text: var self = self || {};// File:src/Three.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  var THREE = { REVISION: '77' };
  
  //
  
  if ( typeof define === 'function' && define.amd ) {
  
  	define( 'three', THREE );
  
  } else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) {
  
  	module.exports = THREE;
  
  }
  
  // Polyfills
  
  if ( Number.EPSILON === undefined ) {
  
  	Number.EPSILON = Math.pow( 2, - 52 );
  
  }
  
  //
  
  if ( Math.sign === undefined ) {
  
  	// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  
  	Math.sign = function ( x ) {
  
  		return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  
  	};
  
  }
  
  if ( Function.prototype.name === undefined ) {
  
  	// Missing in IE9-11.
  	// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  
  	Object.defineProperty( Function.prototype, 'name', {
  
  		get: function () {
  
  			return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ];
  
  		}
  
  	} );
  
  }
  
  if ( Object.assign === undefined ) {
  
  	// Missing in IE.
  	// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  
  	( function () {
  
  		Object.assign = function ( target ) {
  
  			'use strict';
  
  			if ( target === undefined || target === null ) {
  
  				throw new TypeError( 'Cannot convert undefined or null to object' );
  
  			}
  
  			var output = Object( target );
  
  			for ( var index = 1; index < arguments.length; index ++ ) {
  
  				var source = arguments[ index ];
  
  				if ( source !== undefined && source !== null ) {
  
  					for ( var nextKey in source ) {
  
  						if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  
  							output[ nextKey ] = source[ nextKey ];
  
  						}
  
  					}
  
  				}
  
  			}
  
  			return output;
  
  		};
  
  	} )();
  
  }
  
  //
  
  Object.assign( THREE, {
  
  	// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
  
  	MOUSE: { LEFT: 0, MIDDLE: 1, RIGHT: 2 },
  
  	// GL STATE CONSTANTS
  
  	CullFaceNone: 0,
  	CullFaceBack: 1,
  	CullFaceFront: 2,
  	CullFaceFrontBack: 3,
  
  	FrontFaceDirectionCW: 0,
  	FrontFaceDirectionCCW: 1,
  
  	// SHADOWING TYPES
  
  	BasicShadowMap: 0,
  	PCFShadowMap: 1,
  	PCFSoftShadowMap: 2,
  
  	// MATERIAL CONSTANTS
  
  	// side
  
  	FrontSide: 0,
  	BackSide: 1,
  	DoubleSide: 2,
  
  	// shading
  
  	FlatShading: 1,
  	SmoothShading: 2,
  
  	// colors
  
  	NoColors: 0,
  	FaceColors: 1,
  	VertexColors: 2,
  
  	// blending modes
  
  	NoBlending: 0,
  	NormalBlending: 1,
  	AdditiveBlending: 2,
  	SubtractiveBlending: 3,
  	MultiplyBlending: 4,
  	CustomBlending: 5,
  
  	// custom blending equations
  	// (numbers start from 100 not to clash with other
  	// mappings to OpenGL constants defined in Texture.js)
  
  	AddEquation: 100,
  	SubtractEquation: 101,
  	ReverseSubtractEquation: 102,
  	MinEquation: 103,
  	MaxEquation: 104,
  
  	// custom blending destination factors
  
  	ZeroFactor: 200,
  	OneFactor: 201,
  	SrcColorFactor: 202,
  	OneMinusSrcColorFactor: 203,
  	SrcAlphaFactor: 204,
  	OneMinusSrcAlphaFactor: 205,
  	DstAlphaFactor: 206,
  	OneMinusDstAlphaFactor: 207,
  
  	// custom blending source factors
  
  	//ZeroFactor: 200,
  	//OneFactor: 201,
  	//SrcAlphaFactor: 204,
  	//OneMinusSrcAlphaFactor: 205,
  	//DstAlphaFactor: 206,
  	//OneMinusDstAlphaFactor: 207,
  	DstColorFactor: 208,
  	OneMinusDstColorFactor: 209,
  	SrcAlphaSaturateFactor: 210,
  
  	// depth modes
  
  	NeverDepth: 0,
  	AlwaysDepth: 1,
  	LessDepth: 2,
  	LessEqualDepth: 3,
  	EqualDepth: 4,
  	GreaterEqualDepth: 5,
  	GreaterDepth: 6,
  	NotEqualDepth: 7,
  
  
  	// TEXTURE CONSTANTS
  
  	MultiplyOperation: 0,
  	MixOperation: 1,
  	AddOperation: 2,
  
  	// Tone Mapping modes
  
  	NoToneMapping: 0, // do not do any tone mapping, not even exposure (required for special purpose passes.)
  	LinearToneMapping: 1, // only apply exposure.
  	ReinhardToneMapping: 2,
  	Uncharted2ToneMapping: 3, // John Hable
  	CineonToneMapping: 4, // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson
  
  	// Mapping modes
  
  	UVMapping: 300,
  
  	CubeReflectionMapping: 301,
  	CubeRefractionMapping: 302,
  
  	EquirectangularReflectionMapping: 303,
  	EquirectangularRefractionMapping: 304,
  
  	SphericalReflectionMapping: 305,
  	CubeUVReflectionMapping: 306,
  	CubeUVRefractionMapping: 307,
  
  	// Wrapping modes
  
  	RepeatWrapping: 1000,
  	ClampToEdgeWrapping: 1001,
  	MirroredRepeatWrapping: 1002,
  
  	// Filters
  
  	NearestFilter: 1003,
  	NearestMipMapNearestFilter: 1004,
  	NearestMipMapLinearFilter: 1005,
  	LinearFilter: 1006,
  	LinearMipMapNearestFilter: 1007,
  	LinearMipMapLinearFilter: 1008,
  
  	// Data types
  
  	UnsignedByteType: 1009,
  	ByteType: 1010,
  	ShortType: 1011,
  	UnsignedShortType: 1012,
  	IntType: 1013,
  	UnsignedIntType: 1014,
  	FloatType: 1015,
  	HalfFloatType: 1025,
  
  	// Pixel types
  
  	//UnsignedByteType: 1009,
  	UnsignedShort4444Type: 1016,
  	UnsignedShort5551Type: 1017,
  	UnsignedShort565Type: 1018,
  
  	// Pixel formats
  
  	AlphaFormat: 1019,
  	RGBFormat: 1020,
  	RGBAFormat: 1021,
  	LuminanceFormat: 1022,
  	LuminanceAlphaFormat: 1023,
  	// THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
  	RGBEFormat: THREE.RGBAFormat, //1024;
  	DepthFormat: 1026,
  
  	// DDS / ST3C Compressed texture formats
  
  	RGB_S3TC_DXT1_Format: 2001,
  	RGBA_S3TC_DXT1_Format: 2002,
  	RGBA_S3TC_DXT3_Format: 2003,
  	RGBA_S3TC_DXT5_Format: 2004,
  
  	// PVRTC compressed texture formats
  
  	RGB_PVRTC_4BPPV1_Format: 2100,
  	RGB_PVRTC_2BPPV1_Format: 2101,
  	RGBA_PVRTC_4BPPV1_Format: 2102,
  	RGBA_PVRTC_2BPPV1_Format: 2103,
  
  	// ETC compressed texture formats
  
  	RGB_ETC1_Format: 2151,
  
  	// Loop styles for AnimationAction
  
  	LoopOnce: 2200,
  	LoopRepeat: 2201,
  	LoopPingPong: 2202,
  
  	// Interpolation
  
  	InterpolateDiscrete: 2300,
  	InterpolateLinear: 2301,
  	InterpolateSmooth: 2302,
  
  	// Interpolant ending modes
  
  	ZeroCurvatureEnding: 2400,
  	ZeroSlopeEnding: 2401,
  	WrapAroundEnding: 2402,
  
  	// Triangle Draw modes
  
  	TrianglesDrawMode: 0,
  	TriangleStripDrawMode: 1,
  	TriangleFanDrawMode: 2,
  
  	// Texture Encodings
  
  	LinearEncoding: 3000, // No encoding at all.
  	sRGBEncoding: 3001,
  	GammaEncoding: 3007, // uses GAMMA_FACTOR, for backwards compatibility with WebGLRenderer.gammaInput/gammaOutput
  
  	// The following Texture Encodings are for RGB-only (no alpha) HDR light emission sources.
  	// These encodings should not specified as output encodings except in rare situations.
  	RGBEEncoding: 3002, // AKA Radiance.
  	LogLuvEncoding: 3003,
  	RGBM7Encoding: 3004,
  	RGBM16Encoding: 3005,
  	RGBDEncoding: 3006, // MaxRange is 256.
  
  	// Depth packing strategies
  
  	BasicDepthPacking: 3200, // for writing to float textures for high precision or for visualizing results in RGB buffers
  	RGBADepthPacking: 3201 // for packing into RGBA buffers.
  
  } );
  
  // File:src/math/Color.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Color = function ( r, g, b ) {
  
  	if ( g === undefined && b === undefined ) {
  
  		// r is THREE.Color, hex or string
  		return this.set( r );
  
  	}
  
  	return this.setRGB( r, g, b );
  
  };
  
  THREE.Color.prototype = {
  
  	constructor: THREE.Color,
  
  	r: 1, g: 1, b: 1,
  
  	set: function ( value ) {
  
  		if ( value instanceof THREE.Color ) {
  
  			this.copy( value );
  
  		} else if ( typeof value === 'number' ) {
  
  			this.setHex( value );
  
  		} else if ( typeof value === 'string' ) {
  
  			this.setStyle( value );
  
  		}
  
  		return this;
  
  	},
  
  	setScalar: function ( scalar ) {
  
  		this.r = scalar;
  		this.g = scalar;
  		this.b = scalar;
  
  	},
  
  	setHex: function ( hex ) {
  
  		hex = Math.floor( hex );
  
  		this.r = ( hex >> 16 & 255 ) / 255;
  		this.g = ( hex >> 8 & 255 ) / 255;
  		this.b = ( hex & 255 ) / 255;
  
  		return this;
  
  	},
  
  	setRGB: function ( r, g, b ) {
  
  		this.r = r;
  		this.g = g;
  		this.b = b;
  
  		return this;
  
  	},
  
  	setHSL: function () {
  
  		function hue2rgb( p, q, t ) {
  
  			if ( t < 0 ) t += 1;
  			if ( t > 1 ) t -= 1;
  			if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  			if ( t < 1 / 2 ) return q;
  			if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  			return p;
  
  		}
  
  		return function ( h, s, l ) {
  
  			// h,s,l ranges are in 0.0 - 1.0
  			h = THREE.Math.euclideanModulo( h, 1 );
  			s = THREE.Math.clamp( s, 0, 1 );
  			l = THREE.Math.clamp( l, 0, 1 );
  
  			if ( s === 0 ) {
  
  				this.r = this.g = this.b = l;
  
  			} else {
  
  				var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  				var q = ( 2 * l ) - p;
  
  				this.r = hue2rgb( q, p, h + 1 / 3 );
  				this.g = hue2rgb( q, p, h );
  				this.b = hue2rgb( q, p, h - 1 / 3 );
  
  			}
  
  			return this;
  
  		};
  
  	}(),
  
  	setStyle: function ( style ) {
  
  		function handleAlpha( string ) {
  
  			if ( string === undefined ) return;
  
  			if ( parseFloat( string ) < 1 ) {
  
  				console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  
  			}
  
  		}
  
  
  		var m;
  
  		if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  
  			// rgb / hsl
  
  			var color;
  			var name = m[ 1 ];
  			var components = m[ 2 ];
  
  			switch ( name ) {
  
  				case 'rgb':
  				case 'rgba':
  
  					if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  
  						// rgb(255,0,0) rgba(255,0,0,0.5)
  						this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  						this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  						this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  
  						handleAlpha( color[ 5 ] );
  
  						return this;
  
  					}
  
  					if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  
  						// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  						this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  						this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  						this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  
  						handleAlpha( color[ 5 ] );
  
  						return this;
  
  					}
  
  					break;
  
  				case 'hsl':
  				case 'hsla':
  
  					if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  
  						// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  						var h = parseFloat( color[ 1 ] ) / 360;
  						var s = parseInt( color[ 2 ], 10 ) / 100;
  						var l = parseInt( color[ 3 ], 10 ) / 100;
  
  						handleAlpha( color[ 5 ] );
  
  						return this.setHSL( h, s, l );
  
  					}
  
  					break;
  
  			}
  
  		} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  
  			// hex color
  
  			var hex = m[ 1 ];
  			var size = hex.length;
  
  			if ( size === 3 ) {
  
  				// #ff0
  				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  				this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  				this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  
  				return this;
  
  			} else if ( size === 6 ) {
  
  				// #ff0000
  				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  				this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  				this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  
  				return this;
  
  			}
  
  		}
  
  		if ( style && style.length > 0 ) {
  
  			// color keywords
  			var hex = THREE.ColorKeywords[ style ];
  
  			if ( hex !== undefined ) {
  
  				// red
  				this.setHex( hex );
  
  			} else {
  
  				// unknown color
  				console.warn( 'THREE.Color: Unknown color ' + style );
  
  			}
  
  		}
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor( this.r, this.g, this.b );
  
  	},
  
  	copy: function ( color ) {
  
  		this.r = color.r;
  		this.g = color.g;
  		this.b = color.b;
  
  		return this;
  
  	},
  
  	copyGammaToLinear: function ( color, gammaFactor ) {
  
  		if ( gammaFactor === undefined ) gammaFactor = 2.0;
  
  		this.r = Math.pow( color.r, gammaFactor );
  		this.g = Math.pow( color.g, gammaFactor );
  		this.b = Math.pow( color.b, gammaFactor );
  
  		return this;
  
  	},
  
  	copyLinearToGamma: function ( color, gammaFactor ) {
  
  		if ( gammaFactor === undefined ) gammaFactor = 2.0;
  
  		var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  
  		this.r = Math.pow( color.r, safeInverse );
  		this.g = Math.pow( color.g, safeInverse );
  		this.b = Math.pow( color.b, safeInverse );
  
  		return this;
  
  	},
  
  	convertGammaToLinear: function () {
  
  		var r = this.r, g = this.g, b = this.b;
  
  		this.r = r * r;
  		this.g = g * g;
  		this.b = b * b;
  
  		return this;
  
  	},
  
  	convertLinearToGamma: function () {
  
  		this.r = Math.sqrt( this.r );
  		this.g = Math.sqrt( this.g );
  		this.b = Math.sqrt( this.b );
  
  		return this;
  
  	},
  
  	getHex: function () {
  
  		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  
  	},
  
  	getHexString: function () {
  
  		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  
  	},
  
  	getHSL: function ( optionalTarget ) {
  
  		// h,s,l ranges are in 0.0 - 1.0
  
  		var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  
  		var r = this.r, g = this.g, b = this.b;
  
  		var max = Math.max( r, g, b );
  		var min = Math.min( r, g, b );
  
  		var hue, saturation;
  		var lightness = ( min + max ) / 2.0;
  
  		if ( min === max ) {
  
  			hue = 0;
  			saturation = 0;
  
  		} else {
  
  			var delta = max - min;
  
  			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  
  			switch ( max ) {
  
  				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  				case g: hue = ( b - r ) / delta + 2; break;
  				case b: hue = ( r - g ) / delta + 4; break;
  
  			}
  
  			hue /= 6;
  
  		}
  
  		hsl.h = hue;
  		hsl.s = saturation;
  		hsl.l = lightness;
  
  		return hsl;
  
  	},
  
  	getStyle: function () {
  
  		return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  
  	},
  
  	offsetHSL: function ( h, s, l ) {
  
  		var hsl = this.getHSL();
  
  		hsl.h += h; hsl.s += s; hsl.l += l;
  
  		this.setHSL( hsl.h, hsl.s, hsl.l );
  
  		return this;
  
  	},
  
  	add: function ( color ) {
  
  		this.r += color.r;
  		this.g += color.g;
  		this.b += color.b;
  
  		return this;
  
  	},
  
  	addColors: function ( color1, color2 ) {
  
  		this.r = color1.r + color2.r;
  		this.g = color1.g + color2.g;
  		this.b = color1.b + color2.b;
  
  		return this;
  
  	},
  
  	addScalar: function ( s ) {
  
  		this.r += s;
  		this.g += s;
  		this.b += s;
  
  		return this;
  
  	},
  
  	multiply: function ( color ) {
  
  		this.r *= color.r;
  		this.g *= color.g;
  		this.b *= color.b;
  
  		return this;
  
  	},
  
  	multiplyScalar: function ( s ) {
  
  		this.r *= s;
  		this.g *= s;
  		this.b *= s;
  
  		return this;
  
  	},
  
  	lerp: function ( color, alpha ) {
  
  		this.r += ( color.r - this.r ) * alpha;
  		this.g += ( color.g - this.g ) * alpha;
  		this.b += ( color.b - this.b ) * alpha;
  
  		return this;
  
  	},
  
  	equals: function ( c ) {
  
  		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  
  	},
  
  	fromArray: function ( array, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		this.r = array[ offset ];
  		this.g = array[ offset + 1 ];
  		this.b = array[ offset + 2 ];
  
  		return this;
  
  	},
  
  	toArray: function ( array, offset ) {
  
  		if ( array === undefined ) array = [];
  		if ( offset === undefined ) offset = 0;
  
  		array[ offset ] = this.r;
  		array[ offset + 1 ] = this.g;
  		array[ offset + 2 ] = this.b;
  
  		return array;
  
  	}
  
  };
  
  THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  
  // File:src/math/Quaternion.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   * @author WestLangley / http://github.com/WestLangley
   * @author bhouston / http://clara.io
   */
  
  THREE.Quaternion = function ( x, y, z, w ) {
  
  	this._x = x || 0;
  	this._y = y || 0;
  	this._z = z || 0;
  	this._w = ( w !== undefined ) ? w : 1;
  
  };
  
  THREE.Quaternion.prototype = {
  
  	constructor: THREE.Quaternion,
  
  	get x () {
  
  		return this._x;
  
  	},
  
  	set x ( value ) {
  
  		this._x = value;
  		this.onChangeCallback();
  
  	},
  
  	get y () {
  
  		return this._y;
  
  	},
  
  	set y ( value ) {
  
  		this._y = value;
  		this.onChangeCallback();
  
  	},
  
  	get z () {
  
  		return this._z;
  
  	},
  
  	set z ( value ) {
  
  		this._z = value;
  		this.onChangeCallback();
  
  	},
  
  	get w () {
  
  		return this._w;
  
  	},
  
  	set w ( value ) {
  
  		this._w = value;
  		this.onChangeCallback();
  
  	},
  
  	set: function ( x, y, z, w ) {
  
  		this._x = x;
  		this._y = y;
  		this._z = z;
  		this._w = w;
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor( this._x, this._y, this._z, this._w );
  
  	},
  
  	copy: function ( quaternion ) {
  
  		this._x = quaternion.x;
  		this._y = quaternion.y;
  		this._z = quaternion.z;
  		this._w = quaternion.w;
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	setFromEuler: function ( euler, update ) {
  
  		if ( euler instanceof THREE.Euler === false ) {
  
  			throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  
  		}
  
  		// http://www.mathworks.com/matlabcentral/fileexchange/
  		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  		//	content/SpinCalc.m
  
  		var c1 = Math.cos( euler._x / 2 );
  		var c2 = Math.cos( euler._y / 2 );
  		var c3 = Math.cos( euler._z / 2 );
  		var s1 = Math.sin( euler._x / 2 );
  		var s2 = Math.sin( euler._y / 2 );
  		var s3 = Math.sin( euler._z / 2 );
  
  		var order = euler.order;
  
  		if ( order === 'XYZ' ) {
  
  			this._x = s1 * c2 * c3 + c1 * s2 * s3;
  			this._y = c1 * s2 * c3 - s1 * c2 * s3;
  			this._z = c1 * c2 * s3 + s1 * s2 * c3;
  			this._w = c1 * c2 * c3 - s1 * s2 * s3;
  
  		} else if ( order === 'YXZ' ) {
  
  			this._x = s1 * c2 * c3 + c1 * s2 * s3;
  			this._y = c1 * s2 * c3 - s1 * c2 * s3;
  			this._z = c1 * c2 * s3 - s1 * s2 * c3;
  			this._w = c1 * c2 * c3 + s1 * s2 * s3;
  
  		} else if ( order === 'ZXY' ) {
  
  			this._x = s1 * c2 * c3 - c1 * s2 * s3;
  			this._y = c1 * s2 * c3 + s1 * c2 * s3;
  			this._z = c1 * c2 * s3 + s1 * s2 * c3;
  			this._w = c1 * c2 * c3 - s1 * s2 * s3;
  
  		} else if ( order === 'ZYX' ) {
  
  			this._x = s1 * c2 * c3 - c1 * s2 * s3;
  			this._y = c1 * s2 * c3 + s1 * c2 * s3;
  			this._z = c1 * c2 * s3 - s1 * s2 * c3;
  			this._w = c1 * c2 * c3 + s1 * s2 * s3;
  
  		} else if ( order === 'YZX' ) {
  
  			this._x = s1 * c2 * c3 + c1 * s2 * s3;
  			this._y = c1 * s2 * c3 + s1 * c2 * s3;
  			this._z = c1 * c2 * s3 - s1 * s2 * c3;
  			this._w = c1 * c2 * c3 - s1 * s2 * s3;
  
  		} else if ( order === 'XZY' ) {
  
  			this._x = s1 * c2 * c3 - c1 * s2 * s3;
  			this._y = c1 * s2 * c3 - s1 * c2 * s3;
  			this._z = c1 * c2 * s3 + s1 * s2 * c3;
  			this._w = c1 * c2 * c3 + s1 * s2 * s3;
  
  		}
  
  		if ( update !== false ) this.onChangeCallback();
  
  		return this;
  
  	},
  
  	setFromAxisAngle: function ( axis, angle ) {
  
  		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  
  		// assumes axis is normalized
  
  		var halfAngle = angle / 2, s = Math.sin( halfAngle );
  
  		this._x = axis.x * s;
  		this._y = axis.y * s;
  		this._z = axis.z * s;
  		this._w = Math.cos( halfAngle );
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	setFromRotationMatrix: function ( m ) {
  
  		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  
  		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  		var te = m.elements,
  
  			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  
  			trace = m11 + m22 + m33,
  			s;
  
  		if ( trace > 0 ) {
  
  			s = 0.5 / Math.sqrt( trace + 1.0 );
  
  			this._w = 0.25 / s;
  			this._x = ( m32 - m23 ) * s;
  			this._y = ( m13 - m31 ) * s;
  			this._z = ( m21 - m12 ) * s;
  
  		} else if ( m11 > m22 && m11 > m33 ) {
  
  			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  
  			this._w = ( m32 - m23 ) / s;
  			this._x = 0.25 * s;
  			this._y = ( m12 + m21 ) / s;
  			this._z = ( m13 + m31 ) / s;
  
  		} else if ( m22 > m33 ) {
  
  			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  
  			this._w = ( m13 - m31 ) / s;
  			this._x = ( m12 + m21 ) / s;
  			this._y = 0.25 * s;
  			this._z = ( m23 + m32 ) / s;
  
  		} else {
  
  			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  
  			this._w = ( m21 - m12 ) / s;
  			this._x = ( m13 + m31 ) / s;
  			this._y = ( m23 + m32 ) / s;
  			this._z = 0.25 * s;
  
  		}
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	setFromUnitVectors: function () {
  
  		// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  
  		// assumes direction vectors vFrom and vTo are normalized
  
  		var v1, r;
  
  		var EPS = 0.000001;
  
  		return function ( vFrom, vTo ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  
  			r = vFrom.dot( vTo ) + 1;
  
  			if ( r < EPS ) {
  
  				r = 0;
  
  				if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  
  					v1.set( - vFrom.y, vFrom.x, 0 );
  
  				} else {
  
  					v1.set( 0, - vFrom.z, vFrom.y );
  
  				}
  
  			} else {
  
  				v1.crossVectors( vFrom, vTo );
  
  			}
  
  			this._x = v1.x;
  			this._y = v1.y;
  			this._z = v1.z;
  			this._w = r;
  
  			return this.normalize();
  
  		};
  
  	}(),
  
  	inverse: function () {
  
  		return this.conjugate().normalize();
  
  	},
  
  	conjugate: function () {
  
  		this._x *= - 1;
  		this._y *= - 1;
  		this._z *= - 1;
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	dot: function ( v ) {
  
  		return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  
  	},
  
  	lengthSq: function () {
  
  		return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  
  	},
  
  	length: function () {
  
  		return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  
  	},
  
  	normalize: function () {
  
  		var l = this.length();
  
  		if ( l === 0 ) {
  
  			this._x = 0;
  			this._y = 0;
  			this._z = 0;
  			this._w = 1;
  
  		} else {
  
  			l = 1 / l;
  
  			this._x = this._x * l;
  			this._y = this._y * l;
  			this._z = this._z * l;
  			this._w = this._w * l;
  
  		}
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	multiply: function ( q, p ) {
  
  		if ( p !== undefined ) {
  
  			console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  			return this.multiplyQuaternions( q, p );
  
  		}
  
  		return this.multiplyQuaternions( this, q );
  
  	},
  
  	premultiply: function ( q ) {
  
  		return this.multiplyQuaternions( q, this );
  
  	},
  
  	multiplyQuaternions: function ( a, b ) {
  
  		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  
  		var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  		var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  
  		this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  		this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  		this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  		this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	slerp: function ( qb, t ) {
  
  		if ( t === 0 ) return this;
  		if ( t === 1 ) return this.copy( qb );
  
  		var x = this._x, y = this._y, z = this._z, w = this._w;
  
  		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  
  		var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  
  		if ( cosHalfTheta < 0 ) {
  
  			this._w = - qb._w;
  			this._x = - qb._x;
  			this._y = - qb._y;
  			this._z = - qb._z;
  
  			cosHalfTheta = - cosHalfTheta;
  
  		} else {
  
  			this.copy( qb );
  
  		}
  
  		if ( cosHalfTheta >= 1.0 ) {
  
  			this._w = w;
  			this._x = x;
  			this._y = y;
  			this._z = z;
  
  			return this;
  
  		}
  
  		var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  
  		if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  
  			this._w = 0.5 * ( w + this._w );
  			this._x = 0.5 * ( x + this._x );
  			this._y = 0.5 * ( y + this._y );
  			this._z = 0.5 * ( z + this._z );
  
  			return this;
  
  		}
  
  		var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  		var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  		ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  
  		this._w = ( w * ratioA + this._w * ratioB );
  		this._x = ( x * ratioA + this._x * ratioB );
  		this._y = ( y * ratioA + this._y * ratioB );
  		this._z = ( z * ratioA + this._z * ratioB );
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	equals: function ( quaternion ) {
  
  		return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  
  	},
  
  	fromArray: function ( array, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		this._x = array[ offset ];
  		this._y = array[ offset + 1 ];
  		this._z = array[ offset + 2 ];
  		this._w = array[ offset + 3 ];
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	toArray: function ( array, offset ) {
  
  		if ( array === undefined ) array = [];
  		if ( offset === undefined ) offset = 0;
  
  		array[ offset ] = this._x;
  		array[ offset + 1 ] = this._y;
  		array[ offset + 2 ] = this._z;
  		array[ offset + 3 ] = this._w;
  
  		return array;
  
  	},
  
  	onChange: function ( callback ) {
  
  		this.onChangeCallback = callback;
  
  		return this;
  
  	},
  
  	onChangeCallback: function () {}
  
  };
  
  Object.assign( THREE.Quaternion, {
  
  	slerp: function( qa, qb, qm, t ) {
  
  		return qm.copy( qa ).slerp( qb, t );
  
  	},
  
  	slerpFlat: function(
  			dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  
  		// fuzz-free, array-based Quaternion SLERP operation
  
  		var x0 = src0[ srcOffset0 + 0 ],
  			y0 = src0[ srcOffset0 + 1 ],
  			z0 = src0[ srcOffset0 + 2 ],
  			w0 = src0[ srcOffset0 + 3 ],
  
  			x1 = src1[ srcOffset1 + 0 ],
  			y1 = src1[ srcOffset1 + 1 ],
  			z1 = src1[ srcOffset1 + 2 ],
  			w1 = src1[ srcOffset1 + 3 ];
  
  		if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  
  			var s = 1 - t,
  
  				cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  
  				dir = ( cos >= 0 ? 1 : - 1 ),
  				sqrSin = 1 - cos * cos;
  
  			// Skip the Slerp for tiny steps to avoid numeric problems:
  			if ( sqrSin > Number.EPSILON ) {
  
  				var sin = Math.sqrt( sqrSin ),
  					len = Math.atan2( sin, cos * dir );
  
  				s = Math.sin( s * len ) / sin;
  				t = Math.sin( t * len ) / sin;
  
  			}
  
  			var tDir = t * dir;
  
  			x0 = x0 * s + x1 * tDir;
  			y0 = y0 * s + y1 * tDir;
  			z0 = z0 * s + z1 * tDir;
  			w0 = w0 * s + w1 * tDir;
  
  			// Normalize in case we just did a lerp:
  			if ( s === 1 - t ) {
  
  				var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  
  				x0 *= f;
  				y0 *= f;
  				z0 *= f;
  				w0 *= f;
  
  			}
  
  		}
  
  		dst[ dstOffset ] = x0;
  		dst[ dstOffset + 1 ] = y0;
  		dst[ dstOffset + 2 ] = z0;
  		dst[ dstOffset + 3 ] = w0;
  
  	}
  
  } );
  
  // File:src/math/Vector2.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author philogb / http://blog.thejit.org/
   * @author egraether / http://egraether.com/
   * @author zz85 / http://www.lab4games.net/zz85/blog
   */
  
  THREE.Vector2 = function ( x, y ) {
  
  	this.x = x || 0;
  	this.y = y || 0;
  
  };
  
  THREE.Vector2.prototype = {
  
  	constructor: THREE.Vector2,
  
  	get width() {
  
  		return this.x;
  
  	},
  
  	set width( value ) {
  
  		this.x = value;
  
  	},
  
  	get height() {
  
  		return this.y;
  
  	},
  
  	set height( value ) {
  
  		this.y = value;
  
  	},
  
  	//
  
  	set: function ( x, y ) {
  
  		this.x = x;
  		this.y = y;
  
  		return this;
  
  	},
  
  	setScalar: function ( scalar ) {
  
  		this.x = scalar;
  		this.y = scalar;
  
  		return this;
  
  	},
  
  	setX: function ( x ) {
  
  		this.x = x;
  
  		return this;
  
  	},
  
  	setY: function ( y ) {
  
  		this.y = y;
  
  		return this;
  
  	},
  
  	setComponent: function ( index, value ) {
  
  		switch ( index ) {
  
  			case 0: this.x = value; break;
  			case 1: this.y = value; break;
  			default: throw new Error( 'index is out of range: ' + index );
  
  		}
  
  	},
  
  	getComponent: function ( index ) {
  
  		switch ( index ) {
  
  			case 0: return this.x;
  			case 1: return this.y;
  			default: throw new Error( 'index is out of range: ' + index );
  
  		}
  
  	},
  
  	clone: function () {
  
  		return new this.constructor( this.x, this.y );
  
  	},
  
  	copy: function ( v ) {
  
  		this.x = v.x;
  		this.y = v.y;
  
  		return this;
  
  	},
  
  	add: function ( v, w ) {
  
  		if ( w !== undefined ) {
  
  			console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  			return this.addVectors( v, w );
  
  		}
  
  		this.x += v.x;
  		this.y += v.y;
  
  		return this;
  
  	},
  
  	addScalar: function ( s ) {
  
  		this.x += s;
  		this.y += s;
  
  		return this;
  
  	},
  
  	addVectors: function ( a, b ) {
  
  		this.x = a.x + b.x;
  		this.y = a.y + b.y;
  
  		return this;
  
  	},
  
  	addScaledVector: function ( v, s ) {
  
  		this.x += v.x * s;
  		this.y += v.y * s;
  
  		return this;
  
  	},
  
  	sub: function ( v, w ) {
  
  		if ( w !== undefined ) {
  
  			console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  			return this.subVectors( v, w );
  
  		}
  
  		this.x -= v.x;
  		this.y -= v.y;
  
  		return this;
  
  	},
  
  	subScalar: function ( s ) {
  
  		this.x -= s;
  		this.y -= s;
  
  		return this;
  
  	},
  
  	subVectors: function ( a, b ) {
  
  		this.x = a.x - b.x;
  		this.y = a.y - b.y;
  
  		return this;
  
  	},
  
  	multiply: function ( v ) {
  
  		this.x *= v.x;
  		this.y *= v.y;
  
  		return this;
  
  	},
  
  	multiplyScalar: function ( scalar ) {
  
  		if ( isFinite( scalar ) ) {
  
  			this.x *= scalar;
  			this.y *= scalar;
  
  		} else {
  
  			this.x = 0;
  			this.y = 0;
  
  		}
  
  		return this;
  
  	},
  
  	divide: function ( v ) {
  
  		this.x /= v.x;
  		this.y /= v.y;
  
  		return this;
  
  	},
  
  	divideScalar: function ( scalar ) {
  
  		return this.multiplyScalar( 1 / scalar );
  
  	},
  
  	min: function ( v ) {
  
  		this.x = Math.min( this.x, v.x );
  		this.y = Math.min( this.y, v.y );
  
  		return this;
  
  	},
  
  	max: function ( v ) {
  
  		this.x = Math.max( this.x, v.x );
  		this.y = Math.max( this.y, v.y );
  
  		return this;
  
  	},
  
  	clamp: function ( min, max ) {
  
  		// This function assumes min < max, if this assumption isn't true it will not operate correctly
  
  		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  		this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  
  		return this;
  
  	},
  
  	clampScalar: function () {
  
  		var min, max;
  
  		return function clampScalar( minVal, maxVal ) {
  
  			if ( min === undefined ) {
  
  				min = new THREE.Vector2();
  				max = new THREE.Vector2();
  
  			}
  
  			min.set( minVal, minVal );
  			max.set( maxVal, maxVal );
  
  			return this.clamp( min, max );
  
  		};
  
  	}(),
  
  	clampLength: function ( min, max ) {
  
  		var length = this.length();
  
  		return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
  
  	},
  
  	floor: function () {
  
  		this.x = Math.floor( this.x );
  		this.y = Math.floor( this.y );
  
  		return this;
  
  	},
  
  	ceil: function () {
  
  		this.x = Math.ceil( this.x );
  		this.y = Math.ceil( this.y );
  
  		return this;
  
  	},
  
  	round: function () {
  
  		this.x = Math.round( this.x );
  		this.y = Math.round( this.y );
  
  		return this;
  
  	},
  
  	roundToZero: function () {
  
  		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  
  		return this;
  
  	},
  
  	negate: function () {
  
  		this.x = - this.x;
  		this.y = - this.y;
  
  		return this;
  
  	},
  
  	dot: function ( v ) {
  
  		return this.x * v.x + this.y * v.y;
  
  	},
  
  	lengthSq: function () {
  
  		return this.x * this.x + this.y * this.y;
  
  	},
  
  	length: function () {
  
  		return Math.sqrt( this.x * this.x + this.y * this.y );
  
  	},
  
  	lengthManhattan: function() {
  
  		return Math.abs( this.x ) + Math.abs( this.y );
  
  	},
  
  	normalize: function () {
  
  		return this.divideScalar( this.length() );
  
  	},
  
  	angle: function () {
  
  		// computes the angle in radians with respect to the positive x-axis
  
  		var angle = Math.atan2( this.y, this.x );
  
  		if ( angle < 0 ) angle += 2 * Math.PI;
  
  		return angle;
  
  	},
  
  	distanceTo: function ( v ) {
  
  		return Math.sqrt( this.distanceToSquared( v ) );
  
  	},
  
  	distanceToSquared: function ( v ) {
  
  		var dx = this.x - v.x, dy = this.y - v.y;
  		return dx * dx + dy * dy;
  
  	},
  
  	setLength: function ( length ) {
  
  		return this.multiplyScalar( length / this.length() );
  
  	},
  
  	lerp: function ( v, alpha ) {
  
  		this.x += ( v.x - this.x ) * alpha;
  		this.y += ( v.y - this.y ) * alpha;
  
  		return this;
  
  	},
  
  	lerpVectors: function ( v1, v2, alpha ) {
  
  		return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  	},
  
  	equals: function ( v ) {
  
  		return ( ( v.x === this.x ) && ( v.y === this.y ) );
  
  	},
  
  	fromArray: function ( array, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		this.x = array[ offset ];
  		this.y = array[ offset + 1 ];
  
  		return this;
  
  	},
  
  	toArray: function ( array, offset ) {
  
  		if ( array === undefined ) array = [];
  		if ( offset === undefined ) offset = 0;
  
  		array[ offset ] = this.x;
  		array[ offset + 1 ] = this.y;
  
  		return array;
  
  	},
  
  	fromAttribute: function ( attribute, index, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		index = index * attribute.itemSize + offset;
  
  		this.x = attribute.array[ index ];
  		this.y = attribute.array[ index + 1 ];
  
  		return this;
  
  	},
  
  	rotateAround: function ( center, angle ) {
  
  		var c = Math.cos( angle ), s = Math.sin( angle );
  
  		var x = this.x - center.x;
  		var y = this.y - center.y;
  
  		this.x = x * c - y * s + center.x;
  		this.y = x * s + y * c + center.y;
  
  		return this;
  
  	}
  
  };
  
  // File:src/math/Vector3.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author *kile / http://kile.stravaganza.org/
   * @author philogb / http://blog.thejit.org/
   * @author mikael emtinger / http://gomo.se/
   * @author egraether / http://egraether.com/
   * @author WestLangley / http://github.com/WestLangley
   */
  
  THREE.Vector3 = function ( x, y, z ) {
  
  	this.x = x || 0;
  	this.y = y || 0;
  	this.z = z || 0;
  
  };
  
  THREE.Vector3.prototype = {
  
  	constructor: THREE.Vector3,
  
  	set: function ( x, y, z ) {
  
  		this.x = x;
  		this.y = y;
  		this.z = z;
  
  		return this;
  
  	},
  
  	setScalar: function ( scalar ) {
  
  		this.x = scalar;
  		this.y = scalar;
  		this.z = scalar;
  
  		return this;
  
  	},
  
  	setX: function ( x ) {
  
  		this.x = x;
  
  		return this;
  
  	},
  
  	setY: function ( y ) {
  
  		this.y = y;
  
  		return this;
  
  	},
  
  	setZ: function ( z ) {
  
  		this.z = z;
  
  		return this;
  
  	},
  
  	setComponent: function ( index, value ) {
  
  		switch ( index ) {
  
  			case 0: this.x = value; break;
  			case 1: this.y = value; break;
  			case 2: this.z = value; break;
  			default: throw new Error( 'index is out of range: ' + index );
  
  		}
  
  	},
  
  	getComponent: function ( index ) {
  
  		switch ( index ) {
  
  			case 0: return this.x;
  			case 1: return this.y;
  			case 2: return this.z;
  			default: throw new Error( 'index is out of range: ' + index );
  
  		}
  
  	},
  
  	clone: function () {
  
  		return new this.constructor( this.x, this.y, this.z );
  
  	},
  
  	copy: function ( v ) {
  
  		this.x = v.x;
  		this.y = v.y;
  		this.z = v.z;
  
  		return this;
  
  	},
  
  	add: function ( v, w ) {
  
  		if ( w !== undefined ) {
  
  			console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  			return this.addVectors( v, w );
  
  		}
  
  		this.x += v.x;
  		this.y += v.y;
  		this.z += v.z;
  
  		return this;
  
  	},
  
  	addScalar: function ( s ) {
  
  		this.x += s;
  		this.y += s;
  		this.z += s;
  
  		return this;
  
  	},
  
  	addVectors: function ( a, b ) {
  
  		this.x = a.x + b.x;
  		this.y = a.y + b.y;
  		this.z = a.z + b.z;
  
  		return this;
  
  	},
  
  	addScaledVector: function ( v, s ) {
  
  		this.x += v.x * s;
  		this.y += v.y * s;
  		this.z += v.z * s;
  
  		return this;
  
  	},
  
  	sub: function ( v, w ) {
  
  		if ( w !== undefined ) {
  
  			console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  			return this.subVectors( v, w );
  
  		}
  
  		this.x -= v.x;
  		this.y -= v.y;
  		this.z -= v.z;
  
  		return this;
  
  	},
  
  	subScalar: function ( s ) {
  
  		this.x -= s;
  		this.y -= s;
  		this.z -= s;
  
  		return this;
  
  	},
  
  	subVectors: function ( a, b ) {
  
  		this.x = a.x - b.x;
  		this.y = a.y - b.y;
  		this.z = a.z - b.z;
  
  		return this;
  
  	},
  
  	multiply: function ( v, w ) {
  
  		if ( w !== undefined ) {
  
  			console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  			return this.multiplyVectors( v, w );
  
  		}
  
  		this.x *= v.x;
  		this.y *= v.y;
  		this.z *= v.z;
  
  		return this;
  
  	},
  
  	multiplyScalar: function ( scalar ) {
  
  		if ( isFinite( scalar ) ) {
  
  			this.x *= scalar;
  			this.y *= scalar;
  			this.z *= scalar;
  
  		} else {
  
  			this.x = 0;
  			this.y = 0;
  			this.z = 0;
  
  		}
  
  		return this;
  
  	},
  
  	multiplyVectors: function ( a, b ) {
  
  		this.x = a.x * b.x;
  		this.y = a.y * b.y;
  		this.z = a.z * b.z;
  
  		return this;
  
  	},
  
  	applyEuler: function () {
  
  		var quaternion;
  
  		return function applyEuler( euler ) {
  
  			if ( euler instanceof THREE.Euler === false ) {
  
  				console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  
  			}
  
  			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  
  			return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  
  		};
  
  	}(),
  
  	applyAxisAngle: function () {
  
  		var quaternion;
  
  		return function applyAxisAngle( axis, angle ) {
  
  			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  
  			return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  
  		};
  
  	}(),
  
  	applyMatrix3: function ( m ) {
  
  		var x = this.x, y = this.y, z = this.z;
  		var e = m.elements;
  
  		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  		this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  
  		return this;
  
  	},
  
  	applyMatrix4: function ( m ) {
  
  		// input: THREE.Matrix4 affine matrix
  
  		var x = this.x, y = this.y, z = this.z;
  		var e = m.elements;
  
  		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ];
  		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
  		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  
  		return this;
  
  	},
  
  	applyProjection: function ( m ) {
  
  		// input: THREE.Matrix4 projection matrix
  
  		var x = this.x, y = this.y, z = this.z;
  		var e = m.elements;
  		var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
  
  		this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ] ) * d;
  		this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ] ) * d;
  		this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
  
  		return this;
  
  	},
  
  	applyQuaternion: function ( q ) {
  
  		var x = this.x, y = this.y, z = this.z;
  		var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  
  		// calculate quat * vector
  
  		var ix =  qw * x + qy * z - qz * y;
  		var iy =  qw * y + qz * x - qx * z;
  		var iz =  qw * z + qx * y - qy * x;
  		var iw = - qx * x - qy * y - qz * z;
  
  		// calculate result * inverse quat
  
  		this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  		this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  		this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  
  		return this;
  
  	},
  
  	project: function () {
  
  		var matrix;
  
  		return function project( camera ) {
  
  			if ( matrix === undefined ) matrix = new THREE.Matrix4();
  
  			matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
  			return this.applyProjection( matrix );
  
  		};
  
  	}(),
  
  	unproject: function () {
  
  		var matrix;
  
  		return function unproject( camera ) {
  
  			if ( matrix === undefined ) matrix = new THREE.Matrix4();
  
  			matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
  			return this.applyProjection( matrix );
  
  		};
  
  	}(),
  
  	transformDirection: function ( m ) {
  
  		// input: THREE.Matrix4 affine matrix
  		// vector interpreted as a direction
  
  		var x = this.x, y = this.y, z = this.z;
  		var e = m.elements;
  
  		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z;
  		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z;
  		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  
  		return this.normalize();
  
  	},
  
  	divide: function ( v ) {
  
  		this.x /= v.x;
  		this.y /= v.y;
  		this.z /= v.z;
  
  		return this;
  
  	},
  
  	divideScalar: function ( scalar ) {
  
  		return this.multiplyScalar( 1 / scalar );
  
  	},
  
  	min: function ( v ) {
  
  		this.x = Math.min( this.x, v.x );
  		this.y = Math.min( this.y, v.y );
  		this.z = Math.min( this.z, v.z );
  
  		return this;
  
  	},
  
  	max: function ( v ) {
  
  		this.x = Math.max( this.x, v.x );
  		this.y = Math.max( this.y, v.y );
  		this.z = Math.max( this.z, v.z );
  
  		return this;
  
  	},
  
  	clamp: function ( min, max ) {
  
  		// This function assumes min < max, if this assumption isn't true it will not operate correctly
  
  		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  		this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  		this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  
  		return this;
  
  	},
  
  	clampScalar: function () {
  
  		var min, max;
  
  		return function clampScalar( minVal, maxVal ) {
  
  			if ( min === undefined ) {
  
  				min = new THREE.Vector3();
  				max = new THREE.Vector3();
  
  			}
  
  			min.set( minVal, minVal, minVal );
  			max.set( maxVal, maxVal, maxVal );
  
  			return this.clamp( min, max );
  
  		};
  
  	}(),
  
  	clampLength: function ( min, max ) {
  
  		var length = this.length();
  
  		return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
  
  	},
  
  	floor: function () {
  
  		this.x = Math.floor( this.x );
  		this.y = Math.floor( this.y );
  		this.z = Math.floor( this.z );
  
  		return this;
  
  	},
  
  	ceil: function () {
  
  		this.x = Math.ceil( this.x );
  		this.y = Math.ceil( this.y );
  		this.z = Math.ceil( this.z );
  
  		return this;
  
  	},
  
  	round: function () {
  
  		this.x = Math.round( this.x );
  		this.y = Math.round( this.y );
  		this.z = Math.round( this.z );
  
  		return this;
  
  	},
  
  	roundToZero: function () {
  
  		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  
  		return this;
  
  	},
  
  	negate: function () {
  
  		this.x = - this.x;
  		this.y = - this.y;
  		this.z = - this.z;
  
  		return this;
  
  	},
  
  	dot: function ( v ) {
  
  		return this.x * v.x + this.y * v.y + this.z * v.z;
  
  	},
  
  	lengthSq: function () {
  
  		return this.x * this.x + this.y * this.y + this.z * this.z;
  
  	},
  
  	length: function () {
  
  		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  
  	},
  
  	lengthManhattan: function () {
  
  		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  
  	},
  
  	normalize: function () {
  
  		return this.divideScalar( this.length() );
  
  	},
  
  	setLength: function ( length ) {
  
  		return this.multiplyScalar( length / this.length() );
  
  	},
  
  	lerp: function ( v, alpha ) {
  
  		this.x += ( v.x - this.x ) * alpha;
  		this.y += ( v.y - this.y ) * alpha;
  		this.z += ( v.z - this.z ) * alpha;
  
  		return this;
  
  	},
  
  	lerpVectors: function ( v1, v2, alpha ) {
  
  		return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  	},
  
  	cross: function ( v, w ) {
  
  		if ( w !== undefined ) {
  
  			console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  			return this.crossVectors( v, w );
  
  		}
  
  		var x = this.x, y = this.y, z = this.z;
  
  		this.x = y * v.z - z * v.y;
  		this.y = z * v.x - x * v.z;
  		this.z = x * v.y - y * v.x;
  
  		return this;
  
  	},
  
  	crossVectors: function ( a, b ) {
  
  		var ax = a.x, ay = a.y, az = a.z;
  		var bx = b.x, by = b.y, bz = b.z;
  
  		this.x = ay * bz - az * by;
  		this.y = az * bx - ax * bz;
  		this.z = ax * by - ay * bx;
  
  		return this;
  
  	},
  
  	projectOnVector: function () {
  
  		var v1, dot;
  
  		return function projectOnVector( vector ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  
  			v1.copy( vector ).normalize();
  
  			dot = this.dot( v1 );
  
  			return this.copy( v1 ).multiplyScalar( dot );
  
  		};
  
  	}(),
  
  	projectOnPlane: function () {
  
  		var v1;
  
  		return function projectOnPlane( planeNormal ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  
  			v1.copy( this ).projectOnVector( planeNormal );
  
  			return this.sub( v1 );
  
  		};
  
  	}(),
  
  	reflect: function () {
  
  		// reflect incident vector off plane orthogonal to normal
  		// normal is assumed to have unit length
  
  		var v1;
  
  		return function reflect( normal ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  
  			return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  
  		};
  
  	}(),
  
  	angleTo: function ( v ) {
  
  		var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  
  		// clamp, to handle numerical problems
  
  		return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
  
  	},
  
  	distanceTo: function ( v ) {
  
  		return Math.sqrt( this.distanceToSquared( v ) );
  
  	},
  
  	distanceToSquared: function ( v ) {
  
  		var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  
  		return dx * dx + dy * dy + dz * dz;
  
  	},
  
  	setFromSpherical: function( s ) {
  
  		var sinPhiRadius = Math.sin( s.phi ) * s.radius;
  
  		this.x = sinPhiRadius * Math.sin( s.theta );
  		this.y = Math.cos( s.phi ) * s.radius;
  		this.z = sinPhiRadius * Math.cos( s.theta );
  
  		return this;
  
  	},
  
  	setFromMatrixPosition: function ( m ) {
  
  		return this.setFromMatrixColumn( m, 3 );
  
  	},
  
  	setFromMatrixScale: function ( m ) {
  
  		var sx = this.setFromMatrixColumn( m, 0 ).length();
  		var sy = this.setFromMatrixColumn( m, 1 ).length();
  		var sz = this.setFromMatrixColumn( m, 2 ).length();
  
  		this.x = sx;
  		this.y = sy;
  		this.z = sz;
  
  		return this;
  
  	},
  
  	setFromMatrixColumn: function ( m, index ) {
  
  		if ( typeof m === 'number' ) {
  
  			console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' );
  			var temp = m
  			m = index;
  			index = temp;
  
  		}
  
  		return this.fromArray( m.elements, index * 4 );
  
  	},
  
  	equals: function ( v ) {
  
  		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  
  	},
  
  	fromArray: function ( array, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		this.x = array[ offset ];
  		this.y = array[ offset + 1 ];
  		this.z = array[ offset + 2 ];
  
  		return this;
  
  	},
  
  	toArray: function ( array, offset ) {
  
  		if ( array === undefined ) array = [];
  		if ( offset === undefined ) offset = 0;
  
  		array[ offset ] = this.x;
  		array[ offset + 1 ] = this.y;
  		array[ offset + 2 ] = this.z;
  
  		return array;
  
  	},
  
  	fromAttribute: function ( attribute, index, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		index = index * attribute.itemSize + offset;
  
  		this.x = attribute.array[ index ];
  		this.y = attribute.array[ index + 1 ];
  		this.z = attribute.array[ index + 2 ];
  
  		return this;
  
  	}
  
  };
  
  // File:src/math/Vector4.js
  
  /**
   * @author supereggbert / http://www.paulbrunt.co.uk/
   * @author philogb / http://blog.thejit.org/
   * @author mikael emtinger / http://gomo.se/
   * @author egraether / http://egraether.com/
   * @author WestLangley / http://github.com/WestLangley
   */
  
  THREE.Vector4 = function ( x, y, z, w ) {
  
  	this.x = x || 0;
  	this.y = y || 0;
  	this.z = z || 0;
  	this.w = ( w !== undefined ) ? w : 1;
  
  };
  
  THREE.Vector4.prototype = {
  
  	constructor: THREE.Vector4,
  
  	set: function ( x, y, z, w ) {
  
  		this.x = x;
  		this.y = y;
  		this.z = z;
  		this.w = w;
  
  		return this;
  
  	},
  
  	setScalar: function ( scalar ) {
  
  		this.x = scalar;
  		this.y = scalar;
  		this.z = scalar;
  		this.w = scalar;
  
  		return this;
  
  	},
  
  	setX: function ( x ) {
  
  		this.x = x;
  
  		return this;
  
  	},
  
  	setY: function ( y ) {
  
  		this.y = y;
  
  		return this;
  
  	},
  
  	setZ: function ( z ) {
  
  		this.z = z;
  
  		return this;
  
  	},
  
  	setW: function ( w ) {
  
  		this.w = w;
  
  		return this;
  
  	},
  
  	setComponent: function ( index, value ) {
  
  		switch ( index ) {
  
  			case 0: this.x = value; break;
  			case 1: this.y = value; break;
  			case 2: this.z = value; break;
  			case 3: this.w = value; break;
  			default: throw new Error( 'index is out of range: ' + index );
  
  		}
  
  	},
  
  	getComponent: function ( index ) {
  
  		switch ( index ) {
  
  			case 0: return this.x;
  			case 1: return this.y;
  			case 2: return this.z;
  			case 3: return this.w;
  			default: throw new Error( 'index is out of range: ' + index );
  
  		}
  
  	},
  
  	clone: function () {
  
  		return new this.constructor( this.x, this.y, this.z, this.w );
  
  	},
  
  	copy: function ( v ) {
  
  		this.x = v.x;
  		this.y = v.y;
  		this.z = v.z;
  		this.w = ( v.w !== undefined ) ? v.w : 1;
  
  		return this;
  
  	},
  
  	add: function ( v, w ) {
  
  		if ( w !== undefined ) {
  
  			console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  			return this.addVectors( v, w );
  
  		}
  
  		this.x += v.x;
  		this.y += v.y;
  		this.z += v.z;
  		this.w += v.w;
  
  		return this;
  
  	},
  
  	addScalar: function ( s ) {
  
  		this.x += s;
  		this.y += s;
  		this.z += s;
  		this.w += s;
  
  		return this;
  
  	},
  
  	addVectors: 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;
  
  	},
  
  	addScaledVector: function ( v, s ) {
  
  		this.x += v.x * s;
  		this.y += v.y * s;
  		this.z += v.z * s;
  		this.w += v.w * s;
  
  		return this;
  
  	},
  
  	sub: function ( v, w ) {
  
  		if ( w !== undefined ) {
  
  			console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  			return this.subVectors( v, w );
  
  		}
  
  		this.x -= v.x;
  		this.y -= v.y;
  		this.z -= v.z;
  		this.w -= v.w;
  
  		return this;
  
  	},
  
  	subScalar: function ( s ) {
  
  		this.x -= s;
  		this.y -= s;
  		this.z -= s;
  		this.w -= s;
  
  		return this;
  
  	},
  
  	subVectors: 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;
  
  	},
  
  	multiplyScalar: function ( scalar ) {
  
  		if ( isFinite( scalar ) ) {
  
  			this.x *= scalar;
  			this.y *= scalar;
  			this.z *= scalar;
  			this.w *= scalar;
  
  		} else {
  
  			this.x = 0;
  			this.y = 0;
  			this.z = 0;
  			this.w = 0;
  
  		}
  
  		return this;
  
  	},
  
  	applyMatrix4: function ( m ) {
  
  		var x = this.x, y = this.y, z = this.z, w = this.w;
  		var e = m.elements;
  
  		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  		this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  
  		return this;
  
  	},
  
  	divideScalar: function ( scalar ) {
  
  		return this.multiplyScalar( 1 / scalar );
  
  	},
  
  	setAxisAngleFromQuaternion: function ( q ) {
  
  		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  
  		// q is assumed to be normalized
  
  		this.w = 2 * Math.acos( q.w );
  
  		var s = Math.sqrt( 1 - q.w * q.w );
  
  		if ( s < 0.0001 ) {
  
  			 this.x = 1;
  			 this.y = 0;
  			 this.z = 0;
  
  		} else {
  
  			 this.x = q.x / s;
  			 this.y = q.y / s;
  			 this.z = q.z / s;
  
  		}
  
  		return this;
  
  	},
  
  	setAxisAngleFromRotationMatrix: function ( m ) {
  
  		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  
  		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  		var angle, x, y, z,		// variables for result
  			epsilon = 0.01,		// margin to allow for rounding errors
  			epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
  
  			te = m.elements,
  
  			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  
  		if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  		     ( Math.abs( m13 - m31 ) < epsilon ) &&
  		     ( Math.abs( m23 - m32 ) < epsilon ) ) {
  
  			// singularity found
  			// first check for identity matrix which must have +1 for all terms
  			// in leading diagonal and zero in other terms
  
  			if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  			     ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  			     ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  			     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  
  				// this singularity is identity matrix so angle = 0
  
  				this.set( 1, 0, 0, 0 );
  
  				return this; // zero angle, arbitrary axis
  
  			}
  
  			// otherwise this singularity is angle = 180
  
  			angle = Math.PI;
  
  			var xx = ( m11 + 1 ) / 2;
  			var yy = ( m22 + 1 ) / 2;
  			var zz = ( m33 + 1 ) / 2;
  			var xy = ( m12 + m21 ) / 4;
  			var xz = ( m13 + m31 ) / 4;
  			var yz = ( m23 + m32 ) / 4;
  
  			if ( ( xx > yy ) && ( xx > zz ) ) {
  
  				// m11 is the largest diagonal term
  
  				if ( xx < epsilon ) {
  
  					x = 0;
  					y = 0.707106781;
  					z = 0.707106781;
  
  				} else {
  
  					x = Math.sqrt( xx );
  					y = xy / x;
  					z = xz / x;
  
  				}
  
  			} else if ( yy > zz ) {
  
  				// m22 is the largest diagonal term
  
  				if ( yy < epsilon ) {
  
  					x = 0.707106781;
  					y = 0;
  					z = 0.707106781;
  
  				} else {
  
  					y = Math.sqrt( yy );
  					x = xy / y;
  					z = yz / y;
  
  				}
  
  			} else {
  
  				// m33 is the largest diagonal term so base result on this
  
  				if ( zz < epsilon ) {
  
  					x = 0.707106781;
  					y = 0.707106781;
  					z = 0;
  
  				} else {
  
  					z = Math.sqrt( zz );
  					x = xz / z;
  					y = yz / z;
  
  				}
  
  			}
  
  			this.set( x, y, z, angle );
  
  			return this; // return 180 deg rotation
  
  		}
  
  		// as we have reached here there are no singularities so we can handle normally
  
  		var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  		                   ( m13 - m31 ) * ( m13 - m31 ) +
  		                   ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  
  		if ( Math.abs( s ) < 0.001 ) s = 1;
  
  		// prevent divide by zero, should not happen if matrix is orthogonal and should be
  		// caught by singularity test above, but I've left it in just in case
  
  		this.x = ( m32 - m23 ) / s;
  		this.y = ( m13 - m31 ) / s;
  		this.z = ( m21 - m12 ) / s;
  		this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  
  		return this;
  
  	},
  
  	min: function ( v ) {
  
  		this.x = Math.min( this.x, v.x );
  		this.y = Math.min( this.y, v.y );
  		this.z = Math.min( this.z, v.z );
  		this.w = Math.min( this.w, v.w );
  
  		return this;
  
  	},
  
  	max: function ( v ) {
  
  		this.x = Math.max( this.x, v.x );
  		this.y = Math.max( this.y, v.y );
  		this.z = Math.max( this.z, v.z );
  		this.w = Math.max( this.w, v.w );
  
  		return this;
  
  	},
  
  	clamp: function ( min, max ) {
  
  		// This function assumes min < max, if this assumption isn't true it will not operate correctly
  
  		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  		this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  		this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  		this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  
  		return this;
  
  	},
  
  	clampScalar: function () {
  
  		var min, max;
  
  		return function clampScalar( minVal, maxVal ) {
  
  			if ( min === undefined ) {
  
  				min = new THREE.Vector4();
  				max = new THREE.Vector4();
  
  			}
  
  			min.set( minVal, minVal, minVal, minVal );
  			max.set( maxVal, maxVal, maxVal, maxVal );
  
  			return this.clamp( min, max );
  
  		};
  
  	}(),
  
  	floor: function () {
  
  		this.x = Math.floor( this.x );
  		this.y = Math.floor( this.y );
  		this.z = Math.floor( this.z );
  		this.w = Math.floor( this.w );
  
  		return this;
  
  	},
  
  	ceil: function () {
  
  		this.x = Math.ceil( this.x );
  		this.y = Math.ceil( this.y );
  		this.z = Math.ceil( this.z );
  		this.w = Math.ceil( this.w );
  
  		return this;
  
  	},
  
  	round: function () {
  
  		this.x = Math.round( this.x );
  		this.y = Math.round( this.y );
  		this.z = Math.round( this.z );
  		this.w = Math.round( this.w );
  
  		return this;
  
  	},
  
  	roundToZero: function () {
  
  		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  		this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  
  		return this;
  
  	},
  
  	negate: function () {
  
  		this.x = - this.x;
  		this.y = - this.y;
  		this.z = - this.z;
  		this.w = - this.w;
  
  		return this;
  
  	},
  
  	dot: function ( v ) {
  
  		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  
  	},
  
  	lengthSq: function () {
  
  		return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  
  	},
  
  	length: function () {
  
  		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  
  	},
  
  	lengthManhattan: function () {
  
  		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  
  	},
  
  	normalize: function () {
  
  		return this.divideScalar( this.length() );
  
  	},
  
  	setLength: function ( length ) {
  
  		return this.multiplyScalar( length / this.length() );
  
  	},
  
  	lerp: function ( v, alpha ) {
  
  		this.x += ( v.x - this.x ) * alpha;
  		this.y += ( v.y - this.y ) * alpha;
  		this.z += ( v.z - this.z ) * alpha;
  		this.w += ( v.w - this.w ) * alpha;
  
  		return this;
  
  	},
  
  	lerpVectors: function ( v1, v2, alpha ) {
  
  		return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  	},
  
  	equals: function ( v ) {
  
  		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  
  	},
  
  	fromArray: function ( array, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		this.x = array[ offset ];
  		this.y = array[ offset + 1 ];
  		this.z = array[ offset + 2 ];
  		this.w = array[ offset + 3 ];
  
  		return this;
  
  	},
  
  	toArray: function ( array, offset ) {
  
  		if ( array === undefined ) array = [];
  		if ( offset === undefined ) offset = 0;
  
  		array[ offset ] = this.x;
  		array[ offset + 1 ] = this.y;
  		array[ offset + 2 ] = this.z;
  		array[ offset + 3 ] = this.w;
  
  		return array;
  
  	},
  
  	fromAttribute: function ( attribute, index, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		index = index * attribute.itemSize + offset;
  
  		this.x = attribute.array[ index ];
  		this.y = attribute.array[ index + 1 ];
  		this.z = attribute.array[ index + 2 ];
  		this.w = attribute.array[ index + 3 ];
  
  		return this;
  
  	}
  
  };
  
  // File:src/math/Euler.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author WestLangley / http://github.com/WestLangley
   * @author bhouston / http://clara.io
   */
  
  THREE.Euler = function ( x, y, z, order ) {
  
  	this._x = x || 0;
  	this._y = y || 0;
  	this._z = z || 0;
  	this._order = order || THREE.Euler.DefaultOrder;
  
  };
  
  THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  
  THREE.Euler.DefaultOrder = 'XYZ';
  
  THREE.Euler.prototype = {
  
  	constructor: THREE.Euler,
  
  	get x () {
  
  		return this._x;
  
  	},
  
  	set x ( value ) {
  
  		this._x = value;
  		this.onChangeCallback();
  
  	},
  
  	get y () {
  
  		return this._y;
  
  	},
  
  	set y ( value ) {
  
  		this._y = value;
  		this.onChangeCallback();
  
  	},
  
  	get z () {
  
  		return this._z;
  
  	},
  
  	set z ( value ) {
  
  		this._z = value;
  		this.onChangeCallback();
  
  	},
  
  	get order () {
  
  		return this._order;
  
  	},
  
  	set order ( value ) {
  
  		this._order = value;
  		this.onChangeCallback();
  
  	},
  
  	set: function ( x, y, z, order ) {
  
  		this._x = x;
  		this._y = y;
  		this._z = z;
  		this._order = order || this._order;
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor( this._x, this._y, this._z, this._order );
  
  	},
  
  	copy: function ( euler ) {
  
  		this._x = euler._x;
  		this._y = euler._y;
  		this._z = euler._z;
  		this._order = euler._order;
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	setFromRotationMatrix: function ( m, order, update ) {
  
  		var clamp = THREE.Math.clamp;
  
  		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  		var te = m.elements;
  		var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  		var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  		var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  
  		order = order || this._order;
  
  		if ( order === 'XYZ' ) {
  
  			this._y = Math.asin( clamp( m13, - 1, 1 ) );
  
  			if ( Math.abs( m13 ) < 0.99999 ) {
  
  				this._x = Math.atan2( - m23, m33 );
  				this._z = Math.atan2( - m12, m11 );
  
  			} else {
  
  				this._x = Math.atan2( m32, m22 );
  				this._z = 0;
  
  			}
  
  		} else if ( order === 'YXZ' ) {
  
  			this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  
  			if ( Math.abs( m23 ) < 0.99999 ) {
  
  				this._y = Math.atan2( m13, m33 );
  				this._z = Math.atan2( m21, m22 );
  
  			} else {
  
  				this._y = Math.atan2( - m31, m11 );
  				this._z = 0;
  
  			}
  
  		} else if ( order === 'ZXY' ) {
  
  			this._x = Math.asin( clamp( m32, - 1, 1 ) );
  
  			if ( Math.abs( m32 ) < 0.99999 ) {
  
  				this._y = Math.atan2( - m31, m33 );
  				this._z = Math.atan2( - m12, m22 );
  
  			} else {
  
  				this._y = 0;
  				this._z = Math.atan2( m21, m11 );
  
  			}
  
  		} else if ( order === 'ZYX' ) {
  
  			this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  
  			if ( Math.abs( m31 ) < 0.99999 ) {
  
  				this._x = Math.atan2( m32, m33 );
  				this._z = Math.atan2( m21, m11 );
  
  			} else {
  
  				this._x = 0;
  				this._z = Math.atan2( - m12, m22 );
  
  			}
  
  		} else if ( order === 'YZX' ) {
  
  			this._z = Math.asin( clamp( m21, - 1, 1 ) );
  
  			if ( Math.abs( m21 ) < 0.99999 ) {
  
  				this._x = Math.atan2( - m23, m22 );
  				this._y = Math.atan2( - m31, m11 );
  
  			} else {
  
  				this._x = 0;
  				this._y = Math.atan2( m13, m33 );
  
  			}
  
  		} else if ( order === 'XZY' ) {
  
  			this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  
  			if ( Math.abs( m12 ) < 0.99999 ) {
  
  				this._x = Math.atan2( m32, m22 );
  				this._y = Math.atan2( m13, m11 );
  
  			} else {
  
  				this._x = Math.atan2( - m23, m33 );
  				this._y = 0;
  
  			}
  
  		} else {
  
  			console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  
  		}
  
  		this._order = order;
  
  		if ( update !== false ) this.onChangeCallback();
  
  		return this;
  
  	},
  
  	setFromQuaternion: function () {
  
  		var matrix;
  
  		return function ( q, order, update ) {
  
  			if ( matrix === undefined ) matrix = new THREE.Matrix4();
  
  			matrix.makeRotationFromQuaternion( q );
  
  			return this.setFromRotationMatrix( matrix, order, update );
  
  		};
  
  	}(),
  
  	setFromVector3: function ( v, order ) {
  
  		return this.set( v.x, v.y, v.z, order || this._order );
  
  	},
  
  	reorder: function () {
  
  		// WARNING: this discards revolution information -bhouston
  
  		var q = new THREE.Quaternion();
  
  		return function ( newOrder ) {
  
  			q.setFromEuler( this );
  			
  			return this.setFromQuaternion( q, newOrder );
  
  		};
  
  	}(),
  
  	equals: function ( euler ) {
  
  		return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  
  	},
  
  	fromArray: function ( array ) {
  
  		this._x = array[ 0 ];
  		this._y = array[ 1 ];
  		this._z = array[ 2 ];
  		if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  
  		this.onChangeCallback();
  
  		return this;
  
  	},
  
  	toArray: function ( array, offset ) {
  
  		if ( array === undefined ) array = [];
  		if ( offset === undefined ) offset = 0;
  
  		array[ offset ] = this._x;
  		array[ offset + 1 ] = this._y;
  		array[ offset + 2 ] = this._z;
  		array[ offset + 3 ] = this._order;
  
  		return array;
  
  	},
  
  	toVector3: function ( optionalResult ) {
  
  		if ( optionalResult ) {
  
  			return optionalResult.set( this._x, this._y, this._z );
  
  		} else {
  
  			return new THREE.Vector3( this._x, this._y, this._z );
  
  		}
  
  	},
  
  	onChange: function ( callback ) {
  
  		this.onChangeCallback = callback;
  
  		return this;
  
  	},
  
  	onChangeCallback: function () {}
  
  };
  
  // File:src/math/Line3.js
  
  /**
   * @author bhouston / http://clara.io
   */
  
  THREE.Line3 = function ( start, end ) {
  
  	this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  	this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  
  };
  
  THREE.Line3.prototype = {
  
  	constructor: THREE.Line3,
  
  	set: function ( start, end ) {
  
  		this.start.copy( start );
  		this.end.copy( end );
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( line ) {
  
  		this.start.copy( line.start );
  		this.end.copy( line.end );
  
  		return this;
  
  	},
  
  	center: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  		return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  
  	},
  
  	delta: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  		return result.subVectors( this.end, this.start );
  
  	},
  
  	distanceSq: function () {
  
  		return this.start.distanceToSquared( this.end );
  
  	},
  
  	distance: function () {
  
  		return this.start.distanceTo( this.end );
  
  	},
  
  	at: function ( t, optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		return this.delta( result ).multiplyScalar( t ).add( this.start );
  
  	},
  
  	closestPointToPointParameter: function () {
  
  		var startP = new THREE.Vector3();
  		var startEnd = new THREE.Vector3();
  
  		return function ( point, clampToLine ) {
  
  			startP.subVectors( point, this.start );
  			startEnd.subVectors( this.end, this.start );
  
  			var startEnd2 = startEnd.dot( startEnd );
  			var startEnd_startP = startEnd.dot( startP );
  
  			var t = startEnd_startP / startEnd2;
  
  			if ( clampToLine ) {
  
  				t = THREE.Math.clamp( t, 0, 1 );
  
  			}
  
  			return t;
  
  		};
  
  	}(),
  
  	closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  
  		var t = this.closestPointToPointParameter( point, clampToLine );
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		return this.delta( result ).multiplyScalar( t ).add( this.start );
  
  	},
  
  	applyMatrix4: function ( matrix ) {
  
  		this.start.applyMatrix4( matrix );
  		this.end.applyMatrix4( matrix );
  
  		return this;
  
  	},
  
  	equals: function ( line ) {
  
  		return line.start.equals( this.start ) && line.end.equals( this.end );
  
  	}
  
  };
  
  // File:src/math/Box2.js
  
  /**
   * @author bhouston / http://clara.io
   */
  
  THREE.Box2 = function ( min, max ) {
  
  	this.min = ( min !== undefined ) ? min : new THREE.Vector2( + Infinity, + Infinity );
  	this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
  
  };
  
  THREE.Box2.prototype = {
  
  	constructor: THREE.Box2,
  
  	set: function ( min, max ) {
  
  		this.min.copy( min );
  		this.max.copy( max );
  
  		return this;
  
  	},
  
  	setFromPoints: function ( points ) {
  
  		this.makeEmpty();
  
  		for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  			this.expandByPoint( points[ i ] );
  
  		}
  
  		return this;
  
  	},
  
  	setFromCenterAndSize: function () {
  
  		var v1 = new THREE.Vector2();
  
  		return function ( center, size ) {
  
  			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  			this.min.copy( center ).sub( halfSize );
  			this.max.copy( center ).add( halfSize );
  
  			return this;
  
  		};
  
  	}(),
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( box ) {
  
  		this.min.copy( box.min );
  		this.max.copy( box.max );
  
  		return this;
  
  	},
  
  	makeEmpty: function () {
  
  		this.min.x = this.min.y = + Infinity;
  		this.max.x = this.max.y = - Infinity;
  
  		return this;
  
  	},
  
  	isEmpty: function () {
  
  		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  
  		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  
  	},
  
  	center: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector2();
  		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  
  	},
  
  	size: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector2();
  		return result.subVectors( this.max, this.min );
  
  	},
  
  	expandByPoint: function ( point ) {
  
  		this.min.min( point );
  		this.max.max( point );
  
  		return this;
  
  	},
  
  	expandByVector: function ( vector ) {
  
  		this.min.sub( vector );
  		this.max.add( vector );
  
  		return this;
  
  	},
  
  	expandByScalar: function ( scalar ) {
  
  		this.min.addScalar( - scalar );
  		this.max.addScalar( scalar );
  
  		return this;
  
  	},
  
  	containsPoint: function ( point ) {
  
  		if ( point.x < this.min.x || point.x > this.max.x ||
  		     point.y < this.min.y || point.y > this.max.y ) {
  
  			return false;
  
  		}
  
  		return true;
  
  	},
  
  	containsBox: function ( box ) {
  
  		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  		     ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  
  			return true;
  
  		}
  
  		return false;
  
  	},
  
  	getParameter: function ( point, optionalTarget ) {
  
  		// This can potentially have a divide by zero if the box
  		// has a size dimension of 0.
  
  		var result = optionalTarget || new THREE.Vector2();
  
  		return result.set(
  			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  			( point.y - this.min.y ) / ( this.max.y - this.min.y )
  		);
  
  	},
  
  	intersectsBox: function ( box ) {
  
  		// using 6 splitting planes to rule out intersections.
  
  		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  		     box.max.y < this.min.y || box.min.y > this.max.y ) {
  
  			return false;
  
  		}
  
  		return true;
  
  	},
  
  	clampPoint: function ( point, optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector2();
  		return result.copy( point ).clamp( this.min, this.max );
  
  	},
  
  	distanceToPoint: function () {
  
  		var v1 = new THREE.Vector2();
  
  		return function ( point ) {
  
  			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  			return clampedPoint.sub( point ).length();
  
  		};
  
  	}(),
  
  	intersect: function ( box ) {
  
  		this.min.max( box.min );
  		this.max.min( box.max );
  
  		return this;
  
  	},
  
  	union: function ( box ) {
  
  		this.min.min( box.min );
  		this.max.max( box.max );
  
  		return this;
  
  	},
  
  	translate: function ( offset ) {
  
  		this.min.add( offset );
  		this.max.add( offset );
  
  		return this;
  
  	},
  
  	equals: function ( box ) {
  
  		return box.min.equals( this.min ) && box.max.equals( this.max );
  
  	}
  
  };
  
  // File:src/math/Box3.js
  
  /**
   * @author bhouston / http://clara.io
   * @author WestLangley / http://github.com/WestLangley
   */
  
  THREE.Box3 = function ( min, max ) {
  
  	this.min = ( min !== undefined ) ? min : new THREE.Vector3( + Infinity, + Infinity, + Infinity );
  	this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
  
  };
  
  THREE.Box3.prototype = {
  
  	constructor: THREE.Box3,
  
  	set: function ( min, max ) {
  
  		this.min.copy( min );
  		this.max.copy( max );
  
  		return this;
  
  	},
  
  	setFromArray: function ( array ) {
  
  		var minX = + Infinity;
  		var minY = + Infinity;
  		var minZ = + Infinity;
  
  		var maxX = - Infinity;
  		var maxY = - Infinity;
  		var maxZ = - Infinity;
  
  		for ( var i = 0, l = array.length; i < l; i += 3 ) {
  
  			var x = array[ i ];
  			var y = array[ i + 1 ];
  			var z = array[ i + 2 ];
  
  			if ( x < minX ) minX = x;
  			if ( y < minY ) minY = y;
  			if ( z < minZ ) minZ = z;
  
  			if ( x > maxX ) maxX = x;
  			if ( y > maxY ) maxY = y;
  			if ( z > maxZ ) maxZ = z;
  
  		}
  
  		this.min.set( minX, minY, minZ );
  		this.max.set( maxX, maxY, maxZ );
  
  	},
  
  	setFromPoints: function ( points ) {
  
  		this.makeEmpty();
  
  		for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  			this.expandByPoint( points[ i ] );
  
  		}
  
  		return this;
  
  	},
  
  	setFromCenterAndSize: function () {
  
  		var v1 = new THREE.Vector3();
  
  		return function ( center, size ) {
  
  			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  
  			this.min.copy( center ).sub( halfSize );
  			this.max.copy( center ).add( halfSize );
  
  			return this;
  
  		};
  
  	}(),
  
  	setFromObject: function () {
  
  		// Computes the world-axis-aligned bounding box of an object (including its children),
  		// accounting for both the object's, and children's, world transforms
  
  		var v1 = new THREE.Vector3();
  
  		return function ( object ) {
  
  			var scope = this;
  
  			object.updateMatrixWorld( true );
  
  			this.makeEmpty();
  
  			object.traverse( function ( node ) {
  
  				var geometry = node.geometry;
  
  				if ( geometry !== undefined ) {
  
  					if ( geometry instanceof THREE.Geometry ) {
  
  						var vertices = geometry.vertices;
  
  						for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  
  							v1.copy( vertices[ i ] );
  							v1.applyMatrix4( node.matrixWorld );
  
  							scope.expandByPoint( v1 );
  
  						}
  
  					} else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
  
  						var positions = geometry.attributes[ 'position' ].array;
  
  						for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  
  							v1.fromArray( positions, i );
  							v1.applyMatrix4( node.matrixWorld );
  
  							scope.expandByPoint( v1 );
  
  						}
  
  					}
  
  				}
  
  			} );
  
  			return this;
  
  		};
  
  	}(),
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( box ) {
  
  		this.min.copy( box.min );
  		this.max.copy( box.max );
  
  		return this;
  
  	},
  
  	makeEmpty: function () {
  
  		this.min.x = this.min.y = this.min.z = + Infinity;
  		this.max.x = this.max.y = this.max.z = - Infinity;
  
  		return this;
  
  	},
  
  	isEmpty: function () {
  
  		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  
  		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  
  	},
  
  	center: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  
  	},
  
  	size: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  		return result.subVectors( this.max, this.min );
  
  	},
  
  	expandByPoint: function ( point ) {
  
  		this.min.min( point );
  		this.max.max( point );
  
  		return this;
  
  	},
  
  	expandByVector: function ( vector ) {
  
  		this.min.sub( vector );
  		this.max.add( vector );
  
  		return this;
  
  	},
  
  	expandByScalar: function ( scalar ) {
  
  		this.min.addScalar( - scalar );
  		this.max.addScalar( scalar );
  
  		return this;
  
  	},
  
  	containsPoint: function ( point ) {
  
  		if ( point.x < this.min.x || point.x > this.max.x ||
  				 point.y < this.min.y || point.y > this.max.y ||
  				 point.z < this.min.z || point.z > this.max.z ) {
  
  			return false;
  
  		}
  
  		return true;
  
  	},
  
  	containsBox: function ( box ) {
  
  		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  			 ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  			 ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  
  			return true;
  
  		}
  
  		return false;
  
  	},
  
  	getParameter: function ( point, optionalTarget ) {
  
  		// This can potentially have a divide by zero if the box
  		// has a size dimension of 0.
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		return result.set(
  			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  			( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  			( point.z - this.min.z ) / ( this.max.z - this.min.z )
  		);
  
  	},
  
  	intersectsBox: function ( box ) {
  
  		// using 6 splitting planes to rule out intersections.
  
  		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  				 box.max.y < this.min.y || box.min.y > this.max.y ||
  				 box.max.z < this.min.z || box.min.z > this.max.z ) {
  
  			return false;
  
  		}
  
  		return true;
  
  	},
  
  	intersectsSphere: ( function () {
  
  		var closestPoint;
  
  		return function intersectsSphere( sphere ) {
  
  			if ( closestPoint === undefined ) closestPoint = new THREE.Vector3();
  
  			// Find the point on the AABB closest to the sphere center.
  			this.clampPoint( sphere.center, closestPoint );
  
  			// If that point is inside the sphere, the AABB and sphere intersect.
  			return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  
  		};
  
  	} )(),
  
  	intersectsPlane: function ( plane ) {
  
  		// We compute the minimum and maximum dot product values. If those values
  		// are on the same side (back or front) of the plane, then there is no intersection.
  
  		var min, max;
  
  		if ( plane.normal.x > 0 ) {
  
  			min = plane.normal.x * this.min.x;
  			max = plane.normal.x * this.max.x;
  
  		} else {
  
  			min = plane.normal.x * this.max.x;
  			max = plane.normal.x * this.min.x;
  
  		}
  
  		if ( plane.normal.y > 0 ) {
  
  			min += plane.normal.y * this.min.y;
  			max += plane.normal.y * this.max.y;
  
  		} else {
  
  			min += plane.normal.y * this.max.y;
  			max += plane.normal.y * this.min.y;
  
  		}
  
  		if ( plane.normal.z > 0 ) {
  
  			min += plane.normal.z * this.min.z;
  			max += plane.normal.z * this.max.z;
  
  		} else {
  
  			min += plane.normal.z * this.max.z;
  			max += plane.normal.z * this.min.z;
  
  		}
  
  		return ( min <= plane.constant && max >= plane.constant );
  
  	},
  
  	clampPoint: function ( point, optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  		return result.copy( point ).clamp( this.min, this.max );
  
  	},
  
  	distanceToPoint: function () {
  
  		var v1 = new THREE.Vector3();
  
  		return function ( point ) {
  
  			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  			return clampedPoint.sub( point ).length();
  
  		};
  
  	}(),
  
  	getBoundingSphere: function () {
  
  		var v1 = new THREE.Vector3();
  
  		return function ( optionalTarget ) {
  
  			var result = optionalTarget || new THREE.Sphere();
  
  			result.center = this.center();
  			result.radius = this.size( v1 ).length() * 0.5;
  
  			return result;
  
  		};
  
  	}(),
  
  	intersect: function ( box ) {
  
  		this.min.max( box.min );
  		this.max.min( box.max );
  
  		// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  		if( this.isEmpty() ) this.makeEmpty();
  
  		return this;
  
  	},
  
  	union: function ( box ) {
  
  		this.min.min( box.min );
  		this.max.max( box.max );
  
  		return this;
  
  	},
  
  	applyMatrix4: function () {
  
  		var points = [
  			new THREE.Vector3(),
  			new THREE.Vector3(),
  			new THREE.Vector3(),
  			new THREE.Vector3(),
  			new THREE.Vector3(),
  			new THREE.Vector3(),
  			new THREE.Vector3(),
  			new THREE.Vector3()
  		];
  
  		return function ( matrix ) {
  
  			// transform of empty box is an empty box.
  			if( this.isEmpty() ) return this;
  
  			// NOTE: I am using a binary pattern to specify all 2^3 combinations below
  			points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  			points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  			points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  			points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  			points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  			points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  			points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  			points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );	// 111
  
  			this.setFromPoints( points );
  
  			return this;
  
  		};
  
  	}(),
  
  	translate: function ( offset ) {
  
  		this.min.add( offset );
  		this.max.add( offset );
  
  		return this;
  
  	},
  
  	equals: function ( box ) {
  
  		return box.min.equals( this.min ) && box.max.equals( this.max );
  
  	}
  
  };
  
  // File:src/math/Matrix3.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   * @author WestLangley / http://github.com/WestLangley
   * @author bhouston / http://clara.io
   * @author tschw
   */
  
  THREE.Matrix3 = function () {
  
  	this.elements = new Float32Array( [
  
  		1, 0, 0,
  		0, 1, 0,
  		0, 0, 1
  
  	] );
  
  	if ( arguments.length > 0 ) {
  
  		console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  
  	}
  
  };
  
  THREE.Matrix3.prototype = {
  
  	constructor: THREE.Matrix3,
  
  	set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  
  		var te = this.elements;
  
  		te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  		te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  		te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  
  		return this;
  
  	},
  
  	identity: function () {
  
  		this.set(
  
  			1, 0, 0,
  			0, 1, 0,
  			0, 0, 1
  
  		);
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().fromArray( this.elements );
  
  	},
  
  	copy: function ( m ) {
  
  		var me = m.elements;
  
  		this.set(
  
  			me[ 0 ], me[ 3 ], me[ 6 ],
  			me[ 1 ], me[ 4 ], me[ 7 ],
  			me[ 2 ], me[ 5 ], me[ 8 ]
  
  		);
  
  		return this;
  
  	},
  
  	setFromMatrix4: function( m ) {
  
  		var me = m.elements;
  
  		this.set(
  
  			me[ 0 ], me[ 4 ], me[  8 ],
  			me[ 1 ], me[ 5 ], me[  9 ],
  			me[ 2 ], me[ 6 ], me[ 10 ]
  
  		);
  
  		return this;
  
  	},
  
  	applyToVector3Array: function () {
  
  		var v1;
  
  		return function ( array, offset, length ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  			if ( offset === undefined ) offset = 0;
  			if ( length === undefined ) length = array.length;
  
  			for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
  
  				v1.fromArray( array, j );
  				v1.applyMatrix3( this );
  				v1.toArray( array, j );
  
  			}
  
  			return array;
  
  		};
  
  	}(),
  
  	applyToBuffer: function () {
  
  		var v1;
  
  		return function applyToBuffer( buffer, offset, length ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  			if ( offset === undefined ) offset = 0;
  			if ( length === undefined ) length = buffer.length / buffer.itemSize;
  
  			for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
  
  				v1.x = buffer.getX( j );
  				v1.y = buffer.getY( j );
  				v1.z = buffer.getZ( j );
  
  				v1.applyMatrix3( this );
  
  				buffer.setXYZ( v1.x, v1.y, v1.z );
  
  			}
  
  			return buffer;
  
  		};
  
  	}(),
  
  	multiplyScalar: function ( s ) {
  
  		var te = this.elements;
  
  		te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  		te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  		te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  
  		return this;
  
  	},
  
  	determinant: function () {
  
  		var te = this.elements;
  
  		var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  			d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  			g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  
  		return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  
  	},
  
  	getInverse: function ( matrix, throwOnDegenerate ) {
  
  		if ( matrix instanceof THREE.Matrix4 ) {
  
  			console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." );
  
  		}
  
  		var me = matrix.elements,
  			te = this.elements,
  
  			n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  			n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  			n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  
  			t11 = n33 * n22 - n32 * n23,
  			t12 = n32 * n13 - n33 * n12,
  			t13 = n23 * n12 - n22 * n13,
  
  			det = n11 * t11 + n21 * t12 + n31 * t13;
  
  		if ( det === 0 ) {
  
  			var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";
  
  			if ( throwOnDegenerate || false ) {
  
  				throw new Error( msg );
  
  			} else {
  
  				console.warn( msg );
  
  			}
  
  			return this.identity();
  		}
  		
  		var detInv = 1 / det;
  
  		te[ 0 ] = t11 * detInv;
  		te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  		te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  
  		te[ 3 ] = t12 * detInv;
  		te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  		te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  
  		te[ 6 ] = t13 * detInv;
  		te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  		te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  
  		return this;
  
  	},
  
  	transpose: function () {
  
  		var tmp, m = this.elements;
  
  		tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  		tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  		tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  
  		return this;
  
  	},
  
  	flattenToArrayOffset: function ( array, offset ) {
  
  		console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " +
  				"- just use .toArray instead." );
  
  		return this.toArray( array, offset );
  
  	},
  
  	getNormalMatrix: function ( matrix4 ) {
  
  		return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  
  	},
  
  	transposeIntoArray: function ( r ) {
  
  		var m = this.elements;
  
  		r[ 0 ] = m[ 0 ];
  		r[ 1 ] = m[ 3 ];
  		r[ 2 ] = m[ 6 ];
  		r[ 3 ] = m[ 1 ];
  		r[ 4 ] = m[ 4 ];
  		r[ 5 ] = m[ 7 ];
  		r[ 6 ] = m[ 2 ];
  		r[ 7 ] = m[ 5 ];
  		r[ 8 ] = m[ 8 ];
  
  		return this;
  
  	},
  
  	fromArray: function ( array ) {
  
  		this.elements.set( array );
  
  		return this;
  
  	},
  
  	toArray: function ( array, offset ) {
  
  		if ( array === undefined ) array = [];
  		if ( offset === undefined ) offset = 0;
  
  		var te = this.elements;
  
  		array[ offset ] = te[ 0 ];
  		array[ offset + 1 ] = te[ 1 ];
  		array[ offset + 2 ] = te[ 2 ];
  
  		array[ offset + 3 ] = te[ 3 ];
  		array[ offset + 4 ] = te[ 4 ];
  		array[ offset + 5 ] = te[ 5 ];
  
  		array[ offset + 6 ] = te[ 6 ];
  		array[ offset + 7 ] = te[ 7 ];
  		array[ offset + 8 ]  = te[ 8 ];
  
  		return array;
  
  	}
  
  };
  
  // File:src/math/Matrix4.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author supereggbert / http://www.paulbrunt.co.uk/
   * @author philogb / http://blog.thejit.org/
   * @author jordi_ros / http://plattsoft.com
   * @author D1plo1d / http://github.com/D1plo1d
   * @author alteredq / http://alteredqualia.com/
   * @author mikael emtinger / http://gomo.se/
   * @author timknip / http://www.floorplanner.com/
   * @author bhouston / http://clara.io
   * @author WestLangley / http://github.com/WestLangley
   */
  
  THREE.Matrix4 = function () {
  
  	this.elements = new Float32Array( [
  
  		1, 0, 0, 0,
  		0, 1, 0, 0,
  		0, 0, 1, 0,
  		0, 0, 0, 1
  
  	] );
  
  	if ( arguments.length > 0 ) {
  
  		console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  
  	}
  
  };
  
  THREE.Matrix4.prototype = {
  
  	constructor: THREE.Matrix4,
  
  	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  
  		var te = this.elements;
  
  		te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  		te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  		te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  		te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  
  		return this;
  
  	},
  
  	identity: function () {
  
  		this.set(
  
  			1, 0, 0, 0,
  			0, 1, 0, 0,
  			0, 0, 1, 0,
  			0, 0, 0, 1
  
  		);
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new THREE.Matrix4().fromArray( this.elements );
  
  	},
  
  	copy: function ( m ) {
  
  		this.elements.set( m.elements );
  
  		return this;
  
  	},
  
  	copyPosition: function ( m ) {
  
  		var te = this.elements;
  		var me = m.elements;
  
  		te[ 12 ] = me[ 12 ];
  		te[ 13 ] = me[ 13 ];
  		te[ 14 ] = me[ 14 ];
  
  		return this;
  
  	},
  
  	extractBasis: function ( xAxis, yAxis, zAxis ) {
  
  		xAxis.setFromMatrixColumn( this, 0 );
  		yAxis.setFromMatrixColumn( this, 1 );
  		zAxis.setFromMatrixColumn( this, 2 );
  
  		return this;
  
  	},
  
  	makeBasis: function ( xAxis, yAxis, zAxis ) {
  
  		this.set(
  			xAxis.x, yAxis.x, zAxis.x, 0,
  			xAxis.y, yAxis.y, zAxis.y, 0,
  			xAxis.z, yAxis.z, zAxis.z, 0,
  			0,       0,       0,       1
  		);
  
  		return this;
  
  	},
  
  	extractRotation: function () {
  
  		var v1;
  
  		return function ( m ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  
  			var te = this.elements;
  			var me = m.elements;
  
  			var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  			var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  			var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  
  			te[ 0 ] = me[ 0 ] * scaleX;
  			te[ 1 ] = me[ 1 ] * scaleX;
  			te[ 2 ] = me[ 2 ] * scaleX;
  
  			te[ 4 ] = me[ 4 ] * scaleY;
  			te[ 5 ] = me[ 5 ] * scaleY;
  			te[ 6 ] = me[ 6 ] * scaleY;
  
  			te[ 8 ] = me[ 8 ] * scaleZ;
  			te[ 9 ] = me[ 9 ] * scaleZ;
  			te[ 10 ] = me[ 10 ] * scaleZ;
  
  			return this;
  
  		};
  
  	}(),
  
  	makeRotationFromEuler: function ( euler ) {
  
  		if ( euler instanceof THREE.Euler === false ) {
  
  			console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  
  		}
  
  		var te = this.elements;
  
  		var x = euler.x, y = euler.y, z = euler.z;
  		var a = Math.cos( x ), b = Math.sin( x );
  		var c = Math.cos( y ), d = Math.sin( y );
  		var e = Math.cos( z ), f = Math.sin( z );
  
  		if ( euler.order === 'XYZ' ) {
  
  			var ae = a * e, af = a * f, be = b * e, bf = b * f;
  
  			te[ 0 ] = c * e;
  			te[ 4 ] = - c * f;
  			te[ 8 ] = d;
  
  			te[ 1 ] = af + be * d;
  			te[ 5 ] = ae - bf * d;
  			te[ 9 ] = - b * c;
  
  			te[ 2 ] = bf - ae * d;
  			te[ 6 ] = be + af * d;
  			te[ 10 ] = a * c;
  
  		} else if ( euler.order === 'YXZ' ) {
  
  			var ce = c * e, cf = c * f, de = d * e, df = d * f;
  
  			te[ 0 ] = ce + df * b;
  			te[ 4 ] = de * b - cf;
  			te[ 8 ] = a * d;
  
  			te[ 1 ] = a * f;
  			te[ 5 ] = a * e;
  			te[ 9 ] = - b;
  
  			te[ 2 ] = cf * b - de;
  			te[ 6 ] = df + ce * b;
  			te[ 10 ] = a * c;
  
  		} else if ( euler.order === 'ZXY' ) {
  
  			var ce = c * e, cf = c * f, de = d * e, df = d * f;
  
  			te[ 0 ] = ce - df * b;
  			te[ 4 ] = - a * f;
  			te[ 8 ] = de + cf * b;
  
  			te[ 1 ] = cf + de * b;
  			te[ 5 ] = a * e;
  			te[ 9 ] = df - ce * b;
  
  			te[ 2 ] = - a * d;
  			te[ 6 ] = b;
  			te[ 10 ] = a * c;
  
  		} else if ( euler.order === 'ZYX' ) {
  
  			var ae = a * e, af = a * f, be = b * e, bf = b * f;
  
  			te[ 0 ] = c * e;
  			te[ 4 ] = be * d - af;
  			te[ 8 ] = ae * d + bf;
  
  			te[ 1 ] = c * f;
  			te[ 5 ] = bf * d + ae;
  			te[ 9 ] = af * d - be;
  
  			te[ 2 ] = - d;
  			te[ 6 ] = b * c;
  			te[ 10 ] = a * c;
  
  		} else if ( euler.order === 'YZX' ) {
  
  			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  
  			te[ 0 ] = c * e;
  			te[ 4 ] = bd - ac * f;
  			te[ 8 ] = bc * f + ad;
  
  			te[ 1 ] = f;
  			te[ 5 ] = a * e;
  			te[ 9 ] = - b * e;
  
  			te[ 2 ] = - d * e;
  			te[ 6 ] = ad * f + bc;
  			te[ 10 ] = ac - bd * f;
  
  		} else if ( euler.order === 'XZY' ) {
  
  			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  
  			te[ 0 ] = c * e;
  			te[ 4 ] = - f;
  			te[ 8 ] = d * e;
  
  			te[ 1 ] = ac * f + bd;
  			te[ 5 ] = a * e;
  			te[ 9 ] = ad * f - bc;
  
  			te[ 2 ] = bc * f - ad;
  			te[ 6 ] = b * e;
  			te[ 10 ] = bd * f + ac;
  
  		}
  
  		// last column
  		te[ 3 ] = 0;
  		te[ 7 ] = 0;
  		te[ 11 ] = 0;
  
  		// bottom row
  		te[ 12 ] = 0;
  		te[ 13 ] = 0;
  		te[ 14 ] = 0;
  		te[ 15 ] = 1;
  
  		return this;
  
  	},
  
  	makeRotationFromQuaternion: function ( q ) {
  
  		var te = this.elements;
  
  		var x = q.x, y = q.y, z = q.z, w = q.w;
  		var x2 = x + x, y2 = y + y, z2 = z + z;
  		var xx = x * x2, xy = x * y2, xz = x * z2;
  		var yy = y * y2, yz = y * z2, zz = z * z2;
  		var wx = w * x2, wy = w * y2, wz = w * z2;
  
  		te[ 0 ] = 1 - ( yy + zz );
  		te[ 4 ] = xy - wz;
  		te[ 8 ] = xz + wy;
  
  		te[ 1 ] = xy + wz;
  		te[ 5 ] = 1 - ( xx + zz );
  		te[ 9 ] = yz - wx;
  
  		te[ 2 ] = xz - wy;
  		te[ 6 ] = yz + wx;
  		te[ 10 ] = 1 - ( xx + yy );
  
  		// last column
  		te[ 3 ] = 0;
  		te[ 7 ] = 0;
  		te[ 11 ] = 0;
  
  		// bottom row
  		te[ 12 ] = 0;
  		te[ 13 ] = 0;
  		te[ 14 ] = 0;
  		te[ 15 ] = 1;
  
  		return this;
  
  	},
  
  	lookAt: function () {
  
  		var x, y, z;
  
  		return function ( eye, target, up ) {
  
  			if ( x === undefined ) {
  
  				x = new THREE.Vector3();
  				y = new THREE.Vector3();
  				z = new THREE.Vector3();
  
  			}
  
  			var te = this.elements;
  
  			z.subVectors( eye, target ).normalize();
  
  			if ( z.lengthSq() === 0 ) {
  
  				z.z = 1;
  
  			}
  
  			x.crossVectors( up, z ).normalize();
  
  			if ( x.lengthSq() === 0 ) {
  
  				z.z += 0.0001;
  				x.crossVectors( up, z ).normalize();
  
  			}
  
  			y.crossVectors( z, x );
  
  
  			te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  			te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  			te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  
  			return this;
  
  		};
  
  	}(),
  
  	multiply: function ( m, n ) {
  
  		if ( n !== undefined ) {
  
  			console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  			return this.multiplyMatrices( m, n );
  
  		}
  
  		return this.multiplyMatrices( this, m );
  
  	},
  
  	premultiply: function ( m ) {
  
  		return this.multiplyMatrices( m, this );
  
  	},
  
  	multiplyMatrices: function ( a, b ) {
  
  		var ae = a.elements;
  		var be = b.elements;
  		var te = this.elements;
  
  		var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  		var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  		var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  		var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  
  		var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  		var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  		var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  		var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  
  		te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  		te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  		te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  		te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  
  		te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  		te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  		te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  		te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  
  		te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  		te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  		te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  		te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  
  		te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  		te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  		te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  		te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  
  		return this;
  
  	},
  
  	multiplyToArray: function ( a, b, r ) {
  
  		var te = this.elements;
  
  		this.multiplyMatrices( a, b );
  
  		r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  		r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  		r[ 8 ]  = te[ 8 ]; r[ 9 ]  = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  		r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  
  		return this;
  
  	},
  
  	multiplyScalar: function ( s ) {
  
  		var te = this.elements;
  
  		te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  		te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  		te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  		te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  
  		return this;
  
  	},
  
  	applyToVector3Array: function () {
  
  		var v1;
  
  		return function ( array, offset, length ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  			if ( offset === undefined ) offset = 0;
  			if ( length === undefined ) length = array.length;
  
  			for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
  
  				v1.fromArray( array, j );
  				v1.applyMatrix4( this );
  				v1.toArray( array, j );
  
  			}
  
  			return array;
  
  		};
  
  	}(),
  
  	applyToBuffer: function () {
  
  		var v1;
  
  		return function applyToBuffer( buffer, offset, length ) {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  			if ( offset === undefined ) offset = 0;
  			if ( length === undefined ) length = buffer.length / buffer.itemSize;
  
  			for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
  
  				v1.x = buffer.getX( j );
  				v1.y = buffer.getY( j );
  				v1.z = buffer.getZ( j );
  
  				v1.applyMatrix4( this );
  
  				buffer.setXYZ( v1.x, v1.y, v1.z );
  
  			}
  
  			return buffer;
  
  		};
  
  	}(),
  
  	determinant: function () {
  
  		var te = this.elements;
  
  		var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  		var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  		var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  		var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  
  		//TODO: make this more efficient
  		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  
  		return (
  			n41 * (
  				+ n14 * n23 * n32
  				 - n13 * n24 * n32
  				 - n14 * n22 * n33
  				 + n12 * n24 * n33
  				 + n13 * n22 * n34
  				 - n12 * n23 * n34
  			) +
  			n42 * (
  				+ n11 * n23 * n34
  				 - n11 * n24 * n33
  				 + n14 * n21 * n33
  				 - n13 * n21 * n34
  				 + n13 * n24 * n31
  				 - n14 * n23 * n31
  			) +
  			n43 * (
  				+ n11 * n24 * n32
  				 - n11 * n22 * n34
  				 - n14 * n21 * n32
  				 + n12 * n21 * n34
  				 + n14 * n22 * n31
  				 - n12 * n24 * n31
  			) +
  			n44 * (
  				- n13 * n22 * n31
  				 - n11 * n23 * n32
  				 + n11 * n22 * n33
  				 + n13 * n21 * n32
  				 - n12 * n21 * n33
  				 + n12 * n23 * n31
  			)
  
  		);
  
  	},
  
  	transpose: function () {
  
  		var te = this.elements;
  		var tmp;
  
  		tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  		tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  		tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  
  		tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  		tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  		tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  
  		return this;
  
  	},
  
  	flattenToArrayOffset: function ( array, offset ) {
  
  		console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " +
  				"- just use .toArray instead." );
  
  		return this.toArray( array, offset );
  
  	},
  
  	getPosition: function () {
  
  		var v1;
  
  		return function () {
  
  			if ( v1 === undefined ) v1 = new THREE.Vector3();
  			console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  
  			return v1.setFromMatrixColumn( this, 3 );
  
  		};
  
  	}(),
  
  	setPosition: function ( v ) {
  
  		var te = this.elements;
  
  		te[ 12 ] = v.x;
  		te[ 13 ] = v.y;
  		te[ 14 ] = v.z;
  
  		return this;
  
  	},
  
  	getInverse: function ( m, throwOnDegenerate ) {
  
  		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  		var te = this.elements,
  			me = m.elements,
  
  			n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  			n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  			n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  			n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  
  			t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  			t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  			t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  			t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  
  		var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  
  		if ( det === 0 ) {
  
  			var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
  
  			if ( throwOnDegenerate || false ) {
  
  				throw new Error( msg );
  
  			} else {
  
  				console.warn( msg );
  
  			}
  
  			return this.identity();
  
  		}
  		
  		var detInv = 1 / det;
  
  		te[ 0 ] = t11 * detInv;
  		te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  		te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  		te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  
  		te[ 4 ] = t12 * detInv;
  		te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  		te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  		te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  
  		te[ 8 ] = t13 * detInv;
  		te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  		te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  		te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  
  		te[ 12 ] = t14 * detInv;
  		te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  		te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  		te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  
  		return this;
  
  	},
  
  	scale: function ( v ) {
  
  		var te = this.elements;
  		var x = v.x, y = v.y, z = v.z;
  
  		te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  		te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  		te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  		te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  
  		return this;
  
  	},
  
  	getMaxScaleOnAxis: function () {
  
  		var te = this.elements;
  
  		var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  		var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  		var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  
  		return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  
  	},
  
  	makeTranslation: function ( x, y, z ) {
  
  		this.set(
  
  			1, 0, 0, x,
  			0, 1, 0, y,
  			0, 0, 1, z,
  			0, 0, 0, 1
  
  		);
  
  		return this;
  
  	},
  
  	makeRotationX: function ( theta ) {
  
  		var c = Math.cos( theta ), s = Math.sin( theta );
  
  		this.set(
  
  			1, 0,  0, 0,
  			0, c, - s, 0,
  			0, s,  c, 0,
  			0, 0,  0, 1
  
  		);
  
  		return this;
  
  	},
  
  	makeRotationY: function ( theta ) {
  
  		var c = Math.cos( theta ), s = Math.sin( theta );
  
  		this.set(
  
  			 c, 0, s, 0,
  			 0, 1, 0, 0,
  			- s, 0, c, 0,
  			 0, 0, 0, 1
  
  		);
  
  		return this;
  
  	},
  
  	makeRotationZ: function ( theta ) {
  
  		var c = Math.cos( theta ), s = Math.sin( theta );
  
  		this.set(
  
  			c, - s, 0, 0,
  			s,  c, 0, 0,
  			0,  0, 1, 0,
  			0,  0, 0, 1
  
  		);
  
  		return this;
  
  	},
  
  	makeRotationAxis: function ( axis, angle ) {
  
  		// Based on http://www.gamedev.net/reference/articles/article1199.asp
  
  		var c = Math.cos( angle );
  		var s = Math.sin( angle );
  		var t = 1 - c;
  		var x = axis.x, y = axis.y, z = axis.z;
  		var tx = t * x, ty = t * y;
  
  		this.set(
  
  			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  			0, 0, 0, 1
  
  		);
  
  		 return this;
  
  	},
  
  	makeScale: function ( x, y, z ) {
  
  		this.set(
  
  			x, 0, 0, 0,
  			0, y, 0, 0,
  			0, 0, z, 0,
  			0, 0, 0, 1
  
  		);
  
  		return this;
  
  	},
  
  	compose: function ( position, quaternion, scale ) {
  
  		this.makeRotationFromQuaternion( quaternion );
  		this.scale( scale );
  		this.setPosition( position );
  
  		return this;
  
  	},
  
  	decompose: function () {
  
  		var vector, matrix;
  
  		return function ( position, quaternion, scale ) {
  
  			if ( vector === undefined ) {
  
  				vector = new THREE.Vector3();
  				matrix = new THREE.Matrix4();
  
  			}
  
  			var te = this.elements;
  
  			var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  			var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  			var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  
  			// if determine is negative, we need to invert one scale
  			var det = this.determinant();
  			if ( det < 0 ) {
  
  				sx = - sx;
  
  			}
  
  			position.x = te[ 12 ];
  			position.y = te[ 13 ];
  			position.z = te[ 14 ];
  
  			// scale the rotation part
  
  			matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  
  			var invSX = 1 / sx;
  			var invSY = 1 / sy;
  			var invSZ = 1 / sz;
  
  			matrix.elements[ 0 ] *= invSX;
  			matrix.elements[ 1 ] *= invSX;
  			matrix.elements[ 2 ] *= invSX;
  
  			matrix.elements[ 4 ] *= invSY;
  			matrix.elements[ 5 ] *= invSY;
  			matrix.elements[ 6 ] *= invSY;
  
  			matrix.elements[ 8 ] *= invSZ;
  			matrix.elements[ 9 ] *= invSZ;
  			matrix.elements[ 10 ] *= invSZ;
  
  			quaternion.setFromRotationMatrix( matrix );
  
  			scale.x = sx;
  			scale.y = sy;
  			scale.z = sz;
  
  			return this;
  
  		};
  
  	}(),
  
  	makeFrustum: function ( left, right, bottom, top, near, far ) {
  
  		var te = this.elements;
  		var x = 2 * near / ( right - left );
  		var y = 2 * near / ( top - bottom );
  
  		var a = ( right + left ) / ( right - left );
  		var b = ( top + bottom ) / ( top - bottom );
  		var c = - ( far + near ) / ( far - near );
  		var d = - 2 * far * near / ( far - near );
  
  		te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
  		te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
  		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
  		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;
  
  		return this;
  
  	},
  
  	makePerspective: function ( fov, aspect, near, far ) {
  
  		var ymax = near * Math.tan( THREE.Math.DEG2RAD * fov * 0.5 );
  		var ymin = - ymax;
  		var xmin = ymin * aspect;
  		var xmax = ymax * aspect;
  
  		return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  
  	},
  
  	makeOrthographic: function ( left, right, top, bottom, near, far ) {
  
  		var te = this.elements;
  		var w = 1.0 / ( right - left );
  		var h = 1.0 / ( top - bottom );
  		var p = 1.0 / ( far - near );
  
  		var x = ( right + left ) * w;
  		var y = ( top + bottom ) * h;
  		var z = ( far + near ) * p;
  
  		te[ 0 ] = 2 * w;	te[ 4 ] = 0;	te[ 8 ] = 0;	te[ 12 ] = - x;
  		te[ 1 ] = 0;	te[ 5 ] = 2 * h;	te[ 9 ] = 0;	te[ 13 ] = - y;
  		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = - 2 * p;	te[ 14 ] = - z;
  		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = 0;	te[ 15 ] = 1;
  
  		return this;
  
  	},
  
  	equals: function ( matrix ) {
  
  		var te = this.elements;
  		var me = matrix.elements;
  
  		for ( var i = 0; i < 16; i ++ ) {
  
  			if ( te[ i ] !== me[ i ] ) return false;
  
  		}
  
  		return true;
  
  	},
  
  	fromArray: function ( array ) {
  
  		this.elements.set( array );
  
  		return this;
  
  	},
  
  	toArray: function ( array, offset ) {
  
  		if ( array === undefined ) array = [];
  		if ( offset === undefined ) offset = 0;
  
  		var te = this.elements;
  
  		array[ offset ] = te[ 0 ];
  		array[ offset + 1 ] = te[ 1 ];
  		array[ offset + 2 ] = te[ 2 ];
  		array[ offset + 3 ] = te[ 3 ];
  
  		array[ offset + 4 ] = te[ 4 ];
  		array[ offset + 5 ] = te[ 5 ];
  		array[ offset + 6 ] = te[ 6 ];
  		array[ offset + 7 ] = te[ 7 ];
  
  		array[ offset + 8 ]  = te[ 8 ];
  		array[ offset + 9 ]  = te[ 9 ];
  		array[ offset + 10 ] = te[ 10 ];
  		array[ offset + 11 ] = te[ 11 ];
  
  		array[ offset + 12 ] = te[ 12 ];
  		array[ offset + 13 ] = te[ 13 ];
  		array[ offset + 14 ] = te[ 14 ];
  		array[ offset + 15 ] = te[ 15 ];
  
  		return array;
  
  	}
  
  };
  
  // File:src/math/Ray.js
  
  /**
   * @author bhouston / http://clara.io
   */
  
  THREE.Ray = function ( origin, direction ) {
  
  	this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  	this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  
  };
  
  THREE.Ray.prototype = {
  
  	constructor: THREE.Ray,
  
  	set: function ( origin, direction ) {
  
  		this.origin.copy( origin );
  		this.direction.copy( direction );
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( ray ) {
  
  		this.origin.copy( ray.origin );
  		this.direction.copy( ray.direction );
  
  		return this;
  
  	},
  
  	at: function ( t, optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  
  	},
  
  	lookAt: function ( v ) {
  
  		this.direction.copy( v ).sub( this.origin ).normalize();
  
  		return this;
  
  	},
  
  	recast: function () {
  
  		var v1 = new THREE.Vector3();
  
  		return function ( t ) {
  
  			this.origin.copy( this.at( t, v1 ) );
  
  			return this;
  
  		};
  
  	}(),
  
  	closestPointToPoint: function ( point, optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  		result.subVectors( point, this.origin );
  		var directionDistance = result.dot( this.direction );
  
  		if ( directionDistance < 0 ) {
  
  			return result.copy( this.origin );
  
  		}
  
  		return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  
  	},
  
  	distanceToPoint: function ( point ) {
  
  		return Math.sqrt( this.distanceSqToPoint( point ) );
  
  	},
  
  	distanceSqToPoint: function () {
  
  		var v1 = new THREE.Vector3();
  
  		return function ( point ) {
  
  			var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  
  			// point behind the ray
  
  			if ( directionDistance < 0 ) {
  
  				return this.origin.distanceToSquared( point );
  
  			}
  
  			v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  
  			return v1.distanceToSquared( point );
  
  		};
  
