text: /**
   * @author Mugen87 / https://github.com/Mugen87
   *
   * Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio)
   *
   */
  define(["three"], function( THREE ){
      
  
  ( function () {
  
  	var Visible = 0;
  	var Deleted = 1;
  
  	function QuickHull() {
  
  		this.tolerance = - 1;
  
  		this.faces = []; // the generated faces of the convex hull
  		this.newFaces = []; // this array holds the faces that are generated within a single iteration
  
  		// the vertex lists work as follows:
  		//
  		// let 'a' and 'b' be 'Face' instances
  		// let 'v' be points wrapped as instance of 'Vertex'
  		//
  		//     [v, v, ..., v, v, v, ...]
  		//      ^             ^
  		//      |             |
  		//  a.outside     b.outside
  		//
  		this.assigned = new VertexList();
  		this.unassigned = new VertexList();
  
  		this.vertices = []; 	// vertices of the hull (internal representation of given geometry data)
  
  	}
  
  	Object.assign( QuickHull.prototype, {
  
  		setFromPoints: function ( points ) {
  
  			if ( Array.isArray( points ) !== true ) {
  
  				console.error( 'THREE.QuickHull: Points parameter is not an array.' );
  
  			}
  
  			if ( points.length < 4 ) {
  
  				console.error( 'THREE.QuickHull: The algorithm needs at least four points.' );
  
  			}
  
  			this.makeEmpty();
  
  			for ( var i = 0, l = points.length; i < l; i ++ ) {
  
  				this.vertices.push( new VertexNode( points[ i ] ) );
  
  			}
  
  			this.compute();
  
  			return this;
  
  		},
  
  		setFromObject: function ( object ) {
  
  			var points = [];
  
  			object.updateMatrixWorld( true );
  
  			object.traverse( function ( node ) {
  
  				var i, l, point;
  
  				var geometry = node.geometry;
  
  				if ( geometry !== undefined ) {
  
  					if ( geometry.isGeometry ) {
  
  						var vertices = geometry.vertices;
  
  						for ( i = 0, l = vertices.length; i < l; i ++ ) {
  
  							point = vertices[ i ].clone();
  							point.applyMatrix4( node.matrixWorld );
  
  							points.push( point );
  
  						}
  
  					} else if ( geometry.isBufferGeometry ) {
  
  						var attribute = geometry.attributes.position;
  
  						if ( attribute !== undefined ) {
  
  							for ( i = 0, l = attribute.count; i < l; i ++ ) {
  
  								point = new THREE.Vector3();
  
  								point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  
  								points.push( point );
  
  							}
  
  						}
  
  					}
  
  				}
  
  			} );
  
  			return this.setFromPoints( points );
  
  		},
  
  		makeEmpty: function () {
  
  			this.faces = [];
  			this.vertices = [];
  
  			return this;
  
  		},
  
  		// Adds a vertex to the 'assigned' list of vertices and assigns it to the given face
  
  		addVertexToFace: function ( vertex, face ) {
  
  			vertex.face = face;
  
  			if ( face.outside === null ) {
  
  				this.assigned.append( vertex );
  
  			} else {
  
  				this.assigned.insertBefore( face.outside, vertex );
  
  			}
  
  			face.outside = vertex;
  
  			return this;
  
  		},
  
  		// Removes a vertex from the 'assigned' list of vertices and from the given face
  
  		removeVertexFromFace: function ( vertex, face ) {
  
  			if ( vertex === face.outside ) {
  
  				// fix face.outside link
  
  				if ( vertex.next !== null && vertex.next.face === face ) {
  
  					// face has at least 2 outside vertices, move the 'outside' reference
  
  					face.outside = vertex.next;
  
  				} else {
  
  					// vertex was the only outside vertex that face had
  
  					face.outside = null;
  
  				}
  
  			}
  
  			this.assigned.remove( vertex );
  
  			return this;
  
  		},
  
  		// Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list
  
  		removeAllVerticesFromFace: function ( face ) {
  
  			if ( face.outside !== null ) {
  
  				// reference to the first and last vertex of this face
  
  				var start = face.outside;
  				var end = face.outside;
  
  				while ( end.next !== null && end.next.face === face ) {
  
  					end = end.next;
  
  				}
  
  				this.assigned.removeSubList( start, end );
  
  				// fix references
  
  				start.prev = end.next = null;
  				face.outside = null;
  
  				return start;
  
