text: var Three = (function (exports) {
  	'use strict';
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	// WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	var _Math = {
  
  		DEG2RAD: Math.PI / 180,
  		RAD2DEG: 180 / Math.PI,
  
  		generateUUID: ( function () {
  
  			// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  
  			var lut = [];
  
  			for ( var i = 0; i < 256; i ++ ) {
  
  				lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  
  			}
  
  			return function generateUUID() {
  
  				var d0 = Math.random() * 0xffffffff | 0;
  				var d1 = Math.random() * 0xffffffff | 0;
  				var d2 = Math.random() * 0xffffffff | 0;
  				var d3 = Math.random() * 0xffffffff | 0;
  				var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  					lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  					lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  					lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  
  				// .toUpperCase() here flattens concatenated strings to save heap memory space.
  				return uuid.toUpperCase();
  
  			};
  
  		} )(),
  
  		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 );
  
  		},
  
  		// https://en.wikipedia.org/wiki/Linear_interpolation
  
  		lerp: function ( x, y, t ) {
  
  			return ( 1 - t ) * x + t * y;
  
  		},
  
  		// 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 );
  
  		},
  
  		// 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 * _Math.DEG2RAD;
  
  		},
  
  		radToDeg: function ( radians ) {
  
  			return radians * _Math.RAD2DEG;
  
  		},
  
  		isPowerOfTwo: function ( value ) {
  
  			return ( value & ( value - 1 ) ) === 0 && value !== 0;
  
  		},
  
  		ceilPowerOfTwo: function ( value ) {
  
  			return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  
  		},
  
  		floorPowerOfTwo: function ( value ) {
  
  			return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  
  		}
  
  	};
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	var 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, 'rebeccapurple': 0x663399, '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 };
  
  	function Color( r, g, b ) {
  
  		if ( g === undefined && b === undefined ) {
  
  			// r is Color, hex or string
  			return this.set( r );
  
  		}
  
  		return this.setRGB( r, g, b );
  
  	}
  
  	Object.assign( Color.prototype, {
  
  		isColor: true,
  
  		r: 1, g: 1, b: 1,
  
  		set: function ( value ) {
  
  			if ( value && value.isColor ) {
  
  				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;
  
  			return this;
  
  		},
  
  		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 setHSL( h, s, l ) {
  
  				// h,s,l ranges are in 0.0 - 1.0
  				h = _Math.euclideanModulo( h, 1 );
  				s = _Math.clamp( s, 0, 1 );
  				l = _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( '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 = ColorKeywords[ style ];
  
  				if ( hex !== undefined ) {
  
  					// red
  					this.setHex( hex );
  
  				} else {
  
  					// unknown color
  					console.warn( '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 ( gammaFactor ) {
  
  			this.copyGammaToLinear( this, gammaFactor );
  
  			return this;
  
  		},
  
  		convertLinearToGamma: function ( gammaFactor ) {
  
  			this.copyLinearToGamma( this, gammaFactor );
  
  			return this;
  
  		},
  
  		copySRGBToLinear: function () {
  
  			function SRGBToLinear( c ) {
  
  				return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  
  			}
  
  			return function copySRGBToLinear( color ) {
  
  				this.r = SRGBToLinear( color.r );
  				this.g = SRGBToLinear( color.g );
  				this.b = SRGBToLinear( color.b );
  
  				return this;
  
  			};
  
  		}(),
  
  		copyLinearToSRGB: function () {
  
  			function LinearToSRGB( c ) {
  
  				return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  
  			}
  
  			return function copyLinearToSRGB( color ) {
  
  				this.r = LinearToSRGB( color.r );
  				this.g = LinearToSRGB( color.g );
  				this.b = LinearToSRGB( color.b );
  
  				return this;
  
  			};
  
  		}(),
  
  		convertSRGBToLinear: function () {
  
  			this.copySRGBToLinear( this );
  
  			return this;
  
  		},
  
  		convertLinearToSRGB: function () {
  
  			this.copyLinearToSRGB( this );
  
  			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 ( target ) {
  
  			// h,s,l ranges are in 0.0 - 1.0
  
  			if ( target === undefined ) {
  
  				console.warn( 'Color: .getHSL() target is now required' );
  				target = { 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;
  
  			}
  
  			target.h = hue;
  			target.s = saturation;
  			target.l = lightness;
  
  			return target;
  
  		},
  
  		getStyle: function () {
  
  			return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  
  		},
  
  		offsetHSL: function () {
  
  			var hsl = {};
  
  			return function ( h, s, l ) {
  
  				this.getHSL( hsl );
  
  				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;
  
  		},
  
  		sub: function ( color ) {
  
  			this.r = Math.max( 0, this.r - color.r );
  			this.g = Math.max( 0, this.g - color.g );
  			this.b = Math.max( 0, this.b - color.b );
  
