ソースを参照

adding math for test

Daniel Taub 11 年 前
コミット
01f84360be
1 ファイル変更6834 行追加0 行削除
  1. 6834 0
      build/three-math.js

+ 6834 - 0
build/three-math.js

@@ -0,0 +1,6834 @@
+// File:src/Three.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var THREE = { REVISION: '69dev' };
+
+// browserify support
+if ( typeof module === 'object' ) {
+
+	module.exports = THREE;
+
+}
+
+// GL STATE CONSTANTS
+
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
+
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
+
+// SHADOWING TYPES
+
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
+
+// MATERIAL CONSTANTS
+
+// side
+
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
+
+// shading
+
+THREE.NoShading = 0;
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
+
+// colors
+
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
+
+// blending modes
+
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
+
+// custom blending equations
+// (numbers start from 100 not to clash with other
+//  mappings to OpenGL constants defined in Texture.js)
+
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
+
+// custom blending destination factors
+
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
+
+// custom blending source factors
+
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
+
+
+// TEXTURE CONSTANTS
+
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
+
+// Mapping modes
+
+THREE.UVMapping = function () {};
+
+THREE.CubeReflectionMapping = function () {};
+THREE.CubeRefractionMapping = function () {};
+
+THREE.SphericalReflectionMapping = function () {};
+THREE.SphericalRefractionMapping = function () {};
+
+// Wrapping modes
+
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
+
+// Filters
+
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
+
+// Data types
+
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
+
+// Pixel types
+
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
+
+// Pixel formats
+
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
+
+// Compressed texture formats
+
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+/*
+// Potential future PVRTC compressed texture formats
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+*/
+
+// File:src/math/Color.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( color ) {
+
+	if ( arguments.length === 3 ) {
+
+		return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
+
+	}
+
+	return this.set( color )
+
+};
+
+THREE.Color.prototype = {
+
+	constructor: THREE.Color,
+
+	r: 1, g: 1, b: 1,
+
+	set: function ( value ) {
+
+		if ( value instanceof THREE.Color ) {
+
+			this.copy( value );
+
+		} else if ( typeof value === 'number' ) {
+
+			this.setHex( value );
+
+		} else if ( typeof value === 'string' ) {
+
+			this.setStyle( value );
+
+		}
+
+		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 ( h, s, l ) {
+
+		// h,s,l ranges are in 0.0 - 1.0
+
+		if ( s === 0 ) {
+
+			this.r = this.g = this.b = l;
+
+		} else {
+
+			var hue2rgb = function ( 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;
+
+			};
+
+			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 ) {
+
+		// rgb(255,0,0)
+
+		if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
+
+			var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
+
+			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;
+
+			return this;
+
+		}
+
+		// rgb(100%,0%,0%)
+
+		if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
+
+			var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
+
+			this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+			this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+			this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+
+			return this;
+
+		}
+
+		// #ff0000
+
+		if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
+
+			var color = /^\#([0-9a-f]{6})$/i.exec( style );
+
+			this.setHex( parseInt( color[ 1 ], 16 ) );
+
+			return this;
+
+		}
+
+		// #f00
+
+		if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
+
+			var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
+
+			this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
+
+			return this;
+
+		}
+
+		// red
+
+		if ( /^(\w+)$/i.test( style ) ) {
+
+			this.setHex( THREE.ColorKeywords[ style ] );
+
+			return this;
+
+		}
+
+
+	},
+
+	copy: function ( color ) {
+
+		this.r = color.r;
+		this.g = color.g;
+		this.b = color.b;
+
+		return this;
+
+	},
+
+	copyGammaToLinear: function ( color ) {
+
+		this.r = color.r * color.r;
+		this.g = color.g * color.g;
+		this.b = color.b * color.b;
+
+		return this;
+
+	},
+
+	copyLinearToGamma: function ( color ) {
+
+		this.r = Math.sqrt( color.r );
+		this.g = Math.sqrt( color.g );
+		this.b = Math.sqrt( color.b );
+
+		return this;
+
+	},
+
+	convertGammaToLinear: function () {
+
+		var r = this.r, g = this.g, b = this.b;
+
+		this.r = r * r;
+		this.g = g * g;
+		this.b = b * b;
+
+		return this;
+
+	},
+
+	convertLinearToGamma: function () {
+
+		this.r = Math.sqrt( this.r );
+		this.g = Math.sqrt( this.g );
+		this.b = Math.sqrt( this.b );
+
+		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 ( optionalTarget ) {
+
+		// h,s,l ranges are in 0.0 - 1.0
+
+		var hsl = optionalTarget || { 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;
+
+		}
+
+		hsl.h = hue;
+		hsl.s = saturation;
+		hsl.l = lightness;
+
+		return hsl;
+
+	},
+
+	getStyle: function () {
+
+		return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+	},
+
+	offsetHSL: function ( h, s, l ) {
+
+		var hsl = this.getHSL();
+
+		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;
+
+	},
+
+	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;
+
+	},
+
+	equals: function ( c ) {
+
+		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.r = array[ 0 ];
+		this.g = array[ 1 ];
+		this.b = array[ 2 ];
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		return [ this.r, this.g, this.b ];
+
+	},
+
+	clone: function () {
+
+		return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+	}
+
+};
+
+THREE.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, '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 };
+
+// File:src/math/Quaternion.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Quaternion = function ( x, y, z, w ) {
+
+	this._x = x || 0;
+	this._y = y || 0;
+	this._z = z || 0;
+	this._w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Quaternion.prototype = {
+
+	constructor: THREE.Quaternion,
+
+	_x: 0,_y: 0, _z: 0, _w: 0,
+
+	get x () {
+
+		return this._x;
+
+	},
+
+	set x ( value ) {
+
+		this._x = value;
+		this.onChangeCallback();
+
+	},
+
+	get y () {
+
+		return this._y;
+
+	},
+
+	set y ( value ) {
+
+		this._y = value;
+		this.onChangeCallback();
+
+	},
+
+	get z () {
+
+		return this._z;
+
+	},
+
+	set z ( value ) {
+
+		this._z = value;
+		this.onChangeCallback();
+
+	},
+
+	get w () {
+
+		return this._w;
+
+	},
+
+	set w ( value ) {
+
+		this._w = value;
+		this.onChangeCallback();
+
+	},
+
+	set: function ( x, y, z, w ) {
+
+		this._x = x;
+		this._y = y;
+		this._z = z;
+		this._w = w;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	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 instanceof THREE.Euler === false ) {
+
+			throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+		}
+
+		// http://www.mathworks.com/matlabcentral/fileexchange/
+		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+		//	content/SpinCalc.m
+
+		var c1 = Math.cos( euler._x / 2 );
+		var c2 = Math.cos( euler._y / 2 );
+		var c3 = Math.cos( euler._z / 2 );
+		var s1 = Math.sin( euler._x / 2 );
+		var s2 = Math.sin( euler._y / 2 );
+		var s3 = Math.sin( euler._z / 2 );
+
+		if ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 () {
+
+		// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
+
+		// assumes direction vectors vFrom and vTo are normalized
+
+		var v1, r;
+
+		var EPS = 0.000001;
+
+		return function ( vFrom, vTo ) {
+
+			if ( v1 === undefined ) v1 = new THREE.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;
+
+			this.normalize();
+
+			return this;
+
+		}
+
+	}(),
+
+	inverse: function () {
+
+		this.conjugate().normalize();
+
+		return this;
+
+	},
+
+	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( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+			return this.multiplyQuaternions( q, p );
+
+		}
+
+		return this.multiplyQuaternions( this, q );
+
+	},
+
+	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;
+
+	},
+
+	multiplyVector3: function ( vector ) {
+
+		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+		return vector.applyQuaternion( this );
+
+	},
+
+	slerp: function ( qb, t ) {
+
+		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 halfTheta = Math.acos( cosHalfTheta );
