Browse Source

Merge pull request #1 from gero3/patch-6

Patch 6
gero3 12 years ago
parent
commit
3385711560
100 changed files with 42530 additions and 2135 deletions
  1. 2 1
      .gitignore
  2. 33 0
      CONTRIBUTING.md
  3. 1 1
      LICENSE
  4. 128 13
      README.md
  5. 0 267
      build/Three.js
  6. 0 223
      build/custom/ThreeCanvas.js
  7. 0 133
      build/custom/ThreeDOM.js
  8. 0 38
      build/custom/ThreeExtras.js
  9. 0 208
      build/custom/ThreeSVG.js
  10. 0 216
      build/custom/ThreeWebGL.js
  11. 36847 0
      build/three.js
  12. 294 0
      build/three.min.js
  13. 18 5
      docs/api/core/Color.html
  14. 3 1
      docs/api/core/Face3.html
  15. 3 1
      docs/api/core/Face4.html
  16. 1 1
      docs/api/core/Frustum.html
  17. 9 2
      docs/api/core/Geometry.html
  18. 4 0
      docs/api/core/Math.html
  19. 4 4
      docs/api/core/Matrix3.html
  20. 72 78
      docs/api/core/Matrix4.html
  21. 14 15
      docs/api/core/Object3D.html
  22. 14 4
      docs/api/core/Projector.html
  23. 1 1
      docs/api/core/Quaternion.html
  24. 39 2
      docs/api/core/Ray.html
  25. 30 4
      docs/api/core/Spline.html
  26. 3 3
      docs/api/core/Vector3.html
  27. 18 13
      docs/api/extras/ColorUtils.html
  28. 0 149
      docs/api/extras/controls/FirstPersonControls.html
  29. 0 37
      docs/api/extras/controls/FlyControls.html
  30. 0 37
      docs/api/extras/controls/PathControls.html
  31. 0 37
      docs/api/extras/controls/RollControls.html
  32. 0 37
      docs/api/extras/controls/TrackballControls.html
  33. 30 5
      docs/api/extras/core/Curve.html
  34. 44 5
      docs/api/extras/core/CurvePath.html
  35. 45 6
      docs/api/extras/core/Path.html
  36. 31 6
      docs/api/extras/core/Shape.html
  37. 9 15
      docs/api/extras/geometries/CubeGeometry.html
  38. 11 5
      docs/api/extras/geometries/CylinderGeometry.html
  39. 6 3
      docs/api/extras/geometries/ExtrudeGeometry.html
  40. 1 1
      docs/api/extras/geometries/IcosahedronGeometry.html
  41. 1 1
      docs/api/extras/geometries/LatheGeometry.html
  42. 1 1
      docs/api/extras/geometries/OctahedronGeometry.html
  43. 1 1
      docs/api/extras/geometries/PlaneGeometry.html
  44. 1 1
      docs/api/extras/geometries/PolyhedronGeometry.html
  45. 15 11
      docs/api/extras/geometries/SphereGeometry.html
  46. 1 1
      docs/api/extras/geometries/TetrahedronGeometry.html
  47. 1 1
      docs/api/extras/geometries/TextGeometry.html
  48. 1 1
      docs/api/extras/geometries/TorusGeometry.html
  49. 1 1
      docs/api/extras/geometries/TorusKnotGeometry.html
  50. 15 7
      docs/api/extras/modifiers/SubdivisionModifier.html
  51. 1 1
      docs/api/extras/objects/LensFlare.html
  52. 0 37
      docs/api/extras/objects/MarchingCubes.html
  53. 4 3
      docs/api/lights/AmbientLight.html
  54. 55 3
      docs/api/lights/DirectionalLight.html
  55. 2 2
      docs/api/lights/PointLight.html
  56. 114 14
      docs/api/lights/SpotLight.html
  57. 0 140
      docs/api/lights/SpotLight.rst
  58. 8 10
      docs/api/loaders/BinaryLoader.html
  59. 47 0
      docs/api/loaders/GeometryLoader.html
  60. 50 0
      docs/api/loaders/ImageLoader.html
  61. 7 9
      docs/api/loaders/JSONLoader.html
  62. 19 12
      docs/api/loaders/Loader.html
  63. 48 0
      docs/api/loaders/LoadingMonitor.html
  64. 23 4
      docs/api/loaders/SceneLoader.html
  65. 60 0
      docs/api/loaders/TextureLoader.html
  66. 95 6
      docs/api/materials/Material.html
  67. 57 8
      docs/api/materials/MeshBasicMaterial.html
  68. 35 11
      docs/api/materials/ParticleBasicMaterial.html
  69. 4 2
      docs/api/materials/ShaderMaterial.html
  70. 3 3
      docs/api/objects/Line.html
  71. 13 8
      docs/api/objects/ParticleSystem.html
  72. 3 2
      docs/api/renderers/WebGLRenderer.html
  73. 11 10
      docs/api/scenes/Fog.html
  74. 7 10
      docs/api/scenes/FogExp2.html
  75. 13 11
      docs/api/scenes/Scene.html
  76. 1 1
      docs/api/textures/DataTexture.html
  77. 1 1
      docs/api/textures/Texture.html
  78. 0 0
      docs/files/inconsolata.woff
  79. 86 18
      docs/index.html
  80. 204 194
      docs/list.js
  81. 147 0
      docs/manual/introduction/Creating-a-scene.html
  82. 25 8
      docs/page.css
  83. 50 4
      docs/page.js
  84. 1 0
      docs/prettify/prettify.css
  85. 28 0
      docs/prettify/prettify.js
  86. 5 0
      docs/prettify/readme.txt
  87. 15 0
      docs/prettify/threejs.css
  88. 424 0
      editor/index.html
  89. 958 0
      editor/js/UI.js
  90. 171 0
      editor/js/UI.three.js
  91. 13 0
      editor/js/libs/signals.min.js
  92. 207 0
      editor/js/ui/Menubar.Add.js
  93. 30 0
      editor/js/ui/Menubar.Edit.js
  94. 66 0
      editor/js/ui/Menubar.File.js
  95. 38 0
      editor/js/ui/Menubar.Help.js
  96. 13 0
      editor/js/ui/Menubar.js
  97. 123 0
      editor/js/ui/Sidebar.Geometry.js
  98. 651 0
      editor/js/ui/Sidebar.Material.js
  99. 551 0
      editor/js/ui/Sidebar.Object3D.js
  100. 290 0
      editor/js/ui/Sidebar.Scene.js

+ 2 - 1
.gitignore

@@ -1,3 +1,4 @@
 .DS_Store
 .DS_Store
 *.swp
 *.swp
-.project
+.project
+utils/node_modules/*

+ 33 - 0
CONTRIBUTING.md

@@ -0,0 +1,33 @@
+# CONTRIBUTING TO THREE.JS
+
+## 1. Index
+
+1. [Index](#2-Index)
+2. [Having a problem](#2-having-a-problem)
+  * [How to report](#how-to-report)
+  * [Migrating problems](#migrating-problems)
+
+## 2. Having a problem
+
+We use 2 different systems to have explain problems.
+
+* [stackoverflow](http://stackoverflow.com/questions/tagged/three.js): This is used when you have a problem in your program. Here we help you out to get further with three.js
+* [github issues](https://github.com/mrdoob/three.js/issues): This is used to identify problems and features for three.js itself. This is used by the developers of three.js.
+
+If you are not sure which problem you encountered, then we would like to report it to stackoverflow. For a more extensive explanation, see [issue 1979](https://github.com/mrdoob/three.js/issues/1979).
+
+### How to report.
+
+It's hard to identify a problem without some key parts. What helps??
+
+* Identify the problem. Saying ,It doesn't work, doesn't help much.
+* The revision number of three.js
+* A small testcase. (Big chance is that when you do this, you'll find the answer yourself.)
+* What did you try already??
+
+### Migrating problems. 
+
+Please check our [migrating guide](https://github.com/mrdoob/three.js/wiki/Migration) to be sure that you fixed all problems listed in there. 
+
+
+

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 The MIT License
 The MIT License
 
 
-Copyright (c) 2010-2012 Three.js authors.
+Copyright (c) 2010-2012 three.js authors
 
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal
 of this software and associated documentation files (the "Software"), to deal

+ 128 - 13
README.md

@@ -5,16 +5,16 @@ three.js
 
 
 The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg> and WebGL renderers.
 The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg> and WebGL renderers.
 
 
-[Examples](http://mrdoob.github.com/three.js/) — [Documentation](http://mrdoob.github.com/three.js/docs/latest/) — [Help](http://stackoverflow.com/questions/tagged/three.js)
+[Examples](http://mrdoob.github.com/three.js/) — [Documentation](http://mrdoob.github.com/three.js/docs/) — [Migrating](https://github.com/mrdoob/three.js/wiki/Migration) — [Help](http://stackoverflow.com/questions/tagged/three.js)
 
 
 
 
 ### Usage ###
 ### Usage ###
 
 
-Download the [minified library](http://mrdoob.github.com/three.js/build/Three.js) and include it in your html.
+Download the [minified library](http://mrdoob.github.com/three.js/build/three.min.js) and include it in your html.
 Alternatively see [how to build the library yourself](https://github.com/mrdoob/three.js/wiki/build.py,-or-how-to-generate-a-compressed-Three.js-file). 
 Alternatively see [how to build the library yourself](https://github.com/mrdoob/three.js/wiki/build.py,-or-how-to-generate-a-compressed-Three.js-file). 
 
 
 ```html
 ```html
-<script src="js/Three.js"></script>
+<script src="js/three.min.js"></script>
 ```
 ```
 
 
 This code creates a scene, then creates a camera, adds the camera and cube to the scene, creates a &lt;canvas&gt; renderer and adds its viewport in the document.body element.
 This code creates a scene, then creates a camera, adds the camera and cube to the scene, creates a &lt;canvas&gt; renderer and adds its viewport in the document.body element.
@@ -22,19 +22,18 @@ This code creates a scene, then creates a camera, adds the camera and cube to th
 ```html
 ```html
 <script>
 <script>
 
 
-	var camera, scene, renderer,
-	geometry, material, mesh;
+	var camera, scene, renderer;
+	var geometry, material, mesh;
 
 
 	init();
 	init();
 	animate();
 	animate();
 
 
 	function init() {
 	function init() {
 
 
-		scene = new THREE.Scene();
-
 		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
 		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
 		camera.position.z = 1000;
 		camera.position.z = 1000;
-		scene.add( camera );
+
+		scene = new THREE.Scene();
 
 
 		geometry = new THREE.CubeGeometry( 200, 200, 200 );
 		geometry = new THREE.CubeGeometry( 200, 200, 200 );
 		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
 		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
@@ -53,11 +52,6 @@ This code creates a scene, then creates a camera, adds the camera and cube to th
 
 
 		// note: three.js includes requestAnimationFrame shim
 		// note: three.js includes requestAnimationFrame shim
 		requestAnimationFrame( animate );
 		requestAnimationFrame( animate );
-		render();
-
-	}
-
-	function render() {
 
 
 		mesh.rotation.x += 0.01;
 		mesh.rotation.x += 0.01;
 		mesh.rotation.y += 0.02;
 		mesh.rotation.y += 0.02;
@@ -71,6 +65,127 @@ This code creates a scene, then creates a camera, adds the camera and cube to th
 
