314 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			314 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BufferAttribute,
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									BufferGeometry,
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									Color,
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									Group,
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									Matrix4,
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									Mesh,
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									Vector3
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								} from 'three';
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								import { mergeGroups, deepCloneAttribute } from './BufferGeometryUtils.js';
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								const _color = /*@__PURE__*/new Color();
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								const _matrix = /*@__PURE__*/new Matrix4();
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								function createMeshesFromInstancedMesh( instancedMesh ) {
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									const group = new Group();
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									const count = instancedMesh.count;
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									const geometry = instancedMesh.geometry;
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									const material = instancedMesh.material;
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									for ( let i = 0; i < count; i ++ ) {
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										const mesh = new Mesh( geometry, material );
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										instancedMesh.getMatrixAt( i, mesh.matrix );
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										mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
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										group.add( mesh );
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									}
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									group.copy( instancedMesh );
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									group.updateMatrixWorld(); // ensure correct world matrices of meshes
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									return group;
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								}
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								function createMeshesFromMultiMaterialMesh( mesh ) {
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									if ( Array.isArray( mesh.material ) === false ) {
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										console.warn( 'THREE.SceneUtils.createMeshesFromMultiMaterialMesh(): The given mesh has no multiple materials.' );
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										return mesh;
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									}
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									const object = new Group();
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									object.copy( mesh );
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									// merge groups (which automatically sorts them)
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									const geometry = mergeGroups( mesh.geometry );
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									const index = geometry.index;
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									const groups = geometry.groups;
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									const attributeNames = Object.keys( geometry.attributes );
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									// create a mesh for each group by extracting the buffer data into a new geometry
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									for ( let i = 0; i < groups.length; i ++ ) {
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										const group = groups[ i ];
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										const start = group.start;
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										const end = start + group.count;
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										const newGeometry = new BufferGeometry();
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										const newMaterial = mesh.material[ group.materialIndex ];
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										// process all buffer attributes
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										for ( let j = 0; j < attributeNames.length; j ++ ) {
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											const name = attributeNames[ j ];
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											const attribute = geometry.attributes[ name ];
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											const itemSize = attribute.itemSize;
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											const newLength = group.count * itemSize;
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											const type = attribute.array.constructor;
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											const newArray = new type( newLength );
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											const newAttribute = new BufferAttribute( newArray, itemSize );
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											for ( let k = start, n = 0; k < end; k ++, n ++ ) {
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												const ind = index.getX( k );
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												if ( itemSize >= 1 ) newAttribute.setX( n, attribute.getX( ind ) );
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												if ( itemSize >= 2 ) newAttribute.setY( n, attribute.getY( ind ) );
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												if ( itemSize >= 3 ) newAttribute.setZ( n, attribute.getZ( ind ) );
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												if ( itemSize >= 4 ) newAttribute.setW( n, attribute.getW( ind ) );
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											}
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											newGeometry.setAttribute( name, newAttribute );
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										}
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										const newMesh = new Mesh( newGeometry, newMaterial );
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										object.add( newMesh );
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									}
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									return object;
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								}
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								function createMultiMaterialObject( geometry, materials ) {
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									const group = new Group();
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									for ( let i = 0, l = materials.length; i < l; i ++ ) {
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										group.add( new Mesh( geometry, materials[ i ] ) );
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									}
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									return group;
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								}
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								function reduceVertices( object, func, initialValue ) {
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									let value = initialValue;
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									const vertex = new Vector3();
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									object.updateWorldMatrix( true, true );
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									object.traverseVisible( ( child ) => {
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										const { geometry } = child;
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										if ( geometry !== undefined ) {
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											const { position } = geometry.attributes;
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											if ( position !== undefined ) {
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												for ( let i = 0, l = position.count; i < l; i ++ ) {
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													if ( child.isMesh ) {
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														child.getVertexPosition( i, vertex );
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													} else {
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														vertex.fromBufferAttribute( position, i );