+		var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+		if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+			this._w = 0.5 * ( w + this._w );
+			this._x = 0.5 * ( x + this._x );
+			this._y = 0.5 * ( y + this._y );
+			this._z = 0.5 * ( z + this._z );
+
+			return this;
+
+		}
+
+		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 ) {
+
+		this._x = array[ 0 ];
+		this._y = array[ 1 ];
+		this._z = array[ 2 ];
+		this._w = array[ 3 ];
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		return [ this._x, this._y, this._z, this._w ];
+
+	},
+
+	onChange: function ( callback ) {
+
+		this.onChangeCallback = callback;
+
+		return this;
+
+	},
+
+	onChangeCallback: function () {},
+
+	clone: function () {
+
+		return new THREE.Quaternion( this._x, this._y, this._z, this._w );
+
+	}
+
+};
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+	return qm.copy( qa ).slerp( qb, t );
+
+}
+
+// File:src/math/Vector2.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+
+};
+
+THREE.Vector2.prototype = {
+
+	constructor: THREE.Vector2,
+
+	set: function ( x, y ) {
+
+		this.x = x;
+		this.y = y;
+
+		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 );
+
+		}
+
+	},
+
+	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 );
+
+		}
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+
+		return this;
+
+	},
+
+	add: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.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;
+
+	},
+
+	addVectors: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+
+		return this;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.x += s;
+		this.y += s;
+
+		return this;
+
+	},
+
+	sub: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.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;
+
+	},
+
+	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 ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+
+		return this;
+
+	},
+
+	divide: function ( v ) {
+
+		this.x /= v.x;
+		this.y /= v.y;
+
+		return this;
+
+	},
+
+	divideScalar: function ( scalar ) {
+
+		if ( scalar !== 0 ) {
+
+			var invScalar = 1 / scalar;
+
+			this.x *= invScalar;
+			this.y *= invScalar;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+
+		}
+
+		return this;
+
+	},
+
+	min: function ( v ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		return this;
+
+	},
+
+	max: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		return this;
+
+	},
+
+	clamp: function ( min, max ) {
+
+		// This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+		if ( this.x < min.x ) {
+
+			this.x = min.x;
+
+		} else if ( this.x > max.x ) {
+
+			this.x = max.x;
+
+		}
+
+		if ( this.y < min.y ) {
+
+			this.y = min.y;
+
+		} else if ( this.y > max.y ) {
+
+			this.y = max.y;
+
+		}
+
+		return this;
+	},
+
+	clampScalar: ( function () {
+
+		var min, max;
+
+		return function ( minVal, maxVal ) {
+
+			if ( min === undefined ) {
+
+				min = new THREE.Vector2();
+				max = new THREE.Vector2();
+
+			}
+
+			min.set( minVal, minVal );
+			max.set( maxVal, maxVal );
+
+			return this.clamp( min, max );
+
+		};
+
+	} )(),
+
+	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;
+
+	},
+
+	lengthSq: function () {
+
+		return this.x * this.x + this.y * this.y;
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.x * this.x + this.y * this.y );
+
+	},
+
+	normalize: function () {
+
+		return this.divideScalar( this.length() );
+
+	},
+
+	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;
+
+	},
+
+	setLength: function ( l ) {
+
+		var oldLength = this.length();
+
+		if ( oldLength !== 0 && l !== oldLength ) {
+
+			this.multiplyScalar( l / oldLength );
+		}
+
+		return this;
+
+	},
+
+	lerp: function ( v, alpha ) {
+
+		this.x += ( v.x - this.x ) * alpha;
+		this.y += ( v.y - this.y ) * alpha;
+
+		return this;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.x = array[ 0 ];
+		this.y = array[ 1 ];
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		return [ this.x, this.y ];
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector2( this.x, this.y );
+
+	}
+
+};
+
+// File:src/math/Vector3.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author *kile / http://kile.stravaganza.org/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+	this.z = z || 0;
+
+};
+
+THREE.Vector3.prototype = {
+
+	constructor: THREE.Vector3,
+
+	set: function ( x, y, z ) {
+
+		this.x = x;
+		this.y = y;
+		this.z = z;
+
+		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 );
+
+		}
+
+	},
+
+	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 );
+
+		}
+
+	},
+
+	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( 'THREE.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;
+
+	},
+
+	sub: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.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;
+
+	},
+
+	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( 'THREE.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;
+
+		return function ( euler ) {
+
+			if ( euler instanceof THREE.Euler === false ) {
+
+				console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+			}
+
+			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+			this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+			return this;
+
+		};
+
+	}(),
+
+	applyAxisAngle: function () {
+
+		var quaternion;
+
+		return function ( axis, angle ) {
+
+			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+			this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
+
+			return this;
+
+		};
+
+	}(),
+
+	applyMatrix3: function ( m ) {
+
+		var x = this.x;
+		var y = this.y;
+		var 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 ) {
+
+		// input: THREE.Matrix4 affine matrix
+
+		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 + e[ 12 ];
+		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
+		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
+
+		return this;
+
+	},
+
+	applyProjection: function ( m ) {
+
+		// input: THREE.Matrix4 projection matrix
+
+		var x = this.x, y = this.y, z = this.z;
+
+		var e = m.elements;
+		var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
+
+		this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ] ) * d;
+		this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ] ) * d;
+		this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
+
+		return this;
+
+	},
+
+	applyQuaternion: function ( q ) {
+
+		var x = this.x;
+		var y = this.y;
+		var z = this.z;
+
+		var qx = q.x;
+		var qy = q.y;
+		var qz = q.z;
+		var 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;
+
+	},
+
+	transformDirection: function ( m ) {
+
+		// input: THREE.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;
+
+		this.normalize();
+
+		return this;
+
+	},
+
+	divide: function ( v ) {
+
+		this.x /= v.x;
+		this.y /= v.y;
+		this.z /= v.z;
+
+		return this;
+
+	},
+
+	divideScalar: function ( scalar ) {
+
+		if ( scalar !== 0 ) {
+
+			var invScalar = 1 / scalar;
+
+			this.x *= invScalar;
+			this.y *= invScalar;
+			this.z *= invScalar;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+
+		}
+
+		return this;
+
+	},
+
+	min: function ( v ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z > v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		return this;
+
+	},
+
+	max: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z < v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		return this;
+
+	},
+
+	clamp: function ( min, max ) {
+
+		// This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+		if ( this.x < min.x ) {
+
+			this.x = min.x;
+
+		} else if ( this.x > max.x ) {
+
+			this.x = max.x;
+
+		}
+
+		if ( this.y < min.y ) {
+
+			this.y = min.y;
+
+		} else if ( this.y > max.y ) {
+
+			this.y = max.y;
+
+		}
+
+		if ( this.z < min.z ) {
+
+			this.z = min.z;
+
+		} else if ( this.z > max.z ) {
+
+			this.z = max.z;
+
+		}
+
+		return this;
+
+	},
+
+	clampScalar: ( function () {
+
+		var min, max;
+
+		return function ( minVal, maxVal ) {
+
+			if ( min === undefined ) {
+
+				min = new THREE.Vector3();
+				max = new THREE.Vector3();
+
+			}
+
+			min.set( minVal, minVal, minVal );
+			max.set( maxVal, maxVal, maxVal );
+
+			return this.clamp( min, max );
+
+		};
+
+	} )(),
+
+	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;
+
+	},
+
+	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 );
+
+	},
+
+	lengthManhattan: function () {
+
+		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+	},
+
+	normalize: function () {
+
+		return this.divideScalar( this.length() );
+
+	},
+
+	setLength: function ( l ) {
+
+		var oldLength = this.length();
+
+		if ( oldLength !== 0 && l !== oldLength  ) {
+
+			this.multiplyScalar( l / oldLength );
+		}
+
+		return this;
+
+	},
+
+	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;
