text: var dice = (function() {
  
      function rnd() {
          return Math.random();
      }
  
      function create_shape(vertices, faces, radius) {
          var cv = [], cf = [];
          for (var i = 0; i < vertices.length; ++i) {
              var v = vertices[i];
              var l = radius / Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
              cv.push(new CANNON.Vec3(v[0] * l, v[1] * l, v[2] * l));
          }
          for (var i = 0; i < faces.length; ++i) {
              var f = faces[i];
              cf.push(faces[i].slice(0, faces[i].length - 1));
          }
          return new CANNON.ConvexPolyhedron(cv, cf);
      }
  
      function make_geom(vertices, faces, radius, tab, af) {
          var geom = new THREE.Geometry();
          for (var i = 0; i < vertices.length; ++i) {
              var vertex = (new THREE.Vector3).fromArray(vertices[i]).normalize().multiplyScalar(radius);
              vertex.index = geom.vertices.push(vertex) - 1;
          }
          for (var i = 0; i < faces.length; ++i) {
              var ii = faces[i], fl = ii.length - 1;
              var aa = Math.PI * 2 / fl;
              for (var j = 0; j < fl - 2; ++j) {
                  geom.faces.push(new THREE.Face3(ii[0], ii[j + 1], ii[j + 2], [geom.vertices[ii[0]],
                      geom.vertices[ii[j + 1]], geom.vertices[ii[j + 2]]], 0, ii[fl] + 1));
                  geom.faceVertexUvs[0].push([
                      new THREE.Vector2((Math.cos(af) + 1 + tab) / 2 / (1 + tab),
                          (Math.sin(af) + 1 + tab) / 2 / (1 + tab)),
                      new THREE.Vector2((Math.cos(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab),
                          (Math.sin(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab)),
                      new THREE.Vector2((Math.cos(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab),
                          (Math.sin(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab))]);
              }
          }
          geom.computeFaceNormals();
          geom.computeVertexNormals();
          geom.boundingSphere = new THREE.Sphere(new THREE.Vector3(), radius);
          return geom;
      }
  
      function create_geom(vertices, faces, radius, tab, af) {
          var geom = make_geom(vertices, faces, radius, tab, af);
          geom.cannon_shape = create_shape(vertices, faces, radius);
          return geom;
  
          var chamfer_vertices = [], chamfer_vectors = [], chamfer_faces = [];
  
          for (var i = 0; i < vertices.length; ++i) {
              chamfer_vectors.push((new THREE.Vector3).fromArray(vertices[i]).normalize());
          }
          for (var i = 0; i < faces.length; ++i) {
              var ii = faces[i], fl = ii.length - 1;
              var center_point = new THREE.Vector3();
              var face = [];
              for (var j = 0; j < fl; ++j) {
                  var vv = (new THREE.Vector3).fromArray(vertices[ii[j]]).normalize();
                  center_point.add(vv);
                  face.push(chamfer_vectors.push(vv) - 1);
              }
              center_point.divideScalar(fl);
              for (var j = 0; j < fl; ++j) {
                  var vv = chamfer_vectors[face[j]];
                  vv.subVectors(vv, center_point);
                  vv.multiplyScalar(that.chamfer);
                  vv.addVectors(vv, center_point);
              }
              for (var j = 0; j < fl - 1; ++j) {
                  chamfer_faces.push([ii[j], ii[j + 1], face[j + 1], face[j], -1]);
              }
              chamfer_faces.push([ii[fl - 1], ii[0], face[0], face[fl - 1], -1]);
  
              face.push(ii[fl]);
              chamfer_faces.push(face);
          }
          for (var i = 0; i < chamfer_vectors.length; ++i) {
              chamfer_vertices.push(chamfer_vectors[i].toArray());
          }
          var geom = make_geom(chamfer_vertices, chamfer_faces, radius, tab, af);
          geom.cannon_shape = create_shape(vertices, faces, radius);
          return geom;
      }
  
      this.standart_d20_dice_face_labels = [' ', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '10',
          '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'];
      this.standart_d100_dice_face_labels = [' ', '00', '10', '20', '30', '40', '50',
          '60', '70', '80', '90'];
  
