text: /**
   * @author supereggbert / http://www.paulbrunt.co.uk/
   * @author philogb / http://blog.thejit.org/
   * @author mikael emtinger / http://gomo.se/
   * @author egraether / http://egraether.com/
   * @author WestLangley / http://github.com/WestLangley
   */
  
  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.defineProperties( Vector4.prototype, {
  
  	"width": {
  
  		get: function () {
  
  			return this.z;
  
  		},
  
  		set: function ( value ) {
  
  			this.z = value;
  
  		}
  
  	},
  
  	"height": {
  
  		get: function () {
  
  			return this.w;
  
  		},
  
  		set: function ( value ) {
  
  			this.w = value;
  
  		}
  
  	}
  
  } );
  
  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( 'THREE.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( 'THREE.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 ( minVal, maxVal ) {
  
  		this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  		this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  		this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  		this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  
  		return this;
  
  	},
  
  	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( 'THREE.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;
  
  	}
  
  } );
  
  
  export { Vector4 };
  