 
 ### Change log ###
 ### Change log ###
 
 
+2012 11 15 - **r53** (392,799 KB, gzip: 96,044 KB)
+
+* Lots of improvements to [editor](http://mrdoob.github.com/three.js/editor/). Including possibility to export geometry and scene. ([alteredq](http://github.com/alteredq) and [mrdoob](http://github.com/mrdoob))
+* `Sprite` no longer gets its size from the texture. ([alteredq](http://github.com/alteredq) and [mrdoob](http://github.com/mrdoob))
+* Improved `CSS3DRenderer`. ([mrdoob](http://github.com/mrdoob) and [alteredq](http://github.com/alteredq))
+* Added support for vertex normals in `Ribbon`. ([alteredq](http://github.com/alteredq))
+* `Object3D`'s `.clone()` is now recursive. ([mrdoob](http://github.com/mrdoob))
+* Added support for fog in `Sprite`. ([alteredq](http://github.com/alteredq))
+* Scene format now supports nested lights, cameras and SkinnedMesh, OBJ, VTK, STL, UTF8 and Collada files. ([alteredq](http://github.com/alteredq))
+* `Object3D`'s `.lookAt()` now working when using quaternions. ([motin](http://github.com/motin))
+* Added touch support to `TrackballControls`. ([mrdoob](http://github.com/mrdoob))
+* Object sorting in `WebGLRenderer` is now stable, regardless of browser implementation. ([alteredq](http://github.com/alteredq))
+* `MeshPhongMaterial`'s `perPixel` is not `true` by default. ([alteredq](http://github.com/alteredq))
+* Added `LineDashedMaterial`. ([alteredq](http://github.com/alteredq))
+* Added `.setContextStyle` to `Color`. ([greyscales](http://github.com/greyscales))
+* Corrected normal matrix calculations. ([WestLangley](http://github.com/WestLangley))
+* Added `KaleidoShader`, `MirrorShader` and `RGBShiftShader`. ([felixturner](http://github.com/felixturner))
+* Added area weighted vertex normals computation to `Geometry`. ([alteredq](http://github.com/alteredq))
+* Moved geometry.materials to `MeshFaceMaterial`. ([gero3](http://github.com/gero3), [alteredq](http://github.com/alteredq) and [mrdoob](http://github.com/mrdoob))
+* Removed `materials` and `sides` from `CubeGeometry`. ([mrdoob](http://github.com/mrdoob))
+* Move `GeometryUtils`'s `.clone()` to `Geometry`. ([mrdoob](http://github.com/mrdoob))
+
+
+2012 10 15 - **r52** (379,442 KB, gzip: 94,126 KB)
+
+* New node.js build system. ([gero3](http://github.com/gero3))
+* Proper edge handling in `SubdivisionModifier`. ([zz85](http://github.com/zz85))
+* Added `defines` parameter for adding preprocessor definitions to `ShaderMaterial`. ([alteredq](http://github.com/alteredq))
+* Split `ShaderExtras` into single files (`BasicShader`, `BlendShader`, `ConvolutionShader`, ... ). ([mrdoob](http://github.com/mrdoob))
+* Added `HueSaturationShader` and `BrightnessContrastShader`. ([tapio](http://github.com/tapio))
+* Fixed `ColladaLoader` not loading sometimes. ([tapio](http://github.com/tapio))
+* Added `material.vertexColors = THREE.FaceColor` support to `CanvasRenderer` and `SVGRenderer`. ([mrdoob](http://github.com/mrdoob))
+* Added `Object3D.defaultEulerOrder`. ([mrdoob](http://github.com/mrdoob))
+* Replaced `SceneUtils.traverseHierarchy` and `SceneUtils.showHierarchy` with `object.traverse`. ([mrdoob](http://github.com/mrdoob))
+* Added `PointerLockControls`. ([mrdoob](http://github.com/mrdoob))
+* Completed more [documentation](http://mrdoob.github.com/three.js/docs/) pages. ([sole](http://github.com/sole))
+* Split `SceneUtils.cloneObject` into `*.clone()`. ([mrdoob](http://github.com/mrdoob))
+* Simplified `AxisHelper`. ([mrdoob](http://github.com/mrdoob))
+* Added `GeometryExporter`. ([mrdoob](http://github.com/mrdoob))
+* Improved `OrbitControls`. ([WestLangley](http://github.com/WestLangley))
+* Added `GeometryLibrary`, `MaterialLibrary`, `TextureLibrary` and `ObjectLibrary` (bear in mind that you can't rely on the GC now. Call `*.deallocate()` for removing). ([mrdoob](http://github.com/mrdoob))
+* Moved `*Controls` out of the lib. ([mrdoob](http://github.com/mrdoob))
+* Fixed shadows getting animated when skinning / morphing was disabled. ([alteredq](http://github.com/alteredq))
+* Added `Manual` section to the [documentation](http://mrdoob.github.com/three.js/docs/) pages. ([oal](http://github.com/oal))
+* Added `.angleTo()` to `Vector3`. ([Wilt](http://github.com/Wilt))
+* Many improvements to the [editor](http://mrdoob.github.com/three.js/editor/). ([mrdoob](http://github.com/mrdoob) and [alteredq](http://github.com/alteredq))
+
+
+2012 09 15 - **r51** (405,491 KB, gzip: 99,389 KB)
+
+* Added `STLLoader`. ([aleeper](http://github.com/aleeper) and [mrdoob](http://github.com/mrdoob))
+* Optimised `Ray` (2x faster). ([gero3](http://github.com/gero3))
+* Added `.getDescendants` method to `Object3D`. ([gero3](http://github.com/gero3) and [mrdoob](http://github.com/mrdoob))
+* `SkinnedMesh` can now work with `MorphAnimMesh`. ([apendua](http://github.com/apendua))
+* Changed `CameraHelper`. Now it matches the camera independently of where it's in the scene graph. ([mrdoob](http://github.com/mrdoob))
+* Removed the need for manually setting texture units with `ShaderMaterial`. ([alteredq](http://github.com/alteredq))
+* Added `HemisphereLight`. ([alteredq](http://github.com/alteredq))
+* Fixed `WebGLRenderer` handling of flip sided materials. ([WestLangley](http://github.com/WestLangley) and [alteredq](http://github.com/alteredq))
+* Added support to normals maps in `MeshPhongMaterial`. ([crobi](http://github.com/crobi) and [alteredq](http://github.com/alteredq))
+* Added handling of `BufferGeometry` for `ParticleSystems`. ([alteredq](http://github.com/alteredq))
+* Added support for compressed textures and cube maps to `WebGLRenderer`. ([alteredq](http://github.com/alteredq))
+* Outliner and Material panel improvements to the [editor](http://mrdoob.github.com/three.js/editor/). ([mrdoob](http://github.com/mrdoob))
+* Added material.emissive support to `CanvasRenderer` and `SVGRenderer`. ([mrdoob](http://github.com/mrdoob))
+* Added handling of multiple UV layers and anisotropy to Blender exporter. ([alteredq](http://github.com/alteredq))
+* Handling bump and anisotropy in `Loader` and `SceneLoader`. ([alteredq](http://github.com/alteredq))
+* Added mousewheel support to `TrackballControls`. ([jherrm](http://github.com/jherrm))
+* Added `MTLLoader` and `OBJMTLLoader`. ([angelxuanchang](http://github.com/angelxuanchang))
+* Updated `UTF8Loader` to latest version. ([angelxuanchang](http://github.com/angelxuanchang) and [alteredq](http://github.com/alteredq))
+* Pluginized `SceneLoader`. ([alteredq](http://github.com/alteredq))
+* Added support of `object.renderDepth` in `Projector`. ([mrdoob](http://github.com/mrdoob))
+* Made build system more flexible. ([mrdoob](http://github.com/mrdoob))
+* Many enhancements to `SceneLoader`. ([alteredq](http://github.com/alteredq))
+* Experimenting with `CSS3DRenderer`. ([mrdoob](http://github.com/mrdoob))
+* Added `ShapeGeometry`. ([jonobr1](http://github.com/jonobr1))
+* Fixes to `Vector3`'s `.setEulerFromRotationMatrix` method.([WestLangley](http://github.com/WestLangley))
+
+
+2012 08 15 - **r50** (391,250 KB, gzip: 96,143 KB)
+
+* Experimenting with [SoftwareRenderer](http://pouet.net/topic.php?which=8760&page=1). ([mrdoob](http://github.com/mrdoob) and [rygorous](http://github.com/rygorous))
+* Improved rotation conversion routines. ([WestLangley](http://github.com/WestLangley))
+* Moved `DOMRenderer` and `SVGRenderer` out of common build. ([mrdoob](http://github.com/mrdoob))
+* Improvements to Morph targets. ([alteredq](http://github.com/alteredq) and [gero3](http://github.com/gero3))
+* Added `.deallocateMaterial` method to `WebGLRenderer`. ([alteredq](http://github.com/alteredq))
+* Added `.worldToLocal` and `.localToWorld` methods to `Object3D`. ([zz85](http://github.com/zz85) and [WestLangley](http://github.com/WestLangley))
+* Added `ConvexGeometry`. ([qiao](http://github.com/qiao))
+* Added node.js build system. ([gero3](http://github.com/gero3))
+* Improvements to Blender exporter. ([timbot](http://github.com/timbot) and [alteredq](http://github.com/alteredq))
+* Added uvs and vertex colors support to `ImmediateRenderObjects`. ([alteredq](http://github.com/alteredq))
+* Started implementing `LoadingMonitor` and `EventTarget` in loaders. ([mrdoob](http://github.com/mrdoob))
+* Added `Path.ellipse`. ([linzhp](http://github.com/linzhp))
+* Added `near` and `far` properties to `Ray`. ([niklassa](http://github.com/niklassa))
+* Added `OrbitControls`. ([qiao](http://github.com/qiao), [mrdoob](http://github.com/mrdoob) and [alteredq](http://github.com/alteredq))
+* Completed some more documentation pages. ([mrdoob](http://github.com/mrdoob), [phenomnomnominal](http://github.com/phenomnomnominal), [FuzzYspo0N](http://github.com/FuzzYspo0N), [poeschko](http://github.com/poeschko), [wwwtyro](http://github.com/wwwtyro), [maximeq](http://github.com/maximeq) and [alteredq](http://github.com/alteredq))
+* Completed lots more documentation pages. ([sole](http://github.com/sole))
+* Started reworking [GUI](http://mrdoob.github.com/three.js/gui/). ([mrdoob](http://github.com/mrdoob))
+* Improved python build system. ([gero3](http://github.com/gero3))
+* Made `VTKLoader` parsing more robust. ([mrdoob](http://github.com/mrdoob))
+* Added `recursive` flag to `Ray`. ([mrdoob](http://github.com/mrdoob))
+* Handling resizes properly in controls and examples. ([alteredq](http://github.com/alteredq))
+* Improvements to ColladaLoader. ([spacecookies](http://github.com/spacecookies))
+* Unflipped V coordinate across the whole library. ([mrdoob](http://github.com/mrdoob) and [alteredq](http://github.com/alteredq))
+* Refactored `BufferGeometry`. ([alteredq](http://github.com/alteredq))
+* Improved GL extensions initialisation in `WebGLRenderer`. ([alteredq](http://github.com/alteredq))
+* Rescued `SkinnedMesh`. ([n3tfr34k](http://github.com/n3tfr34k) and [alteredq](http://github.com/alteredq))
+* Made `OBJLoader` parsing more robust. ([Dahie](http://github.com/Dahie))
+* Implemented skinning via floating point textures. ([alteredq](http://github.com/alteredq))
+* Improved documentation system. ([mrdoob](http://github.com/mrdoob) and [alteredq](http://github.com/alteredq))
+* Added support for anisotropic texture filtering and standard derivatives in `WebGLRenderer`. ([alteredq](http://github.com/alteredq))
+* Added support for `ParticleBasicMaterial` without `map` in `CanvasRenderer`. ([mrdoob](http://github.com/mrdoob))
+* `SceneLoader` now supports nested scene graphs and per object custom properties. ([skfcz](http://github.com/skfcz))
+* `Camera` doesn't need to be added to the scene anymore. ([mrdoob](http://github.com/mrdoob))
+* `Object3D`'s `flipSided` and `doubleSided` properties are now `Material`'s `side` property. ([alteredq](http://github.com/alteredq) and [mrdoob](http://github.com/mrdoob))
+* Added `.clone` method to `*Material`. ([gero3](http://github.com/gero3), [mrdoob](http://github.com/mrdoob) and [alteredq](http://github.com/alteredq))
+* [IEWEBGL](http://iewebgl.com/Engines.aspx#ThreeJS) support. ([iewebgl](http://github.com/iewebgl) and [mrdoob](http://github.com/mrdoob))
+* Added `CircleGeometry`. ([hughes](http://github.com/hughes))
+* Added `bumpMap` to `MeshPhongMaterial`. ([alteredq](http://github.com/alteredq))
+* Added `specularMap` to `MeshBasicMaterial`, `MeshLambertMaterial` and `MeshPhongMaterial`. ([alteredq](http://github.com/alteredq))
+* Reworked python build system. ([mrdoob](http://github.com/mrdoob))
+
+
 2012 04 22 - **r49** (364,242 KB, gzip: 89,057 KB)
 2012 04 22 - **r49** (364,242 KB, gzip: 89,057 KB)
 