  	}(),
  
  	distanceSqToSegment: function () {
  
  		var segCenter = new THREE.Vector3();
  		var segDir = new THREE.Vector3();
  		var diff = new THREE.Vector3();
  
  		return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  
  			// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  			// It returns the min distance between the ray and the segment
  			// defined by v0 and v1
  			// It can also set two optional targets :
  			// - The closest point on the ray
  			// - The closest point on the segment
  
  			segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  			segDir.copy( v1 ).sub( v0 ).normalize();
  			diff.copy( this.origin ).sub( segCenter );
  
  			var segExtent = v0.distanceTo( v1 ) * 0.5;
  			var a01 = - this.direction.dot( segDir );
  			var b0 = diff.dot( this.direction );
  			var b1 = - diff.dot( segDir );
  			var c = diff.lengthSq();
  			var det = Math.abs( 1 - a01 * a01 );
  			var s0, s1, sqrDist, extDet;
  
  			if ( det > 0 ) {
  
  				// The ray and segment are not parallel.
  
  				s0 = a01 * b1 - b0;
  				s1 = a01 * b0 - b1;
  				extDet = segExtent * det;
  
  				if ( s0 >= 0 ) {
  
  					if ( s1 >= - extDet ) {
  
  						if ( s1 <= extDet ) {
  
  							// region 0
  							// Minimum at interior points of ray and segment.
  
  							var invDet = 1 / det;
  							s0 *= invDet;
  							s1 *= invDet;
  							sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  
  						} else {
  
  							// region 1
  
  							s1 = segExtent;
  							s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  						}
  
  					} else {
  
  						// region 5
  
  						s1 = - segExtent;
  						s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  					}
  
  				} else {
  
  					if ( s1 <= - extDet ) {
  
  						// region 4
  
  						s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  						s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  					} else if ( s1 <= extDet ) {
  
  						// region 3
  
  						s0 = 0;
  						s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  						sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  
  					} else {
  
  						// region 2
  
  						s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  						s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  					}
  
  				}
  
  			} else {
  
  				// Ray and segment are parallel.
  
  				s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  				s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  				sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  			}
  
  			if ( optionalPointOnRay ) {
  
  				optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  
  			}
  
  			if ( optionalPointOnSegment ) {
  
  				optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  
  			}
  
  			return sqrDist;
  
  		};
  
  	}(),
  
  	intersectSphere: function () {
  
  		var v1 = new THREE.Vector3();
  
  		return function ( sphere, optionalTarget ) {
  
  			v1.subVectors( sphere.center, this.origin );
  			var tca = v1.dot( this.direction );
  			var d2 = v1.dot( v1 ) - tca * tca;
  			var radius2 = sphere.radius * sphere.radius;
  
  			if ( d2 > radius2 ) return null;
  
  			var thc = Math.sqrt( radius2 - d2 );
  
  			// t0 = first intersect point - entrance on front of sphere
  			var t0 = tca - thc;
  
  			// t1 = second intersect point - exit point on back of sphere
  			var t1 = tca + thc;
  
  			// test to see if both t0 and t1 are behind the ray - if so, return null
  			if ( t0 < 0 && t1 < 0 ) return null;
  
  			// test to see if t0 is behind the ray:
  			// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  			// in order to always return an intersect point that is in front of the ray.
  			if ( t0 < 0 ) return this.at( t1, optionalTarget );
  
  			// else t0 is in front of the ray, so return the first collision point scaled by t0
  			return this.at( t0, optionalTarget );
  
  		};
  
  	}(),
  
  	intersectsSphere: function ( sphere ) {
  
  		return this.distanceToPoint( sphere.center ) <= sphere.radius;
  
  	},
  
  	distanceToPlane: function ( plane ) {
  
  		var denominator = plane.normal.dot( this.direction );
  
  		if ( denominator === 0 ) {
  
  			// line is coplanar, return origin
  			if ( plane.distanceToPoint( this.origin ) === 0 ) {
  
  				return 0;
  
  			}
  
  			// Null is preferable to undefined since undefined means.... it is undefined
  
  			return null;
  
  		}
  
  		var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  
  		// Return if the ray never intersects the plane
  
  		return t >= 0 ? t :  null;
  
  	},
  
  	intersectPlane: function ( plane, optionalTarget ) {
  
  		var t = this.distanceToPlane( plane );
  
  		if ( t === null ) {
  
  			return null;
  
  		}
  
  		return this.at( t, optionalTarget );
  
  	},
  
  
  
  	intersectsPlane: function ( plane ) {
  
  		// check if the ray lies on the plane first
  
  		var distToPoint = plane.distanceToPoint( this.origin );
  
  		if ( distToPoint === 0 ) {
  
  			return true;
  
  		}
  
  		var denominator = plane.normal.dot( this.direction );
  
  		if ( denominator * distToPoint < 0 ) {
  
  			return true;
  
  		}
  
  		// ray origin is behind the plane (and is pointing behind it)
  
  		return false;
  
  	},
  
  	intersectBox: function ( box, optionalTarget ) {
  
  		var tmin, tmax, tymin, tymax, tzmin, tzmax;
  
  		var invdirx = 1 / this.direction.x,
  			invdiry = 1 / this.direction.y,
  			invdirz = 1 / this.direction.z;
  
  		var origin = this.origin;
  
  		if ( invdirx >= 0 ) {
  
  			tmin = ( box.min.x - origin.x ) * invdirx;
  			tmax = ( box.max.x - origin.x ) * invdirx;
  
  		} else {
  
  			tmin = ( box.max.x - origin.x ) * invdirx;
  			tmax = ( box.min.x - origin.x ) * invdirx;
  
  		}
  
  		if ( invdiry >= 0 ) {
  
  			tymin = ( box.min.y - origin.y ) * invdiry;
  			tymax = ( box.max.y - origin.y ) * invdiry;
  
  		} else {
  
  			tymin = ( box.max.y - origin.y ) * invdiry;
  			tymax = ( box.min.y - origin.y ) * invdiry;
  
  		}
  
  		if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  
  		// These lines also handle the case where tmin or tmax is NaN
  		// (result of 0 * Infinity). x !== x returns true if x is NaN
  
  		if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  
  		if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  
  		if ( invdirz >= 0 ) {
  
  			tzmin = ( box.min.z - origin.z ) * invdirz;
  			tzmax = ( box.max.z - origin.z ) * invdirz;
  
  		} else {
  
  			tzmin = ( box.max.z - origin.z ) * invdirz;
  			tzmax = ( box.min.z - origin.z ) * invdirz;
  
  		}
  
  		if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  
  		if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  
  		if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  
  		//return point closest to the ray (positive side)
  
  		if ( tmax < 0 ) return null;
  
  		return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  
  	},
  
  	intersectsBox: ( function () {
  
  		var v = new THREE.Vector3();
  
  		return function ( box ) {
  
  			return this.intersectBox( box, v ) !== null;
  
  		};
  
  	} )(),
  
  	intersectTriangle: function () {
  
  		// Compute the offset origin, edges, and normal.
  		var diff = new THREE.Vector3();
  		var edge1 = new THREE.Vector3();
  		var edge2 = new THREE.Vector3();
  		var normal = new THREE.Vector3();
  
  		return function ( a, b, c, backfaceCulling, optionalTarget ) {
  
  			// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  
  			edge1.subVectors( b, a );
  			edge2.subVectors( c, a );
  			normal.crossVectors( edge1, edge2 );
  
  			// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  			// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  			//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  			//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  			//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  			var DdN = this.direction.dot( normal );
  			var sign;
  
  			if ( DdN > 0 ) {
  
  				if ( backfaceCulling ) return null;
  				sign = 1;
  
  			} else if ( DdN < 0 ) {
  
  				sign = - 1;
  				DdN = - DdN;
  
  			} else {
  
  				return null;
  
  			}
  
  			diff.subVectors( this.origin, a );
  			var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  
  			// b1 < 0, no intersection
  			if ( DdQxE2 < 0 ) {
  
  				return null;
  
  			}
  
  			var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  
  			// b2 < 0, no intersection
  			if ( DdE1xQ < 0 ) {
  
  				return null;
  
  			}
  
  			// b1+b2 > 1, no intersection
  			if ( DdQxE2 + DdE1xQ > DdN ) {
  
  				return null;
  
  			}
  
  			// Line intersects triangle, check if ray does.
  			var QdN = - sign * diff.dot( normal );
  
  			// t < 0, no intersection
  			if ( QdN < 0 ) {
  
  				return null;
  
  			}
  
  			// Ray intersects triangle.
  			return this.at( QdN / DdN, optionalTarget );
  
  		};
  
  	}(),
  
  	applyMatrix4: function ( matrix4 ) {
  
  		this.direction.add( this.origin ).applyMatrix4( matrix4 );
  		this.origin.applyMatrix4( matrix4 );
  		this.direction.sub( this.origin );
  		this.direction.normalize();
  
  		return this;
  
  	},
  
  	equals: function ( ray ) {
  
  		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  
  	}
  
  };
  
  // File:src/math/Sphere.js
  
  /**
   * @author bhouston / http://clara.io
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Sphere = function ( center, radius ) {
  
  	this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  	this.radius = ( radius !== undefined ) ? radius : 0;
  
  };
  
  THREE.Sphere.prototype = {
  
  	constructor: THREE.Sphere,
  
  	set: function ( center, radius ) {
  
  		this.center.copy( center );
  		this.radius = radius;
  
  		return this;
  
  	},
  
  	setFromPoints: function () {
  
  		var box = new THREE.Box3();
  
  		return function ( points, optionalCenter ) {
  
  			var center = this.center;
  
  			if ( optionalCenter !== undefined ) {
  
  				center.copy( optionalCenter );
  
  			} else {
  
  				box.setFromPoints( points ).center( center );
  
  			}
  
  			var maxRadiusSq = 0;
  
  			for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  
  			}
  
  			this.radius = Math.sqrt( maxRadiusSq );
  
  			return this;
  
  		};
  
  	}(),
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( sphere ) {
  
  		this.center.copy( sphere.center );
  		this.radius = sphere.radius;
  
  		return this;
  
  	},
  
  	empty: function () {
  
  		return ( this.radius <= 0 );
  
  	},
  
  	containsPoint: function ( point ) {
  
  		return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  
  	},
  
  	distanceToPoint: function ( point ) {
  
  		return ( point.distanceTo( this.center ) - this.radius );
  
  	},
  
  	intersectsSphere: function ( sphere ) {
  
  		var radiusSum = this.radius + sphere.radius;
  
  		return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  
  	},
  
  	intersectsBox: function ( box ) {
  
  		return box.intersectsSphere( this );
  
  	},
  
  	intersectsPlane: function ( plane ) {
  
  		// We use the following equation to compute the signed distance from
  		// the center of the sphere to the plane.
  		//
  		// distance = q * n - d
  		//
  		// If this distance is greater than the radius of the sphere,
  		// then there is no intersection.
  
  		return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;
  
  	},
  
  	clampPoint: function ( point, optionalTarget ) {
  
  		var deltaLengthSq = this.center.distanceToSquared( point );
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		result.copy( point );
  
  		if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  
  			result.sub( this.center ).normalize();
  			result.multiplyScalar( this.radius ).add( this.center );
  
  		}
  
  		return result;
  
  	},
  
  	getBoundingBox: function ( optionalTarget ) {
  
  		var box = optionalTarget || new THREE.Box3();
  
  		box.set( this.center, this.center );
  		box.expandByScalar( this.radius );
  
  		return box;
  
  	},
  
  	applyMatrix4: function ( matrix ) {
  
  		this.center.applyMatrix4( matrix );
  		this.radius = this.radius * matrix.getMaxScaleOnAxis();
  
  		return this;
  
  	},
  
  	translate: function ( offset ) {
  
  		this.center.add( offset );
  
  		return this;
  
  	},
  
  	equals: function ( sphere ) {
  
  		return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  
  	}
  
  };
  
  // File:src/math/Frustum.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   * @author bhouston / http://clara.io
   */
  
  THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  
  	this.planes = [
  
  		( p0 !== undefined ) ? p0 : new THREE.Plane(),
  		( p1 !== undefined ) ? p1 : new THREE.Plane(),
  		( p2 !== undefined ) ? p2 : new THREE.Plane(),
  		( p3 !== undefined ) ? p3 : new THREE.Plane(),
  		( p4 !== undefined ) ? p4 : new THREE.Plane(),
  		( p5 !== undefined ) ? p5 : new THREE.Plane()
  
  	];
  
  };
  
  THREE.Frustum.prototype = {
  
  	constructor: THREE.Frustum,
  
  	set: function ( p0, p1, p2, p3, p4, p5 ) {
  
  		var planes = this.planes;
  
  		planes[ 0 ].copy( p0 );
  		planes[ 1 ].copy( p1 );
  		planes[ 2 ].copy( p2 );
  		planes[ 3 ].copy( p3 );
  		planes[ 4 ].copy( p4 );
  		planes[ 5 ].copy( p5 );
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( frustum ) {
  
  		var planes = this.planes;
  
  		for ( var i = 0; i < 6; i ++ ) {
  
  			planes[ i ].copy( frustum.planes[ i ] );
  
  		}
  
  		return this;
  
  	},
  
  	setFromMatrix: function ( m ) {
  
  		var planes = this.planes;
  		var me = m.elements;
  		var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  		var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  		var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  		var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  
  		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  		planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  
  		return this;
  
  	},
  
  	intersectsObject: function () {
  
  		var sphere = new THREE.Sphere();
  
  		return function ( object ) {
  
  			var geometry = object.geometry;
  
  			if ( geometry.boundingSphere === null )
  				geometry.computeBoundingSphere();
  
  			sphere.copy( geometry.boundingSphere )
  				.applyMatrix4( object.matrixWorld );
  
  			return this.intersectsSphere( sphere );
  
  		};
  
  	}(),
  
  	intersectsSprite: function () {
  
  		var sphere = new THREE.Sphere();
  
  		return function ( sprite ) {
  
  			sphere.center.set( 0, 0, 0 );
  			sphere.radius = 0.7071067811865476;
  			sphere.applyMatrix4( sprite.matrixWorld );
  
  			return this.intersectsSphere( sphere );
  
  		};
  
  	}(),
  
  	intersectsSphere: function ( sphere ) {
  
  		var planes = this.planes;
  		var center = sphere.center;
  		var negRadius = - sphere.radius;
  
  		for ( var i = 0; i < 6; i ++ ) {
  
  			var distance = planes[ i ].distanceToPoint( center );
  
  			if ( distance < negRadius ) {
  
  				return false;
  
  			}
  
  		}
  
  		return true;
  
  	},
  
  	intersectsBox: function () {
  
  		var p1 = new THREE.Vector3(),
  			p2 = new THREE.Vector3();
  
  		return function ( box ) {
  
  			var planes = this.planes;
  
  			for ( var i = 0; i < 6 ; i ++ ) {
  
  				var plane = planes[ i ];
  
  				p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  				p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  				p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  				p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  				p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  				p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  
  				var d1 = plane.distanceToPoint( p1 );
  				var d2 = plane.distanceToPoint( p2 );
  
  				// if both outside plane, no intersection
  
  				if ( d1 < 0 && d2 < 0 ) {
  
  					return false;
  
  				}
  
  			}
  
  			return true;
  
  		};
  
  	}(),
  
  
  	containsPoint: function ( point ) {
  
  		var planes = this.planes;
  
  		for ( var i = 0; i < 6; i ++ ) {
  
  			if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  
  				return false;
  
  			}
  
  		}
  
  		return true;
  
  	}
  
  };
  
  // File:src/math/Plane.js
  
  /**
   * @author bhouston / http://clara.io
   */
  
  THREE.Plane = function ( normal, constant ) {
  
  	this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  	this.constant = ( constant !== undefined ) ? constant : 0;
  
  };
  
  THREE.Plane.prototype = {
  
  	constructor: THREE.Plane,
  
  	set: function ( normal, constant ) {
  
  		this.normal.copy( normal );
  		this.constant = constant;
  
  		return this;
  
  	},
  
  	setComponents: function ( x, y, z, w ) {
  
  		this.normal.set( x, y, z );
  		this.constant = w;
  
  		return this;
  
  	},
  
  	setFromNormalAndCoplanarPoint: function ( normal, point ) {
  
  		this.normal.copy( normal );
  		this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized
  
  		return this;
  
  	},
  
  	setFromCoplanarPoints: function () {
  
  		var v1 = new THREE.Vector3();
  		var v2 = new THREE.Vector3();
  
  		return function ( a, b, c ) {
  
  			var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  
  			// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  
  			this.setFromNormalAndCoplanarPoint( normal, a );
  
  			return this;
  
  		};
  
  	}(),
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( plane ) {
  
  		this.normal.copy( plane.normal );
  		this.constant = plane.constant;
  
  		return this;
  
  	},
  
  	normalize: function () {
  
  		// Note: will lead to a divide by zero if the plane is invalid.
  
  		var inverseNormalLength = 1.0 / this.normal.length();
  		this.normal.multiplyScalar( inverseNormalLength );
  		this.constant *= inverseNormalLength;
  
  		return this;
  
  	},
  
  	negate: function () {
  
  		this.constant *= - 1;
  		this.normal.negate();
  
  		return this;
  
  	},
  
  	distanceToPoint: function ( point ) {
  
  		return this.normal.dot( point ) + this.constant;
  
  	},
  
  	distanceToSphere: function ( sphere ) {
  
  		return this.distanceToPoint( sphere.center ) - sphere.radius;
  
  	},
  
  	projectPoint: function ( point, optionalTarget ) {
  
  		return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  
  	},
  
  	orthoPoint: function ( point, optionalTarget ) {
  
  		var perpendicularMagnitude = this.distanceToPoint( point );
  
  		var result = optionalTarget || new THREE.Vector3();
  		return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  
  	},
  
  	intersectLine: function () {
  
  		var v1 = new THREE.Vector3();
  
  		return function ( line, optionalTarget ) {
  
  			var result = optionalTarget || new THREE.Vector3();
  
  			var direction = line.delta( v1 );
  
  			var denominator = this.normal.dot( direction );
  
  			if ( denominator === 0 ) {
  
  				// line is coplanar, return origin
  				if ( this.distanceToPoint( line.start ) === 0 ) {
  
  					return result.copy( line.start );
  
  				}
  
  				// Unsure if this is the correct method to handle this case.
  				return undefined;
  
  			}
  
  			var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  
  			if ( t < 0 || t > 1 ) {
  
  				return undefined;
  
  			}
  
  			return result.copy( direction ).multiplyScalar( t ).add( line.start );
  
  		};
  
  	}(),
  
  	intersectsLine: function ( line ) {
  
  		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  
  		var startSign = this.distanceToPoint( line.start );
  		var endSign = this.distanceToPoint( line.end );
  
  		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  
  	},
  
  	intersectsBox: function ( box ) {
  
  		return box.intersectsPlane( this );
  
  	},
  
  	intersectsSphere: function ( sphere ) {
  
  		return sphere.intersectsPlane( this );
  
  	},
  
  	coplanarPoint: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  		return result.copy( this.normal ).multiplyScalar( - this.constant );
  
  	},
  
  	applyMatrix4: function () {
  
  		var v1 = new THREE.Vector3();
  		var m1 = new THREE.Matrix3();
  
  		return function ( matrix, optionalNormalMatrix ) {
  
  			var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  
  			// transform normal based on theory here:
  			// http://www.songho.ca/opengl/gl_normaltransform.html
  			var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  			var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  
  			// recalculate constant (like in setFromNormalAndCoplanarPoint)
  			this.constant = - referencePoint.dot( normal );
  
  			return this;
  
  		};
  
  	}(),
  
  	translate: function ( offset ) {
  
  		this.constant = this.constant - offset.dot( this.normal );
  
  		return this;
  
  	},
  
  	equals: function ( plane ) {
  
  		return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  
  	}
  
  };
  
  // File:src/math/Spherical.js
  
  /**
   * @author bhouston / http://clara.io
   * @author WestLangley / http://github.com/WestLangley
   *
   * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
   *
   * The poles (phi) are at the positive and negative y axis.
   * The equator starts at positive z.
   */
  
  THREE.Spherical = function ( radius, phi, theta ) {
  
  	this.radius = ( radius !== undefined ) ? radius : 1.0;
  	this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
  	this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere
  
  	return this;
  
  };
  
  THREE.Spherical.prototype = {
  
  	constructor: THREE.Spherical,
  
  	set: function ( radius, phi, theta ) {
  
  		this.radius = radius;
  		this.phi = phi;
  		this.theta = theta;
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( other ) {
  
  		this.radius.copy( other.radius );
  		this.phi.copy( other.phi );
  		this.theta.copy( other.theta );
  
  		return this;
  
  	},
  
  	// restrict phi to be betwee EPS and PI-EPS
  	makeSafe: function() {
  
  		var EPS = 0.000001;
  		this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  
  		return this;
  
  	},
  
  	setFromVector3: function( vec3 ) {
  
  		this.radius = vec3.length();
  
  		if ( this.radius === 0 ) {
  
  			this.theta = 0;
  			this.phi = 0;
  
  		} else {
  
  			this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
  			this.phi = Math.acos( THREE.Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle
  
  		}
  
  		return this;
  
  	},
  
  };
  
  // File:src/math/Math.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Math = {
  
  	DEG2RAD: Math.PI / 180,
  	RAD2DEG: 180 / Math.PI,
  
  	generateUUID: function () {
  
  		// http://www.broofa.com/Tools/Math.uuid.htm
  
  		var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
  		var uuid = new Array( 36 );
  		var rnd = 0, r;
  
  		return function () {
  
  			for ( var i = 0; i < 36; i ++ ) {
  
  				if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
  
  					uuid[ i ] = '-';
  
  				} else if ( i === 14 ) {
  
  					uuid[ i ] = '4';
  
  				} else {
  
  					if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
  					r = rnd & 0xf;
  					rnd = rnd >> 4;
  					uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
  
  				}
  
  			}
  
  			return uuid.join( '' );
  
  		};
  
  	}(),
  
  	clamp: function ( value, min, max ) {
  
  		return Math.max( min, Math.min( max, value ) );
  
  	},
  
  	// compute euclidian modulo of m % n
  	// https://en.wikipedia.org/wiki/Modulo_operation
  
  	euclideanModulo: function ( n, m ) {
  
  		return ( ( n % m ) + m ) % m;
  
  	},
  
  	// Linear mapping from range <a1, a2> to range <b1, b2>
  
  	mapLinear: function ( x, a1, a2, b1, b2 ) {
  
  		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  
  	},
  
  	// http://en.wikipedia.org/wiki/Smoothstep
  
  	smoothstep: function ( x, min, max ) {
  
  		if ( x <= min ) return 0;
  		if ( x >= max ) return 1;
  
  		x = ( x - min ) / ( max - min );
  
  		return x * x * ( 3 - 2 * x );
  
  	},
  
  	smootherstep: function ( x, min, max ) {
  
  		if ( x <= min ) return 0;
  		if ( x >= max ) return 1;
  
  		x = ( x - min ) / ( max - min );
  
  		return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  
  	},
  
  	random16: function () {
  
  		console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
  		return Math.random();
  
  	},
  
  	// Random integer from <low, high> interval
  
  	randInt: function ( low, high ) {
  
  		return low + Math.floor( Math.random() * ( high - low + 1 ) );
  
  	},
  
  	// Random float from <low, high> interval
  
  	randFloat: function ( low, high ) {
  
  		return low + Math.random() * ( high - low );
  
  	},
  
  	// Random float from <-range/2, range/2> interval
  
  	randFloatSpread: function ( range ) {
  
  		return range * ( 0.5 - Math.random() );
  
  	},
  
  	degToRad: function ( degrees ) {
  
  		return degrees * THREE.Math.DEG2RAD;
  
  	},
  
  	radToDeg: function ( radians ) {
  
  		return radians * THREE.Math.RAD2DEG;
  
  	},
  
  	isPowerOfTwo: function ( value ) {
  
  		return ( value & ( value - 1 ) ) === 0 && value !== 0;
  
  	},
  
  	nearestPowerOfTwo: function ( value ) {
  
  		return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
  
  	},
  
  	nextPowerOfTwo: function ( value ) {
  
  		value --;
  		value |= value >> 1;
  		value |= value >> 2;
  		value |= value >> 4;
  		value |= value >> 8;
  		value |= value >> 16;
  		value ++;
  
  		return value;
  
  	}
  
  };
  
  // File:src/math/Spline.js
  
  /**
   * Spline from Tween.js, slightly optimized (and trashed)
   * http://sole.github.com/tween.js/examples/05_spline.html
   *
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Spline = function ( points ) {
  
  	this.points = points;
  
  	var c = [], v3 = { x: 0, y: 0, z: 0 },
  	point, intPoint, weight, w2, w3,
  	pa, pb, pc, pd;
  
  	this.initFromArray = function ( a ) {
  
  		this.points = [];
  
  		for ( var i = 0; i < a.length; i ++ ) {
  
  			this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  
  		}
  
  	};
  
  	this.getPoint = function ( k ) {
  
  		point = ( this.points.length - 1 ) * k;
  		intPoint = Math.floor( point );
  		weight = point - intPoint;
  
  		c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  		c[ 1 ] = intPoint;
  		c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  		c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  
  		pa = this.points[ c[ 0 ] ];
  		pb = this.points[ c[ 1 ] ];
  		pc = this.points[ c[ 2 ] ];
  		pd = this.points[ c[ 3 ] ];
  
  		w2 = weight * weight;
  		w3 = weight * w2;
  
  		v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  		v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  		v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  
  		return v3;
  
  	};
  
  	this.getControlPointsArray = function () {
  
  		var i, p, l = this.points.length,
  			coords = [];
  
  		for ( i = 0; i < l; i ++ ) {
  
  			p = this.points[ i ];
  			coords[ i ] = [ p.x, p.y, p.z ];
  
  		}
  
  		return coords;
  
  	};
  
  	// approximate length by summing linear segments
  
  	this.getLength = function ( nSubDivisions ) {
  
  		var i, index, nSamples, position,
  			point = 0, intPoint = 0, oldIntPoint = 0,
  			oldPosition = new THREE.Vector3(),
  			tmpVec = new THREE.Vector3(),
  			chunkLengths = [],
  			totalLength = 0;
  
  		// first point has 0 length
  
  		chunkLengths[ 0 ] = 0;
  
  		if ( ! nSubDivisions ) nSubDivisions = 100;
  
  		nSamples = this.points.length * nSubDivisions;
  
  		oldPosition.copy( this.points[ 0 ] );
  
  		for ( i = 1; i < nSamples; i ++ ) {
  
  			index = i / nSamples;
  
  			position = this.getPoint( index );
  			tmpVec.copy( position );
  
  			totalLength += tmpVec.distanceTo( oldPosition );
  
  			oldPosition.copy( position );
  
  			point = ( this.points.length - 1 ) * index;
  			intPoint = Math.floor( point );
  
  			if ( intPoint !== oldIntPoint ) {
  
  				chunkLengths[ intPoint ] = totalLength;
  				oldIntPoint = intPoint;
  
  			}
  
  		}
  
  		// last point ends with total length
  
  		chunkLengths[ chunkLengths.length ] = totalLength;
  
  		return { chunks: chunkLengths, total: totalLength };
  
  	};
  
  	this.reparametrizeByArcLength = function ( samplingCoef ) {
  
  		var i, j,
  			index, indexCurrent, indexNext,
  			realDistance,
  			sampling, position,
  			newpoints = [],
  			tmpVec = new THREE.Vector3(),
  			sl = this.getLength();
  
  		newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  
  		for ( i = 1; i < this.points.length; i ++ ) {
  
  			//tmpVec.copy( this.points[ i - 1 ] );
  			//linearDistance = tmpVec.distanceTo( this.points[ i ] );
  
  			realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  
  			sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  
  			indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  			indexNext = i / ( this.points.length - 1 );
  
  			for ( j = 1; j < sampling - 1; j ++ ) {
  
  				index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  
  				position = this.getPoint( index );
  				newpoints.push( tmpVec.copy( position ).clone() );
  
  			}
  
  			newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  
  		}
  
  		this.points = newpoints;
  
  	};
  
  	// Catmull-Rom
  
  	function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  
  		var v0 = ( p2 - p0 ) * 0.5,
  			v1 = ( p3 - p1 ) * 0.5;
  
  		return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  
  	}
  
  };
  
  // File:src/math/Triangle.js
  
  /**
   * @author bhouston / http://clara.io
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Triangle = function ( a, b, c ) {
  
  	this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  	this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  	this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  
  };
  
  THREE.Triangle.normal = function () {
  
  	var v0 = new THREE.Vector3();
  
  	return function ( a, b, c, optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		result.subVectors( c, b );
  		v0.subVectors( a, b );
  		result.cross( v0 );
  
  		var resultLengthSq = result.lengthSq();
  		if ( resultLengthSq > 0 ) {
  
  			return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  
  		}
  
  		return result.set( 0, 0, 0 );
  
  	};
  
  }();
  
  // static/instance method to calculate barycentric coordinates
  // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  THREE.Triangle.barycoordFromPoint = function () {
  
  	var v0 = new THREE.Vector3();
  	var v1 = new THREE.Vector3();
  	var v2 = new THREE.Vector3();
  
  	return function ( point, a, b, c, optionalTarget ) {
  
  		v0.subVectors( c, a );
  		v1.subVectors( b, a );
  		v2.subVectors( point, a );
  
  		var dot00 = v0.dot( v0 );
  		var dot01 = v0.dot( v1 );
  		var dot02 = v0.dot( v2 );
  		var dot11 = v1.dot( v1 );
  		var dot12 = v1.dot( v2 );
  
  		var denom = ( dot00 * dot11 - dot01 * dot01 );
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		// collinear or singular triangle
  		if ( denom === 0 ) {
  
  			// arbitrary location outside of triangle?
  			// not sure if this is the best idea, maybe should be returning undefined
  			return result.set( - 2, - 1, - 1 );
  
  		}
  
  		var invDenom = 1 / denom;
  		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  
  		// barycentric coordinates must always sum to 1
  		return result.set( 1 - u - v, v, u );
  
  	};
  
  }();
  
  THREE.Triangle.containsPoint = function () {
  
  	var v1 = new THREE.Vector3();
  
  	return function ( point, a, b, c ) {
  
  		var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  
  		return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  
  	};
  
  }();
  
  THREE.Triangle.prototype = {
  
  	constructor: THREE.Triangle,
  
  	set: function ( a, b, c ) {
  
  		this.a.copy( a );
  		this.b.copy( b );
  		this.c.copy( c );
  
  		return this;
  
  	},
  
  	setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  
  		this.a.copy( points[ i0 ] );
  		this.b.copy( points[ i1 ] );
  		this.c.copy( points[ i2 ] );
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( triangle ) {
  
  		this.a.copy( triangle.a );
  		this.b.copy( triangle.b );
  		this.c.copy( triangle.c );
  
  		return this;
  
  	},
  
  	area: function () {
  
  		var v0 = new THREE.Vector3();
  		var v1 = new THREE.Vector3();
  
  		return function () {
  
  			v0.subVectors( this.c, this.b );
  			v1.subVectors( this.a, this.b );
  
  			return v0.cross( v1 ).length() * 0.5;
  
  		};
  
  	}(),
  
  	midpoint: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  		return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  
  	},
  
  	normal: function ( optionalTarget ) {
  
  		return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  
  	},
  
  	plane: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Plane();
  
  		return result.setFromCoplanarPoints( this.a, this.b, this.c );
  
  	},
  
  	barycoordFromPoint: function ( point, optionalTarget ) {
  
  		return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  
  	},
  
  	containsPoint: function ( point ) {
  
  		return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  
  	},
  
  	closestPointToPoint: function () {
  
  		var plane, edgeList, projectedPoint, closestPoint;
  
  		return function closestPointToPoint( point, optionalTarget ) {
  
  			if ( plane === undefined ) {
  
  				plane = new THREE.Plane();
  				edgeList = [ new THREE.Line3(), new THREE.Line3(), new THREE.Line3() ];
  				projectedPoint = new THREE.Vector3();
  				closestPoint = new THREE.Vector3();
  
  			}
  
  			var result = optionalTarget || new THREE.Vector3();
  			var minDistance = Infinity;
  
  			// project the point onto the plane of the triangle
  
  			plane.setFromCoplanarPoints( this.a, this.b, this.c );
  			plane.projectPoint( point, projectedPoint );
  
  			// check if the projection lies within the triangle
  
  			if( this.containsPoint( projectedPoint ) === true ) {
  
  				// if so, this is the closest point
  
  				result.copy( projectedPoint );
  
  			} else {
  
  				// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices
  
  				edgeList[ 0 ].set( this.a, this.b );
  				edgeList[ 1 ].set( this.b, this.c );
  				edgeList[ 2 ].set( this.c, this.a );
  
  				for( var i = 0; i < edgeList.length; i ++ ) {
  
  					edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );
  
  					var distance = projectedPoint.distanceToSquared( closestPoint );
  
  					if( distance < minDistance ) {
  
  						minDistance = distance;
  
  						result.copy( closestPoint );
  
  					}
  
  				}
  
  			}
  
  			return result;
  
  		};
  
  	}(),
  
  	equals: function ( triangle ) {
  
  		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  
  	}
  
  };
  
  // File:src/math/Interpolant.js
  
  /**
   * Abstract base class of interpolants over parametric samples.
   *
   * The parameter domain is one dimensional, typically the time or a path
   * along a curve defined by the data.
   *
   * The sample values can have any dimensionality and derived classes may
   * apply special interpretations to the data.
   *
   * This class provides the interval seek in a Template Method, deferring
   * the actual interpolation to derived classes.
   *
   * Time complexity is O(1) for linear access crossing at most two points
   * and O(log N) for random access, where N is the number of positions.
   *
   * References:
   *
   * 		http://www.oodesign.com/template-method-pattern.html
   *
   * @author tschw
   */
  
  THREE.Interpolant = function(
  		parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  	this.parameterPositions = parameterPositions;
  	this._cachedIndex = 0;
  
  	this.resultBuffer = resultBuffer !== undefined ?
  			resultBuffer : new sampleValues.constructor( sampleSize );
  	this.sampleValues = sampleValues;
  	this.valueSize = sampleSize;
  
  };
  
  THREE.Interpolant.prototype = {
  
  	constructor: THREE.Interpolant,
  
  	evaluate: function( t ) {
  
  		var pp = this.parameterPositions,
  			i1 = this._cachedIndex,
  
  			t1 = pp[   i1   ],
  			t0 = pp[ i1 - 1 ];
  
  		validate_interval: {
  
  			seek: {
  
  				var right;
  
  				linear_scan: {
  //- See http://jsperf.com/comparison-to-undefined/3
  //- slower code:
  //-
  //- 				if ( t >= t1 || t1 === undefined ) {
  					forward_scan: if ( ! ( t < t1 ) ) {
  
  						for ( var giveUpAt = i1 + 2; ;) {
  
  							if ( t1 === undefined ) {
  
  								if ( t < t0 ) break forward_scan;
  
  								// after end
  
  								i1 = pp.length;
  								this._cachedIndex = i1;
  								return this.afterEnd_( i1 - 1, t, t0 );
  
  							}
  
  							if ( i1 === giveUpAt ) break; // this loop
  
  							t0 = t1;
  							t1 = pp[ ++ i1 ];
  
  							if ( t < t1 ) {
  
  								// we have arrived at the sought interval
  								break seek;
  
  							}
  
  						}
  
  						// prepare binary search on the right side of the index
  						right = pp.length;
  						break linear_scan;
  
  					}
  
  //- slower code:
  //-					if ( t < t0 || t0 === undefined ) {
  					if ( ! ( t >= t0 ) ) {
  
  						// looping?
  
  						var t1global = pp[ 1 ];
  
  						if ( t < t1global ) {
  
  							i1 = 2; // + 1, using the scan for the details
  							t0 = t1global;
  
  						}
  
  						// linear reverse scan
  
  						for ( var giveUpAt = i1 - 2; ;) {
  
  							if ( t0 === undefined ) {
  
  								// before start
  
  								this._cachedIndex = 0;
  								return this.beforeStart_( 0, t, t1 );
  
  							}
  
  							if ( i1 === giveUpAt ) break; // this loop
  
  							t1 = t0;
  							t0 = pp[ -- i1 - 1 ];
  
  							if ( t >= t0 ) {
  
  								// we have arrived at the sought interval
  								break seek;
  
  							}
  
  						}
  
  						// prepare binary search on the left side of the index
  						right = i1;
  						i1 = 0;
  						break linear_scan;
  
  					}
  
  					// the interval is valid
  
  					break validate_interval;
  
  				} // linear scan
  
  				// binary search
  
  				while ( i1 < right ) {
  
  					var mid = ( i1 + right ) >>> 1;
  
  					if ( t < pp[ mid ] ) {
  
  						right = mid;
  
  					} else {
  
  						i1 = mid + 1;
  
  					}
  
  				}
  
  				t1 = pp[   i1   ];
  				t0 = pp[ i1 - 1 ];
  
  				// check boundary cases, again
  
  				if ( t0 === undefined ) {
  
  					this._cachedIndex = 0;
  					return this.beforeStart_( 0, t, t1 );
  
  				}
  
  				if ( t1 === undefined ) {
  
  					i1 = pp.length;
  					this._cachedIndex = i1;
  					return this.afterEnd_( i1 - 1, t0, t );
  
  				}
  
  			} // seek
  
  			this._cachedIndex = i1;
  
  			this.intervalChanged_( i1, t0, t1 );
  
  		} // validate_interval
  
  		return this.interpolate_( i1, t0, t, t1 );
  
  	},
  
  	settings: null, // optional, subclass-specific settings structure
  	// Note: The indirection allows central control of many interpolants.
  
  	// --- Protected interface
  
  	DefaultSettings_: {},
  
  	getSettings_: function() {
  
  		return this.settings || this.DefaultSettings_;
  
  	},
  
  	copySampleValue_: function( index ) {
  
  		// copies a sample value to the result buffer
  
  		var result = this.resultBuffer,
  			values = this.sampleValues,
  			stride = this.valueSize,
  			offset = index * stride;
  
  		for ( var i = 0; i !== stride; ++ i ) {
  
  			result[ i ] = values[ offset + i ];
  
  		}
  
  		return result;
  
  	},
  
  	// Template methods for derived classes:
  
  	interpolate_: function( i1, t0, t, t1 ) {
  
  		throw new Error( "call to abstract method" );
  		// implementations shall return this.resultBuffer
  
  	},
  
  	intervalChanged_: function( i1, t0, t1 ) {
  
  		// empty
  
  	}
  
  };
  
  Object.assign( THREE.Interpolant.prototype, {
  
  	beforeStart_: //( 0, t, t0 ), returns this.resultBuffer
  		THREE.Interpolant.prototype.copySampleValue_,
  
  	afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer
  		THREE.Interpolant.prototype.copySampleValue_
  
  } );
  
  // File:src/math/interpolants/CubicInterpolant.js
  
  /**
   * Fast and simple cubic spline interpolant.
   *
   * It was derived from a Hermitian construction setting the first derivative
   * at each sample position to the linear slope between neighboring positions
   * over their parameter interval.
   *
   * @author tschw
   */
  
  THREE.CubicInterpolant = function(
  		parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  	THREE.Interpolant.call(
  			this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  	this._weightPrev = -0;
  	this._offsetPrev = -0;
  	this._weightNext = -0;
  	this._offsetNext = -0;
  
  };
  
  THREE.CubicInterpolant.prototype =
  		Object.assign( Object.create( THREE.Interpolant.prototype ), {
  
  	constructor: THREE.CubicInterpolant,
  
  	DefaultSettings_: {
  
  		endingStart: 	THREE.ZeroCurvatureEnding,
  		endingEnd:		THREE.ZeroCurvatureEnding
  
  	},
  
  	intervalChanged_: function( i1, t0, t1 ) {
  
  		var pp = this.parameterPositions,
  			iPrev = i1 - 2,
  			iNext = i1 + 1,
  
  			tPrev = pp[ iPrev ],
  			tNext = pp[ iNext ];
  
  		if ( tPrev === undefined ) {
  
  			switch ( this.getSettings_().endingStart ) {
  
  				case THREE.ZeroSlopeEnding:
  
  					// f'(t0) = 0
  					iPrev = i1;
  					tPrev = 2 * t0 - t1;
  
  					break;
  
  				case THREE.WrapAroundEnding:
  
  					// use the other end of the curve
  					iPrev = pp.length - 2;
  					tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  
  					break;
  
  				default: // ZeroCurvatureEnding
  
  					// f''(t0) = 0 a.k.a. Natural Spline
  					iPrev = i1;
  					tPrev = t1;
  
  			}
  
  		}
  
  		if ( tNext === undefined ) {
  
  			switch ( this.getSettings_().endingEnd ) {
  
  				case THREE.ZeroSlopeEnding:
  
  					// f'(tN) = 0
  					iNext = i1;
  					tNext = 2 * t1 - t0;
  
  					break;
  
  				case THREE.WrapAroundEnding:
  
  					// use the other end of the curve
  					iNext = 1;
  					tNext = t1 + pp[ 1 ] - pp[ 0 ];
  
  					break;
  
  				default: // ZeroCurvatureEnding
  
  					// f''(tN) = 0, a.k.a. Natural Spline
  					iNext = i1 - 1;
  					tNext = t0;
  
  			}
  
  		}
  
  		var halfDt = ( t1 - t0 ) * 0.5,
  			stride = this.valueSize;
  
  		this._weightPrev = halfDt / ( t0 - tPrev );
  		this._weightNext = halfDt / ( tNext - t1 );
  		this._offsetPrev = iPrev * stride;
  		this._offsetNext = iNext * stride;
  
  	},
  
  	interpolate_: function( i1, t0, t, t1 ) {
  
  		var result = this.resultBuffer,
  			values = this.sampleValues,
  			stride = this.valueSize,
  
  			o1 = i1 * stride,		o0 = o1 - stride,
  			oP = this._offsetPrev, 	oN = this._offsetNext,
  			wP = this._weightPrev,	wN = this._weightNext,
  
  			p = ( t - t0 ) / ( t1 - t0 ),
  			pp = p * p,
  			ppp = pp * p;
  
  		// evaluate polynomials
  
  		var sP =     - wP   * ppp   +         2 * wP    * pp    -          wP   * p;
  		var s0 = ( 1 + wP ) * ppp   + (-1.5 - 2 * wP )  * pp    + ( -0.5 + wP ) * p     + 1;
  		var s1 = (-1 - wN ) * ppp   + ( 1.5 +   wN   )  * pp    +    0.5        * p;
  		var sN =       wN   * ppp   -           wN      * pp;
  
  		// combine data linearly
  
  		for ( var i = 0; i !== stride; ++ i ) {
  
  			result[ i ] =
  					sP * values[ oP + i ] +
  					s0 * values[ o0 + i ] +
  					s1 * values[ o1 + i ] +
  					sN * values[ oN + i ];
  
  		}
  
  		return result;
  
  	}
  
  } );
  
  // File:src/math/interpolants/DiscreteInterpolant.js
  
  /**
   *
   * Interpolant that evaluates to the sample value at the position preceeding
   * the parameter.
   *
   * @author tschw
   */
  
  THREE.DiscreteInterpolant = function(
  		parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  	THREE.Interpolant.call(
  			this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  };
  
  THREE.DiscreteInterpolant.prototype =
  		Object.assign( Object.create( THREE.Interpolant.prototype ), {
  
  	constructor: THREE.DiscreteInterpolant,
  
  	interpolate_: function( i1, t0, t, t1 ) {
  
  		return this.copySampleValue_( i1 - 1 );
  
  	}
  
  } );
  
  // File:src/math/interpolants/LinearInterpolant.js
  
  /**
   * @author tschw
   */
  
  THREE.LinearInterpolant = function(
  		parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  	THREE.Interpolant.call(
  			this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  };
  
  THREE.LinearInterpolant.prototype =
  		Object.assign( Object.create( THREE.Interpolant.prototype ), {
  
  	constructor: THREE.LinearInterpolant,
  
  	interpolate_: function( i1, t0, t, t1 ) {
  
  		var result = this.resultBuffer,
  			values = this.sampleValues,
  			stride = this.valueSize,
  
  			offset1 = i1 * stride,
  			offset0 = offset1 - stride,
  
  			weight1 = ( t - t0 ) / ( t1 - t0 ),
  			weight0 = 1 - weight1;
  
  		for ( var i = 0; i !== stride; ++ i ) {
  
  			result[ i ] =
  					values[ offset0 + i ] * weight0 +
  					values[ offset1 + i ] * weight1;
  
  		}
  
  		return result;
  
  	}
  
  } );
  
  // File:src/math/interpolants/QuaternionLinearInterpolant.js
  
  /**
   * Spherical linear unit quaternion interpolant.
   *
   * @author tschw
   */
  
  THREE.QuaternionLinearInterpolant = function(
  		parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  	THREE.Interpolant.call(
  			this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  };
  
  THREE.QuaternionLinearInterpolant.prototype =
  		Object.assign( Object.create( THREE.Interpolant.prototype ), {
  
  	constructor: THREE.QuaternionLinearInterpolant,
  
  	interpolate_: function( i1, t0, t, t1 ) {
  
  		var result = this.resultBuffer,
  			values = this.sampleValues,
  			stride = this.valueSize,
  
  			offset = i1 * stride,
  
  			alpha = ( t - t0 ) / ( t1 - t0 );
  
  		for ( var end = offset + stride; offset !== end; offset += 4 ) {
  
  			THREE.Quaternion.slerpFlat( result, 0,
  					values, offset - stride, values, offset, alpha );
  
  		}
  
  		return result;
  
  	}
  
  } );
  
  // File:src/core/Clock.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Clock = function ( autoStart ) {
  
  	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  
  	this.startTime = 0;
  	this.oldTime = 0;
  	this.elapsedTime = 0;
  
  	this.running = false;
  
  };
  
  THREE.Clock.prototype = {
  
  	constructor: THREE.Clock,
  
  	start: function () {
  
  		this.startTime = ( performance || Date ).now();
  
  		this.oldTime = this.startTime;
  		this.running = true;
  
  	},
  
  	stop: function () {
  
  		this.getElapsedTime();
  		this.running = false;
  
  	},
  
  	getElapsedTime: function () {
  
  		this.getDelta();
  		return this.elapsedTime;
  
  	},
  
  	getDelta: function () {
  
  		var diff = 0;
  
  		if ( this.autoStart && ! this.running ) {
  
  			this.start();
  
  		}
  
  		if ( this.running ) {
  
  			var newTime = ( performance || Date ).now();
  
  			diff = ( newTime - this.oldTime ) / 1000;
  			this.oldTime = newTime;
  
  			this.elapsedTime += diff;
  
  		}
  
  		return diff;
  
  	}
  
  };
  
  // File:src/core/EventDispatcher.js
  
  /**
   * https://github.com/mrdoob/eventdispatcher.js/
   */
  
  THREE.EventDispatcher = function () {};
  
  Object.assign( THREE.EventDispatcher.prototype, {
  
  	addEventListener: function ( type, listener ) {
  
  		if ( this._listeners === undefined ) this._listeners = {};
  
  		var listeners = this._listeners;
  
  		if ( listeners[ type ] === undefined ) {
  
  			listeners[ type ] = [];
  
  		}
  
  		if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  
  			listeners[ type ].push( listener );
  
  		}
  
  	},
  
  	hasEventListener: function ( type, listener ) {
  
  		if ( this._listeners === undefined ) return false;
  
  		var listeners = this._listeners;
  
  		if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  
  			return true;
  
  		}
  
  		return false;
  
  	},
  
  	removeEventListener: function ( type, listener ) {
  
  		if ( this._listeners === undefined ) return;
  
  		var listeners = this._listeners;
  		var listenerArray = listeners[ type ];
  
  		if ( listenerArray !== undefined ) {
  
  			var index = listenerArray.indexOf( listener );
  
  			if ( index !== - 1 ) {
  
  				listenerArray.splice( index, 1 );
  
  			}
  
  		}
  
  	},
  
  	dispatchEvent: function ( event ) {
  
  		if ( this._listeners === undefined ) return;
  
  		var listeners = this._listeners;
  		var listenerArray = listeners[ event.type ];
  
  		if ( listenerArray !== undefined ) {
  
  			event.target = this;
  
  			var array = [], i = 0;
  			var length = listenerArray.length;
  
  			for ( i = 0; i < length; i ++ ) {
  
  				array[ i ] = listenerArray[ i ];
  
  			}
  
  			for ( i = 0; i < length; i ++ ) {
  
  				array[ i ].call( this, event );
  
  			}
  
  		}
  
  	}
  
  } );
  
  // File:src/core/Layers.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Layers = function () {
  
  	this.mask = 1;
  
  };
  
  THREE.Layers.prototype = {
  
  	constructor: THREE.Layers,
  
  	set: function ( channel ) {
  
  		this.mask = 1 << channel;
  
  	},
  
  	enable: function ( channel ) {
  
  		this.mask |= 1 << channel;
  
  	},
  
  	toggle: function ( channel ) {
  
  		this.mask ^= 1 << channel;
  
  	},
  
  	disable: function ( channel ) {
  
  		this.mask &= ~ ( 1 << channel );
  
  	},
  
  	test: function ( layers ) {
  
  		return ( this.mask & layers.mask ) !== 0;
  
  	}
  
  };
  
  // File:src/core/Raycaster.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author bhouston / http://clara.io/
   * @author stephomi / http://stephaneginier.com/
   */
  
  ( function ( THREE ) {
  
  	THREE.Raycaster = function ( origin, direction, near, far ) {
  
  		this.ray = new THREE.Ray( origin, direction );
  		// direction is assumed to be normalized (for accurate distance calculations)
  
  		this.near = near || 0;
  		this.far = far || Infinity;
  
  		this.params = {
  			Mesh: {},
  			Line: {},
  			LOD: {},
  			Points: { threshold: 1 },
  			Sprite: {}
  		};
  
  		Object.defineProperties( this.params, {
  			PointCloud: {
  				get: function () {
  					console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  					return this.Points;
  				}
  			}
  		} );
  
  	};
  
  	function ascSort( a, b ) {
  
  		return a.distance - b.distance;
  
  	}
  
  	function intersectObject( object, raycaster, intersects, recursive ) {
  
  		if ( object.visible === false ) return;
  
  		object.raycast( raycaster, intersects );
  
  		if ( recursive === true ) {
  
  			var children = object.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				intersectObject( children[ i ], raycaster, intersects, true );
  
  			}
  
  		}
  
  	}
  
  	//
  
  	THREE.Raycaster.prototype = {
  
  		constructor: THREE.Raycaster,
  
  		linePrecision: 1,
  
  		set: function ( origin, direction ) {
  
  			// direction is assumed to be normalized (for accurate distance calculations)
  
  			this.ray.set( origin, direction );
  
  		},
  
  		setFromCamera: function ( coords, camera ) {
  
  			if ( camera instanceof THREE.PerspectiveCamera ) {
  
  				this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  				this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  
  			} else if ( camera instanceof THREE.OrthographicCamera ) {
  
  				this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
  				this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  
  			} else {
  
  				console.error( 'THREE.Raycaster: Unsupported camera type.' );
  
  			}
  
  		},
  
  		intersectObject: function ( object, recursive ) {
  
  			var intersects = [];
  
  			intersectObject( object, this, intersects, recursive );
  
  			intersects.sort( ascSort );
  
  			return intersects;
  
  		},
  
  		intersectObjects: function ( objects, recursive ) {
  
  			var intersects = [];
  
  			if ( Array.isArray( objects ) === false ) {
  
  				console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  				return intersects;
  
  			}
  
  			for ( var i = 0, l = objects.length; i < l; i ++ ) {
  
  				intersectObject( objects[ i ], this, intersects, recursive );
  
  			}
  
  			intersects.sort( ascSort );
  
  			return intersects;
  
  		}
  
  	};
  
  }( THREE ) );
  
  // File:src/core/Object3D.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   * @author WestLangley / http://github.com/WestLangley
   * @author elephantatwork / www.elephantatwork.ch
   */
  
  THREE.Object3D = function () {
  
  	Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.name = '';
  	this.type = 'Object3D';
  
  	this.parent = null;
  	this.children = [];
  
  	this.up = THREE.Object3D.DefaultUp.clone();
  
  	var position = new THREE.Vector3();
  	var rotation = new THREE.Euler();
  	var quaternion = new THREE.Quaternion();
  	var scale = new THREE.Vector3( 1, 1, 1 );
  
  	function onRotationChange() {
  
  		quaternion.setFromEuler( rotation, false );
  
  	}
  
  	function onQuaternionChange() {
  
  		rotation.setFromQuaternion( quaternion, undefined, false );
  
  	}
  
  	rotation.onChange( onRotationChange );
  	quaternion.onChange( onQuaternionChange );
  
  	Object.defineProperties( this, {
  		position: {
  			enumerable: true,
  			value: position
  		},
  		rotation: {
  			enumerable: true,
  			value: rotation
  		},
  		quaternion: {
  			enumerable: true,
  			value: quaternion
  		},
  		scale: {
  			enumerable: true,
  			value: scale
  		},
  		modelViewMatrix: {
  			value: new THREE.Matrix4()
  		},
  		normalMatrix: {
  			value: new THREE.Matrix3()
  		}
  	} );
  
  	this.matrix = new THREE.Matrix4();
  	this.matrixWorld = new THREE.Matrix4();
  
  	this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate;
  	this.matrixWorldNeedsUpdate = false;
  
  	this.layers = new THREE.Layers();
  	this.visible = true;
  
  	this.castShadow = false;
  	this.receiveShadow = false;
  
  	this.frustumCulled = true;
  	this.renderOrder = 0;
  
  	this.userData = {};
  
  };
  
  THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
  THREE.Object3D.DefaultMatrixAutoUpdate = true;
  
  Object.assign( THREE.Object3D.prototype, THREE.EventDispatcher.prototype, {
  
  	applyMatrix: function ( matrix ) {
  
  		this.matrix.multiplyMatrices( matrix, this.matrix );
  
  		this.matrix.decompose( this.position, this.quaternion, this.scale );
  
  	},
  
  	setRotationFromAxisAngle: function ( axis, angle ) {
  
  		// assumes axis is normalized
  
  		this.quaternion.setFromAxisAngle( axis, angle );
  
  	},
  
  	setRotationFromEuler: function ( euler ) {
  
  		this.quaternion.setFromEuler( euler, true );
  
  	},
  
  	setRotationFromMatrix: function ( m ) {
  
  		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  		this.quaternion.setFromRotationMatrix( m );
  
  	},
  
  	setRotationFromQuaternion: function ( q ) {
  
  		// assumes q is normalized
  
  		this.quaternion.copy( q );
  
  	},
  
  	rotateOnAxis: function () {
  
  		// rotate object on axis in object space
  		// axis is assumed to be normalized
  
  		var q1 = new THREE.Quaternion();
  
  		return function ( axis, angle ) {
  
  			q1.setFromAxisAngle( axis, angle );
  
  			this.quaternion.multiply( q1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	rotateX: function () {
  
  		var v1 = new THREE.Vector3( 1, 0, 0 );
  
  		return function ( angle ) {
  
  			return this.rotateOnAxis( v1, angle );
  
  		};
  
  	}(),
  
  	rotateY: function () {
  
  		var v1 = new THREE.Vector3( 0, 1, 0 );
  
  		return function ( angle ) {
  
  			return this.rotateOnAxis( v1, angle );
  
  		};
  
  	}(),
  
  	rotateZ: function () {
  
  		var v1 = new THREE.Vector3( 0, 0, 1 );
  
  		return function ( angle ) {
  
  			return this.rotateOnAxis( v1, angle );
  
  		};
  
  	}(),
  
  	translateOnAxis: function () {
  
  		// translate object by distance along axis in object space
  		// axis is assumed to be normalized
  
  		var v1 = new THREE.Vector3();
  
  		return function ( axis, distance ) {
  
  			v1.copy( axis ).applyQuaternion( this.quaternion );
  
  			this.position.add( v1.multiplyScalar( distance ) );
  
  			return this;
  
  		};
  
  	}(),
  
  	translateX: function () {
  
  		var v1 = new THREE.Vector3( 1, 0, 0 );
  
  		return function ( distance ) {
  
  			return this.translateOnAxis( v1, distance );
  
  		};
  
  	}(),
  
  	translateY: function () {
  
  		var v1 = new THREE.Vector3( 0, 1, 0 );
  
  		return function ( distance ) {
  
  			return this.translateOnAxis( v1, distance );
  
  		};
  
  	}(),
  
  	translateZ: function () {
  
  		var v1 = new THREE.Vector3( 0, 0, 1 );
  
  		return function ( distance ) {
  
  			return this.translateOnAxis( v1, distance );
  
  		};
  
  	}(),
  
  	localToWorld: function ( vector ) {
  
  		return vector.applyMatrix4( this.matrixWorld );
  
  	},
  
  	worldToLocal: function () {
  
  		var m1 = new THREE.Matrix4();
  
  		return function ( vector ) {
  
  			return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  
  		};
  
  	}(),
  
  	lookAt: function () {
  
  		// This routine does not support objects with rotated and/or translated parent(s)
  
  		var m1 = new THREE.Matrix4();
  
  		return function ( vector ) {
  
  			m1.lookAt( vector, this.position, this.up );
  
  			this.quaternion.setFromRotationMatrix( m1 );
  
  		};
  
  	}(),
  
  	add: function ( object ) {
  
  		if ( arguments.length > 1 ) {
  
  			for ( var i = 0; i < arguments.length; i ++ ) {
  
  				this.add( arguments[ i ] );
  
  			}
  
  			return this;
  
  		}
  
  		if ( object === this ) {
  
  			console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  			return this;
  
  		}
  
  		if ( object instanceof THREE.Object3D ) {
  
  			if ( object.parent !== null ) {
  
  				object.parent.remove( object );
  
  			}
  
  			object.parent = this;
  			object.dispatchEvent( { type: 'added' } );
  
  			this.children.push( object );
  
  		} else {
  
  			console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  
  		}
  
  		return this;
  
  	},
  
  	remove: function ( object ) {
  
  		if ( arguments.length > 1 ) {
  
  			for ( var i = 0; i < arguments.length; i ++ ) {
  
  				this.remove( arguments[ i ] );
  
  			}
  
  		}
  
  		var index = this.children.indexOf( object );
  
  		if ( index !== - 1 ) {
  
  			object.parent = null;
  
  			object.dispatchEvent( { type: 'removed' } );
  
  			this.children.splice( index, 1 );
  
  		}
  
  	},
  
  	getObjectById: function ( id ) {
  
  		return this.getObjectByProperty( 'id', id );
  
  	},
  
  	getObjectByName: function ( name ) {
  
  		return this.getObjectByProperty( 'name', name );
  
  	},
  
  	getObjectByProperty: function ( name, value ) {
  
  		if ( this[ name ] === value ) return this;
  
  		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  
  			var child = this.children[ i ];
  			var object = child.getObjectByProperty( name, value );
  
  			if ( object !== undefined ) {
  
  				return object;
  
  			}
  
  		}
  
  		return undefined;
  
  	},
  
  	getWorldPosition: function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		this.updateMatrixWorld( true );
  
  		return result.setFromMatrixPosition( this.matrixWorld );
  
  	},
  
  	getWorldQuaternion: function () {
  
  		var position = new THREE.Vector3();
  		var scale = new THREE.Vector3();
  
  		return function ( optionalTarget ) {
  
  			var result = optionalTarget || new THREE.Quaternion();
  
  			this.updateMatrixWorld( true );
  
  			this.matrixWorld.decompose( position, result, scale );
  
  			return result;
  
  		};
  
  	}(),
  
  	getWorldRotation: function () {
  
  		var quaternion = new THREE.Quaternion();
  
  		return function ( optionalTarget ) {
  
  			var result = optionalTarget || new THREE.Euler();
  
  			this.getWorldQuaternion( quaternion );
  
  			return result.setFromQuaternion( quaternion, this.rotation.order, false );
  
  		};
  
  	}(),
  
  	getWorldScale: function () {
  
  		var position = new THREE.Vector3();
  		var quaternion = new THREE.Quaternion();
  
  		return function ( optionalTarget ) {
  
  			var result = optionalTarget || new THREE.Vector3();
  
  			this.updateMatrixWorld( true );
  
  			this.matrixWorld.decompose( position, quaternion, result );
  
  			return result;
  
  		};
  
  	}(),
  
  	getWorldDirection: function () {
  
  		var quaternion = new THREE.Quaternion();
  
  		return function ( optionalTarget ) {
  
  			var result = optionalTarget || new THREE.Vector3();
  
  			this.getWorldQuaternion( quaternion );
  
  			return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
  
  		};
  
  	}(),
  
  	raycast: function () {},
  
  	traverse: function ( callback ) {
  
  		callback( this );
  
  		var children = this.children;
  
  		for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  			children[ i ].traverse( callback );
  
  		}
  
  	},
  
  	traverseVisible: function ( callback ) {
  
  		if ( this.visible === false ) return;
  
  		callback( this );
  
  		var children = this.children;
  
  		for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  			children[ i ].traverseVisible( callback );
  
  		}
  
  	},
  
  	traverseAncestors: function ( callback ) {
  
  		var parent = this.parent;
  
  		if ( parent !== null ) {
  
  			callback( parent );
  
  			parent.traverseAncestors( callback );
  
  		}
  
  	},
  
  	updateMatrix: function () {
  
  		this.matrix.compose( this.position, this.quaternion, this.scale );
  
  		this.matrixWorldNeedsUpdate = true;
  
  	},
  
  	updateMatrixWorld: function ( force ) {
  
  		if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  
  		if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  
  			if ( this.parent === null ) {
  
  				this.matrixWorld.copy( this.matrix );
  
  			} else {
  
  				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  
  			}
  
  			this.matrixWorldNeedsUpdate = false;
  
  			force = true;
  
  		}
  
  		// update children
  
  		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  
  			this.children[ i ].updateMatrixWorld( force );
  
  		}
  
  	},
  
  	toJSON: function ( meta ) {
  
  		// meta is '' when called from JSON.stringify
  		var isRootObject = ( meta === undefined || meta === '' );
  
  		var output = {};
  
  		// meta is a hash used to collect geometries, materials.
  		// not providing it implies that this is the root object
  		// being serialized.
  		if ( isRootObject ) {
  
  			// initialize meta obj
  			meta = {
  				geometries: {},
  				materials: {},
  				textures: {},
  				images: {}
  			};
  
  			output.metadata = {
  				version: 4.4,
  				type: 'Object',
  				generator: 'Object3D.toJSON'
  			};
  
  		}
  
  		// standard Object3D serialization
  
  		var object = {};
  
  		object.uuid = this.uuid;
  		object.type = this.type;
  
  		if ( this.name !== '' ) object.name = this.name;
  		if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  		if ( this.castShadow === true ) object.castShadow = true;
  		if ( this.receiveShadow === true ) object.receiveShadow = true;
  		if ( this.visible === false ) object.visible = false;
  
  		object.matrix = this.matrix.toArray();
  
  		//
  
  		if ( this.geometry !== undefined ) {
  
  			if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
  
  				meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
  
  			}
  
  			object.geometry = this.geometry.uuid;
  
  		}
  
  		if ( this.material !== undefined ) {
  
  			if ( meta.materials[ this.material.uuid ] === undefined ) {
  
  				meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
  
  			}
  
  			object.material = this.material.uuid;
  
  		}
  
  		//
  
  		if ( this.children.length > 0 ) {
  
  			object.children = [];
  
  			for ( var i = 0; i < this.children.length; i ++ ) {
  
  				object.children.push( this.children[ i ].toJSON( meta ).object );
  
  			}
  
  		}
  
  		if ( isRootObject ) {
  
  			var geometries = extractFromCache( meta.geometries );
  			var materials = extractFromCache( meta.materials );
  			var textures = extractFromCache( meta.textures );
  			var images = extractFromCache( meta.images );
  
  			if ( geometries.length > 0 ) output.geometries = geometries;
  			if ( materials.length > 0 ) output.materials = materials;
  			if ( textures.length > 0 ) output.textures = textures;
  			if ( images.length > 0 ) output.images = images;
  
  		}
  
  		output.object = object;
  
  		return output;
  
  		// extract data from the cache hash
  		// remove metadata on each item
  		// and return as array
  		function extractFromCache ( cache ) {
  
  			var values = [];
  			for ( var key in cache ) {
  
  				var data = cache[ key ];
  				delete data.metadata;
  				values.push( data );
  
  			}
  			return values;
  
  		}
  
  	},
  
  	clone: function ( recursive ) {
  
  		return new this.constructor().copy( this, recursive );
  
  	},
  
  	copy: function ( source, recursive ) {
  
  		if ( recursive === undefined ) recursive = true;
  
  		this.name = source.name;
  
  		this.up.copy( source.up );
  
  		this.position.copy( source.position );
  		this.quaternion.copy( source.quaternion );
  		this.scale.copy( source.scale );
  
  		this.matrix.copy( source.matrix );
  		this.matrixWorld.copy( source.matrixWorld );
  
  		this.matrixAutoUpdate = source.matrixAutoUpdate;
  		this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  
  		this.visible = source.visible;
  
  		this.castShadow = source.castShadow;
  		this.receiveShadow = source.receiveShadow;
  
  		this.frustumCulled = source.frustumCulled;
  		this.renderOrder = source.renderOrder;
  
  		this.userData = JSON.parse( JSON.stringify( source.userData ) );
  
  		if ( recursive === true ) {
  
  			for ( var i = 0; i < source.children.length; i ++ ) {
  
  				var child = source.children[ i ];
  				this.add( child.clone() );
  
  			}
  
  		}
  
  		return this;
  
  	}
  
  } );
  
  THREE.Object3DIdCount = 0;
  
  // File:src/core/Face3.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  
  	this.a = a;
  	this.b = b;
  	this.c = c;
  
  	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  	this.vertexNormals = Array.isArray( normal ) ? normal : [];
  
  	this.color = color instanceof THREE.Color ? color : new THREE.Color();
  	this.vertexColors = Array.isArray( color ) ? color : [];
  
  	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  
  };
  
  THREE.Face3.prototype = {
  
  	constructor: THREE.Face3,
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( source ) {
  
  		this.a = source.a;
  		this.b = source.b;
  		this.c = source.c;
  
  		this.normal.copy( source.normal );
  		this.color.copy( source.color );
  
  		this.materialIndex = source.materialIndex;
  
  		for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  
  			this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  
  		}
  
  		for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  
  			this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  
  		}
  
  		return this;
  
  	}
  
  };
  
  // File:src/core/BufferAttribute.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.BufferAttribute = function ( array, itemSize, normalized ) {
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.array = array;
  	this.itemSize = itemSize;
  
  	this.dynamic = false;
  	this.updateRange = { offset: 0, count: - 1 };
  
  	this.version = 0;
  	this.normalized = normalized === true;
  
  };
  
  THREE.BufferAttribute.prototype = {
  
  	constructor: THREE.BufferAttribute,
  
  	get count() {
  
  		return this.array.length / this.itemSize;
  
  	},
  
  	set needsUpdate( value ) {
  
  		if ( value === true ) this.version ++;
  
  	},
  
  	setDynamic: function ( value ) {
  
  		this.dynamic = value;
  
  		return this;
  
  	},
  
  	copy: function ( source ) {
  
  		this.array = new source.array.constructor( source.array );
  		this.itemSize = source.itemSize;
  
  		this.dynamic = source.dynamic;
  
  		return this;
  
  	},
  
  	copyAt: function ( index1, attribute, index2 ) {
  
  		index1 *= this.itemSize;
  		index2 *= attribute.itemSize;
  
  		for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  
  			this.array[ index1 + i ] = attribute.array[ index2 + i ];
  
  		}
  
  		return this;
  
  	},
  
  	copyArray: function ( array ) {
  
  		this.array.set( array );
  
  		return this;
  
  	},
  
  	copyColorsArray: function ( colors ) {
  
  		var array = this.array, offset = 0;
  
  		for ( var i = 0, l = colors.length; i < l; i ++ ) {
  
  			var color = colors[ i ];
  
  			if ( color === undefined ) {
  
  				console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  				color = new THREE.Color();
  
  			}
  
  			array[ offset ++ ] = color.r;
  			array[ offset ++ ] = color.g;
  			array[ offset ++ ] = color.b;
  
  		}
  
  		return this;
  
  	},
  
  	copyIndicesArray: function ( indices ) {
  
  		var array = this.array, offset = 0;
  
  		for ( var i = 0, l = indices.length; i < l; i ++ ) {
  
  			var index = indices[ i ];
  
  			array[ offset ++ ] = index.a;
  			array[ offset ++ ] = index.b;
  			array[ offset ++ ] = index.c;
  
  		}
  
  		return this;
  
  	},
  
  	copyVector2sArray: function ( vectors ) {
  
  		var array = this.array, offset = 0;
  
  		for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  			var vector = vectors[ i ];
  
  			if ( vector === undefined ) {
  
  				console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  				vector = new THREE.Vector2();
  
  			}
  
  			array[ offset ++ ] = vector.x;
  			array[ offset ++ ] = vector.y;
  
  		}
  
  		return this;
  
  	},
  
  	copyVector3sArray: function ( vectors ) {
  
  		var array = this.array, offset = 0;
  
  		for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  			var vector = vectors[ i ];
  
  			if ( vector === undefined ) {
  
  				console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  				vector = new THREE.Vector3();
  
  			}
  
  			array[ offset ++ ] = vector.x;
  			array[ offset ++ ] = vector.y;
  			array[ offset ++ ] = vector.z;
  
  		}
  
  		return this;
  
  	},
  
  	copyVector4sArray: function ( vectors ) {
  
  		var array = this.array, offset = 0;
  
  		for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  			var vector = vectors[ i ];
  
  			if ( vector === undefined ) {
  
  				console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  				vector = new THREE.Vector4();
  
  			}
  
  			array[ offset ++ ] = vector.x;
  			array[ offset ++ ] = vector.y;
  			array[ offset ++ ] = vector.z;
  			array[ offset ++ ] = vector.w;
  
  		}
  
  		return this;
  
  	},
  
  	set: function ( value, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		this.array.set( value, offset );
  
  		return this;
  
  	},
  
  	getX: function ( index ) {
  
  		return this.array[ index * this.itemSize ];
  
  	},
  
  	setX: function ( index, x ) {
  
  		this.array[ index * this.itemSize ] = x;
  
  		return this;
  
  	},
  
  	getY: function ( index ) {
  
  		return this.array[ index * this.itemSize + 1 ];
  
  	},
  
  	setY: function ( index, y ) {
  
  		this.array[ index * this.itemSize + 1 ] = y;
  
  		return this;
  
  	},
  
  	getZ: function ( index ) {
  
  		return this.array[ index * this.itemSize + 2 ];
  
  	},
  
  	setZ: function ( index, z ) {
  
  		this.array[ index * this.itemSize + 2 ] = z;
  
  		return this;
  
  	},
  
  	getW: function ( index ) {
  
  		return this.array[ index * this.itemSize + 3 ];
  
  	},
  
  	setW: function ( index, w ) {
  
  		this.array[ index * this.itemSize + 3 ] = w;
  
  		return this;
  
  	},
  
  	setXY: function ( index, x, y ) {
  
  		index *= this.itemSize;
  
  		this.array[ index + 0 ] = x;
  		this.array[ index + 1 ] = y;
  
  		return this;
  
  	},
  
  	setXYZ: function ( index, x, y, z ) {
  
  		index *= this.itemSize;
  
  		this.array[ index + 0 ] = x;
  		this.array[ index + 1 ] = y;
  		this.array[ index + 2 ] = z;
  
  		return this;
  
  	},
  
  	setXYZW: function ( index, x, y, z, w ) {
  
  		index *= this.itemSize;
  
  		this.array[ index + 0 ] = x;
  		this.array[ index + 1 ] = y;
  		this.array[ index + 2 ] = z;
  		this.array[ index + 3 ] = w;
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	}
  
  };
  
  //
  
  THREE.Int8Attribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Int8Array( array ), itemSize );
  
  };
  
  THREE.Uint8Attribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Uint8Array( array ), itemSize );
  
  };
  
  THREE.Uint8ClampedAttribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize );
  
  };
  
  THREE.Int16Attribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Int16Array( array ), itemSize );
  
  };
  
  THREE.Uint16Attribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Uint16Array( array ), itemSize );
  
  };
  
  THREE.Int32Attribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Int32Array( array ), itemSize );
  
  };
  
  THREE.Uint32Attribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Uint32Array( array ), itemSize );
  
  };
  
  THREE.Float32Attribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Float32Array( array ), itemSize );
  
  };
  
  THREE.Float64Attribute = function ( array, itemSize ) {
  
  	return new THREE.BufferAttribute( new Float64Array( array ), itemSize );
  
  };
  
  
  // Deprecated
  
  THREE.DynamicBufferAttribute = function ( array, itemSize ) {
  
  	console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  	return new THREE.BufferAttribute( array, itemSize ).setDynamic( true );
  
  };
  
  // File:src/core/InstancedBufferAttribute.js
  
  /**
   * @author benaadams / https://twitter.com/ben_a_adams
   */
  
  THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute ) {
  
  	THREE.BufferAttribute.call( this, array, itemSize );
  
  	this.meshPerAttribute = meshPerAttribute || 1;
  
  };
  
  THREE.InstancedBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute;
  
  THREE.InstancedBufferAttribute.prototype.copy = function ( source ) {
  
  	THREE.BufferAttribute.prototype.copy.call( this, source );
  
  	this.meshPerAttribute = source.meshPerAttribute;
  
  	return this;
  
  };
  
  // File:src/core/InterleavedBuffer.js
  
  /**
   * @author benaadams / https://twitter.com/ben_a_adams
   */
  
  THREE.InterleavedBuffer = function ( array, stride ) {
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.array = array;
  	this.stride = stride;
  
  	this.dynamic = false;
  	this.updateRange = { offset: 0, count: - 1 };
  
  	this.version = 0;
  
  };
  
  THREE.InterleavedBuffer.prototype = {
  
  	constructor: THREE.InterleavedBuffer,
  
  	get length () {
  
  		return this.array.length;
  
  	},
  
  	get count () {
  
  		return this.array.length / this.stride;
  
  	},
  
  	set needsUpdate( value ) {
  
  		if ( value === true ) this.version ++;
  
  	},
  
  	setDynamic: function ( value ) {
  
  		this.dynamic = value;
  
  		return this;
  
  	},
  
  	copy: function ( source ) {
  
  		this.array = new source.array.constructor( source.array );
  		this.stride = source.stride;
  		this.dynamic = source.dynamic;
  
  		return this;
  
  	},
  
  	copyAt: function ( index1, attribute, index2 ) {
  
  		index1 *= this.stride;
  		index2 *= attribute.stride;
  
  		for ( var i = 0, l = this.stride; i < l; i ++ ) {
  
  			this.array[ index1 + i ] = attribute.array[ index2 + i ];
  
  		}
  
  		return this;
  
  	},
  
  	set: function ( value, offset ) {
  
  		if ( offset === undefined ) offset = 0;
  
  		this.array.set( value, offset );
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	}
  
  };
  
  // File:src/core/InstancedInterleavedBuffer.js
  
  /**
   * @author benaadams / https://twitter.com/ben_a_adams
   */
  
  THREE.InstancedInterleavedBuffer = function ( array, stride, meshPerAttribute ) {
  
  	THREE.InterleavedBuffer.call( this, array, stride );
  
  	this.meshPerAttribute = meshPerAttribute || 1;
  
  };
  
  THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype );
  THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer;
  
  THREE.InstancedInterleavedBuffer.prototype.copy = function ( source ) {
  
  	THREE.InterleavedBuffer.prototype.copy.call( this, source );
  
  	this.meshPerAttribute = source.meshPerAttribute;
  
  	return this;
  
  };
  
  // File:src/core/InterleavedBufferAttribute.js
  
  /**
   * @author benaadams / https://twitter.com/ben_a_adams
   */
  
  THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) {
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.data = interleavedBuffer;
  	this.itemSize = itemSize;
  	this.offset = offset;
  
  };
  
  
  THREE.InterleavedBufferAttribute.prototype = {
  
  	constructor: THREE.InterleavedBufferAttribute,
  
  	get length() {
  
  		console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
  		return this.array.length;
  
  	},
  
  	get count() {
  
  		return this.data.count;
  
  	},
  
  	setX: function ( index, x ) {
  
  		this.data.array[ index * this.data.stride + this.offset ] = x;
  
  		return this;
  
  	},
  
  	setY: function ( index, y ) {
  
  		this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  
  		return this;
  
  	},
  
  	setZ: function ( index, z ) {
  
  		this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  
  		return this;
  
  	},
  
  	setW: function ( index, w ) {
  
  		this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  
  		return this;
  
  	},
  
  	getX: function ( index ) {
  
  		return this.data.array[ index * this.data.stride + this.offset ];
  
  	},
  
  	getY: function ( index ) {
  
  		return this.data.array[ index * this.data.stride + this.offset + 1 ];
  
  	},
  
  	getZ: function ( index ) {
  
  		return this.data.array[ index * this.data.stride + this.offset + 2 ];
  
  	},
  
  	getW: function ( index ) {
  
  		return this.data.array[ index * this.data.stride + this.offset + 3 ];
  
  	},
  
  	setXY: function ( index, x, y ) {
  
  		index = index * this.data.stride + this.offset;
  
  		this.data.array[ index + 0 ] = x;
  		this.data.array[ index + 1 ] = y;
  
  		return this;
  
  	},
  
  	setXYZ: function ( index, x, y, z ) {
  
  		index = index * this.data.stride + this.offset;
  
  		this.data.array[ index + 0 ] = x;
  		this.data.array[ index + 1 ] = y;
  		this.data.array[ index + 2 ] = z;
  
  		return this;
  
  	},
  
  	setXYZW: function ( index, x, y, z, w ) {
  
  		index = index * this.data.stride + this.offset;
  
  		this.data.array[ index + 0 ] = x;
  		this.data.array[ index + 1 ] = y;
  		this.data.array[ index + 2 ] = z;
  		this.data.array[ index + 3 ] = w;
  
  		return this;
  
  	}
  
  };
  
  // File:src/core/Geometry.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author kile / http://kile.stravaganza.org/
   * @author alteredq / http://alteredqualia.com/
   * @author mikael emtinger / http://gomo.se/
   * @author zz85 / http://www.lab4games.net/zz85/blog
   * @author bhouston / http://clara.io
   */
  
  THREE.Geometry = function () {
  
  	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.name = '';
  	this.type = 'Geometry';
  
  	this.vertices = [];
  	this.colors = [];
  	this.faces = [];
  	this.faceVertexUvs = [ [] ];
  
  	this.morphTargets = [];
  	this.morphNormals = [];
  
  	this.skinWeights = [];
  	this.skinIndices = [];
  
  	this.lineDistances = [];
  
  	this.boundingBox = null;
  	this.boundingSphere = null;
  
  	// update flags
  
  	this.verticesNeedUpdate = false;
  	this.elementsNeedUpdate = false;
  	this.uvsNeedUpdate = false;
  	this.normalsNeedUpdate = false;
  	this.colorsNeedUpdate = false;
  	this.lineDistancesNeedUpdate = false;
  	this.groupsNeedUpdate = false;
  
  };
  
  Object.assign( THREE.Geometry.prototype, THREE.EventDispatcher.prototype, {
  
  	applyMatrix: function ( matrix ) {
  
  		var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  
  		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  
  			var vertex = this.vertices[ i ];
  			vertex.applyMatrix4( matrix );
  
  		}
  
  		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  
  			var face = this.faces[ i ];
  			face.normal.applyMatrix3( normalMatrix ).normalize();
  
  			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  
  				face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  
  			}
  
  		}
  
  		if ( this.boundingBox !== null ) {
  
  			this.computeBoundingBox();
  
  		}
  
  		if ( this.boundingSphere !== null ) {
  
  			this.computeBoundingSphere();
  
  		}
  
  		this.verticesNeedUpdate = true;
  		this.normalsNeedUpdate = true;
  
  		return this;
  
  	},
  
  	rotateX: function () {
  
  		// rotate geometry around world x-axis
  
  		var m1;
  
  		return function rotateX( angle ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeRotationX( angle );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	rotateY: function () {
  
  		// rotate geometry around world y-axis
  
  		var m1;
  
  		return function rotateY( angle ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeRotationY( angle );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	rotateZ: function () {
  
  		// rotate geometry around world z-axis
  
  		var m1;
  
  		return function rotateZ( angle ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeRotationZ( angle );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	translate: function () {
  
  		// translate geometry
  
  		var m1;
  
  		return function translate( x, y, z ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeTranslation( x, y, z );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	scale: function () {
  
  		// scale geometry
  
  		var m1;
  
  		return function scale( x, y, z ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeScale( x, y, z );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	lookAt: function () {
  
  		var obj;
  
  		return function lookAt( vector ) {
  
  			if ( obj === undefined ) obj = new THREE.Object3D();
  
  			obj.lookAt( vector );
  
  			obj.updateMatrix();
  
  			this.applyMatrix( obj.matrix );
  
  		};
  
  	}(),
  
  	fromBufferGeometry: function ( geometry ) {
  
  		var scope = this;
  
  		var indices = geometry.index !== null ? geometry.index.array : undefined;
  		var attributes = geometry.attributes;
  
  		var positions = attributes.position.array;
  		var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  		var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  		var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  		var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  
  		if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  
  		var tempNormals = [];
  		var tempUVs = [];
  		var tempUVs2 = [];
  
  		for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  
  			scope.vertices.push( new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
  
  			if ( normals !== undefined ) {
  
  				tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
  
  			}
  
  			if ( colors !== undefined ) {
  
  				scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
  
  			}
  
  			if ( uvs !== undefined ) {
  
  				tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
  
  			}
  
  			if ( uvs2 !== undefined ) {
  
  				tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
  
  			}
  
  		}
  
  		function addFace( a, b, c, materialIndex ) {
  
  			var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
  			var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
  
  			var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  
  			scope.faces.push( face );
  
  			if ( uvs !== undefined ) {
  
  				scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
  
  			}
  
  			if ( uvs2 !== undefined ) {
  
  				scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
  
  			}
  
  		}
  
  		if ( indices !== undefined ) {
  
  			var groups = geometry.groups;
  
  			if ( groups.length > 0 ) {
  
  				for ( var i = 0; i < groups.length; i ++ ) {
  
  					var group = groups[ i ];
  
  					var start = group.start;
  					var count = group.count;
  
  					for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  
  						addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex  );
  
  					}
  
  				}
  
  			} else {
  
  				for ( var i = 0; i < indices.length; i += 3 ) {
  
  					addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  
  				}
  
  			}
  
  		} else {
  
  			for ( var i = 0; i < positions.length / 3; i += 3 ) {
  
  				addFace( i, i + 1, i + 2 );
  
  			}
  
  		}
  
  		this.computeFaceNormals();
  
  		if ( geometry.boundingBox !== null ) {
  
  			this.boundingBox = geometry.boundingBox.clone();
  
  		}
  
  		if ( geometry.boundingSphere !== null ) {
  
  			this.boundingSphere = geometry.boundingSphere.clone();
  
  		}
  
  		return this;
  
  	},
  
  	center: function () {
  
  		this.computeBoundingBox();
  
  		var offset = this.boundingBox.center().negate();
  
  		this.translate( offset.x, offset.y, offset.z );
  
  		return offset;
  
  	},
  
  	normalize: function () {
  
  		this.computeBoundingSphere();
  
  		var center = this.boundingSphere.center;
  		var radius = this.boundingSphere.radius;
  
  		var s = radius === 0 ? 1 : 1.0 / radius;
  
  		var matrix = new THREE.Matrix4();
  		matrix.set(
  			s, 0, 0, - s * center.x,
  			0, s, 0, - s * center.y,
  			0, 0, s, - s * center.z,
  			0, 0, 0, 1
  		);
  
  		this.applyMatrix( matrix );
  
  		return this;
  
  	},
  
  	computeFaceNormals: function () {
  
  		var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  
  		for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  			var face = this.faces[ f ];
  
  			var vA = this.vertices[ face.a ];
  			var vB = this.vertices[ face.b ];
  			var vC = this.vertices[ face.c ];
  
  			cb.subVectors( vC, vB );
  			ab.subVectors( vA, vB );
  			cb.cross( ab );
  
  			cb.normalize();
  
  			face.normal.copy( cb );
  
  		}
  
  	},
  
  	computeVertexNormals: function ( areaWeighted ) {
  
  		if ( areaWeighted === undefined ) areaWeighted = true;
  
  		var v, vl, f, fl, face, vertices;
  
  		vertices = new Array( this.vertices.length );
  
  		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  
  			vertices[ v ] = new THREE.Vector3();
  
  		}
  
  		if ( areaWeighted ) {
  
  			// vertex normals weighted by triangle areas
  			// http://www.iquilezles.org/www/articles/normals/normals.htm
  
  			var vA, vB, vC;
  			var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  
  			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  				face = this.faces[ f ];
  
  				vA = this.vertices[ face.a ];
  				vB = this.vertices[ face.b ];
  				vC = this.vertices[ face.c ];
  
  				cb.subVectors( vC, vB );
  				ab.subVectors( vA, vB );
  				cb.cross( ab );
  
  				vertices[ face.a ].add( cb );
  				vertices[ face.b ].add( cb );
  				vertices[ face.c ].add( cb );
  
  			}
  
  		} else {
  
  			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  				face = this.faces[ f ];
  
  				vertices[ face.a ].add( face.normal );
  				vertices[ face.b ].add( face.normal );
  				vertices[ face.c ].add( face.normal );
  
  			}
  
  		}
  
  		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  
  			vertices[ v ].normalize();
  
  		}
  
  		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  			face = this.faces[ f ];
  
  			var vertexNormals = face.vertexNormals;
  
  			if ( vertexNormals.length === 3 ) {
  
  				vertexNormals[ 0 ].copy( vertices[ face.a ] );
  				vertexNormals[ 1 ].copy( vertices[ face.b ] );
  				vertexNormals[ 2 ].copy( vertices[ face.c ] );
  
  			} else {
  
  				vertexNormals[ 0 ] = vertices[ face.a ].clone();
  				vertexNormals[ 1 ] = vertices[ face.b ].clone();
  				vertexNormals[ 2 ] = vertices[ face.c ].clone();
  
  			}
  
  		}
  
  		if ( this.faces.length > 0 ) {
  
  			this.normalsNeedUpdate = true;
  
  		}
  
  	},
  
  	computeMorphNormals: function () {
  
  		var i, il, f, fl, face;
  
  		// save original normals
  		// - create temp variables on first access
  		//   otherwise just copy (for faster repeated calls)
  
  		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  			face = this.faces[ f ];
  
  			if ( ! face.__originalFaceNormal ) {
  
  				face.__originalFaceNormal = face.normal.clone();
  
  			} else {
  
  				face.__originalFaceNormal.copy( face.normal );
  
  			}
  
  			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  
  			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  
  				if ( ! face.__originalVertexNormals[ i ] ) {
  
  					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  
  				} else {
  
  					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  
  				}
  
  			}
  
  		}
  
  		// use temp geometry to compute face and vertex normals for each morph
  
  		var tmpGeo = new THREE.Geometry();
  		tmpGeo.faces = this.faces;
  
  		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  
  			// create on first access
  
  			if ( ! this.morphNormals[ i ] ) {
  
  				this.morphNormals[ i ] = {};
  				this.morphNormals[ i ].faceNormals = [];
  				this.morphNormals[ i ].vertexNormals = [];
  
  				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  
  				var faceNormal, vertexNormals;
  
  				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  					faceNormal = new THREE.Vector3();
  					vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  
  					dstNormalsFace.push( faceNormal );
  					dstNormalsVertex.push( vertexNormals );
  
  				}
  
  			}
  
  			var morphNormals = this.morphNormals[ i ];
  
  			// set vertices to morph target
  
  			tmpGeo.vertices = this.morphTargets[ i ].vertices;
  
  			// compute morph normals
  
  			tmpGeo.computeFaceNormals();
  			tmpGeo.computeVertexNormals();
  
  			// store morph normals
  
  			var faceNormal, vertexNormals;
  
  			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  				face = this.faces[ f ];
  
  				faceNormal = morphNormals.faceNormals[ f ];
  				vertexNormals = morphNormals.vertexNormals[ f ];
  
  				faceNormal.copy( face.normal );
  
  				vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  				vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  				vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  
  			}
  
  		}
  
  		// restore original normals
  
  		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  			face = this.faces[ f ];
  
  			face.normal = face.__originalFaceNormal;
  			face.vertexNormals = face.__originalVertexNormals;
  
  		}
  
  	},
  
  	computeTangents: function () {
  
  		console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
  
  	},
  
  	computeLineDistances: function () {
  
  		var d = 0;
  		var vertices = this.vertices;
  
  		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  
  			if ( i > 0 ) {
  
  				d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  
  			}
  
  			this.lineDistances[ i ] = d;
  
  		}
  
  	},
  
  	computeBoundingBox: function () {
  
  		if ( this.boundingBox === null ) {
  
  			this.boundingBox = new THREE.Box3();
  
  		}
  
  		this.boundingBox.setFromPoints( this.vertices );
  
  	},
  
  	computeBoundingSphere: function () {
  
  		if ( this.boundingSphere === null ) {
  
  			this.boundingSphere = new THREE.Sphere();
  
  		}
  
  		this.boundingSphere.setFromPoints( this.vertices );
  
  	},
  
  	merge: function ( geometry, matrix, materialIndexOffset ) {
  
  		if ( geometry instanceof THREE.Geometry === false ) {
  
  			console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  			return;
  
  		}
  
  		var normalMatrix,
  		vertexOffset = this.vertices.length,
  		vertices1 = this.vertices,
  		vertices2 = geometry.vertices,
  		faces1 = this.faces,
  		faces2 = geometry.faces,
  		uvs1 = this.faceVertexUvs[ 0 ],
  		uvs2 = geometry.faceVertexUvs[ 0 ];
  
  		if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  
  		if ( matrix !== undefined ) {
  
  			normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  
  		}
  
  		// vertices
  
  		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  
  			var vertex = vertices2[ i ];
  
  			var vertexCopy = vertex.clone();
  
  			if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  
  			vertices1.push( vertexCopy );
  
  		}
  
  		// faces
  
  		for ( i = 0, il = faces2.length; i < il; i ++ ) {
  
  			var face = faces2[ i ], faceCopy, normal, color,
  			faceVertexNormals = face.vertexNormals,
  			faceVertexColors = face.vertexColors;
  
  			faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  			faceCopy.normal.copy( face.normal );
  
  			if ( normalMatrix !== undefined ) {
  
  				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  
  			}
  
  			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  
  				normal = faceVertexNormals[ j ].clone();
  
  				if ( normalMatrix !== undefined ) {
  
  					normal.applyMatrix3( normalMatrix ).normalize();
  
  				}
  
  				faceCopy.vertexNormals.push( normal );
  
  			}
  
  			faceCopy.color.copy( face.color );
  
  			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  
  				color = faceVertexColors[ j ];
  				faceCopy.vertexColors.push( color.clone() );
  
  			}
  
  			faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  
  			faces1.push( faceCopy );
  
  		}
  
  		// uvs
  
  		for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  
  			var uv = uvs2[ i ], uvCopy = [];
  
  			if ( uv === undefined ) {
  
  				continue;
  
  			}
  
  			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  
  				uvCopy.push( uv[ j ].clone() );
  
  			}
  
  			uvs1.push( uvCopy );
  
  		}
  
  	},
  
  	mergeMesh: function ( mesh ) {
  
  		if ( mesh instanceof THREE.Mesh === false ) {
  
  			console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  			return;
  
  		}
  
  		mesh.matrixAutoUpdate && mesh.updateMatrix();
  
  		this.merge( mesh.geometry, mesh.matrix );
  
  	},
  
  	/*
  	 * Checks for duplicate vertices with hashmap.
  	 * Duplicated vertices are removed
  	 * and faces' vertices are updated.
  	 */
  
  	mergeVertices: function () {
  
  		var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  		var unique = [], changes = [];
  
  		var v, key;
  		var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  		var precision = Math.pow( 10, precisionPoints );
  		var i, il, face;
  		var indices, j, jl;
  
  		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  
  			v = this.vertices[ i ];
  			key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  
  			if ( verticesMap[ key ] === undefined ) {
  
  				verticesMap[ key ] = i;
  				unique.push( this.vertices[ i ] );
  				changes[ i ] = unique.length - 1;
  
  			} else {
  
  				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  				changes[ i ] = changes[ verticesMap[ key ] ];
  
  			}
  
  		}
  
  
  		// if faces are completely degenerate after merging vertices, we
  		// have to remove them from the geometry.
  		var faceIndicesToRemove = [];
  
  		for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  
  			face = this.faces[ i ];
  
  			face.a = changes[ face.a ];
  			face.b = changes[ face.b ];
  			face.c = changes[ face.c ];
  
  			indices = [ face.a, face.b, face.c ];
  
  			var dupIndex = - 1;
  
  			// if any duplicate vertices are found in a Face3
  			// we have to remove the face as nothing can be saved
  			for ( var n = 0; n < 3; n ++ ) {
  
  				if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  
  					dupIndex = n;
  					faceIndicesToRemove.push( i );
  					break;
  
  				}
  
  			}
  
  		}
  
  		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  
  			var idx = faceIndicesToRemove[ i ];
  
  			this.faces.splice( idx, 1 );
  
  			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  
  				this.faceVertexUvs[ j ].splice( idx, 1 );
  
  			}
  
  		}
  
  		// Use unique set of vertices
  
  		var diff = this.vertices.length - unique.length;
  		this.vertices = unique;
  		return diff;
  
  	},
  
  	sortFacesByMaterialIndex: function () {
  
  		var faces = this.faces;
  		var length = faces.length;
  
  		// tag faces
  
  		for ( var i = 0; i < length; i ++ ) {
  
  			faces[ i ]._id = i;
  
  		}
  
  		// sort faces
  
  		function materialIndexSort( a, b ) {
  
  			return a.materialIndex - b.materialIndex;
  
  		}
  
  		faces.sort( materialIndexSort );
  
  		// sort uvs
  
  		var uvs1 = this.faceVertexUvs[ 0 ];
  		var uvs2 = this.faceVertexUvs[ 1 ];
  
  		var newUvs1, newUvs2;
  
  		if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  		if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  
  		for ( var i = 0; i < length; i ++ ) {
  
  			var id = faces[ i ]._id;
  
  			if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  			if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  
  		}
  
  		if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  		if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  
  	},
  
  	toJSON: function () {
  
  		var data = {
  			metadata: {
  				version: 4.4,
  				type: 'Geometry',
  				generator: 'Geometry.toJSON'
  			}
  		};
  
  		// standard Geometry serialization
  
  		data.uuid = this.uuid;
  		data.type = this.type;
  		if ( this.name !== '' ) data.name = this.name;
  
  		if ( this.parameters !== undefined ) {
  
  			var parameters = this.parameters;
  
  			for ( var key in parameters ) {
  
  				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  
  			}
  
  			return data;
  
  		}
  
  		var vertices = [];
  
  		for ( var i = 0; i < this.vertices.length; i ++ ) {
  
  			var vertex = this.vertices[ i ];
  			vertices.push( vertex.x, vertex.y, vertex.z );
  
  		}
  
  		var faces = [];
  		var normals = [];
  		var normalsHash = {};
  		var colors = [];
  		var colorsHash = {};
  		var uvs = [];
  		var uvsHash = {};
  
  		for ( var i = 0; i < this.faces.length; i ++ ) {
  
  			var face = this.faces[ i ];
  
  			var hasMaterial = true;
  			var hasFaceUv = false; // deprecated
  			var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  			var hasFaceNormal = face.normal.length() > 0;
  			var hasFaceVertexNormal = face.vertexNormals.length > 0;
  			var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  			var hasFaceVertexColor = face.vertexColors.length > 0;
  
  			var faceType = 0;
  
  			faceType = setBit( faceType, 0, 0 ); // isQuad
  			faceType = setBit( faceType, 1, hasMaterial );
  			faceType = setBit( faceType, 2, hasFaceUv );
  			faceType = setBit( faceType, 3, hasFaceVertexUv );
  			faceType = setBit( faceType, 4, hasFaceNormal );
  			faceType = setBit( faceType, 5, hasFaceVertexNormal );
  			faceType = setBit( faceType, 6, hasFaceColor );
  			faceType = setBit( faceType, 7, hasFaceVertexColor );
  
  			faces.push( faceType );
  			faces.push( face.a, face.b, face.c );
  			faces.push( face.materialIndex );
  
  			if ( hasFaceVertexUv ) {
  
  				var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  
  				faces.push(
  					getUvIndex( faceVertexUvs[ 0 ] ),
  					getUvIndex( faceVertexUvs[ 1 ] ),
  					getUvIndex( faceVertexUvs[ 2 ] )
  				);
  
  			}
  
  			if ( hasFaceNormal ) {
  
  				faces.push( getNormalIndex( face.normal ) );
  
  			}
  
  			if ( hasFaceVertexNormal ) {
  
  				var vertexNormals = face.vertexNormals;
  
  				faces.push(
  					getNormalIndex( vertexNormals[ 0 ] ),
  					getNormalIndex( vertexNormals[ 1 ] ),
  					getNormalIndex( vertexNormals[ 2 ] )
  				);
  
  			}
  
  			if ( hasFaceColor ) {
  
  				faces.push( getColorIndex( face.color ) );
  
  			}
  
  			if ( hasFaceVertexColor ) {
  
  				var vertexColors = face.vertexColors;
  
  				faces.push(
  					getColorIndex( vertexColors[ 0 ] ),
  					getColorIndex( vertexColors[ 1 ] ),
  					getColorIndex( vertexColors[ 2 ] )
  				);
  
  			}
  
  		}
  
  		function setBit( value, position, enabled ) {
  
  			return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  
  		}
  
  		function getNormalIndex( normal ) {
  
  			var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  
  			if ( normalsHash[ hash ] !== undefined ) {
  
  				return normalsHash[ hash ];
  
  			}
  
  			normalsHash[ hash ] = normals.length / 3;
  			normals.push( normal.x, normal.y, normal.z );
  
  			return normalsHash[ hash ];
  
  		}
  
  		function getColorIndex( color ) {
  
  			var hash = color.r.toString() + color.g.toString() + color.b.toString();
  
  			if ( colorsHash[ hash ] !== undefined ) {
  
  				return colorsHash[ hash ];
  
  			}
  
  			colorsHash[ hash ] = colors.length;
  			colors.push( color.getHex() );
  
  			return colorsHash[ hash ];
  
  		}
  
  		function getUvIndex( uv ) {
  
  			var hash = uv.x.toString() + uv.y.toString();
  
  			if ( uvsHash[ hash ] !== undefined ) {
  
  				return uvsHash[ hash ];
  
  			}
  
  			uvsHash[ hash ] = uvs.length / 2;
  			uvs.push( uv.x, uv.y );
  
  			return uvsHash[ hash ];
  
  		}
  
  		data.data = {};
  
  		data.data.vertices = vertices;
  		data.data.normals = normals;
  		if ( colors.length > 0 ) data.data.colors = colors;
  		if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  		data.data.faces = faces;
  
  		return data;
  
  	},
  
  	clone: function () {
  
  		/*
  		// Handle primitives
  
  		var parameters = this.parameters;
  
  		if ( parameters !== undefined ) {
  
  			var values = [];
  
  			for ( var key in parameters ) {
  
  				values.push( parameters[ key ] );
  
  			}
  
  			var geometry = Object.create( this.constructor.prototype );
  			this.constructor.apply( geometry, values );
  			return geometry;
  
  		}
  
  		return new this.constructor().copy( this );
  		*/
  
  		return new THREE.Geometry().copy( this );
  
  	},
  
  	copy: function ( source ) {
  
  		this.vertices = [];
  		this.faces = [];
  		this.faceVertexUvs = [ [] ];
  
  		var vertices = source.vertices;
  
  		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  
  			this.vertices.push( vertices[ i ].clone() );
  
  		}
  
  		var faces = source.faces;
  
  		for ( var i = 0, il = faces.length; i < il; i ++ ) {
  
  			this.faces.push( faces[ i ].clone() );
  
  		}
  
  		for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  
  			var faceVertexUvs = source.faceVertexUvs[ i ];
  
  			if ( this.faceVertexUvs[ i ] === undefined ) {
  
  				this.faceVertexUvs[ i ] = [];
  
  			}
  
  			for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  
  				var uvs = faceVertexUvs[ j ], uvsCopy = [];
  
  				for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  
  					var uv = uvs[ k ];
  
  					uvsCopy.push( uv.clone() );
  
  				}
  
  				this.faceVertexUvs[ i ].push( uvsCopy );
  
  			}
  
  		}
  
  		return this;
  
  	},
  
  	dispose: function () {
  
  		this.dispatchEvent( { type: 'dispose' } );
  
  	}
  
  } );
  
  THREE.GeometryIdCount = 0;
  
  // File:src/core/DirectGeometry.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.DirectGeometry = function () {
  
  	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.name = '';
  	this.type = 'DirectGeometry';
  
  	this.indices = [];
  	this.vertices = [];
  	this.normals = [];
  	this.colors = [];
  	this.uvs = [];
  	this.uvs2 = [];
  
  	this.groups = [];
  
  	this.morphTargets = {};
  
  	this.skinWeights = [];
  	this.skinIndices = [];
  
  	// this.lineDistances = [];
  
  	this.boundingBox = null;
  	this.boundingSphere = null;
  
  	// update flags
  
  	this.verticesNeedUpdate = false;
  	this.normalsNeedUpdate = false;
  	this.colorsNeedUpdate = false;
  	this.uvsNeedUpdate = false;
  	this.groupsNeedUpdate = false;
  
  };
  
  Object.assign( THREE.DirectGeometry.prototype, THREE.EventDispatcher.prototype, {
  
  	computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox,
  	computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere,
  
  	computeFaceNormals: function () {
  
  		console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' );
  
  	},
  
  	computeVertexNormals: function () {
  
  		console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' );
  
  	},
  
  	computeGroups: function ( geometry ) {
  
  		var group;
  		var groups = [];
  		var materialIndex;
  
  		var faces = geometry.faces;
  
  		for ( var i = 0; i < faces.length; i ++ ) {
  
  			var face = faces[ i ];
  
  			// materials
  
  			if ( face.materialIndex !== materialIndex ) {
  
  				materialIndex = face.materialIndex;
  
  				if ( group !== undefined ) {
  
  					group.count = ( i * 3 ) - group.start;
  					groups.push( group );
  
  				}
  
  				group = {
  					start: i * 3,
  					materialIndex: materialIndex
  				};
  
  			}
  
  		}
  
  		if ( group !== undefined ) {
  
  			group.count = ( i * 3 ) - group.start;
  			groups.push( group );
  
  		}
  
  		this.groups = groups;
  
  	},
  
  	fromGeometry: function ( geometry ) {
  
  		var faces = geometry.faces;
  		var vertices = geometry.vertices;
  		var faceVertexUvs = geometry.faceVertexUvs;
  
  		var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  		var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  
  		// morphs
  
  		var morphTargets = geometry.morphTargets;
  		var morphTargetsLength = morphTargets.length;
  
  		var morphTargetsPosition;
  
  		if ( morphTargetsLength > 0 ) {
  
  			morphTargetsPosition = [];
  
  			for ( var i = 0; i < morphTargetsLength; i ++ ) {
  
  				morphTargetsPosition[ i ] = [];
  
  			}
  
  			this.morphTargets.position = morphTargetsPosition;
  
  		}
  
  		var morphNormals = geometry.morphNormals;
  		var morphNormalsLength = morphNormals.length;
  
  		var morphTargetsNormal;
  
  		if ( morphNormalsLength > 0 ) {
  
  			morphTargetsNormal = [];
  
  			for ( var i = 0; i < morphNormalsLength; i ++ ) {
  
  				morphTargetsNormal[ i ] = [];
  
  			}
  
  			this.morphTargets.normal = morphTargetsNormal;
  
  		}
  
  		// skins
  
  		var skinIndices = geometry.skinIndices;
  		var skinWeights = geometry.skinWeights;
  
  		var hasSkinIndices = skinIndices.length === vertices.length;
  		var hasSkinWeights = skinWeights.length === vertices.length;
  
  		//
  
  		for ( var i = 0; i < faces.length; i ++ ) {
  
  			var face = faces[ i ];
  
  			this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  
  			var vertexNormals = face.vertexNormals;
  
  			if ( vertexNormals.length === 3 ) {
  
  				this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  
  			} else {
  
  				var normal = face.normal;
  
  				this.normals.push( normal, normal, normal );
  
  			}
  
  			var vertexColors = face.vertexColors;
  
  			if ( vertexColors.length === 3 ) {
  
  				this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  
  			} else {
  
  				var color = face.color;
  
  				this.colors.push( color, color, color );
  
  			}
  
  			if ( hasFaceVertexUv === true ) {
  
  				var vertexUvs = faceVertexUvs[ 0 ][ i ];
  
  				if ( vertexUvs !== undefined ) {
  
  					this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  
  				} else {
  
  					console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  
  					this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
  
  				}
  
  			}
  
  			if ( hasFaceVertexUv2 === true ) {
  
  				var vertexUvs = faceVertexUvs[ 1 ][ i ];
  
  				if ( vertexUvs !== undefined ) {
  
  					this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  
  				} else {
  
  					console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  
  					this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
  
  				}
  
  			}
  
  			// morphs
  
  			for ( var j = 0; j < morphTargetsLength; j ++ ) {
  
  				var morphTarget = morphTargets[ j ].vertices;
  
  				morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  
  			}
  
  			for ( var j = 0; j < morphNormalsLength; j ++ ) {
  
  				var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  
  				morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
  
  			}
  
  			// skins
  
  			if ( hasSkinIndices ) {
  
  				this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  
  			}
  
  			if ( hasSkinWeights ) {
  
  				this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  
  			}
  
  		}
  
  		this.computeGroups( geometry );
  
  		this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  		this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  		this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  		this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  		this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  
  		return this;
  
  	},
  
  	dispose: function () {
  
  		this.dispatchEvent( { type: 'dispose' } );
  
  	}
  
  } );
  
  // File:src/core/BufferGeometry.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.BufferGeometry = function () {
  
  	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.name = '';
  	this.type = 'BufferGeometry';
  
  	this.index = null;
  	this.attributes = {};
  
  	this.morphAttributes = {};
  
  	this.groups = [];
  
  	this.boundingBox = null;
  	this.boundingSphere = null;
  
  	this.drawRange = { start: 0, count: Infinity };
  
  };
  
  Object.assign( THREE.BufferGeometry.prototype, THREE.EventDispatcher.prototype, {
  
  	getIndex: function () {
  
  		return this.index;
  
  	},
  
  	setIndex: function ( index ) {
  
  		this.index = index;
  
  	},
  
  	addAttribute: function ( name, attribute ) {
  
  		if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) {
  
  			console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  
  			this.addAttribute( name, new THREE.BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  
  			return;
  
  		}
  
  		if ( name === 'index' ) {
  
  			console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  			this.setIndex( attribute );
  
  			return;
  
  		}
  
  		this.attributes[ name ] = attribute;
  
  		return this;
  
  	},
  
  	getAttribute: function ( name ) {
  
  		return this.attributes[ name ];
  
  	},
  
  	removeAttribute: function ( name ) {
  
  		delete this.attributes[ name ];
  
  		return this;
  
  	},
  
  	addGroup: function ( start, count, materialIndex ) {
  
  		this.groups.push( {
  
  			start: start,
  			count: count,
  			materialIndex: materialIndex !== undefined ? materialIndex : 0
  
  		} );
  
  	},
  
  	clearGroups: function () {
  
  		this.groups = [];
  
  	},
  
  	setDrawRange: function ( start, count ) {
  
  		this.drawRange.start = start;
  		this.drawRange.count = count;
  
  	},
  
  	applyMatrix: function ( matrix ) {
  
  		var position = this.attributes.position;
  
  		if ( position !== undefined ) {
  
  			matrix.applyToVector3Array( position.array );
  			position.needsUpdate = true;
  
  		}
  
  		var normal = this.attributes.normal;
  
  		if ( normal !== undefined ) {
  
  			var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  
  			normalMatrix.applyToVector3Array( normal.array );
  			normal.needsUpdate = true;
  
  		}
  
  		if ( this.boundingBox !== null ) {
  
  			this.computeBoundingBox();
  
  		}
  
  		if ( this.boundingSphere !== null ) {
  
  			this.computeBoundingSphere();
  
  		}
  
  		return this;
  
  	},
  
  	rotateX: function () {
  
  		// rotate geometry around world x-axis
  
  		var m1;
  
  		return function rotateX( angle ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeRotationX( angle );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	rotateY: function () {
  
  		// rotate geometry around world y-axis
  
  		var m1;
  
  		return function rotateY( angle ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeRotationY( angle );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	rotateZ: function () {
  
  		// rotate geometry around world z-axis
  
  		var m1;
  
  		return function rotateZ( angle ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeRotationZ( angle );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	translate: function () {
  
  		// translate geometry
  
  		var m1;
  
  		return function translate( x, y, z ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeTranslation( x, y, z );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	scale: function () {
  
  		// scale geometry
  
  		var m1;
  
  		return function scale( x, y, z ) {
  
  			if ( m1 === undefined ) m1 = new THREE.Matrix4();
  
  			m1.makeScale( x, y, z );
  
  			this.applyMatrix( m1 );
  
  			return this;
  
  		};
  
  	}(),
  
  	lookAt: function () {
  
  		var obj;
  
  		return function lookAt( vector ) {
  
  			if ( obj === undefined ) obj = new THREE.Object3D();
  
  			obj.lookAt( vector );
  
  			obj.updateMatrix();
  
  			this.applyMatrix( obj.matrix );
  
  		};
  
  	}(),
  
  	center: function () {
  
  		this.computeBoundingBox();
  
  		var offset = this.boundingBox.center().negate();
  
  		this.translate( offset.x, offset.y, offset.z );
  
  		return offset;
  
  	},
  
  	setFromObject: function ( object ) {
  
  		// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  
  		var geometry = object.geometry;
  
  		if ( object instanceof THREE.Points || object instanceof THREE.Line ) {
  
  			var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 );
  			var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 );
  
  			this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  			this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  
  			if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  
  				var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 );
  
  				this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  
  			}
  
  			if ( geometry.boundingSphere !== null ) {
  
  				this.boundingSphere = geometry.boundingSphere.clone();
  
  			}
  
  			if ( geometry.boundingBox !== null ) {
  
  				this.boundingBox = geometry.boundingBox.clone();
  
  			}
  
  		} else if ( object instanceof THREE.Mesh ) {
  
  			if ( geometry instanceof THREE.Geometry ) {
  
  				this.fromGeometry( geometry );
  
  			}
  
  		}
  
  		return this;
  
  	},
  
  	updateFromObject: function ( object ) {
  
  		var geometry = object.geometry;
  
  		if ( object instanceof THREE.Mesh ) {
  
  			var direct = geometry.__directGeometry;
  
  			if ( direct === undefined ) {
  
  				return this.fromGeometry( geometry );
  
  			}
  
  			direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  			direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  			direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  			direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  			direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  
  			geometry.verticesNeedUpdate = false;
  			geometry.normalsNeedUpdate = false;
  			geometry.colorsNeedUpdate = false;
  			geometry.uvsNeedUpdate = false;
  			geometry.groupsNeedUpdate = false;
  
  			geometry = direct;
  
  		}
  
  		if ( geometry.verticesNeedUpdate === true ) {
  
  			var attribute = this.attributes.position;
  
  			if ( attribute !== undefined ) {
  
  				attribute.copyVector3sArray( geometry.vertices );
  				attribute.needsUpdate = true;
  
  			}
  
  			geometry.verticesNeedUpdate = false;
  
