<!-- NEWWORLD · part 23 -->
Range.count||(t.updateRange=this.updateRange),t}}sn.prototype.isBufferAttribute=!0;class an extends sn{constructor(t,e,n){super(new Int8Array(t),e,n)}}class on extends sn{constructor(t,e,n){super(new Uint8Array(t),e,n)}}class ln extends sn{constructor(t,e,n){super(new Uint8ClampedArray(t),e,n)}}class cn extends sn{constructor(t,e,n){super(new Int16Array(t),e,n)}}class hn extends sn{constructor(t,e,n){super(new Uint16Array(t),e,n)}}class un extends sn{constructor(t,e,n){super(new Int32Array(t),e,n)}}class dn extends sn{constructor(t,e,n){super(new Uint32Array(t),e,n)}}class pn extends sn{constructor(t,e,n){super(new Uint16Array(t),e,n)}}pn.prototype.isFloat16BufferAttribute=!0;class mn extends sn{constructor(t,e,n){super(new Float32Array(t),e,n)}}class fn extends sn{constructor(t,e,n){super(new Float64Array(t),e,n)}}function gn(t){if(0===t.length)return-1/0;let e=t[0];for(let n=1,i=t.length;n<i;++n)t[n]>e&&(e=t[n]);return e}const vn={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function yn(t,e){return new vn[t](e)}let xn=0;const _n=new se,wn=new Ce,bn=new Lt,Mn=new Pt,Sn=new Pt,Tn=new Lt;class En extends rt{constructor(){super(),Object.defineProperty(this,"id",{value:xn++}),this.uuid=ct(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}getIndex(){return this.index}setIndex(t){return Array.isArray(t)?this.index=new(gn(t)>65535?dn:hn)(t,1):this.index=t,this}getAttribute(t){return this.attributes[t]}setAttribute(t,e){return this.attributes[t]=e,this}deleteAttribute(t){return delete this.attributes[t],this}hasAttribute(t){return void 0!==this.attributes[t]}addGroup(t,e,n=0){this.groups.push({start:t,count:e,materialIndex:n})}clearGroups(){this.groups=[]}setDrawRange(t,e){this.drawRange.start=t,this.drawRange.count=e}applyMatrix4(t){const e=this.attributes.position;void 0!==e&&(e.applyMatrix4(t),e.needsUpdate=!0);const n=this.attributes.normal;if(void 0!==n){const e=(new yt).getNormalMatrix(t);n.applyNormalMatrix(e),n.needsUpdate=!0}const i=this.attributes.tangent;return void 0!==i&&(i.transformDirection(t),i.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}rotateX(t){return _n.makeRotationX(t),this.applyMatrix4(_n),this}rotateY(t){return _n.makeRotationY(t),this.applyMatrix4(_n),this}rotateZ(t){return _n.makeRotationZ(t),this.applyMatrix4(_n),this}translate(t,e,n){return _n.makeTranslation(t,e,n),this.applyMatrix4(_n),this}scale(t,e,n){return _n.makeScale(t,e,n),this.applyMatrix4(_n),this}lookAt(t){return wn.lookAt(t),wn.updateMatrix(),this.applyMatrix4(wn.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(bn).negate(),this.translate(bn.x,bn.y,bn.z),this}setFromPoints(t){const e=[];for(let n=0,i=t.length;n<i;n++){const i=t[n];e.push(i.x,i.y,i.z||0)}return this.setAttribute("position",new mn(e,3)),this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new Pt);const t=this.attributes.position,e=this.morphAttributes.position;if(t&&t.isGLBufferAttribute)return console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".',this),void this.boundingBox.set(new Lt(-1/0,-1/0,-1/0),new Lt(1/0,1/0,1/0));if(void 0!==t){if(this.boundingBox.setFromBufferAttribute(t),e)for(let t=0,n=e.length;t<n;t++){const n=e[t];Mn.setFromBufferAttribute(n),this.morphTargetsRelative?(Tn.addVectors(this.boundingBox.min,Mn.min),this.boundingBox.expandByPoint(Tn),Tn.addVectors(this.boundingBox.max,Mn.max),this.boundingBox.expandByPoint(Tn)):(this.boundingBox.expandByPoint(Mn.min),this.boundingBox.expandByPoint(Mn.max))}}else this.boundingBox.makeEmpty();(isNaN(this.boundingBox.min.x)||isNaN(this.boundingBox.min.y)||isNaN(this.boundingBox.min.z))&&console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.',this)}computeBoundingSphere(){null===this.boundingSphere&&(this.boundingSphere=new Jt);const t=this.attributes.position,e=this.morphAttributes.position;if(t&&t.isGLBufferAttribute)return console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".',this),void this.boundingSphere.set(new Lt,1/0);if(t){const n=this.boundingSphere.center;if(Mn.setFromBufferAttribute(t),e)for(let t=0,n=e.length;t<n;t++){const n=e[t];Sn.setFromBufferAttribute(n),this.morphTargetsRelative?(Tn.addVectors(Mn.min,Sn.min),Mn.expandByPoint(Tn),Tn.addVectors(Mn.max,Sn.max