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 ) );
  
  		}
  
  	};
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	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;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	// 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". //
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Vector2( x, y ) {
  
  		this.x = x || 0;
  		this.y = y || 0;
  
  	}
  
  	Object.defineProperties( Vector2.prototype, {
  
  		"width": {
  
  			get: function () {
  
  				return this.x;
  
  			},
  
  			set: function ( value ) {
  
  				this.x = value;
  
  			}
  
  		},
  
  		"height": {
  
  			get: function () {
  
  				return this.y;
  
  			},
  
  			set: function ( value ) {
  
  				this.y = value;
  
  			}
  
  		}
  
  	} );
  
  	Object.assign( Vector2.prototype, {
  
  		isVector2: true,
  
  		set: function ( x, y ) {
  
  			this.x = x;
  			this.y = y;
  
  			return this;
  
  		},
  
  		setScalar: function ( scalar ) {
  
  			this.x = scalar;
  			this.y = scalar;
  
  			return this;
  
  		},
  
  		setX: function ( x ) {
  
  			this.x = x;
  
  			return this;
  
  		},
  
  		setY: function ( y ) {
  
  			this.y = y;
  
  			return this;
  
  		},
  
  		setComponent: function ( index, value ) {
  
  			switch ( index ) {
  
  				case 0: this.x = value; break;
  				case 1: this.y = 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;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this.x, this.y );
  
  		},
  
  		copy: function ( v ) {
  
  			this.x = v.x;
  			this.y = v.y;
  
  			return this;
  
  		},
  
  		add: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  				return this.addVectors( v, w );
  
  			}
  
  			this.x += v.x;
  			this.y += v.y;
  
  			return this;
  
  		},
  
  		addScalar: function ( s ) {
  
  			this.x += s;
  			this.y += s;
  
  			return this;
  
  		},
  
  		addVectors: function ( a, b ) {
  
  			this.x = a.x + b.x;
  			this.y = a.y + b.y;
  
  			return this;
  
  		},
  
  		addScaledVector: function ( v, s ) {
  
  			this.x += v.x * s;
  			this.y += v.y * s;
  
  			return this;
  
  		},
  
  		sub: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  				return this.subVectors( v, w );
  
  			}
  
  			this.x -= v.x;
  			this.y -= v.y;
  
  			return this;
  
  		},
  
  		subScalar: function ( s ) {
  
  			this.x -= s;
  			this.y -= s;
  
  			return this;
  
  		},
  
  		subVectors: function ( a, b ) {
  
  			this.x = a.x - b.x;
  			this.y = a.y - b.y;
  
  			return this;
  
  		},
  
  		multiply: function ( v ) {
  
  			this.x *= v.x;
  			this.y *= v.y;
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( scalar ) {
  
  			this.x *= scalar;
  			this.y *= scalar;
  
  			return this;
  
  		},
  
  		divide: function ( v ) {
  
  			this.x /= v.x;
  			this.y /= v.y;
  
  			return this;
  
  		},
  
  		divideScalar: function ( scalar ) {
  
  			return this.multiplyScalar( 1 / scalar );
  
  		},
  
  		applyMatrix3: function ( m ) {
  
  			var x = this.x, y = this.y;
  			var e = m.elements;
  
  			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  
  			return this;
  
  		},
  
  		min: function ( v ) {
  
  			this.x = Math.min( this.x, v.x );
  			this.y = Math.min( this.y, v.y );
  
  			return this;
  
  		},
  
  		max: function ( v ) {
  
  			this.x = Math.max( this.x, v.x );
  			this.y = Math.max( this.y, v.y );
  
  			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 ) );
  
  			return this;
  
  		},
  
  		clampScalar: function () {
  
  			var min = new Vector2();
  			var max = new Vector2();
  
  			return function clampScalar( minVal, maxVal ) {
  
  				min.set( minVal, minVal );
  				max.set( 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 );
  
  			return this;
  
  		},
  
  		ceil: function () {
  
  			this.x = Math.ceil( this.x );
  			this.y = Math.ceil( this.y );
  
  			return this;
  
  		},
  
  		round: function () {
  
  			this.x = Math.round( this.x );
  			this.y = Math.round( this.y );
  
  			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 );
  
  			return this;
  
  		},
  
  		negate: function () {
  
  			this.x = - this.x;
  			this.y = - this.y;
  
  			return this;
  
  		},
  
  		dot: function ( v ) {
  
  			return this.x * v.x + this.y * v.y;
  
  		},
  
  		cross: function ( v ) {
  
  			return this.x * v.y - this.y * v.x;
  
  		},
  
  		lengthSq: function () {
  
  			return this.x * this.x + this.y * this.y;
  
  		},
  
  		length: function () {
  
  			return Math.sqrt( this.x * this.x + this.y * this.y );
  
  		},
  
  		manhattanLength: function () {
  
  			return Math.abs( this.x ) + Math.abs( this.y );
  
  		},
  
  		normalize: function () {
  
  			return this.divideScalar( this.length() || 1 );
  
  		},
  
  		angle: function () {
  
  			// computes the angle in radians with respect to the positive x-axis
  
  			var angle = Math.atan2( this.y, this.x );
  
  			if ( angle < 0 ) angle += 2 * Math.PI;
  
  			return angle;
  
  		},
  
  		distanceTo: function ( v ) {
  
  			return Math.sqrt( this.distanceToSquared( v ) );
  
  		},
  
  		distanceToSquared: function ( v ) {
  
  			var dx = this.x - v.x, dy = this.y - v.y;
  			return dx * dx + dy * dy;
  
  		},
  
  		manhattanDistanceTo: function ( v ) {
  
  			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  
  		},
  
  		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;
  
  			return this;
  
  		},
  
  		lerpVectors: function ( v1, v2, alpha ) {
  
  			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  		},
  
  		equals: function ( v ) {
  
  			return ( ( v.x === this.x ) && ( v.y === this.y ) );
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.x = array[ offset ];
  			this.y = array[ offset + 1 ];
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			array[ offset ] = this.x;
  			array[ offset + 1 ] = this.y;
  
  			return array;
  
  		},
  
  		fromBufferAttribute: function ( attribute, index, offset ) {
  
  			if ( offset !== undefined ) {
  
  				console.warn( 'Vector2: offset has been removed from .fromBufferAttribute().' );
  
  			}
  
  			this.x = attribute.getX( index );
  			this.y = attribute.getY( index );
  
  			return this;
  
  		},
  
  		rotateAround: function ( center, angle ) {
  
  			var c = Math.cos( angle ), s = Math.sin( angle );
  
  			var x = this.x - center.x;
  			var y = this.y - center.y;
  
  			this.x = x * c - y * s + center.x;
  			this.y = x * s + y * c + center.y;
  
  			return this;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Box3( min, max ) {
  
  		this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  		this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  
  	}
  
  	Object.assign( Box3.prototype, {
  
  		isBox3: true,
  
  		set: function ( min, max ) {
  
  			this.min.copy( min );
  			this.max.copy( max );
  
  			return this;
  
  		},
  
  		setFromArray: function ( array ) {
  
  			var minX = + Infinity;
  			var minY = + Infinity;
  			var minZ = + Infinity;
  
  			var maxX = - Infinity;
  			var maxY = - Infinity;
  			var maxZ = - Infinity;
  
  			for ( var i = 0, l = array.length; i < l; i += 3 ) {
  
  				var x = array[ i ];
  				var y = array[ i + 1 ];
  				var z = array[ i + 2 ];
  
  				if ( x < minX ) minX = x;
  				if ( y < minY ) minY = y;
  				if ( z < minZ ) minZ = z;
  
  				if ( x > maxX ) maxX = x;
  				if ( y > maxY ) maxY = y;
  				if ( z > maxZ ) maxZ = z;
  
  			}
  
  			this.min.set( minX, minY, minZ );
  			this.max.set( maxX, maxY, maxZ );
  
  			return this;
  
  		},
  
  		setFromBufferAttribute: function ( attribute ) {
  
  			var minX = + Infinity;
  			var minY = + Infinity;
  			var minZ = + Infinity;
  
  			var maxX = - Infinity;
  			var maxY = - Infinity;
  			var maxZ = - Infinity;
  
  			for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  
  				var x = attribute.getX( i );
  				var y = attribute.getY( i );
  				var z = attribute.getZ( i );
  
  				if ( x < minX ) minX = x;
  				if ( y < minY ) minY = y;
  				if ( z < minZ ) minZ = z;
  
  				if ( x > maxX ) maxX = x;
  				if ( y > maxY ) maxY = y;
  				if ( z > maxZ ) maxZ = z;
  
  			}
  
  			this.min.set( minX, minY, minZ );
  			this.max.set( maxX, maxY, maxZ );
  
  			return this;
  
  		},
  
  		setFromPoints: function ( points ) {
  
  			this.makeEmpty();
  
  			for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  				this.expandByPoint( points[ i ] );
  
  			}
  
  			return this;
  
  		},
  
  		setFromCenterAndSize: function () {
  
  			var v1 = new Vector3();
  
  			return function setFromCenterAndSize( center, size ) {
  
  				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  
  				this.min.copy( center ).sub( halfSize );
  				this.max.copy( center ).add( halfSize );
  
  				return this;
  
  			};
  
  		}(),
  
  		setFromObject: function ( object ) {
  
  			this.makeEmpty();
  
  			return this.expandByObject( object );
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( box ) {
  
  			this.min.copy( box.min );
  			this.max.copy( box.max );
  
  			return this;
  
  		},
  
  		makeEmpty: function () {
  
  			this.min.x = this.min.y = this.min.z = + Infinity;
  			this.max.x = this.max.y = this.max.z = - Infinity;
  
  			return this;
  
  		},
  
  		isEmpty: function () {
  
  			// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  
  			return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  
  		},
  
  		getCenter: function ( target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Box3: .getCenter() target is now required' );
  				target = new Vector3();
  
  			}
  
  			return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  
  		},
  
  		getSize: function ( target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Box3: .getSize() target is now required' );
  				target = new Vector3();
  
  			}
  
  			return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  
  		},
  
  		expandByPoint: function ( point ) {
  
  			this.min.min( point );
  			this.max.max( point );
  
  			return this;
  
  		},
  
  		expandByVector: function ( vector ) {
  
  			this.min.sub( vector );
  			this.max.add( vector );
  
  			return this;
  
  		},
  
  		expandByScalar: function ( scalar ) {
  
  			this.min.addScalar( - scalar );
  			this.max.addScalar( scalar );
  
  			return this;
  
  		},
  
  		expandByObject: function () {
  
  			// Computes the world-axis-aligned bounding box of an object (including its children),
  			// accounting for both the object's, and children's, world transforms
  
  			var scope, i, l;
  
  			var v1 = new Vector3();
  
  			function traverse( node ) {
  
  				var geometry = node.geometry;
  
  				if ( geometry !== undefined ) {
  
  					if ( geometry.isGeometry ) {
  
  						var vertices = geometry.vertices;
  
  						for ( i = 0, l = vertices.length; i < l; i ++ ) {
  
  							v1.copy( vertices[ i ] );
  							v1.applyMatrix4( node.matrixWorld );
  
  							scope.expandByPoint( v1 );
  
  						}
  
  					} else if ( geometry.isBufferGeometry ) {
  
  						var attribute = geometry.attributes.position;
  
  						if ( attribute !== undefined ) {
  
  							for ( i = 0, l = attribute.count; i < l; i ++ ) {
  
  								v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  
  								scope.expandByPoint( v1 );
  
  							}
  
  						}
  
  					}
  
  				}
  
  			}
  
  			return function expandByObject( object ) {
  
  				scope = this;
  
  				object.updateMatrixWorld( true );
  
  				object.traverse( traverse );
  
  				return this;
  
  			};
  
  		}(),
  
  		containsPoint: function ( point ) {
  
  			return point.x < this.min.x || point.x > this.max.x ||
  				point.y < this.min.y || point.y > this.max.y ||
  				point.z < this.min.z || point.z > this.max.z ? false : true;
  
  		},
  
  		containsBox: function ( box ) {
  
  			return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  				this.min.y <= box.min.y && box.max.y <= this.max.y &&
  				this.min.z <= box.min.z && box.max.z <= this.max.z;
  
  		},
  
  		getParameter: function ( point, target ) {
  
  			// This can potentially have a divide by zero if the box
  			// has a size dimension of 0.
  
  			if ( target === undefined ) {
  
  				console.warn( 'Box3: .getParameter() target is now required' );
  				target = new Vector3();
  
  			}
  
  			return target.set(
  				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  				( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  				( point.z - this.min.z ) / ( this.max.z - this.min.z )
  			);
  
  		},
  
  		intersectsBox: function ( box ) {
  
  			// using 6 splitting planes to rule out intersections.
  			return box.max.x < this.min.x || box.min.x > this.max.x ||
  				box.max.y < this.min.y || box.min.y > this.max.y ||
  				box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  
  		},
  
  		intersectsSphere: ( function () {
  
  			var closestPoint = new Vector3();
  
  			return function intersectsSphere( sphere ) {
  
  				// Find the point on the AABB closest to the sphere center.
  				this.clampPoint( sphere.center, closestPoint );
  
  				// If that point is inside the sphere, the AABB and sphere intersect.
  				return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  
  			};
  
  		} )(),
  
  		intersectsPlane: function ( plane ) {
  
  			// We compute the minimum and maximum dot product values. If those values
  			// are on the same side (back or front) of the plane, then there is no intersection.
  
  			var min, max;
  
  			if ( plane.normal.x > 0 ) {
  
  				min = plane.normal.x * this.min.x;
  				max = plane.normal.x * this.max.x;
  
  			} else {
  
  				min = plane.normal.x * this.max.x;
  				max = plane.normal.x * this.min.x;
  
  			}
  
  			if ( plane.normal.y > 0 ) {
  
  				min += plane.normal.y * this.min.y;
  				max += plane.normal.y * this.max.y;
  
  			} else {
  
  				min += plane.normal.y * this.max.y;
  				max += plane.normal.y * this.min.y;
  
  			}
  
  			if ( plane.normal.z > 0 ) {
  
  				min += plane.normal.z * this.min.z;
  				max += plane.normal.z * this.max.z;
  
  			} else {
  
  				min += plane.normal.z * this.max.z;
  				max += plane.normal.z * this.min.z;
  
  			}
  
  			return ( min <= plane.constant && max >= plane.constant );
  
  		},
  
  		intersectsTriangle: ( function () {
  
  			// triangle centered vertices
  			var v0 = new Vector3();
  			var v1 = new Vector3();
  			var v2 = new Vector3();
  
  			// triangle edge vectors
  			var f0 = new Vector3();
  			var f1 = new Vector3();
  			var f2 = new Vector3();
  
  			var testAxis = new Vector3();
  
  			var center = new Vector3();
  			var extents = new Vector3();
  
  			var triangleNormal = new Vector3();
  
  			function satForAxes( axes ) {
  
  				var i, j;
  
  				for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  
  					testAxis.fromArray( axes, i );
  					// project the aabb onto the seperating axis
  					var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  					// project all 3 vertices of the triangle onto the seperating axis
  					var p0 = v0.dot( testAxis );
  					var p1 = v1.dot( testAxis );
  					var p2 = v2.dot( testAxis );
  					// actual test, basically see if either of the most extreme of the triangle points intersects r
  					if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  
  						// points of the projected triangle are outside the projected half-length of the aabb
  						// the axis is seperating and we can exit
  						return false;
  
  					}
  
  				}
  
  				return true;
  
  			}
  
  			return function intersectsTriangle( triangle ) {
  
  				if ( this.isEmpty() ) {
  
  					return false;
  
  				}
  
  				// compute box center and extents
  				this.getCenter( center );
  				extents.subVectors( this.max, center );
  
  				// translate triangle to aabb origin
  				v0.subVectors( triangle.a, center );
  				v1.subVectors( triangle.b, center );
  				v2.subVectors( triangle.c, center );
  