      this.create_dice_materials = function(face_labels, size, margin) {
          function create_text_texture(text, color, back_color) {
              if (text == undefined) return null;
              var canvas = document.createElement("canvas");
              var context = canvas.getContext("2d");
              canvas.width = size + margin;
              canvas.height = size + margin;
              context.font = size + "pt Arial";
              context.fillStyle = back_color;
              context.fillRect(0, 0, canvas.width, canvas.height);
              context.textAlign = "center";
              context.textBaseline = "middle";
              context.fillStyle = color;
              context.fillText(text, canvas.width / 2, canvas.height / 2);
              if (text == '6' || text == '9') {
                  context.fillText('  .', canvas.width / 2, canvas.height / 2);
              }
              var texture = new THREE.Texture(canvas);
              texture.needsUpdate = true;
              return texture;
          }
          var materials = [];
          for (var i = 0; i < face_labels.length; ++i){
              materials.push(new THREE.MeshPhongMaterial($.extend(true, {}, this.material_options,
                  { map: create_text_texture(face_labels[i], this.label_color, this.dice_color) })));
          }
          return materials;
      }
  
      this.create_d4_materials = function(size, margin) {
          function create_d4_text(text, color, back_color) {
              var canvas = document.createElement("canvas");
              var context = canvas.getContext("2d");
              canvas.width = size + margin;
              canvas.height = size + margin;
              context.font = size + "pt Arial";
              context.fillStyle = back_color;
              context.fillRect(0, 0, canvas.width, canvas.height);
              context.textAlign = "center";
              context.textBaseline = "middle";
              context.fillStyle = color;
              context.translate(0, size / 10);
              for (var i in text) {
                  context.fillText(text[i], canvas.width / 2,
                      canvas.height / 2 - size - margin / 10);
                  context.translate(canvas.width / 2, canvas.height / 2);
                  context.rotate(Math.PI * 2 / 3);
                  context.translate(-canvas.width / 2, -canvas.height / 2);
              }
              var texture = new THREE.Texture(canvas);
              texture.needsUpdate = true;
              return texture;
          }
          var materials = [];
          var labels = [[], [0, 0, 0], [2, 4, 3], [1, 3, 4], [2, 1, 4], [1, 2, 3]];
          for (var i = 0; i < labels.length; ++i) {
              materials.push(new THREE.MeshPhongMaterial($.extend(true, {}, this.material_options,
                  {map: create_d4_text(labels[i], this.label_color, this.dice_color)})));
          }
          return materials;
      }
  
      this.create_d4_geometry = function(radius) {
          var vertices = [[1, 1, 1], [-1, -1, 1], [-1, 1, -1], [1, -1, -1]];
          var faces = [[1, 0, 2, 1], [0, 1, 3, 2], [0, 3, 2, 3], [1, 2, 3, 4]];
          return create_geom(vertices, faces, radius, -0.1, Math.PI * 7 / 6);
      }
  
      this.create_d6_geometry = function(radius) {
          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]];
          var faces = [[0, 3, 2, 1, 1], [1, 2, 6, 5, 2], [0, 1, 5, 4, 3],
              [3, 7, 6, 2, 4], [0, 4, 7, 3, 5], [4, 5, 6, 7, 6]];
          return create_geom(vertices, faces, radius, 0.1, Math.PI / 4);
      }
  
      this.create_d8_geometry = function(radius) {
          var vertices = [[1, 0, 0], [-1, 0, 0], [0, 1, 0], [0, -1, 0], [0, 0, 1], [0, 0, -1]];
          var faces = [[0, 2, 4, 1], [0, 4, 3, 2], [0, 3, 5, 3], [0, 5, 2, 4], [1, 3, 4, 5],
              [1, 4, 2, 6], [1, 2, 5, 7], [1, 5, 3, 8]];
          return create_geom(vertices, faces, radius, 0, -Math.PI / 4 / 2);
      }
  
      this.create_d10_geometry = function(radius) {
          var a = Math.PI * 2 / 10, k = Math.cos(a), h = 0.105, v = -1;
          var vertices = [];
          for (var i = 0, b = 0; i < 10; ++i, b += a)
              vertices.push([Math.cos(b), Math.sin(b), h * (i % 2 ? 1 : -1)]);
          vertices.push([0, 0, -1]); vertices.push([0, 0, 1]);
          var faces = [[5, 7, 11, 0], [4, 2, 10, 1], [1, 3, 11, 2], [0, 8, 10, 3], [7, 9, 11, 4],
              [8, 6, 10, 5], [9, 1, 11, 6], [2, 0, 10, 7], [3, 5, 11, 8], [6, 4, 10, 9],
              [1, 0, 2, v], [1, 2, 3, v], [3, 2, 4, v], [3, 4, 5, v], [5, 4, 6, v],
              [5, 6, 7, v], [7, 6, 8, v], [7, 8, 9, v], [9, 8, 0, v], [9, 0, 1, v]];
          return create_geom(vertices, faces, radius, 0, Math.PI * 6 / 5);
      }
  