+
+	},
+
+	cross: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+			return this.crossVectors( v, w );
+
+		}
+
+		var x = this.x, y = this.y, z = this.z;
+
+		this.x = y * v.z - z * v.y;
+		this.y = z * v.x - x * v.z;
+		this.z = x * v.y - y * v.x;
+
+		return this;
+
+	},
+
+	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 () {
+
+		var v1, dot;
+
+		return function ( vector ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			v1.copy( vector ).normalize();
+
+			dot = this.dot( v1 );
+
+			return this.copy( v1 ).multiplyScalar( dot );
+
+		};
+
+	}(),
+
+	projectOnPlane: function () {
+
+		var v1;
+
+		return function ( planeNormal ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			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;
+
+		return function ( normal ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
+
+		}
+
+	}(),
+
+	angleTo: function ( v ) {
+
+		var theta = this.dot( v ) / ( this.length() * v.length() );
+
+		// clamp, to handle numerical problems
+
+		return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
+
+	},
+
+	distanceTo: function ( v ) {
+
+		return Math.sqrt( this.distanceToSquared( v ) );
+
+	},
+
+	distanceToSquared: function ( v ) {
+
+		var dx = this.x - v.x;
+		var dy = this.y - v.y;
+		var dz = this.z - v.z;
+
+		return dx * dx + dy * dy + dz * dz;
+
+	},
+
+	setEulerFromRotationMatrix: function ( m, order ) {
+
+		console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
+
+	},
+
+	setEulerFromQuaternion: function ( q, order ) {
+
+		console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
+
+	},
+
+	getPositionFromMatrix: function ( m ) {
+
+		console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
+
+		return this.setFromMatrixPosition( m );
+
+	},
+
+	getScaleFromMatrix: function ( m ) {
+
+		console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
+
+		return this.setFromMatrixScale( m );
+	},
+
+	getColumnFromMatrix: function ( index, matrix ) {
+
+		console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
+
+		return this.setFromMatrixColumn( index, matrix );
+
+	},
+
+	setFromMatrixPosition: function ( m ) {
+
+		this.x = m.elements[ 12 ];
+		this.y = m.elements[ 13 ];
+		this.z = m.elements[ 14 ];
+
+		return this;
+
+	},
+
+	setFromMatrixScale: function ( m ) {
+
+		var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[  2 ] ).length();
+		var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[  6 ] ).length();
+		var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
+
+		this.x = sx;
+		this.y = sy;
+		this.z = sz;
+
+		return this;
+	},
+
+	setFromMatrixColumn: function ( index, matrix ) {
+
+		var offset = index * 4;
+
+		var me = matrix.elements;
+
+		this.x = me[ offset ];
+		this.y = me[ offset + 1 ];
+		this.z = me[ offset + 2 ];
+
+		return this;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.x = array[ 0 ];
+		this.y = array[ 1 ];
+		this.z = array[ 2 ];
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		return [ this.x, this.y, this.z ];
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector3( this.x, this.y, this.z );
+
+	}
+
+};
+
+// File:src/math/Vector4.js
+
+/**
+ * @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
+ */
+
+THREE.Vector4 = function ( x, y, z, w ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+	this.z = z || 0;
+	this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Vector4.prototype = {
+
+	constructor: THREE.Vector4,
+
+	set: function ( x, y, z, w ) {
+
+		this.x = x;
+		this.y = y;
+		this.z = z;
+		this.w = w;
+
+		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 );
+
+		}
+
+	},
+
+	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 );
+
+		}
+
+	},
+
+	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;
+
+	},
+
+	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;
+
+	},
+
+	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;
+		var y = this.y;
+		var z = this.z;
+		var 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 ) {
+
+		if ( scalar !== 0 ) {
+
+			var invScalar = 1 / scalar;
+
+			this.x *= invScalar;
+			this.y *= invScalar;
+			this.z *= invScalar;
+			this.w *= invScalar;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+			this.w = 1;
+
+		}
+
+		return this;
+
+	},
+
+	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 ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z > v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		if ( this.w > v.w ) {
+
+			this.w = v.w;
+
+		}
+
+		return this;
+
+	},
+
+	max: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z < v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		if ( this.w < v.w ) {
+
+			this.w = v.w;
+
+		}
+
+		return this;
+
+	},
+
+	clamp: function ( min, max ) {
+
+		// This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+		if ( this.x < min.x ) {
+
+			this.x = min.x;
+
+		} else if ( this.x > max.x ) {
+
+			this.x = max.x;
+
+		}
+
+		if ( this.y < min.y ) {
+
+			this.y = min.y;
+
+		} else if ( this.y > max.y ) {
+
+			this.y = max.y;
+
+		}
+
+		if ( this.z < min.z ) {
+
+			this.z = min.z;
+
+		} else if ( this.z > max.z ) {
+
+			this.z = max.z;
+
+		}
+
+		if ( this.w < min.w ) {
+
+			this.w = min.w;
+
+		} else if ( this.w > max.w ) {
+
+			this.w = max.w;
+
+		}
+
+		return this;
+
+	},
+
+	clampScalar: ( function () {
+
+		var min, max;
+
+		return function ( minVal, maxVal ) {
+
+			if ( min === undefined ) {
+
+				min = new THREE.Vector4();
+				max = new THREE.Vector4();
+
+			}
+
+			min.set( minVal, minVal, minVal, minVal );
+			max.set( maxVal, maxVal, maxVal, maxVal );
+
+			return this.clamp( min, max );
+
+		};
+
+	} )(),
+
+    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 );
+
+	},
+
+	lengthManhattan: 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() );
+
+	},
+
+	setLength: function ( l ) {
+
+		var oldLength = this.length();
+
+		if ( oldLength !== 0 && l !== oldLength ) {
+
+			this.multiplyScalar( l / oldLength );
+
+		}
+
+		return this;
+
+	},
+
+	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;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.x = array[ 0 ];
+		this.y = array[ 1 ];
+		this.z = array[ 2 ];
+		this.w = array[ 3 ];
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		return [ this.x, this.y, this.z, this.w ];
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+	}
+
+};
+
+// File:src/math/Euler.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Euler = function ( x, y, z, order ) {
+
+	this._x = x || 0;
+	this._y = y || 0;
+	this._z = z || 0;
+	this._order = order || THREE.Euler.DefaultOrder;
+
+};
+
+THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
+
+THREE.Euler.DefaultOrder = 'XYZ';
+
+THREE.Euler.prototype = {
+
+	constructor: THREE.Euler,
+
+	_x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
+
+	get x () {
+
+		return this._x;
+
+	},
+
+	set x ( value ) {
+
+		this._x = value;
+		this.onChangeCallback();
+
+	},
+
+	get y () {
+
+		return this._y;
+
+	},
+
+	set y ( value ) {
+
+		this._y = value;
+		this.onChangeCallback();
+
+	},
+
+	get z () {
+
+		return this._z;
+
+	},
+
+	set z ( value ) {
+
+		this._z = value;
+		this.onChangeCallback();
+
+	},
+
+	get order () {
+
+		return this._order;
+
+	},
+
+	set order ( value ) {
+
+		this._order = value;
+		this.onChangeCallback();
+
+	},
+
+	set: function ( x, y, z, order ) {
+
+		this._x = x;
+		this._y = y;
+		this._z = z;
+		this._order = order || this._order;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	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 ) {
+
+		var clamp = THREE.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( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
+
+		}
+
+		this._order = order;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromQuaternion: function ( q, order, update ) {
+
+		var clamp = THREE.Math.clamp;
+
+		// q is assumed to be normalized
+
+		// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
+
+		var sqx = q.x * q.x;
+		var sqy = q.y * q.y;
+		var sqz = q.z * q.z;
+		var sqw = q.w * q.w;
+
+		order = order || this._order;
+
+		if ( order === 'XYZ' ) {
+
+			this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
+			this._y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
+			this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
+
+		} else if ( order ===  'YXZ' ) {
+
+			this._x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
+			this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
+			this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
+
+		} else if ( order === 'ZXY' ) {
+
+			this._x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
+			this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
+			this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
