text: import {
  	Box3,
  	Color,
  	DoubleSide,
  	Frustum,
  	Matrix3,
  	Matrix4,
  	Vector2,
  	Vector3,
  	Vector4
  } from '../.././build/three.module.js';
  
  class RenderableObject {
  
  	constructor() {
  
  		this.id = 0;
  
  		this.object = null;
  		this.z = 0;
  		this.renderOrder = 0;
  
  	}
  
  }
  
  //
  
  class RenderableFace {
  
  	constructor() {
  
  		this.id = 0;
  
  		this.v1 = new RenderableVertex();
  		this.v2 = new RenderableVertex();
  		this.v3 = new RenderableVertex();
  
  		this.normalModel = new Vector3();
  
  		this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
  		this.vertexNormalsLength = 0;
  
  		this.color = new Color();
  		this.material = null;
  		this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
  
  		this.z = 0;
  		this.renderOrder = 0;
  
  	}
  
  }
  
  //
  
  class RenderableVertex {
  
  	constructor() {
  
  		this.position = new Vector3();
  		this.positionWorld = new Vector3();
  		this.positionScreen = new Vector4();
  
  		this.visible = true;
  
  	}
  
  	copy( vertex ) {
  
  		this.positionWorld.copy( vertex.positionWorld );
  		this.positionScreen.copy( vertex.positionScreen );
  
  	}
  
  }
  
  //
  
  class RenderableLine {
  
  	constructor() {
  
  		this.id = 0;
  
  		this.v1 = new RenderableVertex();
  		this.v2 = new RenderableVertex();
  
  		this.vertexColors = [ new Color(), new Color() ];
  		this.material = null;
  
  		this.z = 0;
  		this.renderOrder = 0;
  
  	}
  
  }
  
  //
  
  class RenderableSprite {
  
  	constructor() {
  
  		this.id = 0;
  
  		this.object = null;
  
  		this.x = 0;
  		this.y = 0;
  		this.z = 0;
  
  		this.rotation = 0;
  		this.scale = new Vector2();
  
  		this.material = null;
  		this.renderOrder = 0;
  
  	}
  
  }
  
  //
  
  class Projector {
  
  	constructor() {
  
  		let _object, _objectCount, _objectPoolLength = 0,
  			_vertex, _vertexCount, _vertexPoolLength = 0,
  			_face, _faceCount, _facePoolLength = 0,
  			_line, _lineCount, _linePoolLength = 0,
  			_sprite, _spriteCount, _spritePoolLength = 0,
  			_modelMatrix;
  
  		const
  
  			_renderData = { objects: [], lights: [], elements: [] },
  
  			_vector3 = new Vector3(),
  			_vector4 = new Vector4(),
  
  			_clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
  			_boundingBox = new Box3(),
  			_points3 = new Array( 3 ),
  
  			_viewMatrix = new Matrix4(),
  			_viewProjectionMatrix = new Matrix4(),
  
  			_modelViewProjectionMatrix = new Matrix4(),
  
  			_frustum = new Frustum(),
  
  			_objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = [];
  
  		//
  
  		this.projectVector = function ( vector, camera ) {
  
  			console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  			vector.project( camera );
  
  		};
  
  		this.unprojectVector = function ( vector, camera ) {
  
  			console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  			vector.unproject( camera );
  
  		};
  
  		this.pickingRay = function () {
  
  			console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  
  		};
  
  		//
  
  		function RenderList() {
  
  			const normals = [];
  			const colors = [];
  			const uvs = [];
  
  			let object = null;
  
  			const normalMatrix = new Matrix3();
  
  			function setObject( value ) {
  
  				object = value;
  
  				normalMatrix.getNormalMatrix( object.matrixWorld );
  
  				normals.length = 0;
  				colors.length = 0;
  				uvs.length = 0;
  
