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All rights reserved.\r\nLicensed under the Apache License, Version 2.0 (the \"License\"); you may not use\r\nthis file except in compliance with the License. You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport function __exportStar(m, exports) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\n\r\nexport function __values(o) {\r\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n if (m) return m.call(o);\r\n if (o && typeof o.length === \"number\") return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n};\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result.default = mod;\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, privateMap) {\r\n if (!privateMap.has(receiver)) {\r\n throw new TypeError(\"attempted to get private field on non-instance\");\r\n }\r\n return privateMap.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, privateMap, value) {\r\n if (!privateMap.has(receiver)) {\r\n throw new TypeError(\"attempted to set private field on non-instance\");\r\n }\r\n privateMap.set(receiver, value);\r\n return value;\r\n}\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/tslib/tslib.es6.js\n// module id = 1\n// module chunks = 0","export { addBreadcrumb, captureException, captureEvent, captureMessage, configureScope, setContext, setExtra, setExtras, setTag, setTags, setUser, withScope, } from '@sentry/minimal';\nexport { addGlobalEventProcessor, getCurrentHub, getHubFromCarrier, Hub, Scope } from '@sentry/hub';\nexport { API } from './api';\nexport { BaseClient } from './baseclient';\nexport { BaseBackend } from './basebackend';\nexport { initAndBind } from './sdk';\nexport { NoopTransport } from './transports/noop';\nimport * as Integrations from './integrations';\nexport { Integrations };\n//# sourceMappingURL=index.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/index.js\n// module id = 2\n// module chunks = 0","// Polyfills\n\nif ( Number.EPSILON === undefined ) {\n\n\tNumber.EPSILON = Math.pow( 2, - 52 );\n\n}\n\nif ( Number.isInteger === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\n\tNumber.isInteger = function ( value ) {\n\n\t\treturn typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;\n\n\t};\n\n}\n\n//\n\nif ( Math.sign === undefined ) {\n\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\n\tMath.sign = function ( x ) {\n\n\t\treturn ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;\n\n\t};\n\n}\n\nif ( 'name' in Function.prototype === false ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name\n\n\tObject.defineProperty( Function.prototype, 'name', {\n\n\t\tget: function () {\n\n\t\t\treturn this.toString().match( /^\\s*function\\s*([^\\(\\s]*)/ )[ 1 ];\n\n\t\t}\n\n\t} );\n\n}\n\nif ( Object.assign === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n\n\t( function () {\n\n\t\tObject.assign = function ( target ) {\n\n\t\t\t'use strict';\n\n\t\t\tif ( target === undefined || target === null ) {\n\n\t\t\t\tthrow new TypeError( 'Cannot convert undefined or null to object' );\n\n\t\t\t}\n\n\t\t\tvar output = Object( target );\n\n\t\t\tfor ( var index = 1; index < arguments.length; index ++ ) {\n\n\t\t\t\tvar source = arguments[ index ];\n\n\t\t\t\tif ( source !== undefined && source !== null ) {\n\n\t\t\t\t\tfor ( var nextKey in source ) {\n\n\t\t\t\t\t\tif ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {\n\n\t\t\t\t\t\t\toutput[ nextKey ] = source[ nextKey ];\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn output;\n\n\t\t};\n\n\t} )();\n\n}\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tvar listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tvar listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tvar listeners = this._listeners;\n\t\tvar listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tvar index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tvar listeners = this._listeners;\n\t\tvar listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\tvar array = listenerArray.slice( 0 );\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nvar REVISION = '88';\nvar MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };\nvar CullFaceNone = 0;\nvar CullFaceBack = 1;\nvar CullFaceFront = 2;\nvar CullFaceFrontBack = 3;\nvar FrontFaceDirectionCW = 0;\nvar FrontFaceDirectionCCW = 1;\nvar BasicShadowMap = 0;\nvar PCFShadowMap = 1;\nvar PCFSoftShadowMap = 2;\nvar FrontSide = 0;\nvar BackSide = 1;\nvar DoubleSide = 2;\nvar FlatShading = 1;\nvar SmoothShading = 2;\nvar NoColors = 0;\nvar FaceColors = 1;\nvar VertexColors = 2;\nvar NoBlending = 0;\nvar NormalBlending = 1;\nvar AdditiveBlending = 2;\nvar SubtractiveBlending = 3;\nvar MultiplyBlending = 4;\nvar CustomBlending = 5;\nvar AddEquation = 100;\nvar SubtractEquation = 101;\nvar ReverseSubtractEquation = 102;\nvar MinEquation = 103;\nvar MaxEquation = 104;\nvar ZeroFactor = 200;\nvar OneFactor = 201;\nvar SrcColorFactor = 202;\nvar OneMinusSrcColorFactor = 203;\nvar SrcAlphaFactor = 204;\nvar OneMinusSrcAlphaFactor = 205;\nvar DstAlphaFactor = 206;\nvar OneMinusDstAlphaFactor = 207;\nvar DstColorFactor = 208;\nvar OneMinusDstColorFactor = 209;\nvar SrcAlphaSaturateFactor = 210;\nvar NeverDepth = 0;\nvar AlwaysDepth = 1;\nvar LessDepth = 2;\nvar LessEqualDepth = 3;\nvar EqualDepth = 4;\nvar GreaterEqualDepth = 5;\nvar GreaterDepth = 6;\nvar NotEqualDepth = 7;\nvar MultiplyOperation = 0;\nvar MixOperation = 1;\nvar AddOperation = 2;\nvar NoToneMapping = 0;\nvar LinearToneMapping = 1;\nvar ReinhardToneMapping = 2;\nvar Uncharted2ToneMapping = 3;\nvar CineonToneMapping = 4;\nvar UVMapping = 300;\nvar CubeReflectionMapping = 301;\nvar CubeRefractionMapping = 302;\nvar EquirectangularReflectionMapping = 303;\nvar EquirectangularRefractionMapping = 304;\nvar SphericalReflectionMapping = 305;\nvar CubeUVReflectionMapping = 306;\nvar CubeUVRefractionMapping = 307;\nvar RepeatWrapping = 1000;\nvar ClampToEdgeWrapping = 1001;\nvar MirroredRepeatWrapping = 1002;\nvar NearestFilter = 1003;\nvar NearestMipMapNearestFilter = 1004;\nvar NearestMipMapLinearFilter = 1005;\nvar LinearFilter = 1006;\nvar LinearMipMapNearestFilter = 1007;\nvar LinearMipMapLinearFilter = 1008;\nvar UnsignedByteType = 1009;\nvar ByteType = 1010;\nvar ShortType = 1011;\nvar UnsignedShortType = 1012;\nvar IntType = 1013;\nvar UnsignedIntType = 1014;\nvar FloatType = 1015;\nvar HalfFloatType = 1016;\nvar UnsignedShort4444Type = 1017;\nvar UnsignedShort5551Type = 1018;\nvar UnsignedShort565Type = 1019;\nvar UnsignedInt248Type = 1020;\nvar AlphaFormat = 1021;\nvar RGBFormat = 1022;\nvar RGBAFormat = 1023;\nvar LuminanceFormat = 1024;\nvar LuminanceAlphaFormat = 1025;\nvar RGBEFormat = RGBAFormat;\nvar DepthFormat = 1026;\nvar DepthStencilFormat = 1027;\nvar RGB_S3TC_DXT1_Format = 2001;\nvar RGBA_S3TC_DXT1_Format = 2002;\nvar RGBA_S3TC_DXT3_Format = 2003;\nvar RGBA_S3TC_DXT5_Format = 2004;\nvar RGB_PVRTC_4BPPV1_Format = 2100;\nvar RGB_PVRTC_2BPPV1_Format = 2101;\nvar RGBA_PVRTC_4BPPV1_Format = 2102;\nvar RGBA_PVRTC_2BPPV1_Format = 2103;\nvar RGB_ETC1_Format = 2151;\nvar LoopOnce = 2200;\nvar LoopRepeat = 2201;\nvar LoopPingPong = 2202;\nvar InterpolateDiscrete = 2300;\nvar InterpolateLinear = 2301;\nvar InterpolateSmooth = 2302;\nvar ZeroCurvatureEnding = 2400;\nvar ZeroSlopeEnding = 2401;\nvar WrapAroundEnding = 2402;\nvar TrianglesDrawMode = 0;\nvar TriangleStripDrawMode = 1;\nvar TriangleFanDrawMode = 2;\nvar LinearEncoding = 3000;\nvar sRGBEncoding = 3001;\nvar GammaEncoding = 3007;\nvar RGBEEncoding = 3002;\nvar LogLuvEncoding = 3003;\nvar RGBM7Encoding = 3004;\nvar RGBM16Encoding = 3005;\nvar RGBDEncoding = 3006;\nvar BasicDepthPacking = 3200;\nvar RGBADepthPacking = 3201;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _Math = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://www.broofa.com/Tools/Math.uuid.htm\n\t\t// Replaced .join with string concatenation (@takahirox)\n\n\t\tvar chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );\n\t\tvar rnd = 0, r;\n\n\t\treturn function generateUUID() {\n\n\t\t\tvar uuid = '';\n\n\t\t\tfor ( var i = 0; i < 36; i ++ ) {\n\n\t\t\t\tif ( i === 8 || i === 13 || i === 18 || i === 23 ) {\n\n\t\t\t\t\tuuid += '-';\n\n\t\t\t\t} else if ( i === 14 ) {\n\n\t\t\t\t\tuuid += '4';\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;\n\t\t\t\t\tr = rnd & 0xf;\n\t\t\t\t\trnd = rnd >> 4;\n\t\t\t\t\tuuid += chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn uuid;\n\n\t\t};\n\n\t}(),\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * _Math.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * _Math.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author philogb / http://blog.thejit.org/\n * @author egraether / http://egraether.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\nfunction Vector2( x, y ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\n}\n\nObject.defineProperties( Vector2.prototype, {\n\n\t\"width\": {\n\n\t\tget: function () {\n\n\t\t\treturn this.x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.x = value;\n\n\t\t}\n\n\t},\n\n\t\"height\": {\n\n\t\tget: function () {\n\n\t\t\treturn this.y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.y = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tisVector2: true,\n\n\tset: function ( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tdivide: function ( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tvar x = this.x, y = this.y;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function () {\n\n\t\tvar min = new Vector2();\n\t\tvar max = new Vector2();\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tmin.set( minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tangle: function () {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tvar angle = Math.atan2( this.y, this.x );\n\n\t\tif ( angle < 0 ) angle += 2 * Math.PI;\n\n\t\treturn angle;\n\n\t},\n\n\tdistanceTo: function ( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t},\n\n\tdistanceToSquared: function ( v ) {\n\n\t\tvar dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t},\n\n\tmanhattanDistanceTo: function ( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t},\n\n\trotateAround: function ( center, angle ) {\n\n\t\tvar c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tvar x = this.x - center.x;\n\t\tvar y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author jordi_ros / http://plattsoft.com\n * @author D1plo1d / http://github.com/D1plo1d\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author timknip / http://www.floorplanner.com/\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Matrix4() {\n\n\tthis.elements = [\n\n\t\t1, 0, 0, 0,\n\t\t0, 1, 0, 0,\n\t\t0, 0, 1, 0,\n\t\t0, 0, 0, 1\n\n\t];\n\n\tif ( arguments.length > 0 ) {\n\n\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t}\n\n}\n\nObject.assign( Matrix4.prototype, {\n\n\tisMatrix4: true,\n\n\tset: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t},\n\n\tidentity: function () {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t},\n\n\tcopy: function ( m ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t},\n\n\tcopyPosition: function ( m ) {\n\n\t\tvar te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t},\n\n\textractBasis: function ( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t},\n\n\tmakeBasis: function ( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\textractRotation: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function extractRotation( m ) {\n\n\t\t\tvar te = this.elements;\n\t\t\tvar me = m.elements;\n\n\t\t\tvar scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();\n\t\t\tvar scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();\n\t\t\tvar scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();\n\n\t\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\n\t\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\n\t\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmakeRotationFromEuler: function ( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tvar te = this.elements;\n\n\t\tvar x = euler.x, y = euler.y, z = euler.z;\n\t\tvar a = Math.cos( x ), b = Math.sin( x );\n\t\tvar c = Math.cos( y ), d = Math.sin( y );\n\t\tvar e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tvar ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tvar ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tvar ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tvar ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tvar ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tvar ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// last column\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// bottom row\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationFromQuaternion: function ( q ) {\n\n\t\tvar te = this.elements;\n\n\t\tvar x = q._x, y = q._y, z = q._z, w = q._w;\n\t\tvar x2 = x + x, y2 = y + y, z2 = z + z;\n\t\tvar xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tvar yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tvar wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tte[ 0 ] = 1 - ( yy + zz );\n\t\tte[ 4 ] = xy - wz;\n\t\tte[ 8 ] = xz + wy;\n\n\t\tte[ 1 ] = xy + wz;\n\t\tte[ 5 ] = 1 - ( xx + zz );\n\t\tte[ 9 ] = yz - wx;\n\n\t\tte[ 2 ] = xz - wy;\n\t\tte[ 6 ] = yz + wx;\n\t\tte[ 10 ] = 1 - ( xx + yy );\n\n\t\t// last column\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// bottom row\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function () {\n\n\t\tvar x = new Vector3();\n\t\tvar y = new Vector3();\n\t\tvar z = new Vector3();\n\n\t\treturn function lookAt( eye, target, up ) {\n\n\t\t\tvar te = this.elements;\n\n\t\t\tz.subVectors( eye, target );\n\n\t\t\tif ( z.lengthSq() === 0 ) {\n\n\t\t\t\t// eye and target are in the same position\n\n\t\t\t\tz.z = 1;\n\n\t\t\t}\n\n\t\t\tz.normalize();\n\t\t\tx.crossVectors( up, z );\n\n\t\t\tif ( x.lengthSq() === 0 ) {\n\n\t\t\t\t// up and z are parallel\n\n\t\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t\tz.x += 0.0001;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz.z += 0.0001;\n\n\t\t\t\t}\n\n\t\t\t\tz.normalize();\n\t\t\t\tx.crossVectors( up, z );\n\n\t\t\t}\n\n\t\t\tx.normalize();\n\t\t\ty.crossVectors( z, x );\n\n\t\t\tte[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;\n\t\t\tte[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;\n\t\t\tte[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmultiply: function ( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t},\n\n\tpremultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t},\n\n\tmultiplyMatrices: function ( a, b ) {\n\n\t\tvar ae = a.elements;\n\t\tvar be = b.elements;\n\t\tvar te = this.elements;\n\n\t\tvar a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tvar a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tvar a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tvar a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tvar b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tvar b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tvar b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tvar b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t},\n\n\tapplyToBufferAttribute: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function applyToBufferAttribute( attribute ) {\n\n\t\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\t\tv1.x = attribute.getX( i );\n\t\t\t\tv1.y = attribute.getY( i );\n\t\t\t\tv1.z = attribute.getZ( i );\n\n\t\t\t\tv1.applyMatrix4( this );\n\n\t\t\t\tattribute.setXYZ( i, v1.x, v1.y, v1.z );\n\n\t\t\t}\n\n\t\t\treturn attribute;\n\n\t\t};\n\n\t}(),\n\n\tdeterminant: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tvar n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tvar n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tvar n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t},\n\n\ttranspose: function () {\n\n\t\tvar te = this.elements;\n\t\tvar tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t},\n\n\tsetPosition: function ( v ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 12 ] = v.x;\n\t\tte[ 13 ] = v.y;\n\t\tte[ 14 ] = v.z;\n\n\t\treturn this;\n\n\t},\n\n\tgetInverse: function ( m, throwOnDegenerate ) {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tvar te = this.elements,\n\t\t\tme = m.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],\n\t\t\tn12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],\n\t\t\tn13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],\n\t\t\tn14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tvar det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) {\n\n\t\t\tvar msg = \"THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0\";\n\n\t\t\tif ( throwOnDegenerate === true ) {\n\n\t\t\t\tthrow new Error( msg );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( msg );\n\n\t\t\t}\n\n\t\t\treturn this.identity();\n\n\t\t}\n\n\t\tvar detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( v ) {\n\n\t\tvar te = this.elements;\n\t\tvar x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t},\n\n\tgetMaxScaleOnAxis: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tvar scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tvar scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t},\n\n\tmakeTranslation: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationX: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationY: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationZ: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationAxis: function ( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tvar c = Math.cos( angle );\n\t\tvar s = Math.sin( angle );\n\t\tvar t = 1 - c;\n\t\tvar x = axis.x, y = axis.y, z = axis.z;\n\t\tvar tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\t return this;\n\n\t},\n\n\tmakeScale: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeShear: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tcompose: function ( position, quaternion, scale ) {\n\n\t\tthis.makeRotationFromQuaternion( quaternion );\n\t\tthis.scale( scale );\n\t\tthis.setPosition( position );\n\n\t\treturn this;\n\n\t},\n\n\tdecompose: function () {\n\n\t\tvar vector = new Vector3();\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function decompose( position, quaternion, scale ) {\n\n\t\t\tvar te = this.elements;\n\n\t\t\tvar sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\t\tvar sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\t\tvar sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t\t// if determine is negative, we need to invert one scale\n\t\t\tvar det = this.determinant();\n\t\t\tif ( det < 0 ) sx = - sx;\n\n\t\t\tposition.x = te[ 12 ];\n\t\t\tposition.y = te[ 13 ];\n\t\t\tposition.z = te[ 14 ];\n\n\t\t\t// scale the rotation part\n\t\t\tmatrix.copy( this );\n\n\t\t\tvar invSX = 1 / sx;\n\t\t\tvar invSY = 1 / sy;\n\t\t\tvar invSZ = 1 / sz;\n\n\t\t\tmatrix.elements[ 0 ] *= invSX;\n\t\t\tmatrix.elements[ 1 ] *= invSX;\n\t\t\tmatrix.elements[ 2 ] *= invSX;\n\n\t\t\tmatrix.elements[ 4 ] *= invSY;\n\t\t\tmatrix.elements[ 5 ] *= invSY;\n\t\t\tmatrix.elements[ 6 ] *= invSY;\n\n\t\t\tmatrix.elements[ 8 ] *= invSZ;\n\t\t\tmatrix.elements[ 9 ] *= invSZ;\n\t\t\tmatrix.elements[ 10 ] *= invSZ;\n\n\t\t\tquaternion.setFromRotationMatrix( matrix );\n\n\t\t\tscale.x = sx;\n\t\t\tscale.y = sy;\n\t\t\tscale.z = sz;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmakePerspective: function ( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tvar te = this.elements;\n\t\tvar x = 2 * near / ( right - left );\n\t\tvar y = 2 * near / ( top - bottom );\n\n\t\tvar a = ( right + left ) / ( right - left );\n\t\tvar b = ( top + bottom ) / ( top - bottom );\n\t\tvar c = - ( far + near ) / ( far - near );\n\t\tvar d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t},\n\n\tmakeOrthographic: function ( left, right, top, bottom, near, far ) {\n\n\t\tvar te = this.elements;\n\t\tvar w = 1.0 / ( right - left );\n\t\tvar h = 1.0 / ( top - bottom );\n\t\tvar p = 1.0 / ( far - near );\n\n\t\tvar x = ( right + left ) * w;\n\t\tvar y = ( top + bottom ) * h;\n\t\tvar z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( matrix ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = matrix.elements;\n\n\t\tfor ( var i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( var i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nfunction Quaternion( x, y, z, w ) {\n\n\tthis._x = x || 0;\n\tthis._y = y || 0;\n\tthis._z = z || 0;\n\tthis._w = ( w !== undefined ) ? w : 1;\n\n}\n\nObject.assign( Quaternion, {\n\n\tslerp: function ( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t},\n\n\tslerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tvar x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ],\n\n\t\t\tx1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tvar s = 1 - t,\n\n\t\t\t\tcos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tvar sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tvar tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tvar f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n} );\n\nObject.defineProperties( Quaternion.prototype, {\n\n\tx: {\n\n\t\tget: function () {\n\n\t\t\treturn this._x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._x = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\ty: {\n\n\t\tget: function () {\n\n\t\t\treturn this._y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._y = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tz: {\n\n\t\tget: function () {\n\n\t\t\treturn this._z;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._z = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tw: {\n\n\t\tget: function () {\n\n\t\t\treturn this._w;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._w = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Quaternion.prototype, {\n\n\tset: function ( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t},\n\n\tcopy: function ( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromEuler: function ( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tvar x = euler._x, y = euler._y, z = euler._z, order = euler.order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tvar cos = Math.cos;\n\t\tvar sin = Math.sin;\n\n\t\tvar c1 = cos( x / 2 );\n\t\tvar c2 = cos( y / 2 );\n\t\tvar c3 = cos( z / 2 );\n\n\t\tvar s1 = sin( x / 2 );\n\t\tvar s2 = sin( y / 2 );\n\t\tvar s3 = sin( z / 2 );\n\n\t\tif ( order === 'XYZ' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'YXZ' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t} else if ( order === 'ZXY' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'ZYX' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t} else if ( order === 'YZX' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'XZY' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t}\n\n\t\tif ( update !== false ) this.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromAxisAngle: function ( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tvar halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromRotationMatrix: function ( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33,\n\t\t\ts;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\ts = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromUnitVectors: function () {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tvar v1 = new Vector3();\n\t\tvar r;\n\n\t\tvar EPS = 0.000001;\n\n\t\treturn function setFromUnitVectors( vFrom, vTo ) {\n\n\t\t\tif ( v1 === undefined ) v1 = new Vector3();\n\n\t\t\tr = vFrom.dot( vTo ) + 1;\n\n\t\t\tif ( r < EPS ) {\n\n\t\t\t\tr = 0;\n\n\t\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\t\tv1.set( - vFrom.y, vFrom.x, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv1.set( 0, - vFrom.z, vFrom.y );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tv1.crossVectors( vFrom, vTo );\n\n\t\t\t}\n\n\t\t\tthis._x = v1.x;\n\t\t\tthis._y = v1.y;\n\t\t\tthis._z = v1.z;\n\t\t\tthis._w = r;\n\n\t\t\treturn this.normalize();\n\n\t\t};\n\n\t}(),\n\n\tinverse: function () {\n\n\t\treturn this.conjugate().normalize();\n\n\t},\n\n\tconjugate: function () {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t},\n\n\tnormalize: function () {\n\n\t\tvar l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t},\n\n\tpremultiply: function ( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t},\n\n\tmultiplyQuaternions: function ( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tvar qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tvar qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tslerp: function ( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tvar x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tvar cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );\n\n\t\tif ( Math.abs( sinHalfTheta ) < 0.001 ) {\n\n\t\t\tthis._w = 0.5 * ( w + this._w );\n\t\t\tthis._x = 0.5 * ( x + this._x );\n\t\t\tthis._y = 0.5 * ( y + this._y );\n\t\t\tthis._z = 0.5 * ( z + this._z );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tvar ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t},\n\n\tonChange: function ( callback ) {\n\n\t\tthis.onChangeCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tonChangeCallback: function () {}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector3( x, y, z ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\n}\n\nObject.assign( Vector3.prototype, {\n\n\tisVector3: true,\n\n\tset: function ( x, y, z ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyVectors: function ( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t},\n\n\tapplyEuler: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function applyEuler( euler ) {\n\n\t\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t\t}\n\n\t\t\treturn this.applyQuaternion( quaternion.setFromEuler( euler ) );\n\n\t\t};\n\n\t}(),\n\n\tapplyAxisAngle: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function applyAxisAngle( axis, angle ) {\n\n\t\t\treturn this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );\n\n\t\t};\n\n\t}(),\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tvar w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tvar ix = qw * x + qy * z - qz * y;\n\t\tvar iy = qw * y + qz * x - qx * z;\n\t\tvar iz = qw * z + qx * y - qy * x;\n\t\tvar iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t},\n\n\tproject: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function project( camera ) {\n\n\t\t\tmatrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );\n\t\t\treturn this.applyMatrix4( matrix );\n\n\t\t};\n\n\t}(),\n\n\tunproject: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function unproject( camera ) {\n\n\t\t\tmatrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );\n\t\t\treturn this.applyMatrix4( matrix );\n\n\t\t};\n\n\t}(),\n\n\ttransformDirection: function ( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t},\n\n\tdivide: function ( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function () {\n\n\t\tvar min = new Vector3();\n\t\tvar max = new Vector3();\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tmin.set( minVal, minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t},\n\n\t// TODO lengthSquared?\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tcross: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t},\n\n\tcrossVectors: function ( a, b ) {\n\n\t\tvar ax = a.x, ay = a.y, az = a.z;\n\t\tvar bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t},\n\n\tprojectOnVector: function ( vector ) {\n\n\t\tvar scalar = vector.dot( this ) / vector.lengthSq();\n\n\t\treturn this.copy( vector ).multiplyScalar( scalar );\n\n\t},\n\n\tprojectOnPlane: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function projectOnPlane( planeNormal ) {\n\n\t\t\tv1.copy( this ).projectOnVector( planeNormal );\n\n\t\t\treturn this.sub( v1 );\n\n\t\t};\n\n\t}(),\n\n\treflect: function () {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function reflect( normal ) {\n\n\t\t\treturn this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t\t};\n\n\t}(),\n\n\tangleTo: function ( v ) {\n\n\t\tvar theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( _Math.clamp( theta, - 1, 1 ) );\n\n\t},\n\n\tdistanceTo: function ( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t},\n\n\tdistanceToSquared: function ( v ) {\n\n\t\tvar dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t},\n\n\tmanhattanDistanceTo: function ( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t},\n\n\tsetFromSpherical: function ( s ) {\n\n\t\tvar sinPhiRadius = Math.sin( s.phi ) * s.radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( s.theta );\n\t\tthis.y = Math.cos( s.phi ) * s.radius;\n\t\tthis.z = sinPhiRadius * Math.cos( s.theta );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCylindrical: function ( c ) {\n\n\t\tthis.x = c.radius * Math.sin( c.theta );\n\t\tthis.y = c.y;\n\t\tthis.z = c.radius * Math.cos( c.theta );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixPosition: function ( m ) {\n\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixScale: function ( m ) {\n\n\t\tvar sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tvar sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tvar sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixColumn: function ( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n * @author tschw\n */\n\nfunction Matrix3() {\n\n\tthis.elements = [\n\n\t\t1, 0, 0,\n\t\t0, 1, 0,\n\t\t0, 0, 1\n\n\t];\n\n\tif ( arguments.length > 0 ) {\n\n\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t}\n\n}\n\nObject.assign( Matrix3.prototype, {\n\n\tisMatrix3: true,\n\n\tset: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t},\n\n\tidentity: function () {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t},\n\n\tcopy: function ( m ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrix4: function ( m ) {\n\n\t\tvar me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tapplyToBufferAttribute: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function applyToBufferAttribute( attribute ) {\n\n\t\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\t\tv1.x = attribute.getX( i );\n\t\t\t\tv1.y = attribute.getY( i );\n\t\t\t\tv1.z = attribute.getZ( i );\n\n\t\t\t\tv1.applyMatrix3( this );\n\n\t\t\t\tattribute.setXYZ( i, v1.x, v1.y, v1.z );\n\n\t\t\t}\n\n\t\t\treturn attribute;\n\n\t\t};\n\n\t}(),\n\n\tmultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t},\n\n\tpremultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t},\n\n\tmultiplyMatrices: function ( a, b ) {\n\n\t\tvar ae = a.elements;\n\t\tvar be = b.elements;\n\t\tvar te = this.elements;\n\n\t\tvar a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tvar a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tvar a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tvar b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tvar b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tvar b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t},\n\n\tdeterminant: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t},\n\n\tgetInverse: function ( matrix, throwOnDegenerate ) {\n\n\t\tif ( matrix && matrix.isMatrix4 ) {\n\n\t\t\tconsole.error( \"THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument.\" );\n\n\t\t}\n\n\t\tvar me = matrix.elements,\n\t\t\tte = this.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],\n\t\t\tn12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],\n\t\t\tn13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) {\n\n\t\t\tvar msg = \"THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0\";\n\n\t\t\tif ( throwOnDegenerate === true ) {\n\n\t\t\t\tthrow new Error( msg );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( msg );\n\n\t\t\t}\n\n\t\t\treturn this.identity();\n\n\t\t}\n\n\t\tvar detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t},\n\n\ttranspose: function () {\n\n\t\tvar tmp, m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t},\n\n\tgetNormalMatrix: function ( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();\n\n\t},\n\n\ttransposeIntoArray: function ( r ) {\n\n\t\tvar m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tvar c = Math.cos( rotation );\n\t\tvar s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t},\n\n\tscale: function ( sx, sy ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t},\n\n\trotate: function ( theta ) {\n\n\t\tvar c = Math.cos( theta );\n\t\tvar s = Math.sin( theta );\n\n\t\tvar te = this.elements;\n\n\t\tvar a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tvar a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( tx, ty ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( matrix ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = matrix.elements;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n */\n\nvar textureId = 0;\n\nfunction Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;\n\n\tthis.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;\n\tthis.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;\n\n\tthis.anisotropy = anisotropy !== undefined ? anisotropy : 1;\n\n\tthis.format = format !== undefined ? format : RGBAFormat;\n\tthis.type = type !== undefined ? type : UnsignedByteType;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\tthis.center = new Vector2( 0, 0 );\n\tthis.rotation = 0;\n\n\tthis.matrixAutoUpdate = true;\n\tthis.matrix = new Matrix3();\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding !== undefined ? encoding : LinearEncoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nObject.defineProperty( Texture.prototype, \"needsUpdate\", {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( Texture.prototype, EventDispatcher.prototype, {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tfunction getDataURL( image ) {\n\n\t\t\tvar canvas;\n\n\t\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\t\tcanvas = image;\n\n\t\t\t} else {\n\n\t\t\t\tcanvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\t\t\tcanvas.width = image.width;\n\t\t\t\tcanvas.height = image.height;\n\n\t\t\t\tvar context = canvas.getContext( '2d' );\n\n\t\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t\t} else {\n\n\t\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar output = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tvar image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = _Math.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: getDataURL( image )\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector4( x, y, z, w ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\tthis.w = ( w !== undefined ) ? w : 1;\n\n}\n\nObject.assign( Vector4.prototype, {\n\n\tisVector4: true,\n\n\tset: function ( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tsetAxisAngleFromQuaternion: function ( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tvar s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetAxisAngleFromRotationMatrix: function ( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar angle, x, y, z,\t\t// variables for result\n\t\t\tepsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tvar xx = ( m11 + 1 ) / 2;\n\t\t\tvar yy = ( m22 + 1 ) / 2;\n\t\t\tvar zz = ( m33 + 1 ) / 2;\n\t\t\tvar xy = ( m12 + m21 ) / 4;\n\t\t\tvar xz = ( m13 + m31 ) / 4;\n\t\t\tvar yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tvar s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t ( m13 - m31 ) * ( m13 - m31 ) +\n\t\t ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function () {\n\n\t\tvar min, max;\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tif ( min === undefined ) {\n\n\t\t\t\tmin = new Vector4();\n\t\t\t\tmax = new Vector4();\n\n\t\t\t}\n\n\t\t\tmin.set( minVal, minVal, minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal, maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author szimek / https://github.com/szimek/\n * @author alteredq / http://alteredqualia.com/\n * @author Marius Kintel / https://github.com/kintel\n */\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nfunction WebGLRenderTarget( width, height, options ) {\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.width = width;\n\tthis.height = height;\n\n\tthis.scissor = new Vector4( 0, 0, width, height );\n\tthis.scissorTest = false;\n\n\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\toptions = options || {};\n\n\tif ( options.minFilter === undefined ) options.minFilter = LinearFilter;\n\n\tthis.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;\n\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n}\n\nObject.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, {\n\n\tisWebGLRenderTarget: true,\n\n\tsetSize: function ( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com\n */\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5\n\tthis.activeMipMapLevel = 0;\n\n}\n\nWebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );\nWebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;\n\nWebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data, width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\n/**\n * @author tschw\n *\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [renderer] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'renderer' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (renderer factorizations):\n *\n * .upload( gl, seq, values, renderer )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (renderer factorizations):\n *\n * .setValue( gl, name, value )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .set( gl, obj, prop )\n *\n * \t\tsets uniform from object and property with same name than uniform\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nvar emptyTexture = new Texture();\nvar emptyCubeTexture = new CubeTexture();\n\n// --- Base for inner nodes (including the root) ---\n\nfunction UniformContainer() {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nvar arrayCacheF32 = [];\nvar arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nvar mat4array = new Float32Array( 16 );\nvar mat3array = new Float32Array( 9 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tvar firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tvar n = nBlocks * blockSize,\n\t\tr = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( renderer, n ) {\n\n\tvar r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( var i = 0; i !== n; ++ i )\n\t\tr[ i ] = renderer.allocTextureUnit();\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValue1f( gl, v ) {\n\n\tgl.uniform1f( this.addr, v );\n\n}\n\nfunction setValue1i( gl, v ) {\n\n\tgl.uniform1i( this.addr, v );\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValue2fv( gl, v ) {\n\n\tif ( v.x === undefined ) {\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t} else {\n\n\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t}\n\n}\n\nfunction setValue3fv( gl, v ) {\n\n\tif ( v.x !== undefined ) {\n\n\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t} else {\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t}\n\n}\n\nfunction setValue4fv( gl, v ) {\n\n\tif ( v.x === undefined ) {\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t} else {\n\n\t\t gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValue2fm( gl, v ) {\n\n\tgl.uniformMatrix2fv( this.addr, false, v.elements || v );\n\n}\n\nfunction setValue3fm( gl, v ) {\n\n\tif ( v.elements === undefined ) {\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t} else {\n\n\t\tmat3array.set( v.elements );\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t}\n\n}\n\nfunction setValue4fm( gl, v ) {\n\n\tif ( v.elements === undefined ) {\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t} else {\n\n\t\tmat4array.set( v.elements );\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, renderer ) {\n\n\tvar unit = renderer.allocTextureUnit();\n\tgl.uniform1i( this.addr, unit );\n\trenderer.setTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, renderer ) {\n\n\tvar unit = renderer.allocTextureUnit();\n\tgl.uniform1i( this.addr, unit );\n\trenderer.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValue2iv( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValue3iv( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValue4iv( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValue1f; // FLOAT\n\t\tcase 0x8b50: return setValue2fv; // _VEC2\n\t\tcase 0x8b51: return setValue3fv; // _VEC3\n\t\tcase 0x8b52: return setValue4fv; // _VEC4\n\n\t\tcase 0x8b5a: return setValue2fm; // _MAT2\n\t\tcase 0x8b5b: return setValue3fm; // _MAT3\n\t\tcase 0x8b5c: return setValue4fm; // _MAT4\n\n\t\tcase 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES\n\t\tcase 0x8b60: return setValueT6; // SAMPLER_CUBE\n\n\t\tcase 0x1404: case 0x8b56: return setValue1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValue2iv; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValue3iv; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValue4iv; // _VEC4\n\n\t}\n\n}\n\n// Array of scalars\n\nfunction setValue1fv( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\nfunction setValue1iv( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2a( gl, v ) {\n\n\tgl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );\n\n}\n\nfunction setValueV3a( gl, v ) {\n\n\tgl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );\n\n}\n\nfunction setValueV4a( gl, v ) {\n\n\tgl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2a( gl, v ) {\n\n\tgl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );\n\n}\n\nfunction setValueM3a( gl, v ) {\n\n\tgl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );\n\n}\n\nfunction setValueM4a( gl, v ) {\n\n\tgl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1a( gl, v, renderer ) {\n\n\tvar n = v.length,\n\t\tunits = allocTexUnits( renderer, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( var i = 0; i !== n; ++ i ) {\n\n\t\trenderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6a( gl, v, renderer ) {\n\n\tvar n = v.length,\n\t\tunits = allocTexUnits( renderer, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( var i = 0; i !== n; ++ i ) {\n\n\t\trenderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValue1fv; // FLOAT\n\t\tcase 0x8b50: return setValueV2a; // _VEC2\n\t\tcase 0x8b51: return setValueV3a; // _VEC3\n\t\tcase 0x8b52: return setValueV4a; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2a; // _MAT2\n\t\tcase 0x8b5b: return setValueM3a; // _MAT3\n\t\tcase 0x8b5c: return setValueM4a; // _MAT4\n\n\t\tcase 0x8b5e: return setValueT1a; // SAMPLER_2D\n\t\tcase 0x8b60: return setValueT6a; // SAMPLER_CUBE\n\n\t\tcase 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValue2iv; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValue3iv; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValue4iv; // _VEC4\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tUniformContainer.call( this ); // mix-in\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value ) {\n\n\t// Note: Don't need an extra 'renderer' parameter, since samplers\n\t// are not allowed in structured uniforms.\n\n\tvar seq = this.seq;\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ] );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nvar RePathPart = /([\\w\\d_]+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tvar path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\tfor ( ; ; ) {\n\n\t\tvar match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex,\n\n\t\t\tid = match[ 1 ],\n\t\t\tidIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tvar map = container.map, next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program, renderer ) {\n\n\tUniformContainer.call( this );\n\n\tthis.renderer = renderer;\n\n\tvar n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\tfor ( var i = 0; i < n; ++ i ) {\n\n\t\tvar info = gl.getActiveUniform( program, i ),\n\t\t\tpath = info.name,\n\t\t\taddr = gl.getUniformLocation( program, path );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value ) {\n\n\tvar u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, this.renderer );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tvar v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, renderer ) {\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, renderer );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tvar r = [];\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nfunction Color( r, g, b ) {\n\n\tif ( g === undefined && b === undefined ) {\n\n\t\t// r is THREE.Color, hex or string\n\t\treturn this.set( r );\n\n\t}\n\n\treturn this.setRGB( r, g, b );\n\n}\n\nObject.assign( Color.prototype, {\n\n\tisColor: true,\n\n\tr: 1, g: 1, b: 1,\n\n\tset: function ( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetHex: function ( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t},\n\n\tsetRGB: function ( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t},\n\n\tsetHSL: function () {\n\n\t\tfunction hue2rgb( p, q, t ) {\n\n\t\t\tif ( t < 0 ) t += 1;\n\t\t\tif ( t > 1 ) t -= 1;\n\t\t\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\t\t\tif ( t < 1 / 2 ) return q;\n\t\t\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\t\t\treturn p;\n\n\t\t}\n\n\t\treturn function setHSL( h, s, l ) {\n\n\t\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\t\th = _Math.euclideanModulo( h, 1 );\n\t\t\ts = _Math.clamp( s, 0, 1 );\n\t\t\tl = _Math.clamp( l, 0, 1 );\n\n\t\t\tif ( s === 0 ) {\n\n\t\t\t\tthis.r = this.g = this.b = l;\n\n\t\t\t} else {\n\n\t\t\t\tvar p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\t\tvar q = ( 2 * l ) - p;\n\n\t\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tsetStyle: function ( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tvar m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tvar color;\n\t\t\tvar name = m[ 1 ];\n\t\t\tvar components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tvar h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tvar s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tvar l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f0-9]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tvar hex = m[ 1 ];\n\t\t\tvar size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\t// color keywords\n\t\t\tvar hex = ColorKeywords[ style ];\n\n\t\t\tif ( hex !== undefined ) {\n\n\t\t\t\t// red\n\t\t\t\tthis.setHex( hex );\n\n\t\t\t} else {\n\n\t\t\t\t// unknown color\n\t\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t},\n\n\tcopy: function ( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t},\n\n\tcopyGammaToLinear: function ( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t},\n\n\tcopyLinearToGamma: function ( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tvar safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t},\n\n\tconvertGammaToLinear: function () {\n\n\t\tvar r = this.r, g = this.g, b = this.b;\n\n\t\tthis.r = r * r;\n\t\tthis.g = g * g;\n\t\tthis.b = b * b;\n\n\t\treturn this;\n\n\t},\n\n\tconvertLinearToGamma: function () {\n\n\t\tthis.r = Math.sqrt( this.r );\n\t\tthis.g = Math.sqrt( this.g );\n\t\tthis.b = Math.sqrt( this.b );\n\n\t\treturn this;\n\n\t},\n\n\tgetHex: function () {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t},\n\n\tgetHexString: function () {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t},\n\n\tgetHSL: function ( optionalTarget ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tvar hsl = optionalTarget || { h: 0, s: 0, l: 0 };\n\n\t\tvar r = this.r, g = this.g, b = this.b;\n\n\t\tvar max = Math.max( r, g, b );\n\t\tvar min = Math.min( r, g, b );\n\n\t\tvar hue, saturation;\n\t\tvar lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tvar delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\thsl.h = hue;\n\t\thsl.s = saturation;\n\t\thsl.l = lightness;\n\n\t\treturn hsl;\n\n\t},\n\n\tgetStyle: function () {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t},\n\n\toffsetHSL: function ( h, s, l ) {\n\n\t\tvar hsl = this.getHSL();\n\n\t\thsl.h += h; hsl.s += s; hsl.l += l;\n\n\t\tthis.setHSL( hsl.h, hsl.s, hsl.l );\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t},\n\n\taddColors: function ( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t},\n\n\tlerp: function ( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn this.getHex();\n\n\t}\n\n} );\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nvar UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\n/**\n * Uniform Utilities\n */\n\nvar UniformsUtils = {\n\n\tmerge: function ( uniforms ) {\n\n\t\tvar merged = {};\n\n\t\tfor ( var u = 0; u < uniforms.length; u ++ ) {\n\n\t\t\tvar tmp = this.clone( uniforms[ u ] );\n\n\t\t\tfor ( var p in tmp ) {\n\n\t\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn merged;\n\n\t},\n\n\tclone: function ( uniforms_src ) {\n\n\t\tvar uniforms_dst = {};\n\n\t\tfor ( var u in uniforms_src ) {\n\n\t\t\tuniforms_dst[ u ] = {};\n\n\t\t\tfor ( var p in uniforms_src[ u ] ) {\n\n\t\t\t\tvar parameter_src = uniforms_src[ u ][ p ];\n\n\t\t\t\tif ( parameter_src && ( parameter_src.isColor ||\n\t\t\t\t\tparameter_src.isMatrix3 || parameter_src.isMatrix4 ||\n\t\t\t\t\tparameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||\n\t\t\t\t\tparameter_src.isTexture ) ) {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src.clone();\n\n\t\t\t\t} else if ( Array.isArray( parameter_src ) ) {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src.slice();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn uniforms_dst;\n\n\t}\n\n};\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\\n\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\\n\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\\n\";\n\nvar 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( PHYSICAL )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\\n\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"\\nvec3 transformed = vec3( position );\\n\";\n\nvar beginnormal_vertex = \"\\nvec3 objectNormal = vec3( normal );\\n\";\n\nvar bsdfs = \"float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\tif( decayExponent > 0.0 ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\treturn distanceFalloff * maxDistanceCutoffFactor;\\n#else\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n#endif\\n\\t}\\n\\treturn 1.0;\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_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_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * 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 theta = acos( dot( N, V ) );\\n\\tvec2 uv = vec2(\\n\\t\\tsqrt( saturate( roughness ) ),\\n\\t\\tsaturate( theta / ( 0.5 * PI ) ) );\\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 = 0.86267 + (0.49788 + 0.01436 * y ) * y;\\n\\tfloat b = 3.45068 + (4.18814 + y) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - 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\\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\\n\\treturn result;\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.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 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\\n\\treturn specularColor * AB.x + AB.y;\\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_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n\";\n\nvar 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 ) {\\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 );\\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\\n\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\\n\\t\\tvec4 plane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t\\t\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\\n\\t\\t\\tvec4 plane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\tif ( clipped ) discard;\\n\\t\\n\\t#endif\\n#endif\\n\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\t\\tvarying vec3 vViewPosition;\\n\\t#endif\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\\n\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\\n\";\n\nvar color_pars_vertex = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#ifdef USE_COLOR\\n\\tvColor.xyz = color.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.14159265359\\n#define PI2 6.28318530718\\n#define PI_HALF 1.5707963267949\\n#define RECIPROCAL_PI 0.31830988618\\n#define RECIPROCAL_PI2 0.15915494\\n#define LOG2 1.442695\\n#define EPSILON 1e-6\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#define whiteCompliment(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 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}\\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};\\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}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\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}\\n\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n#define cubeUV_textureSize (1024.0)\\nint getFaceFromDirection(vec3 direction) {\\n\\tvec3 absDirection = abs(direction);\\n\\tint face = -1;\\n\\tif( absDirection.x > absDirection.z ) {\\n\\t\\tif(absDirection.x > absDirection.y )\\n\\t\\t\\tface = direction.x > 0.0 ? 0 : 3;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\telse {\\n\\t\\tif(absDirection.z > absDirection.y )\\n\\t\\t\\tface = direction.z > 0.0 ? 2 : 5;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\treturn face;\\n}\\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\\n\\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\\n\\tfloat dxRoughness = dFdx(roughness);\\n\\tfloat dyRoughness = dFdy(roughness);\\n\\tvec3 dx = dFdx( vec * scale * dxRoughness );\\n\\tvec3 dy = dFdy( vec * scale * dyRoughness );\\n\\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\\n\\td = clamp(d, 1.0, cubeUV_rangeClamp);\\n\\tfloat mipLevel = 0.5 * log2(d);\\n\\treturn vec2(floor(mipLevel), fract(mipLevel));\\n}\\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\\n\\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\\n\\tfloat a = 16.0 * cubeUV_rcpTextureSize;\\n\\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\\n\\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\\n\\tfloat powScale = exp2_packed.x * exp2_packed.y;\\n\\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\\n\\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\\n\\tbool bRes = mipLevel == 0.0;\\n\\tscale = bRes && (scale < a) ? a : scale;\\n\\tvec3 r;\\n\\tvec2 offset;\\n\\tint face = getFaceFromDirection(direction);\\n\\tfloat rcpPowScale = 1.0 / powScale;\\n\\tif( face == 0) {\\n\\t\\tr = vec3(direction.x, -direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 1) {\\n\\t\\tr = vec3(direction.y, direction.x, direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 2) {\\n\\t\\tr = vec3(direction.z, direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 3) {\\n\\t\\tr = vec3(direction.x, direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse if( face == 4) {\\n\\t\\tr = vec3(direction.y, direction.x, -direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse {\\n\\t\\tr = vec3(direction.z, -direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\tr = normalize(r);\\n\\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\\n\\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\\n\\tvec2 base = offset + vec2( texelOffset );\\n\\treturn base + s * ( scale - 2.0 * texelOffset );\\n}\\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\\n\\tfloat roughnessVal = roughness* cubeUV_maxLods3;\\n\\tfloat r1 = floor(roughnessVal);\\n\\tfloat r2 = r1 + 1.0;\\n\\tfloat t = fract(roughnessVal);\\n\\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\\n\\tfloat s = mipInfo.y;\\n\\tfloat level0 = mipInfo.x;\\n\\tfloat level1 = level0 + 1.0;\\n\\tlevel1 = level1 > 5.0 ? 5.0 : level1;\\n\\tlevel0 += min( floor( s + 0.5 ), 5.0 );\\n\\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\\n\\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\\n\\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\\n\\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\\n\\tvec4 result = mix(color10, color20, t);\\n\\treturn vec4(result.rgb, 1.0);\\n}\\n#endif\\n\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = normalMatrix * objectNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\\n\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\\n#endif\\n\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\\n\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\\n\";\n\nvar encodings_fragment = \" gl_FragColor = linearToOutputTexel( gl_FragColor );\\n\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\\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.w );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = min( floor( D ) / 255.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\\n\\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract(Le);\\n\\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\\n\\treturn vec4( max(vRGB, 0.0), 1.0 );\\n}\\n\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToVertex, 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_EQUIREC )\\n\\t\\tvec2 sampleUV;\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\tvec4 envColor = texture2D( envMap, sampleUV );\\n\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\\n\\t\\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\tenvColor = envMapTexelToLinear( envColor );\\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\\n\";\n\nvar envmap_pars_fragment = \"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\\n\\tuniform float reflectivity;\\n\\tuniform float envMapIntensity;\\n#endif\\n#ifdef USE_ENVMAP\\n\\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\tuniform float flipEnvMap;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\\n\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\\n\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\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\\n\";\n\nvar fog_vertex = \"\\n#ifdef USE_FOG\\nfogDepth = -mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n varying float fogDepth;\\n#endif\\n\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\\n\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\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\\n\";\n\nvar gradientmap_pars_fragment = \"#ifdef TOON\\n\\tuniform sampler2D gradientMap;\\n\\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\t\\tfloat dotNL = dot( normal, lightDirection );\\n\\t\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t\\t#ifdef USE_GRADIENTMAP\\n\\t\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n#endif\\n\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\n#if NUM_POINT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * 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#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * 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#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * 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#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\";\n\nvar lights_pars = \"uniform vec3 ambientLightColor;\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.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\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t\\tfloat shadowCameraNear;\\n\\t\\tfloat shadowCameraFar;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.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\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.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 ltcMat;\\tuniform sampler2D ltcMag;\\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 GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\\n\\t\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\t\\tvec2 sampleUV;\\n\\t\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\\n\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\\n\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tvec3\\tspecularColor;\\n\\tfloat\\tspecularShininess;\\n\\tfloat\\tspecularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifdef TOON\\n\\t\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#else\\n\\t\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\t\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#endif\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, 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_Diffuse_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)\\n\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\\n#ifdef STANDARD\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.clearCoat = saturate( clearCoat );\\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\\n#endif\\n\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tfloat\\tspecularRoughness;\\n\\tvec3\\tspecularColor;\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoat;\\n\\t\\tfloat clearCoatRoughness;\\n\\t#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\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.specularRoughness;\\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\\tfloat norm = texture2D( ltcMag, uv ).a;\\n\\t\\tvec4 t = texture2D( ltcMat, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( 1, 0, t.y ),\\n\\t\\t\\tvec3( 0, t.z, 0 ),\\n\\t\\t\\tvec3( t.w, 0, t.x )\\n\\t\\t);\\n\\t\\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), 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#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\\n\\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\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_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifndef STANDARD\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\tfloat dotNL = dotNV;\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\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\\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\\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}\\n\";\n\nvar lights_template = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = normalize( vViewPosition );\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\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#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * 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 ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\\n\\t#endif\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\\n\\t#ifndef STANDARD\\n\\t\\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\\n\\t#else\\n\\t\\tvec3 clearCoatRadiance = vec3( 0.0 );\\n\\t#endif\\n\\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\\n#endif\\n\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#ifdef USE_LOGDEPTHBUF\\n\\tuniform float logDepthBufFC;\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n#endif\\n\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n\\tuniform float logDepthBufFC;\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t#else\\n\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\tgl_Position.z *= gl_Position.w;\\n\\t#endif\\n#endif\\n\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\\n\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n\";\n\nvar map_particle_fragment = \"#ifdef USE_MAP\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n\";\n\nvar map_particle_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform mat3 uvTransform;\\n\\tuniform sampler2D map;\\n#endif\\n\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\\n\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\\n#endif\\n\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_MORPHNORMALS\\n\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\\n\\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\\n\\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\\n\\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\\n\\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\\n\\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\\n\\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\\n\";\n\nvar normal_fragment = \"#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 * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tnormal = perturbNormal2Arb( -vViewPosition, normal );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\\n\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\\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 S = normalize( q0 * st1.t - q1 * st0.t );\\n\\t\\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t\\tmapN.xy = normalScale * mapN.xy;\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\\n\";\n\nvar 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}\\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}\\n\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\\n\";\n\nvar project_vertex = \"vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\\ngl_Position = projectionMatrix * mvPosition;\\n\";\n\nvar dithering_fragment = \"#if defined( DITHERING )\\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\\n\";\n\nvar dithering_pars_fragment = \"#if defined( 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\\n\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\\n\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\\n\\t\\tconst vec2 offset = vec2( 0.0, 1.0 );\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / size;\\n\\t\\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\\n\\t\\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\\n\\t\\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\\n\\t\\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\\n\\t\\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\\n\\t\\tvec2 f = fract( uv * size + 0.5 );\\n\\t\\tfloat a = mix( lb, lt, f.y );\\n\\t\\tfloat b = mix( rb, rt, f.y );\\n\\t\\tfloat c = mix( a, b, f.x );\\n\\t\\treturn c;\\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\\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( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\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\\tshadow = (\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\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 )\\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\\n\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n#endif\\n\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n#endif\\n\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tDirectionalLight directionalLight;\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tSpotLight spotLight;\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tPointLight pointLight;\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\\n\";\n\nvar 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\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform 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\\n\";\n\nvar 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\\n\";\n\nvar 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#endif\\n\";\n\nvar 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\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\\n\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n\\t#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nuniform float toneMappingWhitePoint;\\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}\\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\\nvec3 Uncharted2ToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\\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}\\n\";\n\nvar uv_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n\\tuniform mat3 uvTransform;\\n#endif\\n\";\n\nvar uv_vertex = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = uv2;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\\n#endif\\n\";\n\nvar cube_frag = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldPosition;\\nvoid main() {\\n\\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\\n\\tgl_FragColor.a *= opacity;\\n}\\n\";\n\nvar cube_vert = \"varying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\\n\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\\n\\t#endif\\n}\\n\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\\n\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\\n\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldPosition );\\n\\tvec2 sampleUV;\\n\\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n}\\n\";\n\nvar equirect_vert = \"varying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\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 \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvLineDistance = scale * lineDistance;\\n\\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\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 \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_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_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\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 \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphysical_frag = \"#define PHYSICAL\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifndef STANDARD\\n\\tuniform float clearCoat;\\n\\tuniform float clearCoatRoughness;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\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 \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphysical_vert = \"#define PHYSICAL\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\\n\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\\n\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tgl_PointSize = size * ( scale / - mvPosition.z );\\n\\t#else\\n\\t\\tgl_PointSize = size;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n}\\n\";\n\nvar shadow_vert = \"#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars: lights_pars,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_template: lights_template,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment: normal_fragment,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n */\n\nvar ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 0.5 },\n\t\t\t\tmetalness: { value: 0.5 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: {\n\t\t\ttCube: { value: null },\n\t\t\ttFlip: { value: - 1 },\n\t\t\topacity: { value: 1.0 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: UniformsUtils.merge( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: UniformsUtils.merge( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearCoat: { value: 0 },\n\t\t\tclearCoatRoughness: { value: 0 }\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Box2( min, max ) {\n\n\tthis.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );\n\tthis.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );\n\n}\n\nObject.assign( Box2.prototype, {\n\n\tset: function ( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( var i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCenterAndSize: function () {\n\n\t\tvar v1 = new Vector2();\n\n\t\treturn function setFromCenterAndSize( center, size ) {\n\n\t\t\tvar halfSize = v1.copy( size ).multiplyScalar( 0.5 );\n\t\t\tthis.min.copy( center ).sub( halfSize );\n\t\t\tthis.max.copy( center ).add( halfSize );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tmakeEmpty: function () {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t},\n\n\tisEmpty: function () {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t},\n\n\tgetCenter: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector2();\n\t\treturn this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t},\n\n\tgetSize: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector2();\n\t\treturn this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min );\n\n\t},\n\n\texpandByPoint: function ( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t},\n\n\texpandByVector: function ( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t},\n\n\texpandByScalar: function ( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t},\n\n\tcontainsBox: function ( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t},\n\n\tgetParameter: function ( point, optionalTarget ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tvar result = optionalTarget || new Vector2();\n\n\t\treturn result.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t},\n\n\tclampPoint: function ( point, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector2();\n\t\treturn result.copy( point ).clamp( this.min, this.max );\n\n\t},\n\n\tdistanceToPoint: function () {\n\n\t\tvar v1 = new Vector2();\n\n\t\treturn function distanceToPoint( point ) {\n\n\t\t\tvar clampedPoint = v1.copy( point ).clamp( this.min, this.max );\n\t\t\treturn clampedPoint.sub( point ).length();\n\n\t\t};\n\n\t}(),\n\n\tintersect: function ( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tunion: function ( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction WebGLFlareRenderer( renderer, gl, state, textures, capabilities ) {\n\n\tvar vertexBuffer, elementBuffer;\n\tvar shader, program, attributes, uniforms;\n\n\tvar tempTexture, occlusionTexture;\n\n\tfunction init() {\n\n\t\tvar vertices = new Float32Array( [\n\t\t\t- 1, - 1, 0, 0,\n\t\t\t 1, - 1, 1, 0,\n\t\t\t 1, 1, 1, 1,\n\t\t\t- 1, 1, 0, 1\n\t\t] );\n\n\t\tvar faces = new Uint16Array( [\n\t\t\t0, 1, 2,\n\t\t\t0, 2, 3\n\t\t] );\n\n\t\t// buffers\n\n\t\tvertexBuffer = gl.createBuffer();\n\t\telementBuffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );\n\t\tgl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );\n\n\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );\n\t\tgl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );\n\n\t\t// textures\n\n\t\ttempTexture = gl.createTexture();\n\t\tocclusionTexture = gl.createTexture();\n\n\t\tstate.bindTexture( gl.TEXTURE_2D, tempTexture );\n\t\tgl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\n\t\tstate.bindTexture( gl.TEXTURE_2D, occlusionTexture );\n\t\tgl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\n\t\tshader = {\n\n\t\t\tvertexShader: [\n\n\t\t\t\t'uniform lowp int renderType;',\n\n\t\t\t\t'uniform vec3 screenPosition;',\n\t\t\t\t'uniform vec2 scale;',\n\t\t\t\t'uniform float rotation;',\n\n\t\t\t\t'uniform sampler2D occlusionMap;',\n\n\t\t\t\t'attribute vec2 position;',\n\t\t\t\t'attribute vec2 uv;',\n\n\t\t\t\t'varying vec2 vUV;',\n\t\t\t\t'varying float vVisibility;',\n\n\t\t\t\t'void main() {',\n\n\t\t\t\t'\tvUV = uv;',\n\n\t\t\t\t'\tvec2 pos = position;',\n\n\t\t\t\t'\tif ( renderType == 2 ) {',\n\n\t\t\t\t'\t\tvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );',\n\t\t\t\t'\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );',\n\t\t\t\t'\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );',\n\t\t\t\t'\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );',\n\t\t\t\t'\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );',\n\t\t\t\t'\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );',\n\t\t\t\t'\t\tvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );',\n\t\t\t\t'\t\tvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );',\n\t\t\t\t'\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );',\n\n\t\t\t\t'\t\tvVisibility = visibility.r / 9.0;',\n\t\t\t\t'\t\tvVisibility *= 1.0 - visibility.g / 9.0;',\n\t\t\t\t'\t\tvVisibility *= visibility.b / 9.0;',\n\t\t\t\t'\t\tvVisibility *= 1.0 - visibility.a / 9.0;',\n\n\t\t\t\t'\t\tpos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;',\n\t\t\t\t'\t\tpos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;',\n\n\t\t\t\t'\t}',\n\n\t\t\t\t'\tgl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',\n\n\t\t\t\t'}'\n\n\t\t\t].join( '\\n' ),\n\n\t\t\tfragmentShader: [\n\n\t\t\t\t'uniform lowp int renderType;',\n\n\t\t\t\t'uniform sampler2D map;',\n\t\t\t\t'uniform float opacity;',\n\t\t\t\t'uniform vec3 color;',\n\n\t\t\t\t'varying vec2 vUV;',\n\t\t\t\t'varying float vVisibility;',\n\n\t\t\t\t'void main() {',\n\n\t\t\t\t// pink square\n\n\t\t\t\t'\tif ( renderType == 0 ) {',\n\n\t\t\t\t'\t\tgl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );',\n\n\t\t\t\t// restore\n\n\t\t\t\t'\t} else if ( renderType == 1 ) {',\n\n\t\t\t\t'\t\tgl_FragColor = texture2D( map, vUV );',\n\n\t\t\t\t// flare\n\n\t\t\t\t'\t} else {',\n\n\t\t\t\t'\t\tvec4 texture = texture2D( map, vUV );',\n\t\t\t\t'\t\ttexture.a *= opacity * vVisibility;',\n\t\t\t\t'\t\tgl_FragColor = texture;',\n\t\t\t\t'\t\tgl_FragColor.rgb *= color;',\n\n\t\t\t\t'\t}',\n\n\t\t\t\t'}'\n\n\t\t\t].join( '\\n' )\n\n\t\t};\n\n\t\tprogram = createProgram( shader );\n\n\t\tattributes = {\n\t\t\tvertex: gl.getAttribLocation( program, 'position' ),\n\t\t\tuv: gl.getAttribLocation( program, 'uv' )\n\t\t};\n\n\t\tuniforms = {\n\t\t\trenderType: gl.getUniformLocation( program, 'renderType' ),\n\t\t\tmap: gl.getUniformLocation( program, 'map' ),\n\t\t\tocclusionMap: gl.getUniformLocation( program, 'occlusionMap' ),\n\t\t\topacity: gl.getUniformLocation( program, 'opacity' ),\n\t\t\tcolor: gl.getUniformLocation( program, 'color' ),\n\t\t\tscale: gl.getUniformLocation( program, 'scale' ),\n\t\t\trotation: gl.getUniformLocation( program, 'rotation' ),\n\t\t\tscreenPosition: gl.getUniformLocation( program, 'screenPosition' )\n\t\t};\n\n\t}\n\n\t/*\n\t * Render lens flares\n\t * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,\n\t * reads these back and calculates occlusion.\n\t */\n\n\tthis.render = function ( flares, scene, camera, viewport ) {\n\n\t\tif ( flares.length === 0 ) return;\n\n\t\tvar tempPosition = new Vector3();\n\n\t\tvar invAspect = viewport.w / viewport.z,\n\t\t\thalfViewportWidth = viewport.z * 0.5,\n\t\t\thalfViewportHeight = viewport.w * 0.5;\n\n\t\tvar size = 16 / viewport.w,\n\t\t\tscale = new Vector2( size * invAspect, size );\n\n\t\tvar screenPosition = new Vector3( 1, 1, 0 ),\n\t\t\tscreenPositionPixels = new Vector2( 1, 1 );\n\n\t\tvar validArea = new Box2();\n\n\t\tvalidArea.min.set( viewport.x, viewport.y );\n\t\tvalidArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );\n\n\t\tif ( program === undefined ) {\n\n\t\t\tinit();\n\n\t\t}\n\n\t\tstate.useProgram( program );\n\n\t\tstate.initAttributes();\n\t\tstate.enableAttribute( attributes.vertex );\n\t\tstate.enableAttribute( attributes.uv );\n\t\tstate.disableUnusedAttributes();\n\n\t\t// loop through all lens flares to update their occlusion and positions\n\t\t// setup gl and common used attribs/uniforms\n\n\t\tgl.uniform1i( uniforms.occlusionMap, 0 );\n\t\tgl.uniform1i( uniforms.map, 1 );\n\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );\n\t\tgl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );\n\t\tgl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );\n\n\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );\n\n\t\tstate.disable( gl.CULL_FACE );\n\t\tstate.buffers.depth.setMask( false );\n\n\t\tfor ( var i = 0, l = flares.length; i < l; i ++ ) {\n\n\t\t\tsize = 16 / viewport.w;\n\t\t\tscale.set( size * invAspect, size );\n\n\t\t\t// calc object screen position\n\n\t\t\tvar flare = flares[ i ];\n\n\t\t\ttempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );\n\n\t\t\ttempPosition.applyMatrix4( camera.matrixWorldInverse );\n\t\t\ttempPosition.applyMatrix4( camera.projectionMatrix );\n\n\t\t\t// setup arrays for gl programs\n\n\t\t\tscreenPosition.copy( tempPosition );\n\n\t\t\t// horizontal and vertical coordinate of the lower left corner of the pixels to copy\n\n\t\t\tscreenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;\n\t\t\tscreenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;\n\n\t\t\t// screen cull\n\n\t\t\tif ( validArea.containsPoint( screenPositionPixels ) === true ) {\n\n\t\t\t\t// save current RGB to temp texture\n\n\t\t\t\tstate.activeTexture( gl.TEXTURE0 );\n\t\t\t\tstate.bindTexture( gl.TEXTURE_2D, null );\n\t\t\t\tstate.activeTexture( gl.TEXTURE1 );\n\t\t\t\tstate.bindTexture( gl.TEXTURE_2D, tempTexture );\n\t\t\t\tgl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );\n\n\n\t\t\t\t// render pink quad\n\n\t\t\t\tgl.uniform1i( uniforms.renderType, 0 );\n\t\t\t\tgl.uniform2f( uniforms.scale, scale.x, scale.y );\n\t\t\t\tgl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );\n\n\t\t\t\tstate.disable( gl.BLEND );\n\t\t\t\tstate.enable( gl.DEPTH_TEST );\n\n\t\t\t\tgl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n\n\t\t\t\t// copy result to occlusionMap\n\n\t\t\t\tstate.activeTexture( gl.TEXTURE0 );\n\t\t\t\tstate.bindTexture( gl.TEXTURE_2D, occlusionTexture );\n\t\t\t\tgl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );\n\n\n\t\t\t\t// restore graphics\n\n\t\t\t\tgl.uniform1i( uniforms.renderType, 1 );\n\t\t\t\tstate.disable( gl.DEPTH_TEST );\n\n\t\t\t\tstate.activeTexture( gl.TEXTURE1 );\n\t\t\t\tstate.bindTexture( gl.TEXTURE_2D, tempTexture );\n\t\t\t\tgl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n\n\t\t\t\t// update object positions\n\n\t\t\t\tflare.positionScreen.copy( screenPosition );\n\n\t\t\t\tif ( flare.customUpdateCallback ) {\n\n\t\t\t\t\tflare.customUpdateCallback( flare );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tflare.updateLensFlares();\n\n\t\t\t\t}\n\n\t\t\t\t// render flares\n\n\t\t\t\tgl.uniform1i( uniforms.renderType, 2 );\n\t\t\t\tstate.enable( gl.BLEND );\n\n\t\t\t\tfor ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar sprite = flare.lensFlares[ j ];\n\n\t\t\t\t\tif ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {\n\n\t\t\t\t\t\tscreenPosition.x = sprite.x;\n\t\t\t\t\t\tscreenPosition.y = sprite.y;\n\t\t\t\t\t\tscreenPosition.z = sprite.z;\n\n\t\t\t\t\t\tsize = sprite.size * sprite.scale / viewport.w;\n\n\t\t\t\t\t\tscale.x = size * invAspect;\n\t\t\t\t\t\tscale.y = size;\n\n\t\t\t\t\t\tgl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );\n\t\t\t\t\t\tgl.uniform2f( uniforms.scale, scale.x, scale.y );\n\t\t\t\t\t\tgl.uniform1f( uniforms.rotation, sprite.rotation );\n\n\t\t\t\t\t\tgl.uniform1f( uniforms.opacity, sprite.opacity );\n\t\t\t\t\t\tgl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );\n\n\t\t\t\t\t\tstate.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );\n\n\t\t\t\t\t\ttextures.setTexture2D( sprite.texture, 1 );\n\n\t\t\t\t\t\tgl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore gl\n\n\t\tstate.enable( gl.CULL_FACE );\n\t\tstate.enable( gl.DEPTH_TEST );\n\t\tstate.buffers.depth.setMask( true );\n\n\t\tstate.reset();\n\n\t};\n\n\tfunction createProgram( shader ) {\n\n\t\tvar program = gl.createProgram();\n\n\t\tvar fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );\n\t\tvar vertexShader = gl.createShader( gl.VERTEX_SHADER );\n\n\t\tvar prefix = 'precision ' + capabilities.precision + ' float;\\n';\n\n\t\tgl.shaderSource( fragmentShader, prefix + shader.fragmentShader );\n\t\tgl.shaderSource( vertexShader, prefix + shader.vertexShader );\n\n\t\tgl.compileShader( fragmentShader );\n\t\tgl.compileShader( vertexShader );\n\n\t\tgl.attachShader( program, fragmentShader );\n\t\tgl.attachShader( program, vertexShader );\n\n\t\tgl.linkProgram( program );\n\n\t\treturn program;\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.needsUpdate = true;\n\n}\n\nCanvasTexture.prototype = Object.create( Texture.prototype );\nCanvasTexture.prototype.constructor = CanvasTexture;\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {\n\n\tvar vertexBuffer, elementBuffer;\n\tvar program, attributes, uniforms;\n\n\tvar texture;\n\n\t// decompose matrixWorld\n\n\tvar spritePosition = new Vector3();\n\tvar spriteRotation = new Quaternion();\n\tvar spriteScale = new Vector3();\n\n\tfunction init() {\n\n\t\tvar vertices = new Float32Array( [\n\t\t\t- 0.5, - 0.5, 0, 0,\n\t\t\t 0.5, - 0.5, 1, 0,\n\t\t\t 0.5, 0.5, 1, 1,\n\t\t\t- 0.5, 0.5, 0, 1\n\t\t] );\n\n\t\tvar faces = new Uint16Array( [\n\t\t\t0, 1, 2,\n\t\t\t0, 2, 3\n\t\t] );\n\n\t\tvertexBuffer = gl.createBuffer();\n\t\telementBuffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );\n\t\tgl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );\n\n\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );\n\t\tgl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );\n\n\t\tprogram = createProgram();\n\n\t\tattributes = {\n\t\t\tposition: gl.getAttribLocation( program, 'position' ),\n\t\t\tuv: gl.getAttribLocation( program, 'uv' )\n\t\t};\n\n\t\tuniforms = {\n\t\t\tuvOffset: gl.getUniformLocation( program, 'uvOffset' ),\n\t\t\tuvScale: gl.getUniformLocation( program, 'uvScale' ),\n\n\t\t\trotation: gl.getUniformLocation( program, 'rotation' ),\n\t\t\tscale: gl.getUniformLocation( program, 'scale' ),\n\n\t\t\tcolor: gl.getUniformLocation( program, 'color' ),\n\t\t\tmap: gl.getUniformLocation( program, 'map' ),\n\t\t\topacity: gl.getUniformLocation( program, 'opacity' ),\n\n\t\t\tmodelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),\n\t\t\tprojectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),\n\n\t\t\tfogType: gl.getUniformLocation( program, 'fogType' ),\n\t\t\tfogDensity: gl.getUniformLocation( program, 'fogDensity' ),\n\t\t\tfogNear: gl.getUniformLocation( program, 'fogNear' ),\n\t\t\tfogFar: gl.getUniformLocation( program, 'fogFar' ),\n\t\t\tfogColor: gl.getUniformLocation( program, 'fogColor' ),\n\t\t\tfogDepth: gl.getUniformLocation( program, 'fogDepth' ),\n\n\t\t\talphaTest: gl.getUniformLocation( program, 'alphaTest' )\n\t\t};\n\n\t\tvar canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\tcanvas.width = 8;\n\t\tcanvas.height = 8;\n\n\t\tvar context = canvas.getContext( '2d' );\n\t\tcontext.fillStyle = 'white';\n\t\tcontext.fillRect( 0, 0, 8, 8 );\n\n\t\ttexture = new CanvasTexture( canvas );\n\n\t}\n\n\tthis.render = function ( sprites, scene, camera ) {\n\n\t\tif ( sprites.length === 0 ) return;\n\n\t\t// setup gl\n\n\t\tif ( program === undefined ) {\n\n\t\t\tinit();\n\n\t\t}\n\n\t\tstate.useProgram( program );\n\n\t\tstate.initAttributes();\n\t\tstate.enableAttribute( attributes.position );\n\t\tstate.enableAttribute( attributes.uv );\n\t\tstate.disableUnusedAttributes();\n\n\t\tstate.disable( gl.CULL_FACE );\n\t\tstate.enable( gl.BLEND );\n\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );\n\t\tgl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );\n\t\tgl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );\n\n\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );\n\n\t\tgl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );\n\n\t\tstate.activeTexture( gl.TEXTURE0 );\n\t\tgl.uniform1i( uniforms.map, 0 );\n\n\t\tvar oldFogType = 0;\n\t\tvar sceneFogType = 0;\n\t\tvar fog = scene.fog;\n\n\t\tif ( fog ) {\n\n\t\t\tgl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );\n\n\t\t\tif ( fog.isFog ) {\n\n\t\t\t\tgl.uniform1f( uniforms.fogNear, fog.near );\n\t\t\t\tgl.uniform1f( uniforms.fogFar, fog.far );\n\n\t\t\t\tgl.uniform1i( uniforms.fogType, 1 );\n\t\t\t\toldFogType = 1;\n\t\t\t\tsceneFogType = 1;\n\n\t\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\t\tgl.uniform1f( uniforms.fogDensity, fog.density );\n\n\t\t\t\tgl.uniform1i( uniforms.fogType, 2 );\n\t\t\t\toldFogType = 2;\n\t\t\t\tsceneFogType = 2;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tgl.uniform1i( uniforms.fogType, 0 );\n\t\t\toldFogType = 0;\n\t\t\tsceneFogType = 0;\n\n\t\t}\n\n\n\t\t// update positions and sort\n\n\t\tfor ( var i = 0, l = sprites.length; i < l; i ++ ) {\n\n\t\t\tvar sprite = sprites[ i ];\n\n\t\t\tsprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );\n\t\t\tsprite.z = - sprite.modelViewMatrix.elements[ 14 ];\n\n\t\t}\n\n\t\tsprites.sort( painterSortStable );\n\n\t\t// render all sprites\n\n\t\tvar scale = [];\n\n\t\tfor ( var i = 0, l = sprites.length; i < l; i ++ ) {\n\n\t\t\tvar sprite = sprites[ i ];\n\t\t\tvar material = sprite.material;\n\n\t\t\tif ( material.visible === false ) continue;\n\n\t\t\tsprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );\n\n\t\t\tgl.uniform1f( uniforms.alphaTest, material.alphaTest );\n\t\t\tgl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );\n\n\t\t\tsprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );\n\n\t\t\tscale[ 0 ] = spriteScale.x;\n\t\t\tscale[ 1 ] = spriteScale.y;\n\n\t\t\tvar fogType = 0;\n\n\t\t\tif ( scene.fog && material.fog ) {\n\n\t\t\t\tfogType = sceneFogType;\n\n\t\t\t}\n\n\t\t\tif ( oldFogType !== fogType ) {\n\n\t\t\t\tgl.uniform1i( uniforms.fogType, fogType );\n\t\t\t\toldFogType = fogType;\n\n\t\t\t}\n\n\t\t\tif ( material.map !== null ) {\n\n\t\t\t\tgl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );\n\t\t\t\tgl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );\n\n\t\t\t} else {\n\n\t\t\t\tgl.uniform2f( uniforms.uvOffset, 0, 0 );\n\t\t\t\tgl.uniform2f( uniforms.uvScale, 1, 1 );\n\n\t\t\t}\n\n\t\t\tgl.uniform1f( uniforms.opacity, material.opacity );\n\t\t\tgl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );\n\n\t\t\tgl.uniform1f( uniforms.rotation, material.rotation );\n\t\t\tgl.uniform2fv( uniforms.scale, scale );\n\n\t\t\tstate.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\t\t\tstate.buffers.depth.setTest( material.depthTest );\n\t\t\tstate.buffers.depth.setMask( material.depthWrite );\n\t\t\tstate.buffers.color.setMask( material.colorWrite );\n\n\t\t\ttextures.setTexture2D( material.map || texture, 0 );\n\n\t\t\tgl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n\t\t\tsprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );\n\n\t\t}\n\n\t\t// restore gl\n\n\t\tstate.enable( gl.CULL_FACE );\n\n\t\tstate.reset();\n\n\t};\n\n\tfunction createProgram() {\n\n\t\tvar program = gl.createProgram();\n\n\t\tvar vertexShader = gl.createShader( gl.VERTEX_SHADER );\n\t\tvar fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );\n\n\t\tgl.shaderSource( vertexShader, [\n\n\t\t\t'precision ' + capabilities.precision + ' float;',\n\n\t\t\t'#define SHADER_NAME ' + 'SpriteMaterial',\n\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform float rotation;',\n\t\t\t'uniform vec2 scale;',\n\t\t\t'uniform vec2 uvOffset;',\n\t\t\t'uniform vec2 uvScale;',\n\n\t\t\t'attribute vec2 position;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'varying vec2 vUV;',\n\t\t\t'varying float fogDepth;',\n\n\t\t\t'void main() {',\n\n\t\t\t'\tvUV = uvOffset + uv * uvScale;',\n\n\t\t\t'\tvec2 alignedPosition = position * scale;',\n\n\t\t\t'\tvec2 rotatedPosition;',\n\t\t\t'\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',\n\t\t\t'\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',\n\n\t\t\t'\tvec4 mvPosition;',\n\n\t\t\t'\tmvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',\n\t\t\t'\tmvPosition.xy += rotatedPosition;',\n\n\t\t\t'\tgl_Position = projectionMatrix * mvPosition;',\n\n\t\t\t'\tfogDepth = - mvPosition.z;',\n\n\t\t\t'}'\n\n\t\t].join( '\\n' ) );\n\n\t\tgl.shaderSource( fragmentShader, [\n\n\t\t\t'precision ' + capabilities.precision + ' float;',\n\n\t\t\t'#define SHADER_NAME ' + 'SpriteMaterial',\n\n\t\t\t'uniform vec3 color;',\n\t\t\t'uniform sampler2D map;',\n\t\t\t'uniform float opacity;',\n\n\t\t\t'uniform int fogType;',\n\t\t\t'uniform vec3 fogColor;',\n\t\t\t'uniform float fogDensity;',\n\t\t\t'uniform float fogNear;',\n\t\t\t'uniform float fogFar;',\n\t\t\t'uniform float alphaTest;',\n\n\t\t\t'varying vec2 vUV;',\n\t\t\t'varying float fogDepth;',\n\n\t\t\t'void main() {',\n\n\t\t\t'\tvec4 texture = texture2D( map, vUV );',\n\n\t\t\t'\tgl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',\n\n\t\t\t'\tif ( gl_FragColor.a < alphaTest ) discard;',\n\n\t\t\t'\tif ( fogType > 0 ) {',\n\n\t\t\t'\t\tfloat fogFactor = 0.0;',\n\n\t\t\t'\t\tif ( fogType == 1 ) {',\n\n\t\t\t'\t\t\tfogFactor = smoothstep( fogNear, fogFar, fogDepth );',\n\n\t\t\t'\t\t} else {',\n\n\t\t\t'\t\t\tconst float LOG2 = 1.442695;',\n\t\t\t'\t\t\tfogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',\n\t\t\t'\t\t\tfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',\n\n\t\t\t'\t\t}',\n\n\t\t\t'\t\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',\n\n\t\t\t'\t}',\n\n\t\t\t'}'\n\n\t\t].join( '\\n' ) );\n\n\t\tgl.compileShader( vertexShader );\n\t\tgl.compileShader( fragmentShader );\n\n\t\tgl.attachShader( program, vertexShader );\n\t\tgl.attachShader( program, fragmentShader );\n\n\t\tgl.linkProgram( program );\n\n\t\treturn program;\n\n\t}\n\n\tfunction painterSortStable( a, b ) {\n\n\t\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\t\treturn a.renderOrder - b.renderOrder;\n\n\t\t} else if ( a.z !== b.z ) {\n\n\t\t\treturn b.z - a.z;\n\n\t\t} else {\n\n\t\t\treturn b.id - a.id;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\tthis.lights = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.flatShading = false;\n\tthis.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer\n\n\tthis.visible = true;\n\n\tthis.userData = {};\n\n\tthis.needsUpdate = true;\n\n}\n\nObject.assign( Material.prototype, EventDispatcher.prototype, {\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function () {},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( var key in values ) {\n\n\t\t\tvar newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.Material: '\" + key + \"' parameter is undefined.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tvar currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.\" + this.type + \": '\" + key + \"' is not a property of this material.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else if ( key === 'overdraw' ) {\n\n\t\t\t\t// ensure overdraw is backwards-compatible with legacy boolean type\n\t\t\t\tthis[ key ] = Number( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tvar data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;\n\t\tif ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\t\tif ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tvar values = [];\n\n\t\t\tfor ( var key in cache ) {\n\n\t\t\t\tvar data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tvar textures = extractFromCache( meta.textures );\n\t\t\tvar images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.flatShading = source.flatShading;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.overdraw = source.overdraw;\n\n\t\tthis.visible = source.visible;\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.clipShadows = source.clipShadows;\n\t\tthis.clipIntersection = source.clipIntersection;\n\n\t\tvar srcPlanes = source.clippingPlanes,\n\t\t\tdstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tvar n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( var i = 0; i !== n; ++ i )\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / https://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nfunction MeshDepthMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDepthMaterial';\n\n\tthis.depthPacking = BasicDepthPacking;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDepthMaterial.prototype = Object.create( Material.prototype );\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.depthPacking = source.depthPacking;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nfunction MeshDistanceMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDistanceMaterial';\n\n\tthis.referencePosition = new Vector3();\n\tthis.nearDistance = 1;\n\tthis.farDistance = 1000;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.fog = false;\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDistanceMaterial.prototype = Object.create( Material.prototype );\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.referencePosition.copy( source.referencePosition );\n\tthis.nearDistance = source.nearDistance;\n\tthis.farDistance = source.farDistance;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\treturn this;\n\n};\n\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Box3( min, max ) {\n\n\tthis.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );\n\tthis.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );\n\n}\n\nObject.assign( Box3.prototype, {\n\n\tisBox3: true,\n\n\tset: function ( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromArray: function ( array ) {\n\n\t\tvar minX = + Infinity;\n\t\tvar minY = + Infinity;\n\t\tvar minZ = + Infinity;\n\n\t\tvar maxX = - Infinity;\n\t\tvar maxY = - Infinity;\n\t\tvar maxZ = - Infinity;\n\n\t\tfor ( var i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tvar x = array[ i ];\n\t\t\tvar y = array[ i + 1 ];\n\t\t\tvar z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromBufferAttribute: function ( attribute ) {\n\n\t\tvar minX = + Infinity;\n\t\tvar minY = + Infinity;\n\t\tvar minZ = + Infinity;\n\n\t\tvar maxX = - Infinity;\n\t\tvar maxY = - Infinity;\n\t\tvar maxZ = - Infinity;\n\n\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tvar x = attribute.getX( i );\n\t\t\tvar y = attribute.getY( i );\n\t\t\tvar z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( var i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCenterAndSize: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function setFromCenterAndSize( center, size ) {\n\n\t\t\tvar halfSize = v1.copy( size ).multiplyScalar( 0.5 );\n\n\t\t\tthis.min.copy( center ).sub( halfSize );\n\t\t\tthis.max.copy( center ).add( halfSize );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tsetFromObject: function ( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tmakeEmpty: function () {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t},\n\n\tisEmpty: function () {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t},\n\n\tgetCenter: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t},\n\n\tgetSize: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );\n\n\t},\n\n\texpandByPoint: function ( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t},\n\n\texpandByVector: function ( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t},\n\n\texpandByScalar: function ( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t},\n\n\texpandByObject: function () {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tvar scope, i, l;\n\n\t\tvar v1 = new Vector3();\n\n\t\tfunction traverse( node ) {\n\n\t\t\tvar geometry = node.geometry;\n\n\t\t\tif ( geometry !== undefined ) {\n\n\t\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\t\tvar vertices = geometry.vertices;\n\n\t\t\t\t\tfor ( i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tv1.copy( vertices[ i ] );\n\t\t\t\t\t\tv1.applyMatrix4( node.matrixWorld );\n\n\t\t\t\t\t\tscope.expandByPoint( v1 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( geometry.isBufferGeometry ) {\n\n\t\t\t\t\tvar attribute = geometry.attributes.position;\n\n\t\t\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\t\t\tfor ( i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tv1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );\n\n\t\t\t\t\t\t\tscope.expandByPoint( v1 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn function expandByObject( object ) {\n\n\t\t\tscope = this;\n\n\t\t\tobject.updateMatrixWorld( true );\n\n\t\t\tobject.traverse( traverse );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t},\n\n\tcontainsBox: function ( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t},\n\n\tgetParameter: function ( point, optionalTarget ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn result.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t},\n\n\tintersectsSphere: ( function () {\n\n\t\tvar closestPoint = new Vector3();\n\n\t\treturn function intersectsSphere( sphere ) {\n\n\t\t\t// Find the point on the AABB closest to the sphere center.\n\t\t\tthis.clampPoint( sphere.center, closestPoint );\n\n\t\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\t\treturn closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t\t};\n\n\t} )(),\n\n\tintersectsPlane: function ( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tvar min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= plane.constant && max >= plane.constant );\n\n\t},\n\n\tclampPoint: function ( point, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn result.copy( point ).clamp( this.min, this.max );\n\n\t},\n\n\tdistanceToPoint: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function distanceToPoint( point ) {\n\n\t\t\tvar clampedPoint = v1.copy( point ).clamp( this.min, this.max );\n\t\t\treturn clampedPoint.sub( point ).length();\n\n\t\t};\n\n\t}(),\n\n\tgetBoundingSphere: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function getBoundingSphere( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Sphere();\n\n\t\t\tthis.getCenter( result.center );\n\n\t\t\tresult.radius = this.getSize( v1 ).length() * 0.5;\n\n\t\t\treturn result;\n\n\t\t};\n\n\t}(),\n\n\tintersect: function ( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// 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.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t},\n\n\tunion: function ( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function () {\n\n\t\tvar points = [\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3(),\n\t\t\tnew Vector3()\n\t\t];\n\n\t\treturn function applyMatrix4( matrix ) {\n\n\t\t\t// transform of empty box is an empty box.\n\t\t\tif ( this.isEmpty() ) return this;\n\n\t\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t\tpoints[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t\tpoints[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t\tpoints[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t\tpoints[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t\tpoints[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t\tpoints[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t\tpoints[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t\tpoints[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );\t// 111\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Sphere( center, radius ) {\n\n\tthis.center = ( center !== undefined ) ? center : new Vector3();\n\tthis.radius = ( radius !== undefined ) ? radius : 0;\n\n}\n\nObject.assign( Sphere.prototype, {\n\n\tset: function ( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function () {\n\n\t\tvar box = new Box3();\n\n\t\treturn function setFromPoints( points, optionalCenter ) {\n\n\t\t\tvar center = this.center;\n\n\t\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\t\tcenter.copy( optionalCenter );\n\n\t\t\t} else {\n\n\t\t\t\tbox.setFromPoints( points ).getCenter( center );\n\n\t\t\t}\n\n\t\t\tvar maxRadiusSq = 0;\n\n\t\t\tfor ( var i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t\t}\n\n\t\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t},\n\n\tempty: function () {\n\n\t\treturn ( this.radius <= 0 );\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\tvar radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t},\n\n\tintersectsPlane: function ( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t},\n\n\tclampPoint: function ( point, optionalTarget ) {\n\n\t\tvar deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\tresult.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tresult.sub( this.center ).normalize();\n\t\t\tresult.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\tgetBoundingBox: function ( optionalTarget ) {\n\n\t\tvar box = optionalTarget || new Box3();\n\n\t\tbox.set( this.center, this.center );\n\t\tbox.expandByScalar( this.radius );\n\n\t\treturn box;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Plane( normal, constant ) {\n\n\t// normal is assumed to be normalized\n\n\tthis.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );\n\tthis.constant = ( constant !== undefined ) ? constant : 0;\n\n}\n\nObject.assign( Plane.prototype, {\n\n\tset: function ( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponents: function ( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromNormalAndCoplanarPoint: function ( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCoplanarPoints: function () {\n\n\t\tvar v1 = new Vector3();\n\t\tvar v2 = new Vector3();\n\n\t\treturn function setFromCoplanarPoints( a, b, c ) {\n\n\t\t\tvar normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();\n\n\t\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t},\n\n\tnormalize: function () {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tvar inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t},\n\n\tdistanceToSphere: function ( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t},\n\n\tprojectPoint: function ( point, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn result.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t},\n\n\tintersectLine: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function intersectLine( line, optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tvar direction = line.delta( v1 );\n\n\t\t\tvar denominator = this.normal.dot( direction );\n\n\t\t\tif ( denominator === 0 ) {\n\n\t\t\t\t// line is coplanar, return origin\n\t\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\t\treturn result.copy( line.start );\n\n\t\t\t\t}\n\n\t\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\tvar t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn result.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t\t};\n\n\t}(),\n\n\tintersectsLine: function ( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tvar startSign = this.distanceToPoint( line.start );\n\t\tvar endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t},\n\n\tcoplanarPoint: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn result.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t},\n\n\tapplyMatrix4: function () {\n\n\t\tvar v1 = new Vector3();\n\t\tvar m1 = new Matrix3();\n\n\t\treturn function applyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\t\tvar normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );\n\n\t\t\tvar referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );\n\n\t\t\tvar normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / http://clara.io\n */\n\nfunction Frustum( p0, p1, p2, p3, p4, p5 ) {\n\n\tthis.planes = [\n\n\t\t( p0 !== undefined ) ? p0 : new Plane(),\n\t\t( p1 !== undefined ) ? p1 : new Plane(),\n\t\t( p2 !== undefined ) ? p2 : new Plane(),\n\t\t( p3 !== undefined ) ? p3 : new Plane(),\n\t\t( p4 !== undefined ) ? p4 : new Plane(),\n\t\t( p5 !== undefined ) ? p5 : new Plane()\n\n\t];\n\n}\n\nObject.assign( Frustum.prototype, {\n\n\tset: function ( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tvar planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( frustum ) {\n\n\t\tvar planes = this.planes;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrix: function ( m ) {\n\n\t\tvar planes = this.planes;\n\t\tvar me = m.elements;\n\t\tvar me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tvar me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tvar me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tvar me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t},\n\n\tintersectsObject: function () {\n\n\t\tvar sphere = new Sphere();\n\n\t\treturn function intersectsObject( object ) {\n\n\t\t\tvar geometry = object.geometry;\n\n\t\t\tif ( geometry.boundingSphere === null )\n\t\t\t\tgeometry.computeBoundingSphere();\n\n\t\t\tsphere.copy( geometry.boundingSphere )\n\t\t\t\t.applyMatrix4( object.matrixWorld );\n\n\t\t\treturn this.intersectsSphere( sphere );\n\n\t\t};\n\n\t}(),\n\n\tintersectsSprite: function () {\n\n\t\tvar sphere = new Sphere();\n\n\t\treturn function intersectsSprite( sprite ) {\n\n\t\t\tsphere.center.set( 0, 0, 0 );\n\t\t\tsphere.radius = 0.7071067811865476;\n\t\t\tsphere.applyMatrix4( sprite.matrixWorld );\n\n\t\t\treturn this.intersectsSphere( sphere );\n\n\t\t};\n\n\t}(),\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\tvar planes = this.planes;\n\t\tvar center = sphere.center;\n\t\tvar negRadius = - sphere.radius;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tvar distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tintersectsBox: function () {\n\n\t\tvar p1 = new Vector3(),\n\t\t\tp2 = new Vector3();\n\n\t\treturn function intersectsBox( box ) {\n\n\t\t\tvar planes = this.planes;\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\tvar plane = planes[ i ];\n\n\t\t\t\tp1.x = plane.normal.x > 0 ? box.min.x : box.max.x;\n\t\t\t\tp2.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t\tp1.y = plane.normal.y > 0 ? box.min.y : box.max.y;\n\t\t\t\tp2.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t\tp1.z = plane.normal.z > 0 ? box.min.z : box.max.z;\n\t\t\t\tp2.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\t\tvar d1 = plane.distanceToPoint( p1 );\n\t\t\t\tvar d2 = plane.distanceToPoint( p2 );\n\n\t\t\t\t// if both outside plane, no intersection\n\n\t\t\t\tif ( d1 < 0 && d2 < 0 ) {\n\n\t\t\t\t\treturn false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t};\n\n\t}(),\n\n\tcontainsPoint: function ( point ) {\n\n\t\tvar planes = this.planes;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tvar _frustum = new Frustum(),\n\t\t_projScreenMatrix = new Matrix4(),\n\n\t\t_shadowMapSize = new Vector2(),\n\t\t_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),\n\n\t\t_lookTarget = new Vector3(),\n\t\t_lightPositionWorld = new Vector3(),\n\n\t\t_MorphingFlag = 1,\n\t\t_SkinningFlag = 2,\n\n\t\t_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,\n\n\t\t_depthMaterials = new Array( _NumberOfMaterialVariants ),\n\t\t_distanceMaterials = new Array( _NumberOfMaterialVariants ),\n\n\t\t_materialCache = {};\n\n\tvar cubeDirections = [\n\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t];\n\n\tvar cubeUps = [\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t];\n\n\tvar cube2DViewPorts = [\n\t\tnew Vector4(), new Vector4(), new Vector4(),\n\t\tnew Vector4(), new Vector4(), new Vector4()\n\t];\n\n\t// init\n\n\tfor ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {\n\n\t\tvar useMorphing = ( i & _MorphingFlag ) !== 0;\n\t\tvar useSkinning = ( i & _SkinningFlag ) !== 0;\n\n\t\tvar depthMaterial = new MeshDepthMaterial( {\n\n\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\tmorphTargets: useMorphing,\n\t\t\tskinning: useSkinning\n\n\t\t} );\n\n\t\t_depthMaterials[ i ] = depthMaterial;\n\n\t\t//\n\n\t\tvar distanceMaterial = new MeshDistanceMaterial( {\n\n\t\t\tmorphTargets: useMorphing,\n\t\t\tskinning: useSkinning\n\n\t\t} );\n\n\t\t_distanceMaterials[ i ] = distanceMaterial;\n\n\t}\n\n\t//\n\n\tvar scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.renderReverseSided = true;\n\tthis.renderSingleSided = true;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\t// TODO Clean up (needed in case of contextlost)\n\t\tvar _gl = _renderer.context;\n\t\tvar _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.disable( _gl.BLEND );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tvar faceCount;\n\n\t\tfor ( var i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tvar light = lights[ i ];\n\t\t\tvar shadow = light.shadow;\n\t\t\tvar isPointLight = light && light.isPointLight;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tvar shadowCamera = shadow.camera;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\t\t\t_shadowMapSize.min( _maxShadowMapSize );\n\n\t\t\tif ( isPointLight ) {\n\n\t\t\t\tvar vpWidth = _shadowMapSize.x;\n\t\t\t\tvar vpHeight = _shadowMapSize.y;\n\n\t\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t\t// following orientation:\n\t\t\t\t//\n\t\t\t\t// xzXZ\n\t\t\t\t// y Y\n\t\t\t\t//\n\t\t\t\t// X - Positive x direction\n\t\t\t\t// x - Negative x direction\n\t\t\t\t// Y - Positive y direction\n\t\t\t\t// y - Negative y direction\n\t\t\t\t// Z - Positive z direction\n\t\t\t\t// z - Negative z direction\n\n\t\t\t\t// positive X\n\t\t\t\tcube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );\n\t\t\t\t// negative X\n\t\t\t\tcube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );\n\t\t\t\t// positive Z\n\t\t\t\tcube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );\n\t\t\t\t// negative Z\n\t\t\t\tcube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );\n\t\t\t\t// positive Y\n\t\t\t\tcube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );\n\t\t\t\t// negative Y\n\t\t\t\tcube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );\n\n\t\t\t\t_shadowMapSize.x *= 4.0;\n\t\t\t\t_shadowMapSize.y *= 2.0;\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tvar pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + \".shadowMap\";\n\n\t\t\t\tshadowCamera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.isSpotLightShadow ) {\n\n\t\t\t\tshadow.update( light );\n\n\t\t\t}\n\n\t\t\tvar shadowMap = shadow.map;\n\t\t\tvar shadowMatrix = shadow.matrix;\n\n\t\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\t\tshadowCamera.position.copy( _lightPositionWorld );\n\n\t\t\tif ( isPointLight ) {\n\n\t\t\t\tfaceCount = 6;\n\n\t\t\t\t// for point lights we set the shadow matrix to be a translation-only matrix\n\t\t\t\t// equal to inverse of the light's position\n\n\t\t\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t\t} else {\n\n\t\t\t\tfaceCount = 1;\n\n\t\t\t\t_lookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tshadowCamera.lookAt( _lookTarget );\n\t\t\t\tshadowCamera.updateMatrixWorld();\n\n\t\t\t\t// compute shadow matrix\n\n\t\t\t\tshadowMatrix.set(\n\t\t\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t\t\t);\n\n\t\t\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\t\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadowMap );\n\t\t\t_renderer.clear();\n\n\t\t\t// render shadow map for each cube face (if omni-directional) or\n\t\t\t// run a single pass if not\n\n\t\t\tfor ( var face = 0; face < faceCount; face ++ ) {\n\n\t\t\t\tif ( isPointLight ) {\n\n\t\t\t\t\t_lookTarget.copy( shadowCamera.position );\n\t\t\t\t\t_lookTarget.add( cubeDirections[ face ] );\n\t\t\t\t\tshadowCamera.up.copy( cubeUps[ face ] );\n\t\t\t\t\tshadowCamera.lookAt( _lookTarget );\n\t\t\t\t\tshadowCamera.updateMatrixWorld();\n\n\t\t\t\t\tvar vpDimensions = cube2DViewPorts[ face ];\n\t\t\t\t\t_state.viewport( vpDimensions );\n\n\t\t\t\t}\n\n\t\t\t\t// update camera matrices and frustum\n\n\t\t\t\t_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\t\t\t_frustum.setFromMatrix( _projScreenMatrix );\n\n\t\t\t\t// set object matrices & frustum culling\n\n\t\t\t\trenderObject( scene, camera, shadowCamera, isPointLight );\n\n\t\t\t}\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t};\n\n\tfunction getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tvar result = null;\n\n\t\tvar materialVariants = _depthMaterials;\n\t\tvar customMaterial = object.customDepthMaterial;\n\n\t\tif ( isPointLight ) {\n\n\t\t\tmaterialVariants = _distanceMaterials;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( ! customMaterial ) {\n\n\t\t\tvar useMorphing = false;\n\n\t\t\tif ( material.morphTargets ) {\n\n\t\t\t\tif ( geometry && geometry.isBufferGeometry ) {\n\n\t\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t\t} else if ( geometry && geometry.isGeometry ) {\n\n\t\t\t\t\tuseMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( object.isSkinnedMesh && material.skinning === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t}\n\n\t\t\tvar useSkinning = object.isSkinnedMesh && material.skinning;\n\n\t\t\tvar variantIndex = 0;\n\n\t\t\tif ( useMorphing ) variantIndex |= _MorphingFlag;\n\t\t\tif ( useSkinning ) variantIndex |= _SkinningFlag;\n\n\t\t\tresult = materialVariants[ variantIndex ];\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tvar keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tvar materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tvar cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tvar side = material.side;\n\n\t\tif ( scope.renderSingleSided && side == DoubleSide ) {\n\n\t\t\tside = FrontSide;\n\n\t\t}\n\n\t\tif ( scope.renderReverseSided ) {\n\n\t\t\tif ( side === FrontSide ) side = BackSide;\n\t\t\telse if ( side === BackSide ) side = FrontSide;\n\n\t\t}\n\n\t\tresult.side = side;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( isPointLight && result.isMeshDistanceMaterial ) {\n\n\t\t\tresult.referencePosition.copy( lightPositionWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, isPointLight ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tvar visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tvar geometry = _objects.update( object );\n\t\t\t\tvar material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tvar groups = geometry.groups;\n\n\t\t\t\t\tfor ( var k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tvar group = groups[ k ];\n\t\t\t\t\t\tvar groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tvar depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tvar depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, isPointLight );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLAttributes( gl ) {\n\n\tvar buffers = {};\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tvar array = attribute.array;\n\t\tvar usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;\n\n\t\tvar buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tvar type = gl.FLOAT;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = gl.FLOAT;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\ttype = gl.UNSIGNED_SHORT;\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = gl.SHORT;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = gl.UNSIGNED_INT;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = gl.INT;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = gl.BYTE;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tvar array = attribute.array;\n\t\tvar updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( attribute.dynamic === false ) {\n\n\t\t\tgl.bufferData( bufferType, array, gl.STATIC_DRAW );\n\n\t\t} else if ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else if ( updateRange.count === 0 ) {\n\n\t\t\tconsole.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );\n\n\t\t} else {\n\n\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers[ attribute.uuid ];\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tvar data = buffers[ attribute.uuid ];\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tdelete buffers[ attribute.uuid ];\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tvar data = buffers[ attribute.uuid ];\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers[ attribute.uuid ] = createBuffer( attribute, bufferType );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nfunction Euler( x, y, z, order ) {\n\n\tthis._x = x || 0;\n\tthis._y = y || 0;\n\tthis._z = z || 0;\n\tthis._order = order || Euler.DefaultOrder;\n\n}\n\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nEuler.DefaultOrder = 'XYZ';\n\nObject.defineProperties( Euler.prototype, {\n\n\tx: {\n\n\t\tget: function () {\n\n\t\t\treturn this._x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._x = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\ty: {\n\n\t\tget: function () {\n\n\t\t\treturn this._y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._y = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tz: {\n\n\t\tget: function () {\n\n\t\t\treturn this._z;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._z = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\torder: {\n\n\t\tget: function () {\n\n\t\t\treturn this._order;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._order = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Euler.prototype, {\n\n\tisEuler: true,\n\n\tset: function ( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t},\n\n\tcopy: function ( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromRotationMatrix: function ( m, order, update ) {\n\n\t\tvar clamp = _Math.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar te = m.elements;\n\t\tvar m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tvar m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tvar m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tif ( order === 'XYZ' ) {\n\n\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m13 ) < 0.99999 ) {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\tthis._z = 0;\n\n\t\t\t}\n\n\t\t} else if ( order === 'YXZ' ) {\n\n\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m23 ) < 0.99999 ) {\n\n\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\tthis._z = 0;\n\n\t\t\t}\n\n\t\t} else if ( order === 'ZXY' ) {\n\n\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m32 ) < 0.99999 ) {\n\n\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._y = 0;\n\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'ZYX' ) {\n\n\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m31 ) < 0.99999 ) {\n\n\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'YZX' ) {\n\n\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m21 ) < 0.99999 ) {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'XZY' ) {\n\n\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m12 ) < 0.99999 ) {\n\n\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\tthis._y = 0;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromQuaternion: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function setFromQuaternion( q, order, update ) {\n\n\t\t\tmatrix.makeRotationFromQuaternion( q );\n\n\t\t\treturn this.setFromRotationMatrix( matrix, order, update );\n\n\t\t};\n\n\t}(),\n\n\tsetFromVector3: function ( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t},\n\n\treorder: function () {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\tvar q = new Quaternion();\n\n\t\treturn function reorder( newOrder ) {\n\n\t\t\tq.setFromEuler( this );\n\n\t\t\treturn this.setFromQuaternion( q, newOrder );\n\n\t\t};\n\n\t}(),\n\n\tequals: function ( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t},\n\n\tfromArray: function ( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t},\n\n\ttoVector3: function ( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t},\n\n\tonChange: function ( callback ) {\n\n\t\tthis.onChangeCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tonChangeCallback: function () {}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Layers() {\n\n\tthis.mask = 1 | 0;\n\n}\n\nObject.assign( Layers.prototype, {\n\n\tset: function ( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t},\n\n\tenable: function ( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t},\n\n\ttoggle: function ( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t},\n\n\tdisable: function ( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t},\n\n\ttest: function ( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author elephantatwork / www.elephantatwork.ch\n */\n\nvar object3DId = 0;\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: object3DId ++ } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tvar position = new Vector3();\n\tvar rotation = new Euler();\n\tvar quaternion = new Quaternion();\n\tvar scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation.onChange( onRotationChange );\n\tquaternion.onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject.assign( Object3D.prototype, EventDispatcher.prototype, {\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tthis.matrix.multiplyMatrices( matrix, this.matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function () {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\tvar q1 = new Quaternion();\n\n\t\treturn function rotateOnAxis( axis, angle ) {\n\n\t\t\tq1.setFromAxisAngle( axis, angle );\n\n\t\t\tthis.quaternion.multiply( q1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateOnWorldAxis: function () {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\tvar q1 = new Quaternion();\n\n\t\treturn function rotateOnWorldAxis( axis, angle ) {\n\n\t\t\tq1.setFromAxisAngle( axis, angle );\n\n\t\t\tthis.quaternion.premultiply( q1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateX: function () {\n\n\t\tvar v1 = new Vector3( 1, 0, 0 );\n\n\t\treturn function rotateX( angle ) {\n\n\t\t\treturn this.rotateOnAxis( v1, angle );\n\n\t\t};\n\n\t}(),\n\n\trotateY: function () {\n\n\t\tvar v1 = new Vector3( 0, 1, 0 );\n\n\t\treturn function rotateY( angle ) {\n\n\t\t\treturn this.rotateOnAxis( v1, angle );\n\n\t\t};\n\n\t}(),\n\n\trotateZ: function () {\n\n\t\tvar v1 = new Vector3( 0, 0, 1 );\n\n\t\treturn function rotateZ( angle ) {\n\n\t\t\treturn this.rotateOnAxis( v1, angle );\n\n\t\t};\n\n\t}(),\n\n\ttranslateOnAxis: function () {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function translateOnAxis( axis, distance ) {\n\n\t\t\tv1.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\t\tthis.position.add( v1.multiplyScalar( distance ) );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslateX: function () {\n\n\t\tvar v1 = new Vector3( 1, 0, 0 );\n\n\t\treturn function translateX( distance ) {\n\n\t\t\treturn this.translateOnAxis( v1, distance );\n\n\t\t};\n\n\t}(),\n\n\ttranslateY: function () {\n\n\t\tvar v1 = new Vector3( 0, 1, 0 );\n\n\t\treturn function translateY( distance ) {\n\n\t\t\treturn this.translateOnAxis( v1, distance );\n\n\t\t};\n\n\t}(),\n\n\ttranslateZ: function () {\n\n\t\tvar v1 = new Vector3( 0, 0, 1 );\n\n\t\treturn function translateZ( distance ) {\n\n\t\t\treturn this.translateOnAxis( v1, distance );\n\n\t\t};\n\n\t}(),\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function () {\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function worldToLocal( vector ) {\n\n\t\t\treturn vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );\n\n\t\t};\n\n\t}(),\n\n\tlookAt: function () {\n\n\t\t// This method does not support objects with rotated and/or translated parent(s)\n\n\t\tvar m1 = new Matrix4();\n\t\tvar vector = new Vector3();\n\n\t\treturn function lookAt( x, y, z ) {\n\n\t\t\tif ( x.isVector3 ) {\n\n\t\t\t\tvector.copy( x );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( x, y, z );\n\n\t\t\t}\n\n\t\t\tif ( this.isCamera ) {\n\n\t\t\t\tm1.lookAt( this.position, vector, this.up );\n\n\t\t\t} else {\n\n\t\t\t\tm1.lookAt( vector, this.position, this.up );\n\n\t\t\t}\n\n\t\t\tthis.quaternion.setFromRotationMatrix( m1 );\n\n\t\t};\n\n\t}(),\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( var i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object can't be added as a child of itself.\", object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( ( object && object.isObject3D ) ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tobject.dispatchEvent( { type: 'added' } );\n\n\t\t\tthis.children.push( object );\n\n\t\t} else {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object not an instance of THREE.Object3D.\", object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( var i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( { type: 'removed' } );\n\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( var i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tvar child = this.children[ i ];\n\t\t\tvar object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\treturn result.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function () {\n\n\t\tvar position = new Vector3();\n\t\tvar scale = new Vector3();\n\n\t\treturn function getWorldQuaternion( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Quaternion();\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.matrixWorld.decompose( position, result, scale );\n\n\t\t\treturn result;\n\n\t\t};\n\n\t}(),\n\n\tgetWorldRotation: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function getWorldRotation( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Euler();\n\n\t\t\tthis.getWorldQuaternion( quaternion );\n\n\t\t\treturn result.setFromQuaternion( quaternion, this.rotation.order, false );\n\n\t\t};\n\n\t}(),\n\n\tgetWorldScale: function () {\n\n\t\tvar position = new Vector3();\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function getWorldScale( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.matrixWorld.decompose( position, quaternion, result );\n\n\t\t\treturn result;\n\n\t\t};\n\n\t}(),\n\n\tgetWorldDirection: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function getWorldDirection( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tthis.getWorldQuaternion( quaternion );\n\n\t\t\treturn result.set( 0, 0, 1 ).applyQuaternion( quaternion );\n\n\t\t};\n\n\t}(),\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tvar parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tvar isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tvar output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tvar object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.geometry !== undefined ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tvar uuids = [];\n\n\t\t\t\tfor ( var i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( var i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tvar geometries = extractFromCache( meta.geometries );\n\t\t\tvar materials = extractFromCache( meta.materials );\n\t\t\tvar textures = extractFromCache( meta.textures );\n\t\t\tvar images = extractFromCache( meta.images );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tvar values = [];\n\t\t\tfor ( var key in cache ) {\n\n\t\t\t\tvar data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive ) {\n\n\t\tif ( recursive === undefined ) recursive = true;\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( var i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tvar child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author WestLangley / http://github.com/WestLangley\n*/\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\tthis.projectionMatrix = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function getWorldDirection( optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tthis.getWorldQuaternion( quaternion );\n\n\t\t\treturn result.set( 0, 0, - 1 ).applyQuaternion( quaternion );\n\n\t\t};\n\n\t}(),\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.getInverse( this.matrixWorld );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author arose / http://github.com/arose\n */\n\nfunction OrthographicCamera( left, right, top, bottom, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'OrthographicCamera';\n\n\tthis.zoom = 1;\n\tthis.view = null;\n\n\tthis.left = left;\n\tthis.right = right;\n\tthis.top = top;\n\tthis.bottom = bottom;\n\n\tthis.near = ( near !== undefined ) ? near : 0.1;\n\tthis.far = ( far !== undefined ) ? far : 2000;\n\n\tthis.updateProjectionMatrix();\n\n}\n\nOrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: OrthographicCamera,\n\n\tisOrthographicCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t},\n\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tvar dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tvar dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tvar cx = ( this.right + this.left ) / 2;\n\t\tvar cy = ( this.top + this.bottom ) / 2;\n\n\t\tvar left = cx - dx;\n\t\tvar right = cx + dx;\n\t\tvar top = cy + dy;\n\t\tvar bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tvar zoomW = this.zoom / ( this.view.width / this.view.fullWidth );\n\t\t\tvar zoomH = this.zoom / ( this.view.height / this.view.fullHeight );\n\t\t\tvar scaleW = ( this.right - this.left ) / this.view.width;\n\t\t\tvar scaleH = ( this.top - this.bottom ) / this.view.height;\n\n\t\t\tleft += scaleW * ( this.view.offsetX / zoomW );\n\t\t\tright = left + scaleW * ( this.view.width / zoomW );\n\t\t\ttop -= scaleH * ( this.view.offsetY / zoomH );\n\t\t\tbottom = top - scaleH * ( this.view.height / zoomH );\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Face3( a, b, c, normal, color, materialIndex ) {\n\n\tthis.a = a;\n\tthis.b = b;\n\tthis.c = c;\n\n\tthis.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();\n\tthis.vertexNormals = Array.isArray( normal ) ? normal : [];\n\n\tthis.color = ( color && color.isColor ) ? color : new Color();\n\tthis.vertexColors = Array.isArray( color ) ? color : [];\n\n\tthis.materialIndex = materialIndex !== undefined ? materialIndex : 0;\n\n}\n\nObject.assign( Face3.prototype, {\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.a = source.a;\n\t\tthis.b = source.b;\n\t\tthis.c = source.c;\n\n\t\tthis.normal.copy( source.normal );\n\t\tthis.color.copy( source.color );\n\n\t\tthis.materialIndex = source.materialIndex;\n\n\t\tfor ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexNormals[ i ] = source.vertexNormals[ i ].clone();\n\n\t\t}\n\n\t\tfor ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexColors[ i ] = source.vertexColors[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author bhouston / http://clara.io\n */\n\nvar geometryId = 0; // Geometry uses even numbers as Id\n\nfunction Geometry() {\n\n\tObject.defineProperty( this, 'id', { value: geometryId += 2 } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Geometry';\n\n\tthis.vertices = [];\n\tthis.colors = [];\n\tthis.faces = [];\n\tthis.faceVertexUvs = [[]];\n\n\tthis.morphTargets = [];\n\tthis.morphNormals = [];\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\tthis.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.elementsNeedUpdate = false;\n\tthis.verticesNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.lineDistancesNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nObject.assign( Geometry.prototype, EventDispatcher.prototype, {\n\n\tisGeometry: true,\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tvar normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\tfor ( var i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tvar vertex = this.vertices[ i ];\n\t\t\tvertex.applyMatrix4( matrix );\n\n\t\t}\n\n\t\tfor ( var i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tvar face = this.faces[ i ];\n\t\t\tface.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tfor ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tface.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.verticesNeedUpdate = true;\n\t\tthis.normalsNeedUpdate = true;\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function () {\n\n\t\t// rotate geometry around world x-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateX( angle ) {\n\n\t\t\tm1.makeRotationX( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateY: function () {\n\n\t\t// rotate geometry around world y-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateY( angle ) {\n\n\t\t\tm1.makeRotationY( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateZ: function () {\n\n\t\t// rotate geometry around world z-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateZ( angle ) {\n\n\t\t\tm1.makeRotationZ( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslate: function () {\n\n\t\t// translate geometry\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function translate( x, y, z ) {\n\n\t\t\tm1.makeTranslation( x, y, z );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tscale: function () {\n\n\t\t// scale geometry\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function scale( x, y, z ) {\n\n\t\t\tm1.makeScale( x, y, z );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tlookAt: function () {\n\n\t\tvar obj = new Object3D();\n\n\t\treturn function lookAt( vector ) {\n\n\t\t\tobj.lookAt( vector );\n\n\t\t\tobj.updateMatrix();\n\n\t\t\tthis.applyMatrix( obj.matrix );\n\n\t\t};\n\n\t}(),\n\n\tfromBufferGeometry: function ( geometry ) {\n\n\t\tvar scope = this;\n\n\t\tvar indices = geometry.index !== null ? geometry.index.array : undefined;\n\t\tvar attributes = geometry.attributes;\n\n\t\tvar positions = attributes.position.array;\n\t\tvar normals = attributes.normal !== undefined ? attributes.normal.array : undefined;\n\t\tvar colors = attributes.color !== undefined ? attributes.color.array : undefined;\n\t\tvar uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;\n\t\tvar uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;\n\n\t\tif ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];\n\n\t\tvar tempNormals = [];\n\t\tvar tempUVs = [];\n\t\tvar tempUVs2 = [];\n\n\t\tfor ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {\n\n\t\t\tscope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );\n\n\t\t\tif ( normals !== undefined ) {\n\n\t\t\t\ttempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );\n\n\t\t\t}\n\n\t\t\tif ( colors !== undefined ) {\n\n\t\t\t\tscope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );\n\n\t\t\t}\n\n\t\t\tif ( uvs !== undefined ) {\n\n\t\t\t\ttempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );\n\n\t\t\t}\n\n\t\t\tif ( uvs2 !== undefined ) {\n\n\t\t\t\ttempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction addFace( a, b, c, materialIndex ) {\n\n\t\t\tvar vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];\n\t\t\tvar vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];\n\n\t\t\tvar face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );\n\n\t\t\tscope.faces.push( face );\n\n\t\t\tif ( uvs !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );\n\n\t\t\t}\n\n\t\t\tif ( uvs2 !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar groups = geometry.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tfor ( var i = 0; i < groups.length; i ++ ) {\n\n\t\t\t\tvar group = groups[ i ];\n\n\t\t\t\tvar start = group.start;\n\t\t\t\tvar count = group.count;\n\n\t\t\t\tfor ( var j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\t\tif ( indices !== undefined ) {\n\n\t\t\t\t\t\taddFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\taddFace( j, j + 1, j + 2, group.materialIndex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( indices !== undefined ) {\n\n\t\t\t\tfor ( var i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t\taddFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( var i = 0; i < positions.length / 3; i += 3 ) {\n\n\t\t\t\t\taddFace( i, i + 1, i + 2 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeFaceNormals();\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tvar offset = this.boundingBox.getCenter().negate();\n\n\t\tthis.translate( offset.x, offset.y, offset.z );\n\n\t\treturn offset;\n\n\t},\n\n\tnormalize: function () {\n\n\t\tthis.computeBoundingSphere();\n\n\t\tvar center = this.boundingSphere.center;\n\t\tvar radius = this.boundingSphere.radius;\n\n\t\tvar s = radius === 0 ? 1 : 1.0 / radius;\n\n\t\tvar matrix = new Matrix4();\n\t\tmatrix.set(\n\t\t\ts, 0, 0, - s * center.x,\n\t\t\t0, s, 0, - s * center.y,\n\t\t\t0, 0, s, - s * center.z,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\tthis.applyMatrix( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\tfor ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tvar face = this.faces[ f ];\n\n\t\t\tvar vA = this.vertices[ face.a ];\n\t\t\tvar vB = this.vertices[ face.b ];\n\t\t\tvar vC = this.vertices[ face.c ];\n\n\t\t\tcb.subVectors( vC, vB );\n\t\t\tab.subVectors( vA, vB );\n\t\t\tcb.cross( ab );\n\n\t\t\tcb.normalize();\n\n\t\t\tface.normal.copy( cb );\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function ( areaWeighted ) {\n\n\t\tif ( areaWeighted === undefined ) areaWeighted = true;\n\n\t\tvar v, vl, f, fl, face, vertices;\n\n\t\tvertices = new Array( this.vertices.length );\n\n\t\tfor ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ] = new Vector3();\n\n\t\t}\n\n\t\tif ( areaWeighted ) {\n\n\t\t\t// vertex normals weighted by triangle areas\n\t\t\t// http://www.iquilezles.org/www/articles/normals/normals.htm\n\n\t\t\tvar vA, vB, vC;\n\t\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tvA = this.vertices[ face.a ];\n\t\t\t\tvB = this.vertices[ face.b ];\n\t\t\t\tvC = this.vertices[ face.c ];\n\n\t\t\t\tcb.subVectors( vC, vB );\n\t\t\t\tab.subVectors( vA, vB );\n\t\t\t\tcb.cross( ab );\n\n\t\t\t\tvertices[ face.a ].add( cb );\n\t\t\t\tvertices[ face.b ].add( cb );\n\t\t\t\tvertices[ face.c ].add( cb );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.computeFaceNormals();\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tvertices[ face.a ].add( face.normal );\n\t\t\t\tvertices[ face.b ].add( face.normal );\n\t\t\t\tvertices[ face.c ].add( face.normal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ].normalize();\n\n\t\t}\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( vertices[ face.a ] );\n\t\t\t\tvertexNormals[ 1 ].copy( vertices[ face.b ] );\n\t\t\t\tvertexNormals[ 2 ].copy( vertices[ face.c ] );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = vertices[ face.a ].clone();\n\t\t\t\tvertexNormals[ 1 ] = vertices[ face.b ].clone();\n\t\t\t\tvertexNormals[ 2 ] = vertices[ face.c ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeFlatVertexNormals: function () {\n\n\t\tvar f, fl, face;\n\n\t\tthis.computeFaceNormals();\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 1 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 2 ].copy( face.normal );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 1 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 2 ] = face.normal.clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeMorphNormals: function () {\n\n\t\tvar i, il, f, fl, face;\n\n\t\t// save original normals\n\t\t// - create temp variables on first access\n\t\t// otherwise just copy (for faster repeated calls)\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tif ( ! face.