      this.create_d12_geometry = function(radius) {
          var p = (1 + Math.sqrt(5)) / 2, q = 1 / p;
          var vertices = [[0, q, p], [0, q, -p], [0, -q, p], [0, -q, -p], [p, 0, q],
              [p, 0, -q], [-p, 0, q], [-p, 0, -q], [q, p, 0], [q, -p, 0], [-q, p, 0],
              [-q, -p, 0], [1, 1, 1], [1, 1, -1], [1, -1, 1], [1, -1, -1], [-1, 1, 1],
              [-1, 1, -1], [-1, -1, 1], [-1, -1, -1]];
          var faces = [[2, 14, 4, 12, 0, 1], [15, 9, 11, 19, 3, 2], [16, 10, 17, 7, 6, 3], [6, 7, 19, 11, 18, 4],
              [6, 18, 2, 0, 16, 5], [18, 11, 9, 14, 2, 6], [1, 17, 10, 8, 13, 7], [1, 13, 5, 15, 3, 8],
              [13, 8, 12, 4, 5, 9], [5, 4, 14, 9, 15, 10], [0, 12, 8, 10, 16, 11], [3, 19, 7, 17, 1, 12]];
          return create_geom(vertices, faces, radius, 0.2, -Math.PI / 4 / 2);
      }
  
      this.create_d20_geometry = function(radius) {
          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 faces = [[0, 11, 5, 1], [0, 5, 1, 2], [0, 1, 7, 3], [0, 7, 10, 4], [0, 10, 11, 5],
              [1, 5, 9, 6], [5, 11, 4, 7], [11, 10, 2, 8], [10, 7, 6, 9], [7, 1, 8, 10],
              [3, 9, 4, 11], [3, 4, 2, 12], [3, 2, 6, 13], [3, 6, 8, 14], [3, 8, 9, 15],
              [4, 9, 5, 16], [2, 4, 11, 17], [6, 2, 10, 18], [8, 6, 7, 19], [9, 8, 1, 20]];
          return create_geom(vertices, faces, radius, -0.2, -Math.PI / 4 / 2);
      }
  
      this.scale = 50;
      this.chamfer = 0.6;
      this.material_options = {
          specular: '#171d1f',
          color: '#009000',
          emissive: '#000000',
          shininess: 30,
          shading: THREE.FlatShading
      };
      this.label_color = '#009000';
      this.dice_color = '#481168';
      this.known_types = ['d4', 'd6', 'd8', 'd10', 'd12', 'd20', 'd100'];
      this.dice_mass = { 'd4': 300, 'd6': 300, 'd8': 340, 'd10': 350, 'd12': 380, 'd20': 400, 'd100': 350 };
      this.dice_inertia = { 'd4': 5, 'd6': 13, 'd8': 10, 'd10': 9, 'd12': 8, 'd20': 6, 'd100': 9 };
  
      this.create_d4 = function() {
          if (!this.d4_geometry) this.d4_geometry = this.create_d4_geometry(this.scale * 1.2);
          if (!this.d4_material) this.d4_material = new THREE.MeshFaceMaterial(
              this.create_d4_materials(this.scale / 2, this.scale * 2));
          return new THREE.Mesh(this.d4_geometry, this.d4_material);
      }
  
      this.create_d6 = function() {
          if (!this.d6_geometry) this.d6_geometry = this.create_d6_geometry(this.scale * 0.9);
          if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
              this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, this.scale));
          return new THREE.Mesh(this.d6_geometry, this.dice_material);
      }
  
      this.create_d8 = function() {
          if (!this.d8_geometry) this.d8_geometry = this.create_d8_geometry(this.scale);
          if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
              this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2,
                  this.scale * 1.2));
          return new THREE.Mesh(this.d8_geometry, this.dice_material);
      }
  
      this.create_d10 = function() {
          if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(this.scale * 0.9);
          if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
              this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, this.scale));
          return new THREE.Mesh(this.d10_geometry, this.dice_material);
      }
  