  			}
  
  			function projectVertex( vertex ) {
  
  				const position = vertex.position;
  				const positionWorld = vertex.positionWorld;
  				const positionScreen = vertex.positionScreen;
  
  				positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  				positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  
  				const invW = 1 / positionScreen.w;
  
  				positionScreen.x *= invW;
  				positionScreen.y *= invW;
  				positionScreen.z *= invW;
  
  				vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  						 positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  						 positionScreen.z >= - 1 && positionScreen.z <= 1;
  
  			}
  
  			function pushVertex( x, y, z ) {
  
  				_vertex = getNextVertexInPool();
  				_vertex.position.set( x, y, z );
  
  				projectVertex( _vertex );
  
  			}
  
  			function pushNormal( x, y, z ) {
  
  				normals.push( x, y, z );
  
  			}
  
  			function pushColor( r, g, b ) {
  
  				colors.push( r, g, b );
  
  			}
  
  			function pushUv( x, y ) {
  
  				uvs.push( x, y );
  
  			}
  
  			function checkTriangleVisibility( v1, v2, v3 ) {
  
  				if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  
  				_points3[ 0 ] = v1.positionScreen;
  				_points3[ 1 ] = v2.positionScreen;
  				_points3[ 2 ] = v3.positionScreen;
  
  				return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
  
  			}
  
  			function checkBackfaceCulling( v1, v2, v3 ) {
  
  				return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  					    ( v2.positionScreen.y - v1.positionScreen.y ) -
  					    ( v3.positionScreen.y - v1.positionScreen.y ) *
  					    ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  
  			}
  
  			function pushLine( a, b ) {
  
  				const v1 = _vertexPool[ a ];
  				const v2 = _vertexPool[ b ];
  
  				// Clip
  
  				v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
  				v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
  
  				if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
  
  					// Perform the perspective divide
  					v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
  					v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
  
  					_line = getNextLineInPool();
  					_line.id = object.id;
  					_line.v1.copy( v1 );
  					_line.v2.copy( v2 );
  					_line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
  					_line.renderOrder = object.renderOrder;
  
  					_line.material = object.material;
  
  					if ( object.material.vertexColors ) {
  
  						_line.vertexColors[ 0 ].fromArray( colors, a * 3 );
  						_line.vertexColors[ 1 ].fromArray( colors, b * 3 );
  
  					}
  
  					_renderData.elements.push( _line );
  
  				}
  
  			}
  
  			function pushTriangle( a, b, c, material ) {
  
  				const v1 = _vertexPool[ a ];
  				const v2 = _vertexPool[ b ];
  				const v3 = _vertexPool[ c ];
  
  				if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  
  				if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  
  					_face = getNextFaceInPool();
  
  					_face.id = object.id;
  					_face.v1.copy( v1 );
  					_face.v2.copy( v2 );
  					_face.v3.copy( v3 );
  					_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  					_face.renderOrder = object.renderOrder;
  
  					// face normal
  					_vector3.subVectors( v3.position, v2.position );
  					_vector4.subVectors( v1.position, v2.position );
  					_vector3.cross( _vector4 );
  					_face.normalModel.copy( _vector3 );
  					_face.normalModel.applyMatrix3( normalMatrix ).normalize();
  
  					for ( let i = 0; i < 3; i ++ ) {
  
  						const normal = _face.vertexNormalsModel[ i ];
  						normal.fromArray( normals, arguments[ i ] * 3 );
  						normal.applyMatrix3( normalMatrix ).normalize();
  
  						const uv = _face.uvs[ i ];
  						uv.fromArray( uvs, arguments[ i ] * 2 );
  
  					}
  
  					_face.vertexNormalsLength = 3;
  
  					_face.material = material;
  
  					if ( material.vertexColors ) {
  
  						_face.color.fromArray( colors, a * 3 );
  
  					}
  
  					_renderData.elements.push( _face );
  
  				}
  
  			}
  
  			return {
  				setObject: setObject,
  				projectVertex: projectVertex,
  				checkTriangleVisibility: checkTriangleVisibility,
  				checkBackfaceCulling: checkBackfaceCulling,
  				pushVertex: pushVertex,
  				pushNormal: pushNormal,
  				pushColor: pushColor,
  				pushUv: pushUv,
  				pushLine: pushLine,
  				pushTriangle: pushTriangle
  			};
  
