text: THREE.DecalVertex = function( v, n ) {
  
  	this.vertex = v;
  	this.normal = n;
  
  }
  
  THREE.DecalVertex.prototype.clone = function() {
  
  	return new THREE.DecalVertex( this.vertex.clone(), this.normal.clone() );
  
  }
  
  THREE.DecalGeometry = function( mesh, position, rotation, dimensions, check ) {
  
  	THREE.Geometry.call( this );
  
  	if( check === undefined ) check = null;
  	check = check || new THREE.Vector3( 1, 1, 1 );
  
  	this.uvs = [];
  
  	this.cube = new THREE.Mesh( new THREE.BoxGeometry( dimensions.x, dimensions.y, dimensions.z ), new THREE.MeshBasicMaterial() );
  	this.cube.rotation.set( rotation.x, rotation.y, rotation.z );
  	this.cube.position.copy( position );
  	this.cube.scale.set( 1, 1, 1 );
  	this.cube.updateMatrix();
  
  	this.iCubeMatrix = ( new THREE.Matrix4() ).getInverse( this.cube.matrix );
  	
  	this.faceIndices = [ 'a', 'b', 'c', 'd' ];
  
  	this.clipFace = function( inVertices, plane ) {
  
  		var size = .5 * Math.abs( ( dimensions.clone() ).dot( plane ) );
  
  		function clip( v0, v1, p ) {
  
  			var d0 = v0.vertex.dot( p ) - size,
  				d1 = v1.vertex.dot( p ) - size;
  
  			var s = d0 / ( d0 - d1 );
  			var v = new THREE.DecalVertex( 
  				new THREE.Vector3( 
  					v0.vertex.x + s * ( v1.vertex.x - v0.vertex.x ),
  					v0.vertex.y + s * ( v1.vertex.y - v0.vertex.y ),
  					v0.vertex.z + s * ( v1.vertex.z - v0.vertex.z ) 
  				),
  				new THREE.Vector3(
  					v0.normal.x + s * ( v1.normal.x - v0.normal.x ),
  					v0.normal.y + s * ( v1.normal.y - v0.normal.y ),
  					v0.normal.z + s * ( v1.normal.z - v0.normal.z ) 
  				)
  			);
  
  			// need to clip more values (texture coordinates)? do it this way:
  			//intersectpoint.value = a.value + s*(b.value-a.value);
  
  			return v;
  
  		}
  
  		if( inVertices.length === 0 ) return [];
  		var outVertices = [];
  
  		for( var j = 0; j < inVertices.length; j += 3 ) {
  
  			var v1Out, v2Out, v3Out, total = 0;
  
  			var d1 = inVertices[ j + 0 ].vertex.dot( plane ) - size,
  				d2 = inVertices[ j + 1 ].vertex.dot( plane ) - size,
  				d3 = inVertices[ j + 2 ].vertex.dot( plane ) - size;
  
  			v1Out = d1 > 0;
  			v2Out = d2 > 0;
  			v3Out = d3 > 0;
  
  			total = ( v1Out?1:0 ) + ( v2Out?1:0 ) + ( v3Out?1:0 );
  
  			switch( total ) {
  				case 0:{
  					outVertices.push( inVertices[ j ] );
  					outVertices.push( inVertices[ j + 1 ] );
  					outVertices.push( inVertices[ j + 2 ] );
  					break;
  				}
  				case 1:{
  					var nV1, nV2, nV3;
  					if( v1Out ) {
  						nV1 = inVertices[ j + 1 ]; 
  						nV2 = inVertices[ j + 2 ];
  						nV3 = clip( inVertices[ j ], nV1, plane );
  						nV4 = clip( inVertices[ j ], nV2, plane );
  					}
  					if( v2Out ) { 
  						nV1 = inVertices[ j ]; 
  						nV2 = inVertices[ j + 2 ];
  						nV3 = clip( inVertices[ j + 1 ], nV1, plane );
  						nV4 = clip( inVertices[ j + 1 ], nV2, plane );
  						
  						outVertices.push( nV3 );
  						outVertices.push( nV2.clone() );
  						outVertices.push( nV1.clone() );
  
  						outVertices.push( nV2.clone() );
  						outVertices.push( nV3.clone() );
  						outVertices.push( nV4 );
  						break;
  					}
  					if( v3Out ) { 
  						nV1 = inVertices[ j ]; 
  						nV2 = inVertices[ j + 1 ];
  						nV3 = clip( inVertices[ j + 2 ], nV1, plane );
  						nV4 = clip( inVertices[ j + 2 ], nV2, plane );
  					}
  
  					outVertices.push( nV1.clone() );
  					outVertices.push( nV2.clone() );
  					outVertices.push( nV3 );
  
  					outVertices.push( nV4 );
  					outVertices.push( nV3.clone() );
  					outVertices.push( nV2.clone() );
  