  		}
  
  		if ( geometry.normalsNeedUpdate === true ) {
  
  			var attribute = this.attributes.normal;
  
  			if ( attribute !== undefined ) {
  
  				attribute.copyVector3sArray( geometry.normals );
  				attribute.needsUpdate = true;
  
  			}
  
  			geometry.normalsNeedUpdate = false;
  
  		}
  
  		if ( geometry.colorsNeedUpdate === true ) {
  
  			var attribute = this.attributes.color;
  
  			if ( attribute !== undefined ) {
  
  				attribute.copyColorsArray( geometry.colors );
  				attribute.needsUpdate = true;
  
  			}
  
  			geometry.colorsNeedUpdate = false;
  
  		}
  
  		if ( geometry.uvsNeedUpdate ) {
  
  			var attribute = this.attributes.uv;
  
  			if ( attribute !== undefined ) {
  
  				attribute.copyVector2sArray( geometry.uvs );
  				attribute.needsUpdate = true;
  
  			}
  
  			geometry.uvsNeedUpdate = false;
  
  		}
  
  		if ( geometry.lineDistancesNeedUpdate ) {
  
  			var attribute = this.attributes.lineDistance;
  
  			if ( attribute !== undefined ) {
  
  				attribute.copyArray( geometry.lineDistances );
  				attribute.needsUpdate = true;
  
  			}
  
  			geometry.lineDistancesNeedUpdate = false;
  
  		}
  
  		if ( geometry.groupsNeedUpdate ) {
  
  			geometry.computeGroups( object.geometry );
  			this.groups = geometry.groups;
  
  			geometry.groupsNeedUpdate = false;
  
  		}
  
  		return this;
  
  	},
  
  	fromGeometry: function ( geometry ) {
  
  		geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry );
  
  		return this.fromDirectGeometry( geometry.__directGeometry );
  
  	},
  
  	fromDirectGeometry: function ( geometry ) {
  
  		var positions = new Float32Array( geometry.vertices.length * 3 );
  		this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  
  		if ( geometry.normals.length > 0 ) {
  
  			var normals = new Float32Array( geometry.normals.length * 3 );
  			this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  
  		}
  
  		if ( geometry.colors.length > 0 ) {
  
  			var colors = new Float32Array( geometry.colors.length * 3 );
  			this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  
  		}
  
  		if ( geometry.uvs.length > 0 ) {
  
  			var uvs = new Float32Array( geometry.uvs.length * 2 );
  			this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  
  		}
  
  		if ( geometry.uvs2.length > 0 ) {
  
  			var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  			this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  
  		}
  
  		if ( geometry.indices.length > 0 ) {
  
  			var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array;
  			var indices = new TypeArray( geometry.indices.length * 3 );
  			this.setIndex( new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
  
  		}
  
  		// groups
  
  		this.groups = geometry.groups;
  
  		// morphs
  
  		for ( var name in geometry.morphTargets ) {
  
  			var array = [];
  			var morphTargets = geometry.morphTargets[ name ];
  
  			for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  
  				var morphTarget = morphTargets[ i ];
  
  				var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 );
  
  				array.push( attribute.copyVector3sArray( morphTarget ) );
  
  			}
  
  			this.morphAttributes[ name ] = array;
  
  		}
  
  		// skinning
  
  		if ( geometry.skinIndices.length > 0 ) {
  
  			var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 );
  			this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  
  		}
  
  		if ( geometry.skinWeights.length > 0 ) {
  
  			var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 );
  			this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  
  		}
  
  		//
  
  		if ( geometry.boundingSphere !== null ) {
  
  			this.boundingSphere = geometry.boundingSphere.clone();
  
  		}
  
  		if ( geometry.boundingBox !== null ) {
  
  			this.boundingBox = geometry.boundingBox.clone();
  
  		}
  
  		return this;
  
  	},
  
  	computeBoundingBox: function () {
  
  		if ( this.boundingBox === null ) {
  
  			this.boundingBox = new THREE.Box3();
  
  		}
  
  		var positions = this.attributes.position.array;
  
  		if ( positions !== undefined ) {
  
  			this.boundingBox.setFromArray( positions );
  
  		} else {
  
  			this.boundingBox.makeEmpty();
  
  		}
  
  		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  
  			console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  
  		}
  
  	},
  
  	computeBoundingSphere: function () {
  
  		var box = new THREE.Box3();
  		var vector = new THREE.Vector3();
  
  		return function computeBoundingSphere() {
  
  			if ( this.boundingSphere === null ) {
  
  				this.boundingSphere = new THREE.Sphere();
  
  			}
  
  			var positions = this.attributes.position.array;
  
  			if ( positions ) {
  
  				var center = this.boundingSphere.center;
  
  				box.setFromArray( positions );
  				box.center( center );
  
  				// hoping to find a boundingSphere with a radius smaller than the
  				// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  
  				var maxRadiusSq = 0;
  
  				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  
  					vector.fromArray( positions, i );
  					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  
  				}
  
  				this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  
  				if ( isNaN( this.boundingSphere.radius ) ) {
  
  					console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  
  				}
  
  			}
  
  		};
  
  	}(),
  
  	computeFaceNormals: function () {
  
  		// backwards compatibility
  
  	},
  
  	computeVertexNormals: function () {
  
  		var index = this.index;
  		var attributes = this.attributes;
  		var groups = this.groups;
  
  		if ( attributes.position ) {
  
  			var positions = attributes.position.array;
  
  			if ( attributes.normal === undefined ) {
  
  				this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
  
  			} else {
  
  				// reset existing normals to zero
  
  				var array = attributes.normal.array;
  
  				for ( var i = 0, il = array.length; i < il; i ++ ) {
  
  					array[ i ] = 0;
  
  				}
  
  			}
  
  			var normals = attributes.normal.array;
  
  			var vA, vB, vC,
  
  			pA = new THREE.Vector3(),
  			pB = new THREE.Vector3(),
  			pC = new THREE.Vector3(),
  
  			cb = new THREE.Vector3(),
  			ab = new THREE.Vector3();
  
  			// indexed elements
  
  			if ( index ) {
  
  				var indices = index.array;
  
  				if ( groups.length === 0 ) {
  
  					this.addGroup( 0, indices.length );
  
  				}
  
  				for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
  
  					var group = groups[ j ];
  
  					var start = group.start;
  					var count = group.count;
  
  					for ( var i = start, il = start + count; i < il; i += 3 ) {
  
  						vA = indices[ i + 0 ] * 3;
  						vB = indices[ i + 1 ] * 3;
  						vC = indices[ i + 2 ] * 3;
  
  						pA.fromArray( positions, vA );
  						pB.fromArray( positions, vB );
  						pC.fromArray( positions, vC );
  
  						cb.subVectors( pC, pB );
  						ab.subVectors( pA, pB );
  						cb.cross( ab );
  
  						normals[ vA ] += cb.x;
  						normals[ vA + 1 ] += cb.y;
  						normals[ vA + 2 ] += cb.z;
  
  						normals[ vB ] += cb.x;
  						normals[ vB + 1 ] += cb.y;
  						normals[ vB + 2 ] += cb.z;
  
  						normals[ vC ] += cb.x;
  						normals[ vC + 1 ] += cb.y;
  						normals[ vC + 2 ] += cb.z;
  
  					}
  
  				}
  
  			} else {
  
  				// non-indexed elements (unconnected triangle soup)
  
  				for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  
  					pA.fromArray( positions, i );
  					pB.fromArray( positions, i + 3 );
  					pC.fromArray( positions, i + 6 );
  
  					cb.subVectors( pC, pB );
  					ab.subVectors( pA, pB );
  					cb.cross( ab );
  
  					normals[ i ] = cb.x;
  					normals[ i + 1 ] = cb.y;
  					normals[ i + 2 ] = cb.z;
  
  					normals[ i + 3 ] = cb.x;
  					normals[ i + 4 ] = cb.y;
  					normals[ i + 5 ] = cb.z;
  
  					normals[ i + 6 ] = cb.x;
  					normals[ i + 7 ] = cb.y;
  					normals[ i + 8 ] = cb.z;
  
  				}
  
  			}
  
  			this.normalizeNormals();
  
  			attributes.normal.needsUpdate = true;
  
  		}
  
  	},
  
  	merge: function ( geometry, offset ) {
  
  		if ( geometry instanceof THREE.BufferGeometry === false ) {
  
  			console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  			return;
  
  		}
  
  		if ( offset === undefined ) offset = 0;
  
  		var attributes = this.attributes;
  
  		for ( var key in attributes ) {
  
  			if ( geometry.attributes[ key ] === undefined ) continue;
  
  			var attribute1 = attributes[ key ];
  			var attributeArray1 = attribute1.array;
  
  			var attribute2 = geometry.attributes[ key ];
  			var attributeArray2 = attribute2.array;
  
  			var attributeSize = attribute2.itemSize;
  
  			for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  
  				attributeArray1[ j ] = attributeArray2[ i ];
  
  			}
  
  		}
  
  		return this;
  
  	},
  
  	normalizeNormals: function () {
  
  		var normals = this.attributes.normal.array;
  
  		var x, y, z, n;
  
  		for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  
  			x = normals[ i ];
  			y = normals[ i + 1 ];
  			z = normals[ i + 2 ];
  
  			n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  
  			normals[ i ] *= n;
  			normals[ i + 1 ] *= n;
  			normals[ i + 2 ] *= n;
  
  		}
  
  	},
  
  	toNonIndexed: function () {
  
  		if ( this.index === null ) {
  
  			console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  			return this;
  
  		}
  
  		var geometry2 = new THREE.BufferGeometry();
  
  		var indices = this.index.array;
  		var attributes = this.attributes;
  
  		for ( var name in attributes ) {
  
  			var attribute = attributes[ name ];
  
  			var array = attribute.array;
  			var itemSize = attribute.itemSize;
  
  			var array2 = new array.constructor( indices.length * itemSize );
  
  			var index = 0, index2 = 0;
  
  			for ( var i = 0, l = indices.length; i < l; i ++ ) {
  
  				index = indices[ i ] * itemSize;
  
  				for ( var j = 0; j < itemSize; j ++ ) {
  
  					array2[ index2 ++ ] = array[ index ++ ];
  
  				}
  
  			}
  
  			geometry2.addAttribute( name, new THREE.BufferAttribute( array2, itemSize ) );
  
  		}
  
  		return geometry2;
  
  	},
  
  	toJSON: function () {
  
  		var data = {
  			metadata: {
  				version: 4.4,
  				type: 'BufferGeometry',
  				generator: 'BufferGeometry.toJSON'
  			}
  		};
  
  		// standard BufferGeometry serialization
  
  		data.uuid = this.uuid;
  		data.type = this.type;
  		if ( this.name !== '' ) data.name = this.name;
  
  		if ( this.parameters !== undefined ) {
  
  			var parameters = this.parameters;
  
  			for ( var key in parameters ) {
  
  				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  
  			}
  
  			return data;
  
  		}
  
  		data.data = { attributes: {} };
  
  		var index = this.index;
  
  		if ( index !== null ) {
  
  			var array = Array.prototype.slice.call( index.array );
  
  			data.data.index = {
  				type: index.array.constructor.name,
  				array: array
  			};
  
  		}
  
  		var attributes = this.attributes;
  
  		for ( var key in attributes ) {
  
  			var attribute = attributes[ key ];
  
  			var array = Array.prototype.slice.call( attribute.array );
  
  			data.data.attributes[ key ] = {
  				itemSize: attribute.itemSize,
  				type: attribute.array.constructor.name,
  				array: array,
  				normalized: attribute.normalized
  			};
  
  		}
  
  		var groups = this.groups;
  
  		if ( groups.length > 0 ) {
  
  			data.data.groups = JSON.parse( JSON.stringify( groups ) );
  
  		}
  
  		var boundingSphere = this.boundingSphere;
  
  		if ( boundingSphere !== null ) {
  
  			data.data.boundingSphere = {
  				center: boundingSphere.center.toArray(),
  				radius: boundingSphere.radius
  			};
  
  		}
  
  		return data;
  
  	},
  
  	clone: function () {
  
  		/*
  		// Handle primitives
  
  		var parameters = this.parameters;
  
  		if ( parameters !== undefined ) {
  
  			var values = [];
  
  			for ( var key in parameters ) {
  
  				values.push( parameters[ key ] );
  
  			}
  
  			var geometry = Object.create( this.constructor.prototype );
  			this.constructor.apply( geometry, values );
  			return geometry;
  
  		}
  
  		return new this.constructor().copy( this );
  		*/
  
  		return new THREE.BufferGeometry().copy( this );
  
  	},
  
  	copy: function ( source ) {
  
  		var index = source.index;
  
  		if ( index !== null ) {
  
  			this.setIndex( index.clone() );
  
  		}
  
  		var attributes = source.attributes;
  
  		for ( var name in attributes ) {
  
  			var attribute = attributes[ name ];
  			this.addAttribute( name, attribute.clone() );
  
  		}
  
  		var groups = source.groups;
  
  		for ( var i = 0, l = groups.length; i < l; i ++ ) {
  
  			var group = groups[ i ];
  			this.addGroup( group.start, group.count, group.materialIndex );
  
  		}
  
  		return this;
  
  	},
  
  	dispose: function () {
  
  		this.dispatchEvent( { type: 'dispose' } );
  
  	}
  
  } );
  
  THREE.BufferGeometry.MaxIndex = 65535;
  
  // File:src/core/InstancedBufferGeometry.js
  
  /**
   * @author benaadams / https://twitter.com/ben_a_adams
   */
  
  THREE.InstancedBufferGeometry = function () {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'InstancedBufferGeometry';
  	this.maxInstancedCount = undefined;
  
  };
  
  THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry;
  
  THREE.InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) {
  
  	this.groups.push( {
  
  		start: start,
  		count: count,
  		instances: instances
  
  	} );
  
  };
  
  THREE.InstancedBufferGeometry.prototype.copy = function ( source ) {
  
  	var index = source.index;
  
  	if ( index !== null ) {
  
  		this.setIndex( index.clone() );
  
  	}
  
  	var attributes = source.attributes;
  
  	for ( var name in attributes ) {
  
  		var attribute = attributes[ name ];
  		this.addAttribute( name, attribute.clone() );
  
  	}
  
  	var groups = source.groups;
  
  	for ( var i = 0, l = groups.length; i < l; i ++ ) {
  
  		var group = groups[ i ];
  		this.addGroup( group.start, group.count, group.instances );
  
  	}
  
  	return this;
  
  };
  
  // File:src/core/Uniform.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Uniform = function ( value ) {
  
  	if ( typeof value === 'string' ) {
  
  		console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  		value = arguments[ 1 ];
  
  	}
  
  	this.value = value;
  
  	this.dynamic = false;
  
  };
  
  THREE.Uniform.prototype = {
  
  	constructor: THREE.Uniform,
  
  	onUpdate: function ( callback ) {
  
  		this.dynamic = true;
  		this.onUpdateCallback = callback;
  
  		return this;
  
  	}
  
  };
  
  // File:src/animation/AnimationAction.js
  
  /**
   *
   * Action provided by AnimationMixer for scheduling clip playback on specific
   * objects.
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   *
   */
  
  THREE.AnimationAction = function() {
  
  	throw new Error( "THREE.AnimationAction: " +
  			"Use mixer.clipAction for construction." );
  
  };
  
  THREE.AnimationAction._new =
  		function AnimationAction( mixer, clip, localRoot ) {
  
  	this._mixer = mixer;
  	this._clip = clip;
  	this._localRoot = localRoot || null;
  
  	var tracks = clip.tracks,
  		nTracks = tracks.length,
  		interpolants = new Array( nTracks );
  
  	var interpolantSettings = {
  			endingStart: 	THREE.ZeroCurvatureEnding,
  			endingEnd:		THREE.ZeroCurvatureEnding
  	};
  
  	for ( var i = 0; i !== nTracks; ++ i ) {
  
  		var interpolant = tracks[ i ].createInterpolant( null );
  		interpolants[ i ] = interpolant;
  		interpolant.settings = interpolantSettings;
  
  	}
  
  	this._interpolantSettings = interpolantSettings;
  
  	this._interpolants = interpolants;	// bound by the mixer
  
  	// inside: PropertyMixer (managed by the mixer)
  	this._propertyBindings = new Array( nTracks );
  
  	this._cacheIndex = null;			// for the memory manager
  	this._byClipCacheIndex = null;		// for the memory manager
  
  	this._timeScaleInterpolant = null;
  	this._weightInterpolant = null;
  
  	this.loop = THREE.LoopRepeat;
  	this._loopCount = -1;
  
  	// global mixer time when the action is to be started
  	// it's set back to 'null' upon start of the action
  	this._startTime = null;
  
  	// scaled local time of the action
  	// gets clamped or wrapped to 0..clip.duration according to loop
  	this.time = 0;
  
  	this.timeScale = 1;
  	this._effectiveTimeScale = 1;
  
  	this.weight = 1;
  	this._effectiveWeight = 1;
  
  	this.repetitions = Infinity; 		// no. of repetitions when looping
  
  	this.paused = false;				// false -> zero effective time scale
  	this.enabled = true;				// true -> zero effective weight
  
  	this.clampWhenFinished 	= false;	// keep feeding the last frame?
  
  	this.zeroSlopeAtStart 	= true;		// for smooth interpolation w/o separate
  	this.zeroSlopeAtEnd		= true;		// clips for start, loop and end
  
  };
  
  THREE.AnimationAction._new.prototype = {
  
  	constructor: THREE.AnimationAction._new,
  
  	// State & Scheduling
  
  	play: function() {
  
  		this._mixer._activateAction( this );
  
  		return this;
  
  	},
  
  	stop: function() {
  
  		this._mixer._deactivateAction( this );
  
  		return this.reset();
  
  	},
  
  	reset: function() {
  
  		this.paused = false;
  		this.enabled = true;
  
  		this.time = 0;			// restart clip
  		this._loopCount = -1;	// forget previous loops
  		this._startTime = null;	// forget scheduling
  
  		return this.stopFading().stopWarping();
  
  	},
  
  	isRunning: function() {
  
  		var start = this._startTime;
  
  		return this.enabled && ! this.paused && this.timeScale !== 0 &&
  				this._startTime === null && this._mixer._isActiveAction( this );
  
  	},
  
  	// return true when play has been called
  	isScheduled: function() {
  
  		return this._mixer._isActiveAction( this );
  
  	},
  
  	startAt: function( time ) {
  
  		this._startTime = time;
  
  		return this;
  
  	},
  
  	setLoop: function( mode, repetitions ) {
  
  		this.loop = mode;
  		this.repetitions = repetitions;
  
  		return this;
  
  	},
  
  	// Weight
  
  	// set the weight stopping any scheduled fading
  	// although .enabled = false yields an effective weight of zero, this
  	// method does *not* change .enabled, because it would be confusing
  	setEffectiveWeight: function( weight ) {
  
  		this.weight = weight;
  
  		// note: same logic as when updated at runtime
  		this._effectiveWeight = this.enabled ? weight : 0;
  
  		return this.stopFading();
  
  	},
  
  	// return the weight considering fading and .enabled
  	getEffectiveWeight: function() {
  
  		return this._effectiveWeight;
  
  	},
  
  	fadeIn: function( duration ) {
  
  		return this._scheduleFading( duration, 0, 1 );
  
  	},
  
  	fadeOut: function( duration ) {
  
  		return this._scheduleFading( duration, 1, 0 );
  
  	},
  
  	crossFadeFrom: function( fadeOutAction, duration, warp ) {
  
  		var mixer = this._mixer;
  
  		fadeOutAction.fadeOut( duration );
  		this.fadeIn( duration );
  
  		if( warp ) {
  
  			var fadeInDuration = this._clip.duration,
  				fadeOutDuration = fadeOutAction._clip.duration,
  
  				startEndRatio = fadeOutDuration / fadeInDuration,
  				endStartRatio = fadeInDuration / fadeOutDuration;
  
  			fadeOutAction.warp( 1.0, startEndRatio, duration );
  			this.warp( endStartRatio, 1.0, duration );
  
  		}
  
  		return this;
  
  	},
  
  	crossFadeTo: function( fadeInAction, duration, warp ) {
  
  		return fadeInAction.crossFadeFrom( this, duration, warp );
  
  	},
  
  	stopFading: function() {
  
  		var weightInterpolant = this._weightInterpolant;
  
  		if ( weightInterpolant !== null ) {
  
  			this._weightInterpolant = null;
  			this._mixer._takeBackControlInterpolant( weightInterpolant );
  
  		}
  
  		return this;
  
  	},
  
  	// Time Scale Control
  
  	// set the weight stopping any scheduled warping
  	// although .paused = true yields an effective time scale of zero, this
  	// method does *not* change .paused, because it would be confusing
  	setEffectiveTimeScale: function( timeScale ) {
  
  		this.timeScale = timeScale;
  		this._effectiveTimeScale = this.paused ? 0 :timeScale;
  
  		return this.stopWarping();
  
  	},
  
  	// return the time scale considering warping and .paused
  	getEffectiveTimeScale: function() {
  
  		return this._effectiveTimeScale;
  
  	},
  
  	setDuration: function( duration ) {
  
  		this.timeScale = this._clip.duration / duration;
  
  		return this.stopWarping();
  
  	},
  
  	syncWith: function( action ) {
  
  		this.time = action.time;
  		this.timeScale = action.timeScale;
  
  		return this.stopWarping();
  
  	},
  
  	halt: function( duration ) {
  
  		return this.warp( this._effectiveTimeScale, 0, duration );
  
  	},
  
  	warp: function( startTimeScale, endTimeScale, duration ) {
  
  		var mixer = this._mixer, now = mixer.time,
  			interpolant = this._timeScaleInterpolant,
  
  			timeScale = this.timeScale;
  
  		if ( interpolant === null ) {
  
  			interpolant = mixer._lendControlInterpolant(),
  			this._timeScaleInterpolant = interpolant;
  
  		}
  
  		var times = interpolant.parameterPositions,
  			values = interpolant.sampleValues;
  
  		times[ 0 ] = now;
  		times[ 1 ] = now + duration;
  
  		values[ 0 ] = startTimeScale / timeScale;
  		values[ 1 ] = endTimeScale / timeScale;
  
  		return this;
  
  	},
  
  	stopWarping: function() {
  
  		var timeScaleInterpolant = this._timeScaleInterpolant;
  
  		if ( timeScaleInterpolant !== null ) {
  
  			this._timeScaleInterpolant = null;
  			this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  
  		}
  
  		return this;
  
  	},
  
  	// Object Accessors
  
  	getMixer: function() {
  
  		return this._mixer;
  
  	},
  
  	getClip: function() {
  
  		return this._clip;
  
  	},
  
  	getRoot: function() {
  
  		return this._localRoot || this._mixer._root;
  
  	},
  
  	// Interna
  
  	_update: function( time, deltaTime, timeDirection, accuIndex ) {
  		// called by the mixer
  
  		var startTime = this._startTime;
  
  		if ( startTime !== null ) {
  
  			// check for scheduled start of action
  
  			var timeRunning = ( time - startTime ) * timeDirection;
  			if ( timeRunning < 0 || timeDirection === 0 ) {
  
  				return; // yet to come / don't decide when delta = 0
  
  			}
  
  			// start
  
  			this._startTime = null; // unschedule
  			deltaTime = timeDirection * timeRunning;
  
  		}
  
  		// apply time scale and advance time
  
  		deltaTime *= this._updateTimeScale( time );
  		var clipTime = this._updateTime( deltaTime );
  
  		// note: _updateTime may disable the action resulting in
  		// an effective weight of 0
  
  		var weight = this._updateWeight( time );
  
  		if ( weight > 0 ) {
  
  			var interpolants = this._interpolants;
  			var propertyMixers = this._propertyBindings;
  
  			for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  
  				interpolants[ j ].evaluate( clipTime );
  				propertyMixers[ j ].accumulate( accuIndex, weight );
  
  			}
  
  		}
  
  	},
  
  	_updateWeight: function( time ) {
  
  		var weight = 0;
  
  		if ( this.enabled ) {
  
  			weight = this.weight;
  			var interpolant = this._weightInterpolant;
  
  			if ( interpolant !== null ) {
  
  				var interpolantValue = interpolant.evaluate( time )[ 0 ];
  
  				weight *= interpolantValue;
  
  				if ( time > interpolant.parameterPositions[ 1 ] ) {
  
  					this.stopFading();
  
  					if ( interpolantValue === 0 ) {
  
  						// faded out, disable
  						this.enabled = false;
  
  					}
  
  				}
  
  			}
  
  		}
  
  		this._effectiveWeight = weight;
  		return weight;
  
  	},
  
  	_updateTimeScale: function( time ) {
  
  		var timeScale = 0;
  
  		if ( ! this.paused ) {
  
  			timeScale = this.timeScale;
  
  			var interpolant = this._timeScaleInterpolant;
  
  			if ( interpolant !== null ) {
  
  				var interpolantValue = interpolant.evaluate( time )[ 0 ];
  
  				timeScale *= interpolantValue;
  
  				if ( time > interpolant.parameterPositions[ 1 ] ) {
  
  					this.stopWarping();
  
  					if ( timeScale === 0 ) {
  
  						// motion has halted, pause
  						this.paused = true;
  
  					} else {
  
  						// warp done - apply final time scale
  						this.timeScale = timeScale;
  
  					}
  
  				}
  
  			}
  
  		}
  
  		this._effectiveTimeScale = timeScale;
  		return timeScale;
  
  	},
  
  	_updateTime: function( deltaTime ) {
  
  		var time = this.time + deltaTime;
  
  		if ( deltaTime === 0 ) return time;
  
  		var duration = this._clip.duration,
  
  			loop = this.loop,
  			loopCount = this._loopCount;
  
  		if ( loop === THREE.LoopOnce ) {
  
  			if ( loopCount === -1 ) {
  				// just started
  
  				this.loopCount = 0;
  				this._setEndings( true, true, false );
  
  			}
  
  			handle_stop: {
  
  				if ( time >= duration ) {
  
  					time = duration;
  
  				} else if ( time < 0 ) {
  
  					time = 0;
  
  				} else break handle_stop;
  
  				if ( this.clampWhenFinished ) this.paused = true;
  				else this.enabled = false;
  
  				this._mixer.dispatchEvent( {
  					type: 'finished', action: this,
  					direction: deltaTime < 0 ? -1 : 1
  				} );
  
  			}
  
  		} else { // repetitive Repeat or PingPong
  
  			var pingPong = ( loop === THREE.LoopPingPong );
  
  			if ( loopCount === -1 ) {
  				// just started
  
  				if ( deltaTime >= 0 ) {
  
  					loopCount = 0;
  
  					this._setEndings(
  							true, this.repetitions === 0, pingPong );
  
  				} else {
  
  					// when looping in reverse direction, the initial
  					// transition through zero counts as a repetition,
  					// so leave loopCount at -1
  
  					this._setEndings(
  							this.repetitions === 0, true, pingPong );
  
  				}
  
  			}
  
  			if ( time >= duration || time < 0 ) {
  				// wrap around
  
  				var loopDelta = Math.floor( time / duration ); // signed
  				time -= duration * loopDelta;
  
  				loopCount += Math.abs( loopDelta );
  
  				var pending = this.repetitions - loopCount;
  
  				if ( pending < 0 ) {
  					// have to stop (switch state, clamp time, fire event)
  
  					if ( this.clampWhenFinished ) this.paused = true;
  					else this.enabled = false;
  
  					time = deltaTime > 0 ? duration : 0;
  
  					this._mixer.dispatchEvent( {
  						type: 'finished', action: this,
  						direction: deltaTime > 0 ? 1 : -1
  					} );
  
  				} else {
  					// keep running
  
  					if ( pending === 0 ) {
  						// entering the last round
  
  						var atStart = deltaTime < 0;
  						this._setEndings( atStart, ! atStart, pingPong );
  
  					} else {
  
  						this._setEndings( false, false, pingPong );
  
  					}
  
  					this._loopCount = loopCount;
  
  					this._mixer.dispatchEvent( {
  						type: 'loop', action: this, loopDelta: loopDelta
  					} );
  
  				}
  
  			}
  
  			if ( pingPong && ( loopCount & 1 ) === 1 ) {
  				// invert time for the "pong round"
  
  				this.time = time;
  				return duration - time;
  
  			}
  
  		}
  
  		this.time = time;
  		return time;
  
  	},
  
  	_setEndings: function( atStart, atEnd, pingPong ) {
  
  		var settings = this._interpolantSettings;
  
  		if ( pingPong ) {
  
  			settings.endingStart 	= THREE.ZeroSlopeEnding;
  			settings.endingEnd		= THREE.ZeroSlopeEnding;
  
  		} else {
  
  			// assuming for LoopOnce atStart == atEnd == true
  
  			if ( atStart ) {
  
  				settings.endingStart = this.zeroSlopeAtStart ?
  						THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding;
  
  			} else {
  
  				settings.endingStart = THREE.WrapAroundEnding;
  
  			}
  
  			if ( atEnd ) {
  
  				settings.endingEnd = this.zeroSlopeAtEnd ?
  						THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding;
  
  			} else {
  
  				settings.endingEnd 	 = THREE.WrapAroundEnding;
  
  			}
  
  		}
  
  	},
  
  	_scheduleFading: function( duration, weightNow, weightThen ) {
  
  		var mixer = this._mixer, now = mixer.time,
  			interpolant = this._weightInterpolant;
  
  		if ( interpolant === null ) {
  
  			interpolant = mixer._lendControlInterpolant(),
  			this._weightInterpolant = interpolant;
  
  		}
  
  		var times = interpolant.parameterPositions,
  			values = interpolant.sampleValues;
  
  		times[ 0 ] = now; 				values[ 0 ] = weightNow;
  		times[ 1 ] = now + duration;	values[ 1 ] = weightThen;
  
  		return this;
  
  	}
  
  };
  
  
  // File:src/animation/AnimationClip.js
  
  /**
   *
   * Reusable set of Tracks that represent an animation.
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   */
  
  THREE.AnimationClip = function ( name, duration, tracks ) {
  
  	this.name = name;
  	this.tracks = tracks;
  	this.duration = ( duration !== undefined ) ? duration : -1;
  
  	this.uuid = THREE.Math.generateUUID();
  
  	// this means it should figure out its duration by scanning the tracks
  	if ( this.duration < 0 ) {
  
  		this.resetDuration();
  
  	}
  
  	// maybe only do these on demand, as doing them here could potentially slow down loading
  	// but leaving these here during development as this ensures a lot of testing of these functions
  	this.trim();
  	this.optimize();
  
  };
  
  THREE.AnimationClip.prototype = {
  
  	constructor: THREE.AnimationClip,
  
  	resetDuration: function() {
  
  		var tracks = this.tracks,
  			duration = 0;
  
  		for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  
  			var track = this.tracks[ i ];
  
  			duration = Math.max(
  					duration, track.times[ track.times.length - 1 ] );
  
  		}
  
  		this.duration = duration;
  
  	},
  
  	trim: function() {
  
  		for ( var i = 0; i < this.tracks.length; i ++ ) {
  
  			this.tracks[ i ].trim( 0, this.duration );
  
  		}
  
  		return this;
  
  	},
  
  	optimize: function() {
  
  		for ( var i = 0; i < this.tracks.length; i ++ ) {
  
  			this.tracks[ i ].optimize();
  
  		}
  
  		return this;
  
  	}
  
  };
  
  // Static methods:
  
  Object.assign( THREE.AnimationClip, {
  
  	parse: function( json ) {
  
  		var tracks = [],
  			jsonTracks = json.tracks,
  			frameTime = 1.0 / ( json.fps || 1.0 );
  
  		for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  
  			tracks.push( THREE.KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );
  
  		}
  
  		return new THREE.AnimationClip( json.name, json.duration, tracks );
  
  	},
  
  
  	toJSON: function( clip ) {
  
  		var tracks = [],
  			clipTracks = clip.tracks;
  
  		var json = {
  
  			'name': clip.name,
  			'duration': clip.duration,
  			'tracks': tracks
  
  		};
  
  		for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  
  			tracks.push( THREE.KeyframeTrack.toJSON( clipTracks[ i ] ) );
  
  		}
  
  		return json;
  
  	},
  
  
  	CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) {
  
  		var numMorphTargets = morphTargetSequence.length;
  		var tracks = [];
  
  		for ( var i = 0; i < numMorphTargets; i ++ ) {
  
  			var times = [];
  			var values = [];
  
  			times.push(
  					( i + numMorphTargets - 1 ) % numMorphTargets,
  					i,
  					( i + 1 ) % numMorphTargets );
  
  			values.push( 0, 1, 0 );
  
  			var order = THREE.AnimationUtils.getKeyframeOrder( times );
  			times = THREE.AnimationUtils.sortedArray( times, 1, order );
  			values = THREE.AnimationUtils.sortedArray( values, 1, order );
  
  			// if there is a key at the first frame, duplicate it as the
  			// last frame as well for perfect loop.
  			if ( ! noLoop && times[ 0 ] === 0 ) {
  
  				times.push( numMorphTargets );
  				values.push( values[ 0 ] );
  
  			}
  
  			tracks.push(
  					new THREE.NumberKeyframeTrack(
  						'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  						times, values
  					).scale( 1.0 / fps ) );
  		}
  
  		return new THREE.AnimationClip( name, -1, tracks );
  
  	},
  
  	findByName: function( objectOrClipArray, name ) {
  
  		var clipArray = objectOrClipArray;
  
  		if ( ! Array.isArray( objectOrClipArray ) ) {
  
  			var o = objectOrClipArray;
  			clipArray = o.geometry && o.geometry.animations || o.animations;
  
  		}
  
  		for ( var i = 0; i < clipArray.length; i ++ ) {
  
  			if ( clipArray[ i ].name === name ) {
  
  				return clipArray[ i ];
  
  			}
  		}
  
  		return null;
  
  	},
  
  	CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) {
  
  		var animationToMorphTargets = {};
  
  		// tested with https://regex101.com/ on trick sequences
  		// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  		var pattern = /^([\w-]*?)([\d]+)$/;
  
  		// sort morph target names into animation groups based
  		// patterns like Walk_001, Walk_002, Run_001, Run_002
  		for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  
  			var morphTarget = morphTargets[ i ];
  			var parts = morphTarget.name.match( pattern );
  
  			if ( parts && parts.length > 1 ) {
  
  				var name = parts[ 1 ];
  
  				var animationMorphTargets = animationToMorphTargets[ name ];
  				if ( ! animationMorphTargets ) {
  
  					animationToMorphTargets[ name ] = animationMorphTargets = [];
  
  				}
  
  				animationMorphTargets.push( morphTarget );
  
  			}
  
  		}
  
  		var clips = [];
  
  		for ( var name in animationToMorphTargets ) {
  
  			clips.push( THREE.AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  
  		}
  
  		return clips;
  
  	},
  
  	// parse the animation.hierarchy format
  	parseAnimation: function( animation, bones, nodeName ) {
  
  		if ( ! animation ) {
  
  			console.error( "  no animation in JSONLoader data" );
  			return null;
  
  		}
  
  		var addNonemptyTrack = function(
  				trackType, trackName, animationKeys, propertyName, destTracks ) {
  
  			// only return track if there are actually keys.
  			if ( animationKeys.length !== 0 ) {
  
  				var times = [];
  				var values = [];
  
  				THREE.AnimationUtils.flattenJSON(
  						animationKeys, times, values, propertyName );
  
  				// empty keys are filtered out, so check again
  				if ( times.length !== 0 ) {
  
  					destTracks.push( new trackType( trackName, times, values ) );
  
  				}
  
  			}
  
  		};
  
  		var tracks = [];
  
  		var clipName = animation.name || 'default';
  		// automatic length determination in AnimationClip.
  		var duration = animation.length || -1;
  		var fps = animation.fps || 30;
  
  		var hierarchyTracks = animation.hierarchy || [];
  
  		for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  
  			var animationKeys = hierarchyTracks[ h ].keys;
  
  			// skip empty tracks
  			if ( ! animationKeys || animationKeys.length === 0 ) continue;
  
  			// process morph targets in a way exactly compatible
  			// with AnimationHandler.init( animation )
  			if ( animationKeys[0].morphTargets ) {
  
  				// figure out all morph targets used in this track
  				var morphTargetNames = {};
  				for ( var k = 0; k < animationKeys.length; k ++ ) {
  
  					if ( animationKeys[k].morphTargets ) {
  
  						for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
  
  							morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
  						}
  
  					}
  
  				}
  
  				// create a track for each morph target with all zero
  				// morphTargetInfluences except for the keys in which
  				// the morphTarget is named.
  				for ( var morphTargetName in morphTargetNames ) {
  
  					var times = [];
  					var values = [];
  
  					for ( var m = 0;
  							m !== animationKeys[k].morphTargets.length; ++ m ) {
  
  						var animationKey = animationKeys[k];
  
  						times.push( animationKey.time );
  						values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  
  					}
  
  					tracks.push( new THREE.NumberKeyframeTrack(
  							'.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  
  				}
  
  				duration = morphTargetNames.length * ( fps || 1.0 );
  
  			} else {
  				// ...assume skeletal animation
  
  				var boneName = '.bones[' + bones[ h ].name + ']';
  
  				addNonemptyTrack(
  						THREE.VectorKeyframeTrack, boneName + '.position',
  						animationKeys, 'pos', tracks );
  
  				addNonemptyTrack(
  						THREE.QuaternionKeyframeTrack, boneName + '.quaternion',
  						animationKeys, 'rot', tracks );
  
  				addNonemptyTrack(
  						THREE.VectorKeyframeTrack, boneName + '.scale',
  						animationKeys, 'scl', tracks );
  
  			}
  
  		}
  
  		if ( tracks.length === 0 ) {
  
  			return null;
  
  		}
  
  		var clip = new THREE.AnimationClip( clipName, duration, tracks );
  
  		return clip;
  
  	}
  
  } );
  
  // File:src/animation/AnimationMixer.js
  
  /**
   *
   * Player for AnimationClips.
   *
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.AnimationMixer = function( root ) {
  
  	this._root = root;
  	this._initMemoryManager();
  	this._accuIndex = 0;
  
  	this.time = 0;
  
  	this.timeScale = 1.0;
  
  };
  
  Object.assign( THREE.AnimationMixer.prototype, THREE.EventDispatcher.prototype, {
  
  	// return an action for a clip optionally using a custom root target
  	// object (this method allocates a lot of dynamic memory in case a
  	// previously unknown clip/root combination is specified)
  	clipAction: function( clip, optionalRoot ) {
  
  		var root = optionalRoot || this._root,
  			rootUuid = root.uuid,
  
  			clipObject = typeof clip === 'string' ?
  					THREE.AnimationClip.findByName( root, clip ) : clip,
  
  			clipUuid = clipObject !== null ? clipObject.uuid : clip,
  
  			actionsForClip = this._actionsByClip[ clipUuid ],
  			prototypeAction = null;
  
  		if ( actionsForClip !== undefined ) {
  
  			var existingAction =
  					actionsForClip.actionByRoot[ rootUuid ];
  
  			if ( existingAction !== undefined ) {
  
  				return existingAction;
  
  			}
  
  			// we know the clip, so we don't have to parse all
  			// the bindings again but can just copy
  			prototypeAction = actionsForClip.knownActions[ 0 ];
  
  			// also, take the clip from the prototype action
  			if ( clipObject === null )
  				clipObject = prototypeAction._clip;
  
  		}
  
  		// clip must be known when specified via string
  		if ( clipObject === null ) return null;
  
  		// allocate all resources required to run it
  		var newAction = new THREE.
  				AnimationMixer._Action( this, clipObject, optionalRoot );
  
  		this._bindAction( newAction, prototypeAction );
  
  		// and make the action known to the memory manager
  		this._addInactiveAction( newAction, clipUuid, rootUuid );
  
  		return newAction;
  
  	},
  
  	// get an existing action
  	existingAction: function( clip, optionalRoot ) {
  
  		var root = optionalRoot || this._root,
  			rootUuid = root.uuid,
  
  			clipObject = typeof clip === 'string' ?
  					THREE.AnimationClip.findByName( root, clip ) : clip,
  
  			clipUuid = clipObject ? clipObject.uuid : clip,
  
  			actionsForClip = this._actionsByClip[ clipUuid ];
  
  		if ( actionsForClip !== undefined ) {
  
  			return actionsForClip.actionByRoot[ rootUuid ] || null;
  
  		}
  
  		return null;
  
  	},
  
  	// deactivates all previously scheduled actions
  	stopAllAction: function() {
  
  		var actions = this._actions,
  			nActions = this._nActiveActions,
  			bindings = this._bindings,
  			nBindings = this._nActiveBindings;
  
  		this._nActiveActions = 0;
  		this._nActiveBindings = 0;
  
  		for ( var i = 0; i !== nActions; ++ i ) {
  
  			actions[ i ].reset();
  
  		}
  
  		for ( var i = 0; i !== nBindings; ++ i ) {
  
  			bindings[ i ].useCount = 0;
  
  		}
  
  		return this;
  
  	},
  
  	// advance the time and update apply the animation
  	update: function( deltaTime ) {
  
  		deltaTime *= this.timeScale;
  
  		var actions = this._actions,
  			nActions = this._nActiveActions,
  
  			time = this.time += deltaTime,
  			timeDirection = Math.sign( deltaTime ),
  
  			accuIndex = this._accuIndex ^= 1;
  
  		// run active actions
  
  		for ( var i = 0; i !== nActions; ++ i ) {
  
  			var action = actions[ i ];
  
  			if ( action.enabled ) {
  
  				action._update( time, deltaTime, timeDirection, accuIndex );
  
  			}
  
  		}
  
  		// update scene graph
  
  		var bindings = this._bindings,
  			nBindings = this._nActiveBindings;
  
  		for ( var i = 0; i !== nBindings; ++ i ) {
  
  			bindings[ i ].apply( accuIndex );
  
  		}
  
  		return this;
  
  	},
  
  	// return this mixer's root target object
  	getRoot: function() {
  
  		return this._root;
  
  	},
  
  	// free all resources specific to a particular clip
  	uncacheClip: function( clip ) {
  
  		var actions = this._actions,
  			clipUuid = clip.uuid,
  			actionsByClip = this._actionsByClip,
  			actionsForClip = actionsByClip[ clipUuid ];
  
  		if ( actionsForClip !== undefined ) {
  
  			// note: just calling _removeInactiveAction would mess up the
  			// iteration state and also require updating the state we can
  			// just throw away
  
  			var actionsToRemove = actionsForClip.knownActions;
  
  			for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  
  				var action = actionsToRemove[ i ];
  
  				this._deactivateAction( action );
  
  				var cacheIndex = action._cacheIndex,
  					lastInactiveAction = actions[ actions.length - 1 ];
  
  				action._cacheIndex = null;
  				action._byClipCacheIndex = null;
  
  				lastInactiveAction._cacheIndex = cacheIndex;
  				actions[ cacheIndex ] = lastInactiveAction;
  				actions.pop();
  
  				this._removeInactiveBindingsForAction( action );
  
  			}
  
  			delete actionsByClip[ clipUuid ];
  
  		}
  
  	},
  
  	// free all resources specific to a particular root target object
  	uncacheRoot: function( root ) {
  
  		var rootUuid = root.uuid,
  			actionsByClip = this._actionsByClip;
  
  		for ( var clipUuid in actionsByClip ) {
  
  			var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  				action = actionByRoot[ rootUuid ];
  
  			if ( action !== undefined ) {
  
  				this._deactivateAction( action );
  				this._removeInactiveAction( action );
  
  			}
  
  		}
  
  		var bindingsByRoot = this._bindingsByRootAndName,
  			bindingByName = bindingsByRoot[ rootUuid ];
  
  		if ( bindingByName !== undefined ) {
  
  			for ( var trackName in bindingByName ) {
  
  				var binding = bindingByName[ trackName ];
  				binding.restoreOriginalState();
  				this._removeInactiveBinding( binding );
  
  			}
  
  		}
  
  	},
  
  	// remove a targeted clip from the cache
  	uncacheAction: function( clip, optionalRoot ) {
  
  		var action = this.existingAction( clip, optionalRoot );
  
  		if ( action !== null ) {
  
  			this._deactivateAction( action );
  			this._removeInactiveAction( action );
  
  		}
  
  	}
  
  } );
  
  THREE.AnimationMixer._Action = THREE.AnimationAction._new;
  
  // Implementation details:
  
  Object.assign( THREE.AnimationMixer.prototype, {
  
  	_bindAction: function( action, prototypeAction ) {
  
  		var root = action._localRoot || this._root,
  			tracks = action._clip.tracks,
  			nTracks = tracks.length,
  			bindings = action._propertyBindings,
  			interpolants = action._interpolants,
  			rootUuid = root.uuid,
  			bindingsByRoot = this._bindingsByRootAndName,
  			bindingsByName = bindingsByRoot[ rootUuid ];
  
  		if ( bindingsByName === undefined ) {
  
  			bindingsByName = {};
  			bindingsByRoot[ rootUuid ] = bindingsByName;
  
  		}
  
  		for ( var i = 0; i !== nTracks; ++ i ) {
  
  			var track = tracks[ i ],
  				trackName = track.name,
  				binding = bindingsByName[ trackName ];
  
  			if ( binding !== undefined ) {
  
  				bindings[ i ] = binding;
  
  			} else {
  
  				binding = bindings[ i ];
  
  				if ( binding !== undefined ) {
  
  					// existing binding, make sure the cache knows
  
  					if ( binding._cacheIndex === null ) {
  
  						++ binding.referenceCount;
  						this._addInactiveBinding( binding, rootUuid, trackName );
  
  					}
  
  					continue;
  
  				}
  
  				var path = prototypeAction && prototypeAction.
  						_propertyBindings[ i ].binding.parsedPath;
  
  				binding = new THREE.PropertyMixer(
  						THREE.PropertyBinding.create( root, trackName, path ),
  						track.ValueTypeName, track.getValueSize() );
  
  				++ binding.referenceCount;
  				this._addInactiveBinding( binding, rootUuid, trackName );
  
  				bindings[ i ] = binding;
  
  			}
  
  			interpolants[ i ].resultBuffer = binding.buffer;
  
  		}
  
  	},
  
  	_activateAction: function( action ) {
  
  		if ( ! this._isActiveAction( action ) ) {
  
  			if ( action._cacheIndex === null ) {
  
  				// this action has been forgotten by the cache, but the user
  				// appears to be still using it -> rebind
  
  				var rootUuid = ( action._localRoot || this._root ).uuid,
  					clipUuid = action._clip.uuid,
  					actionsForClip = this._actionsByClip[ clipUuid ];
  
  				this._bindAction( action,
  						actionsForClip && actionsForClip.knownActions[ 0 ] );
  
  				this._addInactiveAction( action, clipUuid, rootUuid );
  
  			}
  
  			var bindings = action._propertyBindings;
  
  			// increment reference counts / sort out state
  			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  
  				var binding = bindings[ i ];
  
  				if ( binding.useCount ++ === 0 ) {
  
  					this._lendBinding( binding );
  					binding.saveOriginalState();
  
  				}
  
  			}
  
  			this._lendAction( action );
  
  		}
  
  	},
  
  	_deactivateAction: function( action ) {
  
  		if ( this._isActiveAction( action ) ) {
  
  			var bindings = action._propertyBindings;
  
  			// decrement reference counts / sort out state
  			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  
  				var binding = bindings[ i ];
  
  				if ( -- binding.useCount === 0 ) {
  
  					binding.restoreOriginalState();
  					this._takeBackBinding( binding );
  
  				}
  
  			}
  
  			this._takeBackAction( action );
  
  		}
  
  	},
  
  	// Memory manager
  
  	_initMemoryManager: function() {
  
  		this._actions = []; // 'nActiveActions' followed by inactive ones
  		this._nActiveActions = 0;
  
  		this._actionsByClip = {};
  		// inside:
  		// {
  		// 		knownActions: Array< _Action >	- used as prototypes
  		// 		actionByRoot: _Action			- lookup
  		// }
  
  
  		this._bindings = []; // 'nActiveBindings' followed by inactive ones
  		this._nActiveBindings = 0;
  
  		this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  
  
  		this._controlInterpolants = []; // same game as above
  		this._nActiveControlInterpolants = 0;
  
  		var scope = this;
  
  		this.stats = {
  
  			actions: {
  				get total() { return scope._actions.length; },
  				get inUse() { return scope._nActiveActions; }
  			},
  			bindings: {
  				get total() { return scope._bindings.length; },
  				get inUse() { return scope._nActiveBindings; }
  			},
  			controlInterpolants: {
  				get total() { return scope._controlInterpolants.length; },
  				get inUse() { return scope._nActiveControlInterpolants; }
  			}
  
  		};
  
  	},
  
  	// Memory management for _Action objects
  
  	_isActiveAction: function( action ) {
  
  		var index = action._cacheIndex;
  		return index !== null && index < this._nActiveActions;
  
  	},
  
  	_addInactiveAction: function( action, clipUuid, rootUuid ) {
  
  		var actions = this._actions,
  			actionsByClip = this._actionsByClip,
  			actionsForClip = actionsByClip[ clipUuid ];
  
  		if ( actionsForClip === undefined ) {
  
  			actionsForClip = {
  
  				knownActions: [ action ],
  				actionByRoot: {}
  
  			};
  
  			action._byClipCacheIndex = 0;
  
  			actionsByClip[ clipUuid ] = actionsForClip;
  
  		} else {
  
  			var knownActions = actionsForClip.knownActions;
  
  			action._byClipCacheIndex = knownActions.length;
  			knownActions.push( action );
  
  		}
  
  		action._cacheIndex = actions.length;
  		actions.push( action );
  
  		actionsForClip.actionByRoot[ rootUuid ] = action;
  
  	},
  
  	_removeInactiveAction: function( action ) {
  
  		var actions = this._actions,
  			lastInactiveAction = actions[ actions.length - 1 ],
  			cacheIndex = action._cacheIndex;
  
  		lastInactiveAction._cacheIndex = cacheIndex;
  		actions[ cacheIndex ] = lastInactiveAction;
  		actions.pop();
  
  		action._cacheIndex = null;
  
  
  		var clipUuid = action._clip.uuid,
  			actionsByClip = this._actionsByClip,
  			actionsForClip = actionsByClip[ clipUuid ],
  			knownActionsForClip = actionsForClip.knownActions,
  
  			lastKnownAction =
  				knownActionsForClip[ knownActionsForClip.length - 1 ],
  
  			byClipCacheIndex = action._byClipCacheIndex;
  
  		lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  		knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  		knownActionsForClip.pop();
  
  		action._byClipCacheIndex = null;
  
  
  		var actionByRoot = actionsForClip.actionByRoot,
  			rootUuid = ( actions._localRoot || this._root ).uuid;
  
  		delete actionByRoot[ rootUuid ];
  
  		if ( knownActionsForClip.length === 0 ) {
  
  			delete actionsByClip[ clipUuid ];
  
  		}
  
  		this._removeInactiveBindingsForAction( action );
  
  	},
  
  	_removeInactiveBindingsForAction: function( action ) {
  
  		var bindings = action._propertyBindings;
  		for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  
  			var binding = bindings[ i ];
  
  			if ( -- binding.referenceCount === 0 ) {
  
  				this._removeInactiveBinding( binding );
  
  			}
  
  		}
  
  	},
  
  	_lendAction: function( action ) {
  
  		// [ active actions |  inactive actions  ]
  		// [  active actions >| inactive actions ]
  		//                 s        a
  		//                  <-swap->
  		//                 a        s
  
  		var actions = this._actions,
  			prevIndex = action._cacheIndex,
  
  			lastActiveIndex = this._nActiveActions ++,
  
  			firstInactiveAction = actions[ lastActiveIndex ];
  
  		action._cacheIndex = lastActiveIndex;
  		actions[ lastActiveIndex ] = action;
  
  		firstInactiveAction._cacheIndex = prevIndex;
  		actions[ prevIndex ] = firstInactiveAction;
  
  	},
  
  	_takeBackAction: function( action ) {
  
  		// [  active actions  | inactive actions ]
  		// [ active actions |< inactive actions  ]
  		//        a        s
  		//         <-swap->
  		//        s        a
  
  		var actions = this._actions,
  			prevIndex = action._cacheIndex,
  
  			firstInactiveIndex = -- this._nActiveActions,
  
  			lastActiveAction = actions[ firstInactiveIndex ];
  
  		action._cacheIndex = firstInactiveIndex;
  		actions[ firstInactiveIndex ] = action;
  
  		lastActiveAction._cacheIndex = prevIndex;
  		actions[ prevIndex ] = lastActiveAction;
  
  	},
  
  	// Memory management for PropertyMixer objects
  
  	_addInactiveBinding: function( binding, rootUuid, trackName ) {
  
  		var bindingsByRoot = this._bindingsByRootAndName,
  			bindingByName = bindingsByRoot[ rootUuid ],
  
  			bindings = this._bindings;
  
  		if ( bindingByName === undefined ) {
  
  			bindingByName = {};
  			bindingsByRoot[ rootUuid ] = bindingByName;
  
  		}
  
  		bindingByName[ trackName ] = binding;
  
  		binding._cacheIndex = bindings.length;
  		bindings.push( binding );
  
  	},
  
  	_removeInactiveBinding: function( binding ) {
  
  		var bindings = this._bindings,
  			propBinding = binding.binding,
  			rootUuid = propBinding.rootNode.uuid,
  			trackName = propBinding.path,
  			bindingsByRoot = this._bindingsByRootAndName,
  			bindingByName = bindingsByRoot[ rootUuid ],
  
  			lastInactiveBinding = bindings[ bindings.length - 1 ],
  			cacheIndex = binding._cacheIndex;
  
  		lastInactiveBinding._cacheIndex = cacheIndex;
  		bindings[ cacheIndex ] = lastInactiveBinding;
  		bindings.pop();
  
  		delete bindingByName[ trackName ];
  
  		remove_empty_map: {
  
  			for ( var _ in bindingByName ) break remove_empty_map;
  
  			delete bindingsByRoot[ rootUuid ];
  
  		}
  
  	},
  
  	_lendBinding: function( binding ) {
  
  		var bindings = this._bindings,
  			prevIndex = binding._cacheIndex,
  
  			lastActiveIndex = this._nActiveBindings ++,
  
  			firstInactiveBinding = bindings[ lastActiveIndex ];
  
  		binding._cacheIndex = lastActiveIndex;
  		bindings[ lastActiveIndex ] = binding;
  
  		firstInactiveBinding._cacheIndex = prevIndex;
  		bindings[ prevIndex ] = firstInactiveBinding;
  
  	},
  
  	_takeBackBinding: function( binding ) {
  
  		var bindings = this._bindings,
  			prevIndex = binding._cacheIndex,
  
  			firstInactiveIndex = -- this._nActiveBindings,
  
  			lastActiveBinding = bindings[ firstInactiveIndex ];
  
  		binding._cacheIndex = firstInactiveIndex;
  		bindings[ firstInactiveIndex ] = binding;
  
  		lastActiveBinding._cacheIndex = prevIndex;
  		bindings[ prevIndex ] = lastActiveBinding;
  
  	},
  
  
  	// Memory management of Interpolants for weight and time scale
  
  	_lendControlInterpolant: function() {
  
  		var interpolants = this._controlInterpolants,
  			lastActiveIndex = this._nActiveControlInterpolants ++,
  			interpolant = interpolants[ lastActiveIndex ];
  
  		if ( interpolant === undefined ) {
  
  			interpolant = new THREE.LinearInterpolant(
  					new Float32Array( 2 ), new Float32Array( 2 ),
  						1, this._controlInterpolantsResultBuffer );
  
  			interpolant.__cacheIndex = lastActiveIndex;
  			interpolants[ lastActiveIndex ] = interpolant;
  
  		}
  
  		return interpolant;
  
  	},
  
  	_takeBackControlInterpolant: function( interpolant ) {
  
  		var interpolants = this._controlInterpolants,
  			prevIndex = interpolant.__cacheIndex,
  
  			firstInactiveIndex = -- this._nActiveControlInterpolants,
  
  			lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  
  		interpolant.__cacheIndex = firstInactiveIndex;
  		interpolants[ firstInactiveIndex ] = interpolant;
  
  		lastActiveInterpolant.__cacheIndex = prevIndex;
  		interpolants[ prevIndex ] = lastActiveInterpolant;
  
  	},
  
  	_controlInterpolantsResultBuffer: new Float32Array( 1 )
  
  } );
  
  // File:src/animation/AnimationObjectGroup.js
  
  /**
   *
   * A group of objects that receives a shared animation state.
   *
   * Usage:
   *
   * 	-	Add objects you would otherwise pass as 'root' to the
   * 		constructor or the .clipAction method of AnimationMixer.
   *
   * 	-	Instead pass this object as 'root'.
   *
   * 	-	You can also add and remove objects later when the mixer
   * 		is running.
   *
   * Note:
   *
   *  	Objects of this class appear as one object to the mixer,
   *  	so cache control of the individual objects must be done
   *  	on the group.
   *
   * Limitation:
   *
   * 	- 	The animated properties must be compatible among the
   * 		all objects in the group.
   *
   *  -	A single property can either be controlled through a
   *  	target group or directly, but not both.
   *
   * @author tschw
   */
  
  THREE.AnimationObjectGroup = function( var_args ) {
  
  	this.uuid = THREE.Math.generateUUID();
  
  	// cached objects followed by the active ones
  	this._objects = Array.prototype.slice.call( arguments );
  
  	this.nCachedObjects_ = 0;			// threshold
  	// note: read by PropertyBinding.Composite
  
  	var indices = {};
  	this._indicesByUUID = indices;		// for bookkeeping
  
  	for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  
  		indices[ arguments[ i ].uuid ] = i;
  
  	}
  
  	this._paths = [];					// inside: string
  	this._parsedPaths = [];				// inside: { we don't care, here }
  	this._bindings = []; 				// inside: Array< PropertyBinding >
  	this._bindingsIndicesByPath = {}; 	// inside: indices in these arrays
  
  	var scope = this;
  
  	this.stats = {
  
  		objects: {
  			get total() { return scope._objects.length; },
  			get inUse() { return this.total - scope.nCachedObjects_;  }
  		},
  
  		get bindingsPerObject() { return scope._bindings.length; }
  
  	};
  
  };
  
  THREE.AnimationObjectGroup.prototype = {
  
  	constructor: THREE.AnimationObjectGroup,
  
  	add: function( var_args ) {
  
  		var objects = this._objects,
  			nObjects = objects.length,
  			nCachedObjects = this.nCachedObjects_,
  			indicesByUUID = this._indicesByUUID,
  			paths = this._paths,
  			parsedPaths = this._parsedPaths,
  			bindings = this._bindings,
  			nBindings = bindings.length;
  
  		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  
  			var object = arguments[ i ],
  				uuid = object.uuid,
  				index = indicesByUUID[ uuid ];
  
  			if ( index === undefined ) {
  
  				// unknown object -> add it to the ACTIVE region
  
  				index = nObjects ++;
  				indicesByUUID[ uuid ] = index;
  				objects.push( object );
  
  				// accounting is done, now do the same for all bindings
  
  				for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  					bindings[ j ].push(
  							new THREE.PropertyBinding(
  								object, paths[ j ], parsedPaths[ j ] ) );
  
  				}
  
  			} else if ( index < nCachedObjects ) {
  
  				var knownObject = objects[ index ];
  
  				// move existing object to the ACTIVE region
  
  				var firstActiveIndex = -- nCachedObjects,
  					lastCachedObject = objects[ firstActiveIndex ];
  
  				indicesByUUID[ lastCachedObject.uuid ] = index;
  				objects[ index ] = lastCachedObject;
  
  				indicesByUUID[ uuid ] = firstActiveIndex;
  				objects[ firstActiveIndex ] = object;
  
  				// accounting is done, now do the same for all bindings
  
  				for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  					var bindingsForPath = bindings[ j ],
  						lastCached = bindingsForPath[ firstActiveIndex ],
  						binding = bindingsForPath[ index ];
  
  					bindingsForPath[ index ] = lastCached;
  
  					if ( binding === undefined ) {
  
  						// since we do not bother to create new bindings
  						// for objects that are cached, the binding may
  						// or may not exist
  
  						binding = new THREE.PropertyBinding(
  								object, paths[ j ], parsedPaths[ j ] );
  
  					}
  
  					bindingsForPath[ firstActiveIndex ] = binding;
  
  				}
  
  			} else if ( objects[ index ] !== knownObject) {
  
  				console.error( "Different objects with the same UUID " +
  						"detected. Clean the caches or recreate your " +
  						"infrastructure when reloading scenes..." );
  
  			} // else the object is already where we want it to be
  
  		} // for arguments
  
  		this.nCachedObjects_ = nCachedObjects;
  
  	},
  
  	remove: function( var_args ) {
  
  		var objects = this._objects,
  			nObjects = objects.length,
  			nCachedObjects = this.nCachedObjects_,
  			indicesByUUID = this._indicesByUUID,
  			bindings = this._bindings,
  			nBindings = bindings.length;
  
  		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  
  			var object = arguments[ i ],
  				uuid = object.uuid,
  				index = indicesByUUID[ uuid ];
  
  			if ( index !== undefined && index >= nCachedObjects ) {
  
  				// move existing object into the CACHED region
  
  				var lastCachedIndex = nCachedObjects ++,
  					firstActiveObject = objects[ lastCachedIndex ];
  
  				indicesByUUID[ firstActiveObject.uuid ] = index;
  				objects[ index ] = firstActiveObject;
  
  				indicesByUUID[ uuid ] = lastCachedIndex;
  				objects[ lastCachedIndex ] = object;
  
  				// accounting is done, now do the same for all bindings
  
  				for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  					var bindingsForPath = bindings[ j ],
  						firstActive = bindingsForPath[ lastCachedIndex ],
  						binding = bindingsForPath[ index ];
  
  					bindingsForPath[ index ] = firstActive;
  					bindingsForPath[ lastCachedIndex ] = binding;
  
  				}
  
  			}
  
  		} // for arguments
  
  		this.nCachedObjects_ = nCachedObjects;
  
  	},
  
  	// remove & forget
  	uncache: function( var_args ) {
  
  		var objects = this._objects,
  			nObjects = objects.length,
  			nCachedObjects = this.nCachedObjects_,
  			indicesByUUID = this._indicesByUUID,
  			bindings = this._bindings,
  			nBindings = bindings.length;
  
  		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  
  			var object = arguments[ i ],
  				uuid = object.uuid,
  				index = indicesByUUID[ uuid ];
  
  			if ( index !== undefined ) {
  
  				delete indicesByUUID[ uuid ];
  
  				if ( index < nCachedObjects ) {
  
  					// object is cached, shrink the CACHED region
  
  					var firstActiveIndex = -- nCachedObjects,
  						lastCachedObject = objects[ firstActiveIndex ],
  						lastIndex = -- nObjects,
  						lastObject = objects[ lastIndex ];
  
  					// last cached object takes this object's place
  					indicesByUUID[ lastCachedObject.uuid ] = index;
  					objects[ index ] = lastCachedObject;
  
  					// last object goes to the activated slot and pop
  					indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  					objects[ firstActiveIndex ] = lastObject;
  					objects.pop();
  
  					// accounting is done, now do the same for all bindings
  
  					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  						var bindingsForPath = bindings[ j ],
  							lastCached = bindingsForPath[ firstActiveIndex ],
  							last = bindingsForPath[ lastIndex ];
  
  						bindingsForPath[ index ] = lastCached;
  						bindingsForPath[ firstActiveIndex ] = last;
  						bindingsForPath.pop();
  
  					}
  
  				} else {
  
  					// object is active, just swap with the last and pop
  
  					var lastIndex = -- nObjects,
  						lastObject = objects[ lastIndex ];
  
  					indicesByUUID[ lastObject.uuid ] = index;
  					objects[ index ] = lastObject;
  					objects.pop();
  
  					// accounting is done, now do the same for all bindings
  
  					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  						var bindingsForPath = bindings[ j ];
  
  						bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  						bindingsForPath.pop();
  
  					}
  
  				} // cached or active
  
  			} // if object is known
  
  		} // for arguments
  
  		this.nCachedObjects_ = nCachedObjects;
  
  	},
  
  	// Internal interface used by befriended PropertyBinding.Composite:
  
  	subscribe_: function( path, parsedPath ) {
  		// returns an array of bindings for the given path that is changed
  		// according to the contained objects in the group
  
  		var indicesByPath = this._bindingsIndicesByPath,
  			index = indicesByPath[ path ],
  			bindings = this._bindings;
  
  		if ( index !== undefined ) return bindings[ index ];
  
  		var paths = this._paths,
  			parsedPaths = this._parsedPaths,
  			objects = this._objects,
  			nObjects = objects.length,
  			nCachedObjects = this.nCachedObjects_,
  			bindingsForPath = new Array( nObjects );
  
  		index = bindings.length;
  
  		indicesByPath[ path ] = index;
  
  		paths.push( path );
  		parsedPaths.push( parsedPath );
  		bindings.push( bindingsForPath );
  
  		for ( var i = nCachedObjects,
  				n = objects.length; i !== n; ++ i ) {
  
  			var object = objects[ i ];
  
  			bindingsForPath[ i ] =
  					new THREE.PropertyBinding( object, path, parsedPath );
  
  		}
  
  		return bindingsForPath;
  
  	},
  
  	unsubscribe_: function( path ) {
  		// tells the group to forget about a property path and no longer
  		// update the array previously obtained with 'subscribe_'
  
  		var indicesByPath = this._bindingsIndicesByPath,
  			index = indicesByPath[ path ];
  
  		if ( index !== undefined ) {
  
  			var paths = this._paths,
  				parsedPaths = this._parsedPaths,
  				bindings = this._bindings,
  				lastBindingsIndex = bindings.length - 1,
  				lastBindings = bindings[ lastBindingsIndex ],
  				lastBindingsPath = path[ lastBindingsIndex ];
  
  			indicesByPath[ lastBindingsPath ] = index;
  
  			bindings[ index ] = lastBindings;
  			bindings.pop();
  
  			parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  			parsedPaths.pop();
  
  			paths[ index ] = paths[ lastBindingsIndex ];
  			paths.pop();
  
  		}
  
  	}
  
  };
  
  
  // File:src/animation/AnimationUtils.js
  
  /**
   * @author tschw
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   */
  
  THREE.AnimationUtils = {
  
  	// same as Array.prototype.slice, but also works on typed arrays
  	arraySlice: function( array, from, to ) {
  
  		if ( THREE.AnimationUtils.isTypedArray( array ) ) {
  
  			return new array.constructor( array.subarray( from, to ) );
  
  		}
  
  		return array.slice( from, to );
  
  	},
  
  	// converts an array to a specific type
  	convertArray: function( array, type, forceClone ) {
  
  		if ( ! array || // let 'undefined' and 'null' pass
  				! forceClone && array.constructor === type ) return array;
  
  		if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  
  			return new type( array ); // create typed array
  
  		}
  
  		return Array.prototype.slice.call( array ); // create Array
  
  	},
  
  	isTypedArray: function( object ) {
  
  		return ArrayBuffer.isView( object ) &&
  				! ( object instanceof DataView );
  
  	},
  
  	// returns an array by which times and values can be sorted
  	getKeyframeOrder: function( times ) {
  
  		function compareTime( i, j ) {
  
  			return times[ i ] - times[ j ];
  
  		}
  
  		var n = times.length;
  		var result = new Array( n );
  		for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  
  		result.sort( compareTime );
  
  		return result;
  
  	},
  
  	// uses the array previously returned by 'getKeyframeOrder' to sort data
  	sortedArray: function( values, stride, order ) {
  
  		var nValues = values.length;
  		var result = new values.constructor( nValues );
  
  		for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  
  			var srcOffset = order[ i ] * stride;
  
  			for ( var j = 0; j !== stride; ++ j ) {
  
  				result[ dstOffset ++ ] = values[ srcOffset + j ];
  
  			}
  
  		}
  
  		return result;
  
  	},
  
  	// function for parsing AOS keyframe formats
  	flattenJSON: function( jsonKeys, times, values, valuePropertyName ) {
  
  		var i = 1, key = jsonKeys[ 0 ];
  
  		while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  
  			key = jsonKeys[ i ++ ];
  
  		}
  
  		if ( key === undefined ) return; // no data
  
  		var value = key[ valuePropertyName ];
  		if ( value === undefined ) return; // no data
  
  		if ( Array.isArray( value ) ) {
  
  			do {
  
  				value = key[ valuePropertyName ];
  
  				if ( value !== undefined ) {
  
  					times.push( key.time );
  					values.push.apply( values, value ); // push all elements
  
  				}
  
  				key = jsonKeys[ i ++ ];
  
  			} while ( key !== undefined );
  
  		} else if ( value.toArray !== undefined ) {
  			// ...assume THREE.Math-ish
  
  			do {
  
  				value = key[ valuePropertyName ];
  
  				if ( value !== undefined ) {
  
  					times.push( key.time );
  					value.toArray( values, values.length );
  
  				}
  
  				key = jsonKeys[ i ++ ];
  
  			} while ( key !== undefined );
  
  		} else {
  			// otherwise push as-is
  
  			do {
  
  				value = key[ valuePropertyName ];
  
  				if ( value !== undefined ) {
  
  					times.push( key.time );
  					values.push( value );
  
  				}
  
  				key = jsonKeys[ i ++ ];
  
  			} while ( key !== undefined );
  
  		}
  
  	}
  
  };
  
  // File:src/animation/KeyframeTrack.js
  
  /**
   *
   * A timed sequence of keyframes for a specific property.
   *
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.KeyframeTrack = function ( name, times, values, interpolation ) {
  
  	if( name === undefined ) throw new Error( "track name is undefined" );
  
  	if( times === undefined || times.length === 0 ) {
  
  		throw new Error( "no keyframes in track named " + name );
  
  	}
  
  	this.name = name;
  
  	this.times = THREE.AnimationUtils.convertArray( times, this.TimeBufferType );
  	this.values = THREE.AnimationUtils.convertArray( values, this.ValueBufferType );
  
  	this.setInterpolation( interpolation || this.DefaultInterpolation );
  
  	this.validate();
  	this.optimize();
  
  };
  
  THREE.KeyframeTrack.prototype = {
  
  	constructor: THREE.KeyframeTrack,
  
  	TimeBufferType: Float32Array,
  	ValueBufferType: Float32Array,
  
  	DefaultInterpolation: THREE.InterpolateLinear,
  
  	InterpolantFactoryMethodDiscrete: function( result ) {
  
  		return new THREE.DiscreteInterpolant(
  				this.times, this.values, this.getValueSize(), result );
  
  	},
  
  	InterpolantFactoryMethodLinear: function( result ) {
  
  		return new THREE.LinearInterpolant(
  				this.times, this.values, this.getValueSize(), result );
  
  	},
  
  	InterpolantFactoryMethodSmooth: function( result ) {
  
  		return new THREE.CubicInterpolant(
  				this.times, this.values, this.getValueSize(), result );
  
  	},
  
  	setInterpolation: function( interpolation ) {
  
  		var factoryMethod;
  
  		switch ( interpolation ) {
  
  			case THREE.InterpolateDiscrete:
  
  				factoryMethod = this.InterpolantFactoryMethodDiscrete;
  
  				break;
  
  			case THREE.InterpolateLinear:
  
  				factoryMethod = this.InterpolantFactoryMethodLinear;
  
  				break;
  
  			case THREE.InterpolateSmooth:
  
  				factoryMethod = this.InterpolantFactoryMethodSmooth;
  
  				break;
  
  		}
  
  		if ( factoryMethod === undefined ) {
  
  			var message = "unsupported interpolation for " +
  					this.ValueTypeName + " keyframe track named " + this.name;
  
  			if ( this.createInterpolant === undefined ) {
  
  				// fall back to default, unless the default itself is messed up
  				if ( interpolation !== this.DefaultInterpolation ) {
  
  					this.setInterpolation( this.DefaultInterpolation );
  
  				} else {
  
  					throw new Error( message ); // fatal, in this case
  
  				}
  
  			}
  
  			console.warn( message );
  			return;
  
  		}
  
  		this.createInterpolant = factoryMethod;
  
  	},
  
  	getInterpolation: function() {
  
  		switch ( this.createInterpolant ) {
  
  			case this.InterpolantFactoryMethodDiscrete:
  
  				return THREE.InterpolateDiscrete;
  
  			case this.InterpolantFactoryMethodLinear:
  
  				return THREE.InterpolateLinear;
  
  			case this.InterpolantFactoryMethodSmooth:
  
  				return THREE.InterpolateSmooth;
  
  		}
  
  	},
  
  	getValueSize: function() {
  
  		return this.values.length / this.times.length;
  
  	},
  
  	// move all keyframes either forwards or backwards in time
  	shift: function( timeOffset ) {
  
  		if( timeOffset !== 0.0 ) {
  
  			var times = this.times;
  
  			for( var i = 0, n = times.length; i !== n; ++ i ) {
  
  				times[ i ] += timeOffset;
  
  			}
  
  		}
  
  		return this;
  
  	},
  
  	// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  	scale: function( timeScale ) {
  
  		if( timeScale !== 1.0 ) {
  
  			var times = this.times;
  
  			for( var i = 0, n = times.length; i !== n; ++ i ) {
  
  				times[ i ] *= timeScale;
  
  			}
  
  		}
  
  		return this;
  
  	},
  
  	// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  	// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  	trim: function( startTime, endTime ) {
  
  		var times = this.times,
  			nKeys = times.length,
  			from = 0,
  			to = nKeys - 1;
  
  		while ( from !== nKeys && times[ from ] < startTime ) ++ from;
  		while ( to !== -1 && times[ to ] > endTime ) -- to;
  
  		++ to; // inclusive -> exclusive bound
  
  		if( from !== 0 || to !== nKeys ) {
  
  			// empty tracks are forbidden, so keep at least one keyframe
  			if ( from >= to ) to = Math.max( to , 1 ), from = to - 1;
  
  			var stride = this.getValueSize();
  			this.times = THREE.AnimationUtils.arraySlice( times, from, to );
  			this.values = THREE.AnimationUtils.
  					arraySlice( this.values, from * stride, to * stride );
  
  		}
  
  		return this;
  
  	},
  
  	// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  	validate: function() {
  
  		var valid = true;
  
  		var valueSize = this.getValueSize();
  		if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  
  			console.error( "invalid value size in track", this );
  			valid = false;
  
  		}
  
  		var times = this.times,
  			values = this.values,
  
  			nKeys = times.length;
  
  		if( nKeys === 0 ) {
  
  			console.error( "track is empty", this );
  			valid = false;
  
  		}
  
  		var prevTime = null;
  
  		for( var i = 0; i !== nKeys; i ++ ) {
  
  			var currTime = times[ i ];
  
  			if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  
  				console.error( "time is not a valid number", this, i, currTime );
  				valid = false;
  				break;
  
  			}
  
  			if( prevTime !== null && prevTime > currTime ) {
  
  				console.error( "out of order keys", this, i, currTime, prevTime );
  				valid = false;
  				break;
  
  			}
  
  			prevTime = currTime;
  
  		}
  
  		if ( values !== undefined ) {
  
  			if ( THREE.AnimationUtils.isTypedArray( values ) ) {
  
  				for ( var i = 0, n = values.length; i !== n; ++ i ) {
  
  					var value = values[ i ];
  
  					if ( isNaN( value ) ) {
  
  						console.error( "value is not a valid number", this, i, value );
  						valid = false;
  						break;
  
  					}
  
  				}
  
  			}
  
  		}
  
  		return valid;
  
  	},
  
  	// removes equivalent sequential keys as common in morph target sequences
  	// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  	optimize: function() {
  
  		var times = this.times,
  			values = this.values,
  			stride = this.getValueSize(),
  
  			writeIndex = 1;
  
  		for( var i = 1, n = times.length - 1; i <= n; ++ i ) {
  
  			var keep = false;
  
  			var time = times[ i ];
  			var timeNext = times[ i + 1 ];
  
  			// remove adjacent keyframes scheduled at the same time
  
  			if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  
  				// remove unnecessary keyframes same as their neighbors
  				var offset = i * stride,
  					offsetP = offset - stride,
  					offsetN = offset + stride;
  
  				for ( var j = 0; j !== stride; ++ j ) {
  
  					var value = values[ offset + j ];
  
  					if ( value !== values[ offsetP + j ] ||
  							value !== values[ offsetN + j ] ) {
  
  						keep = true;
  						break;
  
  					}
  
  				}
  
  			}
  
  			// in-place compaction
  
  			if ( keep ) {
  
  				if ( i !== writeIndex ) {
  
  					times[ writeIndex ] = times[ i ];
  
  					var readOffset = i * stride,
  						writeOffset = writeIndex * stride;
  
  					for ( var j = 0; j !== stride; ++ j ) {
  
  						values[ writeOffset + j ] = values[ readOffset + j ];
  
  					}
  
  
  				}
  
  				++ writeIndex;
  
  			}
  
  		}
  
  		if ( writeIndex !== times.length ) {
  
  			this.times = THREE.AnimationUtils.arraySlice( times, 0, writeIndex );
  			this.values = THREE.AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  
  		}
  
  		return this;
  
  	}
  
  };
  
  // Static methods:
  
  Object.assign( THREE.KeyframeTrack, {
  
  	// Serialization (in static context, because of constructor invocation
  	// and automatic invocation of .toJSON):
  
  	parse: function( json ) {
  
  		if( json.type === undefined ) {
  
  			throw new Error( "track type undefined, can not parse" );
  
  		}
  
  		var trackType = THREE.KeyframeTrack._getTrackTypeForValueTypeName( json.type );
  
  		if ( json.times === undefined ) {
  
  			var times = [], values = [];
  
  			THREE.AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  
  			json.times = times;
  			json.values = values;
  
  		}
  
  		// derived classes can define a static parse method
  		if ( trackType.parse !== undefined ) {
  
  			return trackType.parse( json );
  
  		} else {
  
  			// by default, we asssume a constructor compatible with the base
  			return new trackType(
  					json.name, json.times, json.values, json.interpolation );
  
  		}
  
  	},
  
  	toJSON: function( track ) {
  
  		var trackType = track.constructor;
  
  		var json;
  
  		// derived classes can define a static toJSON method
  		if ( trackType.toJSON !== undefined ) {
  
  			json = trackType.toJSON( track );
  
  		} else {
  
  			// by default, we assume the data can be serialized as-is
  			json = {
  
  				'name': track.name,
  				'times': THREE.AnimationUtils.convertArray( track.times, Array ),
  				'values': THREE.AnimationUtils.convertArray( track.values, Array )
  
  			};
  
  			var interpolation = track.getInterpolation();
  
  			if ( interpolation !== track.DefaultInterpolation ) {
  
  				json.interpolation = interpolation;
  
  			}
  
  		}
  
  		json.type = track.ValueTypeName; // mandatory
  
  		return json;
  
  	},
  
  	_getTrackTypeForValueTypeName: function( typeName ) {
  
  		switch( typeName.toLowerCase() ) {
  
  			case "scalar":
  			case "double":
  			case "float":
  			case "number":
  			case "integer":
  
  				return THREE.NumberKeyframeTrack;
  
  			case "vector":
  			case "vector2":
  			case "vector3":
  			case "vector4":
  
  				return THREE.VectorKeyframeTrack;
  
  			case "color":
  
  				return THREE.ColorKeyframeTrack;
  
  			case "quaternion":
  
  				return THREE.QuaternionKeyframeTrack;
  
  			case "bool":
  			case "boolean":
  
  				return THREE.BooleanKeyframeTrack;
  
  			case "string":
  
  				return THREE.StringKeyframeTrack;
  
  		}
  
  		throw new Error( "Unsupported typeName: " + typeName );
  
  	}
  
  } );
  
  // File:src/animation/PropertyBinding.js
  
  /**
   *
   * A reference to a real property in the scene graph.
   *
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.PropertyBinding = function ( rootNode, path, parsedPath ) {
  
  	this.path = path;
  	this.parsedPath = parsedPath ||
  			THREE.PropertyBinding.parseTrackName( path );
  
  	this.node = THREE.PropertyBinding.findNode(
  			rootNode, this.parsedPath.nodeName ) || rootNode;
  
  	this.rootNode = rootNode;
  
  };
  
  THREE.PropertyBinding.prototype = {
  
  	constructor: THREE.PropertyBinding,
  
  	getValue: function getValue_unbound( targetArray, offset ) {
  
  		this.bind();
  		this.getValue( targetArray, offset );
  
  		// Note: This class uses a State pattern on a per-method basis:
  		// 'bind' sets 'this.getValue' / 'setValue' and shadows the
  		// prototype version of these methods with one that represents
  		// the bound state. When the property is not found, the methods
  		// become no-ops.
  
  	},
  
  	setValue: function getValue_unbound( sourceArray, offset ) {
  
  		this.bind();
  		this.setValue( sourceArray, offset );
  
  	},
  
  	// create getter / setter pair for a property in the scene graph
  	bind: function() {
  
  		var targetObject = this.node,
  			parsedPath = this.parsedPath,
  
  			objectName = parsedPath.objectName,
  			propertyName = parsedPath.propertyName,
  			propertyIndex = parsedPath.propertyIndex;
  
  		if ( ! targetObject ) {
  
  			targetObject = THREE.PropertyBinding.findNode(
  					this.rootNode, parsedPath.nodeName ) || this.rootNode;
  
  			this.node = targetObject;
  
  		}
  
  		// set fail state so we can just 'return' on error
  		this.getValue = this._getValue_unavailable;
  		this.setValue = this._setValue_unavailable;
  
   		// ensure there is a value node
  		if ( ! targetObject ) {
  
  			console.error( "  trying to update node for track: " + this.path + " but it wasn't found." );
  			return;
  
  		}
  
  		if( objectName ) {
  
  			var objectIndex = parsedPath.objectIndex;
  
  			// special cases were we need to reach deeper into the hierarchy to get the face materials....
  			switch ( objectName ) {
  
  				case 'materials':
  
  					if( ! targetObject.material ) {
  
  						console.error( '  can not bind to material as node does not have a material', this );
  						return;
  
  					}
  
  					if( ! targetObject.material.materials ) {
  
  						console.error( '  can not bind to material.materials as node.material does not have a materials array', this );
  						return;
  
  					}
  
  					targetObject = targetObject.material.materials;
  
  					break;
  
  				case 'bones':
  
  					if( ! targetObject.skeleton ) {
  
  						console.error( '  can not bind to bones as node does not have a skeleton', this );
  						return;
  
  					}
  
  					// potential future optimization: skip this if propertyIndex is already an integer
  					// and convert the integer string to a true integer.
  
  					targetObject = targetObject.skeleton.bones;
  
  					// support resolving morphTarget names into indices.
  					for ( var i = 0; i < targetObject.length; i ++ ) {
  
  						if ( targetObject[i].name === objectIndex ) {
  
  							objectIndex = i;
  							break;
  
  						}
  
  					}
  
  					break;
  
  				default:
  
  					if ( targetObject[ objectName ] === undefined ) {
  
  						console.error( '  can not bind to objectName of node, undefined', this );
  						return;
  
  					}
  
  					targetObject = targetObject[ objectName ];
  
  			}
  
  
  			if ( objectIndex !== undefined ) {
  
  				if( targetObject[ objectIndex ] === undefined ) {
  
  					console.error( "  trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
  					return;
  
  				}
  
  				targetObject = targetObject[ objectIndex ];
  
  			}
  
  		}
  
  		// resolve property
  		var nodeProperty = targetObject[ propertyName ];
  
  		if ( ! nodeProperty ) {
  
  			var nodeName = parsedPath.nodeName;
  
  			console.error( "  trying to update property for track: " + nodeName +
  					'.' + propertyName + " but it wasn't found.", targetObject );
  			return;
  
  		}
  
  		// determine versioning scheme
  		var versioning = this.Versioning.None;
  
  		if ( targetObject.needsUpdate !== undefined ) { // material
  
  			versioning = this.Versioning.NeedsUpdate;
  			this.targetObject = targetObject;
  
  		} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  
  			versioning = this.Versioning.MatrixWorldNeedsUpdate;
  			this.targetObject = targetObject;
  
  		}
  
  		// determine how the property gets bound
  		var bindingType = this.BindingType.Direct;
  
  		if ( propertyIndex !== undefined ) {
  			// access a sub element of the property array (only primitives are supported right now)
  
  			if ( propertyName === "morphTargetInfluences" ) {
  				// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  
  				// support resolving morphTarget names into indices.
  				if ( ! targetObject.geometry ) {
  
  					console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry', this );
  					return;
  
  				}
  
  				if ( ! targetObject.geometry.morphTargets ) {
  
  					console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
  					return;
  
  				}
  
  				for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  
  					if ( targetObject.geometry.morphTargets[i].name === propertyIndex ) {
  
  						propertyIndex = i;
  						break;
  
  					}
  
  				}
  
  			}
  
  			bindingType = this.BindingType.ArrayElement;
  
  			this.resolvedProperty = nodeProperty;
  			this.propertyIndex = propertyIndex;
  
  		} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  			// must use copy for Object3D.Euler/Quaternion
  
  			bindingType = this.BindingType.HasFromToArray;
  
  			this.resolvedProperty = nodeProperty;
  
  		} else if ( nodeProperty.length !== undefined ) {
  
  			bindingType = this.BindingType.EntireArray;
  
  			this.resolvedProperty = nodeProperty;
  
  		} else {
  
  			this.propertyName = propertyName;
  
  		}
  
  		// select getter / setter
  		this.getValue = this.GetterByBindingType[ bindingType ];
  		this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  
  	},
  
  	unbind: function() {
  
  		this.node = null;
  
  		// back to the prototype version of getValue / setValue
  		// note: avoiding to mutate the shape of 'this' via 'delete'
  		this.getValue = this._getValue_unbound;
  		this.setValue = this._setValue_unbound;
  
  	}
  
  };
  
  Object.assign( THREE.PropertyBinding.prototype, { // prototype, continued
  
  	// these are used to "bind" a nonexistent property
  	_getValue_unavailable: function() {},
  	_setValue_unavailable: function() {},
  
  	// initial state of these methods that calls 'bind'
  	_getValue_unbound: THREE.PropertyBinding.prototype.getValue,
  	_setValue_unbound: THREE.PropertyBinding.prototype.setValue,
  
  	BindingType: {
  		Direct: 0,
  		EntireArray: 1,
  		ArrayElement: 2,
  		HasFromToArray: 3
  	},
  
  	Versioning: {
  		None: 0,
  		NeedsUpdate: 1,
  		MatrixWorldNeedsUpdate: 2
  	},
  
  	GetterByBindingType: [
  
  		function getValue_direct( buffer, offset ) {
  
  			buffer[ offset ] = this.node[ this.propertyName ];
  
  		},
  
  		function getValue_array( buffer, offset ) {
  
  			var source = this.resolvedProperty;
  
  			for ( var i = 0, n = source.length; i !== n; ++ i ) {
  
  				buffer[ offset ++ ] = source[ i ];
  
  			}
  
  		},
  
  		function getValue_arrayElement( buffer, offset ) {
  
  			buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  
  		},
  
  		function getValue_toArray( buffer, offset ) {
  
  			this.resolvedProperty.toArray( buffer, offset );
  
  		}
  
  	],
  
  	SetterByBindingTypeAndVersioning: [
  
  		[
  			// Direct
  
  			function setValue_direct( buffer, offset ) {
  
  				this.node[ this.propertyName ] = buffer[ offset ];
  
  			},
  
  			function setValue_direct_setNeedsUpdate( buffer, offset ) {
  
  				this.node[ this.propertyName ] = buffer[ offset ];
  				this.targetObject.needsUpdate = true;
  
  			},
  
  			function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  
  				this.node[ this.propertyName ] = buffer[ offset ];
  				this.targetObject.matrixWorldNeedsUpdate = true;
  
  			}
  
  		], [
  
  			// EntireArray
  
  			function setValue_array( buffer, offset ) {
  
  				var dest = this.resolvedProperty;
  
  				for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  
  					dest[ i ] = buffer[ offset ++ ];
  
  				}
  
  			},
  
  			function setValue_array_setNeedsUpdate( buffer, offset ) {
  
  				var dest = this.resolvedProperty;
  
  				for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  
  					dest[ i ] = buffer[ offset ++ ];
  
  				}
  
  				this.targetObject.needsUpdate = true;
  
  			},
  
  			function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  
  				var dest = this.resolvedProperty;
  
  				for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  
  					dest[ i ] = buffer[ offset ++ ];
  
  				}
  
  				this.targetObject.matrixWorldNeedsUpdate = true;
  
  			}
  
  		], [
  
  			// ArrayElement
  
  			function setValue_arrayElement( buffer, offset ) {
  
  				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  
  			},
  
  			function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  
  				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  				this.targetObject.needsUpdate = true;
  
  			},
  
  			function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  
  				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  				this.targetObject.matrixWorldNeedsUpdate = true;
  
  			}
  
  		], [
  
  			// HasToFromArray
  
  			function setValue_fromArray( buffer, offset ) {
  
  				this.resolvedProperty.fromArray( buffer, offset );
  
  			},
  
  			function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  
  				this.resolvedProperty.fromArray( buffer, offset );
  				this.targetObject.needsUpdate = true;
  
  			},
  
  			function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  
  				this.resolvedProperty.fromArray( buffer, offset );
  				this.targetObject.matrixWorldNeedsUpdate = true;
  
  			}
  
  		]
  
  	]
  
  } );
  
  THREE.PropertyBinding.Composite =
  		function( targetGroup, path, optionalParsedPath ) {
  
  	var parsedPath = optionalParsedPath ||
  			THREE.PropertyBinding.parseTrackName( path );
  
  	this._targetGroup = targetGroup;
  	this._bindings = targetGroup.subscribe_( path, parsedPath );
  
  };
  
  THREE.PropertyBinding.Composite.prototype = {
  
  	constructor: THREE.PropertyBinding.Composite,
  
  	getValue: function( array, offset ) {
  
  		this.bind(); // bind all binding
  
  		var firstValidIndex = this._targetGroup.nCachedObjects_,
  			binding = this._bindings[ firstValidIndex ];
  
  		// and only call .getValue on the first
  		if ( binding !== undefined ) binding.getValue( array, offset );
  
  	},
  
  	setValue: function( array, offset ) {
  
  		var bindings = this._bindings;
  
  		for ( var i = this._targetGroup.nCachedObjects_,
  				n = bindings.length; i !== n; ++ i ) {
  
  			bindings[ i ].setValue( array, offset );
  
  		}
  
  	},
  
  	bind: function() {
  
  		var bindings = this._bindings;
  
  		for ( var i = this._targetGroup.nCachedObjects_,
  				n = bindings.length; i !== n; ++ i ) {
  
  			bindings[ i ].bind();
  
  		}
  
  	},
  
  	unbind: function() {
  
  		var bindings = this._bindings;
  
  		for ( var i = this._targetGroup.nCachedObjects_,
  				n = bindings.length; i !== n; ++ i ) {
  
  			bindings[ i ].unbind();
  
  		}
  
  	}
  
  };
  
  THREE.PropertyBinding.create = function( root, path, parsedPath ) {
  
  	if ( ! ( root instanceof THREE.AnimationObjectGroup ) ) {
  
  		return new THREE.PropertyBinding( root, path, parsedPath );
  
  	} else {
  
  		return new THREE.PropertyBinding.Composite( root, path, parsedPath );
  
  	}
  
  };
  
  THREE.PropertyBinding.parseTrackName = function( trackName ) {
  
  	// matches strings in the form of:
  	//    nodeName.property
  	//    nodeName.property[accessor]
  	//    nodeName.material.property[accessor]
  	//    uuid.property[accessor]
  	//    uuid.objectName[objectIndex].propertyName[propertyIndex]
  	//    parentName/nodeName.property
  	//    parentName/parentName/nodeName.property[index]
  	//	  .bone[Armature.DEF_cog].position
  	// created and tested via https://regex101.com/#javascript
  
  	var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_.:\- ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/;
  	var matches = re.exec(trackName);
  
  	if( ! matches ) {
  		throw new Error( "cannot parse trackName at all: " + trackName );
  	}
  
      if (matches.index === re.lastIndex) {
          re.lastIndex++;
      }
  
  	var results = {
  		// directoryName: matches[1], // (tschw) currently unused
  		nodeName: matches[3], 	// allowed to be null, specified root node.
  		objectName: matches[5],
  		objectIndex: matches[7],
  		propertyName: matches[9],
  		propertyIndex: matches[11]	// allowed to be null, specifies that the whole property is set.
  	};
  
  	if( results.propertyName === null || results.propertyName.length === 0 ) {
  		throw new Error( "can not parse propertyName from trackName: " + trackName );
  	}
  
  	return results;
  
  };
  
  THREE.PropertyBinding.findNode = function( root, nodeName ) {
  
  	if( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  
  		return root;
  
  	}
  
  	// search into skeleton bones.
  	if( root.skeleton ) {
  
  		var searchSkeleton = function( skeleton ) {
  
  			for( var i = 0; i < skeleton.bones.length; i ++ ) {
  
  				var bone = skeleton.bones[i];
  
  				if( bone.name === nodeName ) {
  
  					return bone;
  
  				}
  			}
  
  			return null;
  
  		};
  
  		var bone = searchSkeleton( root.skeleton );
  
  		if( bone ) {
  
  			return bone;
  
  		}
  	}
  
  	// search into node subtree.
  	if( root.children ) {
  
  		var searchNodeSubtree = function( children ) {
  
  			for( var i = 0; i < children.length; i ++ ) {
  
  				var childNode = children[i];
  
  				if( childNode.name === nodeName || childNode.uuid === nodeName ) {
  
  					return childNode;
  
  				}
  
  				var result = searchNodeSubtree( childNode.children );
  
  				if( result ) return result;
  
  			}
  
  			return null;
  
  		};
  
  		var subTreeNode = searchNodeSubtree( root.children );
  
  		if( subTreeNode ) {
  
  			return subTreeNode;
  
  		}
  
  	}
  
  	return null;
  
  };
  
  // File:src/animation/PropertyMixer.js
  
  /**
   *
   * Buffered scene graph property that allows weighted accumulation.
   *
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.PropertyMixer = function ( binding, typeName, valueSize ) {
  
  	this.binding = binding;
  	this.valueSize = valueSize;
  
  	var bufferType = Float64Array,
  		mixFunction;
  
  	switch ( typeName ) {
  
  		case 'quaternion':			mixFunction = this._slerp;		break;
  
  		case 'string':
  		case 'bool':
  
  			bufferType = Array,		mixFunction = this._select;		break;
  
  		default:					mixFunction = this._lerp;
  
  	}
  
  	this.buffer = new bufferType( valueSize * 4 );
  	// layout: [ incoming | accu0 | accu1 | orig ]
  	//
  	// interpolators can use .buffer as their .result
  	// the data then goes to 'incoming'
  	//
  	// 'accu0' and 'accu1' are used frame-interleaved for
  	// the cumulative result and are compared to detect
  	// changes
  	//
  	// 'orig' stores the original state of the property
  
  	this._mixBufferRegion = mixFunction;
  
  	this.cumulativeWeight = 0;
  
  	this.useCount = 0;
  	this.referenceCount = 0;
  
  };
  
  THREE.PropertyMixer.prototype = {
  
  	constructor: THREE.PropertyMixer,
  
  	// accumulate data in the 'incoming' region into 'accu<i>'
  	accumulate: function( accuIndex, weight ) {
  
  		// note: happily accumulating nothing when weight = 0, the caller knows
  		// the weight and shouldn't have made the call in the first place
  
  		var buffer = this.buffer,
  			stride = this.valueSize,
  			offset = accuIndex * stride + stride,
  
  			currentWeight = this.cumulativeWeight;
  
  		if ( currentWeight === 0 ) {
  
  			// accuN := incoming * weight
  
  			for ( var i = 0; i !== stride; ++ i ) {
  
  				buffer[ offset + i ] = buffer[ i ];
  
  			}
  
  			currentWeight = weight;
  
  		} else {
  
  			// accuN := accuN + incoming * weight
  
  			currentWeight += weight;
  			var mix = weight / currentWeight;
  			this._mixBufferRegion( buffer, offset, 0, mix, stride );
  
  		}
  
  		this.cumulativeWeight = currentWeight;
  
  	},
  
  	// apply the state of 'accu<i>' to the binding when accus differ
  	apply: function( accuIndex ) {
  
  		var stride = this.valueSize,
  			buffer = this.buffer,
  			offset = accuIndex * stride + stride,
  
  			weight = this.cumulativeWeight,
  
  			binding = this.binding;
  
  		this.cumulativeWeight = 0;
  
  		if ( weight < 1 ) {
  
  			// accuN := accuN + original * ( 1 - cumulativeWeight )
  
  			var originalValueOffset = stride * 3;
  
  			this._mixBufferRegion(
  					buffer, offset, originalValueOffset, 1 - weight, stride );
  
  		}
  
  		for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  
  			if ( buffer[ i ] !== buffer[ i + stride ] ) {
  
  				// value has changed -> update scene graph
  
  				binding.setValue( buffer, offset );
  				break;
  
  			}
  
  		}
  
  	},
  
  	// remember the state of the bound property and copy it to both accus
  	saveOriginalState: function() {
  
  		var binding = this.binding;
  
  		var buffer = this.buffer,
  			stride = this.valueSize,
  
  			originalValueOffset = stride * 3;
  
  		binding.getValue( buffer, originalValueOffset );
  
  		// accu[0..1] := orig -- initially detect changes against the original
  		for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  
  			buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  
  		}
  
  		this.cumulativeWeight = 0;
  
  	},
  
  	// apply the state previously taken via 'saveOriginalState' to the binding
  	restoreOriginalState: function() {
  
  		var originalValueOffset = this.valueSize * 3;
  		this.binding.setValue( this.buffer, originalValueOffset );
  
  	},
  
  
  	// mix functions
  
  	_select: function( buffer, dstOffset, srcOffset, t, stride ) {
  
  		if ( t >= 0.5 ) {
  
  			for ( var i = 0; i !== stride; ++ i ) {
  
  				buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  
  			}
  
  		}
  
  	},
  
  	_slerp: function( buffer, dstOffset, srcOffset, t, stride ) {
  
  		THREE.Quaternion.slerpFlat( buffer, dstOffset,
  				buffer, dstOffset, buffer, srcOffset, t );
  
  	},
  
  	_lerp: function( buffer, dstOffset, srcOffset, t, stride ) {
  
  		var s = 1 - t;
  
  		for ( var i = 0; i !== stride; ++ i ) {
  
  			var j = dstOffset + i;
  
  			buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  
  		}
  
  	}
  
  };
  
  // File:src/animation/tracks/BooleanKeyframeTrack.js
  
  /**
   *
   * A Track of Boolean keyframe values.
   *
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.BooleanKeyframeTrack = function ( name, times, values ) {
  
  	THREE.KeyframeTrack.call( this, name, times, values );
  
  };
  
  THREE.BooleanKeyframeTrack.prototype =
  		Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
  
  	constructor: THREE.BooleanKeyframeTrack,
  
  	ValueTypeName: 'bool',
  	ValueBufferType: Array,
  
  	DefaultInterpolation: THREE.InterpolateDiscrete,
  
  	InterpolantFactoryMethodLinear: undefined,
  	InterpolantFactoryMethodSmooth: undefined
  
  	// Note: Actually this track could have a optimized / compressed
  	// representation of a single value and a custom interpolant that
  	// computes "firstValue ^ isOdd( index )".
  
  } );
  
  // File:src/animation/tracks/ColorKeyframeTrack.js
  
  /**
   *
   * A Track of keyframe values that represent color.
   *
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.ColorKeyframeTrack = function ( name, times, values, interpolation ) {
  
  	THREE.KeyframeTrack.call( this, name, times, values, interpolation );
  
  };
  
  THREE.ColorKeyframeTrack.prototype =
  		Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
  
  	constructor: THREE.ColorKeyframeTrack,
  
  	ValueTypeName: 'color'
  
  	// ValueBufferType is inherited
  
  	// DefaultInterpolation is inherited
  
  
  	// Note: Very basic implementation and nothing special yet.
  	// However, this is the place for color space parameterization.
  