 
 * Yet more `ColladaLoader` improvements. ([ekitson](http://github.com/ekitson), [AddictArts](http://github.com/AddictArts) and [pblasco](http://github.com/pblasco))
 * Yet more `ColladaLoader` improvements. ([ekitson](http://github.com/ekitson), [AddictArts](http://github.com/AddictArts) and [pblasco](http://github.com/pblasco))

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build/Three.js


+ 0 - 223
build/custom/ThreeCanvas.js

@@ -1,223 +0,0 @@
-// ThreeCanvas.js - http://github.com/mrdoob/three.js
-'use strict';var THREE=THREE||{REVISION:"49"};self.Int32Array||(self.Int32Array=Array,self.Float32Array=Array);
-(function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c<b.length&&!window.requestAnimationFrame;++c){window.requestAnimationFrame=window[b[c]+"RequestAnimationFrame"];window.cancelAnimationFrame=window[b[c]+"CancelAnimationFrame"]||window[b[c]+"CancelRequestAnimationFrame"]}if(!window.requestAnimationFrame)window.requestAnimationFrame=function(b){var c=Date.now(),f=Math.max(0,16-(c-a)),g=window.setTimeout(function(){b(c+f)},f);a=c+f;return g};if(!window.cancelAnimationFrame)window.cancelAnimationFrame=
-function(a){clearTimeout(a)}})();THREE.Color=function(a){a!==void 0&&this.setHex(a);return this};
-THREE.Color.prototype={constructor:THREE.Color,r:1,g:1,b:1,copy:function(a){this.r=a.r;this.g=a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);
-this.b=Math.sqrt(this.b);return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSV:function(a,b,c){var d,e,f;if(c===0)this.r=this.g=this.b=0;else{d=Math.floor(a*6);e=a*6-d;a=c*(1-b);f=c*(1-b*e);b=c*(1-b*(1-e));switch(d){case 1:this.r=f;this.g=c;this.b=a;break;case 2:this.r=a;this.g=c;this.b=b;break;case 3:this.r=a;this.g=f;this.b=c;break;case 4:this.r=b;this.g=a;this.b=c;break;case 5:this.r=c;this.g=a;this.b=f;break;case 6:case 0:this.r=c;this.g=b;this.b=a}}return this},setHex:function(a){a=
-Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},lerpSelf:function(a,b){this.r=this.r+(a.r-this.r)*b;this.g=this.g+(a.g-this.g)*b;this.b=this.b+(a.b-this.b)*b;return this},getHex:function(){return Math.floor(this.r*255)<<16^Math.floor(this.g*255)<<8^Math.floor(this.b*255)},getContextStyle:function(){return"rgb("+Math.floor(this.r*255)+","+Math.floor(this.g*255)+","+Math.floor(this.b*255)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}};
-THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0};
-THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;return this},divideScalar:function(a){if(a){this.x=
-this.x/a;this.y=this.y/a}else this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.normalize().multiplyScalar(a)},
-lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0};
-THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;return this},addScalar:function(a){this.x=this.x+a;this.y=this.y+
-a;this.z=this.z+a;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x=this.x*a.x;this.y=this.y*a.y;this.z=this.z*a.z;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;return this},divideSelf:function(a){this.x=this.x/a.x;this.y=
-this.y/a.y;this.z=this.z/a.z;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a}else this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},
-setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;return this},cross:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this,
-a).lengthSq()},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},getRotationFromMatrix:function(a,b){var c=b?b.x:1,d=b?b.y:1,e=b?b.z:1,f=a.elements[0]/c,g=a.elements[4]/d,c=a.elements[1]/c,d=a.elements[5]/d,k=a.elements[9]/e,m=a.elements[10]/e;this.y=Math.asin(a.elements[8]/e);e=Math.cos(this.y);if(Math.abs(e)>1.0E-5){this.x=Math.atan2(-k/e,m/e);this.z=Math.atan2(-g/e,f/e)}else{this.x=0;this.z=Math.atan2(c,d)}return this},getScaleFromMatrix:function(a){var b=
-this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1};
-THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w!==void 0?a.w:1;return this},add: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},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;this.w=this.w+a.w;return this},sub: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},subSelf:function(a){this.x=
-this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;this.w=this.w-a.w;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a;this.w=this.w/a}else{this.z=this.y=this.x=0;this.w=1}return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())},
-normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;this.w=this.w+(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Frustum=function(){this.planes=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4]};
-THREE.Frustum.prototype.setFromMatrix=function(a){var b,c=this.planes,d=a.elements,a=d[0];b=d[1];var e=d[2],f=d[3],g=d[4],k=d[5],m=d[6],i=d[7],h=d[8],j=d[9],o=d[10],n=d[11],p=d[12],l=d[13],q=d[14],d=d[15];c[0].set(f-a,i-g,n-h,d-p);c[1].set(f+a,i+g,n+h,d+p);c[2].set(f+b,i+k,n+j,d+l);c[3].set(f-b,i-k,n-j,d-l);c[4].set(f-e,i-m,n-o,d-q);c[5].set(f+e,i+m,n+o,d+q);for(a=0;a<6;a++){b=c[a];b.divideScalar(Math.sqrt(b.x*b.x+b.y*b.y+b.z*b.z))}};
-THREE.Frustum.prototype.contains=function(a){for(var b=this.planes,c=a.matrixWorld,d=c.elements,c=-a.geometry.boundingSphere.radius*c.getMaxScaleOnAxis(),e=0;e<6;e++){a=b[e].x*d[12]+b[e].y*d[13]+b[e].z*d[14]+b[e].w;if(a<=c)return false}return true};THREE.Frustum.__v1=new THREE.Vector3;
-THREE.Ray=function(a,b){function c(a,b,c){p.sub(c,a);u=p.dot(b);s=l.add(a,q.copy(b).multiplyScalar(u));return z=c.distanceTo(s)}function d(a,b,c,d){p.sub(d,b);l.sub(c,b);q.sub(a,b);A=p.dot(p);v=p.dot(l);D=p.dot(q);x=l.dot(l);G=l.dot(q);t=1/(A*x-v*v);y=(x*D-v*G)*t;C=(A*G-v*D)*t;return y>=0&&C>=0&&y+C<1}this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3;var e=1.0E-4;this.setPrecision=function(a){e=a};var f=new THREE.Vector3,g=new THREE.Vector3,k=new THREE.Vector3,m=new THREE.Vector3,
-i=new THREE.Vector3,h=new THREE.Vector3,j=new THREE.Vector3,o=new THREE.Vector3,n=new THREE.Vector3;this.intersectObject=function(a){var b,l=[];if(a instanceof THREE.Particle){var r=c(this.origin,this.direction,a.matrixWorld.getPosition());if(r>a.scale.x)return[];b={distance:r,point:a.position,face:null,object:a};l.push(b)}else if(a instanceof THREE.Mesh){var r=c(this.origin,this.direction,a.matrixWorld.getPosition()),p=THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(),a.matrixWorld.getColumnY().length(),
-a.matrixWorld.getColumnZ().length());if(r>a.geometry.boundingSphere.radius*Math.max(p.x,Math.max(p.y,p.z)))return l;var q,s,t=a.geometry,u=t.vertices,w;a.matrixRotationWorld.extractRotation(a.matrixWorld);r=0;for(p=t.faces.length;r<p;r++){b=t.faces[r];i.copy(this.origin);h.copy(this.direction);w=a.matrixWorld;j=w.multiplyVector3(j.copy(b.centroid)).subSelf(i);o=a.matrixRotationWorld.multiplyVector3(o.copy(b.normal));q=h.dot(o);if(!(Math.abs(q)<e)){s=o.dot(j)/q;if(!(s<0)&&(a.doubleSided||(a.flipSided?
-q>0:q<0))){n.add(i,h.multiplyScalar(s));if(b instanceof THREE.Face3){f=w.multiplyVector3(f.copy(u[b.a]));g=w.multiplyVector3(g.copy(u[b.b]));k=w.multiplyVector3(k.copy(u[b.c]));if(d(n,f,g,k)){b={distance:i.distanceTo(n),point:n.clone(),face:b,object:a};l.push(b)}}else if(b instanceof THREE.Face4){f=w.multiplyVector3(f.copy(u[b.a]));g=w.multiplyVector3(g.copy(u[b.b]));k=w.multiplyVector3(k.copy(u[b.c]));m=w.multiplyVector3(m.copy(u[b.d]));if(d(n,f,g,m)||d(n,g,k,m)){b={distance:i.distanceTo(n),point:n.clone(),
-face:b,object:a};l.push(b)}}}}}}return l};this.intersectObjects=function(a){for(var b=[],c=0,d=a.length;c<d;c++)Array.prototype.push.apply(b,this.intersectObject(a[c]));b.sort(function(a,b){return a.distance-b.distance});return b};var p=new THREE.Vector3,l=new THREE.Vector3,q=new THREE.Vector3,u,s,z,A,v,D,x,G,t,y,C};
-THREE.Rectangle=function(){function a(){f=d-b;g=e-c}var b,c,d,e,f,g,k=true;this.getX=function(){return b};this.getY=function(){return c};this.getWidth=function(){return f};this.getHeight=function(){return g};this.getLeft=function(){return b};this.getTop=function(){return c};this.getRight=function(){return d};this.getBottom=function(){return e};this.set=function(f,g,h,j){k=false;b=f;c=g;d=h;e=j;a()};this.addPoint=function(f,g){if(k){k=false;b=f;c=g;d=f;e=g}else{b=b<f?b:f;c=c<g?c:g;d=d>f?d:f;e=e>g?
-e:g}a()};this.add3Points=function(f,g,h,j,o,n){if(k){k=false;b=f<h?f<o?f:o:h<o?h:o;c=g<j?g<n?g:n:j<n?j:n;d=f>h?f>o?f:o:h>o?h:o;e=g>j?g>n?g:n:j>n?j:n}else{b=f<h?f<o?f<b?f:b:o<b?o:b:h<o?h<b?h:b:o<b?o:b;c=g<j?g<n?g<c?g:c:n<c?n:c:j<n?j<c?j:c:n<c?n:c;d=f>h?f>o?f>d?f:d:o>d?o:d:h>o?h>d?h:d:o>d?o:d;e=g>j?g>n?g>e?g:e:n>e?n:e:j>n?j>e?j:e:n>e?n:e}a()};this.addRectangle=function(f){if(k){k=false;b=f.getLeft();c=f.getTop();d=f.getRight();e=f.getBottom()}else{b=b<f.getLeft()?b:f.getLeft();c=c<f.getTop()?c:f.getTop();