  			}
  
  		},
  
  		// Removes all the visible vertices that 'face' is able to see
  
  		deleteFaceVertices: function ( face, absorbingFace ) {
  
  			var faceVertices = this.removeAllVerticesFromFace( face );
  
  			if ( faceVertices !== undefined ) {
  
  				if ( absorbingFace === undefined ) {
  
  					// mark the vertices to be reassigned to some other face
  
  					this.unassigned.appendChain( faceVertices );
  
  
  				} else {
  
  					// if there's an absorbing face try to assign as many vertices as possible to it
  
  					var vertex = faceVertices;
  
  					do {
  
  						// we need to buffer the subsequent vertex at this point because the 'vertex.next' reference
  						// will be changed by upcoming method calls
  
  						var nextVertex = vertex.next;
  
  						var distance = absorbingFace.distanceToPoint( vertex.point );
  
  						// check if 'vertex' is able to see 'absorbingFace'
  
  						if ( distance > this.tolerance ) {
  
  							this.addVertexToFace( vertex, absorbingFace );
  
  						} else {
  
  							this.unassigned.append( vertex );
  
  						}
  
  						// now assign next vertex
  
  						vertex = nextVertex;
  
  					} while ( vertex !== null );
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		// Reassigns as many vertices as possible from the unassigned list to the new faces
  
  		resolveUnassignedPoints: function ( newFaces ) {
  
  			if ( this.unassigned.isEmpty() === false ) {
  
  				var vertex = this.unassigned.first();
  
  				do {
  
  					// buffer 'next' reference, see .deleteFaceVertices()
  
  					var nextVertex = vertex.next;
  
  					var maxDistance = this.tolerance;
  
  					var maxFace = null;
  
  					for ( var i = 0; i < newFaces.length; i ++ ) {
  
  						var face = newFaces[ i ];
  
  						if ( face.mark === Visible ) {
  
  							var distance = face.distanceToPoint( vertex.point );
  
  							if ( distance > maxDistance ) {
  
  								maxDistance = distance;
  								maxFace = face;
  
  							}
  
  							if ( maxDistance > 1000 * this.tolerance ) break;
  
  						}
  
  					}
  
  					// 'maxFace' can be null e.g. if there are identical vertices
  
  					if ( maxFace !== null ) {
  
  						this.addVertexToFace( vertex, maxFace );
  
  					}
  
  					vertex = nextVertex;
  
  				} while ( vertex !== null );
  
  			}
  
  			return this;
  
  		},
  
  		// Computes the extremes of a simplex which will be the initial hull
  
  		computeExtremes: function () {
  
  			var min = new THREE.Vector3();
  			var max = new THREE.Vector3();
  
  			var minVertices = [];
  			var maxVertices = [];
  
  			var i, l, j;
  
  			// initially assume that the first vertex is the min/max
  
  			for ( i = 0; i < 3; i ++ ) {
  
  				minVertices[ i ] = maxVertices[ i ] = this.vertices[ 0 ];
  
  			}
  
  			min.copy( this.vertices[ 0 ].point );
  			max.copy( this.vertices[ 0 ].point );
  
  			// compute the min/max vertex on all six directions
  
  			for ( i = 0, l = this.vertices.length; i < l; i ++ ) {
  
  				var vertex = this.vertices[ i ];
  				var point = vertex.point;
  
  				// update the min coordinates
  
  				for ( j = 0; j < 3; j ++ ) {
  
  					if ( point.getComponent( j ) < min.getComponent( j ) ) {
  
  						min.setComponent( j, point.getComponent( j ) );
  						minVertices[ j ] = vertex;
  
  					}
  
  				}
  
  				// update the max coordinates
  
  				for ( j = 0; j < 3; j ++ ) {
  
  					if ( point.getComponent( j ) > max.getComponent( j ) ) {
  
  						max.setComponent( j, point.getComponent( j ) );
  						maxVertices[ j ] = vertex;
  
  					}
  
  				}
  
  			}
  
  			// use min/max vectors to compute an optimal epsilon
  
  			this.tolerance = 3 * Number.EPSILON * (
  				Math.max( Math.abs( min.x ), Math.abs( max.x ) ) +
  				Math.max( Math.abs( min.y ), Math.abs( max.y ) ) +
  				Math.max( Math.abs( min.z ), Math.abs( max.z ) )
  			);
  
  			return { min: minVertices, max: maxVertices };
  
