oatLength){var view=new Float64Array(result,0,floatLengt
oatLength){var view=new Float64Array(result,0,floatLengt
oatLength){var view=new Float64Array(result,0,floatLengt
oatLength){var view=new Float64Array(result,0,floatLengt
oatLength){var view=new Float64Array(result,0,floatLengt
REE.BufferAttribute(new Float64Array(a),b)};THREE.Dynami
ength) { var view = new Float64Array(result, 0, floatLen
y(o);case Et:return new Float64Array(o);default:throw ne
gth){for(var result=new Float64Array(rLength),offset=0,l
oatLength){var view=new Float64Array(result,0,floatLengt
y(a);case Te:return new Float64Array(a);default:throw ne
1 << m; var cubeN = new Float64Array(cubeVertices); var
1 << m; var cubeN = new Float64Array(cubeVertices); var
FLOAT64ARRAY:return new Float64Array(buffer);default:thr
p+l*n;a[7]=f*-p+m*n}new Float64Array(3);new Float64Array
[e-1]+c[e])/2}var c=new Float64Array(e),l=0;return{get l
ength) { var view = new Float64Array(result, 0, floatLen
ew Uint32Array(a),q=new Float64Array(a);game_time=u[0];a
ay(x);case b:return new Float64Array(x);default:throw ne
.haveFloat64)return new Float64Array(c); if(b==Array&&nu