  				// compute edge vectors for triangle
  				f0.subVectors( v1, v0 );
  				f1.subVectors( v2, v1 );
  				f2.subVectors( v0, v2 );
  
  				// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  				// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  				// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  				var axes = [
  					0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  					f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  					- f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  				];
  				if ( ! satForAxes( axes ) ) {
  
  					return false;
  
  				}
  
  				// test 3 face normals from the aabb
  				axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  				if ( ! satForAxes( axes ) ) {
  
  					return false;
  
  				}
  
  				// finally testing the face normal of the triangle
  				// use already existing triangle edge vectors here
  				triangleNormal.crossVectors( f0, f1 );
  				axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  				return satForAxes( axes );
  
  			};
  
  		} )(),
  
  		clampPoint: function ( point, target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Box3: .clampPoint() target is now required' );
  				target = new Vector3();
  
  			}
  
  			return target.copy( point ).clamp( this.min, this.max );
  
  		},
  
  		distanceToPoint: function () {
  
  			var v1 = new Vector3();
  
  			return function distanceToPoint( point ) {
  
  				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  				return clampedPoint.sub( point ).length();
  
  			};
  
  		}(),
  
  		getBoundingSphere: function () {
  
  			var v1 = new Vector3();
  
  			return function getBoundingSphere( target ) {
  
  				if ( target === undefined ) {
  
  					console.warn( 'Box3: .getBoundingSphere() target is now required' );
  					target = new Sphere();
  
  				}
  
  				this.getCenter( target.center );
  
  				target.radius = this.getSize( v1 ).length() * 0.5;
  
  				return target;
  
  			};
  
  		}(),
  
  		intersect: function ( box ) {
  
  			this.min.max( box.min );
  			this.max.min( box.max );
  
  			// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  			if ( this.isEmpty() ) this.makeEmpty();
  
  			return this;
  
  		},
  
  		union: function ( box ) {
  
  			this.min.min( box.min );
  			this.max.max( box.max );
  
  			return this;
  
  		},
  
  		applyMatrix4: function () {
  
  			var points = [
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3()
  			];
  
  			return function applyMatrix4( matrix ) {
  
  				// transform of empty box is an empty box.
  				if ( this.isEmpty() ) return this;
  
  				// NOTE: I am using a binary pattern to specify all 2^3 combinations below
  				points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  				points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  				points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  				points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  				points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  				points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  				points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  				points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  
  				this.setFromPoints( points );
  
  				return this;
  
  			};
  
  		}(),
  
  		translate: function ( offset ) {
  
  			this.min.add( offset );
  			this.max.add( offset );
  
  			return this;
  
  		},
  
  		equals: function ( box ) {
  
  			return box.min.equals( this.min ) && box.max.equals( this.max );
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Sphere( center, radius ) {
  
  		this.center = ( center !== undefined ) ? center : new Vector3();
  		this.radius = ( radius !== undefined ) ? radius : 0;
  
  	}
  
  	Object.assign( Sphere.prototype, {
  
  		set: function ( center, radius ) {
  
  			this.center.copy( center );
  			this.radius = radius;
  
  			return this;
  
  		},
  
  		setFromPoints: function () {
  
  			var box = new Box3();
  
  			return function setFromPoints( points, optionalCenter ) {
  
  				var center = this.center;
  
  				if ( optionalCenter !== undefined ) {
  
  					center.copy( optionalCenter );
  
  				} else {
  
  					box.setFromPoints( points ).getCenter( center );
  
  				}
  
  				var maxRadiusSq = 0;
  
  				for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  
  				}
  
  				this.radius = Math.sqrt( maxRadiusSq );
  
  				return this;
  
  			};
  
  		}(),
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( sphere ) {
  
  			this.center.copy( sphere.center );
  			this.radius = sphere.radius;
  
  			return this;
  
  		},
  
  		empty: function () {
  
  			return ( this.radius <= 0 );
  
  		},
  
  		containsPoint: function ( point ) {
  
  			return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  
  		},
  
  		distanceToPoint: function ( point ) {
  
  			return ( point.distanceTo( this.center ) - this.radius );
  
  		},
  
  		intersectsSphere: function ( sphere ) {
  
  			var radiusSum = this.radius + sphere.radius;
  
  			return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  
  		},
  
  		intersectsBox: function ( box ) {
  
  			return box.intersectsSphere( this );
  
  		},
  
  		intersectsPlane: function ( plane ) {
  
  			return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  
  		},
  
  		clampPoint: function ( point, target ) {
  
  			var deltaLengthSq = this.center.distanceToSquared( point );
  
  			if ( target === undefined ) {
  
  				console.warn( 'Sphere: .clampPoint() target is now required' );
  				target = new Vector3();
  
  			}
  
  			target.copy( point );
  
  			if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  
  				target.sub( this.center ).normalize();
  				target.multiplyScalar( this.radius ).add( this.center );
  
  			}
  
  			return target;
  
  		},
  
  		getBoundingBox: function ( target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Sphere: .getBoundingBox() target is now required' );
  				target = new Box3();
  
  			}
  
  			target.set( this.center, this.center );
  			target.expandByScalar( this.radius );
  
  			return target;
  
  		},
  
  		applyMatrix4: function ( matrix ) {
  
  			this.center.applyMatrix4( matrix );
  			this.radius = this.radius * matrix.getMaxScaleOnAxis();
  
  			return this;
  
  		},
  
  		translate: function ( offset ) {
  
  			this.center.add( offset );
  
  			return this;
  
  		},
  
  		equals: function ( sphere ) {
  
  			return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Ray( origin, direction ) {
  
  		this.origin = ( origin !== undefined ) ? origin : new Vector3();
  		this.direction = ( direction !== undefined ) ? direction : new Vector3();
  
  	}
  
  	Object.assign( Ray.prototype, {
  
  		set: function ( origin, direction ) {
  
  			this.origin.copy( origin );
  			this.direction.copy( direction );
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( ray ) {
  
  			this.origin.copy( ray.origin );
  			this.direction.copy( ray.direction );
  
  			return this;
  
  		},
  
  		at: function ( t, target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Ray: .at() target is now required' );
  				target = new Vector3();
  
  			}
  
  			return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  
  		},
  
  		lookAt: function ( v ) {
  
  			this.direction.copy( v ).sub( this.origin ).normalize();
  
  			return this;
  
  		},
  
  		recast: function () {
  
  			var v1 = new Vector3();
  
  			return function recast( t ) {
  
  				this.origin.copy( this.at( t, v1 ) );
  
  				return this;
  
  			};
  
  		}(),
  
  		closestPointToPoint: function ( point, target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Ray: .closestPointToPoint() target is now required' );
  				target = new Vector3();
  
  			}
  
  			target.subVectors( point, this.origin );
  
  			var directionDistance = target.dot( this.direction );
  
  			if ( directionDistance < 0 ) {
  
  				return target.copy( this.origin );
  
  			}
  
  			return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  
  		},
  
  		distanceToPoint: function ( point ) {
  
  			return Math.sqrt( this.distanceSqToPoint( point ) );
  
  		},
  
  		distanceSqToPoint: function () {
  
  			var v1 = new Vector3();
  
  			return function distanceSqToPoint( point ) {
  
  				var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  
  				// point behind the ray
  
  				if ( directionDistance < 0 ) {
  
  					return this.origin.distanceToSquared( point );
  
  				}
  
  				v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  
  				return v1.distanceToSquared( point );
  
  			};
  
  		}(),
  
  		distanceSqToSegment: function () {
  
  			var segCenter = new Vector3();
  			var segDir = new Vector3();
  			var diff = new Vector3();
  
  			return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  
  				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  				// It returns the min distance between the ray and the segment
  				// defined by v0 and v1
  				// It can also set two optional targets :
  				// - The closest point on the ray
  				// - The closest point on the segment
  
  				segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  				segDir.copy( v1 ).sub( v0 ).normalize();
  				diff.copy( this.origin ).sub( segCenter );
  
  				var segExtent = v0.distanceTo( v1 ) * 0.5;
  				var a01 = - this.direction.dot( segDir );
  				var b0 = diff.dot( this.direction );
  				var b1 = - diff.dot( segDir );
  				var c = diff.lengthSq();
  				var det = Math.abs( 1 - a01 * a01 );
  				var s0, s1, sqrDist, extDet;
  
  				if ( det > 0 ) {
  
  					// The ray and segment are not parallel.
  
  					s0 = a01 * b1 - b0;
  					s1 = a01 * b0 - b1;
  					extDet = segExtent * det;
  
  					if ( s0 >= 0 ) {
  
  						if ( s1 >= - extDet ) {
  
  							if ( s1 <= extDet ) {
  
  								// region 0
  								// Minimum at interior points of ray and segment.
  
  								var invDet = 1 / det;
  								s0 *= invDet;
  								s1 *= invDet;
  								sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  
  							} else {
  
  								// region 1
  
  								s1 = segExtent;
  								s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  								sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  							}
  
  						} else {
  
  							// region 5
  
  							s1 = - segExtent;
  							s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  						}
  
  					} else {
  
  						if ( s1 <= - extDet ) {
  
  							// region 4
  
  							s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  							s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  						} else if ( s1 <= extDet ) {
  
  							// region 3
  
  							s0 = 0;
  							s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  							sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  
  						} else {
  
  							// region 2
  
  							s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  							s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  						}
  
  					}
  
  				} else {
  
  					// Ray and segment are parallel.
  
  					s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  				}
  
  				if ( optionalPointOnRay ) {
  
  					optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  
  				}
  
  				if ( optionalPointOnSegment ) {
  
  					optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  
  				}
  
  				return sqrDist;
  
  			};
  
  		}(),
  
  		intersectSphere: function () {
  
  			var v1 = new Vector3();
  
  			return function intersectSphere( sphere, target ) {
  
  				v1.subVectors( sphere.center, this.origin );
  				var tca = v1.dot( this.direction );
  				var d2 = v1.dot( v1 ) - tca * tca;
  				var radius2 = sphere.radius * sphere.radius;
  
  				if ( d2 > radius2 ) return null;
  
  				var thc = Math.sqrt( radius2 - d2 );
  
  				// t0 = first intersect point - entrance on front of sphere
  				var t0 = tca - thc;
  
  				// t1 = second intersect point - exit point on back of sphere
  				var t1 = tca + thc;
  
  				// test to see if both t0 and t1 are behind the ray - if so, return null
  				if ( t0 < 0 && t1 < 0 ) return null;
  
  				// test to see if t0 is behind the ray:
  				// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  				// in order to always return an intersect point that is in front of the ray.
  				if ( t0 < 0 ) return this.at( t1, target );
  
  				// else t0 is in front of the ray, so return the first collision point scaled by t0
  				return this.at( t0, target );
  
  			};
  
  		}(),
  
  		intersectsSphere: function ( sphere ) {
  
  			return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  
  		},
  
  		distanceToPlane: function ( plane ) {
  
  			var denominator = plane.normal.dot( this.direction );
  
  			if ( denominator === 0 ) {
  
  				// line is coplanar, return origin
  				if ( plane.distanceToPoint( this.origin ) === 0 ) {
  
  					return 0;
  
  				}
  
  				// Null is preferable to undefined since undefined means.... it is undefined
  
  				return null;
  
  			}
  
  			var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  
  			// Return if the ray never intersects the plane
  
  			return t >= 0 ? t : null;
  
  		},
  
  		intersectPlane: function ( plane, target ) {
  
  			var t = this.distanceToPlane( plane );
  
  			if ( t === null ) {
  
  				return null;
  
  			}
  
  			return this.at( t, target );
  
  		},
  
  		intersectsPlane: function ( plane ) {
  
  			// check if the ray lies on the plane first
  
  			var distToPoint = plane.distanceToPoint( this.origin );
  
  			if ( distToPoint === 0 ) {
  
  				return true;
  
  			}
  
  			var denominator = plane.normal.dot( this.direction );
  
  			if ( denominator * distToPoint < 0 ) {
  
  				return true;
  
  			}
  
  			// ray origin is behind the plane (and is pointing behind it)
  
  			return false;
  
  		},
  
  		intersectBox: function ( box, target ) {
  
  			var tmin, tmax, tymin, tymax, tzmin, tzmax;
  
  			var invdirx = 1 / this.direction.x,
  				invdiry = 1 / this.direction.y,
  				invdirz = 1 / this.direction.z;
  
  			var origin = this.origin;
  
  			if ( invdirx >= 0 ) {
  
  				tmin = ( box.min.x - origin.x ) * invdirx;
  				tmax = ( box.max.x - origin.x ) * invdirx;
  
  			} else {
  
  				tmin = ( box.max.x - origin.x ) * invdirx;
  				tmax = ( box.min.x - origin.x ) * invdirx;
  
  			}
  
  			if ( invdiry >= 0 ) {
  
  				tymin = ( box.min.y - origin.y ) * invdiry;
  				tymax = ( box.max.y - origin.y ) * invdiry;
  
  			} else {
  
  				tymin = ( box.max.y - origin.y ) * invdiry;
  				tymax = ( box.min.y - origin.y ) * invdiry;
  
  			}
  
  			if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  
  			// These lines also handle the case where tmin or tmax is NaN
  			// (result of 0 * Infinity). x !== x returns true if x is NaN
  
  			if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  
  			if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  
  			if ( invdirz >= 0 ) {
  
  				tzmin = ( box.min.z - origin.z ) * invdirz;
  				tzmax = ( box.max.z - origin.z ) * invdirz;
  
  			} else {
  
  				tzmin = ( box.max.z - origin.z ) * invdirz;
  				tzmax = ( box.min.z - origin.z ) * invdirz;
  
  			}
  
  			if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  
  			if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  
  			if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  
  			//return point closest to the ray (positive side)
  
  			if ( tmax < 0 ) return null;
  
  			return this.at( tmin >= 0 ? tmin : tmax, target );
  
  		},
  
  		intersectsBox: ( function () {
  
  			var v = new Vector3();
  
  			return function intersectsBox( box ) {
  
  				return this.intersectBox( box, v ) !== null;
  
  			};
  
  		} )(),
  
  		intersectTriangle: function () {
  
  			// Compute the offset origin, edges, and normal.
  			var diff = new Vector3();
  			var edge1 = new Vector3();
  			var edge2 = new Vector3();
  			var normal = new Vector3();
  
  			return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  
  				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  
  				edge1.subVectors( b, a );
  				edge2.subVectors( c, a );
  				normal.crossVectors( edge1, edge2 );
  
  				// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  				// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  				//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  				//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  				//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  				var DdN = this.direction.dot( normal );
  				var sign;
  
  				if ( DdN > 0 ) {
  
  					if ( backfaceCulling ) return null;
  					sign = 1;
  
  				} else if ( DdN < 0 ) {
  
  					sign = - 1;
  					DdN = - DdN;
  
  				} else {
  
  					return null;
  
  				}
  
  				diff.subVectors( this.origin, a );
  				var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  
  				// b1 < 0, no intersection
  				if ( DdQxE2 < 0 ) {
  
  					return null;
  
  				}
  
  				var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  
  				// b2 < 0, no intersection
  				if ( DdE1xQ < 0 ) {
  
  					return null;
  
  				}
  
  				// b1+b2 > 1, no intersection
  				if ( DdQxE2 + DdE1xQ > DdN ) {
  
  					return null;
  
  				}
  
  				// Line intersects triangle, check if ray does.
  				var QdN = - sign * diff.dot( normal );
  
  				// t < 0, no intersection
  				if ( QdN < 0 ) {
  
  					return null;
  
  				}
  
  				// Ray intersects triangle.
  				return this.at( QdN / DdN, target );
  
  			};
  
  		}(),
  
  		applyMatrix4: function ( matrix4 ) {
  
  			this.origin.applyMatrix4( matrix4 );
  			this.direction.transformDirection( matrix4 );
  
  			return this;
  
  		},
  
  		equals: function ( ray ) {
  
  			return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	// 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". //
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function EventDispatcher() {}
  
