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@@ -91,7 +91,7 @@ if ( Object.assign === undefined ) {
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}
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-const REVISION = '120';
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+const REVISION = '121dev';
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const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
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const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
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const CullFaceNone = 0;
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@@ -3914,8 +3914,8 @@ class Vector3 {
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}
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-const _vector = new Vector3();
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-const _quaternion = new Quaternion();
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+const _vector = /*@__PURE__*/ new Vector3();
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+const _quaternion = /*@__PURE__*/ new Quaternion();
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class Box3 {
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@@ -4436,38 +4436,38 @@ function satForAxes( axes, v0, v1, v2, extents ) {
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}
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const _points = [
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- new Vector3(),
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- new Vector3(),
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- new Vector3(),
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- new Vector3(),
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- new Vector3(),
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- new Vector3(),
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- new Vector3(),
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- new Vector3()
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+ /*@__PURE__*/ new Vector3(),
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+ /*@__PURE__*/ new Vector3(),
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+ /*@__PURE__*/ new Vector3(),
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+ /*@__PURE__*/ new Vector3(),
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+ /*@__PURE__*/ new Vector3(),
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+ /*@__PURE__*/ new Vector3(),
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+ /*@__PURE__*/ new Vector3(),
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+ /*@__PURE__*/ new Vector3()
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];
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-const _vector$1 = new Vector3();
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+const _vector$1 = /*@__PURE__*/ new Vector3();
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-const _box = new Box3();
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+const _box = /*@__PURE__*/ new Box3();
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// triangle centered vertices
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-const _v0 = new Vector3();
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-const _v1 = new Vector3();
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-const _v2 = new Vector3();
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+const _v0 = /*@__PURE__*/ new Vector3();
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+const _v1 = /*@__PURE__*/ new Vector3();
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+const _v2 = /*@__PURE__*/ new Vector3();
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// triangle edge vectors
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-const _f0 = new Vector3();
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-const _f1 = new Vector3();
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-const _f2 = new Vector3();
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+const _f0 = /*@__PURE__*/ new Vector3();
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+const _f1 = /*@__PURE__*/ new Vector3();
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+const _f2 = /*@__PURE__*/ new Vector3();
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-const _center = new Vector3();
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-const _extents = new Vector3();
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-const _triangleNormal = new Vector3();
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-const _testAxis = new Vector3();
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+const _center = /*@__PURE__*/ new Vector3();
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+const _extents = /*@__PURE__*/ new Vector3();
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+const _triangleNormal = /*@__PURE__*/ new Vector3();
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+const _testAxis = /*@__PURE__*/ new Vector3();
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-const _box$1 = new Box3();
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+const _box$1 = /*@__PURE__*/ new Box3();
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class Sphere {
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@@ -4650,14 +4650,14 @@ class Sphere {
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}
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-const _vector$2 = new Vector3();
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-const _segCenter = new Vector3();
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-const _segDir = new Vector3();
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-const _diff = new Vector3();
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+const _vector$2 = /*@__PURE__*/ new Vector3();
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+const _segCenter = /*@__PURE__*/ new Vector3();
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+const _segDir = /*@__PURE__*/ new Vector3();
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+const _diff = /*@__PURE__*/ new Vector3();
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-const _edge1 = new Vector3();
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-const _edge2 = new Vector3();
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-const _normal = new Vector3();
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+const _edge1 = /*@__PURE__*/ new Vector3();
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+const _edge2 = /*@__PURE__*/ new Vector3();
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+const _normal = /*@__PURE__*/ new Vector3();
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class Ray {
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@@ -6026,13 +6026,13 @@ class Matrix4 {
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}
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-const _v1$1 = new Vector3();
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-const _m1 = new Matrix4();
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-const _zero = new Vector3( 0, 0, 0 );
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-const _one = new Vector3( 1, 1, 1 );
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-const _x = new Vector3();
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-const _y = new Vector3();
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-const _z = new Vector3();
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+const _v1$1 = /*@__PURE__*/ new Vector3();
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+const _m1 = /*@__PURE__*/ new Matrix4();
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+const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