__originalFaceNormal ) {\n\n\t\t\t\tface.__originalFaceNormal = face.normal.clone();\n\n\t\t\t} else {\n\n\t\t\t\tface.__originalFaceNormal.copy( face.normal );\n\n\t\t\t}\n\n\t\t\tif ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];\n\n\t\t\tfor ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\t\tif ( ! face.__originalVertexNormals[ i ] ) {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// use temp geometry to compute face and vertex normals for each morph\n\n\t\tvar tmpGeo = new Geometry();\n\t\ttmpGeo.faces = this.faces;\n\n\t\tfor ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {\n\n\t\t\t// create on first access\n\n\t\t\tif ( ! this.morphNormals[ i ] ) {\n\n\t\t\t\tthis.morphNormals[ i ] = {};\n\t\t\t\tthis.morphNormals[ i ].faceNormals = [];\n\t\t\t\tthis.morphNormals[ i ].vertexNormals = [];\n\n\t\t\t\tvar dstNormalsFace = this.morphNormals[ i ].faceNormals;\n\t\t\t\tvar dstNormalsVertex = this.morphNormals[ i ].vertexNormals;\n\n\t\t\t\tvar faceNormal, vertexNormals;\n\n\t\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tfaceNormal = new Vector3();\n\t\t\t\t\tvertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };\n\n\t\t\t\t\tdstNormalsFace.push( faceNormal );\n\t\t\t\t\tdstNormalsVertex.push( vertexNormals );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar morphNormals = this.morphNormals[ i ];\n\n\t\t\t// set vertices to morph target\n\n\t\t\ttmpGeo.vertices = this.morphTargets[ i ].vertices;\n\n\t\t\t// compute morph normals\n\n\t\t\ttmpGeo.computeFaceNormals();\n\t\t\ttmpGeo.computeVertexNormals();\n\n\t\t\t// store morph normals\n\n\t\t\tvar faceNormal, vertexNormals;\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tfaceNormal = morphNormals.faceNormals[ f ];\n\t\t\t\tvertexNormals = morphNormals.vertexNormals[ f ];\n\n\t\t\t\tfaceNormal.copy( face.normal );\n\n\t\t\t\tvertexNormals.a.copy( face.vertexNormals[ 0 ] );\n\t\t\t\tvertexNormals.b.copy( face.vertexNormals[ 1 ] );\n\t\t\t\tvertexNormals.c.copy( face.vertexNormals[ 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore original normals\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tface.normal = face.__originalFaceNormal;\n\t\t\tface.vertexNormals = face.__originalVertexNormals;\n\n\t\t}\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tvar d = 0;\n\t\tvar vertices = this.vertices;\n\n\t\tfor ( var i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tif ( i > 0 ) {\n\n\t\t\t\td += vertices[ i ].distanceTo( vertices[ i - 1 ] );\n\n\t\t\t}\n\n\t\t\tthis.lineDistances[ i ] = d;\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.setFromPoints( this.vertices );\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.setFromPoints( this.vertices );\n\n\t},\n\n\tmerge: function ( geometry, matrix, materialIndexOffset ) {\n\n\t\tif ( ! ( geometry && geometry.isGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar normalMatrix,\n\t\t\tvertexOffset = this.vertices.length,\n\t\t\tvertices1 = this.vertices,\n\t\t\tvertices2 = geometry.vertices,\n\t\t\tfaces1 = this.faces,\n\t\t\tfaces2 = geometry.faces,\n\t\t\tuvs1 = this.faceVertexUvs[ 0 ],\n\t\t\tuvs2 = geometry.faceVertexUvs[ 0 ],\n\t\t\tcolors1 = this.colors,\n\t\t\tcolors2 = geometry.colors;\n\n\t\tif ( materialIndexOffset === undefined ) materialIndexOffset = 0;\n\n\t\tif ( matrix !== undefined ) {\n\n\t\t\tnormalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t}\n\n\t\t// vertices\n\n\t\tfor ( var i = 0, il = vertices2.length; i < il; i ++ ) {\n\n\t\t\tvar vertex = vertices2[ i ];\n\n\t\t\tvar vertexCopy = vertex.clone();\n\n\t\t\tif ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );\n\n\t\t\tvertices1.push( vertexCopy );\n\n\t\t}\n\n\t\t// colors\n\n\t\tfor ( var i = 0, il = colors2.length; i < il; i ++ ) {\n\n\t\t\tcolors1.push( colors2[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tfor ( i = 0, il = faces2.length; i < il; i ++ ) {\n\n\t\t\tvar face = faces2[ i ], faceCopy, normal, color,\n\t\t\t\tfaceVertexNormals = face.vertexNormals,\n\t\t\t\tfaceVertexColors = face.vertexColors;\n\n\t\t\tfaceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );\n\t\t\tfaceCopy.normal.copy( face.normal );\n\n\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\tfaceCopy.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t\tfor ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tnormal = faceVertexNormals[ j ].clone();\n\n\t\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\t\tnormal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t\t}\n\n\t\t\t\tfaceCopy.vertexNormals.push( normal );\n\n\t\t\t}\n\n\t\t\tfaceCopy.color.copy( face.color );\n\n\t\t\tfor ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {\n\n\t\t\t\tcolor = faceVertexColors[ j ];\n\t\t\t\tfaceCopy.vertexColors.push( color.clone() );\n\n\t\t\t}\n\n\t\t\tfaceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n\n\t\t\tfaces1.push( faceCopy );\n\n\t\t}\n\n\t\t// uvs\n\n\t\tfor ( i = 0, il = uvs2.length; i < il; i ++ ) {\n\n\t\t\tvar uv = uvs2[ i ], uvCopy = [];\n\n\t\t\tif ( uv === undefined ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tfor ( var j = 0, jl = uv.length; j < jl; j ++ ) {\n\n\t\t\t\tuvCopy.push( uv[ j ].clone() );\n\n\t\t\t}\n\n\t\t\tuvs1.push( uvCopy );\n\n\t\t}\n\n\t},\n\n\tmergeMesh: function ( mesh ) {\n\n\t\tif ( ! ( mesh && mesh.isMesh ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );\n\t\t\treturn;\n\n\t\t}\n\n\t\tmesh.matrixAutoUpdate && mesh.updateMatrix();\n\n\t\tthis.merge( mesh.geometry, mesh.matrix );\n\n\t},\n\n\t/*\n\t * Checks for duplicate vertices with hashmap.\n\t * Duplicated vertices are removed\n\t * and faces' vertices are updated.\n\t */\n\n\tmergeVertices: function () {\n\n\t\tvar verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\t\tvar unique = [], changes = [];\n\n\t\tvar v, key;\n\t\tvar precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001\n\t\tvar precision = Math.pow( 10, precisionPoints );\n\t\tvar i, il, face;\n\t\tvar indices, j, jl;\n\n\t\tfor ( i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tv = this.vertices[ i ];\n\t\t\tkey = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );\n\n\t\t\tif ( verticesMap[ key ] === undefined ) {\n\n\t\t\t\tverticesMap[ key ] = i;\n\t\t\t\tunique.push( this.vertices[ i ] );\n\t\t\t\tchanges[ i ] = unique.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\t//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n\t\t\t\tchanges[ i ] = changes[ verticesMap[ key ] ];\n\n\t\t\t}\n\n\t\t}\n\n\n\t\t// if faces are completely degenerate after merging vertices, we\n\t\t// have to remove them from the geometry.\n\t\tvar faceIndicesToRemove = [];\n\n\t\tfor ( i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tface = this.faces[ i ];\n\n\t\t\tface.a = changes[ face.a ];\n\t\t\tface.b = changes[ face.b ];\n\t\t\tface.c = changes[ face.c ];\n\n\t\t\tindices = [ face.a, face.b, face.c ];\n\n\t\t\t// if any duplicate vertices are found in a Face3\n\t\t\t// we have to remove the face as nothing can be saved\n\t\t\tfor ( var n = 0; n < 3; n ++ ) {\n\n\t\t\t\tif ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {\n\n\t\t\t\t\tfaceIndicesToRemove.push( i );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {\n\n\t\t\tvar idx = faceIndicesToRemove[ i ];\n\n\t\t\tthis.faces.splice( idx, 1 );\n\n\t\t\tfor ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tthis.faceVertexUvs[ j ].splice( idx, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Use unique set of vertices\n\n\t\tvar diff = this.vertices.length - unique.length;\n\t\tthis.vertices = unique;\n\t\treturn diff;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.vertices = [];\n\n\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tvar point = points[ i ];\n\t\t\tthis.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsortFacesByMaterialIndex: function () {\n\n\t\tvar faces = this.faces;\n\t\tvar length = faces.length;\n\n\t\t// tag faces\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tfaces[ i ]._id = i;\n\n\t\t}\n\n\t\t// sort faces\n\n\t\tfunction materialIndexSort( a, b ) {\n\n\t\t\treturn a.materialIndex - b.materialIndex;\n\n\t\t}\n\n\t\tfaces.sort( materialIndexSort );\n\n\t\t// sort uvs\n\n\t\tvar uvs1 = this.faceVertexUvs[ 0 ];\n\t\tvar uvs2 = this.faceVertexUvs[ 1 ];\n\n\t\tvar newUvs1, newUvs2;\n\n\t\tif ( uvs1 && uvs1.length === length ) newUvs1 = [];\n\t\tif ( uvs2 && uvs2.length === length ) newUvs2 = [];\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar id = faces[ i ]._id;\n\n\t\t\tif ( newUvs1 ) newUvs1.push( uvs1[ id ] );\n\t\t\tif ( newUvs2 ) newUvs2.push( uvs2[ id ] );\n\n\t\t}\n\n\t\tif ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;\n\t\tif ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Geometry',\n\t\t\t\tgenerator: 'Geometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Geometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tvar parameters = this.parameters;\n\n\t\t\tfor ( var key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tvar vertices = [];\n\n\t\tfor ( var i = 0; i < this.vertices.length; i ++ ) {\n\n\t\t\tvar vertex = this.vertices[ i ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tvar faces = [];\n\t\tvar normals = [];\n\t\tvar normalsHash = {};\n\t\tvar colors = [];\n\t\tvar colorsHash = {};\n\t\tvar uvs = [];\n\t\tvar uvsHash = {};\n\n\t\tfor ( var i = 0; i < this.faces.length; i ++ ) {\n\n\t\t\tvar face = this.faces[ i ];\n\n\t\t\tvar hasMaterial = true;\n\t\t\tvar hasFaceUv = false; // deprecated\n\t\t\tvar hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;\n\t\t\tvar hasFaceNormal = face.normal.length() > 0;\n\t\t\tvar hasFaceVertexNormal = face.vertexNormals.length > 0;\n\t\t\tvar hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n\t\t\tvar hasFaceVertexColor = face.vertexColors.length > 0;\n\n\t\t\tvar faceType = 0;\n\n\t\t\tfaceType = setBit( faceType, 0, 0 ); // isQuad\n\t\t\tfaceType = setBit( faceType, 1, hasMaterial );\n\t\t\tfaceType = setBit( faceType, 2, hasFaceUv );\n\t\t\tfaceType = setBit( faceType, 3, hasFaceVertexUv );\n\t\t\tfaceType = setBit( faceType, 4, hasFaceNormal );\n\t\t\tfaceType = setBit( faceType, 5, hasFaceVertexNormal );\n\t\t\tfaceType = setBit( faceType, 6, hasFaceColor );\n\t\t\tfaceType = setBit( faceType, 7, hasFaceVertexColor );\n\n\t\t\tfaces.push( faceType );\n\t\t\tfaces.push( face.a, face.b, face.c );\n\t\t\tfaces.push( face.materialIndex );\n\n\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\tvar faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 0 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 1 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\tfaces.push( getNormalIndex( face.normal ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 0 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 1 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\tfaces.push( getColorIndex( face.color ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\tvar vertexColors = face.vertexColors;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetColorIndex( vertexColors[ 0 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 1 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction setBit( value, position, enabled ) {\n\n\t\t\treturn enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );\n\n\t\t}\n\n\t\tfunction getNormalIndex( normal ) {\n\n\t\t\tvar hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n\t\t\tif ( normalsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn normalsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tnormalsHash[ hash ] = normals.length / 3;\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\treturn normalsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getColorIndex( color ) {\n\n\t\t\tvar hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n\t\t\tif ( colorsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn colorsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tcolorsHash[ hash ] = colors.length;\n\t\t\tcolors.push( color.getHex() );\n\n\t\t\treturn colorsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getUvIndex( uv ) {\n\n\t\t\tvar hash = uv.x.toString() + uv.y.toString();\n\n\t\t\tif ( uvsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn uvsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tuvsHash[ hash ] = uvs.length / 2;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\treturn uvsHash[ hash ];\n\n\t\t}\n\n\t\tdata.data = {};\n\n\t\tdata.data.vertices = vertices;\n\t\tdata.data.normals = normals;\n\t\tif ( colors.length > 0 ) data.data.colors = colors;\n\t\tif ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility\n\t\tdata.data.faces = faces;\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t var parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t var values = [];\n\n\t\t for ( var key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t var geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new Geometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tvar i, il, j, jl, k, kl;\n\n\t\t// reset\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\t\tthis.lineDistances = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// vertices\n\n\t\tvar vertices = source.vertices;\n\n\t\tfor ( i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tthis.vertices.push( vertices[ i ].clone() );\n\n\t\t}\n\n\t\t// colors\n\n\t\tvar colors = source.colors;\n\n\t\tfor ( i = 0, il = colors.length; i < il; i ++ ) {\n\n\t\t\tthis.colors.push( colors[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tvar faces = source.faces;\n\n\t\tfor ( i = 0, il = faces.length; i < il; i ++ ) {\n\n\t\t\tthis.faces.push( faces[ i ].clone() );\n\n\t\t}\n\n\t\t// face vertex uvs\n\n\t\tfor ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tvar faceVertexUvs = source.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) {\n\n\t\t\t\tthis.faceVertexUvs[ i ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tvar uvs = faceVertexUvs[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( k = 0, kl = uvs.length; k < kl; k ++ ) {\n\n\t\t\t\t\tvar uv = uvs[ k ];\n\n\t\t\t\t\tuvsCopy.push( uv.clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tvar morphTargets = source.morphTargets;\n\n\t\tfor ( i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tvar morphTarget = {};\n\t\t\tmorphTarget.name = morphTargets[ i ].name;\n\n\t\t\t// vertices\n\n\t\t\tif ( morphTargets[ i ].vertices !== undefined ) {\n\n\t\t\t\tmorphTarget.vertices = [];\n\n\t\t\t\tfor ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normals\n\n\t\t\tif ( morphTargets[ i ].normals !== undefined ) {\n\n\t\t\t\tmorphTarget.normals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.push( morphTarget );\n\n\t\t}\n\n\t\t// morph normals\n\n\t\tvar morphNormals = source.morphNormals;\n\n\t\tfor ( i = 0, il = morphNormals.length; i < il; i ++ ) {\n\n\t\t\tvar morphNormal = {};\n\n\t\t\t// vertex normals\n\n\t\t\tif ( morphNormals[ i ].vertexNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.vertexNormals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];\n\t\t\t\t\tvar destVertexNormal = {};\n\n\t\t\t\t\tdestVertexNormal.a = srcVertexNormal.a.clone();\n\t\t\t\t\tdestVertexNormal.b = srcVertexNormal.b.clone();\n\t\t\t\t\tdestVertexNormal.c = srcVertexNormal.c.clone();\n\n\t\t\t\t\tmorphNormal.vertexNormals.push( destVertexNormal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// face normals\n\n\t\t\tif ( morphNormals[ i ].faceNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.faceNormals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphNormals.push( morphNormal );\n\n\t\t}\n\n\t\t// skin weights\n\n\t\tvar skinWeights = source.skinWeights;\n\n\t\tfor ( i = 0, il = skinWeights.length; i < il; i ++ ) {\n\n\t\t\tthis.skinWeights.push( skinWeights[ i ].clone() );\n\n\t\t}\n\n\t\t// skin indices\n\n\t\tvar skinIndices = source.skinIndices;\n\n\t\tfor ( i = 0, il = skinIndices.length; i < il; i ++ ) {\n\n\t\t\tthis.skinIndices.push( skinIndices[ i ].clone() );\n\n\t\t}\n\n\t\t// line distances\n\n\t\tvar lineDistances = source.lineDistances;\n\n\t\tfor ( i = 0, il = lineDistances.length; i < il; i ++ ) {\n\n\t\t\tthis.lineDistances.push( lineDistances[ i ] );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tvar boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tvar boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = source.elementsNeedUpdate;\n\t\tthis.verticesNeedUpdate = source.verticesNeedUpdate;\n\t\tthis.uvsNeedUpdate = source.uvsNeedUpdate;\n\t\tthis.normalsNeedUpdate = source.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = source.colorsNeedUpdate;\n\t\tthis.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n\t\tthis.groupsNeedUpdate = source.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.uuid = _Math.generateUUID();\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.dynamic = false;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.onUploadCallback = function () {};\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tsetArray: function ( array ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.count = array !== undefined ? array.length / this.itemSize : 0;\n\t\tthis.array = array;\n\n\t},\n\n\tsetDynamic: function ( value ) {\n\n\t\tthis.dynamic = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.dynamic = source.dynamic;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( var i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tvar color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyIndicesArray: function ( indices ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\tvar index = indices[ i ];\n\n\t\t\tarray[ offset ++ ] = index.a;\n\t\t\tarray[ offset ++ ] = index.b;\n\t\t\tarray[ offset ++ ] = index.c;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction DirectGeometry() {\n\n\tthis.indices = [];\n\tthis.vertices = [];\n\tthis.normals = [];\n\tthis.colors = [];\n\tthis.uvs = [];\n\tthis.uvs2 = [];\n\n\tthis.groups = [];\n\n\tthis.morphTargets = {};\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\t// this.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.verticesNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nObject.assign( DirectGeometry.prototype, {\n\n\tcomputeGroups: function ( geometry ) {\n\n\t\tvar group;\n\t\tvar groups = [];\n\t\tvar materialIndex = undefined;\n\n\t\tvar faces = geometry.faces;\n\n\t\tfor ( var i = 0; i < faces.length; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\t// materials\n\n\t\t\tif ( face.materialIndex !== materialIndex ) {\n\n\t\t\t\tmaterialIndex = face.materialIndex;\n\n\t\t\t\tif ( group !== undefined ) {\n\n\t\t\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\t\t\tgroups.push( group );\n\n\t\t\t\t}\n\n\t\t\t\tgroup = {\n\t\t\t\t\tstart: i * 3,\n\t\t\t\t\tmaterialIndex: materialIndex\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( group !== undefined ) {\n\n\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\tgroups.push( group );\n\n\t\t}\n\n\t\tthis.groups = groups;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tvar faces = geometry.faces;\n\t\tvar vertices = geometry.vertices;\n\t\tvar faceVertexUvs = geometry.faceVertexUvs;\n\n\t\tvar hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;\n\t\tvar hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;\n\n\t\t// morphs\n\n\t\tvar morphTargets = geometry.morphTargets;\n\t\tvar morphTargetsLength = morphTargets.length;\n\n\t\tvar morphTargetsPosition;\n\n\t\tif ( morphTargetsLength > 0 ) {\n\n\t\t\tmorphTargetsPosition = [];\n\n\t\t\tfor ( var i = 0; i < morphTargetsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsPosition[ i ] = [];\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.position = morphTargetsPosition;\n\n\t\t}\n\n\t\tvar morphNormals = geometry.morphNormals;\n\t\tvar morphNormalsLength = morphNormals.length;\n\n\t\tvar morphTargetsNormal;\n\n\t\tif ( morphNormalsLength > 0 ) {\n\n\t\t\tmorphTargetsNormal = [];\n\n\t\t\tfor ( var i = 0; i < morphNormalsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsNormal[ i ] = [];\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.normal = morphTargetsNormal;\n\n\t\t}\n\n\t\t// skins\n\n\t\tvar skinIndices = geometry.skinIndices;\n\t\tvar skinWeights = geometry.skinWeights;\n\n\t\tvar hasSkinIndices = skinIndices.length === vertices.length;\n\t\tvar hasSkinWeights = skinWeights.length === vertices.length;\n\n\t\t//\n\n\t\tfor ( var i = 0; i < faces.length; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tthis.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tthis.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tvar normal = face.normal;\n\n\t\t\t\tthis.normals.push( normal, normal, normal );\n\n\t\t\t}\n\n\t\t\tvar vertexColors = face.vertexColors;\n\n\t\t\tif ( vertexColors.length === 3 ) {\n\n\t\t\t\tthis.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tvar color = face.color;\n\n\t\t\t\tthis.colors.push( color, color, color );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv === true ) {\n\n\t\t\t\tvar vertexUvs = faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );\n\n\t\t\t\t\tthis.uvs.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv2 === true ) {\n\n\t\t\t\tvar vertexUvs = faceVertexUvs[ 1 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );\n\n\t\t\t\t\tthis.uvs2.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// morphs\n\n\t\t\tfor ( var j = 0; j < morphTargetsLength; j ++ ) {\n\n\t\t\t\tvar morphTarget = morphTargets[ j ].vertices;\n\n\t\t\t\tmorphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );\n\n\t\t\t}\n\n\t\t\tfor ( var j = 0; j < morphNormalsLength; j ++ ) {\n\n\t\t\t\tvar morphNormal = morphNormals[ j ].vertexNormals[ i ];\n\n\t\t\t\tmorphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );\n\n\t\t\t}\n\n\t\t\t// skins\n\n\t\t\tif ( hasSkinIndices ) {\n\n\t\t\t\tthis.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );\n\n\t\t\t}\n\n\t\t\tif ( hasSkinWeights ) {\n\n\t\t\t\tthis.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeGroups( geometry );\n\n\t\tthis.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\tthis.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\tthis.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\tthis.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tvar max = array[ 0 ];\n\n\tfor ( var i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n}\n\nObject.assign( BufferGeometry.prototype, EventDispatcher.prototype, {\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t},\n\n\taddAttribute: function ( name, attribute ) {\n\n\t\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\t\tthis.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( name === 'index' ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\t\tthis.setIndex( attribute );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tremoveAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex !== undefined ? materialIndex : 0\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tvar position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tmatrix.applyToBufferAttribute( position );\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tvar normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tvar normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormalMatrix.applyToBufferAttribute( normal );\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function () {\n\n\t\t// rotate geometry around world x-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateX( angle ) {\n\n\t\t\tm1.makeRotationX( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateY: function () {\n\n\t\t// rotate geometry around world y-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateY( angle ) {\n\n\t\t\tm1.makeRotationY( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\trotateZ: function () {\n\n\t\t// rotate geometry around world z-axis\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function rotateZ( angle ) {\n\n\t\t\tm1.makeRotationZ( angle );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\ttranslate: function () {\n\n\t\t// translate geometry\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function translate( x, y, z ) {\n\n\t\t\tm1.makeTranslation( x, y, z );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tscale: function () {\n\n\t\t// scale geometry\n\n\t\tvar m1 = new Matrix4();\n\n\t\treturn function scale( x, y, z ) {\n\n\t\t\tm1.makeScale( x, y, z );\n\n\t\t\tthis.applyMatrix( m1 );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tlookAt: function () {\n\n\t\tvar obj = new Object3D();\n\n\t\treturn function lookAt( vector ) {\n\n\t\t\tobj.lookAt( vector );\n\n\t\t\tobj.updateMatrix();\n\n\t\t\tthis.applyMatrix( obj.matrix );\n\n\t\t};\n\n\t}(),\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tvar offset = this.boundingBox.getCenter().negate();\n\n\t\tthis.translate( offset.x, offset.y, offset.z );\n\n\t\treturn offset;\n\n\t},\n\n\tsetFromObject: function ( object ) {\n\n\t\t// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( object.isPoints || object.isLine ) {\n\n\t\t\tvar positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );\n\t\t\tvar colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );\n\n\t\t\tthis.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );\n\t\t\tthis.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );\n\n\t\t\tif ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {\n\n\t\t\t\tvar lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );\n\n\t\t\t\tthis.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t\t}\n\n\t\t} else if ( object.isMesh ) {\n\n\t\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t\tthis.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tvar position = [];\n\n\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tvar point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tupdateFromObject: function ( object ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tvar direct = geometry.__directGeometry;\n\n\t\t\tif ( geometry.elementsNeedUpdate === true ) {\n\n\t\t\t\tdirect = undefined;\n\t\t\t\tgeometry.elementsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( direct === undefined ) {\n\n\t\t\t\treturn this.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t\tdirect.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\t\tdirect.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\t\tdirect.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\t\tdirect.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\t\tdirect.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\t\t\tgeometry.normalsNeedUpdate = false;\n\t\t\tgeometry.colorsNeedUpdate = false;\n\t\t\tgeometry.uvsNeedUpdate = false;\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t\tgeometry = direct;\n\n\t\t}\n\n\t\tvar attribute;\n\n\t\tif ( geometry.verticesNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.position;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.vertices );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.normalsNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.normal;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.normals );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.normalsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.colorsNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.color;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyColorsArray( geometry.colors );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.colorsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.uvsNeedUpdate ) {\n\n\t\t\tattribute = this.attributes.uv;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector2sArray( geometry.uvs );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.uvsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.lineDistancesNeedUpdate ) {\n\n\t\t\tattribute = this.attributes.lineDistance;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyArray( geometry.lineDistances );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.lineDistancesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.groupsNeedUpdate ) {\n\n\t\t\tgeometry.computeGroups( object.geometry );\n\t\t\tthis.groups = geometry.groups;\n\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tgeometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );\n\n\t\treturn this.fromDirectGeometry( geometry.__directGeometry );\n\n\t},\n\n\tfromDirectGeometry: function ( geometry ) {\n\n\t\tvar positions = new Float32Array( geometry.vertices.length * 3 );\n\t\tthis.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );\n\n\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\tvar normals = new Float32Array( geometry.normals.length * 3 );\n\t\t\tthis.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );\n\n\t\t}\n\n\t\tif ( geometry.colors.length > 0 ) {\n\n\t\t\tvar colors = new Float32Array( geometry.colors.length * 3 );\n\t\t\tthis.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs.length > 0 ) {\n\n\t\t\tvar uvs = new Float32Array( geometry.uvs.length * 2 );\n\t\t\tthis.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs2.length > 0 ) {\n\n\t\t\tvar uvs2 = new Float32Array( geometry.uvs2.length * 2 );\n\t\t\tthis.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );\n\n\t\t}\n\n\t\tif ( geometry.indices.length > 0 ) {\n\n\t\t\tvar TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array;\n\t\t\tvar indices = new TypeArray( geometry.indices.length * 3 );\n\t\t\tthis.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );\n\n\t\t}\n\n\t\t// groups\n\n\t\tthis.groups = geometry.groups;\n\n\t\t// morphs\n\n\t\tfor ( var name in geometry.morphTargets ) {\n\n\t\t\tvar array = [];\n\t\t\tvar morphTargets = geometry.morphTargets[ name ];\n\n\t\t\tfor ( var i = 0, l = morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\tvar morphTarget = morphTargets[ i ];\n\n\t\t\t\tvar attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );\n\n\t\t\t\tarray.push( attribute.copyVector3sArray( morphTarget ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// skinning\n\n\t\tif ( geometry.skinIndices.length > 0 ) {\n\n\t\t\tvar skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );\n\t\t\tthis.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );\n\n\t\t}\n\n\t\tif ( geometry.skinWeights.length > 0 ) {\n\n\t\t\tvar skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );\n\t\t\tthis.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tvar position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tvar box = new Box3();\n\t\tvar vector = new Vector3();\n\n\t\treturn function computeBoundingSphere() {\n\n\t\t\tif ( this.boundingSphere === null ) {\n\n\t\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t\t}\n\n\t\t\tvar position = this.attributes.position;\n\n\t\t\tif ( position ) {\n\n\t\t\t\tvar center = this.boundingSphere.center;\n\n\t\t\t\tbox.setFromBufferAttribute( position );\n\t\t\t\tbox.getCenter( center );\n\n\t\t\t\t// hoping to find a boundingSphere with a radius smaller than the\n\t\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\t\tvar maxRadiusSq = 0;\n\n\t\t\t\tfor ( var i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t\tvector.x = position.getX( i );\n\t\t\t\t\tvector.y = position.getY( i );\n\t\t\t\t\tvector.z = position.getZ( i );\n\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );\n\n\t\t\t\t}\n\n\t\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tvar index = this.index;\n\t\tvar attributes = this.attributes;\n\t\tvar groups = this.groups;\n\n\t\tif ( attributes.position ) {\n\n\t\t\tvar positions = attributes.position.array;\n\n\t\t\tif ( attributes.normal === undefined ) {\n\n\t\t\t\tthis.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tvar array = attributes.normal.array;\n\n\t\t\t\tfor ( var i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t\t\tarray[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar normals = attributes.normal.array;\n\n\t\t\tvar vA, vB, vC;\n\t\t\tvar pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tvar indices = index.array;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tthis.addGroup( 0, indices.length );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var j = 0, jl = groups.length; j < jl; ++ j ) {\n\n\t\t\t\t\tvar group = groups[ j ];\n\n\t\t\t\t\tvar start = group.start;\n\t\t\t\t\tvar count = group.count;\n\n\t\t\t\t\tfor ( var i = start, il = start + count; i < il; i += 3 ) {\n\n\t\t\t\t\t\tvA = indices[ i + 0 ] * 3;\n\t\t\t\t\t\tvB = indices[ i + 1 ] * 3;\n\t\t\t\t\t\tvC = indices[ i + 2 ] * 3;\n\n\t\t\t\t\t\tpA.fromArray( positions, vA );\n\t\t\t\t\t\tpB.fromArray( positions, vB );\n\t\t\t\t\t\tpC.fromArray( positions, vC );\n\n\t\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\t\tnormals[ vA ] += cb.x;\n\t\t\t\t\t\tnormals[ vA + 1 ] += cb.y;\n\t\t\t\t\t\tnormals[ vA + 2 ] += cb.z;\n\n\t\t\t\t\t\tnormals[ vB ] += cb.x;\n\t\t\t\t\t\tnormals[ vB + 1 ] += cb.y;\n\t\t\t\t\t\tnormals[ vB + 2 ] += cb.z;\n\n\t\t\t\t\t\tnormals[ vC ] += cb.x;\n\t\t\t\t\t\tnormals[ vC + 1 ] += cb.y;\n\t\t\t\t\t\tnormals[ vC + 2 ] += cb.z;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( var i = 0, il = positions.length; i < il; i += 9 ) {\n\n\t\t\t\t\tpA.fromArray( positions, i );\n\t\t\t\t\tpB.fromArray( positions, i + 3 );\n\t\t\t\t\tpC.fromArray( positions, i + 6 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormals[ i ] = cb.x;\n\t\t\t\t\tnormals[ i + 1 ] = cb.y;\n\t\t\t\t\tnormals[ i + 2 ] = cb.z;\n\n\t\t\t\t\tnormals[ i + 3 ] = cb.x;\n\t\t\t\t\tnormals[ i + 4 ] = cb.y;\n\t\t\t\t\tnormals[ i + 5 ] = cb.z;\n\n\t\t\t\t\tnormals[ i + 6 ] = cb.x;\n\t\t\t\t\tnormals[ i + 7 ] = cb.y;\n\t\t\t\t\tnormals[ i + 8 ] = cb.z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tattributes.normal.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar attributes = this.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tvar attribute1 = attributes[ key ];\n\t\t\tvar attributeArray1 = attribute1.array;\n\n\t\t\tvar attribute2 = geometry.attributes[ key ];\n\t\t\tvar attributeArray2 = attribute2.array;\n\n\t\t\tvar attributeSize = attribute2.itemSize;\n\n\t\t\tfor ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tvar vector = new Vector3();\n\n\t\treturn function normalizeNormals() {\n\n\t\t\tvar normals = this.attributes.normal;\n\n\t\t\tfor ( var i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t\tvector.x = normals.getX( i );\n\t\t\t\tvector.y = normals.getY( i );\n\t\t\t\tvector.z = normals.getZ( i );\n\n\t\t\t\tvector.normalize();\n\n\t\t\t\tnormals.setXYZ( i, vector.x, vector.y, vector.z );\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\ttoNonIndexed: function () {\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar geometry2 = new BufferGeometry();\n\n\t\tvar indices = this.index.array;\n\t\tvar attributes = this.attributes;\n\n\t\tfor ( var name in attributes ) {\n\n\t\t\tvar attribute = attributes[ name ];\n\n\t\t\tvar array = attribute.array;\n\t\t\tvar itemSize = attribute.itemSize;\n\n\t\t\tvar array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tvar index = 0, index2 = 0;\n\n\t\t\tfor ( var i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( var j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tgeometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tvar parameters = this.parameters;\n\n\t\t\tfor ( var key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tvar index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tvar array = Array.prototype.slice.call( index.array );\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: array\n\t\t\t};\n\n\t\t}\n\n\t\tvar attributes = this.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tvar attribute = attributes[ key ];\n\n\t\t\tvar array = Array.prototype.slice.call( attribute.array );\n\n\t\t\tdata.data.attributes[ key ] = {\n\t\t\t\titemSize: attribute.itemSize,\n\t\t\t\ttype: attribute.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: attribute.normalized\n\t\t\t};\n\n\t\t}\n\n\t\tvar groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tvar boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t var parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t var values = [];\n\n\t\t for ( var key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t var geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tvar name, i, l;\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tvar index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone() );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tvar attributes = source.attributes;\n\n\t\tfor ( name in attributes ) {\n\n\t\t\tvar attribute = attributes[ name ];\n\t\t\tthis.addAttribute( name, attribute.clone() );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tvar morphAttributes = source.morphAttributes;\n\n\t\tfor ( name in morphAttributes ) {\n\n\t\t\tvar array = [];\n\t\t\tvar morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone() );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// groups\n\n\t\tvar groups = source.groups;\n\n\t\tfor ( i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tvar group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tvar boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tvar boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// BoxGeometry\n\nfunction BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'BoxGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\tdepth: depth,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tdepthSegments: depthSegments\n\t};\n\n\tthis.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );\n\tthis.mergeVertices();\n\n}\n\nBoxGeometry.prototype = Object.create( Geometry.prototype );\nBoxGeometry.prototype.constructor = BoxGeometry;\n\n// BoxBufferGeometry\n\nfunction BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'BoxBufferGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\tdepth: depth,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tdepthSegments: depthSegments\n\t};\n\n\tvar scope = this;\n\n\twidth = width || 1;\n\theight = height || 1;\n\tdepth = depth || 1;\n\n\t// segments\n\n\twidthSegments = Math.floor( widthSegments ) || 1;\n\theightSegments = Math.floor( heightSegments ) || 1;\n\tdepthSegments = Math.floor( depthSegments ) || 1;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar numberOfVertices = 0;\n\tvar groupStart = 0;\n\n\t// build each side of the box geometry\n\n\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\tvar segmentWidth = width / gridX;\n\t\tvar segmentHeight = height / gridY;\n\n\t\tvar widthHalf = width / 2;\n\t\tvar heightHalf = height / 2;\n\t\tvar depthHalf = depth / 2;\n\n\t\tvar gridX1 = gridX + 1;\n\t\tvar gridY1 = gridY + 1;\n\n\t\tvar vertexCounter = 0;\n\t\tvar groupCount = 0;\n\n\t\tvar ix, iy;\n\n\t\tvar vector = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tvar y = iy * segmentHeight - heightHalf;\n\n\t\t\tfor ( ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tvar x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t// set values to correct vector component\n\n\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t// set values to correct vector component\n\n\t\t\t\tvector[ u ] = 0;\n\t\t\t\tvector[ v ] = 0;\n\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t// uvs\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t// counters\n\n\t\t\t\tvertexCounter += 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\t// 1. you need three indices to draw a single face\n\t\t// 2. a single segment consists of two faces\n\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\tfor ( iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tvar a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\tvar b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\tvar c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tvar d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t// increase counter\n\n\t\t\t\tgroupCount += 6;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t// calculate new start value for groups\n\n\t\tgroupStart += groupCount;\n\n\t\t// update total number of vertices\n\n\t\tnumberOfVertices += vertexCounter;\n\n\t}\n\n}\n\nBoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nBoxBufferGeometry.prototype.constructor = BoxBufferGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// PlaneGeometry\n\nfunction PlaneGeometry( width, height, widthSegments, heightSegments ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'PlaneGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments\n\t};\n\n\tthis.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );\n\tthis.mergeVertices();\n\n}\n\nPlaneGeometry.prototype = Object.create( Geometry.prototype );\nPlaneGeometry.prototype.constructor = PlaneGeometry;\n\n// PlaneBufferGeometry\n\nfunction PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'PlaneBufferGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments\n\t};\n\n\twidth = width || 1;\n\theight = height || 1;\n\n\tvar width_half = width / 2;\n\tvar height_half = height / 2;\n\n\tvar gridX = Math.floor( widthSegments ) || 1;\n\tvar gridY = Math.floor( heightSegments ) || 1;\n\n\tvar gridX1 = gridX + 1;\n\tvar gridY1 = gridY + 1;\n\n\tvar segment_width = width / gridX;\n\tvar segment_height = height / gridY;\n\n\tvar ix, iy;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// generate vertices, normals and uvs\n\n\tfor ( iy = 0; iy < gridY1; iy ++ ) {\n\n\t\tvar y = iy * segment_height - height_half;\n\n\t\tfor ( ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\tvar x = ix * segment_width - width_half;\n\n\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\tuvs.push( ix / gridX );\n\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tfor ( iy = 0; iy < gridY; iy ++ ) {\n\n\t\tfor ( ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\tvar a = ix + gridX1 * iy;\n\t\t\tvar b = ix + gridX1 * ( iy + 1 );\n\t\t\tvar c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\tvar d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nPlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nPlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nfunction MeshBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshBasicMaterial';\n\n\tthis.color = new Color( 0xffffff ); // emissive\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshBasicMaterial.prototype = Object.create( Material.prototype );\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = 'void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}';\n\tthis.fragmentShader = 'void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}';\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = UniformsUtils.clone( source.uniforms );\n\n\tthis.defines = source.defines;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = source.extensions;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tvar data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.uniforms = this.uniforms;\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\treturn data;\n\n};\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Ray( origin, direction ) {\n\n\tthis.origin = ( origin !== undefined ) ? origin : new Vector3();\n\tthis.direction = ( direction !== undefined ) ? direction : new Vector3();\n\n}\n\nObject.assign( Ray.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t},\n\n\tat: function ( t, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn result.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t},\n\n\tlookAt: function ( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t},\n\n\trecast: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function recast( t ) {\n\n\t\t\tthis.origin.copy( this.at( t, v1 ) );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tclosestPointToPoint: function ( point, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\tresult.subVectors( point, this.origin );\n\t\tvar directionDistance = result.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn result.copy( this.origin );\n\n\t\t}\n\n\t\treturn result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t},\n\n\tdistanceSqToPoint: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function distanceSqToPoint( point ) {\n\n\t\t\tvar directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t\t// point behind the ray\n\n\t\t\tif ( directionDistance < 0 ) {\n\n\t\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t\t}\n\n\t\t\tv1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\t\treturn v1.distanceToSquared( point );\n\n\t\t};\n\n\t}(),\n\n\tdistanceSqToSegment: function () {\n\n\t\tvar segCenter = new Vector3();\n\t\tvar segDir = new Vector3();\n\t\tvar diff = new Vector3();\n\n\t\treturn function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t\t// It returns the min distance between the ray and the segment\n\t\t\t// defined by v0 and v1\n\t\t\t// It can also set two optional targets :\n\t\t\t// - The closest point on the ray\n\t\t\t// - The closest point on the segment\n\n\t\t\tsegCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t\tsegDir.copy( v1 ).sub( v0 ).normalize();\n\t\t\tdiff.copy( this.origin ).sub( segCenter );\n\n\t\t\tvar segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\t\tvar a01 = - this.direction.dot( segDir );\n\t\t\tvar b0 = diff.dot( this.direction );\n\t\t\tvar b1 = - diff.dot( segDir );\n\t\t\tvar c = diff.lengthSq();\n\t\t\tvar det = Math.abs( 1 - a01 * a01 );\n\t\t\tvar s0, s1, sqrDist, extDet;\n\n\t\t\tif ( det > 0 ) {\n\n\t\t\t\t// The ray and segment are not parallel.\n\n\t\t\t\ts0 = a01 * b1 - b0;\n\t\t\t\ts1 = a01 * b0 - b1;\n\t\t\t\textDet = segExtent * det;\n\n\t\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\t\tvar invDet = 1 / det;\n\t\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 5\n\n\t\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t\t// region 4\n\n\t\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 3\n\n\t\t\t\t\t\ts0 = 0;\n\t\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 2\n\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// Ray and segment are parallel.\n\n\t\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t}\n\n\t\t\tif ( optionalPointOnRay ) {\n\n\t\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t\t}\n\n\t\t\tif ( optionalPointOnSegment ) {\n\n\t\t\t\toptionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );\n\n\t\t\t}\n\n\t\t\treturn sqrDist;\n\n\t\t};\n\n\t}(),\n\n\tintersectSphere: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function intersectSphere( sphere, optionalTarget ) {\n\n\t\t\tv1.subVectors( sphere.center, this.origin );\n\t\t\tvar tca = v1.dot( this.direction );\n\t\t\tvar d2 = v1.dot( v1 ) - tca * tca;\n\t\t\tvar radius2 = sphere.radius * sphere.radius;\n\n\t\t\tif ( d2 > radius2 ) return null;\n\n\t\t\tvar thc = Math.sqrt( radius2 - d2 );\n\n\t\t\t// t0 = first intersect point - entrance on front of sphere\n\t\t\tvar t0 = tca - thc;\n\n\t\t\t// t1 = second intersect point - exit point on back of sphere\n\t\t\tvar t1 = tca + thc;\n\n\t\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t\t// test to see if t0 is behind the ray:\n\t\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t\t// in order to always return an intersect point that is in front of the ray.\n\t\t\tif ( t0 < 0 ) return this.at( t1, optionalTarget );\n\n\t\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\t\treturn this.at( t0, optionalTarget );\n\n\t\t};\n\n\t}(),\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) <= sphere.radius;\n\n\t},\n\n\tdistanceToPlane: function ( plane ) {\n\n\t\tvar denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t},\n\n\tintersectPlane: function ( plane, optionalTarget ) {\n\n\t\tvar t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, optionalTarget );\n\n\t},\n\n\tintersectsPlane: function ( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tvar distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tvar denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t},\n\n\tintersectBox: function ( box, optionalTarget ) {\n\n\t\tvar tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tvar invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tvar origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, optionalTarget );\n\n\t},\n\n\tintersectsBox: ( function () {\n\n\t\tvar v = new Vector3();\n\n\t\treturn function intersectsBox( box ) {\n\n\t\t\treturn this.intersectBox( box, v ) !== null;\n\n\t\t};\n\n\t} )(),\n\n\tintersectTriangle: function () {\n\n\t\t// Compute the offset origin, edges, and normal.\n\t\tvar diff = new Vector3();\n\t\tvar edge1 = new Vector3();\n\t\tvar edge2 = new Vector3();\n\t\tvar normal = new Vector3();\n\n\t\treturn function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {\n\n\t\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t\tedge1.subVectors( b, a );\n\t\t\tedge2.subVectors( c, a );\n\t\t\tnormal.crossVectors( edge1, edge2 );\n\n\t\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\t\tvar DdN = this.direction.dot( normal );\n\t\t\tvar sign;\n\n\t\t\tif ( DdN > 0 ) {\n\n\t\t\t\tif ( backfaceCulling ) return null;\n\t\t\t\tsign = 1;\n\n\t\t\t} else if ( DdN < 0 ) {\n\n\t\t\t\tsign = - 1;\n\t\t\t\tDdN = - DdN;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tdiff.subVectors( this.origin, a );\n\t\t\tvar DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );\n\n\t\t\t// b1 < 0, no intersection\n\t\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tvar DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );\n\n\t\t\t// b2 < 0, no intersection\n\t\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\t// b1+b2 > 1, no intersection\n\t\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\t// Line intersects triangle, check if ray does.\n\t\t\tvar QdN = - sign * diff.dot( normal );\n\n\t\t\t// t < 0, no intersection\n\t\t\tif ( QdN < 0 ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\t// Ray intersects triangle.\n\t\t\treturn this.at( QdN / DdN, optionalTarget );\n\n\t\t};\n\n\t}(),\n\n\tapplyMatrix4: function ( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Line3( start, end ) {\n\n\tthis.start = ( start !== undefined ) ? start : new Vector3();\n\tthis.end = ( end !== undefined ) ? end : new Vector3();\n\n}\n\nObject.assign( Line3.prototype, {\n\n\tset: function ( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t},\n\n\tgetCenter: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t},\n\n\tdelta: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn result.subVectors( this.end, this.start );\n\n\t},\n\n\tdistanceSq: function () {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t},\n\n\tdistance: function () {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t},\n\n\tat: function ( t, optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn this.delta( result ).multiplyScalar( t ).add( this.start );\n\n\t},\n\n\tclosestPointToPointParameter: function () {\n\n\t\tvar startP = new Vector3();\n\t\tvar startEnd = new Vector3();\n\n\t\treturn function closestPointToPointParameter( point, clampToLine ) {\n\n\t\t\tstartP.subVectors( point, this.start );\n\t\t\tstartEnd.subVectors( this.end, this.start );\n\n\t\t\tvar startEnd2 = startEnd.dot( startEnd );\n\t\t\tvar startEnd_startP = startEnd.dot( startP );\n\n\t\t\tvar t = startEnd_startP / startEnd2;\n\n\t\t\tif ( clampToLine ) {\n\n\t\t\t\tt = _Math.clamp( t, 0, 1 );\n\n\t\t\t}\n\n\t\t\treturn t;\n\n\t\t};\n\n\t}(),\n\n\tclosestPointToPoint: function ( point, clampToLine, optionalTarget ) {\n\n\t\tvar t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tvar result = optionalTarget || new Vector3();\n\n\t\treturn this.delta( result ).multiplyScalar( t ).add( this.start );\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Triangle( a, b, c ) {\n\n\tthis.a = ( a !== undefined ) ? a : new Vector3();\n\tthis.b = ( b !== undefined ) ? b : new Vector3();\n\tthis.c = ( c !== undefined ) ? c : new Vector3();\n\n}\n\nObject.assign( Triangle, {\n\n\tnormal: function () {\n\n\t\tvar v0 = new Vector3();\n\n\t\treturn function normal( a, b, c, optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\tresult.subVectors( c, b );\n\t\t\tv0.subVectors( a, b );\n\t\t\tresult.cross( v0 );\n\n\t\t\tvar resultLengthSq = result.lengthSq();\n\t\t\tif ( resultLengthSq > 0 ) {\n\n\t\t\t\treturn result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );\n\n\t\t\t}\n\n\t\t\treturn result.set( 0, 0, 0 );\n\n\t\t};\n\n\t}(),\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tbarycoordFromPoint: function () {\n\n\t\tvar v0 = new Vector3();\n\t\tvar v1 = new Vector3();\n\t\tvar v2 = new Vector3();\n\n\t\treturn function barycoordFromPoint( point, a, b, c, optionalTarget ) {\n\n\t\t\tv0.subVectors( c, a );\n\t\t\tv1.subVectors( b, a );\n\t\t\tv2.subVectors( point, a );\n\n\t\t\tvar dot00 = v0.dot( v0 );\n\t\t\tvar dot01 = v0.dot( v1 );\n\t\t\tvar dot02 = v0.dot( v2 );\n\t\t\tvar dot11 = v1.dot( v1 );\n\t\t\tvar dot12 = v1.dot( v2 );\n\n\t\t\tvar denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\n\t\t\t// collinear or singular triangle\n\t\t\tif ( denom === 0 ) {\n\n\t\t\t\t// arbitrary location outside of triangle?\n\t\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\t\treturn result.set( - 2, - 1, - 1 );\n\n\t\t\t}\n\n\t\t\tvar invDenom = 1 / denom;\n\t\t\tvar u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\t\tvar v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t\t// barycentric coordinates must always sum to 1\n\t\t\treturn result.set( 1 - u - v, v, u );\n\n\t\t};\n\n\t}(),\n\n\tcontainsPoint: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function containsPoint( point, a, b, c ) {\n\n\t\t\tvar result = Triangle.barycoordFromPoint( point, a, b, c, v1 );\n\n\t\t\treturn ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );\n\n\t\t};\n\n\t}()\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tset: function ( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPointsAndIndices: function ( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t},\n\n\tarea: function () {\n\n\t\tvar v0 = new Vector3();\n\t\tvar v1 = new Vector3();\n\n\t\treturn function area() {\n\n\t\t\tv0.subVectors( this.c, this.b );\n\t\t\tv1.subVectors( this.a, this.b );\n\n\t\t\treturn v0.cross( v1 ).length() * 0.5;\n\n\t\t};\n\n\t}(),\n\n\tmidpoint: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Vector3();\n\t\treturn result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t},\n\n\tnormal: function ( optionalTarget ) {\n\n\t\treturn Triangle.normal( this.a, this.b, this.c, optionalTarget );\n\n\t},\n\n\tplane: function ( optionalTarget ) {\n\n\t\tvar result = optionalTarget || new Plane();\n\n\t\treturn result.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t},\n\n\tbarycoordFromPoint: function ( point, optionalTarget ) {\n\n\t\treturn Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t},\n\n\tclosestPointToPoint: function () {\n\n\t\tvar plane = new Plane();\n\t\tvar edgeList = [ new Line3(), new Line3(), new Line3() ];\n\t\tvar projectedPoint = new Vector3();\n\t\tvar closestPoint = new Vector3();\n\n\t\treturn function closestPointToPoint( point, optionalTarget ) {\n\n\t\t\tvar result = optionalTarget || new Vector3();\n\t\t\tvar minDistance = Infinity;\n\n\t\t\t// project the point onto the plane of the triangle\n\n\t\t\tplane.setFromCoplanarPoints( this.a, this.b, this.c );\n\t\t\tplane.projectPoint( point, projectedPoint );\n\n\t\t\t// check if the projection lies within the triangle\n\n\t\t\tif ( this.containsPoint( projectedPoint ) === true ) {\n\n\t\t\t\t// if so, this is the closest point\n\n\t\t\t\tresult.copy( projectedPoint );\n\n\t\t\t} else {\n\n\t\t\t\t// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices\n\n\t\t\t\tedgeList[ 0 ].set( this.a, this.b );\n\t\t\t\tedgeList[ 1 ].set( this.b, this.c );\n\t\t\t\tedgeList[ 2 ].set( this.c, this.a );\n\n\t\t\t\tfor ( var i = 0; i < edgeList.length; i ++ ) {\n\n\t\t\t\t\tedgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );\n\n\t\t\t\t\tvar distance = projectedPoint.distanceToSquared( closestPoint );\n\n\t\t\t\t\tif ( distance < minDistance ) {\n\n\t\t\t\t\t\tminDistance = distance;\n\n\t\t\t\t\t\tresult.copy( closestPoint );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn result;\n\n\t\t};\n\n\t}(),\n\n\tequals: function ( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author jonobr1 / http://jonobr1.com/\n */\n\nfunction Mesh( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );\n\n\tthis.drawMode = TrianglesDrawMode;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tsetDrawMode: function ( value ) {\n\n\t\tthis.drawMode = value;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.drawMode = source.drawMode;\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tvar geometry = this.geometry;\n\t\tvar m, ml, name;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tvar morphAttributes = geometry.morphAttributes;\n\t\t\tvar keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tvar morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tname = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {\n\n\t\t\t\t\tname = morphTargets[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: ( function () {\n\n\t\tvar inverseMatrix = new Matrix4();\n\t\tvar ray = new Ray();\n\t\tvar sphere = new Sphere();\n\n\t\tvar vA = new Vector3();\n\t\tvar vB = new Vector3();\n\t\tvar vC = new Vector3();\n\n\t\tvar tempA = new Vector3();\n\t\tvar tempB = new Vector3();\n\t\tvar tempC = new Vector3();\n\n\t\tvar uvA = new Vector2();\n\t\tvar uvB = new Vector2();\n\t\tvar uvC = new Vector2();\n\n\t\tvar barycoord = new Vector3();\n\n\t\tvar intersectionPoint = new Vector3();\n\t\tvar intersectionPointWorld = new Vector3();\n\n\t\tfunction uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {\n\n\t\t\tTriangle.barycoordFromPoint( point, p1, p2, p3, barycoord );\n\n\t\t\tuv1.multiplyScalar( barycoord.x );\n\t\t\tuv2.multiplyScalar( barycoord.y );\n\t\t\tuv3.multiplyScalar( barycoord.z );\n\n\t\t\tuv1.add( uv2 ).add( uv3 );\n\n\t\t\treturn uv1.clone();\n\n\t\t}\n\n\t\tfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\t\t\tvar intersect;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t\t\t} else {\n\n\t\t\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t\t\t}\n\n\t\t\tif ( intersect === null ) return null;\n\n\t\t\tintersectionPointWorld.copy( point );\n\t\t\tintersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\t\t\tvar distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );\n\n\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\t\t\treturn {\n\t\t\t\tdistance: distance,\n\t\t\t\tpoint: intersectionPointWorld.clone(),\n\t\t\t\tobject: object\n\t\t\t};\n\n\t\t}\n\n\t\tfunction checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {\n\n\t\t\tvA.fromBufferAttribute( position, a );\n\t\t\tvB.fromBufferAttribute( position, b );\n\t\t\tvC.fromBufferAttribute( position, c );\n\n\t\t\tvar intersection = checkIntersection( object, object.material, raycaster, ray, vA, vB, vC, intersectionPoint );\n\n\t\t\tif ( intersection ) {\n\n\t\t\t\tif ( uv ) {\n\n\t\t\t\t\tuvA.fromBufferAttribute( uv, a );\n\t\t\t\t\tuvB.fromBufferAttribute( uv, b );\n\t\t\t\t\tuvC.fromBufferAttribute( uv, c );\n\n\t\t\t\t\tintersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );\n\n\t\t\t\t}\n\n\t\t\t\tintersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );\n\t\t\t\tintersection.faceIndex = a;\n\n\t\t\t}\n\n\t\t\treturn intersection;\n\n\t\t}\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar material = this.material;\n\t\t\tvar matrixWorld = this.matrixWorld;\n\n\t\t\tif ( material === undefined ) return;\n\n\t\t\t// Checking boundingSphere distance to ray\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\tsphere.copy( geometry.boundingSphere );\n\t\t\tsphere.applyMatrix4( matrixWorld );\n\n\t\t\tif ( raycaster.ray.intersectsSphere( sphere ) === false ) return;\n\n\t\t\t//\n\n\t\t\tinverseMatrix.getInverse( matrixWorld );\n\t\t\tray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );\n\n\t\t\t// Check boundingBox before continuing\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tif ( ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t\t}\n\n\t\t\tvar intersection;\n\n\t\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t\tvar a, b, c;\n\t\t\t\tvar index = geometry.index;\n\t\t\t\tvar position = geometry.attributes.position;\n\t\t\t\tvar uv = geometry.attributes.uv;\n\t\t\t\tvar i, l;\n\n\t\t\t\tif ( index !== null ) {\n\n\t\t\t\t\t// indexed buffer geometry\n\n\t\t\t\t\tfor ( i = 0, l = index.count; i < l; i += 3 ) {\n\n\t\t\t\t\t\ta = index.getX( i );\n\t\t\t\t\t\tb = index.getX( i + 1 );\n\t\t\t\t\t\tc = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\t\tfor ( i = 0, l = position.count; i < l; i += 3 ) {\n\n\t\t\t\t\t\ta = i;\n\t\t\t\t\t\tb = i + 1;\n\t\t\t\t\t\tc = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.index = a; // triangle number in positions buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\t\tvar fvA, fvB, fvC;\n\t\t\t\tvar isMultiMaterial = Array.isArray( material );\n\n\t\t\t\tvar vertices = geometry.vertices;\n\t\t\t\tvar faces = geometry.faces;\n\t\t\t\tvar uvs;\n\n\t\t\t\tvar faceVertexUvs = geometry.faceVertexUvs[ 0 ];\n\t\t\t\tif ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;\n\n\t\t\t\tfor ( var f = 0, fl = faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tvar face = faces[ f ];\n\t\t\t\t\tvar faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;\n\n\t\t\t\t\tif ( faceMaterial === undefined ) continue;\n\n\t\t\t\t\tfvA = vertices[ face.a ];\n\t\t\t\t\tfvB = vertices[ face.b ];\n\t\t\t\t\tfvC = vertices[ face.c ];\n\n\t\t\t\t\tif ( faceMaterial.morphTargets === true ) {\n\n\t\t\t\t\t\tvar morphTargets = geometry.morphTargets;\n\t\t\t\t\t\tvar morphInfluences = this.morphTargetInfluences;\n\n\t\t\t\t\t\tvA.set( 0, 0, 0 );\n\t\t\t\t\t\tvB.set( 0, 0, 0 );\n\t\t\t\t\t\tvC.set( 0, 0, 0 );\n\n\t\t\t\t\t\tfor ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {\n\n\t\t\t\t\t\t\tvar influence = morphInfluences[ t ];\n\n\t\t\t\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t\t\t\tvar targets = morphTargets[ t ].vertices;\n\n\t\t\t\t\t\t\tvA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );\n\t\t\t\t\t\t\tvB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );\n\t\t\t\t\t\t\tvC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tvA.add( fvA );\n\t\t\t\t\t\tvB.add( fvB );\n\t\t\t\t\t\tvC.add( fvC );\n\n\t\t\t\t\t\tfvA = vA;\n\t\t\t\t\t\tfvB = vB;\n\t\t\t\t\t\tfvC = vC;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tintersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tif ( uvs && uvs[ f ] ) {\n\n\t\t\t\t\t\t\tvar uvs_f = uvs[ f ];\n\t\t\t\t\t\t\tuvA.copy( uvs_f[ 0 ] );\n\t\t\t\t\t\t\tuvB.copy( uvs_f[ 1 ] );\n\t\t\t\t\t\t\tuvC.copy( uvs_f[ 2 ] );\n\n\t\t\t\t\t\t\tintersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tintersection.face = face;\n\t\t\t\t\t\tintersection.faceIndex = f;\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}() ),\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {\n\n\tvar clearColor = new Color( 0x000000 );\n\tvar clearAlpha = 0;\n\n\tvar planeCamera, planeMesh;\n\tvar boxMesh;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tvar background = scene.background;\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && background.isCubeTexture ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxBufferGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tuniforms: ShaderLib.cube.uniforms,\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: true,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.removeAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.removeAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\tgeometries.update( boxMesh.geometry );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.tCube.value = background;\n\n\t\t\trenderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeCamera === undefined ) {\n\n\t\t\t\tplaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneBufferGeometry( 2, 2 ),\n\t\t\t\t\tnew MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )\n\t\t\t\t);\n\n\t\t\t\tgeometries.update( planeMesh.geometry );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.map = background;\n\n\t\t\t// TODO Push this to renderList\n\n\t\t\trenderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha !== undefined ? alpha : 1;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program && b.program && a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction WebGLRenderList() {\n\n\tvar renderItems = [];\n\tvar renderItemsIndex = 0;\n\n\tvar opaque = [];\n\tvar transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction push( object, geometry, material, z, group ) {\n\n\t\tvar renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: material.program,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = material.program;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t\trenderItemsIndex ++;\n\n\t}\n\n\tfunction sort() {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );\n\n\t}\n\n\treturn {\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tvar lists = {};\n\n\tfunction get( scene, camera ) {\n\n\t\tvar hash = scene.id + ',' + camera.id;\n\t\tvar list = lists[ hash ];\n\n\t\tif ( list === undefined ) {\n\n\t\t\t// console.log( 'THREE.WebGLRenderLists:', hash );\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists[ hash ] = list;\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = {};\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tvar influencesList = {};\n\tvar morphInfluences = new Float32Array( 8 );\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tvar objectInfluences = object.morphTargetInfluences;\n\n\t\tvar length = objectInfluences.length;\n\n\t\tvar influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\tvar morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tvar morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\t// Remove current morphAttributes\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tif ( influence[ 1 ] !== 0 ) {\n\n\t\t\t\tif ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );\n\t\t\t\tif ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\t// Add morphAttributes\n\n\t\tfor ( var i = 0; i < 8; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tif ( influence ) {\n\n\t\t\t\tvar index = influence[ 0 ];\n\t\t\t\tvar value = influence[ 1 ];\n\n\t\t\t\tif ( value ) {\n\n\t\t\t\t\tif ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\t\t\t\t\tif ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t}\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {\n\n\tvar mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tvar type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfoRender.calls ++;\n\t\tinfoRender.vertices += count;\n\n\t\tif ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;\n\t\telse if ( mode === gl.POINTS ) infoRender.points += count;\n\n\t}\n\n\tfunction renderInstances( geometry, start, count ) {\n\n\t\tvar extension = extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\textension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );\n\n\t\tinfoRender.calls ++;\n\t\tinfoRender.vertices += count * geometry.maxInstancedCount;\n\n\t\tif ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;\n\t\telse if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count;\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLBufferRenderer( gl, extensions, infoRender ) {\n\n\tvar mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfoRender.calls ++;\n\t\tinfoRender.vertices += count;\n\n\t\tif ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;\n\t\telse if ( mode === gl.POINTS ) infoRender.points += count;\n\n\t}\n\n\tfunction renderInstances( geometry, start, count ) {\n\n\t\tvar extension = extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar position = geometry.attributes.position;\n\n\t\tif ( position.isInterleavedBufferAttribute ) {\n\n\t\t\tcount = position.data.count;\n\n\t\t\textension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );\n\n\t\t} else {\n\n\t\t\textension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount );\n\n\t\t}\n\n\t\tinfoRender.calls ++;\n\t\tinfoRender.vertices += count * geometry.maxInstancedCount;\n\n\t\tif ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;\n\t\telse if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count;\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLGeometries( gl, attributes, infoMemory ) {\n\n\tvar geometries = {};\n\tvar wireframeAttributes = {};\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tvar geometry = event.target;\n\t\tvar buffergeometry = geometries[ geometry.id ];\n\n\t\tif ( buffergeometry.index !== null ) {\n\n\t\t\tattributes.remove( buffergeometry.index );\n\n\t\t}\n\n\t\tfor ( var name in buffergeometry.attributes ) {\n\n\t\t\tattributes.remove( buffergeometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\t// TODO Remove duplicate code\n\n\t\tvar attribute = wireframeAttributes[ geometry.id ];\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\tdelete wireframeAttributes[ geometry.id ];\n\n\t\t}\n\n\t\tattribute = wireframeAttributes[ buffergeometry.id ];\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\tdelete wireframeAttributes[ buffergeometry.id ];\n\n\t\t}\n\n\t\t//\n\n\t\tinfoMemory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tvar buffergeometry = geometries[ geometry.id ];\n\n\t\tif ( buffergeometry ) return buffergeometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tbuffergeometry = geometry;\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tif ( geometry._bufferGeometry === undefined ) {\n\n\t\t\t\tgeometry._bufferGeometry = new BufferGeometry().setFromObject( object );\n\n\t\t\t}\n\n\t\t\tbuffergeometry = geometry._bufferGeometry;\n\n\t\t}\n\n\t\tgeometries[ geometry.id ] = buffergeometry;\n\n\t\tinfoMemory.geometries ++;\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tvar index = geometry.index;\n\t\tvar geometryAttributes = geometry.attributes;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\t}\n\n\t\tfor ( var name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tvar morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( var name in morphAttributes ) {\n\n\t\t\tvar array = morphAttributes[ name ];\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], gl.ARRAY_BUFFER );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tvar attribute = wireframeAttributes[ geometry.id ];\n\n\t\tif ( attribute ) return attribute;\n\n\t\tvar indices = [];\n\n\t\tvar geometryIndex = geometry.index;\n\t\tvar geometryAttributes = geometry.attributes;\n\n\t\t// console.time( 'wireframe' );\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tvar array = geometryIndex.array;\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tvar a = array[ i + 0 ];\n\t\t\t\tvar b = array[ i + 1 ];\n\t\t\t\tvar c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar array = geometryAttributes.position.array;\n\n\t\t\tfor ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tvar a = i + 0;\n\t\t\t\tvar b = i + 1;\n\t\t\t\tvar c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// console.timeEnd( 'wireframe' );\n\n\t\tattribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\n\t\tattributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\twireframeAttributes[ geometry.id ] = attribute;\n\n\t\treturn attribute;\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction UniformsCache() {\n\n\tvar lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tvar uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0,\n\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0,\n\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLLights() {\n\n\tvar cache = new UniformsCache();\n\n\tvar state = {\n\n\t\thash: '',\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tdirectional: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\tpoint: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tvar vector3 = new Vector3();\n\tvar matrix4 = new Matrix4();\n\tvar matrix42 = new Matrix4();\n\n\tfunction setup( lights, shadows, camera ) {\n\n\t\tvar r = 0, g = 0, b = 0;\n\n\t\tvar directionalLength = 0;\n\t\tvar pointLength = 0;\n\t\tvar spotLength = 0;\n\t\tvar rectAreaLength = 0;\n\t\tvar hemiLength = 0;\n\n\t\tvar viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( var i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tvar light = lights[ i ];\n\n\t\t\tvar color = light.color;\n\t\t\tvar intensity = light.intensity;\n\t\t\tvar distance = light.distance;\n\n\t\t\tvar shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;\n\n\t\t\t\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity controls irradiance of entire light\n\t\t\t\tuniforms.color\n\t\t\t\t\t.copy( color )\n\t\t\t\t\t.multiplyScalar( intensity / ( light.width * light.height ) );\n\n\t\t\t\t// (b) intensity controls the radiance per light area\n\t\t\t\t// uniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\t// TODO (abelnation): RectAreaLight distance?\n\t\t\t\t// uniforms.distance = distance;\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;\n\n\t\t\t\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tuniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tuniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t}\n\n\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tstate.directional.length = directionalLength;\n\t\tstate.spot.length = spotLength;\n\t\tstate.rectArea.length = rectAreaLength;\n\t\tstate.point.length = pointLength;\n\t\tstate.hemi.length = hemiLength;\n\n\t\t// TODO (sam-g-steel) why aren't we using join\n\t\tstate.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length;\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tstate: state\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLObjects( geometries, infoRender ) {\n\n\tvar updateList = {};\n\n\tfunction update( object ) {\n\n\t\tvar frame = infoRender.frame;\n\n\t\tvar geometry = object.geometry;\n\t\tvar buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateList[ buffergeometry.id ] !== frame ) {\n\n\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\tbuffergeometry.updateFromObject( object );\n\n\t\t\t}\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateList[ buffergeometry.id ] = frame;\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction clear() {\n\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tclear: clear\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction addLineNumbers( string ) {\n\n\tvar lines = string.split( '\\n' );\n\n\tfor ( var i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction WebGLShader( gl, type, string ) {\n\n\tvar shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\tif ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {\n\n\t\tconsole.error( 'THREE.WebGLShader: Shader couldn\\'t compile.' );\n\n\t}\n\n\tif ( gl.getShaderInfoLog( shader ) !== '' ) {\n\n\t\tconsole.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );\n\n\t}\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\treturn shader;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar programIdCount = 0;\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tdefault:\n\t\t\tthrow new Error( 'unsupported encoding: ' + encoding );\n\n\t}\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tvar components = getEncodingComponents( encoding );\n\treturn \"vec4 \" + functionName + \"( vec4 value ) { return \" + components[ 0 ] + \"ToLinear\" + components[ 1 ] + \"; }\";\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tvar components = getEncodingComponents( encoding );\n\treturn \"vec4 \" + functionName + \"( vec4 value ) { return LinearTo\" + components[ 0 ] + components[ 1 ] + \"; }\";\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tvar toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = \"Linear\";\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = \"Reinhard\";\n\t\t\tbreak;\n\n\t\tcase Uncharted2ToneMapping:\n\t\t\ttoneMappingName = \"Uncharted2\";\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = \"OptimizedCineon\";\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tthrow new Error( 'unsupported toneMapping: ' + toneMapping );\n\n\t}\n\n\treturn \"vec3 \" + functionName + \"( vec3 color ) { return \" + toneMappingName + \"ToneMapping( color ); }\";\n\n}\n\nfunction generateExtensions( extensions, parameters, rendererExtensions ) {\n\n\textensions = extensions || {};\n\n\tvar chunks = [\n\t\t( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tvar chunks = [];\n\n\tfor ( var name in defines ) {\n\n\t\tvar value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tvar attributes = {};\n\n\tvar n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );\n\n\tfor ( var i = 0; i < n; i ++ ) {\n\n\t\tvar info = gl.getActiveAttrib( program, i );\n\t\tvar name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );\n\n}\n\nfunction parseIncludes( string ) {\n\n\tvar pattern = /^[ \\t]*#include +<([\\w\\d.]+)>/gm;\n\n\tfunction replace( match, include ) {\n\n\t\tvar replace = ShaderChunk[ include ];\n\n\t\tif ( replace === undefined ) {\n\n\t\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t\t}\n\n\t\treturn parseIncludes( replace );\n\n\t}\n\n\treturn string.replace( pattern, replace );\n\n}\n\nfunction unrollLoops( string ) {\n\n\tvar pattern = /for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\n\n\tfunction replace( match, start, end, snippet ) {\n\n\t\tvar unroll = '';\n\n\t\tfor ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\t\tunroll += snippet.replace( /\\[ i \\]/g, '[ ' + i + ' ]' );\n\n\t\t}\n\n\t\treturn unroll;\n\n\t}\n\n\treturn string.replace( pattern, replace );\n\n}\n\nfunction WebGLProgram( renderer, extensions, code, material, shader, parameters ) {\n\n\tvar gl = renderer.context;\n\n\tvar defines = material.defines;\n\n\tvar vertexShader = shader.vertexShader;\n\tvar fragmentShader = shader.fragmentShader;\n\n\tvar shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t}\n\n\tvar envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\tvar envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\tvar envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( material.envMap.mapping ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t\tcase EquirectangularReflectionMapping:\n\t\t\tcase EquirectangularRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';\n\t\t\t\tbreak;\n\n\t\t\tcase SphericalReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_SPHERE';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tswitch ( material.envMap.mapping ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase EquirectangularRefractionMapping:\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tswitch ( material.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tvar gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\t// console.log( 'building new program ' );\n\n\t//\n\n\tvar customExtensions = generateExtensions( material.extensions, parameters, extensions );\n\n\tvar customDefines = generateDefines( defines );\n\n\t//\n\n\tvar program = gl.createProgram();\n\n\tvar prefixVertex, prefixFragment;\n\n\tif ( material.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\t'precision ' + parameters.precision + ' float;',\n\t\t\t'precision ' + parameters.precision + ' int;',\n\n\t\t\t'#define SHADER_NAME ' + shader.name,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\t'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\tparameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\t'precision ' + parameters.precision + ' float;',\n\t\t\t'precision ' + parameters.precision + ' int;',\n\n\t\t\t'#define SHADER_NAME ' + shader.name,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\t'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,\n\t\t\t'#define UNION_CLIPPING_PLANES ' + ( parameters.numClippingPlanes - parameters.numClipIntersection ),\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? \"#define PREMULTIPLIED_ALPHA\" : '',\n\n\t\t\tparameters.physicallyCorrectLights ? \"#define PHYSICALLY_CORRECT_LIGHTS\" : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\tparameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\tparameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? \"#define TONE_MAPPING\" : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( \"toneMapping\", parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\t( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.outputEncoding ? getTexelEncodingFunction( \"linearToOutputTexel\", parameters.outputEncoding ) : '',\n\n\t\t\tparameters.depthPacking ? \"#define DEPTH_PACKING \" + material.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = parseIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\n\tfragmentShader = parseIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\n\tif ( ! material.isShaderMaterial ) {\n\n\t\tvertexShader = unrollLoops( vertexShader );\n\t\tfragmentShader = unrollLoops( fragmentShader );\n\n\t}\n\n\tvar vertexGlsl = prefixVertex + vertexShader;\n\tvar fragmentGlsl = prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tvar glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );\n\tvar glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( material.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, material.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\tvar programLog = gl.getProgramInfoLog( program );\n\tvar vertexLog = gl.getShaderInfoLog( glVertexShader );\n\tvar fragmentLog = gl.getShaderInfoLog( glFragmentShader );\n\n\tvar runnable = true;\n\tvar haveDiagnostics = true;\n\n\t// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );\n\t// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );\n\n\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\n\n\t\trunnable = false;\n\n\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );\n\n\t} else if ( programLog !== '' ) {\n\n\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\thaveDiagnostics = false;\n\n\t}\n\n\tif ( haveDiagnostics ) {\n\n\t\tthis.diagnostics = {\n\n\t\t\trunnable: runnable,\n\t\t\tmaterial: material,\n\n\t\t\tprogramLog: programLog,\n\n\t\t\tvertexShader: {\n\n\t\t\t\tlog: vertexLog,\n\t\t\t\tprefix: prefixVertex\n\n\t\t\t},\n\n\t\t\tfragmentShader: {\n\n\t\t\t\tlog: fragmentLog,\n\t\t\t\tprefix: prefixFragment\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// clean up\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tvar cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program, renderer );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tvar cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t// DEPRECATED\n\n\tObject.defineProperties( this, {\n\n\t\tuniforms: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );\n\t\t\t\treturn this.getUniforms();\n\n\t\t\t}\n\t\t},\n\n\t\tattributes: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );\n\t\t\t\treturn this.getAttributes();\n\n\t\t\t}\n\t\t}\n\n\t} );\n\n\n\t//\n\n\tthis.id = programIdCount ++;\n\tthis.code = code;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLPrograms( renderer, extensions, capabilities ) {\n\n\tvar programs = [];\n\n\tvar shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'phong',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow'\n\t};\n\n\tvar parameterNames = [\n\t\t\"precision\", \"supportsVertexTextures\", \"map\", \"mapEncoding\", \"envMap\", \"envMapMode\", \"envMapEncoding\",\n\t\t\"lightMap\", \"aoMap\", \"emissiveMap\", \"emissiveMapEncoding\", \"bumpMap\", \"normalMap\", \"displacementMap\", \"specularMap\",\n\t\t\"roughnessMap\", \"metalnessMap\", \"gradientMap\",\n\t\t\"alphaMap\", \"combine\", \"vertexColors\", \"fog\", \"useFog\", \"fogExp\",\n\t\t\"flatShading\", \"sizeAttenuation\", \"logarithmicDepthBuffer\", \"skinning\",\n\t\t\"maxBones\", \"useVertexTexture\", \"morphTargets\", \"morphNormals\",\n\t\t\"maxMorphTargets\", \"maxMorphNormals\", \"premultipliedAlpha\",\n\t\t\"numDirLights\", \"numPointLights\", \"numSpotLights\", \"numHemiLights\", \"numRectAreaLights\",\n\t\t\"shadowMapEnabled\", \"shadowMapType\", \"toneMapping\", 'physicallyCorrectLights',\n\t\t\"alphaTest\", \"doubleSided\", \"flipSided\", \"numClippingPlanes\", \"numClipIntersection\", \"depthPacking\", \"dithering\"\n\t];\n\n\n\tfunction allocateBones( object ) {\n\n\t\tvar skeleton = object.skeleton;\n\t\tvar bones = skeleton.bones;\n\n\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tvar nVertexUniforms = capabilities.maxVertexUniforms;\n\t\t\tvar nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tvar maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map, gammaOverrideLinear ) {\n\n\t\tvar encoding;\n\n\t\tif ( ! map ) {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t} else if ( map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( \"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t}\n\n\t\t// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.\n\t\tif ( encoding === LinearEncoding && gammaOverrideLinear ) {\n\n\t\t\tencoding = GammaEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tthis.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {\n\n\t\tvar shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tvar maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;\n\t\tvar precision = capabilities.precision;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar currentRenderTarget = renderer.getRenderTarget();\n\n\t\tvar parameters = {\n\n\t\t\tshaderID: shaderID,\n\n\t\t\tprecision: precision,\n\t\t\tsupportsVertexTextures: capabilities.vertexTextures,\n\t\t\toutputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),\n\t\t\tenvMap: !! material.envMap,\n\t\t\tenvMapMode: material.envMap && material.envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),\n\t\t\tenvMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexColors: material.vertexColors,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: capabilities.floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumClippingPlanes: nClipPlanes,\n\t\t\tnumClipIntersection: nClipIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: renderer.toneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false\n\n\t\t};\n\n\t\treturn parameters;\n\n\t};\n\n\tthis.getProgramCode = function ( material, parameters ) {\n\n\t\tvar array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( material.fragmentShader );\n\t\t\tarray.push( material.vertexShader );\n\n\t\t}\n\n\t\tif ( material.defines !== undefined ) {\n\n\t\t\tfor ( var name in material.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( material.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( var i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t}\n\n\t\tarray.push( material.onBeforeCompile.toString() );\n\n\t\tarray.push( renderer.gammaOutput );\n\n\t\treturn array.join();\n\n\t};\n\n\tthis.acquireProgram = function ( material, shader, parameters, code ) {\n\n\t\tvar program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( var p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tvar programInfo = programs[ p ];\n\n\t\t\tif ( programInfo.code === code ) {\n\n\t\t\t\tprogram = programInfo;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, extensions, code, material, shader, parameters );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t};\n\n\tthis.releaseProgram = function ( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tvar i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t};\n\n\t// Exposed for resource monitoring & error feedback via renderer.info:\n\tthis.programs = programs;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, infoMemory ) {\n\n\tvar _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof window.WebGL2RenderingContext );\n\n\t//\n\n\tfunction clampToMaxSize( image, maxSize ) {\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\t// Warning: Scaling through the canvas will only work with images that use\n\t\t\t// premultiplied alpha.\n\n\t\t\tvar scale = maxSize / Math.max( image.width, image.height );\n\n\t\t\tvar canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\t\tcanvas.width = Math.floor( image.width * scale );\n\t\t\tcanvas.height = Math.floor( image.height * scale );\n\n\t\t\tvar context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );\n\n\t\t\treturn canvas;\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction makePowerOfTwo( image ) {\n\n\t\tif ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) {\n\n\t\t\tvar canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\t\tcanvas.width = _Math.floorPowerOfTwo( image.width );\n\t\t\tcanvas.height = _Math.floorPowerOfTwo( image.height );\n\n\t\t\tvar context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, canvas.width, canvas.height );\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );\n\n\t\t\treturn canvas;\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {\n\n\t\treturn texture.generateMipmaps && isPowerOfTwo &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {\n\n\t\t\treturn _gl.NEAREST;\n\n\t\t}\n\n\t\treturn _gl.LINEAR;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tvar texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tinfoMemory.textures --;\n\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tvar renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfoMemory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.image && textureProperties.__image__webglTextureCube ) {\n\n\t\t\t// cube texture\n\n\t\t\t_gl.deleteTexture( textureProperties.__image__webglTextureCube );\n\n\t\t} else {\n\n\t\t\t// 2D texture\n\n\t\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\t// remove all webgl properties\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\t\tvar textureProperties = properties.get( renderTarget.texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLRenderTargetCube ) {\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget.texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tvar image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.image.length === 6 ) {\n\n\t\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\t\tif ( ! textureProperties.__image__webglTextureCube ) {\n\n\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\ttextureProperties.__image__webglTextureCube = _gl.createTexture();\n\n\t\t\t\t\tinfoMemory.textures ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );\n\n\t\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\n\t\t\t\tvar isCompressed = ( texture && texture.isCompressedTexture );\n\t\t\t\tvar isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\t\tvar cubeImage = [];\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\t\tcubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tvar image = cubeImage[ 0 ],\n\t\t\t\t\tisPowerOfTwoImage = isPowerOfTwo( image ),\n\t\t\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( ! isCompressed ) {\n\n\t\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvar mipmap, mipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\t\tfor ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tmipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\t\t\tif ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {\n\n\t\t\t\t\t_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t\t}\n\n\t\t\t\ttextureProperties.__version = texture.version;\n\n\t\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t\t} else {\n\n\t\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction setTextureCubeDynamic( texture, slot ) {\n\n\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );\n\n\t}\n\n\tfunction setTextureParameters( textureType, texture, isPowerOfTwoImage ) {\n\n\t\tvar extension;\n\n\t\tif ( isPowerOfTwoImage ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) );\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );\n\n\t\t\t}\n\n\t\t}\n\n\t\textension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension ) {\n\n\t\t\tif ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;\n\t\t\tif ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfoMemory.textures ++;\n\n\t\t}\n\n\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\n\t\tvar image = clampToMaxSize( texture.image, capabilities.maxTextureSize );\n\n\t\tif ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {\n\n\t\t\timage = makePowerOfTwo( image );\n\n\t\t}\n\n\t\tvar isPowerOfTwoImage = isPowerOfTwo( image ),\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type );\n\n\t\tsetTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );\n\n\t\tvar mipmap, mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tvar internalFormat = _gl.DEPTH_COMPONENT;\n\n\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\tif ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );\n\t\t\t\tinternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t} else if ( _isWebGL2 ) {\n\n\t\t\t\t// WebGL 2.0 requires signed internalformat for glTexImage2D\n\t\t\t\tinternalFormat = _gl.DEPTH_COMPONENT16;\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\tif ( texture.format === DepthStencilFormat ) {\n\n\t\t\t\tinternalFormat = _gl.DEPTH_STENCIL;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && isPowerOfTwoImage ) {\n\n\t\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && isPowerOfTwoImage ) {\n\n\t\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tvar glFormat = utils.convert( renderTarget.texture.format );\n\t\tvar glType = utils.convert( renderTarget.texture.type );\n\t\tstate.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget ) {\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else {\n\n\t\t\t// FIXME: We don't support !depth !stencil\n\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tvar isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tvar webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\n\t\tvar isCube = ( renderTarget.isWebGLRenderTargetCube === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\t\tvar textureProperties = properties.get( renderTarget.texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfoMemory.textures ++;\n\n\t\tvar isCube = ( renderTarget.isWebGLRenderTargetCube === true );\n\t\tvar isTargetPowerOfTwo = isPowerOfTwo( renderTarget );\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, null );\n\n\t\t} else {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\t\t\tstate.bindTexture( _gl.TEXTURE_2D, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tvar texture = renderTarget.texture;\n\t\tvar isTargetPowerOfTwo = isPowerOfTwo( renderTarget );\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {\n\n\t\t\tvar target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\n\t\t\tvar webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t_gl.generateMipmap( target );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setTextureCubeDynamic = setTextureCubeDynamic;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\n}\n\n/**\n * @author fordacious / fordacious.github.io\n */\n\nfunction WebGLProperties() {\n\n\tvar properties = {};\n\n\tfunction get( object ) {\n\n\t\tvar uuid = object.uuid;\n\t\tvar map = properties[ uuid ];\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties[ uuid ] = map;\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tdelete properties[ object.uuid ];\n\n\t}\n\n\tfunction clear() {\n\n\t\tproperties = {};\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tclear: clear\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLState( gl, extensions, utils ) {\n\n\tfunction ColorBuffer() {\n\n\t\tvar locked = false;\n\n\t\tvar color = new Vector4();\n\t\tvar currentColorMask = null;\n\t\tvar currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tvar locked = false;\n\n\t\tvar currentDepthMask = null;\n\t\tvar currentDepthFunc = null;\n\t\tvar currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( gl.DEPTH_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.DEPTH_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.NEVER );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.ALWAYS );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.LESS );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.EQUAL );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.GEQUAL );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.GREATER );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.NOTEQUAL );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tvar locked = false;\n\n\t\tvar currentStencilMask = null;\n\t\tvar currentStencilFunc = null;\n\t\tvar currentStencilRef = null;\n\t\tvar currentStencilFuncMask = null;\n\t\tvar currentStencilFail = null;\n\t\tvar currentStencilZFail = null;\n\t\tvar currentStencilZPass = null;\n\t\tvar currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\tenable( gl.STENCIL_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.STENCIL_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef \t!== stencilRef \t||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail\t !== stencilFail \t||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tvar colorBuffer = new ColorBuffer();\n\tvar depthBuffer = new DepthBuffer();\n\tvar stencilBuffer = new StencilBuffer();\n\n\tvar maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tvar newAttributes = new Uint8Array( maxVertexAttributes );\n\tvar enabledAttributes = new Uint8Array( maxVertexAttributes );\n\tvar attributeDivisors = new Uint8Array( maxVertexAttributes );\n\n\tvar capabilities = {};\n\n\tvar compressedTextureFormats = null;\n\n\tvar currentProgram = null;\n\n\tvar currentBlending = null;\n\tvar currentBlendEquation = null;\n\tvar currentBlendSrc = null;\n\tvar currentBlendDst = null;\n\tvar currentBlendEquationAlpha = null;\n\tvar currentBlendSrcAlpha = null;\n\tvar currentBlendDstAlpha = null;\n\tvar currentPremultipledAlpha = false;\n\n\tvar currentFlipSided = null;\n\tvar currentCullFace = null;\n\n\tvar currentLineWidth = null;\n\n\tvar currentPolygonOffsetFactor = null;\n\tvar currentPolygonOffsetUnits = null;\n\n\tvar maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\n\n\tvar version = parseFloat( /^WebGL\\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );\n\tvar lineWidthAvailable = parseFloat( version ) >= 1.0;\n\n\tvar currentTextureSlot = null;\n\tvar currentBoundTextures = {};\n\n\tvar currentScissor = new Vector4();\n\tvar currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tvar data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tvar texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\n\t\tfor ( var i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tvar emptyTextures = {};\n\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\n\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( gl.DEPTH_TEST );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( gl.CULL_FACE );\n\n\tenable( gl.BLEND );\n\tsetBlending( NormalBlending );\n\n\t//\n\n\tfunction initAttributes() {\n\n\t\tfor ( var i = 0, l = newAttributes.length; i < l; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== 0 ) {\n\n\t\t\tvar extension = extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension.vertexAttribDivisorANGLE( attribute, 0 );\n\t\t\tattributeDivisors[ attribute ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tvar extension = extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tfor ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction enable( id ) {\n\n\t\tif ( capabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tcapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( capabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tcapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction getCompressedTextureFormats() {\n\n\t\tif ( compressedTextureFormats === null ) {\n\n\t\t\tcompressedTextureFormats = [];\n\n\t\t\tif ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||\n\t\t\t extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||\n\t\t\t extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {\n\n\t\t\t\tvar formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );\n\n\t\t\t\tfor ( var i = 0; i < formats.length; i ++ ) {\n\n\t\t\t\t\tcompressedTextureFormats.push( formats[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn compressedTextureFormats;\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending !== NoBlending ) {\n\n\t\t\tenable( gl.BLEND );\n\n\t\t} else {\n\n\t\t\tdisable( gl.BLEND );\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\tcase AdditiveBlending:\n\n\t\t\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFunc( gl.SRC_ALPHA, gl.ONE );\n\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase SubtractiveBlending:\n\n\t\t\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );\n\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase MultiplyBlending:\n\n\t\t\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.SRC_COLOR );\n\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tcurrentBlendEquation = null;\n\t\t\tcurrentBlendSrc = null;\n\t\t\tcurrentBlendDst = null;\n\t\t\tcurrentBlendEquationAlpha = null;\n\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t} else {\n\n\t\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\t\tgl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );\n\n\t\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t\t}\n\n\t\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\t\tgl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );\n\n\t\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\t\tcurrentBlendDst = blendDst;\n\t\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t}\n\n\tfunction setMaterial( material ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( gl.CULL_FACE )\n\t\t\t: enable( gl.CULL_FACE );\n\n\t\tsetFlipSided( material.side === BackSide );\n\n\t\tmaterial.transparent === true\n\t\t\t? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )\n\t\t\t: setBlending( NoBlending );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( gl.CW );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( gl.CCW );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( gl.CULL_FACE );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( gl.BACK );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT_AND_BACK );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.CULL_FACE );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( gl.POLYGON_OFFSET_FILL );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.POLYGON_OFFSET_FILL );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( gl.SCISSOR_TEST );\n\n\t\t} else {\n\n\t\t\tdisable( gl.SCISSOR_TEST );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tvar boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\tfor ( var i = 0; i < enabledAttributes.length; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] === 1 ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcapabilities = {};\n\n\t\tcompressedTextureFormats = null;\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlending = null;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tenableAttributeAndDivisor: enableAttributeAndDivisor,\n\t\tdisableUnusedAttributes: disableUnusedAttributes,\n\t\tenable: enable,\n\t\tdisable: disable,\n\t\tgetCompressedTextureFormats: getCompressedTextureFormats,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tvar maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tvar extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\n\t\t\t gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\n\t\t\t gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tvar precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tvar maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tvar logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tvar maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );\n\tvar maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\n\tvar maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\n\tvar maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\n\n\tvar maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tvar maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\n\tvar maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\n\tvar maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\n\n\tvar vertexTextures = maxVertexTextures > 0;\n\tvar floatFragmentTextures = !! extensions.get( 'OES_texture_float' );\n\tvar floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\treturn {\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author greggman / http://games.greggman.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author tschw\n */\n\nfunction PerspectiveCamera( fov, aspect, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov !== undefined ? fov : 50;\n\tthis.zoom = 1;\n\n\tthis.near = near !== undefined ? near : 0.1;\n\tthis.far = far !== undefined ? far : 2000;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect !== undefined ? aspect : 1;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t// see http://www.bobatkins.com/photography/technical/field_of_view.html\n\t\tvar vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tvar vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn _Math.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * var w = 1920;\n\t * var h = 1080;\n\t * var fullWidth = w * 3;\n\t * var fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tvar near = this.near,\n\t\t\ttop = near * Math.tan(\n\t\t\t\t_Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,\n\t\t\theight = 2 * top,\n\t\t\twidth = this.aspect * height,\n\t\t\tleft = - 0.5 * width,\n\t\t\tview = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tvar fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tvar skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ArrayCamera( array ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array || [];\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebVRManager( renderer ) {\n\n\tvar scope = this;\n\n\tvar device = null;\n\tvar frameData = null;\n\n\tif ( typeof window !== 'undefined' && 'VRFrameData' in window ) {\n\n\t\tframeData = new window.VRFrameData();\n\n\t}\n\n\tvar matrixWorldInverse = new Matrix4();\n\n\tvar standingMatrix = new Matrix4();\n\tvar standingMatrixInverse = new Matrix4();\n\n\tvar cameraL = new PerspectiveCamera();\n\tcameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );\n\tcameraL.layers.enable( 1 );\n\n\tvar cameraR = new PerspectiveCamera();\n\tcameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );\n\tcameraR.layers.enable( 2 );\n\n\tvar cameraVR = new ArrayCamera( [ cameraL, cameraR ] );\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\t//\n\n\tvar currentSize, currentPixelRatio;\n\n\tfunction onVRDisplayPresentChange() {\n\n\t\tif ( device !== null && device.isPresenting ) {\n\n\t\t\tvar eyeParameters = device.getEyeParameters( 'left' );\n\t\t\tvar renderWidth = eyeParameters.renderWidth;\n\t\t\tvar renderHeight = eyeParameters.renderHeight;\n\n\t\t\tcurrentPixelRatio = renderer.getPixelRatio();\n\t\t\tcurrentSize = renderer.getSize();\n\n\t\t\trenderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );\n\n\t\t} else if ( scope.enabled ) {\n\n\t\t\trenderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );\n\n\t\t}\n\n\t}\n\n\tif ( typeof window !== 'undefined' ) {\n\n\t\twindow.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );\n\n\t}\n\n\t//\n\n\tthis.enabled = false;\n\tthis.standing = false;\n\n\tthis.getDevice = function () {\n\n\t\treturn device;\n\n\t};\n\n\tthis.setDevice = function ( value ) {\n\n\t\tif ( value !== undefined ) device = value;\n\n\t};\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tif ( device === null ) return camera;\n\n\t\tdevice.depthNear = camera.near;\n\t\tdevice.depthFar = camera.far;\n\n\t\tdevice.getFrameData( frameData );\n\n\t\t//\n\n\t\tvar pose = frameData.pose;\n\n\t\tif ( pose.position !== null ) {\n\n\t\t\tcamera.position.fromArray( pose.position );\n\n\t\t} else {\n\n\t\t\tcamera.position.set( 0, 0, 0 );\n\n\t\t}\n\n\t\tif ( pose.orientation !== null ) {\n\n\t\t\tcamera.quaternion.fromArray( pose.orientation );\n\n\t\t}\n\n\t\tcamera.updateMatrixWorld();\n\n\t\tvar stageParameters = device.stageParameters;\n\n\t\tif ( this.standing && stageParameters ) {\n\n\t\t\tstandingMatrix.fromArray( stageParameters.sittingToStandingTransform );\n\t\t\tstandingMatrixInverse.getInverse( standingMatrix );\n\n\t\t\tcamera.matrixWorld.multiply( standingMatrix );\n\t\t\tcamera.matrixWorldInverse.multiply( standingMatrixInverse );\n\n\t\t}\n\n\t\tif ( device.isPresenting === false ) return camera;\n\n\t\t//\n\n\t\tcameraL.near = camera.near;\n\t\tcameraR.near = camera.near;\n\n\t\tcameraL.far = camera.far;\n\t\tcameraR.far = camera.far;\n\n\t\tcameraVR.matrixWorld.copy( camera.matrixWorld );\n\t\tcameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );\n\n\t\tcameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );\n\t\tcameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );\n\n\t\tif ( this.standing && stageParameters ) {\n\n\t\t\tcameraL.matrixWorldInverse.multiply( standingMatrixInverse );\n\t\t\tcameraR.matrixWorldInverse.multiply( standingMatrixInverse );\n\n\t\t}\n\n\t\tvar parent = camera.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tmatrixWorldInverse.getInverse( parent.matrixWorld );\n\n\t\t\tcameraL.matrixWorldInverse.multiply( matrixWorldInverse );\n\t\t\tcameraR.matrixWorldInverse.multiply( matrixWorldInverse );\n\n\t\t}\n\n\t\t// envMap and Mirror needs camera.matrixWorld\n\n\t\tcameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );\n\t\tcameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );\n\n\t\tcameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );\n\t\tcameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );\n\n\t\t// HACK @mrdoob\n\t\t// https://github.com/w3c/webvr/issues/203\n\n\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t//\n\n\t\tvar layers = device.getLayers();\n\n\t\tif ( layers.length ) {\n\n\t\t\tvar layer = layers[ 0 ];\n\n\t\t\tif ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {\n\n\t\t\t\tcameraL.bounds.fromArray( layer.leftBounds );\n\n\t\t\t}\n\n\t\t\tif ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {\n\n\t\t\t\tcameraR.bounds.fromArray( layer.rightBounds );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\tthis.getStandingMatrix = function () {\n\n\t\treturn standingMatrix;\n\n\t};\n\n\tthis.submitFrame = function () {\n\n\t\tif ( device && device.isPresenting ) device.submitFrame();\n\n\t};\n\n\tthis.dispose = function () {\n\n\t\tif ( typeof window !== 'undefined' ) {\n\n\t\t\twindow.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );\n\n\t\t}\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLExtensions( gl ) {\n\n\tvar extensions = {};\n\n\treturn {\n\n\t\tget: function ( name ) {\n\n\t\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\t\treturn extensions[ name ];\n\n\t\t\t}\n\n\t\t\tvar extension;\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_etc1':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\textension = gl.getExtension( name );\n\n\t\t\t}\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\textensions[ name ] = extension;\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\n/**\n * @author tschw\n */\n\nfunction WebGLClipping() {\n\n\tvar scope = this,\n\n\t\tglobalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false,\n\n\t\tplane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tvar enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4,\n\n\t\t\t\tdstArray = cache.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, fromCache );\n\n\t\t\tfor ( var i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tcache.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tvar nPlanes = planes !== null ? planes.length : 0,\n\t\t\tdstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tvar flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\n/**\n * @author thespite / http://www.twitter.com/thespite\n */\n\nfunction WebGLUtils( gl, extensions ) {\n\n\tfunction convert( p ) {\n\n\t\tvar extension;\n\n\t\tif ( p === RepeatWrapping ) return gl.REPEAT;\n\t\tif ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE;\n\t\tif ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT;\n\n\t\tif ( p === NearestFilter ) return gl.NEAREST;\n\t\tif ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST;\n\t\tif ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR;\n\n\t\tif ( p === LinearFilter ) return gl.LINEAR;\n\t\tif ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST;\n\t\tif ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR;\n\n\t\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\n\t\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\n\t\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\n\t\tif ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5;\n\n\t\tif ( p === ByteType ) return gl.BYTE;\n\t\tif ( p === ShortType ) return gl.SHORT;\n\t\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\n\t\tif ( p === IntType ) return gl.INT;\n\t\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\n\t\tif ( p === FloatType ) return gl.FLOAT;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) return extension.HALF_FLOAT_OES;\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return gl.ALPHA;\n\t\tif ( p === RGBFormat ) return gl.RGB;\n\t\tif ( p === RGBAFormat ) return gl.RGBA;\n\t\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\n\t\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\n\t\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\n\t\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\n\n\t\tif ( p === AddEquation ) return gl.FUNC_ADD;\n\t\tif ( p === SubtractEquation ) return gl.FUNC_SUBTRACT;\n\t\tif ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT;\n\n\t\tif ( p === ZeroFactor ) return gl.ZERO;\n\t\tif ( p === OneFactor ) return gl.ONE;\n\t\tif ( p === SrcColorFactor ) return gl.SRC_COLOR;\n\t\tif ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR;\n\t\tif ( p === SrcAlphaFactor ) return gl.SRC_ALPHA;\n\t\tif ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA;\n\t\tif ( p === DstAlphaFactor ) return gl.DST_ALPHA;\n\t\tif ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA;\n\n\t\tif ( p === DstColorFactor ) return gl.DST_COLOR;\n\t\tif ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR;\n\t\tif ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t}\n\n\t\tif ( p === MinEquation || p === MaxEquation ) {\n\n\t\t\textension = extensions.get( 'EXT_blend_minmax' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === MinEquation ) return extension.MIN_EXT;\n\t\t\t\tif ( p === MaxEquation ) return extension.MAX_EXT;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t}\n\n\t\treturn 0;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n * @author tschw\n */\n\nfunction WebGLRenderer( parameters ) {\n\n\tconsole.log( 'THREE.WebGLRenderer', REVISION );\n\n\tparameters = parameters || {};\n\n\tvar _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;\n\n\tvar lightsArray = [];\n\tvar shadowsArray = [];\n\n\tvar currentRenderList = null;\n\n\tvar spritesArray = [];\n\tvar flaresArray = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\tthis.context = null;\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.gammaInput = false;\n\tthis.gammaOutput = false;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = LinearToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\tthis.toneMappingWhitePoint = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tvar _this = this,\n\n\t\t_isContextLost = false,\n\n\t\t// internal state cache\n\n\t\t_currentRenderTarget = null,\n\t\t_currentFramebuffer = null,\n\t\t_currentMaterialId = - 1,\n\t\t_currentGeometryProgram = '',\n\n\t\t_currentCamera = null,\n\t\t_currentArrayCamera = null,\n\n\t\t_currentViewport = new Vector4(),\n\t\t_currentScissor = new Vector4(),\n\t\t_currentScissorTest = null,\n\n\t\t//\n\n\t\t_usedTextureUnits = 0,\n\n\t\t//\n\n\t\t_width = _canvas.width,\n\t\t_height = _canvas.height,\n\n\t\t_pixelRatio = 1,\n\n\t\t_viewport = new Vector4( 0, 0, _width, _height ),\n\t\t_scissor = new Vector4( 0, 0, _width, _height ),\n\t\t_scissorTest = false,\n\n\t\t// frustum\n\n\t\t_frustum = new Frustum(),\n\n\t\t// clipping\n\n\t\t_clipping = new WebGLClipping(),\n\t\t_clippingEnabled = false,\n\t\t_localClippingEnabled = false,\n\n\t\t// camera matrices cache\n\n\t\t_projScreenMatrix = new Matrix4(),\n\n\t\t_vector3 = new Vector3(),\n\n\t\t// info\n\n\t\t_infoMemory = {\n\t\t\tgeometries: 0,\n\t\t\ttextures: 0\n\t\t},\n\n\t\t_infoRender = {\n\n\t\t\tframe: 0,\n\t\t\tcalls: 0,\n\t\t\tvertices: 0,\n\t\t\tfaces: 0,\n\t\t\tpoints: 0\n\n\t\t};\n\n\tthis.info = {\n\n\t\trender: _infoRender,\n\t\tmemory: _infoMemory,\n\t\tprograms: null\n\n\t};\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tvar _gl;\n\n\ttry {\n\n\t\tvar contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer\n\t\t};\n\n\t\t_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tif ( _canvas.getContext( 'webgl' ) !== null ) {\n\n\t\t\t\tthrow 'Error creating WebGL context with your selected attributes.';\n\n\t\t\t} else {\n\n\t\t\t\tthrow 'Error creating WebGL context.';\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error );\n\n\t}\n\n\tvar extensions, capabilities, state;\n\tvar properties, textures, attributes, geometries, objects, lights;\n\tvar programCache, renderLists;\n\n\tvar background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\tvar flareRenderer, spriteRenderer;\n\n\tvar utils;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\t\textensions.get( 'WEBGL_depth_texture' );\n\t\textensions.get( 'OES_texture_float' );\n\t\textensions.get( 'OES_texture_float_linear' );\n\t\textensions.get( 'OES_texture_half_float' );\n\t\textensions.get( 'OES_texture_half_float_linear' );\n\t\textensions.get( 'OES_standard_derivatives' );\n\t\textensions.get( 'OES_element_index_uint' );\n\t\textensions.get( 'ANGLE_instanced_arrays' );\n\n\t\tutils = new WebGLUtils( _gl, extensions );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\tstate = new WebGLState( _gl, extensions, utils );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );\n\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory );\n\t\tattributes = new WebGLAttributes( _gl );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, _infoMemory );\n\t\tobjects = new WebGLObjects( geometries, _infoRender );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tprogramCache = new WebGLPrograms( _this, extensions, capabilities );\n\t\tlights = new WebGLLights();\n\t\trenderLists = new WebGLRenderLists();\n\n\t\tbackground = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );\n\n\t\tflareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );\n\t\tspriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );\n\n\t\t_this.info.programs = programCache.programs;\n\n\t\t_this.context = _gl;\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\n\t}\n\n\tinitGLContext();\n\n\t// vr\n\n\tvar vr = new WebVRManager( _this );\n\n\tthis.vr = vr;\n\n\t// shadow map\n\n\tvar shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tvar extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tvar extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function () {\n\n\t\treturn {\n\t\t\twidth: _width,\n\t\t\theight: _height\n\t\t};\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tvar device = vr.getDevice();\n\n\t\tif ( device && device.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = width * _pixelRatio;\n\t\t_canvas.height = height * _pixelRatio;\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function () {\n\n\t\treturn {\n\t\t\twidth: _width * _pixelRatio,\n\t\t\theight: _height * _pixelRatio\n\t\t};\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = width * pixelRatio;\n\t\t_canvas.height = height * pixelRatio;\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\t_viewport.set( x, _height - y - height, width, height );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\t_scissor.set( x, _height - y - height, width, height );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function () {\n\n\t\treturn background.getClearColor();\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tvar bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;\n\t\tif ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;\n\t\tif ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\tthis.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\t\tthis.setRenderTarget( renderTarget );\n\t\tthis.clear( color, depth, stencil );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\n\t\tvr.dispose();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tvar material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tvar programInfo = properties.get( material ).program;\n\n\t\tmaterial.program = undefined;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program, material ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program, material );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program, material ) {\n\n\t\tstate.initAttributes();\n\n\t\tvar buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );\n\t\t\t_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );\n\n\t\t\tstate.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );\n\n\t\t\tif ( ! material.isMeshPhongMaterial &&\n\t\t\t\t! material.isMeshStandardMaterial &&\n\t\t\t\t! material.isMeshNormalMaterial &&\n\t\t\t\tmaterial.flatShading === true ) {\n\n\t\t\t\tfor ( var i = 0, l = object.count * 3; i < l; i += 9 ) {\n\n\t\t\t\t\tvar array = object.normalArray;\n\n\t\t\t\t\tvar nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;\n\t\t\t\t\tvar ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;\n\t\t\t\t\tvar nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;\n\n\t\t\t\t\tarray[ i + 0 ] = nx;\n\t\t\t\t\tarray[ i + 1 ] = ny;\n\t\t\t\t\tarray[ i + 2 ] = nz;\n\n\t\t\t\t\tarray[ i + 3 ] = nx;\n\t\t\t\t\tarray[ i + 4 ] = ny;\n\t\t\t\t\tarray[ i + 5 ] = nz;\n\n\t\t\t\t\tarray[ i + 6 ] = nx;\n\t\t\t\t\tarray[ i + 7 ] = ny;\n\t\t\t\t\tarray[ i + 8 ] = nz;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );\n\n\t\t\tstate.enableAttribute( programAttributes.normal );\n\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs && material.map ) {\n\n\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );\n\t\t\t_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );\n\n\t\t\tstate.enableAttribute( programAttributes.uv );\n\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors && material.vertexColors !== NoColors ) {\n\n\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );\n\t\t\t_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );\n\n\t\t\tstate.enableAttribute( programAttributes.color );\n\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );\n\n\t\t}\n\n\t\tstate.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( _gl.TRIANGLES, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {\n\n\t\tstate.setMaterial( material );\n\n\t\tvar program = setProgram( camera, fog, material, object );\n\t\tvar geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );\n\n\t\tvar updateBuffers = false;\n\n\t\tif ( geometryProgram !== _currentGeometryProgram ) {\n\n\t\t\t_currentGeometryProgram = geometryProgram;\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( object.morphTargetInfluences ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\t//\n\n\t\tvar index = geometry.index;\n\t\tvar position = geometry.attributes.position;\n\t\tvar rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tvar attribute;\n\t\tvar renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar dataCount = 0;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdataCount = index.count;\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\tdataCount = position.count;\n\n\t\t}\n\n\t\tvar rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tvar rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tvar groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tvar groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tvar drawStart = Math.max( rangeStart, groupStart );\n\t\tvar drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tvar drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t} else {\n\n\t\t\t\tswitch ( object.drawMode ) {\n\n\t\t\t\t\tcase TrianglesDrawMode:\n\t\t\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase TriangleStripDrawMode:\n\t\t\t\t\t\trenderer.setMode( _gl.TRIANGLE_STRIP );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase TriangleFanDrawMode:\n\t\t\t\t\t\trenderer.setMode( _gl.TRIANGLE_FAN );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tvar lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( _gl.LINE_LOOP );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( _gl.LINE_STRIP );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( _gl.POINTS );\n\n\t\t}\n\n\t\tif ( geometry && geometry.isInstancedBufferGeometry ) {\n\n\t\t\tif ( geometry.maxInstancedCount > 0 ) {\n\n\t\t\t\trenderer.renderInstances( geometry, drawStart, drawCount );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\tfunction setupVertexAttributes( material, program, geometry, startIndex ) {\n\n\t\tif ( geometry && geometry.isInstancedBufferGeometry ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( startIndex === undefined ) startIndex = 0;\n\n\t\tstate.initAttributes();\n\n\t\tvar geometryAttributes = geometry.attributes;\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tvar materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( var name in programAttributes ) {\n\n\t\t\tvar programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tvar geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tvar normalized = geometryAttribute.normalized;\n\t\t\t\t\tvar size = geometryAttribute.itemSize;\n\n\t\t\t\t\tvar attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tvar buffer = attribute.buffer;\n\t\t\t\t\tvar type = attribute.type;\n\t\t\t\t\tvar bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tvar data = geometryAttribute.data;\n\t\t\t\t\t\tvar stride = data.stride;\n\t\t\t\t\t\tvar offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry.maxInstancedCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry.maxInstancedCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.enableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );\n\t\t\t\t\t\t_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry.maxInstancedCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.enableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );\n\t\t\t\t\t\t_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tvar value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.disableUnusedAttributes();\n\n\t}\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tif ( object.isLight ) {\n\n\t\t\t\tlightsArray.push( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tshadowsArray.push( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tlights.setup( lightsArray, shadowsArray, camera );\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tif ( object.material ) {\n\n\t\t\t\tif ( Array.isArray( object.material ) ) {\n\n\t\t\t\t\tfor ( var i = 0; i < object.material.length; i ++ ) {\n\n\t\t\t\t\t\tinitMaterial( object.material[ i ], scene.fog, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tinitMaterial( object.material, scene.fog, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tvar isAnimating = false;\n\tvar onAnimationFrame = null;\n\n\tfunction start() {\n\n\t\tif ( isAnimating ) return;\n\n\t\tvar device = vr.getDevice();\n\t\t\n\t\tif ( device && device.isPresenting ) {\n\n\t\t\tdevice.requestAnimationFrame( loop );\n\n\t\t} else {\n\n\t\t\twindow.requestAnimationFrame( loop );\n\n\t\t}\n\n\t\tisAnimating = true;\n\n\t}\n\n\tfunction loop( time ) {\n\n\t\tif ( onAnimationFrame !== null ) onAnimationFrame( time );\n\n\t\tvar device = vr.getDevice();\n\t\t\n\t\tif ( device && device.isPresenting ) {\n\n\t\t\tdevice.requestAnimationFrame( loop );\n\n\t\t} else {\n\n\t\t\twindow.requestAnimationFrame( loop );\n\n\t\t}\n\n\t}\n\n\tthis.animate = function ( callback ) {\n\n\t\tonAnimationFrame = callback;\n\t\tstart();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera, renderTarget, forceClear ) {\n\n\t\tif ( ! ( camera && camera.isCamera ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost ) return;\n\n\t\t// reset caching for this frame\n\n\t\t_currentGeometryProgram = '';\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( vr.enabled ) {\n\n\t\t\tcamera = vr.getCamera( camera );\n\n\t\t}\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromMatrix( _projScreenMatrix );\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t\tspritesArray.length = 0;\n\t\tflaresArray.length = 0;\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, camera );\n\t\tcurrentRenderList.init();\n\n\t\tprojectObject( scene, camera, _this.sortObjects );\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort();\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled ) _clipping.beginShadows();\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tlights.setup( lightsArray, shadowsArray, camera );\n\n\t\tif ( _clippingEnabled ) _clipping.endShadows();\n\n\t\t//\n\n\t\t_infoRender.frame ++;\n\t\t_infoRender.calls = 0;\n\t\t_infoRender.vertices = 0;\n\t\t_infoRender.faces = 0;\n\t\t_infoRender.points = 0;\n\n\t\tif ( renderTarget === undefined ) {\n\n\t\t\trenderTarget = null;\n\n\t\t}\n\n\t\tthis.setRenderTarget( renderTarget );\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tvar opaqueObjects = currentRenderList.opaque;\n\t\tvar transparentObjects = currentRenderList.transparent;\n\n\t\tif ( scene.overrideMaterial ) {\n\n\t\t\tvar overrideMaterial = scene.overrideMaterial;\n\n\t\t\tif ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );\n\t\t\tif ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );\n\n\t\t} else {\n\n\t\t\t// opaque pass (front-to-back order)\n\n\t\t\tif ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );\n\n\t\t\t// transparent pass (back-to-front order)\n\n\t\t\tif ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );\n\n\t\t}\n\n\t\t// custom renderers\n\n\t\tspriteRenderer.render( spritesArray, scene, camera );\n\t\tflareRenderer.render( flaresArray, scene, camera, _currentViewport );\n\n\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\tif ( renderTarget ) {\n\n\t\t\ttextures.updateRenderTargetMipmap( renderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\tif ( vr.enabled ) {\n\n\t\t\tvr.submitFrame();\n\n\t\t}\n\n\t\t// _gl.finish();\n\n\t};\n\n\t/*\n\t// TODO Duplicated code (Frustum)\n\n\tvar _sphere = new Sphere();\n\n\tfunction isObjectViewable( object ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null )\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere ).\n\t\tapplyMatrix4( object.matrixWorld );\n\n\t\treturn isSphereViewable( _sphere );\n\n\t}\n\n\tfunction isSpriteViewable( sprite ) {\n\n\t\t_sphere.center.set( 0, 0, 0 );\n\t\t_sphere.radius = 0.7071067811865476;\n\t\t_sphere.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn isSphereViewable( _sphere );\n\n\t}\n\n\tfunction isSphereViewable( sphere ) {\n\n\t\tif ( ! _frustum.intersectsSphere( sphere ) ) return false;\n\n\t\tvar numPlanes = _clipping.numPlanes;\n\n\t\tif ( numPlanes === 0 ) return true;\n\n\t\tvar planes = _this.clippingPlanes,\n\n\t\t\tcenter = sphere.center,\n\t\t\tnegRad = - sphere.radius,\n\t\t\ti = 0;\n\n\t\tdo {\n\n\t\t\t// out when deeper than radius in the negative halfspace\n\t\t\tif ( planes[ i ].distanceToPoint( center ) < negRad ) return false;\n\n\t\t} while ( ++ i !== numPlanes );\n\n\t\treturn true;\n\n\t}\n\t*/\n\n\tfunction projectObject( object, camera, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tvar visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isLight ) {\n\n\t\t\t\tlightsArray.push( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tshadowsArray.push( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tspritesArray.push( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isLensFlare ) {\n\n\t\t\t\tflaresArray.push( object );\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\tobject.skeleton.update();\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar geometry = objects.update( object );\n\t\t\t\t\tvar material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tvar groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( var i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tvar group = groups[ i ];\n\t\t\t\t\t\t\tvar groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera, overrideMaterial ) {\n\n\t\tfor ( var i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tvar renderItem = renderList[ i ];\n\n\t\t\tvar object = renderItem.object;\n\t\t\tvar geometry = renderItem.geometry;\n\t\t\tvar material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;\n\t\t\tvar group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\t_currentArrayCamera = camera;\n\n\t\t\t\tvar cameras = camera.cameras;\n\n\t\t\t\tfor ( var j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tvar bounds = camera2.bounds;\n\n\t\t\t\t\t\tvar x = bounds.x * _width;\n\t\t\t\t\t\tvar y = bounds.y * _height;\n\t\t\t\t\t\tvar width = bounds.z * _width;\n\t\t\t\t\t\tvar height = bounds.w * _height;\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_currentArrayCamera = null;\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tvar program = setProgram( camera, scene.fog, material, object );\n\n\t\t\t_currentGeometryProgram = '';\n\n\t\t\trenderObjectImmediate( object, program, material );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction initMaterial( material, fog, object ) {\n\n\t\tvar materialProperties = properties.get( material );\n\n\t\tvar parameters = programCache.getParameters(\n\t\t\tmaterial, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );\n\n\t\tvar code = programCache.getProgramCode( material, parameters );\n\n\t\tvar program = materialProperties.program;\n\t\tvar programChange = true;\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.code !== code ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tif ( parameters.shaderID ) {\n\n\t\t\t\tvar shader = ShaderLib[ parameters.shaderID ];\n\n\t\t\t\tmaterialProperties.shader = {\n\t\t\t\t\tname: material.type,\n\t\t\t\t\tuniforms: UniformsUtils.clone( shader.uniforms ),\n\t\t\t\t\tvertexShader: shader.vertexShader,\n\t\t\t\t\tfragmentShader: shader.fragmentShader\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tmaterialProperties.shader = {\n\t\t\t\t\tname: material.type,\n\t\t\t\t\tuniforms: material.uniforms,\n\t\t\t\t\tvertexShader: material.vertexShader,\n\t\t\t\t\tfragmentShader: material.fragmentShader\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tmaterial.onBeforeCompile( materialProperties.shader );\n\n\t\t\tprogram = programCache.acquireProgram( material, materialProperties.shader, parameters, code );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterial.program = program;\n\n\t\t}\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tif ( material.morphTargets ) {\n\n\t\t\tmaterial.numSupportedMorphTargets = 0;\n\n\t\t\tfor ( var i = 0; i < _this.maxMorphTargets; i ++ ) {\n\n\t\t\t\tif ( programAttributes[ 'morphTarget' + i ] >= 0 ) {\n\n\t\t\t\t\tmaterial.numSupportedMorphTargets ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.morphNormals ) {\n\n\t\t\tmaterial.numSupportedMorphNormals = 0;\n\n\t\t\tfor ( var i = 0; i < _this.maxMorphNormals; i ++ ) {\n\n\t\t\t\tif ( programAttributes[ 'morphNormal' + i ] >= 0 ) {\n\n\t\t\t\t\tmaterial.numSupportedMorphNormals ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar uniforms = materialProperties.shader.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = _clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = _clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = _clipping.uniform;\n\n\t\t}\n\n\t\tmaterialProperties.fog = fog;\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.lightsHash = lights.state.hash;\n\n\t\tif ( material.lights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tvar progUniforms = materialProperties.program.getUniforms(),\n\t\t\tuniformsList =\n\t\t\t\tWebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, fog, material, object ) {\n\n\t\t_usedTextureUnits = 0;\n\n\t\tvar materialProperties = properties.get( material );\n\n\t\tif ( _clippingEnabled ) {\n\n\t\t\tif ( _localClippingEnabled || camera !== _currentCamera ) {\n\n\t\t\t\tvar useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\t_clipping.setState(\n\t\t\t\t\tmaterial.clippingPlanes, material.clipIntersection, material.clipShadows,\n\t\t\t\t\tcamera, materialProperties, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.needsUpdate === false ) {\n\n\t\t\tif ( materialProperties.program === undefined ) {\n\n\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {\n\n\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== _clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== _clipping.numIntersection ) ) {\n\n\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.needsUpdate ) {\n\n\t\t\tinitMaterial( material, fog, object );\n\t\t\tmaterial.needsUpdate = false;\n\n\t\t}\n\n\t\tvar refreshProgram = false;\n\t\tvar refreshMaterial = false;\n\t\tvar refreshLights = false;\n\n\t\tvar program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.shader.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || camera !== _currentCamera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\t// Avoid unneeded uniform updates per ArrayCamera's sub-camera\n\n\t\t\tif ( _currentCamera !== ( _currentArrayCamera || camera ) ) {\n\n\t\t\t\t_currentCamera = ( _currentArrayCamera || camera );\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tvar uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// not sure why, but otherwise weird things happen\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tvar skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tvar bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === undefined ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tvar size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = _Math.