      this.create_d12 = function() {
          if (!this.d12_geometry) this.d12_geometry = this.create_d12_geometry(this.scale * 0.9);
          if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
              this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, this.scale));
          return new THREE.Mesh(this.d12_geometry, this.dice_material);
      }
  
      this.create_d20 = function() {
          if (!this.d20_geometry) this.d20_geometry = this.create_d20_geometry(this.scale);
          if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
              this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, this.scale));
          return new THREE.Mesh(this.d20_geometry, this.dice_material);
      }
  
      this.create_d100 = function() {
          if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(this.scale * 0.9);
          if (!this.d100_material) this.d100_material = new THREE.MeshFaceMaterial(
              this.create_dice_materials(this.standart_d100_dice_face_labels,
                  this.scale / 2, this.scale * 1.5));
          return new THREE.Mesh(this.d10_geometry, this.d100_material);
      }
  
      var that = this;
  
      this.dice_box = function(container, dimentions) {
          this.cw = container.clientWidth / 2;
          this.ch = container.clientHeight / 2;
          if (dimentions) {
              this.w = dimentions.w;
              this.h = dimentions.h;
          }
          else {
              this.w = this.cw;
              this.h = this.ch;
          }
          this.aspect = Math.min(this.cw / this.w, this.ch / this.h);
          that.scale = Math.sqrt(this.w * this.w + this.h * this.h) / 13;
          this.use_adapvite_timestep = true;
  
          this.renderer = window.WebGLRenderingContext
              ? new THREE.WebGLRenderer({ antialias: true })
              : new THREE.CanvasRenderer({ antialias: true });
          this.renderer.setSize(this.cw * 2, this.ch * 2);
          this.renderer.shadowMapEnabled = true;
          this.renderer.shadowMapSoft = true;
          this.renderer.setClearColor(0xffffff, 1);
  
          this.dices = [];
          this.scene = new THREE.Scene();
          this.world = new CANNON.World();
  
          container.appendChild(this.renderer.domElement);
  
          this.world.gravity.set(0, 0, -9.8 * 800);
          this.world.broadphase = new CANNON.NaiveBroadphase();
          this.world.solver.iterations = 8;
  
          var wh = Math.min(this.cw, this.ch) / this.aspect / Math.tan(10 * Math.PI / 180);
          this.camera = new THREE.PerspectiveCamera(20, this.cw / this.ch, 1, wh * 1.3);
          this.camera.position.z = wh;
  
          var ambientLight = new THREE.AmbientLight(0xf0f0f0);
          this.scene.add(ambientLight);
          var mw = Math.max(this.w, this.h);
          var light = new THREE.SpotLight(0xffffff);
          light.position.set(-mw / 2, mw / 2, mw * 2);
          light.target.position.set(0, 0, 0);
          light.castShadow = true;
          light.shadowCameraNear = mw / 10;
          light.shadowCameraFar = mw * 3;
          light.shadowCameraFov = 50;
          light.shadowBias = 0.001;
          light.shadowDarkness = 0.3;
          light.shadowMapWidth = 1024;
          light.shadowMapHeight = 1024;
          this.scene.add(light);
  
          this.dice_body_material = new CANNON.Material();
          var desk_body_material = new CANNON.Material();
          var barrier_body_material = new CANNON.Material();
          this.world.addContactMaterial(new CANNON.ContactMaterial(
              desk_body_material, this.dice_body_material, 0.01, 0.5));
          this.world.addContactMaterial(new CANNON.ContactMaterial(
              barrier_body_material, this.dice_body_material, 0, 1.0));
          this.world.addContactMaterial(new CANNON.ContactMaterial(
              this.dice_body_material, this.dice_body_material, 0, 0.5));
  
          this.desk = new THREE.Mesh(new THREE.PlaneGeometry(this.w * 2, this.h * 2, 1, 1),
              new THREE.MeshLambertMaterial({ color: 0xffffff }));
          this.desk.receiveShadow = true;
          this.scene.add(this.desk);
  
          this.world.add(new CANNON.RigidBody(0, new CANNON.Plane(), desk_body_material));
          var barrier;
          barrier = new CANNON.RigidBody(0, new CANNON.Plane(), barrier_body_material);
          barrier.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), Math.PI / 2);
          barrier.position.set(0, this.h * 0.93, 0);
          this.world.add(barrier);
  
