text: var THREE = THREE || {};
  if (!self.Int32Array) self.Int32Array = Array, self.Float32Array = Array;
  THREE.Color = function (a) {
      a !== void 0 && this.setHex(a);
      return this
  };
  THREE.Color.prototype = {
      constructor: THREE.Color,
      r: 1,
      g: 1,
      b: 1,
      copy: function (a) {
          this.r = a.r;
          this.g = a.g;
          this.b = a.b;
          return this
      }, copyGammaToLinear: function (a) {
          this.r = a.r * a.r;
          this.g = a.g * a.g;
          this.b = a.b * a.b;
          return this
      }, copyLinearToGamma: function (a) {
          this.r = Math.sqrt(a.r);
          this.g = Math.sqrt(a.g);
          this.b = Math.sqrt(a.b);
          return this
      }, setRGB: function (a, b, c) {
          this.r = a;
          this.g = b;
          this.b = c;
          return this
      }, setHSV: function (a, b, c) {
          var d, f, e;
          if (c === 0) this.r = this.g = this.b = 0;
          else switch (d = Math.floor(a * 6), f = a * 6 - d, a = c * (1 - b), e = c * (1 - b * f), b = c * (1 - b * (1 - f)), d) {
          case 1:
              this.r = e;
              this.g = c;
              this.b = a;
              break;
          case 2:
              this.r = a;
              this.g = c;
              this.b = b;
              break;
          case 3:
              this.r = a;
              this.g = e;
              this.b = c;
              break;
          case 4:
              this.r = b;
              this.g = a;
              this.b = c;
              break;
          case 5:
              this.r = c;
              this.g = a;
              this.b = e;
              break;
          case 6:
          case 0:
              this.r = c, this.g = b, this.b = a
          }
          return this
      }, setHex: function (a) {
          a = Math.floor(a);
          this.r = (a >> 16 & 255) / 255;
          this.g = (a >> 8 & 255) / 255;
          this.b = (a & 255) / 255;
          return this
      }, getHex: function () {
          return~~ (this.r * 255) << 16 ^ ~~(this.g * 255) << 8 ^ ~~(this.b * 255)
      }, getContextStyle: function () {
          return "rgb(" + Math.floor(this.r * 255) + "," + Math.floor(this.g * 255) + "," + Math.floor(this.b * 255) + ")"
      }, clone: function () {
          return (new THREE.Color).setRGB(this.r, this.g, this.b)
      }
  };
  THREE.Vector2 = function (a, b) {
      this.x = a || 0;
      this.y = b || 0
  };
  THREE.Vector2.prototype = {
      constructor: THREE.Vector2,
      set: function (a, b) {
          this.x = a;
          this.y = b;
          return this
      }, copy: function (a) {
          this.x = a.x;
          this.y = a.y;
          return this
      }, clone: function () {
          return new THREE.Vector2(this.x, this.y)
      }, add: function (a, b) {
          this.x = a.x + b.x;
          this.y = a.y + b.y;
          return this
      }, addSelf: function (a) {
          this.x += a.x;
          this.y += a.y;
          return this
      }, sub: function (a, b) {
          this.x = a.x - b.x;
          this.y = a.y - b.y;
          return this
      }, subSelf: function (a) {
          this.x -= a.x;
          this.y -= a.y;
          return this
      }, multiplyScalar: function (a) {
          this.x *= a;
          this.y *= a;
          return this
      }, divideScalar: function (a) {
          a ? (this.x /= a, this.y /= a) : this.set(0, 0);
          return this
      }, negate: function () {
          return this.multiplyScalar(-1)
      }, dot: function (a) {
          return this.x * a.x + this.y * a.y
      }, lengthSq: function () {
          return this.x * this.x + this.y * this.y
      }, length: function () {
          return Math.sqrt(this.lengthSq())
      }, normalize: function () {
          return this.divideScalar(this.length())
      }, distanceTo: function (a) {
          return Math.sqrt(this.distanceToSquared(a))
      }, distanceToSquared: function (a) {
          var b = this.x - a.x,
              a = this.y - a.y;
          return b * b + a * a
      }, setLength: function (a) {
          return this.normalize().multiplyScalar(a)
      }, equals: function (a) {
          return a.x === this.x && a.y === this.y
      }
  };
  THREE.Vector3 = function (a, b, c) {
      this.x = a || 0;
      this.y = b || 0;
      this.z = c || 0
  };
  THREE.Vector3.prototype = {
      constructor: THREE.Vector3,
      set: function (a, b, c) {
          this.x = a;
          this.y = b;
          this.z = c;
          return this
      }, setX: function (a) {
          this.x = a;
          return this
      }, setY: function (a) {
          this.y = a;
          return this
      }, setZ: function (a) {
          this.z = a;
          return this
      }, copy: function (a) {
          this.x = a.x;
          this.y = a.y;
          this.z = a.z;
          return this
      }, clone: function () {
          return new THREE.Vector3(this.x, this.y, this.z)
      }, add: function (a, b) {
          this.x = a.x + b.x;
          this.y = a.y + b.y;
          this.z = a.z + b.z;
          return this
      }, addSelf: function (a) {
          this.x += a.x;
          this.y += a.y;
          this.z += a.z;
          return this
      }, addScalar: function (a) {
          this.x += a;
          this.y += a;
          this.z += a;
          return this
      }, sub: function (a, b) {
          this.x = a.x - b.x;
          this.y = a.y - b.y;
          this.z = a.z - b.z;
          return this
      }, subSelf: function (a) {
          this.x -= a.x;
          this.y -= a.y;
          this.z -= a.z;
          return this
      }, multiply: function (a, b) {
          this.x = a.x * b.x;
          this.y = a.y * b.y;
          this.z = a.z * b.z;
          return this
      }, multiplySelf: function (a) {
          this.x *= a.x;
          this.y *= a.y;
          this.z *= a.z;
          return this
      }, multiplyScalar: function (a) {
          this.x *= a;
          this.y *= a;
          this.z *= a;
          return this
      }, divideSelf: function (a) {
          this.x /= a.x;
          this.y /= a.y;
          this.z /= a.z;
          return this
      }, divideScalar: function (a) {
          a ? (this.x /= a, this.y /= a, this.z /= a) : this.z = this.y = this.x = 0;
          return this
      }, negate: function () {
          return this.multiplyScalar(-1)
      }, dot: function (a) {
          return this.x * a.x + this.y * a.y + this.z * a.z
      }, lengthSq: function () {
          return this.x * this.x + this.y * this.y + this.z * this.z
      }, length: function () {
          return Math.sqrt(this.lengthSq())
      }, lengthManhattan: function () {
          return this.x + this.y + this.z
      }, normalize: function () {
          return this.divideScalar(this.length())
      }, setLength: function (a) {
          return this.normalize().multiplyScalar(a)
      }, cross: function (a, b) {
          this.x = a.y * b.z - a.z * b.y;
          this.y = a.z * b.x - a.x * b.z;
          this.z = a.x * b.y - a.y * b.x;
          return this
      }, crossSelf: function (a) {
          var b = this.x,
              c = this.y,
              d = this.z;
          this.x = c * a.z - d * a.y;
          this.y = d * a.x - b * a.z;
          this.z = b * a.y - c * a.x;
          return this
      }, distanceTo: function (a) {
          return Math.sqrt(this.distanceToSquared(a))
      }, distanceToSquared: function (a) {
          return (new THREE.Vector3).sub(this, a).lengthSq()
      }, setPositionFromMatrix: function (a) {
          this.x = a.n14;
          this.y = a.n24;
          this.z = a.n34
      }, setRotationFromMatrix: function (a) {
          var b = Math.cos(this.y);
          this.y = Math.asin(a.n13);
          Math.abs(b) > 1.0E-5 ? (this.x = Math.atan2(-a.n23 / b, a.n33 / b), this.z = Math.atan2(-a.n12 / b, a.n11 / b)) : (this.x = 0, this.z = Math.atan2(a.n21, a.n22))
      }, isZero: function () {
          return this.lengthSq() < 1.0E-4
      }
  };
  THREE.Vector4 = function (a, b, c, d) {
      this.x = a || 0;
      this.y = b || 0;
      this.z = c || 0;
      this.w = d !== void 0 ? d : 1
  };
  THREE.Vector4.prototype = {
      constructor: THREE.Vector4,
      set: function (a, b, c, d) {
          this.x = a;
          this.y = b;
          this.z = c;
          this.w = d;
          return this
      }, copy: function (a) {
          this.x = a.x;
          this.y = a.y;
          this.z = a.z;
          this.w = a.w !== void 0 ? a.w : 1
      }, clone: function () {
          return new THREE.Vector4(this.x, this.y, this.z, this.w)
      }, add: function (a, b) {
          this.x = a.x + b.x;
          this.y = a.y + b.y;
          this.z = a.z + b.z;
          this.w = a.w + b.w;
          return this
      }, addSelf: function (a) {
          this.x += a.x;
          this.y += a.y;
          this.z += a.z;
          this.w += a.w;
          return this
      }, sub: function (a, b) {
          this.x = a.x - b.x;
          this.y = a.y - b.y;
          this.z = a.z - b.z;
          this.w = a.w - b.w;
          return this
      }, subSelf: function (a) {
          this.x -= a.x;
          this.y -= a.y;
          this.z -= a.z;
          this.w -= a.w;
          return this
      }, multiplyScalar: function (a) {
          this.x *= a;
          this.y *= a;
          this.z *= a;
          this.w *= a;
          return this
      }, divideScalar: function (a) {
          a ? (this.x /= a, this.y /= a, this.z /= a, this.w /= a) : (this.z = this.y = this.x = 0, this.w = 1);
          return this
      }, negate: function () {
          return this.multiplyScalar(-1)
      }, dot: function (a) {
          return this.x * a.x + this.y * a.y + this.z * a.z + this.w * a.w
      }, lengthSq: function () {
          return this.dot(this)
      }, length: function () {
          return Math.sqrt(this.lengthSq())
      }, normalize: function () {
          return this.divideScalar(this.length())
      }, setLength: function (a) {
          return this.normalize().multiplyScalar(a)
      }, lerpSelf: function (a, b) {
          this.x += (a.x - this.x) * b;
          this.y += (a.y - this.y) * b;
          this.z += (a.z - this.z) * b;
          this.w += (a.w - this.w) * b;
          return this
      }
  };
  THREE.Ray = function (a, b) {
      function c(a, b, c) {
          i.sub(c, a);
          p = i.dot(b);
          if (p <= 0) return null;
          k = n.add(a, o.copy(b).multiplyScalar(p));
          return s = c.distanceTo(k)
      }
  