  	Object.assign( EventDispatcher.prototype, {
  
  		addEventListener: function ( type, listener ) {
  
  			if ( this._listeners === undefined ) this._listeners = {};
  
  			var listeners = this._listeners;
  
  			if ( listeners[ type ] === undefined ) {
  
  				listeners[ type ] = [];
  
  			}
  
  			if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  
  				listeners[ type ].push( listener );
  
  			}
  
  		},
  
  		hasEventListener: function ( type, listener ) {
  
  			if ( this._listeners === undefined ) return false;
  
  			var listeners = this._listeners;
  
  			return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  
  		},
  
  		removeEventListener: function ( type, listener ) {
  
  			if ( this._listeners === undefined ) return;
  
  			var listeners = this._listeners;
  			var listenerArray = listeners[ type ];
  
  			if ( listenerArray !== undefined ) {
  
  				var index = listenerArray.indexOf( listener );
  
  				if ( index !== - 1 ) {
  
  					listenerArray.splice( index, 1 );
  
  				}
  
  			}
  
  		},
  
  		dispatchEvent: function ( event ) {
  
  			if ( this._listeners === undefined ) return;
  
  			var listeners = this._listeners;
  			var listenerArray = listeners[ event.type ];
  
  			if ( listenerArray !== undefined ) {
  
  				event.target = this;
  
  				var array = listenerArray.slice( 0 );
  
  				for ( var i = 0, l = array.length; i < l; i ++ ) {
  
  					array[ i ].call( this, event );
  
  				}
  
  			}
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Euler( x, y, z, order ) {
  
  		this._x = x || 0;
  		this._y = y || 0;
  		this._z = z || 0;
  		this._order = order || Euler.DefaultOrder;
  
  	}
  
  	Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  
  	Euler.DefaultOrder = 'XYZ';
  
  	Object.defineProperties( Euler.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();
  
  			}
  
  		},
  
  		order: {
  
  			get: function () {
  
  				return this._order;
  
  			},
  
  			set: function ( value ) {
  
  				this._order = value;
  				this.onChangeCallback();
  
  			}
  
  		}
  
  	} );
  
  	Object.assign( Euler.prototype, {
  
  		isEuler: true,
  
  		set: function ( x, y, z, order ) {
  
  			this._x = x;
  			this._y = y;
  			this._z = z;
  			this._order = order || this._order;
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this._x, this._y, this._z, this._order );
  
  		},
  
  		copy: function ( euler ) {
  
  			this._x = euler._x;
  			this._y = euler._y;
  			this._z = euler._z;
  			this._order = euler._order;
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		setFromRotationMatrix: function ( m, order, update ) {
  
  			var clamp = _Math.clamp;
  
  			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  			var te = m.elements;
  			var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  			var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  			var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  
  			order = order || this._order;
  
  			if ( order === 'XYZ' ) {
  
  				this._y = Math.asin( clamp( m13, - 1, 1 ) );
  
  				if ( Math.abs( m13 ) < 0.99999 ) {
  
  					this._x = Math.atan2( - m23, m33 );
  					this._z = Math.atan2( - m12, m11 );
  
  				} else {
  
  					this._x = Math.atan2( m32, m22 );
  					this._z = 0;
  
  				}
  
  			} else if ( order === 'YXZ' ) {
  
  				this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  
  				if ( Math.abs( m23 ) < 0.99999 ) {
  
  					this._y = Math.atan2( m13, m33 );
  					this._z = Math.atan2( m21, m22 );
  
  				} else {
  
  					this._y = Math.atan2( - m31, m11 );
  					this._z = 0;
  
  				}
  
  			} else if ( order === 'ZXY' ) {
  
  				this._x = Math.asin( clamp( m32, - 1, 1 ) );
  
  				if ( Math.abs( m32 ) < 0.99999 ) {
  
  					this._y = Math.atan2( - m31, m33 );
  					this._z = Math.atan2( - m12, m22 );
  
  				} else {
  
  					this._y = 0;
  					this._z = Math.atan2( m21, m11 );
  
  				}
  
  			} else if ( order === 'ZYX' ) {
  
  				this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  
  				if ( Math.abs( m31 ) < 0.99999 ) {
  
  					this._x = Math.atan2( m32, m33 );
  					this._z = Math.atan2( m21, m11 );
  
  				} else {
  
  					this._x = 0;
  					this._z = Math.atan2( - m12, m22 );
  
  				}
  
  			} else if ( order === 'YZX' ) {
  
  				this._z = Math.asin( clamp( m21, - 1, 1 ) );
  
  				if ( Math.abs( m21 ) < 0.99999 ) {
  
  					this._x = Math.atan2( - m23, m22 );
  					this._y = Math.atan2( - m31, m11 );
  
  				} else {
  
  					this._x = 0;
  					this._y = Math.atan2( m13, m33 );
  
  				}
  
  			} else if ( order === 'XZY' ) {
  
  				this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  
  				if ( Math.abs( m12 ) < 0.99999 ) {
  
  					this._x = Math.atan2( m32, m22 );
  					this._y = Math.atan2( m13, m11 );
  
  				} else {
  
  					this._x = Math.atan2( - m23, m33 );
  					this._y = 0;
  
  				}
  
  			} else {
  
  				console.warn( 'Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  
  			}
  
  			this._order = order;
  
  			if ( update !== false ) this.onChangeCallback();
  
  			return this;
  
  		},
  
  		setFromQuaternion: function () {
  
  			var matrix = new Matrix4();
  
  			return function setFromQuaternion( q, order, update ) {
  
  				matrix.makeRotationFromQuaternion( q );
  
  				return this.setFromRotationMatrix( matrix, order, update );
  
  			};
  
  		}(),
  
  		setFromVector3: function ( v, order ) {
  
  			return this.set( v.x, v.y, v.z, order || this._order );
  
  		},
  
  		reorder: function () {
  
  			// WARNING: this discards revolution information -bhouston
  
  			var q = new Quaternion();
  
  			return function reorder( newOrder ) {
  
  				q.setFromEuler( this );
  
  				return this.setFromQuaternion( q, newOrder );
  
  			};
  
  		}(),
  
  		equals: function ( euler ) {
  
  			return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  
  		},
  
  		fromArray: function ( array ) {
  
  			this._x = array[ 0 ];
  			this._y = array[ 1 ];
  			this._z = array[ 2 ];
  			if ( array[ 3 ] !== undefined ) this._order = array[ 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._order;
  
  			return array;
  
  		},
  
  		toVector3: function ( optionalResult ) {
  
  			if ( optionalResult ) {
  
  				return optionalResult.set( this._x, this._y, this._z );
  
  			} else {
  
  				return new Vector3( this._x, this._y, this._z );
  
  			}
  
  		},
  
  		onChange: function ( callback ) {
  
  			this.onChangeCallback = callback;
  
  			return this;
  
  		},
  
  		onChangeCallback: function () {}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	// 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". //
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Layers() {
  
  		this.mask = 1 | 0;
  
  	}
  
  	Object.assign( Layers.prototype, {
  
  		set: function ( channel ) {
  
  			this.mask = 1 << channel | 0;
  
  		},
  
  		enable: function ( channel ) {
  
  			this.mask |= 1 << channel | 0;
  
  		},
  
  		toggle: function ( channel ) {
  
  			this.mask ^= 1 << channel | 0;
  
  		},
  
  		disable: function ( channel ) {
  
  			this.mask &= ~ ( 1 << channel | 0 );
  
  		},
  
  		test: function ( layers ) {
  
  			return ( this.mask & layers.mask ) !== 0;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Matrix3() {
  
  		this.elements = [
  
  			1, 0, 0,
  			0, 1, 0,
  			0, 0, 1
  
  		];
  
  		if ( arguments.length > 0 ) {
  
  			console.error( 'Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  
  		}
  
  	}
  
  	Object.assign( Matrix3.prototype, {
  
  		isMatrix3: true,
  
  		set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  
  			var te = this.elements;
  
  			te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  			te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  			te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  
  			return this;
  
  		},
  
  		identity: function () {
  
  			this.set(
  
  				1, 0, 0,
  				0, 1, 0,
  				0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().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 ];
  
  			return this;
  
  		},
  
  		setFromMatrix4: function ( m ) {
  
  			var me = m.elements;
  
  			this.set(
  
  				me[ 0 ], me[ 4 ], me[ 8 ],
  				me[ 1 ], me[ 5 ], me[ 9 ],
  				me[ 2 ], me[ 6 ], me[ 10 ]
  
  			);
  
  			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.applyMatrix3( this );
  
  					attribute.setXYZ( i, v1.x, v1.y, v1.z );
  
  				}
  
  				return attribute;
  
  			};
  
  		}(),
  
  		multiply: function ( m ) {
  
  			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[ 3 ], a13 = ae[ 6 ];
  			var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  			var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  
  			var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  			var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  			var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  
  			te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  			te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  			te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  
  			te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  			te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  			te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  
  			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  			te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  			te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( s ) {
  
  			var te = this.elements;
  
  			te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  			te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  			te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  
  			return this;
  
  		},
  
  		determinant: function () {
  
  			var te = this.elements;
  
  			var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  				d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  				g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  
  			return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  
  		},
  
  		getInverse: function ( matrix, throwOnDegenerate ) {
  
  			if ( matrix && matrix.isMatrix4 ) {
  
  				console.error( "Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  
  			}
  
  			var me = matrix.elements,
  				te = this.elements,
  
  				n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  				n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  				n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  
  				t11 = n33 * n22 - n32 * n23,
  				t12 = n32 * n13 - n33 * n12,
  				t13 = n23 * n12 - n22 * n13,
  
  				det = n11 * t11 + n21 * t12 + n31 * t13;
  
  			if ( det === 0 ) {
  
  				var msg = "Matrix3: .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 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  			te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  
  			te[ 3 ] = t12 * detInv;
  			te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  			te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  
  			te[ 6 ] = t13 * detInv;
  			te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  			te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  
  			return this;
  
  		},
  
  		transpose: function () {
  
  			var tmp, m = this.elements;
  
  			tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  			tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  			tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  
  			return this;
  
  		},
  
  		getNormalMatrix: function ( matrix4 ) {
  
  			return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  
  		},
  
  		transposeIntoArray: function ( r ) {
  
  			var m = this.elements;
  
  			r[ 0 ] = m[ 0 ];
  			r[ 1 ] = m[ 3 ];
  			r[ 2 ] = m[ 6 ];
  			r[ 3 ] = m[ 1 ];
  			r[ 4 ] = m[ 4 ];
  			r[ 5 ] = m[ 7 ];
  			r[ 6 ] = m[ 2 ];
  			r[ 7 ] = m[ 5 ];
  			r[ 8 ] = m[ 8 ];
  
  			return this;
  
  		},
  
  		setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  
  			var c = Math.cos( rotation );
  			var s = Math.sin( rotation );
  
  			this.set(
  				sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  				- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  				0, 0, 1
  			);
  
  		},
  
  		scale: function ( sx, sy ) {
  
  			var te = this.elements;
  
  			te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  			te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  
  			return this;
  
  		},
  
  		rotate: function ( theta ) {
  
  			var c = Math.cos( theta );
  			var s = Math.sin( theta );
  
  			var te = this.elements;
  
  			var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  			var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  
  			te[ 0 ] = c * a11 + s * a21;
  			te[ 3 ] = c * a12 + s * a22;
  			te[ 6 ] = c * a13 + s * a23;
  
  			te[ 1 ] = - s * a11 + c * a21;
  			te[ 4 ] = - s * a12 + c * a22;
  			te[ 7 ] = - s * a13 + c * a23;
  
  			return this;
  
  		},
  
  		translate: function ( tx, ty ) {
  
  			var te = this.elements;
  
  			te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  			te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  
  			return this;
  
  		},
  
  		equals: function ( matrix ) {
  
  			var te = this.elements;
  			var me = matrix.elements;
  
  			for ( var i = 0; i < 9; i ++ ) {
  
  				if ( te[ i ] !== me[ i ] ) return false;
  
  			}
  
  			return true;
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			for ( var i = 0; i < 9; 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 ];
  
  			return array;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	var object3DId = 0;
  
  	function Object3D() {
  
  		Object.defineProperty( this, 'id', { value: object3DId ++ } );
  
  		this.uuid = _Math.generateUUID();
  
  		this.name = '';
  		this.type = 'Object3D';
  
  		this.parent = null;
  		this.children = [];
  
  		this.up = Object3D.DefaultUp.clone();
  
  		var position = new Vector3();
  		var rotation = new Euler();
  		var quaternion = new Quaternion();
  		var scale = new Vector3( 1, 1, 1 );
  
  		function onRotationChange() {
  
  			quaternion.setFromEuler( rotation, false );
  
  		}
  
  		function onQuaternionChange() {
  
  			rotation.setFromQuaternion( quaternion, undefined, false );
  
  		}
  
  		rotation.onChange( onRotationChange );
  		quaternion.onChange( onQuaternionChange );
  
  		Object.defineProperties( this, {
  			position: {
  				enumerable: true,
  				value: position
  			},
  			rotation: {
  				enumerable: true,
  				value: rotation
  			},
  			quaternion: {
  				enumerable: true,
  				value: quaternion
  			},
  			scale: {
  				enumerable: true,
  				value: scale
  			},
  			modelViewMatrix: {
  				value: new Matrix4()
  			},
  			normalMatrix: {
  				value: new Matrix3()
  			}
  		} );
  
  		this.matrix = new Matrix4();
  		this.matrixWorld = new Matrix4();
  
  		this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  		this.matrixWorldNeedsUpdate = false;
  
  		this.layers = new Layers();
  		this.visible = true;
  
  		this.castShadow = false;
  		this.receiveShadow = false;
  
  		this.frustumCulled = true;
  		this.renderOrder = 0;
  
  		this.userData = {};
  
  	}
  
  	Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  	Object3D.DefaultMatrixAutoUpdate = true;
  
  	Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  
  		constructor: Object3D,
  
  		isObject3D: true,
  
  		onBeforeRender: function () {},
  		onAfterRender: function () {},
  
  		applyMatrix: function ( matrix ) {
  
  			this.matrix.multiplyMatrices( matrix, this.matrix );
  
  			this.matrix.decompose( this.position, this.quaternion, this.scale );
  
  		},
  
  		applyQuaternion: function ( q ) {
  
  			this.quaternion.premultiply( q );
  
  			return this;
  
  		},
  
  		setRotationFromAxisAngle: function ( axis, angle ) {
  
  			// assumes axis is normalized
  
  			this.quaternion.setFromAxisAngle( axis, angle );
  
  		},
  
  		setRotationFromEuler: function ( euler ) {
  
  			this.quaternion.setFromEuler( euler, true );
  
  		},
  
  		setRotationFromMatrix: function ( m ) {
  
  			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  			this.quaternion.setFromRotationMatrix( m );
  
  		},
  
  		setRotationFromQuaternion: function ( q ) {
  
  			// assumes q is normalized
  
  			this.quaternion.copy( q );
  
  		},
  
  		rotateOnAxis: function () {
  
  			// rotate object on axis in object space
  			// axis is assumed to be normalized
  
  			var q1 = new Quaternion();
  
  			return function rotateOnAxis( axis, angle ) {
  
  				q1.setFromAxisAngle( axis, angle );
  
  				this.quaternion.multiply( q1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateOnWorldAxis: function () {
  
  			// rotate object on axis in world space
  			// axis is assumed to be normalized
  			// method assumes no rotated parent
  
  			var q1 = new Quaternion();
  
  			return function rotateOnWorldAxis( axis, angle ) {
  
  				q1.setFromAxisAngle( axis, angle );
  
  				this.quaternion.premultiply( q1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateX: function () {
  
  			var v1 = new Vector3( 1, 0, 0 );
  
  			return function rotateX( angle ) {
  
  				return this.rotateOnAxis( v1, angle );
  
  			};
  