+
+		} else if ( order === 'ZYX' ) {
+
+			this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
+			this._y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
+			this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
+
+		} else if ( order === 'YZX' ) {
+
+			this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
+			this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
+			this._z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
+
+		} else if ( order === 'XZY' ) {
+
+			this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
+			this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
+			this._z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
+
+		} else {
+
+			console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
+
+		}
+
+		this._order = order;
+
+		if ( update !== false ) this.onChangeCallback();
+
+		return this;
+
+	},
+
+	reorder: function () {
+
+		// WARNING: this discards revolution information -bhouston
+
+		var q = new THREE.Quaternion();
+
+		return function ( newOrder ) {
+
+			q.setFromEuler( this );
+			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 () {
+
+		return [ this._x, this._y, this._z, this._order ];
+
+	},
+
+	onChange: function ( callback ) {
+
+		this.onChangeCallback = callback;
+
+		return this;
+
+	},
+
+	onChangeCallback: function () {},
+
+	clone: function () {
+
+		return new THREE.Euler( this._x, this._y, this._z, this._order );
+
+	}
+
+};
+
+// File:src/math/Line3.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Line3 = function ( start, end ) {
+
+	this.start = ( start !== undefined ) ? start : new THREE.Vector3();
+	this.end = ( end !== undefined ) ? end : new THREE.Vector3();
+
+};
+
+THREE.Line3.prototype = {
+
+	constructor: THREE.Line3,
+
+	set: function ( start, end ) {
+
+		this.start.copy( start );
+		this.end.copy( end );
+
+		return this;
+
+	},
+
+	copy: function ( line ) {
+
+		this.start.copy( line.start );
+		this.end.copy( line.end );
+
+		return this;
+
+	},
+
+	center: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
+
+	},
+
+	delta: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.subVectors( this.end, this.start );
+
+	},
+
+	distanceSq: function () {
+
+		return this.start.distanceToSquared( this.end );
+
+	},
+
+	distance: function () {
+
+		return this.start.distanceTo( this.end );
+
+	},
+
+	at: function ( t, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+	},
+
+	closestPointToPointParameter: function () {
+
+		var startP = new THREE.Vector3();
+		var startEnd = new THREE.Vector3();
+
+		return function ( point, clampToLine ) {
+
+			startP.subVectors( point, this.start );
+			startEnd.subVectors( this.end, this.start );
+
+			var startEnd2 = startEnd.dot( startEnd );
+			var startEnd_startP = startEnd.dot( startP );
+
+			var t = startEnd_startP / startEnd2;
+
+			if ( clampToLine ) {
+
+				t = THREE.Math.clamp( t, 0, 1 );
+
+			}
+
+			return t;
+
+		};
+
+	}(),
+
+	closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
+
+		var t = this.closestPointToPointParameter( point, clampToLine );
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+	},
+
+	applyMatrix4: function ( matrix ) {
+
+		this.start.applyMatrix4( matrix );
+		this.end.applyMatrix4( matrix );
+
+		return this;
+
+	},
+
+	equals: function ( line ) {
+
+		return line.start.equals( this.start ) && line.end.equals( this.end );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Line3().copy( this );
+
+	}
+
+};
+
+// File:src/math/Box2.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+	this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
+	this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
+
+};
+
+THREE.Box2.prototype = {
+
+	constructor: THREE.Box2,
+
+	set: function ( min, max ) {
+
+		this.min.copy( min );
+		this.max.copy( max );
+
+		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 THREE.Vector2();
+
+		return function ( center, size ) {
+
+			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+			this.min.copy( center ).sub( halfSize );
+			this.max.copy( center ).add( halfSize );
+
+			return this;
+
+		};
+
+	}(),
+
+	copy: function ( box ) {
+
+		this.min.copy( box.min );
+		this.max.copy( box.max );
+
+		return this;
+
+	},
+
+	makeEmpty: function () {
+
+		this.min.x = this.min.y = Infinity;
+		this.max.x = this.max.y = - Infinity;
+
+		return this;
+
+	},
+
+	empty: 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 );
+
+	},
+
+	center: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector2();
+		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+	},
+
+	size: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector2();
+		return result.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;
+	},
+
+	containsPoint: function ( point ) {
+
+		if ( point.x < this.min.x || point.x > this.max.x ||
+		     point.y < this.min.y || point.y > this.max.y ) {
+
+			return false;
+
+		}
+
+		return true;
+
+	},
+
+	containsBox: function ( box ) {
+
+		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+		     ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	},
+
+	getParameter: function ( point, optionalTarget ) {
+
+		// This can potentially have a divide by zero if the box
+		// has a size dimension of 0.
+
+		var result = optionalTarget || new THREE.Vector2();
+
+		return result.set(
+			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+			( point.y - this.min.y ) / ( this.max.y - this.min.y )
+		);
+
+	},
+
+	isIntersectionBox: function ( box ) {
+
+		// using 6 splitting planes to rule out intersections.
+
+		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+		     box.max.y < this.min.y || box.min.y > this.max.y ) {
+
+			return false;
+
+		}
+
+		return true;
+
+	},
+
+	clampPoint: function ( point, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector2();
+		return result.copy( point ).clamp( this.min, this.max );
+
+	},
+
+	distanceToPoint: function () {
+
+		var v1 = new THREE.Vector2();
+
+		return function ( point ) {
+
+			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+			return clampedPoint.sub( point ).length();
+
+		};
+
+	}(),
+
+	intersect: function ( box ) {
+
+		this.min.max( box.min );
+		this.max.min( box.max );
+
+		return this;
+
+	},
+
+	union: function ( box ) {
+
+		this.min.min( box.min );
+		this.max.max( box.max );
+
+		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 );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Box2().copy( this );
+
+	}
+
+};
+
+// File:src/math/Box3.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+	this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
+	this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
+
+};
+
+THREE.Box3.prototype = {
+
+	constructor: THREE.Box3,
+
+	set: function ( min, max ) {
+
+		this.min.copy( min );
+		this.max.copy( max );
+
+		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 THREE.Vector3();
+
+		return function ( 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 () {
+
+		// Computes the world-axis-aligned bounding box of an object (including its children),
+		// accounting for both the object's, and childrens', world transforms
+
+		var v1 = new THREE.Vector3();
+
+		return function ( object ) {
+
+			var scope = this;
+
+			object.updateMatrixWorld( true );
+
+			this.makeEmpty();
+
+			object.traverse( function ( node ) {
+
+				if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
+
+					var vertices = node.geometry.vertices;
+
+					for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+						v1.copy( vertices[ i ] );
+
+						v1.applyMatrix4( node.matrixWorld );
+
+						scope.expandByPoint( v1 );
+
+					}
+
+				}
+
+			} );
+
+			return 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;
+
+	},
+
+	empty: 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 );
+
+	},
+
+	center: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+	},
+
+	size: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.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;
+
+	},
+
+	containsPoint: function ( point ) {
+
+		if ( 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 ) {
+
+			return false;
+
+		}
+
+		return true;
+
+	},
+
+	containsBox: function ( box ) {
+
+		if ( ( 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 ) ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	},
+
+	getParameter: function ( point, optionalTarget ) {
+
+		// This can potentially have a divide by zero if the box
+		// has a size dimension of 0.
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		return result.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 )
+		);
+
+	},
+
+	isIntersectionBox: function ( box ) {
+
+		// using 6 splitting planes to rule out intersections.