  } );
  
  // File:src/animation/tracks/NumberKeyframeTrack.js
  
  /**
   *
   * A Track of numeric keyframe values.
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.NumberKeyframeTrack = function ( name, times, values, interpolation ) {
  
  	THREE.KeyframeTrack.call( this, name, times, values, interpolation );
  
  };
  
  THREE.NumberKeyframeTrack.prototype =
  		Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
  
  	constructor: THREE.NumberKeyframeTrack,
  
  	ValueTypeName: 'number',
  
  	// ValueBufferType is inherited
  
  	// DefaultInterpolation is inherited
  
  } );
  
  // File:src/animation/tracks/QuaternionKeyframeTrack.js
  
  /**
   *
   * A Track of quaternion keyframe values.
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.QuaternionKeyframeTrack = function ( name, times, values, interpolation ) {
  
  	THREE.KeyframeTrack.call( this, name, times, values, interpolation );
  
  };
  
  THREE.QuaternionKeyframeTrack.prototype =
  		Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
  
  	constructor: THREE.QuaternionKeyframeTrack,
  
  	ValueTypeName: 'quaternion',
  
  	// ValueBufferType is inherited
  
  	DefaultInterpolation: THREE.InterpolateLinear,
  
  	InterpolantFactoryMethodLinear: function( result ) {
  
  		return new THREE.QuaternionLinearInterpolant(
  				this.times, this.values, this.getValueSize(), result );
  
  	},
  
  	InterpolantFactoryMethodSmooth: undefined // not yet implemented
  
  } );
  
  // File:src/animation/tracks/StringKeyframeTrack.js
  
  /**
   *
   * A Track that interpolates Strings
   *
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.StringKeyframeTrack = function ( name, times, values, interpolation ) {
  
  	THREE.KeyframeTrack.call( this, name, times, values, interpolation );
  
  };
  
  THREE.StringKeyframeTrack.prototype =
  		Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
  
  	constructor: THREE.StringKeyframeTrack,
  
  	ValueTypeName: 'string',
  	ValueBufferType: Array,
  
  	DefaultInterpolation: THREE.InterpolateDiscrete,
  
  	InterpolantFactoryMethodLinear: undefined,
  
  	InterpolantFactoryMethodSmooth: undefined
  
  } );
  
  // File:src/animation/tracks/VectorKeyframeTrack.js
  
  /**
   *
   * A Track of vectored keyframe values.
   *
   *
   * @author Ben Houston / http://clara.io/
   * @author David Sarno / http://lighthaus.us/
   * @author tschw
   */
  
  THREE.VectorKeyframeTrack = function ( name, times, values, interpolation ) {
  
  	THREE.KeyframeTrack.call( this, name, times, values, interpolation );
  
  };
  
  THREE.VectorKeyframeTrack.prototype =
  		Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
  
  	constructor: THREE.VectorKeyframeTrack,
  
  	ValueTypeName: 'vector'
  
  	// ValueBufferType is inherited
  
  	// DefaultInterpolation is inherited
  
  } );
  
  // File:src/audio/Audio.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author Reece Aaron Lecrivain / http://reecenotes.com/
   */
  
  THREE.Audio = function ( listener ) {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Audio';
  
  	this.context = listener.context;
  	this.source = this.context.createBufferSource();
  	this.source.onended = this.onEnded.bind( this );
  
  	this.gain = this.context.createGain();
  	this.gain.connect( listener.getInput() );
  
  	this.autoplay = false;
  
  	this.startTime = 0;
  	this.playbackRate = 1;
  	this.isPlaying = false;
  	this.hasPlaybackControl = true;
  	this.sourceType = 'empty';
  
  	this.filters = [];
  
  };
  
  THREE.Audio.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.Audio,
  
  	getOutput: function () {
  
  		return this.gain;
  
  	},
  
  	setNodeSource: function ( audioNode ) {
  
  		this.hasPlaybackControl = false;
  		this.sourceType = 'audioNode';
  		this.source = audioNode;
  		this.connect();
  
  		return this;
  
  	},
  
  	setBuffer: function ( audioBuffer ) {
  
  		this.source.buffer = audioBuffer;
  		this.sourceType = 'buffer';
  
  		if ( this.autoplay ) this.play();
  
  		return this;
  
  	},
  
  	play: function () {
  
  		if ( this.isPlaying === true ) {
  
  			console.warn( 'THREE.Audio: Audio is already playing.' );
  			return;
  
  		}
  
  		if ( this.hasPlaybackControl === false ) {
  
  			console.warn( 'THREE.Audio: this Audio has no playback control.' );
  			return;
  
  		}
  
  		var source = this.context.createBufferSource();
  
  		source.buffer = this.source.buffer;
  		source.loop = this.source.loop;
  		source.onended = this.source.onended;
  		source.start( 0, this.startTime );
  		source.playbackRate.value = this.playbackRate;
  
  		this.isPlaying = true;
  
  		this.source = source;
  
  		return this.connect();
  
  	},
  
  	pause: function () {
  
  		if ( this.hasPlaybackControl === false ) {
  
  			console.warn( 'THREE.Audio: this Audio has no playback control.' );
  			return;
  
  		}
  
  		this.source.stop();
  		this.startTime = this.context.currentTime;
  
  		return this;
  
  	},
  
  	stop: function () {
  
  		if ( this.hasPlaybackControl === false ) {
  
  			console.warn( 'THREE.Audio: this Audio has no playback control.' );
  			return;
  
  		}
  
  		this.source.stop();
  		this.startTime = 0;
  
  		return this;
  
  	},
  
  	connect: function () {
  
  		if ( this.filters.length > 0 ) {
  
  			this.source.connect( this.filters[ 0 ] );
  
  			for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  
  				this.filters[ i - 1 ].connect( this.filters[ i ] );
  
  			}
  
  			this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  
  		} else {
  
  			this.source.connect( this.getOutput() );
  
  		}
  
  		return this;
  
  	},
  
  	disconnect: function () {
  
  		if ( this.filters.length > 0 ) {
  
  			this.source.disconnect( this.filters[ 0 ] );
  
  			for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  
  				this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  
  			}
  
  			this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  
  		} else {
  
  			this.source.disconnect( this.getOutput() );
  
  		}
  
  		return this;
  
  	},
  
  	getFilters: function () {
  
  		return this.filters;
  
  	},
  
  	setFilters: function ( value ) {
  
  		if ( ! value ) value = [];
  
  		if ( this.isPlaying === true ) {
  
  			this.disconnect();
  			this.filters = value;
  			this.connect();
  
  		} else {
  
  			this.filters = value;
  
  		}
  
  		return this;
  
  	},
  
  	getFilter: function () {
  
  		return this.getFilters()[ 0 ];
  
  	},
  
  	setFilter: function ( filter ) {
  
  		return this.setFilters( filter ? [ filter ] : [] );
  
  	},
  
  	setPlaybackRate: function ( value ) {
  
  		if ( this.hasPlaybackControl === false ) {
  
  			console.warn( 'THREE.Audio: this Audio has no playback control.' );
  			return;
  
  		}
  
  		this.playbackRate = value;
  
  		if ( this.isPlaying === true ) {
  
  			this.source.playbackRate.value = this.playbackRate;
  
  		}
  
  		return this;
  
  	},
  
  	getPlaybackRate: function () {
  
  		return this.playbackRate;
  
  	},
  
  	onEnded: function () {
  
  		this.isPlaying = false;
  
  	},
  
  	getLoop: function () {
  
  		if ( this.hasPlaybackControl === false ) {
  
  			console.warn( 'THREE.Audio: this Audio has no playback control.' );
  			return false;
  
  		}
  
  		return this.source.loop;
  
  	},
  
  	setLoop: function ( value ) {
  
  		if ( this.hasPlaybackControl === false ) {
  
  			console.warn( 'THREE.Audio: this Audio has no playback control.' );
  			return;
  
  		}
  
  		this.source.loop = value;
  
  	},
  
  	getVolume: function () {
  
  		return this.gain.gain.value;
  
  	},
  
  
  	setVolume: function ( value ) {
  
  		this.gain.gain.value = value;
  
  		return this;
  
  	}
  
  } );
  
  // File:src/audio/AudioAnalyser.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.AudioAnalyser = function ( audio, fftSize ) {
  
  	this.analyser = audio.context.createAnalyser();
  	this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  
  	this.data = new Uint8Array( this.analyser.frequencyBinCount );
  
  	audio.getOutput().connect( this.analyser );
  
  };
  
  Object.assign( THREE.AudioAnalyser.prototype, {
  
  	getFrequencyData: function () {
  
  		this.analyser.getByteFrequencyData( this.data );
  
  		return this.data;
  
  	},
  
  	getAverageFrequency: function () {
  
  		var value = 0, data = this.getFrequencyData();
  
  		for ( var i = 0; i < data.length; i ++ ) {
  
  			value += data[ i ];
  
  		}
  
  		return value / data.length;
  
  	}
  
  } );
  
  // File:src/audio/AudioContext.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  Object.defineProperty( THREE, 'AudioContext', {
  
  	get: ( function () {
  
  		var context;
  
  		return function () {
  
  			if ( context === undefined ) {
  
  				context = new ( window.AudioContext || window.webkitAudioContext )();
  
  			}
  
  			return context;
  
  		};
  
  	} )()
  
  } );
  
  // File:src/audio/PositionalAudio.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.PositionalAudio = function ( listener ) {
  
  	THREE.Audio.call( this, listener );
  
  	this.panner = this.context.createPanner();
  	this.panner.connect( this.gain );
  
  };
  
  THREE.PositionalAudio.prototype = Object.assign( Object.create( THREE.Audio.prototype ), {
  
  	constructor: THREE.PositionalAudio,
  
  	getOutput: function () {
  
  		return this.panner;
  
  	},
  
  	getRefDistance: function () {
  
  		return this.panner.refDistance;
  
  	},
  
  	setRefDistance: function ( value ) {
  
  		this.panner.refDistance = value;
  
  	},
  
  	getRolloffFactor: function () {
  
  		return this.panner.rolloffFactor;
  
  	},
  
  	setRolloffFactor: function ( value ) {
  
  		this.panner.rolloffFactor = value;
  
  	},
  
  	getDistanceModel: function () {
  
  		return this.panner.distanceModel;
  
  	},
  
  	setDistanceModel: function ( value ) {
  
  		this.panner.distanceModel = value;
  
  	},
  
  	getMaxDistance: function () {
  
  		return this.panner.maxDistance;
  
  	},
  
  	setMaxDistance: function ( value ) {
  
  		this.panner.maxDistance = value;
  
  	},
  
  	updateMatrixWorld: ( function () {
  
  		var position = new THREE.Vector3();
  
  		return function updateMatrixWorld( force ) {
  
  			THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  
  			position.setFromMatrixPosition( this.matrixWorld );
  
  			this.panner.setPosition( position.x, position.y, position.z );
  
  		};
  
  	} )()
  
  
  } );
  
  // File:src/audio/AudioListener.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.AudioListener = function () {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'AudioListener';
  
  	this.context = THREE.AudioContext;
  
  	this.gain = this.context.createGain();
  	this.gain.connect( this.context.destination );
  
  	this.filter = null;
  
  };
  
  THREE.AudioListener.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.AudioListener,
  
  	getInput: function () {
  
  		return this.gain;
  
  	},
  
  	removeFilter: function ( ) {
  
  		if ( this.filter !== null ) {
  
  			this.gain.disconnect( this.filter );
  			this.filter.disconnect( this.context.destination );
  			this.gain.connect( this.context.destination );
  			this.filter = null;
  
  		}
  
  	},
  
  	getFilter: function () {
  
  		return this.filter;
  
  	},
  
  	setFilter: function ( value ) {
  
  		if ( this.filter !== null ) {
  
  			this.gain.disconnect( this.filter );
  			this.filter.disconnect( this.context.destination );
  
  		} else {
  
  			this.gain.disconnect( this.context.destination );
  
  		}
  
  		this.filter = value;
  		this.gain.connect( this.filter );
  		this.filter.connect( this.context.destination );
  
  	},
  
  	getMasterVolume: function () {
  
  		return this.gain.gain.value;
  
  	},
  
  	setMasterVolume: function ( value ) {
  
  		this.gain.gain.value = value;
  
  	},
  
  	updateMatrixWorld: ( function () {
  
  		var position = new THREE.Vector3();
  		var quaternion = new THREE.Quaternion();
  		var scale = new THREE.Vector3();
  
  		var orientation = new THREE.Vector3();
  
  		return function updateMatrixWorld( force ) {
  
  			THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  
  			var listener = this.context.listener;
  			var up = this.up;
  
  			this.matrixWorld.decompose( position, quaternion, scale );
  
  			orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  
  			listener.setPosition( position.x, position.y, position.z );
  			listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  
  		};
  
  	} )()
  
  } );
  
  // File:src/cameras/Camera.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author mikael emtinger / http://gomo.se/
   * @author WestLangley / http://github.com/WestLangley
  */
  
  THREE.Camera = function () {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Camera';
  
  	this.matrixWorldInverse = new THREE.Matrix4();
  	this.projectionMatrix = new THREE.Matrix4();
  
  };
  
  THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  THREE.Camera.prototype.constructor = THREE.Camera;
  
  THREE.Camera.prototype.getWorldDirection = function () {
  
  	var quaternion = new THREE.Quaternion();
  
  	return function ( optionalTarget ) {
  
  		var result = optionalTarget || new THREE.Vector3();
  
  		this.getWorldQuaternion( quaternion );
  
  		return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  
  	};
  
  }();
  
  THREE.Camera.prototype.lookAt = function () {
  
  	// This routine does not support cameras with rotated and/or translated parent(s)
  
  	var m1 = new THREE.Matrix4();
  
  	return function ( vector ) {
  
  		m1.lookAt( this.position, vector, this.up );
  
  		this.quaternion.setFromRotationMatrix( m1 );
  
  	};
  
  }();
  
  THREE.Camera.prototype.clone = function () {
  
  	return new this.constructor().copy( this );
  
  };
  
  THREE.Camera.prototype.copy = function ( source ) {
  
  	THREE.Object3D.prototype.copy.call( this, source );
  
  	this.matrixWorldInverse.copy( source.matrixWorldInverse );
  	this.projectionMatrix.copy( source.projectionMatrix );
  
  	return this;
  
  };
  
  // File:src/cameras/CubeCamera.js
  
  /**
   * Camera for rendering cube maps
   *	- renders scene into axis-aligned cube
   *
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.CubeCamera = function ( near, far, cubeResolution ) {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'CubeCamera';
  
  	var fov = 90, aspect = 1;
  
  	var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  	cameraPX.up.set( 0, - 1, 0 );
  	cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  	this.add( cameraPX );
  
  	var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  	cameraNX.up.set( 0, - 1, 0 );
  	cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
  	this.add( cameraNX );
  
  	var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  	cameraPY.up.set( 0, 0, 1 );
  	cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  	this.add( cameraPY );
  
  	var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  	cameraNY.up.set( 0, 0, - 1 );
  	cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
  	this.add( cameraNY );
  
  	var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  	cameraPZ.up.set( 0, - 1, 0 );
  	cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  	this.add( cameraPZ );
  
  	var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  	cameraNZ.up.set( 0, - 1, 0 );
  	cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
  	this.add( cameraNZ );
  
  	var options = { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter };
  
  	this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  
  	this.updateCubeMap = function ( renderer, scene ) {
  
  		if ( this.parent === null ) this.updateMatrixWorld();
  
  		var renderTarget = this.renderTarget;
  		var generateMipmaps = renderTarget.texture.generateMipmaps;
  
  		renderTarget.texture.generateMipmaps = false;
  
  		renderTarget.activeCubeFace = 0;
  		renderer.render( scene, cameraPX, renderTarget );
  
  		renderTarget.activeCubeFace = 1;
  		renderer.render( scene, cameraNX, renderTarget );
  
  		renderTarget.activeCubeFace = 2;
  		renderer.render( scene, cameraPY, renderTarget );
  
  		renderTarget.activeCubeFace = 3;
  		renderer.render( scene, cameraNY, renderTarget );
  
  		renderTarget.activeCubeFace = 4;
  		renderer.render( scene, cameraPZ, renderTarget );
  
  		renderTarget.texture.generateMipmaps = generateMipmaps;
  
  		renderTarget.activeCubeFace = 5;
  		renderer.render( scene, cameraNZ, renderTarget );
  
  		renderer.setRenderTarget( null );
  
  	};
  
  };
  
  THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
  
  // File:src/cameras/OrthographicCamera.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  
  	THREE.Camera.call( this );
  
  	this.type = 'OrthographicCamera';
  
  	this.zoom = 1;
  
  	this.left = left;
  	this.right = right;
  	this.top = top;
  	this.bottom = bottom;
  
  	this.near = ( near !== undefined ) ? near : 0.1;
  	this.far = ( far !== undefined ) ? far : 2000;
  
  	this.updateProjectionMatrix();
  
  };
  
  THREE.OrthographicCamera.prototype = Object.assign( Object.create( THREE.Camera.prototype ), {
  
  	constructor: THREE.OrthographicCamera,
  
  	copy: function ( source ) {
  
  		THREE.Camera.prototype.copy.call( this, source );
  
  		this.left = source.left;
  		this.right = source.right;
  		this.top = source.top;
  		this.bottom = source.bottom;
  		this.near = source.near;
  		this.far = source.far;
  
  		this.zoom = source.zoom;
  
  		return this;
  
  	},
  
  	updateProjectionMatrix: function () {
  
  		var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  		var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  		var cx = ( this.right + this.left ) / 2;
  		var cy = ( this.top + this.bottom ) / 2;
  
  		this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
  
  	},
  
  	toJSON: function ( meta ) {
  
  		var data = THREE.Object3D.prototype.toJSON.call( this, meta );
  
  		data.object.zoom = this.zoom;
  		data.object.left = this.left;
  		data.object.right = this.right;
  		data.object.top = this.top;
  		data.object.bottom = this.bottom;
  		data.object.near = this.near;
  		data.object.far = this.far;
  
  		return data;
  
  	}
  
  } );
  
  // File:src/cameras/PerspectiveCamera.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author greggman / http://games.greggman.com/
   * @author zz85 / http://www.lab4games.net/zz85/blog
   * @author tschw
   */
  
  THREE.PerspectiveCamera = function( fov, aspect, near, far ) {
  
  	THREE.Camera.call( this );
  
  	this.type = 'PerspectiveCamera';
  
  	this.fov = fov !== undefined ? fov : 50;
  	this.zoom = 1;
  
  	this.near = near !== undefined ? near : 0.1;
  	this.far = far !== undefined ? far : 2000;
  	this.focus = 10;
  
  	this.aspect = aspect !== undefined ? aspect : 1;
  	this.view = null;
  
  	this.filmGauge = 35;	// width of the film (default in millimeters)
  	this.filmOffset = 0;	// horizontal film offset (same unit as gauge)
  
  	this.updateProjectionMatrix();
  
  };
  
  THREE.PerspectiveCamera.prototype = Object.assign( Object.create( THREE.Camera.prototype ), {
  
  	constructor: THREE.PerspectiveCamera,
  
  	copy: function ( source ) {
  
  		THREE.Camera.prototype.copy.call( this, source );
  
  		this.fov = source.fov;
  		this.zoom = source.zoom;
  
  		this.near = source.near;
  		this.far = source.far;
  		this.focus = source.focus;
  
  		this.aspect = source.aspect;
  		this.view = source.view === null ? null : Object.assign( {}, source.view );
  
  		this.filmGauge = source.filmGauge;
  		this.filmOffset = source.filmOffset;
  
  		return this;
  
  	},
  
  	/**
  	 * Sets the FOV by focal length in respect to the current .filmGauge.
  	 *
  	 * The default film gauge is 35, so that the focal length can be specified for
  	 * a 35mm (full frame) camera.
  	 *
  	 * Values for focal length and film gauge must have the same unit.
  	 */
  	setFocalLength: function ( focalLength ) {
  
  		// see http://www.bobatkins.com/photography/technical/field_of_view.html
  		var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  
  		this.fov = THREE.Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  		this.updateProjectionMatrix();
  
  	},
  
  	/**
  	 * Calculates the focal length from the current .fov and .filmGauge.
  	 */
  	getFocalLength: function () {
  
  		var vExtentSlope = Math.tan( THREE.Math.DEG2RAD * 0.5 * this.fov );
  
  		return 0.5 * this.getFilmHeight() / vExtentSlope;
  
  	},
  
  	getEffectiveFOV: function () {
  
  		return THREE.Math.RAD2DEG * 2 * Math.atan(
  				Math.tan( THREE.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  
  	},
  
  	getFilmWidth: function () {
  
  		// film not completely covered in portrait format (aspect < 1)
  		return this.filmGauge * Math.min( this.aspect, 1 );
  
  	},
  
  	getFilmHeight: function () {
  
  		// film not completely covered in landscape format (aspect > 1)
  		return this.filmGauge / Math.max( this.aspect, 1 );
  
  	},
  
  	/**
  	 * Sets an offset in a larger frustum. This is useful for multi-window or
  	 * multi-monitor/multi-machine setups.
  	 *
  	 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  	 * the monitors are in grid like this
  	 *
  	 *   +---+---+---+
  	 *   | A | B | C |
  	 *   +---+---+---+
  	 *   | D | E | F |
  	 *   +---+---+---+
  	 *
  	 * then for each monitor you would call it like this
  	 *
  	 *   var w = 1920;
  	 *   var h = 1080;
  	 *   var fullWidth = w * 3;
  	 *   var fullHeight = h * 2;
  	 *
  	 *   --A--
  	 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  	 *   --B--
  	 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  	 *   --C--
  	 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  	 *   --D--
  	 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  	 *   --E--
  	 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  	 *   --F--
  	 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  	 *
  	 *   Note there is no reason monitors have to be the same size or in a grid.
  	 */
  	setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  
  		this.aspect = fullWidth / fullHeight;
  
  		this.view = {
  			fullWidth: fullWidth,
  			fullHeight: fullHeight,
  			offsetX: x,
  			offsetY: y,
  			width: width,
  			height: height
  		};
  
  		this.updateProjectionMatrix();
  
  	},
  
  	clearViewOffset: function() {
  
  		this.view = null;
  		this.updateProjectionMatrix();
  
  	},
  
  	updateProjectionMatrix: function () {
  
  		var near = this.near,
  			top = near * Math.tan(
  					THREE.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  			height = 2 * top,
  			width = this.aspect * height,
  			left = - 0.5 * width,
  			view = this.view;
  
  		if ( view !== null ) {
  
  			var fullWidth = view.fullWidth,
  				fullHeight = view.fullHeight;
  
  			left += view.offsetX * width / fullWidth;
  			top -= view.offsetY * height / fullHeight;
  			width *= view.width / fullWidth;
  			height *= view.height / fullHeight;
  
  		}
  
  		var skew = this.filmOffset;
  		if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  
  		this.projectionMatrix.makeFrustum(
  				left, left + width, top - height, top, near, this.far );
  
  	},
  
  	toJSON: function ( meta ) {
  
  		var data = THREE.Object3D.prototype.toJSON.call( this, meta );
  
  		data.object.fov = this.fov;
  		data.object.zoom = this.zoom;
  
  		data.object.near = this.near;
  		data.object.far = this.far;
  		data.object.focus = this.focus;
  
  		data.object.aspect = this.aspect;
  
  		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  
  		data.object.filmGauge = this.filmGauge;
  		data.object.filmOffset = this.filmOffset;
  
  		return data;
  
  	}
  
  } );
  
  // File:src/cameras/StereoCamera.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.StereoCamera = function () {
  
  	this.type = 'StereoCamera';
  
  	this.aspect = 1;
  
  	this.cameraL = new THREE.PerspectiveCamera();
  	this.cameraL.layers.enable( 1 );
  	this.cameraL.matrixAutoUpdate = false;
  
  	this.cameraR = new THREE.PerspectiveCamera();
  	this.cameraR.layers.enable( 2 );
  	this.cameraR.matrixAutoUpdate = false;
  
  };
  
  Object.assign( THREE.StereoCamera.prototype, {
  
  	update: ( function () {
  
  		var focus, fov, aspect, near, far;
  
  		var eyeRight = new THREE.Matrix4();
  		var eyeLeft = new THREE.Matrix4();
  
  		return function update ( camera ) {
  
  			var needsUpdate = focus !== camera.focus || fov !== camera.fov ||
  												aspect !== camera.aspect * this.aspect || near !== camera.near ||
  												far !== camera.far;
  
  			if ( needsUpdate ) {
  
  				focus = camera.focus;
  				fov = camera.fov;
  				aspect = camera.aspect * this.aspect;
  				near = camera.near;
  				far = camera.far;
  
  				// Off-axis stereoscopic effect based on
  				// http://paulbourke.net/stereographics/stereorender/
  
  				var projectionMatrix = camera.projectionMatrix.clone();
  				var eyeSep = 0.064 / 2;
  				var eyeSepOnProjection = eyeSep * near / focus;
  				var ymax = near * Math.tan( THREE.Math.DEG2RAD * fov * 0.5 );
  				var xmin, xmax;
  
  				// translate xOffset
  
  				eyeLeft.elements[ 12 ] = - eyeSep;
  				eyeRight.elements[ 12 ] = eyeSep;
  
  				// for left eye
  
  				xmin = - ymax * aspect + eyeSepOnProjection;
  				xmax = ymax * aspect + eyeSepOnProjection;
  
  				projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  				projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  
  				this.cameraL.projectionMatrix.copy( projectionMatrix );
  
  				// for right eye
  
  				xmin = - ymax * aspect - eyeSepOnProjection;
  				xmax = ymax * aspect - eyeSepOnProjection;
  
  				projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  				projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  
  				this.cameraR.projectionMatrix.copy( projectionMatrix );
  
  			}
  
  			this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  			this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  
  		};
  
  	} )()
  
  } );
  
  // File:src/lights/Light.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Light = function ( color, intensity ) {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Light';
  
  	this.color = new THREE.Color( color );
  	this.intensity = intensity !== undefined ? intensity : 1;
  
  	this.receiveShadow = undefined;
  
  };
  
  THREE.Light.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.Light,
  
  	copy: function ( source ) {
  
  		THREE.Object3D.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  		this.intensity = source.intensity;
  
  		return this;
  
  	},
  
  	toJSON: function ( meta ) {
  
  		var data = THREE.Object3D.prototype.toJSON.call( this, meta );
  
  		data.object.color = this.color.getHex();
  		data.object.intensity = this.intensity;
  
  		if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  
  		if ( this.distance !== undefined ) data.object.distance = this.distance;
  		if ( this.angle !== undefined ) data.object.angle = this.angle;
  		if ( this.decay !== undefined ) data.object.decay = this.decay;
  		if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  
  		return data;
  
  	}
  
  } );
  
  // File:src/lights/LightShadow.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.LightShadow = function ( camera ) {
  
  	this.camera = camera;
  
  	this.bias = 0;
  	this.radius = 1;
  
  	this.mapSize = new THREE.Vector2( 512, 512 );
  
  	this.map = null;
  	this.matrix = new THREE.Matrix4();
  
  };
  
  Object.assign( THREE.LightShadow.prototype, {
  
  	copy: function ( source ) {
  
  		this.camera = source.camera.clone();
  
  		this.bias = source.bias;
  		this.radius = source.radius;
  
  		this.mapSize.copy( source.mapSize );
  
  		return this;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	}
  
  } );
  
  // File:src/lights/AmbientLight.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.AmbientLight = function ( color, intensity ) {
  
  	THREE.Light.call( this, color, intensity );
  
  	this.type = 'AmbientLight';
  
  	this.castShadow = undefined;
  
  };
  
  THREE.AmbientLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), {
  
  	constructor: THREE.AmbientLight
  
  } );
  
  // File:src/lights/DirectionalLight.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.DirectionalLight = function ( color, intensity ) {
  
  	THREE.Light.call( this, color, intensity );
  
  	this.type = 'DirectionalLight';
  
  	this.position.set( 0, 1, 0 );
  	this.updateMatrix();
  
  	this.target = new THREE.Object3D();
  
  	this.shadow = new THREE.DirectionalLightShadow();
  
  };
  
  THREE.DirectionalLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), {
  
  	constructor: THREE.DirectionalLight,
  
  	copy: function ( source ) {
  
  		THREE.Light.prototype.copy.call( this, source );
  
  		this.target = source.target.clone();
  
  		this.shadow = source.shadow.clone();
  
  		return this;
  
  	}
  
  } );
  
  // File:src/lights/DirectionalLightShadow.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.DirectionalLightShadow = function ( light ) {
  
  	THREE.LightShadow.call( this, new THREE.OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  
  };
  
  THREE.DirectionalLightShadow.prototype = Object.assign( Object.create( THREE.LightShadow.prototype ), {
  
  	constructor: THREE.DirectionalLightShadow
  
  } );
  
  // File:src/lights/HemisphereLight.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  
  	THREE.Light.call( this, skyColor, intensity );
  
  	this.type = 'HemisphereLight';
  
  	this.castShadow = undefined;
  
  	this.position.set( 0, 1, 0 );
  	this.updateMatrix();
  
  	this.groundColor = new THREE.Color( groundColor );
  
  };
  
  THREE.HemisphereLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), {
  
  	constructor: THREE.HemisphereLight,
  
  	copy: function ( source ) {
  
  		THREE.Light.prototype.copy.call( this, source );
  
  		this.groundColor.copy( source.groundColor );
  
  		return this;
  
  	}
  
  } );
  
  // File:src/lights/PointLight.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  
  THREE.PointLight = function ( color, intensity, distance, decay ) {
  
  	THREE.Light.call( this, color, intensity );
  
  	this.type = 'PointLight';
  
  	Object.defineProperty( this, 'power', {
  		get: function () {
  			// intensity = power per solid angle.
  			// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
  			return this.intensity * 4 * Math.PI;
  
  		},
  		set: function ( power ) {
  			// intensity = power per solid angle.
  			// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
  			this.intensity = power / ( 4 * Math.PI );
  		}
  	} );
  
  	this.distance = ( distance !== undefined ) ? distance : 0;
  	this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
  
  	this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) );
  
  };
  
  THREE.PointLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), {
  
  	constructor: THREE.PointLight,
  
  	copy: function ( source ) {
  
  		THREE.Light.prototype.copy.call( this, source );
  
  		this.distance = source.distance;
  		this.decay = source.decay;
  
  		this.shadow = source.shadow.clone();
  
  		return this;
  
  	}
  
  } );
  
  // File:src/lights/SpotLight.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.SpotLight = function ( color, intensity, distance, angle, penumbra, decay ) {
  
  	THREE.Light.call( this, color, intensity );
  
  	this.type = 'SpotLight';
  
  	this.position.set( 0, 1, 0 );
  	this.updateMatrix();
  
  	this.target = new THREE.Object3D();
  
  	Object.defineProperty( this, 'power', {
  		get: function () {
  			// intensity = power per solid angle.
  			// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
  			return this.intensity * Math.PI;
  		},
  		set: function ( power ) {
  			// intensity = power per solid angle.
  			// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
  			this.intensity = power / Math.PI;
  		}
  	} );
  
  	this.distance = ( distance !== undefined ) ? distance : 0;
  	this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  	this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  	this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
  
  	this.shadow = new THREE.SpotLightShadow();
  
  };
  
  THREE.SpotLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), {
  
  	constructor: THREE.SpotLight,
  
  	copy: function ( source ) {
  
  		THREE.Light.prototype.copy.call( this, source );
  
  		this.distance = source.distance;
  		this.angle = source.angle;
  		this.penumbra = source.penumbra;
  		this.decay = source.decay;
  
  		this.target = source.target.clone();
  
  		this.shadow = source.shadow.clone();
  
  		return this;
  
  	}
  
  } );
  
  // File:src/lights/SpotLightShadow.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.SpotLightShadow = function () {
  
  	THREE.LightShadow.call( this, new THREE.PerspectiveCamera( 50, 1, 0.5, 500 ) );
  
  };
  
  THREE.SpotLightShadow.prototype = Object.assign( Object.create( THREE.LightShadow.prototype ), {
  
  	constructor: THREE.SpotLightShadow,
  
  	update: function ( light ) {
  
  		var fov = THREE.Math.RAD2DEG * 2 * light.angle;
  		var aspect = this.mapSize.width / this.mapSize.height;
  		var far = light.distance || 500;
  
  		var camera = this.camera;
  
  		if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  
  			camera.fov = fov;
  			camera.aspect = aspect;
  			camera.far = far;
  			camera.updateProjectionMatrix();
  
  		}
  
  	}
  
  } );
  
  // File:src/loaders/AudioLoader.js
  
  /**
   * @author Reece Aaron Lecrivain / http://reecenotes.com/
   */
  
  THREE.AudioLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  };
  
  THREE.AudioLoader.prototype = {
  
  	constructor: THREE.AudioLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var loader = new THREE.XHRLoader( this.manager );
  		loader.setResponseType( 'arraybuffer' );
  		loader.load( url, function ( buffer ) {
  
  			var context = THREE.AudioContext;
  
  			context.decodeAudioData( buffer, function ( audioBuffer ) {
  
  				onLoad( audioBuffer );
  
  			} );
  
  		}, onProgress, onError );
  
  	}
  
  };
  
  // File:src/loaders/Cache.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Cache = {
  
  	enabled: false,
  
  	files: {},
  
  	add: function ( key, file ) {
  
  		if ( this.enabled === false ) return;
  
  		// console.log( 'THREE.Cache', 'Adding key:', key );
  
  		this.files[ key ] = file;
  
  	},
  
  	get: function ( key ) {
  
  		if ( this.enabled === false ) return;
  
  		// console.log( 'THREE.Cache', 'Checking key:', key );
  
  		return this.files[ key ];
  
  	},
  
  	remove: function ( key ) {
  
  		delete this.files[ key ];
  
  	},
  
  	clear: function () {
  
  		this.files = {};
  
  	}
  
  };
  
  // File:src/loaders/Loader.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Loader = function () {
  
  	this.onLoadStart = function () {};
  	this.onLoadProgress = function () {};
  	this.onLoadComplete = function () {};
  
  };
  
  THREE.Loader.prototype = {
  
  	constructor: THREE.Loader,
  
  	crossOrigin: undefined,
  
  	extractUrlBase: function ( url ) {
  
  		var parts = url.split( '/' );
  
  		if ( parts.length === 1 ) return './';
  
  		parts.pop();
  
  		return parts.join( '/' ) + '/';
  
  	},
  
  	initMaterials: function ( materials, texturePath, crossOrigin ) {
  
  		var array = [];
  
  		for ( var i = 0; i < materials.length; ++ i ) {
  
  			array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  
  		}
  
  		return array;
  
  	},
  
  	createMaterial: ( function () {
  
  		var color, textureLoader, materialLoader;
  
  		return function ( m, texturePath, crossOrigin ) {
  
  			if ( color === undefined ) color = new THREE.Color();
  			if ( textureLoader === undefined ) textureLoader = new THREE.TextureLoader();
  			if ( materialLoader === undefined ) materialLoader = new THREE.MaterialLoader();
  
  			// convert from old material format
  
  			var textures = {};
  
  			function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  
  				var fullPath = texturePath + path;
  				var loader = THREE.Loader.Handlers.get( fullPath );
  
  				var texture;
  
  				if ( loader !== null ) {
  
  					texture = loader.load( fullPath );
  
  				} else {
  
  					textureLoader.setCrossOrigin( crossOrigin );
  					texture = textureLoader.load( fullPath );
  
  				}
  
  				if ( repeat !== undefined ) {
  
  					texture.repeat.fromArray( repeat );
  
  					if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  					if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  
  				}
  
  				if ( offset !== undefined ) {
  
  					texture.offset.fromArray( offset );
  
  				}
  
  				if ( wrap !== undefined ) {
  
  					if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = THREE.RepeatWrapping;
  					if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = THREE.MirroredRepeatWrapping;
  
  					if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = THREE.RepeatWrapping;
  					if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = THREE.MirroredRepeatWrapping;
  
  				}
  
  				if ( anisotropy !== undefined ) {
  
  					texture.anisotropy = anisotropy;
  
  				}
  
  				var uuid = THREE.Math.generateUUID();
  
  				textures[ uuid ] = texture;
  
  				return uuid;
  
  			}
  
  			//
  
  			var json = {
  				uuid: THREE.Math.generateUUID(),
  				type: 'MeshLambertMaterial'
  			};
  
  			for ( var name in m ) {
  
  				var value = m[ name ];
  
  				switch ( name ) {
  					case 'DbgColor':
  					case 'DbgIndex':
  					case 'opticalDensity':
  					case 'illumination':
  						break;
  					case 'DbgName':
  						json.name = value;
  						break;
  					case 'blending':
  						json.blending = THREE[ value ];
  						break;
  					case 'colorAmbient':
  					case 'mapAmbient':
  						console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  						break;
  					case 'colorDiffuse':
  						json.color = color.fromArray( value ).getHex();
  						break;
  					case 'colorSpecular':
  						json.specular = color.fromArray( value ).getHex();
  						break;
  					case 'colorEmissive':
  						json.emissive = color.fromArray( value ).getHex();
  						break;
  					case 'specularCoef':
  						json.shininess = value;
  						break;
  					case 'shading':
  						if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  						if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  						break;
  					case 'mapDiffuse':
  						json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  						break;
  					case 'mapDiffuseRepeat':
  					case 'mapDiffuseOffset':
  					case 'mapDiffuseWrap':
  					case 'mapDiffuseAnisotropy':
  						break;
  					case 'mapLight':
  						json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  						break;
  					case 'mapLightRepeat':
  					case 'mapLightOffset':
  					case 'mapLightWrap':
  					case 'mapLightAnisotropy':
  						break;
  					case 'mapAO':
  						json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  						break;
  					case 'mapAORepeat':
  					case 'mapAOOffset':
  					case 'mapAOWrap':
  					case 'mapAOAnisotropy':
  						break;
  					case 'mapBump':
  						json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  						break;
  					case 'mapBumpScale':
  						json.bumpScale = value;
  						break;
  					case 'mapBumpRepeat':
  					case 'mapBumpOffset':
  					case 'mapBumpWrap':
  					case 'mapBumpAnisotropy':
  						break;
  					case 'mapNormal':
  						json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  						break;
  					case 'mapNormalFactor':
  						json.normalScale = [ value, value ];
  						break;
  					case 'mapNormalRepeat':
  					case 'mapNormalOffset':
  					case 'mapNormalWrap':
  					case 'mapNormalAnisotropy':
  						break;
  					case 'mapSpecular':
  						json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  						break;
  					case 'mapSpecularRepeat':
  					case 'mapSpecularOffset':
  					case 'mapSpecularWrap':
  					case 'mapSpecularAnisotropy':
  						break;
  					case 'mapAlpha':
  						json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  						break;
  					case 'mapAlphaRepeat':
  					case 'mapAlphaOffset':
  					case 'mapAlphaWrap':
  					case 'mapAlphaAnisotropy':
  						break;
  					case 'flipSided':
  						json.side = THREE.BackSide;
  						break;
  					case 'doubleSided':
  						json.side = THREE.DoubleSide;
  						break;
  					case 'transparency':
  						console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  						json.opacity = value;
  						break;
  					case 'depthTest':
  					case 'depthWrite':
  					case 'colorWrite':
  					case 'opacity':
  					case 'reflectivity':
  					case 'transparent':
  					case 'visible':
  					case 'wireframe':
  						json[ name ] = value;
  						break;
  					case 'vertexColors':
  						if ( value === true ) json.vertexColors = THREE.VertexColors;
  						if ( value === 'face' ) json.vertexColors = THREE.FaceColors;
  						break;
  					default:
  						console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  						break;
  				}
  
  			}
  
  			if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  			if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  
  			if ( json.opacity < 1 ) json.transparent = true;
  
  			materialLoader.setTextures( textures );
  
  			return materialLoader.parse( json );
  
  		};
  
  	} )()
  
  };
  
  THREE.Loader.Handlers = {
  
  	handlers: [],
  
  	add: function ( regex, loader ) {
  
  		this.handlers.push( regex, loader );
  
  	},
  
  	get: function ( file ) {
  
  		var handlers = this.handlers;
  
  		for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  
  			var regex = handlers[ i ];
  			var loader  = handlers[ i + 1 ];
  
  			if ( regex.test( file ) ) {
  
  				return loader;
  
  			}
  
  		}
  
  		return null;
  
  	}
  
  };
  
  // File:src/loaders/XHRLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.XHRLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  };
  
  THREE.XHRLoader.prototype = {
  
  	constructor: THREE.XHRLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		if ( this.path !== undefined ) url = this.path + url;
  
  		var scope = this;
  
  		var cached = THREE.Cache.get( url );
  
  		if ( cached !== undefined ) {
  
  			if ( onLoad ) {
  
  				setTimeout( function () {
  
  					onLoad( cached );
  
  				}, 0 );
  
  			}
  
  			return cached;
  
  		}
  
  		var request = new XMLHttpRequest();
  		request.overrideMimeType( 'text/plain' );
  		request.open( 'GET', url, true );
  
  		request.addEventListener( 'load', function ( event ) {
  
  			var response = event.target.response;
  
  			THREE.Cache.add( url, response );
  
  			if ( this.status === 200 ) {
  
  				if ( onLoad ) onLoad( response );
  
  				scope.manager.itemEnd( url );
  
  			} else if ( this.status === 0 ) {
  
  				// Some browsers return HTTP Status 0 when using non-http protocol
  				// e.g. 'file://' or 'data://'. Handle as success.
  
  				console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' );
  
  				if ( onLoad ) onLoad( response );
  
  				scope.manager.itemEnd( url );
  
  			} else {
  
  				if ( onError ) onError( event );
  
  				scope.manager.itemError( url );
  
  			}
  
  		}, false );
  
  		if ( onProgress !== undefined ) {
  
  			request.addEventListener( 'progress', function ( event ) {
  
  				onProgress( event );
  
  			}, false );
  
  		}
  
  		request.addEventListener( 'error', function ( event ) {
  
  			if ( onError ) onError( event );
  
  			scope.manager.itemError( url );
  
  		}, false );
  
  		if ( this.responseType !== undefined ) request.responseType = this.responseType;
  		if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  
  		request.send( null );
  
  		scope.manager.itemStart( url );
  
  		return request;
  
  	},
  
  	setPath: function ( value ) {
  
  		this.path = value;
  
  	},
  
  	setResponseType: function ( value ) {
  
  		this.responseType = value;
  
  	},
  
  	setWithCredentials: function ( value ) {
  
  		this.withCredentials = value;
  
  	}
  
  };
  
  // File:src/loaders/FontLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.FontLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  };
  
  THREE.FontLoader.prototype = {
  
  	constructor: THREE.FontLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var loader = new THREE.XHRLoader( this.manager );
  		loader.load( url, function ( text ) {
  
  			var json;
  
  			try {
  
  				json = JSON.parse( text );
  
  			} catch ( e ) {
  
  				console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  				json = JSON.parse( text.substring( 65, text.length - 2 ) );
  
  			}
  
  			var font = scope.parse( json );
  
  			if ( onLoad ) onLoad( font );
  
  		}, onProgress, onError );
  
  	},
  
  	parse: function ( json ) {
  
  		return new THREE.Font( json );
  
  	}
  
  };
  
  // File:src/loaders/ImageLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.ImageLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  };
  
  THREE.ImageLoader.prototype = {
  
  	constructor: THREE.ImageLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		if ( this.path !== undefined ) url = this.path + url;
  
  		var scope = this;
  
  		var cached = THREE.Cache.get( url );
  
  		if ( cached !== undefined ) {
  
  			scope.manager.itemStart( url );
  
  			if ( onLoad ) {
  
  				setTimeout( function () {
  
  					onLoad( cached );
  
  					scope.manager.itemEnd( url );
  
  				}, 0 );
  
  			} else {
  
  				scope.manager.itemEnd( url );
  
  			}
  
  			return cached;
  
  		}
  
  		var image = document.createElement( 'img' );
  
  		image.addEventListener( 'load', function ( event ) {
  
  			THREE.Cache.add( url, this );
  
  			if ( onLoad ) onLoad( this );
  
  			scope.manager.itemEnd( url );
  
  		}, false );
  
  		if ( onProgress !== undefined ) {
  
  			image.addEventListener( 'progress', function ( event ) {
  
  				onProgress( event );
  
  			}, false );
  
  		}
  
  		image.addEventListener( 'error', function ( event ) {
  
  			if ( onError ) onError( event );
  
  			scope.manager.itemError( url );
  
  		}, false );
  
  		if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  
  		scope.manager.itemStart( url );
  
  		image.src = url;
  
  		return image;
  
  	},
  
  	setCrossOrigin: function ( value ) {
  
  		this.crossOrigin = value;
  
  	},
  
  	setPath: function ( value ) {
  
  		this.path = value;
  
  	}
  
  };
  
  // File:src/loaders/JSONLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.JSONLoader = function ( manager ) {
  
  	if ( typeof manager === 'boolean' ) {
  
  		console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
  		manager = undefined;
  
  	}
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  	this.withCredentials = false;
  
  };
  
  THREE.JSONLoader.prototype = {
  
  	constructor: THREE.JSONLoader,
  
  	// Deprecated
  
  	get statusDomElement () {
  
  		if ( this._statusDomElement === undefined ) {
  
  			this._statusDomElement = document.createElement( 'div' );
  
  		}
  
  		console.warn( 'THREE.JSONLoader: .statusDomElement has been removed.' );
  		return this._statusDomElement;
  
  	},
  
  	load: function( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url );
  
  		var loader = new THREE.XHRLoader( this.manager );
  		loader.setWithCredentials( this.withCredentials );
  		loader.load( url, function ( text ) {
  
  			var json = JSON.parse( text );
  			var metadata = json.metadata;
  
  			if ( metadata !== undefined ) {
  
  				var type = metadata.type;
  
  				if ( type !== undefined ) {
  
  					if ( type.toLowerCase() === 'object' ) {
  
  						console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
  						return;
  
  					}
  
  					if ( type.toLowerCase() === 'scene' ) {
  
  						console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
  						return;
  
  					}
  
  				}
  
  			}
  
  			var object = scope.parse( json, texturePath );
  			onLoad( object.geometry, object.materials );
  
  		}, onProgress, onError );
  
  	},
  
  	setTexturePath: function ( value ) {
  
  		this.texturePath = value;
  
  	},
  
  	parse: function ( json, texturePath ) {
  
  		var geometry = new THREE.Geometry(),
  		scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  
  		parseModel( scale );
  
  		parseSkin();
  		parseMorphing( scale );
  		parseAnimations();
  
  		geometry.computeFaceNormals();
  		geometry.computeBoundingSphere();
  
  		function parseModel( scale ) {
  
  			function isBitSet( value, position ) {
  
  				return value & ( 1 << position );
  
  			}
  
  			var i, j, fi,
  
  			offset, zLength,
  
  		colorIndex, normalIndex, uvIndex, materialIndex,
  
  			type,
  			isQuad,
  			hasMaterial,
  			hasFaceVertexUv,
  			hasFaceNormal, hasFaceVertexNormal,
  			hasFaceColor, hasFaceVertexColor,
  
  		vertex, face, faceA, faceB, hex, normal,
  
  			uvLayer, uv, u, v,
  
  			faces = json.faces,
  			vertices = json.vertices,
  			normals = json.normals,
  			colors = json.colors,
  
  			nUvLayers = 0;
  
  			if ( json.uvs !== undefined ) {
  
  				// disregard empty arrays
  
  				for ( i = 0; i < json.uvs.length; i ++ ) {
  
  					if ( json.uvs[ i ].length ) nUvLayers ++;
  
  				}
  
  				for ( i = 0; i < nUvLayers; i ++ ) {
  
  					geometry.faceVertexUvs[ i ] = [];
  
  				}
  
  			}
  
  			offset = 0;
  			zLength = vertices.length;
  
  			while ( offset < zLength ) {
  
  				vertex = new THREE.Vector3();
  
  				vertex.x = vertices[ offset ++ ] * scale;
  				vertex.y = vertices[ offset ++ ] * scale;
  				vertex.z = vertices[ offset ++ ] * scale;
  
  				geometry.vertices.push( vertex );
  
  			}
  
  			offset = 0;
  			zLength = faces.length;
  
  			while ( offset < zLength ) {
  
  				type = faces[ offset ++ ];
  
  
  				isQuad              = isBitSet( type, 0 );
  				hasMaterial         = isBitSet( type, 1 );
  				hasFaceVertexUv     = isBitSet( type, 3 );
  				hasFaceNormal       = isBitSet( type, 4 );
  				hasFaceVertexNormal = isBitSet( type, 5 );
  				hasFaceColor	     = isBitSet( type, 6 );
  				hasFaceVertexColor  = isBitSet( type, 7 );
  
  				// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  
  				if ( isQuad ) {
  
  					faceA = new THREE.Face3();
  					faceA.a = faces[ offset ];
  					faceA.b = faces[ offset + 1 ];
  					faceA.c = faces[ offset + 3 ];
  
  					faceB = new THREE.Face3();
  					faceB.a = faces[ offset + 1 ];
  					faceB.b = faces[ offset + 2 ];
  					faceB.c = faces[ offset + 3 ];
  
  					offset += 4;
  
  					if ( hasMaterial ) {
  
  						materialIndex = faces[ offset ++ ];
  						faceA.materialIndex = materialIndex;
  						faceB.materialIndex = materialIndex;
  
  					}
  
  					// to get face <=> uv index correspondence
  
  					fi = geometry.faces.length;
  
  					if ( hasFaceVertexUv ) {
  
  						for ( i = 0; i < nUvLayers; i ++ ) {
  
  							uvLayer = json.uvs[ i ];
  
  							geometry.faceVertexUvs[ i ][ fi ] = [];
  							geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
  
  							for ( j = 0; j < 4; j ++ ) {
  
  								uvIndex = faces[ offset ++ ];
  
  								u = uvLayer[ uvIndex * 2 ];
  								v = uvLayer[ uvIndex * 2 + 1 ];
  
  								uv = new THREE.Vector2( u, v );
  
  								if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  								if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  
  							}
  
  						}
  
  					}
  
  					if ( hasFaceNormal ) {
  
  						normalIndex = faces[ offset ++ ] * 3;
  
  						faceA.normal.set(
  							normals[ normalIndex ++ ],
  							normals[ normalIndex ++ ],
  							normals[ normalIndex ]
  						);
  
  						faceB.normal.copy( faceA.normal );
  
  					}
  
  					if ( hasFaceVertexNormal ) {
  
  						for ( i = 0; i < 4; i ++ ) {
  
  							normalIndex = faces[ offset ++ ] * 3;
  
  							normal = new THREE.Vector3(
  								normals[ normalIndex ++ ],
  								normals[ normalIndex ++ ],
  								normals[ normalIndex ]
  							);
  
  
  							if ( i !== 2 ) faceA.vertexNormals.push( normal );
  							if ( i !== 0 ) faceB.vertexNormals.push( normal );
  
  						}
  
  					}
  
  
  					if ( hasFaceColor ) {
  
  						colorIndex = faces[ offset ++ ];
  						hex = colors[ colorIndex ];
  
  						faceA.color.setHex( hex );
  						faceB.color.setHex( hex );
  
  					}
  
  
  					if ( hasFaceVertexColor ) {
  
  						for ( i = 0; i < 4; i ++ ) {
  
  							colorIndex = faces[ offset ++ ];
  							hex = colors[ colorIndex ];
  
  							if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  							if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  
  						}
  
  					}
  
  					geometry.faces.push( faceA );
  					geometry.faces.push( faceB );
  
  				} else {
  
  					face = new THREE.Face3();
  					face.a = faces[ offset ++ ];
  					face.b = faces[ offset ++ ];
  					face.c = faces[ offset ++ ];
  
  					if ( hasMaterial ) {
  
  						materialIndex = faces[ offset ++ ];
  						face.materialIndex = materialIndex;
  
  					}
  
  					// to get face <=> uv index correspondence
  
  					fi = geometry.faces.length;
  
  					if ( hasFaceVertexUv ) {
  
  						for ( i = 0; i < nUvLayers; i ++ ) {
  
  							uvLayer = json.uvs[ i ];
  
  							geometry.faceVertexUvs[ i ][ fi ] = [];
  
  							for ( j = 0; j < 3; j ++ ) {
  
  								uvIndex = faces[ offset ++ ];
  
  								u = uvLayer[ uvIndex * 2 ];
  								v = uvLayer[ uvIndex * 2 + 1 ];
  
  								uv = new THREE.Vector2( u, v );
  
  								geometry.faceVertexUvs[ i ][ fi ].push( uv );
  
  							}
  
  						}
  
  					}
  
  					if ( hasFaceNormal ) {
  
  						normalIndex = faces[ offset ++ ] * 3;
  
  						face.normal.set(
  							normals[ normalIndex ++ ],
  							normals[ normalIndex ++ ],
  							normals[ normalIndex ]
  						);
  
  					}
  
  					if ( hasFaceVertexNormal ) {
  
  						for ( i = 0; i < 3; i ++ ) {
  
  							normalIndex = faces[ offset ++ ] * 3;
  
  							normal = new THREE.Vector3(
  								normals[ normalIndex ++ ],
  								normals[ normalIndex ++ ],
  								normals[ normalIndex ]
  							);
  
  							face.vertexNormals.push( normal );
  
  						}
  
  					}
  
  
  					if ( hasFaceColor ) {
  
  						colorIndex = faces[ offset ++ ];
  						face.color.setHex( colors[ colorIndex ] );
  
  					}
  
  
  					if ( hasFaceVertexColor ) {
  
  						for ( i = 0; i < 3; i ++ ) {
  
  							colorIndex = faces[ offset ++ ];
  							face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  
  						}
  
  					}
  
  					geometry.faces.push( face );
  
  				}
  
  			}
  
  		}
  
  		function parseSkin() {
  
  			var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  
  			if ( json.skinWeights ) {
  
  				for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  
  					var x =                               json.skinWeights[ i ];
  					var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  					var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  					var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  
  					geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  
  				}
  
  			}
  
  			if ( json.skinIndices ) {
  
  				for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  
  					var a =                               json.skinIndices[ i ];
  					var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  					var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  					var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  
  					geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  
  				}
  
  			}
  
  			geometry.bones = json.bones;
  
  			if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  
  				console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  					geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  
  			}
  
  		}
  
  		function parseMorphing( scale ) {
  
  			if ( json.morphTargets !== undefined ) {
  
  				for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  
  					geometry.morphTargets[ i ] = {};
  					geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  					geometry.morphTargets[ i ].vertices = [];
  
  					var dstVertices = geometry.morphTargets[ i ].vertices;
  					var srcVertices = json.morphTargets[ i ].vertices;
  
  					for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  
  						var vertex = new THREE.Vector3();
  						vertex.x = srcVertices[ v ] * scale;
  						vertex.y = srcVertices[ v + 1 ] * scale;
  						vertex.z = srcVertices[ v + 2 ] * scale;
  
  						dstVertices.push( vertex );
  
  					}
  
  				}
  
  			}
  
  			if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
  
  				console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
  
  				var faces = geometry.faces;
  				var morphColors = json.morphColors[ 0 ].colors;
  
  				for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  					faces[ i ].color.fromArray( morphColors, i * 3 );
  
  				}
  
  			}
  
  		}
  
  		function parseAnimations() {
  
  			var outputAnimations = [];
  
  			// parse old style Bone/Hierarchy animations
  			var animations = [];
  
  			if ( json.animation !== undefined ) {
  
  				animations.push( json.animation );
  
  			}
  
  			if ( json.animations !== undefined ) {
  
  				if ( json.animations.length ) {
  
  					animations = animations.concat( json.animations );
  
  				} else {
  
  					animations.push( json.animations );
  
  				}
  
  			}
  
  			for ( var i = 0; i < animations.length; i ++ ) {
  
  				var clip = THREE.AnimationClip.parseAnimation( animations[ i ], geometry.bones );
  				if ( clip ) outputAnimations.push( clip );
  
  			}
  
  			// parse implicit morph animations
  			if ( geometry.morphTargets ) {
  
  				// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
  				var morphAnimationClips = THREE.AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
  				outputAnimations = outputAnimations.concat( morphAnimationClips );
  
  			}
  
  			if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
  
  		}
  
  		if ( json.materials === undefined || json.materials.length === 0 ) {
  
  			return { geometry: geometry };
  
  		} else {
  
  			var materials = THREE.Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
  
  			return { geometry: geometry, materials: materials };
  
  		}
  
  	}
  
  };
  
  // File:src/loaders/LoadingManager.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  
  	var scope = this;
  
  	var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
  
  	this.onStart = undefined;
  	this.onLoad = onLoad;
  	this.onProgress = onProgress;
  	this.onError = onError;
  
  	this.itemStart = function ( url ) {
  
  		itemsTotal ++;
  
  		if ( isLoading === false ) {
  
  			if ( scope.onStart !== undefined ) {
  
  				scope.onStart( url, itemsLoaded, itemsTotal );
  
  			}
  
  		}
  
  		isLoading = true;
  
  	};
  
  	this.itemEnd = function ( url ) {
  
  		itemsLoaded ++;
  
  		if ( scope.onProgress !== undefined ) {
  
  			scope.onProgress( url, itemsLoaded, itemsTotal );
  
  		}
  
  		if ( itemsLoaded === itemsTotal ) {
  
  			isLoading = false;
  
  			if ( scope.onLoad !== undefined ) {
  
  				scope.onLoad();
  
  			}
  
  		}
  
  	};
  
  	this.itemError = function ( url ) {
  
  		if ( scope.onError !== undefined ) {
  
  			scope.onError( url );
  
  		}
  
  	};
  
  };
  
  THREE.DefaultLoadingManager = new THREE.LoadingManager();
  
  // File:src/loaders/BufferGeometryLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.BufferGeometryLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  };
  
  THREE.BufferGeometryLoader.prototype = {
  
  	constructor: THREE.BufferGeometryLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var loader = new THREE.XHRLoader( scope.manager );
  		loader.load( url, function ( text ) {
  
  			onLoad( scope.parse( JSON.parse( text ) ) );
  
  		}, onProgress, onError );
  
  	},
  
  	parse: function ( json ) {
  
  		var geometry = new THREE.BufferGeometry();
  
  		var index = json.data.index;
  
  		var TYPED_ARRAYS = {
  			'Int8Array': Int8Array,
  			'Uint8Array': Uint8Array,
  			'Uint8ClampedArray': Uint8ClampedArray,
  			'Int16Array': Int16Array,
  			'Uint16Array': Uint16Array,
  			'Int32Array': Int32Array,
  			'Uint32Array': Uint32Array,
  			'Float32Array': Float32Array,
  			'Float64Array': Float64Array
  		};
  
  		if ( index !== undefined ) {
  
  			var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  			geometry.setIndex( new THREE.BufferAttribute( typedArray, 1 ) );
  
  		}
  
  		var attributes = json.data.attributes;
  
  		for ( var key in attributes ) {
  
  			var attribute = attributes[ key ];
  			var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  
  			geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
  
  		}
  
  		var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  
  		if ( groups !== undefined ) {
  
  			for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  
  				var group = groups[ i ];
  
  				geometry.addGroup( group.start, group.count, group.materialIndex );
  
  			}
  
  		}
  
  		var boundingSphere = json.data.boundingSphere;
  
  		if ( boundingSphere !== undefined ) {
  
  			var center = new THREE.Vector3();
  
  			if ( boundingSphere.center !== undefined ) {
  
  				center.fromArray( boundingSphere.center );
  
  			}
  
  			geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
  
  		}
  
  		return geometry;
  
  	}
  
  };
  
  // File:src/loaders/MaterialLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.MaterialLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  	this.textures = {};
  
  };
  
  THREE.MaterialLoader.prototype = {
  
  	constructor: THREE.MaterialLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var loader = new THREE.XHRLoader( scope.manager );
  		loader.load( url, function ( text ) {
  
  			onLoad( scope.parse( JSON.parse( text ) ) );
  
  		}, onProgress, onError );
  
  	},
  
  	setTextures: function ( value ) {
  
  		this.textures = value;
  
  	},
  
  	getTexture: function ( name ) {
  
  		var textures = this.textures;
  
  		if ( textures[ name ] === undefined ) {
  
  			console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  
  		}
  
  		return textures[ name ];
  
  	},
  
  	parse: function ( json ) {
  
  		var material = new THREE[ json.type ];
  
  		if ( json.uuid !== undefined ) material.uuid = json.uuid;
  		if ( json.name !== undefined ) material.name = json.name;
  		if ( json.color !== undefined ) material.color.setHex( json.color );
  		if ( json.roughness !== undefined ) material.roughness = json.roughness;
  		if ( json.metalness !== undefined ) material.metalness = json.metalness;
  		if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  		if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  		if ( json.shininess !== undefined ) material.shininess = json.shininess;
  		if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
  		if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  		if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  		if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  		if ( json.shading !== undefined ) material.shading = json.shading;
  		if ( json.blending !== undefined ) material.blending = json.blending;
  		if ( json.side !== undefined ) material.side = json.side;
  		if ( json.opacity !== undefined ) material.opacity = json.opacity;
  		if ( json.transparent !== undefined ) material.transparent = json.transparent;
  		if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  		if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  		if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  		if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  		if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  		if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  
  		// for PointsMaterial
  		if ( json.size !== undefined ) material.size = json.size;
  		if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  
  		// maps
  
  		if ( json.map !== undefined ) material.map = this.getTexture( json.map );
  
  		if ( json.alphaMap !== undefined ) {
  
  			material.alphaMap = this.getTexture( json.alphaMap );
  			material.transparent = true;
  
  		}
  
  		if ( json.bumpMap !== undefined ) material.bumpMap = this.getTexture( json.bumpMap );
  		if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  
  		if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap );
  		if ( json.normalScale !== undefined ) {
  
  			var normalScale = json.normalScale;
  
  			if ( Array.isArray( normalScale ) === false ) {
  
  				// Blender exporter used to export a scalar. See #7459
  
  				normalScale = [ normalScale, normalScale ];
  
  			}
  
  			material.normalScale = new THREE.Vector2().fromArray( normalScale );
  
  		}
  
  		if ( json.displacementMap !== undefined ) material.displacementMap = this.getTexture( json.displacementMap );
  		if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  		if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  
  		if ( json.roughnessMap !== undefined ) material.roughnessMap = this.getTexture( json.roughnessMap );
  		if ( json.metalnessMap !== undefined ) material.metalnessMap = this.getTexture( json.metalnessMap );
  
  		if ( json.emissiveMap !== undefined ) material.emissiveMap = this.getTexture( json.emissiveMap );
  		if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  
  		if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap );
  
  		if ( json.envMap !== undefined ) {
  
  			material.envMap = this.getTexture( json.envMap );
  			material.combine = THREE.MultiplyOperation;
  
  		}
  
  		if ( json.reflectivity ) material.reflectivity = json.reflectivity;
  
  		if ( json.lightMap !== undefined ) material.lightMap = this.getTexture( json.lightMap );
  		if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  
  		if ( json.aoMap !== undefined ) material.aoMap = this.getTexture( json.aoMap );
  		if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  
  		// MultiMaterial
  
  		if ( json.materials !== undefined ) {
  
  			for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  
  				material.materials.push( this.parse( json.materials[ i ] ) );
  
  			}
  
  		}
  
  		return material;
  
  	}
  
  };
  
  // File:src/loaders/ObjectLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.ObjectLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  	this.texturePath = '';
  
  };
  
  THREE.ObjectLoader.prototype = {
  
  	constructor: THREE.ObjectLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		if ( this.texturePath === '' ) {
  
  			this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
  
  		}
  
  		var scope = this;
  
  		var loader = new THREE.XHRLoader( scope.manager );
  		loader.load( url, function ( text ) {
  
  			scope.parse( JSON.parse( text ), onLoad );
  
  		}, onProgress, onError );
  
  	},
  
  	setTexturePath: function ( value ) {
  
  		this.texturePath = value;
  
  	},
  
  	setCrossOrigin: function ( value ) {
  
  		this.crossOrigin = value;
  
  	},
  
  	parse: function ( json, onLoad ) {
  
  		var geometries = this.parseGeometries( json.geometries );
  
  		var images = this.parseImages( json.images, function () {
  
  			if ( onLoad !== undefined ) onLoad( object );
  
  		} );
  
  		var textures  = this.parseTextures( json.textures, images );
  		var materials = this.parseMaterials( json.materials, textures );
  
  		var object = this.parseObject( json.object, geometries, materials );
  
  		if ( json.animations ) {
  
  			object.animations = this.parseAnimations( json.animations );
  
  		}
  
  		if ( json.images === undefined || json.images.length === 0 ) {
  
  			if ( onLoad !== undefined ) onLoad( object );
  
  		}
  
  		return object;
  
  	},
  
  	parseGeometries: function ( json ) {
  
  		var geometries = {};
  
  		if ( json !== undefined ) {
  
  			var geometryLoader = new THREE.JSONLoader();
  			var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  
  			for ( var i = 0, l = json.length; i < l; i ++ ) {
  
  				var geometry;
  				var data = json[ i ];
  
  				switch ( data.type ) {
  
  					case 'PlaneGeometry':
  					case 'PlaneBufferGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.width,
  							data.height,
  							data.widthSegments,
  							data.heightSegments
  						);
  
  						break;
  
  					case 'BoxGeometry':
  					case 'BoxBufferGeometry':
  					case 'CubeGeometry': // backwards compatible
  
  						geometry = new THREE[ data.type ](
  							data.width,
  							data.height,
  							data.depth,
  							data.widthSegments,
  							data.heightSegments,
  							data.depthSegments
  						);
  
  						break;
  
  					case 'CircleGeometry':
  					case 'CircleBufferGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.radius,
  							data.segments,
  							data.thetaStart,
  							data.thetaLength
  						);
  
  						break;
  
  					case 'CylinderGeometry':
  					case 'CylinderBufferGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.radiusTop,
  							data.radiusBottom,
  							data.height,
  							data.radialSegments,
  							data.heightSegments,
  							data.openEnded,
  							data.thetaStart,
  							data.thetaLength
  						);
  
  						break;
  
  					case 'ConeGeometry':
  					case 'ConeBufferGeometry':
  
  						geometry = new THREE [ data.type ](
  							data.radius,
  							data.height,
  							data.radialSegments,
  							data.heightSegments,
  							data.openEnded,
  							data.thetaStart,
  							data.thetaLength
  						);
  
  						break;
  
  					case 'SphereGeometry':
  					case 'SphereBufferGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.radius,
  							data.widthSegments,
  							data.heightSegments,
  							data.phiStart,
  							data.phiLength,
  							data.thetaStart,
  							data.thetaLength
  						);
  
  						break;
  
  					case 'DodecahedronGeometry':
  					case 'IcosahedronGeometry':
  					case 'OctahedronGeometry':
  					case 'TetrahedronGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.radius,
  							data.detail
  						);
  
  						break;
  
  					case 'RingGeometry':
  					case 'RingBufferGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.innerRadius,
  							data.outerRadius,
  							data.thetaSegments,
  							data.phiSegments,
  							data.thetaStart,
  							data.thetaLength
  						);
  
  						break;
  
  					case 'TorusGeometry':
  					case 'TorusBufferGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.radius,
  							data.tube,
  							data.radialSegments,
  							data.tubularSegments,
  							data.arc
  						);
  
  						break;
  
  					case 'TorusKnotGeometry':
  					case 'TorusKnotBufferGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.radius,
  							data.tube,
  							data.tubularSegments,
  							data.radialSegments,
  							data.p,
  							data.q
  						);
  
  						break;
  
  					case 'LatheGeometry':
  					case 'LatheBufferGeometry':
  
  						geometry = new THREE[ data.type ](
  							data.points,
  							data.segments,
  							data.phiStart,
  							data.phiLength
  						);
  
  						break;
  
  					case 'BufferGeometry':
  
  						geometry = bufferGeometryLoader.parse( data );
  
  						break;
  
  					case 'Geometry':
  
  						geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;
  
  						break;
  
  					default:
  
  						console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  
  						continue;
  
  				}
  
  				geometry.uuid = data.uuid;
  
  				if ( data.name !== undefined ) geometry.name = data.name;
  
  				geometries[ data.uuid ] = geometry;
  
  			}
  
  		}
  
  		return geometries;
  
  	},
  
  	parseMaterials: function ( json, textures ) {
  
  		var materials = {};
  
  		if ( json !== undefined ) {
  
  			var loader = new THREE.MaterialLoader();
  			loader.setTextures( textures );
  
  			for ( var i = 0, l = json.length; i < l; i ++ ) {
  
  				var material = loader.parse( json[ i ] );
  				materials[ material.uuid ] = material;
  
  			}
  
  		}
  
  		return materials;
  
  	},
  
  	parseAnimations: function ( json ) {
  
  		var animations = [];
  
  		for ( var i = 0; i < json.length; i ++ ) {
  
  			var clip = THREE.AnimationClip.parse( json[ i ] );
  
  			animations.push( clip );
  
  		}
  
  		return animations;
  
  	},
  
  	parseImages: function ( json, onLoad ) {
  
  		var scope = this;
  		var images = {};
  
  		function loadImage( url ) {
  
  			scope.manager.itemStart( url );
  
  			return loader.load( url, function () {
  
  				scope.manager.itemEnd( url );
  
  			} );
  
  		}
  
  		if ( json !== undefined && json.length > 0 ) {
  
  			var manager = new THREE.LoadingManager( onLoad );
  
  			var loader = new THREE.ImageLoader( manager );
  			loader.setCrossOrigin( this.crossOrigin );
  
  			for ( var i = 0, l = json.length; i < l; i ++ ) {
  
  				var image = json[ i ];
  				var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
  
  				images[ image.uuid ] = loadImage( path );
  
  			}
  
  		}
  
  		return images;
  
  	},
  
  	parseTextures: function ( json, images ) {
  
  		function parseConstant( value ) {
  
  			if ( typeof( value ) === 'number' ) return value;
  
  			console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  
  			return THREE[ value ];
  
  		}
  
  		var textures = {};
  
  		if ( json !== undefined ) {
  
  			for ( var i = 0, l = json.length; i < l; i ++ ) {
  
  				var data = json[ i ];
  
  				if ( data.image === undefined ) {
  
  					console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  
  				}
  
  				if ( images[ data.image ] === undefined ) {
  
  					console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  
  				}
  
  				var texture = new THREE.Texture( images[ data.image ] );
  				texture.needsUpdate = true;
  
  				texture.uuid = data.uuid;
  
  				if ( data.name !== undefined ) texture.name = data.name;
  				if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping );
  				if ( data.offset !== undefined ) texture.offset = new THREE.Vector2( data.offset[ 0 ], data.offset[ 1 ] );
  				if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] );
  				if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter );
  				if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter );
  				if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  				if ( Array.isArray( data.wrap ) ) {
  
  					texture.wrapS = parseConstant( data.wrap[ 0 ] );
  					texture.wrapT = parseConstant( data.wrap[ 1 ] );
  
  				}
  
  				textures[ data.uuid ] = texture;
  
  			}
  
  		}
  
  		return textures;
  
  	},
  
  	parseObject: function () {
  
  		var matrix = new THREE.Matrix4();
  
  		return function ( data, geometries, materials ) {
  
  			var object;
  
  			function getGeometry( name ) {
  
  				if ( geometries[ name ] === undefined ) {
  
  					console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  
  				}
  
  				return geometries[ name ];
  
  			}
  
  			function getMaterial( name ) {
  
  				if ( name === undefined ) return undefined;
  
  				if ( materials[ name ] === undefined ) {
  
  					console.warn( 'THREE.ObjectLoader: Undefined material', name );
  
  				}
  
  				return materials[ name ];
  
  			}
  
  			switch ( data.type ) {
  
  				case 'Scene':
  
  					object = new THREE.Scene();
  
  					break;
  
  				case 'PerspectiveCamera':
  
  					object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  
  					if ( data.focus !== undefined ) object.focus = data.focus;
  					if ( data.zoom !== undefined ) object.zoom = data.zoom;
  					if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  					if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  					if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  
  					break;
  
  				case 'OrthographicCamera':
  
  					object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  
  					break;
  
  				case 'AmbientLight':
  
  					object = new THREE.AmbientLight( data.color, data.intensity );
  
  					break;
  
  				case 'DirectionalLight':
  
  					object = new THREE.DirectionalLight( data.color, data.intensity );
  
  					break;
  
  				case 'PointLight':
  
  					object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay );
  
  					break;
  
  				case 'SpotLight':
  
  					object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  
  					break;
  
  				case 'HemisphereLight':
  
  					object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  
  					break;
  
  				case 'Mesh':
  
  					var geometry = getGeometry( data.geometry );
  					var material = getMaterial( data.material );
  
  					if ( geometry.bones && geometry.bones.length > 0 ) {
  
  						object = new THREE.SkinnedMesh( geometry, material );
  
  					} else {
  
  						object = new THREE.Mesh( geometry, material );
  
  					}
  
  					break;
  
  				case 'LOD':
  
  					object = new THREE.LOD();
  
  					break;
  
  				case 'Line':
  
  					object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  
  					break;
  
  				case 'PointCloud':
  				case 'Points':
  
  					object = new THREE.Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  
  					break;
  
  				case 'Sprite':
  
  					object = new THREE.Sprite( getMaterial( data.material ) );
  
  					break;
  
  				case 'Group':
  
  					object = new THREE.Group();
  
  					break;
  
  				default:
  
  					object = new THREE.Object3D();
  
  			}
  
  			object.uuid = data.uuid;
  
  			if ( data.name !== undefined ) object.name = data.name;
  			if ( data.matrix !== undefined ) {
  
  				matrix.fromArray( data.matrix );
  				matrix.decompose( object.position, object.quaternion, object.scale );
  
  			} else {
  
  				if ( data.position !== undefined ) object.position.fromArray( data.position );
  				if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  				if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  
  			}
  
  			if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  			if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  
  			if ( data.visible !== undefined ) object.visible = data.visible;
  			if ( data.userData !== undefined ) object.userData = data.userData;
  
  			if ( data.children !== undefined ) {
  
  				for ( var child in data.children ) {
  
  					object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  
  				}
  
  			}
  
  			if ( data.type === 'LOD' ) {
  
  				var levels = data.levels;
  
  				for ( var l = 0; l < levels.length; l ++ ) {
  
  					var level = levels[ l ];
  					var child = object.getObjectByProperty( 'uuid', level.object );
  
  					if ( child !== undefined ) {
  
  						object.addLevel( child, level.distance );
  
  					}
  
  				}
  
  			}
  
  			return object;
  
  		};
  
  	}()
  
  };
  
  // File:src/loaders/TextureLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.TextureLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  };
  
  THREE.TextureLoader.prototype = {
  
  	constructor: THREE.TextureLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var texture = new THREE.Texture();
  
  		var loader = new THREE.ImageLoader( this.manager );
  		loader.setCrossOrigin( this.crossOrigin );
  		loader.setPath( this.path );
  		loader.load( url, function ( image ) {
  
  			texture.image = image;
  			texture.needsUpdate = true;
  
  			if ( onLoad !== undefined ) {
  
  				onLoad( texture );
  
  			}
  
  		}, onProgress, onError );
  
  		return texture;
  
  	},
  
  	setCrossOrigin: function ( value ) {
  
  		this.crossOrigin = value;
  
  	},
  
  	setPath: function ( value ) {
  
  		this.path = value;
  
  	}
  
  };
  
  // File:src/loaders/CubeTextureLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.CubeTextureLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  };
  
  THREE.CubeTextureLoader.prototype = {
  
  	constructor: THREE.CubeTextureLoader,
  
  	load: function ( urls, onLoad, onProgress, onError ) {
  
  		var texture = new THREE.CubeTexture();
  
  		var loader = new THREE.ImageLoader( this.manager );
  		loader.setCrossOrigin( this.crossOrigin );
  		loader.setPath( this.path );
  
  		var loaded = 0;
  
  		function loadTexture( i ) {
  
  			loader.load( urls[ i ], function ( image ) {
  
  				texture.images[ i ] = image;
  
  				loaded ++;
  
  				if ( loaded === 6 ) {
  
  					texture.needsUpdate = true;
  
  					if ( onLoad ) onLoad( texture );
  
  				}
  
  			}, undefined, onError );
  
  		}
  
  		for ( var i = 0; i < urls.length; ++ i ) {
  
  			loadTexture( i );
  
  		}
  
  		return texture;
  
  	},
  
  	setCrossOrigin: function ( value ) {
  
  		this.crossOrigin = value;
  
  	},
  
  	setPath: function ( value ) {
  
  		this.path = value;
  
  	}
  
  };
  
  // File:src/loaders/BinaryTextureLoader.js
  
  /**
   * @author Nikos M. / https://github.com/foo123/
   *
   * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
   */
  
  THREE.DataTextureLoader = THREE.BinaryTextureLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  	// override in sub classes
  	this._parser = null;
  
  };
  
  THREE.BinaryTextureLoader.prototype = {
  
  	constructor: THREE.BinaryTextureLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var texture = new THREE.DataTexture();
  
  		var loader = new THREE.XHRLoader( this.manager );
  		loader.setResponseType( 'arraybuffer' );
  
  		loader.load( url, function ( buffer ) {
  
  			var texData = scope._parser( buffer );
  
  			if ( ! texData ) return;
  
  			if ( undefined !== texData.image ) {
  
  				texture.image = texData.image;
  
  			} else if ( undefined !== texData.data ) {
  
  				texture.image.width = texData.width;
  				texture.image.height = texData.height;
  				texture.image.data = texData.data;
  
  			}
  
  			texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
  			texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
  
  			texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter;
  			texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter;
  
  			texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
  
  			if ( undefined !== texData.format ) {
  
  				texture.format = texData.format;
  
  			}
  			if ( undefined !== texData.type ) {
  
  				texture.type = texData.type;
  
  			}
  
  			if ( undefined !== texData.mipmaps ) {
  
  				texture.mipmaps = texData.mipmaps;
  
  			}
  
  			if ( 1 === texData.mipmapCount ) {
  
  				texture.minFilter = THREE.LinearFilter;
  
  			}
  
  			texture.needsUpdate = true;
  
  			if ( onLoad ) onLoad( texture, texData );
  
  		}, onProgress, onError );
  
  
  		return texture;
  
  	}
  
  };
  
  // File:src/loaders/CompressedTextureLoader.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   *
   * Abstract Base class to block based textures loader (dds, pvr, ...)
   */
  
  THREE.CompressedTextureLoader = function ( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  
  	// override in sub classes
  	this._parser = null;
  
  };
  
  
  THREE.CompressedTextureLoader.prototype = {
  
  	constructor: THREE.CompressedTextureLoader,
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var images = [];
  
  		var texture = new THREE.CompressedTexture();
  		texture.image = images;
  
  		var loader = new THREE.XHRLoader( this.manager );
  		loader.setPath( this.path );
  		loader.setResponseType( 'arraybuffer' );
  
  		function loadTexture( i ) {
  
  			loader.load( url[ i ], function ( buffer ) {
  
  				var texDatas = scope._parser( buffer, true );
  
  				images[ i ] = {
  					width: texDatas.width,
  					height: texDatas.height,
  					format: texDatas.format,
  					mipmaps: texDatas.mipmaps
  				};
  
  				loaded += 1;
  
  				if ( loaded === 6 ) {
  
  					if ( texDatas.mipmapCount === 1 )
  						texture.minFilter = THREE.LinearFilter;
  
  					texture.format = texDatas.format;
  					texture.needsUpdate = true;
  
  					if ( onLoad ) onLoad( texture );
  
  				}
  
  			}, onProgress, onError );
  
  		}
  
  		if ( Array.isArray( url ) ) {
  
  			var loaded = 0;
  
  			for ( var i = 0, il = url.length; i < il; ++ i ) {
  
  				loadTexture( i );
  
  			}
  
  		} else {
  
  			// compressed cubemap texture stored in a single DDS file
  
  			loader.load( url, function ( buffer ) {
  
  				var texDatas = scope._parser( buffer, true );
  
  				if ( texDatas.isCubemap ) {
  
  					var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  
  					for ( var f = 0; f < faces; f ++ ) {
  
  						images[ f ] = { mipmaps : [] };
  
  						for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  
  							images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  							images[ f ].format = texDatas.format;
  							images[ f ].width = texDatas.width;
  							images[ f ].height = texDatas.height;
  
  						}
  
  					}
  
  				} else {
  
  					texture.image.width = texDatas.width;
  					texture.image.height = texDatas.height;
  					texture.mipmaps = texDatas.mipmaps;
  
  				}
  
  				if ( texDatas.mipmapCount === 1 ) {
  
  					texture.minFilter = THREE.LinearFilter;
  
  				}
  
  				texture.format = texDatas.format;
  				texture.needsUpdate = true;
  
  				if ( onLoad ) onLoad( texture );
  
  			}, onProgress, onError );
  
  		}
  
  		return texture;
  
  	},
  
  	setPath: function ( value ) {
  
  		this.path = value;
  
  	}
  
  };
  
  // File:src/materials/Material.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Material = function () {
  
  	Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.name = '';
  	this.type = 'Material';
  
  	this.fog = true;
  	this.lights = true;
  
  	this.blending = THREE.NormalBlending;
  	this.side = THREE.FrontSide;
  	this.shading = THREE.SmoothShading; // THREE.FlatShading, THREE.SmoothShading
  	this.vertexColors = THREE.NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  
  	this.opacity = 1;
  	this.transparent = false;
  
  	this.blendSrc = THREE.SrcAlphaFactor;
  	this.blendDst = THREE.OneMinusSrcAlphaFactor;
  	this.blendEquation = THREE.AddEquation;
  	this.blendSrcAlpha = null;
  	this.blendDstAlpha = null;
  	this.blendEquationAlpha = null;
  
  	this.depthFunc = THREE.LessEqualDepth;
  	this.depthTest = true;
  	this.depthWrite = true;
  
  	this.clippingPlanes = null;
  	this.clipShadows = false;
  
  	this.colorWrite = true;
  
  	this.precision = null; // override the renderer's default precision for this material
  
  	this.polygonOffset = false;
  	this.polygonOffsetFactor = 0;
  	this.polygonOffsetUnits = 0;
  
  	this.alphaTest = 0;
  	this.premultipliedAlpha = false;
  
  	this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  
  	this.visible = true;
  
  	this._needsUpdate = true;
  
  };
  
  THREE.Material.prototype = {
  
  	constructor: THREE.Material,
  
  	get needsUpdate() {
  
  		return this._needsUpdate;
  
  	},
  
  	set needsUpdate( value ) {
  
  		if ( value === true ) this.update();
  		this._needsUpdate = value;
  
  	},
  
  	setValues: function ( values ) {
  
  		if ( values === undefined ) return;
  
  		for ( var key in values ) {
  
  			var newValue = values[ key ];
  
  			if ( newValue === undefined ) {
  
  				console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  				continue;
  
  			}
  
  			var currentValue = this[ key ];
  
  			if ( currentValue === undefined ) {
  
  				console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  				continue;
  
  			}
  
  			if ( currentValue instanceof THREE.Color ) {
  
  				currentValue.set( newValue );
  
  			} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  
  				currentValue.copy( newValue );
  
  			} else if ( key === 'overdraw' ) {
  
  				// ensure overdraw is backwards-compatible with legacy boolean type
  				this[ key ] = Number( newValue );
  
  			} else {
  
  				this[ key ] = newValue;
  
  			}
  
  		}
  
  	},
  
  	toJSON: function ( meta ) {
  
  		var isRoot = meta === undefined;
  
  		if ( isRoot ) {
  
  			meta = {
  				textures: {},
  				images: {}
  			};
  
  		}
  
  		var data = {
  			metadata: {
  				version: 4.4,
  				type: 'Material',
  				generator: 'Material.toJSON'
  			}
  		};
  
  		// standard Material serialization
  		data.uuid = this.uuid;
  		data.type = this.type;
  
  		if ( this.name !== '' ) data.name = this.name;
  
  		if ( this.color instanceof THREE.Color ) data.color = this.color.getHex();
  
  		if ( this.roughness !== 0.5 ) data.roughness = this.roughness;
  		if ( this.metalness !== 0.5 ) data.metalness = this.metalness;
  
  		if ( this.emissive instanceof THREE.Color ) data.emissive = this.emissive.getHex();
  		if ( this.specular instanceof THREE.Color ) data.specular = this.specular.getHex();
  		if ( this.shininess !== undefined ) data.shininess = this.shininess;
  
  		if ( this.map instanceof THREE.Texture ) data.map = this.map.toJSON( meta ).uuid;
  		if ( this.alphaMap instanceof THREE.Texture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  		if ( this.lightMap instanceof THREE.Texture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  		if ( this.bumpMap instanceof THREE.Texture ) {
  
  			data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  			data.bumpScale = this.bumpScale;
  
  		}
  		if ( this.normalMap instanceof THREE.Texture ) {
  
  			data.normalMap = this.normalMap.toJSON( meta ).uuid;
  			data.normalScale = this.normalScale.toArray();
  
  		}
  		if ( this.displacementMap instanceof THREE.Texture ) {
  
  			data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  			data.displacementScale = this.displacementScale;
  			data.displacementBias = this.displacementBias;
  
  		}
  		if ( this.roughnessMap instanceof THREE.Texture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  		if ( this.metalnessMap instanceof THREE.Texture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  
  		if ( this.emissiveMap instanceof THREE.Texture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  		if ( this.specularMap instanceof THREE.Texture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  
  		if ( this.envMap instanceof THREE.Texture ) {
  
  			data.envMap = this.envMap.toJSON( meta ).uuid;
  			data.reflectivity = this.reflectivity; // Scale behind envMap
  
  		}
  
  		if ( this.size !== undefined ) data.size = this.size;
  		if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  
  		if ( this.blending !== THREE.NormalBlending ) data.blending = this.blending;
  		if ( this.shading !== THREE.SmoothShading ) data.shading = this.shading;
  		if ( this.side !== THREE.FrontSide ) data.side = this.side;
  		if ( this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors;
  
  		if ( this.opacity < 1 ) data.opacity = this.opacity;
  		if ( this.transparent === true ) data.transparent = this.transparent;
  		if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  		if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  		if ( this.wireframe === true ) data.wireframe = this.wireframe;
  		if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  
  		// TODO: Copied from Object3D.toJSON
  
  		function extractFromCache ( cache ) {
  
  			var values = [];
  
  			for ( var key in cache ) {
  
  				var data = cache[ key ];
  				delete data.metadata;
  				values.push( data );
  
  			}
  
  			return values;
  
  		}
  
  		if ( isRoot ) {
  
  			var textures = extractFromCache( meta.textures );
  			var images = extractFromCache( meta.images );
  
  			if ( textures.length > 0 ) data.textures = textures;
  			if ( images.length > 0 ) data.images = images;
  
  		}
  
  		return data;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( source ) {
  
  		this.name = source.name;
  
  		this.fog = source.fog;
  		this.lights = source.lights;
  
  		this.blending = source.blending;
  		this.side = source.side;
  		this.vertexColors = source.vertexColors;
  
  		this.opacity = source.opacity;
  		this.transparent = source.transparent;
  
  		this.blendSrc = source.blendSrc;
  		this.blendDst = source.blendDst;
  		this.blendEquation = source.blendEquation;
  		this.blendSrcAlpha = source.blendSrcAlpha;
  		this.blendDstAlpha = source.blendDstAlpha;
  		this.blendEquationAlpha = source.blendEquationAlpha;
  
  		this.depthFunc = source.depthFunc;
  		this.depthTest = source.depthTest;
  		this.depthWrite = source.depthWrite;
  
  		this.colorWrite = source.colorWrite;
  
  		this.precision = source.precision;
  
  		this.polygonOffset = source.polygonOffset;
  		this.polygonOffsetFactor = source.polygonOffsetFactor;
  		this.polygonOffsetUnits = source.polygonOffsetUnits;
  
  		this.alphaTest = source.alphaTest;
  
  		this.premultipliedAlpha = source.premultipliedAlpha;
  
  		this.overdraw = source.overdraw;
  
  		this.visible = source.visible;
  		this.clipShadows = source.clipShadows;
  
  		var srcPlanes = source.clippingPlanes,
  			dstPlanes = null;
  
  		if ( srcPlanes !== null ) {
  
  			var n = srcPlanes.length;
  			dstPlanes = new Array( n );
  
  			for ( var i = 0; i !== n; ++ i )
  				dstPlanes[ i ] = srcPlanes[ i ].clone();
  
  		}
  
  		this.clippingPlanes = dstPlanes;
  
  		return this;
  
  	},
  
  	update: function () {
  
  		this.dispatchEvent( { type: 'update' } );
  
  	},
  
  	dispose: function () {
  
  		this.dispatchEvent( { type: 'dispose' } );
  
  	}
  
  };
  
  Object.assign( THREE.Material.prototype, THREE.EventDispatcher.prototype );
  
  THREE.MaterialIdCount = 0;
  
  // File:src/materials/LineBasicMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   *
   * parameters = {
   *  color: <hex>,
   *  opacity: <float>,
   *
   *  linewidth: <float>,
   *  linecap: "round",
   *  linejoin: "round"
   * }
   */
  
  THREE.LineBasicMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'LineBasicMaterial';
  
  	this.color = new THREE.Color( 0xffffff );
  
  	this.linewidth = 1;
  	this.linecap = 'round';
  	this.linejoin = 'round';
  
  	this.lights = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
  
  THREE.LineBasicMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.color.copy( source.color );
  
  	this.linewidth = source.linewidth;
  	this.linecap = source.linecap;
  	this.linejoin = source.linejoin;
  
  	return this;
  
  };
  
  // File:src/materials/LineDashedMaterial.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   *
   * parameters = {
   *  color: <hex>,
   *  opacity: <float>,
   *
   *  linewidth: <float>,
   *
   *  scale: <float>,
   *  dashSize: <float>,
   *  gapSize: <float>
   * }
   */
  
  THREE.LineDashedMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'LineDashedMaterial';
  
  	this.color = new THREE.Color( 0xffffff );
  
  	this.linewidth = 1;
  
  	this.scale = 1;
  	this.dashSize = 3;
  	this.gapSize = 1;
  
  	this.lights = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
  
  THREE.LineDashedMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.color.copy( source.color );
  
  	this.linewidth = source.linewidth;
  
  	this.scale = source.scale;
  	this.dashSize = source.dashSize;
  	this.gapSize = source.gapSize;
  
  	return this;
  
  };
  
  // File:src/materials/MeshBasicMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   *
   * parameters = {
   *  color: <hex>,
   *  opacity: <float>,
   *  map: new THREE.Texture( <Image> ),
   *
   *  aoMap: new THREE.Texture( <Image> ),
   *  aoMapIntensity: <float>
   *
   *  specularMap: new THREE.Texture( <Image> ),
   *
   *  alphaMap: new THREE.Texture( <Image> ),
   *
   *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
   *  combine: THREE.Multiply,
   *  reflectivity: <float>,
   *  refractionRatio: <float>,
   *
   *  shading: THREE.SmoothShading,
   *  depthTest: <bool>,
   *  depthWrite: <bool>,
   *
   *  wireframe: <boolean>,
   *  wireframeLinewidth: <float>,
   *
   *  skinning: <bool>,
   *  morphTargets: <bool>
   * }
   */
  
  THREE.MeshBasicMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'MeshBasicMaterial';
  
  	this.color = new THREE.Color( 0xffffff ); // emissive
  
  	this.map = null;
  
  	this.aoMap = null;
  	this.aoMapIntensity = 1.0;
  
  	this.specularMap = null;
  
  	this.alphaMap = null;
  
  	this.envMap = null;
  	this.combine = THREE.MultiplyOperation;
  	this.reflectivity = 1;
  	this.refractionRatio = 0.98;
  
  	this.wireframe = false;
  	this.wireframeLinewidth = 1;
  	this.wireframeLinecap = 'round';
  	this.wireframeLinejoin = 'round';
  
  	this.skinning = false;
  	this.morphTargets = false;
  
  	this.lights = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
  
  THREE.MeshBasicMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.color.copy( source.color );
  
  	this.map = source.map;
  
  	this.aoMap = source.aoMap;
  	this.aoMapIntensity = source.aoMapIntensity;
  
  	this.specularMap = source.specularMap;
  
  	this.alphaMap = source.alphaMap;
  
  	this.envMap = source.envMap;
  	this.combine = source.combine;
  	this.reflectivity = source.reflectivity;
  	this.refractionRatio = source.refractionRatio;
  
  	this.wireframe = source.wireframe;
  	this.wireframeLinewidth = source.wireframeLinewidth;
  	this.wireframeLinecap = source.wireframeLinecap;
  	this.wireframeLinejoin = source.wireframeLinejoin;
  
  	this.skinning = source.skinning;
  	this.morphTargets = source.morphTargets;
  
  	return this;
  
  };
  
  // File:src/materials/MeshDepthMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   * @author bhouston / https://clara.io
   * @author WestLangley / http://github.com/WestLangley
   *
   * parameters = {
   *
   *  opacity: <float>,
   *
   *  map: new THREE.Texture( <Image> ),
   *
   *  alphaMap: new THREE.Texture( <Image> ),
   *
   *  displacementMap: new THREE.Texture( <Image> ),
   *  displacementScale: <float>,
   *  displacementBias: <float>,
   *
   *  wireframe: <boolean>,
   *  wireframeLinewidth: <float>
   * }
   */
  
  THREE.MeshDepthMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'MeshDepthMaterial';
  
  	this.depthPacking = THREE.BasicDepthPacking;
  
  	this.skinning = false;
  	this.morphTargets = false;
  
  	this.map = null;
  
  	this.alphaMap = null;
  
  	this.displacementMap = null;
  	this.displacementScale = 1;
  	this.displacementBias = 0;
  
  	this.wireframe = false;
  	this.wireframeLinewidth = 1;
  
  	this.fog = false;
  	this.lights = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
  
  THREE.MeshDepthMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.depthPacking = source.depthPacking;
  
  	this.skinning = source.skinning;
  	this.morphTargets = source.morphTargets;
  
  	this.map = source.map;
  
  	this.alphaMap = source.alphaMap;
  
  	this.displacementMap = source.displacementMap;
  	this.displacementScale = source.displacementScale;
  	this.displacementBias = source.displacementBias;
  
  	this.wireframe = source.wireframe;
  	this.wireframeLinewidth = source.wireframeLinewidth;
  
  	return this;
  
  };
  
  // File:src/materials/MeshLambertMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   *
   * parameters = {
   *  color: <hex>,
   *  opacity: <float>,
   *
   *  map: new THREE.Texture( <Image> ),
   *
   *  lightMap: new THREE.Texture( <Image> ),
   *  lightMapIntensity: <float>
   *
   *  aoMap: new THREE.Texture( <Image> ),
   *  aoMapIntensity: <float>
   *
   *  emissive: <hex>,
   *  emissiveIntensity: <float>
   *  emissiveMap: new THREE.Texture( <Image> ),
   *
   *  specularMap: new THREE.Texture( <Image> ),
   *
   *  alphaMap: new THREE.Texture( <Image> ),
   *
   *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
   *  combine: THREE.Multiply,
   *  reflectivity: <float>,
   *  refractionRatio: <float>,
   *
   *  wireframe: <boolean>,
   *  wireframeLinewidth: <float>,
   *
   *  skinning: <bool>,
   *  morphTargets: <bool>,
   *  morphNormals: <bool>
   * }
   */
  
  THREE.MeshLambertMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'MeshLambertMaterial';
  
  	this.color = new THREE.Color( 0xffffff ); // diffuse
  
  	this.map = null;
  
  	this.lightMap = null;
  	this.lightMapIntensity = 1.0;
  
  	this.aoMap = null;
  	this.aoMapIntensity = 1.0;
  
  	this.emissive = new THREE.Color( 0x000000 );
  	this.emissiveIntensity = 1.0;
  	this.emissiveMap = null;
  
  	this.specularMap = null;
  
  	this.alphaMap = null;
  
  	this.envMap = null;
  	this.combine = THREE.MultiplyOperation;
  	this.reflectivity = 1;
  	this.refractionRatio = 0.98;
  
  	this.wireframe = false;
  	this.wireframeLinewidth = 1;
  	this.wireframeLinecap = 'round';
  	this.wireframeLinejoin = 'round';
  
  	this.skinning = false;
  	this.morphTargets = false;
  	this.morphNormals = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
  
  THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.color.copy( source.color );
  
  	this.map = source.map;
  
  	this.lightMap = source.lightMap;
  	this.lightMapIntensity = source.lightMapIntensity;
  
  	this.aoMap = source.aoMap;
  	this.aoMapIntensity = source.aoMapIntensity;
  
  	this.emissive.copy( source.emissive );
  	this.emissiveMap = source.emissiveMap;
  	this.emissiveIntensity = source.emissiveIntensity;
  
  	this.specularMap = source.specularMap;
  
  	this.alphaMap = source.alphaMap;
  
  	this.envMap = source.envMap;
  	this.combine = source.combine;
  	this.reflectivity = source.reflectivity;
  	this.refractionRatio = source.refractionRatio;
  
  	this.wireframe = source.wireframe;
  	this.wireframeLinewidth = source.wireframeLinewidth;
  	this.wireframeLinecap = source.wireframeLinecap;
  	this.wireframeLinejoin = source.wireframeLinejoin;
  
  	this.skinning = source.skinning;
  	this.morphTargets = source.morphTargets;
  	this.morphNormals = source.morphNormals;
  
  	return this;
  
  };
  
  // File:src/materials/MeshNormalMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   *
   * parameters = {
   *  opacity: <float>,
   *
   *  wireframe: <boolean>,
   *  wireframeLinewidth: <float>
   * }
   */
  
  THREE.MeshNormalMaterial = function ( parameters ) {
  
  	THREE.Material.call( this, parameters );
  
  	this.type = 'MeshNormalMaterial';
  
  	this.wireframe = false;
  	this.wireframeLinewidth = 1;
  
  	this.fog = false;
  	this.lights = false;
  	this.morphTargets = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
  
  THREE.MeshNormalMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.wireframe = source.wireframe;
  	this.wireframeLinewidth = source.wireframeLinewidth;
  
  	return this;
  
  };
  
  // File:src/materials/MeshPhongMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   *
   * parameters = {
   *  color: <hex>,
   *  specular: <hex>,
   *  shininess: <float>,
   *  opacity: <float>,
   *
   *  map: new THREE.Texture( <Image> ),
   *
   *  lightMap: new THREE.Texture( <Image> ),
   *  lightMapIntensity: <float>
   *
   *  aoMap: new THREE.Texture( <Image> ),
   *  aoMapIntensity: <float>
   *
   *  emissive: <hex>,
   *  emissiveIntensity: <float>
   *  emissiveMap: new THREE.Texture( <Image> ),
   *
   *  bumpMap: new THREE.Texture( <Image> ),
   *  bumpScale: <float>,
   *
   *  normalMap: new THREE.Texture( <Image> ),
   *  normalScale: <Vector2>,
   *
   *  displacementMap: new THREE.Texture( <Image> ),
   *  displacementScale: <float>,
   *  displacementBias: <float>,
   *
   *  specularMap: new THREE.Texture( <Image> ),
   *
   *  alphaMap: new THREE.Texture( <Image> ),
   *
   *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
   *  combine: THREE.Multiply,
   *  reflectivity: <float>,
   *  refractionRatio: <float>,
   *
   *  wireframe: <boolean>,
   *  wireframeLinewidth: <float>,
   *
   *  skinning: <bool>,
   *  morphTargets: <bool>,
   *  morphNormals: <bool>
   * }
   */
  
  THREE.MeshPhongMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'MeshPhongMaterial';
  
  	this.color = new THREE.Color( 0xffffff ); // diffuse
  	this.specular = new THREE.Color( 0x111111 );
  	this.shininess = 30;
  
  	this.map = null;
  
  	this.lightMap = null;
  	this.lightMapIntensity = 1.0;
  
  	this.aoMap = null;
  	this.aoMapIntensity = 1.0;
  
  	this.emissive = new THREE.Color( 0x000000 );
  	this.emissiveIntensity = 1.0;
  	this.emissiveMap = null;
  
  	this.bumpMap = null;
  	this.bumpScale = 1;
  
  	this.normalMap = null;
  	this.normalScale = new THREE.Vector2( 1, 1 );
  
  	this.displacementMap = null;
  	this.displacementScale = 1;
  	this.displacementBias = 0;
  
  	this.specularMap = null;
  
  	this.alphaMap = null;
  
  	this.envMap = null;
  	this.combine = THREE.MultiplyOperation;
  	this.reflectivity = 1;
  	this.refractionRatio = 0.98;
  
  	this.wireframe = false;
  	this.wireframeLinewidth = 1;
  	this.wireframeLinecap = 'round';
  	this.wireframeLinejoin = 'round';
  
  	this.skinning = false;
  	this.morphTargets = false;
  	this.morphNormals = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
  
  THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.color.copy( source.color );
  	this.specular.copy( source.specular );
  	this.shininess = source.shininess;
  
  	this.map = source.map;
  
  	this.lightMap = source.lightMap;
  	this.lightMapIntensity = source.lightMapIntensity;
  
  	this.aoMap = source.aoMap;
  	this.aoMapIntensity = source.aoMapIntensity;
  
  	this.emissive.copy( source.emissive );
  	this.emissiveMap = source.emissiveMap;
  	this.emissiveIntensity = source.emissiveIntensity;
  
  	this.bumpMap = source.bumpMap;
  	this.bumpScale = source.bumpScale;
  
  	this.normalMap = source.normalMap;
  	this.normalScale.copy( source.normalScale );
  
  	this.displacementMap = source.displacementMap;
  	this.displacementScale = source.displacementScale;
  	this.displacementBias = source.displacementBias;
  
  	this.specularMap = source.specularMap;
  
  	this.alphaMap = source.alphaMap;
  
  	this.envMap = source.envMap;
  	this.combine = source.combine;
  	this.reflectivity = source.reflectivity;
  	this.refractionRatio = source.refractionRatio;
  
  	this.wireframe = source.wireframe;
  	this.wireframeLinewidth = source.wireframeLinewidth;
  	this.wireframeLinecap = source.wireframeLinecap;
  	this.wireframeLinejoin = source.wireframeLinejoin;
  
  	this.skinning = source.skinning;
  	this.morphTargets = source.morphTargets;
  	this.morphNormals = source.morphNormals;
  
  	return this;
  
  };
  
  // File:src/materials/MeshStandardMaterial.js
  
  /**
   * @author WestLangley / http://github.com/WestLangley
   *
   * parameters = {
   *  color: <hex>,
   *  roughness: <float>,
   *  metalness: <float>,
   *  opacity: <float>,
   *
   *  map: new THREE.Texture( <Image> ),
   *
   *  lightMap: new THREE.Texture( <Image> ),
   *  lightMapIntensity: <float>
   *
   *  aoMap: new THREE.Texture( <Image> ),
   *  aoMapIntensity: <float>
   *
   *  emissive: <hex>,
   *  emissiveIntensity: <float>
   *  emissiveMap: new THREE.Texture( <Image> ),
   *
   *  bumpMap: new THREE.Texture( <Image> ),
   *  bumpScale: <float>,
   *
   *  normalMap: new THREE.Texture( <Image> ),
   *  normalScale: <Vector2>,
   *
   *  displacementMap: new THREE.Texture( <Image> ),
   *  displacementScale: <float>,
   *  displacementBias: <float>,
   *
   *  roughnessMap: new THREE.Texture( <Image> ),
   *
   *  metalnessMap: new THREE.Texture( <Image> ),
   *
   *  alphaMap: new THREE.Texture( <Image> ),
   *
   *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
   *  envMapIntensity: <float>
   *
   *  refractionRatio: <float>,
   *
   *  wireframe: <boolean>,
   *  wireframeLinewidth: <float>,
   *
   *  skinning: <bool>,
   *  morphTargets: <bool>,
   *  morphNormals: <bool>
   * }
   */
  
  THREE.MeshStandardMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.defines = { 'STANDARD': '' };
  
  	this.type = 'MeshStandardMaterial';
  
  	this.color = new THREE.Color( 0xffffff ); // diffuse
  	this.roughness = 0.5;
  	this.metalness = 0.5;
  
  	this.map = null;
  
  	this.lightMap = null;
  	this.lightMapIntensity = 1.0;
  
  	this.aoMap = null;
  	this.aoMapIntensity = 1.0;
  
  	this.emissive = new THREE.Color( 0x000000 );
  	this.emissiveIntensity = 1.0;
  	this.emissiveMap = null;
  
  	this.bumpMap = null;
  	this.bumpScale = 1;
  
  	this.normalMap = null;
  	this.normalScale = new THREE.Vector2( 1, 1 );
  
  	this.displacementMap = null;
  	this.displacementScale = 1;
  	this.displacementBias = 0;
  
  	this.roughnessMap = null;
  
  	this.metalnessMap = null;
  
  	this.alphaMap = null;
  
  	this.envMap = null;
  	this.envMapIntensity = 1.0;
  
  	this.refractionRatio = 0.98;
  
  	this.wireframe = false;
  	this.wireframeLinewidth = 1;
  	this.wireframeLinecap = 'round';
  	this.wireframeLinejoin = 'round';
  
  	this.skinning = false;
  	this.morphTargets = false;
  	this.morphNormals = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.MeshStandardMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial;
  
  THREE.MeshStandardMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.defines = { 'STANDARD': '' };
  
  	this.color.copy( source.color );
  	this.roughness = source.roughness;
  	this.metalness = source.metalness;
  
  	this.map = source.map;
  
  	this.lightMap = source.lightMap;
  	this.lightMapIntensity = source.lightMapIntensity;
  
  	this.aoMap = source.aoMap;
  	this.aoMapIntensity = source.aoMapIntensity;
  
  	this.emissive.copy( source.emissive );
  	this.emissiveMap = source.emissiveMap;
  	this.emissiveIntensity = source.emissiveIntensity;
  
  	this.bumpMap = source.bumpMap;
  	this.bumpScale = source.bumpScale;
  
  	this.normalMap = source.normalMap;
  	this.normalScale.copy( source.normalScale );
  
  	this.displacementMap = source.displacementMap;
  	this.displacementScale = source.displacementScale;
  	this.displacementBias = source.displacementBias;
  
  	this.roughnessMap = source.roughnessMap;
  
  	this.metalnessMap = source.metalnessMap;
  
  	this.alphaMap = source.alphaMap;
  
  	this.envMap = source.envMap;
  	this.envMapIntensity = source.envMapIntensity;
  
  	this.refractionRatio = source.refractionRatio;
  
  	this.wireframe = source.wireframe;
  	this.wireframeLinewidth = source.wireframeLinewidth;
  	this.wireframeLinecap = source.wireframeLinecap;
  	this.wireframeLinejoin = source.wireframeLinejoin;
  
  	this.skinning = source.skinning;
  	this.morphTargets = source.morphTargets;
  	this.morphNormals = source.morphNormals;
  
  	return this;
  
  };
  
  // File:src/materials/MeshPhysicalMaterial.js
  
  /**
   * @author WestLangley / http://github.com/WestLangley
   *
   * parameters = {
   *  reflectivity: <float>
   * }
   */
  
  THREE.MeshPhysicalMaterial = function ( parameters ) {
  
  	THREE.MeshStandardMaterial.call( this );
  
  	this.defines = { 'PHYSICAL': '' };
  
  	this.type = 'MeshPhysicalMaterial';
  
  	this.reflectivity = 0.5; // maps to F0 = 0.04
  
  	this.setValues( parameters );
  
  };
  
  THREE.MeshPhysicalMaterial.prototype = Object.create( THREE.MeshStandardMaterial.prototype );
  THREE.MeshPhysicalMaterial.prototype.constructor = THREE.MeshPhysicalMaterial;
  
  THREE.MeshPhysicalMaterial.prototype.copy = function ( source ) {
  
  	THREE.MeshStandardMaterial.prototype.copy.call( this, source );
  
  	this.defines = { 'PHYSICAL': '' };
  
  	this.reflectivity = source.reflectivity;
  
  	return this;
  
  };
  
  // File:src/materials/MultiMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.MultiMaterial = function ( materials ) {
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.type = 'MultiMaterial';
  
  	this.materials = materials instanceof Array ? materials : [];
  
  	this.visible = true;
  
  };
  
  THREE.MultiMaterial.prototype = {
  
  	constructor: THREE.MultiMaterial,
  
  	toJSON: function ( meta ) {
  
  		var output = {
  			metadata: {
  				version: 4.2,
  				type: 'material',
  				generator: 'MaterialExporter'
  			},
  			uuid: this.uuid,
  			type: this.type,
  			materials: []
  		};
  
  		var materials = this.materials;
  
  		for ( var i = 0, l = materials.length; i < l; i ++ ) {
  
  			var material = materials[ i ].toJSON( meta );
  			delete material.metadata;
  
  			output.materials.push( material );
  
  		}
  
  		output.visible = this.visible;
  
  		return output;
  
  	},
  
  	clone: function () {
  
  		var material = new this.constructor();
  
  		for ( var i = 0; i < this.materials.length; i ++ ) {
  
  			material.materials.push( this.materials[ i ].clone() );
  
  		}
  
  		material.visible = this.visible;
  
  		return material;
  
  	}
  
  };
  
  // File:src/materials/PointsMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   *
   * parameters = {
   *  color: <hex>,
   *  opacity: <float>,
   *  map: new THREE.Texture( <Image> ),
   *
   *  size: <float>,
   *  sizeAttenuation: <bool>
   * }
   */
  
  THREE.PointsMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'PointsMaterial';
  
  	this.color = new THREE.Color( 0xffffff );
  
  	this.map = null;
  
  	this.size = 1;
  	this.sizeAttenuation = true;
  
  	this.lights = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.PointsMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial;
  
  THREE.PointsMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.color.copy( source.color );
  
  	this.map = source.map;
  
  	this.size = source.size;
  	this.sizeAttenuation = source.sizeAttenuation;
  
  	return this;
  
  };
  
  // File:src/materials/ShaderMaterial.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   *
   * parameters = {
   *  defines: { "label" : "value" },
   *  uniforms: { "parameter1": { type: "1f", value: 1.0 }, "parameter2": { type: "1i" value2: 2 } },
   *
   *  fragmentShader: <string>,
   *  vertexShader: <string>,
   *
   *  wireframe: <boolean>,
   *  wireframeLinewidth: <float>,
   *
   *  lights: <bool>,
   *
   *  skinning: <bool>,
   *  morphTargets: <bool>,
   *  morphNormals: <bool>
   * }
   */
  
  THREE.ShaderMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'ShaderMaterial';
  
  	this.defines = {};
  	this.uniforms = {};
  
  	this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
  	this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
  
  	this.linewidth = 1;
  
  	this.wireframe = false;
  	this.wireframeLinewidth = 1;
  
  	this.fog = false; // set to use scene fog
  	this.lights = false; // set to use scene lights
  	this.clipping = false; // set to use user-defined clipping planes
  
  	this.skinning = false; // set to use skinning attribute streams
  	this.morphTargets = false; // set to use morph targets
  	this.morphNormals = false; // set to use morph normals
  
  	this.extensions = {
  		derivatives: false, // set to use derivatives
  		fragDepth: false, // set to use fragment depth values
  		drawBuffers: false, // set to use draw buffers
  		shaderTextureLOD: false // set to use shader texture LOD
  	};
  
  	// When rendered geometry doesn't include these attributes but the material does,
  	// use these default values in WebGL. This avoids errors when buffer data is missing.
  	this.defaultAttributeValues = {
  		'color': [ 1, 1, 1 ],
  		'uv': [ 0, 0 ],
  		'uv2': [ 0, 0 ]
  	};
  
  	this.index0AttributeName = undefined;
  
  	if ( parameters !== undefined ) {
  
  		if ( parameters.attributes !== undefined ) {
  
  			console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  
  		}
  
  		this.setValues( parameters );
  
  	}
  
  };
  
  THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
  
  THREE.ShaderMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.fragmentShader = source.fragmentShader;
  	this.vertexShader = source.vertexShader;
  
  	this.uniforms = THREE.UniformsUtils.clone( source.uniforms );
  
  	this.defines = source.defines;
  
  	this.wireframe = source.wireframe;
  	this.wireframeLinewidth = source.wireframeLinewidth;
  
  	this.lights = source.lights;
  	this.clipping = source.clipping;
  
  	this.skinning = source.skinning;
  
  	this.morphTargets = source.morphTargets;
  	this.morphNormals = source.morphNormals;
  
  	this.extensions = source.extensions;
  
  	return this;
  
  };
  
  THREE.ShaderMaterial.prototype.toJSON = function ( meta ) {
  
  	var data = THREE.Material.prototype.toJSON.call( this, meta );
  
  	data.uniforms = this.uniforms;
  	data.vertexShader = this.vertexShader;
  	data.fragmentShader = this.fragmentShader;
  
  	return data;
  
  };
  
  // File:src/materials/RawShaderMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.RawShaderMaterial = function ( parameters ) {
  
  	THREE.ShaderMaterial.call( this, parameters );
  
  	this.type = 'RawShaderMaterial';
  
  };
  
  THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
  
  // File:src/materials/SpriteMaterial.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   *
   * parameters = {
   *  color: <hex>,
   *  opacity: <float>,
   *  map: new THREE.Texture( <Image> ),
   *
   *	uvOffset: new THREE.Vector2(),
   *	uvScale: new THREE.Vector2()
   * }
   */
  
  THREE.SpriteMaterial = function ( parameters ) {
  
  	THREE.Material.call( this );
  
  	this.type = 'SpriteMaterial';
  
  	this.color = new THREE.Color( 0xffffff );
  	this.map = null;
  
  	this.rotation = 0;
  
  	this.fog = false;
  	this.lights = false;
  
  	this.setValues( parameters );
  
  };
  
  THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
  
  THREE.SpriteMaterial.prototype.copy = function ( source ) {
  
  	THREE.Material.prototype.copy.call( this, source );
  
  	this.color.copy( source.color );
  	this.map = source.map;
  
  	this.rotation = source.rotation;
  
  	return this;
  
  };
  
  // File:src/materials/ShadowMaterial.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.ShadowMaterial = function () {
  
  	THREE.ShaderMaterial.call( this, {
  		uniforms: THREE.UniformsUtils.merge( [
  			THREE.UniformsLib[ "lights" ],
  			{
  				opacity: { value: 1.0 }
  			}
  		] ),
  		vertexShader: THREE.ShaderChunk[ 'shadow_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'shadow_frag' ]
  	} );
  
  	this.lights = true;
  	this.transparent = true;
  
  	Object.defineProperties( this, {
  		opacity: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.opacity.value;
  			},
  			set: function ( value ) {
  				this.uniforms.opacity.value = value;
  			}
  		}
  	} );
  
  };
  
  THREE.ShadowMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  THREE.ShadowMaterial.prototype.constructor = THREE.ShadowMaterial;
  
  // File:src/textures/Texture.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   * @author szimek / https://github.com/szimek/
   */
  
  THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  
  	Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.name = '';
  	this.sourceFile = '';
  
  	this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
  	this.mipmaps = [];
  
  	this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
  
  	this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  	this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  
  	this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  	this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  
  	this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  
  	this.format = format !== undefined ? format : THREE.RGBAFormat;
  	this.type = type !== undefined ? type : THREE.UnsignedByteType;
  
  	this.offset = new THREE.Vector2( 0, 0 );
  	this.repeat = new THREE.Vector2( 1, 1 );
  
  	this.generateMipmaps = true;
  	this.premultiplyAlpha = false;
  	this.flipY = true;
  	this.unpackAlignment = 4;	// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  
  
  	// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  	//
  	// Also changing the encoding after already used by a Material will not automatically make the Material
  	// update.  You need to explicitly call Material.needsUpdate to trigger it to recompile.
  	this.encoding = encoding !== undefined ? encoding :  THREE.LinearEncoding;
  
  	this.version = 0;
  	this.onUpdate = null;
  
  };
  
  THREE.Texture.DEFAULT_IMAGE = undefined;
  THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
  
  THREE.Texture.prototype = {
  
  	constructor: THREE.Texture,
  
  	set needsUpdate( value ) {
  
  		if ( value === true ) this.version ++;
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( source ) {
  
  		this.image = source.image;
  		this.mipmaps = source.mipmaps.slice( 0 );
  
  		this.mapping = source.mapping;
  
  		this.wrapS = source.wrapS;
  		this.wrapT = source.wrapT;
  
  		this.magFilter = source.magFilter;
  		this.minFilter = source.minFilter;
  
  		this.anisotropy = source.anisotropy;
  
  		this.format = source.format;
  		this.type = source.type;
  
  		this.offset.copy( source.offset );
  		this.repeat.copy( source.repeat );
  
  		this.generateMipmaps = source.generateMipmaps;
  		this.premultiplyAlpha = source.premultiplyAlpha;
  		this.flipY = source.flipY;
  		this.unpackAlignment = source.unpackAlignment;
  		this.encoding = source.encoding;
  
  		return this;
  
  	},
  
  	toJSON: function ( meta ) {
  
  		if ( meta.textures[ this.uuid ] !== undefined ) {
  
  			return meta.textures[ this.uuid ];
  
  		}
  
  		function getDataURL( image ) {
  
  			var canvas;
  
  			if ( image.toDataURL !== undefined ) {
  
  				canvas = image;
  
  			} else {
  
  				canvas = document.createElement( 'canvas' );
  				canvas.width = image.width;
  				canvas.height = image.height;
  
  				canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
  
  			}
  
  			if ( canvas.width > 2048 || canvas.height > 2048 ) {
  
  				return canvas.toDataURL( 'image/jpeg', 0.6 );
  
  			} else {
  
  				return canvas.toDataURL( 'image/png' );
  
  			}
  
  		}
  
  		var output = {
  			metadata: {
  				version: 4.4,
  				type: 'Texture',
  				generator: 'Texture.toJSON'
  			},
  
  			uuid: this.uuid,
  			name: this.name,
  
  			mapping: this.mapping,
  
  			repeat: [ this.repeat.x, this.repeat.y ],
  			offset: [ this.offset.x, this.offset.y ],
  			wrap: [ this.wrapS, this.wrapT ],
  
  			minFilter: this.minFilter,
  			magFilter: this.magFilter,
  			anisotropy: this.anisotropy
  		};
  
  		if ( this.image !== undefined ) {
  
  			// TODO: Move to THREE.Image
  
  			var image = this.image;
  
  			if ( image.uuid === undefined ) {
  
  				image.uuid = THREE.Math.generateUUID(); // UGH
  
  			}
  
  			if ( meta.images[ image.uuid ] === undefined ) {
  
  				meta.images[ image.uuid ] = {
  					uuid: image.uuid,
  					url: getDataURL( image )
  				};
  
  			}
  
  			output.image = image.uuid;
  
  		}
  
  		meta.textures[ this.uuid ] = output;
  
  		return output;
  
  	},
  
  	dispose: function () {
  
  		this.dispatchEvent( { type: 'dispose' } );
  
  	},
  
  	transformUv: function ( uv ) {
  
  		if ( this.mapping !== THREE.UVMapping )  return;
  
  		uv.multiply( this.repeat );
  		uv.add( this.offset );
  
  		if ( uv.x < 0 || uv.x > 1 ) {
  
  			switch ( this.wrapS ) {
  
  				case THREE.RepeatWrapping:
  
  					uv.x = uv.x - Math.floor( uv.x );
  					break;
  
  				case THREE.ClampToEdgeWrapping:
  
  					uv.x = uv.x < 0 ? 0 : 1;
  					break;
  
  				case THREE.MirroredRepeatWrapping:
  
  					if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  
  						uv.x = Math.ceil( uv.x ) - uv.x;
  
  					} else {
  
  						uv.x = uv.x - Math.floor( uv.x );
  
  					}
  					break;
  
  			}
  
  		}
  
  		if ( uv.y < 0 || uv.y > 1 ) {
  
  			switch ( this.wrapT ) {
  
  				case THREE.RepeatWrapping:
  
  					uv.y = uv.y - Math.floor( uv.y );
  					break;
  
  				case THREE.ClampToEdgeWrapping:
  
  					uv.y = uv.y < 0 ? 0 : 1;
  					break;
  
  				case THREE.MirroredRepeatWrapping:
  
  					if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  
  						uv.y = Math.ceil( uv.y ) - uv.y;
  
  					} else {
  
  						uv.y = uv.y - Math.floor( uv.y );
  
  					}
  					break;
  
  			}
  
  		}
  
  		if ( this.flipY ) {
  
  			uv.y = 1 - uv.y;
  
  		}
  
  	}
  
  };
  
  Object.assign( THREE.Texture.prototype, THREE.EventDispatcher.prototype );
  
  THREE.TextureIdCount = 0;
  
  // File:src/textures/DepthTexture.js
  
  /**
   * @author Matt DesLauriers / @mattdesl
   */
  
  THREE.DepthTexture = function ( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  
    THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, THREE.DepthFormat, type, anisotropy );
  
    this.image = { width: width, height: height };
  
    this.type = type !== undefined ? type : THREE.UnsignedShortType;
  
    this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter;
    this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter;
  
    this.flipY = false;
    this.generateMipmaps  = false;
  
  };
  
  THREE.DepthTexture.prototype = Object.create( THREE.Texture.prototype );
  THREE.DepthTexture.prototype.constructor = THREE.DepthTexture;
  
  // File:src/textures/CanvasTexture.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  
  	THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  
  	this.needsUpdate = true;
  
  };
  
  THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype );
  THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture;
  
  // File:src/textures/CubeTexture.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  
  	images = images !== undefined ? images : [];
  	mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
  
  	THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  
  	this.flipY = false;
  
  };
  
  THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
  THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
  
  Object.defineProperty( THREE.CubeTexture.prototype, 'images', {
  
  	get: function () {
  
  		return this.image;
  
  	},
  
  	set: function ( value ) {
  
  		this.image = value;
  
  	}
  
  } );
  
  // File:src/textures/CompressedTexture.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  
  	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  
  	this.image = { width: width, height: height };
  	this.mipmaps = mipmaps;
  
  	// no flipping for cube textures
  	// (also flipping doesn't work for compressed textures )
  
  	this.flipY = false;
  
  	// can't generate mipmaps for compressed textures
  	// mips must be embedded in DDS files
  
  	this.generateMipmaps = false;
  
  };
  
  THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
  
  // File:src/textures/DataTexture.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  
  	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  
  	this.image = { data: data, width: width, height: height };
  
  	this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter;
  	this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter;
  
  	this.flipY = false;
  	this.generateMipmaps  = false;
  
  };
  
  THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  THREE.DataTexture.prototype.constructor = THREE.DataTexture;
  
  // File:src/textures/VideoTexture.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  
  	THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  
  	this.generateMipmaps = false;
  
  	var scope = this;
  
  	function update() {
  
  		requestAnimationFrame( update );
  
  		if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  
  			scope.needsUpdate = true;
  
  		}
  
  	}
  
  	update();
  
  };
  
  THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
  THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
  
  // File:src/objects/Group.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Group = function () {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Group';
  
  };
  
  THREE.Group.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.Group
  
  } );
  
  // File:src/objects/Points.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Points = function ( geometry, material ) {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Points';
  
  	this.geometry = geometry !== undefined ? geometry : new THREE.BufferGeometry();
  	this.material = material !== undefined ? material : new THREE.PointsMaterial( { color: Math.random() * 0xffffff } );
  
  };
  
