@dafilabs/audio-visualizer
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sync video player with comparison slider could be useful to compare before and after of videos
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{"version":3,"file":"index.mjs","sources":["../node_modules/three/build/three.core.js","../node_modules/three/build/three.module.js","../node_modules/three-stdlib/postprocessing/Pass.js","../node_modules/three-stdlib/postprocessing/ShaderPass.js","../node_modules/three-stdlib/shaders/CopyShader.js","../node_modules/three-stdlib/shaders/LuminosityHighPassShader.js","../node_modules/three-stdlib/postprocessing/UnrealBloomPass.js","../node_modules/three-stdlib/postprocessing/MaskPass.js","../node_modules/three-stdlib/postprocessing/EffectComposer.js","../node_modules/three-stdlib/postprocessing/RenderPass.js","../node_modules/three/examples/jsm/postprocessing/Pass.js","../node_modules/three/examples/jsm/shaders/OutputShader.js","../node_modules/three/examples/jsm/postprocessing/OutputPass.js","../src/components/AudioVisualizer/AudioVisualizer.tsx","../src/components/AudioVisualizer/base.tsx"],"sourcesContent":["/**\n * @license\n * Copyright 2010-2025 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '175';\n\n/**\n * Represents mouse buttons and interaction types in context of controls.\n *\n * @type {ConstantsMouse}\n * @constant\n */\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\n\n/**\n * Represents touch interaction types in context of controls.\n *\n * @type {ConstantsTouch}\n * @constant\n */\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\n\n/**\n * Disables face culling.\n *\n * @type {number}\n * @constant\n */\nconst CullFaceNone = 0;\n\n/**\n * Culls back faces.\n *\n * @type {number}\n * @constant\n */\nconst CullFaceBack = 1;\n\n/**\n * Culls front faces.\n *\n * @type {number}\n * @constant\n */\nconst CullFaceFront = 2;\n\n/**\n * Culls both front and back faces.\n *\n * @type {number}\n * @constant\n */\nconst CullFaceFrontBack = 3;\n\n/**\n * Gives unfiltered shadow maps - fastest, but lowest quality.\n *\n * @type {number}\n * @constant\n */\nconst BasicShadowMap = 0;\n\n/**\n * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.\n *\n * @type {number}\n * @constant\n */\nconst PCFShadowMap = 1;\n\n/**\n * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with\n * better soft shadows especially when using low-resolution shadow maps.\n *\n * @type {number}\n * @constant\n */\nconst PCFSoftShadowMap = 2;\n\n/**\n * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.\n * When using VSMShadowMap all shadow receivers will also cast shadows.\n *\n * @type {number}\n * @constant\n */\nconst VSMShadowMap = 3;\n\n/**\n * Only front faces are rendered.\n *\n * @type {number}\n * @constant\n */\nconst FrontSide = 0;\n\n/**\n * Only back faces are rendered.\n *\n * @type {number}\n * @constant\n */\nconst BackSide = 1;\n\n/**\n * Both front and back faces are rendered.\n *\n * @type {number}\n * @constant\n */\nconst DoubleSide = 2;\n\n/**\n * No blending is performed which effectively disables\n * alpha transparency.\n *\n * @type {number}\n * @constant\n */\nconst NoBlending = 0;\n\n/**\n * The default blending.\n *\n * @type {number}\n * @constant\n */\nconst NormalBlending = 1;\n\n/**\n * Represents additive blending.\n *\n * @type {number}\n * @constant\n */\nconst AdditiveBlending = 2;\n\n/**\n * Represents subtractive blending.\n *\n * @type {number}\n * @constant\n */\nconst SubtractiveBlending = 3;\n\n/**\n * Represents multiply blending.\n *\n * @type {number}\n * @constant\n */\nconst MultiplyBlending = 4;\n\n/**\n * Represents custom blending.\n *\n * @type {number}\n * @constant\n */\nconst CustomBlending = 5;\n\n/**\n * A `source + destination` blending equation.\n *\n * @type {number}\n * @constant\n */\nconst AddEquation = 100;\n\n/**\n * A `source - destination` blending equation.\n *\n * @type {number}\n * @constant\n */\nconst SubtractEquation = 101;\n\n/**\n * A `destination - source` blending equation.\n *\n * @type {number}\n * @constant\n */\nconst ReverseSubtractEquation = 102;\n\n/**\n * A blend equation that uses the minimum of source and destination.\n *\n * @type {number}\n * @constant\n */\nconst MinEquation = 103;\n\n/**\n * A blend equation that uses the maximum of source and destination.\n *\n * @type {number}\n * @constant\n */\nconst MaxEquation = 104;\n\n/**\n * Multiplies all colors by `0`.\n *\n * @type {number}\n * @constant\n */\nconst ZeroFactor = 200;\n\n/**\n * Multiplies all colors by `1`.\n *\n * @type {number}\n * @constant\n */\nconst OneFactor = 201;\n\n/**\n * Multiplies all colors by the source colors.\n *\n * @type {number}\n * @constant\n */\nconst SrcColorFactor = 202;\n\n/**\n * Multiplies all colors by `1` minus each source color.\n *\n * @type {number}\n * @constant\n */\nconst OneMinusSrcColorFactor = 203;\n\n/**\n * Multiplies all colors by the source alpha value.\n *\n * @type {number}\n * @constant\n */\nconst SrcAlphaFactor = 204;\n\n/**\n * Multiplies all colors by 1 minus the source alpha value.