+
+		if ( 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 ) {
+
+			return false;
+
+		}
+
+		return true;
+
+	},
+
+	clampPoint: function ( point, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.copy( point ).clamp( this.min, this.max );
+
+	},
+
+	distanceToPoint: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( point ) {
+
+			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+			return clampedPoint.sub( point ).length();
+
+		};
+
+	}(),
+
+	getBoundingSphere: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( optionalTarget ) {
+
+			var result = optionalTarget || new THREE.Sphere();
+
+			result.center = this.center();
+			result.radius = this.size( v1 ).length() * 0.5;
+
+			return result;
+
+		};
+
+	}(),
+
+	intersect: function ( box ) {
+
+		this.min.max( box.min );
+		this.max.min( box.max );
+
+		return this;
+
+	},
+
+	union: function ( box ) {
+
+		this.min.min( box.min );
+		this.max.max( box.max );
+
+		return this;
+
+	},
+
+	applyMatrix4: function () {
+
+		var points = [
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3()
+		];
+
+		return function ( matrix ) {
+
+			// 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.makeEmpty();
+			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 );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Box3().copy( this );
+
+	}
+
+};
+
+// File:src/math/Matrix3.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+	this.elements = new Float32Array( 9 );
+
+	var te = this.elements;
+
+	te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 3 ] = n12 || 0; te[ 6 ] = n13 || 0;
+	te[ 1 ] = n21 || 0; te[ 4 ] = ( n22 !== undefined ) ? n22 : 1; te[ 7 ] = n23 || 0;
+	te[ 2 ] = n31 || 0; te[ 5 ] = n32 || 0; te[ 8 ] = ( n33 !== undefined ) ? n33 : 1;
+
+};
+
+THREE.Matrix3.prototype = {
+
+	constructor: THREE.Matrix3,
+
+	set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+		var te = this.elements;
+
+		te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
+		te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
+		te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
+
+		return this;
+
+	},
+
+	identity: function () {
+
+		this.set(
+
+			1, 0, 0,
+			0, 1, 0,
+			0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	copy: function ( m ) {
+
+		var me = m.elements;
+
+		this.set(
+
+			me[ 0 ], me[ 3 ], me[ 6 ],
+			me[ 1 ], me[ 4 ], me[ 7 ],
+			me[ 2 ], me[ 5 ], me[ 8 ]
+
+		);
+
+		return this;
+
+	},
+
+	multiplyVector3: function ( vector ) {
+
+		console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+		return vector.applyMatrix3( this );
+
+	},
+
+	multiplyVector3Array: function ( a ) {
+
+		console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+		return this.applyToVector3Array( a );
+
+	},
+
+	applyToVector3Array: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( array, offset, length ) {
+
+			if ( offset === undefined ) offset = 0;
+			if ( length === undefined ) length = array.length;
+
+			for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
+
+				v1.x = array[ j ];
+				v1.y = array[ j + 1 ];
+				v1.z = array[ j + 2 ];
+
+				v1.applyMatrix3( this );
+
+				array[ j ]     = v1.x;
+				array[ j + 1 ] = v1.y;
+				array[ j + 2 ] = v1.z;
+
+			}
+
+			return array;
+
+		};
+
+	}(),
+
+	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, throwOnInvertible ) {
+
+		// input: THREE.Matrix4
+		// ( based on http://code.google.com/p/webgl-mjs/ )
+
+		var me = matrix.elements;
+		var te = this.elements;
+
+		te[ 0 ] =   me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
+		te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
+		te[ 2 ] =   me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
+		te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
+		te[ 4 ] =   me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
+		te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
+		te[ 6 ] =   me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
+		te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
+		te[ 8 ] =   me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
+
+		var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
+
+		// no inverse
+
+		if ( det === 0 ) {
+
+			var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
+
+			if ( throwOnInvertible || false ) {
+
+				throw new Error( msg );
+
+			} else {
+
+				console.warn( msg );
+
+			}
+
+			this.identity();
+
+			return this;
+
+		}
+
+		this.multiplyScalar( 1.0 / det );
+
+		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;
+
+	},
+
+	flattenToArrayOffset: function ( array, offset ) {
+
+		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;
+
+	},
+
+	getNormalMatrix: function ( m ) {
+
+		// input: THREE.Matrix4
+
+		this.getInverse( m ).transpose();
+
+		return this;
+
+	},
+
+	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;
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.elements.set( array );
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		var te = this.elements;
+
+		return [
+			te[ 0 ], te[ 1 ], te[ 2 ],
+			te[ 3 ], te[ 4 ], te[ 5 ],
+			te[ 6 ], te[ 7 ], te[ 8 ]
+		];
+
+	},
+
+	clone: function () {
+
+		var te = this.elements;
+
+		return new THREE.Matrix3(
+
+			te[ 0 ], te[ 3 ], te[ 6 ],
+			te[ 1 ], te[ 4 ], te[ 7 ],
+			te[ 2 ], te[ 5 ], te[ 8 ]
+
+		);
+
+	}
+
+};
+
+// File:src/math/Matrix4.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author jordi_ros / http://plattsoft.com
+ * @author D1plo1d / http://github.com/D1plo1d
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author timknip / http://www.floorplanner.com/
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+
+THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+	this.elements = new Float32Array( 16 );
+
+	// TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
+	//   we should not support semi specification of Matrix4, it is just weird.
+
+	var te = this.elements;
+
+	te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 4 ] = n12 || 0; te[ 8 ] = n13 || 0; te[ 12 ] = n14 || 0;
+	te[ 1 ] = n21 || 0; te[ 5 ] = ( n22 !== undefined ) ? n22 : 1; te[ 9 ] = n23 || 0; te[ 13 ] = n24 || 0;
+	te[ 2 ] = n31 || 0; te[ 6 ] = n32 || 0; te[ 10 ] = ( n33 !== undefined ) ? n33 : 1; te[ 14 ] = n34 || 0;
+	te[ 3 ] = n41 || 0; te[ 7 ] = n42 || 0; te[ 11 ] = n43 || 0; te[ 15 ] = ( n44 !== undefined ) ? n44 : 1;
+
+};
+
+THREE.Matrix4.prototype = {
+
+	constructor: THREE.Matrix4,
+
+	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;
+
+	},
+
+	copy: function ( m ) {
+
+		this.elements.set( m.elements );
+
+		return this;
+
+	},
+
+	extractPosition: function ( m ) {
+
+		console.warn( 'THREEMatrix4: .extractPosition() has been renamed to .copyPosition().' );
+		return this.copyPosition( m );
+
+	},
+
+	copyPosition: function ( m ) {
+
+		var te = this.elements;
+		var me = m.elements;
+
+		te[ 12 ] = me[ 12 ];
+		te[ 13 ] = me[ 13 ];
+		te[ 14 ] = me[ 14 ];
+
+		return this;
+
+	},
+
+	extractRotation: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( m ) {
+
+			var te = this.elements;
+			var me = m.elements;
+
+			var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
+			var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
+			var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
+
+			te[ 0 ] = me[ 0 ] * scaleX;
+			te[ 1 ] = me[ 1 ] * scaleX;
+			te[ 2 ] = me[ 2 ] * scaleX;
+
+			te[ 4 ] = me[ 4 ] * scaleY;
+			te[ 5 ] = me[ 5 ] * scaleY;
+			te[ 6 ] = me[ 6 ] * scaleY;
+
+			te[ 8 ] = me[ 8 ] * scaleZ;
+			te[ 9 ] = me[ 9 ] * scaleZ;
+			te[ 10 ] = me[ 10 ] * scaleZ;
+
+			return this;
+
+		};
+
+	}(),
+
+	makeRotationFromEuler: function ( euler ) {
+
+		if ( euler instanceof THREE.Euler === false ) {
+
+			console.error( 'THREE.Matrix: .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;
+
+		}
+
+		// last column
+		te[ 3 ] = 0;
+		te[ 7 ] = 0;
+		te[ 11 ] = 0;
+
+		// bottom row
+		te[ 12 ] = 0;
+		te[ 13 ] = 0;
+		te[ 14 ] = 0;
+		te[ 15 ] = 1;
+
+		return this;
+
+	},
+
+	setRotationFromQuaternion: function ( q ) {
+
+		console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
+
+		return this.makeRotationFromQuaternion( q );
+
+	},
+
+	makeRotationFromQuaternion: function ( q ) {
+
+		var te = this.elements;
+
+		var x = q.x, y = q.y, z = q.z, w = q.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;
+
+		te[ 0 ] = 1 - ( yy + zz );
+		te[ 4 ] = xy - wz;
+		te[ 8 ] = xz + wy;
+
+		te[ 1 ] = xy + wz;
+		te[ 5 ] = 1 - ( xx + zz );
+		te[ 9 ] = yz - wx;
+
+		te[ 2 ] = xz - wy;
+		te[ 6 ] = yz + wx;
+		te[ 10 ] = 1 - ( xx + yy );
+
+		// last column
+		te[ 3 ] = 0;
+		te[ 7 ] = 0;
+		te[ 11 ] = 0;
+
+		// bottom row
+		te[ 12 ] = 0;
+		te[ 13 ] = 0;
+		te[ 14 ] = 0;
+		te[ 15 ] = 1;
+
+		return this;
+
+	},
+
+	lookAt: function () {
+
+		var x = new THREE.Vector3();
+		var y = new THREE.Vector3();
+		var z = new THREE.Vector3();
+
+		return function ( eye, target, up ) {
+
+			var te = this.elements;
+
+			z.subVectors( eye, target ).normalize();
+
+			if ( z.length() === 0 ) {
+
+				z.z = 1;
+
+			}
+
+			x.crossVectors( up, z ).normalize();
+
+			if ( x.length() === 0 ) {
+
+				z.x += 0.0001;
+				x.crossVectors( up, z ).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( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+			return this.multiplyMatrices( m, n );
+
+		}
+
+		return this.multiplyMatrices( this, m );
+
+	},
+
+	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;
+
+	},
+
+	multiplyToArray: function ( a, b, r ) {
+
+		var te = this.elements;
+
+		this.multiplyMatrices( a, b );
+
+		r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
+		r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
+		r[ 8 ]  = te[ 8 ]; r[ 9 ]  = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