      function d(a, b, c, d) {
          i.sub(d, b);
          n.sub(c, b);
          o.sub(a, b);
          K = i.dot(i);
          C = i.dot(n);
          Q = i.dot(o);
          O = n.dot(n);
          w = n.dot(o);
          F = 1 / (K * O - C * C);
          z = (O * Q - C * w) * F;
          D = (K * w - C * Q) * F;
          return z >= 0 && D >= 0 && z + D < 1
      }
      this.origin = a || new THREE.Vector3;
      this.direction = b || new THREE.Vector3;
      this.intersectScene = function (a) {
          return this.intersectObjects(a.children)
      };
      this.intersectObjects = function (a) {
          var b, c, d = [];
          b = 0;
          for (c = a.length; b < c; b++) Array.prototype.push.apply(d, this.intersectObject(a[b]));
          d.sort(function (a, b) {
              return a.distance - b.distance
          });
          return d
      };
      var f = new THREE.Vector3,
          e = new THREE.Vector3,
          g = new THREE.Vector3,
          h = new THREE.Vector3,
          a = new THREE.Vector3,
          b = new THREE.Vector3,
          m = new THREE.Vector3,
          l = new THREE.Vector3,
          j = new THREE.Vector3;
      this.intersectObject = function (k) {
          for (var i, o = [], n = 0, W = k.children.length; n < W; n++) Array.prototype.push.apply(o, this.intersectObject(k.children[n]));
          if (k instanceof THREE.Particle) {
              n = c(this.origin, this.direction, k.matrixWorld.getPosition());
              if (n === null || n > k.scale.x) return [];
              i = {
                  distance: n,
                  point: k.position,
                  face: null,
                  object: k
              };
              o.push(i)
          } else if (k instanceof THREE.Mesh) {
              n = c(this.origin, this.direction, k.matrixWorld.getPosition());
              if (n === null || n > k.geometry.boundingSphere.radius * Math.max(k.scale.x, Math.max(k.scale.y, k.scale.z))) return o;
              var p, G = k.geometry,
                  H = G.vertices,
                  I;
              k.matrixRotationWorld.extractRotation(k.matrixWorld);
              n = 0;
              for (W = G.faces.length; n < W; n++)
                  if (i = G.faces[n], a.copy(this.origin), b.copy(this.direction), I = k.matrixWorld, m = I.multiplyVector3(m.copy(i.centroid)).subSelf(a), p = m.dot(b), !(p <= 0) && (f = I.multiplyVector3(f.copy(H[i.a].position)), e = I.multiplyVector3(e.copy(H[i.b].position)), g = I.multiplyVector3(g.copy(H[i.c].position)), i instanceof THREE.Face4 && (h = I.multiplyVector3(h.copy(H[i.d].position))), l = k.matrixRotationWorld.multiplyVector3(l.copy(i.normal)), p = b.dot(l), k.doubleSided || (k.flipSided ? p > 0 : p < 0)))
                      if (p = l.dot(m.sub(f, a)) / p, j.add(a, b.multiplyScalar(p)), i instanceof THREE.Face3) d(j, f, e, g) && (i = {
                          distance: a.distanceTo(j),
                          point: j.clone(),
                          face: i,
                          object: k
                      }, o.push(i));
                      else if (i instanceof THREE.Face4 && (d(j, f, e, h) || d(j, e, g, h))) i = {
                  distance: a.distanceTo(j),
                  point: j.clone(),
                  face: i,
                  object: k
              }, o.push(i)
          }
          return o
      };
      var i = new THREE.Vector3,
          n = new THREE.Vector3,
          o = new THREE.Vector3,
          p, k, s, K, C, Q, O, w, F, z, D
  };
  THREE.Rectangle = function () {
      function a() {
          e = d - b;
          g = f - c
      }
      var b, c, d, f, e, g, h = !0;
      this.getX = function () {
          return b
      };
      this.getY = function () {
          return c
      };
      this.getWidth = function () {
          return e
      };
      this.getHeight = function () {
          return g
      };
      this.getLeft = function () {
          return b
      };
      this.getTop = function () {
          return c
      };
      this.getRight = function () {
          return d
      };
      this.getBottom = function () {
          return f
      };
      this.set = function (e, g, j, i) {
          h = !1;
          b = e;
          c = g;
          d = j;
          f = i;
          a()
      };
      this.addPoint = function (e, g) {
          h ? (h = !1, b = e, c = g, d = e, f = g) : (b = b < e ? b : e, c = c < g ? c : g, d = d > e ? d : e, f = f > g ? f : g);
          a()
      };
      this.add3Points = function (e, g, j, i, n, o) {
          h ? (h = !1, b = e < j ? e < n ? e : n : j < n ? j : n, c = g < i ? g < o ? g : o : i < o ? i : o, d = e > j ? e > n ? e : n : j > n ? j : n, f = g > i ? g > o ? g : o : i > o ? i : o) : (b = e < j ? e < n ? e < b ? e : b : n < b ? n : b : j < n ? j < b ? j : b : n < b ? n : b, c = g < i ? g < o ? g < c ? g : c : o < c ? o : c : i < o ? i < c ? i : c : o < c ? o : c, d = e > j ? e > n ? e > d ? e : d : n > d ? n : d : j > n ? j > d ? j : d : n > d ? n : d, f = g > i ? g > o ? g > f ? g : f : o > f ? o : f : i > o ? i > f ? i : f : o > f ? o : f);
          a()
      };
      this.addRectangle = function (e) {
          h ? (h = !1, b = e.getLeft(), c = e.getTop(), d = e.getRight(), f = e.getBottom()) : (b = b < e.getLeft() ? b : e.getLeft(), c = c < e.getTop() ? c : e.getTop(), d = d > e.getRight() ? d : e.getRight(), f = f > e.getBottom() ? f : e.getBottom());
          a()
      };
      this.inflate = function (e) {
          b -= e;
          c -= e;
          d += e;
          f += e;
          a()
      };
      this.minSelf = function (e) {
          b = b > e.getLeft() ? b : e.getLeft();
          c = c > e.getTop() ? c : e.getTop();
          d = d < e.getRight() ? d : e.getRight();
          f = f < e.getBottom() ? f : e.getBottom();
          a()
      };
      this.intersects = function (a) {
          return Math.min(d, a.getRight()) - Math.max(b, a.getLeft()) >= 0 && Math.min(f, a.getBottom()) - Math.max(c, a.getTop()) >= 0
      };
      this.empty = function () {
          h = !0;
          f = d = c = b = 0;
          a()
      };
      this.isEmpty = function () {
          return h
      }
  };
  THREE.Math = {
      clamp: function (a, b, c) {
          return a < b ? b : a > c ? c : a
      }, clampBottom: function (a, b) {
          return a < b ? b : a
      }, mapLinear: function (a, b, c, d, f) {
          return d + (a - b) * (f - d) / (c - b)
      }, random16: function () {
          return (65280 * Math.random() + 255 * Math.random()) / 65535
      }
  };
  THREE.Matrix3 = function () {
      this.m = []
  };
  THREE.Matrix3.prototype = {
      constructor: THREE.Matrix3,
      transpose: function () {
          var a, b = this.m;
          a = b[1];
          b[1] = b[3];
          b[3] = a;
          a = b[2];
          b[2] = b[6];
          b[6] = a;
          a = b[5];
          b[5] = b[7];
          b[7] = a;
          return this
      }, transposeIntoArray: function (a) {
          var b = this.m;
          a[0] = b[0];
          a[1] = b[3];
          a[2] = b[6];
          a[3] = b[1];
          a[4] = b[4];
          a[5] = b[7];
          a[6] = b[2];
          a[7] = b[5];
          a[8] = b[8];
          return this
      }
  };
  THREE.Matrix4 = function (a, b, c, d, f, e, g, h, m, l, j, i, n, o, p, k) {
      this.set(a !== void 0 ? a : 1, b || 0, c || 0, d || 0, f || 0, e !== void 0 ? e : 1, g || 0, h || 0, m || 0, l || 0, j !== void 0 ? j : 1, i || 0, n || 0, o || 0, p || 0, k !== void 0 ? k : 1);
      this.flat = Array(16);
      this.m33 = new THREE.Matrix3
  };
  THREE.Matrix4.prototype = {
      constructor: THREE.Matrix4,
      set: function (a, b, c, d, f, e, g, h, m, l, j, i, n, o, p, k) {
          this.n11 = a;
          this.n12 = b;
          this.n13 = c;
          this.n14 = d;
          this.n21 = f;
          this.n22 = e;
          this.n23 = g;
          this.n24 = h;
          this.n31 = m;
          this.n32 = l;
          this.n33 = j;
          this.n34 = i;
          this.n41 = n;
          this.n42 = o;
          this.n43 = p;
          this.n44 = k;
          return this
      }, identity: function () {
          this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
          return this
      }, copy: function (a) {
          this.set(a.n11, a.n12, a.n13, a.n14, a.n21, a.n22, a.n23, a.n24, a.n31, a.n32, a.n33, a.n34, a.n41, a.n42, a.n43, a.n44);
          return this
      }, lookAt: function (a, b, c) {
          var d = THREE.Matrix4.__v1,
              f = THREE.Matrix4.__v2,
              e = THREE.Matrix4.__v3;
          e.sub(a, b).normalize();
          if (e.length() === 0) e.z = 1;
          d.cross(c, e).normalize();
          d.length() === 0 && (e.x += 1.0E-4, d.cross(c, e).normalize());
          f.cross(e, d).normalize();
          this.n11 = d.x;
          this.n12 = f.x;
          this.n13 = e.x;
          this.n21 = d.y;
          this.n22 = f.y;
          this.n23 = e.y;
          this.n31 = d.z;
          this.n32 = f.z;
          this.n33 = e.z;
          return this
      }, multiply: function (a, b) {
          var c = a.n11,
              d = a.n12,
              f = a.n13,
              e = a.n14,
              g = a.n21,
              h = a.n22,
              m = a.n23,
              l = a.n24,
              j = a.n31,
              i = a.n32,
              n = a.n33,
              o = a.n34,
              p = a.n41,
              k = a.n42,
              s = a.n43,
              K = a.n44,
              C = b.n11,
              Q = b.n12,
              O = b.n13,
              w = b.n14,
              F = b.n21,
              z = b.n22,
              D = b.n23,
              u = b.n24,
              r = b.n31,
              E = b.n32,
              N = b.n33,
              W = b.n34,
              da = b.n41,
              G = b.n42,
              H = b.n43,
              I = b.n44;
          this.n11 = c * C + d * F + f * r + e * da;
          this.n12 = c * Q + d * z + f * E + e * G;
          this.n13 = c * O + d * D + f * N + e * H;
          this.n14 = c * w + d * u + f * W + e * I;
          this.n21 = g * C + h * F + m * r + l * da;
          this.n22 = g * Q + h * z + m * E + l * G;
          this.n23 = g * O + h * D + m * N + l * H;
          this.n24 = g * w + h * u + m * W + l * I;
          this.n31 = j * C + i * F + n * r + o * da;
          this.n32 = j * Q + i * z + n * E + o * G;
          this.n33 = j * O + i * D + n * N + o * H;
          this.n34 = j * w + i * u + n * W + o * I;
          this.n41 = p * C + k * F + s * r + K * da;
          this.n42 = p * Q + k * z + s * E + K * G;
          this.n43 = p * O + k * D + s * N + K * H;
          this.n44 = p * w + k * u + s * W + K * I;
          return this
      }, multiplySelf: function (a) {
          return this.multiply(this, a)
      }, multiplyToArray: function (a, b, c) {
          this.multiply(a, b);
          c[0] = this.n11;
          c[1] = this.n21;
          c[2] = this.n31;
          c[3] = this.n41;
          c[4] = this.n12;
          c[5] = this.n22;
          c[6] = this.n32;
          c[7] = this.n42;
          c[8] = this.n13;
          c[9] = this.n23;
          c[10] = this.n33;
          c[11] = this.n43;
          c[12] = this.n14;
          c[13] = this.n24;
          c[14] = this.n34;
          c[15] = this.n44;
          return this
      }, multiplyScalar: function (a) {
          this.n11 *= a;
          this.n12 *= a;
          this.n13 *= a;
          this.n14 *= a;
          this.n21 *= a;
          this.n22 *= a;
          this.n23 *= a;
          this.n24 *= a;
          this.n31 *= a;
          this.n32 *= a;
          this.n33 *= a;
          this.n34 *= a;
          this.n41 *= a;
          this.n42 *= a;
          this.n43 *= a;
          this.n44 *= a;
          return this
      }, multiplyVector3: function (a) {
          var b = a.x,
              c = a.y,
              d = a.z,
              f = 1 / (this.n41 * b + this.n42 * c + this.n43 * d + this.n44);
          a.x = (this.n11 * b + this.n12 * c + this.n13 * d + this.n14) * f;
          a.y = (this.n21 * b + this.n22 * c + this.n23 * d + this.n24) * f;
          a.z = (this.n31 * b + this.n32 * c + this.n33 * d + this.n34) * f;
          return a
      }, multiplyVector4: function (a) {
          var b = a.x,
              c = a.y,
              d = a.z,
              f = a.w;
          a.x = this.n11 * b + this.n12 * c + this.n13 * d + this.n14 * f;
          a.y = this.n21 * b + this.n22 * c + this.n23 * d + this.n24 * f;
          a.z = this.n31 * b + this.n32 * c + this.n33 * d + this.n34 * f;
          a.w = this.n41 * b + this.n42 * c + this.n43 * d + this.n44 * f;
          return a
      }, rotateAxis: function (a) {
          var b = a.x,
              c = a.y,
              d = a.z;
          a.x = b * this.n11 + c * this.n12 + d * this.n13;
          a.y = b * this.n21 + c * this.n22 + d * this.n23;
          a.z = b * this.n31 + c * this.n32 + d * this.n33;
          a.normalize();
          return a
      }, crossVector: function (a) {
          var b = new THREE.Vector4;
          b.x = this.n11 * a.x + this.n12 * a.y + this.n13 * a.z + this.n14 * a.w;
          b.y = this.n21 * a.x + this.n22 * a.y + this.n23 * a.z + this.n24 * a.w;
          b.z = this.n31 * a.x + this.n32 * a.y + this.n33 * a.z + this.n34 * a.w;
          b.w = a.w ? this.n41 * a.x + this.n42 * a.y + this.n43 * a.z + this.n44 * a.w : 1;
          return b
      }, determinant: function () {
          var a = this.n11,
              b = this.n12,
              c = this.n13,
              d = this.n14,
              f = this.n21,
              e = this.n22,
              g = this.n23,
              h = this.n24,
              m = this.n31,
              l = this.n32,
              j = this.n33,
              i = this.n34,
              n = this.n41,
              o = this.n42,
              p = this.n43,
              k = this.n44;
          return d * g * l * n - c * h * l * n - d * e * j * n + b * h * j * n + c * e * i * n - b * g * i * n - d * g * m * o + c * h * m * o + d * f * j * o - a * h * j * o - c * f * i * o + a * g * i * o + d * e * m * p - b * h * m * p - d * f * l * p + a * h * l * p + b * f * i * p - a * e * i * p - c * e * m * k + b * g * m * k + c * f * l * k - a * g * l * k - b * f * j * k + a * e * j * k
      }, transpose: function () {
          var a;
          a = this.n21;
          this.n21 = this.n12;
          this.n12 = a;
          a = this.n31;
          this.n31 = this.n13;
          this.n13 = a;
          a = this.n32;
          this.n32 = this.n23;
          this.n23 = a;
          a = this.n41;
          this.n41 = this.n14;
          this.n14 = a;
          a = this.n42;
          this.n42 = this.n24;
          this.n24 = a;
          a = this.n43;
          this.n43 = this.n34;
          this.n43 = a;
          return this
      }, clone: function () {
          var a = new THREE.Matrix4;
          a.n11 = this.n11;
          a.n12 = this.n12;
          a.n13 = this.n13;
          a.n14 = this.n14;
          a.n21 = this.n21;
          a.n22 = this.n22;
          a.n23 = this.n23;
          a.n24 = this.n24;
          a.n31 = this.n31;
          a.n32 = this.n32;
          a.n33 = this.n33;
          a.n34 = this.n34;
          a.n41 = this.n41;
          a.n42 = this.n42;
          a.n43 = this.n43;
          a.n44 = this.n44;
          return a
      }, flatten: function () {
          this.flat[0] = this.n11;
          this.flat[1] = this.n21;
          this.flat[2] = this.n31;
          this.flat[3] = this.n41;
          this.flat[4] = this.n12;
          this.flat[5] = this.n22;
          this.flat[6] = this.n32;
          this.flat[7] = this.n42;
          this.flat[8] = this.n13;
          this.flat[9] = this.n23;
          this.flat[10] = this.n33;
          this.flat[11] = this.n43;
          this.flat[12] = this.n14;
          this.flat[13] = this.n24;
          this.flat[14] = this.n34;
          this.flat[15] = this.n44;
          return this.flat
      }, flattenToArray: function (a) {
          a[0] = this.n11;
          a[1] = this.n21;
          a[2] = this.n31;
          a[3] = this.n41;
          a[4] = this.n12;
          a[5] = this.n22;
          a[6] = this.n32;
          a[7] = this.n42;
          a[8] = this.n13;
          a[9] = this.n23;
          a[10] = this.n33;
          a[11] = this.n43;