\n *\n * @type {number}\n * @constant\n */\nconst OneMinusSrcAlphaFactor = 205;\n\n/**\n * Multiplies all colors by the destination alpha value.\n *\n * @type {number}\n * @constant\n */\nconst DstAlphaFactor = 206;\n\n/**\n * Multiplies all colors by `1` minus the destination alpha value.\n *\n * @type {number}\n * @constant\n */\nconst OneMinusDstAlphaFactor = 207;\n\n/**\n * Multiplies all colors by the destination color.\n *\n * @type {number}\n * @constant\n */\nconst DstColorFactor = 208;\n\n/**\n * Multiplies all colors by `1` minus each destination color.\n *\n * @type {number}\n * @constant\n */\nconst OneMinusDstColorFactor = 209;\n\n/**\n * Multiplies the RGB colors by the smaller of either the source alpha\n * value or the value of `1` minus the destination alpha value. The alpha\n * value is multiplied by `1`.\n *\n * @type {number}\n * @constant\n */\nconst SrcAlphaSaturateFactor = 210;\n\n/**\n * Multiplies all colors by a constant color.\n *\n * @type {number}\n * @constant\n */\nconst ConstantColorFactor = 211;\n\n/**\n * Multiplies all colors by `1` minus a constant color.\n *\n * @type {number}\n * @constant\n */\nconst OneMinusConstantColorFactor = 212;\n\n/**\n * Multiplies all colors by a constant alpha value.\n *\n * @type {number}\n * @constant\n */\nconst ConstantAlphaFactor = 213;\n\n/**\n * Multiplies all colors by 1 minus a constant alpha value.\n *\n * @type {number}\n * @constant\n */\nconst OneMinusConstantAlphaFactor = 214;\n\n/**\n * Never pass.\n *\n * @type {number}\n * @constant\n */\nconst NeverDepth = 0;\n\n/**\n * Always pass.\n *\n * @type {number}\n * @constant\n */\nconst AlwaysDepth = 1;\n\n/**\n * Pass if the incoming value is less than the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nconst LessDepth = 2;\n\n/**\n * Pass if the incoming value is less than or equal to the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nconst LessEqualDepth = 3;\n\n/**\n * Pass if the incoming value equals the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nconst EqualDepth = 4;\n\n/**\n * Pass if the incoming value is greater than or equal to the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nconst GreaterEqualDepth = 5;\n\n/**\n * Pass if the incoming value is greater than the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nconst GreaterDepth = 6;\n\n/**\n * Pass if the incoming value is not equal to the depth buffer value.\n *\n * @type {number}\n * @constant\n */\nconst NotEqualDepth = 7;\n\n/**\n * Multiplies the environment map color with the surface color.\n *\n * @type {number}\n * @constant\n */\nconst MultiplyOperation = 0;\n\n/**\n * Uses reflectivity to blend between the two colors.\n *\n * @type {number}\n * @constant\n */\nconst MixOperation = 1;\n\n/**\n * Adds the two colors.\n *\n * @type {number}\n * @constant\n */\nconst AddOperation = 2;\n\n/**\n * No tone mapping is applied.\n *\n * @type {number}\n * @constant\n */\nconst NoToneMapping = 0;\n\n/**\n * Linear tone mapping.\n *\n * @type {number}\n * @constant\n */\nconst LinearToneMapping = 1;\n\n/**\n * Reinhard tone mapping.\n *\n * @type {number}\n * @constant\n */\nconst ReinhardToneMapping = 2;\n\n/**\n * Cineon tone mapping.\n *\n * @type {number}\n * @constant\n */\nconst CineonToneMapping = 3;\n\n/**\n * ACES Filmic tone mapping.\n *\n * @type {number}\n * @constant\n */\nconst ACESFilmicToneMapping = 4;\n\n/**\n * Custom tone mapping.\n *\n * Expects a custom implementation by modifying shader code of the material's fragment shader.\n *\n * @type {number}\n * @constant\n */\nconst CustomToneMapping = 5;\n\n/**\n * AgX tone mapping.\n *\n * @type {number}\n * @constant\n */\nconst AgXToneMapping = 6;\n\n/**\n * Neutral tone mapping.\n *\n * Implementation based on the Khronos 3D Commerce Group standard tone mapping.\n *\n * @type {number}\n * @constant\n */\nconst NeutralToneMapping = 7;\n\n/**\n * The skinned mesh shares the same world space as the skeleton.\n *\n * @type {string}\n * @constant\n */\nconst AttachedBindMode = 'attached';\n\n/**\n * The skinned mesh does not share the same world space as the skeleton.\n * This is useful when a skeleton is shared across multiple skinned meshes.\n *\n * @type {string}\n * @constant\n */\nconst DetachedBindMode = 'detached';\n\n/**\n * Maps textures using the geometry's UV coordinates.\n *\n * @type {number}\n * @constant\n */\nconst UVMapping = 300;\n\n/**\n * Reflection mapping for cube textures.\n *\n * @type {number}\n * @constant\n */\nconst CubeReflectionMapping = 301;\n\n/**\n * Refraction mapping for cube textures.\n *\n * @type {number}\n * @constant\n */\nconst CubeRefractionMapping = 302;\n\n/**\n * Reflection mapping for equirectangular textures.\n *\n * @type {number}\n * @constant\n */\nconst EquirectangularReflectionMapping = 303;\n\n/**\n * Refraction mapping for equirectangular textures.\n *\n * @type {number}\n * @constant\n */\nconst EquirectangularRefractionMapping = 304;\n\n/**\n * Reflection mapping for PMREM textures.