  		}(),
  
  		rotateY: function () {
  
  			var v1 = new Vector3( 0, 1, 0 );
  
  			return function rotateY( angle ) {
  
  				return this.rotateOnAxis( v1, angle );
  
  			};
  
  		}(),
  
  		rotateZ: function () {
  
  			var v1 = new Vector3( 0, 0, 1 );
  
  			return function rotateZ( angle ) {
  
  				return this.rotateOnAxis( v1, angle );
  
  			};
  
  		}(),
  
  		translateOnAxis: function () {
  
  			// translate object by distance along axis in object space
  			// axis is assumed to be normalized
  
  			var v1 = new Vector3();
  
  			return function translateOnAxis( axis, distance ) {
  
  				v1.copy( axis ).applyQuaternion( this.quaternion );
  
  				this.position.add( v1.multiplyScalar( distance ) );
  
  				return this;
  
  			};
  
  		}(),
  
  		translateX: function () {
  
  			var v1 = new Vector3( 1, 0, 0 );
  
  			return function translateX( distance ) {
  
  				return this.translateOnAxis( v1, distance );
  
  			};
  
  		}(),
  
  		translateY: function () {
  
  			var v1 = new Vector3( 0, 1, 0 );
  
  			return function translateY( distance ) {
  
  				return this.translateOnAxis( v1, distance );
  
  			};
  
  		}(),
  
  		translateZ: function () {
  
  			var v1 = new Vector3( 0, 0, 1 );
  
  			return function translateZ( distance ) {
  
  				return this.translateOnAxis( v1, distance );
  
  			};
  
  		}(),
  
  		localToWorld: function ( vector ) {
  
  			return vector.applyMatrix4( this.matrixWorld );
  
  		},
  
  		worldToLocal: function () {
  
  			var m1 = new Matrix4();
  
  			return function worldToLocal( vector ) {
  
  				return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  
  			};
  
  		}(),
  
  		lookAt: function () {
  
  			// This method does not support objects having non-uniformly-scaled parent(s)
  
  			var q1 = new Quaternion();
  			var m1 = new Matrix4();
  			var target = new Vector3();
  			var position = new Vector3();
  
  			return function lookAt( x, y, z ) {
  
  				if ( x.isVector3 ) {
  
  					target.copy( x );
  
  				} else {
  
  					target.set( x, y, z );
  
  				}
  
  				var parent = this.parent;
  
  				this.updateWorldMatrix( true, false );
  
  				position.setFromMatrixPosition( this.matrixWorld );
  
  				if ( this.isCamera ) {
  
  					m1.lookAt( position, target, this.up );
  
  				} else {
  
  					m1.lookAt( target, position, this.up );
  
  				}
  
  				this.quaternion.setFromRotationMatrix( m1 );
  
  				if ( parent ) {
  
  					m1.extractRotation( parent.matrixWorld );
  					q1.setFromRotationMatrix( m1 );
  					this.quaternion.premultiply( q1.inverse() );
  
  				}
  
  			};
  
  		}(),
  
  		add: function ( object ) {
  
  			if ( arguments.length > 1 ) {
  
  				for ( var i = 0; i < arguments.length; i ++ ) {
  
  					this.add( arguments[ i ] );
  
  				}
  
  				return this;
  
  			}
  
  			if ( object === this ) {
  
  				console.error( "Object3D.add: object can't be added as a child of itself.", object );
  				return this;
  
  			}
  
  			if ( ( object && object.isObject3D ) ) {
  
  				if ( object.parent !== null ) {
  
  					object.parent.remove( object );
  
  				}
  
  				object.parent = this;
  				object.dispatchEvent( { type: 'added' } );
  
  				this.children.push( object );
  
  			} else {
  
  				console.error( "Object3D.add: object not an instance of Object3D.", object );
  
  			}
  
  			return this;
  
  		},
  
  		remove: function ( object ) {
  
  			if ( arguments.length > 1 ) {
  
  				for ( var i = 0; i < arguments.length; i ++ ) {
  
  					this.remove( arguments[ i ] );
  
  				}
  
  				return this;
  
  			}
  
  			var index = this.children.indexOf( object );
  
  			if ( index !== - 1 ) {
  
  				object.parent = null;
  
  				object.dispatchEvent( { type: 'removed' } );
  
  				this.children.splice( index, 1 );
  
  			}
  
  			return this;
  
  		},
  
  		getObjectById: function ( id ) {
  
  			return this.getObjectByProperty( 'id', id );
  
  		},
  
  		getObjectByName: function ( name ) {
  
  			return this.getObjectByProperty( 'name', name );
  
  		},
  
  		getObjectByProperty: function ( name, value ) {
  
  			if ( this[ name ] === value ) return this;
  
  			for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  
  				var child = this.children[ i ];
  				var object = child.getObjectByProperty( name, value );
  
  				if ( object !== undefined ) {
  
  					return object;
  
  				}
  
  			}
  
  			return undefined;
  
  		},
  
  		getWorldPosition: function ( target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Object3D: .getWorldPosition() target is now required' );
  				target = new Vector3();
  
  			}
  
  			this.updateMatrixWorld( true );
  
  			return target.setFromMatrixPosition( this.matrixWorld );
  
  		},
  
  		getWorldQuaternion: function () {
  
  			var position = new Vector3();
  			var scale = new Vector3();
  
  			return function getWorldQuaternion( target ) {
  
  				if ( target === undefined ) {
  
  					console.warn( 'Object3D: .getWorldQuaternion() target is now required' );
  					target = new Quaternion();
  
  				}
  
  				this.updateMatrixWorld( true );
  
  				this.matrixWorld.decompose( position, target, scale );
  
  				return target;
  
  			};
  
  		}(),
  
  		getWorldScale: function () {
  
  			var position = new Vector3();
  			var quaternion = new Quaternion();
  
  			return function getWorldScale( target ) {
  
  				if ( target === undefined ) {
  
  					console.warn( 'Object3D: .getWorldScale() target is now required' );
  					target = new Vector3();
  
  				}
  
  				this.updateMatrixWorld( true );
  
  				this.matrixWorld.decompose( position, quaternion, target );
  
  				return target;
  
  			};
  
  		}(),
  
  		getWorldDirection: function ( target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Object3D: .getWorldDirection() target is now required' );
  				target = new Vector3();
  
  			}
  
  			this.updateMatrixWorld( true );
  
  			var e = this.matrixWorld.elements;
  
  			return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  
  		},
  
  		raycast: function () {},
  
  		traverse: function ( callback ) {
  
  			callback( this );
  
  			var children = this.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				children[ i ].traverse( callback );
  
  			}
  
  		},
  
  		traverseVisible: function ( callback ) {
  
  			if ( this.visible === false ) return;
  
  			callback( this );
  
  			var children = this.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				children[ i ].traverseVisible( callback );
  
  			}
  
  		},
  
  		traverseAncestors: function ( callback ) {
  
  			var parent = this.parent;
  
  			if ( parent !== null ) {
  
  				callback( parent );
  
  				parent.traverseAncestors( callback );
  
  			}
  
  		},
  
  		updateMatrix: function () {
  
  			this.matrix.compose( this.position, this.quaternion, this.scale );
  
  			this.matrixWorldNeedsUpdate = true;
  
  		},
  
  		updateMatrixWorld: function ( force ) {
  
  			if ( this.matrixAutoUpdate ) this.updateMatrix();
  
  			if ( this.matrixWorldNeedsUpdate || force ) {
  
  				if ( this.parent === null ) {
  
  					this.matrixWorld.copy( this.matrix );
  
  				} else {
  
  					this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  
  				}
  
  				this.matrixWorldNeedsUpdate = false;
  
  				force = true;
  
  			}
  
  			// update children
  
  			var children = this.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				children[ i ].updateMatrixWorld( force );
  
  			}
  
  		},
  
  		updateWorldMatrix: function ( updateParents, updateChildren ) {
  
  			var parent = this.parent;
  
  			if ( updateParents === true && parent !== null ) {
  
  				parent.updateWorldMatrix( true, false );
  
  			}
  
  			if ( this.matrixAutoUpdate ) this.updateMatrix();
  
  			if ( this.parent === null ) {
  
  				this.matrixWorld.copy( this.matrix );
  
  			} else {
  
  				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  
  			}
  
  			// update children
  
  			if ( updateChildren === true ) {
  
  				var children = this.children;
  
  				for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  					children[ i ].updateWorldMatrix( false, true );
  
  				}
  
  			}
  
  		},
  
  		toJSON: function ( meta ) {
  
  			// meta is a string when called from JSON.stringify
  			var isRootObject = ( meta === undefined || typeof meta === 'string' );
  
  			var output = {};
  
  			// meta is a hash used to collect geometries, materials.
  			// not providing it implies that this is the root object
  			// being serialized.
  			if ( isRootObject ) {
  
  				// initialize meta obj
  				meta = {
  					geometries: {},
  					materials: {},
  					textures: {},
  					images: {},
  					shapes: {}
  				};
  
  				output.metadata = {
  					version: 4.5,
  					type: 'Object',
  					generator: 'Object3D.toJSON'
  				};
  
  			}
  
  			// standard Object3D serialization
  
  			var object = {};
  
  			object.uuid = this.uuid;
  			object.type = this.type;
  
  			if ( this.name !== '' ) object.name = this.name;
  			if ( this.castShadow === true ) object.castShadow = true;
  			if ( this.receiveShadow === true ) object.receiveShadow = true;
  			if ( this.visible === false ) object.visible = false;
  			if ( this.frustumCulled === false ) object.frustumCulled = false;
  			if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  			if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  
  			object.layers = this.layers.mask;
  			object.matrix = this.matrix.toArray();
  
  			if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  
  			//
  
  			function serialize( library, element ) {
  
  				if ( library[ element.uuid ] === undefined ) {
  
  					library[ element.uuid ] = element.toJSON( meta );
  
  				}
  
  				return element.uuid;
  
  			}
  
  			if ( this.isMesh || this.isLine || this.isPoints ) {
  
  				object.geometry = serialize( meta.geometries, this.geometry );
  
  				var parameters = this.geometry.parameters;
  
  				if ( parameters !== undefined && parameters.shapes !== undefined ) {
  
  					var shapes = parameters.shapes;
  
  					if ( Array.isArray( shapes ) ) {
  
  						for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  
  							var shape = shapes[ i ];
  
  							serialize( meta.shapes, shape );
  
  						}
  
  					} else {
  
  						serialize( meta.shapes, shapes );
  
  					}
  
  				}
  
  			}
  
  			if ( this.material !== undefined ) {
  
  				if ( Array.isArray( this.material ) ) {
  
  					var uuids = [];
  
  					for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  
  						uuids.push( serialize( meta.materials, this.material[ i ] ) );
  
  					}
  
  					object.material = uuids;
  
  				} else {
  
  					object.material = serialize( meta.materials, this.material );
  
  				}
  
  			}
  
  			//
  
  			if ( this.children.length > 0 ) {
  
  				object.children = [];
  
  				for ( var i = 0; i < this.children.length; i ++ ) {
  
  					object.children.push( this.children[ i ].toJSON( meta ).object );
  
  				}
  
  			}
  
  			if ( isRootObject ) {
  
  				var geometries = extractFromCache( meta.geometries );
  				var materials = extractFromCache( meta.materials );
  				var textures = extractFromCache( meta.textures );
  				var images = extractFromCache( meta.images );
  				var shapes = extractFromCache( meta.shapes );
  
  				if ( geometries.length > 0 ) output.geometries = geometries;
  				if ( materials.length > 0 ) output.materials = materials;
  				if ( textures.length > 0 ) output.textures = textures;
  				if ( images.length > 0 ) output.images = images;
  				if ( shapes.length > 0 ) output.shapes = shapes;
  
  			}
  
  			output.object = object;
  
  			return output;
  
  			// extract data from the cache hash
  			// remove metadata on each item
  			// and return as array
  			function extractFromCache( cache ) {
  
  				var values = [];
  				for ( var key in cache ) {
  
  					var data = cache[ key ];
  					delete data.metadata;
  					values.push( data );
  
  				}
  				return values;
  
  			}
  
  		},
  
  		clone: function ( recursive ) {
  
  			return new this.constructor().copy( this, recursive );
  
  		},
  
  		copy: function ( source, recursive ) {
  
  			if ( recursive === undefined ) recursive = true;
  
  			this.name = source.name;
  
  			this.up.copy( source.up );
  
  			this.position.copy( source.position );
  			this.quaternion.copy( source.quaternion );
  			this.scale.copy( source.scale );
  
  			this.matrix.copy( source.matrix );
  			this.matrixWorld.copy( source.matrixWorld );
  
  			this.matrixAutoUpdate = source.matrixAutoUpdate;
  			this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  
  			this.layers.mask = source.layers.mask;
  			this.visible = source.visible;
  
  			this.castShadow = source.castShadow;
  			this.receiveShadow = source.receiveShadow;
  
  			this.frustumCulled = source.frustumCulled;
  			this.renderOrder = source.renderOrder;
  
  			this.userData = JSON.parse( JSON.stringify( source.userData ) );
  
  			if ( recursive === true ) {
  
  				for ( var i = 0; i < source.children.length; i ++ ) {
  
  					var child = source.children[ i ];
  					this.add( child.clone() );
  
  				}
  
  			}
  
  			return this;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Triangle( a, b, c ) {
  
  		this.a = ( a !== undefined ) ? a : new Vector3();
  		this.b = ( b !== undefined ) ? b : new Vector3();
  		this.c = ( c !== undefined ) ? c : new Vector3();
  
  	}
  
  	Object.assign( Triangle, {
  
  		getNormal: function () {
  
  			var v0 = new Vector3();
  
  			return function getNormal( a, b, c, target ) {
  
  				if ( target === undefined ) {
  
  					console.warn( 'Triangle: .getNormal() target is now required' );
  					target = new Vector3();
  
  				}
  
  				target.subVectors( c, b );
  				v0.subVectors( a, b );
  				target.cross( v0 );
  
  				var targetLengthSq = target.lengthSq();
  				if ( targetLengthSq > 0 ) {
  
  					return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  
  				}
  
  				return target.set( 0, 0, 0 );
  
  			};
  
  		}(),
  
  		// static/instance method to calculate barycentric coordinates
  		// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  		getBarycoord: function () {
  
  			var v0 = new Vector3();
  			var v1 = new Vector3();
  			var v2 = new Vector3();
  
  			return function getBarycoord( point, a, b, c, target ) {
  
  				v0.subVectors( c, a );
  				v1.subVectors( b, a );
  				v2.subVectors( point, a );
  
  				var dot00 = v0.dot( v0 );
  				var dot01 = v0.dot( v1 );
  				var dot02 = v0.dot( v2 );
  				var dot11 = v1.dot( v1 );
  				var dot12 = v1.dot( v2 );
  
  				var denom = ( dot00 * dot11 - dot01 * dot01 );
  
  				if ( target === undefined ) {
  
  					console.warn( 'Triangle: .getBarycoord() target is now required' );
  					target = new Vector3();
  
  				}
  
  				// collinear or singular triangle
  				if ( denom === 0 ) {
  
  					// arbitrary location outside of triangle?
  					// not sure if this is the best idea, maybe should be returning undefined
  					return target.set( - 2, - 1, - 1 );
  
  				}
  
  				var invDenom = 1 / denom;
  				var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  				var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  
  				// barycentric coordinates must always sum to 1
  				return target.set( 1 - u - v, v, u );
  
  			};
  
  		}(),
  
  		containsPoint: function () {
  
  			var v1 = new Vector3();
  
  			return function containsPoint( point, a, b, c ) {
  
  				Triangle.getBarycoord( point, a, b, c, v1 );
  
  				return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  
  			};
  
  		}(),
  
  		getUV: function () {
  
  			var barycoord = new Vector3();
  
  			return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  
  				this.getBarycoord( point, p1, p2, p3, barycoord );
  
  				target.set( 0, 0 );
  				target.addScaledVector( uv1, barycoord.x );
  				target.addScaledVector( uv2, barycoord.y );
  				target.addScaledVector( uv3, barycoord.z );
  
  				return target;
  
