<!-- AVATAR-FORGE · part 260 -->
his.max.x < this.min.x ) || ( this.max.y < this.min.y );

	}

	getCenter( target ) {

		return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	}

	getSize( target ) {

		return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );

	}

	expandByPoint( point ) {

		this.min.min( point );
		this.max.max( point );

		return this;

	}

	expandByVector( vector ) {

		this.min.sub( vector );
		this.max.add( vector );

		return this;

	}

	expandByScalar( scalar ) {

		this.min.addScalar( - scalar );
		this.max.addScalar( scalar );

		return this;

	}

	containsPoint( point ) {

		return point.x < this.min.x || point.x > this.max.x ||
			point.y < this.min.y || point.y > this.max.y ? false : true;

	}

	containsBox( box ) {

		return this.min.x <= box.min.x && box.max.x <= this.max.x &&
			this.min.y <= box.min.y && box.max.y <= this.max.y;

	}

	getParameter( point, target ) {

		// This can potentially have a divide by zero if the box
		// has a size dimension of 0.

		return target.set(
			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			( point.y - this.min.y ) / ( this.max.y - this.min.y )
		);

	}

	intersectsBox( box ) {

		// using 4 splitting planes to rule out intersections

		return box.max.x < this.min.x || box.min.x > this.max.x ||
			box.max.y < this.min.y || box.min.y > this.max.y ? false : true;

	}

	clampPoint( point, target ) {

		return target.copy( point ).clamp( this.min, this.max );

	}

	distanceToPoint( point ) {

		return this.clampPoint( point, _vector$4 ).distanceTo( point );

	}

	intersect( box ) {

		this.min.max( box.min );
		this.max.min( box.max );

		if ( this.isEmpty() ) this.makeEmpty();

		return this;

	}

	union( box ) {

		this.min.min( box.min );
		this.max.max( box.max );

		return this;

	}

	translate( offset ) {

		this.min.add( offset );
		this.max.add( offset );

		return this;

	}

	equals( box ) {

		return box.min.equals( this.min ) && box.max.equals( this.max );

	}

}

const _startP = /*@__PURE__*/ new Vector3();
const _startEnd = /*@__PURE__*/ new Vector3();

class Line3 {

	constructor( start = new Vector3(), end = new Vector3() ) {

		this.start = start;
		this.end = end;

	}

	set( start, end ) {

		this.start.copy( start );
		this.end.copy( end );

		return this;

	}

	copy( line ) {

		this.start.copy( line.start );
		this.end.copy( line.end );

		return this;

	}

	getCenter( target ) {

		return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

	}

	delta( target ) {

		return target.subVectors( this.end, this.start );

	}

	distanceSq() {

		return this.start.distanceToSquared( this.end );

	}

	distance() {

		return this.start.distanceTo( this.end );

	}

	at( t, target ) {

		return this.delta( target ).multiplyScalar( t ).add( this.start );

	}

	closestPointToPointParameter( point, clampToLine ) {

		_startP.subVectors( point, this.start );
		_startEnd.subVectors( this.end, this.start );

		const startEnd2 = _startEnd.dot( _startEnd );
		const startEnd_startP = _startEnd.dot( _startP );

		let t = startEnd_startP / startEnd2;

		if ( clampToLine ) {

			t = clamp( t, 0, 1 );

		}

		return t;

	}

	closestPointToPoint( point, clampToLine, target ) {

		const t = this.closestPointToPointParameter( point, clampToLine );

		return this.delta( target ).multiplyScalar( t ).add( this.start );

	}

	applyMatrix4( matrix ) {

		this.start.applyMatrix4( matrix );
		this.end.applyMatrix4( matrix );

		return this;

	}

	equals( line ) {

		return line.start.equals( this.start ) && line.end.equals( this.end );

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

const _vector$3 = /*@__PURE__*/ new Vector3();

class SpotLightHelper extends Object3D {

	constructor( light, color ) {

		super();

		this.light = light;

		this.matrixAutoUpdate = false;

		this.color = color;

		this.type = 'SpotLightHelper';

		const geometry = new BufferGeometry();

		const positions = [
			0, 0, 0, 	0, 0, 1,
			0, 0, 0, 	1, 0, 1,
			0, 0, 0,	- 1, 0, 1,
			0, 0, 0, 	0, 1, 1,
			0, 0, 0, 	0, - 1, 1
		];

		for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {

			const p1 = ( i / l ) * Math.PI * 2;
			const p2 = ( j / l ) * Math.PI * 2;

			positions.push(
				Math.cos( p1 ), Math.sin( p1 ), 1,
				Math.cos( p2 ), Math.sin( p2 ), 1
			);

		}

		geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

		const material = new LineBasicMaterial( { fog: false, toneMapped: false } );

		this.cone = new LineSegments( geometry, material );
		this.add( this.cone );

		this.update();

	}

	dispose() {

		this.cone.geometry.dispose();
		this.cone.material.dispose();

	}

	update() {

		this.light.updateWorldMatrix( true, false );
		this.light.target.updateWorldMatrix( true, false );

		// update the local matrix based on the parent and light target transforms
		if ( this.parent ) {

			this.parent.updateWorld