          a[12] = this.n14;
          a[13] = this.n24;
          a[14] = this.n34;
          a[15] = this.n44;
          return a
      }, flattenToArrayOffset: function (a, b) {
          a[b] = this.n11;
          a[b + 1] = this.n21;
          a[b + 2] = this.n31;
          a[b + 3] = this.n41;
          a[b + 4] = this.n12;
          a[b + 5] = this.n22;
          a[b + 6] = this.n32;
          a[b + 7] = this.n42;
          a[b + 8] = this.n13;
          a[b + 9] = this.n23;
          a[b + 10] = this.n33;
          a[b + 11] = this.n43;
          a[b + 12] = this.n14;
          a[b + 13] = this.n24;
          a[b + 14] = this.n34;
          a[b + 15] = this.n44;
          return a
      }, setTranslation: function (a, b, c) {
          this.set(1, 0, 0, a, 0, 1, 0, b, 0, 0, 1, c, 0, 0, 0, 1);
          return this
      }, setScale: function (a, b, c) {
          this.set(a, 0, 0, 0, 0, b, 0, 0, 0, 0, c, 0, 0, 0, 0, 1);
          return this
      }, setRotationX: function (a) {
          var b = Math.cos(a),
              a = Math.sin(a);
          this.set(1, 0, 0, 0, 0, b, -a, 0, 0, a, b, 0, 0, 0, 0, 1);
          return this
      }, setRotationY: function (a) {
          var b = Math.cos(a),
              a = Math.sin(a);
          this.set(b, 0, a, 0, 0, 1, 0, 0, -a, 0, b, 0, 0, 0, 0, 1);
          return this
      }, setRotationZ: function (a) {
          var b = Math.cos(a),
              a = Math.sin(a);
          this.set(b, -a, 0, 0, a, b, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
          return this
      }, setRotationAxis: function (a, b) {
          var c = Math.cos(b),
              d = Math.sin(b),
              f = 1 - c,
              e = a.x,
              g = a.y,
              h = a.z,
              m = f * e,
              l = f * g;
          this.set(m * e + c, m * g - d * h, m * h + d * g, 0, m * g + d * h, l * g + c, l * h - d * e, 0, m * h - d * g, l * h + d * e, f * h * h + c, 0, 0, 0, 0, 1);
          return this
      }, setPosition: function (a) {
          this.n14 = a.x;
          this.n24 = a.y;
          this.n34 = a.z;
          return this
      }, getPosition: function () {
          return THREE.Matrix4.__v1.set(this.n14, this.n24, this.n34)
      }, getColumnX: function () {
          return THREE.Matrix4.__v1.set(this.n11, this.n21, this.n31)
      }, getColumnY: function () {
          return THREE.Matrix4.__v1.set(this.n12, this.n22, this.n32)
      }, getColumnZ: function () {
          return THREE.Matrix4.__v1.set(this.n13, this.n23, this.n33)
      }, getInverse: function (a) {
          var b = a.n11,
              c = a.n12,
              d = a.n13,
              f = a.n14,
              e = a.n21,
              g = a.n22,
              h = a.n23,
              m = a.n24,
              l = a.n31,
              j = a.n32,
              i = a.n33,
              n = a.n34,
              o = a.n41,
              p = a.n42,
              k = a.n43,
              s = a.n44;
          this.n11 = h * n * p - m * i * p + m * j * k - g * n * k - h * j * s + g * i * s;
          this.n12 = f * i * p - d * n * p - f * j * k + c * n * k + d * j * s - c * i * s;
          this.n13 = d * m * p - f * h * p + f * g * k - c * m * k - d * g * s + c * h * s;
          this.n14 = f * h * j - d * m * j - f * g * i + c * m * i + d * g * n - c * h * n;
          this.n21 = m * i * o - h * n * o - m * l * k + e * n * k + h * l * s - e * i * s;
          this.n22 = d * n * o - f * i * o + f * l * k - b * n * k - d * l * s + b * i * s;
          this.n23 = f * h * o - d * m * o - f * e * k + b * m * k + d * e * s - b * h * s;
          this.n24 = d * m * l - f * h * l + f * e * i - b * m * i - d * e * n + b * h * n;
          this.n31 = g * n * o - m * j * o + m * l * p - e * n * p - g * l * s + e * j * s;
          this.n32 = f * j * o - c * n * o - f * l * p + b * n * p + c * l * s - b * j * s;
          this.n33 = d * m * o - f * g * o + f * e * p - b * m * p - c * e * s + b * g * s;
          this.n34 = f * g * l - c * m * l - f * e * j + b * m * j + c * e * n - b * g * n;
          this.n41 = h * j * o - g * i * o - h * l * p + e * i * p + g * l * k - e * j * k;
          this.n42 = c * i * o - d * j * o + d * l * p - b * i * p - c * l * k + b * j * k;
          this.n43 = d * g * o - c * h * o - d * e * p + b * h * p + c * e * k - b * g * k;
          this.n44 = c * h * l - d * g * l + d * e * j - b * h * j - c * e * i + b * g * i;
          this.multiplyScalar(1 / a.determinant());
          return this
      }, setRotationFromEuler: function (a, b) {
          var c = a.x,
              d = a.y,
              f = a.z,
              e = Math.cos(c),
              c = Math.sin(c),
              g = Math.cos(d),
              d = Math.sin(d),
              h = Math.cos(f),
              f = Math.sin(f);
          switch (b) {
          case "YXZ":
              var m = g * h,
                  l = g * f,
                  j = d * h,
                  i = d * f;
              this.n11 = m + i * c;
              this.n12 = j * c - l;
              this.n13 = e * d;
              this.n21 = e * f;
              this.n22 = e * h;
              this.n23 = -c;
              this.n31 = l * c - j;
              this.n32 = i + m * c;
              this.n33 = e * g;
              break;
          case "ZXY":
              m = g * h;
              l = g * f;
              j = d * h;
              i = d * f;
              this.n11 = m - i * c;
              this.n12 = -e * f;
              this.n13 = j + l * c;
              this.n21 = l + j * c;
              this.n22 = e * h;
              this.n23 = i - m * c;
              this.n31 = -e * d;
              this.n32 = c;
              this.n33 = e * g;
              break;
          case "ZYX":
              m = e * h;
              l = e * f;
              j = c * h;
              i = c * f;
              this.n11 = g * h;
              this.n12 = j * d - l;
              this.n13 = m * d + i;
              this.n21 = g * f;
              this.n22 = i * d + m;
              this.n23 = l * d - j;
              this.n31 = -d;
              this.n32 = c * g;
              this.n33 = e * g;
              break;
          case "YZX":
              m = e * g;
              l = e * d;
              j = c * g;
              i = c * d;
              this.n11 = g * h;
              this.n12 = i - m * f;
              this.n13 = j * f + l;
              this.n21 = f;
              this.n22 = e * h;
              this.n23 = -c * h;
              this.n31 = -d * h;
              this.n32 = l * f + j;
              this.n33 = m - i * f;
              break;
          case "XZY":
              m = e * g;
              l = e * d;
              j = c * g;
              i = c * d;
              this.n11 = g * h;
              this.n12 = -f;
              this.n13 = d * h;
              this.n21 = m * f + i;
              this.n22 = e * h;
              this.n23 = l * f - j;
              this.n31 = j * f - l;
              this.n32 = c * h;
              this.n33 = i * f + m;
              break;
          default:
              m = e * h, l = e * f, j = c * h, i = c * f, this.n11 = g * h, this.n12 = -g * f, this.n13 = d, this.n21 = l + j * d, this.n22 = m - i * d, this.n23 = -c * g, this.n31 = i - m * d, this.n32 = j + l * d, this.n33 = e * g
          }
          return this
      }, setRotationFromQuaternion: function (a) {
          var b = a.x,
              c = a.y,
              d = a.z,
              f = a.w,
              e = b + b,
              g = c + c,
              h = d + d,
              a = b * e,
              m = b * g;
          b *= h;
          var l = c * g;
          c *= h;
          d *= h;
          e *= f;
          g *= f;
          f *= h;
          this.n11 = 1 - (l + d);
          this.n12 = m - f;
          this.n13 = b + g;
          this.n21 = m + f;
          this.n22 = 1 - (a + d);
          this.n23 = c - e;
          this.n31 = b - g;
          this.n32 = c + e;
          this.n33 = 1 - (a + l);
          return this
      }, scale: function (a) {
          var b = a.x,
              c = a.y,
              a = a.z;
          this.n11 *= b;
          this.n12 *= c;
          this.n13 *= a;
          this.n21 *= b;
          this.n22 *= c;
          this.n23 *= a;
          this.n31 *= b;
          this.n32 *= c;
          this.n33 *= a;
          this.n41 *= b;
          this.n42 *= c;
          this.n43 *= a;
          return this
      }, compose: function (a, b, c) {
          var d = THREE.Matrix4.__m1,
              f = THREE.Matrix4.__m2;
          d.identity();
          d.setRotationFromQuaternion(b);
          f.setScale(c.x, c.y, c.z);
          this.multiply(d, f);
          this.n14 = a.x;
          this.n24 = a.y;
          this.n34 = a.z;
          return this
      }, decompose: function (a, b, c) {
          var d = THREE.Matrix4.__v1,
              f = THREE.Matrix4.__v2,
              e = THREE.Matrix4.__v3;
          d.set(this.n11, this.n21, this.n31);
          f.set(this.n12, this.n22, this.n32);
          e.set(this.n13, this.n23, this.n33);
          a = a instanceof THREE.Vector3 ? a : new THREE.Vector3;
          b = b instanceof THREE.Quaternion ? b : new THREE.Quaternion;
          c = c instanceof THREE.Vector3 ? c : new THREE.Vector3;
          c.x = d.length();
          c.y = f.length();
          c.z = e.length();
          a.x = this.n14;
          a.y = this.n24;
          a.z = this.n34;
          d = THREE.Matrix4.__m1;
          d.copy(this);
          d.n11 /= c.x;
          d.n21 /= c.x;
          d.n31 /= c.x;
          d.n12 /= c.y;
          d.n22 /= c.y;
          d.n32 /= c.y;
          d.n13 /= c.z;
          d.n23 /= c.z;
          d.n33 /= c.z;
          b.setFromRotationMatrix(d);
          return [a, b, c]
      }, extractPosition: function (a) {
          this.n14 = a.n14;
          this.n24 = a.n24;
          this.n34 = a.n34;
          return this
      }, extractRotation: function (a) {
          var b = THREE.Matrix4.__v1,
              c = 1 / b.set(a.n11, a.n21, a.n31).length(),
              d = 1 / b.set(a.n12, a.n22, a.n32).length(),
              b = 1 / b.set(a.n13, a.n23, a.n33).length();
          this.n11 = a.n11 * c;
          this.n21 = a.n21 * c;
          this.n31 = a.n31 * c;
          this.n12 = a.n12 * d;
          this.n22 = a.n22 * d;
          this.n32 = a.n32 * d;
          this.n13 = a.n13 * b;
          this.n23 = a.n23 * b;
          this.n33 = a.n33 * b;
          return this
      }
  };
  THREE.Matrix4.makeInvert3x3 = function (a) {
      var b = a.m33,
          c = b.m,
          d = a.n33 * a.n22 - a.n32 * a.n23,
          f = -a.n33 * a.n21 + a.n31 * a.n23,
          e = a.n32 * a.n21 - a.n31 * a.n22,
          g = -a.n33 * a.n12 + a.n32 * a.n13,
          h = a.n33 * a.n11 - a.n31 * a.n13,
          m = -a.n32 * a.n11 + a.n31 * a.n12,
          l = a.n23 * a.n12 - a.n22 * a.n13,
          j = -a.n23 * a.n11 + a.n21 * a.n13,
          i = a.n22 * a.n11 - a.n21 * a.n12,
          a = a.n11 * d + a.n21 * g + a.n31 * l;
      a === 0 && console.error("THREE.Matrix4.makeInvert3x3: Matrix not invertible.");
      a = 1 / a;
      c[0] = a * d;
      c[1] = a * f;
      c[2] = a * e;
      c[3] = a * g;
      c[4] = a * h;
      c[5] = a * m;
      c[6] = a * l;
      c[7] = a * j;
      c[8] = a * i;
      return b
  };
  THREE.Matrix4.makeFrustum = function (a, b, c, d, f, e) {
      var g;
      g = new THREE.Matrix4;
      g.n11 = 2 * f / (b - a);
      g.n12 = 0;
      g.n13 = (b + a) / (b - a);
      g.n14 = 0;
      g.n21 = 0;
      g.n22 = 2 * f / (d - c);
      g.n23 = (d + c) / (d - c);
      g.n24 = 0;
      g.n31 = 0;
      g.n32 = 0;
      g.n33 = -(e + f) / (e - f);
      g.n34 = -2 * e * f / (e - f);
      g.n41 = 0;
      g.n42 = 0;
      g.n43 = -1;
      g.n44 = 0;
      return g
  };
  THREE.Matrix4.makePerspective = function (a, b, c, d) {
      var f, a = c * Math.tan(a * Math.PI / 360);
      f = -a;
      return THREE.Matrix4.makeFrustum(f * b, a * b, f, a, c, d)
  };
  THREE.Matrix4.makeOrtho = function (a, b, c, d, f, e) {
      var g, h, m, l;
      g = new THREE.Matrix4;
      h = b - a;
      m = c - d;
      l = e - f;
      g.n11 = 2 / h;
      g.n12 = 0;
      g.n13 = 0;
      g.n14 = -((b + a) / h);
      g.n21 = 0;
      g.n22 = 2 / m;
      g.n23 = 0;
      g.n24 = -((c + d) / m);
      g.n31 = 0;
      g.n32 = 0;
      g.n33 = -2 / l;
      g.n34 = -((e + f) / l);
      g.n41 = 0;
      g.n42 = 0;
      g.n43 = 0;
      g.n44 = 1;
      return g
  };
  THREE.Matrix4.__v1 = new THREE.Vector3;
  THREE.Matrix4.__v2 = new THREE.Vector3;
  THREE.Matrix4.__v3 = new THREE.Vector3;
  THREE.Matrix4.__m1 = new THREE.Matrix4;
  THREE.Matrix4.__m2 = new THREE.Matrix4;
  THREE.Object3D = function () {
      this.name = "";
      this.id = THREE.Object3DCount++;
      this.parent = void 0;
      this.children = [];
      this.up = new THREE.Vector3(0, 1, 0);
      this.position = new THREE.Vector3;
      this.rotation = new THREE.Vector3;
      this.eulerOrder = "XYZ";
      this.scale = new THREE.Vector3(1, 1, 1);
      this.flipSided = this.doubleSided = this.dynamic = !1;
      this.renderDepth = null;
      this.rotationAutoUpdate = !0;
      this.matrix = new THREE.Matrix4;
      this.matrixWorld = new THREE.Matrix4;
      this.matrixRotationWorld = new THREE.Matrix4;
      this.matrixWorldNeedsUpdate = this.matrixAutoUpdate = !0;
      this.quaternion = new THREE.Quaternion;
      this.useQuaternion = !1;
      this.boundRadius = 0;
      this.boundRadiusScale = 1;
      this.visible = !0;
      this.receiveShadow = this.castShadow = !1;
      this.frustumCulled = !0;
      this._vector = new THREE.Vector3
  };
  THREE.Object3D.prototype = {
      constructor: THREE.Object3D,
      translate: function (a, b) {
          this.matrix.rotateAxis(b);
          this.position.addSelf(b.multiplyScalar(a))
      }, translateX: function (a) {
          this.translate(a, this._vector.set(1, 0, 0))
      }, translateY: function (a) {
          this.translate(a, this._vector.set(0, 1, 0))
      }, translateZ: function (a) {
          this.translate(a, this._vector.set(0, 0, 1))
      }, lookAt: function (a) {
          this.matrix.lookAt(a, this.position, this.up);
          this.rotationAutoUpdate && this.rotation.setRotationFromMatrix(this.matrix)
      }, add: function (a) {
          if (this.children.indexOf(a) === -1) {
              a.parent !== void 0 && a.parent.remove(a);
              a.parent = this;
              this.children.push(a);
              for (var b = this; b.parent !== void 0;) b = b.parent;
              b !== void 0 && b instanceof THREE.Scene && b.addObject(a)
          }
      }, remove: function (a) {
          var b = this.children.indexOf(a);
          if (b !== -1) {
              a.parent = void 0;
              this.children.splice(b, 1);
              for (b = this; b.parent !== void 0;) b = b.parent;
              b !== void 0 && b instanceof THREE.Scene && b.removeObject(a)
          }
      }, getChildByName: function (a, b) {
          var c, d, f;
          c = 0;
          for (d = this.children.length; c < d; c++) {
              f = this.children[c];
              if (f.name === a) return f;
              if (b && (f = f.getChildByName(a, b), f !== void 0)) return f
          }
      }, updateMatrix: function () {
          this.matrix.setPosition(this.position);
          this.useQuaternion ? this.matrix.setRotationFromQuaternion(this.quaternion) : this.matrix.setRotationFromEuler(this.rotation, this.eulerOrder);
          if (this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1) this.matrix.scale(this.scale), this.boundRadiusScale = Math.max(this.scale.x, Math.max(this.scale.y, this.scale.z));
          this.matrixWorldNeedsUpdate = !0
      }, updateMatrixWorld: function (a) {
          this.matrixAutoUpdate && this.updateMatrix();
          if (this.matrixWorldNeedsUpdate || a) this.parent ? this.matrixWorld.multiply(this.parent.matrixWorld, this.matrix) : this.matrixWorld.copy(this.matrix), this.matrixWorldNeedsUpdate = !1, a = !0;
          for (var b = 0, c = this.children.length; b < c; b++) this.children[b].updateMatrixWorld(a)
      }
  };
  THREE.Object3DCount = 0;
  THREE.Projector = function () {
      function a() {
          var a = g[e] = g[e] || new THREE.RenderableObject;
          e++;
          return a
      }
  