  			};
  
  		}()
  
  	} );
  
  	Object.assign( Triangle.prototype, {
  
  		set: function ( a, b, c ) {
  
  			this.a.copy( a );
  			this.b.copy( b );
  			this.c.copy( c );
  
  			return this;
  
  		},
  
  		setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  
  			this.a.copy( points[ i0 ] );
  			this.b.copy( points[ i1 ] );
  			this.c.copy( points[ i2 ] );
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( triangle ) {
  
  			this.a.copy( triangle.a );
  			this.b.copy( triangle.b );
  			this.c.copy( triangle.c );
  
  			return this;
  
  		},
  
  		getArea: function () {
  
  			var v0 = new Vector3();
  			var v1 = new Vector3();
  
  			return function getArea() {
  
  				v0.subVectors( this.c, this.b );
  				v1.subVectors( this.a, this.b );
  
  				return v0.cross( v1 ).length() * 0.5;
  
  			};
  
  		}(),
  
  		getMidpoint: function ( target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Triangle: .getMidpoint() target is now required' );
  				target = new Vector3();
  
  			}
  
  			return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  
  		},
  
  		getNormal: function ( target ) {
  
  			return Triangle.getNormal( this.a, this.b, this.c, target );
  
  		},
  
  		getPlane: function ( target ) {
  
  			if ( target === undefined ) {
  
  				console.warn( 'Triangle: .getPlane() target is now required' );
  				target = new Vector3();
  
  			}
  
  			return target.setFromCoplanarPoints( this.a, this.b, this.c );
  
  		},
  
  		getBarycoord: function ( point, target ) {
  
  			return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  
  		},
  
  		containsPoint: function ( point ) {
  
  			return Triangle.containsPoint( point, this.a, this.b, this.c );
  
  		},
  
  		getUV: function ( point, uv1, uv2, uv3, result ) {
  
  			return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result );
  
  		},
  
  		intersectsBox: function ( box ) {
  
  			return box.intersectsTriangle( this );
  
  		},
  
  		closestPointToPoint: function () {
  
  			var vab = new Vector3();
  			var vac = new Vector3();
  			var vbc = new Vector3();
  			var vap = new Vector3();
  			var vbp = new Vector3();
  			var vcp = new Vector3();
  
  			return function closestPointToPoint( p, target ) {
  
  				if ( target === undefined ) {
  
  					console.warn( 'Triangle: .closestPointToPoint() target is now required' );
  					target = new Vector3();
  
  				}
  
  				var a = this.a, b = this.b, c = this.c;
  				var v, w;
  
  				// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  				// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  				// under the accompanying license; see chapter 5.1.5 for detailed explanation.
  				// basically, we're distinguishing which of the voronoi regions of the triangle
  				// the point lies in with the minimum amount of redundant computation.
  
  				vab.subVectors( b, a );
  				vac.subVectors( c, a );
  				vap.subVectors( p, a );
  				var d1 = vab.dot( vap );
  				var d2 = vac.dot( vap );
  				if ( d1 <= 0 && d2 <= 0 ) {
  
  					// vertex region of A; barycentric coords (1, 0, 0)
  					return target.copy( a );
  
  				}
  
  				vbp.subVectors( p, b );
  				var d3 = vab.dot( vbp );
  				var d4 = vac.dot( vbp );
  				if ( d3 >= 0 && d4 <= d3 ) {
  
  					// vertex region of B; barycentric coords (0, 1, 0)
  					return target.copy( b );
  
  				}
  
  				var vc = d1 * d4 - d3 * d2;
  				if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  
  					v = d1 / ( d1 - d3 );
  					// edge region of AB; barycentric coords (1-v, v, 0)
  					return target.copy( a ).addScaledVector( vab, v );
  
  				}
  
  				vcp.subVectors( p, c );
  				var d5 = vab.dot( vcp );
  				var d6 = vac.dot( vcp );
  				if ( d6 >= 0 && d5 <= d6 ) {
  
  					// vertex region of C; barycentric coords (0, 0, 1)
  					return target.copy( c );
  
  				}
  
  				var vb = d5 * d2 - d1 * d6;
  				if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  
  					w = d2 / ( d2 - d6 );
  					// edge region of AC; barycentric coords (1-w, 0, w)
  					return target.copy( a ).addScaledVector( vac, w );
  
  				}
  
  				var va = d3 * d6 - d5 * d4;
  				if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  
  					vbc.subVectors( c, b );
  					w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  					// edge region of BC; barycentric coords (0, 1-w, w)
  					return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  
  				}
  
  				// face region
  				var denom = 1 / ( va + vb + vc );
  				// u = va * denom
  				v = vb * denom;
  				w = vc * denom;
  				return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  
  			};
  
  		}(),
  
  		equals: function ( triangle ) {
  
  			return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	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 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;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	var FrontSide = 0;
  	var BackSide = 1;
  	var DoubleSide = 2;
  	var FlatShading = 1;
  	var NoColors = 0;
  	var NormalBlending = 1;
  	var AddEquation = 100;
  	var SrcAlphaFactor = 204;
  	var OneMinusSrcAlphaFactor = 205;
  	var LessEqualDepth = 3;
  	var MultiplyOperation = 0;
  	var TrianglesDrawMode = 0;
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	var materialId = 0;
  
  	function Material() {
  
  		Object.defineProperty( this, 'id', { value: materialId ++ } );
  
  		this.uuid = _Math.generateUUID();
  
  		this.name = '';
  		this.type = 'Material';
  
  		this.fog = true;
  		this.lights = true;
  
  		this.blending = NormalBlending;
  		this.side = FrontSide;
  		this.flatShading = false;
  		this.vertexColors = NoColors; // NoColors, VertexColors, FaceColors
  
  		this.opacity = 1;
  		this.transparent = false;
  
  		this.blendSrc = SrcAlphaFactor;
  		this.blendDst = OneMinusSrcAlphaFactor;
  		this.blendEquation = AddEquation;
  		this.blendSrcAlpha = null;
  		this.blendDstAlpha = null;
  		this.blendEquationAlpha = null;
  
  		this.depthFunc = LessEqualDepth;
  		this.depthTest = true;
  		this.depthWrite = true;
  
  		this.clippingPlanes = null;
  		this.clipIntersection = false;
  		this.clipShadows = false;
  
  		this.shadowSide = null;
  
  		this.colorWrite = true;
  
  		this.precision = null; // override the renderer's default precision for this material
  
  		this.polygonOffset = false;
  		this.polygonOffsetFactor = 0;
  		this.polygonOffsetUnits = 0;
  
  		this.dithering = false;
  
  		this.alphaTest = 0;
  		this.premultipliedAlpha = false;
  
  		this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  
  		this.visible = true;
  
  		this.userData = {};
  
  		this.needsUpdate = true;
  
  	}
  
  	Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  
  		constructor: Material,
  
  		isMaterial: true,
  
  		onBeforeCompile: function () {},
  
  		setValues: function ( values ) {
  
  			if ( values === undefined ) return;
  
  			for ( var key in values ) {
  
  				var newValue = values[ key ];
  
  				if ( newValue === undefined ) {
  
  					console.warn( "Material: '" + key + "' parameter is undefined." );
  					continue;
  
  				}
  
  				// for backward compatability if shading is set in the constructor
  				if ( key === 'shading' ) {
  
  					console.warn( '' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  					this.flatShading = ( newValue === FlatShading ) ? true : false;
  					continue;
  
  				}
  
  				var currentValue = this[ key ];
  
  				if ( currentValue === undefined ) {
  
  					console.warn( "" + this.type + ": '" + key + "' is not a property of this material." );
  					continue;
  
  				}
  
  				if ( currentValue && currentValue.isColor ) {
  
  					currentValue.set( newValue );
  
  				} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  
  					currentValue.copy( newValue );
  
  				} else if ( key === 'overdraw' ) {
  
  					// ensure overdraw is backwards-compatible with legacy boolean type
  					this[ key ] = Number( newValue );
  
  				} else {
  
  					this[ key ] = newValue;
  
  				}
  
  			}
  
  		},
  
  		toJSON: function ( meta ) {
  
  			var isRoot = ( meta === undefined || typeof meta === 'string' );
  
  			if ( isRoot ) {
  
  				meta = {
  					textures: {},
  					images: {}
  				};
  
  			}
  
  			var data = {
  				metadata: {
  					version: 4.5,
  					type: 'Material',
  					generator: 'Material.toJSON'
  				}
  			};
  
  			// standard Material serialization
  			data.uuid = this.uuid;
  			data.type = this.type;
  
  			if ( this.name !== '' ) data.name = this.name;
  
  			if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  
  			if ( this.roughness !== undefined ) data.roughness = this.roughness;
  			if ( this.metalness !== undefined ) data.metalness = this.metalness;
  
  			if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  			if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  
  			if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  			if ( this.shininess !== undefined ) data.shininess = this.shininess;
  			if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  			if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  
  			if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  			if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  			if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  
  			if ( this.aoMap && this.aoMap.isTexture ) {
  
  				data.aoMap = this.aoMap.toJSON( meta ).uuid;
  				data.aoMapIntensity = this.aoMapIntensity;
  
  			}
  
  			if ( this.bumpMap && this.bumpMap.isTexture ) {
  
  				data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  				data.bumpScale = this.bumpScale;
  
  			}
  
  			if ( this.normalMap && this.normalMap.isTexture ) {
  
  				data.normalMap = this.normalMap.toJSON( meta ).uuid;
  				data.normalMapType = this.normalMapType;
  				data.normalScale = this.normalScale.toArray();
  
  			}
  
  			if ( this.displacementMap && this.displacementMap.isTexture ) {
  
  				data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  				data.displacementScale = this.displacementScale;
  				data.displacementBias = this.displacementBias;
  
  			}
  
  			if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  			if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  
  			if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  			if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  
  			if ( this.envMap && this.envMap.isTexture ) {
  
  				data.envMap = this.envMap.toJSON( meta ).uuid;
  				data.reflectivity = this.reflectivity; // Scale behind envMap
  
  			}
  
  			if ( this.gradientMap && this.gradientMap.isTexture ) {
  
  				data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  
  			}
  
  			if ( this.size !== undefined ) data.size = this.size;
  			if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  
  			if ( this.blending !== NormalBlending ) data.blending = this.blending;
  			if ( this.flatShading === true ) data.flatShading = this.flatShading;
  			if ( this.side !== FrontSide ) data.side = this.side;
  			if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  
  			if ( this.opacity < 1 ) data.opacity = this.opacity;
  			if ( this.transparent === true ) data.transparent = this.transparent;
  
  			data.depthFunc = this.depthFunc;
  			data.depthTest = this.depthTest;
  			data.depthWrite = this.depthWrite;
  
  			// rotation (SpriteMaterial)
  			if ( this.rotation !== 0 ) data.rotation = this.rotation;
  
  			if ( this.polygonOffset === true ) data.polygonOffset = true;
  			if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  			if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  
  			if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
  			if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  			if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  			if ( this.scale !== undefined ) data.scale = this.scale;
  
  			if ( this.dithering === true ) data.dithering = true;
  
  			if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  			if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  
  			if ( this.wireframe === true ) data.wireframe = this.wireframe;
  			if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  			if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  			if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  
  			if ( this.morphTargets === true ) data.morphTargets = true;
  			if ( this.skinning === true ) data.skinning = true;
  
  			if ( this.visible === false ) data.visible = false;
  			if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  
  			// TODO: Copied from Object3D.toJSON
  
  			function extractFromCache( cache ) {
  
  				var values = [];
  
  				for ( var key in cache ) {
  
  					var data = cache[ key ];
  					delete data.metadata;
  					values.push( data );
  
  				}
  
  				return values;
  
  			}
  
  			if ( isRoot ) {
  
  				var textures = extractFromCache( meta.textures );
  				var images = extractFromCache( meta.images );
  
  				if ( textures.length > 0 ) data.textures = textures;
  				if ( images.length > 0 ) data.images = images;
  
  			}
  
  			return data;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( source ) {
  
  			this.name = source.name;
  
  			this.fog = source.fog;
  			this.lights = source.lights;
  
  			this.blending = source.blending;
  			this.side = source.side;
  			this.flatShading = source.flatShading;
  			this.vertexColors = source.vertexColors;
  
  			this.opacity = source.opacity;
  			this.transparent = source.transparent;
  
  			this.blendSrc = source.blendSrc;
  			this.blendDst = source.blendDst;
  			this.blendEquation = source.blendEquation;
  			this.blendSrcAlpha = source.blendSrcAlpha;
  			this.blendDstAlpha = source.blendDstAlpha;
  			this.blendEquationAlpha = source.blendEquationAlpha;
  
  			this.depthFunc = source.depthFunc;
  			this.depthTest = source.depthTest;
  			this.depthWrite = source.depthWrite;
  
  			this.colorWrite = source.colorWrite;
  
  			this.precision = source.precision;
  
  			this.polygonOffset = source.polygonOffset;
  			this.polygonOffsetFactor = source.polygonOffsetFactor;
  			this.polygonOffsetUnits = source.polygonOffsetUnits;
  
  			this.dithering = source.dithering;
  
  			this.alphaTest = source.alphaTest;
  			this.premultipliedAlpha = source.premultipliedAlpha;
  
  			this.overdraw = source.overdraw;
  
  			this.visible = source.visible;
  			this.userData = JSON.parse( JSON.stringify( source.userData ) );
  
  			this.clipShadows = source.clipShadows;
  			this.clipIntersection = source.clipIntersection;
  
  			var srcPlanes = source.clippingPlanes,
  				dstPlanes = null;
  
  			if ( srcPlanes !== null ) {
  
  				var n = srcPlanes.length;
  				dstPlanes = new Array( n );
  
  				for ( var i = 0; i !== n; ++ i )
  					dstPlanes[ i ] = srcPlanes[ i ].clone();
  
  			}
  
  			this.clippingPlanes = dstPlanes;
  
  			this.shadowSide = source.shadowSide;
  
  			return this;
  
  		},
  
  		dispose: function () {
  
  			this.dispatchEvent( { type: 'dispose' } );
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function MeshBasicMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'MeshBasicMaterial';
  
  		this.color = new Color( 0xffffff ); // emissive
  
  		this.map = null;
  
  		this.lightMap = null;
  		this.lightMapIntensity = 1.0;
  
  		this.aoMap = null;
  		this.aoMapIntensity = 1.0;
  
  		this.specularMap = null;
  
  		this.alphaMap = null;
  
  		this.envMap = null;
  		this.combine = MultiplyOperation;
  		this.reflectivity = 1;
  		this.refractionRatio = 0.98;
  
  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  		this.wireframeLinecap = 'round';
  		this.wireframeLinejoin = 'round';
  
  		this.skinning = false;
  		this.morphTargets = false;
  
  		this.lights = false;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshBasicMaterial.prototype = Object.create( Material.prototype );
  	MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  
  	MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  
  	MeshBasicMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  
  		this.map = source.map;
  
  		this.lightMap = source.lightMap;
  		this.lightMapIntensity = source.lightMapIntensity;
  
  		this.aoMap = source.aoMap;
  		this.aoMapIntensity = source.aoMapIntensity;
  
  		this.specularMap = source.specularMap;
  
  		this.alphaMap = source.alphaMap;
  
  		this.envMap = source.envMap;
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		this.refractionRatio = source.refractionRatio;
  
  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;
  
  		this.skinning = source.skinning;
  		this.morphTargets = source.morphTargets;
  
  		return this;
  
  	};
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	// 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". //
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Vector4( x, y, z, w ) {
  
  		this.x = x || 0;
  		this.y = y || 0;
  		this.z = z || 0;
  		this.w = ( w !== undefined ) ? w : 1;
  
  	}
  
  	Object.assign( Vector4.prototype, {
  
  		isVector4: true,
  
  		set: function ( x, y, z, w ) {
  
  			this.x = x;
  			this.y = y;
  			this.z = z;
  			this.w = w;
  
  			return this;
  