-d=d>f.getRight()?d:f.getRight();e=e>f.getBottom()?e:f.getBottom()}a()};this.inflate=function(f){b=b-f;c=c-f;d=d+f;e=e+f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=d<f.getRight()?d:f.getRight();e=e<f.getBottom()?e:f.getBottom();a()};this.intersects=function(a){return d<a.getLeft()||b>a.getRight()||e<a.getTop()||c>a.getBottom()?false:true};this.empty=function(){k=true;e=d=c=b=0;a()};this.isEmpty=function(){return k}};
-THREE.Math={clamp:function(a,b,c){return a<b?b:a>c?c:a},clampBottom:function(a,b){return a<b?b:a},mapLinear:function(a,b,c,d,e){return d+(a-b)*(e-d)/(c-b)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},sign:function(a){return a<0?-1:a>0?1:0}};THREE.Matrix3=function(){this.elements=new Float32Array(9)};
-THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],e=-b[10]*b[4]+b[6]*b[8],f=b[10]*b[0]-b[2]*b[8],g=-b[6]*b[0]+b[2]*b[4],k=b[9]*b[4]-b[5]*b[8],m=-b[9]*b[0]+b[1]*b[8],i=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*e+b[2]*k;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,h=this.elements;h[0]=b*a;h[1]=b*c;h[2]=b*d;h[3]=b*e;h[4]=b*f;h[5]=b*g;h[6]=b*k;h[7]=b*m;h[8]=b*i;return this},
-transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,e,f,g,k,m,i,h,j,o,n,p,l){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,e||0,f!==void 0?f:1,g||0,k||0,m||0,i||0,h!==void 0?h:1,j||0,o||0,n||0,p||0,l!==void 0?l:1)};
-THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,k,m,i,h,j,o,n,p,l){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=k;q[2]=m;q[6]=i;q[10]=h;q[14]=j;q[3]=o;q[7]=n;q[11]=p;q[15]=l;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(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements,
-e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;g.sub(a,b).normalize();if(g.length()===0)g.z=1;e.cross(c,g).normalize();if(e.length()===0){g.x=g.x+1.0E-4;e.cross(c,g).normalize()}f.cross(g,e);d[0]=e.x;d[4]=f.x;d[8]=g.x;d[1]=e.y;d[5]=f.y;d[9]=g.y;d[2]=e.z;d[6]=f.z;d[10]=g.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],k=c[8],m=c[12],i=c[1],h=c[5],j=c[9],o=c[13],n=c[2],p=c[6],l=c[10],q=c[14],u=c[3],s=c[7],z=c[11],c=c[15],A=d[0],v=d[4],
-D=d[8],x=d[12],G=d[1],t=d[5],y=d[9],C=d[13],L=d[2],Q=d[6],N=d[10],r=d[14],E=d[3],F=d[7],H=d[11],d=d[15];e[0]=f*A+g*G+k*L+m*E;e[4]=f*v+g*t+k*Q+m*F;e[8]=f*D+g*y+k*N+m*H;e[12]=f*x+g*C+k*r+m*d;e[1]=i*A+h*G+j*L+o*E;e[5]=i*v+h*t+j*Q+o*F;e[9]=i*D+h*y+j*N+o*H;e[13]=i*x+h*C+j*r+o*d;e[2]=n*A+p*G+l*L+q*E;e[6]=n*v+p*t+l*Q+q*F;e[10]=n*D+p*y+l*N+q*H;e[14]=n*x+p*C+l*r+q*d;e[3]=u*A+s*G+z*L+c*E;e[7]=u*v+s*t+z*Q+c*F;e[11]=u*D+s*y+z*N+c*H;e[15]=u*x+s*C+z*r+c*d;return this},multiplySelf:function(a){return this.multiply(this,
-a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]=b[0]*a;b[4]=b[4]*a;b[8]=b[8]*a;b[12]=b[12]*a;b[1]=b[1]*a;b[5]=b[5]*a;b[9]=b[9]*a;b[13]=b[13]*a;b[2]=b[2]*a;b[6]=b[6]*a;b[10]=b[10]*a;b[14]=b[14]*a;b[3]=b[3]*a;b[7]=b[7]*a;b[11]=b[11]*a;b[15]=
-b[15]*a;return this},multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=1/(b[3]*c+b[7]*d+b[11]*e+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*e+b[12])*f;a.y=(b[1]*c+b[5]*d+b[9]*e+b[13])*f;a.z=(b[2]*c+b[6]*d+b[10]*e+b[14])*f;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w;a.x=b[0]*c+b[4]*d+b[8]*e+b[12]*f;a.y=b[1]*c+b[5]*d+b[9]*e+b[13]*f;a.z=b[2]*c+b[6]*d+b[10]*e+b[14]*f;a.w=b[3]*c+b[7]*d+b[11]*e+b[15]*f;return a},rotateAxis:function(a){var b=this.elements,c=a.x,
-d=a.y,e=a.z;a.x=c*b[0]+d*b[4]+e*b[8];a.y=c*b[1]+d*b[5]+e*b[9];a.z=c*b[2]+d*b[6]+e*b[10];a.normalize();return a},crossVector:function(a){var b=this.elements,c=new THREE.Vector4;c.x=b[0]*a.x+b[4]*a.y+b[8]*a.z+b[12]*a.w;c.y=b[1]*a.x+b[5]*a.y+b[9]*a.z+b[13]*a.w;c.z=b[2]*a.x+b[6]*a.y+b[10]*a.z+b[14]*a.w;c.w=a.w?b[3]*a.x+b[7]*a.y+b[11]*a.z+b[15]*a.w:1;return c},determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],k=a[9],m=a[13],i=a[2],h=a[6],j=a[10],o=a[14],n=a[3],p=a[7],
-l=a[11],a=a[15];return e*k*h*n-d*m*h*n-e*g*j*n+c*m*j*n+d*g*o*n-c*k*o*n-e*k*i*p+d*m*i*p+e*f*j*p-b*m*j*p-d*f*o*p+b*k*o*p+e*g*i*l-c*m*i*l-e*f*h*l+b*m*h*l+c*f*o*l-b*g*o*l-d*g*i*a+c*k*i*a+d*f*h*a-b*k*h*a-c*f*j*a+b*g*j*a},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[1];a[2]=b[2];
-a[3]=b[3];a[4]=b[4];a[5]=b[5];a[6]=b[6];a[7]=b[7];a[8]=b[8];a[9]=b[9];a[10]=b[10];a[11]=b[11];a[12]=b[12];a[13]=b[13];a[14]=b[14];a[15]=b[15];return a},flattenToArrayOffset:function(a,b){var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a},getPosition:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[12],a[13],
-a[14])},setPosition:function(a){var b=this.elements;b[12]=a.x;b[13]=a.y;b[14]=a.z;return this},getColumnX:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[0],a[1],a[2])},getColumnY:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[4],a[5],a[6])},getColumnZ:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[8],a[9],a[10])},getInverse:function(a){var b=this.elements,c=a.elements,d=c[0],e=c[4],f=c[8],g=c[12],k=c[1],m=c[5],i=c[9],h=c[13],j=c[2],o=c[6],n=c[10],p=
-c[14],l=c[3],q=c[7],u=c[11],c=c[15];b[0]=i*p*q-h*n*q+h*o*u-m*p*u-i*o*c+m*n*c;b[4]=g*n*q-f*p*q-g*o*u+e*p*u+f*o*c-e*n*c;b[8]=f*h*q-g*i*q+g*m*u-e*h*u-f*m*c+e*i*c;b[12]=g*i*o-f*h*o-g*m*n+e*h*n+f*m*p-e*i*p;b[1]=h*n*l-i*p*l-h*j*u+k*p*u+i*j*c-k*n*c;b[5]=f*p*l-g*n*l+g*j*u-d*p*u-f*j*c+d*n*c;b[9]=g*i*l-f*h*l-g*k*u+d*h*u+f*k*c-d*i*c;b[13]=f*h*j-g*i*j+g*k*n-d*h*n-f*k*p+d*i*p;b[2]=m*p*l-h*o*l+h*j*q-k*p*q-m*j*c+k*o*c;b[6]=g*o*l-e*p*l-g*j*q+d*p*q+e*j*c-d*o*c;b[10]=e*h*l-g*m*l+g*k*q-d*h*q-e*k*c+d*m*c;b[14]=g*m*j-
-e*h*j-g*k*o+d*h*o+e*k*p-d*m*p;b[3]=i*o*l-m*n*l-i*j*q+k*n*q+m*j*u-k*o*u;b[7]=e*n*l-f*o*l+f*j*q-d*n*q-e*j*u+d*o*u;b[11]=f*m*l-e*i*l-f*k*q+d*i*q+e*k*u-d*m*u;b[15]=e*i*j-f*m*j+f*k*o-d*i*o-e*k*n+d*m*n;this.multiplyScalar(1/a.determinant());return this},setRotationFromEuler:function(a,b){var c=this.elements,d=a.x,e=a.y,f=a.z,g=Math.cos(d),d=Math.sin(d),k=Math.cos(e),e=Math.sin(e),m=Math.cos(f),f=Math.sin(f);switch(b){case "YXZ":var i=k*m,h=k*f,j=e*m,o=e*f;c[0]=i+o*d;c[4]=j*d-h;c[8]=g*e;c[1]=g*f;c[5]=g*
-m;c[9]=-d;c[2]=h*d-j;c[6]=o+i*d;c[10]=g*k;break;case "ZXY":i=k*m;h=k*f;j=e*m;o=e*f;c[0]=i-o*d;c[4]=-g*f;c[8]=j+h*d;c[1]=h+j*d;c[5]=g*m;c[9]=o-i*d;c[2]=-g*e;c[6]=d;c[10]=g*k;break;case "ZYX":i=g*m;h=g*f;j=d*m;o=d*f;c[0]=k*m;c[4]=j*e-h;c[8]=i*e+o;c[1]=k*f;c[5]=o*e+i;c[9]=h*e-j;c[2]=-e;c[6]=d*k;c[10]=g*k;break;case "YZX":i=g*k;h=g*e;j=d*k;o=d*e;c[0]=k*m;c[4]=o-i*f;c[8]=j*f+h;c[1]=f;c[5]=g*m;c[9]=-d*m;c[2]=-e*m;c[6]=h*f+j;c[10]=i-o*f;break;case "XZY":i=g*k;h=g*e;j=d*k;o=d*e;c[0]=k*m;c[4]=-f;c[8]=e*m;
-c[1]=i*f+o;c[5]=g*m;c[9]=h*f-j;c[2]=j*f-h;c[6]=d*m;c[10]=o*f+i;break;default:i=g*m;h=g*f;j=d*m;o=d*f;c[0]=k*m;c[4]=-k*f;c[8]=e;c[1]=h+j*e;c[5]=i-o*e;c[9]=-d*k;c[2]=o-i*e;c[6]=j+h*e;c[10]=g*k}return this},setRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,k=d+d,m=e+e,a=c*g,i=c*k,c=c*m,h=d*k,d=d*m,e=e*m,g=f*g,k=f*k,f=f*m;b[0]=1-(h+e);b[4]=i-f;b[8]=c+k;b[1]=i+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-k;b[6]=d+g;b[10]=1-(a+h);return this},compose:function(a,b,c){var d=this.elements,
-e=THREE.Matrix4.__m1,f=THREE.Matrix4.__m2;e.identity();e.setRotationFromQuaternion(b);f.makeScale(c.x,c.y,c.z);this.multiply(e,f);d[12]=a.x;d[13]=a.y;d[14]=a.z;return this},decompose:function(a,b,c){var d=this.elements,e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;e.set(d[0],d[1],d[2]);f.set(d[4],d[5],d[6]);g.set(d[8],d[9],d[10]);a=a instanceof THREE.Vector3?a:new THREE.Vector3;b=b instanceof THREE.Quaternion?b:new THREE.Quaternion;c=c instanceof THREE.Vector3?c:new THREE.Vector3;
-c.x=e.length();c.y=f.length();c.z=g.length();a.x=d[12];a.y=d[13];a.z=d[14];d=THREE.Matrix4.__m1;d.copy(this);d.elements[0]=d.elements[0]/c.x;d.elements[1]=d.elements[1]/c.x;d.elements[2]=d.elements[2]/c.x;d.elements[4]=d.elements[4]/c.y;d.elements[5]=d.elements[5]/c.y;d.elements[6]=d.elements[6]/c.y;d.elements[8]=d.elements[8]/c.z;d.elements[9]=d.elements[9]/c.z;d.elements[10]=d.elements[10]/c.z;b.setFromRotationMatrix(d);return[a,b,c]},extractPosition:function(a){var b=this.elements,a=a.elements;
-b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractRotation:function(a){var b=this.elements,a=a.elements,c=THREE.Matrix4.__v1,d=1/c.set(a[0],a[1],a[2]).length(),e=1/c.set(a[4],a[5],a[6]).length(),c=1/c.set(a[8],a[9],a[10]).length();b[0]=a[0]*d;b[1]=a[1]*d;b[2]=a[2]*d;b[4]=a[4]*e;b[5]=a[5]*e;b[6]=a[6]*e;b[8]=a[8]*c;b[9]=a[9]*c;b[10]=a[10]*c;return this},translate:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[12]=b[0]*c+b[4]*d+b[8]*a+b[12];b[13]=b[1]*c+b[5]*d+b[9]*a+b[13];b[14]=b[2]*c+b[6]*