\n *\n * @type {number}\n * @constant\n */\nconst CubeUVReflectionMapping = 306;\n\n/**\n * The texture will simply repeat to infinity.\n *\n * @type {number}\n * @constant\n */\nconst RepeatWrapping = 1000;\n\n/**\n * The last pixel of the texture stretches to the edge of the mesh.\n *\n * @type {number}\n * @constant\n */\nconst ClampToEdgeWrapping = 1001;\n\n/**\n * The texture will repeats to infinity, mirroring on each repeat.\n *\n * @type {number}\n * @constant\n */\nconst MirroredRepeatWrapping = 1002;\n\n/**\n * Returns the value of the texture element that is nearest (in Manhattan distance)\n * to the specified texture coordinates.\n *\n * @type {number}\n * @constant\n */\nconst NearestFilter = 1003;\n\n/**\n * Chooses the mipmap that most closely matches the size of the pixel being textured\n * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)\n * to produce a texture value.\n *\n * @type {number}\n * @constant\n */\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004; // legacy\n\n/**\n * Chooses the two mipmaps that most closely match the size of the pixel being textured and\n * uses the `NearestFilter` criterion to produce a texture value from each mipmap.\n * The final texture value is a weighted average of those two values.\n *\n * @type {number}\n * @constant\n */\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005; // legacy\n\n/**\n * Returns the weighted average of the four texture elements that are closest to the specified\n * texture coordinates, and can include items wrapped or repeated from other parts of a texture,\n * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.\n *\n * @type {number}\n * @constant\n */\nconst LinearFilter = 1006;\n\n/**\n * Chooses the mipmap that most closely matches the size of the pixel being textured and uses\n * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the\n * center of the pixel) to produce a texture value.\n *\n * @type {number}\n * @constant\n */\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007; // legacy\n\n/**\n * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses\n * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value\n * is a weighted average of those two values.\n *\n * @type {number}\n * @constant\n */\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008; // legacy\n\n/**\n * An unsigned byte data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst UnsignedByteType = 1009;\n\n/**\n * A byte data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst ByteType = 1010;\n\n/**\n * A short data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst ShortType = 1011;\n\n/**\n * An unsigned short data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst UnsignedShortType = 1012;\n\n/**\n * An int data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst IntType = 1013;\n\n/**\n * An unsigned int data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst UnsignedIntType = 1014;\n\n/**\n * A float data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst FloatType = 1015;\n\n/**\n * A half float data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst HalfFloatType = 1016;\n\n/**\n * An unsigned short 4_4_4_4 (packed) data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst UnsignedShort4444Type = 1017;\n\n/**\n * An unsigned short 5_5_5_1 (packed) data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst UnsignedShort5551Type = 1018;\n\n/**\n * An unsigned int 24_8 data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst UnsignedInt248Type = 1020;\n\n/**\n * An unsigned int 5_9_9_9 (packed) data type for textures.\n *\n * @type {number}\n * @constant\n */\nconst UnsignedInt5999Type = 35902;\n\n/**\n * Discards the red, green and blue components and reads just the alpha component.\n *\n * @type {number}\n * @constant\n */\nconst AlphaFormat = 1021;\n\n/**\n * Discards the alpha component and reads the red, green and blue component.\n *\n * @type {number}\n * @constant\n */\nconst RGBFormat = 1022;\n\n/**\n * Reads the red, green, blue and alpha components.\n *\n * @type {number}\n * @constant\n */\nconst RGBAFormat = 1023;\n\n/**\n * reads each element as a single luminance component. This is then converted to a floating point,\n * clamped to the range `[0,1]`, and then assembled into an RGBA element by placing the luminance value\n * in the red, green and blue channels, and attaching 1.0 to the alpha channel.\n *\n * @type {number}\n * @constant\n */\nconst LuminanceFormat = 1024;\n\n/**\n * Reads each element as a luminance/alpha double. The same process occurs as for the `LuminanceFormat`,\n * except that the alpha channel may have values other than `1.0`.\n *\n * @type {number}\n * @constant\n */\nconst LuminanceAlphaFormat = 1025;\n\n/**\n * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.\n *\n * @type {number}\n * @constant\n */\nconst DepthFormat = 1026;\n\n/**\n * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as\n * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.