  THREE.Points.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.Points,
  
  	raycast: ( function () {
  
  		var inverseMatrix = new THREE.Matrix4();
  		var ray = new THREE.Ray();
  		var sphere = new THREE.Sphere();
  
  		return function raycast( raycaster, intersects ) {
  
  			var object = this;
  			var geometry = this.geometry;
  			var matrixWorld = this.matrixWorld;
  			var threshold = raycaster.params.Points.threshold;
  
  			// Checking boundingSphere distance to ray
  
  			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  			sphere.copy( geometry.boundingSphere );
  			sphere.applyMatrix4( matrixWorld );
  
  			if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  
  			//
  
  			inverseMatrix.getInverse( matrixWorld );
  			ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  
  			var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  			var localThresholdSq = localThreshold * localThreshold;
  			var position = new THREE.Vector3();
  
  			function testPoint( point, index ) {
  
  				var rayPointDistanceSq = ray.distanceSqToPoint( point );
  
  				if ( rayPointDistanceSq < localThresholdSq ) {
  
  					var intersectPoint = ray.closestPointToPoint( point );
  					intersectPoint.applyMatrix4( matrixWorld );
  
  					var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  
  					if ( distance < raycaster.near || distance > raycaster.far ) return;
  
  					intersects.push( {
  
  						distance: distance,
  						distanceToRay: Math.sqrt( rayPointDistanceSq ),
  						point: intersectPoint.clone(),
  						index: index,
  						face: null,
  						object: object
  
  					} );
  
  				}
  
  			}
  
  			if ( geometry instanceof THREE.BufferGeometry ) {
  
  				var index = geometry.index;
  				var attributes = geometry.attributes;
  				var positions = attributes.position.array;
  
  				if ( index !== null ) {
  
  					var indices = index.array;
  
  					for ( var i = 0, il = indices.length; i < il; i ++ ) {
  
  						var a = indices[ i ];
  
  						position.fromArray( positions, a * 3 );
  
  						testPoint( position, a );
  
  					}
  
  				} else {
  
  					for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  
  						position.fromArray( positions, i * 3 );
  
  						testPoint( position, i );
  
  					}
  
  				}
  
  			} else {
  
  				var vertices = geometry.vertices;
  
  				for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  
  					testPoint( vertices[ i ], i );
  
  				}
  
  			}
  
  		};
  
  	}() ),
  
  	clone: function () {
  
  		return new this.constructor( this.geometry, this.material ).copy( this );
  
  	}
  
  } );
  
  // File:src/objects/Line.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Line = function ( geometry, material, mode ) {
  
  	if ( mode === 1 ) {
  
  		console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
  		return new THREE.LineSegments( geometry, material );
  
  	}
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Line';
  
  	this.geometry = geometry !== undefined ? geometry : new THREE.BufferGeometry();
  	this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  
  };
  
  THREE.Line.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.Line,
  
  	raycast: ( function () {
  
  		var inverseMatrix = new THREE.Matrix4();
  		var ray = new THREE.Ray();
  		var sphere = new THREE.Sphere();
  
  		return function raycast( raycaster, intersects ) {
  
  			var precision = raycaster.linePrecision;
  			var precisionSq = precision * precision;
  
  			var geometry = this.geometry;
  			var matrixWorld = this.matrixWorld;
  
  			// Checking boundingSphere distance to ray
  
  			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  			sphere.copy( geometry.boundingSphere );
  			sphere.applyMatrix4( matrixWorld );
  
  			if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  
  			//
  
  			inverseMatrix.getInverse( matrixWorld );
  			ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  
  			var vStart = new THREE.Vector3();
  			var vEnd = new THREE.Vector3();
  			var interSegment = new THREE.Vector3();
  			var interRay = new THREE.Vector3();
  			var step = this instanceof THREE.LineSegments ? 2 : 1;
  
  			if ( geometry instanceof THREE.BufferGeometry ) {
  
  				var index = geometry.index;
  				var attributes = geometry.attributes;
  				var positions = attributes.position.array;
  
  				if ( index !== null ) {
  
  					var indices = index.array;
  
  					for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  
  						var a = indices[ i ];
  						var b = indices[ i + 1 ];
  
  						vStart.fromArray( positions, a * 3 );
  						vEnd.fromArray( positions, b * 3 );
  
  						var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  
  						if ( distSq > precisionSq ) continue;
  
  						interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  						var distance = raycaster.ray.origin.distanceTo( interRay );
  
  						if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  						intersects.push( {
  
  							distance: distance,
  							// What do we want? intersection point on the ray or on the segment??
  							// point: raycaster.ray.at( distance ),
  							point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  							index: i,
  							face: null,
  							faceIndex: null,
  							object: this
  
  						} );
  
  					}
  
  				} else {
  
  					for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  
  						vStart.fromArray( positions, 3 * i );
  						vEnd.fromArray( positions, 3 * i + 3 );
  
  						var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  
  						if ( distSq > precisionSq ) continue;
  
  						interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  						var distance = raycaster.ray.origin.distanceTo( interRay );
  
  						if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  						intersects.push( {
  
  							distance: distance,
  							// What do we want? intersection point on the ray or on the segment??
  							// point: raycaster.ray.at( distance ),
  							point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  							index: i,
  							face: null,
  							faceIndex: null,
  							object: this
  
  						} );
  
  					}
  
  				}
  
  			} else if ( geometry instanceof THREE.Geometry ) {
  
  				var vertices = geometry.vertices;
  				var nbVertices = vertices.length;
  
  				for ( var i = 0; i < nbVertices - 1; i += step ) {
  
  					var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  
  					if ( distSq > precisionSq ) continue;
  
  					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  					var distance = raycaster.ray.origin.distanceTo( interRay );
  
  					if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  					intersects.push( {
  
  						distance: distance,
  						// What do we want? intersection point on the ray or on the segment??
  						// point: raycaster.ray.at( distance ),
  						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  						index: i,
  						face: null,
  						faceIndex: null,
  						object: this
  
  					} );
  
  				}
  
  			}
  
  		};
  
  	}() ),
  
  	clone: function () {
  
  		return new this.constructor( this.geometry, this.material ).copy( this );
  
  	}
  
  } );
  
  // File:src/objects/LineSegments.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.LineSegments = function ( geometry, material ) {
  
  	THREE.Line.call( this, geometry, material );
  
  	this.type = 'LineSegments';
  
  };
  
  THREE.LineSegments.prototype = Object.assign( Object.create( THREE.Line.prototype ), {
  
  	constructor: THREE.LineSegments
  
  } );
  
  // File:src/objects/Mesh.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   * @author mikael emtinger / http://gomo.se/
   * @author jonobr1 / http://jonobr1.com/
   */
  
  THREE.Mesh = function ( geometry, material ) {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Mesh';
  
  	this.geometry = geometry !== undefined ? geometry : new THREE.BufferGeometry();
  	this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  
  	this.drawMode = THREE.TrianglesDrawMode;
  
  	this.updateMorphTargets();
  
  };
  
  THREE.Mesh.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.Mesh,
  
  	setDrawMode: function ( value ) {
  
  		this.drawMode = value;
  
  	},
  
  	updateMorphTargets: function () {
  
  		if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  
  			this.morphTargetBase = - 1;
  			this.morphTargetInfluences = [];
  			this.morphTargetDictionary = {};
  
  			for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  
  				this.morphTargetInfluences.push( 0 );
  				this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  
  			}
  
  		}
  
  	},
  
  	getMorphTargetIndexByName: function ( name ) {
  
  		if ( this.morphTargetDictionary[ name ] !== undefined ) {
  
  			return this.morphTargetDictionary[ name ];
  
  		}
  
  		console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
  
  		return 0;
  
  	},
  
  	raycast: ( function () {
  
  		var inverseMatrix = new THREE.Matrix4();
  		var ray = new THREE.Ray();
  		var sphere = new THREE.Sphere();
  
  		var vA = new THREE.Vector3();
  		var vB = new THREE.Vector3();
  		var vC = new THREE.Vector3();
  
  		var tempA = new THREE.Vector3();
  		var tempB = new THREE.Vector3();
  		var tempC = new THREE.Vector3();
  
  		var uvA = new THREE.Vector2();
  		var uvB = new THREE.Vector2();
  		var uvC = new THREE.Vector2();
  
  		var barycoord = new THREE.Vector3();
  
  		var intersectionPoint = new THREE.Vector3();
  		var intersectionPointWorld = new THREE.Vector3();
  
  		function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
  
  			THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
  
  			uv1.multiplyScalar( barycoord.x );
  			uv2.multiplyScalar( barycoord.y );
  			uv3.multiplyScalar( barycoord.z );
  
  			uv1.add( uv2 ).add( uv3 );
  
  			return uv1.clone();
  
  		}
  
  		function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {
  
  			var intersect;
  			var material = object.material;
  
  			if ( material.side === THREE.BackSide ) {
  
  				intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  
  			} else {
  
  				intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point );
  
  			}
  
  			if ( intersect === null ) return null;
  
  			intersectionPointWorld.copy( point );
  			intersectionPointWorld.applyMatrix4( object.matrixWorld );
  
  			var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  
  			if ( distance < raycaster.near || distance > raycaster.far ) return null;
  
  			return {
  				distance: distance,
  				point: intersectionPointWorld.clone(),
  				object: object
  			};
  
  		}
  
  		function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) {
  
  			vA.fromArray( positions, a * 3 );
  			vB.fromArray( positions, b * 3 );
  			vC.fromArray( positions, c * 3 );
  
  			var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
  
  			if ( intersection ) {
  
  				if ( uvs ) {
  
  					uvA.fromArray( uvs, a * 2 );
  					uvB.fromArray( uvs, b * 2 );
  					uvC.fromArray( uvs, c * 2 );
  
  					intersection.uv = uvIntersection( intersectionPoint,  vA, vB, vC,  uvA, uvB, uvC );
  
  				}
  
  				intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) );
  				intersection.faceIndex = a;
  
  			}
  
  			return intersection;
  
  		}
  
  		return function raycast( raycaster, intersects ) {
  
  			var geometry = this.geometry;
  			var material = this.material;
  			var matrixWorld = this.matrixWorld;
  
  			if ( material === undefined ) return;
  
  			// Checking boundingSphere distance to ray
  
  			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  			sphere.copy( geometry.boundingSphere );
  			sphere.applyMatrix4( matrixWorld );
  
  			if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  
  			//
  
  			inverseMatrix.getInverse( matrixWorld );
  			ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  
  			// Check boundingBox before continuing
  
  			if ( geometry.boundingBox !== null ) {
  
  				if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  
  			}
  
  			var uvs, intersection;
  
  			if ( geometry instanceof THREE.BufferGeometry ) {
  
  				var a, b, c;
  				var index = geometry.index;
  				var attributes = geometry.attributes;
  				var positions = attributes.position.array;
  
  				if ( attributes.uv !== undefined ) {
  
  					uvs = attributes.uv.array;
  
  				}
  
  				if ( index !== null ) {
  
  					var indices = index.array;
  
  					for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  
  						a = indices[ i ];
  						b = indices[ i + 1 ];
  						c = indices[ i + 2 ];
  
  						intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
  
  						if ( intersection ) {
  
  							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
  							intersects.push( intersection );
  
  						}
  
  					}
  
  				} else {
  
  
  					for ( var i = 0, l = positions.length; i < l; i += 9 ) {
  
  						a = i / 3;
  						b = a + 1;
  						c = a + 2;
  
  						intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
  
  						if ( intersection ) {
  
  							intersection.index = a; // triangle number in positions buffer semantics
  							intersects.push( intersection );
  
  						}
  
  					}
  
  				}
  
  			} else if ( geometry instanceof THREE.Geometry ) {
  
  				var fvA, fvB, fvC;
  				var isFaceMaterial = material instanceof THREE.MultiMaterial;
  				var materials = isFaceMaterial === true ? material.materials : null;
  
  				var vertices = geometry.vertices;
  				var faces = geometry.faces;
  				var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  				if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  
  				for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  
  					var face = faces[ f ];
  					var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
  
  					if ( faceMaterial === undefined ) continue;
  
  					fvA = vertices[ face.a ];
  					fvB = vertices[ face.b ];
  					fvC = vertices[ face.c ];
  
  					if ( faceMaterial.morphTargets === true ) {
  
  						var morphTargets = geometry.morphTargets;
  						var morphInfluences = this.morphTargetInfluences;
  
  						vA.set( 0, 0, 0 );
  						vB.set( 0, 0, 0 );
  						vC.set( 0, 0, 0 );
  
  						for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  
  							var influence = morphInfluences[ t ];
  
  							if ( influence === 0 ) continue;
  
  							var targets = morphTargets[ t ].vertices;
  
  							vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
  							vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
  							vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
  
  						}
  
  						vA.add( fvA );
  						vB.add( fvB );
  						vC.add( fvC );
  
  						fvA = vA;
  						fvB = vB;
  						fvC = vC;
  
  					}
  
  					intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  
  					if ( intersection ) {
  
  						if ( uvs ) {
  
  							var uvs_f = uvs[ f ];
  							uvA.copy( uvs_f[ 0 ] );
  							uvB.copy( uvs_f[ 1 ] );
  							uvC.copy( uvs_f[ 2 ] );
  
  							intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
  
  						}
  
  						intersection.face = face;
  						intersection.faceIndex = f;
  						intersects.push( intersection );
  
  					}
  
  				}
  
  			}
  
  		};
  
  	}() ),
  
  	clone: function () {
  
  		return new this.constructor( this.geometry, this.material ).copy( this );
  
  	}
  
  } );
  
  // File:src/objects/Bone.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   * @author ikerr / http://verold.com
   */
  
  THREE.Bone = function ( skin ) {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Bone';
  
  	this.skin = skin;
  
  };
  
  THREE.Bone.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.Bone,
  
  	copy: function ( source ) {
  
  		THREE.Object3D.prototype.copy.call( this, source );
  
  		this.skin = source.skin;
  
  		return this;
  
  	}
  
  } );
  
  // File:src/objects/Skeleton.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   * @author michael guerrero / http://realitymeltdown.com
   * @author ikerr / http://verold.com
   */
  
  THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
  
  	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  
  	this.identityMatrix = new THREE.Matrix4();
  
  	// copy the bone array
  
  	bones = bones || [];
  
  	this.bones = bones.slice( 0 );
  
  	// create a bone texture or an array of floats
  
  	if ( this.useVertexTexture ) {
  
  		// layout (1 matrix = 4 pixels)
  		//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  		//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
  		//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
  		//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
  		//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  
  
  		var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  		size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) );
  		size = Math.max( size, 4 );
  
  		this.boneTextureWidth = size;
  		this.boneTextureHeight = size;
  
  		this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  		this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  
  	} else {
  
  		this.boneMatrices = new Float32Array( 16 * this.bones.length );
  
  	}
  
  	// use the supplied bone inverses or calculate the inverses
  
  	if ( boneInverses === undefined ) {
  
  		this.calculateInverses();
  
  	} else {
  
  		if ( this.bones.length === boneInverses.length ) {
  
  			this.boneInverses = boneInverses.slice( 0 );
  
  		} else {
  
  			console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
  
  			this.boneInverses = [];
  
  			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  				this.boneInverses.push( new THREE.Matrix4() );
  
  			}
  
  		}
  
  	}
  
  };
  
  Object.assign( THREE.Skeleton.prototype, {
  
  	calculateInverses: function () {
  
  		this.boneInverses = [];
  
  		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  			var inverse = new THREE.Matrix4();
  
  			if ( this.bones[ b ] ) {
  
  				inverse.getInverse( this.bones[ b ].matrixWorld );
  
  			}
  
  			this.boneInverses.push( inverse );
  
  		}
  
  	},
  
  	pose: function () {
  
  		var bone;
  
  		// recover the bind-time world matrices
  
  		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  			bone = this.bones[ b ];
  
  			if ( bone ) {
  
  				bone.matrixWorld.getInverse( this.boneInverses[ b ] );
  
  			}
  
  		}
  
  		// compute the local matrices, positions, rotations and scales
  
  		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  			bone = this.bones[ b ];
  
  			if ( bone ) {
  
  				if ( bone.parent ) {
  
  					bone.matrix.getInverse( bone.parent.matrixWorld );
  					bone.matrix.multiply( bone.matrixWorld );
  
  				} else {
  
  					bone.matrix.copy( bone.matrixWorld );
  
  				}
  
  				bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  
  			}
  
  		}
  
  	},
  
  	update: ( function () {
  
  		var offsetMatrix = new THREE.Matrix4();
  
  		return function update() {
  
  			// flatten bone matrices to array
  
  			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  				// compute the offset between the current and the original transform
  
  				var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
  
  				offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
  				offsetMatrix.toArray( this.boneMatrices, b * 16 );
  
  			}
  
  			if ( this.useVertexTexture ) {
  
  				this.boneTexture.needsUpdate = true;
  
  			}
  
  		};
  
  	} )(),
  
  	clone: function () {
  
  		return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
  
  	}
  
  } );
  
  // File:src/objects/SkinnedMesh.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   * @author ikerr / http://verold.com
   */
  
  THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  
  	THREE.Mesh.call( this, geometry, material );
  
  	this.type = 'SkinnedMesh';
  
  	this.bindMode = "attached";
  	this.bindMatrix = new THREE.Matrix4();
  	this.bindMatrixInverse = new THREE.Matrix4();
  
  	// init bones
  
  	// TODO: remove bone creation as there is no reason (other than
  	// convenience) for THREE.SkinnedMesh to do this.
  
  	var bones = [];
  
  	if ( this.geometry && this.geometry.bones !== undefined ) {
  
  		var bone, gbone;
  
  		for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
  
  			gbone = this.geometry.bones[ b ];
  
  			bone = new THREE.Bone( this );
  			bones.push( bone );
  
  			bone.name = gbone.name;
  			bone.position.fromArray( gbone.pos );
  			bone.quaternion.fromArray( gbone.rotq );
  			if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
  
  		}
  
  		for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
  
  			gbone = this.geometry.bones[ b ];
  
  			if ( gbone.parent !== - 1 && gbone.parent !== null &&
  					bones[ gbone.parent ] !== undefined ) {
  
  				bones[ gbone.parent ].add( bones[ b ] );
  
  			} else {
  
  				this.add( bones[ b ] );
  
  			}
  
  		}
  
  	}
  
  	this.normalizeSkinWeights();
  
  	this.updateMatrixWorld( true );
  	this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );
  
  };
  
  
  THREE.SkinnedMesh.prototype = Object.assign( Object.create( THREE.Mesh.prototype ), {
  
  	constructor: THREE.SkinnedMesh,
  
  	bind: function( skeleton, bindMatrix ) {
  
  		this.skeleton = skeleton;
  
  		if ( bindMatrix === undefined ) {
  
  			this.updateMatrixWorld( true );
  
  			this.skeleton.calculateInverses();
  
  			bindMatrix = this.matrixWorld;
  
  		}
  
  		this.bindMatrix.copy( bindMatrix );
  		this.bindMatrixInverse.getInverse( bindMatrix );
  
  	},
  
  	pose: function () {
  
  		this.skeleton.pose();
  
  	},
  
  	normalizeSkinWeights: function () {
  
  		if ( this.geometry instanceof THREE.Geometry ) {
  
  			for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) {
  
  				var sw = this.geometry.skinWeights[ i ];
  
  				var scale = 1.0 / sw.lengthManhattan();
  
  				if ( scale !== Infinity ) {
  
  					sw.multiplyScalar( scale );
  
  				} else {
  
  					sw.set( 1, 0, 0, 0 ); // do something reasonable
  
  				}
  
  			}
  
  		} else if ( this.geometry instanceof THREE.BufferGeometry ) {
  
  			var vec = new THREE.Vector4();
  
  			var skinWeight = this.geometry.attributes.skinWeight;
  
  			for ( var i = 0; i < skinWeight.count; i ++ ) {
  
  				vec.x = skinWeight.getX( i );
  				vec.y = skinWeight.getY( i );
  				vec.z = skinWeight.getZ( i );
  				vec.w = skinWeight.getW( i );
  
  				var scale = 1.0 / vec.lengthManhattan();
  
  				if ( scale !== Infinity ) {
  
  					vec.multiplyScalar( scale );
  
  				} else {
  
  					vec.set( 1, 0, 0, 0 ); // do something reasonable
  
  				}
  
  				skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );
  
  			}
  
  		}
  
  	},
  
  	updateMatrixWorld: function( force ) {
  
  		THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
  
  		if ( this.bindMode === "attached" ) {
  
  			this.bindMatrixInverse.getInverse( this.matrixWorld );
  
  		} else if ( this.bindMode === "detached" ) {
  
  			this.bindMatrixInverse.getInverse( this.bindMatrix );
  
  		} else {
  
  			console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
  
  		}
  
  	},
  
  	clone: function() {
  
  		return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this );
  
  	}
  
  } );
  
  // File:src/objects/LOD.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.LOD = function () {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'LOD';
  
  	Object.defineProperties( this, {
  		levels: {
  			enumerable: true,
  			value: []
  		}
  	} );
  
  };
  
  
  THREE.LOD.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.LOD,
  
  	copy: function ( source ) {
  
  		THREE.Object3D.prototype.copy.call( this, source, false );
  
  		var levels = source.levels;
  
  		for ( var i = 0, l = levels.length; i < l; i ++ ) {
  
  			var level = levels[ i ];
  
  			this.addLevel( level.object.clone(), level.distance );
  
  		}
  
  		return this;
  
  	},
  
  	addLevel: function ( object, distance ) {
  
  		if ( distance === undefined ) distance = 0;
  
  		distance = Math.abs( distance );
  
  		var levels = this.levels;
  
  		for ( var l = 0; l < levels.length; l ++ ) {
  
  			if ( distance < levels[ l ].distance ) {
  
  				break;
  
  			}
  
  		}
  
  		levels.splice( l, 0, { distance: distance, object: object } );
  
  		this.add( object );
  
  	},
  
  	getObjectForDistance: function ( distance ) {
  
  		var levels = this.levels;
  
  		for ( var i = 1, l = levels.length; i < l; i ++ ) {
  
  			if ( distance < levels[ i ].distance ) {
  
  				break;
  
  			}
  
  		}
  
  		return levels[ i - 1 ].object;
  
  	},
  
  	raycast: ( function () {
  
  		var matrixPosition = new THREE.Vector3();
  
  		return function raycast( raycaster, intersects ) {
  
  			matrixPosition.setFromMatrixPosition( this.matrixWorld );
  
  			var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  
  			this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  
  		};
  
  	}() ),
  
  	update: function () {
  
  		var v1 = new THREE.Vector3();
  		var v2 = new THREE.Vector3();
  
  		return function update( camera ) {
  
  			var levels = this.levels;
  
  			if ( levels.length > 1 ) {
  
  				v1.setFromMatrixPosition( camera.matrixWorld );
  				v2.setFromMatrixPosition( this.matrixWorld );
  
  				var distance = v1.distanceTo( v2 );
  
  				levels[ 0 ].object.visible = true;
  
  				for ( var i = 1, l = levels.length; i < l; i ++ ) {
  
  					if ( distance >= levels[ i ].distance ) {
  
  						levels[ i - 1 ].object.visible = false;
  						levels[ i ].object.visible = true;
  
  					} else {
  
  						break;
  
  					}
  
  				}
  
  				for ( ; i < l; i ++ ) {
  
  					levels[ i ].object.visible = false;
  
  				}
  
  			}
  
  		};
  
  	}(),
  
  	toJSON: function ( meta ) {
  
  		var data = THREE.Object3D.prototype.toJSON.call( this, meta );
  
  		data.object.levels = [];
  
  		var levels = this.levels;
  
  		for ( var i = 0, l = levels.length; i < l; i ++ ) {
  
  			var level = levels[ i ];
  
  			data.object.levels.push( {
  				object: level.object.uuid,
  				distance: level.distance
  			} );
  
  		}
  
  		return data;
  
  	}
  
  } );
  
  // File:src/objects/Sprite.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Sprite = function ( material ) {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Sprite';
  
  	this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  
  };
  
  THREE.Sprite.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.Sprite,
  
  	raycast: ( function () {
  
  		var matrixPosition = new THREE.Vector3();
  
  		return function raycast( raycaster, intersects ) {
  
  			matrixPosition.setFromMatrixPosition( this.matrixWorld );
  
  			var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
  			var guessSizeSq = this.scale.x * this.scale.y / 4;
  
  			if ( distanceSq > guessSizeSq ) {
  
  				return;
  
  			}
  
  			intersects.push( {
  
  				distance: Math.sqrt( distanceSq ),
  				point: this.position,
  				face: null,
  				object: this
  
  			} );
  
  		};
  
  	}() ),
  
  	clone: function () {
  
  		return new this.constructor( this.material ).copy( this );
  
  	}
  
  } );
  
  // File:src/objects/LensFlare.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  
  	THREE.Object3D.call( this );
  
  	this.lensFlares = [];
  
  	this.positionScreen = new THREE.Vector3();
  	this.customUpdateCallback = undefined;
  
  	if ( texture !== undefined ) {
  
  		this.add( texture, size, distance, blending, color );
  
  	}
  
  };
  
  THREE.LensFlare.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  
  	constructor: THREE.LensFlare,
  
  	copy: function ( source ) {
  
  		THREE.Object3D.prototype.copy.call( this, source );
  
  		this.positionScreen.copy( source.positionScreen );
  		this.customUpdateCallback = source.customUpdateCallback;
  
  		for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {
  
  			this.lensFlares.push( source.lensFlares[ i ] );
  
  		}
  
  		return this;
  
  	},
  
  	add: function ( texture, size, distance, blending, color, opacity ) {
  
  		if ( size === undefined ) size = - 1;
  		if ( distance === undefined ) distance = 0;
  		if ( opacity === undefined ) opacity = 1;
  		if ( color === undefined ) color = new THREE.Color( 0xffffff );
  		if ( blending === undefined ) blending = THREE.NormalBlending;
  
  		distance = Math.min( distance, Math.max( 0, distance ) );
  
  		this.lensFlares.push( {
  			texture: texture,	// THREE.Texture
  			size: size, 		// size in pixels (-1 = use texture.width)
  			distance: distance, 	// distance (0-1) from light source (0=at light source)
  			x: 0, y: 0, z: 0,	// screen position (-1 => 1) z = 0 is in front z = 1 is back
  			scale: 1, 		// scale
  			rotation: 0, 		// rotation
  			opacity: opacity,	// opacity
  			color: color,		// color
  			blending: blending	// blending
  		} );
  
  	},
  
  	/*
  	 * Update lens flares update positions on all flares based on the screen position
  	 * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  	 */
  
  	updateLensFlares: function () {
  
  		var f, fl = this.lensFlares.length;
  		var flare;
  		var vecX = - this.positionScreen.x * 2;
  		var vecY = - this.positionScreen.y * 2;
  
  		for ( f = 0; f < fl; f ++ ) {
  
  			flare = this.lensFlares[ f ];
  
  			flare.x = this.positionScreen.x + vecX * flare.distance;
  			flare.y = this.positionScreen.y + vecY * flare.distance;
  
  			flare.wantedRotation = flare.x * Math.PI * 0.25;
  			flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  
  		}
  
  	}
  
  } );
  
  // File:src/scenes/Scene.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Scene = function () {
  
  	THREE.Object3D.call( this );
  
  	this.type = 'Scene';
  
  	this.fog = null;
  	this.overrideMaterial = null;
  
  	this.autoUpdate = true; // checked by the renderer
  
  };
  
  THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  THREE.Scene.prototype.constructor = THREE.Scene;
  
  THREE.Scene.prototype.copy = function ( source, recursive ) {
  
  	THREE.Object3D.prototype.copy.call( this, source, recursive );
  
  	if ( source.fog !== null ) this.fog = source.fog.clone();
  	if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  
  	this.autoUpdate = source.autoUpdate;
  	this.matrixAutoUpdate = source.matrixAutoUpdate;
  
  	return this;
  
  };
  
  // File:src/scenes/Fog.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.Fog = function ( color, near, far ) {
  
  	this.name = '';
  
  	this.color = new THREE.Color( color );
  
  	this.near = ( near !== undefined ) ? near : 1;
  	this.far = ( far !== undefined ) ? far : 1000;
  
  };
  
  THREE.Fog.prototype.clone = function () {
  
  	return new THREE.Fog( this.color.getHex(), this.near, this.far );
  
  };
  
  // File:src/scenes/FogExp2.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.FogExp2 = function ( color, density ) {
  
  	this.name = '';
  
  	this.color = new THREE.Color( color );
  	this.density = ( density !== undefined ) ? density : 0.00025;
  
  };
  
  THREE.FogExp2.prototype.clone = function () {
  
  	return new THREE.FogExp2( this.color.getHex(), this.density );
  
  };
  
  // File:src/renderers/shaders/ShaderChunk.js
  
  THREE.ShaderChunk = {};
  
  // File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
  
  THREE.ShaderChunk[ 'alphamap_fragment' ] = "#ifdef USE_ALPHAMAP\n	diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'alphamap_pars_fragment' ] = "#ifdef USE_ALPHAMAP\n	uniform sampler2D alphaMap;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
  
  THREE.ShaderChunk[ 'alphatest_fragment' ] = "#ifdef ALPHATEST\n	if ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl
  
  THREE.ShaderChunk[ 'aomap_fragment' ] = "#ifdef USE_AOMAP\n	float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n	reflectedLight.indirectDiffuse *= ambientOcclusion;\n	#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n		float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n		reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'aomap_pars_fragment' ] = "#ifdef USE_AOMAP\n	uniform sampler2D aoMap;\n	uniform float aoMapIntensity;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/begin_vertex.glsl
  
  THREE.ShaderChunk[ 'begin_vertex' ] = "\nvec3 transformed = vec3( position );\n";
  
  // File:src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl
  
  THREE.ShaderChunk[ 'beginnormal_vertex' ] = "\nvec3 objectNormal = vec3( normal );\n";
  
  // File:src/renderers/shaders/ShaderChunk/bsdfs.glsl
  
  THREE.ShaderChunk[ 'bsdfs' ] = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n	return any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n		if( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n			float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n			float maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n			return distanceFalloff * maxDistanceCutoffFactor;\n#else\n			return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n		}\n		return 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n	return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n	float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n	return ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n	float a2 = pow2( alpha );\n	float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n	float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n	return 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n	float a2 = pow2( alpha );\n	float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n	float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n	return 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n	float a2 = pow2( alpha );\n	float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n	return RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n	float alpha = pow2( roughness );\n	vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n	float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n	float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n	float dotNH = saturate( dot( geometry.normal, halfDir ) );\n	float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n	vec3 F = F_Schlick( specularColor, dotLH );\n	float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n	float D = D_GGX( alpha, dotNH );\n	return F * ( G * D );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n	float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n	const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n	const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n	vec4 r = roughness * c0 + c1;\n	float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n	vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n	return specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n	return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n	return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n	vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n	float dotNH = saturate( dot( geometry.normal, halfDir ) );\n	float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n	vec3 F = F_Schlick( specularColor, dotLH );\n	float G = G_BlinnPhong_Implicit( );\n	float D = D_BlinnPhong( shininess, dotNH );\n	return F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n	return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n	return sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";
  
  // File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'bumpmap_pars_fragment' ] = "#ifdef USE_BUMPMAP\n	uniform sampler2D bumpMap;\n	uniform float bumpScale;\n	vec2 dHdxy_fwd() {\n		vec2 dSTdx = dFdx( vUv );\n		vec2 dSTdy = dFdy( vUv );\n		float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n		float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n		float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n		return vec2( dBx, dBy );\n	}\n	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n		vec3 vSigmaX = dFdx( surf_pos );\n		vec3 vSigmaY = dFdy( surf_pos );\n		vec3 vN = surf_norm;\n		vec3 R1 = cross( vSigmaY, vN );\n		vec3 R2 = cross( vN, vSigmaX );\n		float fDet = dot( vSigmaX, R1 );\n		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n		return normalize( abs( fDet ) * surf_norm - vGrad );\n	}\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl
  
  THREE.ShaderChunk[ 'clipping_planes_fragment' ] = "#if NUM_CLIPPING_PLANES > 0\n	for ( int i = 0; i < NUM_CLIPPING_PLANES; ++ i ) {\n		vec4 plane = clippingPlanes[ i ];\n		if ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n	}\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'clipping_planes_pars_fragment' ] = "#if NUM_CLIPPING_PLANES > 0\n	#if ! defined( PHYSICAL ) && ! defined( PHONG )\n		varying vec3 vViewPosition;\n	#endif\n	uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'clipping_planes_pars_vertex' ] = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n	varying vec3 vViewPosition;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl
  
  THREE.ShaderChunk[ 'clipping_planes_vertex' ] = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n	vViewPosition = - mvPosition.xyz;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
  
  THREE.ShaderChunk[ 'color_fragment' ] = "#ifdef USE_COLOR\n	diffuseColor.rgb *= vColor;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'color_pars_fragment' ] = "#ifdef USE_COLOR\n	varying vec3 vColor;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'color_pars_vertex' ] = "#ifdef USE_COLOR\n	varying vec3 vColor;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
  
  THREE.ShaderChunk[ 'color_vertex' ] = "#ifdef USE_COLOR\n	vColor.xyz = color.xyz;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/common.glsl
  
  THREE.ShaderChunk[ 'common' ] = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n	const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n	return fract(sin(sn) * c);\n}\nstruct IncidentLight {\n	vec3 color;\n	vec3 direction;\n	bool visible;\n};\nstruct ReflectedLight {\n	vec3 directDiffuse;\n	vec3 directSpecular;\n	vec3 indirectDiffuse;\n	vec3 indirectSpecular;\n};\nstruct GeometricContext {\n	vec3 position;\n	vec3 normal;\n	vec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n	return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n	float distance = dot( planeNormal, point - pointOnPlane );\n	return - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n	return sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n	return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\n";
  
  // File:src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl
  
  THREE.ShaderChunk[ 'cube_uv_reflection_fragment' ] = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n	vec3 absDirection = abs(direction);\n	int face = -1;\n	if( absDirection.x > absDirection.z ) {\n		if(absDirection.x > absDirection.y )\n			face = direction.x > 0.0 ? 0 : 3;\n		else\n			face = direction.y > 0.0 ? 1 : 4;\n	}\n	else {\n		if(absDirection.z > absDirection.y )\n			face = direction.z > 0.0 ? 2 : 5;\n		else\n			face = direction.y > 0.0 ? 1 : 4;\n	}\n	return face;\n}\n#define cubeUV_maxLods1  (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n	float scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n	float dxRoughness = dFdx(roughness);\n	float dyRoughness = dFdy(roughness);\n	vec3 dx = dFdx( vec * scale * dxRoughness );\n	vec3 dy = dFdy( vec * scale * dyRoughness );\n	float d = max( dot( dx, dx ), dot( dy, dy ) );\n	d = clamp(d, 1.0, cubeUV_rangeClamp);\n	float mipLevel = 0.5 * log2(d);\n	return vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n	mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n	float a = 16.0 * cubeUV_rcpTextureSize;\n	vec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n	vec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n	float powScale = exp2_packed.x * exp2_packed.y;\n	float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n	float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n	bool bRes = mipLevel == 0.0;\n	scale =  bRes && (scale < a) ? a : scale;\n	vec3 r;\n	vec2 offset;\n	int face = getFaceFromDirection(direction);\n	float rcpPowScale = 1.0 / powScale;\n	if( face == 0) {\n		r = vec3(direction.x, -direction.z, direction.y);\n		offset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n		offset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;\n	}\n	else if( face == 1) {\n		r = vec3(direction.y, direction.x, direction.z);\n		offset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n		offset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;\n	}\n	else if( face == 2) {\n		r = vec3(direction.z, direction.x, direction.y);\n		offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n		offset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;\n	}\n	else if( face == 3) {\n		r = vec3(direction.x, direction.z, direction.y);\n		offset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n		offset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;\n	}\n	else if( face == 4) {\n		r = vec3(direction.y, direction.x, -direction.z);\n		offset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n		offset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;\n	}\n	else {\n		r = vec3(direction.z, -direction.x, direction.y);\n		offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n		offset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;\n	}\n	r = normalize(r);\n	float texelOffset = 0.5 * cubeUV_rcpTextureSize;\n	vec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n	vec2 base = offset + vec2( texelOffset );\n	return base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n	float roughnessVal = roughness* cubeUV_maxLods3;\n	float r1 = floor(roughnessVal);\n	float r2 = r1 + 1.0;\n	float t = fract(roughnessVal);\n	vec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n	float s = mipInfo.y;\n	float level0 = mipInfo.x;\n	float level1 = level0 + 1.0;\n	level1 = level1 > 5.0 ? 5.0 : level1;\n	level0 += min( floor( s + 0.5 ), 5.0 );\n	vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n	vec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n	vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n	vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n	vec4 result = mix(color10, color20, t);\n	return vec4(result.rgb, 1.0);\n}\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
  
  THREE.ShaderChunk[ 'defaultnormal_vertex' ] = "#ifdef FLIP_SIDED\n	objectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
  
  // File:src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl
  
  THREE.ShaderChunk[ 'displacementmap_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n	transformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'displacementmap_pars_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n	uniform sampler2D displacementMap;\n	uniform float displacementScale;\n	uniform float displacementBias;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
  
  THREE.ShaderChunk[ 'emissivemap_fragment' ] = "#ifdef USE_EMISSIVEMAP\n	vec4 emissiveColor = texture2D( emissiveMap, vUv );\n	emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n	totalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'emissivemap_pars_fragment' ] = "#ifdef USE_EMISSIVEMAP\n	uniform sampler2D emissiveMap;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'encodings_pars_fragment' ] = "\nvec4 LinearToLinear( in vec4 value ) {\n  return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n  return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n  return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n  return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n  return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n  return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n  float maxComponent = max( max( value.r, value.g ), value.b );\n  float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n  return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n  return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n  float maxRGB = max( value.x, max( value.g, value.b ) );\n  float M      = clamp( maxRGB / maxRange, 0.0, 1.0 );\n  M            = ceil( M * 255.0 ) / 255.0;\n  return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n    return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n    float maxRGB = max( value.x, max( value.g, value.b ) );\n    float D      = max( maxRange / maxRGB, 1.0 );\n    D            = min( floor( D ) / 255.0, 1.0 );\n    return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value )  {\n  vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n  Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n  vec4 vResult;\n  vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n  float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n  vResult.w = fract(Le);\n  vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n  return vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n  float Le = value.z * 255.0 + value.w;\n  vec3 Xp_Y_XYZp;\n  Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n  Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n  Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n  vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n  return vec4( max(vRGB, 0.0), 1.0 );\n}\n";
  
  // File:src/renderers/shaders/ShaderChunk/encodings_fragment.glsl
  
  THREE.ShaderChunk[ 'encodings_fragment' ] = "  gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
  
  // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
  
  THREE.ShaderChunk[ 'envmap_fragment' ] = "#ifdef USE_ENVMAP\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n		vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n		#ifdef ENVMAP_MODE_REFLECTION\n			vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n		#else\n			vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n		#endif\n	#else\n		vec3 reflectVec = vReflect;\n	#endif\n	#ifdef DOUBLE_SIDED\n		float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n	#else\n		float flipNormal = 1.0;\n	#endif\n	#ifdef ENVMAP_TYPE_CUBE\n		vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n	#elif defined( ENVMAP_TYPE_EQUIREC )\n		vec2 sampleUV;\n		sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n		sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n		vec4 envColor = texture2D( envMap, sampleUV );\n	#elif defined( ENVMAP_TYPE_SPHERE )\n		vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n		vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n	#endif\n	envColor = envMapTexelToLinear( envColor );\n	#ifdef ENVMAP_BLENDING_MULTIPLY\n		outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n	#elif defined( ENVMAP_BLENDING_MIX )\n		outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n	#elif defined( ENVMAP_BLENDING_ADD )\n		outgoingLight += envColor.xyz * specularStrength * reflectivity;\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'envmap_pars_fragment' ] = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n	uniform float reflectivity;\n	uniform float envMapIntenstiy;\n#endif\n#ifdef USE_ENVMAP\n	#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n		varying vec3 vWorldPosition;\n	#endif\n	#ifdef ENVMAP_TYPE_CUBE\n		uniform samplerCube envMap;\n	#else\n		uniform sampler2D envMap;\n	#endif\n	uniform float flipEnvMap;\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n		uniform float refractionRatio;\n	#else\n		varying vec3 vReflect;\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'envmap_pars_vertex' ] = "#ifdef USE_ENVMAP\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n		varying vec3 vWorldPosition;\n	#else\n		varying vec3 vReflect;\n		uniform float refractionRatio;\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
  
  THREE.ShaderChunk[ 'envmap_vertex' ] = "#ifdef USE_ENVMAP\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n		vWorldPosition = worldPosition.xyz;\n	#else\n		vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n		vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n		#ifdef ENVMAP_MODE_REFLECTION\n			vReflect = reflect( cameraToVertex, worldNormal );\n		#else\n			vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n		#endif\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
  
  THREE.ShaderChunk[ 'fog_fragment' ] = "#ifdef USE_FOG\n	#ifdef USE_LOGDEPTHBUF_EXT\n		float depth = gl_FragDepthEXT / gl_FragCoord.w;\n	#else\n		float depth = gl_FragCoord.z / gl_FragCoord.w;\n	#endif\n	#ifdef FOG_EXP2\n		float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n	#else\n		float fogFactor = smoothstep( fogNear, fogFar, depth );\n	#endif\n	gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'fog_pars_fragment' ] = "#ifdef USE_FOG\n	uniform vec3 fogColor;\n	#ifdef FOG_EXP2\n		uniform float fogDensity;\n	#else\n		uniform float fogNear;\n		uniform float fogFar;\n	#endif\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
  
  THREE.ShaderChunk[ 'lightmap_fragment' ] = "#ifdef USE_LIGHTMAP\n	reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'lightmap_pars_fragment' ] = "#ifdef USE_LIGHTMAP\n	uniform sampler2D lightMap;\n	uniform float lightMapIntensity;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
  
  THREE.ShaderChunk[ 'lights_lambert_vertex' ] = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n	vLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n		dotNL = dot( geometry.normal, directLight.direction );\n		directLightColor_Diffuse = PI * directLight.color;\n		vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n		#ifdef DOUBLE_SIDED\n			vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n		#endif\n	}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n		dotNL = dot( geometry.normal, directLight.direction );\n		directLightColor_Diffuse = PI * directLight.color;\n		vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n		#ifdef DOUBLE_SIDED\n			vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n		#endif\n	}\n#endif\n#if NUM_DIR_LIGHTS > 0\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n		dotNL = dot( geometry.normal, directLight.direction );\n		directLightColor_Diffuse = PI * directLight.color;\n		vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n		#ifdef DOUBLE_SIDED\n			vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n		#endif\n	}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n	for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n		vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n		#ifdef DOUBLE_SIDED\n			vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n		#endif\n	}\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/lights_pars.glsl
  
  THREE.ShaderChunk[ 'lights_pars' ] = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n	vec3 irradiance = ambientLightColor;\n	#ifndef PHYSICALLY_CORRECT_LIGHTS\n		irradiance *= PI;\n	#endif\n	return irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n	struct DirectionalLight {\n		vec3 direction;\n		vec3 color;\n		int shadow;\n		float shadowBias;\n		float shadowRadius;\n		vec2 shadowMapSize;\n	};\n	uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n	void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n		directLight.color = directionalLight.color;\n		directLight.direction = directionalLight.direction;\n		directLight.visible = true;\n	}\n#endif\n#if NUM_POINT_LIGHTS > 0\n	struct PointLight {\n		vec3 position;\n		vec3 color;\n		float distance;\n		float decay;\n		int shadow;\n		float shadowBias;\n		float shadowRadius;\n		vec2 shadowMapSize;\n	};\n	uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n	void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n		vec3 lVector = pointLight.position - geometry.position;\n		directLight.direction = normalize( lVector );\n		float lightDistance = length( lVector );\n		if ( testLightInRange( lightDistance, pointLight.distance ) ) {\n			directLight.color = pointLight.color;\n			directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n			directLight.visible = true;\n		} else {\n			directLight.color = vec3( 0.0 );\n			directLight.visible = false;\n		}\n	}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n	struct SpotLight {\n		vec3 position;\n		vec3 direction;\n		vec3 color;\n		float distance;\n		float decay;\n		float coneCos;\n		float penumbraCos;\n		int shadow;\n		float shadowBias;\n		float shadowRadius;\n		vec2 shadowMapSize;\n	};\n	uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n	void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {\n		vec3 lVector = spotLight.position - geometry.position;\n		directLight.direction = normalize( lVector );\n		float lightDistance = length( lVector );\n		float angleCos = dot( directLight.direction, spotLight.direction );\n		if ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\n			float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n			directLight.color = spotLight.color;\n			directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n			directLight.visible = true;\n		} else {\n			directLight.color = vec3( 0.0 );\n			directLight.visible = false;\n		}\n	}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n	struct HemisphereLight {\n		vec3 direction;\n		vec3 skyColor;\n		vec3 groundColor;\n	};\n	uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n	vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n		float dotNL = dot( geometry.normal, hemiLight.direction );\n		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n		vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n		#ifndef PHYSICALLY_CORRECT_LIGHTS\n			irradiance *= PI;\n		#endif\n		return irradiance;\n	}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n	vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n		#ifdef DOUBLE_SIDED\n			float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n		#else\n			float flipNormal = 1.0;\n		#endif\n		vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n		#ifdef ENVMAP_TYPE_CUBE\n			vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n			#ifdef TEXTURE_LOD_EXT\n				vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n			#else\n				vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n			#endif\n			envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n		#elif defined( ENVMAP_TYPE_CUBE_UV )\n			vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n			vec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n		#else\n			vec4 envMapColor = vec4( 0.0 );\n		#endif\n		return PI * envMapColor.rgb * envMapIntensity;\n	}\n	float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n		float maxMIPLevelScalar = float( maxMIPLevel );\n		float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n		return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n	}\n	vec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n		#ifdef ENVMAP_MODE_REFLECTION\n			vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n		#else\n			vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n		#endif\n		#ifdef DOUBLE_SIDED\n			float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n		#else\n			float flipNormal = 1.0;\n		#endif\n		reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n		float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n		#ifdef ENVMAP_TYPE_CUBE\n			vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n			#ifdef TEXTURE_LOD_EXT\n				vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n			#else\n				vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n			#endif\n			envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n		#elif defined( ENVMAP_TYPE_CUBE_UV )\n			vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n			vec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n		#elif defined( ENVMAP_TYPE_EQUIREC )\n			vec2 sampleUV;\n			sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n			sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n			#ifdef TEXTURE_LOD_EXT\n				vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n			#else\n				vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n			#endif\n			envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n		#elif defined( ENVMAP_TYPE_SPHERE )\n			vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n			#ifdef TEXTURE_LOD_EXT\n				vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n			#else\n				vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n			#endif\n			envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n		#endif\n		return envMapColor.rgb * envMapIntensity;\n	}\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
  
  THREE.ShaderChunk[ 'lights_phong_fragment' ] = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
  
  // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'lights_phong_pars_fragment' ] = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n	vec3	diffuseColor;\n	vec3	specularColor;\n	float	specularShininess;\n	float	specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n	vec3 irradiance = dotNL * directLight.color;\n	#ifndef PHYSICALLY_CORRECT_LIGHTS\n		irradiance *= PI;\n	#endif\n	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n	reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct				RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )	(0)\n";
  
  // File:src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl
  
  THREE.ShaderChunk[ 'lights_physical_fragment' ] = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n	material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n#else\n	material.specularColor = mix( vec3( 0.16 * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'lights_physical_pars_fragment' ] = "struct PhysicalMaterial {\n	vec3	diffuseColor;\n	float	specularRoughness;\n	vec3	specularColor;\n	#ifndef STANDARD\n	#endif\n};\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n	vec3 irradiance = dotNL * directLight.color;\n	#ifndef PHYSICALLY_CORRECT_LIGHTS\n		irradiance *= PI;\n	#endif\n	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n	reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n}\n#define RE_Direct				RE_Direct_Physical\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular		RE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n	return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
  
  // File:src/renderers/shaders/ShaderChunk/lights_template.glsl
  
  THREE.ShaderChunk[ 'lights_template' ] = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n	PointLight pointLight;\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		pointLight = pointLights[ i ];\n		getPointDirectLightIrradiance( pointLight, geometry, directLight );\n		#ifdef USE_SHADOWMAP\n		directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometry, material, reflectedLight );\n	}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n	SpotLight spotLight;\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		spotLight = spotLights[ i ];\n		getSpotDirectLightIrradiance( spotLight, geometry, directLight );\n		#ifdef USE_SHADOWMAP\n		directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometry, material, reflectedLight );\n	}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n	DirectionalLight directionalLight;\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		directionalLight = directionalLights[ i ];\n		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n		#ifdef USE_SHADOWMAP\n		directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometry, material, reflectedLight );\n	}\n#endif\n#if defined( RE_IndirectDiffuse )\n	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n	#ifdef USE_LIGHTMAP\n		vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n		#ifndef PHYSICALLY_CORRECT_LIGHTS\n			lightMapIrradiance *= PI;\n		#endif\n		irradiance += lightMapIrradiance;\n	#endif\n	#if ( NUM_HEMI_LIGHTS > 0 )\n		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n		}\n	#endif\n	#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n	 	irradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n	#endif\n	RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n	vec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n	RE_IndirectSpecular( radiance, geometry, material, reflectedLight );\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
  
  THREE.ShaderChunk[ 'logdepthbuf_fragment' ] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n	gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'logdepthbuf_pars_fragment' ] = "#ifdef USE_LOGDEPTHBUF\n	uniform float logDepthBufFC;\n	#ifdef USE_LOGDEPTHBUF_EXT\n		varying float vFragDepth;\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'logdepthbuf_pars_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n	#ifdef USE_LOGDEPTHBUF_EXT\n		varying float vFragDepth;\n	#endif\n	uniform float logDepthBufFC;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
  
  THREE.ShaderChunk[ 'logdepthbuf_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n	gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n	#ifdef USE_LOGDEPTHBUF_EXT\n		vFragDepth = 1.0 + gl_Position.w;\n	#else\n		gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
  
  THREE.ShaderChunk[ 'map_fragment' ] = "#ifdef USE_MAP\n	vec4 texelColor = texture2D( map, vUv );\n	texelColor = mapTexelToLinear( texelColor );\n	diffuseColor *= texelColor;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'map_pars_fragment' ] = "#ifdef USE_MAP\n	uniform sampler2D map;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
  
  THREE.ShaderChunk[ 'map_particle_fragment' ] = "#ifdef USE_MAP\n	vec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n	diffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'map_particle_pars_fragment' ] = "#ifdef USE_MAP\n	uniform vec4 offsetRepeat;\n	uniform sampler2D map;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl
  
  THREE.ShaderChunk[ 'metalnessmap_fragment' ] = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n	vec4 texelMetalness = texture2D( metalnessMap, vUv );\n	metalnessFactor *= texelMetalness.r;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'metalnessmap_pars_fragment' ] = "#ifdef USE_METALNESSMAP\n	uniform sampler2D metalnessMap;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
  
  THREE.ShaderChunk[ 'morphnormal_vertex' ] = "#ifdef USE_MORPHNORMALS\n	objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n	objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n	objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n	objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'morphtarget_pars_vertex' ] = "#ifdef USE_MORPHTARGETS\n	#ifndef USE_MORPHNORMALS\n	uniform float morphTargetInfluences[ 8 ];\n	#else\n	uniform float morphTargetInfluences[ 4 ];\n	#endif\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
  
  THREE.ShaderChunk[ 'morphtarget_vertex' ] = "#ifdef USE_MORPHTARGETS\n	transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n	transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n	transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n	transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n	#ifndef USE_MORPHNORMALS\n	transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n	transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n	transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n	transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/normal_fragment.glsl
  
  THREE.ShaderChunk[ 'normal_fragment' ] = "#ifdef FLAT_SHADED\n	vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n	vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n	vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n	vec3 normal = normalize( vNormal );\n	#ifdef DOUBLE_SIDED\n		normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n	#endif\n#endif\n#ifdef USE_NORMALMAP\n	normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n	normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'normalmap_pars_fragment' ] = "#ifdef USE_NORMALMAP\n	uniform sampler2D normalMap;\n	uniform vec2 normalScale;\n	vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n		vec3 q0 = dFdx( eye_pos.xyz );\n		vec3 q1 = dFdy( eye_pos.xyz );\n		vec2 st0 = dFdx( vUv.st );\n		vec2 st1 = dFdy( vUv.st );\n		vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n		vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n		vec3 N = normalize( surf_norm );\n		vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n		mapN.xy = normalScale * mapN.xy;\n		mat3 tsn = mat3( S, T, N );\n		return normalize( tsn * mapN );\n	}\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/packing.glsl
  
  THREE.ShaderChunk[ 'packing' ] = "vec3 packNormalToRGB( const in vec3 normal ) {\n  return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n  return 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n	vec4 r = vec4( fract( v * PackFactors ), v );\n	r.yzw -= r.xyz * ShiftRight8;	return r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n	return dot( v, UnpackFactors );\n}\nfloat viewZToOrthoDepth( const in float viewZ, const in float near, const in float far ) {\n  return ( viewZ + near ) / ( near - far );\n}\nfloat OrthoDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n  return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n  return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n  return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
  
  // File:src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl
  
  THREE.ShaderChunk[ 'premultiplied_alpha_fragment' ] = "#ifdef PREMULTIPLIED_ALPHA\n	gl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/project_vertex.glsl
  
  THREE.ShaderChunk[ 'project_vertex' ] = "#ifdef USE_SKINNING\n	vec4 mvPosition = modelViewMatrix * skinned;\n#else\n	vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";
  
  // File:src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl
  
  THREE.ShaderChunk[ 'roughnessmap_fragment' ] = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n	vec4 texelRoughness = texture2D( roughnessMap, vUv );\n	roughnessFactor *= texelRoughness.r;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'roughnessmap_pars_fragment' ] = "#ifdef USE_ROUGHNESSMAP\n	uniform sampler2D roughnessMap;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'shadowmap_pars_fragment' ] = "#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHTS > 0\n		uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n		varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n	#endif\n	#if NUM_SPOT_LIGHTS > 0\n		uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n		varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n	#endif\n	#if NUM_POINT_LIGHTS > 0\n		uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n		varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n	#endif\n	float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n		return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n	}\n	float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n		const vec2 offset = vec2( 0.0, 1.0 );\n		vec2 texelSize = vec2( 1.0 ) / size;\n		vec2 centroidUV = floor( uv * size + 0.5 ) / size;\n		float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n		float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n		float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n		float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n		vec2 f = fract( uv * size + 0.5 );\n		float a = mix( lb, lt, f.y );\n		float b = mix( rb, rt, f.y );\n		float c = mix( a, b, f.x );\n		return c;\n	}\n	float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n		shadowCoord.xyz /= shadowCoord.w;\n		shadowCoord.z += shadowBias;\n		bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n		bool inFrustum = all( inFrustumVec );\n		bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n		bool frustumTest = all( frustumTestVec );\n		if ( frustumTest ) {\n		#if defined( SHADOWMAP_TYPE_PCF )\n			vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n			float dx0 = - texelSize.x * shadowRadius;\n			float dy0 = - texelSize.y * shadowRadius;\n			float dx1 = + texelSize.x * shadowRadius;\n			float dy1 = + texelSize.y * shadowRadius;\n			return (\n				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n				texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n			) * ( 1.0 / 9.0 );\n		#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n			vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n			float dx0 = - texelSize.x * shadowRadius;\n			float dy0 = - texelSize.y * shadowRadius;\n			float dx1 = + texelSize.x * shadowRadius;\n			float dy1 = + texelSize.y * shadowRadius;\n			return (\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n			) * ( 1.0 / 9.0 );\n		#else\n			return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n		#endif\n		}\n		return 1.0;\n	}\n	vec2 cubeToUV( vec3 v, float texelSizeY ) {\n		vec3 absV = abs( v );\n		float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n		absV *= scaleToCube;\n		v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n		vec2 planar = v.xy;\n		float almostATexel = 1.5 * texelSizeY;\n		float almostOne = 1.0 - almostATexel;\n		if ( absV.z >= almostOne ) {\n			if ( v.z > 0.0 )\n				planar.x = 4.0 - v.x;\n		} else if ( absV.x >= almostOne ) {\n			float signX = sign( v.x );\n			planar.x = v.z * signX + 2.0 * signX;\n		} else if ( absV.y >= almostOne ) {\n			float signY = sign( v.y );\n			planar.x = v.x + 2.0 * signY + 2.0;\n			planar.y = v.z * signY - 2.0;\n		}\n		return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n	}\n	float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n		vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n		vec3 lightToPosition = shadowCoord.xyz;\n		vec3 bd3D = normalize( lightToPosition );\n		float dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n		#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n			vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n			return (\n				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n				texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n			) * ( 1.0 / 9.0 );\n		#else\n			return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n		#endif\n	}\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHTS > 0\n		uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n		varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n	#endif\n	#if NUM_SPOT_LIGHTS > 0\n		uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n		varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n	#endif\n	#if NUM_POINT_LIGHTS > 0\n		uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n		varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
  
  THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHTS > 0\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n	}\n	#endif\n	#if NUM_SPOT_LIGHTS > 0\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n	}\n	#endif\n	#if NUM_POINT_LIGHTS > 0\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n	}\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'shadowmask_pars_fragment' ] = "float getShadowMask() {\n	float shadow = 1.0;\n	#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHTS > 0\n	DirectionalLight directionalLight;\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		directionalLight = directionalLights[ i ];\n		shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n	}\n	#endif\n	#if NUM_SPOT_LIGHTS > 0\n	SpotLight spotLight;\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		spotLight = spotLights[ i ];\n		shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n	}\n	#endif\n	#if NUM_POINT_LIGHTS > 0\n	PointLight pointLight;\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		pointLight = pointLights[ i ];\n		shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n	}\n	#endif\n	#endif\n	return shadow;\n}\n";
  
  // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
  
  THREE.ShaderChunk[ 'skinbase_vertex' ] = "#ifdef USE_SKINNING\n	mat4 boneMatX = getBoneMatrix( skinIndex.x );\n	mat4 boneMatY = getBoneMatrix( skinIndex.y );\n	mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n	mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'skinning_pars_vertex' ] = "#ifdef USE_SKINNING\n	uniform mat4 bindMatrix;\n	uniform mat4 bindMatrixInverse;\n	#ifdef BONE_TEXTURE\n		uniform sampler2D boneTexture;\n		uniform int boneTextureWidth;\n		uniform int boneTextureHeight;\n		mat4 getBoneMatrix( const in float i ) {\n			float j = i * 4.0;\n			float x = mod( j, float( boneTextureWidth ) );\n			float y = floor( j / float( boneTextureWidth ) );\n			float dx = 1.0 / float( boneTextureWidth );\n			float dy = 1.0 / float( boneTextureHeight );\n			y = dy * ( y + 0.5 );\n			vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n			vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n			vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n			vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n			mat4 bone = mat4( v1, v2, v3, v4 );\n			return bone;\n		}\n	#else\n		uniform mat4 boneMatrices[ MAX_BONES ];\n		mat4 getBoneMatrix( const in float i ) {\n			mat4 bone = boneMatrices[ int(i) ];\n			return bone;\n		}\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
  
  THREE.ShaderChunk[ 'skinning_vertex' ] = "#ifdef USE_SKINNING\n	vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n	vec4 skinned = vec4( 0.0 );\n	skinned += boneMatX * skinVertex * skinWeight.x;\n	skinned += boneMatY * skinVertex * skinWeight.y;\n	skinned += boneMatZ * skinVertex * skinWeight.z;\n	skinned += boneMatW * skinVertex * skinWeight.w;\n	skinned  = bindMatrixInverse * skinned;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
  
  THREE.ShaderChunk[ 'skinnormal_vertex' ] = "#ifdef USE_SKINNING\n	mat4 skinMatrix = mat4( 0.0 );\n	skinMatrix += skinWeight.x * boneMatX;\n	skinMatrix += skinWeight.y * boneMatY;\n	skinMatrix += skinWeight.z * boneMatZ;\n	skinMatrix += skinWeight.w * boneMatW;\n	skinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n	objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
  
  THREE.ShaderChunk[ 'specularmap_fragment' ] = "float specularStrength;\n#ifdef USE_SPECULARMAP\n	vec4 texelSpecular = texture2D( specularMap, vUv );\n	specularStrength = texelSpecular.r;\n#else\n	specularStrength = 1.0;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'specularmap_pars_fragment' ] = "#ifdef USE_SPECULARMAP\n	uniform sampler2D specularMap;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl
  
  THREE.ShaderChunk[ 'tonemapping_fragment' ] = "#if defined( TONE_MAPPING )\n  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n  return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n  color *= toneMappingExposure;\n  return saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n  color *= toneMappingExposure;\n  return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n  color *= toneMappingExposure;\n  color = max( vec3( 0.0 ), color - 0.004 );\n  return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";
  
  // File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'uv2_pars_fragment' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n	varying vec2 vUv2;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'uv2_pars_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n	attribute vec2 uv2;\n	varying vec2 vUv2;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl
  
  THREE.ShaderChunk[ 'uv2_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n	vUv2 = uv2;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl
  
  THREE.ShaderChunk[ 'uv_pars_fragment' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n	varying vec2 vUv;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl
  
  THREE.ShaderChunk[ 'uv_pars_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n	varying vec2 vUv;\n	uniform vec4 offsetRepeat;\n#endif\n";
  
  // File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl
  
  THREE.ShaderChunk[ 'uv_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n	vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";
  
  // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
  
  THREE.ShaderChunk[ 'worldpos_vertex' ] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n	#ifdef USE_SKINNING\n		vec4 worldPosition = modelMatrix * skinned;\n	#else\n		vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n	#endif\n#endif\n";
  
  // File:src/renderers/shaders/UniformsUtils.js
  
  /**
   * Uniform Utilities
   */
  
  THREE.UniformsUtils = {
  
  	merge: function ( uniforms ) {
  
  		var merged = {};
  
  		for ( var u = 0; u < uniforms.length; u ++ ) {
  
  			var tmp = this.clone( uniforms[ u ] );
  
  			for ( var p in tmp ) {
  
  				merged[ p ] = tmp[ p ];
  
  			}
  
  		}
  
  		return merged;
  
  	},
  
  	clone: function ( uniforms_src ) {
  
  		var uniforms_dst = {};
  
  		for ( var u in uniforms_src ) {
  
  			uniforms_dst[ u ] = {};
  
  			for ( var p in uniforms_src[ u ] ) {
  
  				var parameter_src = uniforms_src[ u ][ p ];
  
  				if ( parameter_src instanceof THREE.Color ||
  					 parameter_src instanceof THREE.Vector2 ||
  					 parameter_src instanceof THREE.Vector3 ||
  					 parameter_src instanceof THREE.Vector4 ||
  					 parameter_src instanceof THREE.Matrix3 ||
  					 parameter_src instanceof THREE.Matrix4 ||
  					 parameter_src instanceof THREE.Texture ) {
  
  					uniforms_dst[ u ][ p ] = parameter_src.clone();
  
  				} else if ( Array.isArray( parameter_src ) ) {
  
  					uniforms_dst[ u ][ p ] = parameter_src.slice();
  
  				} else {
  
  					uniforms_dst[ u ][ p ] = parameter_src;
  
  				}
  
  			}
  
  		}
  
  		return uniforms_dst;
  
  	}
  
  };
  
  // File:src/renderers/shaders/UniformsLib.js
  
  /**
   * Uniforms library for shared webgl shaders
   */
  
  THREE.UniformsLib = {
  
  	common: {
  
  		"diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
  		"opacity": { type: "1f", value: 1.0 },
  
  		"map": { type: "t", value: null },
  		"offsetRepeat": { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  
  		"specularMap": { type: "t", value: null },
  		"alphaMap": { type: "t", value: null },
  
  		"envMap": { type: "t", value: null },
  		"flipEnvMap": { type: "1f", value: - 1 },
  		"reflectivity": { type: "1f", value: 1.0 },
  		"refractionRatio": { type: "1f", value: 0.98 }
  
  	},
  
  	aomap: {
  
  		"aoMap": { type: "t", value: null },
  		"aoMapIntensity": { type: "1f", value: 1 }
  
  	},
  
  	lightmap: {
  
  		"lightMap": { type: "t", value: null },
  		"lightMapIntensity": { type: "1f", value: 1 }
  
  	},
  
  	emissivemap: {
  
  		"emissiveMap": { type: "t", value: null }
  
  	},
  
  	bumpmap: {
  
  		"bumpMap": { type: "t", value: null },
  		"bumpScale": { type: "1f", value: 1 }
  
  	},
  
  	normalmap: {
  
  		"normalMap": { type: "t", value: null },
  		"normalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  
  	},
  
  	displacementmap: {
  
  		"displacementMap": { type: "t", value: null },
  		"displacementScale": { type: "1f", value: 1 },
  		"displacementBias": { type: "1f", value: 0 }
  
  	},
  
  	roughnessmap: {
  
  		"roughnessMap": { type: "t", value: null }
  
  	},
  
  	metalnessmap: {
  
  		"metalnessMap": { type: "t", value: null }
  
  	},
  
  	fog: {
  
  		"fogDensity": { type: "1f", value: 0.00025 },
  		"fogNear": { type: "1f", value: 1 },
  		"fogFar": { type: "1f", value: 2000 },
  		"fogColor": { type: "c", value: new THREE.Color( 0xffffff ) }
  
  	},
  
  	lights: {
  
  		"ambientLightColor": { type: "3fv", value: [] },
  
  		"directionalLights": { type: "sa", value: [], properties: {
  			"direction": { type: "v3" },
  			"color": { type: "c" },
  
  			"shadow": { type: "1i" },
  			"shadowBias": { type: "1f" },
  			"shadowRadius": { type: "1f" },
  			"shadowMapSize": { type: "v2" }
  		} },
  
  		"directionalShadowMap": { type: "tv", value: [] },
  		"directionalShadowMatrix": { type: "m4v", value: [] },
  
  		"spotLights": { type: "sa", value: [], properties: {
  			"color": { type: "c" },
  			"position": { type: "v3" },
  			"direction": { type: "v3" },
  			"distance": { type: "1f" },
  			"coneCos": { type: "1f" },
  			"penumbraCos": { type: "1f" },
  			"decay": { type: "1f" },
  
  			"shadow": { type: "1i" },
  			"shadowBias": { type: "1f" },
  			"shadowRadius": { type: "1f" },
  			"shadowMapSize": { type: "v2" }
  		} },
  
  		"spotShadowMap": { type: "tv", value: [] },
  		"spotShadowMatrix": { type: "m4v", value: [] },
  
  		"pointLights": { type: "sa", value: [], properties: {
  			"color": { type: "c" },
  			"position": { type: "v3" },
  			"decay": { type: "1f" },
  			"distance": { type: "1f" },
  
  			"shadow": { type: "1i" },
  			"shadowBias": { type: "1f" },
  			"shadowRadius": { type: "1f" },
  			"shadowMapSize": { type: "v2" }
  		} },
  
  		"pointShadowMap": { type: "tv", value: [] },
  		"pointShadowMatrix": { type: "m4v", value: [] },
  
  		"hemisphereLights": { type: "sa", value: [], properties: {
  			"direction": { type: "v3" },
  			"skyColor": { type: "c" },
  			"groundColor": { type: "c" }
  		} }
  
  	},
  
  	points: {
  
  		"diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
  		"opacity": { type: "1f", value: 1.0 },
  		"size": { type: "1f", value: 1.0 },
  		"scale": { type: "1f", value: 1.0 },
  		"map": { type: "t", value: null },
  		"offsetRepeat": { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  
  	}
  
  };
  
  // File:src/renderers/shaders/ShaderLib/cube_frag.glsl
  
  THREE.ShaderChunk[ 'cube_frag' ] = "uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n	#include <logdepthbuf_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/cube_vert.glsl
  
  THREE.ShaderChunk[ 'cube_vert' ] = "varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	vWorldPosition = transformDirection( position, modelMatrix );\n	#include <begin_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/depth_frag.glsl
  
  THREE.ShaderChunk[ 'depth_frag' ] = "#if DEPTH_PACKING == 3200\n	uniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	vec4 diffuseColor = vec4( 1.0 );\n	#if DEPTH_PACKING == 3200\n		diffuseColor.a = opacity;\n	#endif\n	#include <map_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <logdepthbuf_fragment>\n	#if DEPTH_PACKING == 3200\n		gl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n	#elif DEPTH_PACKING == 3201\n		gl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n	#endif\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/depth_vert.glsl
  
  THREE.ShaderChunk[ 'depth_vert' ] = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <skinbase_vertex>\n	#include <begin_vertex>\n	#include <displacementmap_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl
  
  THREE.ShaderChunk[ 'distanceRGBA_frag' ] = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n	#include <clipping_planes_fragment>\n	gl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl
  
  THREE.ShaderChunk[ 'distanceRGBA_vert' ] = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <skinbase_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <worldpos_vertex>\n	#include <clipping_planes_vertex>\n	vWorldPosition = worldPosition;\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/equirect_frag.glsl
  
  THREE.ShaderChunk[ 'equirect_frag' ] = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	vec3 direction = normalize( vWorldPosition );\n	vec2 sampleUV;\n	sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n	sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n	gl_FragColor = texture2D( tEquirect, sampleUV );\n	#include <logdepthbuf_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/equirect_vert.glsl
  
  THREE.ShaderChunk[ 'equirect_vert' ] = "varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	vWorldPosition = transformDirection( position, modelMatrix );\n	#include <begin_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/linedashed_frag.glsl
  
  THREE.ShaderChunk[ 'linedashed_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	if ( mod( vLineDistance, totalSize ) > dashSize ) {\n		discard;\n	}\n	vec3 outgoingLight = vec3( 0.0 );\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <logdepthbuf_fragment>\n	#include <color_fragment>\n	outgoingLight = diffuseColor.rgb;\n	gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n	#include <premultiplied_alpha_fragment>\n	#include <tonemapping_fragment>\n	#include <encodings_fragment>\n	#include <fog_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/linedashed_vert.glsl
  
  THREE.ShaderChunk[ 'linedashed_vert' ] = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <color_vertex>\n	vLineDistance = scale * lineDistance;\n	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n	gl_Position = projectionMatrix * mvPosition;\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/meshbasic_frag.glsl
  
  THREE.ShaderChunk[ 'meshbasic_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <specularmap_fragment>\n	ReflectedLight reflectedLight;\n	reflectedLight.directDiffuse = vec3( 0.0 );\n	reflectedLight.directSpecular = vec3( 0.0 );\n	reflectedLight.indirectDiffuse = diffuseColor.rgb;\n	reflectedLight.indirectSpecular = vec3( 0.0 );\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.indirectDiffuse;\n	#include <envmap_fragment>\n	gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n	#include <premultiplied_alpha_fragment>\n	#include <tonemapping_fragment>\n	#include <encodings_fragment>\n	#include <fog_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/meshbasic_vert.glsl
  
  THREE.ShaderChunk[ 'meshbasic_vert' ] = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <uv2_vertex>\n	#include <color_vertex>\n	#include <skinbase_vertex>\n	#ifdef USE_ENVMAP\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#endif\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <worldpos_vertex>\n	#include <clipping_planes_vertex>\n	#include <envmap_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
  
  THREE.ShaderChunk[ 'meshlambert_frag' ] = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n	varying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <specularmap_fragment>\n	#include <emissivemap_fragment>\n	reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n	#include <lightmap_fragment>\n	reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n	#ifdef DOUBLE_SIDED\n		reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n	#else\n		reflectedLight.directDiffuse = vLightFront;\n	#endif\n	reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n	#include <envmap_fragment>\n	gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n	#include <premultiplied_alpha_fragment>\n	#include <tonemapping_fragment>\n	#include <encodings_fragment>\n	#include <fog_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/meshlambert_vert.glsl
  
  THREE.ShaderChunk[ 'meshlambert_vert' ] = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n	varying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <uv2_vertex>\n	#include <color_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <worldpos_vertex>\n	#include <envmap_vertex>\n	#include <lights_lambert_vertex>\n	#include <shadowmap_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/meshphong_frag.glsl
  
  THREE.ShaderChunk[ 'meshphong_frag' ] = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <specularmap_fragment>\n	#include <normal_fragment>\n	#include <emissivemap_fragment>\n	#include <lights_phong_fragment>\n	#include <lights_template>\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n	#include <envmap_fragment>\n	gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n	#include <premultiplied_alpha_fragment>\n	#include <tonemapping_fragment>\n	#include <encodings_fragment>\n	#include <fog_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/meshphong_vert.glsl
  
  THREE.ShaderChunk[ 'meshphong_vert' ] = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <uv2_vertex>\n	#include <color_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n	vNormal = normalize( transformedNormal );\n#endif\n	#include <begin_vertex>\n	#include <displacementmap_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <envmap_vertex>\n	#include <shadowmap_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
  
  THREE.ShaderChunk[ 'meshphysical_frag' ] = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <specularmap_fragment>\n	#include <roughnessmap_fragment>\n	#include <metalnessmap_fragment>\n	#include <normal_fragment>\n	#include <emissivemap_fragment>\n	#include <lights_physical_fragment>\n	#include <lights_template>\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n	gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n	#include <premultiplied_alpha_fragment>\n	#include <tonemapping_fragment>\n	#include <encodings_fragment>\n	#include <fog_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/meshphysical_vert.glsl
  
  THREE.ShaderChunk[ 'meshphysical_vert' ] = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <uv2_vertex>\n	#include <color_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n	vNormal = normalize( transformedNormal );\n#endif\n	#include <begin_vertex>\n	#include <displacementmap_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/normal_frag.glsl
  
  THREE.ShaderChunk[ 'normal_frag' ] = "uniform float opacity;\nvarying vec3 vNormal;\n#include <common>\n#include <packing>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	gl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n	#include <logdepthbuf_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/normal_vert.glsl
  
  THREE.ShaderChunk[ 'normal_vert' ] = "varying vec3 vNormal;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	vNormal = normalize( normalMatrix * normal );\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/points_frag.glsl
  
  THREE.ShaderChunk[ 'points_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	#include <clipping_planes_fragment>\n	vec3 outgoingLight = vec3( 0.0 );\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <logdepthbuf_fragment>\n	#include <map_particle_fragment>\n	#include <color_fragment>\n	#include <alphatest_fragment>\n	outgoingLight = diffuseColor.rgb;\n	gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n	#include <premultiplied_alpha_fragment>\n	#include <tonemapping_fragment>\n	#include <encodings_fragment>\n	#include <fog_fragment>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/points_vert.glsl
  
  THREE.ShaderChunk[ 'points_vert' ] = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <color_vertex>\n	#include <begin_vertex>\n	#include <project_vertex>\n	#ifdef USE_SIZEATTENUATION\n		gl_PointSize = size * ( scale / - mvPosition.z );\n	#else\n		gl_PointSize = size;\n	#endif\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/shadow_frag.glsl
  
  THREE.ShaderChunk[ 'shadow_frag' ] = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n	gl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0  - getShadowMask() ) );\n}\n";
  
  // File:src/renderers/shaders/ShaderLib/shadow_vert.glsl
  
  THREE.ShaderChunk[ 'shadow_vert' ] = "#include <shadowmap_pars_vertex>\nvoid main() {\n	#include <begin_vertex>\n	#include <project_vertex>\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n}\n";
  
  // File:src/renderers/shaders/ShaderLib.js
  
  /**
   * Webgl Shader Library for three.js
   *
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   * @author mikael emtinger / http://gomo.se/
   */
  
  
  THREE.ShaderLib = {
  
  	'basic': {
  
  		uniforms: THREE.UniformsUtils.merge( [
  
  			THREE.UniformsLib[ 'common' ],
  			THREE.UniformsLib[ 'aomap' ],
  			THREE.UniformsLib[ 'fog' ]
  
  		] ),
  
  		vertexShader: THREE.ShaderChunk[ 'meshbasic_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'meshbasic_frag' ]
  
  	},
  
  	'lambert': {
  
  		uniforms: THREE.UniformsUtils.merge( [
  
  			THREE.UniformsLib[ 'common' ],
  			THREE.UniformsLib[ 'aomap' ],
  			THREE.UniformsLib[ 'lightmap' ],
  			THREE.UniformsLib[ 'emissivemap' ],
  			THREE.UniformsLib[ 'fog' ],
  			THREE.UniformsLib[ 'lights' ],
  
  			{
  				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
  			}
  
  		] ),
  
  		vertexShader: THREE.ShaderChunk[ 'meshlambert_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'meshlambert_frag' ]
  
  	},
  
  	'phong': {
  
  		uniforms: THREE.UniformsUtils.merge( [
  
  			THREE.UniformsLib[ 'common' ],
  			THREE.UniformsLib[ 'aomap' ],
  			THREE.UniformsLib[ 'lightmap' ],
  			THREE.UniformsLib[ 'emissivemap' ],
  			THREE.UniformsLib[ 'bumpmap' ],
  			THREE.UniformsLib[ 'normalmap' ],
  			THREE.UniformsLib[ 'displacementmap' ],
  			THREE.UniformsLib[ 'fog' ],
  			THREE.UniformsLib[ 'lights' ],
  
  			{
  				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  				"shininess": { type: "1f", value: 30 }
  			}
  
  		] ),
  
  		vertexShader: THREE.ShaderChunk[ 'meshphong_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ]
  
  	},
  
  	'standard': {
  
  		uniforms: THREE.UniformsUtils.merge( [
  
  			THREE.UniformsLib[ 'common' ],
  			THREE.UniformsLib[ 'aomap' ],
  			THREE.UniformsLib[ 'lightmap' ],
  			THREE.UniformsLib[ 'emissivemap' ],
  			THREE.UniformsLib[ 'bumpmap' ],
  			THREE.UniformsLib[ 'normalmap' ],
  			THREE.UniformsLib[ 'displacementmap' ],
  			THREE.UniformsLib[ 'roughnessmap' ],
  			THREE.UniformsLib[ 'metalnessmap' ],
  			THREE.UniformsLib[ 'fog' ],
  			THREE.UniformsLib[ 'lights' ],
  
  			{
  				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  				"roughness": { type: "1f", value: 0.5 },
  				"metalness": { type: "1f", value: 0 },
  				"envMapIntensity" : { type: "1f", value: 1 } // temporary
  			}
  
  		] ),
  
  		vertexShader: THREE.ShaderChunk[ 'meshphysical_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'meshphysical_frag' ]
  
  	},
  
  	'points': {
  
  		uniforms: THREE.UniformsUtils.merge( [
  
  			THREE.UniformsLib[ 'points' ],
  			THREE.UniformsLib[ 'fog' ]
  
  		] ),
  
  		vertexShader: THREE.ShaderChunk[ 'points_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'points_frag' ]
  
  	},
  
  	'dashed': {
  
  		uniforms: THREE.UniformsUtils.merge( [
  
  			THREE.UniformsLib[ 'common' ],
  			THREE.UniformsLib[ 'fog' ],
  
  			{
  				"scale"    : { type: "1f", value: 1 },
  				"dashSize" : { type: "1f", value: 1 },
  				"totalSize": { type: "1f", value: 2 }
  			}
  
  		] ),
  
  		vertexShader: THREE.ShaderChunk[ 'linedashed_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'linedashed_frag' ]
  
  	},
  
  	'depth': {
  
  		uniforms: THREE.UniformsUtils.merge( [
  
  			THREE.UniformsLib[ 'common' ],
  			THREE.UniformsLib[ 'displacementmap' ]
  
  		] ),
  
  		vertexShader: THREE.ShaderChunk[ 'depth_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'depth_frag' ]
  
  	},
  
  	'normal': {
  
  		uniforms: {
  
  			"opacity" : { type: "1f", value: 1.0 }
  
  		},
  
  		vertexShader: THREE.ShaderChunk[ 'normal_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'normal_frag' ]
  
  	},
  
  	/* -------------------------------------------------------------------------
  	//	Cube map shader
  	 ------------------------------------------------------------------------- */
  
  	'cube': {
  
  		uniforms: {
  			"tCube": { type: "t", value: null },
  			"tFlip": { type: "1f", value: - 1 }
  		},
  
  		vertexShader: THREE.ShaderChunk[ 'cube_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'cube_frag' ]
  
  	},
  
  	/* -------------------------------------------------------------------------
  	//	Cube map shader
  	 ------------------------------------------------------------------------- */
  
  	'equirect': {
  
  		uniforms: {
  			"tEquirect": { type: "t", value: null },
  			"tFlip": { type: "1f", value: - 1 }
  		},
  
  		vertexShader: THREE.ShaderChunk[ 'equirect_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'equirect_frag' ]
  
  	},
  
  	'distanceRGBA': {
  
  		uniforms: {
  
  			"lightPos": { type: "v3", value: new THREE.Vector3() }
  
  		},
  
  		vertexShader: THREE.ShaderChunk[ 'distanceRGBA_vert' ],
  		fragmentShader: THREE.ShaderChunk[ 'distanceRGBA_frag' ]
  
  	}
  
  };
  
  THREE.ShaderLib[ 'physical' ] = {
  
  	uniforms: THREE.UniformsUtils.merge( [
  
  		THREE.ShaderLib[ 'standard' ].uniforms,
  
  		{
  			// future
  		}
  
  	] ),
  
  	vertexShader: THREE.ShaderChunk[ 'meshphysical_vert' ],
  	fragmentShader: THREE.ShaderChunk[ 'meshphysical_frag' ]
  
  };
  
  
  // File:src/renderers/WebGLRenderer.js
  
  /**
   * @author supereggbert / http://www.paulbrunt.co.uk/
   * @author mrdoob / http://mrdoob.com/
   * @author alteredq / http://alteredqualia.com/
   * @author szimek / https://github.com/szimek/
   * @author tschw
   */
  
  THREE.WebGLRenderer = function ( parameters ) {
  
  	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  
  	parameters = parameters || {};
  
  	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  	_context = parameters.context !== undefined ? parameters.context : null,
  
  	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  	_depth = parameters.depth !== undefined ? parameters.depth : true,
  	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
  
  	var lights = [];
  
  	var opaqueObjects = [];
  	var opaqueObjectsLastIndex = - 1;
  	var transparentObjects = [];
  	var transparentObjectsLastIndex = - 1;
  
  	var morphInfluences = new Float32Array( 8 );
  
  	var sprites = [];
  	var lensFlares = [];
  
  	// public properties
  
  	this.domElement = _canvas;
  	this.context = null;
  
  	// clearing
  
  	this.autoClear = true;
  	this.autoClearColor = true;
  	this.autoClearDepth = true;
  	this.autoClearStencil = true;
  
  	// scene graph
  
  	this.sortObjects = true;
  
  	// user-defined clipping
  
  	this.clippingPlanes = [];
  	this.localClippingEnabled = false;
  
  	// physically based shading
  
  	this.gammaFactor = 2.0;	// for backwards compatibility
  	this.gammaInput = false;
  	this.gammaOutput = false;
  
  	// physical lights
  
  	this.physicallyCorrectLights = false;
  
  	// tone mapping
  
  	this.toneMapping = THREE.LinearToneMapping;
  	this.toneMappingExposure = 1.0;
  	this.toneMappingWhitePoint = 1.0;
  
  	// morphs
  
  	this.maxMorphTargets = 8;
  	this.maxMorphNormals = 4;
  
  	// flags
  
  	this.autoScaleCubemaps = true;
  
  	// internal properties
  
  	var _this = this,
  
  	// internal state cache
  
  	_currentProgram = null,
  	_currentRenderTarget = null,
  	_currentFramebuffer = null,
  	_currentMaterialId = - 1,
  	_currentGeometryProgram = '',
  	_currentCamera = null,
  
  	_currentScissor = new THREE.Vector4(),
  	_currentScissorTest = null,
  
  	_currentViewport = new THREE.Vector4(),
  
  	//
  
  	_usedTextureUnits = 0,
  
  	//
  
  	_clearColor = new THREE.Color( 0x000000 ),
  	_clearAlpha = 0,
  
  	_width = _canvas.width,
  	_height = _canvas.height,
  
  	_pixelRatio = 1,
  
  	_scissor = new THREE.Vector4( 0, 0, _width, _height ),
  	_scissorTest = false,
  
  	_viewport = new THREE.Vector4( 0, 0, _width, _height ),
  
  	// frustum
  
  	_frustum = new THREE.Frustum(),
  
  	// clipping
  
  	_clipping = new THREE.WebGLClipping(),
  	_clippingEnabled = false,
  	_localClippingEnabled = false,
  
  	_sphere = new THREE.Sphere(),
  
  	// camera matrices cache
  
  	_projScreenMatrix = new THREE.Matrix4(),
  
  	_vector3 = new THREE.Vector3(),
  
  	// light arrays cache
  
  	_lights = {
  
  		hash: '',
  
  		ambient: [ 0, 0, 0 ],
  		directional: [],
  		directionalShadowMap: [],
  		directionalShadowMatrix: [],
  		spot: [],
  		spotShadowMap: [],
  		spotShadowMatrix: [],
  		point: [],
  		pointShadowMap: [],
  		pointShadowMatrix: [],
  		hemi: [],
  
  		shadows: []
  
  	},
  
  	// info
  
  	_infoMemory = {
  
  		geometries: 0,
  		textures: 0
  
  	},
  
  	_infoRender = {
  
  		calls: 0,
  		vertices: 0,
  		faces: 0,
  		points: 0
  
  	};
  
  	this.info = {
  
  		render: _infoRender,
  		memory: _infoMemory,
  		programs: null
  
  	};
  
  
  	// initialize
  
  	var _gl;
  
  	try {
  
  		var attributes = {
  			alpha: _alpha,
  			depth: _depth,
  			stencil: _stencil,
  			antialias: _antialias,
  			premultipliedAlpha: _premultipliedAlpha,
  			preserveDrawingBuffer: _preserveDrawingBuffer
  		};
  
  		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  
  		if ( _gl === null ) {
  
  			if ( _canvas.getContext( 'webgl' ) !== null ) {
  
  				throw 'Error creating WebGL context with your selected attributes.';
  
  			} else {
  
  				throw 'Error creating WebGL context.';
  
  			}
  
  		}
  
  		// Some experimental-webgl implementations do not have getShaderPrecisionFormat
  
  		if ( _gl.getShaderPrecisionFormat === undefined ) {
  
  			_gl.getShaderPrecisionFormat = function () {
  
  				return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  
  			};
  
  		}
  
  		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  
  	} catch ( error ) {
  
  		console.error( 'THREE.WebGLRenderer: ' + error );
  
  	}
  
  	var _isWebGL2 = (typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext);
  	var extensions = new THREE.WebGLExtensions( _gl );
  
  	extensions.get( 'WEBGL_depth_texture' );
  	extensions.get( 'OES_texture_float' );
  	extensions.get( 'OES_texture_float_linear' );
  	extensions.get( 'OES_texture_half_float' );
  	extensions.get( 'OES_texture_half_float_linear' );
  	extensions.get( 'OES_standard_derivatives' );
  	extensions.get( 'ANGLE_instanced_arrays' );
  
  	if ( extensions.get( 'OES_element_index_uint' ) ) {
  
  		THREE.BufferGeometry.MaxIndex = 4294967296;
  
  	}
  
  	var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  
  	var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  	var properties = new THREE.WebGLProperties();
  	var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  	var programCache = new THREE.WebGLPrograms( this, capabilities );
  	var lightCache = new THREE.WebGLLights();
  
  	this.info.programs = programCache.programs;
  
  	var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  	var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  
  	//
  
  	function getTargetPixelRatio() {
  
  		return _currentRenderTarget === null ? _pixelRatio : 1;
  
  	}
  
  	function glClearColor( r, g, b, a ) {
  
  		if ( _premultipliedAlpha === true ) {
  
  			r *= a; g *= a; b *= a;
  
  		}
  
  		state.clearColor( r, g, b, a );
  
  	}
  
  	function setDefaultGLState() {
  
  		state.init();
  
  		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  
  		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  
  	}
  
  	function resetGLState() {
  
  		_currentProgram = null;
  		_currentCamera = null;
  
  		_currentGeometryProgram = '';
  		_currentMaterialId = - 1;
  
  		state.reset();
  
  	}
  
  	setDefaultGLState();
  
  	this.context = _gl;
  	this.capabilities = capabilities;
  	this.extensions = extensions;
  	this.properties = properties;
  	this.state = state;
  
  	// shadow map
  
  	var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects );
  
  	this.shadowMap = shadowMap;
  
  
  	// Plugins
  
  	var spritePlugin = new THREE.SpritePlugin( this, sprites );
  	var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  
  	// API
  
  	this.getContext = function () {
  
  		return _gl;
  
  	};
  
  	this.getContextAttributes = function () {
  
  		return _gl.getContextAttributes();
  
  	};
  
  	this.forceContextLoss = function () {
  
  		extensions.get( 'WEBGL_lose_context' ).loseContext();
  
  	};
  
  	this.getMaxAnisotropy = ( function () {
  
  		var value;
  
  		return function getMaxAnisotropy() {
  
  			if ( value !== undefined ) return value;
  
  			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  
  			if ( extension !== null ) {
  
  				value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  
  			} else {
  
  				value = 0;
  
  			}
  
  			return value;
  
  		};
  
  	} )();
  
  	this.getPrecision = function () {
  
  		return capabilities.precision;
  
  	};
  
  	this.getPixelRatio = function () {
  
  		return _pixelRatio;
  
  	};
  
  	this.setPixelRatio = function ( value ) {
  
  		if ( value === undefined ) return;
  
  		_pixelRatio = value;
  
  		this.setSize( _viewport.z, _viewport.w, false );
  
  	};
  
  	this.getSize = function () {
  
  		return {
  			width: _width,
  			height: _height
  		};
  
  	};
  
  	this.setSize = function ( width, height, updateStyle ) {
  
  		_width = width;
  		_height = height;
  
  		_canvas.width = width * _pixelRatio;
  		_canvas.height = height * _pixelRatio;
  
  		if ( updateStyle !== false ) {
  
  			_canvas.style.width = width + 'px';
  			_canvas.style.height = height + 'px';
  
  		}
  
  		this.setViewport( 0, 0, width, height );
  
  	};
  
  	this.setViewport = function ( x, y, width, height ) {
  
  		state.viewport( _viewport.set( x, y, width, height ) );
  
  	};
  
  	this.setScissor = function ( x, y, width, height ) {
  
  		state.scissor( _scissor.set( x, y, width, height ) );
  
  	};
  
  	this.setScissorTest = function ( boolean ) {
  
  		state.setScissorTest( _scissorTest = boolean );
  
  	};
  
  	// Clearing
  
  	this.getClearColor = function () {
  
  		return _clearColor;
  
  	};
  
  	this.setClearColor = function ( color, alpha ) {
  
  		_clearColor.set( color );
  
  		_clearAlpha = alpha !== undefined ? alpha : 1;
  
  		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  
  	};
  
  	this.getClearAlpha = function () {
  
  		return _clearAlpha;
  
  	};
  
  	this.setClearAlpha = function ( alpha ) {
  
  		_clearAlpha = alpha;
  
  		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  
  	};
  
  	this.clear = function ( color, depth, stencil ) {
  
  		var bits = 0;
  
  		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  
  		_gl.clear( bits );
  
  	};
  
  	this.clearColor = function () {
  
  		this.clear( true, false, false );
  
  	};
  
  	this.clearDepth = function () {
  
  		this.clear( false, true, false );
  
  	};
  
  	this.clearStencil = function () {
  
  		this.clear( false, false, true );
  
  	};
  
  	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  
  		this.setRenderTarget( renderTarget );
  		this.clear( color, depth, stencil );
  
  	};
  
  	// Reset
  
  	this.resetGLState = resetGLState;
  
  	this.dispose = function() {
  
  		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  
  	};
  
  	// Events
  
  	function onContextLost( event ) {
  
  		event.preventDefault();
  
  		resetGLState();
  		setDefaultGLState();
  
  		properties.clear();
  
  	}
  
  	function onTextureDispose( event ) {
  
  		var texture = event.target;
  
  		texture.removeEventListener( 'dispose', onTextureDispose );
  
  		deallocateTexture( texture );
  
  		_infoMemory.textures --;
  
  
  	}
  
  	function onRenderTargetDispose( event ) {
  
  		var renderTarget = event.target;
  
  		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  
  		deallocateRenderTarget( renderTarget );
  
  		_infoMemory.textures --;
  
  	}
  
  	function onMaterialDispose( event ) {
  
  		var material = event.target;
  
  		material.removeEventListener( 'dispose', onMaterialDispose );
  
  		deallocateMaterial( material );
  
  	}
  
  	// Buffer deallocation
  
  	function deallocateTexture( texture ) {
  
  		var textureProperties = properties.get( texture );
  
  		if ( texture.image && textureProperties.__image__webglTextureCube ) {
  
  			// cube texture
  
  			_gl.deleteTexture( textureProperties.__image__webglTextureCube );
  
  		} else {
  
  			// 2D texture
  
  			if ( textureProperties.__webglInit === undefined ) return;
  
  			_gl.deleteTexture( textureProperties.__webglTexture );
  
  		}
  
  		// remove all webgl properties
  		properties.delete( texture );
  
  	}
  
  	function deallocateRenderTarget( renderTarget ) {
  
  		var renderTargetProperties = properties.get( renderTarget );
  		var textureProperties = properties.get( renderTarget.texture );
  
  		if ( ! renderTarget ) return;
  
  		if ( textureProperties.__webglTexture !== undefined ) {
  
  			_gl.deleteTexture( textureProperties.__webglTexture );
  
  		}
  
  		if ( renderTarget.depthTexture ) {
  
  			renderTarget.depthTexture.dispose();
  
  		}
  
  		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  
  			for ( var i = 0; i < 6; i ++ ) {
  
  				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  
  			}
  
  		} else {
  
  			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  
  		}
  
  		properties.delete( renderTarget.texture );
  		properties.delete( renderTarget );
  
  	}
  
  	function deallocateMaterial( material ) {
  
  		releaseMaterialProgramReference( material );
  
  		properties.delete( material );
  
  	}
  
  
  	function releaseMaterialProgramReference( material ) {
  
  		var programInfo = properties.get( material ).program;
  
  		material.program = undefined;
  
  		if ( programInfo !== undefined ) {
  
  			programCache.releaseProgram( programInfo );
  
  		}
  
  	}
  
  	// Buffer rendering
  
  	this.renderBufferImmediate = function ( object, program, material ) {
  
  		state.initAttributes();
  
  		var buffers = properties.get( object );
  
  		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  
  		var attributes = program.getAttributes();
  
  		if ( object.hasPositions ) {
  
  			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  
  			state.enableAttribute( attributes.position );
  			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  
  		}
  
  		if ( object.hasNormals ) {
  
  			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  
  			if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === THREE.FlatShading ) {
  
  				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  
  					var array = object.normalArray;
  
  					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  
  					array[ i + 0 ] = nx;
  					array[ i + 1 ] = ny;
  					array[ i + 2 ] = nz;
  
  					array[ i + 3 ] = nx;
  					array[ i + 4 ] = ny;
  					array[ i + 5 ] = nz;
  
  					array[ i + 6 ] = nx;
  					array[ i + 7 ] = ny;
  					array[ i + 8 ] = nz;
  
  				}
  
  			}
  
  			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  
  			state.enableAttribute( attributes.normal );
  
  			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  
  		}
  
  		if ( object.hasUvs && material.map ) {
  
  			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  
  			state.enableAttribute( attributes.uv );
  
  			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  
  		}
  
  		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  
  			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  
  			state.enableAttribute( attributes.color );
  
  			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  
  		}
  
  		state.disableUnusedAttributes();
  
  		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  
  		object.count = 0;
  
  	};
  
  	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  
  		setMaterial( material );
  
  		var program = setProgram( camera, fog, material, object );
  
  		var updateBuffers = false;
  		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  
  		if ( geometryProgram !== _currentGeometryProgram ) {
  
  			_currentGeometryProgram = geometryProgram;
  			updateBuffers = true;
  
  		}
  
  		// morph targets
  
  		var morphTargetInfluences = object.morphTargetInfluences;
  
  		if ( morphTargetInfluences !== undefined ) {
  
  			var activeInfluences = [];
  
  			for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  
  				var influence = morphTargetInfluences[ i ];
  				activeInfluences.push( [ influence, i ] );
  
  			}
  
  			activeInfluences.sort( absNumericalSort );
  
  			if ( activeInfluences.length > 8 ) {
  
  				activeInfluences.length = 8;
  
  			}
  
  			var morphAttributes = geometry.morphAttributes;
  
  			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  
  				var influence = activeInfluences[ i ];
  				morphInfluences[ i ] = influence[ 0 ];
  
  				if ( influence[ 0 ] !== 0 ) {
  
  					var index = influence[ 1 ];
  
  					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  
  				} else {
  
  					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  
  				}
  
  			}
  
  			program.getUniforms().setValue(
  					_gl, 'morphTargetInfluences', morphInfluences );
  
  			updateBuffers = true;
  
  		}
  
  		//
  
  		var index = geometry.index;
  		var position = geometry.attributes.position;
  
  		if ( material.wireframe === true ) {
  
  			index = objects.getWireframeAttribute( geometry );
  
  		}
  
  		var renderer;
  
  		if ( index !== null ) {
  
  			renderer = indexedBufferRenderer;
  			renderer.setIndex( index );
  
  		} else {
  
  			renderer = bufferRenderer;
  
  		}
  
  		if ( updateBuffers ) {
  
  			setupVertexAttributes( material, program, geometry );
  
  			if ( index !== null ) {
  
  				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  
  			}
  
  		}
  
  		//
  
  		var dataStart = 0;
  		var dataCount = Infinity;
  
  		if ( index !== null ) {
  
  			dataCount = index.count;
  
  		} else if ( position !== undefined ) {
  
  			dataCount = position.count;
  
  		}
  
  		var rangeStart = geometry.drawRange.start;
  		var rangeCount = geometry.drawRange.count;
  
  		var groupStart = group !== null ? group.start : 0;
  		var groupCount = group !== null ? group.count : Infinity;
  
  		var drawStart = Math.max( dataStart, rangeStart, groupStart );
  		var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  
  		var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  
  		//
  
  		if ( object instanceof THREE.Mesh ) {
  
  			if ( material.wireframe === true ) {
  
  				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  				renderer.setMode( _gl.LINES );
  
  			} else {
  
  				switch ( object.drawMode ) {
  
  					case THREE.TrianglesDrawMode:
  						renderer.setMode( _gl.TRIANGLES );
  						break;
  
  					case THREE.TriangleStripDrawMode:
  						renderer.setMode( _gl.TRIANGLE_STRIP );
  						break;
  
  					case THREE.TriangleFanDrawMode:
  						renderer.setMode( _gl.TRIANGLE_FAN );
  						break;
  
  				}
  
  			}
  
  
  		} else if ( object instanceof THREE.Line ) {
  
  			var lineWidth = material.linewidth;
  
  			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  
  			state.setLineWidth( lineWidth * getTargetPixelRatio() );
  
  			if ( object instanceof THREE.LineSegments ) {
  
  				renderer.setMode( _gl.LINES );
  
  			} else {
  
  				renderer.setMode( _gl.LINE_STRIP );
  
  			}
  
  		} else if ( object instanceof THREE.Points ) {
  
  			renderer.setMode( _gl.POINTS );
  
  		}
  
  		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  
  			if ( geometry.maxInstancedCount > 0 ) {
  
  				renderer.renderInstances( geometry, drawStart, drawCount );
  
  			}
  
  		} else {
  
  			renderer.render( drawStart, drawCount );
  
  		}
  
  	};
  
  	function setupVertexAttributes( material, program, geometry, startIndex ) {
  
  		var extension;
  
  		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  
  			extension = extensions.get( 'ANGLE_instanced_arrays' );
  
  			if ( extension === null ) {
  
  				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  				return;
  
  			}
  
  		}
  
  		if ( startIndex === undefined ) startIndex = 0;
  
  		state.initAttributes();
  
  		var geometryAttributes = geometry.attributes;
  
  		var programAttributes = program.getAttributes();
  
  		var materialDefaultAttributeValues = material.defaultAttributeValues;
  
  		for ( var name in programAttributes ) {
  
  			var programAttribute = programAttributes[ name ];
  
  			if ( programAttribute >= 0 ) {
  
  				var geometryAttribute = geometryAttributes[ name ];
  
  				if ( geometryAttribute !== undefined ) {
  
  					var type = _gl.FLOAT;
  					var array = geometryAttribute.array;
  					var normalized = geometryAttribute.normalized;
  
  					if ( array instanceof Float32Array ) {
  
  						type = _gl.FLOAT;
  
  					} else if ( array instanceof Float64Array ) {
  
  						console.warn("Unsupported data buffer format: Float64Array");
  
  					} else if ( array instanceof Uint16Array ) {
  
  						type = _gl.UNSIGNED_SHORT;
  
  					} else if ( array instanceof Int16Array ) {
  
  						type = _gl.SHORT;
  
  					} else if ( array instanceof Uint32Array ) {
  
  						type = _gl.UNSIGNED_INT;
  
  					} else if ( array instanceof Int32Array ) {
  
  						type = _gl.INT;
  
  					} else if ( array instanceof Int8Array ) {
  
  						type = _gl.BYTE;
  
  					} else if ( array instanceof Uint8Array ) {
  
  						type = _gl.UNSIGNED_BYTE;
  
  					}
  
  					var size = geometryAttribute.itemSize;
  					var buffer = objects.getAttributeBuffer( geometryAttribute );
  
  					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  
  						var data = geometryAttribute.data;
  						var stride = data.stride;
  						var offset = geometryAttribute.offset;
  
  						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  
  							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  
  							if ( geometry.maxInstancedCount === undefined ) {
  
  								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  
  							}
  
  						} else {
  
  							state.enableAttribute( programAttribute );
  
  						}
  
  						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  
  					} else {
  
  						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  
  							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  
  							if ( geometry.maxInstancedCount === undefined ) {
  
  								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  
  							}
  
  						} else {
  
  							state.enableAttribute( programAttribute );
  
  						}
  
  						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT );
  
  					}
  
  				} else if ( materialDefaultAttributeValues !== undefined ) {
  
  					var value = materialDefaultAttributeValues[ name ];
  
  					if ( value !== undefined ) {
  
  						switch ( value.length ) {
  
  							case 2:
  								_gl.vertexAttrib2fv( programAttribute, value );
  								break;
  
  							case 3:
  								_gl.vertexAttrib3fv( programAttribute, value );
  								break;
  
  							case 4:
  								_gl.vertexAttrib4fv( programAttribute, value );
  								break;
  
  							default:
  								_gl.vertexAttrib1fv( programAttribute, value );
  
  						}
  
  					}
  
  				}
  
  			}
  
  		}
  
  		state.disableUnusedAttributes();
  
  	}
  
  	// Sorting
  
  	function absNumericalSort( a, b ) {
  
  		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
  
  	}
  
  	function painterSortStable ( a, b ) {
  
  		if ( a.object.renderOrder !== b.object.renderOrder ) {
  
  			return a.object.renderOrder - b.object.renderOrder;
  
  		} else if ( a.material.id !== b.material.id ) {
  
  			return a.material.id - b.material.id;
  
  		} else if ( a.z !== b.z ) {
  
  			return a.z - b.z;
  
  		} else {
  
  			return a.id - b.id;
  
  		}
  
  	}
  
  	function reversePainterSortStable ( a, b ) {
  
  		if ( a.object.renderOrder !== b.object.renderOrder ) {
  
  			return a.object.renderOrder - b.object.renderOrder;
  
  		} if ( a.z !== b.z ) {
  
  			return b.z - a.z;
  
  		} else {
  
  			return a.id - b.id;
  
  		}
  
  	}
  
  	// Rendering
  
  	this.render = function ( scene, camera, renderTarget, forceClear ) {
  
  		if ( camera instanceof THREE.Camera === false ) {
  
  			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  			return;
  
  		}
  
  		var fog = scene.fog;
  
  		// reset caching for this frame
  
  		_currentGeometryProgram = '';
  		_currentMaterialId = - 1;
  		_currentCamera = null;
  
  		// update scene graph
  
  		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  
  		// update camera matrices and frustum
  
  		if ( camera.parent === null ) camera.updateMatrixWorld();
  
  		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  
  		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  		_frustum.setFromMatrix( _projScreenMatrix );
  
  		lights.length = 0;
  
  		opaqueObjectsLastIndex = - 1;
  		transparentObjectsLastIndex = - 1;
  
  		sprites.length = 0;
  		lensFlares.length = 0;
  
  		_localClippingEnabled = this.localClippingEnabled;
  		_clippingEnabled = _clipping.init(
  				this.clippingPlanes, _localClippingEnabled, camera );
  
  		projectObject( scene, camera );
  
  
  		opaqueObjects.length = opaqueObjectsLastIndex + 1;
  		transparentObjects.length = transparentObjectsLastIndex + 1;
  
  		if ( _this.sortObjects === true ) {
  
  			opaqueObjects.sort( painterSortStable );
  			transparentObjects.sort( reversePainterSortStable );
  
  		}
  
  		//
  
  		if ( _clippingEnabled ) _clipping.beginShadows();
  
  		setupShadows( lights );
  
  		shadowMap.render( scene, camera );
  
  		setupLights( lights, camera );
  
  		if ( _clippingEnabled ) _clipping.endShadows();
  
  		//
  
  		_infoRender.calls = 0;
  		_infoRender.vertices = 0;
  		_infoRender.faces = 0;
  		_infoRender.points = 0;
  
  		if ( renderTarget === undefined ) {
  
  			renderTarget = null;
  
  		}
  
  		this.setRenderTarget( renderTarget );
  
  		if ( this.autoClear || forceClear ) {
  
  			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  
  		}
  
  		//
  
  		if ( scene.overrideMaterial ) {
  
  			var overrideMaterial = scene.overrideMaterial;
  
  			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
  			renderObjects( transparentObjects, camera, fog, overrideMaterial );
  
  		} else {
  
  			// opaque pass (front-to-back order)
  
  			state.setBlending( THREE.NoBlending );
  			renderObjects( opaqueObjects, camera, fog );
  
  			// transparent pass (back-to-front order)
  
  			renderObjects( transparentObjects, camera, fog );
  
  		}
  
  		// custom render plugins (post pass)
  
  		spritePlugin.render( scene, camera );
  		lensFlarePlugin.render( scene, camera, _currentViewport );
  
  		// Generate mipmap if we're using any kind of mipmap filtering
  
  		if ( renderTarget ) {
  
  			var texture = renderTarget.texture;
  
  			if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
  					texture.minFilter !== THREE.NearestFilter &&
  					texture.minFilter !== THREE.LinearFilter ) {
  
  				updateRenderTargetMipmap( renderTarget );
  
  			}
  
  		}
  
  		// Ensure depth buffer writing is enabled so it can be cleared on next render
  
  		state.setDepthTest( true );
  		state.setDepthWrite( true );
  		state.setColorWrite( true );
  
  		// _gl.finish();
  
  	};
  
  	function pushRenderItem( object, geometry, material, z, group ) {
  
  		var array, index;
  
  		// allocate the next position in the appropriate array
  
  		if ( material.transparent ) {
  
  			array = transparentObjects;
  			index = ++ transparentObjectsLastIndex;
  
  		} else {
  
  			array = opaqueObjects;
  			index = ++ opaqueObjectsLastIndex;
  
  		}
  
  		// recycle existing render item or grow the array
  
  		var renderItem = array[ index ];
  
  		if ( renderItem !== undefined ) {
  
  			renderItem.id = object.id;
  			renderItem.object = object;
  			renderItem.geometry = geometry;
  			renderItem.material = material;
  			renderItem.z = _vector3.z;
  			renderItem.group = group;
  
  		} else {
  
  			renderItem = {
  				id: object.id,
  				object: object,
  				geometry: geometry,
  				material: material,
  				z: _vector3.z,
  				group: group
  			};
  
  			// assert( index === array.length );
  			array.push( renderItem );
  
  		}
  
  	}
  
  	// TODO Duplicated code (Frustum)
  
  	function isObjectViewable( object ) {
  
  		var geometry = object.geometry;
  
  		if ( geometry.boundingSphere === null )
  			geometry.computeBoundingSphere();
  
  		_sphere.copy( geometry.boundingSphere ).
  			applyMatrix4( object.matrixWorld );
  
  		return isSphereViewable( _sphere );
  
  	}
  
  	function isSpriteViewable( sprite ) {
  
  		_sphere.center.set( 0, 0, 0 );
  		_sphere.radius = 0.7071067811865476;
  		_sphere.applyMatrix4( sprite.matrixWorld );
  
  		return isSphereViewable( _sphere );
  
  	}
  
  	function isSphereViewable( sphere ) {
  
  		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
  
  		var numPlanes = _clipping.numPlanes;
  
  		if ( numPlanes === 0 ) return true;
  
  		var planes = _this.clippingPlanes,
  
  			center = sphere.center,
  			negRad = - sphere.radius,
  			i = 0;
  
  		do {
  
  			// out when deeper than radius in the negative halfspace
  			if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;
  
  		} while ( ++ i !== numPlanes );
  
  		return true;
  
  	}
  
  	function projectObject( object, camera ) {
  
  		if ( object.visible === false ) return;
  
  		if ( object.layers.test( camera.layers ) ) {
  
  			if ( object instanceof THREE.Light ) {
  
  				lights.push( object );
  
  			} else if ( object instanceof THREE.Sprite ) {
  
  				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
  
  					sprites.push( object );
  
  				}
  
  			} else if ( object instanceof THREE.LensFlare ) {
  
  				lensFlares.push( object );
  
  			} else if ( object instanceof THREE.ImmediateRenderObject ) {
  
  				if ( _this.sortObjects === true ) {
  
  					_vector3.setFromMatrixPosition( object.matrixWorld );
  					_vector3.applyProjection( _projScreenMatrix );
  
  				}
  
  				pushRenderItem( object, null, object.material, _vector3.z, null );
  
  			} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  
  				if ( object instanceof THREE.SkinnedMesh ) {
  
  					object.skeleton.update();
  
  				}
  
  				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
  
  					var material = object.material;
  
  					if ( material.visible === true ) {
  
  						if ( _this.sortObjects === true ) {
  
  							_vector3.setFromMatrixPosition( object.matrixWorld );
  							_vector3.applyProjection( _projScreenMatrix );
  
  						}
  
  						var geometry = objects.update( object );
  
  						if ( material instanceof THREE.MultiMaterial ) {
  
  							var groups = geometry.groups;
  							var materials = material.materials;
  
  							for ( var i = 0, l = groups.length; i < l; i ++ ) {
  
  								var group = groups[ i ];
  								var groupMaterial = materials[ group.materialIndex ];
  
  								if ( groupMaterial.visible === true ) {
  
  									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  
  								}
  
  							}
  
  						} else {
  
  							pushRenderItem( object, geometry, material, _vector3.z, null );
  
  						}
  
  					}
  
  				}
  
  			}
  
  		}
  
  		var children = object.children;
  
  		for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  			projectObject( children[ i ], camera );
  
  		}
  
  	}
  
  	function renderObjects( renderList, camera, fog, overrideMaterial ) {
  
  		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  
  			var renderItem = renderList[ i ];
  
  			var object = renderItem.object;
  			var geometry = renderItem.geometry;
  			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  			var group = renderItem.group;
  
  			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  
  			if ( object instanceof THREE.ImmediateRenderObject ) {
  
  				setMaterial( material );
  
  				var program = setProgram( camera, fog, material, object );
  
  				_currentGeometryProgram = '';
  
  				object.render( function ( object ) {
  
  					_this.renderBufferImmediate( object, program, material );
  
  				} );
  