      function b() {
          var a = l[m] = l[m] || new THREE.RenderableVertex;
          m++;
          return a
      }
  
      function c(a, b) {
          return b.z - a.z
      }
  
      function d(a, b) {
          var c = 0,
              d = 1,
              e = a.z + a.w,
              f = b.z + b.w,
              g = -a.z + a.w,
              h = -b.z + b.w;
          return e >= 0 && f >= 0 && g >= 0 && h >= 0 ? !0 : e < 0 && f < 0 || g < 0 && h < 0 ? !1 : (e < 0 ? c = Math.max(c, e / (e - f)) : f < 0 && (d = Math.min(d, e / (e - f))), g < 0 ? c = Math.max(c, g / (g - h)) : h < 0 && (d = Math.min(d, g / (g - h))), d < c ? !1 : (a.lerpSelf(b, c), b.lerpSelf(a, 1 - d), !0))
      }
      var f, e, g = [],
          h, m, l = [],
          j, i, n = [],
          o, p = [],
          k, s, K = [],
          C, Q, O = [],
          w = {
              objects: [],
              sprites: [],
              lights: [],
              elements: []
          },
          F = new THREE.Vector3,
          z = new THREE.Vector4,
          D = new THREE.Matrix4,
          u = new THREE.Matrix4,
          r = [new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4],
          E = new THREE.Vector4,
          N = new THREE.Vector4;
      this.computeFrustum = function (a) {
          r[0].set(a.n41 - a.n11, a.n42 - a.n12, a.n43 - a.n13, a.n44 - a.n14);
          r[1].set(a.n41 + a.n11, a.n42 + a.n12, a.n43 + a.n13, a.n44 + a.n14);
          r[2].set(a.n41 + a.n21, a.n42 + a.n22, a.n43 + a.n23, a.n44 + a.n24);
          r[3].set(a.n41 - a.n21, a.n42 - a.n22, a.n43 - a.n23, a.n44 - a.n24);
          r[4].set(a.n41 - a.n31, a.n42 - a.n32, a.n43 - a.n33, a.n44 - a.n34);
          r[5].set(a.n41 + a.n31, a.n42 + a.n32, a.n43 + a.n33, a.n44 + a.n34);
          for (a = 0; a < 6; a++) {
              var b = r[a];
              b.divideScalar(Math.sqrt(b.x * b.x + b.y * b.y + b.z * b.z))
          }
      };
      this.projectVector = function (a, b) {
          b.matrixWorldInverse.getInverse(b.matrixWorld);
          D.multiply(b.projectionMatrix, b.matrixWorldInverse);
          D.multiplyVector3(a);
          return a
      };
      this.unprojectVector = function (a, b) {
          b.projectionMatrixInverse.getInverse(b.projectionMatrix);
          D.multiply(b.matrixWorld, b.projectionMatrixInverse);
          D.multiplyVector3(a);
          return a
      };
      this.pickingRay = function (a, b) {
          var c;
          a.z = -1;
          c = new THREE.Vector3(a.x, a.y, 1);
          this.unprojectVector(a, b);
          this.unprojectVector(c, b);
          c.subSelf(a).normalize();
          return new THREE.Ray(a, c)
      };
      this.projectGraph = function (b, d) {
          e = 0;
          w.objects.length = 0;
          w.sprites.length = 0;
          w.lights.length = 0;
          var g = function (b) {
              if (b.visible !== !1) {
                  var c;
                  if (c = b instanceof THREE.Mesh || b instanceof THREE.Line)
                      if (!(c = b.frustumCulled === !1)) a: {
                          for (var d = b.matrixWorld, e = -b.geometry.boundingSphere.radius * Math.max(b.scale.x, Math.max(b.scale.y, b.scale.z)), h = 0; h < 6; h++)
                              if (c = r[h].x * d.n14 + r[h].y * d.n24 + r[h].z * d.n34 + r[h].w, c <= e) {
                                  c = !1;
                                  break a
                              }
                          c = !0
                      }
                      c ? (D.multiplyVector3(F.copy(b.position)), f = a(), f.object = b, f.z = F.z, w.objects.push(f)) : b instanceof THREE.Sprite || b instanceof THREE.Particle ? (D.multiplyVector3(F.copy(b.position)), f = a(), f.object = b, f.z = F.z, w.sprites.push(f)) : b instanceof THREE.Light && w.lights.push(b);
                  c = 0;
                  for (d = b.children.length; c < d; c++) g(b.children[c])
              }
          };
          g(b);
          d && w.objects.sort(c);
          return w
      };
      this.projectScene = function (a, e, f) {
          var g = e.near,
              r = e.far,
              F, L, B, S, v, R, P, V, J, t, A, x, y, M, la, fa;
          Q = s = o = i = 0;
          w.elements.length = 0;
          e.parent === void 0 && (console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it..."), a.add(e));
          a.updateMatrixWorld();
          e.matrixWorldInverse.getInverse(e.matrixWorld);
          D.multiply(e.projectionMatrix, e.matrixWorldInverse);
          this.computeFrustum(D);
          w = this.projectGraph(a, !1);
          a = 0;
          for (F = w.objects.length; a < F; a++)
              if (J = w.objects[a].object, t = J.matrixWorld, x = J.material, m = 0, J instanceof THREE.Mesh) {
                  A = J.geometry;
                  y = J.geometry.materials;
                  S = A.vertices;
                  M = A.faces;
                  la = A.faceVertexUvs;
                  A = J.matrixRotationWorld.extractRotation(t);
                  L = 0;
                  for (B = S.length; L < B; L++) h = b(), h.positionWorld.copy(S[L].position), t.multiplyVector3(h.positionWorld), h.positionScreen.copy(h.positionWorld), D.multiplyVector4(h.positionScreen), h.positionScreen.x /= h.positionScreen.w, h.positionScreen.y /= h.positionScreen.w, h.visible = h.positionScreen.z > g && h.positionScreen.z < r;
                  S = 0;
                  for (L = M.length; S < L; S++) {
                      B = M[S];
                      if (B instanceof THREE.Face3)
                          if (v = l[B.a], R = l[B.b], P = l[B.c], v.visible && R.visible && P.visible && (J.doubleSided || J.flipSided != (P.positionScreen.x - v.positionScreen.x) * (R.positionScreen.y - v.positionScreen.y) - (P.positionScreen.y - v.positionScreen.y) * (R.positionScreen.x - v.positionScreen.x) < 0)) V = n[i] = n[i] || new THREE.RenderableFace3, i++, j = V, j.v1.copy(v), j.v2.copy(R), j.v3.copy(P);
                          else continue;
                      else if (B instanceof THREE.Face4)
                          if (v = l[B.a], R = l[B.b], P = l[B.c], V = l[B.d], v.visible && R.visible && P.visible && V.visible && (J.doubleSided || J.flipSided != ((V.positionScreen.x - v.positionScreen.x) * (R.positionScreen.y - v.positionScreen.y) - (V.positionScreen.y - v.positionScreen.y) * (R.positionScreen.x - v.positionScreen.x) < 0 || (R.positionScreen.x - P.positionScreen.x) * (V.positionScreen.y - P.positionScreen.y) - (R.positionScreen.y - P.positionScreen.y) * (V.positionScreen.x - P.positionScreen.x) < 0))) fa = p[o] = p[o] || new THREE.RenderableFace4, o++, j = fa, j.v1.copy(v), j.v2.copy(R), j.v3.copy(P), j.v4.copy(V);
                          else continue;
                      j.normalWorld.copy(B.normal);
                      A.multiplyVector3(j.normalWorld);
                      j.centroidWorld.copy(B.centroid);
                      t.multiplyVector3(j.centroidWorld);
                      j.centroidScreen.copy(j.centroidWorld);
                      D.multiplyVector3(j.centroidScreen);
                      P = B.vertexNormals;
                      v = 0;
                      for (R = P.length; v < R; v++) V = j.vertexNormalsWorld[v], V.copy(P[v]), A.multiplyVector3(V);
                      v = 0;
                      for (R = la.length; v < R; v++)
                          if (fa = la[v][S]) {
                              P = 0;
                              for (V = fa.length; P < V; P++) j.uvs[v][P] = fa[P]
                          }
                      j.material = x;
                      j.faceMaterial = B.materialIndex !== null ? y[B.materialIndex] : null;
                      j.z = j.centroidScreen.z;
                      w.elements.push(j)
                  }
              } else if (J instanceof THREE.Line) {
              u.multiply(D, t);
              S = J.geometry.vertices;
              v = b();
              v.positionScreen.copy(S[0].position);
              u.multiplyVector4(v.positionScreen);
              L = 1;
              for (B = S.length; L < B; L++)
                  if (v = b(), v.positionScreen.copy(S[L].position), u.multiplyVector4(v.positionScreen), R = l[m - 2], E.copy(v.positionScreen), N.copy(R.positionScreen), d(E, N)) E.multiplyScalar(1 / E.w), N.multiplyScalar(1 / N.w), J = K[s] = K[s] || new THREE.RenderableLine, s++, k = J, k.v1.positionScreen.copy(E), k.v2.positionScreen.copy(N), k.z = Math.max(E.z, N.z), k.material = x, w.elements.push(k)
          }
          a = 0;
          for (F = w.sprites.length; a < F; a++)
              if (J = w.sprites[a].object, t = J.matrixWorld, J instanceof THREE.Particle && (z.set(t.n14, t.n24, t.n34, 1), D.multiplyVector4(z), z.z /= z.w, z.z > 0 && z.z < 1)) g = O[Q] = O[Q] || new THREE.RenderableParticle, Q++, C = g, C.x = z.x / z.w, C.y = z.y / z.w, C.z = z.z, C.rotation = J.rotation.z, C.scale.x = J.scale.x * Math.abs(C.x - (z.x + e.projectionMatrix.n11) / (z.w + e.projectionMatrix.n14)), C.scale.y = J.scale.y * Math.abs(C.y - (z.y + e.projectionMatrix.n22) / (z.w + e.projectionMatrix.n24)), C.material = J.material, w.elements.push(C);
          f && w.elements.sort(c);
          return w
      }
  };
  THREE.Quaternion = function (a, b, c, d) {
      this.set(a || 0, b || 0, c || 0, d !== void 0 ? d : 1)
  };
  THREE.Quaternion.prototype = {
      constructor: THREE.Quaternion,
      set: function (a, b, c, d) {
          this.x = a;
          this.y = b;
          this.z = c;
          this.w = d;
          return this
      }, copy: function (a) {
          this.x = a.x;
          this.y = a.y;
          this.z = a.z;
          this.w = a.w;
          return this
      }, setFromEuler: function (a) {
          var b = Math.PI / 360,
              c = a.x * b,
              d = a.y * b,
              f = a.z * b,
              a = Math.cos(d),
              d = Math.sin(d),
              b = Math.cos(-f),
              f = Math.sin(-f),
              e = Math.cos(c),
              c = Math.sin(c),
              g = a * b,
              h = d * f;
          this.w = g * e - h * c;
          this.x = g * c + h * e;
          this.y = d * b * e + a * f * c;
          this.z = a * f * e - d * b * c;
          return this
      }, setFromAxisAngle: function (a, b) {
          var c = b / 2,
              d = Math.sin(c);
          this.x = a.x * d;
          this.y = a.y * d;
          this.z = a.z * d;
          this.w = Math.cos(c);
          return this
      }, setFromRotationMatrix: function (a) {
          var b = Math.pow(a.determinant(), 1 / 3);
          this.w = Math.sqrt(Math.max(0, b + a.n11 + a.n22 + a.n33)) / 2;
          this.x = Math.sqrt(Math.max(0, b + a.n11 - a.n22 - a.n33)) / 2;
          this.y = Math.sqrt(Math.max(0, b - a.n11 + a.n22 - a.n33)) / 2;
          this.z = Math.sqrt(Math.max(0, b - a.n11 - a.n22 + a.n33)) / 2;
          this.x = a.n32 - a.n23 < 0 ? -Math.abs(this.x) : Math.abs(this.x);
          this.y = a.n13 - a.n31 < 0 ? -Math.abs(this.y) : Math.abs(this.y);
          this.z = a.n21 - a.n12 < 0 ? -Math.abs(this.z) : Math.abs(this.z);
          this.normalize();
          return this
      }, calculateW: function () {
          this.w = -Math.sqrt(Math.abs(1 - this.x * this.x - this.y * this.y - this.z * this.z));
          return this
      }, inverse: function () {
          this.x *= -1;
          this.y *= -1;
          this.z *= -1;
          return this
      }, length: function () {
          return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w)
      }, normalize: function () {
          var a = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
          a === 0 ? this.w = this.z = this.y = this.x = 0 : (a = 1 / a, this.x *= a, this.y *= a, this.z *= a, this.w *= a);
          return this
      }, multiplySelf: function (a) {
          var b = this.x,
              c = this.y,
              d = this.z,
              f = this.w,
              e = a.x,
              g = a.y,
              h = a.z,
              a = a.w;
          this.x = b * a + f * e + c * h - d * g;
          this.y = c * a + f * g + d * e - b * h;
          this.z = d * a + f * h + b * g - c * e;
          this.w = f * a - b * e - c * g - d * h;
          return this
      }, multiply: function (a, b) {
          this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x;
          this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y;
          this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z;
          this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w;
          return this
      }, multiplyVector3: function (a, b) {
          b || (b = a);
          var c = a.x,
              d = a.y,
              f = a.z,
              e = this.x,
              g = this.y,
              h = this.z,
              m = this.w,
              l = m * c + g * f - h * d,
              j = m * d + h * c - e * f,
              i = m * f + e * d - g * c,
              c = -e * c - g * d - h * f;
          b.x = l * m + c * -e + j * -h - i * -g;
          b.y = j * m + c * -g + i * -e - l * -h;
          b.z = i * m + c * -h + l * -g - j * -e;
          return b
      }
  };
  THREE.Quaternion.slerp = function (a, b, c, d) {
      var f = a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z;
      f < 0 ? (c.w = -b.w, c.x = -b.x, c.y = -b.y, c.z = -b.z, f = -f) : c.copy(b);
      if (Math.abs(f) >= 1) return c.w = a.w, c.x = a.x, c.y = a.y, c.z = a.z, c;
      var e = Math.acos(f),
          f = Math.sqrt(1 - f * f);
      if (Math.abs(f) < 0.001) return c.w = 0.5 * (a.w + b.w), c.x = 0.5 * (a.x + b.x), c.y = 0.5 * (a.y + b.y), c.z = 0.5 * (a.z + b.z), c;
      b = Math.sin((1 - d) * e) / f;
      d = Math.sin(d * e) / f;
      c.w = a.w * b + c.w * d;
      c.x = a.x * b + c.x * d;
      c.y = a.y * b + c.y * d;
      c.z = a.z * b + c.z * d;
      return c
  };
  THREE.Vertex = function (a) {
      this.position = a || new THREE.Vector3
  };
  THREE.Face3 = function (a, b, c, d, f, e) {
      this.a = a;
      this.b = b;
      this.c = c;
      this.normal = d instanceof THREE.Vector3 ? d : new THREE.Vector3;
      this.vertexNormals = d instanceof Array ? d : [];
      this.color = f instanceof THREE.Color ? f : new THREE.Color;
      this.vertexColors = f instanceof Array ? f : [];
      this.vertexTangents = [];
      this.materialIndex = e;
      this.centroid = new THREE.Vector3