          barrier = new CANNON.RigidBody(0, new CANNON.Plane(), barrier_body_material);
          barrier.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
          barrier.position.set(0, -this.h * 0.93, 0);
          this.world.add(barrier);
  
          barrier = new CANNON.RigidBody(0, new CANNON.Plane(), barrier_body_material);
          barrier.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), -Math.PI / 2);
          barrier.position.set(this.w * 0.93, 0, 0);
          this.world.add(barrier);
  
          barrier = new CANNON.RigidBody(0, new CANNON.Plane(), barrier_body_material);
          barrier.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), Math.PI / 2);
          barrier.position.set(-this.w * 0.93, 0, 0);
          this.world.add(barrier);
  
          this.last_time = 0;
          this.running = false;
  
          this.renderer.render(this.scene, this.camera);
      }
  
      this.dice_box.prototype.create_dice = function(type, pos, velocity, angle, axis) {
          var dice = that['create_' + type]();
          dice.castShadow = true;
          dice.dice_type = type;
          dice.body = new CANNON.RigidBody(that.dice_mass[type],
              dice.geometry.cannon_shape, this.dice_body_material);
          dice.body.position.set(pos.x, pos.y, pos.z);
          dice.body.quaternion.setFromAxisAngle(new CANNON.Vec3(axis.x, axis.y, axis.z), axis.a * Math.PI * 2);
          dice.body.angularVelocity.set(angle.x, angle.y, angle.z);
          dice.body.velocity.set(velocity.x, velocity.y, velocity.z);
          dice.body.linearDamping = 0.1;
          dice.body.angularDamping = 0.1;
          this.scene.add(dice);
          this.dices.push(dice);
          this.world.add(dice.body);
      }
  
      this.dice_box.prototype.check = function() {
          var res = true;
          var e = 6;
          var time = (new Date()).getTime();
          if (time - this.running < 10000) {
              for (var i = 0; i < this.dices.length; ++i) {
                  var dice = this.dices[i];
                  if (dice.dice_stopped == true) continue;
                  var a = dice.body.angularVelocity, v = dice.body.velocity;
                  if (Math.abs(a.x) < e && Math.abs(a.y) < e && Math.abs(a.z) < e &&
                      Math.abs(v.x) < e && Math.abs(v.y) < e && Math.abs(v.z) < e) {
                      if (dice.dice_stopped) {
                          if (time - dice.dice_stopped > 50) {
                              dice.dice_stopped = true;
                              continue;
                          }
                      }
                      else dice.dice_stopped = (new Date()).getTime();
                      res = false;
                  }
                  else {
                      dice.dice_stopped = undefined;
                      res = false;
  
                  }
              }
          }
          if (res) {
              this.running = false;
              var values = [];
              for (var i in this.dices) {
                  var dice = this.dices[i], invert = dice.dice_type == 'd4' ? -1 : 1;
                  var intersects = (new THREE.Raycaster(
                      new THREE.Vector3(dice.position.x, dice.position.y, 200 * invert),
                      new THREE.Vector3(0, 0, -1 * invert))).intersectObjects([dice]);
                  var matindex = intersects[0].face.materialIndex - 1;
                  if (dice.dice_type == 'd100') matindex *= 10;
                  values.push(matindex);
              }
  
              if (this.callback) {
                  this.callback.call(this, values);
              }
          }
      }
  
      this.dice_box.prototype.__animate = function(threadid) {
          var time = (new Date()).getTime();
          if (this.use_adapvite_timestep) {
              var time_diff = (time - this.last_time) / 1000;
              if (time_diff > 3) time_diff = 1 / 60;
              while (time_diff > 1.1 / 60) {
                  this.world.step(1 / 60);
                  time_diff -= 1 / 60;
              }
              this.world.step(time_diff);
          }
          else {
              this.world.step(1 / 60);
          }
          for (var i in this.scene.children) {
              var interact = this.scene.children[i];
              if (interact.body != undefined) {
                  interact.body.position.copy(interact.position);
                  interact.body.quaternion.copy(interact.quaternion);
              }
          }
          this.renderer.render(this.scene, this.camera);
          this.last_time = this.last_time ? time : (new Date()).getTime();
          if (this.running == threadid) this.check();
          if (this.running == threadid) {
              (function(t, tid) {
                  requestAnimationFrame(function() { t.__animate(tid); });
              })(this, threadid);
          }
      }
  
