text: ;(function() {
      'use strict';
    
      var root = this;
    
      var has_require = typeof require !== 'undefined';
    
      var THREE = root.THREE || (has_require && require('three'));
      if (!THREE) throw new Error('MeshLine requires three.js');
    
      class MeshLine extends THREE.BufferGeometry {
        constructor(name = "")
        {
          super();
          this.name = name;
          this.isMeshLine = true;
          this.type = 'MeshLine'
    
          this.positions = []
    
          this.previous = []
          this.next = []
          this.side = []
          this.width = []
          this.indices_array = []
          this.uvs = []
          this.counters = []
          this._points = []
          this._geom = null
    
          this.widthCallback = null
    
          // Used to raycast
          this.matrixWorld = new THREE.Matrix4()
    
          Object.defineProperties(this, {
            // this is now a bufferGeometry
            // add getter to support previous api
            geometry: {
              enumerable: true,
              get: function() {
                return this
              },
            },
            geom: {
              enumerable: true,
              get: function() {
                return this._geom
              },
              set: function(value) {
                this.setGeometry(value, this.widthCallback)
              },
            },
            // for declaritive architectures
            // to return the same value that sets the points
            // eg. this.points = points
            // console.log(this.points) -> points
            points: {
              enumerable: true,
              get: function() {
                return this._points
              },
              set: function(value) {
                this.setPoints(value, this.widthCallback)
              },
            },
          })
        }
      }
    
      MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
        this.matrixWorld = matrixWorld
      }
    
      // setting via a geometry is rather superfluous
      // as you're creating a unecessary geometry just to throw away
      // but exists to support previous api
      MeshLine.prototype.setGeometry = function(g, c) {
            // as the input geometry are mutated we store them
            // for later retreival when necessary (declaritive architectures)
          //   this._geometry = g;
          if ((g instanceof Float32Array) || (g instanceof Array)) {
            this.setPoints(g, c);
          }
          else if (g instanceof BufferGeometry) {
            this.setPoints(g.getAttribute("position").array, c);
          }
      }
    
      MeshLine.prototype.setPoints = function(points, wcb) {
            if (!(points instanceof Float32Array) && !(points instanceof Array)) {
                console.error(
                    "ERROR: The BufferArray of points is not instancied correctly."
                );
                return;
            }
            // as the points are mutated we store them
            // for later retreival when necessary (declaritive architectures)
            this._points = points;
            this.widthCallback = wcb;
            this.positions = [];
            this.counters = [];
            if (points.length && points[0] instanceof THREE.Vector3) {
                // could transform Vector3 array into the array used below
                // but this approach will only loop through the array once
                // and is more performant
                for (var j = 0; j < points.length; j++) {
                    var p = points[j];
                    var c = j / points.length;
                    this.positions.push(p.x, p.y, p.z);
                    this.positions.push(p.x, p.y, p.z);
                    this.counters.push(c);
                    this.counters.push(c);
                }
            } else {
                for (var j = 0; j < points.length; j += 3) {
                    var c = j / points.length;
                    this.positions.push(points[j], points[j + 1], points[j + 2]);
                    this.positions.push(points[j], points[j + 1], points[j + 2]);
                    this.counters.push(c);
                    this.counters.push(c);
                }
            }
            this.process();
      }
          
      /**
       * Fast method to replace the tip position. Good for doing interpolation between calls to advance()
       * @param position
       */
      MeshLine.prototype.replaceTipPosition = function(position) {
  
          var positions = this.attributes.position.array;
          var next = this.attributes.next.array;
          var l = positions.length;
  
          positions[l - 6] = position.x;
          positions[l - 5] = position.y;
          positions[l - 4] = position.z;
          positions[l - 3] = position.x;
          positions[l - 2] = position.y;
          positions[l - 1] = position.z;
  
          // NEXT
          memcpy(positions, 6, next, 0, l - 6);
  
          next[l - 6] = position.x;
          next[l - 5] = position.y;
          next[l - 4] = position.z;
          next[l - 3] = position.x;
          next[l - 2] = position.y;
          next[l - 1] = position.z;
  
          this.attributes.position.needsUpdate = true;
          this.attributes.next.needsUpdate = true;
  