  };
  THREE.Face4 = function (a, b, c, d, f, e, g) {
      this.a = a;
      this.b = b;
      this.c = c;
      this.d = d;
      this.normal = f instanceof THREE.Vector3 ? f : new THREE.Vector3;
      this.vertexNormals = f instanceof Array ? f : [];
      this.color = e instanceof THREE.Color ? e : new THREE.Color;
      this.vertexColors = e instanceof Array ? e : [];
      this.vertexTangents = [];
      this.materialIndex = g;
      this.centroid = new THREE.Vector3
  };
  THREE.UV = function (a, b) {
      this.u = a || 0;
      this.v = b || 0
  };
  THREE.UV.prototype = {
      constructor: THREE.UV,
      set: function (a, b) {
          this.u = a;
          this.v = b;
          return this
      }, copy: function (a) {
          this.u = a.u;
          this.v = a.v;
          return this
      }, clone: function () {
          return new THREE.UV(this.u, this.v)
      }
  };
  THREE.Geometry = function () {
      this.id = THREE.GeometryCount++;
      this.vertices = [];
      this.colors = [];
      this.materials = [];
      this.faces = [];
      this.faceUvs = [
          []
      ];
      this.faceVertexUvs = [
          []
      ];
      this.morphTargets = [];
      this.morphColors = [];
      this.skinWeights = [];
      this.skinIndices = [];
      this.boundingSphere = this.boundingBox = null;
      this.dynamic = this.hasTangents = !1
  };
  THREE.Geometry.prototype = {
      constructor: THREE.Geometry,
      applyMatrix: function (a) {
          var b = new THREE.Matrix4;
          b.extractRotation(a, new THREE.Vector3(1, 1, 1));
          for (var c = 0, d = this.vertices.length; c < d; c++) a.multiplyVector3(this.vertices[c].position);
          c = 0;
          for (d = this.faces.length; c < d; c++) {
              var f = this.faces[c];
              b.multiplyVector3(f.normal);
              for (var e = 0, g = f.vertexNormals.length; e < g; e++) b.multiplyVector3(f.vertexNormals[e]);
              a.multiplyVector3(f.centroid)
          }
      }, computeCentroids: function () {
          var a, b, c;
          a = 0;
          for (b = this.faces.length; a < b; a++) c = this.faces[a], c.centroid.set(0, 0, 0), c instanceof THREE.Face3 ? (c.centroid.addSelf(this.vertices[c.a].position), c.centroid.addSelf(this.vertices[c.b].position), c.centroid.addSelf(this.vertices[c.c].position), c.centroid.divideScalar(3)) : c instanceof THREE.Face4 && (c.centroid.addSelf(this.vertices[c.a].position), c.centroid.addSelf(this.vertices[c.b].position), c.centroid.addSelf(this.vertices[c.c].position), c.centroid.addSelf(this.vertices[c.d].position), c.centroid.divideScalar(4))
      }, computeFaceNormals: function () {
          var a, b, c, d, f, e, g = new THREE.Vector3,
              h = new THREE.Vector3;
          a = 0;
          for (b = this.faces.length; a < b; a++) c = this.faces[a], d = this.vertices[c.a], f = this.vertices[c.b], e = this.vertices[c.c], g.sub(e.position, f.position), h.sub(d.position, f.position), g.crossSelf(h), g.isZero() || g.normalize(), c.normal.copy(g)
      }, computeVertexNormals: function () {
          var a, b, c, d;
          if (this.__tmpVertices === void 0) {
              d = this.__tmpVertices = Array(this.vertices.length);
              a = 0;
              for (b = this.vertices.length; a < b; a++) d[a] = new THREE.Vector3;
              a = 0;
              for (b = this.faces.length; a < b; a++)
                  if (c = this.faces[a], c instanceof THREE.Face3) c.vertexNormals = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
                  else if (c instanceof THREE.Face4) c.vertexNormals = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3, new THREE.Vector3]
          } else {
              d = this.__tmpVertices;
              a = 0;
              for (b = this.vertices.length; a < b; a++) d[a].set(0, 0, 0)
          }
          a = 0;
          for (b = this.faces.length; a < b; a++) c = this.faces[a], c instanceof THREE.Face3 ? (d[c.a].addSelf(c.normal), d[c.b].addSelf(c.normal), d[c.c].addSelf(c.normal)) : c instanceof THREE.Face4 && (d[c.a].addSelf(c.normal), d[c.b].addSelf(c.normal), d[c.c].addSelf(c.normal), d[c.d].addSelf(c.normal));
          a = 0;
          for (b = this.vertices.length; a < b; a++) d[a].normalize();
          a = 0;
          for (b = this.faces.length; a < b; a++) c = this.faces[a], c instanceof THREE.Face3 ? (c.vertexNormals[0].copy(d[c.a]), c.vertexNormals[1].copy(d[c.b]), c.vertexNormals[2].copy(d[c.c])) : c instanceof THREE.Face4 && (c.vertexNormals[0].copy(d[c.a]), c.vertexNormals[1].copy(d[c.b]), c.vertexNormals[2].copy(d[c.c]), c.vertexNormals[3].copy(d[c.d]))
      }, computeTangents: function () {
          function a(a, b, c, d, e, f, D) {
              h = a.vertices[b].position;
              m = a.vertices[c].position;
              l = a.vertices[d].position;
              j = g[e];
              i = g[f];
              n = g[D];
              o = m.x - h.x;
              p = l.x - h.x;
              k = m.y - h.y;
              s = l.y - h.y;
              K = m.z - h.z;
              C = l.z - h.z;
              Q = i.u - j.u;
              O = n.u - j.u;
              w = i.v - j.v;
              F = n.v - j.v;
              z = 1 / (Q * F - O * w);
              E.set((F * o - w * p) * z, (F * k - w * s) * z, (F * K - w * C) * z);
              N.set((Q * p - O * o) * z, (Q * s - O * k) * z, (Q * C - O * K) * z);
              u[b].addSelf(E);
              u[c].addSelf(E);
              u[d].addSelf(E);
              r[b].addSelf(N);
              r[c].addSelf(N);
              r[d].addSelf(N)
          }
          var b, c, d, f, e, g, h, m, l, j, i, n, o, p, k, s, K, C, Q, O, w, F, z, D, u = [],
              r = [],
              E = new THREE.Vector3,
              N = new THREE.Vector3,
              W = new THREE.Vector3,
              da = new THREE.Vector3,
              G = new THREE.Vector3;
          b = 0;
          for (c = this.vertices.length; b < c; b++) u[b] = new THREE.Vector3, r[b] = new THREE.Vector3;
          b = 0;
          for (c = this.faces.length; b < c; b++) e = this.faces[b], g = this.faceVertexUvs[0][b], e instanceof THREE.Face3 ? a(this, e.a, e.b, e.c, 0, 1, 2) : e instanceof THREE.Face4 && (a(this, e.a, e.b, e.c, 0, 1, 2), a(this, e.a, e.b, e.d, 0, 1, 3));
          var H = ["a", "b", "c", "d"];
          b = 0;
          for (c = this.faces.length; b < c; b++) {
              e = this.faces[b];
              for (d = 0; d < e.vertexNormals.length; d++) G.copy(e.vertexNormals[d]), f = e[H[d]], D = u[f], W.copy(D), W.subSelf(G.multiplyScalar(G.dot(D))).normalize(), da.cross(e.vertexNormals[d], D), f = da.dot(r[f]), f = f < 0 ? -1 : 1, e.vertexTangents[d] = new THREE.Vector4(W.x, W.y, W.z, f)
          }
          this.hasTangents = !0
      }, computeBoundingBox: function () {
          var a;
          if (this.vertices.length > 0) {
              this.boundingBox = {
                  x: [this.vertices[0].position.x, this.vertices[0].position.x],
                  y: [this.vertices[0].position.y, this.vertices[0].position.y],
                  z: [this.vertices[0].position.z, this.vertices[0].position.z]
              };
              for (var b = 1, c = this.vertices.length; b < c; b++) {
                  a = this.vertices[b];
                  if (a.position.x < this.boundingBox.x[0]) this.boundingBox.x[0] = a.position.x;
                  else if (a.position.x > this.boundingBox.x[1]) this.boundingBox.x[1] = a.position.x;
                  if (a.position.y < this.boundingBox.y[0]) this.boundingBox.y[0] = a.position.y;
                  else if (a.position.y > this.boundingBox.y[1]) this.boundingBox.y[1] = a.position.y;
                  if (a.position.z < this.boundingBox.z[0]) this.boundingBox.z[0] = a.position.z;
                  else if (a.position.z > this.boundingBox.z[1]) this.boundingBox.z[1] = a.position.z
              }
          }
      }, computeBoundingSphere: function () {
          for (var a = 0, b = 0, c = this.vertices.length; b < c; b++) a = Math.max(a, this.vertices[b].position.length());
          this.boundingSphere = {
              radius: a
          }
      }, mergeVertices: function () {
          var a = {},
              b = [],
              c = [],
              d, f = Math.pow(10, 4),
              e, g;
          e = 0;
          for (g = this.vertices.length; e < g; e++) d = this.vertices[e].position, d = [Math.round(d.x * f), Math.round(d.y * f), Math.round(d.z * f)].join("_"), a[d] === void 0 ? (a[d] = e, b.push(this.vertices[e]), c[e] = b.length - 1) : c[e] = c[a[d]];
          e = 0;
          for (g = this.faces.length; e < g; e++)
              if (a = this.faces[e], a instanceof THREE.Face3) a.a = c[a.a], a.b = c[a.b], a.c = c[a.c];
              else if (a instanceof THREE.Face4) a.a = c[a.a], a.b = c[a.b], a.c = c[a.c], a.d = c[a.d];
          this.vertices = b
      }
  };
  THREE.GeometryCount = 0;
  THREE.Camera = function () {
      if (arguments.length) return console.warn("DEPRECATED: Camera() is now PerspectiveCamera() or OrthographicCamera()."), new THREE.PerspectiveCamera(arguments[0], arguments[1], arguments[2], arguments[3]);
      THREE.Object3D.call(this);
      this.matrixWorldInverse = new THREE.Matrix4;
      this.projectionMatrix = new THREE.Matrix4;
      this.projectionMatrixInverse = new THREE.Matrix4
  };
  THREE.Camera.prototype = new THREE.Object3D;
  THREE.Camera.prototype.constructor = THREE.Camera;
  THREE.Camera.prototype.lookAt = function (a) {
      this.matrix.lookAt(this.position, a, this.up);
      this.rotationAutoUpdate && this.rotation.setRotationFromMatrix(this.matrix)
  };
  THREE.OrthographicCamera = function (a, b, c, d, f, e) {
      THREE.Camera.call(this);
      this.left = a;
      this.right = b;
      this.top = c;
      this.bottom = d;
      this.near = f !== void 0 ? f : 0.1;
      this.far = e !== void 0 ? e : 2E3;
      this.updateProjectionMatrix()
  };
  THREE.OrthographicCamera.prototype = new THREE.Camera;
  THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
  THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
      this.projectionMatrix = THREE.Matrix4.makeOrtho(this.left, this.right, this.top, this.bottom, this.near, this.far)
  };
  THREE.PerspectiveCamera = function (a, b, c, d) {
      THREE.Camera.call(this);
      this.fov = a !== void 0 ? a : 50;
      this.aspect = b !== void 0 ? b : 1;
      this.near = c !== void 0 ? c : 0.1;
      this.far = d !== void 0 ? d : 2E3;
      this.updateProjectionMatrix()
  };
  THREE.PerspectiveCamera.prototype = new THREE.Camera;
  THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
  THREE.PerspectiveCamera.prototype.setLens = function (a, b) {
      this.fov = 2 * Math.atan((b !== void 0 ? b : 43.25) / (a * 2));
      this.fov *= 180 / Math.PI;
      this.updateProjectionMatrix()
  };
  THREE.PerspectiveCamera.prototype.setViewOffset = function (a, b, c, d, f, e) {
      this.fullWidth = a;
      this.fullHeight = b;
      this.x = c;
      this.y = d;
      this.width = f;
      this.height = e;
      this.updateProjectionMatrix()
  };
  THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
      if (this.fullWidth) {
          var a = this.fullWidth / this.fullHeight,
              b = Math.tan(this.fov * Math.PI / 360) * this.near,
              c = -b,
              d = a * c,
              a = Math.abs(a * b - d),
              c = Math.abs(b - c);
          this.projectionMatrix = THREE.Matrix4.makeFrustum(d + this.x * a / this.fullWidth, d + (this.x + this.width) * a / this.fullWidth, b - (this.y + this.height) * c / this.fullHeight, b - this.y * c / this.fullHeight, this.near, this.far)
      } else this.projectionMatrix = THREE.Matrix4.makePerspective(this.fov, this.aspect, this.near, this.far)
  };
  THREE.Light = function (a) {
      THREE.Object3D.call(this);
      this.color = new THREE.Color(a)
  };
  THREE.Light.prototype = new THREE.Object3D;
  THREE.Light.prototype.constructor = THREE.Light;
  THREE.Light.prototype.supr = THREE.Object3D.prototype;
  THREE.AmbientLight = function (a) {
      THREE.Light.call(this, a)
  };
  THREE.AmbientLight.prototype = new THREE.Light;
  THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
  THREE.DirectionalLight = function (a, b, c) {
      THREE.Light.call(this, a);
      this.position = new THREE.Vector3(0, 1, 0);
      this.intensity = b !== void 0 ? b : 1;
      this.distance = c !== void 0 ? c : 0
  };
  THREE.DirectionalLight.prototype = new THREE.Light;
  THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
  THREE.PointLight = function (a, b, c) {
      THREE.Light.call(this, a);
      this.position = new THREE.Vector3(0, 0, 0);
      this.intensity = b !== void 0 ? b : 1;
      this.distance = c !== void 0 ? c : 0
  };
  THREE.PointLight.prototype = new THREE.Light;
  THREE.PointLight.prototype.constructor = THREE.PointLight;
  THREE.Material = function (a) {
      this.name = "";
      this.id = THREE.MaterialCount++;
      a = a || {};
      this.opacity = a.opacity !== void 0 ? a.opacity : 1;
      this.transparent = a.transparent !== void 0 ? a.transparent : !1;
      this.blending = a.blending !== void 0 ? a.blending : THREE.NormalBlending;
      this.depthTest = a.depthTest !== void 0 ? a.depthTest : !0;
      this.depthWrite = a.depthWrite !== void 0 ? a.depthWrite : !0;
      this.polygonOffset = a.polygonOffset !== void 0 ? a.polygonOffset : !1;
      this.polygonOffsetFactor = a.polygonOffsetFactor !== void 0 ? a.polygonOffsetFactor : 0;
      this.polygonOffsetUnits = a.polygonOffsetUnits !== void 0 ? a.polygonOffsetUnits : 0;
      this.alphaTest = a.alphaTest !== void 0 ? a.alphaTest : 0;
      this.overdraw = a.overdraw !== void 0 ? a.overdraw : !1
  };
  THREE.MaterialCount = 0;
  THREE.NoShading = 0;
  THREE.FlatShading = 1;
  THREE.SmoothShading = 2;
  THREE.NoColors = 0;
  THREE.FaceColors = 1;
  THREE.VertexColors = 2;
  THREE.NormalBlending = 0;
  THREE.AdditiveBlending = 1;
  THREE.SubtractiveBlending = 2;
  THREE.MultiplyBlending = 3;
  THREE.AdditiveAlphaBlending = 4;
  THREE.LineBasicMaterial = function (a) {
      THREE.Material.call(this, a);
      a = a || {};
      this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
      this.linewidth = a.linewidth !== void 0 ? a.linewidth : 1;
      this.linecap = a.linecap !== void 0 ? a.linecap : "round";