  			} else {
  
  				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
  
  			}
  
  		}
  
  	}
  
  	function initMaterial( material, fog, object ) {
  
  		var materialProperties = properties.get( material );
  
  		var parameters = programCache.getParameters(
  				material, _lights, fog, _clipping.numPlanes, object );
  
  		var code = programCache.getProgramCode( material, parameters );
  
  		var program = materialProperties.program;
  		var programChange = true;
  
  		if ( program === undefined ) {
  
  			// new material
  			material.addEventListener( 'dispose', onMaterialDispose );
  
  		} else if ( program.code !== code ) {
  
  			// changed glsl or parameters
  			releaseMaterialProgramReference( material );
  
  		} else if ( parameters.shaderID !== undefined ) {
  
  			// same glsl and uniform list
  			return;
  
  		} else {
  
  			// only rebuild uniform list
  			programChange = false;
  
  		}
  
  		if ( programChange ) {
  
  			if ( parameters.shaderID ) {
  
  				var shader = THREE.ShaderLib[ parameters.shaderID ];
  
  				materialProperties.__webglShader = {
  					name: material.type,
  					uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  					vertexShader: shader.vertexShader,
  					fragmentShader: shader.fragmentShader
  				};
  
  			} else {
  
  				materialProperties.__webglShader = {
  					name: material.type,
  					uniforms: material.uniforms,
  					vertexShader: material.vertexShader,
  					fragmentShader: material.fragmentShader
  				};
  
  			}
  
  			material.__webglShader = materialProperties.__webglShader;
  
  			program = programCache.acquireProgram( material, parameters, code );
  
  			materialProperties.program = program;
  			material.program = program;
  
  		}
  
  		var attributes = program.getAttributes();
  
  		if ( material.morphTargets ) {
  
  			material.numSupportedMorphTargets = 0;
  
  			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  
  				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  
  					material.numSupportedMorphTargets ++;
  
  				}
  
  			}
  
  		}
  
  		if ( material.morphNormals ) {
  
  			material.numSupportedMorphNormals = 0;
  
  			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  
  				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  
  					material.numSupportedMorphNormals ++;
  
  				}
  
  			}
  
  		}
  
  		var uniforms = materialProperties.__webglShader.uniforms;
  
  		if ( ! ( material instanceof THREE.ShaderMaterial ) &&
  				! ( material instanceof THREE.RawShaderMaterial ) ||
  				material.clipping === true ) {
  
  			materialProperties.numClippingPlanes = _clipping.numPlanes;
  			uniforms.clippingPlanes = _clipping.uniform;
  
  		}
  
  		if ( material.lights ) {
  
  			// store the light setup it was created for
  
  			materialProperties.lightsHash = _lights.hash;
  
  			// wire up the material to this renderer's lighting state
  
  			uniforms.ambientLightColor.value = _lights.ambient;
  			uniforms.directionalLights.value = _lights.directional;
  			uniforms.spotLights.value = _lights.spot;
  			uniforms.pointLights.value = _lights.point;
  			uniforms.hemisphereLights.value = _lights.hemi;
  
  			uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
  			uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
  			uniforms.spotShadowMap.value = _lights.spotShadowMap;
  			uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
  			uniforms.pointShadowMap.value = _lights.pointShadowMap;
  			uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
  
  		}
  
  		var progUniforms = materialProperties.program.getUniforms(),
  			uniformsList =
  					THREE.WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  
  		materialProperties.uniformsList = uniformsList;
  		materialProperties.dynamicUniforms =
  				THREE.WebGLUniforms.splitDynamic( uniformsList, uniforms );
  
  	}
  
  	function setMaterial( material ) {
  
  		if ( material.side !== THREE.DoubleSide )
  			state.enable( _gl.CULL_FACE );
  		else
  			state.disable( _gl.CULL_FACE );
  
  		state.setFlipSided( material.side === THREE.BackSide );
  
  		if ( material.transparent === true ) {
  
  			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  
  		} else {
  
  			state.setBlending( THREE.NoBlending );
  
  		}
  
  		state.setDepthFunc( material.depthFunc );
  		state.setDepthTest( material.depthTest );
  		state.setDepthWrite( material.depthWrite );
  		state.setColorWrite( material.colorWrite );
  		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  
  	}
  
  	function setProgram( camera, fog, material, object ) {
  
  		_usedTextureUnits = 0;
  
  		var materialProperties = properties.get( material );
  
  		if ( _clippingEnabled ) {
  
  			if ( _localClippingEnabled || camera !== _currentCamera ) {
  
  				var useCache =
  						camera === _currentCamera &&
  						material.id === _currentMaterialId;
  
  				// we might want to call this function with some ClippingGroup
  				// object instead of the material, once it becomes feasible
  				// (#8465, #8379)
  				_clipping.setState(
  						material.clippingPlanes, material.clipShadows,
  						camera, materialProperties, useCache );
  
  			}
  
  			if ( materialProperties.numClippingPlanes !== undefined &&
  				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {
  
  				material.needsUpdate = true;
  
  			}
  
  		}
  
  		if ( materialProperties.program === undefined ) {
  
  			material.needsUpdate = true;
  
  		}
  
  		if ( materialProperties.lightsHash !== undefined &&
  			materialProperties.lightsHash !== _lights.hash ) {
  
  			material.needsUpdate = true;
  
  		}
  
  		if ( material.needsUpdate ) {
  
  			initMaterial( material, fog, object );
  			material.needsUpdate = false;
  
  		}
  
  		var refreshProgram = false;
  		var refreshMaterial = false;
  		var refreshLights = false;
  
  		var program = materialProperties.program,
  			p_uniforms = program.getUniforms(),
  			m_uniforms = materialProperties.__webglShader.uniforms;
  
  		if ( program.id !== _currentProgram ) {
  
  			_gl.useProgram( program.program );
  			_currentProgram = program.id;
  
  			refreshProgram = true;
  			refreshMaterial = true;
  			refreshLights = true;
  
  		}
  
  		if ( material.id !== _currentMaterialId ) {
  
  			_currentMaterialId = material.id;
  
  			refreshMaterial = true;
  
  		}
  
  		if ( refreshProgram || camera !== _currentCamera ) {
  
  			p_uniforms.set( _gl, camera, 'projectionMatrix' );
  
  			if ( capabilities.logarithmicDepthBuffer ) {
  
  				p_uniforms.setValue( _gl, 'logDepthBufFC',
  						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  
  			}
  
  
  			if ( camera !== _currentCamera ) {
  
  				_currentCamera = camera;
  
  				// lighting uniforms depend on the camera so enforce an update
  				// now, in case this material supports lights - or later, when
  				// the next material that does gets activated:
  
  				refreshMaterial = true;		// set to true on material change
  				refreshLights = true;		// remains set until update done
  
  			}
  
  			// load material specific uniforms
  			// (shader material also gets them for the sake of genericity)
  
  			if ( material instanceof THREE.ShaderMaterial ||
  				 material instanceof THREE.MeshPhongMaterial ||
  				 material instanceof THREE.MeshStandardMaterial ||
  				 material.envMap ) {
  
  				var uCamPos = p_uniforms.map.cameraPosition;
  
  				if ( uCamPos !== undefined ) {
  
  					uCamPos.setValue( _gl,
  							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
  
  				}
  
  			}
  
  			if ( material instanceof THREE.MeshPhongMaterial ||
  				 material instanceof THREE.MeshLambertMaterial ||
  				 material instanceof THREE.MeshBasicMaterial ||
  				 material instanceof THREE.MeshStandardMaterial ||
  				 material instanceof THREE.ShaderMaterial ||
  				 material.skinning ) {
  
  				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  
  			}
  
  			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
  			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
  
  		}
  
  		// skinning uniforms must be set even if material didn't change
  		// auto-setting of texture unit for bone texture must go before other textures
  		// not sure why, but otherwise weird things happen
  
  		if ( material.skinning ) {
  
  			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  
  			var skeleton = object.skeleton;
  
  			if ( skeleton ) {
  
  				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
  
  					p_uniforms.set( _gl, skeleton, 'boneTexture' );
  					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
  					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
  
  				} else {
  
  					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  
  				}
  
  			}
  
  		}
  
  		if ( refreshMaterial ) {
  
  			if ( material.lights ) {
  
  				// the current material requires lighting info
  
  				// note: all lighting uniforms are always set correctly
  				// they simply reference the renderer's state for their
  				// values
  				//
  				// use the current material's .needsUpdate flags to set
  				// the GL state when required
  
  				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  
  			}
  
  			// refresh uniforms common to several materials
  
  			if ( fog && material.fog ) {
  
  				refreshUniformsFog( m_uniforms, fog );
  
  			}
  
  			if ( material instanceof THREE.MeshBasicMaterial ||
  				 material instanceof THREE.MeshLambertMaterial ||
  				 material instanceof THREE.MeshPhongMaterial ||
  				 material instanceof THREE.MeshStandardMaterial ||
  				 material instanceof THREE.MeshDepthMaterial ) {
  
  				refreshUniformsCommon( m_uniforms, material );
  
  			}
  
  			// refresh single material specific uniforms
  
  			if ( material instanceof THREE.LineBasicMaterial ) {
  
  				refreshUniformsLine( m_uniforms, material );
  
  			} else if ( material instanceof THREE.LineDashedMaterial ) {
  
  				refreshUniformsLine( m_uniforms, material );
  				refreshUniformsDash( m_uniforms, material );
  
  			} else if ( material instanceof THREE.PointsMaterial ) {
  
  				refreshUniformsPoints( m_uniforms, material );
  
  			} else if ( material instanceof THREE.MeshLambertMaterial ) {
  
  				refreshUniformsLambert( m_uniforms, material );
  
  			} else if ( material instanceof THREE.MeshPhongMaterial ) {
  
  				refreshUniformsPhong( m_uniforms, material );
  
  			} else if ( material instanceof THREE.MeshPhysicalMaterial ) {
  
  				refreshUniformsPhysical( m_uniforms, material );
  
  			} else if ( material instanceof THREE.MeshStandardMaterial ) {
  
  				refreshUniformsStandard( m_uniforms, material );
  
  			} else if ( material instanceof THREE.MeshDepthMaterial ) {
  
  				if ( material.displacementMap ) {
  
  					m_uniforms.displacementMap.value = material.displacementMap;
  					m_uniforms.displacementScale.value = material.displacementScale;
  					m_uniforms.displacementBias.value = material.displacementBias;
  
  				}
  
  			} else if ( material instanceof THREE.MeshNormalMaterial ) {
  
  				m_uniforms.opacity.value = material.opacity;
  
  			}
  
  			THREE.WebGLUniforms.upload(
  					_gl, materialProperties.uniformsList, m_uniforms, _this );
  
  		}
  
  
  		// common matrices
  
  		p_uniforms.set( _gl, object, 'modelViewMatrix' );
  		p_uniforms.set( _gl, object, 'normalMatrix' );
  		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  
  
  		// dynamic uniforms
  
  		var dynUniforms = materialProperties.dynamicUniforms;
  
  		if ( dynUniforms !== null ) {
  
  			THREE.WebGLUniforms.evalDynamic(
  					dynUniforms, m_uniforms, object, camera );
  
  			THREE.WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this );
  
  		}
  
  		return program;
  
  	}
  
  	// Uniforms (refresh uniforms objects)
  
  	function refreshUniformsCommon ( uniforms, material ) {
  
  		uniforms.opacity.value = material.opacity;
  
  		uniforms.diffuse.value = material.color;
  
  		if ( material.emissive ) {
  
  			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  
  		}
  
  		uniforms.map.value = material.map;
  		uniforms.specularMap.value = material.specularMap;
  		uniforms.alphaMap.value = material.alphaMap;
  
  		if ( material.aoMap ) {
  
  			uniforms.aoMap.value = material.aoMap;
  			uniforms.aoMapIntensity.value = material.aoMapIntensity;
  
  		}
  
  		// uv repeat and offset setting priorities
  		// 1. color map
  		// 2. specular map
  		// 3. normal map
  		// 4. bump map
  		// 5. alpha map
  		// 6. emissive map
  
  		var uvScaleMap;
  
  		if ( material.map ) {
  
  			uvScaleMap = material.map;
  
  		} else if ( material.specularMap ) {
  
  			uvScaleMap = material.specularMap;
  
  		} else if ( material.displacementMap ) {
  
  			uvScaleMap = material.displacementMap;
  
  		} else if ( material.normalMap ) {
  
  			uvScaleMap = material.normalMap;
  
  		} else if ( material.bumpMap ) {
  
  			uvScaleMap = material.bumpMap;
  
  		} else if ( material.roughnessMap ) {
  
  			uvScaleMap = material.roughnessMap;
  
  		} else if ( material.metalnessMap ) {
  
  			uvScaleMap = material.metalnessMap;
  
  		} else if ( material.alphaMap ) {
  
  			uvScaleMap = material.alphaMap;
  
  		} else if ( material.emissiveMap ) {
  
  			uvScaleMap = material.emissiveMap;
  
  		}
  
  		if ( uvScaleMap !== undefined ) {
  
  			// backwards compatibility
  			if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) {
  
  				uvScaleMap = uvScaleMap.texture;
  
  			}
  
  			var offset = uvScaleMap.offset;
  			var repeat = uvScaleMap.repeat;
  
  			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  
  		}
  
  		uniforms.envMap.value = material.envMap;
  
  		// don't flip CubeTexture envMaps, flip everything else:
  		//  WebGLRenderTargetCube will be flipped for backwards compatibility
  		//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  		// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  		uniforms.flipEnvMap.value = ( ! ( material.envMap instanceof THREE.CubeTexture ) ) ? 1 : - 1;
  
  		uniforms.reflectivity.value = material.reflectivity;
  		uniforms.refractionRatio.value = material.refractionRatio;
  
  	}
  
  	function refreshUniformsLine ( uniforms, material ) {
  
  		uniforms.diffuse.value = material.color;
  		uniforms.opacity.value = material.opacity;
  
  	}
  
  	function refreshUniformsDash ( uniforms, material ) {
  
  		uniforms.dashSize.value = material.dashSize;
  		uniforms.totalSize.value = material.dashSize + material.gapSize;
  		uniforms.scale.value = material.scale;
  
  	}
  
  	function refreshUniformsPoints ( uniforms, material ) {
  
  		uniforms.diffuse.value = material.color;
  		uniforms.opacity.value = material.opacity;
  		uniforms.size.value = material.size * _pixelRatio;
  		uniforms.scale.value = _canvas.clientHeight * 0.5;
  
  		uniforms.map.value = material.map;
  
  		if ( material.map !== null ) {
  
  			var offset = material.map.offset;
  			var repeat = material.map.repeat;
  
  			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  
  		}
  
  	}
  
  	function refreshUniformsFog ( uniforms, fog ) {
  
  		uniforms.fogColor.value = fog.color;
  
  		if ( fog instanceof THREE.Fog ) {
  
  			uniforms.fogNear.value = fog.near;
  			uniforms.fogFar.value = fog.far;
  
  		} else if ( fog instanceof THREE.FogExp2 ) {
  
  			uniforms.fogDensity.value = fog.density;
  
  		}
  
  	}
  
  	function refreshUniformsLambert ( uniforms, material ) {
  
  		if ( material.lightMap ) {
  
  			uniforms.lightMap.value = material.lightMap;
  			uniforms.lightMapIntensity.value = material.lightMapIntensity;
  
  		}
  
  		if ( material.emissiveMap ) {
  
  			uniforms.emissiveMap.value = material.emissiveMap;
  
  		}
  
  	}
  
  	function refreshUniformsPhong ( uniforms, material ) {
  
  		uniforms.specular.value = material.specular;
  		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  
  		if ( material.lightMap ) {
  
  			uniforms.lightMap.value = material.lightMap;
  			uniforms.lightMapIntensity.value = material.lightMapIntensity;
  
  		}
  
  		if ( material.emissiveMap ) {
  
  			uniforms.emissiveMap.value = material.emissiveMap;
  
  		}
  
  		if ( material.bumpMap ) {
  
  			uniforms.bumpMap.value = material.bumpMap;
  			uniforms.bumpScale.value = material.bumpScale;
  
  		}
  
  		if ( material.normalMap ) {
  
  			uniforms.normalMap.value = material.normalMap;
  			uniforms.normalScale.value.copy( material.normalScale );
  
  		}
  
  		if ( material.displacementMap ) {
  
  			uniforms.displacementMap.value = material.displacementMap;
  			uniforms.displacementScale.value = material.displacementScale;
  			uniforms.displacementBias.value = material.displacementBias;
  
  		}
  
  	}
  
  	function refreshUniformsStandard ( uniforms, material ) {
  
  		uniforms.roughness.value = material.roughness;
  		uniforms.metalness.value = material.metalness;
  
  		if ( material.roughnessMap ) {
  
  			uniforms.roughnessMap.value = material.roughnessMap;
  
  		}
  
  		if ( material.metalnessMap ) {
  
  			uniforms.metalnessMap.value = material.metalnessMap;
  
  		}
  
  		if ( material.lightMap ) {
  
  			uniforms.lightMap.value = material.lightMap;
  			uniforms.lightMapIntensity.value = material.lightMapIntensity;
  
  		}
  
  		if ( material.emissiveMap ) {
  
  			uniforms.emissiveMap.value = material.emissiveMap;
  
  		}
  
  		if ( material.bumpMap ) {
  
  			uniforms.bumpMap.value = material.bumpMap;
  			uniforms.bumpScale.value = material.bumpScale;
  
  		}
  
  		if ( material.normalMap ) {
  
  			uniforms.normalMap.value = material.normalMap;
  			uniforms.normalScale.value.copy( material.normalScale );
  
  		}
  
  		if ( material.displacementMap ) {
  
  			uniforms.displacementMap.value = material.displacementMap;
  			uniforms.displacementScale.value = material.displacementScale;
  			uniforms.displacementBias.value = material.displacementBias;
  
  		}
  
  		if ( material.envMap ) {
  
  			//uniforms.envMap.value = material.envMap; // part of uniforms common
  			uniforms.envMapIntensity.value = material.envMapIntensity;
  
  		}
  
  	}
  
  	function refreshUniformsPhysical ( uniforms, material ) {
  
  		refreshUniformsStandard( uniforms, material );
  
  	}
  
  	// If uniforms are marked as clean, they don't need to be loaded to the GPU.
  
  	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  
  		uniforms.ambientLightColor.needsUpdate = value;
  
  		uniforms.directionalLights.needsUpdate = value;
  		uniforms.pointLights.needsUpdate = value;
  		uniforms.spotLights.needsUpdate = value;
  		uniforms.hemisphereLights.needsUpdate = value;
  
  	}
  
  	// Lighting
  
  	function setupShadows ( lights ) {
  
  		var lightShadowsLength = 0;
  
  		for ( var i = 0, l = lights.length; i < l; i ++ ) {
  
  			var light = lights[ i ];
  
  			if ( light.castShadow ) {
  
  				_lights.shadows[ lightShadowsLength ++ ] = light;
  
  			}
  
  		}
  
  		_lights.shadows.length = lightShadowsLength;
  
  	}
  
  	function setupLights ( lights, camera ) {
  
  		var l, ll, light,
  		r = 0, g = 0, b = 0,
  		color,
  		intensity,
  		distance,
  		shadowMap,
  
  		viewMatrix = camera.matrixWorldInverse,
  
  		directionalLength = 0,
  		pointLength = 0,
  		spotLength = 0,
  		hemiLength = 0;
  
  		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  
  			light = lights[ l ];
  
  			color = light.color;
  			intensity = light.intensity;
  			distance = light.distance;
  
  			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  
  			if ( light instanceof THREE.AmbientLight ) {
  
  				r += color.r * intensity;
  				g += color.g * intensity;
  				b += color.b * intensity;
  
  			} else if ( light instanceof THREE.DirectionalLight ) {
  
  				var uniforms = lightCache.get( light );
  
  				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  				_vector3.setFromMatrixPosition( light.target.matrixWorld );
  				uniforms.direction.sub( _vector3 );
  				uniforms.direction.transformDirection( viewMatrix );
  
  				uniforms.shadow = light.castShadow;
  
  				if ( light.castShadow ) {
  
  					uniforms.shadowBias = light.shadow.bias;
  					uniforms.shadowRadius = light.shadow.radius;
  					uniforms.shadowMapSize = light.shadow.mapSize;
  
  				}
  
  				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
  				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  				_lights.directional[ directionalLength ++ ] = uniforms;
  
  			} else if ( light instanceof THREE.SpotLight ) {
  
  				var uniforms = lightCache.get( light );
  
  				uniforms.position.setFromMatrixPosition( light.matrixWorld );
  				uniforms.position.applyMatrix4( viewMatrix );
  
  				uniforms.color.copy( color ).multiplyScalar( intensity );
  				uniforms.distance = distance;
  
  				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  				_vector3.setFromMatrixPosition( light.target.matrixWorld );
  				uniforms.direction.sub( _vector3 );
  				uniforms.direction.transformDirection( viewMatrix );
  
  				uniforms.coneCos = Math.cos( light.angle );
  				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  
  				uniforms.shadow = light.castShadow;
  
  				if ( light.castShadow ) {
  
  					uniforms.shadowBias = light.shadow.bias;
  					uniforms.shadowRadius = light.shadow.radius;
  					uniforms.shadowMapSize = light.shadow.mapSize;
  
  				}
  
  				_lights.spotShadowMap[ spotLength ] = shadowMap;
  				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  				_lights.spot[ spotLength ++ ] = uniforms;
  
  			} else if ( light instanceof THREE.PointLight ) {
  
  				var uniforms = lightCache.get( light );
  
  				uniforms.position.setFromMatrixPosition( light.matrixWorld );
  				uniforms.position.applyMatrix4( viewMatrix );
  
  				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  				uniforms.distance = light.distance;
  				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  
  				uniforms.shadow = light.castShadow;
  
  				if ( light.castShadow ) {
  
  					uniforms.shadowBias = light.shadow.bias;
  					uniforms.shadowRadius = light.shadow.radius;
  					uniforms.shadowMapSize = light.shadow.mapSize;
  
  				}
  
  				_lights.pointShadowMap[ pointLength ] = shadowMap;
  
  				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {
  
  					_lights.pointShadowMatrix[ pointLength ] = new THREE.Matrix4();
  
  				}
  
  				// for point lights we set the shadow matrix to be a translation-only matrix
  				// equal to inverse of the light's position
  				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );
  
  				_lights.point[ pointLength ++ ] = uniforms;
  
  			} else if ( light instanceof THREE.HemisphereLight ) {
  
  				var uniforms = lightCache.get( light );
  
  				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  				uniforms.direction.transformDirection( viewMatrix );
  				uniforms.direction.normalize();
  
  				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  
  				_lights.hemi[ hemiLength ++ ] = uniforms;
  
  			}
  
  		}
  
  		_lights.ambient[ 0 ] = r;
  		_lights.ambient[ 1 ] = g;
  		_lights.ambient[ 2 ] = b;
  
  		_lights.directional.length = directionalLength;
  		_lights.spot.length = spotLength;
  		_lights.point.length = pointLength;
  		_lights.hemi.length = hemiLength;
  
  		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
  
  	}
  
  	// GL state setting
  
  	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  
  		state.setCullFace( cullFace );
  		state.setFlipSided( frontFaceDirection === THREE.FrontFaceDirectionCW );
  
  	};
  
  	// Textures
  
  	function allocTextureUnit() {
  
  		var textureUnit = _usedTextureUnits;
  
  		if ( textureUnit >= capabilities.maxTextures ) {
  
  			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  
  		}
  
  		_usedTextureUnits += 1;
  
  		return textureUnit;
  
  	}
  
  	function setTextureParameters ( textureType, texture, isPowerOfTwoImage ) {
  
  		var extension;
  
  		if ( isPowerOfTwoImage ) {
  
  			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  
  			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  
  		} else {
  
  			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  
  			if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  
  				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  
  			}
  
  			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  
  			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  
  				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  
  			}
  
  		}
  
  		extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  
  		if ( extension ) {
  
  			if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  			if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  
  			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  
  				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  				properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  
  			}
  
  		}
  
  	}
  
  	function uploadTexture( textureProperties, texture, slot ) {
  
  		if ( textureProperties.__webglInit === undefined ) {
  
  			textureProperties.__webglInit = true;
  
  			texture.addEventListener( 'dispose', onTextureDispose );
  
  			textureProperties.__webglTexture = _gl.createTexture();
  
  			_infoMemory.textures ++;
  
  		}
  
  		state.activeTexture( _gl.TEXTURE0 + slot );
  		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  
  		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  
  		var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  
  		if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
  
  			image = makePowerOfTwo( image );
  
  		}
  
  		var isPowerOfTwoImage = isPowerOfTwo( image ),
  		glFormat = paramThreeToGL( texture.format ),
  		glType = paramThreeToGL( texture.type );
  
  		setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
  
  		var mipmap, mipmaps = texture.mipmaps;
  
  		if ( texture instanceof THREE.DepthTexture ) {
  
  			// populate depth texture with dummy data
  
  			var internalFormat = _gl.DEPTH_COMPONENT;
  
  			if ( texture.type === THREE.FloatType ) {
  
  				if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');
  				internalFormat = _gl.DEPTH_COMPONENT32F;
  
  			} else if ( _isWebGL2 ) {
  
  				// WebGL 2.0 requires signed internalformat for glTexImage2D
  				internalFormat = _gl.DEPTH_COMPONENT16;
  
  			}
  
  			state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
  
  		} else if ( texture instanceof THREE.DataTexture ) {
  
  			// use manually created mipmaps if available
  			// if there are no manual mipmaps
  			// set 0 level mipmap and then use GL to generate other mipmap levels
  
  			if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  
  				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  
  					mipmap = mipmaps[ i ];
  					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  
  				}
  
  				texture.generateMipmaps = false;
  
  			} else {
  
  				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  
  			}
  
  		} else if ( texture instanceof THREE.CompressedTexture ) {
  
  			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  
  				mipmap = mipmaps[ i ];
  
  				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  
  					if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  
  						state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  
  					} else {
  
  						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  
  					}
  
  				} else {
  
  					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  
  				}
  
  			}
  
  		} else {
  
  			// regular Texture (image, video, canvas)
  
  			// use manually created mipmaps if available
  			// if there are no manual mipmaps
  			// set 0 level mipmap and then use GL to generate other mipmap levels
  
  			if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  
  				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  
  					mipmap = mipmaps[ i ];
  					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  
  				}
  
  				texture.generateMipmaps = false;
  
  			} else {
  
  				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
  
  			}
  
  		}
  
  		if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );
  
  		textureProperties.__version = texture.version;
  
  		if ( texture.onUpdate ) texture.onUpdate( texture );
  
  	}
  
  	function setTexture2D( texture, slot ) {
  
  		var textureProperties = properties.get( texture );
  
  		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  
  			var image = texture.image;
  
  			if ( image === undefined ) {
  
  				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  				return;
  
  			}
  
  			if ( image.complete === false ) {
  
  				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  				return;
  
  			}
  
  			uploadTexture( textureProperties, texture, slot );
  
  			return;
  
  		}
  
  		state.activeTexture( _gl.TEXTURE0 + slot );
  		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  
  	}
  
  	function clampToMaxSize ( image, maxSize ) {
  
  		if ( image.width > maxSize || image.height > maxSize ) {
  
  			// Warning: Scaling through the canvas will only work with images that use
  			// premultiplied alpha.
  
  			var scale = maxSize / Math.max( image.width, image.height );
  
  			var canvas = document.createElement( 'canvas' );
  			canvas.width = Math.floor( image.width * scale );
  			canvas.height = Math.floor( image.height * scale );
  
  			var context = canvas.getContext( '2d' );
  			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  
  			console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  
  			return canvas;
  
  		}
  
  		return image;
  
  	}
  
  	function isPowerOfTwo( image ) {
  
  		return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  
  	}
  
  	function textureNeedsPowerOfTwo( texture ) {
  
  		if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  		if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  
  		return false;
  
  	}
  
  	function makePowerOfTwo( image ) {
  
  		if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  
  			var canvas = document.createElement( 'canvas' );
  			canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  			canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  
  			var context = canvas.getContext( '2d' );
  			context.drawImage( image, 0, 0, canvas.width, canvas.height );
  
  			console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  
  			return canvas;
  
  		}
  
  		return image;
  
  	}
  
  	function setTextureCube ( texture, slot ) {
  
  		var textureProperties = properties.get( texture );
  
  		if ( texture.image.length === 6 ) {
  
  			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  
  				if ( ! textureProperties.__image__webglTextureCube ) {
  
  					texture.addEventListener( 'dispose', onTextureDispose );
  
  					textureProperties.__image__webglTextureCube = _gl.createTexture();
  
  					_infoMemory.textures ++;
  
  				}
  
  				state.activeTexture( _gl.TEXTURE0 + slot );
  				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  
  				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  
  				var isCompressed = texture instanceof THREE.CompressedTexture;
  				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  
  				var cubeImage = [];
  
  				for ( var i = 0; i < 6; i ++ ) {
  
  					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  
  						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  
  					} else {
  
  						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  
  					}
  
  				}
  
  				var image = cubeImage[ 0 ],
  				isPowerOfTwoImage = isPowerOfTwo( image ),
  				glFormat = paramThreeToGL( texture.format ),
  				glType = paramThreeToGL( texture.type );
  
  				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
  
  				for ( var i = 0; i < 6; i ++ ) {
  
  					if ( ! isCompressed ) {
  
  						if ( isDataTexture ) {
  
  							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  
  						} else {
  
  							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  
  						}
  
  					} else {
  
  						var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  
  						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  
  							mipmap = mipmaps[ j ];
  
  							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  
  								if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  
  									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  
  								} else {
  
  									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" );
  
  								}
  
  							} else {
  
  								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  
  							}
  
  						}
  
  					}
  
  				}
  
  				if ( texture.generateMipmaps && isPowerOfTwoImage ) {
  
  					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  
  				}
  
  				textureProperties.__version = texture.version;
  
  				if ( texture.onUpdate ) texture.onUpdate( texture );
  
  			} else {
  
  				state.activeTexture( _gl.TEXTURE0 + slot );
  				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  
  			}
  
  		}
  
  	}
  
  	function setTextureCubeDynamic ( texture, slot ) {
  
  		state.activeTexture( _gl.TEXTURE0 + slot );
  		state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  
  	}
  
  	this.allocTextureUnit = allocTextureUnit;
  
  	//this.setTexture2D = setTexture2D;
  	this.setTexture2D = ( function() {
  
  		var warned = false;
  
  		// backwards compatibility: peel texture.texture
  		return function( texture, slot ) {
  
  			if ( texture instanceof THREE.WebGLRenderTarget ) {
  
  				if ( ! warned ) {
  
  					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
  					warned = true;
  
  				}
  
  				texture = texture.texture;
  
  			}
  
  			setTexture2D( texture, slot );
  
  		};
  
  	}() );
  
  	this.setTexture = ( function() {
  
  		var warned = false;
  
  		return function( texture, slot ) {
  
  			if ( ! warned ) {
  
  				console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
  				warned = true;
  
  			}
  
  			_this.setTexture2D( texture, slot );
  
  		};
  
  	}() );
  
  	this.setTextureCube = ( function() {
  
  		var warned = false;
  
  		return function( texture, slot ) {
  
  			// backwards compatibility: peel texture.texture
  			if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  
  				if ( ! warned ) {
  
  					console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  					warned = true;
  
  				}
  
  				texture = texture.texture;
  
  			}
  
  			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  			// TODO: unify these code paths
  			if ( texture instanceof THREE.CubeTexture ||
  				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  
  				// CompressedTexture can have Array in image :/
  
  				// this function alone should take care of cube textures
  				setTextureCube( texture, slot );
  
  			} else {
  
  				// assumed: texture property of THREE.WebGLRenderTargetCube
  
  				setTextureCubeDynamic( texture, slot );
  
  			}
  
  		};
  
  	}() );
  
  	// Render targets
  
  	// Setup storage for target texture and bind it to correct framebuffer
  	function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
  
  		var glFormat = paramThreeToGL( renderTarget.texture.format );
  		var glType = paramThreeToGL( renderTarget.texture.type );
  		state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  		_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  
  	}
  
  	// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  	function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
  
  		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  
  		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  
  			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  
  		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  
  			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  
  		} else {
  
  			// FIXME: We don't support !depth !stencil
  			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  
  		}
  
  		_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  
  	}
  
  	// Setup resources for a Depth Texture for a FBO (needs an extension)
  	function setupDepthTexture ( framebuffer, renderTarget ) {
  
  		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  		if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!');
  
  		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  
  		if ( !( renderTarget.depthTexture instanceof THREE.DepthTexture ) ) {
  
  			throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
  
  		}
  
  		// upload an empty depth texture with framebuffer size
  		if ( !properties.get( renderTarget.depthTexture ).__webglTexture ||
  				renderTarget.depthTexture.image.width !== renderTarget.width ||
  				renderTarget.depthTexture.image.height !== renderTarget.height ) {
  			renderTarget.depthTexture.image.width = renderTarget.width;
  			renderTarget.depthTexture.image.height = renderTarget.height;
  			renderTarget.depthTexture.needsUpdate = true;
  		}
  
  		_this.setTexture2D( renderTarget.depthTexture, 0 );
  
  		var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  
  	}
  
  	// Setup GL resources for a non-texture depth buffer
  	function setupDepthRenderbuffer( renderTarget ) {
  
  		var renderTargetProperties = properties.get( renderTarget );
  
  		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  
  		if ( renderTarget.depthTexture ) {
  
  			if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets');
  
  			setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  
  		} else {
  
  			if ( isCube ) {
  
  				renderTargetProperties.__webglDepthbuffer = [];
  
  				for ( var i = 0; i < 6; i ++ ) {
  
  					_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  					renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  
  				}
  
  			} else {
  
  				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  				renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  
  			}
  
  		}
  
  		_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  
  	}
  
  	// Set up GL resources for the render target
  	function setupRenderTarget( renderTarget ) {
  
  		var renderTargetProperties = properties.get( renderTarget );
  		var textureProperties = properties.get( renderTarget.texture );
  
  		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  
  		textureProperties.__webglTexture = _gl.createTexture();
  
  		_infoMemory.textures ++;
  
  		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  		var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
  
  		// Setup framebuffer
  
  		if ( isCube ) {
  
  			renderTargetProperties.__webglFramebuffer = [];
  
  			for ( var i = 0; i < 6; i ++ ) {
  
  				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  
  			}
  
  		} else {
  
  			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  
  		}
  
  		// Setup color buffer
  
  		if ( isCube ) {
  
  			state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  			setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  
  			for ( var i = 0; i < 6; i ++ ) {
  
  				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  
  			}
  
  			if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  
  		} else {
  
  			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  			setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  
  			if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  			state.bindTexture( _gl.TEXTURE_2D, null );
  
  		}
  
  		// Setup depth and stencil buffers
  
  		if ( renderTarget.depthBuffer ) {
  
  			setupDepthRenderbuffer( renderTarget );
  
  		}
  
  	}
  
  	this.getCurrentRenderTarget = function() {
  
  		return _currentRenderTarget;
  
  	};
  
  	this.setRenderTarget = function ( renderTarget ) {
  
  		_currentRenderTarget = renderTarget;
  
  		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  
  			setupRenderTarget( renderTarget );
  
  		}
  
  		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  		var framebuffer;
  
  		if ( renderTarget ) {
  
  			var renderTargetProperties = properties.get( renderTarget );
  
  			if ( isCube ) {
  
  				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  
  			} else {
  
  				framebuffer = renderTargetProperties.__webglFramebuffer;
  
  			}
  
  			_currentScissor.copy( renderTarget.scissor );
  			_currentScissorTest = renderTarget.scissorTest;
  
  			_currentViewport.copy( renderTarget.viewport );
  
  		} else {
  
  			framebuffer = null;
  
  			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  			_currentScissorTest = _scissorTest;
  
  			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  
  		}
  
  		if ( _currentFramebuffer !== framebuffer ) {
  
  			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  			_currentFramebuffer = framebuffer;
  
  		}
  
  		state.scissor( _currentScissor );
  		state.setScissorTest( _currentScissorTest );
  
  		state.viewport( _currentViewport );
  
  		if ( isCube ) {
  
  			var textureProperties = properties.get( renderTarget.texture );
  			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
  
  		}
  
  	};
  
  	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  
  		if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  
  			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  			return;
  
  		}
  
  		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  
  		if ( framebuffer ) {
  
  			var restore = false;
  
  			if ( framebuffer !== _currentFramebuffer ) {
  
  				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  
  				restore = true;
  
  			}
  
  			try {
  
  				var texture = renderTarget.texture;
  
  				if ( texture.format !== THREE.RGBAFormat && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  
  					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  					return;
  
  				}
  
  				if ( texture.type !== THREE.UnsignedByteType &&
  				     paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) &&
  				     ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) ) &&
  				     ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  
  					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  					return;
  
  				}
  
  				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  
  					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  
  					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  
  						_gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  
  					}
  
  				} else {
  
  					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  
  				}
  
  			} finally {
  
  				if ( restore ) {
  
  					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  
  				}
  
  			}
  
  		}
  
  	};
  
  	function updateRenderTargetMipmap( renderTarget ) {
  
  		var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  		var texture = properties.get( renderTarget.texture ).__webglTexture;
  
  		state.bindTexture( target, texture );
  		_gl.generateMipmap( target );
  		state.bindTexture( target, null );
  
  	}
  
  	// Fallback filters for non-power-of-2 textures
  
  	function filterFallback ( f ) {
  
  		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  
  			return _gl.NEAREST;
  
  		}
  
  		return _gl.LINEAR;
  
  	}
  
  	// Map three.js constants to WebGL constants
  
  	function paramThreeToGL ( p ) {
  
  		var extension;
  
  		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  
  		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  
  		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  
  		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  
  		if ( p === THREE.ByteType ) return _gl.BYTE;
  		if ( p === THREE.ShortType ) return _gl.SHORT;
  		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  		if ( p === THREE.IntType ) return _gl.INT;
  		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  		if ( p === THREE.FloatType ) return _gl.FLOAT;
  
  		extension = extensions.get( 'OES_texture_half_float' );
  
  		if ( extension !== null ) {
  
  			if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  
  		}
  
  		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  		if ( p === THREE.RGBFormat ) return _gl.RGB;
  		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  		if ( p === THREE.DepthFormat ) return _gl.DEPTH_COMPONENT;
  
  		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  
  		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  		if ( p === THREE.OneFactor ) return _gl.ONE;
  		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  
  		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  
  		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  
  		if ( extension !== null ) {
  
  			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  
  		}
  
  		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  
  		if ( extension !== null ) {
  
  			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  
  		}
  
  		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  
  		if ( extension !== null ) {
  
  			if ( p === THREE.RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  
  		}
  
  		extension = extensions.get( 'EXT_blend_minmax' );
  
  		if ( extension !== null ) {
  
  			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  
  		}
  
  		return 0;
  
  	}
  
  };
  
  // File:src/renderers/WebGLRenderTarget.js
  
  /**
   * @author szimek / https://github.com/szimek/
   * @author alteredq / http://alteredqualia.com/
   * @author Marius Kintel / https://github.com/kintel
   */
  
  /*
   In options, we can specify:
   * Texture parameters for an auto-generated target texture
   * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  */
  THREE.WebGLRenderTarget = function ( width, height, options ) {
  
  	this.uuid = THREE.Math.generateUUID();
  
  	this.width = width;
  	this.height = height;
  
  	this.scissor = new THREE.Vector4( 0, 0, width, height );
  	this.scissorTest = false;
  
  	this.viewport = new THREE.Vector4( 0, 0, width, height );
  
  	options = options || {};
  
  	if ( options.minFilter === undefined ) options.minFilter = THREE.LinearFilter;
  
  	this.texture = new THREE.Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  
  	this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  	this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  	this.depthTexture = null;
  
  };
  
  Object.assign( THREE.WebGLRenderTarget.prototype, THREE.EventDispatcher.prototype, {
  
  	setSize: function ( width, height ) {
  
  		if ( this.width !== width || this.height !== height ) {
  
  			this.width = width;
  			this.height = height;
  
  			this.dispose();
  
  		}
  
  		this.viewport.set( 0, 0, width, height );
  		this.scissor.set( 0, 0, width, height );
  
  	},
  
  	clone: function () {
  
  		return new this.constructor().copy( this );
  
  	},
  
  	copy: function ( source ) {
  
  		this.width = source.width;
  		this.height = source.height;
  
  		this.viewport.copy( source.viewport );
  
  		this.texture = source.texture.clone();
  
  		this.depthBuffer = source.depthBuffer;
  		this.stencilBuffer = source.stencilBuffer;
  		this.depthTexture = source.depthTexture;
  
  		return this;
  
  	},
  
  	dispose: function () {
  
  		this.dispatchEvent( { type: 'dispose' } );
  
  	}
  
  } );
  
  // File:src/renderers/WebGLRenderTargetCube.js
  
  /**
   * @author alteredq / http://alteredqualia.com
   */
  
  THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  
  	THREE.WebGLRenderTarget.call( this, width, height, options );
  
  	this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  	this.activeMipMapLevel = 0;
  
  };
  
  THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
  
  // File:src/renderers/webgl/WebGLBufferRenderer.js
  
  /**
  * @author mrdoob / http://mrdoob.com/
  */
  
  THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) {
  
  	var mode;
  
  	function setMode( value ) {
  
  		mode = value;
  
  	}
  
  	function render( start, count ) {
  
  		_gl.drawArrays( mode, start, count );
  
  		_infoRender.calls ++;
  		_infoRender.vertices += count;
  		if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3;
  
  	}
  
  	function renderInstances( geometry ) {
  
  		var extension = extensions.get( 'ANGLE_instanced_arrays' );
  
  		if ( extension === null ) {
  
  			console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  			return;
  
  		}
  
  		var position = geometry.attributes.position;
  
  		var count = 0;
  
  		if ( position instanceof THREE.InterleavedBufferAttribute ) {
  
  			count = position.data.count;
  
  			extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
  
  		} else {
  
  			count = position.count;
  
  			extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
  
  		}
  
  		_infoRender.calls ++;
  		_infoRender.vertices += count * geometry.maxInstancedCount;
  		if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3;
  
  	}
  
  	this.setMode = setMode;
  	this.render = render;
  	this.renderInstances = renderInstances;
  
  };
  
  // File:src/renderers/webgl/WebGLClipping.js
  
  THREE.WebGLClipping = function() {
  
  	var scope = this,
  
  		globalState = null,
  		numGlobalPlanes = 0,
  		localClippingEnabled = false,
  		renderingShadows = false,
  
  		plane = new THREE.Plane(),
  		viewNormalMatrix = new THREE.Matrix3(),
  
  		uniform = { value: null, needsUpdate: false };
  
  	this.uniform = uniform;
  	this.numPlanes = 0;
  
  	this.init = function( planes, enableLocalClipping, camera ) {
  
  		var enabled =
  			planes.length !== 0 ||
  			enableLocalClipping ||
  			// enable state of previous frame - the clipping code has to
  			// run another frame in order to reset the state:
  			numGlobalPlanes !== 0 ||
  			localClippingEnabled;
  
  		localClippingEnabled = enableLocalClipping;
  
  		globalState = projectPlanes( planes, camera, 0 );
  		numGlobalPlanes = planes.length;
  
  		return enabled;
  
  	};
  
  	this.beginShadows = function() {
  
  		renderingShadows = true;
  		projectPlanes( null );
  
  	};
  
  	this.endShadows = function() {
  
  		renderingShadows = false;
  		resetGlobalState();
  
  	};
  
  	this.setState = function( planes, clipShadows, camera, cache, fromCache ) {
  
  		if ( ! localClippingEnabled ||
  				planes === null || planes.length === 0 ||
  				renderingShadows && ! clipShadows ) {
  			// there's no local clipping
  
  			if ( renderingShadows ) {
  				// there's no global clipping
  
  				projectPlanes( null );
  
  			} else {
  
  				resetGlobalState();
  			}
  
  		} else {
  
  			var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  				lGlobal = nGlobal * 4,
  
  				dstArray = cache.clippingState || null;
  
  			uniform.value = dstArray; // ensure unique state
  
  			dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  
  			for ( var i = 0; i !== lGlobal; ++ i ) {
  
  				dstArray[ i ] = globalState[ i ];
  
  			}
  
  			cache.clippingState = dstArray;
  			this.numPlanes += nGlobal;
  
  		}
  
  
  	};
  
  	function resetGlobalState() {
  
  		if ( uniform.value !== globalState ) {
  
  			uniform.value = globalState;
  			uniform.needsUpdate = numGlobalPlanes > 0;
  
  		}
  
  		scope.numPlanes = numGlobalPlanes;
  
  	}
  
  	function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  
  		var nPlanes = planes !== null ? planes.length : 0,
  			dstArray = null;
  
  		if ( nPlanes !== 0 ) {
  
  			dstArray = uniform.value;
  
  			if ( skipTransform !== true || dstArray === null ) {
  
  				var flatSize = dstOffset + nPlanes * 4,
  					viewMatrix = camera.matrixWorldInverse;
  
  				viewNormalMatrix.getNormalMatrix( viewMatrix );
  
  				if ( dstArray === null || dstArray.length < flatSize ) {
  
  					dstArray = new Float32Array( flatSize );
  
  				}
  
  				for ( var i = 0, i4 = dstOffset;
  									i !== nPlanes; ++ i, i4 += 4 ) {
  
  					plane.copy( planes[ i ] ).
  							applyMatrix4( viewMatrix, viewNormalMatrix );
  
  					plane.normal.toArray( dstArray, i4 );
  					dstArray[ i4 + 3 ] = plane.constant;
  
  				}
  
  			}
  
  			uniform.value = dstArray;
  			uniform.needsUpdate = true;
  
  		}
  
  		scope.numPlanes = nPlanes;
  		return dstArray;
  
  	}
  
  };
  
  
  // File:src/renderers/webgl/WebGLIndexedBufferRenderer.js
  
  /**
  * @author mrdoob / http://mrdoob.com/
  */
  
  THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) {
  
  	var mode;
  
  	function setMode( value ) {
  
  		mode = value;
  
  	}
  
  	var type, size;
  
  	function setIndex( index ) {
  
  		if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  
  			type = _gl.UNSIGNED_INT;
  			size = 4;
  
  		} else {
  
  			type = _gl.UNSIGNED_SHORT;
  			size = 2;
  
  		}
  
  	}
  
  	function render( start, count ) {
  
  		_gl.drawElements( mode, count, type, start * size );
  
  		_infoRender.calls ++;
  		_infoRender.vertices += count;
  		if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3;
  
  	}
  
  	function renderInstances( geometry, start, count ) {
  
  		var extension = extensions.get( 'ANGLE_instanced_arrays' );
  
  		if ( extension === null ) {
  
  			console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  			return;
  
  		}
  
  		extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );
  
  		_infoRender.calls ++;
  		_infoRender.vertices += count * geometry.maxInstancedCount;
  		if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3;
  	}
  
  	this.setMode = setMode;
  	this.setIndex = setIndex;
  	this.render = render;
  	this.renderInstances = renderInstances;
  
  };
  
  // File:src/renderers/webgl/WebGLExtensions.js
  
  /**
  * @author mrdoob / http://mrdoob.com/
  */
  
  THREE.WebGLExtensions = function ( gl ) {
  
  	var extensions = {};
  
  	this.get = function ( name ) {
  
  		if ( extensions[ name ] !== undefined ) {
  
  			return extensions[ name ];
  
  		}
  
  		var extension;
  
  		switch ( name ) {
  
  			case 'WEBGL_depth_texture':
  				extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  				break;
  
  			case 'EXT_texture_filter_anisotropic':
  				extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  				break;
  
  			case 'WEBGL_compressed_texture_s3tc':
  				extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  				break;
  
  			case 'WEBGL_compressed_texture_pvrtc':
  				extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  				break;
  
  			case 'WEBGL_compressed_texture_etc1':
  				extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
  				break;
  
  			default:
  				extension = gl.getExtension( name );
  
  		}
  
  		if ( extension === null ) {
  
  			console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  
  		}
  
  		extensions[ name ] = extension;
  
  		return extension;
  
  	};
  
  };
  
  // File:src/renderers/webgl/WebGLCapabilities.js
  
  THREE.WebGLCapabilities = function ( gl, extensions, parameters ) {
  
  	function getMaxPrecision( precision ) {
  
  		if ( precision === 'highp' ) {
  
  			if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
  			     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
  
  				return 'highp';
  
  			}
  
  			precision = 'mediump';
  
  		}
  
  		if ( precision === 'mediump' ) {
  
  			if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
  			     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
  
  				return 'mediump';
  
  			}
  
  		}
  
  		return 'lowp';
  
  	}
  
  	this.getMaxPrecision = getMaxPrecision;
  
  	this.precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  	this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false;
  
  	this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
  	this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  	this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
  	this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  
  	this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
  	this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
  	this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
  	this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
  
  	this.vertexTextures = this.maxVertexTextures > 0;
  	this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
  	this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures;
  
  	var _maxPrecision = getMaxPrecision( this.precision );
  
  	if ( _maxPrecision !== this.precision ) {
  
  		console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' );
  		this.precision = _maxPrecision;
  
  	}
  
  	if ( this.logarithmicDepthBuffer ) {
  
  		this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' );
  
  	}
  
  };
  
  // File:src/renderers/webgl/WebGLGeometries.js
  
  /**
  * @author mrdoob / http://mrdoob.com/
  */
  
  THREE.WebGLGeometries = function ( gl, properties, info ) {
  
  	var geometries = {};
  
  	function get( object ) {
  
  		var geometry = object.geometry;
  
  		if ( geometries[ geometry.id ] !== undefined ) {
  
  			return geometries[ geometry.id ];
  
  		}
  
  		geometry.addEventListener( 'dispose', onGeometryDispose );
  
  		var buffergeometry;
  
  		if ( geometry instanceof THREE.BufferGeometry ) {
  
  			buffergeometry = geometry;
  
  		} else if ( geometry instanceof THREE.Geometry ) {
  
  			if ( geometry._bufferGeometry === undefined ) {
  
  				geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object );
  
  			}
  
  			buffergeometry = geometry._bufferGeometry;
  
  		}
  
  		geometries[ geometry.id ] = buffergeometry;
  
  		info.memory.geometries ++;
  
  		return buffergeometry;
  
  	}
  
  	function onGeometryDispose( event ) {
  
  		var geometry = event.target;
  		var buffergeometry = geometries[ geometry.id ];
  
  		if ( buffergeometry.index !== null ) {
  
  			deleteAttribute( buffergeometry.index );
  
  		}
  
  		deleteAttributes( buffergeometry.attributes );
  
  		geometry.removeEventListener( 'dispose', onGeometryDispose );
  
  		delete geometries[ geometry.id ];
  
  		// TODO
  
  		var property = properties.get( geometry );
  
  		if ( property.wireframe ) {
  
  			deleteAttribute( property.wireframe );
  
  		}
  
  		properties.delete( geometry );
  
  		var bufferproperty = properties.get( buffergeometry );
  
  		if ( bufferproperty.wireframe ) {
  
  			deleteAttribute( bufferproperty.wireframe );
  
  		}
  
  		properties.delete( buffergeometry );
  
  		//
  
  		info.memory.geometries --;
  
  	}
  
  	function getAttributeBuffer( attribute ) {
  
  		if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
  
  			return properties.get( attribute.data ).__webglBuffer;
  
  		}
  
  		return properties.get( attribute ).__webglBuffer;
  
  	}
  
  	function deleteAttribute( attribute ) {
  
  		var buffer = getAttributeBuffer( attribute );
  
  		if ( buffer !== undefined ) {
  
  			gl.deleteBuffer( buffer );
  			removeAttributeBuffer( attribute );
  
  		}
  
  	}
  
  	function deleteAttributes( attributes ) {
  
  		for ( var name in attributes ) {
  
  			deleteAttribute( attributes[ name ] );
  
  		}
  
  	}
  
  	function removeAttributeBuffer( attribute ) {
  
  		if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
  
  			properties.delete( attribute.data );
  
  		} else {
  
  			properties.delete( attribute );
  
  		}
  
  	}
  
  	this.get = get;
  
  };
  
  // File:src/renderers/webgl/WebGLLights.js
  
  /**
  * @author mrdoob / http://mrdoob.com/
  */
  
  THREE.WebGLLights = function () {
  
  	var lights = {};
  
  	this.get = function ( light ) {
  
  		if ( lights[ light.id ] !== undefined ) {
  
  			return lights[ light.id ];
  
  		}
  
  		var uniforms;
  
  		switch ( light.type ) {
  
  			case 'DirectionalLight':
  				uniforms = {
  					direction: new THREE.Vector3(),
  					color: new THREE.Color(),
  
  					shadow: false,
  					shadowBias: 0,
  					shadowRadius: 1,
  					shadowMapSize: new THREE.Vector2()
  				};
  				break;
  
  			case 'SpotLight':
  				uniforms = {
  					position: new THREE.Vector3(),
  					direction: new THREE.Vector3(),
  					color: new THREE.Color(),
  					distance: 0,
  					coneCos: 0,
  					penumbraCos: 0,
  					decay: 0,
  
  					shadow: false,
  					shadowBias: 0,
  					shadowRadius: 1,
  					shadowMapSize: new THREE.Vector2()
  				};
  				break;
  
  			case 'PointLight':
  				uniforms = {
  					position: new THREE.Vector3(),
  					color: new THREE.Color(),
  					distance: 0,
  					decay: 0,
  
  					shadow: false,
  					shadowBias: 0,
  					shadowRadius: 1,
  					shadowMapSize: new THREE.Vector2()
  				};
  				break;
  
  			case 'HemisphereLight':
  				uniforms = {
  					direction: new THREE.Vector3(),
  					skyColor: new THREE.Color(),
  					groundColor: new THREE.Color()
  				};
  				break;
  
  		}
  
  		lights[ light.id ] = uniforms;
  
  		return uniforms;
  
  	};
  
  };
  
  // File:src/renderers/webgl/WebGLObjects.js
  
  /**
  * @author mrdoob / http://mrdoob.com/
  */
  
  THREE.WebGLObjects = function ( gl, properties, info ) {
  
  	var geometries = new THREE.WebGLGeometries( gl, properties, info );
  
  	//
  
  	function update( object ) {
  
  		// TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
  
  		var geometry = geometries.get( object );
  
  		if ( object.geometry instanceof THREE.Geometry ) {
  
  			geometry.updateFromObject( object );
  
  		}
  
  		var index = geometry.index;
  		var attributes = geometry.attributes;
  
  		if ( index !== null ) {
  
  			updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
  
  		}
  
  		for ( var name in attributes ) {
  
  			updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
  
  		}
  
  		// morph targets
  
  		var morphAttributes = geometry.morphAttributes;
  
  		for ( var name in morphAttributes ) {
  
  			var array = morphAttributes[ name ];
  
  			for ( var i = 0, l = array.length; i < l; i ++ ) {
  
  				updateAttribute( array[ i ], gl.ARRAY_BUFFER );
  
  			}
  
  		}
  
  		return geometry;
  
  	}
  
  	function updateAttribute( attribute, bufferType ) {
  
  		var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
  
  		var attributeProperties = properties.get( data );
  
  		if ( attributeProperties.__webglBuffer === undefined ) {
  
  			createBuffer( attributeProperties, data, bufferType );
  
  		} else if ( attributeProperties.version !== data.version ) {
  
  			updateBuffer( attributeProperties, data, bufferType );
  
  		}
  
  	}
  
  	function createBuffer( attributeProperties, data, bufferType ) {
  
  		attributeProperties.__webglBuffer = gl.createBuffer();
  		gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  
  		var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
  
  		gl.bufferData( bufferType, data.array, usage );
  
  		attributeProperties.version = data.version;
  
  	}
  
  	function updateBuffer( attributeProperties, data, bufferType ) {
  
  		gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  
  		if ( data.dynamic === false || data.updateRange.count === - 1 ) {
  
  			// Not using update ranges
  
  			gl.bufferSubData( bufferType, 0, data.array );
  
  		} else if ( data.updateRange.count === 0 ) {
  
  			console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  
  		} else {
  
  			gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
  							  data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
  
  			data.updateRange.count = 0; // reset range
  
  		}
  
  		attributeProperties.version = data.version;
  
  	}
  
  	function getAttributeBuffer( attribute ) {
  
  		if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
  
  			return properties.get( attribute.data ).__webglBuffer;
  
  		}
  
  		return properties.get( attribute ).__webglBuffer;
  
  	}
  
  	function getWireframeAttribute( geometry ) {
  
  		var property = properties.get( geometry );
  
  		if ( property.wireframe !== undefined ) {
  
  			return property.wireframe;
  
  		}
  
  		var indices = [];
  
  		var index = geometry.index;
  		var attributes = geometry.attributes;
  		var position = attributes.position;
  
  		// console.time( 'wireframe' );
  
  		if ( index !== null ) {
  
  			var edges = {};
  			var array = index.array;
  
  			for ( var i = 0, l = array.length; i < l; i += 3 ) {
  
  				var a = array[ i + 0 ];
  				var b = array[ i + 1 ];
  				var c = array[ i + 2 ];
  
  				if ( checkEdge( edges, a, b ) ) indices.push( a, b );
  				if ( checkEdge( edges, b, c ) ) indices.push( b, c );
  				if ( checkEdge( edges, c, a ) ) indices.push( c, a );
  
  			}
  
  		} else {
  
  			var array = attributes.position.array;
  
  			for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  
  				var a = i + 0;
  				var b = i + 1;
  				var c = i + 2;
  
  				indices.push( a, b, b, c, c, a );
  
  			}
  
  		}
  
  		// console.timeEnd( 'wireframe' );
  
  		var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
  		var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 );
  
  		updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  
  		property.wireframe = attribute;
  
  		return attribute;
  
  	}
  
  	function checkEdge( edges, a, b ) {
  
  		if ( a > b ) {
  
  			var tmp = a;
  			a = b;
  			b = tmp;
  
  		}
  
  		var list = edges[ a ];
  
  		if ( list === undefined ) {
  
  			edges[ a ] = [ b ];
  			return true;
  
  		} else if ( list.indexOf( b ) === -1 ) {
  
  			list.push( b );
  			return true;
  
  		}
  
  		return false;
  
  	}
  
  	this.getAttributeBuffer = getAttributeBuffer;
  	this.getWireframeAttribute = getWireframeAttribute;
  
  	this.update = update;
  
  };
  
  // File:src/renderers/webgl/WebGLProgram.js
  
  THREE.WebGLProgram = ( function () {
  
  	var programIdCount = 0;
  
  	function getEncodingComponents( encoding ) {
  
  		switch ( encoding ) {
  
  			case THREE.LinearEncoding:
  				return [ 'Linear','( value )' ];
  			case THREE.sRGBEncoding:
  				return [ 'sRGB','( value )' ];
  			case THREE.RGBEEncoding:
  				return [ 'RGBE','( value )' ];
  			case THREE.RGBM7Encoding:
  				return [ 'RGBM','( value, 7.0 )' ];
  			case THREE.RGBM16Encoding:
  				return [ 'RGBM','( value, 16.0 )' ];
  			case THREE.RGBDEncoding:
  				return [ 'RGBD','( value, 256.0 )' ];
  			case THREE.GammaEncoding:
  				return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
  			default:
  				throw new Error( 'unsupported encoding: ' + encoding );
  
  		}
  
  	}
  
  	function getTexelDecodingFunction( functionName, encoding ) {
  
  		var components = getEncodingComponents( encoding );
  		return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
  
  	}
  
  	function getTexelEncodingFunction( functionName, encoding ) {
  
  		var components = getEncodingComponents( encoding );
  		return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
  
  	}
  
  	function getToneMappingFunction( functionName, toneMapping ) {
  
  		var toneMappingName;
  
  		switch ( toneMapping ) {
  
  			case THREE.LinearToneMapping:
  				toneMappingName = "Linear";
  				break;
  
  			case THREE.ReinhardToneMapping:
  				toneMappingName = "Reinhard";
  				break;
  
  			case THREE.Uncharted2ToneMapping:
  				toneMappingName = "Uncharted2";
  				break;
  
  			case THREE.CineonToneMapping:
  				toneMappingName = "OptimizedCineon";
  				break;
  
  			default:
  				throw new Error( 'unsupported toneMapping: ' + toneMapping );
  
  		}
  
  		return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
  
  	}
  
  	function generateExtensions( extensions, parameters, rendererExtensions ) {
  
  		extensions = extensions || {};
  
  		var chunks = [
  			( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  			( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  			( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  			( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '',
  		];
  
  		return chunks.filter( filterEmptyLine ).join( '\n' );
  
  	}
  
  	function generateDefines( defines ) {
  
  		var chunks = [];
  
  		for ( var name in defines ) {
  
  			var value = defines[ name ];
  
  			if ( value === false ) continue;
  
  			chunks.push( '#define ' + name + ' ' + value );
  
  		}
  
  		return chunks.join( '\n' );
  
  	}
  
  	function fetchAttributeLocations( gl, program, identifiers ) {
  
  		var attributes = {};
  
  		var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  
  		for ( var i = 0; i < n; i ++ ) {
  
  			var info = gl.getActiveAttrib( program, i );
  			var name = info.name;
  
  			// console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
  
  			attributes[ name ] = gl.getAttribLocation( program, name );
  
  		}
  
  		return attributes;
  
  	}
  
  	function filterEmptyLine( string ) {
  
  		return string !== '';
  
  	}
  
  	function replaceLightNums( string, parameters ) {
  
  		return string
  			.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  			.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  			.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  			.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  
  	}
  
  	function parseIncludes( string ) {
  
  		var pattern = /#include +<([\w\d.]+)>/g;
  
  		function replace( match, include ) {
  
  			var replace = THREE.ShaderChunk[ include ];
  
  			if ( replace === undefined ) {
  
  				throw new Error( 'Can not resolve #include <' + include + '>' );
  
  			}
  
  			return parseIncludes( replace );
  
  		}
  
  		return string.replace( pattern, replace );
  
  	}
  
  	function unrollLoops( string ) {
  
  		var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  
  		function replace( match, start, end, snippet ) {
  
  			var unroll = '';
  
  			for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  
  				unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  
  			}
  
  			return unroll;
  
  		}
  
  		return string.replace( pattern, replace );
  
  	}
  
  	return function WebGLProgram( renderer, code, material, parameters ) {
  
  		var gl = renderer.context;
  
  		var extensions = material.extensions;
  		var defines = material.defines;
  
  		var vertexShader = material.__webglShader.vertexShader;
  		var fragmentShader = material.__webglShader.fragmentShader;
  
  		var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  
  		if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  
  			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  
  		} else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  
  			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  
  		}
  
  		var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  		var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  		var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  
  		if ( parameters.envMap ) {
  
  			switch ( material.envMap.mapping ) {
  
  				case THREE.CubeReflectionMapping:
  				case THREE.CubeRefractionMapping:
  					envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  					break;
  
  				case THREE.CubeUVReflectionMapping:
  				case THREE.CubeUVRefractionMapping:
  					envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  					break;
  
  				case THREE.EquirectangularReflectionMapping:
  				case THREE.EquirectangularRefractionMapping:
  					envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  					break;
  
  				case THREE.SphericalReflectionMapping:
  					envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  					break;
  
  			}
  
  			switch ( material.envMap.mapping ) {
  
  				case THREE.CubeRefractionMapping:
  				case THREE.EquirectangularRefractionMapping:
  					envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  					break;
  
  			}
  
  			switch ( material.combine ) {
  
  				case THREE.MultiplyOperation:
  					envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  					break;
  
  				case THREE.MixOperation:
  					envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  					break;
  
  				case THREE.AddOperation:
  					envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  					break;
  
  			}
  
  		}
  
  		var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  
  		// console.log( 'building new program ' );
  
  		//
  
  		var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
  
  		var customDefines = generateDefines( defines );
  
  		//
  
  		var program = gl.createProgram();
  
  		var prefixVertex, prefixFragment;
  
  		if ( material instanceof THREE.RawShaderMaterial ) {
  
  			prefixVertex = '';
  			prefixFragment = '';
  
  		} else {
  
  			prefixVertex = [
  
  				'precision ' + parameters.precision + ' float;',
  				'precision ' + parameters.precision + ' int;',
  
  				'#define SHADER_NAME ' + material.__webglShader.name,
  
  				customDefines,
  
  				parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  
  				'#define GAMMA_FACTOR ' + gammaFactorDefine,
  
  				'#define MAX_BONES ' + parameters.maxBones,
  
  				parameters.map ? '#define USE_MAP' : '',
  				parameters.envMap ? '#define USE_ENVMAP' : '',
  				parameters.envMap ? '#define ' + envMapModeDefine : '',
  				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  				parameters.aoMap ? '#define USE_AOMAP' : '',
  				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  				parameters.normalMap ? '#define USE_NORMALMAP' : '',
  				parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  				parameters.vertexColors ? '#define USE_COLOR' : '',
  
  				parameters.flatShading ? '#define FLAT_SHADED' : '',
  
  				parameters.skinning ? '#define USE_SKINNING' : '',
  				parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  
  				parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  				parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  				parameters.flipSided ? '#define FLIP_SIDED' : '',
  
  				'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
  
  				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  
  				parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  
  				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  				parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  
  				'uniform mat4 modelMatrix;',
  				'uniform mat4 modelViewMatrix;',
  				'uniform mat4 projectionMatrix;',
  				'uniform mat4 viewMatrix;',
  				'uniform mat3 normalMatrix;',
  				'uniform vec3 cameraPosition;',
  
  				'attribute vec3 position;',
  				'attribute vec3 normal;',
  				'attribute vec2 uv;',
  
  				'#ifdef USE_COLOR',
  
  				'	attribute vec3 color;',
  
  				'#endif',
  
  				'#ifdef USE_MORPHTARGETS',
  
  				'	attribute vec3 morphTarget0;',
  				'	attribute vec3 morphTarget1;',
  				'	attribute vec3 morphTarget2;',
  				'	attribute vec3 morphTarget3;',
  
  				'	#ifdef USE_MORPHNORMALS',
  
  				'		attribute vec3 morphNormal0;',
  				'		attribute vec3 morphNormal1;',
  				'		attribute vec3 morphNormal2;',
  				'		attribute vec3 morphNormal3;',
  
  				'	#else',
  
  				'		attribute vec3 morphTarget4;',
  				'		attribute vec3 morphTarget5;',
  				'		attribute vec3 morphTarget6;',
  				'		attribute vec3 morphTarget7;',
  
  				'	#endif',
  
  				'#endif',
  
  				'#ifdef USE_SKINNING',
  
  				'	attribute vec4 skinIndex;',
  				'	attribute vec4 skinWeight;',
  
  				'#endif',
  
  				'\n'
  
  			].filter( filterEmptyLine ).join( '\n' );
  
  			prefixFragment = [
  
  				customExtensions,
  
  				'precision ' + parameters.precision + ' float;',
  				'precision ' + parameters.precision + ' int;',
  
  				'#define SHADER_NAME ' + material.__webglShader.name,
  
  				customDefines,
  
  				parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  
  				'#define GAMMA_FACTOR ' + gammaFactorDefine,
  
  				( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  				( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  
  				parameters.map ? '#define USE_MAP' : '',
  				parameters.envMap ? '#define USE_ENVMAP' : '',
  				parameters.envMap ? '#define ' + envMapTypeDefine : '',
  				parameters.envMap ? '#define ' + envMapModeDefine : '',
  				parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  				parameters.aoMap ? '#define USE_AOMAP' : '',
  				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  				parameters.normalMap ? '#define USE_NORMALMAP' : '',
  				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  				parameters.vertexColors ? '#define USE_COLOR' : '',
  
  				parameters.flatShading ? '#define FLAT_SHADED' : '',
  
  				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  				parameters.flipSided ? '#define FLIP_SIDED' : '',
  
  				'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
  
  				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  
  				parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
  
  				parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',
  
  				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  				parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  
  				parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
  
  				'uniform mat4 viewMatrix;',
  				'uniform vec3 cameraPosition;',
  
  				( parameters.toneMapping !== THREE.NoToneMapping ) ? "#define TONE_MAPPING" : '',
  				( parameters.toneMapping !== THREE.NoToneMapping ) ? THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] : '',  // this code is required here because it is used by the toneMapping() function defined below
  				( parameters.toneMapping !== THREE.NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
  
  				( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? THREE.ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  				parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  				parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  				parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  				parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',
  
  				parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',
  
  				'\n'
  
  			].filter( filterEmptyLine ).join( '\n' );
  
  		}
  
  		vertexShader = parseIncludes( vertexShader, parameters );
  		vertexShader = replaceLightNums( vertexShader, parameters );
  
  		fragmentShader = parseIncludes( fragmentShader, parameters );
  		fragmentShader = replaceLightNums( fragmentShader, parameters );
  
  		if ( material instanceof THREE.ShaderMaterial === false ) {
  
  			vertexShader = unrollLoops( vertexShader );
  			fragmentShader = unrollLoops( fragmentShader );
  
  		}
  
  		var vertexGlsl = prefixVertex + vertexShader;
  		var fragmentGlsl = prefixFragment + fragmentShader;
  
  		// console.log( '*VERTEX*', vertexGlsl );
  		// console.log( '*FRAGMENT*', fragmentGlsl );
  
  		var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  		var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  
  		gl.attachShader( program, glVertexShader );
  		gl.attachShader( program, glFragmentShader );
  
  		// Force a particular attribute to index 0.
  
  		if ( material.index0AttributeName !== undefined ) {
  
  			gl.bindAttribLocation( program, 0, material.index0AttributeName );
  
  		} else if ( parameters.morphTargets === true ) {
  
  			// programs with morphTargets displace position out of attribute 0
  			gl.bindAttribLocation( program, 0, 'position' );
  
  		}
  
  		gl.linkProgram( program );
  
  		var programLog = gl.getProgramInfoLog( program );
  		var vertexLog = gl.getShaderInfoLog( glVertexShader );
  		var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
  
  		var runnable = true;
  		var haveDiagnostics = true;
  
  		// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  		// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  
  		if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  
  			runnable = false;
  
  			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  
  		} else if ( programLog !== '' ) {
  
  			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  
  		} else if ( vertexLog === '' || fragmentLog === '' ) {
  
  			haveDiagnostics = false;
  
  		}
  
  		if ( haveDiagnostics ) {
  
  			this.diagnostics = {
  
  				runnable: runnable,
  				material: material,
  
  				programLog: programLog,
  
  				vertexShader: {
  
  					log: vertexLog,
  					prefix: prefixVertex
  
  				},
  
  				fragmentShader: {
  
  					log: fragmentLog,
  					prefix: prefixFragment
  
  				}
  
  			};
  
  		}
  
  		// clean up
  
  		gl.deleteShader( glVertexShader );
  		gl.deleteShader( glFragmentShader );
  
  		// set up caching for uniform locations
  
  		var cachedUniforms;
  
  		this.getUniforms = function() {
  
  			if ( cachedUniforms === undefined ) {
  
  				cachedUniforms =
  						new THREE.WebGLUniforms( gl, program, renderer );
  
  			}
  
  			return cachedUniforms;
  
  		};
  
  		// set up caching for attribute locations
  
  		var cachedAttributes;
  
  		this.getAttributes = function() {
  
  			if ( cachedAttributes === undefined ) {
  
  				cachedAttributes = fetchAttributeLocations( gl, program );
  
  			}
  
  			return cachedAttributes;
  
  		};
  
  		// free resource
  
  		this.destroy = function() {
  
  			gl.deleteProgram( program );
  			this.program = undefined;
  
  		};
  
  		// DEPRECATED
  
  		Object.defineProperties( this, {
  
  			uniforms: {
  				get: function() {
  
  					console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  					return this.getUniforms();
  
  				}
  			},
  
  			attributes: {
  				get: function() {
  
  					console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  					return this.getAttributes();
  
  				}
  			}
  
  		} );
  
  
  		//
  
  		this.id = programIdCount ++;
  		this.code = code;
  		this.usedTimes = 1;
  		this.program = program;
  		this.vertexShader = glVertexShader;
  		this.fragmentShader = glFragmentShader;
  
  		return this;
  
  	};
  
  } )();
  
  // File:src/renderers/webgl/WebGLPrograms.js
  
  THREE.WebGLPrograms = function ( renderer, capabilities ) {
  
  	var programs = [];
  
  	var shaderIDs = {
  		MeshDepthMaterial: 'depth',
  		MeshNormalMaterial: 'normal',
  		MeshBasicMaterial: 'basic',
  		MeshLambertMaterial: 'lambert',
  		MeshPhongMaterial: 'phong',
  		MeshStandardMaterial: 'physical',
  		MeshPhysicalMaterial: 'physical',
  		LineBasicMaterial: 'basic',
  		LineDashedMaterial: 'dashed',
  		PointsMaterial: 'points'
  	};
  
  	var parameterNames = [
  		"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
  		"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
  		"roughnessMap", "metalnessMap",
  		"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
  		"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  		"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  		"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  		"numDirLights", "numPointLights", "numSpotLights", "numHemiLights",
  		"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  		"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "depthPacking"
  	];
  
  
  	function allocateBones ( object ) {
  
  		if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  
  			return 1024;
  
  		} else {
  
  			// default for when object is not specified
  			// ( for example when prebuilding shader to be used with multiple objects )
  			//
  			//  - leave some extra space for other uniforms
  			//  - limit here is ANGLE's 254 max uniform vectors
  			//    (up to 54 should be safe)
  
  			var nVertexUniforms = capabilities.maxVertexUniforms;
  			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  
  			var maxBones = nVertexMatrices;
  
  			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  
  				maxBones = Math.min( object.skeleton.bones.length, maxBones );
  
  				if ( maxBones < object.skeleton.bones.length ) {
  
  					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  
  				}
  
  			}
  
  			return maxBones;
  
  		}
  
  	}
  
  	function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  
  		var encoding;
  
  		if ( ! map ) {
  
  			encoding = THREE.LinearEncoding;
  
  		} else if ( map instanceof THREE.Texture ) {
  
  			encoding = map.encoding;
  
  		} else if ( map instanceof THREE.WebGLRenderTarget ) {
  
  			console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  			encoding = map.texture.encoding;
  
  		}
  
  		// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  		if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) {
  
  			encoding = THREE.GammaEncoding;
  
  		}
  
  		return encoding;
  
  	}
  
  	this.getParameters = function ( material, lights, fog, nClipPlanes, object ) {
  
  		var shaderID = shaderIDs[ material.type ];
  
  		// heuristics to create shader parameters according to lights in the scene
  		// (not to blow over maxLights budget)
  
  		var maxBones = allocateBones( object );
  		var precision = renderer.getPrecision();
  
  		if ( material.precision !== null ) {
  
  			precision = capabilities.getMaxPrecision( material.precision );
  
  			if ( precision !== material.precision ) {
  
  				console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  
  			}
  
  		}
  
  		var currentRenderTarget = renderer.getCurrentRenderTarget();
  
  		var parameters = {
  
  			shaderID: shaderID,
  
  			precision: precision,
  			supportsVertexTextures: capabilities.vertexTextures,
  			outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  			map: !! material.map,
  			mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  			envMap: !! material.envMap,
  			envMapMode: material.envMap && material.envMap.mapping,
  			envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  			envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === THREE.CubeUVReflectionMapping ) || ( material.envMap.mapping === THREE.CubeUVRefractionMapping ) ),
  			lightMap: !! material.lightMap,
  			aoMap: !! material.aoMap,
  			emissiveMap: !! material.emissiveMap,
  			emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  			bumpMap: !! material.bumpMap,
  			normalMap: !! material.normalMap,
  			displacementMap: !! material.displacementMap,
  			roughnessMap: !! material.roughnessMap,
  			metalnessMap: !! material.metalnessMap,
  			specularMap: !! material.specularMap,
  			alphaMap: !! material.alphaMap,
  
  			combine: material.combine,
  
  			vertexColors: material.vertexColors,
  
  			fog: fog,
  			useFog: material.fog,
  			fogExp: fog instanceof THREE.FogExp2,
  
  			flatShading: material.shading === THREE.FlatShading,
  
  			sizeAttenuation: material.sizeAttenuation,
  			logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  
  			skinning: material.skinning,
  			maxBones: maxBones,
  			useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  
  			morphTargets: material.morphTargets,
  			morphNormals: material.morphNormals,
  			maxMorphTargets: renderer.maxMorphTargets,
  			maxMorphNormals: renderer.maxMorphNormals,
  
  			numDirLights: lights.directional.length,
  			numPointLights: lights.point.length,
  			numSpotLights: lights.spot.length,
  			numHemiLights: lights.hemi.length,
  
  			numClippingPlanes: nClipPlanes,
  
  			shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
  			shadowMapType: renderer.shadowMap.type,
  
  			toneMapping: renderer.toneMapping,
  			physicallyCorrectLights: renderer.physicallyCorrectLights,
  
  			premultipliedAlpha: material.premultipliedAlpha,
  
  			alphaTest: material.alphaTest,
  			doubleSided: material.side === THREE.DoubleSide,
  			flipSided: material.side === THREE.BackSide,
  
  			depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  
  		};
  
  		return parameters;
  
  	};
  
  	this.getProgramCode = function ( material, parameters ) {
  
  		var array = [];
  
  		if ( parameters.shaderID ) {
  
  			array.push( parameters.shaderID );
  
  		} else {
  
  			array.push( material.fragmentShader );
  			array.push( material.vertexShader );
  
  		}
  
  		if ( material.defines !== undefined ) {
  
  			for ( var name in material.defines ) {
  
  				array.push( name );
  				array.push( material.defines[ name ] );
  
  			}
  
  		}
  
  		for ( var i = 0; i < parameterNames.length; i ++ ) {
  
  			array.push( parameters[ parameterNames[ i ] ] );
  
  		}
  
  		return array.join();
  
  	};
  
  	this.acquireProgram = function ( material, parameters, code ) {
  
  		var program;
  
  		// Check if code has been already compiled
  		for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  
  			var programInfo = programs[ p ];
  
  			if ( programInfo.code === code ) {
  
  				program = programInfo;
  				++ program.usedTimes;
  
  				break;
  
  			}
  
  		}
  
  		if ( program === undefined ) {
  
  			program = new THREE.WebGLProgram( renderer, code, material, parameters );
  			programs.push( program );
  
  		}
  
  		return program;
  
  	};
  
  	this.releaseProgram = function( program ) {
  
  		if ( -- program.usedTimes === 0 ) {
  
  			// Remove from unordered set
  			var i = programs.indexOf( program );
  			programs[ i ] = programs[ programs.length - 1 ];
  			programs.pop();
  
  			// Free WebGL resources
  			program.destroy();
  
  		}
  
  	};
  
  	// Exposed for resource monitoring & error feedback via renderer.info:
  	this.programs = programs;
  
  };
  
  // File:src/renderers/webgl/WebGLProperties.js
  
  /**
  * @author fordacious / fordacious.github.io
  */
  
  THREE.WebGLProperties = function () {
  
  	var properties = {};
  
  	this.get = function ( object ) {
  
  		var uuid = object.uuid;
  		var map = properties[ uuid ];
  
  		if ( map === undefined ) {
  
  			map = {};
  			properties[ uuid ] = map;
  
  		}
  
  		return map;
  
  	};
  
  	this.delete = function ( object ) {
  
  		delete properties[ object.uuid ];
  
  	};
  
  	this.clear = function () {
  
  		properties = {};
  
  	};
  
  };
  
  // File:src/renderers/webgl/WebGLShader.js
  
  THREE.WebGLShader = ( function () {
  
  	function addLineNumbers( string ) {
  
  		var lines = string.split( '\n' );
  
  		for ( var i = 0; i < lines.length; i ++ ) {
  
  			lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  
  		}
  
  		return lines.join( '\n' );
  
  	}
  
  	return function WebGLShader( gl, type, string ) {
  
  		var shader = gl.createShader( type );
  
  		gl.shaderSource( shader, string );
  		gl.compileShader( shader );
  
  		if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  
  			console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  
  		}
  
  		if ( gl.getShaderInfoLog( shader ) !== '' ) {
  
  			console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
  
  		}
  
  		// --enable-privileged-webgl-extension
  		// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  
  		return shader;
  
  	};
  
  } )();
  
  // File:src/renderers/webgl/WebGLShadowMap.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
  
  	var _gl = _renderer.context,
  	_state = _renderer.state,
  	_frustum = new THREE.Frustum(),
  	_projScreenMatrix = new THREE.Matrix4(),
  
  	_lightShadows = _lights.shadows,
  
  	_shadowMapSize = new THREE.Vector2(),
  
  	_lookTarget = new THREE.Vector3(),
  	_lightPositionWorld = new THREE.Vector3(),
  
  	_renderList = [],
  
  	_MorphingFlag = 1,
  	_SkinningFlag = 2,
  
  	_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  
  	_depthMaterials = new Array( _NumberOfMaterialVariants ),
  	_distanceMaterials = new Array( _NumberOfMaterialVariants ),
  
  	_materialCache = {};
  
  	var cubeDirections = [
  		new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
  		new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
  	];
  
  	var cubeUps = [
  		new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
  		new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ),	new THREE.Vector3( 0, 0, - 1 )
  	];
  
  	var cube2DViewPorts = [
  		new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
  		new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
  	];
  
  	// init
  
  	var depthMaterialTemplate = new THREE.MeshDepthMaterial();
  	depthMaterialTemplate.depthPacking = THREE.RGBADepthPacking;
  	depthMaterialTemplate.clipping = true;
  
  	var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
  	var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
  
  	for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  
  		var useMorphing = ( i & _MorphingFlag ) !== 0;
  		var useSkinning = ( i & _SkinningFlag ) !== 0;
  
  		var depthMaterial = depthMaterialTemplate.clone();
  		depthMaterial.morphTargets = useMorphing;
  		depthMaterial.skinning = useSkinning;
  
  		_depthMaterials[ i ] = depthMaterial;
  
  		var distanceMaterial = new THREE.ShaderMaterial( {
  			defines: {
  				'USE_SHADOWMAP': ''
  			},
  			uniforms: distanceUniforms,
  			vertexShader: distanceShader.vertexShader,
  			fragmentShader: distanceShader.fragmentShader,
  			morphTargets: useMorphing,
  			skinning: useSkinning,
  			clipping: true
  		} );
  
  		_distanceMaterials[ i ] = distanceMaterial;
  
  	}
  
  	//
  
  	var scope = this;
  
  	this.enabled = false;
  
  	this.autoUpdate = true;
  	this.needsUpdate = false;
  
  	this.type = THREE.PCFShadowMap;
  
  	this.renderReverseSided = true;
  	this.renderSingleSided = true;
  
  	this.render = function ( scene, camera ) {
  
  		if ( scope.enabled === false ) return;
  		if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  
  		if ( _lightShadows.length === 0 ) return;
  
  		// Set GL state for depth map.
  		_state.clearColor( 1, 1, 1, 1 );
  		_state.disable( _gl.BLEND );
  		_state.setDepthTest( true );
  		_state.setScissorTest( false );
  
  		// render depth map
  
  		var faceCount, isPointLight;
  
  		for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
  
  			var light = _lightShadows[ i ];
  			var shadow = light.shadow;
  
  			if ( shadow === undefined ) {
  
  				console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  				continue;
  
  			}
  
  			var shadowCamera = shadow.camera;
  
  			_shadowMapSize.copy( shadow.mapSize );
  
  			if ( light instanceof THREE.PointLight ) {
  
  				faceCount = 6;
  				isPointLight = true;
  
  				var vpWidth = _shadowMapSize.x;
  				var vpHeight = _shadowMapSize.y;
  
  				// These viewports map a cube-map onto a 2D texture with the
  				// following orientation:
  				//
  				//  xzXZ
  				//   y Y
  				//
  				// X - Positive x direction
  				// x - Negative x direction
  				// Y - Positive y direction
  				// y - Negative y direction
  				// Z - Positive z direction
  				// z - Negative z direction
  
  				// positive X
  				cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  				// negative X
  				cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  				// positive Z
  				cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  				// negative Z
  				cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  				// positive Y
  				cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  				// negative Y
  				cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  
  				_shadowMapSize.x *= 4.0;
  				_shadowMapSize.y *= 2.0;
  
  			} else {
  
  				faceCount = 1;
  				isPointLight = false;
  
  			}
  
  			if ( shadow.map === null ) {
  
  				var pars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  
  				shadow.map = new THREE.WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  
  				shadowCamera.updateProjectionMatrix();
  
  			}
  
  			if ( shadow instanceof THREE.SpotLightShadow ) {
  
  				shadow.update( light );
  
  			}
  
  			var shadowMap = shadow.map;
  			var shadowMatrix = shadow.matrix;
  
  			_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  			shadowCamera.position.copy( _lightPositionWorld );
  
  			_renderer.setRenderTarget( shadowMap );
  			_renderer.clear();
  
  			// render shadow map for each cube face (if omni-directional) or
  			// run a single pass if not
  
  			for ( var face = 0; face < faceCount; face ++ ) {
  
  				if ( isPointLight ) {
  
  					_lookTarget.copy( shadowCamera.position );
  					_lookTarget.add( cubeDirections[ face ] );
  					shadowCamera.up.copy( cubeUps[ face ] );
  					shadowCamera.lookAt( _lookTarget );
  
  					var vpDimensions = cube2DViewPorts[ face ];
  					_state.viewport( vpDimensions );
  
  				} else {
  
  					_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  					shadowCamera.lookAt( _lookTarget );
  
  				}
  
  				shadowCamera.updateMatrixWorld();
  				shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  
  				// compute shadow matrix
  
  				shadowMatrix.set(
  					0.5, 0.0, 0.0, 0.5,
  					0.0, 0.5, 0.0, 0.5,
  					0.0, 0.0, 0.5, 0.5,
  					0.0, 0.0, 0.0, 1.0
  				);
  
  				shadowMatrix.multiply( shadowCamera.projectionMatrix );
  				shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  
  				// update camera matrices and frustum
  
  				_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  				_frustum.setFromMatrix( _projScreenMatrix );
  
  				// set object matrices & frustum culling
  
  				_renderList.length = 0;
  
  				projectObject( scene, camera, shadowCamera );
  
  				// render shadow map
  				// render regular objects
  
  				for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
  
  					var object = _renderList[ j ];
  					var geometry = _objects.update( object );
  					var material = object.material;
  
  					if ( material instanceof THREE.MultiMaterial ) {
  
  						var groups = geometry.groups;
  						var materials = material.materials;
  
  						for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  
  							var group = groups[ k ];
  							var groupMaterial = materials[ group.materialIndex ];
  
  							if ( groupMaterial.visible === true ) {
  
  								var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
  								_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  
  							}
  
  						}
  
  					} else {
  
  						var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
  						_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  
  					}
  
  				}
  
  			}
  
  		}
  
  		// Restore GL state.
  		var clearColor = _renderer.getClearColor(),
  		clearAlpha = _renderer.getClearAlpha();
  		_renderer.setClearColor( clearColor, clearAlpha );
  
  		scope.needsUpdate = false;
  
  	};
  
  	function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
  
  		var geometry = object.geometry;
  
  		var result = null;
  
  		var materialVariants = _depthMaterials;
  		var customMaterial = object.customDepthMaterial;
  
  		if ( isPointLight ) {
  
  			materialVariants = _distanceMaterials;
  			customMaterial = object.customDistanceMaterial;
  
  		}
  
  		if ( ! customMaterial ) {
  
  			var useMorphing = geometry.morphTargets !== undefined &&
  					geometry.morphTargets.length > 0 && material.morphTargets;
  
  			var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
  
  			var variantIndex = 0;
  
  			if ( useMorphing ) variantIndex |= _MorphingFlag;
  			if ( useSkinning ) variantIndex |= _SkinningFlag;
  
  			result = materialVariants[ variantIndex ];
  
  		} else {
  
  			result = customMaterial;
  
  		}
  
  		if ( _renderer.localClippingEnabled &&
  			 material.clipShadows === true &&
  				material.clippingPlanes.length !== 0 ) {
  
  			// in this case we need a unique material instance reflecting the
  			// appropriate state
  
  			var keyA = result.uuid, keyB = material.uuid;
  
  			var materialsForVariant = _materialCache[ keyA ];
  
  			if ( materialsForVariant === undefined ) {
  
  				materialsForVariant = {};
  				_materialCache[ keyA ] = materialsForVariant;
  
  			}
  
  			var cachedMaterial = materialsForVariant[ keyB ];
  
  			if ( cachedMaterial === undefined ) {
  
  				cachedMaterial = result.clone();
  				materialsForVariant[ keyB ] = cachedMaterial;
  
  			}
  
  			result = cachedMaterial;
  
  		}
  
  		result.visible = material.visible;
  		result.wireframe = material.wireframe;
  
  		var side = material.side;
  
  		if ( scope.renderSingleSided && side == THREE.DoubleSide ) {
  
  			side = THREE.FrontSide;
  
  		}
  
  		if ( scope.renderReverseSided ) {
  
  			if ( side === THREE.FrontSide ) side = THREE.BackSide;
  			else if ( side === THREE.BackSide ) side = THREE.FrontSide;
  
  		}
  
  		result.side = side;
  
  		result.clipShadows = material.clipShadows;
  		result.clippingPlanes = material.clippingPlanes;
  
  		result.wireframeLinewidth = material.wireframeLinewidth;
  		result.linewidth = material.linewidth;
  
  		if ( isPointLight && result.uniforms.lightPos !== undefined ) {
  
  			result.uniforms.lightPos.value.copy( lightPositionWorld );
  
  		}
  
  		return result;
  
  	}
  
  	function projectObject( object, camera, shadowCamera ) {
  
  		if ( object.visible === false ) return;
  
  		if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) {
  
  			if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  
  				var material = object.material;
  
  				if ( material.visible === true ) {
  
  					object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  					_renderList.push( object );
  
  				}
  
  			}
  
  		}
  
  		var children = object.children;
  
  		for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  			projectObject( children[ i ], camera, shadowCamera );
  
  		}
  
  	}
  
  };
  
  // File:src/renderers/webgl/WebGLState.js
  
  /**
  * @author mrdoob / http://mrdoob.com/
  */
  
  THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
  
  	var _this = this;
  
  	this.buffers = {
  		color: new THREE.WebGLColorBuffer( gl, this ),
  		depth: new THREE.WebGLDepthBuffer( gl, this ),
  		stencil: new THREE.WebGLStencilBuffer( gl, this )
  	};
  
  	var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
  	var newAttributes = new Uint8Array( maxVertexAttributes );
  	var enabledAttributes = new Uint8Array( maxVertexAttributes );
  	var attributeDivisors = new Uint8Array( maxVertexAttributes );
  
  	var capabilities = {};
  
  	var compressedTextureFormats = null;
  
  	var currentBlending = null;
  	var currentBlendEquation = null;
  	var currentBlendSrc = null;
  	var currentBlendDst = null;
  	var currentBlendEquationAlpha = null;
  	var currentBlendSrcAlpha = null;
  	var currentBlendDstAlpha = null;
  	var currentPremultipledAlpha = false;
  
  	var currentFlipSided = null;
  	var currentCullFace = null;
  
  	var currentLineWidth = null;
  
  	var currentPolygonOffsetFactor = null;
  	var currentPolygonOffsetUnits = null;
  
  	var currentScissorTest = null;
  
  	var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
  
  	var currentTextureSlot = null;
  	var currentBoundTextures = {};
  
  	var currentScissor = new THREE.Vector4();
  	var currentViewport = new THREE.Vector4();
  
  	function createTexture( type, target, count ) {
  
  		var data = new Uint8Array( 3 );
  		var texture = gl.createTexture();
  
  		gl.bindTexture( type, texture );
  		gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  		gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  
  		for ( var i = 0; i < count; i ++ ) {
  
  			gl.texImage2D( target + i, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, data );
  
  		}
  
  		return texture;
  
  	}
  
  	var emptyTextures = {};
  	emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
  	emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
  
  	//
  
  	this.init = function () {
  
  		this.clearColor( 0, 0, 0, 1 );
  		this.clearDepth( 1 );
  		this.clearStencil( 0 );
  
  		this.enable( gl.DEPTH_TEST );
  		this.setDepthFunc( THREE.LessEqualDepth );
  
  		this.setFlipSided( false );
  		this.setCullFace( THREE.CullFaceBack );
  		this.enable( gl.CULL_FACE );
  
  		this.enable( gl.BLEND );
  		this.setBlending( THREE.NormalBlending );
  
  	};
  
  	this.initAttributes = function () {
  
  		for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  
  			newAttributes[ i ] = 0;
  
  		}
  
  	};
  
  	this.enableAttribute = function ( attribute ) {
  
  		newAttributes[ attribute ] = 1;
  
  		if ( enabledAttributes[ attribute ] === 0 ) {
  
  			gl.enableVertexAttribArray( attribute );
  			enabledAttributes[ attribute ] = 1;
  
  		}
  
  		if ( attributeDivisors[ attribute ] !== 0 ) {
  
  			var extension = extensions.get( 'ANGLE_instanced_arrays' );
  
  			extension.vertexAttribDivisorANGLE( attribute, 0 );
  			attributeDivisors[ attribute ] = 0;
  
  		}
  
  	};
  
  	this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) {
  
  		newAttributes[ attribute ] = 1;
  
  		if ( enabledAttributes[ attribute ] === 0 ) {
  
  			gl.enableVertexAttribArray( attribute );
  			enabledAttributes[ attribute ] = 1;
  
  		}
  
  		if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  
  			extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
  			attributeDivisors[ attribute ] = meshPerAttribute;
  
  		}
  
  	};
  
  	this.disableUnusedAttributes = function () {
  
  		for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  
  			if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  
  				gl.disableVertexAttribArray( i );
  				enabledAttributes[ i ] = 0;
  
  			}
  
  		}
  
  	};
  
  	this.enable = function ( id ) {
  
  		if ( capabilities[ id ] !== true ) {
  
  			gl.enable( id );
  			capabilities[ id ] = true;
  
  		}
  
  	};
  
  	this.disable = function ( id ) {
  
  		if ( capabilities[ id ] !== false ) {
  
  			gl.disable( id );
  			capabilities[ id ] = false;
  
  		}
  
  	};
  
  	this.getCompressedTextureFormats = function () {
  
  		if ( compressedTextureFormats === null ) {
  
  			compressedTextureFormats = [];
  
  			if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  			     extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  			     extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {
  
  				var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
  
  				for ( var i = 0; i < formats.length; i ++ ) {
  
  					compressedTextureFormats.push( formats[ i ] );
  
  				}
  
  			}
  
  		}
  
  		return compressedTextureFormats;
  
  	};
  
  	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  
  		if ( blending !== THREE.NoBlending ) {
  
  			this.enable( gl.BLEND );
  
  		} else {
  
  			this.disable( gl.BLEND );
  			currentBlending = blending; // no blending, that is
  			return;
  
  		}
  
  		if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  
  			if ( blending === THREE.AdditiveBlending ) {
  
  				if ( premultipliedAlpha ) {
  
  					gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  					gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
  
  				} else {
  
  					gl.blendEquation( gl.FUNC_ADD );
  					gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  
  				}
  
  			} else if ( blending === THREE.SubtractiveBlending ) {
  
  				if ( premultipliedAlpha ) {
  
  					gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  					gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
  
  				} else {
  
  					gl.blendEquation( gl.FUNC_ADD );
  					gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
  
  				}
  
  			} else if ( blending === THREE.MultiplyBlending ) {
  
  				if ( premultipliedAlpha ) {
  
  					gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  					gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  
  				} else {
  
  					gl.blendEquation( gl.FUNC_ADD );
  					gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  
  				}
  
  			} else {
  
  				if ( premultipliedAlpha ) {
  
  					gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  					gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  
  				} else {
  
  					gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  					gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  
  				}
  
  			}
  
  			currentBlending = blending;
  			currentPremultipledAlpha = premultipliedAlpha;
  
  		}
  
  		if ( blending === THREE.CustomBlending ) {
  
  			blendEquationAlpha = blendEquationAlpha || blendEquation;
  			blendSrcAlpha = blendSrcAlpha || blendSrc;
  			blendDstAlpha = blendDstAlpha || blendDst;
  
  			if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  
  				gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
  
  				currentBlendEquation = blendEquation;
  				currentBlendEquationAlpha = blendEquationAlpha;
  
  			}
  
  			if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  
  				gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
  
  				currentBlendSrc = blendSrc;
  				currentBlendDst = blendDst;
  				currentBlendSrcAlpha = blendSrcAlpha;
  				currentBlendDstAlpha = blendDstAlpha;
  
  			}
  
  		} else {
  
  			currentBlendEquation = null;
  			currentBlendSrc = null;
  			currentBlendDst = null;
  			currentBlendEquationAlpha = null;
  			currentBlendSrcAlpha = null;
  			currentBlendDstAlpha = null;
  
  		}
  
  	};
  
  	// TODO Deprecate
  
  	this.setColorWrite = function ( colorWrite ) {
  
  		this.buffers.color.setMask( colorWrite );
  
  	};
  
  	this.setDepthTest = function ( depthTest ) {
  
  		this.buffers.depth.setTest( depthTest );
  
  	};
  
  	this.setDepthWrite = function ( depthWrite ) {
  
  		this.buffers.depth.setMask( depthWrite );
  
  	};
  
  	this.setDepthFunc = function ( depthFunc ) {
  
  		this.buffers.depth.setFunc( depthFunc );
  
  	};
  
  	this.setStencilTest = function ( stencilTest ) {
  
  		this.buffers.stencil.setTest( stencilTest );
  
  	};
  
  	this.setStencilWrite = function ( stencilWrite ) {
  
  		this.buffers.stencil.setMask( stencilWrite );
  
  	};
  
  	this.setStencilFunc = function ( stencilFunc, stencilRef, stencilMask ) {
  
  		this.buffers.stencil.setFunc( stencilFunc, stencilRef, stencilMask );
  
  	};
  
  	this.setStencilOp = function ( stencilFail, stencilZFail, stencilZPass ) {
  
  		this.buffers.stencil.setOp( stencilFail, stencilZFail, stencilZPass );
  
  	};
  
  	//
  
  	this.setFlipSided = function ( flipSided ) {
  
  		if ( currentFlipSided !== flipSided ) {
  
  			if ( flipSided ) {
  
  				gl.frontFace( gl.CW );
  
  			} else {
  
  				gl.frontFace( gl.CCW );
  
  			}
  
  			currentFlipSided = flipSided;
  
  		}
  
  	};
  
  	this.setCullFace = function ( cullFace ) {
  
  		if ( cullFace !== THREE.CullFaceNone ) {
  
  			this.enable( gl.CULL_FACE );
  
  			if ( cullFace !== currentCullFace ) {
  
  				if ( cullFace === THREE.CullFaceBack ) {
  
  					gl.cullFace( gl.BACK );
  
  				} else if ( cullFace === THREE.CullFaceFront ) {
  
  					gl.cullFace( gl.FRONT );
  
  				} else {
  
  					gl.cullFace( gl.FRONT_AND_BACK );
  
  				}
  
  			}
  
  		} else {
  
  			this.disable( gl.CULL_FACE );
  
  		}
  
  		currentCullFace = cullFace;
  
  	};
  
  	this.setLineWidth = function ( width ) {
  
  		if ( width !== currentLineWidth ) {
  
  			gl.lineWidth( width );
  
  			currentLineWidth = width;
  
  		}
  
  	};
  
  	this.setPolygonOffset = function ( polygonOffset, factor, units ) {
  
  		if ( polygonOffset ) {
  
  			this.enable( gl.POLYGON_OFFSET_FILL );
  
  			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  
  				gl.polygonOffset( factor, units );
  
  				currentPolygonOffsetFactor = factor;
  				currentPolygonOffsetUnits = units;
  
  			}
  
  		} else {
  
  			this.disable( gl.POLYGON_OFFSET_FILL );
  
  		}
  
  	};
  
  	this.getScissorTest = function () {
  
  		return currentScissorTest;
  
  	};
  
  	this.setScissorTest = function ( scissorTest ) {
  
  		currentScissorTest = scissorTest;
  
  		if ( scissorTest ) {
  
  			this.enable( gl.SCISSOR_TEST );
  
  		} else {
  
  			this.disable( gl.SCISSOR_TEST );
  
  		}
  
  	};
  
  	// texture
  
  	this.activeTexture = function ( webglSlot ) {
  
  		if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  
  		if ( currentTextureSlot !== webglSlot ) {
  
  			gl.activeTexture( webglSlot );
  			currentTextureSlot = webglSlot;
  
  		}
  
  	};
  
  	this.bindTexture = function ( webglType, webglTexture ) {
  
  		if ( currentTextureSlot === null ) {
  
  			_this.activeTexture();
  
  		}
  
  		var boundTexture = currentBoundTextures[ currentTextureSlot ];
  
  		if ( boundTexture === undefined ) {
  
  			boundTexture = { type: undefined, texture: undefined };
  			currentBoundTextures[ currentTextureSlot ] = boundTexture;
  
  		}
  
  		if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  
  			gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  
  			boundTexture.type = webglType;
  			boundTexture.texture = webglTexture;
  
  		}
  
  	};
  
  	this.compressedTexImage2D = function () {
  
  		try {
  
  			gl.compressedTexImage2D.apply( gl, arguments );
  
  		} catch ( error ) {
  
  			console.error( error );
  
  		}
  
  	};
  
  	this.texImage2D = function () {
  
  		try {
  
  			gl.texImage2D.apply( gl, arguments );
  
  		} catch ( error ) {
  
  			console.error( error );
  
  		}
  
  	};
  
  	// TODO Deprecate
  
  	this.clearColor = function ( r, g, b, a ) {
  
  		this.buffers.color.setClear( r, g, b, a );
  
  	};
  
  	this.clearDepth = function ( depth ) {
  
  		this.buffers.depth.setClear( depth );
  
  	};
  
  	this.clearStencil = function ( stencil ) {
  
  		this.buffers.stencil.setClear( stencil );
  
  	};
  
  	//
  
  	this.scissor = function ( scissor ) {
  
  		if ( currentScissor.equals( scissor ) === false ) {
  
  			gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  			currentScissor.copy( scissor );
  
  		}
  
  	};
  
  	this.viewport = function ( viewport ) {
  
  		if ( currentViewport.equals( viewport ) === false ) {
  
  			gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  			currentViewport.copy( viewport );
  
  		}
  
  	};
  
  	//
  
  	this.reset = function () {
  
  		for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  
  			if ( enabledAttributes[ i ] === 1 ) {
  
  				gl.disableVertexAttribArray( i );
  				enabledAttributes[ i ] = 0;
  
  			}
  
  		}
  
  		capabilities = {};
  
  		compressedTextureFormats = null;
  
  		currentTextureSlot = null;
  		currentBoundTextures = {};
  
  		currentBlending = null;
  
  		currentFlipSided = null;
  		currentCullFace = null;
  
  		this.buffers.color.reset();
  		this.buffers.depth.reset();
  		this.buffers.stencil.reset();
  
  	};
  
  };
  
  THREE.WebGLColorBuffer = function ( gl, state ) {
  
  	var locked = false;
  
  	var color = new THREE.Vector4();
  	var currentColorMask = null;
  	var currentColorClear = new THREE.Vector4();
  
  	this.setMask = function ( colorMask ) {
  
  		if ( currentColorMask !== colorMask && ! locked ) {
  
  			gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  			currentColorMask = colorMask;
  
  		}
  
  	};
  
  	this.setLocked = function ( lock ) {
  
  		locked = lock;
  
  	};
  
  	this.setClear = function ( r, g, b, a ) {
  
  		color.set( r, g, b, a );
  
  		if ( currentColorClear.equals( color ) === false ) {
  
  			gl.clearColor( r, g, b, a );
  			currentColorClear.copy( color );
  
  		}
  
  	};
  
  	this.reset = function () {
  
  		locked = false;
  
  		currentColorMask = null;
  		currentColorClear = new THREE.Vector4();
  
  	};
  
  };
  
  THREE.WebGLDepthBuffer = function( gl, state ) {
  
  	var locked = false;
  
  	var currentDepthMask = null;
  	var currentDepthFunc = null;
  	var currentDepthClear = null;
  
  	this.setTest = function ( depthTest ) {
  
  		if ( depthTest ) {
  
  			state.enable( gl.DEPTH_TEST );
  
  		} else {
  
  			state.disable( gl.DEPTH_TEST );
  
  		}
  
  	};
  
  	this.setMask = function( depthMask ){
  
  		if ( currentDepthMask !== depthMask && ! locked ) {
  
  			gl.depthMask( depthMask );
  			currentDepthMask = depthMask;
  
  		}
  
  	};
  
  	this.setFunc = function ( depthFunc ) {
  
  		if ( currentDepthFunc !== depthFunc ) {
  
  			if ( depthFunc ) {
  
  				switch ( depthFunc ) {
  
  					case THREE.NeverDepth:
  
  						gl.depthFunc( gl.NEVER );
  						break;
  
  					case THREE.AlwaysDepth:
  
  						gl.depthFunc( gl.ALWAYS );
  						break;
  
  					case THREE.LessDepth:
  
  						gl.depthFunc( gl.LESS );
  						break;
  
  					case THREE.LessEqualDepth:
  
  						gl.depthFunc( gl.LEQUAL );
  						break;
  
  					case THREE.EqualDepth:
  
  						gl.depthFunc( gl.EQUAL );
  						break;
  
  					case THREE.GreaterEqualDepth:
  
  						gl.depthFunc( gl.GEQUAL );
  						break;
  
  					case THREE.GreaterDepth:
  
  						gl.depthFunc( gl.GREATER );
  						break;
  
  					case THREE.NotEqualDepth:
  
  						gl.depthFunc( gl.NOTEQUAL );
  						break;
  
  					default:
  
  						gl.depthFunc( gl.LEQUAL );
  
  				}
  
  			} else {
  
  				gl.depthFunc( gl.LEQUAL );
  
  			}
  
  			currentDepthFunc = depthFunc;
  
  		}
  
  	};
  
  	this.setLocked = function ( lock ) {
  
  		locked = lock;
  
  	};
  
  	this.setClear = function ( depth ) {
  
  		if ( currentDepthClear !== depth ) {
  
  			gl.clearDepth( depth );
  			currentDepthClear = depth;
  
  		}
  
  	};
  
  	this.reset = function () {
  
  		locked = false;
  
  		currentDepthMask = null;
  		currentDepthFunc = null;
  		currentDepthClear = null;
  
  	};
  
  };
  
  THREE.WebGLStencilBuffer = function ( gl, state ) {
  
  	var locked = false;
  
  	var currentStencilMask = null;
  	var currentStencilFunc = null;
  	var currentStencilRef = null;
  	var currentStencilFuncMask = null;
  	var currentStencilFail  = null;
  	var currentStencilZFail = null;
  	var currentStencilZPass = null;
  	var currentStencilClear = null;
  
  	this.setTest = function ( stencilTest ) {
  
  		if ( stencilTest ) {
  
  			state.enable( gl.STENCIL_TEST );
  
  		} else {
  
  			state.disable( gl.STENCIL_TEST );
  
  		}
  
  	};
  
  	this.setMask = function ( stencilMask ) {
  
  		if ( currentStencilMask !== stencilMask && ! locked ) {
  
  			gl.stencilMask( stencilMask );
  			currentStencilMask = stencilMask;
  
  		}
  
  	};
  
  	this.setFunc = function ( stencilFunc, stencilRef, stencilMask ) {
  
  		if ( currentStencilFunc !== stencilFunc ||
  		     currentStencilRef 	!== stencilRef 	||
  		     currentStencilFuncMask !== stencilMask ) {
  
  			gl.stencilFunc( stencilFunc,  stencilRef, stencilMask );
  
  			currentStencilFunc = stencilFunc;
  			currentStencilRef  = stencilRef;
  			currentStencilFuncMask = stencilMask;
  
  		}
  
  	};
  
  	this.setOp	 = function ( stencilFail, stencilZFail, stencilZPass ) {
  
  		if ( currentStencilFail	 !== stencilFail 	||
  		     currentStencilZFail !== stencilZFail ||
  		     currentStencilZPass !== stencilZPass ) {
  
  			gl.stencilOp( stencilFail,  stencilZFail, stencilZPass );
  
  			currentStencilFail  = stencilFail;
  			currentStencilZFail = stencilZFail;
  			currentStencilZPass = stencilZPass;
  
  		}
  
  	};
  
  	this.setLocked = function ( lock ) {
  
  		locked = lock;
  
  	};
  
  	this.setClear = function ( stencil ) {
  
  		if ( currentStencilClear !== stencil ) {
  
  			gl.clearStencil( stencil );
  			currentStencilClear = stencil;
  
  		}
  
  	};
  
  	this.reset = function () {
  
  		locked = false;
  
  		currentStencilMask = null;
  		currentStencilFunc = null;
  		currentStencilRef = null;
  		currentStencilFuncMask = null;
  		currentStencilFail = null;
  		currentStencilZFail = null;
  		currentStencilZPass = null;
  		currentStencilClear = null;
  
  	};
  
  };
  
  // File:src/renderers/webgl/WebGLUniforms.js
  
  /**
   *
   * Uniforms of a program.
   * Those form a tree structure with a special top-level container for the root,
   * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
   *
   *
   * Properties of inner nodes including the top-level container:
   *
   * .seq - array of nested uniforms
   * .map - nested uniforms by name
   *
   *
   * Methods of all nodes except the top-level container:
   *
   * .setValue( gl, value, [renderer] )
   *
   * 		uploads a uniform value(s)
   *  	the 'renderer' parameter is needed for sampler uniforms
   *
   *
   * Static methods of the top-level container (renderer factorizations):
   *
   * .upload( gl, seq, values, renderer )
   *
   * 		sets uniforms in 'seq' to 'values[id].value'
   *
   * .seqWithValue( seq, values ) : filteredSeq
   *
   * 		filters 'seq' entries with corresponding entry in values
   *
   * .splitDynamic( seq, values ) : filteredSeq
   *
   * 		filters 'seq' entries with dynamic entry and removes them from 'seq'
   *
   *
   * Methods of the top-level container (renderer factorizations):
   *
   * .setValue( gl, name, value )
   *
   * 		sets uniform with  name 'name' to 'value'
   *
   * .set( gl, obj, prop )
   *
   * 		sets uniform from object and property with same name than uniform
   *
   * .setOptional( gl, obj, prop )
   *
   * 		like .set for an optional property of the object
   *
   *
   * @author tschw
   *
   */
  
  THREE.WebGLUniforms = ( function() { // scope
  
  	// --- Base for inner nodes (including the root) ---
  
  	var UniformContainer = function() {
  
  			this.seq = [];
  			this.map = {};
  
  		},
  
  	// --- Utilities ---
  
  	// Array Caches (provide typed arrays for temporary by size)
  
  		arrayCacheF32 = [],
  		arrayCacheI32 = [],
  
  		uncacheTemporaryArrays = function() {
  
  			arrayCacheF32.length = 0;
  			arrayCacheI32.length = 0;
  
  		},
  
  	// Flattening for arrays of vectors and matrices
  
  		flatten = function( array, nBlocks, blockSize ) {
  
  			var firstElem = array[ 0 ];
  
  			if ( firstElem <= 0 || firstElem > 0 ) return array;
  			// unoptimized: ! isNaN( firstElem )
  			// see http://jacksondunstan.com/articles/983
  
  			var n = nBlocks * blockSize,
  				r = arrayCacheF32[ n ];
  
  			if ( r === undefined ) {
  
  				r = new Float32Array( n );
  				arrayCacheF32[ n ] = r;
  
  			}
  
  			if ( nBlocks !== 0 ) {
  
  				firstElem.toArray( r, 0 );
  
  				for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  
  					offset += blockSize;
  					array[ i ].toArray( r, offset );
  
  				}
  
  			}
  
  			return r;
  
  		},
  
  	// Texture unit allocation
  
  		allocTexUnits = function( renderer, n ) {
  
  			var r = arrayCacheI32[ n ];
  
  			if ( r === undefined ) {
  
  				r = new Int32Array( n );
  				arrayCacheI32[ n ] = r;
  
  			}
  
  			for ( var i = 0; i !== n; ++ i )
  				r[ i ] = renderer.allocTextureUnit();
  
  			return r;
  
  		},
  
  	// --- Setters ---
  
  	// Note: Defining these methods externally, because they come in a bunch
  	// and this way their names minify.
  