\n *\n * @type {number}\n * @constant\n */\nconst DepthStencilFormat = 1027;\n\n/**\n * Discards the green, blue and alpha components and reads just the red component.\n *\n * @type {number}\n * @constant\n */\nconst RedFormat = 1028;\n\n/**\n * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.\n *\n * @type {number}\n * @constant\n */\nconst RedIntegerFormat = 1029;\n\n/**\n * Discards the alpha, and blue components and reads the red, and green components.\n *\n * @type {number}\n * @constant\n */\nconst RGFormat = 1030;\n\n/**\n * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.\n *\n * @type {number}\n * @constant\n */\nconst RGIntegerFormat = 1031;\n\n/**\n * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.\n *\n * @type {number}\n * @constant\n */\nconst RGBIntegerFormat = 1032;\n\n/**\n * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.\n *\n * @type {number}\n * @constant\n */\nconst RGBAIntegerFormat = 1033;\n\n/**\n * A DXT1-compressed image in an RGB image format.\n *\n * @type {number}\n * @constant\n */\nconst RGB_S3TC_DXT1_Format = 33776;\n\n/**\n * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_S3TC_DXT1_Format = 33777;\n\n/**\n * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_S3TC_DXT3_Format = 33778;\n\n/**\n * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3\n * compression in how the alpha compression is done.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_S3TC_DXT5_Format = 33779;\n\n/**\n * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.\n *\n * @type {number}\n * @constant\n */\nconst RGB_PVRTC_4BPPV1_Format = 35840;\n\n/**\n * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.\n *\n * @type {number}\n * @constant\n */\nconst RGB_PVRTC_2BPPV1_Format = 35841;\n\n/**\n * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\n\n/**\n * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\n\n/**\n * ETC1 RGB format.\n *\n * @type {number}\n * @constant\n */\nconst RGB_ETC1_Format = 36196;\n\n/**\n * ETC2 RGB format.\n *\n * @type {number}\n * @constant\n */\nconst RGB_ETC2_Format = 37492;\n\n/**\n * ETC2 RGBA format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ETC2_EAC_Format = 37496;\n\n/**\n * ASTC RGBA 4x4 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_4x4_Format = 37808;\n\n/**\n * ASTC RGBA 5x4 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_5x4_Format = 37809;\n\n/**\n * ASTC RGBA 5x5 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_5x5_Format = 37810;\n\n/**\n * ASTC RGBA 6x5 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_6x5_Format = 37811;\n\n/**\n * ASTC RGBA 6x6 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_6x6_Format = 37812;\n\n/**\n * ASTC RGBA 8x5 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_8x5_Format = 37813;\n\n/**\n * ASTC RGBA 8x6 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_8x6_Format = 37814;\n\n/**\n * ASTC RGBA 8x8 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_8x8_Format = 37815;\n\n/**\n * ASTC RGBA 10x5 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_10x5_Format = 37816;\n\n/**\n * ASTC RGBA 10x6 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_10x6_Format = 37817;\n\n/**\n * ASTC RGBA 10x8 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_10x8_Format = 37818;\n\n/**\n * ASTC RGBA 10x10 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_10x10_Format = 37819;\n\n/**\n * ASTC RGBA 12x10 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_12x10_Format = 37820;\n\n/**\n * ASTC RGBA 12x12 format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_ASTC_12x12_Format = 37821;\n\n/**\n * BPTC RGBA format.\n *\n * @type {number}\n * @constant\n */\nconst RGBA_BPTC_Format = 36492;\n\n/**\n * BPTC Signed RGB format.\n *\n * @type {number}\n * @constant\n */\nconst RGB_BPTC_SIGNED_Format = 36494;\n\n/**\n * BPTC Unsigned RGB format.\n *\n * @type {number}\n * @constant\n */\nconst RGB_BPTC_UNSIGNED_Format = 36495;\n\n/**\n * RGTC1 Red format.\n *\n * @type {number}\n * @constant\n */\nconst RED_RGTC1_Format = 36283;\n\n/**\n * RGTC1 Signed Red format.\n *\n * @type {number}\n * @constant\n */\nconst SIGNED_RED_RGTC1_Format = 36284;\n\n/**\n * RGTC2 Red Green format.\n *\n * @type {number}\n * @constant\n */\nconst RED_GREEN_RGTC2_Format = 36285;\n\n/**\n * RGTC2 Signed Red Green format.\n *\n * @type {number}\n * @constant\n */\nconst SIGNED_RED_GREEN_RGTC2_Format = 36286;\n\n/**\n * Animations are played once.\n *\n * @type {number}\n * @constant\n */\nconst LoopOnce = 2200;\n\n/**\n * Animations are played with a chosen number of repetitions, each time jumping from\n * the end of the clip directly to its beginning.\n *\n * @type {number}\n * @constant\n */\nconst LoopRepeat = 2201;\n\n/**\n * Animations are played with a chosen number of repetitions, alternately playing forward\n * and backward.\n *\n * @type {number}\n * @constant\n */\nconst LoopPingPong = 2202;\n\n/**\n * Discrete interpolation mode for keyframe tracks.