-d+b[10]*a+b[14];b[15]=b[3]*c+b[7]*d+b[11]*a+b[15];return this},rotateX:function(a){var b=this.elements,c=b[4],d=b[5],e=b[6],f=b[7],g=b[8],k=b[9],m=b[10],i=b[11],h=Math.cos(a),a=Math.sin(a);b[4]=h*c+a*g;b[5]=h*d+a*k;b[6]=h*e+a*m;b[7]=h*f+a*i;b[8]=h*g-a*c;b[9]=h*k-a*d;b[10]=h*m-a*e;b[11]=h*i-a*f;return this},rotateY:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[8],k=b[9],m=b[10],i=b[11],h=Math.cos(a),a=Math.sin(a);b[0]=h*c-a*g;b[1]=h*d-a*k;b[2]=h*e-a*m;b[3]=h*f-a*i;b[8]=h*g+a*c;b[9]=
-h*k+a*d;b[10]=h*m+a*e;b[11]=h*i+a*f;return this},rotateZ:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[4],k=b[5],m=b[6],i=b[7],h=Math.cos(a),a=Math.sin(a);b[0]=h*c+a*g;b[1]=h*d+a*k;b[2]=h*e+a*m;b[3]=h*f+a*i;b[4]=h*g-a*c;b[5]=h*k-a*d;b[6]=h*m-a*e;b[7]=h*i-a*f;return this},rotateByAxis:function(a,b){var c=this.elements;if(a.x===1&&a.y===0&&a.z===0)return this.rotateX(b);if(a.x===0&&a.y===1&&a.z===0)return this.rotateY(b);if(a.x===0&&a.y===0&&a.z===1)return this.rotateZ(b);var d=a.x,
-e=a.y,f=a.z,g=Math.sqrt(d*d+e*e+f*f),d=d/g,e=e/g,f=f/g,g=d*d,k=e*e,m=f*f,i=Math.cos(b),h=Math.sin(b),j=1-i,o=d*e*j,n=d*f*j,j=e*f*j,d=d*h,p=e*h,h=f*h,f=g+(1-g)*i,g=o+h,e=n-p,o=o-h,k=k+(1-k)*i,h=j+d,n=n+p,j=j-d,m=m+(1-m)*i,i=c[0],d=c[1],p=c[2],l=c[3],q=c[4],u=c[5],s=c[6],z=c[7],A=c[8],v=c[9],D=c[10],x=c[11];c[0]=f*i+g*q+e*A;c[1]=f*d+g*u+e*v;c[2]=f*p+g*s+e*D;c[3]=f*l+g*z+e*x;c[4]=o*i+k*q+h*A;c[5]=o*d+k*u+h*v;c[6]=o*p+k*s+h*D;c[7]=o*l+k*z+h*x;c[8]=n*i+j*q+m*A;c[9]=n*d+j*u+m*v;c[10]=n*p+j*s+m*D;c[11]=
-n*l+j*z+m*x;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[0]=b[0]*c;b[4]=b[4]*d;b[8]=b[8]*a;b[1]=b[1]*c;b[5]=b[5]*d;b[9]=b[9]*a;b[2]=b[2]*c;b[6]=b[6]*d;b[10]=b[10]*a;b[3]=b[3]*c;b[7]=b[7]*d;b[11]=b[11]*a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],Math.max(a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10])))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this},
-makeRotationX:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=1-c,f=a.x,g=a.y,k=a.z,m=e*f,i=e*g;this.set(m*f+c,m*g-d*k,m*k+d*g,0,m*g+d*k,i*g+c,i*k-d*f,0,m*k-
-d*g,i*k+d*f,e*k*k+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){var a=c*Math.tan(a*Math.PI/360),e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,
-b,c,d,e,f){var g=this.elements,k=b-a,m=c-d,i=f-e;g[0]=2/k;g[4]=0;g[8]=0;g[12]=-((b+a)/k);g[1]=0;g[5]=2/m;g[9]=0;g[13]=-((c+d)/m);g[2]=0;g[6]=0;g[10]=-2/i;g[14]=-((f+e)/i);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3;THREE.Matrix4.__m1=new THREE.Matrix4;
-THREE.Matrix4.__m2=new THREE.Matrix4;
-THREE.Object3D=function(){this.id=THREE.Object3DCount++;this.name="";this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=false;this.renderDepth=null;this.rotationAutoUpdate=true;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate=
-true;this.quaternion=new THREE.Quaternion;this.useQuaternion=false;this.boundRadius=0;this.boundRadiusScale=1;this.visible=true;this.receiveShadow=this.castShadow=false;this.frustumCulled=true;this._vector=new THREE.Vector3};
-THREE.Object3D.prototype={constructor:THREE.Object3D,applyMatrix:function(a){this.matrix.multiply(a,this.matrix);this.scale.getScaleFromMatrix(this.matrix);this.rotation.getRotationFromMatrix(this.matrix,this.scale);this.position.getPositionFromMatrix(this.matrix)},translate:function(a,b){this.matrix.rotateAxis(b);this.position.addSelf(b.multiplyScalar(a))},translateX:function(a){this.translate(a,this._vector.set(1,0,0))},translateY:function(a){this.translate(a,this._vector.set(0,1,0))},translateZ:function(a){this.translate(a,
-this._vector.set(0,0,1))},lookAt:function(a){this.matrix.lookAt(a,this.position,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)},add:function(a){if(a===this)console.warn("THREE.Object3D.add: An object can't be added as a child of itself.");else if(a instanceof THREE.Object3D){a.parent!==void 0&&a.parent.remove(a);a.parent=this;this.children.push(a);for(var b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__addObject(a)}},remove:function(a){var b=
-this.children.indexOf(a);if(b!==-1){a.parent=void 0;this.children.splice(b,1);for(b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__removeObject(a)}},getChildByName:function(a,b){var c,d,e;c=0;for(d=this.children.length;c<d;c++){e=this.children[c];if(e.name===a)return e;if(b){e=e.getChildByName(a,b);if(e!==void 0)return e}}},updateMatrix:function(){this.matrix.setPosition(this.position);this.useQuaternion?this.matrix.setRotationFromQuaternion(this.quaternion):this.matrix.setRotationFromEuler(this.rotation,
-this.eulerOrder);if(this.scale.x!==1||this.scale.y!==1||this.scale.z!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,Math.max(this.scale.y,this.scale.z))}this.matrixWorldNeedsUpdate=true},updateMatrixWorld:function(a){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||a){this.parent?this.matrixWorld.multiply(this.parent.matrixWorld,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixWorldNeedsUpdate=false;a=true}for(var b=0,c=this.children.length;b<
-c;b++)this.children[b].updateMatrixWorld(a)}};THREE.Object3DCount=0;
-THREE.Projector=function(){function a(){var a=g[f]=g[f]||new THREE.RenderableObject;f++;return a}function b(){var a=i[m]=i[m]||new THREE.RenderableVertex;m++;return a}function c(a,b){return b.z-a.z}function d(a,b){var c=0,d=1,f=a.z+a.w,e=b.z+b.w,g=-a.z+a.w,h=-b.z+b.w;if(f>=0&&e>=0&&g>=0&&h>=0)return true;if(f<0&&e<0||g<0&&h<0)return false;f<0?c=Math.max(c,f/(f-e)):e<0&&(d=Math.min(d,f/(f-e)));g<0?c=Math.max(c,g/(g-h)):h<0&&(d=Math.min(d,g/(g-h)));if(d<c)return false;a.lerpSelf(b,c);b.lerpSelf(a,1-
-d);return true}var e,f,g=[],k,m,i=[],h,j,o=[],n,p=[],l,q,u=[],s,z,A=[],v={objects:[],sprites:[],lights:[],elements:[]},D=new THREE.Vector3,x=new THREE.Vector4,G=new THREE.Matrix4,t=new THREE.Matrix4,y=new THREE.Frustum,C=new THREE.Vector4,L=new THREE.Vector4;this.projectVector=function(a,b){b.matrixWorldInverse.getInverse(b.matrixWorld);G.multiply(b.projectionMatrix,b.matrixWorldInverse);G.multiplyVector3(a);return a};this.unprojectVector=function(a,b){b.projectionMatrixInverse.getInverse(b.projectionMatrix);
-G.multiply(b.matrixWorld,b.projectionMatrixInverse);G.multiplyVector3(a);return a};this.pickingRay=function(a,b){var c;a.z=-1;c=new THREE.Vector3(a.x,a.y,1);this.unprojectVector(a,b);this.unprojectVector(c,b);c.subSelf(a).normalize();return new THREE.Ray(a,c)};this.projectGraph=function(b,d){f=0;v.objects.length=0;v.sprites.length=0;v.lights.length=0;var g=function(b){if(b.visible!==false){if((b instanceof THREE.Mesh||b instanceof THREE.Line)&&(b.frustumCulled===false||y.contains(b))){D.copy(b.matrixWorld.getPosition());
-G.multiplyVector3(D);e=a();e.object=b;e.z=D.z;v.objects.push(e)}else if(b instanceof THREE.Sprite||b instanceof THREE.Particle){D.copy(b.matrixWorld.getPosition());G.multiplyVector3(D);e=a();e.object=b;e.z=D.z;v.sprites.push(e)}else b instanceof THREE.Light&&v.lights.push(b);for(var c=0,d=b.children.length;c<d;c++)g(b.children[c])}};g(b);d&&v.objects.sort(c);return v};this.projectScene=function(a,f,e){var g=f.near,D=f.far,H=false,P,O,w,U,M,T,S,W,B,J,I,K,R,ja,da;z=q=n=j=0;v.elements.length=0;if(f.parent===
-void 0){console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it...");a.add(f)}a.updateMatrixWorld();f.matrixWorldInverse.getInverse(f.matrixWorld);G.multiply(f.projectionMatrix,f.matrixWorldInverse);y.setFromMatrix(G);v=this.projectGraph(a,false);a=0;for(P=v.objects.length;a<P;a++){B=v.objects[a].object;J=B.matrixWorld;m=0;if(B instanceof THREE.Mesh){I=B.geometry;K=B.geometry.materials;U=I.vertices;R=I.faces;ja=I.faceVertexUvs;I=B.matrixRotationWorld.extractRotation(J);O=0;for(w=
-U.length;O<w;O++){k=b();k.positionWorld.copy(U[O]);J.multiplyVector3(k.positionWorld);k.positionScreen.copy(k.positionWorld);G.multiplyVector4(k.positionScreen);k.positionScreen.x=k.positionScreen.x/k.positionScreen.w;k.positionScreen.y=k.positionScreen.y/k.positionScreen.w;k.visible=k.positionScreen.z>g&&k.positionScreen.z<D}U=0;for(O=R.length;U<O;U++){w=R[U];if(w instanceof THREE.Face3){M=i[w.a];T=i[w.b];S=i[w.c];if(M.visible&&T.visible&&S.visible){H=(S.positionScreen.x-M.positionScreen.x)*(T.positionScreen.y-
-M.positionScreen.y)-(S.positionScreen.y-M.positionScreen.y)*(T.positionScreen.x-M.positionScreen.x)<0;if(B.doubleSided||H!=B.flipSided){W=o[j]=o[j]||new THREE.RenderableFace3;j++;h=W;h.v1.copy(M);h.v2.copy(T);h.v3.copy(S)}else continue}else continue}else if(w instanceof THREE.Face4){M=i[w.a];T=i[w.b];S=i[w.c];W=i[w.d];if(M.visible&&T.visible&&S.visible&&W.visible){H=(W.positionScreen.x-M.positionScreen.x)*(T.positionScreen.y-M.positionScreen.y)-(W.positionScreen.y-M.positionScreen.y)*(T.positionScreen.x-
