - col );
							break;

						case 1:
							coord.set( 1, row, col );
							break;

						case 2:
							coord.set( - col, 1, - row );
							break;

						case 3:
							coord.set( - col, - 1, row );
							break;

						case 4:
							coord.set( - col, row, 1 );
							break;

						case 5:
							coord.set( col, row, - 1 );
							break;

					} // weight assigned to this pixel


					const lengthSq = coord.lengthSq();
					const weight = 4 / ( Math.sqrt( lengthSq ) * lengthSq );
					totalWeight += weight; // direction vector to this pixel

					dir.copy( coord ).normalize(); // evaluate SH basis functions in direction dir

					THREE.SphericalHarmonics3.getBasisAt( dir, shBasis ); // accummuulate

					for ( let j = 0; j < 9; j ++ ) {

						shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
						shCoefficients[ j ].y += shBasis[ j ] * color.g * weight;
						shCoefficients[ j ].z += shBasis[ j ] * color.b * weight;

					}

				}

			} // normalize


			const norm = 4 * Math.PI / totalWeight;

			for ( let j = 0; j < 9; j ++ ) {

				shCoefficients[ j ].x *= norm;
				shCoefficients[ j ].y *= norm;
				shCoefficients[ j ].z *= norm;

			}

			return new THREE.LightProbe( sh );

		}

		static fromCubeRenderTarget( renderer, cubeRenderTarget ) {

			// The renderTarget must be set to RGBA in order to make readRenderTargetPixels works
			let totalWeight = 0;
			const coord = new THREE.Vector3();
			const dir = new THREE.Vector3();
			const color = new THREE.Color();
			const shBasis = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
			const sh = new THREE.SphericalHarmonics3();
			const shCoefficients = sh.coefficients;

			for ( let faceIndex = 0; faceIndex < 6; faceIndex ++ ) {

				const imageWidth = cubeRenderTarget.width; // assumed to be square

				const data = new Uint8Array( imageWidth * imageWidth * 4 );
				renderer.readRenderTargetPixels( cubeRenderTarget, 0, 0, imageWidth, imageWidth, data, faceIndex );
				const pixelSize = 2 / imageWidth;

				for ( let i = 0, il = data.length; i < il; i += 4 ) {

					// RGBA assumed
					// pixel color
					color.setRGB( data[ i ] / 255, data[ i + 1 ] / 255, data[ i + 2 ] / 255 ); // convert to linear color space

					convertColorToLinear( color, cubeRenderTarget.texture.encoding ); // pixel coordinate on unit cube

					const pixelIndex = i / 4;
					const col = - 1 + ( pixelIndex % imageWidth + 0.5 ) * pixelSize;
					const row = 1 - ( Math.floor( pixelIndex / imageWidth ) + 0.5 ) * pixelSize;

					switch ( faceIndex ) {

						case 0:
							coord.set( 1, row, - col );
							break;

						case 1:
							coord.set( - 1, row, col );
							break;

						case 2:
							coord.set( col, 1, - row );
							break;

						case 3:
							coord.set( col, - 1, row );
							break;

						case 4:
							coord.set( col, row, 1 );
							break;

						case 5:
							coord.set( - col, row, - 1 );
							break;

					} // weight assigned to this pixel


					const lengthSq = coord.lengthSq();
					const weight = 4 / ( Math.sqrt( lengthSq ) * lengthSq );
					totalWeight += weight; // direction vector to this pixel

					dir.copy( coord ).normalize(); // evaluate SH basis functions in direction dir

					THREE.SphericalHarmonics3.getBasisAt( dir, shBasis ); // accummuulate

					for ( let j = 0; j < 9; j ++ ) {

						shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
						shCoefficients[ j ].y += shBasis[ j ] * color.g * weight;
						shCoefficients[ j ].z += shBasis[ j ] * color.b * weight;

					}

				}

			} // normalize


			const norm = 4 * Math.PI / totalWeight;

			for ( let j = 0; j < 9; j ++ ) {

				shCoefficients[ j ].x *= norm;
				shCoefficients[ j ].y *= norm;
				shCoefficients[ j ].z *= norm;

			}

			return new THREE.LightProbe( sh );

		}

	}

	function convertColorToLinear( color, encoding ) {

		switch ( encoding ) {

			case THREE.sRGBEncoding:
				color.convertSRGBToLinear();
				break;

			case THREE.LinearEncoding:
				break;

			default:
				console.warn( 'WARNING: LightProbeGenerator convertColorToLinear() encountered an unsupported encoding.' );
				break;

		}

		return color;

	}

	THREE.LightProbeGenerator = LightProbeGenerator;

} )();

},{}],37:[function(require,module,exports){
( function () {

	const _taskCache = new WeakMap();

	class DRACOLoader extends THREE.Loader {

		constructor( manager ) {

			super( manager );
			this.decoderPath = '';
			this.decoderConfig = {};
			this.decoderBinary = null;
			this.decoderPending = null;
			this.workerLimit = 4;
			this.workerPool = [];
			this.workerNextTaskID = 1;
			this.workerSourceURL = '';
			this.defaultAttributeIDs = {
				position: 'POSITION',
				normal: 'NORMAL',
				color: 'COLOR',
				uv: 'TEX_COORD'
			};
			this.defaultAttributeTypes = {
				position: 'Float32Array',
				normal: 'Float32Array',
				color: 'Float32Array',
				uv: 'Float32Array'
			};

		}

		setDecoderPath( path ) {

			this.decoderPath = path;
			return this;

		}

		setDecoderConfig( config ) {

			this.decoderConfig = config;
			return this;

		}

		setWorkerLimit( workerLimit ) {

			this.workerLimit = workerLimit;
			return this;

		}

		load( url, onLoad, onProgress, onError ) {

			const loader = new THREE.FileLoader( this.manager );
			loader.setPath( this.path );
			loader.setResponseType( 'arraybuffer' );
			loader.setRequestHeader( this.requestHeader );
			loader.setWithCredentials( this.withCredentials );
			loader.load( url, buffer => {

				const taskConfig = {
					attributeIDs: this.defaultAttributeIDs,
					attributeTypes: this.defaultAttributeTypes,
					useUniqueIDs: false
				};
				this.decodeGeometry( buffer, taskConfig ).then( onLoad ).catch( onError );

			}, onProgress, onError );

		}
		/** @deprecated Kept for backward-compatibility with previous DRACOLoader versions. */


		decodeDracoFile( buffer, callback, attributeIDs, attributeTypes ) {

			const taskConfig = {
				attributeIDs: attributeIDs || this.defaultAttributeIDs,
				attributeTypes: attributeTypes || this.defaultAttributeTypes,
				useUniqueIDs: !! attributeIDs
			};
			this.decodeGeometry( buffer, taskConfig ).then( callback );

		}

		decodeGeometry( buffer, taskConfig ) {

			// TODO: For backward-compatibility, support 'attributeTypes' objects containing
			// references (rather than names) to typed array constructors. These must be
			// serialized before sending them to the worker.
			for ( const attribute in taskConfig.attributeTypes ) {

				const type = taskConfig.attributeTypes[ attribute ];

				if ( type.BYTES_PER_ELEMENT !== undefined ) {

					taskConfig.attributeTypes[ attribute ] = type.name;

				}

			} //


			const taskKey = JSON.stringify( taskConfig ); // Check for an existing task using this buffer. A transferred buffer cannot be transferred
			// again from this thread.

			if ( _taskCache.has( buffer ) ) {

				const cachedTask = _taskCache.get( buffer );

				if ( cachedTask.key === taskKey ) {

					return cachedTask.promise;

				} else if ( buffer.byteLength === 0 ) {

					// Technically, it would be possible to wait for the previous task to complete,
					// transfer the buffer back, and decode again with the second configuration. That
					// is complex, and I don't know of any reason to decode a Draco buffer twice in
					// different ways, so this is left unimplemented.
					throw new Error( 'THREE.DRACOLoader: Unable to re-decode a buffer with different ' + 'settings. Buffer has already been transferred.' );

				}

			} //


			let worker;
			const taskID = this.workerNextTaskID ++;
			const taskCost = buffer.byteLength; // Obtain a worker and assign a task, and construct a geometry instance
			// when the task completes.

			const geometryPending = this._getWorker( taskID, taskCost ).then( _worker => {

				worker = _worker;
				return new Promise( ( resolve, reject ) => {

					worker._callbacks[ taskID ] = {
						resolve,
						reject
					};
					worker.postMessage( {
						type: 'decode',
						id: taskID,
						taskConfig,
						buffer
					}, [ buffer ] ); // this.debug();

				} );

			} ).then( message => this._createGeometry( message.geometry ) ); // Remove task from the task list.
			// Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416)


			geometryPending.catch( () => true ).then( () => {

				if ( worker && taskID ) {

					this._releaseTask( worker, taskID ); // this.debug();

				}

			} ); // Cache the task result.

			_taskCache.set( buffer, {
				key: taskKey,
				promise: geometryPending
			} );

			return geometryPending;

		}

		_createGeometry( geometryData ) {

			const geometry = new THREE.BufferGeometry();

			if ( geometryData.index ) {

				geometry.setIndex( new THREE.BufferAttribute( geometryData.index.array, 1 ) );

			}

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

				const attribute = geometryData.attributes[ i ];
				const name = attribute.name;
				const array = attribute.array;
				const itemSize = attribute.itemSize;
				geometry.setAttribute( name, new THREE.BufferAttribute( array, itemSize ) );

			}

			return geometry;

		}

		_loadLibrary( url, responseType ) {

			const loader = new THREE.FileLoader( this.manager );
			loader.setPath( this.decoderPath );
			loader.setResponseType( responseType );
			loader.setWithCredentials( this.withCredentials );
			return new Promise( ( resolve, reject ) => {

				loader.load( url, resolve, undefined, reject );

			} );

		}

		preload() {

			this._initDecoder();

			return this;

		}

		_initDecoder() {

			if ( this.decoderPending ) return this.decoderPending;
			const useJS = typeof WebAssembly !== 'object' || this.decoderConfig.type === 'js';
			const librariesPending = [];

			if ( useJS ) {

				librariesPending.push( this._loadLibrary( 'draco_decoder.js', 'text' ) );

			} else {

				librariesPending.push( this._loadLibrary( 'draco_wasm_wrapper.js', 'text' ) );
				librariesPending.push( this._loadLibrary( 'draco_decoder.wasm', 'arraybuffer' ) );

			}

			this.decoderPending = Promise.all( librariesPending ).then( libraries => {

				const jsContent = libraries[ 0 ];

				if ( ! useJS ) {

					this.decoderConfig.wasmBinary = libraries[ 1 ];

				}

				const fn = DRACOWorker.toString();
				const body = [ '/* draco decoder */', jsContent, '', '/* worker */', fn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) ) ].join( '\n' );
				this.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) );

			} );
			return this.decoderPending;

		}

		_getWorker( taskID, taskCost ) {

			return this._initDecoder().then( () => {

				if ( this.workerPool.length < this.workerLimit ) {

					const worker = new Worker( this.workerSourceURL );
					worker._callbacks = {};
					worker._taskCosts = {};
					worker._taskLoad = 0;
					worker.postMessage( {
						type: 'init',
						decoderConfig: this.decoderConfig
					} );

					worker.onmessage = function ( e ) {

						const message = e.data;

						switch ( message.type ) {

							case 'decode':
								worker._callbacks[ message.id ].resolve( message );

								break;

							case 'error':
								worker._callbacks[ message.id ].reject( message );

								break;

							default:
								console.error( 'THREE.DRACOLoader: Unexpected message, "' + message.type + '"' );

						}

					};

					this.workerPool.push( worker );

				} else {

					this.workerPool.sort( function ( a, b ) {

						return a._taskLoad > b._taskLoad ? - 1 : 1;

					} );

				}

				const worker = this.workerPool[ this.workerPool.length - 1 ];
				worker._taskCosts[ taskID ] = taskCost;
				worker._taskLoad += taskCost;
				return worker;

			} );

		}

		_releaseTask( worker, taskID ) {

			worker._taskLoad -= worker._taskCosts[ taskID ];
			delete worker._callbacks[ taskID ];
			delete worker._taskCosts[ taskID ];

		}

		debug() {

			console.log( 'Task load: ', this.workerPool.map( worker => worker._taskLoad ) );

		}

		dispose() {

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

				this.workerPool[ i ].terminate();

			}

			this.workerPool.length = 0;
			return this;

		}

	}
	/* WEB WORKER */


	function DRACOWorker() {

		let decoderConfig;
		let decoderPending;

		onmessage = function ( e ) {

			const message = e.data;

			switch ( message.type ) {

				case 'init':
					decoderConfig = message.decoderConfig;
					decoderPending = new Promise( function ( resolve
						/*, reject*/
					) {

						decoderConfig.onModuleLoaded = function ( draco ) {

							// Module is Promise-like. Wrap before resolving to avoid loop.
							resolve( {
								draco: draco
							} );

						};

						DracoDecoderModule( decoderConfig ); // eslint-disable-line no-undef

					} );
					break;

				case 'decode':
					const buffer = message.buffer;
					const taskConfig = message.taskConfig;
					decoderPending.then( module => {

						const draco = module.draco;
						const decoder = new draco.Decoder();
						const decoderBuffer = new draco.DecoderBuffer();
						decoderBuffer.Init( new Int8Array( buffer ), buffer.byteLength );

						try {

							const geometry = decodeGeometry( draco, decoder, decoderBuffer, taskConfig );
							const buffers = geometry.attributes.map( attr => attr.array.buffer );
							if ( geometry.index ) buffers.push( geometry.index.array.buffer );
							self.postMessage( {
								type: 'decode',
								id: message.id,
								geometry
							}, buffers );

						} catch ( error ) {

							console.error( error );
							self.postMessage( {
								type: 'error',
								id: message.id,
								error: error.message
							} );

						} finally {

							draco.destroy( decoderBuffer );
							draco.destroy( decoder );

						}

					} );
					break;

			}

		};

		function decodeGeometry( draco, decoder, decoderBuffer, taskConfig ) {

			const attributeIDs = taskConfig.attributeIDs;
			const attributeTypes = taskConfig.attributeTypes;
			let dracoGeometry;
			let decodingStatus;
			const geometryType = decoder.GetEncodedGeometryType( decoderBuffer );

			if ( geometryType === draco.TRIANGULAR_MESH ) {

				dracoGeometry = new draco.Mesh();
				decodingStatus = decoder.DecodeBufferToMesh( decoderBuffer, dracoGeometry );

			} else if ( geometryType === draco.POINT_CLOUD ) {

				dracoGeometry = new draco.PointCloud();
				decodingStatus = decoder.DecodeBufferToPointCloud( decoderBuffer, dracoGeometry );

			} else {

				throw new Error( 'THREE.DRACOLoader: Unexpected geometry type.' );

			}

			if ( ! decodingStatus.ok() || dracoGeometry.ptr === 0 ) {

				throw new Error( 'THREE.DRACOLoader: Decoding failed: ' + decodingStatus.error_msg() );

			}

			const geometry = {
				index: null,
				attributes: []
			}; // Gather all vertex attributes.

			for ( const attributeName in attributeIDs ) {

				const attributeType = self[ attributeTypes[ attributeName ] ];
				let attribute;
				let attributeID; // A Draco file may be created with default vertex attributes, whose attribute IDs
				// are mapped 1:1 from their semantic name (POSITION, NORMAL, ...). Alternatively,
				// a Draco file may contain a custom set of attributes, identified by known unique
				// IDs. glTF files always do the latter, and `.drc` files typically do the former.

				if ( taskConfig.useUniqueIDs ) {

					attributeID = attributeIDs[ attributeName ];
					attribute = decoder.GetAttributeByUniqueId( dracoGeometry, attributeID );

				} else {

					attributeID = decoder.GetAttributeId( dracoGeometry, draco[ attributeIDs[ attributeName ] ] );
					if ( attributeID === - 1 ) continue;
					attribute = decoder.GetAttribute( dracoGeometry, attributeID );

				}

				geometry.attributes.push( decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) );

			} // Add index.


			if ( geometryType === draco.TRIANGULAR_MESH ) {

				geometry.index = decodeIndex( draco, decoder, dracoGeometry );

			}

			draco.destroy( dracoGeometry );
			return geometry;

		}

		function decodeIndex( draco, decoder, dracoGeometry ) {

			const numFaces = dracoGeometry.num_faces();
			const numIndices = numFaces * 3;
			const byteLength = numIndices * 4;

			const ptr = draco._malloc( byteLength );

			decoder.GetTrianglesUInt32Array( dracoGeometry, byteLength, ptr );
			const index = new Uint32Array( draco.HEAPF32.buffer, ptr, numIndices ).slice();

			draco._free( ptr );

			return {
				array: index,
				itemSize: 1
			};

		}

		function decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) {

			const numComponents = attribute.num_components();
			const numPoints = dracoGeometry.num_points();
			const numValues = numPoints * numComponents;
			const byteLength = numValues * attributeType.BYTES_PER_ELEMENT;
			const dataType = getDracoDataType( draco, attributeType );

			const ptr = draco._malloc( byteLength );

			decoder.GetAttributeDataArrayForAllPoints( dracoGeometry, attribute, dataType, byteLength, ptr );
			const array = new attributeType( draco.HEAPF32.buffer, ptr, numValues ).slice();

			draco._free( ptr );

			return {
				name: attributeName,
				array: array,
				itemSize: numComponents
			};

		}

		function getDracoDataType( draco, attributeType ) {

			switch ( attributeType ) {

				case Float32Array:
					return draco.DT_FLOAT32;

				case Int8Array:
					return draco.DT_INT8;

				case Int16Array:
					return draco.DT_INT16;

				case Int32Array:
					return draco.DT_INT32;

				case Uint8Array:
					return draco.DT_UINT8;

				case Uint16Array:
					return draco.DT_UINT16;

				case Uint32Array:
					return draco.DT_UINT32;

			}

		}

	}

	THREE.DRACOLoader = DRACOLoader;

} )();

},{}],38:[function(require,module,exports){
( function () {

	class GLTFLoader extends THREE.Loader {

		constructor( manager ) {

			super( manager );
			this.dracoLoader = null;
			this.ktx2Loader = null;
			this.meshoptDecoder = null;
			this.pluginCallbacks = [];
			this.register( function ( parser ) {

				return new GLTFMaterialsClearcoatExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFTextureBasisUExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFTextureWebPExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFMaterialsSheenExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFMaterialsTransmissionExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFMaterialsVolumeExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFMaterialsIorExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFMaterialsSpecularExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFLightsExtension( parser );

			} );
			this.register( function ( parser ) {

				return new GLTFMeshoptCompression( parser );

			} );

		}

		load( url, onLoad, onProgress, onError ) {

			const scope = this;
			let resourcePath;

			if ( this.resourcePath !== '' ) {

				resourcePath = this.resourcePath;

			} else if ( this.path !== '' ) {

				resourcePath = this.path;

			} else {

				resourcePath = THREE.LoaderUtils.extractUrlBase( url );

			} // Tells the LoadingManager to track an extra item, which resolves after
			// the model is fully loaded. This means the count of items loaded will
			// be incorrect, but ensures manager.onLoad() does not fire early.


			this.manager.itemStart( url );

			const _onError = function ( e ) {

				if ( onError ) {

					onError( e );

				} else {

					console.error( e );

				}

				scope.manager.itemError( url );
				scope.manager.itemEnd( url );

			};

			const loader = new THREE.FileLoader( this.manager );
			loader.setPath( this.path );
			loader.setResponseType( 'arraybuffer' );
			loader.setRequestHeader( this.requestHeader );
			loader.setWithCredentials( this.withCredentials );
			loader.load( url, function ( data ) {

				try {

					scope.parse( data, resourcePath, function ( gltf ) {

						onLoad( gltf );
						scope.manager.itemEnd( url );

					}, _onError );

				} catch ( e ) {

					_onError( e );

				}

			}, onProgress, _onError );

		}

		setDRACOLoader( dracoLoader ) {

			this.dracoLoader = dracoLoader;
			return this;

		}

		setDDSLoader() {

			throw new Error( 'THREE.GLTFLoader: "MSFT_texture_dds" no longer supported. Please update to "KHR_texture_basisu".' );

		}

		setKTX2Loader( ktx2Loader ) {

			this.ktx2Loader = ktx2Loader;
			return this;

		}

		setMeshoptDecoder( meshoptDecoder ) {

			this.meshoptDecoder = meshoptDecoder;
			return this;

		}

		register( callback ) {

			if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {

				this.pluginCallbacks.push( callback );

			}

			return this;

		}

		unregister( callback ) {

			if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {

				this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );

			}

			return this;

		}

		parse( data, path, onLoad, onError ) {

			let content;
			const extensions = {};
			const plugins = {};

			if ( typeof data === 'string' ) {

				content = data;

			} else {

				const magic = THREE.LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );

				if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {

					try {

						extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );

					} catch ( error ) {

						if ( onError ) onError( error );
						return;

					}

					content = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;

				} else {

					content = THREE.LoaderUtils.decodeText( new Uint8Array( data ) );

				}

			}

			const json = JSON.parse( content );

			if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {

				if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );
				return;

			}

			const parser = new GLTFParser( json, {
				path: path || this.resourcePath || '',
				crossOrigin: this.crossOrigin,
				requestHeader: this.requestHeader,
				manager: this.manager,
				ktx2Loader: this.ktx2Loader,
				meshoptDecoder: this.meshoptDecoder
			} );
			parser.fileLoader.setRequestHeader( this.requestHeader );

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

				const plugin = this.pluginCallbacks[ i ]( parser );
				plugins[ plugin.name ] = plugin; // Workaround to avoid determining as unknown extension
				// in addUnknownExtensionsToUserData().
				// Remove this workaround if we move all the existing
				// extension handlers to plugin system

				extensions[ plugin.name ] = true;

			}

			if ( json.extensionsUsed ) {

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

					const extensionName = json.extensionsUsed[ i ];
					const extensionsRequired = json.extensionsRequired || [];

					switch ( extensionName ) {

						case EXTENSIONS.KHR_MATERIALS_UNLIT:
							extensions[ extensionName ] = new GLTFMaterialsUnlitExtension();
							break;

						case EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:
							extensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();
							break;

						case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:
							extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );
							break;

						case EXTENSIONS.KHR_TEXTURE_TRANSFORM:
							extensions[ extensionName ] = new GLTFTextureTransformExtension();
							break;

						case EXTENSIONS.KHR_MESH_QUANTIZATION:
							extensions[ extensionName ] = new GLTFMeshQuantizationExtension();
							break;

						default:
							if ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {

								console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' );

							}

					}

				}

			}

			parser.setExtensions( extensions );
			parser.setPlugins( plugins );
			parser.parse( onLoad, onError );

		}

		parseAsync( data, path ) {

			const scope = this;
			return new Promise( function ( resolve, reject ) {

				scope.parse( data, path, resolve, reject );

			} );

		}

	}
	/* GLTFREGISTRY */


	function GLTFRegistry() {

		let objects = {};
		return {
			get: function ( key ) {

				return objects[ key ];

			},
			add: function ( key, object ) {

				objects[ key ] = object;

			},
			remove: function ( key ) {

				delete objects[ key ];

			},
			removeAll: function () {

				objects = {};

			}
		};

	}
	/*********************************/

	/********** EXTENSIONS ***********/

	/*********************************/


	const EXTENSIONS = {
		KHR_BINARY_GLTF: 'KHR_binary_glTF',
		KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',
		KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',
		KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',
		KHR_MATERIALS_IOR: 'KHR_materials_ior',
		KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',
		KHR_MATERIALS_SHEEN: 'KHR_materials_sheen',
		KHR_MATERIALS_SPECULAR: 'KHR_materials_specular',
		KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',
		KHR_MATERIALS_UNLIT: 'KHR_materials_unlit',
		KHR_MATERIALS_VOLUME: 'KHR_materials_volume',
		KHR_TEXTURE_BASISU: 'KHR_texture_basisu',
		KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',
		KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',
		EXT_TEXTURE_WEBP: 'EXT_texture_webp',
		EXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression'
	};
	/**
 * Punctual Lights Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
 */

	class GLTFLightsExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL; // THREE.Object3D instance caches

			this.cache = {
				refs: {},
				uses: {}
			};

		}

		_markDefs() {

			const parser = this.parser;
			const nodeDefs = this.parser.json.nodes || [];

			for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {

				const nodeDef = nodeDefs[ nodeIndex ];

				if ( nodeDef.extensions && nodeDef.extensions[ this.name ] && nodeDef.extensions[ this.name ].light !== undefined ) {

					parser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );

				}

			}

		}

		_loadLight( lightIndex ) {

			const parser = this.parser;
			const cacheKey = 'light:' + lightIndex;
			let dependency = parser.cache.get( cacheKey );
			if ( dependency ) return dependency;
			const json = parser.json;
			const extensions = json.extensions && json.extensions[ this.name ] || {};
			const lightDefs = extensions.lights || [];
			const lightDef = lightDefs[ lightIndex ];
			let lightNode;
			const color = new THREE.Color( 0xffffff );
			if ( lightDef.color !== undefined ) color.fromArray( lightDef.color );
			const range = lightDef.range !== undefined ? lightDef.range : 0;

			switch ( lightDef.type ) {

				case 'directional':
					lightNode = new THREE.DirectionalLight( color );
					lightNode.target.position.set( 0, 0, - 1 );
					lightNode.add( lightNode.target );
					break;

				case 'point':
					lightNode = new THREE.PointLight( color );
					lightNode.distance = range;
					break;

				case 'spot':
					lightNode = new THREE.SpotLight( color );
					lightNode.distance = range; // Handle spotlight properties.

					lightDef.spot = lightDef.spot || {};
					lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;
					lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;
					lightNode.angle = lightDef.spot.outerConeAngle;
					lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;
					lightNode.target.position.set( 0, 0, - 1 );
					lightNode.add( lightNode.target );
					break;

				default:
					throw new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );

			} // Some lights (e.g. spot) default to a position other than the origin. Reset the position
			// here, because node-level parsing will only override position if explicitly specified.


			lightNode.position.set( 0, 0, 0 );
			lightNode.decay = 2;
			if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;
			lightNode.name = parser.createUniqueName( lightDef.name || 'light_' + lightIndex );
			dependency = Promise.resolve( lightNode );
			parser.cache.add( cacheKey, dependency );
			return dependency;

		}

		createNodeAttachment( nodeIndex ) {

			const self = this;
			const parser = this.parser;
			const json = parser.json;
			const nodeDef = json.nodes[ nodeIndex ];
			const lightDef = nodeDef.extensions && nodeDef.extensions[ this.name ] || {};
			const lightIndex = lightDef.light;
			if ( lightIndex === undefined ) return null;
			return this._loadLight( lightIndex ).then( function ( light ) {

				return parser._getNodeRef( self.cache, lightIndex, light );

			} );

		}

	}
	/**
 * Unlit Materials Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit
 */


	class GLTFMaterialsUnlitExtension {

		constructor() {

			this.name = EXTENSIONS.KHR_MATERIALS_UNLIT;

		}

		getMaterialType() {

			return THREE.MeshBasicMaterial;

		}

		extendParams( materialParams, materialDef, parser ) {

			const pending = [];
			materialParams.color = new THREE.Color( 1.0, 1.0, 1.0 );
			materialParams.opacity = 1.0;
			const metallicRoughness = materialDef.pbrMetallicRoughness;

			if ( metallicRoughness ) {

				if ( Array.isArray( metallicRoughness.baseColorFactor ) ) {

					const array = metallicRoughness.baseColorFactor;
					materialParams.color.fromArray( array );
					materialParams.opacity = array[ 3 ];

				}

				if ( metallicRoughness.baseColorTexture !== undefined ) {

					pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );

				}

			}

			return Promise.all( pending );

		}

	}
	/**
 * Clearcoat Materials Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat
 */


	class GLTFMaterialsClearcoatExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;

		}

		getMaterialType( materialIndex ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];
			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;
			return THREE.MeshPhysicalMaterial;

		}

		extendMaterialParams( materialIndex, materialParams ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];

			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

				return Promise.resolve();

			}

			const pending = [];
			const extension = materialDef.extensions[ this.name ];

			if ( extension.clearcoatFactor !== undefined ) {

				materialParams.clearcoat = extension.clearcoatFactor;

			}

			if ( extension.clearcoatTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );

			}

			if ( extension.clearcoatRoughnessFactor !== undefined ) {

				materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;

			}

			if ( extension.clearcoatRoughnessTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );

			}

			if ( extension.clearcoatNormalTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );

				if ( extension.clearcoatNormalTexture.scale !== undefined ) {

					const scale = extension.clearcoatNormalTexture.scale;
					materialParams.clearcoatNormalScale = new THREE.Vector2( scale, scale );

				}

			}

			return Promise.all( pending );

		}

	}
	/**
 * Sheen Materials Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen
 */


	class GLTFMaterialsSheenExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.KHR_MATERIALS_SHEEN;

		}

		getMaterialType( materialIndex ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];
			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;
			return THREE.MeshPhysicalMaterial;

		}

		extendMaterialParams( materialIndex, materialParams ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];

			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

				return Promise.resolve();

			}

			const pending = [];
			materialParams.sheenColor = new THREE.Color( 0, 0, 0 );
			materialParams.sheenRoughness = 0;
			materialParams.sheen = 1;
			const extension = materialDef.extensions[ this.name ];

			if ( extension.sheenColorFactor !== undefined ) {

				materialParams.sheenColor.fromArray( extension.sheenColorFactor );

			}

			if ( extension.sheenRoughnessFactor !== undefined ) {

				materialParams.sheenRoughness = extension.sheenRoughnessFactor;

			}

			if ( extension.sheenColorTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture ) );

			}

			if ( extension.sheenRoughnessTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) );

			}

			return Promise.all( pending );

		}

	}
	/**
 * Transmission Materials Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission
 * Draft: https://github.com/KhronosGroup/glTF/pull/1698
 */


	class GLTFMaterialsTransmissionExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;

		}

		getMaterialType( materialIndex ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];
			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;
			return THREE.MeshPhysicalMaterial;

		}

		extendMaterialParams( materialIndex, materialParams ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];

			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

				return Promise.resolve();

			}

			const pending = [];
			const extension = materialDef.extensions[ this.name ];

			if ( extension.transmissionFactor !== undefined ) {

				materialParams.transmission = extension.transmissionFactor;

			}

			if ( extension.transmissionTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );

			}

			return Promise.all( pending );

		}

	}
	/**
 * Materials Volume Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume
 */


	class GLTFMaterialsVolumeExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.KHR_MATERIALS_VOLUME;

		}

		getMaterialType( materialIndex ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];
			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;
			return THREE.MeshPhysicalMaterial;

		}

		extendMaterialParams( materialIndex, materialParams ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];

			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

				return Promise.resolve();

			}

			const pending = [];
			const extension = materialDef.extensions[ this.name ];
			materialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0;

			if ( extension.thicknessTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) );

			}

			materialParams.attenuationDistance = extension.attenuationDistance || 0;
			const colorArray = extension.attenuationColor || [ 1, 1, 1 ];
			materialParams.attenuationColor = new THREE.Color( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );
			return Promise.all( pending );

		}

	}
	/**
 * Materials ior Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior
 */


	class GLTFMaterialsIorExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.KHR_MATERIALS_IOR;

		}

		getMaterialType( materialIndex ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];
			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;
			return THREE.MeshPhysicalMaterial;

		}

		extendMaterialParams( materialIndex, materialParams ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];

			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

				return Promise.resolve();

			}

			const extension = materialDef.extensions[ this.name ];
			materialParams.ior = extension.ior !== undefined ? extension.ior : 1.5;
			return Promise.resolve();

		}

	}
	/**
 * Materials specular Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular
 */


	class GLTFMaterialsSpecularExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.KHR_MATERIALS_SPECULAR;

		}

		getMaterialType( materialIndex ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];
			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;
			return THREE.MeshPhysicalMaterial;

		}

		extendMaterialParams( materialIndex, materialParams ) {

			const parser = this.parser;
			const materialDef = parser.json.materials[ materialIndex ];

			if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {

				return Promise.resolve();

			}

			const pending = [];
			const extension = materialDef.extensions[ this.name ];
			materialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0;

			if ( extension.specularTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) );

			}

			const colorArray = extension.specularColorFactor || [ 1, 1, 1 ];
			materialParams.specularColor = new THREE.Color( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );

			if ( extension.specularColorTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture ).then( function ( texture ) {

					texture.encoding = THREE.sRGBEncoding;

				} ) );

			}

			return Promise.all( pending );

		}

	}
	/**
 * BasisU THREE.Texture Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu
 */


	class GLTFTextureBasisUExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.KHR_TEXTURE_BASISU;

		}

		loadTexture( textureIndex ) {

			const parser = this.parser;
			const json = parser.json;
			const textureDef = json.textures[ textureIndex ];

			if ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {

				return null;

			}

			const extension = textureDef.extensions[ this.name ];
			const source = json.images[ extension.source ];
			const loader = parser.options.ktx2Loader;

			if ( ! loader ) {

				if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {

					throw new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );

				} else {

					// Assumes that the extension is optional and that a fallback texture is present
					return null;

				}

			}

			return parser.loadTextureImage( textureIndex, source, loader );

		}

	}
	/**
 * WebP THREE.Texture Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp
 */


	class GLTFTextureWebPExtension {

		constructor( parser ) {

			this.parser = parser;
			this.name = EXTENSIONS.EXT_TEXTURE_WEBP;
			this.isSupported = null;

		}

		loadTexture( textureIndex ) {

			const name = this.name;
			const parser = this.parser;
			const json = parser.json;
			const textureDef = json.textures[ textureIndex ];

			if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {

				return null;

			}

			const extension = textureDef.extensions[ name ];
			const source = json.images[ extension.source ];
			let loader = parser.textureLoader;

			if ( source.uri ) {

				const handler = parser.options.manager.getHandler( source.uri );
				if ( handler !== null ) loader = handler;

			}

			return this.detectSupport().then( function ( isSupported ) {

				if ( isSupported ) return parser.loadTextureImage( textureIndex, source, loader );

				if ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {

					throw new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );

				} // Fall back to PNG or JPEG.


				return parser.loadTexture( textureIndex );

			} );

		}

		detectSupport() {

			if ( ! this.isSupported ) {

				this.isSupported = new Promise( function ( resolve ) {

					const image = new Image(); // Lossy test image. Support for lossy images doesn't guarantee support for all
					// WebP images, unfortunately.

					image.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';

					image.onload = image.onerror = function () {

						resolve( image.height === 1 );

					};

				} );

			}

			return this.isSupported;

		}

	}
	/**
 * meshopt BufferView Compression Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression
 */


	class GLTFMeshoptCompression {

		constructor( parser ) {

			this.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;
			this.parser = parser;

		}

		loadBufferView( index ) {

			const json = this.parser.json;
			const bufferView = json.bufferViews[ index ];

			if ( bufferView.extensions && bufferView.extensions[ this.name ] ) {

				const extensionDef = bufferView.extensions[ this.name ];
				const buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );
				const decoder = this.parser.options.meshoptDecoder;

				if ( ! decoder || ! decoder.supported ) {

					if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {

						throw new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );

					} else {

						// Assumes that the extension is optional and that fallback buffer data is present
						return null;

					}

				}

				return Promise.all( [ buffer, decoder.ready ] ).then( function ( res ) {

					const byteOffset = extensionDef.byteOffset || 0;
					const byteLength = extensionDef.byteLength || 0;
					const count = extensionDef.count;
					const stride = extensionDef.byteStride;
					const result = new ArrayBuffer( count * stride );
					const source = new Uint8Array( res[ 0 ], byteOffset, byteLength );
					decoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );
					return result;

				} );

			} else {

				return null;

			}

		}

	}
	/* BINARY EXTENSION */


	const BINARY_EXTENSION_HEADER_MAGIC = 'glTF';
	const BINARY_EXTENSION_HEADER_LENGTH = 12;
	const BINARY_EXTENSION_CHUNK_TYPES = {
		JSON: 0x4E4F534A,
		BIN: 0x004E4942
	};

	class GLTFBinaryExtension {

		constructor( data ) {

			this.name = EXTENSIONS.KHR_BINARY_GLTF;
			this.content = null;
			this.body = null;
			const headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );
			this.header = {
				magic: THREE.LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),
				version: headerView.getUint32( 4, true ),
				length: headerView.getUint32( 8, true )
			};

			if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {

				throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );

			} else if ( this.header.version < 2.0 ) {

				throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );

			}

			const chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH;
			const chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );
			let chunkIndex = 0;

			while ( chunkIndex < chunkContentsLength ) {

				const chunkLength = chunkView.getUint32( chunkIndex, true );
				chunkIndex += 4;
				const chunkType = chunkView.getUint32( chunkIndex, true );
				chunkIndex += 4;

				if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {

					const contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );
					this.content = THREE.LoaderUtils.decodeText( contentArray );

				} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {

					const byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;
					this.body = data.slice( byteOffset, byteOffset + chunkLength );

				} // Clients must ignore chunks with unknown types.


				chunkIndex += chunkLength;

			}

			if ( this.content === null ) {

				throw new Error( 'THREE.GLTFLoader: JSON content not found.' );

			}

		}

	}
	/**
 * DRACO THREE.Mesh Compression Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression
 */


	class GLTFDracoMeshCompressionExtension {

		constructor( json, dracoLoader ) {

			if ( ! dracoLoader ) {

				throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );

			}

			this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;
			this.json = json;
			this.dracoLoader = dracoLoader;
			this.dracoLoader.preload();

		}

		decodePrimitive( primitive, parser ) {

			const json = this.json;
			const dracoLoader = this.dracoLoader;
			const bufferViewIndex = primitive.extensions[ this.name ].bufferView;
			const gltfAttributeMap = primitive.extensions[ this.name ].attributes;
			const threeAttributeMap = {};
			const attributeNormalizedMap = {};
			const attributeTypeMap = {};

			for ( const attributeName in gltfAttributeMap ) {

				const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();
				threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];

			}

			for ( const attributeName in primitive.attributes ) {

				const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();

				if ( gltfAttributeMap[ attributeName ] !== undefined ) {

					const accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];
					const componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];
					attributeTypeMap[ threeAttributeName ] = componentType;
					attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;

				}

			}

			return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {

				return new Promise( function ( resolve ) {

					dracoLoader.decodeDracoFile( bufferView, function ( geometry ) {

						for ( const attributeName in geometry.attributes ) {

							const attribute = geometry.attributes[ attributeName ];
							const normalized = attributeNormalizedMap[ attributeName ];
							if ( normalized !== undefined ) attribute.normalized = normalized;

						}

						resolve( geometry );

					}, threeAttributeMap, attributeTypeMap );

				} );

			} );

		}

	}
	/**
 * THREE.Texture Transform Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform
 */


	class GLTFTextureTransformExtension {

		constructor() {

			this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;

		}

		extendTexture( texture, transform ) {

			if ( transform.texCoord !== undefined ) {

				console.warn( 'THREE.GLTFLoader: Custom UV sets in "' + this.name + '" extension not yet supported.' );

			}

			if ( transform.offset === undefined && transform.rotation === undefined && transform.scale === undefined ) {

				// See https://github.com/mrdoob/three.js/issues/21819.
				return texture;

			}

			texture = texture.clone();

			if ( transform.offset !== undefined ) {

				texture.offset.fromArray( transform.offset );

			}

			if ( transform.rotation !== undefined ) {

				texture.rotation = transform.rotation;

			}

			if ( transform.scale !== undefined ) {

				texture.repeat.fromArray( transform.scale );

			}

			texture.needsUpdate = true;
			return texture;

		}

	}
	/**
 * Specular-Glossiness Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness
 */

	/**
 * A sub class of StandardMaterial with some of the functionality
 * changed via the `onBeforeCompile` callback
 * @pailhead
 */


	class GLTFMeshStandardSGMaterial extends THREE.MeshStandardMaterial {

		constructor( params ) {

			super();
			this.isGLTFSpecularGlossinessMaterial = true; //various chunks that need replacing

			const specularMapParsFragmentChunk = [ '#ifdef USE_SPECULARMAP', '	uniform sampler2D specularMap;', '#endif' ].join( '\n' );
			const glossinessMapParsFragmentChunk = [ '#ifdef USE_GLOSSINESSMAP', '	uniform sampler2D glossinessMap;', '#endif' ].join( '\n' );
			const specularMapFragmentChunk = [ 'vec3 specularFactor = specular;', '#ifdef USE_SPECULARMAP', '	vec4 texelSpecular = texture2D( specularMap, vUv );', '	// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture', '	specularFactor *= texelSpecular.rgb;', '#endif' ].join( '\n' );
			const glossinessMapFragmentChunk = [ 'float glossinessFactor = glossiness;', '#ifdef USE_GLOSSINESSMAP', '	vec4 texelGlossiness = texture2D( glossinessMap, vUv );', '	// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture', '	glossinessFactor *= texelGlossiness.a;', '#endif' ].join( '\n' );
			const lightPhysicalFragmentChunk = [ 'PhysicalMaterial material;', 'material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );', 'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );', 'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );', 'material.roughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.', 'material.roughness += geometryRoughness;', 'material.roughness = min( material.roughness, 1.0 );', 'material.specularColor = specularFactor;' ].join( '\n' );
			const uniforms = {
				specular: {
					value: new THREE.Color().setHex( 0xffffff )
				},
				glossiness: {
					value: 1
				},
				specularMap: {
					value: null
				},
				glossinessMap: {
					value: null
				}
			};
			this._extraUniforms = uniforms;

			this.onBeforeCompile = function ( shader ) {

				for ( const uniformName in uniforms ) {

					shader.uniforms[ uniformName ] = uniforms[ uniformName ];

				}

				shader.fragmentShader = shader.fragmentShader.replace( 'uniform float roughness;', 'uniform vec3 specular;' ).replace( 'uniform float metalness;', 'uniform float glossiness;' ).replace( '#include <roughnessmap_pars_fragment>', specularMapParsFragmentChunk ).replace( '#include <metalnessmap_pars_fragment>', glossinessMapParsFragmentChunk ).replace( '#include <roughnessmap_fragment>', specularMapFragmentChunk ).replace( '#include <metalnessmap_fragment>', glossinessMapFragmentChunk ).replace( '#include <lights_physical_fragment>', lightPhysicalFragmentChunk );

			};

			Object.defineProperties( this, {
				specular: {
					get: function () {

						return uniforms.specular.value;

					},
					set: function ( v ) {

						uniforms.specular.value = v;

					}
				},
				specularMap: {
					get: function () {

						return uniforms.specularMap.value;

					},
					set: function ( v ) {

						uniforms.specularMap.value = v;

						if ( v ) {

							this.defines.USE_SPECULARMAP = ''; // USE_UV is set by the renderer for specular maps

						} else {

							delete this.defines.USE_SPECULARMAP;

						}

					}
				},
				glossiness: {
					get: function () {

						return uniforms.glossiness.value;

					},
					set: function ( v ) {

						uniforms.glossiness.value = v;

					}
				},
				glossinessMap: {
					get: function () {

						return uniforms.glossinessMap.value;

					},
					set: function ( v ) {

						uniforms.glossinessMap.value = v;

						if ( v ) {

							this.defines.USE_GLOSSINESSMAP = '';
							this.defines.USE_UV = '';

						} else {

							delete this.defines.USE_GLOSSINESSMAP;
							delete this.defines.USE_UV;

						}

					}
				}
			} );
			delete this.metalness;
			delete this.roughness;
			delete this.metalnessMap;
			delete this.roughnessMap;
			this.setValues( params );

		}

		copy( source ) {

			super.copy( source );
			this.specularMap = source.specularMap;
			this.specular.copy( source.specular );
			this.glossinessMap = source.glossinessMap;
			this.glossiness = source.glossiness;
			delete this.metalness;
			delete this.roughness;
			delete this.metalnessMap;
			delete this.roughnessMap;
			return this;

		}

	}

	class GLTFMaterialsPbrSpecularGlossinessExtension {

		constructor() {

			this.name = EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS;
			this.specularGlossinessParams = [ 'color', 'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity', 'emissive', 'emissiveIntensity', 'emissiveMap', 'bumpMap', 'bumpScale', 'normalMap', 'normalMapType', 'displacementMap', 'displacementScale', 'displacementBias', 'specularMap', 'specular', 'glossinessMap', 'glossiness', 'alphaMap', 'envMap', 'envMapIntensity', 'refractionRatio' ];

		}

		getMaterialType() {

			return GLTFMeshStandardSGMaterial;

		}

		extendParams( materialParams, materialDef, parser ) {

			const pbrSpecularGlossiness = materialDef.extensions[ this.name ];
			materialParams.color = new THREE.Color( 1.0, 1.0, 1.0 );
			materialParams.opacity = 1.0;
			const pending = [];

			if ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {

				const array = pbrSpecularGlossiness.diffuseFactor;
				materialParams.color.fromArray( array );
				materialParams.opacity = array[ 3 ];

			}

			if ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {

				pending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );

			}

			materialParams.emissive = new THREE.Color( 0.0, 0.0, 0.0 );
			materialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;
			materialParams.specular = new THREE.Color( 1.0, 1.0, 1.0 );

			if ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {

				materialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );

			}

			if ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {

				const specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;
				pending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );
				pending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );

			}

			return Promise.all( pending );

		}

		createMaterial( materialParams ) {

			const material = new GLTFMeshStandardSGMaterial( materialParams );
			material.fog = true;
			material.color = materialParams.color;
			material.map = materialParams.map === undefined ? null : materialParams.map;
			material.lightMap = null;
			material.lightMapIntensity = 1.0;
			material.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;
			material.aoMapIntensity = 1.0;
			material.emissive = materialParams.emissive;
			material.emissiveIntensity = 1.0;
			material.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;
			material.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;
			material.bumpScale = 1;
			material.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;
			material.normalMapType = THREE.TangentSpaceNormalMap;
			if ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;
			material.displacementMap = null;
			material.displacementScale = 1;
			material.displacementBias = 0;
			material.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;
			material.specular = materialParams.specular;
			material.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;
			material.glossiness = materialParams.glossiness;
			material.alphaMap = null;
			material.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;
			material.envMapIntensity = 1.0;
			material.refractionRatio = 0.98;
			return material;

		}

	}
	/**
 * THREE.Mesh Quantization Extension
 *
 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization
 */


	class GLTFMeshQuantizationExtension {

		constructor() {

			this.name = EXTENSIONS.KHR_MESH_QUANTIZATION;

		}

	}
	/*********************************/

	/********** INTERPOLATION ********/

	/*********************************/
	// Spline Interpolation
	// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation


	class GLTFCubicSplineInterpolant extends THREE.Interpolant {

		constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

			super( parameterPositions, sampleValues, sampleSize, resultBuffer );

		}

		copySampleValue_( index ) {

			// Copies a sample value to the result buffer. See description of glTF
			// CUBICSPLINE values layout in interpolate_() function below.
			const result = this.resultBuffer,
				values = this.sampleValues,
				valueSize = this.valueSize,
				offset = index * valueSize * 3 + valueSize;

			for ( let i = 0; i !== valueSize; i ++ ) {

				result[ i ] = values[ offset + i ];

			}

			return result;

		}

	}

	GLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;
	GLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;

	GLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {

		const result = this.resultBuffer;
		const values = this.sampleValues;
		const stride = this.valueSize;
		const stride2 = stride * 2;
		const stride3 = stride * 3;
		const td = t1 - t0;
		const p = ( t - t0 ) / td;
		const pp = p * p;
		const ppp = pp * p;
		const offset1 = i1 * stride3;
		const offset0 = offset1 - stride3;
		const s2 = - 2 * ppp + 3 * pp;
		const s3 = ppp - pp;
		const s0 = 1 - s2;
		const s1 = s3 - pp + p; // Layout of keyframe output values for CUBICSPLINE animations:
		//   [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]

		for ( let i = 0; i !== stride; i ++ ) {

			const p0 = values[ offset0 + i + stride ]; // splineVertex_k

			const m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)

			const p1 = values[ offset1 + i + stride ]; // splineVertex_k+1

			const m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)

			result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;

		}

		return result;

	};

	const _q = new THREE.Quaternion();

	class GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant {

		interpolate_( i1, t0, t, t1 ) {

			const result = super.interpolate_( i1, t0, t, t1 );

			_q.fromArray( result ).normalize().toArray( result );

			return result;

		}

	}
	/*********************************/

	/********** INTERNALS ************/

	/*********************************/

	/* CONSTANTS */


	const WEBGL_CONSTANTS = {
		FLOAT: 5126,
		//FLOAT_MAT2: 35674,
		FLOAT_MAT3: 35675,
		FLOAT_MAT4: 35676,
		FLOAT_VEC2: 35664,
		FLOAT_VEC3: 35665,
		FLOAT_VEC4: 35666,
		LINEAR: 9729,
		REPEAT: 10497,
		SAMPLER_2D: 35678,
		POINTS: 0,
		LINES: 1,
		LINE_LOOP: 2,
		LINE_STRIP: 3,
		TRIANGLES: 4,
		TRIANGLE_STRIP: 5,
		TRIANGLE_FAN: 6,
		UNSIGNED_BYTE: 5121,
		UNSIGNED_SHORT: 5123
	};
	const WEBGL_COMPONENT_TYPES = {
		5120: Int8Array,
		5121: Uint8Array,
		5122: Int16Array,
		5123: Uint16Array,
		5125: Uint32Array,
		5126: Float32Array
	};
	const WEBGL_FILTERS = {
		9728: THREE.NearestFilter,
		9729: THREE.LinearFilter,
		9984: THREE.NearestMipmapNearestFilter,
		9985: THREE.LinearMipmapNearestFilter,
		9986: THREE.NearestMipmapLinearFilter,
		9987: THREE.LinearMipmapLinearFilter
	};
	const WEBGL_WRAPPINGS = {
		33071: THREE.ClampToEdgeWrapping,
		33648: THREE.MirroredRepeatWrapping,
		10497: THREE.RepeatWrapping
	};
	const WEBGL_TYPE_SIZES = {
		'SCALAR': 1,
		'VEC2': 2,
		'VEC3': 3,
		'VEC4': 4,
		'MAT2': 4,
		'MAT3': 9,
		'MAT4': 16
	};
	const ATTRIBUTES = {
		POSITION: 'position',
		NORMAL: 'normal',
		TANGENT: 'tangent',
		TEXCOORD_0: 'uv',
		TEXCOORD_1: 'uv2',
		COLOR_0: 'color',
		WEIGHTS_0: 'skinWeight',
		JOINTS_0: 'skinIndex'
	};
	const PATH_PROPERTIES = {
		scale: 'scale',
		translation: 'position',
		rotation: 'quaternion',
		weights: 'morphTargetInfluences'
	};
	const INTERPOLATION = {
		CUBICSPLINE: undefined,
		// We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each
		// keyframe track will be initialized with a default interpolation type, then modified.
		LINEAR: THREE.InterpolateLinear,
		STEP: THREE.InterpolateDiscrete
	};
	const ALPHA_MODES = {
		OPAQUE: 'OPAQUE',
		MASK: 'MASK',
		BLEND: 'BLEND'
	};
	/**
 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material
 */

	function createDefaultMaterial( cache ) {

		if ( cache[ 'DefaultMaterial' ] === undefined ) {

			cache[ 'DefaultMaterial' ] = new THREE.MeshStandardMaterial( {
				color: 0xFFFFFF,
				emissive: 0x000000,
				metalness: 1,
				roughness: 1,
				transparent: false,
				depthTest: true,
				side: THREE.FrontSide
			} );

		}

		return cache[ 'DefaultMaterial' ];

	}

	function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {

		// Add unknown glTF extensions to an object's userData.
		for ( const name in objectDef.extensions ) {

			if ( knownExtensions[ name ] === undefined ) {

				object.userData.gltfExtensions = object.userData.gltfExtensions || {};
				object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];

			}

		}

	}
	/**
 * @param {Object3D|Material|BufferGeometry} object
 * @param {GLTF.definition} gltfDef
 */


	function assignExtrasToUserData( object, gltfDef ) {

		if ( gltfDef.extras !== undefined ) {

			if ( typeof gltfDef.extras === 'object' ) {

				Object.assign( object.userData, gltfDef.extras );

			} else {

				console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );

			}

		}

	}
	/**
 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets
 *
 * @param {BufferGeometry} geometry
 * @param {Array<GLTF.Target>} targets
 * @param {GLTFParser} parser
 * @return {Promise<BufferGeometry>}
 */


	function addMorphTargets( geometry, targets, parser ) {

		let hasMorphPosition = false;
		let hasMorphNormal = false;

		for ( let i = 0, il = targets.length; i < il; i ++ ) {

			const target = targets[ i ];
			if ( target.POSITION !== undefined ) hasMorphPosition = true;
			if ( target.NORMAL !== undefined ) hasMorphNormal = true;
			if ( hasMorphPosition && hasMorphNormal ) break;

		}

		if ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );
		const pendingPositionAccessors = [];
		const pendingNormalAccessors = [];

		for ( let i = 0, il = targets.length; i < il; i ++ ) {

			const target = targets[ i ];

			if ( hasMorphPosition ) {

				const pendingAccessor = target.POSITION !== undefined ? parser.getDependency( 'accessor', target.POSITION ) : geometry.attributes.position;
				pendingPositionAccessors.push( pendingAccessor );

			}

			if ( hasMorphNormal ) {

				const pendingAccessor = target.NORMAL !== undefined ? parser.getDependency( 'accessor', target.NORMAL ) : geometry.attributes.normal;
				pendingNormalAccessors.push( pendingAccessor );

			}

		}

		return Promise.all( [ Promise.all( pendingPositionAccessors ), Promise.all( pendingNormalAccessors ) ] ).then( function ( accessors ) {

			const morphPositions = accessors[ 0 ];
			const morphNormals = accessors[ 1 ];
			if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;
			if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;
			geometry.morphTargetsRelative = true;
			return geometry;

		} );

	}
	/**
 * @param {Mesh} mesh
 * @param {GLTF.Mesh} meshDef
 */


	function updateMorphTargets( mesh, meshDef ) {

		mesh.updateMorphTargets();

		if ( meshDef.weights !== undefined ) {

			for ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) {

				mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];

			}

		} // .extras has user-defined data, so check that .extras.targetNames is an array.


		if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {

			const targetNames = meshDef.extras.targetNames;

			if ( mesh.morphTargetInfluences.length === targetNames.length ) {

				mesh.morphTargetDictionary = {};

				for ( let i = 0, il = targetNames.length; i < il; i ++ ) {

					mesh.morphTargetDictionary[ targetNames[ i ] ] = i;

				}

			} else {

				console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );

			}

		}

	}

	function createPrimitiveKey( primitiveDef ) {

		const dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];
		let geometryKey;

		if ( dracoExtension ) {

			geometryKey = 'draco:' + dracoExtension.bufferView + ':' + dracoExtension.indices + ':' + createAttributesKey( dracoExtension.attributes );

		} else {

			geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;

		}

		return geometryKey;

	}

	function createAttributesKey( attributes ) {

		let attributesKey = '';
		const keys = Object.keys( attributes ).sort();

		for ( let i = 0, il = keys.length; i < il; i ++ ) {

			attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';

		}

		return attributesKey;

	}

	function getNormalizedComponentScale( constructor ) {

		// Reference:
		// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data
		switch ( constructor ) {

			case Int8Array:
				return 1 / 127;

			case Uint8Array:
				return 1 / 255;

			case Int16Array:
				return 1 / 32767;

			case Uint16Array:
				return 1 / 65535;

			default:
				throw new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' );

		}

	}
	/* GLTF PARSER */


	class GLTFParser {

		constructor( json = {}, options = {} ) {

			this.json = json;
			this.extensions = {};
			this.plugins = {};
			this.options = options; // loader object cache

			this.cache = new GLTFRegistry(); // associations between Three.js objects and glTF elements

			this.associations = new Map(); // THREE.BufferGeometry caching

			this.primitiveCache = {}; // THREE.Object3D instance caches

			this.meshCache = {
				refs: {},
				uses: {}
			};
			this.cameraCache = {
				refs: {},
				uses: {}
			};
			this.lightCache = {
				refs: {},
				uses: {}
			};
			this.textureCache = {}; // Track node names, to ensure no duplicates

			this.nodeNamesUsed = {}; // Use an THREE.ImageBitmapLoader if imageBitmaps are supported. Moves much of the
			// expensive work of uploading a texture to the GPU off the main thread.

			if ( typeof createImageBitmap !== 'undefined' && /Firefox|^((?!chrome|android).)*safari/i.test( navigator.userAgent ) === false ) {

				this.textureLoader = new THREE.ImageBitmapLoader( this.options.manager );

			} else {

				this.textureLoader = new THREE.TextureLoader( this.options.manager );

			}

			this.textureLoader.setCrossOrigin( this.options.crossOrigin );
			this.textureLoader.setRequestHeader( this.options.requestHeader );
			this.fileLoader = new THREE.FileLoader( this.options.manager );
			this.fileLoader.setResponseType( 'arraybuffer' );

			if ( this.options.crossOrigin === 'use-credentials' ) {

				this.fileLoader.setWithCredentials( true );

			}

		}

		setExtensions( extensions ) {

			this.extensions = extensions;

		}

		setPlugins( plugins ) {

			this.plugins = plugins;

		}

		parse( onLoad, onError ) {

			const parser = this;
			const json = this.json;
			const extensions = this.extensions; // Clear the loader cache

			this.cache.removeAll(); // Mark the special nodes/meshes in json for efficient parse

			this._invokeAll( function ( ext ) {

				return ext._markDefs && ext._markDefs();

			} );

			Promise.all( this._invokeAll( function ( ext ) {

				return ext.beforeRoot && ext.beforeRoot();

			} ) ).then( function () {

				return Promise.all( [ parser.getDependencies( 'scene' ), parser.getDependencies( 'animation' ), parser.getDependencies( 'camera' ) ] );

			} ).then( function ( dependencies ) {

				const result = {
					scene: dependencies[ 0 ][ json.scene || 0 ],
					scenes: dependencies[ 0 ],
					animations: dependencies[ 1 ],
					cameras: dependencies[ 2 ],
					asset: json.asset,
					parser: parser,
					userData: {}
				};
				addUnknownExtensionsToUserData( extensions, result, json );
				assignExtrasToUserData( result, json );
				Promise.all( parser._invokeAll( function ( ext ) {

					return ext.afterRoot && ext.afterRoot( result );

				} ) ).then( function () {

					onLoad( result );

				} );

			} ).catch( onError );

		}
		/**
   * Marks the special nodes/meshes in json for efficient parse.
   */


		_markDefs() {

			const nodeDefs = this.json.nodes || [];
			const skinDefs = this.json.skins || [];
			const meshDefs = this.json.meshes || []; // Nothing in the node definition indicates whether it is a THREE.Bone or an
			// THREE.Object3D. Use the skins' joint references to mark bones.

			for ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {

				const joints = skinDefs[ skinIndex ].joints;

				for ( let i = 0, il = joints.length; i < il; i ++ ) {

					nodeDefs[ joints[ i ] ].isBone = true;

				}

			} // Iterate over all nodes, marking references to shared resources,
			// as well as skeleton joints.


			for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {

				const nodeDef = nodeDefs[ nodeIndex ];

				if ( nodeDef.mesh !== undefined ) {

					this._addNodeRef( this.meshCache, nodeDef.mesh ); // Nothing in the mesh definition indicates whether it is
					// a THREE.SkinnedMesh or THREE.Mesh. Use the node's mesh reference
					// to mark THREE.SkinnedMesh if node has skin.


					if ( nodeDef.skin !== undefined ) {

						meshDefs[ nodeDef.mesh ].isSkinnedMesh = true;

					}

				}

				if ( nodeDef.camera !== undefined ) {

					this._addNodeRef( this.cameraCache, nodeDef.camera );

				}

			}

		}
		/**
   * Counts references to shared node / THREE.Object3D resources. These resources
   * can be reused, or "instantiated", at multiple nodes in the scene
   * hierarchy. THREE.Mesh, Camera, and Light instances are instantiated and must
   * be marked. Non-scenegraph resources (like Materials, Geometries, and
   * Textures) can be reused directly and are not marked here.
   *
   * Example: CesiumMilkTruck sample model reuses "Wheel" meshes.
   */


		_addNodeRef( cache, index ) {

			if ( index === undefined ) return;

			if ( cache.refs[ index ] === undefined ) {

				cache.refs[ index ] = cache.uses[ index ] = 0;

			}

			cache.refs[ index ] ++;

		}
		/** Returns a reference to a shared resource, cloning it if necessary. */


		_getNodeRef( cache, index, object ) {

			if ( cache.refs[ index ] <= 1 ) return object;
			const ref = object.clone(); // Propagates mappings to the cloned object, prevents mappings on the
			// original object from being lost.

			const updateMappings = ( original, clone ) => {

				const mappings = this.associations.get( original );

				if ( mappings != null ) {

					this.associations.set( clone, mappings );

				}

				for ( const [ i, child ] of original.children.entries() ) {

					updateMappings( child, clone.children[ i ] );

				}

			};

			updateMappings( object, ref );
			ref.name += '_instance_' + cache.uses[ index ] ++;
			return ref;

		}

		_invokeOne( func ) {

			const extensions = Object.values( this.plugins );
			extensions.push( this );

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

				const result = func( extensions[ i ] );
				if ( result ) return result;

			}

			return null;

		}

		_invokeAll( func ) {

			const extensions = Object.values( this.plugins );
			extensions.unshift( this );
			const pending = [];

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

				const result = func( extensions[ i ] );
				if ( result ) pending.push( result );

			}

			return pending;

		}
		/**
   * Requests the specified dependency asynchronously, with caching.
   * @param {string} type
   * @param {number} index
   * @return {Promise<Object3D|Material|THREE.Texture|AnimationClip|ArrayBuffer|Object>}
   */


		getDependency( type, index ) {

			const cacheKey = type + ':' + index;
			let dependency = this.cache.get( cacheKey );

			if ( ! dependency ) {

				switch ( type ) {

					case 'scene':
						dependency = this.loadScene( index );
						break;

					case 'node':
						dependency = this.loadNode( index );
						break;

					case 'mesh':
						dependency = this._invokeOne( function ( ext ) {

							return ext.loadMesh && ext.loadMesh( index );

						} );
						break;

					case 'accessor':
						dependency = this.loadAccessor( index );
						break;

					case 'bufferView':
						dependency = this._invokeOne( function ( ext ) {

							return ext.loadBufferView && ext.loadBufferView( index );

						} );
						break;

					case 'buffer':
						dependency = this.loadBuffer( index );
						break;

					case 'material':
						dependency = this._invokeOne( function ( ext ) {

							return ext.loadMaterial && ext.loadMaterial( index );

						} );
						break;

					case 'texture':
						dependency = this._invokeOne( function ( ext ) {

							return ext.loadTexture && ext.loadTexture( index );

						} );
						break;

					case 'skin':
						dependency = this.loadSkin( index );
						break;

					case 'animation':
						dependency = this.loadAnimation( index );
						break;

					case 'camera':
						dependency = this.loadCamera( index );
						break;

					default:
						throw new Error( 'Unknown type: ' + type );

				}

				this.cache.add( cacheKey, dependency );

			}

			return dependency;

		}
		/**
   * Requests all dependencies of the specified type asynchronously, with caching.
   * @param {string} type
   * @return {Promise<Array<Object>>}
   */


		getDependencies( type ) {

			let dependencies = this.cache.get( type );

			if ( ! dependencies ) {

				const parser = this;
				const defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];
				dependencies = Promise.all( defs.map( function ( def, index ) {

					return parser.getDependency( type, index );

				} ) );
				this.cache.add( type, dependencies );

			}

			return dependencies;

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views
   * @param {number} bufferIndex
   * @return {Promise<ArrayBuffer>}
   */


		loadBuffer( bufferIndex ) {

			const bufferDef = this.json.buffers[ bufferIndex ];
			const loader = this.fileLoader;

			if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {

				throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );

			} // If present, GLB container is required to be the first buffer.


			if ( bufferDef.uri === undefined && bufferIndex === 0 ) {

				return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );

			}

			const options = this.options;
			return new Promise( function ( resolve, reject ) {

				loader.load( THREE.LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {

					reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) );

				} );

			} );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views
   * @param {number} bufferViewIndex
   * @return {Promise<ArrayBuffer>}
   */


		loadBufferView( bufferViewIndex ) {

			const bufferViewDef = this.json.bufferViews[ bufferViewIndex ];
			return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {

				const byteLength = bufferViewDef.byteLength || 0;
				const byteOffset = bufferViewDef.byteOffset || 0;
				return buffer.slice( byteOffset, byteOffset + byteLength );

			} );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors
   * @param {number} accessorIndex
   * @return {Promise<BufferAttribute|InterleavedBufferAttribute>}
   */


		loadAccessor( accessorIndex ) {

			const parser = this;
			const json = this.json;
			const accessorDef = this.json.accessors[ accessorIndex ];

			if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {

				// Ignore empty accessors, which may be used to declare runtime
				// information about attributes coming from another source (e.g. Draco
				// compression extension).
				return Promise.resolve( null );

			}

			const pendingBufferViews = [];

			if ( accessorDef.bufferView !== undefined ) {

				pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );

			} else {

				pendingBufferViews.push( null );

			}

			if ( accessorDef.sparse !== undefined ) {

				pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );
				pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );

			}

			return Promise.all( pendingBufferViews ).then( function ( bufferViews ) {

				const bufferView = bufferViews[ 0 ];
				const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];
				const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.

				const elementBytes = TypedArray.BYTES_PER_ELEMENT;
				const itemBytes = elementBytes * itemSize;
				const byteOffset = accessorDef.byteOffset || 0;
				const byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;
				const normalized = accessorDef.normalized === true;
				let array, bufferAttribute; // The buffer is not interleaved if the stride is the item size in bytes.

				if ( byteStride && byteStride !== itemBytes ) {

					// Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own THREE.InterleavedBuffer
					// This makes sure that IBA.count reflects accessor.count properly
					const ibSlice = Math.floor( byteOffset / byteStride );
					const ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;
					let ib = parser.cache.get( ibCacheKey );

					if ( ! ib ) {

						array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes ); // Integer parameters to IB/IBA are in array elements, not bytes.

						ib = new THREE.InterleavedBuffer( array, byteStride / elementBytes );
						parser.cache.add( ibCacheKey, ib );

					}

					bufferAttribute = new THREE.InterleavedBufferAttribute( ib, itemSize, byteOffset % byteStride / elementBytes, normalized );

				} else {

					if ( bufferView === null ) {

						array = new TypedArray( accessorDef.count * itemSize );

					} else {

						array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );

					}

					bufferAttribute = new THREE.BufferAttribute( array, itemSize, normalized );

				} // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors


				if ( accessorDef.sparse !== undefined ) {

					const itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;
					const TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];
					const byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;
					const byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;
					const sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );
					const sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );

					if ( bufferView !== null ) {

						// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.
						bufferAttribute = new THREE.BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );

					}

					for ( let i = 0, il = sparseIndices.length; i < il; i ++ ) {

						const index = sparseIndices[ i ];
						bufferAttribute.setX( index, sparseValues[ i * itemSize ] );
						if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );
						if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );
						if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );
						if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse THREE.BufferAttribute.' );

					}

				}

				return bufferAttribute;

			} );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures
   * @param {number} textureIndex
   * @return {Promise<THREE.Texture>}
   */


		loadTexture( textureIndex ) {

			const json = this.json;
			const options = this.options;
			const textureDef = json.textures[ textureIndex ];
			const source = json.images[ textureDef.source ];
			let loader = this.textureLoader;

			if ( source.uri ) {

				const handler = options.manager.getHandler( source.uri );
				if ( handler !== null ) loader = handler;

			}

			return this.loadTextureImage( textureIndex, source, loader );

		}

		loadTextureImage( textureIndex, source, loader ) {

			const parser = this;
			const json = this.json;
			const options = this.options;
			const textureDef = json.textures[ textureIndex ];
			const cacheKey = ( source.uri || source.bufferView ) + ':' + textureDef.sampler;

			if ( this.textureCache[ cacheKey ] ) {

				// See https://github.com/mrdoob/three.js/issues/21559.
				return this.textureCache[ cacheKey ];

			}

			const URL = self.URL || self.webkitURL;
			let sourceURI = source.uri || '';
			let isObjectURL = false;

			if ( source.bufferView !== undefined ) {

				// Load binary image data from bufferView, if provided.
				sourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {

					isObjectURL = true;
					const blob = new Blob( [ bufferView ], {
						type: source.mimeType
					} );
					sourceURI = URL.createObjectURL( blob );
					return sourceURI;

				} );

			} else if ( source.uri === undefined ) {

				throw new Error( 'THREE.GLTFLoader: Image ' + textureIndex + ' is missing URI and bufferView' );

			}

			const promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) {

				return new Promise( function ( resolve, reject ) {

					let onLoad = resolve;

					if ( loader.isImageBitmapLoader === true ) {

						onLoad = function ( imageBitmap ) {

							const texture = new THREE.Texture( imageBitmap );
							texture.needsUpdate = true;
							resolve( texture );

						};

					}

					loader.load( THREE.LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject );

				} );

			} ).then( function ( texture ) {

				// Clean up resources and configure THREE.Texture.
				if ( isObjectURL === true ) {

					URL.revokeObjectURL( sourceURI );

				}

				texture.flipY = false;
				if ( textureDef.name ) texture.name = textureDef.name;
				const samplers = json.samplers || {};
				const sampler = samplers[ textureDef.sampler ] || {};
				texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || THREE.LinearFilter;
				texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || THREE.LinearMipmapLinearFilter;
				texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || THREE.RepeatWrapping;
				texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || THREE.RepeatWrapping;
				parser.associations.set( texture, {
					textures: textureIndex
				} );
				return texture;

			} ).catch( function () {

				console.error( 'THREE.GLTFLoader: Couldn\'t load texture', sourceURI );
				return null;

			} );
			this.textureCache[ cacheKey ] = promise;
			return promise;

		}
		/**
   * Asynchronously assigns a texture to the given material parameters.
   * @param {Object} materialParams
   * @param {string} mapName
   * @param {Object} mapDef
   * @return {Promise<Texture>}
   */


		assignTexture( materialParams, mapName, mapDef ) {

			const parser = this;
			return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {

				// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured
				// However, we will copy UV set 0 to UV set 1 on demand for aoMap
				if ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {

					console.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );

				}

				if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {

					const transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;

					if ( transform ) {

						const gltfReference = parser.associations.get( texture );
						texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );
						parser.associations.set( texture, gltfReference );

					}

				}

				materialParams[ mapName ] = texture;
				return texture;

			} );

		}
		/**
   * Assigns final material to a THREE.Mesh, THREE.Line, or THREE.Points instance. The instance
   * already has a material (generated from the glTF material options alone)
   * but reuse of the same glTF material may require multiple threejs materials
   * to accommodate different primitive types, defines, etc. New materials will
   * be created if necessary, and reused from a cache.
   * @param  {Object3D} mesh THREE.Mesh, THREE.Line, or THREE.Points instance.
   */


		assignFinalMaterial( mesh ) {

			const geometry = mesh.geometry;
			let material = mesh.material;
			const useDerivativeTangents = geometry.attributes.tangent === undefined;
			const useVertexColors = geometry.attributes.color !== undefined;
			const useFlatShading = geometry.attributes.normal === undefined;

			if ( mesh.isPoints ) {

				const cacheKey = 'PointsMaterial:' + material.uuid;
				let pointsMaterial = this.cache.get( cacheKey );

				if ( ! pointsMaterial ) {

					pointsMaterial = new THREE.PointsMaterial();
					THREE.Material.prototype.copy.call( pointsMaterial, material );
					pointsMaterial.color.copy( material.color );
					pointsMaterial.map = material.map;
					pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px

					this.cache.add( cacheKey, pointsMaterial );

				}

				material = pointsMaterial;

			} else if ( mesh.isLine ) {

				const cacheKey = 'LineBasicMaterial:' + material.uuid;
				let lineMaterial = this.cache.get( cacheKey );

				if ( ! lineMaterial ) {

					lineMaterial = new THREE.LineBasicMaterial();
					THREE.Material.prototype.copy.call( lineMaterial, material );
					lineMaterial.color.copy( material.color );
					this.cache.add( cacheKey, lineMaterial );

				}

				material = lineMaterial;

			} // Clone the material if it will be modified


			if ( useDerivativeTangents || useVertexColors || useFlatShading ) {

				let cacheKey = 'ClonedMaterial:' + material.uuid + ':';
				if ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';
				if ( useDerivativeTangents ) cacheKey += 'derivative-tangents:';
				if ( useVertexColors ) cacheKey += 'vertex-colors:';
				if ( useFlatShading ) cacheKey += 'flat-shading:';
				let cachedMaterial = this.cache.get( cacheKey );

				if ( ! cachedMaterial ) {

					cachedMaterial = material.clone();
					if ( useVertexColors ) cachedMaterial.vertexColors = true;
					if ( useFlatShading ) cachedMaterial.flatShading = true;

					if ( useDerivativeTangents ) {

						// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995
						if ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1;
						if ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1;

					}

					this.cache.add( cacheKey, cachedMaterial );
					this.associations.set( cachedMaterial, this.associations.get( material ) );

				}

				material = cachedMaterial;

			} // workarounds for mesh and geometry


			if ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {

				geometry.setAttribute( 'uv2', geometry.attributes.uv );

			}

			mesh.material = material;

		}

		getMaterialType() {

			return THREE.MeshStandardMaterial;

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials
   * @param {number} materialIndex
   * @return {Promise<Material>}
   */


		loadMaterial( materialIndex ) {

			const parser = this;
			const json = this.json;
			const extensions = this.extensions;
			const materialDef = json.materials[ materialIndex ];
			let materialType;
			const materialParams = {};
			const materialExtensions = materialDef.extensions || {};
			const pending = [];

			if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {

				const sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];
				materialType = sgExtension.getMaterialType();
				pending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );

			} else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {

				const kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];
				materialType = kmuExtension.getMaterialType();
				pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );

			} else {

				// Specification:
				// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material
				const metallicRoughness = materialDef.pbrMetallicRoughness || {};
				materialParams.color = new THREE.Color( 1.0, 1.0, 1.0 );
				materialParams.opacity = 1.0;

				if ( Array.isArray( metallicRoughness.baseColorFactor ) ) {

					const array = metallicRoughness.baseColorFactor;
					materialParams.color.fromArray( array );
					materialParams.opacity = array[ 3 ];

				}

				if ( metallicRoughness.baseColorTexture !== undefined ) {

					pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );

				}

				materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;
				materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;

				if ( metallicRoughness.metallicRoughnessTexture !== undefined ) {

					pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );
					pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );

				}

				materialType = this._invokeOne( function ( ext ) {

					return ext.getMaterialType && ext.getMaterialType( materialIndex );

				} );
				pending.push( Promise.all( this._invokeAll( function ( ext ) {

					return ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );

				} ) ) );

			}

			if ( materialDef.doubleSided === true ) {

				materialParams.side = THREE.DoubleSide;

			}

			const alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;

			if ( alphaMode === ALPHA_MODES.BLEND ) {

				materialParams.transparent = true; // See: https://github.com/mrdoob/three.js/issues/17706

				materialParams.depthWrite = false;

			} else {

				materialParams.transparent = false;
				materialParams.alphaWrite = false;

				if ( alphaMode === ALPHA_MODES.MASK ) {

					materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;

				}

			}

			if ( materialDef.normalTexture !== undefined && materialType !== THREE.MeshBasicMaterial ) {

				pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );
				materialParams.normalScale = new THREE.Vector2( 1, 1 );

				if ( materialDef.normalTexture.scale !== undefined ) {

					const scale = materialDef.normalTexture.scale;
					materialParams.normalScale.set( scale, scale );

				}

			}

			if ( materialDef.occlusionTexture !== undefined && materialType !== THREE.MeshBasicMaterial ) {

				pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );

				if ( materialDef.occlusionTexture.strength !== undefined ) {

					materialParams.aoMapIntensity = materialDef.occlusionTexture.strength;

				}

			}

			if ( materialDef.emissiveFactor !== undefined && materialType !== THREE.MeshBasicMaterial ) {

				materialParams.emissive = new THREE.Color().fromArray( materialDef.emissiveFactor );

			}

			if ( materialDef.emissiveTexture !== undefined && materialType !== THREE.MeshBasicMaterial ) {

				pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );

			}

			return Promise.all( pending ).then( function () {

				let material;

				if ( materialType === GLTFMeshStandardSGMaterial ) {

					material = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );

				} else {

					material = new materialType( materialParams );

				}

				if ( materialDef.name ) material.name = materialDef.name; // baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.

				if ( material.map ) material.map.encoding = THREE.sRGBEncoding;
				if ( material.emissiveMap ) material.emissiveMap.encoding = THREE.sRGBEncoding;
				assignExtrasToUserData( material, materialDef );
				parser.associations.set( material, {
					materials: materialIndex
				} );
				if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );
				return material;

			} );

		}
		/** When THREE.Object3D instances are targeted by animation, they need unique names. */


		createUniqueName( originalName ) {

			const sanitizedName = THREE.PropertyBinding.sanitizeNodeName( originalName || '' );
			let name = sanitizedName;

			for ( let i = 1; this.nodeNamesUsed[ name ]; ++ i ) {

				name = sanitizedName + '_' + i;

			}

			this.nodeNamesUsed[ name ] = true;
			return name;

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry
   *
   * Creates BufferGeometries from primitives.
   *
   * @param {Array<GLTF.Primitive>} primitives
   * @return {Promise<Array<BufferGeometry>>}
   */


		loadGeometries( primitives ) {

			const parser = this;
			const extensions = this.extensions;
			const cache = this.primitiveCache;

			function createDracoPrimitive( primitive ) {

				return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ].decodePrimitive( primitive, parser ).then( function ( geometry ) {

					return addPrimitiveAttributes( geometry, primitive, parser );

				} );

			}

			const pending = [];

			for ( let i = 0, il = primitives.length; i < il; i ++ ) {

				const primitive = primitives[ i ];
				const cacheKey = createPrimitiveKey( primitive ); // See if we've already created this geometry

				const cached = cache[ cacheKey ];

				if ( cached ) {

					// Use the cached geometry if it exists
					pending.push( cached.promise );

				} else {

					let geometryPromise;

					if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {

						// Use DRACO geometry if available
						geometryPromise = createDracoPrimitive( primitive );

					} else {

						// Otherwise create a new geometry
						geometryPromise = addPrimitiveAttributes( new THREE.BufferGeometry(), primitive, parser );

					} // Cache this geometry


					cache[ cacheKey ] = {
						primitive: primitive,
						promise: geometryPromise
					};
					pending.push( geometryPromise );

				}

			}

			return Promise.all( pending );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes
   * @param {number} meshIndex
   * @return {Promise<Group|Mesh|SkinnedMesh>}
   */


		loadMesh( meshIndex ) {

			const parser = this;
			const json = this.json;
			const extensions = this.extensions;
			const meshDef = json.meshes[ meshIndex ];
			const primitives = meshDef.primitives;
			const pending = [];

			for ( let i = 0, il = primitives.length; i < il; i ++ ) {

				const material = primitives[ i ].material === undefined ? createDefaultMaterial( this.cache ) : this.getDependency( 'material', primitives[ i ].material );
				pending.push( material );

			}

			pending.push( parser.loadGeometries( primitives ) );
			return Promise.all( pending ).then( function ( results ) {

				const materials = results.slice( 0, results.length - 1 );
				const geometries = results[ results.length - 1 ];
				const meshes = [];

				for ( let i = 0, il = geometries.length; i < il; i ++ ) {

					const geometry = geometries[ i ];
					const primitive = primitives[ i ]; // 1. create THREE.Mesh

					let mesh;
					const material = materials[ i ];

					if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP || primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN || primitive.mode === undefined ) {

						// .isSkinnedMesh isn't in glTF spec. See ._markDefs()
						mesh = meshDef.isSkinnedMesh === true ? new THREE.SkinnedMesh( geometry, material ) : new THREE.Mesh( geometry, material );

						if ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {

							// we normalize floating point skin weight array to fix malformed assets (see #15319)
							// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs
							mesh.normalizeSkinWeights();

						}

						if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {

							mesh.geometry = toTrianglesDrawMode( mesh.geometry, THREE.TriangleStripDrawMode );

						} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {

							mesh.geometry = toTrianglesDrawMode( mesh.geometry, THREE.TriangleFanDrawMode );

						}

					} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {

						mesh = new THREE.LineSegments( geometry, material );

					} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {

						mesh = new THREE.Line( geometry, material );

					} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {

						mesh = new THREE.LineLoop( geometry, material );

					} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {

						mesh = new THREE.Points( geometry, material );

					} else {

						throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );

					}

					if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {

						updateMorphTargets( mesh, meshDef );

					}

					mesh.name = parser.createUniqueName( meshDef.name || 'mesh_' + meshIndex );
					assignExtrasToUserData( mesh, meshDef );
					if ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );
					parser.assignFinalMaterial( mesh );
					meshes.push( mesh );

				}

				for ( let i = 0, il = meshes.length; i < il; i ++ ) {

					parser.associations.set( meshes[ i ], {
						meshes: meshIndex,
						primitives: i
					} );

				}

				if ( meshes.length === 1 ) {

					return meshes[ 0 ];

				}

				const group = new THREE.Group();
				parser.associations.set( group, {
					meshes: meshIndex
				} );

				for ( let i = 0, il = meshes.length; i < il; i ++ ) {

					group.add( meshes[ i ] );

				}

				return group;

			} );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras
   * @param {number} cameraIndex
   * @return {Promise<THREE.Camera>}
   */


		loadCamera( cameraIndex ) {

			let camera;
			const cameraDef = this.json.cameras[ cameraIndex ];
			const params = cameraDef[ cameraDef.type ];

			if ( ! params ) {

				console.warn( 'THREE.GLTFLoader: Missing camera parameters.' );
				return;

			}

			if ( cameraDef.type === 'perspective' ) {

				camera = new THREE.PerspectiveCamera( THREE.MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );

			} else if ( cameraDef.type === 'orthographic' ) {

				camera = new THREE.OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );

			}

			if ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );
			assignExtrasToUserData( camera, cameraDef );
			return Promise.resolve( camera );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins
   * @param {number} skinIndex
   * @return {Promise<Object>}
   */


		loadSkin( skinIndex ) {

			const skinDef = this.json.skins[ skinIndex ];
			const skinEntry = {
				joints: skinDef.joints
			};

			if ( skinDef.inverseBindMatrices === undefined ) {

				return Promise.resolve( skinEntry );

			}

			return this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {

				skinEntry.inverseBindMatrices = accessor;
				return skinEntry;

			} );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations
   * @param {number} animationIndex
   * @return {Promise<AnimationClip>}
   */


		loadAnimation( animationIndex ) {

			const json = this.json;
			const animationDef = json.animations[ animationIndex ];
			const pendingNodes = [];
			const pendingInputAccessors = [];
			const pendingOutputAccessors = [];
			const pendingSamplers = [];
			const pendingTargets = [];

			for ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) {

				const channel = animationDef.channels[ i ];
				const sampler = animationDef.samplers[ channel.sampler ];
				const target = channel.target;
				const name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.

				const input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;
				const output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;
				pendingNodes.push( this.getDependency( 'node', name ) );
				pendingInputAccessors.push( this.getDependency( 'accessor', input ) );
				pendingOutputAccessors.push( this.getDependency( 'accessor', output ) );
				pendingSamplers.push( sampler );
				pendingTargets.push( target );

			}

			return Promise.all( [ Promise.all( pendingNodes ), Promise.all( pendingInputAccessors ), Promise.all( pendingOutputAccessors ), Promise.all( pendingSamplers ), Promise.all( pendingTargets ) ] ).then( function ( dependencies ) {

				const nodes = dependencies[ 0 ];
				const inputAccessors = dependencies[ 1 ];
				const outputAccessors = dependencies[ 2 ];
				const samplers = dependencies[ 3 ];
				const targets = dependencies[ 4 ];
				const tracks = [];

				for ( let i = 0, il = nodes.length; i < il; i ++ ) {

					const node = nodes[ i ];
					const inputAccessor = inputAccessors[ i ];
					const outputAccessor = outputAccessors[ i ];
					const sampler = samplers[ i ];
					const target = targets[ i ];
					if ( node === undefined ) continue;
					node.updateMatrix();
					node.matrixAutoUpdate = true;
					let TypedKeyframeTrack;

					switch ( PATH_PROPERTIES[ target.path ] ) {

						case PATH_PROPERTIES.weights:
							TypedKeyframeTrack = THREE.NumberKeyframeTrack;
							break;

						case PATH_PROPERTIES.rotation:
							TypedKeyframeTrack = THREE.QuaternionKeyframeTrack;
							break;

						case PATH_PROPERTIES.position:
						case PATH_PROPERTIES.scale:
						default:
							TypedKeyframeTrack = THREE.VectorKeyframeTrack;
							break;

					}

					const targetName = node.name ? node.name : node.uuid;
					const interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : THREE.InterpolateLinear;
					const targetNames = [];

					if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {

						node.traverse( function ( object ) {

							if ( object.morphTargetInfluences ) {

								targetNames.push( object.name ? object.name : object.uuid );

							}

						} );

					} else {

						targetNames.push( targetName );

					}

					let outputArray = outputAccessor.array;

					if ( outputAccessor.normalized ) {

						const scale = getNormalizedComponentScale( outputArray.constructor );
						const scaled = new Float32Array( outputArray.length );

						for ( let j = 0, jl = outputArray.length; j < jl; j ++ ) {

							scaled[ j ] = outputArray[ j ] * scale;

						}

						outputArray = scaled;

					}

					for ( let j = 0, jl = targetNames.length; j < jl; j ++ ) {

						const track = new TypedKeyframeTrack( targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ], inputAccessor.array, outputArray, interpolation ); // Override interpolation with custom factory method.

						if ( sampler.interpolation === 'CUBICSPLINE' ) {

							track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {

								// A CUBICSPLINE keyframe in glTF has three output values for each input value,
								// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()
								// must be divided by three to get the interpolant's sampleSize argument.
								const interpolantType = this instanceof THREE.QuaternionKeyframeTrack ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant;
								return new interpolantType( this.times, this.values, this.getValueSize() / 3, result );

							}; // Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.


							track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;

						}

						tracks.push( track );

					}

				}

				const name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;
				return new THREE.AnimationClip( name, undefined, tracks );

			} );

		}

		createNodeMesh( nodeIndex ) {

			const json = this.json;
			const parser = this;
			const nodeDef = json.nodes[ nodeIndex ];
			if ( nodeDef.mesh === undefined ) return null;
			return parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {

				const node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh ); // if weights are provided on the node, override weights on the mesh.


				if ( nodeDef.weights !== undefined ) {

					node.traverse( function ( o ) {

						if ( ! o.isMesh ) return;

						for ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) {

							o.morphTargetInfluences[ i ] = nodeDef.weights[ i ];

						}

					} );

				}

				return node;

			} );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy
   * @param {number} nodeIndex
   * @return {Promise<Object3D>}
   */


		loadNode( nodeIndex ) {

			const json = this.json;
			const extensions = this.extensions;
			const parser = this;
			const nodeDef = json.nodes[ nodeIndex ]; // reserve node's name before its dependencies, so the root has the intended name.

			const nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';
			return function () {

				const pending = [];

				const meshPromise = parser._invokeOne( function ( ext ) {

					return ext.createNodeMesh && ext.createNodeMesh( nodeIndex );

				} );

				if ( meshPromise ) {

					pending.push( meshPromise );

				}

				if ( nodeDef.camera !== undefined ) {

					pending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {

						return parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );

					} ) );

				}

				parser._invokeAll( function ( ext ) {

					return ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );

				} ).forEach( function ( promise ) {

					pending.push( promise );

				} );

				return Promise.all( pending );

			}().then( function ( objects ) {

				let node; // .isBone isn't in glTF spec. See ._markDefs

				if ( nodeDef.isBone === true ) {

					node = new THREE.Bone();

				} else if ( objects.length > 1 ) {

					node = new THREE.Group();

				} else if ( objects.length === 1 ) {

					node = objects[ 0 ];

				} else {

					node = new THREE.Object3D();

				}

				if ( node !== objects[ 0 ] ) {

					for ( let i = 0, il = objects.length; i < il; i ++ ) {

						node.add( objects[ i ] );

					}

				}

				if ( nodeDef.name ) {

					node.userData.name = nodeDef.name;
					node.name = nodeName;

				}

				assignExtrasToUserData( node, nodeDef );
				if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );

				if ( nodeDef.matrix !== undefined ) {

					const matrix = new THREE.Matrix4();
					matrix.fromArray( nodeDef.matrix );
					node.applyMatrix4( matrix );

				} else {

					if ( nodeDef.translation !== undefined ) {

						node.position.fromArray( nodeDef.translation );

					}

					if ( nodeDef.rotation !== undefined ) {

						node.quaternion.fromArray( nodeDef.rotation );

					}

					if ( nodeDef.scale !== undefined ) {

						node.scale.fromArray( nodeDef.scale );

					}

				}

				if ( ! parser.associations.has( node ) ) {

					parser.associations.set( node, {} );

				}

				parser.associations.get( node ).nodes = nodeIndex;
				return node;

			} );

		}
		/**
   * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes
   * @param {number} sceneIndex
   * @return {Promise<Group>}
   */


		loadScene( sceneIndex ) {

			const json = this.json;
			const extensions = this.extensions;
			const sceneDef = this.json.scenes[ sceneIndex ];
			const parser = this; // THREE.Loader returns THREE.Group, not Scene.
			// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172

			const scene = new THREE.Group();
			if ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );
			assignExtrasToUserData( scene, sceneDef );
			if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );
			const nodeIds = sceneDef.nodes || [];
			const pending = [];

			for ( let i = 0, il = nodeIds.length; i < il; i ++ ) {

				pending.push( buildNodeHierarchy( nodeIds[ i ], scene, json, parser ) );

			}

			return Promise.all( pending ).then( function () {

				// Removes dangling associations, associations that reference a node that
				// didn't make it into the scene.
				const reduceAssociations = node => {

					const reducedAssociations = new Map();

					for ( const [ key, value ] of parser.associations ) {

						if ( key instanceof THREE.Material || key instanceof THREE.Texture ) {

							reducedAssociations.set( key, value );

						}

					}

					node.traverse( node => {

						const mappings = parser.associations.get( node );

						if ( mappings != null ) {

							reducedAssociations.set( node, mappings );

						}

					} );
					return reducedAssociations;

				};

				parser.associations = reduceAssociations( scene );
				return scene;

			} );

		}

	}

	function buildNodeHierarchy( nodeId, parentObject, json, parser ) {

		const nodeDef = json.nodes[ nodeId ];
		return parser.getDependency( 'node', nodeId ).then( function ( node ) {

			if ( nodeDef.skin === undefined ) return node; // build skeleton here as well

			let skinEntry;
			return parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {

				skinEntry = skin;
				const pendingJoints = [];

				for ( let i = 0, il = skinEntry.joints.length; i < il; i ++ ) {

					pendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );

				}

				return Promise.all( pendingJoints );

			} ).then( function ( jointNodes ) {

				node.traverse( function ( mesh ) {

					if ( ! mesh.isMesh ) return;
					const bones = [];
					const boneInverses = [];

					for ( let j = 0, jl = jointNodes.length; j < jl; j ++ ) {

						const jointNode = jointNodes[ j ];

						if ( jointNode ) {

							bones.push( jointNode );
							const mat = new THREE.Matrix4();

							if ( skinEntry.inverseBindMatrices !== undefined ) {

								mat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );

							}

							boneInverses.push( mat );

						} else {

							console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinEntry.joints[ j ] );

						}

					}

					mesh.bind( new THREE.Skeleton( bones, boneInverses ), mesh.matrixWorld );

				} );
				return node;

			} );

		} ).then( function ( node ) {

			// build node hierachy
			parentObject.add( node );
			const pending = [];

			if ( nodeDef.children ) {

				const children = nodeDef.children;

				for ( let i = 0, il = children.length; i < il; i ++ ) {

					const child = children[ i ];
					pending.push( buildNodeHierarchy( child, node, json, parser ) );

				}

			}

			return Promise.all( pending );

		} );

	}
	/**
 * @param {BufferGeometry} geometry
 * @param {GLTF.Primitive} primitiveDef
 * @param {GLTFParser} parser
 */


	function computeBounds( geometry, primitiveDef, parser ) {

		const attributes = primitiveDef.attributes;
		const box = new THREE.Box3();

		if ( attributes.POSITION !== undefined ) {

			const accessor = parser.json.accessors[ attributes.POSITION ];
			const min = accessor.min;
			const max = accessor.max; // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.

			if ( min !== undefined && max !== undefined ) {

				box.set( new THREE.Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ), new THREE.Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) );

				if ( accessor.normalized ) {

					const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );
					box.min.multiplyScalar( boxScale );
					box.max.multiplyScalar( boxScale );

				}

			} else {

				console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );
				return;

			}

		} else {

			return;

		}

		const targets = primitiveDef.targets;

		if ( targets !== undefined ) {

			const maxDisplacement = new THREE.Vector3();
			const vector = new THREE.Vector3();

			for ( let i = 0, il = targets.length; i < il; i ++ ) {

				const target = targets[ i ];

				if ( target.POSITION !== undefined ) {

					const accessor = parser.json.accessors[ target.POSITION ];
					const min = accessor.min;
					const max = accessor.max; // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.

					if ( min !== undefined && max !== undefined ) {

						// we need to get max of absolute components because target weight is [-1,1]
						vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );
						vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );
						vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );

						if ( accessor.normalized ) {

							const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );
							vector.multiplyScalar( boxScale );

						} // Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative
						// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets
						// are used to implement key-frame animations and as such only two are active at a time - this results in very large
						// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.


						maxDisplacement.max( vector );

					} else {

						console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );

					}

				}

			} // As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.


			box.expandByVector( maxDisplacement );

		}

		geometry.boundingBox = box;
		const sphere = new THREE.Sphere();
		box.getCenter( sphere.center );
		sphere.radius = box.min.distanceTo( box.max ) / 2;
		geometry.boundingSphere = sphere;

	}
	/**
 * @param {BufferGeometry} geometry
 * @param {GLTF.Primitive} primitiveDef
 * @param {GLTFParser} parser
 * @return {Promise<BufferGeometry>}
 */


	function addPrimitiveAttributes( geometry, primitiveDef, parser ) {

		const attributes = primitiveDef.attributes;
		const pending = [];

		function assignAttributeAccessor( accessorIndex, attributeName ) {

			return parser.getDependency( 'accessor', accessorIndex ).then( function ( accessor ) {

				geometry.setAttribute( attributeName, accessor );

			} );

		}

		for ( const gltfAttributeName in attributes ) {

			const threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase(); // Skip attributes already provided by e.g. Draco extension.

			if ( threeAttributeName in geometry.attributes ) continue;
			pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );

		}

		if ( primitiveDef.indices !== undefined && ! geometry.index ) {

			const accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {

				geometry.setIndex( accessor );

			} );
			pending.push( accessor );

		}

		assignExtrasToUserData( geometry, primitiveDef );
		computeBounds( geometry, primitiveDef, parser );
		return Promise.all( pending ).then( function () {

			return primitiveDef.targets !== undefined ? addMorphTargets( geometry, primitiveDef.targets, parser ) : geometry;

		} );

	}
	/**
 * @param {BufferGeometry} geometry
 * @param {Number} drawMode
 * @return {BufferGeometry}
 */


	function toTrianglesDrawMode( geometry, drawMode ) {

		let index = geometry.getIndex(); // generate index if not present

		if ( index === null ) {

			const indices = [];
			const position = geometry.getAttribute( 'position' );

			if ( position !== undefined ) {

				for ( let i = 0; i < position.count; i ++ ) {

					indices.push( i );

				}

				geometry.setIndex( indices );
				index = geometry.getIndex();

			} else {

				console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );
				return geometry;

			}

		} //


		const numberOfTriangles = index.count - 2;
		const newIndices = [];

		if ( drawMode === THREE.TriangleFanDrawMode ) {

			// gl.TRIANGLE_FAN
			for ( let i = 1; i <= numberOfTriangles; i ++ ) {

				newIndices.push( index.getX( 0 ) );
				newIndices.push( index.getX( i ) );
				newIndices.push( index.getX( i + 1 ) );

			}

		} else {

			// gl.TRIANGLE_STRIP
			for ( let i = 0; i < numberOfTriangles; i ++ ) {

				if ( i % 2 === 0 ) {

					newIndices.push( index.getX( i ) );
					newIndices.push( index.getX( i + 1 ) );
					newIndices.push( index.getX( i + 2 ) );

				} else {

					newIndices.push( index.getX( i + 2 ) );
					newIndices.push( index.getX( i + 1 ) );
					newIndices.push( index.getX( i ) );

				}

			}

		}

		if ( newIndices.length / 3 !== numberOfTriangles ) {

			console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );

		} // build final geometry


		const newGeometry = geometry.clone();
		newGeometry.setIndex( newIndices );
		return newGeometry;

	}

	THREE.GLTFLoader = GLTFLoader;

} )();

},{}],39:[function(require,module,exports){
( function () {

	/**
 * Loads a Wavefront .mtl file specifying materials
 */

	class MTLLoader extends THREE.Loader {

		constructor( manager ) {

			super( manager );

		}
		/**
   * Loads and parses a MTL asset from a URL.
   *
   * @param {String} url - URL to the MTL file.
   * @param {Function} [onLoad] - Callback invoked with the loaded object.
   * @param {Function} [onProgress] - Callback for download progress.
   * @param {Function} [onError] - Callback for download errors.
   *
   * @see setPath setResourcePath
   *
   * @note In order for relative texture references to resolve correctly
   * you must call setResourcePath() explicitly prior to load.
   */


		load( url, onLoad, onProgress, onError ) {

			const scope = this;
			const path = this.path === '' ? THREE.LoaderUtils.extractUrlBase( url ) : this.path;
			const loader = new THREE.FileLoader( this.manager );
			loader.setPath( this.path );
			loader.setRequestHeader( this.requestHeader );
			loader.setWithCredentials( this.withCredentials );
			loader.load( url, function ( text ) {

				try {

					onLoad( scope.parse( text, path ) );

				} catch ( e ) {

					if ( onError ) {

						onError( e );

					} else {

						console.error( e );

					}

					scope.manager.itemError( url );

				}

			}, onProgress, onError );

		}

		setMaterialOptions( value ) {

			this.materialOptions = value;
			return this;

		}
		/**
   * Parses a MTL file.
   *
   * @param {String} text - Content of MTL file
   * @return {MaterialCreator}
   *
   * @see setPath setResourcePath
   *
   * @note In order for relative texture references to resolve correctly
   * you must call setResourcePath() explicitly prior to parse.
   */


		parse( text, path ) {

			const lines = text.split( '\n' );
			let info = {};
			const delimiter_pattern = /\s+/;
			const materialsInfo = {};

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

				let line = lines[ i ];
				line = line.trim();

				if ( line.length === 0 || line.charAt( 0 ) === '#' ) {

					// Blank line or comment ignore
					continue;

				}

				const pos = line.indexOf( ' ' );
				let key = pos >= 0 ? line.substring( 0, pos ) : line;
				key = key.toLowerCase();
				let value = pos >= 0 ? line.substring( pos + 1 ) : '';
				value = value.trim();

				if ( key === 'newmtl' ) {

					// New material
					info = {
						name: value
					};
					materialsInfo[ value ] = info;

				} else {

					if ( key === 'ka' || key === 'kd' || key === 'ks' || key === 'ke' ) {

						const ss = value.split( delimiter_pattern, 3 );
						info[ key ] = [ parseFloat( ss[ 0 ] ), parseFloat( ss[ 1 ] ), parseFloat( ss[ 2 ] ) ];

					} else {

						info[ key ] = value;

					}

				}

			}

			const materialCreator = new MaterialCreator( this.resourcePath || path, this.materialOptions );
			materialCreator.setCrossOrigin( this.crossOrigin );
			materialCreator.setManager( this.manager );
			materialCreator.setMaterials( materialsInfo );
			return materialCreator;

		}

	}
	/**
 * Create a new MTLLoader.MaterialCreator
 * @param baseUrl - Url relative to which textures are loaded
 * @param options - Set of options on how to construct the materials
 *                  side: Which side to apply the material
 *                        THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide
 *                  wrap: What type of wrapping to apply for textures
 *                        THREE.RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping
 *                  normalizeRGB: RGBs need to be normalized to 0-1 from 0-255
 *                                Default: false, assumed to be already normalized
 *                  ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's
 *                                  Default: false
 * @constructor
 */


	class MaterialCreator {

		constructor( baseUrl = '', options = {} ) {

			this.baseUrl = baseUrl;
			this.options = options;
			this.materialsInfo = {};
			this.materials = {};
			this.materialsArray = [];
			this.nameLookup = {};
			this.crossOrigin = 'anonymous';
			this.side = this.options.side !== undefined ? this.options.side : THREE.FrontSide;
			this.wrap = this.options.wrap !== undefined ? this.options.wrap : THREE.RepeatWrapping;

		}

		setCrossOrigin( value ) {

			this.crossOrigin = value;
			return this;

		}

		setManager( value ) {

			this.manager = value;

		}

		setMaterials( materialsInfo ) {

			this.materialsInfo = this.convert( materialsInfo );
			this.materials = {};
			this.materialsArray = [];
			this.nameLookup = {};

		}

		convert( materialsInfo ) {

			if ( ! this.options ) return materialsInfo;
			const converted = {};

			for ( const mn in materialsInfo ) {

				// Convert materials info into normalized form based on options
				const mat = materialsInfo[ mn ];
				const covmat = {};
				converted[ mn ] = covmat;

				for ( const prop in mat ) {

					let save = true;
					let value = mat[ prop ];
					const lprop = prop.toLowerCase();

					switch ( lprop ) {

						case 'kd':
						case 'ka':
						case 'ks':
							// Diffuse color (color under white light) using RGB values
							if ( this.options && this.options.normalizeRGB ) {

								value = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ];

							}

							if ( this.options && this.options.ignoreZeroRGBs ) {

								if ( value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 2 ] === 0 ) {

									// ignore
									save = false;

								}

							}

							break;

						default:
							break;

					}

					if ( save ) {

						covmat[ lprop ] = value;

					}

				}

			}

			return converted;

		}

		preload() {

			for ( const mn in this.materialsInfo ) {

				this.create( mn );

			}

		}

		getIndex( materialName ) {

			return this.nameLookup[ materialName ];

		}

		getAsArray() {

			let index = 0;

			for ( const mn in this.materialsInfo ) {

				this.materialsArray[ index ] = this.create( mn );
				this.nameLookup[ mn ] = index;
				index ++;

			}

			return this.materialsArray;

		}

		create( materialName ) {

			if ( this.materials[ materialName ] === undefined ) {

				this.createMaterial_( materialName );

			}

			return this.materials[ materialName ];

		}

		createMaterial_( materialName ) {

			// Create material
			const scope = this;
			const mat = this.materialsInfo[ materialName ];
			const params = {
				name: materialName,
				side: this.side
			};

			function resolveURL( baseUrl, url ) {

				if ( typeof url !== 'string' || url === '' ) return ''; // Absolute URL

				if ( /^https?:\/\//i.test( url ) ) return url;
				return baseUrl + url;

			}

			function setMapForType( mapType, value ) {

				if ( params[ mapType ] ) return; // Keep the first encountered texture

				const texParams = scope.getTextureParams( value, params );
				const map = scope.loadTexture( resolveURL( scope.baseUrl, texParams.url ) );
				map.repeat.copy( texParams.scale );
				map.offset.copy( texParams.offset );
				map.wrapS = scope.wrap;
				map.wrapT = scope.wrap;

				if ( mapType === 'map' || mapType === 'emissiveMap' ) {

					map.encoding = THREE.sRGBEncoding;

				}

				params[ mapType ] = map;

			}

			for ( const prop in mat ) {

				const value = mat[ prop ];
				let n;
				if ( value === '' ) continue;

				switch ( prop.toLowerCase() ) {

					// Ns is material specular exponent
					case 'kd':
						// Diffuse color (color under white light) using RGB values
						params.color = new THREE.Color().fromArray( value ).convertSRGBToLinear();
						break;

					case 'ks':
						// Specular color (color when light is reflected from shiny surface) using RGB values
						params.specular = new THREE.Color().fromArray( value ).convertSRGBToLinear();
						break;

					case 'ke':
						// Emissive using RGB values
						params.emissive = new THREE.Color().fromArray( value ).convertSRGBToLinear();
						break;

					case 'map_kd':
						// Diffuse texture map
						setMapForType( 'map', value );
						break;

					case 'map_ks':
						// Specular map
						setMapForType( 'specularMap', value );
						break;

					case 'map_ke':
						// Emissive map
						setMapForType( 'emissiveMap', value );
						break;

					case 'norm':
						setMapForType( 'normalMap', value );
						break;

					case 'map_bump':
					case 'bump':
						// Bump texture map
						setMapForType( 'bumpMap', value );
						break;

					case 'map_d':
						// Alpha map
						setMapForType( 'alphaMap', value );
						params.transparent = true;
						break;

					case 'ns':
						// The specular exponent (defines the focus of the specular highlight)
						// A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000.
						params.shininess = parseFloat( value );
						break;

					case 'd':
						n = parseFloat( value );

						if ( n < 1 ) {

							params.opacity = n;
							params.transparent = true;

						}

						break;

					case 'tr':
						n = parseFloat( value );
						if ( this.options && this.options.invertTrProperty ) n = 1 - n;

						if ( n > 0 ) {

							params.opacity = 1 - n;
							params.transparent = true;

						}

						break;

					default:
						break;

				}

			}

			this.materials[ materialName ] = new THREE.MeshPhongMaterial( params );
			return this.materials[ materialName ];

		}

		getTextureParams( value, matParams ) {

			const texParams = {
				scale: new THREE.Vector2( 1, 1 ),
				offset: new THREE.Vector2( 0, 0 )
			};
			const items = value.split( /\s+/ );
			let pos;
			pos = items.indexOf( '-bm' );

			if ( pos >= 0 ) {

				matParams.bumpScale = parseFloat( items[ pos + 1 ] );
				items.splice( pos, 2 );

			}

			pos = items.indexOf( '-s' );

			if ( pos >= 0 ) {

				texParams.scale.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) );
				items.splice( pos, 4 ); // we expect 3 parameters here!

			}

			pos = items.indexOf( '-o' );

			if ( pos >= 0 ) {

				texParams.offset.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) );
				items.splice( pos, 4 ); // we expect 3 parameters here!