      this.linejoin = a.linejoin !== void 0 ? a.linejoin : "round";
      this.vertexColors = a.vertexColors ? a.vertexColors : !1;
      this.fog = a.fog !== void 0 ? a.fog : !0
  };
  THREE.LineBasicMaterial.prototype = new THREE.Material;
  THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
  THREE.MeshBasicMaterial = function (a) {
      THREE.Material.call(this, a);
      a = a || {};
      this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
      this.map = a.map !== void 0 ? a.map : null;
      this.lightMap = a.lightMap !== void 0 ? a.lightMap : null;
      this.envMap = a.envMap !== void 0 ? a.envMap : null;
      this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
      this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
      this.refractionRatio = a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
      this.fog = a.fog !== void 0 ? a.fog : !0;
      this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
      this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
      this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
      this.wireframeLinecap = a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
      this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
      this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
      this.skinning = a.skinning !== void 0 ? a.skinning : !1;
      this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets : !1
  };
  THREE.MeshBasicMaterial.prototype = new THREE.Material;
  THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
  THREE.MeshLambertMaterial = function (a) {
      THREE.Material.call(this, a);
      a = a || {};
      this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
      this.ambient = a.ambient !== void 0 ? new THREE.Color(a.ambient) : new THREE.Color(328965);
      this.map = a.map !== void 0 ? a.map : null;
      this.lightMap = a.lightMap !== void 0 ? a.lightMap : null;
      this.envMap = a.envMap !== void 0 ? a.envMap : null;
      this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
      this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
      this.refractionRatio = a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
      this.fog = a.fog !== void 0 ? a.fog : !0;
      this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
      this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
      this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
      this.wireframeLinecap = a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
      this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
      this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
      this.skinning = a.skinning !== void 0 ? a.skinning : !1;
      this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets : !1
  };
  THREE.MeshLambertMaterial.prototype = new THREE.Material;
  THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
  THREE.MeshPhongMaterial = function (a) {
      THREE.Material.call(this, a);
      a = a || {};
      this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
      this.ambient = a.ambient !== void 0 ? new THREE.Color(a.ambient) : new THREE.Color(328965);
      this.specular = a.specular !== void 0 ? new THREE.Color(a.specular) : new THREE.Color(1118481);
      this.shininess = a.shininess !== void 0 ? a.shininess : 30;
      this.metal = a.metal !== void 0 ? a.metal : !1;
      this.perPixel = a.perPixel !== void 0 ? a.perPixel : !1;
      this.map = a.map !== void 0 ? a.map : null;
      this.lightMap = a.lightMap !== void 0 ? a.lightMap : null;
      this.envMap = a.envMap !== void 0 ? a.envMap : null;
      this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
      this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
      this.refractionRatio = a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
      this.fog = a.fog !== void 0 ? a.fog : !0;
      this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
      this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
      this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
      this.wireframeLinecap = a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
      this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
      this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
      this.skinning = a.skinning !== void 0 ? a.skinning : !1;
      this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets : !1
  };
  THREE.MeshPhongMaterial.prototype = new THREE.Material;
  THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
  THREE.MeshDepthMaterial = function (a) {
      THREE.Material.call(this, a);
      a = a || {};
      this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
      this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
      this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1
  };
  THREE.MeshDepthMaterial.prototype = new THREE.Material;
  THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
  THREE.MeshNormalMaterial = function (a) {
      THREE.Material.call(this, a);
      a = a || {};
      this.shading = a.shading ? a.shading : THREE.FlatShading;
      this.wireframe = a.wireframe ? a.wireframe : !1;
      this.wireframeLinewidth = a.wireframeLinewidth ? a.wireframeLinewidth : 1
  };
  THREE.MeshNormalMaterial.prototype = new THREE.Material;
  THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
  THREE.MeshFaceMaterial = function () {};
  THREE.ParticleBasicMaterial = function (a) {
      THREE.Material.call(this, a);
      a = a || {};
      this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
      this.map = a.map !== void 0 ? a.map : null;
      this.size = a.size !== void 0 ? a.size : 1;
      this.sizeAttenuation = a.sizeAttenuation !== void 0 ? a.sizeAttenuation : !0;
      this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
      this.fog = a.fog !== void 0 ? a.fog : !0
  };
  THREE.ParticleBasicMaterial.prototype = new THREE.Material;
  THREE.ParticleBasicMaterial.prototype.constructor = THREE.ParticleBasicMaterial;
  THREE.ParticleCanvasMaterial = function (a) {
      THREE.Material.call(this, a);
      a = a || {};
      this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
      this.program = a.program !== void 0 ? a.program : function () {}
  };
  THREE.ParticleCanvasMaterial.prototype = new THREE.Material;
  THREE.ParticleCanvasMaterial.prototype.constructor = THREE.ParticleCanvasMaterial;
  THREE.Texture = function (a, b, c, d, f, e) {
      this.id = THREE.TextureCount++;
      this.image = a;
      this.mapping = b !== void 0 ? b : new THREE.UVMapping;
      this.wrapS = c !== void 0 ? c : THREE.ClampToEdgeWrapping;
      this.wrapT = d !== void 0 ? d : THREE.ClampToEdgeWrapping;
      this.magFilter = f !== void 0 ? f : THREE.LinearFilter;
      this.minFilter = e !== void 0 ? e : THREE.LinearMipMapLinearFilter;
      this.offset = new THREE.Vector2(0, 0);
      this.repeat = new THREE.Vector2(1, 1);
      this.needsUpdate = !1;
      this.onUpdate = null
  };
  THREE.Texture.prototype = {
      constructor: THREE.Texture,
      clone: function () {
          var a = new THREE.Texture(this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter);
          a.offset.copy(this.offset);
          a.repeat.copy(this.repeat);
          return a
      }
  };
  THREE.TextureCount = 0;
  THREE.MultiplyOperation = 0;
  THREE.MixOperation = 1;
  THREE.CubeReflectionMapping = function () {};
  THREE.CubeRefractionMapping = function () {};
  THREE.LatitudeReflectionMapping = function () {};
  THREE.LatitudeRefractionMapping = function () {};
  THREE.SphericalReflectionMapping = function () {};
  THREE.SphericalRefractionMapping = function () {};
  THREE.UVMapping = function () {};
  THREE.RepeatWrapping = 0;
  THREE.ClampToEdgeWrapping = 1;
  THREE.MirroredRepeatWrapping = 2;
  THREE.NearestFilter = 3;
  THREE.NearestMipMapNearestFilter = 4;
  THREE.NearestMipMapLinearFilter = 5;
  THREE.LinearFilter = 6;
  THREE.LinearMipMapNearestFilter = 7;
  THREE.LinearMipMapLinearFilter = 8;
  THREE.ByteType = 9;
  THREE.UnsignedByteType = 10;
  THREE.ShortType = 11;
  THREE.UnsignedShortType = 12;
  THREE.IntType = 13;
  THREE.UnsignedIntType = 14;
  THREE.FloatType = 15;
  THREE.AlphaFormat = 16;
  THREE.RGBFormat = 17;
  THREE.RGBAFormat = 18;
  THREE.LuminanceFormat = 19;
  THREE.LuminanceAlphaFormat = 20;
  THREE.Particle = function (a) {
      THREE.Object3D.call(this);
      this.material = a
  };
  THREE.Particle.prototype = new THREE.Object3D;
  THREE.Particle.prototype.constructor = THREE.Particle;
  THREE.Line = function (a, b, c) {
      THREE.Object3D.call(this);
      this.geometry = a;
      this.material = b;
      this.type = c !== void 0 ? c : THREE.LineStrip;
      this.geometry && (this.geometry.boundingSphere || this.geometry.computeBoundingSphere())
  };
  THREE.LineStrip = 0;
  THREE.LinePieces = 1;
  THREE.Line.prototype = new THREE.Object3D;
  THREE.Line.prototype.constructor = THREE.Line;
  THREE.Mesh = function (a, b) {
      THREE.Object3D.call(this);
      this.geometry = a;
      this.material = b;
      if (b instanceof Array) console.warn("DEPRECATED: Mesh material can no longer be an Array. Using material at index 0..."), this.material = b[0];
      if (this.geometry && (this.geometry.boundingSphere || this.geometry.computeBoundingSphere(), this.boundRadius = a.boundingSphere.radius, this.geometry.morphTargets.length)) {
          this.morphTargetBase = -1;
          this.morphTargetForcedOrder = [];
          this.morphTargetInfluences = [];
          this.morphTargetDictionary = {};
          for (var c = 0; c < this.geometry.morphTargets.length; c++) this.morphTargetInfluences.push(0), this.morphTargetDictionary[this.geometry.morphTargets[c].name] = c
      }
  };
  THREE.Mesh.prototype = new THREE.Object3D;
  THREE.Mesh.prototype.constructor = THREE.Mesh;
  THREE.Mesh.prototype.supr = THREE.Object3D.prototype;
  THREE.Mesh.prototype.getMorphTargetIndexByName = function (a) {
      if (this.morphTargetDictionary[a] !== void 0) return this.morphTargetDictionary[a];
      console.log("THREE.Mesh.getMorphTargetIndexByName: morph target " + a + " does not exist. Returning 0.");
      return 0
  };
  THREE.Bone = function (a) {
      THREE.Object3D.call(this);
      this.skin = a;
      this.skinMatrix = new THREE.Matrix4
  };
  THREE.Bone.prototype = new THREE.Object3D;
  THREE.Bone.prototype.constructor = THREE.Bone;
  THREE.Bone.prototype.supr = THREE.Object3D.prototype;
  THREE.Bone.prototype.update = function (a, b) {
      this.matrixAutoUpdate && (b |= this.updateMatrix());
      if (b || this.matrixWorldNeedsUpdate) a ? this.skinMatrix.multiply(a, this.matrix) : this.skinMatrix.copy(this.matrix), this.matrixWorldNeedsUpdate = !1, b = !0;
      var c, d = this.children.length;
      for (c = 0; c < d; c++) this.children[c].update(this.skinMatrix, b)
  };
  THREE.Sprite = function (a) {
      THREE.Object3D.call(this);
      this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
      this.map = a.map instanceof THREE.Texture ? a.map : THREE.ImageUtils.loadTexture(a.map);
      this.blending = a.blending !== void 0 ? a.blending : THREE.NormalBlending;
      this.useScreenCoordinates = a.useScreenCoordinates !== void 0 ? a.useScreenCoordinates : !0;
      this.mergeWith3D = a.mergeWith3D !== void 0 ? a.mergeWith3D : !this.useScreenCoordinates;
      this.affectedByDistance = a.affectedByDistance !== void 0 ? a.affectedByDistance : !this.useScreenCoordinates;
      this.scaleByViewport = a.scaleByViewport !== void 0 ? a.scaleByViewport : !this.affectedByDistance;
      this.alignment = a.alignment instanceof THREE.Vector2 ? a.alignment : THREE.SpriteAlignment.center;
      this.rotation3d = this.rotation;
      this.rotation = 0;
      this.opacity = 1;
      this.uvOffset = new THREE.Vector2(0, 0);
      this.uvScale = new THREE.Vector2(1, 1)
  };
  THREE.Sprite.prototype = new THREE.Object3D;
  THREE.Sprite.prototype.constructor = THREE.Sprite;
  THREE.Sprite.prototype.updateMatrix = function () {
      this.matrix.setPosition(this.position);
      this.rotation3d.set(0, 0, this.rotation);
      this.matrix.setRotationFromEuler(this.rotation3d);
      if (this.scale.x !== 1 || this.scale.y !== 1) this.matrix.scale(this.scale), this.boundRadiusScale = Math.max(this.scale.x, this.scale.y);
      this.matrixWorldNeedsUpdate = !0
  };
  THREE.SpriteAlignment = {};
  THREE.SpriteAlignment.topLeft = new THREE.Vector2(1, -1);
  THREE.SpriteAlignment.topCenter = new THREE.Vector2(0, -1);
  THREE.SpriteAlignment.topRight = new THREE.Vector2(-1, -1);
  THREE.SpriteAlignment.centerLeft = new THREE.Vector2(1, 0);
  THREE.SpriteAlignment.center = new THREE.Vector2(0, 0);
  THREE.SpriteAlignment.centerRight = new THREE.Vector2(-1, 0);
  THREE.SpriteAlignment.bottomLeft = new THREE.Vector2(1, 1);
  THREE.SpriteAlignment.bottomCenter = new THREE.Vector2(0, 1);
  THREE.SpriteAlignment.bottomRight = new THREE.Vector2(-1, 1);
  THREE.Scene = function () {
      THREE.Object3D.call(this);
      this.overrideMaterial = this.fog = null;
      this.matrixAutoUpdate = !1;
      this.objects = [];
      this.lights = [];
      this.__objectsAdded = [];
      this.__objectsRemoved = []
  };
  THREE.Scene.prototype = new THREE.Object3D;
  THREE.Scene.prototype.constructor = THREE.Scene;
  THREE.Scene.prototype.addObject = function (a) {
      if (a instanceof THREE.Light) this.lights.indexOf(a) === -1 && this.lights.push(a);
      else if (!(a instanceof THREE.Camera || a instanceof THREE.Bone) && this.objects.indexOf(a) === -1) {
          this.objects.push(a);
          this.__objectsAdded.push(a);
          var b = this.__objectsRemoved.indexOf(a);
          b !== -1 && this.__objectsRemoved.splice(b, 1)
      }
      for (b = 0; b < a.children.length; b++) this.addObject(a.children[b])
  };
  THREE.Scene.prototype.removeObject = function (a) {
      if (a instanceof THREE.Light) {
          var b = this.lights.indexOf(a);
          b !== -1 && this.lights.splice(b, 1)
      } else a instanceof THREE.Camera || (b = this.objects.indexOf(a), b !== -1 && (this.objects.splice(b, 1), this.__objectsRemoved.push(a), b = this.__objectsAdded.indexOf(a), b !== -1 && this.__objectsAdded.splice(b, 1)));
      for (b = 0; b < a.children.length; b++) this.removeObject(a.children[b])
  };
  THREE.CanvasRenderer = function (a) {
      function b(a) {
          if (C != a) k.globalAlpha = C = a
      }
  