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tvar boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tvar boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );\n\n\t\t\tif ( material.lights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\trefreshUniformsFog( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsLambert( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\n\t\t\t\tif ( material.isMeshToonMaterial ) {\n\n\t\t\t\t\trefreshUniformsToon( m_uniforms, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trefreshUniformsPhong( m_uniforms, material );\n\n\t\t\t\t}\n\n\t\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\n\t\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\t\trefreshUniformsPhysical( m_uniforms, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trefreshUniformsStandard( m_uniforms, material );\n\n\t\t\t\t}\n\n\t\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsDepth( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsDistance( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsNormal( m_uniforms, material );\n\n\t\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\t\trefreshUniformsLine( m_uniforms, material );\n\n\t\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\t\trefreshUniformsDash( m_uniforms, material );\n\n\t\t\t\t}\n\n\t\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\t\trefreshUniformsPoints( m_uniforms, material );\n\n\t\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\t\tm_uniforms.color.value = material.color;\n\t\t\t\tm_uniforms.opacity.value = material.opacity;\n\n\t\t\t}\n\n\t\t\t// RectAreaLight Texture\n\t\t\t// TODO (mrdoob): Find a nicer implementation\n\n\t\t\tif ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE;\n\t\t\tif ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE;\n\n\t\t\tWebGLUniforms.upload(\n\t\t\t\t_gl, materialProperties.uniformsList, m_uniforms, _this );\n\n\t\t}\n\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// Uniforms (refresh uniforms objects)\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value = material.color;\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tif ( material.envMap ) {\n\n\t\t\tuniforms.envMap.value = material.envMap;\n\n\t\t\t// don't flip CubeTexture envMaps, flip everything else:\n\t\t\t// WebGLRenderTargetCube will be flipped for backwards compatibility\n\t\t\t// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture\n\t\t\t// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future\n\t\t\tuniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. normal map\n\t\t// 4. bump map\n\t\t// 5. alpha map\n\t\t// 6. emissive map\n\n\t\tvar uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tvar offset = uvScaleMap.offset;\n\t\t\t\tvar repeat = uvScaleMap.repeat;\n\t\t\t\tvar rotation = uvScaleMap.rotation;\n\t\t\t\tvar center = uvScaleMap.center;\n\n\t\t\t\tuvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value = material.color;\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material ) {\n\n\t\tuniforms.diffuse.value = material.color;\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * _pixelRatio;\n\t\tuniforms.scale.value = _height * 0.5;\n\n\t\tuniforms.map.value = material.map;\n\n\t\tif ( material.map !== null ) {\n\n\t\t\tif ( material.map.matrixAutoUpdate === true ) {\n\n\t\t\t\tvar offset = material.map.offset;\n\t\t\t\tvar repeat = material.map.repeat;\n\t\t\t\tvar rotation = material.map.rotation;\n\t\t\t\tvar center = material.map.center;\n\n\t\t\t\tmaterial.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( material.map.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsFog( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value = fog.color;\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value = material.specular;\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\trefreshUniformsPhong( uniforms, material );\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\tuniforms.clearCoat.value = material.clearCoat;\n\t\tuniforms.clearCoatRoughness.value = material.clearCoatRoughness;\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\t// GL state setting\n\n\tthis.setFaceCulling = function ( cullFace, frontFaceDirection ) {\n\n\t\tstate.setCullFace( cullFace );\n\t\tstate.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );\n\n\t};\n\n\t// Textures\n\n\tfunction allocTextureUnit() {\n\n\t\tvar textureUnit = _usedTextureUnits;\n\n\t\tif ( textureUnit >= capabilities.maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );\n\n\t\t}\n\n\t\t_usedTextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tthis.allocTextureUnit = allocTextureUnit;\n\n\t// this.setTexture2D = setTexture2D;\n\tthis.setTexture2D = ( function () {\n\n\t\tvar warned = false;\n\n\t\t// backwards compatibility: peel texture.texture\n\t\treturn function setTexture2D( texture, slot ) {\n\n\t\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\t\tif ( ! warned ) {\n\n\t\t\t\t\tconsole.warn( \"THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\t\t\twarned = true;\n\n\t\t\t\t}\n\n\t\t\t\ttexture = texture.texture;\n\n\t\t\t}\n\n\t\t\ttextures.setTexture2D( texture, slot );\n\n\t\t};\n\n\t}() );\n\n\tthis.setTexture = ( function () {\n\n\t\tvar warned = false;\n\n\t\treturn function setTexture( texture, slot ) {\n\n\t\t\tif ( ! warned ) {\n\n\t\t\t\tconsole.warn( \"THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead.\" );\n\t\t\t\twarned = true;\n\n\t\t\t}\n\n\t\t\ttextures.setTexture2D( texture, slot );\n\n\t\t};\n\n\t}() );\n\n\tthis.setTextureCube = ( function () {\n\n\t\tvar warned = false;\n\n\t\treturn function setTextureCube( texture, slot ) {\n\n\t\t\t// backwards compatibility: peel texture.texture\n\t\t\tif ( texture && texture.isWebGLRenderTargetCube ) {\n\n\t\t\t\tif ( ! warned ) {\n\n\t\t\t\t\tconsole.warn( \"THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead.\" );\n\t\t\t\t\twarned = true;\n\n\t\t\t\t}\n\n\t\t\t\ttexture = texture.texture;\n\n\t\t\t}\n\n\t\t\t// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture\n\t\t\t// TODO: unify these code paths\n\t\t\tif ( ( texture && texture.isCubeTexture ) ||\n\t\t\t\t( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {\n\n\t\t\t\t// CompressedTexture can have Array in image :/\n\n\t\t\t\t// this function alone should take care of cube textures\n\t\t\t\ttextures.setTextureCube( texture, slot );\n\n\t\t\t} else {\n\n\t\t\t\t// assumed: texture property of THREE.WebGLRenderTargetCube\n\n\t\t\t\ttextures.setTextureCubeDynamic( texture, slot );\n\n\t\t\t}\n\n\t\t};\n\n\t}() );\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tvar framebuffer = null;\n\t\tvar isCube = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tvar __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLRenderTargetCube ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tvar textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( framebuffer ) {\n\n\t\t\tvar restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tvar texture = renderTarget.texture;\n\t\t\t\tvar textureFormat = texture.format;\n\t\t\t\tvar textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction FogExp2( color, density ) {\n\n\tthis.name = '';\n\n\tthis.color = new Color( color );\n\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nFogExp2.prototype.clone = function () {\n\n\treturn new FogExp2( this.color.getHex(), this.density );\n\n};\n\nFogExp2.prototype.toJSON = function ( /* meta */ ) {\n\n\treturn {\n\t\ttype: 'FogExp2',\n\t\tcolor: this.color.getHex(),\n\t\tdensity: this.density\n\t};\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Fog( color, near, far ) {\n\n\tthis.name = '';\n\n\tthis.color = new Color( color );\n\n\tthis.near = ( near !== undefined ) ? near : 1;\n\tthis.far = ( far !== undefined ) ? far : 1000;\n\n}\n\nFog.prototype.isFog = true;\n\nFog.prototype.clone = function () {\n\n\treturn new Fog( this.color.getHex(), this.near, this.far );\n\n};\n\nFog.prototype.toJSON = function ( /* meta */ ) {\n\n\treturn {\n\t\ttype: 'Fog',\n\t\tcolor: this.color.getHex(),\n\t\tnear: this.near,\n\t\tfar: this.far\n\t};\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Scene() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Scene';\n\n\tthis.background = null;\n\tthis.fog = null;\n\tthis.overrideMaterial = null;\n\n\tthis.autoUpdate = true; // checked by the renderer\n\n}\n\nScene.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Scene,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction LensFlare( texture, size, distance, blending, color ) {\n\n\tObject3D.call( this );\n\n\tthis.lensFlares = [];\n\n\tthis.positionScreen = new Vector3();\n\tthis.customUpdateCallback = undefined;\n\n\tif ( texture !== undefined ) {\n\n\t\tthis.add( texture, size, distance, blending, color );\n\n\t}\n\n}\n\nLensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LensFlare,\n\n\tisLensFlare: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.positionScreen.copy( source.positionScreen );\n\t\tthis.customUpdateCallback = source.customUpdateCallback;\n\n\t\tfor ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {\n\n\t\t\tthis.lensFlares.push( source.lensFlares[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( texture, size, distance, blending, color, opacity ) {\n\n\t\tif ( size === undefined ) size = - 1;\n\t\tif ( distance === undefined ) distance = 0;\n\t\tif ( opacity === undefined ) opacity = 1;\n\t\tif ( color === undefined ) color = new Color( 0xffffff );\n\t\tif ( blending === undefined ) blending = NormalBlending;\n\n\t\tdistance = Math.min( distance, Math.max( 0, distance ) );\n\n\t\tthis.lensFlares.push( {\n\t\t\ttexture: texture,\t// THREE.Texture\n\t\t\tsize: size, \t\t// size in pixels (-1 = use texture.width)\n\t\t\tdistance: distance, \t// distance (0-1) from light source (0=at light source)\n\t\t\tx: 0, y: 0, z: 0,\t// screen position (-1 => 1) z = 0 is in front z = 1 is back\n\t\t\tscale: 1, \t\t// scale\n\t\t\trotation: 0, \t\t// rotation\n\t\t\topacity: opacity,\t// opacity\n\t\t\tcolor: color,\t\t// color\n\t\t\tblending: blending\t// blending\n\t\t} );\n\n\t},\n\n\t/*\n\t * Update lens flares update positions on all flares based on the screen position\n\t * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.\n\t */\n\n\tupdateLensFlares: function () {\n\n\t\tvar f, fl = this.lensFlares.length;\n\t\tvar flare;\n\t\tvar vecX = - this.positionScreen.x * 2;\n\t\tvar vecY = - this.positionScreen.y * 2;\n\n\t\tfor ( f = 0; f < fl; f ++ ) {\n\n\t\t\tflare = this.lensFlares[ f ];\n\n\t\t\tflare.x = this.positionScreen.x + vecX * flare.distance;\n\t\t\tflare.y = this.positionScreen.y + vecY * flare.distance;\n\n\t\t\tflare.wantedRotation = flare.x * Math.PI * 0.25;\n\t\t\tflare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n *\tuvOffset: new THREE.Vector2(),\n *\tuvScale: new THREE.Vector2()\n * }\n */\n\nfunction SpriteMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'SpriteMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\tthis.map = null;\n\n\tthis.rotation = 0;\n\n\tthis.fog = false;\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nSpriteMaterial.prototype = Object.create( Material.prototype );\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.map = source.map;\n\n\tthis.rotation = source.rotation;\n\n\treturn this;\n\n};\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Sprite( material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Sprite';\n\n\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n}\n\nSprite.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Sprite,\n\n\tisSprite: true,\n\n\traycast: ( function () {\n\n\t\tvar intersectPoint = new Vector3();\n\t\tvar worldPosition = new Vector3();\n\t\tvar worldScale = new Vector3();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tworldPosition.setFromMatrixPosition( this.matrixWorld );\n\t\t\traycaster.ray.closestPointToPoint( worldPosition, intersectPoint );\n\n\t\t\tworldScale.setFromMatrixScale( this.matrixWorld );\n\t\t\tvar guessSizeSq = worldScale.x * worldScale.y / 4;\n\n\t\t\tif ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;\n\n\t\t\tvar distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\t\tintersects.push( {\n\n\t\t\t\tdistance: distance,\n\t\t\t\tpoint: intersectPoint.clone(),\n\t\t\t\tface: null,\n\t\t\t\tobject: this\n\n\t\t\t} );\n\n\t\t};\n\n\t}() ),\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LOD() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'LOD';\n\n\tObject.defineProperties( this, {\n\t\tlevels: {\n\t\t\tenumerable: true,\n\t\t\tvalue: []\n\t\t}\n\t} );\n\n}\n\nLOD.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LOD,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source, false );\n\n\t\tvar levels = source.levels;\n\n\t\tfor ( var i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tvar level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\taddLevel: function ( object, distance ) {\n\n\t\tif ( distance === undefined ) distance = 0;\n\n\t\tdistance = Math.abs( distance );\n\n\t\tvar levels = this.levels;\n\n\t\tfor ( var l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t},\n\n\tgetObjectForDistance: function ( distance ) {\n\n\t\tvar levels = this.levels;\n\n\t\tfor ( var i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn levels[ i - 1 ].object;\n\n\t},\n\n\traycast: ( function () {\n\n\t\tvar matrixPosition = new Vector3();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tmatrixPosition.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tvar distance = raycaster.ray.origin.distanceTo( matrixPosition );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t};\n\n\t}() ),\n\n\tupdate: function () {\n\n\t\tvar v1 = new Vector3();\n\t\tvar v2 = new Vector3();\n\n\t\treturn function update( camera ) {\n\n\t\t\tvar levels = this.levels;\n\n\t\t\tif ( levels.length > 1 ) {\n\n\t\t\t\tv1.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t\tv2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\t\tvar distance = v1.distanceTo( v2 );\n\n\t\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\t\tfor ( var i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.levels = [];\n\n\t\tvar levels = this.levels;\n\n\t\tfor ( var i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tvar level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author michael guerrero / http://realitymeltdown.com\n * @author ikerr / http://verold.com\n */\n\nfunction Skeleton( bones, boneInverses ) {\n\n\t// copy the bone array\n\n\tbones = bones || [];\n\n\tthis.bones = bones.slice( 0 );\n\tthis.boneMatrices = new Float32Array( this.bones.length * 16 );\n\n\t// use the supplied bone inverses or calculate the inverses\n\n\tif ( boneInverses === undefined ) {\n\n\t\tthis.calculateInverses();\n\n\t} else {\n\n\t\tif ( this.bones.length === boneInverses.length ) {\n\n\t\t\tthis.boneInverses = boneInverses.slice( 0 );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Skeleton boneInverses is the wrong length.' );\n\n\t\t\tthis.boneInverses = [];\n\n\t\t\tfor ( var i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Skeleton.prototype, {\n\n\tcalculateInverses: function () {\n\n\t\tthis.boneInverses = [];\n\n\t\tfor ( var i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tvar inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.getInverse( this.bones[ i ].matrixWorld );\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t},\n\n\tpose: function () {\n\n\t\tvar bone, i, il;\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tbone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.getInverse( this.boneInverses[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tbone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.getInverse( bone.parent.matrixWorld );\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdate: ( function () {\n\n\t\tvar offsetMatrix = new Matrix4();\n\t\tvar identityMatrix = new Matrix4();\n\n\t\treturn function update() {\n\n\t\t\tvar bones = this.bones;\n\t\t\tvar boneInverses = this.boneInverses;\n\t\t\tvar boneMatrices = this.boneMatrices;\n\t\t\tvar boneTexture = this.boneTexture;\n\n\t\t\t// flatten bone matrices to array\n\n\t\t\tfor ( var i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t\t// compute the offset between the current and the original transform\n\n\t\t\t\tvar matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;\n\n\t\t\t\toffsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t\toffsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t\t}\n\n\t\t\tif ( boneTexture !== undefined ) {\n\n\t\t\t\tboneTexture.needsUpdate = true;\n\n\t\t\t}\n\n\t\t};\n\n\t} )(),\n\n\tclone: function () {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n\tvar bones = this.initBones();\n\tvar skeleton = new Skeleton( bones );\n\n\tthis.bind( skeleton, this.matrixWorld );\n\n\tthis.normalizeSkinWeights();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tinitBones: function () {\n\n\t\tvar bones = [], bone, gbone;\n\t\tvar i, il;\n\n\t\tif ( this.geometry && this.geometry.bones !== undefined ) {\n\n\t\t\t// first, create array of 'Bone' objects from geometry data\n\n\t\t\tfor ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {\n\n\t\t\t\tgbone = this.geometry.bones[ i ];\n\n\t\t\t\t// create new 'Bone' object\n\n\t\t\t\tbone = new Bone();\n\t\t\t\tbones.push( bone );\n\n\t\t\t\t// apply values\n\n\t\t\t\tbone.name = gbone.name;\n\t\t\t\tbone.position.fromArray( gbone.pos );\n\t\t\t\tbone.quaternion.fromArray( gbone.rotq );\n\t\t\t\tif ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );\n\n\t\t\t}\n\n\t\t\t// second, create bone hierarchy\n\n\t\t\tfor ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {\n\n\t\t\t\tgbone = this.geometry.bones[ i ];\n\n\t\t\t\tif ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {\n\n\t\t\t\t\t// subsequent bones in the hierarchy\n\n\t\t\t\t\tbones[ gbone.parent ].add( bones[ i ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// topmost bone, immediate child of the skinned mesh\n\n\t\t\t\t\tthis.add( bones[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// now the bones are part of the scene graph and children of the skinned mesh.\n\t\t// let's update the corresponding matrices\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\treturn bones;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.getInverse( bindMatrix );\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tvar scale, i;\n\n\t\tif ( this.geometry && this.geometry.isGeometry ) {\n\n\t\t\tfor ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {\n\n\t\t\t\tvar sw = this.geometry.skinWeights[ i ];\n\n\t\t\t\tscale = 1.0 / sw.manhattanLength();\n\n\t\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\t\tsw.multiplyScalar( scale );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsw.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( this.geometry && this.geometry.isBufferGeometry ) {\n\n\t\t\tvar vec = new Vector4();\n\n\t\t\tvar skinWeight = this.geometry.attributes.skinWeight;\n\n\t\t\tfor ( i = 0; i < skinWeight.count; i ++ ) {\n\n\t\t\t\tvec.x = skinWeight.getX( i );\n\t\t\t\tvec.y = skinWeight.getY( i );\n\t\t\t\tvec.z = skinWeight.getZ( i );\n\t\t\t\tvec.w = skinWeight.getW( i );\n\n\t\t\t\tscale = 1.0 / vec.manhattanLength();\n\n\t\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\t\tvec.multiplyScalar( scale );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tvec.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t\t}\n\n\t\t\t\tskinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.getInverse( this.matrixWorld );\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.getInverse( this.bindMatrix );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'LineBasicMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.linewidth = 1;\n\tthis.linecap = 'round';\n\tthis.linejoin = 'round';\n\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nLineBasicMaterial.prototype = Object.create( Material.prototype );\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.linewidth = source.linewidth;\n\tthis.linecap = source.linecap;\n\tthis.linejoin = source.linejoin;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Line( geometry, material, mode ) {\n\n\tif ( mode === 1 ) {\n\n\t\tconsole.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );\n\t\treturn new LineSegments( geometry, material );\n\n\t}\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\traycast: ( function () {\n\n\t\tvar inverseMatrix = new Matrix4();\n\t\tvar ray = new Ray();\n\t\tvar sphere = new Sphere();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tvar precision = raycaster.linePrecision;\n\t\t\tvar precisionSq = precision * precision;\n\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar matrixWorld = this.matrixWorld;\n\n\t\t\t// Checking boundingSphere distance to ray\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\tsphere.copy( geometry.boundingSphere );\n\t\t\tsphere.applyMatrix4( matrixWorld );\n\n\t\t\tif ( raycaster.ray.intersectsSphere( sphere ) === false ) return;\n\n\t\t\t//\n\n\t\t\tinverseMatrix.getInverse( matrixWorld );\n\t\t\tray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );\n\n\t\t\tvar vStart = new Vector3();\n\t\t\tvar vEnd = new Vector3();\n\t\t\tvar interSegment = new Vector3();\n\t\t\tvar interRay = new Vector3();\n\t\t\tvar step = ( this && this.isLineSegments ) ? 2 : 1;\n\n\t\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t\tvar index = geometry.index;\n\t\t\t\tvar attributes = geometry.attributes;\n\t\t\t\tvar positions = attributes.position.array;\n\n\t\t\t\tif ( index !== null ) {\n\n\t\t\t\t\tvar indices = index.array;\n\n\t\t\t\t\tfor ( var i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\t\tvar a = indices[ i ];\n\t\t\t\t\t\tvar b = indices[ i + 1 ];\n\n\t\t\t\t\t\tvStart.fromArray( positions, a * 3 );\n\t\t\t\t\t\tvEnd.fromArray( positions, b * 3 );\n\n\t\t\t\t\t\tvar distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\t\tif ( distSq > precisionSq ) continue;\n\n\t\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\t\tface: null,\n\t\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {\n\n\t\t\t\t\t\tvStart.fromArray( positions, 3 * i );\n\t\t\t\t\t\tvEnd.fromArray( positions, 3 * i + 3 );\n\n\t\t\t\t\t\tvar distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\t\tif ( distSq > precisionSq ) continue;\n\n\t\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\t\tface: null,\n\t\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\t\tvar vertices = geometry.vertices;\n\t\t\t\tvar nbVertices = vertices.length;\n\n\t\t\t\tfor ( var i = 0; i < nbVertices - 1; i += step ) {\n\n\t\t\t\t\tvar distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > precisionSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}() ),\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true\n\n} );\n\n/**\n * @author mgreter / http://github.com/mgreter\n */\n\nfunction LineLoop( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineLoop';\n\n}\n\nLineLoop.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineLoop,\n\n\tisLineLoop: true,\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n * }\n */\n\nfunction PointsMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'PointsMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.size = 1;\n\tthis.sizeAttenuation = true;\n\n\tthis.lights = false;\n\n\tthis.setValues( parameters );\n\n}\n\nPointsMaterial.prototype = Object.create( Material.prototype );\nPointsMaterial.prototype.constructor = PointsMaterial;\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.size = source.size;\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\treturn this;\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Points( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\traycast: ( function () {\n\n\t\tvar inverseMatrix = new Matrix4();\n\t\tvar ray = new Ray();\n\t\tvar sphere = new Sphere();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tvar object = this;\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar matrixWorld = this.matrixWorld;\n\t\t\tvar threshold = raycaster.params.Points.threshold;\n\n\t\t\t// Checking boundingSphere distance to ray\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\tsphere.copy( geometry.boundingSphere );\n\t\t\tsphere.applyMatrix4( matrixWorld );\n\t\t\tsphere.radius += threshold;\n\n\t\t\tif ( raycaster.ray.intersectsSphere( sphere ) === false ) return;\n\n\t\t\t//\n\n\t\t\tinverseMatrix.getInverse( matrixWorld );\n\t\t\tray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );\n\n\t\t\tvar localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\t\tvar localThresholdSq = localThreshold * localThreshold;\n\t\t\tvar position = new Vector3();\n\n\t\t\tfunction testPoint( point, index ) {\n\n\t\t\t\tvar rayPointDistanceSq = ray.distanceSqToPoint( point );\n\n\t\t\t\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\t\t\t\tvar intersectPoint = ray.closestPointToPoint( point );\n\t\t\t\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\t\t\t\tpoint: intersectPoint.clone(),\n\t\t\t\t\t\tindex: index,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tobject: object\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t\tvar index = geometry.index;\n\t\t\t\tvar attributes = geometry.attributes;\n\t\t\t\tvar positions = attributes.position.array;\n\n\t\t\t\tif ( index !== null ) {\n\n\t\t\t\t\tvar indices = index.array;\n\n\t\t\t\t\tfor ( var i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar a = indices[ i ];\n\n\t\t\t\t\t\tposition.fromArray( positions, a * 3 );\n\n\t\t\t\t\t\ttestPoint( position, a );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( var i = 0, l = positions.length / 3; i < l; i ++ ) {\n\n\t\t\t\t\t\tposition.fromArray( positions, i * 3 );\n\n\t\t\t\t\t\ttestPoint( position, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tvar vertices = geometry.vertices;\n\n\t\t\t\tfor ( var i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\t\ttestPoint( vertices[ i ], i );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}() ),\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Group() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Group';\n\n}\n\nGroup.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Group\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.generateMipmaps = false;\n\n\tvar scope = this;\n\n\tfunction update() {\n\n\t\tvar video = scope.image;\n\n\t\tif ( video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tscope.needsUpdate = true;\n\n\t\t}\n\n\t\trequestAnimationFrame( update );\n\n\t}\n\n\trequestAnimationFrame( update );\n\n}\n\nVideoTexture.prototype = Object.create( Texture.prototype );\nVideoTexture.prototype.constructor = VideoTexture;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { width: width, height: height };\n\tthis.mipmaps = mipmaps;\n\n\t// no flipping for cube textures\n\t// (also flipping doesn't work for compressed textures )\n\n\tthis.flipY = false;\n\n\t// can't generate mipmaps for compressed textures\n\t// mips must be embedded in DDS files\n\n\tthis.generateMipmaps = false;\n\n}\n\nCompressedTexture.prototype = Object.create( Texture.prototype );\nCompressedTexture.prototype.constructor = CompressedTexture;\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\n/**\n * @author Matt DesLauriers / @mattdesl\n * @author atix / arthursilber.de\n */\n\nfunction DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\tformat = format !== undefined ? format : DepthFormat;\n\n\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t}\n\n\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.image = { width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.flipY = false;\n\tthis.generateMipmaps\t= false;\n\n}\n\nDepthTexture.prototype = Object.create( Texture.prototype );\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction WireframeGeometry( geometry ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'WireframeGeometry';\n\n\t// buffer\n\n\tvar vertices = [];\n\n\t// helper variables\n\n\tvar i, j, l, o, ol;\n\tvar edge = [ 0, 0 ], edges = {}, e, edge1, edge2;\n\tvar key, keys = [ 'a', 'b', 'c' ];\n\tvar vertex;\n\n\t// different logic for Geometry and BufferGeometry\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\t// create a data structure that contains all edges without duplicates\n\n\t\tvar faces = geometry.faces;\n\n\t\tfor ( i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\tedge1 = face[ keys[ j ] ];\n\t\t\t\tedge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices\n\n\t\tfor ( key in edges ) {\n\n\t\t\te = edges[ key ];\n\n\t\t\tvertex = geometry.vertices[ e.index1 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\tvertex = geometry.vertices[ e.index2 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t} else if ( geometry && geometry.isBufferGeometry ) {\n\n\t\tvar position, indices, groups;\n\t\tvar group, start, count;\n\t\tvar index1, index2;\n\n\t\tvertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tposition = geometry.attributes.position;\n\t\t\tindices = geometry.index;\n\t\t\tgroups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tgroup = groups[ o ];\n\n\t\t\t\tstart = group.start;\n\t\t\t\tcount = group.count;\n\n\t\t\t\tfor ( i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tedge1 = indices.getX( i + j );\n\t\t\t\t\t\tedge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( key in edges ) {\n\n\t\t\t\te = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tposition = geometry.attributes.position;\n\n\t\t\tfor ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tindex1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tindex2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n}\n\nWireframeGeometry.prototype = Object.create( BufferGeometry.prototype );\nWireframeGeometry.prototype.constructor = WireframeGeometry;\n\n/**\n * @author zz85 / https://github.com/zz85\n * @author Mugen87 / https://github.com/Mugen87\n *\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout http://prideout.net/blog/?p=44\n */\n\n// ParametricGeometry\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\tthis.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );\n\tthis.mergeVertices();\n\n}\n\nParametricGeometry.prototype = Object.create( Geometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\n// ParametricBufferGeometry\n\nfunction ParametricBufferGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricBufferGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\tvar EPS = 0.00001;\n\n\tvar normal = new Vector3();\n\n\tvar p0 = new Vector3(), p1 = new Vector3();\n\tvar pu = new Vector3(), pv = new Vector3();\n\n\tvar i, j;\n\n\t// generate vertices, normals and uvs\n\n\tvar sliceCount = slices + 1;\n\n\tfor ( i = 0; i <= stacks; i ++ ) {\n\n\t\tvar v = i / stacks;\n\n\t\tfor ( j = 0; j <= slices; j ++ ) {\n\n\t\t\tvar u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tp0 = func( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tp1 = func( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tp1 = func( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tp1 = func( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tp1 = func( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( j = 0; j < slices; j ++ ) {\n\n\t\t\tvar a = i * sliceCount + j;\n\t\t\tvar b = i * sliceCount + j + 1;\n\t\t\tvar c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tvar d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n\n/**\n * @author clockworkgeek / https://github.com/clockworkgeek\n * @author timothypratley / https://github.com/timothypratley\n * @author WestLangley / http://github.com/WestLangley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// PolyhedronGeometry\n\nfunction PolyhedronGeometry( vertices, indices, radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'PolyhedronGeometry';\n\n\tthis.parameters = {\n\t\tvertices: vertices,\n\t\tindices: indices,\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nPolyhedronGeometry.prototype = Object.create( Geometry.prototype );\nPolyhedronGeometry.prototype.constructor = PolyhedronGeometry;\n\n// PolyhedronBufferGeometry\n\nfunction PolyhedronBufferGeometry( vertices, indices, radius, detail ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'PolyhedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tvertices: vertices,\n\t\tindices: indices,\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tradius = radius || 1;\n\tdetail = detail || 0;\n\n\t// default buffer data\n\n\tvar vertexBuffer = [];\n\tvar uvBuffer = [];\n\n\t// the subdivision creates the vertex buffer data\n\n\tsubdivide( detail );\n\n\t// all vertices should lie on a conceptual sphere with a given radius\n\n\tappplyRadius( radius );\n\n\t// finally, create the uv data\n\n\tgenerateUVs();\n\n\t// build non-indexed geometry\n\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\tif ( detail === 0 ) {\n\n\t\tthis.computeVertexNormals(); // flat normals\n\n\t} else {\n\n\t\tthis.normalizeNormals(); // smooth normals\n\n\t}\n\n\t// helper functions\n\n\tfunction subdivide( detail ) {\n\n\t\tvar a = new Vector3();\n\t\tvar b = new Vector3();\n\t\tvar c = new Vector3();\n\n\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\tfor ( var i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t// get the vertices of the face\n\n\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t// perform subdivision\n\n\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t}\n\n\t}\n\n\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\tvar cols = Math.pow( 2, detail );\n\n\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\tvar v = [];\n\n\t\tvar i, j;\n\n\t\t// construct all of the vertices for this subdivision\n\n\t\tfor ( i = 0; i <= cols; i ++ ) {\n\n\t\t\tv[ i ] = [];\n\n\t\t\tvar aj = a.clone().lerp( c, i / cols );\n\t\t\tvar bj = b.clone().lerp( c, i / cols );\n\n\t\t\tvar rows = cols - i;\n\n\t\t\tfor ( j = 0; j <= rows; j ++ ) {\n\n\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// construct all of the faces\n\n\t\tfor ( i = 0; i < cols; i ++ ) {\n\n\t\t\tfor ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\tvar k = Math.floor( j / 2 );\n\n\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction appplyRadius( radius ) {\n\n\t\tvar vertex = new Vector3();\n\n\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\tfor ( var i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t}\n\n\t}\n\n\tfunction generateUVs() {\n\n\t\tvar vertex = new Vector3();\n\n\t\tfor ( var i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\tvar u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\tvar v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t}\n\n\t\tcorrectUVs();\n\n\t\tcorrectSeam();\n\n\t}\n\n\tfunction correctSeam() {\n\n\t\t// handle case when face straddles the seam, see #3269\n\n\t\tfor ( var i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t// uv data of a single face\n\n\t\t\tvar x0 = uvBuffer[ i + 0 ];\n\t\t\tvar x1 = uvBuffer[ i + 2 ];\n\t\t\tvar x2 = uvBuffer[ i + 4 ];\n\n\t\t\tvar max = Math.max( x0, x1, x2 );\n\t\t\tvar min = Math.min( x0, x1, x2 );\n\n\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction pushVertex( vertex ) {\n\n\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t}\n\n\tfunction getVertexByIndex( index, vertex ) {\n\n\t\tvar stride = index * 3;\n\n\t\tvertex.x = vertices[ stride + 0 ];\n\t\tvertex.y = vertices[ stride + 1 ];\n\t\tvertex.z = vertices[ stride + 2 ];\n\n\t}\n\n\tfunction correctUVs() {\n\n\t\tvar a = new Vector3();\n\t\tvar b = new Vector3();\n\t\tvar c = new Vector3();\n\n\t\tvar centroid = new Vector3();\n\n\t\tvar uvA = new Vector2();\n\t\tvar uvB = new Vector2();\n\t\tvar uvC = new Vector2();\n\n\t\tfor ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\tvar azi = azimuth( centroid );\n\n\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t}\n\n\t}\n\n\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t}\n\n\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t}\n\n\t}\n\n\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\tfunction azimuth( vector ) {\n\n\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t}\n\n\n\t// Angle above the XZ plane.\n\n\tfunction inclination( vector ) {\n\n\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t}\n\n}\n\nPolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nPolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// TetrahedronGeometry\n\nfunction TetrahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TetrahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nTetrahedronGeometry.prototype = Object.create( Geometry.prototype );\nTetrahedronGeometry.prototype.constructor = TetrahedronGeometry;\n\n// TetrahedronBufferGeometry\n\nfunction TetrahedronBufferGeometry( radius, detail ) {\n\n\tvar vertices = [\n\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t];\n\n\tvar indices = [\n\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'TetrahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nTetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nTetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// OctahedronGeometry\n\nfunction OctahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'OctahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nOctahedronGeometry.prototype = Object.create( Geometry.prototype );\nOctahedronGeometry.prototype.constructor = OctahedronGeometry;\n\n// OctahedronBufferGeometry\n\nfunction OctahedronBufferGeometry( radius, detail ) {\n\n\tvar vertices = [\n\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t];\n\n\tvar indices = [\n\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t1, 3, 4,\t1, 4, 2\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'OctahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nOctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nOctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// IcosahedronGeometry\n\nfunction IcosahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'IcosahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nIcosahedronGeometry.prototype = Object.create( Geometry.prototype );\nIcosahedronGeometry.prototype.constructor = IcosahedronGeometry;\n\n// IcosahedronBufferGeometry\n\nfunction IcosahedronBufferGeometry( radius, detail ) {\n\n\tvar t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\tvar vertices = [\n\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t 0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t t, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t];\n\n\tvar indices = [\n\t\t 0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t 1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t 3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t 4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'IcosahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nIcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nIcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;\n\n/**\n * @author Abe Pazos / https://hamoid.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// DodecahedronGeometry\n\nfunction DodecahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'DodecahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nDodecahedronGeometry.prototype = Object.create( Geometry.prototype );\nDodecahedronGeometry.prototype.constructor = DodecahedronGeometry;\n\n// DodecahedronBufferGeometry\n\nfunction DodecahedronBufferGeometry( radius, detail ) {\n\n\tvar t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\tvar r = 1 / t;\n\n\tvar vertices = [\n\n\t\t// (±1, ±1, ±1)\n\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t// (0, ±1/φ, ±φ)\n\t\t 0, - r, - t, 0, - r, t,\n\t\t 0, r, - t, 0, r, t,\n\n\t\t// (±1/φ, ±φ, 0)\n\t\t- r, - t, 0, - r, t, 0,\n\t\t r, - t, 0, r, t, 0,\n\n\t\t// (±φ, 0, ±1/φ)\n\t\t- t, 0, - r, t, 0, - r,\n\t\t- t, 0, r, t, 0, r\n\t];\n\n\tvar indices = [\n\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'DodecahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nDodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nDodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;\n\n/**\n * @author oosmoxiecode / https://github.com/oosmoxiecode\n * @author WestLangley / https://github.com/WestLangley\n * @author zz85 / https://github.com/zz85\n * @author miningold / https://github.com/miningold\n * @author jonobr1 / https://github.com/jonobr1\n * @author Mugen87 / https://github.com/Mugen87\n *\n */\n\n// TubeGeometry\n\nfunction TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TubeGeometry';\n\n\tthis.parameters = {\n\t\tpath: path,\n\t\ttubularSegments: tubularSegments,\n\t\tradius: radius,\n\t\tradialSegments: radialSegments,\n\t\tclosed: closed\n\t};\n\n\tif ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );\n\n\tvar bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );\n\n\t// expose internals\n\n\tthis.tangents = bufferGeometry.tangents;\n\tthis.normals = bufferGeometry.normals;\n\tthis.binormals = bufferGeometry.binormals;\n\n\t// create geometry\n\n\tthis.fromBufferGeometry( bufferGeometry );\n\tthis.mergeVertices();\n\n}\n\nTubeGeometry.prototype = Object.create( Geometry.prototype );\nTubeGeometry.prototype.constructor = TubeGeometry;\n\n// TubeBufferGeometry\n\nfunction TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TubeBufferGeometry';\n\n\tthis.parameters = {\n\t\tpath: path,\n\t\ttubularSegments: tubularSegments,\n\t\tradius: radius,\n\t\tradialSegments: radialSegments,\n\t\tclosed: closed\n\t};\n\n\ttubularSegments = tubularSegments || 64;\n\tradius = radius || 1;\n\tradialSegments = radialSegments || 8;\n\tclosed = closed || false;\n\n\tvar frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t// expose internals\n\n\tthis.tangents = frames.tangents;\n\tthis.normals = frames.normals;\n\tthis.binormals = frames.binormals;\n\n\t// helper variables\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\tvar uv = new Vector2();\n\tvar P = new Vector3();\n\n\tvar i, j;\n\n\t// buffer\n\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\tvar indices = [];\n\n\t// create buffer data\n\n\tgenerateBufferData();\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// functions\n\n\tfunction generateBufferData() {\n\n\t\tfor ( i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\tgenerateSegment( i );\n\n\t\t}\n\n\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t// at the regular position on the given path\n\t\t//\n\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t// uvs are generated in a separate function.\n\t\t// this makes it easy compute correct values for closed geometries\n\n\t\tgenerateUVs();\n\n\t\t// finally create faces\n\n\t\tgenerateIndices();\n\n\t}\n\n\tfunction generateSegment( i ) {\n\n\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t// retrieve corresponding normal and binormal\n\n\t\tvar N = frames.normals[ i ];\n\t\tvar B = frames.binormals[ i ];\n\n\t\t// generate normals and vertices for the current segment\n\n\t\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\n\t\t\tvar sin = Math.sin( v );\n\t\t\tvar cos = - Math.cos( v );\n\n\t\t\t// normal\n\n\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\tnormal.normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t}\n\n\tfunction generateIndices() {\n\n\t\tfor ( j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\tvar a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tvar b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tvar c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tvar d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction generateUVs() {\n\n\t\tfor ( i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nTubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTubeBufferGeometry.prototype.constructor = TubeBufferGeometry;\n\n/**\n * @author oosmoxiecode\n * @author Mugen87 / https://github.com/Mugen87\n *\n * based on http://www.blackpawn.com/texts/pqtorus/\n */\n\n// TorusKnotGeometry\n\nfunction TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TorusKnotGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\ttubularSegments: tubularSegments,\n\t\tradialSegments: radialSegments,\n\t\tp: p,\n\t\tq: q\n\t};\n\n\tif ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );\n\n\tthis.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );\n\tthis.mergeVertices();\n\n}\n\nTorusKnotGeometry.prototype = Object.create( Geometry.prototype );\nTorusKnotGeometry.prototype.constructor = TorusKnotGeometry;\n\n// TorusKnotBufferGeometry\n\nfunction TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TorusKnotBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\ttubularSegments: tubularSegments,\n\t\tradialSegments: radialSegments,\n\t\tp: p,\n\t\tq: q\n\t};\n\n\tradius = radius || 1;\n\ttube = tube || 0.4;\n\ttubularSegments = Math.floor( tubularSegments ) || 64;\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\tp = p || 2;\n\tq = q || 3;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar i, j;\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\tvar P1 = new Vector3();\n\tvar P2 = new Vector3();\n\n\tvar B = new Vector3();\n\tvar T = new Vector3();\n\tvar N = new Vector3();\n\n\t// generate vertices, normals and uvs\n\n\tfor ( i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\tvar u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t// calculate orthonormal basis\n\n\t\tT.subVectors( P2, P1 );\n\t\tN.addVectors( P2, P1 );\n\t\tB.crossVectors( T, N );\n\t\tN.crossVectors( B, T );\n\n\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\tB.normalize();\n\t\tN.normalize();\n\n\t\tfor ( j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\t\t\tvar cx = - tube * Math.cos( v );\n\t\t\tvar cy = tube * Math.sin( v );\n\n\t\t\t// now calculate the final vertex position.\n\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( i / tubularSegments );\n\t\t\tuvs.push( j / radialSegments );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( j = 1; j <= tubularSegments; j ++ ) {\n\n\t\tfor ( i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t// indices\n\n\t\t\tvar a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\tvar b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\tvar c = ( radialSegments + 1 ) * j + i;\n\t\t\tvar d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// this function calculates the current position on the torus curve\n\n\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\tvar cu = Math.cos( u );\n\t\tvar su = Math.sin( u );\n\t\tvar quOverP = q / p * u;\n\t\tvar cs = Math.cos( quOverP );\n\n\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t}\n\n}\n\nTorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;\n\n/**\n * @author oosmoxiecode\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// TorusGeometry\n\nfunction TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TorusGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\tradialSegments: radialSegments,\n\t\ttubularSegments: tubularSegments,\n\t\tarc: arc\n\t};\n\n\tthis.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );\n\tthis.mergeVertices();\n\n}\n\nTorusGeometry.prototype = Object.create( Geometry.prototype );\nTorusGeometry.prototype.constructor = TorusGeometry;\n\n// TorusBufferGeometry\n\nfunction TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TorusBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\tradialSegments: radialSegments,\n\t\ttubularSegments: tubularSegments,\n\t\tarc: arc\n\t};\n\n\tradius = radius || 1;\n\ttube = tube || 0.4;\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\ttubularSegments = Math.floor( tubularSegments ) || 6;\n\tarc = arc || Math.PI * 2;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar center = new Vector3();\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\tvar j, i;\n\n\t// generate vertices, normals and uvs\n\n\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\tfor ( i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\tvar u = i / tubularSegments * arc;\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( i / tubularSegments );\n\t\t\tuvs.push( j / radialSegments );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( j = 1; j <= radialSegments; j ++ ) {\n\n\t\tfor ( i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t// indices\n\n\t\t\tvar a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\tvar b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\tvar c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\tvar d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nTorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTorusBufferGeometry.prototype.constructor = TorusBufferGeometry;\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\nvar ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tvar n = contour.length;\n\t\tvar a = 0.0;\n\n\t\tfor ( var p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\ttriangulate: ( function () {\n\n\t\t/**\n\t\t * This code is a quick port of code written in C++ which was submitted to\n\t\t * flipcode.com by John W. Ratcliff // July 22, 2000\n\t\t * See original code and more information here:\n\t\t * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml\n\t\t *\n\t\t * ported to actionscript by Zevan Rosser\n\t\t * www.actionsnippet.com\n\t\t *\n\t\t * ported to javascript by Joshua Koo\n\t\t * http://www.lab4games.net/zz85/blog\n\t\t *\n\t\t */\n\n\t\tfunction snip( contour, u, v, w, n, verts ) {\n\n\t\t\tvar p;\n\t\t\tvar ax, ay, bx, by;\n\t\t\tvar cx, cy, px, py;\n\n\t\t\tax = contour[ verts[ u ] ].x;\n\t\t\tay = contour[ verts[ u ] ].y;\n\n\t\t\tbx = contour[ verts[ v ] ].x;\n\t\t\tby = contour[ verts[ v ] ].y;\n\n\t\t\tcx = contour[ verts[ w ] ].x;\n\t\t\tcy = contour[ verts[ w ] ].y;\n\n\t\t\tif ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false;\n\n\t\t\tvar aX, aY, bX, bY, cX, cY;\n\t\t\tvar apx, apy, bpx, bpy, cpx, cpy;\n\t\t\tvar cCROSSap, bCROSScp, aCROSSbp;\n\n\t\t\taX = cx - bx; aY = cy - by;\n\t\t\tbX = ax - cx; bY = ay - cy;\n\t\t\tcX = bx - ax; cY = by - ay;\n\n\t\t\tfor ( p = 0; p < n; p ++ ) {\n\n\t\t\t\tpx = contour[ verts[ p ] ].x;\n\t\t\t\tpy = contour[ verts[ p ] ].y;\n\n\t\t\t\tif ( ( ( px === ax ) && ( py === ay ) ) ||\n\t\t\t\t\t ( ( px === bx ) && ( py === by ) ) ||\n\t\t\t\t\t ( ( px === cx ) && ( py === cy ) ) )\tcontinue;\n\n\t\t\t\tapx = px - ax; apy = py - ay;\n\t\t\t\tbpx = px - bx; bpy = py - by;\n\t\t\t\tcpx = px - cx; cpy = py - cy;\n\n\t\t\t\t// see if p is inside triangle abc\n\n\t\t\t\taCROSSbp = aX * bpy - aY * bpx;\n\t\t\t\tcCROSSap = cX * apy - cY * apx;\n\t\t\t\tbCROSScp = bX * cpy - bY * cpx;\n\n\t\t\t\tif ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// takes in an contour array and returns\n\n\t\treturn function triangulate( contour, indices ) {\n\n\t\t\tvar n = contour.length;\n\n\t\t\tif ( n < 3 ) return null;\n\n\t\t\tvar result = [],\n\t\t\t\tverts = [],\n\t\t\t\tvertIndices = [];\n\n\t\t\t/* we want a counter-clockwise polygon in verts */\n\n\t\t\tvar u, v, w;\n\n\t\t\tif ( ShapeUtils.area( contour ) > 0.0 ) {\n\n\t\t\t\tfor ( v = 0; v < n; v ++ ) verts[ v ] = v;\n\n\t\t\t} else {\n\n\t\t\t\tfor ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;\n\n\t\t\t}\n\n\t\t\tvar nv = n;\n\n\t\t\t/* remove nv - 2 vertices, creating 1 triangle every time */\n\n\t\t\tvar count = 2 * nv; /* error detection */\n\n\t\t\tfor ( v = nv - 1; nv > 2; ) {\n\n\t\t\t\t/* if we loop, it is probably a non-simple polygon */\n\n\t\t\t\tif ( ( count -- ) <= 0 ) {\n\n\t\t\t\t\t//** Triangulate: ERROR - probable bad polygon!\n\n\t\t\t\t\t//throw ( \"Warning, unable to triangulate polygon!\" );\n\t\t\t\t\t//return null;\n\t\t\t\t\t// Sometimes warning is fine, especially polygons are triangulated in reverse.\n\t\t\t\t\tconsole.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );\n\n\t\t\t\t\tif ( indices ) return vertIndices;\n\t\t\t\t\treturn result;\n\n\t\t\t\t}\n\n\t\t\t\t/* three consecutive vertices in current polygon, */\n\n\t\t\t\tu = v; if ( nv <= u ) u = 0; /* previous */\n\t\t\t\tv = u + 1; if ( nv <= v ) v = 0; /* new v */\n\t\t\t\tw = v + 1; if ( nv <= w ) w = 0; /* next */\n\n\t\t\t\tif ( snip( contour, u, v, w, nv, verts ) ) {\n\n\t\t\t\t\tvar a, b, c, s, t;\n\n\t\t\t\t\t/* true names of the vertices */\n\n\t\t\t\t\ta = verts[ u ];\n\t\t\t\t\tb = verts[ v ];\n\t\t\t\t\tc = verts[ w ];\n\n\t\t\t\t\t/* output Triangle */\n\n\t\t\t\t\tresult.push( [ contour[ a ],\n\t\t\t\t\t\tcontour[ b ],\n\t\t\t\t\t\tcontour[ c ] ] );\n\n\n\t\t\t\t\tvertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );\n\n\t\t\t\t\t/* remove v from the remaining polygon */\n\n\t\t\t\t\tfor ( s = v, t = v + 1; t < nv; s ++, t ++ ) {\n\n\t\t\t\t\t\tverts[ s ] = verts[ t ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tnv --;\n\n\t\t\t\t\t/* reset error detection counter */\n\n\t\t\t\t\tcount = 2 * nv;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( indices ) return vertIndices;\n\t\t\treturn result;\n\n\t\t};\n\n\t} )(),\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tfunction removeDupEndPts( points ) {\n\n\t\t\tvar l = points.length;\n\n\t\t\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\t\tpoints.pop();\n\n\t\t\t}\n\n\t\t}\n\n\t\tremoveDupEndPts( contour );\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfunction point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {\n\n\t\t\t// inOtherPt needs to be collinear to the inSegment\n\t\t\tif ( inSegPt1.x !== inSegPt2.x ) {\n\n\t\t\t\tif ( inSegPt1.x < inSegPt2.x ) {\n\n\t\t\t\t\treturn\t( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn\t( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( inSegPt1.y < inSegPt2.y ) {\n\n\t\t\t\t\treturn\t( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn\t( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {\n\n\t\t\tvar seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;\n\t\t\tvar seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;\n\n\t\t\tvar seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;\n\t\t\tvar seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;\n\n\t\t\tvar limit\t\t= seg1dy * seg2dx - seg1dx * seg2dy;\n\t\t\tvar perpSeg1\t= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;\n\n\t\t\tif ( Math.abs( limit ) > Number.EPSILON ) {\n\n\t\t\t\t// not parallel\n\n\t\t\t\tvar perpSeg2;\n\t\t\t\tif ( limit > 0 ) {\n\n\t\t\t\t\tif ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) \t\treturn [];\n\t\t\t\t\tperpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;\n\t\t\t\t\tif ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) \t\treturn [];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) \t\treturn [];\n\t\t\t\t\tperpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;\n\t\t\t\t\tif ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) \t\treturn [];\n\n\t\t\t\t}\n\n\t\t\t\t// i.e. to reduce rounding errors\n\t\t\t\t// intersection at endpoint of segment#1?\n\t\t\t\tif ( perpSeg2 === 0 ) {\n\n\t\t\t\t\tif ( ( inExcludeAdjacentSegs ) &&\n\t\t\t\t\t\t ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )\t\treturn [];\n\t\t\t\t\treturn [ inSeg1Pt1 ];\n\n\t\t\t\t}\n\t\t\t\tif ( perpSeg2 === limit ) {\n\n\t\t\t\t\tif ( ( inExcludeAdjacentSegs ) &&\n\t\t\t\t\t\t ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )\t\treturn [];\n\t\t\t\t\treturn [ inSeg1Pt2 ];\n\n\t\t\t\t}\n\t\t\t\t// intersection at endpoint of segment#2?\n\t\t\t\tif ( perpSeg1 === 0 )\t\treturn [ inSeg2Pt1 ];\n\t\t\t\tif ( perpSeg1 === limit )\treturn [ inSeg2Pt2 ];\n\n\t\t\t\t// return real intersection point\n\t\t\t\tvar factorSeg1 = perpSeg2 / limit;\n\t\t\t\treturn\t[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];\n\n\t\t\t} else {\n\n\t\t\t\t// parallel or collinear\n\t\t\t\tif ( ( perpSeg1 !== 0 ) ||\n\t\t\t\t\t ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) \t\t\treturn [];\n\n\t\t\t\t// they are collinear or degenerate\n\t\t\t\tvar seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) );\t// segment1 is just a point?\n\t\t\t\tvar seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) );\t// segment2 is just a point?\n\t\t\t\t// both segments are points\n\t\t\t\tif ( seg1Pt && seg2Pt ) {\n\n\t\t\t\t\tif ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||\n\t\t\t\t\t\t ( inSeg1Pt1.y !== inSeg2Pt1.y ) )\t\treturn [];\t// they are distinct points\n\t\t\t\t\treturn [ inSeg1Pt1 ];\t// they are the same point\n\n\t\t\t\t}\n\t\t\t\t// segment#1 is a single point\n\t\t\t\tif ( seg1Pt ) {\n\n\t\t\t\t\tif ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )\t\treturn [];\t\t// but not in segment#2\n\t\t\t\t\treturn [ inSeg1Pt1 ];\n\n\t\t\t\t}\n\t\t\t\t// segment#2 is a single point\n\t\t\t\tif ( seg2Pt ) {\n\n\t\t\t\t\tif ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )\t\treturn [];\t\t// but not in segment#1\n\t\t\t\t\treturn [ inSeg2Pt1 ];\n\n\t\t\t\t}\n\n\t\t\t\t// they are collinear segments, which might overlap\n\t\t\t\tvar seg1min, seg1max, seg1minVal, seg1maxVal;\n\t\t\t\tvar seg2min, seg2max, seg2minVal, seg2maxVal;\n\t\t\t\tif ( seg1dx !== 0 ) {\n\n\t\t\t\t\t// the segments are NOT on a vertical line\n\t\t\t\t\tif ( inSeg1Pt1.x < inSeg1Pt2.x ) {\n\n\t\t\t\t\t\tseg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;\n\t\t\t\t\t\tseg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tseg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;\n\t\t\t\t\t\tseg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( inSeg2Pt1.x < inSeg2Pt2.x ) {\n\n\t\t\t\t\t\tseg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;\n\t\t\t\t\t\tseg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tseg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;\n\t\t\t\t\t\tseg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// the segments are on a vertical line\n\t\t\t\t\tif ( inSeg1Pt1.y < inSeg1Pt2.y ) {\n\n\t\t\t\t\t\tseg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;\n\t\t\t\t\t\tseg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tseg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;\n\t\t\t\t\t\tseg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( inSeg2Pt1.y < inSeg2Pt2.y ) {\n\n\t\t\t\t\t\tseg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;\n\t\t\t\t\t\tseg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tseg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;\n\t\t\t\t\t\tseg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif ( seg1minVal <= seg2minVal ) {\n\n\t\t\t\t\tif ( seg1maxVal < seg2minVal )\treturn [];\n\t\t\t\t\tif ( seg1maxVal === seg2minVal )\t{\n\n\t\t\t\t\t\tif ( inExcludeAdjacentSegs )\t\treturn [];\n\t\t\t\t\t\treturn [ seg2min ];\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( seg1maxVal <= seg2maxVal )\treturn [ seg2min, seg1max ];\n\t\t\t\t\treturn\t[ seg2min, seg2max ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( seg1minVal > seg2maxVal )\treturn [];\n\t\t\t\t\tif ( seg1minVal === seg2maxVal )\t{\n\n\t\t\t\t\t\tif ( inExcludeAdjacentSegs )\t\treturn [];\n\t\t\t\t\t\treturn [ seg1min ];\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( seg1maxVal <= seg2maxVal )\treturn [ seg1min, seg1max ];\n\t\t\t\t\treturn\t[ seg1min, seg2max ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {\n\n\t\t\t// The order of legs is important\n\n\t\t\t// translation of all points, so that Vertex is at (0,0)\n\t\t\tvar legFromPtX\t= inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;\n\t\t\tvar legToPtX\t= inLegToPt.x\t- inVertex.x, legToPtY = inLegToPt.y\t- inVertex.y;\n\t\t\tvar otherPtX\t= inOtherPt.x\t- inVertex.x, otherPtY = inOtherPt.y\t- inVertex.y;\n\n\t\t\t// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.\n\t\t\tvar from2toAngle\t= legFromPtX * legToPtY - legFromPtY * legToPtX;\n\t\t\tvar from2otherAngle\t= legFromPtX * otherPtY - legFromPtY * otherPtX;\n\n\t\t\tif ( Math.abs( from2toAngle ) > Number.EPSILON ) {\n\n\t\t\t\t// angle != 180 deg.\n\n\t\t\t\tvar other2toAngle\t\t= otherPtX * legToPtY - otherPtY * legToPtX;\n\t\t\t\t// console.log( \"from2to: \" + from2toAngle + \", from2other: \" + from2otherAngle + \", other2to: \" + other2toAngle );\n\n\t\t\t\tif ( from2toAngle > 0 ) {\n\n\t\t\t\t\t// main angle < 180 deg.\n\t\t\t\t\treturn\t( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// main angle > 180 deg.\n\t\t\t\t\treturn\t( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// angle == 180 deg.\n\t\t\t\t// console.log( \"from2to: 180 deg., from2other: \" + from2otherAngle );\n\t\t\t\treturn\t( from2otherAngle > 0 );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tfunction removeHoles( contour, holes ) {\n\n\t\t\tvar shape = contour.concat(); // work on this shape\n\t\t\tvar hole;\n\n\t\t\tfunction isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {\n\n\t\t\t\t// Check if hole point lies within angle around shape point\n\t\t\t\tvar lastShapeIdx = shape.length - 1;\n\n\t\t\t\tvar prevShapeIdx = inShapeIdx - 1;\n\t\t\t\tif ( prevShapeIdx < 0 )\t\t\tprevShapeIdx = lastShapeIdx;\n\n\t\t\t\tvar nextShapeIdx = inShapeIdx + 1;\n\t\t\t\tif ( nextShapeIdx > lastShapeIdx )\tnextShapeIdx = 0;\n\n\t\t\t\tvar insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );\n\t\t\t\tif ( ! insideAngle ) {\n\n\t\t\t\t\t// console.log( \"Vertex (Shape): \" + inShapeIdx + \", Point: \" + hole[inHoleIdx].x + \"/\" + hole[inHoleIdx].y );\n\t\t\t\t\treturn\tfalse;\n\n\t\t\t\t}\n\n\t\t\t\t// Check if shape point lies within angle around hole point\n\t\t\t\tvar lastHoleIdx = hole.length - 1;\n\n\t\t\t\tvar prevHoleIdx = inHoleIdx - 1;\n\t\t\t\tif ( prevHoleIdx < 0 )\t\t\tprevHoleIdx = lastHoleIdx;\n\n\t\t\t\tvar nextHoleIdx = inHoleIdx + 1;\n\t\t\t\tif ( nextHoleIdx > lastHoleIdx )\tnextHoleIdx = 0;\n\n\t\t\t\tinsideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );\n\t\t\t\tif ( ! insideAngle ) {\n\n\t\t\t\t\t// console.log( \"Vertex (Hole): \" + inHoleIdx + \", Point: \" + shape[inShapeIdx].x + \"/\" + shape[inShapeIdx].y );\n\t\t\t\t\treturn\tfalse;\n\n\t\t\t\t}\n\n\t\t\t\treturn\ttrue;\n\n\t\t\t}\n\n\t\t\tfunction intersectsShapeEdge( inShapePt, inHolePt ) {\n\n\t\t\t\t// checks for intersections with shape edges\n\t\t\t\tvar sIdx, nextIdx, intersection;\n\t\t\t\tfor ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {\n\n\t\t\t\t\tnextIdx = sIdx + 1; nextIdx %= shape.length;\n\t\t\t\t\tintersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );\n\t\t\t\t\tif ( intersection.length > 0 )\t\treturn\ttrue;\n\n\t\t\t\t}\n\n\t\t\t\treturn\tfalse;\n\n\t\t\t}\n\n\t\t\tvar indepHoles = [];\n\n\t\t\tfunction intersectsHoleEdge( inShapePt, inHolePt ) {\n\n\t\t\t\t// checks for intersections with hole edges\n\t\t\t\tvar ihIdx, chkHole,\n\t\t\t\t\thIdx, nextIdx, intersection;\n\t\t\t\tfor ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {\n\n\t\t\t\t\tchkHole = holes[ indepHoles[ ihIdx ] ];\n\t\t\t\t\tfor ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {\n\n\t\t\t\t\t\tnextIdx = hIdx + 1; nextIdx %= chkHole.length;\n\t\t\t\t\t\tintersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );\n\t\t\t\t\t\tif ( intersection.length > 0 )\t\treturn\ttrue;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\treturn\tfalse;\n\n\t\t\t}\n\n\t\t\tvar holeIndex, shapeIndex,\n\t\t\t\tshapePt, holePt,\n\t\t\t\tholeIdx, cutKey, failedCuts = [],\n\t\t\t\ttmpShape1, tmpShape2,\n\t\t\t\ttmpHole1, tmpHole2;\n\n\t\t\tfor ( var h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tindepHoles.push( h );\n\n\t\t\t}\n\n\t\t\tvar minShapeIndex = 0;\n\t\t\tvar counter = indepHoles.length * 2;\n\t\t\twhile ( indepHoles.length > 0 ) {\n\n\t\t\t\tcounter --;\n\t\t\t\tif ( counter < 0 ) {\n\n\t\t\t\t\tconsole.log( 'THREE.ShapeUtils: Infinite Loop! Holes left:\" + indepHoles.length + \", Probably Hole outside Shape!' );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// search for shape-vertex and hole-vertex,\n\t\t\t\t// which can be connected without intersections\n\t\t\t\tfor ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {\n\n\t\t\t\t\tshapePt = shape[ shapeIndex ];\n\t\t\t\t\tholeIndex\t= - 1;\n\n\t\t\t\t\t// search for hole which can be reached without intersections\n\t\t\t\t\tfor ( var h = 0; h < indepHoles.length; h ++ ) {\n\n\t\t\t\t\t\tholeIdx = indepHoles[ h ];\n\n\t\t\t\t\t\t// prevent multiple checks\n\t\t\t\t\t\tcutKey = shapePt.x + ':' + shapePt.y + ':' + holeIdx;\n\t\t\t\t\t\tif ( failedCuts[ cutKey ] !== undefined )\t\t\tcontinue;\n\n\t\t\t\t\t\thole = holes[ holeIdx ];\n\t\t\t\t\t\tfor ( var h2 = 0; h2 < hole.length; h2 ++ ) {\n\n\t\t\t\t\t\t\tholePt = hole[ h2 ];\n\t\t\t\t\t\t\tif ( ! isCutLineInsideAngles( shapeIndex, h2 ) )\t\tcontinue;\n\t\t\t\t\t\t\tif ( intersectsShapeEdge( shapePt, holePt ) )\t\tcontinue;\n\t\t\t\t\t\t\tif ( intersectsHoleEdge( shapePt, holePt ) )\t\tcontinue;\n\n\t\t\t\t\t\t\tholeIndex = h2;\n\t\t\t\t\t\t\tindepHoles.splice( h, 1 );\n\n\t\t\t\t\t\t\ttmpShape1 = shape.slice( 0, shapeIndex + 1 );\n\t\t\t\t\t\t\ttmpShape2 = shape.slice( shapeIndex );\n\t\t\t\t\t\t\ttmpHole1 = hole.slice( holeIndex );\n\t\t\t\t\t\t\ttmpHole2 = hole.slice( 0, holeIndex + 1 );\n\n\t\t\t\t\t\t\tshape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );\n\n\t\t\t\t\t\t\tminShapeIndex = shapeIndex;\n\n\t\t\t\t\t\t\t// Debug only, to show the selected cuts\n\t\t\t\t\t\t\t// glob_CutLines.push( [ shapePt, holePt ] );\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ( holeIndex >= 0 )\tbreak;\t\t// hole-vertex found\n\n\t\t\t\t\t\tfailedCuts[ cutKey ] = true;\t\t\t// remember failure\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( holeIndex >= 0 )\tbreak;\t\t// hole-vertex found\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn shape; \t\t\t/* shape with no holes */\n\n\t\t}\n\n\n\t\tvar i, il, f, face,\n\t\t\tkey, index,\n\t\t\tallPointsMap = {};\n\n\t\t// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.\n\n\t\tvar allpoints = contour.concat();\n\n\t\tfor ( var h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tArray.prototype.push.apply( allpoints, holes[ h ] );\n\n\t\t}\n\n\t\t//console.log( \"allpoints\",allpoints, allpoints.length );\n\n\t\t// prepare all points map\n\n\t\tfor ( i = 0, il = allpoints.length; i < il; i ++ ) {\n\n\t\t\tkey = allpoints[ i ].x + ':' + allpoints[ i ].y;\n\n\t\t\tif ( allPointsMap[ key ] !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ShapeUtils: Duplicate point', key, i );\n\n\t\t\t}\n\n\t\t\tallPointsMap[ key ] = i;\n\n\t\t}\n\n\t\t// remove holes by cutting paths to holes and adding them to the shape\n\t\tvar shapeWithoutHoles = removeHoles( contour, holes );\n\n\t\tvar triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape\n\t\t//console.log( \"triangles\",triangles, triangles.length );\n\n\t\t// check all face vertices against all points map\n\n\t\tfor ( i = 0, il = triangles.length; i < il; i ++ ) {\n\n\t\t\tface = triangles[ i ];\n\n\t\t\tfor ( f = 0; f < 3; f ++ ) {\n\n\t\t\t\tkey = face[ f ].x + ':' + face[ f ].y;\n\n\t\t\t\tindex = allPointsMap[ key ];\n\n\t\t\t\tif ( index !== undefined ) {\n\n\t\t\t\t\tface[ f ] = index;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn triangles.concat();\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * amount: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline is bevel\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n * frames: // containing arrays of tangents, normals, binormals\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n// ExtrudeGeometry\n\nfunction ExtrudeGeometry( shapes, options ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ExtrudeGeometry';\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\toptions: options\n\t};\n\n\tthis.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );\n\tthis.mergeVertices();\n\n}\n\nExtrudeGeometry.prototype = Object.create( Geometry.prototype );\nExtrudeGeometry.prototype.constructor = ExtrudeGeometry;\n\n// ExtrudeBufferGeometry\n\nfunction ExtrudeBufferGeometry( shapes, options ) {\n\n\tif ( typeof ( shapes ) === \"undefined\" ) {\n\n\t\treturn;\n\n\t}\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ExtrudeBufferGeometry';\n\n\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\tthis.addShapeList( shapes, options );\n\n\tthis.computeVertexNormals();\n\n\t// can't really use automatic vertex normals\n\t// as then front and back sides get smoothed too\n\t// should do separate smoothing just for sides\n\n\t//this.computeVertexNormals();\n\n\t//console.log( \"took\", ( Date.now() - startTime ) );\n\n}\n\nExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;\n\nExtrudeBufferGeometry.prototype.getArrays = function () {\n\n\tvar positionAttribute = this.getAttribute( \"position\" );\n\tvar verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : [];\n\n\tvar uvAttribute = this.getAttribute( \"uv\" );\n\tvar uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : [];\n\n\tvar IndexAttribute = this.index;\n\tvar indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : [];\n\n\treturn {\n\t\tposition: verticesArray,\n\t\tuv: uvArray,\n\t\tindex: indicesArray\n\t};\n\n};\n\nExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) {\n\n\tvar sl = shapes.length;\n\toptions.arrays = this.getArrays();\n\n\tfor ( var s = 0; s < sl; s ++ ) {\n\n\t\tvar shape = shapes[ s ];\n\t\tthis.addShape( shape, options );\n\n\t}\n\n\tthis.setIndex( options.arrays.index );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );\n\n};\n\nExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {\n\n\tvar arrays = options.arrays ? options.arrays : this.getArrays();\n\tvar verticesArray = arrays.position;\n\tvar indicesArray = arrays.index;\n\tvar uvArray = arrays.uv;\n\n\tvar placeholder = [];\n\n\n\tvar amount = options.amount !== undefined ? options.amount : 100;\n\n\tvar bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10\n\tvar bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8\n\tvar bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\tvar bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false\n\n\tvar curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\n\tvar steps = options.steps !== undefined ? options.steps : 1;\n\n\tvar extrudePath = options.extrudePath;\n\tvar extrudePts, extrudeByPath = false;\n\n\t// Use default WorldUVGenerator if no UV generators are specified.\n\tvar uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;\n\n\tvar splineTube, binormal, normal, position2;\n\tif ( extrudePath ) {\n\n\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\textrudeByPath = true;\n\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t// SETUP TNB variables\n\n\t\t// TODO1 - have a .isClosed in spline?\n\n\t\tsplineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );\n\n\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\tbinormal = new Vector3();\n\t\tnormal = new Vector3();\n\t\tposition2 = new Vector3();\n\n\t}\n\n\t// Safeguards if bevels are not enabled\n\n\tif ( ! bevelEnabled ) {\n\n\t\tbevelSegments = 0;\n\t\tbevelThickness = 0;\n\t\tbevelSize = 0;\n\n\t}\n\n\t// Variables initialization\n\n\tvar ahole, h, hl; // looping of holes\n\tvar scope = this;\n\n\tvar shapePoints = shape.extractPoints( curveSegments );\n\n\tvar vertices = shapePoints.shape;\n\tvar holes = shapePoints.holes;\n\n\tvar reverse = ! ShapeUtils.isClockWise( vertices );\n\n\tif ( reverse ) {\n\n\t\tvertices = vertices.reverse();\n\n\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\n\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\n\tvar faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t/* Vertices */\n\n\tvar contour = vertices; // vertices has all points but contour has only points of circumference\n\n\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\tahole = holes[ h ];\n\n\t\tvertices = vertices.concat( ahole );\n\n\t}\n\n\n\tfunction scalePt2( pt, vec, size ) {\n\n\t\tif ( ! vec ) console.error( \"THREE.ExtrudeGeometry: vec does not exist\" );\n\n\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t}\n\n\tvar b, bs, t, z,\n\t\tvert, vlen = vertices.length,\n\t\tface, flen = faces.length;\n\n\n\t// Find directions for point movement\n\n\n\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t//\n\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\tvar v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\tvar v_prev_x = inPt.x - inPrev.x,\n\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\tvar v_next_x = inNext.x - inPt.x,\n\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\tvar v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t// check for collinear edges\n\t\tvar collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t// not collinear\n\n\t\t\t// length of vectors for normalizing\n\n\t\t\tvar v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\tvar v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\tvar ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\tvar ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\tvar ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\tvar ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\tvar sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t// vector from inPt to intersection point\n\n\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t// but prevent crazy spikes\n\t\t\tvar v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t} else {\n\n\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// handle special case of collinear edges\n\n\t\t\tvar direction_eq = false; // assumes: opposite\n\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( direction_eq ) {\n\n\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t} else {\n\n\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t}\n\n\n\tvar contourMovements = [];\n\n\tfor ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\tif ( j === il ) j = 0;\n\t\tif ( k === il ) k = 0;\n\n\t\t// (j)---(i)---(k)\n\t\t// console.log('i,j,k', i, j , k)\n\n\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t}\n\n\tvar holesMovements = [],\n\t\toneHoleMovements, verticesMovements = contourMovements.concat();\n\n\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\tahole = holes[ h ];\n\n\t\toneHoleMovements = [];\n\n\t\tfor ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\tif ( j === il ) j = 0;\n\t\t\tif ( k === il ) k = 0;\n\n\t\t\t// (j)---(i)---(k)\n\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t}\n\n\t\tholesMovements.push( oneHoleMovements );\n\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t}\n\n\n\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\tfor ( b = 0; b < bevelSegments; b ++ ) {\n\n\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\tt = b / bevelSegments;\n\t\tz = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\tbs = bevelSize * Math.sin( t * Math.PI / 2 );\n\n\t\t// contract shape\n\n\t\tfor ( i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\tvert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\tv( vert.x, vert.y, - z );\n\n\t\t}\n\n\t\t// expand holes\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\tfor ( i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\tvert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tbs = bevelSize;\n\n\t// Back facing vertices\n\n\tfor ( i = 0; i < vlen; i ++ ) {\n\n\t\tvert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\tif ( ! extrudeByPath ) {\n\n\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t} else {\n\n\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t}\n\n\t}\n\n\t// Add stepped vertices...\n\t// Including front facing vertices\n\n\tvar s;\n\n\tfor ( s = 1; s <= steps; s ++ ) {\n\n\t\tfor ( i = 0; i < vlen; i ++ ) {\n\n\t\t\tvert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\tv( vert.x, vert.y, amount / steps * s );\n\n\t\t\t} else {\n\n\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\n\t// Add bevel segments planes\n\n\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\tfor ( b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\tt = b / bevelSegments;\n\t\tz = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\tbs = bevelSize * Math.sin( t * Math.PI / 2 );\n\n\t\t// contract shape\n\n\t\tfor ( i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\tvert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\tv( vert.x, vert.y, amount + z );\n\n\t\t}\n\n\t\t// expand holes\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\tfor ( i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\tvert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, amount + z );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/* Faces */\n\n\t// Top and bottom faces\n\n\tbuildLidFaces();\n\n\t// Sides faces\n\n\tbuildSideFaces();\n\n\n\t///// Internal functions\n\n\tfunction buildLidFaces() {\n\n\t\tvar start = verticesArray.length / 3;\n\n\t\tif ( bevelEnabled ) {\n\n\t\t\tvar layer = 0; // steps + 1\n\t\t\tvar offset = vlen * layer;\n\n\t\t\t// Bottom faces\n\n\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\tface = faces[ i ];\n\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t}\n\n\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\toffset = vlen * layer;\n\n\t\t\t// Top faces\n\n\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\tface = faces[ i ];\n\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Bottom faces\n\n\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\tface = faces[ i ];\n\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t}\n\n\t\t\t// Top faces\n\n\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\tface = faces[ i ];\n\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t}\n\n\t\t}\n\n\t\tscope.addGroup( start, verticesArray.length / 3 - start, options.material !== undefined ? options.material : 0 );\n\n\t}\n\n\t// Create faces for the z-sides of the shape\n\n\tfunction buildSideFaces() {\n\n\t\tvar start = verticesArray.length / 3;\n\t\tvar layeroffset = 0;\n\t\tsidewalls( contour, layeroffset );\n\t\tlayeroffset += contour.length;\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t//, true\n\t\t\tlayeroffset += ahole.length;\n\n\t\t}\n\n\n\t\tscope.addGroup( start, verticesArray.length / 3 - start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1 );\n\n\n\t}\n\n\tfunction sidewalls( contour, layeroffset ) {\n\n\t\tvar j, k;\n\t\ti = contour.length;\n\n\t\twhile ( -- i >= 0 ) {\n\n\t\t\tj = i;\n\t\t\tk = i - 1;\n\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\tvar s = 0,\n\t\t\t\tsl = steps + bevelSegments * 2;\n\n\t\t\tfor ( s = 0; s < sl; s ++ ) {\n\n\t\t\t\tvar slen1 = vlen * s;\n\t\t\t\tvar slen2 = vlen * ( s + 1 );\n\n\t\t\t\tvar a = layeroffset + j + slen1,\n\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\tf4( a, b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction v( x, y, z ) {\n\n\t\tplaceholder.push( x );\n\t\tplaceholder.push( y );\n\t\tplaceholder.push( z );\n\n\t}\n\n\n\tfunction f3( a, b, c ) {\n\n\t\taddVertex( a );\n\t\taddVertex( b );\n\t\taddVertex( c );\n\n\t\tvar nextIndex = verticesArray.length / 3;\n\t\tvar uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\taddUV( uvs[ 0 ] );\n\t\taddUV( uvs[ 1 ] );\n\t\taddUV( uvs[ 2 ] );\n\n\t}\n\n\tfunction f4( a, b, c, d ) {\n\n\t\taddVertex( a );\n\t\taddVertex( b );\n\t\taddVertex( d );\n\n\t\taddVertex( b );\n\t\taddVertex( c );\n\t\taddVertex( d );\n\n\n\t\tvar nextIndex = verticesArray.length / 3;\n\t\tvar uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\taddUV( uvs[ 0 ] );\n\t\taddUV( uvs[ 1 ] );\n\t\taddUV( uvs[ 3 ] );\n\n\t\taddUV( uvs[ 1 ] );\n\t\taddUV( uvs[ 2 ] );\n\t\taddUV( uvs[ 3 ] );\n\n\t}\n\n\tfunction addVertex( index ) {\n\n\t\tindicesArray.push( verticesArray.length / 3 );\n\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t}\n\n\n\tfunction addUV( vector2 ) {\n\n\t\tuvArray.push( vector2.x );\n\t\tuvArray.push( vector2.y );\n\n\t}\n\n\tif ( ! options.arrays ) {\n\n\t\tthis.setIndex( indicesArray );\n\t\tthis.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );\n\n\t}\n\n};\n\nExtrudeGeometry.WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tvar a_x = vertices[ indexA * 3 ];\n\t\tvar a_y = vertices[ indexA * 3 + 1 ];\n\t\tvar b_x = vertices[ indexB * 3 ];\n\t\tvar b_y = vertices[ indexB * 3 + 1 ];\n\t\tvar c_x = vertices[ indexC * 3 ];\n\t\tvar c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tvar a_x = vertices[ indexA * 3 ];\n\t\tvar a_y = vertices[ indexA * 3 + 1 ];\n\t\tvar a_z = vertices[ indexA * 3 + 2 ];\n\t\tvar b_x = vertices[ indexB * 3 ];\n\t\tvar b_y = vertices[ indexB * 3 + 1 ];\n\t\tvar b_z = vertices[ indexB * 3 + 2 ];\n\t\tvar c_x = vertices[ indexC * 3 ];\n\t\tvar c_y = vertices[ indexC * 3 + 1 ];\n\t\tvar c_z = vertices[ indexC * 3 + 2 ];\n\t\tvar d_x = vertices[ indexD * 3 ];\n\t\tvar d_y = vertices[ indexD * 3 + 1 ];\n\t\tvar d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author alteredq / http://alteredqualia.com/\n *\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: // how far from text outline is bevel\n * }\n */\n\n// TextGeometry\n\nfunction TextGeometry( text, parameters ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TextGeometry';\n\n\tthis.parameters = {\n\t\ttext: text,\n\t\tparameters: parameters\n\t};\n\n\tthis.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );\n\tthis.mergeVertices();\n\n}\n\nTextGeometry.prototype = Object.create( Geometry.prototype );\nTextGeometry.prototype.constructor = TextGeometry;\n\n// TextBufferGeometry\n\nfunction TextBufferGeometry( text, parameters ) {\n\n\tparameters = parameters || {};\n\n\tvar font = parameters.font;\n\n\tif ( ! ( font && font.isFont ) ) {\n\n\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\treturn new Geometry();\n\n\t}\n\n\tvar shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );\n\n\t// translate parameters to ExtrudeGeometry API\n\n\tparameters.amount = parameters.height !== undefined ? parameters.height : 50;\n\n\t// defaults\n\n\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\tExtrudeBufferGeometry.call( this, shapes, parameters );\n\n\tthis.type = 'TextBufferGeometry';\n\n}\n\nTextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );\nTextBufferGeometry.prototype.constructor = TextBufferGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author benaadams / https://twitter.com/ben_a_adams\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// SphereGeometry\n\nfunction SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'SphereGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nSphereGeometry.prototype = Object.create( Geometry.prototype );\nSphereGeometry.prototype.constructor = SphereGeometry;\n\n// SphereBufferGeometry\n\nfunction SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'SphereBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tradius = radius || 1;\n\n\twidthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );\n\theightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );\n\n\tphiStart = phiStart !== undefined ? phiStart : 0;\n\tphiLength = phiLength !== undefined ? phiLength : Math.PI * 2;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI;\n\n\tvar thetaEnd = thetaStart + thetaLength;\n\n\tvar ix, iy;\n\n\tvar index = 0;\n\tvar grid = [];\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// generate vertices, normals and uvs\n\n\tfor ( iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\tvar verticesRow = [];\n\n\t\tvar v = iy / heightSegments;\n\n\t\tfor ( ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\tvar u = ix / widthSegments;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormal.set( vertex.x, vertex.y, vertex.z ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, 1 - v );\n\n\t\t\tverticesRow.push( index ++ );\n\n\t\t}\n\n\t\tgrid.push( verticesRow );\n\n\t}\n\n\t// indices\n\n\tfor ( iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\tfor ( ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\tvar a = grid[ iy ][ ix + 1 ];\n\t\t\tvar b = grid[ iy ][ ix ];\n\t\t\tvar c = grid[ iy + 1 ][ ix ];\n\t\t\tvar d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nSphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nSphereBufferGeometry.prototype.constructor = SphereBufferGeometry;\n\n/**\n * @author Kaleb Murphy\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// RingGeometry\n\nfunction RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'RingGeometry';\n\n\tthis.parameters = {\n\t\tinnerRadius: innerRadius,\n\t\touterRadius: outerRadius,\n\t\tthetaSegments: thetaSegments,\n\t\tphiSegments: phiSegments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nRingGeometry.prototype = Object.create( Geometry.prototype );\nRingGeometry.prototype.constructor = RingGeometry;\n\n// RingBufferGeometry\n\nfunction RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'RingBufferGeometry';\n\n\tthis.parameters = {\n\t\tinnerRadius: innerRadius,\n\t\touterRadius: outerRadius,\n\t\tthetaSegments: thetaSegments,\n\t\tphiSegments: phiSegments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tinnerRadius = innerRadius || 0.5;\n\touterRadius = outerRadius || 1;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\tthetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;\n\tphiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// some helper variables\n\n\tvar segment;\n\tvar radius = innerRadius;\n\tvar radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\tvar j, i;\n\n\t// generate vertices, normals and uvs\n\n\tfor ( j = 0; j <= phiSegments; j ++ ) {\n\n\t\tfor ( i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\tsegment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uv\n\n\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// increase the radius for next row of vertices\n\n\t\tradius += radiusStep;\n\n\t}\n\n\t// indices\n\n\tfor ( j = 0; j < phiSegments; j ++ ) {\n\n\t\tvar thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\tfor ( i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\tsegment = i + thetaSegmentLevel;\n\n\t\t\tvar a = segment;\n\t\t\tvar b = segment + thetaSegments + 1;\n\t\t\tvar c = segment + thetaSegments + 2;\n\t\t\tvar d = segment + 1;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nRingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nRingBufferGeometry.prototype.constructor = RingBufferGeometry;\n\n/**\n * @author astrodud / http://astrodud.isgreat.org/\n * @author zz85 / https://github.com/zz85\n * @author bhouston / http://clara.io\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// LatheGeometry\n\nfunction LatheGeometry( points, segments, phiStart, phiLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'LatheGeometry';\n\n\tthis.parameters = {\n\t\tpoints: points,\n\t\tsegments: segments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength\n\t};\n\n\tthis.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );\n\tthis.mergeVertices();\n\n}\n\nLatheGeometry.prototype = Object.create( Geometry.prototype );\nLatheGeometry.prototype.constructor = LatheGeometry;\n\n// LatheBufferGeometry\n\nfunction LatheBufferGeometry( points, segments, phiStart, phiLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'LatheBufferGeometry';\n\n\tthis.parameters = {\n\t\tpoints: points,\n\t\tsegments: segments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength\n\t};\n\n\tsegments = Math.floor( segments ) || 12;\n\tphiStart = phiStart || 0;\n\tphiLength = phiLength || Math.PI * 2;\n\n\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\tphiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );\n\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar base;\n\tvar inverseSegments = 1.0 / segments;\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\tvar i, j;\n\n\t// generate vertices and uvs\n\n\tfor ( i = 0; i <= segments; i ++ ) {\n\n\t\tvar phi = phiStart + i * inverseSegments * phiLength;\n\n\t\tvar sin = Math.sin( phi );\n\t\tvar cos = Math.cos( phi );\n\n\t\tfor ( j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\tvertex.y = points[ j ].y;\n\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// uv\n\n\t\t\tuv.x = i / segments;\n\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tfor ( i = 0; i < segments; i ++ ) {\n\n\t\tfor ( j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\tbase = j + i * points.length;\n\n\t\t\tvar a = base;\n\t\t\tvar b = base + points.length;\n\t\t\tvar c = base + points.length + 1;\n\t\t\tvar d = base + 1;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// generate normals\n\n\tthis.computeVertexNormals();\n\n\t// if the geometry is closed, we need to average the normals along the seam.\n\t// because the corresponding vertices are identical (but still have different UVs).\n\n\tif ( phiLength === Math.PI * 2 ) {\n\n\t\tvar normals = this.attributes.normal.array;\n\t\tvar n1 = new Vector3();\n\t\tvar n2 = new Vector3();\n\t\tvar n = new Vector3();\n\n\t\t// this is the buffer offset for the last line of vertices\n\n\t\tbase = segments * points.length * 3;\n\n\t\tfor ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t// select the normal of the vertex in the first line\n\n\t\t\tn1.x = normals[ j + 0 ];\n\t\t\tn1.y = normals[ j + 1 ];\n\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t// select the normal of the vertex in the last line\n\n\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t// average normals\n\n\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t// assign the new values to both normals\n\n\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t}\n\n\t}\n\n}\n\nLatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nLatheBufferGeometry.prototype.constructor = LatheBufferGeometry;\n\n/**\n * @author jonobr1 / http://jonobr1.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// ShapeGeometry\n\nfunction ShapeGeometry( shapes, curveSegments ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ShapeGeometry';\n\n\tif ( typeof curveSegments === 'object' ) {\n\n\t\tconsole.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );\n\n\t\tcurveSegments = curveSegments.curveSegments;\n\n\t}\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\tcurveSegments: curveSegments\n\t};\n\n\tthis.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );\n\tthis.mergeVertices();\n\n}\n\nShapeGeometry.prototype = Object.create( Geometry.prototype );\nShapeGeometry.prototype.constructor = ShapeGeometry;\n\n// ShapeBufferGeometry\n\nfunction ShapeBufferGeometry( shapes, curveSegments ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ShapeBufferGeometry';\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\tcurveSegments: curveSegments\n\t};\n\n\tcurveSegments = curveSegments || 12;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar groupStart = 0;\n\tvar groupCount = 0;\n\n\t// allow single and array values for \"shapes\" parameter\n\n\tif ( Array.isArray( shapes ) === false ) {\n\n\t\taddShape( shapes );\n\n\t} else {\n\n\t\tfor ( var i = 0; i < shapes.length; i ++ ) {\n\n\t\t\taddShape( shapes[ i ] );\n\n\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\tgroupStart += groupCount;\n\t\t\tgroupCount = 0;\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t// helper functions\n\n\tfunction addShape( shape ) {\n\n\t\tvar i, l, shapeHole;\n\n\t\tvar indexOffset = vertices.length / 3;\n\t\tvar points = shape.extractPoints( curveSegments );\n\n\t\tvar shapeVertices = points.shape;\n\t\tvar shapeHoles = points.holes;\n\n\t\t// check direction of vertices\n\n\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t// also check if holes are in the opposite direction\n\n\t\t\tfor ( i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tshapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t// join vertices of inner and outer paths to a single array\n\n\t\tfor ( i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\tshapeHole = shapeHoles[ i ];\n\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t}\n\n\t\t// vertices, normals, uvs\n\n\t\tfor ( i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\tvar vertex = shapeVertices[ i ];\n\n\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\tnormals.push( 0, 0, 1 );\n\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t}\n\n\t\t// incides\n\n\t\tfor ( i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tvar a = face[ 0 ] + indexOffset;\n\t\t\tvar b = face[ 1 ] + indexOffset;\n\t\t\tvar c = face[ 2 ] + indexOffset;\n\n\t\t\tindices.push( a, b, c );\n\t\t\tgroupCount += 3;\n\n\t\t}\n\n\t}\n\n}\n\nShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction EdgesGeometry( geometry, thresholdAngle ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'EdgesGeometry';\n\n\tthis.parameters = {\n\t\tthresholdAngle: thresholdAngle\n\t};\n\n\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t// buffer\n\n\tvar vertices = [];\n\n\t// helper variables\n\n\tvar thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );\n\tvar edge = [ 0, 0 ], edges = {}, edge1, edge2;\n\tvar key, keys = [ 'a', 'b', 'c' ];\n\n\t// prepare source geometry\n\n\tvar geometry2;\n\n\tif ( geometry.isBufferGeometry ) {\n\n\t\tgeometry2 = new Geometry();\n\t\tgeometry2.fromBufferGeometry( geometry );\n\n\t} else {\n\n\t\tgeometry2 = geometry.clone();\n\n\t}\n\n\tgeometry2.mergeVertices();\n\tgeometry2.computeFaceNormals();\n\n\tvar sourceVertices = geometry2.vertices;\n\tvar faces = geometry2.faces;\n\n\t// now create a data structure where each entry represents an edge with its adjoining faces\n\n\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\tvar face = faces[ i ];\n\n\t\tfor ( var j = 0; j < 3; j ++ ) {\n\n\t\t\tedge1 = face[ keys[ j ] ];\n\t\t\tedge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\tedge[ 0 ] = Math.min( edge1, edge2 );\n\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };\n\n\t\t\t} else {\n\n\t\t\t\tedges[ key ].face2 = i;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// generate vertices\n\n\tfor ( key in edges ) {\n\n\t\tvar e = edges[ key ];\n\n\t\t// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.\n\n\t\tif ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {\n\n\t\t\tvar vertex = sourceVertices[ e.index1 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\tvertex = sourceVertices[ e.index2 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n}\n\nEdgesGeometry.prototype = Object.create( BufferGeometry.prototype );\nEdgesGeometry.prototype.constructor = EdgesGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// CylinderGeometry\n\nfunction CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'CylinderGeometry';\n\n\tthis.parameters = {\n\t\tradiusTop: radiusTop,\n\t\tradiusBottom: radiusBottom,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nCylinderGeometry.prototype = Object.create( Geometry.prototype );\nCylinderGeometry.prototype.constructor = CylinderGeometry;\n\n// CylinderBufferGeometry\n\nfunction CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'CylinderBufferGeometry';\n\n\tthis.parameters = {\n\t\tradiusTop: radiusTop,\n\t\tradiusBottom: radiusBottom,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tvar scope = this;\n\n\tradiusTop = radiusTop !== undefined ? radiusTop : 1;\n\tradiusBottom = radiusBottom !== undefined ? radiusBottom : 1;\n\theight = height || 1;\n\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\theightSegments = Math.floor( heightSegments ) || 1;\n\n\topenEnded = openEnded !== undefined ? openEnded : false;\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0.0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar index = 0;\n\tvar indexArray = [];\n\tvar halfHeight = height / 2;\n\tvar groupStart = 0;\n\n\t// generate geometry\n\n\tgenerateTorso();\n\n\tif ( openEnded === false ) {\n\n\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\tfunction generateTorso() {\n\n\t\tvar x, y;\n\t\tvar normal = new Vector3();\n\t\tvar vertex = new Vector3();\n\n\t\tvar groupCount = 0;\n\n\t\t// this will be used to calculate the normal\n\t\tvar slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\tvar indexRow = [];\n\n\t\t\tvar v = y / heightSegments;\n\n\t\t\t// calculate the radius of the current row\n\n\t\t\tvar radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\tfor ( x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tvar u = x / radialSegments;\n\n\t\t\t\tvar theta = u * thetaLength + thetaStart;\n\n\t\t\t\tvar sinTheta = Math.sin( theta );\n\t\t\t\tvar cosTheta = Math.cos( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\t// now save vertices of the row in our index array\n\n\t\t\tindexArray.push( indexRow );\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( x = 0; x < radialSegments; x ++ ) {\n\n\t\t\tfor ( y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\tvar a = indexArray[ y ][ x ];\n\t\t\t\tvar b = indexArray[ y + 1 ][ x ];\n\t\t\t\tvar c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\tvar d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t// update group counter\n\n\t\t\t\tgroupCount += 6;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t// calculate new start value for groups\n\n\t\tgroupStart += groupCount;\n\n\t}\n\n\tfunction generateCap( top ) {\n\n\t\tvar x, centerIndexStart, centerIndexEnd;\n\n\t\tvar uv = new Vector2();\n\t\tvar vertex = new Vector3();\n\n\t\tvar groupCount = 0;\n\n\t\tvar radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\tvar sign = ( top === true ) ? 1 : - 1;\n\n\t\t// save the index of the first center vertex\n\t\tcenterIndexStart = index;\n\n\t\t// first we generate the center vertex data of the cap.\n\t\t// because the geometry needs one set of uvs per face,\n\t\t// we must generate a center vertex per face/segment\n\n\t\tfor ( x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t// vertex\n\n\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t// increase index\n\n\t\t\tindex ++;\n\n\t\t}\n\n\t\t// save the index of the last center vertex\n\n\t\tcenterIndexEnd = index;\n\n\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\tfor ( x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\tvar u = x / radialSegments;\n\t\t\tvar theta = u * thetaLength + thetaStart;\n\n\t\t\tvar cosTheta = Math.cos( theta );\n\t\t\tvar sinTheta = Math.sin( theta );\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * sinTheta;\n\t\t\tvertex.y = halfHeight * sign;\n\t\t\tvertex.z = radius * cosTheta;\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t// uv\n\n\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t// increase index\n\n\t\t\tindex ++;\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( x = 0; x < radialSegments; x ++ ) {\n\n\t\t\tvar c = centerIndexStart + x;\n\t\t\tvar i = centerIndexEnd + x;\n\n\t\t\tif ( top === true ) {\n\n\t\t\t\t// face top\n\n\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t} else {\n\n\t\t\t\t// face bottom\n\n\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t}\n\n\t\t\tgroupCount += 3;\n\n\t\t}\n\n\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t// calculate new start value for groups\n\n\t\tgroupStart += groupCount;\n\n\t}\n\n}\n\nCylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nCylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;\n\n/**\n * @author abelnation / http://github.com/abelnation\n */\n\n// ConeGeometry\n\nfunction ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tCylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\tthis.type = 'ConeGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n}\n\nConeGeometry.prototype = Object.create( CylinderGeometry.prototype );\nConeGeometry.prototype.constructor = ConeGeometry;\n\n// ConeBufferGeometry\n\nfunction ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tCylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\tthis.type = 'ConeBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n}\n\nConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );\nConeBufferGeometry.prototype.constructor = ConeBufferGeometry;\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n * @author Mugen87 / https://github.com/Mugen87\n * @author hughes\n */\n\n// CircleGeometry\n\nfunction CircleGeometry( radius, segments, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'CircleGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tsegments: segments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nCircleGeometry.prototype = Object.create( Geometry.prototype );\nCircleGeometry.prototype.constructor = CircleGeometry;\n\n// CircleBufferGeometry\n\nfunction CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'CircleBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tsegments: segments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tradius = radius || 1;\n\tsegments = segments !== undefined ? Math.max( 3, segments ) : 8;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar i, s;\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\n\t// center point\n\n\tvertices.push( 0, 0, 0 );\n\tnormals.push( 0, 0, 1 );\n\tuvs.push( 0.5, 0.5 );\n\n\tfor ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\tvar segment = thetaStart + s / segments * thetaLength;\n\n\t\t// vertex\n\n\t\tvertex.x = radius * Math.cos( segment );\n\t\tvertex.y = radius * Math.sin( segment );\n\n\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t// normal\n\n\t\tnormals.push( 0, 0, 1 );\n\n\t\t// uvs\n\n\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\tuvs.push( uv.x, uv.y );\n\n\t}\n\n\t// indices\n\n\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\tindices.push( i, i + 1, 0 );\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nCircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nCircleBufferGeometry.prototype.constructor = CircleBufferGeometry;\n\n\n\nvar Geometries = Object.freeze({\n\tWireframeGeometry: WireframeGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricBufferGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronBufferGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronBufferGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronBufferGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronBufferGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronBufferGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeBufferGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotBufferGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusBufferGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextBufferGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereBufferGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingBufferGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneBufferGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheBufferGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeBufferGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeBufferGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeBufferGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderBufferGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleBufferGeometry,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxBufferGeometry\n});\n\n/**\n * @author mrdoob / http://mrdoob.com/\n *\n * parameters = {\n * color: ,\n * opacity: \n * }\n */\n\nfunction ShadowMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShadowMaterial';\n\n\tthis.color = new Color( 0x000000 );\n\tthis.opacity = 1.0;\n\n\tthis.lights = true;\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nShadowMaterial.prototype = Object.create( Material.prototype );\nShadowMaterial.prototype.constructor = ShadowMaterial;\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction RawShaderMaterial( parameters ) {\n\n\tShaderMaterial.call( this, parameters );\n\n\tthis.type = 'RawShaderMaterial';\n\n}\n\nRawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 0.5;\n\tthis.metalness = 0.5;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * reflectivity: \n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = { 'PHYSICAL': '' };\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tthis.clearCoat = 0.0;\n\tthis.clearCoatRoughness = 0.0;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'PHYSICAL': '' };\n\n\tthis.reflectivity = source.reflectivity;\n\n\tthis.clearCoat = source.clearCoat;\n\tthis.clearCoatRoughness = source.clearCoatRoughness;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshPhongMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshPhongMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhongMaterial.prototype = Object.create( Material.prototype );\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author takahirox / http://github.com/takahirox\n *\n * parameters = {\n * gradientMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshToonMaterial( parameters ) {\n\n\tMeshPhongMaterial.call( this );\n\n\tthis.defines = { 'TOON': '' };\n\n\tthis.type = 'MeshToonMaterial';\n\n\tthis.gradientMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function ( source ) {\n\n\tMeshPhongMaterial.prototype.copy.call( this, source );\n\n\tthis.gradientMap = source.gradientMap;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshNormalMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshNormalMaterial';\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\tthis.lights = false;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshNormalMaterial.prototype = Object.create( Material.prototype );\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshLambertMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshLambertMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshLambertMaterial.prototype = Object.create( Material.prototype );\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nfunction LineDashedMaterial( parameters ) {\n\n\tLineBasicMaterial.call( this );\n\n\tthis.type = 'LineDashedMaterial';\n\n\tthis.scale = 1;\n\tthis.dashSize = 3;\n\tthis.gapSize = 1;\n\n\tthis.setValues( parameters );\n\n}\n\nLineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function ( source ) {\n\n\tLineBasicMaterial.prototype.copy.call( this, source );\n\n\tthis.scale = source.scale;\n\tthis.dashSize = source.dashSize;\n\tthis.gapSize = source.gapSize;\n\n\treturn this;\n\n};\n\n\n\nvar Materials = Object.freeze({\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tvar scope = this;\n\n\tvar isLoading = false;\n\tvar itemsLoaded = 0;\n\tvar itemsTotal = 0;\n\tvar urlModifier = undefined;\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t};\n\n}\n\nvar DefaultLoadingManager = new LoadingManager();\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar loading = {};\n\nfunction FileLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( FileLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tvar scope = this;\n\n\t\tvar cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tvar dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tvar dataUriRegexResult = url.match( dataUriRegex );\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tvar mimeType = dataUriRegexResult[ 1 ];\n\t\t\tvar isBase64 = !! dataUriRegexResult[ 2 ];\n\t\t\tvar data = dataUriRegexResult[ 3 ];\n\n\t\t\tdata = window.decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = window.atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tvar response;\n\t\t\t\tvar responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tvar view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( var i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tvar parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\twindow.setTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\twindow.setTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\t\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\tvar request = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tvar response = event.target.response;\n\n\t\t\t\tCache.add( url, response );\n\n\t\t\t\tvar callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 ) {\n\n\t\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else if ( this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\t\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tvar callbacks = loading[ url ];\n\n\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tvar callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemEnd( url );\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( var header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( value ) {\n\n\t\tthis.requestHeader = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n *\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t// override in sub classes\n\tthis._parser = null;\n\n}\n\nObject.assign( CompressedTextureLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar images = [];\n\n\t\tvar texture = new CompressedTexture();\n\t\ttexture.image = images;\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tvar texDatas = scope._parser( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 )\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tvar loaded = 0;\n\n\t\t\tfor ( var i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tvar texDatas = scope._parser( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tvar faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( var f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( var i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author Nikos M. / https://github.com/foo123/\n *\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t// override in sub classes\n\tthis._parser = null;\n\n}\n\nObject.assign( DataTextureLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar texture = new DataTexture();\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tvar texData = scope._parser( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( undefined !== texData.image ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( undefined !== texData.data ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;\n\n\t\t\ttexture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;\n\n\t\t\tif ( undefined !== texData.format ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\t\t\tif ( undefined !== texData.type ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( undefined !== texData.mipmaps ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\n\t\t\t}\n\n\t\t\tif ( 1 === texData.mipmapCount ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ImageLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( ImageLoader.prototype, {\n\n\tcrossOrigin: 'Anonymous',\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tvar scope = this;\n\n\t\tvar cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tvar image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\timage.addEventListener( 'load', function () {\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}, false );\n\n\t\t/*\n\t\timage.addEventListener( 'progress', function ( event ) {\n\n\t\t\tif ( onProgress ) onProgress( event );\n\n\t\t}, false );\n\t\t*/\n\n\t\timage.addEventListener( 'error', function ( event ) {\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemEnd( url );\n\t\t\tscope.manager.itemError( url );\n\n\t\t}, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t},\n\n\tsetCrossOrigin: function ( value ) {\n\n\t\tthis.crossOrigin = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CubeTextureLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( CubeTextureLoader.prototype, {\n\n\tcrossOrigin: 'Anonymous',\n\n\tload: function ( urls, onLoad, onProgress, onError ) {\n\n\t\tvar texture = new CubeTexture();\n\n\t\tvar loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tvar loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( var i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t},\n\n\tsetCrossOrigin: function ( value ) {\n\n\t\tthis.crossOrigin = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction TextureLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( TextureLoader.prototype, {\n\n\tcrossOrigin: 'Anonymous',\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tvar texture = new Texture();\n\t\ttexture.image = loader.load( url, function () {\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tvar isJPEG = url.search( /\\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t},\n\n\tsetCrossOrigin: function ( value ) {\n\n\t\tthis.crossOrigin = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Light( color, intensity ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Light';\n\n\tthis.color = new Color( color );\n\tthis.intensity = intensity !== undefined ? intensity : 1;\n\n\tthis.receiveShadow = undefined;\n\n}\n\nLight.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Light,\n\n\tisLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction HemisphereLight( skyColor, groundColor, intensity ) {\n\n\tLight.call( this, skyColor, intensity );\n\n\tthis.type = 'HemisphereLight';\n\n\tthis.castShadow = undefined;\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.groundColor = new Color( groundColor );\n\n}\n\nHemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: HemisphereLight,\n\n\tisHemisphereLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LightShadow( camera ) {\n\n\tthis.camera = camera;\n\n\tthis.bias = 0;\n\tthis.radius = 1;\n\n\tthis.mapSize = new Vector2( 512, 512 );\n\n\tthis.map = null;\n\tthis.matrix = new Matrix4();\n\n}\n\nObject.assign( LightShadow.prototype, {\n\n\tcopy: function ( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction SpotLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n}\n\nSpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: SpotLightShadow,\n\n\tisSpotLightShadow: true,\n\n\tupdate: function ( light ) {\n\n\t\tvar camera = this.camera;\n\n\t\tvar fov = _Math.RAD2DEG * 2 * light.angle;\n\t\tvar aspect = this.mapSize.width / this.mapSize.height;\n\t\tvar far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction SpotLight( color, intensity, distance, angle, penumbra, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'SpotLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\n\t\t\treturn this.intensity * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\n\t\t\tthis.intensity = power / Math.PI;\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.angle = ( angle !== undefined ) ? angle : Math.PI / 3;\n\tthis.penumbra = ( penumbra !== undefined ) ? penumbra : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new SpotLightShadow();\n\n}\n\nSpotLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: SpotLight,\n\n\tisSpotLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction PointLight( color, intensity, distance, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'PointLight';\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\n\t\t\treturn this.intensity * 4 * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\n\t\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n}\n\nPointLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: PointLight,\n\n\tisPointLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction DirectionalLightShadow( ) {\n\n\tLightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n}\n\nDirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: DirectionalLightShadow\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DirectionalLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'DirectionalLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tthis.shadow = new DirectionalLightShadow();\n\n}\n\nDirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: DirectionalLight,\n\n\tisDirectionalLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AmbientLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'AmbientLight';\n\n\tthis.castShadow = undefined;\n\n}\n\nAmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: AmbientLight,\n\n\tisAmbientLight: true\n\n} );\n\n/**\n * @author abelnation / http://github.com/abelnation\n */\n\nfunction RectAreaLight( color, intensity, width, height ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'RectAreaLight';\n\n\tthis.position.set( 0, 1, 0 );\n\tthis.updateMatrix();\n\n\tthis.width = ( width !== undefined ) ? width : 10;\n\tthis.height = ( height !== undefined ) ? height : 10;\n\n\t// TODO (abelnation): distance/decay\n\n\t// TODO (abelnation): update method for RectAreaLight to update transform to lookat target\n\n\t// TODO (abelnation): shadows\n\n}\n\n// TODO (abelnation): RectAreaLight update when light shape is changed\nRectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: RectAreaLight,\n\n\tisRectAreaLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author tschw\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */\n\nvar AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tvar n = times.length;\n\t\tvar result = new Array( n );\n\t\tfor ( var i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tvar nValues = values.length;\n\t\tvar result = new values.constructor( nValues );\n\n\t\tfor ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tvar srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( var j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tvar i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tvar value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n * @author tschw\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tvar pp = this.parameterPositions,\n\t\t\ti1 = this._cachedIndex,\n\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tvar right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( var giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tvar t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( var giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tvar mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n//!\\ DECLARE ALIAS AFTER assign prototype !\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n *\n * @author tschw\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tvar pp = this.parameterPositions,\n\t\t\tiPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tvar sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tvar s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tvar s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tvar sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * @author tschw\n */\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n *\n * @author tschw\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nvar KeyframeTrackPrototype;\n\nKeyframeTrackPrototype = {\n\n\tTimeBufferType: Float32Array,\n\tValueBufferType: Float32Array,\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodDiscrete: function ( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: function ( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tsetInterpolation: function ( interpolation ) {\n\n\t\tvar factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tvar message = \"unsupported interpolation for \" +\n\t\t\t\t\tthis.ValueTypeName + \" keyframe track named \" + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrackPrototype:', message );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t},\n\n\tgetInterpolation: function () {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t},\n\n\tgetValueSize: function () {\n\n\t\treturn this.values.length / this.times.length;\n\n\t},\n\n\t// move all keyframes either forwards or backwards in time\n\tshift: function ( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tvar times = this.times;\n\n\t\t\tfor ( var i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale: function ( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tvar times = this.times;\n\n\t\t\tfor ( var i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim: function ( startTime, endTime ) {\n\n\t\tvar times = this.times,\n\t\t\tnKeys = times.length,\n\t\t\tfrom = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) ++ from;\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) -- to;\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) to = Math.max( to, 1 ), from = to - 1;\n\n\t\t\tvar stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate: function () {\n\n\t\tvar valid = true;\n\n\t\tvar valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrackPrototype: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tvar times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrackPrototype: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tvar prevTime = null;\n\n\t\tfor ( var i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tvar currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrackPrototype: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrackPrototype: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( var i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tvar value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrackPrototype: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize: function () {\n\n\t\tvar times = this.times,\n\t\t\tvalues = this.values,\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\twriteIndex = 1,\n\t\t\tlastIndex = times.length - 1;\n\n\t\tfor ( var i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tvar keep = false;\n\n\t\t\tvar time = times[ i ];\n\t\t\tvar timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tvar offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( var j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvar value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else keep = true;\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tvar readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( var j = 0; j !== stride; ++ j )\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j )\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n};\n\nfunction KeyframeTrackConstructor( name, times, values, interpolation ) {\n\n\tif ( name === undefined ) throw new Error( 'track name is undefined' );\n\n\tif ( times === undefined || times.length === 0 ) {\n\n\t\tthrow new Error( 'no keyframes in track named ' + name );\n\n\t}\n\n\tthis.name = name;\n\n\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\tthis.validate();\n\tthis.optimize();\n\n}\n\n/**\n *\n * A Track of vectored keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction VectorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nVectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: VectorKeyframeTrack,\n\n\tValueTypeName: 'vector'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n * Spherical linear unit quaternion interpolant.\n *\n * @author tschw\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset = i1 * stride,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tfor ( var end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * A Track of quaternion keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction QuaternionKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: QuaternionKeyframeTrack,\n\n\tValueTypeName: 'quaternion',\n\n\t// ValueBufferType is inherited\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n} );\n\n/**\n *\n * A Track of numeric keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction NumberKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nNumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: NumberKeyframeTrack,\n\n\tValueTypeName: 'number'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n *\n * A Track that interpolates Strings\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction StringKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nStringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: StringKeyframeTrack,\n\n\tValueTypeName: 'string',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\n\tInterpolantFactoryMethodSmooth: undefined\n\n} );\n\n/**\n *\n * A Track of Boolean keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction BooleanKeyframeTrack( name, times, values ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values );\n\n}\n\nBooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: BooleanKeyframeTrack,\n\n\tValueTypeName: 'bool',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\tInterpolantFactoryMethodSmooth: undefined\n\n\t// Note: Actually this track could have a optimized / compressed\n\t// representation of a single value and a custom interpolant that\n\t// computes \"firstValue ^ isOdd( index )\".\n\n} );\n\n/**\n *\n * A Track of keyframe values that represent color.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction ColorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.call( this, name, times, values, interpolation );\n\n}\n\nColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrackPrototype ), {\n\n\tconstructor: ColorKeyframeTrack,\n\n\tValueTypeName: 'color'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n\n\t// Note: Very basic implementation and nothing special yet.\n\t// However, this is the place for color space parameterization.\n\n} );\n\n/**\n *\n * A timed sequence of keyframes for a specific property.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction KeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrackConstructor.apply( this, name, times, values, interpolation );\n\n}\n\nKeyframeTrack.prototype = KeyframeTrackPrototype;\nKeyframeTrackPrototype.constructor = KeyframeTrack;\n\n// Static methods:\n\nObject.assign( KeyframeTrack, {\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tparse: function ( json ) {\n\n\t\tif ( json.type === undefined ) {\n\n\t\t\tthrow new Error( 'track type undefined, can not parse' );\n\n\t\t}\n\n\t\tvar trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );\n\n\t\tif ( json.times === undefined ) {\n\n\t\t\tvar times = [], values = [];\n\n\t\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\t\tjson.times = times;\n\t\t\tjson.values = values;\n\n\t\t}\n\n\t\t// derived classes can define a static parse method\n\t\tif ( trackType.parse !== undefined ) {\n\n\t\t\treturn trackType.parse( json );\n\n\t\t} else {\n\n\t\t\t// by default, we assume a constructor compatible with the base\n\t\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( track ) {\n\n\t\tvar trackType = track.constructor;\n\n\t\tvar json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== undefined ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tvar interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t},\n\n\t_getTrackTypeForValueTypeName: function ( typeName ) {\n\n\t\tswitch ( typeName.toLowerCase() ) {\n\n\t\t\tcase 'scalar':\n\t\t\tcase 'double':\n\t\t\tcase 'float':\n\t\t\tcase 'number':\n\t\t\tcase 'integer':\n\n\t\t\t\treturn NumberKeyframeTrack;\n\n\t\t\tcase 'vector':\n\t\t\tcase 'vector2':\n\t\t\tcase 'vector3':\n\t\t\tcase 'vector4':\n\n\t\t\t\treturn VectorKeyframeTrack;\n\n\t\t\tcase 'color':\n\n\t\t\t\treturn ColorKeyframeTrack;\n\n\t\t\tcase 'quaternion':\n\n\t\t\t\treturn QuaternionKeyframeTrack;\n\n\t\t\tcase 'bool':\n\t\t\tcase 'boolean':\n\n\t\t\t\treturn BooleanKeyframeTrack;\n\n\t\t\tcase 'string':\n\n\t\t\t\treturn StringKeyframeTrack;\n\n\t\t}\n\n\t\tthrow new Error( 'Unsupported typeName: ' + typeName );\n\n\t}\n\n} );\n\n/**\n *\n * Reusable set of Tracks that represent an animation.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */\n\nfunction AnimationClip( name, duration, tracks ) {\n\n\tthis.name = name;\n\tthis.tracks = tracks;\n\tthis.duration = ( duration !== undefined ) ? duration : - 1;\n\n\tthis.uuid = _Math.generateUUID();\n\n\t// this means it should figure out its duration by scanning the tracks\n\tif ( this.duration < 0 ) {\n\n\t\tthis.resetDuration();\n\n\t}\n\n\tthis.optimize();\n\n}\n\nObject.assign( AnimationClip, {\n\n\tparse: function ( json ) {\n\n\t\tvar tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( json.name, json.duration, tracks );\n\n\t},\n\n\ttoJSON: function ( clip ) {\n\n\t\tvar tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tvar json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks\n\n\t\t};\n\n\t\tfor ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t},\n\n\tCreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tvar numMorphTargets = morphTargetSequence.length;\n\t\tvar tracks = [];\n\n\t\tfor ( var i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tvar times = [];\n\t\t\tvar values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tvar order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( name, - 1, tracks );\n\n\t},\n\n\tfindByName: function ( objectOrClipArray, name ) {\n\n\t\tvar clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tvar o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( var i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tCreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {\n\n\t\tvar animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tvar pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( var i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tvar morphTarget = morphTargets[ i ];\n\t\t\tvar parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tvar name = parts[ 1 ];\n\n\t\t\t\tvar animationMorphTargets = animationToMorphTargets[ name ];\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar clips = [];\n\n\t\tfor ( var name in animationToMorphTargets ) {\n\n\t\t\tclips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t},\n\n\t// parse the animation.hierarchy format\n\tparseAnimation: function ( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tvar times = [];\n\t\t\t\tvar values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tvar tracks = [];\n\n\t\tvar clipName = animation.name || 'default';\n\t\t// automatic length determination in AnimationClip.\n\t\tvar duration = animation.length || - 1;\n\t\tvar fps = animation.fps || 30;\n\n\t\tvar hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( var h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tvar animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tvar morphTargetNames = {};\n\n\t\t\t\tfor ( var k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( var morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tvar times = [];\n\t\t\t\t\tvar values = [];\n\n\t\t\t\t\tfor ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tvar animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tvar boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar clip = new AnimationClip( clipName, duration, tracks );\n\n\t\treturn clip;\n\n\t}\n\n} );\n\nObject.assign( AnimationClip.prototype, {\n\n\tresetDuration: function () {\n\n\t\tvar tracks = this.tracks, duration = 0;\n\n\t\tfor ( var i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tvar track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t},\n\n\ttrim: function () {\n\n\t\tfor ( var i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\toptimize: function () {\n\n\t\tfor ( var i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction MaterialLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\tthis.textures = {};\n\n}\n\nObject.assign( MaterialLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tsetTextures: function ( value ) {\n\n\t\tthis.textures = value;\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tvar textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tvar material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;\n\t\tif ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;\n\t\tif ( json.uniforms !== undefined ) material.uniforms = json.uniforms;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\t\tif ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\n\t\tif ( json.alphaMap !== undefined ) {\n\n\t\t\tmaterial.alphaMap = getTexture( json.alphaMap );\n\t\t\tmaterial.transparent = true;\n\n\t\t}\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tvar normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\treturn material;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction BufferGeometryLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( BufferGeometryLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tvar geometry = new BufferGeometry();\n\n\t\tvar index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tvar typedArray = new TYPED_ARRAYS[ index.type ]( index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tvar attributes = json.data.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tvar attribute = attributes[ key ];\n\t\t\tvar typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );\n\n\t\t\tgeometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );\n\n\t\t}\n\n\t\tvar groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( var i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tvar group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tvar center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nvar TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\t// Workaround for IE11 pre KB2929437. See #11440\n\tUint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Loader() {\n\n\tthis.onLoadStart = function () {};\n\tthis.onLoadProgress = function () {};\n\tthis.onLoadComplete = function () {};\n\n}\n\nLoader.Handlers = {\n\n\thandlers: [],\n\n\tadd: function ( regex, loader ) {\n\n\t\tthis.handlers.push( regex, loader );\n\n\t},\n\n\tget: function ( file ) {\n\n\t\tvar handlers = this.handlers;\n\n\t\tfor ( var i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tvar regex = handlers[ i ];\n\t\t\tvar loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n};\n\nObject.assign( Loader.prototype, {\n\n\tcrossOrigin: undefined,\n\n\textractUrlBase: function ( url ) {\n\n\t\tvar parts = url.split( '/' );\n\n\t\tif ( parts.length === 1 ) return './';\n\n\t\tparts.pop();\n\n\t\treturn parts.join( '/' ) + '/';\n\n\t},\n\n\tinitMaterials: function ( materials, texturePath, crossOrigin ) {\n\n\t\tvar array = [];\n\n\t\tfor ( var i = 0; i < materials.length; ++ i ) {\n\n\t\t\tarray[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );\n\n\t\t}\n\n\t\treturn array;\n\n\t},\n\n\tcreateMaterial: ( function () {\n\n\t\tvar BlendingMode = {\n\t\t\tNoBlending: NoBlending,\n\t\t\tNormalBlending: NormalBlending,\n\t\t\tAdditiveBlending: AdditiveBlending,\n\t\t\tSubtractiveBlending: SubtractiveBlending,\n\t\t\tMultiplyBlending: MultiplyBlending,\n\t\t\tCustomBlending: CustomBlending\n\t\t};\n\n\t\tvar color = new Color();\n\t\tvar textureLoader = new TextureLoader();\n\t\tvar materialLoader = new MaterialLoader();\n\n\t\treturn function createMaterial( m, texturePath, crossOrigin ) {\n\n\t\t\t// convert from old material format\n\n\t\t\tvar textures = {};\n\n\t\t\tfunction loadTexture( path, repeat, offset, wrap, anisotropy ) {\n\n\t\t\t\tvar fullPath = texturePath + path;\n\t\t\t\tvar loader = Loader.Handlers.get( fullPath );\n\n\t\t\t\tvar texture;\n\n\t\t\t\tif ( loader !== null ) {\n\n\t\t\t\t\ttexture = loader.load( fullPath );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttextureLoader.setCrossOrigin( crossOrigin );\n\t\t\t\t\ttexture = textureLoader.load( fullPath );\n\n\t\t\t\t}\n\n\t\t\t\tif ( repeat !== undefined ) {\n\n\t\t\t\t\ttexture.repeat.fromArray( repeat );\n\n\t\t\t\t\tif ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;\n\t\t\t\t\tif ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;\n\n\t\t\t\t}\n\n\t\t\t\tif ( offset !== undefined ) {\n\n\t\t\t\t\ttexture.offset.fromArray( offset );\n\n\t\t\t\t}\n\n\t\t\t\tif ( wrap !== undefined ) {\n\n\t\t\t\t\tif ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;\n\t\t\t\t\tif ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;\n\n\t\t\t\t\tif ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;\n\t\t\t\t\tif ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;\n\n\t\t\t\t}\n\n\t\t\t\tif ( anisotropy !== undefined ) {\n\n\t\t\t\t\ttexture.anisotropy = anisotropy;\n\n\t\t\t\t}\n\n\t\t\t\tvar uuid = _Math.generateUUID();\n\n\t\t\t\ttextures[ uuid ] = texture;\n\n\t\t\t\treturn uuid;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tvar json = {\n\t\t\t\tuuid: _Math.generateUUID(),\n\t\t\t\ttype: 'MeshLambertMaterial'\n\t\t\t};\n\n\t\t\tfor ( var name in m ) {\n\n\t\t\t\tvar value = m[ name ];\n\n\t\t\t\tswitch ( name ) {\n\n\t\t\t\t\tcase 'DbgColor':\n\t\t\t\t\tcase 'DbgIndex':\n\t\t\t\t\tcase 'opticalDensity':\n\t\t\t\t\tcase 'illumination':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'DbgName':\n\t\t\t\t\t\tjson.name = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'blending':\n\t\t\t\t\t\tjson.blending = BlendingMode[ value ];\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'colorAmbient':\n\t\t\t\t\tcase 'mapAmbient':\n\t\t\t\t\t\tconsole.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'colorDiffuse':\n\t\t\t\t\t\tjson.color = color.fromArray( value ).getHex();\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'colorSpecular':\n\t\t\t\t\t\tjson.specular = color.fromArray( value ).getHex();\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'colorEmissive':\n\t\t\t\t\t\tjson.emissive = color.fromArray( value ).getHex();\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'specularCoef':\n\t\t\t\t\t\tjson.shininess = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'shading':\n\t\t\t\t\t\tif ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';\n\t\t\t\t\t\tif ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';\n\t\t\t\t\t\tif ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapDiffuse':\n\t\t\t\t\t\tjson.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapDiffuseRepeat':\n\t\t\t\t\tcase 'mapDiffuseOffset':\n\t\t\t\t\tcase 'mapDiffuseWrap':\n\t\t\t\t\tcase 'mapDiffuseAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapEmissive':\n\t\t\t\t\t\tjson.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapEmissiveRepeat':\n\t\t\t\t\tcase 'mapEmissiveOffset':\n\t\t\t\t\tcase 'mapEmissiveWrap':\n\t\t\t\t\tcase 'mapEmissiveAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapLight':\n\t\t\t\t\t\tjson.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapLightRepeat':\n\t\t\t\t\tcase 'mapLightOffset':\n\t\t\t\t\tcase 'mapLightWrap':\n\t\t\t\t\tcase 'mapLightAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapAO':\n\t\t\t\t\t\tjson.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapAORepeat':\n\t\t\t\t\tcase 'mapAOOffset':\n\t\t\t\t\tcase 'mapAOWrap':\n\t\t\t\t\tcase 'mapAOAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapBump':\n\t\t\t\t\t\tjson.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapBumpScale':\n\t\t\t\t\t\tjson.bumpScale = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapBumpRepeat':\n\t\t\t\t\tcase 'mapBumpOffset':\n\t\t\t\t\tcase 'mapBumpWrap':\n\t\t\t\t\tcase 'mapBumpAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapNormal':\n\t\t\t\t\t\tjson.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapNormalFactor':\n\t\t\t\t\t\tjson.normalScale = [ value, value ];\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapNormalRepeat':\n\t\t\t\t\tcase 'mapNormalOffset':\n\t\t\t\t\tcase 'mapNormalWrap':\n\t\t\t\t\tcase 'mapNormalAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapSpecular':\n\t\t\t\t\t\tjson.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapSpecularRepeat':\n\t\t\t\t\tcase 'mapSpecularOffset':\n\t\t\t\t\tcase 'mapSpecularWrap':\n\t\t\t\t\tcase 'mapSpecularAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapMetalness':\n\t\t\t\t\t\tjson.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapMetalnessRepeat':\n\t\t\t\t\tcase 'mapMetalnessOffset':\n\t\t\t\t\tcase 'mapMetalnessWrap':\n\t\t\t\t\tcase 'mapMetalnessAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapRoughness':\n\t\t\t\t\t\tjson.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapRoughnessRepeat':\n\t\t\t\t\tcase 'mapRoughnessOffset':\n\t\t\t\t\tcase 'mapRoughnessWrap':\n\t\t\t\t\tcase 'mapRoughnessAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapAlpha':\n\t\t\t\t\t\tjson.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'mapAlphaRepeat':\n\t\t\t\t\tcase 'mapAlphaOffset':\n\t\t\t\t\tcase 'mapAlphaWrap':\n\t\t\t\t\tcase 'mapAlphaAnisotropy':\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'flipSided':\n\t\t\t\t\t\tjson.side = BackSide;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'doubleSided':\n\t\t\t\t\t\tjson.side = DoubleSide;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'transparency':\n\t\t\t\t\t\tconsole.