text: /**
   * @author mrdoob / http://mrdoob.com/
   */
  /*
  ///Face3对象的构造函数.用来在四维空间内通过参数a,b,c,d, normal, color, materialIndex创建一个四角面对象.Face4对象的功能函数采用
  ///定义构造的函数原型对象来实现.
  ///
  /// NOTE:Face4方法已经删除,使用Face3替代,这里保留为了向下兼容.
  ///
  ///	用法: var a=0,b=1,c=2,d=3;var normal = new THREE.Vector3( 0, 1, 0 ); var color = new THREE.Color( 0xffaa00 ); var face = new THREE.Face3( a, b, c,d, normal, color, 0 );
  ///	创建一个a,b,c,d四点组成的颜色0xffaa00,法线指向normal,材质索引为0的四角面对象.
  ///
  ///	用法: var a=0,b=1,c=2,d=3;
  		  var normal1 = new THREE.Vector3( 0, 1, 0 ), normal2 = new THREE.Vector3( 0, 1, 0 ), normal3 = new THREE.Vector3( 0, 1, 0 );
  		  normal = new Array(normal1,normal2,normal3);
  		  var color1 = new THREE.Color( 0xffaa00 ), color2 = new THREE.Color( 0x00aaff ), color3 = new THREE.Color( 0x00ffaa );
  		  var color = new Array(color1,color2,color3);
  		  var face = new THREE.Face3( a, b, c, d, normal, color, 0 );
  ///	创建一个颜色为0xffaa00,0x00aaff,0x00ffaa的a,b,c四点组成的,法线指向normal,材质索引为0的四角面对象.
  */
  ///<summary>Face4</summary>
  ///<param name ="a" type="Number">四角面角点a的索引</param>
  ///<param name ="b" type="Number">四角面角点b的索引</param>
  ///<param name ="c" type="Number">四角面角点c的索引</param>
  ///<param name ="d" type="Number">四角面角点d的索引</param>
  ///<param name ="normal" type="Vector3Array">四角面法线向量,或顶点法线向量数组</param>
  ///<param name ="color" type="Vector3Array">四角面颜色值,或顶点颜色值数组</param>
  ///<param name ="materialIndex" type="Vector3Array">材质索引</param>
  THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  	//提示用户,Face4方法已经删除,使用Face3替代,这里保留为了向下兼容
  	console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
  	return new THREE.Face3( a, b, c, normal, color, materialIndex );	//调用Face3方法,忽略点d,返回创建的三角面.
  
  };
  