  			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;
  
  		},
  
  		lerpHSL: function () {
  
  			var hslA = { h: 0, s: 0, l: 0 };
  			var hslB = { h: 0, s: 0, l: 0 };
  
  			return function lerpHSL( color, alpha ) {
  
  				this.getHSL( hslA );
  				color.getHSL( hslB );
  
  				var h = _Math.lerp( hslA.h, hslB.h, alpha );
  				var s = _Math.lerp( hslA.s, hslB.s, alpha );
  				var l = _Math.lerp( hslA.l, hslB.l, alpha );
  
  				this.setHSL( h, s, l );
  
  				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;
  
  		},
  
  		toJSON: function () {
  
  			return this.getHex();
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Matrix4() {
  
  		this.elements = [
  
  			1, 0, 0, 0,
  			0, 1, 0, 0,
  			0, 0, 1, 0,
  			0, 0, 0, 1
  
  		];
  
  		if ( arguments.length > 0 ) {
  
  			console.error( 'Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  
  		}
  
  	}
  
  	Object.assign( Matrix4.prototype, {
  
  		isMatrix4: true,
  
  		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 Matrix4().fromArray( this.elements );
  
  		},
  
  		copy: function ( m ) {
  
  			var te = this.elements;
  			var me = m.elements;
  
  			te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  			te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  			te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  			te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  
  			return this;
  
  		},
  
  		copyPosition: function ( m ) {
  
  			var te = this.elements, 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 = new Vector3();
  
  			return function extractRotation( m ) {
  
  				// this method does not support reflection matrices
  
  				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[ 3 ] = 0;
  
  				te[ 4 ] = me[ 4 ] * scaleY;
  				te[ 5 ] = me[ 5 ] * scaleY;
  				te[ 6 ] = me[ 6 ] * scaleY;
  				te[ 7 ] = 0;
  
  				te[ 8 ] = me[ 8 ] * scaleZ;
  				te[ 9 ] = me[ 9 ] * scaleZ;
  				te[ 10 ] = me[ 10 ] * scaleZ;
  				te[ 11 ] = 0;
  
  				te[ 12 ] = 0;
  				te[ 13 ] = 0;
  				te[ 14 ] = 0;
  				te[ 15 ] = 1;
  
  				return this;
  
  			};
  
  		}(),
  
  		makeRotationFromEuler: function ( euler ) {
  
  			if ( ! ( euler && euler.isEuler ) ) {
  
  				console.error( 'Matrix4: .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;
  
  			}
  
  			// bottom row
  			te[ 3 ] = 0;
  			te[ 7 ] = 0;
  			te[ 11 ] = 0;
  
  			// last column
  			te[ 12 ] = 0;
  			te[ 13 ] = 0;
  			te[ 14 ] = 0;
  			te[ 15 ] = 1;
  
  			return this;
  
  		},
  
  		makeRotationFromQuaternion: function () {
  
  			var zero = new Vector3( 0, 0, 0 );
  			var one = new Vector3( 1, 1, 1 );
  
  			return function makeRotationFromQuaternion( q ) {
  
  				return this.compose( zero, q, one );
  
  			};
  
  		}(),
  
  		lookAt: function () {
  
  			var x = new Vector3();
  			var y = new Vector3();
  			var z = new Vector3();
  
  			return function lookAt( eye, target, up ) {
  
  				var te = this.elements;
  
  				z.subVectors( eye, target );
  
  				if ( z.lengthSq() === 0 ) {
  
  					// eye and target are in the same position
  
  					z.z = 1;
  
  				}
  
  				z.normalize();
  				x.crossVectors( up, z );
  
  				if ( x.lengthSq() === 0 ) {
  
  					// up and z are parallel
  
  					if ( Math.abs( up.z ) === 1 ) {
  
  						z.x += 0.0001;
  
  					} else {
  
  						z.z += 0.0001;
  
  					}
  
  					z.normalize();
  					x.crossVectors( up, z );
  
  				}
  
  				x.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( '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;
  
  		},
  
  		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;
  
  		},
  
  		applyToBufferAttribute: function () {
  
  			var v1 = new Vector3();
  
  			return function applyToBufferAttribute( attribute ) {
  
  				for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  
  					v1.x = attribute.getX( i );
  					v1.y = attribute.getY( i );
  					v1.z = attribute.getZ( i );
  
  					v1.applyMatrix4( this );
  
  					attribute.setXYZ( i, v1.x, v1.y, v1.z );
  
  				}
  
  				return attribute;
  
  			};
  
  		}(),
  
  		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;
  
  		},
  
  		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 = "Matrix4: .getInverse() can't invert matrix, determinant is 0";
  
  				if ( throwOnDegenerate === true ) {
  
  					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;
  