      function c(a) {
          if (Q != a) {
              switch (a) {
              case THREE.NormalBlending:
                  k.globalCompositeOperation = "source-over";
                  break;
              case THREE.AdditiveBlending:
                  k.globalCompositeOperation = "lighter";
                  break;
              case THREE.SubtractiveBlending:
                  k.globalCompositeOperation = "darker"
              }
              Q = a
          }
      }
  
      function d(a) {
          if (O != a) k.strokeStyle = O = a
      }
  
      function f(a) {
          if (w != a) k.fillStyle = w = a
      }
      var e = this,
          g, h, m, l = new THREE.Projector,
          a = a || {},
          j = a.canvas !== void 0 ? a.canvas : document.createElement("canvas"),
          i, n, o, p, k = j.getContext("2d"),
          s = new THREE.Color(0),
          K = 0,
          C = 1,
          Q = 0,
          O = null,
          w = null,
          F = null,
          z = null,
          D = null,
          u, r, E, N, W = new THREE.RenderableVertex,
          da = new THREE.RenderableVertex,
          G, H, I, Y, L, B, S, v, R, P, V, J, t = new THREE.Color,
          A = new THREE.Color,
          x = new THREE.Color,
          y = new THREE.Color,
          M = new THREE.Color,
          la = [],
          fa = [],
          ga, ha, ea, aa, Ba, Ca, Da, Ea, Fa, Ga, ma = new THREE.Rectangle,
          Z = new THREE.Rectangle,
          X = new THREE.Rectangle,
          ya = !1,
          $ = new THREE.Color,
          ta = new THREE.Color,
          ua = new THREE.Color,
          T = new THREE.Vector3,
          qa, ra, za, ba, sa, va, a = 16;
      qa = document.createElement("canvas");
      qa.width = qa.height = 2;
      ra = qa.getContext("2d");
      ra.fillStyle = "rgba(0,0,0,1)";
      ra.fillRect(0, 0, 2, 2);
      za = ra.getImageData(0, 0, 2, 2);
      ba = za.data;
      sa = document.createElement("canvas");
      sa.width = sa.height = a;
      va = sa.getContext("2d");
      va.translate(-a / 2, -a / 2);
      va.scale(a, a);
      a--;
      this.domElement = j;
      this.sortElements = this.sortObjects = this.autoClear = !0;
      this.info = {
          render: {
              vertices: 0,
              faces: 0
          }
      };
      this.setSize = function (a, b) {
          i = a;
          n = b;
          o = Math.floor(i / 2);
          p = Math.floor(n / 2);
          j.width = i;
          j.height = n;
          ma.set(-o, -p, o, p);
          Z.set(-o, -p, o, p);
          C = 1;
          Q = 0;
          D = z = F = w = O = null
      };
      this.setClearColor = function (a, b) {
          s.copy(a);
          K = b;
          Z.set(-o, -p, o, p)
      };
      this.setClearColorHex = function (a, b) {
          s.setHex(a);
          K = b;
          Z.set(-o, -p, o, p)
      };
      this.clear = function () {
          k.setTransform(1, 0, 0, -1, o, p);
          Z.isEmpty() || (Z.minSelf(ma), Z.inflate(2), K < 1 && k.clearRect(Math.floor(Z.getX()), Math.floor(Z.getY()), Math.floor(Z.getWidth()), Math.floor(Z.getHeight())), K > 0 && (c(THREE.NormalBlending), b(1), f("rgba(" + Math.floor(s.r * 255) + "," + Math.floor(s.g * 255) + "," + Math.floor(s.b * 255) + "," + K + ")"), k.fillRect(Math.floor(Z.getX()), Math.floor(Z.getY()), Math.floor(Z.getWidth()), Math.floor(Z.getHeight()))), Z.empty())
      };
      this.render = function (a, j) {
          function i(a) {
              var b, c, d, e;
              $.setRGB(0, 0, 0);
              ta.setRGB(0, 0, 0);
              ua.setRGB(0, 0, 0);
              b = 0;
              for (c = a.length; b < c; b++) d = a[b], e = d.color, d instanceof THREE.AmbientLight ? ($.r += e.r, $.g += e.g, $.b += e.b) : d instanceof THREE.DirectionalLight ? (ta.r += e.r, ta.g += e.g, ta.b += e.b) : d instanceof THREE.PointLight && (ua.r += e.r, ua.g += e.g, ua.b += e.b)
          }
  
          function n(a, b, c, d) {
              var e, f, g, h, k, j;
              e = 0;
              for (f = a.length; e < f; e++) g = a[e], h = g.color, g instanceof THREE.DirectionalLight ? (k = g.matrixWorld.getPosition(), j = c.dot(k), j <= 0 || (j *= g.intensity, d.r += h.r * j, d.g += h.g * j, d.b += h.b * j)) : g instanceof THREE.PointLight && (k = g.matrixWorld.getPosition(), j = c.dot(T.sub(k, b).normalize()), j <= 0 || (j *= g.distance == 0 ? 1 : 1 - Math.min(b.distanceTo(k) / g.distance, 1), j != 0 && (j *= g.intensity, d.r += h.r * j, d.g += h.g * j, d.b += h.b * j)))
          }
  
          function s(a, e, g) {
              b(g.opacity);
              c(g.blending);
              var h, j, i, m, q, n;
              if (g instanceof THREE.ParticleBasicMaterial) {
                  if (g.map) m = g.map.image, q = m.width >> 1, n = m.height >> 1, g = e.scale.x * o, i = e.scale.y * p, h = g * q, j = i * n, X.set(a.x - h, a.y - j, a.x + h, a.y + j), ma.intersects(X) && (k.save(), k.translate(a.x, a.y), k.rotate(-e.rotation), k.scale(g, -i), k.translate(-q, -n), k.drawImage(m, 0, 0), k.restore())
              } else g instanceof THREE.ParticleCanvasMaterial && (h = e.scale.x * o, j = e.scale.y * p, X.set(a.x - h, a.y - j, a.x + h, a.y + j), ma.intersects(X) && (d(g.color.getContextStyle()), f(g.color.getContextStyle()), k.save(), k.translate(a.x, a.y), k.rotate(-e.rotation), k.scale(h, j), g.program(k), k.restore()))
          }
  
          function w(a, e, f, g) {
              b(g.opacity);
              c(g.blending);
              k.beginPath();
              k.moveTo(a.positionScreen.x, a.positionScreen.y);
              k.lineTo(e.positionScreen.x, e.positionScreen.y);
              k.closePath();
              if (g instanceof THREE.LineBasicMaterial) {
                  a = g.linewidth;
                  if (F != a) k.lineWidth = F = a;
                  a = g.linecap;
                  if (z != a) k.lineCap = z = a;
                  a = g.linejoin;
                  if (D != a) k.lineJoin = D = a;
                  d(g.color.getContextStyle());
                  k.stroke();
                  X.inflate(g.linewidth * 2)
              }
          }
  
          function C(a, d, f, g, h, k, i, q) {
              e.info.render.vertices += 3;
              e.info.render.faces++;
              b(q.opacity);
              c(q.blending);
              G = a.positionScreen.x;
              H = a.positionScreen.y;
              I = d.positionScreen.x;
              Y = d.positionScreen.y;
              L = f.positionScreen.x;
              B = f.positionScreen.y;
              K(G, H, I, Y, L, B);
              if (q instanceof THREE.MeshBasicMaterial)
                  if (q.map) q.map.mapping instanceof THREE.UVMapping && (aa = i.uvs[0], Aa(G, H, I, Y, L, B, aa[g].u, aa[g].v, aa[h].u, aa[h].v, aa[k].u, aa[k].v, q.map));
                  else if (q.envMap) {
                  if (q.envMap.mapping instanceof THREE.SphericalReflectionMapping) a = j.matrixWorldInverse, T.copy(i.vertexNormalsWorld[g]), Ba = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ca = -(T.x * a.n21 + T.y * a.n22 + T.z * a.n23) * 0.5 + 0.5, T.copy(i.vertexNormalsWorld[h]), Da = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ea = -(T.x * a.n21 + T.y * a.n22 + T.z * a.n23) * 0.5 + 0.5, T.copy(i.vertexNormalsWorld[k]), Fa = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ga = -(T.x * a.n21 + T.y * a.n22 + T.z * a.n23) * 0.5 + 0.5, Aa(G, H, I, Y, L, B, Ba, Ca, Da, Ea, Fa, Ga, q.envMap)
              } else q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color);
              else if (q instanceof THREE.MeshLambertMaterial) q.map && !q.wireframe && (q.map.mapping instanceof THREE.UVMapping && (aa = i.uvs[0], Aa(G, H, I, Y, L, B, aa[g].u, aa[g].v, aa[h].u, aa[h].v, aa[k].u, aa[k].v, q.map)), c(THREE.SubtractiveBlending)), ya ? !q.wireframe && q.shading == THREE.SmoothShading && i.vertexNormalsWorld.length == 3 ? (A.r = x.r = y.r = $.r, A.g = x.g = y.g = $.g, A.b = x.b = y.b = $.b, n(m, i.v1.positionWorld, i.vertexNormalsWorld[0], A), n(m, i.v2.positionWorld, i.vertexNormalsWorld[1], x), n(m, i.v3.positionWorld, i.vertexNormalsWorld[2], y), A.r = Math.max(0, Math.min(q.color.r * A.r, 1)), A.g = Math.max(0, Math.min(q.color.g * A.g, 1)), A.b = Math.max(0, Math.min(q.color.b * A.b, 1)), x.r = Math.max(0, Math.min(q.color.r * x.r, 1)), x.g = Math.max(0, Math.min(q.color.g * x.g, 1)), x.b = Math.max(0, Math.min(q.color.b * x.b, 1)), y.r = Math.max(0, Math.min(q.color.r * y.r, 1)), y.g = Math.max(0, Math.min(q.color.g * y.g, 1)), y.b = Math.max(0, Math.min(q.color.b * y.b, 1)), M.r = (x.r + y.r) * 0.5, M.g = (x.g + y.g) * 0.5, M.b = (x.b + y.b) * 0.5, ea = wa(A, x, y, M), oa(G, H, I, Y, L, B, 0, 0, 1, 0, 0, 1, ea)) : (t.r = $.r, t.g = $.g, t.b = $.b, n(m, i.centroidWorld, i.normalWorld, t), t.r = Math.max(0, Math.min(q.color.r * t.r, 1)), t.g = Math.max(0, Math.min(q.color.g * t.g, 1)), t.b = Math.max(0, Math.min(q.color.b * t.b, 1)), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t)) : q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color);
              else if (q instanceof THREE.MeshDepthMaterial) ga = j.near, ha = j.far, A.r = A.g = A.b = 1 - na(a.positionScreen.z, ga, ha), x.r = x.g = x.b = 1 - na(d.positionScreen.z, ga, ha), y.r = y.g = y.b = 1 - na(f.positionScreen.z, ga, ha), M.r = (x.r + y.r) * 0.5, M.g = (x.g + y.g) * 0.5, M.b = (x.b + y.b) * 0.5, ea = wa(A, x, y, M), oa(G, H, I, Y, L, B, 0, 0, 1, 0, 0, 1, ea);
              else if (q instanceof THREE.MeshNormalMaterial) t.r = pa(i.normalWorld.x), t.g = pa(i.normalWorld.y), t.b = pa(i.normalWorld.z), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t)
          }
  
          function Q(a, d, f, g, h, k, i, q, o) {
              e.info.render.vertices += 4;
              e.info.render.faces++;
              b(q.opacity);
              c(q.blending);
              if (q.map || q.envMap) C(a, d, g, 0, 1, 3, i, q, o), C(h, f, k, 1, 2, 3, i, q, o);
              else if (G = a.positionScreen.x, H = a.positionScreen.y, I = d.positionScreen.x, Y = d.positionScreen.y, L = f.positionScreen.x, B = f.positionScreen.y, S = g.positionScreen.x, v = g.positionScreen.y, R = h.positionScreen.x, P = h.positionScreen.y, V = k.positionScreen.x, J = k.positionScreen.y, q instanceof THREE.MeshBasicMaterial) O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color);
              else if (q instanceof THREE.MeshLambertMaterial) ya ? !q.wireframe && q.shading == THREE.SmoothShading && i.vertexNormalsWorld.length == 4 ? (A.r = x.r = y.r = M.r = $.r, A.g = x.g = y.g = M.g = $.g, A.b = x.b = y.b = M.b = $.b, n(m, i.v1.positionWorld, i.vertexNormalsWorld[0], A), n(m, i.v2.positionWorld, i.vertexNormalsWorld[1], x), n(m, i.v4.positionWorld, i.vertexNormalsWorld[3], y), n(m, i.v3.positionWorld, i.vertexNormalsWorld[2], M), A.r = Math.max(0, Math.min(q.color.r * A.r, 1)), A.g = Math.max(0, Math.min(q.color.g * A.g, 1)), A.b = Math.max(0, Math.min(q.color.b * A.b, 1)), x.r = Math.max(0, Math.min(q.color.r * x.r, 1)), x.g = Math.max(0, Math.min(q.color.g * x.g, 1)), x.b = Math.max(0, Math.min(q.color.b * x.b, 1)), y.r = Math.max(0, Math.min(q.color.r * y.r, 1)), y.g = Math.max(0, Math.min(q.color.g * y.g, 1)), y.b = Math.max(0, Math.min(q.color.b * y.b, 1)), M.r = Math.max(0, Math.min(q.color.r * M.r, 1)), M.g = Math.max(0, Math.min(q.color.g * M.g, 1)), M.b = Math.max(0, Math.min(q.color.b * M.b, 1)), ea = wa(A, x, y, M), K(G, H, I, Y, S, v), oa(G, H, I, Y, S, v, 0, 0, 1, 0, 0, 1, ea), K(R, P, L, B, V, J), oa(R, P, L, B, V, J, 1, 0, 1, 1, 0, 1, ea)) : (t.r = $.r, t.g = $.g, t.b = $.b, n(m, i.centroidWorld, i.normalWorld, t), t.r = Math.max(0, Math.min(q.color.r * t.r, 1)), t.g = Math.max(0, Math.min(q.color.g * t.g, 1)), t.b = Math.max(0, Math.min(q.color.b * t.b, 1)), O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t)) : (O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color));
              else if (q instanceof THREE.MeshNormalMaterial) t.r = pa(i.normalWorld.x), t.g = pa(i.normalWorld.y), t.b = pa(i.normalWorld.z), O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t);
              else if (q instanceof THREE.MeshDepthMaterial) ga = j.near, ha = j.far, A.r = A.g = A.b = 1 - na(a.positionScreen.z, ga, ha), x.r = x.g = x.b = 1 - na(d.positionScreen.z, ga, ha), y.r = y.g = y.b = 1 - na(g.positionScreen.z, ga, ha), M.r = M.g = M.b = 1 - na(f.positionScreen.z, ga, ha), ea = wa(A, x, y, M), K(G, H, I, Y, S, v), oa(G, H, I, Y, S, v, 0, 0, 1, 0, 0, 1, ea), K(R, P, L, B, V, J), oa(R, P, L, B, V, J, 1, 0, 1, 1, 0, 1, ea)
          }
  
          function K(a, b, c, d, e, f) {
              k.beginPath();
              k.moveTo(a, b);
              k.lineTo(c, d);
              k.lineTo(e, f);
              k.lineTo(a, b);
              k.closePath()
          }
  