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );\n\t\t\t\t\t\tjson.opacity = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'depthTest':\n\t\t\t\t\tcase 'depthWrite':\n\t\t\t\t\tcase 'colorWrite':\n\t\t\t\t\tcase 'opacity':\n\t\t\t\t\tcase 'reflectivity':\n\t\t\t\t\tcase 'transparent':\n\t\t\t\t\tcase 'visible':\n\t\t\t\t\tcase 'wireframe':\n\t\t\t\t\t\tjson[ name ] = value;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'vertexColors':\n\t\t\t\t\t\tif ( value === true ) json.vertexColors = VertexColors;\n\t\t\t\t\t\tif ( value === 'face' ) json.vertexColors = FaceColors;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.error( 'THREE.Loader.createMaterial: Unsupported', name, value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( json.type === 'MeshBasicMaterial' ) delete json.emissive;\n\t\t\tif ( json.type !== 'MeshPhongMaterial' ) delete json.specular;\n\n\t\t\tif ( json.opacity < 1 ) json.transparent = true;\n\n\t\t\tmaterialLoader.setTextures( textures );\n\n\t\t\treturn materialLoader.parse( json );\n\n\t\t};\n\n\t} )()\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction JSONLoader( manager ) {\n\n\tif ( typeof manager === 'boolean' ) {\n\n\t\tconsole.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );\n\t\tmanager = undefined;\n\n\t}\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.withCredentials = false;\n\n}\n\nObject.assign( JSONLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar texturePath = this.texturePath && ( typeof this.texturePath === \"string\" ) ? this.texturePath : Loader.prototype.extractUrlBase( url );\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tvar json = JSON.parse( text );\n\t\t\tvar metadata = json.metadata;\n\n\t\t\tif ( metadata !== undefined ) {\n\n\t\t\t\tvar type = metadata.type;\n\n\t\t\t\tif ( type !== undefined ) {\n\n\t\t\t\t\tif ( type.toLowerCase() === 'object' ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( type.toLowerCase() === 'scene' ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar object = scope.parse( json, texturePath );\n\t\t\tonLoad( object.geometry, object.materials );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tsetTexturePath: function ( value ) {\n\n\t\tthis.texturePath = value;\n\n\t},\n\n\tparse: ( function () {\n\n\t\tfunction parseModel( json, geometry ) {\n\n\t\t\tfunction isBitSet( value, position ) {\n\n\t\t\t\treturn value & ( 1 << position );\n\n\t\t\t}\n\n\t\t\tvar i, j, fi,\n\n\t\t\t\toffset, zLength,\n\n\t\t\t\tcolorIndex, normalIndex, uvIndex, materialIndex,\n\n\t\t\t\ttype,\n\t\t\t\tisQuad,\n\t\t\t\thasMaterial,\n\t\t\t\thasFaceVertexUv,\n\t\t\t\thasFaceNormal, hasFaceVertexNormal,\n\t\t\t\thasFaceColor, hasFaceVertexColor,\n\n\t\t\t\tvertex, face, faceA, faceB, hex, normal,\n\n\t\t\t\tuvLayer, uv, u, v,\n\n\t\t\t\tfaces = json.faces,\n\t\t\t\tvertices = json.vertices,\n\t\t\t\tnormals = json.normals,\n\t\t\t\tcolors = json.colors,\n\n\t\t\t\tscale = json.scale,\n\n\t\t\t\tnUvLayers = 0;\n\n\n\t\t\tif ( json.uvs !== undefined ) {\n\n\t\t\t\t// disregard empty arrays\n\n\t\t\t\tfor ( i = 0; i < json.uvs.length; i ++ ) {\n\n\t\t\t\t\tif ( json.uvs[ i ].length ) nUvLayers ++;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( i = 0; i < nUvLayers; i ++ ) {\n\n\t\t\t\t\tgeometry.faceVertexUvs[ i ] = [];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\toffset = 0;\n\t\t\tzLength = vertices.length;\n\n\t\t\twhile ( offset < zLength ) {\n\n\t\t\t\tvertex = new Vector3();\n\n\t\t\t\tvertex.x = vertices[ offset ++ ] * scale;\n\t\t\t\tvertex.y = vertices[ offset ++ ] * scale;\n\t\t\t\tvertex.z = vertices[ offset ++ ] * scale;\n\n\t\t\t\tgeometry.vertices.push( vertex );\n\n\t\t\t}\n\n\t\t\toffset = 0;\n\t\t\tzLength = faces.length;\n\n\t\t\twhile ( offset < zLength ) {\n\n\t\t\t\ttype = faces[ offset ++ ];\n\n\t\t\t\tisQuad = isBitSet( type, 0 );\n\t\t\t\thasMaterial = isBitSet( type, 1 );\n\t\t\t\thasFaceVertexUv = isBitSet( type, 3 );\n\t\t\t\thasFaceNormal = isBitSet( type, 4 );\n\t\t\t\thasFaceVertexNormal = isBitSet( type, 5 );\n\t\t\t\thasFaceColor = isBitSet( type, 6 );\n\t\t\t\thasFaceVertexColor = isBitSet( type, 7 );\n\n\t\t\t\t// console.log(\"type\", type, \"bits\", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);\n\n\t\t\t\tif ( isQuad ) {\n\n\t\t\t\t\tfaceA = new Face3();\n\t\t\t\t\tfaceA.a = faces[ offset ];\n\t\t\t\t\tfaceA.b = faces[ offset + 1 ];\n\t\t\t\t\tfaceA.c = faces[ offset + 3 ];\n\n\t\t\t\t\tfaceB = new Face3();\n\t\t\t\t\tfaceB.a = faces[ offset + 1 ];\n\t\t\t\t\tfaceB.b = faces[ offset + 2 ];\n\t\t\t\t\tfaceB.c = faces[ offset + 3 ];\n\n\t\t\t\t\toffset += 4;\n\n\t\t\t\t\tif ( hasMaterial ) {\n\n\t\t\t\t\t\tmaterialIndex = faces[ offset ++ ];\n\t\t\t\t\t\tfaceA.materialIndex = materialIndex;\n\t\t\t\t\t\tfaceB.materialIndex = materialIndex;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// to get face <=> uv index correspondence\n\n\t\t\t\t\tfi = geometry.faces.length;\n\n\t\t\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < nUvLayers; i ++ ) {\n\n\t\t\t\t\t\t\tuvLayer = json.uvs[ i ];\n\n\t\t\t\t\t\t\tgeometry.faceVertexUvs[ i ][ fi ] = [];\n\t\t\t\t\t\t\tgeometry.faceVertexUvs[ i ][ fi + 1 ] = [];\n\n\t\t\t\t\t\t\tfor ( j = 0; j < 4; j ++ ) {\n\n\t\t\t\t\t\t\t\tuvIndex = faces[ offset ++ ];\n\n\t\t\t\t\t\t\t\tu = uvLayer[ uvIndex * 2 ];\n\t\t\t\t\t\t\t\tv = uvLayer[ uvIndex * 2 + 1 ];\n\n\t\t\t\t\t\t\t\tuv = new Vector2( u, v );\n\n\t\t\t\t\t\t\t\tif ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );\n\t\t\t\t\t\t\t\tif ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\t\t\tnormalIndex = faces[ offset ++ ] * 3;\n\n\t\t\t\t\t\tfaceA.normal.set(\n\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\tnormals[ normalIndex ]\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tfaceB.normal.copy( faceA.normal );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < 4; i ++ ) {\n\n\t\t\t\t\t\t\tnormalIndex = faces[ offset ++ ] * 3;\n\n\t\t\t\t\t\t\tnormal = new Vector3(\n\t\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\t\tnormals[ normalIndex ]\n\t\t\t\t\t\t\t);\n\n\n\t\t\t\t\t\t\tif ( i !== 2 ) faceA.vertexNormals.push( normal );\n\t\t\t\t\t\t\tif ( i !== 0 ) faceB.vertexNormals.push( normal );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\t\t\tcolorIndex = faces[ offset ++ ];\n\t\t\t\t\t\thex = colors[ colorIndex ];\n\n\t\t\t\t\t\tfaceA.color.setHex( hex );\n\t\t\t\t\t\tfaceB.color.setHex( hex );\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < 4; i ++ ) {\n\n\t\t\t\t\t\t\tcolorIndex = faces[ offset ++ ];\n\t\t\t\t\t\t\thex = colors[ colorIndex ];\n\n\t\t\t\t\t\t\tif ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );\n\t\t\t\t\t\t\tif ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgeometry.faces.push( faceA );\n\t\t\t\t\tgeometry.faces.push( faceB );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface = new Face3();\n\t\t\t\t\tface.a = faces[ offset ++ ];\n\t\t\t\t\tface.b = faces[ offset ++ ];\n\t\t\t\t\tface.c = faces[ offset ++ ];\n\n\t\t\t\t\tif ( hasMaterial ) {\n\n\t\t\t\t\t\tmaterialIndex = faces[ offset ++ ];\n\t\t\t\t\t\tface.materialIndex = materialIndex;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// to get face <=> uv index correspondence\n\n\t\t\t\t\tfi = geometry.faces.length;\n\n\t\t\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < nUvLayers; i ++ ) {\n\n\t\t\t\t\t\t\tuvLayer = json.uvs[ i ];\n\n\t\t\t\t\t\t\tgeometry.faceVertexUvs[ i ][ fi ] = [];\n\n\t\t\t\t\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\t\tuvIndex = faces[ offset ++ ];\n\n\t\t\t\t\t\t\t\tu = uvLayer[ uvIndex * 2 ];\n\t\t\t\t\t\t\t\tv = uvLayer[ uvIndex * 2 + 1 ];\n\n\t\t\t\t\t\t\t\tuv = new Vector2( u, v );\n\n\t\t\t\t\t\t\t\tgeometry.faceVertexUvs[ i ][ fi ].push( uv );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\t\t\tnormalIndex = faces[ offset ++ ] * 3;\n\n\t\t\t\t\t\tface.normal.set(\n\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\tnormals[ normalIndex ]\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < 3; i ++ ) {\n\n\t\t\t\t\t\t\tnormalIndex = faces[ offset ++ ] * 3;\n\n\t\t\t\t\t\t\tnormal = new Vector3(\n\t\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\t\tnormals[ normalIndex ++ ],\n\t\t\t\t\t\t\t\tnormals[ normalIndex ]\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t\tface.vertexNormals.push( normal );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\t\t\tcolorIndex = faces[ offset ++ ];\n\t\t\t\t\t\tface.color.setHex( colors[ colorIndex ] );\n\n\t\t\t\t\t}\n\n\n\t\t\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\t\t\tfor ( i = 0; i < 3; i ++ ) {\n\n\t\t\t\t\t\t\tcolorIndex = faces[ offset ++ ];\n\t\t\t\t\t\t\tface.vertexColors.push( new Color( colors[ colorIndex ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgeometry.faces.push( face );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseSkin( json, geometry ) {\n\n\t\t\tvar influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;\n\n\t\t\tif ( json.skinWeights ) {\n\n\t\t\t\tfor ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {\n\n\t\t\t\t\tvar x = json.skinWeights[ i ];\n\t\t\t\t\tvar y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;\n\t\t\t\t\tvar z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;\n\t\t\t\t\tvar w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;\n\n\t\t\t\t\tgeometry.skinWeights.push( new Vector4( x, y, z, w ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( json.skinIndices ) {\n\n\t\t\t\tfor ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {\n\n\t\t\t\t\tvar a = json.skinIndices[ i ];\n\t\t\t\t\tvar b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;\n\t\t\t\t\tvar c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;\n\t\t\t\t\tvar d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;\n\n\t\t\t\t\tgeometry.skinIndices.push( new Vector4( a, b, c, d ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tgeometry.bones = json.bones;\n\n\t\t\tif ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {\n\n\t\t\t\tconsole.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +\n\t\t\t\t\tgeometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseMorphing( json, geometry ) {\n\n\t\t\tvar scale = json.scale;\n\n\t\t\tif ( json.morphTargets !== undefined ) {\n\n\t\t\t\tfor ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\t\tgeometry.morphTargets[ i ] = {};\n\t\t\t\t\tgeometry.morphTargets[ i ].name = json.morphTargets[ i ].name;\n\t\t\t\t\tgeometry.morphTargets[ i ].vertices = [];\n\n\t\t\t\t\tvar dstVertices = geometry.morphTargets[ i ].vertices;\n\t\t\t\t\tvar srcVertices = json.morphTargets[ i ].vertices;\n\n\t\t\t\t\tfor ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {\n\n\t\t\t\t\t\tvar vertex = new Vector3();\n\t\t\t\t\t\tvertex.x = srcVertices[ v ] * scale;\n\t\t\t\t\t\tvertex.y = srcVertices[ v + 1 ] * scale;\n\t\t\t\t\t\tvertex.z = srcVertices[ v + 2 ] * scale;\n\n\t\t\t\t\t\tdstVertices.push( vertex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( json.morphColors !== undefined && json.morphColors.length > 0 ) {\n\n\t\t\t\tconsole.warn( 'THREE.JSONLoader: \"morphColors\" no longer supported. Using them as face colors.' );\n\n\t\t\t\tvar faces = geometry.faces;\n\t\t\t\tvar morphColors = json.morphColors[ 0 ].colors;\n\n\t\t\t\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\t\tfaces[ i ].color.fromArray( morphColors, i * 3 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseAnimations( json, geometry ) {\n\n\t\t\tvar outputAnimations = [];\n\n\t\t\t// parse old style Bone/Hierarchy animations\n\t\t\tvar animations = [];\n\n\t\t\tif ( json.animation !== undefined ) {\n\n\t\t\t\tanimations.push( json.animation );\n\n\t\t\t}\n\n\t\t\tif ( json.animations !== undefined ) {\n\n\t\t\t\tif ( json.animations.length ) {\n\n\t\t\t\t\tanimations = animations.concat( json.animations );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tanimations.push( json.animations );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfor ( var i = 0; i < animations.length; i ++ ) {\n\n\t\t\t\tvar clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );\n\t\t\t\tif ( clip ) outputAnimations.push( clip );\n\n\t\t\t}\n\n\t\t\t// parse implicit morph animations\n\t\t\tif ( geometry.morphTargets ) {\n\n\t\t\t\t// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.\n\t\t\t\tvar morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );\n\t\t\t\toutputAnimations = outputAnimations.concat( morphAnimationClips );\n\n\t\t\t}\n\n\t\t\tif ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;\n\n\t\t}\n\n\t\treturn function ( json, texturePath ) {\n\n\t\t\tif ( json.data !== undefined ) {\n\n\t\t\t\t// Geometry 4.0 spec\n\t\t\t\tjson = json.data;\n\n\t\t\t}\n\n\t\t\tif ( json.scale !== undefined ) {\n\n\t\t\t\tjson.scale = 1.0 / json.scale;\n\n\t\t\t} else {\n\n\t\t\t\tjson.scale = 1.0;\n\n\t\t\t}\n\n\t\t\tvar geometry = new Geometry();\n\n\t\t\tparseModel( json, geometry );\n\t\t\tparseSkin( json, geometry );\n\t\t\tparseMorphing( json, geometry );\n\t\t\tparseAnimations( json, geometry );\n\n\t\t\tgeometry.computeFaceNormals();\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t\tif ( json.materials === undefined || json.materials.length === 0 ) {\n\n\t\t\t\treturn { geometry: geometry };\n\n\t\t\t} else {\n\n\t\t\t\tvar materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );\n\n\t\t\t\treturn { geometry: geometry, materials: materials };\n\n\t\t\t}\n\n\t\t};\n\n\t} )()\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ObjectLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\tthis.texturePath = '';\n\n}\n\nObject.assign( ObjectLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.texturePath === '' ) {\n\n\t\t\tthis.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );\n\n\t\t}\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tvar json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tvar metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url + '. Use THREE.JSONLoader instead.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tsetTexturePath: function ( value ) {\n\n\t\tthis.texturePath = value;\n\n\t},\n\n\tsetCrossOrigin: function ( value ) {\n\n\t\tthis.crossOrigin = value;\n\n\t},\n\n\tparse: function ( json, onLoad ) {\n\n\t\tvar geometries = this.parseGeometries( json.geometries );\n\n\t\tvar images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tvar textures = this.parseTextures( json.textures, images );\n\t\tvar materials = this.parseMaterials( json.materials, textures );\n\n\t\tvar object = this.parseObject( json.object, geometries, materials );\n\n\t\tif ( json.animations ) {\n\n\t\t\tobject.animations = this.parseAnimations( json.animations );\n\n\t\t}\n\n\t\tif ( json.images === undefined || json.images.length === 0 ) {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t},\n\n\tparseGeometries: function ( json ) {\n\n\t\tvar geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tvar geometryLoader = new JSONLoader();\n\t\t\tvar bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar geometry;\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\t\t\t\t\tcase 'CubeGeometry': // backwards compatible\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tgeometry = geometryLoader.parse( data, this.texturePath ).geometry;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t},\n\n\tparseMaterials: function ( json, textures ) {\n\n\t\tvar materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tvar loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tvar array = [];\n\n\t\t\t\t\tfor ( var j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tarray.push( loader.parse( data.materials[ j ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tmaterials[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t},\n\n\tparseAnimations: function ( json ) {\n\n\t\tvar animations = [];\n\n\t\tfor ( var i = 0; i < json.length; i ++ ) {\n\n\t\t\tvar clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t},\n\n\tparseImages: function ( json, onLoad ) {\n\n\t\tvar scope = this;\n\t\tvar images = {};\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tvar manager = new LoadingManager( onLoad );\n\n\t\t\tvar loader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar image = json[ i ];\n\t\t\t\tvar path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;\n\n\t\t\t\timages[ image.uuid ] = loadImage( path );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t},\n\n\tparseTextures: function ( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tvar textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tvar texture = new Texture( images[ data.image ] );\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t},\n\n\tparseObject: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function parseObject( data, geometries, materials ) {\n\n\t\t\tvar object;\n\n\t\t\tfunction getGeometry( name ) {\n\n\t\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t\t}\n\n\t\t\t\treturn geometries[ name ];\n\n\t\t\t}\n\n\t\t\tfunction getMaterial( name ) {\n\n\t\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\t\tvar array = [];\n\n\t\t\t\t\tfor ( var i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tvar uuid = name[ i ];\n\n\t\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn array;\n\n\t\t\t\t}\n\n\t\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t\t}\n\n\t\t\t\treturn materials[ name ];\n\n\t\t\t}\n\n\t\t\tswitch ( data.type ) {\n\n\t\t\t\tcase 'Scene':\n\n\t\t\t\t\tobject = new Scene();\n\n\t\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'AmbientLight':\n\n\t\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'DirectionalLight':\n\n\t\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\n\t\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\n\t\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\n\t\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\n\t\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );\n\n\t\t\t\tcase 'Mesh':\n\n\t\t\t\t\tvar geometry = getGeometry( data.geometry );\n\t\t\t\t\tvar material = getMaterial( data.material );\n\n\t\t\t\t\tif ( geometry.bones && geometry.bones.length > 0 ) {\n\n\t\t\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'LOD':\n\n\t\t\t\t\tobject = new LOD();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Line':\n\n\t\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'LineLoop':\n\n\t\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'LineSegments':\n\n\t\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointCloud':\n\t\t\t\tcase 'Points':\n\n\t\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Sprite':\n\n\t\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Group':\n\n\t\t\t\t\tobject = new Group();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tobject = new Object3D();\n\n\t\t\t}\n\n\t\t\tobject.uuid = data.uuid;\n\n\t\t\tif ( data.name !== undefined ) object.name = data.name;\n\t\t\tif ( data.matrix !== undefined ) {\n\n\t\t\t\tmatrix.fromArray( data.matrix );\n\t\t\t\tmatrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t\t} else {\n\n\t\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t\t}\n\n\t\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\t\tif ( data.shadow ) {\n\n\t\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t\t}\n\n\t\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\n\t\t\tif ( data.children !== undefined ) {\n\n\t\t\t\tvar children = data.children;\n\n\t\t\t\tfor ( var i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( data.type === 'LOD' ) {\n\n\t\t\t\tvar levels = data.levels;\n\n\t\t\t\tfor ( var l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\t\tvar level = levels[ l ];\n\t\t\t\t\tvar child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn object;\n\n\t\t};\n\n\t}()\n\n} );\n\nvar TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tSphericalReflectionMapping: SphericalReflectionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nvar TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nvar TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipMapNearestFilter: NearestMipMapNearestFilter,\n\tNearestMipMapLinearFilter: NearestMipMapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipMapNearestFilter: LinearMipMapNearestFilter,\n\tLinearMipMapLinearFilter: LinearMipMapLinearFilter\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tvar v0 = ( p2 - p0 ) * 0.5;\n\tvar v1 = ( p3 - p1 ) * 0.5;\n\tvar t2 = t * t;\n\tvar t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tvar k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tvar k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tvar k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Extensible curve object\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\n/**************************************************************\n *\tAbstract Curve base class\n **************************************************************/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tvar t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = 5;\n\n\t\tvar points = [];\n\n\t\tfor ( var d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = 5;\n\n\t\tvar points = [];\n\n\t\tfor ( var d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tvar lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tvar cache = [];\n\t\tvar current, last = this.getPoint( 0 );\n\t\tvar p, sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tvar arcLengths = this.getLengths();\n\n\t\tvar i = 0, il = arcLengths.length;\n\n\t\tvar targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tvar low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = 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\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tvar lengthBefore = arcLengths[ i ];\n\t\tvar lengthAfter = arcLengths[ i + 1 ];\n\n\t\tvar segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tvar segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tvar t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t ) {\n\n\t\tvar delta = 0.0001;\n\t\tvar t1 = t - delta;\n\t\tvar t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tvar pt1 = this.getPoint( t1 );\n\t\tvar pt2 = this.getPoint( t2 );\n\n\t\tvar vec = pt2.clone().sub( pt1 );\n\t\treturn vec.normalize();\n\n\t},\n\n\tgetTangentAt: function ( u ) {\n\n\t\tvar t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tvar normal = new Vector3();\n\n\t\tvar tangents = [];\n\t\tvar normals = [];\n\t\tvar binormals = [];\n\n\t\tvar vec = new Vector3();\n\t\tvar mat = new Matrix4();\n\n\t\tvar i, u, theta;\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( i = 0; i <= segments; i ++ ) {\n\n\t\t\tu = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tvar min = Number.MAX_VALUE;\n\t\tvar tx = Math.abs( tangents[ 0 ].x );\n\t\tvar ty = Math.abs( tangents[ 0 ].y );\n\t\tvar tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\ttheta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\ttheta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LineCurve( v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve';\n\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\n}\n\nLineCurve.prototype = Object.create( Curve.prototype );\nLineCurve.prototype.constructor = LineCurve;\n\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve.prototype.getTangent = function ( /* t */ ) {\n\n\tvar tangent = this.v2.clone().sub( this.v1 );\n\n\treturn tangent.normalize();\n\n};\n\nLineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n **/\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n\n\tCurve.call( this );\n\n\tthis.type = 'CurvePath';\n\n\tthis.curves = [];\n\tthis.autoClose = false; // Automatically closes the path\n\n}\n\nCurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {\n\n\tconstructor: CurvePath,\n\n\tadd: function ( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t},\n\n\tclosePath: function () {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tvar startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tvar endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t},\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint: function ( t ) {\n\n\t\tvar d = t * this.getLength();\n\t\tvar curveLengths = this.getCurveLengths();\n\t\tvar i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tvar diff = curveLengths[ i ] - d;\n\t\t\t\tvar curve = this.curves[ i ];\n\n\t\t\t\tvar segmentLength = curve.getLength();\n\t\t\t\tvar u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurve.prototype.copy.call( this, source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( var i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tvar curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'EllipseCurve';\n\n\tthis.aX = aX || 0;\n\tthis.aY = aY || 0;\n\n\tthis.xRadius = xRadius || 1;\n\tthis.yRadius = yRadius || 1;\n\n\tthis.aStartAngle = aStartAngle || 0;\n\tthis.aEndAngle = aEndAngle || 2 * Math.PI;\n\n\tthis.aClockwise = aClockwise || false;\n\n\tthis.aRotation = aRotation || 0;\n\n}\n\nEllipseCurve.prototype = Object.create( Curve.prototype );\nEllipseCurve.prototype.constructor = EllipseCurve;\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tvar twoPi = Math.PI * 2;\n\tvar deltaAngle = this.aEndAngle - this.aStartAngle;\n\tvar samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t// ensures that deltaAngle is 0 .. 2 PI\n\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\tif ( samePoints ) {\n\n\t\t\tdeltaAngle = 0;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = twoPi;\n\n\t\t}\n\n\t}\n\n\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\tdeltaAngle = - twoPi;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t}\n\n\t}\n\n\tvar angle = this.aStartAngle + t * deltaAngle;\n\tvar x = this.aX + this.xRadius * Math.cos( angle );\n\tvar y = this.aY + this.yRadius * Math.sin( angle );\n\n\tif ( this.aRotation !== 0 ) {\n\n\t\tvar cos = Math.cos( this.aRotation );\n\t\tvar sin = Math.sin( this.aRotation );\n\n\t\tvar tx = x - this.aX;\n\t\tvar ty = y - this.aY;\n\n\t\t// Rotate the point about the center of the ellipse.\n\t\tx = tx * cos - ty * sin + this.aX;\n\t\ty = tx * sin + ty * cos + this.aY;\n\n\t}\n\n\treturn point.set( x, y );\n\n};\n\nEllipseCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.aX = source.aX;\n\tthis.aY = source.aY;\n\n\tthis.xRadius = source.xRadius;\n\tthis.yRadius = source.yRadius;\n\n\tthis.aStartAngle = source.aStartAngle;\n\tthis.aEndAngle = source.aEndAngle;\n\n\tthis.aClockwise = source.aClockwise;\n\n\tthis.aRotation = source.aRotation;\n\n\treturn this;\n\n};\n\nfunction SplineCurve( points /* array of Vector2 */ ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'SplineCurve';\n\n\tthis.points = points || [];\n\n}\n\nSplineCurve.prototype = Object.create( Curve.prototype );\nSplineCurve.prototype.constructor = SplineCurve;\n\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tvar points = this.points;\n\tvar p = ( points.length - 1 ) * t;\n\n\tvar intPoint = Math.floor( p );\n\tvar weight = p - intPoint;\n\n\tvar p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\tvar p1 = points[ intPoint ];\n\tvar p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\tvar p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\tpoint.set(\n\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t);\n\n\treturn point;\n\n};\n\nSplineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( var i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tvar point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\treturn this;\n\n};\n\nfunction CubicBezierCurve( v0, v1, v2, v3 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve';\n\n\tthis.v0 = v0 || new Vector2();\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\tthis.v3 = v3 || new Vector2();\n\n}\n\nCubicBezierCurve.prototype = Object.create( Curve.prototype );\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve( v0, v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve';\n\n\tthis.v0 = v0 || new Vector2();\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\n}\n\nQuadraticBezierCurve.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nvar PathPrototype = Object.assign( Object.create( CurvePath.prototype ), {\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( var i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t},\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tvar curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tvar curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tvar curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t},\n\n\tsplineThru: function ( pts /*Array of Vector*/ ) {\n\n\t\tvar npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tvar curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t},\n\n\tarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tvar x0 = this.currentPoint.x;\n\t\tvar y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t},\n\n\tabsarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t},\n\n\tellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tvar x0 = this.currentPoint.x;\n\t\tvar y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t},\n\n\tabsellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tvar curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tvar firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tvar lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurvePath.prototype.copy.call( this, source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Creates free form 2d path using series of points, lines or curves.\n **/\n\nfunction Path( points ) {\n\n\tCurvePath.call( this );\n\n\tthis.type = 'Path';\n\n\tthis.currentPoint = new Vector2();\n\n\tif ( points ) {\n\n\t\tthis.setFromPoints( points );\n\n\t}\n\n}\n\nPath.prototype = PathPrototype;\nPathPrototype.constructor = Path;\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Defines a 2d shape plane using paths.\n **/\n\n// STEP 1 Create a path.\n// STEP 2 Turn path into shape.\n// STEP 3 ExtrudeGeometry takes in Shape/Shapes\n// STEP 3a - Extract points from each shape, turn to vertices\n// STEP 3b - Triangulate each shape, add faces.\n\nfunction Shape( points ) {\n\n\tPath.call( this, points );\n\n\tthis.type = 'Shape';\n\n\tthis.holes = [];\n\n}\n\nShape.prototype = Object.assign( Object.create( PathPrototype ), {\n\n\tconstructor: Shape,\n\n\tgetPointsHoles: function ( divisions ) {\n\n\t\tvar holesPts = [];\n\n\t\tfor ( var i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t},\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints: function ( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tPath.prototype.copy.call( this, source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( var i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tvar hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * minimal class for proxing functions to Path. Replaces old \"extractSubpaths()\"\n **/\n\nfunction ShapePath() {\n\n\tthis.type = 'ShapePath';\n\n\tthis.subPaths = [];\n\tthis.currentPath = null;\n\n}\n\nObject.assign( ShapePath.prototype, {\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t},\n\n\tsplineThru: function ( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t},\n\n\ttoShapes: function ( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tvar shapes = [];\n\n\t\t\tfor ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tvar tmpPath = inSubpaths[ i ];\n\n\t\t\t\tvar tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tvar polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tvar inside = false;\n\t\t\tfor ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tvar edgeLowPt = inPolygon[ p ];\n\t\t\t\tvar edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tvar edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tvar edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvar perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tvar isClockWise = ShapeUtils.isClockWise;\n\n\t\tvar subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tvar solid, tmpPath, tmpShape, shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tvar holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tvar betterShapeHoles = [];\n\t\tvar newShapes = [];\n\t\tvar newShapeHoles = [];\n\t\tvar mainIdx = 0;\n\t\tvar tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( var i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tvar ambiguous = false;\n\t\t\tvar toChange = [];\n\n\t\t\tfor ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tvar sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tvar ho = sho[ hIdx ];\n\t\t\t\t\tvar hole_unassigned = true;\n\n\t\t\t\t\tfor ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar tmpHoles;\n\n\t\tfor ( var i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Font( data ) {\n\n\tthis.type = 'Font';\n\n\tthis.data = data;\n\n}\n\nObject.assign( Font.prototype, {\n\n\tisFont: true,\n\n\tgenerateShapes: function ( text, size, divisions ) {\n\n\t\tfunction createPaths( text ) {\n\n\t\t\tvar chars = String( text ).split( '' );\n\t\t\tvar scale = size / data.resolution;\n\t\t\tvar line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\t\t\tvar offsetX = 0, offsetY = 0;\n\n\t\t\tvar paths = [];\n\n\t\t\tfor ( var i = 0; i < chars.length; i ++ ) {\n\n\t\t\t\tvar char = chars[ i ];\n\n\t\t\t\tif ( char === '\\n' ) {\n\n\t\t\t\t\toffsetX = 0;\n\t\t\t\t\toffsetY -= line_height;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tvar ret = createPath( char, scale, offsetX, offsetY );\n\t\t\t\t\toffsetX += ret.offsetX;\n\t\t\t\t\tpaths.push( ret.path );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn paths;\n\n\t\t}\n\n\t\tfunction createPath( c, scale, offsetX, offsetY ) {\n\n\t\t\tvar glyph = data.glyphs[ c ] || data.glyphs[ '?' ];\n\n\t\t\tif ( ! glyph ) return;\n\n\t\t\tvar path = new ShapePath();\n\n\t\t\tvar pts = [];\n\t\t\tvar x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;\n\n\t\t\tif ( glyph.o ) {\n\n\t\t\t\tvar outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\t\t\tfor ( var i = 0, l = outline.length; i < l; ) {\n\n\t\t\t\t\tvar action = outline[ i ++ ];\n\n\t\t\t\t\tswitch ( action ) {\n\n\t\t\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\t\t\tlaste = pts[ pts.length - 1 ];\n\n\t\t\t\t\t\t\tif ( laste ) {\n\n\t\t\t\t\t\t\t\tcpx0 = laste.x;\n\t\t\t\t\t\t\t\tcpy0 = laste.y;\n\n\t\t\t\t\t\t\t\tfor ( var i2 = 1; i2 <= divisions; i2 ++ ) {\n\n\t\t\t\t\t\t\t\t\tvar t = i2 / divisions;\n\t\t\t\t\t\t\t\t\tQuadraticBezier( t, cpx0, cpx1, cpx );\n\t\t\t\t\t\t\t\t\tQuadraticBezier( t, cpy0, cpy1, cpy );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\t\t\tlaste = pts[ pts.length - 1 ];\n\n\t\t\t\t\t\t\tif ( laste ) {\n\n\t\t\t\t\t\t\t\tcpx0 = laste.x;\n\t\t\t\t\t\t\t\tcpy0 = laste.y;\n\n\t\t\t\t\t\t\t\tfor ( var i2 = 1; i2 <= divisions; i2 ++ ) {\n\n\t\t\t\t\t\t\t\t\tvar t = i2 / divisions;\n\t\t\t\t\t\t\t\t\tCubicBezier( t, cpx0, cpx1, cpx2, cpx );\n\t\t\t\t\t\t\t\t\tCubicBezier( t, cpy0, cpy1, cpy2, cpy );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn { offsetX: glyph.ha * scale, path: path };\n\n\t\t}\n\n\t\t//\n\n\t\tif ( size === undefined ) size = 100;\n\t\tif ( divisions === undefined ) divisions = 4;\n\n\t\tvar data = this.data;\n\n\t\tvar paths = createPaths( text );\n\t\tvar shapes = [];\n\n\t\tfor ( var p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction FontLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( FontLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tvar json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tvar font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\treturn new Font( json );\n\n\t},\n\n\tsetPath: function ( value ) {\n\n\t\tthis.path = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nvar context;\n\nvar AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( context === undefined ) {\n\n\t\t\tcontext = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\tcontext = value;\n\n\t}\n\n};\n\n/**\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */\n\nfunction AudioLoader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n}\n\nObject.assign( AudioLoader.prototype, {\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tvar context = AudioContext.getContext();\n\n\t\t\tcontext.decodeAudioData( buffer, function ( audioBuffer ) {\n\n\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t} );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction StereoCamera() {\n\n\tthis.type = 'StereoCamera';\n\n\tthis.aspect = 1;\n\n\tthis.eyeSep = 0.064;\n\n\tthis.cameraL = new PerspectiveCamera();\n\tthis.cameraL.layers.enable( 1 );\n\tthis.cameraL.matrixAutoUpdate = false;\n\n\tthis.cameraR = new PerspectiveCamera();\n\tthis.cameraR.layers.enable( 2 );\n\tthis.cameraR.matrixAutoUpdate = false;\n\n}\n\nObject.assign( StereoCamera.prototype, {\n\n\tupdate: ( function () {\n\n\t\tvar instance, focus, fov, aspect, near, far, zoom, eyeSep;\n\n\t\tvar eyeRight = new Matrix4();\n\t\tvar eyeLeft = new Matrix4();\n\n\t\treturn function update( camera ) {\n\n\t\t\tvar needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||\n\t\t\t\t\t\t\t\t\t\t\t\taspect !== camera.aspect * this.aspect || near !== camera.near ||\n\t\t\t\t\t\t\t\t\t\t\t\tfar !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;\n\n\t\t\tif ( needsUpdate ) {\n\n\t\t\t\tinstance = this;\n\t\t\t\tfocus = camera.focus;\n\t\t\t\tfov = camera.fov;\n\t\t\t\taspect = camera.aspect * this.aspect;\n\t\t\t\tnear = camera.near;\n\t\t\t\tfar = camera.far;\n\t\t\t\tzoom = camera.zoom;\n\n\t\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\t\tvar projectionMatrix = camera.projectionMatrix.clone();\n\t\t\t\teyeSep = this.eyeSep / 2;\n\t\t\t\tvar eyeSepOnProjection = eyeSep * near / focus;\n\t\t\t\tvar ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;\n\t\t\t\tvar xmin, xmax;\n\n\t\t\t\t// translate xOffset\n\n\t\t\t\teyeLeft.elements[ 12 ] = - eyeSep;\n\t\t\t\teyeRight.elements[ 12 ] = eyeSep;\n\n\t\t\t\t// for left eye\n\n\t\t\t\txmin = - ymax * aspect + eyeSepOnProjection;\n\t\t\t\txmax = ymax * aspect + eyeSepOnProjection;\n\n\t\t\t\tprojectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );\n\t\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t\t// for right eye\n\n\t\t\t\txmin = - ymax * aspect - eyeSepOnProjection;\n\t\t\t\txmax = ymax * aspect - eyeSepOnProjection;\n\n\t\t\t\tprojectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );\n\t\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t}\n\n\t\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );\n\t\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );\n\n\t\t};\n\n\t} )()\n\n} );\n\n/**\n * Camera for rendering cube maps\n *\t- renders scene into axis-aligned cube\n *\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tvar renderTarget = this.renderTarget;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\trenderTarget.activeCubeFace = i;\n\t\t\trenderer.setRenderTarget( renderTarget );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}\n\nCubeCamera.prototype = Object.create( Object3D.prototype );\nCubeCamera.prototype.constructor = CubeCamera;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AudioListener() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'AudioListener';\n\n\tthis.context = AudioContext.getContext();\n\n\tthis.gain = this.context.createGain();\n\tthis.gain.connect( this.context.destination );\n\n\tthis.filter = null;\n\n}\n\nAudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: AudioListener,\n\n\tgetInput: function () {\n\n\t\treturn this.gain;\n\n\t},\n\n\tremoveFilter: function ( ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t},\n\n\tgetFilter: function () {\n\n\t\treturn this.filter;\n\n\t},\n\n\tsetFilter: function ( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t},\n\n\tgetMasterVolume: function () {\n\n\t\treturn this.gain.gain.value;\n\n\t},\n\n\tsetMasterVolume: function ( value ) {\n\n\t\tthis.gain.gain.value = value;\n\n\t},\n\n\tupdateMatrixWorld: ( function () {\n\n\t\tvar position = new Vector3();\n\t\tvar quaternion = new Quaternion();\n\t\tvar scale = new Vector3();\n\n\t\tvar orientation = new Vector3();\n\n\t\treturn function updateMatrixWorld( force ) {\n\n\t\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\t\tvar listener = this.context.listener;\n\t\t\tvar up = this.up;\n\n\t\t\tthis.matrixWorld.decompose( position, quaternion, scale );\n\n\t\t\torientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );\n\n\t\t\tif ( listener.positionX ) {\n\n\t\t\t\tlistener.positionX.setValueAtTime( position.x, this.context.currentTime );\n\t\t\t\tlistener.positionY.setValueAtTime( position.y, this.context.currentTime );\n\t\t\t\tlistener.positionZ.setValueAtTime( position.z, this.context.currentTime );\n\t\t\t\tlistener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );\n\t\t\t\tlistener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );\n\t\t\t\tlistener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );\n\t\t\t\tlistener.upX.setValueAtTime( up.x, this.context.currentTime );\n\t\t\t\tlistener.upY.setValueAtTime( up.y, this.context.currentTime );\n\t\t\t\tlistener.upZ.setValueAtTime( up.z, this.context.currentTime );\n\n\t\t\t} else {\n\n\t\t\t\tlistener.setPosition( position.x, position.y, position.z );\n\t\t\t\tlistener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );\n\n\t\t\t}\n\n\t\t};\n\n\t} )()\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */\n\nfunction Audio( listener ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Audio';\n\n\tthis.context = listener.context;\n\n\tthis.gain = this.context.createGain();\n\tthis.gain.connect( listener.getInput() );\n\n\tthis.autoplay = false;\n\n\tthis.buffer = null;\n\tthis.loop = false;\n\tthis.startTime = 0;\n\tthis.offset = 0;\n\tthis.playbackRate = 1;\n\tthis.isPlaying = false;\n\tthis.hasPlaybackControl = true;\n\tthis.sourceType = 'empty';\n\n\tthis.filters = [];\n\n}\n\nAudio.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Audio,\n\n\tgetOutput: function () {\n\n\t\treturn this.gain;\n\n\t},\n\n\tsetNodeSource: function ( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t},\n\n\tsetBuffer: function ( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t},\n\n\tplay: function () {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar source = this.context.createBufferSource();\n\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.playbackRate.setValueAtTime( this.playbackRate, this.startTime );\n\t\tthis.startTime = this.context.currentTime;\n\t\tsource.start( this.startTime, this.offset );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\treturn this.connect();\n\n\t},\n\n\tpause: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.stop();\n\t\t\tthis.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tstop: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.source.stop();\n\t\tthis.offset = 0;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t},\n\n\tconnect: function () {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( var i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function () {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( var i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetFilters: function () {\n\n\t\treturn this.filters;\n\n\t},\n\n\tsetFilters: function ( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value;\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetFilter: function () {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t},\n\n\tsetFilter: function ( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t},\n\n\tsetPlaybackRate: function ( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetPlaybackRate: function () {\n\n\t\treturn this.playbackRate;\n\n\t},\n\n\tonEnded: function () {\n\n\t\tthis.isPlaying = false;\n\n\t},\n\n\tgetLoop: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t},\n\n\tsetLoop: function ( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetVolume: function () {\n\n\t\treturn this.gain.gain.value;\n\n\t},\n\n\tsetVolume: function ( value ) {\n\n\t\tthis.gain.gain.value = value;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction PositionalAudio( listener ) {\n\n\tAudio.call( this, listener );\n\n\tthis.panner = this.context.createPanner();\n\tthis.panner.connect( this.gain );\n\n}\n\nPositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {\n\n\tconstructor: PositionalAudio,\n\n\tgetOutput: function () {\n\n\t\treturn this.panner;\n\n\t},\n\n\tgetRefDistance: function () {\n\n\t\treturn this.panner.refDistance;\n\n\t},\n\n\tsetRefDistance: function ( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t},\n\n\tgetRolloffFactor: function () {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t},\n\n\tsetRolloffFactor: function ( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t},\n\n\tgetDistanceModel: function () {\n\n\t\treturn this.panner.distanceModel;\n\n\t},\n\n\tsetDistanceModel: function ( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t},\n\n\tgetMaxDistance: function () {\n\n\t\treturn this.panner.maxDistance;\n\n\t},\n\n\tsetMaxDistance: function ( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t},\n\n\tupdateMatrixWorld: ( function () {\n\n\t\tvar position = new Vector3();\n\n\t\treturn function updateMatrixWorld( force ) {\n\n\t\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\t\tposition.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tthis.panner.setPosition( position.x, position.y, position.z );\n\n\t\t};\n\n\t} )()\n\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AudioAnalyser( audio, fftSize ) {\n\n\tthis.analyser = audio.context.createAnalyser();\n\tthis.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;\n\n\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\taudio.getOutput().connect( this.analyser );\n\n}\n\nObject.assign( AudioAnalyser.prototype, {\n\n\tgetFrequencyData: function () {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t},\n\n\tgetAverageFrequency: function () {\n\n\t\tvar value = 0, data = this.getFrequencyData();\n\n\t\tfor ( var i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n} );\n\n/**\n *\n * Buffered scene graph property that allows weighted accumulation.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction PropertyMixer( binding, typeName, valueSize ) {\n\n\tthis.binding = binding;\n\tthis.valueSize = valueSize;\n\n\tvar bufferType = Float64Array,\n\t\tmixFunction;\n\n\tswitch ( typeName ) {\n\n\t\tcase 'quaternion':\n\t\t\tmixFunction = this._slerp;\n\t\t\tbreak;\n\n\t\tcase 'string':\n\t\tcase 'bool':\n\t\t\tbufferType = Array;\n\t\t\tmixFunction = this._select;\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tmixFunction = this._lerp;\n\n\t}\n\n\tthis.buffer = new bufferType( valueSize * 4 );\n\t// layout: [ incoming | accu0 | accu1 | orig ]\n\t//\n\t// interpolators can use .buffer as their .result\n\t// the data then goes to 'incoming'\n\t//\n\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t// the cumulative result and are compared to detect\n\t// changes\n\t//\n\t// 'orig' stores the original state of the property\n\n\tthis._mixBufferRegion = mixFunction;\n\n\tthis.cumulativeWeight = 0;\n\n\tthis.useCount = 0;\n\tthis.referenceCount = 0;\n\n}\n\nObject.assign( PropertyMixer.prototype, {\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate: function ( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tvar buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tcurrentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tvar mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t},\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply: function ( accuIndex ) {\n\n\t\tvar stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tvar originalValueOffset = stride * 3;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tfor ( var i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState: function () {\n\n\t\tvar binding = this.binding;\n\n\t\tvar buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * 3;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\tthis.cumulativeWeight = 0;\n\n\t},\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState: function () {\n\n\t\tvar originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t},\n\n\n\t// mix functions\n\n\t_select: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_slerp: function ( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t},\n\n\t_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tvar s = 1 - t;\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tvar j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n *\n * A reference to a real property in the scene graph.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tvar parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tvar firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_,\n\t\t\t\t n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_,\n\t\t\t\t n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_,\n\t\t\t\t n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( /[^\\w-]/g, '' );\n\n\t},\n\n\tparseTrackName: function () {\n\n\t\t// Parent directories, delimited by '/' or ':'. Currently unused, but must\n\t\t// be matched to parse the rest of the track name.\n\t\tvar directoryRe = /((?:[\\w-]+[\\/:])*)/;\n\n\t\t// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\n\t\tvar nodeRe = /([\\w-\\.]+)?/;\n\n\t\t// Object on target node, and accessor. Name may contain only word\n\t\t// characters. Accessor may contain any character except closing bracket.\n\t\tvar objectRe = /(?:\\.([\\w-]+)(?:\\[(.+)\\])?)?/;\n\n\t\t// Property and accessor. May contain only word characters. Accessor may\n\t\t// contain any non-bracket characters.\n\t\tvar propertyRe = /\\.([\\w-]+)(?:\\[(.+)\\])?/;\n\n\t\tvar trackRe = new RegExp( ''\n\t\t\t+ '^'\n\t\t\t+ directoryRe.source\n\t\t\t+ nodeRe.source\n\t\t\t+ objectRe.source\n\t\t\t+ propertyRe.source\n\t\t\t+ '$'\n\t\t);\n\n\t\tvar supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\n\t\treturn function ( trackName ) {\n\n\t\t\tvar matches = trackRe.exec( trackName );\n\n\t\t\tif ( ! matches ) {\n\n\t\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t\t}\n\n\t\t\tvar results = {\n\t\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\t\tnodeName: matches[ 2 ],\n\t\t\t\tobjectName: matches[ 3 ],\n\t\t\t\tobjectIndex: matches[ 4 ],\n\t\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\t\tpropertyIndex: matches[ 6 ]\n\t\t\t};\n\n\t\t\tvar lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\t\tvar objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t\t// Object names must be checked against a whitelist. Otherwise, there\n\t\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t\t// include '.' characters).\n\t\t\t\tif ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\t\tresults.objectName = objectName;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t\t}\n\n\t\t\treturn results;\n\n\t\t};\n\n\t}(),\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === \"\" || nodeName === \"root\" || nodeName === \".\" || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tvar searchSkeleton = function ( skeleton ) {\n\n\t\t\t\tfor ( var i = 0; i < skeleton.bones.length; i ++ ) {\n\n\t\t\t\t\tvar bone = skeleton.bones[ i ];\n\n\t\t\t\t\tif ( bone.name === nodeName ) {\n\n\t\t\t\t\t\treturn bone;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tvar bone = searchSkeleton( root.skeleton );\n\n\t\t\tif ( bone ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tvar searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( var i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tvar childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tvar subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tvar source = this.resolvedProperty;\n\n\t\t\tfor ( var i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tvar targetObject = this.node,\n\t\t\tparsedPath = this.parsedPath,\n\n\t\t\tobjectName = parsedPath.objectName,\n\t\t\tpropertyName = parsedPath.propertyName,\n\t\t\tpropertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tvar objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( var i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tvar nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tvar nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tvar versioning = this.Versioning.None;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\t\t\tthis.targetObject = targetObject;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\t\t\tthis.targetObject = targetObject;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tvar bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === \"morphTargetInfluences\" ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {\n\n\t\t\t\t\t\t\tpropertyIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphTargets ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {\n\n\t\t\t\t\t\t\tpropertyIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n//!\\ DECLARE ALIAS AFTER assign prototype !\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * \t-\tAdd objects you would otherwise pass as 'root' to the\n * \t\tconstructor or the .clipAction method of AnimationMixer.\n *\n * \t-\tInstead pass this object as 'root'.\n *\n * \t-\tYou can also add and remove objects later when the mixer\n * \t\tis running.\n *\n * Note:\n *\n * \tObjects of this class appear as one object to the mixer,\n * \tso cache control of the individual objects must be done\n * \ton the group.\n *\n * Limitation:\n *\n * \t- \tThe animated properties must be compatible among the\n * \t\tall objects in the group.\n *\n * -\tA single property can either be controlled through a\n * \ttarget group or directly, but not both.\n *\n * @author tschw\n */\n\nfunction AnimationObjectGroup() {\n\n\tthis.uuid = _Math.generateUUID();\n\n\t// cached objects followed by the active ones\n\tthis._objects = Array.prototype.slice.call( arguments );\n\n\tthis.nCachedObjects_ = 0;\t\t\t// threshold\n\t// note: read by PropertyBinding.Composite\n\n\tvar indices = {};\n\tthis._indicesByUUID = indices;\t\t// for bookkeeping\n\n\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t}\n\n\tthis._paths = [];\t\t\t\t\t// inside: string\n\tthis._parsedPaths = [];\t\t\t\t// inside: { we don't care, here }\n\tthis._bindings = []; \t\t\t\t// inside: Array< PropertyBinding >\n\tthis._bindingsIndicesByPath = {}; \t// inside: indices in these arrays\n\n\tvar scope = this;\n\n\tthis.stats = {\n\n\t\tobjects: {\n\t\t\tget total() {\n\n\t\t\t\treturn scope._objects.length;\n\n\t\t\t},\n\t\t\tget inUse() {\n\n\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t}\n\t\t},\n\t\tget bindingsPerObject() {\n\n\t\t\treturn scope._bindings.length;\n\n\t\t}\n\n\t};\n\n}\n\nObject.assign( AnimationObjectGroup.prototype, {\n\n\tisAnimationObjectGroup: true,\n\n\tadd: function () {\n\n\t\tvar objects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ],\n\t\t\t\tknownObject = undefined;\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tvar firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\tremove: function () {\n\n\t\tvar objects = this._objects,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tvar lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// remove & forget\n\tuncache: function () {\n\n\t\tvar objects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tvar firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tvar lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tvar bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_: function ( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tvar indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ],\n\t\t\tbindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tvar paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tvar object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t},\n\n\tunsubscribe_: function ( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tvar indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tvar paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n *\n * Action provided by AnimationMixer for scheduling clip playback on specific\n * objects.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n *\n */\n\nfunction AnimationAction( mixer, clip, localRoot ) {\n\n\tthis._mixer = mixer;\n\tthis._clip = clip;\n\tthis._localRoot = localRoot || null;\n\n\tvar tracks = clip.tracks,\n\t\tnTracks = tracks.length,\n\t\tinterpolants = new Array( nTracks );\n\n\tvar interpolantSettings = {\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\t};\n\n\tfor ( var i = 0; i !== nTracks; ++ i ) {\n\n\t\tvar interpolant = tracks[ i ].createInterpolant( null );\n\t\tinterpolants[ i ] = interpolant;\n\t\tinterpolant.settings = interpolantSettings;\n\n\t}\n\n\tthis._interpolantSettings = interpolantSettings;\n\n\tthis._interpolants = interpolants;\t// bound by the mixer\n\n\t// inside: PropertyMixer (managed by the mixer)\n\tthis._propertyBindings = new Array( nTracks );\n\n\tthis._cacheIndex = null;\t\t\t// for the memory manager\n\tthis._byClipCacheIndex = null;\t\t// for the memory manager\n\n\tthis._timeScaleInterpolant = null;\n\tthis._weightInterpolant = null;\n\n\tthis.loop = LoopRepeat;\n\tthis._loopCount = - 1;\n\n\t// global mixer time when the action is to be started\n\t// it's set back to 'null' upon start of the action\n\tthis._startTime = null;\n\n\t// scaled local time of the action\n\t// gets clamped or wrapped to 0..clip.duration according to loop\n\tthis.time = 0;\n\n\tthis.timeScale = 1;\n\tthis._effectiveTimeScale = 1;\n\n\tthis.weight = 1;\n\tthis._effectiveWeight = 1;\n\n\tthis.repetitions = Infinity; \t\t// no. of repetitions when looping\n\n\tthis.paused = false;\t\t\t\t// true -> zero effective time scale\n\tthis.enabled = true;\t\t\t\t// false -> zero effective weight\n\n\tthis.clampWhenFinished \t= false;\t// keep feeding the last frame?\n\n\tthis.zeroSlopeAtStart \t= true;\t\t// for smooth interpolation w/o separate\n\tthis.zeroSlopeAtEnd\t\t= true;\t\t// clips for start, loop and end\n\n}\n\nObject.assign( AnimationAction.prototype, {\n\n\t// State & Scheduling\n\n\tplay: function () {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t},\n\n\tstop: function () {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t},\n\n\treset: function () {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0;\t\t\t// restart clip\n\t\tthis._loopCount = - 1;\t// forget previous loops\n\t\tthis._startTime = null;\t// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t},\n\n\tisRunning: function () {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t},\n\n\t// return true when play has been called\n\tisScheduled: function () {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t},\n\n\tstartAt: function ( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t},\n\n\tsetLoop: function ( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t},\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight: function ( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t},\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight: function () {\n\n\t\treturn this._effectiveWeight;\n\n\t},\n\n\tfadeIn: function ( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t},\n\n\tfadeOut: function ( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t},\n\n\tcrossFadeFrom: function ( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tvar fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcrossFadeTo: function ( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t},\n\n\tstopFading: function () {\n\n\t\tvar weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale: function ( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t},\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale: function () {\n\n\t\treturn this._effectiveTimeScale;\n\n\t},\n\n\tsetDuration: function ( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t},\n\n\tsyncWith: function ( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t},\n\n\thalt: function ( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t},\n\n\twarp: function ( startTimeScale, endTimeScale, duration ) {\n\n\t\tvar mixer = this._mixer, now = mixer.time,\n\t\t\tinterpolant = this._timeScaleInterpolant,\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tvar times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t},\n\n\tstopWarping: function () {\n\n\t\tvar timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Object Accessors\n\n\tgetMixer: function () {\n\n\t\treturn this._mixer;\n\n\t},\n\n\tgetClip: function () {\n\n\t\treturn this._clip;\n\n\t},\n\n\tgetRoot: function () {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t},\n\n\t// Interna\n\n\t_update: function ( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tvar timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tvar clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tvar weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tvar interpolants = this._interpolants;\n\t\t\tvar propertyMixers = this._propertyBindings;\n\n\t\t\tfor ( var j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_updateWeight: function ( time ) {\n\n\t\tvar weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tvar interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tvar interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t},\n\n\t_updateTimeScale: function ( time ) {\n\n\t\tvar timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tvar interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tvar interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t},\n\n\t_updateTime: function ( deltaTime ) {\n\n\t\tvar time = this.time + deltaTime;\n\n\t\tif ( deltaTime === 0 ) return time;\n\n\t\tvar duration = this._clip.duration,\n\n\t\t\tloop = this.loop,\n\t\t\tloopCount = this._loopCount;\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else break handle_stop;\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tvar pingPong = ( loop === LoopPingPong );\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tvar loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tvar pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending < 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 0 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tvar atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\tthis.time = time;\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.time = time;\n\t\treturn time;\n\n\t},\n\n\t_setEndings: function ( atStart, atEnd, pingPong ) {\n\n\t\tvar settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart \t= ZeroSlopeEnding;\n\t\t\tsettings.endingEnd\t\t= ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_scheduleFading: function ( duration, weightNow, weightThen ) {\n\n\t\tvar mixer = this._mixer, now = mixer.time,\n\t\t\tinterpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tvar times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now; \t\t\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n *\n * Player for AnimationClips.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction AnimationMixer( root ) {\n\n\tthis._root = root;\n\tthis._initMemoryManager();\n\tthis._accuIndex = 0;\n\n\tthis.time = 0;\n\n\tthis.timeScale = 1.0;\n\n}\n\nObject.assign( AnimationMixer.prototype, EventDispatcher.prototype, {\n\n\t_bindAction: function ( action, prototypeAction ) {\n\n\t\tvar root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( var i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tvar track = tracks[ i ],\n\t\t\t\ttrackName = track.name,\n\t\t\t\tbinding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tvar path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t},\n\n\t_activateAction: function ( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tvar rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tvar bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tvar binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t},\n\n\t_deactivateAction: function ( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tvar bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tvar binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t},\n\n\t// Memory manager\n\n\t_initMemoryManager: function () {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \t\tknownActions: Array< AnimationAction >\t- used as prototypes\n\t\t// \t\tactionByRoot: AnimationAction\t\t\t- lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tvar scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t},\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction: function ( action ) {\n\n\t\tvar index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t},\n\n\t_addInactiveAction: function ( action, clipUuid, rootUuid ) {\n\n\t\tvar actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tvar knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t},\n\n\t_removeInactiveAction: function ( action ) {\n\n\t\tvar actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tvar clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tvar actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t},\n\n\t_removeInactiveBindingsForAction: function ( action ) {\n\n\t\tvar bindings = action._propertyBindings;\n\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tvar binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_lendAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tvar actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t},\n\n\t_takeBackAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tvar actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t},\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding: function ( binding, rootUuid, trackName ) {\n\n\t\tvar bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tbindings = this._bindings;\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t},\n\n\t_removeInactiveBinding: function ( binding ) {\n\n\t\tvar bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tremove_empty_map: {\n\n\t\t\tfor ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t},\n\n\t_lendBinding: function ( binding ) {\n\n\t\tvar bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t},\n\n\t_takeBackBinding: function ( binding ) {\n\n\t\tvar bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t},\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant: function () {\n\n\t\tvar interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++,\n\t\t\tinterpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t},\n\n\t_takeBackControlInterpolant: function ( interpolant ) {\n\n\t\tvar interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t},\n\n\t_controlInterpolantsResultBuffer: new Float32Array( 1 ),\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction: function ( clip, optionalRoot ) {\n\n\t\tvar root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject !== null ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ],\n\t\t\tprototypeAction = null;\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tvar existingAction =\n\t\t\t\t\tactionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tvar newAction = new AnimationAction( this, clipObject, optionalRoot );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t},\n\n\t// get an existing action\n\texistingAction: function ( clip, optionalRoot ) {\n\n\t\tvar root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction: function () {\n\n\t\tvar actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tthis._nActiveActions = 0;\n\t\tthis._nActiveBindings = 0;\n\n\t\tfor ( var i = 0; i !== nActions; ++ i ) {\n\n\t\t\tactions[ i ].reset();\n\n\t\t}\n\n\t\tfor ( var i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].useCount = 0;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// advance the time and update apply the animation\n\tupdate: function ( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tvar actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( var i = 0; i !== nActions; ++ i ) {\n\n\t\t\tvar action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tvar bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( var i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// return this mixer's root target object\n\tgetRoot: function () {\n\n\t\treturn this._root;\n\n\t},\n\n\t// free all resources specific to a particular clip\n\tuncacheClip: function ( clip ) {\n\n\t\tvar actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tvar actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tvar action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tvar cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t},\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot: function ( root ) {\n\n\t\tvar rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( var clipUuid in actionsByClip ) {\n\n\t\t\tvar actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( var trackName in bindingByName ) {\n\n\t\t\t\tvar binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remove a targeted clip from the cache\n\tuncacheAction: function ( clip, optionalRoot ) {\n\n\t\tvar action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Uniform( value ) {\n\n\tif ( typeof value === 'string' ) {\n\n\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\tvalue = arguments[ 1 ];\n\n\t}\n\n\tthis.value = value;\n\n}\n\nUniform.prototype.clone = function () {\n\n\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n};\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.maxInstancedCount = undefined;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.maxInstancedCount = source.maxInstancedCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.dynamic = false;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.onUploadCallback = function () {};\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tsetArray: function ( array ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.count = array !== undefined ? array.length / this.stride : 0;\n\t\tthis.array = array;\n\n\t},\n\n\tsetDynamic: function ( value ) {\n\n\t\tthis.dynamic = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.dynamic = source.dynamic;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( var i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {\n\n\tBufferAttribute.call( this, array, itemSize );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author bhouston / http://clara.io/\n * @author stephomi / http://stephaneginier.com/\n */\n\nfunction Raycaster( origin, direction, near, far ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near || 0;\n\tthis.far = far || Infinity;\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: {},\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.visible === false ) return;\n\n\tobject.raycast( raycaster, intersects );\n\n\tif ( recursive === true ) {\n\n\t\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tlinePrecision: 1,\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( ( camera && camera.isPerspectiveCamera ) ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\n\t\t} else if ( ( camera && camera.isOrthographicCamera ) ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type.' );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive ) {\n\n\t\tvar intersects = [];\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive ) {\n\n\t\tvar intersects = [];\n\n\t\tif ( Array.isArray( objects ) === false ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );\n\t\t\treturn intersects;\n\n\t\t}\n\n\t\tfor ( var i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Clock( autoStart ) {\n\n\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\tthis.startTime = 0;\n\tthis.oldTime = 0;\n\tthis.elapsedTime = 0;\n\n\tthis.running = false;\n\n}\n\nObject.assign( Clock.prototype, {\n\n\tstart: function () {\n\n\t\tthis.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t},\n\n\tstop: function () {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t},\n\n\tgetElapsedTime: function () {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t},\n\n\tgetDelta: function () {\n\n\t\tvar diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tvar newTime = ( typeof performance === 'undefined' ? Date : performance ).now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The poles (phi) are at the positive and negative y axis.\n * The equator starts at positive z.\n */\n\nfunction Spherical( radius, phi, theta ) {\n\n\tthis.radius = ( radius !== undefined ) ? radius : 1.0;\n\tthis.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole\n\tthis.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere\n\n\treturn this;\n\n}\n\nObject.assign( Spherical.prototype, {\n\n\tset: function ( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t},\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe: function () {\n\n\t\tvar EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromVector3: function ( vec3 ) {\n\n\t\tthis.radius = vec3.length();\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis\n\t\t\tthis.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author Mugen87 / https://github.com/Mugen87\n *\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n *\n */\n\nfunction Cylindrical( radius, theta, y ) {\n\n\tthis.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\tthis.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\tthis.y = ( y !== undefined ) ? y : 0; // height above the x-z plane\n\n\treturn this;\n\n}\n\nObject.assign( Cylindrical.prototype, {\n\n\tset: function ( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromVector3: function ( vec3 ) {\n\n\t\tthis.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );\n\t\tthis.theta = Math.atan2( vec3.x, vec3.z );\n\t\tthis.y = vec3.y;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction VertexNormalsHelper( object, size, hex, linewidth ) {\n\n\tthis.object = object;\n\n\tthis.size = ( size !== undefined ) ? size : 1;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xff0000;\n\n\tvar width = ( linewidth !== undefined ) ? linewidth : 1;\n\n\t//\n\n\tvar nNormals = 0;\n\n\tvar objGeometry = this.object.geometry;\n\n\tif ( objGeometry && objGeometry.isGeometry ) {\n\n\t\tnNormals = objGeometry.faces.length * 3;\n\n\t} else if ( objGeometry && objGeometry.isBufferGeometry ) {\n\n\t\tnNormals = objGeometry.attributes.normal.count;\n\n\t}\n\n\t//\n\n\tvar geometry = new BufferGeometry();\n\n\tvar positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );\n\n\tgeometry.addAttribute( 'position', positions );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );\n\n\t//\n\n\tthis.matrixAutoUpdate = false;\n\n\tthis.update();\n\n}\n\nVertexNormalsHelper.prototype = Object.create( LineSegments.prototype );\nVertexNormalsHelper.prototype.constructor = VertexNormalsHelper;\n\nVertexNormalsHelper.prototype.update = ( function () {\n\n\tvar v1 = new Vector3();\n\tvar v2 = new Vector3();\n\tvar normalMatrix = new Matrix3();\n\n\treturn function update() {\n\n\t\tvar keys = [ 'a', 'b', 'c' ];\n\n\t\tthis.object.updateMatrixWorld( true );\n\n\t\tnormalMatrix.getNormalMatrix( this.object.matrixWorld );\n\n\t\tvar matrixWorld = this.object.matrixWorld;\n\n\t\tvar position = this.geometry.attributes.position;\n\n\t\t//\n\n\t\tvar objGeometry = this.object.geometry;\n\n\t\tif ( objGeometry && objGeometry.isGeometry ) {\n\n\t\t\tvar vertices = objGeometry.vertices;\n\n\t\t\tvar faces = objGeometry.faces;\n\n\t\t\tvar idx = 0;\n\n\t\t\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tvar face = faces[ i ];\n\n\t\t\t\tfor ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar vertex = vertices[ face[ keys[ j ] ] ];\n\n\t\t\t\t\tvar normal = face.vertexNormals[ j ];\n\n\t\t\t\t\tv1.copy( vertex ).applyMatrix4( matrixWorld );\n\n\t\t\t\t\tv2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );\n\n\t\t\t\t\tposition.setXYZ( idx, v1.x, v1.y, v1.z );\n\n\t\t\t\t\tidx = idx + 1;\n\n\t\t\t\t\tposition.setXYZ( idx, v2.x, v2.y, v2.z );\n\n\t\t\t\t\tidx = idx + 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( objGeometry && objGeometry.isBufferGeometry ) {\n\n\t\t\tvar objPos = objGeometry.attributes.position;\n\n\t\t\tvar objNorm = objGeometry.attributes.normal;\n\n\t\t\tvar idx = 0;\n\n\t\t\t// for simplicity, ignore index and drawcalls, and render every normal\n\n\t\t\tfor ( var j = 0, jl = objPos.count; j < jl; j ++ ) {\n\n\t\t\t\tv1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );\n\n\t\t\t\tv2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );\n\n\t\t\t\tv2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );\n\n\t\t\t\tposition.setXYZ( idx, v1.x, v1.y, v1.z );\n\n\t\t\t\tidx = idx + 1;\n\n\t\t\t\tposition.setXYZ( idx, v2.x, v2.y, v2.z );\n\n\t\t\t\tidx = idx + 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tposition.needsUpdate = true;\n\n\t};\n\n}() );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction SpotLightHelper( light, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tvar geometry = new BufferGeometry();\n\n\tvar positions = [\n\t\t0, 0, 0, \t0, 0, 1,\n\t\t0, 0, 0, \t1, 0, 1,\n\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t0, 0, 0, \t0, 1, 1,\n\t\t0, 0, 0, \t0, - 1, 1\n\t];\n\n\tfor ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\tvar p1 = ( i / l ) * Math.PI * 2;\n\t\tvar p2 = ( j / l ) * Math.PI * 2;\n\n\t\tpositions.push(\n\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t);\n\n\t}\n\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\tvar material = new LineBasicMaterial( { fog: false } );\n\n\tthis.cone = new LineSegments( geometry, material );\n\tthis.add( this.cone );\n\n\tthis.update();\n\n}\n\nSpotLightHelper.prototype = Object.create( Object3D.prototype );\nSpotLightHelper.prototype.constructor = SpotLightHelper;\n\nSpotLightHelper.prototype.dispose = function () {\n\n\tthis.cone.geometry.dispose();\n\tthis.cone.material.dispose();\n\n};\n\nSpotLightHelper.prototype.update = function () {\n\n\tvar vector = new Vector3();\n\tvar vector2 = new Vector3();\n\n\treturn function update() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tvar coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tvar coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\tvector.setFromMatrixPosition( this.light.matrixWorld );\n\t\tvector2.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( vector2.sub( vector ) );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t};\n\n}();\n\n/**\n * @author Sean Griffin / http://twitter.com/sgrif\n * @author Michael Guerrero / http://realitymeltdown.com\n * @author mrdoob / http://mrdoob.com/\n * @author ikerr / http://verold.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction getBoneList( object ) {\n\n\tvar boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( var i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nfunction SkeletonHelper( object ) {\n\n\tvar bones = getBoneList( object );\n\n\tvar geometry = new BufferGeometry();\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar color1 = new Color( 0, 0, 1 );\n\tvar color2 = new Color( 0, 1, 0 );\n\n\tfor ( var i = 0; i < bones.length; i ++ ) {\n\n\t\tvar bone = bones[ i ];\n\n\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t}\n\n\t}\n\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );\n\n\tLineSegments.call( this, geometry, material );\n\n\tthis.root = object;\n\tthis.bones = bones;\n\n\tthis.matrix = object.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n}\n\nSkeletonHelper.prototype = Object.create( LineSegments.prototype );\nSkeletonHelper.prototype.constructor = SkeletonHelper;\n\nSkeletonHelper.prototype.updateMatrixWorld = function () {\n\n\tvar vector = new Vector3();\n\n\tvar boneMatrix = new Matrix4();\n\tvar matrixWorldInv = new Matrix4();\n\n\treturn function updateMatrixWorld( force ) {\n\n\t\tvar bones = this.bones;\n\n\t\tvar geometry = this.geometry;\n\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\tmatrixWorldInv.getInverse( this.root.matrixWorld );\n\n\t\tfor ( var i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tvar bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tboneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );\n\t\t\t\tvector.setFromMatrixPosition( boneMatrix );\n\t\t\t\tposition.setXYZ( j, vector.x, vector.y, vector.z );\n\n\t\t\t\tboneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\tvector.setFromMatrixPosition( boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, vector.x, vector.y, vector.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t};\n\n}();\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction PointLightHelper( light, sphereSize, color ) {\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.color = color;\n\n\tvar geometry = new SphereBufferGeometry( sphereSize, 4, 2 );\n\tvar material = new MeshBasicMaterial( { wireframe: true, fog: false } );\n\n\tMesh.call( this, geometry, material );\n\n\tthis.matrix = this.light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.update();\n\n\n\t/*\n\tvar distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n\tvar distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tvar d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n}\n\nPointLightHelper.prototype = Object.create( Mesh.prototype );\nPointLightHelper.prototype.constructor = PointLightHelper;\n\nPointLightHelper.prototype.dispose = function () {\n\n\tthis.geometry.dispose();\n\tthis.material.dispose();\n\n};\n\nPointLightHelper.prototype.update = function () {\n\n\tif ( this.color !== undefined ) {\n\n\t\tthis.material.color.set( this.color );\n\n\t} else {\n\n\t\tthis.material.color.copy( this.light.color );\n\n\t}\n\n\t/*\n\tvar d = this.light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.visible = true;\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\t*/\n\n};\n\n/**\n * @author abelnation / http://github.com/abelnation\n * @author Mugen87 / http://github.com/Mugen87\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction RectAreaLightHelper( light, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tvar material = new LineBasicMaterial( { fog: false } );\n\n\tvar geometry = new BufferGeometry();\n\n\tgeometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );\n\n\tthis.line = new Line( geometry, material );\n\tthis.add( this.line );\n\n\n\tthis.update();\n\n}\n\nRectAreaLightHelper.prototype = Object.create( Object3D.prototype );\nRectAreaLightHelper.prototype.constructor = RectAreaLightHelper;\n\nRectAreaLightHelper.prototype.dispose = function () {\n\n\tthis.children[ 0 ].geometry.dispose();\n\tthis.children[ 0 ].material.dispose();\n\n};\n\nRectAreaLightHelper.prototype.update = function () {\n\n\t// calculate new dimensions of the helper\n\n\tvar hx = this.light.width * 0.5;\n\tvar hy = this.light.height * 0.5;\n\n\tvar position = this.line.geometry.attributes.position;\n\tvar array = position.array;\n\n\t// update vertices\n\n\tarray[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;\n\tarray[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;\n\tarray[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;\n\tarray[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;\n\tarray[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;\n\n\tposition.needsUpdate = true;\n\n\tif ( this.color !== undefined ) {\n\n\t\tthis.line.material.color.set( this.color );\n\n\t} else {\n\n\t\tthis.line.material.color.copy( this.light.color );\n\n\t}\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction HemisphereLightHelper( light, size, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tvar geometry = new OctahedronBufferGeometry( size );\n\tgeometry.rotateY( Math.PI * 0.5 );\n\n\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false } );\n\tif ( this.color === undefined ) this.material.vertexColors = VertexColors;\n\n\tvar position = geometry.getAttribute( 'position' );\n\tvar colors = new Float32Array( position.count * 3 );\n\n\tgeometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\tthis.add( new Mesh( geometry, this.material ) );\n\n\tthis.update();\n\n}\n\nHemisphereLightHelper.prototype = Object.create( Object3D.prototype );\nHemisphereLightHelper.prototype.constructor = HemisphereLightHelper;\n\nHemisphereLightHelper.prototype.dispose = function () {\n\n\tthis.children[ 0 ].geometry.dispose();\n\tthis.children[ 0 ].material.dispose();\n\n};\n\nHemisphereLightHelper.prototype.update = function () {\n\n\tvar vector = new Vector3();\n\n\tvar color1 = new Color();\n\tvar color2 = new Color();\n\n\treturn function update() {\n\n\t\tvar mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tvar colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\tcolor1.copy( this.light.color );\n\t\t\tcolor2.copy( this.light.groundColor );\n\n\t\t\tfor ( var i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tvar color = ( i < ( l / 2 ) ) ? color1 : color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t};\n\n}();\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction GridHelper( size, divisions, color1, color2 ) {\n\n\tsize = size || 10;\n\tdivisions = divisions || 10;\n\tcolor1 = new Color( color1 !== undefined ? color1 : 0x444444 );\n\tcolor2 = new Color( color2 !== undefined ? color2 : 0x888888 );\n\n\tvar center = divisions / 2;\n\tvar step = size / divisions;\n\tvar halfSize = size / 2;\n\n\tvar vertices = [], colors = [];\n\n\tfor ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\tvar color = i === center ? color1 : color2;\n\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\n\t}\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nGridHelper.prototype = Object.create( LineSegments.prototype );\nGridHelper.prototype.constructor = GridHelper;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n * @author Hectate / http://www.github.com/Hectate\n */\n\nfunction PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {\n\n\tradius = radius || 10;\n\tradials = radials || 16;\n\tcircles = circles || 8;\n\tdivisions = divisions || 64;\n\tcolor1 = new Color( color1 !== undefined ? color1 : 0x444444 );\n\tcolor2 = new Color( color2 !== undefined ? color2 : 0x888888 );\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar x, z;\n\tvar v, i, j, r, color;\n\n\t// create the radials\n\n\tfor ( i = 0; i <= radials; i ++ ) {\n\n\t\tv = ( i / radials ) * ( Math.PI * 2 );\n\n\t\tx = Math.sin( v ) * radius;\n\t\tz = Math.cos( v ) * radius;\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tvertices.push( x, 0, z );\n\n\t\tcolor = ( i & 1 ) ? color1 : color2;\n\n\t\tcolors.push( color.r, color.g, color.b );\n\t\tcolors.push( color.r, color.g, color.b );\n\n\t}\n\n\t// create the circles\n\n\tfor ( i = 0; i <= circles; i ++ ) {\n\n\t\tcolor = ( i & 1 ) ? color1 : color2;\n\n\t\tr = radius - ( radius / circles * i );\n\n\t\tfor ( j = 0; j < divisions; j ++ ) {\n\n\t\t\t// first vertex\n\n\t\t\tv = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\tx = Math.sin( v ) * r;\n\t\t\tz = Math.cos( v ) * r;\n\n\t\t\tvertices.push( x, 0, z );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t// second vertex\n\n\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\tx = Math.sin( v ) * r;\n\t\t\tz = Math.cos( v ) * r;\n\n\t\t\tvertices.push( x, 0, z );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t}\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nPolarGridHelper.prototype = Object.create( LineSegments.prototype );\nPolarGridHelper.prototype.constructor = PolarGridHelper;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction FaceNormalsHelper( object, size, hex, linewidth ) {\n\n\t// FaceNormalsHelper only supports THREE.Geometry\n\n\tthis.object = object;\n\n\tthis.size = ( size !== undefined ) ? size : 1;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xffff00;\n\n\tvar width = ( linewidth !== undefined ) ? linewidth : 1;\n\n\t//\n\n\tvar nNormals = 0;\n\n\tvar objGeometry = this.object.geometry;\n\n\tif ( objGeometry && objGeometry.isGeometry ) {\n\n\t\tnNormals = objGeometry.faces.length;\n\n\t} else {\n\n\t\tconsole.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );\n\n\t}\n\n\t//\n\n\tvar geometry = new BufferGeometry();\n\n\tvar positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );\n\n\tgeometry.addAttribute( 'position', positions );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );\n\n\t//\n\n\tthis.matrixAutoUpdate = false;\n\tthis.update();\n\n}\n\nFaceNormalsHelper.prototype = Object.create( LineSegments.prototype );\nFaceNormalsHelper.prototype.constructor = FaceNormalsHelper;\n\nFaceNormalsHelper.prototype.update = ( function () {\n\n\tvar v1 = new Vector3();\n\tvar v2 = new Vector3();\n\tvar normalMatrix = new Matrix3();\n\n\treturn function update() {\n\n\t\tthis.object.updateMatrixWorld( true );\n\n\t\tnormalMatrix.getNormalMatrix( this.object.matrixWorld );\n\n\t\tvar matrixWorld = this.object.matrixWorld;\n\n\t\tvar position = this.geometry.attributes.position;\n\n\t\t//\n\n\t\tvar objGeometry = this.object.geometry;\n\n\t\tvar vertices = objGeometry.vertices;\n\n\t\tvar faces = objGeometry.faces;\n\n\t\tvar idx = 0;\n\n\t\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tvar normal = face.normal;\n\n\t\t\tv1.copy( vertices[ face.a ] )\n\t\t\t\t.add( vertices[ face.b ] )\n\t\t\t\t.add( vertices[ face.c ] )\n\t\t\t\t.divideScalar( 3 )\n\t\t\t\t.applyMatrix4( matrixWorld );\n\n\t\t\tv2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );\n\n\t\t\tposition.setXYZ( idx, v1.x, v1.y, v1.z );\n\n\t\t\tidx = idx + 1;\n\n\t\t\tposition.setXYZ( idx, v2.x, v2.y, v2.z );\n\n\t\t\tidx = idx + 1;\n\n\t\t}\n\n\t\tposition.needsUpdate = true;\n\n\t};\n\n}() );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction DirectionalLightHelper( light, size, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tif ( size === undefined ) size = 1;\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( [\n\t\t- size, size, 0,\n\t\tsize, size, 0,\n\t\tsize, - size, 0,\n\t\t- size, - size, 0,\n\t\t- size, size, 0\n\t], 3 ) );\n\n\tvar material = new LineBasicMaterial( { fog: false } );\n\n\tthis.lightPlane = new Line( geometry, material );\n\tthis.add( this.lightPlane );\n\n\tgeometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\tthis.targetLine = new Line( geometry, material );\n\tthis.add( this.targetLine );\n\n\tthis.update();\n\n}\n\nDirectionalLightHelper.prototype = Object.create( Object3D.prototype );\nDirectionalLightHelper.prototype.constructor = DirectionalLightHelper;\n\nDirectionalLightHelper.prototype.dispose = function () {\n\n\tthis.lightPlane.geometry.dispose();\n\tthis.lightPlane.material.dispose();\n\tthis.targetLine.geometry.dispose();\n\tthis.targetLine.material.dispose();\n\n};\n\nDirectionalLightHelper.prototype.update = function () {\n\n\tvar v1 = new Vector3();\n\tvar v2 = new Vector3();\n\tvar v3 = new Vector3();\n\n\treturn function update() {\n\n\t\tv1.setFromMatrixPosition( this.light.matrixWorld );\n\t\tv2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\tv3.subVectors( v2, v1 );\n\n\t\tthis.lightPlane.lookAt( v3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( v3 );\n\t\tthis.targetLine.scale.z = v3.length();\n\n\t};\n\n}();\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author Mugen87 / https://github.com/Mugen87\n *\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nfunction CameraHelper( camera ) {\n\n\tvar geometry = new BufferGeometry();\n\tvar material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar pointMap = {};\n\n\t// colors\n\n\tvar colorFrustum = new Color( 0xffaa00 );\n\tvar colorCone = new Color( 0xff0000 );\n\tvar colorUp = new Color( 0x00aaff );\n\tvar colorTarget = new Color( 0xffffff );\n\tvar colorCross = new Color( 0x333333 );\n\n\t// near\n\n\taddLine( 'n1', 'n2', colorFrustum );\n\taddLine( 'n2', 'n4', colorFrustum );\n\taddLine( 'n4', 'n3', colorFrustum );\n\taddLine( 'n3', 'n1', colorFrustum );\n\n\t// far\n\n\taddLine( 'f1', 'f2', colorFrustum );\n\taddLine( 'f2', 'f4', colorFrustum );\n\taddLine( 'f4', 'f3', colorFrustum );\n\taddLine( 'f3', 'f1', colorFrustum );\n\n\t// sides\n\n\taddLine( 'n1', 'f1', colorFrustum );\n\taddLine( 'n2', 'f2', colorFrustum );\n\taddLine( 'n3', 'f3', colorFrustum );\n\taddLine( 'n4', 'f4', colorFrustum );\n\n\t// cone\n\n\taddLine( 'p', 'n1', colorCone );\n\taddLine( 'p', 'n2', colorCone );\n\taddLine( 'p', 'n3', colorCone );\n\taddLine( 'p', 'n4', colorCone );\n\n\t// up\n\n\taddLine( 'u1', 'u2', colorUp );\n\taddLine( 'u2', 'u3', colorUp );\n\taddLine( 'u3', 'u1', colorUp );\n\n\t// target\n\n\taddLine( 'c', 't', colorTarget );\n\taddLine( 'p', 'c', colorCross );\n\n\t// cross\n\n\taddLine( 'cn1', 'cn2', colorCross );\n\taddLine( 'cn3', 'cn4', colorCross );\n\n\taddLine( 'cf1', 'cf2', colorCross );\n\taddLine( 'cf3', 'cf4', colorCross );\n\n\tfunction addLine( a, b, color ) {\n\n\t\taddPoint( a, color );\n\t\taddPoint( b, color );\n\n\t}\n\n\tfunction addPoint( id, color ) {\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tcolors.push( color.r, color.g, color.b );\n\n\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\tpointMap[ id ] = [];\n\n\t\t}\n\n\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t}\n\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tLineSegments.call( this, geometry, material );\n\n\tthis.camera = camera;\n\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\tthis.matrix = camera.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.pointMap = pointMap;\n\n\tthis.update();\n\n}\n\nCameraHelper.prototype = Object.create( LineSegments.prototype );\nCameraHelper.prototype.constructor = CameraHelper;\n\nCameraHelper.prototype.update = function () {\n\n\tvar geometry, pointMap;\n\n\tvar vector = new Vector3();\n\tvar camera = new Camera();\n\n\tfunction setPoint( point, x, y, z ) {\n\n\t\tvector.set( x, y, z ).unproject( camera );\n\n\t\tvar points = pointMap[ point ];\n\n\t\tif ( points !== undefined ) {\n\n\t\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\t\tposition.setXYZ( points[ i ], vector.x, vector.y, vector.z );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn function update() {\n\n\t\tgeometry = this.geometry;\n\t\tpointMap = this.pointMap;\n\n\t\tvar w = 1, h = 1;\n\n\t\t// we need just camera projection matrix\n\t\t// world matrix must be identity\n\n\t\tcamera.projectionMatrix.copy( this.camera.projectionMatrix );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', 0, 0, - 1 );\n\t\tsetPoint( 't', 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', - w, - h, - 1 );\n\t\tsetPoint( 'n2', w, - h, - 1 );\n\t\tsetPoint( 'n3', - w, h, - 1 );\n\t\tsetPoint( 'n4', w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', - w, - h, 1 );\n\t\tsetPoint( 'f2', w, - h, 1 );\n\t\tsetPoint( 'f3', - w, h, 1 );\n\t\tsetPoint( 'f4', w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', - w, 0, 1 );\n\t\tsetPoint( 'cf2', w, 0, 1 );\n\t\tsetPoint( 'cf3', 0, - h, 1 );\n\t\tsetPoint( 'cf4', 0, h, 1 );\n\n\t\tsetPoint( 'cn1', - w, 0, - 1 );\n\t\tsetPoint( 'cn2', w, 0, - 1 );\n\t\tsetPoint( 'cn3', 0, - h, - 1 );\n\t\tsetPoint( 'cn4', 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t};\n\n}();\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n */\n\nfunction BoxHelper( object, color ) {\n\n\tthis.object = object;\n\n\tif ( color === undefined ) color = 0xffff00;\n\n\tvar 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 ] );\n\tvar positions = new Float32Array( 8 * 3 );\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\tgeometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\tthis.matrixAutoUpdate = false;\n\n\tthis.update();\n\n}\n\nBoxHelper.prototype = Object.create( LineSegments.prototype );\nBoxHelper.prototype.constructor = BoxHelper;\n\nBoxHelper.prototype.update = ( function () {\n\n\tvar box = new Box3();\n\n\treturn function update( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\tbox.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tvar min = box.min;\n\t\tvar max = box.max;\n\n\t\t/*\n\t\t 5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tvar position = this.geometry.attributes.position;\n\t\tvar array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t};\n\n} )();\n\nBoxHelper.prototype.setFromObject = function ( object ) {\n\n\tthis.object = object;\n\tthis.update();\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Box3Helper( box, hex ) {\n\n\tthis.type = 'Box3Helper';\n\n\tthis.box = box;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xffff00;\n\n\tvar 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 ] );\n\n\tvar 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 ];\n\n\tvar geometry = new BufferGeometry();\n\n\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\tthis.geometry.computeBoundingSphere();\n\n}\n\nBox3Helper.prototype = Object.create( LineSegments.prototype );\nBox3Helper.prototype.constructor = Box3Helper;\n\nBox3Helper.prototype.updateMatrixWorld = function ( force ) {\n\n\tvar box = this.box;\n\n\tif ( box.isEmpty() ) return;\n\n\tbox.getCenter( this.position );\n\n\tbox.getSize( this.scale );\n\n\tthis.scale.multiplyScalar( 0.5 );\n\n\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction PlaneHelper( plane, size, hex ) {\n\n\tthis.type = 'PlaneHelper';\n\n\tthis.plane = plane;\n\n\tthis.size = ( size === undefined ) ? 1 : size;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xffff00;\n\n\tvar 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 ];\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\tgeometry.computeBoundingSphere();\n\n\tLine.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\t//\n\n\tvar positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\tvar geometry2 = new BufferGeometry();\n\tgeometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\tgeometry2.computeBoundingSphere();\n\n\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );\n\n}\n\nPlaneHelper.prototype = Object.create( Line.prototype );\nPlaneHelper.prototype.constructor = PlaneHelper;\n\nPlaneHelper.prototype.updateMatrixWorld = function ( force ) {\n\n\tvar scale = - this.plane.constant;\n\n\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\tthis.lookAt( this.plane.normal );\n\n\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n * @author zz85 / http://github.com/zz85\n * @author bhouston / http://clara.io\n *\n * Creates an arrow for visualizing directions\n *\n * Parameters:\n * dir - Vector3\n * origin - Vector3\n * length - Number\n * color - color in hex value\n * headLength - Number\n * headWidth - Number\n */\n\nvar lineGeometry;\nvar coneGeometry;\n\nfunction ArrowHelper( dir, origin, length, color, headLength, headWidth ) {\n\n\t// dir is assumed to be normalized\n\n\tObject3D.call( this );\n\n\tif ( color === undefined ) color = 0xffff00;\n\tif ( length === undefined ) length = 1;\n\tif ( headLength === undefined ) headLength = 0.2 * length;\n\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\tif ( lineGeometry === undefined ) {\n\n\t\tlineGeometry = new BufferGeometry();\n\t\tlineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\tconeGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );\n\t\tconeGeometry.translate( 0, - 0.5, 0 );\n\n\t}\n\n\tthis.position.copy( origin );\n\n\tthis.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );\n\tthis.line.matrixAutoUpdate = false;\n\tthis.add( this.line );\n\n\tthis.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );\n\tthis.cone.matrixAutoUpdate = false;\n\tthis.add( this.cone );\n\n\tthis.setDirection( dir );\n\tthis.setLength( length, headLength, headWidth );\n\n}\n\nArrowHelper.prototype = Object.create( Object3D.prototype );\nArrowHelper.prototype.constructor = ArrowHelper;\n\nArrowHelper.prototype.setDirection = ( function () {\n\n\tvar axis = new Vector3();\n\tvar radians;\n\n\treturn function setDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\taxis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tradians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( axis, radians );\n\n\t\t}\n\n\t};\n\n}() );\n\nArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {\n\n\tif ( headLength === undefined ) headLength = 0.2 * length;\n\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\tthis.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );\n\tthis.line.updateMatrix();\n\n\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\tthis.cone.position.y = length;\n\tthis.cone.updateMatrix();\n\n};\n\nArrowHelper.prototype.setColor = function ( color ) {\n\n\tthis.line.material.color.copy( color );\n\tthis.cone.material.color.copy( color );\n\n};\n\n/**\n * @author sroucheray / http://sroucheray.org/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AxesHelper( size ) {\n\n\tsize = size || 1;\n\n\tvar vertices = [\n\t\t0, 0, 0,\tsize, 0, 0,\n\t\t0, 0, 0,\t0, size, 0,\n\t\t0, 0, 0,\t0, 0, size\n\t];\n\n\tvar colors = [\n\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t0, 0, 1,\t0, 0.6, 1\n\t];\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nAxesHelper.prototype = Object.create( LineSegments.prototype );\nAxesHelper.prototype.constructor = AxesHelper;\n\n/**\n * @author zz85 https://github.com/zz85\n *\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tvar c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tvar t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tvar t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tvar t2 = t * t;\n\t\t\tvar t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nvar tmp = new Vector3();\nvar px = new CubicPoly();\nvar py = new CubicPoly();\nvar pz = new CubicPoly();\n\nfunction CatmullRomCurve3( points, closed, curveType, tension ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CatmullRomCurve3';\n\n\tthis.points = points || [];\n\tthis.closed = closed || false;\n\tthis.curveType = curveType || 'centripetal';\n\tthis.tension = tension || 0.5;\n\n}\n\nCatmullRomCurve3.prototype = Object.create( Curve.prototype );\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector3();\n\n\tvar points = this.points;\n\tvar l = points.length;\n\n\tvar p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\tvar intPoint = Math.floor( p );\n\tvar weight = p - intPoint;\n\n\tif ( this.closed ) {\n\n\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;\n\n\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\tintPoint = l - 2;\n\t\tweight = 1;\n\n\t}\n\n\tvar p0, p1, p2, p3; // 4 points\n\n\tif ( this.closed || intPoint > 0 ) {\n\n\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate first point\n\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\tp0 = tmp;\n\n\t}\n\n\tp1 = points[ intPoint % l ];\n\tp2 = points[ ( intPoint + 1 ) % l ];\n\n\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate last point\n\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\tp3 = tmp;\n\n\t}\n\n\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t// init Centripetal / Chordal Catmull-Rom\n\t\tvar pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\tvar dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\tvar dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\tvar dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t// safety check for repeated points\n\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t}\n\n\tpoint.set(\n\t\tpx.calc( weight ),\n\t\tpy.calc( weight ),\n\t\tpz.calc( weight )\n\t);\n\n\treturn point;\n\n};\n\nCatmullRomCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( var i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tvar point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\tthis.closed = source.closed;\n\tthis.curveType = source.curveType;\n\tthis.tension = source.tension;\n\n\treturn this;\n\n};\n\nfunction CubicBezierCurve3( v0, v1, v2, v3 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve3';\n\n\tthis.v0 = v0 || new Vector3();\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\tthis.v3 = v3 || new Vector3();\n\n}\n\nCubicBezierCurve3.prototype = Object.create( Curve.prototype );\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector3();\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve3( v0, v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve3';\n\n\tthis.v0 = v0 || new Vector3();\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\n}\n\nQuadraticBezierCurve3.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector3();\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nfunction LineCurve3( v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve3';\n\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\n}\n\nLineCurve3.prototype = Object.create( Curve.prototype );\nLineCurve3.prototype.constructor = LineCurve3;\n\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector3();\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nfunction ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\tEllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\tthis.type = 'ArcCurve';\n\n}\n\nArcCurve.prototype = Object.create( EllipseCurve.prototype );\nArcCurve.prototype.constructor = ArcCurve;\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( geometry, materials ) {\n\n\t\tvar group = new Group();\n\n\t\tfor ( var i = 0, l = materials.length; i < l; i ++ ) {\n\n\t\t\tgroup.add( new Mesh( geometry, materials[ i ] ) );\n\n\t\t}\n\n\t\treturn group;\n\n\t},\n\n\tdetach: function ( child, parent, scene ) {\n\n\t\tchild.applyMatrix( parent.matrixWorld );\n\t\tparent.remove( child );\n\t\tscene.add( child );\n\n\t},\n\n\tattach: function ( child, scene, parent ) {\n\n\t\tchild.applyMatrix( new Matrix4().getInverse( parent.matrixWorld ) );\n\n\t\tscene.remove( child );\n\t\tparent.add( child );\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Face4( a, b, c, d, normal, color, materialIndex ) {\n\n\tconsole.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );\n\treturn new Face3( a, b, c, normal, color, materialIndex );\n\n}\n\nvar LineStrip = 0;\n\nvar LinePieces = 1;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials ) {\n\n\tif ( materials === undefined ) materials = [];\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setDynamic( true );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nObject.assign( CurvePath.prototype, {\n\n\tcreatePointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from path points (for Line or Points objects)\n\n\t\tvar pts = this.getPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateSpacedPointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from equidistant sampling along the path\n\n\t\tvar pts = this.getSpacedPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateGeometry: function ( points ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\tvar geometry = new Geometry();\n\n\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tvar point = points[ i ];\n\t\t\tgeometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\n//\n\nObject.assign( Path.prototype, {\n\n\tfromPoints: function ( points ) {\n\n\t\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\t\tthis.setFromPoints( points );\n\n\t}\n\n} );\n\n//\n\nfunction ClosedSplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\tthis.closed = true;\n\n}\n\nClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction SplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction Spline( points ) {\n\n\tconsole.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSpline.prototype = Object.create( CatmullRomCurve3.prototype );\n\nObject.assign( Spline.prototype, {\n\n\tinitFromArray: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .initFromArray() has been removed.' );\n\n\t},\n\tgetControlPointsArray: function ( /* optionalTarget */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );\n\n\t},\n\treparametrizeByArcLength: function ( /* samplingCoef */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nObject.assign( Box2.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Box3.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nObject.assign( _Math, {\n\n\trandom16: function () {\n\n\t\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\t\treturn Math.random();\n\n\t},\n\n\tnearestPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\t\treturn _Math.floorPowerOfTwo( value );\n\n\t},\n\n\tnextPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\t\treturn _Math.ceilPowerOfTwo( value );\n\n\t}\n\n} );\n\nObject.assign( Matrix3.prototype, {\n\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\t\treturn vector.applyMatrix3( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n\t},\n\tapplyToBuffer: function ( buffer /*, offset, length */ ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );\n\t\treturn this.applyToBufferAttribute( buffer );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n\t}\n\n} );\n\nObject.assign( Matrix4.prototype, {\n\n\textractPosition: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\t\treturn this.copyPosition( m );\n\n\t},\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tgetPosition: function () {\n\n\t\tvar v1;\n\n\t\treturn function getPosition() {\n\n\t\t\tif ( v1 === undefined ) v1 = new Vector3();\n\t\t\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\t\t\treturn v1.setFromMatrixColumn( this, 3 );\n\n\t\t};\n\n\t}(),\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\t\treturn this.makeRotationFromQuaternion( q );\n\n\t},\n\tmultiplyToArray: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector4: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n\t},\n\trotateAxis: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\t\tv.transformDirection( this );\n\n\t},\n\tcrossVector: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\ttranslate: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n\t},\n\trotateX: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n\t},\n\trotateY: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n\t},\n\trotateZ: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n\t},\n\trotateByAxis: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n\t},\n\tapplyToBuffer: function ( buffer /*, offset, length */ ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );\n\t\treturn this.applyToBufferAttribute( buffer );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n\t},\n\tmakeFrustum: function ( left, right, bottom, top, near, far ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\t\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n\t}\n\n} );\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nObject.assign( Ray.prototype, {\n\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionPlane: function ( plane ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\t\treturn this.intersectsPlane( plane );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t}\n\n} );\n\nObject.assign( Shape.prototype, {\n\n\textractAllPoints: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\t\treturn this.extractPoints( divisions );\n\n\t},\n\textrude: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\t\treturn new ExtrudeGeometry( this, options );\n\n\t},\n\tmakeGeometry: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\t\treturn new ShapeGeometry( this, options );\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector3.prototype, {\n\n\tsetEulerFromRotationMatrix: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n\t},\n\tsetEulerFromQuaternion: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n\t},\n\tgetPositionFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\t\treturn this.setFromMatrixPosition( m );\n\n\t},\n\tgetScaleFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\t\treturn this.setFromMatrixScale( m );\n\n\t},\n\tgetColumnFromMatrix: function ( index, matrix ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\t\treturn this.setFromMatrixColumn( matrix, index );\n\n\t},\n\tapplyProjection: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\t\treturn this.applyMatrix4( m );\n\n\t},\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\n//\n\nGeometry.prototype.computeTangents = function () {\n\n\tconsole.warn( 'THREE.Geometry: .computeTangents() has been removed.' );\n\n};\n\nObject.assign( Object3D.prototype, {\n\n\tgetChildByName: function ( name ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\t\treturn this.getObjectByName( name );\n\n\t},\n\trenderDepth: function () {\n\n\t\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n\t},\n\ttranslate: function ( distance, axis ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\t\treturn this.translateOnAxis( axis, distance );\n\n\t}\n\n} );\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( \"THREE.PerspectiveCamera.setLens is deprecated. \" +\n\t\t\t\"Use .setFocalLength and .filmGauge for a photographic setup.\" );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( BufferGeometry.prototype, {\n\n\taddIndex: function ( index ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\t\tthis.setIndex( index );\n\n\t},\n\taddDrawCall: function ( start, count, indexOffset ) {\n\n\t\tif ( indexOffset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t\t}\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\t\tthis.addGroup( start, count );\n\n\t},\n\tclearDrawCalls: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\t\tthis.clearGroups();\n\n\t},\n\tcomputeTangents: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeOffsets: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n\t}\n\n} );\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.assign( WebGLRenderer.prototype, {\n\n\tgetCurrentRenderTarget: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\t\treturn this.getRenderTarget();\n\n\t},\n\n\tgetMaxAnisotropy: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\t\treturn this.capabilities.getMaxAnisotropy();\n\n\t},\n\n\tgetPrecision: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\t\treturn this.capabilities.precision;\n\n\t},\n\n\tresetGLState: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\t\treturn this.state.reset();\n\n\t},\n\n\tsupportsFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_float' );\n\n\t},\n\tsupportsHalfFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_half_float' );\n\n\t},\n\tsupportsStandardDerivatives: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\t\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n\t},\n\tsupportsCompressedTextureS3TC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t},\n\tsupportsCompressedTexturePVRTC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t},\n\tsupportsBlendMinMax: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\t\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n\t},\n\tsupportsVertexTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\t\treturn this.capabilities.vertexTextures;\n\n\t},\n\tsupportsInstancedArrays: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\t\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n\t},\n\tenableScissorTest: function ( boolean ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\t\tthis.setScissorTest( boolean );\n\n\t},\n\tinitMaterial: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n\t},\n\taddPrePlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n\t},\n\taddPostPlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n\t},\n\tupdateShadowMap: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n\t}\n\n} );\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.cullFace;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );\n\t\t\tthis.shadowMap.cullFace = value;\n\n\t\t}\n\t}\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\treturn this.renderReverseSided ? CullFaceFront : CullFaceBack;\n\n\t\t},\n\t\tset: function ( cullFace ) {\n\n\t\t\tvar value = ( cullFace !== CullFaceBack );\n\t\t\tconsole.warn( \"WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to \" + value + \".\" );\n\t\t\tthis.renderReverseSided = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tvar scope = this;\n\tvar audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\n//\n\nvar GeometryUtils = {\n\n\tmerge: function ( geometry1, geometry2, materialIndexOffset ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );\n\t\tvar matrix;\n\n\t\tif ( geometry2.isMesh ) {\n\n\t\t\tgeometry2.matrixAutoUpdate && geometry2.updateMatrix();\n\n\t\t\tmatrix = geometry2.matrix;\n\t\t\tgeometry2 = geometry2.geometry;\n\n\t\t}\n\n\t\tgeometry1.merge( geometry2, matrix, materialIndexOffset );\n\n\t},\n\n\tcenter: function ( geometry ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );\n\t\treturn geometry.center();\n\n\t}\n\n};\n\nvar ImageUtils = {\n\n\tcrossOrigin: undefined,\n\n\tloadTexture: function ( url, mapping, onLoad, onError ) {\n\n\t\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\t\tvar loader = new TextureLoader();\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\tvar texture = loader.load( url, onLoad, undefined, onError );\n\n\t\tif ( mapping ) texture.mapping = mapping;\n\n\t\treturn texture;\n\n\t},\n\n\tloadTextureCube: function ( urls, mapping, onLoad, onError ) {\n\n\t\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\t\tvar loader = new CubeTextureLoader();\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\tvar texture = loader.load( urls, onLoad, undefined, onError );\n\n\t\tif ( mapping ) texture.mapping = mapping;\n\n\t\treturn texture;\n\n\t},\n\n\tloadCompressedTexture: function () {\n\n\t\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n\t},\n\n\tloadCompressedTextureCube: function () {\n\n\t\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n\t}\n\n};\n\n//\n\nfunction Projector() {\n\n\tconsole.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );\n\n\tthis.projectVector = function ( vector, camera ) {\n\n\t\tconsole.warn( 'THREE.Projector: .projectVector() is now vector.project().' );\n\t\tvector.project( camera );\n\n\t};\n\n\tthis.unprojectVector = function ( vector, camera ) {\n\n\t\tconsole.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );\n\t\tvector.unproject( camera );\n\n\t};\n\n\tthis.pickingRay = function () {\n\n\t\tconsole.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );\n\n\t};\n\n}\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );\n\n\tthis.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tthis.clear = function () {};\n\tthis.render = function () {};\n\tthis.setClearColor = function () {};\n\tthis.setSize = function () {};\n\n}\n\nexport { WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, UniformsUtils, ShaderChunk, FogExp2, Fog, Scene, LensFlare, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, LineLoop, Line, Points, Group, VideoTexture, DataTexture, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, CompressedTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, JSONLoader, ImageLoader, FontLoader, FileLoader, Loader, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, _Math as Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, Box3Helper, PlaneHelper, ArrowHelper, AxesHelper, CatmullRomCurve3, CubicBezierCurve3, QuadraticBezierCurve3, LineCurve3, ArcCurve, EllipseCurve, SplineCurve, CubicBezierCurve, QuadraticBezierCurve, LineCurve, Shape, Path, ShapePath, Font, CurvePath, Curve, ShapeUtils, SceneUtils, WebGLUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, TextBufferGeometry, SphereGeometry, SphereBufferGeometry, RingGeometry, RingBufferGeometry, PlaneGeometry, PlaneBufferGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, ExtrudeBufferGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleGeometry, CircleBufferGeometry, BoxGeometry, BoxBufferGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshBasicMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, BoxGeometry as CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, MultiMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, SplineCurve3, Spline, AxisHelper, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, BinaryTextureLoader, GeometryUtils, ImageUtils, Projector, CanvasRenderer };\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/three/build/three.module.js\n// module id = 3\n// module chunks = 0","export { LogLevel } from './loglevel';\nexport { Severity } from './severity';\nexport { SpanStatus } from './span';\nexport { Status } from './status';\n//# sourceMappingURL=index.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/types/esm/index.js\n// module id = 4\n// module chunks = 0","export default function(a, b) {\n return a < b ? -1 : a > b ? 1 : a >= b ? 0 : NaN;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/ascending.js\n// module id = 5\n// module chunks = 0","var g;\n\n// This works in non-strict mode\ng = (function() {\n\treturn this;\n})();\n\ntry {\n\t// This works if eval is allowed (see CSP)\n\tg = g || Function(\"return this\")() || (1,eval)(\"this\");\n} catch(e) {\n\t// This works if the window reference is available\n\tif(typeof window === \"object\")\n\t\tg = window;\n}\n\n// g can still be undefined, but nothing to do about it...\n// We return undefined, instead of nothing here, so it's\n// easier to handle this case. if(!global) { ...}\n\nmodule.exports = g;\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// (webpack)/buildin/global.js\n// module id = 6\n// module chunks = 0","/*!\n * VERSION: 1.20.3\n * DATE: 2017-10-02\n * UPDATES AND DOCS AT: http://greensock.com\n *\n * @license Copyright (c) 2008-2017, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n * \n * @author: Jack Doyle, jack@greensock.com\n */\n(function(window, moduleName) {\n\n\t\t\"use strict\";\n\t\tvar _exports = {},\n\t\t\t_doc = window.document,\n\t\t\t_globals = window.GreenSockGlobals = window.GreenSockGlobals || window;\n\t\tif (_globals.TweenLite) {\n\t\t\treturn; //in case the core set of classes is already loaded, don't instantiate twice.\n\t\t}\n\t\tvar _namespace = function(ns) {\n\t\t\t\tvar a = ns.split(\".\"),\n\t\t\t\t\tp = _globals, i;\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\tp[a[i]] = p = p[a[i]] || {};\n\t\t\t\t}\n\t\t\t\treturn p;\n\t\t\t},\n\t\t\tgs = _namespace(\"com.greensock\"),\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\t_slice = function(a) { //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++])) {}\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_emptyFunc = function() {},\n\t\t\t_isArray = (function() { //works around issues in iframe environments where the Array global isn't shared, thus if the object originates in a different window/iframe, \"(obj instanceof Array)\" will evaluate false. We added some speed optimizations to avoid Object.prototype.toString.call() unless it's absolutely necessary because it's VERY slow (like 20x slower)\n\t\t\t\tvar toString = Object.prototype.toString,\n\t\t\t\t\tarray = toString.call([]);\n\t\t\t\treturn function(obj) {\n\t\t\t\t\treturn obj != null && (obj instanceof Array || (typeof(obj) === \"object\" && !!obj.push && toString.call(obj) === array));\n\t\t\t\t};\n\t\t\t}()),\n\t\t\ta, i, p, _ticker, _tickerActive,\n\t\t\t_defLookup = {},\n\n\t\t\t/**\n\t\t\t * @constructor\n\t\t\t * Defines a GreenSock class, optionally with an array of dependencies that must be instantiated first and passed into the definition.\n\t\t\t * This allows users to load GreenSock JS files in any order even if they have interdependencies (like CSSPlugin extends TweenPlugin which is\n\t\t\t * inside TweenLite.js, but if CSSPlugin is loaded first, it should wait to run its code until TweenLite.js loads and instantiates TweenPlugin\n\t\t\t * and then pass TweenPlugin to CSSPlugin's definition). This is all done automatically and internally.\n\t\t\t *\n\t\t\t * Every definition will be added to a \"com.greensock\" global object (typically window, but if a window.GreenSockGlobals object is found,\n\t\t\t * it will go there as of v1.7). For example, TweenLite will be found at window.com.greensock.TweenLite and since it's a global class that should be available anywhere,\n\t\t\t * it is ALSO referenced at window.TweenLite. However some classes aren't considered global, like the base com.greensock.core.Animation class, so\n\t\t\t * those will only be at the package like window.com.greensock.core.Animation. Again, if you define a GreenSockGlobals object on the window, everything\n\t\t\t * gets tucked neatly inside there instead of on the window directly. This allows you to do advanced things like load multiple versions of GreenSock\n\t\t\t * files and put them into distinct objects (imagine a banner ad uses a newer version but the main site uses an older one). In that case, you could\n\t\t\t * sandbox the banner one like:\n\t\t\t *\n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t *\n\t\t\t * @param {!string} ns The namespace of the class definition, leaving off \"com.greensock.\" as that's assumed. For example, \"TweenLite\" or \"plugins.CSSPlugin\" or \"easing.Back\".\n\t\t\t * @param {!Array.} dependencies An array of dependencies (described as their namespaces minus \"com.greensock.\" prefix). For example [\"TweenLite\",\"plugins.TweenPlugin\",\"core.Animation\"]\n\t\t\t * @param {!function():Object} func The function that should be called and passed the resolved dependencies which will return the actual class for this definition.\n\t\t\t * @param {boolean=} global If true, the class will be added to the global scope (typically window unless you define a window.GreenSockGlobals object)\n\t\t\t */\n\t\t\tDefinition = function(ns, dependencies, func, global) {\n\t\t\t\tthis.sc = (_defLookup[ns]) ? _defLookup[ns].sc : []; //subclasses\n\t\t\t\t_defLookup[ns] = this;\n\t\t\t\tthis.gsClass = null;\n\t\t\t\tthis.func = func;\n\t\t\t\tvar _classes = [];\n\t\t\t\tthis.check = function(init) {\n\t\t\t\t\tvar i = dependencies.length,\n\t\t\t\t\t\tmissing = i,\n\t\t\t\t\t\tcur, a, n, cl;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif ((cur = _defLookup[dependencies[i]] || new Definition(dependencies[i], [])).gsClass) {\n\t\t\t\t\t\t\t_classes[i] = cur.gsClass;\n\t\t\t\t\t\t\tmissing--;\n\t\t\t\t\t\t} else if (init) {\n\t\t\t\t\t\t\tcur.sc.push(this);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (missing === 0 && func) {\n\t\t\t\t\t\ta = (\"com.greensock.\" + ns).split(\".\");\n\t\t\t\t\t\tn = a.pop();\n\t\t\t\t\t\tcl = _namespace(a.join(\".\"))[n] = this.gsClass = func.apply(func, _classes);\n\n\t\t\t\t\t\t//exports to multiple environments\n\t\t\t\t\t\tif (global) {\n\t\t\t\t\t\t\t_globals[n] = _exports[n] = cl; //provides a way to avoid global namespace pollution. By default, the main classes like TweenLite, Power1, Strong, etc. are added to window unless a GreenSockGlobals is defined. So if you want to have things added to a custom object instead, just do something like window.GreenSockGlobals = {} before loading any GreenSock files. You can even set up an alias like window.GreenSockGlobals = windows.gs = {} so that you can access everything like gs.TweenLite. Also remember that ALL classes are added to the window.com.greensock object (in their respective packages, like com.greensock.easing.Power1, com.greensock.TweenLite, etc.)\n\t\t\t\t\t\t\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\t\t\t\t\t\t\tif (ns === moduleName) {\n\t\t\t\t\t\t\t\t\tmodule.exports = _exports[moduleName] = cl;\n\t\t\t\t\t\t\t\t\tfor (i in _exports) {\n\t\t\t\t\t\t\t\t\t\tcl[i] = _exports[i];\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t} else if (_exports[moduleName]) {\n\t\t\t\t\t\t\t\t\t_exports[moduleName][n] = cl;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if (typeof(define) === \"function\" && define.amd){ //AMD\n\t\t\t\t\t\t\t\tdefine((window.GreenSockAMDPath ? window.GreenSockAMDPath + \"/\" : \"\") + ns.split(\".\").pop(), [], function() { return cl; });\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tfor (i = 0; i < this.sc.length; i++) {\n\t\t\t\t\t\t\tthis.sc[i].check();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tthis.check(true);\n\t\t\t},\n\n\t\t\t//used to create Definition instances (which basically registers a class that has dependencies).\n\t\t\t_gsDefine = window._gsDefine = function(ns, dependencies, func, global) {\n\t\t\t\treturn new Definition(ns, dependencies, func, global);\n\t\t\t},\n\n\t\t\t//a quick way to create a class that doesn't have any dependencies. Returns the class, but first registers it in the GreenSock namespace so that other classes can grab it (other classes might be dependent on the class).\n\t\t\t_class = gs._class = function(ns, func, global) {\n\t\t\t\tfunc = func || function() {};\n\t\t\t\t_gsDefine(ns, [], function(){ return func; }, global);\n\t\t\t\treturn func;\n\t\t\t};\n\n\t\t_gsDefine.globals = _globals;\n\n\n\n/*\n * ----------------------------------------------------------------\n * Ease\n * ----------------------------------------------------------------\n */\n\t\tvar _baseParams = [0, 0, 1, 1],\n\t\t\tEase = _class(\"easing.Ease\", function(func, extraParams, type, power) {\n\t\t\t\tthis._func = func;\n\t\t\t\tthis._type = type || 0;\n\t\t\t\tthis._power = power || 0;\n\t\t\t\tthis._params = extraParams ? _baseParams.concat(extraParams) : _baseParams;\n\t\t\t}, true),\n\t\t\t_easeMap = Ease.map = {},\n\t\t\t_easeReg = Ease.register = function(ease, names, types, create) {\n\t\t\t\tvar na = names.split(\",\"),\n\t\t\t\t\ti = na.length,\n\t\t\t\t\tta = (types || \"easeIn,easeOut,easeInOut\").split(\",\"),\n\t\t\t\t\te, name, j, type;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tname = na[i];\n\t\t\t\t\te = create ? _class(\"easing.\"+name, null, true) : gs.easing[name] || {};\n\t\t\t\t\tj = ta.length;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\ttype = ta[j];\n\t\t\t\t\t\t_easeMap[name + \".\" + type] = _easeMap[type + name] = e[type] = ease.getRatio ? ease : ease[type] || new ease();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\tp = Ease.prototype;\n\t\tp._calcEnd = false;\n\t\tp.getRatio = function(p) {\n\t\t\tif (this._func) {\n\t\t\t\tthis._params[0] = p;\n\t\t\t\treturn this._func.apply(null, this._params);\n\t\t\t}\n\t\t\tvar t = this._type,\n\t\t\t\tpw = this._power,\n\t\t\t\tr = (t === 1) ? 1 - p : (t === 2) ? p : (p < 0.5) ? p * 2 : (1 - p) * 2;\n\t\t\tif (pw === 1) {\n\t\t\t\tr *= r;\n\t\t\t} else if (pw === 2) {\n\t\t\t\tr *= r * r;\n\t\t\t} else if (pw === 3) {\n\t\t\t\tr *= r * r * r;\n\t\t\t} else if (pw === 4) {\n\t\t\t\tr *= r * r * r * r;\n\t\t\t}\n\t\t\treturn (t === 1) ? 1 - r : (t === 2) ? r : (p < 0.5) ? r / 2 : 1 - (r / 2);\n\t\t};\n\n\t\t//create all the standard eases like Linear, Quad, Cubic, Quart, Quint, Strong, Power0, Power1, Power2, Power3, and Power4 (each with easeIn, easeOut, and easeInOut)\n\t\ta = [\"Linear\",\"Quad\",\"Cubic\",\"Quart\",\"Quint,Strong\"];\n\t\ti = a.length;\n\t\twhile (--i > -1) {\n\t\t\tp = a[i]+\",Power\"+i;\n\t\t\t_easeReg(new Ease(null,null,1,i), p, \"easeOut\", true);\n\t\t\t_easeReg(new Ease(null,null,2,i), p, \"easeIn\" + ((i === 0) ? \",easeNone\" : \"\"));\n\t\t\t_easeReg(new Ease(null,null,3,i), p, \"easeInOut\");\n\t\t}\n\t\t_easeMap.linear = gs.easing.Linear.easeIn;\n\t\t_easeMap.swing = gs.easing.Quad.easeInOut; //for jQuery folks\n\n\n/*\n * ----------------------------------------------------------------\n * EventDispatcher\n * ----------------------------------------------------------------\n */\n\t\tvar EventDispatcher = _class(\"events.EventDispatcher\", function(target) {\n\t\t\tthis._listeners = {};\n\t\t\tthis._eventTarget = target || this;\n\t\t});\n\t\tp = EventDispatcher.prototype;\n\n\t\tp.addEventListener = function(type, callback, scope, useParam, priority) {\n\t\t\tpriority = priority || 0;\n\t\t\tvar list = this._listeners[type],\n\t\t\t\tindex = 0,\n\t\t\t\tlistener, i;\n\t\t\tif (this === _ticker && !_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (list == null) {\n\t\t\t\tthis._listeners[type] = list = [];\n\t\t\t}\n\t\t\ti = list.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlistener = list[i];\n\t\t\t\tif (listener.c === callback && listener.s === scope) {\n\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t} else if (index === 0 && listener.pr < priority) {\n\t\t\t\t\tindex = i + 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tlist.splice(index, 0, {c:callback, s:scope, up:useParam, pr:priority});\n\t\t};\n\n\t\tp.removeEventListener = function(type, callback) {\n\t\t\tvar list = this._listeners[type], i;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (list[i].c === callback) {\n\t\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.dispatchEvent = function(type) {\n\t\t\tvar list = this._listeners[type],\n\t\t\t\ti, t, listener;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\tif (i > 1) { \n\t\t\t\t\tlist = list.slice(0); //in case addEventListener() is called from within a listener/callback (otherwise the index could change, resulting in a skip)\n\t\t\t\t}\n\t\t\t\tt = this._eventTarget;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tlistener = list[i];\n\t\t\t\t\tif (listener) {\n\t\t\t\t\t\tif (listener.up) {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t, {type:type, target:t});\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * Ticker\n * ----------------------------------------------------------------\n */\n \t\tvar _reqAnimFrame = window.requestAnimationFrame,\n\t\t\t_cancelAnimFrame = window.cancelAnimationFrame,\n\t\t\t_getTime = Date.now || function() {return new Date().getTime();},\n\t\t\t_lastUpdate = _getTime();\n\n\t\t//now try to determine the requestAnimationFrame and cancelAnimationFrame functions and if none are found, we'll use a setTimeout()/clearTimeout() polyfill.\n\t\ta = [\"ms\",\"moz\",\"webkit\",\"o\"];\n\t\ti = a.length;\n\t\twhile (--i > -1 && !_reqAnimFrame) {\n\t\t\t_reqAnimFrame = window[a[i] + \"RequestAnimationFrame\"];\n\t\t\t_cancelAnimFrame = window[a[i] + \"CancelAnimationFrame\"] || window[a[i] + \"CancelRequestAnimationFrame\"];\n\t\t}\n\n\t\t_class(\"Ticker\", function(fps, useRAF) {\n\t\t\tvar _self = this,\n\t\t\t\t_startTime = _getTime(),\n\t\t\t\t_useRAF = (useRAF !== false && _reqAnimFrame) ? \"auto\" : false,\n\t\t\t\t_lagThreshold = 500,\n\t\t\t\t_adjustedLag = 33,\n\t\t\t\t_tickWord = \"tick\", //helps reduce gc burden\n\t\t\t\t_fps, _req, _id, _gap, _nextTime,\n\t\t\t\t_tick = function(manual) {\n\t\t\t\t\tvar elapsed = _getTime() - _lastUpdate,\n\t\t\t\t\t\toverlap, dispatch;\n\t\t\t\t\tif (elapsed > _lagThreshold) {\n\t\t\t\t\t\t_startTime += elapsed - _adjustedLag;\n\t\t\t\t\t}\n\t\t\t\t\t_lastUpdate += elapsed;\n\t\t\t\t\t_self.time = (_lastUpdate - _startTime) / 1000;\n\t\t\t\t\toverlap = _self.time - _nextTime;\n\t\t\t\t\tif (!_fps || overlap > 0 || manual === true) {\n\t\t\t\t\t\t_self.frame++;\n\t\t\t\t\t\t_nextTime += overlap + (overlap >= _gap ? 0.004 : _gap - overlap);\n\t\t\t\t\t\tdispatch = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (manual !== true) { //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\t\t\t\t\t\t_id = _req(_tick);\n\t\t\t\t\t}\n\t\t\t\t\tif (dispatch) {\n\t\t\t\t\t\t_self.dispatchEvent(_tickWord);\n\t\t\t\t\t}\n\t\t\t\t};\n\n\t\t\tEventDispatcher.call(_self);\n\t\t\t_self.time = _self.frame = 0;\n\t\t\t_self.tick = function() {\n\t\t\t\t_tick(true);\n\t\t\t};\n\n\t\t\t_self.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t\tif (!arguments.length) { //if lagSmoothing() is called with no arguments, treat it like a getter that returns a boolean indicating if it's enabled or not. This is purposely undocumented and is for internal use.\n\t\t\t\t\treturn (_lagThreshold < 1 / _tinyNum);\n\t\t\t\t}\n\t\t\t\t_lagThreshold = threshold || (1 / _tinyNum); //zero should be interpreted as basically unlimited\n\t\t\t\t_adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n\t\t\t};\n\n\t\t\t_self.sleep = function() {\n\t\t\t\tif (_id == null) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_useRAF || !_cancelAnimFrame) {\n\t\t\t\t\tclearTimeout(_id);\n\t\t\t\t} else {\n\t\t\t\t\t_cancelAnimFrame(_id);\n\t\t\t\t}\n\t\t\t\t_req = _emptyFunc;\n\t\t\t\t_id = null;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = false;\n\t\t\t\t}\n\t\t\t};\n\n\t\t\t_self.wake = function(seamless) {\n\t\t\t\tif (_id !== null) {\n\t\t\t\t\t_self.sleep();\n\t\t\t\t} else if (seamless) {\n\t\t\t\t\t_startTime += -_lastUpdate + (_lastUpdate = _getTime());\n\t\t\t\t} else if (_self.frame > 10) { //don't trigger lagSmoothing if we're just waking up, and make sure that at least 10 frames have elapsed because of the iOS bug that we work around below with the 1.5-second setTimout().\n\t\t\t\t\t_lastUpdate = _getTime() - _lagThreshold + 5;\n\t\t\t\t}\n\t\t\t\t_req = (_fps === 0) ? _emptyFunc : (!_useRAF || !_reqAnimFrame) ? function(f) { return setTimeout(f, ((_nextTime - _self.time) * 1000 + 1) | 0); } : _reqAnimFrame;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = true;\n\t\t\t\t}\n\t\t\t\t_tick(2);\n\t\t\t};\n\n\t\t\t_self.fps = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _fps;\n\t\t\t\t}\n\t\t\t\t_fps = value;\n\t\t\t\t_gap = 1 / (_fps || 60);\n\t\t\t\t_nextTime = this.time + _gap;\n\t\t\t\t_self.wake();\n\t\t\t};\n\n\t\t\t_self.useRAF = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _useRAF;\n\t\t\t\t}\n\t\t\t\t_self.sleep();\n\t\t\t\t_useRAF = value;\n\t\t\t\t_self.fps(_fps);\n\t\t\t};\n\t\t\t_self.fps(fps);\n\n\t\t\t//a bug in iOS 6 Safari occasionally prevents the requestAnimationFrame from working initially, so we use a 1.5-second timeout that automatically falls back to setTimeout() if it senses this condition.\n\t\t\tsetTimeout(function() {\n\t\t\t\tif (_useRAF === \"auto\" && _self.frame < 5 && _doc.visibilityState !== \"hidden\") {\n\t\t\t\t\t_self.useRAF(false);\n\t\t\t\t}\n\t\t\t}, 1500);\n\t\t});\n\n\t\tp = gs.Ticker.prototype = new gs.events.EventDispatcher();\n\t\tp.constructor = gs.Ticker;\n\n\n/*\n * ----------------------------------------------------------------\n * Animation\n * ----------------------------------------------------------------\n */\n\t\tvar Animation = _class(\"core.Animation\", function(duration, vars) {\n\t\t\t\tthis.vars = vars = vars || {};\n\t\t\t\tthis._duration = this._totalDuration = duration || 0;\n\t\t\t\tthis._delay = Number(vars.delay) || 0;\n\t\t\t\tthis._timeScale = 1;\n\t\t\t\tthis._active = (vars.immediateRender === true);\n\t\t\t\tthis.data = vars.data;\n\t\t\t\tthis._reversed = (vars.reversed === true);\n\n\t\t\t\tif (!_rootTimeline) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_tickerActive) { //some browsers (like iOS 6 Safari) shut down JavaScript execution when the tab is disabled and they [occasionally] neglect to start up requestAnimationFrame again when returning - this code ensures that the engine starts up again properly.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\n\t\t\t\tvar tl = this.vars.useFrames ? _rootFramesTimeline : _rootTimeline;\n\t\t\t\ttl.add(this, tl._time);\n\n\t\t\t\tif (this.vars.paused) {\n\t\t\t\t\tthis.paused(true);\n\t\t\t\t}\n\t\t\t});\n\n\t\t_ticker = Animation.ticker = new gs.Ticker();\n\t\tp = Animation.prototype;\n\t\tp._dirty = p._gc = p._initted = p._paused = false;\n\t\tp._totalTime = p._time = 0;\n\t\tp._rawPrevTime = -1;\n\t\tp._next = p._last = p._onUpdate = p._timeline = p.timeline = null;\n\t\tp._paused = false;\n\n\n\t\t//some browsers (like iOS) occasionally drop the requestAnimationFrame event when the user switches to a different tab and then comes back again, so we use a 2-second setTimeout() to sense if/when that condition occurs and then wake() the ticker.\n\t\tvar _checkTimeout = function() {\n\t\t\t\tif (_tickerActive && _getTime() - _lastUpdate > 2000 && (_doc.visibilityState !== \"hidden\" || !_ticker.lagSmoothing())) { //note: if the tab is hidden, we should still wake if lagSmoothing has been disabled.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tvar t = setTimeout(_checkTimeout, 2000);\n\t\t\t\tif (t.unref) {\n\t\t\t\t\t// allows a node process to exit even if the timeout’s callback hasn't been invoked. Without it, the node process could hang as this function is called every two seconds.