\n *\n * @type {number}\n * @constant\n */\nconst InterpolateDiscrete = 2300;\n\n/**\n * Linear interpolation mode for keyframe tracks.\n *\n * @type {number}\n * @constant\n */\nconst InterpolateLinear = 2301;\n\n/**\n * Smooth interpolation mode for keyframe tracks.\n *\n * @type {number}\n * @constant\n */\nconst InterpolateSmooth = 2302;\n\n/**\n * Zero curvature ending for animations.\n *\n * @type {number}\n * @constant\n */\nconst ZeroCurvatureEnding = 2400;\n\n/**\n * Zero slope ending for animations.\n *\n * @type {number}\n * @constant\n */\nconst ZeroSlopeEnding = 2401;\n\n/**\n * Wrap around ending for animations.\n *\n * @type {number}\n * @constant\n */\nconst WrapAroundEnding = 2402;\n\n/**\n * Default animation blend mode.\n *\n * @type {number}\n * @constant\n */\nconst NormalAnimationBlendMode = 2500;\n\n/**\n * Additive animation blend mode. Can be used to layer motions on top of\n * each other to build complex performances from smaller re-usable assets.\n *\n * @type {number}\n * @constant\n */\nconst AdditiveAnimationBlendMode = 2501;\n\n/**\n * For every three vertices draw a single triangle.\n *\n * @type {number}\n * @constant\n */\nconst TrianglesDrawMode = 0;\n\n/**\n * For each vertex draw a triangle from the last three vertices.\n *\n * @type {number}\n * @constant\n */\nconst TriangleStripDrawMode = 1;\n\n/**\n * For each vertex draw a triangle from the first vertex and the last two vertices.\n *\n * @type {number}\n * @constant\n */\nconst TriangleFanDrawMode = 2;\n\n/**\n * Basic depth packing.\n *\n * @type {number}\n * @constant\n */\nconst BasicDepthPacking = 3200;\n\n/**\n * A depth value is packed into 32 bit RGBA.\n *\n * @type {number}\n * @constant\n */\nconst RGBADepthPacking = 3201;\n\n/**\n * A depth value is packed into 24 bit RGB.\n *\n * @type {number}\n * @constant\n */\nconst RGBDepthPacking = 3202;\n\n/**\n * A depth value is packed into 16 bit RG.\n *\n * @type {number}\n * @constant\n */\nconst RGDepthPacking = 3203;\n\n/**\n * Normal information is relative to the underlying surface.\n *\n * @type {number}\n * @constant\n */\nconst TangentSpaceNormalMap = 0;\n\n/**\n * Normal information is relative to the object orientation.\n *\n * @type {number}\n * @constant\n */\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\n\n/**\n * No color space.\n *\n * @type {string}\n * @constant\n */\nconst NoColorSpace = '';\n\n/**\n * sRGB color space.\n *\n * @type {string}\n * @constant\n */\nconst SRGBColorSpace = 'srgb';\n\n/**\n * sRGB-linear color space.\n *\n * @type {string}\n * @constant\n */\nconst LinearSRGBColorSpace = 'srgb-linear';\n\n/**\n * Linear transfer function.\n *\n * @type {string}\n * @constant\n */\nconst LinearTransfer = 'linear';\n\n/**\n * sRGB transfer function.\n *\n * @type {string}\n * @constant\n */\nconst SRGBTransfer = 'srgb';\n\n/**\n * Sets the stencil buffer value to `0`.\n *\n * @type {number}\n * @constant\n */\nconst ZeroStencilOp = 0;\n\n/**\n * Keeps the current value.\n *\n * @type {number}\n * @constant\n */\nconst KeepStencilOp = 7680;\n\n/**\n * Sets the stencil buffer value to the specified reference value.\n *\n * @type {number}\n * @constant\n */\nconst ReplaceStencilOp = 7681;\n\n/**\n * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.\n *\n * @type {number}\n * @constant\n */\nconst IncrementStencilOp = 7682;\n\n/**\n * Decrements the current stencil buffer value. Clamps to `0`.\n *\n * @type {number}\n * @constant\n */\nconst DecrementStencilOp = 7683;\n\n/**\n * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing\n * the maximum representable unsigned value.\n *\n * @type {number}\n * @constant\n */\nconst IncrementWrapStencilOp = 34055;\n\n/**\n * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable\n * unsigned value when decrementing a stencil buffer value of `0`.\n *\n * @type {number}\n * @constant\n */\nconst DecrementWrapStencilOp = 34056;\n\n/**\n * Inverts the current stencil buffer value bitwise.\n *\n * @type {number}\n * @constant\n */\nconst InvertStencilOp = 5386;\n\n/**\n * Will never return true.\n *\n * @type {number}\n * @constant\n */\nconst NeverStencilFunc = 512;\n\n/**\n * Will return true if the stencil reference value is less than the current stencil value.\n *\n * @type {number}\n * @constant\n */\nconst LessStencilFunc = 513;\n\n/**\n * Will return true if the stencil reference value is equal to the current stencil value.\n *\n * @type {number}\n * @constant\n */\nconst EqualStencilFunc = 514;\n\n/**\n * Will return true if the stencil reference value is less than or equal to the current stencil value.\n *\n * @type {number}\n * @constant\n */\nconst LessEqualStencilFunc = 515;\n\n/**\n * Will return true if the stencil reference value is greater than the current stencil value.\n *\n * @type {number}\n * @constant\n */\nconst GreaterStencilFunc = 516;\n\n/**\n * Will return true if the stencil reference value is not equal to the current stencil value.\n *\n * @type {number}\n * @constant\n */\nconst NotEqualStencilFunc = 517;\n\n/**\n * Will return true if the stencil reference value is greater than or equal to the current stencil value.