  		};
  
  		const renderList = new RenderList();
  
  		function projectObject( object ) {
  
  			if ( object.visible === false ) return;
  
  			if ( object.isLight ) {
  
  				_renderData.lights.push( object );
  
  			} else if ( object.isMesh || object.isLine || object.isPoints ) {
  
  				if ( object.material.visible === false ) return;
  				if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
  
  				addObject( object );
  
  			} else if ( object.isSprite ) {
  
  				if ( object.material.visible === false ) return;
  				if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
  
  				addObject( object );
  
  			}
  
  			const children = object.children;
  
  			for ( let i = 0, l = children.length; i < l; i ++ ) {
  
  				projectObject( children[ i ] );
  
  			}
  
  		}
  
  		function addObject( object ) {
  
  			_object = getNextObjectInPool();
  			_object.id = object.id;
  			_object.object = object;
  
  			_vector3.setFromMatrixPosition( object.matrixWorld );
  			_vector3.applyMatrix4( _viewProjectionMatrix );
  			_object.z = _vector3.z;
  			_object.renderOrder = object.renderOrder;
  
  			_renderData.objects.push( _object );
  
  		}
  
  		this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  
  			_faceCount = 0;
  			_lineCount = 0;
  			_spriteCount = 0;
  
  			_renderData.elements.length = 0;
  
  			if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  			if ( camera.parent === null ) camera.updateMatrixWorld();
  
  			_viewMatrix.copy( camera.matrixWorldInverse );
  			_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  
  			_frustum.setFromProjectionMatrix( _viewProjectionMatrix );
  
  			//
  
  			_objectCount = 0;
  
  			_renderData.objects.length = 0;
  			_renderData.lights.length = 0;
  
  			projectObject( scene );
  
  			if ( sortObjects === true ) {
  
  				_renderData.objects.sort( painterSort );
  
  			}
  
  			//
  
  			const objects = _renderData.objects;
  
  			for ( let o = 0, ol = objects.length; o < ol; o ++ ) {
  
  				const object = objects[ o ].object;
  				const geometry = object.geometry;
  
  				renderList.setObject( object );
  
  				_modelMatrix = object.matrixWorld;
  
  				_vertexCount = 0;
  
  				if ( object.isMesh ) {
  
  					if ( geometry.isBufferGeometry ) {
  
  						let material = object.material;
  
  						const isMultiMaterial = Array.isArray( material );
  
  						const attributes = geometry.attributes;
  						const groups = geometry.groups;
  
  						if ( attributes.position === undefined ) continue;
  
  						const positions = attributes.position.array;
  
  						for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  
  							let x = positions[ i ];
  							let y = positions[ i + 1 ];
  							let z = positions[ i + 2 ];
  
  							if ( material.morphTargets === true ) {
  
  								const morphTargets = geometry.morphAttributes.position;
  								const morphTargetsRelative = geometry.morphTargetsRelative;
  								const morphInfluences = object.morphTargetInfluences;
  
  								for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  
  									const influence = morphInfluences[ t ];
  
  									if ( influence === 0 ) continue;
  
  									const target = morphTargets[ t ];
  
  									if ( morphTargetsRelative ) {
  
  										x += target.getX( i / 3 ) * influence;
  										y += target.getY( i / 3 ) * influence;
  										z += target.getZ( i / 3 ) * influence;
  
  									} else {
  
  										x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
  										y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
  										z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
  
  									}
  
  								}
  
  							}
  
  							renderList.pushVertex( x, y, z );
  
  						}
  
  						if ( attributes.normal !== undefined ) {
  
  							const normals = attributes.normal.array;
  
  							for ( let i = 0, l = normals.length; i < l; i += 3 ) {
  
  								renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  
  							}
  
  						}
  
  						if ( attributes.color !== undefined ) {
  
  							const colors = attributes.color.array;
  
  							for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  
  								renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  
  							}
  