  		},
  
  		// Computes the initial simplex assigning to its faces all the points
  		// that are candidates to form part of the hull
  
  		computeInitialHull: function () {
  
  			var line3, plane, closestPoint;
  
  			return function computeInitialHull() {
  
  				if ( line3 === undefined ) {
  
  					line3 = new THREE.Line3();
  					plane = new THREE.Plane();
  					closestPoint = new THREE.Vector3();
  
  				}
  
  				var vertex, vertices = this.vertices;
  				var extremes = this.computeExtremes();
  				var min = extremes.min;
  				var max = extremes.max;
  
  				var v0, v1, v2, v3;
  				var i, l, j;
  
  				// 1. Find the two vertices 'v0' and 'v1' with the greatest 1d separation
  				// (max.x - min.x)
  				// (max.y - min.y)
  				// (max.z - min.z)
  
  				var distance, maxDistance = 0;
  				var index = 0;
  
  				for ( i = 0; i < 3; i ++ ) {
  
  					distance = max[ i ].point.getComponent( i ) - min[ i ].point.getComponent( i );
  
  					if ( distance > maxDistance ) {
  
  						maxDistance = distance;
  						index = i;
  
  					}
  
  				}
  
  				v0 = min[ index ];
  				v1 = max[ index ];
  
  				// 2. The next vertex 'v2' is the one farthest to the line formed by 'v0' and 'v1'
  
  				maxDistance = 0;
  				line3.set( v0.point, v1.point );
  
  				for ( i = 0, l = this.vertices.length; i < l; i ++ ) {
  
  					vertex = vertices[ i ];
  
  					if ( vertex !== v0 && vertex !== v1 ) {
  
  						line3.closestPointToPoint( vertex.point, true, closestPoint );
  
  						distance = closestPoint.distanceToSquared( vertex.point );
  
  						if ( distance > maxDistance ) {
  
  							maxDistance = distance;
  							v2 = vertex;
  
  						}
  
  					}
  
  				}
  
  				// 3. The next vertex 'v3' is the one farthest to the plane 'v0', 'v1', 'v2'
  
  				maxDistance = -1;
  				plane.setFromCoplanarPoints( v0.point, v1.point, v2.point );
  
  				for ( i = 0, l = this.vertices.length; i < l; i ++ ) {
  
  					vertex = vertices[ i ];
  
  					if ( vertex !== v0 && vertex !== v1 && vertex !== v2 ) {
  
  						distance = Math.abs( plane.distanceToPoint( vertex.point ) );
  
  						if ( distance > maxDistance ) {
  
  							maxDistance = distance;
  							v3 = vertex;
  
  						}
  
  					}
  
  				}
  
  				var faces = [];
  
  				if ( plane.distanceToPoint( v3.point ) < 0 ) {
  
  					// the face is not able to see the point so 'plane.normal' is pointing outside the tetrahedron
  
  					faces.push(
  						Face.create( v0, v1, v2 ),
  						Face.create( v3, v1, v0 ),
  						Face.create( v3, v2, v1 ),
  						Face.create( v3, v0, v2 )
  					);
  
  					// set the twin edge
  
  					for ( i = 0; i < 3; i ++ ) {
  
  						j = ( i + 1 ) % 3;
  
  						// join face[ i ] i > 0, with the first face
  
  						faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( j ) );
  
  						// join face[ i ] with face[ i + 1 ], 1 <= i <= 3
  
  						faces[ i + 1 ].getEdge( 1 ).setTwin( faces[ j + 1 ].getEdge( 0 ) );
  
  					}
  
  				} else {
  
  					// the face is able to see the point so 'plane.normal' is pointing inside the tetrahedron
  
  					faces.push(
  						Face.create( v0, v2, v1 ),
  						Face.create( v3, v0, v1 ),
  						Face.create( v3, v1, v2 ),
  						Face.create( v3, v2, v0 )
  					);
  
  					// set the twin edge
  
  					for ( i = 0; i < 3; i ++ ) {
  
  						j = ( i + 1 ) % 3;
  
  						// join face[ i ] i > 0, with the first face
  
  						faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( ( 3 - i ) % 3 ) );
  
  						// join face[ i ] with face[ i + 1 ]
  
  						faces[ i + 1 ].getEdge( 0 ).setTwin( faces[ j + 1 ].getEdge( 1 ) );
  
  					}
  
  				}
  
  				// the initial hull is the tetrahedron
  
  				for ( i = 0; i < 4; i ++ ) {
  
  					this.faces.push( faces[ i ] );
  