			}

			texParams.url = items.join( ' ' ).trim();
			return texParams;

		}

		loadTexture( url, mapping, onLoad, onProgress, onError ) {

			const manager = this.manager !== undefined ? this.manager : THREE.DefaultLoadingManager;
			let loader = manager.getHandler( url );

			if ( loader === null ) {

				loader = new THREE.TextureLoader( manager );

			}

			if ( loader.setCrossOrigin ) loader.setCrossOrigin( this.crossOrigin );
			const texture = loader.load( url, onLoad, onProgress, onError );
			if ( mapping !== undefined ) texture.mapping = mapping;
			return texture;

		}

	}

	THREE.MTLLoader = MTLLoader;

} )();

},{}],40:[function(require,module,exports){
( function () {

	const _object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference

	const _material_library_pattern = /^mtllib /; // usemtl material_name

	const _material_use_pattern = /^usemtl /; // usemap map_name

	const _map_use_pattern = /^usemap /;

	const _vA = new THREE.Vector3();

	const _vB = new THREE.Vector3();

	const _vC = new THREE.Vector3();

	const _ab = new THREE.Vector3();

	const _cb = new THREE.Vector3();

	function ParserState() {

		const state = {
			objects: [],
			object: {},
			vertices: [],
			normals: [],
			colors: [],
			uvs: [],
			materials: {},
			materialLibraries: [],
			startObject: function ( name, fromDeclaration ) {

				// If the current object (initial from reset) is not from a g/o declaration in the parsed
				// file. We need to use it for the first parsed g/o to keep things in sync.
				if ( this.object && this.object.fromDeclaration === false ) {

					this.object.name = name;
					this.object.fromDeclaration = fromDeclaration !== false;
					return;

				}

				const previousMaterial = this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined;

				if ( this.object && typeof this.object._finalize === 'function' ) {

					this.object._finalize( true );

				}

				this.object = {
					name: name || '',
					fromDeclaration: fromDeclaration !== false,
					geometry: {
						vertices: [],
						normals: [],
						colors: [],
						uvs: [],
						hasUVIndices: false
					},
					materials: [],
					smooth: true,
					startMaterial: function ( name, libraries ) {

						const previous = this._finalize( false ); // New usemtl declaration overwrites an inherited material, except if faces were declared
						// after the material, then it must be preserved for proper MultiMaterial continuation.


						if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {

							this.materials.splice( previous.index, 1 );

						}

						const material = {
							index: this.materials.length,
							name: name || '',
							mtllib: Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '',
							smooth: previous !== undefined ? previous.smooth : this.smooth,
							groupStart: previous !== undefined ? previous.groupEnd : 0,
							groupEnd: - 1,
							groupCount: - 1,
							inherited: false,
							clone: function ( index ) {

								const cloned = {
									index: typeof index === 'number' ? index : this.index,
									name: this.name,
									mtllib: this.mtllib,
									smooth: this.smooth,
									groupStart: 0,
									groupEnd: - 1,
									groupCount: - 1,
									inherited: false
								};
								cloned.clone = this.clone.bind( cloned );
								return cloned;

							}
						};
						this.materials.push( material );
						return material;

					},
					currentMaterial: function () {

						if ( this.materials.length > 0 ) {

							return this.materials[ this.materials.length - 1 ];

						}

						return undefined;

					},
					_finalize: function ( end ) {

						const lastMultiMaterial = this.currentMaterial();

						if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {

							lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
							lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
							lastMultiMaterial.inherited = false;

						} // Ignore objects tail materials if no face declarations followed them before a new o/g started.


						if ( end && this.materials.length > 1 ) {

							for ( let mi = this.materials.length - 1; mi >= 0; mi -- ) {

								if ( this.materials[ mi ].groupCount <= 0 ) {

									this.materials.splice( mi, 1 );

								}

							}

						} // Guarantee at least one empty material, this makes the creation later more straight forward.


						if ( end && this.materials.length === 0 ) {

							this.materials.push( {
								name: '',
								smooth: this.smooth
							} );

						}

						return lastMultiMaterial;

					}
				}; // Inherit previous objects material.
				// Spec tells us that a declared material must be set to all objects until a new material is declared.
				// If a usemtl declaration is encountered while this new object is being parsed, it will
				// overwrite the inherited material. Exception being that there was already face declarations
				// to the inherited material, then it will be preserved for proper MultiMaterial continuation.

				if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {

					const declared = previousMaterial.clone( 0 );
					declared.inherited = true;
					this.object.materials.push( declared );

				}

				this.objects.push( this.object );

			},
			finalize: function () {

				if ( this.object && typeof this.object._finalize === 'function' ) {

					this.object._finalize( true );

				}

			},
			parseVertexIndex: function ( value, len ) {

				const index = parseInt( value, 10 );
				return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;

			},
			parseNormalIndex: function ( value, len ) {

				const index = parseInt( value, 10 );
				return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;

			},
			parseUVIndex: function ( value, len ) {

				const index = parseInt( value, 10 );
				return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;

			},
			addVertex: function ( a, b, c ) {

				const src = this.vertices;
				const dst = this.object.geometry.vertices;
				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
				dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );

			},
			addVertexPoint: function ( a ) {

				const src = this.vertices;
				const dst = this.object.geometry.vertices;
				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );

			},
			addVertexLine: function ( a ) {

				const src = this.vertices;
				const dst = this.object.geometry.vertices;
				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );

			},
			addNormal: function ( a, b, c ) {

				const src = this.normals;
				const dst = this.object.geometry.normals;
				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
				dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );

			},
			addFaceNormal: function ( a, b, c ) {

				const src = this.vertices;
				const dst = this.object.geometry.normals;

				_vA.fromArray( src, a );

				_vB.fromArray( src, b );

				_vC.fromArray( src, c );

				_cb.subVectors( _vC, _vB );

				_ab.subVectors( _vA, _vB );

				_cb.cross( _ab );

				_cb.normalize();

				dst.push( _cb.x, _cb.y, _cb.z );
				dst.push( _cb.x, _cb.y, _cb.z );
				dst.push( _cb.x, _cb.y, _cb.z );

			},
			addColor: function ( a, b, c ) {

				const src = this.colors;
				const dst = this.object.geometry.colors;
				if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
				if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
				if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );

			},
			addUV: function ( a, b, c ) {

				const src = this.uvs;
				const dst = this.object.geometry.uvs;
				dst.push( src[ a + 0 ], src[ a + 1 ] );
				dst.push( src[ b + 0 ], src[ b + 1 ] );
				dst.push( src[ c + 0 ], src[ c + 1 ] );

			},
			addDefaultUV: function () {

				const dst = this.object.geometry.uvs;
				dst.push( 0, 0 );
				dst.push( 0, 0 );
				dst.push( 0, 0 );

			},
			addUVLine: function ( a ) {

				const src = this.uvs;
				const dst = this.object.geometry.uvs;
				dst.push( src[ a + 0 ], src[ a + 1 ] );

			},
			addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {

				const vLen = this.vertices.length;
				let ia = this.parseVertexIndex( a, vLen );
				let ib = this.parseVertexIndex( b, vLen );
				let ic = this.parseVertexIndex( c, vLen );
				this.addVertex( ia, ib, ic );
				this.addColor( ia, ib, ic ); // normals

				if ( na !== undefined && na !== '' ) {

					const nLen = this.normals.length;
					ia = this.parseNormalIndex( na, nLen );
					ib = this.parseNormalIndex( nb, nLen );
					ic = this.parseNormalIndex( nc, nLen );
					this.addNormal( ia, ib, ic );

				} else {

					this.addFaceNormal( ia, ib, ic );

				} // uvs


				if ( ua !== undefined && ua !== '' ) {

					const uvLen = this.uvs.length;
					ia = this.parseUVIndex( ua, uvLen );
					ib = this.parseUVIndex( ub, uvLen );
					ic = this.parseUVIndex( uc, uvLen );
					this.addUV( ia, ib, ic );
					this.object.geometry.hasUVIndices = true;

				} else {

					// add placeholder values (for inconsistent face definitions)
					this.addDefaultUV();

				}

			},
			addPointGeometry: function ( vertices ) {

				this.object.geometry.type = 'Points';
				const vLen = this.vertices.length;

				for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {

					const index = this.parseVertexIndex( vertices[ vi ], vLen );
					this.addVertexPoint( index );
					this.addColor( index );

				}

			},
			addLineGeometry: function ( vertices, uvs ) {

				this.object.geometry.type = 'Line';
				const vLen = this.vertices.length;
				const uvLen = this.uvs.length;

				for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {

					this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );

				}

				for ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {

					this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );

				}

			}
		};
		state.startObject( '', false );
		return state;

	} //


	class OBJLoader extends THREE.Loader {

		constructor( manager ) {

			super( manager );
			this.materials = null;

		}

		load( url, onLoad, onProgress, onError ) {

			const scope = this;
			const loader = new THREE.FileLoader( this.manager );
			loader.setPath( this.path );
			loader.setRequestHeader( this.requestHeader );
			loader.setWithCredentials( this.withCredentials );
			loader.load( url, function ( text ) {

				try {

					onLoad( scope.parse( text ) );

				} catch ( e ) {

					if ( onError ) {

						onError( e );

					} else {

						console.error( e );

					}

					scope.manager.itemError( url );

				}

			}, onProgress, onError );

		}

		setMaterials( materials ) {

			this.materials = materials;
			return this;

		}

		parse( text ) {

			const state = new ParserState();

			if ( text.indexOf( '\r\n' ) !== - 1 ) {

				// This is faster than String.split with regex that splits on both
				text = text.replace( /\r\n/g, '\n' );

			}

			if ( text.indexOf( '\\\n' ) !== - 1 ) {

				// join lines separated by a line continuation character (\)
				text = text.replace( /\\\n/g, '' );

			}

			const lines = text.split( '\n' );
			let line = '',
				lineFirstChar = '';
			let lineLength = 0;
			let result = []; // Faster to just trim left side of the line. Use if available.

			const trimLeft = typeof ''.trimLeft === 'function';

			for ( let i = 0, l = lines.length; i < l; i ++ ) {

				line = lines[ i ];
				line = trimLeft ? line.trimLeft() : line.trim();
				lineLength = line.length;
				if ( lineLength === 0 ) continue;
				lineFirstChar = line.charAt( 0 ); // @todo invoke passed in handler if any

				if ( lineFirstChar === '#' ) continue;

				if ( lineFirstChar === 'v' ) {

					const data = line.split( /\s+/ );

					switch ( data[ 0 ] ) {

						case 'v':
							state.vertices.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );

							if ( data.length >= 7 ) {

								state.colors.push( parseFloat( data[ 4 ] ), parseFloat( data[ 5 ] ), parseFloat( data[ 6 ] ) );

							} else {

								// if no colors are defined, add placeholders so color and vertex indices match
								state.colors.push( undefined, undefined, undefined );

							}

							break;

						case 'vn':
							state.normals.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );
							break;

						case 'vt':
							state.uvs.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ) );
							break;

					}

				} else if ( lineFirstChar === 'f' ) {

					const lineData = line.substr( 1 ).trim();
					const vertexData = lineData.split( /\s+/ );
					const faceVertices = []; // Parse the face vertex data into an easy to work with format

					for ( let j = 0, jl = vertexData.length; j < jl; j ++ ) {

						const vertex = vertexData[ j ];

						if ( vertex.length > 0 ) {

							const vertexParts = vertex.split( '/' );
							faceVertices.push( vertexParts );

						}

					} // Draw an edge between the first vertex and all subsequent vertices to form an n-gon


					const v1 = faceVertices[ 0 ];

					for ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {

						const v2 = faceVertices[ j ];
						const v3 = faceVertices[ j + 1 ];
						state.addFace( v1[ 0 ], v2[ 0 ], v3[ 0 ], v1[ 1 ], v2[ 1 ], v3[ 1 ], v1[ 2 ], v2[ 2 ], v3[ 2 ] );

					}

				} else if ( lineFirstChar === 'l' ) {

					const lineParts = line.substring( 1 ).trim().split( ' ' );
					let lineVertices = [];
					const lineUVs = [];

					if ( line.indexOf( '/' ) === - 1 ) {

						lineVertices = lineParts;

					} else {

						for ( let li = 0, llen = lineParts.length; li < llen; li ++ ) {

							const parts = lineParts[ li ].split( '/' );
							if ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] );
							if ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] );

						}

					}

					state.addLineGeometry( lineVertices, lineUVs );

				} else if ( lineFirstChar === 'p' ) {

					const lineData = line.substr( 1 ).trim();
					const pointData = lineData.split( ' ' );
					state.addPointGeometry( pointData );

				} else if ( ( result = _object_pattern.exec( line ) ) !== null ) {

					// o object_name
					// or
					// g group_name
					// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
					// let name = result[ 0 ].substr( 1 ).trim();
					const name = ( ' ' + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
					state.startObject( name );

				} else if ( _material_use_pattern.test( line ) ) {

					// material
					state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );

				} else if ( _material_library_pattern.test( line ) ) {

					// mtl file
					state.materialLibraries.push( line.substring( 7 ).trim() );

				} else if ( _map_use_pattern.test( line ) ) {

					// the line is parsed but ignored since the loader assumes textures are defined MTL files
					// (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
					console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );

				} else if ( lineFirstChar === 's' ) {

					result = line.split( ' ' ); // smooth shading
					// @todo Handle files that have varying smooth values for a set of faces inside one geometry,
					// but does not define a usemtl for each face set.
					// This should be detected and a dummy material created (later MultiMaterial and geometry groups).
					// This requires some care to not create extra material on each smooth value for "normal" obj files.
					// where explicit usemtl defines geometry groups.
					// Example asset: examples/models/obj/cerberus/Cerberus.obj

					/*
        	 * http://paulbourke.net/dataformats/obj/
        	 *
        	 * From chapter "Grouping" Syntax explanation "s group_number":
        	 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
        	 * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
        	 * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
        	 * than 0."
        	 */

					if ( result.length > 1 ) {

						const value = result[ 1 ].trim().toLowerCase();
						state.object.smooth = value !== '0' && value !== 'off';

					} else {

						// ZBrush can produce "s" lines #11707
						state.object.smooth = true;

					}

					const material = state.object.currentMaterial();
					if ( material ) material.smooth = state.object.smooth;

				} else {

					// Handle null terminated files without exception
					if ( line === '\0' ) continue;
					console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );

				}

			}

			state.finalize();
			const container = new THREE.Group();
			container.materialLibraries = [].concat( state.materialLibraries );
			const hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );

			if ( hasPrimitives === true ) {

				for ( let i = 0, l = state.objects.length; i < l; i ++ ) {

					const object = state.objects[ i ];
					const geometry = object.geometry;
					const materials = object.materials;
					const isLine = geometry.type === 'Line';
					const isPoints = geometry.type === 'Points';
					let hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces

					if ( geometry.vertices.length === 0 ) continue;
					const buffergeometry = new THREE.BufferGeometry();
					buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );

					if ( geometry.normals.length > 0 ) {

						buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );

					}

					if ( geometry.colors.length > 0 ) {

						hasVertexColors = true;
						buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );

					}

					if ( geometry.hasUVIndices === true ) {

						buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );

					} // Create materials


					const createdMaterials = [];

					for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {

						const sourceMaterial = materials[ mi ];
						const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
						let material = state.materials[ materialHash ];

						if ( this.materials !== null ) {

							material = this.materials.create( sourceMaterial.name ); // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.

							if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {

								const materialLine = new THREE.LineBasicMaterial();
								THREE.Material.prototype.copy.call( materialLine, material );
								materialLine.color.copy( material.color );
								material = materialLine;

							} else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {

								const materialPoints = new THREE.PointsMaterial( {
									size: 10,
									sizeAttenuation: false
								} );
								THREE.Material.prototype.copy.call( materialPoints, material );
								materialPoints.color.copy( material.color );
								materialPoints.map = material.map;
								material = materialPoints;

							}

						}

						if ( material === undefined ) {

							if ( isLine ) {

								material = new THREE.LineBasicMaterial();

							} else if ( isPoints ) {

								material = new THREE.PointsMaterial( {
									size: 1,
									sizeAttenuation: false
								} );

							} else {

								material = new THREE.MeshPhongMaterial();

							}

							material.name = sourceMaterial.name;
							material.flatShading = sourceMaterial.smooth ? false : true;
							material.vertexColors = hasVertexColors;
							state.materials[ materialHash ] = material;

						}

						createdMaterials.push( material );

					} // Create mesh


					let mesh;

					if ( createdMaterials.length > 1 ) {

						for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {

							const sourceMaterial = materials[ mi ];
							buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );

						}

						if ( isLine ) {

							mesh = new THREE.LineSegments( buffergeometry, createdMaterials );

						} else if ( isPoints ) {

							mesh = new THREE.Points( buffergeometry, createdMaterials );

						} else {

							mesh = new THREE.Mesh( buffergeometry, createdMaterials );

						}

					} else {

						if ( isLine ) {

							mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );

						} else if ( isPoints ) {

							mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );

						} else {

							mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );

						}

					}

					mesh.name = object.name;
					container.add( mesh );

				}

			} else {

				// if there is only the default parser state object with no geometry data, interpret data as point cloud
				if ( state.vertices.length > 0 ) {

					const material = new THREE.PointsMaterial( {
						size: 1,
						sizeAttenuation: false
					} );
					const buffergeometry = new THREE.BufferGeometry();
					buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( state.vertices, 3 ) );

					if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {

						buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( state.colors, 3 ) );
						material.vertexColors = true;

					}

					const points = new THREE.Points( buffergeometry, material );
					container.add( points );

				}

			}

			return container;

		}

	}

	THREE.OBJLoader = OBJLoader;

} )();

},{}],41:[function(require,module,exports){
( function () {

	function computeTangents( geometry ) {

		geometry.computeTangents();
		console.warn( 'THREE.BufferGeometryUtils: .computeTangents() has been removed. Use THREE.BufferGeometry.computeTangents() instead.' );

	}
	/**
	 * @param  {Array<BufferGeometry>} geometries
	 * @param  {Boolean} useGroups
	 * @return {BufferGeometry}
	 */


	function mergeBufferGeometries( geometries, useGroups = false ) {

		const isIndexed = geometries[ 0 ].index !== null;
		const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );
		const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );
		const attributes = {};
		const morphAttributes = {};
		const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;
		const mergedGeometry = new THREE.BufferGeometry();
		let offset = 0;

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

			const geometry = geometries[ i ];
			let attributesCount = 0; // ensure that all geometries are indexed, or none

			if ( isIndexed !== ( geometry.index !== null ) ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );
				return null;

			} // gather attributes, exit early if they're different


			for ( const name in geometry.attributes ) {

				if ( ! attributesUsed.has( name ) ) {

					console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' );
					return null;

				}

				if ( attributes[ name ] === undefined ) attributes[ name ] = [];
				attributes[ name ].push( geometry.attributes[ name ] );
				attributesCount ++;

			} // ensure geometries have the same number of attributes


			if ( attributesCount !== attributesUsed.size ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );
				return null;

			} // gather morph attributes, exit early if they're different


			if ( morphTargetsRelative !== geometry.morphTargetsRelative ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );
				return null;

			}

			for ( const name in geometry.morphAttributes ) {

				if ( ! morphAttributesUsed.has( name ) ) {

					console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '.  .morphAttributes must be consistent throughout all geometries.' );
					return null;

				}

				if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];
				morphAttributes[ name ].push( geometry.morphAttributes[ name ] );

			} // gather .userData


			mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || [];
			mergedGeometry.userData.mergedUserData.push( geometry.userData );

			if ( useGroups ) {

				let count;

				if ( isIndexed ) {

					count = geometry.index.count;

				} else if ( geometry.attributes.position !== undefined ) {

					count = geometry.attributes.position.count;

				} else {

					console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );
					return null;

				}

				mergedGeometry.addGroup( offset, count, i );
				offset += count;

			}

		} // merge indices


		if ( isIndexed ) {

			let indexOffset = 0;
			const mergedIndex = [];

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

				const index = geometries[ i ].index;

				for ( let j = 0; j < index.count; ++ j ) {

					mergedIndex.push( index.getX( j ) + indexOffset );

				}

				indexOffset += geometries[ i ].attributes.position.count;

			}

			mergedGeometry.setIndex( mergedIndex );

		} // merge attributes


		for ( const name in attributes ) {

			const mergedAttribute = mergeBufferAttributes( attributes[ name ] );

			if ( ! mergedAttribute ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed while trying to merge the ' + name + ' attribute.' );
				return null;

			}

			mergedGeometry.setAttribute( name, mergedAttribute );

		} // merge morph attributes


		for ( const name in morphAttributes ) {

			const numMorphTargets = morphAttributes[ name ][ 0 ].length;
			if ( numMorphTargets === 0 ) break;
			mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};
			mergedGeometry.morphAttributes[ name ] = [];

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

				const morphAttributesToMerge = [];

				for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {

					morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );

				}

				const mergedMorphAttribute = mergeBufferAttributes( morphAttributesToMerge );

				if ( ! mergedMorphAttribute ) {

					console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );
					return null;

				}

				mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );

			}

		}

		return mergedGeometry;

	}
	/**
 * @param {Array<BufferAttribute>} attributes
 * @return {BufferAttribute}
 */


	function mergeBufferAttributes( attributes ) {

		let TypedArray;
		let itemSize;
		let normalized;
		let arrayLength = 0;

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

			const attribute = attributes[ i ];

			if ( attribute.isInterleavedBufferAttribute ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. InterleavedBufferAttributes are not supported.' );
				return null;

			}

			if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;

			if ( TypedArray !== attribute.array.constructor ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. THREE.BufferAttribute.array must be of consistent array types across matching attributes.' );
				return null;

			}

			if ( itemSize === undefined ) itemSize = attribute.itemSize;

			if ( itemSize !== attribute.itemSize ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. THREE.BufferAttribute.itemSize must be consistent across matching attributes.' );
				return null;

			}

			if ( normalized === undefined ) normalized = attribute.normalized;

			if ( normalized !== attribute.normalized ) {

				console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. THREE.BufferAttribute.normalized must be consistent across matching attributes.' );
				return null;

			}

			arrayLength += attribute.array.length;

		}

		const array = new TypedArray( arrayLength );
		let offset = 0;

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

			array.set( attributes[ i ].array, offset );
			offset += attributes[ i ].array.length;

		}

		return new THREE.BufferAttribute( array, itemSize, normalized );

	}
	/**
 * @param {Array<BufferAttribute>} attributes
 * @return {Array<InterleavedBufferAttribute>}
 */


	function interleaveAttributes( attributes ) {

		// Interleaves the provided attributes into an THREE.InterleavedBuffer and returns
		// a set of InterleavedBufferAttributes for each attribute
		let TypedArray;
		let arrayLength = 0;
		let stride = 0; // calculate the the length and type of the interleavedBuffer

		for ( let i = 0, l = attributes.length; i < l; ++ i ) {

			const attribute = attributes[ i ];
			if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;

			if ( TypedArray !== attribute.array.constructor ) {

				console.error( 'AttributeBuffers of different types cannot be interleaved' );
				return null;

			}

			arrayLength += attribute.array.length;
			stride += attribute.itemSize;

		} // Create the set of buffer attributes


		const interleavedBuffer = new THREE.InterleavedBuffer( new TypedArray( arrayLength ), stride );
		let offset = 0;
		const res = [];
		const getters = [ 'getX', 'getY', 'getZ', 'getW' ];
		const setters = [ 'setX', 'setY', 'setZ', 'setW' ];

		for ( let j = 0, l = attributes.length; j < l; j ++ ) {

			const attribute = attributes[ j ];
			const itemSize = attribute.itemSize;
			const count = attribute.count;
			const iba = new THREE.InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized );
			res.push( iba );
			offset += itemSize; // Move the data for each attribute into the new interleavedBuffer
			// at the appropriate offset

			for ( let c = 0; c < count; c ++ ) {

				for ( let k = 0; k < itemSize; k ++ ) {

					iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) );

				}

			}

		}

		return res;

	}
	/**
 * @param {Array<BufferGeometry>} geometry
 * @return {number}
 */


	function estimateBytesUsed( geometry ) {

		// Return the estimated memory used by this geometry in bytes
		// Calculate using itemSize, count, and BYTES_PER_ELEMENT to account
		// for InterleavedBufferAttributes.
		let mem = 0;

		for ( const name in geometry.attributes ) {

			const attr = geometry.getAttribute( name );
			mem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT;

		}

		const indices = geometry.getIndex();
		mem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0;
		return mem;

	}
	/**
 * @param {BufferGeometry} geometry
 * @param {number} tolerance
 * @return {BufferGeometry>}
 */


	function mergeVertices( geometry, tolerance = 1e-4 ) {

		tolerance = Math.max( tolerance, Number.EPSILON ); // Generate an index buffer if the geometry doesn't have one, or optimize it
		// if it's already available.

		const hashToIndex = {};
		const indices = geometry.getIndex();
		const positions = geometry.getAttribute( 'position' );
		const vertexCount = indices ? indices.count : positions.count; // next value for triangle indices

		let nextIndex = 0; // attributes and new attribute arrays

		const attributeNames = Object.keys( geometry.attributes );
		const attrArrays = {};
		const morphAttrsArrays = {};
		const newIndices = [];
		const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; // initialize the arrays

		for ( let i = 0, l = attributeNames.length; i < l; i ++ ) {

			const name = attributeNames[ i ];
			attrArrays[ name ] = [];
			const morphAttr = geometry.morphAttributes[ name ];

			if ( morphAttr ) {

				morphAttrsArrays[ name ] = new Array( morphAttr.length ).fill().map( () => [] );

			}

		} // convert the error tolerance to an amount of decimal places to truncate to


		const decimalShift = Math.log10( 1 / tolerance );
		const shiftMultiplier = Math.pow( 10, decimalShift );

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

			const index = indices ? indices.getX( i ) : i; // Generate a hash for the vertex attributes at the current index 'i'

			let hash = '';

			for ( let j = 0, l = attributeNames.length; j < l; j ++ ) {

				const name = attributeNames[ j ];
				const attribute = geometry.getAttribute( name );
				const itemSize = attribute.itemSize;

				for ( let k = 0; k < itemSize; k ++ ) {

					// double tilde truncates the decimal value
					hash += `${~ ~ ( attribute[ getters[ k ] ]( index ) * shiftMultiplier )},`;

				}

			} // Add another reference to the vertex if it's already
			// used by another index


			if ( hash in hashToIndex ) {

				newIndices.push( hashToIndex[ hash ] );

			} else {

				// copy data to the new index in the attribute arrays
				for ( let j = 0, l = attributeNames.length; j < l; j ++ ) {

					const name = attributeNames[ j ];
					const attribute = geometry.getAttribute( name );
					const morphAttr = geometry.morphAttributes[ name ];
					const itemSize = attribute.itemSize;
					const newarray = attrArrays[ name ];
					const newMorphArrays = morphAttrsArrays[ name ];

					for ( let k = 0; k < itemSize; k ++ ) {

						const getterFunc = getters[ k ];
						newarray.push( attribute[ getterFunc ]( index ) );

						if ( morphAttr ) {

							for ( let m = 0, ml = morphAttr.length; m < ml; m ++ ) {

								newMorphArrays[ m ].push( morphAttr[ m ][ getterFunc ]( index ) );

							}

						}

					}

				}

				hashToIndex[ hash ] = nextIndex;
				newIndices.push( nextIndex );
				nextIndex ++;

			}

		} // Generate typed arrays from new attribute arrays and update
		// the attributeBuffers


		const result = geometry.clone();

		for ( let i = 0, l = attributeNames.length; i < l; i ++ ) {

			const name = attributeNames[ i ];
			const oldAttribute = geometry.getAttribute( name );
			const buffer = new oldAttribute.array.constructor( attrArrays[ name ] );
			const attribute = new THREE.BufferAttribute( buffer, oldAttribute.itemSize, oldAttribute.normalized );
			result.setAttribute( name, attribute ); // Update the attribute arrays

			if ( name in morphAttrsArrays ) {

				for ( let j = 0; j < morphAttrsArrays[ name ].length; j ++ ) {

					const oldMorphAttribute = geometry.morphAttributes[ name ][ j ];
					const buffer = new oldMorphAttribute.array.constructor( morphAttrsArrays[ name ][ j ] );
					const morphAttribute = new THREE.BufferAttribute( buffer, oldMorphAttribute.itemSize, oldMorphAttribute.normalized );
					result.morphAttributes[ name ][ j ] = morphAttribute;

				}

			}

		} // indices


		result.setIndex( newIndices );
		return result;

	}
	/**
 * @param {BufferGeometry} geometry
 * @param {number} drawMode
 * @return {BufferGeometry>}
 */


	function toTrianglesDrawMode( geometry, drawMode ) {

		if ( drawMode === THREE.TrianglesDrawMode ) {

			console.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );
			return geometry;

		}

		if ( drawMode === THREE.TriangleFanDrawMode || drawMode === THREE.TriangleStripDrawMode ) {

			let index = geometry.getIndex(); // generate index if not present

			if ( index === null ) {

				const indices = [];
				const position = geometry.getAttribute( 'position' );

				if ( position !== undefined ) {

					for ( let i = 0; i < position.count; i ++ ) {

						indices.push( i );

					}

					geometry.setIndex( indices );
					index = geometry.getIndex();

				} else {

					console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );
					return geometry;

				}

			} //


			const numberOfTriangles = index.count - 2;
			const newIndices = [];

			if ( drawMode === THREE.TriangleFanDrawMode ) {

				// gl.TRIANGLE_FAN
				for ( let i = 1; i <= numberOfTriangles; i ++ ) {

					newIndices.push( index.getX( 0 ) );
					newIndices.push( index.getX( i ) );
					newIndices.push( index.getX( i + 1 ) );

				}

			} else {

				// gl.TRIANGLE_STRIP
				for ( let i = 0; i < numberOfTriangles; i ++ ) {

					if ( i % 2 === 0 ) {

						newIndices.push( index.getX( i ) );
						newIndices.push( index.getX( i + 1 ) );
						newIndices.push( index.getX( i + 2 ) );

					} else {

						newIndices.push( index.getX( i + 2 ) );
						newIndices.push( index.getX( i + 1 ) );
						newIndices.push( index.getX( i ) );

					}

				}

			}

			if ( newIndices.length / 3 !== numberOfTriangles ) {

				console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );

			} // build final geometry


			const newGeometry = geometry.clone();
			newGeometry.setIndex( newIndices );
			newGeometry.clearGroups();
			return newGeometry;

		} else {

			console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );
			return geometry;

		}

	}
	/**
 * Calculates the morphed attributes of a morphed/skinned THREE.BufferGeometry.
 * Helpful for Raytracing or Decals.
 * @param {Mesh | Line | Points} object An instance of Mesh, Line or Points.
 * @return {Object} An Object with original position/normal attributes and morphed ones.
 */


	function computeMorphedAttributes( object ) {

		if ( object.geometry.isBufferGeometry !== true ) {

			console.error( 'THREE.BufferGeometryUtils: Geometry is not of type THREE.BufferGeometry.' );
			return null;

		}

		const _vA = new THREE.Vector3();

		const _vB = new THREE.Vector3();

		const _vC = new THREE.Vector3();

		const _tempA = new THREE.Vector3();

		const _tempB = new THREE.Vector3();

		const _tempC = new THREE.Vector3();

		const _morphA = new THREE.Vector3();

		const _morphB = new THREE.Vector3();

		const _morphC = new THREE.Vector3();

		function _calculateMorphedAttributeData( object, material, attribute, morphAttribute, morphTargetsRelative, a, b, c, modifiedAttributeArray ) {

			_vA.fromBufferAttribute( attribute, a );

			_vB.fromBufferAttribute( attribute, b );

			_vC.fromBufferAttribute( attribute, c );

			const morphInfluences = object.morphTargetInfluences;

			if ( material.morphTargets && morphAttribute && morphInfluences ) {

				_morphA.set( 0, 0, 0 );

				_morphB.set( 0, 0, 0 );

				_morphC.set( 0, 0, 0 );

				for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {

					const influence = morphInfluences[ i ];
					const morph = morphAttribute[ i ];
					if ( influence === 0 ) continue;

					_tempA.fromBufferAttribute( morph, a );

					_tempB.fromBufferAttribute( morph, b );

					_tempC.fromBufferAttribute( morph, c );

					if ( morphTargetsRelative ) {

						_morphA.addScaledVector( _tempA, influence );

						_morphB.addScaledVector( _tempB, influence );

						_morphC.addScaledVector( _tempC, influence );

					} else {

						_morphA.addScaledVector( _tempA.sub( _vA ), influence );

						_morphB.addScaledVector( _tempB.sub( _vB ), influence );

						_morphC.addScaledVector( _tempC.sub( _vC ), influence );

					}

				}

				_vA.add( _morphA );

				_vB.add( _morphB );

				_vC.add( _morphC );

			}

			if ( object.isSkinnedMesh ) {

				object.boneTransform( a, _vA );
				object.boneTransform( b, _vB );
				object.boneTransform( c, _vC );

			}

			modifiedAttributeArray[ a * 3 + 0 ] = _vA.x;
			modifiedAttributeArray[ a * 3 + 1 ] = _vA.y;
			modifiedAttributeArray[ a * 3 + 2 ] = _vA.z;
			modifiedAttributeArray[ b * 3 + 0 ] = _vB.x;
			modifiedAttributeArray[ b * 3 + 1 ] = _vB.y;
			modifiedAttributeArray[ b * 3 + 2 ] = _vB.z;
			modifiedAttributeArray[ c * 3 + 0 ] = _vC.x;
			modifiedAttributeArray[ c * 3 + 1 ] = _vC.y;
			modifiedAttributeArray[ c * 3 + 2 ] = _vC.z;

		}

		const geometry = object.geometry;
		const material = object.material;
		let a, b, c;
		const index = geometry.index;
		const positionAttribute = geometry.attributes.position;
		const morphPosition = geometry.morphAttributes.position;
		const morphTargetsRelative = geometry.morphTargetsRelative;
		const normalAttribute = geometry.attributes.normal;
		const morphNormal = geometry.morphAttributes.position;
		const groups = geometry.groups;
		const drawRange = geometry.drawRange;
		let i, j, il, jl;
		let group, groupMaterial;
		let start, end;
		const modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize );
		const modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize );

		if ( index !== null ) {

			// indexed buffer geometry
			if ( Array.isArray( material ) ) {

				for ( i = 0, il = groups.length; i < il; i ++ ) {

					group = groups[ i ];
					groupMaterial = material[ group.materialIndex ];
					start = Math.max( group.start, drawRange.start );
					end = Math.min( group.start + group.count, drawRange.start + drawRange.count );

					for ( j = start, jl = end; j < jl; j += 3 ) {

						a = index.getX( j );
						b = index.getX( j + 1 );
						c = index.getX( j + 2 );

						_calculateMorphedAttributeData( object, groupMaterial, positionAttribute, morphPosition, morphTargetsRelative, a, b, c, modifiedPosition );

						_calculateMorphedAttributeData( object, groupMaterial, normalAttribute, morphNormal, morphTargetsRelative, a, b, c, modifiedNormal );

					}

				}

			} else {

				start = Math.max( 0, drawRange.start );
				end = Math.min( index.count, drawRange.start + drawRange.count );

				for ( i = start, il = end; i < il; i += 3 ) {

					a = index.getX( i );
					b = index.getX( i + 1 );
					c = index.getX( i + 2 );

					_calculateMorphedAttributeData( object, material, positionAttribute, morphPosition, morphTargetsRelative, a, b, c, modifiedPosition );

					_calculateMorphedAttributeData( object, material, normalAttribute, morphNormal, morphTargetsRelative, a, b, c, modifiedNormal );

				}

			}

		} else if ( positionAttribute !== undefined ) {

			// non-indexed buffer geometry
			if ( Array.isArray( material ) ) {

				for ( i = 0, il = groups.length; i < il; i ++ ) {

					group = groups[ i ];
					groupMaterial = material[ group.materialIndex ];
					start = Math.max( group.start, drawRange.start );
					end = Math.min( group.start + group.count, drawRange.start + drawRange.count );

					for ( j = start, jl = end; j < jl; j += 3 ) {

						a = j;
						b = j + 1;
						c = j + 2;

						_calculateMorphedAttributeData( object, groupMaterial, positionAttribute, morphPosition, morphTargetsRelative, a, b, c, modifiedPosition );

						_calculateMorphedAttributeData( object, groupMaterial, normalAttribute, morphNormal, morphTargetsRelative, a, b, c, modifiedNormal );

					}

				}

			} else {

				start = Math.max( 0, drawRange.start );
				end = Math.min( positionAttribute.count, drawRange.start + drawRange.count );

				for ( i = start, il = end; i < il; i += 3 ) {

					a = i;
					b = i + 1;
					c = i + 2;

					_calculateMorphedAttributeData( object, material, positionAttribute, morphPosition, morphTargetsRelative, a, b, c, modifiedPosition );

					_calculateMorphedAttributeData( object, material, normalAttribute, morphNormal, morphTargetsRelative, a, b, c, modifiedNormal );

				}

			}

		}

		const morphedPositionAttribute = new THREE.Float32BufferAttribute( modifiedPosition, 3 );
		const morphedNormalAttribute = new THREE.Float32BufferAttribute( modifiedNormal, 3 );
		return {
			positionAttribute: positionAttribute,
			normalAttribute: normalAttribute,
			morphedPositionAttribute: morphedPositionAttribute,
			morphedNormalAttribute: morphedNormalAttribute
		};

	}

	THREE.BufferGeometryUtils = {};
	THREE.BufferGeometryUtils.computeMorphedAttributes = computeMorphedAttributes;
	THREE.BufferGeometryUtils.computeTangents = computeTangents;
	THREE.BufferGeometryUtils.estimateBytesUsed = estimateBytesUsed;
	THREE.BufferGeometryUtils.interleaveAttributes = interleaveAttributes;
	THREE.BufferGeometryUtils.mergeBufferAttributes = mergeBufferAttributes;
	THREE.BufferGeometryUtils.mergeBufferGeometries = mergeBufferGeometries;
	THREE.BufferGeometryUtils.mergeVertices = mergeVertices;
	THREE.BufferGeometryUtils.toTrianglesDrawMode = toTrianglesDrawMode;

} )();

},{}],42:[function(require,module,exports){
var createLayout = require('layout-bmfont-text')
var inherits = require('inherits')
var createIndices = require('quad-indices')
var buffer = require('three-buffer-vertex-data')
var assign = require('object-assign')

var vertices = require('./lib/vertices')
var utils = require('./lib/utils')


module.exports = function createTextGeometry (opt) {
  return new TextGeometry(opt)
}

class TextGeometry extends THREE.BufferGeometry {
  constructor (opt) {
    super()
    
    if (typeof opt === 'string') {
      opt = { text: opt }
    }

    // use these as default values for any subsequent
    // calls to update()
    this._opt = assign({}, opt)

    // also do an initial setup...
    if (opt) this.update(opt)
  }

  update(opt) {
    if (typeof opt === 'string') {
      opt = { text: opt }
    }

    // use constructor defaults
    opt = assign({}, this._opt, opt)

    if (!opt.font) {
      throw new TypeError('must specify a { font } in options')
    }

    this.layout = createLayout(opt)

    // get vec2 texcoords
    var flipY = opt.flipY !== false

    // the desired BMFont data
    var font = opt.font

    // determine texture size from font file
    var texWidth = font.common.scaleW
    var texHeight = font.common.scaleH

    // get visible glyphs
    var glyphs = this.layout.glyphs.filter(function (glyph) {
      var bitmap = glyph.data
      return bitmap.width * bitmap.height > 0
    })

    // provide visible glyphs for convenience
    this.visibleGlyphs = glyphs

    // get common vertex data
    var positions = vertices.positions(glyphs)
    var uvs = vertices.uvs(glyphs, texWidth, texHeight, flipY)
    var indices = createIndices({
      clockwise: true,
      type: 'uint16',
      count: glyphs.length
    })

    // update vertex data
    buffer.index(this, indices, 1, 'uint16')
    buffer.attr(this, 'position', positions, 2)
    buffer.attr(this, 'uv', uvs, 2)

    // update multipage data
    if (!opt.multipage && 'page' in this.attributes) {
      // disable multipage rendering
      this.removeAttribute('page')
    } else if (opt.multipage) {
      var pages = vertices.pages(glyphs)
      // enable multipage rendering
      buffer.attr(this, 'page', pages, 1)
    }
  }

  computeBoundingSphere() {
    if (this.boundingSphere === null) {
      this.boundingSphere = new THREE.Sphere()
    }

    var positions = this.attributes.position.array
    var itemSize = this.attributes.position.itemSize
    if (!positions || !itemSize || positions.length < 2) {
      this.boundingSphere.radius = 0
      this.boundingSphere.center.set(0, 0, 0)
      return
    }
    utils.computeSphere(positions, this.boundingSphere)
    if (isNaN(this.boundingSphere.radius)) {
      console.error('THREE.BufferGeometry.computeBoundingSphere(): ' +
        'Computed radius is NaN. The ' +
        '"position" attribute is likely to have NaN values.')
    }
  }

  computeBoundingBox() {
    if (this.boundingBox === null) {
      this.boundingBox = new THREE.Box3()
    }

    var bbox = this.boundingBox
    var positions = this.attributes.position.array
    var itemSize = this.attributes.position.itemSize
    if (!positions || !itemSize || positions.length < 2) {
      bbox.makeEmpty()
      return
    }
    utils.computeBox(positions, bbox)
  }

}

},{"./lib/utils":43,"./lib/vertices":44,"inherits":16,"layout-bmfont-text":21,"object-assign":24,"quad-indices":33,"three-buffer-vertex-data":45}],43:[function(require,module,exports){
var itemSize = 2
var box = { min: [0, 0], max: [0, 0] }

function bounds (positions) {
  var count = positions.length / itemSize
  box.min[0] = positions[0]
  box.min[1] = positions[1]
  box.max[0] = positions[0]
  box.max[1] = positions[1]

  for (var i = 0; i < count; i++) {
    var x = positions[i * itemSize + 0]
    var y = positions[i * itemSize + 1]
    box.min[0] = Math.min(x, box.min[0])
    box.min[1] = Math.min(y, box.min[1])
    box.max[0] = Math.max(x, box.max[0])
    box.max[1] = Math.max(y, box.max[1])
  }
}

module.exports.computeBox = function (positions, output) {
  bounds(positions)
  output.min.set(box.min[0], box.min[1], 0)
  output.max.set(box.max[0], box.max[1], 0)
}

module.exports.computeSphere = function (positions, output) {
  bounds(positions)
  var minX = box.min[0]
  var minY = box.min[1]
  var maxX = box.max[0]
  var maxY = box.max[1]
  var width = maxX - minX
  var height = maxY - minY
  var length = Math.sqrt(width * width + height * height)
  output.center.set(minX + width / 2, minY + height / 2, 0)
  output.radius = length / 2
}

},{}],44:[function(require,module,exports){
module.exports.pages = function pages (glyphs) {
  var pages = new Float32Array(glyphs.length * 4 * 1)
  var i = 0
  glyphs.forEach(function (glyph) {
    var id = glyph.data.page || 0
    pages[i++] = id
    pages[i++] = id
    pages[i++] = id
    pages[i++] = id
  })
  return pages
}

module.exports.uvs = function uvs (glyphs, texWidth, texHeight, flipY) {
  var uvs = new Float32Array(glyphs.length * 4 * 2)
  var i = 0
  glyphs.forEach(function (glyph) {
    var bitmap = glyph.data
    var bw = (bitmap.x + bitmap.width)
    var bh = (bitmap.y + bitmap.height)

    // top left position
    var u0 = bitmap.x / texWidth
    var v1 = bitmap.y / texHeight
    var u1 = bw / texWidth
    var v0 = bh / texHeight

    if (flipY) {
      v1 = (texHeight - bitmap.y) / texHeight
      v0 = (texHeight - bh) / texHeight
    }

    // BL
    uvs[i++] = u0
    uvs[i++] = v1
    // TL
    uvs[i++] = u0
    uvs[i++] = v0
    // TR
    uvs[i++] = u1
    uvs[i++] = v0
    // BR
    uvs[i++] = u1
    uvs[i++] = v1
  })
  return uvs
}

module.exports.positions = function positions (glyphs) {
  var positions = new Float32Array(glyphs.length * 4 * 2)
  var i = 0
  glyphs.forEach(function (glyph) {
    var bitmap = glyph.data

    // bottom left position
    var x = glyph.position[0] + bitmap.xoffset
    var y = glyph.position[1] + bitmap.yoffset

    // quad size
    var w = bitmap.width
    var h = bitmap.height

    // BL
    positions[i++] = x
    positions[i++] = y
    // TL
    positions[i++] = x
    positions[i++] = y + h
    // TR
    positions[i++] = x + w
    positions[i++] = y + h
    // BR
    positions[i++] = x + w
    positions[i++] = y
  })
  return positions
}

},{}],45:[function(require,module,exports){
var flatten = require('flatten-vertex-data')
var warned = false;

module.exports.attr = setAttribute
module.exports.index = setIndex

function setIndex (geometry, data, itemSize, dtype) {
  if (typeof itemSize !== 'number') itemSize = 1
  if (typeof dtype !== 'string') dtype = 'uint16'

  var isR69 = !geometry.index && typeof geometry.setIndex !== 'function'
  var attrib = isR69 ? geometry.getAttribute('index') : geometry.index
  var newAttrib = updateAttribute(attrib, data, itemSize, dtype)
  if (newAttrib) {
    if (isR69) geometry.addAttribute('index', newAttrib)
    else geometry.index = newAttrib
  }
}

function setAttribute (geometry, key, data, itemSize, dtype) {
  if (typeof itemSize !== 'number') itemSize = 3
  if (typeof dtype !== 'string') dtype = 'float32'
  if (Array.isArray(data) &&
    Array.isArray(data[0]) &&
    data[0].length !== itemSize) {
    throw new Error('Nested vertex array has unexpected size; expected ' +
      itemSize + ' but found ' + data[0].length)
  }

  var attrib = geometry.getAttribute(key)
  var newAttrib = updateAttribute(attrib, data, itemSize, dtype)
  geometry.setAttribute(key, newAttrib)
}

function updateAttribute (attrib, data, itemSize, dtype) {
  data = data || []

  // create a new array with desired type
  data = flatten(data, dtype)

  attrib = new THREE.BufferAttribute(data, itemSize);
  attrib.itemSize = itemSize;
  attrib.needsUpdate = true;

  return attrib
}

// Test whether the attribute needs to be re-created,
// returns false if we can re-use it as-is.
function rebuildAttribute (attrib, data, itemSize) {
  if (attrib.itemSize !== itemSize) return true
  if (!attrib.array) return true
  var attribLength = attrib.array.length
  if (Array.isArray(data) && Array.isArray(data[0])) {
    // [ [ x, y, z ] ]
    return attribLength !== data.length * itemSize
  } else {
    // [ x, y, z ]
    return attribLength !== data.length
  }
  return false
}

},{"flatten-vertex-data":13}],46:[function(require,module,exports){
(function (setImmediate,clearImmediate){(function (){
var nextTick = require('process/browser.js').nextTick;
var apply = Function.prototype.apply;
var slice = Array.prototype.slice;
var immediateIds = {};
var nextImmediateId = 0;

// DOM APIs, for completeness

exports.setTimeout = function() {
  return new Timeout(apply.call(setTimeout, window, arguments), clearTimeout);
};
exports.setInterval = function() {
  return new Timeout(apply.call(setInterval, window, arguments), clearInterval);
};
exports.clearTimeout =
exports.clearInterval = function(timeout) { timeout.close(); };

function Timeout(id, clearFn) {
  this._id = id;
  this._clearFn = clearFn;
}
Timeout.prototype.unref = Timeout.prototype.ref = function() {};
Timeout.prototype.close = function() {
  this._clearFn.call(window, this._id);
};

// Does not start the time, just sets up the members needed.
exports.enroll = function(item, msecs) {
  clearTimeout(item._idleTimeoutId);
  item._idleTimeout = msecs;
};

exports.unenroll = function(item) {
  clearTimeout(item._idleTimeoutId);
  item._idleTimeout = -1;
};

exports._unrefActive = exports.active = function(item) {
  clearTimeout(item._idleTimeoutId);

  var msecs = item._idleTimeout;
  if (msecs >= 0) {
    item._idleTimeoutId = setTimeout(function onTimeout() {
      if (item._onTimeout)
        item._onTimeout();
    }, msecs);
  }
};

// That's not how node.js implements it but the exposed api is the same.
exports.setImmediate = typeof setImmediate === "function" ? setImmediate : function(fn) {
  var id = nextImmediateId++;
  var args = arguments.length < 2 ? false : slice.call(arguments, 1);

  immediateIds[id] = true;

  nextTick(function onNextTick() {
    if (immediateIds[id]) {
      // fn.call() is faster so we optimize for the common use-case
      // @see http://jsperf.com/call-apply-segu
      if (args) {
        fn.apply(null, args);
      } else {
        fn.call(null);
      }
      // Prevent ids from leaking
      exports.clearImmediate(id);
    }
  });

  return id;
};

exports.clearImmediate = typeof clearImmediate === "function" ? clearImmediate : function(id) {
  delete immediateIds[id];
};
}).call(this)}).call(this,require("timers").setImmediate,require("timers").clearImmediate)

},{"process/browser.js":31,"timers":46}],47:[function(require,module,exports){
(function (global){(function (){
/**
 * @license
 * webvr-polyfill
 * Copyright (c) 2015-2017 Google
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

/**
 * @license
 * cardboard-vr-display
 * Copyright (c) 2015-2017 Google
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

/**
 * @license
 * webvr-polyfill-dpdb 
 * Copyright (c) 2017 Google
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

/**
 * @license
 * wglu-preserve-state
 * Copyright (c) 2016, Brandon Jones.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

/**
 * @license
 * nosleep.js
 * Copyright (c) 2017, Rich Tibbett
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

(function (global, factory) {
	typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
	typeof define === 'function' && define.amd ? define(factory) :
	(global.WebVRPolyfill = factory());
}(this, (function () { 'use strict';

var commonjsGlobal = typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};



function unwrapExports (x) {
	return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;
}

function createCommonjsModule(fn, module) {
	return module = { exports: {} }, fn(module, module.exports), module.exports;
}

var isMobile = function isMobile() {
  return (/Android/i.test(navigator.userAgent) || /iPhone|iPad|iPod/i.test(navigator.userAgent)
  );
};
var copyArray = function copyArray(source, dest) {
  for (var i = 0, n = source.length; i < n; i++) {
    dest[i] = source[i];
  }
};
var extend = function extend(dest, src) {
  for (var key in src) {
    if (src.hasOwnProperty(key)) {
      dest[key] = src[key];
    }
  }
  return dest;
};

var cardboardVrDisplay = createCommonjsModule(function (module, exports) {
/**
 * @license
 * cardboard-vr-display
 * Copyright (c) 2015-2017 Google
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @license
 * gl-preserve-state
 * Copyright (c) 2016, Brandon Jones.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
/**
 * @license
 * webvr-polyfill-dpdb
 * Copyright (c) 2015-2017 Google
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @license
 * nosleep.js
 * Copyright (c) 2017, Rich Tibbett
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
(function (global, factory) {
	module.exports = factory();
}(commonjsGlobal, (function () { var classCallCheck = function (instance, Constructor) {
  if (!(instance instanceof Constructor)) {
    throw new TypeError("Cannot call a class as a function");
  }
};
var createClass = 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, descriptor.key, descriptor);
    }
  }
  return function (Constructor, protoProps, staticProps) {
    if (protoProps) defineProperties(Constructor.prototype, protoProps);
    if (staticProps) defineProperties(Constructor, staticProps);
    return Constructor;
  };
}();
var slicedToArray = function () {
  function sliceIterator(arr, i) {
    var _arr = [];
    var _n = true;
    var _d = false;
    var _e = undefined;
    try {
      for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {
        _arr.push(_s.value);
        if (i && _arr.length === i) break;
      }
    } catch (err) {
      _d = true;
      _e = err;
    } finally {
      try {
        if (!_n && _i["return"]) _i["return"]();
      } finally {
        if (_d) throw _e;
      }
    }
    return _arr;
  }
  return function (arr, i) {
    if (Array.isArray(arr)) {
      return arr;
    } else if (Symbol.iterator in Object(arr)) {
      return sliceIterator(arr, i);
    } else {
      throw new TypeError("Invalid attempt to destructure non-iterable instance");
    }
  };
}();
var MIN_TIMESTEP = 0.001;
var MAX_TIMESTEP = 1;
var dataUri = function dataUri(mimeType, svg) {
  return 'data:' + mimeType + ',' + encodeURIComponent(svg);
};
var lerp = function lerp(a, b, t) {
  return a + (b - a) * t;
};
var isIOS = function () {
  var isIOS = /iPad|iPhone|iPod/.test(navigator.platform);
  return function () {
    return isIOS;
  };
}();
var isWebViewAndroid = function () {
  var isWebViewAndroid = navigator.userAgent.indexOf('Version') !== -1 && navigator.userAgent.indexOf('Android') !== -1 && navigator.userAgent.indexOf('Chrome') !== -1;
  return function () {
    return isWebViewAndroid;
  };
}();
var isSafari = function () {
  var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  return function () {
    return isSafari;
  };
}();
var isFirefoxAndroid = function () {
  var isFirefoxAndroid = navigator.userAgent.indexOf('Firefox') !== -1 && navigator.userAgent.indexOf('Android') !== -1;
  return function () {
    return isFirefoxAndroid;
  };
}();
var getChromeVersion = function () {
  var match = navigator.userAgent.match(/.*Chrome\/([0-9]+)/);
  var value = match ? parseInt(match[1], 10) : null;
  return function () {
    return value;
  };
}();
var isSafariWithoutDeviceMotion = function () {
  var value = false;
  value = isIOS() && isSafari() && navigator.userAgent.indexOf('13_4') !== -1;
  return function () {
    return value;
  };
}();
var isChromeWithoutDeviceMotion = function () {
  var value = false;
  if (getChromeVersion() === 65) {
    var match = navigator.userAgent.match(/.*Chrome\/([0-9\.]*)/);
    if (match) {
      var _match$1$split = match[1].split('.'),
          _match$1$split2 = slicedToArray(_match$1$split, 4),
          major = _match$1$split2[0],
          minor = _match$1$split2[1],
          branch = _match$1$split2[2],
          build = _match$1$split2[3];
      value = parseInt(branch, 10) === 3325 && parseInt(build, 10) < 148;
    }
  }
  return function () {
    return value;
  };
}();
var isR7 = function () {
  var isR7 = navigator.userAgent.indexOf('R7 Build') !== -1;
  return function () {
    return isR7;
  };
}();
var isLandscapeMode = function isLandscapeMode() {
  var rtn = window.orientation == 90 || window.orientation == -90;
  return isR7() ? !rtn : rtn;
};
var isTimestampDeltaValid = function isTimestampDeltaValid(timestampDeltaS) {
  if (isNaN(timestampDeltaS)) {
    return false;
  }
  if (timestampDeltaS <= MIN_TIMESTEP) {
    return false;
  }
  if (timestampDeltaS > MAX_TIMESTEP) {
    return false;
  }
  return true;
};
var getScreenWidth = function getScreenWidth() {
  return Math.max(window.screen.width, window.screen.height) * window.devicePixelRatio;
};
var getScreenHeight = function getScreenHeight() {
  return Math.min(window.screen.width, window.screen.height) * window.devicePixelRatio;
};
var requestFullscreen = function requestFullscreen(element) {
  if (isWebViewAndroid()) {
    return false;
  }
  if (element.requestFullscreen) {
    element.requestFullscreen();
  } else if (element.webkitRequestFullscreen) {
    element.webkitRequestFullscreen();
  } else if (element.mozRequestFullScreen) {
    element.mozRequestFullScreen();
  } else if (element.msRequestFullscreen) {
    element.msRequestFullscreen();
  } else {
    return false;
  }
  return true;
};
var exitFullscreen = function exitFullscreen() {
  if (document.exitFullscreen) {
    document.exitFullscreen();
  } else if (document.webkitExitFullscreen) {
    document.webkitExitFullscreen();
  } else if (document.mozCancelFullScreen) {
    document.mozCancelFullScreen();
  } else if (document.msExitFullscreen) {
    document.msExitFullscreen();
  } else {
    return false;
  }
  return true;
};
var getFullscreenElement = function getFullscreenElement() {
  return document.fullscreenElement || document.webkitFullscreenElement || document.mozFullScreenElement || document.msFullscreenElement;
};
var linkProgram = function linkProgram(gl, vertexSource, fragmentSource, attribLocationMap) {
  var vertexShader = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vertexShader, vertexSource);
  gl.compileShader(vertexShader);
  var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fragmentShader, fragmentSource);
  gl.compileShader(fragmentShader);
  var program = gl.createProgram();
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);
  for (var attribName in attribLocationMap) {
    gl.bindAttribLocation(program, attribLocationMap[attribName], attribName);
  }gl.linkProgram(program);
  gl.deleteShader(vertexShader);
  gl.deleteShader(fragmentShader);
  return program;
};
var getProgramUniforms = function getProgramUniforms(gl, program) {
  var uniforms = {};
  var uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  var uniformName = '';
  for (var i = 0; i < uniformCount; i++) {
    var uniformInfo = gl.getActiveUniform(program, i);
    uniformName = uniformInfo.name.replace('[0]', '');
    uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
  }
  return uniforms;
};
var orthoMatrix = function orthoMatrix(out, left, right, bottom, top, near, far) {
  var lr = 1 / (left - right),
      bt = 1 / (bottom - top),
      nf = 1 / (near - far);
  out[0] = -2 * lr;
  out[1] = 0;
  out[2] = 0;
  out[3] = 0;
  out[4] = 0;
  out[5] = -2 * bt;
  out[6] = 0;
  out[7] = 0;
  out[8] = 0;
  out[9] = 0;
  out[10] = 2 * nf;
  out[11] = 0;
  out[12] = (left + right) * lr;
  out[13] = (top + bottom) * bt;
  out[14] = (far + near) * nf;
  out[15] = 1;
  return out;
};
var isMobile = function isMobile() {
  var check = false;
  (function (a) {
    if (/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0, 4))) check = true;
  })(navigator.userAgent || navigator.vendor || window.opera);
  return check;
};
var extend = function extend(dest, src) {
  for (var key in src) {
    if (src.hasOwnProperty(key)) {
      dest[key] = src[key];
    }
  }
  return dest;
};
var safariCssSizeWorkaround = function safariCssSizeWorkaround(canvas) {
  if (isIOS()) {
    var width = canvas.style.width;
    var height = canvas.style.height;
    canvas.style.width = parseInt(width) + 1 + 'px';
    canvas.style.height = parseInt(height) + 'px';
    setTimeout(function () {
      canvas.style.width = width;
      canvas.style.height = height;
    }, 100);
  }
  window.canvas = canvas;
};
var frameDataFromPose = function () {
  var piOver180 = Math.PI / 180.0;
  var rad45 = Math.PI * 0.25;
  function mat4_perspectiveFromFieldOfView(out, fov, near, far) {
    var upTan = Math.tan(fov ? fov.upDegrees * piOver180 : rad45),
        downTan = Math.tan(fov ? fov.downDegrees * piOver180 : rad45),
        leftTan = Math.tan(fov ? fov.leftDegrees * piOver180 : rad45),
        rightTan = Math.tan(fov ? fov.rightDegrees * piOver180 : rad45),
        xScale = 2.0 / (leftTan + rightTan),
        yScale = 2.0 / (upTan + downTan);
    out[0] = xScale;
    out[1] = 0.0;
    out[2] = 0.0;
    out[3] = 0.0;
    out[4] = 0.0;
    out[5] = yScale;
    out[6] = 0.0;
    out[7] = 0.0;
    out[8] = -((leftTan - rightTan) * xScale * 0.5);
    out[9] = (upTan - downTan) * yScale * 0.5;
    out[10] = far / (near - far);
    out[11] = -1.0;
    out[12] = 0.0;
    out[13] = 0.0;
    out[14] = far * near / (near - far);
    out[15] = 0.0;
    return out;
  }
  function mat4_fromRotationTranslation(out, q, v) {
    var x = q[0],
        y = q[1],
        z = q[2],
        w = q[3],
        x2 = x + x,
        y2 = y + y,
        z2 = z + z,
        xx = x * x2,
        xy = x * y2,
        xz = x * z2,
        yy = y * y2,
        yz = y * z2,
        zz = z * z2,
        wx = w * x2,
        wy = w * y2,
        wz = w * z2;
    out[0] = 1 - (yy + zz);
    out[1] = xy + wz;
    out[2] = xz - wy;
    out[3] = 0;
    out[4] = xy - wz;
    out[5] = 1 - (xx + zz);
    out[6] = yz + wx;
    out[7] = 0;
    out[8] = xz + wy;
    out[9] = yz - wx;
    out[10] = 1 - (xx + yy);
    out[11] = 0;
    out[12] = v[0];
    out[13] = v[1];
    out[14] = v[2];
    out[15] = 1;
    return out;
  }
  function mat4_translate(out, a, v) {
    var x = v[0],
        y = v[1],
        z = v[2],
        a00,
        a01,
        a02,
        a03,
        a10,
        a11,
        a12,
        a13,
        a20,
        a21,
        a22,
        a23;
    if (a === out) {
      out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
      out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
      out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
      out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
    } else {
      a00 = a[0];a01 = a[1];a02 = a[2];a03 = a[3];
      a10 = a[4];a11 = a[5];a12 = a[6];a13 = a[7];
      a20 = a[8];a21 = a[9];a22 = a[10];a23 = a[11];
      out[0] = a00;out[1] = a01;out[2] = a02;out[3] = a03;
      out[4] = a10;out[5] = a11;out[6] = a12;out[7] = a13;
      out[8] = a20;out[9] = a21;out[10] = a22;out[11] = a23;
      out[12] = a00 * x + a10 * y + a20 * z + a[12];
      out[13] = a01 * x + a11 * y + a21 * z + a[13];
      out[14] = a02 * x + a12 * y + a22 * z + a[14];
      out[15] = a03 * x + a13 * y + a23 * z + a[15];
    }
    return out;
  }
  function mat4_invert(out, a) {
    var a00 = a[0],
        a01 = a[1],
        a02 = a[2],
        a03 = a[3],
        a10 = a[4],
        a11 = a[5],
        a12 = a[6],
        a13 = a[7],
        a20 = a[8],
        a21 = a[9],
        a22 = a[10],
        a23 = a[11],
        a30 = a[12],
        a31 = a[13],
        a32 = a[14],
        a33 = a[15],
        b00 = a00 * a11 - a01 * a10,
        b01 = a00 * a12 - a02 * a10,
        b02 = a00 * a13 - a03 * a10,
        b03 = a01 * a12 - a02 * a11,
        b04 = a01 * a13 - a03 * a11,
        b05 = a02 * a13 - a03 * a12,
        b06 = a20 * a31 - a21 * a30,
        b07 = a20 * a32 - a22 * a30,
        b08 = a20 * a33 - a23 * a30,
        b09 = a21 * a32 - a22 * a31,
        b10 = a21 * a33 - a23 * a31,
        b11 = a22 * a33 - a23 * a32,
    det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
    if (!det) {
      return null;
    }
    det = 1.0 / det;
    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
    return out;
  }
  var defaultOrientation = new Float32Array([0, 0, 0, 1]);
  var defaultPosition = new Float32Array([0, 0, 0]);
  function updateEyeMatrices(projection, view, pose, fov, offset, vrDisplay) {
    mat4_perspectiveFromFieldOfView(projection, fov || null, vrDisplay.depthNear, vrDisplay.depthFar);
    var orientation = pose.orientation || defaultOrientation;
    var position = pose.position || defaultPosition;
    mat4_fromRotationTranslation(view, orientation, position);
    if (offset) mat4_translate(view, view, offset);
    mat4_invert(view, view);
  }
  return function (frameData, pose, vrDisplay) {
    if (!frameData || !pose) return false;
    frameData.pose = pose;
    frameData.timestamp = pose.timestamp;
    updateEyeMatrices(frameData.leftProjectionMatrix, frameData.leftViewMatrix, pose, vrDisplay._getFieldOfView("left"), vrDisplay._getEyeOffset("left"), vrDisplay);
    updateEyeMatrices(frameData.rightProjectionMatrix, frameData.rightViewMatrix, pose, vrDisplay._getFieldOfView("right"), vrDisplay._getEyeOffset("right"), vrDisplay);
    return true;
  };
}();
var isInsideCrossOriginIFrame = function isInsideCrossOriginIFrame() {
  var isFramed = window.self !== window.top;
  var refOrigin = getOriginFromUrl(document.referrer);
  var thisOrigin = getOriginFromUrl(window.location.href);
  return isFramed && refOrigin !== thisOrigin;
};
var getOriginFromUrl = function getOriginFromUrl(url) {
  var domainIdx;
  var protoSepIdx = url.indexOf("://");
  if (protoSepIdx !== -1) {
    domainIdx = protoSepIdx + 3;
  } else {
    domainIdx = 0;
  }
  var domainEndIdx = url.indexOf('/', domainIdx);
  if (domainEndIdx === -1) {
    domainEndIdx = url.length;
  }
  return url.substring(0, domainEndIdx);
};
var getQuaternionAngle = function getQuaternionAngle(quat) {
  if (quat.w > 1) {
    console.warn('getQuaternionAngle: w > 1');
    return 0;
  }
  var angle = 2 * Math.acos(quat.w);
  return angle;
};
var warnOnce = function () {
  var observedWarnings = {};
  return function (key, message) {
    if (observedWarnings[key] === undefined) {
      console.warn('webvr-polyfill: ' + message);
      observedWarnings[key] = true;
    }
  };
}();
var deprecateWarning = function deprecateWarning(deprecated, suggested) {
  var alternative = suggested ? 'Please use ' + suggested + ' instead.' : '';
  warnOnce(deprecated, deprecated + ' has been deprecated. ' + 'This may not work on native WebVR displays. ' + alternative);
};
function WGLUPreserveGLState(gl, bindings, callback) {
  if (!bindings) {
    callback(gl);
    return;
  }
  var boundValues = [];
  var activeTexture = null;
  for (var i = 0; i < bindings.length; ++i) {
    var binding = bindings[i];
    switch (binding) {
      case gl.TEXTURE_BINDING_2D:
      case gl.TEXTURE_BINDING_CUBE_MAP:
        var textureUnit = bindings[++i];
        if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31) {
          console.error("TEXTURE_BINDING_2D or TEXTURE_BINDING_CUBE_MAP must be followed by a valid texture unit");
          boundValues.push(null, null);
          break;
        }
        if (!activeTexture) {
          activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE);
        }
        gl.activeTexture(textureUnit);
        boundValues.push(gl.getParameter(binding), null);
        break;
      case gl.ACTIVE_TEXTURE:
        activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE);
        boundValues.push(null);
        break;
      default:
        boundValues.push(gl.getParameter(binding));
        break;
    }
  }
  callback(gl);
  for (var i = 0; i < bindings.length; ++i) {
    var binding = bindings[i];
    var boundValue = boundValues[i];
    switch (binding) {
      case gl.ACTIVE_TEXTURE:
        break;
      case gl.ARRAY_BUFFER_BINDING:
        gl.bindBuffer(gl.ARRAY_BUFFER, boundValue);
        break;
      case gl.COLOR_CLEAR_VALUE:
        gl.clearColor(boundValue[0], boundValue[1], boundValue[2], boundValue[3]);
        break;
      case gl.COLOR_WRITEMASK:
        gl.colorMask(boundValue[0], boundValue[1], boundValue[2], boundValue[3]);
        break;
      case gl.CURRENT_PROGRAM:
        gl.useProgram(boundValue);
        break;
      case gl.ELEMENT_ARRAY_BUFFER_BINDING:
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, boundValue);
        break;
      case gl.FRAMEBUFFER_BINDING:
        gl.bindFramebuffer(gl.FRAMEBUFFER, boundValue);
        break;
      case gl.RENDERBUFFER_BINDING:
        gl.bindRenderbuffer(gl.RENDERBUFFER, boundValue);
        break;
      case gl.TEXTURE_BINDING_2D:
        var textureUnit = bindings[++i];
        if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31)
          break;
        gl.activeTexture(textureUnit);
        gl.bindTexture(gl.TEXTURE_2D, boundValue);
        break;
      case gl.TEXTURE_BINDING_CUBE_MAP:
        var textureUnit = bindings[++i];
        if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31)
          break;
        gl.activeTexture(textureUnit);
        gl.bindTexture(gl.TEXTURE_CUBE_MAP, boundValue);
        break;
      case gl.VIEWPORT:
        gl.viewport(boundValue[0], boundValue[1], boundValue[2], boundValue[3]);
        break;
      case gl.BLEND:
      case gl.CULL_FACE:
      case gl.DEPTH_TEST:
      case gl.SCISSOR_TEST:
      case gl.STENCIL_TEST:
        if (boundValue) {
          gl.enable(binding);
        } else {
          gl.disable(binding);
        }
        break;
      default:
        console.log("No GL restore behavior for 0x" + binding.toString(16));
        break;
    }
    if (activeTexture) {
      gl.activeTexture(activeTexture);
    }
  }
}
var glPreserveState = WGLUPreserveGLState;
var distortionVS = ['attribute vec2 position;', 'attribute vec3 texCoord;', 'varying vec2 vTexCoord;', 'uniform vec4 viewportOffsetScale[2];', 'void main() {', '  vec4 viewport = viewportOffsetScale[int(texCoord.z)];', '  vTexCoord = (texCoord.xy * viewport.zw) + viewport.xy;', '  gl_Position = vec4( position, 1.0, 1.0 );', '}'].join('\n');
var distortionFS = ['precision mediump float;', 'uniform sampler2D diffuse;', 'varying vec2 vTexCoord;', 'void main() {', '  gl_FragColor = texture2D(diffuse, vTexCoord);', '}'].join('\n');
function CardboardDistorter(gl, cardboardUI, bufferScale, dirtySubmitFrameBindings) {
  this.gl = gl;
  this.cardboardUI = cardboardUI;
  this.bufferScale = bufferScale;
  this.dirtySubmitFrameBindings = dirtySubmitFrameBindings;
  this.ctxAttribs = gl.getContextAttributes();
  this.instanceExt = gl.getExtension('ANGLE_instanced_arrays');
  this.meshWidth = 20;
  this.meshHeight = 20;
  this.bufferWidth = gl.drawingBufferWidth;
  this.bufferHeight = gl.drawingBufferHeight;
  this.realBindFramebuffer = gl.bindFramebuffer;
  this.realEnable = gl.enable;
  this.realDisable = gl.disable;
  this.realColorMask = gl.colorMask;
  this.realClearColor = gl.clearColor;
  this.realViewport = gl.viewport;
  if (!isIOS()) {
    this.realCanvasWidth = Object.getOwnPropertyDescriptor(gl.canvas.__proto__, 'width');
    this.realCanvasHeight = Object.getOwnPropertyDescriptor(gl.canvas.__proto__, 'height');
  }
  this.isPatched = false;
  this.lastBoundFramebuffer = null;
  this.cullFace = false;
  this.depthTest = false;
  this.blend = false;
  this.scissorTest = false;
  this.stencilTest = false;
  this.viewport = [0, 0, 0, 0];
  this.colorMask = [true, true, true, true];
  this.clearColor = [0, 0, 0, 0];
  this.attribs = {
    position: 0,
    texCoord: 1
  };
  this.program = linkProgram(gl, distortionVS, distortionFS, this.attribs);
  this.uniforms = getProgramUniforms(gl, this.program);
  this.viewportOffsetScale = new Float32Array(8);
  this.setTextureBounds();
  this.vertexBuffer = gl.createBuffer();
  this.indexBuffer = gl.createBuffer();
  this.indexCount = 0;
  this.renderTarget = gl.createTexture();
  this.framebuffer = gl.createFramebuffer();
  this.depthStencilBuffer = null;
  this.depthBuffer = null;
  this.stencilBuffer = null;
  if (this.ctxAttribs.depth && this.ctxAttribs.stencil) {
    this.depthStencilBuffer = gl.createRenderbuffer();
  } else if (this.ctxAttribs.depth) {
    this.depthBuffer = gl.createRenderbuffer();
  } else if (this.ctxAttribs.stencil) {
    this.stencilBuffer = gl.createRenderbuffer();
  }
  this.patch();
  this.onResize();
}
CardboardDistorter.prototype.destroy = function () {
  var gl = this.gl;
  this.unpatch();
  gl.deleteProgram(this.program);
  gl.deleteBuffer(this.vertexBuffer);
  gl.deleteBuffer(this.indexBuffer);
  gl.deleteTexture(this.renderTarget);
  gl.deleteFramebuffer(this.framebuffer);
  if (this.depthStencilBuffer) {
    gl.deleteRenderbuffer(this.depthStencilBuffer);
  }
  if (this.depthBuffer) {
    gl.deleteRenderbuffer(this.depthBuffer);
  }
  if (this.stencilBuffer) {
    gl.deleteRenderbuffer(this.stencilBuffer);
  }
  if (this.cardboardUI) {
    this.cardboardUI.destroy();
  }
};
CardboardDistorter.prototype.onResize = function () {
  var gl = this.gl;
  var self = this;
  var glState = [gl.RENDERBUFFER_BINDING, gl.TEXTURE_BINDING_2D, gl.TEXTURE0];
  glPreserveState(gl, glState, function (gl) {
    self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, null);
    if (self.scissorTest) {
      self.realDisable.call(gl, gl.SCISSOR_TEST);
    }
    self.realColorMask.call(gl, true, true, true, true);
    self.realViewport.call(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    self.realClearColor.call(gl, 0, 0, 0, 1);
    gl.clear(gl.COLOR_BUFFER_BIT);
    self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.framebuffer);
    gl.bindTexture(gl.TEXTURE_2D, self.renderTarget);
    gl.texImage2D(gl.TEXTURE_2D, 0, self.ctxAttribs.alpha ? gl.RGBA : gl.RGB, self.bufferWidth, self.bufferHeight, 0, self.ctxAttribs.alpha ? gl.RGBA : gl.RGB, gl.UNSIGNED_BYTE, null);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, self.renderTarget, 0);
    if (self.ctxAttribs.depth && self.ctxAttribs.stencil) {
      gl.bindRenderbuffer(gl.RENDERBUFFER, self.depthStencilBuffer);
      gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, self.bufferWidth, self.bufferHeight);
      gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, self.depthStencilBuffer);
    } else if (self.ctxAttribs.depth) {
      gl.bindRenderbuffer(gl.RENDERBUFFER, self.depthBuffer);
      gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, self.bufferWidth, self.bufferHeight);
      gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, self.depthBuffer);
    } else if (self.ctxAttribs.stencil) {
      gl.bindRenderbuffer(gl.RENDERBUFFER, self.stencilBuffer);
      gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, self.bufferWidth, self.bufferHeight);
      gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, self.stencilBuffer);
    }
    if (!gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) {
      console.error('Framebuffer incomplete!');
    }
    self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.lastBoundFramebuffer);
    if (self.scissorTest) {
      self.realEnable.call(gl, gl.SCISSOR_TEST);
    }
    self.realColorMask.apply(gl, self.colorMask);
    self.realViewport.apply(gl, self.viewport);
    self.realClearColor.apply(gl, self.clearColor);
  });
  if (this.cardboardUI) {
    this.cardboardUI.onResize();
  }
};
CardboardDistorter.prototype.patch = function () {
  if (this.isPatched) {
    return;
  }
  var self = this;
  var canvas = this.gl.canvas;
  var gl = this.gl;
  if (!isIOS()) {
    canvas.width = getScreenWidth() * this.bufferScale;
    canvas.height = getScreenHeight() * this.bufferScale;
    Object.defineProperty(canvas, 'width', {
      configurable: true,
      enumerable: true,
      get: function get() {
        return self.bufferWidth;
      },
      set: function set(value) {
        self.bufferWidth = value;
        self.realCanvasWidth.set.call(canvas, value);
        self.onResize();
      }
    });
    Object.defineProperty(canvas, 'height', {
      configurable: true,
      enumerable: true,
      get: function get() {
        return self.bufferHeight;
      },
      set: function set(value) {
        self.bufferHeight = value;
        self.realCanvasHeight.set.call(canvas, value);
        self.onResize();
      }
    });
  }
  this.lastBoundFramebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
  if (this.lastBoundFramebuffer == null) {
    this.lastBoundFramebuffer = this.framebuffer;
    this.gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
  }
  this.gl.bindFramebuffer = function (target, framebuffer) {
    self.lastBoundFramebuffer = framebuffer ? framebuffer : self.framebuffer;
    self.realBindFramebuffer.call(gl, target, self.lastBoundFramebuffer);
  };
  this.cullFace = gl.getParameter(gl.CULL_FACE);
  this.depthTest = gl.getParameter(gl.DEPTH_TEST);
  this.blend = gl.getParameter(gl.BLEND);
  this.scissorTest = gl.getParameter(gl.SCISSOR_TEST);
  this.stencilTest = gl.getParameter(gl.STENCIL_TEST);
  gl.enable = function (pname) {
    switch (pname) {
      case gl.CULL_FACE:
        self.cullFace = true;break;
      case gl.DEPTH_TEST:
        self.depthTest = true;break;
      case gl.BLEND:
        self.blend = true;break;
      case gl.SCISSOR_TEST:
        self.scissorTest = true;break;
      case gl.STENCIL_TEST:
        self.stencilTest = true;break;
    }
    self.realEnable.call(gl, pname);
  };
  gl.disable = function (pname) {
    switch (pname) {
      case gl.CULL_FACE:
        self.cullFace = false;break;
      case gl.DEPTH_TEST:
        self.depthTest = false;break;
      case gl.BLEND:
        self.blend = false;break;
      case gl.SCISSOR_TEST:
        self.scissorTest = false;break;
      case gl.STENCIL_TEST:
        self.stencilTest = false;break;
    }
    self.realDisable.call(gl, pname);
  };
  this.colorMask = gl.getParameter(gl.COLOR_WRITEMASK);
  gl.colorMask = function (r, g, b, a) {
    self.colorMask[0] = r;
    self.colorMask[1] = g;
    self.colorMask[2] = b;
    self.colorMask[3] = a;
    self.realColorMask.call(gl, r, g, b, a);
  };
  this.clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
  gl.clearColor = function (r, g, b, a) {
    self.clearColor[0] = r;
    self.clearColor[1] = g;
    self.clearColor[2] = b;
    self.clearColor[3] = a;
    self.realClearColor.call(gl, r, g, b, a);
  };
  this.viewport = gl.getParameter(gl.VIEWPORT);
  gl.viewport = function (x, y, w, h) {
    self.viewport[0] = x;
    self.viewport[1] = y;
    self.viewport[2] = w;
    self.viewport[3] = h;
    self.realViewport.call(gl, x, y, w, h);
  };
  this.isPatched = true;
  safariCssSizeWorkaround(canvas);
};
CardboardDistorter.prototype.unpatch = function () {
  if (!this.isPatched) {
    return;
  }
  var gl = this.gl;
  var canvas = this.gl.canvas;
  if (!isIOS()) {
    Object.defineProperty(canvas, 'width', this.realCanvasWidth);
    Object.defineProperty(canvas, 'height', this.realCanvasHeight);
  }
  canvas.width = this.bufferWidth;
  canvas.height = this.bufferHeight;
  gl.bindFramebuffer = this.realBindFramebuffer;
  gl.enable = this.realEnable;
  gl.disable = this.realDisable;
  gl.colorMask = this.realColorMask;
  gl.clearColor = this.realClearColor;
  gl.viewport = this.realViewport;
  if (this.lastBoundFramebuffer == this.framebuffer) {
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  }
  this.isPatched = false;
  setTimeout(function () {
    safariCssSizeWorkaround(canvas);
  }, 1);
};
CardboardDistorter.prototype.setTextureBounds = function (leftBounds, rightBounds) {
  if (!leftBounds) {
    leftBounds = [0, 0, 0.5, 1];
  }
  if (!rightBounds) {
    rightBounds = [0.5, 0, 0.5, 1];
  }
  this.viewportOffsetScale[0] = leftBounds[0];
  this.viewportOffsetScale[1] = leftBounds[1];
  this.viewportOffsetScale[2] = leftBounds[2];
  this.viewportOffsetScale[3] = leftBounds[3];
  this.viewportOffsetScale[4] = rightBounds[0];
  this.viewportOffsetScale[5] = rightBounds[1];
  this.viewportOffsetScale[6] = rightBounds[2];
  this.viewportOffsetScale[7] = rightBounds[3];
};
CardboardDistorter.prototype.submitFrame = function () {
  var gl = this.gl;
  var self = this;
  var glState = [];
  if (!this.dirtySubmitFrameBindings) {
    glState.push(gl.CURRENT_PROGRAM, gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING, gl.TEXTURE_BINDING_2D, gl.TEXTURE0);
  }
  glPreserveState(gl, glState, function (gl) {
    self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, null);
    var positionDivisor = 0;
    var texCoordDivisor = 0;
    if (self.instanceExt) {
      positionDivisor = gl.getVertexAttrib(self.attribs.position, self.instanceExt.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
      texCoordDivisor = gl.getVertexAttrib(self.attribs.texCoord, self.instanceExt.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
    }
    if (self.cullFace) {
      self.realDisable.call(gl, gl.CULL_FACE);
    }
    if (self.depthTest) {
      self.realDisable.call(gl, gl.DEPTH_TEST);
    }
    if (self.blend) {
      self.realDisable.call(gl, gl.BLEND);
    }
    if (self.scissorTest) {
      self.realDisable.call(gl, gl.SCISSOR_TEST);
    }
    if (self.stencilTest) {
      self.realDisable.call(gl, gl.STENCIL_TEST);
    }
    self.realColorMask.call(gl, true, true, true, true);
    self.realViewport.call(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    if (self.ctxAttribs.alpha || isIOS()) {
      self.realClearColor.call(gl, 0, 0, 0, 1);
      gl.clear(gl.COLOR_BUFFER_BIT);
    }
    gl.useProgram(self.program);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.indexBuffer);
    gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer);
    gl.enableVertexAttribArray(self.attribs.position);
    gl.enableVertexAttribArray(self.attribs.texCoord);
    gl.vertexAttribPointer(self.attribs.position, 2, gl.FLOAT, false, 20, 0);
    gl.vertexAttribPointer(self.attribs.texCoord, 3, gl.FLOAT, false, 20, 8);
    if (self.instanceExt) {
      if (positionDivisor != 0) {
        self.instanceExt.vertexAttribDivisorANGLE(self.attribs.position, 0);
      }
      if (texCoordDivisor != 0) {
        self.instanceExt.vertexAttribDivisorANGLE(self.attribs.texCoord, 0);
      }
    }
    gl.activeTexture(gl.TEXTURE0);
    gl.uniform1i(self.uniforms.diffuse, 0);
    gl.bindTexture(gl.TEXTURE_2D, self.renderTarget);
    gl.uniform4fv(self.uniforms.viewportOffsetScale, self.viewportOffsetScale);
    gl.drawElements(gl.TRIANGLES, self.indexCount, gl.UNSIGNED_SHORT, 0);
    if (self.cardboardUI) {
      self.cardboardUI.renderNoState();
    }
    self.realBindFramebuffer.call(self.gl, gl.FRAMEBUFFER, self.framebuffer);
    if (!self.ctxAttribs.preserveDrawingBuffer) {
      self.realClearColor.call(gl, 0, 0, 0, 0);
      gl.clear(gl.COLOR_BUFFER_BIT);
    }
    if (!self.dirtySubmitFrameBindings) {
      self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.lastBoundFramebuffer);
    }
    if (self.cullFace) {
      self.realEnable.call(gl, gl.CULL_FACE);
    }
    if (self.depthTest) {
      self.realEnable.call(gl, gl.DEPTH_TEST);
    }
    if (self.blend) {
      self.realEnable.call(gl, gl.BLEND);
    }
    if (self.scissorTest) {
      self.realEnable.call(gl, gl.SCISSOR_TEST);
    }
    if (self.stencilTest) {
      self.realEnable.call(gl, gl.STENCIL_TEST);
    }
    self.realColorMask.apply(gl, self.colorMask);
    self.realViewport.apply(gl, self.viewport);
    if (self.ctxAttribs.alpha || !self.ctxAttribs.preserveDrawingBuffer) {
      self.realClearColor.apply(gl, self.clearColor);
    }
    if (self.instanceExt) {
      if (positionDivisor != 0) {
        self.instanceExt.vertexAttribDivisorANGLE(self.attribs.position, positionDivisor);
      }
      if (texCoordDivisor != 0) {
        self.instanceExt.vertexAttribDivisorANGLE(self.attribs.texCoord, texCoordDivisor);
      }
    }
  });
  if (isIOS()) {
    var canvas = gl.canvas;
    if (canvas.width != self.bufferWidth || canvas.height != self.bufferHeight) {
      self.bufferWidth = canvas.width;
      self.bufferHeight = canvas.height;
      self.onResize();
    }
  }
};
CardboardDistorter.prototype.updateDeviceInfo = function (deviceInfo) {
  var gl = this.gl;
  var self = this;
  var glState = [gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING];
  glPreserveState(gl, glState, function (gl) {
    var vertices = self.computeMeshVertices_(self.meshWidth, self.meshHeight, deviceInfo);
    gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
    if (!self.indexCount) {
      var indices = self.computeMeshIndices_(self.meshWidth, self.meshHeight);
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.indexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
      self.indexCount = indices.length;
    }
  });
};
CardboardDistorter.prototype.computeMeshVertices_ = function (width, height, deviceInfo) {
  var vertices = new Float32Array(2 * width * height * 5);
  var lensFrustum = deviceInfo.getLeftEyeVisibleTanAngles();
  var noLensFrustum = deviceInfo.getLeftEyeNoLensTanAngles();
  var viewport = deviceInfo.getLeftEyeVisibleScreenRect(noLensFrustum);
  var vidx = 0;
  for (var e = 0; e < 2; e++) {
    for (var j = 0; j < height; j++) {
      for (var i = 0; i < width; i++, vidx++) {
        var u = i / (width - 1);
        var v = j / (height - 1);
        var s = u;
        var t = v;
        var x = lerp(lensFrustum[0], lensFrustum[2], u);
        var y = lerp(lensFrustum[3], lensFrustum[1], v);
        var d = Math.sqrt(x * x + y * y);
        var r = deviceInfo.distortion.distortInverse(d);
        var p = x * r / d;
        var q = y * r / d;
        u = (p - noLensFrustum[0]) / (noLensFrustum[2] - noLensFrustum[0]);
        v = (q - noLensFrustum[3]) / (noLensFrustum[1] - noLensFrustum[3]);
        u = (viewport.x + u * viewport.width - 0.5) * 2.0;
        v = (viewport.y + v * viewport.height - 0.5) * 2.0;
        vertices[vidx * 5 + 0] = u;
        vertices[vidx * 5 + 1] = v;
        vertices[vidx * 5 + 2] = s;
        vertices[vidx * 5 + 3] = t;
        vertices[vidx * 5 + 4] = e;
      }
    }
    var w = lensFrustum[2] - lensFrustum[0];
    lensFrustum[0] = -(w + lensFrustum[0]);
    lensFrustum[2] = w - lensFrustum[2];
    w = noLensFrustum[2] - noLensFrustum[0];
    noLensFrustum[0] = -(w + noLensFrustum[0]);
    noLensFrustum[2] = w - noLensFrustum[2];
    viewport.x = 1 - (viewport.x + viewport.width);
  }
  return vertices;
};
CardboardDistorter.prototype.computeMeshIndices_ = function (width, height) {
  var indices = new Uint16Array(2 * (width - 1) * (height - 1) * 6);
  var halfwidth = width / 2;
  var halfheight = height / 2;
  var vidx = 0;
  var iidx = 0;
  for (var e = 0; e < 2; e++) {
    for (var j = 0; j < height; j++) {
      for (var i = 0; i < width; i++, vidx++) {
        if (i == 0 || j == 0) continue;
        if (i <= halfwidth == j <= halfheight) {
          indices[iidx++] = vidx;
          indices[iidx++] = vidx - width - 1;
          indices[iidx++] = vidx - width;
          indices[iidx++] = vidx - width - 1;
          indices[iidx++] = vidx;
          indices[iidx++] = vidx - 1;
        } else {
          indices[iidx++] = vidx - 1;
          indices[iidx++] = vidx - width;
          indices[iidx++] = vidx;
          indices[iidx++] = vidx - width;
          indices[iidx++] = vidx - 1;
          indices[iidx++] = vidx - width - 1;
        }
      }
    }
  }
  return indices;
};
CardboardDistorter.prototype.getOwnPropertyDescriptor_ = function (proto, attrName) {
  var descriptor = Object.getOwnPropertyDescriptor(proto, attrName);
  if (descriptor.get === undefined || descriptor.set === undefined) {
    descriptor.configurable = true;
    descriptor.enumerable = true;
    descriptor.get = function () {
      return this.getAttribute(attrName);
    };
    descriptor.set = function (val) {
      this.setAttribute(attrName, val);
    };
  }
  return descriptor;
};
var uiVS = ['attribute vec2 position;', 'uniform mat4 projectionMat;', 'void main() {', '  gl_Position = projectionMat * vec4( position, -1.0, 1.0 );', '}'].join('\n');
var uiFS = ['precision mediump float;', 'uniform vec4 color;', 'void main() {', '  gl_FragColor = color;', '}'].join('\n');
var DEG2RAD = Math.PI / 180.0;
var kAnglePerGearSection = 60;
var kOuterRimEndAngle = 12;
var kInnerRimBeginAngle = 20;
var kOuterRadius = 1;
var kMiddleRadius = 0.75;
var kInnerRadius = 0.3125;
var kCenterLineThicknessDp = 4;
var kButtonWidthDp = 28;
var kTouchSlopFactor = 1.5;
function CardboardUI(gl) {
  this.gl = gl;
  this.attribs = {
    position: 0
  };
  this.program = linkProgram(gl, uiVS, uiFS, this.attribs);
  this.uniforms = getProgramUniforms(gl, this.program);
  this.vertexBuffer = gl.createBuffer();
  this.gearOffset = 0;
  this.gearVertexCount = 0;
  this.arrowOffset = 0;
  this.arrowVertexCount = 0;
  this.projMat = new Float32Array(16);
  this.listener = null;
  this.onResize();
}
CardboardUI.prototype.destroy = function () {
  var gl = this.gl;
  if (this.listener) {
    gl.canvas.removeEventListener('click', this.listener, false);
  }
  gl.deleteProgram(this.program);
  gl.deleteBuffer(this.vertexBuffer);
};
CardboardUI.prototype.listen = function (optionsCallback, backCallback) {
  var canvas = this.gl.canvas;
  this.listener = function (event) {
    var midline = canvas.clientWidth / 2;
    var buttonSize = kButtonWidthDp * kTouchSlopFactor;
    if (event.clientX > midline - buttonSize && event.clientX < midline + buttonSize && event.clientY > canvas.clientHeight - buttonSize) {
      optionsCallback(event);
    }
    else if (event.clientX < buttonSize && event.clientY < buttonSize) {
        backCallback(event);
      }
  };
  canvas.addEventListener('click', this.listener, false);
};
CardboardUI.prototype.onResize = function () {
  var gl = this.gl;
  var self = this;
  var glState = [gl.ARRAY_BUFFER_BINDING];
  glPreserveState(gl, glState, function (gl) {
    var vertices = [];
    var midline = gl.drawingBufferWidth / 2;
    var physicalPixels = Math.max(screen.width, screen.height) * window.devicePixelRatio;
    var scalingRatio = gl.drawingBufferWidth / physicalPixels;
    var dps = scalingRatio * window.devicePixelRatio;
    var lineWidth = kCenterLineThicknessDp * dps / 2;
    var buttonSize = kButtonWidthDp * kTouchSlopFactor * dps;
    var buttonScale = kButtonWidthDp * dps / 2;
    var buttonBorder = (kButtonWidthDp * kTouchSlopFactor - kButtonWidthDp) * dps;
    vertices.push(midline - lineWidth, buttonSize);
    vertices.push(midline - lineWidth, gl.drawingBufferHeight);
    vertices.push(midline + lineWidth, buttonSize);
    vertices.push(midline + lineWidth, gl.drawingBufferHeight);
    self.gearOffset = vertices.length / 2;
    function addGearSegment(theta, r) {
      var angle = (90 - theta) * DEG2RAD;
      var x = Math.cos(angle);
      var y = Math.sin(angle);
      vertices.push(kInnerRadius * x * buttonScale + midline, kInnerRadius * y * buttonScale + buttonScale);
      vertices.push(r * x * buttonScale + midline, r * y * buttonScale + buttonScale);
    }
    for (var i = 0; i <= 6; i++) {
      var segmentTheta = i * kAnglePerGearSection;
      addGearSegment(segmentTheta, kOuterRadius);
      addGearSegment(segmentTheta + kOuterRimEndAngle, kOuterRadius);
      addGearSegment(segmentTheta + kInnerRimBeginAngle, kMiddleRadius);
      addGearSegment(segmentTheta + (kAnglePerGearSection - kInnerRimBeginAngle), kMiddleRadius);
      addGearSegment(segmentTheta + (kAnglePerGearSection - kOuterRimEndAngle), kOuterRadius);
    }
    self.gearVertexCount = vertices.length / 2 - self.gearOffset;
    self.arrowOffset = vertices.length / 2;
    function addArrowVertex(x, y) {
      vertices.push(buttonBorder + x, gl.drawingBufferHeight - buttonBorder - y);
    }
    var angledLineWidth = lineWidth / Math.sin(45 * DEG2RAD);
    addArrowVertex(0, buttonScale);
    addArrowVertex(buttonScale, 0);
    addArrowVertex(buttonScale + angledLineWidth, angledLineWidth);
    addArrowVertex(angledLineWidth, buttonScale + angledLineWidth);
    addArrowVertex(angledLineWidth, buttonScale - angledLineWidth);
    addArrowVertex(0, buttonScale);
    addArrowVertex(buttonScale, buttonScale * 2);
    addArrowVertex(buttonScale + angledLineWidth, buttonScale * 2 - angledLineWidth);
    addArrowVertex(angledLineWidth, buttonScale - angledLineWidth);
    addArrowVertex(0, buttonScale);
    addArrowVertex(angledLineWidth, buttonScale - lineWidth);
    addArrowVertex(kButtonWidthDp * dps, buttonScale - lineWidth);
    addArrowVertex(angledLineWidth, buttonScale + lineWidth);
    addArrowVertex(kButtonWidthDp * dps, buttonScale + lineWidth);
    self.arrowVertexCount = vertices.length / 2 - self.arrowOffset;
    gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
  });
};
CardboardUI.prototype.render = function () {
  var gl = this.gl;
  var self = this;
  var glState = [gl.CULL_FACE, gl.DEPTH_TEST, gl.BLEND, gl.SCISSOR_TEST, gl.STENCIL_TEST, gl.COLOR_WRITEMASK, gl.VIEWPORT, gl.CURRENT_PROGRAM, gl.ARRAY_BUFFER_BINDING];
  glPreserveState(gl, glState, function (gl) {
    gl.disable(gl.CULL_FACE);
    gl.disable(gl.DEPTH_TEST);
    gl.disable(gl.BLEND);
    gl.disable(gl.SCISSOR_TEST);
    gl.disable(gl.STENCIL_TEST);
    gl.colorMask(true, true, true, true);
    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    self.renderNoState();
  });
};
CardboardUI.prototype.renderNoState = function () {
  var gl = this.gl;
  gl.useProgram(this.program);
  gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
  gl.enableVertexAttribArray(this.attribs.position);
  gl.vertexAttribPointer(this.attribs.position, 2, gl.FLOAT, false, 8, 0);
  gl.uniform4f(this.uniforms.color, 1.0, 1.0, 1.0, 1.0);
  orthoMatrix(this.projMat, 0, gl.drawingBufferWidth, 0, gl.drawingBufferHeight, 0.1, 1024.0);
  gl.uniformMatrix4fv(this.uniforms.projectionMat, false, this.projMat);
  gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
  gl.drawArrays(gl.TRIANGLE_STRIP, this.gearOffset, this.gearVertexCount);
  gl.drawArrays(gl.TRIANGLE_STRIP, this.arrowOffset, this.arrowVertexCount);
};
function Distortion(coefficients) {
  this.coefficients = coefficients;
}
Distortion.prototype.distortInverse = function (radius) {
  var r0 = 0;
  var r1 = 1;
  var dr0 = radius - this.distort(r0);
  while (Math.abs(r1 - r0) > 0.0001             ) {
    var dr1 = radius - this.distort(r1);
    var r2 = r1 - dr1 * ((r1 - r0) / (dr1 - dr0));
    r0 = r1;
    r1 = r2;
    dr0 = dr1;
  }
  return r1;
};
Distortion.prototype.distort = function (radius) {
  var r2 = radius * radius;
  var ret = 0;
  for (var i = 0; i < this.coefficients.length; i++) {
    ret = r2 * (ret + this.coefficients[i]);
  }
  return (ret + 1) * radius;
};
var degToRad = Math.PI / 180;
var radToDeg = 180 / Math.PI;
var Vector3 = function Vector3(x, y, z) {
  this.x = x || 0;
  this.y = y || 0;
  this.z = z || 0;
};
Vector3.prototype = {
  constructor: Vector3,
  set: function set(x, y, z) {
    this.x = x;
    this.y = y;
    this.z = z;
    return this;
  },
  copy: function copy(v) {
    this.x = v.x;
    this.y = v.y;
    this.z = v.z;
    return this;
  },
  length: function length() {
    return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  },
  normalize: function normalize() {
    var scalar = this.length();
    if (scalar !== 0) {
      var invScalar = 1 / scalar;
      this.multiplyScalar(invScalar);
    } else {
      this.x = 0;
      this.y = 0;
      this.z = 0;
    }
    return this;
  },
  multiplyScalar: function multiplyScalar(scalar) {
    this.x *= scalar;
    this.y *= scalar;
    this.z *= scalar;
  },
  applyQuaternion: function applyQuaternion(q) {
    var x = this.x;
    var y = this.y;
    var z = this.z;
    var qx = q.x;
    var qy = q.y;
    var qz = q.z;
    var qw = q.w;
    var ix = qw * x + qy * z - qz * y;
    var iy = qw * y + qz * x - qx * z;
    var iz = qw * z + qx * y - qy * x;
    var iw = -qx * x - qy * y - qz * z;
    this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
    this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
    this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
    return this;
  },
  dot: function dot(v) {
    return this.x * v.x + this.y * v.y + this.z * v.z;
  },
  crossVectors: function crossVectors(a, b) {
    var ax = a.x,
        ay = a.y,
        az = a.z;
    var 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;
  }
};
var Quaternion = function Quaternion(x, y, z, w) {
  this.x = x || 0;
  this.y = y || 0;
  this.z = z || 0;
  this.w = w !== undefined ? w : 1;
};
Quaternion.prototype = {
  constructor: Quaternion,
  set: function set(x, y, z, w) {
    this.x = x;
    this.y = y;
    this.z = z;
    this.w = w;
    return this;
  },
  copy: function copy(quaternion) {
    this.x = quaternion.x;
    this.y = quaternion.y;
    this.z = quaternion.z;
    this.w = quaternion.w;
    return this;
  },
  setFromEulerXYZ: function setFromEulerXYZ(x, y, z) {
    var c1 = Math.cos(x / 2);
    var c2 = Math.cos(y / 2);
    var c3 = Math.cos(z / 2);
    var s1 = Math.sin(x / 2);
    var s2 = Math.sin(y / 2);
    var s3 = Math.sin(z / 2);
    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;
    return this;
  },
  setFromEulerYXZ: function setFromEulerYXZ(x, y, z) {
    var c1 = Math.cos(x / 2);
    var c2 = Math.cos(y / 2);
    var c3 = Math.cos(z / 2);
    var s1 = Math.sin(x / 2);
    var s2 = Math.sin(y / 2);
    var s3 = Math.sin(z / 2);
    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;
    return this;
  },
  setFromAxisAngle: function setFromAxisAngle(axis, angle) {
    var 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);
    return this;
  },
  multiply: function multiply(q) {
    return this.multiplyQuaternions(this, q);
  },
  multiplyQuaternions: function multiplyQuaternions(a, b) {
    var qax = a.x,
        qay = a.y,
        qaz = a.z,
        qaw = a.w;
    var 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;
    return this;
  },
  inverse: function inverse() {
    this.x *= -1;
    this.y *= -1;
    this.z *= -1;
    this.normalize();
    return this;
  },
  normalize: function normalize() {
    var l = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
    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;
    }
    return this;
  },
  slerp: function slerp(qb, t) {
    if (t === 0) return this;
    if (t === 1) return this.copy(qb);
    var x = this.x,
        y = this.y,
        z = this.z,
        w = this.w;
    var 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;
    }
    var halfTheta = Math.acos(cosHalfTheta);
    var sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta);
    if (Math.abs(sinHalfTheta) < 0.001) {
      this.w = 0.5 * (w + this.w);
      this.x = 0.5 * (x + this.x);
      this.y = 0.5 * (y + this.y);
      this.z = 0.5 * (z + this.z);
      return this;
    }
    var 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;
    return this;
  },
  setFromUnitVectors: function () {
    var v1, r;
    var EPS = 0.000001;
    return function (vFrom, vTo) {
      if (v1 === undefined) v1 = new Vector3();
      r = vFrom.dot(vTo) + 1;
      if (r < EPS) {
        r = 0;
        if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
          v1.set(-vFrom.y, vFrom.x, 0);
        } else {
          v1.set(0, -vFrom.z, vFrom.y);
        }
      } else {
        v1.crossVectors(vFrom, vTo);
      }
      this.x = v1.x;
      this.y = v1.y;
      this.z = v1.z;
      this.w = r;
      this.normalize();
      return this;
    };
  }()
};
function Device(params) {
  this.width = params.width || getScreenWidth();
  this.height = params.height || getScreenHeight();
  this.widthMeters = params.widthMeters;
  this.heightMeters = params.heightMeters;
  this.bevelMeters = params.bevelMeters;
}
var DEFAULT_ANDROID = new Device({
  widthMeters: 0.110,
  heightMeters: 0.062,
  bevelMeters: 0.004
});
var DEFAULT_IOS = new Device({
  widthMeters: 0.1038,
  heightMeters: 0.0584,
  bevelMeters: 0.004
});
var Viewers = {
  CardboardV1: new CardboardViewer({
    id: 'CardboardV1',
    label: 'Cardboard I/O 2014',
    fov: 40,
    interLensDistance: 0.060,
    baselineLensDistance: 0.035,
    screenLensDistance: 0.042,
    distortionCoefficients: [0.441, 0.156],
    inverseCoefficients: [-0.4410035, 0.42756155, -0.4804439, 0.5460139, -0.58821183, 0.5733938, -0.48303202, 0.33299083, -0.17573841, 0.0651772, -0.01488963, 0.001559834]
  }),
  CardboardV2: new CardboardViewer({
    id: 'CardboardV2',
    label: 'Cardboard I/O 2015',
    fov: 60,
    interLensDistance: 0.064,
    baselineLensDistance: 0.035,
    screenLensDistance: 0.039,
    distortionCoefficients: [0.34, 0.55],
    inverseCoefficients: [-0.33836704, -0.18162185, 0.862655, -1.2462051, 1.0560602, -0.58208317, 0.21609078, -0.05444823, 0.009177956, -9.904169E-4, 6.183535E-5, -1.6981803E-6]
  })
};
function DeviceInfo(deviceParams, additionalViewers) {
  this.viewer = Viewers.CardboardV2;
  this.updateDeviceParams(deviceParams);
  this.distortion = new Distortion(this.viewer.distortionCoefficients);
  for (var i = 0; i < additionalViewers.length; i++) {
    var viewer = additionalViewers[i];
    Viewers[viewer.id] = new CardboardViewer(viewer);
  }
}
DeviceInfo.prototype.updateDeviceParams = function (deviceParams) {
  this.device = this.determineDevice_(deviceParams) || this.device;
};
DeviceInfo.prototype.getDevice = function () {
  return this.device;
};
DeviceInfo.prototype.setViewer = function (viewer) {
  this.viewer = viewer;
  this.distortion = new Distortion(this.viewer.distortionCoefficients);
};
DeviceInfo.prototype.determineDevice_ = function (deviceParams) {
  if (!deviceParams) {
    if (isIOS()) {
      console.warn('Using fallback iOS device measurements.');
      return DEFAULT_IOS;
    } else {
      console.warn('Using fallback Android device measurements.');
      return DEFAULT_ANDROID;
    }
  }
  var METERS_PER_INCH = 0.0254;
  var metersPerPixelX = METERS_PER_INCH / deviceParams.xdpi;
  var metersPerPixelY = METERS_PER_INCH / deviceParams.ydpi;
  var width = getScreenWidth();
  var height = getScreenHeight();
  return new Device({
    widthMeters: metersPerPixelX * width,
    heightMeters: metersPerPixelY * height,
    bevelMeters: deviceParams.bevelMm * 0.001
  });
};
DeviceInfo.prototype.getDistortedFieldOfViewLeftEye = function () {
  var viewer = this.viewer;
  var device = this.device;
  var distortion = this.distortion;
  var eyeToScreenDistance = viewer.screenLensDistance;
  var outerDist = (device.widthMeters - viewer.interLensDistance) / 2;
  var innerDist = viewer.interLensDistance / 2;
  var bottomDist = viewer.baselineLensDistance - device.bevelMeters;
  var topDist = device.heightMeters - bottomDist;
  var outerAngle = radToDeg * Math.atan(distortion.distort(outerDist / eyeToScreenDistance));
  var innerAngle = radToDeg * Math.atan(distortion.distort(innerDist / eyeToScreenDistance));
  var bottomAngle = radToDeg * Math.atan(distortion.distort(bottomDist / eyeToScreenDistance));
  var topAngle = radToDeg * Math.atan(distortion.distort(topDist / eyeToScreenDistance));
  return {
    leftDegrees: Math.min(outerAngle, viewer.fov),
    rightDegrees: Math.min(innerAngle, viewer.fov),
    downDegrees: Math.min(bottomAngle, viewer.fov),
    upDegrees: Math.min(topAngle, viewer.fov)
  };
};
DeviceInfo.prototype.getLeftEyeVisibleTanAngles = function () {
  var viewer = this.viewer;
  var device = this.device;
  var distortion = this.distortion;
  var fovLeft = Math.tan(-degToRad * viewer.fov);
  var fovTop = Math.tan(degToRad * viewer.fov);
  var fovRight = Math.tan(degToRad * viewer.fov);
  var fovBottom = Math.tan(-degToRad * viewer.fov);
  var halfWidth = device.widthMeters / 4;
  var halfHeight = device.heightMeters / 2;
  var verticalLensOffset = viewer.baselineLensDistance - device.bevelMeters - halfHeight;
  var centerX = viewer.interLensDistance / 2 - halfWidth;
  var centerY = -verticalLensOffset;
  var centerZ = viewer.screenLensDistance;
  var screenLeft = distortion.distort((centerX - halfWidth) / centerZ);
  var screenTop = distortion.distort((centerY + halfHeight) / centerZ);
  var screenRight = distortion.distort((centerX + halfWidth) / centerZ);
  var screenBottom = distortion.distort((centerY - halfHeight) / centerZ);
  var result = new Float32Array(4);
  result[0] = Math.max(fovLeft, screenLeft);
  result[1] = Math.min(fovTop, screenTop);
  result[2] = Math.min(fovRight, screenRight);
  result[3] = Math.max(fovBottom, screenBottom);
  return result;
};
DeviceInfo.prototype.getLeftEyeNoLensTanAngles = function () {
  var viewer = this.viewer;
  var device = this.device;
  var distortion = this.distortion;
  var result = new Float32Array(4);
  var fovLeft = distortion.distortInverse(Math.tan(-degToRad * viewer.fov));
  var fovTop = distortion.distortInverse(Math.tan(degToRad * viewer.fov));
  var fovRight = distortion.distortInverse(Math.tan(degToRad * viewer.fov));
  var fovBottom = distortion.distortInverse(Math.tan(-degToRad * viewer.fov));
  var halfWidth = device.widthMeters / 4;
  var halfHeight = device.heightMeters / 2;
  var verticalLensOffset = viewer.baselineLensDistance - device.bevelMeters - halfHeight;
  var centerX = viewer.interLensDistance / 2 - halfWidth;
  var centerY = -verticalLensOffset;
  var centerZ = viewer.screenLensDistance;
  var screenLeft = (centerX - halfWidth) / centerZ;
  var screenTop = (centerY + halfHeight) / centerZ;
  var screenRight = (centerX + halfWidth) / centerZ;
  var screenBottom = (centerY - halfHeight) / centerZ;
  result[0] = Math.max(fovLeft, screenLeft);
  result[1] = Math.min(fovTop, screenTop);
  result[2] = Math.min(fovRight, screenRight);
  result[3] = Math.max(fovBottom, screenBottom);
  return result;
};
DeviceInfo.prototype.getLeftEyeVisibleScreenRect = function (undistortedFrustum) {
  var viewer = this.viewer;
  var device = this.device;
  var dist = viewer.screenLensDistance;
  var eyeX = (device.widthMeters - viewer.interLensDistance) / 2;
  var eyeY = viewer.baselineLensDistance - device.bevelMeters;
  var left = (undistortedFrustum[0] * dist + eyeX) / device.widthMeters;
  var top = (undistortedFrustum[1] * dist + eyeY) / device.heightMeters;
  var right = (undistortedFrustum[2] * dist + eyeX) / device.widthMeters;
  var bottom = (undistortedFrustum[3] * dist + eyeY) / device.heightMeters;
  return {
    x: left,
    y: bottom,
    width: right - left,
    height: top - bottom
  };
};
DeviceInfo.prototype.getFieldOfViewLeftEye = function (opt_isUndistorted) {
  return opt_isUndistorted ? this.getUndistortedFieldOfViewLeftEye() : this.getDistortedFieldOfViewLeftEye();
};
DeviceInfo.prototype.getFieldOfViewRightEye = function (opt_isUndistorted) {
  var fov = this.getFieldOfViewLeftEye(opt_isUndistorted);
  return {
    leftDegrees: fov.rightDegrees,
    rightDegrees: fov.leftDegrees,
    upDegrees: fov.upDegrees,
    downDegrees: fov.downDegrees
  };
};
DeviceInfo.prototype.getUndistortedFieldOfViewLeftEye = function () {
  var p = this.getUndistortedParams_();
  return {
    leftDegrees: radToDeg * Math.atan(p.outerDist),
    rightDegrees: radToDeg * Math.atan(p.innerDist),
    downDegrees: radToDeg * Math.atan(p.bottomDist),
    upDegrees: radToDeg * Math.atan(p.topDist)
  };
};
DeviceInfo.prototype.getUndistortedViewportLeftEye = function () {
  var p = this.getUndistortedParams_();
  var viewer = this.viewer;
  var device = this.device;
  var eyeToScreenDistance = viewer.screenLensDistance;
  var screenWidth = device.widthMeters / eyeToScreenDistance;
  var screenHeight = device.heightMeters / eyeToScreenDistance;
  var xPxPerTanAngle = device.width / screenWidth;
  var yPxPerTanAngle = device.height / screenHeight;
  var x = Math.round((p.eyePosX - p.outerDist) * xPxPerTanAngle);
  var y = Math.round((p.eyePosY - p.bottomDist) * yPxPerTanAngle);
  return {
    x: x,
    y: y,
    width: Math.round((p.eyePosX + p.innerDist) * xPxPerTanAngle) - x,
    height: Math.round((p.eyePosY + p.topDist) * yPxPerTanAngle) - y
  };
};
DeviceInfo.prototype.getUndistortedParams_ = function () {
  var viewer = this.viewer;
  var device = this.device;
  var distortion = this.distortion;
  var eyeToScreenDistance = viewer.screenLensDistance;
  var halfLensDistance = viewer.interLensDistance / 2 / eyeToScreenDistance;
  var screenWidth = device.widthMeters / eyeToScreenDistance;
  var screenHeight = device.heightMeters / eyeToScreenDistance;
  var eyePosX = screenWidth / 2 - halfLensDistance;
  var eyePosY = (viewer.baselineLensDistance - device.bevelMeters) / eyeToScreenDistance;
  var maxFov = viewer.fov;
  var viewerMax = distortion.distortInverse(Math.tan(degToRad * maxFov));
  var outerDist = Math.min(eyePosX, viewerMax);
  var innerDist = Math.min(halfLensDistance, viewerMax);
  var bottomDist = Math.min(eyePosY, viewerMax);
  var topDist = Math.min(screenHeight - eyePosY, viewerMax);
  return {
    outerDist: outerDist,
    innerDist: innerDist,
    topDist: topDist,
    bottomDist: bottomDist,
    eyePosX: eyePosX,
    eyePosY: eyePosY
  };
};
function CardboardViewer(params) {
  this.id = params.id;
  this.label = params.label;
  this.fov = params.fov;
  this.interLensDistance = params.interLensDistance;
  this.baselineLensDistance = params.baselineLensDistance;
  this.screenLensDistance = params.screenLensDistance;
  this.distortionCoefficients = params.distortionCoefficients;
  this.inverseCoefficients = params.inverseCoefficients;
}
DeviceInfo.Viewers = Viewers;
var format = 1;
var last_updated = "2019-11-09T17:36:14Z";
var devices = [{"type":"android","rules":[{"mdmh":"asus/*/Nexus 7/*"},{"ua":"Nexus 7"}],"dpi":[320.8,323],"bw":3,"ac":500},{"type":"android","rules":[{"mdmh":"asus/*/ASUS_X00PD/*"},{"ua":"ASUS_X00PD"}],"dpi":245,"bw":3,"ac":500},{"type":"android","rules":[{"mdmh":"asus/*/ASUS_X008D/*"},{"ua":"ASUS_X008D"}],"dpi":282,"bw":3,"ac":500},{"type":"android","rules":[{"mdmh":"asus/*/ASUS_Z00AD/*"},{"ua":"ASUS_Z00AD"}],"dpi":[403,404.6],"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"Google/*/Pixel 2 XL/*"},{"ua":"Pixel 2 XL"}],"dpi":537.9,"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"Google/*/Pixel 3 XL/*"},{"ua":"Pixel 3 XL"}],"dpi":[558.5,553.8],"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"Google/*/Pixel XL/*"},{"ua":"Pixel XL"}],"dpi":[537.9,533],"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"Google/*/Pixel 3/*"},{"ua":"Pixel 3"}],"dpi":442.4,"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"Google/*/Pixel 2/*"},{"ua":"Pixel 2"}],"dpi":441,"bw":3,"ac":500},{"type":"android","rules":[{"mdmh":"Google/*/Pixel/*"},{"ua":"Pixel"}],"dpi":[432.6,436.7],"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"HTC/*/HTC6435LVW/*"},{"ua":"HTC6435LVW"}],"dpi":[449.7,443.3],"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"HTC/*/HTC One XL/*"},{"ua":"HTC One XL"}],"dpi":[315.3,314.6],"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"htc/*/Nexus 9/*"},{"ua":"Nexus 9"}],"dpi":289,"bw":3,"ac":500},{"type":"android","rules":[{"mdmh":"HTC/*/HTC One M9/*"},{"ua":"HTC One M9"}],"dpi":[442.5,443.3],"bw":3,"ac":500},{"type":"android","rules":[{"mdmh":"HTC/*/HTC One_M8/*"},{"ua":"HTC One_M8"}],"dpi":[449.7,447.4],"bw":3,"ac":500},{"type":"android","rules":[{"mdmh":"HTC/*/HTC One/*"},{"ua":"HTC One"}],"dpi":472.8,"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"Huawei/*/Nexus 6P/*"},{"ua":"Nexus 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ONE TOUCH Fierce/*"},{"ua":"ALCATEL ONE TOUCH Fierce"}],"dpi":[240,247.5],"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"THL/*/thl 5000/*"},{"ua":"thl 5000"}],"dpi":[480,443.3],"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"Fly/*/IQ4412/*"},{"ua":"IQ4412"}],"dpi":307.9,"bw":3,"ac":1000},{"type":"android","rules":[{"mdmh":"ZTE/*/ZTE Blade L2/*"},{"ua":"ZTE Blade 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var DPDB_CACHE = {
	format: format,
	last_updated: last_updated,
	devices: devices
};
function Dpdb(url, onDeviceParamsUpdated) {
  this.dpdb = DPDB_CACHE;
  this.recalculateDeviceParams_();
  if (url) {
    this.onDeviceParamsUpdated = onDeviceParamsUpdated;
    var xhr = new XMLHttpRequest();
    var obj = this;
    xhr.open('GET', url, true);
    xhr.addEventListener('load', function () {
      obj.loading = false;
      if (xhr.status >= 200 && xhr.status <= 299) {
        obj.dpdb = JSON.parse(xhr.response);
        obj.recalculateDeviceParams_();
      } else {
        console.error('Error loading online DPDB!');
      }
    });
    xhr.send();
  }
}
Dpdb.prototype.getDeviceParams = function () {
  return this.deviceParams;
};
Dpdb.prototype.recalculateDeviceParams_ = function () {
  var newDeviceParams = this.calcDeviceParams_();
  if (newDeviceParams) {
    this.deviceParams = newDeviceParams;
    if (this.onDeviceParamsUpdated) {
      this.onDeviceParamsUpdated(this.deviceParams);
    }
  } else {
    console.error('Failed to recalculate device parameters.');
  }
};
Dpdb.prototype.calcDeviceParams_ = function () {
  var db = this.dpdb;
  if (!db) {
    console.error('DPDB not available.');
    return null;
  }
  if (db.format != 1) {
    console.error('DPDB has unexpected format version.');
    return null;
  }
  if (!db.devices || !db.devices.length) {
    console.error('DPDB does not have a devices section.');
    return null;
  }
  var userAgent = navigator.userAgent || navigator.vendor || window.opera;
  var width = getScreenWidth();
  var height = getScreenHeight();
  if (!db.devices) {
    console.error('DPDB has no devices section.');
    return null;
  }
  for (var i = 0; i < db.devices.length; i++) {
    var device = db.devices[i];
    if (!device.rules) {
      console.warn('Device[' + i + '] has no rules section.');
      continue;
    }
    if (device.type != 'ios' && device.type != 'android') {
      console.warn('Device[' + i + '] has invalid type.');
      continue;
    }
    if (isIOS() != (device.type == 'ios')) continue;
    var matched = false;
    for (var j = 0; j < device.rules.length; j++) {
      var rule = device.rules[j];
      if (this.ruleMatches_(rule, userAgent, width, height)) {
        matched = true;
        break;
      }
    }
    if (!matched) continue;
    var xdpi = device.dpi[0] || device.dpi;
    var ydpi = device.dpi[1] || device.dpi;
    return new DeviceParams({ xdpi: xdpi, ydpi: ydpi, bevelMm: device.bw });
  }
  console.warn('No DPDB device match.');
  return null;
};
Dpdb.prototype.ruleMatches_ = function (rule, ua, screenWidth, screenHeight) {
  if (!rule.ua && !rule.res) return false;
  if (rule.ua && rule.ua.substring(0, 2) === 'SM') rule.ua = rule.ua.substring(0, 7);
  if (rule.ua && ua.indexOf(rule.ua) < 0) return false;
  if (rule.res) {
    if (!rule.res[0] || !rule.res[1]) return false;
    var resX = rule.res[0];
    var resY = rule.res[1];
    if (Math.min(screenWidth, screenHeight) != Math.min(resX, resY) || Math.max(screenWidth, screenHeight) != Math.max(resX, resY)) {
      return false;
    }
  }
  return true;
};
function DeviceParams(params) {
  this.xdpi = params.xdpi;
  this.ydpi = params.ydpi;
  this.bevelMm = params.bevelMm;
}
function SensorSample(sample, timestampS) {
  this.set(sample, timestampS);
}
SensorSample.prototype.set = function (sample, timestampS) {
  this.sample = sample;
  this.timestampS = timestampS;
};
SensorSample.prototype.copy = function (sensorSample) {
  this.set(sensorSample.sample, sensorSample.timestampS);
};
function ComplementaryFilter(kFilter, isDebug) {
  this.kFilter = kFilter;
  this.isDebug = isDebug;
  this.currentAccelMeasurement = new SensorSample();
  this.currentGyroMeasurement = new SensorSample();
  this.previousGyroMeasurement = new SensorSample();
  if (isIOS()) {
    this.filterQ = new Quaternion(-1, 0, 0, 1);
  } else {
    this.filterQ = new Quaternion(1, 0, 0, 1);
  }
  this.previousFilterQ = new Quaternion();
  this.previousFilterQ.copy(this.filterQ);
  this.accelQ = new Quaternion();
  this.isOrientationInitialized = false;
  this.estimatedGravity = new Vector3();
  this.measuredGravity = new Vector3();
  this.gyroIntegralQ = new Quaternion();
}
ComplementaryFilter.prototype.addAccelMeasurement = function (vector, timestampS) {
  this.currentAccelMeasurement.set(vector, timestampS);
};
ComplementaryFilter.prototype.addGyroMeasurement = function (vector, timestampS) {
  this.currentGyroMeasurement.set(vector, timestampS);
  var deltaT = timestampS - this.previousGyroMeasurement.timestampS;
  if (isTimestampDeltaValid(deltaT)) {
    this.run_();
  }
  this.previousGyroMeasurement.copy(this.currentGyroMeasurement);
};
ComplementaryFilter.prototype.run_ = function () {
  if (!this.isOrientationInitialized) {
    this.accelQ = this.accelToQuaternion_(this.currentAccelMeasurement.sample);
    this.previousFilterQ.copy(this.accelQ);
    this.isOrientationInitialized = true;
    return;
  }
  var deltaT = this.currentGyroMeasurement.timestampS - this.previousGyroMeasurement.timestampS;
  var gyroDeltaQ = this.gyroToQuaternionDelta_(this.currentGyroMeasurement.sample, deltaT);
  this.gyroIntegralQ.multiply(gyroDeltaQ);
  this.filterQ.copy(this.previousFilterQ);
  this.filterQ.multiply(gyroDeltaQ);
  var invFilterQ = new Quaternion();
  invFilterQ.copy(this.filterQ);
  invFilterQ.inverse();
  this.estimatedGravity.set(0, 0, -1);
  this.estimatedGravity.applyQuaternion(invFilterQ);
  this.estimatedGravity.normalize();
  this.measuredGravity.copy(this.currentAccelMeasurement.sample);
  this.measuredGravity.normalize();
  var deltaQ = new Quaternion();
  deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity);
  deltaQ.inverse();
  if (this.isDebug) {
    console.log('Delta: %d deg, G_est: (%s, %s, %s), G_meas: (%s, %s, %s)', radToDeg * getQuaternionAngle(deltaQ), this.estimatedGravity.x.toFixed(1), this.estimatedGravity.y.toFixed(1), this.estimatedGravity.z.toFixed(1), this.measuredGravity.x.toFixed(1), this.measuredGravity.y.toFixed(1), this.measuredGravity.z.toFixed(1));
  }
  var targetQ = new Quaternion();
  targetQ.copy(this.filterQ);
  targetQ.multiply(deltaQ);
  this.filterQ.slerp(targetQ, 1 - this.kFilter);
  this.previousFilterQ.copy(this.filterQ);
};
ComplementaryFilter.prototype.getOrientation = function () {
  return this.filterQ;
};
ComplementaryFilter.prototype.accelToQuaternion_ = function (accel) {
  var normAccel = new Vector3();
  normAccel.copy(accel);
  normAccel.normalize();
  var quat = new Quaternion();
  quat.setFromUnitVectors(new Vector3(0, 0, -1), normAccel);
  quat.inverse();
  return quat;
};
ComplementaryFilter.prototype.gyroToQuaternionDelta_ = function (gyro, dt) {
  var quat = new Quaternion();
  var axis = new Vector3();
  axis.copy(gyro);
  axis.normalize();
  quat.setFromAxisAngle(axis, gyro.length() * dt);
  return quat;
};
function PosePredictor(predictionTimeS, isDebug) {
  this.predictionTimeS = predictionTimeS;
  this.isDebug = isDebug;
  this.previousQ = new Quaternion();
  this.previousTimestampS = null;
  this.deltaQ = new Quaternion();
  this.outQ = new Quaternion();
}
PosePredictor.prototype.getPrediction = function (currentQ, gyro, timestampS) {
  if (!this.previousTimestampS) {
    this.previousQ.copy(currentQ);
    this.previousTimestampS = timestampS;
    return currentQ;
  }
  var axis = new Vector3();
  axis.copy(gyro);
  axis.normalize();
  var angularSpeed = gyro.length();
  if (angularSpeed < degToRad * 20) {
    if (this.isDebug) {
      console.log('Moving slowly, at %s deg/s: no prediction', (radToDeg * angularSpeed).toFixed(1));
    }
    this.outQ.copy(currentQ);
    this.previousQ.copy(currentQ);
    return this.outQ;
  }
  var predictAngle = angularSpeed * this.predictionTimeS;
  this.deltaQ.setFromAxisAngle(axis, predictAngle);
  this.outQ.copy(this.previousQ);
  this.outQ.multiply(this.deltaQ);
  this.previousQ.copy(currentQ);
  this.previousTimestampS = timestampS;
  return this.outQ;
};
function FusionPoseSensor(kFilter, predictionTime, yawOnly, isDebug) {
  this.yawOnly = yawOnly;
  this.accelerometer = new Vector3();
  this.gyroscope = new Vector3();
  this.filter = new ComplementaryFilter(kFilter, isDebug);
  this.posePredictor = new PosePredictor(predictionTime, isDebug);
  this.isFirefoxAndroid = isFirefoxAndroid();
  this.isIOS = isIOS();
  var chromeVersion = getChromeVersion();
  this.isDeviceMotionInRadians = !this.isIOS && chromeVersion && chromeVersion < 66;
  this.isWithoutDeviceMotion = isChromeWithoutDeviceMotion() || isSafariWithoutDeviceMotion();
  this.filterToWorldQ = new Quaternion();
  if (isIOS()) {
    this.filterToWorldQ.setFromAxisAngle(new Vector3(1, 0, 0), Math.PI / 2);
  } else {
    this.filterToWorldQ.setFromAxisAngle(new Vector3(1, 0, 0), -Math.PI / 2);
  }
  this.inverseWorldToScreenQ = new Quaternion();
  this.worldToScreenQ = new Quaternion();
  this.originalPoseAdjustQ = new Quaternion();
  this.originalPoseAdjustQ.setFromAxisAngle(new Vector3(0, 0, 1), -window.orientation * Math.PI / 180);
  this.setScreenTransform_();
  if (isLandscapeMode()) {
    this.filterToWorldQ.multiply(this.inverseWorldToScreenQ);
  }
  this.resetQ = new Quaternion();
  this.orientationOut_ = new Float32Array(4);
  this.start();
}
FusionPoseSensor.prototype.getPosition = function () {
  return null;
};
FusionPoseSensor.prototype.getOrientation = function () {
  var orientation = void 0;
  if (this.isWithoutDeviceMotion && this._deviceOrientationQ) {
    this.deviceOrientationFixQ = this.deviceOrientationFixQ || function () {
      var z = new Quaternion().setFromAxisAngle(new Vector3(0, 0, -1), 0);
      var y = new Quaternion();
      if (window.orientation === -90) {
        y.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI / -2);
      } else {
        y.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI / 2);
      }
      return z.multiply(y);
    }();
    this.deviceOrientationFilterToWorldQ = this.deviceOrientationFilterToWorldQ || function () {
      var q = new Quaternion();
      q.setFromAxisAngle(new Vector3(1, 0, 0), -Math.PI / 2);
      return q;
    }();
    orientation = this._deviceOrientationQ;
    var out = new Quaternion();
    out.copy(orientation);
    out.multiply(this.deviceOrientationFilterToWorldQ);
    out.multiply(this.resetQ);
    out.multiply(this.worldToScreenQ);
    out.multiplyQuaternions(this.deviceOrientationFixQ, out);
    if (this.yawOnly) {
      out.x = 0;
      out.z = 0;
      out.normalize();
    }
    this.orientationOut_[0] = out.x;
    this.orientationOut_[1] = out.y;
    this.orientationOut_[2] = out.z;
    this.orientationOut_[3] = out.w;
    return this.orientationOut_;
  } else {
    var filterOrientation = this.filter.getOrientation();
    orientation = this.posePredictor.getPrediction(filterOrientation, this.gyroscope, this.previousTimestampS);
  }
  var out = new Quaternion();
  out.copy(this.filterToWorldQ);
  out.multiply(this.resetQ);
  out.multiply(orientation);
  out.multiply(this.worldToScreenQ);
  if (this.yawOnly) {
    out.x = 0;
    out.z = 0;
    out.normalize();
  }
  this.orientationOut_[0] = out.x;
  this.orientationOut_[1] = out.y;
  this.orientationOut_[2] = out.z;
  this.orientationOut_[3] = out.w;
  return this.orientationOut_;
};
FusionPoseSensor.prototype.resetPose = function () {
  this.resetQ.copy(this.filter.getOrientation());
  this.resetQ.x = 0;
  this.resetQ.y = 0;
  this.resetQ.z *= -1;
  this.resetQ.normalize();
  if (isLandscapeMode()) {
    this.resetQ.multiply(this.inverseWorldToScreenQ);
  }
  this.resetQ.multiply(this.originalPoseAdjustQ);
};
FusionPoseSensor.prototype.onDeviceOrientation_ = function (e) {
  this._deviceOrientationQ = this._deviceOrientationQ || new Quaternion();
  var alpha = e.alpha,
      beta = e.beta,
      gamma = e.gamma;
  alpha = (alpha || 0) * Math.PI / 180;
  beta = (beta || 0) * Math.PI / 180;
  gamma = (gamma || 0) * Math.PI / 180;
  this._deviceOrientationQ.setFromEulerYXZ(beta, alpha, -gamma);
};
FusionPoseSensor.prototype.onDeviceMotion_ = function (deviceMotion) {
  this.updateDeviceMotion_(deviceMotion);
};
FusionPoseSensor.prototype.updateDeviceMotion_ = function (deviceMotion) {
  var accGravity = deviceMotion.accelerationIncludingGravity;
  var rotRate = deviceMotion.rotationRate;
  var timestampS = deviceMotion.timeStamp / 1000;
  var deltaS = timestampS - this.previousTimestampS;
  if (deltaS < 0) {
    warnOnce('fusion-pose-sensor:invalid:non-monotonic', 'Invalid timestamps detected: non-monotonic timestamp from devicemotion');
    this.previousTimestampS = timestampS;
    return;
  } else if (deltaS <= MIN_TIMESTEP || deltaS > MAX_TIMESTEP) {
    warnOnce('fusion-pose-sensor:invalid:outside-threshold', 'Invalid timestamps detected: Timestamp from devicemotion outside expected range.');
    this.previousTimestampS = timestampS;
    return;
  }
  this.accelerometer.set(-accGravity.x, -accGravity.y, -accGravity.z);
  if (rotRate) {
    if (isR7()) {
      this.gyroscope.set(-rotRate.beta, rotRate.alpha, rotRate.gamma);
    } else {
      this.gyroscope.set(rotRate.alpha, rotRate.beta, rotRate.gamma);
    }
    if (!this.isDeviceMotionInRadians) {
      this.gyroscope.multiplyScalar(Math.PI / 180);
    }
    this.filter.addGyroMeasurement(this.gyroscope, timestampS);
  }
  this.filter.addAccelMeasurement(this.accelerometer, timestampS);
  this.previousTimestampS = timestampS;
};
FusionPoseSensor.prototype.onOrientationChange_ = function (screenOrientation) {
  this.setScreenTransform_();
};
FusionPoseSensor.prototype.onMessage_ = function (event) {
  var message = event.data;
  if (!message || !message.type) {
    return;
  }
  var type = message.type.toLowerCase();
  if (type !== 'devicemotion') {
    return;
  }
  this.updateDeviceMotion_(message.deviceMotionEvent);
};
FusionPoseSensor.prototype.setScreenTransform_ = function () {
  this.worldToScreenQ.set(0, 0, 0, 1);
  switch (window.orientation) {
    case 0:
      break;
    case 90:
      this.worldToScreenQ.setFromAxisAngle(new Vector3(0, 0, 1), -Math.PI / 2);
      break;
    case -90:
      this.worldToScreenQ.setFromAxisAngle(new Vector3(0, 0, 1), Math.PI / 2);
      break;
    case 180:
      break;
  }
  this.inverseWorldToScreenQ.copy(this.worldToScreenQ);
  this.inverseWorldToScreenQ.inverse();
};
FusionPoseSensor.prototype.start = function () {
  this.onDeviceMotionCallback_ = this.onDeviceMotion_.bind(this);
  this.onOrientationChangeCallback_ = this.onOrientationChange_.bind(this);
  this.onMessageCallback_ = this.onMessage_.bind(this);
  this.onDeviceOrientationCallback_ = this.onDeviceOrientation_.bind(this);
  if (isIOS() && isInsideCrossOriginIFrame()) {
    window.addEventListener('message', this.onMessageCallback_);
  }
  window.addEventListener('orientationchange', this.onOrientationChangeCallback_);
  if (this.isWithoutDeviceMotion) {
    window.addEventListener('deviceorientation', this.onDeviceOrientationCallback_);
  } else {
    window.addEventListener('devicemotion', this.onDeviceMotionCallback_);
  }
};
FusionPoseSensor.prototype.stop = function () {
  window.removeEventListener('devicemotion', this.onDeviceMotionCallback_);
  window.removeEventListener('deviceorientation', this.onDeviceOrientationCallback_);
  window.removeEventListener('orientationchange', this.onOrientationChangeCallback_);
  window.removeEventListener('message', this.onMessageCallback_);
};
var SENSOR_FREQUENCY = 60;
var X_AXIS = new Vector3(1, 0, 0);
var Z_AXIS = new Vector3(0, 0, 1);
var SENSOR_TO_VR = new Quaternion();
SENSOR_TO_VR.setFromAxisAngle(X_AXIS, -Math.PI / 2);
SENSOR_TO_VR.multiply(new Quaternion().setFromAxisAngle(Z_AXIS, Math.PI / 2));
var PoseSensor = function () {
  function PoseSensor(config) {
    classCallCheck(this, PoseSensor);
    this.config = config;
    this.sensor = null;
    this.fusionSensor = null;
    this._out = new Float32Array(4);
    this.api = null;
    this.errors = [];
    this._sensorQ = new Quaternion();
    this._outQ = new Quaternion();
    this._onSensorRead = this._onSensorRead.bind(this);
    this._onSensorError = this._onSensorError.bind(this);
    this.init();
  }
  createClass(PoseSensor, [{
    key: 'init',
    value: function init() {
      var sensor = null;
      try {
        sensor = new RelativeOrientationSensor({
          frequency: SENSOR_FREQUENCY,
          referenceFrame: 'screen'
        });
        sensor.addEventListener('error', this._onSensorError);
      } catch (error) {
        this.errors.push(error);
        if (error.name === 'SecurityError') {
          console.error('Cannot construct sensors due to the Feature Policy');
          console.warn('Attempting to fall back using "devicemotion"; however this will ' + 'fail in the future without correct permissions.');
          this.useDeviceMotion();
        } else if (error.name === 'ReferenceError') {
          this.useDeviceMotion();
        } else {
          console.error(error);
        }
      }
      if (sensor) {
        this.api = 'sensor';
        this.sensor = sensor;
        this.sensor.addEventListener('reading', this._onSensorRead);
        this.sensor.start();
      }
    }
  }, {
    key: 'useDeviceMotion',
    value: function useDeviceMotion() {
      this.api = 'devicemotion';
      this.fusionSensor = new FusionPoseSensor(this.config.K_FILTER, this.config.PREDICTION_TIME_S, this.config.YAW_ONLY, this.config.DEBUG);
      if (this.sensor) {
        this.sensor.removeEventListener('reading', this._onSensorRead);
        this.sensor.removeEventListener('error', this._onSensorError);
        this.sensor = null;
      }
    }
  }, {
    key: 'getOrientation',
    value: function getOrientation() {
      if (this.fusionSensor) {
        return this.fusionSensor.getOrientation();
      }
      if (!this.sensor || !this.sensor.quaternion) {
        this._out[0] = this._out[1] = this._out[2] = 0;
        this._out[3] = 1;
        return this._out;
      }
      var q = this.sensor.quaternion;
      this._sensorQ.set(q[0], q[1], q[2], q[3]);
      var out = this._outQ;
      out.copy(SENSOR_TO_VR);
      out.multiply(this._sensorQ);
      if (this.config.YAW_ONLY) {
        out.x = out.z = 0;
        out.normalize();
      }
      this._out[0] = out.x;
      this._out[1] = out.y;
      this._out[2] = out.z;
      this._out[3] = out.w;
      return this._out;
    }
  }, {
    key: '_onSensorError',
    value: function _onSensorError(event) {
      this.errors.push(event.error);
      if (event.error.name === 'NotAllowedError') {
        console.error('Permission to access sensor was denied');
      } else if (event.error.name === 'NotReadableError') {
        console.error('Sensor could not be read');
      } else {
        console.error(event.error);
      }
      this.useDeviceMotion();
    }
  }, {
    key: '_onSensorRead',
    value: function _onSensorRead() {}
  }]);
  return PoseSensor;
}();
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function RotateInstructions() {
  this.loadIcon_();
  var overlay = document.createElement('div');
  var s = overlay.style;
  s.position = 'fixed';
  s.top = 0;
  s.right = 0;
  s.bottom = 0;
  s.left = 0;
  s.backgroundColor = 'gray';
  s.fontFamily = 'sans-serif';
  s.zIndex = 1000000;
  var img = document.createElement('img');
  img.src = this.icon;
  var s = img.style;
  s.marginLeft = '25%';
  s.marginTop = '25%';
  s.width = '50%';
  overlay.appendChild(img);
  var text = document.createElement('div');
  var s = text.style;
  s.textAlign = 'center';
  s.fontSize = '16px';
  s.lineHeight = '24px';
  s.margin = '24px 25%';
  s.width = '50%';
  text.innerHTML = 'Place your phone into your Cardboard viewer.';
  overlay.appendChild(text);
  var snackbar = document.createElement('div');
  var s = snackbar.style;
  s.backgroundColor = '#CFD8DC';
  s.position = 'fixed';
  s.bottom = 0;
  s.width = '100%';
  s.height = '48px';
  s.padding = '14px 24px';
  s.boxSizing = 'border-box';
  s.color = '#656A6B';
  overlay.appendChild(snackbar);
  var snackbarText = document.createElement('div');
  snackbarText.style.float = 'left';
  snackbarText.innerHTML = 'No Cardboard viewer?';
  var snackbarButton = document.createElement('a');
  snackbarButton.href = 'https://www.google.com/get/cardboard/get-cardboard/';
  snackbarButton.innerHTML = 'get one';
  snackbarButton.target = '_blank';
  var s = snackbarButton.style;
  s.float = 'right';
  s.fontWeight = 600;
  s.textTransform = 'uppercase';
  s.borderLeft = '1px solid gray';
  s.paddingLeft = '24px';
  s.textDecoration = 'none';
  s.color = '#656A6B';
  snackbar.appendChild(snackbarText);
  snackbar.appendChild(snackbarButton);
  this.overlay = overlay;
  this.text = text;
  this.hide();
}
RotateInstructions.prototype.show = function (parent) {
  if (!parent && !this.overlay.parentElement) {
    document.body.appendChild(this.overlay);
  } else if (parent) {
    if (this.overlay.parentElement && this.overlay.parentElement != parent) this.overlay.parentElement.removeChild(this.overlay);
    parent.appendChild(this.overlay);
  }
  this.overlay.style.display = 'block';
  var img = this.overlay.querySelector('img');
  var s = img.style;
  if (isLandscapeMode()) {
    s.width = '20%';
    s.marginLeft = '40%';
    s.marginTop = '3%';
  } else {
    s.width = '50%';
    s.marginLeft = '25%';
    s.marginTop = '25%';
  }
};
RotateInstructions.prototype.hide = function () {
  this.overlay.style.display = 'none';
};
RotateInstructions.prototype.showTemporarily = function (ms, parent) {
  this.show(parent);
  this.timer = setTimeout(this.hide.bind(this), ms);
};
RotateInstructions.prototype.disableShowTemporarily = function () {
  clearTimeout(this.timer);
};
RotateInstructions.prototype.update = function () {
  this.disableShowTemporarily();
  if (!isLandscapeMode() && isMobile()) {
    this.show();
  } else {
    this.hide();
  }
};
RotateInstructions.prototype.loadIcon_ = function () {
  this.icon = dataUri('image/svg+xml', rotateInstructionsAsset);
};
var DEFAULT_VIEWER = 'CardboardV1';
var VIEWER_KEY = 'WEBVR_CARDBOARD_VIEWER';
var CLASS_NAME = 'webvr-polyfill-viewer-selector';
function ViewerSelector(defaultViewer) {
  try {
    this.selectedKey = localStorage.getItem(VIEWER_KEY);
  } catch (error) {
    console.error('Failed to load viewer profile: %s', error);
  }
  if (!this.selectedKey) {
    this.selectedKey = defaultViewer || DEFAULT_VIEWER;
  }
  this.dialog = this.createDialog_(DeviceInfo.Viewers);
  this.root = null;
  this.onChangeCallbacks_ = [];
}
ViewerSelector.prototype.show = function (root) {
  this.root = root;
  root.appendChild(this.dialog);
  var selected = this.dialog.querySelector('#' + this.selectedKey);
  selected.checked = true;
  this.dialog.style.display = 'block';
};
ViewerSelector.prototype.hide = function () {
  if (this.root && this.root.contains(this.dialog)) {
    this.root.removeChild(this.dialog);
  }
  this.dialog.style.display = 'none';
};
ViewerSelector.prototype.getCurrentViewer = function () {
  return DeviceInfo.Viewers[this.selectedKey];
};
ViewerSelector.prototype.getSelectedKey_ = function () {
  var input = this.dialog.querySelector('input[name=field]:checked');
  if (input) {
    return input.id;
  }
  return null;
};
ViewerSelector.prototype.onChange = function (cb) {
  this.onChangeCallbacks_.push(cb);
};
ViewerSelector.prototype.fireOnChange_ = function (viewer) {
  for (var i = 0; i < this.onChangeCallbacks_.length; i++) {
    this.onChangeCallbacks_[i](viewer);
  }
};
ViewerSelector.prototype.onSave_ = function () {
  this.selectedKey = this.getSelectedKey_();
  if (!this.selectedKey || !DeviceInfo.Viewers[this.selectedKey]) {
    console.error('ViewerSelector.onSave_: this should never happen!');
    return;
  }
  this.fireOnChange_(DeviceInfo.Viewers[this.selectedKey]);
  try {
    localStorage.setItem(VIEWER_KEY, this.selectedKey);
  } catch (error) {
    console.error('Failed to save viewer profile: %s', error);
  }
  this.hide();
};
ViewerSelector.prototype.createDialog_ = function (options) {
  var container = document.createElement('div');
  container.classList.add(CLASS_NAME);
  container.style.display = 'none';
  var overlay = document.createElement('div');
  var s = overlay.style;
  s.position = 'fixed';
  s.left = 0;
  s.top = 0;
  s.width = '100%';
  s.height = '100%';
  s.background = 'rgba(0, 0, 0, 0.3)';
  overlay.addEventListener('click', this.hide.bind(this));
  var width = 280;
  var dialog = document.createElement('div');
  var s = dialog.style;
  s.boxSizing = 'border-box';
  s.position = 'fixed';
  s.top = '24px';
  s.left = '50%';
  s.marginLeft = -width / 2 + 'px';
  s.width = width + 'px';
  s.padding = '24px';
  s.overflow = 'hidden';
  s.background = '#fafafa';
  s.fontFamily = "'Roboto', sans-serif";
  s.boxShadow = '0px 5px 20px #666';
  dialog.appendChild(this.createH1_('Select your viewer'));
  for (var id in options) {
    dialog.appendChild(this.createChoice_(id, options[id].label));
  }
  dialog.appendChild(this.createButton_('Save', this.onSave_.bind(this)));
  container.appendChild(overlay);
  container.appendChild(dialog);
  return container;
};
ViewerSelector.prototype.createH1_ = function (name) {
  var h1 = document.createElement('h1');
  var s = h1.style;
  s.color = 'black';
  s.fontSize = '20px';
  s.fontWeight = 'bold';
  s.marginTop = 0;
  s.marginBottom = '24px';
  h1.innerHTML = name;
  return h1;
};
ViewerSelector.prototype.createChoice_ = function (id, name) {
  var div = document.createElement('div');
  div.style.marginTop = '8px';
  div.style.color = 'black';
  var input = document.createElement('input');
  input.style.fontSize = '30px';
  input.setAttribute('id', id);
  input.setAttribute('type', 'radio');
  input.setAttribute('value', id);
  input.setAttribute('name', 'field');
  var label = document.createElement('label');
  label.style.marginLeft = '4px';
  label.setAttribute('for', id);
  label.innerHTML = name;
  div.appendChild(input);
  div.appendChild(label);
  return div;
};
ViewerSelector.prototype.createButton_ = function (label, onclick) {
  var button = document.createElement('button');
  button.innerHTML = label;
  var s = button.style;
  s.float = 'right';
  s.textTransform = 'uppercase';
  s.color = '#1094f7';
  s.fontSize = '14px';
  s.letterSpacing = 0;
  s.border = 0;
  s.background = 'none';
  s.marginTop = '16px';
  button.addEventListener('click', onclick);
  return button;
};
var commonjsGlobal$$1 = typeof window !== 'undefined' ? window : typeof commonjsGlobal !== 'undefined' ? commonjsGlobal : typeof self !== 'undefined' ? self : {};
function unwrapExports$$1 (x) {
	return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;
}
function createCommonjsModule$$1(fn, module) {
	return module = { exports: {} }, fn(module, module.exports), module.exports;
}
var NoSleep = createCommonjsModule$$1(function (module, exports) {
(function webpackUniversalModuleDefinition(root, factory) {
	module.exports = factory();
})(commonjsGlobal$$1, function() {
return          (function(modules) {
         	var installedModules = {};
         	function __webpack_require__(moduleId) {
         		if(installedModules[moduleId]) {
         			return installedModules[moduleId].exports;
         		}
         		var module = installedModules[moduleId] = {
         			i: moduleId,
         			l: false,
         			exports: {}
         		};
         		modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
         		module.l = true;
         		return module.exports;
         	}
         	__webpack_require__.m = modules;
         	__webpack_require__.c = installedModules;
         	__webpack_require__.d = function(exports, name, getter) {
         		if(!__webpack_require__.o(exports, name)) {
         			Object.defineProperty(exports, name, {
         				configurable: false,
         				enumerable: true,
         				get: getter
         			});
         		}
         	};
         	__webpack_require__.n = function(module) {
         		var getter = module && module.__esModule ?
         			function getDefault() { return module['default']; } :
         			function getModuleExports() { return module; };
         		__webpack_require__.d(getter, 'a', getter);
         		return getter;
         	};
         	__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
         	__webpack_require__.p = "";
         	return __webpack_require__(__webpack_require__.s = 0);
         })
         ([
      (function(module, exports, __webpack_require__) {
var _createClass = 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, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var mediaFile = __webpack_require__(1);
var oldIOS = typeof navigator !== 'undefined' && parseFloat(('' + (/CPU.*OS ([0-9_]{3,4})[0-9_]{0,1}|(CPU like).*AppleWebKit.*Mobile/i.exec(navigator.userAgent) || [0, ''])[1]).replace('undefined', '3_2').replace('_', '.').replace('_', '')) < 10 && !window.MSStream;
var NoSleep = function () {
  function NoSleep() {
    _classCallCheck(this, NoSleep);
    if (oldIOS) {
      this.noSleepTimer = null;
    } else {
      this.noSleepVideo = document.createElement('video');
      this.noSleepVideo.setAttribute('playsinline', '');
      this.noSleepVideo.setAttribute('src', mediaFile);
      this.noSleepVideo.addEventListener('timeupdate', function (e) {
        if (this.noSleepVideo.currentTime > 0.5) {
          this.noSleepVideo.currentTime = Math.random();
        }
      }.bind(this));
    }
  }
  _createClass(NoSleep, [{
    key: 'enable',
    value: function enable() {
      if (oldIOS) {
        this.disable();
        this.noSleepTimer = window.setInterval(function () {
          window.location.href = '/';
          window.setTimeout(window.stop, 0);
        }, 15000);
      } else {
        this.noSleepVideo.play();
      }
    }
  }, {
    key: 'disable',
    value: function disable() {
      if (oldIOS) {
        if (this.noSleepTimer) {
          window.clearInterval(this.noSleepTimer);
          this.noSleepTimer = null;
        }
      } else {
        this.noSleepVideo.pause();
      }
    }
  }]);
  return NoSleep;
}();
module.exports = NoSleep;
      }),
      (function(module, exports, __webpack_require__) {
module.exports = 'data:video/mp4;base64, ';
      })
         ]);
});
});
var NoSleep$1 = unwrapExports$$1(NoSleep);
var nextDisplayId = 1000;
var defaultLeftBounds = [0, 0, 0.5, 1];
var defaultRightBounds = [0.5, 0, 0.5, 1];
var raf = window.requestAnimationFrame;
var caf = window.cancelAnimationFrame;
function VRFrameData() {
  this.leftProjectionMatrix = new Float32Array(16);
  this.leftViewMatrix = new Float32Array(16);
  this.rightProjectionMatrix = new Float32Array(16);
  this.rightViewMatrix = new Float32Array(16);
  this.pose = null;
}
function VRDisplayCapabilities(config) {
  Object.defineProperties(this, {
    hasPosition: {
      writable: false, enumerable: true, value: config.hasPosition
    },
    hasExternalDisplay: {
      writable: false, enumerable: true, value: config.hasExternalDisplay
    },
    canPresent: {
      writable: false, enumerable: true, value: config.canPresent
    },
    maxLayers: {
      writable: false, enumerable: true, value: config.maxLayers
    },
    hasOrientation: {
      enumerable: true, get: function get() {
        deprecateWarning('VRDisplayCapabilities.prototype.hasOrientation', 'VRDisplay.prototype.getFrameData');
        return config.hasOrientation;
      }
    }
  });
}
function VRDisplay(config) {
  config = config || {};
  var USE_WAKELOCK = 'wakelock' in config ? config.wakelock : true;
  this.isPolyfilled = true;
  this.displayId = nextDisplayId++;
  this.displayName = '';
  this.depthNear = 0.01;
  this.depthFar = 10000.0;
  this.isPresenting = false;
  Object.defineProperty(this, 'isConnected', {
    get: function get() {
      deprecateWarning('VRDisplay.prototype.isConnected', 'VRDisplayCapabilities.prototype.hasExternalDisplay');
      return false;
    }
  });
  this.capabilities = new VRDisplayCapabilities({
    hasPosition: false,
    hasOrientation: false,
    hasExternalDisplay: false,
    canPresent: false,
    maxLayers: 1
  });
  this.stageParameters = null;
  this.waitingForPresent_ = false;
  this.layer_ = null;
  this.originalParent_ = null;
  this.fullscreenElement_ = null;
  this.fullscreenWrapper_ = null;
  this.fullscreenElementCachedStyle_ = null;
  this.fullscreenEventTarget_ = null;
  this.fullscreenChangeHandler_ = null;
  this.fullscreenErrorHandler_ = null;
  if (USE_WAKELOCK && isMobile()) {
    this.wakelock_ = new NoSleep$1();
  }
}
VRDisplay.prototype.getFrameData = function (frameData) {
  return frameDataFromPose(frameData, this._getPose(), this);
};
VRDisplay.prototype.getPose = function () {
  deprecateWarning('VRDisplay.prototype.getPose', 'VRDisplay.prototype.getFrameData');
  return this._getPose();
};
VRDisplay.prototype.resetPose = function () {
  deprecateWarning('VRDisplay.prototype.resetPose');
  return this._resetPose();
};
VRDisplay.prototype.getImmediatePose = function () {
  deprecateWarning('VRDisplay.prototype.getImmediatePose', 'VRDisplay.prototype.getFrameData');
  return this._getPose();
};
VRDisplay.prototype.requestAnimationFrame = function (callback) {
  return raf(callback);
};
VRDisplay.prototype.cancelAnimationFrame = function (id) {
  return caf(id);
};
VRDisplay.prototype.wrapForFullscreen = function (element) {
  if (isIOS()) {
    return element;
  }
  if (!this.fullscreenWrapper_) {
    this.fullscreenWrapper_ = document.createElement('div');
    var cssProperties = ['height: ' + Math.min(screen.height, screen.width) + 'px !important', 'top: 0 !important', 'left: 0 !important', 'right: 0 !important', 'border: 0', 'margin: 0', 'padding: 0', 'z-index: 999999 !important', 'position: fixed'];
    this.fullscreenWrapper_.setAttribute('style', cssProperties.join('; ') + ';');
    this.fullscreenWrapper_.classList.add('webvr-polyfill-fullscreen-wrapper');
  }
  if (this.fullscreenElement_ == element) {
    return this.fullscreenWrapper_;
  }
  if (this.fullscreenElement_) {
    if (this.originalParent_) {
      this.originalParent_.appendChild(this.fullscreenElement_);
    } else {
      this.fullscreenElement_.parentElement.removeChild(this.fullscreenElement_);
    }
  }
  this.fullscreenElement_ = element;
  this.originalParent_ = element.parentElement;
  if (!this.originalParent_) {
    document.body.appendChild(element);
  }
  if (!this.fullscreenWrapper_.parentElement) {
    var parent = this.fullscreenElement_.parentElement;
    parent.insertBefore(this.fullscreenWrapper_, this.fullscreenElement_);
    parent.removeChild(this.fullscreenElement_);
  }
  this.fullscreenWrapper_.insertBefore(this.fullscreenElement_, this.fullscreenWrapper_.firstChild);
  this.fullscreenElementCachedStyle_ = this.fullscreenElement_.getAttribute('style');
  var self = this;
  function applyFullscreenElementStyle() {
    if (!self.fullscreenElement_) {
      return;
    }
    var cssProperties = ['position: absolute', 'top: 0', 'left: 0', 'width: ' + Math.max(screen.width, screen.height) + 'px', 'height: ' + Math.min(screen.height, screen.width) + 'px', 'border: 0', 'margin: 0', 'padding: 0'];
    self.fullscreenElement_.setAttribute('style', cssProperties.join('; ') + ';');
  }
  applyFullscreenElementStyle();
  return this.fullscreenWrapper_;
};
VRDisplay.prototype.removeFullscreenWrapper = function () {
  if (!this.fullscreenElement_) {
    return;
  }
  var element = this.fullscreenElement_;
  if (this.fullscreenElementCachedStyle_) {
    element.setAttribute('style', this.fullscreenElementCachedStyle_);
  } else {
    element.removeAttribute('style');
  }
  this.fullscreenElement_ = null;
  this.fullscreenElementCachedStyle_ = null;
  var parent = this.fullscreenWrapper_.parentElement;
  this.fullscreenWrapper_.removeChild(element);
  if (this.originalParent_ === parent) {
    parent.insertBefore(element, this.fullscreenWrapper_);
  }
  else if (this.originalParent_) {
      this.originalParent_.appendChild(element);
    }
  parent.removeChild(this.fullscreenWrapper_);
  return element;
};
VRDisplay.prototype.requestPresent = function (layers) {
  var wasPresenting = this.isPresenting;
  var self = this;
  if (!(layers instanceof Array)) {
    deprecateWarning('VRDisplay.prototype.requestPresent with non-array argument', 'an array of VRLayers as the first argument');
    layers = [layers];
  }
  return new Promise(function (resolve, reject) {
    if (!self.capabilities.canPresent) {
      reject(new Error('VRDisplay is not capable of presenting.'));
      return;
    }
    if (layers.length == 0 || layers.length > self.capabilities.maxLayers) {
      reject(new Error('Invalid number of layers.'));
      return;
    }
    var incomingLayer = layers[0];
    if (!incomingLayer.source) {
      resolve();
      return;
    }
    var leftBounds = incomingLayer.leftBounds || defaultLeftBounds;
    var rightBounds = incomingLayer.rightBounds || defaultRightBounds;
    if (wasPresenting) {
      var layer = self.layer_;
      if (layer.source !== incomingLayer.source) {
        layer.source = incomingLayer.source;
      }
      for (var i = 0; i < 4; i++) {
        layer.leftBounds[i] = leftBounds[i];
        layer.rightBounds[i] = rightBounds[i];
      }
      self.wrapForFullscreen(self.layer_.source);
      self.updatePresent_();
      resolve();
      return;
    }
    self.layer_ = {
      predistorted: incomingLayer.predistorted,
      source: incomingLayer.source,
      leftBounds: leftBounds.slice(0),
      rightBounds: rightBounds.slice(0)
    };
    self.waitingForPresent_ = false;
    if (self.layer_ && self.layer_.source) {
      var fullscreenElement = self.wrapForFullscreen(self.layer_.source);
      var onFullscreenChange = function onFullscreenChange() {
        var actualFullscreenElement = getFullscreenElement();
        self.isPresenting = fullscreenElement === actualFullscreenElement;
        if (self.isPresenting) {
          if (screen.orientation && screen.orientation.lock) {
            screen.orientation.lock('landscape-primary').catch(function (error) {
              console.error('screen.orientation.lock() failed due to', error.message);
            });
          }
          self.waitingForPresent_ = false;
          self.beginPresent_();
          resolve();
        } else {
          if (screen.orientation && screen.orientation.unlock) {
            screen.orientation.unlock();
          }
          self.removeFullscreenWrapper();
          self.disableWakeLock();
          self.endPresent_();
          self.removeFullscreenListeners_();
        }
        self.fireVRDisplayPresentChange_();
      };
      var onFullscreenError = function onFullscreenError() {
        if (!self.waitingForPresent_) {
          return;
        }
        self.removeFullscreenWrapper();
        self.removeFullscreenListeners_();
        self.disableWakeLock();
        self.waitingForPresent_ = false;
        self.isPresenting = false;
        reject(new Error('Unable to present.'));
      };
      self.addFullscreenListeners_(fullscreenElement, onFullscreenChange, onFullscreenError);
      if (requestFullscreen(fullscreenElement)) {
        self.enableWakeLock();
        self.waitingForPresent_ = true;
      } else if (isIOS() || isWebViewAndroid()) {
        self.enableWakeLock();
        self.isPresenting = true;
        self.beginPresent_();
        self.fireVRDisplayPresentChange_();
        resolve();
      }
    }
    if (!self.waitingForPresent_ && !isIOS()) {
      exitFullscreen();
      reject(new Error('Unable to present.'));
    }
  });
};
VRDisplay.prototype.exitPresent = function () {
  var wasPresenting = this.isPresenting;
  var self = this;
  this.isPresenting = false;
  this.layer_ = null;
  this.disableWakeLock();
  return new Promise(function (resolve, reject) {
    if (wasPresenting) {
      if (!exitFullscreen() && isIOS()) {
        self.endPresent_();
        self.fireVRDisplayPresentChange_();
      }
      if (isWebViewAndroid()) {
        self.removeFullscreenWrapper();
        self.removeFullscreenListeners_();
        self.endPresent_();
        self.fireVRDisplayPresentChange_();
      }
      resolve();
    } else {
      reject(new Error('Was not presenting to VRDisplay.'));
    }
  });
};
VRDisplay.prototype.getLayers = function () {
  if (this.layer_) {
    return [this.layer_];
  }
  return [];
};
VRDisplay.prototype.fireVRDisplayPresentChange_ = function () {
  var event = new CustomEvent('vrdisplaypresentchange', { detail: { display: this } });
  window.dispatchEvent(event);
};
VRDisplay.prototype.fireVRDisplayConnect_ = function () {
  var event = new CustomEvent('vrdisplayconnect', { detail: { display: this } });
  window.dispatchEvent(event);
};
VRDisplay.prototype.addFullscreenListeners_ = function (element, changeHandler, errorHandler) {
  this.removeFullscreenListeners_();
  this.fullscreenEventTarget_ = element;
  this.fullscreenChangeHandler_ = changeHandler;
  this.fullscreenErrorHandler_ = errorHandler;
  if (changeHandler) {
    if (document.fullscreenEnabled) {
      element.addEventListener('fullscreenchange', changeHandler, false);
    } else if (document.webkitFullscreenEnabled) {
      element.addEventListener('webkitfullscreenchange', changeHandler, false);
    } else if (document.mozFullScreenEnabled) {
      document.addEventListener('mozfullscreenchange', changeHandler, false);
    } else if (document.msFullscreenEnabled) {
      element.addEventListener('msfullscreenchange', changeHandler, false);
    }
  }
  if (errorHandler) {
    if (document.fullscreenEnabled) {
      element.addEventListener('fullscreenerror', errorHandler, false);
    } else if (document.webkitFullscreenEnabled) {
      element.addEventListener('webkitfullscreenerror', errorHandler, false);
    } else if (document.mozFullScreenEnabled) {
      document.addEventListener('mozfullscreenerror', errorHandler, false);
    } else if (document.msFullscreenEnabled) {
      element.addEventListener('msfullscreenerror', errorHandler, false);
    }
  }
};
VRDisplay.prototype.removeFullscreenListeners_ = function () {
  if (!this.fullscreenEventTarget_) return;
  var element = this.fullscreenEventTarget_;
  if (this.fullscreenChangeHandler_) {
    var changeHandler = this.fullscreenChangeHandler_;
    element.removeEventListener('fullscreenchange', changeHandler, false);
    element.removeEventListener('webkitfullscreenchange', changeHandler, false);
    document.removeEventListener('mozfullscreenchange', changeHandler, false);
    element.removeEventListener('msfullscreenchange', changeHandler, false);
  }
  if (this.fullscreenErrorHandler_) {
    var errorHandler = this.fullscreenErrorHandler_;
    element.removeEventListener('fullscreenerror', errorHandler, false);
    element.removeEventListener('webkitfullscreenerror', errorHandler, false);
    document.removeEventListener('mozfullscreenerror', errorHandler, false);
    element.removeEventListener('msfullscreenerror', errorHandler, false);
  }
  this.fullscreenEventTarget_ = null;
  this.fullscreenChangeHandler_ = null;
  this.fullscreenErrorHandler_ = null;
};
VRDisplay.prototype.enableWakeLock = function () {
  if (this.wakelock_) {
    this.wakelock_.enable();
  }
};
VRDisplay.prototype.disableWakeLock = function () {
  if (this.wakelock_) {
    this.wakelock_.disable();
  }
};
VRDisplay.prototype.beginPresent_ = function () {
};
VRDisplay.prototype.endPresent_ = function () {
};
VRDisplay.prototype.submitFrame = function (pose) {
};
VRDisplay.prototype.getEyeParameters = function (whichEye) {
  return null;
};
var config = {
  ADDITIONAL_VIEWERS: [],
  DEFAULT_VIEWER: '',
  MOBILE_WAKE_LOCK: true,
  DEBUG: false,
  DPDB_URL: 'https://dpdb.webvr.rocks/dpdb.json',
  K_FILTER: 0.98,
  PREDICTION_TIME_S: 0.040,
  CARDBOARD_UI_DISABLED: false,
  ROTATE_INSTRUCTIONS_DISABLED: false,
  YAW_ONLY: false,
  BUFFER_SCALE: 0.5,
  DIRTY_SUBMIT_FRAME_BINDINGS: false
};
var Eye = {
  LEFT: 'left',
  RIGHT: 'right'
};
function CardboardVRDisplay(config$$1) {
  var defaults = extend({}, config);
  config$$1 = extend(defaults, config$$1 || {});
  VRDisplay.call(this, {
    wakelock: config$$1.MOBILE_WAKE_LOCK
  });
  this.config = config$$1;
  this.displayName = 'Cardboard VRDisplay';
  this.capabilities = new VRDisplayCapabilities({
    hasPosition: false,
    hasOrientation: true,
    hasExternalDisplay: false,
    canPresent: true,
    maxLayers: 1
  });
  this.stageParameters = null;
  this.bufferScale_ = this.config.BUFFER_SCALE;
  this.poseSensor_ = new PoseSensor(this.config);
  this.distorter_ = null;
  this.cardboardUI_ = null;
  this.dpdb_ = new Dpdb(this.config.DPDB_URL, this.onDeviceParamsUpdated_.bind(this));
  this.deviceInfo_ = new DeviceInfo(this.dpdb_.getDeviceParams(), config$$1.ADDITIONAL_VIEWERS);
  this.viewerSelector_ = new ViewerSelector(config$$1.DEFAULT_VIEWER);
  this.viewerSelector_.onChange(this.onViewerChanged_.bind(this));
  this.deviceInfo_.setViewer(this.viewerSelector_.getCurrentViewer());
  if (!this.config.ROTATE_INSTRUCTIONS_DISABLED) {
    this.rotateInstructions_ = new RotateInstructions();
  }
  if (isIOS()) {
    window.addEventListener('resize', this.onResize_.bind(this));
  }
}
CardboardVRDisplay.prototype = Object.create(VRDisplay.prototype);
CardboardVRDisplay.prototype._getPose = function () {
  return {
    position: null,
    orientation: this.poseSensor_.getOrientation(),
    linearVelocity: null,
    linearAcceleration: null,
    angularVelocity: null,
    angularAcceleration: null
  };
};
CardboardVRDisplay.prototype._resetPose = function () {
  if (this.poseSensor_.resetPose) {
    this.poseSensor_.resetPose();
  }
};
CardboardVRDisplay.prototype._getFieldOfView = function (whichEye) {
  var fieldOfView;
  if (whichEye == Eye.LEFT) {
    fieldOfView = this.deviceInfo_.getFieldOfViewLeftEye();
  } else if (whichEye == Eye.RIGHT) {
    fieldOfView = this.deviceInfo_.getFieldOfViewRightEye();
  } else {
    console.error('Invalid eye provided: %s', whichEye);
    return null;
  }
  return fieldOfView;
};
CardboardVRDisplay.prototype._getEyeOffset = function (whichEye) {
  var offset;
  if (whichEye == Eye.LEFT) {
    offset = [-this.deviceInfo_.viewer.interLensDistance * 0.5, 0.0, 0.0];
  } else if (whichEye == Eye.RIGHT) {
    offset = [this.deviceInfo_.viewer.interLensDistance * 0.5, 0.0, 0.0];
  } else {
    console.error('Invalid eye provided: %s', whichEye);
    return null;
  }
  return offset;
};
CardboardVRDisplay.prototype.getEyeParameters = function (whichEye) {
  var offset = this._getEyeOffset(whichEye);
  var fieldOfView = this._getFieldOfView(whichEye);
  var eyeParams = {
    offset: offset,
    renderWidth: this.deviceInfo_.device.width * 0.5 * this.bufferScale_,
    renderHeight: this.deviceInfo_.device.height * this.bufferScale_
  };
  Object.defineProperty(eyeParams, 'fieldOfView', {
    enumerable: true,
    get: function get() {
      deprecateWarning('VRFieldOfView', 'VRFrameData\'s projection matrices');
      return fieldOfView;
    }
  });
  return eyeParams;
};
CardboardVRDisplay.prototype.onDeviceParamsUpdated_ = function (newParams) {
  if (this.config.DEBUG) {
    console.log('DPDB reported that device params were updated.');
  }
  this.deviceInfo_.updateDeviceParams(newParams);
  if (this.distorter_) {
    this.distorter_.updateDeviceInfo(this.deviceInfo_);
  }
};
CardboardVRDisplay.prototype.updateBounds_ = function () {
  if (this.layer_ && this.distorter_ && (this.layer_.leftBounds || this.layer_.rightBounds)) {
    this.distorter_.setTextureBounds(this.layer_.leftBounds, this.layer_.rightBounds);
  }
};
CardboardVRDisplay.prototype.beginPresent_ = function () {
  var gl = this.layer_.source.getContext('webgl');
  if (!gl) gl = this.layer_.source.getContext('experimental-webgl');
  if (!gl) gl = this.layer_.source.getContext('webgl2');
  if (!gl) return;
  if (this.layer_.predistorted) {
    if (!this.config.CARDBOARD_UI_DISABLED) {
      gl.canvas.width = getScreenWidth() * this.bufferScale_;
      gl.canvas.height = getScreenHeight() * this.bufferScale_;
      this.cardboardUI_ = new CardboardUI(gl);
    }
  } else {
    if (!this.config.CARDBOARD_UI_DISABLED) {
      this.cardboardUI_ = new CardboardUI(gl);
    }
    this.distorter_ = new CardboardDistorter(gl, this.cardboardUI_, this.config.BUFFER_SCALE, this.config.DIRTY_SUBMIT_FRAME_BINDINGS);
    this.distorter_.updateDeviceInfo(this.deviceInfo_);
  }
  if (this.cardboardUI_) {
    this.cardboardUI_.listen(function (e) {
      this.viewerSelector_.show(this.layer_.source.parentElement);
      e.stopPropagation();
      e.preventDefault();
    }.bind(this), function (e) {
      this.exitPresent();
      e.stopPropagation();
      e.preventDefault();
    }.bind(this));
  }
  if (this.rotateInstructions_) {
    if (isLandscapeMode() && isMobile()) {
      this.rotateInstructions_.showTemporarily(3000, this.layer_.source.parentElement);
    } else {
      this.rotateInstructions_.update();
    }
  }
  this.orientationHandler = this.onOrientationChange_.bind(this);
  window.addEventListener('orientationchange', this.orientationHandler);
  this.vrdisplaypresentchangeHandler = this.updateBounds_.bind(this);
  window.addEventListener('vrdisplaypresentchange', this.vrdisplaypresentchangeHandler);
  this.fireVRDisplayDeviceParamsChange_();
};
CardboardVRDisplay.prototype.endPresent_ = function () {
  if (this.distorter_) {
    this.distorter_.destroy();
    this.distorter_ = null;
  }
  if (this.cardboardUI_) {
    this.cardboardUI_.destroy();
    this.cardboardUI_ = null;
  }
  if (this.rotateInstructions_) {
    this.rotateInstructions_.hide();
  }
  this.viewerSelector_.hide();
  window.removeEventListener('orientationchange', this.orientationHandler);
  window.removeEventListener('vrdisplaypresentchange', this.vrdisplaypresentchangeHandler);
};
CardboardVRDisplay.prototype.updatePresent_ = function () {
  this.endPresent_();
  this.beginPresent_();
};
CardboardVRDisplay.prototype.submitFrame = function (pose) {
  if (this.distorter_) {
    this.updateBounds_();
    this.distorter_.submitFrame();
  } else if (this.cardboardUI_ && this.layer_) {
    var gl = this.layer_.source.getContext('webgl');
    if (!gl) gl = this.layer_.source.getContext('experimental-webgl');
    if (!gl) gl = this.layer_.source.getContext('webgl2');
    var canvas = gl.canvas;
    if (canvas.width != this.lastWidth || canvas.height != this.lastHeight) {
      this.cardboardUI_.onResize();
    }
    this.lastWidth = canvas.width;
    this.lastHeight = canvas.height;
    this.cardboardUI_.render();
  }
};
CardboardVRDisplay.prototype.onOrientationChange_ = function (e) {
  this.viewerSelector_.hide();
  if (this.rotateInstructions_) {
    this.rotateInstructions_.update();
  }
  this.onResize_();
};
CardboardVRDisplay.prototype.onResize_ = function (e) {
  if (this.layer_) {
    var gl = this.layer_.source.getContext('webgl');
    if (!gl) gl = this.layer_.source.getContext('experimental-webgl');
    if (!gl) gl = this.layer_.source.getContext('webgl2');
    var cssProperties = ['position: absolute', 'top: 0', 'left: 0',
    'width: 100vw', 'height: 100vh', 'border: 0', 'margin: 0',
    'padding: 0px', 'box-sizing: content-box'];
    gl.canvas.setAttribute('style', cssProperties.join('; ') + ';');
    safariCssSizeWorkaround(gl.canvas);
  }
};
CardboardVRDisplay.prototype.onViewerChanged_ = function (viewer) {
  this.deviceInfo_.setViewer(viewer);
  if (this.distorter_) {
    this.distorter_.updateDeviceInfo(this.deviceInfo_);
  }
  this.fireVRDisplayDeviceParamsChange_();
};
CardboardVRDisplay.prototype.fireVRDisplayDeviceParamsChange_ = function () {
  var event = new CustomEvent('vrdisplaydeviceparamschange', {
    detail: {
      vrdisplay: this,
      deviceInfo: this.deviceInfo_
    }
  });
  window.dispatchEvent(event);
};
CardboardVRDisplay.VRFrameData = VRFrameData;
CardboardVRDisplay.VRDisplay = VRDisplay;
return CardboardVRDisplay;
})));
});
var CardboardVRDisplay = unwrapExports(cardboardVrDisplay);