  						}
  
  						if ( attributes.uv !== undefined ) {
  
  							const uvs = attributes.uv.array;
  
  							for ( let i = 0, l = uvs.length; i < l; i += 2 ) {
  
  								renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  
  							}
  
  						}
  
  						if ( geometry.index !== null ) {
  
  							const indices = geometry.index.array;
  
  							if ( groups.length > 0 ) {
  
  								for ( let g = 0; g < groups.length; g ++ ) {
  
  									const group = groups[ g ];
  
  									material = isMultiMaterial === true
  										 ? object.material[ group.materialIndex ]
  										 : object.material;
  
  									if ( material === undefined ) continue;
  
  									for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  
  										renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  
  									}
  
  								}
  
  							} else {
  
  								for ( let i = 0, l = indices.length; i < l; i += 3 ) {
  
  									renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  
  								}
  
  							}
  
  						} else {
  
  							if ( groups.length > 0 ) {
  
  								for ( let g = 0; g < groups.length; g ++ ) {
  
  									const group = groups[ g ];
  
  									material = isMultiMaterial === true
  										 ? object.material[ group.materialIndex ]
  										 : object.material;
  
  									if ( material === undefined ) continue;
  
  									for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  
  										renderList.pushTriangle( i, i + 1, i + 2, material );
  
  									}
  
  								}
  
  							} else {
  
  								for ( let i = 0, l = positions.length / 3; i < l; i += 3 ) {
  
  									renderList.pushTriangle( i, i + 1, i + 2, material );
  
  								}
  
  							}
  
  						}
  
  					} else if ( geometry.isGeometry ) {
  
  						console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  						return;
  
  					}
  
  				} else if ( object.isLine ) {
  
  					_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  
  					if ( geometry.isBufferGeometry ) {
  
  						const attributes = geometry.attributes;
  
  						if ( attributes.position !== undefined ) {
  
  							const positions = attributes.position.array;
  
  							for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  
  								renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  
  							}
  
  							if ( attributes.color !== undefined ) {
  
  								const colors = attributes.color.array;
  
  								for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  
  									renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  
  								}
  
  							}
  
  							if ( geometry.index !== null ) {
  
  								const indices = geometry.index.array;
  
  								for ( let i = 0, l = indices.length; i < l; i += 2 ) {
  
  									renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  
  								}
  
  							} else {
  
  								const step = object.isLineSegments ? 2 : 1;
  
  								for ( let i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  
  									renderList.pushLine( i, i + 1 );
  
  								}
  
  							}
  
  						}
  
  					} else if ( geometry.isGeometry ) {
  
  						console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  						return;
  
  					}
  
  				} else if ( object.isPoints ) {
  
  					_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  
  					if ( geometry.isGeometry ) {
  
  						console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  						return;
  
  					} else if ( geometry.isBufferGeometry ) {
  
  						const attributes = geometry.attributes;
  
  						if ( attributes.position !== undefined ) {
  
  							const positions = attributes.position.array;
  
  							for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  
  								_vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
  								_vector4.applyMatrix4( _modelViewProjectionMatrix );
  
  								pushPoint( _vector4, object, camera );
  
  							}
  
  						}
  
  					}
  
  				} else if ( object.isSprite ) {
  
  					object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  					_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  					_vector4.applyMatrix4( _viewProjectionMatrix );
  
  					pushPoint( _vector4, object, camera );
  
  				}
  
  			}
  
  			if ( sortElements === true ) {
  
  				_renderData.elements.sort( painterSort );
  
  			}
  
  			return _renderData;
  
  		};
  
  		function pushPoint( _vector4, object, camera ) {
  
  			const invW = 1 / _vector4.w;
  
  			_vector4.z *= invW;
  
  			if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  
  				_sprite = getNextSpriteInPool();
  				_sprite.id = object.id;
  				_sprite.x = _vector4.x * invW;
  				_sprite.y = _vector4.y * invW;
  				_sprite.z = _vector4.z;
  				_sprite.renderOrder = object.renderOrder;
  				_sprite.object = object;
  
  				_sprite.rotation = object.rotation;
  
  				_sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  				_sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  
  				_sprite.material = object.material;
  