  		},
  
  		setScalar: function ( scalar ) {
  
  			this.x = scalar;
  			this.y = scalar;
  			this.z = scalar;
  			this.w = 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;
  
  		},
  
  		setW: function ( w ) {
  
  			this.w = w;
  
  			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;
  				case 3: this.w = 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;
  				case 3: return this.w;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this.x, this.y, this.z, this.w );
  
  		},
  
  		copy: function ( v ) {
  
  			this.x = v.x;
  			this.y = v.y;
  			this.z = v.z;
  			this.w = ( v.w !== undefined ) ? v.w : 1;
  
  			return this;
  
  		},
  
  		add: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'Vector4: .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;
  			this.w += v.w;
  
  			return this;
  
  		},
  
  		addScalar: function ( s ) {
  
  			this.x += s;
  			this.y += s;
  			this.z += s;
  			this.w += 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;
  			this.w = a.w + b.w;
  
  			return this;
  
  		},
  
  		addScaledVector: function ( v, s ) {
  
  			this.x += v.x * s;
  			this.y += v.y * s;
  			this.z += v.z * s;
  			this.w += v.w * s;
  
  			return this;
  
  		},
  
  		sub: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'Vector4: .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;
  			this.w -= v.w;
  
  			return this;
  
  		},
  
  		subScalar: function ( s ) {
  
  			this.x -= s;
  			this.y -= s;
  			this.z -= s;
  			this.w -= 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;
  			this.w = a.w - b.w;
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( scalar ) {
  
  			this.x *= scalar;
  			this.y *= scalar;
  			this.z *= scalar;
  			this.w *= scalar;
  
  			return this;
  
  		},
  
  		applyMatrix4: function ( m ) {
  
  			var x = this.x, y = this.y, z = this.z, w = this.w;
  			var e = m.elements;
  
  			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;
  			this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  
  			return this;
  
  		},
  
  		divideScalar: function ( scalar ) {
  
  			return this.multiplyScalar( 1 / scalar );
  
  		},
  
  		setAxisAngleFromQuaternion: function ( q ) {
  
  			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  
  			// q is assumed to be normalized
  
  			this.w = 2 * Math.acos( q.w );
  
  			var s = Math.sqrt( 1 - q.w * q.w );
  
  			if ( s < 0.0001 ) {
  
  				this.x = 1;
  				this.y = 0;
  				this.z = 0;
  
  			} else {
  
  				this.x = q.x / s;
  				this.y = q.y / s;
  				this.z = q.z / s;
  
  			}
  
  			return this;
  
  		},
  
  		setAxisAngleFromRotationMatrix: function ( m ) {
  
  			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  
  			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  			var angle, x, y, z,		// variables for result
  				epsilon = 0.01,		// margin to allow for rounding errors
  				epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
  
  				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 ];
  
  			if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  			     ( Math.abs( m13 - m31 ) < epsilon ) &&
  			     ( Math.abs( m23 - m32 ) < epsilon ) ) {
  
  				// singularity found
  				// first check for identity matrix which must have +1 for all terms
  				// in leading diagonal and zero in other terms
  
  				if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  				     ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  				     ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  				     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  
  					// this singularity is identity matrix so angle = 0
  
  					this.set( 1, 0, 0, 0 );
  
  					return this; // zero angle, arbitrary axis
  
  				}
  
  				// otherwise this singularity is angle = 180
  
  				angle = Math.PI;
  
  				var xx = ( m11 + 1 ) / 2;
  				var yy = ( m22 + 1 ) / 2;
  				var zz = ( m33 + 1 ) / 2;
  				var xy = ( m12 + m21 ) / 4;
  				var xz = ( m13 + m31 ) / 4;
  				var yz = ( m23 + m32 ) / 4;
  
  				if ( ( xx > yy ) && ( xx > zz ) ) {
  
  					// m11 is the largest diagonal term
  
  					if ( xx < epsilon ) {
  
  						x = 0;
  						y = 0.707106781;
  						z = 0.707106781;
  
  					} else {
  
  						x = Math.sqrt( xx );
  						y = xy / x;
  						z = xz / x;
  
  					}
  
  				} else if ( yy > zz ) {
  
  					// m22 is the largest diagonal term
  
  					if ( yy < epsilon ) {
  
  						x = 0.707106781;
  						y = 0;
  						z = 0.707106781;
  
  					} else {
  
  						y = Math.sqrt( yy );
  						x = xy / y;
  						z = yz / y;
  
  					}
  
  				} else {
  
  					// m33 is the largest diagonal term so base result on this
  
  					if ( zz < epsilon ) {
  
  						x = 0.707106781;
  						y = 0.707106781;
  						z = 0;
  
  					} else {
  
  						z = Math.sqrt( zz );
  						x = xz / z;
  						y = yz / z;
  
  					}
  
  				}
  
  				this.set( x, y, z, angle );
  
  				return this; // return 180 deg rotation
  
  			}
  
  			// as we have reached here there are no singularities so we can handle normally
  
  			var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  			                   ( m13 - m31 ) * ( m13 - m31 ) +
  			                   ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  
  			if ( Math.abs( s ) < 0.001 ) s = 1;
  
  			// prevent divide by zero, should not happen if matrix is orthogonal and should be
  			// caught by singularity test above, but I've left it in just in case
  
  			this.x = ( m32 - m23 ) / s;
  			this.y = ( m13 - m31 ) / s;
  			this.z = ( m21 - m12 ) / s;
  			this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  
  			return this;
  
  		},
  
  		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 );
  			this.w = Math.min( this.w, v.w );
  
  			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 );
  			this.w = Math.max( this.w, v.w );
  
  			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 ) );
  			this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  
  			return this;
  
  		},
  
  		clampScalar: function () {
  
  			var min, max;
  
  			return function clampScalar( minVal, maxVal ) {
  
  				if ( min === undefined ) {
  
  					min = new Vector4();
  					max = new Vector4();
  
  				}
  
  				min.set( minVal, minVal, minVal, minVal );
  				max.set( maxVal, 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 );
  			this.w = Math.floor( this.w );
  
  			return this;
  
  		},
  
  		ceil: function () {
  
  			this.x = Math.ceil( this.x );
  			this.y = Math.ceil( this.y );
  			this.z = Math.ceil( this.z );
  			this.w = Math.ceil( this.w );
  
  			return this;
  
  		},
  
  		round: function () {
  
  			this.x = Math.round( this.x );
  			this.y = Math.round( this.y );
  			this.z = Math.round( this.z );
  			this.w = Math.round( this.w );
  
  			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 );
  			this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  
  			return this;
  
  		},
  
  		negate: function () {
  
  			this.x = - this.x;
  			this.y = - this.y;
  			this.z = - this.z;
  			this.w = - this.w;
  
  			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 );
  
  		},
  
  		manhattanLength: function () {
  
  			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  
  		},
  
  		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;
  			this.w += ( v.w - this.w ) * alpha;
  
  			return this;
  
  		},
  
  		lerpVectors: function ( v1, v2, alpha ) {
  
  			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  		},
  
  		equals: function ( v ) {
  
  			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.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 ];
  
  			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;
  
  		},
  
  		fromBufferAttribute: function ( attribute, index, offset ) {
  
  			if ( offset !== undefined ) {
  
  				console.warn( 'Vector4: offset has been removed from .fromBufferAttribute().' );
  
  			}
  
  			this.x = attribute.getX( index );
  			this.y = attribute.getY( index );
  			this.z = attribute.getZ( index );
  			this.w = attribute.getW( index );
  
  			return this;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function BufferAttribute( array, itemSize, normalized ) {
  
  		if ( Array.isArray( array ) ) {
  
  			throw new TypeError( 'BufferAttribute: array should be a Typed Array.' );
  
  		}
  
  		this.name = '';
  
  		this.array = array;
  		this.itemSize = itemSize;
  		this.count = array !== undefined ? array.length / itemSize : 0;
  		this.normalized = normalized === true;
  
  		this.dynamic = false;
  		this.updateRange = { offset: 0, count: - 1 };
  
  		this.version = 0;
  
  	}
  
  	Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  
  		set: function ( value ) {
  
  			if ( value === true ) this.version ++;
  
  		}
  
  	} );
  
  	Object.assign( BufferAttribute.prototype, {
  
  		isBufferAttribute: true,
  
  		onUploadCallback: function () {},
  
  		setArray: function ( array ) {
  
  			if ( Array.isArray( array ) ) {
  
  				throw new TypeError( 'BufferAttribute: array should be a Typed Array.' );
  
  			}
  
  			this.count = array !== undefined ? array.length / this.itemSize : 0;
  			this.array = array;
  
  			return this;
  
  		},
  
  		setDynamic: function ( value ) {
  
  			this.dynamic = value;
  
  			return this;
  
  		},
  
  		copy: function ( source ) {
  
  			this.name = source.name;
  			this.array = new source.array.constructor( source.array );
  			this.itemSize = source.itemSize;
  			this.count = source.count;
  			this.normalized = source.normalized;
  
  			this.dynamic = source.dynamic;
  
  			return this;
  
  		},
  
  		copyAt: function ( index1, attribute, index2 ) {
  
  			index1 *= this.itemSize;
  			index2 *= attribute.itemSize;
  
  			for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  
  				this.array[ index1 + i ] = attribute.array[ index2 + i ];
  
  			}
  
  			return this;
  
  		},
  
  		copyArray: function ( array ) {
  
  			this.array.set( array );
  
  			return this;
  
  		},
  
  		copyColorsArray: function ( colors ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = colors.length; i < l; i ++ ) {
  
  				var color = colors[ i ];
  
  				if ( color === undefined ) {
  
  					console.warn( 'BufferAttribute.copyColorsArray(): color is undefined', i );
  					color = new Color();
  
  				}
  
  				array[ offset ++ ] = color.r;
  				array[ offset ++ ] = color.g;
  				array[ offset ++ ] = color.b;
  
  			}
  
  			return this;
  
  		},
  
  		copyVector2sArray: function ( vectors ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  				var vector = vectors[ i ];
  
  				if ( vector === undefined ) {
  
  					console.warn( 'BufferAttribute.copyVector2sArray(): vector is undefined', i );
  					vector = new Vector2();
  
  				}
  
  				array[ offset ++ ] = vector.x;
  				array[ offset ++ ] = vector.y;
  
  			}
  
  			return this;
  
  		},
  
  		copyVector3sArray: function ( vectors ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  				var vector = vectors[ i ];
  
  				if ( vector === undefined ) {
  
  					console.warn( 'BufferAttribute.copyVector3sArray(): vector is undefined', i );
  					vector = new Vector3();
  
  				}
  
  				array[ offset ++ ] = vector.x;
  				array[ offset ++ ] = vector.y;
  				array[ offset ++ ] = vector.z;
  
  			}
  
  			return this;
  
  		},
  
  		copyVector4sArray: function ( vectors ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  				var vector = vectors[ i ];
  
  				if ( vector === undefined ) {
  
  					console.warn( 'BufferAttribute.copyVector4sArray(): vector is undefined', i );
  					vector = new Vector4();
  
  				}
  
  				array[ offset ++ ] = vector.x;
  				array[ offset ++ ] = vector.y;
  				array[ offset ++ ] = vector.z;
  				array[ offset ++ ] = vector.w;
  
  			}
  
  			return this;
  
  		},
  
  		set: function ( value, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.array.set( value, offset );
  
  			return this;
  
  		},
  
  		getX: function ( index ) {
  
  			return this.array[ index * this.itemSize ];
  
  		},
  
  		setX: function ( index, x ) {
  
  			this.array[ index * this.itemSize ] = x;
  
  			return this;
  
  		},
  
  		getY: function ( index ) {
  
  			return this.array[ index * this.itemSize + 1 ];
  
  		},
  
  		setY: function ( index, y ) {
  
  			this.array[ index * this.itemSize + 1 ] = y;
  
  			return this;
  
  		},
  
  		getZ: function ( index ) {
  
  			return this.array[ index * this.itemSize + 2 ];
  
  		},
  
  		setZ: function ( index, z ) {
  
  			this.array[ index * this.itemSize + 2 ] = z;
  
  			return this;
  
  		},
  
  		getW: function ( index ) {
  
  			return this.array[ index * this.itemSize + 3 ];
  
  		},
  
  		setW: function ( index, w ) {
  
  			this.array[ index * this.itemSize + 3 ] = w;
  
  			return this;
  
  		},
  
  		setXY: function ( index, x, y ) {
  
  			index *= this.itemSize;
  
  			this.array[ index + 0 ] = x;
  			this.array[ index + 1 ] = y;
  
  			return this;
  
  		},
  
  		setXYZ: function ( index, x, y, z ) {
  
  			index *= this.itemSize;
  
  			this.array[ index + 0 ] = x;
  			this.array[ index + 1 ] = y;
  			this.array[ index + 2 ] = z;
  
  			return this;
  
  		},
  
  		setXYZW: function ( index, x, y, z, w ) {
  
  			index *= this.itemSize;
  
  			this.array[ index + 0 ] = x;
  			this.array[ index + 1 ] = y;
  			this.array[ index + 2 ] = z;
  			this.array[ index + 3 ] = w;
  
  			return this;
  
  		},
  
  		onUpload: function ( callback ) {
  
  			this.onUploadCallback = callback;
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this.array, this.itemSize ).copy( this );
  
  		}
  
  	} );
  
  	//
  
  	function Int8BufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  
  	}
  
  	Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  
  	function Uint8BufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  
  	}
  
  	Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  
  	function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  
  	}
  
  	Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  
  	function Int16BufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  
  	}
  
  	Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  
  	function Uint16BufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  
  	}
  
  	Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  
  	function Int32BufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  
  	}
  
  	Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  
  	function Uint32BufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  
  	}
  
  	Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  
  	function Float32BufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  
  	}
  
  	Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  
  	function Float64BufferAttribute( array, itemSize, normalized ) {
  
  		BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  
  	}
  
  	Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function DirectGeometry() {
  
  		this.vertices = [];
  		this.normals = [];
  		this.colors = [];
  		this.uvs = [];
  		this.uvs2 = [];
  
  		this.groups = [];
  
  		this.morphTargets = {};
  
  		this.skinWeights = [];
  		this.skinIndices = [];
  
  		// this.lineDistances = [];
  
  		this.boundingBox = null;
  		this.boundingSphere = null;
  
  		// update flags
  
  		this.verticesNeedUpdate = false;
  		this.normalsNeedUpdate = false;
  		this.colorsNeedUpdate = false;
  		this.uvsNeedUpdate = false;
  		this.groupsNeedUpdate = false;
  
  	}
  
  	Object.assign( DirectGeometry.prototype, {
  
  		computeGroups: function ( geometry ) {
  
  			var group;
  			var groups = [];
  			var materialIndex = undefined;
  
  			var faces = geometry.faces;
  
  			for ( var i = 0; i < faces.length; i ++ ) {
  
  				var face = faces[ i ];
  
  				// materials
  
  				if ( face.materialIndex !== materialIndex ) {
  
  					materialIndex = face.materialIndex;
  
  					if ( group !== undefined ) {
  
  						group.count = ( i * 3 ) - group.start;
  						groups.push( group );
  
  					}
  
  					group = {
  						start: i * 3,
  						materialIndex: materialIndex
  					};
  
  				}
  
  			}
  
  			if ( group !== undefined ) {
  
  				group.count = ( i * 3 ) - group.start;
  				groups.push( group );
  
  			}
  
  			this.groups = groups;
  
  		},
  
  		fromGeometry: function ( geometry ) {
  
  			var faces = geometry.faces;
  			var vertices = geometry.vertices;
  			var faceVertexUvs = geometry.faceVertexUvs;
  
  			var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  			var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  
  			// morphs
  
  			var morphTargets = geometry.morphTargets;
  			var morphTargetsLength = morphTargets.length;
  
  			var morphTargetsPosition;
  
  			if ( morphTargetsLength > 0 ) {
  
  				morphTargetsPosition = [];
  
  				for ( var i = 0; i < morphTargetsLength; i ++ ) {
  
  					morphTargetsPosition[ i ] = {
  						name: morphTargets[ i ].name,
  					 	data: []
  					};
  