  		// Single scalar
  
  		setValue1f = function( gl, v ) { gl.uniform1f( this.addr, v ); },
  		setValue1i = function( gl, v ) { gl.uniform1i( this.addr, v ); },
  
  		// Single float vector (from flat array or THREE.VectorN)
  
  		setValue2fv = function( gl, v ) {
  
  			if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
  			else gl.uniform2f( this.addr, v.x, v.y );
  
  		},
  
  		setValue3fv = function( gl, v ) {
  
  			if ( v.x !== undefined )
  				gl.uniform3f( this.addr, v.x, v.y, v.z );
  			else if ( v.r !== undefined )
  				gl.uniform3f( this.addr, v.r, v.g, v.b );
  			else
  				gl.uniform3fv( this.addr, v );
  
  		},
  
  		setValue4fv = function( gl, v ) {
  
  			if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
  			else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  
  		},
  
  		// Single matrix (from flat array or MatrixN)
  
  		setValue2fm = function( gl, v ) {
  
  			gl.uniformMatrix2fv( this.addr, false, v.elements || v );
  
  		},
  
  		setValue3fm = function( gl, v ) {
  
  			gl.uniformMatrix3fv( this.addr, false, v.elements || v );
  
  		},
  
  		setValue4fm = function( gl, v ) {
  
  			gl.uniformMatrix4fv( this.addr, false, v.elements || v );
  
  		},
  
  		// Single texture (2D / Cube)
  
  		setValueT1 = function( gl, v, renderer ) {
  
  			var unit = renderer.allocTextureUnit();
  			gl.uniform1i( this.addr, unit );
  			if ( v ) renderer.setTexture2D( v, unit );
  
  		},
  
  		setValueT6 = function( gl, v, renderer ) {
  
  			var unit = renderer.allocTextureUnit();
  			gl.uniform1i( this.addr, unit );
  			if ( v ) renderer.setTextureCube( v, unit );
  
  		},
  
  		// Integer / Boolean vectors or arrays thereof (always flat arrays)
  
  		setValue2iv = function( gl, v ) { gl.uniform2iv( this.addr, v ); },
  		setValue3iv = function( gl, v ) { gl.uniform3iv( this.addr, v ); },
  		setValue4iv = function( gl, v ) { gl.uniform4iv( this.addr, v ); },
  
  		// Helper to pick the right setter for the singular case
  
  		getSingularSetter = function( type ) {
  
  			switch ( type ) {
  
  				case 0x1406: return setValue1f; // FLOAT
  				case 0x8b50: return setValue2fv; // _VEC2
  				case 0x8b51: return setValue3fv; // _VEC3
  				case 0x8b52: return setValue4fv; // _VEC4
  
  				case 0x8b5a: return setValue2fm; // _MAT2
  				case 0x8b5b: return setValue3fm; // _MAT3
  				case 0x8b5c: return setValue4fm; // _MAT4
  
  				case 0x8b5e: return setValueT1; // SAMPLER_2D
  				case 0x8b60: return setValueT6; // SAMPLER_CUBE
  
  				case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
  				case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  				case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  				case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  
  			}
  
  		},
  
  		// Array of scalars
  
  		setValue1fv = function( gl, v ) { gl.uniform1fv( this.addr, v ); },
  		setValue1iv = function( gl, v ) { gl.uniform1iv( this.addr, v ); },
  
  		// Array of vectors (flat or from THREE classes)
  
  		setValueV2a = function( gl, v ) {
  
  			gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );
  
  		},
  
  		setValueV3a = function( gl, v ) {
  
  			gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );
  
  		},
  
  		setValueV4a = function( gl, v ) {
  
  			gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );
  
  		},
  
  		// Array of matrices (flat or from THREE clases)
  
  		setValueM2a = function( gl, v ) {
  
  			gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );
  
  		},
  
  		setValueM3a = function( gl, v ) {
  
  			gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );
  
  		},
  
  		setValueM4a = function( gl, v ) {
  
  			gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );
  
  		},
  
  		// Array of textures (2D / Cube)
  
  		setValueT1a = function( gl, v, renderer ) {
  
  			var n = v.length,
  				units = allocTexUnits( renderer, n );
  
  			gl.uniform1iv( this.addr, units );
  
  			for ( var i = 0; i !== n; ++ i ) {
  
  				var tex = v[ i ];
  				if ( tex ) renderer.setTexture2D( tex, units[ i ] );
  
  			}
  
  		},
  
  		setValueT6a = function( gl, v, renderer ) {
  
  			var n = v.length,
  				units = allocTexUnits( renderer, n );
  
  			gl.uniform1iv( this.addr, units );
  
  			for ( var i = 0; i !== n; ++ i ) {
  
  				var tex = v[ i ];
  				if ( tex ) renderer.setTextureCube( tex, units[ i ] );
  
  			}
  
  		},
  
  
  		// Helper to pick the right setter for a pure (bottom-level) array
  
  		getPureArraySetter = function( type ) {
  
  			switch ( type ) {
  
  				case 0x1406: return setValue1fv; // FLOAT
  				case 0x8b50: return setValueV2a; // _VEC2
  				case 0x8b51: return setValueV3a; // _VEC3
  				case 0x8b52: return setValueV4a; // _VEC4
  
  				case 0x8b5a: return setValueM2a; // _MAT2
  				case 0x8b5b: return setValueM3a; // _MAT3
  				case 0x8b5c: return setValueM4a; // _MAT4
  
  				case 0x8b5e: return setValueT1a; // SAMPLER_2D
  				case 0x8b60: return setValueT6a; // SAMPLER_CUBE
  
  				case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
  				case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  				case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  				case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  
  			}
  
  		},
  
  	// --- Uniform Classes ---
  
  		SingleUniform = function SingleUniform( id, activeInfo, addr ) {
  
  			this.id = id;
  			this.addr = addr;
  			this.setValue = getSingularSetter( activeInfo.type );
  
  			// this.path = activeInfo.name; // DEBUG
  
  		},
  
  		PureArrayUniform = function( id, activeInfo, addr ) {
  
  			this.id = id;
  			this.addr = addr;
  			this.size = activeInfo.size;
  			this.setValue = getPureArraySetter( activeInfo.type );
  
  			// this.path = activeInfo.name; // DEBUG
  
  		},
  
  		StructuredUniform = function( id ) {
  
  			this.id = id;
  
  			UniformContainer.call( this ); // mix-in
  
  		};
  
  	StructuredUniform.prototype.setValue = function( gl, value ) {
  
  		// Note: Don't need an extra 'renderer' parameter, since samplers
  		// are not allowed in structured uniforms.
  
  		var seq = this.seq;
  
  		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  
  			var u = seq[ i ];
  			u.setValue( gl, value[ u.id ] );
  
  		}
  
  	};
  
  	// --- Top-level ---
  
  	// Parser - builds up the property tree from the path strings
  
  	var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g,
  		// extracts
  		// 	- the identifier (member name or array index)
  		//  - followed by an optional right bracket (found when array index)
  		//  - followed by an optional left bracket or dot (type of subscript)
  		//
  		// Note: These portions can be read in a non-overlapping fashion and
  		// allow straightforward parsing of the hierarchy that WebGL encodes
  		// in the uniform names.
  
  		addUniform = function( container, uniformObject ) {
  
  			container.seq.push( uniformObject );
  			container.map[ uniformObject.id ] = uniformObject;
  
  		},
  
  		parseUniform = function( activeInfo, addr, container ) {
  
  			var path = activeInfo.name,
  				pathLength = path.length;
  
  			// reset RegExp object, because of the early exit of a previous run
  			RePathPart.lastIndex = 0;
  
  			for (; ;) {
  
  				var match = RePathPart.exec( path ),
  					matchEnd = RePathPart.lastIndex,
  
  					id = match[ 1 ],
  					idIsIndex = match[ 2 ] === ']',
  					subscript = match[ 3 ];
  
  				if ( idIsIndex ) id = id | 0; // convert to integer
  
  				if ( subscript === undefined ||
  						subscript === '[' && matchEnd + 2 === pathLength ) {
  					// bare name or "pure" bottom-level array "[0]" suffix
  
  					addUniform( container, subscript === undefined ?
  							new SingleUniform( id, activeInfo, addr ) :
  							new PureArrayUniform( id, activeInfo, addr ) );
  
  					break;
  
  				} else {
  					// step into inner node / create it in case it doesn't exist
  
  					var map = container.map,
  						next = map[ id ];
  
  					if ( next === undefined ) {
  
  						next = new StructuredUniform( id );
  						addUniform( container, next );
  
  					}
  
  					container = next;
  
  				}
  
  			}
  
  		},
  
  	// Root Container
  
  		WebGLUniforms = function WebGLUniforms( gl, program, renderer ) {
  
  			UniformContainer.call( this );
  
  			this.renderer = renderer;
  
  			var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
  
  			for ( var i = 0; i !== n; ++ i ) {
  
  				var info = gl.getActiveUniform( program, i ),
  					path = info.name,
  					addr = gl.getUniformLocation( program, path );
  
  				parseUniform( info, addr, this );
  
  			}
  
  		};
  
  
  	WebGLUniforms.prototype.setValue = function( gl, name, value ) {
  
  		var u = this.map[ name ];
  
  		if ( u !== undefined ) u.setValue( gl, value, this.renderer );
  
  	};
  
  	WebGLUniforms.prototype.set = function( gl, object, name ) {
  
  		var u = this.map[ name ];
  
  		if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );
  
  	};
  
  	WebGLUniforms.prototype.setOptional = function( gl, object, name ) {
  
  		var v = object[ name ];
  
  		if ( v !== undefined ) this.setValue( gl, name, v );
  
  	};
  
  
  	// Static interface
  
  	WebGLUniforms.upload = function( gl, seq, values, renderer ) {
  
  		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  
  			var u = seq[ i ],
  				v = values[ u.id ];
  
  			if ( v.needsUpdate !== false ) {
  				// note: always updating when .needsUpdate is undefined
  
  				u.setValue( gl, v.value, renderer );
  
  			}
  
  		}
  
  	};
  
  	WebGLUniforms.seqWithValue = function( seq, values ) {
  
  		var r = [];
  
  		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  
  			var u = seq[ i ];
  			if ( u.id in values ) r.push( u );
  
  		}
  
  		return r;
  
  	};
  
  	WebGLUniforms.splitDynamic = function( seq, values ) {
  
  		var r = null,
  			n = seq.length,
  			w = 0;
  
  		for ( var i = 0; i !== n; ++ i ) {
  
  			var u = seq[ i ],
  				v = values[ u.id ];
  
  			if ( v && v.dynamic === true ) {
  
  				if ( r === null ) r = [];
  				r.push( u );
  
  			} else {
  
  				// in-place compact 'seq', removing the matches
  				if ( w < i ) seq[ w ] = u;
  				++ w;
  
  			}
  
  		}
  
  		if ( w < n ) seq.length = w;
  
  		return r;
  
  	};
  
  	WebGLUniforms.evalDynamic = function( seq, values, object, camera ) {
  
  		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  
  			var v = values[ seq[ i ].id ],
  				f = v.onUpdateCallback;
  
  			if ( f !== undefined ) f.call( v, object, camera );
  
  		}
  
  	};
  
  	return WebGLUniforms;
  
  } )();
  
  
  // File:src/renderers/webgl/plugins/LensFlarePlugin.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.LensFlarePlugin = function ( renderer, flares ) {
  
  	var gl = renderer.context;
  	var state = renderer.state;
  
  	var vertexBuffer, elementBuffer;
  	var shader, program, attributes, uniforms;
  
  	var tempTexture, occlusionTexture;
  
  	function init() {
  
  		var vertices = new Float32Array( [
  			- 1, - 1,  0, 0,
  			 1, - 1,  1, 0,
  			 1,  1,  1, 1,
  			- 1,  1,  0, 1
  		] );
  
  		var faces = new Uint16Array( [
  			0, 1, 2,
  			0, 2, 3
  		] );
  
  		// buffers
  
  		vertexBuffer     = gl.createBuffer();
  		elementBuffer    = gl.createBuffer();
  
  		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  		gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
  
  		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  		gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
  
  		// textures
  
  		tempTexture      = gl.createTexture();
  		occlusionTexture = gl.createTexture();
  
  		state.bindTexture( gl.TEXTURE_2D, tempTexture );
  		gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
  		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
  		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
  		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  
  		state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
  		gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
  		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
  		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
  		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  
  		shader = {
  
  			vertexShader: [
  
  				"uniform lowp int renderType;",
  
  				"uniform vec3 screenPosition;",
  				"uniform vec2 scale;",
  				"uniform float rotation;",
  
  				"uniform sampler2D occlusionMap;",
  
  				"attribute vec2 position;",
  				"attribute vec2 uv;",
  
  				"varying vec2 vUV;",
  				"varying float vVisibility;",
  
  				"void main() {",
  
  					"vUV = uv;",
  
  					"vec2 pos = position;",
  
  					"if ( renderType == 2 ) {",
  
  						"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  						"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  						"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  						"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  						"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  						"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  						"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  						"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  						"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  
  						"vVisibility =        visibility.r / 9.0;",
  						"vVisibility *= 1.0 - visibility.g / 9.0;",
  						"vVisibility *=       visibility.b / 9.0;",
  						"vVisibility *= 1.0 - visibility.a / 9.0;",
  
  						"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  						"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  
  					"}",
  
  					"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  
  				"}"
  
  			].join( "\n" ),
  
  			fragmentShader: [
  
  				"uniform lowp int renderType;",
  
  				"uniform sampler2D map;",
  				"uniform float opacity;",
  				"uniform vec3 color;",
  
  				"varying vec2 vUV;",
  				"varying float vVisibility;",
  
  				"void main() {",
  
  					// pink square
  
  					"if ( renderType == 0 ) {",
  
  						"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  
  					// restore
  
  					"} else if ( renderType == 1 ) {",
  
  						"gl_FragColor = texture2D( map, vUV );",
  
  					// flare
  
  					"} else {",
  
  						"vec4 texture = texture2D( map, vUV );",
  						"texture.a *= opacity * vVisibility;",
  						"gl_FragColor = texture;",
  						"gl_FragColor.rgb *= color;",
  
  					"}",
  
  				"}"
  
  			].join( "\n" )
  
  		};
  
  		program = createProgram( shader );
  
  		attributes = {
  			vertex: gl.getAttribLocation ( program, "position" ),
  			uv:     gl.getAttribLocation ( program, "uv" )
  		};
  
  		uniforms = {
  			renderType:     gl.getUniformLocation( program, "renderType" ),
  			map:            gl.getUniformLocation( program, "map" ),
  			occlusionMap:   gl.getUniformLocation( program, "occlusionMap" ),
  			opacity:        gl.getUniformLocation( program, "opacity" ),
  			color:          gl.getUniformLocation( program, "color" ),
  			scale:          gl.getUniformLocation( program, "scale" ),
  			rotation:       gl.getUniformLocation( program, "rotation" ),
  			screenPosition: gl.getUniformLocation( program, "screenPosition" )
  		};
  
  	}
  
  	/*
  	 * Render lens flares
  	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  	 *         reads these back and calculates occlusion.
  	 */
  
  	this.render = function ( scene, camera, viewport ) {
  
  		if ( flares.length === 0 ) return;
  
  		var tempPosition = new THREE.Vector3();
  
  		var invAspect = viewport.w / viewport.z,
  			halfViewportWidth = viewport.z * 0.5,
  			halfViewportHeight = viewport.w * 0.5;
  
  		var size = 16 / viewport.w,
  			scale = new THREE.Vector2( size * invAspect, size );
  
  		var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  			screenPositionPixels = new THREE.Vector2( 1, 1 );
  
  		var validArea = new THREE.Box2();
  
  		validArea.min.set( 0, 0 );
  		validArea.max.set( viewport.z - 16, viewport.w - 16 );
  
  		if ( program === undefined ) {
  
  			init();
  
  		}
  
  		gl.useProgram( program );
  
  		state.initAttributes();
  		state.enableAttribute( attributes.vertex );
  		state.enableAttribute( attributes.uv );
  		state.disableUnusedAttributes();
  
  		// loop through all lens flares to update their occlusion and positions
  		// setup gl and common used attribs/uniforms
  
  		gl.uniform1i( uniforms.occlusionMap, 0 );
  		gl.uniform1i( uniforms.map, 1 );
  
  		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  		gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
  		gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
  
  		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  
  		state.disable( gl.CULL_FACE );
  		state.setDepthWrite( false );
  
  		for ( var i = 0, l = flares.length; i < l; i ++ ) {
  
  			size = 16 / viewport.w;
  			scale.set( size * invAspect, size );
  
  			// calc object screen position
  
  			var flare = flares[ i ];
  
  			tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
  
  			tempPosition.applyMatrix4( camera.matrixWorldInverse );
  			tempPosition.applyProjection( camera.projectionMatrix );
  
  			// setup arrays for gl programs
  
  			screenPosition.copy( tempPosition );
  
  			// horizontal and vertical coordinate of the lower left corner of the pixels to copy
  
  			screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;
  			screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;
  
  			// screen cull
  
  			if ( validArea.containsPoint( screenPositionPixels ) === true ) {
  
  				// save current RGB to temp texture
  
  				state.activeTexture( gl.TEXTURE0 );
  				state.bindTexture( gl.TEXTURE_2D, null );
  				state.activeTexture( gl.TEXTURE1 );
  				state.bindTexture( gl.TEXTURE_2D, tempTexture );
  				gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
  
  
  				// render pink quad
  
  				gl.uniform1i( uniforms.renderType, 0 );
  				gl.uniform2f( uniforms.scale, scale.x, scale.y );
  				gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  
  				state.disable( gl.BLEND );
  				state.enable( gl.DEPTH_TEST );
  
  				gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  
  
  				// copy result to occlusionMap
  
  				state.activeTexture( gl.TEXTURE0 );
  				state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
  				gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
  
  
  				// restore graphics
  
  				gl.uniform1i( uniforms.renderType, 1 );
  				state.disable( gl.DEPTH_TEST );
  
  				state.activeTexture( gl.TEXTURE1 );
  				state.bindTexture( gl.TEXTURE_2D, tempTexture );
  				gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  
  
  				// update object positions
  
  				flare.positionScreen.copy( screenPosition );
  
  				if ( flare.customUpdateCallback ) {
  
  					flare.customUpdateCallback( flare );
  
  				} else {
  
  					flare.updateLensFlares();
  
  				}
  
  				// render flares
  
  				gl.uniform1i( uniforms.renderType, 2 );
  				state.enable( gl.BLEND );
  
  				for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  
  					var sprite = flare.lensFlares[ j ];
  
  					if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  
  						screenPosition.x = sprite.x;
  						screenPosition.y = sprite.y;
  						screenPosition.z = sprite.z;
  
  						size = sprite.size * sprite.scale / viewport.w;
  
  						scale.x = size * invAspect;
  						scale.y = size;
  
  						gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  						gl.uniform2f( uniforms.scale, scale.x, scale.y );
  						gl.uniform1f( uniforms.rotation, sprite.rotation );
  
  						gl.uniform1f( uniforms.opacity, sprite.opacity );
  						gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  
  						state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  						renderer.setTexture2D( sprite.texture, 1 );
  
  						gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  
  					}
  
  				}
  
  			}
  
  		}
  
  		// restore gl
  
  		state.enable( gl.CULL_FACE );
  		state.enable( gl.DEPTH_TEST );
  		state.setDepthWrite( true );
  
  		renderer.resetGLState();
  
  	};
  
  	function createProgram ( shader ) {
  
  		var program = gl.createProgram();
  
  		var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
  		var vertexShader = gl.createShader( gl.VERTEX_SHADER );
  
  		var prefix = "precision " + renderer.getPrecision() + " float;\n";
  
  		gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  		gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  
  		gl.compileShader( fragmentShader );
  		gl.compileShader( vertexShader );
  
  		gl.attachShader( program, fragmentShader );
  		gl.attachShader( program, vertexShader );
  
  		gl.linkProgram( program );
  
  		return program;
  
  	}
  
  };
  
  // File:src/renderers/webgl/plugins/SpritePlugin.js
  
  /**
   * @author mikael emtinger / http://gomo.se/
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.SpritePlugin = function ( renderer, sprites ) {
  
  	var gl = renderer.context;
  	var state = renderer.state;
  
  	var vertexBuffer, elementBuffer;
  	var program, attributes, uniforms;
  
  	var texture;
  
  	// decompose matrixWorld
  
  	var spritePosition = new THREE.Vector3();
  	var spriteRotation = new THREE.Quaternion();
  	var spriteScale = new THREE.Vector3();
  
  	function init() {
  
  		var vertices = new Float32Array( [
  			- 0.5, - 0.5,  0, 0,
  			  0.5, - 0.5,  1, 0,
  			  0.5,   0.5,  1, 1,
  			- 0.5,   0.5,  0, 1
  		] );
  
  		var faces = new Uint16Array( [
  			0, 1, 2,
  			0, 2, 3
  		] );
  
  		vertexBuffer  = gl.createBuffer();
  		elementBuffer = gl.createBuffer();
  
  		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  		gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
  
  		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  		gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
  
  		program = createProgram();
  
  		attributes = {
  			position:			gl.getAttribLocation ( program, 'position' ),
  			uv:					gl.getAttribLocation ( program, 'uv' )
  		};
  
  		uniforms = {
  			uvOffset:			gl.getUniformLocation( program, 'uvOffset' ),
  			uvScale:			gl.getUniformLocation( program, 'uvScale' ),
  
  			rotation:			gl.getUniformLocation( program, 'rotation' ),
  			scale:				gl.getUniformLocation( program, 'scale' ),
  
  			color:				gl.getUniformLocation( program, 'color' ),
  			map:				gl.getUniformLocation( program, 'map' ),
  			opacity:			gl.getUniformLocation( program, 'opacity' ),
  
  			modelViewMatrix: 	gl.getUniformLocation( program, 'modelViewMatrix' ),
  			projectionMatrix:	gl.getUniformLocation( program, 'projectionMatrix' ),
  
  			fogType:			gl.getUniformLocation( program, 'fogType' ),
  			fogDensity:			gl.getUniformLocation( program, 'fogDensity' ),
  			fogNear:			gl.getUniformLocation( program, 'fogNear' ),
  			fogFar:				gl.getUniformLocation( program, 'fogFar' ),
  			fogColor:			gl.getUniformLocation( program, 'fogColor' ),
  
  			alphaTest:			gl.getUniformLocation( program, 'alphaTest' )
  		};
  
  		var canvas = document.createElement( 'canvas' );
  		canvas.width = 8;
  		canvas.height = 8;
  
  		var context = canvas.getContext( '2d' );
  		context.fillStyle = 'white';
  		context.fillRect( 0, 0, 8, 8 );
  
  		texture = new THREE.Texture( canvas );
  		texture.needsUpdate = true;
  
  	}
  
  	this.render = function ( scene, camera ) {
  
  		if ( sprites.length === 0 ) return;
  
  		// setup gl
  
  		if ( program === undefined ) {
  
  			init();
  
  		}
  
  		gl.useProgram( program );
  
  		state.initAttributes();
  		state.enableAttribute( attributes.position );
  		state.enableAttribute( attributes.uv );
  		state.disableUnusedAttributes();
  
  		state.disable( gl.CULL_FACE );
  		state.enable( gl.BLEND );
  
  		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  		gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
  		gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
  
  		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  
  		gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  
  		state.activeTexture( gl.TEXTURE0 );
  		gl.uniform1i( uniforms.map, 0 );
  
  		var oldFogType = 0;
  		var sceneFogType = 0;
  		var fog = scene.fog;
  
  		if ( fog ) {
  
  			gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  
  			if ( fog instanceof THREE.Fog ) {
  
  				gl.uniform1f( uniforms.fogNear, fog.near );
  				gl.uniform1f( uniforms.fogFar, fog.far );
  
  				gl.uniform1i( uniforms.fogType, 1 );
  				oldFogType = 1;
  				sceneFogType = 1;
  
  			} else if ( fog instanceof THREE.FogExp2 ) {
  
  				gl.uniform1f( uniforms.fogDensity, fog.density );
  
  				gl.uniform1i( uniforms.fogType, 2 );
  				oldFogType = 2;
  				sceneFogType = 2;
  
  			}
  
  		} else {
  
  			gl.uniform1i( uniforms.fogType, 0 );
  			oldFogType = 0;
  			sceneFogType = 0;
  
  		}
  
  
  		// update positions and sort
  
  		for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  
  			var sprite = sprites[ i ];
  
  			sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  			sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
  
  		}
  
  		sprites.sort( painterSortStable );
  
  		// render all sprites
  
  		var scale = [];
  
  		for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  
  			var sprite = sprites[ i ];
  			var material = sprite.material;
  
  			gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  			gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
  
  			sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
  
  			scale[ 0 ] = spriteScale.x;
  			scale[ 1 ] = spriteScale.y;
  
  			var fogType = 0;
  
  			if ( scene.fog && material.fog ) {
  
  				fogType = sceneFogType;
  
  			}
  
  			if ( oldFogType !== fogType ) {
  
  				gl.uniform1i( uniforms.fogType, fogType );
  				oldFogType = fogType;
  
  			}
  
  			if ( material.map !== null ) {
  
  				gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  				gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  
  			} else {
  
  				gl.uniform2f( uniforms.uvOffset, 0, 0 );
  				gl.uniform2f( uniforms.uvScale, 1, 1 );
  
  			}
  
  			gl.uniform1f( uniforms.opacity, material.opacity );
  			gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  
  			gl.uniform1f( uniforms.rotation, material.rotation );
  			gl.uniform2fv( uniforms.scale, scale );
  
  			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  			state.setDepthTest( material.depthTest );
  			state.setDepthWrite( material.depthWrite );
  
  			if ( material.map ) {
  
  				renderer.setTexture2D( material.map, 0 );
  
  			} else {
  
  				renderer.setTexture2D( texture, 0 );
  
  			}
  
  			gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  
  		}
  
  		// restore gl
  
  		state.enable( gl.CULL_FACE );
  
  		renderer.resetGLState();
  
  	};
  
  	function createProgram () {
  
  		var program = gl.createProgram();
  
  		var vertexShader = gl.createShader( gl.VERTEX_SHADER );
  		var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
  
  		gl.shaderSource( vertexShader, [
  
  			'precision ' + renderer.getPrecision() + ' float;',
  
  			'uniform mat4 modelViewMatrix;',
  			'uniform mat4 projectionMatrix;',
  			'uniform float rotation;',
  			'uniform vec2 scale;',
  			'uniform vec2 uvOffset;',
  			'uniform vec2 uvScale;',
  
  			'attribute vec2 position;',
  			'attribute vec2 uv;',
  
  			'varying vec2 vUV;',
  
  			'void main() {',
  
  				'vUV = uvOffset + uv * uvScale;',
  
  				'vec2 alignedPosition = position * scale;',
  
  				'vec2 rotatedPosition;',
  				'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  				'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  
  				'vec4 finalPosition;',
  
  				'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  				'finalPosition.xy += rotatedPosition;',
  				'finalPosition = projectionMatrix * finalPosition;',
  
  				'gl_Position = finalPosition;',
  
  			'}'
  
  		].join( '\n' ) );
  
  		gl.shaderSource( fragmentShader, [
  
  			'precision ' + renderer.getPrecision() + ' float;',
  
  			'uniform vec3 color;',
  			'uniform sampler2D map;',
  			'uniform float opacity;',
  
  			'uniform int fogType;',
  			'uniform vec3 fogColor;',
  			'uniform float fogDensity;',
  			'uniform float fogNear;',
  			'uniform float fogFar;',
  			'uniform float alphaTest;',
  
  			'varying vec2 vUV;',
  
  			'void main() {',
  
  				'vec4 texture = texture2D( map, vUV );',
  
  				'if ( texture.a < alphaTest ) discard;',
  
  				'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  
  				'if ( fogType > 0 ) {',
  
  					'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  					'float fogFactor = 0.0;',
  
  					'if ( fogType == 1 ) {',
  
  						'fogFactor = smoothstep( fogNear, fogFar, depth );',
  
  					'} else {',
  
  						'const float LOG2 = 1.442695;',
  						'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  						'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  
  					'}',
  
  					'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  
  				'}',
  
  			'}'
  
  		].join( '\n' ) );
  
  		gl.compileShader( vertexShader );
  		gl.compileShader( fragmentShader );
  
  		gl.attachShader( program, vertexShader );
  		gl.attachShader( program, fragmentShader );
  
  		gl.linkProgram( program );
  
  		return program;
  
  	}
  
  	function painterSortStable ( a, b ) {
  		
  		if ( a.renderOrder !== b.renderOrder ) {
  
  			return a.renderOrder - b.renderOrder;
  
  		} else if ( a.z !== b.z ) {
  
  			return b.z - a.z;
  
  		} else {
  
  			return b.id - a.id;
  
  		}
  
  	}
  
  };
  
  // File:src/Three.Legacy.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  Object.assign( THREE, {
  	Face4: function ( a, b, c, d, normal, color, materialIndex ) {
  		console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  		return new THREE.Face3( a, b, c, normal, color, materialIndex );
  	},
  	LineStrip: 0,
  	LinePieces: 1,
  	MeshFaceMaterial: THREE.MultiMaterial,
  	PointCloud: function ( geometry, material ) {
  		console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  		return new THREE.Points( geometry, material );
  	},
  	Particle: THREE.Sprite,
  	ParticleSystem: function ( geometry, material ) {
  		console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  		return new THREE.Points( geometry, material );
  	},
  	PointCloudMaterial: function ( parameters ) {
  		console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  		return new THREE.PointsMaterial( parameters );
  	},
  	ParticleBasicMaterial: function ( parameters ) {
  		console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  		return new THREE.PointsMaterial( parameters );
  	},
  	ParticleSystemMaterial: function ( parameters ) {
  		console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  		return new THREE.PointsMaterial( parameters );
  	},
  	Vertex: function ( x, y, z ) {
  		console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  		return new THREE.Vector3( x, y, z );
  	}
  } );
  
  //
  
  Object.assign( THREE.Box2.prototype, {
  	empty: function () {
  		console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  		return this.isEmpty();
  	},
  	isIntersectionBox: function ( box ) {
  		console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  		return this.intersectsBox( box );
  	}
  } );
  
  Object.assign( THREE.Box3.prototype, {
  	empty: function () {
  		console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  		return this.isEmpty();
  	},
  	isIntersectionBox: function ( box ) {
  		console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  		return this.intersectsBox( box );
  	},
  	isIntersectionSphere: function ( sphere ) {
  		console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  		return this.intersectsSphere( sphere );
  	}
  } );
  
  Object.assign( THREE.Matrix3.prototype, {
  	multiplyVector3: function ( vector ) {
  		console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  		return vector.applyMatrix3( this );
  	},
  	multiplyVector3Array: function ( a ) {
  		console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  		return this.applyToVector3Array( a );
  	}
  } );
  
  Object.assign( THREE.Matrix4.prototype, {
  	extractPosition: function ( m ) {
  		console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  		return this.copyPosition( m );
  	},
  	setRotationFromQuaternion: function ( q ) {
  		console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  		return this.makeRotationFromQuaternion( q );
  	},
  	multiplyVector3: function ( vector ) {
  		console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  		return vector.applyProjection( this );
  	},
  	multiplyVector4: function ( vector ) {
  		console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  		return vector.applyMatrix4( this );
  	},
  	multiplyVector3Array: function ( a ) {
  		console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  		return this.applyToVector3Array( a );
  	},
  	rotateAxis: function ( v ) {
  		console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  		v.transformDirection( this );
  	},
  	crossVector: function ( vector ) {
  		console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  		return vector.applyMatrix4( this );
  	},
  	translate: function ( v ) {
  		console.error( 'THREE.Matrix4: .translate() has been removed.' );
  	},
  	rotateX: function ( angle ) {
  		console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  	},
  	rotateY: function ( angle ) {
  		console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  	},
  	rotateZ: function ( angle ) {
  		console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  	},
  	rotateByAxis: function ( axis, angle ) {
  		console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  	}
  } );
  
  Object.assign( THREE.Plane.prototype, {
  	isIntersectionLine: function ( line ) {
  		console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  		return this.intersectsLine( line );
  	}
  } );
  
  Object.assign( THREE.Quaternion.prototype, {
  	multiplyVector3: function ( vector ) {
  		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  		return vector.applyQuaternion( this );
  	}
  } );
  
  Object.assign( THREE.Ray.prototype, {
  	isIntersectionBox: function ( box ) {
  		console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  		return this.intersectsBox( box );
  	},
  	isIntersectionPlane: function ( plane ) {
  		console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  		return this.intersectsPlane( plane );
  	},
  	isIntersectionSphere: function ( sphere ) {
  		console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  		return this.intersectsSphere( sphere );
  	}
  } );
  
  Object.assign( THREE.Vector3.prototype, {
  	setEulerFromRotationMatrix: function () {
  		console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  	},
  	setEulerFromQuaternion: function () {
  		console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  	},
  	getPositionFromMatrix: function ( m ) {
  		console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  		return this.setFromMatrixPosition( m );
  	},
  	getScaleFromMatrix: function ( m ) {
  		console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  		return this.setFromMatrixScale( m );
  	},
  	getColumnFromMatrix: function ( index, matrix ) {
  		console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  		return this.setFromMatrixColumn( matrix, index );
  	}
  } );
  
  //
  
  Object.assign( THREE.Object3D.prototype, {
  	getChildByName: function ( name ) {
  		console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  		return this.getObjectByName( name );
  	},
  	renderDepth: function ( value ) {
  		console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  	},
  	translate: function ( distance, axis ) {
  		console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  		return this.translateOnAxis( axis, distance );
  	}
  } );
  
  Object.defineProperties( THREE.Object3D.prototype, {
  	eulerOrder: {
  		get: function () {
  			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  			return this.rotation.order;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  			this.rotation.order = value;
  		}
  	},
  	useQuaternion: {
  		get: function () {
  			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  		}
  	}
  } );
  
  Object.defineProperties( THREE.LOD.prototype, {
  	objects: {
  		get: function () {
  			console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  			return this.levels;
  		}
  	}
  } );
  
  //
  
  THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  
  	console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  			"Use .setFocalLength and .filmGauge for a photographic setup." );
  
  	if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  	this.setFocalLength( focalLength );
  
  };
  
  //
  
  Object.defineProperties( THREE.Light.prototype, {
  	onlyShadow: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  		}
  	},
  	shadowCameraFov: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  			this.shadow.camera.fov = value;
  		}
  	},
  	shadowCameraLeft: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  			this.shadow.camera.left = value;
  		}
  	},
  	shadowCameraRight: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  			this.shadow.camera.right = value;
  		}
  	},
  	shadowCameraTop: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  			this.shadow.camera.top = value;
  		}
  	},
  	shadowCameraBottom: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  			this.shadow.camera.bottom = value;
  		}
  	},
  	shadowCameraNear: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  			this.shadow.camera.near = value;
  		}
  	},
  	shadowCameraFar: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  			this.shadow.camera.far = value;
  		}
  	},
  	shadowCameraVisible: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  		}
  	},
  	shadowBias: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  			this.shadow.bias = value;
  		}
  	},
  	shadowDarkness: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  		}
  	},
  	shadowMapWidth: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  			this.shadow.mapSize.width = value;
  		}
  	},
  	shadowMapHeight: {
  		set: function ( value ) {
  			console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  			this.shadow.mapSize.height = value;
  		}
  	}
  } );
  
  //
  
  Object.defineProperties( THREE.BufferAttribute.prototype, {
  	length: {
  		get: function () {
  			console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
  			return this.array.length;
  		}
  	}
  } );
  
  Object.assign( THREE.BufferGeometry.prototype, {
  	addIndex: function ( index ) {
  		console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  		this.setIndex( index );
  	},
  	addDrawCall: function ( start, count, indexOffset ) {
  		if ( indexOffset !== undefined ) {
  			console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  		}
  		console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  		this.addGroup( start, count );
  	},
  	clearDrawCalls: function () {
  		console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  		this.clearGroups();
  	},
  	computeTangents: function () {
  		console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  	},
  	computeOffsets: function () {
  		console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  	}
  } );
  
  Object.defineProperties( THREE.BufferGeometry.prototype, {
  	drawcalls: {
  		get: function () {
  			console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  			return this.groups;
  		}
  	},
  	offsets: {
  		get: function () {
  			console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  			return this.groups;
  		}
  	}
  } );
  
  //
  
  Object.defineProperties( THREE.Material.prototype, {
  	wrapAround: {
  		get: function () {
  			console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
  		}
  	},
  	wrapRGB: {
  		get: function () {
  			console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
  			return new THREE.Color();
  		}
  	}
  } );
  
  Object.defineProperties( THREE.MeshPhongMaterial.prototype, {
  	metal: {
  		get: function () {
  			console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  			return false;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  		}
  	}
  } );
  
  Object.defineProperties( THREE.ShaderMaterial.prototype, {
  	derivatives: {
  		get: function () {
  			console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  			return this.extensions.derivatives;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  			this.extensions.derivatives = value;
  		}
  	}
  } );
  
  //
  
  THREE.EventDispatcher.prototype = Object.assign( Object.create( {
  
  	// Note: Extra base ensures these properties are not 'assign'ed.
  
  	constructor: THREE.EventDispatcher,
  
  	apply: function ( target ) {
  
  		console.warn( "THREE.EventDispatcher: .apply is deprecated, " +
  				"just inherit or Object.assign the prototype to mix-in." );
  
  		Object.assign( target, this );
  
  	}
  
  } ), THREE.EventDispatcher.prototype );
  
  //
  
  Object.assign( THREE.WebGLRenderer.prototype, {
  	supportsFloatTextures: function () {
  		console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  		return this.extensions.get( 'OES_texture_float' );
  	},
  	supportsHalfFloatTextures: function () {
  		console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  		return this.extensions.get( 'OES_texture_half_float' );
  	},
  	supportsStandardDerivatives: function () {
  		console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  		return this.extensions.get( 'OES_standard_derivatives' );
  	},
  	supportsCompressedTextureS3TC: function () {
  		console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  		return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  	},
  	supportsCompressedTexturePVRTC: function () {
  		console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  		return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  	},
  	supportsBlendMinMax: function () {
  		console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  		return this.extensions.get( 'EXT_blend_minmax' );
  	},
  	supportsVertexTextures: function () {
  		return this.capabilities.vertexTextures;
  	},
  	supportsInstancedArrays: function () {
  		console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  		return this.extensions.get( 'ANGLE_instanced_arrays' );
  	},
  	enableScissorTest: function ( boolean ) {
  		console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  		this.setScissorTest( boolean );
  	},
  	initMaterial: function () {
  		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  	},
  	addPrePlugin: function () {
  		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  	},
  	addPostPlugin: function () {
  		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  	},
  	updateShadowMap: function () {
  		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  	}
  } );
  
  Object.defineProperties( THREE.WebGLRenderer.prototype, {
  	shadowMapEnabled: {
  		get: function () {
  			return this.shadowMap.enabled;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  			this.shadowMap.enabled = value;
  		}
  	},
  	shadowMapType: {
  		get: function () {
  			return this.shadowMap.type;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  			this.shadowMap.type = value;
  		}
  	},
  	shadowMapCullFace: {
  		get: function () {
  			return this.shadowMap.cullFace;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  			this.shadowMap.cullFace = value;
  		}
  	}
  } );
  
  Object.defineProperties( THREE.WebGLShadowMap.prototype, {
  	cullFace: {
  		get: function () {
  			return this.renderReverseSided ? THREE.CullFaceFront : THREE.CullFaceBack;
  		},
  		set: function ( cullFace ) {
  			var value = ( cullFace !== THREE.CullFaceBack );
  			console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." );
  			this.renderReverseSided = value;
  		}
  	}
  } );
  
  //
  
  Object.defineProperties( THREE.WebGLRenderTarget.prototype, {
  	wrapS: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  			return this.texture.wrapS;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  			this.texture.wrapS = value;
  		}
  	},
  	wrapT: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  			return this.texture.wrapT;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  			this.texture.wrapT = value;
  		}
  	},
  	magFilter: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  			return this.texture.magFilter;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  			this.texture.magFilter = value;
  		}
  	},
  	minFilter: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  			return this.texture.minFilter;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  			this.texture.minFilter = value;
  		}
  	},
  	anisotropy: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  			return this.texture.anisotropy;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  			this.texture.anisotropy = value;
  		}
  	},
  	offset: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  			return this.texture.offset;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  			this.texture.offset = value;
  		}
  	},
  	repeat: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  			return this.texture.repeat;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  			this.texture.repeat = value;
  		}
  	},
  	format: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  			return this.texture.format;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  			this.texture.format = value;
  		}
  	},
  	type: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  			return this.texture.type;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  			this.texture.type = value;
  		}
  	},
  	generateMipmaps: {
  		get: function () {
  			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  			return this.texture.generateMipmaps;
  		},
  		set: function ( value ) {
  			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  			this.texture.generateMipmaps = value;
  		}
  	}
  } );
  
  //
  
  Object.assign( THREE.Audio.prototype, {
  	load: function ( file ) {
  		console.warn( 'THREE.Audio: .load has been deprecated. Please use THREE.AudioLoader.' );
  		var scope = this;
  		var audioLoader = new THREE.AudioLoader();
  		audioLoader.load( file, function ( buffer ) {
  			scope.setBuffer( buffer );
  		} );
  		return this;
  	}
  } );
  
  Object.assign( THREE.AudioAnalyser.prototype, {
  	getData: function ( file ) {
  		console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  		return this.getFrequencyData();
  	}
  } );
  
  //
  
  THREE.GeometryUtils = {
  
  	merge: function ( geometry1, geometry2, materialIndexOffset ) {
  
  		console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  
  		var matrix;
  
  		if ( geometry2 instanceof THREE.Mesh ) {
  
  			geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  
  			matrix = geometry2.matrix;
  			geometry2 = geometry2.geometry;
  
  		}
  
  		geometry1.merge( geometry2, matrix, materialIndexOffset );
  
  	},
  
  	center: function ( geometry ) {
  
  		console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  		return geometry.center();
  
  	}
  
  };
  
  THREE.ImageUtils = {
  
  	crossOrigin: undefined,
  
  	loadTexture: function ( url, mapping, onLoad, onError ) {
  
  		console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  
  		var loader = new THREE.TextureLoader();
  		loader.setCrossOrigin( this.crossOrigin );
  
  		var texture = loader.load( url, onLoad, undefined, onError );
  
  		if ( mapping ) texture.mapping = mapping;
  
  		return texture;
  
  	},
  
  	loadTextureCube: function ( urls, mapping, onLoad, onError ) {
  
  		console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  
  		var loader = new THREE.CubeTextureLoader();
  		loader.setCrossOrigin( this.crossOrigin );
  
  		var texture = loader.load( urls, onLoad, undefined, onError );
  
  		if ( mapping ) texture.mapping = mapping;
  
  		return texture;
  
  	},
  
  	loadCompressedTexture: function () {
  
  		console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  
  	},
  
  	loadCompressedTextureCube: function () {
  
  		console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  
  	}
  
  };
  
  //
  
  THREE.Projector = function () {
  
  	console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
  
  	this.projectVector = function ( vector, camera ) {
  
  		console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  		vector.project( camera );
  
  	};
  
  	this.unprojectVector = function ( vector, camera ) {
  
  		console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  		vector.unproject( camera );
  
  	};
  
  	this.pickingRay = function ( vector, camera ) {
  
  		console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  
  	};
  
  };
  
  //
  
  THREE.CanvasRenderer = function () {
  
  	console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
  
  	this.domElement = document.createElement( 'canvas' );
  	this.clear = function () {};
  	this.render = function () {};
  	this.setClearColor = function () {};
  	this.setSize = function () {};
  
  };
  
  // File:src/extras/CurveUtils.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   */
  
  THREE.CurveUtils = {
  
  	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  
  		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  
  	},
  
  	// Puay Bing, thanks for helping with this derivative!
  
  	tangentCubicBezier: function ( t, p0, p1, p2, p3 ) {
  
  		return - 3 * p0 * ( 1 - t ) * ( 1 - t )  +
  			3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) +
  			6 * t *  p2 * ( 1 - t ) - 3 * t * t * p2 +
  			3 * t * t * p3;
  
  	},
  
  	tangentSpline: function ( t, p0, p1, p2, p3 ) {
  
  		// To check if my formulas are correct
  
  		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
  		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  		var h01 = - 6 * t * t + 6 * t; 	// − 2t3 + 3t2
  		var h11 = 3 * t * t - 2 * t;	// t3 − t2
  
  		return h00 + h10 + h01 + h11;
  
  	},
  
  	// Catmull-Rom
  
  	interpolate: function( p0, p1, p2, p3, t ) {
  
  		var v0 = ( p2 - p0 ) * 0.5;
  		var v1 = ( p3 - p1 ) * 0.5;
  		var t2 = t * t;
  		var t3 = t * t2;
  		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  
  	}
  
  };
  
  // File:src/extras/SceneUtils.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.SceneUtils = {
  
  	createMultiMaterialObject: function ( geometry, materials ) {
  
  		var group = new THREE.Group();
  
  		for ( var i = 0, l = materials.length; i < l; i ++ ) {
  
  			group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  
  		}
  
  		return group;
  
  	},
  
  	detach: function ( child, parent, scene ) {
  
  		child.applyMatrix( parent.matrixWorld );
  		parent.remove( child );
  		scene.add( child );
  
  	},
  
  	attach: function ( child, scene, parent ) {
  
  		var matrixWorldInverse = new THREE.Matrix4();
  		matrixWorldInverse.getInverse( parent.matrixWorld );
  		child.applyMatrix( matrixWorldInverse );
  
  		scene.remove( child );
  		parent.add( child );
  
  	}
  
  };
  
  // File:src/extras/ShapeUtils.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   */
  
  THREE.ShapeUtils = {
  
  	// calculate area of the contour polygon
  
  	area: function ( contour ) {
  
  		var n = contour.length;
  		var a = 0.0;
  
  		for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  
  			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  
  		}
  
  		return a * 0.5;
  
  	},
  
  	triangulate: ( function () {
  
  		/**
  		 * This code is a quick port of code written in C++ which was submitted to
  		 * flipcode.com by John W. Ratcliff  // July 22, 2000
  		 * See original code and more information here:
  		 * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  		 *
  		 * ported to actionscript by Zevan Rosser
  		 * www.actionsnippet.com
  		 *
  		 * ported to javascript by Joshua Koo
  		 * http://www.lab4games.net/zz85/blog
  		 *
  		 */
  
  		function snip( contour, u, v, w, n, verts ) {
  
  			var p;
  			var ax, ay, bx, by;
  			var cx, cy, px, py;
  
  			ax = contour[ verts[ u ] ].x;
  			ay = contour[ verts[ u ] ].y;
  
  			bx = contour[ verts[ v ] ].x;
  			by = contour[ verts[ v ] ].y;
  
  			cx = contour[ verts[ w ] ].x;
  			cy = contour[ verts[ w ] ].y;
  
  			if ( Number.EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
  
  			var aX, aY, bX, bY, cX, cY;
  			var apx, apy, bpx, bpy, cpx, cpy;
  			var cCROSSap, bCROSScp, aCROSSbp;
  
  			aX = cx - bx;  aY = cy - by;
  			bX = ax - cx;  bY = ay - cy;
  			cX = bx - ax;  cY = by - ay;
  
  			for ( p = 0; p < n; p ++ ) {
  
  				px = contour[ verts[ p ] ].x;
  				py = contour[ verts[ p ] ].y;
  
  				if ( ( ( px === ax ) && ( py === ay ) ) ||
  					 ( ( px === bx ) && ( py === by ) ) ||
  					 ( ( px === cx ) && ( py === cy ) ) )	continue;
  
  				apx = px - ax;  apy = py - ay;
  				bpx = px - bx;  bpy = py - by;
  				cpx = px - cx;  cpy = py - cy;
  
  				// see if p is inside triangle abc
  
  				aCROSSbp = aX * bpy - aY * bpx;
  				cCROSSap = cX * apy - cY * apx;
  				bCROSScp = bX * cpy - bY * cpx;
  
  				if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;
  
  			}
  
  			return true;
  
  		}
  
  		// takes in an contour array and returns
  
  		return function ( contour, indices ) {
  
  			var n = contour.length;
  
  			if ( n < 3 ) return null;
  
  			var result = [],
  				verts = [],
  				vertIndices = [];
  
  			/* we want a counter-clockwise polygon in verts */
  
  			var u, v, w;
  
  			if ( THREE.ShapeUtils.area( contour ) > 0.0 ) {
  
  				for ( v = 0; v < n; v ++ ) verts[ v ] = v;
  
  			} else {
  
  				for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
  
  			}
  
  			var nv = n;
  
  			/*  remove nv - 2 vertices, creating 1 triangle every time */
  
  			var count = 2 * nv;   /* error detection */
  
  			for ( v = nv - 1; nv > 2; ) {
  
  				/* if we loop, it is probably a non-simple polygon */
  
  				if ( ( count -- ) <= 0 ) {
  
  					//** Triangulate: ERROR - probable bad polygon!
  
  					//throw ( "Warning, unable to triangulate polygon!" );
  					//return null;
  					// Sometimes warning is fine, especially polygons are triangulated in reverse.
  					console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );
  
  					if ( indices ) return vertIndices;
  					return result;
  
  				}
  
  				/* three consecutive vertices in current polygon, <u,v,w> */
  
  				u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
  				v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
  				w = v + 1;  if ( nv <= w ) w = 0;     /* next     */
  
  				if ( snip( contour, u, v, w, nv, verts ) ) {
  
  					var a, b, c, s, t;
  
  					/* true names of the vertices */
  
  					a = verts[ u ];
  					b = verts[ v ];
  					c = verts[ w ];
  
  					/* output Triangle */
  
  					result.push( [ contour[ a ],
  						contour[ b ],
  						contour[ c ] ] );
  
  
  					vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  
  					/* remove v from the remaining polygon */
  
  					for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
  
  						verts[ s ] = verts[ t ];
  
  					}
  
  					nv --;
  
  					/* reset error detection counter */
  
  					count = 2 * nv;
  
  				}
  
  			}
  
  			if ( indices ) return vertIndices;
  			return result;
  
  		}
  
  	} )(),
  
  	triangulateShape: function ( contour, holes ) {
  
  		function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  
  			// inOtherPt needs to be collinear to the inSegment
  			if ( inSegPt1.x !== inSegPt2.x ) {
  
  				if ( inSegPt1.x < inSegPt2.x ) {
  
  					return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  
  				} else {
  
  					return	( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  
  				}
  
  			} else {
  
  				if ( inSegPt1.y < inSegPt2.y ) {
  
  					return	( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  
  				} else {
  
  					return	( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  
  				}
  
  			}
  
  		}
  
  		function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  
  			var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x,   seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  			var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x,   seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  
  			var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  			var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  
  			var limit		= seg1dy * seg2dx - seg1dx * seg2dy;
  			var perpSeg1	= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  
  			if ( Math.abs( limit ) > Number.EPSILON ) {
  
  				// not parallel
  
  				var perpSeg2;
  				if ( limit > 0 ) {
  
  					if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) 		return [];
  					perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  					if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) 		return [];
  
  				} else {
  
  					if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) 		return [];
  					perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  					if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) 		return [];
  
  				}
  
  				// i.e. to reduce rounding errors
  				// intersection at endpoint of segment#1?
  				if ( perpSeg2 === 0 ) {
  
  					if ( ( inExcludeAdjacentSegs ) &&
  						 ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
  					return [ inSeg1Pt1 ];
  
  				}
  				if ( perpSeg2 === limit ) {
  
  					if ( ( inExcludeAdjacentSegs ) &&
  						 ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
  					return [ inSeg1Pt2 ];
  
  				}
  				// intersection at endpoint of segment#2?
  				if ( perpSeg1 === 0 )		return [ inSeg2Pt1 ];
  				if ( perpSeg1 === limit )	return [ inSeg2Pt2 ];
  
  				// return real intersection point
  				var factorSeg1 = perpSeg2 / limit;
  				return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  							y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  
  			} else {
  
  				// parallel or collinear
  				if ( ( perpSeg1 !== 0 ) ||
  					 ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) 			return [];
  
  				// they are collinear or degenerate
  				var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) );	// segment1 is just a point?
  				var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) );	// segment2 is just a point?
  				// both segments are points
  				if ( seg1Pt && seg2Pt ) {
  
  					if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
  						 ( inSeg1Pt1.y !== inSeg2Pt1.y ) )		return [];	// they are distinct  points
  					return [ inSeg1Pt1 ];                 						// they are the same point
  
  				}
  				// segment#1  is a single point
  				if ( seg1Pt ) {
  
  					if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )		return [];		// but not in segment#2
  					return [ inSeg1Pt1 ];
  
  				}
  				// segment#2  is a single point
  				if ( seg2Pt ) {
  
  					if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )		return [];		// but not in segment#1
  					return [ inSeg2Pt1 ];
  
  				}
  
  				// they are collinear segments, which might overlap
  				var seg1min, seg1max, seg1minVal, seg1maxVal;
  				var seg2min, seg2max, seg2minVal, seg2maxVal;
  				if ( seg1dx !== 0 ) {
  
  					// the segments are NOT on a vertical line
  					if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  
  						seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  						seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  
  					} else {
  
  						seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  						seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  
  					}
  					if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  
  						seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  						seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  
  					} else {
  
  						seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  						seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  
  					}
  
  				} else {
  
  					// the segments are on a vertical line
  					if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  
  						seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  						seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  
  					} else {
  
  						seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  						seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  
  					}
  					if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  
  						seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  						seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  
  					} else {
  
  						seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  						seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  
  					}
  
  				}
  				if ( seg1minVal <= seg2minVal ) {
  
  					if ( seg1maxVal <  seg2minVal )	return [];
  					if ( seg1maxVal === seg2minVal )	{
  
  						if ( inExcludeAdjacentSegs )		return [];
  						return [ seg2min ];
  
  					}
  					if ( seg1maxVal <= seg2maxVal )	return [ seg2min, seg1max ];
  					return	[ seg2min, seg2max ];
  
  				} else {
  
  					if ( seg1minVal >  seg2maxVal )	return [];
  					if ( seg1minVal === seg2maxVal )	{
  
  						if ( inExcludeAdjacentSegs )		return [];
  						return [ seg1min ];
  
  					}
  					if ( seg1maxVal <= seg2maxVal )	return [ seg1min, seg1max ];
  					return	[ seg1min, seg2max ];
  
  				}
  
  			}
  
  		}
  
  		function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  
  			// The order of legs is important
  
  			// translation of all points, so that Vertex is at (0,0)
  			var legFromPtX	= inLegFromPt.x - inVertex.x,  legFromPtY	= inLegFromPt.y - inVertex.y;
  			var legToPtX	= inLegToPt.x	- inVertex.x,  legToPtY		= inLegToPt.y	- inVertex.y;
  			var otherPtX	= inOtherPt.x	- inVertex.x,  otherPtY		= inOtherPt.y	- inVertex.y;
  
  			// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  			var from2toAngle	= legFromPtX * legToPtY - legFromPtY * legToPtX;
  			var from2otherAngle	= legFromPtX * otherPtY - legFromPtY * otherPtX;
  
  			if ( Math.abs( from2toAngle ) > Number.EPSILON ) {
  
  				// angle != 180 deg.
  
  				var other2toAngle		= otherPtX * legToPtY - otherPtY * legToPtX;
  				// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  
  				if ( from2toAngle > 0 ) {
  
  					// main angle < 180 deg.
  					return	( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  
  				} else {
  
  					// main angle > 180 deg.
  					return	( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  
  				}
  
  			} else {
  
  				// angle == 180 deg.
  				// console.log( "from2to: 180 deg., from2other: " + from2otherAngle  );
  				return	( from2otherAngle > 0 );
  
  			}
  
  		}
  
  
  		function removeHoles( contour, holes ) {
  
  			var shape = contour.concat(); // work on this shape
  			var hole;
  
  			function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  
  				// Check if hole point lies within angle around shape point
  				var lastShapeIdx = shape.length - 1;
  
  				var prevShapeIdx = inShapeIdx - 1;
  				if ( prevShapeIdx < 0 )			prevShapeIdx = lastShapeIdx;
  
  				var nextShapeIdx = inShapeIdx + 1;
  				if ( nextShapeIdx > lastShapeIdx )	nextShapeIdx = 0;
  
  				var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
  				if ( ! insideAngle ) {
  
  					// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  					return	false;
  
  				}
  
  				// Check if shape point lies within angle around hole point
  				var lastHoleIdx = hole.length - 1;
  
  				var prevHoleIdx = inHoleIdx - 1;
  				if ( prevHoleIdx < 0 )			prevHoleIdx = lastHoleIdx;
  
  				var nextHoleIdx = inHoleIdx + 1;
  				if ( nextHoleIdx > lastHoleIdx )	nextHoleIdx = 0;
  
  				insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
  				if ( ! insideAngle ) {
  
  					// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  					return	false;
  
  				}
  
  				return	true;
  
  			}
  
  			function intersectsShapeEdge( inShapePt, inHolePt ) {
  
  				// checks for intersections with shape edges
  				var sIdx, nextIdx, intersection;
  				for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
  
  					nextIdx = sIdx + 1; nextIdx %= shape.length;
  					intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
  					if ( intersection.length > 0 )		return	true;
  
  				}
  
  				return	false;
  
  			}
  
  			var indepHoles = [];
  
  			function intersectsHoleEdge( inShapePt, inHolePt ) {
  
  				// checks for intersections with hole edges
  				var ihIdx, chkHole,
  					hIdx, nextIdx, intersection;
  				for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
  
  					chkHole = holes[ indepHoles[ ihIdx ]];
  					for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
  
  						nextIdx = hIdx + 1; nextIdx %= chkHole.length;
  						intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
  						if ( intersection.length > 0 )		return	true;
  
  					}
  
  				}
  				return	false;
  
  			}
  
  			var holeIndex, shapeIndex,
  				shapePt, holePt,
  				holeIdx, cutKey, failedCuts = [],
  				tmpShape1, tmpShape2,
  				tmpHole1, tmpHole2;
  
  			for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  
  				indepHoles.push( h );
  
  			}
  
  			var minShapeIndex = 0;
  			var counter = indepHoles.length * 2;
  			while ( indepHoles.length > 0 ) {
  
  				counter --;
  				if ( counter < 0 ) {
  
  					console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  					break;
  
  				}
  
  				// search for shape-vertex and hole-vertex,
  				// which can be connected without intersections
  				for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
  
  					shapePt = shape[ shapeIndex ];
  					holeIndex	= - 1;
  
  					// search for hole which can be reached without intersections
  					for ( var h = 0; h < indepHoles.length; h ++ ) {
  
  						holeIdx = indepHoles[ h ];
  
  						// prevent multiple checks
  						cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  						if ( failedCuts[ cutKey ] !== undefined )			continue;
  
  						hole = holes[ holeIdx ];
  						for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  
  							holePt = hole[ h2 ];
  							if ( ! isCutLineInsideAngles( shapeIndex, h2 ) )		continue;
  							if ( intersectsShapeEdge( shapePt, holePt ) )		continue;
  							if ( intersectsHoleEdge( shapePt, holePt ) )		continue;
  
  							holeIndex = h2;
  							indepHoles.splice( h, 1 );
  
  							tmpShape1 = shape.slice( 0, shapeIndex + 1 );
  							tmpShape2 = shape.slice( shapeIndex );
  							tmpHole1 = hole.slice( holeIndex );
  							tmpHole2 = hole.slice( 0, holeIndex + 1 );
  
  							shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  
  							minShapeIndex = shapeIndex;
  
  							// Debug only, to show the selected cuts
  							// glob_CutLines.push( [ shapePt, holePt ] );
  
  							break;
  
  						}
  						if ( holeIndex >= 0 )	break;		// hole-vertex found
  
  						failedCuts[ cutKey ] = true;			// remember failure
  
  					}
  					if ( holeIndex >= 0 )	break;		// hole-vertex found
  
  				}
  
  			}
  
  			return shape; 			/* shape with no holes */
  
  		}
  
  
  		var i, il, f, face,
  			key, index,
  			allPointsMap = {};
  
  		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
  
  		var allpoints = contour.concat();
  
  		for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  
  			Array.prototype.push.apply( allpoints, holes[ h ] );
  
  		}
  
  		//console.log( "allpoints",allpoints, allpoints.length );
  
  		// prepare all points map
  
  		for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  
  			key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  
  			if ( allPointsMap[ key ] !== undefined ) {
  
  				console.warn( "THREE.Shape: Duplicate point", key );
  
  			}
  
  			allPointsMap[ key ] = i;
  
  		}
  
  		// remove holes by cutting paths to holes and adding them to the shape
  		var shapeWithoutHoles = removeHoles( contour, holes );
  
  		var triangles = THREE.ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  		//console.log( "triangles",triangles, triangles.length );
  
  		// check all face vertices against all points map
  
  		for ( i = 0, il = triangles.length; i < il; i ++ ) {
  
  			face = triangles[ i ];
  
  			for ( f = 0; f < 3; f ++ ) {
  
  				key = face[ f ].x + ":" + face[ f ].y;
  
  				index = allPointsMap[ key ];
  
  				if ( index !== undefined ) {
  
  					face[ f ] = index;
  
  				}
  
  			}
  
  		}
  
  		return triangles.concat();
  
  	},
  
  	isClockWise: function ( pts ) {
  
  		return THREE.ShapeUtils.area( pts ) < 0;
  
  	},
  
  	// Bezier Curves formulas obtained from
  	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  
  	// Quad Bezier Functions
  
  	b2: ( function () {
  
  		function b2p0( t, p ) {
  
  			var k = 1 - t;
  			return k * k * p;
  
  		}
  
  		function b2p1( t, p ) {
  
  			return 2 * ( 1 - t ) * t * p;
  
  		}
  
  		function b2p2( t, p ) {
  
  			return t * t * p;
  
  		}
  
  		return function ( t, p0, p1, p2 ) {
  
  			return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 );
  
  		};
  
  	} )(),
  
  	// Cubic Bezier Functions
  
  	b3: ( function () {
  
  		function b3p0( t, p ) {
  
  			var k = 1 - t;
  			return k * k * k * p;
  
  		}
  
  		function b3p1( t, p ) {
  
  			var k = 1 - t;
  			return 3 * k * k * t * p;
  
  		}
  
  		function b3p2( t, p ) {
  
  			var k = 1 - t;
  			return 3 * k * t * t * p;
  
  		}
  
  		function b3p3( t, p ) {
  
  			return t * t * t * p;
  
  		}
  
  		return function ( t, p0, p1, p2, p3 ) {
  
  			return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 );
  
  		};
  
  	} )()
  
  };
  
  // File:src/extras/core/Curve.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   * Extensible curve object
   *
   * Some common of Curve methods
   * .getPoint(t), getTangent(t)
   * .getPointAt(u), getTagentAt(u)
   * .getPoints(), .getSpacedPoints()
   * .getLength()
   * .updateArcLengths()
   *
   * This following classes subclasses THREE.Curve:
   *
   * -- 2d classes --
   * THREE.LineCurve
   * THREE.QuadraticBezierCurve
   * THREE.CubicBezierCurve
   * THREE.SplineCurve
   * THREE.ArcCurve
   * THREE.EllipseCurve
   *
   * -- 3d classes --
   * THREE.LineCurve3
   * THREE.QuadraticBezierCurve3
   * THREE.CubicBezierCurve3
   * THREE.SplineCurve3
   *
   * A series of curves can be represented as a THREE.CurvePath
   *
   **/
  
  /**************************************************************
   *	Abstract Curve base class
   **************************************************************/
  
  THREE.Curve = function () {
  
  };
  
  THREE.Curve.prototype = {
  
  	constructor: THREE.Curve,
  
  	// Virtual base class method to overwrite and implement in subclasses
  	//	- t [0 .. 1]
  
  	getPoint: function ( t ) {
  
  		console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
  		return null;
  
  	},
  
  	// Get point at relative position in curve according to arc length
  	// - u [0 .. 1]
  
  	getPointAt: function ( u ) {
  
  		var t = this.getUtoTmapping( u );
  		return this.getPoint( t );
  
  	},
  
  	// Get sequence of points using getPoint( t )
  
  	getPoints: function ( divisions ) {
  
  		if ( ! divisions ) divisions = 5;
  
  		var d, pts = [];
  
  		for ( d = 0; d <= divisions; d ++ ) {
  
  			pts.push( this.getPoint( d / divisions ) );
  
  		}
  
  		return pts;
  
  	},
  
  	// Get sequence of points using getPointAt( u )
  
  	getSpacedPoints: function ( divisions ) {
  
  		if ( ! divisions ) divisions = 5;
  
  		var d, pts = [];
  
  		for ( d = 0; d <= divisions; d ++ ) {
  
  			pts.push( this.getPointAt( d / divisions ) );
  
  		}
  
  		return pts;
  
  	},
  
  	// Get total curve arc length
  
  	getLength: function () {
  
  		var lengths = this.getLengths();
  		return lengths[ lengths.length - 1 ];
  
  	},
  
  	// Get list of cumulative segment lengths
  
  	getLengths: function ( divisions ) {
  
  		if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
  
  		if ( this.cacheArcLengths
  			&& ( this.cacheArcLengths.length === divisions + 1 )
  			&& ! this.needsUpdate ) {
  
  			//console.log( "cached", this.cacheArcLengths );
  			return this.cacheArcLengths;
  
  		}
  
  		this.needsUpdate = false;
  
  		var cache = [];
  		var current, last = this.getPoint( 0 );
  		var p, sum = 0;
  
  		cache.push( 0 );
  
  		for ( p = 1; p <= divisions; p ++ ) {
  
  			current = this.getPoint ( p / divisions );
  			sum += current.distanceTo( last );
  			cache.push( sum );
  			last = current;
  
  		}
  
  		this.cacheArcLengths = cache;
  
  		return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  
  	},
  
  	updateArcLengths: function() {
  
  		this.needsUpdate = true;
  		this.getLengths();
  
  	},
  
  	// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  
  	getUtoTmapping: function ( u, distance ) {
  
  		var arcLengths = this.getLengths();
  
  		var i = 0, il = arcLengths.length;
  
  		var targetArcLength; // The targeted u distance value to get
  
  		if ( distance ) {
  
  			targetArcLength = distance;
  
  		} else {
  
  			targetArcLength = u * arcLengths[ il - 1 ];
  
  		}
  
  		//var time = Date.now();
  
  		// binary search for the index with largest value smaller than target u distance
  
  		var low = 0, high = il - 1, comparison;
  
  		while ( low <= high ) {
  
  			i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
  
  			comparison = arcLengths[ i ] - targetArcLength;
  
  			if ( comparison < 0 ) {
  
  				low = i + 1;
  
  			} else if ( comparison > 0 ) {
  
  				high = i - 1;
  
  			} else {
  
  				high = i;
  				break;
  
  				// DONE
  
  			}
  
  		}
  
  		i = high;
  
  		//console.log('b' , i, low, high, Date.now()- time);
  
  		if ( arcLengths[ i ] === targetArcLength ) {
  
  			var t = i / ( il - 1 );
  			return t;
  
  		}
  
  		// we could get finer grain at lengths, or use simple interpolation between two points
  
  		var lengthBefore = arcLengths[ i ];
  		var lengthAfter = arcLengths[ i + 1 ];
  
  		var segmentLength = lengthAfter - lengthBefore;
  
  		// determine where we are between the 'before' and 'after' points
  
  		var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  
  		// add that fractional amount to t
  
  		var t = ( i + segmentFraction ) / ( il - 1 );
  
  		return t;
  
  	},
  
  	// Returns a unit vector tangent at t
  	// In case any sub curve does not implement its tangent derivation,
  	// 2 points a small delta apart will be used to find its gradient
  	// which seems to give a reasonable approximation
  
  	getTangent: function( t ) {
  
  		var delta = 0.0001;
  		var t1 = t - delta;
  		var t2 = t + delta;
  
  		// Capping in case of danger
  
  		if ( t1 < 0 ) t1 = 0;
  		if ( t2 > 1 ) t2 = 1;
  
  		var pt1 = this.getPoint( t1 );
  		var pt2 = this.getPoint( t2 );
  
  		var vec = pt2.clone().sub( pt1 );
  		return vec.normalize();
  
  	},
  
  	getTangentAt: function ( u ) {
  
  		var t = this.getUtoTmapping( u );
  		return this.getTangent( t );
  
  	}
  
  };
  
  // TODO: Transformation for Curves?
  
  /**************************************************************
   *	3D Curves
   **************************************************************/
  
  // A Factory method for creating new curve subclasses
  
  THREE.Curve.create = function ( constructor, getPointFunc ) {
  
  	constructor.prototype = Object.create( THREE.Curve.prototype );
  	constructor.prototype.constructor = constructor;
  	constructor.prototype.getPoint = getPointFunc;
  
  	return constructor;
  
  };
  
  // File:src/extras/core/CurvePath.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   *
   **/
  
  /**************************************************************
   *	Curved Path - a curve path is simply a array of connected
   *  curves, but retains the api of a curve
   **************************************************************/
  
  THREE.CurvePath = function () {
  
  	this.curves = [];
  
  	this.autoClose = false; // Automatically closes the path
  
  };
  
  THREE.CurvePath.prototype = Object.assign( Object.create( THREE.Curve.prototype ), {
  
  	constructor: THREE.CurvePath,
  
  	add: function ( curve ) {
  
  		this.curves.push( curve );
  
  	},
  
  	closePath: function () {
  
  		// TODO Test
  		// and verify for vector3 (needs to implement equals)
  		// Add a line curve if start and end of lines are not connected
  		var startPoint = this.curves[ 0 ].getPoint( 0 );
  		var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  
  		if ( ! startPoint.equals( endPoint ) ) {
  
  			this.curves.push( new THREE.LineCurve( endPoint, startPoint ) );
  
  		}
  
  	},
  
  	// To get accurate point with reference to
  	// entire path distance at time t,
  	// following has to be done:
  
  	// 1. Length of each sub path have to be known
  	// 2. Locate and identify type of curve
  	// 3. Get t for the curve
  	// 4. Return curve.getPointAt(t')
  
  	getPoint: function ( t ) {
  
  		var d = t * this.getLength();
  		var curveLengths = this.getCurveLengths();
  		var i = 0;
  
  		// To think about boundaries points.
  
  		while ( i < curveLengths.length ) {
  
  			if ( curveLengths[ i ] >= d ) {
  
  				var diff = curveLengths[ i ] - d;
  				var curve = this.curves[ i ];
  
  				var u = 1 - diff / curve.getLength();
  
  				return curve.getPointAt( u );
  
  			}
  
  			i ++;
  
  		}
  
  		return null;
  
  		// loop where sum != 0, sum > d , sum+1 <d
  
  	},
  
  	// We cannot use the default THREE.Curve getPoint() with getLength() because in
  	// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  	// getPoint() depends on getLength
  
  	getLength: function () {
  
  		var lens = this.getCurveLengths();
  		return lens[ lens.length - 1 ];
  
  	},
  
  	// Compute lengths and cache them
  	// We cannot overwrite getLengths() because UtoT mapping uses it.
  
  	getCurveLengths: function () {
  
  		// We use cache values if curves and cache array are same length
  
  		if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  
  			return this.cacheLengths;
  
  		}
  
  		// Get length of sub-curve
  		// Push sums into cached array
  
  		var lengths = [], sums = 0;
  
  		for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  
  			sums += this.curves[ i ].getLength();
  			lengths.push( sums );
  
  		}
  
  		this.cacheLengths = lengths;
  
  		return lengths;
  
  	},
  
  	/**************************************************************
  	 *	Create Geometries Helpers
  	 **************************************************************/
  
  	/// Generate geometry from path points (for Line or Points objects)
  
  	createPointsGeometry: function ( divisions ) {
  
  		var pts = this.getPoints( divisions );
  		return this.createGeometry( pts );
  
  	},
  
  	// Generate geometry from equidistant sampling along the path
  
  	createSpacedPointsGeometry: function ( divisions ) {
  
  		var pts = this.getSpacedPoints( divisions );
  		return this.createGeometry( pts );
  
  	},
  
  	createGeometry: function ( points ) {
  
  		var geometry = new THREE.Geometry();
  
  		for ( var i = 0, l = points.length; i < l; i ++ ) {
  
  			var point = points[ i ];
  			geometry.vertices.push( new THREE.Vector3( point.x, point.y, point.z || 0 ) );
  
  		}
  
  		return geometry;
  
  	}
  
  } );
  
  // File:src/extras/core/Font.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.Font = function ( data ) {
  
  	this.data = data;
  
  };
  
  Object.assign( THREE.Font.prototype, {
  
  	generateShapes: function ( text, size, divisions ) {
  
  		function createPaths( text ) {
  
  			var chars = String( text ).split( '' );
  			var scale = size / data.resolution;
  			var offset = 0;
  
  			var paths = [];
  
  			for ( var i = 0; i < chars.length; i ++ ) {
  
  				var ret = createPath( chars[ i ], scale, offset );
  				offset += ret.offset;
  
  				paths.push( ret.path );
  
  			}
  
  			return paths;
  
  		}
  
  		function createPath( c, scale, offset ) {
  
  			var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];
  
  			if ( ! glyph ) return;
  
  			var path = new THREE.Path();
  
  			var pts = [], b2 = THREE.ShapeUtils.b2, b3 = THREE.ShapeUtils.b3;
  			var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;
  
  			if ( glyph.o ) {
  
  				var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  
  				for ( var i = 0, l = outline.length; i < l; ) {
  
  					var action = outline[ i ++ ];
  
  					switch ( action ) {
  
  						case 'm': // moveTo
  
  							x = outline[ i ++ ] * scale + offset;
  							y = outline[ i ++ ] * scale;
  
  							path.moveTo( x, y );
  
  							break;
  
  						case 'l': // lineTo
  
  							x = outline[ i ++ ] * scale + offset;
  							y = outline[ i ++ ] * scale;
  
  							path.lineTo( x, y );
  
  							break;
  
  						case 'q': // quadraticCurveTo
  
  							cpx  = outline[ i ++ ] * scale + offset;
  							cpy  = outline[ i ++ ] * scale;
  							cpx1 = outline[ i ++ ] * scale + offset;
  							cpy1 = outline[ i ++ ] * scale;
  
  							path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  
  							laste = pts[ pts.length - 1 ];
  
  							if ( laste ) {
  
  								cpx0 = laste.x;
  								cpy0 = laste.y;
  
  								for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
  
  									var t = i2 / divisions;
  									b2( t, cpx0, cpx1, cpx );
  									b2( t, cpy0, cpy1, cpy );
  
  								}
  
  							}
  
  							break;
  
  						case 'b': // bezierCurveTo
  
  							cpx  = outline[ i ++ ] * scale + offset;
  							cpy  = outline[ i ++ ] * scale;
  							cpx1 = outline[ i ++ ] * scale + offset;
  							cpy1 = outline[ i ++ ] * scale;
  							cpx2 = outline[ i ++ ] * scale + offset;
  							cpy2 = outline[ i ++ ] * scale;
  
  							path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  
  							laste = pts[ pts.length - 1 ];
  
  							if ( laste ) {
  
  								cpx0 = laste.x;
  								cpy0 = laste.y;
  
  								for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
  
  									var t = i2 / divisions;
  									b3( t, cpx0, cpx1, cpx2, cpx );
  									b3( t, cpy0, cpy1, cpy2, cpy );
  
  								}
  
  							}
  
  							break;
  
  					}
  
  				}
  
  			}
  
  			return { offset: glyph.ha * scale, path: path };
  
  		}
  
  		//
  
  		if ( size === undefined ) size = 100;
  		if ( divisions === undefined ) divisions = 4;
  
  		var data = this.data;
  
  		var paths = createPaths( text );
  		var shapes = [];
  
  		for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  
  			Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  
  		}
  
  		return shapes;
  
  	}
  
  } );
  
  // File:src/extras/core/Path.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   * Creates free form 2d path using series of points, lines or curves.
   *
   **/
  
  THREE.Path = function ( points ) {
  
  	THREE.CurvePath.call( this );
  
  	this.actions = [];
  
  	if ( points ) {
  
  		this.fromPoints( points );
  
  	}
  
  };
  
  THREE.Path.prototype = Object.assign( Object.create( THREE.CurvePath.prototype ), {
  
  	constructor: THREE.Path,
  
  	// TODO Clean up PATH API
  
  	// Create path using straight lines to connect all points
  	// - vectors: array of Vector2
  
  	fromPoints: function ( vectors ) {
  
  		this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  
  		for ( var i = 1, l = vectors.length; i < l; i ++ ) {
  
  			this.lineTo( vectors[ i ].x, vectors[ i ].y );
  
  		}
  
  	},
  
  	moveTo: function ( x, y ) {
  
  		this.actions.push( { action: 'moveTo', args: [ x, y ] } );
  
  	},
  
  	lineTo: function ( x, y ) {
  
  		var lastargs = this.actions[ this.actions.length - 1 ].args;
  
  		var x0 = lastargs[ lastargs.length - 2 ];
  		var y0 = lastargs[ lastargs.length - 1 ];
  
  		var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  		this.curves.push( curve );
  
  		this.actions.push( { action: 'lineTo', args: [ x, y ] } );
  
  	},
  
  	quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  
  		var lastargs = this.actions[ this.actions.length - 1 ].args;
  
  		var x0 = lastargs[ lastargs.length - 2 ];
  		var y0 = lastargs[ lastargs.length - 1 ];
  
  		var curve = new THREE.QuadraticBezierCurve(
  			new THREE.Vector2( x0, y0 ),
  			new THREE.Vector2( aCPx, aCPy ),
  			new THREE.Vector2( aX, aY )
  		);
  
  		this.curves.push( curve );
  
  		this.actions.push( { action: 'quadraticCurveTo', args: [ aCPx, aCPy, aX, aY ] } );
  
  	},
  
  	bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  
  		var lastargs = this.actions[ this.actions.length - 1 ].args;
  
  		var x0 = lastargs[ lastargs.length - 2 ];
  		var y0 = lastargs[ lastargs.length - 1 ];
  
  		var curve = new THREE.CubicBezierCurve(
  			new THREE.Vector2( x0, y0 ),
  			new THREE.Vector2( aCP1x, aCP1y ),
  			new THREE.Vector2( aCP2x, aCP2y ),
  			new THREE.Vector2( aX, aY )
  		);
  
  		this.curves.push( curve );
  
  		this.actions.push( { action: 'bezierCurveTo', args: [ aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ] } );
  
  	},
  
  	splineThru: function ( pts /*Array of Vector*/ ) {
  
  		var args = Array.prototype.slice.call( arguments );
  
  		var lastargs = this.actions[ this.actions.length - 1 ].args;
  
  		var x0 = lastargs[ lastargs.length - 2 ];
  		var y0 = lastargs[ lastargs.length - 1 ];
  
  		var npts = [ new THREE.Vector2( x0, y0 ) ];
  		Array.prototype.push.apply( npts, pts );
  
  		var curve = new THREE.SplineCurve( npts );
  		this.curves.push( curve );
  
  		this.actions.push( { action: 'splineThru', args: args } );
  
  	},
  
  	arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  
  		var lastargs = this.actions[ this.actions.length - 1 ].args;
  		var x0 = lastargs[ lastargs.length - 2 ];
  		var y0 = lastargs[ lastargs.length - 1 ];
  
  		this.absarc( aX + x0, aY + y0, aRadius,
  			aStartAngle, aEndAngle, aClockwise );
  
  	},
  
  	absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  
  		this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  
  	},
  
  	ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  
  		var lastargs = this.actions[ this.actions.length - 1 ].args;
  		var x0 = lastargs[ lastargs.length - 2 ];
  		var y0 = lastargs[ lastargs.length - 1 ];
  
  		this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  
  	},
  
  	absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  
  		var args = [
  			aX, aY,
  			xRadius, yRadius,
  			aStartAngle, aEndAngle,
  			aClockwise,
  			aRotation || 0 // aRotation is optional.
  		];
  
  		var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  		this.curves.push( curve );
  
  		var lastPoint = curve.getPoint( 1 );
  		args.push( lastPoint.x );
  		args.push( lastPoint.y );
  
  		this.actions.push( { action: 'ellipse', args: args } );
  
  	},
  
  	getSpacedPoints: function ( divisions ) {
  
  		if ( ! divisions ) divisions = 40;
  
  		var points = [];
  
  		for ( var i = 0; i < divisions; i ++ ) {
  
  			points.push( this.getPoint( i / divisions ) );
  
  			//if ( !this.getPoint( i / divisions ) ) throw "DIE";
  
  		}
  
  		if ( this.autoClose ) {
  
  			points.push( points[ 0 ] );
  
  		}
  
  		return points;
  
  	},
  
  	getPoints: function ( divisions ) {
  
  		divisions = divisions || 12;
  
  		var b2 = THREE.ShapeUtils.b2;
  		var b3 = THREE.ShapeUtils.b3;
  
  		var points = [];
  
  		var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  			laste, tx, ty;
  
  		for ( var i = 0, l = this.actions.length; i < l; i ++ ) {
  
  			var item = this.actions[ i ];
  
  			var action = item.action;
  			var args = item.args;
  
  			switch ( action ) {
  
  			case 'moveTo':
  
  				points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  
  				break;
  
  			case 'lineTo':
  
  				points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  
  				break;
  
  			case 'quadraticCurveTo':
  
  				cpx  = args[ 2 ];
  				cpy  = args[ 3 ];
  
  				cpx1 = args[ 0 ];
  				cpy1 = args[ 1 ];
  
  				if ( points.length > 0 ) {
  
  					laste = points[ points.length - 1 ];
  
  					cpx0 = laste.x;
  					cpy0 = laste.y;
  
  				} else {
  
  					laste = this.actions[ i - 1 ].args;
  
  					cpx0 = laste[ laste.length - 2 ];
  					cpy0 = laste[ laste.length - 1 ];
  
  				}
  
  				for ( var j = 1; j <= divisions; j ++ ) {
  
  					var t = j / divisions;
  
  					tx = b2( t, cpx0, cpx1, cpx );
  					ty = b2( t, cpy0, cpy1, cpy );
  
  					points.push( new THREE.Vector2( tx, ty ) );
  
  				}
  
  				break;
  
  			case 'bezierCurveTo':
  
  				cpx  = args[ 4 ];
  				cpy  = args[ 5 ];
  
  				cpx1 = args[ 0 ];
  				cpy1 = args[ 1 ];
  
  				cpx2 = args[ 2 ];
  				cpy2 = args[ 3 ];
  
  				if ( points.length > 0 ) {
  
  					laste = points[ points.length - 1 ];
  
  					cpx0 = laste.x;
  					cpy0 = laste.y;
  
  				} else {
  
  					laste = this.actions[ i - 1 ].args;
  
  					cpx0 = laste[ laste.length - 2 ];
  					cpy0 = laste[ laste.length - 1 ];
  
  				}
  
  
  				for ( var j = 1; j <= divisions; j ++ ) {
  
  					var t = j / divisions;
  
  					tx = b3( t, cpx0, cpx1, cpx2, cpx );
  					ty = b3( t, cpy0, cpy1, cpy2, cpy );
  
  					points.push( new THREE.Vector2( tx, ty ) );
  
  				}
  
  				break;
  
  			case 'splineThru':
  
  				laste = this.actions[ i - 1 ].args;
  
  				var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  				var spts = [ last ];
  
  				var n = divisions * args[ 0 ].length;
  
  				spts = spts.concat( args[ 0 ] );
  
  				var spline = new THREE.SplineCurve( spts );
  
  				for ( var j = 1; j <= n; j ++ ) {
  
  					points.push( spline.getPointAt( j / n ) );
  
  				}
  
  				break;
  
  			case 'arc':
  
  				var aX = args[ 0 ], aY = args[ 1 ],
  					aRadius = args[ 2 ],
  					aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  					aClockwise = !! args[ 5 ];
  
  				var deltaAngle = aEndAngle - aStartAngle;
  				var angle;
  				var tdivisions = divisions * 2;
  
  				for ( var j = 1; j <= tdivisions; j ++ ) {
  
  					var t = j / tdivisions;
  
  					if ( ! aClockwise ) {
  
  						t = 1 - t;
  
  					}
  
  					angle = aStartAngle + t * deltaAngle;
  
  					tx = aX + aRadius * Math.cos( angle );
  					ty = aY + aRadius * Math.sin( angle );
  
  					//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  
  					points.push( new THREE.Vector2( tx, ty ) );
  
  				}
  
  				//console.log(points);
  
  				break;
  
  			case 'ellipse':
  
  				var aX = args[ 0 ], aY = args[ 1 ],
  					xRadius = args[ 2 ],
  					yRadius = args[ 3 ],
  					aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  					aClockwise = !! args[ 6 ],
  					aRotation = args[ 7 ];
  
  
  				var deltaAngle = aEndAngle - aStartAngle;
  				var angle;
  				var tdivisions = divisions * 2;
  
  				var cos, sin;
  				if ( aRotation !== 0 ) {
  
  					cos = Math.cos( aRotation );
  					sin = Math.sin( aRotation );
  
  				}
  
  				for ( var j = 1; j <= tdivisions; j ++ ) {
  
  					var t = j / tdivisions;
  
  					if ( ! aClockwise ) {
  
  						t = 1 - t;
  
  					}
  
  					angle = aStartAngle + t * deltaAngle;
  
  					tx = aX + xRadius * Math.cos( angle );
  					ty = aY + yRadius * Math.sin( angle );
  
  					if ( aRotation !== 0 ) {
  
  						var x = tx, y = ty;
  
  						// Rotate the point about the center of the ellipse.
  						tx = ( x - aX ) * cos - ( y - aY ) * sin + aX;
  						ty = ( x - aX ) * sin + ( y - aY ) * cos + aY;
  
  					}
  
  					//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  
  					points.push( new THREE.Vector2( tx, ty ) );
  
  				}
  
  				//console.log(points);
  
  				break;
  
  			} // end switch
  
  		}
  
  
  
  		// Normalize to remove the closing point by default.
  		var lastPoint = points[ points.length - 1 ];
  		if ( Math.abs( lastPoint.x - points[ 0 ].x ) < Number.EPSILON &&
  				 Math.abs( lastPoint.y - points[ 0 ].y ) < Number.EPSILON )
  			points.splice( points.length - 1, 1 );
  
  		if ( this.autoClose ) {
  
  			points.push( points[ 0 ] );
  
  		}
  
  		return points;
  
  	},
  
  	toShapes: function ( isCCW, noHoles ) {
  
  		function extractSubpaths( inActions ) {
  
  			var subPaths = [], lastPath = new THREE.Path();
  
  			for ( var i = 0, l = inActions.length; i < l; i ++ ) {
  
  				var item = inActions[ i ];
  
  				var args = item.args;
  				var action = item.action;
  
  				if ( action === 'moveTo' ) {
  
  					if ( lastPath.actions.length !== 0 ) {
  
  						subPaths.push( lastPath );
  						lastPath = new THREE.Path();
  
  					}
  
  				}
  
  				lastPath[ action ].apply( lastPath, args );
  
  			}
  
  			if ( lastPath.actions.length !== 0 ) {
  
  				subPaths.push( lastPath );
  
  			}
  
  			// console.log(subPaths);
  
  			return	subPaths;
  
  		}
  
  		function toShapesNoHoles( inSubpaths ) {
  
  			var shapes = [];
  
  			for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  
  				var tmpPath = inSubpaths[ i ];
  
  				var tmpShape = new THREE.Shape();
  				tmpShape.actions = tmpPath.actions;
  				tmpShape.curves = tmpPath.curves;
  
  				shapes.push( tmpShape );
  
  			}
  
  			//console.log("shape", shapes);
  
  			return shapes;
  
  		}
  
  		function isPointInsidePolygon( inPt, inPolygon ) {
  
  			var polyLen = inPolygon.length;
  
  			// inPt on polygon contour => immediate success    or
  			// toggling of inside/outside at every single! intersection point of an edge
  			//  with the horizontal line through inPt, left of inPt
  			//  not counting lowerY endpoints of edges and whole edges on that line
  			var inside = false;
  			for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  
  				var edgeLowPt  = inPolygon[ p ];
  				var edgeHighPt = inPolygon[ q ];
  
  				var edgeDx = edgeHighPt.x - edgeLowPt.x;
  				var edgeDy = edgeHighPt.y - edgeLowPt.y;
  
  				if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  
  					// not parallel
  					if ( edgeDy < 0 ) {
  
  						edgeLowPt  = inPolygon[ q ]; edgeDx = - edgeDx;
  						edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  
  					}
  					if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;
  
  					if ( inPt.y === edgeLowPt.y ) {
  
  						if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
  						// continue;				// no intersection or edgeLowPt => doesn't count !!!
  
  					} else {
  
  						var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  						if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
  						if ( perpEdge < 0 ) 				continue;
  						inside = ! inside;		// true intersection left of inPt
  
  					}
  
  				} else {
  
  					// parallel or collinear
  					if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
  					// edge lies on the same horizontal line as inPt
  					if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  						 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
  					// continue;
  
  				}
  
  			}
  
  			return	inside;
  
  		}
  
  		var isClockWise = THREE.ShapeUtils.isClockWise;
  
  		var subPaths = extractSubpaths( this.actions );
  		if ( subPaths.length === 0 ) return [];
  
  		if ( noHoles === true )	return	toShapesNoHoles( subPaths );
  
  
  		var solid, tmpPath, tmpShape, shapes = [];
  
  		if ( subPaths.length === 1 ) {
  
  			tmpPath = subPaths[ 0 ];
  			tmpShape = new THREE.Shape();
  			tmpShape.actions = tmpPath.actions;
  			tmpShape.curves = tmpPath.curves;
  			shapes.push( tmpShape );
  			return shapes;
  
  		}
  
  		var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  		holesFirst = isCCW ? ! holesFirst : holesFirst;
  
  		// console.log("Holes first", holesFirst);
  
  		var betterShapeHoles = [];
  		var newShapes = [];
  		var newShapeHoles = [];
  		var mainIdx = 0;
  		var tmpPoints;
  
  		newShapes[ mainIdx ] = undefined;
  		newShapeHoles[ mainIdx ] = [];
  
  		for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  
  			tmpPath = subPaths[ i ];
  			tmpPoints = tmpPath.getPoints();
  			solid = isClockWise( tmpPoints );
  			solid = isCCW ? ! solid : solid;
  
  			if ( solid ) {
  
  				if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;
  
  				newShapes[ mainIdx ] = { s: new THREE.Shape(), p: tmpPoints };
  				newShapes[ mainIdx ].s.actions = tmpPath.actions;
  				newShapes[ mainIdx ].s.curves = tmpPath.curves;
  
  				if ( holesFirst )	mainIdx ++;
  				newShapeHoles[ mainIdx ] = [];
  
  				//console.log('cw', i);
  
  			} else {
  
  				newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  
  				//console.log('ccw', i);
  
  			}
  
  		}
  
  		// only Holes? -> probably all Shapes with wrong orientation
  		if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );
  
  
  		if ( newShapes.length > 1 ) {
  
  			var ambiguous = false;
  			var toChange = [];
  
  			for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  
  				betterShapeHoles[ sIdx ] = [];
  
  			}
  
  			for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  
  				var sho = newShapeHoles[ sIdx ];
  
  				for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  
  					var ho = sho[ hIdx ];
  					var hole_unassigned = true;
  
  					for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  
  						if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  
  							if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  							if ( hole_unassigned ) {
  
  								hole_unassigned = false;
  								betterShapeHoles[ s2Idx ].push( ho );
  
  							} else {
  
  								ambiguous = true;
  
  							}
  
  						}
  
  					}
  					if ( hole_unassigned ) {
  
  						betterShapeHoles[ sIdx ].push( ho );
  
  					}
  
  				}
  
  			}
  			// console.log("ambiguous: ", ambiguous);
  			if ( toChange.length > 0 ) {
  
  				// console.log("to change: ", toChange);
  				if ( ! ambiguous )	newShapeHoles = betterShapeHoles;
  
  			}
  
  		}
  
  		var tmpHoles;
  
  		for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  
  			tmpShape = newShapes[ i ].s;
  			shapes.push( tmpShape );
  			tmpHoles = newShapeHoles[ i ];
  
  			for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  
  				tmpShape.holes.push( tmpHoles[ j ].h );
  
  			}
  
  		}
  
  		//console.log("shape", shapes);
  
  		return shapes;
  
  	}
  
  } );
  
  // File:src/extras/core/Shape.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   * Defines a 2d shape plane using paths.
   **/
  
  // STEP 1 Create a path.
  // STEP 2 Turn path into shape.
  // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  // STEP 3a - Extract points from each shape, turn to vertices
  // STEP 3b - Triangulate each shape, add faces.
  
  THREE.Shape = function () {
  
  	THREE.Path.apply( this, arguments );
  
  	this.holes = [];
  
  };
  
  THREE.Shape.prototype = Object.assign( Object.create( THREE.Path.prototype ), {
  
  	constructor: THREE.Shape,
  
  	// Convenience method to return ExtrudeGeometry
  
  	extrude: function ( options ) {
  
  		return new THREE.ExtrudeGeometry( this, options );
  
  	},
  
  	// Convenience method to return ShapeGeometry
  
  	makeGeometry: function ( options ) {
  
  		return new THREE.ShapeGeometry( this, options );
  
  	},
  
  	getPointsHoles: function ( divisions ) {
  
  		var holesPts = [];
  
  		for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  
  			holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  
  		}
  
  		return holesPts;
  
  	},
  
  	// Get points of shape and holes (keypoints based on segments parameter)
  
  	extractAllPoints: function ( divisions ) {
  
  		return {
  
  			shape: this.getPoints( divisions ),
  			holes: this.getPointsHoles( divisions )
  
  		};
  
  	},
  
  	extractPoints: function ( divisions ) {
  
  		return this.extractAllPoints( divisions );
  
  	}
  
  } );
  
  // File:src/extras/curves/LineCurve.js
  
  /**************************************************************
   *	Line
   **************************************************************/
  
  THREE.LineCurve = function ( v1, v2 ) {
  
  	this.v1 = v1;
  	this.v2 = v2;
  
  };
  
  THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  THREE.LineCurve.prototype.constructor = THREE.LineCurve;
  
  THREE.LineCurve.prototype.getPoint = function ( t ) {
  
  	var point = this.v2.clone().sub( this.v1 );
  	point.multiplyScalar( t ).add( this.v1 );
  
  	return point;
  
  };
  
  // Line curve is linear, so we can overwrite default getPointAt
  
  THREE.LineCurve.prototype.getPointAt = function ( u ) {
  
  	return this.getPoint( u );
  
  };
  
  THREE.LineCurve.prototype.getTangent = function( t ) {
  
  	var tangent = this.v2.clone().sub( this.v1 );
  
  	return tangent.normalize();
  
  };
  
  // File:src/extras/curves/QuadraticBezierCurve.js
  
  /**************************************************************
   *	Quadratic Bezier curve
   **************************************************************/
  
  
  THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  
  	this.v0 = v0;
  	this.v1 = v1;
  	this.v2 = v2;
  
  };
  
  THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve;
  
  
  THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  
  	var b2 = THREE.ShapeUtils.b2;
  
  	return new THREE.Vector2(
  		b2( t, this.v0.x, this.v1.x, this.v2.x ),
  		b2( t, this.v0.y, this.v1.y, this.v2.y )
  	);
  
  };
  
  
  THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  
  	var tangentQuadraticBezier = THREE.CurveUtils.tangentQuadraticBezier;
  
  	return new THREE.Vector2(
  		tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ),
  		tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y )
  	).normalize();
  
  };
  
  // File:src/extras/curves/CubicBezierCurve.js
  
  /**************************************************************
   *	Cubic Bezier curve
   **************************************************************/
  
  THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  
  	this.v0 = v0;
  	this.v1 = v1;
  	this.v2 = v2;
  	this.v3 = v3;
  
  };
  
  THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve;
  
  THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  
  	var b3 = THREE.ShapeUtils.b3;
  
  	return new THREE.Vector2( 
  		b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
  		b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y )
  	);
  
  };
  
  THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  
  	var tangentCubicBezier = THREE.CurveUtils.tangentCubicBezier;
  
  	return new THREE.Vector2( 
  		tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
  		tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y )
  	).normalize();
  
  };
  
  // File:src/extras/curves/SplineCurve.js
  
  /**************************************************************
   *	Spline curve
   **************************************************************/
  
  THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  
  	this.points = ( points == undefined ) ? [] : points;
  
  };
  
  THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  THREE.SplineCurve.prototype.constructor = THREE.SplineCurve;
  
  THREE.SplineCurve.prototype.getPoint = function ( t ) {
  
  	var points = this.points;
  	var point = ( points.length - 1 ) * t;
  
  	var intPoint = Math.floor( point );
  	var weight = point - intPoint;
  
  	var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  	var point1 = points[ intPoint ];
  	var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  	var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  
  	var interpolate = THREE.CurveUtils.interpolate;
  
  	return new THREE.Vector2(
  		interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
  		interpolate( point0.y, point1.y, point2.y, point3.y, weight )
  	);
  
  };
  
  // File:src/extras/curves/EllipseCurve.js
  
  /**************************************************************
   *	Ellipse curve
   **************************************************************/
  
  THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  
  	this.aX = aX;
  	this.aY = aY;
  
  	this.xRadius = xRadius;
  	this.yRadius = yRadius;
  
  	this.aStartAngle = aStartAngle;
  	this.aEndAngle = aEndAngle;
  
  	this.aClockwise = aClockwise;
  	
  	this.aRotation = aRotation || 0;
  
  };
  
  THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
  
  THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  
  	var deltaAngle = this.aEndAngle - this.aStartAngle;
  
  	if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  	if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  
  	var angle;
  
  	if ( this.aClockwise === true ) {
  
  		angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  
  	} else {
  
  		angle = this.aStartAngle + t * deltaAngle;
  
  	}
  	
  	var x = this.aX + this.xRadius * Math.cos( angle );
  	var y = this.aY + this.yRadius * Math.sin( angle );
  
  	if ( this.aRotation !== 0 ) {
  
  		var cos = Math.cos( this.aRotation );
  		var sin = Math.sin( this.aRotation );
  
  		var tx = x, ty = y;
  
  		// Rotate the point about the center of the ellipse.
  		x = ( tx - this.aX ) * cos - ( ty - this.aY ) * sin + this.aX;
  		y = ( tx - this.aX ) * sin + ( ty - this.aY ) * cos + this.aY;
  
  	}
  
  	return new THREE.Vector2( x, y );
  
  };
  
  // File:src/extras/curves/ArcCurve.js
  
  /**************************************************************
   *	Arc curve
   **************************************************************/
  
  THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  
  	THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  
  };
  
  THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
  
  // File:src/extras/curves/LineCurve3.js
  
  /**************************************************************
   *	Line3D
   **************************************************************/
  
  THREE.LineCurve3 = THREE.Curve.create(
  
  	function ( v1, v2 ) {
  
  		this.v1 = v1;
  		this.v2 = v2;
  
  	},
  
  	function ( t ) {
  
  		var vector = new THREE.Vector3();
  
  		vector.subVectors( this.v2, this.v1 ); // diff
  		vector.multiplyScalar( t );
  		vector.add( this.v1 );
  
  		return vector;
  
  	}
  
  );
  
  // File:src/extras/curves/QuadraticBezierCurve3.js
  
  /**************************************************************
   *	Quadratic Bezier 3D curve
   **************************************************************/
  
  THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  
  	function ( v0, v1, v2 ) {
  
  		this.v0 = v0;
  		this.v1 = v1;
  		this.v2 = v2;
  
  	},
  
  	function ( t ) {
  
  		var b2 = THREE.ShapeUtils.b2;		
  
  		return new THREE.Vector3(
  			b2( t, this.v0.x, this.v1.x, this.v2.x ),
  			b2( t, this.v0.y, this.v1.y, this.v2.y ),
  			b2( t, this.v0.z, this.v1.z, this.v2.z )
  		);
  
  	}
  
  );
  
  // File:src/extras/curves/CubicBezierCurve3.js
  
  /**************************************************************
   *	Cubic Bezier 3D curve
   **************************************************************/
  
  THREE.CubicBezierCurve3 = THREE.Curve.create(
  
  	function ( v0, v1, v2, v3 ) {
  
  		this.v0 = v0;
  		this.v1 = v1;
  		this.v2 = v2;
  		this.v3 = v3;
  
  	},
  
  	function ( t ) {
  
  		var b3 = THREE.ShapeUtils.b3;
  
  		return new THREE.Vector3(
  			b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
  			b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ),
  			b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z )
  		);
  
  	}
  
  );
  
  // File:src/extras/curves/SplineCurve3.js
  
  /**************************************************************
   *	Spline 3D curve
   **************************************************************/
  
  
  THREE.SplineCurve3 = THREE.Curve.create(
  
  	function ( points /* array of Vector3 */ ) {
  
  		console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' );
  		this.points = ( points == undefined ) ? [] : points;
  
  	},
  
  	function ( t ) {
  
  		var points = this.points;
  		var point = ( points.length - 1 ) * t;
  
  		var intPoint = Math.floor( point );
  		var weight = point - intPoint;
  
  		var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
  		var point1 = points[ intPoint ];
  		var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  		var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  
  		var interpolate = THREE.CurveUtils.interpolate;
  
  		return new THREE.Vector3(
  			interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
  			interpolate( point0.y, point1.y, point2.y, point3.y, weight ),
  			interpolate( point0.z, point1.z, point2.z, point3.z, weight )
  		);
  
  	}
  
  );
  
  // File:src/extras/curves/CatmullRomCurve3.js
  
  /**
   * @author zz85 https://github.com/zz85
   *
   * Centripetal CatmullRom Curve - which is useful for avoiding
   * cusps and self-intersections in non-uniform catmull rom curves.
   * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
   *
   * curve.type accepts centripetal(default), chordal and catmullrom
   * curve.tension is used for catmullrom which defaults to 0.5
   */
  
  THREE.CatmullRomCurve3 = ( function() {
  
  	var
  		tmp = new THREE.Vector3(),
  		px = new CubicPoly(),
  		py = new CubicPoly(),
  		pz = new CubicPoly();
  
  	/*
  	Based on an optimized c++ solution in
  	 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  	 - http://ideone.com/NoEbVM
  
  	This CubicPoly class could be used for reusing some variables and calculations,
  	but for three.js curve use, it could be possible inlined and flatten into a single function call
  	which can be placed in CurveUtils.
  	*/
  
  	function CubicPoly() {
  
  	}
  
  	/*
  	 * Compute coefficients for a cubic polynomial
  	 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  	 * such that
  	 *   p(0) = x0, p(1) = x1
  	 *  and
  	 *   p'(0) = t0, p'(1) = t1.
  	 */
  	CubicPoly.prototype.init = function( x0, x1, t0, t1 ) {
  
  		this.c0 = x0;
  		this.c1 = t0;
  		this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  		this.c3 = 2 * x0 - 2 * x1 + t0 + t1;
  
  	};
  
  	CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  
  		// compute tangents when parameterized in [t1,t2]
  		var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  		var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  
  		// rescale tangents for parametrization in [0,1]
  		t1 *= dt1;
  		t2 *= dt1;
  
  		// initCubicPoly
  		this.init( x1, x2, t1, t2 );
  
  	};
  
  	// standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4
  	CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) {
  
  		this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  
  	};
  
  	CubicPoly.prototype.calc = function( t ) {
  
  		var t2 = t * t;
  		var t3 = t2 * t;
  		return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3;
  
  	};
  
  	// Subclass Three.js curve
  	return THREE.Curve.create(
  
  		function ( p /* array of Vector3 */ ) {
  
  			this.points = p || [];
  			this.closed = false;
  
  		},
  
  		function ( t ) {
  
  			var points = this.points,
  				point, intPoint, weight, l;
  
  			l = points.length;
  
  			if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
  
  			point = ( l - ( this.closed ? 0 : 1 ) ) * t;
  			intPoint = Math.floor( point );
  			weight = point - intPoint;
  
  			if ( this.closed ) {
  
  				intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  
  			} else if ( weight === 0 && intPoint === l - 1 ) {
  
  				intPoint = l - 2;
  				weight = 1;
  
  			}
  
  			var p0, p1, p2, p3; // 4 points
  
  			if ( this.closed || intPoint > 0 ) {
  
  				p0 = points[ ( intPoint - 1 ) % l ];
  
  			} else {
  
  				// extrapolate first point
  				tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  				p0 = tmp;
  
  			}
  
  			p1 = points[ intPoint % l ];
  			p2 = points[ ( intPoint + 1 ) % l ];
  
  			if ( this.closed || intPoint + 2 < l ) {
  
  				p3 = points[ ( intPoint + 2 ) % l ];
  
  			} else {
  
  				// extrapolate last point
  				tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  				p3 = tmp;
  
  			}
  
  			if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
  
  				// init Centripetal / Chordal Catmull-Rom
  				var pow = this.type === 'chordal' ? 0.5 : 0.25;
  				var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  				var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  				var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  
  				// safety check for repeated points
  				if ( dt1 < 1e-4 ) dt1 = 1.0;
  				if ( dt0 < 1e-4 ) dt0 = dt1;
  				if ( dt2 < 1e-4 ) dt2 = dt1;
  
  				px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  				py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  				pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  
  			} else if ( this.type === 'catmullrom' ) {
  
  				var tension = this.tension !== undefined ? this.tension : 0.5;
  				px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
  				py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
  				pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );
  
  			}
  
  			var v = new THREE.Vector3(
  				px.calc( weight ),
  				py.calc( weight ),
  				pz.calc( weight )
  			);
  
  			return v;
  
  		}
  
  	);
  
  } )();
  
  // File:src/extras/curves/ClosedSplineCurve3.js
  
  /**************************************************************
   *	Closed Spline 3D curve
   **************************************************************/
  
  
  THREE.ClosedSplineCurve3 = function ( points ) {
  
  	console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' );
  
  	THREE.CatmullRomCurve3.call( this, points );
  	this.type = 'catmullrom';
  	this.closed = true;
  
  };
  
  THREE.ClosedSplineCurve3.prototype = Object.create( THREE.CatmullRomCurve3.prototype );
  
  // File:src/extras/geometries/BoxGeometry.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
   */
  
  THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'BoxGeometry';
  
  	this.parameters = {
  		width: width,
  		height: height,
  		depth: depth,
  		widthSegments: widthSegments,
  		heightSegments: heightSegments,
  		depthSegments: depthSegments
  	};
  
  	this.fromBufferGeometry( new THREE.BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  	this.mergeVertices();
  
  };
  
  THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
  
  THREE.CubeGeometry = THREE.BoxGeometry;
  
  // File:src/extras/geometries/BoxBufferGeometry.js
  
  /**
   * @author Mugen87 / https://github.com/Mugen87
   */
  
  THREE.BoxBufferGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'BoxBufferGeometry';
  
  	this.parameters = {
  		width: width,
  		height: height,
  		depth: depth,
  		widthSegments: widthSegments,
  		heightSegments: heightSegments,
  		depthSegments: depthSegments
  	};
  
  	var scope = this;
  
  	// segments
  	widthSegments = Math.floor( widthSegments ) || 1;
  	heightSegments = Math.floor( heightSegments ) || 1;
  	depthSegments = Math.floor( depthSegments ) || 1;
  
  	// these are used to calculate buffer length
  	var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments );
  	var indexCount = calculateIndexCount( widthSegments, heightSegments, depthSegments );
  
  	// buffers
  	var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount );
  	var vertices = new Float32Array( vertexCount * 3 );
  	var normals = new Float32Array( vertexCount * 3 );
  	var uvs = new Float32Array( vertexCount * 2 );
  
  	// offset variables
  	var vertexBufferOffset = 0;
  	var uvBufferOffset = 0;
  	var indexBufferOffset = 0;
  	var numberOfVertices = 0;
  
  	// group variables
  	var groupStart = 0;
  
  	// build each side of the box geometry
  	buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height,   width,  depthSegments, heightSegments, 0 ); // px
  	buildPlane( 'z', 'y', 'x',   1, - 1, depth, height, - width,  depthSegments, heightSegments, 1 ); // nx
  	buildPlane( 'x', 'z', 'y',   1,   1, width, depth,    height, widthSegments, depthSegments,  2 ); // py
  	buildPlane( 'x', 'z', 'y',   1, - 1, width, depth,  - height, widthSegments, depthSegments,  3 ); // ny
  	buildPlane( 'x', 'y', 'z',   1, - 1, width, height,   depth,  widthSegments, heightSegments, 4 ); // pz
  	buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth,  widthSegments, heightSegments, 5 ); // nz
  
  	// build geometry
  	this.setIndex( new THREE.BufferAttribute( indices, 1 ) );
  	this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  	this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  	this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  
  	// helper functions
  
  	function calculateVertexCount ( w, h, d ) {
  
  		var vertices = 0;
  
  		// calculate the amount of vertices for each side (plane)
  		vertices += (w + 1) * (h + 1) * 2; // xy
  		vertices += (w + 1) * (d + 1) * 2; // xz
  		vertices += (d + 1) * (h + 1) * 2; // zy
  
  		return vertices;
  
  	}
  
  	function calculateIndexCount ( w, h, d ) {
  
  		var index = 0;
  
  		// calculate the amount of squares for each side
  		index += w * h * 2; // xy
  		index += w * d * 2; // xz
  		index += d * h * 2; // zy
  
  		return index * 6; // two triangles per square => six vertices per square
  
  	}
  
  	function buildPlane ( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  
  		var segmentWidth	= width / gridX;
  		var segmentHeight = height / gridY;
  
  		var widthHalf = width / 2;
  		var heightHalf = height / 2;
  		var depthHalf = depth / 2;
  
  		var gridX1 = gridX + 1;
  		var gridY1 = gridY + 1;
  
  		var vertexCounter = 0;
  		var groupCount = 0;
  
  		var vector = new THREE.Vector3();
  
  		// generate vertices, normals and uvs
  
  		for ( var iy = 0; iy < gridY1; iy ++ ) {
  
  			var y = iy * segmentHeight - heightHalf;
  
  			for ( var ix = 0; ix < gridX1; ix ++ ) {
  
  				var x = ix * segmentWidth - widthHalf;
  
  				// set values to correct vector component
  				vector[ u ] = x * udir;
  				vector[ v ] = y * vdir;
  				vector[ w ] = depthHalf;
  
  				// now apply vector to vertex buffer
  				vertices[ vertexBufferOffset ] = vector.x;
  				vertices[ vertexBufferOffset + 1 ] = vector.y;
  				vertices[ vertexBufferOffset + 2 ] = vector.z;
  
  				// set values to correct vector component
  				vector[ u ] = 0;
  				vector[ v ] = 0;
  				vector[ w ] = depth > 0 ? 1 : - 1;
  
  				// now apply vector to normal buffer
  				normals[ vertexBufferOffset ] = vector.x;
  				normals[ vertexBufferOffset + 1 ] = vector.y;
  				normals[ vertexBufferOffset + 2 ] = vector.z;
  
  				// uvs
  				uvs[ uvBufferOffset ] = ix / gridX;
  				uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY );
  
  				// update offsets and counters
  				vertexBufferOffset += 3;
  				uvBufferOffset += 2;
  				vertexCounter += 1;
  