  					break;
  				}
  				case 2: {
  					var nV1, nV2, nV3;
  					if( !v1Out ) { 
  						nV1 = inVertices[ j ].clone();
  						nV2 = clip( nV1, inVertices[ j + 1 ], plane );
  						nV3 = clip( nV1, inVertices[ j + 2 ], plane ); 
  						outVertices.push( nV1 );
  						outVertices.push( nV2 );
  						outVertices.push( nV3 );
  					}
  					if( !v2Out ) { 
  						nV1 = inVertices[ j + 1 ].clone();
  						nV2 = clip( nV1, inVertices[ j + 2 ], plane );
  						nV3 = clip( nV1, inVertices[ j ], plane );
  						outVertices.push( nV1 );
  						outVertices.push( nV2 );
  						outVertices.push( nV3 );
  					}
  					if( !v3Out ) {
  						nV1 = inVertices[ j + 2 ].clone();
  						nV2 = clip( nV1, inVertices[ j ], plane );
  						nV3 = clip( nV1, inVertices[ j + 1 ], plane );
  						outVertices.push( nV1 );
  						outVertices.push( nV2 );
  						outVertices.push( nV3 );
  					}
  
  					break;
  				}
  				case 3: {
  					break;
  				}
  			}
  
  		}
  
  		return outVertices;
  
  	}
  
  	this.pushVertex = function( vertices, id, n ){
  
  		var v = mesh.geometry.vertices[ id ].clone();
  		v.applyMatrix4( mesh.matrix );
  		v.applyMatrix4( this.iCubeMatrix );
  		vertices.push( new THREE.DecalVertex( v, n.clone() ) );
  
  	}
  
  	this.computeDecal = function() {
  
  		var finalVertices = [];
  
  		for( var i = 0; i < mesh.geometry.faces.length; i++ ) {
  
  			var f = mesh.geometry.faces[ i ];
  			var vertices = [];
  
  			this.pushVertex( vertices, f[ this.faceIndices[ 0 ] ], f.vertexNormals[ 0 ] );
  			this.pushVertex( vertices, f[ this.faceIndices[ 1 ] ], f.vertexNormals[ 1 ] );
  			this.pushVertex( vertices, f[ this.faceIndices[ 2 ] ], f.vertexNormals[ 2 ] );
  
  			if( check.x ) {
  				vertices = this.clipFace( vertices, new THREE.Vector3( 1, 0, 0 ) );
  				vertices = this.clipFace( vertices, new THREE.Vector3( -1, 0, 0 ) );
  			}
  			if( check.y ) {
  			   	vertices = this.clipFace( vertices, new THREE.Vector3( 0, 1, 0 ) );
  			   	vertices = this.clipFace( vertices, new THREE.Vector3( 0, -1, 0 ) );
  			}
  			if( check.z ) {
  				vertices = this.clipFace( vertices, new THREE.Vector3( 0, 0, 1 ) );
  				vertices = this.clipFace( vertices, new THREE.Vector3( 0, 0, -1 ) );
  			}
  
  			for( var j = 0; j < vertices.length; j++ ) {
  
  				var v = vertices[ j ];
  
  				this.uvs.push( new THREE.Vector2(
  					.5 + ( v.vertex.x / dimensions.x ),
  					.5 + ( v.vertex.y / dimensions.y )
  				) );
  
  				vertices[ j ].vertex.applyMatrix4( this.cube.matrix );
  
  			}
  
  			if( vertices.length === 0 ) continue;
  
  			finalVertices = finalVertices.concat( vertices );
  
  		}
  
  		for( var k = 0; k < finalVertices.length; k += 3 ) {
  			
  			this.vertices.push(
  				finalVertices[ k ].vertex,
  				finalVertices[ k + 1 ].vertex,
  				finalVertices[ k + 2 ].vertex
  			);
  
  			var f = new THREE.Face3( 
  				k, 
  				k + 1, 
  				k + 2
  			) 
  			f.vertexNormals.push( finalVertices[ k + 0 ].normal );
  			f.vertexNormals.push( finalVertices[ k + 1 ].normal );
  			f.vertexNormals.push( finalVertices[ k + 2 ].normal );
  			
  			this.faces.push( f );
  			
  			this.faceVertexUvs[ 0 ].push( [
  				this.uvs[ k ],
  				this.uvs[ k + 1 ], 
  				this.uvs[ k + 2 ]
  			] );
  		
  		}
  
  		this.verticesNeedUpdate = true;
  		this.elementsNeedUpdate = true;
  		this.morphTargetsNeedUpdate = true;
  		this.uvsNeedUpdate = true;
  		this.normalsNeedUpdate = true;
  		this.colorsNeedUpdate = true;
  		this.tangentsNeedUpdate = true;
  		this.computeFaceNormals();
  
  	}
  
  	this.computeDecal();
  
  }
  
  THREE.DecalGeometry.prototype = Object.create( THREE.Geometry.prototype );
  