var version = "0.10.12";

var DefaultConfig = {
  ADDITIONAL_VIEWERS: [],
  DEFAULT_VIEWER: '',
  PROVIDE_MOBILE_VRDISPLAY: true,
  MOBILE_WAKE_LOCK: true,
  DEBUG: false,
  DPDB_URL: 'https://dpdb.webvr.rocks/dpdb.json',
  K_FILTER: 0.98,
  PREDICTION_TIME_S: 0.040,
  CARDBOARD_UI_DISABLED: false,
  ROTATE_INSTRUCTIONS_DISABLED: false,
  YAW_ONLY: false,
  BUFFER_SCALE: 0.5,
  DIRTY_SUBMIT_FRAME_BINDINGS: false
};

function WebVRPolyfill(config) {
  this.config = extend(extend({}, DefaultConfig), config);
  this.polyfillDisplays = [];
  this.enabled = false;
  this.hasNative = 'getVRDisplays' in navigator;
  this.native = {};
  this.native.getVRDisplays = navigator.getVRDisplays;
  this.native.VRFrameData = window.VRFrameData;
  this.native.VRDisplay = window.VRDisplay;
  if (!this.hasNative || this.config.PROVIDE_MOBILE_VRDISPLAY && isMobile()) {
    this.enable();
    this.getVRDisplays().then(function (displays) {
      if (displays && displays[0] && displays[0].fireVRDisplayConnect_) {
        displays[0].fireVRDisplayConnect_();
      }
    });
  }
}
WebVRPolyfill.prototype.getPolyfillDisplays = function () {
  if (this._polyfillDisplaysPopulated) {
    return this.polyfillDisplays;
  }
  if (isMobile()) {
    var vrDisplay = new CardboardVRDisplay({
      ADDITIONAL_VIEWERS: this.config.ADDITIONAL_VIEWERS,
      DEFAULT_VIEWER: this.config.DEFAULT_VIEWER,
      MOBILE_WAKE_LOCK: this.config.MOBILE_WAKE_LOCK,
      DEBUG: this.config.DEBUG,
      DPDB_URL: this.config.DPDB_URL,
      CARDBOARD_UI_DISABLED: this.config.CARDBOARD_UI_DISABLED,
      K_FILTER: this.config.K_FILTER,
      PREDICTION_TIME_S: this.config.PREDICTION_TIME_S,
      ROTATE_INSTRUCTIONS_DISABLED: this.config.ROTATE_INSTRUCTIONS_DISABLED,
      YAW_ONLY: this.config.YAW_ONLY,
      BUFFER_SCALE: this.config.BUFFER_SCALE,
      DIRTY_SUBMIT_FRAME_BINDINGS: this.config.DIRTY_SUBMIT_FRAME_BINDINGS
    });
    this.polyfillDisplays.push(vrDisplay);
  }
  this._polyfillDisplaysPopulated = true;
  return this.polyfillDisplays;
};
WebVRPolyfill.prototype.enable = function () {
  this.enabled = true;
  if (this.hasNative && this.native.VRFrameData) {
    var NativeVRFrameData = this.native.VRFrameData;
    var nativeFrameData = new this.native.VRFrameData();
    var nativeGetFrameData = this.native.VRDisplay.prototype.getFrameData;
    window.VRDisplay.prototype.getFrameData = function (frameData) {
      if (frameData instanceof NativeVRFrameData) {
        nativeGetFrameData.call(this, frameData);
        return;
      }
      nativeGetFrameData.call(this, nativeFrameData);
      frameData.pose = nativeFrameData.pose;
      copyArray(nativeFrameData.leftProjectionMatrix, frameData.leftProjectionMatrix);
      copyArray(nativeFrameData.rightProjectionMatrix, frameData.rightProjectionMatrix);
      copyArray(nativeFrameData.leftViewMatrix, frameData.leftViewMatrix);
      copyArray(nativeFrameData.rightViewMatrix, frameData.rightViewMatrix);
    };
  }
  navigator.getVRDisplays = this.getVRDisplays.bind(this);
  window.VRDisplay = CardboardVRDisplay.VRDisplay;
  window.VRFrameData = CardboardVRDisplay.VRFrameData;
};
WebVRPolyfill.prototype.getVRDisplays = function () {
  var _this = this;
  var config = this.config;
  if (!this.hasNative) {
    return Promise.resolve(this.getPolyfillDisplays());
  }
  return this.native.getVRDisplays.call(navigator).then(function (nativeDisplays) {
    return nativeDisplays.length > 0 ? nativeDisplays : _this.getPolyfillDisplays();
  });
};
WebVRPolyfill.version = version;
WebVRPolyfill.VRFrameData = CardboardVRDisplay.VRFrameData;
WebVRPolyfill.VRDisplay = CardboardVRDisplay.VRDisplay;


var webvrPolyfill = Object.freeze({
	default: WebVRPolyfill
});

var require$$0 = ( webvrPolyfill && WebVRPolyfill ) || webvrPolyfill;

if (typeof commonjsGlobal !== 'undefined' && commonjsGlobal.window) {
  if (!commonjsGlobal.document) {
    commonjsGlobal.document = commonjsGlobal.window.document;
  }
  if (!commonjsGlobal.navigator) {
    commonjsGlobal.navigator = commonjsGlobal.window.navigator;
  }
}
var src = require$$0;

return src;

})));

}).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{}],48:[function(require,module,exports){
var newline = /\n/
var newlineChar = '\n'
var whitespace = /\s/

module.exports = function(text, opt) {
    var lines = module.exports.lines(text, opt)
    return lines.map(function(line) {
        return text.substring(line.start, line.end)
    }).join('\n')
}

module.exports.lines = function wordwrap(text, opt) {
    opt = opt||{}

    //zero width results in nothing visible
    if (opt.width === 0 && opt.mode !== 'nowrap') 
        return []

    text = text||''
    var width = typeof opt.width === 'number' ? opt.width : Number.MAX_VALUE
    var start = Math.max(0, opt.start||0)
    var end = typeof opt.end === 'number' ? opt.end : text.length
    var mode = opt.mode

    var measure = opt.measure || monospace
    if (mode === 'pre')
        return pre(measure, text, start, end, width)
    else
        return greedy(measure, text, start, end, width, mode)
}

function idxOf(text, chr, start, end) {
    var idx = text.indexOf(chr, start)
    if (idx === -1 || idx > end)
        return end
    return idx
}

function isWhitespace(chr) {
    return whitespace.test(chr)
}

function pre(measure, text, start, end, width) {
    var lines = []
    var lineStart = start
    for (var i=start; i<end && i<text.length; i++) {
        var chr = text.charAt(i)
        var isNewline = newline.test(chr)

        //If we've reached a newline, then step down a line
        //Or if we've reached the EOF
        if (isNewline || i===end-1) {
            var lineEnd = isNewline ? i : i+1
            var measured = measure(text, lineStart, lineEnd, width)
            lines.push(measured)
            
            lineStart = i+1
        }
    }
    return lines
}

function greedy(measure, text, start, end, width, mode) {
    //A greedy word wrapper based on LibGDX algorithm
    //https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/BitmapFontCache.java
    var lines = []

    var testWidth = width
    //if 'nowrap' is specified, we only wrap on newline chars
    if (mode === 'nowrap')
        testWidth = Number.MAX_VALUE

    while (start < end && start < text.length) {
        //get next newline position
        var newLine = idxOf(text, newlineChar, start, end)

        //eat whitespace at start of line
        while (start < newLine) {
            if (!isWhitespace( text.charAt(start) ))
                break
            start++
        }

        //determine visible # of glyphs for the available width
        var measured = measure(text, start, newLine, testWidth)

        var lineEnd = start + (measured.end-measured.start)
        var nextStart = lineEnd + newlineChar.length

        //if we had to cut the line before the next newline...
        if (lineEnd < newLine) {
            //find char to break on
            while (lineEnd > start) {
                if (isWhitespace(text.charAt(lineEnd)))
                    break
                lineEnd--
            }
            if (lineEnd === start) {
                if (nextStart > start + newlineChar.length) nextStart--
                lineEnd = nextStart // If no characters to break, show all.
            } else {
                nextStart = lineEnd
                //eat whitespace at end of line
                while (lineEnd > start) {
                    if (!isWhitespace(text.charAt(lineEnd - newlineChar.length)))
                        break
                    lineEnd--
                }
            }
        }
        if (lineEnd >= start) {
            var result = measure(text, start, lineEnd, testWidth)
            lines.push(result)
        }
        start = nextStart
    }
    return lines
}

//determines the visible number of glyphs within a given width
function monospace(text, start, end, width) {
    var glyphs = Math.min(width, end-start)
    return {
        start: start,
        end: start+glyphs
    }
}
},{}],49:[function(require,module,exports){
"use strict";
var window = require("global/window")
var isFunction = require("is-function")
var parseHeaders = require("parse-headers")
var xtend = require("xtend")

module.exports = createXHR
// Allow use of default import syntax in TypeScript
module.exports.default = createXHR;
createXHR.XMLHttpRequest = window.XMLHttpRequest || noop
createXHR.XDomainRequest = "withCredentials" in (new createXHR.XMLHttpRequest()) ? createXHR.XMLHttpRequest : window.XDomainRequest

forEachArray(["get", "put", "post", "patch", "head", "delete"], function(method) {
    createXHR[method === "delete" ? "del" : method] = function(uri, options, callback) {
        options = initParams(uri, options, callback)
        options.method = method.toUpperCase()
        return _createXHR(options)
    }
})

function forEachArray(array, iterator) {
    for (var i = 0; i < array.length; i++) {
        iterator(array[i])
    }
}

function isEmpty(obj){
    for(var i in obj){
        if(obj.hasOwnProperty(i)) return false
    }
    return true
}

function initParams(uri, options, callback) {
    var params = uri

    if (isFunction(options)) {
        callback = options
        if (typeof uri === "string") {
            params = {uri:uri}
        }
    } else {
        params = xtend(options, {uri: uri})
    }

    params.callback = callback
    return params
}

function createXHR(uri, options, callback) {
    options = initParams(uri, options, callback)
    return _createXHR(options)
}

function _createXHR(options) {
    if(typeof options.callback === "undefined"){
        throw new Error("callback argument missing")
    }

    var called = false
    var callback = function cbOnce(err, response, body){
        if(!called){
            called = true
            options.callback(err, response, body)
        }
    }

    function readystatechange() {
        if (xhr.readyState === 4) {
            setTimeout(loadFunc, 0)
        }
    }

    function getBody() {
        // Chrome with requestType=blob throws errors arround when even testing access to responseText
        var body = undefined

        if (xhr.response) {
            body = xhr.response
        } else {
            body = xhr.responseText || getXml(xhr)
        }

        if (isJson) {
            try {
                body = JSON.parse(body)
            } catch (e) {}
        }

        return body
    }

    function errorFunc(evt) {
        clearTimeout(timeoutTimer)
        if(!(evt instanceof Error)){
            evt = new Error("" + (evt || "Unknown XMLHttpRequest Error") )
        }
        evt.statusCode = 0
        return callback(evt, failureResponse)
    }

    // will load the data & process the response in a special response object
    function loadFunc() {
        if (aborted) return
        var status
        clearTimeout(timeoutTimer)
        if(options.useXDR && xhr.status===undefined) {
            //IE8 CORS GET successful response doesn't have a status field, but body is fine
            status = 200
        } else {
            status = (xhr.status === 1223 ? 204 : xhr.status)
        }
        var response = failureResponse
        var err = null

        if (status !== 0){
            response = {
                body: getBody(),
                statusCode: status,
                method: method,
                headers: {},
                url: uri,
                rawRequest: xhr
            }
            if(xhr.getAllResponseHeaders){ //remember xhr can in fact be XDR for CORS in IE
                response.headers = parseHeaders(xhr.getAllResponseHeaders())
            }
        } else {
            err = new Error("Internal XMLHttpRequest Error")
        }
        return callback(err, response, response.body)
    }

    var xhr = options.xhr || null

    if (!xhr) {
        if (options.cors || options.useXDR) {
            xhr = new createXHR.XDomainRequest()
        }else{
            xhr = new createXHR.XMLHttpRequest()
        }
    }

    var key
    var aborted
    var uri = xhr.url = options.uri || options.url
    var method = xhr.method = options.method || "GET"
    var body = options.body || options.data
    var headers = xhr.headers = options.headers || {}
    var sync = !!options.sync
    var isJson = false
    var timeoutTimer
    var failureResponse = {
        body: undefined,
        headers: {},
        statusCode: 0,
        method: method,
        url: uri,
        rawRequest: xhr
    }

    if ("json" in options && options.json !== false) {
        isJson = true
        headers["accept"] || headers["Accept"] || (headers["Accept"] = "application/json") //Don't override existing accept header declared by user
        if (method !== "GET" && method !== "HEAD") {
            headers["content-type"] || headers["Content-Type"] || (headers["Content-Type"] = "application/json") //Don't override existing accept header declared by user
            body = JSON.stringify(options.json === true ? body : options.json)
        }
    }

    xhr.onreadystatechange = readystatechange
    xhr.onload = loadFunc
    xhr.onerror = errorFunc
    // IE9 must have onprogress be set to a unique function.
    xhr.onprogress = function () {
        // IE must die
    }
    xhr.onabort = function(){
        aborted = true;
    }
    xhr.ontimeout = errorFunc
    xhr.open(method, uri, !sync, options.username, options.password)
    //has to be after open
    if(!sync) {
        xhr.withCredentials = !!options.withCredentials
    }
    // Cannot set timeout with sync request
    // not setting timeout on the xhr object, because of old webkits etc. not handling that correctly
    // both npm's request and jquery 1.x use this kind of timeout, so this is being consistent
    if (!sync && options.timeout > 0 ) {
        timeoutTimer = setTimeout(function(){
            if (aborted) return
            aborted = true//IE9 may still call readystatechange
            xhr.abort("timeout")
            var e = new Error("XMLHttpRequest timeout")
            e.code = "ETIMEDOUT"
            errorFunc(e)
        }, options.timeout )
    }

    if (xhr.setRequestHeader) {
        for(key in headers){
            if(headers.hasOwnProperty(key)){
                xhr.setRequestHeader(key, headers[key])
            }
        }
    } else if (options.headers && !isEmpty(options.headers)) {
        throw new Error("Headers cannot be set on an XDomainRequest object")
    }

    if ("responseType" in options) {
        xhr.responseType = options.responseType
    }

    if ("beforeSend" in options &&
        typeof options.beforeSend === "function"
    ) {
        options.beforeSend(xhr)
    }

    // Microsoft Edge browser sends "undefined" when send is called with undefined value.
    // XMLHttpRequest spec says to pass null as body to indicate no body
    // See https://github.com/naugtur/xhr/issues/100.
    xhr.send(body || null)

    return xhr


}

function getXml(xhr) {
    // xhr.responseXML will throw Exception "InvalidStateError" or "DOMException"
    // See https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/responseXML.
    try {
        if (xhr.responseType === "document") {
            return xhr.responseXML
        }
        var firefoxBugTakenEffect = xhr.responseXML && xhr.responseXML.documentElement.nodeName === "parsererror"
        if (xhr.responseType === "" && !firefoxBugTakenEffect) {
            return xhr.responseXML
        }
    } catch (e) {}

    return null
}

function noop() {}

},{"global/window":14,"is-function":18,"parse-headers":29,"xtend":51}],50:[function(require,module,exports){
module.exports = (function xmlparser() {
  //common browsers
  if (typeof self.DOMParser !== 'undefined') {
    return function(str) {
      var parser = new self.DOMParser()
      return parser.parseFromString(str, 'application/xml')
    }
  } 

  //IE8 fallback
  if (typeof self.ActiveXObject !== 'undefined'
      && new self.ActiveXObject('Microsoft.XMLDOM')) {
    return function(str) {
      var xmlDoc = new self.ActiveXObject("Microsoft.XMLDOM")
      xmlDoc.async = "false"
      xmlDoc.loadXML(str)
      return xmlDoc
    }
  }

  //last resort fallback
  return function(str) {
    var div = document.createElement('div')
    div.innerHTML = str
    return div
  }
})()

},{}],51:[function(require,module,exports){
module.exports = extend

var hasOwnProperty = Object.prototype.hasOwnProperty;

function extend() {
    var target = {}

    for (var i = 0; i < arguments.length; i++) {
        var source = arguments[i]

        for (var key in source) {
            if (hasOwnProperty.call(source, key)) {
                target[key] = source[key]
            }
        }
    }

    return target
}

},{}],52:[function(require,module,exports){
module.exports={
  "name": "aframe",
  "version": "1.3.0",
  "description": "A web framework for building virtual reality experiences.",
  "homepage": "https://aframe.io/",
  "main": "dist/aframe-master.js",
  "scripts": {
    "browserify": "browserify src/index.js -s 'AFRAME' -p browserify-derequire",
    "build": "shx mkdir -p build/ && npm run browserify -- --debug -t [ envify --INSPECTOR_VERSION dev ] -o build/aframe.js",
    "codecov": "codecov",
    "dev": "npm run build && cross-env INSPECTOR_VERSION=dev node ./scripts/budo -t envify",
    "dist": "node scripts/updateVersionLog.js && npm run dist:min && npm run dist:max",
    "dist:max": "npm run browserify -s -- --debug | exorcist dist/aframe-master.js.map > dist/aframe-master.js",
    "dist:min": "npm run browserify -s -- --debug -p [ minifyify --map aframe-master.min.js.map --output dist/aframe-master.min.js.map ] -o dist/aframe-master.min.js",
    "docs": "markserv --dir docs --port 9001",
    "preghpages": "node ./scripts/preghpages.js",
    "ghpages": "ghpages -p gh-pages/",
    "lint": "semistandard -v | snazzy",
    "lint:fix": "semistandard --fix",
    "precommit": "npm run lint",
    "prepush": "node scripts/testOnlyCheck.js",
    "prerelease": "node scripts/release.js 1.2.0 1.3.0",
    "start": "npm run dev",
    "start:https": "cross-env SSL=true npm run dev",
    "test": "karma start ./tests/karma.conf.js",
    "test:docs": "node scripts/docsLint.js",
    "test:firefox": "npm test -- --browsers Firefox",
    "test:chrome": "npm test -- --browsers Chrome",
    "test:nobrowser": "NO_BROWSER=true npm test",
    "test:node": "mocha --ui tdd tests/node"
  },
  "repository": "aframevr/aframe",
  "license": "MIT",
  "files": [
    "dist/*",
    "docs/**/*",
    "src/**/*",
    "vendor/**/*"
  ],
  "dependencies": {
    "custom-event-polyfill": "^1.0.6",
    "debug": "ngokevin/debug#noTimestamp",
    "deep-assign": "^2.0.0",
    "document-register-element": "dmarcos/document-register-element#8ccc532b7f3744be954574caf3072a5fd260ca90",
    "load-bmfont": "^1.2.3",
    "object-assign": "^4.0.1",
    "present": "0.0.6",
    "promise-polyfill": "^3.1.0",
    "super-animejs": "^3.1.0",
    "super-three": "^0.137.0",
    "three-bmfont-text": "dmarcos/three-bmfont-text#21d017046216e318362c48abd1a48bddfb6e0733",
    "webvr-polyfill": "^0.10.12"
  },
  "devDependencies": {
    "browserify": "^13.1.0",
    "browserify-css": "^0.8.4",
    "browserify-derequire": "^0.9.4",
    "browserify-istanbul": "^2.0.0",
    "budo": "^9.2.0",
    "chai": "^3.5.0",
    "chai-shallow-deep-equal": "^1.4.0",
    "chalk": "^1.1.3",
    "codecov": "^1.0.1",
    "cross-env": "^5.0.1",
    "envify": "^3.4.1",
    "exorcist": "^0.4.0",
    "ghpages": "0.0.8",
    "git-rev": "^0.2.1",
    "glob": "^7.1.1",
    "husky": "^0.11.7",
    "istanbul": "^0.4.5",
    "jsdom": "^9.11.0",
    "karma": "1.4.1",
    "karma-browserify": "^5.1.0",
    "karma-chai-shallow-deep-equal": "0.0.4",
    "karma-chrome-launcher": "^2.0.0",
    "karma-coverage": "^1.1.1",
    "karma-env-preprocessor": "^0.1.1",
    "karma-firefox-launcher": "^1.2.0",
    "karma-mocha": "^1.1.1",
    "karma-mocha-reporter": "^2.1.0",
    "karma-sinon-chai": "1.2.4",
    "lolex": "^1.5.1",
    "markserv": "github:sukima/markserv#feature/fix-broken-websoketio-link",
    "minifyify": "^7.3.3",
    "mocha": "^3.0.2",
    "mozilla-download": "^1.1.1",
    "replace-in-file": "^2.5.3",
    "semistandard": "^9.0.0",
    "shelljs": "^0.7.7",
    "shx": "^0.2.2",
    "sinon": "^1.17.5",
    "sinon-chai": "2.8.0",
    "snazzy": "^5.0.0",
    "too-wordy": "ngokevin/too-wordy",
    "uglifyjs": "^2.4.10",
    "write-good": "^0.9.1"
  },
  "link": true,
  "browserify": {
    "transform": [
      "browserify-css",
      "envify"
    ]
  },
  "semistandard": {
    "ignore": [
      "build/**",
      "dist/**",
      "examples/**/shaders/*.js",
      "**/vendor/**"
    ]
  },
  "keywords": [
    "3d",
    "aframe",
    "cardboard",
    "components",
    "oculus",
    "three",
    "three.js",
    "rift",
    "vive",
    "vr",
    "web-components",
    "webvr"
  ],
  "browserify-css": {
    "minify": true
  },
  "engines": {
    "node": ">= 4.6.0",
    "npm": ">= 2.15.9"
  }
}

},{}],53:[function(require,module,exports){
var anime = require('super-animejs');
var components = require('../core/component').components;
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');
var utils = require('../utils');

var colorHelperFrom = new THREE.Color();
var colorHelperTo = new THREE.Color();

var getComponentProperty = utils.entity.getComponentProperty;
var setComponentProperty = utils.entity.setComponentProperty;
var splitCache = {};

var TYPE_COLOR = 'color';
var PROP_POSITION = 'position';
var PROP_ROTATION = 'rotation';
var PROP_SCALE = 'scale';
var STRING_COMPONENTS = 'components';
var STRING_OBJECT3D = 'object3D';

/**
 * Animation component for A-Frame using anime.js.
 *
 * The component manually controls the tick by setting `autoplay: false` on anime.js and
 * manually * calling `animation.tick()` in the tick handler. To pause or resume, we toggle a
 * boolean * flag * `isAnimationPlaying`.
 *
 * anime.js animation config for tweenining Javascript objects and values works as:
 *
 *  config = {
 *    targets: {foo: 0.0, bar: '#000'},
 *    foo: 1.0,
 *    bar: '#FFF'
 *  }
 *
 * The above will tween each property in `targets`. The `to` values are set in the root of
 * the config.
 *
 * @member {object} animation - anime.js instance.
 * @member {boolean} animationIsPlaying - Control if animation is playing.
 */
module.exports.Component = registerComponent('animation', {
  schema: {
    autoplay: {default: true},
    delay: {default: 0},
    dir: {default: ''},
    dur: {default: 1000},
    easing: {default: 'easeInQuad'},
    elasticity: {default: 400},
    enabled: {default: true},
    from: {default: ''},
    loop: {
      default: 0,
      parse: function (value) {
        // Boolean or integer.
        if (value === true || value === 'true') { return true; }
        if (value === false || value === 'false') { return false; }
        return parseInt(value, 10);
      }
    },
    property: {default: ''},
    startEvents: {type: 'array'},
    pauseEvents: {type: 'array'},
    resumeEvents: {type: 'array'},
    round: {default: false},
    to: {default: ''},
    type: {default: ''},
    isRawProperty: {default: false}
  },

  multiple: true,

  init: function () {
    var self = this;

    this.eventDetail = {name: this.attrName};
    this.time = 0;

    this.animation = null;
    this.animationIsPlaying = false;
    this.onStartEvent = this.onStartEvent.bind(this);
    this.beginAnimation = this.beginAnimation.bind(this);
    this.pauseAnimation = this.pauseAnimation.bind(this);
    this.resumeAnimation = this.resumeAnimation.bind(this);

    this.fromColor = {};
    this.toColor = {};
    this.targets = {};
    this.targetsArray = [];

    this.updateConfigForDefault = this.updateConfigForDefault.bind(this);
    this.updateConfigForRawColor = this.updateConfigForRawColor.bind(this);

    this.config = {
      complete: function () {
        self.animationIsPlaying = false;
        self.el.emit('animationcomplete', self.eventDetail, false);
        if (self.id) {
          self.el.emit('animationcomplete__' + self.id, self.eventDetail, false);
        }
      }
    };
  },

  update: function (oldData) {
    var config = this.config;
    var data = this.data;

    this.animationIsPlaying = false;

    if (!this.data.enabled) { return; }

    if (!data.property) { return; }

    // Base config.
    config.autoplay = false;
    config.direction = data.dir;
    config.duration = data.dur;
    config.easing = data.easing;
    config.elasticity = data.elasticity;
    config.loop = data.loop;
    config.round = data.round;

    // Start new animation.
    this.createAndStartAnimation();
  },

  tick: function (t, dt) {
    if (!this.animationIsPlaying) { return; }
    this.time += dt;
    this.animation.tick(this.time);
  },

  remove: function () {
    this.pauseAnimation();
    this.removeEventListeners();
  },

  pause: function () {
    this.paused = true;
    this.pausedWasPlaying = this.animationIsPlaying;
    this.pauseAnimation();
    this.removeEventListeners();
  },

  /**
   * `play` handler only for resuming scene.
   */
  play: function () {
    if (!this.paused) { return; }
    this.paused = false;
    this.addEventListeners();
    if (this.pausedWasPlaying) {
      this.resumeAnimation();
      this.pausedWasPlaying = false;
    }
  },

  /**
   * Start animation from scratch.
   */
  createAndStartAnimation: function () {
    var data = this.data;

    this.updateConfig();
    this.animationIsPlaying = false;
    this.animation = anime(this.config);
    this.animation.began = true;

    this.removeEventListeners();
    this.addEventListeners();

    // Wait for start events for animation.
    if (!data.autoplay || data.startEvents && data.startEvents.length) { return; }

    // Delay animation.
    if (data.delay) {
      setTimeout(this.beginAnimation, data.delay);
      return;
    }

    // Play animation.
    this.beginAnimation();
  },

  /**
   * This is before animation start (including from startEvents).
   * Set to initial state (config.from, time = 0, seekTime = 0).
   */
  beginAnimation: function () {
    this.updateConfig();
    this.animation.began = true;
    this.time = 0;
    this.animationIsPlaying = true;
    this.stopRelatedAnimations();
    this.el.emit('animationbegin', this.eventDetail, false);
  },

  pauseAnimation: function () {
    this.animationIsPlaying = false;
  },

  resumeAnimation: function () {
    this.animationIsPlaying = true;
  },

  /**
   * startEvents callback.
   */
  onStartEvent: function () {
    if (!this.data.enabled) { return; }

    this.updateConfig();
    if (this.animation) {
      this.animation.pause();
    }
    this.animation = anime(this.config);

    // Include the delay before each start event.
    if (this.data.delay) {
      setTimeout(this.beginAnimation, this.data.delay);
      return;
    }
    this.beginAnimation();
  },

  /**
   * rawProperty: true and type: color;
   */
  updateConfigForRawColor: function () {
    var config = this.config;
    var data = this.data;
    var el = this.el;
    var from;
    var key;
    var to;

    if (this.waitComponentInitRawProperty(this.updateConfigForRawColor)) {
      return;
    }

    from = data.from === '' ? getRawProperty(el, data.property) : data.from;
    to = data.to;

    // Use r/g/b vector for color type.
    this.setColorConfig(from, to);
    from = this.fromColor;
    to = this.toColor;

    this.targetsArray.length = 0;
    this.targetsArray.push(from);
    config.targets = this.targetsArray;
    for (key in to) { config[key] = to[key]; }

    config.update = (function () {
      var lastValue = {};
      return function (anim) {
        var value;
        value = anim.animatables[0].target;
        // For animation timeline.
        if (value.r === lastValue.r &&
            value.g === lastValue.g &&
            value.b === lastValue.b) { return; }

        setRawProperty(el, data.property, value, data.type);
      };
    })();
  },

  /**
   * Stuff property into generic `property` key.
   */
  updateConfigForDefault: function () {
    var config = this.config;
    var data = this.data;
    var el = this.el;
    var from;
    var isBoolean;
    var isNumber;
    var to;

    if (this.waitComponentInitRawProperty(this.updateConfigForDefault)) {
      return;
    }

    if (data.from === '') {
      // Infer from.
      from = isRawProperty(data)
        ? getRawProperty(el, data.property)
        : getComponentProperty(el, data.property);
    } else {
      // Explicit from.
      from = data.from;
    }

    to = data.to;

    isNumber = !isNaN(from || to);
    if (isNumber) {
      from = parseFloat(from);
      to = parseFloat(to);
    } else {
      from = from ? from.toString() : from;
      to = to ? to.toString() : to;
    }

    // Convert booleans to integer to allow boolean flipping.
    isBoolean = data.to === 'true' || data.to === 'false' ||
                data.to === true || data.to === false;
    if (isBoolean) {
      from = data.from === 'true' || data.from === true ? 1 : 0;
      to = data.to === 'true' || data.to === true ? 1 : 0;
    }

    this.targets.aframeProperty = from;
    config.targets = this.targets;
    config.aframeProperty = to;
    config.update = (function () {
      var lastValue;

      return function (anim) {
        var value;
        value = anim.animatables[0].target.aframeProperty;

        // Need to do a last value check for animation timeline since all the tweening
        // begins simultaenously even if the value has not changed. Also better for perf
        // anyways.
        if (value === lastValue) { return; }
        lastValue = value;

        if (isBoolean) { value = value >= 1; }

        if (isRawProperty(data)) {
          setRawProperty(el, data.property, value, data.type);
        } else {
          setComponentProperty(el, data.property, value);
        }
      };
    })();
  },

  /**
   * Extend x/y/z/w onto the config.
   * Update vector by modifying object3D.
   */
  updateConfigForVector: function () {
    var config = this.config;
    var data = this.data;
    var el = this.el;
    var key;
    var from;
    var to;

    // Parse coordinates.
    from = data.from !== ''
      ? utils.coordinates.parse(data.from)  // If data.from defined, use that.
      : getComponentProperty(el, data.property);  // If data.from not defined, get on the fly.
    to = utils.coordinates.parse(data.to);

    if (data.property === PROP_ROTATION) {
      toRadians(from);
      toRadians(to);
    }

    // Set to and from.
    this.targetsArray.length = 0;
    this.targetsArray.push(from);
    config.targets = this.targetsArray;
    for (key in to) { config[key] = to[key]; }

    // If animating object3D transformation, run more optimized updater.
    if (data.property === PROP_POSITION || data.property === PROP_ROTATION ||
        data.property === PROP_SCALE) {
      config.update = (function () {
        var lastValue = {};
        return function (anim) {
          var value = anim.animatables[0].target;

          if (data.property === PROP_SCALE) {
            value.x = Math.max(0.0001, value.x);
            value.y = Math.max(0.0001, value.y);
            value.z = Math.max(0.0001, value.z);
          }

          // For animation timeline.
          if (value.x === lastValue.x &&
              value.y === lastValue.y &&
              value.z === lastValue.z) { return; }

          lastValue.x = value.x;
          lastValue.y = value.y;
          lastValue.z = value.z;

          el.object3D[data.property].set(value.x, value.y, value.z);
        };
      })();
      return;
    }

    // Animating some vector.
    config.update = (function () {
      var lastValue = {};
      return function (anim) {
        var value = anim.animatables[0].target;

        // Animate rotation through radians.
        // For animation timeline.
        if (value.x === lastValue.x &&
            value.y === lastValue.y &&
            value.z === lastValue.z) { return; }
        lastValue.x = value.x;
        lastValue.y = value.y;
        lastValue.z = value.z;
        setComponentProperty(el, data.property, value);
      };
    })();
  },

  /**
   * Update the config before each run.
   */
  updateConfig: function () {
    var propType;

    // Route config type.
    propType = getPropertyType(this.el, this.data.property);
    if (isRawProperty(this.data) && this.data.type === TYPE_COLOR) {
      this.updateConfigForRawColor();
    } else if (propType === 'vec2' || propType === 'vec3' || propType === 'vec4') {
      this.updateConfigForVector();
    } else {
      this.updateConfigForDefault();
    }
  },

  /**
   * Wait for component to initialize.
   */
  waitComponentInitRawProperty: function (cb) {
    var componentName;
    var data = this.data;
    var el = this.el;
    var self = this;

    if (data.from !== '') { return false; }

    if (!data.property.startsWith(STRING_COMPONENTS)) { return false; }

    componentName = splitDot(data.property)[1];
    if (el.components[componentName]) { return false; }

    el.addEventListener('componentinitialized', function wait (evt) {
      if (evt.detail.name !== componentName) { return; }
      cb();
      // Since the config was created async, create the animation now since we missed it
      // earlier.
      self.animation = anime(self.config);
      el.removeEventListener('componentinitialized', wait);
    });
    return true;
  },

  /**
   * Make sure two animations on the same property don't fight each other.
   * e.g., animation__mouseenter="property: material.opacity"
   *       animation__mouseleave="property: material.opacity"
   */
  stopRelatedAnimations: function () {
    var component;
    var componentName;
    for (componentName in this.el.components) {
      component = this.el.components[componentName];
      if (componentName === this.attrName) { continue; }
      if (component.name !== 'animation') { continue; }
      if (!component.animationIsPlaying) { continue; }
      if (component.data.property !== this.data.property) { continue; }
      component.animationIsPlaying = false;
    }
  },

  addEventListeners: function () {
    var data = this.data;
    var el = this.el;
    addEventListeners(el, data.startEvents, this.onStartEvent);
    addEventListeners(el, data.pauseEvents, this.pauseAnimation);
    addEventListeners(el, data.resumeEvents, this.resumeAnimation);
  },

  removeEventListeners: function () {
    var data = this.data;
    var el = this.el;
    removeEventListeners(el, data.startEvents, this.onStartEvent);
    removeEventListeners(el, data.pauseEvents, this.pauseAnimation);
    removeEventListeners(el, data.resumeEvents, this.resumeAnimation);
  },

  setColorConfig: function (from, to) {
    colorHelperFrom.set(from);
    colorHelperTo.set(to);
    from = this.fromColor;
    to = this.toColor;
    from.r = colorHelperFrom.r;
    from.g = colorHelperFrom.g;
    from.b = colorHelperFrom.b;
    to.r = colorHelperTo.r;
    to.g = colorHelperTo.g;
    to.b = colorHelperTo.b;
  }
});

/**
 * Given property name, check schema to see what type we are animating.
 * We just care whether the property is a vector.
 */
function getPropertyType (el, property) {
  var component;
  var componentName;
  var split;
  var propertyName;

  split = property.split('.');
  componentName = split[0];
  propertyName = split[1];
  component = el.components[componentName] || components[componentName];

  // Primitives.
  if (!component) { return null; }

  // Dynamic schema. We only care about vectors anyways.
  if (propertyName && !component.schema[propertyName]) { return null; }

  // Multi-prop.
  if (propertyName) { return component.schema[propertyName].type; }

  // Single-prop.
  return component.schema.type;
}

/**
 * Convert object to radians.
 */
function toRadians (obj) {
  obj.x = THREE.Math.degToRad(obj.x);
  obj.y = THREE.Math.degToRad(obj.y);
  obj.z = THREE.Math.degToRad(obj.z);
}

function addEventListeners (el, eventNames, handler) {
  var i;
  for (i = 0; i < eventNames.length; i++) {
    el.addEventListener(eventNames[i], handler);
  }
}

function removeEventListeners (el, eventNames, handler) {
  var i;
  for (i = 0; i < eventNames.length; i++) {
    el.removeEventListener(eventNames[i], handler);
  }
}

function getRawProperty (el, path) {
  var i;
  var split;
  var value;
  split = splitDot(path);
  value = el;
  for (i = 0; i < split.length; i++) {
    value = value[split[i]];
  }
  if (value === undefined) {
    console.log(el);
    throw new Error('[animation] property (' + path + ') could not be found');
  }
  return value;
}

function setRawProperty (el, path, value, type) {
  var i;
  var split;
  var propertyName;
  var targetValue;

  if (path.startsWith('object3D.rotation')) {
    value = THREE.Math.degToRad(value);
  }

  // Walk.
  split = splitDot(path);
  targetValue = el;
  for (i = 0; i < split.length - 1; i++) { targetValue = targetValue[split[i]]; }
  propertyName = split[split.length - 1];

  // Raw color.
  if (type === TYPE_COLOR) {
    if ('r' in targetValue[propertyName]) {
      targetValue[propertyName].r = value.r;
      targetValue[propertyName].g = value.g;
      targetValue[propertyName].b = value.b;
    } else {
      targetValue[propertyName].x = value.r;
      targetValue[propertyName].y = value.g;
      targetValue[propertyName].z = value.b;
    }
    return;
  }

  targetValue[propertyName] = value;
}

function splitDot (path) {
  if (path in splitCache) { return splitCache[path]; }
  splitCache[path] = path.split('.');
  return splitCache[path];
}

function isRawProperty (data) {
  return data.isRawProperty || data.property.startsWith(STRING_COMPONENTS) ||
         data.property.startsWith(STRING_OBJECT3D);
}

},{"../core/component":114,"../lib/three":162,"../utils":190,"super-animejs":34}],54:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');

/**
 * Camera component.
 * Pairs along with camera system to handle tracking the active camera.
 */
module.exports.Component = registerComponent('camera', {
  schema: {
    active: {default: true},
    far: {default: 10000},
    fov: {default: 80, min: 0},
    near: {default: 0.005, min: 0},
    spectator: {default: false},
    zoom: {default: 1, min: 0}
  },

  /**
   * Initialize three.js camera and add it to the entity.
   * Add reference from scene to this entity as the camera.
   */
  init: function () {
    var camera;
    var el = this.el;

    // Create camera.
    camera = this.camera = new THREE.PerspectiveCamera();
    el.setObject3D('camera', camera);
  },

  /**
   * Update three.js camera.
   */
  update: function (oldData) {
    var data = this.data;
    var camera = this.camera;

    // Update properties.
    camera.aspect = data.aspect || (window.innerWidth / window.innerHeight);
    camera.far = data.far;
    camera.fov = data.fov;
    camera.near = data.near;
    camera.zoom = data.zoom;
    camera.updateProjectionMatrix();

    this.updateActiveCamera(oldData);
    this.updateSpectatorCamera(oldData);
  },

  updateActiveCamera: function (oldData) {
    var data = this.data;
    var el = this.el;
    var system = this.system;
    // Active property did not change.
    if (oldData && oldData.active === data.active || data.spectator) { return; }

    // If `active` property changes, or first update, handle active camera with system.
    if (data.active && system.activeCameraEl !== el) {
      // Camera enabled. Set camera to this camera.
      system.setActiveCamera(el);
    } else if (!data.active && system.activeCameraEl === el) {
      // Camera disabled. Set camera to another camera.
      system.disableActiveCamera();
    }
  },

  updateSpectatorCamera: function (oldData) {
    var data = this.data;
    var el = this.el;
    var system = this.system;
    // spectator property did not change.
    if (oldData && oldData.spectator === data.spectator) { return; }

    // If `spectator` property changes, or first update, handle spectator camera with system.
    if (data.spectator && system.spectatorCameraEl !== el) {
      // Camera enabled. Set camera to this camera.
      system.setSpectatorCamera(el);
    } else if (!data.spectator && system.spectatorCameraEl === el) {
      // Camera disabled. Set camera to another camera.
      system.disableSpectatorCamera();
    }
  },

  /**
   * Remove camera on remove (callback).
   */
  remove: function () {
    this.el.removeObject3D('camera');
  }
});

},{"../core/component":114,"../lib/three":162}],55:[function(require,module,exports){
/* global THREE */
var registerComponent = require('../core/component').registerComponent;
var utils = require('../utils/');

var bind = utils.bind;

var EVENTS = {
  CLICK: 'click',
  FUSING: 'fusing',
  MOUSEENTER: 'mouseenter',
  MOUSEDOWN: 'mousedown',
  MOUSELEAVE: 'mouseleave',
  MOUSEUP: 'mouseup'
};

var STATES = {
  FUSING: 'cursor-fusing',
  HOVERING: 'cursor-hovering',
  HOVERED: 'cursor-hovered'
};

var CANVAS_EVENTS = {
  DOWN: ['mousedown', 'touchstart'],
  UP: ['mouseup', 'touchend']
};

var WEBXR_EVENTS = {
  DOWN: ['selectstart'],
  UP: ['selectend']
};

var CANVAS_HOVER_CLASS = 'a-mouse-cursor-hover';

/**
 * Cursor component. Applies the raycaster component specifically for starting the raycaster
 * from the camera and pointing from camera's facing direction, and then only returning the
 * closest intersection. Cursor can be fine-tuned by setting raycaster properties.
 *
 * @member {object} fuseTimeout - Timeout to trigger fuse-click.
 * @member {Element} cursorDownEl - Entity that was last mousedowned during current click.
 * @member {object} intersection - Attributes of the current intersection event, including
 *         3D- and 2D-space coordinates. See: http://threejs.org/docs/api/core/Raycaster.html
 * @member {Element} intersectedEl - Currently-intersected entity. Used to keep track to
 *         emit events when unintersecting.
 */
module.exports.Component = registerComponent('cursor', {
  dependencies: ['raycaster'],

  schema: {
    downEvents: {default: []},
    fuse: {default: utils.device.isMobile()},
    fuseTimeout: {default: 1500, min: 0},
    mouseCursorStylesEnabled: {default: true},
    upEvents: {default: []},
    rayOrigin: {default: 'entity', oneOf: ['mouse', 'entity']}
  },

  init: function () {
    var self = this;

    this.fuseTimeout = undefined;
    this.cursorDownEl = null;
    this.intersectedEl = null;
    this.canvasBounds = document.body.getBoundingClientRect();
    this.isCursorDown = false;

    // Debounce.
    this.updateCanvasBounds = utils.debounce(function updateCanvasBounds () {
      self.canvasBounds = self.el.sceneEl.canvas.getBoundingClientRect();
    }, 500);

    this.eventDetail = {};
    this.intersectedEventDetail = {cursorEl: this.el};

    // Bind methods.
    this.onCursorDown = bind(this.onCursorDown, this);
    this.onCursorUp = bind(this.onCursorUp, this);
    this.onIntersection = bind(this.onIntersection, this);
    this.onIntersectionCleared = bind(this.onIntersectionCleared, this);
    this.onMouseMove = bind(this.onMouseMove, this);
    this.onEnterVR = bind(this.onEnterVR, this);
  },

  update: function (oldData) {
    if (this.data.rayOrigin === oldData.rayOrigin) { return; }
    this.updateMouseEventListeners();
  },

  play: function () {
    this.addEventListeners();
  },

  pause: function () {
    this.removeEventListeners();
  },

  remove: function () {
    var el = this.el;
    el.removeState(STATES.HOVERING);
    el.removeState(STATES.FUSING);
    clearTimeout(this.fuseTimeout);
    if (this.intersectedEl) { this.intersectedEl.removeState(STATES.HOVERED); }
    this.removeEventListeners();
  },

  addEventListeners: function () {
    var canvas;
    var data = this.data;
    var el = this.el;
    var self = this;

    function addCanvasListeners () {
      canvas = el.sceneEl.canvas;
      if (data.downEvents.length || data.upEvents.length) { return; }
      CANVAS_EVENTS.DOWN.forEach(function (downEvent) {
        canvas.addEventListener(downEvent, self.onCursorDown);
      });
      CANVAS_EVENTS.UP.forEach(function (upEvent) {
        canvas.addEventListener(upEvent, self.onCursorUp);
      });
    }

    canvas = el.sceneEl.canvas;
    if (canvas) {
      addCanvasListeners();
    } else {
      el.sceneEl.addEventListener('render-target-loaded', addCanvasListeners);
    }

    data.downEvents.forEach(function (downEvent) {
      el.addEventListener(downEvent, self.onCursorDown);
    });
    data.upEvents.forEach(function (upEvent) {
      el.addEventListener(upEvent, self.onCursorUp);
    });
    el.addEventListener('raycaster-intersection', this.onIntersection);
    el.addEventListener('raycaster-closest-entity-changed', this.onIntersection);

    el.addEventListener('raycaster-intersection-cleared', this.onIntersectionCleared);

    el.sceneEl.addEventListener('rendererresize', this.updateCanvasBounds);
    el.sceneEl.addEventListener('enter-vr', this.onEnterVR);
    window.addEventListener('resize', this.updateCanvasBounds);
    window.addEventListener('scroll', this.updateCanvasBounds);

    this.updateMouseEventListeners();
  },

  removeEventListeners: function () {
    var canvas;
    var data = this.data;
    var el = this.el;
    var self = this;

    canvas = el.sceneEl.canvas;
    if (canvas && !data.downEvents.length && !data.upEvents.length) {
      CANVAS_EVENTS.DOWN.forEach(function (downEvent) {
        canvas.removeEventListener(downEvent, self.onCursorDown);
      });
      CANVAS_EVENTS.UP.forEach(function (upEvent) {
        canvas.removeEventListener(upEvent, self.onCursorUp);
      });
    }

    data.downEvents.forEach(function (downEvent) {
      el.removeEventListener(downEvent, self.onCursorDown);
    });
    data.upEvents.forEach(function (upEvent) {
      el.removeEventListener(upEvent, self.onCursorUp);
    });
    el.removeEventListener('raycaster-intersection', this.onIntersection);
    el.removeEventListener('raycaster-intersection-cleared', this.onIntersectionCleared);
    canvas.removeEventListener('mousemove', this.onMouseMove);
    canvas.removeEventListener('touchstart', this.onMouseMove);
    canvas.removeEventListener('touchmove', this.onMouseMove);

    el.sceneEl.removeEventListener('rendererresize', this.updateCanvasBounds);
    el.sceneEl.removeEventListener('enter-vr', this.onEnterVR);
    window.removeEventListener('resize', this.updateCanvasBounds);
    window.removeEventListener('scroll', this.updateCanvasBounds);
  },

  updateMouseEventListeners: function () {
    var canvas;
    var el = this.el;

    canvas = el.sceneEl.canvas;
    canvas.removeEventListener('mousemove', this.onMouseMove);
    canvas.removeEventListener('touchmove', this.onMouseMove);
    el.setAttribute('raycaster', 'useWorldCoordinates', false);
    if (this.data.rayOrigin !== 'mouse') { return; }
    canvas.addEventListener('mousemove', this.onMouseMove, false);
    canvas.addEventListener('touchmove', this.onMouseMove, false);
    el.setAttribute('raycaster', 'useWorldCoordinates', true);
    this.updateCanvasBounds();
  },

  onMouseMove: (function () {
    var direction = new THREE.Vector3();
    var mouse = new THREE.Vector2();
    var origin = new THREE.Vector3();
    var rayCasterConfig = {origin: origin, direction: direction};

    return function (evt) {
      var bounds = this.canvasBounds;
      var camera = this.el.sceneEl.camera;
      var left;
      var point;
      var top;

      camera.parent.updateMatrixWorld();

      // Calculate mouse position based on the canvas element
      if (evt.type === 'touchmove' || evt.type === 'touchstart') {
        // Track the first touch for simplicity.
        point = evt.touches.item(0);
      } else {
        point = evt;
      }

      left = point.clientX - bounds.left;
      top = point.clientY - bounds.top;
      mouse.x = (left / bounds.width) * 2 - 1;
      mouse.y = -(top / bounds.height) * 2 + 1;

      if (camera && camera.isPerspectiveCamera) {
        origin.setFromMatrixPosition(camera.matrixWorld);
        direction.set(mouse.x, mouse.y, 0.5).unproject(camera).sub(origin).normalize();
      } else if (camera && camera.isOrthographicCamera) {
        origin.set(mouse.x, mouse.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera
        direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
      } else {
        console.error('AFRAME.Raycaster: Unsupported camera type: ' + camera.type);
      }

      this.el.setAttribute('raycaster', rayCasterConfig);
      if (evt.type === 'touchmove') { evt.preventDefault(); }
    };
  })(),

  /**
   * Trigger mousedown and keep track of the mousedowned entity.
   */
  onCursorDown: function (evt) {
    this.isCursorDown = true;
    // Raycast again for touch.
    if (this.data.rayOrigin === 'mouse' && evt.type === 'touchstart') {
      this.onMouseMove(evt);
      this.el.components.raycaster.checkIntersections();
      evt.preventDefault();
    }

    this.twoWayEmit(EVENTS.MOUSEDOWN);
    this.cursorDownEl = this.intersectedEl;
  },

  /**
   * Trigger mouseup if:
   * - Not fusing (mobile has no mouse).
   * - Currently intersecting an entity.
   * - Currently-intersected entity is the same as the one when mousedown was triggered,
   *   in case user mousedowned one entity, dragged to another, and mouseupped.
   */
  onCursorUp: function (evt) {
    if (!this.isCursorDown) { return; }

    this.isCursorDown = false;

    var data = this.data;
    this.twoWayEmit(EVENTS.MOUSEUP);

    // If intersected entity has changed since the cursorDown, still emit mouseUp on the
    // previously cursorUp entity.
    if (this.cursorDownEl && this.cursorDownEl !== this.intersectedEl) {
      this.intersectedEventDetail.intersection = null;
      this.cursorDownEl.emit(EVENTS.MOUSEUP, this.intersectedEventDetail);
    }

    if ((!data.fuse || data.rayOrigin === 'mouse') &&
        this.intersectedEl && this.cursorDownEl === this.intersectedEl) {
      this.twoWayEmit(EVENTS.CLICK);
    }

    this.cursorDownEl = null;
    if (evt.type === 'touchend') { evt.preventDefault(); }
  },

  /**
   * Handle intersection.
   */
  onIntersection: function (evt) {
    var currentIntersection;
    var cursorEl = this.el;
    var index;
    var intersectedEl;
    var intersection;

    // Select closest object, excluding the cursor.
    index = evt.detail.els[0] === cursorEl ? 1 : 0;
    intersection = evt.detail.intersections[index];
    intersectedEl = evt.detail.els[index];

    // If cursor is the only intersected object, ignore the event.
    if (!intersectedEl) { return; }

    // Already intersecting this entity.
    if (this.intersectedEl === intersectedEl) { return; }

    // Ignore events further away than active intersection.
    if (this.intersectedEl) {
      currentIntersection = this.el.components.raycaster.getIntersection(this.intersectedEl);
      if (currentIntersection && currentIntersection.distance <= intersection.distance) { return; }
    }

    // Unset current intersection.
    this.clearCurrentIntersection(true);

    this.setIntersection(intersectedEl, intersection);
  },

  /**
   * Handle intersection cleared.
   */
  onIntersectionCleared: function (evt) {
    var clearedEls = evt.detail.clearedEls;
    // Check if the current intersection has ended
    if (clearedEls.indexOf(this.intersectedEl) === -1) { return; }
    this.clearCurrentIntersection();
  },

  onEnterVR: function () {
    this.clearCurrentIntersection(true);
    var xrSession = this.el.sceneEl.xrSession;
    var self = this;
    if (!xrSession) { return; }
    if (this.data.rayOrigin === 'mouse') { return; }
    WEBXR_EVENTS.DOWN.forEach(function (downEvent) {
      xrSession.addEventListener(downEvent, self.onCursorDown);
    });
    WEBXR_EVENTS.UP.forEach(function (upEvent) {
      xrSession.addEventListener(upEvent, self.onCursorUp);
    });
  },

  setIntersection: function (intersectedEl, intersection) {
    var cursorEl = this.el;
    var data = this.data;
    var self = this;

    // Already intersecting.
    if (this.intersectedEl === intersectedEl) { return; }

    // Set new intersection.
    this.intersectedEl = intersectedEl;

    // Hovering.
    cursorEl.addState(STATES.HOVERING);
    intersectedEl.addState(STATES.HOVERED);
    this.twoWayEmit(EVENTS.MOUSEENTER);

    if (this.data.mouseCursorStylesEnabled && this.data.rayOrigin === 'mouse') {
      this.el.sceneEl.canvas.classList.add(CANVAS_HOVER_CLASS);
    }

    // Begin fuse if necessary.
    if (data.fuseTimeout === 0 || !data.fuse) { return; }
    cursorEl.addState(STATES.FUSING);
    this.twoWayEmit(EVENTS.FUSING);
    this.fuseTimeout = setTimeout(function fuse () {
      cursorEl.removeState(STATES.FUSING);
      self.twoWayEmit(EVENTS.CLICK);
    }, data.fuseTimeout);
  },

  clearCurrentIntersection: function (ignoreRemaining) {
    var index;
    var intersection;
    var intersections;
    var cursorEl = this.el;

    // Nothing to be cleared.
    if (!this.intersectedEl) { return; }

    // No longer hovering (or fusing).
    this.intersectedEl.removeState(STATES.HOVERED);
    cursorEl.removeState(STATES.HOVERING);
    cursorEl.removeState(STATES.FUSING);
    this.twoWayEmit(EVENTS.MOUSELEAVE);

    if (this.data.mouseCursorStylesEnabled && this.data.rayOrigin === 'mouse') {
      this.el.sceneEl.canvas.classList.remove(CANVAS_HOVER_CLASS);
    }

    // Unset intersected entity (after emitting the event).
    this.intersectedEl = null;

    // Clear fuseTimeout.
    clearTimeout(this.fuseTimeout);

    // Set intersection to another raycasted element if any.
    if (ignoreRemaining === true) { return; }
    intersections = this.el.components.raycaster.intersections;
    if (intersections.length === 0) { return; }
    // Exclude the cursor.
    index = intersections[0].object.el === cursorEl ? 1 : 0;
    intersection = intersections[index];
    if (!intersection) { return; }
    this.setIntersection(intersection.object.el, intersection);
  },

  /**
   * Helper to emit on both the cursor and the intersected entity (if exists).
   */
  twoWayEmit: function (evtName) {
    var el = this.el;
    var intersectedEl = this.intersectedEl;
    var intersection;

    intersection = this.el.components.raycaster.getIntersection(intersectedEl);
    this.eventDetail.intersectedEl = intersectedEl;
    this.eventDetail.intersection = intersection;
    el.emit(evtName, this.eventDetail);

    if (!intersectedEl) { return; }

    this.intersectedEventDetail.intersection = intersection;
    intersectedEl.emit(evtName, this.intersectedEventDetail);
  }
});

},{"../core/component":114,"../utils/":190}],56:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

var DAYDREAM_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/google/';
var DAYDREAM_CONTROLLER_MODEL_OBJ_URL = DAYDREAM_CONTROLLER_MODEL_BASE_URL + 'vr_controller_daydream.obj';
var DAYDREAM_CONTROLLER_MODEL_OBJ_MTL = DAYDREAM_CONTROLLER_MODEL_BASE_URL + 'vr_controller_daydream.mtl';

var isWebXRAvailable = require('../utils/').device.isWebXRAvailable;

var GAMEPAD_ID_WEBXR = 'google-daydream';
var GAMEPAD_ID_WEBVR = 'Daydream Controller';

var GAMEPAD_ID_PREFIX = isWebXRAvailable ? GAMEPAD_ID_WEBXR : GAMEPAD_ID_WEBVR;

/**
 * Button indices:
 * 0 - trackpad
 * 1 - menu (never dispatched on this layer)
 * 2 - system (never dispatched on this layer)
 *
 * Axis:
 * 0 - trackpad x
 * 1 - trackpad y
 */
var INPUT_MAPPING_WEBVR = {
  axes: {trackpad: [0, 1]},
  buttons: ['trackpad', 'menu', 'system']
};

/**
 * Button indices:
 * 0 - none
 * 1 - none
 * 2 - touchpad
 *
 * Axis:
 * 0 - touchpad x
 * 1 - touchpad y
 * Reference: https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/google/google-daydream.json
 */
var INPUT_MAPPING_WEBXR = {
  axes: {touchpad: [0, 1]},
  buttons: ['none', 'none', 'touchpad', 'menu', 'system']
};

var INPUT_MAPPING = isWebXRAvailable ? INPUT_MAPPING_WEBXR : INPUT_MAPPING_WEBVR;

/**
 * Daydream controls.
 * Interface with Daydream controller and map Gamepad events to
 * controller buttons: trackpad, menu, system
 * Load a controller model and highlight the pressed buttons.
 */
module.exports.Component = registerComponent('daydream-controls', {
  schema: {
    hand: {default: ''},  // This informs the degenerate arm model.
    buttonColor: {type: 'color', default: '#000000'},
    buttonTouchedColor: {type: 'color', default: '#777777'},
    buttonHighlightColor: {type: 'color', default: '#FFFFFF'},
    model: {default: true},
    orientationOffset: {type: 'vec3'},
    armModel: {default: true}
  },

  mapping: INPUT_MAPPING,

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  init: function () {
    var self = this;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.bindMethods();
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('model-loaded', this.onModelLoaded);
    el.addEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    el.removeEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = false;
  },

  checkIfControllerPresent: function () {
    checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX,
      this.data.hand ? {hand: this.data.hand} : {});
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;
    el.setAttribute('tracked-controls', {
      armModel: data.armModel,
      hand: data.hand,
      idPrefix: GAMEPAD_ID_PREFIX,
      id: GAMEPAD_ID_PREFIX,
      orientationOffset: data.orientationOffset
    });
    if (!this.data.model) { return; }
    this.el.setAttribute('obj-model', {
      obj: DAYDREAM_CONTROLLER_MODEL_OBJ_URL,
      mtl: DAYDREAM_CONTROLLER_MODEL_OBJ_MTL
    });
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    this.checkIfControllerPresent();
  },

  onModelLoaded: function (evt) {
    var controllerObject3D = evt.detail.model;
    var buttonMeshes;
    if (!this.data.model) { return; }
    buttonMeshes = this.buttonMeshes = {};
    buttonMeshes.menu = controllerObject3D.getObjectByName('AppButton_AppButton_Cylinder.004');
    buttonMeshes.system = controllerObject3D.getObjectByName('HomeButton_HomeButton_Cylinder.005');
    buttonMeshes.trackpad = controllerObject3D.getObjectByName('TouchPad_TouchPad_Cylinder.003');
    buttonMeshes.touchpad = controllerObject3D.getObjectByName('TouchPad_TouchPad_Cylinder.003');
    // Offset pivot point.
    controllerObject3D.position.set(0, 0, -0.04);
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  onButtonChanged: function (evt) {
    var button = this.mapping.buttons[evt.detail.id];
    if (!button) return;
    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  updateModel: function (buttonName, evtName) {
    if (!this.data.model) { return; }
    this.updateButtonModel(buttonName, evtName);
  },

  updateButtonModel: function (buttonName, state) {
    var buttonMeshes = this.buttonMeshes;
    if (!buttonMeshes || !buttonMeshes[buttonName]) { return; }
    var color;
    switch (state) {
      case 'down':
        color = this.data.buttonHighlightColor;
        break;
      case 'touchstart':
        color = this.data.buttonTouchedColor;
        break;
      default:
        color = this.data.buttonColor;
    }
    buttonMeshes[buttonName].material.color.set(color);
  }
});

},{"../core/component":114,"../utils/":190,"../utils/bind":184,"../utils/tracked-controls":199}],57:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;
var isWebXRAvailable = require('../utils/').device.isWebXRAvailable;

var GEARVR_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/samsung/';
var GEARVR_CONTROLLER_MODEL_OBJ_URL = GEARVR_CONTROLLER_MODEL_BASE_URL + 'gear_vr_controller.obj';
var GEARVR_CONTROLLER_MODEL_OBJ_MTL = GEARVR_CONTROLLER_MODEL_BASE_URL + 'gear_vr_controller.mtl';

var GAMEPAD_ID_WEBXR = 'samsung-gearvr';
var GAMEPAD_ID_WEBVR = 'Gear VR';

// Prefix for Gen1 and Gen2 Oculus Touch Controllers.
var GAMEPAD_ID_PREFIX = isWebXRAvailable ? GAMEPAD_ID_WEBXR : GAMEPAD_ID_WEBVR;

/**
 * Button indices:
 * 0 - trackpad
 * 1 - trigger
 *
 * Axis:
 * 0 - trackpad x
 * 1 - trackpad y
 */
var INPUT_MAPPING_WEBVR = {
  axes: {trackpad: [0, 1]},
  buttons: ['trackpad', 'trigger']
};

/**
 * Button indices:
 * 0 - trigger
 * 1 - none
 * 2 - touchpad
 * 3 - menu
 *
 * Axis:
 * 0 - touchpad x
 * 1 - touchpad y
 * Reference: https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/samsung/samsung-gearvr.json
 */
var INPUT_MAPPING_WEBXR = {
  axes: {touchpad: [0, 1]},
  buttons: ['trigger', 'none', 'touchpad', 'none', 'menu']
};

var INPUT_MAPPING = isWebXRAvailable ? INPUT_MAPPING_WEBXR : INPUT_MAPPING_WEBVR;

/**
 * Gear VR controls.
 * Interface with Gear VR controller and map Gamepad events to
 * controller buttons: trackpad, trigger
 * Load a controller model and highlight the pressed buttons.
 */
module.exports.Component = registerComponent('gearvr-controls', {
  schema: {
    hand: {default: ''},  // This informs the degenerate arm model.
    buttonColor: {type: 'color', default: '#000000'},
    buttonTouchedColor: {type: 'color', default: '#777777'},
    buttonHighlightColor: {type: 'color', default: '#FFFFFF'},
    model: {default: true},
    orientationOffset: {type: 'vec3'},
    armModel: {default: true}
  },

  mapping: INPUT_MAPPING,

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  init: function () {
    var self = this;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.bindMethods();
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('model-loaded', this.onModelLoaded);
    el.addEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    el.removeEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = false;
  },

  checkIfControllerPresent: function () {
    checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX,
      this.data.hand ? {hand: this.data.hand} : {});
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;
    el.setAttribute('tracked-controls', {
      armModel: data.armModel,
      hand: data.hand,
      idPrefix: GAMEPAD_ID_PREFIX,
      id: GAMEPAD_ID_PREFIX,
      orientationOffset: data.orientationOffset
    });
    if (!this.data.model) { return; }
    this.el.setAttribute('obj-model', {
      obj: GEARVR_CONTROLLER_MODEL_OBJ_URL,
      mtl: GEARVR_CONTROLLER_MODEL_OBJ_MTL
    });
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    this.checkIfControllerPresent();
  },

  // No need for onButtonChanged, since Gear VR controller has no analog buttons.

  onModelLoaded: function (evt) {
    var controllerObject3D = evt.detail.model;
    var buttonMeshes;
    if (!this.data.model) { return; }
    buttonMeshes = this.buttonMeshes = {};
    buttonMeshes.trigger = controllerObject3D.children[2];
    buttonMeshes.trackpad = controllerObject3D.children[1];
    buttonMeshes.touchpad = controllerObject3D.children[1];
  },

  onButtonChanged: function (evt) {
    var button = this.mapping.buttons[evt.detail.id];
    if (!button) return;
    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  updateModel: function (buttonName, evtName) {
    if (!this.data.model) { return; }
    this.updateButtonModel(buttonName, evtName);
  },

  updateButtonModel: function (buttonName, state) {
    var buttonMeshes = this.buttonMeshes;
    if (!buttonMeshes || !buttonMeshes[buttonName]) { return; }
    var color;
    switch (state) {
      case 'down':
        color = this.data.buttonHighlightColor;
        break;
      case 'touchstart':
        color = this.data.buttonTouchedColor;
        break;
      default:
        color = this.data.buttonColor;
    }
    buttonMeshes[buttonName].material.color.set(color);
  }
});

},{"../core/component":114,"../utils/":190,"../utils/bind":184,"../utils/tracked-controls":199}],58:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

var GAMEPAD_ID_PREFIX = 'generic';

/**
 * Button indices:
 * 0 - trigger
 * 1 - squeeze
 * 2 - touchpad
 * 3 - thumbstick
 *
 * Axis:
 * 0 - touchpad
 * 1 - thumbstick
 *
 */
var INPUT_MAPPING = {
  axes: {
    touchpad: [0, 1],
    thumbstick: [2, 3]
  },
  buttons: ['trigger', 'squeeze', 'touchpad', 'thumbstick']
};

/**
 * Oculus Go controls.
 * Interface with Oculus Go controller and map Gamepad events to
 * controller buttons: trackpad, trigger
 * Load a controller model and highlight the pressed buttons.
 */
module.exports.Component = registerComponent('generic-tracked-controller-controls', {
  schema: {
    hand: {default: ''},  // This informs the degenerate arm model.
    defaultModel: {default: true},
    defaultModelColor: {default: 'gray'},
    orientationOffset: {type: 'vec3'},
    disabled: {default: false}
  },

  /**
   * Button IDs:
   * 0 - trackpad
   * 1 - trigger
   */
  mapping: INPUT_MAPPING,

  bindMethods: function () {
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  init: function () {
    var self = this;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.controllerPresent = false;
    this.wasControllerConnected = false;
    this.lastControllerCheck = 0;
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    this.bindMethods();

    // generic-tracked-controller-controls has the lowest precedence.
    // We must diable this component if there are more specialized controls components.
    this.el.addEventListener('controllerconnected', function (evt) {
      if (evt.detail.name === self.name) { return; }
      self.wasControllerConnected = true;
      self.removeEventListeners();
      self.removeControllersUpdateListener();
    });
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = false;
  },

  checkIfControllerPresent: function () {
    var data = this.data;
    var hand = data.hand ? data.hand : undefined;
    checkControllerPresentAndSetup(
      this, GAMEPAD_ID_PREFIX,
      {hand: hand, iterateControllerProfiles: true});
  },

  play: function () {
    if (this.wasControllerConnected) { return; }
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;

    // Do nothing if tracked-controls already set.
    // Generic controls have the lowest precedence.
    if (this.el.components['tracked-controls']) {
      this.removeEventListeners();
      return;
    }
    el.setAttribute('tracked-controls', {
      hand: data.hand,
      idPrefix: GAMEPAD_ID_PREFIX,
      orientationOffset: data.orientationOffset,
      iterateControllerProfiles: true
    });
    if (!this.data.defaultModel) { return; }
    this.initDefaultModel();
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    this.checkIfControllerPresent();
  },

  onButtonChanged: function (evt) {
    var button = this.mapping.buttons[evt.detail.id];
    if (!button) return;
    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  initDefaultModel: function () {
    var modelEl = this.modelEl = document.createElement('a-entity');
    modelEl.setAttribute('geometry', {
      primitive: 'sphere',
      radius: 0.03
    });
    modelEl.setAttribute('material', {color: this.data.color});
    this.el.appendChild(modelEl);
  }
});

},{"../core/component":114,"../utils/bind":184,"../utils/tracked-controls":199}],59:[function(require,module,exports){
var geometries = require('../core/geometry').geometries;
var geometryNames = require('../core/geometry').geometryNames;
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');

var dummyGeometry = new THREE.BufferGeometry();

/**
 * Geometry component. Combined with material component to make a mesh in 3D object.
 * Extended with registered geometries.
 */
module.exports.Component = registerComponent('geometry', {
  schema: {
    buffer: {default: true},
    primitive: {default: 'box', oneOf: geometryNames, schemaChange: true},
    skipCache: {default: false}
  },

  init: function () {
    this.geometry = null;
  },

  /**
   * Talk to geometry system to get or create geometry.
   */
  update: function (previousData) {
    var data = this.data;
    var el = this.el;
    var mesh;
    var system = this.system;

    // Dispose old geometry if we created one.
    if (this.geometry) {
      system.unuseGeometry(previousData);
      this.geometry = null;
    }

    // Create new geometry.
    this.geometry = system.getOrCreateGeometry(data);

    // Set on mesh. If mesh does not exist, create it.
    mesh = el.getObject3D('mesh');
    if (mesh) {
      mesh.geometry = this.geometry;
    } else {
      mesh = new THREE.Mesh();
      mesh.geometry = this.geometry;
      // Default material if not defined on the entity.
      if (!this.el.getAttribute('material')) {
        mesh.material = new THREE.MeshStandardMaterial({
          color: Math.random() * 0xFFFFFF,
          metalness: 0,
          roughness: 0.5
        });
      }
      el.setObject3D('mesh', mesh);
    }
  },

  /**
   * Tell geometry system that entity is no longer using the geometry.
   * Unset the geometry on the mesh
   */
  remove: function () {
    this.system.unuseGeometry(this.data);
    this.el.getObject3D('mesh').geometry = dummyGeometry;
    this.geometry = null;
  },

  /**
   * Update geometry component schema based on geometry type.
   */
  updateSchema: function (data) {
    var currentGeometryType = this.oldData && this.oldData.primitive;
    var newGeometryType = data.primitive;
    var schema = geometries[newGeometryType] && geometries[newGeometryType].schema;

    // Geometry has no schema.
    if (!schema) { throw new Error('Unknown geometry schema `' + newGeometryType + '`'); }
    // Nothing has changed.
    if (currentGeometryType && currentGeometryType === newGeometryType) { return; }

    this.extendSchema(schema);
  }
});

},{"../core/component":114,"../core/geometry":115,"../lib/three":162}],60:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');
var utils = require('../utils/');
var warn = utils.debug('components:gltf-model:warn');

/**
 * glTF model loader.
 */
module.exports.Component = registerComponent('gltf-model', {
  schema: {type: 'model'},

  init: function () {
    var self = this;
    var dracoLoader = this.system.getDRACOLoader();
    var meshoptDecoder = this.system.getMeshoptDecoder();
    this.model = null;
    this.loader = new THREE.GLTFLoader();
    if (dracoLoader) {
      this.loader.setDRACOLoader(dracoLoader);
    }
    if (meshoptDecoder) {
      this.ready = meshoptDecoder.then(function (meshoptDecoder) {
        self.loader.setMeshoptDecoder(meshoptDecoder);
      });
    } else {
      this.ready = Promise.resolve();
    }
  },

  update: function () {
    var self = this;
    var el = this.el;
    var src = this.data;

    if (!src) { return; }

    this.remove();

    this.ready.then(function () {
      self.loader.load(src, function gltfLoaded (gltfModel) {
        self.model = gltfModel.scene || gltfModel.scenes[0];
        self.model.animations = gltfModel.animations;
        el.setObject3D('mesh', self.model);
        el.emit('model-loaded', {format: 'gltf', model: self.model});
      }, undefined /* onProgress */, function gltfFailed (error) {
        var message = (error && error.message) ? error.message : 'Failed to load glTF model';
        warn(message);
        el.emit('model-error', {format: 'gltf', src: src});
      });
    });
  },

  remove: function () {
    if (!this.model) { return; }
    this.el.removeObject3D('mesh');
  }
});

},{"../core/component":114,"../lib/three":162,"../utils/":190}],61:[function(require,module,exports){
/* global THREE */
var registerComponent = require('../core/component').registerComponent;

// Found at https://github.com/aframevr/assets.
var MODEL_URLS = {
  toonLeft: 'https://cdn.aframe.io/controllers/hands/leftHand.glb',
  toonRight: 'https://cdn.aframe.io/controllers/hands/rightHand.glb',
  lowPolyLeft: 'https://cdn.aframe.io/controllers/hands/leftHandLow.glb',
  lowPolyRight: 'https://cdn.aframe.io/controllers/hands/rightHandLow.glb',
  highPolyLeft: 'https://cdn.aframe.io/controllers/hands/leftHandHigh.glb',
  highPolyRight: 'https://cdn.aframe.io/controllers/hands/rightHandHigh.glb'
};

// Poses.
var ANIMATIONS = {
  open: 'Open',
  // point: grip active, trackpad surface active, trigger inactive.
  point: 'Point',
  // pointThumb: grip active, trigger inactive, trackpad surface inactive.
  pointThumb: 'Point + Thumb',
  // fist: grip active, trigger active, trackpad surface active.
  fist: 'Fist',
  // hold: trigger active, grip inactive.
  hold: 'Hold',
  // thumbUp: grip active, trigger active, trackpad surface inactive.
  thumbUp: 'Thumb Up'
};

// Map animation to public events for the API.
var EVENTS = {};
EVENTS[ANIMATIONS.fist] = 'grip';
EVENTS[ANIMATIONS.thumbUp] = 'pistol';
EVENTS[ANIMATIONS.point] = 'pointing';

/**
 * Hand controls component that abstracts 6DoF controls:
 *   oculus-touch-controls, vive-controls, windows-motion-controls.
 *
 * Originally meant to be a sample implementation of applications-specific controls that
 * abstracts multiple types of controllers.
 *
 * Auto-detect appropriate controller.
 * Handle common events coming from the detected vendor-specific controls.
 * Translate button events to semantic hand-related event names:
 *   (gripclose, gripopen, thumbup, thumbdown, pointup, pointdown)
 * Load hand model with gestures that are applied based on the button pressed.
 *
 * @property {string} Hand mapping (`left`, `right`).
 */
module.exports.Component = registerComponent('hand-controls', {
  schema: {
    color: {default: 'white', type: 'color'},
    hand: { default: 'left' },
    handModelStyle: {default: 'lowPoly', oneOf: ['lowPoly', 'highPoly', 'toon']}
  },

  init: function () {
    var self = this;
    var el = this.el;
    // Current pose.
    this.gesture = ANIMATIONS.open;
    // Active buttons populated by events provided by the attached controls.
    this.pressedButtons = {};
    this.touchedButtons = {};
    this.loader = new THREE.GLTFLoader();
    this.loader.setCrossOrigin('anonymous');

    this.onGripDown = function () { self.handleButton('grip', 'down'); };
    this.onGripUp = function () { self.handleButton('grip', 'up'); };
    this.onTrackpadDown = function () { self.handleButton('trackpad', 'down'); };
    this.onTrackpadUp = function () { self.handleButton('trackpad', 'up'); };
    this.onTrackpadTouchStart = function () { self.handleButton('trackpad', 'touchstart'); };
    this.onTrackpadTouchEnd = function () { self.handleButton('trackpad', 'touchend'); };
    this.onTriggerDown = function () { self.handleButton('trigger', 'down'); };
    this.onTriggerUp = function () { self.handleButton('trigger', 'up'); };
    this.onTriggerTouchStart = function () { self.handleButton('trigger', 'touchstart'); };
    this.onTriggerTouchEnd = function () { self.handleButton('trigger', 'touchend'); };
    this.onGripTouchStart = function () { self.handleButton('grip', 'touchstart'); };
    this.onGripTouchEnd = function () { self.handleButton('grip', 'touchend'); };
    this.onThumbstickDown = function () { self.handleButton('thumbstick', 'down'); };
    this.onThumbstickUp = function () { self.handleButton('thumbstick', 'up'); };
    this.onAorXTouchStart = function () { self.handleButton('AorX', 'touchstart'); };
    this.onAorXTouchEnd = function () { self.handleButton('AorX', 'touchend'); };
    this.onBorYTouchStart = function () { self.handleButton('BorY', 'touchstart'); };
    this.onBorYTouchEnd = function () { self.handleButton('BorY', 'touchend'); };
    this.onSurfaceTouchStart = function () { self.handleButton('surface', 'touchstart'); };
    this.onSurfaceTouchEnd = function () { self.handleButton('surface', 'touchend'); };
    this.onControllerConnected = this.onControllerConnected.bind(this);
    this.onControllerDisconnected = this.onControllerDisconnected.bind(this);

    el.addEventListener('controllerconnected', this.onControllerConnected);
    el.addEventListener('controllerdisconnected', this.onControllerDisconnected);

    // Hidden by default.
    el.object3D.visible = false;
  },

  play: function () {
    this.addEventListeners();
  },

  pause: function () {
    this.removeEventListeners();
  },

  tick: function (time, delta) {
    var mesh = this.el.getObject3D('mesh');

    if (!mesh || !mesh.mixer) { return; }

    mesh.mixer.update(delta / 1000);
  },

  onControllerConnected: function () {
    this.el.object3D.visible = true;
  },

  onControllerDisconnected: function () {
    this.el.object3D.visible = false;
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('gripdown', this.onGripDown);
    el.addEventListener('gripup', this.onGripUp);
    el.addEventListener('trackpaddown', this.onTrackpadDown);
    el.addEventListener('trackpadup', this.onTrackpadUp);
    el.addEventListener('trackpadtouchstart', this.onTrackpadTouchStart);
    el.addEventListener('trackpadtouchend', this.onTrackpadTouchEnd);
    el.addEventListener('triggerdown', this.onTriggerDown);
    el.addEventListener('triggerup', this.onTriggerUp);
    el.addEventListener('triggertouchstart', this.onTriggerTouchStart);
    el.addEventListener('triggertouchend', this.onTriggerTouchEnd);
    el.addEventListener('griptouchstart', this.onGripTouchStart);
    el.addEventListener('griptouchend', this.onGripTouchEnd);
    el.addEventListener('thumbstickdown', this.onThumbstickDown);
    el.addEventListener('thumbstickup', this.onThumbstickUp);
    el.addEventListener('abuttontouchstart', this.onAorXTouchStart);
    el.addEventListener('abuttontouchend', this.onAorXTouchEnd);
    el.addEventListener('bbuttontouchstart', this.onBorYTouchStart);
    el.addEventListener('bbuttontouchend', this.onBorYTouchEnd);
    el.addEventListener('xbuttontouchstart', this.onAorXTouchStart);
    el.addEventListener('xbuttontouchend', this.onAorXTouchEnd);
    el.addEventListener('ybuttontouchstart', this.onBorYTouchStart);
    el.addEventListener('ybuttontouchend', this.onBorYTouchEnd);
    el.addEventListener('surfacetouchstart', this.onSurfaceTouchStart);
    el.addEventListener('surfacetouchend', this.onSurfaceTouchEnd);
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('gripdown', this.onGripDown);
    el.removeEventListener('gripup', this.onGripUp);
    el.removeEventListener('trackpaddown', this.onTrackpadDown);
    el.removeEventListener('trackpadup', this.onTrackpadUp);
    el.removeEventListener('trackpadtouchstart', this.onTrackpadTouchStart);
    el.removeEventListener('trackpadtouchend', this.onTrackpadTouchEnd);
    el.removeEventListener('triggerdown', this.onTriggerDown);
    el.removeEventListener('triggerup', this.onTriggerUp);
    el.removeEventListener('triggertouchstart', this.onTriggerTouchStart);
    el.removeEventListener('triggertouchend', this.onTriggerTouchEnd);
    el.removeEventListener('griptouchstart', this.onGripTouchStart);
    el.removeEventListener('griptouchend', this.onGripTouchEnd);
    el.removeEventListener('thumbstickdown', this.onThumbstickDown);
    el.removeEventListener('thumbstickup', this.onThumbstickUp);
    el.removeEventListener('abuttontouchstart', this.onAorXTouchStart);
    el.removeEventListener('abuttontouchend', this.onAorXTouchEnd);
    el.removeEventListener('bbuttontouchstart', this.onBorYTouchStart);
    el.removeEventListener('bbuttontouchend', this.onBorYTouchEnd);
    el.removeEventListener('xbuttontouchstart', this.onAorXTouchStart);
    el.removeEventListener('xbuttontouchend', this.onAorXTouchEnd);
    el.removeEventListener('ybuttontouchstart', this.onBorYTouchStart);
    el.removeEventListener('ybuttontouchend', this.onBorYTouchEnd);
    el.removeEventListener('surfacetouchstart', this.onSurfaceTouchStart);
    el.removeEventListener('surfacetouchend', this.onSurfaceTouchEnd);
  },

  /**
   * Update handler. More like the `init` handler since the only property is the hand, and
   * that won't be changing much.
   */
  update: function (previousHand) {
    var controlConfiguration;
    var el = this.el;
    var hand = this.data.hand;
    var handModelStyle = this.data.handModelStyle;
    var handColor = this.data.color;
    var self = this;

    // Get common configuration to abstract different vendor controls.
    controlConfiguration = {
      hand: hand,
      model: false
    };

    // Set model.
    if (hand !== previousHand) {
      var handmodelUrl = MODEL_URLS[handModelStyle + hand.charAt(0).toUpperCase() + hand.slice(1)];
      this.loader.load(handmodelUrl, function (gltf) {
        var mesh = gltf.scene.children[0];
        var handModelOrientation = hand === 'left' ? Math.PI / 2 : -Math.PI / 2;
        mesh.mixer = new THREE.AnimationMixer(mesh);
        self.clips = gltf.animations;
        el.setObject3D('mesh', mesh);

        var handMaterial = mesh.children[1].material;
        handMaterial.color = new THREE.Color(handColor);
        mesh.position.set(0, 0, 0);
        mesh.rotation.set(0, 0, handModelOrientation);
        el.setAttribute('magicleap-controls', controlConfiguration);
        el.setAttribute('vive-controls', controlConfiguration);
        el.setAttribute('oculus-touch-controls', controlConfiguration);
        el.setAttribute('windows-motion-controls', controlConfiguration);
        el.setAttribute('hp-mixed-reality-controls', controlConfiguration);
      });
    }
  },

  remove: function () {
    this.el.removeObject3D('mesh');
  },

  /**
   * Play model animation, based on which button was pressed and which kind of event.
   *
   * 1. Process buttons.
   * 2. Determine gesture (this.determineGesture()).
   * 3. Animation gesture (this.animationGesture()).
   * 4. Emit gesture events (this.emitGestureEvents()).
   *
   * @param {string} button - Name of the button.
   * @param {string} evt - Type of event for the button (i.e., down/up/touchstart/touchend).
   */
  handleButton: function (button, evt) {
    var lastGesture;
    var isPressed = evt === 'down';
    var isTouched = evt === 'touchstart';