+		r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
+
+		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;
+
+	},
+
+	multiplyVector3: function ( vector ) {
+
+		console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+		return vector.applyProjection( this );
+
+	},
+
+	multiplyVector4: function ( vector ) {
+
+		console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+		return vector.applyMatrix4( this );
+
+	},
+
+	multiplyVector3Array: function ( a ) {
+
+		console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+		return this.applyToVector3Array( a );
+
+	},
+
+	applyToVector3Array: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( array, offset, length ) {
+
+			if ( offset === undefined ) offset = 0;
+			if ( length === undefined ) length = array.length;
+
+			for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
+
+				v1.x = array[ j ];
+				v1.y = array[ j + 1 ];
+				v1.z = array[ j + 2 ];
+
+				v1.applyMatrix4( this );
+
+				array[ j ]     = v1.x;
+				array[ j + 1 ] = v1.y;
+				array[ j + 2 ] = v1.z;
+
+			}
+
+			return array;
+
+		};
+
+	}(),
+
+	rotateAxis: function ( v ) {
+
+		console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
+
+		v.transformDirection( this );
+
+	},
+
+	crossVector: function ( vector ) {
+
+		console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+		return vector.applyMatrix4( this );
+
+	},
+
+	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;
+
+	},
+
+	flattenToArrayOffset: function ( array, offset ) {
+
+		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;
+
+	},
+
+	getPosition: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function () {
+
+			console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
+
+			var te = this.elements;
+			return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
+
+		};
+
+	}(),
+
+	setPosition: function ( v ) {
+
+		var te = this.elements;
+
+		te[ 12 ] = v.x;
+		te[ 13 ] = v.y;
+		te[ 14 ] = v.z;
+
+		return this;
+
+	},
+
+	getInverse: function ( m, throwOnInvertible ) {
+
+		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+		var te = this.elements;
+		var me = m.elements;
+
+		var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
+		var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
+		var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
+		var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
+
+		te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
+		te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
+		te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
+		te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
+		te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
+		te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
+		te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
+		te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
+		te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
+		te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
+		te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
+		te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
+		te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
+		te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
+		te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
+		te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
+
+		var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
+
+		if ( det == 0 ) {
+
+			var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
+
+			if ( throwOnInvertible || false ) {
+
+				throw new Error( msg );
+
+			} else {
+
+				console.warn( msg );
+
+			}
+
+			this.identity();
+
+			return this;
+		}
+
+		this.multiplyScalar( 1 / det );
+
+		return this;
+
+	},
+
+	translate: function ( v ) {
+
+		console.warn( 'THREE.Matrix4: .translate() has been removed.' );
+
+	},
+
+	rotateX: function ( angle ) {
+
+		console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
+
+	},
+
+	rotateY: function ( angle ) {
+
+		console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
+
+	},
+
+	rotateZ: function ( angle ) {
+
+		console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
+
+	},
+
+	rotateByAxis: function ( axis, angle ) {
+
+		console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
+
+	},
+
+	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, Math.max( 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;
+
+	},
+
+	compose: function ( position, quaternion, scale ) {
+
+		this.makeRotationFromQuaternion( quaternion );
+		this.scale( scale );
+		this.setPosition( position );
+
+		return this;
+
+	},
+
+	decompose: function () {
+
+		var vector = new THREE.Vector3();
+		var matrix = new THREE.Matrix4();
+
+		return function ( 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.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
+
+			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;
+
+		};
+
+	}(),
+
+	makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+		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;
+
+	},
+
+	makePerspective: function ( fov, aspect, near, far ) {
+
+		var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
+		var ymin = - ymax;
+		var xmin = ymin * aspect;
+		var xmax = ymax * aspect;
+
+		return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
+
+	},
+
+	makeOrthographic: function ( left, right, top, bottom, near, far ) {
+
+		var te = this.elements;
+		var w = right - left;
+		var h = top - bottom;
+		var p = 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;
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.elements.set( array );
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		var te = this.elements;
+
+		return [
+			te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
+			te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
+			te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
+			te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
+		];
+
+	},
+
+	clone: function () {
+
+		var te = this.elements;
+
+		return new THREE.Matrix4(
+
+			te[ 0 ], te[ 4 ], te[ 8 ], te[ 12 ],
+			te[ 1 ], te[ 5 ], te[ 9 ], te[ 13 ],
+			te[ 2 ], te[ 6 ], te[ 10 ], te[ 14 ],
+			te[ 3 ], te[ 7 ], te[ 11 ], te[ 15 ]
+
+		);
+
+	}
+
+};
+
+// File:src/math/Ray.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+	this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
+	this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
+
+};
+
+THREE.Ray.prototype = {
+
+	constructor: THREE.Ray,
+
+	set: function ( origin, direction ) {
+
+		this.origin.copy( origin );
+		this.direction.copy( direction );
+
+		return this;
+
+	},
+
+	copy: function ( ray ) {
+
+		this.origin.copy( ray.origin );
+		this.direction.copy( ray.direction );
+
+		return this;
+
+	},
+
+	at: function ( t, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
+
+	},
+
+	recast: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( t ) {
+
+			this.origin.copy( this.at( t, v1 ) );
+
+			return this;
+
+		};
+
+	}(),
+
+	closestPointToPoint: function ( point, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		result.subVectors( point, this.origin );
+		var directionDistance = result.dot( this.direction );
+
+		if ( directionDistance < 0 ) {
+
+			return result.copy( this.origin );
+
+		}
+
+		return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+	},
+
+	distanceToPoint: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( point ) {
+
+			var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
+
+			// point behind the ray
+
+			if ( directionDistance < 0 ) {
+
+				return this.origin.distanceTo( point );
+
+			}
+
+			v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+			return v1.distanceTo( point );
+
+		};
+
+	}(),
+
+	distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+		// from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
+		// 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
+
+		var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
+		var segDir = v1.clone().sub( v0 ).normalize();
+		var segExtent = v0.distanceTo( v1 ) * 0.5;
+		var diff = this.origin.clone().sub( segCenter );
+		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.clone().multiplyScalar( s0 ).add( this.origin ) );
+
+		}
+
+		if ( optionalPointOnSegment ) {
+
+			optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
+
+		}
+
+		return sqrDist;
+
+	},
+
+	isIntersectionSphere: function ( sphere ) {
+
+		return this.distanceToPoint( sphere.center ) <= sphere.radius;
+
+	},
+
+	intersectSphere: function () {
+
+		// from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
+
+		var v1 = new THREE.Vector3();
+
+		return function ( sphere, optionalTarget ) {
+
+			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, optionalTarget );
+
+			// else t0 is in front of the ray, so return the first collision point scaled by t0 
+			return this.at( t0, optionalTarget );
+
+		}
+
+	}(),
+
+	isIntersectionPlane: 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;
+
+	},
+
+	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, optionalTarget ) {
+
+		var t = this.distanceToPlane( plane );
+
+		if ( t === null ) {
+
+			return null;
+		}
+
+		return this.at( t, optionalTarget );
+
+	},
+
+	isIntersectionBox: function () {
+
+		var v = new THREE.Vector3();
+
+		return function ( box ) {
+
+			return this.intersectBox( box, v ) !== null;
+
+		};
+
+	}(),
+
+	intersectBox: function ( box , optionalTarget ) {
+
+		// http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
+
+		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, optionalTarget );
+
+	},
+
+	intersectTriangle: function () {
+
+		// Compute the offset origin, edges, and normal.