\n *\n * @type {number}\n * @constant\n */\nconst GreaterEqualStencilFunc = 518;\n\n/**\n * Will always return true.\n *\n * @type {number}\n * @constant\n */\nconst AlwaysStencilFunc = 519;\n\n/**\n * Never pass.\n *\n * @type {number}\n * @constant\n */\nconst NeverCompare = 512;\n\n/**\n * Pass if the incoming value is less than the texture value.\n *\n * @type {number}\n * @constant\n */\nconst LessCompare = 513;\n\n/**\n * Pass if the incoming value equals the texture value.\n *\n * @type {number}\n * @constant\n */\nconst EqualCompare = 514;\n\n/**\n * Pass if the incoming value is less than or equal to the texture value.\n *\n * @type {number}\n * @constant\n */\nconst LessEqualCompare = 515;\n\n/**\n * Pass if the incoming value is greater than the texture value.\n *\n * @type {number}\n * @constant\n */\nconst GreaterCompare = 516;\n\n/**\n * Pass if the incoming value is not equal to the texture value.\n *\n * @type {number}\n * @constant\n */\nconst NotEqualCompare = 517;\n\n/**\n * Pass if the incoming value is greater than or equal to the texture value.\n *\n * @type {number}\n * @constant\n */\nconst GreaterEqualCompare = 518;\n\n/**\n * Always pass.\n *\n * @type {number}\n * @constant\n */\nconst AlwaysCompare = 519;\n\n/**\n * The contents are intended to be specified once by the application, and used many\n * times as the source for drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nconst StaticDrawUsage = 35044;\n\n/**\n * The contents are intended to be respecified repeatedly by the application, and\n * used many times as the source for drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nconst DynamicDrawUsage = 35048;\n\n/**\n * The contents are intended to be specified once by the application, and used at most\n * a few times as the source for drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nconst StreamDrawUsage = 35040;\n\n/**\n * The contents are intended to be specified once by reading data from the 3D API, and queried\n * many times by the application.\n *\n * @type {number}\n * @constant\n */\nconst StaticReadUsage = 35045;\n\n/**\n * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried\n * many times by the application.\n *\n * @type {number}\n * @constant\n */\nconst DynamicReadUsage = 35049;\n\n/**\n * The contents are intended to be specified once by reading data from the 3D API, and queried at most\n * a few times by the application\n *\n * @type {number}\n * @constant\n */\nconst StreamReadUsage = 35041;\n\n/**\n * The contents are intended to be specified once by reading data from the 3D API, and used many times as\n * the source for WebGL drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nconst StaticCopyUsage = 35046;\n\n/**\n * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times\n * as the source for WebGL drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nconst DynamicCopyUsage = 35050;\n\n/**\n * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times\n * as the source for WebGL drawing and image specification commands.\n *\n * @type {number}\n * @constant\n */\nconst StreamCopyUsage = 35042;\n\n/**\n * GLSL 1 shader code.\n *\n * @type {string}\n * @constant\n */\nconst GLSL1 = '100';\n\n/**\n * GLSL 3 shader code.\n *\n * @type {string}\n * @constant\n */\nconst GLSL3 = '300 es';\n\n/**\n * WebGL coordinate system.\n *\n * @type {number}\n * @constant\n */\nconst WebGLCoordinateSystem = 2000;\n\n/**\n * WebGPU coordinate system.\n *\n * @type {number}\n * @constant\n */\nconst WebGPUCoordinateSystem = 2001;\n\n/**\n * Represents the different timestamp query types.\n *\n * @type {ConstantsTimestampQuery}\n * @constant\n */\nconst TimestampQuery = {\n\tCOMPUTE: 'compute',\n\tRENDER: 'render'\n};\n\n/**\n * This type represents mouse buttons and interaction types in context of controls.\n *\n * @typedef {Object} ConstantsMouse\n * @property {number} MIDDLE - The left mouse button.\n * @property {number} LEFT - The middle mouse button.\n * @property {number} RIGHT - The right mouse button.\n * @property {number} ROTATE - A rotate interaction.\n * @property {number} DOLLY - A dolly interaction.\n * @property {number} PAN - A pan interaction.\n **/\n\n/**\n * This type represents touch interaction types in context of controls.\n *\n * @typedef {Object} ConstantsTouch\n * @property {number} ROTATE - A rotate interaction.\n * @property {number} PAN - A pan interaction.\n * @property {number} DOLLY_PAN - The dolly-pan interaction.\n * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.\n **/\n\n/**\n * This type represents the different timestamp query types.\n *\n * @typedef {Object} ConstantsTimestampQuery\n * @property {string} COMPUTE - A `compute` timestamp query.\n * @property {string} RENDER - A `render` timestamp query.\n **/\n\n/**\n * This modules allows to dispatch event objects on custom JavaScript objects.\n *\n * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}\n *\n * Code Example:\n * ```js\n * class Car extends EventDispatcher {\n * \tstart() {\n *\t\tthis.