-M.positionScreen.x)<0||(T.positionScreen.x-S.positionScreen.x)*(W.positionScreen.y-S.positionScreen.y)-(T.positionScreen.y-S.positionScreen.y)*(W.positionScreen.x-S.positionScreen.x)<0;if(B.doubleSided||H!=B.flipSided){da=p[n]=p[n]||new THREE.RenderableFace4;n++;h=da;h.v1.copy(M);h.v2.copy(T);h.v3.copy(S);h.v4.copy(W)}else continue}else continue}h.normalWorld.copy(w.normal);!H&&(B.flipSided||B.doubleSided)&&h.normalWorld.negate();I.multiplyVector3(h.normalWorld);h.centroidWorld.copy(w.centroid);J.multiplyVector3(h.centroidWorld);
-h.centroidScreen.copy(h.centroidWorld);G.multiplyVector3(h.centroidScreen);S=w.vertexNormals;M=0;for(T=S.length;M<T;M++){W=h.vertexNormalsWorld[M];W.copy(S[M]);!H&&(B.flipSided||B.doubleSided)&&W.negate();I.multiplyVector3(W)}M=0;for(T=ja.length;M<T;M++)if(da=ja[M][U]){S=0;for(W=da.length;S<W;S++)h.uvs[M][S]=da[S]}h.material=B.material;h.faceMaterial=w.materialIndex!==null?K[w.materialIndex]:null;h.z=h.centroidScreen.z;v.elements.push(h)}}else if(B instanceof THREE.Line){t.multiply(G,J);U=B.geometry.vertices;
-M=b();M.positionScreen.copy(U[0]);t.multiplyVector4(M.positionScreen);J=B.type===THREE.LinePieces?2:1;O=1;for(w=U.length;O<w;O++){M=b();M.positionScreen.copy(U[O]);t.multiplyVector4(M.positionScreen);if(!((O+1)%J>0)){T=i[m-2];C.copy(M.positionScreen);L.copy(T.positionScreen);if(d(C,L)){C.multiplyScalar(1/C.w);L.multiplyScalar(1/L.w);K=u[q]=u[q]||new THREE.RenderableLine;q++;l=K;l.v1.positionScreen.copy(C);l.v2.positionScreen.copy(L);l.z=Math.max(C.z,L.z);l.material=B.material;v.elements.push(l)}}}}}a=
-0;for(P=v.sprites.length;a<P;a++){B=v.sprites[a].object;J=B.matrixWorld;if(B instanceof THREE.Particle){x.set(J.elements[12],J.elements[13],J.elements[14],1);G.multiplyVector4(x);x.z=x.z/x.w;if(x.z>0&&x.z<1){g=A[z]=A[z]||new THREE.RenderableParticle;z++;s=g;s.x=x.x/x.w;s.y=x.y/x.w;s.z=x.z;s.rotation=B.rotation.z;s.scale.x=B.scale.x*Math.abs(s.x-(x.x+f.projectionMatrix.elements[0])/(x.w+f.projectionMatrix.elements[12]));s.scale.y=B.scale.y*Math.abs(s.y-(x.y+f.projectionMatrix.elements[5])/(x.w+f.projectionMatrix.elements[13]));
-s.material=B.material;v.elements.push(s)}}}e&&v.elements.sort(c);return v}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1};
-THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a){var b=Math.PI/360,c=a.x*b,d=a.y*b,e=a.z*b,a=Math.cos(d),d=Math.sin(d),b=Math.cos(-e),e=Math.sin(-e),f=Math.cos(c),c=Math.sin(c),g=a*b,k=d*e;this.w=g*f-k*c;this.x=g*c+k*f;this.y=d*b*f+a*e*c;this.z=a*e*f-d*b*c;return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);
-this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.elements[0]+a.elements[5]+a.elements[10]))/2;this.x=Math.sqrt(Math.max(0,b+a.elements[0]-a.elements[5]-a.elements[10]))/2;this.y=Math.sqrt(Math.max(0,b-a.elements[0]+a.elements[5]-a.elements[10]))/2;this.z=Math.sqrt(Math.max(0,b-a.elements[0]-a.elements[5]+a.elements[10]))/2;this.x=a.elements[6]-a.elements[9]<0?-Math.abs(this.x):
-Math.abs(this.x);this.y=a.elements[8]-a.elements[2]<0?-Math.abs(this.y):Math.abs(this.y);this.z=a.elements[1]-a.elements[4]<0?-Math.abs(this.z):Math.abs(this.z);this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x=this.x*-1;this.y=this.y*-1;this.z=this.z*-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=
-Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a===0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a}return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,k=a.z,a=a.w;this.x=b*a+e*f+c*k-d*g;this.y=
-c*a+e*g+d*f-b*k;this.z=d*a+e*k+b*g-c*f;this.w=e*a-b*f-c*g-d*k;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,k=this.z,m=this.w,i=m*c+g*e-k*d,h=m*d+k*c-f*e,j=m*e+f*d-g*c,c=-f*c-g*d-k*e;b.x=i*m+c*-f+h*-k-j*-g;b.y=h*m+c*-g+j*-f-i*-k;b.z=j*m+c*-k+i*-g-h*-f;return b},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}};
-THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(e<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;e=-e}else c.copy(b);if(Math.abs(e)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.")};
-THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3};
-THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
-return a}};THREE.Face4=function(a,b,c,d,e,f,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3};
-THREE.Face4.prototype={constructor:THREE.Face4,clone:function(){var a=new THREE.Face4(this.a,this.b,this.c,this.d);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
-return a}};THREE.UV=function(a,b){this.u=a||0;this.v=b||0};THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},lerpSelf:function(a,b){this.u=this.u+(a.u-this.u)*b;this.v=this.v+(a.v-this.v)*b;return this},clone:function(){return new THREE.UV(this.u,this.v)}};
-THREE.Geometry=function(){this.id=THREE.GeometryCount++;this.vertices=[];this.colors=[];this.materials=[];this.faces=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.morphNormals=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.dynamic=this.hasTangents=false};
-THREE.Geometry.prototype={constructor:THREE.Geometry,applyMatrix:function(a){var b=new THREE.Matrix4;b.extractRotation(a);for(var c=0,d=this.vertices.length;c<d;c++)a.multiplyVector3(this.vertices[c]);c=0;for(d=this.faces.length;c<d;c++){var e=this.faces[c];b.multiplyVector3(e.normal);for(var f=0,g=e.vertexNormals.length;f<g;f++)b.multiplyVector3(e.vertexNormals[f]);a.multiplyVector3(e.centroid)}},computeCentroids:function(){var a,b,c;a=0;for(b=this.faces.length;a<b;a++){c=this.faces[a];c.centroid.set(0,
-0,0);if(c instanceof THREE.Face3){c.centroid.addSelf(this.vertices[c.a]);c.centroid.addSelf(this.vertices[c.b]);c.centroid.addSelf(this.vertices[c.c]);c.centroid.divideScalar(3)}else if(c instanceof THREE.Face4){c.centroid.addSelf(this.vertices[c.a]);c.centroid.addSelf(this.vertices[c.b]);c.centroid.addSelf(this.vertices[c.c]);c.centroid.addSelf(this.vertices[c.d]);c.centroid.divideScalar(4)}}},computeFaceNormals:function(){var a,b,c,d,e,f,g=new THREE.Vector3,k=new THREE.Vector3;a=0;for(b=this.faces.length;a<
-b;a++){c=this.faces[a];d=this.vertices[c.a];e=this.vertices[c.b];f=this.vertices[c.c];g.sub(f,e);k.sub(d,e);g.crossSelf(k);g.isZero()||g.normalize();c.normal.copy(g)}},computeVertexNormals:function(){var a,b,c,d;if(this.__tmpVertices===void 0){d=this.__tmpVertices=Array(this.vertices.length);a=0;for(b=this.vertices.length;a<b;a++)d[a]=new THREE.Vector3;a=0;for(b=this.faces.length;a<b;a++){c=this.faces[a];if(c instanceof THREE.Face3)c.vertexNormals=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];
-else if(c instanceof THREE.Face4)c.vertexNormals=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3]}}else{d=this.__tmpVertices;a=0;for(b=this.vertices.length;a<b;a++)d[a].set(0,0,0)}a=0;for(b=this.faces.length;a<b;a++){c=this.faces[a];if(c instanceof THREE.Face3){d[c.a].addSelf(c.normal);d[c.b].addSelf(c.normal);d[c.c].addSelf(c.normal)}else if(c instanceof THREE.Face4){d[c.a].addSelf(c.normal);d[c.b].addSelf(c.normal);d[c.c].addSelf(c.normal);d[c.d].addSelf(c.normal)}}a=0;
-for(b=this.vertices.length;a<b;a++)d[a].normalize();a=0;for(b=this.faces.length;a<b;a++){c=this.faces[a];if(c instanceof THREE.Face3){c.vertexNormals[0].copy(d[c.a]);c.vertexNormals[1].copy(d[c.b]);c.vertexNormals[2].copy(d[c.c])}else if(c instanceof THREE.Face4){c.vertexNormals[0].copy(d[c.a]);c.vertexNormals[1].copy(d[c.b]);c.vertexNormals[2].copy(d[c.c]);c.vertexNormals[3].copy(d[c.d])}}},computeMorphNormals:function(){var a,b,c,d,e;c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];e.__originalFaceNormal?
-e.__originalFaceNormal.copy(e.normal):e.__originalFaceNormal=e.normal.clone();if(!e.__originalVertexNormals)e.__originalVertexNormals=[];a=0;for(b=e.vertexNormals.length;a<b;a++)e.__originalVertexNormals[a]?e.__originalVertexNormals[a].copy(e.vertexNormals[a]):e.__originalVertexNormals[a]=e.vertexNormals[a].clone()}var f=new THREE.Geometry;f.faces=this.faces;a=0;for(b=this.morphTargets.length;a<b;a++){if(!this.morphNormals[a]){this.morphNormals[a]={};this.morphNormals[a].faceNormals=[];this.morphNormals[a].vertexNormals=
-[];var g=this.morphNormals[a].faceNormals,k=this.morphNormals[a].vertexNormals,m,i;c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];m=new THREE.Vector3;i=e instanceof THREE.Face3?{a:new THREE.Vector3,b:new THREE.Vector3,c:new THREE.Vector3}:{a:new THREE.Vector3,b:new THREE.Vector3,c:new THREE.Vector3,d:new THREE.Vector3};g.push(m);k.push(i)}}g=this.morphNormals[a];f.vertices=this.morphTargets[a].vertices;f.computeFaceNormals();f.computeVertexNormals();c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];