+		var diff = new THREE.Vector3();
+		var edge1 = new THREE.Vector3();
+		var edge2 = new THREE.Vector3();
+		var normal = new THREE.Vector3();
+
+		return function ( a, b, c, backfaceCulling, optionalTarget ) {
+
+			// from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
+
+			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, optionalTarget );
+
+		};
+
+	}(),
+
+	applyMatrix4: function ( matrix4 ) {
+
+		this.direction.add( this.origin ).applyMatrix4( matrix4 );
+		this.origin.applyMatrix4( matrix4 );
+		this.direction.sub( this.origin );
+		this.direction.normalize();
+
+		return this;
+	},
+
+	equals: function ( ray ) {
+
+		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Ray().copy( this );
+
+	}
+
+};
+
+// File:src/math/Sphere.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+	this.center = ( center !== undefined ) ? center : new THREE.Vector3();
+	this.radius = ( radius !== undefined ) ? radius : 0;
+
+};
+
+THREE.Sphere.prototype = {
+
+	constructor: THREE.Sphere,
+
+	set: function ( center, radius ) {
+
+		this.center.copy( center );
+		this.radius = radius;
+
+		return this;
+	},
+
+	setFromPoints: function () {
+
+		var box = new THREE.Box3();
+
+		return function ( points, optionalCenter )  {
+
+			var center = this.center;
+
+			if ( optionalCenter !== undefined ) {
+
+				center.copy( optionalCenter );
+
+			} else {
+
+				box.setFromPoints( points ).center( 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;
+
+ 		};
+
+	}(),
+
+	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 );
+
+	},
+
+	clampPoint: function ( point, optionalTarget ) {
+
+		var deltaLengthSq = this.center.distanceToSquared( point );
+
+		var result = optionalTarget || new THREE.Vector3();
+		result.copy( point );
+
+		if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+			result.sub( this.center ).normalize();
+			result.multiplyScalar( this.radius ).add( this.center );
+
+		}
+
+		return result;
+
+	},
+
+	getBoundingBox: function ( optionalTarget ) {
+
+		var box = optionalTarget || new THREE.Box3();
+
+		box.set( this.center, this.center );
+		box.expandByScalar( this.radius );
+
+		return box;
+
+	},
+
+	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 );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Sphere().copy( this );
+
+	}
+
+};
+
+// File:src/math/Frustum.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
+
+	this.planes = [
+
+		( p0 !== undefined ) ? p0 : new THREE.Plane(),
+		( p1 !== undefined ) ? p1 : new THREE.Plane(),
+		( p2 !== undefined ) ? p2 : new THREE.Plane(),
+		( p3 !== undefined ) ? p3 : new THREE.Plane(),
+		( p4 !== undefined ) ? p4 : new THREE.Plane(),
+		( p5 !== undefined ) ? p5 : new THREE.Plane()
+
+	];
+
+};
+
+THREE.Frustum.prototype = {
+
+	constructor: THREE.Frustum,
+
+	set: function ( p0, p1, p2, p3, p4, p5 ) {
+
+		var planes = this.planes;
+
+		planes[ 0 ].copy( p0 );
+		planes[ 1 ].copy( p1 );
+		planes[ 2 ].copy( p2 );
+		planes[ 3 ].copy( p3 );
+		planes[ 4 ].copy( p4 );
+		planes[ 5 ].copy( p5 );
+
+		return this;
+
+	},
+
+	copy: function ( frustum ) {
+
+		var planes = this.planes;
+
+		for ( var i = 0; i < 6; i ++ ) {
+
+			planes[ i ].copy( frustum.planes[ i ] );
+
+		}
+
+		return this;
+
+	},
+
+	setFromMatrix: function ( m ) {
+
+		var planes = this.planes;
+		var me = m.elements;
+		var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
+		var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
+		var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
+		var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
+
+		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+		planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+		return this;
+
+	},
+
+	intersectsObject: function () {
+
+		var sphere = new THREE.Sphere();
+
+		return function ( object ) {
+
+			var geometry = object.geometry;
+
+			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+			sphere.copy( geometry.boundingSphere );
+			sphere.applyMatrix4( object.matrixWorld );
+
+			return this.intersectsSphere( sphere );
+
+		};
+
+	}(),
+
+	intersectsSphere: function ( sphere ) {
+
+		var planes = this.planes;
+		var center = sphere.center;
+		var negRadius = - sphere.radius;
+
+		for ( var i = 0; i < 6; i ++ ) {
+
+			var distance = planes[ i ].distanceToPoint( center );
+
+			if ( distance < negRadius ) {
+
+				return false;
+
+			}
+
+		}
+
+		return true;
+
+	},
+
+	intersectsBox: function () {
+
+		var p1 = new THREE.Vector3(),
+			p2 = new THREE.Vector3();
+
+		return function ( box ) {
+
+			var planes = this.planes;
+
+			for ( var i = 0; i < 6 ; i ++ ) {
+
+				var plane = planes[ i ];
+
+				p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
+				p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+				p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
+				p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+				p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
+				p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+				var d1 = plane.distanceToPoint( p1 );
+				var d2 = plane.distanceToPoint( p2 );
+
+				// if both outside plane, no intersection
+
+				if ( d1 < 0 && d2 < 0 ) {
+
+					return false;
+
+				}
+			}
+
+			return true;
+		};
+
+	}(),
+
+
+	containsPoint: function ( point ) {
+
+		var planes = this.planes;
+
+		for ( var i = 0; i < 6; i ++ ) {
+
+			if ( planes[ i ].distanceToPoint( point ) < 0 ) {
+
+				return false;
+
+			}
+
+		}
+
+		return true;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Frustum().copy( this );
+
+	}
+
+};
+
+// File:src/math/Plane.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+	this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
+	this.constant = ( constant !== undefined ) ? constant : 0;
+
+};
+
+THREE.Plane.prototype = {
+
+	constructor: THREE.Plane,
+
+	set: function ( normal, constant ) {
+
+		this.normal.copy( normal );
+		this.constant = constant;
+
+		return this;
+
+	},
+
+	setComponents: function ( x, y, z, w ) {
+
+		this.normal.set( x, y, z );
+		this.constant = w;
+
+		return this;
+
+	},
+
+	setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+		this.normal.copy( normal );
+		this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized
+
+		return this;
+
+	},
+
+	setFromCoplanarPoints: function () {
+
+		var v1 = new THREE.Vector3();
+		var v2 = new THREE.Vector3();
+
+		return function ( a, b, c ) {
+
+			var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
+
+			// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+			this.setFromNormalAndCoplanarPoint( normal, a );
+
+			return this;
+
+		};
+
+	}(),
+
+
+	copy: function ( plane ) {
+
+		this.normal.copy( plane.normal );
+		this.constant = plane.constant;
+
+		return this;
+
+	},
+
+	normalize: function () {
+
+		// Note: will lead to a divide by zero if the plane is invalid.
+
+		var inverseNormalLength = 1.0 / this.normal.length();
+		this.normal.multiplyScalar( inverseNormalLength );
+		this.constant *= inverseNormalLength;
+
+		return this;
+
+	},
+
+	negate: function () {
+
+		this.constant *= - 1;
+		this.normal.negate();
+
+		return this;
+
+	},
+
+	distanceToPoint: function ( point ) {
+
+		return this.normal.dot( point ) + this.constant;
+
+	},
+
+	distanceToSphere: function ( sphere ) {
+
+		return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+	},
+
+	projectPoint: function ( point, optionalTarget ) {
+
+		return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
+
+	},
+
+	orthoPoint: function ( point, optionalTarget ) {
+
+		var perpendicularMagnitude = this.distanceToPoint( point );
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
+
+	},
+
+	isIntersectionLine: function ( line ) {
+
+		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+		var startSign = this.distanceToPoint( line.start );
+		var endSign = this.distanceToPoint( line.end );
+
+		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+	},
+
+	intersectLine: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( line, optionalTarget ) {
+
+			var result = optionalTarget || new THREE.Vector3();
+
+			var direction = line.delta( v1 );
+
+			var denominator = this.normal.dot( direction );
+
+			if ( denominator == 0 ) {
+
+				// line is coplanar, return origin
+				if ( this.distanceToPoint( line.start ) == 0 ) {
+
+					return result.copy( line.start );
+
+				}
+
+				// Unsure if this is the correct method to handle this case.