  			}
  
  		}
  
  		// 1. you need three indices to draw a single face
  		// 2. a single segment consists of two faces
  		// 3. so we need to generate six (2*3) indices per segment
  
  		for ( iy = 0; iy < gridY; iy ++ ) {
  
  			for ( ix = 0; ix < gridX; ix ++ ) {
  
  				// indices
  				var a = numberOfVertices + ix + gridX1 * iy;
  				var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  				var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  				var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  
  				// face one
  				indices[ indexBufferOffset ] = a;
  				indices[ indexBufferOffset + 1 ] = b;
  				indices[ indexBufferOffset + 2 ] = d;
  
  				// face two
  				indices[ indexBufferOffset + 3 ] = b;
  				indices[ indexBufferOffset + 4 ] = c;
  				indices[ indexBufferOffset + 5 ] = d;
  
  				// update offsets and counters
  				indexBufferOffset += 6;
  				groupCount += 6;
  
  			}
  
  		}
  
  		// add a group to the geometry. this will ensure multi material support
  		scope.addGroup( groupStart, groupCount, materialIndex );
  
  		// calculate new start value for groups
  		groupStart += groupCount;
  
  		// update total number of vertices
  		numberOfVertices += vertexCounter;
  
  	}
  
  };
  
  THREE.BoxBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.BoxBufferGeometry.prototype.constructor = THREE.BoxBufferGeometry;
  
  // File:src/extras/geometries/CircleGeometry.js
  
  /**
   * @author hughes
   */
  
  THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'CircleGeometry';
  
  	this.parameters = {
  		radius: radius,
  		segments: segments,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  	this.fromBufferGeometry( new THREE.CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  
  };
  
  THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
  
  // File:src/extras/geometries/CircleBufferGeometry.js
  
  /**
   * @author benaadams / https://twitter.com/ben_a_adams
   */
  
  THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'CircleBufferGeometry';
  
  	this.parameters = {
  		radius: radius,
  		segments: segments,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  	radius = radius || 50;
  	segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  
  	thetaStart = thetaStart !== undefined ? thetaStart : 0;
  	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  
  	var vertices = segments + 2;
  
  	var positions = new Float32Array( vertices * 3 );
  	var normals = new Float32Array( vertices * 3 );
  	var uvs = new Float32Array( vertices * 2 );
  
  	// center data is already zero, but need to set a few extras
  	normals[ 2 ] = 1.0;
  	uvs[ 0 ] = 0.5;
  	uvs[ 1 ] = 0.5;
  
  	for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) {
  
  		var segment = thetaStart + s / segments * thetaLength;
  
  		positions[ i ] = radius * Math.cos( segment );
  		positions[ i + 1 ] = radius * Math.sin( segment );
  
  		normals[ i + 2 ] = 1; // normal z
  
  		uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2;
  		uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2;
  
  	}
  
  	var indices = [];
  
  	for ( var i = 1; i <= segments; i ++ ) {
  
  		indices.push( i, i + 1, 0 );
  
  	}
  
  	this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) );
  	this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  	this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  	this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  
  	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  
  };
  
  THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry;
  
  // File:src/extras/geometries/CylinderBufferGeometry.js
  
  /**
   * @author Mugen87 / https://github.com/Mugen87
   */
  
  THREE.CylinderBufferGeometry = function( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'CylinderBufferGeometry';
  
  	this.parameters = {
  		radiusTop: radiusTop,
  		radiusBottom: radiusBottom,
  		height: height,
  		radialSegments: radialSegments,
  		heightSegments: heightSegments,
  		openEnded: openEnded,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  	var scope = this;
  
  	radiusTop = radiusTop !== undefined ? radiusTop : 20;
  	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  	height = height !== undefined ? height : 100;
  
  	radialSegments = Math.floor( radialSegments ) || 8;
  	heightSegments = Math.floor( heightSegments ) || 1;
  
  	openEnded = openEnded !== undefined ? openEnded : false;
  	thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  	thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI;
  
  	// used to calculate buffer length
  
  	var nbCap = 0;
  
  	if ( openEnded === false ) {
  
  		if ( radiusTop > 0 ) nbCap ++;
  		if ( radiusBottom > 0 ) nbCap ++;
  
  	}
  
  	var vertexCount = calculateVertexCount();
  	var indexCount = calculateIndexCount();
  
  	// buffers
  
  	var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 );
  	var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  	// helper variables
  
  	var index = 0,
  	    indexOffset = 0,
  	    indexArray = [],
  	    halfHeight = height / 2;
  
  	// group variables
  	var groupStart = 0;
  
  	// generate geometry
  
  	generateTorso();
  
  	if ( openEnded === false ) {
  
  		if ( radiusTop > 0 ) generateCap( true );
  		if ( radiusBottom > 0 ) generateCap( false );
  
  	}
  
  	// build geometry
  
  	this.setIndex( indices );
  	this.addAttribute( 'position', vertices );
  	this.addAttribute( 'normal', normals );
  	this.addAttribute( 'uv', uvs );
  
  	// helper functions
  
  	function calculateVertexCount() {
  
  		var count = ( radialSegments + 1 ) * ( heightSegments + 1 );
  
  		if ( openEnded === false ) {
  
  			count += ( ( radialSegments + 1 ) * nbCap ) + ( radialSegments * nbCap );
  
  		}
  
  		return count;
  
  	}
  
  	function calculateIndexCount() {
  
  		var count = radialSegments * heightSegments * 2 * 3;
  
  		if ( openEnded === false ) {
  
  			count += radialSegments * nbCap * 3;
  
  		}
  
  		return count;
  
  	}
  
  	function generateTorso() {
  
  		var x, y;
  		var normal = new THREE.Vector3();
  		var vertex = new THREE.Vector3();
  
  		var groupCount = 0;
  
  		// this will be used to calculate the normal
  		var tanTheta = ( radiusBottom - radiusTop ) / height;
  
  		// generate vertices, normals and uvs
  
  		for ( y = 0; y <= heightSegments; y ++ ) {
  
  			var indexRow = [];
  
  			var v = y / heightSegments;
  
  			// calculate the radius of the current row
  			var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  
  			for ( x = 0; x <= radialSegments; x ++ ) {
  
  				var u = x / radialSegments;
  
  				// vertex
  				vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
  				vertex.y = - v * height + halfHeight;
  				vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
  				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  				// normal
  				normal.copy( vertex );
  
  				// handle special case if radiusTop/radiusBottom is zero
  
  				if ( ( radiusTop === 0 && y === 0 ) || ( radiusBottom === 0 && y === heightSegments ) ) {
  
  					normal.x = Math.sin( u * thetaLength + thetaStart );
  					normal.z = Math.cos( u * thetaLength + thetaStart );
  
  				}
  
  				normal.setY( Math.sqrt( normal.x * normal.x + normal.z * normal.z ) * tanTheta ).normalize();
  				normals.setXYZ( index, normal.x, normal.y, normal.z );
  
  				// uv
  				uvs.setXY( index, u, 1 - v );
  
  				// save index of vertex in respective row
  				indexRow.push( index );
  
  				// increase index
  				index ++;
  
  			}
  
  			// now save vertices of the row in our index array
  			indexArray.push( indexRow );
  
  		}
  
  		// generate indices
  
  		for ( x = 0; x < radialSegments; x ++ ) {
  
  			for ( y = 0; y < heightSegments; y ++ ) {
  
  				// we use the index array to access the correct indices
  				var i1 = indexArray[ y ][ x ];
  				var i2 = indexArray[ y + 1 ][ x ];
  				var i3 = indexArray[ y + 1 ][ x + 1 ];
  				var i4 = indexArray[ y ][ x + 1 ];
  
  				// face one
  				indices.setX( indexOffset, i1 ); indexOffset ++;
  				indices.setX( indexOffset, i2 ); indexOffset ++;
  				indices.setX( indexOffset, i4 ); indexOffset ++;
  
  				// face two
  				indices.setX( indexOffset, i2 ); indexOffset ++;
  				indices.setX( indexOffset, i3 ); indexOffset ++;
  				indices.setX( indexOffset, i4 ); indexOffset ++;
  
  				// update counters
  				groupCount += 6;
  
  			}
  
  		}
  
  		// add a group to the geometry. this will ensure multi material support
  		scope.addGroup( groupStart, groupCount, 0 );
  
  		// calculate new start value for groups
  		groupStart += groupCount;
  
  	}
  
  	function generateCap( top ) {
  
  		var x, centerIndexStart, centerIndexEnd;
  
  		var uv = new THREE.Vector2();
  		var vertex = new THREE.Vector3();
  
  		var groupCount = 0;
  
  		var radius = ( top === true ) ? radiusTop : radiusBottom;
  		var sign = ( top === true ) ? 1 : - 1;
  
  		// save the index of the first center vertex
  		centerIndexStart = index;
  
  		// first we generate the center vertex data of the cap.
  		// because the geometry needs one set of uvs per face,
  		// we must generate a center vertex per face/segment
  
  		for ( x = 1; x <= radialSegments; x ++ ) {
  
  			// vertex
  			vertices.setXYZ( index, 0, halfHeight * sign, 0 );
  
  			// normal
  			normals.setXYZ( index, 0, sign, 0 );
  
  			// uv
  			uv.x = 0.5;
  			uv.y = 0.5;
  
  			uvs.setXY( index, uv.x, uv.y );
  
  			// increase index
  			index ++;
  
  		}
  
  		// save the index of the last center vertex
  		centerIndexEnd = index;
  
  		// now we generate the surrounding vertices, normals and uvs
  
  		for ( x = 0; x <= radialSegments; x ++ ) {
  
  			var u = x / radialSegments;
  			var theta = u * thetaLength + thetaStart;
  
  			var cosTheta = Math.cos( theta );
  			var sinTheta = Math.sin( theta );
  
  			// vertex
  			vertex.x = radius * sinTheta;
  			vertex.y = halfHeight * sign;
  			vertex.z = radius * cosTheta;
  			vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  			// normal
  			normals.setXYZ( index, 0, sign, 0 );
  
  			// uv
  			uv.x = ( cosTheta * 0.5 ) + 0.5;
  			uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  			uvs.setXY( index, uv.x, uv.y );
  
  			// increase index
  			index ++;
  
  		}
  
  		// generate indices
  
  		for ( x = 0; x < radialSegments; x ++ ) {
  
  			var c = centerIndexStart + x;
  			var i = centerIndexEnd + x;
  
  			if ( top === true ) {
  
  				// face top
  				indices.setX( indexOffset, i ); indexOffset ++;
  				indices.setX( indexOffset, i + 1 ); indexOffset ++;
  				indices.setX( indexOffset, c ); indexOffset ++;
  
  			} else {
  
  				// face bottom
  				indices.setX( indexOffset, i + 1 ); indexOffset ++;
  				indices.setX( indexOffset, i ); indexOffset ++;
  				indices.setX( indexOffset, c ); indexOffset ++;
  
  			}
  
  			// update counters
  			groupCount += 3;
  
  		}
  
  		// add a group to the geometry. this will ensure multi material support
  		scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  
  		// calculate new start value for groups
  		groupStart += groupCount;
  
  	}
  
  };
  
  THREE.CylinderBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.CylinderBufferGeometry.prototype.constructor = THREE.CylinderBufferGeometry;
  
  // File:src/extras/geometries/CylinderGeometry.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'CylinderGeometry';
  
  	this.parameters = {
  		radiusTop: radiusTop,
  		radiusBottom: radiusBottom,
  		height: height,
  		radialSegments: radialSegments,
  		heightSegments: heightSegments,
  		openEnded: openEnded,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  	this.fromBufferGeometry( new THREE.CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  	this.mergeVertices();
  
  };
  
  THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
  
  // File:src/extras/geometries/ConeBufferGeometry.js
  
  /*
   * @author: abelnation / http://github.com/abelnation
   */
  
  THREE.ConeBufferGeometry = function (
  	radius, height,
  	radialSegments, heightSegments,
  	openEnded, thetaStart, thetaLength ) {
  
  	THREE.CylinderBufferGeometry.call( this,
  		0, radius, height,
  		radialSegments, heightSegments,
  		openEnded, thetaStart, thetaLength );
  
  	this.type = 'ConeBufferGeometry';
  
  	this.parameters = {
  		radius: radius,
  		height: height,
  		radialSegments: radialSegments,
  		heightSegments: heightSegments,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  };
  
  THREE.ConeBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.ConeBufferGeometry.prototype.constructor = THREE.ConeBufferGeometry;
  
  // File:src/extras/geometries/ConeGeometry.js
  
  /**
   * @author abelnation / http://github.com/abelnation
   */
  
  THREE.ConeGeometry = function (
  	radius, height,
  	radialSegments, heightSegments,
  	openEnded, thetaStart, thetaLength ) {
  
  	THREE.CylinderGeometry.call( this,
  		0, radius, height,
  		radialSegments, heightSegments,
  		openEnded, thetaStart, thetaLength );
  
  	this.type = 'ConeGeometry';
  
  	this.parameters = {
  		radius: radius,
  		height: height,
  		radialSegments: radialSegments,
  		heightSegments: heightSegments,
  		openEnded: openEnded,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  };
  
  THREE.ConeGeometry.prototype = Object.create( THREE.CylinderGeometry.prototype );
  THREE.ConeGeometry.prototype.constructor = THREE.ConeGeometry;
  
  // File:src/extras/geometries/EdgesGeometry.js
  
  /**
   * @author WestLangley / http://github.com/WestLangley
   */
  
  THREE.EdgesGeometry = function ( geometry, thresholdAngle ) {
  
  	THREE.BufferGeometry.call( this );
  
  	thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  
  	var thresholdDot = Math.cos( THREE.Math.DEG2RAD * thresholdAngle );
  
  	var edge = [ 0, 0 ], hash = {};
  
  	function sortFunction( a, b ) {
  
  		return a - b;
  
  	}
  
  	var keys = [ 'a', 'b', 'c' ];
  
  	var geometry2;
  
  	if ( geometry instanceof THREE.BufferGeometry ) {
  
  		geometry2 = new THREE.Geometry();
  		geometry2.fromBufferGeometry( geometry );
  
  	} else {
  
  		geometry2 = geometry.clone();
  
  	}
  
  	geometry2.mergeVertices();
  	geometry2.computeFaceNormals();
  
  	var vertices = geometry2.vertices;
  	var faces = geometry2.faces;
  
  	for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  		var face = faces[ i ];
  
  		for ( var j = 0; j < 3; j ++ ) {
  
  			edge[ 0 ] = face[ keys[ j ] ];
  			edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  			edge.sort( sortFunction );
  
  			var key = edge.toString();
  
  			if ( hash[ key ] === undefined ) {
  
  				hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  
  			} else {
  
  				hash[ key ].face2 = i;
  
  			}
  
  		}
  
  	}
  
  	var coords = [];
  
  	for ( var key in hash ) {
  
  		var h = hash[ key ];
  
  		if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
  
  			var vertex = vertices[ h.vert1 ];
  			coords.push( vertex.x );
  			coords.push( vertex.y );
  			coords.push( vertex.z );
  
  			vertex = vertices[ h.vert2 ];
  			coords.push( vertex.x );
  			coords.push( vertex.y );
  			coords.push( vertex.z );
  
  		}
  
  	}
  
  	this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) );
  
  };
  
  THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry;
  
  // File:src/extras/geometries/ExtrudeGeometry.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   *
   * Creates extruded geometry from a path shape.
   *
   * parameters = {
   *
   *  curveSegments: <int>, // number of points on the curves
   *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
   *  amount: <int>, // Depth to extrude the shape
   *
   *  bevelEnabled: <bool>, // turn on bevel
   *  bevelThickness: <float>, // how deep into the original shape bevel goes
   *  bevelSize: <float>, // how far from shape outline is bevel
   *  bevelSegments: <int>, // number of bevel layers
   *
   *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
   *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
   *
   *  uvGenerator: <Object> // object that provides UV generator functions
   *
   * }
   **/
  
  THREE.ExtrudeGeometry = function ( shapes, options ) {
  
  	if ( typeof( shapes ) === "undefined" ) {
  
  		shapes = [];
  		return;
  
  	}
  
  	THREE.Geometry.call( this );
  
  	this.type = 'ExtrudeGeometry';
  
  	shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  
  	this.addShapeList( shapes, options );
  
  	this.computeFaceNormals();
  
  	// can't really use automatic vertex normals
  	// as then front and back sides get smoothed too
  	// should do separate smoothing just for sides
  
  	//this.computeVertexNormals();
  
  	//console.log( "took", ( Date.now() - startTime ) );
  
  };
  
  THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry;
  
  THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  
  	var sl = shapes.length;
  
  	for ( var s = 0; s < sl; s ++ ) {
  
  		var shape = shapes[ s ];
  		this.addShape( shape, options );
  
  	}
  
  };
  
  THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  
  	var amount = options.amount !== undefined ? options.amount : 100;
  
  	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  
  	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  
  	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  
  	var steps = options.steps !== undefined ? options.steps : 1;
  
  	var extrudePath = options.extrudePath;
  	var extrudePts, extrudeByPath = false;
  
  	// Use default WorldUVGenerator if no UV generators are specified.
  	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  
  	var splineTube, binormal, normal, position2;
  	if ( extrudePath ) {
  
  		extrudePts = extrudePath.getSpacedPoints( steps );
  
  		extrudeByPath = true;
  		bevelEnabled = false; // bevels not supported for path extrusion
  
  		// SETUP TNB variables
  
  		// Reuse TNB from TubeGeomtry for now.
  		// TODO1 - have a .isClosed in spline?
  
  		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames( extrudePath, steps, false );
  
  		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  
  		binormal = new THREE.Vector3();
  		normal = new THREE.Vector3();
  		position2 = new THREE.Vector3();
  
  	}
  
  	// Safeguards if bevels are not enabled
  
  	if ( ! bevelEnabled ) {
  
  		bevelSegments = 0;
  		bevelThickness = 0;
  		bevelSize = 0;
  
  	}
  
  	// Variables initialization
  
  	var ahole, h, hl; // looping of holes
  	var scope = this;
  
  	var shapesOffset = this.vertices.length;
  
  	var shapePoints = shape.extractPoints( curveSegments );
  
  	var vertices = shapePoints.shape;
  	var holes = shapePoints.holes;
  
  	var reverse = ! THREE.ShapeUtils.isClockWise( vertices );
  
  	if ( reverse ) {
  
  		vertices = vertices.reverse();
  
  		// Maybe we should also check if holes are in the opposite direction, just to be safe ...
  
  		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  			ahole = holes[ h ];
  
  			if ( THREE.ShapeUtils.isClockWise( ahole ) ) {
  
  				holes[ h ] = ahole.reverse();
  
  			}
  
  		}
  
  		reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  
  	}
  
  
  	var faces = THREE.ShapeUtils.triangulateShape( vertices, holes );
  
  	/* Vertices */
  
  	var contour = vertices; // vertices has all points but contour has only points of circumference
  
  	for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  		ahole = holes[ h ];
  
  		vertices = vertices.concat( ahole );
  
  	}
  
  
  	function scalePt2 ( pt, vec, size ) {
  
  		if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  
  		return vec.clone().multiplyScalar( size ).add( pt );
  
  	}
  
  	var b, bs, t, z,
  		vert, vlen = vertices.length,
  		face, flen = faces.length;
  
  
  	// Find directions for point movement
  
  
  	function getBevelVec( inPt, inPrev, inNext ) {
  
  		// computes for inPt the corresponding point inPt' on a new contour
  		//   shifted by 1 unit (length of normalized vector) to the left
  		// if we walk along contour clockwise, this new contour is outside the old one
  		//
  		// inPt' is the intersection of the two lines parallel to the two
  		//  adjacent edges of inPt at a distance of 1 unit on the left side.
  
  		var v_trans_x, v_trans_y, shrink_by = 1;		// resulting translation vector for inPt
  
  		// good reading for geometry algorithms (here: line-line intersection)
  		// http://geomalgorithms.com/a05-_intersect-1.html
  
  		var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  		var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  
  		var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  
  		// check for collinear edges
  		var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  
  		if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  
  			// not collinear
  
  			// length of vectors for normalizing
  
  			var v_prev_len = Math.sqrt( v_prev_lensq );
  			var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  
  			// shift adjacent points by unit vectors to the left
  
  			var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  			var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  
  			var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  			var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  
  			// scaling factor for v_prev to intersection point
  
  			var sf = (  ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  						( ptNextShift_y - ptPrevShift_y ) * v_next_x    ) /
  					  ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  
  			// vector from inPt to intersection point
  
  			v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  			v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  
  			// Don't normalize!, otherwise sharp corners become ugly
  			//  but prevent crazy spikes
  			var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  			if ( v_trans_lensq <= 2 ) {
  
  				return	new THREE.Vector2( v_trans_x, v_trans_y );
  
  			} else {
  
  				shrink_by = Math.sqrt( v_trans_lensq / 2 );
  
  			}
  
  		} else {
  
  			// handle special case of collinear edges
  
  			var direction_eq = false;		// assumes: opposite
  			if ( v_prev_x > Number.EPSILON ) {
  
  				if ( v_next_x > Number.EPSILON ) {
  
  					direction_eq = true;
  
  				}
  
  			} else {
  
  				if ( v_prev_x < - Number.EPSILON ) {
  
  					if ( v_next_x < - Number.EPSILON ) {
  
  						direction_eq = true;
  
  					}
  
  				} else {
  
  					if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  
  						direction_eq = true;
  
  					}
  
  				}
  
  			}
  
  			if ( direction_eq ) {
  
  				// console.log("Warning: lines are a straight sequence");
  				v_trans_x = - v_prev_y;
  				v_trans_y =  v_prev_x;
  				shrink_by = Math.sqrt( v_prev_lensq );
  
  			} else {
  
  				// console.log("Warning: lines are a straight spike");
  				v_trans_x = v_prev_x;
  				v_trans_y = v_prev_y;
  				shrink_by = Math.sqrt( v_prev_lensq / 2 );
  
  			}
  
  		}
  
  		return	new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  
  	}
  
  
  	var contourMovements = [];
  
  	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  
  		if ( j === il ) j = 0;
  		if ( k === il ) k = 0;
  
  		//  (j)---(i)---(k)
  		// console.log('i,j,k', i, j , k)
  
  		contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  
  	}
  
  	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  
  	for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  		ahole = holes[ h ];
  
  		oneHoleMovements = [];
  
  		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  
  			if ( j === il ) j = 0;
  			if ( k === il ) k = 0;
  
  			//  (j)---(i)---(k)
  			oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  
  		}
  
  		holesMovements.push( oneHoleMovements );
  		verticesMovements = verticesMovements.concat( oneHoleMovements );
  
  	}
  
  
  	// Loop bevelSegments, 1 for the front, 1 for the back
  
  	for ( b = 0; b < bevelSegments; b ++ ) {
  
  		//for ( b = bevelSegments; b > 0; b -- ) {
  
  		t = b / bevelSegments;
  		z = bevelThickness * ( 1 - t );
  
  		//z = bevelThickness * t;
  		bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ); // curved
  		//bs = bevelSize * t; // linear
  
  		// contract shape
  
  		for ( i = 0, il = contour.length; i < il; i ++ ) {
  
  			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  
  			v( vert.x, vert.y,  - z );
  
  		}
  
  		// expand holes
  
  		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  			ahole = holes[ h ];
  			oneHoleMovements = holesMovements[ h ];
  
  			for ( i = 0, il = ahole.length; i < il; i ++ ) {
  
  				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  
  				v( vert.x, vert.y,  - z );
  
  			}
  
  		}
  
  	}
  
  	bs = bevelSize;
  
  	// Back facing vertices
  
  	for ( i = 0; i < vlen; i ++ ) {
  
  		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  
  		if ( ! extrudeByPath ) {
  
  			v( vert.x, vert.y, 0 );
  
  		} else {
  
  			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  
  			normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  			binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  
  			position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  
  			v( position2.x, position2.y, position2.z );
  
  		}
  
  	}
  
  	// Add stepped vertices...
  	// Including front facing vertices
  
  	var s;
  
  	for ( s = 1; s <= steps; s ++ ) {
  
  		for ( i = 0; i < vlen; i ++ ) {
  
  			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  
  			if ( ! extrudeByPath ) {
  
  				v( vert.x, vert.y, amount / steps * s );
  
  			} else {
  
  				// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  
  				normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  				binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  
  				position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  
  				v( position2.x, position2.y, position2.z );
  
  			}
  
  		}
  
  	}
  
  
  	// Add bevel segments planes
  
  	//for ( b = 1; b <= bevelSegments; b ++ ) {
  	for ( b = bevelSegments - 1; b >= 0; b -- ) {
  
  		t = b / bevelSegments;
  		z = bevelThickness * ( 1 - t );
  		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  		bs = bevelSize * Math.sin ( t * Math.PI / 2 );
  
  		// contract shape
  
  		for ( i = 0, il = contour.length; i < il; i ++ ) {
  
  			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  			v( vert.x, vert.y,  amount + z );
  
  		}
  
  		// expand holes
  
  		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  			ahole = holes[ h ];
  			oneHoleMovements = holesMovements[ h ];
  
  			for ( i = 0, il = ahole.length; i < il; i ++ ) {
  
  				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  
  				if ( ! extrudeByPath ) {
  
  					v( vert.x, vert.y,  amount + z );
  
  				} else {
  
  					v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  
  				}
  
  			}
  
  		}
  
  	}
  
  	/* Faces */
  
  	// Top and bottom faces
  
  	buildLidFaces();
  
  	// Sides faces
  
  	buildSideFaces();
  
  
  	/////  Internal functions
  
  	function buildLidFaces() {
  
  		if ( bevelEnabled ) {
  
  			var layer = 0; // steps + 1
  			var offset = vlen * layer;
  
  			// Bottom faces
  
  			for ( i = 0; i < flen; i ++ ) {
  
  				face = faces[ i ];
  				f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  
  			}
  
  			layer = steps + bevelSegments * 2;
  			offset = vlen * layer;
  
  			// Top faces
  
  			for ( i = 0; i < flen; i ++ ) {
  
  				face = faces[ i ];
  				f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  
  			}
  
  		} else {
  
  			// Bottom faces
  
  			for ( i = 0; i < flen; i ++ ) {
  
  				face = faces[ i ];
  				f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  
  			}
  
  			// Top faces
  
  			for ( i = 0; i < flen; i ++ ) {
  
  				face = faces[ i ];
  				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  
  			}
  
  		}
  
  	}
  
  	// Create faces for the z-sides of the shape
  
  	function buildSideFaces() {
  
  		var layeroffset = 0;
  		sidewalls( contour, layeroffset );
  		layeroffset += contour.length;
  
  		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  			ahole = holes[ h ];
  			sidewalls( ahole, layeroffset );
  
  			//, true
  			layeroffset += ahole.length;
  
  		}
  
  	}
  
  	function sidewalls( contour, layeroffset ) {
  
  		var j, k;
  		i = contour.length;
  
  		while ( -- i >= 0 ) {
  
  			j = i;
  			k = i - 1;
  			if ( k < 0 ) k = contour.length - 1;
  
  			//console.log('b', i,j, i-1, k,vertices.length);
  
  			var s = 0, sl = steps  + bevelSegments * 2;
  
  			for ( s = 0; s < sl; s ++ ) {
  
  				var slen1 = vlen * s;
  				var slen2 = vlen * ( s + 1 );
  
  				var a = layeroffset + j + slen1,
  					b = layeroffset + k + slen1,
  					c = layeroffset + k + slen2,
  					d = layeroffset + j + slen2;
  
  				f4( a, b, c, d, contour, s, sl, j, k );
  
  			}
  
  		}
  
  	}
  
  
  	function v( x, y, z ) {
  
  		scope.vertices.push( new THREE.Vector3( x, y, z ) );
  
  	}
  
  	function f3( a, b, c ) {
  
  		a += shapesOffset;
  		b += shapesOffset;
  		c += shapesOffset;
  
  		scope.faces.push( new THREE.Face3( a, b, c, null, null, 0 ) );
  
  		var uvs = uvgen.generateTopUV( scope, a, b, c );
  
  		scope.faceVertexUvs[ 0 ].push( uvs );
  
  	}
  
  	function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  
  		a += shapesOffset;
  		b += shapesOffset;
  		c += shapesOffset;
  		d += shapesOffset;
  
  		scope.faces.push( new THREE.Face3( a, b, d, null, null, 1 ) );
  		scope.faces.push( new THREE.Face3( b, c, d, null, null, 1 ) );
  
  		var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
  
  		scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  		scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  
  	}
  
  };
  
  THREE.ExtrudeGeometry.WorldUVGenerator = {
  
  	generateTopUV: function ( geometry, indexA, indexB, indexC ) {
  
  		var vertices = geometry.vertices;
  
  		var a = vertices[ indexA ];
  		var b = vertices[ indexB ];
  		var c = vertices[ indexC ];
  
  		return [
  			new THREE.Vector2( a.x, a.y ),
  			new THREE.Vector2( b.x, b.y ),
  			new THREE.Vector2( c.x, c.y )
  		];
  
  	},
  
  	generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
  
  		var vertices = geometry.vertices;
  
  		var a = vertices[ indexA ];
  		var b = vertices[ indexB ];
  		var c = vertices[ indexC ];
  		var d = vertices[ indexD ];
  
  		if ( Math.abs( a.y - b.y ) < 0.01 ) {
  
  			return [
  				new THREE.Vector2( a.x, 1 - a.z ),
  				new THREE.Vector2( b.x, 1 - b.z ),
  				new THREE.Vector2( c.x, 1 - c.z ),
  				new THREE.Vector2( d.x, 1 - d.z )
  			];
  
  		} else {
  
  			return [
  				new THREE.Vector2( a.y, 1 - a.z ),
  				new THREE.Vector2( b.y, 1 - b.z ),
  				new THREE.Vector2( c.y, 1 - c.z ),
  				new THREE.Vector2( d.y, 1 - d.z )
  			];
  
  		}
  
  	}
  };
  
  // File:src/extras/geometries/ShapeGeometry.js
  
  /**
   * @author jonobr1 / http://jonobr1.com
   *
   * Creates a one-sided polygonal geometry from a path shape. Similar to
   * ExtrudeGeometry.
   *
   * parameters = {
   *
   *	curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
   *
   *	material: <int> // material index for front and back faces
   *	uvGenerator: <Object> // object that provides UV generator functions
   *
   * }
   **/
  
  THREE.ShapeGeometry = function ( shapes, options ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'ShapeGeometry';
  
  	if ( Array.isArray( shapes ) === false ) shapes = [ shapes ];
  
  	this.addShapeList( shapes, options );
  
  	this.computeFaceNormals();
  
  };
  
  THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry;
  
  /**
   * Add an array of shapes to THREE.ShapeGeometry.
   */
  THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  
  	for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  
  		this.addShape( shapes[ i ], options );
  
  	}
  
  	return this;
  
  };
  
  /**
   * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
   */
  THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  
  	if ( options === undefined ) options = {};
  	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  
  	var material = options.material;
  	var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  
  	//
  
  	var i, l, hole;
  
  	var shapesOffset = this.vertices.length;
  	var shapePoints = shape.extractPoints( curveSegments );
  
  	var vertices = shapePoints.shape;
  	var holes = shapePoints.holes;
  
  	var reverse = ! THREE.ShapeUtils.isClockWise( vertices );
  
  	if ( reverse ) {
  
  		vertices = vertices.reverse();
  
  		// Maybe we should also check if holes are in the opposite direction, just to be safe...
  
  		for ( i = 0, l = holes.length; i < l; i ++ ) {
  
  			hole = holes[ i ];
  
  			if ( THREE.ShapeUtils.isClockWise( hole ) ) {
  
  				holes[ i ] = hole.reverse();
  
  			}
  
  		}
  
  		reverse = false;
  
  	}
  
  	var faces = THREE.ShapeUtils.triangulateShape( vertices, holes );
  
  	// Vertices
  
  	for ( i = 0, l = holes.length; i < l; i ++ ) {
  
  		hole = holes[ i ];
  		vertices = vertices.concat( hole );
  
  	}
  
  	//
  
  	var vert, vlen = vertices.length;
  	var face, flen = faces.length;
  
  	for ( i = 0; i < vlen; i ++ ) {
  
  		vert = vertices[ i ];
  
  		this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  
  	}
  
  	for ( i = 0; i < flen; i ++ ) {
  
  		face = faces[ i ];
  
  		var a = face[ 0 ] + shapesOffset;
  		var b = face[ 1 ] + shapesOffset;
  		var c = face[ 2 ] + shapesOffset;
  
  		this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  		this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) );
  
  	}
  
  };
  
  // File:src/extras/geometries/LatheBufferGeometry.js
  
  /**
   * @author Mugen87 / https://github.com/Mugen87
   */
  
   // points - to create a closed torus, one must use a set of points
   //    like so: [ a, b, c, d, a ], see first is the same as last.
   // segments - the number of circumference segments to create
   // phiStart - the starting radian
   // phiLength - the radian (0 to 2PI) range of the lathed section
   //    2PI is a closed lathe, less than 2PI is a portion.
  
  THREE.LatheBufferGeometry = function ( points, segments, phiStart, phiLength ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'LatheBufferGeometry';
  
  	this.parameters = {
  		points: points,
  		segments: segments,
  		phiStart: phiStart,
  		phiLength: phiLength
  	};
  
  	segments = Math.floor( segments ) || 12;
  	phiStart = phiStart || 0;
  	phiLength = phiLength || Math.PI * 2;
  
  	// clamp phiLength so it's in range of [ 0, 2PI ]
  	phiLength = THREE.Math.clamp( phiLength, 0, Math.PI * 2 );
  
  	// these are used to calculate buffer length
  	var vertexCount = ( segments + 1 ) * points.length;
  	var indexCount = segments * points.length * 2 * 3;
  
  	// buffers
  	var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 );
  	var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  	// helper variables
  	var index = 0, indexOffset = 0, base;
  	var inversePointLength = 1.0 / ( points.length - 1 );
  	var inverseSegments = 1.0 / segments;
  	var vertex = new THREE.Vector3();
  	var uv = new THREE.Vector2();
  	var i, j;
  
  	// generate vertices and uvs
  
  	for ( i = 0; i <= segments; i ++ ) {
  
  		var phi = phiStart + i * inverseSegments * phiLength;
  
  		var sin = Math.sin( phi );
  		var cos = Math.cos( phi );
  
  		for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  
  			// vertex
  			vertex.x = points[ j ].x * sin;
  			vertex.y = points[ j ].y;
  			vertex.z = points[ j ].x * cos;
  			vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  			// uv
  			uv.x = i / segments;
  			uv.y = j / ( points.length - 1 );
  			uvs.setXY( index, uv.x, uv.y );
  
  			// increase index
  			index ++;
  
  		}
  
  	}
  
  	// generate indices
  
  	for ( i = 0; i < segments; i ++ ) {
  
  		for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  
  			base = j + i * points.length;
  
  			// indices
  			var a = base;
  			var b = base + points.length;
  			var c = base + points.length + 1;
  			var d = base + 1;
  
  			// face one
  			indices.setX( indexOffset, a ); indexOffset++;
  			indices.setX( indexOffset, b ); indexOffset++;
  			indices.setX( indexOffset, d ); indexOffset++;
  
  			// face two
  			indices.setX( indexOffset, b ); indexOffset++;
  			indices.setX( indexOffset, c ); indexOffset++;
  			indices.setX( indexOffset, d ); indexOffset++;
  
  		}
  
  	}
  
  	// build geometry
  
  	this.setIndex( indices );
  	this.addAttribute( 'position', vertices );
  	this.addAttribute( 'uv', uvs );
  
  	// generate normals
  
  	this.computeVertexNormals();
  
  	// if the geometry is closed, we need to average the normals along the seam.
  	// because the corresponding vertices are identical (but still have different UVs).
  
  	if( phiLength === Math.PI * 2 ) {
  
  		var normals = this.attributes.normal.array;
  		var n1 = new THREE.Vector3();
  		var n2 = new THREE.Vector3();
  		var n = new THREE.Vector3();
  
  		// this is the buffer offset for the last line of vertices
  		base = segments * points.length * 3;
  
  		for( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  
  			// select the normal of the vertex in the first line
  			n1.x = normals[ j + 0 ];
  			n1.y = normals[ j + 1 ];
  			n1.z = normals[ j + 2 ];
  
  			// select the normal of the vertex in the last line
  			n2.x = normals[ base + j + 0 ];
  			n2.y = normals[ base + j + 1 ];
  			n2.z = normals[ base + j + 2 ];
  
  			// average normals
  			n.addVectors( n1, n2 ).normalize();
  
  			// assign the new values to both normals
  			normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  			normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  			normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  
  		} // next row
  
  	}
  
  };
  
  THREE.LatheBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.LatheBufferGeometry.prototype.constructor = THREE.LatheBufferGeometry;
  
  // File:src/extras/geometries/LatheGeometry.js
  
  /**
   * @author astrodud / http://astrodud.isgreat.org/
   * @author zz85 / https://github.com/zz85
   * @author bhouston / http://clara.io
   */
  
  // points - to create a closed torus, one must use a set of points
  //    like so: [ a, b, c, d, a ], see first is the same as last.
  // segments - the number of circumference segments to create
  // phiStart - the starting radian
  // phiLength - the radian (0 to 2PI) range of the lathed section
  //    2PI is a closed lathe, less than 2PI is a portion.
  
  THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'LatheGeometry';
  
  	this.parameters = {
  		points: points,
  		segments: segments,
  		phiStart: phiStart,
  		phiLength: phiLength
  	};
  
  	this.fromBufferGeometry( new THREE.LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  	this.mergeVertices();
  
  };
  
  THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry;
  
  // File:src/extras/geometries/PlaneGeometry.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
   */
  
  THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'PlaneGeometry';
  
  	this.parameters = {
  		width: width,
  		height: height,
  		widthSegments: widthSegments,
  		heightSegments: heightSegments
  	};
  
  	this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  
  };
  
  THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
  
  // File:src/extras/geometries/PlaneBufferGeometry.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
   */
  
  THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'PlaneBufferGeometry';
  
  	this.parameters = {
  		width: width,
  		height: height,
  		widthSegments: widthSegments,
  		heightSegments: heightSegments
  	};
  
  	var width_half = width / 2;
  	var height_half = height / 2;
  
  	var gridX = Math.floor( widthSegments ) || 1;
  	var gridY = Math.floor( heightSegments ) || 1;
  
  	var gridX1 = gridX + 1;
  	var gridY1 = gridY + 1;
  
  	var segment_width = width / gridX;
  	var segment_height = height / gridY;
  
  	var vertices = new Float32Array( gridX1 * gridY1 * 3 );
  	var normals = new Float32Array( gridX1 * gridY1 * 3 );
  	var uvs = new Float32Array( gridX1 * gridY1 * 2 );
  
  	var offset = 0;
  	var offset2 = 0;
  
  	for ( var iy = 0; iy < gridY1; iy ++ ) {
  
  		var y = iy * segment_height - height_half;
  
  		for ( var ix = 0; ix < gridX1; ix ++ ) {
  
  			var x = ix * segment_width - width_half;
  
  			vertices[ offset ] = x;
  			vertices[ offset + 1 ] = - y;
  
  			normals[ offset + 2 ] = 1;
  
  			uvs[ offset2 ] = ix / gridX;
  			uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
  
  			offset += 3;
  			offset2 += 2;
  
  		}
  
  	}
  
  	offset = 0;
  
  	var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
  
  	for ( var iy = 0; iy < gridY; iy ++ ) {
  
  		for ( var ix = 0; ix < gridX; ix ++ ) {
  
  			var a = ix + gridX1 * iy;
  			var b = ix + gridX1 * ( iy + 1 );
  			var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  			var d = ( ix + 1 ) + gridX1 * iy;
  
  			indices[ offset ] = a;
  			indices[ offset + 1 ] = b;
  			indices[ offset + 2 ] = d;
  
  			indices[ offset + 3 ] = b;
  			indices[ offset + 4 ] = c;
  			indices[ offset + 5 ] = d;
  
  			offset += 6;
  
  		}
  
  	}
  
  	this.setIndex( new THREE.BufferAttribute( indices, 1 ) );
  	this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  	this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  	this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  
  };
  
  THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
  
  // File:src/extras/geometries/RingBufferGeometry.js
  
  /**
   * @author Mugen87 / https://github.com/Mugen87
   */
  
  THREE.RingBufferGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'RingBufferGeometry';
  
  	this.parameters = {
  		innerRadius: innerRadius,
  		outerRadius: outerRadius,
  		thetaSegments: thetaSegments,
  		phiSegments: phiSegments,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  	innerRadius = innerRadius || 20;
  	outerRadius = outerRadius || 50;
  
  	thetaStart = thetaStart !== undefined ? thetaStart : 0;
  	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  
  	thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  	phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  
  	// these are used to calculate buffer length
  	var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 );
  	var indexCount = thetaSegments * phiSegments * 2 * 3;
  
  	// buffers
  	var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 );
  	var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  	// some helper variables
  	var index = 0, indexOffset = 0, segment;
  	var radius = innerRadius;
  	var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  	var vertex = new THREE.Vector3();
  	var uv = new THREE.Vector2();
  	var j, i;
  
  	// generate vertices, normals and uvs
  
  	// values are generate from the inside of the ring to the outside
  
  	for ( j = 0; j <= phiSegments; j ++ ) {
  
  		for ( i = 0; i <= thetaSegments; i ++ ) {
  
  			segment = thetaStart + i / thetaSegments * thetaLength;
  
  			// vertex
  			vertex.x = radius * Math.cos( segment );
  			vertex.y = radius * Math.sin( segment );
  			vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  			// normal
  			normals.setXYZ( index, 0, 0, 1 );
  
  			// uv
  			uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  			uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  			uvs.setXY( index, uv.x, uv.y );
  
  			// increase index
  			index++;
  
  		}
  
  		// increase the radius for next row of vertices
  		radius += radiusStep;
  
  	}
  
  	// generate indices
  
  	for ( j = 0; j < phiSegments; j ++ ) {
  
  		var thetaSegmentLevel = j * ( thetaSegments + 1 );
  
  		for ( i = 0; i < thetaSegments; i ++ ) {
  
  			segment = i + thetaSegmentLevel;
  
  			// indices
  			var a = segment;
  			var b = segment + thetaSegments + 1;
  			var c = segment + thetaSegments + 2;
  			var d = segment + 1;
  
  			// face one
  			indices.setX( indexOffset, a ); indexOffset++;
  			indices.setX( indexOffset, b ); indexOffset++;
  			indices.setX( indexOffset, c ); indexOffset++;
  
  			// face two
  			indices.setX( indexOffset, a ); indexOffset++;
  			indices.setX( indexOffset, c ); indexOffset++;
  			indices.setX( indexOffset, d ); indexOffset++;
  
  		}
  
  	}
  
  	// build geometry
  
  	this.setIndex( indices );
  	this.addAttribute( 'position', vertices );
  	this.addAttribute( 'normal', normals );
  	this.addAttribute( 'uv', uvs );
  
  };
  
  THREE.RingBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.RingBufferGeometry.prototype.constructor = THREE.RingBufferGeometry;
  
  // File:src/extras/geometries/RingGeometry.js
  
  /**
   * @author Kaleb Murphy
   */
  
  THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'RingGeometry';
  
  	this.parameters = {
  		innerRadius: innerRadius,
  		outerRadius: outerRadius,
  		thetaSegments: thetaSegments,
  		phiSegments: phiSegments,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  	this.fromBufferGeometry( new THREE.RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  
  };
  
  THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
  
  // File:src/extras/geometries/SphereGeometry.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'SphereGeometry';
  
  	this.parameters = {
  		radius: radius,
  		widthSegments: widthSegments,
  		heightSegments: heightSegments,
  		phiStart: phiStart,
  		phiLength: phiLength,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  	this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  
  };
  
  THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
  
  // File:src/extras/geometries/SphereBufferGeometry.js
  
  /**
   * @author benaadams / https://twitter.com/ben_a_adams
   * based on THREE.SphereGeometry
   */
  
  THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'SphereBufferGeometry';
  
  	this.parameters = {
  		radius: radius,
  		widthSegments: widthSegments,
  		heightSegments: heightSegments,
  		phiStart: phiStart,
  		phiLength: phiLength,
  		thetaStart: thetaStart,
  		thetaLength: thetaLength
  	};
  
  	radius = radius || 50;
  
  	widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  	heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  
  	phiStart = phiStart !== undefined ? phiStart : 0;
  	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  
  	thetaStart = thetaStart !== undefined ? thetaStart : 0;
  	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  
  	var thetaEnd = thetaStart + thetaLength;
  
  	var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) );
  
  	var positions = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  	var index = 0, vertices = [], normal = new THREE.Vector3();
  
  	for ( var y = 0; y <= heightSegments; y ++ ) {
  
  		var verticesRow = [];
  
  		var v = y / heightSegments;
  
  		for ( var x = 0; x <= widthSegments; x ++ ) {
  
  			var u = x / widthSegments;
  
  			var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  			var py = radius * Math.cos( thetaStart + v * thetaLength );
  			var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  
  			normal.set( px, py, pz ).normalize();
  
  			positions.setXYZ( index, px, py, pz );
  			normals.setXYZ( index, normal.x, normal.y, normal.z );
  			uvs.setXY( index, u, 1 - v );
  
  			verticesRow.push( index );
  
  			index ++;
  
  		}
  
  		vertices.push( verticesRow );
  
  	}
  
  	var indices = [];
  
  	for ( var y = 0; y < heightSegments; y ++ ) {
  
  		for ( var x = 0; x < widthSegments; x ++ ) {
  
  			var v1 = vertices[ y ][ x + 1 ];
  			var v2 = vertices[ y ][ x ];
  			var v3 = vertices[ y + 1 ][ x ];
  			var v4 = vertices[ y + 1 ][ x + 1 ];
  
  			if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 );
  			if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 );
  
  		}
  
  	}
  
  	this.setIndex( new ( positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( indices, 1 ) );
  	this.addAttribute( 'position', positions );
  	this.addAttribute( 'normal', normals );
  	this.addAttribute( 'uv', uvs );
  
  	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  
  };
  
  THREE.SphereBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry;
  
  // File:src/extras/geometries/TextGeometry.js
  
  /**
   * @author zz85 / http://www.lab4games.net/zz85/blog
   * @author alteredq / http://alteredqualia.com/
   *
   * Text = 3D Text
   *
   * parameters = {
   *  font: <THREE.Font>, // font
   *
   *  size: <float>, // size of the text
   *  height: <float>, // thickness to extrude text
   *  curveSegments: <int>, // number of points on the curves
   *
   *  bevelEnabled: <bool>, // turn on bevel
   *  bevelThickness: <float>, // how deep into text bevel goes
   *  bevelSize: <float> // how far from text outline is bevel
   * }
   */
  
  THREE.TextGeometry = function ( text, parameters ) {
  
  	parameters = parameters || {};
  
  	var font = parameters.font;
  
  	if ( font instanceof THREE.Font === false ) {
  
  		console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  		return new THREE.Geometry();
  
  	}
  
  	var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );
  
  	// translate parameters to ExtrudeGeometry API
  
  	parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  
  	// defaults
  
  	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  
  	THREE.ExtrudeGeometry.call( this, shapes, parameters );
  
  	this.type = 'TextGeometry';
  
  };
  
  THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  THREE.TextGeometry.prototype.constructor = THREE.TextGeometry;
  
  // File:src/extras/geometries/TorusBufferGeometry.js
  
  /**
   * @author Mugen87 / https://github.com/Mugen87
   */
  
  THREE.TorusBufferGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'TorusBufferGeometry';
  
  	this.parameters = {
  		radius: radius,
  		tube: tube,
  		radialSegments: radialSegments,
  		tubularSegments: tubularSegments,
  		arc: arc
  	};
  
  	radius = radius || 100;
  	tube = tube || 40;
  	radialSegments = Math.floor( radialSegments ) || 8;
  	tubularSegments = Math.floor( tubularSegments ) || 6;
  	arc = arc || Math.PI * 2;
  
  	// used to calculate buffer length
  	var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) );
  	var indexCount = radialSegments * tubularSegments * 2 * 3;
  
  	// buffers
  	var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount );
  	var vertices = new Float32Array( vertexCount * 3 );
  	var normals = new Float32Array( vertexCount * 3 );
  	var uvs = new Float32Array( vertexCount * 2 );
  
  	// offset variables
  	var vertexBufferOffset = 0;
  	var uvBufferOffset = 0;
  	var indexBufferOffset = 0;
  
  	// helper variables
  	var center = new THREE.Vector3();
  	var vertex = new THREE.Vector3();
  	var normal = new THREE.Vector3();
  
  	var j, i;
  
  	// generate vertices, normals and uvs
  
  	for ( j = 0; j <= radialSegments; j ++ ) {
  
  		for ( i = 0; i <= tubularSegments; i ++ ) {
  
  			var u = i / tubularSegments * arc;
  			var v = j / radialSegments * Math.PI * 2;
  
  			// vertex
  			vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  			vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  			vertex.z = tube * Math.sin( v );
  
  			vertices[ vertexBufferOffset ] = vertex.x;
  			vertices[ vertexBufferOffset + 1 ] = vertex.y;
  			vertices[ vertexBufferOffset + 2 ] = vertex.z;
  
  			// this vector is used to calculate the normal
  			center.x = radius * Math.cos( u );
  			center.y = radius * Math.sin( u );
  
  			// normal
  			normal.subVectors( vertex, center ).normalize();
  
  			normals[ vertexBufferOffset ] = normal.x;
  			normals[ vertexBufferOffset + 1 ] = normal.y;
  			normals[ vertexBufferOffset + 2 ] = normal.z;
  
  			// uv
  			uvs[ uvBufferOffset ] = i / tubularSegments;
  			uvs[ uvBufferOffset + 1 ] = j / radialSegments;
  
  			// update offsets
  			vertexBufferOffset += 3;
  			uvBufferOffset += 2;
  
  		}
  
  	}
  
  	// generate indices
  
  	for ( j = 1; j <= radialSegments; j ++ ) {
  
  		for ( i = 1; i <= tubularSegments; i ++ ) {
  
  			// indices
  			var a = ( tubularSegments + 1 ) * j + i - 1;
  			var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  			var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  			var d = ( tubularSegments + 1 ) * j + i;
  
  			// face one
  			indices[ indexBufferOffset ] = a;
  			indices[ indexBufferOffset + 1 ] = b;
  			indices[ indexBufferOffset + 2 ] = d;
  
  			// face two
  			indices[ indexBufferOffset + 3 ] = b;
  			indices[ indexBufferOffset + 4 ] = c;
  			indices[ indexBufferOffset + 5 ] = d;
  
  			// update offset
  			indexBufferOffset += 6;
  
  		}
  
  	}
  
  	// build geometry
  	this.setIndex( new THREE.BufferAttribute( indices, 1 ) );
  	this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  	this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  	this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  
  };
  
  THREE.TorusBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.TorusBufferGeometry.prototype.constructor = THREE.TorusBufferGeometry;
  
  // File:src/extras/geometries/TorusGeometry.js
  
  /**
   * @author oosmoxiecode
   * @author mrdoob / http://mrdoob.com/
   * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
   */
  
  THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'TorusGeometry';
  
  	this.parameters = {
  		radius: radius,
  		tube: tube,
  		radialSegments: radialSegments,
  		tubularSegments: tubularSegments,
  		arc: arc
  	};
  
  	this.fromBufferGeometry( new THREE.TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  
  };
  
  THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
  
  // File:src/extras/geometries/TorusKnotBufferGeometry.js
  
  /**
   * @author Mugen87 / https://github.com/Mugen87
   *
   * see: http://www.blackpawn.com/texts/pqtorus/
   */
  THREE.TorusKnotBufferGeometry = function ( radius, tube, tubularSegments, radialSegments, p, q ) {
  
  	THREE.BufferGeometry.call( this );
  
  	this.type = 'TorusKnotBufferGeometry';
  
  	this.parameters = {
  		radius: radius,
  		tube: tube,
  		tubularSegments: tubularSegments,
  		radialSegments: radialSegments,
  		p: p,
  		q: q
  	};
  
  	radius = radius || 100;
  	tube = tube || 40;
  	tubularSegments = Math.floor( tubularSegments ) || 64;
  	radialSegments = Math.floor( radialSegments ) || 8;
  	p = p || 2;
  	q = q || 3;
  
  	// used to calculate buffer length
  	var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) );
  	var indexCount = radialSegments * tubularSegments * 2 * 3;
  
  	// buffers
  	var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 );
  	var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  	var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  	// helper variables
  	var i, j, index = 0, indexOffset = 0;
  
  	var vertex = new THREE.Vector3();
  	var normal = new THREE.Vector3();
  	var uv = new THREE.Vector2();
  
  	var P1 = new THREE.Vector3();
  	var P2 = new THREE.Vector3();
  
  	var B = new THREE.Vector3();
  	var T = new THREE.Vector3();
  	var N = new THREE.Vector3();
  
  	// generate vertices, normals and uvs
  
  	for ( i = 0; i <= tubularSegments; ++ i ) {
  
  		// the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  
  		var u = i / tubularSegments * p * Math.PI * 2;
  
  		// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  		// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  
  		calculatePositionOnCurve( u, p, q, radius, P1 );
  		calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  
  		// calculate orthonormal basis
  
  		T.subVectors( P2, P1 );
  		N.addVectors( P2, P1 );
  		B.crossVectors( T, N );
  		N.crossVectors( B, T );
  
  		// normalize B, N. T can be ignored, we don't use it
  
  		B.normalize();
  		N.normalize();
  
  		for ( j = 0; j <= radialSegments; ++ j ) {
  
  			// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  			// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  
  			var v = j / radialSegments * Math.PI * 2;
  			var cx = - tube * Math.cos( v );
  			var cy = tube * Math.sin( v );
  
  			// now calculate the final vertex position.
  			// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  
  			vertex.x = P1.x + ( cx * N.x + cy * B.x );
  			vertex.y = P1.y + ( cx * N.y + cy * B.y );
  			vertex.z = P1.z + ( cx * N.z + cy * B.z );
  
  			// vertex
  			vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  			// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  			normal.subVectors( vertex, P1 ).normalize();
  			normals.setXYZ( index, normal.x, normal.y, normal.z );
  
  			// uv
  			uv.x = i / tubularSegments;
  			uv.y = j / radialSegments;
  			uvs.setXY( index, uv.x, uv.y );
  
  			// increase index
  			index ++;
  
  		}
  
  	}
  
  	// generate indices
  
  	for ( j = 1; j <= tubularSegments; j ++ ) {
  
  		for ( i = 1; i <= radialSegments; i ++ ) {
  
  			// indices
  			var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  			var b = ( radialSegments + 1 ) * j + ( i - 1 );
  			var c = ( radialSegments + 1 ) * j + i;
  			var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  
  			// face one
  			indices.setX( indexOffset, a ); indexOffset++;
  			indices.setX( indexOffset, b ); indexOffset++;
  			indices.setX( indexOffset, d ); indexOffset++;
  
  			// face two
  			indices.setX( indexOffset, b ); indexOffset++;
  			indices.setX( indexOffset, c ); indexOffset++;
  			indices.setX( indexOffset, d ); indexOffset++;
  
  		}
  
  	}
  
  	// build geometry
  
  	this.setIndex( indices );
  	this.addAttribute( 'position', vertices );
  	this.addAttribute( 'normal', normals );
  	this.addAttribute( 'uv', uvs );
  
  	// this function calculates the current position on the torus curve
  
  	function calculatePositionOnCurve( u, p, q, radius, position ) {
  
  		var cu = Math.cos( u );
  		var su = Math.sin( u );
  		var quOverP = q / p * u;
  		var cs = Math.cos( quOverP );
  
  		position.x = radius * ( 2 + cs ) * 0.5 * cu;
  		position.y = radius * ( 2 + cs ) * su * 0.5;
  		position.z = radius * Math.sin( quOverP ) * 0.5;
  
  	}
  
  };
  
  THREE.TorusKnotBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.TorusKnotBufferGeometry.prototype.constructor = THREE.TorusKnotBufferGeometry;
  
  // File:src/extras/geometries/TorusKnotGeometry.js
  
  /**
   * @author oosmoxiecode
   */
  
  THREE.TorusKnotGeometry = function ( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'TorusKnotGeometry';
  
  	this.parameters = {
  		radius: radius,
  		tube: tube,
  		tubularSegments: tubularSegments,
  		radialSegments: radialSegments,
  		p: p,
  		q: q
  	};
  
  	if( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  
  	this.fromBufferGeometry( new THREE.TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  	this.mergeVertices();
  
  };
  
  THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
  
  // File:src/extras/geometries/TubeGeometry.js
  
  /**
   * @author WestLangley / https://github.com/WestLangley
   * @author zz85 / https://github.com/zz85
   * @author miningold / https://github.com/miningold
   * @author jonobr1 / https://github.com/jonobr1
   *
   * Modified from the TorusKnotGeometry by @oosmoxiecode
   *
   * Creates a tube which extrudes along a 3d spline
   *
   * Uses parallel transport frames as described in
   * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
   */
  
  THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'TubeGeometry';
  
  	this.parameters = {
  		path: path,
  		segments: segments,
  		radius: radius,
  		radialSegments: radialSegments,
  		closed: closed,
  		taper: taper
  	};
  
  	segments = segments || 64;
  	radius = radius || 1;
  	radialSegments = radialSegments || 8;
  	closed = closed || false;
  	taper = taper || THREE.TubeGeometry.NoTaper;
  
  	var grid = [];
  
  	var scope = this,
  
  		tangent,
  		normal,
  		binormal,
  
  		numpoints = segments + 1,
  
  		u, v, r,
  
  		cx, cy,
  		pos, pos2 = new THREE.Vector3(),
  		i, j,
  		ip, jp,
  		a, b, c, d,
  		uva, uvb, uvc, uvd;
  
  	var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  		tangents = frames.tangents,
  		normals = frames.normals,
  		binormals = frames.binormals;
  
  	// proxy internals
  	this.tangents = tangents;
  	this.normals = normals;
  	this.binormals = binormals;
  
  	function vert( x, y, z ) {
  
  		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  
  	}
  
  	// construct the grid
  
  	for ( i = 0; i < numpoints; i ++ ) {
  
  		grid[ i ] = [];
  
  		u = i / ( numpoints - 1 );
  
  		pos = path.getPointAt( u );
  
  		tangent = tangents[ i ];
  		normal = normals[ i ];
  		binormal = binormals[ i ];
  
  		r = radius * taper( u );
  
  		for ( j = 0; j < radialSegments; j ++ ) {
  
  			v = j / radialSegments * 2 * Math.PI;
  
  			cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  			cy = r * Math.sin( v );
  
  			pos2.copy( pos );
  			pos2.x += cx * normal.x + cy * binormal.x;
  			pos2.y += cx * normal.y + cy * binormal.y;
  			pos2.z += cx * normal.z + cy * binormal.z;
  
  			grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  
  		}
  
  	}
  
  
  	// construct the mesh
  
  	for ( i = 0; i < segments; i ++ ) {
  
  		for ( j = 0; j < radialSegments; j ++ ) {
  
  			ip = ( closed ) ? ( i + 1 ) % segments : i + 1;
  			jp = ( j + 1 ) % radialSegments;
  
  			a = grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
  			b = grid[ ip ][ j ];
  			c = grid[ ip ][ jp ];
  			d = grid[ i ][ jp ];
  
  			uva = new THREE.Vector2( i / segments, j / radialSegments );
  			uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  			uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  			uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  
  			this.faces.push( new THREE.Face3( a, b, d ) );
  			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  
  			this.faces.push( new THREE.Face3( b, c, d ) );
  			this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  
  		}
  
  	}
  
  	this.computeFaceNormals();
  	this.computeVertexNormals();
  
  };
  
  THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
  
  THREE.TubeGeometry.NoTaper = function ( u ) {
  
  	return 1;
  
  };
  
  THREE.TubeGeometry.SinusoidalTaper = function ( u ) {
  
  	return Math.sin( Math.PI * u );
  
  };
  
  // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  
  	var	normal = new THREE.Vector3(),
  
  		tangents = [],
  		normals = [],
  		binormals = [],
  
  		vec = new THREE.Vector3(),
  		mat = new THREE.Matrix4(),
  
  		numpoints = segments + 1,
  		theta,
  		smallest,
  
  		tx, ty, tz,
  		i, u;
  
  
  	// expose internals
  	this.tangents = tangents;
  	this.normals = normals;
  	this.binormals = binormals;
  
  	// compute the tangent vectors for each segment on the path
  
  	for ( i = 0; i < numpoints; i ++ ) {
  
  		u = i / ( numpoints - 1 );
  
  		tangents[ i ] = path.getTangentAt( u );
  		tangents[ i ].normalize();
  
  	}
  
  	initialNormal3();
  
  	/*
  	function initialNormal1(lastBinormal) {
  		// fixed start binormal. Has dangers of 0 vectors
  		normals[ 0 ] = new THREE.Vector3();
  		binormals[ 0 ] = new THREE.Vector3();
  		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  		normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  	}
  
  	function initialNormal2() {
  
  		// This uses the Frenet-Serret formula for deriving binormal
  		var t2 = path.getTangentAt( epsilon );
  
  		normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  		binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  
  		normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  
  	}
  	*/
  
  	function initialNormal3() {
  
  		// select an initial normal vector perpendicular to the first tangent vector,
  		// and in the direction of the smallest tangent xyz component
  
  		normals[ 0 ] = new THREE.Vector3();
  		binormals[ 0 ] = new THREE.Vector3();
  		smallest = Number.MAX_VALUE;
  		tx = Math.abs( tangents[ 0 ].x );
  		ty = Math.abs( tangents[ 0 ].y );
  		tz = Math.abs( tangents[ 0 ].z );
  
  		if ( tx <= smallest ) {
  
  			smallest = tx;
  			normal.set( 1, 0, 0 );
  
  		}
  
  		if ( ty <= smallest ) {
  
  			smallest = ty;
  			normal.set( 0, 1, 0 );
  
  		}
  
  		if ( tz <= smallest ) {
  
  			normal.set( 0, 0, 1 );
  
  		}
  
  		vec.crossVectors( tangents[ 0 ], normal ).normalize();
  
  		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  
  	}
  
  
  	// compute the slowly-varying normal and binormal vectors for each segment on the path
  
  	for ( i = 1; i < numpoints; i ++ ) {
  
  		normals[ i ] = normals[ i - 1 ].clone();
  
  		binormals[ i ] = binormals[ i - 1 ].clone();
  
  		vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  
  		if ( vec.length() > Number.EPSILON ) {
  
  			vec.normalize();
  
  			theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  
  			normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  
  		}
  
  		binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  
  	}
  
  
  	// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  
  	if ( closed ) {
  
  		theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) );
  		theta /= ( numpoints - 1 );
  
  		if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) {
  
  			theta = - theta;
  
  		}
  
  		for ( i = 1; i < numpoints; i ++ ) {
  
  			// twist a little...
  			normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  
  		}
  
  	}
  
  };
  
  // File:src/extras/geometries/PolyhedronGeometry.js
  
  /**
   * @author clockworkgeek / https://github.com/clockworkgeek
   * @author timothypratley / https://github.com/timothypratley
   * @author WestLangley / http://github.com/WestLangley
  */
  
  THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'PolyhedronGeometry';
  
  	this.parameters = {
  		vertices: vertices,
  		indices: indices,
  		radius: radius,
  		detail: detail
  	};
  
  	radius = radius || 1;
  	detail = detail || 0;
  
  	var that = this;
  
  	for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  
  		prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  
  	}
  
  	var p = this.vertices;
  
  	var faces = [];
  
  	for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  
  		var v1 = p[ indices[ i ] ];
  		var v2 = p[ indices[ i + 1 ] ];
  		var v3 = p[ indices[ i + 2 ] ];
  
  		faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, j );
  
  	}
  
  	var centroid = new THREE.Vector3();
  
  	for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  		subdivide( faces[ i ], detail );
  
  	}
  
  
  	// Handle case when face straddles the seam
  
  	for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  
  		var uvs = this.faceVertexUvs[ 0 ][ i ];
  
  		var x0 = uvs[ 0 ].x;
  		var x1 = uvs[ 1 ].x;
  		var x2 = uvs[ 2 ].x;
  
  		var max = Math.max( x0, x1, x2 );
  		var min = Math.min( x0, x1, x2 );
  
  		if ( max > 0.9 && min < 0.1 ) {
  
  			// 0.9 is somewhat arbitrary
  
  			if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  			if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  			if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  
  		}
  
  	}
  
  
  	// Apply radius
  
  	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  
  		this.vertices[ i ].multiplyScalar( radius );
  
  	}
  
  
  	// Merge vertices
  
  	this.mergeVertices();
  
  	this.computeFaceNormals();
  
  	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  
  
  	// Project vector onto sphere's surface
  
  	function prepare( vector ) {
  
  		var vertex = vector.normalize().clone();
  		vertex.index = that.vertices.push( vertex ) - 1;
  
  		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  
  		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  		var v = inclination( vector ) / Math.PI + 0.5;
  		vertex.uv = new THREE.Vector2( u, 1 - v );
  
  		return vertex;
  
  	}
  
  
  	// Approximate a curved face with recursively sub-divided triangles.
  
  	function make( v1, v2, v3, materialIndex ) {
  
  		var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, materialIndex );
  		that.faces.push( face );
  
  		centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  
  		var azi = azimuth( centroid );
  
  		that.faceVertexUvs[ 0 ].push( [
  			correctUV( v1.uv, v1, azi ),
  			correctUV( v2.uv, v2, azi ),
  			correctUV( v3.uv, v3, azi )
  		] );
  
  	}
  
  
  	// Analytically subdivide a face to the required detail level.
  
  	function subdivide( face, detail ) {
  
  		var cols = Math.pow( 2, detail );
  		var a = prepare( that.vertices[ face.a ] );
  		var b = prepare( that.vertices[ face.b ] );
  		var c = prepare( that.vertices[ face.c ] );
  		var v = [];
  
  		var materialIndex = face.materialIndex;
  
  		// Construct all of the vertices for this subdivision.
  
  		for ( var i = 0 ; i <= cols; i ++ ) {
  
  			v[ i ] = [];
  
  			var aj = prepare( a.clone().lerp( c, i / cols ) );
  			var bj = prepare( b.clone().lerp( c, i / cols ) );
  			var rows = cols - i;
  
  			for ( var j = 0; j <= rows; j ++ ) {
  
  				if ( j === 0 && i === cols ) {
  
  					v[ i ][ j ] = aj;
  
  				} else {
  
  					v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  
  				}
  
  			}
  
  		}
  
  		// Construct all of the faces.
  
  		for ( var i = 0; i < cols ; i ++ ) {
  
  			for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  
  				var k = Math.floor( j / 2 );
  
  				if ( j % 2 === 0 ) {
  
  					make(
  						v[ i ][ k + 1 ],
  						v[ i + 1 ][ k ],
  						v[ i ][ k ],
  						materialIndex
  					);
  
  				} else {
  
  					make(
  						v[ i ][ k + 1 ],
  						v[ i + 1 ][ k + 1 ],
  						v[ i + 1 ][ k ],
  						materialIndex
  					);
  
  				}
  
  			}
  
  		}
  
  	}
  
  
  	// Angle around the Y axis, counter-clockwise when looking from above.
  
  	function azimuth( vector ) {
  
  		return Math.atan2( vector.z, - vector.x );
  
  	}
  
  
  	// Angle above the XZ plane.
  
  	function inclination( vector ) {
  
  		return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  
  	}
  
  
  	// Texture fixing helper. Spheres have some odd behaviours.
  
  	function correctUV( uv, vector, azimuth ) {
  
  		if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  		return uv.clone();
  
  	}
  
  
  };
  
  THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry;
  
  // File:src/extras/geometries/DodecahedronGeometry.js
  
  /**
   * @author Abe Pazos / https://hamoid.com
   */
  
  THREE.DodecahedronGeometry = function ( radius, detail ) {
  
  	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  	var r = 1 / t;
  
  	var vertices = [
  
  		// (±1, ±1, ±1)
  		- 1, - 1, - 1,    - 1, - 1,  1,
  		- 1,  1, - 1,    - 1,  1,  1,
  		 1, - 1, - 1,     1, - 1,  1,
  		 1,  1, - 1,     1,  1,  1,
  
  		// (0, ±1/φ, ±φ)
  		 0, - r, - t,     0, - r,  t,
  		 0,  r, - t,     0,  r,  t,
  
  		// (±1/φ, ±φ, 0)
  		- r, - t,  0,    - r,  t,  0,
  		 r, - t,  0,     r,  t,  0,
  
  		// (±φ, 0, ±1/φ)
  		- t,  0, - r,     t,  0, - r,
  		- t,  0,  r,     t,  0,  r
  	];
  
  	var indices = [
  		 3, 11,  7,      3,  7, 15,      3, 15, 13,
  		 7, 19, 17,      7, 17,  6,      7,  6, 15,
  		17,  4,  8,     17,  8, 10,     17, 10,  6,
  		 8,  0, 16,      8, 16,  2,      8,  2, 10,
  		 0, 12,  1,      0,  1, 18,      0, 18, 16,
  		 6, 10,  2,      6,  2, 13,      6, 13, 15,
  		 2, 16, 18,      2, 18,  3,      2,  3, 13,
  		18,  1,  9,     18,  9, 11,     18, 11,  3,
  		 4, 14, 12,      4, 12,  0,      4,  0,  8,
  		11,  9,  5,     11,  5, 19,     11, 19,  7,
  		19,  5, 14,     19, 14,  4,     19,  4, 17,
  		 1, 12, 14,      1, 14,  5,      1,  5,  9
  	];
  
  	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  
  	this.type = 'DodecahedronGeometry';
  
  	this.parameters = {
  		radius: radius,
  		detail: detail
  	};
  
  };
  
  THREE.DodecahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
  THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry;
  
  // File:src/extras/geometries/IcosahedronGeometry.js
  
  /**
   * @author timothypratley / https://github.com/timothypratley
   */
  
  THREE.IcosahedronGeometry = function ( radius, detail ) {
  
  	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  
  	var vertices = [
  		- 1,  t,  0,    1,  t,  0,   - 1, - t,  0,    1, - t,  0,
  		 0, - 1,  t,    0,  1,  t,    0, - 1, - t,    0,  1, - t,
  		 t,  0, - 1,    t,  0,  1,   - t,  0, - 1,   - t,  0,  1
  	];
  
  	var indices = [
  		 0, 11,  5,    0,  5,  1,    0,  1,  7,    0,  7, 10,    0, 10, 11,
  		 1,  5,  9,    5, 11,  4,   11, 10,  2,   10,  7,  6,    7,  1,  8,
  		 3,  9,  4,    3,  4,  2,    3,  2,  6,    3,  6,  8,    3,  8,  9,
  		 4,  9,  5,    2,  4, 11,    6,  2, 10,    8,  6,  7,    9,  8,  1
  	];
  
  	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  
  	this.type = 'IcosahedronGeometry';
  
  	this.parameters = {
  		radius: radius,
  		detail: detail
  	};
  
  };
  
  THREE.IcosahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
  THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
  
  // File:src/extras/geometries/OctahedronGeometry.js
  
  /**
   * @author timothypratley / https://github.com/timothypratley
   */
  
  THREE.OctahedronGeometry = function ( radius, detail ) {
  
  	var vertices = [
  		1, 0, 0,   - 1, 0, 0,    0, 1, 0,    0, - 1, 0,    0, 0, 1,    0, 0, - 1
  	];
  
  	var indices = [
  		0, 2, 4,    0, 4, 3,    0, 3, 5,    0, 5, 2,    1, 2, 5,    1, 5, 3,    1, 3, 4,    1, 4, 2
  	];
  
  	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  
  	this.type = 'OctahedronGeometry';
  
  	this.parameters = {
  		radius: radius,
  		detail: detail
  	};
  
  };
  
  THREE.OctahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
  THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry;
  
  // File:src/extras/geometries/TetrahedronGeometry.js
  
  /**
   * @author timothypratley / https://github.com/timothypratley
   */
  
  THREE.TetrahedronGeometry = function ( radius, detail ) {
  
  	var vertices = [
  		 1,  1,  1,   - 1, - 1,  1,   - 1,  1, - 1,    1, - 1, - 1
  	];
  
  	var indices = [
  		 2,  1,  0,    0,  3,  2,    1,  3,  0,    2,  3,  1
  	];
  
  	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  
  	this.type = 'TetrahedronGeometry';
  
  	this.parameters = {
  		radius: radius,
  		detail: detail
  	};
  
  };
  
  THREE.TetrahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
  THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
  
  // File:src/extras/geometries/ParametricGeometry.js
  
  /**
   * @author zz85 / https://github.com/zz85
   * Parametric Surfaces Geometry
   * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
   *
   * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
   *
   */
  
  THREE.ParametricGeometry = function ( func, slices, stacks ) {
  
  	THREE.Geometry.call( this );
  
  	this.type = 'ParametricGeometry';
  
  	this.parameters = {
  		func: func,
  		slices: slices,
  		stacks: stacks
  	};
  
  	var verts = this.vertices;
  	var faces = this.faces;
  	var uvs = this.faceVertexUvs[ 0 ];
  
  	var i, j, p;
  	var u, v;
  
  	var sliceCount = slices + 1;
  
  	for ( i = 0; i <= stacks; i ++ ) {
  
  		v = i / stacks;
  
  		for ( j = 0; j <= slices; j ++ ) {
  
  			u = j / slices;
  
  			p = func( u, v );
  			verts.push( p );
  
  		}
  
  	}
  
  	var a, b, c, d;
  	var uva, uvb, uvc, uvd;
  
  	for ( i = 0; i < stacks; i ++ ) {
  
  		for ( j = 0; j < slices; j ++ ) {
  
  			a = i * sliceCount + j;
  			b = i * sliceCount + j + 1;
  			c = ( i + 1 ) * sliceCount + j + 1;
  			d = ( i + 1 ) * sliceCount + j;
  
  			uva = new THREE.Vector2( j / slices, i / stacks );
  			uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  			uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  			uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  
  			faces.push( new THREE.Face3( a, b, d ) );
  			uvs.push( [ uva, uvb, uvd ] );
  
  			faces.push( new THREE.Face3( b, c, d ) );
  			uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  
  		}
  
  	}
  
  	// console.log(this);
  
  	// magic bullet
  	// var diff = this.mergeVertices();
  	// console.log('removed ', diff, ' vertices by merging');
  
  	this.computeFaceNormals();
  	this.computeVertexNormals();
  
  };
  
  THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
  
  // File:src/extras/geometries/WireframeGeometry.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.WireframeGeometry = function ( geometry ) {
  
  	THREE.BufferGeometry.call( this );
  
  	var edge = [ 0, 0 ], hash = {};
  
  	function sortFunction( a, b ) {
  
  		return a - b;
  
  	}
  
  	var keys = [ 'a', 'b', 'c' ];
  
  	if ( geometry instanceof THREE.Geometry ) {
  
  		var vertices = geometry.vertices;
  		var faces = geometry.faces;
  		var numEdges = 0;
  
  		// allocate maximal size
  		var edges = new Uint32Array( 6 * faces.length );
  
  		for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  			var face = faces[ i ];
  
  			for ( var j = 0; j < 3; j ++ ) {
  
  				edge[ 0 ] = face[ keys[ j ] ];
  				edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  				edge.sort( sortFunction );
  
  				var key = edge.toString();
  
  				if ( hash[ key ] === undefined ) {
  
  					edges[ 2 * numEdges ] = edge[ 0 ];
  					edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  					hash[ key ] = true;
  					numEdges ++;
  
  				}
  
  			}
  
  		}
  
  		var coords = new Float32Array( numEdges * 2 * 3 );
  
  		for ( var i = 0, l = numEdges; i < l; i ++ ) {
  
  			for ( var j = 0; j < 2; j ++ ) {
  
  				var vertex = vertices[ edges [ 2 * i + j ] ];
  
  				var index = 6 * i + 3 * j;
  				coords[ index + 0 ] = vertex.x;
  				coords[ index + 1 ] = vertex.y;
  				coords[ index + 2 ] = vertex.z;
  
  			}
  
  		}
  
  		this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  
  	} else if ( geometry instanceof THREE.BufferGeometry ) {
  
  		if ( geometry.index !== null ) {
  
  			// Indexed BufferGeometry
  
  			var indices = geometry.index.array;
  			var vertices = geometry.attributes.position;
  			var groups = geometry.groups;
  			var numEdges = 0;
  
  			if ( groups.length === 0 ) {
  
  				geometry.addGroup( 0, indices.length );
  
  			}
  
  			// allocate maximal size
  			var edges = new Uint32Array( 2 * indices.length );
  
  			for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  
  				var group = groups[ o ];
  
  				var start = group.start;
  				var count = group.count;
  
  				for ( var i = start, il = start + count; i < il; i += 3 ) {
  
  					for ( var j = 0; j < 3; j ++ ) {
  
  						edge[ 0 ] = indices[ i + j ];
  						edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ];
  						edge.sort( sortFunction );
  
  						var key = edge.toString();
  
  						if ( hash[ key ] === undefined ) {
  
  							edges[ 2 * numEdges ] = edge[ 0 ];
  							edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  							hash[ key ] = true;
  							numEdges ++;
  
  						}
  
  					}
  
  				}
  
  			}
  
  			var coords = new Float32Array( numEdges * 2 * 3 );
  
  			for ( var i = 0, l = numEdges; i < l; i ++ ) {
  
  				for ( var j = 0; j < 2; j ++ ) {
  
  					var index = 6 * i + 3 * j;
  					var index2 = edges[ 2 * i + j ];
  
  					coords[ index + 0 ] = vertices.getX( index2 );
  					coords[ index + 1 ] = vertices.getY( index2 );
  					coords[ index + 2 ] = vertices.getZ( index2 );
  
  				}
  
  			}
  
  			this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  
  		} else {
  
  			// non-indexed BufferGeometry
  
  			var vertices = geometry.attributes.position.array;
  			var numEdges = vertices.length / 3;
  			var numTris = numEdges / 3;
  
  			var coords = new Float32Array( numEdges * 2 * 3 );
  
  			for ( var i = 0, l = numTris; i < l; i ++ ) {
  
  				for ( var j = 0; j < 3; j ++ ) {
  
  					var index = 18 * i + 6 * j;
  
  					var index1 = 9 * i + 3 * j;
  					coords[ index + 0 ] = vertices[ index1 ];
  					coords[ index + 1 ] = vertices[ index1 + 1 ];
  					coords[ index + 2 ] = vertices[ index1 + 2 ];
  
  					var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  					coords[ index + 3 ] = vertices[ index2 ];
  					coords[ index + 4 ] = vertices[ index2 + 1 ];
  					coords[ index + 5 ] = vertices[ index2 + 2 ];
  
  				}
  
  			}
  
  			this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  
  		}
  
  	}
  
  };
  
  THREE.WireframeGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry;
  
  // File:src/extras/helpers/AxisHelper.js
  
  /**
   * @author sroucheray / http://sroucheray.org/
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.AxisHelper = function ( size ) {
  
  	size = size || 1;
  
  	var vertices = new Float32Array( [
  		0, 0, 0,  size, 0, 0,
  		0, 0, 0,  0, size, 0,
  		0, 0, 0,  0, 0, size
  	] );
  
  	var colors = new Float32Array( [
  		1, 0, 0,  1, 0.6, 0,
  		0, 1, 0,  0.6, 1, 0,
  		0, 0, 1,  0, 0.6, 1
  	] );
  
  	var geometry = new THREE.BufferGeometry();
  	geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  	geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  
  	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  
  	THREE.LineSegments.call( this, geometry, material );
  
  };
  
  THREE.AxisHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
  
  // File:src/extras/helpers/ArrowHelper.js
  
  /**
   * @author WestLangley / http://github.com/WestLangley
   * @author zz85 / http://github.com/zz85
   * @author bhouston / http://clara.io
   *
   * Creates an arrow for visualizing directions
   *
   * Parameters:
   *  dir - Vector3
   *  origin - Vector3
   *  length - Number
   *  color - color in hex value
   *  headLength - Number
   *  headWidth - Number
   */
  
  THREE.ArrowHelper = ( function () {
  
  	var lineGeometry = new THREE.BufferGeometry();
  	lineGeometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  
  	var coneGeometry = new THREE.CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  	coneGeometry.translate( 0, - 0.5, 0 );
  
  	return function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  
  		// dir is assumed to be normalized
  
  		THREE.Object3D.call( this );
  
  		if ( color === undefined ) color = 0xffff00;
  		if ( length === undefined ) length = 1;
  		if ( headLength === undefined ) headLength = 0.2 * length;
  		if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  
  		this.position.copy( origin );
  
  		this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  		this.line.matrixAutoUpdate = false;
  		this.add( this.line );
  
  		this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  		this.cone.matrixAutoUpdate = false;
  		this.add( this.cone );
  
  		this.setDirection( dir );
  		this.setLength( length, headLength, headWidth );
  
  	};
  
  }() );
  
  THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper;
  
  THREE.ArrowHelper.prototype.setDirection = ( function () {
  
  	var axis = new THREE.Vector3();
  	var radians;
  
  	return function setDirection( dir ) {
  
  		// dir is assumed to be normalized
  
  		if ( dir.y > 0.99999 ) {
  
  			this.quaternion.set( 0, 0, 0, 1 );
  
  		} else if ( dir.y < - 0.99999 ) {
  
  			this.quaternion.set( 1, 0, 0, 0 );
  
  		} else {
  
  			axis.set( dir.z, 0, - dir.x ).normalize();
  
  			radians = Math.acos( dir.y );
  
  			this.quaternion.setFromAxisAngle( axis, radians );
  
  		}
  
  	};
  
  }() );
  
  THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  
  	if ( headLength === undefined ) headLength = 0.2 * length;
  	if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  
  	this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  	this.line.updateMatrix();
  
  	this.cone.scale.set( headWidth, headLength, headWidth );
  	this.cone.position.y = length;
  	this.cone.updateMatrix();
  
  };
  
  THREE.ArrowHelper.prototype.setColor = function ( color ) {
  
  	this.line.material.color.copy( color );
  	this.cone.material.color.copy( color );
  
  };
  
  // File:src/extras/helpers/BoxHelper.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.BoxHelper = function ( object ) {
  
  	var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  	var positions = new Float32Array( 8 * 3 );
  
  	var geometry = new THREE.BufferGeometry();
  	geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
  	geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  
  	THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) );
  
  	if ( object !== undefined ) {
  
  		this.update( object );
  
  	}
  
  };
  
  THREE.BoxHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.BoxHelper.prototype.constructor = THREE.BoxHelper;
  
  THREE.BoxHelper.prototype.update = ( function () {
  
  	var box = new THREE.Box3();
  
  	return function ( object ) {
  
  		if ( object instanceof THREE.Box3 ) {
  
  			box.copy( object );
  
  		} else {
  
  			box.setFromObject( object );
  
  		}
  
  		if ( box.isEmpty() ) return;
  
  		var min = box.min;
  		var max = box.max;
  
  		/*
  		  5____4
  		1/___0/|
  		| 6__|_7
  		2/___3/
  
  		0: max.x, max.y, max.z
  		1: min.x, max.y, max.z
  		2: min.x, min.y, max.z
  		3: max.x, min.y, max.z
  		4: max.x, max.y, min.z
  		5: min.x, max.y, min.z
  		6: min.x, min.y, min.z
  		7: max.x, min.y, min.z
  		*/
  
  		var position = this.geometry.attributes.position;
  		var array = position.array;
  
  		array[  0 ] = max.x; array[  1 ] = max.y; array[  2 ] = max.z;
  		array[  3 ] = min.x; array[  4 ] = max.y; array[  5 ] = max.z;
  		array[  6 ] = min.x; array[  7 ] = min.y; array[  8 ] = max.z;
  		array[  9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  		array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  		array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  		array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  		array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  
  		position.needsUpdate = true;
  
  		this.geometry.computeBoundingSphere();
  
  	};
  
  } )();
  
  // File:src/extras/helpers/BoundingBoxHelper.js
  
  /**
   * @author WestLangley / http://github.com/WestLangley
   */
  
  // a helper to show the world-axis-aligned bounding box for an object
  
  THREE.BoundingBoxHelper = function ( object, hex ) {
  
  	var color = ( hex !== undefined ) ? hex : 0x888888;
  
  	this.object = object;
  
  	this.box = new THREE.Box3();
  
  	THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  
  };
  
  THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;
  
  THREE.BoundingBoxHelper.prototype.update = function () {
  
  	this.box.setFromObject( this.object );
  
  	this.box.size( this.scale );
  
  	this.box.center( this.position );
  
  };
  
  // File:src/extras/helpers/CameraHelper.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   *
   *	- shows frustum, line of sight and up of the camera
   *	- suitable for fast updates
   * 	- based on frustum visualization in lightgl.js shadowmap example
   *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
   */
  
  THREE.CameraHelper = function ( camera ) {
  
  	var geometry = new THREE.Geometry();
  	var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  
  	var pointMap = {};
  
  	// colors
  
  	var hexFrustum = 0xffaa00;
  	var hexCone = 0xff0000;
  	var hexUp = 0x00aaff;
  	var hexTarget = 0xffffff;
  	var hexCross = 0x333333;
  
  	// near
  
  	addLine( "n1", "n2", hexFrustum );
  	addLine( "n2", "n4", hexFrustum );
  	addLine( "n4", "n3", hexFrustum );
  	addLine( "n3", "n1", hexFrustum );
  
  	// far
  
  	addLine( "f1", "f2", hexFrustum );
  	addLine( "f2", "f4", hexFrustum );
  	addLine( "f4", "f3", hexFrustum );
  	addLine( "f3", "f1", hexFrustum );
  
  	// sides
  
  	addLine( "n1", "f1", hexFrustum );
  	addLine( "n2", "f2", hexFrustum );
  	addLine( "n3", "f3", hexFrustum );
  	addLine( "n4", "f4", hexFrustum );
  
  	// cone
  
  	addLine( "p", "n1", hexCone );
  	addLine( "p", "n2", hexCone );
  	addLine( "p", "n3", hexCone );
  	addLine( "p", "n4", hexCone );
  
  	// up
  
  	addLine( "u1", "u2", hexUp );
  	addLine( "u2", "u3", hexUp );
  	addLine( "u3", "u1", hexUp );
  
  	// target
  
  	addLine( "c", "t", hexTarget );
  	addLine( "p", "c", hexCross );
  
  	// cross
  
  	addLine( "cn1", "cn2", hexCross );
  	addLine( "cn3", "cn4", hexCross );
  
  	addLine( "cf1", "cf2", hexCross );
  	addLine( "cf3", "cf4", hexCross );
  
  	function addLine( a, b, hex ) {
  
  		addPoint( a, hex );
  		addPoint( b, hex );
  
  	}
  
  	function addPoint( id, hex ) {
  
  		geometry.vertices.push( new THREE.Vector3() );
  		geometry.colors.push( new THREE.Color( hex ) );
  
  		if ( pointMap[ id ] === undefined ) {
  
  			pointMap[ id ] = [];
  
  		}
  
  		pointMap[ id ].push( geometry.vertices.length - 1 );
  
  	}
  
  	THREE.LineSegments.call( this, geometry, material );
  
  	this.camera = camera;
  	this.camera.updateProjectionMatrix();
  
  	this.matrix = camera.matrixWorld;
  	this.matrixAutoUpdate = false;
  
  	this.pointMap = pointMap;
  
  	this.update();
  
  };
  
  THREE.CameraHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
  
  THREE.CameraHelper.prototype.update = function () {
  
  	var geometry, pointMap;
  
  	var vector = new THREE.Vector3();
  	var camera = new THREE.Camera();
  
  	function setPoint( point, x, y, z ) {
  
  		vector.set( x, y, z ).unproject( camera );
  
  		var points = pointMap[ point ];
  
  		if ( points !== undefined ) {
  
  			for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  				geometry.vertices[ points[ i ] ].copy( vector );
  
  			}
  
  		}
  
  	}
  
  	return function () {
  
  		geometry = this.geometry;
  		pointMap = this.pointMap;
  
  		var w = 1, h = 1;
  
  		// we need just camera projection matrix
  		// world matrix must be identity
  
  		camera.projectionMatrix.copy( this.camera.projectionMatrix );
  
  		// center / target
  
  		setPoint( "c", 0, 0, - 1 );
  		setPoint( "t", 0, 0,  1 );
  
  		// near
  
  		setPoint( "n1", - w, - h, - 1 );
  		setPoint( "n2",   w, - h, - 1 );
  		setPoint( "n3", - w,   h, - 1 );
  		setPoint( "n4",   w,   h, - 1 );
  
  		// far
  
  		setPoint( "f1", - w, - h, 1 );
  		setPoint( "f2",   w, - h, 1 );
  		setPoint( "f3", - w,   h, 1 );
  		setPoint( "f4",   w,   h, 1 );
  
  		// up
  
  		setPoint( "u1",   w * 0.7, h * 1.1, - 1 );
  		setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
  		setPoint( "u3",         0, h * 2,   - 1 );
  
  		// cross
  
  		setPoint( "cf1", - w,   0, 1 );
  		setPoint( "cf2",   w,   0, 1 );
  		setPoint( "cf3",   0, - h, 1 );
  		setPoint( "cf4",   0,   h, 1 );
  
  		setPoint( "cn1", - w,   0, - 1 );
  		setPoint( "cn2",   w,   0, - 1 );
  		setPoint( "cn3",   0, - h, - 1 );
  		setPoint( "cn4",   0,   h, - 1 );
  
  		geometry.verticesNeedUpdate = true;
  
  	};
  
  }();
  
  // File:src/extras/helpers/DirectionalLightHelper.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   * @author WestLangley / http://github.com/WestLangley
   */
  
  THREE.DirectionalLightHelper = function ( light, size ) {
  
  	THREE.Object3D.call( this );
  
  	this.light = light;
  	this.light.updateMatrixWorld();
  
  	this.matrix = light.matrixWorld;
  	this.matrixAutoUpdate = false;
  
  	if ( size === undefined ) size = 1;
  
  	var geometry = new THREE.BufferGeometry();
  	geometry.addAttribute( 'position', new THREE.Float32Attribute( [
  		- size,   size, 0,
  		  size,   size, 0,
  		  size, - size, 0,
  		- size, - size, 0,
  		- size,   size, 0
  	], 3 ) );
  
  	var material = new THREE.LineBasicMaterial( { fog: false } );
  
  	this.add( new THREE.Line( geometry, material ) );
  
  	geometry = new THREE.BufferGeometry();
  	geometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  
  	this.add( new THREE.Line( geometry, material ));
  
  	this.update();
  
  };
  
  THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper;
  
  THREE.DirectionalLightHelper.prototype.dispose = function () {
  
  	var lightPlane = this.children[ 0 ];
  	var targetLine = this.children[ 1 ];
  
  	lightPlane.geometry.dispose();
  	lightPlane.material.dispose();
  	targetLine.geometry.dispose();
  	targetLine.material.dispose();
  
  };
  
  THREE.DirectionalLightHelper.prototype.update = function () {
  
  	var v1 = new THREE.Vector3();
  	var v2 = new THREE.Vector3();
  	var v3 = new THREE.Vector3();
  
  	return function () {
  
  		v1.setFromMatrixPosition( this.light.matrixWorld );
  		v2.setFromMatrixPosition( this.light.target.matrixWorld );
  		v3.subVectors( v2, v1 );
  
  		var lightPlane = this.children[ 0 ];
  		var targetLine = this.children[ 1 ];
  
  		lightPlane.lookAt( v3 );
  		lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  		targetLine.lookAt( v3 );
  		targetLine.scale.z = v3.length();
  
  	};
  
  }();
  
  // File:src/extras/helpers/EdgesHelper.js
  
  /**
   * @author WestLangley / http://github.com/WestLangley
   * @param object THREE.Mesh whose geometry will be used
   * @param hex line color
   * @param thresholdAngle the minimum angle (in degrees),
   * between the face normals of adjacent faces,
   * that is required to render an edge. A value of 10 means
   * an edge is only rendered if the angle is at least 10 degrees.
   */
  
  THREE.EdgesHelper = function ( object, hex, thresholdAngle ) {
  
  	var color = ( hex !== undefined ) ? hex : 0xffffff;
  
  	THREE.LineSegments.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ) );
  
  	this.matrix = object.matrixWorld;
  	this.matrixAutoUpdate = false;
  
  };
  
  THREE.EdgesHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
  
  // File:src/extras/helpers/FaceNormalsHelper.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author WestLangley / http://github.com/WestLangley
  */
  
  THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  
  	// FaceNormalsHelper only supports THREE.Geometry
  
  	this.object = object;
  
  	this.size = ( size !== undefined ) ? size : 1;
  
  	var color = ( hex !== undefined ) ? hex : 0xffff00;
  
  	var width = ( linewidth !== undefined ) ? linewidth : 1;
  
  	//
  
  	var nNormals = 0;
  
  	var objGeometry = this.object.geometry;
  
  	if ( objGeometry instanceof THREE.Geometry ) {
  
  		nNormals = objGeometry.faces.length;
  
  	} else {
  
  		console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  
  	}
  
  	//
  
  	var geometry = new THREE.BufferGeometry();
  
  	var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 );
  
  	geometry.addAttribute( 'position', positions );
  
  	THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) );
  
  	//
  
  	this.matrixAutoUpdate = false;
  	this.update();
  
  };
  
  THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
  
  THREE.FaceNormalsHelper.prototype.update = ( function () {
  
  	var v1 = new THREE.Vector3();
  	var v2 = new THREE.Vector3();
  	var normalMatrix = new THREE.Matrix3();
  
  	return function update() {
  
  		this.object.updateMatrixWorld( true );
  
  		normalMatrix.getNormalMatrix( this.object.matrixWorld );
  
  		var matrixWorld = this.object.matrixWorld;
  
  		var position = this.geometry.attributes.position;
  
  		//
  
  		var objGeometry = this.object.geometry;
  
  		var vertices = objGeometry.vertices;
  
  		var faces = objGeometry.faces;
  
  		var idx = 0;
  
  		for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  			var face = faces[ i ];
  
  			var normal = face.normal;
  
  			v1.copy( vertices[ face.a ] )
  				.add( vertices[ face.b ] )
  				.add( vertices[ face.c ] )
  				.divideScalar( 3 )
  				.applyMatrix4( matrixWorld );
  
  			v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  
  			position.setXYZ( idx, v1.x, v1.y, v1.z );
  
  			idx = idx + 1;
  
  			position.setXYZ( idx, v2.x, v2.y, v2.z );
  
  			idx = idx + 1;
  
  		}
  
  		position.needsUpdate = true;
  
  		return this;
  
  	};
  
  }() );
  
  // File:src/extras/helpers/GridHelper.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.GridHelper = function ( size, step, color1, color2 ) {
  
  	color1 = new THREE.Color( color1 !== undefined ? color1 : 0x444444 );
  	color2 = new THREE.Color( color2 !== undefined ? color2 : 0x888888 );
  
  	var vertices = [];
  	var colors = [];
  
  	for ( var i = - size, j = 0; i <= size; i += step ) {
  
  		vertices.push( - size, 0, i, size, 0, i );
  		vertices.push( i, 0, - size, i, 0, size );
  
  		var color = i === 0 ? color1 : color2;
  
  		color.toArray( colors, j ); j += 3;
  		color.toArray( colors, j ); j += 3;
  		color.toArray( colors, j ); j += 3;
  		color.toArray( colors, j ); j += 3;
  
  	}
  
  	var geometry = new THREE.BufferGeometry();
  	geometry.addAttribute( 'position', new THREE.Float32Attribute( vertices, 3 ) );
  	geometry.addAttribute( 'color', new THREE.Float32Attribute( colors, 3 ) );
  
  	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  
  	THREE.LineSegments.call( this, geometry, material );
  
  };
  
  THREE.GridHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.GridHelper.prototype.constructor = THREE.GridHelper;
  
  THREE.GridHelper.prototype.setColors = function () {
  
  	console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  
  };
  
  // File:src/extras/helpers/HemisphereLightHelper.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.HemisphereLightHelper = function ( light, sphereSize ) {
  
  	THREE.Object3D.call( this );
  
  	this.light = light;
  	this.light.updateMatrixWorld();
  
  	this.matrix = light.matrixWorld;
  	this.matrixAutoUpdate = false;
  
  	this.colors = [ new THREE.Color(), new THREE.Color() ];
  
  	var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  	geometry.rotateX( - Math.PI / 2 );
  
  	for ( var i = 0, il = 8; i < il; i ++ ) {
  
  		geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  
  	}
  
  	var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  
  	this.lightSphere = new THREE.Mesh( geometry, material );
  	this.add( this.lightSphere );
  
  	this.update();
  
  };
  
  THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper;
  
  THREE.HemisphereLightHelper.prototype.dispose = function () {
  
  	this.lightSphere.geometry.dispose();
  	this.lightSphere.material.dispose();
  
  };
  
  THREE.HemisphereLightHelper.prototype.update = function () {
  
  	var vector = new THREE.Vector3();
  
  	return function () {
  
  		this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  		this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  
  		this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  		this.lightSphere.geometry.colorsNeedUpdate = true;
  
  	};
  
  }();
  
  // File:src/extras/helpers/PointLightHelper.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.PointLightHelper = function ( light, sphereSize ) {
  
  	this.light = light;
  	this.light.updateMatrixWorld();
  
  	var geometry = new THREE.SphereBufferGeometry( sphereSize, 4, 2 );
  	var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  	THREE.Mesh.call( this, geometry, material );
  
  	this.matrix = this.light.matrixWorld;
  	this.matrixAutoUpdate = false;
  
  	/*
  	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  
  	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  
  	var d = light.distance;
  
  	if ( d === 0.0 ) {
  
  		this.lightDistance.visible = false;
  
  	} else {
  
  		this.lightDistance.scale.set( d, d, d );
  
  	}
  
  	this.add( this.lightDistance );
  	*/
  
  };
  
  THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper;
  
  THREE.PointLightHelper.prototype.dispose = function () {
  
  	this.geometry.dispose();
  	this.material.dispose();
  
  };
  
  THREE.PointLightHelper.prototype.update = function () {
  
  	this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  	/*
  	var d = this.light.distance;
  
  	if ( d === 0.0 ) {
  
  		this.lightDistance.visible = false;
  
  	} else {
  
  		this.lightDistance.visible = true;
  		this.lightDistance.scale.set( d, d, d );
  
  	}
  	*/
  
  };
  
  // File:src/extras/helpers/SkeletonHelper.js
  
  /**
   * @author Sean Griffin / http://twitter.com/sgrif
   * @author Michael Guerrero / http://realitymeltdown.com
   * @author mrdoob / http://mrdoob.com/
   * @author ikerr / http://verold.com
   */
  
  THREE.SkeletonHelper = function ( object ) {
  
  	this.bones = this.getBoneList( object );
  
  	var geometry = new THREE.Geometry();
  
  	for ( var i = 0; i < this.bones.length; i ++ ) {
  
  		var bone = this.bones[ i ];
  
  		if ( bone.parent instanceof THREE.Bone ) {
  
  			geometry.vertices.push( new THREE.Vector3() );
  			geometry.vertices.push( new THREE.Vector3() );
  			geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
  			geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
  
  		}
  
  	}
  
  	geometry.dynamic = true;
  
  	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  
  	THREE.LineSegments.call( this, geometry, material );
  
  	this.root = object;
  
  	this.matrix = object.matrixWorld;
  	this.matrixAutoUpdate = false;
  
  	this.update();
  
  };
  
  
  THREE.SkeletonHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper;
  
  THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
  
  	var boneList = [];
  
  	if ( object instanceof THREE.Bone ) {
  
  		boneList.push( object );
  
  	}
  
  	for ( var i = 0; i < object.children.length; i ++ ) {
  
  		boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
  
  	}
  
  	return boneList;
  
  };
  
  THREE.SkeletonHelper.prototype.update = function () {
  
  	var geometry = this.geometry;
  
  	var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
  
  	var boneMatrix = new THREE.Matrix4();
  
  	var j = 0;
  
  	for ( var i = 0; i < this.bones.length; i ++ ) {
  
  		var bone = this.bones[ i ];
  
  		if ( bone.parent instanceof THREE.Bone ) {
  
  			boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  			geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
  
  			boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  			geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
  
  			j += 2;
  
  		}
  
  	}
  
  	geometry.verticesNeedUpdate = true;
  
  	geometry.computeBoundingSphere();
  
  };
  
  // File:src/extras/helpers/SpotLightHelper.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   * @author mrdoob / http://mrdoob.com/
   * @author WestLangley / http://github.com/WestLangley
  */
  
  THREE.SpotLightHelper = function ( light ) {
  
  	THREE.Object3D.call( this );
  
  	this.light = light;
  	this.light.updateMatrixWorld();
  
  	this.matrix = light.matrixWorld;
  	this.matrixAutoUpdate = false;
  
  	var geometry = new THREE.BufferGeometry();
  
  	var positions = [
  		0, 0, 0,   0,   0,   1,
  		0, 0, 0,   1,   0,   1,
  		0, 0, 0, - 1,   0,   1,
  		0, 0, 0,   0,   1,   1,
  		0, 0, 0,   0, - 1,   1
  	];
  
  	for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  
  		var p1 = ( i / l ) * Math.PI * 2;
  		var p2 = ( j / l ) * Math.PI * 2;
  
  		positions.push(
  			Math.cos( p1 ), Math.sin( p1 ), 1,
  			Math.cos( p2 ), Math.sin( p2 ), 1
  		);
  
  	}
  
  	geometry.addAttribute( 'position', new THREE.Float32Attribute( positions, 3 ) );
  
  	var material = new THREE.LineBasicMaterial( { fog: false } );
  
  	this.cone = new THREE.LineSegments( geometry, material );
  	this.add( this.cone );
  
  	this.update();
  
  };
  
  THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper;
  
  THREE.SpotLightHelper.prototype.dispose = function () {
  
  	this.cone.geometry.dispose();
  	this.cone.material.dispose();
  
  };
  
  THREE.SpotLightHelper.prototype.update = function () {
  
  	var vector = new THREE.Vector3();
  	var vector2 = new THREE.Vector3();
  
  	return function () {
  
  		var coneLength = this.light.distance ? this.light.distance : 1000;
  		var coneWidth = coneLength * Math.tan( this.light.angle );
  
  		this.cone.scale.set( coneWidth, coneWidth, coneLength );
  
  		vector.setFromMatrixPosition( this.light.matrixWorld );
  		vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  
  		this.cone.lookAt( vector2.sub( vector ) );
  
  		this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  	};
  
  }();
  
  // File:src/extras/helpers/VertexNormalsHelper.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   * @author WestLangley / http://github.com/WestLangley
  */
  
  THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  
  	this.object = object;
  
  	this.size = ( size !== undefined ) ? size : 1;
  
  	var color = ( hex !== undefined ) ? hex : 0xff0000;
  
  	var width = ( linewidth !== undefined ) ? linewidth : 1;
  
  	//
  
  	var nNormals = 0;
  
  	var objGeometry = this.object.geometry;
  
  	if ( objGeometry instanceof THREE.Geometry ) {
  
  		nNormals = objGeometry.faces.length * 3;
  
  	} else if ( objGeometry instanceof THREE.BufferGeometry ) {
  
  		nNormals = objGeometry.attributes.normal.count;
  
  	}
  
  	//
  
  	var geometry = new THREE.BufferGeometry();
  
  	var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 );
  
  	geometry.addAttribute( 'position', positions );
  
  	THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) );
  
  	//
  
  	this.matrixAutoUpdate = false;
  
  	this.update();
  
  };
  
  THREE.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
  
  THREE.VertexNormalsHelper.prototype.update = ( function () {
  
  	var v1 = new THREE.Vector3();
  	var v2 = new THREE.Vector3();
  	var normalMatrix = new THREE.Matrix3();
  
  	return function update() {
  
  		var keys = [ 'a', 'b', 'c' ];
  
  		this.object.updateMatrixWorld( true );
  
  		normalMatrix.getNormalMatrix( this.object.matrixWorld );
  
  		var matrixWorld = this.object.matrixWorld;
  
  		var position = this.geometry.attributes.position;
  
  		//
  
  		var objGeometry = this.object.geometry;
  
  		if ( objGeometry instanceof THREE.Geometry ) {
  
  			var vertices = objGeometry.vertices;
  
  			var faces = objGeometry.faces;
  
  			var idx = 0;
  
  			for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  				var face = faces[ i ];
  
  				for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  
  					var vertex = vertices[ face[ keys[ j ] ] ];
  
  					var normal = face.vertexNormals[ j ];
  
  					v1.copy( vertex ).applyMatrix4( matrixWorld );
  
  					v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  
  					position.setXYZ( idx, v1.x, v1.y, v1.z );
  
  					idx = idx + 1;
  
  					position.setXYZ( idx, v2.x, v2.y, v2.z );
  
  					idx = idx + 1;
  
  				}
  
  			}
  
  		} else if ( objGeometry instanceof THREE.BufferGeometry ) {
  
  			var objPos = objGeometry.attributes.position;
  
  			var objNorm = objGeometry.attributes.normal;
  
  			var idx = 0;
  
  			// for simplicity, ignore index and drawcalls, and render every normal
  
  			for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  
  				v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  
  				v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  
  				v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  
  				position.setXYZ( idx, v1.x, v1.y, v1.z );
  
  				idx = idx + 1;
  
  				position.setXYZ( idx, v2.x, v2.y, v2.z );
  
  				idx = idx + 1;
  
  			}
  
  		}
  
  		position.needsUpdate = true;
  
  		return this;
  
  	};
  
  }() );
  
  // File:src/extras/helpers/WireframeHelper.js
  
  /**
   * @author mrdoob / http://mrdoob.com/
   */
  
  THREE.WireframeHelper = function ( object, hex ) {
  
  	var color = ( hex !== undefined ) ? hex : 0xffffff;
  
  	THREE.LineSegments.call( this, new THREE.WireframeGeometry( object.geometry ), new THREE.LineBasicMaterial( { color: color } ) );
  
  	this.matrix = object.matrixWorld;
  	this.matrixAutoUpdate = false;
  
  };
  
  THREE.WireframeHelper.prototype = Object.create( THREE.LineSegments.prototype );
  THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
  
  // File:src/extras/objects/ImmediateRenderObject.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.ImmediateRenderObject = function ( material ) {
  
  	THREE.Object3D.call( this );
  
  	this.material = material;
  	this.render = function ( renderCallback ) {};
  
  };
  
  THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
  
  // File:src/extras/objects/MorphBlendMesh.js
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.MorphBlendMesh = function( geometry, material ) {
  
  	THREE.Mesh.call( this, geometry, material );
  
  	this.animationsMap = {};
  	this.animationsList = [];
  
  	// prepare default animation
  	// (all frames played together in 1 second)
  
  	var numFrames = this.geometry.morphTargets.length;
  
  	var name = "__default";
  
  	var startFrame = 0;
  	var endFrame = numFrames - 1;
  
  	var fps = numFrames / 1;
  
  	this.createAnimation( name, startFrame, endFrame, fps );
  	this.setAnimationWeight( name, 1 );
  
  };
  
  THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh;
  
  THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  
  	var animation = {
  
  		start: start,
  		end: end,
  
  		length: end - start + 1,
  
  		fps: fps,
  		duration: ( end - start ) / fps,
  
  		lastFrame: 0,
  		currentFrame: 0,
  
  		active: false,
  
  		time: 0,
  		direction: 1,
  		weight: 1,
  
  		directionBackwards: false,
  		mirroredLoop: false
  
  	};
  
  	this.animationsMap[ name ] = animation;
  	this.animationsList.push( animation );
  
  };
  
  THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  
  	var pattern = /([a-z]+)_?(\d+)/i;
  
  	var firstAnimation, frameRanges = {};
  
  	var geometry = this.geometry;
  
  	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  
  		var morph = geometry.morphTargets[ i ];
  		var chunks = morph.name.match( pattern );
  
  		if ( chunks && chunks.length > 1 ) {
  
  			var name = chunks[ 1 ];
  
  			if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
  
  			var range = frameRanges[ name ];
  
  			if ( i < range.start ) range.start = i;
  			if ( i > range.end ) range.end = i;
  
  			if ( ! firstAnimation ) firstAnimation = name;
  
  		}
  
  	}
  
  	for ( var name in frameRanges ) {
  
  		var range = frameRanges[ name ];
  		this.createAnimation( name, range.start, range.end, fps );
  
  	}
  
  	this.firstAnimation = firstAnimation;
  
  };
  
  THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		animation.direction = 1;
  		animation.directionBackwards = false;
  
  	}
  
  };
  
  THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		animation.direction = - 1;
  		animation.directionBackwards = true;
  
  	}
  
  };
  
  THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		animation.fps = fps;
  		animation.duration = ( animation.end - animation.start ) / animation.fps;
  
  	}
  
  };
  
  THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		animation.duration = duration;
  		animation.fps = ( animation.end - animation.start ) / animation.duration;
  
  	}
  
  };
  
  THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		animation.weight = weight;
  
  	}
  
  };
  
  THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		animation.time = time;
  
  	}
  
  };
  
  THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  
  	var time = 0;
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		time = animation.time;
  
  	}
  
  	return time;
  
  };
  
  THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  
  	var duration = - 1;
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		duration = animation.duration;
  
  	}
  
  	return duration;
  
  };
  
  THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		animation.time = 0;
  		animation.active = true;
  
  	} else {
  
  		console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
  
  	}
  
  };
  
  THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  
  	var animation = this.animationsMap[ name ];
  
  	if ( animation ) {
  
  		animation.active = false;
  
  	}
  
  };
  
  THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  
  	for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  
  		var animation = this.animationsList[ i ];
  
  		if ( ! animation.active ) continue;
  
  		var frameTime = animation.duration / animation.length;
  
  		animation.time += animation.direction * delta;
  
  		if ( animation.mirroredLoop ) {
  
  			if ( animation.time > animation.duration || animation.time < 0 ) {
  
  				animation.direction *= - 1;
  
  				if ( animation.time > animation.duration ) {
  
  					animation.time = animation.duration;
  					animation.directionBackwards = true;
  
  				}
  
  				if ( animation.time < 0 ) {
  
  					animation.time = 0;
  					animation.directionBackwards = false;
  
  				}
  
  			}
  
  		} else {
  
  			animation.time = animation.time % animation.duration;
  
  			if ( animation.time < 0 ) animation.time += animation.duration;
  
  		}
  
  		var keyframe = animation.start + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  		var weight = animation.weight;
  
  		if ( keyframe !== animation.currentFrame ) {
  
  			this.morphTargetInfluences[ animation.lastFrame ] = 0;
  			this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  
  			this.morphTargetInfluences[ keyframe ] = 0;
  
  			animation.lastFrame = animation.currentFrame;
  			animation.currentFrame = keyframe;
  
  		}
  
  		var mix = ( animation.time % frameTime ) / frameTime;
  
  		if ( animation.directionBackwards ) mix = 1 - mix;
  
  		if ( animation.currentFrame !== animation.lastFrame ) {
  
  			this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  			this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  
  		} else {
  
  			this.morphTargetInfluences[ animation.currentFrame ] = weight;
  
  		}
  
  	}
  
  };
  
  
  // Export the THREE object for **Node.js**, with
  // backwards-compatibility for the old `require()` API. If we're in
  // the browser, add `_` as a global object via a string identifier,
  // for Closure Compiler "advanced" mode.
  if (typeof exports !== 'undefined') {
    if (typeof module !== 'undefined' && module.exports) {
      exports = module.exports = THREE;
    }
    exports.THREE = THREE;
  } else {
    this['THREE'] = THREE;
  }
  