  				}
  
  				// initial assignment of vertices to the faces of the tetrahedron
  
  				for ( i = 0, l = vertices.length; i < l; i ++ ) {
  
  					vertex = vertices[ i ];
  
  					if ( vertex !== v0 && vertex !== v1 && vertex !== v2 && vertex !== v3 ) {
  
  						maxDistance = this.tolerance;
  						var maxFace = null;
  
  						for ( j = 0; j < 4; j ++ ) {
  
  							distance = this.faces[ j ].distanceToPoint( vertex.point );
  
  							if ( distance > maxDistance ) {
  
  								maxDistance = distance;
  								maxFace = this.faces[ j ];
  
  							}
  
  						}
  
  						if ( maxFace !== null ) {
  
  	          	this.addVertexToFace( vertex, maxFace );
  
  	        	}
  
  					}
  
  				}
  
  				return this;
  
  			};
  
  		}(),
  
  		// Removes inactive faces
  
  		reindexFaces: function () {
  
  			var activeFaces = [];
  
  			for ( var i = 0; i < this.faces.length; i ++ ) {
  
  				var face = this.faces[ i ];
  
  				if ( face.mark === Visible ) {
  
  					activeFaces.push( face );
  
  				}
  
  			}
  
  			this.faces = activeFaces;
  
  			return this;
  
  		},
  
  		// Finds the next vertex to create faces with the current hull
  
  		nextVertexToAdd: function () {
  
  			// if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined'
  
  			if ( this.assigned.isEmpty() === false ) {
  
  				var eyeVertex, maxDistance = 0;
  
  				// grap the first available face and start with the first visible vertex of that face
  
  				var eyeFace = this.assigned.first().face;
  				var vertex = eyeFace.outside;
  
  				// now calculate the farthest vertex that face can see
  
  				do {
  
  					var distance = eyeFace.distanceToPoint( vertex.point );
  
  					if ( distance > maxDistance ) {
  
  						maxDistance = distance;
  						eyeVertex = vertex;
  
  					}
  
  					vertex = vertex.next;
  
  				} while ( vertex !== null && vertex.face === eyeFace );
  
  				return eyeVertex;
  
  			}
  
  		},
  
  		// Computes a chain of half edges in CCW order called the 'horizon'.
  		// For an edge to be part of the horizon it must join a face that can see
  		// 'eyePoint' and a face that cannot see 'eyePoint'.
  
  		computeHorizon: function ( eyePoint, crossEdge, face, horizon ) {
  
  			// moves face's vertices to the 'unassigned' vertex list
  
  			this.deleteFaceVertices( face );
  
  			face.mark = Deleted;
  
  			var edge;
  
  			if ( crossEdge === null ) {
  
  				edge = crossEdge = face.getEdge( 0 );
  
  			} else {
  
  				// start from the next edge since 'crossEdge' was already analyzed
  				// (actually 'crossEdge.twin' was the edge who called this method recursively)
  
  				edge = crossEdge.next;
  
  			}
  
  			do {
  
  				var twinEdge = edge.twin;
  				var oppositeFace = twinEdge.face;
  
  				if ( oppositeFace.mark === Visible ) {
  
  					if ( oppositeFace.distanceToPoint( eyePoint ) > this.tolerance ) {
  
  						// the opposite face can see the vertex, so proceed with next edge
  
  						this.computeHorizon( eyePoint, twinEdge, oppositeFace, horizon );
  
  					} else {
  
  						// the opposite face can't see the vertex, so this edge is part of the horizon
  
  						horizon.push( edge );
  
  					}
  
  				}
  
  				edge = edge.next;
  
  			} while ( edge !== crossEdge );
  
  			return this;
  
  		},
  
  		// Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head' in CCW order
  
  		addAdjoiningFace: function ( eyeVertex, horizonEdge ) {
  
  			// all the half edges are created in ccw order thus the face is always pointing outside the hull
  
  			var face = Face.create( eyeVertex, horizonEdge.tail(), horizonEdge.head() );
  
  			this.faces.push( face );
  
  			// join face.getEdge( - 1 ) with the horizon's opposite edge face.getEdge( - 1 ) = face.getEdge( 2 )
  
  			face.getEdge( - 1 ).setTwin( horizonEdge.twin );
  
  			return face.getEdge( 0 ); // the half edge whose vertex is the eyeVertex
  
  
  		},
  
  		//  Adds 'horizon.length' faces to the hull, each face will be linked with the
  		//  horizon opposite face and the face on the left/right
  
  		addNewFaces: function ( eyeVertex, horizon ) {
  
  			this.newFaces = [];
  
  			var firstSideEdge = null;
  			var previousSideEdge = null;
  
  			for ( var i = 0; i < horizon.length; i ++ ) {
  
  				var horizonEdge = horizon[ i ];
  
