b.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0);(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.')}}(),computeBoundingSphere:function(){vara=newTHREE.Box3,b=newTHREE.Vector3;returnfunction(){null===this.boundingSphere&&(this.boundingSphere=newTHREE.Sphere);varc=this.attributes.position.array;
if(c){a.makeEmpty();for(vard=this.boundingSphere.center,e=0,g=c.length;e<g;e+=3)b.set(c[e],c[e+1],c[e+2]),a.expandByPoint(b);a.center(d);for(varf=0,e=0,g=c.length;e<g;e+=3)b.set(c[e],c[e+1],c[e+2]),f=Math.max(f,d.distanceToSquared(b));this.boundingSphere.radius=Math.sqrt(f);isNaN(this.boundingSphere.radius)&&console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.')}}}(),computeFaceNormals:function(){},computeVertexNormals:function(){vara=
this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{varc=this.attributes.index.array,d=this.attributes.position.array,e=this.attributes.normal.array,g=this.attributes.uv.array,f=d.length/3;void0===this.attributes.tangent&&this.addAttribute("tangent",newTHREE.BufferAttribute(newFloat32Array(4*f),4));for(varh=this.attributes.tangent.array,k=[],m=[],n=0;n<f;n++)k[n]=newTHREE.Vector3,m[n]=newTHREE.Vector3;varq,
la.set((R*N-S*J)*P,(R*E-S*Q)*P,(R*V-S*da)*P);k[a].add(ya);k[b].add(ya);k[c].add(ya);m[a].add(la);m[b].add(la);m[c].add(la)}functionb(a){Ca.x=e[3*a];Ca.y=e[3*a+1];Ca.z=e[3*a+2];hb.copy(Ca);I=k[a];Ga.copy(I);Ga.sub(Ca.multiplyScalar(Ca.dot(I))).normalize();Ta.crossVectors(hb,I);Na=Ta.dot(m[a]);Ra=0>Na?-1:1;h[4*a]=Ga.x;h[4*a+1]=Ga.y;h[4*a+2]=Ga.z;h[4*a+3]=Ra}if(void0===this.attributes.index||void0===this.attributes.position||void0===this.attributes.normal||void0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");