<!-- AVATAR-FORGE · part 22 -->
otropy = 16;
		//
		// See #14839

		super( null );

		this.isData3DTexture = true;

		this.image = { data, width, height, depth };

		this.magFilter = NearestFilter;
		this.minFilter = NearestFilter;

		this.wrapR = ClampToEdgeWrapping;

		this.generateMipmaps = false;
		this.flipY = false;
		this.unpackAlignment = 1;

	}

}

class WebGL3DRenderTarget extends WebGLRenderTarget {

	constructor( width = 1, height = 1, depth = 1, options = {} ) {

		super( width, height, options );

		this.isWebGL3DRenderTarget = true;

		this.depth = depth;

		this.texture = new Data3DTexture( null, width, height, depth );

		this.texture.isRenderTargetTexture = true;

	}

}

class Quaternion {

	constructor( x = 0, y = 0, z = 0, w = 1 ) {

		this.isQuaternion = true;

		this._x = x;
		this._y = y;
		this._z = z;
		this._w = w;

	}

	static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {

		// fuzz-free, array-based Quaternion SLERP operation

		let x0 = src0[ srcOffset0 + 0 ],
			y0 = src0[ srcOffset0 + 1 ],
			z0 = src0[ srcOffset0 + 2 ],
			w0 = src0[ srcOffset0 + 3 ];

		const x1 = src1[ srcOffset1 + 0 ],
			y1 = src1[ srcOffset1 + 1 ],
			z1 = src1[ srcOffset1 + 2 ],
			w1 = src1[ srcOffset1 + 3 ];

		if ( t === 0 ) {

			dst[ dstOffset + 0 ] = x0;
			dst[ dstOffset + 1 ] = y0;
			dst[ dstOffset + 2 ] = z0;
			dst[ dstOffset + 3 ] = w0;
			return;

		}

		if ( t === 1 ) {

			dst[ dstOffset + 0 ] = x1;
			dst[ dstOffset + 1 ] = y1;
			dst[ dstOffset + 2 ] = z1;
			dst[ dstOffset + 3 ] = w1;
			return;

		}

		if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {

			let s = 1 - t;
			const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
				dir = ( cos >= 0 ? 1 : - 1 ),
				sqrSin = 1 - cos * cos;

			// Skip the Slerp for tiny steps to avoid numeric problems:
			if ( sqrSin > Number.EPSILON ) {

				const sin = Math.sqrt( sqrSin ),
					len = Math.atan2( sin, cos * dir );

				s = Math.sin( s * len ) / sin;
				t = Math.sin( t * len ) / sin;

			}

			const tDir = t * dir;

			x0 = x0 * s + x1 * tDir;
			y0 = y0 * s + y1 * tDir;
			z0 = z0 * s + z1 * tDir;
			w0 = w0 * s + w1 * tDir;

			// Normalize in case we just did a lerp:
			if ( s === 1 - t ) {

				const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );

				x0 *= f;
				y0 *= f;
				z0 *= f;
				w0 *= f;

			}

		}

		dst[ dstOffset ] = x0;
		dst[ dstOffset + 1 ] = y0;
		dst[ dstOffset + 2 ] = z0;
		dst[ dstOffset + 3 ] = w0;

	}

	static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {

		const x0 = src0[ srcOffset0 ];
		const y0 = src0[ srcOffset0 + 1 ];
		const z0 = src0[ srcOffset0 + 2 ];
		const w0 = src0[ srcOffset0 + 3 ];

		const x1 = src1[ srcOffset1 ];
		const y1 = src1[ srcOffset1 + 1 ];
		const z1 = src1[ srcOffset1 + 2 ];
		const w1 = src1[ srcOffset1 + 3 ];

		dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
		dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
		dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
		dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;

		return dst;

	}

	get x() {

		return this._x;

	}

	set x( value ) {

		this._x = value;
		this._onChangeCallback();

	}

	get y() {

		return this._y;

	}

	set y( value ) {

		this._y = value;
		this._onChangeCallback();

	}

	get z() {

		return this._z;

	}

	set z( value ) {

		this._z = value;
		this._onChangeCallback();

	}

	get w() {

		return this._w;

	}

	set w( value ) {

		this._w = value;
		this._onChangeCallback();

	}

	set( x, y, z, w ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._w = w;

		this._onChangeCallback();

		return this;

	}

	clone() {

		return new this.constructor( this._x, this._y, this._z, this._w );

	}

	copy( quaternion ) {

		this._x = quaternion.x;
		this._y = quaternion.y;
		this._z = quaternion.z;
		this._w = quaternion.w;

		this._onChangeCallback();

		return this;

	}

	setFromEuler( euler, update = true ) {

		const x = euler._x, y = euler._y, z = euler._z, order = euler._order;

		// http://www.mathworks.com/matlabcentral/fileexchange/
		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
		//	content/SpinCalc.m

		const cos = Math.cos;
		const sin = Math.sin;

		const c1 = cos( x / 2 );
		const c2 = cos( y / 2 );
		const c3 = cos( z / 2 );

		const s1 = sin( x / 2 );
		const s2 = sin( y / 2 );
		const s3 = sin( z / 2 );

		switch ( order ) {

			case 'XYZ':
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
				break;

			case 'YXZ':
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
				break;

			case 'ZXY':
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 *