  				// returns the right side edge
  
  				var sideEdge = this.addAdjoiningFace( eyeVertex, horizonEdge );
  
  				if ( firstSideEdge === null ) {
  
  					firstSideEdge = sideEdge;
  
  				} else {
  
  					// joins face.getEdge( 1 ) with previousFace.getEdge( 0 )
  
  					sideEdge.next.setTwin( previousSideEdge );
  
  				}
  
  				this.newFaces.push( sideEdge.face );
  				previousSideEdge = sideEdge;
  
  			}
  
  			// perform final join of new faces
  
  			firstSideEdge.next.setTwin( previousSideEdge );
  
  			return this;
  
  		},
  
  		// Adds a vertex to the hull
  
  		addVertexToHull: function ( eyeVertex ) {
  
  			var horizon = [];
  
  			this.unassigned.clear();
  
  			// remove 'eyeVertex' from 'eyeVertex.face' so that it can't be added to the 'unassigned' vertex list
  
  			this.removeVertexFromFace( eyeVertex, eyeVertex.face );
  
  			this.computeHorizon( eyeVertex.point, null, eyeVertex.face, horizon );
  
  			this.addNewFaces( eyeVertex, horizon );
  
  			// reassign 'unassigned' vertices to the new faces
  
  			this.resolveUnassignedPoints( this.newFaces );
  
  			return	this;
  
  		},
  
  		cleanup: function () {
  
  			this.assigned.clear();
  			this.unassigned.clear();
  			this.newFaces = [];
  
  			return this;
  
  		},
  
  		compute: function () {
  
  			var vertex;
  
  			this.computeInitialHull();
  
  			// add all available vertices gradually to the hull
  
  			while ( ( vertex = this.nextVertexToAdd() ) !== undefined ) {
  
  				this.addVertexToHull( vertex );
  
  			}
  
  			this.reindexFaces();
  
  			this.cleanup();
  
  			return this;
  
  		}
  
  	} );
  
  	//
  
  	function Face() {
  
  		this.normal = new THREE.Vector3();
  		this.midpoint = new THREE.Vector3();
  		this.area = 0;
  
  		this.constant = 0; // signed distance from face to the origin
  		this.outside = null; // reference to a vertex in a vertex list this face can see
  		this.mark = Visible;
  		this.edge = null;
  
  	}
  
  	Object.assign( Face, {
  
  		create: function ( a, b, c ) {
  
  			var face = new Face();
  
  			var e0 = new HalfEdge( a, face );
  			var e1 = new HalfEdge( b, face );
  			var e2 = new HalfEdge( c, face );
  
  			// join edges
  
  			e0.next = e2.prev = e1;
  			e1.next = e0.prev = e2;
  			e2.next = e1.prev = e0;
  
  			// main half edge reference
  
  			face.edge = e0;
  
  			return face.compute();
  
  		}
  
  	} );
  
  	Object.assign( Face.prototype, {
  
  		getEdge: function ( i ) {
  
  			var edge = this.edge;
  
  			while ( i > 0 ) {
  
  				edge = edge.next;
  				i --;
  
  			}
  
  			while ( i < 0 ) {
  
  				edge = edge.prev;
  				i ++;
  
  			}
  
  			return edge;
  
  		},
  
  		compute: function () {
  
  			var triangle;
  
  			return function compute() {
  
  				if ( triangle === undefined ) triangle = new THREE.Triangle();
  
  				var a = this.edge.tail();
  				var b = this.edge.head();
  				var c = this.edge.next.head();
  
  				triangle.set( a.point, b.point, c.point );
  
  				triangle.normal( this.normal );
  				triangle.midpoint( this.midpoint );
  				this.area = triangle.area();
  
  				this.constant = this.normal.dot( this.midpoint );
  
  				return this;
  
  			};
  
  		}(),
  
  		distanceToPoint: function ( point ) {
  
  			return this.normal.dot( point ) - this.constant;
  
  		}
  
  	} );
  
  	// Entity for a Doubly-Connected Edge List (DCEL).
  
  	function HalfEdge( vertex, face ) {
  
  		this.vertex = vertex;
  		this.prev = null;
  		this.next = null;
  		this.twin = null;
  		this.face = face;
  