      };
    
      function MeshLineRaycast(raycaster, intersects) {
        var inverseMatrix = new THREE.Matrix4()
        var ray = new THREE.Ray()
        var sphere = new THREE.Sphere()
        var interRay = new THREE.Vector3()
        var geometry = this.geometry
        // Checking boundingSphere distance to ray
    
        if (!geometry.boundingSphere) geometry.computeBoundingSphere()
        sphere.copy(geometry.boundingSphere)
        sphere.applyMatrix4(this.matrixWorld)
    
        if (raycaster.ray.intersectSphere(sphere, interRay) === false) {
          return
        }
    
        inverseMatrix.copy( this.matrixWorld ).invert();
        ray.copy(raycaster.ray).applyMatrix4(inverseMatrix)
    
        var vStart = new THREE.Vector3()
        var vEnd = new THREE.Vector3()
        var interSegment = new THREE.Vector3()
        var step = this instanceof THREE.LineSegments ? 2 : 1
        var index = geometry.index
        var attributes = geometry.attributes
    
        if (index !== null) {
          var indices = index.array
          var positions = attributes.position.array
          var widths = attributes.width.array
    
          for (var i = 0, l = indices.length - 1; i < l; i += step) {
            var a = indices[i]
            var b = indices[i + 1]
    
            vStart.fromArray(positions, a * 3)
            vEnd.fromArray(positions, b * 3)
            var width = widths[Math.floor(i / 3)] !== undefined ? widths[Math.floor(i / 3)] : 1
            var precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2
            var precisionSq = precision * precision
    
            var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment)
    
            if (distSq > precisionSq) continue
    
            interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation
    
            var distance = raycaster.ray.origin.distanceTo(interRay)
    
            if (distance < raycaster.near || distance > raycaster.far) continue
    
            intersects.push({
              distance: distance,
              // What do we want? intersection point on the ray or on the segment??
              // point: raycaster.ray.at( distance ),
              point: interSegment.clone().applyMatrix4(this.matrixWorld),
              index: i,
              face: null,
              faceIndex: null,
              object: this,
            })
            // make event only fire once
            i = l
          }
        }
      }
      MeshLine.prototype.raycast = MeshLineRaycast
      MeshLine.prototype.compareV3 = function(a, b) {
        var aa = a * 6
        var ab = b * 6
        return (
          this.positions[aa] === this.positions[ab] &&
          this.positions[aa + 1] === this.positions[ab + 1] &&
          this.positions[aa + 2] === this.positions[ab + 2]
        )
      }
    
      MeshLine.prototype.copyV3 = function(a) {
        var aa = a * 6
        return [this.positions[aa], this.positions[aa + 1], this.positions[aa + 2]]
      }
    
      MeshLine.prototype.process = function() {
        var l = this.positions.length / 6
    
        this.previous = []
        this.next = []
        this.side = []
        this.width = []
        this.indices_array = []
        this.uvs = []
    
        var w
    
        var v
        // initial previous points
        if (this.compareV3(0, l - 1)) {
          v = this.copyV3(l - 2)
        } else {
          v = this.copyV3(0)
        }
        this.previous.push(v[0], v[1], v[2])
        this.previous.push(v[0], v[1], v[2])
    
        for (var j = 0; j < l; j++) {
          // sides
          this.side.push(1)
          this.side.push(-1)
    
          // widths
          if (this.widthCallback) w = this.widthCallback(j / (l - 1))
          else w = 1
          this.width.push(w)
          this.width.push(w)
    
          // uvs
          this.uvs.push(j / (l - 1), 0)
          this.uvs.push(j / (l - 1), 1)
    
          if (j < l - 1) {
            // points previous to poisitions
            v = this.copyV3(j)
            this.previous.push(v[0], v[1], v[2])
            this.previous.push(v[0], v[1], v[2])
    
            // indices
            var n = j * 2
            this.indices_array.push(n, n + 1, n + 2)
            this.indices_array.push(n + 2, n + 1, n + 3)
          }
          if (j > 0) {
            // points after poisitions
            v = this.copyV3(j)
            this.next.push(v[0], v[1], v[2])
            this.next.push(v[0], v[1], v[2])
          }
        }
    
        // last next point
        if (this.compareV3(l - 1, 0)) {
          v = this.copyV3(1)
        } else {
          v = this.copyV3(l - 1)
        }
        this.next.push(v[0], v[1], v[2])
        this.next.push(v[0], v[1], v[2])
    