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+const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
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+const _x = /*@__PURE__*/ new Vector3();
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+const _y = /*@__PURE__*/ new Vector3();
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+const _z = /*@__PURE__*/ new Vector3();
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class Euler {
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@@ -6354,8 +6354,8 @@ class Euler {
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Euler.DefaultOrder = 'XYZ';
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Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
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-const _matrix = new Matrix4();
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-const _quaternion$1 = new Quaternion();
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+const _matrix = /*@__PURE__*/ new Matrix4();
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+const _quaternion$1 = /*@__PURE__*/ new Quaternion();
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class Layers {
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@@ -7255,9 +7255,9 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
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} );
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-const _vector1 = new Vector3();
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-const _vector2 = new Vector3();
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-const _normalMatrix = new Matrix3();
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+const _vector1 = /*@__PURE__*/ new Vector3();
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+const _vector2 = /*@__PURE__*/ new Vector3();
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+const _normalMatrix = /*@__PURE__*/ new Matrix3();
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class Plane {
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@@ -7477,17 +7477,17 @@ class Plane {
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}
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-const _v0$1 = new Vector3();
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-const _v1$3 = new Vector3();
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-const _v2$1 = new Vector3();
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-const _v3 = new Vector3();
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+const _v0$1 = /*@__PURE__*/ new Vector3();
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+const _v1$3 = /*@__PURE__*/ new Vector3();
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+const _v2$1 = /*@__PURE__*/ new Vector3();
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+const _v3 = /*@__PURE__*/ new Vector3();
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-const _vab = new Vector3();
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-const _vac = new Vector3();
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-const _vbc = new Vector3();
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-const _vap = new Vector3();
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-const _vbp = new Vector3();
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-const _vcp = new Vector3();
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+const _vab = /*@__PURE__*/ new Vector3();
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+const _vac = /*@__PURE__*/ new Vector3();
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+const _vbc = /*@__PURE__*/ new Vector3();
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+const _vap = /*@__PURE__*/ new Vector3();
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+const _vbp = /*@__PURE__*/ new Vector3();
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+const _vcp = /*@__PURE__*/ new Vector3();
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class Triangle {
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@@ -13855,8 +13855,8 @@ DataTexture.prototype.constructor = DataTexture;
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DataTexture.prototype.isDataTexture = true;
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-const _sphere$1 = new Sphere();
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-const _vector$5 = new Vector3();
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+const _sphere$1 = /*@__PURE__*/ new Sphere();
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+const _vector$5 = /*@__PURE__*/ new Vector3();
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class Frustum {
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@@ -42536,10 +42536,10 @@ class Clock {
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}
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-const _position$2 = new Vector3();
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-const _quaternion$3 = new Quaternion();
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-const _scale$1 = new Vector3();
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-const _orientation = new Vector3();
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+const _position$2 = /*@__PURE__*/ new Vector3();
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+const _quaternion$3 = /*@__PURE__*/ new Quaternion();
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+const _scale$1 = /*@__PURE__*/ new Vector3();
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+const _orientation = /*@__PURE__*/ new Vector3();
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class AudioListener extends Object3D {
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@@ -43056,10 +43056,10 @@ class Audio extends Object3D {
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}
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-const _position$3 = new Vector3();
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-const _quaternion$4 = new Quaternion();
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-const _scale$2 = new Vector3();
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-const _orientation$1 = new Vector3();
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+const _position$3 = /*@__PURE__*/ new Vector3();
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+const _quaternion$4 = /*@__PURE__*/ new Quaternion();
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+const _scale$2 = /*@__PURE__*/ new Vector3();
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+const _orientation$1 = /*@__PURE__*/ new Vector3();
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class PositionalAudio extends Audio {
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@@ -46465,7 +46465,7 @@ class Cylindrical {
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}
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-const _vector$7 = new Vector2();
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+const _vector$7 = /*@__PURE__*/ new Vector2();
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class Box2 {
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@@ -46693,8 +46693,8 @@ class Box2 {
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}
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-const _startP = new Vector3();
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-const _startEnd = new Vector3();
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+const _startP = /*@__PURE__*/ new Vector3();
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+const _startEnd = /*@__PURE__*/ new Vector3();
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class Line3 {
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@@ -46858,7 +46858,7 @@ ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
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ImmediateRenderObject.prototype.isImmediateRenderObject = true;