    // Update objects.
    if (evt.indexOf('touch') === 0) {
      // Update touch object.
      if (isTouched === this.touchedButtons[button]) { return; }
      this.touchedButtons[button] = isTouched;
    } else {
      // Update button object.
      if (isPressed === this.pressedButtons[button]) { return; }
      this.pressedButtons[button] = isPressed;
    }

    // Determine the gesture.
    lastGesture = this.gesture;
    this.gesture = this.determineGesture();

    // Same gesture.
    if (this.gesture === lastGesture) { return; }
    // Animate gesture.
    this.animateGesture(this.gesture, lastGesture);

    // Emit events.
    this.emitGestureEvents(this.gesture, lastGesture);
  },

  /**
   * Determine which pose hand should be in considering active and touched buttons.
   */
  determineGesture: function () {
    var gesture;
    var isGripActive = this.pressedButtons.grip;
    var isSurfaceActive = this.pressedButtons.surface || this.touchedButtons.surface;
    var isTrackpadActive = this.pressedButtons.trackpad || this.touchedButtons.trackpad;
    var isTriggerActive = this.pressedButtons.trigger || this.touchedButtons.trigger;
    var isABXYActive = this.touchedButtons.AorX || this.touchedButtons.BorY;
    var isVive = isViveController(this.el.components['tracked-controls']);

    // Works well with Oculus Touch and Windows Motion Controls, but Vive needs tweaks.
    if (isVive) {
      if (isGripActive || isTriggerActive) {
        gesture = ANIMATIONS.fist;
      } else if (isTrackpadActive) {
        gesture = ANIMATIONS.point;
      }
    } else {
      if (isGripActive) {
        if (isSurfaceActive || isABXYActive || isTrackpadActive) {
          gesture = isTriggerActive ? ANIMATIONS.fist : ANIMATIONS.point;
        } else {
          gesture = isTriggerActive ? ANIMATIONS.thumbUp : ANIMATIONS.pointThumb;
        }
      } else if (isTriggerActive) {
        gesture = ANIMATIONS.hold;
      }
    }

    return gesture;
  },

  /**
   * Play corresponding clip to a gesture
   */
  getClip: function (gesture) {
    var clip;
    var i;
    for (i = 0; i < this.clips.length; i++) {
      clip = this.clips[i];
      if (clip.name !== gesture) { continue; }
      return clip;
    }
  },

  /**
   * Play gesture animation.
   *
   * @param {string} gesture - Which pose to animate to. If absent, then animate to open.
   * @param {string} lastGesture - Previous gesture, to reverse back to open if needed.
   */
  animateGesture: function (gesture, lastGesture) {
    if (gesture) {
      this.playAnimation(gesture || ANIMATIONS.open, lastGesture, false);
      return;
    }

    // If no gesture, then reverse the current gesture back to open pose.
    this.playAnimation(lastGesture, lastGesture, true);
  },

  /**
   * Emit `hand-controls`-specific events.
   */
  emitGestureEvents: function (gesture, lastGesture) {
    var el = this.el;
    var eventName;

    if (lastGesture === gesture) { return; }

    // Emit event for lastGesture not inactive.
    eventName = getGestureEventName(lastGesture, false);
    if (eventName) { el.emit(eventName); }

    // Emit event for current gesture now active.
    eventName = getGestureEventName(gesture, true);
    if (eventName) { el.emit(eventName); }
  },

  /**
  * Play hand animation based on button state.
  *
  * @param {string} gesture - Name of the animation as specified by the model.
  * @param {string} lastGesture - Previous pose.
  * @param {boolean} reverse - Whether animation should play in reverse.
  */
  playAnimation: function (gesture, lastGesture, reverse) {
    var clip;
    var fromAction;
    var mesh = this.el.getObject3D('mesh');
    var toAction;

    if (!mesh) { return; }

    // Stop all current animations.
    mesh.mixer.stopAllAction();

    // Grab clip action.
    clip = this.getClip(gesture);
    toAction = mesh.mixer.clipAction(clip);
    toAction.clampWhenFinished = true;
    toAction.loop = THREE.LoopRepeat;
    toAction.repetitions = 0;
    toAction.timeScale = reverse ? -1 : 1;
    toAction.time = reverse ? clip.duration : 0;
    toAction.weight = 1;

    // No gesture to gesture or gesture to no gesture.
    if (!lastGesture || gesture === lastGesture) {
      // Stop all current animations.
      mesh.mixer.stopAllAction();
      // Play animation.
      toAction.play();
      return;
    }

    // Animate or crossfade from gesture to gesture.
    clip = this.getClip(lastGesture);
    fromAction = mesh.mixer.clipAction(clip);
    fromAction.weight = 0.15;
    fromAction.play();
    toAction.play();
    fromAction.crossFadeTo(toAction, 0.15, true);
  }
});

/**
 * Suffix gestures based on toggle state (e.g., open/close, up/down, start/end).
 *
 * @param {string} gesture
 * @param {boolean} active
 */
function getGestureEventName (gesture, active) {
  var eventName;

  if (!gesture) { return; }

  eventName = EVENTS[gesture];
  if (eventName === 'grip') {
    return eventName + (active ? 'close' : 'open');
  }
  if (eventName === 'point') {
    return eventName + (active ? 'up' : 'down');
  }
  if (eventName === 'pointing' || eventName === 'pistol') {
    return eventName + (active ? 'start' : 'end');
  }
}

function isViveController (trackedControls) {
  var controller = trackedControls && trackedControls.controller;
  var isVive = controller && (controller.id && controller.id.indexOf('OpenVR ') === 0 ||
    (controller.profiles &&
     controller.profiles[0] &&
     controller.profiles[0] === 'htc-vive'));
  return isVive;
}

},{"../core/component":114}],62:[function(require,module,exports){
/* global THREE, XRRigidTransform */
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;

var LEFT_HAND_MODEL_URL = 'https://cdn.aframe.io/controllers/oculus-hands/v3/left.glb';
var RIGHT_HAND_MODEL_URL = 'https://cdn.aframe.io/controllers/oculus-hands/v3/right.glb';

var BONE_PREFIX = {
  left: 'b_l_',
  right: 'b_r_'
};

var JOINTS = [
  'wrist',
  'thumb-metacarpal',
  'thumb-phalanx-proximal',
  'thumb-phalanx-distal',
  'thumb-tip',
  'index-finger-metacarpal',
  'index-finger-phalanx-proximal',
  'index-finger-phalanx-intermediate',
  'index-finger-phalanx-distal',
  'index-finger-tip',
  'middle-finger-metacarpal',
  'middle-finger-phalanx-proximal',
  'middle-finger-phalanx-intermediate',
  'middle-finger-phalanx-distal',
  'middle-finger-tip',
  'ring-finger-metacarpal',
  'ring-finger-phalanx-proximal',
  'ring-finger-phalanx-intermediate',
  'ring-finger-phalanx-distal',
  'ring-finger-tip',
  'pinky-finger-metacarpal',
  'pinky-finger-phalanx-proximal',
  'pinky-finger-phalanx-intermediate',
  'pinky-finger-phalanx-distal',
  'pinky-finger-tip'
];

var BONE_MAPPING = {
  'wrist': 'wrist',
  'thumb-metacarpal': 'thumb1',
  'thumb-phalanx-proximal': 'thumb2',
  'thumb-phalanx-distal': 'thumb3',
  'thumb-tip': 'thumb_null',
  'index-finger-metacarpal': 'index0',
  'index-finger-phalanx-proximal': 'index1',
  'index-finger-phalanx-intermediate': 'index2',
  'index-finger-phalanx-distal': 'index3',
  'index-finger-tip': 'index_null',
  'middle-finger-metacarpal': 'middle0',
  'middle-finger-phalanx-proximal': 'middle1',
  'middle-finger-phalanx-intermediate': 'middle2',
  'middle-finger-phalanx-distal': 'middle3',
  'middle-finger-tip': 'middle_null',
  'ring-finger-metacarpal': 'ring0',
  'ring-finger-phalanx-proximal': 'ring1',
  'ring-finger-phalanx-intermediate': 'ring2',
  'ring-finger-phalanx-distal': 'ring3',
  'ring-finger-tip': 'ring_null',
  'pinky-finger-metacarpal': 'pinky0',
  'pinky-finger-phalanx-proximal': 'pinky1',
  'pinky-finger-phalanx-intermediate': 'pinky2',
  'pinky-finger-phalanx-distal': 'pinky3',
  'pinky-finger-tip': 'pinky_null'
};

var PINCH_START_DISTANCE = 0.015;
var PINCH_END_DISTANCE = 0.03;
var PINCH_POSITION_INTERPOLATION = 0.5;

/**
 * Controls for hand tracking
 */
module.exports.Component = registerComponent('hand-tracking-controls', {
  schema: {
    hand: {default: 'right', oneOf: ['left', 'right']},
    modelStyle: {default: 'mesh', oneOf: ['dots', 'mesh']},
    modelColor: {default: 'white'}
  },

  bindMethods: function () {
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
  },

  addEventListeners: function () {
    this.el.addEventListener('model-loaded', this.onModelLoaded);
    for (var i = 0; i < this.jointEls.length; ++i) {
      this.jointEls[i].object3D.visible = true;
    }
  },

  removeEventListeners: function () {
    this.el.removeEventListener('model-loaded', this.onModelLoaded);
    for (var i = 0; i < this.jointEls.length; ++i) {
      this.jointEls[i].object3D.visible = false;
    }
  },

  init: function () {
    var sceneEl = this.el.sceneEl;
    var webXROptionalAttributes = sceneEl.getAttribute('webxr').optionalFeatures;
    webXROptionalAttributes.push('hand-tracking');
    sceneEl.setAttribute('webxr', {optionalFeatures: webXROptionalAttributes});
    this.onModelLoaded = this.onModelLoaded.bind(this);
    this.jointEls = [];
    this.controllerPresent = false;
    this.isPinched = false;
    this.pinchEventDetail = {position: new THREE.Vector3()};
    this.indexTipPosition = new THREE.Vector3();

    this.bindMethods();

    this.updateReferenceSpace = this.updateReferenceSpace.bind(this);
    this.el.sceneEl.addEventListener('enter-vr', this.updateReferenceSpace);
    this.el.sceneEl.addEventListener('exit-vr', this.updateReferenceSpace);
  },

  updateReferenceSpace: function () {
    var self = this;
    var xrSession = this.el.sceneEl.xrSession;
    this.referenceSpace = undefined;
    if (!xrSession) { return; }
    var referenceSpaceType = self.el.sceneEl.systems.webxr.sessionReferenceSpaceType;
    xrSession.requestReferenceSpace(referenceSpaceType).then(function (referenceSpace) {
      self.referenceSpace = referenceSpace.getOffsetReferenceSpace(new XRRigidTransform({x: 0, y: 1.5, z: 0}));
    }).catch(function (error) {
      self.el.sceneEl.systems.webxr.warnIfFeatureNotRequested(referenceSpaceType, 'tracked-controls-webxr uses reference space ' + referenceSpaceType);
      throw error;
    });
  },

  checkIfControllerPresent: function () {
    var data = this.data;
    var hand = data.hand ? data.hand : undefined;
    checkControllerPresentAndSetup(
      this, '',
      {hand: hand, iterateControllerProfiles: true, handTracking: true});
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  tick: function () {
    var sceneEl = this.el.sceneEl;
    var controller = this.el.components['tracked-controls'] && this.el.components['tracked-controls'].controller;
    var frame = sceneEl.frame;
    var trackedControlsWebXR = this.el.components['tracked-controls-webxr'];
    if (!controller || !frame || !trackedControlsWebXR) { return; }
    if (controller.hand) {
      this.el.object3D.position.set(0, 0, 0);
      this.el.object3D.rotation.set(0, 0, 0);
      if (frame.getJointPose) { this.updateHandModel(); }
      this.detectGesture();
    }
  },

  updateHandModel: function () {
    if (this.data.modelStyle === 'dots') {
      this.updateHandDotsModel();
    }

    if (this.data.modelStyle === 'mesh') {
      this.updateHandMeshModel();
    }
  },

  getBone: function (name) {
    var bones = this.bones;
    for (var i = 0; i < bones.length; i++) {
      if (bones[i].name === name) { return bones[i]; }
    }
    return null;
  },

  updateHandMeshModel: function () {
    var frame = this.el.sceneEl.frame;
    var controller = this.el.components['tracked-controls'] && this.el.components['tracked-controls'].controller;
    var referenceSpace = this.referenceSpace;

    if (!controller || !this.mesh || !referenceSpace) { return; }
    this.mesh.visible = false;
    for (var inputjoint of controller.hand.values()) {
      var bone;
      var jointPose;
      var jointTransform;
      jointPose = frame.getJointPose(inputjoint, referenceSpace);
      if (!BONE_MAPPING[inputjoint.jointName]) { continue; }
      bone = this.getBone(BONE_PREFIX[this.data.hand] + BONE_MAPPING[inputjoint.jointName]);
      if (bone != null && jointPose) {
        jointTransform = jointPose.transform;
        this.mesh.visible = true;
        bone.position.copy(jointTransform.position).multiplyScalar(100);
        bone.quaternion.set(jointTransform.orientation.x, jointTransform.orientation.y, jointTransform.orientation.z, jointTransform.orientation.w);
      }
    }
  },

  updateHandDotsModel: function () {
    var frame = this.el.sceneEl.frame;
    var controller = this.el.components['tracked-controls'] && this.el.components['tracked-controls'].controller;
    var trackedControlsWebXR = this.el.components['tracked-controls-webxr'];
    var referenceSpace = trackedControlsWebXR.system.referenceSpace;
    var jointEl;
    var object3D;
    var jointPose;
    var i = 0;

    for (var inputjoint of controller.hand.values()) {
      jointEl = this.jointEls[i++];
      object3D = jointEl.object3D;
      jointPose = frame.getJointPose(inputjoint, referenceSpace);
      jointEl.object3D.visible = !!jointPose;
      if (!jointPose) { continue; }
      object3D.matrix.elements = jointPose.transform.matrix;
      object3D.matrix.decompose(object3D.position, object3D.rotation, object3D.scale);
      jointEl.setAttribute('scale', {x: jointPose.radius, y: jointPose.radius, z: jointPose.radius});
    }
  },

  detectGesture: function () {
    this.detectPinch();
  },

  detectPinch: (function () {
    var thumbTipPosition = new THREE.Vector3();
    return function () {
      var frame = this.el.sceneEl.frame;
      var indexTipPosition = this.indexTipPosition;
      var controller = this.el.components['tracked-controls'] && this.el.components['tracked-controls'].controller;
      var trackedControlsWebXR = this.el.components['tracked-controls-webxr'];
      var referenceSpace = this.referenceSpace || trackedControlsWebXR.system.referenceSpace;
      var indexTip = controller.hand.get('index-finger-tip');
      var thumbTip = controller.hand.get('thumb-tip');
      if (!indexTip ||
          !thumbTip) { return; }
      var indexTipPose = frame.getJointPose(indexTip, referenceSpace);
      var thumbTipPose = frame.getJointPose(thumbTip, referenceSpace);

      if (!indexTipPose || !thumbTipPose) { return; }

      thumbTipPosition.copy(thumbTipPose.transform.position);
      indexTipPosition.copy(indexTipPose.transform.position);

      var distance = indexTipPosition.distanceTo(thumbTipPosition);

      if (distance < PINCH_START_DISTANCE && this.isPinched === false) {
        this.isPinched = true;
        this.pinchEventDetail.position.copy(indexTipPosition).lerp(thumbTipPosition, PINCH_POSITION_INTERPOLATION);
        this.pinchEventDetail.position.y += 1.5;
        this.el.emit('pinchstarted', this.pinchEventDetail);
      }

      if (distance > PINCH_END_DISTANCE && this.isPinched === true) {
        this.isPinched = false;
        this.pinchEventDetail.position.copy(indexTipPosition).lerp(thumbTipPosition, PINCH_POSITION_INTERPOLATION);
        this.pinchEventDetail.position.y += 1.5;
        this.el.emit('pinchended', this.pinchEventDetail);
      }

      if (this.isPinched) {
        this.pinchEventDetail.position.copy(indexTipPosition).lerp(thumbTipPosition, PINCH_POSITION_INTERPOLATION);
        this.pinchEventDetail.position.y += 1.5;
        this.el.emit('pinchmoved', this.pinchEventDetail);
      }

      indexTipPosition.y += 1.5;
    };
  })(),

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;
    el.setAttribute('tracked-controls', {
      hand: data.hand,
      iterateControllerProfiles: true,
      handTrackingEnabled: true
    });
    this.initDefaultModel();
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    var controller;
    this.checkIfControllerPresent();
    controller = this.el.components['tracked-controls'] && this.el.components['tracked-controls'].controller;
    if (!this.el.getObject3D('mesh')) { return; }
    if (!controller || !controller.hand || !controller.hand[0]) {
      this.el.getObject3D('mesh').visible = false;
    }
  },

  initDefaultModel: function () {
    if (this.el.getObject3D('mesh')) { return; }
    if (this.data.modelStyle === 'dots') {
      this.initDotsModel();
    }

    if (this.data.modelStyle === 'mesh') {
      this.initMeshHandModel();
    }
  },

  initDotsModel: function () {
     // Add models just once.
    if (this.jointEls.length !== 0) { return; }
    for (var i = 0; i < JOINTS.length; ++i) {
      var jointEl = this.jointEl = document.createElement('a-entity');
      jointEl.setAttribute('geometry', {
        primitive: 'sphere',
        radius: 1.0
      });
      jointEl.setAttribute('material', {color: this.data.modelColor});
      jointEl.object3D.visible = false;
      this.el.appendChild(jointEl);
      this.jointEls.push(jointEl);
    }
  },

  initMeshHandModel: function () {
    var modelURL = this.data.hand === 'left' ? LEFT_HAND_MODEL_URL : RIGHT_HAND_MODEL_URL;
    this.el.setAttribute('gltf-model', modelURL);
  },

  onModelLoaded: function () {
    var mesh = this.mesh = this.el.getObject3D('mesh').children[0];
    var skinnedMesh = this.skinnedMesh = mesh.children[30];
    if (!this.skinnedMesh) { return; }
    this.bones = skinnedMesh.skeleton.bones;
    this.el.removeObject3D('mesh');
    mesh.position.set(0, 1.5, 0);
    mesh.rotation.set(0, 0, 0);
    skinnedMesh.frustumCulled = false;
    skinnedMesh.material = new THREE.MeshStandardMaterial({skinning: true, color: this.data.modelColor});
    this.el.setObject3D('mesh', mesh);
  }
});


},{"../core/component":114,"../utils/bind":184,"../utils/tracked-controls":199}],63:[function(require,module,exports){
var register = require('../core/component').registerComponent;

module.exports.Component = register('hide-on-enter-ar', {
  init: function () {
    var self = this;
    this.el.sceneEl.addEventListener('enter-vr', function () {
      if (self.el.sceneEl.is('ar-mode')) {
        self.el.object3D.visible = false;
      }
    });
    this.el.sceneEl.addEventListener('exit-vr', function () {
      self.el.object3D.visible = true;
    });
  }
});

},{"../core/component":114}],64:[function(require,module,exports){
var bind = require('../utils/bind');
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

// See Profiles Registry:
// https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry
// TODO: Add a more robust system for deriving gamepad name.
var GAMEPAD_ID = 'hp-mixed-reality';

var HP_MIXEDL_REALITY_MODEL_GLB_BASE_URL = 'https://cdn.aframe.io/controllers/hp/mixed-reality/';

var HP_MIXED_REALITY_POSITION_OFFSET = {x: 0, y: 0, z: 0.06};
var HP_MIXED_REALITY_ROTATION_OFFSET = {_x: Math.PI / 4, _y: 0, _z: 0, _order: 'XYZ'};

/**
 * Button IDs:
 * 0 - trigger
 * 1 - grip
 * 3 - X / A
 * 4 - Y / B
 *
 * Axis:
 * 2 - joystick x axis
 * 3 - joystick y axis
 */
var INPUT_MAPPING_WEBXR = {
  left: {
    axes: {touchpad: [2, 3]},
    buttons: ['trigger', 'grip', 'none', 'thumbstick', 'xbutton', 'ybutton']
  },
  right: {
    axes: {touchpad: [2, 3]},
    buttons: ['trigger', 'grip', 'none', 'thumbstick', 'abutton', 'bbutton']
  }
};

/**
 * HP Mixed Reality Controls
 */
module.exports.Component = registerComponent('hp-mixed-reality-controls', {
  schema: {
    hand: {default: 'none'},
    model: {default: true},
    orientationOffset: {type: 'vec3'}
  },

  mapping: INPUT_MAPPING_WEBXR,

  init: function () {
    var self = this;
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self, self.data.hand); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self, self.data.hand); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self, self.data.hand); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self, self.data.hand); };
    this.previousButtonValues = {};
    this.rendererSystem = this.el.sceneEl.systems.renderer;

    this.bindMethods();
  },

  update: function () {
    var data = this.data;
    this.controllerIndex = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2;
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('axismove', this.onAxisMoved);
    el.addEventListener('model-loaded', this.onModelLoaded);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('axismove', this.onAxisMoved);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    this.controllerEventsActive = false;
  },

  checkIfControllerPresent: function () {
    var data = this.data;
    checkControllerPresentAndSetup(this, GAMEPAD_ID,
                                   {index: this.controllerIndex, hand: data.hand});
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;

    el.setAttribute('tracked-controls', {
      // TODO: verify expected behavior between reserved prefixes.
      idPrefix: GAMEPAD_ID,
      hand: data.hand,
      controller: this.controllerIndex,
      orientationOffset: data.orientationOffset
    });

    // Load model.
    if (!this.data.model) { return; }
    this.el.setAttribute('gltf-model', HP_MIXEDL_REALITY_MODEL_GLB_BASE_URL + this.data.hand + '.glb');
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    // Note that due to gamepadconnected event propagation issues, we don't rely on events.
    this.checkIfControllerPresent();
  },

  onButtonChanged: function (evt) {
    var button = this.mapping[this.data.hand].buttons[evt.detail.id];
    var analogValue;

    if (!button) { return; }
    if (button === 'trigger') {
      analogValue = evt.detail.state.value;
      console.log('analog value of trigger press: ' + analogValue);
    }

    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onModelLoaded: function (evt) {
    var controllerObject3D = evt.detail.model;

    if (!this.data.model) { return; }

    controllerObject3D.position.copy(HP_MIXED_REALITY_POSITION_OFFSET);
    controllerObject3D.rotation.copy(HP_MIXED_REALITY_ROTATION_OFFSET);

    this.el.emit('controllermodelready', {
      name: 'hp-mixed-reality-controls',
      model: this.data.model,
      rayOrigin: new THREE.Vector3(0, 0, 0)
    });
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  }
});

},{"../core/component":114,"../lib/three":162,"../utils/bind":184,"../utils/tracked-controls":199}],65:[function(require,module,exports){
require('./animation');
require('./camera');
require('./cursor');
require('./daydream-controls');
require('./gearvr-controls');
require('./geometry');
require('./generic-tracked-controller-controls');
require('./gltf-model');
require('./hand-tracking-controls');
require('./hand-controls');
require('./hide-on-enter-ar');
require('./hp-mixed-reality-controls');
require('./layer');
require('./laser-controls');
require('./light');
require('./line');
require('./link');
require('./look-controls');
require('./magicleap-controls');
require('./material');
require('./obj-model');
require('./oculus-go-controls');
require('./oculus-touch-controls');
require('./position');
require('./raycaster');
require('./rotation');
require('./scale');
require('./shadow');
require('./sound');
require('./text');
require('./tracked-controls');
require('./tracked-controls-webvr');
require('./tracked-controls-webxr');
require('./visible');
require('./valve-index-controls');
require('./vive-controls');
require('./vive-focus-controls');
require('./wasd-controls');
require('./windows-motion-controls');

require('./scene/ar-hit-test');
require('./scene/background');
require('./scene/debug');
require('./scene/device-orientation-permission-ui');
require('./scene/embedded');
require('./scene/inspector');
require('./scene/fog');
require('./scene/keyboard-shortcuts');
require('./scene/pool');
require('./scene/reflection');
require('./scene/screenshot');
require('./scene/stats');
require('./scene/vr-mode-ui');

},{"./animation":53,"./camera":54,"./cursor":55,"./daydream-controls":56,"./gearvr-controls":57,"./generic-tracked-controller-controls":58,"./geometry":59,"./gltf-model":60,"./hand-controls":61,"./hand-tracking-controls":62,"./hide-on-enter-ar":63,"./hp-mixed-reality-controls":64,"./laser-controls":66,"./layer":67,"./light":68,"./line":69,"./link":70,"./look-controls":71,"./magicleap-controls":72,"./material":73,"./obj-model":74,"./oculus-go-controls":75,"./oculus-touch-controls":76,"./position":77,"./raycaster":78,"./rotation":79,"./scale":80,"./scene/ar-hit-test":81,"./scene/background":82,"./scene/debug":83,"./scene/device-orientation-permission-ui":84,"./scene/embedded":85,"./scene/fog":86,"./scene/inspector":87,"./scene/keyboard-shortcuts":88,"./scene/pool":89,"./scene/reflection":90,"./scene/screenshot":91,"./scene/stats":92,"./scene/vr-mode-ui":93,"./shadow":94,"./sound":95,"./text":96,"./tracked-controls":99,"./tracked-controls-webvr":97,"./tracked-controls-webxr":98,"./valve-index-controls":100,"./visible":101,"./vive-controls":102,"./vive-focus-controls":103,"./wasd-controls":104,"./windows-motion-controls":105}],66:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var utils = require('../utils/');

registerComponent('laser-controls', {
  schema: {
    hand: {default: 'right'},
    model: {default: true},
    defaultModelColor: {type: 'color', default: 'grey'}
  },

  init: function () {
    var config = this.config;
    var data = this.data;
    var el = this.el;
    var self = this;
    var controlsConfiguration = {hand: data.hand, model: data.model};

    // Set all controller models.
    el.setAttribute('daydream-controls', controlsConfiguration);
    el.setAttribute('gearvr-controls', controlsConfiguration);
    el.setAttribute('hp-mixed-reality-controls', controlsConfiguration);
    el.setAttribute('magicleap-controls', controlsConfiguration);
    el.setAttribute('oculus-go-controls', controlsConfiguration);
    el.setAttribute('oculus-touch-controls', controlsConfiguration);
    el.setAttribute('valve-index-controls', controlsConfiguration);
    el.setAttribute('vive-controls', controlsConfiguration);
    el.setAttribute('vive-focus-controls', controlsConfiguration);
    el.setAttribute('windows-motion-controls', controlsConfiguration);
    el.setAttribute('generic-tracked-controller-controls', controlsConfiguration);

    // Wait for controller to connect, or have a valid pointing pose, before creating ray
    el.addEventListener('controllerconnected', createRay);
    el.addEventListener('controllerdisconnected', hideRay);
    el.addEventListener('controllermodelready', function (evt) {
      createRay(evt);
      self.modelReady = true;
    });

    function createRay (evt) {
      var controllerConfig = config[evt.detail.name];

      if (!controllerConfig) { return; }

      // Show the line unless a particular config opts to hide it, until a controllermodelready
      // event comes through.
      var raycasterConfig = utils.extend({
        showLine: true
      }, controllerConfig.raycaster || {});

      // The controllermodelready event contains a rayOrigin that takes into account
      // offsets specific to the loaded model.
      if (evt.detail.rayOrigin) {
        raycasterConfig.origin = evt.detail.rayOrigin.origin;
        raycasterConfig.direction = evt.detail.rayOrigin.direction;
        raycasterConfig.showLine = true;
      }

      // Only apply a default raycaster if it does not yet exist. This prevents it overwriting
      // config applied from a controllermodelready event.
      if (evt.detail.rayOrigin || !self.modelReady) {
        el.setAttribute('raycaster', raycasterConfig);
      } else {
        el.setAttribute('raycaster', 'showLine', true);
      }

      el.setAttribute('cursor', utils.extend({
        fuse: false
      }, controllerConfig.cursor));
    }

    function hideRay () {
      el.setAttribute('raycaster', 'showLine', false);
    }
  },

  config: {
    'daydream-controls': {
      cursor: {downEvents: ['trackpaddown', 'triggerdown'], upEvents: ['trackpadup', 'triggerup']}
    },

    'gearvr-controls': {
      cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']},
      raycaster: {origin: {x: 0, y: 0.0010, z: 0}}
    },

    'generic-tracked-controller-controls': {
      cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']}
    },

    'hp-mixed-reality-controls': {
      cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']},
      raycaster: {origin: {x: 0, y: 0, z: 0}}
    },

    'magicleap-controls': {
      cursor: {downEvents: ['trackpaddown', 'triggerdown'], upEvents: ['trackpadup', 'triggerup']}
    },

    'oculus-go-controls': {
      cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']},
      raycaster: {origin: {x: 0, y: 0.0005, z: 0}}
    },

    'oculus-touch-controls': {
      cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']},
      raycaster: {origin: {x: 0, y: 0, z: 0}}
    },

    'valve-index-controls': {
      cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']}
    },

    'vive-controls': {
      cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']}
    },

    'vive-focus-controls': {
      cursor: {downEvents: ['trackpaddown', 'triggerdown'], upEvents: ['trackpadup', 'triggerup']}
    },

    'windows-motion-controls': {
      cursor: {downEvents: ['triggerdown'], upEvents: ['triggerup']},
      raycaster: {showLine: false}
    }
  }
});

},{"../core/component":114,"../utils/":190}],67:[function(require,module,exports){
/* global THREE, XRRigidTransform, XRWebGLBinding */
var registerComponent = require('../core/component').registerComponent;
var utils = require('../utils/');
var warn = utils.debug('components:layer:warn');

module.exports.Component = registerComponent('layer', {
  schema: {
    type: {default: 'quad', oneOf: ['quad', 'monocubemap', 'stereocubemap']},
    src: {type: 'map'},
    rotateCubemap: {default: false},
    width: {default: 0},
    height: {default: 0}
  },

  init: function () {
    var gl = this.el.sceneEl.renderer.getContext();

    this.quaternion = new THREE.Quaternion();
    this.position = new THREE.Vector3();

    this.bindMethods();
    this.needsRedraw = false;
    this.frameBuffer = gl.createFramebuffer();
    var requiredFeatures = this.el.sceneEl.getAttribute('webxr').requiredFeatures;
    requiredFeatures.push('layers');
    this.el.sceneEl.getAttribute('webxr', 'requiredFeatures', requiredFeatures);
    this.el.sceneEl.addEventListener('enter-vr', this.onEnterVR);
    this.el.sceneEl.addEventListener('exit-vr', this.onExitVR);
  },

  bindMethods: function () {
    this.onRequestedReferenceSpace = this.onRequestedReferenceSpace.bind(this);
    this.onEnterVR = this.onEnterVR.bind(this);
    this.onExitVR = this.onExitVR.bind(this);
  },

  update: function (oldData) {
    if (this.data.src !== oldData.src) { this.updateSrc(); }
  },

  updateSrc: function () {
    var type = this.data.type;
    this.texture = undefined;
    if (type === 'quad') {
      this.loadQuadImage();
      return;
    }

    if (type === 'monocubemap' || type === 'stereocubemap') {
      this.loadCubeMapImages();
      return;
    }
  },

  loadCubeMapImages: function () {
    var glayer;
    var xrGLFactory = this.xrGLFactory;
    var frame = this.el.sceneEl.frame;
    var src = this.data.src;
    var type = this.data.type;

    this.visibilityChanged = false;
    if (!this.layer) { return; }
    if (type !== 'monocubemap' && type !== 'stereocubemap') { return; }

    if (!src.complete) {
      this.pendingCubeMapUpdate = true;
    } else {
      this.pendingCubeMapUpdate = false;
    }

    if (!this.loadingScreen) {
      this.loadingScreen = true;
    } else {
      this.loadingScreen = false;
    }

    if (type === 'monocubemap') {
      glayer = xrGLFactory.getSubImage(this.layer, frame);
      this.loadCubeMapImage(glayer.colorTexture, src, 0);
    } else {
      glayer = xrGLFactory.getSubImage(this.layer, frame, 'left');
      this.loadCubeMapImage(glayer.colorTexture, src, 0);
      glayer = xrGLFactory.getSubImage(this.layer, frame, 'right');
      this.loadCubeMapImage(glayer.colorTexture, src, 6);
    }
  },

  loadQuadImage: function () {
    var src = this.data.src;
    var self = this;
    this.el.sceneEl.systems.material.loadTexture(src, {src: src}, function textureLoaded (texture) {
      self.el.sceneEl.renderer.initTexture(texture);
      self.texture = texture;
      if (src.tagName === 'VIDEO') { setTimeout(function () { self.textureIsVideo = true; }, 1000); }
      if (self.layer) {
        self.layer.height = self.data.height / 2 || self.texture.image.height / 1000;
        self.layer.width = self.data.width / 2 || self.texture.image.width / 1000;
        self.needsRedraw = true;
      }
      self.updateQuadPanel();
    });
  },

  preGenerateCubeMapTextures: function (src, callback) {
    if (this.data.type === 'monocubemap') {
      this.generateCubeMapTextures(src, 0, callback);
    } else {
      this.generateCubeMapTextures(src, 0, callback);
      this.generateCubeMapTextures(src, 6, callback);
    }
  },

  generateCubeMapTextures: function (src, faceOffset, callback) {
    var data = this.data;
    var cubeFaceSize = this.cubeFaceSize;
    var textureSourceCubeFaceSize = Math.min(src.width, src.height);
    var cubefaceTextures = [];
    var imgTmp0;
    var imgTmp2;

    for (var i = 0; i < 6; i++) {
      var tempCanvas = document.createElement('CANVAS');
      tempCanvas.width = tempCanvas.height = cubeFaceSize;
      var tempCanvasContext = tempCanvas.getContext('2d');

      if (data.rotateCubemap) {
        if (i === 2 || i === 3) {
          tempCanvasContext.save();
          tempCanvasContext.translate(cubeFaceSize, cubeFaceSize);
          tempCanvasContext.rotate(Math.PI);
        }
      }

      // Note that this call to drawImage will not only copy the bytes to the
      // canvas but also could resized the image if our cube face size is
      // smaller than the source image due to GL max texture size.
      tempCanvasContext.drawImage(
        src,
        (i + faceOffset) * textureSourceCubeFaceSize, // top left x coord in source
        0, // top left y coord in source
        textureSourceCubeFaceSize, // x pixel count from source
        textureSourceCubeFaceSize, // y pixel count from source
        0, // dest x offset in the canvas
        0, // dest y offset in the canvas
        cubeFaceSize, // x pixel count in dest
        cubeFaceSize  // y pixel count in dest
      );

      tempCanvasContext.restore();

      if (callback) { callback(); }
      cubefaceTextures.push(tempCanvas);
    }

    if (data.rotateCubemap) {
      imgTmp0 = cubefaceTextures[0];
      imgTmp2 = cubefaceTextures[1];

      cubefaceTextures[0] = imgTmp2;
      cubefaceTextures[1] = imgTmp0;

      imgTmp0 = cubefaceTextures[4];
      imgTmp2 = cubefaceTextures[5];

      cubefaceTextures[4] = imgTmp2;
      cubefaceTextures[5] = imgTmp0;
    }

    if (callback) { callback(); }
    return cubefaceTextures;
  },

  loadCubeMapImage: function (layerColorTexture, src, faceOffset) {
    var gl = this.el.sceneEl.renderer.getContext();
    var cubefaceTextures;

    // dont flip the pixels as we load them into the texture buffer.
    // TEXTURE_CUBE_MAP expects the Y to be flipped for the faces and it already
    // is flipped in our texture image.
    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
    gl.bindTexture(gl.TEXTURE_CUBE_MAP, layerColorTexture);

    if (!src.complete || this.loadingScreen) {
      cubefaceTextures = this.loadingScreenImages;
    } else {
      cubefaceTextures = this.generateCubeMapTextures(src, faceOffset);
    }

    var errorCode = 0;
    cubefaceTextures.forEach(function (canvas, i) {
      gl.texSubImage2D(
        gl.TEXTURE_CUBE_MAP_POSITIVE_X + i,
        0,
        0, 0,
        gl.RGBA,
        gl.UNSIGNED_BYTE,
        canvas
      );
      errorCode = gl.getError();
    });

    if (errorCode !== 0) {
      console.log('renderingError, WebGL Error Code: ' + errorCode);
    }
    gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  },

  tick: function () {
    if (!this.el.sceneEl.xrSession) { return; }
    if (!this.layer && this.el.sceneEl.is('vr-mode')) { this.initLayer(); }
    this.updateTransform();
    if (this.data.src.complete && (this.pendingCubeMapUpdate || this.loadingScreen || this.visibilityChanged)) { this.loadCubeMapImages(); }
    if (!this.needsRedraw && !this.layer.needsRedraw && !this.textureIsVideo) { return; }
    if (this.data.type === 'quad') { this.draw(); }
    this.needsRedraw = false;
  },

  initLayer: function () {
    var self = this;
    var type = this.data.type;

    this.el.sceneEl.xrSession.onvisibilitychange = function (evt) {
      self.visibilityChanged = evt.session.visibilityState !== 'hidden';
    };

    if (type === 'quad') {
      this.initQuadLayer();
      return;
    }

    if (type === 'monocubemap' || type === 'stereocubemap') {
      this.initCubeMapLayer();
      return;
    }
  },

  initQuadLayer: function () {
    var sceneEl = this.el.sceneEl;
    var gl = sceneEl.renderer.getContext();
    var xrGLFactory = this.xrGLFactory = new XRWebGLBinding(sceneEl.xrSession, gl);
    if (!this.texture) { return; }
    this.layer = xrGLFactory.createQuadLayer({
      space: this.referenceSpace,
      viewPixelHeight: 2048,
      viewPixelWidth: 2048,
      height: this.data.height / 2 || this.texture.image.height / 1000,
      width: this.data.width / 2 || this.texture.image.width / 1000
    });
    this.initLoadingScreenImages();
    sceneEl.renderer.xr.addLayer(this.layer);
  },

  initCubeMapLayer: function () {
    var src = this.data.src;
    var sceneEl = this.el.sceneEl;
    var gl = sceneEl.renderer.getContext();
    var glSizeLimit = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
    var cubeFaceSize = this.cubeFaceSize = Math.min(glSizeLimit, Math.min(src.width, src.height));
    var xrGLFactory = this.xrGLFactory = new XRWebGLBinding(sceneEl.xrSession, gl);
    this.layer = xrGLFactory.createCubeLayer({
      space: this.referenceSpace,
      viewPixelWidth: cubeFaceSize,
      viewPixelHeight: cubeFaceSize,
      layout: this.data.type === 'monocubemap' ? 'mono' : 'stereo',
      isStatic: false
    });

    this.initLoadingScreenImages();
    this.loadCubeMapImages();
    sceneEl.renderer.xr.addLayer(this.layer);
  },

  initLoadingScreenImages: function () {
    var cubeFaceSize = this.cubeFaceSize;
    var loadingScreenImages = this.loadingScreenImages = [];
    for (var i = 0; i < 6; i++) {
      var tempCanvas = document.createElement('CANVAS');
      tempCanvas.width = tempCanvas.height = cubeFaceSize;
      var tempCanvasContext = tempCanvas.getContext('2d');
      tempCanvas.width = tempCanvas.height = cubeFaceSize;
      tempCanvasContext.fillStyle = 'black';
      tempCanvasContext.fillRect(0, 0, cubeFaceSize, cubeFaceSize);
      if (i !== 2 && i !== 3) {
        tempCanvasContext.translate(cubeFaceSize, 0);
        tempCanvasContext.scale(-1, 1);
        tempCanvasContext.fillStyle = 'white';
        tempCanvasContext.font = '30px Arial';
        tempCanvasContext.fillText('Loading', cubeFaceSize / 2, cubeFaceSize / 2);
      }
      loadingScreenImages.push(tempCanvas);
    }
  },

  destroyLayer: function () {
    if (!this.layer) { return; }
    this.el.sceneEl.renderer.xr.removeLayer(this.layer);
    this.layer.destroy();
    this.layer = undefined;
  },

  toggleCompositorLayer: function () {
    this.enableCompositorLayer(!this.layerEnabled);
  },

  enableCompositorLayer: function (enable) {
    this.layerEnabled = enable;
    this.quadPanelEl.object3D.visible = !this.layerEnabled;
  },

  updateQuadPanel: function () {
    var quadPanelEl = this.quadPanelEl;
    if (!this.quadPanelEl) {
      quadPanelEl = this.quadPanelEl = document.createElement('a-entity');
      this.el.appendChild(quadPanelEl);
    }

    quadPanelEl.setAttribute('material', {
      shader: 'flat',
      src: this.data.src,
      transparent: true
    });

    quadPanelEl.setAttribute('geometry', {
      primitive: 'plane',
      height: this.data.height || this.texture.image.height / 1000,
      width: this.data.width || this.texture.image.height / 1000
    });
  },

  draw: function () {
    var sceneEl = this.el.sceneEl;
    var gl = this.el.sceneEl.renderer.getContext();
    var glayer = this.xrGLFactory.getSubImage(this.layer, sceneEl.frame);
    var texture = sceneEl.renderer.properties.get(this.texture).__webglTexture;
    var previousFrameBuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);

    gl.viewport(glayer.viewport.x, glayer.viewport.y, glayer.viewport.width, glayer.viewport.height);
    gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);

    blitTexture(gl, texture, glayer, this.data.src);

    gl.bindFramebuffer(gl.FRAMEBUFFER, previousFrameBuffer);
  },

  updateTransform: function () {
    var el = this.el;
    var position = this.position;
    var quaternion = this.quaternion;
    el.object3D.updateMatrixWorld();
    position.setFromMatrixPosition(el.object3D.matrixWorld);
    quaternion.setFromRotationMatrix(el.object3D.matrixWorld);
    if (!this.layerEnabled) { position.set(0, 0, 100000000); }
    this.layer.transform = new XRRigidTransform(position, quaternion);
  },

  onEnterVR: function () {
    var sceneEl = this.el.sceneEl;
    var xrSession = sceneEl.xrSession;
    if (!sceneEl.hasWebXR || !XRWebGLBinding || !xrSession) {
      warn('The layer component requires WebXR and the layers API enabled');
      return;
    }
    xrSession.requestReferenceSpace('local-floor').then(this.onRequestedReferenceSpace);
    this.needsRedraw = true;
    this.layerEnabled = true;
    if (this.quadPanelEl) {
      this.quadPanelEl.object3D.visible = false;
    }
    if (this.data.src.play) { this.data.src.play(); }
  },

  onExitVR: function () {
    if (this.quadPanelEl) {
      this.quadPanelEl.object3D.visible = true;
    }
    this.destroyLayer();
  },

  onRequestedReferenceSpace: function (referenceSpace) {
    this.referenceSpace = referenceSpace;
  }
});

function blitTexture (gl, texture, subImage, textureEl) {
  var xrReadFramebuffer = gl.createFramebuffer();
  let x1offset = subImage.viewport.x;
  let y1offset = subImage.viewport.y;
  let x2offset = subImage.viewport.x + subImage.viewport.width;
  let y2offset = subImage.viewport.y + subImage.viewport.height;

  // Update video texture.
  if (textureEl.tagName === 'VIDEO') {
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureEl.width, textureEl.height, gl.RGB, gl.UNSIGNED_BYTE, textureEl);
  }

  // Bind texture to read framebuffer.
  gl.bindFramebuffer(gl.READ_FRAMEBUFFER, xrReadFramebuffer);
  gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);

  // Blit into layer buffer.
  gl.readBuffer(gl.COLOR_ATTACHMENT0);
  gl.blitFramebuffer(0, 0, textureEl.width, textureEl.height, x1offset, y1offset, x2offset, y2offset, gl.COLOR_BUFFER_BIT, gl.NEAREST);

  gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
  gl.deleteFramebuffer(xrReadFramebuffer);
}

},{"../core/component":114,"../utils/":190}],68:[function(require,module,exports){
var bind = require('../utils/bind');
var utils = require('../utils');
var diff = utils.diff;
var debug = require('../utils/debug');
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');

var degToRad = THREE.Math.degToRad;
var warn = debug('components:light:warn');
var CubeLoader = new THREE.CubeTextureLoader();

var probeCache = {};

/**
 * Light component.
 */
module.exports.Component = registerComponent('light', {
  schema: {
    angle: {default: 60, if: {type: ['spot']}},
    color: {type: 'color', if: {type: ['ambient', 'directional', 'hemisphere', 'point', 'spot']}},
    envMap: {default: '', if: {type: ['probe']}},
    groundColor: {type: 'color', if: {type: ['hemisphere']}},
    decay: {default: 1, if: {type: ['point', 'spot']}},
    distance: {default: 0.0, min: 0, if: {type: ['point', 'spot']}},
    intensity: {default: 1.0, min: 0, if: {type: ['ambient', 'directional', 'hemisphere', 'point', 'spot', 'probe']}},
    penumbra: {default: 0, min: 0, max: 1, if: {type: ['spot']}},
    type: {
      default: 'directional',
      oneOf: ['ambient', 'directional', 'hemisphere', 'point', 'spot', 'probe'],
      schemaChange: true
    },
    target: {type: 'selector', if: {type: ['spot', 'directional']}},

    // Shadows.
    castShadow: {default: false, if: {type: ['point', 'spot', 'directional']}},
    shadowBias: {default: 0, if: {castShadow: true}},
    shadowCameraFar: {default: 500, if: {castShadow: true}},
    shadowCameraFov: {default: 90, if: {castShadow: true}},
    shadowCameraNear: {default: 0.5, if: {castShadow: true}},
    shadowCameraTop: {default: 5, if: {castShadow: true}},
    shadowCameraRight: {default: 5, if: {castShadow: true}},
    shadowCameraBottom: {default: -5, if: {castShadow: true}},
    shadowCameraLeft: {default: -5, if: {castShadow: true}},
    shadowCameraVisible: {default: false, if: {castShadow: true}},
    shadowMapHeight: {default: 512, if: {castShadow: true}},
    shadowMapWidth: {default: 512, if: {castShadow: true}},
    shadowRadius: {default: 1, if: {castShadow: true}}
  },

  /**
   * Notifies scene a light has been added to remove default lighting.
   */
  init: function () {
    var el = this.el;
    this.light = null;
    this.defaultTarget = null;
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    this.system.registerLight(el);
  },

  /**
   * (Re)create or update light.
   */
  update: function (oldData) {
    var data = this.data;
    var diffData = diff(data, oldData);
    var light = this.light;
    var rendererSystem = this.rendererSystem;
    var self = this;

    // Existing light.
    if (light && !('type' in diffData)) {
      var shadowsLoaded = false;
      // Light type has not changed. Update light.
      Object.keys(diffData).forEach(function (key) {
        var value = data[key];

        switch (key) {
          case 'color': {
            light.color.set(value);
            rendererSystem.applyColorCorrection(light.color);
            break;
          }

          case 'groundColor': {
            light.groundColor.set(value);
            rendererSystem.applyColorCorrection(light.groundColor);
            break;
          }

          case 'angle': {
            light.angle = degToRad(value);
            break;
          }

          case 'target': {
            // Reset target if selector is null.
            if (value === null) {
              if (data.type === 'spot' || data.type === 'directional') {
                light.target = self.defaultTarget;
              }
            } else {
              // Target specified, set target to entity's `object3D` when it is loaded.
              if (value.hasLoaded) {
                self.onSetTarget(value, light);
              } else {
                value.addEventListener('loaded', bind(self.onSetTarget, self, value, light));
              }
            }
            break;
          }

          case 'envMap':
            this.updateProbeMap(data, light);
            break;

          case 'castShadow':
          case 'shadowBias':
          case 'shadowCameraFar':
          case 'shadowCameraFov':
          case 'shadowCameraNear':
          case 'shadowCameraTop':
          case 'shadowCameraRight':
          case 'shadowCameraBottom':
          case 'shadowCameraLeft':
          case 'shadowCameraVisible':
          case 'shadowMapHeight':
          case 'shadowMapWidth':
          case 'shadowRadius':
            if (!shadowsLoaded) {
              self.updateShadow();
              shadowsLoaded = true;
            }
            break;

          default: {
            light[key] = value;
          }
        }
      });
      return;
    }

    // No light yet or light type has changed. Create and add light.
    this.setLight(this.data);
    this.updateShadow();
  },

  setLight: function (data) {
    var el = this.el;
    var newLight = this.getLight(data);
    if (newLight) {
      if (this.light) {
        el.removeObject3D('light');
      }

      this.light = newLight;
      this.light.el = el;
      el.setObject3D('light', this.light);

      // HACK solution for issue #1624
      if (data.type === 'spot' || data.type === 'directional' || data.type === 'hemisphere') {
        el.getObject3D('light').translateY(-1);
      }

      // set and position default lighttarget as a child to enable spotlight orientation
      if (data.type === 'spot') {
        el.setObject3D('light-target', this.defaultTarget);
        el.getObject3D('light-target').position.set(0, 0, -1);
      }
    }
  },

  /**
   * Updates shadow-related properties on the current light.
   */
  updateShadow: function () {
    var el = this.el;
    var data = this.data;
    var light = this.light;

    light.castShadow = data.castShadow;

    // Shadow camera helper.
    var cameraHelper = el.getObject3D('cameraHelper');
    if (data.shadowCameraVisible && !cameraHelper) {
      el.setObject3D('cameraHelper', new THREE.CameraHelper(light.shadow.camera));
    } else if (!data.shadowCameraVisible && cameraHelper) {
      el.removeObject3D('cameraHelper');
    }

    if (!data.castShadow) { return light; }

    // Shadow appearance.
    light.shadow.bias = data.shadowBias;
    light.shadow.radius = data.shadowRadius;
    light.shadow.mapSize.height = data.shadowMapHeight;
    light.shadow.mapSize.width = data.shadowMapWidth;

    // Shadow camera.
    light.shadow.camera.near = data.shadowCameraNear;
    light.shadow.camera.far = data.shadowCameraFar;
    if (light.shadow.camera instanceof THREE.OrthographicCamera) {
      light.shadow.camera.top = data.shadowCameraTop;
      light.shadow.camera.right = data.shadowCameraRight;
      light.shadow.camera.bottom = data.shadowCameraBottom;
      light.shadow.camera.left = data.shadowCameraLeft;
    } else {
      light.shadow.camera.fov = data.shadowCameraFov;
    }
    light.shadow.camera.updateProjectionMatrix();

    if (cameraHelper) { cameraHelper.update(); }
  },

  /**
   * Creates a new three.js light object given data object defining the light.
   *
   * @param {object} data
   */
  getLight: function (data) {
    var angle = data.angle;
    var color = new THREE.Color(data.color);
    this.rendererSystem.applyColorCorrection(color);
    color = color.getHex();
    var decay = data.decay;
    var distance = data.distance;
    var groundColor = new THREE.Color(data.groundColor);
    this.rendererSystem.applyColorCorrection(groundColor);
    groundColor = groundColor.getHex();
    var intensity = data.intensity;
    var type = data.type;
    var target = data.target;
    var light = null;

    switch (type.toLowerCase()) {
      case 'ambient': {
        return new THREE.AmbientLight(color, intensity);
      }

      case 'directional': {
        light = new THREE.DirectionalLight(color, intensity);
        this.defaultTarget = light.target;
        if (target) {
          if (target.hasLoaded) {
            this.onSetTarget(target, light);
          } else {
            target.addEventListener('loaded', bind(this.onSetTarget, this, target, light));
          }
        }
        return light;
      }

      case 'hemisphere': {
        return new THREE.HemisphereLight(color, groundColor, intensity);
      }

      case 'point': {
        return new THREE.PointLight(color, intensity, distance, decay);
      }

      case 'spot': {
        light = new THREE.SpotLight(color, intensity, distance, degToRad(angle), data.penumbra, decay);
        this.defaultTarget = light.target;
        if (target) {
          if (target.hasLoaded) {
            this.onSetTarget(target, light);
          } else {
            target.addEventListener('loaded', bind(this.onSetTarget, this, target, light));
          }
        }
        return light;
      }

      case 'probe': {
        light = new THREE.LightProbe();
        this.updateProbeMap(data, light);
        return light;
      }

      default: {
        warn('%s is not a valid light type. ' +
           'Choose from ambient, directional, hemisphere, point, spot.', type);
      }
    }
  },

  /**
   * Generate the spherical harmonics for the LightProbe from a cube map
   */
  updateProbeMap: function (data, light) {
    if (!data.envMap) {
      // reset parameters if no map
      light.copy(new THREE.LightProbe());
    }

    if (probeCache[data.envMap] instanceof window.Promise) {
      probeCache[data.envMap].then(function (tempLightProbe) {
        light.copy(tempLightProbe);
      });
    }
    if (probeCache[data.envMap] instanceof THREE.LightProbe) {
      light.copy(probeCache[data.envMap]);
    }
    probeCache[data.envMap] = new window.Promise(function (resolve) {
      utils.srcLoader.validateCubemapSrc(data.envMap, function loadEnvMap (urls) {
        CubeLoader.load(urls, function (cube) {
          var tempLightProbe = THREE.LightProbeGenerator.fromCubeTexture(cube);
          probeCache[data.envMap] = tempLightProbe;
          light.copy(tempLightProbe);
        });
      });
    });
  },

  onSetTarget: function (targetEl, light) {
    light.target = targetEl.object3D;
  },

  /**
   * Remove light on remove (callback).
   */
  remove: function () {
    var el = this.el;
    el.removeObject3D('light');
    if (el.getObject3D('cameraHelper')) {
      el.removeObject3D('cameraHelper');
    }
  }
});

},{"../core/component":114,"../lib/three":162,"../utils":190,"../utils/bind":184,"../utils/debug":186}],69:[function(require,module,exports){
/* global THREE */
var registerComponent = require('../core/component').registerComponent;

module.exports.Component = registerComponent('line', {
  schema: {
    start: {type: 'vec3', default: {x: 0, y: 0, z: 0}},
    end: {type: 'vec3', default: {x: 0, y: 0, z: 0}},
    color: {type: 'color', default: '#74BEC1'},
    opacity: {type: 'number', default: 1},
    visible: {default: true}
  },

  multiple: true,

  init: function () {
    var data = this.data;
    var geometry;
    var material;
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    material = this.material = new THREE.LineBasicMaterial({
      color: data.color,
      opacity: data.opacity,
      transparent: data.opacity < 1,
      visible: data.visible
    });
    geometry = this.geometry = new THREE.BufferGeometry();
    geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(2 * 3), 3));

    this.rendererSystem.applyColorCorrection(material.color);
    this.line = new THREE.Line(geometry, material);
    this.el.setObject3D(this.attrName, this.line);
  },

  update: function (oldData) {
    var data = this.data;
    var geometry = this.geometry;
    var geoNeedsUpdate = false;
    var material = this.material;
    var positionArray = geometry.attributes.position.array;

    // Update geometry.
    if (!isEqualVec3(data.start, oldData.start)) {
      positionArray[0] = data.start.x;
      positionArray[1] = data.start.y;
      positionArray[2] = data.start.z;
      geoNeedsUpdate = true;
    }

    if (!isEqualVec3(data.end, oldData.end)) {
      positionArray[3] = data.end.x;
      positionArray[4] = data.end.y;
      positionArray[5] = data.end.z;
      geoNeedsUpdate = true;
    }

    if (geoNeedsUpdate) {
      geometry.attributes.position.needsUpdate = true;
      geometry.computeBoundingSphere();
    }

    material.color.setStyle(data.color);
    this.rendererSystem.applyColorCorrection(material.color);
    material.opacity = data.opacity;
    material.transparent = data.opacity < 1;
    material.visible = data.visible;
  },

  remove: function () {
    this.el.removeObject3D('line', this.line);
  }
});

function isEqualVec3 (a, b) {
  if (!a || !b) { return false; }
  return (a.x === b.x && a.y === b.y && a.z === b.z);
}

},{"../core/component":114}],70:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var registerShader = require('../core/shader').registerShader;
var THREE = require('../lib/three');

/**
 * Link component. Connect experiences and traverse between them in VR
 *
 * @member {object} hiddenEls - Store the hidden elements during peek mode.
 */
module.exports.Component = registerComponent('link', {
  schema: {
    backgroundColor: {default: 'red', type: 'color'},
    borderColor: {default: 'white', type: 'color'},
    highlighted: {default: false},
    highlightedColor: {default: '#24CAFF', type: 'color'},
    href: {default: ''},
    image: {type: 'asset'},
    on: {default: 'click'},
    peekMode: {default: false},
    title: {default: ''},
    titleColor: {default: 'white', type: 'color'},
    visualAspectEnabled: {default: false}
  },

  init: function () {
    this.navigate = this.navigate.bind(this);
    this.previousQuaternion = undefined;
    this.quaternionClone = new THREE.Quaternion();
    // Store hidden elements during peek mode so we can show them again later.
    this.hiddenEls = [];
  },

  update: function (oldData) {
    var data = this.data;
    var el = this.el;
    var backgroundColor;
    var strokeColor;

    if (!data.visualAspectEnabled) { return; }

    this.initVisualAspect();

    backgroundColor = data.highlighted ? data.highlightedColor : data.backgroundColor;
    strokeColor = data.highlighted ? data.highlightedColor : data.borderColor;
    el.setAttribute('material', 'backgroundColor', backgroundColor);
    el.setAttribute('material', 'strokeColor', strokeColor);

    if (data.on !== oldData.on) { this.updateEventListener(); }

    if (oldData.peekMode !== undefined &&
        data.peekMode !== oldData.peekMode) { this.updatePeekMode(); }

    if (!data.image || oldData.image === data.image) { return; }

    el.setAttribute('material', 'pano',
                    typeof data.image === 'string' ? data.image : data.image.src);
  },

  /*
   * Toggle all elements and full 360 preview of the linked page.
   */
  updatePeekMode: function () {
    var el = this.el;
    var sphereEl = this.sphereEl;
    if (this.data.peekMode) {
      this.hideAll();
      el.getObject3D('mesh').visible = false;
      sphereEl.setAttribute('visible', true);
    } else {
      this.showAll();
      el.getObject3D('mesh').visible = true;
      sphereEl.setAttribute('visible', false);
    }
  },

  play: function () {
    this.updateEventListener();
  },

  pause: function () {
    this.removeEventListener();
  },

  updateEventListener: function () {
    var el = this.el;
    if (!el.isPlaying) { return; }
    this.removeEventListener();
    el.addEventListener(this.data.on, this.navigate);
  },

  removeEventListener: function () {
    var on = this.data.on;
    if (!on) { return; }
    this.el.removeEventListener(on, this.navigate);
  },

  initVisualAspect: function () {
    var el = this.el;
    var semiSphereEl;
    var sphereEl;
    var textEl;

    if (!this.data.visualAspectEnabled || this.visualAspectInitialized) { return; }

    textEl = this.textEl = this.textEl || document.createElement('a-entity');
    sphereEl = this.sphereEl = this.sphereEl || document.createElement('a-entity');
    semiSphereEl = this.semiSphereEl = this.semiSphereEl || document.createElement('a-entity');

    // Set portal.
    el.setAttribute('geometry', {primitive: 'circle', radius: 1.0, segments: 64});
    el.setAttribute('material', {shader: 'portal', pano: this.data.image, side: 'double'});

    // Set text that displays the link title and URL.
    textEl.setAttribute('text', {
      color: this.data.titleColor,
      align: 'center',
      font: 'kelsonsans',
      value: this.data.title || this.data.href,
      width: 4
    });
    textEl.setAttribute('position', '0 1.5 0');
    el.appendChild(textEl);

    // Set sphere rendered when camera is close to portal to allow user to peek inside.
    semiSphereEl.setAttribute('geometry', {
      primitive: 'sphere',
      radius: 1.0,
      phiStart: 0,
      segmentsWidth: 64,
      segmentsHeight: 64,
      phiLength: 180,
      thetaStart: 0,
      thetaLength: 360
    });
    semiSphereEl.setAttribute('material', {
      shader: 'portal',
      borderEnabled: 0.0,
      pano: this.data.image,
      side: 'back'
    });
    semiSphereEl.setAttribute('rotation', '0 180 0');
    semiSphereEl.setAttribute('position', '0 0 0');
    semiSphereEl.setAttribute('visible', false);
    el.appendChild(semiSphereEl);

    // Set sphere rendered when camera is close to portal to allow user to peek inside.
    sphereEl.setAttribute('geometry', {
      primitive: 'sphere',
      radius: 10,
      segmentsWidth: 64,
      segmentsHeight: 64
    });
    sphereEl.setAttribute('material', {
      shader: 'portal',
      borderEnabled: 0.0,
      pano: this.data.image,
      side: 'back'
    });
    sphereEl.setAttribute('visible', false);
    el.appendChild(sphereEl);

    this.visualAspectInitialized = true;
  },

  navigate: function () {
    window.location = this.data.href;
  },

  /**
   * 1. Swap plane that represents portal with sphere with a hole when the camera is close
   * so user can peek inside portal. Sphere is rendered on oposite side of portal
   * from where user enters.
   * 2. Place the url/title above or inside portal depending on distance to camera.
   * 3. Face portal to camera when far away from user.
   */
  tick: (function () {
    var cameraWorldPosition = new THREE.Vector3();
    var elWorldPosition = new THREE.Vector3();
    var quaternion = new THREE.Quaternion();
    var scale = new THREE.Vector3();

    return function () {
      var el = this.el;
      var object3D = el.object3D;
      var camera = el.sceneEl.camera;
      var cameraPortalOrientation;
      var distance;
      var textEl = this.textEl;

      if (!this.data.visualAspectEnabled) { return; }

      // Update matrices
      object3D.updateMatrixWorld();
      camera.parent.updateMatrixWorld();
      camera.updateMatrixWorld();

      object3D.matrix.decompose(elWorldPosition, quaternion, scale);
      elWorldPosition.setFromMatrixPosition(object3D.matrixWorld);
      cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
      distance = elWorldPosition.distanceTo(cameraWorldPosition);

      if (distance > 20) {
        // Store original orientation to be restored when the portal stops facing the camera.
        if (!this.previousQuaternion) {
          this.quaternionClone.copy(quaternion);
          this.previousQuaternion = this.quaternionClone;
        }
        // If the portal is far away from the user, face portal to camera.
        object3D.lookAt(cameraWorldPosition);
      } else {
        // When portal is close to the user/camera.
        cameraPortalOrientation = this.calculateCameraPortalOrientation();
        // If user gets very close to portal, replace with holed sphere they can peek in.
        if (distance < 0.5) {
          // Configure text size and sphere orientation depending side user approaches portal.
          if (this.semiSphereEl.getAttribute('visible') === true) { return; }
          textEl.setAttribute('text', 'width', 1.5);
          if (cameraPortalOrientation <= 0.0) {
            textEl.setAttribute('position', '0 0 0.75');
            textEl.setAttribute('rotation', '0 180 0');
            this.semiSphereEl.setAttribute('rotation', '0 0 0');
          } else {
            textEl.setAttribute('position', '0 0 -0.75');
            textEl.setAttribute('rotation', '0 0 0');
            this.semiSphereEl.setAttribute('rotation', '0 180 0');
          }
          el.getObject3D('mesh').visible = false;
          this.semiSphereEl.setAttribute('visible', true);
          this.peekCameraPortalOrientation = cameraPortalOrientation;
        } else {
          // Calculate wich side the camera is approaching the camera (back / front).
          // Adjust text orientation based on camera position.
          if (cameraPortalOrientation <= 0.0) {
            textEl.setAttribute('rotation', '0 180 0');
          } else {
            textEl.setAttribute('rotation', '0 0 0');
          }
          textEl.setAttribute('text', 'width', 5);
          textEl.setAttribute('position', '0 1.5 0');
          el.getObject3D('mesh').visible = true;
          this.semiSphereEl.setAttribute('visible', false);
          this.peekCameraPortalOrientation = undefined;
        }
        if (this.previousQuaternion) {
          object3D.quaternion.copy(this.previousQuaternion);
          this.previousQuaternion = undefined;
        }
      }
    };
  })(),

  hideAll: function () {
    var el = this.el;
    var hiddenEls = this.hiddenEls;
    var self = this;
    if (hiddenEls.length > 0) { return; }
    el.sceneEl.object3D.traverse(function (object) {
      if (object && object.el && object.el.hasAttribute('link-controls')) { return; }
      if (!object.el || object === el.sceneEl.object3D || object.el === el ||
          object.el === self.sphereEl || object.el === el.sceneEl.cameraEl ||
          object.el.getAttribute('visible') === false || object.el === self.textEl ||
          object.el === self.semiSphereEl) {
        return;
      }
      object.el.setAttribute('visible', false);
      hiddenEls.push(object.el);
    });
  },

  showAll: function () {
    this.hiddenEls.forEach(function (el) { el.setAttribute('visible', true); });
    this.hiddenEls = [];
  },

  /**
   * Calculate whether the camera faces the front or back face of the portal.
   * @returns {number} > 0 if camera faces front of portal, < 0 if it faces back of portal.
   */
  calculateCameraPortalOrientation: (function () {
    var mat4 = new THREE.Matrix4();
    var cameraPosition = new THREE.Vector3();
    var portalNormal = new THREE.Vector3(0, 0, 1);
    var portalPosition = new THREE.Vector3(0, 0, 0);

    return function () {
      var el = this.el;
      var camera = el.sceneEl.camera;

      // Reset tmp variables.
      cameraPosition.set(0, 0, 0);
      portalNormal.set(0, 0, 1);
      portalPosition.set(0, 0, 0);

      // Apply portal orientation to the normal.
      el.object3D.matrixWorld.extractRotation(mat4);
      portalNormal.applyMatrix4(mat4);

      // Calculate portal world position.
      el.object3D.updateMatrixWorld();
      el.object3D.localToWorld(portalPosition);

      // Calculate camera world position.
      camera.parent.parent.updateMatrixWorld();
      camera.parent.updateMatrixWorld();
      camera.updateMatrixWorld();
      camera.localToWorld(cameraPosition);

      // Calculate vector from portal to camera.
      // (portal) -------> (camera)
      cameraPosition.sub(portalPosition).normalize();
      portalNormal.normalize();

      // Side where camera approaches portal is given by sign of dot product of portal normal
      // and portal to camera vectors.
      return Math.sign(portalNormal.dot(cameraPosition));
    };
  })(),

  remove: function () {
    this.removeEventListener();
  }
});

/* eslint-disable */
registerShader('portal', {
  schema: {
    borderEnabled: {default: 1.0, type: 'int', is: 'uniform'},
    backgroundColor: {default: 'red', type: 'color', is: 'uniform'},
    pano: {type: 'map', is: 'uniform'},
    strokeColor: {default: 'white', type: 'color', is: 'uniform'}
  },

  vertexShader: [
    'vec3 portalPosition;',
    'varying vec3 vWorldPosition;',
    'varying float vDistanceToCenter;',
    'varying float vDistance;',
    'void main() {',
    'vDistanceToCenter = clamp(length(position - vec3(0.0, 0.0, 0.0)), 0.0, 1.0);',
    'portalPosition = (modelMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;',
    'vDistance = length(portalPosition - cameraPosition);',
    'vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;',
    'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
    '}'
  ].join('\n'),

  fragmentShader: [
    '#define RECIPROCAL_PI2 0.15915494',
    'uniform sampler2D pano;',
    'uniform vec3 strokeColor;',
    'uniform vec3 backgroundColor;',
    'uniform float borderEnabled;',
    'varying float vDistanceToCenter;',
    'varying float vDistance;',
    'varying vec3 vWorldPosition;',
    'void main() {',
    'vec3 direction = normalize(vWorldPosition - cameraPosition);',
    'vec2 sampleUV;',
    'float borderThickness = clamp(exp(-vDistance / 50.0), 0.6, 0.95);',
    'sampleUV.y = clamp(direction.y * 0.5  + 0.5, 0.0, 1.0);',
    'sampleUV.x = atan(direction.z, -direction.x) * -RECIPROCAL_PI2 + 0.5;',
    'if (vDistanceToCenter > borderThickness && borderEnabled == 1.0) {',
    'gl_FragColor = vec4(strokeColor, 1.0);',
    '} else {',
    'gl_FragColor = mix(texture2D(pano, sampleUV), vec4(backgroundColor, 1.0), clamp(pow((vDistance / 15.0), 2.0), 0.0, 1.0));',
    '}',
    '}'
  ].join('\n')
});
/* eslint-enable */

},{"../core/component":114,"../core/shader":124,"../lib/three":162}],71:[function(require,module,exports){
/* global DeviceOrientationEvent  */
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');
var utils = require('../utils/');
var bind = utils.bind;

// To avoid recalculation at every mouse movement tick
var PI_2 = Math.PI / 2;

/**
 * look-controls. Update entity pose, factoring mouse, touch, and WebVR API data.
 */
module.exports.Component = registerComponent('look-controls', {
  dependencies: ['position', 'rotation'],

  schema: {
    enabled: {default: true},
    magicWindowTrackingEnabled: {default: true},
    pointerLockEnabled: {default: false},
    reverseMouseDrag: {default: false},
    reverseTouchDrag: {default: false},
    touchEnabled: {default: true},
    mouseEnabled: {default: true}
  },

  init: function () {
    this.deltaYaw = 0;
    this.previousHMDPosition = new THREE.Vector3();
    this.hmdQuaternion = new THREE.Quaternion();
    this.magicWindowAbsoluteEuler = new THREE.Euler();
    this.magicWindowDeltaEuler = new THREE.Euler();
    this.position = new THREE.Vector3();
    this.magicWindowObject = new THREE.Object3D();
    this.rotation = {};
    this.deltaRotation = {};
    this.savedPose = null;
    this.pointerLocked = false;
    this.setupMouseControls();
    this.bindMethods();
    this.previousMouseEvent = {};

    this.setupMagicWindowControls();

    // To save / restore camera pose
    this.savedPose = {
      position: new THREE.Vector3(),
      rotation: new THREE.Euler()
    };

    // Call enter VR handler if the scene has entered VR before the event listeners attached.
    if (this.el.sceneEl.is('vr-mode') || this.el.sceneEl.is('ar-mode')) { this.onEnterVR(); }
  },

  setupMagicWindowControls: function () {
    var magicWindowControls;
    var data = this.data;

    // Only on mobile devices and only enabled if DeviceOrientation permission has been granted.
    if (utils.device.isMobile() || utils.device.isMobileDeviceRequestingDesktopSite()) {
      magicWindowControls = this.magicWindowControls = new THREE.DeviceOrientationControls(this.magicWindowObject);
      if (typeof DeviceOrientationEvent !== 'undefined' && DeviceOrientationEvent.requestPermission) {
        magicWindowControls.enabled = false;
        if (this.el.sceneEl.components['device-orientation-permission-ui'].permissionGranted) {
          magicWindowControls.enabled = data.magicWindowTrackingEnabled;
        } else {
          this.el.sceneEl.addEventListener('deviceorientationpermissiongranted', function () {
            magicWindowControls.enabled = data.magicWindowTrackingEnabled;
          });
        }
      }
    }
  },

  update: function (oldData) {
    var data = this.data;

    // Disable grab cursor classes if no longer enabled.
    if (data.enabled !== oldData.enabled) {
      this.updateGrabCursor(data.enabled);
    }

    // Reset magic window eulers if tracking is disabled.
    if (oldData && !data.magicWindowTrackingEnabled && oldData.magicWindowTrackingEnabled) {
      this.magicWindowAbsoluteEuler.set(0, 0, 0);
      this.magicWindowDeltaEuler.set(0, 0, 0);
    }

    // Pass on magic window tracking setting to magicWindowControls.
    if (this.magicWindowControls) {
      this.magicWindowControls.enabled = data.magicWindowTrackingEnabled;
    }

    if (oldData && !data.pointerLockEnabled !== oldData.pointerLockEnabled) {
      this.removeEventListeners();
      this.addEventListeners();
      if (this.pointerLocked) { this.exitPointerLock(); }
    }
  },

  tick: function (t) {
    var data = this.data;
    if (!data.enabled) { return; }
    this.updateOrientation();
  },

  play: function () {
    this.addEventListeners();
  },

  pause: function () {
    this.removeEventListeners();
    if (this.pointerLocked) { this.exitPointerLock(); }
  },

  remove: function () {
    this.removeEventListeners();
    if (this.pointerLocked) { this.exitPointerLock(); }
  },

  bindMethods: function () {
    this.onMouseDown = bind(this.onMouseDown, this);
    this.onMouseMove = bind(this.onMouseMove, this);
    this.onMouseUp = bind(this.onMouseUp, this);
    this.onTouchStart = bind(this.onTouchStart, this);
    this.onTouchMove = bind(this.onTouchMove, this);
    this.onTouchEnd = bind(this.onTouchEnd, this);
    this.onEnterVR = bind(this.onEnterVR, this);
    this.onExitVR = bind(this.onExitVR, this);
    this.onPointerLockChange = bind(this.onPointerLockChange, this);
    this.onPointerLockError = bind(this.onPointerLockError, this);
  },

 /**
  * Set up states and Object3Ds needed to store rotation data.
  */
  setupMouseControls: function () {
    this.mouseDown = false;
    this.pitchObject = new THREE.Object3D();
    this.yawObject = new THREE.Object3D();
    this.yawObject.position.y = 10;
    this.yawObject.add(this.pitchObject);
  },

  /**
   * Add mouse and touch event listeners to canvas.
   */
  addEventListeners: function () {
    var sceneEl = this.el.sceneEl;
    var canvasEl = sceneEl.canvas;

    // Wait for canvas to load.
    if (!canvasEl) {
      sceneEl.addEventListener('render-target-loaded', bind(this.addEventListeners, this));
      return;
    }

    // Mouse events.
    canvasEl.addEventListener('mousedown', this.onMouseDown, false);
    window.addEventListener('mousemove', this.onMouseMove, false);
    window.addEventListener('mouseup', this.onMouseUp, false);

    // Touch events.
    canvasEl.addEventListener('touchstart', this.onTouchStart);
    window.addEventListener('touchmove', this.onTouchMove);
    window.addEventListener('touchend', this.onTouchEnd);

    // sceneEl events.
    sceneEl.addEventListener('enter-vr', this.onEnterVR);
    sceneEl.addEventListener('exit-vr', this.onExitVR);

    // Pointer Lock events.
    if (this.data.pointerLockEnabled) {
      document.addEventListener('pointerlockchange', this.onPointerLockChange, false);
      document.addEventListener('mozpointerlockchange', this.onPointerLockChange, false);
      document.addEventListener('pointerlockerror', this.onPointerLockError, false);
    }
  },

  /**
   * Remove mouse and touch event listeners from canvas.
   */
  removeEventListeners: function () {
    var sceneEl = this.el.sceneEl;
    var canvasEl = sceneEl && sceneEl.canvas;

    if (!canvasEl) { return; }

    // Mouse events.
    canvasEl.removeEventListener('mousedown', this.onMouseDown);
    window.removeEventListener('mousemove', this.onMouseMove);
    window.removeEventListener('mouseup', this.onMouseUp);

    // Touch events.
    canvasEl.removeEventListener('touchstart', this.onTouchStart);
    window.removeEventListener('touchmove', this.onTouchMove);
    window.removeEventListener('touchend', this.onTouchEnd);

    // sceneEl events.
    sceneEl.removeEventListener('enter-vr', this.onEnterVR);
    sceneEl.removeEventListener('exit-vr', this.onExitVR);

    // Pointer Lock events.
    document.removeEventListener('pointerlockchange', this.onPointerLockChange, false);
    document.removeEventListener('mozpointerlockchange', this.onPointerLockChange, false);
    document.removeEventListener('pointerlockerror', this.onPointerLockError, false);
  },

  /**
   * Update orientation for mobile, mouse drag, and headset.
   * Mouse-drag only enabled if HMD is not active.
   */
  updateOrientation: function () {
    var object3D = this.el.object3D;
    var pitchObject = this.pitchObject;
    var yawObject = this.yawObject;
    var sceneEl = this.el.sceneEl;

    // In VR or AR mode, THREE is in charge of updating the camera pose.
    if ((sceneEl.is('vr-mode') || sceneEl.is('ar-mode')) && sceneEl.checkHeadsetConnected()) {
      // With WebXR THREE applies headset pose to the object3D internally.
      return;
    }

    this.updateMagicWindowOrientation();

    // On mobile, do camera rotation with touch events and sensors.
    object3D.rotation.x = this.magicWindowDeltaEuler.x + pitchObject.rotation.x;
    object3D.rotation.y = this.magicWindowDeltaEuler.y + yawObject.rotation.y;
    object3D.rotation.z = this.magicWindowDeltaEuler.z;
  },

  updateMagicWindowOrientation: function () {
    var magicWindowAbsoluteEuler = this.magicWindowAbsoluteEuler;
    var magicWindowDeltaEuler = this.magicWindowDeltaEuler;
    // Calculate magic window HMD quaternion.
    if (this.magicWindowControls && this.magicWindowControls.enabled) {
      this.magicWindowControls.update();
      magicWindowAbsoluteEuler.setFromQuaternion(this.magicWindowObject.quaternion, 'YXZ');
      if (!this.previousMagicWindowYaw && magicWindowAbsoluteEuler.y !== 0) {
        this.previousMagicWindowYaw = magicWindowAbsoluteEuler.y;
      }
      if (this.previousMagicWindowYaw) {
        magicWindowDeltaEuler.x = magicWindowAbsoluteEuler.x;
        magicWindowDeltaEuler.y += magicWindowAbsoluteEuler.y - this.previousMagicWindowYaw;
        magicWindowDeltaEuler.z = magicWindowAbsoluteEuler.z;
        this.previousMagicWindowYaw = magicWindowAbsoluteEuler.y;
      }
    }
  },

  /**
   * Translate mouse drag into rotation.
   *
   * Dragging up and down rotates the camera around the X-axis (yaw).
   * Dragging left and right rotates the camera around the Y-axis (pitch).
   */
  onMouseMove: function (evt) {
    var direction;
    var movementX;
    var movementY;
    var pitchObject = this.pitchObject;
    var previousMouseEvent = this.previousMouseEvent;
    var yawObject = this.yawObject;

    // Not dragging or not enabled.
    if (!this.data.enabled || (!this.mouseDown && !this.pointerLocked)) { return; }

    // Calculate delta.
    if (this.pointerLocked) {
      movementX = evt.movementX || evt.mozMovementX || 0;
      movementY = evt.movementY || evt.mozMovementY || 0;
    } else {
      movementX = evt.screenX - previousMouseEvent.screenX;
      movementY = evt.screenY - previousMouseEvent.screenY;
    }
    this.previousMouseEvent.screenX = evt.screenX;
    this.previousMouseEvent.screenY = evt.screenY;

    // Calculate rotation.
    direction = this.data.reverseMouseDrag ? 1 : -1;
    yawObject.rotation.y += movementX * 0.002 * direction;
    pitchObject.rotation.x += movementY * 0.002 * direction;
    pitchObject.rotation.x = Math.max(-PI_2, Math.min(PI_2, pitchObject.rotation.x));
  },

  /**
   * Register mouse down to detect mouse drag.
   */
  onMouseDown: function (evt) {
    var sceneEl = this.el.sceneEl;
    if (!this.data.enabled || !this.data.mouseEnabled || ((sceneEl.is('vr-mode') || sceneEl.is('ar-mode')) && sceneEl.checkHeadsetConnected())) { return; }
    // Handle only primary button.
    if (evt.button !== 0) { return; }

    var canvasEl = sceneEl && sceneEl.canvas;

    this.mouseDown = true;
    this.previousMouseEvent.screenX = evt.screenX;
    this.previousMouseEvent.screenY = evt.screenY;
    this.showGrabbingCursor();

    if (this.data.pointerLockEnabled && !this.pointerLocked) {
      if (canvasEl.requestPointerLock) {
        canvasEl.requestPointerLock();
      } else if (canvasEl.mozRequestPointerLock) {
        canvasEl.mozRequestPointerLock();
      }
    }
  },

  /**
   * Shows grabbing cursor on scene
   */
  showGrabbingCursor: function () {
    this.el.sceneEl.canvas.style.cursor = 'grabbing';
  },

  /**
   * Hides grabbing cursor on scene
   */
  hideGrabbingCursor: function () {
    this.el.sceneEl.canvas.style.cursor = '';
  },

  /**
   * Register mouse up to detect release of mouse drag.
   */
  onMouseUp: function () {
    this.mouseDown = false;
    this.hideGrabbingCursor();
  },

  /**
   * Register touch down to detect touch drag.
   */
  onTouchStart: function (evt) {
    if (evt.touches.length !== 1 ||
        !this.data.touchEnabled ||
        this.el.sceneEl.is('vr-mode') ||
        this.el.sceneEl.is('ar-mode')) { return; }
    this.touchStart = {
      x: evt.touches[0].pageX,
      y: evt.touches[0].pageY
    };
    this.touchStarted = true;
  },

  /**
   * Translate touch move to Y-axis rotation.
   */
  onTouchMove: function (evt) {
    var direction;
    var canvas = this.el.sceneEl.canvas;
    var deltaY;
    var yawObject = this.yawObject;

    if (!this.touchStarted || !this.data.touchEnabled) { return; }

    deltaY = 2 * Math.PI * (evt.touches[0].pageX - this.touchStart.x) / canvas.clientWidth;

    direction = this.data.reverseTouchDrag ? 1 : -1;
    // Limit touch orientaion to to yaw (y axis).
    yawObject.rotation.y -= deltaY * 0.5 * direction;
    this.touchStart = {
      x: evt.touches[0].pageX,
      y: evt.touches[0].pageY
    };
  },

  /**
   * Register touch end to detect release of touch drag.
   */
  onTouchEnd: function () {
    this.touchStarted = false;
  },

  /**
   * Save pose.
   */
  onEnterVR: function () {
    var sceneEl = this.el.sceneEl;
    if (!sceneEl.checkHeadsetConnected()) { return; }
    this.saveCameraPose();
    this.el.object3D.position.set(0, 0, 0);
    this.el.object3D.rotation.set(0, 0, 0);
    if (sceneEl.hasWebXR) {
      this.el.object3D.matrixAutoUpdate = false;
      this.el.object3D.updateMatrix();
    }
  },

  /**
   * Restore the pose.
   */
  onExitVR: function () {
    if (!this.el.sceneEl.checkHeadsetConnected()) { return; }
    this.restoreCameraPose();
    this.previousHMDPosition.set(0, 0, 0);
    this.el.object3D.matrixAutoUpdate = true;
  },

  /**
   * Update Pointer Lock state.
   */
  onPointerLockChange: function () {
    this.pointerLocked = !!(document.pointerLockElement || document.mozPointerLockElement);
  },

  /**
   * Recover from Pointer Lock error.
   */
  onPointerLockError: function () {
    this.pointerLocked = false;
  },

  // Exits pointer-locked mode.
  exitPointerLock: function () {
    document.exitPointerLock();
    this.pointerLocked = false;
  },

  /**
   * Toggle the feature of showing/hiding the grab cursor.
   */
  updateGrabCursor: function (enabled) {
    var sceneEl = this.el.sceneEl;

    function enableGrabCursor () { sceneEl.canvas.classList.add('a-grab-cursor'); }
    function disableGrabCursor () { sceneEl.canvas.classList.remove('a-grab-cursor'); }

    if (!sceneEl.canvas) {
      if (enabled) {
        sceneEl.addEventListener('render-target-loaded', enableGrabCursor);
      } else {
        sceneEl.addEventListener('render-target-loaded', disableGrabCursor);
      }
      return;
    }

    if (enabled) {
      enableGrabCursor();
      return;
    }
    disableGrabCursor();
  },

  /**
   * Save camera pose before entering VR to restore later if exiting.
   */
  saveCameraPose: function () {
    var el = this.el;

    this.savedPose.position.copy(el.object3D.position);
    this.savedPose.rotation.copy(el.object3D.rotation);
    this.hasSavedPose = true;
  },

  /**
   * Reset camera pose to before entering VR.
   */
  restoreCameraPose: function () {
    var el = this.el;
    var savedPose = this.savedPose;

    if (!this.hasSavedPose) { return; }

    // Reset camera orientation.
    el.object3D.position.copy(savedPose.position);
    el.object3D.rotation.copy(savedPose.rotation);
    this.hasSavedPose = false;
  }
});

},{"../core/component":114,"../lib/three":162,"../utils/":190}],72:[function(require,module,exports){
var bind = require('../utils/bind');
var registerComponent = require('../core/component').registerComponent;

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

// See Profiles Registry:
// https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry
// TODO: Add a more robust system for deriving gamepad name.
var GAMEPAD_ID_PREFIX = 'magicleap';
var GAMEPAD_ID_SUFFIX = '-one';
var GAMEPAD_ID_COMPOSITE = GAMEPAD_ID_PREFIX + GAMEPAD_ID_SUFFIX;

var MAGICLEAP_CONTROLLER_MODEL_GLB_URL = 'https://cdn.aframe.io/controllers/magicleap/magicleap-one-controller.glb';

/**
 * Button IDs:
 * 0 - trigger
 * 1 - grip
 * 2 - touchpad
 * 3 - menu (never dispatched on this layer)
 *
 * Axis:
 * 0 - touchpad x axis
 * 1 - touchpad y axis
 */
var INPUT_MAPPING_WEBXR = {
  axes: {touchpad: [0, 1]},
  buttons: ['trigger', 'grip', 'touchpad', 'menu']
};

/**
 * Magic Leap Controls
 * Interface with Magic Leap control and map Gamepad events to controller
 * buttons: trigger, grip, touchpad, and menu.
 * Load a controller model.
 */
module.exports.Component = registerComponent('magicleap-controls', {
  schema: {
    hand: {default: 'none'},
    model: {default: true},
    orientationOffset: {type: 'vec3'}
  },

  mapping: INPUT_MAPPING_WEBXR,

  init: function () {
    var self = this;
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.previousButtonValues = {};
    this.rendererSystem = this.el.sceneEl.systems.renderer;

    this.bindMethods();
  },

  update: function () {
    var data = this.data;
    this.controllerIndex = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2;
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('axismove', this.onAxisMoved);
    el.addEventListener('model-loaded', this.onModelLoaded);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('axismove', this.onAxisMoved);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    this.controllerEventsActive = false;
  },

  checkIfControllerPresent: function () {
    var data = this.data;
    checkControllerPresentAndSetup(this, GAMEPAD_ID_COMPOSITE,
                                   {index: this.controllerIndex, hand: data.hand});
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;

    el.setAttribute('tracked-controls', {
      // TODO: verify expected behavior between reserved prefixes.
      idPrefix: GAMEPAD_ID_COMPOSITE,
      hand: data.hand,
      controller: this.controllerIndex,
      orientationOffset: data.orientationOffset
    });

    // Load model.
    if (!this.data.model) { return; }
    this.el.setAttribute('gltf-model', MAGICLEAP_CONTROLLER_MODEL_GLB_URL);
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    // Note that due to gamepadconnected event propagation issues, we don't rely on events.
    this.checkIfControllerPresent();
  },

  /**
   * Rotate the trigger button based on how hard the trigger is pressed.
   */
  onButtonChanged: function (evt) {
    var button = this.mapping.buttons[evt.detail.id];
    var analogValue;

    if (!button) { return; }
    if (button === 'trigger') {
      analogValue = evt.detail.state.value;
      console.log('analog value of trigger press: ' + analogValue);
    }

    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onModelLoaded: function (evt) {
    var controllerObject3D = evt.detail.model;
    // our glb scale is too large.
    controllerObject3D.scale.set(0.01, 0.01, 0.01);
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  updateModel: function (buttonName, evtName) {},

  setButtonColor: function (buttonName, color) {}

});

},{"../core/component":114,"../utils/bind":184,"../utils/tracked-controls":199}],73:[function(require,module,exports){
/* global Promise */
var utils = require('../utils/');
var component = require('../core/component');
var THREE = require('../lib/three');
var shader = require('../core/shader');

var error = utils.debug('components:material:error');
var registerComponent = component.registerComponent;
var shaders = shader.shaders;
var shaderNames = shader.shaderNames;

/**
 * Material component.
 *
 * @member {object} shader - Determines how material is shaded. Defaults to `standard`,
 *         three.js's implementation of PBR. Another standard shading model is `flat` which
 *         uses MeshBasicMaterial.
 */
module.exports.Component = registerComponent('material', {
  schema: {
    alphaTest: {default: 0.0, min: 0.0, max: 1.0},
    depthTest: {default: true},
    depthWrite: {default: true},
    flatShading: {default: false},
    npot: {default: false},
    offset: {type: 'vec2', default: {x: 0, y: 0}},
    opacity: {default: 1.0, min: 0.0, max: 1.0},
    repeat: {type: 'vec2', default: {x: 1, y: 1}},
    shader: {default: 'standard', oneOf: shaderNames, schemaChange: true},
    side: {default: 'front', oneOf: ['front', 'back', 'double']},
    transparent: {default: false},
    vertexColors: {type: 'string', default: 'none', oneOf: ['face', 'vertex']},
    visible: {default: true},
    blending: {default: 'normal', oneOf: ['none', 'normal', 'additive', 'subtractive', 'multiply']},
    dithering: {default: true}
  },

  init: function () {
    this.material = null;
  },

  /**
   * Update or create material.
   *
   * @param {object|null} oldData
   */
  update: function (oldData) {
    var data = this.data;
    if (!this.shader || data.shader !== oldData.shader) {
      this.updateShader(data.shader);
    }
    this.shader.update(this.data);
    this.updateMaterial(oldData);
  },

  updateSchema: function (data) {
    var currentShader;
    var newShader;
    var schema;
    var shader;

    newShader = data && data.shader;
    currentShader = this.oldData && this.oldData.shader;
    shader = newShader || currentShader;
    schema = shaders[shader] && shaders[shader].schema;

    if (!schema) { error('Unknown shader schema ' + shader); }
    if (currentShader && newShader === currentShader) { return; }
    this.extendSchema(schema);
    this.updateBehavior();
  },

  updateBehavior: function () {
    var key;
    var sceneEl = this.el.sceneEl;
    var schema = this.schema;
    var self = this;
    var tickProperties;

    function tickTime (time, delta) {
      var key;
      for (key in tickProperties) {
        tickProperties[key] = time;
      }
      self.shader.update(tickProperties);
    }

    this.tick = undefined;

    tickProperties = {};
    for (key in schema) {
      if (schema[key].type === 'time') {
        this.tick = tickTime;
        tickProperties[key] = true;
      }
    }

    if (!sceneEl) { return; }
    if (this.tick) {
      sceneEl.addBehavior(this);
    } else {
      sceneEl.removeBehavior(this);
    }
  },

  updateShader: function (shaderName) {
    var data = this.data;
    var Shader = shaders[shaderName] && shaders[shaderName].Shader;
    var shaderInstance;

    if (!Shader) { throw new Error('Unknown shader ' + shaderName); }

    // Get material from A-Frame shader.
    shaderInstance = this.shader = new Shader();
    shaderInstance.el = this.el;
    shaderInstance.init(data);
    this.setMaterial(shaderInstance.material);
    this.updateSchema(data);
  },

  /**
   * Set and update base material properties.
   * Set `needsUpdate` when needed.
   */
  updateMaterial: function (oldData) {
    var data = this.data;
    var material = this.material;
    var oldDataHasKeys;

    // Base material properties.
    material.alphaTest = data.alphaTest;
    material.depthTest = data.depthTest !== false;
    material.depthWrite = data.depthWrite !== false;
    material.opacity = data.opacity;
    material.flatShading = data.flatShading;
    material.side = parseSide(data.side);
    material.transparent = data.transparent !== false || data.opacity < 1.0;
    material.vertexColors = parseVertexColors(data.vertexColors);
    material.visible = data.visible;
    material.blending = parseBlending(data.blending);
    material.dithering = data.dithering;

    // Check if material needs update.
    for (oldDataHasKeys in oldData) { break; }
    if (oldDataHasKeys &&
        (oldData.alphaTest !== data.alphaTest ||
         oldData.side !== data.side ||
         oldData.vertexColors !== data.vertexColors)) {
      material.needsUpdate = true;
    }
  },

  /**
   * Remove material on remove (callback).
   * Dispose of it from memory and unsubscribe from scene updates.
   */
  remove: function () {
    var defaultMaterial = new THREE.MeshBasicMaterial();
    var material = this.material;
    var object3D = this.el.getObject3D('mesh');
    if (object3D) { object3D.material = defaultMaterial; }
    disposeMaterial(material, this.system);
  },

  /**
   * (Re)create new material. Has side-effects of setting `this.material` and updating
   * material registration in scene.
   *
   * @param {object} data - Material component data.
   * @param {object} type - Material type to create.
   * @returns {object} Material.
   */
  setMaterial: function (material) {
    var el = this.el;
    var mesh;
    var system = this.system;

    if (this.material) { disposeMaterial(this.material, system); }

    this.material = material;
    system.registerMaterial(material);

    // Set on mesh. If mesh does not exist, wait for it.
    mesh = el.getObject3D('mesh');
    if (mesh) {
      mesh.material = material;
    } else {
      el.addEventListener('object3dset', function waitForMesh (evt) {
        if (evt.detail.type !== 'mesh' || evt.target !== el) { return; }
        el.getObject3D('mesh').material = material;
        el.removeEventListener('object3dset', waitForMesh);
      });
    }
  }
});

/**
 * Return a three.js constant determining which material face sides to render
 * based on the side parameter (passed as a component property).
 *
 * @param {string} [side=front] - `front`, `back`, or `double`.
 * @returns {number} THREE.FrontSide, THREE.BackSide, or THREE.DoubleSide.
 */
function parseSide (side) {
  switch (side) {
    case 'back': {
      return THREE.BackSide;
    }
    case 'double': {
      return THREE.DoubleSide;
    }
    default: {
      // Including case `front`.
      return THREE.FrontSide;
    }
  }
}

/**
 * Return a three.js constant determining vertex coloring.
 */
function parseVertexColors (coloring) {
  switch (coloring) {
    case 'face': {
      return THREE.FaceColors;
    }
    case 'vertex': {
      return THREE.VertexColors;
    }
    default: {
      return THREE.NoColors;
    }
  }
}

/**
 * Return a three.js constant determining blending
 *
 * @param {string} [blending=normal]
 * - `none`, additive`, `subtractive`,`multiply` or `normal`.
 * @returns {number}
 */
function parseBlending (blending) {
  switch (blending) {
    case 'none': {
      return THREE.NoBlending;
    }
    case 'additive': {
      return THREE.AdditiveBlending;
    }
    case 'subtractive': {
      return THREE.SubtractiveBlending;
    }
    case 'multiply': {
      return THREE.MultiplyBlending;
    }
    default: {
      return THREE.NormalBlending;
    }
  }
}

/**
 * Dispose of material from memory and unsubscribe material from scene updates like fog.
 */
function disposeMaterial (material, system) {
  material.dispose();
  system.unregisterMaterial(material);
}

},{"../core/component":114,"../core/shader":124,"../lib/three":162,"../utils/":190}],74:[function(require,module,exports){
var debug = require('../utils/debug');
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');

var warn = debug('components:obj-model:warn');

module.exports.Component = registerComponent('obj-model', {
  schema: {
    mtl: {type: 'model'},
    obj: {type: 'model'}
  },

  init: function () {
    var self = this;

    this.model = null;
    this.objLoader = new THREE.OBJLoader();
    this.mtlLoader = new THREE.MTLLoader(this.objLoader.manager);
    // Allow cross-origin images to be loaded.
    this.mtlLoader.crossOrigin = '';

    this.el.addEventListener('componentinitialized', function (evt) {
      if (!self.model) { return; }
      if (evt.detail.name !== 'material') { return; }
      self.applyMaterial();
    });
  },

  update: function () {
    var data = this.data;
    if (!data.obj) { return; }
    this.resetMesh();
    this.loadObj(data.obj, data.mtl);
  },

  remove: function () {
    if (!this.model) { return; }
    this.resetMesh();
  },

  resetMesh: function () {
    this.el.removeObject3D('mesh');
  },

  loadObj: function (objUrl, mtlUrl) {
    var self = this;
    var el = this.el;
    var mtlLoader = this.mtlLoader;
    var objLoader = this.objLoader;
    var rendererSystem = this.el.sceneEl.systems.renderer;
    var BASE_PATH = mtlUrl.substr(0, mtlUrl.lastIndexOf('/') + 1);

    if (mtlUrl) {
      // .OBJ with an .MTL.
      if (el.hasAttribute('material')) {
        warn('Material component properties are ignored when a .MTL is provided');
      }
      mtlLoader.setResourcePath(BASE_PATH);
      mtlLoader.load(mtlUrl, function (materials) {
        materials.preload();
        objLoader.setMaterials(materials);
        objLoader.load(objUrl, function (objModel) {
          self.model = objModel;
          self.model.traverse(function (object) {
            if (object.isMesh) {
              var material = object.material;
              if (material.color) rendererSystem.applyColorCorrection(material.color);
              if (material.map) rendererSystem.applyColorCorrection(material.map);
              if (material.emissive) rendererSystem.applyColorCorrection(material.emissive);
              if (material.emissiveMap) rendererSystem.applyColorCorrection(material.emissiveMap);
            }
          });
          el.setObject3D('mesh', objModel);
          el.emit('model-loaded', {format: 'obj', model: objModel});
        });
      });
      return;
    }

    // .OBJ only.
    objLoader.load(objUrl, function loadObjOnly (objModel) {
      self.model = objModel;
      self.applyMaterial();
      el.setObject3D('mesh', objModel);
      el.emit('model-loaded', {format: 'obj', model: objModel});
    });
  },

  /**
   * Apply material from material component recursively.
   */
  applyMaterial: function () {
    var material = this.el.components.material;
    if (!material) { return; }
    this.model.traverse(function (child) {
      if (child instanceof THREE.Mesh) {
        child.material = material.material;
      }
    });
  }
});

},{"../core/component":114,"../lib/three":162,"../utils/debug":186}],75:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;
var isWebXRAvailable = require('../utils/').device.isWebXRAvailable;

var GAMEPAD_ID_WEBXR = 'oculus-go';
var GAMEPAD_ID_WEBVR = 'Oculus Go';

var OCULUS_GO_CONTROLLER_MODEL_URL = 'https://cdn.aframe.io/controllers/oculus/go/oculus-go-controller.gltf';

// Prefix for Gen1 and Gen2 Oculus Touch Controllers.
var GAMEPAD_ID_PREFIX = isWebXRAvailable ? GAMEPAD_ID_WEBXR : GAMEPAD_ID_WEBVR;

/**
 * Button indices:
 * 0 - trackpad
 * 1 - trigger
 *
 * Axis:
 * 0 - trackpad x
 * 1 - trackpad y
 */
var INPUT_MAPPING_WEBVR = {
  axes: {trackpad: [0, 1]},
  buttons: ['trackpad', 'trigger']
};

/**
 * Button indices:
 * 0 - trigger
 * 1 - none
 * 2 - touchpad
 *
 * Axis:
 * 0 - touchpad x
 * 1 - touchpad y
 * Reference: https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/oculus/oculus-go.json
 */
var INPUT_MAPPING_WEBXR = {
  axes: {touchpad: [0, 1]},
  buttons: ['trigger', 'none', 'touchpad']
};

var INPUT_MAPPING = isWebXRAvailable ? INPUT_MAPPING_WEBXR : INPUT_MAPPING_WEBVR;

/**
 * Oculus Go controls.
 * Interface with Oculus Go controller and map Gamepad events to
 * controller buttons: trackpad, trigger
 * Load a controller model and highlight the pressed buttons.
 */
module.exports.Component = registerComponent('oculus-go-controls', {
  schema: {
    hand: {default: ''},  // This informs the degenerate arm model.
    buttonColor: {type: 'color', default: '#FFFFFF'},
    buttonTouchedColor: {type: 'color', default: '#BBBBBB'},
    buttonHighlightColor: {type: 'color', default: '#7A7A7A'},
    model: {default: true},
    orientationOffset: {type: 'vec3'},
    armModel: {default: true}
  },

  mapping: INPUT_MAPPING,

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  init: function () {
    var self = this;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    this.bindMethods();
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('model-loaded', this.onModelLoaded);
    el.addEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    el.removeEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = false;
  },

  checkIfControllerPresent: function () {
    checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX,
                                        this.data.hand ? {hand: this.data.hand} : {});
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;
    el.setAttribute('tracked-controls', {
      armModel: data.armModel,
      hand: data.hand,
      idPrefix: GAMEPAD_ID_PREFIX,
      orientationOffset: data.orientationOffset
    });
    if (!this.data.model) { return; }
    this.el.setAttribute('gltf-model', OCULUS_GO_CONTROLLER_MODEL_URL);
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    this.checkIfControllerPresent();
  },

  // No need for onButtonChanged, since Oculus Go controller has no analog buttons.

  onModelLoaded: function (evt) {
    var controllerObject3D = evt.detail.model;
    var buttonMeshes;

    if (!this.data.model) { return; }
    buttonMeshes = this.buttonMeshes = {};
    buttonMeshes.trigger = controllerObject3D.getObjectByName('oculus_go_button_trigger');
    buttonMeshes.trackpad = controllerObject3D.getObjectByName('oculus_go_touchpad');
    buttonMeshes.touchpad = controllerObject3D.getObjectByName('oculus_go_touchpad');
  },

  onButtonChanged: function (evt) {
    var button = this.mapping.buttons[evt.detail.id];
    if (!button) return;
    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  updateModel: function (buttonName, evtName) {
    if (!this.data.model) { return; }
    this.updateButtonModel(buttonName, evtName);
  },

  updateButtonModel: function (buttonName, state) {
    var buttonMeshes = this.buttonMeshes;
    if (!buttonMeshes || !buttonMeshes[buttonName]) { return; }
    var color;
    var button;
    switch (state) {
      case 'down':
        color = this.data.buttonHighlightColor;
        break;
      case 'touchstart':
        color = this.data.buttonTouchedColor;
        break;
      default:
        color = this.data.buttonColor;
    }
    button = buttonMeshes[buttonName];
    button.material.color.set(color);
    this.rendererSystem.applyColorCorrection(button.material.color);
  }
});

},{"../core/component":114,"../utils/":190,"../utils/bind":184,"../utils/tracked-controls":199}],76:[function(require,module,exports){
var bind = require('../utils/bind');
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

var isWebXRAvailable = require('../utils/').device.isWebXRAvailable;

var GAMEPAD_ID_WEBXR = 'oculus-touch';
var GAMEPAD_ID_WEBVR = 'Oculus Touch';

// Prefix for Gen1 and Gen2 Oculus Touch Controllers.
var GAMEPAD_ID_PREFIX = isWebXRAvailable ? GAMEPAD_ID_WEBXR : GAMEPAD_ID_WEBVR;

// First generation model URL.
var TOUCH_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-';

var OCULUS_TOUCH_WEBVR = {
  left: {
    modelUrl: TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.gltf',
    rayOrigin: {origin: {x: 0.008, y: -0.01, z: 0}, direction: {x: 0, y: -0.8, z: -1}},
    modelPivotOffset: new THREE.Vector3(-0.005, 0.003, -0.055),
    modelPivotRotation: new THREE.Euler(0, 0, 0)
  },
  right: {
    modelUrl: TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.gltf',
    rayOrigin: {origin: {x: -0.008, y: -0.01, z: 0}, direction: {x: 0, y: -0.8, z: -1}},
    modelPivotOffset: new THREE.Vector3(0.005, 0.003, -0.055),
    modelPivotRotation: new THREE.Euler(0, 0, 0)
  }
};

var OCULUS_TOUCH_WEBXR = {
  left: {
    modelUrl: TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.gltf',
    rayOrigin: {origin: {x: 0.002, y: -0.005, z: -0.03}, direction: {x: 0, y: -0.8, z: -1}},
    modelPivotOffset: new THREE.Vector3(-0.005, 0.036, -0.037),
    modelPivotRotation: new THREE.Euler(Math.PI / 4.5, 0, 0)
  },
  right: {
    modelUrl: TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.gltf',
    rayOrigin: {origin: {x: -0.002, y: -0.005, z: -0.03}, direction: {x: 0, y: -0.8, z: -1}},
    modelPivotOffset: new THREE.Vector3(0.005, 0.036, -0.037),
    modelPivotRotation: new THREE.Euler(Math.PI / 4.5, 0, 0)
  }
};

var OCULUS_TOUCH_CONFIG = isWebXRAvailable ? OCULUS_TOUCH_WEBXR : OCULUS_TOUCH_WEBVR;

var CONTROLLER_DEFAULT = 'oculus-touch';
var CONTROLLER_PROPERTIES = {
  'oculus-touch': OCULUS_TOUCH_CONFIG,
  'oculus-touch-v2': {
    left: {
      modelUrl: TOUCH_CONTROLLER_MODEL_BASE_URL + 'gen2-left.gltf',
      rayOrigin: {origin: {x: -0.01, y: 0, z: -0.02}, direction: {x: 0, y: -0.5, z: -1}},
      modelPivotOffset: new THREE.Vector3(0, 0, 0),
      modelPivotRotation: new THREE.Euler(0, 0, 0)
    },
    right: {
      modelUrl: TOUCH_CONTROLLER_MODEL_BASE_URL + 'gen2-right.gltf',
      rayOrigin: {origin: {x: 0.01, y: 0, z: -0.02}, direction: {x: 0, y: -0.5, z: -1}},
      modelPivotOffset: new THREE.Vector3(0, 0, 0),
      modelPivotRotation: new THREE.Euler(0, 0, 0)
    }
  },
  'oculus-touch-v3': {
    left: {
      modelUrl: TOUCH_CONTROLLER_MODEL_BASE_URL + 'v3-left.glb',
      rayOrigin: {origin: {x: 0.015, y: 0.005, z: 0}, direction: {x: 0, y: 0, z: -1}},
      modelPivotOffset: new THREE.Vector3(0.01, -0.01, 0.05),
      modelPivotRotation: new THREE.Euler(Math.PI / 4, 0, 0)
    },
    right: {
      modelUrl: TOUCH_CONTROLLER_MODEL_BASE_URL + 'v3-right.glb',
      rayOrigin: {origin: {x: -0.015, y: 0.005, z: 0}, direction: {x: 0, y: 0, z: -1}},
      modelPivotOffset: new THREE.Vector3(-0.01, -0.01, 0.05),
      modelPivotRotation: new THREE.Euler(Math.PI / 4, 0, 0)
    }
  }
};

/**
 * Button indices:
 * 0 - thumbstick (which has separate axismove / thumbstickmoved events)
 * 1 - trigger (with analog value, which goes up to 1)
 * 2 - grip (with analog value, which goes up to 1)
 * 3 - X (left) or A (right)
 * 4 - Y (left) or B (right)
 * 5 - surface (touch only)
 */
var INPUT_MAPPING_WEBVR = {
  left: {
    axes: {thumbstick: [0, 1]},
    buttons: ['thumbstick', 'trigger', 'grip', 'xbutton', 'ybutton', 'surface']
  },
  right: {
    axes: {thumbstick: [0, 1]},
    buttons: ['thumbstick', 'trigger', 'grip', 'abutton', 'bbutton', 'surface']
  }
};

/**
 * Button indices:
 * 0 - trigger
 * 1 - grip
 * 2 - none
 * 3 - thumbstick
 * 4 - X or A button
 * 5 - Y or B button
 * 6 - surface
 *
 * Axis:
 * 0 - none
 * 1 - none
 * 2 - thumbstick
 * 3 - thumbstick
 * Reference: https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/oculus/oculus-touch.json
 */
var INPUT_MAPPING_WEBXR = {
  left: {
    axes: {thumbstick: [2, 3]},
    buttons: ['trigger', 'grip', 'none', 'thumbstick', 'xbutton', 'ybutton', 'surface']
  },
  right: {
    axes: {thumbstick: [2, 3]},
    buttons: ['trigger', 'grip', 'none', 'thumbstick', 'abutton', 'bbutton', 'surface']
  }
};

var INPUT_MAPPING = isWebXRAvailable ? INPUT_MAPPING_WEBXR : INPUT_MAPPING_WEBVR;

/**
 * Oculus Touch controls.
 * Interface with Oculus Touch controllers and map Gamepad events to
 * controller buttons: thumbstick, trigger, grip, xbutton, ybutton, surface
 * Load a controller model and highlight the pressed buttons.
 */
module.exports.Component = registerComponent('oculus-touch-controls', {
  schema: {
    hand: {default: 'left'},
    buttonColor: {type: 'color', default: '#999'},  // Off-white.
    buttonTouchColor: {type: 'color', default: '#8AB'},
    buttonHighlightColor: {type: 'color', default: '#2DF'},  // Light blue.
    model: {default: true},
    controllerType: {default: 'auto', oneOf: ['auto', 'oculus-touch', 'oculus-touch-v2', 'oculus-touch-v3']},
    orientationOffset: {type: 'vec3', default: {x: 43, y: 0, z: 0}}
  },

  mapping: INPUT_MAPPING,

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  init: function () {
    var self = this;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self, self.data.hand); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self, self.data.hand); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self, self.data.hand); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self, self.data.hand); };
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.previousButtonValues = {};
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    this.bindMethods();
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('axismove', this.onAxisMoved);
    el.addEventListener('model-loaded', this.onModelLoaded);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('axismove', this.onAxisMoved);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    this.controllerEventsActive = false;
  },

  checkIfControllerPresent: function () {
    checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, {
      hand: this.data.hand
    });
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  loadModel: function (controller) {
    var data = this.data;
    var controllerId;

    if (!data.model) { return; }
    // Set the controller display model based on the data passed in.
    this.displayModel = CONTROLLER_PROPERTIES[data.controllerType] || CONTROLLER_PROPERTIES[CONTROLLER_DEFAULT];
    // If the developer is asking for auto-detection, see if the displayName can be retrieved to identify the specific unit.
    // This only works for WebVR currently.
    if (data.controllerType === 'auto') {
      var trackedControlsSystem = this.el.sceneEl.systems['tracked-controls-webvr'];
      // WebVR
      if (trackedControlsSystem && trackedControlsSystem.vrDisplay) {
        var displayName = trackedControlsSystem.vrDisplay.displayName;
        // The Oculus Quest uses the updated generation 2 inside-out tracked controllers so update the displayModel.
        if (/^Oculus Quest$/.test(displayName)) {
          this.displayModel = CONTROLLER_PROPERTIES['oculus-touch-v2'];
        }
      } else { // WebXR
        controllerId = CONTROLLER_DEFAULT;
        controllerId = controller.profiles.indexOf('oculus-touch-v2') !== -1 ? 'oculus-touch-v2' : controllerId;
        controllerId = controller.profiles.indexOf('oculus-touch-v3') !== -1 ? 'oculus-touch-v3' : controllerId;
        this.displayModel = CONTROLLER_PROPERTIES[controllerId];
      }
    }
    var modelUrl = this.displayModel[data.hand].modelUrl;
    this.el.setAttribute('gltf-model', modelUrl);
  },

  injectTrackedControls: function (controller) {
    var data = this.data;
    var webXRId = GAMEPAD_ID_WEBXR;
    var webVRId = data.hand === 'right' ? 'Oculus Touch (Right)' : 'Oculus Touch (Left)';
    var id = isWebXRAvailable ? webXRId : webVRId;
    this.el.setAttribute('tracked-controls', {
      id: id,
      hand: data.hand,
      orientationOffset: data.orientationOffset,
      handTrackingEnabled: false
    });
    this.loadModel(controller);
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    // Note that due to gamepadconnected event propagation issues, we don't rely on events.
    this.checkIfControllerPresent();
  },

  onButtonChanged: function (evt) {
    var button = this.mapping[this.data.hand].buttons[evt.detail.id];
    var buttonMeshes = this.buttonMeshes;
    var analogValue;
    if (!button) { return; }

    if (button === 'trigger' || button === 'grip') { analogValue = evt.detail.state.value; }

    // Update trigger and/or grip meshes, if any.
    if (buttonMeshes) {
      if (button === 'trigger' && buttonMeshes.trigger) {
        buttonMeshes.trigger.rotation.x = this.originalXRotationTrigger - analogValue * (Math.PI / 26);
      }
      if (button === 'grip' && buttonMeshes.grip) {
        buttonMeshes.grip.position.x = this.originalXPositionGrip + (this.data.hand === 'left' ? -1 : 1) * analogValue * 0.004;
      }
    }

    // Pass along changed event with button state, using the buttom mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onModelLoaded: function (evt) {
    var controllerObject3D = this.controllerObject3D = evt.detail.model;
    var buttonMeshes;

    if (!this.data.model) { return; }

    buttonMeshes = this.buttonMeshes = {};

    buttonMeshes.grip = controllerObject3D.getObjectByName('buttonHand');
    this.originalXPositionGrip = buttonMeshes.grip && buttonMeshes.grip.position.x;
    buttonMeshes.thumbstick = controllerObject3D.getObjectByName('stick');
    buttonMeshes.trigger = controllerObject3D.getObjectByName('buttonTrigger');
    this.originalXRotationTrigger = buttonMeshes.trigger && buttonMeshes.trigger.rotation.x;
    buttonMeshes.xbutton = controllerObject3D.getObjectByName('buttonX');
    buttonMeshes.abutton = controllerObject3D.getObjectByName('buttonA');
    buttonMeshes.ybutton = controllerObject3D.getObjectByName('buttonY');
    buttonMeshes.bbutton = controllerObject3D.getObjectByName('buttonB');

    // Offset pivot point
    controllerObject3D.position.copy(this.displayModel[this.data.hand].modelPivotOffset);
    controllerObject3D.rotation.copy(this.displayModel[this.data.hand].modelPivotRotation);

    this.el.emit('controllermodelready', {
      name: 'oculus-touch-controls',
      model: this.data.model,
      rayOrigin: this.displayModel[this.data.hand].rayOrigin
    });
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping[this.data.hand].axes, evt);
  },

  updateModel: function (buttonName, evtName) {
    if (!this.data.model) { return; }
    this.updateButtonModel(buttonName, evtName);
  },

  updateButtonModel: function (buttonName, state) {
    var button;
    var color = (state === 'up' || state === 'touchend') ? this.data.buttonColor : state === 'touchstart' ? this.data.buttonTouchColor : this.data.buttonHighlightColor;
    var buttonMeshes = this.buttonMeshes;
    if (!this.data.model) { return; }
    if (buttonMeshes && buttonMeshes[buttonName]) {
      button = buttonMeshes[buttonName];
      button.material.color.set(color);
      this.rendererSystem.applyColorCorrection(button.material.color);
    }
  }
});

},{"../core/component":114,"../lib/three":162,"../utils/":190,"../utils/bind":184,"../utils/tracked-controls":199}],77:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;

module.exports.Component = registerComponent('position', {
  schema: {type: 'vec3'},

  update: function () {
    var object3D = this.el.object3D;
    var data = this.data;
    object3D.position.set(data.x, data.y, data.z);
  },

  remove: function () {
    // Pretty much for mixins.
    this.el.object3D.position.set(0, 0, 0);
  }
});

},{"../core/component":114}],78:[function(require,module,exports){
/* global MutationObserver */

var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');
var utils = require('../utils/');

var warn = utils.debug('components:raycaster:warn');

// Defines selectors that should be 'safe' for the MutationObserver used to
// refresh the whitelist. Matches classnames, IDs, and presence of attributes.
// Selectors for the value of an attribute, like [position=0 2 0], cannot be
// reliably detected and are therefore disallowed.
var OBSERVER_SELECTOR_RE = /^[\w\s-.,[\]#]*$/;

// Configuration for the MutationObserver used to refresh the whitelist.
// Listens for addition/removal of elements and attributes within the scene.
var OBSERVER_CONFIG = {
  childList: true,
  attributes: true,
  subtree: true
};

var EVENTS = {
  INTERSECT: 'raycaster-intersected',
  INTERSECTION: 'raycaster-intersection',
  INTERSECT_CLEAR: 'raycaster-intersected-cleared',
  INTERSECTION_CLEAR: 'raycaster-intersection-cleared',
  INTERSECTION_CLOSEST_ENTITY_CHANGED: 'raycaster-closest-entity-changed'
};

/**
 * Raycaster component.
 *
 * Pass options to three.js Raycaster including which objects to test.
 * Poll for intersections.
 * Emit event on origin entity and on target entity on intersect.
 *
 * @member {array} intersectedEls - List of currently intersected entities.
 * @member {array} objects - Cached list of meshes to intersect.
 * @member {number} prevCheckTime - Previous time intersection was checked. To help interval.
 * @member {object} raycaster - three.js Raycaster.
 */
module.exports.Component = registerComponent('raycaster', {
  schema: {
    autoRefresh: {default: true},
    direction: {type: 'vec3', default: {x: 0, y: 0, z: -1}},
    enabled: {default: true},
    far: {default: 1000},
    interval: {default: 0},
    near: {default: 0},
    objects: {default: ''},
    origin: {type: 'vec3'},
    showLine: {default: false},
    lineColor: {default: 'white'},
    lineOpacity: {default: 1},
    useWorldCoordinates: {default: false}
  },

  multiple: true,

  init: function () {
    this.clearedIntersectedEls = [];
    this.unitLineEndVec3 = new THREE.Vector3();
    this.intersectedEls = [];
    this.intersections = [];
    this.newIntersectedEls = [];
    this.newIntersections = [];
    this.objects = [];
    this.prevCheckTime = undefined;
    this.prevIntersectedEls = [];
    this.rawIntersections = [];
    this.raycaster = new THREE.Raycaster();
    this.updateOriginDirection();
    this.setDirty = this.setDirty.bind(this);
    this.updateLine = this.updateLine.bind(this);
    this.observer = new MutationObserver(this.setDirty);
    this.dirty = true;
    this.lineEndVec3 = new THREE.Vector3();
    this.otherLineEndVec3 = new THREE.Vector3();
    this.lineData = {end: this.lineEndVec3};

    this.getIntersection = this.getIntersection.bind(this);
    this.intersectedDetail = {el: this.el, getIntersection: this.getIntersection};
    this.intersectedClearedDetail = {el: this.el};
    this.intersectionClearedDetail = {clearedEls: this.clearedIntersectedEls};
    this.intersectionDetail = {};
  },

  /**
   * Create or update raycaster object.
   */
  update: function (oldData) {
    var data = this.data;
    var el = this.el;
    var raycaster = this.raycaster;

    // Set raycaster properties.
    raycaster.far = data.far;
    raycaster.near = data.near;

    // Draw line.
    if (data.showLine &&
        (data.far !== oldData.far || data.origin !== oldData.origin ||
         data.direction !== oldData.direction || !oldData.showLine)) {
      // Calculate unit vector for line direction. Can be multiplied via scalar to performantly
      // adjust line length.
      this.unitLineEndVec3.copy(data.origin).add(data.direction).normalize();
      this.drawLine();
    }

    if (!data.showLine && oldData.showLine) {
      el.removeAttribute('line');
    }

    if (data.objects !== oldData.objects && !OBSERVER_SELECTOR_RE.test(data.objects)) {
      warn('[raycaster] Selector "' + data.objects +
           '" may not update automatically with DOM changes.');
    }

    if (!data.objects) {
      warn('[raycaster] For performance, please define raycaster.objects when using ' +
           'raycaster or cursor components to whitelist which entities to intersect with. ' +
           'e.g., raycaster="objects: [data-raycastable]".');
    }

    if (data.autoRefresh !== oldData.autoRefresh && el.isPlaying) {
      data.autoRefresh
        ? this.addEventListeners()
        : this.removeEventListeners();
    }

    if (oldData.enabled && !data.enabled) { this.clearAllIntersections(); }

    this.setDirty();
  },

  play: function () {
    this.addEventListeners();
  },

  pause: function () {
    this.removeEventListeners();
  },

  remove: function () {
    if (this.data.showLine) {
      this.el.removeAttribute('line');
    }
    this.clearAllIntersections();
  },

  addEventListeners: function () {
    if (!this.data.autoRefresh) { return; }
    this.observer.observe(this.el.sceneEl, OBSERVER_CONFIG);
    this.el.sceneEl.addEventListener('object3dset', this.setDirty);
    this.el.sceneEl.addEventListener('object3dremove', this.setDirty);
  },

  removeEventListeners: function () {
    this.observer.disconnect();
    this.el.sceneEl.removeEventListener('object3dset', this.setDirty);
    this.el.sceneEl.removeEventListener('object3dremove', this.setDirty);
  },