+				return undefined;
+
+			}
+
+			var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+			if ( t < 0 || t > 1 ) {
+
+				return undefined;
+
+			}
+
+			return result.copy( direction ).multiplyScalar( t ).add( line.start );
+
+		};
+
+	}(),
+
+
+	coplanarPoint: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+	},
+
+	applyMatrix4: function () {
+
+		var v1 = new THREE.Vector3();
+		var v2 = new THREE.Vector3();
+		var m1 = new THREE.Matrix3();
+
+		return function ( matrix, optionalNormalMatrix ) {
+
+			// compute new normal based on theory here:
+			// http://www.songho.ca/opengl/gl_normaltransform.html
+			var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
+			var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
+
+			var newCoplanarPoint = this.coplanarPoint( v2 );
+			newCoplanarPoint.applyMatrix4( matrix );
+
+			this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
+
+			return this;
+
+		};
+
+	}(),
+
+	translate: function ( offset ) {
+
+		this.constant = this.constant - offset.dot( this.normal );
+
+		return this;
+
+	},
+
+	equals: function ( plane ) {
+
+		return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Plane().copy( this );
+
+	}
+
+};
+
+// File:src/math/Math.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Math = {
+
+	generateUUID: function () {
+
+		// http://www.broofa.com/Tools/Math.uuid.htm
+
+		var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
+		var uuid = new Array( 36 );
+		var rnd = 0, r;
+
+		return function () {
+
+			for ( var i = 0; i < 36; i ++ ) {
+
+				if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
+
+					uuid[ i ] = '-';
+
+				} else if ( i == 14 ) {
+
+					uuid[ i ] = '4';
+
+				} else {
+
+					if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
+					r = rnd & 0xf;
+					rnd = rnd >> 4;
+					uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
+
+				}
+			}
+
+			return uuid.join( '' );
+
+		};
+
+	}(),
+
+	// Clamp value to range <a, b>
+
+	clamp: function ( x, a, b ) {
+
+		return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+	},
+
+	// Clamp value to range <a, inf)
+
+	clampBottom: function ( x, a ) {
+
+		return x < a ? a : x;
+
+	},
+
+	// 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 );
+
+	},
+
+	// 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 float from <0, 1> with 16 bits of randomness
+	// (standard Math.random() creates repetitive patterns when applied over larger space)
+
+	random16: function () {
+
+		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+	},
+
+	// 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() );
+
+	},
+
+	sign: function ( x ) {
+
+		return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
+
+	},
+
+	degToRad: function () {
+
+		var degreeToRadiansFactor = Math.PI / 180;
+
+		return function ( degrees ) {
+
+			return degrees * degreeToRadiansFactor;
+
+		};
+
+	}(),
+
+	radToDeg: function () {
+
+		var radianToDegreesFactor = 180 / Math.PI;
+
+		return function ( radians ) {
+
+			return radians * radianToDegreesFactor;
+
+		};
+
+	}(),
+
+	isPowerOfTwo: function ( value ) {
+
+		return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+	}
+
+};
+
+// File:src/math/Spline.js
+
+/**
+ * Spline from Tween.js, slightly optimized (and trashed)
+ * http://sole.github.com/tween.js/examples/05_spline.html
+ *
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Spline = function ( points ) {
+
+	this.points = points;
+
+	var c = [], v3 = { x: 0, y: 0, z: 0 },
+	point, intPoint, weight, w2, w3,
+	pa, pb, pc, pd;
+
+	this.initFromArray = function ( a ) {
+
+		this.points = [];
+
+		for ( var i = 0; i < a.length; i ++ ) {
+
+			this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
+
+		}
+
+	};
+
+	this.getPoint = function ( k ) {
+
+		point = ( this.points.length - 1 ) * k;
+		intPoint = Math.floor( point );
+		weight = point - intPoint;
+
+		c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+		c[ 1 ] = intPoint;
+		c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
+		c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
+
+		pa = this.points[ c[ 0 ] ];
+		pb = this.points[ c[ 1 ] ];
+		pc = this.points[ c[ 2 ] ];
+		pd = this.points[ c[ 3 ] ];
+
+		w2 = weight * weight;
+		w3 = weight * w2;
+
+		v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+		v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+		v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+
+		return v3;
+
+	};
+
+	this.getControlPointsArray = function () {
+
+		var i, p, l = this.points.length,
+			coords = [];
+
+		for ( i = 0; i < l; i ++ ) {
+
+			p = this.points[ i ];
+			coords[ i ] = [ p.x, p.y, p.z ];
+
+		}
+
+		return coords;
+
+	};
+
+	// approximate length by summing linear segments
+
+	this.getLength = function ( nSubDivisions ) {
+
+		var i, index, nSamples, position,
+			point = 0, intPoint = 0, oldIntPoint = 0,
+			oldPosition = new THREE.Vector3(),
+			tmpVec = new THREE.Vector3(),
+			chunkLengths = [],
+			totalLength = 0;
+
+		// first point has 0 length
+
+		chunkLengths[ 0 ] = 0;
+
+		if ( ! nSubDivisions ) nSubDivisions = 100;
+
+		nSamples = this.points.length * nSubDivisions;
+
+		oldPosition.copy( this.points[ 0 ] );
+
+		for ( i = 1; i < nSamples; i ++ ) {
+
+			index = i / nSamples;
+
+			position = this.getPoint( index );
+			tmpVec.copy( position );
+
+			totalLength += tmpVec.distanceTo( oldPosition );
+
+			oldPosition.copy( position );
+
+			point = ( this.points.length - 1 ) * index;
+			intPoint = Math.floor( point );
+
+			if ( intPoint != oldIntPoint ) {
+
+				chunkLengths[ intPoint ] = totalLength;
+				oldIntPoint = intPoint;
+
+			}
+
+		}
+
+		// last point ends with total length
+
+		chunkLengths[ chunkLengths.length ] = totalLength;
+
+		return { chunks: chunkLengths, total: totalLength };
+
+	};
+
+	this.reparametrizeByArcLength = function ( samplingCoef ) {
+
+		var i, j,
+			index, indexCurrent, indexNext,
+			linearDistance, realDistance,
+			sampling, position,
+			newpoints = [],
+			tmpVec = new THREE.Vector3(),
+			sl = this.getLength();
+
+		newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
+
+		for ( i = 1; i < this.points.length; i ++ ) {
+
+			//tmpVec.copy( this.points[ i - 1 ] );
+			//linearDistance = tmpVec.distanceTo( this.points[ i ] );
+
+			realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
+
+			sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
+			indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+			indexNext = i / ( this.points.length - 1 );
+
+			for ( j = 1; j < sampling - 1; j ++ ) {
+
+				index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+
+				position = this.getPoint( index );
+				newpoints.push( tmpVec.copy( position ).clone() );
+
+			}
+
+			newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
+
+		}
+
+		this.points = newpoints;
+
+	};
+
+	// Catmull-Rom
+
+	function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+		var v0 = ( p2 - p0 ) * 0.5,
+			v1 = ( p3 - p1 ) * 0.5;
+
+		return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+	};
+
+};
+
+// File:src/math/Triangle.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+	this.a = ( a !== undefined ) ? a : new THREE.Vector3();
+	this.b = ( b !== undefined ) ? b : new THREE.Vector3();
+	this.c = ( c !== undefined ) ? c : new THREE.Vector3();
+
+};
+
+THREE.Triangle.normal = function () {
+
+	var v0 = new THREE.Vector3();
+
+	return function ( a, b, c, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		result.subVectors( c, b );
+		v0.subVectors( a, b );
+		result.cross( v0 );
+
+		var resultLengthSq = result.lengthSq();
+		if ( resultLengthSq > 0 ) {
+
+			return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
+
+		}
+
+		return result.set( 0, 0, 0 );
+
+	};
+
+}();
+
+// static/instance method to calculate barycoordinates
+// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+THREE.Triangle.barycoordFromPoint = function () {
+
+	var v0 = new THREE.Vector3();
+	var v1 = new THREE.Vector3();
+	var v2 = new THREE.Vector3();
+
+	return function ( point, a, b, c, optionalTarget ) {
+
+		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 );
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		// colinear 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 result.set( - 2, - 1, - 1 );
+		}
+
+		var invDenom = 1 / denom;
+		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+		// barycoordinates must always sum to 1
+		return result.set( 1 - u - v, v, u );
+
+	};
+
+}();
+
+THREE.Triangle.containsPoint = function () {
+
+	var v1 = new THREE.Vector3();
+
+	return function ( point, a, b, c ) {
+
+		var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
+
+		return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+
+	};
+
+}();
+
+THREE.Triangle.prototype = {
+
+	constructor: THREE.Triangle,
+
+	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;
+
+	},
+
+	copy: function ( triangle ) {
+
+		this.a.copy( triangle.a );
+		this.b.copy( triangle.b );
+		this.c.copy( triangle.c );
+
+		return this;
+
+	},
+
+	area: function () {
+
+		var v0 = new THREE.Vector3();
+		var v1 = new THREE.Vector3();
+
+		return function () {
+
+			v0.subVectors( this.c, this.b );
+			v1.subVectors( this.a, this.b );
+
+			return v0.cross( v1 ).length() * 0.5;
+
+		};
+
+	}(),
+
+	midpoint: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+	},
+
+	normal: function ( optionalTarget ) {
+
+		return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
+
+	},
+
+	plane: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Plane();
+
+		return result.setFromCoplanarPoints( this.a, this.b, this.c );
+
+	},
+
+	barycoordFromPoint: function ( point, optionalTarget ) {
+
+		return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
+
+	},
+
+	containsPoint: function ( point ) {
+
+		return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
+
+	},
+
+	equals: function ( triangle ) {
+
+		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Triangle().copy( this );
+
+	}
+
+};
+