-m=g.faceNormals[c];i=g.vertexNormals[c];m.copy(e.normal);if(e instanceof THREE.Face3){i.a.copy(e.vertexNormals[0]);i.b.copy(e.vertexNormals[1]);i.c.copy(e.vertexNormals[2])}else{i.a.copy(e.vertexNormals[0]);i.b.copy(e.vertexNormals[1]);i.c.copy(e.vertexNormals[2]);i.d.copy(e.vertexNormals[3])}}}c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];e.normal=e.__originalFaceNormal;e.vertexNormals=e.__originalVertexNormals}},computeTangents:function(){function a(a,b,c,d,f,e,M){k=a.vertices[b];m=a.vertices[c];
-i=a.vertices[d];h=g[f];j=g[e];o=g[M];n=m.x-k.x;p=i.x-k.x;l=m.y-k.y;q=i.y-k.y;u=m.z-k.z;s=i.z-k.z;z=j.u-h.u;A=o.u-h.u;v=j.v-h.v;D=o.v-h.v;x=1/(z*D-A*v);C.set((D*n-v*p)*x,(D*l-v*q)*x,(D*u-v*s)*x);L.set((z*p-A*n)*x,(z*q-A*l)*x,(z*s-A*u)*x);t[b].addSelf(C);t[c].addSelf(C);t[d].addSelf(C);y[b].addSelf(L);y[c].addSelf(L);y[d].addSelf(L)}var b,c,d,e,f,g,k,m,i,h,j,o,n,p,l,q,u,s,z,A,v,D,x,G,t=[],y=[],C=new THREE.Vector3,L=new THREE.Vector3,Q=new THREE.Vector3,N=new THREE.Vector3,r=new THREE.Vector3;b=0;for(c=
-this.vertices.length;b<c;b++){t[b]=new THREE.Vector3;y[b]=new THREE.Vector3}b=0;for(c=this.faces.length;b<c;b++){f=this.faces[b];g=this.faceVertexUvs[0][b];if(f instanceof THREE.Face3)a(this,f.a,f.b,f.c,0,1,2);else if(f instanceof THREE.Face4){a(this,f.a,f.b,f.d,0,1,3);a(this,f.b,f.c,f.d,1,2,3)}}var E=["a","b","c","d"];b=0;for(c=this.faces.length;b<c;b++){f=this.faces[b];for(d=0;d<f.vertexNormals.length;d++){r.copy(f.vertexNormals[d]);e=f[E[d]];G=t[e];Q.copy(G);Q.subSelf(r.multiplyScalar(r.dot(G))).normalize();
-N.cross(f.vertexNormals[d],G);e=N.dot(y[e]);e=e<0?-1:1;f.vertexTangents[d]=new THREE.Vector4(Q.x,Q.y,Q.z,e)}}this.hasTangents=true},computeBoundingBox:function(){if(!this.boundingBox)this.boundingBox={min:new THREE.Vector3,max:new THREE.Vector3};if(this.vertices.length>0){var a;a=this.vertices[0];this.boundingBox.min.copy(a);this.boundingBox.max.copy(a);for(var b=this.boundingBox.min,c=this.boundingBox.max,d=1,e=this.vertices.length;d<e;d++){a=this.vertices[d];if(a.x<b.x)b.x=a.x;else if(a.x>c.x)c.x=
-a.x;if(a.y<b.y)b.y=a.y;else if(a.y>c.y)c.y=a.y;if(a.z<b.z)b.z=a.z;else if(a.z>c.z)c.z=a.z}}else{this.boundingBox.min.set(0,0,0);this.boundingBox.max.set(0,0,0)}},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere={radius:0};for(var a,b=0,c=0,d=this.vertices.length;c<d;c++){a=this.vertices[c].length();a>b&&(b=a)}this.boundingSphere.radius=b},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g,k;f=0;for(g=this.vertices.length;f<g;f++){d=this.vertices[f];d=[Math.round(d.x*
-e),Math.round(d.y*e),Math.round(d.z*e)].join("_");if(a[d]===void 0){a[d]=f;b.push(this.vertices[f]);c[f]=b.length-1}else c[f]=c[a[d]]}f=0;for(g=this.faces.length;f<g;f++){e=this.faces[f];if(e instanceof THREE.Face3){e.a=c[e.a];e.b=c[e.b];e.c=c[e.c]}else if(e instanceof THREE.Face4){e.a=c[e.a];e.b=c[e.b];e.c=c[e.c];e.d=c[e.d];d=[e.a,e.b,e.c,e.d];for(a=3;a>0;a--)if(d.indexOf(e["abcd"[a]])!=a){d.splice(a,1);this.faces[f]=new THREE.Face3(d[0],d[1],d[2]);e=0;for(d=this.faceVertexUvs.length;e<d;e++)(k=
-this.faceVertexUvs[e][f])&&k.splice(a,1);break}}}c=this.vertices.length-b.length;this.vertices=b;return c}};THREE.GeometryCount=0;THREE.Camera=function(){THREE.Object3D.call(this);this.matrixWorldInverse=new THREE.Matrix4;this.projectionMatrix=new THREE.Matrix4;this.projectionMatrixInverse=new THREE.Matrix4};THREE.Camera.prototype=new THREE.Object3D;THREE.Camera.prototype.constructor=THREE.Camera;
-THREE.Camera.prototype.lookAt=function(a){this.matrix.lookAt(this.position,a,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)};THREE.OrthographicCamera=function(a,b,c,d,e,f){THREE.Camera.call(this);this.left=a;this.right=b;this.top=c;this.bottom=d;this.near=e!==void 0?e:0.1;this.far=f!==void 0?f:2E3;this.updateProjectionMatrix()};THREE.OrthographicCamera.prototype=new THREE.Camera;THREE.OrthographicCamera.prototype.constructor=THREE.OrthographicCamera;
-THREE.OrthographicCamera.prototype.updateProjectionMatrix=function(){this.projectionMatrix.makeOrthographic(this.left,this.right,this.top,this.bottom,this.near,this.far)};THREE.PerspectiveCamera=function(a,b,c,d){THREE.Camera.call(this);this.fov=a!==void 0?a:50;this.aspect=b!==void 0?b:1;this.near=c!==void 0?c:0.1;this.far=d!==void 0?d:2E3;this.updateProjectionMatrix()};THREE.PerspectiveCamera.prototype=new THREE.Camera;THREE.PerspectiveCamera.prototype.constructor=THREE.PerspectiveCamera;
-THREE.PerspectiveCamera.prototype.setLens=function(a,b){this.fov=2*Math.atan((b!==void 0?b:24)/(a*2))*(180/Math.PI);this.updateProjectionMatrix()};THREE.PerspectiveCamera.prototype.setViewOffset=function(a,b,c,d,e,f){this.fullWidth=a;this.fullHeight=b;this.x=c;this.y=d;this.width=e;this.height=f;this.updateProjectionMatrix()};
-THREE.PerspectiveCamera.prototype.updateProjectionMatrix=function(){if(this.fullWidth){var a=this.fullWidth/this.fullHeight,b=Math.tan(this.fov*Math.PI/360)*this.near,c=-b,d=a*c,a=Math.abs(a*b-d),c=Math.abs(b-c);this.projectionMatrix.makeFrustum(d+this.x*a/this.fullWidth,d+(this.x+this.width)*a/this.fullWidth,b-(this.y+this.height)*c/this.fullHeight,b-this.y*c/this.fullHeight,this.near,this.far)}else this.projectionMatrix.makePerspective(this.fov,this.aspect,this.near,this.far)};
-THREE.Light=function(a){THREE.Object3D.call(this);this.color=new THREE.Color(a)};THREE.Light.prototype=new THREE.Object3D;THREE.Light.prototype.constructor=THREE.Light;THREE.Light.prototype.supr=THREE.Object3D.prototype;THREE.AmbientLight=function(a){THREE.Light.call(this,a)};THREE.AmbientLight.prototype=new THREE.Light;THREE.AmbientLight.prototype.constructor=THREE.AmbientLight;
-THREE.DirectionalLight=function(a,b,c){THREE.Light.call(this,a);this.position=new THREE.Vector3(0,1,0);this.target=new THREE.Object3D;this.intensity=b!==void 0?b:1;this.distance=c!==void 0?c:0;this.onlyShadow=this.castShadow=false;this.shadowCameraNear=50;this.shadowCameraFar=5E3;this.shadowCameraLeft=-500;this.shadowCameraTop=this.shadowCameraRight=500;this.shadowCameraBottom=-500;this.shadowCameraVisible=false;this.shadowBias=0;this.shadowDarkness=0.5;this.shadowMapHeight=this.shadowMapWidth=512;
-this.shadowCascade=false;this.shadowCascadeOffset=new THREE.Vector3(0,0,-1E3);this.shadowCascadeCount=2;this.shadowCascadeBias=[0,0,0];this.shadowCascadeWidth=[512,512,512];this.shadowCascadeHeight=[512,512,512];this.shadowCascadeNearZ=[-1,0.99,0.998];this.shadowCascadeFarZ=[0.99,0.998,1];this.shadowCascadeArray=[];this.shadowMatrix=this.shadowCamera=this.shadowMapSize=this.shadowMap=null};THREE.DirectionalLight.prototype=new THREE.Light;THREE.DirectionalLight.prototype.constructor=THREE.DirectionalLight;
-THREE.PointLight=function(a,b,c){THREE.Light.call(this,a);this.position=new THREE.Vector3(0,0,0);this.intensity=b!==void 0?b:1;this.distance=c!==void 0?c:0};THREE.PointLight.prototype=new THREE.Light;THREE.PointLight.prototype.constructor=THREE.PointLight;THREE.Loader=function(a){this.statusDomElement=(this.showStatus=a)?THREE.Loader.prototype.addStatusElement():null;this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){}};
-THREE.Loader.prototype={constructor:THREE.Loader,crossOrigin:"anonymous",addStatusElement:function(){var a=document.createElement("div");a.style.position="absolute";a.style.right="0px";a.style.top="0px";a.style.fontSize="0.8em";a.style.textAlign="left";a.style.background="rgba(0,0,0,0.25)";a.style.color="#fff";a.style.width="120px";a.style.padding="0.5em 0.5em 0.5em 0.5em";a.style.zIndex=1E3;a.innerHTML="Loading ...";return a},updateProgress:function(a){var b="Loaded ",b=a.total?b+((100*a.loaded/
-a.total).toFixed(0)+"%"):b+((a.loaded/1E3).toFixed(2)+" KB");this.statusDomElement.innerHTML=b},extractUrlBase:function(a){a=a.split("/");a.pop();return(a.length<1?".":a.join("/"))+"/"},initMaterials:function(a,b,c){a.materials=[];for(var d=0;d<b.length;++d)a.materials[d]=THREE.Loader.prototype.createMaterial(b[d],c)},hasNormals:function(a){var b,c,d=a.materials.length;for(c=0;c<d;c++){b=a.materials[c];if(b instanceof THREE.ShaderMaterial)return true}return false},createMaterial:function(a,b){function c(a){a=
-Math.log(a)/Math.LN2;return Math.floor(a)==a}function d(a){a=Math.log(a)/Math.LN2;return Math.pow(2,Math.round(a))}function e(a,b){var f=new Image;f.onload=function(){if(!c(this.width)||!c(this.height)){var b=d(this.width),f=d(this.height);a.image.width=b;a.image.height=f;a.image.getContext("2d").drawImage(this,0,0,b,f)}else a.image=this;a.needsUpdate=true};f.crossOrigin=k.crossOrigin;f.src=b}function f(a,c,d,f,g,h){var k=document.createElement("canvas");a[c]=new THREE.Texture(k);a[c].sourceFile=