  		},
  
  		makeShear: function ( x, y, z ) {
  
  			this.set(
  
  				1, y, z, 0,
  				x, 1, z, 0,
  				x, y, 1, 0,
  				0, 0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		compose: function ( position, quaternion, scale ) {
  
  			var te = this.elements;
  
  			var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._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;
  
  			var sx = scale.x, sy = scale.y, sz = scale.z;
  
  		        te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  		        te[ 1 ] = ( xy + wz ) * sx;
  		        te[ 2 ] = ( xz - wy ) * sx;
  		        te[ 3 ] = 0;
  
  		        te[ 4 ] = ( xy - wz ) * sy;
  		        te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  		        te[ 6 ] = ( yz + wx ) * sy;
  		        te[ 7 ] = 0;
  
  		        te[ 8 ] = ( xz + wy ) * sz;
  		        te[ 9 ] = ( yz - wx ) * sz;
  		        te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  		        te[ 11 ] = 0;
  
  		        te[ 12 ] = position.x;
  		        te[ 13 ] = position.y;
  		        te[ 14 ] = position.z;
  		        te[ 15 ] = 1;
  
  		        return this;
  
  		},
  
  		decompose: function () {
  
  			var vector = new Vector3();
  			var matrix = new Matrix4();
  
  			return function decompose( position, quaternion, scale ) {
  
  				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.copy( this );
  
  				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;
  
  			};
  
  		}(),
  
  		makePerspective: function ( left, right, top, bottom, near, far ) {
  
  			if ( far === undefined ) {
  
  				console.warn( 'Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  
  			}
  
  			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;
  
  		},
  
  		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, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			for ( var i = 0; i < 16; i ++ ) {
  
  				this.elements[ i ] = array[ i + offset ];
  
  			}
  
  			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;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Quaternion( x, y, z, w ) {
  
  		this._x = x || 0;
  		this._y = y || 0;
  		this._z = z || 0;
  		this._w = ( w !== undefined ) ? w : 1;
  
  	}
  
  	Object.assign( 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;
  
  		}
  
  	} );
  
  	Object.defineProperties( Quaternion.prototype, {
  
  		x: {
  
  			get: function () {
  
  				return this._x;
  
  			},
  
  			set: function ( value ) {
  
  				this._x = value;
  				this.onChangeCallback();
  
  			}
  
  		},
  
  		y: {
  
  			get: function () {
  
  				return this._y;
  
  			},
  
  			set: function ( value ) {
  
  				this._y = value;
  				this.onChangeCallback();
  
  			}
  
  		},
  
  		z: {
  
  			get: function () {
  
  				return this._z;
  
  			},
  
  			set: function ( value ) {
  
  				this._z = value;
  				this.onChangeCallback();
  
  			}
  
  		},
  
  		w: {
  
  			get: function () {
  
  				return this._w;
  
  			},
  
  			set: function ( value ) {
  
  				this._w = value;
  				this.onChangeCallback();
  
  			}
  
  		}
  
  	} );
  
  	Object.assign( Quaternion.prototype, {
  
  		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 && euler.isEuler ) ) {
  
  				throw new Error( 'Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  
  			}
  
  			var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  
  			// http://www.mathworks.com/matlabcentral/fileexchange/
  			// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  			//	content/SpinCalc.m
  
  			var cos = Math.cos;
  			var sin = Math.sin;
  
  			var c1 = cos( x / 2 );
  			var c2 = cos( y / 2 );
  			var c3 = cos( z / 2 );
  
  			var s1 = sin( x / 2 );
  			var s2 = sin( y / 2 );
  			var s3 = sin( z / 2 );
  
  			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 () {
  
  			// assumes direction vectors vFrom and vTo are normalized
  
  			var v1 = new Vector3();
  			var r;
  
  			var EPS = 0.000001;
  
  			return function setFromUnitVectors( vFrom, vTo ) {
  
  				if ( v1 === undefined ) v1 = new 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();
  
  			};
  
  		}(),
  
  		angleTo: function ( q ) {
  
  			return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  
  		},
  
  		rotateTowards: function ( q, step ) {
  
  			var angle = this.angleTo( q );
  
  			if ( angle === 0 ) return this;
  
  			var t = Math.min( 1, step / angle );
  
  			this.slerp( q, t );
  
  			return this;
  
  		},
  
  		inverse: function () {
  
  			// quaternion is assumed to have unit length
  
  			return this.conjugate();
  
  		},
  
  		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( '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 sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  
  			if ( sqrSinHalfTheta <= Number.EPSILON ) {
  
  				var s = 1 - t;
  				this._w = s * w + t * this._w;
  				this._x = s * x + t * this._x;
  				this._y = s * y + t * this._y;
  				this._z = s * z + t * this._z;
  
  				return this.normalize();
  