  /**
   * Mark the object list as dirty, to be refreshed before next raycast.
   */
  setDirty: function () {
    this.dirty = true;
  },

  /**
   * Update list of objects to test for intersection.
   */
  refreshObjects: function () {
    var data = this.data;
    var els;

    // If objects not defined, intersect with everything.
    els = data.objects
      ? this.el.sceneEl.querySelectorAll(data.objects)
      : this.el.sceneEl.querySelectorAll('*');
    this.objects = this.flattenObject3DMaps(els);
    this.dirty = false;
  },

  /**
   * Check for intersections and cleared intersections on an interval.
   */
  tock: function (time) {
    var data = this.data;
    var prevCheckTime = this.prevCheckTime;

    if (!data.enabled) { return; }

    // Only check for intersection if interval time has passed.
    if (prevCheckTime && (time - prevCheckTime < data.interval)) { return; }

    // Update check time.
    this.prevCheckTime = time;
    this.checkIntersections();
  },

  /**
   * Raycast for intersections and emit events for current and cleared intersections.
   */
  checkIntersections: function () {
    var clearedIntersectedEls = this.clearedIntersectedEls;
    var el = this.el;
    var data = this.data;
    var i;
    var intersectedEls = this.intersectedEls;
    var intersection;
    var intersections = this.intersections;
    var newIntersectedEls = this.newIntersectedEls;
    var newIntersections = this.newIntersections;
    var prevIntersectedEls = this.prevIntersectedEls;
    var rawIntersections = this.rawIntersections;

    // Refresh the object whitelist if needed.
    if (this.dirty) { this.refreshObjects(); }

    // Store old previously intersected entities.
    copyArray(this.prevIntersectedEls, this.intersectedEls);

    // Raycast.
    this.updateOriginDirection();
    rawIntersections.length = 0;
    this.raycaster.intersectObjects(this.objects, true, rawIntersections);

    // Only keep intersections against objects that have a reference to an entity.
    intersections.length = 0;
    intersectedEls.length = 0;
    for (i = 0; i < rawIntersections.length; i++) {
      intersection = rawIntersections[i];
      // Don't intersect with own line.
      if (data.showLine && intersection.object === el.getObject3D('line')) {
        continue;
      }
      if (intersection.object.el) {
        intersections.push(intersection);
        intersectedEls.push(intersection.object.el);
      }
    }

    // Get newly intersected entities.
    newIntersections.length = 0;
    newIntersectedEls.length = 0;
    for (i = 0; i < intersections.length; i++) {
      if (prevIntersectedEls.indexOf(intersections[i].object.el) === -1) {
        newIntersections.push(intersections[i]);
        newIntersectedEls.push(intersections[i].object.el);
      }
    }

    // Emit intersection cleared on both entities per formerly intersected entity.
    clearedIntersectedEls.length = 0;
    for (i = 0; i < prevIntersectedEls.length; i++) {
      if (intersectedEls.indexOf(prevIntersectedEls[i]) !== -1) { continue; }
      prevIntersectedEls[i].emit(EVENTS.INTERSECT_CLEAR,
                                 this.intersectedClearedDetail);
      clearedIntersectedEls.push(prevIntersectedEls[i]);
    }
    if (clearedIntersectedEls.length) {
      el.emit(EVENTS.INTERSECTION_CLEAR, this.intersectionClearedDetail);
    }

    // Emit intersected on intersected entity per intersected entity.
    for (i = 0; i < newIntersectedEls.length; i++) {
      newIntersectedEls[i].emit(EVENTS.INTERSECT, this.intersectedDetail);
    }

    // Emit all intersections at once on raycasting entity.
    if (newIntersections.length) {
      this.intersectionDetail.els = newIntersectedEls;
      this.intersectionDetail.intersections = newIntersections;
      el.emit(EVENTS.INTERSECTION, this.intersectionDetail);
    }

    // Emit event when the closest intersected entity has changed.
    if (prevIntersectedEls.length === 0 && intersections.length > 0 ||
        prevIntersectedEls.length > 0 && intersections.length === 0 ||
        (prevIntersectedEls.length && intersections.length &&
        prevIntersectedEls[0] !== intersections[0].object.el)) {
      this.intersectionDetail.els = this.intersectedEls;
      this.intersectionDetail.intersections = intersections;
      el.emit(EVENTS.INTERSECTION_CLOSEST_ENTITY_CHANGED, this.intersectionDetail);
    }

    // Update line length.
    if (data.showLine) { setTimeout(this.updateLine); }
  },

  updateLine: function () {
    var el = this.el;
    var intersections = this.intersections;
    var lineLength;

    if (intersections.length) {
      if (intersections[0].object.el === el && intersections[1]) {
        lineLength = intersections[1].distance;
      } else {
        lineLength = intersections[0].distance;
      }
    }
    this.drawLine(lineLength);
  },

  /**
   * Return the most recent intersection details for a given entity, if any.
   * @param {AEntity} el
   * @return {Object}
   */
  getIntersection: function (el) {
    var i;
    var intersection;
    for (i = 0; i < this.intersections.length; i++) {
      intersection = this.intersections[i];
      if (intersection.object.el === el) { return intersection; }
    }
    return null;
  },

  /**
   * Update origin and direction of raycaster using entity transforms and supplied origin or
   * direction offsets.
   */
  updateOriginDirection: (function () {
    var direction = new THREE.Vector3();
    var originVec3 = new THREE.Vector3();

    // Closure to make quaternion/vector3 objects private.
    return function updateOriginDirection () {
      var el = this.el;
      var data = this.data;

      if (data.useWorldCoordinates) {
        this.raycaster.set(data.origin, data.direction);
        return;
      }

      el.object3D.updateMatrixWorld();
      originVec3.setFromMatrixPosition(el.object3D.matrixWorld);

      // If non-zero origin, translate the origin into world space.
      if (data.origin.x !== 0 || data.origin.y !== 0 || data.origin.z !== 0) {
        originVec3 = el.object3D.localToWorld(originVec3.copy(data.origin));
      }

      // three.js raycaster direction is relative to 0, 0, 0 NOT the origin / offset we
      // provide. Apply the offset to the direction, then rotation from the object,
      // and normalize.
      direction.copy(data.direction).transformDirection(el.object3D.matrixWorld).normalize();

      // Apply offset and direction, in world coordinates.
      this.raycaster.set(originVec3, direction);
    };
  })(),

  /**
   * Create or update line to give raycaster visual representation.
   * Customize the line through through line component.
   * We draw the line in the raycaster component to customize the line to the
   * raycaster's origin, direction, and far.
   *
   * Unlike the raycaster, we create the line as a child of the object. The line will
   * be affected by the transforms of the objects, so we don't have to calculate transforms
   * like we do with the raycaster.
   *
   * @param {number} length - Length of line. Pass in to shorten the line to the intersection
   *   point. If not provided, length will default to the max length, `raycaster.far`.
   */
  drawLine: function (length) {
    var data = this.data;
    var el = this.el;
    var endVec3;

    // Switch each time vector so line update triggered and to avoid unnecessary vector clone.
    endVec3 = this.lineData.end === this.lineEndVec3
      ? this.otherLineEndVec3
      : this.lineEndVec3;

    // Treat Infinity as 1000m for the line.
    if (length === undefined) {
      length = data.far === Infinity ? 1000 : data.far;
    }

    // Update the length of the line if given. `unitLineEndVec3` is the direction
    // given by data.direction, then we apply a scalar to give it a length.
    this.lineData.start = data.origin;
    this.lineData.end = endVec3.copy(this.unitLineEndVec3).multiplyScalar(length);
    this.lineData.color = data.lineColor;
    this.lineData.opacity = data.lineOpacity;
    el.setAttribute('line', this.lineData);
  },

  /**
   * Return A-Frame attachments of each element's object3D group (e.g., mesh).
   * Children are flattened by one level, removing the THREE.Group wrapper,
   * so that non-recursive raycasting remains useful.
   *
   * Only push children defined as component attachements (e.g., setObject3D),
   * NOT actual children in the scene graph hierarchy.
   *
   * @param  {Array<Element>} els
   * @return {Array<THREE.Object3D>}
   */
  flattenObject3DMaps: function (els) {
    var key;
    var i;
    var objects = this.objects;

    // Push meshes and other attachments onto list of objects to intersect.
    objects.length = 0;
    for (i = 0; i < els.length; i++) {
      if (els[i].isEntity && els[i].object3D) {
        for (key in els[i].object3DMap) {
          objects.push(els[i].getObject3D(key));
        }
      }
    }

    return objects;
  },

  clearAllIntersections: function () {
    var i;
    for (i = 0; i < this.intersectedEls.length; i++) {
      this.intersectedEls[i].emit(EVENTS.INTERSECT_CLEAR,
                                  this.intersectedClearedDetail);
    }
    copyArray(this.clearedIntersectedEls, this.intersectedEls);
    this.intersectedEls.length = 0;
    this.intersections.length = 0;
    this.el.emit(EVENTS.INTERSECTION_CLEAR, this.intersectionClearedDetail);
  }
});

/**
 * Copy contents of one array to another without allocating new array.
 */
function copyArray (a, b) {
  var i;
  a.length = b.length;
  for (i = 0; i < b.length; i++) {
    a[i] = b[i];
  }
}

},{"../core/component":114,"../lib/three":162,"../utils/":190}],79:[function(require,module,exports){
var degToRad = require('../lib/three').Math.degToRad;
var registerComponent = require('../core/component').registerComponent;

module.exports.Component = registerComponent('rotation', {
  schema: {type: 'vec3'},

  /**
   * Updates object3D rotation.
   */
  update: function () {
    var data = this.data;
    var object3D = this.el.object3D;
    object3D.rotation.set(degToRad(data.x), degToRad(data.y), degToRad(data.z));
    object3D.rotation.order = 'YXZ';
  },

  remove: function () {
    // Pretty much for mixins.
    this.el.object3D.rotation.set(0, 0, 0);
  }
});

},{"../core/component":114,"../lib/three":162}],80:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;

// Avoids triggering a zero-determinant which makes object3D matrix non-invertible.
var zeroScale = 0.00001;

module.exports.Component = registerComponent('scale', {
  schema: {
    type: 'vec3',
    default: {x: 1, y: 1, z: 1}
  },

  update: function () {
    var data = this.data;
    var object3D = this.el.object3D;
    var x = data.x === 0 ? zeroScale : data.x;
    var y = data.y === 0 ? zeroScale : data.y;
    var z = data.z === 0 ? zeroScale : data.z;
    object3D.scale.set(x, y, z);
  },

  remove: function () {
    // Pretty much for mixins.
    this.el.object3D.scale.set(1, 1, 1);
  }
});

},{"../core/component":114}],81:[function(require,module,exports){
/* global ImageData, Map, Set */
var arrowURL = 'data:image/webp;base64,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';
var register = require('../../core/component').registerComponent;
var THREE = require('../../lib/three');
var CAM_LAYER = 21;

var applyPose = (function () {
  var tempQuaternion = new THREE.Quaternion();
  var tempVec3 = new THREE.Vector3();
  function applyPose (pose, object3D, offset) {
    object3D.position.copy(pose.transform.position);
    object3D.quaternion.copy(pose.transform.orientation);

    tempVec3.copy(offset);
    tempQuaternion.copy(pose.transform.orientation);
    tempVec3.applyQuaternion(tempQuaternion);
    object3D.position.sub(tempVec3);
  }
  return applyPose;
}());

applyPose.tempFakePose = {
  transform: {
    orientation: new THREE.Quaternion(),
    position: new THREE.Vector3()
  }
};

/**
 * Class to handle hit-test from a single source
 *
 * For a normal space provide it as a space option
 * new HitTest(renderer, {
 *   space: viewerSpace
 * });
 *
 * this is also useful for the targetRaySpace of an XRInputSource
 *
 * It can also describe a transient input source like so:
 *
 * var profileToSupport = 'generic-touchscreen';
 * var transientHitTest = new HitTest(renderer, {
 *   profile: profileToSupport
 * });
 *
 * Where the profile matches an item in a type of controller, profiles matching 'generic-touchscreen'
 * will always be a transient input and as of 08/2021 all transient inputs are 'generic-touchscreen'
 *
 * @param {WebGLRenderer} renderer THREE.JS Renderer
 * @param {} hitTestSourceDetails The source information either as the information for a transient hit-test or a regular hit-test
 */
function HitTest (renderer, hitTestSourceDetails) {
  this.renderer = renderer;
  this.xrHitTestSource = null;

  renderer.xr.addEventListener('sessionend', function () {
    this.xrHitTestSource = null;
  }.bind(this));
  renderer.xr.addEventListener('sessionstart', function () {
    this.sessionStart(hitTestSourceDetails);
  }.bind(this));

  if (this.renderer.xr.isPresenting) {
    this.sessionStart(hitTestSourceDetails);
  }
}

HitTest.prototype.previousFrameAnchors = new Set();
HitTest.prototype.anchorToObject3D = new Map();

function warnAboutHitTest (e) {
  console.warn(e.message);
  console.warn('Cannot requestHitTestSource Are you missing: webxr="optionalFeatures: hit-test;" from <a-scene>?');
}

HitTest.prototype.sessionStart = function sessionStart (hitTestSourceDetails) {
  this.session = this.renderer.xr.getSession();
  if (!('requestHitTestSource' in this.session)) {
    warnAboutHitTest({message: 'No requestHitTestSource on the session.'});
    return;
  }
  if (hitTestSourceDetails.space) {
    this.session.requestHitTestSource(hitTestSourceDetails)
    .then(function (xrHitTestSource) {
      this.xrHitTestSource = xrHitTestSource;
    }.bind(this))
    .catch(warnAboutHitTest);
  } else if (hitTestSourceDetails.profile) {
    this.session.requestHitTestSourceForTransientInput(hitTestSourceDetails)
    .then(function (xrHitTestSource) {
      this.xrHitTestSource = xrHitTestSource;
      this.transient = true;
    }.bind(this))
    .catch(warnAboutHitTest);
  }
};

/**
 * Turns the last hit test into an anchor, the provided Object3D will have it's
 * position update to track the anchor.
 *
 * @param {Object3D} object3D object to track
 * @param {Vector3} offset offset of the object from the origin that gets subtracted
 * @returns
 */
HitTest.prototype.anchorFromLastHitTestResult = function (object3D, offset) {
  var hitTest = this.lastHitTest;

  if (!hitTest) { return; }

  var object3DOptions = {
    object3D: object3D,
    offset: offset
  };

  Array.from(this.anchorToObject3D.entries())
  .forEach(function (entry) {
    var entryObject = entry[1].object3D;
    var anchor = entry[0];
    if (entryObject === object3D) {
      this.anchorToObject3D.delete(anchor);
      anchor.delete();
    }
  }.bind(this));

  if (hitTest.createAnchor) {
    hitTest.createAnchor()
    .then(function (anchor) {
      this.anchorToObject3D.set(anchor, object3DOptions);
    }.bind(this))
    .catch(function (e) {
      console.warn(e.message);
      console.warn('Cannot create anchor, are you missing: webxr="optionalFeatures: anchors;" from <a-scene>?');
    });
  }
};

HitTest.prototype.doHit = function doHit (frame) {
  if (!this.renderer.xr.isPresenting) { return; }
  var refSpace = this.renderer.xr.getReferenceSpace();
  var xrViewerPose = frame.getViewerPose(refSpace);
  var hitTestResults;
  var results;

  if (this.xrHitTestSource && xrViewerPose) {
    if (this.transient) {
      hitTestResults = frame.getHitTestResultsForTransientInput(this.xrHitTestSource);
      if (hitTestResults.length > 0) {
        results = hitTestResults[0].results;
        if (results.length > 0) {
          this.lastHitTest = results[0];
          return results[0].getPose(refSpace);
        } else {
          return false;
        }
      } else {
        return false;
      }
    } else {
      hitTestResults = frame.getHitTestResults(this.xrHitTestSource);
      if (hitTestResults.length > 0) {
        this.lastHitTest = hitTestResults[0];
        return hitTestResults[0].getPose(refSpace);
      } else {
        return false;
      }
    }
  }
};

// static function
HitTest.updateAnchorPoses = function (frame, refSpace) {
  // If tracked anchors isn't defined because it's not supported then just use the empty set
  var trackedAnchors = frame.trackedAnchors || HitTest.prototype.previousFrameAnchors;

  HitTest.prototype.previousFrameAnchors.forEach(function (anchor) {
    // Handle anchor tracking loss - `anchor` was present
    // in the present frame but is no longer tracked.
    if (!trackedAnchors.has(anchor)) {
      HitTest.prototype.anchorToObject3D.delete(anchor);
    }
  });

  trackedAnchors.forEach(function (anchor) {
    var anchorPose;
    var object3DOptions;
    var offset;
    var object3D;

    try {
      // Query most recent pose of the anchor relative to some reference space:
      anchorPose = frame.getPose(anchor.anchorSpace, refSpace);
    } catch (e) {
      // This will fail if the anchor has been deleted that frame
    }

    if (anchorPose) {
      object3DOptions = HitTest.prototype.anchorToObject3D.get(anchor);
      offset = object3DOptions.offset;
      object3D = object3DOptions.object3D;

      applyPose(anchorPose, object3D, offset);
    }
  });
};

var hitTestCache;
module.exports.Component = register('ar-hit-test', {
  schema: {
    target: { type: 'selector' },
    enabled: { default: true },
    src: {
      default: arrowURL,
      type: 'map'
    },
    type: {
      default: 'footprint',
      oneOf: ['footprint', 'map']
    },
    footprintDepth: {
      default: 0.1
    },
    mapSize: {
      type: 'vec2',
      default: {
        x: 0.5,
        y: 0.5
      }
    }
  },

  init: function () {
    this.hitTest = null;
    this.imageDataArray = new Uint8ClampedArray(512 * 512 * 4);
    this.imageData = new ImageData(this.imageDataArray, 512, 512);

    this.textureCache = new Map();

    this.orthoCam = new THREE.OrthographicCamera();
    this.orthoCam.layers.set(CAM_LAYER);
    this.textureTarget = new THREE.WebGLRenderTarget(512, 512, {});
    this.basicMaterial = new THREE.MeshBasicMaterial({
      color: 0x000000,
      side: THREE.DoubleSide
    });
    this.canvas = document.createElement('canvas');
    this.context = this.canvas.getContext('2d');
    this.context.imageSmoothingEnabled = false;
    this.canvas.width = 512;
    this.canvas.height = 512;
    this.canvasTexture = new THREE.CanvasTexture(this.canvas, {
      alpha: true
    });
    this.canvasTexture.flipY = false;

    // Update WebXR to support hit-test and anchors
    var webxrData = this.el.getAttribute('webxr');
    var optionalFeaturesArray = webxrData.optionalFeatures;
    if (
      !optionalFeaturesArray.includes('hit-test') ||
      !optionalFeaturesArray.includes('anchors')
    ) {
      optionalFeaturesArray.push('hit-test');
      optionalFeaturesArray.push('anchors');
      this.el.setAttribute('webxr', webxrData);
    }

    this.el.sceneEl.renderer.xr.addEventListener('sessionend', function () {
      this.hitTest = null;
    }.bind(this));

    this.el.sceneEl.renderer.xr.addEventListener('sessionstart', function () {
      // Don't request Hit Test unless AR (breaks WebXR Emulator)
      if (!this.el.is('ar-mode')) { return; }

      var renderer = this.el.sceneEl.renderer;
      var session = this.session = renderer.xr.getSession();
      this.hasPosedOnce = false;
      this.bboxMesh.visible = false;

      if (!hitTestCache) { hitTestCache = new Map(); }

      // Default to selecting through the face
      session.requestReferenceSpace('viewer')
      .then(function (viewerSpace) {
        this.hitTest = new HitTest(renderer, {
          space: viewerSpace
        });

        hitTestCache.set(viewerSpace, this.hitTest);

        this.el.emit('ar-hit-test-start');
      }.bind(this));

      // These are transient inputs so need to be handled seperately
      var profileToSupport = 'generic-touchscreen';
      var transientHitTest = new HitTest(renderer, {
        profile: profileToSupport
      });

      session.addEventListener('selectstart', function (e) {
        if (this.data.enabled !== true) { return; }

        var inputSource = e.inputSource;

        this.bboxMesh.visible = true;

        if (this.hasPosedOnce === true) {
          this.el.emit('ar-hit-test-select-start', {
            inputSource: inputSource,
            position: this.bboxMesh.position,
            orientation: this.bboxMesh.quaternion
          });

          if (inputSource.profiles[0] === profileToSupport) {
            this.hitTest = transientHitTest;
          } else {
            this.hitTest = hitTestCache.get(inputSource) || new HitTest(renderer, {
              space: inputSource.targetRaySpace
            });
            hitTestCache.set(inputSource, this.hitTest);
          }
        }
      }.bind(this));

      session.addEventListener('selectend', function (e) {
        if (!this.hitTest || this.data.enabled !== true) {
          this.hitTest = null;
          return;
        }

        var inputSource = e.inputSource;
        var object;

        if (this.hasPosedOnce === true) {
          this.bboxMesh.visible = false;

          // if we have a target with a 3D object then automatically generate an anchor for it.
          if (this.data.target) {
            object = this.data.target.object3D;

            if (object) {
              applyPose.tempFakePose.transform.position.copy(this.bboxMesh.position);
              applyPose.tempFakePose.transform.orientation.copy(this.bboxMesh.quaternion);
              applyPose(applyPose.tempFakePose, object, this.bboxOffset);
              object.visible = true;

              // create an anchor attatched to the object
              this.hitTest.anchorFromLastHitTestResult(object, this.bboxOffset);
            }
          }

          this.el.emit('ar-hit-test-select', {
            inputSource: inputSource,
            position: this.bboxMesh.position,
            orientation: this.bboxMesh.quaternion
          });
        }

        this.hitTest = null;
      }.bind(this));
    }.bind(this));

    this.bboxOffset = new THREE.Vector3();
    this.update = this.update.bind(this);
    this.makeBBox();
  },
  update: function () {
    if (this.data.target) {
      if (this.data.target.object3D) {
        this.data.target.addEventListener('model-loaded', this.update);
        this.data.target.object3D.layers.enable(CAM_LAYER);
        this.data.target.object3D.traverse(function (child) {
          child.layers.enable(CAM_LAYER);
        });
      } else {
        this.data.target.addEventListener('loaded', this.update, {once: true});
      }
    }
    this.bboxNeedsUpdate = true;
  },
  makeBBox: function () {
    var geometry = new THREE.PlaneGeometry(1, 1);
    var material = new THREE.MeshBasicMaterial({
      transparent: true,
      color: 0xffffff
    });
    geometry.rotateX(-Math.PI / 2);
    geometry.rotateY(-Math.PI / 2);
    this.bbox = new THREE.Box3();
    this.bboxMesh = new THREE.Mesh(geometry, material);
    this.el.setObject3D('ar-hit-test', this.bboxMesh);
    this.bboxMesh.visible = false;
  },
  updateFootprint: function () {
    var tempImageData;
    var renderer = this.el.sceneEl.renderer;
    var oldRenderTarget, oldBackground;
    var isXREnabled = renderer.xr.enabled;
    this.bboxMesh.material.map = this.canvasTexture;
    this.bboxMesh.material.needsUpdate = true;
    this.orthoCam.rotation.set(-Math.PI / 2, 0, -Math.PI / 2);
    this.orthoCam.position.copy(this.bboxMesh.position);
    this.orthoCam.position.y -= this.bboxMesh.scale.y / 2;
    this.orthoCam.near = 0.1;
    this.orthoCam.far = this.orthoCam.near + (this.data.footprintDepth * this.bboxMesh.scale.y);
    this.orthoCam.position.y += this.orthoCam.far;
    this.orthoCam.right = this.bboxMesh.scale.z / 2;
    this.orthoCam.left = -this.bboxMesh.scale.z / 2;
    this.orthoCam.top = this.bboxMesh.scale.x / 2;
    this.orthoCam.bottom = -this.bboxMesh.scale.x / 2;
    this.orthoCam.updateProjectionMatrix();

    oldRenderTarget = renderer.getRenderTarget();
    renderer.setRenderTarget(this.textureTarget);
    renderer.xr.enabled = false;
    oldBackground = this.el.object3D.background;
    this.el.object3D.overrideMaterial = this.basicMaterial;
    this.el.object3D.background = null;
    renderer.render(this.el.object3D, this.orthoCam);
    this.el.object3D.background = oldBackground;
    this.el.object3D.overrideMaterial = null;
    renderer.xr.enabled = isXREnabled;
    renderer.setRenderTarget(oldRenderTarget);
    renderer.readRenderTargetPixels(this.textureTarget, 0, 0, 512, 512, this.imageDataArray);

    this.context.putImageData(this.imageData, 0, 0);
    this.context.shadowColor = 'white';
    this.context.shadowBlur = 10;
    this.context.drawImage(this.canvas, 0, 0);
    tempImageData = this.context.getImageData(0, 0, 512, 512);
    for (var i = 0; i < 512 * 512; i++) {
      // if it's a little bit transparent but not opaque make it middle transparent
      if (tempImageData.data[ i * 4 + 3 ] !== 0 && tempImageData.data[ i * 4 + 3 ] !== 255) {
        tempImageData.data[ i * 4 + 3 ] = 128;
      }
    }
    this.context.putImageData(tempImageData, 0, 0);
    this.canvasTexture.needsUpdate = true;
  },
  tick: function () {
    var pose;
    var frame = this.el.sceneEl.frame;
    var renderer = this.el.sceneEl.renderer;

    if (frame) {
      // if we are in XR then update the positions of the objects attatched to anchors
      HitTest.updateAnchorPoses(frame, renderer.xr.getReferenceSpace());
    }
    if (this.bboxNeedsUpdate) {
      this.bboxNeedsUpdate = false;

      if (!this.data.target || this.data.type === 'map') {
        var texture;
        if (this.textureCache.has(this.data.src)) {
          texture = this.textureCache.get(this.data.src);
        } else {
          texture = new THREE.TextureLoader().load(this.data.src);
          this.textureCache.set(this.data.src, texture);
        }
        this.bboxMesh.material.map = texture;
        this.bboxMesh.material.needsUpdate = true;
      }

      if (this.data.target && this.data.target.object3D) {
        this.bbox.setFromObject(this.data.target.object3D);
        this.bbox.getCenter(this.bboxMesh.position);
        this.bbox.getSize(this.bboxMesh.scale);

        if (this.data.type === 'footprint') {
          // Add a little buffer for the footprint border
          this.bboxMesh.scale.x *= 1.04;
          this.bboxMesh.scale.z *= 1.04;
          this.updateFootprint();
        }

        this.bboxMesh.position.y -= this.bboxMesh.scale.y / 2;
        this.bboxOffset.copy(this.bboxMesh.position);
        this.bboxOffset.sub(this.data.target.object3D.position);
      } else {
        this.bboxMesh.scale.set(this.data.mapSize.x, 1, this.data.mapSize.y);
      }
    }

    if (this.hitTest) {
      pose = this.hitTest.doHit(frame);
      if (pose) {
        if (this.hasPosedOnce !== true) {
          this.hasPosedOnce = true;
          this.el.emit('ar-hit-test-achieved');
        }
        this.bboxMesh.visible = true;
        this.bboxMesh.position.copy(pose.transform.position);
        this.bboxMesh.quaternion.copy(pose.transform.orientation);
      }
    }
  }
});

},{"../../core/component":114,"../../lib/three":162}],82:[function(require,module,exports){
/* global THREE */
var register = require('../../core/component').registerComponent;
var COMPONENTS = require('../../core/component').components;

module.exports.Component = register('background', {
  schema: {
    color: { type: 'color', default: 'black' },
    transparent: { default: false }
  },
  update: function () {
    var data = this.data;
    var object3D = this.el.object3D;

    if (data.transparent) {
      object3D.background = null;
    } else {
      object3D.background = new THREE.Color(data.color);
    }
  },

  remove: function () {
    var data = this.data;
    var object3D = this.el.object3D;
    if (data.transparent) {
      object3D.background = null;
      return;
    }
    object3D.background = COMPONENTS[this.name].schema.color.default;
  }
});

},{"../../core/component":114}],83:[function(require,module,exports){
var register = require('../../core/component').registerComponent;

module.exports.Component = register('debug', {
  schema: {default: true}
});

},{"../../core/component":114}],84:[function(require,module,exports){
/* global DeviceOrientationEvent, location  */
var registerComponent = require('../../core/component').registerComponent;
var utils = require('../../utils/');
var bind = utils.bind;

var constants = require('../../constants/');

var MODAL_CLASS = 'a-modal';
var DIALOG_CLASS = 'a-dialog';
var DIALOG_TEXT_CLASS = 'a-dialog-text';
var DIALOG_TEXT_CONTAINER_CLASS = 'a-dialog-text-container';
var DIALOG_BUTTONS_CONTAINER_CLASS = 'a-dialog-buttons-container';
var DIALOG_BUTTON_CLASS = 'a-dialog-button';
var DIALOG_ALLOW_BUTTON_CLASS = 'a-dialog-allow-button';
var DIALOG_DENY_BUTTON_CLASS = 'a-dialog-deny-button';
var DIALOG_OK_BUTTON_CLASS = 'a-dialog-ok-button';

/**
 * UI for enabling device motion permission
 */
module.exports.Component = registerComponent('device-orientation-permission-ui', {
  schema: {
    enabled: {default: true},
    deviceMotionMessage: {
      default: 'This immersive website requires access to your device motion sensors.'
    },
    httpsMessage: {
      default: 'Access this site over HTTPS to enter VR mode and grant access to the device sensors.'
    },
    denyButtonText: {default: 'Deny'},
    allowButtonText: {default: 'Allow'},
    cancelButtonText: {default: 'Cancel'}
  },

  init: function () {
    var self = this;

    if (!this.data.enabled) { return; }

    if (location.hostname !== 'localhost' &&
        location.hostname !== '127.0.0.1' &&
        location.protocol === 'http:') {
      this.showHTTPAlert();
    }

    // Browser doesn't support or doesn't require permission to DeviceOrientationEvent API.
    if (typeof DeviceOrientationEvent === 'undefined' || !DeviceOrientationEvent.requestPermission) {
      this.permissionGranted = true;
      return;
    }

    this.onDeviceMotionDialogAllowClicked = bind(this.onDeviceMotionDialogAllowClicked, this);
    this.onDeviceMotionDialogDenyClicked = bind(this.onDeviceMotionDialogDenyClicked, this);
    // Show dialog only if permission has not yet been granted.
    DeviceOrientationEvent.requestPermission().catch(function () {
      self.devicePermissionDialogEl = createPermissionDialog(
        self.data.denyButtonText,
        self.data.allowButtonText,
        self.data.deviceMotionMessage,
        self.onDeviceMotionDialogAllowClicked,
        self.onDeviceMotionDialogDenyClicked);
      self.el.appendChild(self.devicePermissionDialogEl);
    }).then(function () {
      self.el.emit('deviceorientationpermissiongranted');
      self.permissionGranted = true;
    });
  },

  remove: function () {
    // This removes the modal screen
    if (this.devicePermissionDialogEl) { this.el.removeChild(this.devicePermissionDialogEl); }
  },

  onDeviceMotionDialogDenyClicked: function () {
    this.remove();
  },

  showHTTPAlert: function () {
    var self = this;
    var httpAlertEl = createAlertDialog(
      self.data.cancelButtonText,
      self.data.httpsMessage,
      function () { self.el.removeChild(httpAlertEl); });
    this.el.appendChild(httpAlertEl);
  },

  /**
   * Enable device motion permission when clicked.
   */
  onDeviceMotionDialogAllowClicked: function () {
    var self = this;
    this.el.emit('deviceorientationpermissionrequested');
    DeviceOrientationEvent.requestPermission().then(function (response) {
      if (response === 'granted') {
        self.el.emit('deviceorientationpermissiongranted');
        self.permissionGranted = true;
      } else {
        self.el.emit('deviceorientationpermissionrejected');
      }
      self.remove();
    }).catch(console.error);
  }
});

/**
 * Create a modal dialog that request users permission to access the Device Motion API.
 *
 * @param {function} onAllowClicked - click event handler
 * @param {function} onDenyClicked - click event handler
 *
 * @returns {Element} Wrapper <div>.
 */
function createPermissionDialog (
  denyText, allowText, dialogText, onAllowClicked, onDenyClicked) {
  var buttonsContainer;
  var denyButton;
  var acceptButton;

  buttonsContainer = document.createElement('div');
  buttonsContainer.classList.add(DIALOG_BUTTONS_CONTAINER_CLASS);

  // Buttons
  denyButton = document.createElement('button');
  denyButton.classList.add(DIALOG_BUTTON_CLASS, DIALOG_DENY_BUTTON_CLASS);
  denyButton.setAttribute(constants.AFRAME_INJECTED, '');
  denyButton.innerHTML = denyText;
  buttonsContainer.appendChild(denyButton);

  acceptButton = document.createElement('button');
  acceptButton.classList.add(DIALOG_BUTTON_CLASS, DIALOG_ALLOW_BUTTON_CLASS);
  acceptButton.setAttribute(constants.AFRAME_INJECTED, '');
  acceptButton.innerHTML = allowText;
  buttonsContainer.appendChild(acceptButton);

  // Ask for sensor events to be used
  acceptButton.addEventListener('click', function (evt) {
    evt.stopPropagation();
    onAllowClicked();
  });

  denyButton.addEventListener('click', function (evt) {
    evt.stopPropagation();
    onDenyClicked();
  });

  return createDialog(dialogText, buttonsContainer);
}

function createAlertDialog (closeText, dialogText, onOkClicked) {
  var buttonsContainer;
  var okButton;

  buttonsContainer = document.createElement('div');
  buttonsContainer.classList.add(DIALOG_BUTTONS_CONTAINER_CLASS);

  // Buttons
  okButton = document.createElement('button');
  okButton.classList.add(DIALOG_BUTTON_CLASS, DIALOG_OK_BUTTON_CLASS);
  okButton.setAttribute(constants.AFRAME_INJECTED, '');
  okButton.innerHTML = closeText;
  buttonsContainer.appendChild(okButton);

  // Ask for sensor events to be used
  okButton.addEventListener('click', function (evt) {
    evt.stopPropagation();
    onOkClicked();
  });

  return createDialog(dialogText, buttonsContainer);
}

function createDialog (text, buttonsContainerEl) {
  var modalContainer;
  var dialog;
  var dialogTextContainer;
  var dialogText;

  modalContainer = document.createElement('div');
  modalContainer.classList.add(MODAL_CLASS);
  modalContainer.setAttribute(constants.AFRAME_INJECTED, '');

  dialog = document.createElement('div');
  dialog.className = DIALOG_CLASS;
  dialog.setAttribute(constants.AFRAME_INJECTED, '');
  modalContainer.appendChild(dialog);

  dialogTextContainer = document.createElement('div');
  dialogTextContainer.classList.add(DIALOG_TEXT_CONTAINER_CLASS);
  dialog.appendChild(dialogTextContainer);

  dialogText = document.createElement('div');
  dialogText.classList.add(DIALOG_TEXT_CLASS);
  dialogText.innerHTML = text;
  dialogTextContainer.appendChild(dialogText);

  dialog.appendChild(buttonsContainerEl);

  return modalContainer;
}

},{"../../constants/":106,"../../core/component":114,"../../utils/":190}],85:[function(require,module,exports){
var registerComponent = require('../../core/component').registerComponent;

/**
 * Component to embed an a-frame scene within the layout of a 2D page.
 */
module.exports.Component = registerComponent('embedded', {
  dependencies: ['vr-mode-ui'],

  schema: {default: true},

  update: function () {
    var sceneEl = this.el;
    var enterVREl = sceneEl.querySelector('.a-enter-vr');
    if (this.data === true) {
      if (enterVREl) { enterVREl.classList.add('embedded'); }
      sceneEl.removeFullScreenStyles();
    } else {
      if (enterVREl) { enterVREl.classList.remove('embedded'); }
      sceneEl.addFullScreenStyles();
    }
  }

});

},{"../../core/component":114}],86:[function(require,module,exports){
var register = require('../../core/component').registerComponent;
var THREE = require('../../lib/three');
var debug = require('../../utils/debug');

var warn = debug('components:fog:warn');

/**
 * Fog component.
 * Applies only to the scene entity.
 */
module.exports.Component = register('fog', {
  schema: {
    color: {type: 'color', default: '#000'},
    density: {default: 0.00025},
    far: {default: 1000, min: 0},
    near: {default: 1, min: 0},
    type: {default: 'linear', oneOf: ['linear', 'exponential']}
  },

  update: function () {
    var data = this.data;
    var el = this.el;
    var fog = this.el.object3D.fog;

    if (!el.isScene) {
      warn('Fog component can only be applied to <a-scene>');
      return;
    }

    // (Re)create fog if fog doesn't exist or fog type changed.
    if (!fog || data.type !== fog.name) {
      el.object3D.fog = getFog(data);
      el.systems.material.updateMaterials();
      return;
    }

    // Fog data changed. Update fog.
    Object.keys(this.schema).forEach(function (key) {
      var value = data[key];
      if (key === 'color') { value = new THREE.Color(value); }
      fog[key] = value;
    });
  },

  /**
   * Remove fog on remove (callback).
   */
  remove: function () {
    var fog = this.el.object3D.fog;
    if (!fog) { return; }
    fog.far = 0;
    fog.near = 0.1;
  }
});

/**
 * Creates a fog object. Sets fog.name to be able to detect fog type changes.
 *
 * @param {object} data - Fog data.
 * @returns {object} fog
 */
function getFog (data) {
  var fog;
  if (data.type === 'exponential') {
    fog = new THREE.FogExp2(data.color, data.density);
  } else {
    fog = new THREE.Fog(data.color, data.near, data.far);
  }
  fog.name = data.type;
  return fog;
}

},{"../../core/component":114,"../../lib/three":162,"../../utils/debug":186}],87:[function(require,module,exports){
(function (process){(function (){
/* global AFRAME */
var AFRAME_INJECTED = require('../../constants').AFRAME_INJECTED;
var pkg = require('../../../package');
var registerComponent = require('../../core/component').registerComponent;
var utils = require('../../utils/');

/**
 * 0.4.2 to 0.4.x
 * Will need to update this when A-Frame goes to 1.x.x.
 */
function getFuzzyPatchVersion (version) {
  var split = version.split('.');
  split[2] = 'x';
  return split.join('.');
}

var INSPECTOR_DEV_URL = 'https://aframe.io/aframe-inspector/dist/aframe-inspector.js';
var INSPECTOR_RELEASE_URL = 'https://unpkg.com/aframe-inspector@' + getFuzzyPatchVersion(pkg.version) + '/dist/aframe-inspector.min.js';
var INSPECTOR_URL = process.env.INSPECTOR_VERSION === 'dev' ? INSPECTOR_DEV_URL : INSPECTOR_RELEASE_URL;
var LOADING_MESSAGE = 'Loading Inspector';
var LOADING_ERROR_MESSAGE = 'Error loading Inspector';

module.exports.Component = registerComponent('inspector', {
  schema: {
    url: {default: INSPECTOR_URL}
  },

  init: function () {
    this.firstPlay = true;
    this.onKeydown = this.onKeydown.bind(this);
    this.onMessage = this.onMessage.bind(this);
    this.initOverlay();
    window.addEventListener('keydown', this.onKeydown);
    window.addEventListener('message', this.onMessage);
  },

  play: function () {
    var urlParam;
    if (!this.firstPlay) { return; }
    urlParam = utils.getUrlParameter('inspector');
    if (urlParam !== 'false' && !!urlParam) {
      this.openInspector();
      this.firstPlay = false;
    }
  },

  initOverlay: function () {
    var dotsHTML = '<span class="dots"><span>.</span><span>.</span><span>.</span></span>';
    this.loadingMessageEl = document.createElement('div');
    this.loadingMessageEl.classList.add('a-inspector-loader');
    this.loadingMessageEl.innerHTML = LOADING_MESSAGE + dotsHTML;
  },

  remove: function () {
    this.removeEventListeners();
  },

  /**
   * <ctrl> + <alt> + i keyboard shortcut.
   */
  onKeydown: function (evt) {
    var shortcutPressed = evt.keyCode === 73 && (evt.ctrlKey && evt.altKey || evt.getModifierState('AltGraph'));
    if (!shortcutPressed) { return; }
    this.openInspector();
  },

  showLoader: function () {
    document.body.appendChild(this.loadingMessageEl);
  },

  hideLoader: function () {
    document.body.removeChild(this.loadingMessageEl);
  },

  /**
   * postMessage. aframe.io uses this to create a button on examples to open Inspector.
   */
  onMessage: function (evt) {
    if (evt.data === 'INJECT_AFRAME_INSPECTOR') { this.openInspector(); }
  },

  openInspector: function (focusEl) {
    var self = this;
    var script;

    // Already injected. Open.
    if (AFRAME.INSPECTOR || AFRAME.inspectorInjected) {
      AFRAME.INSPECTOR.open(focusEl);
      return;
    }

    this.showLoader();

    // Inject.
    script = document.createElement('script');
    script.src = this.data.url;
    script.setAttribute('data-name', 'aframe-inspector');
    script.setAttribute(AFRAME_INJECTED, '');
    script.onload = function () {
      AFRAME.INSPECTOR.open(focusEl);
      self.hideLoader();
      self.removeEventListeners();
    };
    script.onerror = function () {
      self.loadingMessageEl.innerHTML = LOADING_ERROR_MESSAGE;
    };
    document.head.appendChild(script);
    AFRAME.inspectorInjected = true;
  },

  removeEventListeners: function () {
    window.removeEventListener('keydown', this.onKeydown);
    window.removeEventListener('message', this.onMessage);
  }
});

}).call(this)}).call(this,require('_process'))

},{"../../../package":52,"../../constants":106,"../../core/component":114,"../../utils/":190,"_process":31}],88:[function(require,module,exports){
var registerComponent = require('../../core/component').registerComponent;
var shouldCaptureKeyEvent = require('../../utils/').shouldCaptureKeyEvent;

module.exports.Component = registerComponent('keyboard-shortcuts', {
  schema: {
    enterVR: {default: true},
    exitVR: {default: true}
  },

  init: function () {
    this.onKeyup = this.onKeyup.bind(this);
  },

  update: function (oldData) {
    var data = this.data;
    this.enterVREnabled = data.enterVR;
  },

  play: function () {
    window.addEventListener('keyup', this.onKeyup, false);
  },

  pause: function () {
    window.removeEventListener('keyup', this.onKeyup);
  },

  onKeyup: function (evt) {
    var scene = this.el;
    if (!shouldCaptureKeyEvent(evt)) { return; }
    if (this.enterVREnabled && evt.keyCode === 70) {  // f.
      scene.enterVR();
    }
    if (this.enterVREnabled && evt.keyCode === 27) {  // escape.
      scene.exitVR();
    }
  }
});

},{"../../core/component":114,"../../utils/":190}],89:[function(require,module,exports){
var debug = require('../../utils/debug');
var registerComponent = require('../../core/component').registerComponent;

var warn = debug('components:pool:warn');

/**
 * Pool component to reuse entities.
 * Avoids creating and destroying the same kind of entities.
 * Helps reduce GC pauses. For example in a game to reuse enemies entities.
 *
 * @member {array} availableEls - Available entities in the pool.
 * @member {array} usedEls - Entities of the pool in use.
 */
module.exports.Component = registerComponent('pool', {
  schema: {
    container: {default: ''},
    mixin: {default: ''},
    size: {default: 0},
    dynamic: {default: false}
  },

  multiple: true,

  initPool: function () {
    var i;

    this.availableEls = [];
    this.usedEls = [];

    if (!this.data.mixin) {
      warn('No mixin provided for pool component.');
    }

    if (this.data.container) {
      this.container = document.querySelector(this.data.container);
      if (!this.container) {
        warn('Container ' + this.data.container + ' not found.');
      }
    }
    this.container = this.container || this.el;

    for (i = 0; i < this.data.size; ++i) {
      this.createEntity();
    }
  },

  update: function (oldData) {
    var data = this.data;
    if (oldData.mixin !== data.mixin || oldData.size !== data.size) {
      this.initPool();
    }
  },

  /**
   * Add a new entity to the list of available entities.
   */
  createEntity: function () {
    var el;
    el = document.createElement('a-entity');
    el.play = this.wrapPlay(el.play);
    el.setAttribute('mixin', this.data.mixin);
    el.object3D.visible = false;
    el.pause();
    this.container.appendChild(el);
    this.availableEls.push(el);
  },

  /**
   * Play wrapper for pooled entities. When pausing and playing a scene, don't want to play
   * entities that are not in use.
   */
  wrapPlay: function (playMethod) {
    var usedEls = this.usedEls;
    return function () {
      if (usedEls.indexOf(this) === -1) { return; }
      playMethod.call(this);
    };
  },

  /**
   * Used to request one of the available entities of the pool.
   */
  requestEntity: function () {
    var el;
    if (this.availableEls.length === 0) {
      if (this.data.dynamic === false) {
        warn('Requested entity from empty pool: ' + this.attrName);
        return;
      } else {
        warn('Requested entity from empty pool. This pool is dynamic and will resize ' +
             'automatically. You might want to increase its initial size: ' + this.attrName);
      }
      this.createEntity();
    }
    el = this.availableEls.shift();
    this.usedEls.push(el);
    el.object3D.visible = true;
    return el;
  },

  /**
   * Used to return a used entity to the pool.
   */
  returnEntity: function (el) {
    var index = this.usedEls.indexOf(el);
    if (index === -1) {
      warn('The returned entity was not previously pooled from ' + this.attrName);
      return;
    }
    this.usedEls.splice(index, 1);
    this.availableEls.push(el);
    el.object3D.visible = false;
    el.pause();
    return el;
  }
});

},{"../../core/component":114,"../../utils/debug":186}],90:[function(require,module,exports){
/* global THREE, XRWebGLBinding */
var register = require('../../core/component').registerComponent;

// source: view-source:https://storage.googleapis.com/chromium-webxr-test/r886480/proposals/lighting-estimation.html
function updateLights (estimate, probeLight, directionalLight, directionalLightPosition) {
  var intensityScalar =
    Math.max(estimate.primaryLightIntensity.x,
      Math.max(estimate.primaryLightIntensity.y,
        estimate.primaryLightIntensity.z));

  probeLight.sh.fromArray(estimate.sphericalHarmonicsCoefficients);
  probeLight.intensity = 1;

  if (directionalLight) {
    directionalLight.color.setRGB(
      estimate.primaryLightIntensity.x / intensityScalar,
      estimate.primaryLightIntensity.y / intensityScalar,
      estimate.primaryLightIntensity.z / intensityScalar);

    directionalLight.intensity = intensityScalar;
    directionalLightPosition.copy(estimate.primaryLightDirection);
  }
}

module.exports.Component = register('reflection', {
  schema: {
    directionalLight: { type: 'selector' }
  },
  init: function () {
    var self = this;
    this.cubeRenderTarget = new THREE.WebGLCubeRenderTarget(16);
    this.cubeCamera = new THREE.CubeCamera(0.1, 1000, this.cubeRenderTarget);
    this.lightingEstimationTexture = (new THREE.WebGLCubeRenderTarget(16)).texture;
    this.needsVREnvironmentUpdate = true;

    // Update WebXR to support light-estimation
    var webxrData = this.el.getAttribute('webxr');
    var optionalFeaturesArray = webxrData.optionalFeatures;
    if (!optionalFeaturesArray.includes('light-estimation')) {
      optionalFeaturesArray.push('light-estimation');
      this.el.setAttribute('webxr', webxrData);
    }

    this.el.addEventListener('enter-vr', function () {
      var renderer = self.el.renderer;
      var session = renderer.xr.getSession();
      if (
        session.requestLightProbe && self.el.is('ar-mode')
      ) {
        self.startLightProbe();
      }
    });

    this.el.addEventListener('exit-vr', function () {
      self.stopLightProbe();
    });

    this.el.object3D.environment = this.cubeRenderTarget.texture;
  },
  stopLightProbe: function () {
    this.xrLightProbe = null;
    if (this.probeLight) {
      this.probeLight.components.light.light.intensity = 0;
    }
    this.needsVREnvironmentUpdate = true;
    this.el.object3D.environment = this.cubeRenderTarget.texture;
  },
  startLightProbe: function () {
    this.needsLightProbeUpdate = true;
  },
  setupLightProbe: function () {
    var renderer = this.el.renderer;
    var xrSession = renderer.xr.getSession();
    var self = this;
    var gl = renderer.getContext();

    if (!this.probeLight) {
      var probeLight = document.createElement('a-light');
      probeLight.setAttribute('type', 'probe');
      probeLight.setAttribute('intensity', 0);
      this.el.appendChild(probeLight);
      this.probeLight = probeLight;
    }

    // Ensure that we have any extensions needed to use the preferred cube map format.
    switch (xrSession.preferredReflectionFormat) {
      case 'srgba8':
        gl.getExtension('EXT_sRGB');
        break;

      case 'rgba16f':
        gl.getExtension('OES_texture_half_float');
        break;
    }

    this.glBinding = new XRWebGLBinding(xrSession, gl);
    gl.getExtension('EXT_sRGB');
    gl.getExtension('OES_texture_half_float');

    xrSession.requestLightProbe()
      .then(function (lightProbe) {
        self.xrLightProbe = lightProbe;
        lightProbe.addEventListener('reflectionchange', self.updateXRCubeMap.bind(self));
      })
      .catch(function (err) {
        console.warn('Lighting estimation not supported: ' + err.message);
        console.warn('Are you missing: webxr="optionalFeatures: light-estimation;" from <a-scene>?');
      });
  },
  updateXRCubeMap: function () {
    // Update Cube Map, cubeMap maybe some unavailable on some hardware
    var renderer = this.el.renderer;
    var cubeMap = this.glBinding.getReflectionCubeMap(this.xrLightProbe);
    if (cubeMap) {
      var rendererProps = renderer.properties.get(this.lightingEstimationTexture);
      rendererProps.__webglTexture = cubeMap;
      this.lightingEstimationTexture.needsPMREMUpdate = true;
      this.el.object3D.environment = this.lightingEstimationTexture;
    }
  },
  tick: function () {
    var scene = this.el.object3D;
    var renderer = this.el.renderer;
    var frame = this.el.frame;

    if (frame && this.xrLightProbe) {
      // light estimate may not yet be available, it takes a few frames to start working
      var estimate = frame.getLightEstimate(this.xrLightProbe);

      if (estimate) {
        updateLights(
          estimate,
          this.probeLight.components.light.light,
          this.data.directionalLight && this.data.directionalLight.components.light.light,
          this.data.directionalLight && this.data.directionalLight.object3D.position
        );
      }
    }

    if (this.needsVREnvironmentUpdate) {
      scene.environment = null;
      this.needsVREnvironmentUpdate = false;
      this.cubeCamera.position.set(0, 1.6, 0);
      this.cubeCamera.update(renderer, scene);
      this.el.object3D.environment = this.cubeRenderTarget.texture;
    }

    if (this.needsLightProbeUpdate && frame) {
      // wait until the XR Session has started before trying to make
      // the light probe
      this.setupLightProbe();
      this.needsLightProbeUpdate = false;
    }
  },

  remove: function () {
    this.el.object3D.environment = null;
    this.removeChild(this.probeLight);
  }
});

},{"../../core/component":114}],91:[function(require,module,exports){
/* global ImageData, URL */
var registerComponent = require('../../core/component').registerComponent;
var THREE = require('../../lib/three');

var VERTEX_SHADER = [
  'attribute vec3 position;',
  'attribute vec2 uv;',
  'uniform mat4 projectionMatrix;',
  'uniform mat4 modelViewMatrix;',
  'varying vec2 vUv;',
  'void main()  {',
  '  vUv = vec2( 1.- uv.x, uv.y );',
  '  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  '}'
].join('\n');

var FRAGMENT_SHADER = [
  'precision mediump float;',
  'uniform samplerCube map;',
  'varying vec2 vUv;',
  '#define M_PI 3.141592653589793238462643383279',
  'void main() {',
  '  vec2 uv = vUv;',
  '  float longitude = uv.x * 2. * M_PI - M_PI + M_PI / 2.;',
  '  float latitude = uv.y * M_PI;',
  '  vec3 dir = vec3(',
  '    - sin( longitude ) * sin( latitude ),',
  '    cos( latitude ),',
  '    - cos( longitude ) * sin( latitude )',
  '  );',
  '  normalize( dir );',
  '  gl_FragColor = vec4( textureCube( map, dir ).rgb, 1.0 );',
  '}'
].join('\n');

/**
 * Component to take screenshots of the scene using a keboard shortcut (alt+s).
 * It can be configured to either take 360&deg; captures (`equirectangular`)
 * or regular screenshots (`projection`)
 *
 * This is based on https://github.com/spite/THREE.CubemapToEquirectangular
 * To capture an equirectangular projection of the scene a THREE.CubeCamera is used
 * The cube map produced by the CubeCamera is projected on a quad and then rendered to
 * WebGLRenderTarget with an ortographic camera.
 */
module.exports.Component = registerComponent('screenshot', {
  schema: {
    width: {default: 4096},
    height: {default: 2048},
    camera: {type: 'selector'}
  },

  init: function () {
    var el = this.el;
    var self = this;

    if (el.renderer) {
      setup();
    } else {
      el.addEventListener('render-target-loaded', setup);
    }

    function setup () {
      var gl = el.renderer.getContext();
      if (!gl) { return; }
      self.cubeMapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
      self.material = new THREE.RawShaderMaterial({
        uniforms: {map: {type: 't', value: null}},
        vertexShader: VERTEX_SHADER,
        fragmentShader: FRAGMENT_SHADER,
        side: THREE.DoubleSide
      });
      self.quad = new THREE.Mesh(
        new THREE.PlaneBufferGeometry(1, 1),
        self.material
      );
      self.quad.visible = false;
      self.camera = new THREE.OrthographicCamera(-1 / 2, 1 / 2, 1 / 2, -1 / 2, -10000, 10000);
      self.canvas = document.createElement('canvas');
      self.ctx = self.canvas.getContext('2d');
      el.object3D.add(self.quad);
      self.onKeyDown = self.onKeyDown.bind(self);
    }
  },

  getRenderTarget: function (width, height) {
    return new THREE.WebGLRenderTarget(width, height, {
      encoding: THREE.sRGBEncoding,
      minFilter: THREE.LinearFilter,
      magFilter: THREE.LinearFilter,
      wrapS: THREE.ClampToEdgeWrapping,
      wrapT: THREE.ClampToEdgeWrapping,
      format: THREE.RGBAFormat,
      type: THREE.UnsignedByteType
    });
  },

  resize: function (width, height) {
    // Resize quad.
    this.quad.scale.set(width, height, 1);

    // Resize camera.
    this.camera.left = -1 * width / 2;
    this.camera.right = width / 2;
    this.camera.top = height / 2;
    this.camera.bottom = -1 * height / 2;
    this.camera.updateProjectionMatrix();

    // Resize canvas.
    this.canvas.width = width;
    this.canvas.height = height;
  },

  play: function () {
    window.addEventListener('keydown', this.onKeyDown);
  },

  /**
   * <ctrl> + <alt> + s = Regular screenshot.
   * <ctrl> + <alt> + <shift> + s = Equirectangular screenshot.
  */
  onKeyDown: function (evt) {
    var shortcutPressed = evt.keyCode === 83 && evt.ctrlKey && evt.altKey;
    if (!this.data || !shortcutPressed) { return; }
    var projection = evt.shiftKey ? 'equirectangular' : 'perspective';
    this.capture(projection);
  },

  /**
   * Capture a screenshot of the scene.
   *
   * @param {string} projection - Screenshot projection (equirectangular or perspective).
   */
  setCapture: function (projection) {
    var el = this.el;
    var size;
    var camera;
    var cubeCamera;
    var cubeRenderTarget;
    // Configure camera.
    if (projection === 'perspective') {
      // Quad is only used in equirectangular mode. Hide it in this case.
      this.quad.visible = false;
      // Use scene camera.
      camera = (this.data.camera && this.data.camera.components.camera.camera) || el.camera;
      size = {width: this.data.width, height: this.data.height};
    } else {
      // Use ortho camera.
      camera = this.camera;
      cubeRenderTarget = new THREE.WebGLCubeRenderTarget(
        Math.min(this.cubeMapSize, 2048),
        {
          format: THREE.RGBFormat,
          generateMipmaps: true,
          minFilter: THREE.LinearMipmapLinearFilter,
          encoding: THREE.sRGBEncoding
        });
      // Create cube camera and copy position from scene camera.
      cubeCamera = new THREE.CubeCamera(el.camera.near, el.camera.far, cubeRenderTarget);
      // Copy camera position into cube camera;
      el.camera.getWorldPosition(cubeCamera.position);
      el.camera.getWorldQuaternion(cubeCamera.quaternion);
      // Render scene with cube camera.
      cubeCamera.update(el.renderer, el.object3D);
      this.quad.material.uniforms.map.value = cubeCamera.renderTarget.texture;
      size = {width: this.data.width, height: this.data.height};
      // Use quad to project image taken by the cube camera.
      this.quad.visible = true;
    }
    return {
      camera: camera,
      size: size,
      projection: projection
    };
  },

  /**
   * Maintained for backwards compatibility.
   */
  capture: function (projection) {
    var isVREnabled = this.el.renderer.xr.enabled;
    var renderer = this.el.renderer;
    var params;
    // Disable VR.
    renderer.xr.enabled = false;
    params = this.setCapture(projection);
    this.renderCapture(params.camera, params.size, params.projection);
    // Trigger file download.
    this.saveCapture();
    // Restore VR.
    renderer.xr.enabled = isVREnabled;
  },

  /**
   * Return canvas instead of triggering download (e.g., for uploading blob to server).
   */
  getCanvas: function (projection) {
    var isVREnabled = this.el.renderer.xr.enabled;
    var renderer = this.el.renderer;
    // Disable VR.
    var params = this.setCapture(projection);
    renderer.xr.enabled = false;
    this.renderCapture(params.camera, params.size, params.projection);
    // Restore VR.
    renderer.xr.enabled = isVREnabled;
    return this.canvas;
  },

  renderCapture: function (camera, size, projection) {
    var autoClear = this.el.renderer.autoClear;
    var el = this.el;
    var imageData;
    var output;
    var pixels;
    var renderer = el.renderer;
    // Create rendering target and buffer to store the read pixels.
    output = this.getRenderTarget(size.width, size.height);
    pixels = new Uint8Array(4 * size.width * size.height);
    // Resize quad, camera, and canvas.
    this.resize(size.width, size.height);
    // Render scene to render target.
    renderer.autoClear = true;
    renderer.clear();
    renderer.setRenderTarget(output);
    renderer.render(el.object3D, camera);
    renderer.autoClear = autoClear;
    // Read image pizels back.
    renderer.readRenderTargetPixels(output, 0, 0, size.width, size.height, pixels);
    renderer.setRenderTarget(null);
    if (projection === 'perspective') {
      pixels = this.flipPixelsVertically(pixels, size.width, size.height);
    }
    imageData = new ImageData(new Uint8ClampedArray(pixels), size.width, size.height);
    // Hide quad after projecting the image.
    this.quad.visible = false;
    // Copy pixels into canvas.
    this.ctx.putImageData(imageData, 0, 0);
  },

  flipPixelsVertically: function (pixels, width, height) {
    var flippedPixels = pixels.slice(0);
    for (var x = 0; x < width; ++x) {
      for (var y = 0; y < height; ++y) {
        flippedPixels[x * 4 + y * width * 4] = pixels[x * 4 + (height - y) * width * 4];
        flippedPixels[x * 4 + 1 + y * width * 4] = pixels[x * 4 + 1 + (height - y) * width * 4];
        flippedPixels[x * 4 + 2 + y * width * 4] = pixels[x * 4 + 2 + (height - y) * width * 4];
        flippedPixels[x * 4 + 3 + y * width * 4] = pixels[x * 4 + 3 + (height - y) * width * 4];
      }
    }
    return flippedPixels;
  },

  /**
   * Download capture to file.
   */
  saveCapture: function () {
    this.canvas.toBlob(function (blob) {
      var fileName = 'screenshot-' + document.title.toLowerCase() + '-' + Date.now() + '.png';
      var linkEl = document.createElement('a');
      var url = URL.createObjectURL(blob);
      linkEl.href = url;
      linkEl.setAttribute('download', fileName);
      linkEl.innerHTML = 'downloading...';
      linkEl.style.display = 'none';
      document.body.appendChild(linkEl);
      setTimeout(function () {
        linkEl.click();
        document.body.removeChild(linkEl);
      }, 1);
    }, 'image/png');
  }
});

},{"../../core/component":114,"../../lib/three":162}],92:[function(require,module,exports){
var registerComponent = require('../../core/component').registerComponent;
var RStats = require('../../../vendor/rStats');
var utils = require('../../utils');
require('../../../vendor/rStats.extras');
require('../../lib/rStatsAframe');

var AFrameStats = window.aframeStats;
var bind = utils.bind;
var HIDDEN_CLASS = 'a-hidden';
var ThreeStats = window.threeStats;

/**
 * Stats appended to document.body by RStats.
 */
module.exports.Component = registerComponent('stats', {
  schema: {default: true},

  init: function () {
    var scene = this.el;

    if (utils.getUrlParameter('stats') === 'false') { return; }

    this.stats = createStats(scene);
    this.statsEl = document.querySelector('.rs-base');

    this.hideBound = bind(this.hide, this);
    this.showBound = bind(this.show, this);

    scene.addEventListener('enter-vr', this.hideBound);
    scene.addEventListener('exit-vr', this.showBound);
  },

  update: function () {
    if (!this.stats) { return; }
    return (!this.data) ? this.hide() : this.show();
  },

  remove: function () {
    this.el.removeEventListener('enter-vr', this.hideBound);
    this.el.removeEventListener('exit-vr', this.showBound);
    if (!this.statsEl) { return; }  // Scene detached.
    this.statsEl.parentNode.removeChild(this.statsEl);
  },

  tick: function () {
    var stats = this.stats;

    if (!stats) { return; }

    stats('rAF').tick();
    stats('FPS').frame();
    stats().update();
  },

  hide: function () {
    this.statsEl.classList.add(HIDDEN_CLASS);
  },

  show: function () {
    this.statsEl.classList.remove(HIDDEN_CLASS);
  }
});

function createStats (scene) {
  var threeStats = new ThreeStats(scene.renderer);
  var aframeStats = new AFrameStats(scene);
  var plugins = scene.isMobile ? [] : [threeStats, aframeStats];
  return new RStats({
    css: [],  // Our stylesheet is injected from `src/index.js`.
    values: {
      fps: {caption: 'fps', below: 30}
    },
    groups: [
      {caption: 'Framerate', values: ['fps', 'raf']}
    ],
    plugins: plugins
  });
}

},{"../../../vendor/rStats":202,"../../../vendor/rStats.extras":201,"../../core/component":114,"../../lib/rStatsAframe":161,"../../utils":190}],93:[function(require,module,exports){
var registerComponent = require('../../core/component').registerComponent;
var constants = require('../../constants/');
var utils = require('../../utils/');
var bind = utils.bind;

var ENTER_VR_CLASS = 'a-enter-vr';
var ENTER_AR_CLASS = 'a-enter-ar';
var ENTER_VR_BTN_CLASS = 'a-enter-vr-button';
var ENTER_AR_BTN_CLASS = 'a-enter-ar-button';
var HIDDEN_CLASS = 'a-hidden';
var ORIENTATION_MODAL_CLASS = 'a-orientation-modal';

/**
 * UI for entering VR mode.
 */
module.exports.Component = registerComponent('vr-mode-ui', {
  dependencies: ['canvas'],

  schema: {
    enabled: {default: true},
    enterVRButton: {default: ''},
    enterARButton: {default: ''}
  },

  init: function () {
    var self = this;
    var sceneEl = this.el;

    if (utils.getUrlParameter('ui') === 'false') { return; }

    this.insideLoader = false;
    this.enterVREl = null;
    this.enterAREl = null;
    this.orientationModalEl = null;
    this.bindMethods();

    // Hide/show VR UI when entering/exiting VR mode.
    sceneEl.addEventListener('enter-vr', this.updateEnterInterfaces);
    sceneEl.addEventListener('exit-vr', this.updateEnterInterfaces);
    sceneEl.addEventListener('update-vr-devices', this.updateEnterInterfaces);

    window.addEventListener('message', function (event) {
      if (event.data.type === 'loaderReady') {
        self.insideLoader = true;
        self.remove();
      }
    });

    // Modal that tells the user to change orientation if in portrait.
    window.addEventListener('orientationchange', this.toggleOrientationModalIfNeeded);
  },

  bindMethods: function () {
    this.onEnterVRButtonClick = bind(this.onEnterVRButtonClick, this);
    this.onEnterARButtonClick = bind(this.onEnterARButtonClick, this);
    this.onModalClick = bind(this.onModalClick, this);
    this.toggleOrientationModalIfNeeded = bind(this.toggleOrientationModalIfNeeded, this);
    this.updateEnterInterfaces = bind(this.updateEnterInterfaces, this);
  },

  /**
   * Exit VR when modal clicked.
   */
  onModalClick: function () {
    this.el.exitVR();
  },

  /**
   * Enter VR when clicked.
   */
  onEnterVRButtonClick: function () {
    this.el.enterVR();
  },

  /**
   * Enter AR when clicked.
   */
  onEnterARButtonClick: function () {
    this.el.enterAR();
  },

  update: function () {
    var data = this.data;
    var sceneEl = this.el;

    if (!data.enabled || this.insideLoader || utils.getUrlParameter('ui') === 'false') {
      return this.remove();
    }

    if (this.enterVREl || this.enterAREl || this.orientationModalEl) { return; }

    // Add UI if enabled and not already present.
    if (data.enterVRButton) {
      // Custom button.
      this.enterVREl = document.querySelector(data.enterVRButton);
      this.enterVREl.addEventListener('click', this.onEnterVRButtonClick);
    } else {
      this.enterVREl = createEnterVRButton(this.onEnterVRButtonClick);
      sceneEl.appendChild(this.enterVREl);
    }
    if (data.enterARButton) {
      // Custom button.
      this.enterAREl = document.querySelector(data.enterARButton);
      this.enterAREl.addEventListener('click', this.onEnterARButtonClick);
    } else {
      this.enterAREl = createEnterARButton(this.onEnterARButtonClick);
      sceneEl.appendChild(this.enterAREl);
    }

    this.orientationModalEl = createOrientationModal(this.onModalClick);
    sceneEl.appendChild(this.orientationModalEl);

    this.updateEnterInterfaces();
  },

  remove: function () {
    [this.enterVREl, this.enterAREl, this.orientationModalEl].forEach(function (uiElement) {
      if (uiElement && uiElement.parentNode) {
        uiElement.parentNode.removeChild(uiElement);
      }
    });
    this.enterVREl = undefined;
    this.enterAREl = undefined;
    this.orientationModalEl = undefined;
  },

  updateEnterInterfaces: function () {
    this.toggleEnterVRButtonIfNeeded();
    this.toggleEnterARButtonIfNeeded();
    this.toggleOrientationModalIfNeeded();
  },

  toggleEnterVRButtonIfNeeded: function () {
    var sceneEl = this.el;
    if (!this.enterVREl) { return; }
    if (sceneEl.is('vr-mode')) {
      this.enterVREl.classList.add(HIDDEN_CLASS);
    } else {
      this.enterVREl.classList.remove(HIDDEN_CLASS);
    }
  },

  toggleEnterARButtonIfNeeded: function () {
    var sceneEl = this.el;
    if (!this.enterAREl) { return; }
    // Hide the button while in a session, or if AR is not supported.
    if (sceneEl.is('vr-mode') || !utils.device.checkARSupport()) {
      this.enterAREl.classList.add(HIDDEN_CLASS);
    } else {
      this.enterAREl.classList.remove(HIDDEN_CLASS);
    }
  },

  toggleOrientationModalIfNeeded: function () {
    var sceneEl = this.el;
    var orientationModalEl = this.orientationModalEl;
    if (!orientationModalEl || !sceneEl.isMobile) { return; }
    if (!utils.device.isLandscape() && sceneEl.is('vr-mode')) {
      // Show if in VR mode on portrait.
      orientationModalEl.classList.remove(HIDDEN_CLASS);
    } else {
      orientationModalEl.classList.add(HIDDEN_CLASS);
    }
  }
});

/**
 * Create a button that when clicked will enter into stereo-rendering mode for VR.
 *
 * Structure: <div><button></div>
 *
 * @param {function} onClick - click event handler
 * @returns {Element} Wrapper <div>.
 */
function createEnterVRButton (onClick) {
  var vrButton;
  var wrapper;

  // Create elements.
  wrapper = document.createElement('div');
  wrapper.classList.add(ENTER_VR_CLASS);
  wrapper.setAttribute(constants.AFRAME_INJECTED, '');
  vrButton = document.createElement('button');
  vrButton.className = ENTER_VR_BTN_CLASS;
  vrButton.setAttribute('title',
    'Enter VR mode with a headset or fullscreen mode on a desktop. ' +
    'Visit https://webvr.rocks or https://webvr.info for more information.');
  vrButton.setAttribute(constants.AFRAME_INJECTED, '');
  if (utils.device.isMobile()) { applyStickyHoverFix(vrButton); }
  // Insert elements.
  wrapper.appendChild(vrButton);
  vrButton.addEventListener('click', function (evt) {
    onClick();
    evt.stopPropagation();
  });
  return wrapper;
}

/**
 * Create a button that when clicked will enter into AR mode
 *
 * Structure: <div><button></div>
 *
 * @param {function} onClick - click event handler
 * @returns {Element} Wrapper <div>.
 */
function createEnterARButton (onClick) {
  var arButton;
  var wrapper;

  // Create elements.
  wrapper = document.createElement('div');
  wrapper.classList.add(ENTER_AR_CLASS);
  wrapper.setAttribute(constants.AFRAME_INJECTED, '');
  arButton = document.createElement('button');
  arButton.className = ENTER_AR_BTN_CLASS;
  arButton.setAttribute('title',
    'Enter AR mode with a headset or handheld device. ' +
    'Visit https://webvr.rocks or https://webvr.info for more information.');
  arButton.setAttribute(constants.AFRAME_INJECTED, '');
  if (utils.device.isMobile()) { applyStickyHoverFix(arButton); }
  // Insert elements.
  wrapper.appendChild(arButton);
  arButton.addEventListener('click', function (evt) {
    onClick();
    evt.stopPropagation();
  });
  return wrapper;
}

/**
 * Creates a modal dialog to request the user to switch to landscape orientation.
 *
 * @param {function} onClick - click event handler
 * @returns {Element} Wrapper <div>.
 */
function createOrientationModal (onClick) {
  var modal = document.createElement('div');
  modal.className = ORIENTATION_MODAL_CLASS;
  modal.classList.add(HIDDEN_CLASS);
  modal.setAttribute(constants.AFRAME_INJECTED, '');

  var exit = document.createElement('button');
  exit.setAttribute(constants.AFRAME_INJECTED, '');
  exit.innerHTML = 'Exit VR';

  // Exit VR on close.
  exit.addEventListener('click', onClick);

  modal.appendChild(exit);

  return modal;
}

/**
 * CSS hover state is sticky in iOS (as in 12/18/2019)
 * They are not removed on mouseleave and this function applies a class
 * to resets the style.
 *
 * @param {function} buttonEl - Button element
 */
function applyStickyHoverFix (buttonEl) {
  buttonEl.addEventListener('touchstart', function () {
    buttonEl.classList.remove('resethover');
  });
  buttonEl.addEventListener('touchend', function () {
    buttonEl.classList.add('resethover');
  });
}

},{"../../constants/":106,"../../core/component":114,"../../utils/":190}],94:[function(require,module,exports){
var component = require('../core/component');
var THREE = require('../lib/three');
var bind = require('../utils/bind');
var registerComponent = component.registerComponent;

/**
 * Shadow component.
 *
 * When applied to an entity, that entity's geometry and any descendants will cast or receive
 * shadows as specified by the `cast` and `receive` properties.
 */
module.exports.Component = registerComponent('shadow', {
  schema: {
    cast: {default: true},
    receive: {default: true}
  },

  init: function () {
    this.onMeshChanged = bind(this.update, this);
    this.el.addEventListener('object3dset', this.onMeshChanged);
    this.system.setShadowMapEnabled(true);
  },

  update: function () {
    var data = this.data;
    this.updateDescendants(data.cast, data.receive);
  },

  remove: function () {
    var el = this.el;
    el.removeEventListener('object3dset', this.onMeshChanged);
    this.updateDescendants(false, false);
  },

  updateDescendants: function (cast, receive) {
    var sceneEl = this.el.sceneEl;
    this.el.object3D.traverse(function (node) {
      if (!(node instanceof THREE.Mesh)) { return; }

      node.castShadow = cast;
      node.receiveShadow = receive;

      // If scene has already rendered, materials must be updated.
      if (sceneEl.hasLoaded && node.material) {
        var materials = Array.isArray(node.material) ? node.material : [node.material];
        for (var i = 0; i < materials.length; i++) {
          materials[i].needsUpdate = true;
        }
      }
    });
  }
});

},{"../core/component":114,"../lib/three":162,"../utils/bind":184}],95:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var debug = require('../utils/debug');
var THREE = require('../lib/three');

var warn = debug('components:sound:warn');

/**
 * Sound component.
 */
module.exports.Component = registerComponent('sound', {
  schema: {
    autoplay: {default: false},
    distanceModel: {default: 'inverse', oneOf: ['linear', 'inverse', 'exponential']},
    loop: {default: false},
    maxDistance: {default: 10000},
    on: {default: ''},
    poolSize: {default: 1},
    positional: {default: true},
    refDistance: {default: 1},
    rolloffFactor: {default: 1},
    src: {type: 'audio'},
    volume: {default: 1}
  },

  multiple: true,

  init: function () {
    var self = this;

    this.listener = null;
    this.audioLoader = new THREE.AudioLoader();
    this.pool = new THREE.Group();
    this.loaded = false;
    this.mustPlay = false;

    // Don't pass evt because playSound takes a function as parameter.
    this.playSoundBound = function () { self.playSound(); };
  },

  update: function (oldData) {
    var data = this.data;
    var i;
    var sound;
    var srcChanged = data.src !== oldData.src;

    // Create new sound if not yet created or changing `src`.
    if (srcChanged) {
      if (!data.src) { return; }
      this.setupSound();
    }

    for (i = 0; i < this.pool.children.length; i++) {
      sound = this.pool.children[i];
      if (data.positional) {
        sound.setDistanceModel(data.distanceModel);
        sound.setMaxDistance(data.maxDistance);
        sound.setRefDistance(data.refDistance);
        sound.setRolloffFactor(data.rolloffFactor);
      }
      sound.setLoop(data.loop);
      sound.setVolume(data.volume);
      sound.isPaused = false;
    }

    if (data.on !== oldData.on) {
      this.updateEventListener(oldData.on);
    }

    // All sound values set. Load in `src`.
    if (srcChanged) {
      var self = this;

      this.loaded = false;
      this.audioLoader.load(data.src, function (buffer) {
        for (i = 0; i < self.pool.children.length; i++) {
          sound = self.pool.children[i];
          sound.setBuffer(buffer);
        }
        self.loaded = true;

        // Remove this key from cache, otherwise we can't play it again
        THREE.Cache.remove(data.src);
        if (self.data.autoplay || self.mustPlay) { self.playSound(); }
        self.el.emit('sound-loaded', self.evtDetail, false);
      });
    }
  },

  pause: function () {
    this.stopSound();
    this.removeEventListener();
  },

  play: function () {
    if (this.data.autoplay) { this.playSound(); }
    this.updateEventListener();
  },

  remove: function () {
    var i;
    var sound;

    this.removeEventListener();

    if (this.el.getObject3D(this.attrName)) {
      this.el.removeObject3D(this.attrName);
    }

    try {
      for (i = 0; i < this.pool.children.length; i++) {
        sound = this.pool.children[i];
        sound.disconnect();
      }
    } catch (e) {
      // disconnect() will throw if it was never connected initially.
      warn('Audio source not properly disconnected');
    }
  },

  /**
  *  Update listener attached to the user defined on event.
  */
  updateEventListener: function (oldEvt) {
    var el = this.el;
    if (oldEvt) { el.removeEventListener(oldEvt, this.playSoundBound); }
    el.addEventListener(this.data.on, this.playSoundBound);
  },

  removeEventListener: function () {
    this.el.removeEventListener(this.data.on, this.playSoundBound);
  },

  /**
   * Removes current sound object, creates new sound object, adds to entity.
   *
   * @returns {object} sound
   */
  setupSound: function () {
    var el = this.el;
    var i;
    var sceneEl = el.sceneEl;
    var self = this;
    var sound;

    if (this.pool.children.length > 0) {
      this.stopSound();
      el.removeObject3D('sound');
    }

    // Only want one AudioListener. Cache it on the scene.
    var listener = this.listener = sceneEl.audioListener || new THREE.AudioListener();
    sceneEl.audioListener = listener;

    if (sceneEl.camera) {
      sceneEl.camera.add(listener);
    }

    // Wait for camera if necessary.
    sceneEl.addEventListener('camera-set-active', function (evt) {
      evt.detail.cameraEl.getObject3D('camera').add(listener);
    });

    // Create [poolSize] audio instances and attach them to pool
    this.pool = new THREE.Group();
    for (i = 0; i < this.data.poolSize; i++) {
      sound = this.data.positional
        ? new THREE.PositionalAudio(listener)
        : new THREE.Audio(listener);
      this.pool.add(sound);
    }
    el.setObject3D(this.attrName, this.pool);

    for (i = 0; i < this.pool.children.length; i++) {
      sound = this.pool.children[i];
      sound.onEnded = function () {
        this.isPlaying = false;
        self.el.emit('sound-ended', self.evtDetail, false);
      };
    }
  },

  /**
   * Pause all the sounds in the pool.
   */
  pauseSound: function () {
    var i;
    var sound;

    this.isPlaying = false;
    for (i = 0; i < this.pool.children.length; i++) {
      sound = this.pool.children[i];
      if (!sound.source || !sound.source.buffer || !sound.isPlaying || sound.isPaused) {
        continue;
      }
      sound.isPaused = true;
      sound.pause();
    }
  },

  /**
   * Look for an unused sound in the pool and play it if found.
   */
  playSound: function (processSound) {
    var found;
    var i;
    var sound;

    if (!this.loaded) {
      warn('Sound not loaded yet. It will be played once it finished loading');
      this.mustPlay = true;
      return;
    }

    found = false;
    this.isPlaying = true;
    for (i = 0; i < this.pool.children.length; i++) {
      sound = this.pool.children[i];
      if (!sound.isPlaying && sound.buffer && !found) {
        if (processSound) { processSound(sound); }
        sound.play();
        sound.isPaused = false;
        found = true;
        continue;
      }
    }

    if (!found) {
      warn('All the sounds are playing. If you need to play more sounds simultaneously ' +
           'consider increasing the size of pool with the `poolSize` attribute.', this.el);
      return;
    }

    this.mustPlay = false;
  },

  /**
   * Stop all the sounds in the pool.
   */
  stopSound: function () {
    var i;
    var sound;
    this.isPlaying = false;
    for (i = 0; i < this.pool.children.length; i++) {
      sound = this.pool.children[i];
      if (!sound.source || !sound.source.buffer) { return; }
      sound.stop();
    }
  }
});

},{"../core/component":114,"../lib/three":162,"../utils/debug":186}],96:[function(require,module,exports){
var createTextGeometry = require('three-bmfont-text');
var loadBMFont = require('load-bmfont');

var registerComponent = require('../core/component').registerComponent;
var coreShader = require('../core/shader');
var THREE = require('../lib/three');
var utils = require('../utils/');

var error = utils.debug('components:text:error');
var shaders = coreShader.shaders;
var warn = utils.debug('components:text:warn');

// 1 to match other A-Frame default widths.
var DEFAULT_WIDTH = 1;

// @bryik set anisotropy to 16. Improves look of large amounts of text when viewed from angle.
var MAX_ANISOTROPY = 16;

var FONT_BASE_URL = 'https://cdn.aframe.io/fonts/';
var FONTS = {
  aileronsemibold: FONT_BASE_URL + 'Aileron-Semibold.fnt',
  dejavu: FONT_BASE_URL + 'DejaVu-sdf.fnt',
  exo2bold: FONT_BASE_URL + 'Exo2Bold.fnt',
  exo2semibold: FONT_BASE_URL + 'Exo2SemiBold.fnt',
  kelsonsans: FONT_BASE_URL + 'KelsonSans.fnt',
  monoid: FONT_BASE_URL + 'Monoid.fnt',
  mozillavr: FONT_BASE_URL + 'mozillavr.fnt',
  roboto: FONT_BASE_URL + 'Roboto-msdf.json',
  sourcecodepro: FONT_BASE_URL + 'SourceCodePro.fnt'
};
var MSDF_FONTS = ['roboto'];
var DEFAULT_FONT = 'roboto';
module.exports.FONTS = FONTS;

var cache = new PromiseCache();
var fontWidthFactors = {};
var textures = {};

// Regular expression for detecting a URLs with a protocol prefix.
var protocolRe = /^\w+:/;

/**
 * SDF-based text component.
 * Based on https://github.com/Jam3/three-bmfont-text.
 *
 * All the stock fonts are for the `sdf` registered shader, an improved version of jam3's
 * original `sdf` shader.
 */
module.exports.Component = registerComponent('text', {
  multiple: true,

  schema: {
    align: {type: 'string', default: 'left', oneOf: ['left', 'right', 'center']},
    alphaTest: {default: 0.5},
    // `anchor` defaults to center to match geometries.
    anchor: {default: 'center', oneOf: ['left', 'right', 'center', 'align']},
    baseline: {default: 'center', oneOf: ['top', 'center', 'bottom']},
    color: {type: 'color', default: '#FFF'},
    font: {type: 'string', default: DEFAULT_FONT},
    // `fontImage` defaults to the font name as a .png (e.g., mozillavr.fnt -> mozillavr.png).
    fontImage: {type: 'string'},
    // `height` has no default, will be populated at layout.
    height: {type: 'number'},
    letterSpacing: {type: 'number', default: 0},
    // `lineHeight` defaults to font's `lineHeight` value.
    lineHeight: {type: 'number'},
    // `negate` must be true for fonts generated with older versions of msdfgen (white background).
    negate: {type: 'boolean', default: true},
    opacity: {type: 'number', default: 1.0},
    shader: {default: 'sdf', oneOf: shaders},
    side: {default: 'front', oneOf: ['front', 'back', 'double']},
    tabSize: {default: 4},
    transparent: {default: true},
    value: {type: 'string'},
    whiteSpace: {default: 'normal', oneOf: ['normal', 'pre', 'nowrap']},
    // `width` defaults to geometry width if present, else `DEFAULT_WIDTH`.
    width: {type: 'number'},
    // `wrapCount` units are about one default font character. Wrap roughly at this number.
    wrapCount: {type: 'number', default: 40},
    // `wrapPixels` will wrap using bmfont pixel units (e.g., dejavu's is 32 pixels).
    wrapPixels: {type: 'number'},
    // `xOffset` to add padding.
    xOffset: {type: 'number', default: 0},
    // `yOffset` to adjust generated fonts from tools that may have incorrect metrics.
    yOffset: {type: 'number', default: 0},
    // `zOffset` will provide a small z offset to avoid z-fighting.
    zOffset: {type: 'number', default: 0.001}
  },

  init: function () {
    this.shaderData = {};
    this.geometry = createTextGeometry();
    this.createOrUpdateMaterial();
  },

  update: function (oldData) {
    var data = this.data;
    var font = this.currentFont;
    if (textures[data.font]) {
      this.texture = textures[data.font];
    } else {
      // Create texture per font.
      this.texture = textures[data.font] = new THREE.Texture();
      this.texture.anisotropy = MAX_ANISOTROPY;
    }

    // Update material.
    this.createOrUpdateMaterial();

    // New font. `updateFont` will later change data and layout.
    if (oldData.font !== data.font) {
      this.updateFont();
      return;
    }

    // Update geometry and layout.
    if (font) {
      this.updateGeometry(this.geometry, font);
      this.updateLayout();
    }
  },

  /**
   * Clean up geometry, material, texture, mesh, objects.
   */
  remove: function () {
    this.geometry.dispose();
    this.geometry = null;
    this.el.removeObject3D(this.attrName);
    this.material.dispose();
    this.material = null;
    this.texture.dispose();
    this.texture = null;
    if (this.shaderObject) { delete this.shaderObject; }
  },

  /**
   * Update the shader of the material.
   */
  createOrUpdateMaterial: function () {
    var data = this.data;
    var hasChangedShader;
    var material = this.material;
    var NewShader;
    var shaderData = this.shaderData;
    var shaderName;

    // Infer shader if using a stock font (or from `-msdf` filename convention).
    shaderName = data.shader;
    if (MSDF_FONTS.indexOf(data.font) !== -1 || data.font.indexOf('-msdf.') >= 0) {
      shaderName = 'msdf';
    } else if (data.font in FONTS && MSDF_FONTS.indexOf(data.font) === -1) {
      shaderName = 'sdf';
    }

    hasChangedShader = (this.shaderObject && this.shaderObject.name) !== shaderName;

    shaderData.alphaTest = data.alphaTest;
    shaderData.color = data.color;
    shaderData.map = this.texture;
    shaderData.opacity = data.opacity;
    shaderData.side = parseSide(data.side);
    shaderData.transparent = data.transparent;
    shaderData.negate = data.negate;

    // Shader has not changed, do an update.
    if (!hasChangedShader) {
      // Update shader material.
      this.shaderObject.update(shaderData);
      // Apparently, was not set on `init` nor `update`.
      material.transparent = shaderData.transparent;
      material.side = shaderData.side;
      return;
    }

    // Shader has changed. Create a shader material.
    NewShader = createShader(this.el, shaderName, shaderData);
    this.material = NewShader.material;
    this.shaderObject = NewShader.shader;

    // Set new shader material.
    this.material.side = shaderData.side;
    if (this.mesh) { this.mesh.material = this.material; }
  },

  /**
   * Load font for geometry, load font image for material, and apply.
   */
  updateFont: function () {
    var data = this.data;
    var el = this.el;
    var fontSrc;
    var geometry = this.geometry;
    var self = this;

    if (!data.font) { warn('No font specified. Using the default font.'); }

    // Make invisible during font swap.
    if (this.mesh) { this.mesh.visible = false; }

    // Look up font URL to use, and perform cached load.
    fontSrc = this.lookupFont(data.font || DEFAULT_FONT) || data.font;
    cache.get(fontSrc, function doLoadFont () {
      return loadFont(fontSrc, data.yOffset);
    }).then(function setFont (font) {
      var fontImgSrc;

      if (font.pages.length !== 1) {
        throw new Error('Currently only single-page bitmap fonts are supported.');
      }

      if (!fontWidthFactors[fontSrc]) {
        font.widthFactor = fontWidthFactors[font] = computeFontWidthFactor(font);
      }
      self.currentFont = font;
      // Look up font image URL to use, and perform cached load.
      fontImgSrc = self.getFontImageSrc();
      cache.get(fontImgSrc, function () {
        return loadTexture(fontImgSrc);
      }).then(function (image) {
        // Make mesh visible and apply font image as texture.
        var texture = self.texture;
        texture.image = image;
        texture.needsUpdate = true;
        textures[data.font] = texture;
        self.texture = texture;
        self.initMesh();
        self.currentFont = font;
        // Update geometry given font metrics.
        self.updateGeometry(geometry, font);
        self.updateLayout();
        self.mesh.visible = true;
        el.emit('textfontset', {font: data.font, fontObj: font});
      }).catch(function (err) {
        error(err.message);
        error(err.stack);
      });
    }).catch(function (err) {
      error(err.message);
      error(err.stack);
    });
  },

  initMesh: function () {
    if (this.mesh) { return; }
    this.mesh = new THREE.Mesh(this.geometry, this.material);
    this.el.setObject3D(this.attrName, this.mesh);
  },

  getFontImageSrc: function () {
    if (this.data.fontImage) { return this.data.fontImage; }
    var fontSrc = this.lookupFont(this.data.font || DEFAULT_FONT) || this.data.font;
    var imageSrc = this.currentFont.pages[0];
    // If the image URL contains a non-HTTP(S) protocol, assume it's an absolute
    // path on disk and try to infer the path from the font source instead.
    if (imageSrc.match(protocolRe) && imageSrc.indexOf('http') !== 0) {
      return fontSrc.replace(/(\.fnt)|(\.json)/, '.png');
    }
    return THREE.LoaderUtils.extractUrlBase(fontSrc) + imageSrc;
  },

  /**
   * Update layout with anchor, alignment, baseline, and considering any meshes.
   */
  updateLayout: function () {
    var anchor;
    var baseline;
    var el = this.el;
    var data = this.data;
    var geometry = this.geometry;
    var geometryComponent;
    var height;
    var layout;
    var mesh = this.mesh;
    var textRenderWidth;
    var textScale;
    var width;
    var x;
    var y;

    if (!mesh || !geometry.layout) { return; }

    // Determine width to use (defined width, geometry's width, or default width).
    geometryComponent = el.getAttribute('geometry');
    width = data.width || (geometryComponent && geometryComponent.width) || DEFAULT_WIDTH;

    // Determine wrap pixel count. Either specified or by experimental fudge factor.
    // Note that experimental factor will never be correct for variable width fonts.
    textRenderWidth = computeWidth(data.wrapPixels, data.wrapCount,
                                   this.currentFont.widthFactor);
    textScale = width / textRenderWidth;

    // Determine height to use.
    layout = geometry.layout;
    height = textScale * (layout.height + layout.descender);

    // Update geometry dimensions to match text layout if width and height are set to 0.
    // For example, scales a plane to fit text.
    if (geometryComponent && geometryComponent.primitive === 'plane') {
      if (!geometryComponent.width) { el.setAttribute('geometry', 'width', width); }
      if (!geometryComponent.height) { el.setAttribute('geometry', 'height', height); }
    }

    // Calculate X position to anchor text left, center, or right.
    anchor = data.anchor === 'align' ? data.align : data.anchor;
    if (anchor === 'left') {
      x = 0;
    } else if (anchor === 'right') {
      x = -1 * layout.width;
    } else if (anchor === 'center') {
      x = -1 * layout.width / 2;
    } else {
      throw new TypeError('Invalid text.anchor property value', anchor);
    }

    // Calculate Y position to anchor text top, center, or bottom.
    baseline = data.baseline;
    if (baseline === 'bottom') {
      y = 0;
    } else if (baseline === 'top') {
      y = -1 * layout.height + layout.ascender;
    } else if (baseline === 'center') {
      y = -1 * layout.height / 2;
    } else {
      throw new TypeError('Invalid text.baseline property value', baseline);
    }

    // Position and scale mesh to apply layout.
    mesh.position.x = x * textScale + data.xOffset;
    mesh.position.y = y * textScale;
    // Place text slightly in front to avoid Z-fighting.
    mesh.position.z = data.zOffset;
    mesh.scale.set(textScale, -1 * textScale, textScale);
  },

  /**
   * Grab font from the constant.
   * Set as a method for test stubbing purposes.
   */
  lookupFont: function (key) {
    return FONTS[key];
  },

  /**
   * Update the text geometry using `three-bmfont-text.update`.
   */
  updateGeometry: (function () {
    var geometryUpdateBase = {};
    var geometryUpdateData = {};
    var newLineRegex = /\\n/g;
    var tabRegex = /\\t/g;

    return function (geometry, font) {
      var data = this.data;

      geometryUpdateData.font = font;
      geometryUpdateData.lineHeight = data.lineHeight && isFinite(data.lineHeight)
        ? data.lineHeight
        : font.common.lineHeight;
      geometryUpdateData.text = data.value.toString().replace(newLineRegex, '\n')
                                                     .replace(tabRegex, '\t');
      geometryUpdateData.width = computeWidth(data.wrapPixels, data.wrapCount,
                                              font.widthFactor);
      geometry.update(utils.extend(geometryUpdateBase, data, geometryUpdateData));
    };
  })()
});

/**
 * Due to using negative scale, we return the opposite side specified.
 * https://github.com/mrdoob/three.js/pull/12787/
 */
function parseSide (side) {
  switch (side) {
    case 'back': {
      return THREE.FrontSide;
    }
    case 'double': {
      return THREE.DoubleSide;
    }
    default: {
      return THREE.BackSide;
    }
  }
}

/**
 * @returns {Promise}
 */
function loadFont (src, yOffset) {
  return new Promise(function (resolve, reject) {
    loadBMFont(src, function (err, font) {
      if (err) {
        error('Error loading font', src);
        reject(err);
        return;
      }

      // Fix negative Y offsets for Roboto MSDF font from tool. Experimentally determined.
      if (src.indexOf('/Roboto-msdf.json') >= 0) { yOffset = 30; }
      if (yOffset) { font.chars.map(function doOffset (ch) { ch.yoffset += yOffset; }); }

      resolve(font);
    });
  });
}

/**
 * @returns {Promise}
 */
function loadTexture (src) {
  return new Promise(function (resolve, reject) {
    new THREE.ImageLoader().load(src, function (image) {
      resolve(image);
    }, undefined, function () {
      error('Error loading font image', src);
      reject(null);
    });
  });
}

function createShader (el, shaderName, data) {
  var shader;
  var shaderObject;

  // Set up Shader.
  shaderObject = new shaders[shaderName].Shader();
  shaderObject.el = el;
  shaderObject.init(data);
  shaderObject.update(data);

  // Get material.
  shader = shaderObject.material;
  // Apparently, was not set on `init` nor `update`.
  shader.transparent = data.transparent;

  return {
    material: shader,
    shader: shaderObject
  };
}

/**
 * Determine wrap pixel count. Either specified or by experimental fudge factor.
 * Note that experimental factor will never be correct for variable width fonts.
 */
function computeWidth (wrapPixels, wrapCount, widthFactor) {
  return wrapPixels || ((0.5 + wrapCount) * widthFactor);
}

/**
 * Compute default font width factor to use.
 */
function computeFontWidthFactor (font) {
  var sum = 0;
  var digitsum = 0;
  var digits = 0;
  font.chars.map(function (ch) {
    sum += ch.xadvance;
    if (ch.id >= 48 && ch.id <= 57) {
      digits++;
      digitsum += ch.xadvance;
    }
  });
  return digits ? digitsum / digits : sum / font.chars.length;
}

/**
 * Get or create a promise given a key and promise generator.
 * @todo Move to a utility and use in other parts of A-Frame.
 */
function PromiseCache () {
  var cache = this.cache = {};

  this.get = function (key, promiseGenerator) {
    if (key in cache) {
      return cache[key];
    }
    cache[key] = promiseGenerator();
    return cache[key];
  };
}

},{"../core/component":114,"../core/shader":124,"../lib/three":162,"../utils/":190,"load-bmfont":22,"three-bmfont-text":42}],97:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var controllerUtils = require('../utils/tracked-controls');
var DEFAULT_CAMERA_HEIGHT = require('../constants').DEFAULT_CAMERA_HEIGHT;
var THREE = require('../lib/three');

var DEFAULT_HANDEDNESS = require('../constants').DEFAULT_HANDEDNESS;
// Vector from eyes to elbow (divided by user height).
var EYES_TO_ELBOW = {x: 0.175, y: -0.3, z: -0.03};
// Vector from eyes to elbow (divided by user height).
var FOREARM = {x: 0, y: 0, z: -0.175};

// Due to unfortunate name collision, add empty touches array to avoid Daydream error.
var EMPTY_DAYDREAM_TOUCHES = {touches: []};

var EVENTS = {
  AXISMOVE: 'axismove',
  BUTTONCHANGED: 'buttonchanged',
  BUTTONDOWN: 'buttondown',
  BUTTONUP: 'buttonup',
  TOUCHSTART: 'touchstart',
  TOUCHEND: 'touchend'
};

/**
 * Tracked controls component.
 * Wrap the gamepad API for pose and button states.
 * Select the appropriate controller and apply pose to the entity.
 * Observe button states and emit appropriate events.
 *
 * @property {number} controller - Index of controller in array returned by Gamepad API.
 *  Only used if hand property is not set.
 * @property {string} id - Selected controller among those returned by Gamepad API.
 * @property {number} hand - If multiple controllers found with id, choose the one with the
 *  given value for hand. If set, we ignore 'controller' property
 */
module.exports.Component = registerComponent('tracked-controls-webvr', {
  schema: {
    autoHide: {default: true},
    controller: {default: 0},
    id: {type: 'string', default: ''},
    hand: {type: 'string', default: ''},
    idPrefix: {type: 'string', default: ''},
    orientationOffset: {type: 'vec3'},
    // Arm model parameters when not 6DoF.
    armModel: {default: false},
    headElement: {type: 'selector'}
  },

  init: function () {
    // Copy variables back to tracked-controls for backwards compatibility.
    // Some 3rd components rely on them.
    this.axis = this.el.components['tracked-controls'].axis = [0, 0, 0];
    this.buttonStates = this.el.components['tracked-controls'].buttonStates = {};
    this.changedAxes = [];
    this.targetControllerNumber = this.data.controller;

    this.axisMoveEventDetail = {axis: this.axis, changed: this.changedAxes};
    this.deltaControllerPosition = new THREE.Vector3();
    this.controllerQuaternion = new THREE.Quaternion();
    this.controllerEuler = new THREE.Euler();

    this.updateGamepad();

    this.buttonEventDetails = {};
  },

  tick: function (time, delta) {
    var mesh = this.el.getObject3D('mesh');
    // Update mesh animations.
    if (mesh && mesh.update) { mesh.update(delta / 1000); }
    this.updateGamepad();
    this.updatePose();
    this.updateButtons();
  },

  /**
   * Return default user height to use for non-6DOF arm model.
   */
  defaultUserHeight: function () {
    return DEFAULT_CAMERA_HEIGHT;
  },

  /**
   * Return head element to use for non-6DOF arm model.
   */
  getHeadElement: function () {
    return this.data.headElement || this.el.sceneEl.camera.el;
  },

  /**
   * Handle update controller match criteria (such as `id`, `idPrefix`, `hand`, `controller`)
   */
  updateGamepad: function () {
    var data = this.data;
    var controller = controllerUtils.findMatchingControllerWebVR(
      this.system.controllers,
      data.id,
      data.idPrefix,
      data.hand,
      data.controller
    );

    this.controller = controller;
    // Legacy handle to the controller for old components.
    this.el.components['tracked-controls'].controller = controller;

    if (this.data.autoHide) { this.el.object3D.visible = !!this.controller; }
  },

  /**
   * Applies an artificial arm model to simulate elbow to wrist positioning
   * based on the orientation of the controller.
   *
   * @param {object} controllerPosition - Existing vector to update with controller position.
   */
  applyArmModel: function (controllerPosition) {
    // Use controllerPosition and deltaControllerPosition to avoid creating variables.
    var controller = this.controller;
    var controllerEuler = this.controllerEuler;
    var controllerQuaternion = this.controllerQuaternion;
    var deltaControllerPosition = this.deltaControllerPosition;
    var hand;
    var headEl;
    var headObject3D;
    var pose;
    var userHeight;

    headEl = this.getHeadElement();
    headObject3D = headEl.object3D;
    userHeight = this.defaultUserHeight();

    pose = controller.pose;
    hand = (controller ? controller.hand : undefined) || DEFAULT_HANDEDNESS;

    // Use camera position as head position.
    controllerPosition.copy(headObject3D.position);
    // Set offset for degenerate "arm model" to elbow.
    deltaControllerPosition.set(
      EYES_TO_ELBOW.x * (hand === 'left' ? -1 : hand === 'right' ? 1 : 0),
      EYES_TO_ELBOW.y,  // Lower than our eyes.
      EYES_TO_ELBOW.z);  // Slightly out in front.
    // Scale offset by user height.
    deltaControllerPosition.multiplyScalar(userHeight);
    // Apply camera Y rotation (not X or Z, so you can look down at your hand).
    deltaControllerPosition.applyAxisAngle(headObject3D.up, headObject3D.rotation.y);
    // Apply rotated offset to position.
    controllerPosition.add(deltaControllerPosition);

    // Set offset for degenerate "arm model" forearm. Forearm sticking out from elbow.
    deltaControllerPosition.set(FOREARM.x, FOREARM.y, FOREARM.z);
    // Scale offset by user height.
    deltaControllerPosition.multiplyScalar(userHeight);
    // Apply controller X/Y rotation (tilting up/down/left/right is usually moving the arm).
    if (pose.orientation) {
      controllerQuaternion.fromArray(pose.orientation);
    } else {
      controllerQuaternion.copy(headObject3D.quaternion);
    }
    controllerEuler.setFromQuaternion(controllerQuaternion);
    controllerEuler.set(controllerEuler.x, controllerEuler.y, 0);
    deltaControllerPosition.applyEuler(controllerEuler);
    // Apply rotated offset to position.
    controllerPosition.add(deltaControllerPosition);
  },

  /**
   * Read pose from controller (from Gamepad API), apply transforms, apply to entity.
   */
  updatePose: function () {
    var controller = this.controller;
    var data = this.data;
    var object3D = this.el.object3D;
    var pose;
    var vrDisplay = this.system.vrDisplay;
    var standingMatrix;

    if (!controller) { return; }

    // Compose pose from Gamepad.
    pose = controller.pose;

    if (pose.position) {
      object3D.position.fromArray(pose.position);
    } else {
      // Controller not 6DOF, apply arm model.
      if (data.armModel) { this.applyArmModel(object3D.position); }
    }

    if (pose.orientation) {
      object3D.quaternion.fromArray(pose.orientation);
    }

    // Apply transforms, if 6DOF and in VR.
    if (vrDisplay && pose.position) {
      standingMatrix = this.el.sceneEl.renderer.xr.getStandingMatrix();
      object3D.matrix.compose(object3D.position, object3D.quaternion, object3D.scale);
      object3D.matrix.multiplyMatrices(standingMatrix, object3D.matrix);
      object3D.matrix.decompose(object3D.position, object3D.quaternion, object3D.scale);
    }

    object3D.rotateX(this.data.orientationOffset.x * THREE.Math.DEG2RAD);
    object3D.rotateY(this.data.orientationOffset.y * THREE.Math.DEG2RAD);
    object3D.rotateZ(this.data.orientationOffset.z * THREE.Math.DEG2RAD);
  },

  /**
   * Handle button changes including axes, presses, touches, values.
   */
  updateButtons: function () {
    var buttonState;
    var controller = this.controller;
    var id;

    if (!controller) { return; }

    // Check every button.
    for (id = 0; id < controller.buttons.length; ++id) {
      // Initialize button state.
      if (!this.buttonStates[id]) {
        this.buttonStates[id] = {pressed: false, touched: false, value: 0};
      }
      if (!this.buttonEventDetails[id]) {
        this.buttonEventDetails[id] = {id: id, state: this.buttonStates[id]};
      }

      buttonState = controller.buttons[id];
      this.handleButton(id, buttonState);
    }
    // Check axes.
    this.handleAxes();
  },

  /**
   * Handle presses and touches for a single button.
   *
   * @param {number} id - Index of button in Gamepad button array.
   * @param {number} buttonState - Value of button state from 0 to 1.
   * @returns {boolean} Whether button has changed in any way.
   */
  handleButton: function (id, buttonState) {
    var changed;
    changed = this.handlePress(id, buttonState) |
              this.handleTouch(id, buttonState) |
              this.handleValue(id, buttonState);
    if (!changed) { return false; }
    this.el.emit(EVENTS.BUTTONCHANGED, this.buttonEventDetails[id], false);
    return true;
  },

  /**
   * An axis is an array of values from -1 (up, left) to 1 (down, right).
   * Compare each component of the axis to the previous value to determine change.
   *
   * @returns {boolean} Whether axes changed.
   */
  handleAxes: function () {
    var changed = false;
    var controllerAxes = this.controller.axes;
    var i;
    var previousAxis = this.axis;
    var changedAxes = this.changedAxes;

    // Check if axis changed.
    this.changedAxes.splice(0, this.changedAxes.length);
    for (i = 0; i < controllerAxes.length; ++i) {
      changedAxes.push(previousAxis[i] !== controllerAxes[i]);
      if (changedAxes[i]) { changed = true; }
    }
    if (!changed) { return false; }

    this.axis.splice(0, this.axis.length);
    for (i = 0; i < controllerAxes.length; i++) {
      this.axis.push(controllerAxes[i]);
    }
    this.el.emit(EVENTS.AXISMOVE, this.axisMoveEventDetail, false);
    return true;
  },

  /**
   * Determine whether a button press has occured and emit events as appropriate.
   *
   * @param {string} id - ID of the button to check.
   * @param {object} buttonState - State of the button to check.
   * @returns {boolean} Whether button press state changed.
   */
  handlePress: function (id, buttonState) {
    var evtName;
    var previousButtonState = this.buttonStates[id];

    // Not changed.
    if (buttonState.pressed === previousButtonState.pressed) { return false; }

    evtName = buttonState.pressed ? EVENTS.BUTTONDOWN : EVENTS.BUTTONUP;
    this.el.emit(evtName, this.buttonEventDetails[id], false);
    previousButtonState.pressed = buttonState.pressed;
    return true;
  },

  /**
   * Determine whether a button touch has occured and emit events as appropriate.
   *
   * @param {string} id - ID of the button to check.
   * @param {object} buttonState - State of the button to check.
   * @returns {boolean} Whether button touch state changed.
   */
  handleTouch: function (id, buttonState) {
    var evtName;
    var previousButtonState = this.buttonStates[id];

    // Not changed.
    if (buttonState.touched === previousButtonState.touched) { return false; }

    evtName = buttonState.touched ? EVENTS.TOUCHSTART : EVENTS.TOUCHEND;
    this.el.emit(evtName, this.buttonEventDetails[id], false, EMPTY_DAYDREAM_TOUCHES);
    previousButtonState.touched = buttonState.touched;
    return true;
  },

  /**
   * Determine whether a button value has changed.
   *
   * @param {string} id - Id of the button to check.
   * @param {object} buttonState - State of the button to check.
   * @returns {boolean} Whether button value changed.
   */
  handleValue: function (id, buttonState) {
    var previousButtonState = this.buttonStates[id];

    // Not changed.
    if (buttonState.value === previousButtonState.value) { return false; }

    previousButtonState.value = buttonState.value;
    return true;
  }
});

},{"../constants":106,"../core/component":114,"../lib/three":162,"../utils/tracked-controls":199}],98:[function(require,module,exports){
var controllerUtils = require('../utils/tracked-controls');
var registerComponent = require('../core/component').registerComponent;

var EVENTS = {
  AXISMOVE: 'axismove',
  BUTTONCHANGED: 'buttonchanged',
  BUTTONDOWN: 'buttondown',
  BUTTONUP: 'buttonup',
  TOUCHSTART: 'touchstart',
  TOUCHEND: 'touchend'
};

module.exports.Component = registerComponent('tracked-controls-webxr', {
  schema: {
    id: {type: 'string', default: ''},
    hand: {type: 'string', default: ''},
    handTrackingEnabled: {default: false},
    index: {type: 'int', default: -1},
    iterateControllerProfiles: {default: false}
  },

  init: function () {
    this.updateController = this.updateController.bind(this);
    this.buttonEventDetails = {};
    this.buttonStates = this.el.components['tracked-controls'].buttonStates = {};
    this.axis = this.el.components['tracked-controls'].axis = [0, 0, 0];
    this.changedAxes = [];
    this.axisMoveEventDetail = {axis: this.axis, changed: this.changedAxes};
  },

  update: function () {
    this.updateController();
  },

  play: function () {
    var sceneEl = this.el.sceneEl;
    this.updateController();
    sceneEl.addEventListener('controllersupdated', this.updateController);
  },

  pause: function () {
    var sceneEl = this.el.sceneEl;
    sceneEl.removeEventListener('controllersupdated', this.updateController);
  },

  isControllerPresent: function (evt) {
    if (!this.controller || this.controller.gamepad) { return false; }
    if (evt.inputSource.handedness !== 'none' &&
        evt.inputSource.handedness !== this.data.hand) {
      return false;
    }
    return true;
  },

  /**
   * Handle update controller match criteria (such as `id`, `idPrefix`, `hand`, `controller`)
   */
  updateController: function () {
    this.controller = controllerUtils.findMatchingControllerWebXR(
      this.system.controllers,
      this.data.id,
      this.data.hand,
      this.data.index,
      this.data.iterateControllerProfiles,
      this.data.handTrackingEnabled
    );
    // Legacy handle to the controller for old components.
    this.el.components['tracked-controls'].controller = this.controller;
    if (this.data.autoHide) { this.el.object3D.visible = !!this.controller; }
  },

  tick: function () {
    var sceneEl = this.el.sceneEl;
    var controller = this.controller;
    var frame = sceneEl.frame;
    if (!controller || !sceneEl.frame || !this.system.referenceSpace) { return; }
    if (!controller.hand) {
      this.pose = frame.getPose(controller.targetRaySpace, this.system.referenceSpace);
      this.updatePose();
      this.updateButtons();
    }
  },

  updatePose: function () {
    var object3D = this.el.object3D;
    var pose = this.pose;
    if (!pose) { return; }
    object3D.matrix.elements = pose.transform.matrix;
    object3D.matrix.decompose(object3D.position, object3D.rotation, object3D.scale);
  },

  /**
   * Handle button changes including axes, presses, touches, values.
   */
  updateButtons: function () {
    var buttonState;
    var id;
    var controller = this.controller;
    var gamepad;
    if (!controller || !controller.gamepad) { return; }

    gamepad = controller.gamepad;
    // Check every button.
    for (id = 0; id < gamepad.buttons.length; ++id) {
      // Initialize button state.
      if (!this.buttonStates[id]) {
        this.buttonStates[id] = {pressed: false, touched: false, value: 0};
      }
      if (!this.buttonEventDetails[id]) {
        this.buttonEventDetails[id] = {id: id, state: this.buttonStates[id]};
      }

      buttonState = gamepad.buttons[id];
      this.handleButton(id, buttonState);
    }
    // Check axes.
    this.handleAxes();
  },

  /**
   * Handle presses and touches for a single button.
   *
   * @param {number} id - Index of button in Gamepad button array.
   * @param {number} buttonState - Value of button state from 0 to 1.
   * @returns {boolean} Whether button has changed in any way.
   */
  handleButton: function (id, buttonState) {
    var changed;
    changed = this.handlePress(id, buttonState) |
              this.handleTouch(id, buttonState) |
              this.handleValue(id, buttonState);
    if (!changed) { return false; }
    this.el.emit(EVENTS.BUTTONCHANGED, this.buttonEventDetails[id], false);
    return true;
  },

  /**
   * An axis is an array of values from -1 (up, left) to 1 (down, right).
   * Compare each component of the axis to the previous value to determine change.
   *
   * @returns {boolean} Whether axes changed.
   */
  handleAxes: function () {
    var changed = false;
    var controllerAxes = this.controller.gamepad.axes;
    var i;
    var previousAxis = this.axis;
    var changedAxes = this.changedAxes;

    // Check if axis changed.
    this.changedAxes.splice(0, this.changedAxes.length);
    for (i = 0; i < controllerAxes.length; ++i) {
      changedAxes.push(previousAxis[i] !== controllerAxes[i]);
      if (changedAxes[i]) { changed = true; }
    }
    if (!changed) { return false; }

    this.axis.splice(0, this.axis.length);
    for (i = 0; i < controllerAxes.length; i++) {
      this.axis.push(controllerAxes[i]);
    }
    this.el.emit(EVENTS.AXISMOVE, this.axisMoveEventDetail, false);
    return true;
  },

  /**
   * Determine whether a button press has occured and emit events as appropriate.
   *
   * @param {string} id - ID of the button to check.
   * @param {object} buttonState - State of the button to check.
   * @returns {boolean} Whether button press state changed.
   */
  handlePress: function (id, buttonState) {
    var evtName;
    var previousButtonState = this.buttonStates[id];

    // Not changed.
    if (buttonState.pressed === previousButtonState.pressed) { return false; }

    evtName = buttonState.pressed ? EVENTS.BUTTONDOWN : EVENTS.BUTTONUP;
    this.el.emit(evtName, this.buttonEventDetails[id], false);
    previousButtonState.pressed = buttonState.pressed;
    return true;
  },

  /**
   * Determine whether a button touch has occured and emit events as appropriate.
   *
   * @param {string} id - ID of the button to check.
   * @param {object} buttonState - State of the button to check.
   * @returns {boolean} Whether button touch state changed.
   */
  handleTouch: function (id, buttonState) {
    var evtName;
    var previousButtonState = this.buttonStates[id];

    // Not changed.
    if (buttonState.touched === previousButtonState.touched) { return false; }

    evtName = buttonState.touched ? EVENTS.TOUCHSTART : EVENTS.TOUCHEND;
    this.el.emit(evtName, this.buttonEventDetails[id], false);
    previousButtonState.touched = buttonState.touched;
    return true;
  },

  /**
   * Determine whether a button value has changed.
   *
   * @param {string} id - Id of the button to check.
   * @param {object} buttonState - State of the button to check.
   * @returns {boolean} Whether button value changed.
   */
  handleValue: function (id, buttonState) {
    var previousButtonState = this.buttonStates[id];

    // Not changed.
    if (buttonState.value === previousButtonState.value) { return false; }

    previousButtonState.value = buttonState.value;
    return true;
  }
});

},{"../core/component":114,"../utils/tracked-controls":199}],99:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;

/**
 * Tracked controls.
 * Abstract controls that decide if the WebVR or WebXR version is going to be applied.
 *
 * @property {number} controller - Index of controller in array returned by Gamepad API.
 *  Only used if hand property is not set.
 * @property {string} id - Selected controller among those returned by Gamepad API.
 * @property {number} hand - If multiple controllers found with id, choose the one with the
 *  given value for hand. If set, we ignore 'controller' property
 */
module.exports.Component = registerComponent('tracked-controls', {
  schema: {
    autoHide: {default: true},
    controller: {default: -1},
    id: {type: 'string', default: ''},
    hand: {type: 'string', default: ''},
    idPrefix: {type: 'string', default: ''},
    handTrackingEnabled: {default: false},
    orientationOffset: {type: 'vec3'},
    // Arm model parameters when not 6DoF.
    armModel: {default: false},
    headElement: {type: 'selector'},
    iterateControllerProfiles: {default: false}
  },

  update: function () {
    var data = this.data;
    var el = this.el;
    if (el.sceneEl.hasWebXR) {
      el.setAttribute('tracked-controls-webxr', {
        id: data.id,
        hand: data.hand,
        index: data.controller,
        iterateControllerProfiles: data.iterateControllerProfiles,
        handTrackingEnabled: data.handTrackingEnabled
      });
    } else {
      el.setAttribute('tracked-controls-webvr', data);
    }
  }
});

},{"../core/component":114}],100:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');
var THREE = require('../lib/three');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

var INDEX_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/valve/index/valve-index-';
var INDEX_CONTROLLER_MODEL_URL = {
  left: INDEX_CONTROLLER_MODEL_BASE_URL + 'left.glb',
  right: INDEX_CONTROLLER_MODEL_BASE_URL + 'right.glb'
};

var GAMEPAD_ID_PREFIX = 'valve';

var isWebXRAvailable = require('../utils/').device.isWebXRAvailable;

var INDEX_CONTROLLER_POSITION_OFFSET_WEBVR = {
  left: {x: -0.00023692678902063457, y: 0.04724540367838371, z: -0.061959880395271096},
  right: {x: 0.002471558599671131, y: 0.055765208987076195, z: -0.061068168708348844}
};

var INDEX_CONTROLLER_POSITION_OFFSET_WEBXR = {
  left: {x: 0, y: -0.05, z: 0.06},
  right: {x: 0, y: -0.05, z: 0.06}
};

var INDEX_CONTROLLER_ROTATION_OFFSET_WEBVR = {
  left: {_x: 0.692295102620542, _y: -0.0627618864318427, _z: -0.06265893149611756, _order: 'XYZ'},
  right: {_x: 0.6484021229942998, _y: -0.032563619881892894, _z: -0.1327973171917482, _order: 'XYZ'}
};

var INDEX_CONTROLLER_ROTATION_OFFSET_WEBXR = {
  left: {_x: Math.PI / 3, _y: 0, _z: 0, _order: 'XYZ'},
  right: {_x: Math.PI / 3, _y: 0, _z: 0, _order: 'XYZ'}
};

var INDEX_CONTROLLER_ROTATION_OFFSET = isWebXRAvailable ? INDEX_CONTROLLER_ROTATION_OFFSET_WEBXR : INDEX_CONTROLLER_ROTATION_OFFSET_WEBVR;

var INDEX_CONTROLLER_POSITION_OFFSET = isWebXRAvailable ? INDEX_CONTROLLER_POSITION_OFFSET_WEBXR : INDEX_CONTROLLER_POSITION_OFFSET_WEBVR;
/**
 * Vive controls.
 * Interface with Vive controllers and map Gamepad events to controller buttons:
 * trackpad, trigger, grip, menu, system
 * Load a controller model and highlight the pressed buttons.
 */
module.exports.Component = registerComponent('valve-index-controls', {
  schema: {
    hand: {default: 'left'},
    buttonColor: {type: 'color', default: '#FAFAFA'},  // Off-white.
    buttonHighlightColor: {type: 'color', default: '#22D1EE'},  // Light blue.
    model: {default: true},
    orientationOffset: {type: 'vec3'}
  },

  mapping: {
    axes: {
      trackpad: [0, 1],
      thumbstick: [2, 3]
    },
    buttons: ['trigger', 'grip', 'trackpad', 'thumbstick', 'abutton']
  },

  init: function () {
    var self = this;
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.previousButtonValues = {};
    this.rendererSystem = this.el.sceneEl.systems.renderer;

    this.bindMethods();
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('model-loaded', this.onModelLoaded);
    el.addEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    el.removeEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = false;
  },

  /**
   * Once OpenVR returns correct hand data in supporting browsers, we can use hand property.
   * var isPresent = checkControllerPresentAndSetup(this.el.sceneEl, GAMEPAD_ID_PREFIX,
                                                        { hand: data.hand });
   * Until then, use hardcoded index.
   */
  checkIfControllerPresent: function () {
    var data = this.data;
    var controllerIndex = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2;
    checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, {index: controllerIndex, iterateControllerProfiles: true, hand: data.hand});
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;

    // If we have an OpenVR Gamepad, use the fixed mapping.
    el.setAttribute('tracked-controls', {
      idPrefix: GAMEPAD_ID_PREFIX,
      // Hand IDs: 1 = right, 0 = left, 2 = anything else.
      controller: data.hand === 'right' ? 1 : data.hand === 'left' ? 0 : 2,
      hand: data.hand,
      orientationOffset: data.orientationOffset
    });

    this.loadModel();
  },

  loadModel: function () {
    var data = this.data;
    if (!data.model) { return; }
    this.el.setAttribute('gltf-model', '' + INDEX_CONTROLLER_MODEL_URL[data.hand] + '');
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    this.checkIfControllerPresent();
  },

  /**
   * Rotate the trigger button based on how hard the trigger is pressed.
   */
  onButtonChanged: function (evt) {
    var button = this.mapping.buttons[evt.detail.id];
    var buttonMeshes = this.buttonMeshes;
    var analogValue;

    if (!button) { return; }

    if (button === 'trigger') {
      analogValue = evt.detail.state.value;
      // Update trigger rotation depending on button value.
      if (buttonMeshes && buttonMeshes.trigger) {
        buttonMeshes.trigger.rotation.x = this.triggerOriginalRotationX - analogValue * (Math.PI / 40);
      }
    }

    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onModelLoaded: function (evt) {
    var buttonMeshes;
    var controllerObject3D = evt.detail.model;
    var self = this;

    if (!this.data.model) { return; }

    // Store button meshes object to be able to change their colors.
    buttonMeshes = this.buttonMeshes = {};
    buttonMeshes.grip = {
      left: controllerObject3D.getObjectByName('leftgrip'),
      right: controllerObject3D.getObjectByName('rightgrip')
    };
    buttonMeshes.menu = controllerObject3D.getObjectByName('menubutton');
    buttonMeshes.system = controllerObject3D.getObjectByName('systembutton');
    buttonMeshes.trackpad = controllerObject3D.getObjectByName('touchpad');
    buttonMeshes.trigger = controllerObject3D.getObjectByName('trigger');
    this.triggerOriginalRotationX = buttonMeshes.trigger.rotation.x;