  				}
  
  				this.morphTargets.position = morphTargetsPosition;
  
  			}
  
  			var morphNormals = geometry.morphNormals;
  			var morphNormalsLength = morphNormals.length;
  
  			var morphTargetsNormal;
  
  			if ( morphNormalsLength > 0 ) {
  
  				morphTargetsNormal = [];
  
  				for ( var i = 0; i < morphNormalsLength; i ++ ) {
  
  					morphTargetsNormal[ i ] = {
  						name: morphNormals[ i ].name,
  					 	data: []
  					};
  
  				}
  
  				this.morphTargets.normal = morphTargetsNormal;
  
  			}
  
  			// skins
  
  			var skinIndices = geometry.skinIndices;
  			var skinWeights = geometry.skinWeights;
  
  			var hasSkinIndices = skinIndices.length === vertices.length;
  			var hasSkinWeights = skinWeights.length === vertices.length;
  
  			//
  
  			if ( vertices.length > 0 && faces.length === 0 ) {
  
  				console.error( 'DirectGeometry: Faceless geometries are not supported.' );
  
  			}
  
  			for ( var i = 0; i < faces.length; i ++ ) {
  
  				var face = faces[ i ];
  
  				this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  
  				var vertexNormals = face.vertexNormals;
  
  				if ( vertexNormals.length === 3 ) {
  
  					this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  
  				} else {
  
  					var normal = face.normal;
  
  					this.normals.push( normal, normal, normal );
  
  				}
  
  				var vertexColors = face.vertexColors;
  
  				if ( vertexColors.length === 3 ) {
  
  					this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  
  				} else {
  
  					var color = face.color;
  
  					this.colors.push( color, color, color );
  
  				}
  
  				if ( hasFaceVertexUv === true ) {
  
  					var vertexUvs = faceVertexUvs[ 0 ][ i ];
  
  					if ( vertexUvs !== undefined ) {
  
  						this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  
  					} else {
  
  						console.warn( 'DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  
  						this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  
  					}
  
  				}
  
  				if ( hasFaceVertexUv2 === true ) {
  
  					var vertexUvs = faceVertexUvs[ 1 ][ i ];
  
  					if ( vertexUvs !== undefined ) {
  
  						this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  
  					} else {
  
  						console.warn( 'DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  
  						this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  
  					}
  
  				}
  
  				// morphs
  
  				for ( var j = 0; j < morphTargetsLength; j ++ ) {
  
  					var morphTarget = morphTargets[ j ].vertices;
  
  					morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  
  				}
  
  				for ( var j = 0; j < morphNormalsLength; j ++ ) {
  
  					var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  
  					morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  
  				}
  
  				// skins
  
  				if ( hasSkinIndices ) {
  
  					this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  
  				}
  
  				if ( hasSkinWeights ) {
  
  					this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  
  				}
  
  			}
  
  			this.computeGroups( geometry );
  
  			this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  			this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  			this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  			this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  			this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  
  			return this;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function arrayMax( array ) {
  
  		if ( array.length === 0 ) return - Infinity;
  
  		var max = array[ 0 ];
  
  		for ( var i = 1, l = array.length; i < l; ++ i ) {
  
  			if ( array[ i ] > max ) max = array[ i ];
  
  		}
  
  		return max;
  
  	}
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  
  	function BufferGeometry() {
  
  		Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  
  		this.uuid = _Math.generateUUID();
  
  		this.name = '';
  		this.type = 'BufferGeometry';
  
  		this.index = null;
  		this.attributes = {};
  
  		this.morphAttributes = {};
  
  		this.groups = [];
  
  		this.boundingBox = null;
  		this.boundingSphere = null;
  
  		this.drawRange = { start: 0, count: Infinity };
  
  		this.userData = {};
  
  	}
  
  	BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  
  		constructor: BufferGeometry,
  
  		isBufferGeometry: true,
  
  		getIndex: function () {
  
  			return this.index;
  
  		},
  
  		setIndex: function ( index ) {
  
  			if ( Array.isArray( index ) ) {
  
  				this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  
  			} else {
  
  				this.index = index;
  
  			}
  
  		},
  
  		addAttribute: function ( name, attribute ) {
  
  			if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  
  				console.warn( 'BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  
  				return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  
  			}
  
  			if ( name === 'index' ) {
  
  				console.warn( 'BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  				this.setIndex( attribute );
  
  				return this;
  
  			}
  
  			this.attributes[ name ] = attribute;
  
  			return this;
  
  		},
  
  		getAttribute: function ( name ) {
  
  			return this.attributes[ name ];
  
  		},
  
  		removeAttribute: function ( name ) {
  
  			delete this.attributes[ name ];
  
  			return this;
  
  		},
  
  		addGroup: function ( start, count, materialIndex ) {
  
  			this.groups.push( {
  
  				start: start,
  				count: count,
  				materialIndex: materialIndex !== undefined ? materialIndex : 0
  
  			} );
  
  		},
  
  		clearGroups: function () {
  
  			this.groups = [];
  
  		},
  
  		setDrawRange: function ( start, count ) {
  
  			this.drawRange.start = start;
  			this.drawRange.count = count;
  
  		},
  
  		applyMatrix: function ( matrix ) {
  
  			var position = this.attributes.position;
  
  			if ( position !== undefined ) {
  
  				matrix.applyToBufferAttribute( position );
  				position.needsUpdate = true;
  
  			}
  
  			var normal = this.attributes.normal;
  
  			if ( normal !== undefined ) {
  
  				var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  
  				normalMatrix.applyToBufferAttribute( normal );
  				normal.needsUpdate = true;
  
  			}
  
  			if ( this.boundingBox !== null ) {
  
  				this.computeBoundingBox();
  
  			}
  
  			if ( this.boundingSphere !== null ) {
  
  				this.computeBoundingSphere();
  
  			}
  
  			return this;
  
  		},
  
  		rotateX: function () {
  
  			// rotate geometry around world x-axis
  
  			var m1 = new Matrix4();
  
  			return function rotateX( angle ) {
  
  				m1.makeRotationX( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateY: function () {
  
  			// rotate geometry around world y-axis
  
  			var m1 = new Matrix4();
  
  			return function rotateY( angle ) {
  
  				m1.makeRotationY( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateZ: function () {
  
  			// rotate geometry around world z-axis
  
  			var m1 = new Matrix4();
  
  			return function rotateZ( angle ) {
  
  				m1.makeRotationZ( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		translate: function () {
  
  			// translate geometry
  
  			var m1 = new Matrix4();
  
  			return function translate( x, y, z ) {
  
  				m1.makeTranslation( x, y, z );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		scale: function () {
  
  			// scale geometry
  
  			var m1 = new Matrix4();
  
  			return function scale( x, y, z ) {
  
  				m1.makeScale( x, y, z );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		lookAt: function () {
  
  			var obj = new Object3D();
  
  			return function lookAt( vector ) {
  
  				obj.lookAt( vector );
  
  				obj.updateMatrix();
  
  				this.applyMatrix( obj.matrix );
  
  			};
  
  		}(),
  
  		center: function () {
  
  			var offset = new Vector3();
  
  			return function center() {
  
  				this.computeBoundingBox();
  
  				this.boundingBox.getCenter( offset ).negate();
  
  				this.translate( offset.x, offset.y, offset.z );
  
  				return this;
  
  			};
  
  		}(),
  
  		setFromObject: function ( object ) {
  
  			// console.log( 'BufferGeometry.setFromObject(). Converting', object, this );
  
  			var geometry = object.geometry;
  
  			if ( object.isPoints || object.isLine ) {
  
  				var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  				var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  
  				this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  				this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  
  				if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  
  					var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  
  					this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  
  				}
  
  				if ( geometry.boundingSphere !== null ) {
  
  					this.boundingSphere = geometry.boundingSphere.clone();
  
  				}
  
  				if ( geometry.boundingBox !== null ) {
  
  					this.boundingBox = geometry.boundingBox.clone();
  
  				}
  
  			} else if ( object.isMesh ) {
  
  				if ( geometry && geometry.isGeometry ) {
  
  					this.fromGeometry( geometry );
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		setFromPoints: function ( points ) {
  
  			var position = [];
  
  			for ( var i = 0, l = points.length; i < l; i ++ ) {
  
  				var point = points[ i ];
  				position.push( point.x, point.y, point.z || 0 );
  
  			}
  
  			this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  
  			return this;
  
  		},
  
  		updateFromObject: function ( object ) {
  
  			var geometry = object.geometry;
  
  			if ( object.isMesh ) {
  
  				var direct = geometry.__directGeometry;
  
  				if ( geometry.elementsNeedUpdate === true ) {
  
  					direct = undefined;
  					geometry.elementsNeedUpdate = false;
  
  				}
  
  				if ( direct === undefined ) {
  
  					return this.fromGeometry( geometry );
  
  				}
  
  				direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  				direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  				direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  				direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  				direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  
  				geometry.verticesNeedUpdate = false;
  				geometry.normalsNeedUpdate = false;
  				geometry.colorsNeedUpdate = false;
  				geometry.uvsNeedUpdate = false;
  				geometry.groupsNeedUpdate = false;
  
  				geometry = direct;
  
  			}
  
  			var attribute;
  
  			if ( geometry.verticesNeedUpdate === true ) {
  
  				attribute = this.attributes.position;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyVector3sArray( geometry.vertices );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.verticesNeedUpdate = false;
  
  			}
  
  			if ( geometry.normalsNeedUpdate === true ) {
  
  				attribute = this.attributes.normal;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyVector3sArray( geometry.normals );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.normalsNeedUpdate = false;
  
  			}
  
  			if ( geometry.colorsNeedUpdate === true ) {
  
  				attribute = this.attributes.color;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyColorsArray( geometry.colors );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.colorsNeedUpdate = false;
  
  			}
  
  			if ( geometry.uvsNeedUpdate ) {
  
  				attribute = this.attributes.uv;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyVector2sArray( geometry.uvs );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.uvsNeedUpdate = false;
  
  			}
  
  			if ( geometry.lineDistancesNeedUpdate ) {
  
  				attribute = this.attributes.lineDistance;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyArray( geometry.lineDistances );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.lineDistancesNeedUpdate = false;
  
  			}
  
  			if ( geometry.groupsNeedUpdate ) {
  
  				geometry.computeGroups( object.geometry );
  				this.groups = geometry.groups;
  
  				geometry.groupsNeedUpdate = false;
  
  			}
  
  			return this;
  
  		},
  
  		fromGeometry: function ( geometry ) {
  
  			geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  
  			return this.fromDirectGeometry( geometry.__directGeometry );
  
  		},
  
  		fromDirectGeometry: function ( geometry ) {
  
  			var positions = new Float32Array( geometry.vertices.length * 3 );
  			this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  
  			if ( geometry.normals.length > 0 ) {
  
  				var normals = new Float32Array( geometry.normals.length * 3 );
  				this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  
  			}
  
  			if ( geometry.colors.length > 0 ) {
  
  				var colors = new Float32Array( geometry.colors.length * 3 );
  				this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  
  			}
  
  			if ( geometry.uvs.length > 0 ) {
  
  				var uvs = new Float32Array( geometry.uvs.length * 2 );
  				this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  
  			}
  
  			if ( geometry.uvs2.length > 0 ) {
  
  				var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  				this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  
  			}
  
  			// groups
  
  			this.groups = geometry.groups;
  
  			// morphs
  
  			for ( var name in geometry.morphTargets ) {
  
  				var array = [];
  				var morphTargets = geometry.morphTargets[ name ];
  
  				for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  
  					var morphTarget = morphTargets[ i ];
  
  					var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  					attribute.name = morphTarget.name;
  
  					array.push( attribute.copyVector3sArray( morphTarget.data ) );
  
  				}
  
  				this.morphAttributes[ name ] = array;
  
  			}
  
  			// skinning
  
  			if ( geometry.skinIndices.length > 0 ) {
  
  				var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  				this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  
  			}
  
  			if ( geometry.skinWeights.length > 0 ) {
  
  				var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  				this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  
  			}
  
  			//
  
  			if ( geometry.boundingSphere !== null ) {
  
  				this.boundingSphere = geometry.boundingSphere.clone();
  
  			}
  
  			if ( geometry.boundingBox !== null ) {
  
  				this.boundingBox = geometry.boundingBox.clone();
  
  			}
  
  			return this;
  
  		},
  
  		computeBoundingBox: function () {
  
  			if ( this.boundingBox === null ) {
  
  				this.boundingBox = new Box3();
  
  			}
  
  			var position = this.attributes.position;
  
  			if ( position !== undefined ) {
  
  				this.boundingBox.setFromBufferAttribute( position );
  
  			} else {
  
  				this.boundingBox.makeEmpty();
  
  			}
  
  			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  
  				console.error( 'BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  
  			}
  
  		},
  
  		computeBoundingSphere: function () {
  
  			var box = new Box3();
  			var vector = new Vector3();
  
  			return function computeBoundingSphere() {
  
  				if ( this.boundingSphere === null ) {
  
  					this.boundingSphere = new Sphere();
  
  				}
  
  				var position = this.attributes.position;
  
  				if ( position ) {
  
  					var center = this.boundingSphere.center;
  
  					box.setFromBufferAttribute( position );
  					box.getCenter( center );
  
  					// hoping to find a boundingSphere with a radius smaller than the
  					// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  
  					var maxRadiusSq = 0;
  
  					for ( var i = 0, il = position.count; i < il; i ++ ) {
  
  						vector.x = position.getX( i );
  						vector.y = position.getY( i );
  						vector.z = position.getZ( i );
  						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  
  					}
  
  					this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  
  					if ( isNaN( this.boundingSphere.radius ) ) {
  
  						console.error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  
  					}
  
  				}
  
  			};
  
  		}(),
  
  		computeFaceNormals: function () {
  
  			// backwards compatibility
  
  		},
  
  		computeVertexNormals: function () {
  
  			var index = this.index;
  			var attributes = this.attributes;
  
  			if ( attributes.position ) {
  
  				var positions = attributes.position.array;
  
  				if ( attributes.normal === undefined ) {
  
  					this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  
  				} else {
  
  					// reset existing normals to zero
  
  					var array = attributes.normal.array;
  
  					for ( var i = 0, il = array.length; i < il; i ++ ) {
  
  						array[ i ] = 0;
  
  					}
  
  				}
  
  				var normals = attributes.normal.array;
  
  				var vA, vB, vC;
  				var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  				var cb = new Vector3(), ab = new Vector3();
  
  				// indexed elements
  
  				if ( index ) {
  
  					var indices = index.array;
  
  					for ( var i = 0, il = index.count; i < il; i += 3 ) {
  
  						vA = indices[ i + 0 ] * 3;
  						vB = indices[ i + 1 ] * 3;
  						vC = indices[ i + 2 ] * 3;
  
  						pA.fromArray( positions, vA );
  						pB.fromArray( positions, vB );
  						pC.fromArray( positions, vC );
  
  						cb.subVectors( pC, pB );
  						ab.subVectors( pA, pB );
  						cb.cross( ab );
  
  						normals[ vA ] += cb.x;
  						normals[ vA + 1 ] += cb.y;
  						normals[ vA + 2 ] += cb.z;
  
  						normals[ vB ] += cb.x;
  						normals[ vB + 1 ] += cb.y;
  						normals[ vB + 2 ] += cb.z;
  
  						normals[ vC ] += cb.x;
  						normals[ vC + 1 ] += cb.y;
  						normals[ vC + 2 ] += cb.z;
  