  	}
  
  	Object.assign( HalfEdge.prototype, {
  
  		head: function () {
  
  			return this.vertex;
  
  		},
  
  		tail: function () {
  
  			return this.prev ? this.prev.vertex : null;
  
  		},
  
  		length: function () {
  
  			var head = this.head();
  			var tail = this.tail();
  
  			if ( tail !== null ) {
  
  				return tail.point.distanceTo( head.point );
  
  			}
  
  			return - 1;
  
  		},
  
  		lengthSquared: function () {
  
  			var head = this.head();
  			var tail = this.tail();
  
  			if ( tail !== null ) {
  
  				return tail.point.distanceToSquared( head.point );
  
  			}
  
  			return - 1;
  
  		},
  
  		setTwin: function ( edge ) {
  
  			this.twin = edge;
  			edge.twin = this;
  
  			return this;
  
  		}
  
  	} );
  
  	// A vertex as a double linked list node.
  
  	function VertexNode( point ) {
  
  		this.point = point;
  		this.prev = null;
  		this.next = null;
  		this.face = null; // the face that is able to see this vertex
  
  	}
  
  	// A double linked list that contains vertex nodes.
  
  	function VertexList() {
  
  		this.head = null;
  		this.tail = null;
  
  	}
  
  	Object.assign( VertexList.prototype, {
  
  		first: function () {
  
  			return this.head;
  
  		},
  
  		last: function () {
  
  			return this.tail;
  
  		},
  
  		clear: function () {
  
  			this.head = this.tail = null;
  
  			return this;
  
  		},
  
  		// Inserts a vertex before the target vertex
  
  		insertBefore: function ( target, vertex ) {
  
  			vertex.prev = target.prev;
  			vertex.next = target;
  
  			if ( vertex.prev === null ) {
  
  				this.head = vertex;
  
  			} else {
  
  				vertex.prev.next = vertex;
  
  			}
  
  			target.prev = vertex;
  
  			return this;
  
  		},
  
  		// Inserts a vertex after the target vertex
  
  		insertAfter: function ( target, vertex ) {
  
  			vertex.prev = target;
  			vertex.next = target.next;
  
  			if ( vertex.next === null ) {
  
  				this.tail = vertex;
  
  			} else {
  
  				vertex.next.prev = vertex;
  
  			}
  
  			target.next = vertex;
  
  			return this;
  
  		},
  
  		// Appends a vertex to the end of the linked list
  
  		append: function ( vertex ) {
  
  			if ( this.head === null ) {
  
  				this.head = vertex;
  
  			} else {
  
  				this.tail.next = vertex;
  
  			}
  
  			vertex.prev = this.tail;
  			vertex.next = null; // the tail has no subsequent vertex
  
  			this.tail = vertex;
  
  			return this;
  
  		},
  
  		// Appends a chain of vertices where 'vertex' is the head.
  
  		appendChain: function ( vertex ) {
  
  			if ( this.head === null ) {
  
  				this.head = vertex;
  
  			} else {
  
  				this.tail.next = vertex;
  
  			}
  
  			vertex.prev = this.tail;
  
  			// ensure that the 'tail' reference points to the last vertex of the chain
  
  			while ( vertex.next !== null ) {
  
  				vertex = vertex.next;
  
  			}
  
  			this.tail = vertex;
  
  			return this;
  
  		},
  
  		// Removes a vertex from the linked list
  
  		remove: function ( vertex ) {
  
  			if ( vertex.prev === null ) {
  
  				this.head = vertex.next;
  
  			} else {
  
  				vertex.prev.next = vertex.next;
  
  			}
  
  			if ( vertex.next === null ) {
  
  				this.tail = vertex.prev;
  
  			} else {
  
  				vertex.next.prev = vertex.prev;
  
  			}
  
  			return this;
  
  		},
  
  		// Removes a list of vertices whose 'head' is 'a' and whose 'tail' is b
  
  		removeSubList: function ( a, b ) {
  
  			if ( a.prev === null ) {
  
  				this.head = b.next;
  
  			} else {
  
  				a.prev.next = b.next;
  
  			}
  
  			if ( b.next === null ) {
  
  				this.tail = a.prev;
  
  			} else {
  
  				b.next.prev = a.prev;
  
  			}
  
  			return this;
  
  		},
  
  		isEmpty: function () {
  
  			return this.head === null;
  
  		}
  
  	} );
  
  	// export
  
  	THREE.QuickHull = QuickHull;
  
  
  } )();
  
  });
  