    // Set default colors.
    Object.keys(buttonMeshes).forEach(function (buttonName) {
      self.setButtonColor(buttonName, self.data.buttonColor);
    });

    // Offset pivot point.
    controllerObject3D.position.copy(INDEX_CONTROLLER_POSITION_OFFSET[this.data.hand]);
    controllerObject3D.rotation.copy(INDEX_CONTROLLER_ROTATION_OFFSET[this.data.hand]);

    this.el.emit('controllermodelready', {
      name: 'valve-index-controlls',
      model: this.data.model,
      rayOrigin: new THREE.Vector3(0, 0, 0)
    });
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  updateModel: function (buttonName, evtName) {
    var color;
    var isTouch;
    if (!this.data.model) { return; }

    isTouch = evtName.indexOf('touch') !== -1;
    // Don't change color for trackpad touch.
    if (isTouch) { return; }

    // Update colors.
    color = evtName === 'up' ? this.data.buttonColor : this.data.buttonHighlightColor;
    this.setButtonColor(buttonName, color);
  },
  setButtonColor: function (buttonName, color) {
    // TODO: The meshes aren't set up correctly now, skipping for the moment
    return;
  }
});

},{"../core/component":114,"../lib/three":162,"../utils/":190,"../utils/bind":184,"../utils/tracked-controls":199}],101:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;

/**
 * Visibility component.
 */
module.exports.Component = registerComponent('visible', {
  schema: {default: true},

  update: function () {
    this.el.object3D.visible = this.data;
  }
});

},{"../core/component":114}],102:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

var VIVE_CONTROLLER_MODEL_OBJ_URL = 'https://cdn.aframe.io/controllers/vive/vr_controller_vive.obj';
var VIVE_CONTROLLER_MODEL_OBJ_MTL = 'https://cdn.aframe.io/controllers/vive/vr_controller_vive.mtl';

var isWebXRAvailable = require('../utils/').device.isWebXRAvailable;

var GAMEPAD_ID_WEBXR = 'htc-vive';
var GAMEPAD_ID_WEBVR = 'OpenVR ';

// Prefix for Gen1 and Gen2 Oculus Touch Controllers.
var GAMEPAD_ID_PREFIX = isWebXRAvailable ? GAMEPAD_ID_WEBXR : GAMEPAD_ID_WEBVR;

/**
 * Button IDs:
 * 0 - trackpad
 * 1 - trigger (intensity value from 0.5 to 1)
 * 2 - grip
 * 3 - menu (dispatch but better for menu options)
 * 4 - system (never dispatched on this layer)
 */
var INPUT_MAPPING_WEBVR = {
  axes: {trackpad: [0, 1]},
  buttons: ['trackpad', 'trigger', 'grip', 'menu', 'system']
};

/**
 * Button IDs:
 * 0 - trigger
 * 1 - squeeze
 * 2 - touchpad
 * 3 - none (dispatch but better for menu options)
 * 4 - menu (never dispatched on this layer)
 *
 * Axis:
 * 0 - touchpad x axis
 * 1 - touchpad y axis
 * Reference: https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/htc/htc-vive.json
 */
var INPUT_MAPPING_WEBXR = {
  axes: {thumbstick: [0, 1]},
  buttons: ['trigger', 'grip', 'trackpad', 'none', 'menu']
};

var INPUT_MAPPING = isWebXRAvailable ? INPUT_MAPPING_WEBXR : INPUT_MAPPING_WEBVR;

/**
 * Vive controls.
 * Interface with Vive controllers and map Gamepad events to controller buttons:
 * trackpad, trigger, grip, menu, system
 * Load a controller model and highlight the pressed buttons.
 */
module.exports.Component = registerComponent('vive-controls', {
  schema: {
    hand: {default: 'left'},
    buttonColor: {type: 'color', default: '#FAFAFA'},  // Off-white.
    buttonHighlightColor: {type: 'color', default: '#22D1EE'},  // Light blue.
    model: {default: true},
    orientationOffset: {type: 'vec3'}
  },

  mapping: INPUT_MAPPING,

  init: function () {
    var self = this;
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.previousButtonValues = {};
    this.rendererSystem = this.el.sceneEl.systems.renderer;

    this.bindMethods();
  },

  update: function () {
    var data = this.data;
    this.controllerIndex = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2;
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('model-loaded', this.onModelLoaded);
    el.addEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    el.removeEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = false;
  },

  /**
   * Once OpenVR returns correct hand data in supporting browsers, we can use hand property.
   * var isPresent = checkControllerPresentAndSetup(this.el.sceneEl, GAMEPAD_ID_PREFIX,
                                                        { hand: data.hand });
   * Until then, use hardcoded index.
   */
  checkIfControllerPresent: function () {
    var data = this.data;
    checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, {index: this.controllerIndex, hand: data.hand});
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;

    // If we have an OpenVR Gamepad, use the fixed mapping.
    el.setAttribute('tracked-controls', {
      idPrefix: GAMEPAD_ID_PREFIX,
      hand: data.hand,
      controller: this.controllerIndex,
      orientationOffset: data.orientationOffset
    });

    // Load model.
    if (!this.data.model) { return; }
    this.el.setAttribute('obj-model', {
      obj: VIVE_CONTROLLER_MODEL_OBJ_URL,
      mtl: VIVE_CONTROLLER_MODEL_OBJ_MTL
    });
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    this.checkIfControllerPresent();
  },

  /**
   * Rotate the trigger button based on how hard the trigger is pressed.
   */
  onButtonChanged: function (evt) {
    var button = this.mapping.buttons[evt.detail.id];
    var buttonMeshes = this.buttonMeshes;
    var analogValue;

    if (!button) { return; }

    if (button === 'trigger') {
      analogValue = evt.detail.state.value;
      // Update trigger rotation depending on button value.
      if (buttonMeshes && buttonMeshes.trigger) {
        buttonMeshes.trigger.rotation.x = -analogValue * (Math.PI / 12);
      }
    }

    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onModelLoaded: function (evt) {
    var buttonMeshes;
    var controllerObject3D = evt.detail.model;
    var self = this;

    if (!this.data.model) { return; }

    // Store button meshes object to be able to change their colors.
    buttonMeshes = this.buttonMeshes = {};
    buttonMeshes.grip = {
      left: controllerObject3D.getObjectByName('leftgrip'),
      right: controllerObject3D.getObjectByName('rightgrip')
    };
    buttonMeshes.menu = controllerObject3D.getObjectByName('menubutton');
    buttonMeshes.system = controllerObject3D.getObjectByName('systembutton');
    buttonMeshes.trackpad = controllerObject3D.getObjectByName('touchpad');
    buttonMeshes.trigger = controllerObject3D.getObjectByName('trigger');

    // Set default colors.
    Object.keys(buttonMeshes).forEach(function (buttonName) {
      self.setButtonColor(buttonName, self.data.buttonColor);
    });

    // Offset pivot point.
    controllerObject3D.position.set(0, -0.015, 0.04);
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  updateModel: function (buttonName, evtName) {
    var color;
    var isTouch;
    if (!this.data.model) { return; }

    isTouch = evtName.indexOf('touch') !== -1;
    // Don't change color for trackpad touch.
    if (isTouch) { return; }

    // Update colors.
    color = evtName === 'up' ? this.data.buttonColor : this.data.buttonHighlightColor;
    this.setButtonColor(buttonName, color);
  },

  setButtonColor: function (buttonName, color) {
    var buttonMeshes = this.buttonMeshes;
    var rendererSystem = this.rendererSystem;

    if (!buttonMeshes) { return; }

    // Need to do both left and right sides for grip.
    if (buttonName === 'grip') {
      buttonMeshes.grip.left.material.color.set(color);
      buttonMeshes.grip.right.material.color.set(color);
      rendererSystem.applyColorCorrection(buttonMeshes.grip.left.material.color);
      rendererSystem.applyColorCorrection(buttonMeshes.grip.right.material.color);
      return;
    }
    buttonMeshes[buttonName].material.color.set(color);
    rendererSystem.applyColorCorrection(buttonMeshes[buttonName].material.color);
  }
});

},{"../core/component":114,"../utils/":190,"../utils/bind":184,"../utils/tracked-controls":199}],103:[function(require,module,exports){
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

var GAMEPAD_ID_PREFIX = 'HTC Vive Focus';

var VIVE_FOCUS_CONTROLLER_MODEL_URL = 'https://cdn.aframe.io/controllers/vive/focus-controller/focus-controller.gltf';

/**
 * Vive Focus controls.
 * Interface with Vive Focus controller and map Gamepad events to
 * controller buttons: trackpad, trigger
 * Load a controller model and highlight the pressed buttons.
 */
module.exports.Component = registerComponent('vive-focus-controls', {
  schema: {
    hand: {default: ''},  // This informs the degenerate arm model.
    buttonTouchedColor: {type: 'color', default: '#BBBBBB'},
    buttonHighlightColor: {type: 'color', default: '#7A7A7A'},
    model: {default: true},
    orientationOffset: {type: 'vec3'},
    armModel: {default: true}
  },

  /**
   * Button IDs:
   * 0 - trackpad
   * 1 - trigger
   */
  mapping: {
    axes: {trackpad: [0, 1]},
    buttons: ['trackpad', 'trigger']
  },

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  init: function () {
    var self = this;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.bindMethods();
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('model-loaded', this.onModelLoaded);
    el.addEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = true;
    this.addControllersUpdateListener();
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    el.removeEventListener('axismove', this.onAxisMoved);
    this.controllerEventsActive = false;
    this.removeControllersUpdateListener();
  },

  checkIfControllerPresent: function () {
    checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX,
                                        this.data.hand ? {hand: this.data.hand} : {});
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;
    el.setAttribute('tracked-controls', {
      armModel: data.armModel,
      idPrefix: GAMEPAD_ID_PREFIX,
      orientationOffset: data.orientationOffset
    });
    if (!this.data.model) { return; }
    this.el.setAttribute('gltf-model', VIVE_FOCUS_CONTROLLER_MODEL_URL);
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    this.checkIfControllerPresent();
  },

  onModelLoaded: function (evt) {
    var controllerObject3D = evt.detail.model;
    var buttonMeshes;

    if (!this.data.model) { return; }
    buttonMeshes = this.buttonMeshes = {};
    buttonMeshes.trigger = controllerObject3D.getObjectByName('BumperKey');
    buttonMeshes.triggerPressed = controllerObject3D.getObjectByName('BumperKey_Press');
    if (buttonMeshes.triggerPressed) {
      buttonMeshes.triggerPressed.visible = false;
    }
    buttonMeshes.trackpad = controllerObject3D.getObjectByName('TouchPad');
    buttonMeshes.trackpadPressed = controllerObject3D.getObjectByName('TouchPad_Press');
    if (buttonMeshes.trackpadPressed) {
      buttonMeshes.trackpadPressed.visible = false;
    }
  },

  // No analog buttons, only emits 0/1 values
  onButtonChanged: function (evt) {
    var button = this.mapping.buttons[evt.detail.id];
    if (!button) return;
    // Pass along changed event with button state, using button mapping for convenience.
    this.el.emit(button + 'changed', evt.detail.state);
  },

  onAxisMoved: function (evt) {
    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  updateModel: function (buttonName, evtName) {
    if (!this.data.model) { return; }
    this.updateButtonModel(buttonName, evtName);
  },

  updateButtonModel: function (buttonName, state) {
    var buttonMeshes = this.buttonMeshes;
    var pressedName = buttonName + 'Pressed';
    if (!buttonMeshes || !buttonMeshes[buttonName] || !buttonMeshes[pressedName]) {
      return;
    }
    var color;
    switch (state) {
      case 'down':
        color = this.data.buttonHighlightColor;
        break;
      case 'touchstart':
        color = this.data.buttonTouchedColor;
        break;
    }
    if (color) {
      buttonMeshes[pressedName].material.color.set(color);
    }
    buttonMeshes[pressedName].visible = !!color;
    buttonMeshes[buttonName].visible = !color;
  }
});

},{"../core/component":114,"../utils/bind":184,"../utils/tracked-controls":199}],104:[function(require,module,exports){
var KEYCODE_TO_CODE = require('../constants').keyboardevent.KEYCODE_TO_CODE;
var registerComponent = require('../core/component').registerComponent;
var THREE = require('../lib/three');
var utils = require('../utils/');

var bind = utils.bind;
var shouldCaptureKeyEvent = utils.shouldCaptureKeyEvent;

var CLAMP_VELOCITY = 0.00001;
var MAX_DELTA = 0.2;
var KEYS = [
  'KeyW', 'KeyA', 'KeyS', 'KeyD',
  'ArrowUp', 'ArrowLeft', 'ArrowRight', 'ArrowDown'
];

/**
 * WASD component to control entities using WASD keys.
 */
module.exports.Component = registerComponent('wasd-controls', {
  schema: {
    acceleration: {default: 65},
    adAxis: {default: 'x', oneOf: ['x', 'y', 'z']},
    adEnabled: {default: true},
    adInverted: {default: false},
    enabled: {default: true},
    fly: {default: false},
    wsAxis: {default: 'z', oneOf: ['x', 'y', 'z']},
    wsEnabled: {default: true},
    wsInverted: {default: false}
  },

  init: function () {
    // To keep track of the pressed keys.
    this.keys = {};
    this.easing = 1.1;

    this.velocity = new THREE.Vector3();

    // Bind methods and add event listeners.
    this.onBlur = bind(this.onBlur, this);
    this.onContextMenu = bind(this.onContextMenu, this);
    this.onFocus = bind(this.onFocus, this);
    this.onKeyDown = bind(this.onKeyDown, this);
    this.onKeyUp = bind(this.onKeyUp, this);
    this.onVisibilityChange = bind(this.onVisibilityChange, this);
    this.attachVisibilityEventListeners();
  },

  tick: function (time, delta) {
    var data = this.data;
    var el = this.el;
    var velocity = this.velocity;

    if (!velocity[data.adAxis] && !velocity[data.wsAxis] &&
        isEmptyObject(this.keys)) { return; }

    // Update velocity.
    delta = delta / 1000;
    this.updateVelocity(delta);

    if (!velocity[data.adAxis] && !velocity[data.wsAxis]) { return; }

    // Get movement vector and translate position.
    el.object3D.position.add(this.getMovementVector(delta));
  },

  remove: function () {
    this.removeKeyEventListeners();
    this.removeVisibilityEventListeners();
  },

  play: function () {
    this.attachKeyEventListeners();
  },

  pause: function () {
    this.keys = {};
    this.removeKeyEventListeners();
  },

  updateVelocity: function (delta) {
    var acceleration;
    var adAxis;
    var adSign;
    var data = this.data;
    var keys = this.keys;
    var velocity = this.velocity;
    var wsAxis;
    var wsSign;

    adAxis = data.adAxis;
    wsAxis = data.wsAxis;

    // If FPS too low, reset velocity.
    if (delta > MAX_DELTA) {
      velocity[adAxis] = 0;
      velocity[wsAxis] = 0;
      return;
    }

    // https://gamedev.stackexchange.com/questions/151383/frame-rate-independant-movement-with-acceleration
    var scaledEasing = Math.pow(1 / this.easing, delta * 60);
    // Velocity Easing.
    if (velocity[adAxis] !== 0) {
      velocity[adAxis] = velocity[adAxis] * scaledEasing;
    }
    if (velocity[wsAxis] !== 0) {
      velocity[wsAxis] = velocity[wsAxis] * scaledEasing;
    }

    // Clamp velocity easing.
    if (Math.abs(velocity[adAxis]) < CLAMP_VELOCITY) { velocity[adAxis] = 0; }
    if (Math.abs(velocity[wsAxis]) < CLAMP_VELOCITY) { velocity[wsAxis] = 0; }

    if (!data.enabled) { return; }

    // Update velocity using keys pressed.
    acceleration = data.acceleration;
    if (data.adEnabled) {
      adSign = data.adInverted ? -1 : 1;
      if (keys.KeyA || keys.ArrowLeft) { velocity[adAxis] -= adSign * acceleration * delta; }
      if (keys.KeyD || keys.ArrowRight) { velocity[adAxis] += adSign * acceleration * delta; }
    }
    if (data.wsEnabled) {
      wsSign = data.wsInverted ? -1 : 1;
      if (keys.KeyW || keys.ArrowUp) { velocity[wsAxis] -= wsSign * acceleration * delta; }
      if (keys.KeyS || keys.ArrowDown) { velocity[wsAxis] += wsSign * acceleration * delta; }
    }
  },

  getMovementVector: (function () {
    var directionVector = new THREE.Vector3(0, 0, 0);
    var rotationEuler = new THREE.Euler(0, 0, 0, 'YXZ');

    return function (delta) {
      var rotation = this.el.getAttribute('rotation');
      var velocity = this.velocity;
      var xRotation;

      directionVector.copy(velocity);
      directionVector.multiplyScalar(delta);

      // Absolute.
      if (!rotation) { return directionVector; }

      xRotation = this.data.fly ? rotation.x : 0;

      // Transform direction relative to heading.
      rotationEuler.set(THREE.Math.degToRad(xRotation), THREE.Math.degToRad(rotation.y), 0);
      directionVector.applyEuler(rotationEuler);
      return directionVector;
    };
  })(),

  attachVisibilityEventListeners: function () {
    window.oncontextmenu = this.onContextMenu;
    window.addEventListener('blur', this.onBlur);
    window.addEventListener('focus', this.onFocus);
    document.addEventListener('visibilitychange', this.onVisibilityChange);
  },

  removeVisibilityEventListeners: function () {
    window.removeEventListener('blur', this.onBlur);
    window.removeEventListener('focus', this.onFocus);
    document.removeEventListener('visibilitychange', this.onVisibilityChange);
  },

  attachKeyEventListeners: function () {
    window.addEventListener('keydown', this.onKeyDown);
    window.addEventListener('keyup', this.onKeyUp);
  },

  removeKeyEventListeners: function () {
    window.removeEventListener('keydown', this.onKeyDown);
    window.removeEventListener('keyup', this.onKeyUp);
  },

  onContextMenu: function () {
    var keys = Object.keys(this.keys);
    for (var i = 0; i < keys.length; i++) {
      delete this.keys[keys[i]];
    }
  },

  onBlur: function () {
    this.pause();
  },

  onFocus: function () {
    this.play();
  },

  onVisibilityChange: function () {
    if (document.hidden) {
      this.onBlur();
    } else {
      this.onFocus();
    }
  },

  onKeyDown: function (event) {
    var code;
    if (!shouldCaptureKeyEvent(event)) { return; }
    code = event.code || KEYCODE_TO_CODE[event.keyCode];
    if (KEYS.indexOf(code) !== -1) { this.keys[code] = true; }
  },

  onKeyUp: function (event) {
    var code;
    code = event.code || KEYCODE_TO_CODE[event.keyCode];
    delete this.keys[code];
  }
});

function isEmptyObject (keys) {
  var key;
  for (key in keys) { return false; }
  return true;
}

},{"../constants":106,"../core/component":114,"../lib/three":162,"../utils/":190}],105:[function(require,module,exports){
/* global THREE */
var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');

var trackedControlsUtils = require('../utils/tracked-controls');
var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup;
var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged;
var onButtonEvent = trackedControlsUtils.onButtonEvent;

var utils = require('../utils/');

var debug = utils.debug('components:windows-motion-controls:debug');
var warn = utils.debug('components:windows-motion-controls:warn');

var DEFAULT_HANDEDNESS = require('../constants').DEFAULT_HANDEDNESS;

var MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/microsoft/';
var MODEL_FILENAMES = { left: 'left.glb', right: 'right.glb', default: 'universal.glb' };

var isWebXRAvailable = require('../utils/').device.isWebXRAvailable;

var GAMEPAD_ID_WEBXR = 'windows-mixed-reality';
var GAMEPAD_ID_WEBVR = 'Spatial Controller (Spatial Interaction Source) ';
var GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;

var GAMEPAD_ID_PREFIX = isWebXRAvailable ? GAMEPAD_ID_WEBXR : GAMEPAD_ID_WEBVR;

var INPUT_MAPPING_WEBVR = {
  // A-Frame specific semantic axis names
  axes: {'thumbstick': [0, 1], 'trackpad': [2, 3]},
  // A-Frame specific semantic button names
  buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  // A mapping of the semantic name to node name in the glTF model file,
  // that should be transformed by axis value.
  // This array mirrors the browser Gamepad.axes array, such that
  // the mesh corresponding to axis 0 is in this array index 0.
  axisMeshNames: [
    'THUMBSTICK_X',
    'THUMBSTICK_Y',
    'TOUCHPAD_TOUCH_X',
    'TOUCHPAD_TOUCH_Y'
  ],
  // A mapping of the semantic name to button node name in the glTF model file,
  // that should be transformed by button value.
  buttonMeshNames: {
    'trigger': 'SELECT',
    'menu': 'MENU',
    'grip': 'GRASP',
    'thumbstick': 'THUMBSTICK_PRESS',
    'trackpad': 'TOUCHPAD_PRESS'
  },
  pointingPoseMeshName: 'POINTING_POSE'
};

var INPUT_MAPPING_WEBXR = {
  // A-Frame specific semantic axis names
  axes: {'touchpad': [0, 1], 'thumbstick': [2, 3]},
  // A-Frame specific semantic button names
  buttons: ['trigger', 'squeeze', 'touchpad', 'thumbstick', 'menu'],
  // A mapping of the semantic name to node name in the glTF model file,
  // that should be transformed by axis value.
  // This array mirrors the browser Gamepad.axes array, such that
  // the mesh corresponding to axis 0 is in this array index 0.
  axisMeshNames: [
    'TOUCHPAD_TOUCH_X',
    'TOUCHPAD_TOUCH_X',
    'THUMBSTICK_X',
    'THUMBSTICK_Y'
  ],
  // A mapping of the semantic name to button node name in the glTF model file,
  // that should be transformed by button value.
  buttonMeshNames: {
    'trigger': 'SELECT',
    'menu': 'MENU',
    'squeeze': 'GRASP',
    'thumbstick': 'THUMBSTICK_PRESS',
    'touchpad': 'TOUCHPAD_PRESS'
  },
  pointingPoseMeshName: 'POINTING_POSE'
};

var INPUT_MAPPING = isWebXRAvailable ? INPUT_MAPPING_WEBXR : INPUT_MAPPING_WEBVR;

/**
 * Windows Motion Controller controls.
 * Interface with Windows Motion Controller controllers and map Gamepad events to
 * controller buttons: trackpad, trigger, grip, menu, thumbstick
 * Load a controller model and transform the pressed buttons.
 */
module.exports.Component = registerComponent('windows-motion-controls', {
  schema: {
    hand: {default: DEFAULT_HANDEDNESS},
    // It is possible to have multiple pairs of controllers attached (a pair has both left and right).
    // Set this to 1 to use a controller from the second pair, 2 from the third pair, etc.
    pair: {default: 0},
    // If true, loads the controller glTF asset.
    model: {default: true},
    // If true, will hide the model from the scene if no matching gamepad (based on ID & hand) is connected.
    hideDisconnected: {default: true}
  },

  mapping: INPUT_MAPPING,

  bindMethods: function () {
    this.onModelError = bind(this.onModelError, this);
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.onAxisMoved = bind(this.onAxisMoved, this);
  },

  init: function () {
    var self = this;
    var el = this.el;
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
    this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
    this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
    this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
    this.onControllerConnected = function () { self.setModelVisibility(true); };
    this.onControllerDisconnected = function () { self.setModelVisibility(false); };
    this.controllerPresent = false;
    this.lastControllerCheck = 0;
    this.previousButtonValues = {};
    this.bindMethods();

    // Cache for submeshes that we have looked up by name.
    this.loadedMeshInfo = {
      buttonMeshes: null,
      axisMeshes: null
    };

    // Pointing poses
    this.rayOrigin = {
      origin: new THREE.Vector3(),
      direction: new THREE.Vector3(0, 0, -1),
      createdFromMesh: false
    };

    el.addEventListener('controllerconnected', this.onControllerConnected);
    el.addEventListener('controllerdisconnected', this.onControllerDisconnected);
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('axismove', this.onAxisMoved);
    el.addEventListener('model-error', this.onModelError);
    el.addEventListener('model-loaded', this.onModelLoaded);
    this.controllerEventsActive = true;
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('axismove', this.onAxisMoved);
    el.removeEventListener('model-error', this.onModelError);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    this.controllerEventsActive = false;
  },

  checkIfControllerPresent: function () {
    checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, {
      hand: this.data.hand,
      index: this.data.pair,
      iterateControllerProfiles: true
    });
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addControllersUpdateListener();
  },

  pause: function () {
    this.removeEventListeners();
    this.removeControllersUpdateListener();
  },

  updateControllerModel: function () {
    // If we do not want to load a model, or, have already loaded the model, emit the controllermodelready event.
    if (!this.data.model || this.rayOrigin.createdFromMesh) {
      this.modelReady();
      return;
    }

    var sourceUrl = this.createControllerModelUrl();
    this.loadModel(sourceUrl);
  },

  /**
   * Helper function that constructs a URL from the controller ID suffix, for future proofed
   * art assets.
   */
  createControllerModelUrl: function (forceDefault) {
    // Determine the device specific folder based on the ID suffix
    var trackedControlsComponent = this.el.components['tracked-controls'];
    var controller = trackedControlsComponent ? trackedControlsComponent.controller : null;
    var device = 'default';
    var hand = this.data.hand;
    var filename;

    if (controller && !window.hasNativeWebXRImplementation) {
      // Read hand directly from the controller, rather than this.data, as in the case that the controller
      // is unhanded this.data will still have 'left' or 'right' (depending on what the user inserted in to the scene).
      // In this case, we want to load the universal model, so need to get the '' from the controller.
      hand = controller.hand;

      if (!forceDefault) {
        var match = controller.id.match(GAMEPAD_ID_PATTERN);
        device = ((match && match[0]) || device);
      }
    }

    // Hand
    filename = MODEL_FILENAMES[hand] || MODEL_FILENAMES.default;

    // Final url
    return MODEL_BASE_URL + device + '/' + filename;
  },

  injectTrackedControls: function () {
    var data = this.data;
    this.el.setAttribute('tracked-controls', {
      idPrefix: GAMEPAD_ID_PREFIX,
      controller: data.pair,
      hand: data.hand,
      armModel: false
    });

    this.updateControllerModel();
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    this.checkIfControllerPresent();
  },

  onModelError: function (evt) {
    var defaultUrl = this.createControllerModelUrl(true);
    if (evt.detail.src !== defaultUrl) {
      warn('Failed to load controller model for device, attempting to load default.');
      this.loadModel(defaultUrl);
    } else {
      warn('Failed to load default controller model.');
    }
  },

  loadModel: function (url) {
    // The model is loaded by the gltf-model compoent when this attribute is initially set,
    // removed and re-loaded if the given url changes.
    this.el.setAttribute('gltf-model', 'url(' + url + ')');
  },

  onModelLoaded: function (evt) {
    var rootNode = this.controllerModel = evt.detail.model;
    var loadedMeshInfo = this.loadedMeshInfo;
    var i;
    var meshName;
    var mesh;
    var meshInfo;

    debug('Processing model');

    // Reset the caches
    loadedMeshInfo.buttonMeshes = {};
    loadedMeshInfo.axisMeshes = {};

    // Cache our meshes so we aren't traversing the hierarchy per frame
    if (rootNode) {
      // Button Meshes
      for (i = 0; i < this.mapping.buttons.length; i++) {
        meshName = this.mapping.buttonMeshNames[this.mapping.buttons[i]];
        if (!meshName) {
          debug('Skipping unknown button at index: ' + i + ' with mapped name: ' + this.mapping.buttons[i]);
          continue;
        }

        mesh = rootNode.getObjectByName(meshName);
        if (!mesh) {
          warn('Missing button mesh with name: ' + meshName);
          continue;
        }

        meshInfo = {
          index: i,
          value: getImmediateChildByName(mesh, 'VALUE'),
          pressed: getImmediateChildByName(mesh, 'PRESSED'),
          unpressed: getImmediateChildByName(mesh, 'UNPRESSED')
        };
        if (meshInfo.value && meshInfo.pressed && meshInfo.unpressed) {
          loadedMeshInfo.buttonMeshes[this.mapping.buttons[i]] = meshInfo;
        } else {
          // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
          warn('Missing button submesh under mesh with name: ' + meshName +
            '(VALUE: ' + !!meshInfo.value +
            ', PRESSED: ' + !!meshInfo.pressed +
            ', UNPRESSED:' + !!meshInfo.unpressed +
            ')');
        }
      }

      // Axis Meshes
      for (i = 0; i < this.mapping.axisMeshNames.length; i++) {
        meshName = this.mapping.axisMeshNames[i];
        if (!meshName) {
          debug('Skipping unknown axis at index: ' + i);
          continue;
        }

        mesh = rootNode.getObjectByName(meshName);
        if (!mesh) {
          warn('Missing axis mesh with name: ' + meshName);
          continue;
        }

        meshInfo = {
          index: i,
          value: getImmediateChildByName(mesh, 'VALUE'),
          min: getImmediateChildByName(mesh, 'MIN'),
          max: getImmediateChildByName(mesh, 'MAX')
        };
        if (meshInfo.value && meshInfo.min && meshInfo.max) {
          loadedMeshInfo.axisMeshes[i] = meshInfo;
        } else {
          // If we didn't find the mesh, it simply means this axis won't have transforms applied as mapped axis values change.
          warn('Missing axis submesh under mesh with name: ' + meshName +
            '(VALUE: ' + !!meshInfo.value +
            ', MIN: ' + !!meshInfo.min +
            ', MAX:' + !!meshInfo.max +
            ')');
        }
      }

      this.calculateRayOriginFromMesh(rootNode);
      // Determine if the model has to be visible or not.
      this.setModelVisibility();
    }

    debug('Model load complete.');

    // Look through only immediate children. This will return null if no mesh exists with the given name.
    function getImmediateChildByName (object3d, value) {
      for (var i = 0, l = object3d.children.length; i < l; i++) {
        var obj = object3d.children[i];
        if (obj && obj['name'] === value) {
          return obj;
        }
      }
      return undefined;
    }
  },

  calculateRayOriginFromMesh: (function () {
    var quaternion = new THREE.Quaternion();
    return function (rootNode) {
      var mesh;

      // Calculate the pointer pose (used for rays), by applying the world transform of th POINTER_POSE node
      // in the glTF (assumes that root node is at world origin)
      this.rayOrigin.origin.set(0, 0, 0);
      this.rayOrigin.direction.set(0, 0, -1);
      this.rayOrigin.createdFromMesh = true;

      // Try to read Pointing pose from the source model
      mesh = rootNode.getObjectByName(this.mapping.pointingPoseMeshName);
      if (mesh) {
        var parent = rootNode.parent;

        // We need to read pose transforms accumulated from the root of the glTF, not the scene.
        if (parent) {
          rootNode.parent = null;
          rootNode.updateMatrixWorld(true);
          rootNode.parent = parent;
        }

        mesh.getWorldPosition(this.rayOrigin.origin);
        mesh.getWorldQuaternion(quaternion);
        this.rayOrigin.direction.applyQuaternion(quaternion);

        // Recalculate the world matrices now that the rootNode is re-attached to the parent.
        if (parent) {
          rootNode.updateMatrixWorld(true);
        }
      } else {
        debug('Mesh does not contain pointing origin data, defaulting to none.');
      }

      // Emit event stating that our pointing ray is now accurate.
      this.modelReady();
    };
  })(),

  lerpAxisTransform: (function () {
    var quaternion = new THREE.Quaternion();
    return function (axis, axisValue) {
      var axisMeshInfo = this.loadedMeshInfo.axisMeshes[axis];
      if (!axisMeshInfo) return;

      var min = axisMeshInfo.min;
      var max = axisMeshInfo.max;
      var target = axisMeshInfo.value;

      // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
      var lerpValue = axisValue * 0.5 + 0.5;
      target.setRotationFromQuaternion(quaternion.copy(min.quaternion).slerp(max.quaternion, lerpValue));
      target.position.lerpVectors(min.position, max.position, lerpValue);
    };
  })(),

  lerpButtonTransform: (function () {
    var quaternion = new THREE.Quaternion();
    return function (buttonName, buttonValue) {
      var buttonMeshInfo = this.loadedMeshInfo.buttonMeshes[buttonName];
      if (!buttonMeshInfo) return;

      var min = buttonMeshInfo.unpressed;
      var max = buttonMeshInfo.pressed;
      var target = buttonMeshInfo.value;

      target.setRotationFromQuaternion(quaternion.copy(min.quaternion).slerp(max.quaternion, buttonValue));
      target.position.lerpVectors(min.position, max.position, buttonValue);
    };
  })(),

  modelReady: function () {
    this.el.emit('controllermodelready', {
      name: 'windows-motion-controls',
      model: this.data.model,
      rayOrigin: this.rayOrigin
    });
  },

  onButtonChanged: function (evt) {
    var buttonName = this.mapping.buttons[evt.detail.id];

    if (buttonName) {
      // Update the button mesh transform
      if (this.loadedMeshInfo && this.loadedMeshInfo.buttonMeshes) {
        this.lerpButtonTransform(buttonName, evt.detail.state.value);
      }

      // Only emit events for buttons that we know how to map from index to name
      this.el.emit(buttonName + 'changed', evt.detail.state);
    }
  },

  onAxisMoved: function (evt) {
    var numAxes = this.mapping.axisMeshNames.length;

    // Only attempt to update meshes if we have valid data.
    if (this.loadedMeshInfo && this.loadedMeshInfo.axisMeshes) {
      for (var axis = 0; axis < numAxes; axis++) {
        // Update the button mesh transform
        this.lerpAxisTransform(axis, evt.detail.axis[axis] || 0.0);
      }
    }

    emitIfAxesChanged(this, this.mapping.axes, evt);
  },

  setModelVisibility: function (visible) {
    var model = this.el.getObject3D('mesh');
    visible = visible !== undefined ? visible : this.modelVisible;
    this.modelVisible = visible;
    if (!model) { return; }
    model.visible = visible;
  }
});

},{"../constants":106,"../core/component":114,"../utils/":190,"../utils/bind":184,"../utils/tracked-controls":199}],106:[function(require,module,exports){
module.exports = {
  AFRAME_INJECTED: 'aframe-injected',
  DEFAULT_CAMERA_HEIGHT: 1.6,
  DEFAULT_HANDEDNESS: 'right',
  keyboardevent: require('./keyboardevent')
};

},{"./keyboardevent":107}],107:[function(require,module,exports){
module.exports = {
  // Tiny KeyboardEvent.code polyfill.
  KEYCODE_TO_CODE: {
    '38': 'ArrowUp',
    '37': 'ArrowLeft',
    '40': 'ArrowDown',
    '39': 'ArrowRight',
    '87': 'KeyW',
    '65': 'KeyA',
    '83': 'KeyS',
    '68': 'KeyD'
  }
};

},{}],108:[function(require,module,exports){
var ANode = require('./a-node');
var bind = require('../utils/bind');
var debug = require('../utils/debug');
var registerElement = require('./a-register-element').registerElement;
var THREE = require('../lib/three');

var fileLoader = new THREE.FileLoader();
var warn = debug('core:a-assets:warn');

/**
 * Asset management system. Handles blocking on asset loading.
 */
module.exports = registerElement('a-assets', {
  prototype: Object.create(ANode.prototype, {
    createdCallback: {
      value: function () {
        this.isAssets = true;
        this.fileLoader = fileLoader;
        this.timeout = null;
      }
    },

    attachedCallback: {
      value: function () {
        var self = this;
        var i;
        var loaded = [];
        var mediaEl;
        var mediaEls;
        var imgEl;
        var imgEls;
        var timeout;

        if (!this.parentNode.isScene) {
          throw new Error('<a-assets> must be a child of a <a-scene>.');
        }

        // Wait for <img>s.
        imgEls = this.querySelectorAll('img');
        for (i = 0; i < imgEls.length; i++) {
          imgEl = fixUpMediaElement(imgEls[i]);
          loaded.push(new Promise(function (resolve, reject) {
            // Set in cache because we won't be needing to call three.js loader if we have.
            // a loaded media element.
            THREE.Cache.add(imgEls[i].getAttribute('src'), imgEl);
            imgEl.onload = resolve;
            imgEl.onerror = reject;
          }));
        }

        // Wait for <audio>s and <video>s.
        mediaEls = this.querySelectorAll('audio, video');
        for (i = 0; i < mediaEls.length; i++) {
          mediaEl = fixUpMediaElement(mediaEls[i]);
          if (!mediaEl.src && !mediaEl.srcObject) {
            warn('Audio/video asset has neither `src` nor `srcObject` attributes.');
          }
          loaded.push(mediaElementLoaded(mediaEl));
        }

        // Trigger loaded for scene to start rendering.
        Promise.all(loaded).then(bind(this.load, this));

        // Timeout to start loading anyways.
        timeout = parseInt(this.getAttribute('timeout'), 10) || 3000;
        this.timeout = setTimeout(function () {
          if (self.hasLoaded) { return; }
          warn('Asset loading timed out in ', timeout, 'ms');
          self.emit('timeout');
          self.load();
        }, timeout);
      }
    },

    detachedCallback: {
      value: function () {
        if (this.timeout) { clearTimeout(this.timeout); }
      }
    },

    load: {
      value: function () {
        ANode.prototype.load.call(this, null, function waitOnFilter (el) {
          return el.isAssetItem && el.hasAttribute('src');
        });
      }
    }
  })
});

/**
 * Preload using XHRLoader for any type of asset.
 */
registerElement('a-asset-item', {
  prototype: Object.create(ANode.prototype, {
    createdCallback: {
      value: function () {
        this.data = null;
        this.isAssetItem = true;
      }
    },

    attachedCallback: {
      value: function () {
        var self = this;
        var src = this.getAttribute('src');
        fileLoader.setResponseType(
          this.getAttribute('response-type') || inferResponseType(src));
        fileLoader.load(src, function handleOnLoad (response) {
          self.data = response;
          /*
            Workaround for a Chrome bug. If another XHR is sent to the same url before the
            previous one closes, the second request never finishes.
            setTimeout finishes the first request and lets the logic triggered by load open
            subsequent requests.
            setTimeout can be removed once the fix for the bug below ships:
            https://bugs.chromium.org/p/chromium/issues/detail?id=633696&q=component%3ABlink%3ENetwork%3EXHR%20&colspec=ID%20Pri%20M%20Stars%20ReleaseBlock%20Component%20Status%20Owner%20Summary%20OS%20Modified
          */
          setTimeout(function load () { ANode.prototype.load.call(self); });
        }, function handleOnProgress (xhr) {
          self.emit('progress', {
            loadedBytes: xhr.loaded,
            totalBytes: xhr.total,
            xhr: xhr
          });
        }, function handleOnError (xhr) {
          self.emit('error', {xhr: xhr});
        });
      }
    }
  })
});

/**
 * Create a Promise that resolves once the media element has finished buffering.
 *
 * @param {Element} el - HTMLMediaElement.
 * @returns {Promise}
 */
function mediaElementLoaded (el) {
  if (!el.hasAttribute('autoplay') && el.getAttribute('preload') !== 'auto') {
    return;
  }

  // If media specifies autoplay or preload, wait until media is completely buffered.
  return new Promise(function (resolve, reject) {
    if (el.readyState === 4) { return resolve(); }  // Already loaded.
    if (el.error) { return reject(); }  // Error.

    el.addEventListener('loadeddata', checkProgress, false);
    el.addEventListener('progress', checkProgress, false);
    el.addEventListener('error', reject, false);

    function checkProgress () {
      // Add up the seconds buffered.
      var secondsBuffered = 0;
      for (var i = 0; i < el.buffered.length; i++) {
        secondsBuffered += el.buffered.end(i) - el.buffered.start(i);
      }

      // Compare seconds buffered to media duration.
      if (secondsBuffered >= el.duration) {
        // Set in cache because we won't be needing to call three.js loader if we have.
        // a loaded media element.
        // Store video elements only. three.js loader is used for audio elements.
        // See assetParse too.
        if (el.tagName === 'VIDEO') {
          THREE.Cache.add(el.getAttribute('src'), el);
        }
        resolve();
      }
    }
  });
}

/**
 * Automatically add attributes to media elements where convenient.
 * crossorigin, playsinline.
 */
function fixUpMediaElement (mediaEl) {
  // Cross-origin.
  var newMediaEl = setCrossOrigin(mediaEl);

  // Plays inline for mobile.
  if (newMediaEl.tagName && newMediaEl.tagName.toLowerCase() === 'video') {
    newMediaEl.setAttribute('playsinline', '');
    newMediaEl.setAttribute('webkit-playsinline', '');
  }

  if (newMediaEl !== mediaEl) {
    mediaEl.parentNode.appendChild(newMediaEl);
    mediaEl.parentNode.removeChild(mediaEl);
  }
  return newMediaEl;
}

/**
 * Automatically set `crossorigin` if not defined on the media element.
 * If it is not defined, we must create and re-append a new media element <img> and
 * have the browser re-request it with `crossorigin` set.
 *
 * @param {Element} Media element (e.g., <img>, <audio>, <video>).
 * @returns {Element} Media element to be used to listen to for loaded events.
 */
function setCrossOrigin (mediaEl) {
  var newMediaEl;
  var src;

  // Already has crossorigin set.
  if (mediaEl.hasAttribute('crossorigin')) { return mediaEl; }

  src = mediaEl.getAttribute('src');

  if (src !== null) {
    // Does not have protocol.
    if (src.indexOf('://') === -1) { return mediaEl; }

    // Determine if cross origin is actually needed.
    if (extractDomain(src) === window.location.host) { return mediaEl; }
  }

  warn('Cross-origin element (e.g., <img>) was requested without `crossorigin` set. ' +
       'A-Frame will re-request the asset with `crossorigin` attribute set. ' +
       'Please set `crossorigin` on the element (e.g., <img crossorigin="anonymous">)', src);
  mediaEl.crossOrigin = 'anonymous';
  newMediaEl = mediaEl.cloneNode(true);
  return newMediaEl;
}

/**
 * Extract domain out of URL.
 *
 * @param {string} url
 * @returns {string}
 */
function extractDomain (url) {
  // Find and remove protocol (e.g., http, ftp, etc.) to get domain.
  var domain = url.indexOf('://') > -1 ? url.split('/')[2] : url.split('/')[0];

  // Find and remove port number.
  return domain.substring(0, domain.indexOf(':'));
}

/**
 * Infer response-type attribute from src.
 * Default is text (default XMLHttpRequest.responseType)
 * and arraybuffer for .glb files.
 *
 * @param {string} src
 * @returns {string}
 */
function inferResponseType (src) {
  var fileName = getFileNameFromURL(src);
  var dotLastIndex = fileName.lastIndexOf('.');
  if (dotLastIndex >= 0) {
    var extension = fileName.slice(dotLastIndex, src.search(/\?|#|$/));
    if (extension === '.glb') {
      return 'arraybuffer';
    }
  }
  return 'text';
}
module.exports.inferResponseType = inferResponseType;

/**
 * Extract filename from URL
 *
 * @param {string} url
 * @returns {string}
 */
function getFileNameFromURL (url) {
  var parser = document.createElement('a');
  parser.href = url;
  var query = parser.search.replace(/^\?/, '');
  var filePath = url.replace(query, '').replace('?', '');
  return filePath.substring(filePath.lastIndexOf('/') + 1);
}
module.exports.getFileNameFromURL = getFileNameFromURL;

},{"../lib/three":162,"../utils/bind":184,"../utils/debug":186,"./a-node":112,"./a-register-element":113}],109:[function(require,module,exports){
var debug = require('../utils/debug');
var registerElement = require('./a-register-element').registerElement;

var warn = debug('core:cubemap:warn');

/**
 * Cubemap element that handles validation and exposes list of URLs.
 * Does not listen to updates.
 */
module.exports = registerElement('a-cubemap', {
  prototype: Object.create(window.HTMLElement.prototype, {
    /**
     * Calculates this.srcs.
     */
    attachedCallback: {
      value: function () {
        this.srcs = this.validate();
      },
      writable: window.debug
    },

    /**
     * Checks for exactly six elements with [src].
     * Does not check explicitly for <img>s in case user does not want
     * prefetching.
     *
     * @returns {Array|null} - six URLs if valid, else null.
     */
    validate: {
      value: function () {
        var elements = this.querySelectorAll('[src]');
        var i;
        var srcs = [];
        if (elements.length === 6) {
          for (i = 0; i < elements.length; i++) {
            srcs.push(elements[i].getAttribute('src'));
          }
          return srcs;
        }
        // Else if there are not six elements, throw a warning.
        warn(
          '<a-cubemap> did not contain exactly six elements each with a ' +
          '`src` attribute.');
      },
      writable: window.debug
    }
  })
});

},{"../utils/debug":186,"./a-register-element":113}],110:[function(require,module,exports){
var ANode = require('./a-node');
var COMPONENTS = require('./component').components;
var registerElement = require('./a-register-element').registerElement;
var THREE = require('../lib/three');
var utils = require('../utils/');

var AEntity;
var debug = utils.debug('core:a-entity:debug');
var warn = utils.debug('core:a-entity:warn');

var MULTIPLE_COMPONENT_DELIMITER = '__';
var OBJECT3D_COMPONENTS = ['position', 'rotation', 'scale', 'visible'];
var ONCE = {once: true};

/**
 * Entity is a container object that components are plugged into to comprise everything in
 * the scene. In A-Frame, they inherently have position, rotation, and scale.
 *
 * To be able to take components, the scene element inherits from the entity definition.
 *
 * @member {object} components - entity's currently initialized components.
 * @member {object} object3D - three.js object.
 * @member {array} states
 * @member {boolean} isPlaying - false if dynamic behavior of the entity is paused.
 */
var proto = Object.create(ANode.prototype, {
  createdCallback: {
    value: function () {
      this.components = {};
      // To avoid double initializations and infinite loops.
      this.initializingComponents = {};
      this.componentsToUpdate = {};
      this.isEntity = true;
      this.isPlaying = false;
      this.object3D = new THREE.Group();
      this.object3D.el = this;
      this.object3DMap = {};
      this.parentEl = null;
      this.rotationObj = {};
      this.states = [];
    }
  },

  /**
   * Handle changes coming from the browser DOM inspector.
   */
  attributeChangedCallback: {
    value: function (attr, oldVal, newVal) {
      var component = this.components[attr];
      // If the empty string is passed by the component initialization
      // logic we ignore the component update.
      if (component && component.justInitialized && newVal === '') {
        delete component.justInitialized;
        return;
      }
      // When a component is removed after calling el.removeAttribute('material')
      if (!component && newVal === null) { return; }
      this.setEntityAttribute(attr, oldVal, newVal);
    }
  },

  /**
   * Add to parent, load, play.
   */
  attachedCallback: {
    value: function () {
      var assetsEl;  // Asset management system element.
      var sceneEl = this.sceneEl;
      var self = this;  // Component.

      this.addToParent();

      // Don't .load() scene on attachedCallback.
      if (this.isScene) { return; }

      // Gracefully not error when outside of <a-scene> (e.g., tests).
      if (!sceneEl) {
        this.load();
        return;
      }

      // Wait for asset management system to finish before loading.
      assetsEl = sceneEl.querySelector('a-assets');
      if (assetsEl && !assetsEl.hasLoaded) {
        assetsEl.addEventListener('loaded', function () { self.load(); });
        return;
      }
      this.load();
    }
  },

  /**
   * Tell parent to remove this element's object3D from its object3D.
   * Do not call on scene element because that will cause a call to document.body.remove().
   */
  detachedCallback: {
    value: function () {
      var componentName;

      if (!this.parentEl) { return; }

      // Remove components.
      for (componentName in this.components) {
        this.removeComponent(componentName, false);
      }

      if (this.isScene) { return; }

      this.removeFromParent();
      ANode.prototype.detachedCallback.call(this);

      // Remove cyclic reference.
      this.object3D.el = null;
    }
  },

  getObject3D: {
    value: function (type) {
      return this.object3DMap[type];
    }
  },

  /**
   * Set a THREE.Object3D into the map.
   *
   * @param {string} type - Developer-set name of the type of object, will be unique per type.
   * @param {object} obj - A THREE.Object3D.
   */
  setObject3D: {
    value: function (type, obj) {
      var oldObj;
      var self = this;

      if (!(obj instanceof THREE.Object3D)) {
        throw new Error(
          '`Entity.setObject3D` was called with an object that was not an instance of ' +
          'THREE.Object3D.'
        );
      }

      // Remove existing object of the type.
      oldObj = this.getObject3D(type);
      if (oldObj) { this.object3D.remove(oldObj); }

      // Set references to A-Frame entity.
      obj.el = this;
      if (obj.children.length) {
        obj.traverse(function bindEl (child) {
          child.el = self;
        });
      }

      // Add.
      this.object3D.add(obj);
      this.object3DMap[type] = obj;
      this.emit('object3dset', {object: obj, type: type});
    }
  },

  /**
   * Remove object from scene and entity object3D map.
   */
  removeObject3D: {
    value: function (type) {
      var obj = this.getObject3D(type);
      if (!obj) {
        warn('Tried to remove `Object3D` of type:', type, 'which was not defined.');
        return;
      }
      this.object3D.remove(obj);
      delete this.object3DMap[type];
      this.emit('object3dremove', {type: type});
    }
  },

  /**
   * Gets or creates an object3D of a given type.
   *
   * @param {string} type - Type of the object3D.
   * @param {string} Constructor - Constructor to use to create the object3D if needed.
   * @returns {object}
   */
  getOrCreateObject3D: {
    value: function (type, Constructor) {
      var object3D = this.getObject3D(type);
      if (!object3D && Constructor) {
        object3D = new Constructor();
        this.setObject3D(type, object3D);
      }
      warn('`getOrCreateObject3D` has been deprecated. Use `setObject3D()` ' +
           'and `object3dset` event instead.');
      return object3D;
    }
  },

  /**
   * Add child entity.
   *
   * @param {Element} el - Child entity.
   */
  add: {
    value: function (el) {
      if (!el.object3D) {
        throw new Error("Trying to add an element that doesn't have an `object3D`");
      }
      this.object3D.add(el.object3D);
      this.emit('child-attached', {el: el});
    }
  },

  /**
   * Tell parentNode to add this entity to itself.
   */
  addToParent: {
    value: function () {
      var parentNode = this.parentEl = this.parentNode;

      // `!parentNode` check primarily for unit tests.
      if (!parentNode || !parentNode.add || this.attachedToParent) { return; }

      parentNode.add(this);
      this.attachedToParent = true;  // To prevent multiple attachments to same parent.
    }
  },

  /**
   * Tell parentNode to remove this entity from itself.
   */
  removeFromParent: {
    value: function () {
      var parentEl = this.parentEl;
      this.parentEl.remove(this);
      this.attachedToParent = false;
      this.parentEl = null;
      parentEl.emit('child-detached', {el: this});
    }
  },

  load: {
    value: function () {
      var self = this;

      if (this.hasLoaded || !this.parentEl) { return; }

      ANode.prototype.load.call(this, function entityLoadCallback () {
        // Check if entity was detached while it was waiting to load.
        if (!self.parentEl) { return; }

        self.updateComponents();
        if (self.isScene || self.parentEl.isPlaying) { self.play(); }
      });
    },
    writable: window.debug
  },

  /**
   * Remove child entity.
   *
   * @param {Element} el - Child entity.
   */
  remove: {
    value: function (el) {
      if (el) {
        this.object3D.remove(el.object3D);
      } else {
        this.parentNode.removeChild(this);
      }
    }
  },

  /**
   * @returns {array} Direct children that are entities.
   */
  getChildEntities: {
    value: function () {
      var children = this.children;
      var childEntities = [];

      for (var i = 0; i < children.length; i++) {
        var child = children[i];
        if (child instanceof AEntity) {
          childEntities.push(child);
        }
      }

      return childEntities;
    }
  },

  /**
   * Initialize component.
   *
   * @param {string} attrName - Attribute name asociated to the component.
   * @param {object} data - Component data
   * @param {boolean} isDependency - True if the component is a dependency.
   */
  initComponent: {
    value: function (attrName, data, isDependency) {
      var component;
      var componentId;
      var componentInfo;
      var componentName;
      var isComponentDefined;

      componentInfo = utils.split(attrName, MULTIPLE_COMPONENT_DELIMITER);
      componentName = componentInfo[0];
      componentId = componentInfo.length > 2
        ? componentInfo.slice(1).join('__')
        : componentInfo[1];

      // Not a registered component.
      if (!COMPONENTS[componentName]) { return; }

      // Component is not a dependency and is undefined.
      // If a component is a dependency, then it is okay to have no data.
      isComponentDefined = checkComponentDefined(this, attrName) ||
                           data !== undefined;
      if (!isComponentDefined && !isDependency) { return; }

      // Component already initialized.
      if (attrName in this.components) { return; }

      // Initialize dependencies first
      this.initComponentDependencies(componentName);

      // If component name has an id we check component type multiplic
      if (componentId && !COMPONENTS[componentName].multiple) {
        throw new Error('Trying to initialize multiple ' +
                        'components of type `' + componentName +
                        '`. There can only be one component of this type per entity.');
      }
      component = new COMPONENTS[componentName].Component(this, data, componentId);
      if (this.isPlaying) { component.play(); }

      // Components are reflected in the DOM as attributes but the state is not shown
      // hence we set the attribute to empty string.
      // The flag justInitialized is for attributeChangedCallback to not overwrite
      // the component with the empty string.
      if (!this.hasAttribute(attrName)) {
        component.justInitialized = true;
        window.HTMLElement.prototype.setAttribute.call(this, attrName, '');
      }

      debug('Component initialized: %s', attrName);
    },
    writable: window.debug
  },

  /**
   * Initialize dependencies of a component.
   *
   * @param {string} name - Root component name.
   */
  initComponentDependencies: {
    value: function (name) {
      var self = this;
      var component = COMPONENTS[name];
      var dependencies;
      var i;

      // Not a component.
      if (!component) { return; }

      // No dependencies.
      dependencies = COMPONENTS[name].dependencies;

      if (!dependencies) { return; }

      // Initialize dependencies.
      for (i = 0; i < dependencies.length; i++) {
        // Call getAttribute to initialize the data from the DOM.
        self.initComponent(
          dependencies[i],
          window.HTMLElement.prototype.getAttribute.call(self, dependencies[i]) || undefined,
          true
        );
      }
    }
  },

  removeComponent: {
    value: function (name, destroy) {
      var component;

      component = this.components[name];
      if (!component) { return; }

      // Wait for component to initialize.
      if (!component.initialized) {
        this.addEventListener('componentinitialized', function tryRemoveLater (evt) {
          if (evt.detail.name !== name) { return; }
          this.removeComponent(name, destroy);
          this.removeEventListener('componentinitialized', tryRemoveLater);
        });
        return;
      }

      component.pause();
      component.remove();

      // Keep component attached to entity in case of just full entity detach.
      if (destroy) {
        component.destroy();
        delete this.components[name];
      }

      this.emit('componentremoved', component.evtDetail, false);
    },
    writable: window.debug
  },

  /**
   * Initialize or update all components.
   * Build data using initial components, defined attributes, mixins, and defaults.
   * Update default components before the rest.
   *
   * @member {function} getExtraComponents - Can be implemented to include component data
   *   from other sources (e.g., implemented by primitives).
   */
  updateComponents: {
    value: function () {
      var data;
      var extraComponents;
      var i;
      var name;
      var componentsToUpdate = this.componentsToUpdate;

      if (!this.hasLoaded) { return; }

      // Gather mixin-defined components.
      for (i = 0; i < this.mixinEls.length; i++) {
        for (name in this.mixinEls[i].componentCache) {
          if (isComponent(name)) { componentsToUpdate[name] = true; }
        }
      }

      // Gather from extra initial component data if defined (e.g., primitives).
      if (this.getExtraComponents) {
        extraComponents = this.getExtraComponents();
        for (name in extraComponents) {
          if (isComponent(name)) { componentsToUpdate[name] = true; }
        }
      }

      // Gather entity-defined components.
      for (i = 0; i < this.attributes.length; ++i) {
        name = this.attributes[i].name;
        if (OBJECT3D_COMPONENTS.indexOf(name) !== -1) { continue; }
        if (isComponent(name)) { componentsToUpdate[name] = true; }
      }

      // object3D components first (position, rotation, scale, visible).
      for (i = 0; i < OBJECT3D_COMPONENTS.length; i++) {
        name = OBJECT3D_COMPONENTS[i];
        if (!this.hasAttribute(name)) { continue; }
        this.updateComponent(name, this.getDOMAttribute(name));
      }

      // Initialize or update rest of components.
      for (name in componentsToUpdate) {
        data = mergeComponentData(this.getDOMAttribute(name),
                                  extraComponents && extraComponents[name]);
        this.updateComponent(name, data);
        delete componentsToUpdate[name];
      }
    },
    writable: window.debug
  },

  /**
   * Initialize, update, or remove a single component.
   *
   * When initializing, we set the component on `this.components`.
   *
   * @param {string} attr - Component name.
   * @param {object} attrValue - Value of the DOM attribute.
   * @param {boolean} clobber - If new attrValue completely replaces previous properties.
   */
  updateComponent: {
    value: function (attr, attrValue, clobber) {
      var component = this.components[attr];

      if (component) {
        // Remove component.
        if (attrValue === null && !checkComponentDefined(this, attr)) {
          this.removeComponent(attr, true);
          return;
        }
        // Component already initialized. Update component.
        component.updateProperties(attrValue, clobber);
        return;
      }

      // Component not yet initialized. Initialize component.
      this.initComponent(attr, attrValue, false);
    }
  },

  /**
   * If `attr` is a component name, detach the component from the entity.
   *
   * If `propertyName` is given, reset the component property value to its default.
   *
   * @param {string} attr - Attribute name, which could also be a component name.
   * @param {string} propertyName - Component prop name, if resetting an individual prop.
   */
  removeAttribute: {
    value: function (attr, propertyName) {
      var component = this.components[attr];

      // Remove component.
      if (component && propertyName === undefined) {
        this.removeComponent(attr, true);
      }

      // Reset component property value.
      if (component && propertyName !== undefined) {
        component.resetProperty(propertyName);
        return;
      }

      // Remove mixins.
      if (attr === 'mixin') {
        this.mixinUpdate('');
      }

      window.HTMLElement.prototype.removeAttribute.call(this, attr);
    }
  },

  /**
   * Start dynamic behavior associated with entity such as dynamic components and animations.
   * Tell all children entities to also play.
   */
  play: {
    value: function () {
      var entities;
      var i;
      var key;

      // Already playing.
      if (this.isPlaying || !this.hasLoaded) { return; }
      this.isPlaying = true;

      // Wake up all components.
      for (key in this.components) { this.components[key].play(); }

      // Tell all child entities to play.
      entities = this.getChildEntities();
      for (i = 0; i < entities.length; i++) { entities[i].play(); }

      this.emit('play');
    },
    writable: true
  },

  /**
   * Pause dynamic behavior associated with entity such as dynamic components and animations.
   * Tell all children entities to also pause.
   */
  pause: {
    value: function () {
      var entities;
      var i;
      var key;

      if (!this.isPlaying) { return; }
      this.isPlaying = false;

      // Sleep all components.
      for (key in this.components) { this.components[key].pause(); }

      // Tell all child entities to pause.
      entities = this.getChildEntities();
      for (i = 0; i < entities.length; i++) { entities[i].pause(); }

      this.emit('pause');
    },
    writable: true
  },

  /**
   * Deals with updates on entity-specific attributes (i.e., components and mixins).
   *
   * @param {string} attr
   * @param {string} oldVal
   * @param {string|object} newVal
   */
  setEntityAttribute: {
    value: function (attr, oldVal, newVal) {
      if (COMPONENTS[attr] || this.components[attr]) {
        this.updateComponent(attr, newVal);
        return;
      }
      if (attr === 'mixin') {
        // Ignore if `<a-node>` code is just updating computed mixin in the DOM.
        if (newVal === this.computedMixinStr) { return; }
        this.mixinUpdate(newVal, oldVal);
      }
    }
  },

  /**
   * When mixins updated, trigger init or optimized-update of relevant components.
   */
  mixinUpdate: {
    value: (function () {
      var componentsUpdated = [];

      return function (newMixins, oldMixins) {
        var component;
        var mixinEl;
        var mixinIds;
        var i;
        var self = this;

        if (!this.hasLoaded) {
          this.addEventListener('loaded', function () {
            self.mixinUpdate(newMixins, oldMixins);
          }, ONCE);
          return;
        }

        oldMixins = oldMixins || this.getAttribute('mixin');
        mixinIds = this.updateMixins(newMixins, oldMixins);

        // Loop over current mixins.
        componentsUpdated.length = 0;
        for (i = 0; i < this.mixinEls.length; i++) {
          for (component in this.mixinEls[i].componentCache) {
            if (componentsUpdated.indexOf(component) === -1) {
              if (this.components[component]) {
                // Update. Just rebuild data.
                this.components[component].handleMixinUpdate();
              } else {
                // Init. buildData will gather mixin values.
                this.initComponent(component, null);
              }
              componentsUpdated.push(component);
            }
          }
        }

        // Loop over old mixins to call for data rebuild.
        for (i = 0; i < mixinIds.oldMixinIds.length; i++) {
          mixinEl = document.getElementById(mixinIds.oldMixinIds[i]);
          if (!mixinEl) { continue; }
          for (component in mixinEl.componentCache) {
            if (componentsUpdated.indexOf(component) === -1) {
              if (this.components[component]) {
                if (this.getDOMAttribute(component)) {
                  // Update component if explicitly defined.
                  this.components[component].handleMixinUpdate();
                } else {
                  // Remove component if not explicitly defined.
                  this.removeComponent(component, true);
                }
              }
            }
          }
        }
      };
    })()
  },

  /**
   * setAttribute can:
   *
   * 1. Set a single property of a multi-property component.
   * 2. Set multiple properties of a multi-property component.
   * 3. Replace properties of a multi-property component.
   * 4. Set a value for a single-property component, mixin, or normal HTML attribute.
   *
   * @param {string} attrName - Component or attribute name.
   * @param {*} arg1 - Can be a value, property name, CSS-style property string, or
   *   object of properties.
   * @param {*|bool} arg2 - If arg1 is a property name, this should be a value. Otherwise,
   *   it is a boolean indicating whether to clobber previous values (defaults to false).
   */
  setAttribute: {
    value: (function () {
      var singlePropUpdate = {};

      return function (attrName, arg1, arg2) {
        var newAttrValue;
        var clobber;
        var componentName;
        var delimiterIndex;
        var isDebugMode;
        var key;

        delimiterIndex = attrName.indexOf(MULTIPLE_COMPONENT_DELIMITER);
        componentName = delimiterIndex > 0 ? attrName.substring(0, delimiterIndex) : attrName;

        // Not a component. Normal set attribute.
        if (!COMPONENTS[componentName]) {
          if (attrName === 'mixin') { this.mixinUpdate(arg1); }
          ANode.prototype.setAttribute.call(this, attrName, arg1);
          return;
        }

        // Initialize component first if not yet initialized.
        if (!this.components[attrName] && this.hasAttribute(attrName)) {
          this.updateComponent(
            attrName,
            window.HTMLElement.prototype.getAttribute.call(this, attrName));
        }

        // Determine new attributes from the arguments
        if (typeof arg2 !== 'undefined' &&
            typeof arg1 === 'string' &&
            arg1.length > 0 &&
            typeof utils.styleParser.parse(arg1) === 'string') {
          // Update a single property of a multi-property component
          for (key in singlePropUpdate) { delete singlePropUpdate[key]; }
          newAttrValue = singlePropUpdate;
          newAttrValue[arg1] = arg2;
          clobber = false;
        } else {
          // Update with a value, object, or CSS-style property string, with the possiblity
          // of clobbering previous values.
          newAttrValue = arg1;
          clobber = (arg2 === true);
        }

        // Update component
        this.updateComponent(attrName, newAttrValue, clobber);

        // In debug mode, write component data up to the DOM.
        isDebugMode = this.sceneEl && this.sceneEl.getAttribute('debug');
        if (isDebugMode) { this.components[attrName].flushToDOM(); }
      };
    })(),
    writable: window.debug
  },

  /**
   * Reflect component data in the DOM (as seen from the browser DOM Inspector).
   *
   * @param {bool} recursive - Also flushToDOM on the children.
   **/
  flushToDOM: {
    value: function (recursive) {
      var components = this.components;
      var child;
      var children = this.children;
      var i;
      var key;

      // Flush entity's components to DOM.
      for (key in components) {
        components[key].flushToDOM();
      }

      // Recurse.
      if (!recursive) { return; }
      for (i = 0; i < children.length; ++i) {
        child = children[i];
        if (!child.flushToDOM) { continue; }
        child.flushToDOM(recursive);
      }
    }
  },

  /**
   * If `attr` is a component, returns ALL component data including applied mixins and
   * defaults.
   *
   * If `attr` is not a component, fall back to HTML getAttribute.
   *
   * @param {string} attr
   * @returns {object|string} Object if component, else string.
   */
  getAttribute: {
    value: function (attr) {
      // If component, return component data.
      var component;
      if (attr === 'position') { return this.object3D.position; }
      if (attr === 'rotation') { return getRotation(this); }
      if (attr === 'scale') { return this.object3D.scale; }
      if (attr === 'visible') { return this.object3D.visible; }
      component = this.components[attr];
      if (component) { return component.data; }
      return window.HTMLElement.prototype.getAttribute.call(this, attr);
    },
    writable: window.debug
  },

  /**
   * If `attr` is a component, returns JUST the component data defined on the entity.
   * Like a partial version of `getComputedAttribute` as returned component data
   * does not include applied mixins or defaults.
   *
   * If `attr` is not a component, fall back to HTML getAttribute.
   *
   * @param {string} attr
   * @returns {object|string} Object if component, else string.
   */
  getDOMAttribute: {
    value: function (attr) {
      // If cached value exists, return partial component data.
      var component = this.components[attr];
      if (component) { return component.attrValue; }
      return window.HTMLElement.prototype.getAttribute.call(this, attr);
    },
    writable: window.debug
  },

  addState: {
    value: function (state) {
      if (this.is(state)) { return; }
      this.states.push(state);
      this.emit('stateadded', state);
    }
  },

  removeState: {
    value: function (state) {
      var stateIndex = this.states.indexOf(state);
      if (stateIndex === -1) { return; }
      this.states.splice(stateIndex, 1);
      this.emit('stateremoved', state);
    }
  },

  /**
   * Checks if the element is in a given state. e.g. el.is('alive');
   * @type {string} state - Name of the state we want to check
   */
  is: {
    value: function (state) {
      return this.states.indexOf(state) !== -1;
    }
  },

  /**
   * Open Inspector to this entity.
   */
  inspect: {
    value: function () {
      this.sceneEl.components.inspector.openInspector(this);
    }
  },

  /**
   * Clean up memory and return memory to object pools.
   */
  destroy: {
    value: function () {
      var key;
      if (this.parentNode) {
        warn('Entity can only be destroyed if detached from scenegraph.');
        return;
      }
      for (key in this.components) {
        this.components[key].destroy();
      }
    }
  }
});

/**
 * Check if a component is *defined* for an entity, including defaults and mixins.
 * Does not check whether the component has been *initialized* for an entity.
 *
 * @param {string} el - Entity.
 * @param {string} name - Component name.
 * @returns {boolean}
 */
function checkComponentDefined (el, name) {
  // Check if element contains the component.
  if (el.components[name] && el.components[name].attrValue) { return true; }

  return isComponentMixedIn(name, el.mixinEls);
}

/**
 * Check if any mixins contains a component.
 *
 * @param {string} name - Component name.
 * @param {array} mixinEls - Array of <a-mixin>s.
 */
function isComponentMixedIn (name, mixinEls) {
  var i;
  var inMixin = false;
  for (i = 0; i < mixinEls.length; ++i) {
    inMixin = mixinEls[i].hasAttribute(name);
    if (inMixin) { break; }
  }
  return inMixin;
}

/**
 * Given entity defined value, merge in extra data if necessary.
 * Handle both single and multi-property components.
 *
 * @param {string} attrValue - Entity data.
 * @param extraData - Entity data from another source to merge in.
 */
function mergeComponentData (attrValue, extraData) {
  // Extra data not defined, just return attrValue.
  if (!extraData) { return attrValue; }

  // Merge multi-property data.
  if (extraData.constructor === Object) {
    return utils.extend(extraData, utils.styleParser.parse(attrValue || {}));
  }

  // Return data, precendence to the defined value.
  return attrValue || extraData;
}

function isComponent (componentName) {
  if (componentName.indexOf(MULTIPLE_COMPONENT_DELIMITER) !== -1) {
    componentName = utils.split(componentName, MULTIPLE_COMPONENT_DELIMITER)[0];
  }
  if (!COMPONENTS[componentName]) { return false; }
  return true;
}

function getRotation (entityEl) {
  var radToDeg = THREE.Math.radToDeg;
  var rotation = entityEl.object3D.rotation;
  var rotationObj = entityEl.rotationObj;
  rotationObj.x = radToDeg(rotation.x);
  rotationObj.y = radToDeg(rotation.y);
  rotationObj.z = radToDeg(rotation.z);
  return rotationObj;
}

AEntity = registerElement('a-entity', {prototype: proto});
module.exports = AEntity;

},{"../lib/three":162,"../utils/":190,"./a-node":112,"./a-register-element":113,"./component":114}],111:[function(require,module,exports){
var ANode = require('./a-node');
var registerElement = require('./a-register-element').registerElement;
var components = require('./component').components;
var utils = require('../utils');

var MULTIPLE_COMPONENT_DELIMITER = '__';

/**
 * @member {object} componentCache - Cache of pre-parsed values. An object where the keys
 *         are component names and the values are already parsed by the component.
 */
module.exports = registerElement('a-mixin', {
  prototype: Object.create(ANode.prototype, {
    createdCallback: {
      value: function () {
        this.componentCache = {};
        this.id = this.getAttribute('id');
        this.isMixin = true;
      }
    },

    attributeChangedCallback: {
      value: function (attr, oldVal, newVal) {
        this.cacheAttribute(attr, newVal);
        this.updateEntities();
      }
    },

    attachedCallback: {
      value: function () {
        this.sceneEl = this.closestScene();
        this.cacheAttributes();
        this.updateEntities();
        this.load();
      }
    },

    /**
     * setAttribute that parses and caches component values.
     */
    setAttribute: {
      value: function (attr, value) {
        window.HTMLElement.prototype.setAttribute.call(this, attr, value);
        this.cacheAttribute(attr, value);
      }
    },

    /**
     * If `attr` is a component, then parse the value using the schema and store it.
     */
    cacheAttribute: {
      value: function (attr, value) {
        var component;
        var componentName;

        // Get component data.
        componentName = utils.split(attr, MULTIPLE_COMPONENT_DELIMITER)[0];
        component = components[componentName];
        if (!component) { return; }
        if (value === undefined) {
          value = window.HTMLElement.prototype.getAttribute.call(this, attr);
        }
        this.componentCache[attr] = component.parseAttrValueForCache(value);
      }
    },

    /**
     * If `attr` is a component, then grab pre-parsed value from the cache.
     * Else do a normal getAttribute.
     */
    getAttribute: {
      value: function (attr) {
        return this.componentCache[attr] ||
               window.HTMLElement.prototype.getAttribute.call(this, attr);
      }
    },

    /**
     * Parse and cache every component defined on the mixin.
     */
    cacheAttributes: {
      value: function () {
        var attributes = this.attributes;
        var attrName;
        var i;
        for (i = 0; i < attributes.length; i++) {
          attrName = attributes[i].name;
          this.cacheAttribute(attrName);
        }
      }
    },

    /**
     * For entities that already have been loaded by the time the mixin was attached, tell
     * those entities to register the mixin and refresh their component data.
     */
    updateEntities: {
      value: function () {
        var entity;
        var entities;
        var i;

        if (!this.sceneEl) { return; }

        entities = this.sceneEl.querySelectorAll('[mixin~=' + this.id + ']');
        for (i = 0; i < entities.length; i++) {
          entity = entities[i];
          if (!entity.hasLoaded || entity.isMixin) { continue; }
          entity.mixinUpdate(this.id);
        }
      }
    }
  })
});

},{"../utils":190,"./a-node":112,"./a-register-element":113,"./component":114}],112:[function(require,module,exports){
/* global CustomEvent */
var registerElement = require('./a-register-element').registerElement;
var isNode = require('./a-register-element').isNode;
var utils = require('../utils/');

var warn = utils.debug('core:a-node:warn');
var error = utils.debug('core:a-node:error');

/**
 * Base class for A-Frame that manages loading of objects.
 *
 * Nodes can be modified using mixins.
 * Nodes emit a `loaded` event when they and their children have initialized.
 */
module.exports = registerElement('a-node', {
  prototype: Object.create(window.HTMLElement.prototype, {
    createdCallback: {
      value: function () {
        this.computedMixinStr = '';
        this.hasLoaded = false;
        this.isNode = true;
        this.mixinEls = [];
      },
      writable: window.debug
    },

    attachedCallback: {
      value: function () {
        var mixins;
        this.sceneEl = this.closestScene();

        if (!this.sceneEl) {
          warn('You are attempting to attach <' + this.tagName + '> outside of an A-Frame ' +
               'scene. Append this element to `<a-scene>` instead.');
        }

        this.hasLoaded = false;
        this.emit('nodeready', undefined, false);

        if (!this.isMixin) {
          mixins = this.getAttribute('mixin');
          if (mixins) { this.updateMixins(mixins); }
        }
      },
      writable: window.debug
    },

    /**
     * Handle mixin.
     */
    attributeChangedCallback: {
      value: function (attr, oldVal, newVal) {
        // Ignore if `<a-node>` code is just updating computed mixin in the DOM.
        if (newVal === this.computedMixinStr) { return; }

        if (attr === 'mixin' && !this.isMixin) {
          this.updateMixins(newVal, oldVal);
        }
      }
    },

   /**
    * Returns the first scene by traversing up the tree starting from and
    * including receiver element.
    */
    closestScene: {
      value: function closest () {
        var element = this;
        while (element) {
          if (element.isScene) { break; }
          element = element.parentElement;
        }
        return element;
      }
    },

    /**
     * Returns first element matching a selector by traversing up the tree starting
     * from and including receiver element.
     *
     * @param {string} selector - Selector of element to find.
     */
    closest: {
      value: function closest (selector) {
        var matches = this.matches || this.mozMatchesSelector ||
          this.msMatchesSelector || this.oMatchesSelector || this.webkitMatchesSelector;
        var element = this;
        while (element) {
          if (matches.call(element, selector)) { break; }
          element = element.parentElement;
        }
        return element;
      }
    },

    detachedCallback: {
      value: function () {
        this.hasLoaded = false;
      }
    },

    /**
     * Wait for children to load, if any.
     * Then emit `loaded` event and set `hasLoaded`.
     */
    load: {
      value: function (cb, childFilter) {
        var children;
        var childrenLoaded;
        var self = this;

        if (this.hasLoaded) { return; }

        // Default to waiting for all nodes.
        childFilter = childFilter || isNode;
        // Wait for children to load (if any), then load.
        children = this.getChildren();
        childrenLoaded = children.filter(childFilter).map(function (child) {
          return new Promise(function waitForLoaded (resolve) {
            if (child.hasLoaded) { return resolve(); }
            child.addEventListener('loaded', resolve);
          });
        });

        Promise.all(childrenLoaded).then(function emitLoaded () {
          self.hasLoaded = true;
          if (cb) { cb(); }
          self.emit('loaded', undefined, false);
        }).catch(function (err) {
          error('Failure loading node: ', err);
        });
      },
      writable: true
    },

    getChildren: {
      value: function () {
        return Array.prototype.slice.call(this.children, 0);
      }
    },

    /**
     * Unregister old mixins and listeners.
     * Register new mixins and listeners.
     * Registering means to update `this.mixinEls` with listeners.
     */
    updateMixins: {
      value: (function () {
        var newMixinIdArray = [];
        var oldMixinIdArray = [];
        var mixinIds = {};

        return function (newMixins, oldMixins) {
          var i;
          var newMixinIds;
          var oldMixinIds;

          newMixinIdArray.length = 0;
          oldMixinIdArray.length = 0;
          newMixinIds = newMixins ? utils.split(newMixins.trim(), /\s+/) : newMixinIdArray;
          oldMixinIds = oldMixins ? utils.split(oldMixins.trim(), /\s+/) : oldMixinIdArray;

          mixinIds.newMixinIds = newMixinIds;
          mixinIds.oldMixinIds = oldMixinIds;

          // Unregister old mixins.
          for (i = 0; i < oldMixinIds.length; i++) {
            if (newMixinIds.indexOf(oldMixinIds[i]) === -1) {
              this.unregisterMixin(oldMixinIds[i]);
            }
          }

          // Register new mixins.
          this.computedMixinStr = '';
          this.mixinEls.length = 0;
          for (i = 0; i < newMixinIds.length; i++) {
            this.registerMixin(document.getElementById(newMixinIds[i]));
          }

          // Update DOM. Keep track of `computedMixinStr` to not recurse back here after
          // update.
          if (this.computedMixinStr) {
            this.computedMixinStr = this.computedMixinStr.trim();
            window.HTMLElement.prototype.setAttribute.call(this, 'mixin',
                                                           this.computedMixinStr);
          }

          return mixinIds;
        };
      })()
    },

    /**
     * From mixin ID, add mixin element to `mixinEls`.
     *
     * @param {Element} mixinEl
     */
    registerMixin: {
      value: function (mixinEl) {
        var compositedMixinIds;
        var i;
        var mixin;

        if (!mixinEl) { return; }

        // Register composited mixins (if mixin has mixins).
        mixin = mixinEl.getAttribute('mixin');
        if (mixin) {
          compositedMixinIds = utils.split(mixin.trim(), /\s+/);
          for (i = 0; i < compositedMixinIds.length; i++) {
            this.registerMixin(document.getElementById(compositedMixinIds[i]));
          }
        }

        // Register mixin.
        this.computedMixinStr = this.computedMixinStr + ' ' + mixinEl.id;
        this.mixinEls.push(mixinEl);
      }
    },

    setAttribute: {
      value: function (attr, newValue) {
        if (attr === 'mixin') { this.updateMixins(newValue); }
        window.HTMLElement.prototype.setAttribute.call(this, attr, newValue);
      }
    },

    unregisterMixin: {
      value: function (mixinId) {
        var i;
        var mixinEls = this.mixinEls;
        var mixinEl;
        for (i = 0; i < mixinEls.length; ++i) {
          mixinEl = mixinEls[i];
          if (mixinId === mixinEl.id) {
            mixinEls.splice(i, 1);
            break;
          }
        }
      }
    },

    /**
     * Emit a DOM event.
     *
     * @param {string} name - Name of event.
     * @param {object} [detail={}] - Custom data to pass as `detail` to the event.
     * @param {boolean} [bubbles=true] - Whether the event should bubble.
     * @param {object} [extraData] - Extra data to pass to the event, if any.
     */
    emit: {
      value: (function () {
        var data = {};

        return function (name, detail, bubbles, extraData) {
          if (bubbles === undefined) { bubbles = true; }
          data.bubbles = !!bubbles;
          data.detail = detail;

          // If extra data is present, we need to create a new object.
          if (extraData) { data = utils.extend({}, extraData, data); }

          this.dispatchEvent(new CustomEvent(name, data));
        };
      })(),
      writable: window.debug
    }
  })
});

},{"../utils/":190,"./a-register-element":113}],113:[function(require,module,exports){
/*
  ------------------------------------------------------------
  ------------- WARNING WARNING WARNING WARNING --------------
  ------------------------------------------------------------

  This module wraps registerElement to deal with components that inherit from
  `ANode` and `AEntity`.  It's a pass through in any other case.

  It wraps some of the prototype methods of the created element to make sure
  that the corresponding functions in the base prototypes (`AEntity` and `ANode`)
  are also invoked. The method in the base prototype is always called before the one
  in the derived prototype.
*/

// Polyfill `document.registerElement`.
require('document-register-element');

var ANode;  // Must declare before AEntity. Initialized at the bottom.
var AEntity;
var knownTags = module.exports.knownTags = {};

function addTagName (tagName) {
  knownTags[tagName.toLowerCase()] = true;
}

/**
 * Return whether the element type is one of our known registered ones.
 *
 * @param {string} node - The name of the tag to register.
 * @returns {boolean} Whether the tag name matches that of our registered custom elements.
 */
module.exports.isNode = function (node) {
  return node.tagName.toLowerCase() in knownTags || node.isNode;
};

/**
 * @param {string} tagName - The name of the tag to register.
 * @param {object} obj - The prototype of the new element.
 * @returns {object} The prototype of the new element.
 */
module.exports.registerElement = function (tagName, obj) {
  var proto = Object.getPrototypeOf(obj.prototype);
  var newObj = obj;
  var isANode = ANode && proto === ANode.prototype;
  var isAEntity = AEntity && proto === AEntity.prototype;

  if (isANode || isAEntity) { addTagName(tagName); }

  // Wrap if element inherits from `ANode`.
  if (isANode) {
    newObj = wrapANodeMethods(obj.prototype);
    newObj = {prototype: Object.create(proto, newObj)};
  }

  // Wrap if element inherits from `AEntity`.
  if (isAEntity) {
    newObj = wrapAEntityMethods(obj.prototype);
    newObj = {prototype: Object.create(proto, newObj)};
  }

  // Give all functions their proper name.
  Object.getOwnPropertyNames(newObj.prototype).forEach(function (propName) {
    var propVal = newObj.prototype[propName];
    if (typeof propVal === 'function') {
      propVal.displayName = propName;
    }
  });

  return document.registerElement(tagName, newObj);
};

/**
 * Wrap some obj methods to call those on `ANode` base prototype.
 *
 * @param {object} obj - Object that contains the methods that will be wrapped.
 * @return {object} An object with the same properties as the input parameter but
 * with some of methods wrapped.
 */
function wrapANodeMethods (obj) {
  var newObj = {};
  var ANodeMethods = [
    'attachedCallback',
    'attributeChangedCallback',
    'createdCallback',
    'detachedCallback'
  ];
  wrapMethods(newObj, ANodeMethods, obj, ANode.prototype);
  copyProperties(obj, newObj);
  return newObj;
}

/**
 * This wraps some of the obj methods to call those on `AEntity` base prototype.
 *
 * @param {object} obj - The objects that contains the methods that will be wrapped.
 * @return {object} - An object with the same properties as the input parameter but
 * with some of methods wrapped.
 */
function wrapAEntityMethods (obj) {
  var newObj = {};
  var ANodeMethods = [
    'attachedCallback',
    'attributeChangedCallback',
    'createdCallback',
    'detachedCallback'
  ];
  var AEntityMethods = [
    'attachedCallback',
    'attributeChangedCallback',
    'createdCallback',
    'detachedCallback'
  ];

  wrapMethods(newObj, ANodeMethods, obj, ANode.prototype);
  wrapMethods(newObj, AEntityMethods, obj, AEntity.prototype);
  // Copies the remaining properties into the new object.
  copyProperties(obj, newObj);
  return newObj;
}

/**
 * Wrap a list a methods to ensure that those in the base prototype are called
 * before the derived one.
 *
 * @param {object} targetObj - Object that will contain the wrapped methods.
 * @param {array} methodList - List of methods from the derivedObj that will be wrapped.
 * @param {object} derivedObject - Object that inherits from the baseObj.
 * @param {object} baseObj - Object that derivedObj inherits from.
 */
function wrapMethods (targetObj, methodList, derivedObj, baseObj) {
  methodList.forEach(function (methodName) {
    wrapMethod(targetObj, methodName, derivedObj, baseObj);
  });
}
module.exports.wrapMethods = wrapMethods;

/**
 * Wrap one method to ensure that the one in the base prototype is called before
 * the one in the derived one.
 *
 * @param {object} obj - Object that will contain the wrapped method.
 * @param {string} methodName - The name of the method that will be wrapped.
 * @param {object} derivedObject - Object that inherits from the baseObj.
 * @param {object} baseObj - Object that derivedObj inherits from.
 */
function wrapMethod (obj, methodName, derivedObj, baseObj) {
  var derivedMethod = derivedObj[methodName];
  var baseMethod = baseObj[methodName];

  // Derived prototype does not define method, no need to wrap.
  if (!derivedMethod || !baseMethod) { return; }

  // Derived prototype doesn't override the one in the base one, no need to wrap.
  if (derivedMethod === baseMethod) { return; }

  // Wrap to ensure the base method is called before the one in the derived prototype.
  obj[methodName] = {
    value: function wrappedMethod () {
      baseMethod.apply(this, arguments);
      return derivedMethod.apply(this, arguments);
    },
    writable: window.debug
  };
}

/**
 * It copies the properties from source to destination object if they don't
 * exist already.
 *
 * @param {object} source - The object where properties are copied from.
 * @param {type} destination - The object where properties are copied to.
 */
function copyProperties (source, destination) {
  var props = Object.getOwnPropertyNames(source);
  props.forEach(function (prop) {
    var desc;
    if (!destination[prop]) {
      desc = Object.getOwnPropertyDescriptor(source, prop);
      destination[prop] = {value: source[prop], writable: desc.writable};
    }
  });
}

ANode = require('./a-node');
AEntity = require('./a-entity');

},{"./a-entity":110,"./a-node":112,"document-register-element":11}],114:[function(require,module,exports){
/* global Node */
var schema = require('./schema');
var scenes = require('./scene/scenes');
var systems = require('./system');
var utils = require('../utils/');

var components = module.exports.components = {};  // Keep track of registered components.
var parseProperties = schema.parseProperties;
var parseProperty = schema.parseProperty;
var processSchema = schema.process;
var isSingleProp = schema.isSingleProperty;
var stringifyProperties = schema.stringifyProperties;
var stringifyProperty = schema.stringifyProperty;
var styleParser = utils.styleParser;
var warn = utils.debug('core:component:warn');

var aframeScript = document.currentScript;
var upperCaseRegExp = new RegExp('[A-Z]+');

// Object pools by component, created upon registration.
var objectPools = {};

/**
 * Component class definition.
 *
 * Components configure appearance, modify behavior, or add functionality to
 * entities. The behavior and appearance of an entity can be changed at runtime
 * by adding, removing, or updating components. Entities do not share instances
 * of components.
 *
 * @member {object} el - Reference to the entity element.
 * @member {string} attrValue - Value of the corresponding HTML attribute.
 * @member {object} data - Component data populated by parsing the
 *         mapped attribute of the component plus applying defaults and mixins.
 */
var Component = module.exports.Component = function (el, attrValue, id) {
  var self = this;
  this.el = el;
  this.id = id;
  this.attrName = this.name + (id ? '__' + id : '');
  this.evtDetail = {id: this.id, name: this.name};
  this.initialized = false;
  this.isSingleProperty = isSingleProp(this.schema);
  this.isSinglePropertyObject = this.isSingleProperty &&
                                isObject(parseProperty(undefined, this.schema)) &&
                                !(this.schema.default instanceof window.HTMLElement);
  this.isObjectBased = !this.isSingleProperty || this.isSinglePropertyObject;
  this.el.components[this.attrName] = this;
  this.objectPool = objectPools[this.name];

  const events = this.events;
  this.events = {};
  eventsBind(this, events);

  // Store component data from previous update call.
  this.attrValue = undefined;
  if (this.isObjectBased) {
    this.nextData = this.objectPool.use();
    // Drop any properties added by dynamic schemas in previous use
    utils.objectPool.removeUnusedKeys(this.nextData, this.schema);
    this.oldData = this.objectPool.use();
    utils.objectPool.removeUnusedKeys(this.oldData, this.schema);
    this.previousOldData = this.objectPool.use();
    utils.objectPool.removeUnusedKeys(this.previousOldData, this.schema);
    this.parsingAttrValue = this.objectPool.use();
    utils.objectPool.removeUnusedKeys(this.parsingAttrValue, this.schema);
  } else {
    this.nextData = undefined;
    this.oldData = undefined;
    this.previousOldData = undefined;
    this.parsingAttrValue = undefined;
  }

  // Last value passed to updateProperties.
  this.throttledEmitComponentChanged = utils.throttleComponentChanged(function emitChange () {
    el.emit('componentchanged', self.evtDetail, false);
  }, 200);
  this.updateProperties(attrValue);
};

Component.prototype = {
  /**
   * Contains the type schema and defaults for the data values.
   * Data is coerced into the types of the values of the defaults.
   */
  schema: {},

  /**
   * Init handler. Similar to attachedCallback.
   * Called during component initialization and is only run once.
   * Components can use this to set initial state.
   */
  init: function () { /* no-op */ },

  /**
   * Map of event names to binded event handlers that will be lifecycle-handled.
   * Will be detached on pause / remove.
   * Will be attached on play.
   */
  events: {},

  /**
   * Update handler. Similar to attributeChangedCallback.
   * Called whenever component's data changes.
   * Also called on component initialization when the component receives initial data.
   *
   * @param {object} prevData - Previous attributes of the component.
   */
  update: function (prevData) { /* no-op */ },

  updateSchema: undefined,

  /**
   * Tick handler.
   * Called on each tick of the scene render loop.
   * Affected by play and pause.
   *
   * @param {number} time - Scene tick time.
   * @param {number} timeDelta - Difference in current render time and previous render time.
   */
  tick: undefined,

  /**
   * Tock handler.
   * Called on each tock of the scene render loop.
   * Affected by play and pause.
   *
   * @param {number} time - Scene tick time.
   * @param {number} timeDelta - Difference in current render time and previous render time.
   * @param {object} camera - Camera used to render the last frame.
   */
  tock: undefined,

  /**
   * Called to start any dynamic behavior (e.g., animation, AI, events, physics).
   */
  play: function () { /* no-op */ },

  /**
   * Called to stop any dynamic behavior (e.g., animation, AI, events, physics).
   */
  pause: function () { /* no-op */ },

  /**
   * Remove handler. Similar to detachedCallback.
   * Called whenever component is removed from the entity (i.e., removeAttribute).
   * Components can use this to reset behavior on the entity.
   */
  remove: function () { /* no-op */ },

  /**
   * Parses each property based on property type.
   * If component is single-property, then parses the single property value.
   *
   * @param {string} value - HTML attribute value.
   * @param {boolean} silent - Suppress warning messages.
   * @returns {object} Component data.
   */
  parse: function (value, silent) {
    var schema = this.schema;
    if (this.isSingleProperty) { return parseProperty(value, schema); }
    return parseProperties(styleParser.parse(value), schema, true, this.name, silent);
  },

  /**
   * Stringify properties if necessary.
   *
   * Only called from `Entity.setAttribute` for properties whose parsers accept a non-string
   * value (e.g., selector, vec3 property types).
   *
   * @param {object} data - Complete component data.
   * @returns {string}
   */
  stringify: function (data) {
    var schema = this.schema;
    if (typeof data === 'string') { return data; }
    if (this.isSingleProperty) { return stringifyProperty(data, schema); }
    data = stringifyProperties(data, schema);
    return styleParser.stringify(data);
  },

  /**
   * Update the cache of the pre-parsed attribute value.
   *
   * @param {string} value - New data.
   * @param {boolean } clobber - Whether to wipe out and replace previous data.
   */
  updateCachedAttrValue: function (value, clobber) {
    var newAttrValue;
    var tempObject;
    var property;

    if (value === undefined) { return; }

    // If null value is the new attribute value, make the attribute value falsy.
    if (value === null) {
      if (this.isObjectBased && this.attrValue) {
        this.objectPool.recycle(this.attrValue);
      }
      this.attrValue = undefined;
      return;
    }

    if (value instanceof Object && !(value instanceof window.HTMLElement)) {
      // If value is an object, copy it to our pooled newAttrValue object to use to update
      // the attrValue.
      tempObject = this.objectPool.use();
      newAttrValue = utils.extend(tempObject, value);
    } else {
      newAttrValue = this.parseAttrValueForCache(value);
    }

    // Merge new data with previous `attrValue` if updating and not clobbering.
    if (this.isObjectBased && !clobber && this.attrValue) {
      for (property in this.attrValue) {
        if (newAttrValue[property] === undefined) {
          newAttrValue[property] = this.attrValue[property];
        }
      }
    }

    // Update attrValue.
    if (this.isObjectBased && !this.attrValue) {
      this.attrValue = this.objectPool.use();
    }
    utils.objectPool.clearObject(this.attrValue);
    this.attrValue = extendProperties(this.attrValue, newAttrValue, this.isObjectBased);
    utils.objectPool.clearObject(tempObject);
  },

  /**
   * Given an HTML attribute value parses the string based on the component schema.
   * To avoid double parsings of strings into strings we store the original instead
   * of the parsed one
   *
   * @param {string} value - HTML attribute value
   */
  parseAttrValueForCache: function (value) {
    var parsedValue;
    if (typeof value !== 'string') { return value; }
    if (this.isSingleProperty) {
      parsedValue = this.schema.parse(value);
      /**
       * To avoid bogus double parsings. Cached values will be parsed when building
       * component data. For instance when parsing a src id to its url, we want to cache
       * original string and not the parsed one (#monster -> models/monster.dae)
       * so when building data we parse the expected value.
       */
      if (typeof parsedValue === 'string') { parsedValue = value; }
    } else {
      // Parse using the style parser to avoid double parsing of individual properties.
      utils.objectPool.clearObject(this.parsingAttrValue);
      parsedValue = styleParser.parse(value, this.parsingAttrValue);
    }
    return parsedValue;
  },

  /**
   * Write cached attribute data to the entity DOM element.
   *
   * @param {boolean} isDefault - Whether component is a default component. Always flush for
   *   default components.
   */
  flushToDOM: function (isDefault) {
    var attrValue = isDefault ? this.data : this.attrValue;
    if (attrValue === null || attrValue === undefined) { return; }
    window.HTMLElement.prototype.setAttribute.call(this.el, this.attrName,
                                                   this.stringify(attrValue));
  },

  /**
   * Apply new component data if data has changed (from setAttribute).
   *
   * @param {string} attrValue - HTML attribute value.
   *        If undefined, use the cached attribute value and continue updating properties.
   * @param {boolean} clobber - The previous component data is overwritten by the atrrValue
   */
  updateProperties: function (attrValue, clobber) {
    var el = this.el;

    // Just cache the attribute if the entity has not loaded
    // Components are not initialized until the entity has loaded
    if (!el.hasLoaded) {
      this.updateCachedAttrValue(attrValue);
      return;
    }

    // Parse the attribute value.
    // Cache current attrValue for future updates. Updates `this.attrValue`.
    // `null` means no value on purpose, do not set a default value, let mixins take over.
    if (attrValue !== null) {
      attrValue = this.parseAttrValueForCache(attrValue);
    }

    // Cache current attrValue for future updates.
    this.updateCachedAttrValue(attrValue, clobber);

    if (this.initialized) {
      this.updateComponent(attrValue, clobber);
      this.callUpdateHandler();
    } else {
      this.initComponent();
    }
  },

  initComponent: function () {
    var el = this.el;
    var initialOldData;

    // Build data.
    if (this.updateSchema) { this.updateSchema(this.buildData(this.attrValue, false, true)); }
    this.data = this.buildData(this.attrValue);

    // Component is being already initialized.
    if (el.initializingComponents[this.name]) { return; }

    // Prevent infinite loop in case of init method setting same component on the entity.
    el.initializingComponents[this.name] = true;
    // Initialize component.
    this.init();
    this.initialized = true;
    delete el.initializingComponents[this.name];

    // Store current data as previous data for future updates.
    this.oldData = extendProperties(this.oldData, this.data, this.isObjectBased);

    // For oldData, pass empty object to multiple-prop schemas or object single-prop schema.
    // Pass undefined to rest of types.
    initialOldData = this.isObjectBased ? this.objectPool.use() : undefined;
    this.update(initialOldData);
    if (this.isObjectBased) { this.objectPool.recycle(initialOldData); }

    // Play the component if the entity is playing.
    if (el.isPlaying) { this.play(); }
    el.emit('componentinitialized', this.evtDetail, false);
  },

  /**
   * @param attrValue - Passed argument from setAttribute.
   */
  updateComponent: function (attrValue, clobber) {
    var key;
    var mayNeedSchemaUpdate;

    if (clobber) {
      // Clobber. Rebuild.
      if (this.updateSchema) {
        this.updateSchema(this.buildData(this.attrValue, true, true));
      }
      this.data = this.buildData(this.attrValue, true, false);
      return;
    }

    // Apply new value to this.data in place since direct update.
    if (this.isSingleProperty) {
      if (this.isObjectBased) {
        parseProperty(attrValue, this.schema);
      }
      // Single-property (already parsed).
      this.data = attrValue;
      return;
    }

    parseProperties(attrValue, this.schema, true, this.name);

    // Check if we need to update schema.
    if (this.schemaChangeKeys.length) {
      for (key in attrValue) {
        if (this.schema[key].schemaChange) {
          mayNeedSchemaUpdate = true;
          break;
        }
      }
    }
    if (mayNeedSchemaUpdate) {
      // Rebuild data if need schema update.
      if (this.updateSchema) {
        this.updateSchema(this.buildData(this.attrValue, true, true));
      }
      this.data = this.buildData(this.attrValue, true, false);
      return;
    }

    // Normal update.
    for (key in attrValue) {
      if (attrValue[key] === undefined) { continue; }
      this.data[key] = attrValue[key];
    }
  },

  /**
   * Check if component should fire update and fire update lifecycle handler.
   */
  callUpdateHandler: function () {
    var hasComponentChanged;

    // Store the previous old data before we calculate the new oldData.
    if (this.previousOldData instanceof Object) {
      utils.objectPool.clearObject(this.previousOldData);
    }
    if (this.isObjectBased) {
      copyData(this.previousOldData, this.oldData);
    } else {
      this.previousOldData = this.oldData;
    }

    hasComponentChanged = !utils.deepEqual(this.oldData, this.data);

    // Don't update if properties haven't changed.
    // Always update rotation, position, scale.
    if (!this.isPositionRotationScale && !hasComponentChanged) { return; }

    // Store current data as previous data for future updates.
    // Reuse `this.oldData` object to try not to allocate another one.
    if (this.oldData instanceof Object) { utils.objectPool.clearObject(this.oldData); }
    this.oldData = extendProperties(this.oldData, this.data, this.isObjectBased);

    // Update component with the previous old data.
    this.update(this.previousOldData);

    this.throttledEmitComponentChanged();
  },

  handleMixinUpdate: function () {
    this.data = this.buildData(this.attrValue);
    this.callUpdateHandler();
  },

  /**
   * Reset value of a property to the property's default value.
   * If single-prop component, reset value to component's default value.
   *
   * @param {string} propertyName - Name of property to reset.
   */
  resetProperty: function (propertyName) {
    if (this.isObjectBased) {
      if (!(propertyName in this.attrValue)) { return; }
      delete this.attrValue[propertyName];
      this.data[propertyName] = this.schema[propertyName].default;
    } else {
      this.attrValue = this.schema.default;
      this.data = this.schema.default;
    }
    this.updateProperties(this.attrValue);
  },

  /**
   * Extend schema of component given a partial schema.
   *
   * Some components might want to mutate their schema based on certain properties.
   * e.g., Material component changes its schema based on `shader` to account for different
   * uniforms
   *
   * @param {object} schemaAddon - Schema chunk that extend base schema.
   */
  extendSchema: function (schemaAddon) {
    var extendedSchema;
    // Clone base schema.
    extendedSchema = utils.extend({}, components[this.name].schema);
    // Extend base schema with new schema chunk.
    utils.extend(extendedSchema, schemaAddon);
    this.schema = processSchema(extendedSchema);
    this.el.emit('schemachanged', this.evtDetail);
  },

  /**
   * Build component data from the current state of the entity.data.
   *
   * Precedence:
   * 1. Defaults data
   * 2. Mixin data.
   * 3. Attribute data.
   *
   * Finally coerce the data to the types of the defaults.
   *
   * @param {object} newData - Element new data.
   * @param {boolean} clobber - The previous data is completely replaced by the new one.
   * @param {boolean} silent - Suppress warning messages.
   * @return {object} The component data
   */
  buildData: function (newData, clobber, silent) {
    var componentDefined;
    var data;
    var defaultValue;
    var key;
    var mixinData;
    var nextData = this.nextData;
    var schema = this.schema;
    var i;
    var mixinEls = this.el.mixinEls;
    var previousData;

    // Whether component has a defined value. For arrays, treat empty as not defined.
    componentDefined = newData && newData.constructor === Array
      ? newData.length
      : newData !== undefined && newData !== null;

    if (this.isObjectBased) { utils.objectPool.clearObject(nextData); }

    // 1. Gather default values (lowest precendence).
    if (this.isSingleProperty) {
      if (this.isObjectBased) {
        // If object-based single-prop, then copy over the data to our pooled object.
        data = copyData(nextData, schema.default);
      } else {
        // If is plain single-prop, copy by value the default.
        data = isObjectOrArray(schema.default)
          ? utils.clone(schema.default)
          : schema.default;
      }
    } else {
      // Preserve previously set properties if clobber not enabled.
      previousData = !clobber && this.attrValue;

      // Clone default value if object so components don't share object
      data = previousData instanceof Object
        ? copyData(nextData, previousData)
        : nextData;

      // Apply defaults.
      for (key in schema) {
        defaultValue = schema[key].default;
        if (data[key] !== undefined) { continue; }
        // Clone default value if object so components don't share object
        data[key] = isObjectOrArray(defaultValue)
          ? utils.clone(defaultValue)
          : defaultValue;
      }
    }

    // 2. Gather mixin values.
    for (i = 0; i < mixinEls.length; i++) {
      mixinData = mixinEls[i].getAttribute(this.attrName);
      if (!mixinData) { continue; }
      data = extendProperties(data, mixinData, this.isObjectBased);
    }

    // 3. Gather attribute values (highest precendence).
    if (componentDefined) {
      if (this.isSingleProperty) {
        // If object-based, copy the value to not modify the original.
        if (isObject(newData)) {
          copyData(this.parsingAttrValue, newData);
          return parseProperty(this.parsingAttrValue, schema);
        }
        return parseProperty(newData, schema);
      }
      data = extendProperties(data, newData, this.isObjectBased);
    } else {
      // Parse and coerce using the schema.
      if (this.isSingleProperty) { return parseProperty(data, schema); }
    }

    return parseProperties(data, schema, undefined, this.name, silent);
  },

  /**
   * Attach events from component-defined events map.
   */
  eventsAttach: function () {
    var eventName;
    // Safety detach to prevent double-registration.
    this.eventsDetach();
    for (eventName in this.events) {
      this.el.addEventListener(eventName, this.events[eventName]);
    }
  },

  /**
   * Detach events from component-defined events map.
   */
  eventsDetach: function () {
    var eventName;
    for (eventName in this.events) {
      this.el.removeEventListener(eventName, this.events[eventName]);
    }
  },

  /**
   * Release and free memory.
   */
  destroy: function () {
    this.objectPool.recycle(this.attrValue);
    this.objectPool.recycle(this.oldData);
    this.objectPool.recycle(this.parsingAttrValue);
    this.attrValue = this.oldData = this.parsingAttrValue = undefined;
  }
};

function eventsBind (component, events) {
  var eventName;
  for (eventName in events) {
    component.events[eventName] = events[eventName].bind(component);
  }
}

// For testing.
if (window.debug) {
  var registrationOrderWarnings = module.exports.registrationOrderWarnings = {};
}

/**
 * Register a component to A-Frame.
 *
 * @param {string} name - Component name.
 * @param {object} definition - Component schema and lifecycle method handlers.
 * @returns {object} Component.
 */
module.exports.registerComponent = function (name, definition) {
  var NewComponent;
  var propertyName;
  var proto = {};
  var schema;
  var schemaIsSingleProp;

  // Warning if component is statically registered after the scene.
  if (document.currentScript && document.currentScript !== aframeScript) {
    scenes.forEach(function checkPosition (sceneEl) {
      // Okay to register component after the scene at runtime.
      if (sceneEl.hasLoaded) { return; }

      // Check that component is declared before the scene.
      if (document.currentScript.compareDocumentPosition(sceneEl) ===
          Node.DOCUMENT_POSITION_FOLLOWING) { return; }

      warn('The component `' + name + '` was registered in a <script> tag after the scene. ' +
           'Component <script> tags in an HTML file should be declared *before* the scene ' +
           'such that the component is available to entities during scene initialization.');

      // For testing.
      if (window.debug) { registrationOrderWarnings[name] = true; }
    });
  }

  if (upperCaseRegExp.test(name) === true) {
    warn('The component name `' + name + '` contains uppercase characters, but ' +
         'HTML will ignore the capitalization of attribute names. ' +
         'Change the name to be lowercase: `' + name.toLowerCase() + '`');
  }

  if (name.indexOf('__') !== -1) {
    throw new Error('The component name `' + name + '` is not allowed. ' +
                    'The sequence __ (double underscore) is reserved to specify an id' +
                    ' for multiple components of the same type');
  }

  // Format definition object to prototype object.
  Object.keys(definition).forEach(function (key) {
    proto[key] = {
      value: definition[key],
      writable: true
    };
  });

  if (components[name]) {
    throw new Error('The component `' + name + '` has been already registered. ' +
                    'Check that you are not loading two versions of the same component ' +
                    'or two different components of the same name.');
  }

  NewComponent = function (el, attr, id) {
    Component.call(this, el, attr, id);
  };

  NewComponent.prototype = Object.create(Component.prototype, proto);
  NewComponent.prototype.name = name;
  NewComponent.prototype.isPositionRotationScale =
    name === 'position' || name === 'rotation' || name === 'scale';
  NewComponent.prototype.constructor = NewComponent;
  NewComponent.prototype.system = systems && systems.systems[name];
  NewComponent.prototype.play = wrapPlay(NewComponent.prototype.play);
  NewComponent.prototype.pause = wrapPause(NewComponent.prototype.pause);

  schema = utils.extend(processSchema(NewComponent.prototype.schema,
                                      NewComponent.prototype.name));
  schemaIsSingleProp = isSingleProp(NewComponent.prototype.schema);

  // Keep track of keys that may potentially change the schema.
  if (!schemaIsSingleProp) {
    NewComponent.prototype.schemaChangeKeys = [];
    for (propertyName in schema) {
      if (schema[propertyName].schemaChange) {
        NewComponent.prototype.schemaChangeKeys.push(propertyName);
      }
    }
  }

  // Create object pool for class of components.
  objectPools[name] = utils.objectPool.createPool();

  components[name] = {
    Component: NewComponent,
    dependencies: NewComponent.prototype.dependencies,
    isSingleProp: schemaIsSingleProp,
    multiple: NewComponent.prototype.multiple,
    name: name,
    parse: NewComponent.prototype.parse,
    parseAttrValueForCache: NewComponent.prototype.parseAttrValueForCache,
    schema: schema,
    stringify: NewComponent.prototype.stringify,
    type: NewComponent.prototype.type
  };
  return NewComponent;
};

/**
* Clone component data.
* Clone only the properties that are plain objects while keeping a reference for the rest.
*
* @param data - Component data to clone.
* @returns Cloned data.
*/
function copyData (dest, sourceData) {
  var parsedProperty;
  var key;
  for (key in sourceData) {
    if (sourceData[key] === undefined) { continue; }
    parsedProperty = sourceData[key];
    dest[key] = isObjectOrArray(parsedProperty)
      ? utils.clone(parsedProperty)
      : parsedProperty;
  }
  return dest;
}

/**
* Object extending with checking for single-property schema.
*
* @param dest - Destination object or value.
* @param source - Source object or value
* @param {boolean} isObjectBased - Whether values are objects.
* @returns Overridden object or value.
*/
function extendProperties (dest, source, isObjectBased) {
  var key;
  if (isObjectBased && source.constructor === Object) {
    for (key in source) {
      if (source[key] === undefined) { continue; }
      if (source[key] && source[key].constructor === Object) {
        dest[key] = utils.clone(source[key]);
      } else {
        dest[key] = source[key];
      }
    }
    return dest;
  }
  return source;
}

/**
 * Checks if a component has defined a method that needs to run every frame.
 */
function hasBehavior (component) {
  return component.tick || component.tock;
}

/**
 * Wrapper for defined pause method.
 * Pause component by removing tick behavior and calling user's pause method.
 *
 * @param pauseMethod {function}
 */
function wrapPause (pauseMethod) {
  return function pause () {
    var sceneEl = this.el.sceneEl;
    if (!this.isPlaying) { return; }
    pauseMethod.call(this);
    this.isPlaying = false;
    this.eventsDetach();
    // Remove tick behavior.
    if (!hasBehavior(this)) { return; }
    sceneEl.removeBehavior(this);
  };
}

/**
 * Wrapper for defined play method.
 * Play component by adding tick behavior and calling user's play method.
 *
 * @param playMethod {function}
 */
function wrapPlay (playMethod) {
  return function play () {
    var sceneEl = this.el.sceneEl;
    var shouldPlay = this.el.isPlaying && !this.isPlaying;
    if (!this.initialized || !shouldPlay) { return; }
    playMethod.call(this);
    this.isPlaying = true;
    this.eventsAttach();
    // Add tick behavior.
    if (!hasBehavior(this)) { return; }
    sceneEl.addBehavior(this);
  };
}

function isObject (value) {
  return value && value.constructor === Object && !(value instanceof window.HTMLElement);
}

function isObjectOrArray (value) {
  return value && (value.constructor === Object || value.constructor === Array) &&
         !(value instanceof window.HTMLElement);
}

},{"../utils/":190,"./scene/scenes":121,"./schema":123,"./system":125}],115:[function(require,module,exports){
var schema = require('./schema');

var processSchema = schema.process;
var geometries = module.exports.geometries = {};  // Registered geometries.
var geometryNames = module.exports.geometryNames = [];  // Names of registered geometries.
var THREE = require('../lib/three');

/**
 * Geometry class definition.
 *
 * Geometries extend the geometry component API to create and register geometry types.
 */
var Geometry = module.exports.Geometry = function () {};

Geometry.prototype = {
  /**
   * Contains the type schema and defaults for the data values.
   * Data is coerced into the types of the values of the defaults.
   */
  schema: {},

  /**
   * Init handler. Similar to attachedCallback.
   * Called during shader initialization and is only run once.
   */
  init: function (data) {
    this.geometry = new THREE.BufferGeometry();
    return this.geometry;
  },

  /**
   * Update handler. Similar to attributeChangedCallback.
   * Called whenever the associated geometry data changes.
   *
   * @param {object} data - New geometry data.
   */
  update: function (data) { /* no-op */ }
};

/**
 * Registers a geometry to A-Frame.
 *
 * @param {string} name - Geometry name.
 * @param {object} definition - Geometry property and methods.
 * @returns {object} Geometry.
 */
module.exports.registerGeometry = function (name, definition) {
  var NewGeometry;
  var proto = {};

  // Format definition object to prototype object.
  Object.keys(definition).forEach(function expandDefinition (key) {
    proto[key] = {
      value: definition[key],
      writable: true
    };
  });

  if (geometries[name]) {
    throw new Error('The geometry `' + name + '` has been already registered');
  }
  NewGeometry = function () { Geometry.call(this); };
  NewGeometry.prototype = Object.create(Geometry.prototype, proto);
  NewGeometry.prototype.name = name;
  NewGeometry.prototype.constructor = NewGeometry;
  geometries[name] = {
    Geometry: NewGeometry,
    schema: processSchema(NewGeometry.prototype.schema)
  };
  geometryNames.push(name);
  return NewGeometry;
};

},{"../lib/three":162,"./schema":123}],116:[function(require,module,exports){
var coordinates = require('../utils/coordinates');
var debug = require('debug');

var error = debug('core:propertyTypes:warn');
var warn = debug('core:propertyTypes:warn');

var propertyTypes = module.exports.propertyTypes = {};
var nonCharRegex = /[,> .[\]:]/;
var urlRegex = /\url\((.+)\)/;

// Built-in property types.
registerPropertyType('audio', '', assetParse);
registerPropertyType('array', [], arrayParse, arrayStringify);
registerPropertyType('asset', '', assetParse);
registerPropertyType('boolean', false, boolParse);
registerPropertyType('color', '#FFF', defaultParse, defaultStringify);
registerPropertyType('int', 0, intParse);
registerPropertyType('number', 0, numberParse);
registerPropertyType('map', '', assetParse);
registerPropertyType('model', '', assetParse);
registerPropertyType('selector', null, selectorParse, selectorStringify);
registerPropertyType('selectorAll', null, selectorAllParse, selectorAllStringify);
registerPropertyType('src', '', srcParse);
registerPropertyType('string', '', defaultParse, defaultStringify);
registerPropertyType('time', 0, intParse);
registerPropertyType('vec2', {x: 0, y: 0}, vecParse, coordinates.stringify);
registerPropertyType('vec3', {x: 0, y: 0, z: 0}, vecParse, coordinates.stringify);
registerPropertyType('vec4', {x: 0, y: 0, z: 0, w: 1}, vecParse, coordinates.stringify);

/**
 * Register a parser for re-use such that when someone uses `type` in the schema,
 * `schema.process` will set the property `parse` and `stringify`.
 *
 * @param {string} type - Type name.
 * @param [defaultValue=null] -
 *   Default value to use if component does not define default value.
 * @param {function} [parse=defaultParse] - Parse string function.
 * @param {function} [stringify=defaultStringify] - Stringify to DOM function.
 */
function registerPropertyType (type, defaultValue, parse, stringify) {
  if ('type' in propertyTypes) {
    error('Property type ' + type + ' is already registered.');
    return;
  }

  propertyTypes[type] = {
    default: defaultValue,
    parse: parse || defaultParse,
    stringify: stringify || defaultStringify
  };
}
module.exports.registerPropertyType = registerPropertyType;

function arrayParse (value) {
  if (Array.isArray(value)) { return value; }
  if (!value || typeof value !== 'string') { return []; }
  return value.split(',').map(trim);
  function trim (str) { return str.trim(); }
}

function arrayStringify (value) {
  return value.join(', ');
}

/**
 * For general assets.
 *
 * @param {string} value - Can either be `url(<value>)`, an ID selector to an asset, or
 *   just string.
 * @returns {string} Parsed value from `url(<value>)`, src from `<someasset src>`, or
 *   just string.
 */
function assetParse (value) {
  var el;
  var parsedUrl;

  // If an element was provided (e.g. canvas or video), just return it.
  if (typeof value !== 'string') { return value; }

  // Wrapped `url()` in case of data URI.
  parsedUrl = value.match(urlRegex);
  if (parsedUrl) { return parsedUrl[1]; }

  // ID.
  if (value.charAt(0) === '#') {
    el = document.getElementById(value.substring(1));
    if (el) {
      // Pass through media elements. If we have the elements, we don't have to call
      // three.js loaders which would re-request the assets.
      if (el.tagName === 'CANVAS' || el.tagName === 'VIDEO' || el.tagName === 'IMG') {
        return el;
      }
      return el.getAttribute('src');
    }
    warn('"' + value + '" asset not found.');
    return;
  }

  // Non-wrapped url().
  return value;
}

function defaultParse (value) {
  return value;
}

function defaultStringify (value) {
  if (value === null) { return 'null'; }
  return value.toString();
}

function boolParse (value) {
  return value !== 'false' && value !== false;
}

function intParse (value) {
  return parseInt(value, 10);
}

function numberParse (value) {
  return parseFloat(value, 10);
}

function selectorParse (value) {
  if (!value) { return null; }
  if (typeof value !== 'string') { return value; }
  if (value[0] === '#' && !nonCharRegex.test(value)) {
    // When selecting element by ID only, use getElementById for better performance.
    // Don't match like #myId .child.
    return document.getElementById(value.substring(1));
  }
  return document.querySelector(value);
}

function selectorAllParse (value) {
  if (!value) { return null; }
  if (typeof value !== 'string') { return value; }
  return Array.prototype.slice.call(document.querySelectorAll(value), 0);
}

function selectorStringify (value) {
  if (value.getAttribute) {
    return '#' + value.getAttribute('id');
  }
  return defaultStringify(value);
}

function selectorAllStringify (value) {
  if (value instanceof Array) {
    return value.map(function (element) {
      return '#' + element.getAttribute('id');
    }).join(', ');
  }
  return defaultStringify(value);
}

function srcParse (value) {
  warn('`src` property type is deprecated. Use `asset` instead.');
  return assetParse(value);
}

function vecParse (value) {
  return coordinates.parse(value, this.default);
}

/**
 * Validate the default values in a schema to match their type.
 *
 * @param {string} type - Property type name.
 * @param defaultVal - Property type default value.
 * @returns {boolean} Whether default value is accurate given the type.
 */
function isValidDefaultValue (type, defaultVal) {
  if (type === 'audio' && typeof defaultVal !== 'string') { return false; }
  if (type === 'array' && !Array.isArray(defaultVal)) { return false; }
  if (type === 'asset' && typeof defaultVal !== 'string') { return false; }
  if (type === 'boolean' && typeof defaultVal !== 'boolean') { return false; }
  if (type === 'color' && typeof defaultVal !== 'string') { return false; }
  if (type === 'int' && typeof defaultVal !== 'number') { return false; }
  if (type === 'number' && typeof defaultVal !== 'number') { return false; }
  if (type === 'map' && typeof defaultVal !== 'string') { return false; }
  if (type === 'model' && typeof defaultVal !== 'string') { return false; }
  if (type === 'selector' && typeof defaultVal !== 'string' &&
      defaultVal !== null) { return false; }
  if (type === 'selectorAll' && typeof defaultVal !== 'string' &&
      defaultVal !== null) { return false; }
  if (type === 'src' && typeof defaultVal !== 'string') { return false; }
  if (type === 'string' && typeof defaultVal !== 'string') { return false; }
  if (type === 'time' && typeof defaultVal !== 'number') { return false; }
  if (type === 'vec2') { return isValidDefaultCoordinate(defaultVal, 2); }
  if (type === 'vec3') { return isValidDefaultCoordinate(defaultVal, 3); }
  if (type === 'vec4') { return isValidDefaultCoordinate(defaultVal, 4); }
  return true;
}
module.exports.isValidDefaultValue = isValidDefaultValue;

/**
 * Checks if default coordinates are valid.
 *
 * @param possibleCoordinates
 * @param {number} dimensions - 2 for 2D Vector, 3 for 3D vector.
 * @returns {boolean} Whether coordinates are parsed correctly.
 */
function isValidDefaultCoordinate (possibleCoordinates, dimensions) {
  if (possibleCoordinates === null) { return true; }
  if (typeof possibleCoordinates !== 'object') { return false; }

  if (Object.keys(possibleCoordinates).length !== dimensions) {
    return false;
  } else {
    var x = possibleCoordinates.x;
    var y = possibleCoordinates.y;
    var z = possibleCoordinates.z;
    var w = possibleCoordinates.w;

    if (typeof x !== 'number' || typeof y !== 'number') { return false; }
    if (dimensions > 2 && typeof z !== 'number') { return false; }
    if (dimensions > 3 && typeof w !== 'number') { return false; }
  }

  return true;
}
module.exports.isValidDefaultCoordinate = isValidDefaultCoordinate;