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );\n *\t}\n *};\n *\n * // Using events with the custom object\n * const car = new Car();\n * car.addEventListener( 'start', function ( event ) {\n * \talert( event.message );\n * } );\n *\n * car.start();\n * ```\n */\nclass EventDispatcher {\n\n\t/**\n\t * Adds the given event listener to the given event type.\n\t *\n\t * @param {string} type - The type of event to listen to.\n\t * @param {Function} listener - The function that gets called when the event is fired.\n\t */\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst 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\t/**\n\t * Returns `true` if the given event listener has been added to the given event type.\n\t *\n\t * @param {string} type - The type of event.\n\t * @param {Function} listener - The listener to check.\n\t * @return {boolean} Whether the given event listener has been added to the given event type.\n\t */\n\thasEventListener( type, listener ) {\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners === undefined ) return false;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;\n\n\t}\n\n\t/**\n\t * Removes the given event listener from the given event type.\n\t *\n\t * @param {string} type - The type of event.\n\t * @param {Function} listener - The listener to remove.\n\t */\n\tremoveEventListener( type, listener ) {\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners === undefined ) return;\n\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst 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\t/**\n\t * Dispatches an event object.\n\t *\n\t * @param {Object} event - The event that gets fired.\n\t */\n\tdispatchEvent( event ) {\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners === undefined ) return;\n\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let 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\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n/**\n * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}\n * (universally unique identifier).\n *\n * @return {string} The UUID.\n */\nfunction generateUUID() {\n\n\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\n/**\n * Clamps the given value between min and max.\n *\n * @param {number} value - The value to clamp.\n * @param {number} min - The min value.\n * @param {number} max - The max value.\n * @return {number} The clamped value.\n */\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n/**\n * Computes the Euclidean modulo of the given parameters that\n * is `( ( n % m ) + m ) % m`.\n *\n * @param {number} n - The first parameter.\n * @param {number} m - The second parameter.\n * @return {number} The Euclidean modulo.\n */\nfunction euclideanModulo( n, m ) {\n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n/**\n * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`\n * for the given value.\n *\n * @param {number} x - The value to be mapped.\n * @param {number} a1 - Minimum value for range A.\n * @param {number} a2 - Maximum value for range A.\n * @param {number} b1 - Minimum value for range B.\n * @param {number} b2 - Maximum value for range B.\n * @return {number} The mapped value.\n */\nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n/**\n * Returns the percentage in the closed interval `[0, 1]` of the given value\n * between the start and end point.\n *\n * @param {number} x - The start point\n * @param {number} y - The end point.\n * @param {number} value - A value between start and end.\n * @return {number} The interpolation factor.\n */\nfunction inverseLerp( x, y, value ) {\n\n\t// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n/**\n * Returns a value linearly interpolated from two known points based on the given interval -\n * `t = 0` will return `x` and `t = 1` will return `y`.\n *\n * @param {number} x - The start point\n * @param {number} y - The end point.\n * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n * @return {number} The interpolated value.\n */\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n/**\n * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta\n * time to maintain frame rate independent movement. For details, see\n * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.\n *\n * @param {number} x - The current point.\n * @param {number} y - The target point.\n * @param {number} lambda - A higher lambda value will make the movement more sudden,\n * and a lower value will make the movement more gradual.\n * @param {number} dt - Delta time in seconds.\n * @return {number} The interpolated value.\n */\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n/**\n * Returns a value that alternates between `0` and the given `length` parameter.\n *\n * @param {number} x - The value to pingpong.\n * @param {number} [length=1] - The positive value the function will pingpong to.\n * @return {number} The alternated value.