        // redefining the attribute seems to prevent range errors
        // if the user sets a differing number of vertices
        if (!this._attributes || this._attributes.position.count !== this.positions.length) {
          this._attributes = {
            position: new THREE.BufferAttribute(new Float32Array(this.positions), 3),
            previous: new THREE.BufferAttribute(new Float32Array(this.previous), 3),
            next: new THREE.BufferAttribute(new Float32Array(this.next), 3),
            side: new THREE.BufferAttribute(new Float32Array(this.side), 1),
            width: new THREE.BufferAttribute(new Float32Array(this.width), 1),
            uv: new THREE.BufferAttribute(new Float32Array(this.uvs), 2),
            index: new THREE.BufferAttribute(new Uint16Array(this.indices_array), 1),
            counters: new THREE.BufferAttribute(new Float32Array(this.counters), 1),
          }
        } else {
          this._attributes.position.copyArray(new Float32Array(this.positions))
          this._attributes.position.needsUpdate = true
          this._attributes.previous.copyArray(new Float32Array(this.previous))
          this._attributes.previous.needsUpdate = true
          this._attributes.next.copyArray(new Float32Array(this.next))
          this._attributes.next.needsUpdate = true
          this._attributes.side.copyArray(new Float32Array(this.side))
          this._attributes.side.needsUpdate = true
          this._attributes.width.copyArray(new Float32Array(this.width))
          this._attributes.width.needsUpdate = true
          this._attributes.uv.copyArray(new Float32Array(this.uvs))
          this._attributes.uv.needsUpdate = true
          this._attributes.index.copyArray(new Uint16Array(this.indices_array))
          this._attributes.index.needsUpdate = true
        }
    
        this.setAttribute('position', this._attributes.position)
        this.setAttribute('previous', this._attributes.previous)
        this.setAttribute('next', this._attributes.next)
        this.setAttribute('side', this._attributes.side)
        this.setAttribute('width', this._attributes.width)
        this.setAttribute('uv', this._attributes.uv)
        this.setAttribute('counters', this._attributes.counters)
    
        this.setIndex(this._attributes.index)
    
        this.computeBoundingSphere()
        this.computeBoundingBox()
      }
    
      function memcpy(src, srcOffset, dst, dstOffset, length) {
        var i
    
        src = src.subarray || src.slice ? src : src.buffer
        dst = dst.subarray || dst.slice ? dst : dst.buffer
    
        src = srcOffset
          ? src.subarray
            ? src.subarray(srcOffset, length && srcOffset + length)
            : src.slice(srcOffset, length && srcOffset + length)
          : src
    
        if (dst.set) {
          dst.set(src, dstOffset)
        } else {
          for (i = 0; i < src.length; i++) {
            dst[i + dstOffset] = src[i]
          }
        }
    
        return dst
      }
    
      /**
       * Fast method to advance the line by one position.  The oldest position is removed.
       * @param position
       */
      MeshLine.prototype.advance = function(position, steps = 1) {
        var positions = this._attributes.position.array
        var previous = this._attributes.previous.array
        var next = this._attributes.next.array
        var l = positions.length
    
        // PREVIOUS
        memcpy(positions, 0, previous, 0, l)
    
        // POSITIONS
        memcpy(positions, 6, positions, 0, l - 6)
    
        for (let i = 0; i < steps; i++) {
          var _offset = l - 6 * i;
          positions[_offset - 6] = position.x;
          positions[_offset - 5] = position.y;
          positions[_offset - 4] = position.z;
          positions[_offset - 3] = position.x;
          positions[_offset - 2] = position.y;
          positions[_offset - 1] = position.z;
        }
    
        // NEXT
        memcpy(positions, 6, next, 0, l - 6)
    
        next[l - 6] = position.x
        next[l - 5] = position.y
        next[l - 4] = position.z
        next[l - 3] = position.x
        next[l - 2] = position.y
        next[l - 1] = position.z
    
        this._attributes.position.needsUpdate = true
        this._attributes.previous.needsUpdate = true
        this._attributes.next.needsUpdate = true
      }
    