},{"../utils/coordinates":185,"debug":8}],117:[function(require,module,exports){
/* global Promise, screen, CustomEvent */
var initMetaTags = require('./metaTags').inject;
var initWakelock = require('./wakelock');
var loadingScreen = require('./loadingScreen');
var re = require('../a-register-element');
var scenes = require('./scenes');
var systems = require('../system').systems;
var THREE = require('../../lib/three');
var utils = require('../../utils/');
// Require after.
var AEntity = require('../a-entity');
var ANode = require('../a-node');
var initPostMessageAPI = require('./postMessage');

var bind = utils.bind;
var isIOS = utils.device.isIOS();
var isMobile = utils.device.isMobile();
var isWebXRAvailable = utils.device.isWebXRAvailable;
var registerElement = re.registerElement;
var warn = utils.debug('core:a-scene:warn');

if (isIOS) { require('../../utils/ios-orientationchange-blank-bug'); }

/**
 * Scene element, holds all entities.
 *
 * @member {array} behaviors - Component instances that have registered themselves to be
           updated on every tick.
 * @member {object} camera - three.js Camera object.
 * @member {object} canvas
 * @member {bool} isScene - Differentiates as scene entity as opposed to other entites.
 * @member {bool} isMobile - Whether browser is mobile (via UA detection).
 * @member {object} object3D - Root three.js Scene object.
 * @member {object} renderer
 * @member {bool} renderStarted
 * @member {object} systems - Registered instantiated systems.
 * @member {number} time
 */
module.exports.AScene = registerElement('a-scene', {
  prototype: Object.create(AEntity.prototype, {
    createdCallback: {
      value: function () {
        this.clock = new THREE.Clock();
        this.isIOS = isIOS;
        this.isMobile = isMobile;
        this.hasWebXR = isWebXRAvailable;
        this.isAR = false;
        this.isScene = true;
        this.object3D = new THREE.Scene();
        var self = this;
        this.object3D.onAfterRender = function (renderer, scene, camera) {
          // THREE may swap the camera used for the rendering if in VR, so we pass it to tock
          if (self.isPlaying) { self.tock(self.time, self.delta, camera); }
        };
        this.resize = bind(this.resize, this);
        this.render = bind(this.render, this);
        this.systems = {};
        this.systemNames = [];
        this.time = this.delta = 0;

        this.behaviors = {tick: [], tock: []};
        this.hasLoaded = false;
        this.isPlaying = false;
        this.originalHTML = this.innerHTML;

        // Default components.
        this.setAttribute('inspector', '');
        this.setAttribute('keyboard-shortcuts', '');
        this.setAttribute('screenshot', '');
        this.setAttribute('vr-mode-ui', '');
        this.setAttribute('device-orientation-permission-ui', '');
      }
    },

    addFullScreenStyles: {
      value: function () {
        document.documentElement.classList.add('a-fullscreen');
      }
    },

    removeFullScreenStyles: {
      value: function () {
        document.documentElement.classList.remove('a-fullscreen');
      }
    },

    attachedCallback: {
      value: function () {
        var self = this;
        var embedded = this.hasAttribute('embedded');
        // Renderer initialization
        setupCanvas(this);
        this.setupRenderer();
        loadingScreen.setup(this, getCanvasSize);

        this.resize();
        if (!embedded) { this.addFullScreenStyles(); }
        initPostMessageAPI(this);

        initMetaTags(this);
        initWakelock(this);

        // Handler to exit VR (e.g., Oculus Browser back button).
        this.onVRPresentChangeBound = bind(this.onVRPresentChange, this);
        window.addEventListener('vrdisplaypresentchange', this.onVRPresentChangeBound);

        // Bind functions.
        this.enterVRBound = function () { self.enterVR(); };
        this.exitVRBound = function () { self.exitVR(); };
        this.exitVRTrueBound = function () { self.exitVR(true); };
        this.pointerRestrictedBound = function () { self.pointerRestricted(); };
        this.pointerUnrestrictedBound = function () { self.pointerUnrestricted(); };

        if (!isWebXRAvailable) {
          // Exit VR on `vrdisplaydeactivate` (e.g. taking off Rift headset).
          window.addEventListener('vrdisplaydeactivate', this.exitVRBound);

          // Exit VR on `vrdisplaydisconnect` (e.g. unplugging Rift headset).
          window.addEventListener('vrdisplaydisconnect', this.exitVRTrueBound);

          // Register for mouse restricted events while in VR
          // (e.g. mouse no longer available on desktop 2D view)
          window.addEventListener('vrdisplaypointerrestricted', this.pointerRestrictedBound);

          // Register for mouse unrestricted events while in VR
          // (e.g. mouse once again available on desktop 2D view)
          window.addEventListener('vrdisplaypointerunrestricted',
                                  this.pointerUnrestrictedBound);
        }

        window.addEventListener('sessionend', this.resize);
        // Camera set up by camera system.
        this.addEventListener('cameraready', function () {
          self.attachedCallbackPostCamera();
        });

        this.initSystems();

        // WebXR Immersive navigation handler.
        if (this.hasWebXR && navigator.xr && navigator.xr.addEventListener) {
          navigator.xr.addEventListener('sessiongranted', function () { self.enterVR(); });
        }
      }
    },

    attachedCallbackPostCamera: {
      value: function () {
        var resize;
        var self = this;

        window.addEventListener('load', resize);
        window.addEventListener('resize', function () {
          // Workaround for a Webkit bug (https://bugs.webkit.org/show_bug.cgi?id=170595)
          // where the window does not contain the correct viewport size
          // after an orientation change. The window size is correct if the operation
          // is postponed a few milliseconds.
          // self.resize can be called directly once the bug above is fixed.
          if (self.isIOS) {
            setTimeout(self.resize, 100);
          } else {
            self.resize();
          }
        });
        this.play();

        // Add to scene index.
        scenes.push(this);
      },
      writable: window.debug
    },

    /**
     * Initialize all systems.
     */
    initSystems: {
      value: function () {
        var name;

        // Initialize camera system first.
        this.initSystem('camera');

        for (name in systems) {
          if (name === 'camera') { continue; }
          this.initSystem(name);
        }
      }
    },

    /**
     * Initialize a system.
     */
    initSystem: {
      value: function (name) {
        if (this.systems[name]) { return; }
        this.systems[name] = new systems[name](this);
        this.systemNames.push(name);
      }
    },

    /**
     * Shut down scene on detach.
     */
    detachedCallback: {
      value: function () {
        // Remove from scene index.
        var sceneIndex = scenes.indexOf(this);
        scenes.splice(sceneIndex, 1);

        window.removeEventListener('vrdisplaypresentchange', this.onVRPresentChangeBound);
        window.removeEventListener('vrdisplayactivate', this.enterVRBound);
        window.removeEventListener('vrdisplaydeactivate', this.exitVRBound);
        window.removeEventListener('vrdisplayconnect', this.enterVRBound);
        window.removeEventListener('vrdisplaydisconnect', this.exitVRTrueBound);
        window.removeEventListener('vrdisplaypointerrestricted', this.pointerRestrictedBound);
        window.removeEventListener('vrdisplaypointerunrestricted', this.pointerUnrestrictedBound);
        window.removeEventListener('sessionend', this.resize);
        this.renderer.xr.dispose();
      }
    },

    /**
     * Add ticks and tocks.
     *
     * @param {object} behavior - A component.
     */
    addBehavior: {
      value: function (behavior) {
        var behaviorArr;
        var behaviors = this.behaviors;
        var behaviorType;

        // Check if behavior has tick and/or tock and add the behavior to the appropriate list.
        for (behaviorType in behaviors) {
          if (!behavior[behaviorType]) { continue; }
          behaviorArr = this.behaviors[behaviorType];
          if (behaviorArr.indexOf(behavior) === -1) {
            behaviorArr.push(behavior);
          }
        }
      }
    },

    /**
     * For tests.
     */
    getPointerLockElement: {
      value: function () {
        return document.pointerLockElement;
      },
      writable: window.debug
    },

    /**
     * For tests.
     */
    checkHeadsetConnected: {
      value: utils.device.checkHeadsetConnected,
      writable: window.debug
    },

    enterAR: {
      value: function () {
        var errorMessage;
        if (!this.hasWebXR) {
          errorMessage = 'Failed to enter AR mode, WebXR not supported.';
          throw new Error(errorMessage);
        }
        if (!utils.device.checkARSupport()) {
          errorMessage = 'Failed to enter AR, WebXR immersive-ar mode not supported in your browser or device.';
          throw new Error(errorMessage);
        }
        return this.enterVR(true);
      }
    },

    /**
     * Call `requestPresent` if WebVR or WebVR polyfill.
     * Call `requestFullscreen` on desktop.
     * Handle events, states, fullscreen styles.
     *
     * @param {bool?} useAR - if true, try immersive-ar mode
     * @returns {Promise}
     */
    enterVR: {
      value: function (useAR) {
        var self = this;
        var vrDisplay;
        var vrManager = self.renderer.xr;
        var xrInit;

        // Don't enter VR if already in VR.
        if (this.is('vr-mode')) { return Promise.resolve('Already in VR.'); }

        // Has VR.
        if (this.checkHeadsetConnected() || this.isMobile) {
          vrManager.enabled = true;

          if (this.hasWebXR) {
            // XR API.
            if (this.xrSession) {
              this.xrSession.removeEventListener('end', this.exitVRBound);
            }
            var refspace = this.sceneEl.systems.webxr.sessionReferenceSpaceType;
            vrManager.setReferenceSpaceType(refspace);
            var xrMode = useAR ? 'immersive-ar' : 'immersive-vr';
            xrInit = this.sceneEl.systems.webxr.sessionConfiguration;
            return new Promise(function (resolve, reject) {
              navigator.xr.requestSession(xrMode, xrInit).then(
                function requestSuccess (xrSession) {
                  self.xrSession = xrSession;
                  vrManager.layersEnabled = xrInit.requiredFeatures.indexOf('layers') !== -1;
                  vrManager.setSession(xrSession);
                  xrSession.addEventListener('end', self.exitVRBound);
                  enterVRSuccess(resolve);
                },
                function requestFail (error) {
                  var useAR = xrMode === 'immersive-ar';
                  var mode = useAR ? 'AR' : 'VR';
                  throw new Error('Failed to enter ' + mode + ' mode (`requestSession`) ' + error);
                }
              );
            });
          } else {
            vrDisplay = utils.device.getVRDisplay();
            vrManager.setDevice(vrDisplay);
            if (vrDisplay.isPresenting &&
                !window.hasNativeWebVRImplementation) {
              enterVRSuccess();
              return Promise.resolve();
            }
            var rendererSystem = this.getAttribute('renderer');
            var presentationAttributes = {
              highRefreshRate: rendererSystem.highRefreshRate,
              foveationLevel: rendererSystem.foveationLevel
            };

            return vrDisplay.requestPresent([{
              source: this.canvas,
              attributes: presentationAttributes
            }]).then(enterVRSuccess, enterVRFailure);
          }
        }

        // No VR.
        enterVRSuccess();
        return Promise.resolve();

        // Callback that happens on enter VR success or enter fullscreen (any API).
        function enterVRSuccess (resolve) {
          // vrdisplaypresentchange fires only once when the first requestPresent is completed;
          // the first requestPresent could be called from ondisplayactivate and there is no way
          // to setup everything from there. Thus, we need to emulate another vrdisplaypresentchange
          // for the actual requestPresent. Need to make sure there are no issues with firing the
          // vrdisplaypresentchange multiple times.
          var event;
          if (window.hasNativeWebVRImplementation && !window.hasNativeWebXRImplementation) {
            event = new CustomEvent('vrdisplaypresentchange', {detail: {display: utils.device.getVRDisplay()}});
            window.dispatchEvent(event);
          }

          if (useAR) {
            self.addState('ar-mode');
          } else {
            self.addState('vr-mode');
          }
          self.emit('enter-vr', {target: self});
          // Lock to landscape orientation on mobile.
          if (!isWebXRAvailable && self.isMobile && screen.orientation && screen.orientation.lock) {
            screen.orientation.lock('landscape');
          }
          self.addFullScreenStyles();

          // On mobile, the polyfill handles fullscreen.
          // TODO: 07/16 Chromium builds break when `requestFullscreen`ing on a canvas
          // that we are also `requestPresent`ing. Until then, don't fullscreen if headset
          // connected.
          if (!self.isMobile && !self.checkHeadsetConnected()) {
            requestFullscreen(self.canvas);
          }

          self.resize();
          if (resolve) { resolve(); }
        }

        function enterVRFailure (err) {
          self.removeState('vr-mode');
          if (err && err.message) {
            throw new Error('Failed to enter VR mode (`requestPresent`): ' + err.message);
          } else {
            throw new Error('Failed to enter VR mode (`requestPresent`).');
          }
        }
      },
      writable: true
    },
     /**
     * Call `exitPresent` if WebVR / WebXR or WebVR polyfill.
     * Handle events, states, fullscreen styles.
     *
     * @returns {Promise}
     */
    exitVR: {
      value: function () {
        var self = this;
        var vrDisplay;
        var vrManager = this.renderer.xr;

        // Don't exit VR if not in VR.
        if (!this.is('vr-mode') && !this.is('ar-mode')) { return Promise.resolve('Not in immersive mode.'); }

        // Handle exiting VR if not yet already and in a headset or polyfill.
        if (this.checkHeadsetConnected() || this.isMobile) {
          vrManager.enabled = false;
          vrDisplay = utils.device.getVRDisplay();
          if (this.hasWebXR) {
            this.xrSession.removeEventListener('end', this.exitVRBound);
            // Capture promise to avoid errors.
            this.xrSession.end().then(function () {}, function () {});
            this.xrSession = undefined;
            vrManager.setSession(null);
          } else {
            if (vrDisplay.isPresenting) {
              return vrDisplay.exitPresent().then(exitVRSuccess, exitVRFailure);
            }
          }
        } else {
          exitFullscreen();
        }

        // Handle exiting VR in all other cases (2D fullscreen, external exit VR event).
        exitVRSuccess();

        return Promise.resolve();

        function exitVRSuccess () {
          self.removeState('vr-mode');
          self.removeState('ar-mode');
          // Lock to landscape orientation on mobile.
          if (self.isMobile && screen.orientation && screen.orientation.unlock) {
            screen.orientation.unlock();
          }
          // Exiting VR in embedded mode, no longer need fullscreen styles.
          if (self.hasAttribute('embedded')) { self.removeFullScreenStyles(); }

          self.resize();
          if (self.isIOS) { utils.forceCanvasResizeSafariMobile(self.canvas); }
          self.renderer.setPixelRatio(window.devicePixelRatio);
          self.emit('exit-vr', {target: self});
        }

        function exitVRFailure (err) {
          if (err && err.message) {
            throw new Error('Failed to exit VR mode (`exitPresent`): ' + err.message);
          } else {
            throw new Error('Failed to exit VR mode (`exitPresent`).');
          }
        }
      },
      writable: true
    },

    pointerRestricted: {
      value: function () {
        if (this.canvas) {
          var pointerLockElement = this.getPointerLockElement();
          if (pointerLockElement && pointerLockElement !== this.canvas && document.exitPointerLock) {
            // Recreate pointer lock on the canvas, if taken on another element.
            document.exitPointerLock();
          }

          if (this.canvas.requestPointerLock) {
            this.canvas.requestPointerLock();
          }
        }
      }
    },

    pointerUnrestricted: {
      value: function () {
        var pointerLockElement = this.getPointerLockElement();
        if (pointerLockElement && pointerLockElement === this.canvas && document.exitPointerLock) {
          document.exitPointerLock();
        }
      }
    },

    /**
     * Handle `vrdisplaypresentchange` event for exiting VR through other means than
     * `<ESC>` key. For example, GearVR back button on Oculus Browser.
     */
    onVRPresentChange: {
      value: function (evt) {
        // Polyfill places display inside the detail property
        var display = evt.display || evt.detail.display;
        // Entering VR.
        if (display && display.isPresenting) {
          this.enterVR();
          return;
        }
        // Exiting VR.
        this.exitVR();
      }
    },

    /**
     * Wraps Entity.getAttribute to take into account for systems.
     * If system exists, then return system data rather than possible component data.
     */
    getAttribute: {
      value: function (attr) {
        var system = this.systems[attr];
        if (system) { return system.data; }
        return AEntity.prototype.getAttribute.call(this, attr);
      }
    },

    /**
     * `getAttribute` used to be `getDOMAttribute` and `getComputedAttribute` used to be
     * what `getAttribute` is now. Now legacy code.
     */
    getComputedAttribute: {
      value: function (attr) {
        warn('`getComputedAttribute` is deprecated. Use `getAttribute` instead.');
        this.getAttribute(attr);
      }
    },

    /**
     * Wraps Entity.getDOMAttribute to take into account for systems.
     * If system exists, then return system data rather than possible component data.
     */
    getDOMAttribute: {
      value: function (attr) {
        var system = this.systems[attr];
        if (system) { return system.data; }
        return AEntity.prototype.getDOMAttribute.call(this, attr);
      }
    },

    /**
     * Wrap Entity.setAttribute to take into account for systems.
     * If system exists, then skip component initialization checks and do a normal
     * setAttribute.
     */
    setAttribute: {
      value: function (attr, value, componentPropValue) {
        var system = this.systems[attr];
        if (system) {
          ANode.prototype.setAttribute.call(this, attr, value);
          system.updateProperties(value);
          return;
        }
        AEntity.prototype.setAttribute.call(this, attr, value, componentPropValue);
      }
    },

    /**
     * @param {object} behavior - A component.
     */
    removeBehavior: {
      value: function (behavior) {
        var behaviorArr;
        var behaviorType;
        var behaviors = this.behaviors;
        var index;

        // Check if behavior has tick and/or tock and remove the behavior from the appropriate
        // array.
        for (behaviorType in behaviors) {
          if (!behavior[behaviorType]) { continue; }
          behaviorArr = this.behaviors[behaviorType];
          index = behaviorArr.indexOf(behavior);
          if (index !== -1) { behaviorArr.splice(index, 1); }
        }
      }
    },

    resize: {
      value: function () {
        var camera = this.camera;
        var canvas = this.canvas;
        var embedded;
        var isVRPresenting;
        var size;
        var isPresenting = this.renderer.xr.isPresenting;
        isVRPresenting = this.renderer.xr.enabled && isPresenting;

        // Do not update renderer, if a camera or a canvas have not been injected.
        // In VR mode, three handles canvas resize based on the dimensions returned by
        // the getEyeParameters function of the WebVR API. These dimensions are independent of
        // the window size, therefore should not be overwritten with the window's width and
        // height, // except when in fullscreen mode.
        if (!camera || !canvas || (this.is('vr-mode') && (this.isMobile || isVRPresenting))) {
          return;
        }

        // Update camera.
        embedded = this.getAttribute('embedded') && !this.is('vr-mode');
        size = getCanvasSize(canvas, embedded, this.maxCanvasSize, this.is('vr-mode'));
        camera.aspect = size.width / size.height;
        camera.updateProjectionMatrix();

        // Notify renderer of size change.
        this.renderer.setSize(size.width, size.height, false);
        this.emit('rendererresize', null, false);
      },
      writable: true
    },

    setupRenderer: {
      value: function () {
        var self = this;
        var renderer;
        var rendererAttr;
        var rendererAttrString;
        var rendererConfig;

        rendererConfig = {
          alpha: true,
          antialias: !isMobile,
          canvas: this.canvas,
          logarithmicDepthBuffer: false,
          powerPreference: 'high-performance'
        };

        this.maxCanvasSize = {height: 1920, width: 1920};

        if (this.hasAttribute('renderer')) {
          rendererAttrString = this.getAttribute('renderer');
          rendererAttr = utils.styleParser.parse(rendererAttrString);

          if (rendererAttr.precision) {
            rendererConfig.precision = rendererAttr.precision + 'p';
          }

          if (rendererAttr.antialias && rendererAttr.antialias !== 'auto') {
            rendererConfig.antialias = rendererAttr.antialias === 'true';
          }

          if (rendererAttr.logarithmicDepthBuffer && rendererAttr.logarithmicDepthBuffer !== 'auto') {
            rendererConfig.logarithmicDepthBuffer = rendererAttr.logarithmicDepthBuffer === 'true';
          }

          if (rendererAttr.alpha) {
            rendererConfig.alpha = rendererAttr.alpha === 'true';
          }

          this.maxCanvasSize = {
            width: rendererAttr.maxCanvasWidth
              ? parseInt(rendererAttr.maxCanvasWidth)
              : this.maxCanvasSize.width,
            height: rendererAttr.maxCanvasHeight
              ? parseInt(rendererAttr.maxCanvasHeight)
              : this.maxCanvasSize.height
          };
        }

        renderer = this.renderer = new THREE.WebGLRenderer(rendererConfig);
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.sortObjects = false;
        if (this.camera) { renderer.xr.setPoseTarget(this.camera.el.object3D); }
        this.addEventListener('camera-set-active', function () {
          renderer.xr.setPoseTarget(self.camera.el.object3D);
        });
      },
      writable: window.debug
    },

    /**
     * Handler attached to elements to help scene know when to kick off.
     * Scene waits for all entities to load.
     */
    play: {
      value: function () {
        var self = this;
        var sceneEl = this;

        if (this.renderStarted) {
          AEntity.prototype.play.call(this);
          return;
        }

        this.addEventListener('loaded', function () {
          var renderer = this.renderer;
          var vrDisplay;
          var vrManager = this.renderer.xr;
          AEntity.prototype.play.call(this);  // .play() *before* render.

          if (sceneEl.renderStarted) { return; }
          sceneEl.resize();

          // Kick off render loop.
          if (sceneEl.renderer) {
            if (window.performance) { window.performance.mark('render-started'); }
            loadingScreen.remove();
            vrDisplay = utils.device.getVRDisplay();
            if (vrDisplay && vrDisplay.isPresenting) {
              vrManager.setDevice(vrDisplay);
              vrManager.enabled = true;
              sceneEl.enterVR();
            }
            renderer.setAnimationLoop(this.render);
            sceneEl.renderStarted = true;
            sceneEl.emit('renderstart');
          }
        });

        // setTimeout to wait for all nodes to attach and run their callbacks.
        setTimeout(function () {
          AEntity.prototype.load.call(self);
        });
      }
    },

    /**
     * Wrap `updateComponent` to not initialize the component if the component has a system
     * (aframevr/aframe#2365).
     */
    updateComponent: {
      value: function (componentName) {
        if (componentName in systems) { return; }
        AEntity.prototype.updateComponent.apply(this, arguments);
      }
    },

    /**
     * Behavior-updater meant to be called from scene render.
     * Abstracted to a different function to facilitate unit testing (`scene.tick()`) without
     * needing to render.
     */
    tick: {
      value: function (time, timeDelta) {
        var i;
        var systems = this.systems;

        // Components.
        for (i = 0; i < this.behaviors.tick.length; i++) {
          if (!this.behaviors.tick[i].el.isPlaying) { continue; }
          this.behaviors.tick[i].tick(time, timeDelta);
        }

        // Systems.
        for (i = 0; i < this.systemNames.length; i++) {
          if (!systems[this.systemNames[i]].tick) { continue; }
          systems[this.systemNames[i]].tick(time, timeDelta);
        }
      }
    },

    /**
     * Behavior-updater meant to be called after scene render for post processing purposes.
     * Abstracted to a different function to facilitate unit testing (`scene.tock()`) without
     * needing to render.
     */
    tock: {
      value: function (time, timeDelta, camera) {
        var i;
        var systems = this.systems;

        // Components.
        for (i = 0; i < this.behaviors.tock.length; i++) {
          if (!this.behaviors.tock[i].el.isPlaying) { continue; }
          this.behaviors.tock[i].tock(time, timeDelta, camera);
        }

        // Systems.
        for (i = 0; i < this.systemNames.length; i++) {
          if (!systems[this.systemNames[i]].tock) { continue; }
          systems[this.systemNames[i]].tock(time, timeDelta, camera);
        }
      }
    },

    /**
     * The render loop.
     *
     * Updates animations.
     * Updates behaviors.
     * Renders with request animation frame.
     */
    render: {
      value: function (time, frame) {
        var renderer = this.renderer;

        this.frame = frame;
        this.delta = this.clock.getDelta() * 1000;
        this.time = this.clock.elapsedTime * 1000;

        if (this.isPlaying) { this.tick(this.time, this.delta); }
        var savedBackground = null;
        if (this.is('ar-mode')) {
          // In AR mode, don't render the default background. Hide it, then
          // restore it again after rendering.
          savedBackground = this.object3D.background;
          this.object3D.background = null;
        }
        renderer.render(this.object3D, this.camera);
        if (savedBackground) {
          this.object3D.background = savedBackground;
        }
      },
      writable: true
    }
  })
});

/**
 * Return size constrained to maxSize - maintaining aspect ratio.
 *
 * @param {object} size - size parameters (width and height).
 * @param {object} maxSize - Max size parameters (width and height).
 * @returns {object} Width and height.
 */
function constrainSizeTo (size, maxSize) {
  var aspectRatio;
  var pixelRatio = window.devicePixelRatio;

  if (!maxSize || (maxSize.width === -1 && maxSize.height === -1)) {
    return size;
  }

  if (size.width * pixelRatio < maxSize.width &&
    size.height * pixelRatio < maxSize.height) {
    return size;
  }

  aspectRatio = size.width / size.height;

  if ((size.width * pixelRatio) > maxSize.width && maxSize.width !== -1) {
    size.width = Math.round(maxSize.width / pixelRatio);
    size.height = Math.round(maxSize.width / aspectRatio / pixelRatio);
  }

  if ((size.height * pixelRatio) > maxSize.height && maxSize.height !== -1) {
    size.height = Math.round(maxSize.height / pixelRatio);
    size.width = Math.round(maxSize.height * aspectRatio / pixelRatio);
  }

  return size;
}

/**
 * Return the canvas size where the scene will be rendered.
 * Will be always the window size except when the scene is embedded.
 * The parent size will be returned in that case.
 * the returned size will be constrained to the maxSize maintaining aspect ratio.
 *
 * @param {object} canvasEl - the canvas element
 * @param {boolean} embedded - Is the scene embedded?
 * @param {object} max - Max size parameters
 * @param {boolean} isVR - If in VR
 */
function getCanvasSize (canvasEl, embedded, maxSize, isVR) {
  if (!canvasEl.parentElement) { return {height: 0, width: 0}; }
  if (embedded) {
    var size;
    size = {
      height: canvasEl.parentElement.offsetHeight,
      width: canvasEl.parentElement.offsetWidth
    };
    return constrainSizeTo(size, maxSize);
  }
  return getMaxSize(maxSize, isVR);
}

/**
 * Return the canvas size. Will be the window size unless that size is greater than the
 * maximum size (1920x1920 by default).  The constrained size will be returned in that case,
 * maintaining aspect ratio
 *
 * @param {object} maxSize - Max size parameters (width and height).
 * @param {boolean} isVR - If in VR.
 * @returns {object} Width and height.
 */
function getMaxSize (maxSize, isVR) {
  var size;
  size = {height: document.body.offsetHeight, width: document.body.offsetWidth};
  if (isVR) {
    return size;
  } else {
    return constrainSizeTo(size, maxSize);
  }
}

function requestFullscreen (canvas) {
  var requestFullscreen =
    canvas.requestFullscreen ||
    canvas.webkitRequestFullscreen ||
    canvas.mozRequestFullScreen ||  // The capitalized `S` is not a typo.
    canvas.msRequestFullscreen;
  // Hide navigation buttons on Android.
  requestFullscreen.apply(canvas, [{navigationUI: 'hide'}]);
}

function exitFullscreen () {
  var fullscreenEl =
    document.fullscreenElement ||
    document.webkitFullscreenElement ||
    document.mozFullScreenElement;
  if (!fullscreenEl) { return; }
  if (document.exitFullscreen) {
    document.exitFullscreen();
  } else if (document.mozCancelFullScreen) {
    document.mozCancelFullScreen();
  } else if (document.webkitExitFullscreen) {
    document.webkitExitFullscreen();
  }
}

function setupCanvas (sceneEl) {
  var canvasEl;

  canvasEl = document.createElement('canvas');
  canvasEl.classList.add('a-canvas');
  // Mark canvas as provided/injected by A-Frame.
  canvasEl.dataset.aframeCanvas = true;
  sceneEl.appendChild(canvasEl);

  document.addEventListener('fullscreenchange', onFullScreenChange);
  document.addEventListener('mozfullscreenchange', onFullScreenChange);
  document.addEventListener('webkitfullscreenchange', onFullScreenChange);
  document.addEventListener('MSFullscreenChange', onFullScreenChange);

  // Prevent overscroll on mobile.
  canvasEl.addEventListener('touchmove', function (event) { event.preventDefault(); });

  // Set canvas on scene.
  sceneEl.canvas = canvasEl;
  sceneEl.emit('render-target-loaded', {target: canvasEl});
  // For unknown reasons a synchronous resize does not work on desktop when
  // entering/exiting fullscreen.
  setTimeout(bind(sceneEl.resize, sceneEl), 0);

  function onFullScreenChange () {
    var fullscreenEl =
      document.fullscreenElement ||
      document.mozFullScreenElement ||
      document.webkitFullscreenElement;
    // No fullscren element === exit fullscreen
    if (!fullscreenEl) { sceneEl.exitVR(); }
    document.activeElement.blur();
    document.body.focus();
  }
}
module.exports.setupCanvas = setupCanvas;  // For testing.

},{"../../lib/three":162,"../../utils/":190,"../../utils/ios-orientationchange-blank-bug":191,"../a-entity":110,"../a-node":112,"../a-register-element":113,"../system":125,"./loadingScreen":118,"./metaTags":119,"./postMessage":120,"./scenes":121,"./wakelock":122}],118:[function(require,module,exports){
/* global THREE */
var utils = require('../../utils/');
var styleParser = utils.styleParser;

var sceneEl;
var titleEl;
var getSceneCanvasSize;

var ATTR_NAME = 'loading-screen';
var LOADER_TITLE_CLASS = 'a-loader-title';

module.exports.setup = function setup (el, getCanvasSize) {
  sceneEl = el;
  getSceneCanvasSize = getCanvasSize;
  var loaderAttribute = sceneEl.hasAttribute(ATTR_NAME) ? styleParser.parse(sceneEl.getAttribute(ATTR_NAME)) : undefined;
  var dotsColor = loaderAttribute && loaderAttribute.dotsColor || 'white';
  var backgroundColor = loaderAttribute && loaderAttribute.backgroundColor || '#24CAFF';
  var loaderEnabled = loaderAttribute === undefined || loaderAttribute.enabled === 'true' || loaderAttribute.enabled === undefined; // true default
  var loaderScene;
  var sphereGeometry;
  var sphereMaterial;
  var sphereMesh1;
  var sphereMesh2;
  var sphereMesh3;
  var camera;
  var clock;
  var time;
  var render;

  if (!loaderEnabled) { return; }

  // Setup Scene.
  loaderScene = new THREE.Scene();
  sphereGeometry = new THREE.SphereGeometry(0.20, 36, 18, 0, 2 * Math.PI, 0, Math.PI);
  sphereMaterial = new THREE.MeshBasicMaterial({color: dotsColor});
  sphereMesh1 = new THREE.Mesh(sphereGeometry, sphereMaterial);
  sphereMesh2 = sphereMesh1.clone();
  sphereMesh3 = sphereMesh1.clone();
  camera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 0.0005, 10000);
  clock = new THREE.Clock();
  time = 0;
  render = function () {
    sceneEl.renderer.render(loaderScene, camera);
    time = clock.getElapsedTime() % 4;
    sphereMesh1.visible = time >= 1;
    sphereMesh2.visible = time >= 2;
    sphereMesh3.visible = time >= 3;
  };

  loaderScene.background = new THREE.Color(backgroundColor);
  loaderScene.add(camera);
  sphereMesh1.position.set(-1, 0, -15);
  sphereMesh2.position.set(0, 0, -15);
  sphereMesh3.position.set(1, 0, -15);
  camera.add(sphereMesh1);
  camera.add(sphereMesh2);
  camera.add(sphereMesh3);
  setupTitle();

  // Delay 200ms to avoid loader flashes.
  setTimeout(function () {
    if (sceneEl.hasLoaded) { return; }
    resize(camera);
    titleEl.style.display = 'block';
    window.addEventListener('resize', function () { resize(camera); });
    sceneEl.renderer.setAnimationLoop(render);
  }, 200);
};

module.exports.remove = function remove () {
  window.removeEventListener('resize', resize);
  if (!titleEl) { return; }
  // Hide title.
  titleEl.style.display = 'none';
};

function resize (camera) {
  var embedded = sceneEl.hasAttribute('embedded');
  var size = getSceneCanvasSize(sceneEl.canvas, embedded, sceneEl.maxCanvasSize, sceneEl.is('vr-mode'));
  camera.aspect = size.width / size.height;
  camera.updateProjectionMatrix();
   // Notify renderer of size change.
  sceneEl.renderer.setSize(size.width, size.height, false);
}

function setupTitle () {
  titleEl = document.createElement('div');
  titleEl.className = LOADER_TITLE_CLASS;
  titleEl.innerHTML = document.title;
  titleEl.style.display = 'none';
  sceneEl.appendChild(titleEl);
}

},{"../../utils/":190}],119:[function(require,module,exports){
var constants = require('../../constants/');
var extend = require('../../utils').extend;

var MOBILE_HEAD_TAGS = module.exports.MOBILE_HEAD_TAGS = [
  Meta({name: 'viewport', content: 'width=device-width,initial-scale=1,maximum-scale=1,shrink-to-fit=no,user-scalable=no,minimal-ui,viewport-fit=cover'}),

  // W3C-standardised meta tags.
  Meta({name: 'mobile-web-app-capable', content: 'yes'}),
  Meta({name: 'theme-color', content: 'black'})
];

var MOBILE_IOS_HEAD_TAGS = [
  // iOS-specific meta tags for fullscreen when pinning to homescreen.
  Meta({name: 'apple-mobile-web-app-capable', content: 'yes'}),
  Meta({name: 'apple-mobile-web-app-status-bar-style', content: 'black'}),
  Link({rel: 'apple-touch-icon', href: 'https://aframe.io/images/aframe-logo-152.png'})
];

function Meta (attrs) {
  return {
    tagName: 'meta',
    attributes: attrs,
    exists: function () { return document.querySelector('meta[name="' + attrs.name + '"]'); }
  };
}

function Link (attrs) {
  return {
    tagName: 'link',
    attributes: attrs,
    exists: function () { return document.querySelector('link[rel="' + attrs.rel + '"]'); }
  };
}

/**
 * Injects the necessary metatags in the document for mobile support:
 * 1. Prevent the user to zoom in the document.
 * 2. Ensure that window.innerWidth and window.innerHeight have the correct
 *    values and the canvas is properly scaled.
 * 3. To allow fullscreen mode when pinning a web app on the home screen on
 *    iOS.
 * Adapted from https://www.reddit.com/r/web_design/comments/3la04p/
 *
 * @param {object} scene - Scene element
 * @returns {Array}
 */
module.exports.inject = function injectHeadTags (scene) {
  var headEl = document.head;
  var headScriptEl = headEl.querySelector('script');
  var tag;
  var headTags = [];
  MOBILE_HEAD_TAGS.forEach(createAndInjectTag);
  if (scene.isIOS) {
    MOBILE_IOS_HEAD_TAGS.forEach(createAndInjectTag);
  }
  return headTags;

  function createAndInjectTag (tagObj) {
    if (!tagObj || tagObj.exists()) { return; }

    tag = createTag(tagObj);
    if (!tag) { return; }

    if (headScriptEl) {
      headScriptEl.parentNode.insertBefore(tag, headScriptEl);
    } else {
      headEl.appendChild(tag);
    }

    headTags.push(tag);
  }
};

function createTag (tagObj) {
  if (!tagObj || !tagObj.tagName) { return; }
  var meta = document.createElement(tagObj.tagName);
  meta.setAttribute(constants.AFRAME_INJECTED, '');
  return extend(meta, tagObj.attributes);
}

},{"../../constants/":106,"../../utils":190}],120:[function(require,module,exports){
var bind = require('../../utils/bind');
var isIframed = require('../../utils/').isIframed;

/**
 * Provides a post message API for scenes contained
 * in an iframe.
 */
module.exports = function initPostMessageAPI (scene) {
  // Handles fullscreen behavior when inside an iframe.
  if (!isIframed()) { return; }
  // postMessage API handler
  window.addEventListener('message', bind(postMessageAPIHandler, scene));
};

function postMessageAPIHandler (event) {
  var scene = this;
  if (!event.data) { return; }

  switch (event.data.type) {
    case 'vr': {
      switch (event.data.data) {
        case 'enter':
          scene.enterVR();
          break;
        case 'exit':
          scene.exitVR();
          break;
      }
    }
  }
}

},{"../../utils/":190,"../../utils/bind":184}],121:[function(require,module,exports){
/*
  Scene index for keeping track of created scenes.
*/
module.exports = [];

},{}],122:[function(require,module,exports){
var Wakelock = require('../../../vendor/wakelock/wakelock');

module.exports = function initWakelock (scene) {
  if (!scene.isMobile) { return; }

  var wakelock = scene.wakelock = new Wakelock();
  scene.addEventListener('enter-vr', function () { wakelock.request(); });
  scene.addEventListener('exit-vr', function () { wakelock.release(); });
};

},{"../../../vendor/wakelock/wakelock":205}],123:[function(require,module,exports){
var utils = require('../utils/');
var PropertyTypes = require('./propertyTypes');

var debug = utils.debug;
var isValidDefaultValue = PropertyTypes.isValidDefaultValue;
var propertyTypes = PropertyTypes.propertyTypes;

var warn = debug('core:schema:warn');

/**
 * A schema is classified as a schema for a single property if:
 * - `type` is defined on the schema as a string.
 * - OR `default` is defined on the schema, as a reserved keyword.
 * - OR schema is empty.
 */
function isSingleProperty (schema) {
  if ('type' in schema) {
    return typeof schema.type === 'string';
  }
  return 'default' in schema;
}
module.exports.isSingleProperty = isSingleProperty;

/**
 * Build step to schema to use `type` to inject default value, parser, and stringifier.
 *
 * @param {object} schema
 * @param {string} componentName
 * @returns {object} Schema.
 */
module.exports.process = function (schema, componentName) {
  var propName;

  // For single property schema, run processPropDefinition over the whole schema.
  if (isSingleProperty(schema)) {
    return processPropertyDefinition(schema, componentName);
  }

  // For multi-property schema, run processPropDefinition over each property definition.
  for (propName in schema) {
    schema[propName] = processPropertyDefinition(schema[propName], componentName);
  }
  return schema;
};

/**
 * Inject default value, parser, stringifier for single property.
 *
 * @param {object} propDefinition
 * @param {string} componentName
 */
function processPropertyDefinition (propDefinition, componentName) {
  var defaultVal = propDefinition.default;
  var isCustomType;
  var propType;
  var typeName = propDefinition.type;

  // Type inference.
  if (!propDefinition.type) {
    if (defaultVal !== undefined &&
        (typeof defaultVal === 'boolean' || typeof defaultVal === 'number')) {
      // Type inference.
      typeName = typeof defaultVal;
    } else if (Array.isArray(defaultVal)) {
      typeName = 'array';
    } else {
      // Fall back to string.
      typeName = 'string';
    }
  } else if (propDefinition.type === 'bool') {
    typeName = 'boolean';
  } else if (propDefinition.type === 'float') {
    typeName = 'number';
  }

  propType = propertyTypes[typeName];
  if (!propType) {
    warn('Unknown property type for component `' + componentName + '`: ' + typeName);
  }

  // Fill in parse and stringify using property types.
  isCustomType = !!propDefinition.parse;
  propDefinition.parse = propDefinition.parse || propType.parse;
  propDefinition.stringify = propDefinition.stringify || propType.stringify;

  // Fill in type name.
  propDefinition.type = typeName;

  // Check that default value exists.
  if ('default' in propDefinition) {
    // Check that default values are valid.
    if (!isCustomType && !isValidDefaultValue(typeName, defaultVal)) {
      warn('Default value `' + defaultVal + '` does not match type `' + typeName +
           '` in component `' + componentName + '`');
    }
  } else {
    // Fill in default value.
    propDefinition.default = propType.default;
  }

  return propDefinition;
}
module.exports.processPropertyDefinition = processPropertyDefinition;

/**
 * Parse propData using schema. Use default values if not existing in propData.
 *
 * @param {object} propData - Unparsed properties.
 * @param {object} schema - Property types definition.
 * @param {boolean} getPartialData - Whether to return full component data or just the data
 *        with keys in `propData`.
 * @param {string } componentName - Name of the component, used for the property warning.
 * @param {boolean} silent - Suppress warning messages.
 */
module.exports.parseProperties = (function () {
  var propNames = [];

  return function (propData, schema, getPartialData, componentName, silent) {
    var i;
    var propName;
    var propDefinition;
    var propValue;

    propNames.length = 0;
    for (propName in (getPartialData ? propData : schema)) {
      if (getPartialData && propData[propName] === undefined) { continue; }
      propNames.push(propName);
    }

    if (propData === null || typeof propData !== 'object') { return propData; }

    // Validation errors.
    for (propName in propData) {
      if (propData[propName] !== undefined && !schema[propName] && !silent) {
        warn('Unknown property `' + propName +
             '` for component/system `' + componentName + '`.');
      }
    }

    for (i = 0; i < propNames.length; i++) {
      propName = propNames[i];
      propDefinition = schema[propName];
      propValue = propData[propName];
      if (!(schema[propName])) { return; }
      propData[propName] = parseProperty(propValue, propDefinition);
    }

    return propData;
  };
})();

/**
 * Deserialize a single property.
 */
function parseProperty (value, propDefinition) {
  // Use default value if value is falsy.
  if (value === undefined || value === null || value === '') {
    value = propDefinition.default;
    if (Array.isArray(value)) { value = value.slice(); }
  }
  // Invoke property type parser.
  return propDefinition.parse(value, propDefinition.default);
}
module.exports.parseProperty = parseProperty;

/**
 * Serialize a group of properties.
 */
module.exports.stringifyProperties = function (propData, schema) {
  var propName;
  var propDefinition;
  var propValue;
  var stringifiedData = {};
  var value;

  for (propName in propData) {
    propDefinition = schema[propName];
    propValue = propData[propName];
    value = propValue;
    if (typeof value === 'object') {
      value = stringifyProperty(propValue, propDefinition);
      if (!propDefinition) { warn('Unknown component property: ' + propName); }
    }
    stringifiedData[propName] = value;
  }
  return stringifiedData;
};

/**
 * Serialize a single property.
 */
function stringifyProperty (value, propDefinition) {
  // This function stringifies but it's used in a context where
  // there's always second stringification pass. By returning the original
  // value when it's not an object we save one unnecessary call
  // to JSON.stringify.
  if (typeof value !== 'object') { return value; }
  // if there's no schema for the property we use standar JSON stringify
  if (!propDefinition || value === null) { return JSON.stringify(value); }
  return propDefinition.stringify(value);
}
module.exports.stringifyProperty = stringifyProperty;

},{"../utils/":190,"./propertyTypes":116}],124:[function(require,module,exports){
var schema = require('./schema');

var processSchema = schema.process;
var shaders = module.exports.shaders = {};  // Keep track of registered shaders.
var shaderNames = module.exports.shaderNames = [];  // Keep track of the names of registered shaders.
var THREE = require('../lib/three');
var utils = require('../utils');

// A-Frame properties to three.js uniform types.
var propertyToThreeMapping = {
  array: 'v3',
  color: 'v3',
  int: 'i',
  number: 'f',
  map: 't',
  time: 'f',
  vec2: 'v2',
  vec3: 'v3',
  vec4: 'v4'
};

/**
 * Shader class definition.
 *
 * Shaders extend the material component API so you can create your own library
 * of customized materials
 *
 */
var Shader = module.exports.Shader = function () {};

Shader.prototype = {
  /**
   * Contains the type schema and defaults for the data values.
   * Data is coerced into the types of the values of the defaults.
   */
  schema: {},

  vertexShader:
    'void main() {' +
      'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);' +
    '}',

  fragmentShader:
    'void main() {' +
      'gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);' +
    '}',

  /**
   * Init handler. Similar to attachedCallback.
   * Called during shader initialization and is only run once.
   */
  init: function (data) {
    this.attributes = this.initVariables(data, 'attribute');
    this.uniforms = this.initVariables(data, 'uniform');
    this.material = new (this.raw ? THREE.RawShaderMaterial : THREE.ShaderMaterial)({
      // attributes: this.attributes,
      uniforms: this.uniforms,
      vertexShader: this.vertexShader,
      fragmentShader: this.fragmentShader
    });
    return this.material;
  },

  initVariables: function (data, type) {
    var key;
    var schema = this.schema;
    var variables = {};
    var varType;

    for (key in schema) {
      if (schema[key].is !== type) { continue; }
      varType = propertyToThreeMapping[schema[key].type];
      variables[key] = {
        type: varType,
        value: undefined  // Let updateVariables handle setting these.
      };
    }
    return variables;
  },

  /**
   * Update handler. Similar to attributeChangedCallback.
   * Called whenever the associated material data changes.
   *
   * @param {object} data - New material data.
   */
  update: function (data) {
    this.updateVariables(data, 'attribute');
    this.updateVariables(data, 'uniform');
  },

  updateVariables: function (data, type) {
    var key;
    var materialKey;
    var schema = this.schema;
    var variables;

    variables = type === 'uniform' ? this.uniforms : this.attributes;
    for (key in data) {
      if (!schema[key] || schema[key].is !== type) { continue; }

      if (schema[key].type === 'map') {
        // If data unchanged, get out early.
        if (!variables[key] || variables[key].value === data[key]) { continue; }

        // Special handling is needed for textures.
        materialKey = '_texture_' + key;

        // We can't actually set the variable correctly until we've loaded the texture.
        this.setMapOnTextureLoad(variables, key, materialKey);

        // Kick off the texture update now that handler is added.
        utils.material.updateMapMaterialFromData(materialKey, key, this, data);
        continue;
      }
      variables[key].value = this.parseValue(schema[key].type, data[key]);
      variables[key].needsUpdate = true;
    }
  },

  parseValue: function (type, value) {
    var color;
    switch (type) {
      case 'vec2': {
        return new THREE.Vector2(value.x, value.y);
      }
      case 'vec3': {
        return new THREE.Vector3(value.x, value.y, value.z);
      }
      case 'vec4': {
        return new THREE.Vector4(value.x, value.y, value.z, value.w);
      }
      case 'color': {
        color = new THREE.Color(value);
        return new THREE.Vector3(color.r, color.g, color.b);
      }
      case 'map': {
        return THREE.ImageUtils.loadTexture(value);
      }
      default: {
        return value;
      }
    }
  },

  setMapOnTextureLoad: function (variables, key, materialKey) {
    var self = this;
    this.el.addEventListener('materialtextureloaded', function () {
      variables[key].value = self.material[materialKey];
      variables[key].needsUpdate = true;
    });
  }
};

/**
 * Registers a shader to A-Frame.
 *
 * @param {string} name - shader name.
 * @param {object} definition - shader property and methods.
 * @returns {object} Shader.
 */
module.exports.registerShader = function (name, definition) {
  var NewShader;
  var proto = {};

  // Format definition object to prototype object.
  Object.keys(definition).forEach(function (key) {
    proto[key] = {
      value: definition[key],
      writable: true
    };
  });

  if (shaders[name]) {
    throw new Error('The shader ' + name + ' has been already registered');
  }
  NewShader = function () { Shader.call(this); };
  NewShader.prototype = Object.create(Shader.prototype, proto);
  NewShader.prototype.name = name;
  NewShader.prototype.constructor = NewShader;
  shaders[name] = {
    Shader: NewShader,
    schema: processSchema(NewShader.prototype.schema)
  };
  shaderNames.push(name);
  return NewShader;
};

},{"../lib/three":162,"../utils":190,"./schema":123}],125:[function(require,module,exports){
var components = require('./component');
var schema = require('./schema');
var utils = require('../utils/');

var parseProperties = schema.parseProperties;
var parseProperty = schema.parseProperty;
var processSchema = schema.process;
var isSingleProp = schema.isSingleProperty;
var styleParser = utils.styleParser;

var systems = module.exports.systems = {};  // Keep track of registered systems.

/**
 * System class definition.
 *
 * Systems provide global scope and services to a group of instantiated components of the
 * same class. They can also help abstract logic away from components such that components
 * only have to worry about data.
 *
 * For example, a physics component that creates a physics world that oversees
 * all entities with a physics or rigid body component.
 *
 * TODO: Have the System prototype reuse the Component prototype. Most code is copied
 * and some pieces are missing from the Component facilities (e.g., attribute caching,
 * setAttribute behavior).
 *
 * @member {string} name - Name that system is registered under.
 * @member {Element} sceneEl - Handle to the scene element where system applies to.
 */
var System = module.exports.System = function (sceneEl) {
  var component = components && components.components[this.name];

  // Set reference to scene.
  this.el = sceneEl;
  this.sceneEl = sceneEl;

  // Set reference to matching component (if exists).
  if (component) { component.Component.prototype.system = this; }

  // Process system configuration.
  this.buildData();
  this.init();
  this.update({});
};

System.prototype = {
  /**
   * Schema to configure system.
   */
  schema: {},

  /**
   * Init handler. Called during scene initialization and is only run once.
   * Systems can use this to set initial state.
   */
  init: function () { /* no-op */ },

  /**
   * Update handler. Called during scene attribute updates.
   * Systems can use this to dynamically update their state.
   */
  update: function (oldData) { /* no-op */ },

  /**
   * Build data and call update handler.
   *
   * @private
   */
  updateProperties: function (rawData) {
    var oldData = this.data;
    if (!Object.keys(schema).length) { return; }
    this.buildData(rawData);
    this.update(oldData);
  },

  /**
   * Parse data.
   */
  buildData: function (rawData) {
    var schema = this.schema;
    if (!Object.keys(schema).length) { return; }
    rawData = rawData || window.HTMLElement.prototype.getAttribute.call(this.sceneEl, this.name);
    if (isSingleProp(schema)) {
      this.data = parseProperty(rawData, schema);
    } else {
      this.data = parseProperties(styleParser.parse(rawData) || {}, schema);
    }
  },

  /**
   * Tick handler.
   * Called on each tick of the scene render loop.
   * Affected by play and pause.
   *
   * @param {number} time - Scene tick time.
   * @param {number} timeDelta - Difference in current render time and previous render time.
   */
  tick: undefined,

  /**
   * Tock handler.
   * Called on each tock of the scene render loop.
   * Affected by play and pause.
   *
   * @param {number} time - Scene tick time.
   * @param {number} timeDelta - Difference in current render time and previous render time.
   */
  tock: undefined,

  /**
   * Called to start any dynamic behavior (e.g., animation, AI, events, physics).
   */
  play: function () { /* no-op */ },

  /**
   * Called to stop any dynamic behavior (e.g., animation, AI, events, physics).
   */
  pause: function () { /* no-op */ }
};

/**
 * Registers a system to A-Frame.
 *
 * @param {string} name - Component name.
 * @param {object} definition - Component property and methods.
 * @returns {object} Component.
 */
module.exports.registerSystem = function (name, definition) {
  var i;
  var NewSystem;
  var proto = {};
  var scenes = utils.findAllScenes(document);

  // Format definition object to prototype object.
  Object.keys(definition).forEach(function (key) {
    proto[key] = {
      value: definition[key],
      writable: true
    };
  });

  if (systems[name]) {
    throw new Error('The system `' + name + '` has been already registered. ' +
                    'Check that you are not loading two versions of the same system ' +
                    'or two different systems of the same name.');
  }
  NewSystem = function (sceneEl) { System.call(this, sceneEl); };
  NewSystem.prototype = Object.create(System.prototype, proto);
  NewSystem.prototype.name = name;
  NewSystem.prototype.constructor = NewSystem;
  NewSystem.prototype.schema = utils.extend(processSchema(NewSystem.prototype.schema));
  systems[name] = NewSystem;

  // Initialize systems for existing scenes
  for (i = 0; i < scenes.length; i++) { scenes[i].initSystem(name); }
};

},{"../utils/":190,"./component":114,"./schema":123}],126:[function(require,module,exports){
require('./pivot');

},{"./pivot":127}],127:[function(require,module,exports){
var registerComponent = require('../../core/component').registerComponent;
var THREE = require('../../lib/three');

var originalPosition = new THREE.Vector3();
var originalRotation = new THREE.Vector3();

/**
 * Wrap el.object3D within an outer group. Apply pivot to el.object3D as position.
 */
registerComponent('pivot', {
  dependencies: ['position'],

  schema: {type: 'vec3'},

  init: function () {
    var data = this.data;
    var el = this.el;
    var originalParent = el.object3D.parent;
    var originalGroup = el.object3D;
    var outerGroup = new THREE.Group();

    originalPosition.copy(originalGroup.position);
    originalRotation.copy(originalGroup.rotation);

    // Detach current group from parent.
    originalParent.remove(originalGroup);
    outerGroup.add(originalGroup);

    // Set new group as the outer group.
    originalParent.add(outerGroup);

    // Set outer group as new object3D.
    el.object3D = outerGroup;

    // Apply pivot to original group.
    originalGroup.position.set(-1 * data.x, -1 * data.y, -1 * data.z);

    // Offset the pivot so that world position not affected.
    // And restore position onto outer group.
    outerGroup.position.set(data.x + originalPosition.x, data.y + originalPosition.y,
                            data.z + originalPosition.z);

    // Transfer rotation to outer group.
    outerGroup.rotation.copy(originalGroup.rotation);
    originalGroup.rotation.set(0, 0, 0);
  }
});

},{"../../core/component":114,"../../lib/three":162}],128:[function(require,module,exports){
/**
 * Common mesh defaults, mappings, and transforms.
 */
var components = require('../../core/component').components;
var shaders = require('../../core/shader').shaders;
var utils = require('../../utils/');

var materialMappings = {};
Object.keys(components.material.schema).forEach(addMapping);
Object.keys(shaders.standard.schema).forEach(addMapping);

function addMapping (prop) {
  // To hyphenated.
  var htmlAttrName = prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase();
  if (prop === 'fog') { htmlAttrName = 'material-fog'; }
  if (prop === 'visible') { htmlAttrName = 'material-visible'; }
  materialMappings[htmlAttrName] = 'material.' + prop;
}

module.exports = function getMeshMixin () {
  return {
    defaultComponents: {material: {}},
    mappings: utils.extend({}, materialMappings)
  };
};

},{"../../core/component":114,"../../core/shader":124,"../../utils/":190}],129:[function(require,module,exports){
require('./primitives/a-camera');
require('./primitives/a-cursor');
require('./primitives/a-curvedimage');
require('./primitives/a-gltf-model');
require('./primitives/a-image');
require('./primitives/a-light');
require('./primitives/a-link');
require('./primitives/a-obj-model');
require('./primitives/a-sky');
require('./primitives/a-sound');
require('./primitives/a-text');
require('./primitives/a-video');
require('./primitives/a-videosphere');
require('./primitives/meshPrimitives');

},{"./primitives/a-camera":131,"./primitives/a-cursor":132,"./primitives/a-curvedimage":133,"./primitives/a-gltf-model":134,"./primitives/a-image":135,"./primitives/a-light":136,"./primitives/a-link":137,"./primitives/a-obj-model":138,"./primitives/a-sky":139,"./primitives/a-sound":140,"./primitives/a-text":141,"./primitives/a-video":142,"./primitives/a-videosphere":143,"./primitives/meshPrimitives":144}],130:[function(require,module,exports){
var AEntity = require('../../core/a-entity');
var components = require('../../core/component').components;
var registerElement = require('../../core/a-register-element').registerElement;
var utils = require('../../utils/');

var debug = utils.debug;
var setComponentProperty = utils.entity.setComponentProperty;
var log = debug('extras:primitives:debug');
var warn = debug('extras:primitives:warn');

var primitives = module.exports.primitives = {};

module.exports.registerPrimitive = function registerPrimitive (name, definition) {
  name = name.toLowerCase();
  log('Registering <%s>', name);

  // Deprecation warning for defaultAttributes usage.
  if (definition.defaultAttributes) {
    warn("The 'defaultAttributes' object is deprecated. Use 'defaultComponents' instead.");
  }

  var primitive = registerElement(name, {
    prototype: Object.create(AEntity.prototype, {
      defaultComponentsFromPrimitive: {
        value: definition.defaultComponents || definition.defaultAttributes || {}
      },
      deprecated: {value: definition.deprecated || null},
      deprecatedMappings: {value: definition.deprecatedMappings || {}},
      mappings: {value: definition.mappings || {}},

      createdCallback: {
        value: function () {
          if (definition.deprecated) { console.warn(definition.deprecated); }
          this.resolveMappingCollisions();
        }
      },

      /**
       * If a mapping collides with a registered component name
       * it renames the mapping to componentname-property
       */
      resolveMappingCollisions: {
        value: function () {
          var mappings = this.mappings;
          var self = this;
          Object.keys(mappings).forEach(function resolveCollision (key) {
            var newAttribute;
            if (key !== key.toLowerCase()) { warn('Mapping keys should be specified in lower case. The mapping key ' + key + ' may not be recognized'); }
            if (components[key]) {
              newAttribute = mappings[key].replace('.', '-');
              mappings[newAttribute] = mappings[key];
              delete mappings[key];
              console.warn('The primitive ' + self.tagName.toLowerCase() + ' has a mapping collision. ' +
                           'The attribute ' + key + ' has the same name as a registered component and' +
                           ' has been renamed to ' + newAttribute);
            }
          });
        }
      },

      getExtraComponents: {
        value: function () {
          var attr;
          var data;
          var i;
          var mapping;
          var mixins;
          var path;
          var self = this;

          // Gather component data from default components.
          data = utils.clone(this.defaultComponentsFromPrimitive);

          // Factor in mixins to overwrite default components.
          mixins = this.getAttribute('mixin');
          if (mixins) {
            mixins = mixins.trim().split(' ');
            mixins.forEach(function applyMixin (mixinId) {
              var mixinComponents = self.sceneEl.querySelector('#' + mixinId).componentCache;
              Object.keys(mixinComponents).forEach(function setComponent (name) {
                data[name] = extend(data[name], mixinComponents[name]);
              });
            });
          }

          // Gather component data from mappings.
          for (i = 0; i < this.attributes.length; i++) {
            attr = this.attributes[i];
            mapping = this.mappings[attr.name];
            if (mapping) {
              path = utils.entity.getComponentPropertyPath(mapping);
              if (path.constructor === Array) {
                data[path[0]] = data[path[0]] || {};
                data[path[0]][path[1]] = attr.value.trim();
              } else {
                data[path] = attr.value.trim();
              }
              continue;
            }
          }

          return data;

          /**
           * For the base to be extensible, both objects must be pure JavaScript objects.
           * The function assumes that base is undefined, or null or a pure object.
           */
          function extend (base, extension) {
            if (isUndefined(base)) {
              return copy(extension);
            }
            if (isUndefined(extension)) {
              return copy(base);
            }
            if (isPureObject(base) && isPureObject(extension)) {
              return utils.extendDeep(base, extension);
            }
            return copy(extension);
          }

          function isUndefined (value) {
            return typeof value === 'undefined';
          }

          function copy (value) {
            if (isPureObject(value)) {
              return utils.extendDeep({}, value);
            }
            return value;
          }

          function isPureObject (value) {
            return value !== null && value.constructor === Object;
          }
        }
      },

      /**
       * Sync to attribute to component property whenever mapped attribute changes.
       * If attribute is mapped to a component property, set the component property using
       * the attribute value.
       */
      attributeChangedCallback: {
        value: function (attr, oldVal, value) {
          var componentName = this.mappings[attr];

          if (attr in this.deprecatedMappings) {
            console.warn(this.deprecatedMappings[attr]);
          }

          if (!attr || !componentName) { return; }

          // Set value.
          setComponentProperty(this, componentName, value);
        }
      }
    })
  });

  // Store.
  primitives[name] = primitive;
  return primitive;
};

/**
 * Add component mappings using schema.
 */
function addComponentMapping (componentName, mappings) {
  var schema = components[componentName].schema;
  Object.keys(schema).map(function (prop) {
    // Hyphenate where there is camelCase.
    var attrName = prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase();
    // If there is a mapping collision, prefix with component name and hyphen.
    if (mappings[attrName] !== undefined) { attrName = componentName + '-' + prop; }
    mappings[attrName] = componentName + '.' + prop;
  });
}

/**
 * Helper to define a primitive, building mappings using a component schema.
 */
function definePrimitive (tagName, defaultComponents, mappings) {
  // If no initial mappings provided, start from empty map.
  mappings = mappings || {};

  // From the default components, add mapping automagically.
  Object.keys(defaultComponents).map(function buildMappings (componentName) {
    addComponentMapping(componentName, mappings);
  });

  // Register the primitive.
  module.exports.registerPrimitive(tagName, utils.extendDeep({}, null, {
    defaultComponents: defaultComponents,
    mappings: mappings
  }));
}
module.exports.definePrimitive = definePrimitive;

},{"../../core/a-entity":110,"../../core/a-register-element":113,"../../core/component":114,"../../utils/":190}],131:[function(require,module,exports){
var registerPrimitive = require('../primitives').registerPrimitive;

registerPrimitive('a-camera', {
  defaultComponents: {
    'camera': {},
    'look-controls': {},
    'wasd-controls': {},
    'position': {x: 0, y: 1.6, z: 0}
  },

  mappings: {
    active: 'camera.active',
    far: 'camera.far',
    fov: 'camera.fov',
    'look-controls-enabled': 'look-controls.enabled',
    near: 'camera.near',
    'pointer-lock-enabled': 'look-controls.pointerLockEnabled',
    'wasd-controls-enabled': 'wasd-controls.enabled',
    'reverse-mouse-drag': 'look-controls.reverseMouseDrag',
    zoom: 'camera.zoom'
  }
});

},{"../primitives":130}],132:[function(require,module,exports){
var getMeshMixin = require('../getMeshMixin');
var registerPrimitive = require('../primitives').registerPrimitive;
var utils = require('../../../utils/');

registerPrimitive('a-cursor', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    cursor: {},
    geometry: {
      primitive: 'ring',
      radiusOuter: 0.016,
      radiusInner: 0.01,
      segmentsTheta: 32
    },
    material: {
      color: '#000',
      shader: 'flat',
      opacity: 0.8
    },
    position: {
      x: 0,
      y: 0,
      z: -1
    }
  },

  mappings: {
    far: 'raycaster.far',
    fuse: 'cursor.fuse',
    'fuse-timeout': 'cursor.fuseTimeout',
    interval: 'raycaster.interval',
    objects: 'raycaster.objects'
  }
}));

},{"../../../utils/":190,"../getMeshMixin":128,"../primitives":130}],133:[function(require,module,exports){
var getMeshMixin = require('../getMeshMixin');
var registerPrimitive = require('../primitives').registerPrimitive;
var utils = require('../../../utils/');

registerPrimitive('a-curvedimage', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      height: 1,
      primitive: 'cylinder',
      radius: 2,
      segmentsRadial: 48,
      thetaLength: 270,
      openEnded: true,
      thetaStart: 0
    },
    material: {
      color: '#FFF',
      shader: 'flat',
      side: 'double',
      transparent: true,
      repeat: '-1 1'
    }
  },

  mappings: {
    height: 'geometry.height',
    'open-ended': 'geometry.openEnded',
    radius: 'geometry.radius',
    segments: 'geometry.segmentsRadial',
    start: 'geometry.thetaStart',
    'theta-length': 'geometry.thetaLength',
    'theta-start': 'geometry.thetaStart',
    'width': 'geometry.thetaLength'
  }
}));

},{"../../../utils/":190,"../getMeshMixin":128,"../primitives":130}],134:[function(require,module,exports){
var registerPrimitive = require('../primitives').registerPrimitive;

registerPrimitive('a-gltf-model', {
  mappings: {
    src: 'gltf-model'
  }
});

},{"../primitives":130}],135:[function(require,module,exports){
var getMeshMixin = require('../getMeshMixin');
var registerPrimitive = require('../primitives').registerPrimitive;
var utils = require('../../../utils/');

registerPrimitive('a-image', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      primitive: 'plane'
    },
    material: {
      color: '#FFF',
      shader: 'flat',
      side: 'double',
      transparent: true
    }
  },

  mappings: {
    height: 'geometry.height',
    width: 'geometry.width'
  }
}));

},{"../../../utils/":190,"../getMeshMixin":128,"../primitives":130}],136:[function(require,module,exports){
var registerPrimitive = require('../primitives').registerPrimitive;

registerPrimitive('a-light', {
  defaultComponents: {
    light: {}
  },

  mappings: {
    angle: 'light.angle',
    color: 'light.color',
    'ground-color': 'light.groundColor',
    decay: 'light.decay',
    distance: 'light.distance',
    intensity: 'light.intensity',
    penumbra: 'light.penumbra',
    type: 'light.type',
    target: 'light.target',
    envmap: 'light.envMap'
  }
});

},{"../primitives":130}],137:[function(require,module,exports){
var registerPrimitive = require('../primitives').registerPrimitive;

registerPrimitive('a-link', {
  defaultComponents: {
    link: {
      visualAspectEnabled: true
    }
  },

  mappings: {
    href: 'link.href',
    image: 'link.image',
    title: 'link.title'
  }
});

},{"../primitives":130}],138:[function(require,module,exports){
var meshMixin = require('../getMeshMixin')();
var registerPrimitive = require('../primitives').registerPrimitive;
var utils = require('../../../utils/');

registerPrimitive('a-obj-model', utils.extendDeep({}, meshMixin, {
  defaultComponents: {
    'obj-model': {}
  },

  mappings: {
    src: 'obj-model.obj',
    mtl: 'obj-model.mtl'
  }
}));

},{"../../../utils/":190,"../getMeshMixin":128,"../primitives":130}],139:[function(require,module,exports){
var getMeshMixin = require('../getMeshMixin');
var registerPrimitive = require('../primitives').registerPrimitive;
var utils = require('../../../utils/');
var meshPrimitives = require('./meshPrimitives');

registerPrimitive('a-sky', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      primitive: 'sphere',
      radius: 500,
      segmentsWidth: 64,
      segmentsHeight: 32
    },
    material: {
      color: '#FFF',
      side: 'back',
      shader: 'flat',
      npot: true
    },
    scale: '-1 1 1'
  },

  mappings: utils.extendDeep({}, meshPrimitives['a-sphere'].prototype.mappings)
}));

},{"../../../utils/":190,"../getMeshMixin":128,"../primitives":130,"./meshPrimitives":144}],140:[function(require,module,exports){
var registerPrimitive = require('../primitives').registerPrimitive;

registerPrimitive('a-sound', {
  defaultComponents: {
    sound: {}
  },

  mappings: {
    src: 'sound.src',
    on: 'sound.on',
    autoplay: 'sound.autoplay',
    loop: 'sound.loop',
    volume: 'sound.volume'
  }
});

},{"../primitives":130}],141:[function(require,module,exports){
// <a-text> using `definePrimitive` helper.
var definePrimitive = require('../primitives').definePrimitive;
definePrimitive('a-text', {text: {anchor: 'align', width: 5}});

},{"../primitives":130}],142:[function(require,module,exports){
var getMeshMixin = require('../getMeshMixin');
var registerPrimitive = require('../primitives').registerPrimitive;
var utils = require('../../../utils/');

registerPrimitive('a-video', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      primitive: 'plane'
    },
    material: {
      color: '#FFF',
      shader: 'flat',
      side: 'double',
      transparent: true
    }
  },

  mappings: {
    height: 'geometry.height',
    width: 'geometry.width'
  }
}));

},{"../../../utils/":190,"../getMeshMixin":128,"../primitives":130}],143:[function(require,module,exports){
var getMeshMixin = require('../getMeshMixin');
var registerPrimitive = require('../primitives').registerPrimitive;
var utils = require('../../../utils/');

registerPrimitive('a-videosphere', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      primitive: 'sphere',
      radius: 500,
      segmentsWidth: 64,
      segmentsHeight: 32
    },
    material: {
      color: '#FFF',
      shader: 'flat',
      side: 'back',
      npot: true
    },
    scale: '-1 1 1'
  },

  mappings: {
    radius: 'geometry.radius',
    'segments-height': 'geometry.segmentsHeight',
    'segments-width': 'geometry.segmentsWidth'
  }
}));

},{"../../../utils/":190,"../getMeshMixin":128,"../primitives":130}],144:[function(require,module,exports){
/**
 * Automated mesh primitive registration.
 */
var getMeshMixin = require('../getMeshMixin');
var geometries = require('../../../core/geometry').geometries;
var geometryNames = require('../../../core/geometry').geometryNames;
var registerPrimitive = require('../primitives').registerPrimitive;
var utils = require('../../../utils/');

// For testing.
var meshPrimitives = module.exports = {};

// Generate primitive for each geometry type.
geometryNames.forEach(function registerMeshPrimitive (geometryName) {
  var geometry = geometries[geometryName];
  var geometryHyphened = unCamelCase(geometryName);

  // Generate mappings.
  var mappings = {};
  Object.keys(geometry.schema).forEach(function createMapping (property) {
    mappings[unCamelCase(property)] = 'geometry.' + property;
  });

  // Register.
  var tagName = 'a-' + geometryHyphened;
  var primitive = registerPrimitive(tagName, utils.extendDeep({}, getMeshMixin(), {
    defaultComponents: {geometry: {primitive: geometryName}},
    mappings: mappings
  }));
  meshPrimitives[tagName] = primitive;
});

/**
 * camelCase to hyphened-string.
 */
function unCamelCase (str) {
  return str.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase();
}

},{"../../../core/geometry":115,"../../../utils/":190,"../getMeshMixin":128,"../primitives":130}],145:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

registerGeometry('box', {
  schema: {
    depth: {default: 1, min: 0},
    height: {default: 1, min: 0},
    width: {default: 1, min: 0},
    segmentsHeight: {default: 1, min: 1, max: 20, type: 'int'},
    segmentsWidth: {default: 1, min: 1, max: 20, type: 'int'},
    segmentsDepth: {default: 1, min: 1, max: 20, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.BoxGeometry(
      data.width, data.height, data.depth,
      data.segmentsWidth, data.segmentsHeight, data.segmentsDepth);
  }
});

},{"../core/geometry":115,"../lib/three":162}],146:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('circle', {
  schema: {
    radius: {default: 1, min: 0},
    segments: {default: 32, min: 3, type: 'int'},
    thetaLength: {default: 360, min: 0},
    thetaStart: {default: 0}
  },

  init: function (data) {
    this.geometry = new THREE.CircleGeometry(
      data.radius, data.segments, degToRad(data.thetaStart), degToRad(data.thetaLength));
  }
});

},{"../core/geometry":115,"../lib/three":162}],147:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('cone', {
  schema: {
    height: {default: 1, min: 0},
    openEnded: {default: false},
    radiusBottom: {default: 1, min: 0},
    radiusTop: {default: 0.01, min: 0},
    segmentsHeight: {default: 18, min: 1, type: 'int'},
    segmentsRadial: {default: 36, min: 3, type: 'int'},
    thetaLength: {default: 360, min: 0},
    thetaStart: {default: 0}
  },

  init: function (data) {
    this.geometry = new THREE.CylinderGeometry(
        data.radiusTop, data.radiusBottom, data.height, data.segmentsRadial,
        data.segmentsHeight, data.openEnded, degToRad(data.thetaStart),
        degToRad(data.thetaLength));
  }
});

},{"../core/geometry":115,"../lib/three":162}],148:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('cylinder', {
  schema: {
    height: {default: 1, min: 0},
    openEnded: {default: false},
    radius: {default: 1, min: 0},
    segmentsHeight: {default: 18, min: 1, type: 'int'},
    segmentsRadial: {default: 36, min: 3, type: 'int'},
    thetaLength: {default: 360, min: 0},
    thetaStart: {default: 0}
  },

  init: function (data) {
    this.geometry = new THREE.CylinderGeometry(
        data.radius, data.radius, data.height, data.segmentsRadial, data.segmentsHeight,
        data.openEnded, degToRad(data.thetaStart), degToRad(data.thetaLength));
  }
});

},{"../core/geometry":115,"../lib/three":162}],149:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

registerGeometry('dodecahedron', {
  schema: {
    detail: {default: 0, min: 0, max: 5, type: 'int'},
    radius: {default: 1, min: 0}
  },

  init: function (data) {
    this.geometry = new THREE.DodecahedronGeometry(data.radius, data.detail);
  }
});

},{"../core/geometry":115,"../lib/three":162}],150:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

registerGeometry('icosahedron', {
  schema: {
    detail: {default: 0, min: 0, max: 5, type: 'int'},
    radius: {default: 1, min: 0}
  },

  init: function (data) {
    this.geometry = new THREE.IcosahedronGeometry(data.radius, data.detail);
  }
});

},{"../core/geometry":115,"../lib/three":162}],151:[function(require,module,exports){
require('./box.js');
require('./circle.js');
require('./cone.js');
require('./cylinder.js');
require('./dodecahedron.js');
require('./icosahedron.js');
require('./octahedron.js');
require('./plane.js');
require('./ring.js');
require('./sphere.js');
require('./tetrahedron.js');
require('./torus.js');
require('./torusKnot.js');
require('./triangle.js');

},{"./box.js":145,"./circle.js":146,"./cone.js":147,"./cylinder.js":148,"./dodecahedron.js":149,"./icosahedron.js":150,"./octahedron.js":152,"./plane.js":153,"./ring.js":154,"./sphere.js":155,"./tetrahedron.js":156,"./torus.js":157,"./torusKnot.js":158,"./triangle.js":159}],152:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

registerGeometry('octahedron', {
  schema: {
    detail: {default: 0, min: 0, max: 5, type: 'int'},
    radius: {default: 1, min: 0}
  },

  init: function (data) {
    this.geometry = new THREE.OctahedronGeometry(data.radius, data.detail);
  }
});

},{"../core/geometry":115,"../lib/three":162}],153:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

registerGeometry('plane', {
  schema: {
    height: {default: 1, min: 0},
    width: {default: 1, min: 0},
    segmentsHeight: {default: 1, min: 1, max: 20, type: 'int'},
    segmentsWidth: {default: 1, min: 1, max: 20, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.PlaneGeometry(data.width, data.height, data.segmentsWidth, data.segmentsHeight);
  }
});

},{"../core/geometry":115,"../lib/three":162}],154:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('ring', {
  schema: {
    radiusInner: {default: 0.8, min: 0},
    radiusOuter: {default: 1.2, min: 0},
    segmentsPhi: {default: 10, min: 1, type: 'int'},
    segmentsTheta: {default: 32, min: 3, type: 'int'},
    thetaLength: {default: 360, min: 0},
    thetaStart: {default: 0}
  },

  init: function (data) {
    this.geometry = new THREE.RingGeometry(
        data.radiusInner, data.radiusOuter, data.segmentsTheta, data.segmentsPhi,
        degToRad(data.thetaStart), degToRad(data.thetaLength));
  }
});

},{"../core/geometry":115,"../lib/three":162}],155:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('sphere', {
  schema: {
    radius: {default: 1, min: 0},
    phiLength: {default: 360},
    phiStart: {default: 0, min: 0},
    thetaLength: {default: 180, min: 0},
    thetaStart: {default: 0},
    segmentsHeight: {default: 18, min: 2, type: 'int'},
    segmentsWidth: {default: 36, min: 3, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.SphereGeometry(
      data.radius, data.segmentsWidth, data.segmentsHeight, degToRad(data.phiStart),
      degToRad(data.phiLength), degToRad(data.thetaStart), degToRad(data.thetaLength));
  }
});

},{"../core/geometry":115,"../lib/three":162}],156:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

registerGeometry('tetrahedron', {
  schema: {
    detail: {default: 0, min: 0, max: 5, type: 'int'},
    radius: {default: 1, min: 0}
  },

  init: function (data) {
    this.geometry = new THREE.TetrahedronGeometry(data.radius, data.detail);
  }
});

},{"../core/geometry":115,"../lib/three":162}],157:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('torus', {
  schema: {
    arc: {default: 360},
    radius: {default: 1, min: 0},
    radiusTubular: {default: 0.2, min: 0},
    segmentsRadial: {default: 36, min: 2, type: 'int'},
    segmentsTubular: {default: 32, min: 3, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.TorusGeometry(
      data.radius, data.radiusTubular * 2, data.segmentsRadial, data.segmentsTubular,
      degToRad(data.arc));
  }
});

},{"../core/geometry":115,"../lib/three":162}],158:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

registerGeometry('torusKnot', {
  schema: {
    p: {default: 2, min: 1},
    q: {default: 3, min: 1},
    radius: {default: 1, min: 0},
    radiusTubular: {default: 0.2, min: 0},
    segmentsRadial: {default: 8, min: 3, type: 'int'},
    segmentsTubular: {default: 100, min: 3, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.TorusKnotGeometry(
      data.radius, data.radiusTubular * 2, data.segmentsTubular, data.segmentsRadial,
      data.p, data.q);
  }
});

},{"../core/geometry":115,"../lib/three":162}],159:[function(require,module,exports){
var registerGeometry = require('../core/geometry').registerGeometry;
var THREE = require('../lib/three');

var quaternion = new THREE.Quaternion();
var rotateVector = new THREE.Vector3(0, 0, 1);
var uvMinVector = new THREE.Vector2();
var uvMaxVector = new THREE.Vector2();
var uvScaleVector = new THREE.Vector2();

registerGeometry('triangle', {
  schema: {
    vertexA: {type: 'vec3', default: {x: 0, y: 0.5, z: 0}},
    vertexB: {type: 'vec3', default: {x: -0.5, y: -0.5, z: 0}},
    vertexC: {type: 'vec3', default: {x: 0.5, y: -0.5, z: 0}}
  },

  init: function (data) {
    var geometry;
    var normal;
    var triangle;
    var uvA;
    var uvB;
    var uvC;

    var vertices;
    var normals;
    var uvs;

    triangle = new THREE.Triangle();
    triangle.a.set(data.vertexA.x, data.vertexA.y, data.vertexA.z);
    triangle.b.set(data.vertexB.x, data.vertexB.y, data.vertexB.z);
    triangle.c.set(data.vertexC.x, data.vertexC.y, data.vertexC.z);
    normal = triangle.getNormal(new THREE.Vector3());

    // Rotate the 3D triangle to be parallel to XY plane.
    quaternion.setFromUnitVectors(normal, rotateVector);
    uvA = triangle.a.clone().applyQuaternion(quaternion);
    uvB = triangle.b.clone().applyQuaternion(quaternion);
    uvC = triangle.c.clone().applyQuaternion(quaternion);

    // Compute UVs.
    // Normalize x/y values of UV so they are within 0 to 1.
    uvMinVector.set(Math.min(uvA.x, uvB.x, uvC.x), Math.min(uvA.y, uvB.y, uvC.y));
    uvMaxVector.set(Math.max(uvA.x, uvB.x, uvC.x), Math.max(uvA.y, uvB.y, uvC.y));
    uvScaleVector.set(0, 0).subVectors(uvMaxVector, uvMinVector);
    uvA = new THREE.Vector2().subVectors(uvA, uvMinVector).divide(uvScaleVector);
    uvB = new THREE.Vector2().subVectors(uvB, uvMinVector).divide(uvScaleVector);
    uvC = new THREE.Vector2().subVectors(uvC, uvMinVector).divide(uvScaleVector);

    geometry = this.geometry = new THREE.BufferGeometry();
    vertices = [
      triangle.a.x, triangle.a.y, triangle.a.z,
      triangle.b.x, triangle.b.y, triangle.b.z,
      triangle.c.x, triangle.c.y, triangle.c.z
    ];
    normals = [
      normal.x, normal.y, normal.z,
      normal.x, normal.y, normal.z,
      normal.x, normal.y, normal.z
    ];
    uvs = [
      uvA.x, uvA.y,
      uvB.x, uvB.y,
      uvC.x, uvC.y
    ];

    geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
    geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
    geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
  }
});

},{"../core/geometry":115,"../lib/three":162}],160:[function(require,module,exports){
// Polyfill `Promise`.
window.Promise = window.Promise || require('promise-polyfill');

// WebVR polyfill
// Check before the polyfill runs.
window.hasNativeWebVRImplementation = !!window.navigator.getVRDisplays ||
                                      !!window.navigator.getVRDevices;
window.hasNativeWebXRImplementation = navigator.xr !== undefined;

// If native WebXR or WebVR are defined WebVRPolyfill does not initialize.
if (!window.hasNativeWebXRImplementation && !window.hasNativeWebVRImplementation) {
  var isIOSOlderThan10 = require('./utils/isIOSOlderThan10');
  // Workaround for iOS Safari canvas sizing issues in stereo (webvr-polyfill/issues/102).
  // Only for iOS on versions older than 10.
  var bufferScale = isIOSOlderThan10(window.navigator.userAgent) ? 1 / window.devicePixelRatio : 1;
  var WebVRPolyfill = require('webvr-polyfill');
  var polyfillConfig = {
    BUFFER_SCALE: bufferScale,
    CARDBOARD_UI_DISABLED: true,
    ROTATE_INSTRUCTIONS_DISABLED: true,
    MOBILE_WAKE_LOCK: !!window.cordova
  };
  window.webvrpolyfill = new WebVRPolyfill(polyfillConfig);
}

var utils = require('./utils/');
var debug = utils.debug;

if (utils.isIE11) {
  // Polyfill `CustomEvent`.
  require('custom-event-polyfill');
  // Polyfill String.startsWith.
  require('../vendor/starts-with-polyfill');
}

var error = debug('A-Frame:error');
var warn = debug('A-Frame:warn');

if (window.document.currentScript && window.document.currentScript.parentNode !==
    window.document.head && !window.debug) {
  warn('Put the A-Frame <script> tag in the <head> of the HTML *before* the scene to ' +
       'ensure everything for A-Frame is properly registered before they are used from ' +
       'HTML.');
}

// Error if not using a server.
if (!window.cordova && window.location.protocol === 'file:') {
  error(
    'This HTML file is currently being served via the file:// protocol. ' +
    'Assets, textures, and models WILL NOT WORK due to cross-origin policy! ' +
    'Please use a local or hosted server: ' +
    'https://aframe.io/docs/0.5.0/introduction/getting-started.html#using-a-local-server.');
}

require('present'); // Polyfill `performance.now()`.

// CSS.
if (utils.device.isBrowserEnvironment) {
  require('./style/aframe.css');
  require('./style/rStats.css');
}

// Required before `AEntity` so that all components are registered.
var AScene = require('./core/scene/a-scene').AScene;
var components = require('./core/component').components;
var registerComponent = require('./core/component').registerComponent;
var registerGeometry = require('./core/geometry').registerGeometry;
var registerPrimitive = require('./extras/primitives/primitives').registerPrimitive;
var registerShader = require('./core/shader').registerShader;
var registerSystem = require('./core/system').registerSystem;
var shaders = require('./core/shader').shaders;
var systems = require('./core/system').systems;
// Exports THREE to window so three.js can be used without alteration.
var THREE = window.THREE = require('./lib/three');

var pkg = require('../package');

require('./components/index'); // Register standard components.
require('./geometries/index'); // Register standard geometries.
require('./shaders/index'); // Register standard shaders.
require('./systems/index'); // Register standard systems.
var ANode = require('./core/a-node');
var AEntity = require('./core/a-entity'); // Depends on ANode and core components.

require('./core/a-assets');
require('./core/a-cubemap');
require('./core/a-mixin');

// Extras.
require('./extras/components/');
require('./extras/primitives/');

console.log('A-Frame Version: 1.3.0 (Date 2022-02-04, Commit #cc3516ce)');
console.log('THREE Version (https://github.com/supermedium/three.js):',
            pkg.dependencies['super-three']);
console.log('WebVR Polyfill Version:', pkg.dependencies['webvr-polyfill']);

module.exports = window.AFRAME = {
  AComponent: require('./core/component').Component,
  AEntity: AEntity,
  ANode: ANode,
  ANIME: require('super-animejs'),
  AScene: AScene,
  components: components,
  coreComponents: Object.keys(components),
  geometries: require('./core/geometry').geometries,
  registerComponent: registerComponent,
  registerElement: require('./core/a-register-element').registerElement,
  registerGeometry: registerGeometry,
  registerPrimitive: registerPrimitive,
  registerShader: registerShader,
  registerSystem: registerSystem,
  primitives: {
    getMeshMixin: require('./extras/primitives/getMeshMixin'),
    primitives: require('./extras/primitives/primitives').primitives
  },
  scenes: require('./core/scene/scenes'),
  schema: require('./core/schema'),
  shaders: shaders,
  systems: systems,
  THREE: THREE,
  utils: utils,
  version: pkg.version
};

},{"../package":52,"../vendor/starts-with-polyfill":203,"./components/index":65,"./core/a-assets":108,"./core/a-cubemap":109,"./core/a-entity":110,"./core/a-mixin":111,"./core/a-node":112,"./core/a-register-element":113,"./core/component":114,"./core/geometry":115,"./core/scene/a-scene":117,"./core/scene/scenes":121,"./core/schema":123,"./core/shader":124,"./core/system":125,"./extras/components/":126,"./extras/primitives/":129,"./extras/primitives/getMeshMixin":128,"./extras/primitives/primitives":130,"./geometries/index":151,"./lib/three":162,"./shaders/index":164,"./style/aframe.css":171,"./style/rStats.css":172,"./systems/index":176,"./utils/":190,"./utils/isIOSOlderThan10":193,"custom-event-polyfill":7,"present":30,"promise-polyfill":32,"super-animejs":34,"webvr-polyfill":47}],161:[function(require,module,exports){
window.aframeStats = function (scene) {
  var _rS = null;
  var _scene = scene;
  var _values = {
    te: {
      caption: 'Entities'
    },
    lt: {
      caption: 'Load Time'
    }
  };
  var _groups = [ {
    caption: 'A-Frame',
    values: [ 'te', 'lt' ]
  } ];

  function _update () {
    _rS('te').set(getEntityCount());
    if (window.performance.getEntriesByName) {
      _rS('lt').set(window.performance.getEntriesByName('render-started')[0].startTime.toFixed(0));
    }
  }

  function getEntityCount () {
    var elements = _scene.querySelectorAll('*');
    Array.prototype.slice.call(elements).filter(function (el) {
      return el.isEntity;
    });
    return elements.length;
  }

  function _start () {}

  function _end () {}

  function _attach (r) {
    _rS = r;
  }

  return {
    update: _update,
    start: _start,
    end: _end,
    attach: _attach,
    values: _values,
    groups: _groups,
    fractions: []
  };
};

if (typeof module === 'object') {
  module.exports = {
    aframeStats: window.aframeStats
  };
}

},{}],162:[function(require,module,exports){
(function (global){(function (){
var THREE = global.THREE = require('super-three');

// Allow cross-origin images to be loaded.

// This should not be on `THREE.Loader` nor `THREE.ImageUtils`.
// Must be on `THREE.TextureLoader`.
if (THREE.TextureLoader) {
  THREE.TextureLoader.prototype.crossOrigin = 'anonymous';
}

// This is for images loaded from the model loaders.
if (THREE.ImageLoader) {
  THREE.ImageLoader.prototype.crossOrigin = 'anonymous';
}

// In-memory caching for XHRs (for images, audio files, textures, etc.).
if (THREE.Cache) {
  THREE.Cache.enabled = true;
}

// TODO: Eventually include these only if they are needed by a component.
require('../../vendor/DeviceOrientationControls'); // THREE.DeviceOrientationControls
require('super-three/examples/js/loaders/DRACOLoader');  // THREE.DRACOLoader
require('super-three/examples/js/loaders/GLTFLoader');  // THREE.GLTFLoader
require('super-three/examples/js/loaders/OBJLoader');  // THREE.OBJLoader
require('super-three/examples/js/loaders/MTLLoader');  // THREE.MTLLoader
require('super-three/examples/js/utils/BufferGeometryUtils');  // THREE.BufferGeometryUtils
require('super-three/examples/js/lights/LightProbeGenerator'); // THREE.LightProbeGenerator

THREE.DRACOLoader.prototype.crossOrigin = 'anonymous';
THREE.GLTFLoader.prototype.crossOrigin = 'anonymous';
THREE.MTLLoader.prototype.crossOrigin = 'anonymous';
THREE.OBJLoader.prototype.crossOrigin = 'anonymous';

module.exports = THREE;

}).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{"../../vendor/DeviceOrientationControls":200,"super-three":35,"super-three/examples/js/lights/LightProbeGenerator":36,"super-three/examples/js/loaders/DRACOLoader":37,"super-three/examples/js/loaders/GLTFLoader":38,"super-three/examples/js/loaders/MTLLoader":39,"super-three/examples/js/loaders/OBJLoader":40,"super-three/examples/js/utils/BufferGeometryUtils":41}],163:[function(require,module,exports){
var registerShader = require('../core/shader').registerShader;
var THREE = require('../lib/three');
var utils = require('../utils/');

/**
 * Flat shader using THREE.MeshBasicMaterial.
 */
module.exports.Shader = registerShader('flat', {
  schema: {
    color: {type: 'color'},
    fog: {default: true},
    height: {default: 256},
    offset: {type: 'vec2', default: {x: 0, y: 0}},
    repeat: {type: 'vec2', default: {x: 1, y: 1}},
    src: {type: 'map'},
    width: {default: 512},
    wireframe: {default: false},
    wireframeLinewidth: {default: 2}
  },

  /**
   * Initializes the shader.
   * Adds a reference from the scene to this entity as the camera.
   */
  init: function (data) {
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    this.materialData = {color: new THREE.Color()};
    this.textureSrc = null;
    getMaterialData(data, this.materialData);
    this.rendererSystem.applyColorCorrection(this.materialData.color);
    this.material = new THREE.MeshBasicMaterial(this.materialData);
    utils.material.updateMap(this, data);
  },

  update: function (data) {
    this.updateMaterial(data);
    utils.material.updateMap(this, data);
  },

  /**
   * Updating existing material.
   *
   * @param {object} data - Material component data.
   */
  updateMaterial: function (data) {
    var key;
    getMaterialData(data, this.materialData);
    this.rendererSystem.applyColorCorrection(this.materialData.color);
    for (key in this.materialData) {
      this.material[key] = this.materialData[key];
    }
  }
});

/**
 * Builds and normalize material data, normalizing stuff along the way.
 *
 * @param {object} data - Material data.
 * @param {object} materialData - Object to reuse.
 * @returns {object} Updated material data.
 */
function getMaterialData (data, materialData) {
  materialData.color.set(data.color);
  materialData.fog = data.fog;
  materialData.wireframe = data.wireframe;
  materialData.wireframeLinewidth = data.wireframeLinewidth;
  return materialData;
}

},{"../core/shader":124,"../lib/three":162,"../utils/":190}],164:[function(require,module,exports){
require('./flat');
require('./standard');
require('./phong');
require('./sdf');
require('./msdf');
require('./ios10hls');
require('./shadow');

},{"./flat":163,"./ios10hls":165,"./msdf":166,"./phong":167,"./sdf":168,"./shadow":169,"./standard":170}],165:[function(require,module,exports){
var registerShader = require('../core/shader').registerShader;

/**
 * Custom shader for iOS 10 HTTP Live Streaming (HLS).
 * For more information on HLS, see https://datatracker.ietf.org/doc/draft-pantos-http-live-streaming/
 */
module.exports.Shader = registerShader('ios10hls', {
  schema: {
    src: {type: 'map', is: 'uniform'},
    opacity: {type: 'number', is: 'uniform', default: 1}
  },

  vertexShader: [
    'varying vec2 vUV;',
    'void main(void) {',
    '  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
    '  vUV = uv;',
    '}'
  ].join('\n'),

  fragmentShader: [
    'uniform sampler2D src;',
    'uniform float opacity;',
    'varying vec2 vUV;',
    'void main() {',
    '  vec2 offset = vec2(0, 0);',
    '  vec2 repeat = vec2(1, 1);',
    '  vec4 color = texture2D(src, vec2(vUV.x / repeat.x + offset.x, (1.0 - vUV.y) / repeat.y + offset.y)).bgra;',
    '  gl_FragColor = vec4(color.rgb, opacity);',
    '}'
  ].join('\n')
});


},{"../core/shader":124}],166:[function(require,module,exports){
var registerShader = require('../core/shader').registerShader;

var isWebGL2AVailable = !!document.createElement('canvas').getContext('webgl2');

var VERTEX_SHADER_WEBGL1 = [
  'attribute vec2 uv;',
  'attribute vec3 position;',
  'uniform mat4 projectionMatrix;',
  'uniform mat4 modelViewMatrix;',
  'varying vec2 vUV;',
  'void main(void) {',
  '  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
  '  vUV = uv;',
  '}'
].join('\n');

var VERTEX_SHADER_WEBGL2 = [
  '#version 300 es',
  'in vec2 uv;',
  'in vec3 position;',
  'uniform mat4 projectionMatrix;',
  'uniform mat4 modelViewMatrix;',
  'out vec2 vUV;',
  'void main(void) {',
  '  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
  '  vUV = uv;',
  '}'
].join('\n');

var VERTEX_SHADER = isWebGL2AVailable ? VERTEX_SHADER_WEBGL2 : VERTEX_SHADER_WEBGL1;

var FRAGMENT_SHADER_WEBGL1 = [
  '#ifdef GL_OES_standard_derivatives',
  '#extension GL_OES_standard_derivatives: enable',
  '#endif',
  'precision highp float;',
  'uniform bool negate;',
  'uniform float alphaTest;',
  'uniform float opacity;',
  'uniform sampler2D map;',
  'uniform vec3 color;',
  'varying vec2 vUV;',

  'float median(float r, float g, float b) {',
  '  return max(min(r, g), min(max(r, g), b));',
  '}',

  // FIXME: Experimentally determined constants.
  '#define BIG_ENOUGH 0.001',
  '#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)',

  'void main() {',
  '  vec3 sampleColor = texture2D(map, vUV).rgb;',
  '  if (negate) { sampleColor = 1.0 - sampleColor; }',

  '  float sigDist = median(sampleColor.r, sampleColor.g, sampleColor.b) - 0.5;',
  '  float alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);',
  '  float dscale = 0.353505;',
  '  vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));',
  '  float isBigEnough = max(abs(duv.x), abs(duv.y));',

  // When texel is too small, blend raw alpha value rather than supersampling.
  // FIXME: Experimentally determined constant.
  '  // Do modified alpha test.',
  '  if (isBigEnough > BIG_ENOUGH) {',
  '    float ratio = BIG_ENOUGH / isBigEnough;',
  '    alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);',
  '  }',

  '  // Do modified alpha test.',
  '  if (alpha < alphaTest * MODIFIED_ALPHATEST) { discard; return; }',
  '  gl_FragColor = vec4(color.xyz, alpha * opacity);',
  '}'
].join('\n');

var FRAGMENT_SHADER_WEBGL2 = [
  '#version 300 es',
  'precision highp float;',
  'uniform bool negate;',
  'uniform float alphaTest;',
  'uniform float opacity;',
  'uniform sampler2D map;',
  'uniform vec3 color;',
  'in vec2 vUV;',
  'out vec4 fragColor;',

  'float median(float r, float g, float b) {',
  '  return max(min(r, g), min(max(r, g), b));',
  '}',

  // FIXME: Experimentally determined constants.
  '#define BIG_ENOUGH 0.001',
  '#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)',

  'void main() {',
  '  vec3 sampleColor = texture(map, vUV).rgb;',
  '  if (negate) { sampleColor = 1.0 - sampleColor; }',

  '  float sigDist = median(sampleColor.r, sampleColor.g, sampleColor.b) - 0.5;',
  '  float alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);',
  '  float dscale = 0.353505;',
  '  vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));',
  '  float isBigEnough = max(abs(duv.x), abs(duv.y));',

  // When texel is too small, blend raw alpha value rather than supersampling.
  // FIXME: Experimentally determined constant.
  '  // Do modified alpha test.',
  '  if (isBigEnough > BIG_ENOUGH) {',
  '    float ratio = BIG_ENOUGH / isBigEnough;',
  '    alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);',
  '  }',

  '  // Do modified alpha test.',
  '  if (alpha < alphaTest * MODIFIED_ALPHATEST) { discard; return; }',
  '  fragColor = vec4(color.xyz, alpha * opacity);',
  '}'
].join('\n');

var FRAGMENT_SHADER = isWebGL2AVailable ? FRAGMENT_SHADER_WEBGL2 : FRAGMENT_SHADER_WEBGL1;

/**
 * Multi-channel signed distance field.
 * Used by text component.
 */
module.exports.Shader = registerShader('msdf', {
  schema: {
    alphaTest: {type: 'number', is: 'uniform', default: 0.5},
    color: {type: 'color', is: 'uniform', default: 'white'},
    map: {type: 'map', is: 'uniform'},
    negate: {type: 'boolean', is: 'uniform', default: true},
    opacity: {type: 'number', is: 'uniform', default: 1.0}
  },

  raw: true,

  vertexShader: VERTEX_SHADER,

  fragmentShader: FRAGMENT_SHADER
});

},{"../core/shader":124}],167:[function(require,module,exports){
var registerShader = require('../core/shader').registerShader;
var THREE = require('../lib/three');
var utils = require('../utils/');

var CubeLoader = new THREE.CubeTextureLoader();
var texturePromises = {};

/**
 * Phong shader using THREE.MeshPhongMaterial.
 */
module.exports.Shader = registerShader('phong', {
  schema: {
    color: { type: 'color' },
    emissive: { type: 'color', default: 'black' },
    emissiveIntensity: { default: 1 },
    specular: { type: 'color', default: '#111111' },
    transparent: { default: false },
    fog: { default: true },
    offset: { type: 'vec2', default: { x: 0, y: 0 } },
    repeat: { type: 'vec2', default: { x: 1, y: 1 } },
    src: { type: 'map' },
    envMap: { default: '' },
    sphericalEnvMap: { type: 'map' },
    shininess: { default: 30 },
    flatShading: { default: false },
    wireframe: { default: false },
    wireframeLinewidth: { default: 2 },
    combine: { oneOF: ['multiply', 'mix', 'add'], default: 'mix' },
    reflectivity: { default: 0.9 },
    refractionRatio: { default: 0.98 },
    refract: { default: false },

    normalMap: { type: 'map' },
    normalScale: { type: 'vec2', default: { x: 1, y: 1 } },
    normalTextureOffset: { type: 'vec2' },
    normalTextureRepeat: { type: 'vec2', default: { x: 1, y: 1 } },

    displacementMap: { type: 'map' },
    displacementScale: { default: 1 },
    displacementBias: { default: 0.5 },
    displacementTextureOffset: { type: 'vec2' },
    displacementTextureRepeat: { type: 'vec2', default: { x: 1, y: 1 } },

    bumpMap: { type: 'map' },
    bumpMapScale: { default: 1 },
    bumpTextureOffset: { type: 'vec2' },
    bumpTextureRepeat: { type: 'vec2', default: { x: 1, y: 1 } }
  },

  /**
   * Initializes the shader.
   * Adds a reference from the scene to this entity as the camera.
   */
  init: function (data) {
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    this.materialData = { color: new THREE.Color(), specular: new THREE.Color(), emissive: new THREE.Color() };
    this.textureSrc = null;
    getMaterialData(data, this.materialData);
    this.rendererSystem.applyColorCorrection(this.materialData.color);
    this.material = new THREE.MeshPhongMaterial(this.materialData);
    utils.material.updateMap(this, data);
  },

  update: function (data) {
    this.updateMaterial(data);
    utils.material.updateMap(this, data);
    if (data.normalMap) { utils.material.updateDistortionMap('normal', this, data); }
    if (data.displacementMap) { utils.material.updateDistortionMap('displacement', this, data); }
    if (data.ambientOcclusionMap) { utils.material.updateDistortionMap('ambientOcclusion', this, data); }
    if (data.bump) { utils.material.updateDistortionMap('bump', this, data); }
    this.updateEnvMap(data);
  },

  /**
   * Updating existing material.
   *
   * @param {object} data - Material component data.
   */
  updateMaterial: function (data) {
    var key;
    getMaterialData(data, this.materialData);
    this.rendererSystem.applyColorCorrection(this.materialData.color);
    for (key in this.materialData) {
      this.material[key] = this.materialData[key];
    }
  },

  /**
   * Handle environment cubemap. Textures are cached in texturePromises.
   */
  updateEnvMap: function (data) {
    var self = this;
    var material = this.material;
    var envMap = data.envMap;
    var sphericalEnvMap = data.sphericalEnvMap;
    var refract = data.refract;
    var sceneEl = this.el.sceneEl;

    // No envMap defined or already loading.
    if ((!envMap && !sphericalEnvMap) || this.isLoadingEnvMap) {
      Object.defineProperty(material, 'envMap', {
        get: function () {
          return sceneEl.object3D.environment;
        },
        set: function (value) {
          delete this.envMap;
          this.envMap = value;
        }
      });
      material.needsUpdate = true;
      return;
    }
    this.isLoadingEnvMap = true;
    delete material.envMap;

    // if a spherical env map is defined then use it.
    if (sphericalEnvMap) {
      this.el.sceneEl.systems.material.loadTexture(sphericalEnvMap, { src: sphericalEnvMap }, function textureLoaded (texture) {
        self.isLoadingEnvMap = false;
        texture.mapping = refract ? THREE.EquirectangularRefractionMapping : THREE.EquirectangularReflectionMapping;

        material.envMap = texture;
        utils.material.handleTextureEvents(self.el, texture);
        material.needsUpdate = true;
      });
      return;
    }

    // Another material is already loading this texture. Wait on promise.
    if (texturePromises[envMap]) {
      texturePromises[envMap].then(function (cube) {
        self.isLoadingEnvMap = false;
        material.envMap = cube;
        utils.material.handleTextureEvents(self.el, cube);
        material.needsUpdate = true;
      });
      return;
    }

    // Material is first to load this texture. Load and resolve texture.
    texturePromises[envMap] = new Promise(function (resolve) {
      utils.srcLoader.validateCubemapSrc(envMap, function loadEnvMap (urls) {
        CubeLoader.load(urls, function (cube) {
          // Texture loaded.
          self.isLoadingEnvMap = false;
          material.envMap = cube;
          cube.mapping = refract ? THREE.CubeRefractionMapping : THREE.CubeReflectionMapping;
          utils.material.handleTextureEvents(self.el, cube);
          resolve(cube);
        });
      });
    });
  }
});

/**
 * Builds and normalize material data, normalizing stuff along the way.
 *
 * @param {object} data - Material data.
 * @param {object} materialData - Object to use.
 * @returns {object} Updated materialData.
 */
function getMaterialData (data, materialData) {
  materialData.color.set(data.color);
  materialData.specular.set(data.emissive);
  materialData.emissive.set(data.emissive);
  materialData.emissiveIntensity = data.emissiveIntensity;
  materialData.fog = data.fog;
  materialData.transparent = data.transparent;
  materialData.wireframe = data.wireframe;
  materialData.wireframeLinewidth = data.wireframeLinewidth;
  materialData.shininess = data.shininess;
  materialData.flatShading = data.flatShading;
  materialData.wireframe = data.wireframe;
  materialData.wireframeLinewidth = data.wireframeLinewidth;
  materialData.reflectivity = data.reflectivity;
  materialData.refractionRatio = data.refractionRatio;

  switch (data.combine) {
    case 'mix':
      materialData.combine = THREE.MixOperation;
      break;
    case 'multiply':
      materialData.combine = THREE.MultiplyOperation;
      break;
    case 'add':
      materialData.combine = THREE.AddOperation;
      break;
  }

  if (data.normalMap) {
    materialData.normalScale = data.normalScale;
  }

  if (data.ambientOcclusionMap) {
    materialData.aoMapIntensity = data.ambientOcclusionMapIntensity;
  }

  if (data.bumpMap) {
    materialData.aoMapIntensity = data.bumpMapScale;
  }

  if (data.displacementMap) {
    materialData.displacementScale = data.displacementScale;
    materialData.displacementBias = data.displacementBias;
  }

  return materialData;
}

},{"../core/shader":124,"../lib/three":162,"../utils/":190}],168:[function(require,module,exports){
var registerShader = require('../core/shader').registerShader;

var isWebGL2AVailable = !!document.createElement('canvas').getContext('webgl2');

var VERTEX_SHADER_WEBGL1 = [
  'attribute vec2 uv;',
  'attribute vec3 position;',
  'uniform mat4 projectionMatrix;',
  'uniform mat4 modelViewMatrix;',
  'varying vec2 vUV;',
  'void main(void) {',
  '  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
  '  vUV = uv;',
  '}'
].join('\n');

var VERTEX_SHADER_WEBGL2 = [
  '#version 300 es',
  'in vec2 uv;',
  'in vec3 position;',
  'uniform mat4 projectionMatrix;',
  'uniform mat4 modelViewMatrix;',
  'out vec2 vUV;',
  'void main(void) {',
  '  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
  '  vUV = uv;',
  '}'
].join('\n');

var VERTEX_SHADER = isWebGL2AVailable ? VERTEX_SHADER_WEBGL2 : VERTEX_SHADER_WEBGL1;

var FRAGMENT_SHADER_WEBGL1 = [
  '#ifdef GL_OES_standard_derivatives',
  '#extension GL_OES_standard_derivatives: enable',
  '#endif',

  'precision highp float;',
  'uniform float alphaTest;',
  'uniform float opacity;',
  'uniform sampler2D map;',
  'uniform vec3 color;',
  'varying vec2 vUV;',

  '#ifdef GL_OES_standard_derivatives',
  '  float contour(float width, float value) {',
  '    return smoothstep(0.5 - value, 0.5 + value, width);',
  '  }',
  '#else',
  '  float aastep(float value, float afwidth) {',
  '    return smoothstep(0.5 - afwidth, 0.5 + afwidth, value);',
  '  }',
  '#endif',

  // FIXME: Experimentally determined constants.
  '#define BIG_ENOUGH 0.001',
  '#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)',
  '#define ALL_SMOOTH 0.4',
  '#define ALL_ROUGH 0.02',
  '#define DISCARD_ALPHA (alphaTest / (2.2 - 1.2 * ratio))',

  'void main() {',
     // When we have derivatives and can get texel size for supersampling.
  '  #ifdef GL_OES_standard_derivatives',
  '    vec2 uv = vUV;',
  '    vec4 texColor = texture2D(map, uv);',
  '    float dist = texColor.a;',
  '    float width = fwidth(dist);',
  '    float alpha = contour(dist, width);',
  '    float dscale = 0.353505;',

  '    vec2 duv = dscale * (dFdx(uv) + dFdy(uv));',
  '    float isBigEnough = max(abs(duv.x), abs(duv.y));',

       // When texel is too small, blend raw alpha value rather than supersampling.
       // FIXME: experimentally determined constant
  '    if (isBigEnough > BIG_ENOUGH) {',
  '      float ratio = BIG_ENOUGH / isBigEnough;',
  '      alpha = ratio * alpha + (1.0 - ratio) * dist;',
  '    }',

       // Otherwise do weighted supersampling.
       // FIXME: why this weighting?
  '    if (isBigEnough <= BIG_ENOUGH) {',
  '      vec4 box = vec4 (uv - duv, uv + duv);',
  '      alpha = (alpha + 0.5 * (',
  '        contour(texture2D(map, box.xy).a, width)',
  '        + contour(texture2D(map, box.zw).a, width)',
  '        + contour(texture2D(map, box.xw).a, width)',
  '        + contour(texture2D(map, box.zy).a, width)',
  '      )) / 3.0;',
  '    }',

       // Do modified alpha test.
  '    if (alpha < alphaTest * MODIFIED_ALPHATEST) { discard; return; }',

  '  #else',
       // When we don't have derivatives, use approximations.
  '    vec4 texColor = texture2D(map, vUV);',
  '    float value = texColor.a;',
       // FIXME: if we understood font pixel dimensions, this could probably be improved
  '    float afwidth = (1.0 / 32.0) * (1.4142135623730951 / (2.0 * gl_FragCoord.w));',
  '    float alpha = aastep(value, afwidth);',

       // Use gl_FragCoord.w to guess when we should blend.
       // FIXME: If we understood font pixel dimensions, this could probably be improved.
  '    float ratio = (gl_FragCoord.w >= ALL_SMOOTH) ? 1.0 : (gl_FragCoord.w < ALL_ROUGH) ? 0.0 : (gl_FragCoord.w - ALL_ROUGH) / (ALL_SMOOTH - ALL_ROUGH);',
  '    if (alpha < alphaTest) { if (ratio >= 1.0) { discard; return; } alpha = 0.0; }',
  '    alpha = alpha * ratio + (1.0 - ratio) * value;',
  '    if (ratio < 1.0 && alpha <= DISCARD_ALPHA) { discard; return; }',
  '  #endif',

  '  gl_FragColor = vec4(color, opacity * alpha);',
  '}'
].join('\n');

var FRAGMENT_SHADER_WEBGL2 = [
  '#version 300 es',
  'precision highp float;',
  'uniform float alphaTest;',
  'uniform float opacity;',
  'uniform sampler2D map;',
  'uniform vec3 color;',
  'in vec2 vUV;',
  'out vec4 fragColor;',

  '#ifdef GL_OES_standard_derivatives',
  '  float contour(float width, float value) {',
  '    return smoothstep(0.5 - value, 0.5 + value, width);',
  '  }',
  '#else',
  '  float aastep(float value, float afwidth) {',
  '    return smoothstep(0.5 - afwidth, 0.5 + afwidth, value);',
  '  }',
  '#endif',

  // FIXME: Experimentally determined constants.
  '#define BIG_ENOUGH 0.001',
  '#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)',
  '#define ALL_SMOOTH 0.4',
  '#define ALL_ROUGH 0.02',
  '#define DISCARD_ALPHA (alphaTest / (2.2 - 1.2 * ratio))',

  'void main() {',
     // When we have derivatives and can get texel size for supersampling.
  '  #ifdef GL_OES_standard_derivatives',
  '    vec2 uv = vUV;',
  '    vec4 texColor = texture(map, uv);',
  '    float dist = texColor.a;',
  '    float width = fwidth(dist);',
  '    float alpha = contour(dist, width);',
  '    float dscale = 0.353505;',

  '    vec2 duv = dscale * (dFdx(uv) + dFdy(uv));',
  '    float isBigEnough = max(abs(duv.x), abs(duv.y));',

       // When texel is too small, blend raw alpha value rather than supersampling.
       // FIXME: experimentally determined constant
  '    if (isBigEnough > BIG_ENOUGH) {',
  '      float ratio = BIG_ENOUGH / isBigEnough;',
  '      alpha = ratio * alpha + (1.0 - ratio) * dist;',
  '    }',

       // Otherwise do weighted supersampling.
       // FIXME: why this weighting?
  '    if (isBigEnough <= BIG_ENOUGH) {',
  '      vec4 box = vec4 (uv - duv, uv + duv);',
  '      alpha = (alpha + 0.5 * (',
  '        contour(texture(map, box.xy).a, width)',
  '        + contour(texture(map, box.zw).a, width)',
  '        + contour(texture(map, box.xw).a, width)',
  '        + contour(texture(map, box.zy).a, width)',
  '      )) / 3.0;',
  '    }',

       // Do modified alpha test.
  '    if (alpha < alphaTest * MODIFIED_ALPHATEST) { discard; return; }',

  '  #else',
       // When we don't have derivatives, use approximations.
  '    vec4 texColor = texture(map, vUV);',
  '    float value = texColor.a;',
       // FIXME: if we understood font pixel dimensions, this could probably be improved
  '    float afwidth = (1.0 / 32.0) * (1.4142135623730951 / (2.0 * gl_FragCoord.w));',
  '    float alpha = aastep(value, afwidth);',

       // Use gl_FragCoord.w to guess when we should blend.
       // FIXME: If we understood font pixel dimensions, this could probably be improved.
  '    float ratio = (gl_FragCoord.w >= ALL_SMOOTH) ? 1.0 : (gl_FragCoord.w < ALL_ROUGH) ? 0.0 : (gl_FragCoord.w - ALL_ROUGH) / (ALL_SMOOTH - ALL_ROUGH);',
  '    if (alpha < alphaTest) { if (ratio >= 1.0) { discard; return; } alpha = 0.0; }',
  '    alpha = alpha * ratio + (1.0 - ratio) * value;',
  '    if (ratio < 1.0 && alpha <= DISCARD_ALPHA) { discard; return; }',
  '  #endif',

  '  fragColor = vec4(color, opacity * alpha);',
  '}'
].join('\n');

var FRAGMENT_SHADER = isWebGL2AVailable ? FRAGMENT_SHADER_WEBGL2 : FRAGMENT_SHADER_WEBGL1;

/**
 * Signed distance field.
 * Used by text component.
 */
module.exports.Shader = registerShader('sdf', {
  schema: {
    alphaTest: {type: 'number', is: 'uniform', default: 0.5},
    color: {type: 'color', is: 'uniform', default: 'white'},
    map: {type: 'map', is: 'uniform'},
    opacity: {type: 'number', is: 'uniform', default: 1.0}
  },

  raw: true,

  vertexShader: VERTEX_SHADER,

  fragmentShader: FRAGMENT_SHADER
});

},{"../core/shader":124}],169:[function(require,module,exports){
var registerShader = require('../core/shader').registerShader;
var THREE = require('../lib/three');

/**
 * Flat shader using THREE.ShadowMaterial.
 */
module.exports.Shader = registerShader('shadow', {
  schema: {
    opacity: {default: 0.5},
    transparent: {default: true},
    alphaToCoverage: {default: true}
  },

  /**
   * Initializes the shader.
   * Adds a reference from the scene to this entity as the camera.
   */
  init: function (data) {
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    this.material = new THREE.ShadowMaterial();
  },

  update: function (data) {
    this.material.opacity = data.opacity;
    this.material.alphaToCoverage = data.alphaToCoverage;
    this.material.transparent = data.transparent;
  }
});


},{"../core/shader":124,"../lib/three":162}],170:[function(require,module,exports){
var registerShader = require('../core/shader').registerShader;
var THREE = require('../lib/three');
var utils = require('../utils/');

var CubeLoader = new THREE.CubeTextureLoader();
var texturePromises = {};

/**
 * Standard (physically-based) shader using THREE.MeshStandardMaterial.
 */
module.exports.Shader = registerShader('standard', {
  schema: {
    ambientOcclusionMap: {type: 'map'},
    ambientOcclusionMapIntensity: {default: 1},
    ambientOcclusionTextureOffset: {type: 'vec2'},
    ambientOcclusionTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}},

    color: {type: 'color'},

    displacementMap: {type: 'map'},
    displacementScale: {default: 1},
    displacementBias: {default: 0.5},
    displacementTextureOffset: {type: 'vec2'},
    displacementTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}},

    emissive: {type: 'color', default: '#000'},
    emissiveIntensity: {default: 1},

    envMap: {default: ''},

    fog: {default: true},
    height: {default: 256},

    metalness: {default: 0.0, min: 0.0, max: 1.0},
    metalnessMap: {type: 'map'},
    metalnessTextureOffset: {type: 'vec2'},
    metalnessTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}},

    normalMap: {type: 'map'},
    normalScale: {type: 'vec2', default: {x: 1, y: 1}},
    normalTextureOffset: {type: 'vec2'},
    normalTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}},

    offset: {type: 'vec2', default: {x: 0, y: 0}},
    repeat: {type: 'vec2', default: {x: 1, y: 1}},

    roughness: {default: 0.5, min: 0.0, max: 1.0},
    roughnessMap: {type: 'map'},
    roughnessTextureOffset: {type: 'vec2'},
    roughnessTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}},

    sphericalEnvMap: {type: 'map'},
    src: {type: 'map'},
    width: {default: 512},
    wireframe: {default: false},
    wireframeLinewidth: {default: 2}
  },

  /**
   * Initializes the shader.
   * Adds a reference from the scene to this entity as the camera.
   */
  init: function (data) {
    this.rendererSystem = this.el.sceneEl.systems.renderer;
    this.materialData = {color: new THREE.Color(), emissive: new THREE.Color()};
    getMaterialData(data, this.materialData);
    this.rendererSystem.applyColorCorrection(this.materialData.color);
    this.rendererSystem.applyColorCorrection(this.materialData.emissive);
    this.material = new THREE.MeshStandardMaterial(this.materialData);

    utils.material.updateMap(this, data);
    if (data.normalMap) { utils.material.updateDistortionMap('normal', this, data); }
    if (data.displacementMap) { utils.material.updateDistortionMap('displacement', this, data); }
    if (data.ambientOcclusionMap) { utils.material.updateDistortionMap('ambientOcclusion', this, data); }
    if (data.metalnessMap) { utils.material.updateDistortionMap('metalness', this, data); }
    if (data.roughnessMap) { utils.material.updateDistortionMap('roughness', this, data); }
    this.updateEnvMap(data);
  },

  update: function (data) {
    this.updateMaterial(data);
    utils.material.updateMap(this, data);
    if (data.normalMap) { utils.material.updateDistortionMap('normal', this, data); }
    if (data.displacementMap) { utils.material.updateDistortionMap('displacement', this, data); }
    if (data.ambientOcclusionMap) { utils.material.updateDistortionMap('ambientOcclusion', this, data); }
    if (data.metalnessMap) { utils.material.updateDistortionMap('metalness', this, data); }
    if (data.roughnessMap) { utils.material.updateDistortionMap('roughness', this, data); }
    this.updateEnvMap(data);
  },

  /**
   * Updating existing material.
   *
   * @param {object} data - Material component data.
   * @returns {object} Material.
   */
  updateMaterial: function (data) {
    var key;
    var material = this.material;
    getMaterialData(data, this.materialData);
    this.rendererSystem.applyColorCorrection(this.materialData.color);
    this.rendererSystem.applyColorCorrection(this.materialData.emissive);
    for (key in this.materialData) {
      material[key] = this.materialData[key];
    }
  },

  /**
   * Handle environment cubemap. Textures are cached in texturePromises.
   */
  updateEnvMap: function (data) {
    var self = this;
    var material = this.material;
    var envMap = data.envMap;
    var sphericalEnvMap = data.sphericalEnvMap;

    // No envMap defined or already loading.
    if ((!envMap && !sphericalEnvMap) || this.isLoadingEnvMap) {
      material.envMap = null;
      material.needsUpdate = true;
      return;
    }
    this.isLoadingEnvMap = true;

    // if a spherical env map is defined then use it.
    if (sphericalEnvMap) {
      this.el.sceneEl.systems.material.loadTexture(sphericalEnvMap, {src: sphericalEnvMap}, function textureLoaded (texture) {
        self.isLoadingEnvMap = false;
        texture.mapping = THREE.EquirectangularReflectionMapping;
        material.envMap = texture;
        utils.material.handleTextureEvents(self.el, texture);
        material.needsUpdate = true;
      });
      return;
    }

    // Another material is already loading this texture. Wait on promise.
    if (texturePromises[envMap]) {
      texturePromises[envMap].then(function (cube) {
        self.isLoadingEnvMap = false;
        material.envMap = cube;
        utils.material.handleTextureEvents(self.el, cube);
        material.needsUpdate = true;
      });
      return;
    }

    // Material is first to load this texture. Load and resolve texture.
    texturePromises[envMap] = new Promise(function (resolve) {
      utils.srcLoader.validateCubemapSrc(envMap, function loadEnvMap (urls) {
        CubeLoader.load(urls, function (cube) {
          // Texture loaded.
          self.isLoadingEnvMap = false;
          material.envMap = cube;
          utils.material.handleTextureEvents(self.el, cube);
          resolve(cube);
        });
      });
    });
  }
});

/**
 * Builds and normalize material data, normalizing stuff along the way.
 *
 * @param {object} data - Material data.
 * @param {object} materialData - Object to use.
 * @returns {object} Updated materialData.
 */
function getMaterialData (data, materialData) {
  materialData.color.set(data.color);
  materialData.emissive.set(data.emissive);
  materialData.emissiveIntensity = data.emissiveIntensity;
  materialData.fog = data.fog;
  materialData.metalness = data.metalness;
  materialData.roughness = data.roughness;
  materialData.wireframe = data.wireframe;
  materialData.wireframeLinewidth = data.wireframeLinewidth;

  if (data.normalMap) { materialData.normalScale = data.normalScale; }

  if (data.ambientOcclusionMap) {
    materialData.aoMapIntensity = data.ambientOcclusionMapIntensity;
  }

  if (data.displacementMap) {
    materialData.displacementScale = data.displacementScale;
    materialData.displacementBias = data.displacementBias;
  }

  return materialData;
}

},{"../core/shader":124,"../lib/three":162,"../utils/":190}],171:[function(require,module,exports){
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},{"browserify-css":4}],172:[function(require,module,exports){
var css = ".rs-base{background-color:#333;color:#fafafa;border-radius:0;font:10px monospace;left:5px;line-height:1em;opacity:.85;overflow:hidden;padding:10px;position:fixed;top:5px;width:300px;z-index:10000}.rs-base div.hidden{display:none}.rs-base h1{color:#fff;cursor:pointer;font-size:1.4em;font-weight:300;margin:0 0 5px;padding:0}.rs-group{display:-webkit-box;display:-webkit-flex;display:flex;-webkit-flex-direction:column-reverse;flex-direction:column-reverse;margin-bottom:5px}.rs-group:last-child{margin-bottom:0}.rs-counter-base{align-items:center;display:-webkit-box;display:-webkit-flex;display:flex;height:10px;-webkit-justify-content:space-between;justify-content:space-between;margin:2px 0}.rs-counter-base.alarm{color:#b70000;text-shadow:0 0 0 #b70000,0 0 1px #fff,0 0 1px #fff,0 0 2px #fff,0 0 2px #fff,0 0 3px #fff,0 0 3px #fff,0 0 4px #fff,0 0 4px #fff}.rs-counter-id{font-weight:300;-webkit-box-ordinal-group:0;-webkit-order:0;order:0;width:54px}.rs-counter-value{font-weight:300;-webkit-box-ordinal-group:1;-webkit-order:1;order:1;text-align:right;width:35px}.rs-canvas{-webkit-box-ordinal-group:2;-webkit-order:2;order:2}@media (min-width:480px){.rs-base{left:20px;top:20px}}"; (require("browserify-css").createStyle(css, { "href": "src/style/rStats.css"})); module.exports = css;
},{"browserify-css":4}],173:[function(require,module,exports){
var constants = require('../constants/');
var registerSystem = require('../core/system').registerSystem;

var DEFAULT_CAMERA_ATTR = 'data-aframe-default-camera';