  					}
  
  				} else {
  
  					// non-indexed elements (unconnected triangle soup)
  
  					for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  
  						pA.fromArray( positions, i );
  						pB.fromArray( positions, i + 3 );
  						pC.fromArray( positions, i + 6 );
  
  						cb.subVectors( pC, pB );
  						ab.subVectors( pA, pB );
  						cb.cross( ab );
  
  						normals[ i ] = cb.x;
  						normals[ i + 1 ] = cb.y;
  						normals[ i + 2 ] = cb.z;
  
  						normals[ i + 3 ] = cb.x;
  						normals[ i + 4 ] = cb.y;
  						normals[ i + 5 ] = cb.z;
  
  						normals[ i + 6 ] = cb.x;
  						normals[ i + 7 ] = cb.y;
  						normals[ i + 8 ] = cb.z;
  
  					}
  
  				}
  
  				this.normalizeNormals();
  
  				attributes.normal.needsUpdate = true;
  
  			}
  
  		},
  
  		merge: function ( geometry, offset ) {
  
  			if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  
  				console.error( 'BufferGeometry.merge(): geometry not an instance of BufferGeometry.', geometry );
  				return;
  
  			}
  
  			if ( offset === undefined ) {
  
  				offset = 0;
  
  				console.warn(
  					'BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  					+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  				);
  
  			}
  
  			var attributes = this.attributes;
  
  			for ( var key in attributes ) {
  
  				if ( geometry.attributes[ key ] === undefined ) continue;
  
  				var attribute1 = attributes[ key ];
  				var attributeArray1 = attribute1.array;
  
  				var attribute2 = geometry.attributes[ key ];
  				var attributeArray2 = attribute2.array;
  
  				var attributeSize = attribute2.itemSize;
  
  				for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  
  					attributeArray1[ j ] = attributeArray2[ i ];
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		normalizeNormals: function () {
  
  			var vector = new Vector3();
  
  			return function normalizeNormals() {
  
  				var normals = this.attributes.normal;
  
  				for ( var i = 0, il = normals.count; i < il; i ++ ) {
  
  					vector.x = normals.getX( i );
  					vector.y = normals.getY( i );
  					vector.z = normals.getZ( i );
  
  					vector.normalize();
  
  					normals.setXYZ( i, vector.x, vector.y, vector.z );
  
  				}
  
  			};
  
  		}(),
  
  		toNonIndexed: function () {
  
  			if ( this.index === null ) {
  
  				console.warn( 'BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  				return this;
  
  			}
  
  			var geometry2 = new BufferGeometry();
  
  			var indices = this.index.array;
  			var attributes = this.attributes;
  
  			for ( var name in attributes ) {
  
  				var attribute = attributes[ name ];
  
  				var array = attribute.array;
  				var itemSize = attribute.itemSize;
  
  				var array2 = new array.constructor( indices.length * itemSize );
  
  				var index = 0, index2 = 0;
  
  				for ( var i = 0, l = indices.length; i < l; i ++ ) {
  
  					index = indices[ i ] * itemSize;
  
  					for ( var j = 0; j < itemSize; j ++ ) {
  
  						array2[ index2 ++ ] = array[ index ++ ];
  
  					}
  
  				}
  
  				geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
  
  			}
  
  			var groups = this.groups;
  
  			for ( var i = 0, l = groups.length; i < l; i ++ ) {
  
  				var group = groups[ i ];
  				geometry2.addGroup( group.start, group.count, group.materialIndex );
  
  			}
  
  			return geometry2;
  
  		},
  
  		toJSON: function () {
  
  			var data = {
  				metadata: {
  					version: 4.5,
  					type: 'BufferGeometry',
  					generator: 'BufferGeometry.toJSON'
  				}
  			};
  
  			// standard BufferGeometry serialization
  
  			data.uuid = this.uuid;
  			data.type = this.type;
  			if ( this.name !== '' ) data.name = this.name;
  			if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  
  			if ( this.parameters !== undefined ) {
  
  				var parameters = this.parameters;
  
  				for ( var key in parameters ) {
  
  					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  
  				}
  
  				return data;
  
  			}
  
  			data.data = { attributes: {} };
  
  			var index = this.index;
  
  			if ( index !== null ) {
  
  				var array = Array.prototype.slice.call( index.array );
  
  				data.data.index = {
  					type: index.array.constructor.name,
  					array: array
  				};
  
  			}
  
  			var attributes = this.attributes;
  
  			for ( var key in attributes ) {
  
  				var attribute = attributes[ key ];
  
  				var array = Array.prototype.slice.call( attribute.array );
  
  				data.data.attributes[ key ] = {
  					itemSize: attribute.itemSize,
  					type: attribute.array.constructor.name,
  					array: array,
  					normalized: attribute.normalized
  				};
  
  			}
  
  			var groups = this.groups;
  
  			if ( groups.length > 0 ) {
  
  				data.data.groups = JSON.parse( JSON.stringify( groups ) );
  
  			}
  
  			var boundingSphere = this.boundingSphere;
  
  			if ( boundingSphere !== null ) {
  
  				data.data.boundingSphere = {
  					center: boundingSphere.center.toArray(),
  					radius: boundingSphere.radius
  				};
  
  			}
  
  			return data;
  
  		},
  
  		clone: function () {
  
  			return new BufferGeometry().copy( this );
  
  		},
  
  		copy: function ( source ) {
  
  			var name, i, l;
  
  			// reset
  
  			this.index = null;
  			this.attributes = {};
  			this.morphAttributes = {};
  			this.groups = [];
  			this.boundingBox = null;
  			this.boundingSphere = null;
  
  			// name
  
  			this.name = source.name;
  
  			// index
  
  			var index = source.index;
  
  			if ( index !== null ) {
  
  				this.setIndex( index.clone() );
  
  			}
  
  			// attributes
  
  			var attributes = source.attributes;
  
  			for ( name in attributes ) {
  
  				var attribute = attributes[ name ];
  				this.addAttribute( name, attribute.clone() );
  
  			}
  
  			// morph attributes
  
  			var morphAttributes = source.morphAttributes;
  
  			for ( name in morphAttributes ) {
  
  				var array = [];
  				var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  
  				for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  
  					array.push( morphAttribute[ i ].clone() );
  
  				}
  
  				this.morphAttributes[ name ] = array;
  
  			}
  
  			// groups
  
  			var groups = source.groups;
  
  			for ( i = 0, l = groups.length; i < l; i ++ ) {
  
  				var group = groups[ i ];
  				this.addGroup( group.start, group.count, group.materialIndex );
  
  			}
  
  			// bounding box
  
  			var boundingBox = source.boundingBox;
  
  			if ( boundingBox !== null ) {
  
  				this.boundingBox = boundingBox.clone();
  
  			}
  
  			// bounding sphere
  
  			var boundingSphere = source.boundingSphere;
  
  			if ( boundingSphere !== null ) {
  
  				this.boundingSphere = boundingSphere.clone();
  
  			}
  
  			// draw range
  
  			this.drawRange.start = source.drawRange.start;
  			this.drawRange.count = source.drawRange.count;
  
  			// user data
  
  			this.userData = source.userData;
  
  			return this;
  
  		},
  
  		dispose: function () {
  
  			this.dispatchEvent( { type: 'dispose' } );
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	function Mesh( geometry, material ) {
  
  		Object3D.call( this );
  
  		this.type = 'Mesh';
  
  		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  		this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  
  		this.drawMode = TrianglesDrawMode;
  
  		this.updateMorphTargets();
  
  	}
  
  	Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Mesh,
  
  		isMesh: true,
  
  		setDrawMode: function ( value ) {
  
  			this.drawMode = value;
  
  		},
  
  		copy: function ( source ) {
  
  			Object3D.prototype.copy.call( this, source );
  
  			this.drawMode = source.drawMode;
  
  			if ( source.morphTargetInfluences !== undefined ) {
  
  				this.morphTargetInfluences = source.morphTargetInfluences.slice();
  
  			}
  
  			if ( source.morphTargetDictionary !== undefined ) {
  
  				this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  
  			}
  
  			return this;
  
  		},
  
  		updateMorphTargets: function () {
  
  			var geometry = this.geometry;
  			var m, ml, name;
  
  			if ( geometry.isBufferGeometry ) {
  
  				var morphAttributes = geometry.morphAttributes;
  				var keys = Object.keys( morphAttributes );
  
  				if ( keys.length > 0 ) {
  
  					var morphAttribute = morphAttributes[ keys[ 0 ] ];
  
  					if ( morphAttribute !== undefined ) {
  
  						this.morphTargetInfluences = [];
  						this.morphTargetDictionary = {};
  
  						for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  
  							name = morphAttribute[ m ].name || String( m );
  
  							this.morphTargetInfluences.push( 0 );
  							this.morphTargetDictionary[ name ] = m;
  
  						}
  
  					}
  
  				}
  
  			} else {
  
  				var morphTargets = geometry.morphTargets;
  
  				if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  
  					this.morphTargetInfluences = [];
  					this.morphTargetDictionary = {};
  
  					for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {
  
  						name = morphTargets[ m ].name || String( m );
  
  						this.morphTargetInfluences.push( 0 );
  						this.morphTargetDictionary[ name ] = m;
  
  					}
  
  				}
  
  			}
  
  		},
  
  		raycast: ( function () {
  
  			var inverseMatrix = new Matrix4();
  			var ray = new Ray();
  			var sphere = new Sphere();
  
  			var vA = new Vector3();
  			var vB = new Vector3();
  			var vC = new Vector3();
  
  			var tempA = new Vector3();
  			var tempB = new Vector3();
  			var tempC = new Vector3();
  
  			var uvA = new Vector2();
  			var uvB = new Vector2();
  			var uvC = new Vector2();
  
  			var intersectionPoint = new Vector3();
  			var intersectionPointWorld = new Vector3();
  
  			function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  
  				var intersect;
  
  				if ( material.side === BackSide ) {
  
  					intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  
  				} else {
  
  					intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  
  				}
  
  				if ( intersect === null ) return null;
  
  				intersectionPointWorld.copy( point );
  				intersectionPointWorld.applyMatrix4( object.matrixWorld );
  
  				var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  
  				if ( distance < raycaster.near || distance > raycaster.far ) return null;
  
  				return {
  					distance: distance,
  					point: intersectionPointWorld.clone(),
  					object: object
  				};
  
  			}
  
  			function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {
  
  				vA.fromBufferAttribute( position, a );
  				vB.fromBufferAttribute( position, b );
  				vC.fromBufferAttribute( position, c );
  
  				var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  
  				if ( intersection ) {
  
  					if ( uv ) {
  
  						uvA.fromBufferAttribute( uv, a );
  						uvB.fromBufferAttribute( uv, b );
  						uvC.fromBufferAttribute( uv, c );
  
  						intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  
  					}
  
  					var face = new Face3( a, b, c );
  					Triangle.getNormal( vA, vB, vC, face.normal );
  
  					intersection.face = face;
  
  				}
  
  				return intersection;
  
  			}
  
  			return function raycast( raycaster, intersects ) {
  
  				var geometry = this.geometry;
  				var material = this.material;
  				var matrixWorld = this.matrixWorld;
  
  				if ( material === undefined ) return;
  
  				// Checking boundingSphere distance to ray
  
  				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  				sphere.copy( geometry.boundingSphere );
  				sphere.applyMatrix4( matrixWorld );
  
  				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  
  				//
  
  				inverseMatrix.getInverse( matrixWorld );
  				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  
  				// Check boundingBox before continuing
  
  				if ( geometry.boundingBox !== null ) {
  
  					if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  
  				}
  
  				var intersection;
  
  				if ( geometry.isBufferGeometry ) {
  
  					var a, b, c;
  					var index = geometry.index;
  					var position = geometry.attributes.position;
  					var uv = geometry.attributes.uv;
  					var groups = geometry.groups;
  					var drawRange = geometry.drawRange;
  					var i, j, il, jl;
  					var group, groupMaterial;
  					var start, end;
  
  					if ( index !== null ) {
  
  						// indexed buffer geometry
  
  						if ( Array.isArray( material ) ) {
  
  							for ( i = 0, il = groups.length; i < il; i ++ ) {
  
  								group = groups[ i ];
  								groupMaterial = material[ group.materialIndex ];
  
  								start = Math.max( group.start, drawRange.start );
  								end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  
  								for ( j = start, jl = end; j < jl; j += 3 ) {
  
  									a = index.getX( j );
  									b = index.getX( j + 1 );
  									c = index.getX( j + 2 );
  
  									intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  
  									if ( intersection ) {
  
  										intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  										intersects.push( intersection );
  
  									}
  
  								}
  
  							}
  
  						} else {
  
  							start = Math.max( 0, drawRange.start );
  							end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  
  							for ( i = start, il = end; i < il; i += 3 ) {
  
  								a = index.getX( i );
  								b = index.getX( i + 1 );
  								c = index.getX( i + 2 );
  
  								intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  
  								if ( intersection ) {
  
  									intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  									intersects.push( intersection );
  
  								}
  
  							}
  
  						}
  
  					} else if ( position !== undefined ) {
  
  						// non-indexed buffer geometry
  
  						if ( Array.isArray( material ) ) {
  
  							for ( i = 0, il = groups.length; i < il; i ++ ) {
  
  								group = groups[ i ];
  								groupMaterial = material[ group.materialIndex ];
  
  								start = Math.max( group.start, drawRange.start );
  								end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  
  								for ( j = start, jl = end; j < jl; j += 3 ) {
  
  									a = j;
  									b = j + 1;
  									c = j + 2;
  
  									intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  
  									if ( intersection ) {
  
  										intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  										intersects.push( intersection );
  
  									}
  
  								}
  
  							}
  
  						} else {
  
  							start = Math.max( 0, drawRange.start );
  							end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  
  							for ( i = start, il = end; i < il; i += 3 ) {
  
  								a = i;
  								b = i + 1;
  								c = i + 2;
  
  								intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  
  								if ( intersection ) {
  
  									intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  									intersects.push( intersection );
  
  								}
  
  							}
  
  						}
  
  					}
  
  				} else if ( geometry.isGeometry ) {
  
  					var fvA, fvB, fvC;
  					var isMultiMaterial = Array.isArray( material );
  
  					var vertices = geometry.vertices;
  					var faces = geometry.faces;
  					var uvs;
  
  					var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  					if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  
  					for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  
  						var face = faces[ f ];
  						var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  
  						if ( faceMaterial === undefined ) continue;
  
  						fvA = vertices[ face.a ];
  						fvB = vertices[ face.b ];
  						fvC = vertices[ face.c ];
  
  						if ( faceMaterial.morphTargets === true ) {
  
  							var morphTargets = geometry.morphTargets;
  							var morphInfluences = this.morphTargetInfluences;
  
  							vA.set( 0, 0, 0 );
  							vB.set( 0, 0, 0 );
  							vC.set( 0, 0, 0 );
  
  							for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  
  								var influence = morphInfluences[ t ];
  
  								if ( influence === 0 ) continue;
  
  								var targets = morphTargets[ t ].vertices;
  
  								vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
  								vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
  								vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
  
  							}
  
  							vA.add( fvA );
  							vB.add( fvB );
  							vC.add( fvC );
  
  							fvA = vA;
  							fvB = vB;
  							fvC = vC;
  
  						}
  
  						intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  
  						if ( intersection ) {
  
  							if ( uvs && uvs[ f ] ) {
  
  								var uvs_f = uvs[ f ];
  								uvA.copy( uvs_f[ 0 ] );
  								uvB.copy( uvs_f[ 1 ] );
  								uvC.copy( uvs_f[ 2 ] );
  
  								intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  
  							}
  
  							intersection.face = face;
  							intersection.faceIndex = f;
  							intersects.push( intersection );
  
  						}
  
  					}
  
  				}
  
  			};
  
  		}() ),
  
  		clone: function () {
  
  			return new this.constructor( this.geometry, this.material ).copy( this );
  
  		}
  
  	} );
  
  	exports.Mesh = Mesh;
  
  	return exports;
  
  }({}));
  