\n */\nfunction pingpong( x, length = 1 ) {\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n/**\n * Returns a value in the range `[0,1]` that represents the percentage that `x` has\n * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to\n * the `min` and `max`.\n *\n * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.\n *\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\n/**\n * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}\n * that has zero 1st and 2nd order derivatives at x=0 and x=1.\n *\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n/**\n * Returns a random integer from `<low, high>` interval.\n *\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random integer.\n */\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n/**\n * Returns a random float from `<low, high>` interval.\n *\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random float.\n */\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n/**\n * Returns a random integer from `<-range/2, range/2>` interval.\n *\n * @param {number} range - Defines the value range.\n * @return {number} A random float.\n */\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n/**\n * Returns a deterministic pseudo-random float in the interval `[0, 1]`.\n *\n * @param {number} [s] - The integer seed.\n * @return {number} A random float.\n */\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\n/**\n * Converts degrees to radians.\n *\n * @param {number} degrees - A value in degrees.\n * @return {number} The converted value in radians.\n */\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\n/**\n * Converts radians to degrees.\n *\n * @param {number} radians - A value in radians.\n * @return {number} The converted value in degrees.\n */\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\n/**\n * Returns `true` if the given number is a power of two.\n *\n * @param {number} value - The value to check.\n * @return {boolean} Whether the given number is a power of two or not.\n */\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\n/**\n * Returns the smallest power of two that is greater than or equal to the given number.\n *\n * @param {number} value - The value to find a POT for.\n * @return {number} The smallest power of two that is greater than or equal to the given number.\n */\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\n/**\n * Returns the largest power of two that is less than or equal to the given number.\n *\n * @param {number} value - The value to find a POT for.\n * @return {number} The largest power of two that is less than or equal to the given number.\n */\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\n/**\n * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}\n * defined by the given angles and order.\n *\n * Rotations are applied to the axes in the order specified by order:\n * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.\n *\n * @param {Quaternion} q - The quaternion to set.\n * @param {number} a - The rotation applied to the first axis, in radians.\n * @param {number} b - The rotation applied to the second axis, in radians.\n * @param {number} c - The rotation applied to the third axis, in radians.\n * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.\n */\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\n/**\n * Denormalizes the given value according to the given typed array.\n *\n * @param {number} value - The value to denormalize.\n * @param {TypedArray} array - The typed array that defines the data type of the value.\n * @return {number} The denormalize (float) value in the range `[0,1]`.\n */\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, -1 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, -1 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, -1 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\n/**\n * Normalizes the given value according to the given typed array.\n *\n * @param {number} value - The float value in the range `[0,1]` to normalize.\n * @param {TypedArray} array - The typed array that defines the data type of the value.\n * @return {number} The normalize value.\n */\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\n/**\n * @class\n * @classdesc A collection of math utility functions.\n * @hideconstructor\n */\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\t/**\n\t * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}\n\t * (universally unique identifier).\n\t *\n\t * @static\n\t * @method\n\t * @return {string} The UUID.\n\t */\n\tgenerateUUID: generateUUID,\n\t/**\n\t * Clamps the given value between min and max.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} value - The value to clamp.\n\t * @param {number} min - The min value.\n\t * @param {number} max - The max value.\n\t * @return {number} The clamped value.\n\t */\n\tclamp: clamp,\n\t/**\n\t * Computes the Euclidean modulo of the given parameters that\n\t * is `( ( n % m ) + m ) % m`.\n\t *\n\t * @static\n\t * @method\n\t * @param {number} n - The first parameter.\n\t * @param {number} m - The second parameter.\n\t * @return {number} The Euclidean