      this.dice_box.prototype.clear = function() {
          this.running = false;
          var dice;
          while (dice = this.dices.pop()) {
              this.scene.remove(dice);
              if (dice.body) this.world.remove(dice.body);
          }
          if (this.pane) this.scene.remove(this.pane);
          this.renderer.render(this.scene, this.camera);
      }
  
      function make_random_vector(vector) {
          var random_angle = rnd() * Math.PI / 5 - Math.PI / 5 / 2;
          var vec = {
              x: vector.x * Math.cos(random_angle) - vector.y * Math.sin(random_angle),
              y: vector.x * Math.sin(random_angle) + vector.y * Math.cos(random_angle)
          };
          if (vec.x == 0) vec.x = 0.01;
          if (vec.y == 0) vec.y = 0.01;
          return vec;
      }
  
      this.dice_box.prototype.generate_vectors = function(notation, vector, boost) {
          var vectors = [];
          for (var i in notation.set) {
              var vec = make_random_vector(vector);
              var pos = {
                  x: this.w * (vec.x > 0 ? -1 : 1) * 0.9,
                  y: this.h * (vec.y > 0 ? -1 : 1) * 0.9,
                  z: rnd() * 200 + 200
              };
              var projector = Math.abs(vec.x / vec.y);
              if (projector > 1.0) pos.y /= projector; else pos.x *= projector;
              var velvec = make_random_vector(vector);
              var velocity = { x: velvec.x * boost, y: velvec.y * boost, z: -10 };
              var inertia = that.dice_inertia[notation.set[i]];
              var angle = {
                  x: -(rnd() * vec.y * 5 + inertia * vec.y),
                  y: rnd() * vec.x * 5 + inertia * vec.x,
                  z: 0
              };
              var axis = { x: rnd(), y: rnd(), z: rnd(), a: rnd() };
              vectors.push({ set: notation.set[i], pos: pos, velocity: velocity, angle: angle, axis: axis });
          }
          return vectors;
      }
  
      this.dice_box.prototype.roll = function(notation_getter, before_roll, after_roll) {
          var box = this;
          if (box.rolling) return;
          var vector = { x: (rnd() * 2 - 1) * box.w, y: -(rnd() * 2 - 1) * box.h };
          var dist = Math.sqrt(vector.x * vector.x + vector.y * vector.y);
          var notation = notation_getter;
  
          vector.x /= dist; vector.y /= dist;
          var boost = (rnd() + 3) * dist;
          var vectors = box.generate_vectors(notation, vector, boost);
          box.rolling = true;
  
          if (before_roll) {
              before_roll.call(box, vectors, notation);
          }
          if (after_roll) {
              box.clear();
  
              this.clear();
              for (var i in vectors) {
                  this.create_dice(vectors[i].set, vectors[i].pos, vectors[i].velocity,
                      vectors[i].angle, vectors[i].axis);
              }
              this.callback = function(result) {
                  if (after_roll) after_roll.call(box, notation, result);
                  box.rolling = false;
              };
              this.running = (new Date()).getTime();
              this.last_time = 0;
              this.__animate(this.running);
          }
      }
  
      this.dice_box.prototype.__selector_animate = function(threadid) {
          var time = (new Date()).getTime();
          var time_diff = (time - this.last_time) / 1000;
          if (time_diff > 3) time_diff = 1 / 60;
          var angle_change = 0.3 * time_diff * Math.PI * Math.min(24000 + threadid - time, 6000) / 6000;
          if (angle_change < 0) this.running = false;
          for (var i in this.dices) {
              this.dices[i].rotation.y += angle_change;
              this.dices[i].rotation.x += angle_change / 4;
              this.dices[i].rotation.z += angle_change / 10;
          }
  
          this.last_time = time;
          this.renderer.render(this.scene, this.camera);
          if (this.running == threadid) {
              (function(t, tid) {
                  requestAnimationFrame(function() { t.__selector_animate(tid); });
              })(this, threadid);
          }
      }
  
      this.dice_box.prototype.search_dice_by_mouse = function(ev) {
          var intersects = (new THREE.Raycaster(this.camera.position,
              (new THREE.Vector3((ev.clientX - this.cw) / this.aspect,
                  (ev.clientY - this.ch) / this.aspect, this.w / 9))
                  .sub(this.camera.position).normalize())).intersectObjects(this.dices);
          if (intersects.length) return intersects[0].object.userData;
      }
  
  });