  				_renderData.elements.push( _sprite );
  
  			}
  
  		}
  
  		// Pools
  
  		function getNextObjectInPool() {
  
  			if ( _objectCount === _objectPoolLength ) {
  
  				const object = new RenderableObject();
  				_objectPool.push( object );
  				_objectPoolLength ++;
  				_objectCount ++;
  				return object;
  
  			}
  
  			return _objectPool[ _objectCount ++ ];
  
  		}
  
  		function getNextVertexInPool() {
  
  			if ( _vertexCount === _vertexPoolLength ) {
  
  				const vertex = new RenderableVertex();
  				_vertexPool.push( vertex );
  				_vertexPoolLength ++;
  				_vertexCount ++;
  				return vertex;
  
  			}
  
  			return _vertexPool[ _vertexCount ++ ];
  
  		}
  
  		function getNextFaceInPool() {
  
  			if ( _faceCount === _facePoolLength ) {
  
  				const face = new RenderableFace();
  				_facePool.push( face );
  				_facePoolLength ++;
  				_faceCount ++;
  				return face;
  
  			}
  
  			return _facePool[ _faceCount ++ ];
  
  
  		}
  
  		function getNextLineInPool() {
  
  			if ( _lineCount === _linePoolLength ) {
  
  				const line = new RenderableLine();
  				_linePool.push( line );
  				_linePoolLength ++;
  				_lineCount ++;
  				return line;
  
  			}
  
  			return _linePool[ _lineCount ++ ];
  
  		}
  
  		function getNextSpriteInPool() {
  
  			if ( _spriteCount === _spritePoolLength ) {
  
  				const sprite = new RenderableSprite();
  				_spritePool.push( sprite );
  				_spritePoolLength ++;
  				_spriteCount ++;
  				return sprite;
  
  			}
  
  			return _spritePool[ _spriteCount ++ ];
  
  		}
  
  		//
  
  		function painterSort( a, b ) {
  
  			if ( a.renderOrder !== b.renderOrder ) {
  
  				return a.renderOrder - b.renderOrder;
  
  			} else if ( a.z !== b.z ) {
  
  				return b.z - a.z;
  
  			} else if ( a.id !== b.id ) {
  
  				return a.id - b.id;
  
  			} else {
  
  				return 0;
  
  			}
  
  		}
  
  		function clipLine( s1, s2 ) {
  
  			let alpha1 = 0, alpha2 = 1;
  
  			// Calculate the boundary coordinate of each vertex for the near and far clip planes,
  			// Z = -1 and Z = +1, respectively.
  
  			const bc1near = s1.z + s1.w,
  				bc2near = s2.z + s2.w,
  				bc1far = - s1.z + s1.w,
  				bc2far = - s2.z + s2.w;
  
  			if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  
  				// Both vertices lie entirely within all clip planes.
  				return true;
  
  			} else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  
  				// Both vertices lie entirely outside one of the clip planes.
  				return false;
  
  			} else {
  
  				// The line segment spans at least one clip plane.
  
  				if ( bc1near < 0 ) {
  
  					// v1 lies outside the near plane, v2 inside
  					alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  
  				} else if ( bc2near < 0 ) {
  
  					// v2 lies outside the near plane, v1 inside
  					alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  
  				}
  
  				if ( bc1far < 0 ) {
  
  					// v1 lies outside the far plane, v2 inside
  					alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  
  				} else if ( bc2far < 0 ) {
  
  					// v2 lies outside the far plane, v2 inside
  					alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  
  				}
  
  				if ( alpha2 < alpha1 ) {
  
  					// The line segment spans two boundaries, but is outside both of them.
  					// (This can't happen when we're only clipping against just near/far but good
  					//  to leave the check here for future usage if other clip planes are added.)
  					return false;
  
  				} else {
  
  					// Update the s1 and s2 vertices to match the clipped line segment.
  					s1.lerp( s2, alpha1 );
  					s2.lerp( s1, 1 - alpha2 );
  
  					return true;
  
  				}
  
  			}
  
  		}
  
  	}
  
  }
  
  export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector };
  