/**
 * Camera system. Manages which camera is active among multiple cameras in scene.
 *
 * @member {object} activeCameraEl - Active camera entity.
 */
module.exports.System = registerSystem('camera', {
  init: function () {
    this.activeCameraEl = null;

    this.render = this.render.bind(this);
    this.unwrapRender = this.unwrapRender.bind(this);
    this.wrapRender = this.wrapRender.bind(this);

    this.initialCameraFound = false;
    this.numUserCameras = 0;
    this.numUserCamerasChecked = 0;
    this.setupInitialCamera();
  },

  /**
   * Setup initial camera, either searching for camera or
   * creating a default camera if user has not added one during the initial scene traversal.
   * We want sceneEl.camera to be ready, set, and initialized before the rest of the scene
   * loads.
   *
   * Default camera offset height is at average eye level (~1.6m).
   */
  setupInitialCamera: function () {
    var cameraEls;
    var i;
    var sceneEl = this.sceneEl;
    var self = this;

    // Camera already defined or the one defined it is an spectator one.
    if (sceneEl.camera && !sceneEl.camera.el.getAttribute('camera').spectator) {
      sceneEl.emit('cameraready', {cameraEl: sceneEl.camera.el});
      return;
    }

    // Search for initial user-defined camera.
    cameraEls = sceneEl.querySelectorAll('a-camera, [camera]');

    // No user cameras, create default one.
    if (!cameraEls.length) {
      this.createDefaultCamera();
      return;
    }

    this.numUserCameras = cameraEls.length;
    for (i = 0; i < cameraEls.length; i++) {
      cameraEls[i].addEventListener('object3dset', function (evt) {
        if (evt.detail.type !== 'camera') { return; }
        self.checkUserCamera(this);
      });

      // Load camera and wait for camera to initialize.
      if (cameraEls[i].isNode) {
        cameraEls[i].load();
      } else {
        cameraEls[i].addEventListener('nodeready', function () {
          this.load();
        });
      }
    }
  },

  /**
   * Check if a user-defined camera entity is appropriate to be initial camera.
   * (active + non-spectator).
   *
   * Keep track of the number of cameras we checked and whether we found one.
   */
  checkUserCamera: function (cameraEl) {
    var cameraData;
    var sceneEl = this.el.sceneEl;
    this.numUserCamerasChecked++;

    // Already found one.
    if (this.initialCameraFound) { return; }

    // Check if camera is appropriate for being the initial camera.
    cameraData = cameraEl.getAttribute('camera');
    if (!cameraData.active || cameraData.spectator) {
      // No user cameras eligible, create default camera.
      if (this.numUserCamerasChecked === this.numUserCameras) {
        this.createDefaultCamera();
      }
      return;
    }

    this.initialCameraFound = true;
    sceneEl.camera = cameraEl.getObject3D('camera');
    sceneEl.emit('cameraready', {cameraEl: cameraEl});
  },

  createDefaultCamera: function () {
    var defaultCameraEl;
    var sceneEl = this.sceneEl;

    // Set up default camera.
    defaultCameraEl = document.createElement('a-entity');
    defaultCameraEl.setAttribute('camera', {active: true});
    defaultCameraEl.setAttribute('position', {
      x: 0,
      y: constants.DEFAULT_CAMERA_HEIGHT,
      z: 0
    });
    defaultCameraEl.setAttribute('wasd-controls', '');
    defaultCameraEl.setAttribute('look-controls', '');
    defaultCameraEl.setAttribute(constants.AFRAME_INJECTED, '');

    defaultCameraEl.addEventListener('object3dset', function (evt) {
      if (evt.detail.type !== 'camera') { return; }
      sceneEl.camera = evt.detail.object;
      sceneEl.emit('cameraready', {cameraEl: defaultCameraEl});
    });

    sceneEl.appendChild(defaultCameraEl);
  },

  /**
   * Set a different active camera.
   * When we choose a (sort of) random scene camera as the replacement, set its `active` to
   * true. The camera component will call `setActiveCamera` and handle passing the torch to
   * the new camera.
   */
  disableActiveCamera: function () {
    var cameraEls;
    var newActiveCameraEl;
    cameraEls = this.sceneEl.querySelectorAll('[camera]');
    newActiveCameraEl = cameraEls[cameraEls.length - 1];
    newActiveCameraEl.setAttribute('camera', 'active', true);
  },

  /**
   * Set active camera to be used by renderer.
   * Removes the default camera (if present).
   * Disables all other cameras in the scene.
   *
   * @param {Element} newCameraEl - Entity with camera component.
   */
  setActiveCamera: function (newCameraEl) {
    var cameraEl;
    var cameraEls;
    var i;
    var newCamera;
    var previousCamera = this.activeCameraEl;
    var sceneEl = this.sceneEl;

    // Same camera.
    newCamera = newCameraEl.getObject3D('camera');
    if (!newCamera || newCameraEl === this.activeCameraEl) { return; }

    // Grab the default camera.
    var defaultCameraWrapper = sceneEl.querySelector('[' + DEFAULT_CAMERA_ATTR + ']');
    var defaultCameraEl = defaultCameraWrapper &&
                          defaultCameraWrapper.querySelector('[camera]');

    // Remove default camera if new camera is not the default camera.
    if (newCameraEl !== defaultCameraEl) { removeDefaultCamera(sceneEl); }

    // Make new camera active.
    this.activeCameraEl = newCameraEl;
    this.activeCameraEl.play();
    sceneEl.camera = newCamera;

    // Disable current camera
    if (previousCamera) {
      previousCamera.setAttribute('camera', 'active', false);
    }

    // Disable other cameras in the scene
    cameraEls = sceneEl.querySelectorAll('[camera]');
    for (i = 0; i < cameraEls.length; i++) {
      cameraEl = cameraEls[i];
      if (!cameraEl.isEntity || newCameraEl === cameraEl) { continue; }
      cameraEl.setAttribute('camera', 'active', false);
      cameraEl.pause();
    }
    sceneEl.emit('camera-set-active', {cameraEl: newCameraEl});
  },

  /**
   * Set spectator camera to render the scene on a 2D display.
   *
   * @param {Element} newCameraEl - Entity with camera component.
   */
  setSpectatorCamera: function (newCameraEl) {
    var newCamera;
    var previousCamera = this.spectatorCameraEl;
    var sceneEl = this.sceneEl;
    var spectatorCameraEl;

    // Same camera.
    newCamera = newCameraEl.getObject3D('camera');
    if (!newCamera || newCameraEl === this.spectatorCameraEl) { return; }

    // Disable current camera
    if (previousCamera) {
      previousCamera.setAttribute('camera', 'spectator', false);
    }

    spectatorCameraEl = this.spectatorCameraEl = newCameraEl;

    sceneEl.addEventListener('enter-vr', this.wrapRender);
    sceneEl.addEventListener('exit-vr', this.unwrapRender);

    spectatorCameraEl.setAttribute('camera', 'active', false);
    spectatorCameraEl.play();

    sceneEl.emit('camera-set-spectator', {cameraEl: newCameraEl});
  },

  /**
   * Disables current spectator camera.
   */
  disableSpectatorCamera: function () {
    this.spectatorCameraEl = undefined;
  },

  /**
   * Wrap the render method of the renderer to render
   * the spectator camera after vrDisplay.submitFrame.
   */
  wrapRender: function () {
    if (!this.spectatorCameraEl || this.originalRender) { return; }
    this.originalRender = this.sceneEl.renderer.render;
    this.sceneEl.renderer.render = this.render;
  },

  unwrapRender: function () {
    if (!this.originalRender) { return; }
    this.sceneEl.renderer.render = this.originalRender;
    this.originalRender = undefined;
  },

  render: function (scene, camera) {
    var isVREnabled;
    var sceneEl = this.sceneEl;
    var spectatorCamera;

    isVREnabled = sceneEl.renderer.xr.enabled;
    this.originalRender.call(sceneEl.renderer, scene, camera);
    if (!this.spectatorCameraEl || sceneEl.isMobile || !isVREnabled) { return; }
    spectatorCamera = this.spectatorCameraEl.components.camera.camera;
    sceneEl.renderer.xr.enabled = false;
    this.originalRender.call(sceneEl.renderer, scene, spectatorCamera);
    sceneEl.renderer.xr.enabled = isVREnabled;
  }
});

/**
 * Remove injected default camera from scene, if present.
 *
 * @param {Element} sceneEl
 */
function removeDefaultCamera (sceneEl) {
  var defaultCamera;
  var camera = sceneEl.camera;
  if (!camera) { return; }

  // Remove default camera if present.
  defaultCamera = sceneEl.querySelector('[' + DEFAULT_CAMERA_ATTR + ']');
  if (!defaultCamera) { return; }
  sceneEl.removeChild(defaultCamera);
}

},{"../constants/":106,"../core/system":125}],174:[function(require,module,exports){
var geometries = require('../core/geometry').geometries;
var registerSystem = require('../core/system').registerSystem;

/**
 * System for geometry component.
 * Handle geometry caching.
 *
 * @member {object} cache - Mapping of stringified component data to THREE.BufferGeometry objects.
 * @member {object} cacheCount - Keep track of number of entities using a geometry to
 *         know whether to dispose on removal.
 */
module.exports.System = registerSystem('geometry', {
  init: function () {
    this.cache = {};
    this.cacheCount = {};
  },

  /**
   * Reset cache. Mainly for testing.
   */
  clearCache: function () {
    this.cache = {};
    this.cacheCount = {};
  },

  /**
   * Attempt to retrieve from cache.
   *
   * @returns {Object|null} A geometry if it exists, else null.
   */
  getOrCreateGeometry: function (data) {
    var cache = this.cache;
    var cachedGeometry;
    var hash;

    // Skip all caching logic.
    if (data.skipCache) { return createGeometry(data); }

    // Try to retrieve from cache first.
    hash = this.hash(data);
    cachedGeometry = cache[hash];
    incrementCacheCount(this.cacheCount, hash);

    if (cachedGeometry) { return cachedGeometry; }

    // Create geometry.
    cachedGeometry = createGeometry(data);

    // Cache and return geometry.
    cache[hash] = cachedGeometry;
    return cachedGeometry;
  },

  /**
   * Let system know that an entity is no longer using a geometry.
   */
  unuseGeometry: function (data) {
    var cache = this.cache;
    var cacheCount = this.cacheCount;
    var geometry;
    var hash;

    if (data.skipCache) { return; }

    hash = this.hash(data);

    if (!cache[hash]) { return; }

    decrementCacheCount(cacheCount, hash);

    // Another entity is still using this geometry. No need to do anything.
    if (cacheCount[hash] > 0) { return; }

    // No more entities are using this geometry. Dispose.
    geometry = cache[hash];
    geometry.dispose();
    delete cache[hash];
    delete cacheCount[hash];
  },

  /**
   * Use JSON.stringify to turn component data into hash.
   * Should be deterministic within a single browser engine.
   * If not, then look into json-stable-stringify.
   */
  hash: function (data) {
    return JSON.stringify(data);
  }
});

/**
 * Create geometry using component data.
 *
 * @param {object} data - Component data.
 * @returns {object} Geometry.
 */
function createGeometry (data) {
  var geometryType = data.primitive;
  var GeometryClass = geometries[geometryType] && geometries[geometryType].Geometry;
  var geometryInstance = new GeometryClass();

  if (!GeometryClass) { throw new Error('Unknown geometry `' + geometryType + '`'); }

  geometryInstance.init(data);
  return geometryInstance.geometry;
}

/**
 * Decreate count of entity using a geometry.
 */
function decrementCacheCount (cacheCount, hash) {
  cacheCount[hash]--;
}

/**
 * Increase count of entity using a geometry.
 */
function incrementCacheCount (cacheCount, hash) {
  cacheCount[hash] = cacheCount[hash] === undefined ? 1 : cacheCount[hash] + 1;
}

},{"../core/geometry":115,"../core/system":125}],175:[function(require,module,exports){
var registerSystem = require('../core/system').registerSystem;
var THREE = require('../lib/three');

function fetchScript (src) {
  return new Promise(function (resolve, reject) {
    var script = document.createElement('script');
    document.body.appendChild(script);
    script.onload = resolve;
    script.onerror = reject;
    script.async = true;
    script.src = src;
  });
}

/**
 * glTF model system.
 *
 * Configures glTF loading options. Models using glTF compression require that a Draco decoder be
 * provided externally.
 *
 * @param {string} dracoDecoderPath - Base path from which to load Draco decoder library.
 * @param {string} meshoptDecoderPath - Full path from which to load Meshopt decoder.
 */
module.exports.System = registerSystem('gltf-model', {
  schema: {
    dracoDecoderPath: {default: ''},
    meshoptDecoderPath: {default: ''}
  },

  init: function () {
    this.update();
  },

  update: function () {
    var dracoDecoderPath = this.data.dracoDecoderPath;
    var meshoptDecoderPath = this.data.meshoptDecoderPath;
    if (!this.dracoLoader && dracoDecoderPath) {
      this.dracoLoader = new THREE.DRACOLoader();
      this.dracoLoader.setDecoderPath(dracoDecoderPath);
    }
    if (!this.meshoptDecoder && meshoptDecoderPath) {
      this.meshoptDecoder = fetchScript(meshoptDecoderPath)
        .then(function () { return window.MeshoptDecoder.ready; })
        .then(function () { return window.MeshoptDecoder; });
    }
  },

  getDRACOLoader: function () {
    return this.dracoLoader;
  },

  getMeshoptDecoder: function () {
    return this.meshoptDecoder;
  }
});

},{"../core/system":125,"../lib/three":162}],176:[function(require,module,exports){
require('./camera');
require('./geometry');
require('./gltf-model');
require('./light');
require('./material');
require('./renderer');
require('./shadow');
require('./tracked-controls-webvr');
require('./tracked-controls-webxr');
require('./webxr');

},{"./camera":173,"./geometry":174,"./gltf-model":175,"./light":177,"./material":178,"./renderer":179,"./shadow":180,"./tracked-controls-webvr":181,"./tracked-controls-webxr":182,"./webxr":183}],177:[function(require,module,exports){
var registerSystem = require('../core/system').registerSystem;
var bind = require('../utils/bind');
var constants = require('../constants/');

var DEFAULT_LIGHT_ATTR = 'data-aframe-default-light';

/**
 * Light system.
 *
 * Prescribes default lighting if not specified (one ambient, one directional).
 * Removes default lighting from the scene when a new light is added.
 *
 * @param {bool} defaultLights - Whether default lighting are defined.
 * @param {bool} userDefinedLights - Whether user lighting is defined.
 */
module.exports.System = registerSystem('light', {
  schema: {
    defaultLightsEnabled: {default: true}
  },

  init: function () {
    this.defaultLights = false;
    this.userDefinedLights = false;
    // Wait for all entities to fully load before checking for existence of lights.
    // Since entities wait for <a-assets> to load, any lights attaching to the scene
    // will do so asynchronously.
    this.sceneEl.addEventListener('loaded', bind(this.setupDefaultLights, this));
  },

  /**
   * Notify scene that light has been added and to remove the default.
   *
   * @param {object} el - element holding the light component.
   */
  registerLight: function (el) {
    if (!el.hasAttribute(DEFAULT_LIGHT_ATTR)) {
      // User added a light, remove default lights through DOM.
      this.removeDefaultLights();
      this.userDefinedLights = true;
    }
  },

  removeDefaultLights: function () {
    var defaultLights;
    var sceneEl = this.sceneEl;

    if (!this.defaultLights) { return; }
    defaultLights = document.querySelectorAll('[' + DEFAULT_LIGHT_ATTR + ']');
    for (var i = 0; i < defaultLights.length; i++) {
      sceneEl.removeChild(defaultLights[i]);
    }
    this.defaultLights = false;
  },

  /**
   * Prescibe default lights to the scene.
   * Does so by injecting markup such that this state is not invisible.
   * These lights are removed if the user adds any lights.
   */
  setupDefaultLights: function () {
    var sceneEl = this.sceneEl;
    var ambientLight;
    var directionalLight;

    if (this.userDefinedLights || this.defaultLights || !this.data.defaultLightsEnabled) {
      return;
    }

    ambientLight = document.createElement('a-entity');
    ambientLight.setAttribute('light', {color: '#BBB', type: 'ambient'});
    ambientLight.setAttribute(DEFAULT_LIGHT_ATTR, '');
    ambientLight.setAttribute(constants.AFRAME_INJECTED, '');
    sceneEl.appendChild(ambientLight);

    directionalLight = document.createElement('a-entity');
    directionalLight.setAttribute('light', {color: '#FFF', intensity: 0.6, castShadow: true});
    directionalLight.setAttribute('position', {x: -0.5, y: 1, z: 1});
    directionalLight.setAttribute(DEFAULT_LIGHT_ATTR, '');
    directionalLight.setAttribute(constants.AFRAME_INJECTED, '');
    sceneEl.appendChild(directionalLight);

    this.defaultLights = true;
  }
});

},{"../constants/":106,"../core/system":125,"../utils/bind":184}],178:[function(require,module,exports){
var registerSystem = require('../core/system').registerSystem;
var THREE = require('../lib/three');
var utils = require('../utils/');
var isHLS = require('../utils/material').isHLS;
var setTextureProperties = require('../utils/material').setTextureProperties;

var bind = utils.bind;
var debug = utils.debug;
var error = debug('components:texture:error');
var TextureLoader = new THREE.TextureLoader();
var warn = debug('components:texture:warn');

TextureLoader.setCrossOrigin('anonymous');

/**
 * System for material component.
 * Handle material registration, updates (for fog), and texture caching.
 *
 * @member {object} materials - Registered materials.
 * @member {object} textureCounts - Number of times each texture is used. Tracked
 *         separately from textureCache, because the cache (1) is populated in
 *         multiple places, and (2) may be cleared at any time.
 * @member {object} textureCache - Texture cache for:
 *   - Images: textureCache has mapping of src -> repeat -> cached three.js texture.
 *   - Videos: textureCache has mapping of videoElement -> cached three.js texture.
 */
module.exports.System = registerSystem('material', {
  init: function () {
    this.materials = {};
    this.textureCounts = {};
    this.textureCache = {};

    this.sceneEl.addEventListener(
      'materialtextureloaded',
      bind(this.onMaterialTextureLoaded, this)
    );
  },

  clearTextureCache: function () {
    this.textureCache = {};
  },

  /**
   * Determine whether `src` is a image or video. Then try to load the asset, then call back.
   *
   * @param {string, or element} src - Texture URL or element.
   * @param {string} data - Relevant texture data used for caching.
   * @param {function} cb - Callback to pass texture to.
   */
  loadTexture: function (src, data, cb) {
    var self = this;

    // Canvas.
    if (src.tagName === 'CANVAS') {
      this.loadCanvas(src, data, cb);
      return;
    }

    // Video element.
    if (src.tagName === 'VIDEO') {
      if (!src.src && !src.srcObject && !src.childElementCount) {
        warn('Video element was defined with neither `source` elements nor `src` / `srcObject` attributes.');
      }
      this.loadVideo(src, data, cb);
      return;
    }

    utils.srcLoader.validateSrc(src, loadImageCb, loadVideoCb);
    function loadImageCb (src) { self.loadImage(src, data, cb); }
    function loadVideoCb (src) { self.loadVideo(src, data, cb); }
  },

  /**
   * High-level function for loading image textures (THREE.Texture).
   *
   * @param {Element|string} src - Texture source.
   * @param {object} data - Texture data.
   * @param {function} cb - Callback to pass texture to.
   */
  loadImage: function (src, data, handleImageTextureLoaded) {
    var hash = this.hash(data);
    var textureCache = this.textureCache;

    // Texture already being loaded or already loaded. Wait on promise.
    if (textureCache[hash]) {
      textureCache[hash].then(handleImageTextureLoaded);
      return;
    }

    // Texture not yet being loaded. Start loading it.
    textureCache[hash] = loadImageTexture(src, data);
    textureCache[hash].then(handleImageTextureLoaded);
  },

  /**
   * High-level function for loading canvas textures (THREE.Texture).
   *
   * @param {Element|string} src - Texture source.
   * @param {object} data - Texture data.
   * @param {function} cb - Callback to pass texture to.
   */
  loadCanvas: function (src, data, cb) {
    var texture;
    texture = new THREE.CanvasTexture(src);
    setTextureProperties(texture, data);
    cb(texture);
  },

    /**
   * Load video texture (THREE.VideoTexture).
   * Which is just an image texture that RAFs + needsUpdate.
   * Note that creating a video texture is synchronous unlike loading an image texture.
   * Made asynchronous to be consistent with image textures.
   *
   * @param {Element|string} src - Texture source.
   * @param {object} data - Texture data.
   * @param {function} cb - Callback to pass texture to.
   */
  loadVideo: function (src, data, cb) {
    var hash;
    var texture;
    var textureCache = this.textureCache;
    var videoEl;
    var videoTextureResult;

    function handleVideoTextureLoaded (result) {
      result.texture.needsUpdate = true;
      cb(result.texture, result.videoEl);
    }

    // Video element provided.
    if (typeof src !== 'string') {
      // Check cache before creating texture.
      videoEl = src;
      hash = this.hashVideo(data, videoEl);
      if (textureCache[hash]) {
        textureCache[hash].then(handleVideoTextureLoaded);
        return;
      }
      // If not in cache, fix up the attributes then start to create the texture.
      fixVideoAttributes(videoEl);
    }

    // Only URL provided. Use video element to create texture.
    videoEl = videoEl || createVideoEl(src, data.width, data.height);

    // Generated video element already cached. Use that.
    hash = this.hashVideo(data, videoEl);
    if (textureCache[hash]) {
      textureCache[hash].then(handleVideoTextureLoaded);
      return;
    }

    // Create new video texture.
    texture = new THREE.VideoTexture(videoEl);
    texture.minFilter = THREE.LinearFilter;
    setTextureProperties(texture, data);

    // If iOS and video is HLS, do some hacks.
    if (this.sceneEl.isIOS &&
        isHLS(videoEl.src || videoEl.getAttribute('src'),
              videoEl.type || videoEl.getAttribute('type'))) {
      // Actually BGRA. Tell shader to correct later.
      texture.format = THREE.RGBAFormat;
      texture.needsCorrectionBGRA = true;
      // Apparently needed for HLS. Tell shader to correct later.
      texture.flipY = false;
      texture.needsCorrectionFlipY = true;
    }

    // Cache as promise to be consistent with image texture caching.
    videoTextureResult = {texture: texture, videoEl: videoEl};
    textureCache[hash] = Promise.resolve(videoTextureResult);
    handleVideoTextureLoaded(videoTextureResult);
  },

  /**
   * Create a hash of the material properties for texture cache key.
   */
  hash: function (data) {
    if (data.src.tagName) {
      // Since `data.src` can be an element, parse out the string if necessary for the hash.
      data = utils.extendDeep({}, data);
      data.src = data.src.src;
    }
    return JSON.stringify(data);
  },

  hashVideo: function (data, videoEl) {
    return calculateVideoCacheHash(data, videoEl);
  },

  /**
   * Keep track of material in case an update trigger is needed (e.g., fog).
   *
   * @param {object} material
   */
  registerMaterial: function (material) {
    this.materials[material.uuid] = material;
  },

  /**
   * Stop tracking material, and dispose of any textures not being used by
   * another material component.
   *
   * @param {object} material
   */
  unregisterMaterial: function (material) {
    delete this.materials[material.uuid];

    // If any textures on this material are no longer in use, dispose of them.
    var textureCounts = this.textureCounts;
    Object.keys(material)
      .filter(function (propName) {
        return material[propName] && material[propName].isTexture;
      })
      .forEach(function (mapName) {
        textureCounts[material[mapName].uuid]--;
        if (textureCounts[material[mapName].uuid] <= 0) {
          material[mapName].dispose();
        }
      });
  },

  /**
   * Trigger update to all registered materials.
   */
  updateMaterials: function (material) {
    var materials = this.materials;
    Object.keys(materials).forEach(function (uuid) {
      materials[uuid].needsUpdate = true;
    });
  },

  /**
   * Track textures used by material components, so that they can be safely
   * disposed when no longer in use. Textures must be registered here, and not
   * through registerMaterial(), because textures may not be attached at the
   * time the material is registered.
   *
   * @param {Event} e
   */
  onMaterialTextureLoaded: function (e) {
    if (!this.textureCounts[e.detail.texture.uuid]) {
      this.textureCounts[e.detail.texture.uuid] = 0;
    }
    this.textureCounts[e.detail.texture.uuid]++;
  }
});

/**
 * Calculates consistent hash from a video element using its attributes.
 * If the video element has an ID, use that.
 * Else build a hash that looks like `src:myvideo.mp4;height:200;width:400;`.
 *
 * @param data {object} - Texture data such as repeat.
 * @param videoEl {Element} - Video element.
 * @returns {string}
 */
function calculateVideoCacheHash (data, videoEl) {
  var i;
  var id = videoEl.getAttribute('id');
  var hash;
  var videoAttributes;

  if (id) { return id; }

  // Calculate hash using sorted video attributes.
  hash = '';
  videoAttributes = data || {};
  for (i = 0; i < videoEl.attributes.length; i++) {
    videoAttributes[videoEl.attributes[i].name] = videoEl.attributes[i].value;
  }
  Object.keys(videoAttributes).sort().forEach(function (name) {
    hash += name + ':' + videoAttributes[name] + ';';
  });

  return hash;
}

/**
 * Load image texture.
 *
 * @private
 * @param {string|object} src - An <img> element or url to an image file.
 * @param {object} data - Data to set texture properties like `repeat`.
 * @returns {Promise} Resolves once texture is loaded.
 */
function loadImageTexture (src, data) {
  return new Promise(doLoadImageTexture);

  function doLoadImageTexture (resolve, reject) {
    var isEl = typeof src !== 'string';

    function resolveTexture (texture) {
      setTextureProperties(texture, data);
      texture.needsUpdate = true;
      resolve(texture);
    }

    // Create texture from an element.
    if (isEl) {
      resolveTexture(new THREE.Texture(src));
      return;
    }

    // Request and load texture from src string. THREE will create underlying element.
    // Use THREE.TextureLoader (src, onLoad, onProgress, onError) to load texture.
    TextureLoader.load(
      src,
      resolveTexture,
      function () { /* no-op */ },
      function (xhr) {
        error('`$s` could not be fetched (Error code: %s; Response: %s)', xhr.status,
              xhr.statusText);
      }
    );
  }
}

/**
 * Create video element to be used as a texture.
 *
 * @param {string} src - Url to a video file.
 * @param {number} width - Width of the video.
 * @param {number} height - Height of the video.
 * @returns {Element} Video element.
 */
function createVideoEl (src, width, height) {
  var videoEl = document.createElement('video');
  videoEl.width = width;
  videoEl.height = height;
  // Support inline videos for iOS webviews.
  videoEl.setAttribute('playsinline', '');
  videoEl.setAttribute('webkit-playsinline', '');
  videoEl.autoplay = true;
  videoEl.loop = true;
  videoEl.crossOrigin = 'anonymous';
  videoEl.addEventListener('error', function () {
    warn('`$s` is not a valid video', src);
  }, true);
  videoEl.src = src;
  return videoEl;
}

/**
 * Fixes a video element's attributes to prevent developers from accidentally passing the
 * wrong attribute values to commonly misused video attributes.
 *
 * <video> does not treat `autoplay`, `controls`, `crossorigin`, `loop`, and `preload` as
 * as booleans. Existence of those attributes will mean truthy.
 *
 * For example, translates <video loop="false"> to <video>.
 *
 * @see https://developer.mozilla.org/docs/Web/HTML/Element/video#Attributes
 * @param {Element} videoEl - Video element.
 * @returns {Element} Video element with the correct properties updated.
 */
function fixVideoAttributes (videoEl) {
  videoEl.autoplay = videoEl.hasAttribute('autoplay') && videoEl.getAttribute('autoplay') !== 'false';
  videoEl.controls = videoEl.hasAttribute('controls') && videoEl.getAttribute('controls') !== 'false';
  if (videoEl.getAttribute('loop') === 'false') {
    videoEl.removeAttribute('loop');
  }
  if (videoEl.getAttribute('preload') === 'false') {
    videoEl.preload = 'none';
  }
  videoEl.crossOrigin = videoEl.crossOrigin || 'anonymous';
  // To support inline videos in iOS webviews.
  videoEl.setAttribute('playsinline', '');
  videoEl.setAttribute('webkit-playsinline', '');
  return videoEl;
}

},{"../core/system":125,"../lib/three":162,"../utils/":190,"../utils/material":194}],179:[function(require,module,exports){
var registerSystem = require('../core/system').registerSystem;
var utils = require('../utils/');
var THREE = require('../lib/three');

var debug = utils.debug;
var warn = debug('components:renderer:warn');

/**
 * Determines state of various renderer properties.
 */
module.exports.System = registerSystem('renderer', {
  schema: {
    antialias: {default: 'auto', oneOf: ['true', 'false', 'auto']},
    highRefreshRate: {default: utils.device.isOculusBrowser()},
    logarithmicDepthBuffer: {default: 'auto', oneOf: ['true', 'false', 'auto']},
    maxCanvasWidth: {default: 1920},
    maxCanvasHeight: {default: 1920},
    physicallyCorrectLights: {default: false},
    precision: {default: 'high', oneOf: ['high', 'medium', 'low']},
    sortObjects: {default: false},
    colorManagement: {default: false},
    gammaOutput: {default: false},
    alpha: {default: true},
    foveationLevel: {default: 0}
  },

  init: function () {
    var data = this.data;
    var sceneEl = this.el;
    // This is the rendering engine, such as THREE.js so copy over any persistent properties from the rendering system.
    var renderer = sceneEl.renderer;
    renderer.sortObjects = data.sortObjects;
    renderer.physicallyCorrectLights = data.physicallyCorrectLights;

    if (data.colorManagement || data.gammaOutput) {
      renderer.outputEncoding = THREE.sRGBEncoding;
      if (data.gammaOutput) {
        warn('Property `gammaOutput` is deprecated. Use `renderer="colorManagement: true;"` instead.');
      }
    }

    if (sceneEl.hasAttribute('antialias')) {
      warn('Component `antialias` is deprecated. Use `renderer="antialias: true"` instead.');
    }

    if (sceneEl.hasAttribute('logarithmicDepthBuffer')) {
      warn('Component `logarithmicDepthBuffer` is deprecated. Use `renderer="logarithmicDepthBuffer: true"` instead.');
    }
  },

  applyColorCorrection: function (colorOrTexture) {
    if (!this.data.colorManagement || !colorOrTexture) {
      return;
    } else if (colorOrTexture.isColor) {
      colorOrTexture.convertSRGBToLinear();
    } else if (colorOrTexture.isTexture) {
      colorOrTexture.encoding = THREE.sRGBEncoding;
    }
  }
});

},{"../core/system":125,"../lib/three":162,"../utils/":190}],180:[function(require,module,exports){
var registerSystem = require('../core/system').registerSystem;
var THREE = require('../lib/three');

var SHADOW_MAP_TYPE_MAP = {
  basic: THREE.BasicShadowMap,
  pcf: THREE.PCFShadowMap,
  pcfsoft: THREE.PCFSoftShadowMap
};

/**
 * Shadow system.
 *
 * Enabled automatically when one or more shadow components are added to the scene, the system sets
 * options on the WebGLRenderer for configuring shadow appearance.
 */
module.exports.System = registerSystem('shadow', {
  schema: {
    enabled: {default: true},
    autoUpdate: {default: true},
    type: {default: 'pcf', oneOf: ['basic', 'pcf', 'pcfsoft']}
  },

  init: function () {
    var sceneEl = this.sceneEl;
    var data = this.data;

    this.shadowMapEnabled = false;

    if (!sceneEl.renderer) { return; }  // For tests.

    sceneEl.renderer.shadowMap.type = SHADOW_MAP_TYPE_MAP[data.type];
    sceneEl.renderer.shadowMap.autoUpdate = data.autoUpdate;
    this.setShadowMapEnabled(this.shadowMapEnabled);
  },

  update: function (prevData) {
    if (prevData.enabled !== this.data.enabled) {
      this.setShadowMapEnabled(this.data.enabled);
    }
  },

  /**
   * Enables/disables the renderer shadow map.
   * @param {boolean} enabled
   */
  setShadowMapEnabled: function (enabled) {
    var renderer = this.sceneEl.renderer;
    this.shadowMapEnabled = this.data.enabled && enabled;
    if (renderer) {
      renderer.shadowMap.enabled = this.shadowMapEnabled;
    }
  }
});

},{"../core/system":125,"../lib/three":162}],181:[function(require,module,exports){
var registerSystem = require('../core/system').registerSystem;
var utils = require('../utils');
var isWebXRAvailable = utils.device.isWebXRAvailable;

/**
 * Tracked controls system.
 * Maintain list with available tracked controllers.
 */
module.exports.System = registerSystem('tracked-controls-webvr', {
  init: function () {
    var self = this;

    this.controllers = [];
    this.isChrome = navigator.userAgent.indexOf('Chrome') !== -1;

    this.updateControllerList();
    this.throttledUpdateControllerList = utils.throttle(this.updateControllerList, 500, this);

    // Don't use WebVR if WebXR is available?
    if (isWebXRAvailable) { return; }

    if (!navigator.getVRDisplays) { return; }

    this.sceneEl.addEventListener('enter-vr', function () {
      navigator.getVRDisplays().then(function (displays) {
        if (displays.length) { self.vrDisplay = displays[0]; }
      });
    });
  },

  tick: function () {
    if (this.isChrome) {
      // Retrieve new controller handlers with updated state (pose, buttons...)
      this.updateControllerList();
    } else {
      this.throttledUpdateControllerList();
    }
  },

  /**
   * Update controller list.
   */
  updateControllerList: function () {
    var controllers = this.controllers;
    var gamepad;
    var gamepads;
    var i;
    var prevCount;

    gamepads = navigator.getGamepads && navigator.getGamepads();
    if (!gamepads) { return; }

    prevCount = controllers.length;
    controllers.length = 0;
    for (i = 0; i < gamepads.length; ++i) {
      gamepad = gamepads[i];
      if (gamepad && gamepad.pose) {
        controllers.push(gamepad);
      }
    }

    if (controllers.length !== prevCount) {
      this.el.emit('controllersupdated', undefined, false);
    }
  }
});

},{"../core/system":125,"../utils":190}],182:[function(require,module,exports){
var registerSystem = require('../core/system').registerSystem;
var utils = require('../utils');

/**
 * Tracked controls system.
 * Maintain list with available tracked controllers.
 */
module.exports.System = registerSystem('tracked-controls-webxr', {
  init: function () {
    this.controllers = [];
    this.oldControllers = [];
    this.oldControllersLength = 0;
    this.throttledUpdateControllerList = utils.throttle(this.updateControllerList, 500, this);
    this.updateReferenceSpace = this.updateReferenceSpace.bind(this);
    this.el.addEventListener('enter-vr', this.updateReferenceSpace);
    this.el.addEventListener('exit-vr', this.updateReferenceSpace);
  },

  tick: function () {
    this.throttledUpdateControllerList();
  },

  updateReferenceSpace: function () {
    var self = this;
    var xrSession = this.el.xrSession;

    if (!xrSession) {
      this.referenceSpace = undefined;
      this.controllers = [];
      if (this.oldControllersLength > 0) {
        this.oldControllersLength = 0;
        this.el.emit('controllersupdated', undefined, false);
      }
      return;
    }
    var refspace = self.el.sceneEl.systems.webxr.sessionReferenceSpaceType;
    xrSession.requestReferenceSpace(refspace).then(function (referenceSpace) {
      self.referenceSpace = referenceSpace;
    }).catch(function (err) {
      self.el.sceneEl.systems.webxr.warnIfFeatureNotRequested(
          refspace,
          'tracked-controls-webxr uses reference space "' + refspace + '".');
      throw err;
    });
  },

  updateControllerList: function () {
    var xrSession = this.el.xrSession;
    var oldControllers = this.oldControllers;
    var i;
    if (!xrSession) {
      if (this.oldControllersLength === 0) { return; }
      // Broadcast that we now have zero controllers connected if there is
      // no session
      this.oldControllersLength = 0;
      this.controllers = [];
      this.el.emit('controllersupdated', undefined, false);
      return;
    }

    if (!xrSession.inputSources) { return; }
    this.controllers = xrSession.inputSources;
    if (this.oldControllersLength === this.controllers.length) {
      var equal = true;
      for (i = 0; i < this.controllers.length; ++i) {
        if (this.controllers[i] === oldControllers[i] &&
            this.controllers[i].gamepad === oldControllers[i].gamepad) { continue; }
        equal = false;
        break;
      }
      if (equal) { return; }
    }

    // Store reference to current controllers
    oldControllers.length = 0;
    for (i = 0; i < this.controllers.length; i++) {
      oldControllers.push(this.controllers[i]);
    }

    this.oldControllersLength = this.controllers.length;
    this.el.emit('controllersupdated', undefined, false);
  }
});

},{"../core/system":125,"../utils":190}],183:[function(require,module,exports){
var registerSystem = require('../core/system').registerSystem;

var utils = require('../utils/');
var warn = utils.debug('systems:webxr:warn');

/**
 * WebXR session initialization and XR module support.
 */
module.exports.System = registerSystem('webxr', {
  schema: {
    referenceSpaceType: {type: 'string', default: 'local-floor'},
    requiredFeatures: {type: 'array', default: ['local-floor']},
    optionalFeatures: {type: 'array', default: ['bounded-floor']},
    overlayElement: {type: 'selector'}
  },

  update: function () {
    var data = this.data;
    this.sessionConfiguration = {
      requiredFeatures: data.requiredFeatures,
      optionalFeatures: data.optionalFeatures
    };
    this.sessionReferenceSpaceType = data.referenceSpaceType;

    if (data.overlayElement) {
      // Update WebXR to support light-estimation
      data.overlayElement.classList.remove('a-dom-overlay');
      if (!data.optionalFeatures.includes('dom-overlay')) {
        data.optionalFeatures.push('dom-overlay');
        this.el.setAttribute('webxr', data);
      }
      this.warnIfFeatureNotRequested('dom-overlay');
      this.sessionConfiguration.domOverlay = {root: data.overlayElement};
      data.overlayElement.classList.add('a-dom-overlay');
    }
  },

  wasFeatureRequested: function (feature) {
    // Features available by default for immersive sessions don't need to
    // be requested explicitly.
    if (feature === 'viewer' || feature === 'local') { return true; }

    if (this.sessionConfiguration.requiredFeatures.includes(feature) ||
        this.sessionConfiguration.optionalFeatures.includes(feature)) {
      return true;
    }

    return false;
  },

  warnIfFeatureNotRequested: function (feature, optIntro) {
    if (!this.wasFeatureRequested(feature)) {
      var msg = 'Please add the feature "' + feature + '" to a-scene\'s ' +
          'webxr system options in requiredFeatures/optionalFeatures.';
      warn((optIntro ? optIntro + ' ' : '') + msg);
    }
  }
});

},{"../core/system":125,"../utils/":190}],184:[function(require,module,exports){
/**
 * Faster version of Function.prototype.bind
 * @param {Function} fn - Function to wrap.
 * @param {Object} ctx - What to bind as context.
 * @param {...*} arguments - Arguments to pass through.
 */
module.exports = function bind (fn, ctx/* , arg1, arg2 */) {
  return (function (prependedArgs) {
    return function bound () {
      // Concat the bound function arguments with those passed to original bind
      var args = prependedArgs.concat(Array.prototype.slice.call(arguments, 0));
      return fn.apply(ctx, args);
    };
  })(Array.prototype.slice.call(arguments, 2));
};

},{}],185:[function(require,module,exports){
/* global THREE */
var debug = require('./debug');
var extend = require('object-assign');

var warn = debug('utils:coordinates:warn');

// Order of coordinates parsed by coordinates.parse.
var COORDINATE_KEYS = ['x', 'y', 'z', 'w'];

// Coordinate string regex. Handles negative, positive, and decimals.
var regex = /^\s*((-?\d*\.{0,1}\d+(e-?\d+)?)\s+){2,3}(-?\d*\.{0,1}\d+(e-?\d+)?)\s*$/;
module.exports.regex = regex;

var OBJECT = 'object';
var whitespaceRegex = /\s+/g;

/**
 * Parses coordinates from an "x y z" string.
 * Example: "3 10 -5" to {x: 3, y: 10, z: -5}.
 *
 * @param {string} val - An "x y z" string.
 * @param {string} defaults - fallback value.
 * @returns {object} An object with keys [x, y, z].
 */
function parse (value, defaultVec) {
  var coordinate;
  var defaultVal;
  var key;
  var i;
  var vec;
  var x;
  var y;
  var z;
  var w;

  if (value && value instanceof Object) {
    x = value.x === undefined ? defaultVec && defaultVec.x : value.x;
    y = value.y === undefined ? defaultVec && defaultVec.y : value.y;
    z = value.z === undefined ? defaultVec && defaultVec.z : value.z;
    w = value.w === undefined ? defaultVec && defaultVec.w : value.w;
    if (x !== undefined && x !== null) { value.x = parseIfString(x); }
    if (y !== undefined && y !== null) { value.y = parseIfString(y); }
    if (z !== undefined && z !== null) { value.z = parseIfString(z); }
    if (w !== undefined && w !== null) { value.w = parseIfString(w); }
    return value;
  }

  if (value === null || value === undefined) {
    return typeof defaultVec === OBJECT ? extend({}, defaultVec) : defaultVec;
  }

  coordinate = value.trim().split(whitespaceRegex);
  vec = {};
  for (i = 0; i < COORDINATE_KEYS.length; i++) {
    key = COORDINATE_KEYS[i];
    if (coordinate[i]) {
      vec[key] = parseFloat(coordinate[i], 10);
    } else {
      defaultVal = defaultVec && defaultVec[key];
      if (defaultVal === undefined) { continue; }
      vec[key] = parseIfString(defaultVal);
    }
  }
  return vec;
}
module.exports.parse = parse;

/**
 * Stringify coordinates from an object with keys [x y z].
 * Example: {x: 3, y: 10, z: -5} to "3 10 -5".
 *
 * @param {object|string} data - An object with keys [x y z].
 * @returns {string} An "x y z" string.
 */
function stringify (data) {
  var str;
  if (typeof data !== OBJECT) { return data; }
  str = data.x + ' ' + data.y;
  if (data.z != null) { str += ' ' + data.z; }
  if (data.w != null) { str += ' ' + data.w; }
  return str;
}
module.exports.stringify = stringify;

/**
 * @returns {bool}
 */
function isCoordinates (value) {
  return regex.test(value);
}
module.exports.isCoordinates = isCoordinates;

module.exports.isCoordinate = function (value) {
  warn('`AFRAME.utils.isCoordinate` has been renamed to `AFRAME.utils.isCoordinates`');
  return isCoordinates(value);
};

function parseIfString (val) {
  if (val !== null && val !== undefined && val.constructor === String) {
    return parseFloat(val, 10);
  }
  return val;
}

/**
 * Convert {x, y, z} object to three.js Vector3.
 */
module.exports.toVector3 = function (vec3) {
  return new THREE.Vector3(vec3.x, vec3.y, vec3.z);
};

},{"./debug":186,"object-assign":24}],186:[function(require,module,exports){
(function (process){(function (){
var debugLib = require('debug');
var extend = require('object-assign');

var settings = {
  colors: {
    debug: 'gray',
    error: 'red',
    info: 'gray',
    warn: 'orange'
  }
};

/**
 * Monkeypatches `debug` so we can colorize error/warning messages.
 *
 * (See issue: https://github.com/visionmedia/debug/issues/137)
 */
var debug = function (namespace) {
  var d = debugLib(namespace);

  d.color = getDebugNamespaceColor(namespace);

  return d;
};
extend(debug, debugLib);

/**
 * Returns the type of the namespace (e.g., `error`, `warn`).
 *
 * @param {String} namespace
 *   The debug logger's namespace (e.g., `components:geometry:warn`).
 * @returns {String} The type of the namespace (e.g., `warn`).
 * @api private
 */
function getDebugNamespaceType (namespace) {
  var chunks = namespace.split(':');

  return chunks[chunks.length - 1];  // Return the last one
}

/**
 * Returns the color of the namespace (e.g., `orange`).
 *
 * @param {String} namespace
 *   The debug logger's namespace (e.g., `components:geometry:warn`).
 * @returns {String} The color of the namespace (e.g., `orange`).
 * @api private
 */
function getDebugNamespaceColor (namespace) {
  var type = getDebugNamespaceType(namespace);

  var color = settings.colors && settings.colors[type];

  return color || null;
}

/**
 * Returns `localStorage` if possible.
 *
 * This is necessary because Safari throws when a user disables
 * cookies or `localStorage` and you attempt to access it.
 *
 * @returns {localStorage}
 * @api private
 */
function storage () {
  try {
    return window.localStorage;
  } catch (e) {
  }
}

/**
 * To enable console logging, type this in the Console of your Dev Tools:
 *
 *   localStorage.logs = 1
 *
 * To disable console logging:
 *
 *   localStorage.logs = 0
 *
 */
var ls = storage();
if (ls && (parseInt(ls.logs, 10) || ls.logs === 'true')) {
  debug.enable('*');
} else {
  debug.enable('*:error,*:info,*:warn');
}

if (process.browser) { window.logs = debug; }

module.exports = debug;

}).call(this)}).call(this,require('_process'))

},{"_process":31,"debug":8,"object-assign":24}],187:[function(require,module,exports){
(function (process){(function (){
var error = require('debug')('device:error');

var vrDisplay;
var supportsVRSession = false;
var supportsARSession = false;

/**
 * Oculus Browser 7 doesn't support the WebXR gamepads module.
 * We fallback to WebVR API and will hotfix when implementation is complete.
 */
var isWebXRAvailable = module.exports.isWebXRAvailable = !window.debug && navigator.xr !== undefined;

// Catch vrdisplayactivate early to ensure we can enter VR mode after the scene loads.
window.addEventListener('vrdisplayactivate', function (evt) {
  var canvasEl;
  // WebXR takes priority if available.
  if (isWebXRAvailable) { return; }
  canvasEl = document.createElement('canvas');
  vrDisplay = evt.display;
  // We need to make sure the canvas has a WebGL context associated with it.
  // Otherwise, the requestPresent could be denied.
  canvasEl.getContext('webgl', {});
  // Request present immediately. a-scene will be allowed to enter VR without user gesture.
  vrDisplay.requestPresent([{source: canvasEl}]).then(function () {}, function () {});
});

// Support both WebVR and WebXR APIs.
if (isWebXRAvailable) {
  var updateEnterInterfaces = function () {
    var sceneEl = document.querySelector('a-scene');
    if (!sceneEl) {
      window.addEventListener('DOMContentLoaded', updateEnterInterfaces);
      return;
    }
    if (sceneEl.hasLoaded) {
      sceneEl.components['vr-mode-ui'].updateEnterInterfaces();
    } else {
      sceneEl.addEventListener('loaded', updateEnterInterfaces);
    }
  };
  var errorHandler = function (err) {
    error('WebXR session support error: ' + err.message);
  };
  if (navigator.xr.isSessionSupported) {
    // Current WebXR spec uses a boolean-returning isSessionSupported promise
    navigator.xr.isSessionSupported('immersive-vr').then(function (supported) {
      supportsVRSession = supported;
      updateEnterInterfaces();
    }).catch(errorHandler);

    navigator.xr.isSessionSupported('immersive-ar').then(function (supported) {
      supportsARSession = supported;
      updateEnterInterfaces();
    }).catch(function () {});
  } else if (navigator.xr.supportsSession) {
    // Fallback for implementations that haven't updated to the new spec yet,
    // the old version used supportsSession which is rejected for missing
    // support.
    navigator.xr.supportsSession('immersive-vr').then(function () {
      supportsVRSession = true;
      updateEnterInterfaces();
    }).catch(errorHandler);
    navigator.xr.supportsSession('immersive-ar').then(function () {
      supportsARSession = true;
      updateEnterInterfaces();
    }).catch(function () {});
  } else {
    error('WebXR has neither isSessionSupported or supportsSession?!');
  }
} else {
  if (navigator.getVRDisplays) {
    navigator.getVRDisplays().then(function (displays) {
      var sceneEl = document.querySelector('a-scene');
      vrDisplay = displays.length && displays[0];
      if (sceneEl) { sceneEl.emit('displayconnected', {vrDisplay: vrDisplay}); }
    });
  }
}

function getVRDisplay () { return vrDisplay; }
module.exports.getVRDisplay = getVRDisplay;

/**
 * Determine if a headset is connected by checking if a vrDisplay is available.
 */
function checkHeadsetConnected () {
  return supportsVRSession || supportsARSession || !!getVRDisplay();
}
module.exports.checkHeadsetConnected = checkHeadsetConnected;

function checkARSupport () { return supportsARSession; }
module.exports.checkARSupport = checkARSupport;

/**
 * Checks if browser is mobile and not stand-alone dedicated vr device.
 * @return {Boolean} True if mobile browser detected.
 */
var isMobile = (function () {
  var _isMobile = false;
  (function (a) {
    // eslint-disable-next-line no-useless-escape
    if (/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0, 4))) {
      _isMobile = true;
    }
    if (isIOS() || isTablet() || isR7()) {
      _isMobile = true;
    }
    if (isMobileVR()) {
      _isMobile = false;
    }
  })(window.navigator.userAgent || window.navigator.vendor || window.opera);

  return function () { return _isMobile; };
})();
module.exports.isMobile = isMobile;

/**
 *  Detect tablet devices.
 *  @param {string} mockUserAgent - Allow passing a mock user agent for testing.
 */
function isTablet (mockUserAgent) {
  var userAgent = mockUserAgent || window.navigator.userAgent;
  return /ipad|Nexus (7|9)|xoom|sch-i800|playbook|tablet|kindle/i.test(userAgent);
}
module.exports.isTablet = isTablet;

function isIOS () {
  return /iPad|iPhone|iPod/.test(window.navigator.platform);
}
module.exports.isIOS = isIOS;

function isMobileDeviceRequestingDesktopSite () {
  return !isMobile() && !isMobileVR() && window.orientation !== undefined;
}
module.exports.isMobileDeviceRequestingDesktopSite = isMobileDeviceRequestingDesktopSite;

/**
 *  Detect Oculus Browser (standalone headset)
 */
function isOculusBrowser () {
  return /(OculusBrowser)/i.test(window.navigator.userAgent);
}
module.exports.isOculusBrowser = isOculusBrowser;

/**
 *  Detect Firefox Reality (standalone headset)
 */
function isFirefoxReality () {
  return /(Mobile VR)/i.test(window.navigator.userAgent);
}
module.exports.isFirefoxReality = isFirefoxReality;

/**
 *  Detect browsers in Stand-Alone headsets
 */
function isMobileVR () {
  return isOculusBrowser() || isFirefoxReality();
}
module.exports.isMobileVR = isMobileVR;

function isR7 () {
  return /R7 Build/.test(window.navigator.userAgent);
}
module.exports.isR7 = isR7;

/**
 * Checks mobile device orientation.
 * @return {Boolean} True if landscape orientation.
 */
module.exports.isLandscape = function () {
  var orientation = window.orientation;
  if (isR7()) { orientation += 90; }
  return orientation === 90 || orientation === -90;
};

/**
 * Check if running in a browser or spoofed browser (bundler).
 * We need to check a node api that isn't mocked on either side.
 * `require` and `module.exports` are mocked in browser by bundlers.
 * `window` is mocked in node.
 * `process` is also mocked by browserify, but has custom properties.
 */
module.exports.isBrowserEnvironment = !!(!process || process.browser);

/**
 * Check if running in node on the server.
 */
module.exports.isNodeEnvironment = !module.exports.isBrowserEnvironment;

}).call(this)}).call(this,require('_process'))

},{"_process":31,"debug":8}],188:[function(require,module,exports){
/**
 * Split a delimited component property string (e.g., `material.color`) to an object
 * containing `component` name and `property` name. If there is no delimiter, just return the
 * string back.
 *
 * Cache arrays from splitting strings via delimiter to save on memory.
 *
 * @param {string} str - e.g., `material.opacity`.
 * @param {string} delimiter - e.g., `.`.
 * @returns {array} e.g., `['material', 'opacity']`.
 */
var propertyPathCache = {};
function getComponentPropertyPath (str, delimiter) {
  delimiter = delimiter || '.';
  if (!propertyPathCache[delimiter]) { propertyPathCache[delimiter] = {}; }
  if (str.indexOf(delimiter) !== -1) {
    propertyPathCache[delimiter][str] = str.split(delimiter);
  } else {
    propertyPathCache[delimiter][str] = str;
  }
  return propertyPathCache[delimiter][str];
}
module.exports.getComponentPropertyPath = getComponentPropertyPath;
module.exports.propertyPathCache = propertyPathCache;

/**
 * Get component property using encoded component name + component property name with a
 * delimiter.
 */
module.exports.getComponentProperty = function (el, name, delimiter) {
  var splitName;
  delimiter = delimiter || '.';
  if (name.indexOf(delimiter) !== -1) {
    splitName = getComponentPropertyPath(name, delimiter);
    if (splitName.constructor === String) {
      return el.getAttribute(splitName);
    }
    return el.getAttribute(splitName[0])[splitName[1]];
  }
  return el.getAttribute(name);
};

/**
 * Set component property using encoded component name + component property name with a
 * delimiter.
 */
module.exports.setComponentProperty = function (el, name, value, delimiter) {
  var splitName;
  delimiter = delimiter || '.';
  if (name.indexOf(delimiter) !== -1) {
    splitName = getComponentPropertyPath(name, delimiter);
    if (splitName.constructor === String) {
      el.setAttribute(splitName, value);
    } else {
      el.setAttribute(splitName[0], splitName[1], value);
    }
    return;
  }
  el.setAttribute(name, value);
};

},{}],189:[function(require,module,exports){
module.exports = function forceCanvasResizeSafariMobile (canvasEl) {
  var width = canvasEl.style.width;
  var height = canvasEl.style.height;
  // Taken from webvr-polyfill (https://github.com/borismus/webvr-polyfill/blob/85f657cd502ec9417bf26b87c3cb2afa6a70e079/src/util.js#L200)
  // iOS only workaround for https://bugs.webkit.org/show_bug.cgi?id=152556
  // By changing the size 1 pixel and restoring the previous value
  // we trigger a size recalculation cycle.
  canvasEl.style.width = (parseInt(width, 10) + 1) + 'px';
  canvasEl.style.height = (parseInt(height, 10) + 1) + 'px';
  setTimeout(function () {
    canvasEl.style.width = width;
    canvasEl.style.height = height;
  }, 200);
};

},{}],190:[function(require,module,exports){
/* global location */

/* Centralized place to reference utilities since utils is exposed to the user. */
var debug = require('./debug');
var deepAssign = require('deep-assign');
var device = require('./device');
var objectAssign = require('object-assign');
var objectPool = require('./object-pool');

var warn = debug('utils:warn');

module.exports.bind = require('./bind');
module.exports.coordinates = require('./coordinates');
module.exports.debug = debug;
module.exports.device = device;
module.exports.entity = require('./entity');
module.exports.forceCanvasResizeSafariMobile = require('./forceCanvasResizeSafariMobile');
module.exports.isIE11 = require('./is-ie11');
module.exports.material = require('./material');
module.exports.objectPool = objectPool;
module.exports.split = require('./split').split;
module.exports.styleParser = require('./styleParser');
module.exports.trackedControls = require('./tracked-controls');

module.exports.checkHeadsetConnected = function () {
  warn('`utils.checkHeadsetConnected` has moved to `utils.device.checkHeadsetConnected`');
  return device.checkHeadsetConnected(arguments);
};
module.exports.isGearVR = module.exports.device.isGearVR = function () {
  warn('`utils.isGearVR` has been deprecated, use `utils.device.isMobileVR`');
};
module.exports.isIOS = function () {
  warn('`utils.isIOS` has moved to `utils.device.isIOS`');
  return device.isIOS(arguments);
};
module.exports.isOculusGo = module.exports.device.isOculusGo = function () {
  warn('`utils.isOculusGo` has been deprecated, use `utils.device.isMobileVR`');
};
module.exports.isMobile = function () {
  warn('`utils.isMobile has moved to `utils.device.isMobile`');
  return device.isMobile(arguments);
};

/**
 * Returns throttle function that gets called at most once every interval.
 *
 * @param {function} functionToThrottle
 * @param {number} minimumInterval - Minimal interval between calls (milliseconds).
 * @param {object} optionalContext - If given, bind function to throttle to this context.
 * @returns {function} Throttled function.
 */
module.exports.throttle = function (functionToThrottle, minimumInterval, optionalContext) {
  var lastTime;
  if (optionalContext) {
    functionToThrottle = module.exports.bind(functionToThrottle, optionalContext);
  }
  return function () {
    var time = Date.now();
    var sinceLastTime = typeof lastTime === 'undefined' ? minimumInterval : time - lastTime;
    if (typeof lastTime === 'undefined' || (sinceLastTime >= minimumInterval)) {
      lastTime = time;
      functionToThrottle.apply(null, arguments);
    }
  };
};

/**
 * Returns throttle function that gets called at most once every interval.
 * If there are multiple calls in the last interval we call the function one additional
 * time.
 * It behaves like a throttle except for the very last call that gets deferred until the end of the interval.
 *
 * @param {function} functionToThrottle
 * @param {number} minimumInterval - Minimal interval between calls (milliseconds).
 * @param {object} optionalContext - If given, bind function to throttle to this context.
 * @returns {function} Throttled function.
 */
module.exports.throttleComponentChanged = function (functionToThrottle, minimumInterval, optionalContext) {
  var lastTime;
  var deferTimer;
  if (optionalContext) {
    functionToThrottle = module.exports.bind(functionToThrottle, optionalContext);
  }
  return function () {
    var time = Date.now();
    var sinceLastTime = typeof lastTime === 'undefined' ? minimumInterval : time - lastTime;
    var args = arguments;
    if (typeof lastTime === 'undefined' || sinceLastTime >= minimumInterval) {
      clearTimeout(deferTimer);
      lastTime = time;
      functionToThrottle.apply(null, args);
    } else {
      clearTimeout(deferTimer);
      deferTimer = setTimeout(function () {
        lastTime = Date.now();
        functionToThrottle.apply(this, args);
      }, minimumInterval - sinceLastTime);
    }
  };
};

/**
 * Returns throttle function that gets called at most once every interval.
 * Uses the time/timeDelta timestamps provided by the global render loop for better perf.
 *
 * @param {function} functionToThrottle
 * @param {number} minimumInterval - Minimal interval between calls (milliseconds).
 * @param {object} optionalContext - If given, bind function to throttle to this context.
 * @returns {function} Throttled function.
 */
module.exports.throttleTick = function (functionToThrottle, minimumInterval, optionalContext) {
  var lastTime;
  if (optionalContext) {
    functionToThrottle = module.exports.bind(functionToThrottle, optionalContext);
  }
  return function (time, delta) {
    var sinceLastTime = typeof lastTime === 'undefined' ? delta : time - lastTime;
    if (typeof lastTime === 'undefined' || (sinceLastTime >= minimumInterval)) {
      lastTime = time;
      functionToThrottle(time, sinceLastTime);
    }
  };
};

/**
 * Returns debounce function that gets called only once after a set of repeated calls.
 *
 * @param {function} functionToDebounce
 * @param {number} wait - Time to wait for repeated function calls (milliseconds).
 * @param {boolean} immediate - Calls the function immediately regardless of if it should be waiting.
 * @returns {function} Debounced function.
 */
module.exports.debounce = function (func, wait, immediate) {
  var timeout;
  return function () {
    var context = this;
    var args = arguments;
    var later = function () {
      timeout = null;
      if (!immediate) func.apply(context, args);
    };
    var callNow = immediate && !timeout;
    clearTimeout(timeout);
    timeout = setTimeout(later, wait);
    if (callNow) func.apply(context, args);
  };
};

/**
 * Mix the properties of source object(s) into a destination object.
 *
 * @param  {object} dest - The object to which properties will be copied.
 * @param  {...object} source - The object(s) from which properties will be copied.
 */
module.exports.extend = objectAssign;
module.exports.extendDeep = deepAssign;

module.exports.clone = function (obj) {
  return JSON.parse(JSON.stringify(obj));
};

/**
 * Checks if two values are equal.
 * Includes objects and arrays and nested objects and arrays.
 * Try to keep this function performant as it will be called often to see if a component
 * should be updated.
 *
 * @param {object} a - First object.
 * @param {object} b - Second object.
 * @returns {boolean} Whether two objects are deeply equal.
 */
var deepEqual = (function () {
  var arrayPool = objectPool.createPool(function () { return []; });

  return function (a, b) {
    var key;
    var keysA;
    var keysB;
    var i;
    var valA;
    var valB;

    // If not objects or arrays, compare as values.
    if (a === undefined || b === undefined || a === null || b === null ||
        !(a && b && (a.constructor === Object && b.constructor === Object) ||
                    (a.constructor === Array && b.constructor === Array))) {
      return a === b;
    }

    // Different number of keys, not equal.
    keysA = arrayPool.use();
    keysB = arrayPool.use();
    keysA.length = 0;
    keysB.length = 0;
    for (key in a) { keysA.push(key); }
    for (key in b) { keysB.push(key); }
    if (keysA.length !== keysB.length) {
      arrayPool.recycle(keysA);
      arrayPool.recycle(keysB);
      return false;
    }

    // Return `false` at the first sign of inequality.
    for (i = 0; i < keysA.length; ++i) {
      valA = a[keysA[i]];
      valB = b[keysA[i]];
      // Check nested array and object.
      if ((typeof valA === 'object' || typeof valB === 'object') ||
          (Array.isArray(valA) && Array.isArray(valB))) {
        if (valA === valB) { continue; }
        if (!deepEqual(valA, valB)) {
          arrayPool.recycle(keysA);
          arrayPool.recycle(keysB);
          return false;
        }
      } else if (valA !== valB) {
        arrayPool.recycle(keysA);
        arrayPool.recycle(keysB);
        return false;
      }
    }

    arrayPool.recycle(keysA);
    arrayPool.recycle(keysB);
    return true;
  };
})();
module.exports.deepEqual = deepEqual;

/**
 * Computes the difference between two objects.
 *
 * @param {object} a - First object to compare (e.g., oldData).
 * @param {object} b - Second object to compare (e.g., newData).
 * @returns {object}
 *   Difference object where set of keys note which values were not equal, and values are
 *   `b`'s values.
 */
module.exports.diff = (function () {
  var keys = [];

  return function (a, b, targetObject) {
    var aVal;
    var bVal;
    var bKey;
    var diff;
    var key;
    var i;
    var isComparingObjects;

    diff = targetObject || {};

    // Collect A keys.
    keys.length = 0;
    for (key in a) { keys.push(key); }

    if (!b) { return diff; }

    // Collect B keys.
    for (bKey in b) {
      if (keys.indexOf(bKey) === -1) {
        keys.push(bKey);
      }
    }

    for (i = 0; i < keys.length; i++) {
      key = keys[i];
      aVal = a[key];
      bVal = b[key];
      isComparingObjects = aVal && bVal &&
                          aVal.constructor === Object && bVal.constructor === Object;
      if ((isComparingObjects && !deepEqual(aVal, bVal)) ||
          (!isComparingObjects && aVal !== bVal)) {
        diff[key] = bVal;
      }
    }
    return diff;
  };
})();

/**
 * Returns whether we should capture this keyboard event for keyboard shortcuts.
 * @param {Event} event Event object.
 * @returns {Boolean} Whether the key event should be captured.
 */
module.exports.shouldCaptureKeyEvent = function (event) {
  if (event.metaKey) { return false; }
  return document.activeElement === document.body;
};

/**
 * Splits a string into an array based on a delimiter.
 *
 * @param   {string=} [str='']        Source string
 * @param   {string=} [delimiter=' '] Delimiter to use
 * @returns {array}                   Array of delimited strings
 */
module.exports.splitString = function (str, delimiter) {
  if (typeof delimiter === 'undefined') { delimiter = ' '; }
  // First collapse the whitespace (or whatever the delimiter is).
  var regex = new RegExp(delimiter, 'g');
  str = (str || '').replace(regex, delimiter);
  // Then split.
  return str.split(delimiter);
};

/**
 * Extracts data from the element given an object that contains expected keys.
 *
 * @param {Element} Source element.
 * @param {Object} [defaults={}] Object of default key-value pairs.
 * @returns {Object}
 */
module.exports.getElData = function (el, defaults) {
  defaults = defaults || {};
  var data = {};
  Object.keys(defaults).forEach(copyAttribute);
  function copyAttribute (key) {
    if (el.hasAttribute(key)) {
      data[key] = el.getAttribute(key);
    }
  }
  return data;
};

/**
 * Retrieves querystring value.
 * @param  {String} name Name of querystring key.
 * @return {String}      Value
 */
module.exports.getUrlParameter = function (name) {
  // eslint-disable-next-line no-useless-escape
  name = name.replace(/[\[]/, '\\[').replace(/[\]]/, '\\]');
  var regex = new RegExp('[\\?&]' + name + '=([^&#]*)');
  var results = regex.exec(location.search);
  return results === null ? '' : decodeURIComponent(results[1].replace(/\+/g, ' '));
};

/**
 * Detects whether context is within iframe.
 */
module.exports.isIframed = function () {
  return window.top !== window.self;
};

/**
 * Finds all elements under the element that have the isScene
 * property set to true
 */
module.exports.findAllScenes = function (el) {
  var matchingElements = [];
  var allElements = el.getElementsByTagName('*');
  for (var i = 0, n = allElements.length; i < n; i++) {
    if (allElements[i].isScene) {
      // Element exists with isScene set.
      matchingElements.push(allElements[i]);
    }
  }
  return matchingElements;
};

// Must be at bottom to avoid circular dependency.
module.exports.srcLoader = require('./src-loader');

},{"./bind":184,"./coordinates":185,"./debug":186,"./device":187,"./entity":188,"./forceCanvasResizeSafariMobile":189,"./is-ie11":192,"./material":194,"./object-pool":195,"./split":196,"./src-loader":197,"./styleParser":198,"./tracked-controls":199,"deep-assign":10,"object-assign":24}],191:[function(require,module,exports){
// Safari regression introduced in iOS 12 and remains in iOS 13.
// https://stackoverflow.com/questions/62717621/white-space-at-page-bottom-after-device-rotation-in-ios-safari
window.addEventListener('orientationchange', function () {
  document.documentElement.style.height = `initial`;
  setTimeout(function () {
    document.documentElement.style.height = `100%`;
    setTimeout(function () {
      // this line prevents the content
      // from hiding behind the address bar
      window.scrollTo(0, 1);
    }, 500);
  }, 500);
});

},{}],192:[function(require,module,exports){
// https://stackoverflow.com/a/17907562
function getInternetExplorerVersion () {
  var version = -1;
  var userAgent = navigator.userAgent;
  var re;
  if (navigator.appName === 'Microsoft Internet Explorer') {
    re = new RegExp('MSIE ([0-9]{1,}[\\.0-9]{0,})');
    if (re.exec(userAgent) != null) { version = parseFloat(RegExp.$1); }
  } else if (navigator.appName === 'Netscape') {
    re = new RegExp('Trident/.*rv:([0-9]{1,}[\\.0-9]{0,})');
    if (re.exec(userAgent) != null) { version = parseFloat(RegExp.$1); }
  }
  return version;
}

module.exports = getInternetExplorerVersion() === 11;

},{}],193:[function(require,module,exports){
/**
 * Check if device is iOS and older than version 10.
 */
module.exports = function isIOSOlderThan10 (userAgent) {
  return /(iphone|ipod|ipad).*os.(7_|8_|9_)/i.test(userAgent);
};

},{}],194:[function(require,module,exports){
var THREE = require('../lib/three');

var HLS_MIMETYPES = ['application/x-mpegurl', 'application/vnd.apple.mpegurl'];

var COLOR_MAPS = new Set([
  'emissiveMap',
  'envMap',
  'map',
  'specularMap'
]);

/**
 * Set texture properties such as repeat and offset.
 *
 * @param {object} data - With keys like `repeat`.
*/
function setTextureProperties (texture, data) {
  var offset = data.offset || {x: 0, y: 0};
  var repeat = data.repeat || {x: 1, y: 1};
  var npot = data.npot || false;
  // To support NPOT textures, wrap must be ClampToEdge (not Repeat),
  // and filters must not use mipmaps (i.e. Nearest or Linear).
  if (npot) {
    texture.wrapS = THREE.ClampToEdgeWrapping;
    texture.wrapT = THREE.ClampToEdgeWrapping;
    texture.magFilter = THREE.LinearFilter;
    texture.minFilter = THREE.LinearFilter;
  }

  // Don't bother setting repeat if it is 1/1. Power-of-two is required to repeat.
  if (repeat.x !== 1 || repeat.y !== 1) {
    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    texture.repeat.set(repeat.x, repeat.y);
  }
  // Don't bother setting offset if it is 0/0.
  if (offset.x !== 0 || offset.y !== 0) {
    texture.offset.set(offset.x, offset.y);
  }
}
module.exports.setTextureProperties = setTextureProperties;

/**
 * Update `material` texture property (usually but not always `map`)
 * from `data` property (usually but not always `src`)
 *
 * @param {object} shader - A-Frame shader instance.
 * @param {object} data
 */
module.exports.updateMapMaterialFromData = function (materialName, dataName, shader, data) {
  var el = shader.el;
  var material = shader.material;
  var rendererSystem = el.sceneEl.systems.renderer;
  var src = data[dataName];

  // Because a single material / shader may have multiple textures,
  // we need to remember the source value for this data property
  // to avoid redundant operations which can be expensive otherwise
  // (e.g. video texture loads).
  if (!shader.materialSrcs) { shader.materialSrcs = {}; }

  if (!src) {
    // Forget the prior material src.
    delete shader.materialSrcs[materialName];
    // Remove the texture.
    setMap(null);
    return;
  }

  // If material src hasn't changed, and we already have a texture,
  // just update properties, but don't reload the texture.
  if (src === shader.materialSrcs[materialName] &&
      material[materialName]) {
    setTextureProperties(material[materialName], data);
    return;
  }

  // Remember the new src for this texture (there may be multiple).
  shader.materialSrcs[materialName] = src;

  // If the new material src is already a texture, just use it.
  if (src instanceof THREE.Texture) { setMap(src); } else {
    // Load texture for the new material src.
    // (And check if we should still use it once available in callback.)
    el.sceneEl.systems.material.loadTexture(src,
      {src: src, repeat: data.repeat, offset: data.offset, npot: data.npot},
      checkSetMap);
  }

  function checkSetMap (texture) {
    // If the source has been changed, don't use loaded texture.
    if (shader.materialSrcs[materialName] !== src) { return; }
    setMap(texture);
  }

  function setMap (texture) {
    material[materialName] = texture;
    if (texture && COLOR_MAPS.has(materialName)) {
      rendererSystem.applyColorCorrection(texture);
    }
    material.needsUpdate = true;
    handleTextureEvents(el, texture);
  }
};

/**
 * Update `material.map` given `data.src`. For standard and flat shaders.
 *
 * @param {object} shader - A-Frame shader instance.
 * @param {object} data
 */
module.exports.updateMap = function (shader, data) {
  return module.exports.updateMapMaterialFromData('map', 'src', shader, data);
};

/**
 * Updates the material's maps which give the illusion of extra geometry.
 *
 * @param {string} longType - The friendly name of the map from the component e.g. ambientOcclusionMap becomes aoMap in THREE.js
 * @param {object} shader - A-Frame shader instance
 * @param {object} data
 */
module.exports.updateDistortionMap = function (longType, shader, data) {
  var shortType = longType;
  if (longType === 'ambientOcclusion') { shortType = 'ao'; }
  var el = shader.el;
  var material = shader.material;
  var rendererSystem = el.sceneEl.systems.renderer;
  var src = data[longType + 'Map'];
  var info = {};
  info.src = src;

  // Pass through the repeat and offset to be handled by the material loader.
  info.offset = data[longType + 'TextureOffset'];
  info.repeat = data[longType + 'TextureRepeat'];
  info.wrap = data[longType + 'TextureWrap'];

  if (src) {
    if (src === shader[longType + 'TextureSrc']) { return; }

    // Texture added or changed.
    shader[longType + 'TextureSrc'] = src;
    el.sceneEl.systems.material.loadTexture(src, info, setMap);
    return;
  }

  // Texture removed.
  if (!material.map) { return; }
  setMap(null);

  function setMap (texture) {
    var slot = shortType + 'Map';
    material[slot] = texture;
    if (texture && COLOR_MAPS.has(slot)) {
      rendererSystem.applyColorCorrection(texture);
    }
    if (texture) {
      setTextureProperties(texture, data);
    }
    material.needsUpdate = true;
    handleTextureEvents(el, texture);
  }
};

/**
 * Emit event on entities on texture-related events.
 *
 * @param {Element} el - Entity.
 * @param {object} texture - three.js Texture.
 */
function handleTextureEvents (el, texture) {
  if (!texture) { return; }

  el.emit('materialtextureloaded', {src: texture.image, texture: texture});

  // Video events.
  if (!texture.image || texture.image.tagName !== 'VIDEO') { return; }

  texture.image.addEventListener('loadeddata', function emitVideoTextureLoadedDataAll () {
    // Check to see if we need to use iOS 10 HLS shader.
    // Only override the shader if it is stock shader that we know doesn't correct.
    if (!el.components || !el.components.material) { return; }

    if (texture.needsCorrectionBGRA && texture.needsCorrectionFlipY &&
        ['standard', 'flat'].indexOf(el.components.material.data.shader) !== -1) {
      el.setAttribute('material', 'shader', 'ios10hls');
    }

    el.emit('materialvideoloadeddata', {src: texture.image, texture: texture});
  });
  texture.image.addEventListener('ended', function emitVideoTextureEndedAll () {
    // Works for non-looping videos only.
    el.emit('materialvideoended', {src: texture.image, texture: texture});
  });
}
module.exports.handleTextureEvents = handleTextureEvents;

/**
 * Given video element src and type, guess whether stream is HLS.
 *
 * @param {string} src - src from video element (generally URL to content).
 * @param {string} type - type from video element (generally MIME type if present).
 */
module.exports.isHLS = function (src, type) {
  if (type && HLS_MIMETYPES.includes(type.toLowerCase())) { return true; }
  if (src && src.toLowerCase().indexOf('.m3u8') > 0) { return true; }
  return false;
};

},{"../lib/three":162}],195:[function(require,module,exports){
/*
  Adapted deePool by Kyle Simpson.
  MIT License: http://getify.mit-license.org
*/
var EMPTY_SLOT = Object.freeze(Object.create(null));

// Default object factory.
function defaultObjectFactory () { return {}; }

/**
 * Create a new pool.
 */
module.exports.createPool = function createPool (objectFactory) {
  var objPool = [];
  var nextFreeSlot = null;  // Pool location to look for a free object to use.

  objectFactory = objectFactory || defaultObjectFactory;

  function use () {
    var objToUse;
    if (nextFreeSlot === null || nextFreeSlot === objPool.length) {
      grow(objPool.length || 5);
    }
    objToUse = objPool[nextFreeSlot];
    objPool[nextFreeSlot++] = EMPTY_SLOT;
    clearObject(objToUse);
    return objToUse;
  }

  function recycle (obj) {
    if (!(obj instanceof Object)) { return; }
    if (nextFreeSlot === null || nextFreeSlot === -1) {
      objPool[objPool.length] = obj;
      return;
    }
    objPool[--nextFreeSlot] = obj;
  }

  function grow (count) {
    var currentLength;
    var i;

    count = count === undefined ? objPool.length : count;
    if (count > 0 && nextFreeSlot == null) {
      nextFreeSlot = 0;
    }

    if (count > 0) {
      currentLength = objPool.length;
      objPool.length += Number(count);
      for (i = currentLength; i < objPool.length; i++) {
        // Add new obj to pool.
        objPool[i] = objectFactory();
      }
    }

    return objPool.length;
  }

  function size () {
    return objPool.length;
  }

  return {
    grow: grow,
    pool: objPool,
    recycle: recycle,
    size: size,
    use: use
  };
};

function clearObject (obj) {
  var key;
  if (!obj || obj.constructor !== Object) { return; }
  for (key in obj) { obj[key] = undefined; }
}
module.exports.clearObject = clearObject;

function removeUnusedKeys (obj, schema) {
  var key;
  if (!obj || obj.constructor !== Object) { return; }
  for (key in obj) {
    if (!(key in schema)) {
      delete obj[key];
    }
  }
}
module.exports.removeUnusedKeys = removeUnusedKeys;

},{}],196:[function(require,module,exports){
/**
 * String split with cached result.
 */
module.exports.split = (function () {
  var splitCache = {};

  return function (str, delimiter) {
    if (!(delimiter in splitCache)) { splitCache[delimiter] = {}; }

    if (str in splitCache[delimiter]) { return splitCache[delimiter][str]; }

    splitCache[delimiter][str] = str.split(delimiter);
    return splitCache[delimiter][str];
  };
})();

},{}],197:[function(require,module,exports){
/* global Image, XMLHttpRequest */
var debug = require('./debug');

var warn = debug('utils:src-loader:warn');

/**
 * Validate a texture, either as a selector or as a URL.
 * Detects whether `src` is pointing to an image or video and invokes the appropriate
 * callback.
 *
 * `src` will be passed into the callback
 *
 * @params {string|Element} src - URL or media element.
 * @params {function} isImageCb - callback if texture is an image.
 * @params {function} isVideoCb - callback if texture is a video.
 */
function validateSrc (src, isImageCb, isVideoCb) {
  checkIsImage(src, function isAnImageUrl (isImage) {
    if (isImage) {
      isImageCb(src);
      return;
    }
    isVideoCb(src);
  });
}

/**
 * Validates six images as a cubemap, either as selector or comma-separated
 * URLs.
 *
 * @param {string} src - A selector or comma-separated image URLs. Image URLs
          must be wrapped by `url()`.
 * @param {string} src - A selector or comma-separated image URLs. Image URLs
          must be wrapped by `url()`.
 */
function validateCubemapSrc (src, cb) {
  var aCubemap;
  var cubemapSrcRegex = '';
  var i;
  var urls;
  var validatedUrls = [];

  for (i = 0; i < 5; i++) {
    cubemapSrcRegex += '(url\\((?:[^\\)]+)\\),\\s*)';
  }
  cubemapSrcRegex += '(url\\((?:[^\\)]+)\\)\\s*)';
  urls = src.match(new RegExp(cubemapSrcRegex));

  // `src` is a comma-separated list of URLs.
  // In this case, re-use validateSrc for each side of the cube.
  function isImageCb (url) {
    validatedUrls.push(url);
    if (validatedUrls.length === 6) {
      cb(validatedUrls);
    }
  }
  if (urls) {
    for (i = 1; i < 7; i++) {
      validateSrc(parseUrl(urls[i]), isImageCb);
    }
    return;
  }

  // `src` is a query selector to <a-cubemap> containing six $([src])s.
  aCubemap = validateAndGetQuerySelector(src);
  if (!aCubemap) { return; }
  if (aCubemap.tagName === 'A-CUBEMAP' && aCubemap.srcs) {
    return cb(aCubemap.srcs);
  }
  // Else if aCubeMap is not a <a-cubemap>.
  warn('Selector "%s" does not point to <a-cubemap>', src);
}

/**
 * Parses src from `url(src)`.
 * @param  {string} src - String to parse.
 * @return {string} The parsed src, if parseable.
 */
function parseUrl (src) {
  var parsedSrc = src.match(/\url\((.+)\)/);
  if (!parsedSrc) { return; }
  return parsedSrc[1];
}

/**
 * Call back whether `src` is an image.
 *
 * @param {string|Element} src - URL or element that will be tested.
 * @param {function} onResult - Callback with whether `src` is an image.
 */
function checkIsImage (src, onResult) {
  var request;

  if (src.tagName) {
    onResult(src.tagName === 'IMG');
    return;
  }
  request = new XMLHttpRequest();

  // Try to send HEAD request to check if image first.
  request.open('HEAD', src);
  request.addEventListener('load', function (event) {
    var contentType;
    if (request.status >= 200 && request.status < 300) {
      contentType = request.getResponseHeader('Content-Type');
      if (contentType == null) {
        checkIsImageFallback(src, onResult);
      } else {
        if (contentType.startsWith('image')) {
          onResult(true);
        } else {
          onResult(false);
        }
      }
    } else {
      checkIsImageFallback(src, onResult);
    }
    request.abort();
  });
  request.send();
}

function checkIsImageFallback (src, onResult) {
  var tester = new Image();
  tester.addEventListener('load', onLoad);
  function onLoad () { onResult(true); }
  tester.addEventListener('error', onError);
  function onError () { onResult(false); }
  tester.src = src;
}

/**
 * Query and validate a query selector,
 *
 * @param  {string} selector - DOM selector.
 * @return {object|null|undefined} Selected DOM element if exists.
           null if query yields no results.
           undefined if `selector` is not a valid selector.
 */
function validateAndGetQuerySelector (selector) {
  try {
    var el = document.querySelector(selector);
    if (!el) {
      warn('No element was found matching the selector: "%s"', selector);
    }
    return el;
  } catch (e) {  // Capture exception if it's not a valid selector.
    warn('"%s" is not a valid selector', selector);
    return undefined;
  }
}

module.exports = {
  parseUrl: parseUrl,
  validateSrc: validateSrc,
  validateCubemapSrc: validateCubemapSrc
};

},{"./debug":186}],198:[function(require,module,exports){
/**
 * Utils for parsing style-like strings (e.g., "primitive: box; width: 5; height: 4.5").
 * Some code adapted from `style-attr` (https://github.com/joshwnj/style-attr)
 * by Josh Johnston (MIT License).
 */
var DASH_REGEX = /-([a-z])/g;

/**
 * Deserialize style-like string into an object of properties.
 *
 * @param {string} value - HTML attribute value.
 * @param {object} obj - Reused object for object pooling.
 * @returns {object} Property data.
 */
module.exports.parse = function (value, obj) {
  var parsedData;
  if (typeof value !== 'string') { return value; }
  parsedData = styleParse(value, obj);
  // The style parser returns an object { "" : "test"} when fed a string
  if (parsedData['']) { return value; }
  return transformKeysToCamelCase(parsedData);
};

/**
 * Serialize an object of properties into a style-like string.
 *
 * @param {object} data - Property data.
 * @returns {string}
 */
module.exports.stringify = function (data) {
  if (typeof data === 'string') { return data; }
  return styleStringify(data);
};

/**
 * Converts string from hyphen to camelCase.
 *
 * @param {string} str - String to camelCase.
 * @return {string} CamelCased string.
 */
function toCamelCase (str) {
  return str.replace(DASH_REGEX, upperCase);
}
module.exports.toCamelCase = toCamelCase;

/**
 * Converts object's keys from hyphens to camelCase (e.g., `max-value` to
 * `maxValue`).
 *
 * @param {object} obj - The object to camelCase keys.
 * @return {object} The object with keys camelCased.
 */
function transformKeysToCamelCase (obj) {
  var camelKey;
  var key;
  for (key in obj) {
    camelKey = toCamelCase(key);
    if (key === camelKey) { continue; }
    obj[camelKey] = obj[key];
    delete obj[key];
  }
  return obj;
}
module.exports.transformKeysToCamelCase = transformKeysToCamelCase;

/**
 * Split a string into chunks matching `<key>: <value>`
 */
var getKeyValueChunks = (function () {
  var chunks = [];
  var hasUnclosedUrl = /url\([^)]+$/;

  return function getKeyValueChunks (raw) {
    var chunk = '';
    var nextSplit;
    var offset = 0;
    var sep = ';';

    chunks.length = 0;

    while (offset < raw.length) {
      nextSplit = raw.indexOf(sep, offset);
      if (nextSplit === -1) { nextSplit = raw.length; }

      chunk += raw.substring(offset, nextSplit);

      // data URIs can contain semicolons, so make sure we get the whole thing
      if (hasUnclosedUrl.test(chunk)) {
        chunk += ';';
        offset = nextSplit + 1;
        continue;
      }

      chunks.push(chunk.trim());
      chunk = '';
      offset = nextSplit + 1;
    }

    return chunks;
  };
})();

/**
 * Convert a style attribute string to an object.
 *
 * @param {object} str - Attribute string.
 * @param {object} obj - Object to reuse as a base, else a new one will be allocated.
 */
function styleParse (str, obj) {
  var chunks;
  var i;
  var item;
  var pos;
  var key;
  var val;

  obj = obj || {};

  chunks = getKeyValueChunks(str);
  for (i = 0; i < chunks.length; i++) {
    item = chunks[i];
    if (!item) { continue; }
    // Split with `.indexOf` rather than `.split` because the value may also contain colons.
    pos = item.indexOf(':');
    key = item.substr(0, pos).trim();
    val = item.substr(pos + 1).trim();
    obj[key] = val;
  }
  return obj;
}

/**
 * Convert an object into an attribute string
 **/
function styleStringify (obj) {
  var key;
  var keyCount = 0;
  var i = 0;
  var str = '';

  for (key in obj) { keyCount++; }

  for (key in obj) {
    str += (key + ': ' + obj[key]);
    if (i < keyCount - 1) { str += '; '; }
    i++;
  }
  return str;
}

function upperCase (str) { return str[1].toUpperCase(); }

},{}],199:[function(require,module,exports){
var DEFAULT_HANDEDNESS = require('../constants').DEFAULT_HANDEDNESS;
var AXIS_LABELS = ['x', 'y', 'z', 'w'];
var NUM_HANDS = 2;  // Number of hands in a pair. Should always be 2.

/**
 * Called on controller component `.play` handlers.
 * Check if controller matches parameters and inject tracked-controls component.
 * Handle event listeners.
 * Generate controllerconnected or controllerdisconnected events.
 *
 * @param {object} component - Tracked controls component.
 * @param {object} idPrefix - Prefix to match in gamepad id if any.
 * @param {object} queryObject - Map of values to match.
 */
module.exports.checkControllerPresentAndSetup = function (component, idPrefix, queryObject) {
  var el = component.el;
  var controller;
  var hasWebXR = el.sceneEl.hasWebXR;
  var isControllerPresent = hasWebXR ? isControllerPresentWebXR : isControllerPresentWebVR;
  var isPresent;

  controller = isControllerPresent(component, idPrefix, queryObject);
  isPresent = !!controller;

  // If component was previously paused and now playing, re-add event listeners.
  // Handle the event listeners here since this helper method is control of calling
  // `.addEventListeners` and `.removeEventListeners`.
  if (component.controllerPresent && !component.controllerEventsActive && !hasWebXR) {
    component.addEventListeners();
  }

  // Nothing changed, no need to do anything.
  if (isPresent === component.controllerPresent) { return isPresent; }

  component.controllerPresent = isPresent;

  // Update controller presence.
  if (isPresent) {
    component.addEventListeners();
    component.injectTrackedControls(controller);
    el.emit('controllerconnected', {name: component.name, component: component});
  } else {
    component.removeEventListeners();
    el.emit('controllerdisconnected', {name: component.name, component: component});
  }
};

/**
 * Enumerate controller (that have pose) and check if they match parameters for WebVR
 *
 * @param {object} component - Tracked controls component.
 * @param {object} idPrefix - Prefix to match in gamepad id if any.
 * @param {object} queryObject - Map of values to match.
 */
function isControllerPresentWebVR (component, idPrefix, queryObject) {
  var gamepads;
  var sceneEl = component.el.sceneEl;
  var trackedControlsSystem;
  var filterControllerIndex = queryObject.index || 0;

  if (!idPrefix) { return false; }

  trackedControlsSystem = sceneEl && sceneEl.systems['tracked-controls-webvr'];
  if (!trackedControlsSystem) { return false; }

  gamepads = trackedControlsSystem.controllers;
  if (!gamepads.length) { return false; }

  return !!findMatchingControllerWebVR(gamepads, null, idPrefix, queryObject.hand,
                                  filterControllerIndex);
}

/**
 *
 * @param {object} component - Tracked controls component.
 */
function isControllerPresentWebXR (component, id, queryObject) {
  var controllers;
  var sceneEl = component.el.sceneEl;
  var trackedControlsSystem = sceneEl && sceneEl.systems['tracked-controls-webxr'];
  if (!trackedControlsSystem) { return false; }

  controllers = trackedControlsSystem.controllers;
  if (!controllers || !controllers.length) { return false; }

  return findMatchingControllerWebXR(
    controllers, id,
    queryObject.hand, queryObject.index, queryObject.iterateControllerProfiles, queryObject.handTracking);
}

module.exports.isControllerPresentWebVR = isControllerPresentWebVR;
module.exports.isControllerPresentWebXR = isControllerPresentWebXR;

/**
 * Walk through the given controllers to find any where the device ID equals
 * filterIdExact, or startsWith filterIdPrefix.
 * A controller where this considered true is considered a 'match'.
 *
 * For each matching controller:
 *   If filterHand is set, and the controller:
 *     is handed, we further verify that controller.hand equals filterHand.
 *     is unhanded (controller.hand is ''), we skip until we have found a
 *     number of matching controllers that equals filterControllerIndex
 *   If filterHand is not set, we skip until we have found the nth matching
 *   controller, where n equals filterControllerIndex
 *
 * The method should be called with one of: [filterIdExact, filterIdPrefix] AND
 * one or both of: [filterHand, filterControllerIndex]
 *
 * @param {object} controllers - Array of gamepads to search
 * @param {string} filterIdExact - If set, used to find controllers with id === this value
 * @param {string} filterIdPrefix - If set, used to find controllers with id startsWith this value
 * @param {object} filterHand - If set, further filters controllers with matching 'hand' property
 * @param {object} filterControllerIndex - Find the nth matching controller,
 * where n equals filterControllerIndex. defaults to 0.
 */
function findMatchingControllerWebVR (controllers, filterIdExact, filterIdPrefix, filterHand,
                                 filterControllerIndex) {
  var controller;
  var i;
  var matchingControllerOccurence = 0;
  var targetControllerMatch = filterControllerIndex >= 0 ? filterControllerIndex : 0;

  for (i = 0; i < controllers.length; i++) {
    controller = controllers[i];

    // Determine if the controller ID matches our criteria.
    if (filterIdPrefix && !controller.id.startsWith(filterIdPrefix)) {
      continue;
    }

    if (!filterIdPrefix && controller.id !== filterIdExact) { continue; }

    // If the hand filter and controller handedness are defined we compare them.
    if (filterHand && controller.hand && filterHand !== controller.hand) { continue; }

    // If we have detected an unhanded controller and the component was asking
    // for a particular hand, we need to treat the controllers in the array as
    // pairs of controllers. This effectively means that we need to skip
    // NUM_HANDS matches for each controller number, instead of 1.
    if (filterHand && !controller.hand) {
      targetControllerMatch = NUM_HANDS * filterControllerIndex + ((filterHand === DEFAULT_HANDEDNESS) ? 0 : 1);
    } else {
      return controller;
    }

    // We are looking for the nth occurence of a matching controller
    // (n equals targetControllerMatch).
    if (matchingControllerOccurence === targetControllerMatch) { return controller; }
    ++matchingControllerOccurence;
  }
  return undefined;
}

function findMatchingControllerWebXR (controllers, idPrefix, handedness, index, iterateProfiles, handTracking) {
  var i;
  var j;
  var controller;
  var controllerMatch = false;
  var controllerHasHandedness;
  var profiles;
  for (i = 0; i < controllers.length; i++) {
    controller = controllers[i];
    profiles = controller.profiles;
    if (handTracking) {
      controllerMatch = controller.hand;
    } else {
      if (iterateProfiles) {
        for (j = 0; j < profiles.length; j++) {
          controllerMatch = profiles[j].startsWith(idPrefix);
          if (controllerMatch) { break; }
        }
      } else {
        controllerMatch = profiles.length > 0 && profiles[0].startsWith(idPrefix);
      }
    }
    if (!controllerMatch) { continue; }
    // Vive controllers are assigned handedness at runtime and it might not be always available.
    controllerHasHandedness = controller.handedness === 'right' || controller.handedness === 'left';
    if (controllerHasHandedness) {
      if (controller.handedness === handedness) { return controllers[i]; }
    } else { // Fallback to index if controller has no handedness.
      if ((i === index)) { return controllers[i]; }
    }
  }
  return undefined;
}

module.exports.findMatchingControllerWebVR = findMatchingControllerWebVR;
module.exports.findMatchingControllerWebXR = findMatchingControllerWebXR;

/**
 * Emit specific `moved` event(s) if axes changed based on original axismoved event.
 *
 * @param {object} component - Controller component in use.
 * @param {array} axesMapping - For example `{thumbstick: [0, 1]}`.
 * @param {object} evt - Event to process.
 */
module.exports.emitIfAxesChanged = function (component, axesMapping, evt) {
  var axes;
  var buttonType;
  var changed;
  var detail;
  var j;

  for (buttonType in axesMapping) {
    axes = axesMapping[buttonType];

    changed = false;
    for (j = 0; j < axes.length; j++) {
      if (evt.detail.changed[axes[j]]) { changed = true; }
    }

    if (!changed) { continue; }

    // Axis has changed. Emit the specific moved event with axis values in detail.
    detail = {};
    for (j = 0; j < axes.length; j++) {
      detail[AXIS_LABELS[j]] = evt.detail.axis[axes[j]];
    }
    component.el.emit(buttonType + 'moved', detail);
  }
};

/**
 * Handle a button event and reemits the events.
 *
 * @param {string} id - id of the button.
 * @param {string} evtName - name of the reemitted event
 * @param {object} component - reference to the component
 * @param {string} hand - handedness of the controller: left or right.
 */
module.exports.onButtonEvent = function (id, evtName, component, hand) {
  var mapping = hand ? component.mapping[hand] : component.mapping;
  var buttonName = mapping.buttons[id];
  component.el.emit(buttonName + evtName);
  if (component.updateModel) {
    component.updateModel(buttonName, evtName);
  }
};

},{"../constants":106}],200:[function(require,module,exports){
/**
 * @author richt / http://richt.me
 * @author WestLangley / http://github.com/WestLangley
 *
 * W3C Device Orientation control (http://w3c.github.io/deviceorientation/spec-source-orientation.html)
 */

THREE.DeviceOrientationControls = function ( object ) {

  var scope = this;

  this.object = object;
  this.object.rotation.reorder( 'YXZ' );

  this.enabled = true;

  this.deviceOrientation = {};
  this.screenOrientation = 0;

  this.alphaOffset = 0; // radians

  var onDeviceOrientationChangeEvent = function ( event ) {

    scope.deviceOrientation = event;

  };

  var onScreenOrientationChangeEvent = function () {

    scope.screenOrientation = window.orientation || 0;

  };

  // The angles alpha, beta and gamma form a set of intrinsic Tait-Bryan angles of type Z-X'-Y''

  var setObjectQuaternion = function () {

    var zee = new THREE.Vector3( 0, 0, 1 );

    var euler = new THREE.Euler();

    var q0 = new THREE.Quaternion();

    var q1 = new THREE.Quaternion( - Math.sqrt( 0.5 ), 0, 0, Math.sqrt( 0.5 ) ); // - PI/2 around the x-axis

    return function ( quaternion, alpha, beta, gamma, orient ) {

      euler.set( beta, alpha, - gamma, 'YXZ' ); // 'ZXY' for the device, but 'YXZ' for us

      quaternion.setFromEuler( euler ); // orient the device

      quaternion.multiply( q1 ); // camera looks out the back of the device, not the top

      quaternion.multiply( q0.setFromAxisAngle( zee, - orient ) ); // adjust for screen orientation

    };

  }();

  this.connect = function () {
 
    onScreenOrientationChangeEvent();

    window.addEventListener( 'orientationchange', onScreenOrientationChangeEvent, false );
    window.addEventListener( 'deviceorientation', onDeviceOrientationChangeEvent, false );

    scope.enabled = true;

  };

  this.disconnect = function () {

    window.removeEventListener( 'orientationchange', onScreenOrientationChangeEvent, false );
    window.removeEventListener( 'deviceorientation', onDeviceOrientationChangeEvent, false );

    scope.enabled = false;

  };

  this.update = function () {

    if ( scope.enabled === false ) return;

    var device = scope.deviceOrientation;

    if ( device ) {

      var alpha = device.alpha ? THREE.Math.degToRad( device.alpha ) + scope.alphaOffset : 0; // Z

      var beta = device.beta ? THREE.Math.degToRad( device.beta ) : 0; // X'

      var gamma = device.gamma ? THREE.Math.degToRad( device.gamma ) : 0; // Y''

      var orient = scope.screenOrientation ? THREE.Math.degToRad( scope.screenOrientation ) : 0; // O

      setObjectQuaternion( scope.object.quaternion, alpha, beta, gamma, orient );

    }


  };

  this.dispose = function () {

    scope.disconnect();

  };

  this.connect();

};

},{}],201:[function(require,module,exports){
window.glStats = function () {

    var _rS = null;

    var _totalDrawArraysCalls = 0,
        _totalDrawElementsCalls = 0,
        _totalUseProgramCalls = 0,
        _totalFaces = 0,
        _totalVertices = 0,
        _totalPoints = 0,
        _totalBindTexures = 0;

    function _h ( f, c ) {
        return function () {
            c.apply( this, arguments );
            f.apply( this, arguments );
        };
    }

    WebGLRenderingContext.prototype.drawArrays = _h( WebGLRenderingContext.prototype.drawArrays, function () {
        _totalDrawArraysCalls++;
        if ( arguments[ 0 ] == this.POINTS ) _totalPoints += arguments[ 2 ];
        else _totalVertices += arguments[ 2 ];
    } );

    WebGLRenderingContext.prototype.drawElements = _h( WebGLRenderingContext.prototype.drawElements, function () {
        _totalDrawElementsCalls++;
        _totalFaces += arguments[ 1 ] / 3;
        _totalVertices += arguments[ 1 ];
    } );

    WebGLRenderingContext.prototype.useProgram = _h( WebGLRenderingContext.prototype.useProgram, function () {
        _totalUseProgramCalls++;
    } );

    WebGLRenderingContext.prototype.bindTexture = _h( WebGLRenderingContext.prototype.bindTexture, function () {
        _totalBindTexures++;
    } );

    var _values = {
        allcalls: {
            over: 3000,
            caption: 'Calls (hook)'
        },
        drawelements: {
            caption: 'drawElements (hook)'
        },
        drawarrays: {
            caption: 'drawArrays (hook)'
        }
    };

    var _groups = [ {
        caption: 'WebGL',
        values: [ 'allcalls', 'drawelements', 'drawarrays', 'useprogram', 'bindtexture', 'glfaces', 'glvertices', 'glpoints' ]
    } ];

    var _fractions = [ {
        base: 'allcalls',
        steps: [ 'drawelements', 'drawarrays' ]
    } ];

    function _update () {
        _rS( 'allcalls' ).set( _totalDrawArraysCalls + _totalDrawElementsCalls );
        _rS( 'drawElements' ).set( _totalDrawElementsCalls );
        _rS( 'drawArrays' ).set( _totalDrawArraysCalls );
        _rS( 'bindTexture' ).set( _totalBindTexures );
        _rS( 'useProgram' ).set( _totalUseProgramCalls );
        _rS( 'glfaces' ).set( _totalFaces );
        _rS( 'glvertices' ).set( _totalVertices );
        _rS( 'glpoints' ).set( _totalPoints );
    }

    function _start () {
        _totalDrawArraysCalls = 0;
        _totalDrawElementsCalls = 0;
        _totalUseProgramCalls = 0;
        _totalFaces = 0;
        _totalVertices = 0;
        _totalPoints = 0;
        _totalBindTexures = 0;
    }

    function _end () {}

    function _attach ( r ) {
        _rS = r;
    }

    return {
        update: _update,
        start: _start,
        end: _end,
        attach: _attach,
        values: _values,
        groups: _groups,
        fractions: _fractions
    };

};

window.threeStats = function ( renderer ) {

    var _rS = null;

    var _values = {
        'renderer.info.memory.geometries': {
            caption: 'Geometries'
        },
        'renderer.info.memory.textures': {
            caption: 'Textures'
        },
        'renderer.info.programs': {
            caption: 'Programs'
        },
        'renderer.info.render.calls': {
            caption: 'Calls'
        },
        'renderer.info.render.triangles': {
            caption: 'Triangles',
            over: 1000
        },
        'renderer.info.render.points': {
            caption: 'Points'
        }
    };

    var _groups = [ {
        caption: 'Three.js - Memory',
        values: [ 'renderer.info.memory.geometries', 'renderer.info.programs', 'renderer.info.memory.textures' ]
    }, {
        caption: 'Three.js - Render',
        values: [ 'renderer.info.render.calls', 'renderer.info.render.triangles', 'renderer.info.render.points' ]
    } ];

    var _fractions = [];

    function _update () {

        _rS( 'renderer.info.memory.geometries' ).set( renderer.info.memory.geometries );
        _rS( 'renderer.info.programs' ).set( renderer.info.programs.length );
        _rS( 'renderer.info.memory.textures' ).set( renderer.info.memory.textures );
        _rS( 'renderer.info.render.calls' ).set( renderer.info.render.calls );
        _rS( 'renderer.info.render.triangles' ).set( renderer.info.render.triangles );
        _rS( 'renderer.info.render.points' ).set( renderer.info.render.points );

    }

    function _start () {}

    function _end () {}

    function _attach ( r ) {
        _rS = r;
    }

    return {
        update: _update,
        start: _start,
        end: _end,
        attach: _attach,
        values: _values,
        groups: _groups,
        fractions: _fractions
    };

};

/*
 *   From https://github.com/paulirish/memory-stats.js
 */

window.BrowserStats = function () {

    var _rS = null;

    var _usedJSHeapSize = 0,
        _totalJSHeapSize = 0;

    if ( window.performance && !performance.memory ) {
        performance.memory = {
            usedJSHeapSize: 0,
            totalJSHeapSize: 0
        };
    }

    if ( performance.memory.totalJSHeapSize === 0 ) {
        console.warn( 'totalJSHeapSize === 0... performance.memory is only available in Chrome .' );
    }

    var _values = {
        memory: {
            caption: 'Used Memory',
            average: true,
            avgMs: 1000,
            over: 22
        },
        total: {
            caption: 'Total Memory'
        }
    };

    var _groups = [ {
        caption: 'Browser',
        values: [ 'memory', 'total' ]
    } ];

    var _fractions = [ {
        base: 'total',
        steps: [ 'memory' ]
    } ];

    var log1024 = Math.log( 1024 );

    function _size ( v ) {

        var precision = 100; //Math.pow(10, 2);
        var i = Math.floor( Math.log( v ) / log1024 );
        return Math.round( v * precision / Math.pow( 1024, i ) ) / precision; // + ' ' + sizes[i];

    }

    function _update () {
        _usedJSHeapSize = _size( performance.memory.usedJSHeapSize );
        _totalJSHeapSize = _size( performance.memory.totalJSHeapSize );

        _rS( 'memory' ).set( _usedJSHeapSize );
        _rS( 'total' ).set( _totalJSHeapSize );
    }

    function _start () {
        _usedJSHeapSize = 0;
    }

    function _end () {}

    function _attach ( r ) {
        _rS = r;
    }

    return {
        update: _update,
        start: _start,
        end: _end,
        attach: _attach,
        values: _values,
        groups: _groups,
        fractions: _fractions
    };

};

if (typeof module === 'object') {
  module.exports = {
    glStats: window.glStats,
    threeStats: window.threeStats,
    BrowserStats: window.BrowserStats
  };
}

},{}],202:[function(require,module,exports){
// performance.now() polyfill from https://gist.github.com/paulirish/5438650
'use strict';

( function () {

    if ( 'performance' in window == false ) {
        window.performance = {};
    }

    var performance = window.performance;

    if ( 'now' in performance == false ) {

        var nowOffset = Date.now();

        if ( performance.timing && performance.timing.navigationStart ) {
            nowOffset = performance.timing.navigationStart;
        }

        performance.now = function now () {
            return Date.now() - nowOffset;
        };

    }

    if( !performance.mark ) {
        performance.mark = function(){}
    }

    if( !performance.measure ) {
        performance.measure = function(){}
    }

} )();

window.rStats = function rStats ( settings ) {

    function iterateKeys ( array, callback ) {
        var keys = Object.keys( array );
        for ( var j = 0, l = keys.length; j < l; j++ ) {
            callback( keys[ j ] );
        }
    }

    function importCSS ( url ) {

        var element = document.createElement( 'link' );
        element.href = url;
        element.rel = 'stylesheet';
        element.type = 'text/css';
        document.getElementsByTagName( 'head' )[ 0 ].appendChild( element );

    }

    var _settings = settings || {};
    var _colours = _settings.colours || [ '#850700', '#c74900', '#fcb300', '#284280', '#4c7c0c' ];

    var _cssFont = 'https://fonts.googleapis.com/css?family=Roboto+Condensed:400,700,300';
    var _cssRStats = ( _settings.CSSPath ? _settings.CSSPath : '' ) + 'rStats.css';

    var _css = _settings.css || [ _cssFont, _cssRStats ];
    _css.forEach(function (uri) {
        importCSS( uri );
    });

    if ( !_settings.values ) _settings.values = {};

    var _base, _div, _elHeight = 10, _elWidth = 200;
    var _perfCounters = {};


    function Graph ( _dom, _id, _defArg ) {

        var _def = _defArg || {};
        var _canvas = document.createElement( 'canvas' ),
            _ctx = _canvas.getContext( '2d' ),
            _max = 0,
            _current = 0;

        var c = _def.color ? _def.color : '#666666';

        var _dotCanvas = document.createElement( 'canvas' ),
            _dotCtx = _dotCanvas.getContext( '2d' );
        _dotCanvas.width = 1;
        _dotCanvas.height = 2 * _elHeight;
        _dotCtx.fillStyle = '#444444';
        _dotCtx.fillRect( 0, 0, 1, 2 * _elHeight );
        _dotCtx.fillStyle = c;
        _dotCtx.fillRect( 0, _elHeight, 1, _elHeight );
        _dotCtx.fillStyle = '#ffffff';
        _dotCtx.globalAlpha = 0.5;
        _dotCtx.fillRect( 0, _elHeight, 1, 1 );
        _dotCtx.globalAlpha = 1;

        var _alarmCanvas = document.createElement( 'canvas' ),
            _alarmCtx = _alarmCanvas.getContext( '2d' );
        _alarmCanvas.width = 1;
        _alarmCanvas.height = 2 * _elHeight;
        _alarmCtx.fillStyle = '#444444';
        _alarmCtx.fillRect( 0, 0, 1, 2 * _elHeight );
        _alarmCtx.fillStyle = '#b70000';
        _alarmCtx.fillRect( 0, _elHeight, 1, _elHeight );
        _alarmCtx.globalAlpha = 0.5;
        _alarmCtx.fillStyle = '#ffffff';
        _alarmCtx.fillRect( 0, _elHeight, 1, 1 );
        _alarmCtx.globalAlpha = 1;

        function _init () {

            _canvas.width = _elWidth;
            _canvas.height = _elHeight;
            _canvas.style.width = _canvas.width + 'px';
            _canvas.style.height = _canvas.height + 'px';
            _canvas.className = 'rs-canvas';
            _dom.appendChild( _canvas );

            _ctx.fillStyle = '#444444';
            _ctx.fillRect( 0, 0, _canvas.width, _canvas.height );

        }

        function _draw ( v, alarm ) {
            _current += ( v - _current ) * 0.1;
            _max *= 0.99;
            if ( _current > _max ) _max = _current;
            _ctx.drawImage( _canvas, 1, 0, _canvas.width - 1, _canvas.height, 0, 0, _canvas.width - 1, _canvas.height );
            if ( alarm ) {
                _ctx.drawImage( _alarmCanvas, _canvas.width - 1, _canvas.height - _current * _canvas.height / _max - _elHeight );
            } else {
                _ctx.drawImage( _dotCanvas, _canvas.width - 1, _canvas.height - _current * _canvas.height / _max - _elHeight );
            }
        }

        _init();

        return {
            draw: _draw
        };

    }

    function StackGraph ( _dom, _num ) {

        var _canvas = document.createElement( 'canvas' ),
            _ctx = _canvas.getContext( '2d' );

        function _init () {

            _canvas.width = _elWidth;
            _canvas.height = _elHeight * _num;
            _canvas.style.width = _canvas.width + 'px';
            _canvas.style.height = _canvas.height + 'px';
            _canvas.className = 'rs-canvas';
            _dom.appendChild( _canvas );

            _ctx.fillStyle = '#444444';
            _ctx.fillRect( 0, 0, _canvas.width, _canvas.height );

        }

        function _draw ( v ) {
            _ctx.drawImage( _canvas, 1, 0, _canvas.width - 1, _canvas.height, 0, 0, _canvas.width - 1, _canvas.height );
            var th = 0;
            iterateKeys( v, function ( j ) {
                var h = v[ j ] * _canvas.height;
                _ctx.fillStyle = _colours[ j ];
                _ctx.fillRect( _canvas.width - 1, th, 1, h );
                th += h;
            } );
        }

        _init();

        return {
            draw: _draw
        };

    }

    function PerfCounter ( id, group ) {

        var _id = id,
            _time,
            _value = 0,
            _total = 0,
            _averageValue = 0,
            _accumValue = 0,
            _accumStart = performance.now(),
            _accumSamples = 0,
            _dom = document.createElement( 'div' ),
            _spanId = document.createElement( 'span' ),
            _spanValue = document.createElement( 'div' ),
            _spanValueText = document.createTextNode( '' ),
            _def = _settings ? _settings.values[ _id.toLowerCase() ] : null,
            _graph = new Graph( _dom, _id, _def ),
            _started = false;

        _spanId.className = 'rs-counter-id';
        _spanId.textContent = ( _def && _def.caption ) ? _def.caption : _id;

        _spanValue.className = 'rs-counter-value';
        _spanValue.appendChild( _spanValueText );

        _dom.appendChild( _spanId );
        _dom.appendChild( _spanValue );
        if ( group ) group.div.appendChild( _dom );
        else _div.appendChild( _dom );

        _time = performance.now();

        function _average ( v ) {
            if ( _def && _def.average ) {
                _accumValue += v;
                _accumSamples++;
                var t = performance.now();
                if ( t - _accumStart >= ( _def.avgMs || 1000 ) ) {
                    _averageValue = _accumValue / _accumSamples;
                    _accumValue = 0;
                    _accumStart = t;
                    _accumSamples = 0;
                }
            }
        }

        function _start () {
            _time = performance.now();
            if( _settings.userTimingAPI ) performance.mark( _id + '-start' );
            _started = true;
        }

        function _end () {
            _value = performance.now() - _time;
            if( _settings.userTimingAPI ) {
                performance.mark( _id + '-end' );
                if( _started ) {
                    performance.measure( _id, _id + '-start', _id + '-end' );
                }
            }
            _average( _value );
        }

        function _tick () {
            _end();
            _start();
        }

        function _draw () {
            var v = ( _def && _def.average ) ? _averageValue : _value;
            _spanValueText.nodeValue = Math.round( v * 100 ) / 100;
            var a = ( _def && ( ( _def.below && _value < _def.below ) || ( _def.over && _value > _def.over ) ) );
            _graph.draw( _value, a );
            _dom.className = a ? 'rs-counter-base alarm' : 'rs-counter-base';

        }

        function _frame () {
            var t = performance.now();
            var e = t - _time;
            _total++;
            if ( e > 1000 ) {
                if ( _def && _def.interpolate === false ) {
                    _value = _total;
                } else {
                    _value = _total * 1000 / e;
                }
                _total = 0;
                _time = t;
                _average( _value );
            }
        }

        function _set ( v ) {
            _value = v;
            _average( _value );
        }

        return {
            set: _set,
            start: _start,
            tick: _tick,
            end: _end,
            frame: _frame,
            value: function () {
                return _value;
            },
            draw: _draw
        };

    }

    function sample () {

        var _value = 0;

        function _set ( v ) {
            _value = v;
        }

        return {
            set: _set,
            value: function () {
                return _value;
            }
        };

    }

    function _perf ( idArg ) {

        var id = idArg.toLowerCase();
        if ( id === undefined ) id = 'default';
        if ( _perfCounters[ id ] ) return _perfCounters[ id ];

        var group = null;
        if ( _settings && _settings.groups ) {
            iterateKeys( _settings.groups, function ( j ) {
                var g = _settings.groups[ parseInt( j, 10 ) ];
                if ( !group && g.values.indexOf( id.toLowerCase() ) !== -1 ) {
                    group = g;
                }
            } );
        }

        var p = new PerfCounter( id, group );
        _perfCounters[ id ] = p;
        return p;

    }

    function _init () {

        if ( _settings.plugins ) {
            if ( !_settings.values ) _settings.values = {};
            if ( !_settings.groups ) _settings.groups = [];
            if ( !_settings.fractions ) _settings.fractions = [];
            for ( var j = 0; j < _settings.plugins.length; j++ ) {
                _settings.plugins[ j ].attach( _perf );
                iterateKeys( _settings.plugins[ j ].values, function ( k ) {
                    _settings.values[ k ] = _settings.plugins[ j ].values[ k ];
                } );
                _settings.groups = _settings.groups.concat( _settings.plugins[ j ].groups );
                _settings.fractions = _settings.fractions.concat( _settings.plugins[ j ].fractions );
            }
        } else {
            _settings.plugins = {};
        }

        _base = document.createElement( 'div' );
        _base.className = 'rs-base';
        _div = document.createElement( 'div' );
        _div.className = 'rs-container';
        _div.style.height = 'auto';
        _base.appendChild( _div );
        document.body.appendChild( _base );

        if ( !_settings ) return;

        if ( _settings.groups ) {
            iterateKeys( _settings.groups, function ( j ) {
                var g = _settings.groups[ parseInt( j, 10 ) ];
                var div = document.createElement( 'div' );
                div.className = 'rs-group';
                g.div = div;
                var h1 = document.createElement( 'h1' );
                h1.textContent = g.caption;
                h1.addEventListener( 'click', function ( e ) {
                    this.classList.toggle( 'hidden' );
                    e.preventDefault();
                }.bind( div ) );
                _div.appendChild( h1 );
                _div.appendChild( div );
            } );
        }

        if ( _settings.fractions ) {
            iterateKeys( _settings.fractions, function ( j ) {
                var f = _settings.fractions[ parseInt( j, 10 ) ];
                var div = document.createElement( 'div' );
                div.className = 'rs-fraction';
                var legend = document.createElement( 'div' );
                legend.className = 'rs-legend';

                var h = 0;
                iterateKeys( _settings.fractions[ j ].steps, function ( k ) {
                    var p = document.createElement( 'p' );
                    p.textContent = _settings.fractions[ j ].steps[ k ];
                    p.style.color = _colours[ h ];
                    legend.appendChild( p );
                    h++;
                } );
                div.appendChild( legend );
                div.style.height = h * _elHeight + 'px';
                f.div = div;
                var graph = new StackGraph( div, h );
                f.graph = graph;
                _div.appendChild( div );
            } );
        }

    }

    function _update () {

        iterateKeys( _settings.plugins, function ( j ) {
            _settings.plugins[ j ].update();
        } );

        iterateKeys( _perfCounters, function ( j ) {
            _perfCounters[ j ].draw();
        } );

        if ( _settings && _settings.fractions ) {
            iterateKeys( _settings.fractions, function ( j ) {
                var f = _settings.fractions[ parseInt( j, 10 ) ];
                var v = [];
                var base = _perfCounters[ f.base.toLowerCase() ];
                if ( base ) {
                    base = base.value();
                    iterateKeys( _settings.fractions[ j ].steps, function ( k ) {
                        var s = _settings.fractions[ j ].steps[ parseInt( k, 10 ) ].toLowerCase();
                        var val = _perfCounters[ s ];
                        if ( val ) {
                            v.push( val.value() / base );
                        }
                    } );
                }
                f.graph.draw( v );
            } );
        }

        /*if( _height != _div.clientHeight ) {
            _height = _div.clientHeight;
            _base.style.height = _height + 2 * _elHeight + 'px';
        console.log( _base.clientHeight );
        }*/

    }

    _init();

    return function ( id ) {
        if ( id ) return _perf( id );
        return {
            element: _base,
            update: _update
        };
    };

}

if (typeof module === 'object') {
  module.exports = window.rStats;
}

},{}],203:[function(require,module,exports){
// https://stackoverflow.com/a/36213464
if (!String.prototype.startsWith) {
    String.prototype.startsWith = function(searchString, position){
      position = position || 0;
      return this.substr(position, searchString.length) === searchString;
  };
}

},{}],204:[function(require,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = {};

Util.base64 = function(mimeType, base64) {
  return 'data:' + mimeType + ';base64,' + base64;
};

Util.isMobile = function() {
  var check = false;
  (function(a){if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0,4)))check = true})(navigator.userAgent||navigator.vendor||window.opera);
  return check;
};

Util.isIOS = function() {
  return /(iPad|iPhone|iPod)/g.test(navigator.userAgent);
};

Util.isIFrame = function() {
  try {
    return window.self !== window.top;
  } catch (e) {
    return true;
  }
};

Util.appendQueryParameter = function(url, key, value) {
  // Determine delimiter based on if the URL already GET parameters in it.
  var delimiter = (url.indexOf('?') < 0 ? '?' : '&');
  url += delimiter + key + '=' + value;
  return url;
};

// From http://goo.gl/4WX3tg
Util.getQueryParameter = function(name) {
  name = name.replace(/[\[]/, "\\[").replace(/[\]]/, "\\]");
  var regex = new RegExp("[\\?&]" + name + "=([^&#]*)"),
      results = regex.exec(location.search);
  return results === null ? "" : decodeURIComponent(results[1].replace(/\+/g, " "));
};

Util.isLandscapeMode = function() {
  return (window.orientation == 90 || window.orientation == -90);
};


module.exports = Util;

},{}],205:[function(require,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = require('./util.js');

/**
 * Android and iOS compatible wakelock implementation.
 *
 * Refactored thanks to dkovalev@.
 */
function AndroidWakeLock() {
  var video = document.createElement('video');

  video.addEventListener('ended', function() {
    video.play();
  });

  this.request = function() {
    if (video.paused) {
      // Base64 version of videos_src/no-sleep-60s.webm.
      video.src = Util.base64('video/webm', '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');
      video.play();
    }
  };

  this.release = function() {
    video.pause();
    video.src = '';
  };
}

function iOSWakeLock() {
  var timer = null;

  this.request = function() {
    if (!timer) {
      timer = setInterval(function() {
        window.location.href = '/';
        setTimeout(window.stop, 0);
      }, 15000);
    }
  }

  this.release = function() {
    if (timer) {
      clearInterval(timer);
      timer = null;
    }
  }
}


function getWakeLock() {
  var userAgent = navigator.userAgent || navigator.vendor || window.opera;
  if (userAgent.match(/iPhone/i) || userAgent.match(/iPod/i)) {
    return iOSWakeLock;
  } else {
    return AndroidWakeLock;
  }
}

module.exports = getWakeLock();

},{"./util.js":204}]},{},[160])(160)
});
//# sourceMappingURL=aframe.js.map