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													}
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													if ( ! child.isSkinnedMesh ) {
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														vertex.applyMatrix4( child.matrixWorld );
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													}
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													value = func( value, vertex );
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												}
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											}
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										}
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									} );
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									return value;
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								}
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								/**
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								 * @param {InstancedMesh}
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								 * @param {function(int, int):int}
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								 */
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								function sortInstancedMesh( mesh, compareFn ) {
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									// store copy of instanced attributes for lookups
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									const instanceMatrixRef = deepCloneAttribute( mesh.instanceMatrix );
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									const instanceColorRef = mesh.instanceColor ? deepCloneAttribute( mesh.instanceColor ) : null;
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									const attributeRefs = new Map();
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									for ( const name in mesh.geometry.attributes ) {
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										const attribute = mesh.geometry.attributes[ name ];
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										if ( attribute.isInstancedBufferAttribute ) {
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											attributeRefs.set( attribute, deepCloneAttribute( attribute ) );
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										}
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									}
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									// compute sort order
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									const tokens = [];
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									for ( let i = 0; i < mesh.count; i ++ ) tokens.push( i );
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									tokens.sort( compareFn );
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									// apply sort order
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									for ( let i = 0; i < tokens.length; i ++ ) {
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										const refIndex = tokens[ i ];
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										_matrix.fromArray( instanceMatrixRef.array, refIndex * mesh.instanceMatrix.itemSize );
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										_matrix.toArray( mesh.instanceMatrix.array, i * mesh.instanceMatrix.itemSize );
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										if ( mesh.instanceColor ) {
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											_color.fromArray( instanceColorRef.array, refIndex * mesh.instanceColor.itemSize );
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											_color.toArray( mesh.instanceColor.array, i * mesh.instanceColor.itemSize );
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										}
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										for ( const name in mesh.geometry.attributes ) {
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											const attribute = mesh.geometry.attributes[ name ];
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											if ( attribute.isInstancedBufferAttribute ) {
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												const attributeRef = attributeRefs.get( attribute );
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												attribute.setX( i, attributeRef.getX( refIndex ) );
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												if ( attribute.itemSize > 1 ) attribute.setY( i, attributeRef.getY( refIndex ) );
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												if ( attribute.itemSize > 2 ) attribute.setZ( i, attributeRef.getZ( refIndex ) );
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												if ( attribute.itemSize > 3 ) attribute.setW( i, attributeRef.getW( refIndex ) );
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											}
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										}
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									}
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								}
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								/**
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								 * @param {Object3D} object Object to traverse.
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								 * @yields {Object3D} Objects that passed the filter condition.
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								 */
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								function* traverseGenerator( object ) {
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									yield object;
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									const children = object.children;
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									for ( let i = 0, l = children.length; i < l; i ++ ) {
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										yield* traverseGenerator( children[ i ] );
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									}
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								}
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								/**
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								 * @param {Object3D} object Object to traverse.
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								 * @yields {Object3D} Objects that passed the filter condition.
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								 */
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								function* traverseVisibleGenerator( object ) {
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									if ( object.visible === false ) return;
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									yield object;
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									const children = object.children;
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									for ( let i = 0, l = children.length; i < l; i ++ ) {
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										yield* traverseVisibleGenerator( children[ i ] );
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									}
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								}
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								/**
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								 * @param {Object3D} object Object to traverse.
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								 * @yields {Object3D} Objects that passed the filter condition.
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								 */
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								function* traverseAncestorsGenerator( object ) {
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									const parent = object.parent;
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									if ( parent !== null ) {
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										yield parent;
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| 
								 | 
							
										yield* traverseAncestorsGenerator( parent );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export {
							 | 
						||
| 
								 | 
							
									createMeshesFromInstancedMesh,
							 | 
						||
| 
								 | 
							
									createMeshesFromMultiMaterialMesh,
							 | 
						||
| 
								 | 
							
									createMultiMaterialObject,
							 | 
						||
| 
								 | 
							
									reduceVertices,
							 | 
						||
| 
								 | 
							
									sortInstancedMesh,
							 | 
						||
| 
								 | 
							
									traverseGenerator,
							 | 
						||
| 
								 | 
							
									traverseVisibleGenerator,
							 | 
						||
| 
								 | 
							
									traverseAncestorsGenerator
							 | 
						||
| 
								 | 
							
								};
							 |