  			}
  
  			var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  			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 () {}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Vector3( x, y, z ) {
  
  		this.x = x || 0;
  		this.y = y || 0;
  		this.z = z || 0;
  
  	}
  
  	Object.assign( Vector3.prototype, {
  
  		isVector3: true,
  
  		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 );
  
  			}
  
  			return this;
  
  		},
  
  		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( '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( '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( '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 ) {
  
  			this.x *= scalar;
  			this.y *= scalar;
  			this.z *= scalar;
  
  			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 = new Quaternion();
  
  			return function applyEuler( euler ) {
  
  				if ( ! ( euler && euler.isEuler ) ) {
  
  					console.error( 'Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  
  				}
  
  				return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  
  			};
  
  		}(),
  
  		applyAxisAngle: function () {
  
  			var quaternion = new Quaternion();
  
  			return function applyAxisAngle( axis, angle ) {
  
  				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 ) {
  
  			var x = this.x, y = this.y, z = this.z;
  			var e = m.elements;
  
  			var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  
  			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;
  
  			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 ( camera ) {
  
  			return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  
  		},
  
  		unproject: function () {
  
  			var matrix = new Matrix4();
  
  			return function unproject( camera ) {
  
  				return this.applyMatrix4( matrix.getInverse( camera.projectionMatrix ) ).applyMatrix4( camera.matrixWorld );
  
  			};
  
  		}(),
  
  		transformDirection: function ( m ) {
  
  			// input: 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 ) {
  
  			// assumes min < max, componentwise
  
  			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 = new Vector3();
  			var max = new Vector3();
  
  			return function clampScalar( minVal, maxVal ) {
  
  				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.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, 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;
  
  		},
  
  		// TODO lengthSquared?
  
  		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 );
  
  		},
  
  		manhattanLength: function () {
  
  			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  
  		},
  
  		normalize: function () {
  
  			return this.divideScalar( this.length() || 1 );
  
  		},
  
  		setLength: function ( length ) {
  
  			return this.normalize().multiplyScalar( 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( 'Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  				return this.crossVectors( v, w );
  
  			}
  
  			return this.crossVectors( this, v );
  
  		},
  
  		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 ( vector ) {
  
  			var scalar = vector.dot( this ) / vector.lengthSq();
  
  			return this.copy( vector ).multiplyScalar( scalar );
  
  		},
  
  		projectOnPlane: function () {
  
  			var v1 = new Vector3();
  
  			return function projectOnPlane( planeNormal ) {
  
  				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 = new Vector3();
  
  			return function reflect( normal ) {
  
  				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( _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;
  
  		},
  
  		manhattanDistanceTo: function ( v ) {
  
  			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  
  		},
  
  		setFromSpherical: function ( s ) {
  
  			return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  
  		},
  
  		setFromSphericalCoords: function ( radius, phi, theta ) {
  
  			var sinPhiRadius = Math.sin( phi ) * radius;
  
  			this.x = sinPhiRadius * Math.sin( theta );
  			this.y = Math.cos( phi ) * radius;
  			this.z = sinPhiRadius * Math.cos( theta );
  
  			return this;
  
  		},
  
  		setFromCylindrical: function ( c ) {
  
  			return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  
  		},
  
  		setFromCylindricalCoords: function ( radius, theta, y ) {
  
  			this.x = radius * Math.sin( theta );
  			this.y = y;
  			this.z = radius * Math.cos( theta );
  
  			return this;
  
  		},
  
  		setFromMatrixPosition: function ( m ) {
  
  			var e = m.elements;
  
  			this.x = e[ 12 ];
  			this.y = e[ 13 ];
  			this.z = e[ 14 ];
  
  			return this;
  
  		},
  
  		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 ) {
  
  			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;
  
  		},
  
  		fromBufferAttribute: function ( attribute, index, offset ) {
  
  			if ( offset !== undefined ) {
  
  				console.warn( 'Vector3: offset has been removed from .fromBufferAttribute().' );
  
  			}
  
  			this.x = attribute.getX( index );
  			this.y = attribute.getY( index );
  			this.z = attribute.getZ( index );
  
  			return this;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Face3( a, b, c, normal, color, materialIndex ) {
  
  		this.a = a;
  		this.b = b;
  		this.c = c;
  
  		this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  		this.vertexNormals = Array.isArray( normal ) ? normal : [];
  
  		this.color = ( color && color.isColor ) ? color : new Color();
  		this.vertexColors = Array.isArray( color ) ? color : [];
  
  		this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  
  	}
  
  	Object.assign( Face3.prototype, {
  
  		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;
  
  		}
  
  	} );
  
  	exports.Face3 = Face3;
  
  	return exports;
  
  }({}));
  