\n\t\t\t\t\tt.unref();\n\t\t\t\t}\n\t\t\t};\n\t\t_checkTimeout();\n\n\n\t\tp.play = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(false).paused(false);\n\t\t};\n\n\t\tp.pause = function(atTime, suppressEvents) {\n\t\t\tif (atTime != null) {\n\t\t\t\tthis.seek(atTime, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.resume = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(false);\n\t\t};\n\n\t\tp.seek = function(time, suppressEvents) {\n\t\t\treturn this.totalTime(Number(time), suppressEvents !== false);\n\t\t};\n\n\t\tp.restart = function(includeDelay, suppressEvents) {\n\t\t\treturn this.reversed(false).paused(false).totalTime(includeDelay ? -this._delay : 0, (suppressEvents !== false), true);\n\t\t};\n\n\t\tp.reverse = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek((from || this.totalDuration()), suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(true).paused(false);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t//stub - we override this method in subclasses.\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\tthis._initted = this._gc = false;\n\t\t\tthis._rawPrevTime = -1;\n\t\t\tif (this._gc || !this.timeline) {\n\t\t\t\tthis._enabled(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.isActive = function() {\n\t\t\tvar tl = this._timeline, //the 2 root timelines won't have a _timeline; they're always active.\n\t\t\t\tstartTime = this._startTime,\n\t\t\t\trawTime;\n\t\t\treturn (!tl || (!this._gc && !this._paused && tl.isActive() && (rawTime = tl.rawTime(true)) >= startTime && rawTime < startTime + this.totalDuration() / this._timeScale - 0.0000001));\n\t\t};\n\n\t\tp._enabled = function (enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tthis._gc = !enabled;\n\t\t\tthis._active = this.isActive();\n\t\t\tif (ignoreTimeline !== true) {\n\t\t\t\tif (enabled && !this.timeline) {\n\t\t\t\t\tthis._timeline.add(this, this._startTime - this._delay);\n\t\t\t\t} else if (!enabled && this.timeline) {\n\t\t\t\t\tthis._timeline._remove(this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n\t\tp._kill = function(vars, target) {\n\t\t\treturn this._enabled(false, false);\n\t\t};\n\n\t\tp.kill = function(vars, target) {\n\t\t\tthis._kill(vars, target);\n\t\t\treturn this;\n\t\t};\n\n\t\tp._uncache = function(includeSelf) {\n\t\t\tvar tween = includeSelf ? this : this.timeline;\n\t\t\twhile (tween) {\n\t\t\t\ttween._dirty = true;\n\t\t\t\ttween = tween.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._swapSelfInParams = function(params) {\n\t\t\tvar i = params.length,\n\t\t\t\tcopy = params.concat();\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (params[i] === \"{self}\") {\n\t\t\t\t\tcopy[i] = this;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn copy;\n\t\t};\n\n\t\tp._callback = function(type) {\n\t\t\tvar v = this.vars,\n\t\t\t\tcallback = v[type],\n\t\t\t\tparams = v[type + \"Params\"],\n\t\t\t\tscope = v[type + \"Scope\"] || v.callbackScope || this,\n\t\t\t\tl = params ? params.length : 0;\n\t\t\tswitch (l) { //speed optimization; call() is faster than apply() so use it when there are only a few parameters (which is by far most common). Previously we simply did var v = this.vars; v[type].apply(v[type + \"Scope\"] || v.callbackScope || this, v[type + \"Params\"] || _blankArray);\n\t\t\t\tcase 0: callback.call(scope); break;\n\t\t\t\tcase 1: callback.call(scope, params[0]); break;\n\t\t\t\tcase 2: callback.call(scope, params[0], params[1]); break;\n\t\t\t\tdefault: callback.apply(scope, params);\n\t\t\t}\n\t\t};\n\n//----Animation getters/setters --------------------------------------------------------\n\n\t\tp.eventCallback = function(type, callback, params, scope) {\n\t\t\tif ((type || \"\").substr(0,2) === \"on\") {\n\t\t\t\tvar v = this.vars;\n\t\t\t\tif (arguments.length === 1) {\n\t\t\t\t\treturn v[type];\n\t\t\t\t}\n\t\t\t\tif (callback == null) {\n\t\t\t\t\tdelete v[type];\n\t\t\t\t} else {\n\t\t\t\t\tv[type] = callback;\n\t\t\t\t\tv[type + \"Params\"] = (_isArray(params) && params.join(\"\").indexOf(\"{self}\") !== -1) ? this._swapSelfInParams(params) : params;\n\t\t\t\t\tv[type + \"Scope\"] = scope;\n\t\t\t\t}\n\t\t\t\tif (type === \"onUpdate\") {\n\t\t\t\t\tthis._onUpdate = callback;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.delay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._delay;\n\t\t\t}\n\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\tthis.startTime( this._startTime + value - this._delay );\n\t\t\t}\n\t\t\tthis._delay = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tthis._dirty = false;\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tthis._duration = this._totalDuration = value;\n\t\t\tthis._uncache(true); //true in case it's a TweenMax or TimelineMax that has a repeat - we'll need to refresh the totalDuration.\n\t\t\tif (this._timeline.smoothChildTiming) if (this._time > 0) if (this._time < this._duration) if (value !== 0) {\n\t\t\t\tthis.totalTime(this._totalTime * (value / this._duration), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tthis._dirty = false;\n\t\t\treturn (!arguments.length) ? this._totalDuration : this.duration(value);\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\treturn this.totalTime((value > this._duration) ? this._duration : value, suppressEvents);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._totalTime;\n\t\t\t}\n\t\t\tif (this._timeline) {\n\t\t\t\tif (time < 0 && !uncapped) {\n\t\t\t\t\ttime += this.totalDuration();\n\t\t\t\t}\n\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tthis.totalDuration();\n\t\t\t\t\t}\n\t\t\t\t\tvar totalDuration = this._totalDuration,\n\t\t\t\t\t\ttl = this._timeline;\n\t\t\t\t\tif (time > totalDuration && !uncapped) {\n\t\t\t\t\t\ttime = totalDuration;\n\t\t\t\t\t}\n\t\t\t\t\tthis._startTime = (this._paused ? this._pauseTime : tl._time) - ((!this._reversed ? time : totalDuration - time) / this._timeScale);\n\t\t\t\t\tif (!tl._dirty) { //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n\t\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\t}\n\t\t\t\t\t//in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The startTime of that child would get pushed out, but one of the ancestors may have completed.\n\t\t\t\t\tif (tl._timeline) {\n\t\t\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\t\t\tif (tl._timeline._time !== (tl._startTime + tl._totalTime) / tl._timeScale) {\n\t\t\t\t\t\t\t\ttl.totalTime(tl._totalTime, true);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\tif (this._totalTime !== time || this._duration === 0) {\n\t\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tthis.render(time, suppressEvents, false);\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.progress = p.totalProgress = function(value, suppressEvents) {\n\t\t\tvar duration = this.duration();\n\t\t\treturn (!arguments.length) ? (duration ? this._time / duration : this.ratio) : this.totalTime(duration * value, suppressEvents);\n\t\t};\n\n\t\tp.startTime = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._startTime;\n\t\t\t}\n\t\t\tif (value !== this._startTime) {\n\t\t\t\tthis._startTime = value;\n\t\t\t\tif (this.timeline) if (this.timeline._sortChildren) {\n\t\t\t\t\tthis.timeline.add(this, value - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.endTime = function(includeRepeats) {\n\t\t\treturn this._startTime + ((includeRepeats != false) ? this.totalDuration() : this.duration()) / this._timeScale;\n\t\t};\n\n\t\tp.timeScale = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._timeScale;\n\t\t\t}\n\t\t\tvar pauseTime, t;\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\tif (this._timeline && this._timeline.smoothChildTiming) {\n\t\t\t\tpauseTime = this._pauseTime;\n\t\t\t\tt = (pauseTime || pauseTime === 0) ? pauseTime : this._timeline.totalTime();\n\t\t\t\tthis._startTime = t - ((t - this._startTime) * this._timeScale / value);\n\t\t\t}\n\t\t\tthis._timeScale = value;\n\t\t\tt = this.timeline;\n\t\t\twhile (t && t.timeline) { //must update the duration/totalDuration of all ancestor timelines immediately in case in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n\t\t\t\tt._dirty = true;\n\t\t\t\tt.totalDuration();\n\t\t\t\tt = t.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.reversed = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._reversed;\n\t\t\t}\n\t\t\tif (value != this._reversed) {\n\t\t\t\tthis._reversed = value;\n\t\t\t\tthis.totalTime(((this._timeline && !this._timeline.smoothChildTiming) ? this.totalDuration() - this._totalTime : this._totalTime), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._paused;\n\t\t\t}\n\t\t\tvar tl = this._timeline,\n\t\t\t\traw, elapsed;\n\t\t\tif (value != this._paused) if (tl) {\n\t\t\t\tif (!_tickerActive && !value) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\traw = tl.rawTime();\n\t\t\t\telapsed = raw - this._pauseTime;\n\t\t\t\tif (!value && tl.smoothChildTiming) {\n\t\t\t\t\tthis._startTime += elapsed;\n\t\t\t\t\tthis._uncache(false);\n\t\t\t\t}\n\t\t\t\tthis._pauseTime = value ? raw : null;\n\t\t\t\tthis._paused = value;\n\t\t\t\tthis._active = this.isActive();\n\t\t\t\tif (!value && elapsed !== 0 && this._initted && this.duration()) {\n\t\t\t\t\traw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale;\n\t\t\t\t\tthis.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render.\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._gc && !value) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * SimpleTimeline\n * ----------------------------------------------------------------\n */\n\t\tvar SimpleTimeline = _class(\"core.SimpleTimeline\", function(vars) {\n\t\t\tAnimation.call(this, 0, vars);\n\t\t\tthis.autoRemoveChildren = this.smoothChildTiming = true;\n\t\t});\n\n\t\tp = SimpleTimeline.prototype = new Animation();\n\t\tp.constructor = SimpleTimeline;\n\t\tp.kill()._gc = false;\n\t\tp._first = p._last = p._recent = null;\n\t\tp._sortChildren = false;\n\n\t\tp.add = p.insert = function(child, position, align, stagger) {\n\t\t\tvar prevTween, st;\n\t\t\tchild._startTime = Number(position || 0) + child._delay;\n\t\t\tif (child._paused) if (this !== child._timeline) { //we only adjust the _pauseTime if it wasn't in this timeline already. Remember, sometimes a tween will be inserted again into the same timeline when its startTime is changed so that the tweens in the TimelineLite/Max are re-ordered properly in the linked list (so everything renders in the proper order).\n\t\t\t\tchild._pauseTime = child._startTime + ((this.rawTime() - child._startTime) / child._timeScale);\n\t\t\t}\n\t\t\tif (child.timeline) {\n\t\t\t\tchild.timeline._remove(child, true); //removes from existing timeline so that it can be properly added to this one.\n\t\t\t}\n\t\t\tchild.timeline = child._timeline = this;\n\t\t\tif (child._gc) {\n\t\t\t\tchild._enabled(true, true);\n\t\t\t}\n\t\t\tprevTween = this._last;\n\t\t\tif (this._sortChildren) {\n\t\t\t\tst = child._startTime;\n\t\t\t\twhile (prevTween && prevTween._startTime > st) {\n\t\t\t\t\tprevTween = prevTween._prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (prevTween) {\n\t\t\t\tchild._next = prevTween._next;\n\t\t\t\tprevTween._next = child;\n\t\t\t} else {\n\t\t\t\tchild._next = this._first;\n\t\t\t\tthis._first = child;\n\t\t\t}\n\t\t\tif (child._next) {\n\t\t\t\tchild._next._prev = child;\n\t\t\t} else {\n\t\t\t\tthis._last = child;\n\t\t\t}\n\t\t\tchild._prev = prevTween;\n\t\t\tthis._recent = child;\n\t\t\tif (this._timeline) {\n\t\t\t\tthis._uncache(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tif (tween.timeline === this) {\n\t\t\t\tif (!skipDisable) {\n\t\t\t\t\ttween._enabled(false, true);\n\t\t\t\t}\n\n\t\t\t\tif (tween._prev) {\n\t\t\t\t\ttween._prev._next = tween._next;\n\t\t\t\t} else if (this._first === tween) {\n\t\t\t\t\tthis._first = tween._next;\n\t\t\t\t}\n\t\t\t\tif (tween._next) {\n\t\t\t\t\ttween._next._prev = tween._prev;\n\t\t\t\t} else if (this._last === tween) {\n\t\t\t\t\tthis._last = tween._prev;\n\t\t\t\t}\n\t\t\t\ttween._next = tween._prev = tween.timeline = null;\n\t\t\t\tif (tween === this._recent) {\n\t\t\t\t\tthis._recent = this._last;\n\t\t\t\t}\n\n\t\t\t\tif (this._timeline) {\n\t\t\t\t\tthis._uncache(true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar tween = this._first,\n\t\t\t\tnext;\n\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\tif (tween._active || (time >= tween._startTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t};\n\n\t\tp.rawTime = function() {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\treturn this._totalTime;\n\t\t};\n\n/*\n * ----------------------------------------------------------------\n * TweenLite\n * ----------------------------------------------------------------\n */\n\t\tvar TweenLite = _class(\"TweenLite\", function(target, duration, vars) {\n\t\t\t\tAnimation.call(this, duration, vars);\n\t\t\t\tthis.render = TweenLite.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\n\t\t\t\tif (target == null) {\n\t\t\t\t\tthrow \"Cannot tween a null target.\";\n\t\t\t\t}\n\n\t\t\t\tthis.target = target = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\n\t\t\t\tvar isSelector = (target.jquery || (target.length && target !== window && target[0] && (target[0] === window || (target[0].nodeType && target[0].style && !target.nodeType)))),\n\t\t\t\t\toverwrite = this.vars.overwrite,\n\t\t\t\t\ti, targ, targets;\n\n\t\t\t\tthis._overwrite = overwrite = (overwrite == null) ? _overwriteLookup[TweenLite.defaultOverwrite] : (typeof(overwrite) === \"number\") ? overwrite >> 0 : _overwriteLookup[overwrite];\n\n\t\t\t\tif ((isSelector || target instanceof Array || (target.push && _isArray(target))) && typeof(target[0]) !== \"number\") {\n\t\t\t\t\tthis._targets = targets = _slice(target); //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tthis._propLookup = [];\n\t\t\t\t\tthis._siblings = [];\n\t\t\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\t\t\ttarg = targets[i];\n\t\t\t\t\t\tif (!targ) {\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\ttarg = targets[i--] = TweenLite.selector(targ); //in case it's an array of strings\n\t\t\t\t\t\t\tif (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\t\ttargets.splice(i+1, 1); //to avoid an endless loop (can't imagine why the selector would return a string, but just in case)\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (targ.length && targ !== window && targ[0] && (targ[0] === window || (targ[0].nodeType && targ[0].style && !targ.nodeType))) { //in case the user is passing in an array of selector objects (like jQuery objects), we need to check one more level and pull things out if necessary. Also note that elements pass all the criteria regarding length and the first child having style, so we must also check to ensure the target isn't an HTML node itself.\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tthis._targets = targets = targets.concat(_slice(targ));\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._siblings[i] = _register(targ, this, false);\n\t\t\t\t\t\tif (overwrite === 1) if (this._siblings[i].length > 1) {\n\t\t\t\t\t\t\t_applyOverwrite(targ, this, null, 1, this._siblings[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tthis._propLookup = {};\n\t\t\t\t\tthis._siblings = _register(target, this, false);\n\t\t\t\t\tif (overwrite === 1) if (this._siblings.length > 1) {\n\t\t\t\t\t\t_applyOverwrite(target, this, null, 1, this._siblings);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.immediateRender || (duration === 0 && this._delay === 0 && this.vars.immediateRender !== false)) {\n\t\t\t\t\tthis._time = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\t\t\t\t\tthis.render(Math.min(0, -this._delay)); //in case delay is negative\n\t\t\t\t}\n\t\t\t}, true),\n\t\t\t_isSelector = function(v) {\n\t\t\t\treturn (v && v.length && v !== window && v[0] && (v[0] === window || (v[0].nodeType && v[0].style && !v.nodeType))); //we cannot check \"nodeType\" if the target is window from within an iframe, otherwise it will trigger a security error in some browsers like Firefox.\n\t\t\t},\n\t\t\t_autoCSS = function(vars, target) {\n\t\t\t\tvar css = {},\n\t\t\t\t\tp;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tif (!_reservedProps[p] && (!(p in target) || p === \"transform\" || p === \"x\" || p === \"y\" || p === \"width\" || p === \"height\" || p === \"className\" || p === \"border\") && (!_plugins[p] || (_plugins[p] && _plugins[p]._autoCSS))) { //note: elements contain read-only \"x\" and \"y\" properties. We should also prioritize editing css width/height rather than the element's properties.\n\t\t\t\t\t\tcss[p] = vars[p];\n\t\t\t\t\t\tdelete vars[p];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tvars.css = css;\n\t\t\t};\n\n\t\tp = TweenLite.prototype = new Animation();\n\t\tp.constructor = TweenLite;\n\t\tp.kill()._gc = false;\n\n//----TweenLite defaults, overwrite management, and root updates ----------------------------------------------------\n\n\t\tp.ratio = 0;\n\t\tp._firstPT = p._targets = p._overwrittenProps = p._startAt = null;\n\t\tp._notifyPluginsOfEnabled = p._lazy = false;\n\n\t\tTweenLite.version = \"1.20.3\";\n\t\tTweenLite.defaultEase = p._ease = new Ease(null, null, 1, 1);\n\t\tTweenLite.defaultOverwrite = \"auto\";\n\t\tTweenLite.ticker = _ticker;\n\t\tTweenLite.autoSleep = 120;\n\t\tTweenLite.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t_ticker.lagSmoothing(threshold, adjustedLag);\n\t\t};\n\n\t\tTweenLite.selector = window.$ || window.jQuery || function(e) {\n\t\t\tvar selector = window.$ || window.jQuery;\n\t\t\tif (selector) {\n\t\t\t\tTweenLite.selector = selector;\n\t\t\t\treturn selector(e);\n\t\t\t}\n\t\t\treturn (typeof(_doc) === \"undefined\") ? e : (_doc.querySelectorAll ? _doc.querySelectorAll(e) : _doc.getElementById((e.charAt(0) === \"#\") ? e.substr(1) : e));\n\t\t};\n\n\t\tvar _lazyTweens = [],\n\t\t\t_lazyLookup = {},\n\t\t\t_numbersExp = /(?:(-|-=|\\+=)?\\d*\\.?\\d*(?:e[\\-+]?\\d+)?)[0-9]/ig,\n\t\t\t_relExp = /[\\+-]=-?[\\.\\d]/,\n\t\t\t//_nonNumbersExp = /(?:([\\-+](?!(\\d|=)))|[^\\d\\-+=e]|(e(?![\\-+][\\d])))+/ig,\n\t\t\t_setRatio = function(v) {\n\t\t\t\tvar pt = this._firstPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tval = !pt.blob ? pt.c * v + pt.s : (v === 1 && this.end != null) ? this.end : v ? this.join(\"\") : this.start;\n\t\t\t\t\tif (pt.m) {\n\t\t\t\t\t\tval = pt.m(val, this._target || pt.t);\n\t\t\t\t\t} else if (val < min) if (val > -min && !pt.blob) { //prevents issues with converting very small numbers to strings in the browser\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.f) {\n\t\t\t\t\t\tpt.t[pt.p] = val;\n\t\t\t\t\t} else if (pt.fp) {\n\t\t\t\t\t\tpt.t[pt.p](pt.fp, val);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.t[pt.p](val);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t},\n\t\t\t//compares two strings (start/end), finds the numbers that are different and spits back an array representing the whole value but with the changing values isolated as elements. For example, \"rgb(0,0,0)\" and \"rgb(100,50,0)\" would become [\"rgb(\", 0, \",\", 50, \",0)\"]. Notice it merges the parts that are identical (performance optimization). The array also has a linked list of PropTweens attached starting with _firstPT that contain the tweening data (t, p, s, c, f, etc.). It also stores the starting value as a \"start\" property so that we can revert to it if/when necessary, like when a tween rewinds fully. If the quantity of numbers differs between the start and end, it will always prioritize the end value(s). The pt parameter is optional - it's for a PropTween that will be appended to the end of the linked list and is typically for actually setting the value after all of the elements have been updated (with array.join(\"\")).\n\t\t\t_blobDif = function(start, end, filter, pt) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\ts = \"\",\n\t\t\t\t\tcolor = 0,\n\t\t\t\t\tstartNums, endNums, num, i, l, nonNumbers, currentNum;\n\t\t\t\ta.start = start;\n\t\t\t\ta.end = end;\n\t\t\t\tstart = a[0] = start + \"\"; //ensure values are strings\n\t\t\t\tend = a[1] = end + \"\";\n\t\t\t\tif (filter) {\n\t\t\t\t\tfilter(a); //pass an array with the starting and ending values and let the filter do whatever it needs to the values.\n\t\t\t\t\tstart = a[0];\n\t\t\t\t\tend = a[1];\n\t\t\t\t}\n\t\t\t\ta.length = 0;\n\t\t\t\tstartNums = start.match(_numbersExp) || [];\n\t\t\t\tendNums = end.match(_numbersExp) || [];\n\t\t\t\tif (pt) {\n\t\t\t\t\tpt._next = null;\n\t\t\t\t\tpt.blob = 1;\n\t\t\t\t\ta._firstPT = a._applyPT = pt; //apply last in the linked list (which means inserting it first)\n\t\t\t\t}\n\t\t\t\tl = endNums.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tcurrentNum = endNums[i];\n\t\t\t\t\tnonNumbers = end.substr(charIndex, end.indexOf(currentNum, charIndex)-charIndex);\n\t\t\t\t\ts += (nonNumbers || !i) ? nonNumbers : \",\"; //note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.\n\t\t\t\t\tcharIndex += nonNumbers.length;\n\t\t\t\t\tif (color) { //sense rgba() values and round them.\n\t\t\t\t\t\tcolor = (color + 1) % 5;\n\t\t\t\t\t} else if (nonNumbers.substr(-5) === \"rgba(\") {\n\t\t\t\t\t\tcolor = 1;\n\t\t\t\t\t}\n\t\t\t\t\tif (currentNum === startNums[i] || startNums.length <= i) {\n\t\t\t\t\t\ts += currentNum;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (s) {\n\t\t\t\t\t\t\ta.push(s);\n\t\t\t\t\t\t\ts = \"\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tnum = parseFloat(startNums[i]);\n\t\t\t\t\t\ta.push(num);\n\t\t\t\t\t\ta._firstPT = {_next: a._firstPT, t:a, p: a.length-1, s:num, c:((currentNum.charAt(1) === \"=\") ? parseInt(currentNum.charAt(0) + \"1\", 10) * parseFloat(currentNum.substr(2)) : (parseFloat(currentNum) - num)) || 0, f:0, m:(color && color < 4) ? Math.round : 0};\n\t\t\t\t\t\t//note: we don't set _prev because we'll never need to remove individual PropTweens from this list.\n\t\t\t\t\t}\n\t\t\t\t\tcharIndex += currentNum.length;\n\t\t\t\t}\n\t\t\t\ts += end.substr(charIndex);\n\t\t\t\tif (s) {\n\t\t\t\t\ta.push(s);\n\t\t\t\t}\n\t\t\t\ta.setRatio = _setRatio;\n\t\t\t\tif (_relExp.test(end)) { //if the end string contains relative values, delete it so that on the final render (in _setRatio()), we don't actually set it to the string with += or -= characters (forces it to use the calculated value).\n\t\t\t\t\ta.end = null;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\t//note: \"funcParam\" is only necessary for function-based getters/setters that require an extra parameter like getAttribute(\"width\") and setAttribute(\"width\", value). In this example, funcParam would be \"width\". Used by AttrPlugin for example.\n\t\t\t_addPropTween = function(target, prop, start, end, overwriteProp, mod, funcParam, stringFilter, index) {\n\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\tend = end(index || 0, target);\n\t\t\t\t}\n\t\t\t\tvar type = typeof(target[prop]),\n\t\t\t\t\tgetterName = (type !== \"function\") ? \"\" : ((prop.indexOf(\"set\") || typeof(target[\"get\" + prop.substr(3)]) !== \"function\") ? prop : \"get\" + prop.substr(3)),\n\t\t\t\t\ts = (start !== \"get\") ? start : !getterName ? target[prop] : funcParam ? target[getterName](funcParam) : target[getterName](),\n\t\t\t\t\tisRelative = (typeof(end) === \"string\" && end.charAt(1) === \"=\"),\n\t\t\t\t\tpt = {t:target, p:prop, s:s, f:(type === \"function\"), pg:0, n:overwriteProp || prop, m:(!mod ? 0 : (typeof(mod) === \"function\") ? mod : Math.round), pr:0, c:isRelative ? parseInt(end.charAt(0) + \"1\", 10) * parseFloat(end.substr(2)) : (parseFloat(end) - s) || 0},\n\t\t\t\t\tblob;\n\n\t\t\t\tif (typeof(s) !== \"number\" || (typeof(end) !== \"number\" && !isRelative)) {\n\t\t\t\t\tif (funcParam || isNaN(s) || (!isRelative && isNaN(end)) || typeof(s) === \"boolean\" || typeof(end) === \"boolean\") {\n\t\t\t\t\t\t//a blob (string that has multiple numbers in it)\n\t\t\t\t\t\tpt.fp = funcParam;\n\t\t\t\t\t\tblob = _blobDif(s, (isRelative ? parseFloat(pt.s) + pt.c : end), stringFilter || TweenLite.defaultStringFilter, pt);\n\t\t\t\t\t\tpt = {t: blob, p: \"setRatio\", s: 0, c: 1, f: 2, pg: 0, n: overwriteProp || prop, pr: 0, m: 0}; //\"2\" indicates it's a Blob property tween. Needed for RoundPropsPlugin for example.\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.s = parseFloat(s);\n\t\t\t\t\t\tif (!isRelative) {\n\t\t\t\t\t\t\tpt.c = (parseFloat(end) - pt.s) || 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (pt.c) { //only add it to the linked list if there's a change.\n\t\t\t\t\tif ((pt._next = this._firstPT)) {\n\t\t\t\t\t\tpt._next._prev = pt;\n\t\t\t\t\t}\n\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t},\n\t\t\t_internals = TweenLite._internals = {isArray:_isArray, isSelector:_isSelector, lazyTweens:_lazyTweens, blobDif:_blobDif}, //gives us a way to expose certain private values to other GreenSock classes without contaminating tha main TweenLite object.\n\t\t\t_plugins = TweenLite._plugins = {},\n\t\t\t_tweenLookup = _internals.tweenLookup = {},\n\t\t\t_tweenLookupNum = 0,\n\t\t\t_reservedProps = _internals.reservedProps = {ease:1, delay:1, overwrite:1, onComplete:1, onCompleteParams:1, onCompleteScope:1, useFrames:1, runBackwards:1, startAt:1, onUpdate:1, onUpdateParams:1, onUpdateScope:1, onStart:1, onStartParams:1, onStartScope:1, onReverseComplete:1, onReverseCompleteParams:1, onReverseCompleteScope:1, onRepeat:1, onRepeatParams:1, onRepeatScope:1, easeParams:1, yoyo:1, immediateRender:1, repeat:1, repeatDelay:1, data:1, paused:1, reversed:1, autoCSS:1, lazy:1, onOverwrite:1, callbackScope:1, stringFilter:1, id:1, yoyoEase:1},\n\t\t\t_overwriteLookup = {none:0, all:1, auto:2, concurrent:3, allOnStart:4, preexisting:5, \"true\":1, \"false\":0},\n\t\t\t_rootFramesTimeline = Animation._rootFramesTimeline = new SimpleTimeline(),\n\t\t\t_rootTimeline = Animation._rootTimeline = new SimpleTimeline(),\n\t\t\t_nextGCFrame = 30,\n\t\t\t_lazyRender = _internals.lazyRender = function() {\n\t\t\t\tvar i = _lazyTweens.length,\n\t\t\t\t\ttween;\n\t\t\t\t_lazyLookup = {};\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ttween = _lazyTweens[i];\n\t\t\t\t\tif (tween && tween._lazy !== false) {\n\t\t\t\t\t\ttween.render(tween._lazy[0], tween._lazy[1], true);\n\t\t\t\t\t\ttween._lazy = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_lazyTweens.length = 0;\n\t\t\t};\n\n\t\t_rootTimeline._startTime = _ticker.time;\n\t\t_rootFramesTimeline._startTime = _ticker.frame;\n\t\t_rootTimeline._active = _rootFramesTimeline._active = true;\n\t\tsetTimeout(_lazyRender, 1); //on some mobile devices, there isn't a \"tick\" before code runs which means any lazy renders wouldn't run before the next official \"tick\".\n\n\t\tAnimation._updateRoot = TweenLite.render = function() {\n\t\t\t\tvar i, a, p;\n\t\t\t\tif (_lazyTweens.length) { //if code is run outside of the requestAnimationFrame loop, there may be tweens queued AFTER the engine refreshed, so we need to ensure any pending renders occur before we refresh again.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\t_rootTimeline.render((_ticker.time - _rootTimeline._startTime) * _rootTimeline._timeScale, false, false);\n\t\t\t\t_rootFramesTimeline.render((_ticker.frame - _rootFramesTimeline._startTime) * _rootFramesTimeline._timeScale, false, false);\n\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tif (_ticker.frame >= _nextGCFrame) { //dump garbage every 120 frames or whatever the user sets TweenLite.autoSleep to\n\t\t\t\t\t_nextGCFrame = _ticker.frame + (parseInt(TweenLite.autoSleep, 10) || 120);\n\t\t\t\t\tfor (p in _tweenLookup) {\n\t\t\t\t\t\ta = _tweenLookup[p].tweens;\n\t\t\t\t\t\ti = a.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i]._gc) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (a.length === 0) {\n\t\t\t\t\t\t\tdelete _tweenLookup[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//if there are no more tweens in the root timelines, or if they're all paused, make the _timer sleep to reduce load on the CPU slightly\n\t\t\t\t\tp = _rootTimeline._first;\n\t\t\t\t\tif (!p || p._paused) if (TweenLite.autoSleep && !_rootFramesTimeline._first && _ticker._listeners.tick.length === 1) {\n\t\t\t\t\t\twhile (p && p._paused) {\n\t\t\t\t\t\t\tp = p._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!p) {\n\t\t\t\t\t\t\t_ticker.sleep();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t_ticker.addEventListener(\"tick\", Animation._updateRoot);\n\n\t\tvar _register = function(target, tween, scrub) {\n\t\t\t\tvar id = target._gsTweenID, a, i;\n\t\t\t\tif (!_tweenLookup[id || (target._gsTweenID = id = \"t\" + (_tweenLookupNum++))]) {\n\t\t\t\t\t_tweenLookup[id] = {target:target, tweens:[]};\n\t\t\t\t}\n\t\t\t\tif (tween) {\n\t\t\t\t\ta = _tweenLookup[id].tweens;\n\t\t\t\t\ta[(i = a.length)] = tween;\n\t\t\t\t\tif (scrub) {\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i] === tween) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn _tweenLookup[id].tweens;\n\t\t\t},\n\t\t\t_onOverwrite = function(overwrittenTween, overwritingTween, target, killedProps) {\n\t\t\t\tvar func = overwrittenTween.vars.onOverwrite, r1, r2;\n\t\t\t\tif (func) {\n\t\t\t\t\tr1 = func(overwrittenTween, overwritingTween, target, killedProps);\n\t\t\t\t}\n\t\t\t\tfunc = TweenLite.onOverwrite;\n\t\t\t\tif (func) {\n\t\t\t\t\tr2 = func(overwrittenTween, overwritingTween, target, killedProps);\n\t\t\t\t}\n\t\t\t\treturn (r1 !== false && r2 !== false);\n\t\t\t},\n\t\t\t_applyOverwrite = function(target, tween, props, mode, siblings) {\n\t\t\t\tvar i, changed, curTween, l;\n\t\t\t\tif (mode === 1 || mode >= 4) {\n\t\t\t\t\tl = siblings.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif ((curTween = siblings[i]) !== tween) {\n\t\t\t\t\t\t\tif (!curTween._gc) {\n\t\t\t\t\t\t\t\tif (curTween._kill(null, target, tween)) {\n\t\t\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else if (mode === 5) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn changed;\n\t\t\t\t}\n\t\t\t\t//NOTE: Add 0.0000000001 to overcome floating point errors that can cause the startTime to be VERY slightly off (when a tween's time() is set for example)\n\t\t\t\tvar startTime = tween._startTime + _tinyNum,\n\t\t\t\t\toverlaps = [],\n\t\t\t\t\toCount = 0,\n\t\t\t\t\tzeroDur = (tween._duration === 0),\n\t\t\t\t\tglobalStart;\n\t\t\t\ti = siblings.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif ((curTween = siblings[i]) === tween || curTween._gc || curTween._paused) {\n\t\t\t\t\t\t//ignore\n\t\t\t\t\t} else if (curTween._timeline !== tween._timeline) {\n\t\t\t\t\t\tglobalStart = globalStart || _checkOverlap(tween, 0, zeroDur);\n\t\t\t\t\t\tif (_checkOverlap(curTween, globalStart, zeroDur) === 0) {\n\t\t\t\t\t\t\toverlaps[oCount++] = curTween;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (curTween._startTime <= startTime) if (curTween._startTime + curTween.totalDuration() / curTween._timeScale > startTime) if (!((zeroDur || !curTween._initted) && startTime - curTween._startTime <= 0.0000000002)) {\n\t\t\t\t\t\toverlaps[oCount++] = curTween;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\ti = oCount;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tcurTween = overlaps[i];\n\t\t\t\t\tif (mode === 2) if (curTween._kill(props, target, tween)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (mode !== 2 || (!curTween._firstPT && curTween._initted)) {\n\t\t\t\t\t\tif (mode !== 2 && !_onOverwrite(curTween, tween)) {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (curTween._enabled(false, false)) { //if all property tweens have been overwritten, kill the tween.\n\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn changed;\n\t\t\t},\n\t\t\t_checkOverlap = function(tween, reference, zeroDur) {\n\t\t\t\tvar tl = tween._timeline,\n\t\t\t\t\tts = tl._timeScale,\n\t\t\t\t\tt = tween._startTime;\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tt += tl._startTime;\n\t\t\t\t\tts *= tl._timeScale;\n\t\t\t\t\tif (tl._paused) {\n\t\t\t\t\t\treturn -100;\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t\tt /= ts;\n\t\t\t\treturn (t > reference) ? t - reference : ((zeroDur && t === reference) || (!tween._initted && t - reference < 2 * _tinyNum)) ? _tinyNum : ((t += tween.totalDuration() / tween._timeScale / ts) > reference + _tinyNum) ? 0 : t - reference - _tinyNum;\n\t\t\t};\n\n\n//---- TweenLite instance methods -----------------------------------------------------------------------------\n\n\t\tp._init = function() {\n\t\t\tvar v = this.vars,\n\t\t\t\top = this._overwrittenProps,\n\t\t\t\tdur = this._duration,\n\t\t\t\timmediate = !!v.immediateRender,\n\t\t\t\tease = v.ease,\n\t\t\t\ti, initPlugins, pt, p, startVars, l;\n\t\t\tif (v.startAt) {\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tthis._startAt.render(-1, true); //if we've run a startAt previously (when the tween instantiated), we should revert it so that the values re-instantiate correctly particularly for relative tweens. Without this, a TweenLite.fromTo(obj, 1, {x:\"+=100\"}, {x:\"-=100\"}), for example, would actually jump to +=200 because the startAt would run twice, doubling the relative change.\n\t\t\t\t\tthis._startAt.kill();\n\t\t\t\t}\n\t\t\t\tstartVars = {};\n\t\t\t\tfor (p in v.startAt) { //copy the properties/values into a new object to avoid collisions, like var to = {x:0}, from = {x:500}; timeline.fromTo(e, 1, from, to).fromTo(e, 1, to, from);\n\t\t\t\t\tstartVars[p] = v.startAt[p];\n\t\t\t\t}\n\t\t\t\tstartVars.data = \"isStart\";\n\t\t\t\tstartVars.overwrite = false;\n\t\t\t\tstartVars.immediateRender = true;\n\t\t\t\tstartVars.lazy = (immediate && v.lazy !== false);\n\t\t\t\tstartVars.startAt = startVars.delay = null; //no nesting of startAt objects allowed (otherwise it could cause an infinite loop).\n\t\t\t\tstartVars.onUpdate = v.onUpdate;\n\t\t\t\tstartVars.onUpdateParams = v.onUpdateParams;\n\t\t\t\tstartVars.onUpdateScope = v.onUpdateScope || v.callbackScope || this;\n\t\t\t\tthis._startAt = TweenLite.to(this.target, 0, startVars);\n\t\t\t\tif (immediate) {\n\t\t\t\t\tif (this._time > 0) {\n\t\t\t\t\t\tthis._startAt = null; //tweens that render immediately (like most from() and fromTo() tweens) shouldn't revert when their parent timeline's playhead goes backward past the startTime because the initial render could have happened anytime and it shouldn't be directly correlated to this tween's startTime. Imagine setting up a complex animation where the beginning states of various objects are rendered immediately but the tween doesn't happen for quite some time - if we revert to the starting values as soon as the playhead goes backward past the tween's startTime, it will throw things off visually. Reversion should only happen in TimelineLite/Max instances where immediateRender was false (which is the default in the convenience methods like from()).\n\t\t\t\t\t} else if (dur !== 0) {\n\t\t\t\t\t\treturn; //we skip initialization here so that overwriting doesn't occur until the tween actually begins. Otherwise, if you create several immediateRender:true tweens of the same target/properties to drop into a TimelineLite or TimelineMax, the last one created would overwrite the first ones because they didn't get placed into the timeline yet before the first render occurs and kicks in overwriting.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (v.runBackwards && dur !== 0) {\n\t\t\t\t//from() tweens must be handled uniquely: their beginning values must be rendered but we don't want overwriting to occur yet (when time is still 0). Wait until the tween actually begins before doing all the routines like overwriting. At that time, we should render at the END of the tween to ensure that things initialize correctly (remember, from() tweens go backwards)\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tthis._startAt.render(-1, true);\n\t\t\t\t\tthis._startAt.kill();\n\t\t\t\t\tthis._startAt = null;\n\t\t\t\t} else {\n\t\t\t\t\tif (this._time !== 0) { //in rare cases (like if a from() tween runs and then is invalidate()-ed), immediateRender could be true but the initial forced-render gets skipped, so there's no need to force the render in this context when the _time is greater than 0\n\t\t\t\t\t\timmediate = false;\n\t\t\t\t\t}\n\t\t\t\t\tpt = {};\n\t\t\t\t\tfor (p in v) { //copy props into a new object and skip any reserved props, otherwise onComplete or onUpdate or onStart could fire. We should, however, permit autoCSS to go through.\n\t\t\t\t\t\tif (!_reservedProps[p] || p === \"autoCSS\") {\n\t\t\t\t\t\t\tpt[p] = v[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt.overwrite = 0;\n\t\t\t\t\tpt.data = \"isFromStart\"; //we tag the tween with as \"isFromStart\" so that if [inside a plugin] we need to only do something at the very END of a tween, we have a way of identifying this tween as merely the one that's setting the beginning values for a \"from()\" tween. For example, clearProps in CSSPlugin should only get applied at the very END of a tween and without this tag, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in.\n\t\t\t\t\tpt.lazy = (immediate && v.lazy !== false);\n\t\t\t\t\tpt.immediateRender = immediate; //zero-duration tweens render immediately by default, but if we're not specifically instructed to render this tween immediately, we should skip this and merely _init() to record the starting values (rendering them immediately would push them to completion which is wasteful in that case - we'd have to render(-1) immediately after)\n\t\t\t\t\tthis._startAt = TweenLite.to(this.target, 0, pt);\n\t\t\t\t\tif (!immediate) {\n\t\t\t\t\t\tthis._startAt._init(); //ensures that the initial values are recorded\n\t\t\t\t\t\tthis._startAt._enabled(false); //no need to have the tween render on the next cycle. Disable it because we'll always manually control the renders of the _startAt tween.\n\t\t\t\t\t\tif (this.vars.immediateRender) {\n\t\t\t\t\t\t\tthis._startAt = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (this._time === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._ease = ease = (!ease) ? TweenLite.defaultEase : (ease instanceof Ease) ? ease : (typeof(ease) === \"function\") ? new Ease(ease, v.easeParams) : _easeMap[ease] || TweenLite.defaultEase;\n\t\t\tif (v.easeParams instanceof Array && ease.config) {\n\t\t\t\tthis._ease = ease.config.apply(ease, v.easeParams);\n\t\t\t}\n\t\t\tthis._easeType = this._ease._type;\n\t\t\tthis._easePower = this._ease._power;\n\t\t\tthis._firstPT = null;\n\n\t\t\tif (this._targets) {\n\t\t\t\tl = this._targets.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tif ( this._initProps( this._targets[i], (this._propLookup[i] = {}), this._siblings[i], (op ? op[i] : null), i) ) {\n\t\t\t\t\t\tinitPlugins = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tinitPlugins = this._initProps(this.target, this._propLookup, this._siblings, op, 0);\n\t\t\t}\n\n\t\t\tif (initPlugins) {\n\t\t\t\tTweenLite._onPluginEvent(\"_onInitAllProps\", this); //reorders the array in order of priority. Uses a static TweenPlugin method in order to minimize file size in TweenLite\n\t\t\t}\n\t\t\tif (op) if (!this._firstPT) if (typeof(this.target) !== \"function\") { //if all tweening properties have been overwritten, kill the tween. If the target is a function, it's probably a delayedCall so let it live.\n\t\t\t\tthis._enabled(false, false);\n\t\t\t}\n\t\t\tif (v.runBackwards) {\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tpt.s += pt.c;\n\t\t\t\t\tpt.c = -pt.c;\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._onUpdate = v.onUpdate;\n\t\t\tthis._initted = true;\n\t\t};\n\n\t\tp._initProps = function(target, propLookup, siblings, overwrittenProps, index) {\n\t\t\tvar p, i, initPlugins, plugin, pt, v;\n\t\t\tif (target == null) {\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tif (_lazyLookup[target._gsTweenID]) {\n\t\t\t\t_lazyRender(); //if other tweens of the same target have recently initted but haven't rendered yet, we've got to force the render so that the starting values are correct (imagine populating a timeline with a bunch of sequential tweens and then jumping to the end)\n\t\t\t}\n\n\t\t\tif (!this.vars.css) if (target.style) if (target !== window && target.nodeType) if (_plugins.css) if (this.vars.autoCSS !== false) { //it's so common to use TweenLite/Max to animate the css of DOM elements, we assume that if the target is a DOM element, that's what is intended (a convenience so that users don't have to wrap things in css:{}, although we still recommend it for a slight performance boost and better specificity). Note: we cannot check \"nodeType\" on the window inside an iframe.\n\t\t\t\t_autoCSS(this.vars, target);\n\t\t\t}\n\t\t\tfor (p in this.vars) {\n\t\t\t\tv = this.vars[p];\n\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\tif (v) if ((v instanceof Array) || (v.push && _isArray(v))) if (v.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tthis.vars[p] = v = this._swapSelfInParams(v, this);\n\t\t\t\t\t}\n\n\t\t\t\t} else if (_plugins[p] && (plugin = new _plugins[p]())._onInitTween(target, this.vars[p], this, index)) {\n\n\t\t\t\t\t//t - target \t\t[object]\n\t\t\t\t\t//p - property \t\t[string]\n\t\t\t\t\t//s - start\t\t\t[number]\n\t\t\t\t\t//c - change\t\t[number]\n\t\t\t\t\t//f - isFunction\t[boolean]\n\t\t\t\t\t//n - name\t\t\t[string]\n\t\t\t\t\t//pg - isPlugin \t[boolean]\n\t\t\t\t\t//pr - priority\t\t[number]\n\t\t\t\t\t//m - mod [function | 0]\n\t\t\t\t\tthis._firstPT = pt = {_next:this._firstPT, t:plugin, p:\"setRatio\", s:0, c:1, f:1, n:p, pg:1, pr:plugin._priority, m:0};\n\t\t\t\t\ti = plugin._overwriteProps.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tpropLookup[plugin._overwriteProps[i]] = this._firstPT;\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin._priority || plugin._onInitAllProps) {\n\t\t\t\t\t\tinitPlugins = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin._onDisable || plugin._onEnable) {\n\t\t\t\t\t\tthis._notifyPluginsOfEnabled = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt;\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tpropLookup[p] = _addPropTween.call(this, target, p, \"get\", v, p, 0, null, this.vars.stringFilter, index);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (overwrittenProps) if (this._kill(overwrittenProps, target)) { //another tween may have tried to overwrite properties of this tween before init() was called (like if two tweens start at the same time, the one created second will run first)\n\t\t\t\treturn this._initProps(target, propLookup, siblings, overwrittenProps, index);\n\t\t\t}\n\t\t\tif (this._overwrite > 1) if (this._firstPT) if (siblings.length > 1) if (_applyOverwrite(target, this, propLookup, this._overwrite, siblings)) {\n\t\t\t\tthis._kill(propLookup, target);\n\t\t\t\treturn this._initProps(target, propLookup, siblings, overwrittenProps, index);\n\t\t\t}\n\t\t\tif (this._firstPT) if ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration)) { //zero duration tweens don't lazy render by default; everything else does.\n\t\t\t\t_lazyLookup[target._gsTweenID] = true;\n\t\t\t}\n\t\t\treturn initPlugins;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar prevTime = this._time,\n\t\t\t\tduration = this._duration,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tisComplete, callback, pt, rawPrevTime;\n\t\t\tif (time >= duration - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = duration;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(1) : 1;\n\t\t\t\tif (!this._reversed ) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tforce = (force || this._timeline.autoRemoveChildren); //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t}\n\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\tif (this._startTime === this._timeline._duration) { //if a zero-duration tween is at the VERY end of a timeline and that timeline renders at its end, it will typically add a tiny bit of cushion to the render time to prevent rounding errors from getting in the way of tweens rendering their VERY end. If we then reverse() that timeline, the zero-duration tween will trigger its onReverseComplete even though technically the playhead didn't pass over it again. It's a very specific edge case we must accommodate.\n\t\t\t\t\t\ttime = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (prevRawPrevTime < 0 || (time <= 0 && time >= -0.0000001) || (prevRawPrevTime === _tinyNum && this.data !== \"isPause\")) if (prevRawPrevTime !== time) { //note: when this.data is \"isPause\", it's a callback added by addPause() on a timeline that we should not be triggered when LEAVING its exact start time. In other words, tl.addPause(1).play(1) shouldn't pause.\n\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t}\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\tif (prevTime !== 0 || (duration === 0 && prevRawPrevTime > 0)) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\tif (prevRawPrevTime >= 0 && !(prevRawPrevTime === _tinyNum && this.data === \"isPause\")) {\n\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!this._initted || (this._startAt && this._startAt.progress())) { //if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately. Also, we check progress() because if startAt has already rendered at its end, we should force a render at its beginning. Otherwise, if you put the playhead directly on top of where a fromTo({immediateRender:false}) starts, and then move it backwards, the from() won't revert its values.\n\t\t\t\t\tforce = true;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._totalTime = this._time = time;\n\n\t\t\t\tif (this._easeType) {\n\t\t\t\t\tvar r = time / duration, type = this._easeType, pow = this._easePower;\n\t\t\t\t\tif (type === 1 || (type === 3 && r >= 0.5)) {\n\t\t\t\t\t\tr = 1 - r;\n\t\t\t\t\t}\n\t\t\t\t\tif (type === 3) {\n\t\t\t\t\t\tr *= 2;\n\t\t\t\t\t}\n\t\t\t\t\tif (pow === 1) {\n\t\t\t\t\t\tr *= r;\n\t\t\t\t\t} else if (pow === 2) {\n\t\t\t\t\t\tr *= r * r;\n\t\t\t\t\t} else if (pow === 3) {\n\t\t\t\t\t\tr *= r * r * r;\n\t\t\t\t\t} else if (pow === 4) {\n\t\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (type === 1) {\n\t\t\t\t\t\tthis.ratio = 1 - r;\n\t\t\t\t\t} else if (type === 2) {\n\t\t\t\t\t\tthis.ratio = r;\n\t\t\t\t\t} else if (time / duration < 0.5) {\n\t\t\t\t\t\tthis.ratio = r / 2;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.ratio = 1 - (r / 2);\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(time / duration);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._time === prevTime && !force) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._init();\n\t\t\t\tif (!this._initted || this._gc) { //immediateRender tweens typically won't initialize until the playhead advances (_time is greater than 0) in order to ensure that overwriting occurs properly. Also, if all of the tweening properties have been overwritten (which would cause _gc to be true, as set in _init()), we shouldn't continue otherwise an onStart callback could be called for example.\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!force && this._firstPT && ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration))) {\n\t\t\t\t\tthis._time = this._totalTime = prevTime;\n\t\t\t\t\tthis._rawPrevTime = prevRawPrevTime;\n\t\t\t\t\t_lazyTweens.push(this);\n\t\t\t\t\tthis._lazy = [time, suppressEvents];\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t//_ease is initially set to defaultEase, so now that init() has run, _ease is set properly and we need to recalculate the ratio. Overall this is faster than using conditional logic earlier in the method to avoid having to set ratio twice because we only init() once but renderTime() gets called VERY frequently.\n\t\t\t\tif (this._time && !isComplete) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t} else if (isComplete && this._ease._calcEnd) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio((this._time === 0) ? 0 : 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._lazy !== false) { //in case a lazy render is pending, we should flush it because the new render is occurring now (imagine a lazy tween instantiating and then immediately the user calls tween.seek(tween.duration()), skipping to the end - the end render would be forced, and then if we didn't flush the lazy render, it'd fire AFTER the seek(), rendering it at the wrong time.\n\t\t\t\tthis._lazy = false;\n\t\t\t}\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time >= 0) {\n\t\t\t\tthis._active = true; //so that if the user renders a tween (as opposed to the timeline rendering it), the timeline is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the tween already finished but the user manually re-renders it as halfway done.\n\t\t\t}\n\t\t\tif (prevTime === 0) {\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tif (time >= 0) {\n\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t} else if (!callback) {\n\t\t\t\t\t\tcallback = \"_dummyGS\"; //if no callback is defined, use a dummy value just so that the condition at the end evaluates as true because _startAt should render AFTER the normal render loop when the time is negative. We could handle this in a more intuitive way, of course, but the render loop is the MOST important thing to optimize, so this technique allows us to avoid adding extra conditional logic in a high-frequency area.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.onStart) if (this._time !== 0 || duration === 0) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.f) {\n\t\t\t\t\tpt.t[pt.p](pt.c * this.ratio + pt.s);\n\t\t\t\t} else {\n\t\t\t\t\tpt.t[pt.p] = pt.c * this.ratio + pt.s;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\n\t\t\tif (this._onUpdate) {\n\t\t\t\tif (time < 0) if (this._startAt && time !== -0.0001) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents) if (this._time !== prevTime || isComplete || force) {\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (callback) if (!this._gc || force) { //check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (time < 0 && this._startAt && !this._onUpdate && time !== -0.0001) { //-0.0001 is a special value that we use when looping back to the beginning of a repeated TimelineMax, in which case we shouldn't render the _startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t}\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t\tif (duration === 0 && this._rawPrevTime === _tinyNum && rawPrevTime !== _tinyNum) { //the onComplete or onReverseComplete could trigger movement of the playhead and for zero-duration tweens (which must discern direction) that land directly back on their start time, we don't want to fire again on the next render. Think of several addPause()'s in a timeline that forces the playhead to a certain spot, but what if it's already paused and another tween is tweening the \"time\" of the timeline? Each time it moves [forward] past that spot, it would move back, and since suppressEvents is true, it'd reset _rawPrevTime to _tinyNum so that when it begins again, the callback would fire (so ultimately it could bounce back and forth during that tween). Again, this is a very uncommon scenario, but possible nonetheless.\n\t\t\t\t\tthis._rawPrevTime = 0;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._kill = function(vars, target, overwritingTween) {\n\t\t\tif (vars === \"all\") {\n\t\t\t\tvars = null;\n\t\t\t}\n\t\t\tif (vars == null) if (target == null || target === this.target) {\n\t\t\t\tthis._lazy = false;\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\ttarget = (typeof(target) !== \"string\") ? (target || this._targets || this.target) : TweenLite.selector(target) || target;\n\t\t\tvar simultaneousOverwrite = (overwritingTween && this._time && overwritingTween._startTime === this._startTime && this._timeline === overwritingTween._timeline),\n\t\t\t\ti, overwrittenProps, p, pt, propLookup, changed, killProps, record, killed;\n\t\t\tif ((_isArray(target) || _isSelector(target)) && typeof(target[0]) !== \"number\") {\n\t\t\t\ti = target.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (this._kill(vars, target[i], overwritingTween)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tif (this._targets) {\n\t\t\t\t\ti = this._targets.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (target === this._targets[i]) {\n\t\t\t\t\t\t\tpropLookup = this._propLookup[i] || {};\n\t\t\t\t\t\t\tthis._overwrittenProps = this._overwrittenProps || [];\n\t\t\t\t\t\t\toverwrittenProps = this._overwrittenProps[i] = vars ? this._overwrittenProps[i] || {} : \"all\";\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else if (target !== this.target) {\n\t\t\t\t\treturn false;\n\t\t\t\t} else {\n\t\t\t\t\tpropLookup = this._propLookup;\n\t\t\t\t\toverwrittenProps = this._overwrittenProps = vars ? this._overwrittenProps || {} : \"all\";\n\t\t\t\t}\n\n\t\t\t\tif (propLookup) {\n\t\t\t\t\tkillProps = vars || propLookup;\n\t\t\t\t\trecord = (vars !== overwrittenProps && overwrittenProps !== \"all\" && vars !== propLookup && (typeof(vars) !== \"object\" || !vars._tempKill)); //_tempKill is a super-secret way to delete a particular tweening property but NOT have it remembered as an official overwritten property (like in BezierPlugin)\n\t\t\t\t\tif (overwritingTween && (TweenLite.onOverwrite || this.vars.onOverwrite)) {\n\t\t\t\t\t\tfor (p in killProps) {\n\t\t\t\t\t\t\tif (propLookup[p]) {\n\t\t\t\t\t\t\t\tif (!killed) {\n\t\t\t\t\t\t\t\t\tkilled = [];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tkilled.push(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((killed || !vars) && !_onOverwrite(this, overwritingTween, target, killed)) { //if the onOverwrite returned false, that means the user wants to override the overwriting (cancel it).\n\t\t\t\t\t\t\treturn false;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (p in killProps) {\n\t\t\t\t\t\tif ((pt = propLookup[p])) {\n\t\t\t\t\t\t\tif (simultaneousOverwrite) { //if another tween overwrites this one and they both start at exactly the same time, yet this tween has already rendered once (for example, at 0.001) because it's first in the queue, we should revert the values to where they were at 0 so that the starting values aren't contaminated on the overwriting tween.\n\t\t\t\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p](pt.s);\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.s;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (pt.pg && pt.t._kill(killProps)) {\n\t\t\t\t\t\t\t\tchanged = true; //some plugins need to be notified so they can perform cleanup tasks first\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!pt.pg || pt.t._overwriteProps.length === 0) {\n\t\t\t\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t\t\t\t} else if (pt === this._firstPT) {\n\t\t\t\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt._next = pt._prev = null;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tdelete propLookup[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (record) {\n\t\t\t\t\t\t\toverwrittenProps[p] = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!this._firstPT && this._initted) { //if all tweening properties are killed, kill the tween. Without this line, if there's a tween with multiple targets and then you killTweensOf() each target individually, the tween would technically still remain active and fire its onComplete even though there aren't any more properties tweening.\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tif (this._notifyPluginsOfEnabled) {\n\t\t\t\tTweenLite._onPluginEvent(\"_onDisable\", this);\n\t\t\t}\n\t\t\tthis._firstPT = this._overwrittenProps = this._startAt = this._onUpdate = null;\n\t\t\tthis._notifyPluginsOfEnabled = this._active = this._lazy = false;\n\t\t\tthis._propLookup = (this._targets) ? {} : [];\n\t\t\tAnimation.prototype.invalidate.call(this);\n\t\t\tif (this.vars.immediateRender) {\n\t\t\t\tthis._time = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\t\t\t\tthis.render(Math.min(0, -this._delay)); //in case delay is negative.\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (enabled && this._gc) {\n\t\t\t\tvar targets = this._targets,\n\t\t\t\t\ti;\n\t\t\t\tif (targets) {\n\t\t\t\t\ti = targets.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tthis._siblings[i] = _register(targets[i], this, true);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tthis._siblings = _register(this.target, this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\tAnimation.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t\tif (this._notifyPluginsOfEnabled) if (this._firstPT) {\n\t\t\t\treturn TweenLite._onPluginEvent((enabled ? \"_onEnable\" : \"_onDisable\"), this);\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n//----TweenLite static methods -----------------------------------------------------\n\n\t\tTweenLite.to = function(target, duration, vars) {\n\t\t\treturn new TweenLite(target, duration, vars);\n\t\t};\n\n\t\tTweenLite.from = function(target, duration, vars) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn new TweenLite(target, duration, vars);\n\t\t};\n\n\t\tTweenLite.fromTo = function(target, duration, fromVars, toVars) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn new TweenLite(target, duration, toVars);\n\t\t};\n\n\t\tTweenLite.delayedCall = function(delay, callback, params, scope, useFrames) {\n\t\t\treturn new TweenLite(callback, 0, {delay:delay, onComplete:callback, onCompleteParams:params, callbackScope:scope, onReverseComplete:callback, onReverseCompleteParams:params, immediateRender:false, lazy:false, useFrames:useFrames, overwrite:0});\n\t\t};\n\n\t\tTweenLite.set = function(target, vars) {\n\t\t\treturn new TweenLite(target, 0, vars);\n\t\t};\n\n\t\tTweenLite.getTweensOf = function(target, onlyActive) {\n\t\t\tif (target == null) { return []; }\n\t\t\ttarget = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\t\t\tvar i, a, j, t;\n\t\t\tif ((_isArray(target) || _isSelector(target)) && typeof(target[0]) !== \"number\") {\n\t\t\t\ti = target.length;\n\t\t\t\ta = [];\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ta = a.concat(TweenLite.getTweensOf(target[i], onlyActive));\n\t\t\t\t}\n\t\t\t\ti = a.length;\n\t\t\t\t//now get rid of any duplicates (tweens of arrays of objects could cause duplicates)\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tt = a[i];\n\t\t\t\t\tj = i;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\tif (t === a[j]) {\n\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (target._gsTweenID) {\n\t\t\t\ta = _register(target).concat();\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (a[i]._gc || (onlyActive && !a[i].isActive())) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a || [];\n\t\t};\n\n\t\tTweenLite.killTweensOf = TweenLite.killDelayedCallsTo = function(target, onlyActive, vars) {\n\t\t\tif (typeof(onlyActive) === \"object\") {\n\t\t\t\tvars = onlyActive; //for backwards compatibility (before \"onlyActive\" parameter was inserted)\n\t\t\t\tonlyActive = false;\n\t\t\t}\n\t\t\tvar a = TweenLite.getTweensOf(target, onlyActive),\n\t\t\t\ti = a.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\ta[i]._kill(vars, target);\n\t\t\t}\n\t\t};\n\n\n\n/*\n * ----------------------------------------------------------------\n * TweenPlugin (could easily be split out as a separate file/class, but included for ease of use (so that people don't need to include another script call before loading plugins which is easy to forget)\n * ----------------------------------------------------------------\n */\n\t\tvar TweenPlugin = _class(\"plugins.TweenPlugin\", function(props, priority) {\n\t\t\t\t\tthis._overwriteProps = (props || \"\").split(\",\");\n\t\t\t\t\tthis._propName = this._overwriteProps[0];\n\t\t\t\t\tthis._priority = priority || 0;\n\t\t\t\t\tthis._super = TweenPlugin.prototype;\n\t\t\t\t}, true);\n\n\t\tp = TweenPlugin.prototype;\n\t\tTweenPlugin.version = \"1.19.0\";\n\t\tTweenPlugin.API = 2;\n\t\tp._firstPT = null;\n\t\tp._addTween = _addPropTween;\n\t\tp.setRatio = _setRatio;\n\n\t\tp._kill = function(lookup) {\n\t\t\tvar a = this._overwriteProps,\n\t\t\t\tpt = this._firstPT,\n\t\t\t\ti;\n\t\t\tif (lookup[this._propName] != null) {\n\t\t\t\tthis._overwriteProps = [];\n\t\t\t} else {\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (lookup[a[i]] != null) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\twhile (pt) {\n\t\t\t\tif (lookup[pt.n] != null) {\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t\tpt._prev = null;\n\t\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp._mod = p._roundProps = function(lookup) {\n\t\t\tvar pt = this._firstPT,\n\t\t\t\tval;\n\t\t\twhile (pt) {\n\t\t\t\tval = lookup[this._propName] || (pt.n != null && lookup[ pt.n.split(this._propName + \"_\").join(\"\") ]);\n\t\t\t\tif (val && typeof(val) === \"function\") { //some properties that are very plugin-specific add a prefix named after the _propName plus an underscore, so we need to ignore that extra stuff here.\n\t\t\t\t\tif (pt.f === 2) {\n\t\t\t\t\t\tpt.t._applyPT.m = val;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.m = val;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t};\n\n\t\tTweenLite._onPluginEvent = function(type, tween) {\n\t\t\tvar pt = tween._firstPT,\n\t\t\t\tchanged, pt2, first, last, next;\n\t\t\tif (type === \"_onInitAllProps\") {\n\t\t\t\t//sorts the PropTween linked list in order of priority because some plugins need to render earlier/later than others, like MotionBlurPlugin applies its effects after all x/y/alpha tweens have rendered on each frame.\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next;\n\t\t\t\t\tpt2 = first;\n\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t\tpt = tween._firstPT = first;\n\t\t\t}\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.pg) if (typeof(pt.t[type]) === \"function\") if (pt.t[type]()) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tTweenPlugin.activate = function(plugins) {\n\t\t\tvar i = plugins.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (plugins[i].API === TweenPlugin.API) {\n\t\t\t\t\t_plugins[(new plugins[i]())._propName] = plugins[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t};\n\n\t\t//provides a more concise way to define plugins that have no dependencies besides TweenPlugin and TweenLite, wrapping common boilerplate stuff into one function (added in 1.9.0). You don't NEED to use this to define a plugin - the old way still works and can be useful in certain (rare) situations.\n\t\t_gsDefine.plugin = function(config) {\n\t\t\tif (!config || !config.propName || !config.init || !config.API) { throw \"illegal plugin definition.\"; }\n\t\t\tvar propName = config.propName,\n\t\t\t\tpriority = config.priority || 0,\n\t\t\t\toverwriteProps = config.overwriteProps,\n\t\t\t\tmap = {init:\"_onInitTween\", set:\"setRatio\", kill:\"_kill\", round:\"_mod\", mod:\"_mod\", initAll:\"_onInitAllProps\"},\n\t\t\t\tPlugin = _class(\"plugins.\" + propName.charAt(0).toUpperCase() + propName.substr(1) + \"Plugin\",\n\t\t\t\t\tfunction() {\n\t\t\t\t\t\tTweenPlugin.call(this, propName, priority);\n\t\t\t\t\t\tthis._overwriteProps = overwriteProps || [];\n\t\t\t\t\t}, (config.global === true)),\n\t\t\t\tp = Plugin.prototype = new TweenPlugin(propName),\n\t\t\t\tprop;\n\t\t\tp.constructor = Plugin;\n\t\t\tPlugin.API = config.API;\n\t\t\tfor (prop in map) {\n\t\t\t\tif (typeof(config[prop]) === \"function\") {\n\t\t\t\t\tp[map[prop]] = config[prop];\n\t\t\t\t}\n\t\t\t}\n\t\t\tPlugin.version = config.version;\n\t\t\tTweenPlugin.activate([Plugin]);\n\t\t\treturn Plugin;\n\t\t};\n\n\n\t\t//now run through all the dependencies discovered and if any are missing, log that to the console as a warning. This is why it's best to have TweenLite load last - it can check all the dependencies for you.\n\t\ta = window._gsQueue;\n\t\tif (a) {\n\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\ta[i]();\n\t\t\t}\n\t\t\tfor (p in _defLookup) {\n\t\t\t\tif (!_defLookup[p].func) {\n\t\t\t\t\twindow.console.log(\"GSAP encountered missing dependency: \" + p);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t_tickerActive = false; //ensures that the first official animation forces a ticker.tick() to update the time when it is instantiated\n\n})((typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window, \"TweenMax\");\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gsap/TweenMax.js\n// module id = 12\n// module chunks = 0","import identity from \"./identity\";\n\nexport default function(transform) {\n if (transform == null) return identity;\n var x0,\n y0,\n kx = transform.scale[0],\n ky = transform.scale[1],\n dx = transform.translate[0],\n dy = transform.translate[1];\n return function(input, i) {\n if (!i) x0 = y0 = 0;\n var j = 2, n = input.length, output = new Array(n);\n output[0] = (x0 += input[0]) * kx + dx;\n output[1] = (y0 += input[1]) * ky + dy;\n while (j < n) output[j] = input[j], ++j;\n return output;\n };\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/transform.js\n// module id = 13\n// module chunks = 0","import reverse from \"./reverse\";\nimport transform from \"./transform\";\n\nexport default function(topology, o) {\n return o.type === \"GeometryCollection\"\n ? {type: \"FeatureCollection\", features: o.geometries.map(function(o) { return feature(topology, o); })}\n : feature(topology, o);\n}\n\nexport function feature(topology, o) {\n var id = o.id,\n bbox = o.bbox,\n properties = o.properties == null ? {} : o.properties,\n geometry = object(topology, o);\n return id == null && bbox == null ? {type: \"Feature\", properties: properties, geometry: geometry}\n : bbox == null ? {type: \"Feature\", id: id, properties: properties, geometry: geometry}\n : {type: \"Feature\", id: id, bbox: bbox, properties: properties, geometry: geometry};\n}\n\nexport function object(topology, o) {\n var transformPoint = transform(topology.transform),\n arcs = topology.arcs;\n\n function arc(i, points) {\n if (points.length) points.pop();\n for (var a = arcs[i < 0 ? ~i : i], k = 0, n = a.length; k < n; ++k) {\n points.push(transformPoint(a[k], k));\n }\n if (i < 0) reverse(points, n);\n }\n\n function point(p) {\n return transformPoint(p);\n }\n\n function line(arcs) {\n var points = [];\n for (var i = 0, n = arcs.length; i < n; ++i) arc(arcs[i], points);\n if (points.length < 2) points.push(points[0]); // This should never happen per the specification.\n return points;\n }\n\n function ring(arcs) {\n var points = line(arcs);\n while (points.length < 4) points.push(points[0]); // This may happen if an arc has only two points.\n return points;\n }\n\n function polygon(arcs) {\n return arcs.map(ring);\n }\n\n function geometry(o) {\n var type = o.type, coordinates;\n switch (type) {\n case \"GeometryCollection\": return {type: type, geometries: o.geometries.map(geometry)};\n case \"Point\": coordinates = point(o.coordinates); break;\n case \"MultiPoint\": coordinates = o.coordinates.map(point); break;\n case \"LineString\": coordinates = line(o.arcs); break;\n case \"MultiLineString\": coordinates = o.arcs.map(line); break;\n case \"Polygon\": coordinates = polygon(o.arcs); break;\n case \"MultiPolygon\": coordinates = o.arcs.map(polygon); break;\n default: return null;\n }\n return {type: type, coordinates: coordinates};\n }\n\n return geometry(o);\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/feature.js\n// module id = 14\n// module chunks = 0","import number from \"./number\";\n\nexport default function(values, p, valueof) {\n if (valueof == null) valueof = number;\n if (!(n = values.length)) return;\n if ((p = +p) <= 0 || n < 2) return +valueof(values[0], 0, values);\n if (p >= 1) return +valueof(values[n - 1], n - 1, values);\n var n,\n i = (n - 1) * p,\n i0 = Math.floor(i),\n value0 = +valueof(values[i0], i0, values),\n value1 = +valueof(values[i0 + 1], i0 + 1, values);\n return value0 + (value1 - value0) * (i - i0);\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/quantile.js\n// module id = 15\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { setPrototypeOf } from './polyfill';\n/** An error emitted by Sentry SDKs and related utilities. */\nvar SentryError = /** @class */ (function (_super) {\n tslib_1.__extends(SentryError, _super);\n function SentryError(message) {\n var _newTarget = this.constructor;\n var _this = _super.call(this, message) || this;\n _this.message = message;\n // tslint:disable:no-unsafe-any\n _this.name = _newTarget.prototype.constructor.name;\n setPrototypeOf(_this, _newTarget.prototype);\n return _this;\n }\n return SentryError;\n}(Error));\nexport { SentryError };\n//# sourceMappingURL=error.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/error.js\n// module id = 16\n// module chunks = 0","import { consoleSandbox, getGlobalObject } from './misc';\n// TODO: Implement different loggers for different environments\nvar global = getGlobalObject();\n/** Prefix for logging strings */\nvar PREFIX = 'Sentry Logger ';\n/** JSDoc */\nvar Logger = /** @class */ (function () {\n /** JSDoc */\n function Logger() {\n this._enabled = false;\n }\n /** JSDoc */\n Logger.prototype.disable = function () {\n this._enabled = false;\n };\n /** JSDoc */\n Logger.prototype.enable = function () {\n this._enabled = true;\n };\n /** JSDoc */\n Logger.prototype.log = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n if (!this._enabled) {\n return;\n }\n consoleSandbox(function () {\n global.console.log(PREFIX + \"[Log]: \" + args.join(' ')); // tslint:disable-line:no-console\n });\n };\n /** JSDoc */\n Logger.prototype.warn = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n if (!this._enabled) {\n return;\n }\n consoleSandbox(function () {\n global.console.warn(PREFIX + \"[Warn]: \" + args.join(' ')); // tslint:disable-line:no-console\n });\n };\n /** JSDoc */\n Logger.prototype.error = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n if (!this._enabled) {\n return;\n }\n consoleSandbox(function () {\n global.console.error(PREFIX + \"[Error]: \" + args.join(' ')); // tslint:disable-line:no-console\n });\n };\n return Logger;\n}());\n// Ensure we only have a single logger instance, even if multiple versions of @sentry/utils are being used\nglobal.__SENTRY__ = global.__SENTRY__ || {};\nvar logger = global.__SENTRY__.logger || (global.__SENTRY__.logger = new Logger());\nexport { logger };\n//# sourceMappingURL=logger.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/logger.js\n// module id = 17\n// module chunks = 0","import { isRegExp } from './is';\n/**\n * Truncates given string to the maximum characters count\n *\n * @param str An object that contains serializable values\n * @param max Maximum number of characters in truncated string\n * @returns string Encoded\n */\nexport function truncate(str, max) {\n if (max === void 0) { max = 0; }\n // tslint:disable-next-line:strict-type-predicates\n if (typeof str !== 'string' || max === 0) {\n return str;\n }\n return str.length <= max ? str : str.substr(0, max) + \"...\";\n}\n/**\n * This is basically just `trim_line` from\n * https://github.com/getsentry/sentry/blob/master/src/sentry/lang/javascript/processor.py#L67\n *\n * @param str An object that contains serializable values\n * @param max Maximum number of characters in truncated string\n * @returns string Encoded\n */\nexport function snipLine(line, colno) {\n var newLine = line;\n var ll = newLine.length;\n if (ll <= 150) {\n return newLine;\n }\n if (colno > ll) {\n colno = ll; // tslint:disable-line:no-parameter-reassignment\n }\n var start = Math.max(colno - 60, 0);\n if (start < 5) {\n start = 0;\n }\n var end = Math.min(start + 140, ll);\n if (end > ll - 5) {\n end = ll;\n }\n if (end === ll) {\n start = Math.max(end - 140, 0);\n }\n newLine = newLine.slice(start, end);\n if (start > 0) {\n newLine = \"'{snip} \" + newLine;\n }\n if (end < ll) {\n newLine += ' {snip}';\n }\n return newLine;\n}\n/**\n * Join values in array\n * @param input array of values to be joined together\n * @param delimiter string to be placed in-between values\n * @returns Joined values\n */\nexport function safeJoin(input, delimiter) {\n if (!Array.isArray(input)) {\n return '';\n }\n var output = [];\n // tslint:disable-next-line:prefer-for-of\n for (var i = 0; i < input.length; i++) {\n var value = input[i];\n try {\n output.push(String(value));\n }\n catch (e) {\n output.push('[value cannot be serialized]');\n }\n }\n return output.join(delimiter);\n}\n/**\n * Checks if the value matches a regex or includes the string\n * @param value The string value to be checked against\n * @param pattern Either a regex or a string that must be contained in value\n */\nexport function isMatchingPattern(value, pattern) {\n if (isRegExp(pattern)) {\n return pattern.test(value);\n }\n if (typeof pattern === 'string') {\n return value.indexOf(pattern) !== -1;\n }\n return false;\n}\n//# sourceMappingURL=string.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/string.js\n// module id = 18\n// module chunks = 0","// tslint:disable:object-literal-sort-keys\nimport * as tslib_1 from \"tslib\";\n// global reference to slice\nvar UNKNOWN_FUNCTION = '?';\n// Chromium based browsers: Chrome, Brave, new Opera, new Edge\nvar chrome = /^\\s*at (?:(.*?) ?\\()?((?:file|https?|blob|chrome-extension|address|native|eval|webpack||[-a-z]+:|.*bundle|\\/).*?)(?::(\\d+))?(?::(\\d+))?\\)?\\s*$/i;\n// gecko regex: `(?:bundle|\\d+\\.js)`: `bundle` is for react native, `\\d+\\.js` also but specifically for ram bundles because it\n// generates filenames without a prefix like `file://` the filenames in the stacktrace are just 42.js\n// We need this specific case for now because we want no other regex to match.\nvar gecko = /^\\s*(.*?)(?:\\((.*?)\\))?(?:^|@)?((?:file|https?|blob|chrome|webpack|resource|moz-extension).*?:\\/.*?|\\[native code\\]|[^@]*(?:bundle|\\d+\\.js))(?::(\\d+))?(?::(\\d+))?\\s*$/i;\nvar winjs = /^\\s*at (?:((?:\\[object object\\])?.+) )?\\(?((?:file|ms-appx|https?|webpack|blob):.*?):(\\d+)(?::(\\d+))?\\)?\\s*$/i;\nvar geckoEval = /(\\S+) line (\\d+)(?: > eval line \\d+)* > eval/i;\nvar chromeEval = /\\((\\S*)(?::(\\d+))(?::(\\d+))\\)/;\n/** JSDoc */\nexport function computeStackTrace(ex) {\n // tslint:disable:no-unsafe-any\n var stack = null;\n var popSize = ex && ex.framesToPop;\n try {\n // This must be tried first because Opera 10 *destroys*\n // its stacktrace property if you try to access the stack\n // property first!!\n stack = computeStackTraceFromStacktraceProp(ex);\n if (stack) {\n return popFrames(stack, popSize);\n }\n }\n catch (e) {\n // no-empty\n }\n try {\n stack = computeStackTraceFromStackProp(ex);\n if (stack) {\n return popFrames(stack, popSize);\n }\n }\n catch (e) {\n // no-empty\n }\n return {\n message: extractMessage(ex),\n name: ex && ex.name,\n stack: [],\n failed: true,\n };\n}\n/** JSDoc */\n// tslint:disable-next-line:cyclomatic-complexity\nfunction computeStackTraceFromStackProp(ex) {\n // tslint:disable:no-conditional-assignment\n if (!ex || !ex.stack) {\n return null;\n }\n var stack = [];\n var lines = ex.stack.split('\\n');\n var isEval;\n var submatch;\n var parts;\n var element;\n for (var i = 0; i < lines.length; ++i) {\n if ((parts = chrome.exec(lines[i]))) {\n var isNative = parts[2] && parts[2].indexOf('native') === 0; // start of line\n isEval = parts[2] && parts[2].indexOf('eval') === 0; // start of line\n if (isEval && (submatch = chromeEval.exec(parts[2]))) {\n // throw out eval line/column and use top-most line/column number\n parts[2] = submatch[1]; // url\n parts[3] = submatch[2]; // line\n parts[4] = submatch[3]; // column\n }\n element = {\n // working with the regexp above is super painful. it is quite a hack, but just stripping the `address at `\n // prefix here seems like the quickest solution for now.\n url: parts[2] && parts[2].indexOf('address at ') === 0 ? parts[2].substr('address at '.length) : parts[2],\n func: parts[1] || UNKNOWN_FUNCTION,\n args: isNative ? [parts[2]] : [],\n line: parts[3] ? +parts[3] : null,\n column: parts[4] ? +parts[4] : null,\n };\n }\n else if ((parts = winjs.exec(lines[i]))) {\n element = {\n url: parts[2],\n func: parts[1] || UNKNOWN_FUNCTION,\n args: [],\n line: +parts[3],\n column: parts[4] ? +parts[4] : null,\n };\n }\n else if ((parts = gecko.exec(lines[i]))) {\n isEval = parts[3] && parts[3].indexOf(' > eval') > -1;\n if (isEval && (submatch = geckoEval.exec(parts[3]))) {\n // throw out eval line/column and use top-most line number\n parts[1] = parts[1] || \"eval\";\n parts[3] = submatch[1];\n parts[4] = submatch[2];\n parts[5] = ''; // no column when eval\n }\n else if (i === 0 && !parts[5] && ex.columnNumber !== void 0) {\n // FireFox uses this awesome columnNumber property for its top frame\n // Also note, Firefox's column number is 0-based and everything else expects 1-based,\n // so adding 1\n // NOTE: this hack doesn't work if top-most frame is eval\n stack[0].column = ex.columnNumber + 1;\n }\n element = {\n url: parts[3],\n func: parts[1] || UNKNOWN_FUNCTION,\n args: parts[2] ? parts[2].split(',') : [],\n line: parts[4] ? +parts[4] : null,\n column: parts[5] ? +parts[5] : null,\n };\n }\n else {\n continue;\n }\n if (!element.func && element.line) {\n element.func = UNKNOWN_FUNCTION;\n }\n stack.push(element);\n }\n if (!stack.length) {\n return null;\n }\n return {\n message: extractMessage(ex),\n name: ex.name,\n stack: stack,\n };\n}\n/** JSDoc */\nfunction computeStackTraceFromStacktraceProp(ex) {\n if (!ex || !ex.stacktrace) {\n return null;\n }\n // Access and store the stacktrace property before doing ANYTHING\n // else to it because Opera is not very good at providing it\n // reliably in other circumstances.\n var stacktrace = ex.stacktrace;\n var opera10Regex = / line (\\d+).*script (?:in )?(\\S+)(?:: in function (\\S+))?$/i;\n var opera11Regex = / line (\\d+), column (\\d+)\\s*(?:in (?:]+)>|([^\\)]+))\\((.*)\\))? in (.*):\\s*$/i;\n var lines = stacktrace.split('\\n');\n var stack = [];\n var parts;\n for (var line = 0; line < lines.length; line += 2) {\n // tslint:disable:no-conditional-assignment\n var element = null;\n if ((parts = opera10Regex.exec(lines[line]))) {\n element = {\n url: parts[2],\n func: parts[3],\n args: [],\n line: +parts[1],\n column: null,\n };\n }\n else if ((parts = opera11Regex.exec(lines[line]))) {\n element = {\n url: parts[6],\n func: parts[3] || parts[4],\n args: parts[5] ? parts[5].split(',') : [],\n line: +parts[1],\n column: +parts[2],\n };\n }\n if (element) {\n if (!element.func && element.line) {\n element.func = UNKNOWN_FUNCTION;\n }\n stack.push(element);\n }\n }\n if (!stack.length) {\n return null;\n }\n return {\n message: extractMessage(ex),\n name: ex.name,\n stack: stack,\n };\n}\n/** Remove N number of frames from the stack */\nfunction popFrames(stacktrace, popSize) {\n try {\n return tslib_1.__assign({}, stacktrace, { stack: stacktrace.stack.slice(popSize) });\n }\n catch (e) {\n return stacktrace;\n }\n}\n/**\n * There are cases where stacktrace.message is an Event object\n * https://github.com/getsentry/sentry-javascript/issues/1949\n * In this specific case we try to extract stacktrace.message.error.message\n */\nfunction extractMessage(ex) {\n var message = ex && ex.message;\n if (!message) {\n return 'No error message';\n }\n if (message.error && typeof message.error.message === 'string') {\n return message.error.message;\n }\n return message;\n}\n//# sourceMappingURL=tracekit.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/tracekit.js\n// module id = 19\n// module chunks = 0","import { API } from '@sentry/core';\nimport { PromiseBuffer, SentryError } from '@sentry/utils';\n/** Base Transport class implementation */\nvar BaseTransport = /** @class */ (function () {\n function BaseTransport(options) {\n this.options = options;\n /** A simple buffer holding all requests. */\n this._buffer = new PromiseBuffer(30);\n this.url = new API(this.options.dsn).getStoreEndpointWithUrlEncodedAuth();\n }\n /**\n * @inheritDoc\n */\n BaseTransport.prototype.sendEvent = function (_) {\n throw new SentryError('Transport Class has to implement `sendEvent` method');\n };\n /**\n * @inheritDoc\n */\n BaseTransport.prototype.close = function (timeout) {\n return this._buffer.drain(timeout);\n };\n return BaseTransport;\n}());\nexport { BaseTransport };\n//# sourceMappingURL=base.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/transports/base.js\n// module id = 20\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { captureException, withScope } from '@sentry/core';\nimport { addExceptionMechanism, addExceptionTypeValue } from '@sentry/utils';\nvar ignoreOnError = 0;\n/**\n * @hidden\n */\nexport function shouldIgnoreOnError() {\n return ignoreOnError > 0;\n}\n/**\n * @hidden\n */\nexport function ignoreNextOnError() {\n // onerror should trigger before setTimeout\n ignoreOnError += 1;\n setTimeout(function () {\n ignoreOnError -= 1;\n });\n}\n/**\n * Instruments the given function and sends an event to Sentry every time the\n * function throws an exception.\n *\n * @param fn A function to wrap.\n * @returns The wrapped function.\n * @hidden\n */\nexport function wrap(fn, options, before) {\n if (options === void 0) { options = {}; }\n // tslint:disable-next-line:strict-type-predicates\n if (typeof fn !== 'function') {\n return fn;\n }\n try {\n // We don't wanna wrap it twice\n if (fn.__sentry__) {\n return fn;\n }\n // If this has already been wrapped in the past, return that wrapped function\n if (fn.__sentry_wrapped__) {\n return fn.__sentry_wrapped__;\n }\n }\n catch (e) {\n // Just accessing custom props in some Selenium environments\n // can cause a \"Permission denied\" exception (see raven-js#495).\n // Bail on wrapping and return the function as-is (defers to window.onerror).\n return fn;\n }\n var sentryWrapped = function () {\n var args = Array.prototype.slice.call(arguments);\n // tslint:disable:no-unsafe-any\n try {\n // tslint:disable-next-line:strict-type-predicates\n if (before && typeof before === 'function') {\n before.apply(this, arguments);\n }\n var wrappedArguments = args.map(function (arg) { return wrap(arg, options); });\n if (fn.handleEvent) {\n // Attempt to invoke user-land function\n // NOTE: If you are a Sentry user, and you are seeing this stack frame, it\n // means the sentry.javascript SDK caught an error invoking your application code. This\n // is expected behavior and NOT indicative of a bug with sentry.javascript.\n return fn.handleEvent.apply(this, wrappedArguments);\n }\n // Attempt to invoke user-land function\n // NOTE: If you are a Sentry user, and you are seeing this stack frame, it\n // means the sentry.javascript SDK caught an error invoking your application code. This\n // is expected behavior and NOT indicative of a bug with sentry.javascript.\n return fn.apply(this, wrappedArguments);\n // tslint:enable:no-unsafe-any\n }\n catch (ex) {\n ignoreNextOnError();\n withScope(function (scope) {\n scope.addEventProcessor(function (event) {\n var processedEvent = tslib_1.__assign({}, event);\n if (options.mechanism) {\n addExceptionTypeValue(processedEvent, undefined, undefined);\n addExceptionMechanism(processedEvent, options.mechanism);\n }\n processedEvent.extra = tslib_1.__assign({}, processedEvent.extra, { arguments: args });\n return processedEvent;\n });\n captureException(ex);\n });\n throw ex;\n }\n };\n // Accessing some objects may throw\n // ref: https://github.com/getsentry/sentry-javascript/issues/1168\n try {\n for (var property in fn) {\n if (Object.prototype.hasOwnProperty.call(fn, property)) {\n sentryWrapped[property] = fn[property];\n }\n }\n }\n catch (_oO) { } // tslint:disable-line:no-empty\n fn.prototype = fn.prototype || {};\n sentryWrapped.prototype = fn.prototype;\n Object.defineProperty(fn, '__sentry_wrapped__', {\n enumerable: false,\n value: sentryWrapped,\n });\n // Signal that this function has been wrapped/filled already\n // for both debugging and to prevent it to being wrapped/filled twice\n Object.defineProperties(sentryWrapped, {\n __sentry__: {\n enumerable: false,\n value: true,\n },\n __sentry_original__: {\n enumerable: false,\n value: fn,\n },\n });\n // Restore original function name (not all browsers allow that)\n try {\n var descriptor = Object.getOwnPropertyDescriptor(sentryWrapped, 'name');\n if (descriptor.configurable) {\n Object.defineProperty(sentryWrapped, 'name', {\n get: function () {\n return fn.name;\n },\n });\n }\n }\n catch (_oO) {\n /*no-empty*/\n }\n return sentryWrapped;\n}\n//# sourceMappingURL=helpers.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/helpers.js\n// module id = 21\n// module chunks = 0","'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.ClearMaskPass = exports.MaskPass = exports.ShaderPass = exports.RenderPass = exports.CopyShader = undefined;\n\nvar _copyshader = require('./lib/copyshader');\n\nObject.defineProperty(exports, 'CopyShader', {\n enumerable: true,\n get: function get() {\n return _copyshader.CopyShader;\n }\n});\n\nvar _renderpass = require('./lib/renderpass');\n\nObject.defineProperty(exports, 'RenderPass', {\n enumerable: true,\n get: function get() {\n return _renderpass.RenderPass;\n }\n});\n\nvar _shaderpass = require('./lib/shaderpass');\n\nObject.defineProperty(exports, 'ShaderPass', {\n enumerable: true,\n get: function get() {\n return _shaderpass.ShaderPass;\n }\n});\n\nvar _maskpass = require('./lib/maskpass');\n\nObject.defineProperty(exports, 'MaskPass', {\n enumerable: true,\n get: function get() {\n return _maskpass.MaskPass;\n }\n});\n\nvar _clearmaskpass = require('./lib/clearmaskpass');\n\nObject.defineProperty(exports, 'ClearMaskPass', {\n enumerable: true,\n get: function get() {\n return _clearmaskpass.ClearMaskPass;\n }\n});\n\nvar _three = require('three');\n\nfunction EffectComposer(renderer, renderTarget) {\n this.renderer = renderer;\n\n if (renderTarget === undefined) {\n var width = window.innerWidth || 1;\n var height = window.innerHeight || 1;\n var parameters = { minFilter: _three.LinearFilter, magFilter: _three.LinearFilter, format: _three.RGBFormat, stencilBuffer: false };\n\n renderTarget = new _three.WebGLRenderTarget(width, height, parameters);\n }\n\n this.renderTarget1 = renderTarget;\n this.renderTarget2 = renderTarget.clone();\n\n this.writeBuffer = this.renderTarget1;\n this.readBuffer = this.renderTarget2;\n\n this.passes = [];\n\n this.copyPass = new _shaderpass.ShaderPass(_copyshader.CopyShader);\n}\n\nEffectComposer.prototype.swapBuffers = function () {\n var tmp = this.readBuffer;\n this.readBuffer = this.writeBuffer;\n this.writeBuffer = tmp;\n};\n\nEffectComposer.prototype.addPass = function (pass) {\n this.passes.push(pass);\n};\n\nEffectComposer.prototype.insertPass = function (pass, index) {\n this.passes.splice(index, 0, pass);\n};\n\nEffectComposer.prototype.render = function (delta) {\n this.writeBuffer = this.renderTarget1;\n this.readBuffer = this.renderTarget2;\n\n var maskActive = false;\n\n for (var i = 0; i < this.passes.length; i++) {\n var pass = this.passes[i];\n\n if (!pass.enabled) continue;\n\n pass.render(this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive);\n\n if (pass.needsSwap) {\n if (maskActive) {\n var context = this.renderer.context;\n\n context.stencilFunc(context.NOTEQUAL, 1, 0xffffffff);\n\n this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, delta);\n\n context.stencilFunc(context.EQUAL, 1, 0xffffffff);\n }\n\n this.swapBuffers();\n }\n\n if (pass instanceof _maskpass.MaskPass) {\n maskActive = true;\n } else if (pass instanceof _clearmaskpass.ClearMaskPass) {\n maskActive = false;\n }\n }\n};\n\nEffectComposer.prototype.reset = function (renderTarget) {\n if (renderTarget === undefined) {\n renderTarget = this.renderTarget1.clone();\n\n renderTarget.width = window.innerWidth;\n renderTarget.height = window.innerHeight;\n }\n\n this.renderTarget1 = renderTarget;\n this.renderTarget2 = renderTarget.clone();\n\n this.writeBuffer = this.renderTarget1;\n this.readBuffer = this.renderTarget2;\n};\n\nEffectComposer.prototype.setSize = function (width, height) {\n var renderTarget = this.renderTarget1.clone();\n\n renderTarget.width = width;\n renderTarget.height = height;\n\n this.reset(renderTarget);\n};\n\n// shared ortho camera\n\nEffectComposer.camera = new _three.OrthographicCamera(-1, 1, 1, -1, 0, 1);\n\nEffectComposer.quad = new _three.Mesh(new _three.PlaneGeometry(2, 2), null);\n\nEffectComposer.scene = new _three.Scene();\nEffectComposer.scene.add(EffectComposer.quad);\n\nexports.default = EffectComposer;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/three-effectcomposer-es6/dist/index.js\n// module id = 22\n// module chunks = 0","import * as THREE from 'three';\n\nexport class Utils {\n\n /**\n *\n Converts a point [longitude, latitude] in degrees to a THREE.Vector3\n x = cos(φ)cos(λ)\n y = cos(φ)sin(λ)\n z = sin(φ)\n\n * @param point\n * @returns {Vector3}\n */\n static pointToVector3(point, radius) {\n\n let lambda = point[0] * Math.PI / 180,\n phi = point[1] * Math.PI / 180,\n cosPhi = Math.cos(phi);\n\n return new THREE.Vector3(\n radius * cosPhi * Math.cos(lambda),\n radius * cosPhi * Math.sin(lambda),\n radius * Math.sin(phi)\n );\n }\n\n /**\n * basically the same method as pointToVector3 but with correct rotation added\n * @param lat\n * @param lng\n * @param scale\n * @returns {Vector3}\n */\n static mapPointToVector3(latLngPair, scale) {\n\n let lat = latLngPair[0];\n let lng = latLngPair[1];\n\n let phi = (90 - lat) * Math.PI / 180;\n let theta = (180 - lng) * Math.PI / 180;\n let x = scale * Math.sin(phi) * Math.cos(theta);\n let y = scale * Math.cos(phi);\n let z = scale * Math.sin(phi) * Math.sin(theta);\n return new THREE.Vector3(x, y, z);\n }\n\n\n static renderToCanvas(width, height, renderFunction) {\n let buffer = document.createElement('canvas');\n buffer.width = width;\n buffer.height = height;\n renderFunction(buffer.getContext('2d'));\n return buffer;\n }\n\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/Utils.js\n// module id = 23\n// module chunks = 0","import transform from \"./transform\";\n\nexport default function(topology) {\n var t = transform(topology.transform), key,\n x0 = Infinity, y0 = x0, x1 = -x0, y1 = -x0;\n\n function bboxPoint(p) {\n p = t(p);\n if (p[0] < x0) x0 = p[0];\n if (p[0] > x1) x1 = p[0];\n if (p[1] < y0) y0 = p[1];\n if (p[1] > y1) y1 = p[1];\n }\n\n function bboxGeometry(o) {\n switch (o.type) {\n case \"GeometryCollection\": o.geometries.forEach(bboxGeometry); break;\n case \"Point\": bboxPoint(o.coordinates); break;\n case \"MultiPoint\": o.coordinates.forEach(bboxPoint); break;\n }\n }\n\n topology.arcs.forEach(function(arc) {\n var i = -1, n = arc.length, p;\n while (++i < n) {\n p = t(arc[i], i);\n if (p[0] < x0) x0 = p[0];\n if (p[0] > x1) x1 = p[0];\n if (p[1] < y0) y0 = p[1];\n if (p[1] > y1) y1 = p[1];\n }\n });\n\n for (key in topology.objects) {\n bboxGeometry(topology.objects[key]);\n }\n\n return [x0, y0, x1, y1];\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/bbox.js\n// module id = 24\n// module chunks = 0","export default function(x) {\n return x;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/identity.js\n// module id = 25\n// module chunks = 0","export default function(topology, arcs) {\n var stitchedArcs = {},\n fragmentByStart = {},\n fragmentByEnd = {},\n fragments = [],\n emptyIndex = -1;\n\n // Stitch empty arcs first, since they may be subsumed by other arcs.\n arcs.forEach(function(i, j) {\n var arc = topology.arcs[i < 0 ? ~i : i], t;\n if (arc.length < 3 && !arc[1][0] && !arc[1][1]) {\n t = arcs[++emptyIndex], arcs[emptyIndex] = i, arcs[j] = t;\n }\n });\n\n arcs.forEach(function(i) {\n var e = ends(i),\n start = e[0],\n end = e[1],\n f, g;\n\n if (f = fragmentByEnd[start]) {\n delete fragmentByEnd[f.end];\n f.push(i);\n f.end = end;\n if (g = fragmentByStart[end]) {\n delete fragmentByStart[g.start];\n var fg = g === f ? f : f.concat(g);\n fragmentByStart[fg.start = f.start] = fragmentByEnd[fg.end = g.end] = fg;\n } else {\n fragmentByStart[f.start] = fragmentByEnd[f.end] = f;\n }\n } else if (f = fragmentByStart[end]) {\n delete fragmentByStart[f.start];\n f.unshift(i);\n f.start = start;\n if (g = fragmentByEnd[start]) {\n delete fragmentByEnd[g.end];\n var gf = g === f ? f : g.concat(f);\n fragmentByStart[gf.start = g.start] = fragmentByEnd[gf.end = f.end] = gf;\n } else {\n fragmentByStart[f.start] = fragmentByEnd[f.end] = f;\n }\n } else {\n f = [i];\n fragmentByStart[f.start = start] = fragmentByEnd[f.end = end] = f;\n }\n });\n\n function ends(i) {\n var arc = topology.arcs[i < 0 ? ~i : i], p0 = arc[0], p1;\n if (topology.transform) p1 = [0, 0], arc.forEach(function(dp) { p1[0] += dp[0], p1[1] += dp[1]; });\n else p1 = arc[arc.length - 1];\n return i < 0 ? [p1, p0] : [p0, p1];\n }\n\n function flush(fragmentByEnd, fragmentByStart) {\n for (var k in fragmentByEnd) {\n var f = fragmentByEnd[k];\n delete fragmentByStart[f.start];\n delete f.start;\n delete f.end;\n f.forEach(function(i) { stitchedArcs[i < 0 ? ~i : i] = 1; });\n fragments.push(f);\n }\n }\n\n flush(fragmentByEnd, fragmentByStart);\n flush(fragmentByStart, fragmentByEnd);\n arcs.forEach(function(i) { if (!stitchedArcs[i < 0 ? ~i : i]) fragments.push([i]); });\n\n return fragments;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/stitch.js\n// module id = 26\n// module chunks = 0","import identity from \"./identity\";\n\nexport default function(transform) {\n if (transform == null) return identity;\n var x0,\n y0,\n kx = transform.scale[0],\n ky = transform.scale[1],\n dx = transform.translate[0],\n dy = transform.translate[1];\n return function(input, i) {\n if (!i) x0 = y0 = 0;\n var j = 2,\n n = input.length,\n output = new Array(n),\n x1 = Math.round((input[0] - dx) / kx),\n y1 = Math.round((input[1] - dy) / ky);\n output[0] = x1 - x0, x0 = x1;\n output[1] = y1 - y0, y0 = y1;\n while (j < n) output[j] = input[j], ++j;\n return output;\n };\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/untransform.js\n// module id = 27\n// module chunks = 0","import ascending from \"./ascending\";\nimport bisector from \"./bisector\";\n\nvar ascendingBisect = bisector(ascending);\nexport var bisectRight = ascendingBisect.right;\nexport var bisectLeft = ascendingBisect.left;\nexport default bisectRight;\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/bisect.js\n// module id = 28\n// module chunks = 0","import ascending from \"./ascending\";\n\nexport default function(compare) {\n if (compare.length === 1) compare = ascendingComparator(compare);\n return {\n left: function(a, x, lo, hi) {\n if (lo == null) lo = 0;\n if (hi == null) hi = a.length;\n while (lo < hi) {\n var mid = lo + hi >>> 1;\n if (compare(a[mid], x) < 0) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n },\n right: function(a, x, lo, hi) {\n if (lo == null) lo = 0;\n if (hi == null) hi = a.length;\n while (lo < hi) {\n var mid = lo + hi >>> 1;\n if (compare(a[mid], x) > 0) hi = mid;\n else lo = mid + 1;\n }\n return lo;\n }\n };\n}\n\nfunction ascendingComparator(f) {\n return function(d, x) {\n return ascending(f(d), x);\n };\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/bisector.js\n// module id = 29\n// module chunks = 0","export default function(array, f) {\n if (f == null) f = pair;\n var i = 0, n = array.length - 1, p = array[0], pairs = new Array(n < 0 ? 0 : n);\n while (i < n) pairs[i] = f(p, p = array[++i]);\n return pairs;\n}\n\nexport function pair(a, b) {\n return [a, b];\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/pairs.js\n// module id = 30\n// module chunks = 0","import variance from \"./variance\";\n\nexport default function(array, f) {\n var v = variance(array, f);\n return v ? Math.sqrt(v) : v;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/deviation.js\n// module id = 31\n// module chunks = 0","import number from \"./number\";\n\nexport default function(values, valueof) {\n var n = values.length,\n m = 0,\n i = -1,\n mean = 0,\n value,\n delta,\n sum = 0;\n\n if (valueof == null) {\n while (++i < n) {\n if (!isNaN(value = number(values[i]))) {\n delta = value - mean;\n mean += delta / ++m;\n sum += delta * (value - mean);\n }\n }\n }\n\n else {\n while (++i < n) {\n if (!isNaN(value = number(valueof(values[i], i, values)))) {\n delta = value - mean;\n mean += delta / ++m;\n sum += delta * (value - mean);\n }\n }\n }\n\n if (m > 1) return sum / (m - 1);\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/variance.js\n// module id = 32\n// module chunks = 0","export default function(values, valueof) {\n var n = values.length,\n i = -1,\n value,\n min,\n max;\n\n if (valueof == null) {\n while (++i < n) { // Find the first comparable value.\n if ((value = values[i]) != null && value >= value) {\n min = max = value;\n while (++i < n) { // Compare the remaining values.\n if ((value = values[i]) != null) {\n if (min > value) min = value;\n if (max < value) max = value;\n }\n }\n }\n }\n }\n\n else {\n while (++i < n) { // Find the first comparable value.\n if ((value = valueof(values[i], i, values)) != null && value >= value) {\n min = max = value;\n while (++i < n) { // Compare the remaining values.\n if ((value = valueof(values[i], i, values)) != null) {\n if (min > value) min = value;\n if (max < value) max = value;\n }\n }\n }\n }\n }\n\n return [min, max];\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/extent.js\n// module id = 33\n// module chunks = 0","var array = Array.prototype;\n\nexport var slice = array.slice;\nexport var map = array.map;\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/array.js\n// module id = 34\n// module chunks = 0","export default function(start, stop, step) {\n start = +start, stop = +stop, step = (n = arguments.length) < 2 ? (stop = start, start = 0, 1) : n < 3 ? 1 : +step;\n\n var i = -1,\n n = Math.max(0, Math.ceil((stop - start) / step)) | 0,\n range = new Array(n);\n\n while (++i < n) {\n range[i] = start + i * step;\n }\n\n return range;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/range.js\n// module id = 35\n// module chunks = 0","var e10 = Math.sqrt(50),\n e5 = Math.sqrt(10),\n e2 = Math.sqrt(2);\n\nexport default function(start, stop, count) {\n var reverse,\n i = -1,\n n,\n ticks,\n step;\n\n stop = +stop, start = +start, count = +count;\n if (start === stop && count > 0) return [start];\n if (reverse = stop < start) n = start, start = stop, stop = n;\n if ((step = tickIncrement(start, stop, count)) === 0 || !isFinite(step)) return [];\n\n if (step > 0) {\n start = Math.ceil(start / step);\n stop = Math.floor(stop / step);\n ticks = new Array(n = Math.ceil(stop - start + 1));\n while (++i < n) ticks[i] = (start + i) * step;\n } else {\n start = Math.floor(start * step);\n stop = Math.ceil(stop * step);\n ticks = new Array(n = Math.ceil(start - stop + 1));\n while (++i < n) ticks[i] = (start - i) / step;\n }\n\n if (reverse) ticks.reverse();\n\n return ticks;\n}\n\nexport function tickIncrement(start, stop, count) {\n var step = (stop - start) / Math.max(0, count),\n power = Math.floor(Math.log(step) / Math.LN10),\n error = step / Math.pow(10, power);\n return power >= 0\n ? (error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1) * Math.pow(10, power)\n : -Math.pow(10, -power) / (error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1);\n}\n\nexport function tickStep(start, stop, count) {\n var step0 = Math.abs(stop - start) / Math.max(0, count),\n step1 = Math.pow(10, Math.floor(Math.log(step0) / Math.LN10)),\n error = step0 / step1;\n if (error >= e10) step1 *= 10;\n else if (error >= e5) step1 *= 5;\n else if (error >= e2) step1 *= 2;\n return stop < start ? -step1 : step1;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/ticks.js\n// module id = 36\n// module chunks = 0","export default function(values) {\n return Math.ceil(Math.log(values.length) / Math.LN2) + 1;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/threshold/sturges.js\n// module id = 37\n// module chunks = 0","export default function(values, valueof) {\n var n = values.length,\n i = -1,\n value,\n min;\n\n if (valueof == null) {\n while (++i < n) { // Find the first comparable value.\n if ((value = values[i]) != null && value >= value) {\n min = value;\n while (++i < n) { // Compare the remaining values.\n if ((value = values[i]) != null && min > value) {\n min = value;\n }\n }\n }\n }\n }\n\n else {\n while (++i < n) { // Find the first comparable value.\n if ((value = valueof(values[i], i, values)) != null && value >= value) {\n min = value;\n while (++i < n) { // Compare the remaining values.\n if ((value = valueof(values[i], i, values)) != null && min > value) {\n min = value;\n }\n }\n }\n }\n }\n\n return min;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/min.js\n// module id = 38\n// module chunks = 0","import min from \"./min\";\n\nexport default function(matrix) {\n if (!(n = matrix.length)) return [];\n for (var i = -1, m = min(matrix, length), transpose = new Array(m); ++i < m;) {\n for (var j = -1, n, row = transpose[i] = new Array(n); ++j < n;) {\n row[j] = matrix[j][i];\n }\n }\n return transpose;\n}\n\nfunction length(d) {\n return d.length;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/transpose.js\n// module id = 39\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nexport * from './exports';\nimport { Integrations as CoreIntegrations } from '@sentry/core';\nimport { getGlobalObject } from '@sentry/utils';\nimport * as BrowserIntegrations from './integrations';\nimport * as Transports from './transports';\nvar windowIntegrations = {};\n// This block is needed to add compatibility with the integrations packages when used with a CDN\n// tslint:disable: no-unsafe-any\nvar _window = getGlobalObject();\nif (_window.Sentry && _window.Sentry.Integrations) {\n windowIntegrations = _window.Sentry.Integrations;\n}\n// tslint:enable: no-unsafe-any\nvar INTEGRATIONS = tslib_1.__assign({}, windowIntegrations, CoreIntegrations, BrowserIntegrations);\nexport { INTEGRATIONS as Integrations, Transports };\n//# sourceMappingURL=index.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/index.js\n// module id = 40\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { getGlobalObject, isThenable, SyncPromise, timestampWithMs } from '@sentry/utils';\n/**\n * Holds additional event information. {@link Scope.applyToEvent} will be\n * called by the client before an event will be sent.\n */\nvar Scope = /** @class */ (function () {\n function Scope() {\n /** Flag if notifiying is happening. */\n this._notifyingListeners = false;\n /** Callback for client to receive scope changes. */\n this._scopeListeners = [];\n /** Callback list that will be called after {@link applyToEvent}. */\n this._eventProcessors = [];\n /** Array of breadcrumbs. */\n this._breadcrumbs = [];\n /** User */\n this._user = {};\n /** Tags */\n this._tags = {};\n /** Extra */\n this._extra = {};\n /** Contexts */\n this._context = {};\n }\n /**\n * Add internal on change listener. Used for sub SDKs that need to store the scope.\n * @hidden\n */\n Scope.prototype.addScopeListener = function (callback) {\n this._scopeListeners.push(callback);\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.addEventProcessor = function (callback) {\n this._eventProcessors.push(callback);\n return this;\n };\n /**\n * This will be called on every set call.\n */\n Scope.prototype._notifyScopeListeners = function () {\n var _this = this;\n if (!this._notifyingListeners) {\n this._notifyingListeners = true;\n setTimeout(function () {\n _this._scopeListeners.forEach(function (callback) {\n callback(_this);\n });\n _this._notifyingListeners = false;\n });\n }\n };\n /**\n * This will be called after {@link applyToEvent} is finished.\n */\n Scope.prototype._notifyEventProcessors = function (processors, event, hint, index) {\n var _this = this;\n if (index === void 0) { index = 0; }\n return new SyncPromise(function (resolve, reject) {\n var processor = processors[index];\n // tslint:disable-next-line:strict-type-predicates\n if (event === null || typeof processor !== 'function') {\n resolve(event);\n }\n else {\n var result = processor(tslib_1.__assign({}, event), hint);\n if (isThenable(result)) {\n result\n .then(function (final) { return _this._notifyEventProcessors(processors, final, hint, index + 1).then(resolve); })\n .then(null, reject);\n }\n else {\n _this._notifyEventProcessors(processors, result, hint, index + 1)\n .then(resolve)\n .then(null, reject);\n }\n }\n });\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setUser = function (user) {\n this._user = user || {};\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setTags = function (tags) {\n this._tags = tslib_1.__assign({}, this._tags, tags);\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setTag = function (key, value) {\n var _a;\n this._tags = tslib_1.__assign({}, this._tags, (_a = {}, _a[key] = value, _a));\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setExtras = function (extras) {\n this._extra = tslib_1.__assign({}, this._extra, extras);\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setExtra = function (key, extra) {\n var _a;\n this._extra = tslib_1.__assign({}, this._extra, (_a = {}, _a[key] = extra, _a));\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setFingerprint = function (fingerprint) {\n this._fingerprint = fingerprint;\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setLevel = function (level) {\n this._level = level;\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setTransaction = function (transaction) {\n this._transaction = transaction;\n if (this._span) {\n this._span.transaction = transaction;\n }\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setContext = function (key, context) {\n var _a;\n this._context = tslib_1.__assign({}, this._context, (_a = {}, _a[key] = context, _a));\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.setSpan = function (span) {\n this._span = span;\n this._notifyScopeListeners();\n return this;\n };\n /**\n * Internal getter for Span, used in Hub.\n * @hidden\n */\n Scope.prototype.getSpan = function () {\n return this._span;\n };\n /**\n * Inherit values from the parent scope.\n * @param scope to clone.\n */\n Scope.clone = function (scope) {\n var newScope = new Scope();\n if (scope) {\n newScope._breadcrumbs = tslib_1.__spread(scope._breadcrumbs);\n newScope._tags = tslib_1.__assign({}, scope._tags);\n newScope._extra = tslib_1.__assign({}, scope._extra);\n newScope._context = tslib_1.__assign({}, scope._context);\n newScope._user = scope._user;\n newScope._level = scope._level;\n newScope._span = scope._span;\n newScope._transaction = scope._transaction;\n newScope._fingerprint = scope._fingerprint;\n newScope._eventProcessors = tslib_1.__spread(scope._eventProcessors);\n }\n return newScope;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.clear = function () {\n this._breadcrumbs = [];\n this._tags = {};\n this._extra = {};\n this._user = {};\n this._context = {};\n this._level = undefined;\n this._transaction = undefined;\n this._fingerprint = undefined;\n this._span = undefined;\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.addBreadcrumb = function (breadcrumb, maxBreadcrumbs) {\n var mergedBreadcrumb = tslib_1.__assign({ timestamp: timestampWithMs() }, breadcrumb);\n this._breadcrumbs =\n maxBreadcrumbs !== undefined && maxBreadcrumbs >= 0\n ? tslib_1.__spread(this._breadcrumbs, [mergedBreadcrumb]).slice(-maxBreadcrumbs)\n : tslib_1.__spread(this._breadcrumbs, [mergedBreadcrumb]);\n this._notifyScopeListeners();\n return this;\n };\n /**\n * @inheritDoc\n */\n Scope.prototype.clearBreadcrumbs = function () {\n this._breadcrumbs = [];\n this._notifyScopeListeners();\n return this;\n };\n /**\n * Applies fingerprint from the scope to the event if there's one,\n * uses message if there's one instead or get rid of empty fingerprint\n */\n Scope.prototype._applyFingerprint = function (event) {\n // Make sure it's an array first and we actually have something in place\n event.fingerprint = event.fingerprint\n ? Array.isArray(event.fingerprint)\n ? event.fingerprint\n : [event.fingerprint]\n : [];\n // If we have something on the scope, then merge it with event\n if (this._fingerprint) {\n event.fingerprint = event.fingerprint.concat(this._fingerprint);\n }\n // If we have no data at all, remove empty array default\n if (event.fingerprint && !event.fingerprint.length) {\n delete event.fingerprint;\n }\n };\n /**\n * Applies the current context and fingerprint to the event.\n * Note that breadcrumbs will be added by the client.\n * Also if the event has already breadcrumbs on it, we do not merge them.\n * @param event Event\n * @param hint May contain additional informartion about the original exception.\n * @hidden\n */\n Scope.prototype.applyToEvent = function (event, hint) {\n if (this._extra && Object.keys(this._extra).length) {\n event.extra = tslib_1.__assign({}, this._extra, event.extra);\n }\n if (this._tags && Object.keys(this._tags).length) {\n event.tags = tslib_1.__assign({}, this._tags, event.tags);\n }\n if (this._user && Object.keys(this._user).length) {\n event.user = tslib_1.__assign({}, this._user, event.user);\n }\n if (this._context && Object.keys(this._context).length) {\n event.contexts = tslib_1.__assign({}, this._context, event.contexts);\n }\n if (this._level) {\n event.level = this._level;\n }\n if (this._transaction) {\n event.transaction = this._transaction;\n }\n if (this._span) {\n event.contexts = tslib_1.__assign({ trace: this._span.getTraceContext() }, event.contexts);\n }\n this._applyFingerprint(event);\n event.breadcrumbs = tslib_1.__spread((event.breadcrumbs || []), this._breadcrumbs);\n event.breadcrumbs = event.breadcrumbs.length > 0 ? event.breadcrumbs : undefined;\n return this._notifyEventProcessors(tslib_1.__spread(getGlobalEventProcessors(), this._eventProcessors), event, hint);\n };\n return Scope;\n}());\nexport { Scope };\n/**\n * Retruns the global event processors.\n */\nfunction getGlobalEventProcessors() {\n var global = getGlobalObject();\n global.__SENTRY__ = global.__SENTRY__ || {};\n global.__SENTRY__.globalEventProcessors = global.__SENTRY__.globalEventProcessors || [];\n return global.__SENTRY__.globalEventProcessors;\n}\n/**\n * Add a EventProcessor to be kept globally.\n * @param callback EventProcessor to add\n */\nexport function addGlobalEventProcessor(callback) {\n getGlobalEventProcessors().push(callback);\n}\n//# sourceMappingURL=scope.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/hub/esm/scope.js\n// module id = 41\n// module chunks = 0","// tslint:disable:no-unsafe-any\n/**\n * Memo class used for decycle json objects. Uses WeakSet if available otherwise array.\n */\nvar Memo = /** @class */ (function () {\n function Memo() {\n // tslint:disable-next-line\n this._hasWeakSet = typeof WeakSet === 'function';\n this._inner = this._hasWeakSet ? new WeakSet() : [];\n }\n /**\n * Sets obj to remember.\n * @param obj Object to remember\n */\n Memo.prototype.memoize = function (obj) {\n if (this._hasWeakSet) {\n if (this._inner.has(obj)) {\n return true;\n }\n this._inner.add(obj);\n return false;\n }\n // tslint:disable-next-line:prefer-for-of\n for (var i = 0; i < this._inner.length; i++) {\n var value = this._inner[i];\n if (value === obj) {\n return true;\n }\n }\n this._inner.push(obj);\n return false;\n };\n /**\n * Removes object from internal storage.\n * @param obj Object to forget\n */\n Memo.prototype.unmemoize = function (obj) {\n if (this._hasWeakSet) {\n this._inner.delete(obj);\n }\n else {\n for (var i = 0; i < this._inner.length; i++) {\n if (this._inner[i] === obj) {\n this._inner.splice(i, 1);\n break;\n }\n }\n }\n };\n return Memo;\n}());\nexport { Memo };\n//# sourceMappingURL=memo.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/memo.js\n// module id = 42\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { isElement, isError, isEvent, isInstanceOf, isPlainObject, isPrimitive, isSyntheticEvent } from './is';\nimport { Memo } from './memo';\nimport { getFunctionName, htmlTreeAsString } from './misc';\nimport { truncate } from './string';\n/**\n * Wrap a given object method with a higher-order function\n *\n * @param source An object that contains a method to be wrapped.\n * @param name A name of method to be wrapped.\n * @param replacement A function that should be used to wrap a given method.\n * @returns void\n */\nexport function fill(source, name, replacement) {\n if (!(name in source)) {\n return;\n }\n var original = source[name];\n var wrapped = replacement(original);\n // Make sure it's a function first, as we need to attach an empty prototype for `defineProperties` to work\n // otherwise it'll throw \"TypeError: Object.defineProperties called on non-object\"\n // tslint:disable-next-line:strict-type-predicates\n if (typeof wrapped === 'function') {\n try {\n wrapped.prototype = wrapped.prototype || {};\n Object.defineProperties(wrapped, {\n __sentry_original__: {\n enumerable: false,\n value: original,\n },\n });\n }\n catch (_Oo) {\n // This can throw if multiple fill happens on a global object like XMLHttpRequest\n // Fixes https://github.com/getsentry/sentry-javascript/issues/2043\n }\n }\n source[name] = wrapped;\n}\n/**\n * Encodes given object into url-friendly format\n *\n * @param object An object that contains serializable values\n * @returns string Encoded\n */\nexport function urlEncode(object) {\n return Object.keys(object)\n .map(\n // tslint:disable-next-line:no-unsafe-any\n function (key) { return encodeURIComponent(key) + \"=\" + encodeURIComponent(object[key]); })\n .join('&');\n}\n/**\n * Transforms any object into an object literal with all it's attributes\n * attached to it.\n *\n * @param value Initial source that we have to transform in order to be usable by the serializer\n */\nfunction getWalkSource(value) {\n if (isError(value)) {\n var error = value;\n var err = {\n message: error.message,\n name: error.name,\n stack: error.stack,\n };\n for (var i in error) {\n if (Object.prototype.hasOwnProperty.call(error, i)) {\n err[i] = error[i];\n }\n }\n return err;\n }\n if (isEvent(value)) {\n var event_1 = value;\n var source = {};\n source.type = event_1.type;\n // Accessing event.target can throw (see getsentry/raven-js#838, #768)\n try {\n source.target = isElement(event_1.target)\n ? htmlTreeAsString(event_1.target)\n : Object.prototype.toString.call(event_1.target);\n }\n catch (_oO) {\n source.target = '';\n }\n try {\n source.currentTarget = isElement(event_1.currentTarget)\n ? htmlTreeAsString(event_1.currentTarget)\n : Object.prototype.toString.call(event_1.currentTarget);\n }\n catch (_oO) {\n source.currentTarget = '';\n }\n // tslint:disable-next-line:strict-type-predicates\n if (typeof CustomEvent !== 'undefined' && isInstanceOf(value, CustomEvent)) {\n source.detail = event_1.detail;\n }\n for (var i in event_1) {\n if (Object.prototype.hasOwnProperty.call(event_1, i)) {\n source[i] = event_1;\n }\n }\n return source;\n }\n return value;\n}\n/** Calculates bytes size of input string */\nfunction utf8Length(value) {\n // tslint:disable-next-line:no-bitwise\n return ~-encodeURI(value).split(/%..|./).length;\n}\n/** Calculates bytes size of input object */\nfunction jsonSize(value) {\n return utf8Length(JSON.stringify(value));\n}\n/** JSDoc */\nexport function normalizeToSize(object, \n// Default Node.js REPL depth\ndepth, \n// 100kB, as 200kB is max payload size, so half sounds reasonable\nmaxSize) {\n if (depth === void 0) { depth = 3; }\n if (maxSize === void 0) { maxSize = 100 * 1024; }\n var serialized = normalize(object, depth);\n if (jsonSize(serialized) > maxSize) {\n return normalizeToSize(object, depth - 1, maxSize);\n }\n return serialized;\n}\n/** Transforms any input value into a string form, either primitive value or a type of the input */\nfunction serializeValue(value) {\n var type = Object.prototype.toString.call(value);\n // Node.js REPL notation\n if (typeof value === 'string') {\n return value;\n }\n if (type === '[object Object]') {\n return '[Object]';\n }\n if (type === '[object Array]') {\n return '[Array]';\n }\n var normalized = normalizeValue(value);\n return isPrimitive(normalized) ? normalized : type;\n}\n/**\n * normalizeValue()\n *\n * Takes unserializable input and make it serializable friendly\n *\n * - translates undefined/NaN values to \"[undefined]\"/\"[NaN]\" respectively,\n * - serializes Error objects\n * - filter global objects\n */\n// tslint:disable-next-line:cyclomatic-complexity\nfunction normalizeValue(value, key) {\n if (key === 'domain' && value && typeof value === 'object' && value._events) {\n return '[Domain]';\n }\n if (key === 'domainEmitter') {\n return '[DomainEmitter]';\n }\n if (typeof global !== 'undefined' && value === global) {\n return '[Global]';\n }\n if (typeof window !== 'undefined' && value === window) {\n return '[Window]';\n }\n if (typeof document !== 'undefined' && value === document) {\n return '[Document]';\n }\n // React's SyntheticEvent thingy\n if (isSyntheticEvent(value)) {\n return '[SyntheticEvent]';\n }\n // tslint:disable-next-line:no-tautology-expression\n if (typeof value === 'number' && value !== value) {\n return '[NaN]';\n }\n if (value === void 0) {\n return '[undefined]';\n }\n if (typeof value === 'function') {\n return \"[Function: \" + getFunctionName(value) + \"]\";\n }\n return value;\n}\n/**\n * Walks an object to perform a normalization on it\n *\n * @param key of object that's walked in current iteration\n * @param value object to be walked\n * @param depth Optional number indicating how deep should walking be performed\n * @param memo Optional Memo class handling decycling\n */\nexport function walk(key, value, depth, memo) {\n if (depth === void 0) { depth = +Infinity; }\n if (memo === void 0) { memo = new Memo(); }\n // If we reach the maximum depth, serialize whatever has left\n if (depth === 0) {\n return serializeValue(value);\n }\n // If value implements `toJSON` method, call it and return early\n // tslint:disable:no-unsafe-any\n if (value !== null && value !== undefined && typeof value.toJSON === 'function') {\n return value.toJSON();\n }\n // tslint:enable:no-unsafe-any\n // If normalized value is a primitive, there are no branches left to walk, so we can just bail out, as theres no point in going down that branch any further\n var normalized = normalizeValue(value, key);\n if (isPrimitive(normalized)) {\n return normalized;\n }\n // Create source that we will use for next itterations, either objectified error object (Error type with extracted keys:value pairs) or the input itself\n var source = getWalkSource(value);\n // Create an accumulator that will act as a parent for all future itterations of that branch\n var acc = Array.isArray(value) ? [] : {};\n // If we already walked that branch, bail out, as it's circular reference\n if (memo.memoize(value)) {\n return '[Circular ~]';\n }\n // Walk all keys of the source\n for (var innerKey in source) {\n // Avoid iterating over fields in the prototype if they've somehow been exposed to enumeration.\n if (!Object.prototype.hasOwnProperty.call(source, innerKey)) {\n continue;\n }\n // Recursively walk through all the child nodes\n acc[innerKey] = walk(innerKey, source[innerKey], depth - 1, memo);\n }\n // Once walked through all the branches, remove the parent from memo storage\n memo.unmemoize(value);\n // Return accumulated values\n return acc;\n}\n/**\n * normalize()\n *\n * - Creates a copy to prevent original input mutation\n * - Skip non-enumerablers\n * - Calls `toJSON` if implemented\n * - Removes circular references\n * - Translates non-serializeable values (undefined/NaN/Functions) to serializable format\n * - Translates known global objects/Classes to a string representations\n * - Takes care of Error objects serialization\n * - Optionally limit depth of final output\n */\nexport function normalize(input, depth) {\n try {\n // tslint:disable-next-line:no-unsafe-any\n return JSON.parse(JSON.stringify(input, function (key, value) { return walk(key, value, depth); }));\n }\n catch (_oO) {\n return '**non-serializable**';\n }\n}\n/**\n * Given any captured exception, extract its keys and create a sorted\n * and truncated list that will be used inside the event message.\n * eg. `Non-error exception captured with keys: foo, bar, baz`\n */\nexport function extractExceptionKeysForMessage(exception, maxLength) {\n if (maxLength === void 0) { maxLength = 40; }\n // tslint:disable:strict-type-predicates\n var keys = Object.keys(getWalkSource(exception));\n keys.sort();\n if (!keys.length) {\n return '[object has no keys]';\n }\n if (keys[0].length >= maxLength) {\n return truncate(keys[0], maxLength);\n }\n for (var includedKeys = keys.length; includedKeys > 0; includedKeys--) {\n var serialized = keys.slice(0, includedKeys).join(', ');\n if (serialized.length > maxLength) {\n continue;\n }\n if (includedKeys === keys.length) {\n return serialized;\n }\n return truncate(serialized, maxLength);\n }\n return '';\n}\n/**\n * Given any object, return the new object with removed keys that value was `undefined`.\n * Works recursively on objects and arrays.\n */\nexport function dropUndefinedKeys(val) {\n var e_1, _a;\n if (isPlainObject(val)) {\n var obj = val;\n var rv = {};\n try {\n for (var _b = tslib_1.__values(Object.keys(obj)), _c = _b.next(); !_c.done; _c = _b.next()) {\n var key = _c.value;\n if (typeof obj[key] !== 'undefined') {\n rv[key] = dropUndefinedKeys(obj[key]);\n }\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (_c && !_c.done && (_a = _b.return)) _a.call(_b);\n }\n finally { if (e_1) throw e_1.error; }\n }\n return rv;\n }\n if (Array.isArray(val)) {\n return val.map(dropUndefinedKeys);\n }\n return val;\n}\n//# sourceMappingURL=object.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/object.js\n// module id = 43\n// module chunks = 0","import { isThenable } from './is';\n/** SyncPromise internal states */\nvar States;\n(function (States) {\n /** Pending */\n States[\"PENDING\"] = \"PENDING\";\n /** Resolved / OK */\n States[\"RESOLVED\"] = \"RESOLVED\";\n /** Rejected / Error */\n States[\"REJECTED\"] = \"REJECTED\";\n})(States || (States = {}));\n/**\n * Thenable class that behaves like a Promise and follows it's interface\n * but is not async internally\n */\nvar SyncPromise = /** @class */ (function () {\n function SyncPromise(executor) {\n var _this = this;\n this._state = States.PENDING;\n this._handlers = [];\n /** JSDoc */\n this._resolve = function (value) {\n _this._setResult(States.RESOLVED, value);\n };\n /** JSDoc */\n this._reject = function (reason) {\n _this._setResult(States.REJECTED, reason);\n };\n /** JSDoc */\n this._setResult = function (state, value) {\n if (_this._state !== States.PENDING) {\n return;\n }\n if (isThenable(value)) {\n value.then(_this._resolve, _this._reject);\n return;\n }\n _this._state = state;\n _this._value = value;\n _this._executeHandlers();\n };\n // TODO: FIXME\n /** JSDoc */\n this._attachHandler = function (handler) {\n _this._handlers = _this._handlers.concat(handler);\n _this._executeHandlers();\n };\n /** JSDoc */\n this._executeHandlers = function () {\n if (_this._state === States.PENDING) {\n return;\n }\n var cachedHandlers = _this._handlers.slice();\n _this._handlers = [];\n cachedHandlers.forEach(function (handler) {\n if (handler.done) {\n return;\n }\n if (_this._state === States.RESOLVED) {\n if (handler.onfulfilled) {\n handler.onfulfilled(_this._value);\n }\n }\n if (_this._state === States.REJECTED) {\n if (handler.onrejected) {\n handler.onrejected(_this._value);\n }\n }\n handler.done = true;\n });\n };\n try {\n executor(this._resolve, this._reject);\n }\n catch (e) {\n this._reject(e);\n }\n }\n /** JSDoc */\n SyncPromise.prototype.toString = function () {\n return '[object SyncPromise]';\n };\n /** JSDoc */\n SyncPromise.resolve = function (value) {\n return new SyncPromise(function (resolve) {\n resolve(value);\n });\n };\n /** JSDoc */\n SyncPromise.reject = function (reason) {\n return new SyncPromise(function (_, reject) {\n reject(reason);\n });\n };\n /** JSDoc */\n SyncPromise.all = function (collection) {\n return new SyncPromise(function (resolve, reject) {\n if (!Array.isArray(collection)) {\n reject(new TypeError(\"Promise.all requires an array as input.\"));\n return;\n }\n if (collection.length === 0) {\n resolve([]);\n return;\n }\n var counter = collection.length;\n var resolvedCollection = [];\n collection.forEach(function (item, index) {\n SyncPromise.resolve(item)\n .then(function (value) {\n resolvedCollection[index] = value;\n counter -= 1;\n if (counter !== 0) {\n return;\n }\n resolve(resolvedCollection);\n })\n .then(null, reject);\n });\n });\n };\n /** JSDoc */\n SyncPromise.prototype.then = function (onfulfilled, onrejected) {\n var _this = this;\n return new SyncPromise(function (resolve, reject) {\n _this._attachHandler({\n done: false,\n onfulfilled: function (result) {\n if (!onfulfilled) {\n // TODO: ¯\\_(ツ)_/¯\n // TODO: FIXME\n resolve(result);\n return;\n }\n try {\n resolve(onfulfilled(result));\n return;\n }\n catch (e) {\n reject(e);\n return;\n }\n },\n onrejected: function (reason) {\n if (!onrejected) {\n reject(reason);\n return;\n }\n try {\n resolve(onrejected(reason));\n return;\n }\n catch (e) {\n reject(e);\n return;\n }\n },\n });\n });\n };\n /** JSDoc */\n SyncPromise.prototype.catch = function (onrejected) {\n return this.then(function (val) { return val; }, onrejected);\n };\n /** JSDoc */\n SyncPromise.prototype.finally = function (onfinally) {\n var _this = this;\n return new SyncPromise(function (resolve, reject) {\n var val;\n var isRejected;\n return _this.then(function (value) {\n isRejected = false;\n val = value;\n if (onfinally) {\n onfinally();\n }\n }, function (reason) {\n isRejected = true;\n val = reason;\n if (onfinally) {\n onfinally();\n }\n }).then(function () {\n if (isRejected) {\n reject(val);\n return;\n }\n resolve(val);\n });\n });\n };\n return SyncPromise;\n}());\nexport { SyncPromise };\n//# sourceMappingURL=syncpromise.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/syncpromise.js\n// module id = 44\n// module chunks = 0","import { logger } from './logger';\nimport { getGlobalObject } from './misc';\n/**\n * Tells whether current environment supports ErrorEvent objects\n * {@link supportsErrorEvent}.\n *\n * @returns Answer to the given question.\n */\nexport function supportsErrorEvent() {\n try {\n // tslint:disable:no-unused-expression\n new ErrorEvent('');\n return true;\n }\n catch (e) {\n return false;\n }\n}\n/**\n * Tells whether current environment supports DOMError objects\n * {@link supportsDOMError}.\n *\n * @returns Answer to the given question.\n */\nexport function supportsDOMError() {\n try {\n // It really needs 1 argument, not 0.\n // Chrome: VM89:1 Uncaught TypeError: Failed to construct 'DOMError':\n // 1 argument required, but only 0 present.\n // @ts-ignore\n // tslint:disable:no-unused-expression\n new DOMError('');\n return true;\n }\n catch (e) {\n return false;\n }\n}\n/**\n * Tells whether current environment supports DOMException objects\n * {@link supportsDOMException}.\n *\n * @returns Answer to the given question.\n */\nexport function supportsDOMException() {\n try {\n // tslint:disable:no-unused-expression\n new DOMException('');\n return true;\n }\n catch (e) {\n return false;\n }\n}\n/**\n * Tells whether current environment supports Fetch API\n * {@link supportsFetch}.\n *\n * @returns Answer to the given question.\n */\nexport function supportsFetch() {\n if (!('fetch' in getGlobalObject())) {\n return false;\n }\n try {\n // tslint:disable-next-line:no-unused-expression\n new Headers();\n // tslint:disable-next-line:no-unused-expression\n new Request('');\n // tslint:disable-next-line:no-unused-expression\n new Response();\n return true;\n }\n catch (e) {\n return false;\n }\n}\n/**\n * isNativeFetch checks if the given function is a native implementation of fetch()\n */\nfunction isNativeFetch(func) {\n return func && /^function fetch\\(\\)\\s+\\{\\s+\\[native code\\]\\s+\\}$/.test(func.toString());\n}\n/**\n * Tells whether current environment supports Fetch API natively\n * {@link supportsNativeFetch}.\n *\n * @returns true if `window.fetch` is natively implemented, false otherwise\n */\nexport function supportsNativeFetch() {\n if (!supportsFetch()) {\n return false;\n }\n var global = getGlobalObject();\n // Fast path to avoid DOM I/O\n // tslint:disable-next-line:no-unbound-method\n if (isNativeFetch(global.fetch)) {\n return true;\n }\n // window.fetch is implemented, but is polyfilled or already wrapped (e.g: by a chrome extension)\n // so create a \"pure\" iframe to see if that has native fetch\n var result = false;\n var doc = global.document;\n // tslint:disable-next-line:no-unbound-method deprecation\n if (doc && typeof doc.createElement === \"function\") {\n try {\n var sandbox = doc.createElement('iframe');\n sandbox.hidden = true;\n doc.head.appendChild(sandbox);\n if (sandbox.contentWindow && sandbox.contentWindow.fetch) {\n // tslint:disable-next-line:no-unbound-method\n result = isNativeFetch(sandbox.contentWindow.fetch);\n }\n doc.head.removeChild(sandbox);\n }\n catch (err) {\n logger.warn('Could not create sandbox iframe for pure fetch check, bailing to window.fetch: ', err);\n }\n }\n return result;\n}\n/**\n * Tells whether current environment supports ReportingObserver API\n * {@link supportsReportingObserver}.\n *\n * @returns Answer to the given question.\n */\nexport function supportsReportingObserver() {\n // tslint:disable-next-line: no-unsafe-any\n return 'ReportingObserver' in getGlobalObject();\n}\n/**\n * Tells whether current environment supports Referrer Policy API\n * {@link supportsReferrerPolicy}.\n *\n * @returns Answer to the given question.\n */\nexport function supportsReferrerPolicy() {\n // Despite all stars in the sky saying that Edge supports old draft syntax, aka 'never', 'always', 'origin' and 'default\n // https://caniuse.com/#feat=referrer-policy\n // It doesn't. And it throw exception instead of ignoring this parameter...\n // REF: https://github.com/getsentry/raven-js/issues/1233\n if (!supportsFetch()) {\n return false;\n }\n try {\n // tslint:disable:no-unused-expression\n new Request('_', {\n referrerPolicy: 'origin',\n });\n return true;\n }\n catch (e) {\n return false;\n }\n}\n/**\n * Tells whether current environment supports History API\n * {@link supportsHistory}.\n *\n * @returns Answer to the given question.\n */\nexport function supportsHistory() {\n // NOTE: in Chrome App environment, touching history.pushState, *even inside\n // a try/catch block*, will cause Chrome to output an error to console.error\n // borrowed from: https://github.com/angular/angular.js/pull/13945/files\n var global = getGlobalObject();\n var chrome = global.chrome;\n // tslint:disable-next-line:no-unsafe-any\n var isChromePackagedApp = chrome && chrome.app && chrome.app.runtime;\n var hasHistoryApi = 'history' in global && !!global.history.pushState && !!global.history.replaceState;\n return !isChromePackagedApp && hasHistoryApi;\n}\n//# sourceMappingURL=supports.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/supports.js\n// module id = 45\n// module chunks = 0","import { Status } from '@sentry/types';\nimport { SyncPromise } from '@sentry/utils';\n/** Noop transport */\nvar NoopTransport = /** @class */ (function () {\n function NoopTransport() {\n }\n /**\n * @inheritDoc\n */\n NoopTransport.prototype.sendEvent = function (_) {\n return SyncPromise.resolve({\n reason: \"NoopTransport: Event has been skipped because no Dsn is configured.\",\n status: Status.Skipped,\n });\n };\n /**\n * @inheritDoc\n */\n NoopTransport.prototype.close = function (_) {\n return SyncPromise.resolve(true);\n };\n return NoopTransport;\n}());\nexport { NoopTransport };\n//# sourceMappingURL=noop.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/transports/noop.js\n// module id = 46\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { API, BaseClient } from '@sentry/core';\nimport { getGlobalObject, logger } from '@sentry/utils';\nimport { BrowserBackend } from './backend';\nimport { SDK_NAME, SDK_VERSION } from './version';\n/**\n * The Sentry Browser SDK Client.\n *\n * @see BrowserOptions for documentation on configuration options.\n * @see SentryClient for usage documentation.\n */\nvar BrowserClient = /** @class */ (function (_super) {\n tslib_1.__extends(BrowserClient, _super);\n /**\n * Creates a new Browser SDK instance.\n *\n * @param options Configuration options for this SDK.\n */\n function BrowserClient(options) {\n if (options === void 0) { options = {}; }\n return _super.call(this, BrowserBackend, options) || this;\n }\n /**\n * @inheritDoc\n */\n BrowserClient.prototype._prepareEvent = function (event, scope, hint) {\n event.platform = event.platform || 'javascript';\n event.sdk = tslib_1.__assign({}, event.sdk, { name: SDK_NAME, packages: tslib_1.__spread(((event.sdk && event.sdk.packages) || []), [\n {\n name: 'npm:@sentry/browser',\n version: SDK_VERSION,\n },\n ]), version: SDK_VERSION });\n return _super.prototype._prepareEvent.call(this, event, scope, hint);\n };\n /**\n * Show a report dialog to the user to send feedback to a specific event.\n *\n * @param options Set individual options for the dialog\n */\n BrowserClient.prototype.showReportDialog = function (options) {\n if (options === void 0) { options = {}; }\n // doesn't work without a document (React Native)\n var document = getGlobalObject().document;\n if (!document) {\n return;\n }\n if (!this._isEnabled()) {\n logger.error('Trying to call showReportDialog with Sentry Client is disabled');\n return;\n }\n var dsn = options.dsn || this.getDsn();\n if (!options.eventId) {\n logger.error('Missing `eventId` option in showReportDialog call');\n return;\n }\n if (!dsn) {\n logger.error('Missing `Dsn` option in showReportDialog call');\n return;\n }\n var script = document.createElement('script');\n script.async = true;\n script.src = new API(dsn).getReportDialogEndpoint(options);\n if (options.onLoad) {\n script.onload = options.onLoad;\n }\n (document.head || document.body).appendChild(script);\n };\n return BrowserClient;\n}(BaseClient));\nexport { BrowserClient };\n//# sourceMappingURL=client.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/client.js\n// module id = 47\n// module chunks = 0","import { addExceptionMechanism, addExceptionTypeValue, isDOMError, isDOMException, isError, isErrorEvent, isEvent, isPlainObject, } from '@sentry/utils';\nimport { eventFromPlainObject, eventFromStacktrace, prepareFramesForEvent } from './parsers';\nimport { computeStackTrace } from './tracekit';\n/** JSDoc */\nexport function eventFromUnknownInput(exception, syntheticException, options) {\n if (options === void 0) { options = {}; }\n var event;\n if (isErrorEvent(exception) && exception.error) {\n // If it is an ErrorEvent with `error` property, extract it to get actual Error\n var errorEvent = exception;\n exception = errorEvent.error; // tslint:disable-line:no-parameter-reassignment\n event = eventFromStacktrace(computeStackTrace(exception));\n return event;\n }\n if (isDOMError(exception) || isDOMException(exception)) {\n // If it is a DOMError or DOMException (which are legacy APIs, but still supported in some browsers)\n // then we just extract the name and message, as they don't provide anything else\n // https://developer.mozilla.org/en-US/docs/Web/API/DOMError\n // https://developer.mozilla.org/en-US/docs/Web/API/DOMException\n var domException = exception;\n var name_1 = domException.name || (isDOMError(domException) ? 'DOMError' : 'DOMException');\n var message = domException.message ? name_1 + \": \" + domException.message : name_1;\n event = eventFromString(message, syntheticException, options);\n addExceptionTypeValue(event, message);\n return event;\n }\n if (isError(exception)) {\n // we have a real Error object, do nothing\n event = eventFromStacktrace(computeStackTrace(exception));\n return event;\n }\n if (isPlainObject(exception) || isEvent(exception)) {\n // If it is plain Object or Event, serialize it manually and extract options\n // This will allow us to group events based on top-level keys\n // which is much better than creating new group when any key/value change\n var objectException = exception;\n event = eventFromPlainObject(objectException, syntheticException, options.rejection);\n addExceptionMechanism(event, {\n synthetic: true,\n });\n return event;\n }\n // If none of previous checks were valid, then it means that it's not:\n // - an instance of DOMError\n // - an instance of DOMException\n // - an instance of Event\n // - an instance of Error\n // - a valid ErrorEvent (one with an error property)\n // - a plain Object\n //\n // So bail out and capture it as a simple message:\n event = eventFromString(exception, syntheticException, options);\n addExceptionTypeValue(event, \"\" + exception, undefined);\n addExceptionMechanism(event, {\n synthetic: true,\n });\n return event;\n}\n// this._options.attachStacktrace\n/** JSDoc */\nexport function eventFromString(input, syntheticException, options) {\n if (options === void 0) { options = {}; }\n var event = {\n message: input,\n };\n if (options.attachStacktrace && syntheticException) {\n var stacktrace = computeStackTrace(syntheticException);\n var frames_1 = prepareFramesForEvent(stacktrace.stack);\n event.stacktrace = {\n frames: frames_1,\n };\n }\n return event;\n}\n//# sourceMappingURL=eventbuilder.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/eventbuilder.js\n// module id = 48\n// module chunks = 0","import { extractExceptionKeysForMessage, isEvent, normalizeToSize } from '@sentry/utils';\nimport { computeStackTrace } from './tracekit';\nvar STACKTRACE_LIMIT = 50;\n/**\n * This function creates an exception from an TraceKitStackTrace\n * @param stacktrace TraceKitStackTrace that will be converted to an exception\n * @hidden\n */\nexport function exceptionFromStacktrace(stacktrace) {\n var frames = prepareFramesForEvent(stacktrace.stack);\n var exception = {\n type: stacktrace.name,\n value: stacktrace.message,\n };\n if (frames && frames.length) {\n exception.stacktrace = { frames: frames };\n }\n // tslint:disable-next-line:strict-type-predicates\n if (exception.type === undefined && exception.value === '') {\n exception.value = 'Unrecoverable error caught';\n }\n return exception;\n}\n/**\n * @hidden\n */\nexport function eventFromPlainObject(exception, syntheticException, rejection) {\n var event = {\n exception: {\n values: [\n {\n type: isEvent(exception) ? exception.constructor.name : rejection ? 'UnhandledRejection' : 'Error',\n value: \"Non-Error \" + (rejection ? 'promise rejection' : 'exception') + \" captured with keys: \" + extractExceptionKeysForMessage(exception),\n },\n ],\n },\n extra: {\n __serialized__: normalizeToSize(exception),\n },\n };\n if (syntheticException) {\n var stacktrace = computeStackTrace(syntheticException);\n var frames_1 = prepareFramesForEvent(stacktrace.stack);\n event.stacktrace = {\n frames: frames_1,\n };\n }\n return event;\n}\n/**\n * @hidden\n */\nexport function eventFromStacktrace(stacktrace) {\n var exception = exceptionFromStacktrace(stacktrace);\n return {\n exception: {\n values: [exception],\n },\n };\n}\n/**\n * @hidden\n */\nexport function prepareFramesForEvent(stack) {\n if (!stack || !stack.length) {\n return [];\n }\n var localStack = stack;\n var firstFrameFunction = localStack[0].func || '';\n var lastFrameFunction = localStack[localStack.length - 1].func || '';\n // If stack starts with one of our API calls, remove it (starts, meaning it's the top of the stack - aka last call)\n if (firstFrameFunction.indexOf('captureMessage') !