File: //var/www/aspa/three/addons/utils/SceneUtils.js
import {
	BufferAttribute,
	BufferGeometry,
	Color,
	Group,
	Matrix4,
	Mesh,
	Vector3
} from 'three';
import { mergeGroups, deepCloneAttribute } from './BufferGeometryUtils.js';
const _color = /*@__PURE__*/new Color();
const _matrix = /*@__PURE__*/new Matrix4();
function createMeshesFromInstancedMesh( instancedMesh ) {
	const group = new Group();
	const count = instancedMesh.count;
	const geometry = instancedMesh.geometry;
	const material = instancedMesh.material;
	for ( let i = 0; i < count; i ++ ) {
		const mesh = new Mesh( geometry, material );
		instancedMesh.getMatrixAt( i, mesh.matrix );
		mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
		group.add( mesh );
	}
	group.copy( instancedMesh );
	group.updateMatrixWorld(); // ensure correct world matrices of meshes
	return group;
}
function createMeshesFromMultiMaterialMesh( mesh ) {
	if ( Array.isArray( mesh.material ) === false ) {
		console.warn( 'THREE.SceneUtils.createMeshesFromMultiMaterialMesh(): The given mesh has no multiple materials.' );
		return mesh;
	}
	const object = new Group();
	object.copy( mesh );
	// merge groups (which automatically sorts them)
	const geometry = mergeGroups( mesh.geometry );
	const index = geometry.index;
	const groups = geometry.groups;
	const attributeNames = Object.keys( geometry.attributes );
	// create a mesh for each group by extracting the buffer data into a new geometry
	for ( let i = 0; i < groups.length; i ++ ) {
		const group = groups[ i ];
		const start = group.start;
		const end = start + group.count;
		const newGeometry = new BufferGeometry();
		const newMaterial = mesh.material[ group.materialIndex ];
		// process all buffer attributes
		for ( let j = 0; j < attributeNames.length; j ++ ) {
			const name = attributeNames[ j ];
			const attribute = geometry.attributes[ name ];
			const itemSize = attribute.itemSize;
			const newLength = group.count * itemSize;
			const type = attribute.array.constructor;
			const newArray = new type( newLength );
			const newAttribute = new BufferAttribute( newArray, itemSize );
			for ( let k = start, n = 0; k < end; k ++, n ++ ) {
				const ind = index.getX( k );
				if ( itemSize >= 1 ) newAttribute.setX( n, attribute.getX( ind ) );
				if ( itemSize >= 2 ) newAttribute.setY( n, attribute.getY( ind ) );
				if ( itemSize >= 3 ) newAttribute.setZ( n, attribute.getZ( ind ) );
				if ( itemSize >= 4 ) newAttribute.setW( n, attribute.getW( ind ) );
			}
			newGeometry.setAttribute( name, newAttribute );
		}
		const newMesh = new Mesh( newGeometry, newMaterial );
		object.add( newMesh );
	}
	return object;
}
function createMultiMaterialObject( geometry, materials ) {
	const group = new Group();
	for ( let i = 0, l = materials.length; i < l; i ++ ) {
		group.add( new Mesh( geometry, materials[ i ] ) );
	}
	return group;
}
function reduceVertices( object, func, initialValue ) {
	let value = initialValue;
	const vertex = new Vector3();
	object.updateWorldMatrix( true, true );
	object.traverseVisible( ( child ) => {
		const { geometry } = child;
		if ( geometry !== undefined ) {
			const { position } = geometry.attributes;
			if ( position !== undefined ) {
				for ( let i = 0, l = position.count; i < l; i ++ ) {
					if ( child.isMesh ) {
						child.getVertexPosition( i, vertex );
					} else {
						vertex.fromBufferAttribute( position, i );
					}
					if ( ! child.isSkinnedMesh ) {
						vertex.applyMatrix4( child.matrixWorld );
					}
					value = func( value, vertex );
				}
			}
		}
	} );
	return value;
}
/**
 * @param {InstancedMesh}
 * @param {function(int, int):int}
 */
function sortInstancedMesh( mesh, compareFn ) {
	// store copy of instanced attributes for lookups
	const instanceMatrixRef = deepCloneAttribute( mesh.instanceMatrix );
	const instanceColorRef = mesh.instanceColor ? deepCloneAttribute( mesh.instanceColor ) : null;
	const attributeRefs = new Map();
	for ( const name in mesh.geometry.attributes ) {
		const attribute = mesh.geometry.attributes[ name ];
		if ( attribute.isInstancedBufferAttribute ) {
			attributeRefs.set( attribute, deepCloneAttribute( attribute ) );
		}
	}
	// compute sort order
	const tokens = [];
	for ( let i = 0; i < mesh.count; i ++ ) tokens.push( i );
	tokens.sort( compareFn );
	// apply sort order
	for ( let i = 0; i < tokens.length; i ++ ) {
		const refIndex = tokens[ i ];
		_matrix.fromArray( instanceMatrixRef.array, refIndex * mesh.instanceMatrix.itemSize );
		_matrix.toArray( mesh.instanceMatrix.array, i * mesh.instanceMatrix.itemSize );
		if ( mesh.instanceColor ) {
			_color.fromArray( instanceColorRef.array, refIndex * mesh.instanceColor.itemSize );
			_color.toArray( mesh.instanceColor.array, i * mesh.instanceColor.itemSize );
		}
		for ( const name in mesh.geometry.attributes ) {
			const attribute = mesh.geometry.attributes[ name ];
			if ( attribute.isInstancedBufferAttribute ) {
				const attributeRef = attributeRefs.get( attribute );
				attribute.setX( i, attributeRef.getX( refIndex ) );
				if ( attribute.itemSize > 1 ) attribute.setY( i, attributeRef.getY( refIndex ) );
				if ( attribute.itemSize > 2 ) attribute.setZ( i, attributeRef.getZ( refIndex ) );
				if ( attribute.itemSize > 3 ) attribute.setW( i, attributeRef.getW( refIndex ) );
			}
		}
	}
}
export {
	createMeshesFromInstancedMesh,
	createMeshesFromMultiMaterialMesh,
	createMultiMaterialObject,
	reduceVertices,
	sortInstancedMesh
};