<!-- SOLUV · part 192 -->
ape;
			const shapeHoles = points.holes;

			// check direction of vertices

			if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {

				shapeVertices = shapeVertices.reverse();

			}

			for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {

				const shapeHole = shapeHoles[ i ];

				if ( ShapeUtils.isClockWise( shapeHole ) === true ) {

					shapeHoles[ i ] = shapeHole.reverse();

				}

			}

			const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );

			// join vertices of inner and outer paths to a single array

			for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {

				const shapeHole = shapeHoles[ i ];
				shapeVertices = shapeVertices.concat( shapeHole );

			}

			// vertices, normals, uvs

			for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {

				const vertex = shapeVertices[ i ];

				vertices.push( vertex.x, vertex.y, 0 );
				normals.push( 0, 0, 1 );
				uvs.push( vertex.x, vertex.y ); // world uvs

			}

			// indices

			for ( let i = 0, l = faces.length; i < l; i ++ ) {

				const face = faces[ i ];

				const a = face[ 0 ] + indexOffset;
				const b = face[ 1 ] + indexOffset;
				const c = face[ 2 ] + indexOffset;

				indices.push( a, b, c );
				groupCount += 3;

			}

		}

	}

	copy( source ) {

		super.copy( source );

		this.parameters = Object.assign( {}, source.parameters );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		const shapes = this.parameters.shapes;

		return toJSON( shapes, data );

	}

	/**
	 * Factory method for creating an instance of this class from the given
	 * JSON object.
	 *
	 * @param {Object} data - A JSON object representing the serialized geometry.
	 * @param {Array<Shape>} shapes - An array of shapes.
	 * @return {ShapeGeometry} A new instance.
	 */
	static fromJSON( data, shapes ) {

		const geometryShapes = [];

		for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {

			const shape = shapes[ data.shapes[ j ] ];

			geometryShapes.push( shape );

		}

		return new ShapeGeometry( geometryShapes, data.curveSegments );

	}

}

function toJSON( shapes, data ) {

	data.shapes = [];

	if ( Array.isArray( shapes ) ) {

		for ( let i = 0, l = shapes.length; i < l; i ++ ) {

			const shape = shapes[ i ];

			data.shapes.push( shape.uuid );

		}

	} else {

		data.shapes.push( shapes.uuid );

	}

	return data;

}

/**
 * A class for generating a sphere geometry.
 *
 * ```js
 * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
 * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 * const sphere = new THREE.Mesh( geometry, material );
 * scene.add( sphere );
 * ```
 *
 * @augments BufferGeometry
 * @demo scenes/geometry-browser.html#SphereGeometry
 */
class SphereGeometry extends BufferGeometry {

	/**
	 * Constructs a new sphere geometry.
	 *
	 * @param {number} [radius=1] - The sphere radius.
	 * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
	 * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
	 * @param {number} [phiStart=0] - The horizontal starting angle in radians.
	 * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
	 * @param {number} [thetaStart=0] - The vertical starting angle in radians.
	 * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
	 */
	constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {

		super();

		this.type = 'SphereGeometry';

		/**
		 * Holds the constructor parameters that have been
		 * used to generate the geometry. Any modification
		 * after instantiation does not change the geometry.
		 *
		 * @type {Object}
		 */
		this.parameters = {
			radius: radius,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			phiStart: phiStart,
			phiLength: phiLength,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		widthSegments = Math.max( 3, Math.floor( widthSegments ) );
		heightSegments = Math.max( 2, Math.floor( heightSegments ) );

		const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );

		let index = 0;
		const grid = [];

		const vertex = new Vector3();
		const normal = new Vector3();

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// generate vertices, normals and uvs

		for ( let iy = 0; iy <= heightSegments; iy ++ ) {

			const verticesRow = [];

			const v = iy / heightSegments;
			const theta = thetaStart + v * thetaLength;

			const y = radius * Math.cos( theta );
			const ringRadius = Math.sqrt( radius * radius - y * y );

			// special case for the poles

			let uOffset = 0;

			if ( iy === 0 && thetaStart === 0 ) {

				uOffset = 0.5 / widthSegments;

			} else if ( iy === heightSegments && thetaEnd === Math.PI ) {

				uOffset = -0.5 / widthSegments;

			}

			for ( let ix = 0; ix <= widthSegme