== -1 || firstFrameFunction.indexOf('captureException') !== -1) {\n localStack = localStack.slice(1);\n }\n // If stack ends with one of our internal API calls, remove it (ends, meaning it's the bottom of the stack - aka top-most call)\n if (lastFrameFunction.indexOf('sentryWrapped') !== -1) {\n localStack = localStack.slice(0, -1);\n }\n // The frame where the crash happened, should be the last entry in the array\n return localStack\n .map(function (frame) { return ({\n colno: frame.column === null ? undefined : frame.column,\n filename: frame.url || localStack[0].url,\n function: frame.func || '?',\n in_app: true,\n lineno: frame.line === null ? undefined : frame.line,\n }); })\n .slice(0, STACKTRACE_LIMIT)\n .reverse();\n}\n//# sourceMappingURL=parsers.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/parsers.js\n// module id = 49\n// module chunks = 0","export { BaseTransport } from './base';\nexport { FetchTransport } from './fetch';\nexport { XHRTransport } from './xhr';\n//# sourceMappingURL=index.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/transports/index.js\n// module id = 50\n// module chunks = 0","export var SDK_NAME = 'sentry.javascript.browser';\nexport var SDK_VERSION = '5.15.4';\n//# sourceMappingURL=version.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/version.js\n// module id = 51\n// module chunks = 0","export { GlobalHandlers } from './globalhandlers';\nexport { TryCatch } from './trycatch';\nexport { Breadcrumbs } from './breadcrumbs';\nexport { LinkedErrors } from './linkederrors';\nexport { UserAgent } from './useragent';\n//# sourceMappingURL=index.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/integrations/index.js\n// module id = 52\n// module chunks = 0","import {Application} from './Application';\n\nconst app = new Application();\nwindow['Application'] = app;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/main.js\n// module id = 53\n// module chunks = 0","import * as THREE from 'three';\nimport { Globe } from './Globe';\n\nimport cameraControlsFactory from './CameraControls';\n\nconst CameraControls = cameraControlsFactory(THREE);\n\nimport 'gsap';\nimport 'gsap/TweenLite';\nimport 'gsap/TweenMax';\nimport 'gsap/TimelineMax';\n\nimport { Utils } from \"./Utils\";\nimport { AssetsManager } from \"./Manager/AssetsManager\";\nimport { PerformanceManager } from \"./Manager/PerformanceManager\";\nimport { VTiltShiftShader } from \"./PostProcessing/VTiltShiftShader\";\nimport { RGBShiftShader } from \"./PostProcessing/RGBShiftShader\";\nimport { FXAAShader } from \"./PostProcessing/FXAAShader\";\n\nimport { CopyShader, RenderPass, ShaderPass } from \"three-effectcomposer-es6\";\nimport EffectComposer from 'three-effectcomposer-es6';\nimport * as Sentry from \"@sentry/browser\";\n\n\n/**\n * import application config file\n */\nconst ApplicationConfig = require('!js-yaml-loader!./config.yaml');\n\nexport class Application {\n\n\n constructor() {\n // Init sentry.io\n Sentry.init({ dsn: 'https://853d5c4c09e5421e8da4b120f21bd57d@o312223.ingest.sentry.io/5193404' });\n\n this.backboneButton = document.getElementById('backbone_toggle');\n this.performanceProfile = PerformanceManager.classify();\n this.classification = this.performanceProfile.profile;\n\n if (this.performanceProfile.indicators.isMobile) {\n if (this.classification === 'high') {\n this.classification = 'mid';\n }\n }\n\n if (ApplicationConfig.forceProfile) {\n if (console) {\n console.warn('Forced Classification:', ApplicationConfig.forceProfile);\n }\n this.classification = ApplicationConfig.forceProfile;\n }\n\n\n // handle files to download\n this.assetsManager = new AssetsManager(ApplicationConfig, this.classification);\n this.clock = new THREE.Clock();\n this.clock.start();\n }\n\n setupOptions() {\n\n\n\n let options = this.assetsManager.getApplicationOptions();\n\n // inject options from config file\n for (let option in options) {\n this[option] = options[option];\n }\n\n\n\n this.zeroVector = new THREE.Vector3(0, 0, 0);\n this.animation = false;\n this.size = false;\n\n this.defaultMaxPolarAngle = THREE.Math.degToRad(this.maxPolarAngleDegrees);\n this.defaultMinPolarAngle = THREE.Math.degToRad(this.minPolarAngleDegrees);\n this.europeMaxDistance = 30;\n\n\n this.cameraOptions = {\n locked: true,\n minDistance: 5,\n maxDistance: 200,\n dampingFactor: .063,\n draggingDampingFactor: .035,\n mouseWheelDisabled: false,\n zoomSpeed: 0.15,\n maxPolarAngle: this.defaultMaxPolarAngle, // limit vertical camera rotation\n minPolarAngle: this.defaultMinPolarAngle // limit vertical camera rotation\n };\n\n this.options = {\n pixelRatio: () => {\n return window.devicePixelRatio ? window.devicePixelRatio : 1;\n },\n canvasContainer: document.getElementById('globe'),\n screen: () => {\n return new THREE.Vector2(window.innerWidth, window.innerHeight);\n }\n };\n }\n\n /**\n *\n * @param id\n * @returns {*}\n */\n getAsset(id) {\n return this.assetsManager.getAsset(id);\n }\n\n /**\n *\n * @returns {boolean|THREE.Vector2}\n */\n getSize() {\n let factor = 1;\n this.size = new THREE.Vector2(this.options.screen().x * factor, this.options.screen().y * factor);\n return this.size;\n }\n\n onSetupComplete(callbackFunction) {\n this.onSetupCompleteFn = callbackFunction;\n }\n\n\n update() {\n\n if (this.controls) {\n this.controls.update(this.clock.getDelta());\n }\n\n if (this.camera) {\n this.distanceFactor = this.camera.position.distanceToSquared(this.zeroVector) - 100;\n }\n\n if (this.globe) {\n this.globe.update(this);\n }\n\n if (this.renderer && !this.usePostProcessing) {\n this.renderer.render(this.scene, this.camera);\n } else {\n\n if (this.composer) {\n this.composer.render(this.clock.getDelta());\n }\n\n }\n\n\n }\n\n\n static removePreLoader() {\n document.getElementById('preloader').remove();\n }\n\n\n run() {\n\n const progressContainer = document.getElementsByClassName('progress-value')[0];\n this.assetsManager.onUpdate((e) => {\n let percentage = e.loaded * 100;\n progressContainer.innerText = parseInt(percentage) + '%';\n });\n\n this.assetsManager.onComplete(() => {\n\n Application.removePreLoader();\n\n this.setupOptions();\n this.createScene();\n this.createCamera();\n this.createActors();\n\n const resizeCallBack = () => {\n\n if (!this.renderer) {\n this.createRenderer();\n }\n if (!this.controls) {\n this.createControls();\n }\n\n if (!this.composer && this.usePostProcessing) {\n this.createComposer();\n }\n\n if (!this.rendererStarted) {\n this.startRenderer();\n }\n\n this.initTheater();\n\n this.resizeUpdate();\n };\n\n window.addEventListener('resize', resizeCallBack, false);\n\n // chrome firefox hack, as firefox initializes renderer before first paint\n if (this.options.screen().x > 0) {\n resizeCallBack();\n }\n\n\n this.onSetupCompleteFn();\n\n });\n\n this.assetsManager.run();\n\n }\n\n resizeUpdate() {\n let w, h;\n\n w = this.options.screen().x;\n h = this.options.screen().y;\n\n let aspect = w / h;\n\n this.renderer.setSize(w, h);\n this.camera.aspect = aspect;\n this.camera.updateProjectionMatrix();\n\n\n // if (this.tiltShift) {\n // this.tiltShift.uniforms.v.value = this.tiltShiftFactor;\n // }\n\n //if(this.fxAA){\n // this.fxAA.uniforms.resolution.value = new THREE.Vector2(1 / w, 1 / h);\n //}\n\n\n }\n\n\n showBackbone() {\n this.master.tweenFromTo('atGlobe', 'inEurope');\n }\n\n hideBackbone() {\n this.master.tweenFromTo('inEurope+=1', 'outEurope');\n }\n\n\n createSlideContainer() {\n let container = document.createElement('div');\n container.setAttribute('id', 'slidesContainer');\n container.setAttribute('class', 'slides-container');\n return container;\n }\n\n\n static random(min, max) {\n return (Math.random() * (max - min)) + min;\n }\n\n initTheater() {\n\n\n if (this.wasInit === true) {\n return;\n }\n\n this.wasInit = true;\n\n const introText = {\n \"DE\": [{\n \"id\": 1,\n \"description\": \"ANEXIA PRÄSENTIERT STOLZ\",\n \"sorting\": 10\n },\n {\n \"id\": 3,\n \"description\": \"MIT 2 TBIT/S EDGE KAPAZITÄT UND 100G VERBINDUNGEN\",\n \"sorting\": 15\n },\n {\n \"id\": 5,\n \"description\": \"PROJEKT BACKBONE EUROPE\",\n \"sorting\": 30\n }\n ],\n \"EN\": [{\n \"id\": 1,\n \"description\": \"ANEXIA PROUDLY PRESENTS\",\n \"sorting\": 10\n },\n {\n \"id\": 3,\n \"description\": \"WITH 2 TBPS EDGE CAPACITY, AND 100G CONNECTIONS\",\n \"sorting\": 15\n },\n {\n \"id\": 5,\n \"description\": \"PROJECT BACKBONE EUROPE\",\n \"sorting\": 30\n }\n ]\n };\n\n if (!window.localStorage.lang) window.localStorage.lang = \"DE\";\n\n let language = window.localStorage.lang.toUpperCase();\n\n if (language !== \"DE\" && language !== \"EN\") language = \"DE\";\n\n let slidesData = introText[language];\n\n let master = new TimelineMax();\n let timelines = [];\n let offlines = [];\n\n if (slidesData.length) {\n\n let body = document.getElementsByTagName('body')[0];\n let container = this.createSlideContainer();\n\n\n slidesData.forEach((data) => {\n\n let slide = document.createElement('div');\n\n\n let text = data.description;\n let words = text.split(\" \");\n\n words.forEach((word) => {\n let con = document.createElement('div');\n //con.innerText = word;\n\n let chars = word.split(\"\");\n\n chars.forEach((c) => {\n let char = document.createElement('span');\n char.innerText = c;\n\n con.appendChild(char);\n });\n\n\n slide.appendChild(con);\n });\n\n container.appendChild(slide);\n\n\n let slideTimeLine = new TimelineMax();\n\n\n $(slide).children().each((i, word) => {\n\n slideTimeLine.add(TweenMax.from(word, .2, {\n opacity: Application.random(0, 1),\n delay: Application.random(-0.9, 0.9)\n }), '-=' + i * .2);\n\n $(word).children().each((i, char) => {\n\n char.style.color = '#ffffff';\n\n let time = .3 * i;\n let max = TweenMax.from(char, .3, {\n opacity: 0\n });\n\n slideTimeLine.add(max, '-=' + time);\n\n });\n\n });\n\n\n timelines.push(slideTimeLine);\n\n\n });\n\n body.appendChild(container);\n\n }\n\n\n this.controls.autoRotateSpeed = 0;\n\n let durationFactor = .3;\n let slidesCount = timelines.length;\n let delayFactor = slidesCount * 2;\n let delayAmount = 1;\n let delay = 1.5;\n\n let totalTime = 0;\n timelines.forEach((timeline) => {\n\n master.add(timeline.delay(delay).duration(durationFactor).call(() => {\n TweenMax.delayedCall(3, () => {\n timeline.duration(.15).tweenTo(0);\n });\n }));\n\n delay = delay + 2;\n totalTime = delay + durationFactor + 1 + 3;\n });\n\n\n let factor = 1.05;\n let minDuration = Math.ceil(totalTime * factor);\n let sliderTime = Math.ceil(totalTime * 0.9);\n let offsetTime = 2.399999999999997;\n\n let startTag = minDuration + offsetTime;\n\n this.animation = 'IDLE';\n\n //debugger;\n\n master.add(this.zoomToPlanet(minDuration, 3, 22), '-=' + sliderTime);\n\n master.add(this.rotateAroundPlanet(minDuration).call(() => {\n let slidesContainer = document.getElementById('slidesContainer');\n if (slidesContainer) {\n slidesContainer.outerHTML = '';\n }\n }), '-=' + sliderTime);\n\n master.add('atGlobe', startTag);\n master.add(this.zoomToEurope(2));\n master.addLabel('inEurope', startTag + 2);\n master.add(this.zoomOutEurope(2, this).delay(1));\n master.addLabel('outEurope', startTag + 2 + 3);\n\n\n // master.progress(0.4);\n this.master = master;\n\n }\n\n\n rotateAroundPlanet(rotationSpeed) {\n\n let tl = new TimelineMax({ id: \"rotateAroundPlanet\" });\n let rotation = { r: 90 };\n let x = 0;\n\n let lastRad = 0;\n\n tl.to(rotation, rotationSpeed, {\n r: -86,\n onComplete: () => {\n // this.animation = 'IDLE';\n this.master.pause();\n this.cameraOptions.maxDistance = 23;\n this.cameraOptions.minDistance = 20;\n this.cameraOptions.locked = false;\n },\n onUpdate: () => {\n const progress = tl.progress();\n const currentRad = THREE.Math.degToRad(rotation.r);\n const deltaRad = lastRad - currentRad;\n lastRad = currentRad;\n\n // this.controls.rotateTo(THREE.Math.degToRad(rotation.r), THREE.Math.degToRad(55), false);\n }\n });\n\n return tl;\n\n\n }\n\n zoomOutEurope(length, scene) {\n\n let tl = new TimelineMax({ id: 'zoomOutFromEurope' });\n let targetDistance = 22;\n let initialDistance = 7.2;\n let center = this.getCenter();\n let targetFov = 60;\n let initialPosition = this.getPosition();\n\n let initialRotation = { x: -80, y: 55 };\n let targetRotation = { x: -86, y: 55 };\n let cameraProbs = { fov: 20 };\n\n let i = 0;\n tl.to(cameraProbs, length, {\n fov: targetFov,\n onStart: () => {\n i = 0;\n },\n onUpdate: () => {\n if (i === 0) {\n i++;\n this.disableBackboneButton();\n }\n this.camera.fov = cameraProbs.fov;\n this.animation = 'IDLE';\n this.camera.updateProjectionMatrix();\n },\n onComplete: () => {\n this.enableBackboneButton();\n }\n\n\n });\n\n\n let fogProps = { near: 3, far: 8 };\n\n tl.to(fogProps, length, {\n near: 1,\n far: this.fogFar,\n onUpdate: () => {\n this.scene.fog.near = fogProps.near;\n this.scene.fog.far = fogProps.far;\n }\n }, '-=' + length);\n\n\n tl.to(initialPosition, length, {\n x: center.x,\n y: center.y,\n z: center.z,\n onUpdate: () => {\n this.controls.moveTo(center.x, center.y, center.z, true);\n }\n }, '-=' + length);\n\n\n let object = { distance: initialDistance };\n tl.to(object, length, {\n distance: targetDistance, onUpdate: () => {\n this.controls.dollyTo(object.distance, true);\n }\n }, '-=' + length);\n\n tl.to(initialRotation, length, {\n x: targetRotation.x,\n y: targetRotation.y,\n onStart: () => {\n this.hideBackboneSVG();\n },\n onUpdate: () => {\n this.controls.rotateTo(\n THREE.Math.degToRad(initialRotation.x),\n THREE.Math.degToRad(initialRotation.y),\n true\n );\n },\n onComplete: () => {\n\n this.cameraOptions.minDistance = this.defaultMinDistance;\n this.cameraOptions.maxDistance = this.defaultMaxDistance;\n this.cameraOptions.locked = false;\n this.cameraOptions.maxPolarAngle = this.defaultMaxPolarAngle;\n this.cameraOptions.minPolarAngle = this.defaultMinPolarAngle;\n this.animation = 'IDLE';\n\n }\n }, '-=' + length);\n\n\n return tl;\n\n }\n\n getPosition() {\n return this.getTargetPoint();\n }\n\n updatePosition(position) {\n this.bufferPosition = position;\n }\n\n getTargetPoint() {\n let point = [48.6247222, 12];\n let target = Utils.mapPointToVector3(point, 9.99);\n return target;\n }\n\n getCenter() {\n return new THREE.Vector3(0, 0, 0);\n }\n\n\n zoomToEurope(length) {\n\n\n let tl = new TimelineMax({ id: 'zoomToEurope' });\n\n let distance = 4;\n\n let target = this.getTargetPoint();\n let center = this.getCenter();\n let cameraProps = {\n fov: 60\n };\n let i = 0;\n tl.to(cameraProps, length, {\n fov: 20,\n onStart: () => {\n i = 0;\n },\n onUpdate: () => {\n if (i === 0) {\n i++;\n this.disableBackboneButton();\n }\n\n this.camera.fov = cameraProps.fov;\n this.camera.updateProjectionMatrix();\n },\n onComplete: () => {\n this.enableBackboneButton();\n }\n });\n\n\n let fogProps = { near: 1, far: 30 };\n tl.to(fogProps, length, {\n near: 3,\n far: 8,\n onUpdate: () => {\n TweenMax.delayedCall(2, () => {\n this.scene.fog.near = fogProps.near;\n this.scene.fog.far = fogProps.far;\n });\n }\n }, '-=' + length);\n\n\n tl.to(center, length, {\n x: target.x,\n y: target.y,\n z: target.z,\n onStart: () => {\n this.cameraOptions.minDistance = this.europeMinDistance;\n this.cameraOptions.locked = true;\n this.cameraOptions.maxPolarAngle = THREE.Math.degToRad(100);\n this.cameraOptions.minPolarAngle = THREE.Math.degToRad(0);\n },\n onUpdate: () => {\n this.animation = false;\n this.controls.moveTo(target.x, target.y, target.z, true);\n }\n }, '-=' + length);\n\n\n let object = { distance: 23 };\n tl.to(object, length, {\n distance: distance, onUpdate: () => {\n this.controls.dollyTo(object.distance, true);\n }\n }, '-=' + length);\n\n\n let rotation = {\n x: -86,\n y: 68\n };\n\n tl.to(rotation, length, {\n x: -80,\n y: 100,\n onUpdate: () => {\n\n this.controls.rotateTo(\n THREE.Math.degToRad(rotation.x),\n THREE.Math.degToRad(rotation.y),\n true\n );\n },\n onComplete: () => {\n this.master.pause();\n TweenMax.delayedCall(.5, () => {\n this.showBackboneSVG();\n });\n\n\n }\n }, '-=' + length);\n\n\n return tl;\n }\n\n\n showBackboneSVG() {\n\n let backboneSvg = document.getElementById('backbone');\n backboneSvg.style.display = 'inline';\n\n let properties = { opacity: 0 };\n let tsvg = new TweenMax.to(properties, 1, {\n opacity: 1,\n onUpdate: () => {\n backboneSvg.style.opacity = properties.opacity;\n },\n onComplete: () => {\n //new Vivus('backbone', {duration: 100});\n }\n });\n\n }\n\n hideBackboneSVG() {\n\n let backboneSvg = document.getElementById('backbone');\n let properties = { opacity: 1 };\n\n let tsvg = new TweenMax.to(properties, .5, {\n opacity: 0,\n onUpdate: () => {\n backboneSvg.style.opacity = properties.opacity;\n },\n onComplete: () => {\n backboneSvg.style.display = 'none';\n }\n });\n\n }\n\n\n showBackboneButton() {\n $(\"body\").css(\"position\", \"fixed\");\n TweenMax.to('#main_bar', 1, {\n opacity: 1,\n onComplete: () => {\n TweenMax.killTweensOf('#main_bar');\n $(\"#globe\").addClass(\"grab-cursor\");\n }\n });\n\n TweenMax.to('#backbone_toggle', 1, {\n opacity: 1,\n onComplete: () => {\n TweenMax.killTweensOf('#backbone_toggle');\n }\n });\n }\n\n\n disableBackboneButton() {\n\n this.backboneButton.disabled = true;\n this.backboneButton.style.opacity = 0.2;\n }\n\n enableBackboneButton() {\n this.backboneButton.disabled = false;\n this.backboneButton.style.opacity = 1;\n\n }\n\n\n zoomToPlanet(zoomTime, fadeInTime, zoomToDistance) {\n\n this.controls.rotateTo(\n THREE.Math.degToRad(90),\n THREE.Math.degToRad(55),\n false\n );\n\n let position = { distance: 50 };\n let tl = new TimelineMax({ id: 'zoomToPlanet' });\n\n let globe = document.getElementById('globe');\n let properties = { opacity: 0 };\n\n tl.to(properties, fadeInTime, {\n opacity: 1,\n onUpdate: () => {\n globe.style.opacity = properties.opacity;\n }\n });\n tl.to(position, zoomTime, {\n distance: zoomToDistance,\n onUpdate: () => {\n this.controls.dollyTo(position.distance, false);\n },\n onComplete: () => {\n this.showBackboneButton();\n }\n }, '-=' + fadeInTime);\n\n\n return tl;\n }\n\n\n startRenderer() {\n if (!this.rendererStarted) {\n this.rendererStarted = true;\n }\n // initialize renderer\n this.options.canvasContainer.appendChild(this.renderer.domElement);\n }\n\n createControls() {\n this.controls = new CameraControls(this.camera, this.renderer.domElement, this);\n }\n\n createActors() {\n this.globe = new Globe(this);\n }\n\n\n /**\n *\n * @returns {Scene}\n */\n createScene() {\n\n let fogColor, fogNear, fogFar;\n fogColor = new THREE.Color(this.colors.fog);\n fogNear = 1;\n fogFar = this.fogFar;\n\n this.scene = new THREE.Scene();\n this.scene.fog = new THREE.Fog(fogColor, fogNear, fogFar);\n\n\n }\n\n\n /**\n *\n * @returns {PerspectiveCamera}\n */\n createCamera() {\n\n let w, h;\n w = this.options.screen().x;\n h = this.options.screen().y;\n\n let fov, aspect, near, far, initialLookAtPostion;\n fov = 60;\n aspect = w / h;\n near = .1;\n far = this.cameraClippingFar;\n initialLookAtPostion = new THREE.Vector3(0, 0, 0);\n\n this.camera = new THREE.PerspectiveCamera(fov, aspect, near, far);\n this.camera.position.set(-50, 11, 0);\n this.camera.lookAt(initialLookAtPostion); // look at canvas center\n }\n\n\n createRenderer() {\n\n let autoClearColor = new THREE.Color(0x000000),\n pixelRatio = this.options.pixelRatio();\n\n this.renderer = new THREE.WebGLRenderer({ alpha: false });\n this.renderer.autoClear = true;\n this.renderer.autoClearColor = autoClearColor;\n this.renderer.toneMapping = THREE.NoToneMapping;\n this.renderer.gammaOutput = false;\n this.renderer.antialias = this.useAA;\n\n let w, h;\n\n w = this.options.screen().x;\n h = this.options.screen().y;\n\n\n this.renderer.setSize(w, h);\n\n this.renderer.setPixelRatio(pixelRatio);\n\n }\n\n createComposer() {\n\n if (!this.renderer) {\n throw new Error('EffectComposer can´t be initialized before the renderer');\n }\n\n if (!this.usePostProcessing) {\n return;\n }\n\n if (console) {\n console.info('using effect composer');\n }\n\n this.composer = new EffectComposer(this.renderer);\n this.renderPass = new RenderPass(this.scene, this.camera);\n this.composer.addPass(this.renderPass);\n\n\n\n /*this.rgbShift = new ShaderPass(new RGBShiftShader(this)); \n this.rgbShift.uniforms.amount.value = this.rgbShiftAmount; // aberration amount\n this.composer.addPass(this.rgbShift);\n\n this.tiltShift = new ShaderPass(new VTiltShiftShader(this));\n this.tiltShift.uniforms.r.value = this.tiltShiftFactor;\n this.composer.addPass(this.tiltShift);\n\n this.fxAA = new ShaderPass(new FXAAShader(this));\n this.composer.addPass(this.fxAA);*/\n\n\n const copyPass = new ShaderPass(CopyShader);\n this.copyPass = copyPass;\n this.copyPass.renderToScreen = true;\n this.composer.addPass(this.copyPass);\n\n\n\n\n }\n\n createClippingPlane() {\n //\n // let clippingPlane = new THREE.Plane(new THREE.Vector3(1,0,0),1);\n // this.renderer.clippingPlanes = [clippingPlane];\n this.renderer.localClippingEnabled = true;\n\n }\n\n}\n\n\n\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/Application.js\n// module id = 54\n// module chunks = 0","import * as THREE from 'three';\nimport {XRayMaterial} from './Materials/XRayMaterial';\nimport {AlphaColorShader} from \"./Materials/AlphaColorShader\";\nimport {Utils} from './Utils';\nimport * as topojson from 'topojson-client';\nimport * as d3Array from \"d3-array\";\n\nimport 'gsap';\nimport 'gsap/TweenLite';\nimport 'gsap/CSSPlugin';\nimport 'gsap/TweenMax';\n\n\nexport class Globe {\n\n constructor (application) {\n\n this.showCountries = false;\n this.showGlow = false;\n this.landmassDotsState = false;\n this.gridState = false;\n this.pinState = false;\n this.shieldState = false;\n this.glowState = false;\n\n this.radius = 10;\n\n this.staticContainer = this.createStaticContainer();\n this.container = this.createContainer();\n\n\n // performance profile\n let p = application;\n\n if (p.useShield) {\n this.drawShield(application);\n }\n\n if (p.useFallOffGlow) {\n this.drawFallOffGlow(application);\n }\n\n if (p.useChain) {\n this.drawChain(application);\n }\n\n\n if (p.useSkyBox) {\n this.drawSkyBox(application);\n }\n \n if (p.useDots) {\n this.drawLandmassDots(application);\n }\n \n\n this.drawOutlines(application);\n\n if (p.useGrid) {\n this.drawGrid(application);\n }\n\n if (p.useStars) {\n this.drawStars(application);\n }\n\n\n if (p.useCloseUpBackground) {\n this.drawCloseUpSkyBox(application);\n }\n\n this.drawLocations(application);\n\n if(p.useTopGlow) {\n this.drawTopGlow(application);\n }\n\n\n application.scene.add(this.staticContainer);\n application.scene.add(this.container);\n\n }\n\n drawFallOffGlow (application) {\n\n setTimeout(() => {\n let Rasset = application.getAsset('FallOffGlow');\n let Rtexture = new THREE.Texture(Rasset);\n\n Rtexture.needsUpdate = true;\n Rtexture.needsUpdate = true;\n Rtexture.minFilter = THREE.LinearFilter;\n Rtexture.magFilter = THREE.LinearFilter;\n Rtexture.generateMipmaps = false;\n\n let Rmaterial = new THREE.SpriteMaterial({\n map: Rtexture,\n color: application.colors.fallOffGlow,\n transparent: true,\n depthWrite: false,\n blending: THREE.AdditiveBlending,\n fog: false,\n opacity: application.fallOffSettings.opacity\n });\n\n let Rsprite = new THREE.Sprite(Rmaterial);\n\n Rsprite.scale.set(26.1, 26.1, 1);\n\n this.staticContainer.add(Rsprite);\n }, 400);\n\n }\n\n drawTopGlow (application) {\n\n setTimeout(() => {\n let asset = application.getAsset('GlobeGlow');\n let texture = new THREE.Texture(asset);\n\n texture.needsUpdate = true;\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.generateMipmaps = false;\n\n let position = new THREE.Object3D();\n\n let material = new THREE.SpriteMaterial({\n map: texture,\n color: application.colors.topGlow,\n transparent: true,\n depthWrite: false,\n blending: THREE.AdditiveBlending,\n fog: false\n });\n\n let sprite = new THREE.Sprite(material);\n\n sprite.scale.set(34, 34, 1);\n\n position.add(sprite);\n\n this.staticContainer.add(position);\n }, 400);\n\n\n\n }\n\n createStaticContainer () {\n let staticContainer = new THREE.Object3D();\n staticContainer.matrixAutoUpdate = false;\n return staticContainer;\n }\n\n createContainer () {\n let container = new THREE.Object3D();\n container.matrixAutoUpdate = false;\n return container;\n }\n\n drawGrid (application) {\n\n let material = new THREE.LineBasicMaterial({\n color: application.colors.grid,\n fog: true,\n depthWrite: false,\n opacity: 0.25,\n transparent: true\n });\n\n this.hideGrid = () => {\n TweenLite.killTweensOf(material);\n TweenLite.to(material, 4, {\n opacity: .00, onComplete: () => {\n //mesh.visible = false;\n }\n })\n };\n\n this.showGrid = () => {\n mesh.visible = true;\n\n TweenLite.to(material, 1, {\n opacity: 0.25,\n onComplete: () => {\n TweenLite.killTweensOf(material);\n }\n });\n\n };\n\n let container = this.staticContainer;\n\n let topology = Globe.createGridMultiString(application.gridDetails);\n let geometry = Globe.extractVertices(topology, 9.99);\n let mesh = new THREE.LineSegments(geometry, material);\n\n let pivot = new THREE.Object3D();\n pivot.add(mesh);\n pivot.rotation.z = 0;\n pivot.rotation.x = THREE.Math.degToRad(90);\n pivot.rotation.y = THREE.Math.degToRad(180);\n\n container.add(pivot);\n\n\n }\n\n // deactivated for the moment\n drawChain (application) {\n\n let asset = application.getAsset('Chain');\n let texture = new THREE.Texture(asset);\n texture.needsUpdate = true;\n\n let startColor = new THREE.Color('#FFFFFF');\n let endColor = startColor;\n\n let material = new THREE.MeshBasicMaterial({\n fog: true,\n opacity: 1,\n transparent: true,\n blending: THREE.AdditiveBlending,\n depthWrite: false,\n side: THREE.DoubleSide,\n color: new THREE.Color('#FFFFFF'),\n map: texture\n });\n\n let size = 26.5;\n let geometry = new THREE.PlaneBufferGeometry(size, size, 1, 1);\n let mesh = new THREE.Mesh(geometry, material);\n\n mesh.rotateX(THREE.Math.degToRad(90));\n mesh.rotateY(THREE.Math.degToRad(5));\n\n let pivot = new THREE.Object3D();\n pivot.add(mesh);\n\n this.ringPivot = pivot;\n\n application.scene.add(this.ringPivot);\n\n\n }\n\n drawCloseUpSkyBox (application) {\n\n let asset = application.getAsset('SkyTexture');\n\n this.backgroundTexture = new THREE.Texture(asset);\n this.backgroundTexture.wrapS = this.backgroundTexture.wrapT = THREE.RepeatWrapping;\n this.backgroundTexture.offset.set(0, 0);\n this.backgroundTexture.repeat.set(2, 2);\n this.backgroundTexture.magFilter = THREE.LinearFilter;\n this.backgroundTexture.minFilter = THREE.LinearFilter;\n this.backgroundTexture.generateMipmaps = false;\n this.backgroundTexture.needsUpdate = true;\n\n let subDiv = application.closeUpBackgroundSettings.subDivision;\n\n\n let sphere = new THREE.SphereGeometry(60, subDiv, subDiv);\n let materialS = new THREE.MeshBasicMaterial({\n side: THREE.BackSide,\n transparent: true,\n blending: THREE.AdditiveBlending,\n opacity: 0,\n fog: false,\n depthWrite: false,\n map: this.backgroundTexture\n });\n\n let sphereMesh = new THREE.Mesh(sphere, materialS);\n\n let fadeIn = () => {\n let op = {opacity: 0};\n TweenMax.to(op, 5, {\n opacity: 0.7,\n onUpdate: () => {\n materialS.opacity = op.opacity;\n },\n delay: 12\n });\n };\n\n fadeIn();\n\n this.staticContainer.add(sphereMesh);\n }\n\n\n drawSkyBox (application) {\n\n /**\n * only on high profile add SkyBox\n * @type {boolean}\n */\n let buffer = [\n 'Right', 'Left', 'Top', 'Bottom', 'Front', 'Back'\n ];\n\n let texture = new THREE.CubeTexture();\n\n let materials = [];\n\n let material = new THREE.MeshBasicMaterial({\n color: new THREE.Color('#7179ca'),\n fog: false,\n opacity: 1,\n transparent: true,\n depthWrite: false,\n depthTest: false,\n side: THREE.BackSide\n });\n\n let geometry = new THREE.CubeGeometry(200, 200, 200, 1, 1, 1);\n let mesh = new THREE.Mesh(geometry, materials);\n\n buffer.forEach((bufferType) => {\n let assetId = 'cm' + bufferType;\n let asset = application.getAsset(assetId);\n let tex = new THREE.Texture(asset);\n tex.needsUpdate = true;\n let faceMaterial = material.clone();\n faceMaterial.map = tex;\n\n let skyBoxFadeOut = () => {\n let op = {opacity: 0.0};\n TweenMax.from(op, 6, {\n opacity: 1,\n onUpdate: () => {\n faceMaterial.opacity = op.opacity;\n },\n onComplete: () => {\n mesh.visible = false;\n },\n delay: 5\n });\n };\n\n skyBoxFadeOut();\n\n mesh.material.push(faceMaterial);\n });\n texture.needsUpdate = true;\n\n\n mesh.rotateY(THREE.Math.degToRad(90));\n this.staticContainer.add(mesh);\n\n\n }\n\n drawShield (scene) {\n\n this.cloudsTexture = new THREE.Texture(scene.getAsset('ShieldClouds'));\n this.cloudsTexture.magFilter = THREE.LinearFilter;\n this.cloudsTexture.minFilter = THREE.LinearFilter;\n this.cloudsTexture.generateMipmaps = false;\n this.cloudsTexture.needsUpdate = true;\n\n let subDivisionH = scene.shieldSettings.subDivH;\n let subDivisionV = scene.shieldSettings.subDivV;\n\n let radius = (scene.shieldSettings.radiusFactor * this.radius);\n\n let geometry = new THREE.SphereGeometry(radius, subDivisionH, subDivisionV);\n let material = new XRayMaterial(scene, {\n map: this.cloudsTexture,\n alphaProportion: .5,\n color: new THREE.Color(scene.colors.shield),\n opacity: 1,\n gridOffsetSpeed: .1\n });\n\n this.shield = new THREE.Mesh(geometry, material);\n this.shield.matrixAutoUpdate = false;\n\n\n this.hideShield = () => {\n material.alphaProportion = 1.0;\n this.shield.visible = false;\n material.opacity = 0;\n };\n\n this.showShield = () => {\n material.alphaProportion = .5;\n this.shield.visible = true;\n material.opacity = 1;\n };\n\n this.container.add(this.shield);\n\n }\n\n drawLandmassDots (application) {\n\n let startColor = new THREE.Color(application.colors.landmassDots);\n let material = new THREE.PointsMaterial({\n size: .07,\n depthWrite: false,\n color: startColor,\n fog: true,\n transparent: true,\n opacity: 0.85\n });\n\n this.hideLandmassDots = () => {\n TweenLite.killTweensOf(material);\n TweenLite.to(material, 4, {opacity: 0, size: 0});\n };\n\n this.showLandmassDots = () => {\n TweenLite.to(material, 4, {\n opacity: .85, size: .07, onComplete: () => {\n TweenLite.killTweensOf(material);\n }\n });\n };\n\n let topology = application.getAsset('Dots');\n let tiles = topology.tiles;\n let particlesBuffer = [];\n let tilesLength = tiles.length;\n let index = 0;\n for (index; index < tilesLength; index++) {\n let tile = tiles[index];\n let particle = new THREE.Vector3(tile.b[0].x, tile.b[0].y, tile.b[0].z);\n particlesBuffer.push(particle);\n }\n\n let particles = new THREE.Geometry();\n particles.vertices = particlesBuffer;\n\n let points = new THREE.Points(particles, material);\n points.scale.set(.02, .02, .02);\n points.matrixAutoUpdate = false;\n points.updateMatrix();\n points.updateMatrixWorld();\n\n\n let pivot = new THREE.Object3D();\n pivot.add(points);\n pivot.matrixAutoUpdate = false;\n pivot.updateMatrix();\n pivot.updateMatrixWorld();\n\n application.scene.add(pivot);\n\n }\n\n drawPoints (geometry, scene) {\n\n let vertexCount = geometry.vertices.length;\n let vertexBuffer = 3 * vertexCount;\n\n let positionBuffer = new Float32Array(vertexBuffer);\n let colorBuffer = new Float32Array(vertexBuffer);\n let alphaBuffer = new Float32Array(vertexBuffer);\n\n let color = new THREE.Color(16777215);\n\n\n let iterator = 0;\n\n for (iterator; iterator < vertexCount; iterator++) {\n let uniform = geometry.vertices[iterator];\n let h = 3 * iterator;\n\n positionBuffer[h] = uniform.x;\n positionBuffer[h + 1] = uniform.y;\n positionBuffer[h + 2] = uniform.z;\n\n colorBuffer[h] = color.r;\n colorBuffer[h + 1] = color.g;\n colorBuffer[h + 2] = color.b;\n\n alphaBuffer[Math.floor(h / 3)] = .3 * Math.random() + .5\n }\n\n let bufferGeometry = new THREE.BufferGeometry();\n\n bufferGeometry.addAttribute('position', new THREE.BufferAttribute(positionBuffer, 3));\n bufferGeometry.addAttribute('color', new THREE.BufferAttribute(colorBuffer, 3));\n bufferGeometry.addAttribute('alpha', new THREE.BufferAttribute(alphaBuffer, 3));\n\n bufferGeometry.computeBoundingSphere();\n\n let dotMaterial = new THREE.ShaderMaterial(new AlphaColorShader(scene));\n dotMaterial.depthWrite = false;\n dotMaterial.uniforms.fogNear.value = 10;\n dotMaterial.uniforms.fogFar.value = 20;\n\n let points = new THREE.Points(bufferGeometry, dotMaterial);\n points.matrixAutoUpdate = false;\n this.gridSphere.add(points);\n\n\n }\n\n\n drawStars (application) {\n\n // wrap into async processing container\n\n let buffer = new Float32Array(1800);\n let max = application.starCount;\n let helper = new THREE.Spherical();\n let iterator = 0;\n let position = new THREE.Vector3();\n\n // spread particles in a spherical orbit and prevent them to intersect\n // with the globe\n for (iterator; iterator < max; iterator++) {\n\n let offset = 3 * iterator;\n helper.radius = this.radius * (1 + .6 * Math.random());\n helper.theta = 8 * Math.random();\n helper.phi = .3 + 2.2 * Math.random();\n position.setFromSpherical(helper);\n\n buffer[offset] = position.x;\n buffer[offset + 1] = position.y;\n buffer[offset + 2] = position.z;\n\n }\n\n let geometry = new THREE.BufferGeometry();\n geometry.addAttribute('position', new THREE.BufferAttribute(buffer, 3));\n geometry.computeBoundingSphere();\n\n\n let material = new THREE.PointsMaterial(application.starSettings);\n let ratio = window.devicePixelRatio || 1;\n material.size = material.size / ratio;\n\n let points = new THREE.Points(geometry, material);\n points.matrixAutoUpdate = false;\n this.particles = new THREE.Object3D();\n this.staticContainer.add(this.particles);\n this.particles.add(points);\n\n\n }\n\n\n updateLocationGlow (profile, distance) {\n if (distance < 280) {\n if (this.showGlow === false) {\n this.showGlow = true;\n this.glowNearUpdate();\n }\n return;\n }\n if (this.showGlow === true) {\n this.showGlow = false;\n this.glowFarUpdate();\n }\n\n }\n\n updateGrid (profile, distance) {\n\n if (!profile.grid) return;\n if (distance < 280) {\n if (this.gridState === false) {\n this.gridState = true;\n this.hideGrid();\n }\n return;\n }\n\n if (this.gridState === true) {\n this.gridState = false;\n this.showGrid();\n }\n\n }\n\n updateShield (profile, distance) {\n\n if (!profile.shield) return;\n if (distance < 240) {\n if (this.shieldState === false) {\n this.shieldState = true;\n this.hideShield();\n }\n return;\n }\n\n if (this.shieldState === true) {\n this.shieldState = false;\n this.showShield();\n }\n\n }\n\n\n updateLandMassDots(profile, distance){\n\n if(!profile) return;\n\n if(distance < 240){\n if(this.landmassDotsState === false){\n this.landmassDotsState = true;\n this.hideLandmassDots();\n }\n return;\n }\n\n if(this.landmassDotsState === true){\n this.landmassDotsState = false;\n this.showLandmassDots();\n }\n }\n\n\n\n updateCountries (profile, distance) {\n\n if (distance < 240) {\n if (this.showCountries === false) {\n this.showCountries = true;\n this.showCountriesTween();\n }\n return;\n }\n\n if (this.showCountries === true) {\n this.showCountries = false;\n this.hideCountriesTween();\n }\n\n }\n\n update (app) {\n\n if (app.animation === 'IDLE') {\n app.controls.rotate(0.0013, 0, true, -1);\n }\n\n let distance = app.distanceFactor;\n\n\n if(this.ringPivot){\n this.ringPivot.rotateY(-0.0019);\n }\n\n this.updateGrid(app.useGrid, distance);\n this.updateLocationGlow(app.useFallOffGlow, distance);\n this.updateShield(app.useShield, distance);\n this.updateCountries(true, distance);\n this.updateLandMassDots(app.useDots, distance);\n\n }\n\n static createGridMultiString (gridFactor = 10) {\n\n let epsilon = 1e-6,\n x1 = 180, x0 = -x1, y1 = 80, y0 = -y1, dx = gridFactor, dy = gridFactor,\n X1 = 180, X0 = -X1, Y1 = 90, Y0 = -Y1, DX = 90, DY = 360,\n x = gridX(y0, y1, 2.5), y = gridY(x0, x1, 2.5),\n X = gridX(Y0, Y1, 2.5), Y = gridY(X0, X1, 2.5);\n\n function gridX (y0, y1, dy) {\n let y = d3Array.range(y0, y1 - epsilon, dy).concat(y1);\n return function (x) {\n return y.map(function (y) {\n return [x, y];\n });\n };\n }\n\n function gridY (x0, x1, dx) {\n let x = d3Array.range(x0, x1 - epsilon, dx).concat(x1);\n return function (y) {\n return x.map(function (x) {\n return [x, y];\n });\n };\n }\n\n\n return {\n type: \"MultiLineString\",\n coordinates: d3Array.range(Math.ceil(X0 / DX) * DX, X1, DX).map(X)\n .concat(d3Array.range(Math.ceil(Y0 / DY) * DY, Y1, DY).map(Y))\n .concat(d3Array.range(Math.ceil(x0 / dx) * dx, x1, dx).filter((x) => {\n return Math.abs(x % DX) > epsilon;\n }).map(x))\n .concat(d3Array.range(Math.ceil(y0 / dy) * dy, y1 + epsilon, dy).filter((y) => {\n return Math.abs(y % DY) > epsilon;\n }).map(y))\n };\n\n\n }\n\n\n drawCountries () {\n\n }\n\n drawLandMass () {\n\n }\n\n drawOutlines (application) {\n\n let pivot = new THREE.Object3D();\n //let clippingPlane = new THREE.Plane(new THREE.Vector3(1,0,0), 1);\n\n let landmassMaterial = new THREE.MeshBasicMaterial({\n fog: true,\n transparent: true,\n depthWrite: false,\n color: new THREE.Color(application.colors.continents),\n opacity: 1\n //clippingPlanes: [clippingPlane]\n });\n\n let countryBordersMaterial = new THREE.MeshBasicMaterial({\n fog: true,\n transparent: true,\n depthWrite: false,\n color: new THREE.Color(application.colors.countries),\n opacity: 0\n });\n\n\n // hide and show countries\n this.showCountriesTween = () => {\n this.countryMesh.visible = true;\n\n TweenMax.to(countryBordersMaterial, 1, {\n opacity: 1,\n onComplete: () => {\n this.landmassMesh.visible = false;\n TweenMax.killTweensOf(countryBordersMaterial);\n }\n });\n };\n\n this.hideCountriesTween = () => {\n TweenMax.killTweensOf(countryBordersMaterial);\n this.landmassMesh.visible = true;\n TweenMax.to(countryBordersMaterial, 1, {\n opacity: 0,\n onComplete: () => {\n this.countryMesh.visible = false;\n }\n });\n };\n\n\n let continentTopology = application.getAsset('Continents');\n let countriesTopology = application.getAsset('Countries');\n\n let landMassTopology = topojson.mesh(continentTopology, continentTopology.objects.land);\n let landmassGeometry = Globe.extractVertices(landMassTopology, this.radius);\n\n this.landmassMesh = new THREE.LineSegments(landmassGeometry, landmassMaterial);\n //this.landmassMesh.material.clippingPlanes = [];\n\n let countryBordersTopology = topojson.mesh(countriesTopology, countriesTopology.objects.countries);\n let countryGeometry = Globe.extractVertices(countryBordersTopology, this.radius);\n\n this.countryMesh = new THREE.LineSegments(countryGeometry, countryBordersMaterial);\n this.countryMesh.visible = true;\n\n\n pivot.add(this.landmassMesh);\n pivot.add(this.countryMesh);\n pivot.maxtrixAutoUpdate = false;\n\n\n // correct initial rotation\n pivot.rotation.z = 0;\n pivot.rotation.x = THREE.Math.degToRad(90);\n pivot.rotation.y = THREE.Math.degToRad(180);\n\n application.scene.add(pivot);\n\n\n }\n\n static extractVertices (multiLineString, radius) {\n // we use the buffer approach for more performance\n let geometry = new THREE.BufferGeometry();\n let vertices = [];\n\n multiLineString.coordinates.forEach((line) => {\n\n d3Array.pairs(\n line.map((point) => {\n return Utils.pointToVector3(point, radius);\n }),\n (a, b) => {\n\n vertices.push(a.x);\n vertices.push(a.y);\n vertices.push(a.z);\n vertices.push(b.x);\n vertices.push(b.y);\n vertices.push(b.z);\n\n });\n });\n\n let positions = new Float32Array(vertices);\n\n geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));\n geometry.computeBoundingSphere();\n\n return geometry;\n }\n\n\n toLines (multiLineString, material, radius) {\n let geometry = Globe.extractVertices(multiLineString, radius);\n\n }\n\n drawContour (scene) {\n\n // define uv offset\n let rotationOffset = THREE.Math.degToRad(192.5);\n let rotationOffsetZ = THREE.Math.degToRad(2.6);\n\n let pivot = new THREE.Object3D();\n\n\n let geometry = new THREE.SphereGeometry(.995 * this.radius, 32, 32, 0, Math.PI);\n let material = new THREE.MeshBasicMaterial({\n fog: false,\n transparent: false,\n blending: THREE.AdditiveBlending,\n depthWrite: false,\n color: new THREE.Color(scene.colors.countryOutlines),\n opacity: .8,\n map: this.contourAmericaTexture\n });\n\n material.map.needsUpdate = true;\n\n let mesh = new THREE.Mesh(geometry, material);\n //mesh.visible = false;\n mesh.matrixAutoUpdate = false;\n // mesh.rotation.y = rotationOffset;\n // mesh.rotation.z = rotationOffsetZ;\n mesh.updateMatrix();\n\n pivot.add(mesh);\n mesh.matrixAutoUpdate = false;\n\n let materialB = material.clone();\n\n materialB.map = this.contourEuropeTexture;\n materialB.map.needsUpdate = true;\n\n let meshB = mesh.clone();\n meshB.material = materialB;\n meshB.rotation.y = Math.PI;\n meshB.updateMatrix();\n pivot.add(meshB);\n\n pivot.rotateY(rotationOffset);\n pivot.rotateZ(rotationOffsetZ);\n this.container.add(pivot);\n\n\n }\n\n drawLocations (application) {\n\n\n\n let glowAsset = application.getAsset('LightRayTexture');\n let rayTexture = new THREE.Texture(glowAsset);\n rayTexture.magFilter = THREE.LinearFilter;\n rayTexture.minFilter = THREE.LinearFilter;\n rayTexture.generateMipmaps = false;\n rayTexture.wrapT = THREE.ClampToEdgeWrapping;\n rayTexture.needsUpdate = true;\n\n let initialColor = new THREE.Color(application.colors.pin);\n\n let glowMaterial = new THREE.MeshBasicMaterial({\n color: initialColor,\n map: rayTexture,\n side: THREE.DoubleSide,\n blending: THREE.AdditiveBlending,\n transparent: true,\n opacity: 1,\n fog: true,\n depthWrite: false\n });\n\n\n this.glowNearUpdate = () => {\n TweenLite.to(glowMaterial, 1, {opacity: 0});\n };\n\n this.glowFarUpdate = () => {\n TweenLite.to(glowMaterial, 1, {opacity: 1});\n };\n\n\n let assetMarkers = application.getAsset('dataMarkersFull');\n let dataMarkers = JSON.parse(assetMarkers).data;\n\n let nodes = dataMarkers.nodes;\n\n let markers = [];\n for (let property in nodes) {\n if (nodes.hasOwnProperty(property)) {\n markers.push(...nodes[property]);\n }\n }\n\n this.dataMarkers = markers;\n this.locations = new Map();\n this.dataCenters = new Map();\n\n let planeWidth = .09;//.37//.27\n let planeHeight = 1.2;\n let scalePlane = 1;\n let glowPlane = new THREE.PlaneGeometry(planeWidth, planeHeight, 1, 1);\n\n this.dataMarkers.forEach((dataCenter) => {\n\n let id = dataCenter.id;\n let geoPosition = [dataCenter.lat, dataCenter.lon];\n\n let position = Utils.mapPointToVector3(geoPosition, 10);\n let directionVector = Utils.mapPointToVector3(geoPosition, 11);\n\n\n let glowMesh = new THREE.Mesh(glowPlane, glowMaterial);\n let glowCrossMesh = glowMesh.clone();\n\n glowMesh.applyMatrix(new THREE.Matrix4().makeTranslation(0, (planeHeight / 2), 0));\n glowCrossMesh.applyMatrix(new THREE.Matrix4().makeTranslation(0, (planeHeight / 2), 0));\n\n glowMesh.scale.set(scalePlane, -scalePlane, scalePlane);\n glowCrossMesh.scale.set(scalePlane, -scalePlane, scalePlane);\n\n glowCrossMesh.rotateY(THREE.Math.degToRad(90));\n\n let tangent = directionVector.normalize();\n let axis = new THREE.Vector3();\n let up = new THREE.Vector3(0, 1, 0);\n\n axis.crossVectors(up, tangent).normalize();\n\n let radians = Math.acos(up.dot(tangent));\n\n let glowPivot = new THREE.Object3D();\n glowPivot.matrixAutoUpdate = false;\n glowPivot.position.set(position.x, position.y, position.z);\n\n glowPivot.add(glowMesh);\n glowPivot.add(glowCrossMesh);\n\n glowPivot.quaternion.setFromAxisAngle(axis, radians);\n glowPivot.updateMatrix();\n glowPivot.updateMatrixWorld();\n\n this.container.add(glowPivot);\n\n });\n\n }\n\n\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/Globe.js\n// module id = 55\n// module chunks = 0","import * as THREE from 'three';\n\nexport class XRayMaterial {\n\n constructor (scene, e) {\n\n let vertexShaderAsset = scene.getAsset('XRayShaderVertex');\n let fragmentShaderAsset = scene.getAsset('XRayShaderFragment');\n\n let config = {\n uTex: {\n type: \"t\",\n value: e.map || new THREE.Texture\n },\n offsetRepeat: {\n value: new THREE.Vector4(0, 0, 1, 1)\n },\n alphaProportion: {\n type: \"1f\",\n value: e.alphaProportion || .5\n },\n diffuse: {\n value: e.color || new THREE.Color(16777215)\n },\n opacity: {\n value: e.opacity || 1\n },\n gridOffset: {\n value: 0\n }\n };\n\n return setInterval(() => {\n config.gridOffset.value += e.gridOffsetSpeed || 1;\n }, 40), new THREE.ShaderMaterial({\n uniforms: config,\n vertexShader: vertexShaderAsset,\n fragmentShader: fragmentShaderAsset,\n transparent: true,\n blending: THREE.AdditiveBlending,\n depthTest: false\n });\n\n }\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/Materials/XRayMaterial.js\n// module id = 56\n// module chunks = 0","import * as THREE from 'three';\n\nexport class AlphaColorShader{\n\n constructor(scene){\n\n\n let vertexShaderAsset = scene.getAsset('AlphaColorVertex');\n let fragmentShaderAsset = scene.getAsset('AlphaColorFragment');\n\n\n return {\n uniforms: {\n color: {\n value: new THREE.Color(16777215)\n },\n fogType: {\n value: 1\n },\n fogNear: {\n value: 10\n },\n fogFar: {\n value: 30\n }\n },\n vertexShader: vertexShaderAsset,\n fragmentShader: fragmentShaderAsset\n }\n\n }\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/Materials/AlphaColorShader.js\n// module id = 57\n// module chunks = 0","export {default as bbox} from \"./src/bbox\";\nexport {default as feature} from \"./src/feature\";\nexport {default as mesh, meshArcs} from \"./src/mesh\";\nexport {default as merge, mergeArcs} from \"./src/merge\";\nexport {default as neighbors} from \"./src/neighbors\";\nexport {default as quantize} from \"./src/quantize\";\nexport {default as transform} from \"./src/transform\";\nexport {default as untransform} from \"./src/untransform\";\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/index.js\n// module id = 58\n// module chunks = 0","export default function(array, n) {\n var t, j = array.length, i = j - n;\n while (i < --j) t = array[i], array[i++] = array[j], array[j] = t;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/reverse.js\n// module id = 59\n// module chunks = 0","import {object} from \"./feature\";\nimport stitch from \"./stitch\";\n\nexport default function(topology) {\n return object(topology, meshArcs.apply(this, arguments));\n}\n\nexport function meshArcs(topology, object, filter) {\n var arcs, i, n;\n if (arguments.length > 1) arcs = extractArcs(topology, object, filter);\n else for (i = 0, arcs = new Array(n = topology.arcs.length); i < n; ++i) arcs[i] = i;\n return {type: \"MultiLineString\", arcs: stitch(topology, arcs)};\n}\n\nfunction extractArcs(topology, object, filter) {\n var arcs = [],\n geomsByArc = [],\n geom;\n\n function extract0(i) {\n var j = i < 0 ? ~i : i;\n (geomsByArc[j] || (geomsByArc[j] = [])).push({i: i, g: geom});\n }\n\n function extract1(arcs) {\n arcs.forEach(extract0);\n }\n\n function extract2(arcs) {\n arcs.forEach(extract1);\n }\n\n function extract3(arcs) {\n arcs.forEach(extract2);\n }\n\n function geometry(o) {\n switch (geom = o, o.type) {\n case \"GeometryCollection\": o.geometries.forEach(geometry); break;\n case \"LineString\": extract1(o.arcs); break;\n case \"MultiLineString\": case \"Polygon\": extract2(o.arcs); break;\n case \"MultiPolygon\": extract3(o.arcs); break;\n }\n }\n\n geometry(object);\n\n geomsByArc.forEach(filter == null\n ? function(geoms) { arcs.push(geoms[0].i); }\n : function(geoms) { if (filter(geoms[0].g, geoms[geoms.length - 1].g)) arcs.push(geoms[0].i); });\n\n return arcs;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/mesh.js\n// module id = 60\n// module chunks = 0","import {object} from \"./feature\";\nimport stitch from \"./stitch\";\n\nfunction planarRingArea(ring) {\n var i = -1, n = ring.length, a, b = ring[n - 1], area = 0;\n while (++i < n) a = b, b = ring[i], area += a[0] * b[1] - a[1] * b[0];\n return Math.abs(area); // Note: doubled area!\n}\n\nexport default function(topology) {\n return object(topology, mergeArcs.apply(this, arguments));\n}\n\nexport function mergeArcs(topology, objects) {\n var polygonsByArc = {},\n polygons = [],\n groups = [];\n\n objects.forEach(geometry);\n\n function geometry(o) {\n switch (o.type) {\n case \"GeometryCollection\": o.geometries.forEach(geometry); break;\n case \"Polygon\": extract(o.arcs); break;\n case \"MultiPolygon\": o.arcs.forEach(extract); break;\n }\n }\n\n function extract(polygon) {\n polygon.forEach(function(ring) {\n ring.forEach(function(arc) {\n (polygonsByArc[arc = arc < 0 ? ~arc : arc] || (polygonsByArc[arc] = [])).push(polygon);\n });\n });\n polygons.push(polygon);\n }\n\n function area(ring) {\n return planarRingArea(object(topology, {type: \"Polygon\", arcs: [ring]}).coordinates[0]);\n }\n\n polygons.forEach(function(polygon) {\n if (!polygon._) {\n var group = [],\n neighbors = [polygon];\n polygon._ = 1;\n groups.push(group);\n while (polygon = neighbors.pop()) {\n group.push(polygon);\n polygon.forEach(function(ring) {\n ring.forEach(function(arc) {\n polygonsByArc[arc < 0 ? ~arc : arc].forEach(function(polygon) {\n if (!polygon._) {\n polygon._ = 1;\n neighbors.push(polygon);\n }\n });\n });\n });\n }\n }\n });\n\n polygons.forEach(function(polygon) {\n delete polygon._;\n });\n\n return {\n type: \"MultiPolygon\",\n arcs: groups.map(function(polygons) {\n var arcs = [], n;\n\n // Extract the exterior (unique) arcs.\n polygons.forEach(function(polygon) {\n polygon.forEach(function(ring) {\n ring.forEach(function(arc) {\n if (polygonsByArc[arc < 0 ? ~arc : arc].length < 2) {\n arcs.push(arc);\n }\n });\n });\n });\n\n // Stitch the arcs into one or more rings.\n arcs = stitch(topology, arcs);\n\n // If more than one ring is returned,\n // at most one of these rings can be the exterior;\n // choose the one with the greatest absolute area.\n if ((n = arcs.length) > 1) {\n for (var i = 1, k = area(arcs[0]), ki, t; i < n; ++i) {\n if ((ki = area(arcs[i])) > k) {\n t = arcs[0], arcs[0] = arcs[i], arcs[i] = t, k = ki;\n }\n }\n }\n\n return arcs;\n })\n };\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/merge.js\n// module id = 61\n// module chunks = 0","import bisect from \"./bisect\";\n\nexport default function(objects) {\n var indexesByArc = {}, // arc index -> array of object indexes\n neighbors = objects.map(function() { return []; });\n\n function line(arcs, i) {\n arcs.forEach(function(a) {\n if (a < 0) a = ~a;\n var o = indexesByArc[a];\n if (o) o.push(i);\n else indexesByArc[a] = [i];\n });\n }\n\n function polygon(arcs, i) {\n arcs.forEach(function(arc) { line(arc, i); });\n }\n\n function geometry(o, i) {\n if (o.type === \"GeometryCollection\") o.geometries.forEach(function(o) { geometry(o, i); });\n else if (o.type in geometryType) geometryType[o.type](o.arcs, i);\n }\n\n var geometryType = {\n LineString: line,\n MultiLineString: polygon,\n Polygon: polygon,\n MultiPolygon: function(arcs, i) { arcs.forEach(function(arc) { polygon(arc, i); }); }\n };\n\n objects.forEach(geometry);\n\n for (var i in indexesByArc) {\n for (var indexes = indexesByArc[i], m = indexes.length, j = 0; j < m; ++j) {\n for (var k = j + 1; k < m; ++k) {\n var ij = indexes[j], ik = indexes[k], n;\n if ((n = neighbors[ij])[i = bisect(n, ik)] !== ik) n.splice(i, 0, ik);\n if ((n = neighbors[ik])[i = bisect(n, ij)] !== ij) n.splice(i, 0, ij);\n }\n }\n }\n\n return neighbors;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/neighbors.js\n// module id = 62\n// module chunks = 0","export default function(a, x) {\n var lo = 0, hi = a.length;\n while (lo < hi) {\n var mid = lo + hi >>> 1;\n if (a[mid] < x) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/bisect.js\n// module id = 63\n// module chunks = 0","import bbox from \"./bbox\";\nimport untransform from \"./untransform\";\n\nexport default function(topology, transform) {\n if (topology.transform) throw new Error(\"already quantized\");\n\n if (!transform || !transform.scale) {\n if (!((n = Math.floor(transform)) >= 2)) throw new Error(\"n must be ≥2\");\n box = topology.bbox || bbox(topology);\n var x0 = box[0], y0 = box[1], x1 = box[2], y1 = box[3], n;\n transform = {scale: [x1 - x0 ? (x1 - x0) / (n - 1) : 1, y1 - y0 ? (y1 - y0) / (n - 1) : 1], translate: [x0, y0]};\n } else {\n box = topology.bbox;\n }\n\n var t = untransform(transform), box, key, inputs = topology.objects, outputs = {};\n\n function quantizePoint(point) {\n return t(point);\n }\n\n function quantizeGeometry(input) {\n var output;\n switch (input.type) {\n case \"GeometryCollection\": output = {type: \"GeometryCollection\", geometries: input.geometries.map(quantizeGeometry)}; break;\n case \"Point\": output = {type: \"Point\", coordinates: quantizePoint(input.coordinates)}; break;\n case \"MultiPoint\": output = {type: \"MultiPoint\", coordinates: input.coordinates.map(quantizePoint)}; break;\n default: return input;\n }\n if (input.id != null) output.id = input.id;\n if (input.bbox != null) output.bbox = input.bbox;\n if (input.properties != null) output.properties = input.properties;\n return output;\n }\n\n function quantizeArc(input) {\n var i = 0, j = 1, n = input.length, p, output = new Array(n); // pessimistic\n output[0] = t(input[0], 0);\n while (++i < n) if ((p = t(input[i], i))[0] || p[1]) output[j++] = p; // non-coincident points\n if (j === 1) output[j++] = [0, 0]; // an arc must have at least two points\n output.length = j;\n return output;\n }\n\n for (key in inputs) outputs[key] = quantizeGeometry(inputs[key]);\n\n return {\n type: \"Topology\",\n bbox: box,\n transform: transform,\n objects: outputs,\n arcs: topology.arcs.map(quantizeArc)\n };\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/topojson-client/src/quantize.js\n// module id = 64\n// module chunks = 0","export {default as bisect, bisectRight, bisectLeft} from \"./src/bisect\";\nexport {default as ascending} from \"./src/ascending\";\nexport {default as bisector} from \"./src/bisector\";\nexport {default as cross} from \"./src/cross\";\nexport {default as descending} from \"./src/descending\";\nexport {default as deviation} from \"./src/deviation\";\nexport {default as extent} from \"./src/extent\";\nexport {default as histogram} from \"./src/histogram\";\nexport {default as thresholdFreedmanDiaconis} from \"./src/threshold/freedmanDiaconis\";\nexport {default as thresholdScott} from \"./src/threshold/scott\";\nexport {default as thresholdSturges} from \"./src/threshold/sturges\";\nexport {default as max} from \"./src/max\";\nexport {default as mean} from \"./src/mean\";\nexport {default as median} from \"./src/median\";\nexport {default as merge} from \"./src/merge\";\nexport {default as min} from \"./src/min\";\nexport {default as pairs} from \"./src/pairs\";\nexport {default as permute} from \"./src/permute\";\nexport {default as quantile} from \"./src/quantile\";\nexport {default as range} from \"./src/range\";\nexport {default as scan} from \"./src/scan\";\nexport {default as shuffle} from \"./src/shuffle\";\nexport {default as sum} from \"./src/sum\";\nexport {default as ticks, tickIncrement, tickStep} from \"./src/ticks\";\nexport {default as transpose} from \"./src/transpose\";\nexport {default as variance} from \"./src/variance\";\nexport {default as zip} from \"./src/zip\";\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/index.js\n// module id = 65\n// module chunks = 0","import {pair} from \"./pairs\";\n\nexport default function(values0, values1, reduce) {\n var n0 = values0.length,\n n1 = values1.length,\n values = new Array(n0 * n1),\n i0,\n i1,\n i,\n value0;\n\n if (reduce == null) reduce = pair;\n\n for (i0 = i = 0; i0 < n0; ++i0) {\n for (value0 = values0[i0], i1 = 0; i1 < n1; ++i1, ++i) {\n values[i] = reduce(value0, values1[i1]);\n }\n }\n\n return values;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/cross.js\n// module id = 66\n// module chunks = 0","export default function(a, b) {\n return b < a ? -1 : b > a ? 1 : b >= a ? 0 : NaN;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/descending.js\n// module id = 67\n// module chunks = 0","import {slice} from \"./array\";\nimport bisect from \"./bisect\";\nimport constant from \"./constant\";\nimport extent from \"./extent\";\nimport identity from \"./identity\";\nimport range from \"./range\";\nimport {tickStep} from \"./ticks\";\nimport sturges from \"./threshold/sturges\";\n\nexport default function() {\n var value = identity,\n domain = extent,\n threshold = sturges;\n\n function histogram(data) {\n var i,\n n = data.length,\n x,\n values = new Array(n);\n\n for (i = 0; i < n; ++i) {\n values[i] = value(data[i], i, data);\n }\n\n var xz = domain(values),\n x0 = xz[0],\n x1 = xz[1],\n tz = threshold(values, x0, x1);\n\n // Convert number of thresholds into uniform thresholds.\n if (!Array.isArray(tz)) {\n tz = tickStep(x0, x1, tz);\n tz = range(Math.ceil(x0 / tz) * tz, Math.floor(x1 / tz) * tz, tz); // exclusive\n }\n\n // Remove any thresholds outside the domain.\n var m = tz.length;\n while (tz[0] <= x0) tz.shift(), --m;\n while (tz[m - 1] > x1) tz.pop(), --m;\n\n var bins = new Array(m + 1),\n bin;\n\n // Initialize bins.\n for (i = 0; i <= m; ++i) {\n bin = bins[i] = [];\n bin.x0 = i > 0 ? tz[i - 1] : x0;\n bin.x1 = i < m ? tz[i] : x1;\n }\n\n // Assign data to bins by value, ignoring any outside the domain.\n for (i = 0; i < n; ++i) {\n x = values[i];\n if (x0 <= x && x <= x1) {\n bins[bisect(tz, x, 0, m)].push(data[i]);\n }\n }\n\n return bins;\n }\n\n histogram.value = function(_) {\n return arguments.length ? (value = typeof _ === \"function\" ? _ : constant(_), histogram) : value;\n };\n\n histogram.domain = function(_) {\n return arguments.length ? (domain = typeof _ === \"function\" ? _ : constant([_[0], _[1]]), histogram) : domain;\n };\n\n histogram.thresholds = function(_) {\n return arguments.length ? (threshold = typeof _ === \"function\" ? _ : Array.isArray(_) ? constant(slice.call(_)) : constant(_), histogram) : threshold;\n };\n\n return histogram;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/histogram.js\n// module id = 68\n// module chunks = 0","export default function(x) {\n return function() {\n return x;\n };\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/constant.js\n// module id = 69\n// module chunks = 0","export default function(x) {\n return x;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/identity.js\n// module id = 70\n// module chunks = 0","import {map} from \"../array\";\nimport ascending from \"../ascending\";\nimport number from \"../number\";\nimport quantile from \"../quantile\";\n\nexport default function(values, min, max) {\n values = map.call(values, number).sort(ascending);\n return Math.ceil((max - min) / (2 * (quantile(values, 0.75) - quantile(values, 0.25)) * Math.pow(values.length, -1 / 3)));\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/threshold/freedmanDiaconis.js\n// module id = 71\n// module chunks = 0","import deviation from \"../deviation\";\n\nexport default function(values, min, max) {\n return Math.ceil((max - min) / (3.5 * deviation(values) * Math.pow(values.length, -1 / 3)));\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/threshold/scott.js\n// module id = 72\n// module chunks = 0","export default function(values, valueof) {\n var n = values.length,\n i = -1,\n value,\n max;\n\n if (valueof == null) {\n while (++i < n) { // Find the first comparable value.\n if ((value = values[i]) != null && value >= value) {\n max = value;\n while (++i < n) { // Compare the remaining values.\n if ((value = values[i]) != null && value > max) {\n max = value;\n }\n }\n }\n }\n }\n\n else {\n while (++i < n) { // Find the first comparable value.\n if ((value = valueof(values[i], i, values)) != null && value >= value) {\n max = value;\n while (++i < n) { // Compare the remaining values.\n if ((value = valueof(values[i], i, values)) != null && value > max) {\n max = value;\n }\n }\n }\n }\n }\n\n return max;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/max.js\n// module id = 73\n// module chunks = 0","import number from \"./number\";\n\nexport default function(values, valueof) {\n var n = values.length,\n m = n,\n i = -1,\n value,\n sum = 0;\n\n if (valueof == null) {\n while (++i < n) {\n if (!isNaN(value = number(values[i]))) sum += value;\n else --m;\n }\n }\n\n else {\n while (++i < n) {\n if (!isNaN(value = number(valueof(values[i], i, values)))) sum += value;\n else --m;\n }\n }\n\n if (m) return sum / m;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/mean.js\n// module id = 74\n// module chunks = 0","import ascending from \"./ascending\";\nimport number from \"./number\";\nimport quantile from \"./quantile\";\n\nexport default function(values, valueof) {\n var n = values.length,\n i = -1,\n value,\n numbers = [];\n\n if (valueof == null) {\n while (++i < n) {\n if (!isNaN(value = number(values[i]))) {\n numbers.push(value);\n }\n }\n }\n\n else {\n while (++i < n) {\n if (!isNaN(value = number(valueof(values[i], i, values)))) {\n numbers.push(value);\n }\n }\n }\n\n return quantile(numbers.sort(ascending), 0.5);\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/median.js\n// module id = 75\n// module chunks = 0","export default function(arrays) {\n var n = arrays.length,\n m,\n i = -1,\n j = 0,\n merged,\n array;\n\n while (++i < n) j += arrays[i].length;\n merged = new Array(j);\n\n while (--n >= 0) {\n array = arrays[n];\n m = array.length;\n while (--m >= 0) {\n merged[--j] = array[m];\n }\n }\n\n return merged;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/merge.js\n// module id = 76\n// module chunks = 0","export default function(array, indexes) {\n var i = indexes.length, permutes = new Array(i);\n while (i--) permutes[i] = array[indexes[i]];\n return permutes;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/permute.js\n// module id = 77\n// module chunks = 0","import ascending from \"./ascending\";\n\nexport default function(values, compare) {\n if (!(n = values.length)) return;\n var n,\n i = 0,\n j = 0,\n xi,\n xj = values[j];\n\n if (compare == null) compare = ascending;\n\n while (++i < n) {\n if (compare(xi = values[i], xj) < 0 || compare(xj, xj) !== 0) {\n xj = xi, j = i;\n }\n }\n\n if (compare(xj, xj) === 0) return j;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/scan.js\n// module id = 78\n// module chunks = 0","export default function(array, i0, i1) {\n var m = (i1 == null ? array.length : i1) - (i0 = i0 == null ? 0 : +i0),\n t,\n i;\n\n while (m) {\n i = Math.random() * m-- | 0;\n t = array[m + i0];\n array[m + i0] = array[i + i0];\n array[i + i0] = t;\n }\n\n return array;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/shuffle.js\n// module id = 79\n// module chunks = 0","export default function(values, valueof) {\n var n = values.length,\n i = -1,\n value,\n sum = 0;\n\n if (valueof == null) {\n while (++i < n) {\n if (value = +values[i]) sum += value; // Note: zero and null are equivalent.\n }\n }\n\n else {\n while (++i < n) {\n if (value = +valueof(values[i], i, values)) sum += value;\n }\n }\n\n return sum;\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/sum.js\n// module id = 80\n// module chunks = 0","import transpose from \"./transpose\";\n\nexport default function() {\n return transpose(arguments);\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/d3-array/src/zip.js\n// module id = 81\n// module chunks = 0","/*!\n * VERSION: 1.20.3\n * DATE: 2017-10-02\n * UPDATES AND DOCS AT: http://greensock.com\n *\n * @license Copyright (c) 2008-2017, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n * \n * @author: Jack Doyle, jack@greensock.com\n */\nvar _gsScope = (typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window; //helps ensure compatibility with AMD/RequireJS and CommonJS/Node\n(_gsScope._gsQueue || (_gsScope._gsQueue = [])).push( function() {\n\n\t\"use strict\";\n\n\t_gsScope._gsDefine(\"plugins.CSSPlugin\", [\"plugins.TweenPlugin\",\"TweenLite\"], function(TweenPlugin, TweenLite) {\n\n\t\t/** @constructor **/\n\t\tvar CSSPlugin = function() {\n\t\t\t\tTweenPlugin.call(this, \"css\");\n\t\t\t\tthis._overwriteProps.length = 0;\n\t\t\t\tthis.setRatio = CSSPlugin.prototype.setRatio; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t},\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_hasPriority, //turns true whenever a CSSPropTween instance is created that has a priority other than 0. This helps us discern whether or not we should spend the time organizing the linked list or not after a CSSPlugin's _onInitTween() method is called.\n\t\t\t_suffixMap, //we set this in _onInitTween() each time as a way to have a persistent variable we can use in other methods like _parse() without having to pass it around as a parameter and we keep _parse() decoupled from a particular CSSPlugin instance\n\t\t\t_cs, //computed style (we store this in a shared variable to conserve memory and make minification tighter\n\t\t\t_overwriteProps, //alias to the currently instantiating CSSPlugin's _overwriteProps array. We use this closure in order to avoid having to pass a reference around from method to method and aid in minification.\n\t\t\t_specialProps = {},\n\t\t\tp = CSSPlugin.prototype = new TweenPlugin(\"css\");\n\n\t\tp.constructor = CSSPlugin;\n\t\tCSSPlugin.version = \"1.20.3\";\n\t\tCSSPlugin.API = 2;\n\t\tCSSPlugin.defaultTransformPerspective = 0;\n\t\tCSSPlugin.defaultSkewType = \"compensated\";\n\t\tCSSPlugin.defaultSmoothOrigin = true;\n\t\tp = \"px\"; //we'll reuse the \"p\" variable to keep file size down\n\t\tCSSPlugin.suffixMap = {top:p, right:p, bottom:p, left:p, width:p, height:p, fontSize:p, padding:p, margin:p, perspective:p, lineHeight:\"\"};\n\n\n\t\tvar _numExp = /(?:\\-|\\.|\\b)(\\d|\\.|e\\-)+/g,\n\t\t\t_relNumExp = /(?:\\d|\\-\\d|\\.\\d|\\-\\.\\d|\\+=\\d|\\-=\\d|\\+=.\\d|\\-=\\.\\d)+/g,\n\t\t\t_valuesExp = /(?:\\+=|\\-=|\\-|\\b)[\\d\\-\\.]+[a-zA-Z0-9]*(?:%|\\b)/gi, //finds all the values that begin with numbers or += or -= and then a number. Includes suffixes. We use this to split complex values apart like \"1px 5px 20px rgb(255,102,51)\"\n\t\t\t_NaNExp = /(?![+-]?\\d*\\.?\\d+|[+-]|e[+-]\\d+)[^0-9]/g, //also allows scientific notation and doesn't kill the leading -/+ in -= and +=\n\t\t\t_suffixExp = /(?:\\d|\\-|\\+|=|#|\\.)*/g,\n\t\t\t_opacityExp = /opacity *= *([^)]*)/i,\n\t\t\t_opacityValExp = /opacity:([^;]*)/i,\n\t\t\t_alphaFilterExp = /alpha\\(opacity *=.+?\\)/i,\n\t\t\t_rgbhslExp = /^(rgb|hsl)/,\n\t\t\t_capsExp = /([A-Z])/g,\n\t\t\t_camelExp = /-([a-z])/gi,\n\t\t\t_urlExp = /(^(?:url\\(\\\"|url\\())|(?:(\\\"\\))$|\\)$)/gi, //for pulling out urls from url(...) or url(\"...\") strings (some browsers wrap urls in quotes, some don't when reporting things like backgroundImage)\n\t\t\t_camelFunc = function(s, g) { return g.toUpperCase(); },\n\t\t\t_horizExp = /(?:Left|Right|Width)/i,\n\t\t\t_ieGetMatrixExp = /(M11|M12|M21|M22)=[\\d\\-\\.e]+/gi,\n\t\t\t_ieSetMatrixExp = /progid\\:DXImageTransform\\.Microsoft\\.Matrix\\(.+?\\)/i,\n\t\t\t_commasOutsideParenExp = /,(?=[^\\)]*(?:\\(|$))/gi, //finds any commas that are not within parenthesis\n\t\t\t_complexExp = /[\\s,\\(]/i, //for testing a string to find if it has a space, comma, or open parenthesis (clues that it's a complex value)\n\t\t\t_DEG2RAD = Math.PI / 180,\n\t\t\t_RAD2DEG = 180 / Math.PI,\n\t\t\t_forcePT = {},\n\t\t\t_dummyElement = {style:{}},\n\t\t\t_doc = _gsScope.document || {createElement: function() {return _dummyElement;}},\n\t\t\t_createElement = function(type, ns) {\n\t\t\t\treturn _doc.createElementNS ? _doc.createElementNS(ns || \"http://www.w3.org/1999/xhtml\", type) : _doc.createElement(type);\n\t\t\t},\n\t\t\t_tempDiv = _createElement(\"div\"),\n\t\t\t_tempImg = _createElement(\"img\"),\n\t\t\t_internals = CSSPlugin._internals = {_specialProps:_specialProps}, //provides a hook to a few internal methods that we need to access from inside other plugins\n\t\t\t_agent = (_gsScope.navigator || {}).userAgent || \"\",\n\t\t\t_autoRound,\n\t\t\t_reqSafariFix, //we won't apply the Safari transform fix until we actually come across a tween that affects a transform property (to maintain best performance).\n\n\t\t\t_isSafari,\n\t\t\t_isFirefox, //Firefox has a bug that causes 3D transformed elements to randomly disappear unless a repaint is forced after each update on each element.\n\t\t\t_isSafariLT6, //Safari (and Android 4 which uses a flavor of Safari) has a bug that prevents changes to \"top\" and \"left\" properties from rendering properly if changed on the same frame as a transform UNLESS we set the element's WebkitBackfaceVisibility to hidden (weird, I know). Doing this for Android 3 and earlier seems to actually cause other problems, though (fun!)\n\t\t\t_ieVers,\n\t\t\t_supportsOpacity = (function() { //we set _isSafari, _ieVers, _isFirefox, and _supportsOpacity all in one function here to reduce file size slightly, especially in the minified version.\n\t\t\t\tvar i = _agent.indexOf(\"Android\"),\n\t\t\t\t\ta = _createElement(\"a\");\n\t\t\t\t_isSafari = (_agent.indexOf(\"Safari\") !== -1 && _agent.indexOf(\"Chrome\") === -1 && (i === -1 || parseFloat(_agent.substr(i+8, 2)) > 3));\n\t\t\t\t_isSafariLT6 = (_isSafari && (parseFloat(_agent.substr(_agent.indexOf(\"Version/\")+8, 2)) < 6));\n\t\t\t\t_isFirefox = (_agent.indexOf(\"Firefox\") !== -1);\n\t\t\t\tif ((/MSIE ([0-9]{1,}[\\.0-9]{0,})/).exec(_agent) || (/Trident\\/.*rv:([0-9]{1,}[\\.0-9]{0,})/).exec(_agent)) {\n\t\t\t\t\t_ieVers = parseFloat( RegExp.$1 );\n\t\t\t\t}\n\t\t\t\tif (!a) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\ta.style.cssText = \"top:1px;opacity:.55;\";\n\t\t\t\treturn /^0.55/.test(a.style.opacity);\n\t\t\t}()),\n\t\t\t_getIEOpacity = function(v) {\n\t\t\t\treturn (_opacityExp.test( ((typeof(v) === \"string\") ? v : (v.currentStyle ? v.currentStyle.filter : v.style.filter) || \"\") ) ? ( parseFloat( RegExp.$1 ) / 100 ) : 1);\n\t\t\t},\n\t\t\t_log = function(s) {//for logging messages, but in a way that won't throw errors in old versions of IE.\n\t\t\t\tif (_gsScope.console) {\n\t\t\t\t\tconsole.log(s);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_target, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\t\t\t_index, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\n\t\t\t_prefixCSS = \"\", //the non-camelCase vendor prefix like \"-o-\", \"-moz-\", \"-ms-\", or \"-webkit-\"\n\t\t\t_prefix = \"\", //camelCase vendor prefix like \"O\", \"ms\", \"Webkit\", or \"Moz\".\n\n\t\t\t// @private feed in a camelCase property name like \"transform\" and it will check to see if it is valid as-is or if it needs a vendor prefix. It returns the corrected camelCase property name (i.e. \"WebkitTransform\" or \"MozTransform\" or \"transform\" or null if no such property is found, like if the browser is IE8 or before, \"transform\" won't be found at all)\n\t\t\t_checkPropPrefix = function(p, e) {\n\t\t\t\te = e || _tempDiv;\n\t\t\t\tvar s = e.style,\n\t\t\t\t\ta, i;\n\t\t\t\tif (s[p] !== undefined) {\n\t\t\t\t\treturn p;\n\t\t\t\t}\n\t\t\t\tp = p.charAt(0).toUpperCase() + p.substr(1);\n\t\t\t\ta = [\"O\",\"Moz\",\"ms\",\"Ms\",\"Webkit\"];\n\t\t\t\ti = 5;\n\t\t\t\twhile (--i > -1 && s[a[i]+p] === undefined) { }\n\t\t\t\tif (i >= 0) {\n\t\t\t\t\t_prefix = (i === 3) ? \"ms\" : a[i];\n\t\t\t\t\t_prefixCSS = \"-\" + _prefix.toLowerCase() + \"-\";\n\t\t\t\t\treturn _prefix + p;\n\t\t\t\t}\n\t\t\t\treturn null;\n\t\t\t},\n\n\t\t\t_getComputedStyle = _doc.defaultView ? _doc.defaultView.getComputedStyle : function() {},\n\n\t\t\t/**\n\t\t\t * @private Returns the css style for a particular property of an element. For example, to get whatever the current \"left\" css value for an element with an ID of \"myElement\", you could do:\n\t\t\t * var currentLeft = CSSPlugin.getStyle( document.getElementById(\"myElement\"), \"left\");\n\t\t\t *\n\t\t\t * @param {!Object} t Target element whose style property you want to query\n\t\t\t * @param {!string} p Property name (like \"left\" or \"top\" or \"marginTop\", etc.)\n\t\t\t * @param {Object=} cs Computed style object. This just provides a way to speed processing if you're going to get several properties on the same element in quick succession - you can reuse the result of the getComputedStyle() call.\n\t\t\t * @param {boolean=} calc If true, the value will not be read directly from the element's \"style\" property (if it exists there), but instead the getComputedStyle() result will be used. This can be useful when you want to ensure that the browser itself is interpreting the value.\n\t\t\t * @param {string=} dflt Default value that should be returned in the place of null, \"none\", \"auto\" or \"auto auto\".\n\t\t\t * @return {?string} The current property value\n\t\t\t */\n\t\t\t_getStyle = CSSPlugin.getStyle = function(t, p, cs, calc, dflt) {\n\t\t\t\tvar rv;\n\t\t\t\tif (!_supportsOpacity) if (p === \"opacity\") { //several versions of IE don't use the standard \"opacity\" property - they use things like filter:alpha(opacity=50), so we parse that here.\n\t\t\t\t\treturn _getIEOpacity(t);\n\t\t\t\t}\n\t\t\t\tif (!calc && t.style[p]) {\n\t\t\t\t\trv = t.style[p];\n\t\t\t\t} else if ((cs = cs || _getComputedStyle(t))) {\n\t\t\t\t\trv = cs[p] || cs.getPropertyValue(p) || cs.getPropertyValue(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t} else if (t.currentStyle) {\n\t\t\t\t\trv = t.currentStyle[p];\n\t\t\t\t}\n\t\t\t\treturn (dflt != null && (!rv || rv === \"none\" || rv === \"auto\" || rv === \"auto auto\")) ? dflt : rv;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Pass the target element, the property name, the numeric value, and the suffix (like \"%\", \"em\", \"px\", etc.) and it will spit back the equivalent pixel number.\n\t\t\t * @param {!Object} t Target element\n\t\t\t * @param {!string} p Property name (like \"left\", \"top\", \"marginLeft\", etc.)\n\t\t\t * @param {!number} v Value\n\t\t\t * @param {string=} sfx Suffix (like \"px\" or \"%\" or \"em\")\n\t\t\t * @param {boolean=} recurse If true, the call is a recursive one. In some browsers (like IE7/8), occasionally the value isn't accurately reported initially, but if we run the function again it will take effect.\n\t\t\t * @return {number} value in pixels\n\t\t\t */\n\t\t\t_convertToPixels = _internals.convertToPixels = function(t, p, v, sfx, recurse) {\n\t\t\t\tif (sfx === \"px\" || (!sfx && p !== \"lineHeight\")) { return v; }\n\t\t\t\tif (sfx === \"auto\" || !v) { return 0; }\n\t\t\t\tvar horiz = _horizExp.test(p),\n\t\t\t\t\tnode = t,\n\t\t\t\t\tstyle = _tempDiv.style,\n\t\t\t\t\tneg = (v < 0),\n\t\t\t\t\tprecise = (v === 1),\n\t\t\t\t\tpix, cache, time;\n\t\t\t\tif (neg) {\n\t\t\t\t\tv = -v;\n\t\t\t\t}\n\t\t\t\tif (precise) {\n\t\t\t\t\tv *= 100;\n\t\t\t\t}\n\t\t\t\tif (p === \"lineHeight\" && !sfx) { //special case of when a simple lineHeight (without a unit) is used. Set it to the value, read back the computed value, and then revert.\n\t\t\t\t\tcache = _getComputedStyle(t).lineHeight;\n\t\t\t\t\tt.style.lineHeight = v;\n\t\t\t\t\tpix = parseFloat(_getComputedStyle(t).lineHeight);\n\t\t\t\t\tt.style.lineHeight = cache;\n\t\t\t\t} else if (sfx === \"%\" && p.indexOf(\"border\") !== -1) {\n\t\t\t\t\tpix = (v / 100) * (horiz ? t.clientWidth : t.clientHeight);\n\t\t\t\t} else {\n\t\t\t\t\tstyle.cssText = \"border:0 solid red;position:\" + _getStyle(t, \"position\") + \";line-height:0;\";\n\t\t\t\t\tif (sfx === \"%\" || !node.appendChild || sfx.charAt(0) === \"v\" || sfx === \"rem\") {\n\t\t\t\t\t\tnode = t.parentNode || _doc.body;\n\t\t\t\t\t\tif (_getStyle(node, \"display\").indexOf(\"flex\") !== -1) { //Edge and IE11 have a bug that causes offsetWidth to report as 0 if the container has display:flex and the child is position:relative. Switching to position: absolute solves it.\n\t\t\t\t\t\t\tstyle.position = \"absolute\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcache = node._gsCache;\n\t\t\t\t\t\ttime = TweenLite.ticker.frame;\n\t\t\t\t\t\tif (cache && horiz && cache.time === time) { //performance optimization: we record the width of elements along with the ticker frame so that we can quickly get it again on the same tick (seems relatively safe to assume it wouldn't change on the same tick)\n\t\t\t\t\t\t\treturn cache.width * v / 100;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tstyle[(horiz ? \"width\" : \"height\")] = v + sfx;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle[(horiz ? \"borderLeftWidth\" : \"borderTopWidth\")] = v + sfx;\n\t\t\t\t\t}\n\t\t\t\t\tnode.appendChild(_tempDiv);\n\t\t\t\t\tpix = parseFloat(_tempDiv[(horiz ? \"offsetWidth\" : \"offsetHeight\")]);\n\t\t\t\t\tnode.removeChild(_tempDiv);\n\t\t\t\t\tif (horiz && sfx === \"%\" && CSSPlugin.cacheWidths !== false) {\n\t\t\t\t\t\tcache = node._gsCache = node._gsCache || {};\n\t\t\t\t\t\tcache.time = time;\n\t\t\t\t\t\tcache.width = pix / v * 100;\n\t\t\t\t\t}\n\t\t\t\t\tif (pix === 0 && !recurse) {\n\t\t\t\t\t\tpix = _convertToPixels(t, p, v, sfx, true);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (precise) {\n\t\t\t\t\tpix /= 100;\n\t\t\t\t}\n\t\t\t\treturn neg ? -pix : pix;\n\t\t\t},\n\t\t\t_calculateOffset = _internals.calculateOffset = function(t, p, cs) { //for figuring out \"top\" or \"left\" in px when it's \"auto\". We need to factor in margin with the offsetLeft/offsetTop\n\t\t\t\tif (_getStyle(t, \"position\", cs) !== \"absolute\") { return 0; }\n\t\t\t\tvar dim = ((p === \"left\") ? \"Left\" : \"Top\"),\n\t\t\t\t\tv = _getStyle(t, \"margin\" + dim, cs);\n\t\t\t\treturn t[\"offset\" + dim] - (_convertToPixels(t, p, parseFloat(v), v.replace(_suffixExp, \"\")) || 0);\n\t\t\t},\n\n\t\t\t// @private returns at object containing ALL of the style properties in camelCase and their associated values.\n\t\t\t_getAllStyles = function(t, cs) {\n\t\t\t\tvar s = {},\n\t\t\t\t\ti, tr, p;\n\t\t\t\tif ((cs = cs || _getComputedStyle(t, null))) {\n\t\t\t\t\tif ((i = cs.length)) {\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = cs[i];\n\t\t\t\t\t\t\tif (p.indexOf(\"-transform\") === -1 || _transformPropCSS === p) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\ts[p.replace(_camelExp, _camelFunc)] = cs.getPropertyValue(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t} else { //some browsers behave differently - cs.length is always 0, so we must do a for...in loop.\n\t\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\t\tif (i.indexOf(\"Transform\") === -1 || _transformProp === i) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\ts[i] = cs[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else if ((cs = t.currentStyle || t.style)) {\n\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\tif (typeof(i) === \"string\" && s[i] === undefined) {\n\t\t\t\t\t\t\ts[i.replace(_camelExp, _camelFunc)] = cs[i];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!_supportsOpacity) {\n\t\t\t\t\ts.opacity = _getIEOpacity(t);\n\t\t\t\t}\n\t\t\t\ttr = _getTransform(t, cs, false);\n\t\t\t\ts.rotation = tr.rotation;\n\t\t\t\ts.skewX = tr.skewX;\n\t\t\t\ts.scaleX = tr.scaleX;\n\t\t\t\ts.scaleY = tr.scaleY;\n\t\t\t\ts.x = tr.x;\n\t\t\t\ts.y = tr.y;\n\t\t\t\tif (_supports3D) {\n\t\t\t\t\ts.z = tr.z;\n\t\t\t\t\ts.rotationX = tr.rotationX;\n\t\t\t\t\ts.rotationY = tr.rotationY;\n\t\t\t\t\ts.scaleZ = tr.scaleZ;\n\t\t\t\t}\n\t\t\t\tif (s.filters) {\n\t\t\t\t\tdelete s.filters;\n\t\t\t\t}\n\t\t\t\treturn s;\n\t\t\t},\n\n\t\t\t// @private analyzes two style objects (as returned by _getAllStyles()) and only looks for differences between them that contain tweenable values (like a number or color). It returns an object with a \"difs\" property which refers to an object containing only those isolated properties and values for tweening, and a \"firstMPT\" property which refers to the first MiniPropTween instance in a linked list that recorded all the starting values of the different properties so that we can revert to them at the end or beginning of the tween - we don't want the cascading to get messed up. The forceLookup parameter is an optional generic object with properties that should be forced into the results - this is necessary for className tweens that are overwriting others because imagine a scenario where a rollover/rollout adds/removes a class and the user swipes the mouse over the target SUPER fast, thus nothing actually changed yet and the subsequent comparison of the properties would indicate they match (especially when px rounding is taken into consideration), thus no tweening is necessary even though it SHOULD tween and remove those properties after the tween (otherwise the inline styles will contaminate things). See the className SpecialProp code for details.\n\t\t\t_cssDif = function(t, s1, s2, vars, forceLookup) {\n\t\t\t\tvar difs = {},\n\t\t\t\t\tstyle = t.style,\n\t\t\t\t\tval, p, mpt;\n\t\t\t\tfor (p in s2) {\n\t\t\t\t\tif (p !== \"cssText\") if (p !== \"length\") if (isNaN(p)) if (s1[p] !== (val = s2[p]) || (forceLookup && forceLookup[p])) if (p.indexOf(\"Origin\") === -1) if (typeof(val) === \"number\" || typeof(val) === \"string\") {\n\t\t\t\t\t\tdifs[p] = (val === \"auto\" && (p === \"left\" || p === \"top\")) ? _calculateOffset(t, p) : ((val === \"\" || val === \"auto\" || val === \"none\") && typeof(s1[p]) === \"string\" && s1[p].replace(_NaNExp, \"\") !== \"\") ? 0 : val; //if the ending value is defaulting (\"\" or \"auto\"), we check the starting value and if it can be parsed into a number (a string which could have a suffix too, like 700px), then we swap in 0 for \"\" or \"auto\" so that things actually tween.\n\t\t\t\t\t\tif (style[p] !== undefined) { //for className tweens, we must remember which properties already existed inline - the ones that didn't should be removed when the tween isn't in progress because they were only introduced to facilitate the transition between classes.\n\t\t\t\t\t\t\tmpt = new MiniPropTween(style, p, style[p], mpt);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (vars) {\n\t\t\t\t\tfor (p in vars) { //copy properties (except className)\n\t\t\t\t\t\tif (p !== \"className\") {\n\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn {difs:difs, firstMPT:mpt};\n\t\t\t},\n\t\t\t_dimensions = {width:[\"Left\",\"Right\"], height:[\"Top\",\"Bottom\"]},\n\t\t\t_margins = [\"marginLeft\",\"marginRight\",\"marginTop\",\"marginBottom\"],\n\n\t\t\t/**\n\t\t\t * @private Gets the width or height of an element\n\t\t\t * @param {!Object} t Target element\n\t\t\t * @param {!string} p Property name (\"width\" or \"height\")\n\t\t\t * @param {Object=} cs Computed style object (if one exists). Just a speed optimization.\n\t\t\t * @return {number} Dimension (in pixels)\n\t\t\t */\n\t\t\t_getDimension = function(t, p, cs) {\n\t\t\t\tif ((t.nodeName + \"\").toLowerCase() === \"svg\") { //Chrome no longer supports offsetWidth/offsetHeight on SVG elements.\n\t\t\t\t\treturn (cs || _getComputedStyle(t))[p] || 0;\n\t\t\t\t} else if (t.getCTM && _isSVG(t)) {\n\t\t\t\t\treturn t.getBBox()[p] || 0;\n\t\t\t\t}\n\t\t\t\tvar v = parseFloat((p === \"width\") ? t.offsetWidth : t.offsetHeight),\n\t\t\t\t\ta = _dimensions[p],\n\t\t\t\t\ti = a.length;\n\t\t\t\tcs = cs || _getComputedStyle(t, null);\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tv -= parseFloat( _getStyle(t, \"padding\" + a[i], cs, true) ) || 0;\n\t\t\t\t\tv -= parseFloat( _getStyle(t, \"border\" + a[i] + \"Width\", cs, true) ) || 0;\n\t\t\t\t}\n\t\t\t\treturn v;\n\t\t\t},\n\n\t\t\t// @private Parses position-related complex strings like \"top left\" or \"50px 10px\" or \"70% 20%\", etc. which are used for things like transformOrigin or backgroundPosition. Optionally decorates a supplied object (recObj) with the following properties: \"ox\" (offsetX), \"oy\" (offsetY), \"oxp\" (if true, \"ox\" is a percentage not a pixel value), and \"oxy\" (if true, \"oy\" is a percentage not a pixel value)\n\t\t\t_parsePosition = function(v, recObj) {\n\t\t\t\tif (v === \"contain\" || v === \"auto\" || v === \"auto auto\") { //note: Firefox uses \"auto auto\" as default whereas Chrome uses \"auto\".\n\t\t\t\t\treturn v + \" \";\n\t\t\t\t}\n\t\t\t\tif (v == null || v === \"\") {\n\t\t\t\t\tv = \"0 0\";\n\t\t\t\t}\n\t\t\t\tvar a = v.split(\" \"),\n\t\t\t\t\tx = (v.indexOf(\"left\") !== -1) ? \"0%\" : (v.indexOf(\"right\") !== -1) ? \"100%\" : a[0],\n\t\t\t\t\ty = (v.indexOf(\"top\") !== -1) ? \"0%\" : (v.indexOf(\"bottom\") !== -1) ? \"100%\" : a[1],\n\t\t\t\t\ti;\n\t\t\t\tif (a.length > 3 && !recObj) { //multiple positions\n\t\t\t\t\ta = v.split(\", \").join(\",\").split(\",\");\n\t\t\t\t\tv = [];\n\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\tv.push(_parsePosition(a[i]));\n\t\t\t\t\t}\n\t\t\t\t\treturn v.join(\",\");\n\t\t\t\t}\n\t\t\t\tif (y == null) {\n\t\t\t\t\ty = (x === \"center\") ? \"50%\" : \"0\";\n\t\t\t\t} else if (y === \"center\") {\n\t\t\t\t\ty = \"50%\";\n\t\t\t\t}\n\t\t\t\tif (x === \"center\" || (isNaN(parseFloat(x)) && (x + \"\").indexOf(\"=\") === -1)) { //remember, the user could flip-flop the values and say \"bottom center\" or \"center bottom\", etc. \"center\" is ambiguous because it could be used to describe horizontal or vertical, hence the isNaN(). If there's an \"=\" sign in the value, it's relative.\n\t\t\t\t\tx = \"50%\";\n\t\t\t\t}\n\t\t\t\tv = x + \" \" + y + ((a.length > 2) ? \" \" + a[2] : \"\");\n\t\t\t\tif (recObj) {\n\t\t\t\t\trecObj.oxp = (x.indexOf(\"%\") !== -1);\n\t\t\t\t\trecObj.oyp = (y.indexOf(\"%\") !== -1);\n\t\t\t\t\trecObj.oxr = (x.charAt(1) === \"=\");\n\t\t\t\t\trecObj.oyr = (y.charAt(1) === \"=\");\n\t\t\t\t\trecObj.ox = parseFloat(x.replace(_NaNExp, \"\"));\n\t\t\t\t\trecObj.oy = parseFloat(y.replace(_NaNExp, \"\"));\n\t\t\t\t\trecObj.v = v;\n\t\t\t\t}\n\t\t\t\treturn recObj || v;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Takes an ending value (typically a string, but can be a number) and a starting value and returns the change between the two, looking for relative value indicators like += and -= and it also ignores suffixes (but make sure the ending value starts with a number or +=/-= and that the starting value is a NUMBER!)\n\t\t\t * @param {(number|string)} e End value which is typically a string, but could be a number\n\t\t\t * @param {(number|string)} b Beginning value which is typically a string but could be a number\n\t\t\t * @return {number} Amount of change between the beginning and ending values (relative values that have a \"+=\" or \"-=\" are recognized)\n\t\t\t */\n\t\t\t_parseChange = function(e, b) {\n\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\te = e(_index, _target);\n\t\t\t\t}\n\t\t\t\treturn (typeof(e) === \"string\" && e.charAt(1) === \"=\") ? parseInt(e.charAt(0) + \"1\", 10) * parseFloat(e.substr(2)) : (parseFloat(e) - parseFloat(b)) || 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Takes a value and a default number, checks if the value is relative, null, or numeric and spits back a normalized number accordingly. Primarily used in the _parseTransform() function.\n\t\t\t * @param {Object} v Value to be parsed\n\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t * @return {number} Parsed value\n\t\t\t */\n\t\t\t_parseVal = function(v, d) {\n\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t}\n\t\t\t\treturn (v == null) ? d : (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(v.substr(2)) + d : parseFloat(v) || 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Translates strings like \"40deg\" or \"40\" or 40rad\" or \"+=40deg\" or \"270_short\" or \"-90_cw\" or \"+=45_ccw\" to a numeric radian angle. Of course a starting/default value must be fed in too so that relative values can be calculated properly.\n\t\t\t * @param {Object} v Value to be parsed\n\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t * @param {string=} p property name for directionalEnd (optional - only used when the parsed value is directional (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation). Property name would be \"rotation\", \"rotationX\", or \"rotationY\"\n\t\t\t * @param {Object=} directionalEnd An object that will store the raw end values for directional angles (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation.\n\t\t\t * @return {number} parsed angle in radians\n\t\t\t */\n\t\t\t_parseAngle = function(v, d, p, directionalEnd) {\n\t\t\t\tvar min = 0.000001,\n\t\t\t\t\tcap, split, dif, result, isRelative;\n\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t}\n\t\t\t\tif (v == null) {\n\t\t\t\t\tresult = d;\n\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\tresult = v;\n\t\t\t\t} else {\n\t\t\t\t\tcap = 360;\n\t\t\t\t\tsplit = v.split(\"_\");\n\t\t\t\t\tisRelative = (v.charAt(1) === \"=\");\n\t\t\t\t\tdif = (isRelative ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(split[0].substr(2)) : parseFloat(split[0])) * ((v.indexOf(\"rad\") === -1) ? 1 : _RAD2DEG) - (isRelative ? 0 : d);\n\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\tif (directionalEnd) {\n\t\t\t\t\t\t\tdirectionalEnd[p] = d + dif;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - cap;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tresult = d + dif;\n\t\t\t\t}\n\t\t\t\tif (result < min && result > -min) {\n\t\t\t\t\tresult = 0;\n\t\t\t\t}\n\t\t\t\treturn result;\n\t\t\t},\n\n\t\t\t_colorLookup = {aqua:[0,255,255],\n\t\t\t\tlime:[0,255,0],\n\t\t\t\tsilver:[192,192,192],\n\t\t\t\tblack:[0,0,0],\n\t\t\t\tmaroon:[128,0,0],\n\t\t\t\tteal:[0,128,128],\n\t\t\t\tblue:[0,0,255],\n\t\t\t\tnavy:[0,0,128],\n\t\t\t\twhite:[255,255,255],\n\t\t\t\tfuchsia:[255,0,255],\n\t\t\t\tolive:[128,128,0],\n\t\t\t\tyellow:[255,255,0],\n\t\t\t\torange:[255,165,0],\n\t\t\t\tgray:[128,128,128],\n\t\t\t\tpurple:[128,0,128],\n\t\t\t\tgreen:[0,128,0],\n\t\t\t\tred:[255,0,0],\n\t\t\t\tpink:[255,192,203],\n\t\t\t\tcyan:[0,255,255],\n\t\t\t\ttransparent:[255,255,255,0]},\n\n\t\t\t_hue = function(h, m1, m2) {\n\t\t\t\th = (h < 0) ? h + 1 : (h > 1) ? h - 1 : h;\n\t\t\t\treturn ((((h * 6 < 1) ? m1 + (m2 - m1) * h * 6 : (h < 0.5) ? m2 : (h * 3 < 2) ? m1 + (m2 - m1) * (2 / 3 - h) * 6 : m1) * 255) + 0.5) | 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Parses a color (like #9F0, #FF9900, rgb(255,51,153) or hsl(108, 50%, 10%)) into an array with 3 elements for red, green, and blue or if toHSL parameter is true, it will populate the array with hue, saturation, and lightness values. If a relative value is found in an hsl() or hsla() string, it will preserve those relative prefixes and all the values in the array will be strings instead of numbers (in all other cases it will be populated with numbers).\n\t\t\t * @param {(string|number)} v The value the should be parsed which could be a string like #9F0 or rgb(255,102,51) or rgba(255,0,0,0.5) or it could be a number like 0xFF00CC or even a named color like red, blue, purple, etc.\n\t\t\t * @param {(boolean)} toHSL If true, an hsl() or hsla() value will be returned instead of rgb() or rgba()\n\t\t\t * @return {Array.} An array containing red, green, and blue (and optionally alpha) in that order, or if the toHSL parameter was true, the array will contain hue, saturation and lightness (and optionally alpha) in that order. Always numbers unless there's a relative prefix found in an hsl() or hsla() string and toHSL is true.\n\t\t\t */\n\t\t\t_parseColor = CSSPlugin.parseColor = function(v, toHSL) {\n\t\t\t\tvar a, r, g, b, h, s, l, max, min, d, wasHSL;\n\t\t\t\tif (!v) {\n\t\t\t\t\ta = _colorLookup.black;\n\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t} else {\n\t\t\t\t\tif (v.charAt(v.length - 1) === \",\") { //sometimes a trailing comma is included and we should chop it off (typically from a comma-delimited list of values like a textShadow:\"2px 2px 2px blue, 5px 5px 5px rgb(255,0,0)\" - in this example \"blue,\" has a trailing comma. We could strip it out inside parseComplex() but we'd need to do it to the beginning and ending values plus it wouldn't provide protection from other potential scenarios like if the user passes in a similar value.\n\t\t\t\t\t\tv = v.substr(0, v.length - 1);\n\t\t\t\t\t}\n\t\t\t\t\tif (_colorLookup[v]) {\n\t\t\t\t\t\ta = _colorLookup[v];\n\t\t\t\t\t} else if (v.charAt(0) === \"#\") {\n\t\t\t\t\t\tif (v.length === 4) { //for shorthand like #9F0\n\t\t\t\t\t\t\tr = v.charAt(1);\n\t\t\t\t\t\t\tg = v.charAt(2);\n\t\t\t\t\t\t\tb = v.charAt(3);\n\t\t\t\t\t\t\tv = \"#\" + r + r + g + g + b + b;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tv = parseInt(v.substr(1), 16);\n\t\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t\t} else if (v.substr(0, 3) === \"hsl\") {\n\t\t\t\t\t\ta = wasHSL = v.match(_numExp);\n\t\t\t\t\t\tif (!toHSL) {\n\t\t\t\t\t\t\th = (Number(a[0]) % 360) / 360;\n\t\t\t\t\t\t\ts = Number(a[1]) / 100;\n\t\t\t\t\t\t\tl = Number(a[2]) / 100;\n\t\t\t\t\t\t\tg = (l <= 0.5) ? l * (s + 1) : l + s - l * s;\n\t\t\t\t\t\t\tr = l * 2 - g;\n\t\t\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ta[0] = _hue(h + 1 / 3, r, g);\n\t\t\t\t\t\t\ta[1] = _hue(h, r, g);\n\t\t\t\t\t\t\ta[2] = _hue(h - 1 / 3, r, g);\n\t\t\t\t\t\t} else if (v.indexOf(\"=\") !== -1) { //if relative values are found, just return the raw strings with the relative prefixes in place.\n\t\t\t\t\t\t\treturn v.match(_relNumExp);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ta = v.match(_numExp) || _colorLookup.transparent;\n\t\t\t\t\t}\n\t\t\t\t\ta[0] = Number(a[0]);\n\t\t\t\t\ta[1] = Number(a[1]);\n\t\t\t\t\ta[2] = Number(a[2]);\n\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (toHSL && !wasHSL) {\n\t\t\t\t\tr = a[0] / 255;\n\t\t\t\t\tg = a[1] / 255;\n\t\t\t\t\tb = a[2] / 255;\n\t\t\t\t\tmax = Math.max(r, g, b);\n\t\t\t\t\tmin = Math.min(r, g, b);\n\t\t\t\t\tl = (max + min) / 2;\n\t\t\t\t\tif (max === min) {\n\t\t\t\t\t\th = s = 0;\n\t\t\t\t\t} else {\n\t\t\t\t\t\td = max - min;\n\t\t\t\t\t\ts = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n\t\t\t\t\t\th = (max === r) ? (g - b) / d + (g < b ? 6 : 0) : (max === g) ? (b - r) / d + 2 : (r - g) / d + 4;\n\t\t\t\t\t\th *= 60;\n\t\t\t\t\t}\n\t\t\t\t\ta[0] = (h + 0.5) | 0;\n\t\t\t\t\ta[1] = (s * 100 + 0.5) | 0;\n\t\t\t\t\ta[2] = (l * 100 + 0.5) | 0;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\t_formatColors = function(s, toHSL) {\n\t\t\t\tvar colors = s.match(_colorExp) || [],\n\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\tparsed = \"\",\n\t\t\t\t\ti, color, temp;\n\t\t\t\tif (!colors.length) {\n\t\t\t\t\treturn s;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i < colors.length; i++) {\n\t\t\t\t\tcolor = colors[i];\n\t\t\t\t\ttemp = s.substr(charIndex, s.indexOf(color, charIndex)-charIndex);\n\t\t\t\t\tcharIndex += temp.length + color.length;\n\t\t\t\t\tcolor = _parseColor(color, toHSL);\n\t\t\t\t\tif (color.length === 3) {\n\t\t\t\t\t\tcolor.push(1);\n\t\t\t\t\t}\n\t\t\t\t\tparsed += temp + (toHSL ? \"hsla(\" + color[0] + \",\" + color[1] + \"%,\" + color[2] + \"%,\" + color[3] : \"rgba(\" + color.join(\",\")) + \")\";\n\t\t\t\t}\n\t\t\t\treturn parsed + s.substr(charIndex);\n\t\t\t},\n\t\t\t_colorExp = \"(?:\\\\b(?:(?:rgb|rgba|hsl|hsla)\\\\(.+?\\\\))|\\\\B#(?:[0-9a-f]{3}){1,2}\\\\b\"; //we'll dynamically build this Regular Expression to conserve file size. After building it, it will be able to find rgb(), rgba(), # (hexadecimal), and named color values like red, blue, purple, etc.\n\n\t\tfor (p in _colorLookup) {\n\t\t\t_colorExp += \"|\" + p + \"\\\\b\";\n\t\t}\n\t\t_colorExp = new RegExp(_colorExp+\")\", \"gi\");\n\n\t\tCSSPlugin.colorStringFilter = function(a) {\n\t\t\tvar combined = a[0] + \" \" + a[1],\n\t\t\t\ttoHSL;\n\t\t\tif (_colorExp.test(combined)) {\n\t\t\t\ttoHSL = (combined.indexOf(\"hsl(\") !== -1 || combined.indexOf(\"hsla(\") !== -1);\n\t\t\t\ta[0] = _formatColors(a[0], toHSL);\n\t\t\t\ta[1] = _formatColors(a[1], toHSL);\n\t\t\t}\n\t\t\t_colorExp.lastIndex = 0;\n\t\t};\n\n\t\tif (!TweenLite.defaultStringFilter) {\n\t\t\tTweenLite.defaultStringFilter = CSSPlugin.colorStringFilter;\n\t\t}\n\n\t\t/**\n\t\t * @private Returns a formatter function that handles taking a string (or number in some cases) and returning a consistently formatted one in terms of delimiters, quantity of values, etc. For example, we may get boxShadow values defined as \"0px red\" or \"0px 0px 10px rgb(255,0,0)\" or \"0px 0px 20px 20px #F00\" and we need to ensure that what we get back is described with 4 numbers and a color. This allows us to feed it into the _parseComplex() method and split the values up appropriately. The neat thing about this _getFormatter() function is that the dflt defines a pattern as well as a default, so for example, _getFormatter(\"0px 0px 0px 0px #777\", true) not only sets the default as 0px for all distances and #777 for the color, but also sets the pattern such that 4 numbers and a color will always get returned.\n\t\t * @param {!string} dflt The default value and pattern to follow. So \"0px 0px 0px 0px #777\" will ensure that 4 numbers and a color will always get returned.\n\t\t * @param {boolean=} clr If true, the values should be searched for color-related data. For example, boxShadow values typically contain a color whereas borderRadius don't.\n\t\t * @param {boolean=} collapsible If true, the value is a top/left/right/bottom style one that acts like margin or padding, where if only one value is received, it's used for all 4; if 2 are received, the first is duplicated for 3rd (bottom) and the 2nd is duplicated for the 4th spot (left), etc.\n\t\t * @return {Function} formatter function\n\t\t */\n\t\tvar _getFormatter = function(dflt, clr, collapsible, multi) {\n\t\t\t\tif (dflt == null) {\n\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t}\n\t\t\t\tvar dColor = clr ? (dflt.match(_colorExp) || [\"\"])[0] : \"\",\n\t\t\t\t\tdVals = dflt.split(dColor).join(\"\").match(_valuesExp) || [],\n\t\t\t\t\tpfx = dflt.substr(0, dflt.indexOf(dVals[0])),\n\t\t\t\t\tsfx = (dflt.charAt(dflt.length - 1) === \")\") ? \")\" : \"\",\n\t\t\t\t\tdelim = (dflt.indexOf(\" \") !== -1) ? \" \" : \",\",\n\t\t\t\t\tnumVals = dVals.length,\n\t\t\t\t\tdSfx = (numVals > 0) ? dVals[0].replace(_numExp, \"\") : \"\",\n\t\t\t\t\tformatter;\n\t\t\t\tif (!numVals) {\n\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t}\n\t\t\t\tif (clr) {\n\t\t\t\t\tformatter = function(v) {\n\t\t\t\t\t\tvar color, vals, i, a;\n\t\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcolor = (v.match(_colorExp) || [dColor])[0];\n\t\t\t\t\t\tvals = v.split(color).join(\"\").match(_valuesExp) || [];\n\t\t\t\t\t\ti = vals.length;\n\t\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn pfx + vals.join(delim) + delim + color + sfx + (v.indexOf(\"inset\") !== -1 ? \" inset\" : \"\");\n\t\t\t\t\t};\n\t\t\t\t\treturn formatter;\n\n\t\t\t\t}\n\t\t\t\tformatter = function(v) {\n\t\t\t\t\tvar vals, a, i;\n\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t}\n\t\t\t\t\tvals = v.match(_valuesExp) || [];\n\t\t\t\t\ti = vals.length;\n\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn pfx + vals.join(delim) + sfx;\n\t\t\t\t};\n\t\t\t\treturn formatter;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private returns a formatter function that's used for edge-related values like marginTop, marginLeft, paddingBottom, paddingRight, etc. Just pass a comma-delimited list of property names related to the edges.\n\t\t\t * @param {!string} props a comma-delimited list of property names in order from top to left, like \"marginTop,marginRight,marginBottom,marginLeft\"\n\t\t\t * @return {Function} a formatter function\n\t\t\t */\n\t\t\t_getEdgeParser = function(props) {\n\t\t\t\tprops = props.split(\",\");\n\t\t\t\treturn function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\tvar a = (e + \"\").split(\" \"),\n\t\t\t\t\t\ti;\n\t\t\t\t\tvars = {};\n\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\tvars[props[i]] = a[i] = a[i] || a[(((i - 1) / 2) >> 0)];\n\t\t\t\t\t}\n\t\t\t\t\treturn cssp.parse(t, vars, pt, plugin);\n\t\t\t\t};\n\t\t\t},\n\n\t\t\t// @private used when other plugins must tween values first, like BezierPlugin or ThrowPropsPlugin, etc. That plugin's setRatio() gets called first so that the values are updated, and then we loop through the MiniPropTweens which handle copying the values into their appropriate slots so that they can then be applied correctly in the main CSSPlugin setRatio() method. Remember, we typically create a proxy object that has a bunch of uniquely-named properties that we feed to the sub-plugin and it does its magic normally, and then we must interpret those values and apply them to the css because often numbers must get combined/concatenated, suffixes added, etc. to work with css, like boxShadow could have 4 values plus a color.\n\t\t\t_setPluginRatio = _internals._setPluginRatio = function(v) {\n\t\t\t\tthis.plugin.setRatio(v);\n\t\t\t\tvar d = this.data,\n\t\t\t\t\tproxy = d.proxy,\n\t\t\t\t\tmpt = d.firstMPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval, pt, i, str, p;\n\t\t\t\twhile (mpt) {\n\t\t\t\t\tval = proxy[mpt.v];\n\t\t\t\t\tif (mpt.r) {\n\t\t\t\t\t\tval = Math.round(val);\n\t\t\t\t\t} else if (val < min && val > -min) {\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tmpt.t[mpt.p] = val;\n\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t}\n\t\t\t\tif (d.autoRotate) {\n\t\t\t\t\td.autoRotate.rotation = d.mod ? d.mod(proxy.rotation, this.t) : proxy.rotation; //special case for ModifyPlugin to hook into an auto-rotating bezier\n\t\t\t\t}\n\t\t\t\t//at the end, we must set the CSSPropTween's \"e\" (end) value dynamically here because that's what is used in the final setRatio() method. Same for \"b\" at the beginning.\n\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\tmpt = d.firstMPT;\n\t\t\t\t\tp = (v === 1) ? \"e\" : \"b\";\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tpt = mpt.t;\n\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\tpt[p] = pt.s + pt.xs0;\n\t\t\t\t\t\t} else if (pt.type === 1) {\n\t\t\t\t\t\t\tstr = pt.xs0 + pt.s + pt.xs1;\n\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt[p] = str;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private @constructor Used by a few SpecialProps to hold important values for proxies. For example, _parseToProxy() creates a MiniPropTween instance for each property that must get tweened on the proxy, and we record the original property name as well as the unique one we create for the proxy, plus whether or not the value needs to be rounded plus the original value.\n\t\t\t * @param {!Object} t target object whose property we're tweening (often a CSSPropTween)\n\t\t\t * @param {!string} p property name\n\t\t\t * @param {(number|string|object)} v value\n\t\t\t * @param {MiniPropTween=} next next MiniPropTween in the linked list\n\t\t\t * @param {boolean=} r if true, the tweened value should be rounded to the nearest integer\n\t\t\t */\n\t\t\tMiniPropTween = function(t, p, v, next, r) {\n\t\t\t\tthis.t = t;\n\t\t\t\tthis.p = p;\n\t\t\t\tthis.v = v;\n\t\t\t\tthis.r = r;\n\t\t\t\tif (next) {\n\t\t\t\t\tnext._prev = this;\n\t\t\t\t\tthis._next = next;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Most other plugins (like BezierPlugin and ThrowPropsPlugin and others) can only tween numeric values, but CSSPlugin must accommodate special values that have a bunch of extra data (like a suffix or strings between numeric values, etc.). For example, boxShadow has values like \"10px 10px 20px 30px rgb(255,0,0)\" which would utterly confuse other plugins. This method allows us to split that data apart and grab only the numeric data and attach it to uniquely-named properties of a generic proxy object ({}) so that we can feed that to virtually any plugin to have the numbers tweened. However, we must also keep track of which properties from the proxy go with which CSSPropTween values and instances. So we create a linked list of MiniPropTweens. Each one records a target (the original CSSPropTween), property (like \"s\" or \"xn1\" or \"xn2\") that we're tweening and the unique property name that was used for the proxy (like \"boxShadow_xn1\" and \"boxShadow_xn2\") and whether or not they need to be rounded. That way, in the _setPluginRatio() method we can simply copy the values over from the proxy to the CSSPropTween instance(s). Then, when the main CSSPlugin setRatio() method runs and applies the CSSPropTween values accordingly, they're updated nicely. So the external plugin tweens the numbers, _setPluginRatio() copies them over, and setRatio() acts normally, applying css-specific values to the element.\n\t\t\t * This method returns an object that has the following properties:\n\t\t\t * - proxy: a generic object containing the starting values for all the properties that will be tweened by the external plugin. This is what we feed to the external _onInitTween() as the target\n\t\t\t * - end: a generic object containing the ending values for all the properties that will be tweened by the external plugin. This is what we feed to the external plugin's _onInitTween() as the destination values\n\t\t\t * - firstMPT: the first MiniPropTween in the linked list\n\t\t\t * - pt: the first CSSPropTween in the linked list that was created when parsing. If shallow is true, this linked list will NOT attach to the one passed into the _parseToProxy() as the \"pt\" (4th) parameter.\n\t\t\t * @param {!Object} t target object to be tweened\n\t\t\t * @param {!(Object|string)} vars the object containing the information about the tweening values (typically the end/destination values) that should be parsed\n\t\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance\n\t\t\t * @param {CSSPropTween=} pt the next CSSPropTween in the linked list\n\t\t\t * @param {TweenPlugin=} plugin the external TweenPlugin instance that will be handling tweening the numeric values\n\t\t\t * @param {boolean=} shallow if true, the resulting linked list from the parse will NOT be attached to the CSSPropTween that was passed in as the \"pt\" (4th) parameter.\n\t\t\t * @return An object containing the following properties: proxy, end, firstMPT, and pt (see above for descriptions)\n\t\t\t */\n\t\t\t_parseToProxy = _internals._parseToProxy = function(t, vars, cssp, pt, plugin, shallow) {\n\t\t\t\tvar bpt = pt,\n\t\t\t\t\tstart = {},\n\t\t\t\t\tend = {},\n\t\t\t\t\ttransform = cssp._transform,\n\t\t\t\t\toldForce = _forcePT,\n\t\t\t\t\ti, p, xp, mpt, firstPT;\n\t\t\t\tcssp._transform = null;\n\t\t\t\t_forcePT = vars;\n\t\t\t\tpt = firstPT = cssp.parse(t, vars, pt, plugin);\n\t\t\t\t_forcePT = oldForce;\n\t\t\t\t//break off from the linked list so the new ones are isolated.\n\t\t\t\tif (shallow) {\n\t\t\t\t\tcssp._transform = transform;\n\t\t\t\t\tif (bpt) {\n\t\t\t\t\t\tbpt._prev = null;\n\t\t\t\t\t\tif (bpt._prev) {\n\t\t\t\t\t\t\tbpt._prev._next = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\twhile (pt && pt !== bpt) {\n\t\t\t\t\tif (pt.type <= 1) {\n\t\t\t\t\t\tp = pt.p;\n\t\t\t\t\t\tend[p] = pt.s + pt.c;\n\t\t\t\t\t\tstart[p] = pt.s;\n\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, \"s\", p, mpt, pt.r);\n\t\t\t\t\t\t\tpt.c = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (pt.type === 1) {\n\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\twhile (--i > 0) {\n\t\t\t\t\t\t\t\txp = \"xn\" + i;\n\t\t\t\t\t\t\t\tp = pt.p + \"_\" + xp;\n\t\t\t\t\t\t\t\tend[p] = pt.data[xp];\n\t\t\t\t\t\t\t\tstart[p] = pt[xp];\n\t\t\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, xp, p, mpt, pt.rxp[xp]);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t\treturn {proxy:start, end:end, firstMPT:mpt, pt:firstPT};\n\t\t\t},\n\n\n\n\t\t\t/**\n\t\t\t * @constructor Each property that is tweened has at least one CSSPropTween associated with it. These instances store important information like the target, property, starting value, amount of change, etc. They can also optionally have a number of \"extra\" strings and numeric values named xs1, xn1, xs2, xn2, xs3, xn3, etc. where \"s\" indicates string and \"n\" indicates number. These can be pieced together in a complex-value tween (type:1) that has alternating types of data like a string, number, string, number, etc. For example, boxShadow could be \"5px 5px 8px rgb(102, 102, 51)\". In that value, there are 6 numbers that may need to tween and then pieced back together into a string again with spaces, suffixes, etc. xs0 is special in that it stores the suffix for standard (type:0) tweens, -OR- the first string (prefix) in a complex-value (type:1) CSSPropTween -OR- it can be the non-tweening value in a type:-1 CSSPropTween. We do this to conserve memory.\n\t\t\t * CSSPropTweens have the following optional properties as well (not defined through the constructor):\n\t\t\t * - l: Length in terms of the number of extra properties that the CSSPropTween has (default: 0). For example, for a boxShadow we may need to tween 5 numbers in which case l would be 5; Keep in mind that the start/end values for the first number that's tweened are always stored in the s and c properties to conserve memory. All additional values thereafter are stored in xn1, xn2, etc.\n\t\t\t * - xfirst: The first instance of any sub-CSSPropTweens that are tweening properties of this instance. For example, we may split up a boxShadow tween so that there's a main CSSPropTween of type:1 that has various xs* and xn* values associated with the h-shadow, v-shadow, blur, color, etc. Then we spawn a CSSPropTween for each of those that has a higher priority and runs BEFORE the main CSSPropTween so that the values are all set by the time it needs to re-assemble them. The xfirst gives us an easy way to identify the first one in that chain which typically ends at the main one (because they're all prepende to the linked list)\n\t\t\t * - plugin: The TweenPlugin instance that will handle the tweening of any complex values. For example, sometimes we don't want to use normal subtweens (like xfirst refers to) to tween the values - we might want ThrowPropsPlugin or BezierPlugin some other plugin to do the actual tweening, so we create a plugin instance and store a reference here. We need this reference so that if we get a request to round values or disable a tween, we can pass along that request.\n\t\t\t * - data: Arbitrary data that needs to be stored with the CSSPropTween. Typically if we're going to have a plugin handle the tweening of a complex-value tween, we create a generic object that stores the END values that we're tweening to and the CSSPropTween's xs1, xs2, etc. have the starting values. We store that object as data. That way, we can simply pass that object to the plugin and use the CSSPropTween as the target.\n\t\t\t * - setRatio: Only used for type:2 tweens that require custom functionality. In this case, we call the CSSPropTween's setRatio() method and pass the ratio each time the tween updates. This isn't quite as efficient as doing things directly in the CSSPlugin's setRatio() method, but it's very convenient and flexible.\n\t\t\t * @param {!Object} t Target object whose property will be tweened. Often a DOM element, but not always. It could be anything.\n\t\t\t * @param {string} p Property to tween (name). For example, to tween element.width, p would be \"width\".\n\t\t\t * @param {number} s Starting numeric value\n\t\t\t * @param {number} c Change in numeric value over the course of the entire tween. For example, if element.width starts at 5 and should end at 100, c would be 95.\n\t\t\t * @param {CSSPropTween=} next The next CSSPropTween in the linked list. If one is defined, we will define its _prev as the new instance, and the new instance's _next will be pointed at it.\n\t\t\t * @param {number=} type The type of CSSPropTween where -1 = a non-tweening value, 0 = a standard simple tween, 1 = a complex value (like one that has multiple numbers in a comma- or space-delimited string like border:\"1px solid red\"), and 2 = one that uses a custom setRatio function that does all of the work of applying the values on each update.\n\t\t\t * @param {string=} n Name of the property that should be used for overwriting purposes which is typically the same as p but not always. For example, we may need to create a subtween for the 2nd part of a \"clip:rect(...)\" tween in which case \"p\" might be xs1 but \"n\" is still \"clip\"\n\t\t\t * @param {boolean=} r If true, the value(s) should be rounded\n\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority CSSPropTweens will be updated before lower priority ones. The default priority is 0.\n\t\t\t * @param {string=} b Beginning value. We store this to ensure that it is EXACTLY what it was when the tween began without any risk of interpretation issues.\n\t\t\t * @param {string=} e Ending value. We store this to ensure that it is EXACTLY what the user defined at the end of the tween without any risk of interpretation issues.\n\t\t\t */\n\t\t\tCSSPropTween = _internals.CSSPropTween = function(t, p, s, c, next, type, n, r, pr, b, e) {\n\t\t\t\tthis.t = t; //target\n\t\t\t\tthis.p = p; //property\n\t\t\t\tthis.s = s; //starting value\n\t\t\t\tthis.c = c; //change value\n\t\t\t\tthis.n = n || p; //name that this CSSPropTween should be associated to (usually the same as p, but not always - n is what overwriting looks at)\n\t\t\t\tif (!(t instanceof CSSPropTween)) {\n\t\t\t\t\t_overwriteProps.push(this.n);\n\t\t\t\t}\n\t\t\t\tthis.r = r; //round (boolean)\n\t\t\t\tthis.type = type || 0; //0 = normal tween, -1 = non-tweening (in which case xs0 will be applied to the target's property, like tp.t[tp.p] = tp.xs0), 1 = complex-value SpecialProp, 2 = custom setRatio() that does all the work\n\t\t\t\tif (pr) {\n\t\t\t\t\tthis.pr = pr;\n\t\t\t\t\t_hasPriority = true;\n\t\t\t\t}\n\t\t\t\tthis.b = (b === undefined) ? s : b;\n\t\t\t\tthis.e = (e === undefined) ? s + c : e;\n\t\t\t\tif (next) {\n\t\t\t\t\tthis._next = next;\n\t\t\t\t\tnext._prev = this;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t_addNonTweeningNumericPT = function(target, prop, start, end, next, overwriteProp) { //cleans up some code redundancies and helps minification. Just a fast way to add a NUMERIC non-tweening CSSPropTween\n\t\t\t\tvar pt = new CSSPropTween(target, prop, start, end - start, next, -1, overwriteProp);\n\t\t\t\tpt.b = start;\n\t\t\t\tpt.e = pt.xs0 = end;\n\t\t\t\treturn pt;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * Takes a target, the beginning value and ending value (as strings) and parses them into a CSSPropTween (possibly with child CSSPropTweens) that accommodates multiple numbers, colors, comma-delimited values, etc. For example:\n\t\t\t * sp.parseComplex(element, \"boxShadow\", \"5px 10px 20px rgb(255,102,51)\", \"0px 0px 0px red\", true, \"0px 0px 0px rgb(0,0,0,0)\", pt);\n\t\t\t * It will walk through the beginning and ending values (which should be in the same format with the same number and type of values) and figure out which parts are numbers, what strings separate the numeric/tweenable values, and then create the CSSPropTweens accordingly. If a plugin is defined, no child CSSPropTweens will be created. Instead, the ending values will be stored in the \"data\" property of the returned CSSPropTween like: {s:-5, xn1:-10, xn2:-20, xn3:255, xn4:0, xn5:0} so that it can be fed to any other plugin and it'll be plain numeric tweens but the recomposition of the complex value will be handled inside CSSPlugin's setRatio().\n\t\t\t * If a setRatio is defined, the type of the CSSPropTween will be set to 2 and recomposition of the values will be the responsibility of that method.\n\t\t\t *\n\t\t\t * @param {!Object} t Target whose property will be tweened\n\t\t\t * @param {!string} p Property that will be tweened (its name, like \"left\" or \"backgroundColor\" or \"boxShadow\")\n\t\t\t * @param {string} b Beginning value\n\t\t\t * @param {string} e Ending value\n\t\t\t * @param {boolean} clrs If true, the value could contain a color value like \"rgb(255,0,0)\" or \"#F00\" or \"red\". The default is false, so no colors will be recognized (a performance optimization)\n\t\t\t * @param {(string|number|Object)} dflt The default beginning value that should be used if no valid beginning value is defined or if the number of values inside the complex beginning and ending values don't match\n\t\t\t * @param {?CSSPropTween} pt CSSPropTween instance that is the current head of the linked list (we'll prepend to this).\n\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority properties will be updated before lower priority ones. The default priority is 0.\n\t\t\t * @param {TweenPlugin=} plugin If a plugin should handle the tweening of extra properties, pass the plugin instance here. If one is defined, then NO subtweens will be created for any extra properties (the properties will be created - just not additional CSSPropTween instances to tween them) because the plugin is expected to do so. However, the end values WILL be populated in the \"data\" property, like {s:100, xn1:50, xn2:300}\n\t\t\t * @param {function(number)=} setRatio If values should be set in a custom function instead of being pieced together in a type:1 (complex-value) CSSPropTween, define that custom function here.\n\t\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parseComplex() call.\n\t\t\t */\n\t\t\t_parseComplex = CSSPlugin.parseComplex = function(t, p, b, e, clrs, dflt, pt, pr, plugin, setRatio) {\n\t\t\t\t//DEBUG: _log(\"parseComplex: \"+p+\", b: \"+b+\", e: \"+e);\n\t\t\t\tb = b || dflt || \"\";\n\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\te = e(_index, _target);\n\t\t\t\t}\n\t\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, (setRatio ? 2 : 1), null, false, pr, b, e);\n\t\t\t\te += \"\"; //ensures it's a string\n\t\t\t\tif (clrs && _colorExp.test(e + b)) { //if colors are found, normalize the formatting to rgba() or hsla().\n\t\t\t\t\te = [b, e];\n\t\t\t\t\tCSSPlugin.colorStringFilter(e);\n\t\t\t\t\tb = e[0];\n\t\t\t\t\te = e[1];\n\t\t\t\t}\n\t\t\t\tvar ba = b.split(\", \").join(\",\").split(\" \"), //beginning array\n\t\t\t\t\tea = e.split(\", \").join(\",\").split(\" \"), //ending array\n\t\t\t\t\tl = ba.length,\n\t\t\t\t\tautoRound = (_autoRound !== false),\n\t\t\t\t\ti, xi, ni, bv, ev, bnums, enums, bn, hasAlpha, temp, cv, str, useHSL;\n\t\t\t\tif (e.indexOf(\",\") !== -1 || b.indexOf(\",\") !== -1) {\n\t\t\t\t\tif ((e + b).indexOf(\"rgb\") !== -1 || (e + b).indexOf(\"hsl\") !== -1) { //keep rgb(), rgba(), hsl(), and hsla() values together! (remember, we're splitting on spaces)\n\t\t\t\t\t\tba = ba.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t\tea = ea.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t} else {\n\t\t\t\t\t\tba = ba.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t\tea = ea.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t}\n\t\t\t\t\tl = ba.length;\n\t\t\t\t}\n\t\t\t\tif (l !== ea.length) {\n\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\tba = (dflt || \"\").split(\" \");\n\t\t\t\t\tl = ba.length;\n\t\t\t\t}\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = setRatio;\n\t\t\t\t_colorExp.lastIndex = 0;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tbv = ba[i];\n\t\t\t\t\tev = ea[i];\n\t\t\t\t\tbn = parseFloat(bv);\n\t\t\t\t\t//if the value begins with a number (most common). It's fine if it has a suffix like px\n\t\t\t\t\tif (bn || bn === 0) {\n\t\t\t\t\t\tpt.appendXtra(\"\", bn, _parseChange(ev, bn), ev.replace(_relNumExp, \"\"), (autoRound && ev.indexOf(\"px\") !== -1), true);\n\n\t\t\t\t\t//if the value is a color\n\t\t\t\t\t} else if (clrs && _colorExp.test(bv)) {\n\t\t\t\t\t\tstr = ev.indexOf(\")\") + 1;\n\t\t\t\t\t\tstr = \")\" + (str ? ev.substr(str) : \"\"); //if there's a comma or ) at the end, retain it.\n\t\t\t\t\t\tuseHSL = (ev.indexOf(\"hsl\") !== -1 && _supportsOpacity);\n\t\t\t\t\t\ttemp = ev; //original string value so we can look for any prefix later.\n\t\t\t\t\t\tbv = _parseColor(bv, useHSL);\n\t\t\t\t\t\tev = _parseColor(ev, useHSL);\n\t\t\t\t\t\thasAlpha = (bv.length + ev.length > 6);\n\t\t\t\t\t\tif (hasAlpha && !_supportsOpacity && ev[3] === 0) { //older versions of IE don't support rgba(), so if the destination alpha is 0, just use \"transparent\" for the end color\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += pt.l ? \" transparent\" : \"transparent\";\n\t\t\t\t\t\t\tpt.e = pt.e.split(ea[i]).join(\"transparent\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tif (!_supportsOpacity) { //old versions of IE don't support rgba().\n\t\t\t\t\t\t\t\thasAlpha = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (useHSL) {\n\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"hsl\")) + (hasAlpha ? \"hsla(\" : \"hsl(\"), bv[0], _parseChange(ev[0], bv[0]), \",\", false, true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], _parseChange(ev[1], bv[1]), \"%,\", false)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], _parseChange(ev[2], bv[2]), (hasAlpha ? \"%,\" : \"%\" + str), false);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"rgb\")) + (hasAlpha ? \"rgba(\" : \"rgb(\"), bv[0], ev[0] - bv[0], \",\", true, true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], ev[1] - bv[1], \",\", true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], ev[2] - bv[2], (hasAlpha ? \",\" : str), true);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (hasAlpha) {\n\t\t\t\t\t\t\t\tbv = (bv.length < 4) ? 1 : bv[3];\n\t\t\t\t\t\t\t\tpt.appendXtra(\"\", bv, ((ev.length < 4) ? 1 : ev[3]) - bv, str, false);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_colorExp.lastIndex = 0; //otherwise the test() on the RegExp could move the lastIndex and taint future results.\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbnums = bv.match(_numExp); //gets each group of numbers in the beginning value string and drops them into an array\n\n\t\t\t\t\t\t//if no number is found, treat it as a non-tweening value and just append the string to the current xs.\n\t\t\t\t\t\tif (!bnums) {\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += (pt.l || pt[\"xs\" + pt.l]) ? \" \" + ev : ev;\n\n\t\t\t\t\t\t//loop through all the numbers that are found and construct the extra values on the pt.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tenums = ev.match(_relNumExp); //get each group of numbers in the end value string and drop them into an array. We allow relative values too, like +=50 or -=.5\n\t\t\t\t\t\t\tif (!enums || enums.length !== bnums.length) {\n\t\t\t\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tni = 0;\n\t\t\t\t\t\t\tfor (xi = 0; xi < bnums.length; xi++) {\n\t\t\t\t\t\t\t\tcv = bnums[xi];\n\t\t\t\t\t\t\t\ttemp = bv.indexOf(cv, ni);\n\t\t\t\t\t\t\t\tpt.appendXtra(bv.substr(ni, temp - ni), Number(cv), _parseChange(enums[xi], cv), \"\", (autoRound && bv.substr(temp + cv.length, 2) === \"px\"), (xi === 0));\n\t\t\t\t\t\t\t\tni = temp + cv.length;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += bv.substr(ni);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//if there are relative values (\"+=\" or \"-=\" prefix), we need to adjust the ending value to eliminate the prefixes and combine the values properly.\n\t\t\t\tif (e.indexOf(\"=\") !== -1) if (pt.data) {\n\t\t\t\t\tstr = pt.xs0 + pt.data.s;\n\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\tstr += pt[\"xs\" + i] + pt.data[\"xn\" + i];\n\t\t\t\t\t}\n\t\t\t\t\tpt.e = str + pt[\"xs\" + i];\n\t\t\t\t}\n\t\t\t\tif (!pt.l) {\n\t\t\t\t\tpt.type = -1;\n\t\t\t\t\tpt.xs0 = pt.e;\n\t\t\t\t}\n\t\t\t\treturn pt.xfirst || pt;\n\t\t\t},\n\t\t\ti = 9;\n\n\n\t\tp = CSSPropTween.prototype;\n\t\tp.l = p.pr = 0; //length (number of extra properties like xn1, xn2, xn3, etc.\n\t\twhile (--i > 0) {\n\t\t\tp[\"xn\" + i] = 0;\n\t\t\tp[\"xs\" + i] = \"\";\n\t\t}\n\t\tp.xs0 = \"\";\n\t\tp._next = p._prev = p.xfirst = p.data = p.plugin = p.setRatio = p.rxp = null;\n\n\n\t\t/**\n\t\t * Appends and extra tweening value to a CSSPropTween and automatically manages any prefix and suffix strings. The first extra value is stored in the s and c of the main CSSPropTween instance, but thereafter any extras are stored in the xn1, xn2, xn3, etc. The prefixes and suffixes are stored in the xs0, xs1, xs2, etc. properties. For example, if I walk through a clip value like \"rect(10px, 5px, 0px, 20px)\", the values would be stored like this:\n\t\t * xs0:\"rect(\", s:10, xs1:\"px, \", xn1:5, xs2:\"px, \", xn2:0, xs3:\"px, \", xn3:20, xn4:\"px)\"\n\t\t * And they'd all get joined together when the CSSPlugin renders (in the setRatio() method).\n\t\t * @param {string=} pfx Prefix (if any)\n\t\t * @param {!number} s Starting value\n\t\t * @param {!number} c Change in numeric value over the course of the entire tween. For example, if the start is 5 and the end is 100, the change would be 95.\n\t\t * @param {string=} sfx Suffix (if any)\n\t\t * @param {boolean=} r Round (if true).\n\t\t * @param {boolean=} pad If true, this extra value should be separated by the previous one by a space. If there is no previous extra and pad is true, it will automatically drop the space.\n\t\t * @return {CSSPropTween} returns itself so that multiple methods can be chained together.\n\t\t */\n\t\tp.appendXtra = function(pfx, s, c, sfx, r, pad) {\n\t\t\tvar pt = this,\n\t\t\t\tl = pt.l;\n\t\t\tpt[\"xs\" + l] += (pad && (l || pt[\"xs\" + l])) ? \" \" + pfx : pfx || \"\";\n\t\t\tif (!c) if (l !== 0 && !pt.plugin) { //typically we'll combine non-changing values right into the xs to optimize performance, but we don't combine them when there's a plugin that will be tweening the values because it may depend on the values being split apart, like for a bezier, if a value doesn't change between the first and second iteration but then it does on the 3rd, we'll run into trouble because there's no xn slot for that value!\n\t\t\t\tpt[\"xs\" + l] += s + (sfx || \"\");\n\t\t\t\treturn pt;\n\t\t\t}\n\t\t\tpt.l++;\n\t\t\tpt.type = pt.setRatio ? 2 : 1;\n\t\t\tpt[\"xs\" + pt.l] = sfx || \"\";\n\t\t\tif (l > 0) {\n\t\t\t\tpt.data[\"xn\" + l] = s + c;\n\t\t\t\tpt.rxp[\"xn\" + l] = r; //round extra property (we need to tap into this in the _parseToProxy() method)\n\t\t\t\tpt[\"xn\" + l] = s;\n\t\t\t\tif (!pt.plugin) {\n\t\t\t\t\tpt.xfirst = new CSSPropTween(pt, \"xn\" + l, s, c, pt.xfirst || pt, 0, pt.n, r, pt.pr);\n\t\t\t\t\tpt.xfirst.xs0 = 0; //just to ensure that the property stays numeric which helps modern browsers speed up processing. Remember, in the setRatio() method, we do pt.t[pt.p] = val + pt.xs0 so if pt.xs0 is \"\" (the default), it'll cast the end value as a string. When a property is a number sometimes and a string sometimes, it prevents the compiler from locking in the data type, slowing things down slightly.\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t}\n\t\t\tpt.data = {s:s + c};\n\t\t\tpt.rxp = {};\n\t\t\tpt.s = s;\n\t\t\tpt.c = c;\n\t\t\tpt.r = r;\n\t\t\treturn pt;\n\t\t};\n\n\t\t/**\n\t\t * @constructor A SpecialProp is basically a css property that needs to be treated in a non-standard way, like if it may contain a complex value like boxShadow:\"5px 10px 15px rgb(255, 102, 51)\" or if it is associated with another plugin like ThrowPropsPlugin or BezierPlugin. Every SpecialProp is associated with a particular property name like \"boxShadow\" or \"throwProps\" or \"bezier\" and it will intercept those values in the vars object that's passed to the CSSPlugin and handle them accordingly.\n\t\t * @param {!string} p Property name (like \"boxShadow\" or \"throwProps\")\n\t\t * @param {Object=} options An object containing any of the following configuration options:\n\t\t * - defaultValue: the default value\n\t\t * - parser: A function that should be called when the associated property name is found in the vars. This function should return a CSSPropTween instance and it should ensure that it is properly inserted into the linked list. It will receive 4 paramters: 1) The target, 2) The value defined in the vars, 3) The CSSPlugin instance (whose _firstPT should be used for the linked list), and 4) A computed style object if one was calculated (this is a speed optimization that allows retrieval of starting values quicker)\n\t\t * - formatter: a function that formats any value received for this special property (for example, boxShadow could take \"5px 5px red\" and format it to \"5px 5px 0px 0px red\" so that both the beginning and ending values have a common order and quantity of values.)\n\t\t * - prefix: if true, we'll determine whether or not this property requires a vendor prefix (like Webkit or Moz or ms or O)\n\t\t * - color: set this to true if the value for this SpecialProp may contain color-related values like rgb(), rgba(), etc.\n\t\t * - priority: priority in the linked list order. Higher priority SpecialProps will be updated before lower priority ones. The default priority is 0.\n\t\t * - multi: if true, the formatter should accommodate a comma-delimited list of values, like boxShadow could have multiple boxShadows listed out.\n\t\t * - collapsible: if true, the formatter should treat the value like it's a top/right/bottom/left value that could be collapsed, like \"5px\" would apply to all, \"5px, 10px\" would use 5px for top/bottom and 10px for right/left, etc.\n\t\t * - keyword: a special keyword that can [optionally] be found inside the value (like \"inset\" for boxShadow). This allows us to validate beginning/ending values to make sure they match (if the keyword is found in one, it'll be added to the other for consistency by default).\n\t\t */\n\t\tvar SpecialProp = function(p, options) {\n\t\t\t\toptions = options || {};\n\t\t\t\tthis.p = options.prefix ? _checkPropPrefix(p) || p : p;\n\t\t\t\t_specialProps[p] = _specialProps[this.p] = this;\n\t\t\t\tthis.format = options.formatter || _getFormatter(options.defaultValue, options.color, options.collapsible, options.multi);\n\t\t\t\tif (options.parser) {\n\t\t\t\t\tthis.parse = options.parser;\n\t\t\t\t}\n\t\t\t\tthis.clrs = options.color;\n\t\t\t\tthis.multi = options.multi;\n\t\t\t\tthis.keyword = options.keyword;\n\t\t\t\tthis.dflt = options.defaultValue;\n\t\t\t\tthis.pr = options.priority || 0;\n\t\t\t},\n\n\t\t\t//shortcut for creating a new SpecialProp that can accept multiple properties as a comma-delimited list (helps minification). dflt can be an array for multiple values (we don't do a comma-delimited list because the default value may contain commas, like rect(0px,0px,0px,0px)). We attach this method to the SpecialProp class/object instead of using a private _createSpecialProp() method so that we can tap into it externally if necessary, like from another plugin.\n\t\t\t_registerComplexSpecialProp = _internals._registerComplexSpecialProp = function(p, options, defaults) {\n\t\t\t\tif (typeof(options) !== \"object\") {\n\t\t\t\t\toptions = {parser:defaults}; //to make backwards compatible with older versions of BezierPlugin and ThrowPropsPlugin\n\t\t\t\t}\n\t\t\t\tvar a = p.split(\",\"),\n\t\t\t\t\td = options.defaultValue,\n\t\t\t\t\ti, temp;\n\t\t\t\tdefaults = defaults || [d];\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\toptions.prefix = (i === 0 && options.prefix);\n\t\t\t\t\toptions.defaultValue = defaults[i] || d;\n\t\t\t\t\ttemp = new SpecialProp(a[i], options);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t//creates a placeholder special prop for a plugin so that the property gets caught the first time a tween of it is attempted, and at that time it makes the plugin register itself, thus taking over for all future tweens of that property. This allows us to not mandate that things load in a particular order and it also allows us to log() an error that informs the user when they attempt to tween an external plugin-related property without loading its .js file.\n\t\t\t_registerPluginProp = _internals._registerPluginProp = function(p) {\n\t\t\t\tif (!_specialProps[p]) {\n\t\t\t\t\tvar pluginName = p.charAt(0).toUpperCase() + p.substr(1) + \"Plugin\";\n\t\t\t\t\t_registerComplexSpecialProp(p, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\t\tvar pluginClass = _globals.com.greensock.plugins[pluginName];\n\t\t\t\t\t\tif (!pluginClass) {\n\t\t\t\t\t\t\t_log(\"Error: \" + pluginName + \" js file not loaded.\");\n\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpluginClass._cssRegister();\n\t\t\t\t\t\treturn _specialProps[p].parse(t, e, p, cssp, pt, plugin, vars);\n\t\t\t\t\t}});\n\t\t\t\t}\n\t\t\t};\n\n\n\t\tp = SpecialProp.prototype;\n\n\t\t/**\n\t\t * Alias for _parseComplex() that automatically plugs in certain values for this SpecialProp, like its property name, whether or not colors should be sensed, the default value, and priority. It also looks for any keyword that the SpecialProp defines (like \"inset\" for boxShadow) and ensures that the beginning and ending values have the same number of values for SpecialProps where multi is true (like boxShadow and textShadow can have a comma-delimited list)\n\t\t * @param {!Object} t target element\n\t\t * @param {(string|number|object)} b beginning value\n\t\t * @param {(string|number|object)} e ending (destination) value\n\t\t * @param {CSSPropTween=} pt next CSSPropTween in the linked list\n\t\t * @param {TweenPlugin=} plugin If another plugin will be tweening the complex value, that TweenPlugin instance goes here.\n\t\t * @param {function=} setRatio If a custom setRatio() method should be used to handle this complex value, that goes here.\n\t\t * @return {CSSPropTween=} First CSSPropTween in the linked list\n\t\t */\n\t\tp.parseComplex = function(t, b, e, pt, plugin, setRatio) {\n\t\t\tvar kwd = this.keyword,\n\t\t\t\ti, ba, ea, l, bi, ei;\n\t\t\t//if this SpecialProp's value can contain a comma-delimited list of values (like boxShadow or textShadow), we must parse them in a special way, and look for a keyword (like \"inset\" for boxShadow) and ensure that the beginning and ending BOTH have it if the end defines it as such. We also must ensure that there are an equal number of values specified (we can't tween 1 boxShadow to 3 for example)\n\t\t\tif (this.multi) if (_commasOutsideParenExp.test(e) || _commasOutsideParenExp.test(b)) {\n\t\t\t\tba = b.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\tea = e.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t} else if (kwd) {\n\t\t\t\tba = [b];\n\t\t\t\tea = [e];\n\t\t\t}\n\t\t\tif (ea) {\n\t\t\t\tl = (ea.length > ba.length) ? ea.length : ba.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tb = ba[i] = ba[i] || this.dflt;\n\t\t\t\t\te = ea[i] = ea[i] || this.dflt;\n\t\t\t\t\tif (kwd) {\n\t\t\t\t\t\tbi = b.indexOf(kwd);\n\t\t\t\t\t\tei = e.indexOf(kwd);\n\t\t\t\t\t\tif (bi !== ei) {\n\t\t\t\t\t\t\tif (ei === -1) { //if the keyword isn't in the end value, remove it from the beginning one.\n\t\t\t\t\t\t\t\tba[i] = ba[i].split(kwd).join(\"\");\n\t\t\t\t\t\t\t} else if (bi === -1) { //if the keyword isn't in the beginning, add it.\n\t\t\t\t\t\t\t\tba[i] += \" \" + kwd;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tb = ba.join(\", \");\n\t\t\t\te = ea.join(\", \");\n\t\t\t}\n\t\t\treturn _parseComplex(t, this.p, b, e, this.clrs, this.dflt, pt, this.pr, plugin, setRatio);\n\t\t};\n\n\t\t/**\n\t\t * Accepts a target and end value and spits back a CSSPropTween that has been inserted into the CSSPlugin's linked list and conforms with all the conventions we use internally, like type:-1, 0, 1, or 2, setting up any extra property tweens, priority, etc. For example, if we have a boxShadow SpecialProp and call:\n\t\t * this._firstPT = sp.parse(element, \"5px 10px 20px rgb(2550,102,51)\", \"boxShadow\", this);\n\t\t * It should figure out the starting value of the element's boxShadow, compare it to the provided end value and create all the necessary CSSPropTweens of the appropriate types to tween the boxShadow. The CSSPropTween that gets spit back should already be inserted into the linked list (the 4th parameter is the current head, so prepend to that).\n\t\t * @param {!Object} t Target object whose property is being tweened\n\t\t * @param {Object} e End value as provided in the vars object (typically a string, but not always - like a throwProps would be an object).\n\t\t * @param {!string} p Property name\n\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance that should be associated with this tween.\n\t\t * @param {?CSSPropTween} pt The CSSPropTween that is the current head of the linked list (we'll prepend to it)\n\t\t * @param {TweenPlugin=} plugin If a plugin will be used to tween the parsed value, this is the plugin instance.\n\t\t * @param {Object=} vars Original vars object that contains the data for parsing.\n\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parse() call.\n\t\t */\n\t\tp.parse = function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\treturn this.parseComplex(t.style, this.format(_getStyle(t, this.p, _cs, false, this.dflt)), this.format(e), pt, plugin);\n\t\t};\n\n\t\t/**\n\t\t * Registers a special property that should be intercepted from any \"css\" objects defined in tweens. This allows you to handle them however you want without CSSPlugin doing it for you. The 2nd parameter should be a function that accepts 3 parameters:\n\t\t * 1) Target object whose property should be tweened (typically a DOM element)\n\t\t * 2) The end/destination value (could be a string, number, object, or whatever you want)\n\t\t * 3) The tween instance (you probably don't need to worry about this, but it can be useful for looking up information like the duration)\n\t\t *\n\t\t * Then, your function should return a function which will be called each time the tween gets rendered, passing a numeric \"ratio\" parameter to your function that indicates the change factor (usually between 0 and 1). For example:\n\t\t *\n\t\t * CSSPlugin.registerSpecialProp(\"myCustomProp\", function(target, value, tween) {\n\t\t * var start = target.style.width;\n\t\t * return function(ratio) {\n\t\t * target.style.width = (start + value * ratio) + \"px\";\n\t\t * console.log(\"set width to \" + target.style.width);\n\t\t * }\n\t\t * }, 0);\n\t\t *\n\t\t * Then, when I do this tween, it will trigger my special property:\n\t\t *\n\t\t * TweenLite.to(element, 1, {css:{myCustomProp:100}});\n\t\t *\n\t\t * In the example, of course, we're just changing the width, but you can do anything you want.\n\t\t *\n\t\t * @param {!string} name Property name (or comma-delimited list of property names) that should be intercepted and handled by your function. For example, if I define \"myCustomProp\", then it would handle that portion of the following tween: TweenLite.to(element, 1, {css:{myCustomProp:100}})\n\t\t * @param {!function(Object, Object, Object, string):function(number)} onInitTween The function that will be called when a tween of this special property is performed. The function will receive 4 parameters: 1) Target object that should be tweened, 2) Value that was passed to the tween, 3) The tween instance itself (rarely used), and 4) The property name that's being tweened. Your function should return a function that should be called on every update of the tween. That function will receive a single parameter that is a \"change factor\" value (typically between 0 and 1) indicating the amount of change as a ratio. You can use this to determine how to set the values appropriately in your function.\n\t\t * @param {number=} priority Priority that helps the engine determine the order in which to set the properties (default: 0). Higher priority properties will be updated before lower priority ones.