      THREE.ShaderChunk['meshline_vert'] = [
        '',
        THREE.ShaderChunk.logdepthbuf_pars_vertex,
        THREE.ShaderChunk.fog_pars_vertex,
        '',
        'attribute vec3 previous;',
        'attribute vec3 next;',
        'attribute float side;',
        'attribute float width;',
        'attribute float counters;',
        '',
        'uniform vec2 resolution;',
        'uniform float lineWidth;',
        'uniform vec3 color;',
        'uniform float opacity;',
        'uniform float sizeAttenuation;',
        '',
        'varying vec2 vUV;',
        'varying vec4 vColor;',
        'varying float vCounters;',
        '',
        'vec2 fix( vec4 i, float aspect ) {',
        '',
        '    vec2 res = i.xy / i.w;',
        '    res.x *= aspect;',
        '	 vCounters = counters;',
        '    return res;',
        '',
        '}',
        '',
        'void main() {',
        '',
        '    float aspect = resolution.x / resolution.y;',
        '',
        '    vColor = vec4( color, opacity );',
        '    vUV = uv;',
        '',
        '    mat4 m = projectionMatrix * modelViewMatrix;',
        '    vec4 finalPosition = m * vec4( position, 1.0 );',
        '    vec4 prevPos = m * vec4( previous, 1.0 );',
        '    vec4 nextPos = m * vec4( next, 1.0 );',
        '',
        '    vec2 currentP = fix( finalPosition, aspect );',
        '    vec2 prevP = fix( prevPos, aspect );',
        '    vec2 nextP = fix( nextPos, aspect );',
        '',
        '    float w = lineWidth * width;',
        '',
        '    vec2 dir;',
        '    if( nextP == currentP ) dir = normalize( currentP - prevP );',
        '    else if( prevP == currentP ) dir = normalize( nextP - currentP );',
        '    else {',
        '        vec2 dir1 = normalize( currentP - prevP );',
        '        vec2 dir2 = normalize( nextP - currentP );',
        '        dir = normalize( dir1 + dir2 );',
        '',
        '        vec2 perp = vec2( -dir1.y, dir1.x );',
        '        vec2 miter = vec2( -dir.y, dir.x );',
        '        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
        '',
        '    }',
        '',
        '    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
        '    vec4 normal = vec4( -dir.y, dir.x, 0., 1. );',
        '    normal.xy *= .5 * w;',
        '    normal *= projectionMatrix;',
        '    if( sizeAttenuation == 0. ) {',
        '        normal.xy *= finalPosition.w;',
        '        normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy;',
        '    }',
        '',
        '    finalPosition.xy += normal.xy * side;',
        '',
        '    gl_Position = finalPosition;',
        '',
        THREE.ShaderChunk.logdepthbuf_vertex,
        THREE.ShaderChunk.fog_vertex && '    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
        THREE.ShaderChunk.fog_vertex,
        '}',
      ].join('\n')
    
      THREE.ShaderChunk['meshline_frag'] = [
        '',
        THREE.ShaderChunk.fog_pars_fragment,
        THREE.ShaderChunk.logdepthbuf_pars_fragment,
        '',
        'uniform sampler2D map;',
        'uniform sampler2D alphaMap;',
        'uniform float useMap;',
        'uniform float useAlphaMap;',
        'uniform float useDash;',
        'uniform float dashArray;',
        'uniform float dashOffset;',
        'uniform float dashRatio;',
        'uniform float visibility;',
        'uniform float alphaTest;',
        'uniform vec2 repeat;',
        '',
        'varying vec2 vUV;',
        'varying vec4 vColor;',
        'varying float vCounters;',
        '',
        'void main() {',
        '',
        THREE.ShaderChunk.logdepthbuf_fragment,
        '',
        '    vec4 c = vColor;',
        '    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
        '    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
        '    if( c.a < alphaTest ) discard;',
        '    if( useDash == 1. ){',
        '        c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
        '    }',
        '    gl_FragColor = c;',
        '    gl_FragColor.a *= step(vCounters, visibility);',
        '',
        THREE.ShaderChunk.fog_fragment,
        '}',
      ].join('\n')
    
      class MeshLineMaterial extends THREE.ShaderMaterial {
        constructor(parameters)
        {
          super({
            uniforms: Object.assign({}, THREE.UniformsLib.fog, {
              lineWidth: { value: 1 },
              map: { value: null },
              useMap: { value: 0 },
              alphaMap: { value: null },
              useAlphaMap: { value: 0 },
              color: { value: new THREE.Color(0xffffff) },
              opacity: { value: 1 },
              resolution: { value: new THREE.Vector2(1, 1) },
              sizeAttenuation: { value: 1 },
              dashArray: { value: 0 },
              dashOffset: { value: 0 },
              dashRatio: { value: 0.5 },
              useDash: { value: 0 },
              visibility: { value: 1 },
              alphaTest: { value: 0 },
              repeat: { value: new THREE.Vector2(1, 1) },
            }),
    
            vertexShader: THREE.ShaderChunk.meshline_vert,
    
            fragmentShader: THREE.ShaderChunk.meshline_frag,
          });
          this.isMeshLineMaterial = true
          this.type = 'MeshLineMaterial'
    