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-const _vector$8 = new Vector3();
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+const _vector$8 = /*@__PURE__*/ new Vector3();
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class SpotLightHelper extends Object3D {
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@@ -46940,9 +46940,9 @@ class SpotLightHelper extends Object3D {
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}
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-const _vector$9 = new Vector3();
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-const _boneMatrix = new Matrix4();
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-const _matrixWorldInv = new Matrix4();
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+const _vector$9 = /*@__PURE__*/ new Vector3();
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+const _boneMatrix = /*@__PURE__*/ new Matrix4();
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+const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
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class SkeletonHelper extends LineSegments {
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@@ -47135,9 +47135,9 @@ class PointLightHelper extends Mesh {
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}
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-const _vector$a = new Vector3();
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-const _color1 = new Color();
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-const _color2 = new Color();
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+const _vector$a = /*@__PURE__*/ new Vector3();
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+const _color1 = /*@__PURE__*/ new Color();
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+const _color2 = /*@__PURE__*/ new Color();
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class HemisphereLightHelper extends Object3D {
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@@ -47333,9 +47333,9 @@ class PolarGridHelper extends LineSegments {
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}
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-const _v1$5 = new Vector3();
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-const _v2$3 = new Vector3();
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-const _v3$1 = new Vector3();
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+const _v1$5 = /*@__PURE__*/ new Vector3();
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+const _v2$3 = /*@__PURE__*/ new Vector3();
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+const _v3$1 = /*@__PURE__*/ new Vector3();
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class DirectionalLightHelper extends Object3D {
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@@ -47412,8 +47412,8 @@ class DirectionalLightHelper extends Object3D {
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}
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-const _vector$b = new Vector3();
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-const _camera = new Camera();
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+const _vector$b = /*@__PURE__*/ new Vector3();
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+const _camera = /*@__PURE__*/ new Camera();
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/**
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* - shows frustum, line of sight and up of the camera
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@@ -47606,7 +47606,7 @@ function setPoint( point, pointMap, geometry, camera, x, y, z ) {
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}
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-const _box$3 = new Box3();
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+const _box$3 = /*@__PURE__*/ new Box3();
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class BoxHelper extends LineSegments {
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@@ -47795,7 +47795,7 @@ class PlaneHelper extends Line {
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}
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-const _axis = new Vector3();
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+const _axis = /*@__PURE__*/ new Vector3();
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let _lineGeometry, _coneGeometry;
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class ArrowHelper extends Object3D {
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@@ -47953,8 +47953,8 @@ const ENCODINGS = {
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[ GammaEncoding ]: 6
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};
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-const _flatCamera = new OrthographicCamera();
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-const { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();
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+const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
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+const { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();
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let _oldTarget = null;
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// Golden Ratio
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@@ -47964,16 +47964,16 @@ const INV_PHI = 1 / PHI;
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// Vertices of a dodecahedron (except the opposites, which represent the
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// same axis), used as axis directions evenly spread on a sphere.
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const _axisDirections = [
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- new Vector3( 1, 1, 1 ),
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- new Vector3( - 1, 1, 1 ),
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- new Vector3( 1, 1, - 1 ),
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- new Vector3( - 1, 1, - 1 ),
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- new Vector3( 0, PHI, INV_PHI ),
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- new Vector3( 0, PHI, - INV_PHI ),
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- new Vector3( INV_PHI, 0, PHI ),
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- new Vector3( - INV_PHI, 0, PHI ),
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- new Vector3( PHI, INV_PHI, 0 ),
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- new Vector3( - PHI, INV_PHI, 0 ) ];
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+ /*@__PURE__*/ new Vector3( 1, 1, 1 ),
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+ /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
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+ /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
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+ /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
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+ /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
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+ /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
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+ /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
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+ /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
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+ /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
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+ /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];
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/**
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* This class generates a Prefiltered, Mipmapped Radiance Environment Map
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