\n\t\t */\n\t\tCSSPlugin.registerSpecialProp = function(name, onInitTween, priority) {\n\t\t\t_registerComplexSpecialProp(name, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\tvar rv = new CSSPropTween(t, p, 0, 0, pt, 2, p, false, priority);\n\t\t\t\trv.plugin = plugin;\n\t\t\t\trv.setRatio = onInitTween(t, e, cssp._tween, p);\n\t\t\t\treturn rv;\n\t\t\t}, priority:priority});\n\t\t};\n\n\n\n\n\n\n\t\t//transform-related methods and properties\n\t\tCSSPlugin.useSVGTransformAttr = true; //Safari and Firefox both have some rendering bugs when applying CSS transforms to SVG elements, so default to using the \"transform\" attribute instead (users can override this).\n\t\tvar _transformProps = (\"scaleX,scaleY,scaleZ,x,y,z,skewX,skewY,rotation,rotationX,rotationY,perspective,xPercent,yPercent\").split(\",\"),\n\t\t\t_transformProp = _checkPropPrefix(\"transform\"), //the Javascript (camelCase) transform property, like msTransform, WebkitTransform, MozTransform, or OTransform.\n\t\t\t_transformPropCSS = _prefixCSS + \"transform\",\n\t\t\t_transformOriginProp = _checkPropPrefix(\"transformOrigin\"),\n\t\t\t_supports3D = (_checkPropPrefix(\"perspective\") !== null),\n\t\t\tTransform = _internals.Transform = function() {\n\t\t\t\tthis.perspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0;\n\t\t\t\tthis.force3D = (CSSPlugin.defaultForce3D === false || !_supports3D) ? false : CSSPlugin.defaultForce3D || \"auto\";\n\t\t\t},\n\t\t\t_SVGElement = _gsScope.SVGElement,\n\t\t\t_useSVGTransformAttr,\n\t\t\t//Some browsers (like Firefox and IE) don't honor transform-origin properly in SVG elements, so we need to manually adjust the matrix accordingly. We feature detect here rather than always doing the conversion for certain browsers because they may fix the problem at some point in the future.\n\n\t\t\t_createSVG = function(type, container, attributes) {\n\t\t\t\tvar element = _doc.createElementNS(\"http://www.w3.org/2000/svg\", type),\n\t\t\t\t\treg = /([a-z])([A-Z])/g,\n\t\t\t\t\tp;\n\t\t\t\tfor (p in attributes) {\n\t\t\t\t\telement.setAttributeNS(null, p.replace(reg, \"$1-$2\").toLowerCase(), attributes[p]);\n\t\t\t\t}\n\t\t\t\tcontainer.appendChild(element);\n\t\t\t\treturn element;\n\t\t\t},\n\t\t\t_docElement = _doc.documentElement || {},\n\t\t\t_forceSVGTransformAttr = (function() {\n\t\t\t\t//IE and Android stock don't support CSS transforms on SVG elements, so we must write them to the \"transform\" attribute. We populate this variable in the _parseTransform() method, and only if/when we come across an SVG element\n\t\t\t\tvar force = _ieVers || (/Android/i.test(_agent) && !_gsScope.chrome),\n\t\t\t\t\tsvg, rect, width;\n\t\t\t\tif (_doc.createElementNS && !force) { //IE8 and earlier doesn't support SVG anyway\n\t\t\t\t\tsvg = _createSVG(\"svg\", _docElement);\n\t\t\t\t\trect = _createSVG(\"rect\", svg, {width:100, height:50, x:100});\n\t\t\t\t\twidth = rect.getBoundingClientRect().width;\n\t\t\t\t\trect.style[_transformOriginProp] = \"50% 50%\";\n\t\t\t\t\trect.style[_transformProp] = \"scaleX(0.5)\";\n\t\t\t\t\tforce = (width === rect.getBoundingClientRect().width && !(_isFirefox && _supports3D)); //note: Firefox fails the test even though it does support CSS transforms in 3D. Since we can't push 3D stuff into the transform attribute, we force Firefox to pass the test here (as long as it does truly support 3D).\n\t\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\t}\n\t\t\t\treturn force;\n\t\t\t})(),\n\t\t\t_parseSVGOrigin = function(e, local, decoratee, absolute, smoothOrigin, skipRecord) {\n\t\t\t\tvar tm = e._gsTransform,\n\t\t\t\t\tm = _getMatrix(e, true),\n\t\t\t\t\tv, x, y, xOrigin, yOrigin, a, b, c, d, tx, ty, determinant, xOriginOld, yOriginOld;\n\t\t\t\tif (tm) {\n\t\t\t\t\txOriginOld = tm.xOrigin; //record the original values before we alter them.\n\t\t\t\t\tyOriginOld = tm.yOrigin;\n\t\t\t\t}\n\t\t\t\tif (!absolute || (v = absolute.split(\" \")).length < 2) {\n\t\t\t\t\tb = e.getBBox();\n\t\t\t\t\tif (b.x === 0 && b.y === 0 && b.width + b.height === 0) { //some browsers (like Firefox) misreport the bounds if the element has zero width and height (it just assumes it's at x:0, y:0), thus we need to manually grab the position in that case.\n\t\t\t\t\t\tb = {x: parseFloat(e.hasAttribute(\"x\") ? e.getAttribute(\"x\") : e.hasAttribute(\"cx\") ? e.getAttribute(\"cx\") : 0) || 0, y: parseFloat(e.hasAttribute(\"y\") ? e.getAttribute(\"y\") : e.hasAttribute(\"cy\") ? e.getAttribute(\"cy\") : 0) || 0, width:0, height:0};\n\t\t\t\t\t}\n\t\t\t\t\tlocal = _parsePosition(local).split(\" \");\n\t\t\t\t\tv = [(local[0].indexOf(\"%\") !== -1 ? parseFloat(local[0]) / 100 * b.width : parseFloat(local[0])) + b.x,\n\t\t\t\t\t\t (local[1].indexOf(\"%\") !== -1 ? parseFloat(local[1]) / 100 * b.height : parseFloat(local[1])) + b.y];\n\t\t\t\t}\n\t\t\t\tdecoratee.xOrigin = xOrigin = parseFloat(v[0]);\n\t\t\t\tdecoratee.yOrigin = yOrigin = parseFloat(v[1]);\n\t\t\t\tif (absolute && m !== _identity2DMatrix) { //if svgOrigin is being set, we must invert the matrix and determine where the absolute point is, factoring in the current transforms. Otherwise, the svgOrigin would be based on the element's non-transformed position on the canvas.\n\t\t\t\t\ta = m[0];\n\t\t\t\t\tb = m[1];\n\t\t\t\t\tc = m[2];\n\t\t\t\t\td = m[3];\n\t\t\t\t\ttx = m[4];\n\t\t\t\t\tty = m[5];\n\t\t\t\t\tdeterminant = (a * d - b * c);\n\t\t\t\t\tif (determinant) { //if it's zero (like if scaleX and scaleY are zero), skip it to avoid errors with dividing by zero.\n\t\t\t\t\t\tx = xOrigin * (d / determinant) + yOrigin * (-c / determinant) + ((c * ty - d * tx) / determinant);\n\t\t\t\t\t\ty = xOrigin * (-b / determinant) + yOrigin * (a / determinant) - ((a * ty - b * tx) / determinant);\n\t\t\t\t\t\txOrigin = decoratee.xOrigin = v[0] = x;\n\t\t\t\t\t\tyOrigin = decoratee.yOrigin = v[1] = y;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (tm) { //avoid jump when transformOrigin is changed - adjust the x/y values accordingly\n\t\t\t\t\tif (skipRecord) {\n\t\t\t\t\t\tdecoratee.xOffset = tm.xOffset;\n\t\t\t\t\t\tdecoratee.yOffset = tm.yOffset;\n\t\t\t\t\t\ttm = decoratee;\n\t\t\t\t\t}\n\t\t\t\t\tif (smoothOrigin || (smoothOrigin !== false && CSSPlugin.defaultSmoothOrigin !== false)) {\n\t\t\t\t\t\tx = xOrigin - xOriginOld;\n\t\t\t\t\t\ty = yOrigin - yOriginOld;\n\t\t\t\t\t\t//originally, we simply adjusted the x and y values, but that would cause problems if, for example, you created a rotational tween part-way through an x/y tween. Managing the offset in a separate variable gives us ultimate flexibility.\n\t\t\t\t\t\t//tm.x -= x - (x * m[0] + y * m[2]);\n\t\t\t\t\t\t//tm.y -= y - (x * m[1] + y * m[3]);\n\t\t\t\t\t\ttm.xOffset += (x * m[0] + y * m[2]) - x;\n\t\t\t\t\t\ttm.yOffset += (x * m[1] + y * m[3]) - y;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttm.xOffset = tm.yOffset = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!skipRecord) {\n\t\t\t\t\te.setAttribute(\"data-svg-origin\", v.join(\" \"));\n\t\t\t\t}\n\t\t\t},\n\t\t\t_getBBoxHack = function(swapIfPossible) { //works around issues in some browsers (like Firefox) that don't correctly report getBBox() on SVG elements inside a element and/or . We try creating an SVG, adding it to the documentElement and toss the element in there so that it's definitely part of the rendering tree, then grab the bbox and if it works, we actually swap out the original getBBox() method for our own that does these extra steps whenever getBBox is needed. This helps ensure that performance is optimal (only do all these extra steps when absolutely necessary...most elements don't need it).\n\t\t\t\tvar svg = _createElement(\"svg\", (this.ownerSVGElement && this.ownerSVGElement.getAttribute(\"xmlns\")) || \"http://www.w3.org/2000/svg\"),\n\t\t\t\t\toldParent = this.parentNode,\n\t\t\t\t\toldSibling = this.nextSibling,\n\t\t\t\t\toldCSS = this.style.cssText,\n\t\t\t\t\tbbox;\n\t\t\t\t_docElement.appendChild(svg);\n\t\t\t\tsvg.appendChild(this);\n\t\t\t\tthis.style.display = \"block\";\n\t\t\t\tif (swapIfPossible) {\n\t\t\t\t\ttry {\n\t\t\t\t\t\tbbox = this.getBBox();\n\t\t\t\t\t\tthis._originalGetBBox = this.getBBox;\n\t\t\t\t\t\tthis.getBBox = _getBBoxHack;\n\t\t\t\t\t} catch (e) { }\n\t\t\t\t} else if (this._originalGetBBox) {\n\t\t\t\t\tbbox = this._originalGetBBox();\n\t\t\t\t}\n\t\t\t\tif (oldSibling) {\n\t\t\t\t\toldParent.insertBefore(this, oldSibling);\n\t\t\t\t} else {\n\t\t\t\t\toldParent.appendChild(this);\n\t\t\t\t}\n\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\tthis.style.cssText = oldCSS;\n\t\t\t\treturn bbox;\n\t\t\t},\n\t\t\t_getBBox = function(e) {\n\t\t\t\ttry {\n\t\t\t\t\treturn e.getBBox(); //Firefox throws errors if you try calling getBBox() on an SVG element that's not rendered (like in a or ). https://bugzilla.mozilla.org/show_bug.cgi?id=612118\n\t\t\t\t} catch (error) {\n\t\t\t\t\treturn _getBBoxHack.call(e, true);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_isSVG = function(e) { //reports if the element is an SVG on which getBBox() actually works\n\t\t\t\treturn !!(_SVGElement && e.getCTM && (!e.parentNode || e.ownerSVGElement) && _getBBox(e));\n\t\t\t},\n\t\t\t_identity2DMatrix = [1,0,0,1,0,0],\n\t\t\t_getMatrix = function(e, force2D) {\n\t\t\t\tvar tm = e._gsTransform || new Transform(),\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\tstyle = e.style,\n\t\t\t\t\tisDefault, s, m, n, dec, none;\n\t\t\t\tif (_transformProp) {\n\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t} else if (e.currentStyle) {\n\t\t\t\t\t//for older versions of IE, we need to interpret the filter portion that is in the format: progid:DXImageTransform.Microsoft.Matrix(M11=6.123233995736766e-17, M12=-1, M21=1, M22=6.123233995736766e-17, sizingMethod='auto expand') Notice that we need to swap b and c compared to a normal matrix.\n\t\t\t\t\ts = e.currentStyle.filter.match(_ieGetMatrixExp);\n\t\t\t\t\ts = (s && s.length === 4) ? [s[0].substr(4), Number(s[2].substr(4)), Number(s[1].substr(4)), s[3].substr(4), (tm.x || 0), (tm.y || 0)].join(\",\") : \"\";\n\t\t\t\t}\n\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\tif (_transformProp && ((none = (!_getComputedStyle(e) || _getComputedStyle(e).display === \"none\")) || !e.parentNode)) { //note: Firefox returns null for getComputedStyle() if the element is in an iframe that has display:none. https://bugzilla.mozilla.org/show_bug.cgi?id=548397\n\t\t\t\t\tif (none) { //browsers don't report transforms accurately unless the element is in the DOM and has a display value that's not \"none\". Firefox and Microsoft browsers have a partial bug where they'll report transforms even if display:none BUT not any percentage-based values like translate(-50%, 8px) will be reported as if it's translate(0, 8px).\n\t\t\t\t\t\tn = style.display;\n\t\t\t\t\t\tstyle.display = \"block\";\n\t\t\t\t\t}\n\t\t\t\t\tif (!e.parentNode) {\n\t\t\t\t\t\tdec = 1; //flag\n\t\t\t\t\t\t_docElement.appendChild(e);\n\t\t\t\t\t}\n\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\t\tif (n) {\n\t\t\t\t\t\tstyle.display = n;\n\t\t\t\t\t} else if (none) {\n\t\t\t\t\t\t_removeProp(style, \"display\");\n\t\t\t\t\t}\n\t\t\t\t\tif (dec) {\n\t\t\t\t\t\t_docElement.removeChild(e);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (tm.svg || (e.getCTM && _isSVG(e))) {\n\t\t\t\t\tif (isDefault && (style[_transformProp] + \"\").indexOf(\"matrix\") !== -1) { //some browsers (like Chrome 40) don't correctly report transforms that are applied inline on an SVG element (they don't get included in the computed style), so we double-check here and accept matrix values\n\t\t\t\t\t\ts = style[_transformProp];\n\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t}\n\t\t\t\t\tm = e.getAttribute(\"transform\");\n\t\t\t\t\tif (isDefault && m) {\n\t\t\t\t\t\tif (m.indexOf(\"matrix\") !== -1) { //just in case there's a \"transform\" value specified as an attribute instead of CSS style. Accept either a matrix() or simple translate() value though.\n\t\t\t\t\t\t\ts = m;\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t} else if (m.indexOf(\"translate\") !== -1) {\n\t\t\t\t\t\t\ts = \"matrix(1,0,0,1,\" + m.match(/(?:\\-|\\b)[\\d\\-\\.e]+\\b/gi).join(\",\") + \")\";\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (isDefault) {\n\t\t\t\t\treturn _identity2DMatrix;\n\t\t\t\t}\n\t\t\t\t//split the matrix values out into an array (m for matrix)\n\t\t\t\tm = (s || \"\").match(_numExp) || [];\n\t\t\t\ti = m.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tn = Number(m[i]);\n\t\t\t\t\tm[i] = (dec = n - (n |= 0)) ? ((dec * rnd + (dec < 0 ? -0.5 : 0.5)) | 0) / rnd + n : n; //convert strings to Numbers and round to 5 decimal places to avoid issues with tiny numbers. Roughly 20x faster than Number.toFixed(). We also must make sure to round before dividing so that values like 0.9999999999 become 1 to avoid glitches in browser rendering and interpretation of flipped/rotated 3D matrices. And don't just multiply the number by rnd, floor it, and then divide by rnd because the bitwise operations max out at a 32-bit signed integer, thus it could get clipped at a relatively low value (like 22,000.00000 for example).\n\t\t\t\t}\n\t\t\t\treturn (force2D && m.length > 6) ? [m[0], m[1], m[4], m[5], m[12], m[13]] : m;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * Parses the transform values for an element, returning an object with x, y, z, scaleX, scaleY, scaleZ, rotation, rotationX, rotationY, skewX, and skewY properties. Note: by default (for performance reasons), all skewing is combined into skewX and rotation but skewY still has a place in the transform object so that we can record how much of the skew is attributed to skewX vs skewY. Remember, a skewY of 10 looks the same as a rotation of 10 and skewX of -10.\n\t\t\t * @param {!Object} t target element\n\t\t\t * @param {Object=} cs computed style object (optional)\n\t\t\t * @param {boolean=} rec if true, the transform values will be recorded to the target element's _gsTransform object, like target._gsTransform = {x:0, y:0, z:0, scaleX:1...}\n\t\t\t * @param {boolean=} parse if true, we'll ignore any _gsTransform values that already exist on the element, and force a reparsing of the css (calculated style)\n\t\t\t * @return {object} object containing all of the transform properties/values like {x:0, y:0, z:0, scaleX:1...}\n\t\t\t */\n\t\t\t_getTransform = _internals.getTransform = function(t, cs, rec, parse) {\n\t\t\t\tif (t._gsTransform && rec && !parse) {\n\t\t\t\t\treturn t._gsTransform; //if the element already has a _gsTransform, use that. Note: some browsers don't accurately return the calculated style for the transform (particularly for SVG), so it's almost always safest to just use the values we've already applied rather than re-parsing things.\n\t\t\t\t}\n\t\t\t\tvar tm = rec ? t._gsTransform || new Transform() : new Transform(),\n\t\t\t\t\tinvX = (tm.scaleX < 0), //in order to interpret things properly, we need to know if the user applied a negative scaleX previously so that we can adjust the rotation and skewX accordingly. Otherwise, if we always interpret a flipped matrix as affecting scaleY and the user only wants to tween the scaleX on multiple sequential tweens, it would keep the negative scaleY without that being the user's intent.\n\t\t\t\t\tmin = 0.00002,\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\tzOrigin = _supports3D ? parseFloat(_getStyle(t, _transformOriginProp, cs, false, \"0 0 0\").split(\" \")[2]) || tm.zOrigin || 0 : 0,\n\t\t\t\t\tdefaultTransformPerspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0,\n\t\t\t\t\tm, i, scaleX, scaleY, rotation, skewX;\n\n\t\t\t\ttm.svg = !!(t.getCTM && _isSVG(t));\n\t\t\t\tif (tm.svg) {\n\t\t\t\t\t_parseSVGOrigin(t, _getStyle(t, _transformOriginProp, cs, false, \"50% 50%\") + \"\", tm, t.getAttribute(\"data-svg-origin\"));\n\t\t\t\t\t_useSVGTransformAttr = CSSPlugin.useSVGTransformAttr || _forceSVGTransformAttr;\n\t\t\t\t}\n\t\t\t\tm = _getMatrix(t);\n\t\t\t\tif (m !== _identity2DMatrix) {\n\n\t\t\t\t\tif (m.length === 16) {\n\t\t\t\t\t\t//we'll only look at these position-related 6 variables first because if x/y/z all match, it's relatively safe to assume we don't need to re-parse everything which risks losing important rotational information (like rotationX:180 plus rotationY:180 would look the same as rotation:180 - there's no way to know for sure which direction was taken based solely on the matrix3d() values)\n\t\t\t\t\t\tvar a11 = m[0], a21 = m[1], a31 = m[2], a41 = m[3],\n\t\t\t\t\t\t\ta12 = m[4], a22 = m[5], a32 = m[6], a42 = m[7],\n\t\t\t\t\t\t\ta13 = m[8], a23 = m[9], a33 = m[10],\n\t\t\t\t\t\t\ta14 = m[12], a24 = m[13], a34 = m[14],\n\t\t\t\t\t\t\ta43 = m[11],\n\t\t\t\t\t\t\tangle = Math.atan2(a32, a33),\n\t\t\t\t\t\t\tt1, t2, t3, t4, cos, sin;\n\t\t\t\t\t\t//we manually compensate for non-zero z component of transformOrigin to work around bugs in Safari\n\t\t\t\t\t\tif (tm.zOrigin) {\n\t\t\t\t\t\t\ta34 = -tm.zOrigin;\n\t\t\t\t\t\t\ta14 = a13*a34-m[12];\n\t\t\t\t\t\t\ta24 = a23*a34-m[13];\n\t\t\t\t\t\t\ta34 = a33*a34+tm.zOrigin-m[14];\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//note for possible future consolidation: rotationX: Math.atan2(a32, a33), rotationY: Math.atan2(-a31, Math.sqrt(a33 * a33 + a32 * a32)), rotation: Math.atan2(a21, a11), skew: Math.atan2(a12, a22). However, it doesn't seem to be quite as reliable as the full-on backwards rotation procedure.\n\t\t\t\t\t\ttm.rotationX = angle * _RAD2DEG;\n\t\t\t\t\t\t//rotationX\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\t\t\tt3 = a32*cos+a33*sin;\n\t\t\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\t\t\ta33 = a32*-sin+a33*cos;\n\t\t\t\t\t\t\ta43 = a42*-sin+a43*cos;\n\t\t\t\t\t\t\ta12 = t1;\n\t\t\t\t\t\t\ta22 = t2;\n\t\t\t\t\t\t\ta32 = t3;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//rotationY\n\t\t\t\t\t\tangle = Math.atan2(-a31, a33);\n\t\t\t\t\t\ttm.rotationY = angle * _RAD2DEG;\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\tt1 = a11*cos-a13*sin;\n\t\t\t\t\t\t\tt2 = a21*cos-a23*sin;\n\t\t\t\t\t\t\tt3 = a31*cos-a33*sin;\n\t\t\t\t\t\t\ta23 = a21*sin+a23*cos;\n\t\t\t\t\t\t\ta33 = a31*sin+a33*cos;\n\t\t\t\t\t\t\ta43 = a41*sin+a43*cos;\n\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\ta21 = t2;\n\t\t\t\t\t\t\ta31 = t3;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//rotationZ\n\t\t\t\t\t\tangle = Math.atan2(a21, a11);\n\t\t\t\t\t\ttm.rotation = angle * _RAD2DEG;\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\t\tt1 = a11*cos+a21*sin;\n\t\t\t\t\t\t\tt2 = a12*cos+a22*sin;\n\t\t\t\t\t\t\tt3 = a13*cos+a23*sin;\n\t\t\t\t\t\t\ta21 = a21*cos-a11*sin;\n\t\t\t\t\t\t\ta22 = a22*cos-a12*sin;\n\t\t\t\t\t\t\ta23 = a23*cos-a13*sin;\n\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\ta12 = t2;\n\t\t\t\t\t\t\ta13 = t3;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (tm.rotationX && Math.abs(tm.rotationX) + Math.abs(tm.rotation) > 359.9) { //when rotationY is set, it will often be parsed as 180 degrees different than it should be, and rotationX and rotation both being 180 (it looks the same), so we adjust for that here.\n\t\t\t\t\t\t\ttm.rotationX = tm.rotation = 0;\n\t\t\t\t\t\t\ttm.rotationY = 180 - tm.rotationY;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t//skewX\n\t\t\t\t\t\tangle = Math.atan2(a12, a22);\n\n\t\t\t\t\t\t//scales\n\t\t\t\t\t\ttm.scaleX = ((Math.sqrt(a11 * a11 + a21 * a21 + a31 * a31) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ttm.scaleY = ((Math.sqrt(a22 * a22 + a32 * a32) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ttm.scaleZ = ((Math.sqrt(a13 * a13 + a23 * a23 + a33 * a33) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ta11 /= tm.scaleX;\n\t\t\t\t\t\ta12 /= tm.scaleY;\n\t\t\t\t\t\ta21 /= tm.scaleX;\n\t\t\t\t\t\ta22 /= tm.scaleY;\n\t\t\t\t\t\tif (Math.abs(angle) > min) {\n\t\t\t\t\t\t\ttm.skewX = angle * _RAD2DEG;\n\t\t\t\t\t\t\ta12 = 0; //unskews\n\t\t\t\t\t\t\tif (tm.skewType !== \"simple\") {\n\t\t\t\t\t\t\t\ttm.scaleY *= 1 / Math.cos(angle); //by default, we compensate the scale based on the skew so that the element maintains a similar proportion when skewed, so we have to alter the scaleY here accordingly to match the default (non-adjusted) skewing that CSS does (stretching more and more as it skews).\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.skewX = 0;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t/* //for testing purposes\n\t\t\t\t\t\tvar transform = \"matrix3d(\",\n\t\t\t\t\t\t\tcomma = \",\",\n\t\t\t\t\t\t\tzero = \"0\";\n\t\t\t\t\t\ta13 /= tm.scaleZ;\n\t\t\t\t\t\ta23 /= tm.scaleZ;\n\t\t\t\t\t\ta31 /= tm.scaleX;\n\t\t\t\t\t\ta32 /= tm.scaleY;\n\t\t\t\t\t\ta33 /= tm.scaleZ;\n\t\t\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t\t\ttransform += a14 + comma + a24 + comma + a34 + comma + (tm.perspective ? (1 + (-a34 / tm.perspective)) : 1) + \")\";\n\t\t\t\t\t\tconsole.log(transform);\n\t\t\t\t\t\tdocument.querySelector(\".test\").style[_transformProp] = transform;\n\t\t\t\t\t\t*/\n\n\t\t\t\t\t\ttm.perspective = a43 ? 1 / ((a43 < 0) ? -a43 : a43) : 0;\n\t\t\t\t\t\ttm.x = a14;\n\t\t\t\t\t\ttm.y = a24;\n\t\t\t\t\t\ttm.z = a34;\n\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a11 - tm.yOrigin * a12);\n\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.yOrigin * a21 - tm.xOrigin * a22);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ((!_supports3D || parse || !m.length || tm.x !== m[4] || tm.y !== m[5] || (!tm.rotationX && !tm.rotationY))) { //sometimes a 6-element matrix is returned even when we performed 3D transforms, like if rotationX and rotationY are 180. In cases like this, we still need to honor the 3D transforms. If we just rely on the 2D info, it could affect how the data is interpreted, like scaleY might get set to -1 or rotation could get offset by 180 degrees. For example, do a TweenLite.to(element, 1, {css:{rotationX:180, rotationY:180}}) and then later, TweenLite.to(element, 1, {css:{rotationX:0}}) and without this conditional logic in place, it'd jump to a state of being unrotated when the 2nd tween starts. Then again, we need to honor the fact that the user COULD alter the transforms outside of CSSPlugin, like by manually applying new css, so we try to sense that by looking at x and y because if those changed, we know the changes were made outside CSSPlugin and we force a reinterpretation of the matrix values. Also, in Webkit browsers, if the element's \"display\" is \"none\", its calculated style value will always return empty, so if we've already recorded the values in the _gsTransform object, we'll just rely on those.\n\t\t\t\t\t\tvar k = (m.length >= 6),\n\t\t\t\t\t\t\ta = k ? m[0] : 1,\n\t\t\t\t\t\t\tb = m[1] || 0,\n\t\t\t\t\t\t\tc = m[2] || 0,\n\t\t\t\t\t\t\td = k ? m[3] : 1;\n\t\t\t\t\t\ttm.x = m[4] || 0;\n\t\t\t\t\t\ttm.y = m[5] || 0;\n\t\t\t\t\t\tscaleX = Math.sqrt(a * a + b * b);\n\t\t\t\t\t\tscaleY = Math.sqrt(d * d + c * c);\n\t\t\t\t\t\trotation = (a || b) ? Math.atan2(b, a) * _RAD2DEG : tm.rotation || 0; //note: if scaleX is 0, we cannot accurately measure rotation. Same for skewX with a scaleY of 0. Therefore, we default to the previously recorded value (or zero if that doesn't exist).\n\t\t\t\t\t\tskewX = (c || d) ? Math.atan2(c, d) * _RAD2DEG + rotation : tm.skewX || 0;\n\t\t\t\t\t\ttm.scaleX = scaleX;\n\t\t\t\t\t\ttm.scaleY = scaleY;\n\t\t\t\t\t\ttm.rotation = rotation;\n\t\t\t\t\t\ttm.skewX = skewX;\n\t\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\t\ttm.rotationX = tm.rotationY = tm.z = 0;\n\t\t\t\t\t\t\ttm.perspective = defaultTransformPerspective;\n\t\t\t\t\t\t\ttm.scaleZ = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a + tm.yOrigin * c);\n\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.xOrigin * b + tm.yOrigin * d);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (Math.abs(tm.skewX) > 90 && Math.abs(tm.skewX) < 270) {\n\t\t\t\t\t\tif (invX) {\n\t\t\t\t\t\t\ttm.scaleX *= -1;\n\t\t\t\t\t\t\ttm.skewX += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t\ttm.rotation += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.scaleY *= -1;\n\t\t\t\t\t\t\ttm.skewX += (tm.skewX <= 0) ? 180 : -180;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttm.zOrigin = zOrigin;\n\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 0 in these cases. The conditional logic here is faster than calling Math.abs(). Also, browsers tend to render a SLIGHTLY rotated object in a fuzzy way, so we need to snap to exactly 0 when appropriate.\n\t\t\t\t\tfor (i in tm) {\n\t\t\t\t\t\tif (tm[i] < min) if (tm[i] > -min) {\n\t\t\t\t\t\t\ttm[i] = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//DEBUG: _log(\"parsed rotation of \" + t.getAttribute(\"id\")+\": \"+(tm.rotationX)+\", \"+(tm.rotationY)+\", \"+(tm.rotation)+\", scale: \"+tm.scaleX+\", \"+tm.scaleY+\", \"+tm.scaleZ+\", position: \"+tm.x+\", \"+tm.y+\", \"+tm.z+\", perspective: \"+tm.perspective+ \", origin: \"+ tm.xOrigin+ \",\"+ tm.yOrigin);\n\t\t\t\tif (rec) {\n\t\t\t\t\tt._gsTransform = tm; //record to the object's _gsTransform which we use so that tweens can control individual properties independently (we need all the properties to accurately recompose the matrix in the setRatio() method)\n\t\t\t\t\tif (tm.svg) { //if we're supposed to apply transforms to the SVG element's \"transform\" attribute, make sure there aren't any CSS transforms applied or they'll override the attribute ones. Also clear the transform attribute if we're using CSS, just to be clean.\n\t\t\t\t\t\tif (_useSVGTransformAttr && t.style[_transformProp]) {\n\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){ //if we apply this right away (before anything has rendered), we risk there being no transforms for a brief moment and it also interferes with adjusting the transformOrigin in a tween with immediateRender:true (it'd try reading the matrix and it wouldn't have the appropriate data in place because we just removed it).\n\t\t\t\t\t\t\t\t_removeProp(t.style, _transformProp);\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t} else if (!_useSVGTransformAttr && t.getAttribute(\"transform\")) {\n\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){\n\t\t\t\t\t\t\t\tt.removeAttribute(\"transform\");\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn tm;\n\t\t\t},\n\n\t\t\t//for setting 2D transforms in IE6, IE7, and IE8 (must use a \"filter\" to emulate the behavior of modern day browser transforms)\n\t\t\t_setIETransformRatio = function(v) {\n\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\tang = -t.rotation * _DEG2RAD,\n\t\t\t\t\tskew = ang + t.skewX * _DEG2RAD,\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\ta = ((Math.cos(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\tb = ((Math.sin(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\tc = ((Math.sin(skew) * -t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\td = ((Math.cos(skew) * t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\tcs = this.t.currentStyle,\n\t\t\t\t\tfilters, val;\n\t\t\t\tif (!cs) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tval = b; //just for swapping the variables an inverting them (reused \"val\" to avoid creating another variable in memory). IE's filter matrix uses a non-standard matrix configuration (angle goes the opposite way, and b and c are reversed and inverted)\n\t\t\t\tb = -c;\n\t\t\t\tc = -val;\n\t\t\t\tfilters = cs.filter;\n\t\t\t\tstyle.filter = \"\"; //remove filters so that we can accurately measure offsetWidth/offsetHeight\n\t\t\t\tvar w = this.t.offsetWidth,\n\t\t\t\t\th = this.t.offsetHeight,\n\t\t\t\t\tclip = (cs.position !== \"absolute\"),\n\t\t\t\t\tm = \"progid:DXImageTransform.Microsoft.Matrix(M11=\" + a + \", M12=\" + b + \", M21=\" + c + \", M22=\" + d,\n\t\t\t\t\tox = t.x + (w * t.xPercent / 100),\n\t\t\t\t\toy = t.y + (h * t.yPercent / 100),\n\t\t\t\t\tdx, dy;\n\n\t\t\t\t//if transformOrigin is being used, adjust the offset x and y\n\t\t\t\tif (t.ox != null) {\n\t\t\t\t\tdx = ((t.oxp) ? w * t.ox * 0.01 : t.ox) - w / 2;\n\t\t\t\t\tdy = ((t.oyp) ? h * t.oy * 0.01 : t.oy) - h / 2;\n\t\t\t\t\tox += dx - (dx * a + dy * b);\n\t\t\t\t\toy += dy - (dx * c + dy * d);\n\t\t\t\t}\n\n\t\t\t\tif (!clip) {\n\t\t\t\t\tm += \", sizingMethod='auto expand')\";\n\t\t\t\t} else {\n\t\t\t\t\tdx = (w / 2);\n\t\t\t\t\tdy = (h / 2);\n\t\t\t\t\t//translate to ensure that transformations occur around the correct origin (default is center).\n\t\t\t\t\tm += \", Dx=\" + (dx - (dx * a + dy * b) + ox) + \", Dy=\" + (dy - (dx * c + dy * d) + oy) + \")\";\n\t\t\t\t}\n\t\t\t\tif (filters.indexOf(\"DXImageTransform.Microsoft.Matrix(\") !== -1) {\n\t\t\t\t\tstyle.filter = filters.replace(_ieSetMatrixExp, m);\n\t\t\t\t} else {\n\t\t\t\t\tstyle.filter = m + \" \" + filters; //we must always put the transform/matrix FIRST (before alpha(opacity=xx)) to avoid an IE bug that slices part of the object when rotation is applied with alpha.\n\t\t\t\t}\n\n\t\t\t\t//at the end or beginning of the tween, if the matrix is normal (1, 0, 0, 1) and opacity is 100 (or doesn't exist), remove the filter to improve browser performance.\n\t\t\t\tif (v === 0 || v === 1) if (a === 1) if (b === 0) if (c === 0) if (d === 1) if (!clip || m.indexOf(\"Dx=0, Dy=0\") !== -1) if (!_opacityExp.test(filters) || parseFloat(RegExp.$1) === 100) if (filters.indexOf(\"gradient(\" && filters.indexOf(\"Alpha\")) === -1) {\n\t\t\t\t\tstyle.removeAttribute(\"filter\");\n\t\t\t\t}\n\n\t\t\t\t//we must set the margins AFTER applying the filter in order to avoid some bugs in IE8 that could (in rare scenarios) cause them to be ignored intermittently (vibration).\n\t\t\t\tif (!clip) {\n\t\t\t\t\tvar mult = (_ieVers < 8) ? 1 : -1, //in Internet Explorer 7 and before, the box model is broken, causing the browser to treat the width/height of the actual rotated filtered image as the width/height of the box itself, but Microsoft corrected that in IE8. We must use a negative offset in IE8 on the right/bottom\n\t\t\t\t\t\tmarg, prop, dif;\n\t\t\t\t\tdx = t.ieOffsetX || 0;\n\t\t\t\t\tdy = t.ieOffsetY || 0;\n\t\t\t\t\tt.ieOffsetX = Math.round((w - ((a < 0 ? -a : a) * w + (b < 0 ? -b : b) * h)) / 2 + ox);\n\t\t\t\t\tt.ieOffsetY = Math.round((h - ((d < 0 ? -d : d) * h + (c < 0 ? -c : c) * w)) / 2 + oy);\n\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\tprop = _margins[i];\n\t\t\t\t\t\tmarg = cs[prop];\n\t\t\t\t\t\t//we need to get the current margin in case it is being tweened separately (we want to respect that tween's changes)\n\t\t\t\t\t\tval = (marg.indexOf(\"px\") !== -1) ? parseFloat(marg) : _convertToPixels(this.t, prop, parseFloat(marg), marg.replace(_suffixExp, \"\")) || 0;\n\t\t\t\t\t\tif (val !== t[prop]) {\n\t\t\t\t\t\t\tdif = (i < 2) ? -t.ieOffsetX : -t.ieOffsetY; //if another tween is controlling a margin, we cannot only apply the difference in the ieOffsets, so we essentially zero-out the dx and dy here in that case. We record the margin(s) later so that we can keep comparing them, making this code very flexible.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tdif = (i < 2) ? dx - t.ieOffsetX : dy - t.ieOffsetY;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tstyle[prop] = (t[prop] = Math.round( val - dif * ((i === 0 || i === 2) ? 1 : mult) )) + \"px\";\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/* translates a super small decimal to a string WITHOUT scientific notation\n\t\t\t_safeDecimal = function(n) {\n\t\t\t\tvar s = (n < 0 ? -n : n) + \"\",\n\t\t\t\t\ta = s.split(\"e-\");\n\t\t\t\treturn (n < 0 ? \"-0.\" : \"0.\") + new Array(parseInt(a[1], 10) || 0).join(\"0\") + a[0].split(\".\").join(\"\");\n\t\t\t},\n\t\t\t*/\n\n\t\t\t_setTransformRatio = _internals.set3DTransformRatio = _internals.setTransformRatio = function(v) {\n\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\tangle = t.rotation,\n\t\t\t\t\trotationX = t.rotationX,\n\t\t\t\t\trotationY = t.rotationY,\n\t\t\t\t\tsx = t.scaleX,\n\t\t\t\t\tsy = t.scaleY,\n\t\t\t\t\tsz = t.scaleZ,\n\t\t\t\t\tx = t.x,\n\t\t\t\t\ty = t.y,\n\t\t\t\t\tz = t.z,\n\t\t\t\t\tisSVG = t.svg,\n\t\t\t\t\tperspective = t.perspective,\n\t\t\t\t\tforce3D = t.force3D,\n\t\t\t\t\tskewY = t.skewY,\n\t\t\t\t\tskewX = t.skewX,\n\t\t\t\t\tt1,\ta11, a12, a13, a21, a22, a23, a31, a32, a33, a41, a42, a43,\n\t\t\t\t\tzOrigin, min, cos, sin, t2, transform, comma, zero, skew, rnd;\n\t\t\t\tif (skewY) { //for performance reasons, we combine all skewing into the skewX and rotation values. Remember, a skewY of 10 degrees looks the same as a rotation of 10 degrees plus a skewX of 10 degrees.\n\t\t\t\t\tskewX += skewY;\n\t\t\t\t\tangle += skewY;\n\t\t\t\t}\n\n\t\t\t\t//check to see if we should render as 2D (and SVGs must use 2D when _useSVGTransformAttr is true)\n\t\t\t\tif (((((v === 1 || v === 0) && force3D === \"auto\" && (this.tween._totalTime === this.tween._totalDuration || !this.tween._totalTime)) || !force3D) && !z && !perspective && !rotationY && !rotationX && sz === 1) || (_useSVGTransformAttr && isSVG) || !_supports3D) { //on the final render (which could be 0 for a from tween), if there are no 3D aspects, render in 2D to free up memory and improve performance especially on mobile devices. Check the tween's totalTime/totalDuration too in order to make sure it doesn't happen between repeats if it's a repeating tween.\n\n\t\t\t\t\t//2D\n\t\t\t\t\tif (angle || skewX || isSVG) {\n\t\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\t\tskew = skewX * _DEG2RAD;\n\t\t\t\t\t\trnd = 100000;\n\t\t\t\t\t\ta11 = Math.cos(angle) * sx;\n\t\t\t\t\t\ta21 = Math.sin(angle) * sx;\n\t\t\t\t\t\ta12 = Math.sin(angle - skew) * -sy;\n\t\t\t\t\t\ta22 = Math.cos(angle - skew) * sy;\n\t\t\t\t\t\tif (skew && t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\tt1 = Math.tan(skew - skewY * _DEG2RAD);\n\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\ta12 *= t1;\n\t\t\t\t\t\t\ta22 *= t1;\n\t\t\t\t\t\t\tif (skewY) {\n\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (isSVG) {\n\t\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t\t\tif (_useSVGTransformAttr && (t.xPercent || t.yPercent)) { //The SVG spec doesn't support percentage-based translation in the \"transform\" attribute, so we merge it into the matrix to simulate it.\n\t\t\t\t\t\t\t\tmin = this.t.getBBox();\n\t\t\t\t\t\t\t\tx += t.xPercent * 0.01 * min.width;\n\t\t\t\t\t\t\t\ty += t.yPercent * 0.01 * min.height;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tmin = 0.000001;\n\t\t\t\t\t\t\tif (x < min) if (x > -min) {\n\t\t\t\t\t\t\t\tx = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (y < min) if (y > -min) {\n\t\t\t\t\t\t\t\ty = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttransform = (((a11 * rnd) | 0) / rnd) + \",\" + (((a21 * rnd) | 0) / rnd) + \",\" + (((a12 * rnd) | 0) / rnd) + \",\" + (((a22 * rnd) | 0) / rnd) + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t\tif (isSVG && _useSVGTransformAttr) {\n\t\t\t\t\t\t\tthis.t.setAttribute(\"transform\", \"matrix(\" + transform);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 5 decimal places.\n\t\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + transform;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + sx + \",0,0,\" + sy + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\t\t\t\tif (_isFirefox) { //Firefox has a bug (at least in v25) that causes it to render the transparent part of 32-bit PNG images as black when displayed inside an iframe and the 3D scale is very small and doesn't change sufficiently enough between renders (like if you use a Power4.easeInOut to scale from 0 to 1 where the beginning values only change a tiny amount to begin the tween before accelerating). In this case, we force the scale to be 0.00002 instead which is visually the same but works around the Firefox issue.\n\t\t\t\t\tmin = 0.0001;\n\t\t\t\t\tif (sx < min && sx > -min) {\n\t\t\t\t\t\tsx = sz = 0.00002;\n\t\t\t\t\t}\n\t\t\t\t\tif (sy < min && sy > -min) {\n\t\t\t\t\t\tsy = sz = 0.00002;\n\t\t\t\t\t}\n\t\t\t\t\tif (perspective && !t.z && !t.rotationX && !t.rotationY) { //Firefox has a bug that causes elements to have an odd super-thin, broken/dotted black border on elements that have a perspective set but aren't utilizing 3D space (no rotationX, rotationY, or z).\n\t\t\t\t\t\tperspective = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (angle || skewX) {\n\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\tcos = a11 = Math.cos(angle);\n\t\t\t\t\tsin = a21 = Math.sin(angle);\n\t\t\t\t\tif (skewX) {\n\t\t\t\t\t\tangle -= skewX * _DEG2RAD;\n\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\tif (t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\tt1 = Math.tan((skewX - skewY) * _DEG2RAD);\n\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\tcos *= t1;\n\t\t\t\t\t\t\tsin *= t1;\n\t\t\t\t\t\t\tif (t.skewY) {\n\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ta12 = -sin;\n\t\t\t\t\ta22 = cos;\n\n\t\t\t\t} else if (!rotationY && !rotationX && sz === 1 && !perspective && !isSVG) { //if we're only translating and/or 2D scaling, this is faster...\n\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) translate3d(\" : \"translate3d(\") + x + \"px,\" + y + \"px,\" + z +\"px)\" + ((sx !== 1 || sy !== 1) ? \" scale(\" + sx + \",\" + sy + \")\" : \"\");\n\t\t\t\t\treturn;\n\t\t\t\t} else {\n\t\t\t\t\ta11 = a22 = 1;\n\t\t\t\t\ta12 = a21 = 0;\n\t\t\t\t}\n\t\t\t\t// KEY INDEX AFFECTS a[row][column]\n\t\t\t\t// a11 0 rotation, rotationY, scaleX\n\t\t\t\t// a21 1 rotation, rotationY, scaleX\n\t\t\t\t// a31 2 rotationY, scaleX\n\t\t\t\t// a41 3 rotationY, scaleX\n\t\t\t\t// a12 4 rotation, skewX, rotationX, scaleY\n\t\t\t\t// a22 5 rotation, skewX, rotationX, scaleY\n\t\t\t\t// a32 6 rotationX, scaleY\n\t\t\t\t// a42 7 rotationX, scaleY\n\t\t\t\t// a13 8 rotationY, rotationX, scaleZ\n\t\t\t\t// a23 9 rotationY, rotationX, scaleZ\n\t\t\t\t// a33 10 rotationY, rotationX, scaleZ\n\t\t\t\t// a43 11 rotationY, rotationX, perspective, scaleZ\n\t\t\t\t// a14 12 x, zOrigin, svgOrigin\n\t\t\t\t// a24 13 y, zOrigin, svgOrigin\n\t\t\t\t// a34 14 z, zOrigin\n\t\t\t\t// a44 15\n\t\t\t\t// rotation: Math.atan2(a21, a11)\n\t\t\t\t// rotationY: Math.atan2(a13, a33) (or Math.atan2(a13, a11))\n\t\t\t\t// rotationX: Math.atan2(a32, a33)\n\t\t\t\ta33 = 1;\n\t\t\t\ta13 = a23 = a31 = a32 = a41 = a42 = 0;\n\t\t\t\ta43 = (perspective) ? -1 / perspective : 0;\n\t\t\t\tzOrigin = t.zOrigin;\n\t\t\t\tmin = 0.000001; //threshold below which browsers use scientific notation which won't work.\n\t\t\t\tcomma = \",\";\n\t\t\t\tzero = \"0\";\n\t\t\t\tangle = rotationY * _DEG2RAD;\n\t\t\t\tif (angle) {\n\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\ta31 = -sin;\n\t\t\t\t\ta41 = a43*-sin;\n\t\t\t\t\ta13 = a11*sin;\n\t\t\t\t\ta23 = a21*sin;\n\t\t\t\t\ta33 = cos;\n\t\t\t\t\ta43 *= cos;\n\t\t\t\t\ta11 *= cos;\n\t\t\t\t\ta21 *= cos;\n\t\t\t\t}\n\t\t\t\tangle = rotationX * _DEG2RAD;\n\t\t\t\tif (angle) {\n\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\ta32 = a33*sin;\n\t\t\t\t\ta42 = a43*sin;\n\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\ta33 = a33*cos;\n\t\t\t\t\ta43 = a43*cos;\n\t\t\t\t\ta12 = t1;\n\t\t\t\t\ta22 = t2;\n\t\t\t\t}\n\t\t\t\tif (sz !== 1) {\n\t\t\t\t\ta13*=sz;\n\t\t\t\t\ta23*=sz;\n\t\t\t\t\ta33*=sz;\n\t\t\t\t\ta43*=sz;\n\t\t\t\t}\n\t\t\t\tif (sy !== 1) {\n\t\t\t\t\ta12*=sy;\n\t\t\t\t\ta22*=sy;\n\t\t\t\t\ta32*=sy;\n\t\t\t\t\ta42*=sy;\n\t\t\t\t}\n\t\t\t\tif (sx !== 1) {\n\t\t\t\t\ta11*=sx;\n\t\t\t\t\ta21*=sx;\n\t\t\t\t\ta31*=sx;\n\t\t\t\t\ta41*=sx;\n\t\t\t\t}\n\n\t\t\t\tif (zOrigin || isSVG) {\n\t\t\t\t\tif (zOrigin) {\n\t\t\t\t\t\tx += a13*-zOrigin;\n\t\t\t\t\t\ty += a23*-zOrigin;\n\t\t\t\t\t\tz += a33*-zOrigin+zOrigin;\n\t\t\t\t\t}\n\t\t\t\t\tif (isSVG) { //due to bugs in some browsers, we need to manage the transform-origin of SVG manually\n\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t}\n\t\t\t\t\tif (x < min && x > -min) {\n\t\t\t\t\t\tx = zero;\n\t\t\t\t\t}\n\t\t\t\t\tif (y < min && y > -min) {\n\t\t\t\t\t\ty = zero;\n\t\t\t\t\t}\n\t\t\t\t\tif (z < min && z > -min) {\n\t\t\t\t\t\tz = 0; //don't use string because we calculate perspective later and need the number.\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t//optimized way of concatenating all the values into a string. If we do it all in one shot, it's slower because of the way browsers have to create temp strings and the way it affects memory. If we do it piece-by-piece with +=, it's a bit slower too. We found that doing it in these sized chunks works best overall:\n\t\t\t\ttransform = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix3d(\" : \"matrix3d(\");\n\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\tif (rotationX || rotationY || sz !== 1) { //performance optimization (often there's no rotationX or rotationY, so we can skip these calculations)\n\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t} else {\n\t\t\t\t\ttransform += \",0,0,0,0,1,0,\";\n\t\t\t\t}\n\t\t\t\ttransform += x + comma + y + comma + z + comma + (perspective ? (1 + (-z / perspective)) : 1) + \")\";\n\n\t\t\t\tstyle[_transformProp] = transform;\n\t\t\t};\n\n\t\tp = Transform.prototype;\n\t\tp.x = p.y = p.z = p.skewX = p.skewY = p.rotation = p.rotationX = p.rotationY = p.zOrigin = p.xPercent = p.yPercent = p.xOffset = p.yOffset = 0;\n\t\tp.scaleX = p.scaleY = p.scaleZ = 1;\n\n\t\t_registerComplexSpecialProp(\"transform,scale,scaleX,scaleY,scaleZ,x,y,z,rotation,rotationX,rotationY,rotationZ,skewX,skewY,shortRotation,shortRotationX,shortRotationY,shortRotationZ,transformOrigin,svgOrigin,transformPerspective,directionalRotation,parseTransform,force3D,skewType,xPercent,yPercent,smoothOrigin\", {parser:function(t, e, parsingProp, cssp, pt, plugin, vars) {\n\t\t\tif (cssp._lastParsedTransform === vars) { return pt; } //only need to parse the transform once, and only if the browser supports it.\n\t\t\tcssp._lastParsedTransform = vars;\n\t\t\tvar scaleFunc = (vars.scale && typeof(vars.scale) === \"function\") ? vars.scale : 0, //if there's a function-based \"scale\" value, swap in the resulting numeric value temporarily. Otherwise, if it's called for both scaleX and scaleY independently, they may not match (like if the function uses Math.random()).\n\t\t\t\tswapFunc;\n\t\t\tif (typeof(vars[parsingProp]) === \"function\") { //whatever property triggers the initial parsing might be a function-based value in which case it already got called in parse(), thus we don't want to call it again in here. The most efficient way to avoid this is to temporarily swap the value directly into the vars object, and then after we do all our parsing in this function, we'll swap it back again.\n\t\t\t\tswapFunc = vars[parsingProp];\n\t\t\t\tvars[parsingProp] = e;\n\t\t\t}\n\t\t\tif (scaleFunc) {\n\t\t\t\tvars.scale = scaleFunc(_index, t);\n\t\t\t}\n\t\t\tvar originalGSTransform = t._gsTransform,\n\t\t\t\tstyle = t.style,\n\t\t\t\tmin = 0.000001,\n\t\t\t\ti = _transformProps.length,\n\t\t\t\tv = vars,\n\t\t\t\tendRotations = {},\n\t\t\t\ttransformOriginString = \"transformOrigin\",\n\t\t\t\tm1 = _getTransform(t, _cs, true, v.parseTransform),\n\t\t\t\torig = v.transform && ((typeof(v.transform) === \"function\") ? v.transform(_index, _target) : v.transform),\n\t\t\t\tm2, copy, has3D, hasChange, dr, x, y, matrix, p;\n\t\t\tm1.skewType = v.skewType || m1.skewType || CSSPlugin.defaultSkewType;\n\t\t\tcssp._transform = m1;\n\t\t\tif (orig && typeof(orig) === \"string\" && _transformProp) { //for values like transform:\"rotate(60deg) scale(0.5, 0.8)\"\n\t\t\t\tcopy = _tempDiv.style; //don't use the original target because it might be SVG in which case some browsers don't report computed style correctly.\n\t\t\t\tcopy[_transformProp] = orig;\n\t\t\t\tcopy.display = \"block\"; //if display is \"none\", the browser often refuses to report the transform properties correctly.\n\t\t\t\tcopy.position = \"absolute\";\n\t\t\t\t_doc.body.appendChild(_tempDiv);\n\t\t\t\tm2 = _getTransform(_tempDiv, null, false);\n\t\t\t\tif (m1.skewType === \"simple\") { //the default _getTransform() reports the skewX/scaleY as if skewType is \"compensated\", thus we need to adjust that here if skewType is \"simple\".\n\t\t\t\t\tm2.scaleY *= Math.cos(m2.skewX * _DEG2RAD);\n\t\t\t\t}\n\t\t\t\tif (m1.svg) { //if it's an SVG element, x/y part of the matrix will be affected by whatever we use as the origin and the offsets, so compensate here...\n\t\t\t\t\tx = m1.xOrigin;\n\t\t\t\t\ty = m1.yOrigin;\n\t\t\t\t\tm2.x -= m1.xOffset;\n\t\t\t\t\tm2.y -= m1.yOffset;\n\t\t\t\t\tif (v.transformOrigin || v.svgOrigin) { //if this tween is altering the origin, we must factor that in here. The actual work of recording the transformOrigin values and setting up the PropTween is done later (still inside this function) so we cannot leave the changes intact here - we only want to update the x/y accordingly.\n\t\t\t\t\t\torig = {};\n\t\t\t\t\t\t_parseSVGOrigin(t, _parsePosition(v.transformOrigin), orig, v.svgOrigin, v.smoothOrigin, true);\n\t\t\t\t\t\tx = orig.xOrigin;\n\t\t\t\t\t\ty = orig.yOrigin;\n\t\t\t\t\t\tm2.x -= orig.xOffset - m1.xOffset;\n\t\t\t\t\t\tm2.y -= orig.yOffset - m1.yOffset;\n\t\t\t\t\t}\n\t\t\t\t\tif (x || y) {\n\t\t\t\t\t\tmatrix = _getMatrix(_tempDiv, true);\n\t\t\t\t\t\tm2.x -= x - (x * matrix[0] + y * matrix[2]);\n\t\t\t\t\t\tm2.y -= y - (x * matrix[1] + y * matrix[3]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_doc.body.removeChild(_tempDiv);\n\t\t\t\tif (!m2.perspective) {\n\t\t\t\t\tm2.perspective = m1.perspective; //tweening to no perspective gives very unintuitive results - just keep the same perspective in that case.\n\t\t\t\t}\n\t\t\t\tif (v.xPercent != null) {\n\t\t\t\t\tm2.xPercent = _parseVal(v.xPercent, m1.xPercent);\n\t\t\t\t}\n\t\t\t\tif (v.yPercent != null) {\n\t\t\t\t\tm2.yPercent = _parseVal(v.yPercent, m1.yPercent);\n\t\t\t\t}\n\t\t\t} else if (typeof(v) === \"object\") { //for values like scaleX, scaleY, rotation, x, y, skewX, and skewY or transform:{...} (object)\n\t\t\t\tm2 = {scaleX:_parseVal((v.scaleX != null) ? v.scaleX : v.scale, m1.scaleX),\n\t\t\t\t\tscaleY:_parseVal((v.scaleY != null) ? v.scaleY : v.scale, m1.scaleY),\n\t\t\t\t\tscaleZ:_parseVal(v.scaleZ, m1.scaleZ),\n\t\t\t\t\tx:_parseVal(v.x, m1.x),\n\t\t\t\t\ty:_parseVal(v.y, m1.y),\n\t\t\t\t\tz:_parseVal(v.z, m1.z),\n\t\t\t\t\txPercent:_parseVal(v.xPercent, m1.xPercent),\n\t\t\t\t\tyPercent:_parseVal(v.yPercent, m1.yPercent),\n\t\t\t\t\tperspective:_parseVal(v.transformPerspective, m1.perspective)};\n\t\t\t\tdr = v.directionalRotation;\n\t\t\t\tif (dr != null) {\n\t\t\t\t\tif (typeof(dr) === \"object\") {\n\t\t\t\t\t\tfor (copy in dr) {\n\t\t\t\t\t\t\tv[copy] = dr[copy];\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tv.rotation = dr;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (typeof(v.x) === \"string\" && v.x.indexOf(\"%\") !== -1) {\n\t\t\t\t\tm2.x = 0;\n\t\t\t\t\tm2.xPercent = _parseVal(v.x, m1.xPercent);\n\t\t\t\t}\n\t\t\t\tif (typeof(v.y) === \"string\" && v.y.indexOf(\"%\") !== -1) {\n\t\t\t\t\tm2.y = 0;\n\t\t\t\t\tm2.yPercent = _parseVal(v.y, m1.yPercent);\n\t\t\t\t}\n\n\t\t\t\tm2.rotation = _parseAngle((\"rotation\" in v) ? v.rotation : (\"shortRotation\" in v) ? v.shortRotation + \"_short\" : (\"rotationZ\" in v) ? v.rotationZ : m1.rotation, m1.rotation, \"rotation\", endRotations);\n\t\t\t\tif (_supports3D) {\n\t\t\t\t\tm2.rotationX = _parseAngle((\"rotationX\" in v) ? v.rotationX : (\"shortRotationX\" in v) ? v.shortRotationX + \"_short\" : m1.rotationX || 0, m1.rotationX, \"rotationX\", endRotations);\n\t\t\t\t\tm2.rotationY = _parseAngle((\"rotationY\" in v) ? v.rotationY : (\"shortRotationY\" in v) ? v.shortRotationY + \"_short\" : m1.rotationY || 0, m1.rotationY, \"rotationY\", endRotations);\n\t\t\t\t}\n\t\t\t\tm2.skewX = _parseAngle(v.skewX, m1.skewX);\n\t\t\t\tm2.skewY = _parseAngle(v.skewY, m1.skewY);\n\t\t\t}\n\t\t\tif (_supports3D && v.force3D != null) {\n\t\t\t\tm1.force3D = v.force3D;\n\t\t\t\thasChange = true;\n\t\t\t}\n\n\t\t\thas3D = (m1.force3D || m1.z || m1.rotationX || m1.rotationY || m2.z || m2.rotationX || m2.rotationY || m2.perspective);\n\t\t\tif (!has3D && v.scale != null) {\n\t\t\t\tm2.scaleZ = 1; //no need to tween scaleZ.\n\t\t\t}\n\n\t\t\twhile (--i > -1) {\n\t\t\t\tp = _transformProps[i];\n\t\t\t\torig = m2[p] - m1[p];\n\t\t\t\tif (orig > min || orig < -min || v[p] != null || _forcePT[p] != null) {\n\t\t\t\t\thasChange = true;\n\t\t\t\t\tpt = new CSSPropTween(m1, p, m1[p], orig, pt);\n\t\t\t\t\tif (p in endRotations) {\n\t\t\t\t\t\tpt.e = endRotations[p]; //directional rotations typically have compensated values during the tween, but we need to make sure they end at exactly what the user requested\n\t\t\t\t\t}\n\t\t\t\t\tpt.xs0 = 0; //ensures the value stays numeric in setRatio()\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\torig = v.transformOrigin;\n\t\t\tif (m1.svg && (orig || v.svgOrigin)) {\n\t\t\t\tx = m1.xOffset; //when we change the origin, in order to prevent things from jumping we adjust the x/y so we must record those here so that we can create PropTweens for them and flip them at the same time as the origin\n\t\t\t\ty = m1.yOffset;\n\t\t\t\t_parseSVGOrigin(t, _parsePosition(orig), m2, v.svgOrigin, v.smoothOrigin);\n\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOrigin\", (originalGSTransform ? m1 : m2).xOrigin, m2.xOrigin, pt, transformOriginString); //note: if there wasn't a transformOrigin defined yet, just start with the destination one; it's wasteful otherwise, and it causes problems with fromTo() tweens. For example, TweenLite.to(\"#wheel\", 3, {rotation:180, transformOrigin:\"50% 50%\", delay:1}); TweenLite.fromTo(\"#wheel\", 3, {scale:0.5, transformOrigin:\"50% 50%\"}, {scale:1, delay:2}); would cause a jump when the from values revert at the beginning of the 2nd tween.\n\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOrigin\", (originalGSTransform ? m1 : m2).yOrigin, m2.yOrigin, pt, transformOriginString);\n\t\t\t\tif (x !== m1.xOffset || y !== m1.yOffset) {\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOffset\", (originalGSTransform ? x : m1.xOffset), m1.xOffset, pt, transformOriginString);\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOffset\", (originalGSTransform ? y : m1.yOffset), m1.yOffset, pt, transformOriginString);\n\t\t\t\t}\n\t\t\t\torig = \"0px 0px\"; //certain browsers (like firefox) completely botch transform-origin, so we must remove it to prevent it from contaminating transforms. We manage it ourselves with xOrigin and yOrigin\n\t\t\t}\n\t\t\tif (orig || (_supports3D && has3D && m1.zOrigin)) { //if anything 3D is happening and there's a transformOrigin with a z component that's non-zero, we must ensure that the transformOrigin's z-component is set to 0 so that we can manually do those calculations to get around Safari bugs. Even if the user didn't specifically define a \"transformOrigin\" in this particular tween (maybe they did it via css directly).\n\t\t\t\tif (_transformProp) {\n\t\t\t\t\thasChange = true;\n\t\t\t\t\tp = _transformOriginProp;\n\t\t\t\t\torig = (orig || _getStyle(t, p, _cs, false, \"50% 50%\")) + \"\"; //cast as string to avoid errors\n\t\t\t\t\tpt = new CSSPropTween(style, p, 0, 0, pt, -1, transformOriginString);\n\t\t\t\t\tpt.b = style[p];\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\tcopy = m1.zOrigin;\n\t\t\t\t\t\torig = orig.split(\" \");\n\t\t\t\t\t\tm1.zOrigin = ((orig.length > 2 && !(copy !== 0 && orig[2] === \"0px\")) ? parseFloat(orig[2]) : copy) || 0; //Safari doesn't handle the z part of transformOrigin correctly, so we'll manually handle it in the _set3DTransformRatio() method.\n\t\t\t\t\t\tpt.xs0 = pt.e = orig[0] + \" \" + (orig[1] || \"50%\") + \" 0px\"; //we must define a z value of 0px specifically otherwise iOS 5 Safari will stick with the old one (if one was defined)!\n\t\t\t\t\t\tpt = new CSSPropTween(m1, \"zOrigin\", 0, 0, pt, -1, pt.n); //we must create a CSSPropTween for the _gsTransform.zOrigin so that it gets reset properly at the beginning if the tween runs backward (as opposed to just setting m1.zOrigin here)\n\t\t\t\t\t\tpt.b = copy;\n\t\t\t\t\t\tpt.xs0 = pt.e = m1.zOrigin;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.xs0 = pt.e = orig;\n\t\t\t\t\t}\n\n\t\t\t\t\t//for older versions of IE (6-8), we need to manually calculate things inside the setRatio() function. We record origin x and y (ox and oy) and whether or not the values are percentages (oxp and oyp).\n\t\t\t\t} else {\n\t\t\t\t\t_parsePosition(orig + \"\", m1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (hasChange) {\n\t\t\t\tcssp._transformType = (!(m1.svg && _useSVGTransformAttr) && (has3D || this._transformType === 3)) ? 3 : 2; //quicker than calling cssp._enableTransforms();\n\t\t\t}\n\t\t\tif (swapFunc) {\n\t\t\t\tvars[parsingProp] = swapFunc;\n\t\t\t}\n\t\t\tif (scaleFunc) {\n\t\t\t\tvars.scale = scaleFunc;\n\t\t\t}\n\t\t\treturn pt;\n\t\t}, prefix:true});\n\n\t\t_registerComplexSpecialProp(\"boxShadow\", {defaultValue:\"0px 0px 0px 0px #999\", prefix:true, color:true, multi:true, keyword:\"inset\"});\n\n\t\t_registerComplexSpecialProp(\"borderRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\te = this.format(e);\n\t\t\tvar props = [\"borderTopLeftRadius\",\"borderTopRightRadius\",\"borderBottomRightRadius\",\"borderBottomLeftRadius\"],\n\t\t\t\tstyle = t.style,\n\t\t\t\tea1, i, es2, bs2, bs, es, bn, en, w, h, esfx, bsfx, rel, hn, vn, em;\n\t\t\tw = parseFloat(t.offsetWidth);\n\t\t\th = parseFloat(t.offsetHeight);\n\t\t\tea1 = e.split(\" \");\n\t\t\tfor (i = 0; i < props.length; i++) { //if we're dealing with percentages, we must convert things separately for the horizontal and vertical axis!\n\t\t\t\tif (this.p.indexOf(\"border\")) { //older browsers used a prefix\n\t\t\t\t\tprops[i] = _checkPropPrefix(props[i]);\n\t\t\t\t}\n\t\t\t\tbs = bs2 = _getStyle(t, props[i], _cs, false, \"0px\");\n\t\t\t\tif (bs.indexOf(\" \") !== -1) {\n\t\t\t\t\tbs2 = bs.split(\" \");\n\t\t\t\t\tbs = bs2[0];\n\t\t\t\t\tbs2 = bs2[1];\n\t\t\t\t}\n\t\t\t\tes = es2 = ea1[i];\n\t\t\t\tbn = parseFloat(bs);\n\t\t\t\tbsfx = bs.substr((bn + \"\").length);\n\t\t\t\trel = (es.charAt(1) === \"=\");\n\t\t\t\tif (rel) {\n\t\t\t\t\ten = parseInt(es.charAt(0)+\"1\", 10);\n\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\tesfx = es.substr((en + \"\").length - (en < 0 ? 1 : 0)) || \"\";\n\t\t\t\t} else {\n\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\tesfx = es.substr((en + \"\").length);\n\t\t\t\t}\n\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\tesfx = _suffixMap[p] || bsfx;\n\t\t\t\t}\n\t\t\t\tif (esfx !== bsfx) {\n\t\t\t\t\thn = _convertToPixels(t, \"borderLeft\", bn, bsfx); //horizontal number (we use a bogus \"borderLeft\" property just because the _convertToPixels() method searches for the keywords \"Left\", \"Right\", \"Top\", and \"Bottom\" to determine of it's a horizontal or vertical property, and we need \"border\" in the name so that it knows it should measure relative to the element itself, not its parent.\n\t\t\t\t\tvn = _convertToPixels(t, \"borderTop\", bn, bsfx); //vertical number\n\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\tbs = (hn / w * 100) + \"%\";\n\t\t\t\t\t\tbs2 = (vn / h * 100) + \"%\";\n\t\t\t\t\t} else if (esfx === \"em\") {\n\t\t\t\t\t\tem = _convertToPixels(t, \"borderLeft\", 1, \"em\");\n\t\t\t\t\t\tbs = (hn / em) + \"em\";\n\t\t\t\t\t\tbs2 = (vn / em) + \"em\";\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbs = hn + \"px\";\n\t\t\t\t\t\tbs2 = vn + \"px\";\n\t\t\t\t\t}\n\t\t\t\t\tif (rel) {\n\t\t\t\t\t\tes = (parseFloat(bs) + en) + esfx;\n\t\t\t\t\t\tes2 = (parseFloat(bs2) + en) + esfx;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = _parseComplex(style, props[i], bs + \" \" + bs2, es + \" \" + es2, false, \"0px\", pt);\n\t\t\t}\n\t\t\treturn pt;\n\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px 0px 0px\", false, true)});\n\t\t_registerComplexSpecialProp(\"borderBottomLeftRadius,borderBottomRightRadius,borderTopLeftRadius,borderTopRightRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\treturn _parseComplex(t.style, p, this.format(_getStyle(t, p, _cs, false, \"0px 0px\")), this.format(e), false, \"0px\", pt);\n\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px\", false, true)});\n\t\t_registerComplexSpecialProp(\"backgroundPosition\", {defaultValue:\"0 0\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar bp = \"background-position\",\n\t\t\t\tcs = (_cs || _getComputedStyle(t, null)),\n\t\t\t\tbs = this.format( ((cs) ? _ieVers ? cs.getPropertyValue(bp + \"-x\") + \" \" + cs.getPropertyValue(bp + \"-y\") : cs.getPropertyValue(bp) : t.currentStyle.backgroundPositionX + \" \" + t.currentStyle.backgroundPositionY) || \"0 0\"), //Internet Explorer doesn't report background-position correctly - we must query background-position-x and background-position-y and combine them (even in IE10). Before IE9, we must do the same with the currentStyle object and use camelCase\n\t\t\t\tes = this.format(e),\n\t\t\t\tba, ea, i, pct, overlap, src;\n\t\t\tif ((bs.indexOf(\"%\") !== -1) !== (es.indexOf(\"%\") !== -1) && es.split(\",\").length < 2) {\n\t\t\t\tsrc = _getStyle(t, \"backgroundImage\").replace(_urlExp, \"\");\n\t\t\t\tif (src && src !== \"none\") {\n\t\t\t\t\tba = bs.split(\" \");\n\t\t\t\t\tea = es.split(\" \");\n\t\t\t\t\t_tempImg.setAttribute(\"src\", src); //set the temp IMG's src to the background-image so that we can measure its width/height\n\t\t\t\t\ti = 2;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tbs = ba[i];\n\t\t\t\t\t\tpct = (bs.indexOf(\"%\") !== -1);\n\t\t\t\t\t\tif (pct !== (ea[i].indexOf(\"%\") !== -1)) {\n\t\t\t\t\t\t\toverlap = (i === 0) ? t.offsetWidth - _tempImg.width : t.offsetHeight - _tempImg.height;\n\t\t\t\t\t\t\tba[i] = pct ? (parseFloat(bs) / 100 * overlap) + \"px\" : (parseFloat(bs) / overlap * 100) + \"%\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbs = ba.join(\" \");\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, bs, es, pt, plugin);\n\t\t}, formatter:_parsePosition});\n\t\t_registerComplexSpecialProp(\"backgroundSize\", {defaultValue:\"0 0\", formatter:function(v) {\n\t\t\tv += \"\"; //ensure it's a string\n\t\t\treturn _parsePosition(v.indexOf(\" \") === -1 ? v + \" \" + v : v); //if set to something like \"100% 100%\", Safari typically reports the computed style as just \"100%\" (no 2nd value), but we should ensure that there are two values, so copy the first one. Otherwise, it'd be interpreted as \"100% 0\" (wrong).\n\t\t}});\n\t\t_registerComplexSpecialProp(\"perspective\", {defaultValue:\"0px\", prefix:true});\n\t\t_registerComplexSpecialProp(\"perspectiveOrigin\", {defaultValue:\"50% 50%\", prefix:true});\n\t\t_registerComplexSpecialProp(\"transformStyle\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"backfaceVisibility\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"userSelect\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"margin\", {parser:_getEdgeParser(\"marginTop,marginRight,marginBottom,marginLeft\")});\n\t\t_registerComplexSpecialProp(\"padding\", {parser:_getEdgeParser(\"paddingTop,paddingRight,paddingBottom,paddingLeft\")});\n\t\t_registerComplexSpecialProp(\"clip\", {defaultValue:\"rect(0px,0px,0px,0px)\", parser:function(t, e, p, cssp, pt, plugin){\n\t\t\tvar b, cs, delim;\n\t\t\tif (_ieVers < 9) { //IE8 and earlier don't report a \"clip\" value in the currentStyle - instead, the values are split apart into clipTop, clipRight, clipBottom, and clipLeft. Also, in IE7 and earlier, the values inside rect() are space-delimited, not comma-delimited.\n\t\t\t\tcs = t.currentStyle;\n\t\t\t\tdelim = _ieVers < 8 ? \" \" : \",\";\n\t\t\t\tb = \"rect(\" + cs.clipTop + delim + cs.clipRight + delim + cs.clipBottom + delim + cs.clipLeft + \")\";\n\t\t\t\te = this.format(e).split(\",\").join(delim);\n\t\t\t} else {\n\t\t\t\tb = this.format(_getStyle(t, this.p, _cs, false, this.dflt));\n\t\t\t\te = this.format(e);\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, b, e, pt, plugin);\n\t\t}});\n\t\t_registerComplexSpecialProp(\"textShadow\", {defaultValue:\"0px 0px 0px #999\", color:true, multi:true});\n\t\t_registerComplexSpecialProp(\"autoRound,strictUnits\", {parser:function(t, e, p, cssp, pt) {return pt;}}); //just so that we can ignore these properties (not tween them)\n\t\t_registerComplexSpecialProp(\"border\", {defaultValue:\"0px solid #000\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar bw = _getStyle(t, \"borderTopWidth\", _cs, false, \"0px\"),\n\t\t\t\tend = this.format(e).split(\" \"),\n\t\t\t\tesfx = end[0].replace(_suffixExp, \"\");\n\t\t\tif (esfx !== \"px\") { //if we're animating to a non-px value, we need to convert the beginning width to that unit.\n\t\t\t\tbw = (parseFloat(bw) / _convertToPixels(t, \"borderTopWidth\", 1, esfx)) + esfx;\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, this.format(bw + \" \" + _getStyle(t, \"borderTopStyle\", _cs, false, \"solid\") + \" \" + _getStyle(t, \"borderTopColor\", _cs, false, \"#000\")), end.join(\" \"), pt, plugin);\n\t\t\t}, color:true, formatter:function(v) {\n\t\t\t\tvar a = v.split(\" \");\n\t\t\t\treturn a[0] + \" \" + (a[1] || \"solid\") + \" \" + (v.match(_colorExp) || [\"#000\"])[0];\n\t\t\t}});\n\t\t_registerComplexSpecialProp(\"borderWidth\", {parser:_getEdgeParser(\"borderTopWidth,borderRightWidth,borderBottomWidth,borderLeftWidth\")}); //Firefox doesn't pick up on borderWidth set in style sheets (only inline).\n\t\t_registerComplexSpecialProp(\"float,cssFloat,styleFloat\", {parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar s = t.style,\n\t\t\t\tprop = (\"cssFloat\" in s) ? \"cssFloat\" : \"styleFloat\";\n\t\t\treturn new CSSPropTween(s, prop, 0, 0, pt, -1, p, false, 0, s[prop], e);\n\t\t}});\n\n\t\t//opacity-related\n\t\tvar _setIEOpacityRatio = function(v) {\n\t\t\t\tvar t = this.t, //refers to the element's style property\n\t\t\t\t\tfilters = t.filter || _getStyle(this.data, \"filter\") || \"\",\n\t\t\t\t\tval = (this.s + this.c * v) | 0,\n\t\t\t\t\tskip;\n\t\t\t\tif (val === 100) { //for older versions of IE that need to use a filter to apply opacity, we should remove the filter if opacity hits 1 in order to improve performance, but make sure there isn't a transform (matrix) or gradient in the filters.\n\t\t\t\t\tif (filters.indexOf(\"atrix(\") === -1 && filters.indexOf(\"radient(\") === -1 && filters.indexOf(\"oader(\") === -1) {\n\t\t\t\t\t\tt.removeAttribute(\"filter\");\n\t\t\t\t\t\tskip = (!_getStyle(this.data, \"filter\")); //if a class is applied that has an alpha filter, it will take effect (we don't want that), so re-apply our alpha filter in that case. We must first remove it and then check.\n\t\t\t\t\t} else {\n\t\t\t\t\t\tt.filter = filters.replace(_alphaFilterExp, \"\");\n\t\t\t\t\t\tskip = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!skip) {\n\t\t\t\t\tif (this.xn1) {\n\t\t\t\t\t\tt.filter = filters = filters || (\"alpha(opacity=\" + val + \")\"); //works around bug in IE7/8 that prevents changes to \"visibility\" from being applied properly if the filter is changed to a different alpha on the same frame.\n\t\t\t\t\t}\n\t\t\t\t\tif (filters.indexOf(\"pacity\") === -1) { //only used if browser doesn't support the standard opacity style property (IE 7 and 8). We omit the \"O\" to avoid case-sensitivity issues\n\t\t\t\t\t\tif (val !== 0 || !this.xn1) { //bugs in IE7/8 won't render the filter properly if opacity is ADDED on the same frame/render as \"visibility\" changes (this.xn1 is 1 if this tween is an \"autoAlpha\" tween)\n\t\t\t\t\t\t\tt.filter = filters + \" alpha(opacity=\" + val + \")\"; //we round the value because otherwise, bugs in IE7/8 can prevent \"visibility\" changes from being applied properly.\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tt.filter = filters.replace(_opacityExp, \"opacity=\" + val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t_registerComplexSpecialProp(\"opacity,alpha,autoAlpha\", {defaultValue:\"1\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar b = parseFloat(_getStyle(t, \"opacity\", _cs, false, \"1\")),\n\t\t\t\tstyle = t.style,\n\t\t\t\tisAutoAlpha = (p === \"autoAlpha\");\n\t\t\tif (typeof(e) === \"string\" && e.charAt(1) === \"=\") {\n\t\t\t\te = ((e.charAt(0) === \"-\") ? -1 : 1) * parseFloat(e.substr(2)) + b;\n\t\t\t}\n\t\t\tif (isAutoAlpha && b === 1 && _getStyle(t, \"visibility\", _cs) === \"hidden\" && e !== 0) { //if visibility is initially set to \"hidden\", we should interpret that as intent to make opacity 0 (a convenience)\n\t\t\t\tb = 0;\n\t\t\t}\n\t\t\tif (_supportsOpacity) {\n\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b, e - b, pt);\n\t\t\t} else {\n\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b * 100, (e - b) * 100, pt);\n\t\t\t\tpt.xn1 = isAutoAlpha ? 1 : 0; //we need to record whether or not this is an autoAlpha so that in the setRatio(), we know to duplicate the setting of the alpha in order to work around a bug in IE7 and IE8 that prevents changes to \"visibility\" from taking effect if the filter is changed to a different alpha(opacity) at the same time. Setting it to the SAME value first, then the new value works around the IE7/8 bug.\n\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\tpt.type = 2;\n\t\t\t\tpt.b = \"alpha(opacity=\" + pt.s + \")\";\n\t\t\t\tpt.e = \"alpha(opacity=\" + (pt.s + pt.c) + \")\";\n\t\t\t\tpt.data = t;\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = _setIEOpacityRatio;\n\t\t\t}\n\t\t\tif (isAutoAlpha) { //we have to create the \"visibility\" PropTween after the opacity one in the linked list so that they run in the order that works properly in IE8 and earlier\n\t\t\t\tpt = new CSSPropTween(style, \"visibility\", 0, 0, pt, -1, null, false, 0, ((b !== 0) ? \"inherit\" : \"hidden\"), ((e === 0) ? \"hidden\" : \"inherit\"));\n\t\t\t\tpt.xs0 = \"inherit\";\n\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\tcssp._overwriteProps.push(p);\n\t\t\t}\n\t\t\treturn pt;\n\t\t}});\n\n\n\t\tvar _removeProp = function(s, p) {\n\t\t\t\tif (p) {\n\t\t\t\t\tif (s.removeProperty) {\n\t\t\t\t\t\tif (p.substr(0,2) === \"ms\" || p.substr(0,6) === \"webkit\") { //Microsoft and some Webkit browsers don't conform to the standard of capitalizing the first prefix character, so we adjust so that when we prefix the caps with a dash, it's correct (otherwise it'd be \"ms-transform\" instead of \"-ms-transform\" for IE9, for example)\n\t\t\t\t\t\t\tp = \"-\" + p;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ts.removeProperty(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t\t} else { //note: old versions of IE use \"removeAttribute()\" instead of \"removeProperty()\"\n\t\t\t\t\t\ts.removeAttribute(p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t_setClassNameRatio = function(v) {\n\t\t\t\tthis.t._gsClassPT = this;\n\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\tthis.t.setAttribute(\"class\", (v === 0) ? this.b : this.e);\n\t\t\t\t\tvar mpt = this.data, //first MiniPropTween\n\t\t\t\t\t\ts = this.t.style;\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tif (!mpt.v) {\n\t\t\t\t\t\t\t_removeProp(s, mpt.p);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ts[mpt.p] = mpt.v;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t\tif (v === 1 && this.t._gsClassPT === this) {\n\t\t\t\t\t\tthis.t._gsClassPT = null;\n\t\t\t\t\t}\n\t\t\t\t} else if (this.t.getAttribute(\"class\") !== this.e) {\n\t\t\t\t\tthis.t.setAttribute(\"class\", this.e);\n\t\t\t\t}\n\t\t\t};\n\t\t_registerComplexSpecialProp(\"className\", {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\tvar b = t.getAttribute(\"class\") || \"\", //don't use t.className because it doesn't work consistently on SVG elements; getAttribute(\"class\") and setAttribute(\"class\", value\") is more reliable.\n\t\t\t\tcssText = t.style.cssText,\n\t\t\t\tdifData, bs, cnpt, cnptLookup, mpt;\n\t\t\tpt = cssp._classNamePT = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\tpt.setRatio = _setClassNameRatio;\n\t\t\tpt.pr = -11;\n\t\t\t_hasPriority = true;\n\t\t\tpt.b = b;\n\t\t\tbs = _getAllStyles(t, _cs);\n\t\t\t//if there's a className tween already operating on the target, force it to its end so that the necessary inline styles are removed and the class name is applied before we determine the end state (we don't want inline styles interfering that were there just for class-specific values)\n\t\t\tcnpt = t._gsClassPT;\n\t\t\tif (cnpt) {\n\t\t\t\tcnptLookup = {};\n\t\t\t\tmpt = cnpt.data; //first MiniPropTween which stores the inline styles - we need to force these so that the inline styles don't contaminate things. Otherwise, there's a small chance that a tween could start and the inline values match the destination values and they never get cleaned.\n\t\t\t\twhile (mpt) {\n\t\t\t\t\tcnptLookup[mpt.p] = 1;\n\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t}\n\t\t\t\tcnpt.setRatio(1);\n\t\t\t}\n\t\t\tt._gsClassPT = pt;\n\t\t\tpt.e = (e.charAt(1) !== \"=\") ? e : b.replace(new RegExp(\"(?:\\\\s|^)\" + e.substr(2) + \"(?![\\\\w-])\"), \"\") + ((e.charAt(0) === \"+\") ? \" \" + e.substr(2) : \"\");\n\t\t\tt.setAttribute(\"class\", pt.e);\n\t\t\tdifData = _cssDif(t, bs, _getAllStyles(t), vars, cnptLookup);\n\t\t\tt.setAttribute(\"class\", b);\n\t\t\tpt.data = difData.firstMPT;\n\t\t\tt.style.cssText = cssText; //we recorded cssText before we swapped classes and ran _getAllStyles() because in cases when a className tween is overwritten, we remove all the related tweening properties from that class change (otherwise class-specific stuff can't override properties we've directly set on the target's style object due to specificity).\n\t\t\tpt = pt.xfirst = cssp.parse(t, difData.difs, pt, plugin); //we record the CSSPropTween as the xfirst so that we can handle overwriting propertly (if \"className\" gets overwritten, we must kill all the properties associated with the className part of the tween, so we can loop through from xfirst to the pt itself)\n\t\t\treturn pt;\n\t\t}});\n\n\n\t\tvar _setClearPropsRatio = function(v) {\n\t\t\tif (v === 1 || v === 0) if (this.data._totalTime === this.data._totalDuration && this.data.data !== \"isFromStart\") { //this.data refers to the tween. Only clear at the END of the tween (remember, from() tweens make the ratio go from 1 to 0, so we can't just check that and if the tween is the zero-duration one that's created internally to render the starting values in a from() tween, ignore that because otherwise, for example, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in).\n\t\t\t\tvar s = this.t.style,\n\t\t\t\t\ttransformParse = _specialProps.transform.parse,\n\t\t\t\t\ta, p, i, clearTransform, transform;\n\t\t\t\tif (this.e === \"all\") {\n\t\t\t\t\ts.cssText = \"\";\n\t\t\t\t\tclearTransform = true;\n\t\t\t\t} else {\n\t\t\t\t\ta = this.e.split(\" \").join(\"\").split(\",\");\n\t\t\t\t\ti = a.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = a[i];\n\t\t\t\t\t\tif (_specialProps[p]) {\n\t\t\t\t\t\t\tif (_specialProps[p].parse === transformParse) {\n\t\t\t\t\t\t\t\tclearTransform = true;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tp = (p === \"transformOrigin\") ? _transformOriginProp : _specialProps[p].p; //ensures that special properties use the proper browser-specific property name, like \"scaleX\" might be \"-webkit-transform\" or \"boxShadow\" might be \"-moz-box-shadow\"\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_removeProp(s, p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (clearTransform) {\n\t\t\t\t\t_removeProp(s, _transformProp);\n\t\t\t\t\ttransform = this.t._gsTransform;\n\t\t\t\t\tif (transform) {\n\t\t\t\t\t\tif (transform.svg) {\n\t\t\t\t\t\t\tthis.t.removeAttribute(\"data-svg-origin\");\n\t\t\t\t\t\t\tthis.t.removeAttribute(\"transform\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tdelete this.t._gsTransform;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\t\t};\n\t\t_registerComplexSpecialProp(\"clearProps\", {parser:function(t, e, p, cssp, pt) {\n\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\tpt.setRatio = _setClearPropsRatio;\n\t\t\tpt.e = e;\n\t\t\tpt.pr = -10;\n\t\t\tpt.data = cssp._tween;\n\t\t\t_hasPriority = true;\n\t\t\treturn pt;\n\t\t}});\n\n\t\tp = \"bezier,throwProps,physicsProps,physics2D\".split(\",\");\n\t\ti = p.length;\n\t\twhile (i--) {\n\t\t\t_registerPluginProp(p[i]);\n\t\t}\n\n\n\n\n\n\n\n\n\t\tp = CSSPlugin.prototype;\n\t\tp._firstPT = p._lastParsedTransform = p._transform = null;\n\n\t\t//gets called when the tween renders for the first time. This kicks everything off, recording start/end values, etc.\n\t\tp._onInitTween = function(target, vars, tween, index) {\n\t\t\tif (!target.nodeType) { //css is only for dom elements\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tthis._target = _target = target;\n\t\t\tthis._tween = tween;\n\t\t\tthis._vars = vars;\n\t\t\t_index = index;\n\t\t\t_autoRound = vars.autoRound;\n\t\t\t_hasPriority = false;\n\t\t\t_suffixMap = vars.suffixMap || CSSPlugin.suffixMap;\n\t\t\t_cs = _getComputedStyle(target, \"\");\n\t\t\t_overwriteProps = this._overwriteProps;\n\t\t\tvar style = target.style,\n\t\t\t\tv, pt, pt2, first, last, next, zIndex, tpt, threeD;\n\t\t\tif (_reqSafariFix) if (style.zIndex === \"\") {\n\t\t\t\tv = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\tif (v === \"auto\" || v === \"\") {\n\t\t\t\t\t//corrects a bug in [non-Android] Safari that prevents it from repainting elements in their new positions if they don't have a zIndex set. We also can't just apply this inside _parseTransform() because anything that's moved in any way (like using \"left\" or \"top\" instead of transforms like \"x\" and \"y\") can be affected, so it is best to ensure that anything that's tweening has a z-index. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly. Plus zIndex is less memory-intensive.\n\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (typeof(vars) === \"string\") {\n\t\t\t\tfirst = style.cssText;\n\t\t\t\tv = _getAllStyles(target, _cs);\n\t\t\t\tstyle.cssText = first + \";\" + vars;\n\t\t\t\tv = _cssDif(target, v, _getAllStyles(target)).difs;\n\t\t\t\tif (!_supportsOpacity && _opacityValExp.test(vars)) {\n\t\t\t\t\tv.opacity = parseFloat( RegExp.$1 );\n\t\t\t\t}\n\t\t\t\tvars = v;\n\t\t\t\tstyle.cssText = first;\n\t\t\t}\n\n\t\t\tif (vars.className) { //className tweens will combine any differences they find in the css with the vars that are passed in, so {className:\"myClass\", scale:0.5, left:20} would work.\n\t\t\t\tthis._firstPT = pt = _specialProps.className.parse(target, vars.className, \"className\", this, null, null, vars);\n\t\t\t} else {\n\t\t\t\tthis._firstPT = pt = this.parse(target, vars, null);\n\t\t\t}\n\n\t\t\tif (this._transformType) {\n\t\t\t\tthreeD = (this._transformType === 3);\n\t\t\t\tif (!_transformProp) {\n\t\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\t} else if (_isSafari) {\n\t\t\t\t\t_reqSafariFix = true;\n\t\t\t\t\t//if zIndex isn't set, iOS Safari doesn't repaint things correctly sometimes (seemingly at random).\n\t\t\t\t\tif (style.zIndex === \"\") {\n\t\t\t\t\t\tzIndex = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\t\t\tif (zIndex === \"auto\" || zIndex === \"\") {\n\t\t\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//Setting WebkitBackfaceVisibility corrects 3 bugs:\n\t\t\t\t\t// 1) [non-Android] Safari skips rendering changes to \"top\" and \"left\" that are made on the same frame/render as a transform update.\n\t\t\t\t\t// 2) iOS Safari sometimes neglects to repaint elements in their new positions. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly.\n\t\t\t\t\t// 3) Safari sometimes displayed odd artifacts when tweening the transform (or WebkitTransform) property, like ghosts of the edges of the element remained. Definitely a browser bug.\n\t\t\t\t\t//Note: we allow the user to override the auto-setting by defining WebkitBackfaceVisibility in the vars of the tween.\n\t\t\t\t\tif (_isSafariLT6) {\n\t\t\t\t\t\tthis._addLazySet(style, \"WebkitBackfaceVisibility\", this._vars.WebkitBackfaceVisibility || (threeD ? \"visible\" : \"hidden\"));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt2 = pt;\n\t\t\t\twhile (pt2 && pt2._next) {\n\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t}\n\t\t\t\ttpt = new CSSPropTween(target, \"transform\", 0, 0, null, 2);\n\t\t\t\tthis._linkCSSP(tpt, null, pt2);\n\t\t\t\ttpt.setRatio = _transformProp ? _setTransformRatio : _setIETransformRatio;\n\t\t\t\ttpt.data = this._transform || _getTransform(target, _cs, true);\n\t\t\t\ttpt.tween = tween;\n\t\t\t\ttpt.pr = -1; //ensures that the transforms get applied after the components are updated.\n\t\t\t\t_overwriteProps.pop(); //we don't want to force the overwrite of all \"transform\" tweens of the target - we only care about individual transform properties like scaleX, rotation, etc. The CSSPropTween constructor automatically adds the property to _overwriteProps which is why we need to pop() here.\n\t\t\t}\n\n\t\t\tif (_hasPriority) {\n\t\t\t\t//reorders the linked list in order of pr (priority)\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next;\n\t\t\t\t\tpt2 = first;\n\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t\tthis._firstPT = first;\n\t\t\t}\n\t\t\treturn true;\n\t\t};\n\n\n\t\tp.parse = function(target, vars, pt, plugin) {\n\t\t\tvar style = target.style,\n\t\t\t\tp, sp, bn, en, bs, es, bsfx, esfx, isStr, rel;\n\t\t\tfor (p in vars) {\n\t\t\t\tes = vars[p]; //ending value string\n\t\t\t\tif (typeof(es) === \"function\") {\n\t\t\t\t\tes = es(_index, _target);\n\t\t\t\t}\n\t\t\t\tsp = _specialProps[p]; //SpecialProp lookup.\n\t\t\t\tif (sp) {\n\t\t\t\t\tpt = sp.parse(target, es, p, this, pt, plugin, vars);\n\t\t\t\t} else if (p.substr(0,2) === \"--\") { //for tweening CSS variables (which always start with \"--\"). To maximize performance and simplicity, we bypass CSSPlugin altogether and just add a normal property tween to the tween instance itself.\n\t\t\t\t\tthis._tween._propLookup[p] = this._addTween.call(this._tween, target.style, \"setProperty\", _getComputedStyle(target).getPropertyValue(p) + \"\", es + \"\", p, false, p);\n\t\t\t\t\tcontinue;\n\t\t\t\t} else {\n\t\t\t\t\tbs = _getStyle(target, p, _cs) + \"\";\n\t\t\t\t\tisStr = (typeof(es) === \"string\");\n\t\t\t\t\tif (p === \"color\" || p === \"fill\" || p === \"stroke\" || p.indexOf(\"Color\") !== -1 || (isStr && _rgbhslExp.test(es))) { //Opera uses background: to define color sometimes in addition to backgroundColor:\n\t\t\t\t\t\tif (!isStr) {\n\t\t\t\t\t\t\tes = _parseColor(es);\n\t\t\t\t\t\t\tes = ((es.length > 3) ? \"rgba(\" : \"rgb(\") + es.join(\",\") + \")\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, \"transparent\", pt, 0, plugin);\n\n\t\t\t\t\t} else if (isStr && _complexExp.test(es)) {\n\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, null, pt, 0, plugin);\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbn = parseFloat(bs);\n\t\t\t\t\t\tbsfx = (bn || bn === 0) ? bs.substr((bn + \"\").length) : \"\"; //remember, bs could be non-numeric like \"normal\" for fontWeight, so we should default to a blank suffix in that case.\n\n\t\t\t\t\t\tif (bs === \"\" || bs === \"auto\") {\n\t\t\t\t\t\t\tif (p === \"width\" || p === \"height\") {\n\t\t\t\t\t\t\t\tbn = _getDimension(target, p, _cs);\n\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t} else if (p === \"left\" || p === \"top\") {\n\t\t\t\t\t\t\t\tbn = _calculateOffset(target, p, _cs);\n\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tbn = (p !== \"opacity\") ? 0 : 1;\n\t\t\t\t\t\t\t\tbsfx = \"\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\trel = (isStr && es.charAt(1) === \"=\");\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\ten = parseInt(es.charAt(0) + \"1\", 10);\n\t\t\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\t\t\tesfx = es.replace(_suffixExp, \"\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\t\t\tesfx = isStr ? es.replace(_suffixExp, \"\") : \"\";\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\t\t\tesfx = (p in _suffixMap) ? _suffixMap[p] : bsfx; //populate the end suffix, prioritizing the map, then if none is found, use the beginning suffix.\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tes = (en || en === 0) ? (rel ? en + bn : en) + esfx : vars[p]; //ensures that any += or -= prefixes are taken care of. Record the end value before normalizing the suffix because we always want to end the tween on exactly what they intended even if it doesn't match the beginning value's suffix.\n\t\t\t\t\t\t//if the beginning/ending suffixes don't match, normalize them...\n\t\t\t\t\t\tif (bsfx !== esfx) if (esfx !== \"\" || p === \"lineHeight\") if (en || en === 0) if (bn) { //note: if the beginning value (bn) is 0, we don't need to convert units!\n\t\t\t\t\t\t\tbn = _convertToPixels(target, p, bn, bsfx);\n\t\t\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 100, \"%\") / 100;\n\t\t\t\t\t\t\t\tif (vars.strictUnits !== true) { //some browsers report only \"px\" values instead of allowing \"%\" with getComputedStyle(), so we assume that if we're tweening to a %, we should start there too unless strictUnits:true is defined. This approach is particularly useful for responsive designs that use from() tweens.\n\t\t\t\t\t\t\t\t\tbs = bn + \"%\";\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else if (esfx === \"em\" || esfx === \"rem\" || esfx === \"vw\" || esfx === \"vh\") {\n\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 1, esfx);\n\n\t\t\t\t\t\t\t//otherwise convert to pixels.\n\t\t\t\t\t\t\t} else if (esfx !== \"px\") {\n\t\t\t\t\t\t\t\ten = _convertToPixels(target, p, en, esfx);\n\t\t\t\t\t\t\t\tesfx = \"px\"; //we don't use bsfx after this, so we don't need to set it to px too.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (rel) if (en || en === 0) {\n\t\t\t\t\t\t\t\tes = (en + bn) + esfx; //the changes we made affect relative calculations, so adjust the end value here.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\ten += bn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((bn || bn === 0) && (en || en === 0)) { //faster than isNaN(). Also, previously we required en !== bn but that doesn't really gain much performance and it prevents _parseToProxy() from working properly if beginning and ending values match but need to get tweened by an external plugin anyway. For example, a bezier tween where the target starts at left:0 and has these points: [{left:50},{left:0}] wouldn't work properly because when parsing the last point, it'd match the first (current) one and a non-tweening CSSPropTween would be recorded when we actually need a normal tween (type:0) so that things get updated during the tween properly.\n\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, bn, en - bn, pt, 0, p, (_autoRound !== false && (esfx === \"px\" || p === \"zIndex\")), 0, bs, es);\n\t\t\t\t\t\t\tpt.xs0 = esfx;\n\t\t\t\t\t\t\t//DEBUG: _log(\"tween \"+p+\" from \"+pt.b+\" (\"+bn+esfx+\") to \"+pt.e+\" with suffix: \"+pt.xs0);\n\t\t\t\t\t\t} else if (style[p] === undefined || !es && (es + \"\" === \"NaN\" || es == null)) {\n\t\t\t\t\t\t\t_log(\"invalid \" + p + \" tween value: \" + vars[p]);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, en || bn || 0, 0, pt, -1, p, false, 0, bs, es);\n\t\t\t\t\t\t\tpt.xs0 = (es === \"none\" && (p === \"display\" || p.indexOf(\"Style\") !== -1)) ? bs : es; //intermediate value should typically be set immediately (end value) except for \"display\" or things like borderTopStyle, borderBottomStyle, etc. which should use the beginning value during the tween.\n\t\t\t\t\t\t\t//DEBUG: _log(\"non-tweening value \"+p+\": \"+pt.xs0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (plugin) if (pt && !pt.plugin) {\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn pt;\n\t\t};\n\n\n\t\t//gets called every time the tween updates, passing the new ratio (typically a value between 0 and 1, but not always (for example, if an Elastic.easeOut is used, the value can jump above 1 mid-tween). It will always start and 0 and end at 1.\n\t\tp.setRatio = function(v) {\n\t\t\tvar pt = this._firstPT,\n\t\t\t\tmin = 0.000001,\n\t\t\t\tval, str, i;\n\t\t\t//at the end of the tween, we set the values to exactly what we received in order to make sure non-tweening values (like \"position\" or \"float\" or whatever) are set and so that if the beginning/ending suffixes (units) didn't match and we normalized to px, the value that the user passed in is used here. We check to see if the tween is at its beginning in case it's a from() tween in which case the ratio will actually go from 1 to 0 over the course of the tween (backwards).\n\t\t\tif (v === 1 && (this._tween._time === this._tween._duration || this._tween._time === 0)) {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\tif (pt.r && pt.type !== -1) {\n\t\t\t\t\t\t\tval = Math.round(pt.s + pt.c);\n\t\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.e;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\n\t\t\t} else if (v || !(this._tween._time === this._tween._duration || this._tween._time === 0) || this._tween._rawPrevTime === -0.000001) {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tval = pt.c * v + pt.s;\n\t\t\t\t\tif (pt.r) {\n\t\t\t\t\t\tval = Math.round(val);\n\t\t\t\t\t} else if (val < min) if (val > -min) {\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\tif (i === 2) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2;\n\t\t\t\t\t\t} else if (i === 3) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3;\n\t\t\t\t\t\t} else if (i === 4) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4;\n\t\t\t\t\t\t} else if (i === 5) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4 + pt.xn4 + pt.xs5;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if (pt.type === -1) { //non-tweening value\n\t\t\t\t\t\tpt.t[pt.p] = pt.xs0;\n\n\t\t\t\t\t} else if (pt.setRatio) { //custom setRatio() for things like SpecialProps, external plugins, etc.\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\n\t\t\t//if the tween is reversed all the way back to the beginning, we need to restore the original values which may have different units (like % instead of px or em or whatever).\n\t\t\t} else {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\tpt.t[pt.p] = pt.b;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\t/**\n\t\t * @private\n\t\t * Forces rendering of the target's transforms (rotation, scale, etc.) whenever the CSSPlugin's setRatio() is called.\n\t\t * Basically, this tells the CSSPlugin to create a CSSPropTween (type 2) after instantiation that runs last in the linked\n\t\t * list and calls the appropriate (3D or 2D) rendering function. We separate this into its own method so that we can call\n\t\t * it from other plugins like BezierPlugin if, for example, it needs to apply an autoRotation and this CSSPlugin\n\t\t * doesn't have any transform-related properties of its own. You can call this method as many times as you\n\t\t * want and it won't create duplicate CSSPropTweens.\n\t\t *\n\t\t * @param {boolean} threeD if true, it should apply 3D tweens (otherwise, just 2D ones are fine and typically faster)\n\t\t */\n\t\tp._enableTransforms = function(threeD) {\n\t\t\tthis._transform = this._transform || _getTransform(this._target, _cs, true); //ensures that the element has a _gsTransform property with the appropriate values.\n\t\t\tthis._transformType = (!(this._transform.svg && _useSVGTransformAttr) && (threeD || this._transformType === 3)) ? 3 : 2;\n\t\t};\n\n\t\tvar lazySet = function(v) {\n\t\t\tthis.t[this.p] = this.e;\n\t\t\tthis.data._linkCSSP(this, this._next, null, true); //we purposefully keep this._next even though it'd make sense to null it, but this is a performance optimization, as this happens during the while (pt) {} loop in setRatio() at the bottom of which it sets pt = pt._next, so if we null it, the linked list will be broken in that loop.\n\t\t};\n\t\t/** @private Gives us a way to set a value on the first render (and only the first render). **/\n\t\tp._addLazySet = function(t, p, v) {\n\t\t\tvar pt = this._firstPT = new CSSPropTween(t, p, 0, 0, this._firstPT, 2);\n\t\t\tpt.e = v;\n\t\t\tpt.setRatio = lazySet;\n\t\t\tpt.data = this;\n\t\t};\n\n\t\t/** @private **/\n\t\tp._linkCSSP = function(pt, next, prev, remove) {\n\t\t\tif (pt) {\n\t\t\t\tif (next) {\n\t\t\t\t\tnext._prev = pt;\n\t\t\t\t}\n\t\t\t\tif (pt._next) {\n\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t}\n\t\t\t\tif (pt._prev) {\n\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\tremove = true; //just to prevent resetting this._firstPT 5 lines down in case pt._next is null. (optimized for speed)\n\t\t\t\t}\n\t\t\t\tif (prev) {\n\t\t\t\t\tprev._next = pt;\n\t\t\t\t} else if (!remove && this._firstPT === null) {\n\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t}\n\t\t\t\tpt._next = next;\n\t\t\t\tpt._prev = prev;\n\t\t\t}\n\t\t\treturn pt;\n\t\t};\n\n\t\tp._mod = function(lookup) {\n\t\t\tvar pt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (typeof(lookup[pt.p]) === \"function\" && lookup[pt.p] === Math.round) { //only gets called by RoundPropsPlugin (ModifyPlugin manages all the rendering internally for CSSPlugin properties that need modification). Remember, we handle rounding a bit differently in this plugin for performance reasons, leveraging \"r\" as an indicator that the value should be rounded internally..\n\t\t\t\t\tpt.r = 1;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t};\n\n\t\t//we need to make sure that if alpha or autoAlpha is killed, opacity is too. And autoAlpha affects the \"visibility\" property.\n\t\tp._kill = function(lookup) {\n\t\t\tvar copy = lookup,\n\t\t\t\tpt, p, xfirst;\n\t\t\tif (lookup.autoAlpha || lookup.alpha) {\n\t\t\t\tcopy = {};\n\t\t\t\tfor (p in lookup) { //copy the lookup so that we're not changing the original which may be passed elsewhere.\n\t\t\t\t\tcopy[p] = lookup[p];\n\t\t\t\t}\n\t\t\t\tcopy.opacity = 1;\n\t\t\t\tif (copy.autoAlpha) {\n\t\t\t\t\tcopy.visibility = 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (lookup.className && (pt = this._classNamePT)) { //for className tweens, we need to kill any associated CSSPropTweens too; a linked list starts at the className's \"xfirst\".\n\t\t\t\txfirst = pt.xfirst;\n\t\t\t\tif (xfirst && xfirst._prev) {\n\t\t\t\t\tthis._linkCSSP(xfirst._prev, pt._next, xfirst._prev._prev); //break off the prev\n\t\t\t\t} else if (xfirst === this._firstPT) {\n\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t}\n\t\t\t\tif (pt._next) {\n\t\t\t\t\tthis._linkCSSP(pt._next, pt._next._next, xfirst._prev);\n\t\t\t\t}\n\t\t\t\tthis._classNamePT = null;\n\t\t\t}\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.plugin && pt.plugin !== p && pt.plugin._kill) { //for plugins that are registered with CSSPlugin, we should notify them of the kill.\n\t\t\t\t\tpt.plugin._kill(lookup);\n\t\t\t\t\tp = pt.plugin;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn TweenPlugin.prototype._kill.call(this, copy);\n\t\t};\n\n\n\n\t\t//used by cascadeTo() for gathering all the style properties of each child element into an array for comparison.\n\t\tvar _getChildStyles = function(e, props, targets) {\n\t\t\t\tvar children, i, child, type;\n\t\t\t\tif (e.slice) {\n\t\t\t\t\ti = e.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t_getChildStyles(e[i], props, targets);\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tchildren = e.childNodes;\n\t\t\t\ti = children.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tchild = children[i];\n\t\t\t\t\ttype = child.type;\n\t\t\t\t\tif (child.style) {\n\t\t\t\t\t\tprops.push(_getAllStyles(child));\n\t\t\t\t\t\tif (targets) {\n\t\t\t\t\t\t\ttargets.push(child);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ((type === 1 || type === 9 || type === 11) && child.childNodes.length) {\n\t\t\t\t\t\t_getChildStyles(child, props, targets);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t/**\n\t\t * Typically only useful for className tweens that may affect child elements, this method creates a TweenLite\n\t\t * and then compares the style properties of all the target's child elements at the tween's start and end, and\n\t\t * if any are different, it also creates tweens for those and returns an array containing ALL of the resulting\n\t\t * tweens (so that you can easily add() them to a TimelineLite, for example). The reason this functionality is\n\t\t * wrapped into a separate static method of CSSPlugin instead of being integrated into all regular className tweens\n\t\t * is because it creates entirely new tweens that may have completely different targets than the original tween,\n\t\t * so if they were all lumped into the original tween instance, it would be inconsistent with the rest of the API\n\t\t * and it would create other problems. For example:\n\t\t * - If I create a tween of elementA, that tween instance may suddenly change its target to include 50 other elements (unintuitive if I specifically defined the target I wanted)\n\t\t * - We can't just create new independent tweens because otherwise, what happens if the original/parent tween is reversed or pause or dropped into a TimelineLite for tight control? You'd expect that tween's behavior to affect all the others.\n\t\t * - Analyzing every style property of every child before and after the tween is an expensive operation when there are many children, so this behavior shouldn't be imposed on all className tweens by default, especially since it's probably rare that this extra functionality is needed.\n\t\t *\n\t\t * @param {Object} target object to be tweened\n\t\t * @param {number} Duration in seconds (or frames for frames-based tweens)\n\t\t * @param {Object} Object containing the end values, like {className:\"newClass\", ease:Linear.easeNone}\n\t\t * @return {Array} An array of TweenLite instances\n\t\t */\n\t\tCSSPlugin.cascadeTo = function(target, duration, vars) {\n\t\t\tvar tween = TweenLite.to(target, duration, vars),\n\t\t\t\tresults = [tween],\n\t\t\t\tb = [],\n\t\t\t\te = [],\n\t\t\t\ttargets = [],\n\t\t\t\t_reservedProps = TweenLite._internals.reservedProps,\n\t\t\t\ti, difs, p, from;\n\t\t\ttarget = tween._targets || tween.target;\n\t\t\t_getChildStyles(target, b, targets);\n\t\t\ttween.render(duration, true, true);\n\t\t\t_getChildStyles(target, e);\n\t\t\ttween.render(0, true, true);\n\t\t\ttween._enabled(true);\n\t\t\ti = targets.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tdifs = _cssDif(targets[i], b[i], e[i]);\n\t\t\t\tif (difs.firstMPT) {\n\t\t\t\t\tdifs = difs.difs;\n\t\t\t\t\tfor (p in vars) {\n\t\t\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tfrom = {};\n\t\t\t\t\tfor (p in difs) {\n\t\t\t\t\t\tfrom[p] = b[i][p];\n\t\t\t\t\t}\n\t\t\t\t\tresults.push(TweenLite.fromTo(targets[i], duration, from, difs));\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn results;\n\t\t};\n\n\t\tTweenPlugin.activate([CSSPlugin]);\n\t\treturn CSSPlugin;\n\n\t}, true);\n\t\n}); if (_gsScope._gsDefine) { _gsScope._gsQueue.pop()(); }\n\n//export to AMD/RequireJS and CommonJS/Node (precursor to full modular build system coming at a later date)\n(function(name) {\n\t\"use strict\";\n\tvar getGlobal = function() {\n\t\treturn (_gsScope.GreenSockGlobals || _gsScope)[name];\n\t};\n\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\trequire(\"gsap/TweenLite\");\n\t\tmodule.exports = getGlobal();\n\t} else if (typeof(define) === \"function\" && define.amd) { //AMD\n\t\tdefine([\"gsap/TweenLite\"], getGlobal);\n\t}\n}(\"CSSPlugin\"));\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gsap/CSSPlugin.js\n// module id = 82\n// module chunks = 0","\nexport default function cameraControlsFactory ( THREE ) {\n\n\n const _v3 = new THREE.Vector3();\n const _xColumn = new THREE.Vector3();\n const _yColumn = new THREE.Vector3();\n const EPSILON = 0.01;\n const STATE = {\n NONE : - 1,\n ROTATE : 0,\n DOLLY : 1,\n PAN : 2,\n TOUCH_ROTATE: 3,\n TOUCH_DOLLY : 4,\n TOUCH_PAN : 5\n };\n\n return class CameraControls {\n\n setTarget(target){\n\n this._target.set(target.x, target.y, target.z);\n this._spherical.setFromVector3(target);\n this._sphericalEnd = new THREE.Spherical().copy( this._spherical );\n\n this._target0 = this._target.clone();\n this._position0 = this.object.position.clone();\n\n this.update();\n }\n\n constructor ( object, domElement, scene ) {\n\n this.object = object;\n this.scene = scene;\n this.minDistance = scene.cameraOptions.minDistance;\n this.maxDistance = scene.cameraOptions.maxDistance;\n this.dampingFactor = scene.cameraOptions.dampingFactor;\n this.draggingDampingFactor = scene.cameraOptions.draggingDampingFactor;\n this.mouseWheelDisabled = scene.cameraOptions.wheelControlDisabled;\n this.zoomSpeed = scene.cameraOptions.zoomSpeed;\n this.maxPolarAngle = scene.cameraOptions.maxPolarAngle;\n this.minPolarAngle = scene.cameraOptions.minPolarAngle;\n\n\n this.domElement = domElement;\n\n // the location of focus, where the object orbits around\n this._target = new THREE.Vector3();\n this._targetEnd = new THREE.Vector3();\n\n // rotation\n this._spherical = new THREE.Spherical();\n this._spherical.setFromVector3( this.object.position );\n this._sphericalEnd = new THREE.Spherical().copy( this._spherical );\n\n // reset\n this._target0 = this._target.clone();\n this._position0 = this.object.position.clone();\n\n this._needsUpdate = true;\n this.update();\n\n if ( ! this.domElement ) {\n\n this.dispose = function () {}\n\n } else {\n\n const scope = this;\n const dragStart = new THREE.Vector2();\n const dollyStart = new THREE.Vector2();\n let state = STATE.NONE;\n let elementRect;\n let savedDampingFactor;\n\n this.domElement.addEventListener( 'mousedown', onMouseDown, {passive: true});\n this.domElement.addEventListener( 'touchstart', onTouchStart, {passive: true} );\n this.domElement.addEventListener( 'wheel', onMouseWheel , {passive: true} );\n // this.domElement.addEventListener( 'contextmenu', onContextMenu );\n\n this.dispose = function () {\n\n scope.domElement.removeEventListener( 'mousedown', onMouseDown);\n scope.domElement.removeEventListener( 'touchstart', onTouchStart );\n scope.domElement.removeEventListener( 'wheel', onMouseWheel );\n //scope.domElement.removeEventListener( 'contextmenu', onContextMenu );\n document.removeEventListener( 'mousemove', dragging );\n document.removeEventListener( 'touchmove', dragging );\n document.removeEventListener( 'mouseup', endDragging );\n document.removeEventListener( 'touchend', endDragging );\n\n };\n\n function onMouseDown ( event ) {\n\n\n if(scene.cameraOptions.locked === true){\n return;\n }\n\n //event.preventDefault();\n\n const prevState = state;\n\n switch ( event.button ) {\n\n case THREE.MOUSE.LEFT:\n\n state = STATE.ROTATE;\n break;\n\n case THREE.MOUSE.MIDDLE:\n\n state = STATE.DOLLY;\n break;\n\n case THREE.MOUSE.RIGHT:\n\n state = STATE.PAN;\n break;\n\n }\n\n if ( prevState === STATE.NONE ) {\n\n startDragging( event );\n\n }\n\n }\n\n function onTouchStart( event ) {\n\n if(scene.cameraOptions.locked === true){\n return;\n }\n\n //event.preventDefault();\n\n const prevState = state;\n\n switch ( event.touches.length ) {\n\n case 1:\t// one-fingered touch: rotate\n\n state = STATE.TOUCH_ROTATE;\n break;\n\n case 2:\t// two-fingered touch: dolly\n\n state = STATE.TOUCH_DOLLY;\n break;\n\n case 3: // three-fingered touch: pan\n\n state = STATE.TOUCH_PAN;\n break;\n\n }\n\n if ( prevState === STATE.NONE ) {\n\n startDragging( event );\n\n }\n\n }\n\n\n function onMouseWheel ( event ) {\n\n if(scene.cameraOptions.locked === true){\n return;\n }\n\n //event.preventDefault();\n\n if(this.mouseWheelDisabled === true){\n return;\n }\n\n if ( event.deltaY < 0 ) {\n\n dollyIn()\n\n } else if ( event.deltaY > 0 ) {\n\n dollyOut();\n\n }\n\n }\n\n function onContextMenu( event ) {\n\n event.preventDefault();\n\n }\n\n function startDragging ( event ) {\n\n if(scene.cameraOptions.locked === true){\n return;\n }\n\n //event.preventDefault();\n\n const _event = !! event.touches ? event.touches[ 0 ] : event;\n const x = _event.clientX;\n const y = _event.clientY;\n\n elementRect = scope.domElement.getBoundingClientRect();\n dragStart.set( x, y );\n\n // if ( state === STATE.DOLLY ) {\n\n // \tdollyStart.set( x, y );\n\n // }\n\n if ( state === STATE.TOUCH_DOLLY ) {\n\n const dx = x - event.touches[ 1 ].pageX;\n const dy = y - event.touches[ 1 ].pageY;\n const distance = Math.sqrt( dx * dx + dy * dy );\n\n dollyStart.set( 0, distance );\n\n }\n\n savedDampingFactor = scope.dampingFactor;\n scope.dampingFactor = scope.draggingDampingFactor;\n\n document.addEventListener( 'mousemove', dragging, { passive: true } );\n document.addEventListener( 'touchmove', dragging, { passive: true } );\n document.addEventListener( 'mouseup', endDragging , {passive: true});\n document.addEventListener( 'touchend', endDragging, {passive: true} );\n\n }\n\n function dragging ( event ) {\n\n if(scene.cameraOptions.locked === true){\n return;\n }\n\n //event.preventDefault();\n\n const _event = !! event.touches ? event.touches[ 0 ] : event;\n const x = _event.clientX;\n const y = _event.clientY;\n\n const deltaX = dragStart.x - x;\n const deltaY = dragStart.y - y;\n\n dragStart.set( x, y );\n\n switch ( state ) {\n\n case STATE.ROTATE:\n case STATE.TOUCH_ROTATE:\n\n const rotX = 2 * Math.PI * deltaX / elementRect.width;\n const rotY = 2 * Math.PI * deltaY / elementRect.height;\n scope.rotate( rotX, rotY, true );\n break;\n\n case STATE.DOLLY:\n // not implemented\n break;\n\n case STATE.TOUCH_DOLLY:\n\n const dx = x - event.touches[ 1 ].pageX;\n const dy = y - event.touches[ 1 ].pageY;\n const distance = Math.sqrt( dx * dx + dy * dy );\n const dollyDelta = dollyStart.y - distance;\n\n if ( dollyDelta > 0 ) {\n\n dollyOut();\n\n } else if ( dollyDelta < 0 ) {\n\n dollyIn();\n\n }\n\n dollyStart.set( 0, distance );\n break;\n\n case STATE.PAN:\n case STATE.TOUCH_PAN:\n\n const offset = _v3.copy( scope.object.position ).sub( scope._target );\n // half of the fov is center to top of screen\n const targetDistance = offset.length() * Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180 );\n const panX = ( 2 * deltaX * targetDistance / elementRect.height );\n const panY = ( 2 * deltaY * targetDistance / elementRect.height );\n scope.pan( panX, panY, true );\n break;\n\n }\n\n }\n\n function endDragging ( event ) {\n\n scope.dampingFactor = savedDampingFactor;\n state = STATE.NONE;\n\n document.removeEventListener( 'mousemove', dragging );\n document.removeEventListener( 'touchmove', dragging );\n document.removeEventListener( 'mouseup', endDragging );\n document.removeEventListener( 'touchend', endDragging );\n\n }\n\n function dollyIn () {\n\n const zoomScale = Math.pow( 0.95, scope.zoomSpeed );\n scope.dolly( scope._sphericalEnd.radius * zoomScale - scope._sphericalEnd.radius );\n\n }\n\n function dollyOut () {\n\n const zoomScale = Math.pow( 0.95, scope.zoomSpeed );\n scope.dolly( scope._sphericalEnd.radius / zoomScale - scope._sphericalEnd.radius );\n\n }\n\n\n }\n\n }\n\n\n\n // rotX in radian\n // rotY in radian\n rotate ( rotX, rotY, enableTransition, dir = 1 ) {\n\n if(dir === 1){\n this.rotateTo(\n this._sphericalEnd.theta + rotX,\n this._sphericalEnd.phi + rotY,\n enableTransition\n );\n }else{\n this.rotateTo(\n this._sphericalEnd.theta - rotX,\n this._sphericalEnd.phi - rotY,\n enableTransition\n );\n }\n\n\n\n\n }\n\n // rotX in radian\n // rotY in radian\n rotateTo ( rotX, rotY, enableTransition ) {\n\n // limit rotation\n rotY = THREE.Math.clamp(\n rotY,\n this.scene.cameraOptions.minPolarAngle,\n this.scene.cameraOptions.maxPolarAngle\n );\n\n this._sphericalEnd.theta = rotX;\n this._sphericalEnd.phi = rotY;\n this._sphericalEnd.makeSafe();\n\n if ( ! enableTransition ) {\n\n this._spherical.theta = this._sphericalEnd.theta;\n this._spherical.phi = this._sphericalEnd.phi;\n\n }\n\n this._needsUpdate = true;\n\n }\n\n dolly ( distance, enableTransition ) {\n\n\n this.dollyTo( this._sphericalEnd.radius + distance, enableTransition );\n\n }\n\n dollyTo ( distance, enableTransition ) {\n\n this._sphericalEnd.radius = THREE.Math.clamp(\n distance,\n this.scene.cameraOptions.minDistance,\n this.scene.cameraOptions.maxDistance\n );\n\n if ( ! enableTransition ) {\n\n this._spherical.radius = this._sphericalEnd.radius;\n\n }\n\n this._needsUpdate = true;\n\n }\n\n pan ( x, y, enableTransition ) {\n\n this.object.updateMatrix();\n\n _xColumn.setFromMatrixColumn( this.object.matrix, 0 );\n _yColumn.setFromMatrixColumn( this.object.matrix, 1 );\n _xColumn.multiplyScalar( x );\n _yColumn.multiplyScalar( - y );\n\n const offset = _v3.copy( _xColumn ).add( _yColumn );\n this._targetEnd.add( offset );\n\n if ( ! enableTransition ) {\n\n this._target.copy( this._targetEnd );\n\n }\n\n this._needsUpdate = true;\n\n }\n\n moveTo ( x, y, z, enableTransition ) {\n\n this._targetEnd.set( x, y, z );\n\n if ( ! enableTransition ) {\n\n this._target.copy( this._targetEnd );\n\n }\n\n this._needsUpdate = true;\n\n }\n\n saveState () {\n\n this._target0.copy( this.target );\n this._position0.copy( this.object.position );\n\n }\n\n reset ( enableTransition ) {\n\n this._targetEnd.copy( this._target0 );\n this._sphericalEnd.setFromVector3( this._position0 );\n this._sphericalEnd.theta = this._sphericalEnd.theta % ( 2 * Math.PI );\n this._spherical.theta = this._spherical.theta % ( 2 * Math.PI );\n\n if ( ! enableTransition ) {\n\n this._target.copy( this._targetEnd );\n this._spherical.copy( this._sphericalEnd );\n\n }\n\n this._needsUpdate = true;\n\n }\n\n update ( delta ) {\n\n const dampingFactor = this.dampingFactor * delta / 0.016;\n const deltaTheta = this._sphericalEnd.theta - this._spherical.theta;\n const deltaPhi = this._sphericalEnd.phi - this._spherical.phi;\n const deltaRadius = this._sphericalEnd.radius - this._spherical.radius;\n const deltaTarget = new THREE.Vector3().subVectors( this._targetEnd, this._target );\n\n if (\n Math.abs( deltaTheta ) > EPSILON ||\n Math.abs( deltaPhi ) > EPSILON ||\n Math.abs( deltaRadius ) > EPSILON ||\n Math.abs( deltaTarget.x ) > EPSILON ||\n Math.abs( deltaTarget.y ) > EPSILON ||\n Math.abs( deltaTarget.z ) > EPSILON\n ) {\n\n this._spherical.set(\n this._spherical.radius + deltaRadius * dampingFactor,\n this._spherical.phi + deltaPhi * dampingFactor,\n this._spherical.theta + deltaTheta * dampingFactor\n );\n\n this._target.add( deltaTarget.multiplyScalar( dampingFactor ) );\n\n this._needsUpdate = true;\n\n } else {\n\n this._spherical.copy( this._sphericalEnd );\n this._target.copy( this._targetEnd );\n\n }\n\n this._spherical.makeSafe();\n this.object.position.setFromSpherical( this._spherical ).add( this._target );\n this.object.lookAt( this._target );\n\n const needsUpdate = this._needsUpdate;\n this._needsUpdate = false;\n\n return needsUpdate;\n\n }\n\n }\n\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/CameraControls.js\n// module id = 83\n// module chunks = 0","/*!\n * VERSION: 1.20.3\n * DATE: 2017-10-02\n * UPDATES AND DOCS AT: http://greensock.com\n *\n * @license Copyright (c) 2008-2017, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n * \n * @author: Jack Doyle, jack@greensock.com\n */\nvar _gsScope = (typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window; //helps ensure compatibility with AMD/RequireJS and CommonJS/Node\n(_gsScope._gsQueue || (_gsScope._gsQueue = [])).push( function() {\n\n\t\"use strict\";\n\n\t_gsScope._gsDefine(\"TimelineMax\", [\"TimelineLite\",\"TweenLite\",\"easing.Ease\"], function(TimelineLite, TweenLite, Ease) {\n\t\t\n\t\tvar TimelineMax = function(vars) {\n\t\t\t\tTimelineLite.call(this, vars);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tthis._cycle = 0;\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\t\tthis._dirty = true;\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_easeNone = new Ease(null, null, 1, 0),\n\t\t\tp = TimelineMax.prototype = new TimelineLite();\n\t\t\t\n\t\tp.constructor = TimelineMax;\n\t\tp.kill()._gc = false;\n\t\tTimelineMax.version = \"1.20.3\";\n\t\t\n\t\tp.invalidate = function() {\n\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\tthis._uncache(true);\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\t\t\n\t\tp.addCallback = function(callback, position, params, scope) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\t\t\n\t\tp.removeCallback = function(callback, position) {\n\t\t\tif (callback) {\n\t\t\t\tif (position == null) {\n\t\t\t\t\tthis._kill(null, callback);\n\t\t\t\t} else {\n\t\t\t\t\tvar a = this.getTweensOf(callback, false),\n\t\t\t\t\t\ti = a.length,\n\t\t\t\t\t\ttime = this._parseTimeOrLabel(position);\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (a[i]._startTime === time) {\n\t\t\t\t\t\t\ta[i]._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.removePause = function(position) {\n\t\t\treturn this.removeCallback(TimelineLite._internals.pauseCallback, position);\n\t\t};\n\t\t\n\t\tp.tweenTo = function(position, vars) {\n\t\t\tvars = vars || {};\n\t\t\tvar copy = {ease:_easeNone, useFrames:this.usesFrames(), immediateRender:false},\n\t\t\t\tEngine = (vars.repeat && _globals.TweenMax) || TweenLite,\n\t\t\t\tduration, p, t;\n\t\t\tfor (p in vars) {\n\t\t\t\tcopy[p] = vars[p];\n\t\t\t}\n\t\t\tcopy.time = this._parseTimeOrLabel(position);\n\t\t\tduration = (Math.abs(Number(copy.time) - this._time) / this._timeScale) || 0.001;\n\t\t\tt = new Engine(this, duration, copy);\n\t\t\tcopy.onStart = function() {\n\t\t\t\tt.target.paused(true);\n\t\t\t\tif (t.vars.time !== t.target.time() && duration === t.duration()) { //don't make the duration zero - if it's supposed to be zero, don't worry because it's already initting the tween and will complete immediately, effectively making the duration zero anyway. If we make duration zero, the tween won't run at all.\n\t\t\t\t\tt.duration( Math.abs( t.vars.time - t.target.time()) / t.target._timeScale );\n\t\t\t\t}\n\t\t\t\tif (vars.onStart) { //in case the user had an onStart in the vars - we don't want to overwrite it.\n\t\t\t\t\tvars.onStart.apply(vars.onStartScope || vars.callbackScope || t, vars.onStartParams || []); //don't use t._callback(\"onStart\") or it'll point to the copy.onStart and we'll get a recursion error.\n\t\t\t\t}\n\t\t\t};\n\t\t\treturn t;\n\t\t};\n\t\t\n\t\tp.tweenFromTo = function(fromPosition, toPosition, vars) {\n\t\t\tvars = vars || {};\n\t\t\tfromPosition = this._parseTimeOrLabel(fromPosition);\n\t\t\tvars.startAt = {onComplete:this.seek, onCompleteParams:[fromPosition], callbackScope:this};\n\t\t\tvars.immediateRender = (vars.immediateRender !== false);\n\t\t\tvar t = this.tweenTo(toPosition, vars);\n\t\t\treturn t.duration((Math.abs( t.vars.time - fromPosition) / this._timeScale) || 0.001);\n\t\t};\n\t\t\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tdur = this._duration,\n\t\t\t\tprevTotalTime = this._totalTime,\n\t\t\t\tprevStart = this._startTime, \n\t\t\t\tprevTimeScale = this._timeScale, \n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tprevPaused = this._paused, \n\t\t\t\tprevCycle = this._cycle, \n\t\t\t\ttween, isComplete, next, callback, internalForce, cycleDuration, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\t}\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || prevRawPrevTime < 0 || prevRawPrevTime === _tinyNum) if (prevRawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t} else {\n\t\t\t\t\tthis._time = dur;\n\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. We cannot do less then 0.0001 because the same issue can occur when the duration is extremely large like 999999999999 in which case adding 0.00000001, for example, causes it to act like nothing was added.\n\t\t\t\t}\n\t\t\t\t\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = this._cycle = 0;\n\t\t\t\t}\n\t\t\t\tthis._time = 0;\n\t\t\t\tif (prevTime !== 0 || (dur === 0 && prevRawPrevTime !== _tinyNum && (prevRawPrevTime > 0 || (time < 0 && prevRawPrevTime >= 0)) && !this._locked)) { //edge case for checking time < 0 && prevRawPrevTime >= 0: a zero-duration fromTo() tween inside a zero-duration timeline (yeah, very rare)\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) {\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (prevRawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (dur || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t} else {\n\t\t\t\tif (dur === 0 && prevRawPrevTime < 0) { //without this, zero-duration repeating timelines (like with a simple callback nested at the very beginning and a repeatDelay) wouldn't render the first time through.\n\t\t\t\t\tinternalForce = true;\n\t\t\t\t}\n\t\t\t\tthis._time = this._rawPrevTime = time;\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = time;\n\t\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\t\tcycleDuration = dur + this._repeatDelay;\n\t\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but it gets reported as 0.79999999!)\n\t\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\t\tthis._time = dur - this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._time > dur) {\n\t\t\t\t\t\t\tthis._time = dur;\n\t\t\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding error\n\t\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttime = this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\ttime = this._time;\n\t\t\t\t\tif (time >= prevTime || (this._repeat && prevCycle !== this._cycle)) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween && pauseTween._startTime < dur) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t\n\t\t\tif (this._cycle !== prevCycle) if (!this._locked) {\n\t\t\t\t/*\n\t\t\t\tmake sure children at the end/beginning of the timeline are rendered properly. If, for example, \n\t\t\t\ta 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which\n\t\t\t\twould get transated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there\n\t\t\t\tcould be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So \n\t\t\t\twe need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must\n\t\t\t\tensure that zero-duration tweens at the very beginning or end of the TimelineMax work. \n\t\t\t\t*/\n\t\t\t\tvar backwards = (this._yoyo && (prevCycle & 1) !== 0),\n\t\t\t\t\twrap = (backwards === (this._yoyo && (this._cycle & 1) !== 0)),\n\t\t\t\t\trecTotalTime = this._totalTime,\n\t\t\t\t\trecCycle = this._cycle,\n\t\t\t\t\trecRawPrevTime = this._rawPrevTime,\n\t\t\t\t\trecTime = this._time;\n\t\t\t\t\n\t\t\t\tthis._totalTime = prevCycle * dur;\n\t\t\t\tif (this._cycle < prevCycle) {\n\t\t\t\t\tbackwards = !backwards;\n\t\t\t\t} else {\n\t\t\t\t\tthis._totalTime += dur;\n\t\t\t\t}\n\t\t\t\tthis._time = prevTime; //temporarily revert _time so that render() renders the children in the correct order. Without this, tweens won't rewind correctly. We could arhictect things in a \"cleaner\" way by splitting out the rendering queue into a separate method but for performance reasons, we kept it all inside this method.\n\t\t\t\t\n\t\t\t\tthis._rawPrevTime = (dur === 0) ? prevRawPrevTime - 0.0001 : prevRawPrevTime;\n\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\tthis._locked = true; //prevents changes to totalTime and skips repeat/yoyo behavior when we recursively call render()\n\t\t\t\tprevTime = (backwards) ? 0 : dur;\n\t\t\t\tthis.render(prevTime, suppressEvents, (dur === 0));\n\t\t\t\tif (!suppressEvents) if (!this._gc) {\n\t\t\t\t\tif (this.vars.onRepeat) {\n\t\t\t\t\t\tthis._cycle = recCycle; //in case the onRepeat alters the playhead or invalidates(), we shouldn't stay locked or use the previous cycle.\n\t\t\t\t\t\tthis._locked = false;\n\t\t\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (prevTime !== this._time) { //in case there's a callback like onComplete in a nested tween/timeline that changes the playhead position, like via seek(), we should just abort.\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (wrap) {\n\t\t\t\t\tthis._cycle = prevCycle; //if there's an onRepeat, we reverted this above, so make sure it's set properly again. We also unlocked in that scenario, so reset that too.\n\t\t\t\t\tthis._locked = true;\n\t\t\t\t\tprevTime = (backwards) ? dur + 0.0001 : -0.0001;\n\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t}\n\t\t\t\tthis._locked = false;\n\t\t\t\tif (this._paused && !prevPaused) { //if the render() triggered callback that paused this timeline, we should abort (very rare, but possible)\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tthis._time = recTime;\n\t\t\t\tthis._totalTime = recTotalTime;\n\t\t\t\tthis._cycle = recCycle;\n\t\t\t\tthis._rawPrevTime = recRawPrevTime;\n\t\t\t}\n\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._totalTime !== prevTotalTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\t\t\t\n\t\t\tif (prevTotalTime === 0) if (this.vars.onStart) if (this._totalTime !== 0 || !this._totalDuration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= this._time && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\t\t\tif (callback) if (!this._locked) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\tp.getActive = function(nested, tweens, timelines) {\n\t\t\tif (nested == null) {\n\t\t\t\tnested = true;\n\t\t\t}\n\t\t\tif (tweens == null) {\n\t\t\t\ttweens = true;\n\t\t\t}\n\t\t\tif (timelines == null) {\n\t\t\t\ttimelines = false;\n\t\t\t}\n\t\t\tvar a = [], \n\t\t\t\tall = this.getChildren(nested, tweens, timelines), \n\t\t\t\tcnt = 0, \n\t\t\t\tl = all.length,\n\t\t\t\ti, tween;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\ttween = all[i];\n\t\t\t\tif (tween.isActive()) {\n\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\t\t\n\t\t\n\t\tp.getLabelAfter = function(time) {\n\t\t\tif (!time) if (time !== 0) { //faster than isNan()\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\tl = labels.length,\n\t\t\t\ti;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\tif (labels[i].time > time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\t\t\n\t\tp.getLabelBefore = function(time) {\n\t\t\tif (time == null) {\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\ti = labels.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (labels[i].time < time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\t\t\n\t\tp.getLabelsArray = function() {\n\t\t\tvar a = [],\n\t\t\t\tcnt = 0,\n\t\t\t\tp;\n\t\t\tfor (p in this._labels) {\n\t\t\t\ta[cnt++] = {time:this._labels[p], name:p};\n\t\t\t}\n\t\t\ta.sort(function(a,b) {\n\t\t\t\treturn a.time - b.time;\n\t\t\t});\n\t\t\treturn a;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._locked = false; //unlock and set cycle in case invalidate() is called from inside an onRepeat\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\n\t\t\n//---- GETTERS / SETTERS -------------------------------------------------------------------------------------------------------\n\t\t\n\t\tp.progress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._time / this.duration()) || 0 : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t};\n\t\t\n\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._totalTime / this.totalDuration()) || 0 : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tTimelineLite.prototype.totalDuration.call(this); //just forces refresh\n\t\t\t\t\t//Instead of Infinity, we use 999999999999 so that we can accommodate reverses.\n\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (this._repeat === -1 || !value) ? this : this.timeScale( this.totalDuration() / value );\n\t\t};\n\t\t\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\tif (value > this._duration) {\n\t\t\t\tvalue = this._duration;\n\t\t\t}\n\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t}\n\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t};\n\t\t\n\t\tp.repeat = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeat;\n\t\t\t}\n\t\t\tthis._repeat = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.repeatDelay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeatDelay;\n\t\t\t}\n\t\t\tthis._repeatDelay = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.yoyo = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._yoyo;\n\t\t\t}\n\t\t\tthis._yoyo = value;\n\t\t\treturn this;\n\t\t};\n\t\t\n\t\tp.currentLabel = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this.getLabelBefore(this._time + 0.00000001);\n\t\t\t}\n\t\t\treturn this.seek(value, true);\n\t\t};\n\t\t\n\t\treturn TimelineMax;\n\t\t\n\t}, true);\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * TimelineLite\n * ----------------------------------------------------------------\n */\n\n\t_gsScope._gsDefine(\"TimelineLite\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\n\t\tvar TimelineLite = function(vars) {\n\t\t\t\tSimpleTimeline.call(this, vars);\n\t\t\t\tthis._labels = {};\n\t\t\t\tthis.autoRemoveChildren = (this.vars.autoRemoveChildren === true);\n\t\t\t\tthis.smoothChildTiming = (this.vars.smoothChildTiming === true);\n\t\t\t\tthis._sortChildren = true;\n\t\t\t\tthis._onUpdate = this.vars.onUpdate;\n\t\t\t\tvar v = this.vars,\n\t\t\t\t\tval, p;\n\t\t\t\tfor (p in v) {\n\t\t\t\t\tval = v[p];\n\t\t\t\t\tif (_isArray(val)) if (val.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tv[p] = this._swapSelfInParams(val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (_isArray(v.tweens)) {\n\t\t\t\t\tthis.add(v.tweens, 0, v.align, v.stagger);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_internals = TimelineLite._internals = {},\n\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_copy = function(vars) {\n\t\t\t\tvar copy = {}, p;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\treturn copy;\n\t\t\t},\n\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\tp, val;\n\t\t\t\tfor (p in alt) {\n\t\t\t\t\tval = alt[p];\n\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t}\n\t\t\t\tdelete vars.cycle;\n\t\t\t},\n\t\t\t_pauseCallback = _internals.pauseCallback = function() {},\n\t\t\t_slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\tp = TimelineLite.prototype = new SimpleTimeline();\n\n\t\tTimelineLite.version = \"1.20.3\";\n\t\tp.constructor = TimelineLite;\n\t\tp.kill()._gc = p._forcingPlayhead = p._hasPause = false;\n\n\t\t/* might use later...\n\t\t//translates a local time inside an animation to the corresponding time on the root/global timeline, factoring in all nesting and timeScales.\n\t\tfunction localToGlobal(time, animation) {\n\t\t\twhile (animation) {\n\t\t\t\ttime = (time / animation._timeScale) + animation._startTime;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time;\n\t\t}\n\n\t\t//translates the supplied time on the root/global timeline into the corresponding local time inside a particular animation, factoring in all nesting and timeScales\n\t\tfunction globalToLocal(time, animation) {\n\t\t\tvar scale = 1;\n\t\t\ttime -= localToGlobal(0, animation);\n\t\t\twhile (animation) {\n\t\t\t\tscale *= animation._timeScale;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time * scale;\n\t\t}\n\t\t*/\n\n\t\tp.to = function(target, duration, vars, position) {\n\t\t\tvar Engine = (vars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( new Engine(target, duration, vars), position) : this.set(target, vars, position);\n\t\t};\n\n\t\tp.from = function(target, duration, vars, position) {\n\t\t\treturn this.add( ((vars.repeat && _globals.TweenMax) || TweenLite).from(target, duration, vars), position);\n\t\t};\n\n\t\tp.fromTo = function(target, duration, fromVars, toVars, position) {\n\t\t\tvar Engine = (toVars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( Engine.fromTo(target, duration, fromVars, toVars), position) : this.set(target, toVars, position);\n\t\t};\n\n\t\tp.staggerTo = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvar tl = new TimelineLite({onComplete:onCompleteAll, onCompleteParams:onCompleteAllParams, callbackScope:onCompleteAllScope, smoothChildTiming:this.smoothChildTiming}),\n\t\t\t\tcycle = vars.cycle,\n\t\t\t\tcopy, i;\n\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t}\n\t\t\ttargets = targets || [];\n\t\t\tif (_isSelector(targets)) { //senses if the targets object is a selector. If it is, we should translate it into an array.\n\t\t\t\ttargets = _slice(targets);\n\t\t\t}\n\t\t\tstagger = stagger || 0;\n\t\t\tif (stagger < 0) {\n\t\t\t\ttargets = _slice(targets);\n\t\t\t\ttargets.reverse();\n\t\t\t\tstagger *= -1;\n\t\t\t}\n\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\tcopy = _copy(vars);\n\t\t\t\tif (copy.startAt) {\n\t\t\t\t\tcopy.startAt = _copy(copy.startAt);\n\t\t\t\t\tif (copy.startAt.cycle) {\n\t\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (cycle) {\n\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttl.to(targets[i], duration, copy, i * stagger);\n\t\t\t}\n\t\t\treturn this.add(tl, position);\n\t\t};\n\n\t\tp.staggerFrom = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\tvars.runBackwards = true;\n\t\t\treturn this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.staggerFromTo = function(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.call = function(callback, params, scope, position) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\n\t\tp.set = function(target, vars, position) {\n\t\t\tposition = this._parseTimeOrLabel(position, 0, true);\n\t\t\tif (vars.immediateRender == null) {\n\t\t\t\tvars.immediateRender = (position === this._time && !this._paused);\n\t\t\t}\n\t\t\treturn this.add( new TweenLite(target, 0, vars), position);\n\t\t};\n\n\t\tTimelineLite.exportRoot = function(vars, ignoreDelayedCalls) {\n\t\t\tvars = vars || {};\n\t\t\tif (vars.smoothChildTiming == null) {\n\t\t\t\tvars.smoothChildTiming = true;\n\t\t\t}\n\t\t\tvar tl = new TimelineLite(vars),\n\t\t\t\troot = tl._timeline,\n\t\t\t\thasNegativeStart, time,\ttween, next;\n\t\t\tif (ignoreDelayedCalls == null) {\n\t\t\t\tignoreDelayedCalls = true;\n\t\t\t}\n\t\t\troot._remove(tl, true);\n\t\t\ttl._startTime = 0;\n\t\t\ttl._rawPrevTime = tl._time = tl._totalTime = root._time;\n\t\t\ttween = root._first;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next;\n\t\t\t\tif (!ignoreDelayedCalls || !(tween instanceof TweenLite && tween.target === tween.vars.onComplete)) {\n\t\t\t\t\ttime = tween._startTime - tween._delay;\n\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\thasNegativeStart = 1;\n\t\t\t\t\t}\n\t\t\t\t\ttl.add(tween, time);\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t\troot.add(tl, 0);\n\t\t\tif (hasNegativeStart) { //calling totalDuration() will force the adjustment necessary to shift the children forward so none of them start before zero, and moves the timeline backwards the same amount, so the playhead is still aligned where it should be globally, but the timeline doesn't have illegal children that start before zero.\n\t\t\t\ttl.totalDuration();\n\t\t\t}\n\t\t\treturn tl;\n\t\t};\n\n\t\tp.add = function(value, position, align, stagger) {\n\t\t\tvar curTime, l, i, child, tl, beforeRawTime;\n\t\t\tif (typeof(position) !== \"number\") {\n\t\t\t\tposition = this._parseTimeOrLabel(position, 0, true, value);\n\t\t\t}\n\t\t\tif (!(value instanceof Animation)) {\n\t\t\t\tif ((value instanceof Array) || (value && value.push && _isArray(value))) {\n\t\t\t\t\talign = align || \"normal\";\n\t\t\t\t\tstagger = stagger || 0;\n\t\t\t\t\tcurTime = position;\n\t\t\t\t\tl = value.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif (_isArray(child = value[i])) {\n\t\t\t\t\t\t\tchild = new TimelineLite({tweens:child});\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis.add(child, curTime);\n\t\t\t\t\t\tif (typeof(child) !== \"string\" && typeof(child) !== \"function\") {\n\t\t\t\t\t\t\tif (align === \"sequence\") {\n\t\t\t\t\t\t\t\tcurTime = child._startTime + (child.totalDuration() / child._timeScale);\n\t\t\t\t\t\t\t} else if (align === \"start\") {\n\t\t\t\t\t\t\t\tchild._startTime -= child.delay();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcurTime += stagger;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._uncache(true);\n\t\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\t\treturn this.addLabel(value, position);\n\t\t\t\t} else if (typeof(value) === \"function\") {\n\t\t\t\t\tvalue = TweenLite.delayedCall(0, value);\n\t\t\t\t} else {\n\t\t\t\t\tthrow(\"Cannot add \" + value + \" into the timeline; it is not a tween, timeline, function, or string.\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tSimpleTimeline.prototype.add.call(this, value, position);\n\n\t\t\tif (value._time) { //in case, for example, the _startTime is moved on a tween that has already rendered. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning.\n\t\t\t\tvalue.render((this.rawTime() - value._startTime) * value._timeScale, false, false);\n\t\t\t}\n\n\t\t\t//if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.\n\t\t\tif (this._gc || this._time === this._duration) if (!this._paused) if (this._duration < this.duration()) {\n\t\t\t\t//in case any of the ancestors had completed but should now be enabled...\n\t\t\t\ttl = this;\n\t\t\t\tbeforeRawTime = (tl.rawTime() > value._startTime); //if the tween is placed on the timeline so that it starts BEFORE the current rawTime, we should align the playhead (move the timeline). This is because sometimes users will create a timeline, let it finish, and much later append a tween and expect it to run instead of jumping to its end state. While technically one could argue that it should jump to its end state, that's not what users intuitively expect.\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tif (beforeRawTime && tl._timeline.smoothChildTiming) {\n\t\t\t\t\t\ttl.totalTime(tl._totalTime, true); //moves the timeline (shifts its startTime) if necessary, and also enables it.\n\t\t\t\t\t} else if (tl._gc) {\n\t\t\t\t\t\ttl._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn this;\n\t\t};\n\n\t\tp.remove = function(value) {\n\t\t\tif (value instanceof Animation) {\n\t\t\t\tthis._remove(value, false);\n\t\t\t\tvar tl = value._timeline = value.vars.useFrames ? Animation._rootFramesTimeline : Animation._rootTimeline; //now that it's removed, default it to the root timeline so that if it gets played again, it doesn't jump back into this timeline.\n\t\t\t\tvalue._startTime = (value._paused ? value._pauseTime : tl._time) - ((!value._reversed ? value._totalTime : value.totalDuration() - value._totalTime) / value._timeScale); //ensure that if it gets played again, the timing is correct.\n\t\t\t\treturn this;\n\t\t\t} else if (value instanceof Array || (value && value.push && _isArray(value))) {\n\t\t\t\tvar i = value.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tthis.remove(value[i]);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\treturn this.removeLabel(value);\n\t\t\t}\n\t\t\treturn this.kill(null, value);\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tSimpleTimeline.prototype._remove.call(this, tween, skipDisable);\n\t\t\tvar last = this._last;\n\t\t\tif (!last) {\n\t\t\t\tthis._time = this._totalTime = this._duration = this._totalDuration = 0;\n\t\t\t} else if (this._time > this.duration()) {\n\t\t\t\tthis._time = this._duration;\n\t\t\t\tthis._totalTime = this._totalDuration;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.append = function(value, offsetOrLabel) {\n\t\t\treturn this.add(value, this._parseTimeOrLabel(null, offsetOrLabel, true, value));\n\t\t};\n\n\t\tp.insert = p.insertMultiple = function(value, position, align, stagger) {\n\t\t\treturn this.add(value, position || 0, align, stagger);\n\t\t};\n\n\t\tp.appendMultiple = function(tweens, offsetOrLabel, align, stagger) {\n\t\t\treturn this.add(tweens, this._parseTimeOrLabel(null, offsetOrLabel, true, tweens), align, stagger);\n\t\t};\n\n\t\tp.addLabel = function(label, position) {\n\t\t\tthis._labels[label] = this._parseTimeOrLabel(position);\n\t\t\treturn this;\n\t\t};\n\n\t\tp.addPause = function(position, callback, params, scope) {\n\t\t\tvar t = TweenLite.delayedCall(0, _pauseCallback, params, scope || this);\n\t\t\tt.vars.onComplete = t.vars.onReverseComplete = callback;\n\t\t\tt.data = \"isPause\";\n\t\t\tthis._hasPause = true;\n\t\t\treturn this.add(t, position);\n\t\t};\n\n\t\tp.removeLabel = function(label) {\n\t\t\tdelete this._labels[label];\n\t\t\treturn this;\n\t\t};\n\n\t\tp.getLabelTime = function(label) {\n\t\t\treturn (this._labels[label] != null) ? this._labels[label] : -1;\n\t\t};\n\n\t\tp._parseTimeOrLabel = function(timeOrLabel, offsetOrLabel, appendIfAbsent, ignore) {\n\t\t\tvar clippedDuration, i;\n\t\t\t//if we're about to add a tween/timeline (or an array of them) that's already a child of this timeline, we should remove it first so that it doesn't contaminate the duration().\n\t\t\tif (ignore instanceof Animation && ignore.timeline === this) {\n\t\t\t\tthis.remove(ignore);\n\t\t\t} else if (ignore && ((ignore instanceof Array) || (ignore.push && _isArray(ignore)))) {\n\t\t\t\ti = ignore.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (ignore[i] instanceof Animation && ignore[i].timeline === this) {\n\t\t\t\t\t\tthis.remove(ignore[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tclippedDuration = (typeof(timeOrLabel) === \"number\" && !offsetOrLabel) ? 0 : (this.duration() > 99999999999) ? this.recent().endTime(false) : this._duration; //in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.\n\t\t\tif (typeof(offsetOrLabel) === \"string\") {\n\t\t\t\treturn this._parseTimeOrLabel(offsetOrLabel, (appendIfAbsent && typeof(timeOrLabel) === \"number\" && this._labels[offsetOrLabel] == null) ? timeOrLabel - clippedDuration : 0, appendIfAbsent);\n\t\t\t}\n\t\t\toffsetOrLabel = offsetOrLabel || 0;\n\t\t\tif (typeof(timeOrLabel) === \"string\" && (isNaN(timeOrLabel) || this._labels[timeOrLabel] != null)) { //if the string is a number like \"1\", check to see if there's a label with that name, otherwise interpret it as a number (absolute value).\n\t\t\t\ti = timeOrLabel.indexOf(\"=\");\n\t\t\t\tif (i === -1) {\n\t\t\t\t\tif (this._labels[timeOrLabel] == null) {\n\t\t\t\t\t\treturn appendIfAbsent ? (this._labels[timeOrLabel] = clippedDuration + offsetOrLabel) : offsetOrLabel;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._labels[timeOrLabel] + offsetOrLabel;\n\t\t\t\t}\n\t\t\t\toffsetOrLabel = parseInt(timeOrLabel.charAt(i-1) + \"1\", 10) * Number(timeOrLabel.substr(i+1));\n\t\t\t\ttimeOrLabel = (i > 1) ? this._parseTimeOrLabel(timeOrLabel.substr(0, i-1), 0, appendIfAbsent) : clippedDuration;\n\t\t\t} else if (timeOrLabel == null) {\n\t\t\t\ttimeOrLabel = clippedDuration;\n\t\t\t}\n\t\t\treturn Number(timeOrLabel) + offsetOrLabel;\n\t\t};\n\n\t\tp.seek = function(position, suppressEvents) {\n\t\t\treturn this.totalTime((typeof(position) === \"number\") ? position : this._parseTimeOrLabel(position), (suppressEvents !== false));\n\t\t};\n\n\t\tp.stop = function() {\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.gotoAndPlay = function(position, suppressEvents) {\n\t\t\treturn this.play(position, suppressEvents);\n\t\t};\n\n\t\tp.gotoAndStop = function(position, suppressEvents) {\n\t\t\treturn this.pause(position, suppressEvents);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar totalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tprevTime = this._time,\n\t\t\t\tprevStart = this._startTime,\n\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\tprevPaused = this._paused,\n\t\t\t\ttween, isComplete, next, callback, internalForce, pauseTween, curTime;\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = totalDur;\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || this._rawPrevTime < 0 || this._rawPrevTime === _tinyNum) if (this._rawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (this._rawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\ttime = totalDur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7.\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tif (prevTime !== 0 || (this._duration === 0 && this._rawPrevTime !== _tinyNum && (this._rawPrevTime > 0 || (time < 0 && this._rawPrevTime >= 0)))) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) { //ensures proper GC if a timeline is resumed after it's finished reversing.\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (this._rawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\tif (time >= prevTime) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\t}\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\n\t\t\tif (prevTime === 0) if (this.vars.onStart) if (this._time !== 0 || !this._duration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= curTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\n\t\t\tif (callback) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._hasPausedChild = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._paused || ((tween instanceof TimelineLite) && tween._hasPausedChild())) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.getChildren = function(nested, tweens, timelines, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || -9999999999;\n\t\t\tvar a = [],\n\t\t\t\ttween = this._first,\n\t\t\t\tcnt = 0;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime < ignoreBeforeTime) {\n\t\t\t\t\t//do nothing\n\t\t\t\t} else if (tween instanceof TweenLite) {\n\t\t\t\t\tif (tweens !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (timelines !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t\tif (nested !== false) {\n\t\t\t\t\t\ta = a.concat(tween.getChildren(true, tweens, timelines));\n\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.getTweensOf = function(target, nested) {\n\t\t\tvar disabled = this._gc,\n\t\t\t\ta = [],\n\t\t\t\tcnt = 0,\n\t\t\t\ttweens, i;\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(true, true); //getTweensOf() filters out disabled tweens, and we have to mark them as _gc = true when the timeline completes in order to allow clean garbage collection, so temporarily re-enable the timeline here.\n\t\t\t}\n\t\t\ttweens = TweenLite.getTweensOf(target);\n\t\t\ti = tweens.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i].timeline === this || (nested && this._contains(tweens[i]))) {\n\t\t\t\t\ta[cnt++] = tweens[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(false, true);\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.recent = function() {\n\t\t\treturn this._recent;\n\t\t};\n\n\t\tp._contains = function(tween) {\n\t\t\tvar tl = tween.timeline;\n\t\t\twhile (tl) {\n\t\t\t\tif (tl === this) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttl = tl.timeline;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.shiftChildren = function(amount, adjustLabels, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || 0;\n\t\t\tvar tween = this._first,\n\t\t\t\tlabels = this._labels,\n\t\t\t\tp;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime >= ignoreBeforeTime) {\n\t\t\t\t\ttween._startTime += amount;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\tif (adjustLabels) {\n\t\t\t\tfor (p in labels) {\n\t\t\t\t\tif (labels[p] >= ignoreBeforeTime) {\n\t\t\t\t\t\tlabels[p] += amount;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp._kill = function(vars, target) {\n\t\t\tif (!vars && !target) {\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\tvar tweens = (!target) ? this.getChildren(true, true, false) : this.getTweensOf(target),\n\t\t\t\ti = tweens.length,\n\t\t\t\tchanged = false;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i]._kill(vars, target)) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.clear = function(labels) {\n\t\t\tvar tweens = this.getChildren(false, true, true),\n\t\t\t\ti = tweens.length;\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\twhile (--i > -1) {\n\t\t\t\ttweens[i]._enabled(false, false);\n\t\t\t}\n\t\t\tif (labels !