          Object.defineProperties(this, {
            lineWidth: {
              enumerable: true,
              get: function() {
                return this.uniforms.lineWidth.value
              },
              set: function(value) {
                this.uniforms.lineWidth.value = value
              },
            },
            map: {
              enumerable: true,
              get: function() {
                return this.uniforms.map.value
              },
              set: function(value) {
                this.uniforms.map.value = value
              },
            },
            useMap: {
              enumerable: true,
              get: function() {
                return this.uniforms.useMap.value
              },
              set: function(value) {
                this.uniforms.useMap.value = value
              },
            },
            alphaMap: {
              enumerable: true,
              get: function() {
                return this.uniforms.alphaMap.value
              },
              set: function(value) {
                this.uniforms.alphaMap.value = value
              },
            },
            useAlphaMap: {
              enumerable: true,
              get: function() {
                return this.uniforms.useAlphaMap.value
              },
              set: function(value) {
                this.uniforms.useAlphaMap.value = value
              },
            },
            color: {
              enumerable: true,
              get: function() {
                return this.uniforms.color.value
              },
              set: function(value) {
                this.uniforms.color.value = value
              },
            },
            opacity: {
              enumerable: true,
              get: function() {
                return this.uniforms.opacity.value
              },
              set: function(value) {
                this.uniforms.opacity.value = value
              },
            },
            resolution: {
              enumerable: true,
              get: function() {
                return this.uniforms.resolution.value
              },
              set: function(value) {
                this.uniforms.resolution.value.copy(value)
              },
            },
            sizeAttenuation: {
              enumerable: true,
              get: function() {
                return this.uniforms.sizeAttenuation.value
              },
              set: function(value) {
                this.uniforms.sizeAttenuation.value = value
              },
            },
            dashArray: {
              enumerable: true,
              get: function() {
                return this.uniforms.dashArray.value
              },
              set: function(value) {
                this.uniforms.dashArray.value = value
                this.useDash = value !== 0 ? 1 : 0
              },
            },
            dashOffset: {
              enumerable: true,
              get: function() {
                return this.uniforms.dashOffset.value
              },
              set: function(value) {
                this.uniforms.dashOffset.value = value
              },
            },
            dashRatio: {
              enumerable: true,
              get: function() {
                return this.uniforms.dashRatio.value
              },
              set: function(value) {
                this.uniforms.dashRatio.value = value
              },
            },
            useDash: {
              enumerable: true,
              get: function() {
                return this.uniforms.useDash.value
              },
              set: function(value) {
                this.uniforms.useDash.value = value
              },
            },
            visibility: {
              enumerable: true,
              get: function() {
                return this.uniforms.visibility.value
              },
              set: function(value) {
                this.uniforms.visibility.value = value
              },
            },
            alphaTest: {
              enumerable: true,
              get: function() {
                return this.uniforms.alphaTest.value
              },
              set: function(value) {
                this.uniforms.alphaTest.value = value
              },
            },
            repeat: {
              enumerable: true,
              get: function() {
                return this.uniforms.repeat.value
              },
              set: function(value) {
                this.uniforms.repeat.value.copy(value)
              },
            },
          })
    
          this.setValues(parameters)
        }
      }
    
      MeshLineMaterial.prototype.copy = function(source) {
        THREE.ShaderMaterial.prototype.copy.call(this, source)
    
        this.lineWidth = source.lineWidth
        this.map = source.map
        this.useMap = source.useMap
        this.alphaMap = source.alphaMap
        this.useAlphaMap = source.useAlphaMap
        this.color.copy(source.color)
        this.opacity = source.opacity
        this.resolution.copy(source.resolution)
        this.sizeAttenuation = source.sizeAttenuation
        this.dashArray.copy(source.dashArray)
        this.dashOffset.copy(source.dashOffset)
        this.dashRatio.copy(source.dashRatio)
        this.useDash = source.useDash
        this.visibility = source.visibility
        this.alphaTest = source.alphaTest
        this.repeat.copy(source.repeat)
    
        return this
      }
    
      if (typeof exports !== 'undefined') {
        if (typeof module !== 'undefined' && module.exports) {
          exports = module.exports = {
            MeshLine: MeshLine,
            MeshLineMaterial: MeshLineMaterial,
            MeshLineRaycast: MeshLineRaycast,
          }
        }
        exports.MeshLine = MeshLine
        exports.MeshLineMaterial = MeshLineMaterial
        exports.MeshLineRaycast = MeshLineRaycast
      } else {
        root.MeshLine = MeshLine
        root.MeshLineMaterial = MeshLineMaterial
        root.MeshLineRaycast = MeshLineRaycast
      }
    }.call(this))