          function O(a, b, c, d, e, f, g, h) {
              k.beginPath();
              k.moveTo(a, b);
              k.lineTo(c, d);
              k.lineTo(e, f);
              k.lineTo(g, h);
              k.lineTo(a, b);
              k.closePath()
          }
  
          function ja(a, b, c, e) {
              if (F != b) k.lineWidth = F = b;
              if (z != c) k.lineCap = z = c;
              if (D != e) k.lineJoin = D = e;
              d(a.getContextStyle());
              k.stroke();
              X.inflate(b * 2)
          }
  
          function ia(a) {
              f(a.getContextStyle());
              k.fill()
          }
  
          function Aa(a, b, c, d, e, g, h, i, j, m, o, n, l) {
              if (l.image.width != 0) {
                  if (l.needsUpdate == !0 || la[l.id] == void 0) {
                      var p = l.wrapS == THREE.RepeatWrapping,
                          r = l.wrapT == THREE.RepeatWrapping;
                      la[l.id] = k.createPattern(l.image, p && r ? "repeat" : p && !r ? "repeat-x" : !p && r ? "repeat-y" : "no-repeat");
                      l.needsUpdate = !1
                  }
                  f(la[l.id]);
                  var p = l.offset.x / l.repeat.x,
                      r = l.offset.y / l.repeat.y,
                      s = l.image.width * l.repeat.x,
                      u = l.image.height * l.repeat.y,
                      h = (h + p) * s,
                      i = (i + r) * u,
                      j = (j + p) * s,
                      m = (m + r) * u,
                      o = (o + p) * s,
                      n = (n + r) * u;
                  c -= a;
                  d -= b;
                  e -= a;
                  g -= b;
                  j -= h;
                  m -= i;
                  o -= h;
                  n -= i;
                  p = j * n - o * m;
                  if (p == 0) {
                      if (fa[l.id] == void 0) b = document.createElement("canvas"), b.width = l.image.width, b.height = l.image.height, a = b.getContext("2d"), a.drawImage(l.image, 0, 0), fa[l.id] = a.getImageData(0, 0, l.image.width, l.image.height).data, delete b;
                      b = fa[l.id];
                      h = (Math.floor(h) + Math.floor(i) * l.image.width) * 4;
                      t.setRGB(b[h] / 255, b[h + 1] / 255, b[h + 2] / 255);
                      ia(t)
                  } else p = 1 / p, l = (n * c - m * e) * p, m = (n * d - m * g) * p, c = (j * e - o * c) * p, d = (j * g - o * d) * p, a = a - l * h - c * i, h = b - m * h - d * i, k.save(), k.transform(l, m, c, d, a, h), k.fill(), k.restore()
              }
          }
  
          function oa(a, b, c, d, e, f, g, h, i, j, l, m, o) {
              var n, p;
              n = o.width - 1;
              p = o.height - 1;
              g *= n;
              h *= p;
              i *= n;
              j *= p;
              l *= n;
              m *= p;
              c -= a;
              d -= b;
              e -= a;
              f -= b;
              i -= g;
              j -= h;
              l -= g;
              m -= h;
              p = 1 / (i * m - l * j);
              n = (m * c - j * e) * p;
              j = (m * d - j * f) * p;
              c = (i * e - l * c) * p;
              d = (i * f - l * d) * p;
              a = a - n * g - c * h;
              b = b - j * g - d * h;
              k.save();
              k.transform(n, j, c, d, a, b);
              k.clip();
              k.drawImage(o, 0, 0);
              k.restore()
          }
  
          function wa(a, b, c, d) {
              var e = ~~ (a.r * 255),
                  f = ~~ (a.g * 255),
                  a = ~~ (a.b * 255),
                  g = ~~ (b.r * 255),
                  h = ~~ (b.g * 255),
                  b = ~~ (b.b * 255),
                  i = ~~ (c.r * 255),
                  j = ~~ (c.g * 255),
                  c = ~~ (c.b * 255),
                  k = ~~ (d.r * 255),
                  l = ~~ (d.g * 255),
                  d = ~~ (d.b * 255);
              ba[0] = e < 0 ? 0 : e > 255 ? 255 : e;
              ba[1] = f < 0 ? 0 : f > 255 ? 255 : f;
              ba[2] = a < 0 ? 0 : a > 255 ? 255 : a;
              ba[4] = g < 0 ? 0 : g > 255 ? 255 : g;
              ba[5] = h < 0 ? 0 : h > 255 ? 255 : h;
              ba[6] = b < 0 ? 0 : b > 255 ? 255 : b;
              ba[8] = i < 0 ? 0 : i > 255 ? 255 : i;
              ba[9] = j < 0 ? 0 : j > 255 ? 255 : j;
              ba[10] = c < 0 ? 0 : c > 255 ? 255 : c;
              ba[12] = k < 0 ? 0 : k > 255 ? 255 : k;
              ba[13] = l < 0 ? 0 : l > 255 ? 255 : l;
              ba[14] = d < 0 ? 0 : d > 255 ? 255 : d;
              ra.putImageData(za, 0, 0);
              va.drawImage(qa, 0, 0);
              return sa
          }
  
          function na(a, b, c) {
              a = (a - b) / (c - b);
              return a * a * (3 - 2 * a)
          }
  
          function pa(a) {
              a = (a + 1) * 0.5;
              return a < 0 ? 0 : a > 1 ? 1 : a
          }
  
          function ka(a, b) {
              var c = b.x - a.x,
                  d = b.y - a.y,
                  e = c * c + d * d;
              e != 0 && (e = 1 / Math.sqrt(e), c *= e, d *= e, b.x += c, b.y += d, a.x -= c, a.y -= d)
          }
          var xa, Ha, U, ca;
          this.autoClear ? this.clear() : k.setTransform(1, 0, 0, -1, o, p);
          e.info.render.vertices = 0;
          e.info.render.faces = 0;
          g = l.projectScene(a, j, this.sortElements);
          h = g.elements;
          m = g.lights;
          (ya = m.length > 0) && i(m);
          xa = 0;
          for (Ha = h.length; xa < Ha; xa++)
              if (U = h[xa], ca = U.material, ca = ca instanceof THREE.MeshFaceMaterial ? U.faceMaterial : ca, !(ca == null || ca.opacity == 0)) {
                  X.empty();
                  if (U instanceof THREE.RenderableParticle) u = U, u.x *= o, u.y *= p, s(u, U, ca, a);
                  else if (U instanceof THREE.RenderableLine) u = U.v1, r = U.v2, u.positionScreen.x *= o, u.positionScreen.y *= p, r.positionScreen.x *= o, r.positionScreen.y *= p, X.addPoint(u.positionScreen.x, u.positionScreen.y), X.addPoint(r.positionScreen.x, r.positionScreen.y), ma.intersects(X) && w(u, r, U, ca, a);
                  else if (U instanceof THREE.RenderableFace3) u = U.v1, r = U.v2, E = U.v3, u.positionScreen.x *= o, u.positionScreen.y *= p, r.positionScreen.x *= o, r.positionScreen.y *= p, E.positionScreen.x *= o, E.positionScreen.y *= p, ca.overdraw && (ka(u.positionScreen, r.positionScreen), ka(r.positionScreen, E.positionScreen), ka(E.positionScreen, u.positionScreen)), X.add3Points(u.positionScreen.x, u.positionScreen.y, r.positionScreen.x, r.positionScreen.y, E.positionScreen.x, E.positionScreen.y), ma.intersects(X) && C(u, r, E, 0, 1, 2, U, ca, a);
                  else if (U instanceof THREE.RenderableFace4) u = U.v1, r = U.v2, E = U.v3, N = U.v4, u.positionScreen.x *= o, u.positionScreen.y *= p, r.positionScreen.x *= o, r.positionScreen.y *= p, E.positionScreen.x *= o, E.positionScreen.y *= p, N.positionScreen.x *= o, N.positionScreen.y *= p, W.positionScreen.copy(r.positionScreen), da.positionScreen.copy(N.positionScreen), ca.overdraw && (ka(u.positionScreen, r.positionScreen), ka(r.positionScreen, N.positionScreen), ka(N.positionScreen, u.positionScreen), ka(E.positionScreen, W.positionScreen), ka(E.positionScreen, da.positionScreen)), X.addPoint(u.positionScreen.x, u.positionScreen.y), X.addPoint(r.positionScreen.x, r.positionScreen.y), X.addPoint(E.positionScreen.x, E.positionScreen.y), X.addPoint(N.positionScreen.x, N.positionScreen.y), ma.intersects(X) && Q(u, r, E, N, W, da, U, ca, a);
                  Z.addRectangle(X)
              }
          k.setTransform(1, 0, 0, 1, 0, 0)
      }
  };
  THREE.RenderableVertex = function () {
      this.positionWorld = new THREE.Vector3;
      this.positionScreen = new THREE.Vector4;
      this.visible = !0
  };
  THREE.RenderableVertex.prototype.copy = function (a) {
      this.positionWorld.copy(a.positionWorld);
      this.positionScreen.copy(a.positionScreen)
  };
  THREE.RenderableFace3 = function () {
      this.v1 = new THREE.RenderableVertex;
      this.v2 = new THREE.RenderableVertex;
      this.v3 = new THREE.RenderableVertex;
      this.centroidWorld = new THREE.Vector3;
      this.centroidScreen = new THREE.Vector3;
      this.normalWorld = new THREE.Vector3;
      this.vertexNormalsWorld = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
      this.faceMaterial = this.material = null;
      this.uvs = [
          []
      ];
      this.z = null
  };
  THREE.RenderableFace4 = function () {
      this.v1 = new THREE.RenderableVertex;
      this.v2 = new THREE.RenderableVertex;
      this.v3 = new THREE.RenderableVertex;
      this.v4 = new THREE.RenderableVertex;
      this.centroidWorld = new THREE.Vector3;
      this.centroidScreen = new THREE.Vector3;
      this.normalWorld = new THREE.Vector3;
      this.vertexNormalsWorld = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
      this.faceMaterial = this.material = null;
      this.uvs = [
          []
      ];
      this.z = null
  };
  THREE.RenderableObject = function () {
      this.z = this.object = null
  };
  THREE.RenderableParticle = function () {
      this.rotation = this.z = this.y = this.x = null;
      this.scale = new THREE.Vector2;
      this.material = null
  };
  THREE.RenderableLine = function () {
      this.z = null;
      this.v1 = new THREE.RenderableVertex;
      this.v2 = new THREE.RenderableVertex;
      this.material = null
  };
  
  
  
  function randomRange(t, i) {
      return Math.random() * (i - t) + t
  }
  Particle3D = function (t) {
      THREE.Particle.call(this, t), this.velocity = new THREE.Vector3(0, -2, 0), this.velocity.rotateX(randomRange(-45, 45)), this.velocity.rotateY(randomRange(0, 360)), this.gravity = new THREE.Vector3(0, 0, 0), this.drag = 1
  }, Particle3D.prototype = new THREE.Particle, Particle3D.prototype.constructor = Particle3D, Particle3D.prototype.updatePhysics = function () {
      this.velocity.multiplyScalar(this.drag), this.velocity.addSelf(this.gravity), this.position.addSelf(this.velocity)
  };
  var TO_RADIANS = Math.PI / 180;
  THREE.Vector3.prototype.rotateY = function (t) {
      cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
      var i = this.z,
          o = this.x;
      this.x = o * cosRY + i * sinRY, this.z = o * -sinRY + i * cosRY
  }, THREE.Vector3.prototype.rotateX = function (t) {
      cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
      var i = this.z,
          o = this.y;
      this.y = o * cosRY + i * sinRY, this.z = o * -sinRY + i * cosRY
  }, THREE.Vector3.prototype.rotateZ = function (t) {
      cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
      var i = this.x,
          o = this.y;
      this.y = o * cosRY + i * sinRY, this.x = o * -sinRY + i * cosRY
  };
  
  
  $(function () {
      var container = document.querySelector(".snow-container");
      if (/MSIE 6|MSIE 7|MSIE 8/.test(navigator.userAgent)) {
          return
      } else {
          if (/MSIE 9|MSIE 10/.test(navigator.userAgent)) {
              $(container).css("height", $(window).height()).bind("click", function () {
                  $(this).remove()
              })
          }
      }
      var containerWidth = $(container).width();
      var containerHeight = $(container).height();
      var particle;
      var camera;
      var scene;
      var renderer;
      var mouseX = 0;
      var mouseY = 0;
      var windowHalfX = window.innerWidth / 2;
      var windowHalfY = window.innerHeight / 2;
      var particles = [];
      var particleImage = new Image();
      particleImage.src = "images/5476ba25Ne75aa640.png" /*tpa=http://www.17sucai.com/preview/1160620/2018-04-20/dly/js/images/5476ba25Ne75aa640.png*/ ;
      var snowNum = 500;
  
      function init() {
          camera = new THREE.PerspectiveCamera(75, containerWidth / containerHeight, 1, 10000);
          camera.position.z = 1000;
          scene = new THREE.Scene();
          scene.add(camera);
          renderer = new THREE.CanvasRenderer();
          renderer.setSize(containerWidth, containerHeight);
          var material = new THREE.ParticleBasicMaterial({
              map: new THREE.Texture(particleImage)
          });
          for (var i = 0; i < snowNum; i++) {
              particle = new Particle3D(material);
              particle.position.x = Math.random() * 2000 - 1000;
              particle.position.y = Math.random() * 2000 - 1000;
              particle.position.z = Math.random() * 2000 - 1000;
              particle.scale.x = particle.scale.y = 1;
              scene.add(particle);
              particles.push(particle)
          }
          container.appendChild(renderer.domElement);
          document.addEventListener("mousemove", onDocumentMouseMove, false);
          document.addEventListener("touchstart", onDocumentTouchStart, false);
          document.addEventListener("touchmove", onDocumentTouchMove, false);
          setInterval(loop, 1000 / 40)
      }
  
      function onDocumentMouseMove(event) {
          mouseX = event.clientX - windowHalfX;
          mouseY = event.clientY - windowHalfY
      }
  
      function onDocumentTouchStart(event) {
          if (event.touches.length == 1) {
              event.preventDefault();
              mouseX = event.touches[0].pageX - windowHalfX;
              mouseY = event.touches[0].pageY - windowHalfY
          }
      }
  
      function onDocumentTouchMove(event) {
          if (event.touches.length == 1) {
              event.preventDefault();
              mouseX = event.touches[0].pageX - windowHalfX;
              mouseY = event.touches[0].pageY - windowHalfY
          }
      }
  
      function loop() {
          for (var i = 0; i < particles.length; i++) {
              var particle = particles[i];
              particle.updatePhysics();
              with(particle.position) {
                  if (y < -1000) {
                      y += 2000
                  }
                  if (x > 1000) {
                      x -= 2000
                  } else {
                      if (x < -1000) {
                          x += 2000
                      }
                  } if (z > 1000) {
                      z -= 2000
                  } else {
                      if (z < -1000) {
                          z += 2000
                      }
                  }
              }
          }
          camera.position.x += (mouseX - camera.position.x) * 0.005;
          camera.position.y += (-mouseY - camera.position.y) * 0.005;
          camera.lookAt(scene.position);
          renderer.render(scene, camera)
      }
      init()
  });