== false) {\n\t\t\t\tthis._labels = {};\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\ttween.invalidate();\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn Animation.prototype.invalidate.call(this);;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (enabled === this._gc) {\n\t\t\t\tvar tween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\ttween._enabled(enabled, true);\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn SimpleTimeline.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tthis._forcingPlayhead = true;\n\t\t\tvar val = Animation.prototype.totalTime.apply(this, arguments);\n\t\t\tthis._forcingPlayhead = false;\n\t\t\treturn val;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tthis.totalDuration(); //just triggers recalculation\n\t\t\t\t}\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tif (this.duration() !== 0 && value !== 0) {\n\t\t\t\tthis.timeScale(this._duration / value);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tvar max = 0,\n\t\t\t\t\t\ttween = this._last,\n\t\t\t\t\t\tprevStart = 999999999999,\n\t\t\t\t\t\tprev, end;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tprev = tween._prev; //record it here in case the tween changes position in the sequence...\n\t\t\t\t\t\tif (tween._dirty) {\n\t\t\t\t\t\t\ttween.totalDuration(); //could change the tween._startTime, so make sure the tween's cache is clean before analyzing it.\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime > prevStart && this._sortChildren && !tween._paused && !this._calculatingDuration) { //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence\n\t\t\t\t\t\t\tthis._calculatingDuration = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add(), like _parseTimeOrLabel().\n\t\t\t\t\t\t\tthis.add(tween, tween._startTime - tween._delay);\n\t\t\t\t\t\t\tthis._calculatingDuration = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tprevStart = tween._startTime;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime < 0 && !tween._paused) { //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.\n\t\t\t\t\t\t\tmax -= tween._startTime;\n\t\t\t\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\t\t\t\tthis._startTime += tween._startTime / this._timeScale;\n\t\t\t\t\t\t\t\tthis._time -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._totalTime -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._rawPrevTime -= tween._startTime;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.shiftChildren(-tween._startTime, false, -9999999999);\n\t\t\t\t\t\t\tprevStart = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tend = tween._startTime + (tween._totalDuration / tween._timeScale);\n\t\t\t\t\t\tif (end > max) {\n\t\t\t\t\t\t\tmax = end;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = prev;\n\t\t\t\t\t}\n\t\t\t\t\tthis._duration = this._totalDuration = max;\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (value && this.totalDuration()) ? this.timeScale(this._totalDuration / value) : this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!value) { //if there's a pause directly at the spot from where we're unpausing, skip it.\n\t\t\t\tvar tween = this._first,\n\t\t\t\t\ttime = this._time;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween._startTime === time && tween.data === \"isPause\") {\n\t\t\t\t\t\ttween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire.\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn Animation.prototype.paused.apply(this, arguments);\n\t\t};\n\n\t\tp.usesFrames = function() {\n\t\t\tvar tl = this._timeline;\n\t\t\twhile (tl._timeline) {\n\t\t\t\ttl = tl._timeline;\n\t\t\t}\n\t\t\treturn (tl === Animation._rootFramesTimeline);\n\t\t};\n\n\t\tp.rawTime = function(wrapRepeats) {\n\t\t\treturn (wrapRepeats && (this._paused || (this._repeat && this.time() > 0 && this.totalProgress() < 1))) ? this._totalTime % (this._duration + this._repeatDelay) : this._paused ? this._totalTime : (this._timeline.rawTime(wrapRepeats) - this._startTime) * this._timeScale;\n\t\t};\n\n\t\treturn TimelineLite;\n\n\t}, true);\n\n}); if (_gsScope._gsDefine) { _gsScope._gsQueue.pop()(); }\n\n//export to AMD/RequireJS and CommonJS/Node (precursor to full modular build system coming at a later date)\n(function(name) {\n\t\"use strict\";\n\tvar getGlobal = function() {\n\t\treturn (_gsScope.GreenSockGlobals || _gsScope)[name];\n\t};\n\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\trequire(\"gsap/TweenLite\"); //dependency\n\t\tmodule.exports = getGlobal();\n\t} else if (typeof(define) === \"function\" && define.amd) { //AMD\n\t\tdefine([\"gsap/TweenLite\"], getGlobal);\n\t}\n}(\"TimelineMax\"));\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/gsap/TimelineMax.js\n// module id = 84\n// module chunks = 0","import * as Sentry from \"@sentry/browser\";\n\nconst createJs = require('preload-js');\n\n/**\n * The Assets Manager resolves the needed assets which are required to load\n * based on the performance profile configured\n */\nexport class AssetsManager{\n\n /**\n * Assets Manager accepts Application Configuration and\n * a Performance classification used in junction with Application Configuration\n *\n * @param ApplicationConfig\n * @param PerformanceClassification\n */\n constructor (ApplicationConfig, PerformanceClassification) {\n\n this.applicationConfig = ApplicationConfig;\n this.performanceProfile = PerformanceClassification;\n this.applicationOptions = {};\n this.assetsQueue = {};\n }\n\n getApplicationOptions(){\n return this.applicationOptions;\n }\n\n run(){\n this.parseConfig(this.applicationConfig);\n }\n\n getAsset(id){\n return this.assetsQueue.getResult(id);\n }\n /**\n * load assets based on manifest\n * @param manifest\n */\n loadAssets(manifest){\n\n let queue = AssetsManager.createQueue();\n\n // add on Update\n queue.on('progress', (el) => {\n this.onUpdateCallback(el);\n });\n\n queue.on('complete', () => {\n this.onCompleteCallback();\n });\n\n queue.on('error', (error) => {\n // An exception while fetching some data happened (might be a cors error)\n Sentry.captureMessage(\"AssetsManager failed loading data. The website might not be working properly again. CHECK IT!\");\n Sentry.captureException(\"AssetsManager failed loading resource \" + error.item.src);\n });\n\n queue.loadManifest(manifest);\n this.assetsQueue = queue;\n }\n\n /**\n * add option to global application options file\n * @param options\n */\n addOption(options){\n Object.assign(this.applicationOptions, options);\n }\n\n\n /**\n * parse configuration file\n * @param config\n */\n parseConfig(config){\n\n // set defaults\n this.addOption({colors: config.colors});\n this.addOption(config.globalOptions);\n this.addOption({cameraOptions: config.cameraOptions} );\n\n let groupsToExtract = config.performanceProfiles[this.performanceProfile];\n groupsToExtract = groupsToExtract.concat(config.performanceProfiles.default);\n\n let extractResult = AssetsManager.extractPerformanceGroups(groupsToExtract, config.performanceGroups, this.performanceProfile, config.baseFilePath);\n\n this.addOption(extractResult.options);\n this.loadAssets(extractResult.files);\n }\n\n /**\n * extract options and files based on performance profile\n * @param groupsToExtract\n * @param groupOptions\n * @param performanceProfilePath\n * @returns {{options: {}, files: {}}}\n */\n static extractPerformanceGroups(groupsToExtract, groupOptions, performanceProfilePath, pathPrefix){\n\n let options = {};\n let files = [];\n let fileSearch = /{{performance_setting}}/g;\n\n let replaceFunction = (path) => {\n if(path.indexOf('://') === -1) {\n path = path.replace(fileSearch, performanceProfilePath);\n path = pathPrefix + path;\n }\n return path;\n };\n\n groupsToExtract.forEach((group) => {\n\n if(groupOptions.hasOwnProperty(group)){\n\n let groupOption = groupOptions[group];\n\n if(groupOption.hasOwnProperty('globalOptions')){\n Object.assign(options,groupOption.globalOptions);\n }\n\n if(groupOption.hasOwnProperty('files')){\n let fileManifest = AssetsManager.searchReplaceStaticPaths(groupOption.files, replaceFunction);\n files = files.concat(fileManifest);\n }\n }\n });\n\n return {options: options, files: files};\n\n }\n\n\n /**\n * replace static references in config file\n * @param optionsArray\n * @param replacement\n * @returns {any}\n */\n static searchReplaceStaticPaths(optionsArray, replaceFn){\n\n optionsArray.forEach((object, index) => {\n object.src = replaceFn(object.src);\n optionsArray[index] = object;\n });\n\n return optionsArray;\n }\n\n /**\n *\n * @returns {a|*}\n */\n static createQueue(){\n return new createJs.LoadQueue();\n }\n\n\n onComplete(callbackFunction){\n this.onCompleteCallback = callbackFunction;\n // triggered when the manifest ist loaded and resolved\n }\n\n onUpdate(callbackFunction){\n this.onUpdateCallback = callbackFunction;\n }\n\n\n\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/Manager/AssetsManager.js\n// module id = 85\n// module chunks = 0","export { Severity, Status, } from '@sentry/types';\nexport { addGlobalEventProcessor, addBreadcrumb, captureException, captureEvent, captureMessage, configureScope, getHubFromCarrier, getCurrentHub, Hub, Scope, setContext, setExtra, setExtras, setTag, setTags, setUser, withScope, } from '@sentry/core';\nexport { BrowserClient } from './client';\nexport { defaultIntegrations, forceLoad, init, lastEventId, onLoad, showReportDialog, flush, close, wrap } from './sdk';\nexport { SDK_NAME, SDK_VERSION } from './version';\n//# sourceMappingURL=exports.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/exports.js\n// module id = 86\n// module chunks = 0","/** Console logging verbosity for the SDK. */\nexport var LogLevel;\n(function (LogLevel) {\n /** No logs will be generated. */\n LogLevel[LogLevel[\"None\"] = 0] = \"None\";\n /** Only SDK internal errors will be logged. */\n LogLevel[LogLevel[\"Error\"] = 1] = \"Error\";\n /** Information useful for debugging the SDK will be logged. */\n LogLevel[LogLevel[\"Debug\"] = 2] = \"Debug\";\n /** All SDK actions will be logged. */\n LogLevel[LogLevel[\"Verbose\"] = 3] = \"Verbose\";\n})(LogLevel || (LogLevel = {}));\n//# sourceMappingURL=loglevel.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/types/esm/loglevel.js\n// module id = 87\n// module chunks = 0","/** JSDoc */\nexport var Severity;\n(function (Severity) {\n /** JSDoc */\n Severity[\"Fatal\"] = \"fatal\";\n /** JSDoc */\n Severity[\"Error\"] = \"error\";\n /** JSDoc */\n Severity[\"Warning\"] = \"warning\";\n /** JSDoc */\n Severity[\"Log\"] = \"log\";\n /** JSDoc */\n Severity[\"Info\"] = \"info\";\n /** JSDoc */\n Severity[\"Debug\"] = \"debug\";\n /** JSDoc */\n Severity[\"Critical\"] = \"critical\";\n})(Severity || (Severity = {}));\n// tslint:disable:completed-docs\n// tslint:disable:no-unnecessary-qualifier no-namespace\n(function (Severity) {\n /**\n * Converts a string-based level into a {@link Severity}.\n *\n * @param level string representation of Severity\n * @returns Severity\n */\n function fromString(level) {\n switch (level) {\n case 'debug':\n return Severity.Debug;\n case 'info':\n return Severity.Info;\n case 'warn':\n case 'warning':\n return Severity.Warning;\n case 'error':\n return Severity.Error;\n case 'fatal':\n return Severity.Fatal;\n case 'critical':\n return Severity.Critical;\n case 'log':\n default:\n return Severity.Log;\n }\n }\n Severity.fromString = fromString;\n})(Severity || (Severity = {}));\n//# sourceMappingURL=severity.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/types/esm/severity.js\n// module id = 88\n// module chunks = 0","/** The status of an Span. */\nexport var SpanStatus;\n(function (SpanStatus) {\n /** The operation completed successfully. */\n SpanStatus[\"Ok\"] = \"ok\";\n /** Deadline expired before operation could complete. */\n SpanStatus[\"DeadlineExceeded\"] = \"deadline_exceeded\";\n /** 401 Unauthorized (actually does mean unauthenticated according to RFC 7235) */\n SpanStatus[\"Unauthenticated\"] = \"unauthenticated\";\n /** 403 Forbidden */\n SpanStatus[\"PermissionDenied\"] = \"permission_denied\";\n /** 404 Not Found. Some requested entity (file or directory) was not found. */\n SpanStatus[\"NotFound\"] = \"not_found\";\n /** 429 Too Many Requests */\n SpanStatus[\"ResourceExhausted\"] = \"resource_exhausted\";\n /** Client specified an invalid argument. 4xx. */\n SpanStatus[\"InvalidArgument\"] = \"invalid_argument\";\n /** 501 Not Implemented */\n SpanStatus[\"Unimplemented\"] = \"unimplemented\";\n /** 503 Service Unavailable */\n SpanStatus[\"Unavailable\"] = \"unavailable\";\n /** Other/generic 5xx. */\n SpanStatus[\"InternalError\"] = \"internal_error\";\n /** Unknown. Any non-standard HTTP status code. */\n SpanStatus[\"UnknownError\"] = \"unknown_error\";\n /** The operation was cancelled (typically by the user). */\n SpanStatus[\"Cancelled\"] = \"cancelled\";\n /** Already exists (409) */\n SpanStatus[\"AlreadyExists\"] = \"already_exists\";\n /** Operation was rejected because the system is not in a state required for the operation's */\n SpanStatus[\"FailedPrecondition\"] = \"failed_precondition\";\n /** The operation was aborted, typically due to a concurrency issue. */\n SpanStatus[\"Aborted\"] = \"aborted\";\n /** Operation was attempted past the valid range. */\n SpanStatus[\"OutOfRange\"] = \"out_of_range\";\n /** Unrecoverable data loss or corruption */\n SpanStatus[\"DataLoss\"] = \"data_loss\";\n})(SpanStatus || (SpanStatus = {}));\n// tslint:disable:no-unnecessary-qualifier no-namespace\n(function (SpanStatus) {\n /**\n * Converts a HTTP status code into a {@link SpanStatus}.\n *\n * @param httpStatus The HTTP response status code.\n * @returns The span status or {@link SpanStatus.UnknownError}.\n */\n // tslint:disable-next-line:completed-docs\n function fromHttpCode(httpStatus) {\n if (httpStatus < 400) {\n return SpanStatus.Ok;\n }\n if (httpStatus >= 400 && httpStatus < 500) {\n switch (httpStatus) {\n case 401:\n return SpanStatus.Unauthenticated;\n case 403:\n return SpanStatus.PermissionDenied;\n case 404:\n return SpanStatus.NotFound;\n case 409:\n return SpanStatus.AlreadyExists;\n case 413:\n return SpanStatus.FailedPrecondition;\n case 429:\n return SpanStatus.ResourceExhausted;\n default:\n return SpanStatus.InvalidArgument;\n }\n }\n if (httpStatus >= 500 && httpStatus < 600) {\n switch (httpStatus) {\n case 501:\n return SpanStatus.Unimplemented;\n case 503:\n return SpanStatus.Unavailable;\n case 504:\n return SpanStatus.DeadlineExceeded;\n default:\n return SpanStatus.InternalError;\n }\n }\n return SpanStatus.UnknownError;\n }\n SpanStatus.fromHttpCode = fromHttpCode;\n})(SpanStatus || (SpanStatus = {}));\n//# sourceMappingURL=span.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/types/esm/span.js\n// module id = 89\n// module chunks = 0","/** The status of an event. */\nexport var Status;\n(function (Status) {\n /** The status could not be determined. */\n Status[\"Unknown\"] = \"unknown\";\n /** The event was skipped due to configuration or callbacks. */\n Status[\"Skipped\"] = \"skipped\";\n /** The event was sent to Sentry successfully. */\n Status[\"Success\"] = \"success\";\n /** The client is currently rate limited and will try again later. */\n Status[\"RateLimit\"] = \"rate_limit\";\n /** The event could not be processed. */\n Status[\"Invalid\"] = \"invalid\";\n /** A server-side error ocurred during submission. */\n Status[\"Failed\"] = \"failed\";\n})(Status || (Status = {}));\n// tslint:disable:completed-docs\n// tslint:disable:no-unnecessary-qualifier no-namespace\n(function (Status) {\n /**\n * Converts a HTTP status code into a {@link Status}.\n *\n * @param code The HTTP response status code.\n * @returns The send status or {@link Status.Unknown}.\n */\n function fromHttpCode(code) {\n if (code >= 200 && code < 300) {\n return Status.Success;\n }\n if (code === 429) {\n return Status.RateLimit;\n }\n if (code >= 400 && code < 500) {\n return Status.Invalid;\n }\n if (code >= 500) {\n return Status.Failed;\n }\n return Status.Unknown;\n }\n Status.fromHttpCode = fromHttpCode;\n})(Status || (Status = {}));\n//# sourceMappingURL=status.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/types/esm/status.js\n// module id = 90\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { getCurrentHub } from '@sentry/hub';\n/**\n * This calls a function on the current hub.\n * @param method function to call on hub.\n * @param args to pass to function.\n */\nfunction callOnHub(method) {\n var args = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n args[_i - 1] = arguments[_i];\n }\n var hub = getCurrentHub();\n if (hub && hub[method]) {\n // tslint:disable-next-line:no-unsafe-any\n return hub[method].apply(hub, tslib_1.__spread(args));\n }\n throw new Error(\"No hub defined or \" + method + \" was not found on the hub, please open a bug report.\");\n}\n/**\n * Captures an exception event and sends it to Sentry.\n *\n * @param exception An exception-like object.\n * @returns The generated eventId.\n */\nexport function captureException(exception) {\n var syntheticException;\n try {\n throw new Error('Sentry syntheticException');\n }\n catch (exception) {\n syntheticException = exception;\n }\n return callOnHub('captureException', exception, {\n originalException: exception,\n syntheticException: syntheticException,\n });\n}\n/**\n * Captures a message event and sends it to Sentry.\n *\n * @param message The message to send to Sentry.\n * @param level Define the level of the message.\n * @returns The generated eventId.\n */\nexport function captureMessage(message, level) {\n var syntheticException;\n try {\n throw new Error(message);\n }\n catch (exception) {\n syntheticException = exception;\n }\n return callOnHub('captureMessage', message, level, {\n originalException: message,\n syntheticException: syntheticException,\n });\n}\n/**\n * Captures a manually created event and sends it to Sentry.\n *\n * @param event The event to send to Sentry.\n * @returns The generated eventId.\n */\nexport function captureEvent(event) {\n return callOnHub('captureEvent', event);\n}\n/**\n * Callback to set context information onto the scope.\n * @param callback Callback function that receives Scope.\n */\nexport function configureScope(callback) {\n callOnHub('configureScope', callback);\n}\n/**\n * Records a new breadcrumb which will be attached to future events.\n *\n * Breadcrumbs will be added to subsequent events to provide more context on\n * user's actions prior to an error or crash.\n *\n * @param breadcrumb The breadcrumb to record.\n */\nexport function addBreadcrumb(breadcrumb) {\n callOnHub('addBreadcrumb', breadcrumb);\n}\n/**\n * Sets context data with the given name.\n * @param name of the context\n * @param context Any kind of data. This data will be normailzed.\n */\nexport function setContext(name, context) {\n callOnHub('setContext', name, context);\n}\n/**\n * Set an object that will be merged sent as extra data with the event.\n * @param extras Extras object to merge into current context.\n */\nexport function setExtras(extras) {\n callOnHub('setExtras', extras);\n}\n/**\n * Set an object that will be merged sent as tags data with the event.\n * @param tags Tags context object to merge into current context.\n */\nexport function setTags(tags) {\n callOnHub('setTags', tags);\n}\n/**\n * Set key:value that will be sent as extra data with the event.\n * @param key String of extra\n * @param extra Any kind of data. This data will be normailzed.\n */\nexport function setExtra(key, extra) {\n callOnHub('setExtra', key, extra);\n}\n/**\n * Set key:value that will be sent as tags data with the event.\n * @param key String key of tag\n * @param value String value of tag\n */\nexport function setTag(key, value) {\n callOnHub('setTag', key, value);\n}\n/**\n * Updates user context information for future events.\n *\n * @param user User context object to be set in the current context. Pass `null` to unset the user.\n */\nexport function setUser(user) {\n callOnHub('setUser', user);\n}\n/**\n * Creates a new scope with and executes the given operation within.\n * The scope is automatically removed once the operation\n * finishes or throws.\n *\n * This is essentially a convenience function for:\n *\n * pushScope();\n * callback();\n * popScope();\n *\n * @param callback that will be enclosed into push/popScope.\n */\nexport function withScope(callback) {\n callOnHub('withScope', callback);\n}\n/**\n * Calls a function on the latest client. Use this with caution, it's meant as\n * in \"internal\" helper so we don't need to expose every possible function in\n * the shim. It is not guaranteed that the client actually implements the\n * function.\n *\n * @param method The method to call on the client/client.\n * @param args Arguments to pass to the client/fontend.\n * @hidden\n */\nexport function _callOnClient(method) {\n var args = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n args[_i - 1] = arguments[_i];\n }\n callOnHub.apply(void 0, tslib_1.__spread(['_invokeClient', method], args));\n}\n//# sourceMappingURL=index.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/minimal/esm/index.js\n// module id = 91\n// module chunks = 0","/**\n * Consumes the promise and logs the error when it rejects.\n * @param promise A promise to forget.\n */\nexport function forget(promise) {\n promise.then(null, function (e) {\n // TODO: Use a better logging mechanism\n console.error(e);\n });\n}\n//# sourceMappingURL=async.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/async.js\n// module id = 92\n// module chunks = 0","export var setPrototypeOf = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array ? setProtoOf : mixinProperties); // tslint:disable-line:no-unbound-method\n/**\n * setPrototypeOf polyfill using __proto__\n */\nfunction setProtoOf(obj, proto) {\n // @ts-ignore\n obj.__proto__ = proto;\n return obj;\n}\n/**\n * setPrototypeOf polyfill using mixin\n */\nfunction mixinProperties(obj, proto) {\n for (var prop in proto) {\n if (!obj.hasOwnProperty(prop)) {\n // @ts-ignore\n obj[prop] = proto[prop];\n }\n }\n return obj;\n}\n//# sourceMappingURL=polyfill.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/polyfill.js\n// module id = 93\n// module chunks = 0","// shim for using process in browser\nvar process = module.exports = {};\n\n// cached from whatever global is present so that test runners that stub it\n// don't break things. But we need to wrap it in a try catch in case it is\n// wrapped in strict mode code which doesn't define any globals. It's inside a\n// function because try/catches deoptimize in certain engines.\n\nvar cachedSetTimeout;\nvar cachedClearTimeout;\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\n(function () {\n try {\n if (typeof setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n } else {\n cachedSetTimeout = defaultSetTimout;\n }\n } catch (e) {\n cachedSetTimeout = defaultSetTimout;\n }\n try {\n if (typeof clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n } else {\n cachedClearTimeout = defaultClearTimeout;\n }\n } catch (e) {\n cachedClearTimeout = defaultClearTimeout;\n }\n} ())\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // 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\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // 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.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\n\nprocess.nextTick = function (fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n};\n\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nprocess.title = 'browser';\nprocess.browser = true;\nprocess.env = {};\nprocess.argv = [];\nprocess.version = ''; // empty string to avoid regexp issues\nprocess.versions = {};\n\nfunction noop() {}\n\nprocess.on = noop;\nprocess.addListener = noop;\nprocess.once = noop;\nprocess.off = noop;\nprocess.removeListener = noop;\nprocess.removeAllListeners = noop;\nprocess.emit = noop;\nprocess.prependListener = noop;\nprocess.prependOnceListener = noop;\n\nprocess.listeners = function (name) { return [] }\n\nprocess.binding = function (name) {\n throw new Error('process.binding is not supported');\n};\n\nprocess.cwd = function () { return '/' };\nprocess.chdir = function (dir) {\n throw new Error('process.chdir is not supported');\n};\nprocess.umask = function() { return 0; };\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/node-libs-browser/node_modules/process/browser.js\n// module id = 94\n// module chunks = 0","module.exports = function(originalModule) {\n\tif(!originalModule.webpackPolyfill) {\n\t\tvar module = Object.create(originalModule);\n\t\t// module.parent = undefined by default\n\t\tif(!module.children) module.children = [];\n\t\tObject.defineProperty(module, \"loaded\", {\n\t\t\tenumerable: true,\n\t\t\tget: function() {\n\t\t\t\treturn module.l;\n\t\t\t}\n\t\t});\n\t\tObject.defineProperty(module, \"id\", {\n\t\t\tenumerable: true,\n\t\t\tget: function() {\n\t\t\t\treturn module.i;\n\t\t\t}\n\t\t});\n\t\tObject.defineProperty(module, \"exports\", {\n\t\t\tenumerable: true,\n\t\t});\n\t\tmodule.webpackPolyfill = 1;\n\t}\n\treturn module;\n};\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// (webpack)/buildin/harmony-module.js\n// module id = 95\n// module chunks = 0","// Slightly modified (no IE8 support, ES6) and transcribed to TypeScript\n// https://raw.githubusercontent.com/calvinmetcalf/rollup-plugin-node-builtins/master/src/es6/path.js\n/** JSDoc */\nfunction normalizeArray(parts, allowAboveRoot) {\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = parts.length - 1; i >= 0; i--) {\n var last = parts[i];\n if (last === '.') {\n parts.splice(i, 1);\n }\n else if (last === '..') {\n parts.splice(i, 1);\n up++;\n }\n else if (up) {\n parts.splice(i, 1);\n up--;\n }\n }\n // if the path is allowed to go above the root, restore leading ..s\n if (allowAboveRoot) {\n for (; up--; up) {\n parts.unshift('..');\n }\n }\n return parts;\n}\n// Split a filename into [root, dir, basename, ext], unix version\n// 'root' is just a slash, or nothing.\nvar splitPathRe = /^(\\/?|)([\\s\\S]*?)((?:\\.{1,2}|[^\\/]+?|)(\\.[^.\\/]*|))(?:[\\/]*)$/;\n/** JSDoc */\nfunction splitPath(filename) {\n var parts = splitPathRe.exec(filename);\n return parts ? parts.slice(1) : [];\n}\n// path.resolve([from ...], to)\n// posix version\n/** JSDoc */\nexport function resolve() {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var resolvedPath = '';\n var resolvedAbsolute = false;\n for (var i = args.length - 1; i >= -1 && !resolvedAbsolute; i--) {\n var path = i >= 0 ? args[i] : '/';\n // Skip empty entries\n if (!path) {\n continue;\n }\n resolvedPath = path + \"/\" + resolvedPath;\n resolvedAbsolute = path.charAt(0) === '/';\n }\n // At this point the path should be resolved to a full absolute path, but\n // handle relative paths to be safe (might happen when process.cwd() fails)\n // Normalize the path\n resolvedPath = normalizeArray(resolvedPath.split('/').filter(function (p) { return !!p; }), !resolvedAbsolute).join('/');\n return (resolvedAbsolute ? '/' : '') + resolvedPath || '.';\n}\n/** JSDoc */\nfunction trim(arr) {\n var start = 0;\n for (; start < arr.length; start++) {\n if (arr[start] !== '') {\n break;\n }\n }\n var end = arr.length - 1;\n for (; end >= 0; end--) {\n if (arr[end] !== '') {\n break;\n }\n }\n if (start > end) {\n return [];\n }\n return arr.slice(start, end - start + 1);\n}\n// path.relative(from, to)\n// posix version\n/** JSDoc */\nexport function relative(from, to) {\n // tslint:disable:no-parameter-reassignment\n from = resolve(from).substr(1);\n to = resolve(to).substr(1);\n var fromParts = trim(from.split('/'));\n var toParts = trim(to.split('/'));\n var length = Math.min(fromParts.length, toParts.length);\n var samePartsLength = length;\n for (var i = 0; i < length; i++) {\n if (fromParts[i] !== toParts[i]) {\n samePartsLength = i;\n break;\n }\n }\n var outputParts = [];\n for (var i = samePartsLength; i < fromParts.length; i++) {\n outputParts.push('..');\n }\n outputParts = outputParts.concat(toParts.slice(samePartsLength));\n return outputParts.join('/');\n}\n// path.normalize(path)\n// posix version\n/** JSDoc */\nexport function normalizePath(path) {\n var isPathAbsolute = isAbsolute(path);\n var trailingSlash = path.substr(-1) === '/';\n // Normalize the path\n var normalizedPath = normalizeArray(path.split('/').filter(function (p) { return !!p; }), !isPathAbsolute).join('/');\n if (!normalizedPath && !isPathAbsolute) {\n normalizedPath = '.';\n }\n if (normalizedPath && trailingSlash) {\n normalizedPath += '/';\n }\n return (isPathAbsolute ? '/' : '') + normalizedPath;\n}\n// posix version\n/** JSDoc */\nexport function isAbsolute(path) {\n return path.charAt(0) === '/';\n}\n// posix version\n/** JSDoc */\nexport function join() {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n return normalizePath(args.join('/'));\n}\n/** JSDoc */\nexport function dirname(path) {\n var result = splitPath(path);\n var root = result[0];\n var dir = result[1];\n if (!root && !dir) {\n // No dirname whatsoever\n return '.';\n }\n if (dir) {\n // It has a dirname, strip trailing slash\n dir = dir.substr(0, dir.length - 1);\n }\n return root + dir;\n}\n/** JSDoc */\nexport function basename(path, ext) {\n var f = splitPath(path)[2];\n if (ext && f.substr(ext.length * -1) === ext) {\n f = f.substr(0, f.length - ext.length);\n }\n return f;\n}\n//# sourceMappingURL=path.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/path.js\n// module id = 96\n// module chunks = 0","import { SentryError } from './error';\nimport { SyncPromise } from './syncpromise';\n/** A simple queue that holds promises. */\nvar PromiseBuffer = /** @class */ (function () {\n function PromiseBuffer(_limit) {\n this._limit = _limit;\n /** Internal set of queued Promises */\n this._buffer = [];\n }\n /**\n * Says if the buffer is ready to take more requests\n */\n PromiseBuffer.prototype.isReady = function () {\n return this._limit === undefined || this.length() < this._limit;\n };\n /**\n * Add a promise to the queue.\n *\n * @param task Can be any PromiseLike\n * @returns The original promise.\n */\n PromiseBuffer.prototype.add = function (task) {\n var _this = this;\n if (!this.isReady()) {\n return SyncPromise.reject(new SentryError('Not adding Promise due to buffer limit reached.'));\n }\n if (this._buffer.indexOf(task) === -1) {\n this._buffer.push(task);\n }\n task\n .then(function () { return _this.remove(task); })\n .then(null, function () {\n return _this.remove(task).then(null, function () {\n // We have to add this catch here otherwise we have an unhandledPromiseRejection\n // because it's a new Promise chain.\n });\n });\n return task;\n };\n /**\n * Remove a promise to the queue.\n *\n * @param task Can be any PromiseLike\n * @returns Removed promise.\n */\n PromiseBuffer.prototype.remove = function (task) {\n var removedTask = this._buffer.splice(this._buffer.indexOf(task), 1)[0];\n return removedTask;\n };\n /**\n * This function returns the number of unresolved promises in the queue.\n */\n PromiseBuffer.prototype.length = function () {\n return this._buffer.length;\n };\n /**\n * This will drain the whole queue, returns true if queue is empty or drained.\n * If timeout is provided and the queue takes longer to drain, the promise still resolves but with false.\n *\n * @param timeout Number in ms to wait until it resolves with false.\n */\n PromiseBuffer.prototype.drain = function (timeout) {\n var _this = this;\n return new SyncPromise(function (resolve) {\n var capturedSetTimeout = setTimeout(function () {\n if (timeout && timeout > 0) {\n resolve(false);\n }\n }, timeout);\n SyncPromise.all(_this._buffer)\n .then(function () {\n clearTimeout(capturedSetTimeout);\n resolve(true);\n })\n .then(null, function () {\n resolve(true);\n });\n });\n };\n return PromiseBuffer;\n}());\nexport { PromiseBuffer };\n//# sourceMappingURL=promisebuffer.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/promisebuffer.js\n// module id = 97\n// module chunks = 0","/* tslint:disable:only-arrow-functions no-unsafe-any */\nimport * as tslib_1 from \"tslib\";\nimport { isInstanceOf, isString } from './is';\nimport { logger } from './logger';\nimport { getFunctionName, getGlobalObject } from './misc';\nimport { fill } from './object';\nimport { supportsHistory, supportsNativeFetch } from './supports';\nvar global = getGlobalObject();\n/**\n * Instrument native APIs to call handlers that can be used to create breadcrumbs, APM spans etc.\n * - Console API\n * - Fetch API\n * - XHR API\n * - History API\n * - DOM API (click/typing)\n * - Error API\n * - UnhandledRejection API\n */\nvar handlers = {};\nvar instrumented = {};\n/** Instruments given API */\nfunction instrument(type) {\n if (instrumented[type]) {\n return;\n }\n instrumented[type] = true;\n switch (type) {\n case 'console':\n instrumentConsole();\n break;\n case 'dom':\n instrumentDOM();\n break;\n case 'xhr':\n instrumentXHR();\n break;\n case 'fetch':\n instrumentFetch();\n break;\n case 'history':\n instrumentHistory();\n break;\n case 'error':\n instrumentError();\n break;\n case 'unhandledrejection':\n instrumentUnhandledRejection();\n break;\n default:\n logger.warn('unknown instrumentation type:', type);\n }\n}\n/**\n * Add handler that will be called when given type of instrumentation triggers.\n * Use at your own risk, this might break without changelog notice, only used internally.\n * @hidden\n */\nexport function addInstrumentationHandler(handler) {\n // tslint:disable-next-line:strict-type-predicates\n if (!handler || typeof handler.type !== 'string' || typeof handler.callback !== 'function') {\n return;\n }\n handlers[handler.type] = handlers[handler.type] || [];\n handlers[handler.type].push(handler.callback);\n instrument(handler.type);\n}\n/** JSDoc */\nfunction triggerHandlers(type, data) {\n var e_1, _a;\n if (!type || !handlers[type]) {\n return;\n }\n try {\n for (var _b = tslib_1.__values(handlers[type] || []), _c = _b.next(); !_c.done; _c = _b.next()) {\n var handler = _c.value;\n try {\n handler(data);\n }\n catch (e) {\n logger.error(\"Error while triggering instrumentation handler.\\nType: \" + type + \"\\nName: \" + getFunctionName(handler) + \"\\nError: \" + e);\n }\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (_c && !_c.done && (_a = _b.return)) _a.call(_b);\n }\n finally { if (e_1) throw e_1.error; }\n }\n}\n/** JSDoc */\nfunction instrumentConsole() {\n if (!('console' in global)) {\n return;\n }\n ['debug', 'info', 'warn', 'error', 'log', 'assert'].forEach(function (level) {\n if (!(level in global.console)) {\n return;\n }\n fill(global.console, level, function (originalConsoleLevel) {\n return function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n triggerHandlers('console', { args: args, level: level });\n // this fails for some browsers. :(\n if (originalConsoleLevel) {\n Function.prototype.apply.call(originalConsoleLevel, global.console, args);\n }\n };\n });\n });\n}\n/** JSDoc */\nfunction instrumentFetch() {\n if (!supportsNativeFetch()) {\n return;\n }\n fill(global, 'fetch', function (originalFetch) {\n return function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var commonHandlerData = {\n args: args,\n fetchData: {\n method: getFetchMethod(args),\n url: getFetchUrl(args),\n },\n startTimestamp: Date.now(),\n };\n triggerHandlers('fetch', tslib_1.__assign({}, commonHandlerData));\n return originalFetch.apply(global, args).then(function (response) {\n triggerHandlers('fetch', tslib_1.__assign({}, commonHandlerData, { endTimestamp: Date.now(), response: response }));\n return response;\n }, function (error) {\n triggerHandlers('fetch', tslib_1.__assign({}, commonHandlerData, { endTimestamp: Date.now(), error: error }));\n throw error;\n });\n };\n });\n}\n/** Extract `method` from fetch call arguments */\nfunction getFetchMethod(fetchArgs) {\n if (fetchArgs === void 0) { fetchArgs = []; }\n if ('Request' in global && isInstanceOf(fetchArgs[0], Request) && fetchArgs[0].method) {\n return String(fetchArgs[0].method).toUpperCase();\n }\n if (fetchArgs[1] && fetchArgs[1].method) {\n return String(fetchArgs[1].method).toUpperCase();\n }\n return 'GET';\n}\n/** Extract `url` from fetch call arguments */\nfunction getFetchUrl(fetchArgs) {\n if (fetchArgs === void 0) { fetchArgs = []; }\n if (typeof fetchArgs[0] === 'string') {\n return fetchArgs[0];\n }\n if ('Request' in global && isInstanceOf(fetchArgs[0], Request)) {\n return fetchArgs[0].url;\n }\n return String(fetchArgs[0]);\n}\n/** JSDoc */\nfunction instrumentXHR() {\n if (!('XMLHttpRequest' in global)) {\n return;\n }\n var xhrproto = XMLHttpRequest.prototype;\n fill(xhrproto, 'open', function (originalOpen) {\n return function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var url = args[1];\n this.__sentry_xhr__ = {\n method: isString(args[0]) ? args[0].toUpperCase() : args[0],\n url: args[1],\n };\n // if Sentry key appears in URL, don't capture it as a request\n if (isString(url) && this.__sentry_xhr__.method === 'POST' && url.match(/sentry_key/)) {\n this.__sentry_own_request__ = true;\n }\n return originalOpen.apply(this, args);\n };\n });\n fill(xhrproto, 'send', function (originalSend) {\n return function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var xhr = this; // tslint:disable-line:no-this-assignment\n var commonHandlerData = {\n args: args,\n startTimestamp: Date.now(),\n xhr: xhr,\n };\n triggerHandlers('xhr', tslib_1.__assign({}, commonHandlerData));\n xhr.addEventListener('readystatechange', function () {\n if (xhr.readyState === 4) {\n try {\n // touching statusCode in some platforms throws\n // an exception\n if (xhr.__sentry_xhr__) {\n xhr.__sentry_xhr__.status_code = xhr.status;\n }\n }\n catch (e) {\n /* do nothing */\n }\n triggerHandlers('xhr', tslib_1.__assign({}, commonHandlerData, { endTimestamp: Date.now() }));\n }\n });\n return originalSend.apply(this, args);\n };\n });\n}\nvar lastHref;\n/** JSDoc */\nfunction instrumentHistory() {\n if (!supportsHistory()) {\n return;\n }\n var oldOnPopState = global.onpopstate;\n global.onpopstate = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var to = global.location.href;\n // keep track of the current URL state, as we always receive only the updated state\n var from = lastHref;\n lastHref = to;\n triggerHandlers('history', {\n from: from,\n to: to,\n });\n if (oldOnPopState) {\n return oldOnPopState.apply(this, args);\n }\n };\n /** @hidden */\n function historyReplacementFunction(originalHistoryFunction) {\n return function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var url = args.length > 2 ? args[2] : undefined;\n if (url) {\n // coerce to string (this is what pushState does)\n var from = lastHref;\n var to = String(url);\n // keep track of the current URL state, as we always receive only the updated state\n lastHref = to;\n triggerHandlers('history', {\n from: from,\n to: to,\n });\n }\n return originalHistoryFunction.apply(this, args);\n };\n }\n fill(global.history, 'pushState', historyReplacementFunction);\n fill(global.history, 'replaceState', historyReplacementFunction);\n}\n/** JSDoc */\nfunction instrumentDOM() {\n if (!('document' in global)) {\n return;\n }\n // Capture breadcrumbs from any click that is unhandled / bubbled up all the way\n // to the document. Do this before we instrument addEventListener.\n global.document.addEventListener('click', domEventHandler('click', triggerHandlers.bind(null, 'dom')), false);\n global.document.addEventListener('keypress', keypressEventHandler(triggerHandlers.bind(null, 'dom')), false);\n // After hooking into document bubbled up click and keypresses events, we also hook into user handled click & keypresses.\n ['EventTarget', 'Node'].forEach(function (target) {\n var proto = global[target] && global[target].prototype;\n if (!proto || !proto.hasOwnProperty || !proto.hasOwnProperty('addEventListener')) {\n return;\n }\n fill(proto, 'addEventListener', function (original) {\n return function (eventName, fn, options) {\n if (fn && fn.handleEvent) {\n if (eventName === 'click') {\n fill(fn, 'handleEvent', function (innerOriginal) {\n return function (event) {\n domEventHandler('click', triggerHandlers.bind(null, 'dom'))(event);\n return innerOriginal.call(this, event);\n };\n });\n }\n if (eventName === 'keypress') {\n fill(fn, 'handleEvent', function (innerOriginal) {\n return function (event) {\n keypressEventHandler(triggerHandlers.bind(null, 'dom'))(event);\n return innerOriginal.call(this, event);\n };\n });\n }\n }\n else {\n if (eventName === 'click') {\n domEventHandler('click', triggerHandlers.bind(null, 'dom'), true)(this);\n }\n if (eventName === 'keypress') {\n keypressEventHandler(triggerHandlers.bind(null, 'dom'))(this);\n }\n }\n return original.call(this, eventName, fn, options);\n };\n });\n fill(proto, 'removeEventListener', function (original) {\n return function (eventName, fn, options) {\n var callback = fn;\n try {\n callback = callback && (callback.__sentry_wrapped__ || callback);\n }\n catch (e) {\n // ignore, accessing __sentry_wrapped__ will throw in some Selenium environments\n }\n return original.call(this, eventName, callback, options);\n };\n });\n });\n}\nvar debounceDuration = 1000;\nvar debounceTimer = 0;\nvar keypressTimeout;\nvar lastCapturedEvent;\n/**\n * Wraps addEventListener to capture UI breadcrumbs\n * @param name the event name (e.g. \"click\")\n * @param handler function that will be triggered\n * @param debounce decides whether it should wait till another event loop\n * @returns wrapped breadcrumb events handler\n * @hidden\n */\nfunction domEventHandler(name, handler, debounce) {\n if (debounce === void 0) { debounce = false; }\n return function (event) {\n // reset keypress timeout; e.g. triggering a 'click' after\n // a 'keypress' will reset the keypress debounce so that a new\n // set of keypresses can be recorded\n keypressTimeout = undefined;\n // It's possible this handler might trigger multiple times for the same\n // event (e.g. event propagation through node ancestors). Ignore if we've\n // already captured the event.\n if (!event || lastCapturedEvent === event) {\n return;\n }\n lastCapturedEvent = event;\n if (debounceTimer) {\n clearTimeout(debounceTimer);\n }\n if (debounce) {\n debounceTimer = setTimeout(function () {\n handler({ event: event, name: name });\n });\n }\n else {\n handler({ event: event, name: name });\n }\n };\n}\n/**\n * Wraps addEventListener to capture keypress UI events\n * @param handler function that will be triggered\n * @returns wrapped keypress events handler\n * @hidden\n */\nfunction keypressEventHandler(handler) {\n // TODO: if somehow user switches keypress target before\n // debounce timeout is triggered, we will only capture\n // a single breadcrumb from the FIRST target (acceptable?)\n return function (event) {\n var target;\n try {\n target = event.target;\n }\n catch (e) {\n // just accessing event properties can throw an exception in some rare circumstances\n // see: https://github.com/getsentry/raven-js/issues/838\n return;\n }\n var tagName = target && target.tagName;\n // only consider keypress events on actual input elements\n // this will disregard keypresses targeting body (e.g. tabbing\n // through elements, hotkeys, etc)\n if (!tagName || (tagName !== 'INPUT' && tagName !== 'TEXTAREA' && !target.isContentEditable)) {\n return;\n }\n // record first keypress in a series, but ignore subsequent\n // keypresses until debounce clears\n if (!keypressTimeout) {\n domEventHandler('input', handler)(event);\n }\n clearTimeout(keypressTimeout);\n keypressTimeout = setTimeout(function () {\n keypressTimeout = undefined;\n }, debounceDuration);\n };\n}\nvar _oldOnErrorHandler = null;\n/** JSDoc */\nfunction instrumentError() {\n _oldOnErrorHandler = global.onerror;\n global.onerror = function (msg, url, line, column, error) {\n triggerHandlers('error', {\n column: column,\n error: error,\n line: line,\n msg: msg,\n url: url,\n });\n if (_oldOnErrorHandler) {\n return _oldOnErrorHandler.apply(this, arguments);\n }\n return false;\n };\n}\nvar _oldOnUnhandledRejectionHandler = null;\n/** JSDoc */\nfunction instrumentUnhandledRejection() {\n _oldOnUnhandledRejectionHandler = global.onunhandledrejection;\n global.onunhandledrejection = function (e) {\n triggerHandlers('unhandledrejection', e);\n if (_oldOnUnhandledRejectionHandler) {\n return _oldOnUnhandledRejectionHandler.apply(this, arguments);\n }\n return true;\n };\n}\n//# sourceMappingURL=instrument.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/instrument.js\n// module id = 98\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { SentryError } from './error';\n/** Regular expression used to parse a Dsn. */\nvar DSN_REGEX = /^(?:(\\w+):)\\/\\/(?:(\\w+)(?::(\\w+))?@)([\\w\\.-]+)(?::(\\d+))?\\/(.+)/;\n/** Error message */\nvar ERROR_MESSAGE = 'Invalid Dsn';\n/** The Sentry Dsn, identifying a Sentry instance and project. */\nvar Dsn = /** @class */ (function () {\n /** Creates a new Dsn component */\n function Dsn(from) {\n if (typeof from === 'string') {\n this._fromString(from);\n }\n else {\n this._fromComponents(from);\n }\n this._validate();\n }\n /**\n * Renders the string representation of this Dsn.\n *\n * By default, this will render the public representation without the password\n * component. To get the deprecated private representation, set `withPassword`\n * to true.\n *\n * @param withPassword When set to true, the password will be included.\n */\n Dsn.prototype.toString = function (withPassword) {\n if (withPassword === void 0) { withPassword = false; }\n // tslint:disable-next-line:no-this-assignment\n var _a = this, host = _a.host, path = _a.path, pass = _a.pass, port = _a.port, projectId = _a.projectId, protocol = _a.protocol, user = _a.user;\n return (protocol + \"://\" + user + (withPassword && pass ? \":\" + pass : '') +\n (\"@\" + host + (port ? \":\" + port : '') + \"/\" + (path ? path + \"/\" : path) + projectId));\n };\n /** Parses a string into this Dsn. */\n Dsn.prototype._fromString = function (str) {\n var match = DSN_REGEX.exec(str);\n if (!match) {\n throw new SentryError(ERROR_MESSAGE);\n }\n var _a = tslib_1.__read(match.slice(1), 6), protocol = _a[0], user = _a[1], _b = _a[2], pass = _b === void 0 ? '' : _b, host = _a[3], _c = _a[4], port = _c === void 0 ? '' : _c, lastPath = _a[5];\n var path = '';\n var projectId = lastPath;\n var split = projectId.split('/');\n if (split.length > 1) {\n path = split.slice(0, -1).join('/');\n projectId = split.pop();\n }\n this._fromComponents({ host: host, pass: pass, path: path, projectId: projectId, port: port, protocol: protocol, user: user });\n };\n /** Maps Dsn components into this instance. */\n Dsn.prototype._fromComponents = function (components) {\n this.protocol = components.protocol;\n this.user = components.user;\n this.pass = components.pass || '';\n this.host = components.host;\n this.port = components.port || '';\n this.path = components.path || '';\n this.projectId = components.projectId;\n };\n /** Validates this Dsn and throws on error. */\n Dsn.prototype._validate = function () {\n var _this = this;\n ['protocol', 'user', 'host', 'projectId'].forEach(function (component) {\n if (!_this[component]) {\n throw new SentryError(ERROR_MESSAGE);\n }\n });\n if (this.protocol !== 'http' && this.protocol !== 'https') {\n throw new SentryError(ERROR_MESSAGE);\n }\n if (this.port && isNaN(parseInt(this.port, 10))) {\n throw new SentryError(ERROR_MESSAGE);\n }\n };\n return Dsn;\n}());\nexport { Dsn };\n//# sourceMappingURL=dsn.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/utils/esm/dsn.js\n// module id = 99\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { consoleSandbox, getGlobalObject, isNodeEnv, logger, timestampWithMs, uuid4 } from '@sentry/utils';\nimport { Scope } from './scope';\n/**\n * API compatibility version of this hub.\n *\n * WARNING: This number should only be incresed when the global interface\n * changes a and new methods are introduced.\n *\n * @hidden\n */\nexport var API_VERSION = 3;\n/**\n * Default maximum number of breadcrumbs added to an event. Can be overwritten\n * with {@link Options.maxBreadcrumbs}.\n */\nvar DEFAULT_BREADCRUMBS = 100;\n/**\n * Absolute maximum number of breadcrumbs added to an event. The\n * `maxBreadcrumbs` option cannot be higher than this value.\n */\nvar MAX_BREADCRUMBS = 100;\n/**\n * @inheritDoc\n */\nvar Hub = /** @class */ (function () {\n /**\n * Creates a new instance of the hub, will push one {@link Layer} into the\n * internal stack on creation.\n *\n * @param client bound to the hub.\n * @param scope bound to the hub.\n * @param version number, higher number means higher priority.\n */\n function Hub(client, scope, _version) {\n if (scope === void 0) { scope = new Scope(); }\n if (_version === void 0) { _version = API_VERSION; }\n this._version = _version;\n /** Is a {@link Layer}[] containing the client and scope */\n this._stack = [];\n this._stack.push({ client: client, scope: scope });\n }\n /**\n * Internal helper function to call a method on the top client if it exists.\n *\n * @param method The method to call on the client.\n * @param args Arguments to pass to the client function.\n */\n Hub.prototype._invokeClient = function (method) {\n var _a;\n var args = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n args[_i - 1] = arguments[_i];\n }\n var top = this.getStackTop();\n if (top && top.client && top.client[method]) {\n (_a = top.client)[method].apply(_a, tslib_1.__spread(args, [top.scope]));\n }\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.isOlderThan = function (version) {\n return this._version < version;\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.bindClient = function (client) {\n var top = this.getStackTop();\n top.client = client;\n if (client && client.setupIntegrations) {\n client.setupIntegrations();\n }\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.pushScope = function () {\n // We want to clone the content of prev scope\n var stack = this.getStack();\n var parentScope = stack.length > 0 ? stack[stack.length - 1].scope : undefined;\n var scope = Scope.clone(parentScope);\n this.getStack().push({\n client: this.getClient(),\n scope: scope,\n });\n return scope;\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.popScope = function () {\n return this.getStack().pop() !== undefined;\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.withScope = function (callback) {\n var scope = this.pushScope();\n try {\n callback(scope);\n }\n finally {\n this.popScope();\n }\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.getClient = function () {\n return this.getStackTop().client;\n };\n /** Returns the scope of the top stack. */\n Hub.prototype.getScope = function () {\n return this.getStackTop().scope;\n };\n /** Returns the scope stack for domains or the process. */\n Hub.prototype.getStack = function () {\n return this._stack;\n };\n /** Returns the topmost scope layer in the order domain > local > process. */\n Hub.prototype.getStackTop = function () {\n return this._stack[this._stack.length - 1];\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.captureException = function (exception, hint) {\n var eventId = (this._lastEventId = uuid4());\n var finalHint = hint;\n // If there's no explicit hint provided, mimick the same thing that would happen\n // in the minimal itself to create a consistent behavior.\n // We don't do this in the client, as it's the lowest level API, and doing this,\n // would prevent user from having full control over direct calls.\n if (!hint) {\n var syntheticException = void 0;\n try {\n throw new Error('Sentry syntheticException');\n }\n catch (exception) {\n syntheticException = exception;\n }\n finalHint = {\n originalException: exception,\n syntheticException: syntheticException,\n };\n }\n this._invokeClient('captureException', exception, tslib_1.__assign({}, finalHint, { event_id: eventId }));\n return eventId;\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.captureMessage = function (message, level, hint) {\n var eventId = (this._lastEventId = uuid4());\n var finalHint = hint;\n // If there's no explicit hint provided, mimick the same thing that would happen\n // in the minimal itself to create a consistent behavior.\n // We don't do this in the client, as it's the lowest level API, and doing this,\n // would prevent user from having full control over direct calls.\n if (!hint) {\n var syntheticException = void 0;\n try {\n throw new Error(message);\n }\n catch (exception) {\n syntheticException = exception;\n }\n finalHint = {\n originalException: message,\n syntheticException: syntheticException,\n };\n }\n this._invokeClient('captureMessage', message, level, tslib_1.__assign({}, finalHint, { event_id: eventId }));\n return eventId;\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.captureEvent = function (event, hint) {\n var eventId = (this._lastEventId = uuid4());\n this._invokeClient('captureEvent', event, tslib_1.__assign({}, hint, { event_id: eventId }));\n return eventId;\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.lastEventId = function () {\n return this._lastEventId;\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.addBreadcrumb = function (breadcrumb, hint) {\n var top = this.getStackTop();\n if (!top.scope || !top.client) {\n return;\n }\n var _a = (top.client.getOptions && top.client.getOptions()) || {}, _b = _a.beforeBreadcrumb, beforeBreadcrumb = _b === void 0 ? null : _b, _c = _a.maxBreadcrumbs, maxBreadcrumbs = _c === void 0 ? DEFAULT_BREADCRUMBS : _c;\n if (maxBreadcrumbs <= 0) {\n return;\n }\n var timestamp = timestampWithMs();\n var mergedBreadcrumb = tslib_1.__assign({ timestamp: timestamp }, breadcrumb);\n var finalBreadcrumb = beforeBreadcrumb\n ? consoleSandbox(function () { return beforeBreadcrumb(mergedBreadcrumb, hint); })\n : mergedBreadcrumb;\n if (finalBreadcrumb === null) {\n return;\n }\n top.scope.addBreadcrumb(finalBreadcrumb, Math.min(maxBreadcrumbs, MAX_BREADCRUMBS));\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.setUser = function (user) {\n var top = this.getStackTop();\n if (!top.scope) {\n return;\n }\n top.scope.setUser(user);\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.setTags = function (tags) {\n var top = this.getStackTop();\n if (!top.scope) {\n return;\n }\n top.scope.setTags(tags);\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.setExtras = function (extras) {\n var top = this.getStackTop();\n if (!top.scope) {\n return;\n }\n top.scope.setExtras(extras);\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.setTag = function (key, value) {\n var top = this.getStackTop();\n if (!top.scope) {\n return;\n }\n top.scope.setTag(key, value);\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.setExtra = function (key, extra) {\n var top = this.getStackTop();\n if (!top.scope) {\n return;\n }\n top.scope.setExtra(key, extra);\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.setContext = function (name, context) {\n var top = this.getStackTop();\n if (!top.scope) {\n return;\n }\n top.scope.setContext(name, context);\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.configureScope = function (callback) {\n var top = this.getStackTop();\n if (top.scope && top.client) {\n callback(top.scope);\n }\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.run = function (callback) {\n var oldHub = makeMain(this);\n try {\n callback(this);\n }\n finally {\n makeMain(oldHub);\n }\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.getIntegration = function (integration) {\n var client = this.getClient();\n if (!client) {\n return null;\n }\n try {\n return client.getIntegration(integration);\n }\n catch (_oO) {\n logger.warn(\"Cannot retrieve integration \" + integration.id + \" from the current Hub\");\n return null;\n }\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.startSpan = function (spanOrSpanContext, forceNoChild) {\n if (forceNoChild === void 0) { forceNoChild = false; }\n return this._callExtensionMethod('startSpan', spanOrSpanContext, forceNoChild);\n };\n /**\n * @inheritDoc\n */\n Hub.prototype.traceHeaders = function () {\n return this._callExtensionMethod('traceHeaders');\n };\n /**\n * Calls global extension method and binding current instance to the function call\n */\n // @ts-ignore\n Hub.prototype._callExtensionMethod = function (method) {\n var args = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n args[_i - 1] = arguments[_i];\n }\n var carrier = getMainCarrier();\n var sentry = carrier.__SENTRY__;\n // tslint:disable-next-line: strict-type-predicates\n if (sentry && sentry.extensions && typeof sentry.extensions[method] === 'function') {\n return sentry.extensions[method].apply(this, args);\n }\n logger.warn(\"Extension method \" + method + \" couldn't be found, doing nothing.\");\n };\n return Hub;\n}());\nexport { Hub };\n/** Returns the global shim registry. */\nexport function getMainCarrier() {\n var carrier = getGlobalObject();\n carrier.__SENTRY__ = carrier.__SENTRY__ || {\n extensions: {},\n hub: undefined,\n };\n return carrier;\n}\n/**\n * Replaces the current main hub with the passed one on the global object\n *\n * @returns The old replaced hub\n */\nexport function makeMain(hub) {\n var registry = getMainCarrier();\n var oldHub = getHubFromCarrier(registry);\n setHubOnCarrier(registry, hub);\n return oldHub;\n}\n/**\n * Returns the default hub instance.\n *\n * If a hub is already registered in the global carrier but this module\n * contains a more recent version, it replaces the registered version.\n * Otherwise, the currently registered hub will be returned.\n */\nexport function getCurrentHub() {\n // Get main carrier (global for every environment)\n var registry = getMainCarrier();\n // If there's no hub, or its an old API, assign a new one\n if (!hasHubOnCarrier(registry) || getHubFromCarrier(registry).isOlderThan(API_VERSION)) {\n setHubOnCarrier(registry, new Hub());\n }\n // Prefer domains over global if they are there (applicable only to Node environment)\n if (isNodeEnv()) {\n return getHubFromActiveDomain(registry);\n }\n // Return hub that lives on a global object\n return getHubFromCarrier(registry);\n}\n/**\n * Try to read the hub from an active domain, fallback to the registry if one doesnt exist\n * @returns discovered hub\n */\nfunction getHubFromActiveDomain(registry) {\n try {\n var property = 'domain';\n var carrier = getMainCarrier();\n var sentry = carrier.__SENTRY__;\n // tslint:disable-next-line: strict-type-predicates\n if (!sentry || !sentry.extensions || !sentry.extensions[property]) {\n return getHubFromCarrier(registry);\n }\n var domain = sentry.extensions[property];\n var activeDomain = domain.active;\n // If there no active domain, just return global hub\n if (!activeDomain) {\n return getHubFromCarrier(registry);\n }\n // If there's no hub on current domain, or its an old API, assign a new one\n if (!hasHubOnCarrier(activeDomain) || getHubFromCarrier(activeDomain).isOlderThan(API_VERSION)) {\n var registryHubTopStack = getHubFromCarrier(registry).getStackTop();\n setHubOnCarrier(activeDomain, new Hub(registryHubTopStack.client, Scope.clone(registryHubTopStack.scope)));\n }\n // Return hub that lives on a domain\n return getHubFromCarrier(activeDomain);\n }\n catch (_Oo) {\n // Return hub that lives on a global object\n return getHubFromCarrier(registry);\n }\n}\n/**\n * This will tell whether a carrier has a hub on it or not\n * @param carrier object\n */\nfunction hasHubOnCarrier(carrier) {\n if (carrier && carrier.__SENTRY__ && carrier.__SENTRY__.hub) {\n return true;\n }\n return false;\n}\n/**\n * This will create a new {@link Hub} and add to the passed object on\n * __SENTRY__.hub.\n * @param carrier object\n * @hidden\n */\nexport function getHubFromCarrier(carrier) {\n if (carrier && carrier.__SENTRY__ && carrier.__SENTRY__.hub) {\n return carrier.__SENTRY__.hub;\n }\n carrier.__SENTRY__ = carrier.__SENTRY__ || {};\n carrier.__SENTRY__.hub = new Hub();\n return carrier.__SENTRY__.hub;\n}\n/**\n * This will set passed {@link Hub} on the passed object's __SENTRY__.hub attribute\n * @param carrier object\n * @param hub Hub\n */\nexport function setHubOnCarrier(carrier, hub) {\n if (!carrier) {\n return false;\n }\n carrier.__SENTRY__ = carrier.__SENTRY__ || {};\n carrier.__SENTRY__.hub = hub;\n return true;\n}\n//# sourceMappingURL=hub.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/hub/esm/hub.js\n// module id = 100\n// module chunks = 0","import { Dsn, urlEncode } from '@sentry/utils';\nvar SENTRY_API_VERSION = '7';\n/** Helper class to provide urls to different Sentry endpoints. */\nvar API = /** @class */ (function () {\n /** Create a new instance of API */\n function API(dsn) {\n this.dsn = dsn;\n this._dsnObject = new Dsn(dsn);\n }\n /** Returns the Dsn object. */\n API.prototype.getDsn = function () {\n return this._dsnObject;\n };\n /** Returns a string with auth headers in the url to the store endpoint. */\n API.prototype.getStoreEndpoint = function () {\n return \"\" + this._getBaseUrl() + this.getStoreEndpointPath();\n };\n /** Returns the store endpoint with auth added in url encoded. */\n API.prototype.getStoreEndpointWithUrlEncodedAuth = function () {\n var dsn = this._dsnObject;\n var auth = {\n sentry_key: dsn.user,\n sentry_version: SENTRY_API_VERSION,\n };\n // Auth is intentionally sent as part of query string (NOT as custom HTTP header)\n // to avoid preflight CORS requests\n return this.getStoreEndpoint() + \"?\" + urlEncode(auth);\n };\n /** Returns the base path of the url including the port. */\n API.prototype._getBaseUrl = function () {\n var dsn = this._dsnObject;\n var protocol = dsn.protocol ? dsn.protocol + \":\" : '';\n var port = dsn.port ? \":\" + dsn.port : '';\n return protocol + \"//\" + dsn.host + port;\n };\n /** Returns only the path component for the store endpoint. */\n API.prototype.getStoreEndpointPath = function () {\n var dsn = this._dsnObject;\n return (dsn.path ? \"/\" + dsn.path : '') + \"/api/\" + dsn.projectId + \"/store/\";\n };\n /** Returns an object that can be used in request headers. */\n API.prototype.getRequestHeaders = function (clientName, clientVersion) {\n var dsn = this._dsnObject;\n var header = [\"Sentry sentry_version=\" + SENTRY_API_VERSION];\n header.push(\"sentry_client=\" + clientName + \"/\" + clientVersion);\n header.push(\"sentry_key=\" + dsn.user);\n if (dsn.pass) {\n header.push(\"sentry_secret=\" + dsn.pass);\n }\n return {\n 'Content-Type': 'application/json',\n 'X-Sentry-Auth': header.join(', '),\n };\n };\n /** Returns the url to the report dialog endpoint. */\n API.prototype.getReportDialogEndpoint = function (dialogOptions) {\n if (dialogOptions === void 0) { dialogOptions = {}; }\n var dsn = this._dsnObject;\n var endpoint = \"\" + this._getBaseUrl() + (dsn.path ? \"/\" + dsn.path : '') + \"/api/embed/error-page/\";\n var encodedOptions = [];\n encodedOptions.push(\"dsn=\" + dsn.toString());\n for (var key in dialogOptions) {\n if (key === 'user') {\n if (!dialogOptions.user) {\n continue;\n }\n if (dialogOptions.user.name) {\n encodedOptions.push(\"name=\" + encodeURIComponent(dialogOptions.user.name));\n }\n if (dialogOptions.user.email) {\n encodedOptions.push(\"email=\" + encodeURIComponent(dialogOptions.user.email));\n }\n }\n else {\n encodedOptions.push(encodeURIComponent(key) + \"=\" + encodeURIComponent(dialogOptions[key]));\n }\n }\n if (encodedOptions.length) {\n return endpoint + \"?\" + encodedOptions.join('&');\n }\n return endpoint;\n };\n return API;\n}());\nexport { API };\n//# sourceMappingURL=api.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/api.js\n// module id = 101\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { Dsn, isPrimitive, isThenable, logger, normalize, SyncPromise, truncate, uuid4 } from '@sentry/utils';\nimport { setupIntegrations } from './integration';\n/**\n * Base implementation for all JavaScript SDK clients.\n *\n * Call the constructor with the corresponding backend constructor and options\n * specific to the client subclass. To access these options later, use\n * {@link Client.getOptions}. Also, the Backend instance is available via\n * {@link Client.getBackend}.\n *\n * If a Dsn is specified in the options, it will be parsed and stored. Use\n * {@link Client.getDsn} to retrieve the Dsn at any moment. In case the Dsn is\n * invalid, the constructor will throw a {@link SentryException}. Note that\n * without a valid Dsn, the SDK will not send any events to Sentry.\n *\n * Before sending an event via the backend, it is passed through\n * {@link BaseClient.prepareEvent} to add SDK information and scope data\n * (breadcrumbs and context). To add more custom information, override this\n * method and extend the resulting prepared event.\n *\n * To issue automatically created events (e.g. via instrumentation), use\n * {@link Client.captureEvent}. It will prepare the event and pass it through\n * the callback lifecycle. To issue auto-breadcrumbs, use\n * {@link Client.addBreadcrumb}.\n *\n * @example\n * class NodeClient extends BaseClient {\n * public constructor(options: NodeOptions) {\n * super(NodeBackend, options);\n * }\n *\n * // ...\n * }\n */\nvar BaseClient = /** @class */ (function () {\n /**\n * Initializes this client instance.\n *\n * @param backendClass A constructor function to create the backend.\n * @param options Options for the client.\n */\n function BaseClient(backendClass, options) {\n /** Array of used integrations. */\n this._integrations = {};\n /** Is the client still processing a call? */\n this._processing = false;\n this._backend = new backendClass(options);\n this._options = options;\n if (options.dsn) {\n this._dsn = new Dsn(options.dsn);\n }\n }\n /**\n * @inheritDoc\n */\n BaseClient.prototype.captureException = function (exception, hint, scope) {\n var _this = this;\n var eventId = hint && hint.event_id;\n this._processing = true;\n this._getBackend()\n .eventFromException(exception, hint)\n .then(function (event) { return _this._processEvent(event, hint, scope); })\n .then(function (finalEvent) {\n // We need to check for finalEvent in case beforeSend returned null\n eventId = finalEvent && finalEvent.event_id;\n _this._processing = false;\n })\n .then(null, function (reason) {\n logger.error(reason);\n _this._processing = false;\n });\n return eventId;\n };\n /**\n * @inheritDoc\n */\n BaseClient.prototype.captureMessage = function (message, level, hint, scope) {\n var _this = this;\n var eventId = hint && hint.event_id;\n this._processing = true;\n var promisedEvent = isPrimitive(message)\n ? this._getBackend().eventFromMessage(\"\" + message, level, hint)\n : this._getBackend().eventFromException(message, hint);\n promisedEvent\n .then(function (event) { return _this._processEvent(event, hint, scope); })\n .then(function (finalEvent) {\n // We need to check for finalEvent in case beforeSend returned null\n eventId = finalEvent && finalEvent.event_id;\n _this._processing = false;\n })\n .then(null, function (reason) {\n logger.error(reason);\n _this._processing = false;\n });\n return eventId;\n };\n /**\n * @inheritDoc\n */\n BaseClient.prototype.captureEvent = function (event, hint, scope) {\n var _this = this;\n var eventId = hint && hint.event_id;\n this._processing = true;\n this._processEvent(event, hint, scope)\n .then(function (finalEvent) {\n // We need to check for finalEvent in case beforeSend returned null\n eventId = finalEvent && finalEvent.event_id;\n _this._processing = false;\n })\n .then(null, function (reason) {\n logger.error(reason);\n _this._processing = false;\n });\n return eventId;\n };\n /**\n * @inheritDoc\n */\n BaseClient.prototype.getDsn = function () {\n return this._dsn;\n };\n /**\n * @inheritDoc\n */\n BaseClient.prototype.getOptions = function () {\n return this._options;\n };\n /**\n * @inheritDoc\n */\n BaseClient.prototype.flush = function (timeout) {\n var _this = this;\n return this._isClientProcessing(timeout).then(function (status) {\n clearInterval(status.interval);\n return _this._getBackend()\n .getTransport()\n .close(timeout)\n .then(function (transportFlushed) { return status.ready && transportFlushed; });\n });\n };\n /**\n * @inheritDoc\n */\n BaseClient.prototype.close = function (timeout) {\n var _this = this;\n return this.flush(timeout).then(function (result) {\n _this.getOptions().enabled = false;\n return result;\n });\n };\n /**\n * Sets up the integrations\n */\n BaseClient.prototype.setupIntegrations = function () {\n if (this._isEnabled()) {\n this._integrations = setupIntegrations(this._options);\n }\n };\n /**\n * @inheritDoc\n */\n BaseClient.prototype.getIntegration = function (integration) {\n try {\n return this._integrations[integration.id] || null;\n }\n catch (_oO) {\n logger.warn(\"Cannot retrieve integration \" + integration.id + \" from the current Client\");\n return null;\n }\n };\n /** Waits for the client to be done with processing. */\n BaseClient.prototype._isClientProcessing = function (timeout) {\n var _this = this;\n return new SyncPromise(function (resolve) {\n var ticked = 0;\n var tick = 1;\n var interval = 0;\n clearInterval(interval);\n interval = setInterval(function () {\n if (!_this._processing) {\n resolve({\n interval: interval,\n ready: true,\n });\n }\n else {\n ticked += tick;\n if (timeout && ticked >= timeout) {\n resolve({\n interval: interval,\n ready: false,\n });\n }\n }\n }, tick);\n });\n };\n /** Returns the current backend. */\n BaseClient.prototype._getBackend = function () {\n return this._backend;\n };\n /** Determines whether this SDK is enabled and a valid Dsn is present. */\n BaseClient.prototype._isEnabled = function () {\n return this.getOptions().enabled !== false && this._dsn !== undefined;\n };\n /**\n * Adds common information to events.\n *\n * The information includes release and environment from `options`,\n * breadcrumbs and context (extra, tags and user) from the scope.\n *\n * Information that is already present in the event is never overwritten. For\n * nested objects, such as the context, keys are merged.\n *\n * @param event The original event.\n * @param hint May contain additional informartion about the original exception.\n * @param scope A scope containing event metadata.\n * @returns A new event with more information.\n */\n BaseClient.prototype._prepareEvent = function (event, scope, hint) {\n var _this = this;\n var _a = this.getOptions(), environment = _a.environment, release = _a.release, dist = _a.dist, _b = _a.maxValueLength, maxValueLength = _b === void 0 ? 250 : _b, _c = _a.normalizeDepth, normalizeDepth = _c === void 0 ? 3 : _c;\n var prepared = tslib_1.__assign({}, event);\n if (prepared.environment === undefined && environment !== undefined) {\n prepared.environment = environment;\n }\n if (prepared.release === undefined && release !== undefined) {\n prepared.release = release;\n }\n if (prepared.dist === undefined && dist !== undefined) {\n prepared.dist = dist;\n }\n if (prepared.message) {\n prepared.message = truncate(prepared.message, maxValueLength);\n }\n var exception = prepared.exception && prepared.exception.values && prepared.exception.values[0];\n if (exception && exception.value) {\n exception.value = truncate(exception.value, maxValueLength);\n }\n var request = prepared.request;\n if (request && request.url) {\n request.url = truncate(request.url, maxValueLength);\n }\n if (prepared.event_id === undefined) {\n prepared.event_id = hint && hint.event_id ? hint.event_id : uuid4();\n }\n this._addIntegrations(prepared.sdk);\n // We prepare the result here with a resolved Event.\n var result = SyncPromise.resolve(prepared);\n // This should be the last thing called, since we want that\n // {@link Hub.addEventProcessor} gets the finished prepared event.\n if (scope) {\n // In case we have a hub we reassign it.\n result = scope.applyToEvent(prepared, hint);\n }\n return result.then(function (evt) {\n // tslint:disable-next-line:strict-type-predicates\n if (typeof normalizeDepth === 'number' && normalizeDepth > 0) {\n return _this._normalizeEvent(evt, normalizeDepth);\n }\n return evt;\n });\n };\n /**\n * Applies `normalize` function on necessary `Event` attributes to make them safe for serialization.\n * Normalized keys:\n * - `breadcrumbs.data`\n * - `user`\n * - `contexts`\n * - `extra`\n * @param event Event\n * @returns Normalized event\n */\n BaseClient.prototype._normalizeEvent = function (event, depth) {\n if (!event) {\n return null;\n }\n // tslint:disable:no-unsafe-any\n return tslib_1.__assign({}, event, (event.breadcrumbs && {\n breadcrumbs: event.breadcrumbs.map(function (b) { return (tslib_1.__assign({}, b, (b.data && {\n data: normalize(b.data, depth),\n }))); }),\n }), (event.user && {\n user: normalize(event.user, depth),\n }), (event.contexts && {\n contexts: normalize(event.contexts, depth),\n }), (event.extra && {\n extra: normalize(event.extra, depth),\n }));\n };\n /**\n * This function adds all used integrations to the SDK info in the event.\n * @param sdkInfo The sdkInfo of the event that will be filled with all integrations.\n */\n BaseClient.prototype._addIntegrations = function (sdkInfo) {\n var integrationsArray = Object.keys(this._integrations);\n if (sdkInfo && integrationsArray.length > 0) {\n sdkInfo.integrations = integrationsArray;\n }\n };\n /**\n * Processes an event (either error or message) and sends it to Sentry.\n *\n * This also adds breadcrumbs and context information to the event. However,\n * platform specific meta data (such as the User's IP address) must be added\n * by the SDK implementor.\n *\n *\n * @param event The event to send to Sentry.\n * @param hint May contain additional informartion about the original exception.\n * @param scope A scope containing event metadata.\n * @returns A SyncPromise that resolves with the event or rejects in case event was/will not be send.\n */\n BaseClient.prototype._processEvent = function (event, hint, scope) {\n var _this = this;\n var _a = this.getOptions(), beforeSend = _a.beforeSend, sampleRate = _a.sampleRate;\n if (!this._isEnabled()) {\n return SyncPromise.reject('SDK not enabled, will not send event.');\n }\n // 1.0 === 100% events are sent\n // 0.0 === 0% events are sent\n if (typeof sampleRate === 'number' && Math.random() > sampleRate) {\n return SyncPromise.reject('This event has been sampled, will not send event.');\n }\n return new SyncPromise(function (resolve, reject) {\n _this._prepareEvent(event, scope, hint)\n .then(function (prepared) {\n if (prepared === null) {\n reject('An event processor returned null, will not send event.');\n return;\n }\n var finalEvent = prepared;\n var isInternalException = hint && hint.data && hint.data.__sentry__ === true;\n if (isInternalException || !beforeSend) {\n _this._getBackend().sendEvent(finalEvent);\n resolve(finalEvent);\n return;\n }\n var beforeSendResult = beforeSend(prepared, hint);\n // tslint:disable-next-line:strict-type-predicates\n if (typeof beforeSendResult === 'undefined') {\n logger.error('`beforeSend` method has to return `null` or a valid event.');\n }\n else if (isThenable(beforeSendResult)) {\n _this._handleAsyncBeforeSend(beforeSendResult, resolve, reject);\n }\n else {\n finalEvent = beforeSendResult;\n if (finalEvent === null) {\n logger.log('`beforeSend` returned `null`, will not send event.');\n resolve(null);\n return;\n }\n // From here on we are really async\n _this._getBackend().sendEvent(finalEvent);\n resolve(finalEvent);\n }\n })\n .then(null, function (reason) {\n _this.captureException(reason, {\n data: {\n __sentry__: true,\n },\n originalException: reason,\n });\n reject(\"Event processing pipeline threw an error, original event will not be sent. Details have been sent as a new event.\\nReason: \" + reason);\n });\n });\n };\n /**\n * Resolves before send Promise and calls resolve/reject on parent SyncPromise.\n */\n BaseClient.prototype._handleAsyncBeforeSend = function (beforeSend, resolve, reject) {\n var _this = this;\n beforeSend\n .then(function (processedEvent) {\n if (processedEvent === null) {\n reject('`beforeSend` returned `null`, will not send event.');\n return;\n }\n // From here on we are really async\n _this._getBackend().sendEvent(processedEvent);\n resolve(processedEvent);\n })\n .then(null, function (e) {\n reject(\"beforeSend rejected with \" + e);\n });\n };\n return BaseClient;\n}());\nexport { BaseClient };\n//# sourceMappingURL=baseclient.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/baseclient.js\n// module id = 102\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { addGlobalEventProcessor, getCurrentHub } from '@sentry/hub';\nimport { logger } from '@sentry/utils';\nexport var installedIntegrations = [];\n/** Gets integration to install */\nexport function getIntegrationsToSetup(options) {\n var defaultIntegrations = (options.defaultIntegrations && tslib_1.__spread(options.defaultIntegrations)) || [];\n var userIntegrations = options.integrations;\n var integrations = [];\n if (Array.isArray(userIntegrations)) {\n var userIntegrationsNames_1 = userIntegrations.map(function (i) { return i.name; });\n var pickedIntegrationsNames_1 = [];\n // Leave only unique default integrations, that were not overridden with provided user integrations\n defaultIntegrations.forEach(function (defaultIntegration) {\n if (userIntegrationsNames_1.indexOf(defaultIntegration.name) === -1 &&\n pickedIntegrationsNames_1.indexOf(defaultIntegration.name) === -1) {\n integrations.push(defaultIntegration);\n pickedIntegrationsNames_1.push(defaultIntegration.name);\n }\n });\n // Don't add same user integration twice\n userIntegrations.forEach(function (userIntegration) {\n if (pickedIntegrationsNames_1.indexOf(userIntegration.name) === -1) {\n integrations.push(userIntegration);\n pickedIntegrationsNames_1.push(userIntegration.name);\n }\n });\n }\n else if (typeof userIntegrations === 'function') {\n integrations = userIntegrations(defaultIntegrations);\n integrations = Array.isArray(integrations) ? integrations : [integrations];\n }\n else {\n integrations = tslib_1.__spread(defaultIntegrations);\n }\n // Make sure that if present, `Debug` integration will always run last\n var integrationsNames = integrations.map(function (i) { return i.name; });\n var alwaysLastToRun = 'Debug';\n if (integrationsNames.indexOf(alwaysLastToRun) !== -1) {\n integrations.push.apply(integrations, tslib_1.__spread(integrations.splice(integrationsNames.indexOf(alwaysLastToRun), 1)));\n }\n return integrations;\n}\n/** Setup given integration */\nexport function setupIntegration(integration) {\n if (installedIntegrations.indexOf(integration.name) !== -1) {\n return;\n }\n integration.setupOnce(addGlobalEventProcessor, getCurrentHub);\n installedIntegrations.push(integration.name);\n logger.log(\"Integration installed: \" + integration.name);\n}\n/**\n * Given a list of integration instances this installs them all. When `withDefaults` is set to `true` then all default\n * integrations are added unless they were already provided before.\n * @param integrations array of integration instances\n * @param withDefault should enable default integrations\n */\nexport function setupIntegrations(options) {\n var integrations = {};\n getIntegrationsToSetup(options).forEach(function (integration) {\n integrations[integration.name] = integration;\n setupIntegration(integration);\n });\n return integrations;\n}\n//# sourceMappingURL=integration.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/integration.js\n// module id = 103\n// module chunks = 0","import { logger, SentryError } from '@sentry/utils';\nimport { NoopTransport } from './transports/noop';\n/**\n * This is the base implemention of a Backend.\n * @hidden\n */\nvar BaseBackend = /** @class */ (function () {\n /** Creates a new backend instance. */\n function BaseBackend(options) {\n this._options = options;\n if (!this._options.dsn) {\n logger.warn('No DSN provided, backend will not do anything.');\n }\n this._transport = this._setupTransport();\n }\n /**\n * Sets up the transport so it can be used later to send requests.\n */\n BaseBackend.prototype._setupTransport = function () {\n return new NoopTransport();\n };\n /**\n * @inheritDoc\n */\n BaseBackend.prototype.eventFromException = function (_exception, _hint) {\n throw new SentryError('Backend has to implement `eventFromException` method');\n };\n /**\n * @inheritDoc\n */\n BaseBackend.prototype.eventFromMessage = function (_message, _level, _hint) {\n throw new SentryError('Backend has to implement `eventFromMessage` method');\n };\n /**\n * @inheritDoc\n */\n BaseBackend.prototype.sendEvent = function (event) {\n this._transport.sendEvent(event).then(null, function (reason) {\n logger.error(\"Error while sending event: \" + reason);\n });\n };\n /**\n * @inheritDoc\n */\n BaseBackend.prototype.getTransport = function () {\n return this._transport;\n };\n return BaseBackend;\n}());\nexport { BaseBackend };\n//# sourceMappingURL=basebackend.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/basebackend.js\n// module id = 104\n// module chunks = 0","import { getCurrentHub } from '@sentry/hub';\nimport { logger } from '@sentry/utils';\n/**\n * Internal function to create a new SDK client instance. The client is\n * installed and then bound to the current scope.\n *\n * @param clientClass The client class to instanciate.\n * @param options Options to pass to the client.\n */\nexport function initAndBind(clientClass, options) {\n if (options.debug === true) {\n logger.enable();\n }\n var hub = getCurrentHub();\n var client = new clientClass(options);\n hub.bindClient(client);\n}\n//# sourceMappingURL=sdk.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/sdk.js\n// module id = 105\n// module chunks = 0","export { FunctionToString } from './functiontostring';\nexport { InboundFilters } from './inboundfilters';\n//# sourceMappingURL=index.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/integrations/index.js\n// module id = 106\n// module chunks = 0","var originalFunctionToString;\n/** Patch toString calls to return proper name for wrapped functions */\nvar FunctionToString = /** @class */ (function () {\n function FunctionToString() {\n /**\n * @inheritDoc\n */\n this.name = FunctionToString.id;\n }\n /**\n * @inheritDoc\n */\n FunctionToString.prototype.setupOnce = function () {\n originalFunctionToString = Function.prototype.toString;\n Function.prototype.toString = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var context = this.__sentry_original__ || this;\n // tslint:disable-next-line:no-unsafe-any\n return originalFunctionToString.apply(context, args);\n };\n };\n /**\n * @inheritDoc\n */\n FunctionToString.id = 'FunctionToString';\n return FunctionToString;\n}());\nexport { FunctionToString };\n//# sourceMappingURL=functiontostring.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/integrations/functiontostring.js\n// module id = 107\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { addGlobalEventProcessor, getCurrentHub } from '@sentry/hub';\nimport { getEventDescription, isMatchingPattern, logger } from '@sentry/utils';\n// \"Script error.\" is hard coded into browsers for errors that it can't read.\n// this is the result of a script being pulled in from an external domain and CORS.\nvar DEFAULT_IGNORE_ERRORS = [/^Script error\\.?$/, /^Javascript error: Script error\\.? on line 0$/];\n/** Inbound filters configurable by the user */\nvar InboundFilters = /** @class */ (function () {\n function InboundFilters(_options) {\n if (_options === void 0) { _options = {}; }\n this._options = _options;\n /**\n * @inheritDoc\n */\n this.name = InboundFilters.id;\n }\n /**\n * @inheritDoc\n */\n InboundFilters.prototype.setupOnce = function () {\n addGlobalEventProcessor(function (event) {\n var hub = getCurrentHub();\n if (!hub) {\n return event;\n }\n var self = hub.getIntegration(InboundFilters);\n if (self) {\n var client = hub.getClient();\n var clientOptions = client ? client.getOptions() : {};\n var options = self._mergeOptions(clientOptions);\n if (self._shouldDropEvent(event, options)) {\n return null;\n }\n }\n return event;\n });\n };\n /** JSDoc */\n InboundFilters.prototype._shouldDropEvent = function (event, options) {\n if (this._isSentryError(event, options)) {\n logger.warn(\"Event dropped due to being internal Sentry Error.\\nEvent: \" + getEventDescription(event));\n return true;\n }\n if (this._isIgnoredError(event, options)) {\n logger.warn(\"Event dropped due to being matched by `ignoreErrors` option.\\nEvent: \" + getEventDescription(event));\n return true;\n }\n if (this._isBlacklistedUrl(event, options)) {\n logger.warn(\"Event dropped due to being matched by `blacklistUrls` option.\\nEvent: \" + getEventDescription(event) + \".\\nUrl: \" + this._getEventFilterUrl(event));\n return true;\n }\n if (!this._isWhitelistedUrl(event, options)) {\n logger.warn(\"Event dropped due to not being matched by `whitelistUrls` option.\\nEvent: \" + getEventDescription(event) + \".\\nUrl: \" + this._getEventFilterUrl(event));\n return true;\n }\n return false;\n };\n /** JSDoc */\n InboundFilters.prototype._isSentryError = function (event, options) {\n if (options === void 0) { options = {}; }\n if (!options.ignoreInternal) {\n return false;\n }\n try {\n return ((event &&\n event.exception &&\n event.exception.values &&\n event.exception.values[0] &&\n event.exception.values[0].type === 'SentryError') ||\n false);\n }\n catch (_oO) {\n return false;\n }\n };\n /** JSDoc */\n InboundFilters.prototype._isIgnoredError = function (event, options) {\n if (options === void 0) { options = {}; }\n if (!options.ignoreErrors || !options.ignoreErrors.length) {\n return false;\n }\n return this._getPossibleEventMessages(event).some(function (message) {\n // Not sure why TypeScript complains here...\n return options.ignoreErrors.some(function (pattern) { return isMatchingPattern(message, pattern); });\n });\n };\n /** JSDoc */\n InboundFilters.prototype._isBlacklistedUrl = function (event, options) {\n if (options === void 0) { options = {}; }\n // TODO: Use Glob instead?\n if (!options.blacklistUrls || !options.blacklistUrls.length) {\n return false;\n }\n var url = this._getEventFilterUrl(event);\n return !url ? false : options.blacklistUrls.some(function (pattern) { return isMatchingPattern(url, pattern); });\n };\n /** JSDoc */\n InboundFilters.prototype._isWhitelistedUrl = function (event, options) {\n if (options === void 0) { options = {}; }\n // TODO: Use Glob instead?\n if (!options.whitelistUrls || !options.whitelistUrls.length) {\n return true;\n }\n var url = this._getEventFilterUrl(event);\n return !url ? true : options.whitelistUrls.some(function (pattern) { return isMatchingPattern(url, pattern); });\n };\n /** JSDoc */\n InboundFilters.prototype._mergeOptions = function (clientOptions) {\n if (clientOptions === void 0) { clientOptions = {}; }\n return {\n blacklistUrls: tslib_1.__spread((this._options.blacklistUrls || []), (clientOptions.blacklistUrls || [])),\n ignoreErrors: tslib_1.__spread((this._options.ignoreErrors || []), (clientOptions.ignoreErrors || []), DEFAULT_IGNORE_ERRORS),\n ignoreInternal: typeof this._options.ignoreInternal !== 'undefined' ? this._options.ignoreInternal : true,\n whitelistUrls: tslib_1.__spread((this._options.whitelistUrls || []), (clientOptions.whitelistUrls || [])),\n };\n };\n /** JSDoc */\n InboundFilters.prototype._getPossibleEventMessages = function (event) {\n if (event.message) {\n return [event.message];\n }\n if (event.exception) {\n try {\n var _a = (event.exception.values && event.exception.values[0]) || {}, _b = _a.type, type = _b === void 0 ? '' : _b, _c = _a.value, value = _c === void 0 ? '' : _c;\n return [\"\" + value, type + \": \" + value];\n }\n catch (oO) {\n logger.error(\"Cannot extract message for event \" + getEventDescription(event));\n return [];\n }\n }\n return [];\n };\n /** JSDoc */\n InboundFilters.prototype._getEventFilterUrl = function (event) {\n try {\n if (event.stacktrace) {\n var frames_1 = event.stacktrace.frames;\n return (frames_1 && frames_1[frames_1.length - 1].filename) || null;\n }\n if (event.exception) {\n var frames_2 = event.exception.values && event.exception.values[0].stacktrace && event.exception.values[0].stacktrace.frames;\n return (frames_2 && frames_2[frames_2.length - 1].filename) || null;\n }\n return null;\n }\n catch (oO) {\n logger.error(\"Cannot extract url for event \" + getEventDescription(event));\n return null;\n }\n };\n /**\n * @inheritDoc\n */\n InboundFilters.id = 'InboundFilters';\n return InboundFilters;\n}());\nexport { InboundFilters };\n//# sourceMappingURL=inboundfilters.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/core/esm/integrations/inboundfilters.js\n// module id = 108\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { BaseBackend } from '@sentry/core';\nimport { Severity } from '@sentry/types';\nimport { addExceptionMechanism, supportsFetch, SyncPromise } from '@sentry/utils';\nimport { eventFromString, eventFromUnknownInput } from './eventbuilder';\nimport { FetchTransport, XHRTransport } from './transports';\n/**\n * The Sentry Browser SDK Backend.\n * @hidden\n */\nvar BrowserBackend = /** @class */ (function (_super) {\n tslib_1.__extends(BrowserBackend, _super);\n function BrowserBackend() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * @inheritDoc\n */\n BrowserBackend.prototype._setupTransport = function () {\n if (!this._options.dsn) {\n // We return the noop transport here in case there is no Dsn.\n return _super.prototype._setupTransport.call(this);\n }\n var transportOptions = tslib_1.__assign({}, this._options.transportOptions, { dsn: this._options.dsn });\n if (this._options.transport) {\n return new this._options.transport(transportOptions);\n }\n if (supportsFetch()) {\n return new FetchTransport(transportOptions);\n }\n return new XHRTransport(transportOptions);\n };\n /**\n * @inheritDoc\n */\n BrowserBackend.prototype.eventFromException = function (exception, hint) {\n var syntheticException = (hint && hint.syntheticException) || undefined;\n var event = eventFromUnknownInput(exception, syntheticException, {\n attachStacktrace: this._options.attachStacktrace,\n });\n addExceptionMechanism(event, {\n handled: true,\n type: 'generic',\n });\n event.level = Severity.Error;\n if (hint && hint.event_id) {\n event.event_id = hint.event_id;\n }\n return SyncPromise.resolve(event);\n };\n /**\n * @inheritDoc\n */\n BrowserBackend.prototype.eventFromMessage = function (message, level, hint) {\n if (level === void 0) { level = Severity.Info; }\n var syntheticException = (hint && hint.syntheticException) || undefined;\n var event = eventFromString(message, syntheticException, {\n attachStacktrace: this._options.attachStacktrace,\n });\n event.level = level;\n if (hint && hint.event_id) {\n event.event_id = hint.event_id;\n }\n return SyncPromise.resolve(event);\n };\n return BrowserBackend;\n}(BaseBackend));\nexport { BrowserBackend };\n//# sourceMappingURL=backend.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/backend.js\n// module id = 109\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { Status } from '@sentry/types';\nimport { getGlobalObject, logger, parseRetryAfterHeader, supportsReferrerPolicy, SyncPromise } from '@sentry/utils';\nimport { BaseTransport } from './base';\nvar global = getGlobalObject();\n/** `fetch` based transport */\nvar FetchTransport = /** @class */ (function (_super) {\n tslib_1.__extends(FetchTransport, _super);\n function FetchTransport() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /** Locks transport after receiving 429 response */\n _this._disabledUntil = new Date(Date.now());\n return _this;\n }\n /**\n * @inheritDoc\n */\n FetchTransport.prototype.sendEvent = function (event) {\n var _this = this;\n if (new Date(Date.now()) < this._disabledUntil) {\n return Promise.reject({\n event: event,\n reason: \"Transport locked till \" + this._disabledUntil + \" due to too many requests.\",\n status: 429,\n });\n }\n var defaultOptions = {\n body: JSON.stringify(event),\n method: 'POST',\n // Despite all stars in the sky saying that Edge supports old draft syntax, aka 'never', 'always', 'origin' and 'default\n // https://caniuse.com/#feat=referrer-policy\n // It doesn't. And it throw exception instead of ignoring this parameter...\n // REF: https://github.com/getsentry/raven-js/issues/1233\n referrerPolicy: (supportsReferrerPolicy() ? 'origin' : ''),\n };\n if (this.options.headers !== undefined) {\n defaultOptions.headers = this.options.headers;\n }\n return this._buffer.add(new SyncPromise(function (resolve, reject) {\n global\n .fetch(_this.url, defaultOptions)\n .then(function (response) {\n var status = Status.fromHttpCode(response.status);\n if (status === Status.Success) {\n resolve({ status: status });\n return;\n }\n if (status === Status.RateLimit) {\n var now = Date.now();\n _this._disabledUntil = new Date(now + parseRetryAfterHeader(now, response.headers.get('Retry-After')));\n logger.warn(\"Too many requests, backing off till: \" + _this._disabledUntil);\n }\n reject(response);\n })\n .catch(reject);\n }));\n };\n return FetchTransport;\n}(BaseTransport));\nexport { FetchTransport };\n//# sourceMappingURL=fetch.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/transports/fetch.js\n// module id = 110\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { Status } from '@sentry/types';\nimport { logger, parseRetryAfterHeader, SyncPromise } from '@sentry/utils';\nimport { BaseTransport } from './base';\n/** `XHR` based transport */\nvar XHRTransport = /** @class */ (function (_super) {\n tslib_1.__extends(XHRTransport, _super);\n function XHRTransport() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /** Locks transport after receiving 429 response */\n _this._disabledUntil = new Date(Date.now());\n return _this;\n }\n /**\n * @inheritDoc\n */\n XHRTransport.prototype.sendEvent = function (event) {\n var _this = this;\n if (new Date(Date.now()) < this._disabledUntil) {\n return Promise.reject({\n event: event,\n reason: \"Transport locked till \" + this._disabledUntil + \" due to too many requests.\",\n status: 429,\n });\n }\n return this._buffer.add(new SyncPromise(function (resolve, reject) {\n var request = new XMLHttpRequest();\n request.onreadystatechange = function () {\n if (request.readyState !== 4) {\n return;\n }\n var status = Status.fromHttpCode(request.status);\n if (status === Status.Success) {\n resolve({ status: status });\n return;\n }\n if (status === Status.RateLimit) {\n var now = Date.now();\n _this._disabledUntil = new Date(now + parseRetryAfterHeader(now, request.getResponseHeader('Retry-After')));\n logger.warn(\"Too many requests, backing off till: \" + _this._disabledUntil);\n }\n reject(request);\n };\n request.open('POST', _this.url);\n for (var header in _this.options.headers) {\n if (_this.options.headers.hasOwnProperty(header)) {\n request.setRequestHeader(header, _this.options.headers[header]);\n }\n }\n request.send(JSON.stringify(event));\n }));\n };\n return XHRTransport;\n}(BaseTransport));\nexport { XHRTransport };\n//# sourceMappingURL=xhr.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/transports/xhr.js\n// module id = 111\n// module chunks = 0","import { getCurrentHub, initAndBind, Integrations as CoreIntegrations } from '@sentry/core';\nimport { getGlobalObject, SyncPromise } from '@sentry/utils';\nimport { BrowserClient } from './client';\nimport { wrap as internalWrap } from './helpers';\nimport { Breadcrumbs, GlobalHandlers, LinkedErrors, TryCatch, UserAgent } from './integrations';\nexport var defaultIntegrations = [\n new CoreIntegrations.InboundFilters(),\n new CoreIntegrations.FunctionToString(),\n new TryCatch(),\n new Breadcrumbs(),\n new GlobalHandlers(),\n new LinkedErrors(),\n new UserAgent(),\n];\n/**\n * The Sentry Browser SDK Client.\n *\n * To use this SDK, call the {@link init} function as early as possible when\n * loading the web page. To set context information or send manual events, use\n * the provided methods.\n *\n * @example\n *\n * ```\n *\n * import { init } from '@sentry/browser';\n *\n * init({\n * dsn: '__DSN__',\n * // ...\n * });\n * ```\n *\n * @example\n * ```\n *\n * import { configureScope } from '@sentry/browser';\n * configureScope((scope: Scope) => {\n * scope.setExtra({ battery: 0.7 });\n * scope.setTag({ user_mode: 'admin' });\n * scope.setUser({ id: '4711' });\n * });\n * ```\n *\n * @example\n * ```\n *\n * import { addBreadcrumb } from '@sentry/browser';\n * addBreadcrumb({\n * message: 'My Breadcrumb',\n * // ...\n * });\n * ```\n *\n * @example\n *\n * ```\n *\n * import * as Sentry from '@sentry/browser';\n * Sentry.captureMessage('Hello, world!');\n * Sentry.captureException(new Error('Good bye'));\n * Sentry.captureEvent({\n * message: 'Manual',\n * stacktrace: [\n * // ...\n * ],\n * });\n * ```\n *\n * @see {@link BrowserOptions} for documentation on configuration options.\n */\nexport function init(options) {\n if (options === void 0) { options = {}; }\n if (options.defaultIntegrations === undefined) {\n options.defaultIntegrations = defaultIntegrations;\n }\n if (options.release === undefined) {\n var window_1 = getGlobalObject();\n // This supports the variable that sentry-webpack-plugin injects\n if (window_1.SENTRY_RELEASE && window_1.SENTRY_RELEASE.id) {\n options.release = window_1.SENTRY_RELEASE.id;\n }\n }\n initAndBind(BrowserClient, options);\n}\n/**\n * Present the user with a report dialog.\n *\n * @param options Everything is optional, we try to fetch all info need from the global scope.\n */\nexport function showReportDialog(options) {\n if (options === void 0) { options = {}; }\n if (!options.eventId) {\n options.eventId = getCurrentHub().lastEventId();\n }\n var client = getCurrentHub().getClient();\n if (client) {\n client.showReportDialog(options);\n }\n}\n/**\n * This is the getter for lastEventId.\n *\n * @returns The last event id of a captured event.\n */\nexport function lastEventId() {\n return getCurrentHub().lastEventId();\n}\n/**\n * This function is here to be API compatible with the loader.\n * @hidden\n */\nexport function forceLoad() {\n // Noop\n}\n/**\n * This function is here to be API compatible with the loader.\n * @hidden\n */\nexport function onLoad(callback) {\n callback();\n}\n/**\n * A promise that resolves when all current events have been sent.\n * If you provide a timeout and the queue takes longer to drain the promise returns false.\n *\n * @param timeout Maximum time in ms the client should wait.\n */\nexport function flush(timeout) {\n var client = getCurrentHub().getClient();\n if (client) {\n return client.flush(timeout);\n }\n return SyncPromise.reject(false);\n}\n/**\n * A promise that resolves when all current events have been sent.\n * If you provide a timeout and the queue takes longer to drain the promise returns false.\n *\n * @param timeout Maximum time in ms the client should wait.\n */\nexport function close(timeout) {\n var client = getCurrentHub().getClient();\n if (client) {\n return client.close(timeout);\n }\n return SyncPromise.reject(false);\n}\n/**\n * Wrap code within a try/catch block so the SDK is able to capture errors.\n *\n * @param fn A function to wrap.\n *\n * @returns The result of wrapped function call.\n */\nexport function wrap(fn) {\n return internalWrap(fn)(); // tslint:disable-line:no-unsafe-any\n}\n//# sourceMappingURL=sdk.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/sdk.js\n// module id = 112\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { getCurrentHub } from '@sentry/core';\nimport { Severity } from '@sentry/types';\nimport { addExceptionMechanism, addInstrumentationHandler, getLocationHref, isErrorEvent, isPrimitive, isString, logger, } from '@sentry/utils';\nimport { eventFromUnknownInput } from '../eventbuilder';\nimport { shouldIgnoreOnError } from '../helpers';\n/** Global handlers */\nvar GlobalHandlers = /** @class */ (function () {\n /** JSDoc */\n function GlobalHandlers(options) {\n /**\n * @inheritDoc\n */\n this.name = GlobalHandlers.id;\n /** JSDoc */\n this._onErrorHandlerInstalled = false;\n /** JSDoc */\n this._onUnhandledRejectionHandlerInstalled = false;\n this._options = tslib_1.__assign({ onerror: true, onunhandledrejection: true }, options);\n }\n /**\n * @inheritDoc\n */\n GlobalHandlers.prototype.setupOnce = function () {\n Error.stackTraceLimit = 50;\n if (this._options.onerror) {\n logger.log('Global Handler attached: onerror');\n this._installGlobalOnErrorHandler();\n }\n if (this._options.onunhandledrejection) {\n logger.log('Global Handler attached: onunhandledrejection');\n this._installGlobalOnUnhandledRejectionHandler();\n }\n };\n /** JSDoc */\n GlobalHandlers.prototype._installGlobalOnErrorHandler = function () {\n var _this = this;\n if (this._onErrorHandlerInstalled) {\n return;\n }\n addInstrumentationHandler({\n callback: function (data) {\n var error = data.error;\n var currentHub = getCurrentHub();\n var hasIntegration = currentHub.getIntegration(GlobalHandlers);\n var isFailedOwnDelivery = error && error.__sentry_own_request__ === true;\n if (!hasIntegration || shouldIgnoreOnError() || isFailedOwnDelivery) {\n return;\n }\n var client = currentHub.getClient();\n var event = isPrimitive(error)\n ? _this._eventFromIncompleteOnError(data.msg, data.url, data.line, data.column)\n : _this._enhanceEventWithInitialFrame(eventFromUnknownInput(error, undefined, {\n attachStacktrace: client && client.getOptions().attachStacktrace,\n rejection: false,\n }), data.url, data.line, data.column);\n addExceptionMechanism(event, {\n handled: false,\n type: 'onerror',\n });\n currentHub.captureEvent(event, {\n originalException: error,\n });\n },\n type: 'error',\n });\n this._onErrorHandlerInstalled = true;\n };\n /** JSDoc */\n GlobalHandlers.prototype._installGlobalOnUnhandledRejectionHandler = function () {\n var _this = this;\n if (this._onUnhandledRejectionHandlerInstalled) {\n return;\n }\n addInstrumentationHandler({\n callback: function (e) {\n var error = e;\n // dig the object of the rejection out of known event types\n try {\n // PromiseRejectionEvents store the object of the rejection under 'reason'\n // see https://developer.mozilla.org/en-US/docs/Web/API/PromiseRejectionEvent\n if ('reason' in e) {\n error = e.reason;\n }\n // something, somewhere, (likely a browser extension) effectively casts PromiseRejectionEvents\n // to CustomEvents, moving the `promise` and `reason` attributes of the PRE into\n // the CustomEvent's `detail` attribute, since they're not part of CustomEvent's spec\n // see https://developer.mozilla.org/en-US/docs/Web/API/CustomEvent and\n // https://github.com/getsentry/sentry-javascript/issues/2380\n else if ('detail' in e && 'reason' in e.detail) {\n error = e.detail.reason;\n }\n }\n catch (_oO) {\n // no-empty\n }\n var currentHub = getCurrentHub();\n var hasIntegration = currentHub.getIntegration(GlobalHandlers);\n var isFailedOwnDelivery = error && error.__sentry_own_request__ === true;\n if (!hasIntegration || shouldIgnoreOnError() || isFailedOwnDelivery) {\n return true;\n }\n var client = currentHub.getClient();\n var event = isPrimitive(error)\n ? _this._eventFromIncompleteRejection(error)\n : eventFromUnknownInput(error, undefined, {\n attachStacktrace: client && client.getOptions().attachStacktrace,\n rejection: true,\n });\n event.level = Severity.Error;\n addExceptionMechanism(event, {\n handled: false,\n type: 'onunhandledrejection',\n });\n currentHub.captureEvent(event, {\n originalException: error,\n });\n return;\n },\n type: 'unhandledrejection',\n });\n this._onUnhandledRejectionHandlerInstalled = true;\n };\n /**\n * This function creates a stack from an old, error-less onerror handler.\n */\n GlobalHandlers.prototype._eventFromIncompleteOnError = function (msg, url, line, column) {\n var ERROR_TYPES_RE = /^(?:[Uu]ncaught (?:exception: )?)?(?:((?:Eval|Internal|Range|Reference|Syntax|Type|URI|)Error): )?(.*)$/i;\n // If 'message' is ErrorEvent, get real message from inside\n var message = isErrorEvent(msg) ? msg.message : msg;\n var name;\n if (isString(message)) {\n var groups = message.match(ERROR_TYPES_RE);\n if (groups) {\n name = groups[1];\n message = groups[2];\n }\n }\n var event = {\n exception: {\n values: [\n {\n type: name || 'Error',\n value: message,\n },\n ],\n },\n };\n return this._enhanceEventWithInitialFrame(event, url, line, column);\n };\n /**\n * This function creates an Event from an TraceKitStackTrace that has part of it missing.\n */\n GlobalHandlers.prototype._eventFromIncompleteRejection = function (error) {\n return {\n exception: {\n values: [\n {\n type: 'UnhandledRejection',\n value: \"Non-Error promise rejection captured with value: \" + error,\n },\n ],\n },\n };\n };\n /** JSDoc */\n GlobalHandlers.prototype._enhanceEventWithInitialFrame = function (event, url, line, column) {\n event.exception = event.exception || {};\n event.exception.values = event.exception.values || [];\n event.exception.values[0] = event.exception.values[0] || {};\n event.exception.values[0].stacktrace = event.exception.values[0].stacktrace || {};\n event.exception.values[0].stacktrace.frames = event.exception.values[0].stacktrace.frames || [];\n var colno = isNaN(parseInt(column, 10)) ? undefined : column;\n var lineno = isNaN(parseInt(line, 10)) ? undefined : line;\n var filename = isString(url) && url.length > 0 ? url : getLocationHref();\n if (event.exception.values[0].stacktrace.frames.length === 0) {\n event.exception.values[0].stacktrace.frames.push({\n colno: colno,\n filename: filename,\n function: '?',\n in_app: true,\n lineno: lineno,\n });\n }\n return event;\n };\n /**\n * @inheritDoc\n */\n GlobalHandlers.id = 'GlobalHandlers';\n return GlobalHandlers;\n}());\nexport { GlobalHandlers };\n//# sourceMappingURL=globalhandlers.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/integrations/globalhandlers.js\n// module id = 113\n// module chunks = 0","import { fill, getFunctionName, getGlobalObject } from '@sentry/utils';\nimport { wrap } from '../helpers';\n/** Wrap timer functions and event targets to catch errors and provide better meta data */\nvar TryCatch = /** @class */ (function () {\n function TryCatch() {\n /** JSDoc */\n this._ignoreOnError = 0;\n /**\n * @inheritDoc\n */\n this.name = TryCatch.id;\n }\n /** JSDoc */\n TryCatch.prototype._wrapTimeFunction = function (original) {\n return function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var originalCallback = args[0];\n args[0] = wrap(originalCallback, {\n mechanism: {\n data: { function: getFunctionName(original) },\n handled: true,\n type: 'instrument',\n },\n });\n return original.apply(this, args);\n };\n };\n /** JSDoc */\n TryCatch.prototype._wrapRAF = function (original) {\n return function (callback) {\n return original(wrap(callback, {\n mechanism: {\n data: {\n function: 'requestAnimationFrame',\n handler: getFunctionName(original),\n },\n handled: true,\n type: 'instrument',\n },\n }));\n };\n };\n /** JSDoc */\n TryCatch.prototype._wrapEventTarget = function (target) {\n var global = getGlobalObject();\n var proto = global[target] && global[target].prototype;\n if (!proto || !proto.hasOwnProperty || !proto.hasOwnProperty('addEventListener')) {\n return;\n }\n fill(proto, 'addEventListener', function (original) {\n return function (eventName, fn, options) {\n try {\n // tslint:disable-next-line:no-unbound-method strict-type-predicates\n if (typeof fn.handleEvent === 'function') {\n fn.handleEvent = wrap(fn.handleEvent.bind(fn), {\n mechanism: {\n data: {\n function: 'handleEvent',\n handler: getFunctionName(fn),\n target: target,\n },\n handled: true,\n type: 'instrument',\n },\n });\n }\n }\n catch (err) {\n // can sometimes get 'Permission denied to access property \"handle Event'\n }\n return original.call(this, eventName, wrap(fn, {\n mechanism: {\n data: {\n function: 'addEventListener',\n handler: getFunctionName(fn),\n target: target,\n },\n handled: true,\n type: 'instrument',\n },\n }), options);\n };\n });\n fill(proto, 'removeEventListener', function (original) {\n return function (eventName, fn, options) {\n var callback = fn;\n try {\n callback = callback && (callback.__sentry_wrapped__ || callback);\n }\n catch (e) {\n // ignore, accessing __sentry_wrapped__ will throw in some Selenium environments\n }\n return original.call(this, eventName, callback, options);\n };\n });\n };\n /** JSDoc */\n TryCatch.prototype._wrapXHR = function (originalSend) {\n return function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var xhr = this; // tslint:disable-line:no-this-assignment\n var xmlHttpRequestProps = ['onload', 'onerror', 'onprogress', 'onreadystatechange'];\n xmlHttpRequestProps.forEach(function (prop) {\n if (prop in xhr && typeof xhr[prop] === 'function') {\n fill(xhr, prop, function (original) {\n var wrapOptions = {\n mechanism: {\n data: {\n function: prop,\n handler: getFunctionName(original),\n },\n handled: true,\n type: 'instrument',\n },\n };\n // If Instrument integration has been called before TryCatch, get the name of original function\n if (original.__sentry_original__) {\n wrapOptions.mechanism.data.handler = getFunctionName(original.__sentry_original__);\n }\n // Otherwise wrap directly\n return wrap(original, wrapOptions);\n });\n }\n });\n return originalSend.apply(this, args);\n };\n };\n /**\n * Wrap timer functions and event targets to catch errors\n * and provide better metadata.\n */\n TryCatch.prototype.setupOnce = function () {\n this._ignoreOnError = this._ignoreOnError;\n var global = getGlobalObject();\n fill(global, 'setTimeout', this._wrapTimeFunction.bind(this));\n fill(global, 'setInterval', this._wrapTimeFunction.bind(this));\n fill(global, 'requestAnimationFrame', this._wrapRAF.bind(this));\n if ('XMLHttpRequest' in global) {\n fill(XMLHttpRequest.prototype, 'send', this._wrapXHR.bind(this));\n }\n [\n 'EventTarget',\n 'Window',\n 'Node',\n 'ApplicationCache',\n 'AudioTrackList',\n 'ChannelMergerNode',\n 'CryptoOperation',\n 'EventSource',\n 'FileReader',\n 'HTMLUnknownElement',\n 'IDBDatabase',\n 'IDBRequest',\n 'IDBTransaction',\n 'KeyOperation',\n 'MediaController',\n 'MessagePort',\n 'ModalWindow',\n 'Notification',\n 'SVGElementInstance',\n 'Screen',\n 'TextTrack',\n 'TextTrackCue',\n 'TextTrackList',\n 'WebSocket',\n 'WebSocketWorker',\n 'Worker',\n 'XMLHttpRequest',\n 'XMLHttpRequestEventTarget',\n 'XMLHttpRequestUpload',\n ].forEach(this._wrapEventTarget.bind(this));\n };\n /**\n * @inheritDoc\n */\n TryCatch.id = 'TryCatch';\n return TryCatch;\n}());\nexport { TryCatch };\n//# sourceMappingURL=trycatch.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@sentry/browser/esm/integrations/trycatch.js\n// module id = 114\n// module chunks = 0","import * as tslib_1 from \"tslib\";\nimport { API, getCurrentHub } from '@sentry/core';\nimport { Severity } from '@sentry/types';\nimport { addInstrumentationHandler, getEventDescription, getGlobalObject, htmlTreeAsString, logger, parseUrl, safeJoin, } from '@sentry/utils';\n/**\n * Default Breadcrumbs instrumentations\n * TODO: Deprecated - with v6, this will be renamed to `Instrument`\n */\nvar Breadcrumbs = /** @class */ (function () {\n /**\n * @inheritDoc\n */\n function Breadcrumbs(options) {\n /**\n * @inheritDoc\n */\n this.name = Breadcrumbs.id;\n this._options = tslib_1.__assign({ console: true, dom: true, fetch: true, history: true, sentry: true, xhr: true }, options);\n }\n /**\n * Creates breadcrumbs from console API calls\n */\n Breadcrumbs.prototype._consoleBreadcrumb = function (handlerData) {\n var breadcrumb = {\n category: 'console',\n data: {\n arguments: handlerData.args,\n logger: 'console',\n },\n level: Severity.fromString(handlerData.level),\n message: safeJoin(handlerData.args, ' '),\n };\n if (handlerData.level === 'assert') {\n if (handlerData.args[0] === false) {\n breadcrumb.message = \"Assertion failed: \" + (safeJoin(handlerData.args.slice(1), ' ') || 'console.assert');\n breadcrumb.data.arguments = handlerData.args.slice(1);\n }\n else {\n // Don't capture a breadcrumb for passed assertions\n return;\n }\n }\n getCurrentHub().addBreadcrumb(breadcrumb, {\n input: handlerData.args,\n level: handlerData.level,\n });\n };\n /**\n * Creates breadcrumbs from DOM API calls\n */\n Breadcrumbs.prototype._domBreadcrumb = function (handlerData) {\n var target;\n // Accessing event.target can throw (see getsentry/raven-js#838, #768)\n try {\n target = handlerData.event.target\n ? htmlTreeAsString(handlerData.event.target)\n : htmlTreeAsString(handlerData.event);\n }\n catch (e) {\n target = '';\n }\n if (target.length === 0) {\n return;\n }\n getCurrentHub().addBreadcrumb({\n category: \"ui.\" + handlerData.name,\n message: target,\n }, {\n event: handlerData.event,\n name: handlerData.name,\n });\n };\n /**\n * Creates breadcrumbs from XHR API calls\n */\n Breadcrumbs.prototype._xhrBreadcrumb = function (handlerData) {\n if (handlerData.endTimestamp) {\n // We only capture complete, non-sentry requests\n if (handlerData.xhr.__sentry_own_request__) {\n return;\n }\n getCurrentHub().addBreadcrumb({\n category: 'xhr',\n data: handlerData.xhr.__sentry_xhr__,\n type: 'http',\n }, {\n xhr: handlerData.xhr,\n });\n return;\n }\n // We only capture issued sentry requests\n if (this._options.sentry && handlerData.xhr.__sentry_own_request__) {\n addSentryBreadcrumb(handlerData.args[0]);\n }\n };\n /**\n * Creates breadcrumbs from fetch API calls\n */\n Breadcrumbs.prototype._fetchBreadcrumb = function (handlerData) {\n // We only capture complete fetch requests\n if (!handlerData.endTimestamp) {\n return;\n }\n var client = getCurrentHub().getClient();\n var dsn = client && client.getDsn();\n if (this._options.sentry && dsn) {\n var filterUrl = new API(dsn).getStoreEndpoint();\n // if Sentry key appears in URL, don't capture it as a request\n // but rather as our own 'sentry' type breadcrumb\n if (filterUrl &&\n handlerData.fetchData.url.indexOf(filterUrl) !== -1 &&\n handlerData.fetchData.method === 'POST' &&\n handlerData.args[1] &&\n handlerData.args[1].body) {\n addSentryBreadcrumb(handlerData.args[1].body);\n return;\n }\n }\n if (handlerData.error) {\n getCurrentHub().addBreadcrumb({\n category: 'fetch',\n data: tslib_1.__assign({}, handlerData.fetchData, { status_code: handlerData.response.status }),\n level: Severity.Error,\n type: 'http',\n }, {\n data: handlerData.error,\n input: handlerData.args,\n });\n }\n else {\n getCurrentHub().addBreadcrumb({\n category: 'fetch',\n data: tslib_1.__assign({}, handlerData.fetchData, { status_code: handlerData.response.status }),\n type: 'http',\n }, {\n input: handlerData.args,\n response: handlerData.response,\n });\n }\n };\n /**\n * Creates breadcrumbs from history API calls\n */\n Breadcrumbs.prototype._historyBreadcrumb = function (handlerData) {\n var global = getGlobalObject();\n var from = handlerData.from;\n var to = handlerData.to;\n var parsedLoc = parseUrl(global.location.href);\n var parsedFrom = parseUrl(from);\n var parsedTo = parseUrl(to);\n // Initial pushState doesn't provide `from` information\n if (!parsedFrom.path) {\n parsedFrom = parsedLoc;\n }\n // Use only the path component of the URL if the URL matches the current\n // document (almost all the time when using pushState)\n if (parsedLoc.protocol === parsedTo.protocol && parsedLoc.host === parsedTo.host) {\n // tslint:disable-next-line:no-parameter-reassignment\n to = parsedTo.relative;\n }\n if (parsedLoc.protocol === parsedFrom.protocol && parsedLoc.host === parsedFrom.host) {\n // tslint:disable-next-line:no-parameter-reassignment\n from = parsedFrom.relative;\n }\n getCurrentHub().addBreadcrumb({\n category: 'navigation',\n data: {\n from: from,\n to: to,\n },\n });\n };\n /**\n * Instrument browser built-ins w/ breadcrumb capturing\n * - Console API\n * - DOM API (click/typing)\n * - XMLHttpRequest API\n * - Fetch API\n * - History API\n */\n Breadcrumbs.prototype.setupOnce = function () {\n var _this = this;\n if (this._options.console) {\n addInstrumentationHandler({\n callback: function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n _this._consoleBreadcrumb.apply(_this, tslib_1.__spread(args));\n },\n type: 'console',\n });\n }\n if (this._options.dom) {\n addInstrumentationHandler({\n callback: function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n _this._domBreadcrumb.apply(_this, tslib_1.__spread(args));\n },\n type: 'dom',\n });\n }\n if (this._options.xhr) {\n addInstrumentationHandler({\n callback: function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n _this._xhrBreadcrumb.apply(_this, tslib_1.__spread(args));\n },\n type: 'xhr',\n });\n }\n if (this._options.fetch) {\n addInstrumentationHandler({\n callback: function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n _this._fetchBreadcrumb.apply(_this, tslib_1.__spread(args));\n },\n type: 'fetch',\n });\n }\n if (this._options.history) {\n addInstrumentationHandler({\n callback: function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n _this._historyBreadcrumb.apply(_this, tslib_1.__spread(args));\n },\n type: 'history',\n });\n }\n };\n /**\n * @inheritDoc\n */\n Breadcrumbs.id = 'Breadcrumbs';\n return Breadcrumbs;\n}());\nexport { Breadcrumbs };\n/**\n * Create a breadcrumb of `sentry` from the events themselves\n */\nfunction addSentryBreadcrumb(serializedData) {\n // There's always something that can go wrong with deserialization...\n try {\n var event_1 = JSON.parse(serializedData);\n getCurrentHub().addBreadcrumb({\n category: \"sentry.\" + (event_1.type === 'transaction' ? 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FOOTER\n// ./node_modules/preload-js/index.js\n// module id = 118\n// module chunks = 0","import { WebGLRenderer } from \"three\";\n\nconst DeviceCalibration = require('!js-yaml-loader!../device-calibration.yaml');\n\nexport const CLASSIFICATION = {\n UNSUPPORTED: 'unsupported',\n LOW: 'low',\n MID: 'mid',\n HIGH: 'high'\n};\n\nexport class PerformanceManager {\n\n constructor() {\n\n }\n\n static classify() {\n\n let canvas = PerformanceManager.supportsCanvas();\n let webGl = PerformanceManager.supportsWebGL();\n let experimentalGl = PerformanceManager.supportsExperimentalWebGL();\n\n if (!(canvas || webGl || experimentalGl)) {\n return this.NotSupported();\n }\n\n return PerformanceManager.getPerformanceIndicators();\n }\n\n static NotSupported() {\n return CLASSIFICATION.UNSUPPORTED;\n }\n\n static getPerformanceIndicators() {\n\n try {\n\n let renderer = PerformanceManager.createWebGLRenderer();\n let gl = renderer.getContext('webgl');\n if (gl === null || undefined) {\n gl = renderer.getContext('experimental-webgl');\n }\n\n if (!gl) {\n return PerformanceManager.NotSupported();\n }\n\n let glDebugInformation = PerformanceManager.getGLDebugInfo(gl);\n let caps = renderer.capabilities;\n\n let indicators = {\n isMobile: PerformanceManager.isMobile(),\n maxVU: caps.maxVertexUniforms,\n maxTextureSize: caps.maxTextureSize,\n detailed: glDebugInformation\n };\n\n if (console) {\n console.info('Indicators', indicators);\n }\n\n\n return {\n profile: PerformanceManager.getProfile(indicators),\n indicators: indicators\n };\n\n } catch (e) {\n console.error(e);\n return PerformanceManager.NotSupported();\n }\n }\n\n\n /**\n * matches a string in a given data set with points and a specified string key identifier\n * @param dataSet\n * @param stringIdentifier\n * @param searchString\n * @returns {number}\n */\n static matchStringInDataSet(dataSet, stringIdentifier, searchString) {\n\n let points = 0;\n\n dataSet.forEach((dataObject) => {\n let data = dataObject[stringIdentifier];\n\n if (searchString.toLowerCase().indexOf(data) !== -1) {\n points += dataObject.pts;\n }\n });\n\n return points;\n }\n\n /**\n *\n * @param detailed\n * @returns {number}\n */\n static getVendorPoints(detailed) {\n\n if (!detailed) {\n return 0;\n }\n\n if (!DeviceCalibration.vendors.length) {\n return 0;\n }\n\n let vendorString = detailed.vendor;\n let vendors = DeviceCalibration.vendors;\n\n let points = PerformanceManager.matchStringInDataSet(vendors, 'id', vendorString);\n\n return points;\n }\n\n /**\n *\n * @param detailed\n * @returns {number}\n */\n static getRendererPoints(detailed) {\n\n if (!detailed) {\n return 0;\n }\n\n if (!DeviceCalibration.renderer.length) {\n return 0;\n }\n\n let rendererString = detailed.renderer;\n let renderers = DeviceCalibration.renderer;\n let points = PerformanceManager.matchStringInDataSet(renderers, 'id', rendererString);\n\n return points;\n }\n\n static numericQuotation(dataSet, comparsionValue) {\n\n let points = 0;\n\n dataSet.forEach((dataObject) => {\n\n let validRecord = true;\n\n if (!dataObject.hasOwnProperty('v')) {\n validRecord = false;\n }\n if (!dataObject.hasOwnProperty('eq')) {\n validRecord = false;\n }\n if (!dataObject.hasOwnProperty('pts')) {\n validRecord = false;\n }\n\n let v, eq, pts;\n\n v = dataObject.v;\n eq = dataObject.eq;\n pts = dataObject.pts;\n\n switch (eq) {\n case 'lt':\n if (comparsionValue < v) {\n points += pts;\n }\n\n break;\n case 'gt':\n if (comparsionValue > v) {\n points += pts;\n }\n break;\n }\n\n\n });\n\n\n return points;\n\n }\n\n /**\n * VectorUnits\n * @param VU\n * @returns {number}\n */\n static getDPRFactor(VU) {\n\n let dpr = window.devicePixelRatio || 1;\n if (dpr > 1) {\n return ((dpr - 1) * 10) * VU;\n }\n\n return VU;\n\n }\n\n\n /**\n *\n * @param maxVU\n * @returns {number}\n */\n static getVectorUnitPoints(maxVU) {\n\n if (!DeviceCalibration.vectorUnits.length) {\n return 0;\n }\n\n let sum = PerformanceManager.numericQuotation(DeviceCalibration.vectorUnits, maxVU);\n let dprFactor = PerformanceManager.getDPRFactor(maxVU);\n\n return sum + dprFactor;\n }\n\n /**\n *\n * @param textureSize\n * @returns {number}\n */\n static getTextureSizePoints(textureSize) {\n\n if (!DeviceCalibration.textureSizes.length) {\n return 0;\n }\n\n let sum = PerformanceManager.numericQuotation(DeviceCalibration.textureSizes, textureSize);\n return sum;\n }\n\n\n static getClassificationByPoints(points) {\n\n let performanceWeights = DeviceCalibration.performanceWeights;\n let performanceClass;\n\n performanceClass = performanceWeights.filter((weight) => {\n return points <= weight.v;\n });\n\n if (performanceClass.length === 0) {\n return CLASSIFICATION[DeviceCalibration.highestClassification];\n }\n\n return CLASSIFICATION[performanceClass[0].classification];\n }\n\n static getProfile(i) {\n\n let points = 0;\n let defaultClassification = DeviceCalibration.defaultClassification;\n\n points += PerformanceManager.getVendorPoints(i.detailed);\n points += PerformanceManager.getRendererPoints(i.detailed);\n points += PerformanceManager.getVectorUnitPoints(i.maxVU);\n points += PerformanceManager.getTextureSizePoints(i.maxTextures);\n\n if (i.isMobile) {\n points += DeviceCalibration.mobilePenality;\n }\n\n let classification = PerformanceManager.getClassificationByPoints(points);\n\n if (console) {\n console.info('Benchmark Score:', points);\n console.info('Classified:', classification);\n /*$.post(\"/index.php?\")*/\n }\n\n return classification;\n\n }\n\n static getGLDebugInfo(gl) {\n\n let specific = false;\n let extensionId = 'WEBGL_debug_renderer_info';\n let supportedGLExtensions = gl.getSupportedExtensions();\n if (supportedGLExtensions.length && supportedGLExtensions.indexOf(extensionId)) {\n let info = gl.getExtension(extensionId);\n specific = {\n vendor: gl.getParameter(info.UNMASKED_VENDOR_WEBGL),\n renderer: gl.getParameter(info.UNMASKED_RENDERER_WEBGL)\n };\n }\n\n return specific;\n\n }\n\n\n\n static isMobile() {\n\n let isMobile = {\n Android: function () {\n return navigator.userAgent.match(/Android/i);\n },\n BlackBerry: function () {\n return navigator.userAgent.match(/BlackBerry/i);\n },\n iOS: function () {\n return navigator.userAgent.match(/iPhone|iPad|iPod/i);\n },\n Opera: function () {\n return navigator.userAgent.match(/Opera Mini/i);\n },\n Windows: function () {\n return navigator.userAgent.match(/IEMobile/i);\n },\n any: function () {\n return (isMobile.Android() || isMobile.BlackBerry() || isMobile.iOS() || isMobile.Opera() || isMobile.Windows());\n }\n };\n\n return !!isMobile.any();\n\n }\n\n static supportsWorkers() {\n return !!window.Worker;\n }\n\n static supportsFileAPI() {\n return !!(window.File && window.FileReader && window.FileList && window.Blob);\n }\n\n static supportsCanvas() {\n return !!window.CanvasRenderingContext2D;\n }\n\n static supportsWebGL() {\n return !!window.WebGLRenderingContext;\n }\n\n static supportsExperimentalWebGL() {\n let canvas = PerformanceManager.createCanvas();\n\n try {\n\n if (!canvas.getContext('experimental-webgl')) {\n return false;\n }\n\n\n } catch (e) {\n return false;\n }\n\n canvas.remove();\n\n return true;\n }\n\n static createCanvas() {\n return document.createElement('canvas');\n }\n\n\n static createWebGLRenderer() {\n return new WebGLRenderer();\n }\n\n}\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/Manager/PerformanceManager.js\n// module id = 119\n// module chunks = 0","module.exports = {\n defaultClassification: 'LOW',\n highestClassification: 'HIGH',\n performanceWeights: [\n { v: 2000, classification: 'LOW' },\n { v: 5000, classification: 'MID' },\n { v: 9000, classification: 'HIGH' }\n ],\n mobilePenality: -1000,\n vectorUnits: [\n { v: 300, eq: 'lt', pts: -500 },\n { v: 4000, eq: 'lt', pts: -100 },\n { v: 5000, eq: 'gt', pts: 0 }\n ],\n textureSizes: [ { v: 30000, eq: 'gt', pts: 6000 } ],\n userAgents: null,\n vendors: [\n { id: 'nvidia', pts: 100 },\n { id: 'ati', pts: 20 },\n { id: 'google inc', pts: -2000 },\n { id: 'x.org', pts: -2000 }\n ],\n renderer: [\n { id: 'geforce', pts: 500 },\n { id: 1070, pts: 5000 },\n { id: 'k1200', pts: 9000 }\n ]\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/js-yaml-loader!./src/device-calibration.yaml\n// module id = 120\n// module chunks = 0","\nexport class VTiltShiftShader{\n constructor(scene){\n\n let vertexShaderAsset = scene.getAsset('VTiltShiftVertexShader');\n let fragmentShaderAsset = scene.getAsset('VTiltShiftFragmentShader');\n\n return {\n uniforms: {\n tDiffuse: {\n value: null\n },\n v: {\n value: 1 / scene.options.screen().y\n },\n r: {\n value: .35\n }\n },\n vertexShader: vertexShaderAsset,\n fragmentShader: fragmentShaderAsset\n }\n }\n\n\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/PostProcessing/VTiltShiftShader.js\n// module id = 121\n// module chunks = 0","\nexport class RGBShiftShader{\n constructor(scene){\n\n let vertexShaderAsset = scene.getAsset('RGBShiftVertexShader');\n let fragmentShaderAsset = scene.getAsset('RGBShiftFragmentShader');\n\n return {\n uniforms: {\n tDiffuse: {\n value: null\n },\n amount: {\n value: .005\n },\n angle: {\n value: 0\n }\n },\n vertexShader: vertexShaderAsset,\n fragmentShader: fragmentShaderAsset\n };\n\n }\n\n\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/PostProcessing/RGBShiftShader.js\n// module id = 122\n// module chunks = 0","import * as THREE from 'three';\n\nexport class FXAAShader {\n\n constructor (scene) {\n\n let vertexShaderAsset = scene.getAsset('FXAAVertexShader');\n let fragmentShaderAsset = scene.getAsset('FXAAFragmentShader');\n\n\n return {\n uniforms: {\n tDiffuse: {\n value: null\n },\n resolution: {\n value: new THREE.Vector2(1 / scene.options.screen().x, 1 / scene.options.screen().y)\n }\n },\n vertexShader: vertexShaderAsset,\n fragmentShader: fragmentShaderAsset\n }\n }\n\n\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/PostProcessing/FXAAShader.js\n// module id = 123\n// module chunks = 0","'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * Full-screen textured quad shader\n */\n\nvar CopyShader = {\n uniforms: {\n 'tDiffuse': { type: 't', value: null },\n 'opacity': { type: 'f', value: 1.0 }\n },\n vertexShader: ['varying vec2 vUv;', 'void main() {', 'vUv = uv;', 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\\n'),\n fragmentShader: ['uniform float opacity;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', 'vec4 texel = texture2D( tDiffuse, vUv );', 'gl_FragColor = opacity * texel;', '}'].join('\\n')\n};\n\nexports.CopyShader = CopyShader;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/three-effectcomposer-es6/dist/lib/copyshader.js\n// module id = 124\n// module chunks = 0","'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.RenderPass = undefined;\n\nvar _three = require('three');\n\nfunction RenderPass(scene, camera, overrideMaterial, clearColor, clearAlpha) {\n if (!(this instanceof RenderPass)) return new RenderPass(scene, camera, overrideMaterial, clearColor, clearAlpha);\n\n this.scene = scene;\n this.camera = camera;\n\n this.overrideMaterial = overrideMaterial;\n\n this.clearColor = clearColor;\n this.clearAlpha = clearAlpha !== undefined ? clearAlpha : 1;\n\n this.oldClearColor = new _three.Color();\n this.oldClearAlpha = 1;\n\n this.enabled = true;\n this.clear = true;\n this.needsSwap = false;\n} /**\n * @author alteredq / http://alteredqualia.com/\n */\n\nRenderPass.prototype.render = function (renderer, writeBuffer, readBuffer, delta) {\n this.scene.overrideMaterial = this.overrideMaterial;\n\n if (this.clearColor) {\n this.oldClearColor.copy(renderer.getClearColor());\n this.oldClearAlpha = renderer.getClearAlpha();\n\n renderer.setClearColor(this.clearColor, this.clearAlpha);\n }\n\n renderer.render(this.scene, this.camera, readBuffer, this.clear);\n\n if (this.clearColor) {\n renderer.setClearColor(this.oldClearColor, this.oldClearAlpha);\n }\n\n this.scene.overrideMaterial = null;\n};\n\nexports.RenderPass = RenderPass;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/three-effectcomposer-es6/dist/lib/renderpass.js\n// module id = 125\n// module chunks = 0","'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.ShaderPass = undefined;\n\nvar _index = require('../index');\n\nvar _index2 = _interopRequireDefault(_index);\n\nvar _three = require('three');\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction ShaderPass(shader, textureID) {\n if (!(this instanceof ShaderPass)) return new ShaderPass(shader, textureID);\n\n this.textureID = textureID !== undefined ? textureID : 'tDiffuse';\n\n this.uniforms = _three.UniformsUtils.clone(shader.uniforms);\n\n this.material = new _three.ShaderMaterial({\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader\n });\n\n this.renderToScreen = false;\n\n this.enabled = true;\n this.needsSwap = true;\n this.clear = false;\n}\n\nShaderPass.prototype.render = function (renderer, writeBuffer, readBuffer, delta) {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture;\n }\n\n _index2.default.quad.material = this.material;\n\n if (this.renderToScreen) {\n renderer.render(_index2.default.scene, _index2.default.camera);\n } else {\n renderer.render(_index2.default.scene, _index2.default.camera, writeBuffer, this.clear);\n }\n};\n\nexports.ShaderPass = ShaderPass;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/three-effectcomposer-es6/dist/lib/shaderpass.js\n// module id = 126\n// module chunks = 0","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction MaskPass(scene, camera) {\n if (!(this instanceof MaskPass)) return new MaskPass(scene, camera);\n\n this.scene = scene;\n this.camera = camera;\n\n this.enabled = true;\n this.clear = true;\n this.needsSwap = false;\n\n this.inverse = false;\n}\n\nMaskPass.prototype.render = function (renderer, writeBuffer, readBuffer, delta) {\n var context = renderer.context;\n\n // don't update color or depth\n\n context.colorMask(false, false, false, false);\n context.depthMask(false);\n\n // set up stencil\n\n var writeValue, clearValue;\n\n if (this.inverse) {\n writeValue = 0;\n clearValue = 1;\n } else {\n writeValue = 1;\n clearValue = 0;\n }\n\n context.enable(context.STENCIL_TEST);\n context.stencilOp(context.REPLACE, context.REPLACE, context.REPLACE);\n context.stencilFunc(context.ALWAYS, writeValue, 0xffffffff);\n context.clearStencil(clearValue);\n\n // draw into the stencil buffer\n\n renderer.render(this.scene, this.camera, readBuffer, this.clear);\n renderer.render(this.scene, this.camera, writeBuffer, this.clear);\n\n // re-enable update of color and depth\n\n context.colorMask(true, true, true, true);\n context.depthMask(true);\n\n // only render where stencil is set to 1\n\n context.stencilFunc(context.EQUAL, 1, 0xffffffff); // draw if == 1\n context.stencilOp(context.KEEP, context.KEEP, context.KEEP);\n};\n\nexports.MaskPass = MaskPass;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/three-effectcomposer-es6/dist/lib/maskpass.js\n// module id = 127\n// module chunks = 0","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction ClearMaskPass(scene, camera) {\n if (!(this instanceof ClearMaskPass)) return new ClearMaskPass(scene, camera);\n this.enabled = true;\n}\n\nClearMaskPass.prototype.render = function (renderer, writeBuffer, readBuffer, delta) {\n var context = renderer.context;\n context.disable(context.STENCIL_TEST);\n};\n\nexports.ClearMaskPass = ClearMaskPass;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/three-effectcomposer-es6/dist/lib/clearmaskpass.js\n// module id = 128\n// module chunks = 0","module.exports = {\n forceProfile: 'high',\n profiles: [ 'low', 'mid', 'high' ],\n colors: {\n fog: '#000000',\n grid: '#959595',\n continents: '#32a42b',\n countries: '#003696',\n topGlow: '#003696',\n fallOffGlow: '#003696',\n shield: '#004cd0',\n background: '#cccccc',\n particles: '#ffffff',\n pin: '#32a42b',\n pinOff: '#aed0f9',\n landmassDots: '#1c5c18',\n landmassDotsDarker: '#32a42b'\n },\n globalOptions: {\n useDots: false,\n useTopGlow: true,\n rgbShiftAmount: 0.2,\n tiltShiftFactor: 0.35,\n useAA: false,\n useSkyBox: false,\n useTiltShift: false,\n useRGBShift: false,\n useFXAA: true,\n useShield: true,\n useGrid: true,\n useCloseUpSkyBox: true,\n useCloseUpBackground: false,\n useChain: false,\n useStars: true,\n useFallOffGlow: true,\n useLandmassDots: true,\n maxResolution: [ 'Infinity', 'Infinity' ],\n maxPolarAngleDegrees: 85,\n minPolarAngleDegrees: 35,\n distanceFactor: 100,\n defaultMinDistance: 21,\n defaultMaxDistance: 23,\n europeMinDistance: 2,\n cameraClippingFar: 2000,\n rendererSettings: { antialias: true },\n fogFar: 30,\n starCount: 600,\n starOpacity: 0.3,\n starSettings: {\n size: 0.03,\n color: 16777215,\n opacity: 0.5,\n blending: 2,\n transparent: true,\n depthWrite: false\n },\n gridDetails: 10,\n closeUpBackgroundSettings: { subDivision: 4 },\n shieldSettings: { subDivH: 66, subDivV: 44, radiusFactor: 1.15 }\n },\n baseFilePath: 'resources',\n performanceGroups: {\n lowProfileOptions: {\n globalOptions: {\n usePostProcessing: false,\n maxResolution: [ 1024, 512 ],\n useChain: false,\n cameraClippingFar: 2000,\n fogFar: 30,\n starCount: 10,\n useStars: true,\n useShield: false,\n useTopGlow: false,\n starSettings: {\n size: 0.05,\n color: 16777215,\n opacity: 1,\n transparent: false,\n depthWrite: false\n },\n gridDetails: 24\n }\n },\n midProfileOptions: {\n globalOptions: {\n usePostProcessing: false,\n maxResolution: [ 2048, 1024 ],\n gridDetails: 12,\n shieldSettings: { subDivH: 25, subDivV: 15, radiusFactor: 1.2 },\n useStars: true,\n starCount: 3000,\n useChain: true,\n starSettings: {\n size: 0.05,\n color: 16777215,\n opacity: 0.4,\n blending: 2,\n transparent: true,\n depthWrite: false\n }\n }\n },\n highProfileOptions: {\n globalOptions: {\n useAA: false,\n usePostProcessing: true,\n useCloseUpBackground: true,\n useChain: true,\n useStars: true,\n rgbShiftAmount: 0.006,\n tiltShiftFactor: 0.0002,\n fogFar: 30,\n gridDetails: 6,\n starCount: 6000,\n starSettings: {\n size: 0.07,\n color: 16777215,\n opacity: 0.5,\n blending: 2,\n transparent: true,\n depthWrite: false\n },\n closeUpBackgroundSettings: { subDivision: 10 }\n }\n },\n api: {\n files: [\n {\n id: 'dataMarkersFull',\n src: 'https://backboneeurope.com/?action=network-map'\n }\n ]\n },\n globeHighRes: {\n globalOptions: { useDots: false },\n files: [\n { id: 'Dots', src: '/data/particle-grid.json' },\n { id: 'Continents', src: '/data/Continents_Highres.json' },\n { id: 'Countries', src: '/data/Countries_Highres.json' }\n ]\n },\n globeLowRes: {\n files: [\n { id: 'Continents', src: '/data/Continents.json' },\n { id: 'Countries', src: '/data/Countries.json' }\n ]\n },\n globe: {\n files: [\n {\n id: 'LightRayTexture',\n src: '/{{performance_setting}}/lightray.jpg'\n },\n {\n id: 'SkyTexture',\n src: '/{{performance_setting}}/background-texture.jpg'\n }\n ]\n },\n globeGlowLowRes: {\n files: [\n {\n id: 'GlobeGlow',\n src: '/{{performance_setting}}/globe-glow.png'\n }\n ]\n },\n globeGlowHighRes: {\n files: [\n {\n id: 'GlobeGlow',\n src: '/{{performance_setting}}/globe-glow.jpg'\n }\n ]\n },\n chainHighRes: {\n files: [ { id: 'Chain', src: '/{{performance_setting}}/chain.png' } ]\n },\n chainLowRes: {\n files: [ { id: 'Chain', src: '/{{performance_setting}}/chain.jpg' } ]\n },\n falloffGlow: {\n globalOptions: { fallOffSettings: { opacity: 0.3 } },\n files: [\n {\n id: 'FallOffGlow',\n src: '/{{performance_setting}}/falloff-glow.jpg'\n }\n ]\n },\n shield: {\n globalOptions: { useShield: true },\n files: [\n {\n id: 'ShieldClouds',\n src: '/{{performance_setting}}/clouds.jpg'\n },\n { id: 'XRayShaderVertex', src: '/shaders/vs_xray.glsl' },\n { id: 'XRayShaderFragment', src: '/shaders/fg_xray.glsl' }\n ]\n },\n tiltShift: {\n globalOptions: { useTiltShift: true },\n files: [\n {\n id: 'VTiltShiftVertexShader',\n src: '/shaders/vs_tilt.shift.glsl'\n },\n {\n id: 'VTiltShiftFragmentShader',\n src: '/shaders/fg_tilt.shift.glsl'\n }\n ]\n },\n RGBShift: {\n globalOptions: { useRGBShift: false },\n files: [\n {\n id: 'RGBShiftVertexShader',\n src: '/shaders/vs_rgb.shift.glsl'\n },\n {\n id: 'RGBShiftFragmentShader',\n src: '/shaders/fg_rgb.shift.glsl'\n }\n ]\n },\n FXAA: {\n globalOptions: { useFXAA: true },\n files: [\n { id: 'FXAAVertexShader', src: '/shaders/vs_fxaa.glsl' },\n { id: 'FXAAFragmentShader', src: '/shaders/fg_fxaa.glsl' }\n ]\n },\n skyBox: {\n globalOptions: { useSkyBox: true },\n files: [\n { id: 'cmRight', src: '/skybox/right.jpg' },\n { id: 'cmLeft', src: '/skybox/left.jpg' },\n { id: 'cmTop', src: '/skybox/top.jpg' },\n { id: 'cmBottom', src: '/skybox/bottom.jpg' },\n { id: 'cmBack', src: '/skybox/back.jpg' },\n { id: 'cmFront', src: '/skybox/front.jpg' }\n ]\n }\n },\n performanceProfiles: {\n default: [ 'api', 'globe', 'falloffGlow' ],\n low: [ 'lowProfileOptions', 'globeLowRes' ],\n mid: [\n 'midProfileOptions',\n 'globeLowRes',\n 'chainHighRes',\n 'shield',\n 'globeGlowHighRes'\n ],\n high: [\n 'highProfileOptions',\n 'globeHighRes',\n 'chainHighRes',\n 'globeGlowHighRes',\n 'shield',\n 'skyBox',\n 'tiltShift',\n 'RGBShift',\n 'FXAA'\n ]\n },\n cameraOptions: {\n locked: true,\n minDistance: 5,\n maxDistance: 200,\n dampingFactor: 0.063,\n draggingDampingFactor: 0.035,\n zoomSpeed: 0.15\n }\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/js-yaml-loader!./src/config.yaml\n// module id = 129\n// module chunks = 0"],"sourceRoot":""}