-d;if(f){a[c].repeat.set(f[0],f[1]);if(f[0]!=1)a[c].wrapS=THREE.RepeatWrapping;if(f[1]!=1)a[c].wrapT=THREE.RepeatWrapping}g&&a[c].offset.set(g[0],g[1]);if(h){f={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping};if(f[h[0]]!==void 0)a[c].wrapS=f[h[0]];if(f[h[1]]!==void 0)a[c].wrapT=f[h[1]]}e(a[c],b+"/"+d)}function g(a){return(a[0]*255<<16)+(a[1]*255<<8)+a[2]*255}var k=this,m="MeshLambertMaterial",i={color:15658734,opacity:1,map:null,lightMap:null,normalMap:null,wireframe:a.wireframe};
-if(a.shading){var h=a.shading.toLowerCase();h==="phong"?m="MeshPhongMaterial":h==="basic"&&(m="MeshBasicMaterial")}if(a.blending!==void 0&&THREE[a.blending]!==void 0)i.blending=THREE[a.blending];if(a.transparent!==void 0||a.opacity<1)i.transparent=a.transparent;if(a.depthTest!==void 0)i.depthTest=a.depthTest;if(a.depthWrite!==void 0)i.depthWrite=a.depthWrite;if(a.vertexColors!==void 0)if(a.vertexColors=="face")i.vertexColors=THREE.FaceColors;else if(a.vertexColors)i.vertexColors=THREE.VertexColors;
-if(a.colorDiffuse)i.color=g(a.colorDiffuse);else if(a.DbgColor)i.color=a.DbgColor;if(a.colorSpecular)i.specular=g(a.colorSpecular);if(a.colorAmbient)i.ambient=g(a.colorAmbient);if(a.transparency)i.opacity=a.transparency;if(a.specularCoef)i.shininess=a.specularCoef;a.mapDiffuse&&b&&f(i,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap);a.mapLight&&b&&f(i,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap);a.mapNormal&&b&&f(i,"normalMap",a.mapNormal,a.mapNormalRepeat,
-a.mapNormalOffset,a.mapNormalWrap);a.mapSpecular&&b&&f(i,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap);if(a.mapNormal){m=THREE.ShaderUtils.lib.normal;h=THREE.UniformsUtils.clone(m.uniforms);h.tNormal.texture=i.normalMap;if(a.mapNormalFactor)h.uNormalScale.value=a.mapNormalFactor;if(i.map){h.tDiffuse.texture=i.map;h.enableDiffuse.value=true}if(i.specularMap){h.tSpecular.texture=i.specularMap;h.enableSpecular.value=true}if(i.lightMap){h.tAO.texture=i.lightMap;
-h.enableAO.value=true}h.uDiffuseColor.value.setHex(i.color);h.uSpecularColor.value.setHex(i.specular);h.uAmbientColor.value.setHex(i.ambient);h.uShininess.value=i.shininess;if(i.opacity!==void 0)h.uOpacity.value=i.opacity;i=new THREE.ShaderMaterial({fragmentShader:m.fragmentShader,vertexShader:m.vertexShader,uniforms:h,lights:true,fog:true})}else i=new THREE[m](i);if(a.DbgName!==void 0)i.name=a.DbgName;return i}};THREE.BinaryLoader=function(a){THREE.Loader.call(this,a)};
-THREE.BinaryLoader.prototype=new THREE.Loader;THREE.BinaryLoader.prototype.constructor=THREE.BinaryLoader;THREE.BinaryLoader.prototype.load=function(a,b,c,d){var c=c?c:this.extractUrlBase(a),d=d?d:this.extractUrlBase(a),e=this.showProgress?THREE.Loader.prototype.updateProgress:null;this.onLoadStart();this.loadAjaxJSON(this,a,b,c,d,e)};
-THREE.BinaryLoader.prototype.loadAjaxJSON=function(a,b,c,d,e,f){var g=new XMLHttpRequest;g.onreadystatechange=function(){if(g.readyState==4)if(g.status==200||g.status==0){var k=JSON.parse(g.responseText);a.loadAjaxBuffers(k,c,e,d,f)}else console.error("THREE.BinaryLoader: Couldn't load ["+b+"] ["+g.status+"]")};g.open("GET",b,true);g.overrideMimeType&&g.overrideMimeType("text/plain; charset=x-user-defined");g.setRequestHeader("Content-Type","text/plain");g.send(null)};
-THREE.BinaryLoader.prototype.loadAjaxBuffers=function(a,b,c,d,e){var f=new XMLHttpRequest,g=c+"/"+a.buffers,k=0;f.onreadystatechange=function(){if(f.readyState==4)f.status==200||f.status==0?THREE.BinaryLoader.prototype.createBinModel(f.response,b,d,a.materials):console.error("THREE.BinaryLoader: Couldn't load ["+g+"] ["+f.status+"]");else if(f.readyState==3){if(e){k==0&&(k=f.getResponseHeader("Content-Length"));e({total:k,loaded:f.responseText.length})}}else f.readyState==2&&(k=f.getResponseHeader("Content-Length"))};
-f.open("GET",g,true);f.responseType="arraybuffer";f.send(null)};
-THREE.BinaryLoader.prototype.createBinModel=function(a,b,c,d){var e=function(b){var c,e,m,i,h,j,o,n,p,l,q,u,s,z,A;function v(a){return a%4?4-a%4:0}function D(a,b){return(new Uint8Array(a,b,1))[0]}function x(a,b){return(new Uint32Array(a,b,1))[0]}function G(b,c){var d,f,e,g,h,k,l,i,m=new Uint32Array(a,c,3*b);for(d=0;d<b;d++){f=m[d*3];e=m[d*3+1];g=m[d*3+2];h=F[f*2];f=F[f*2+1];k=F[e*2];l=F[e*2+1];e=F[g*2];i=F[g*2+1];g=N.faceVertexUvs[0];var n=[];n.push(new THREE.UV(h,f));n.push(new THREE.UV(k,l));n.push(new THREE.UV(e,
-i));g.push(n)}}function t(b,c){var d,f,e,g,h,k,l,i,m,n,o=new Uint32Array(a,c,4*b);for(d=0;d<b;d++){f=o[d*4];e=o[d*4+1];g=o[d*4+2];h=o[d*4+3];k=F[f*2];f=F[f*2+1];l=F[e*2];m=F[e*2+1];i=F[g*2];n=F[g*2+1];g=F[h*2];e=F[h*2+1];h=N.faceVertexUvs[0];var j=[];j.push(new THREE.UV(k,f));j.push(new THREE.UV(l,m));j.push(new THREE.UV(i,n));j.push(new THREE.UV(g,e));h.push(j)}}function y(b,c,d){for(var f,e,g,h,c=new Uint32Array(a,c,3*b),k=new Uint16Array(a,d,b),d=0;d<b;d++){f=c[d*3];e=c[d*3+1];g=c[d*3+2];h=k[d];
-N.faces.push(new THREE.Face3(f,e,g,null,null,h))}}function C(b,c,d){for(var f,e,g,h,k,c=new Uint32Array(a,c,4*b),l=new Uint16Array(a,d,b),d=0;d<b;d++){f=c[d*4];e=c[d*4+1];g=c[d*4+2];h=c[d*4+3];k=l[d];N.faces.push(new THREE.Face4(f,e,g,h,null,null,k))}}function L(b,c,d,f){for(var e,g,h,k,l,i,m,c=new Uint32Array(a,c,3*b),d=new Uint32Array(a,d,3*b),n=new Uint16Array(a,f,b),f=0;f<b;f++){e=c[f*3];g=c[f*3+1];h=c[f*3+2];l=d[f*3];i=d[f*3+1];m=d[f*3+2];k=n[f];var j=E[i*3],o=E[i*3+1];i=E[i*3+2];var p=E[m*3],
-q=E[m*3+1];m=E[m*3+2];N.faces.push(new THREE.Face3(e,g,h,[new THREE.Vector3(E[l*3],E[l*3+1],E[l*3+2]),new THREE.Vector3(j,o,i),new THREE.Vector3(p,q,m)],null,k))}}function Q(b,c,d,f){for(var e,g,h,k,l,i,m,n,j,c=new Uint32Array(a,c,4*b),d=new Uint32Array(a,d,4*b),o=new Uint16Array(a,f,b),f=0;f<b;f++){e=c[f*4];g=c[f*4+1];h=c[f*4+2];k=c[f*4+3];i=d[f*4];m=d[f*4+1];n=d[f*4+2];j=d[f*4+3];l=o[f];var p=E[m*3],q=E[m*3+1];m=E[m*3+2];var r=E[n*3],s=E[n*3+1];n=E[n*3+2];var t=E[j*3],u=E[j*3+1];j=E[j*3+2];N.faces.push(new THREE.Face4(e,
-g,h,k,[new THREE.Vector3(E[i*3],E[i*3+1],E[i*3+2]),new THREE.Vector3(p,q,m),new THREE.Vector3(r,s,n),new THREE.Vector3(t,u,j)],null,l))}}var N=this,r=0,E=[],F=[],H,P,O;THREE.Geometry.call(this);THREE.Loader.prototype.initMaterials(N,d,b);(function(a,b,c){for(var a=new Uint8Array(a,b,c),d="",f=0;f<c;f++)d=d+String.fromCharCode(a[b+f]);return d})(a,r,12);c=D(a,r+12);D(a,r+13);D(a,r+14);D(a,r+15);e=D(a,r+16);m=D(a,r+17);i=D(a,r+18);h=D(a,r+19);j=x(a,r+20);o=x(a,r+20+4);n=x(a,r+20+8);b=x(a,r+20+12);p=
-x(a,r+20+16);l=x(a,r+20+20);q=x(a,r+20+24);u=x(a,r+20+28);s=x(a,r+20+32);z=x(a,r+20+36);A=x(a,r+20+40);r=r+c;c=e*3+h;O=e*4+h;H=b*c;P=p*(c+m*3);e=l*(c+i*3);h=q*(c+m*3+i*3);c=u*O;m=s*(O+m*4);i=z*(O+i*4);r=r+function(b){var b=new Float32Array(a,b,j*3),c,d,f,e;for(c=0;c<j;c++){d=b[c*3];f=b[c*3+1];e=b[c*3+2];N.vertices.push(new THREE.Vector3(d,f,e))}return j*3*Float32Array.BYTES_PER_ELEMENT}(r);r=r+function(b){if(o){var b=new Int8Array(a,b,o*3),c,d,f,e;for(c=0;c<o;c++){d=b[c*3];f=b[c*3+1];e=b[c*3+2];E.push(d/
-127,f/127,e/127)}}return o*3*Int8Array.BYTES_PER_ELEMENT}(r);r=r+v(o*3);r=r+function(b){if(n){var b=new Float32Array(a,b,n*2),c,d,f;for(c=0;c<n;c++){d=b[c*2];f=b[c*2+1];F.push(d,f)}}return n*2*Float32Array.BYTES_PER_ELEMENT}(r);H=r+H+v(b*2);P=H+P+v(p*2);e=P+e+v(l*2);h=e+h+v(q*2);c=h+c+v(u*2);m=c+m+v(s*2);i=m+i+v(z*2);(function(a){if(l){var b=a+l*Uint32Array.BYTES_PER_ELEMENT*3;y(l,a,b+l*Uint32Array.BYTES_PER_ELEMENT*3);G(l,b)}})(P);(function(a){if(q){var b=a+q*Uint32Array.BYTES_PER_ELEMENT*3,c=b+
-q*Uint32Array.BYTES_PER_ELEMENT*3;L(q,a,b,c+q*Uint32Array.BYTES_PER_ELEMENT*3);G(q,c)}})(e);(function(a){if(z){var b=a+z*Uint32Array.BYTES_PER_ELEMENT*4;C(z,a,b+z*Uint32Array.BYTES_PER_ELEMENT*4);t(z,b)}})(m);(function(a){if(A){var b=a+A*Uint32Array.BYTES_PER_ELEMENT*4,c=b+A*Uint32Array.BYTES_PER_ELEMENT*4;Q(A,a,b,c+A*Uint32Array.BYTES_PER_ELEMENT*4);t(A,c)}})(i);b&&y(b,r,r+b*Uint32Array.BYTES_PER_ELEMENT*3);(function(a){if(p){var b=a+p*Uint32Array.BYTES_PER_ELEMENT*3;L(p,a,b,b+p*Uint32Array.BYTES_PER_ELEMENT*
-3)}})(H);u&&C(u,h,h+u*Uint32Array.BYTES_PER_ELEMENT*4);(function(a){if(s){var b=a+s*Uint32Array.BYTES_PER_ELEMENT*4;Q(s,a,b,b+s*Uint32Array.BYTES_PER_ELEMENT*4)}})(c);this.computeCentroids();this.computeFaceNormals();THREE.Loader.prototype.hasNormals(this)&&this.computeTangents()};e.prototype=new THREE.Geometry;e.prototype.constructor=e;b(new e(c))};THREE.JSONLoader=function(a){THREE.Loader.call(this,a)};THREE.JSONLoader.prototype=new THREE.Loader;THREE.JSONLoader.prototype.constructor=THREE.JSONLoader;
-THREE.JSONLoader.prototype.load=function(a,b,c){c=c?c:this.extractUrlBase(a);this.onLoadStart();this.loadAjaxJSON(this,a,b,c)};
-THREE.JSONLoader.prototype.loadAjaxJSON=function(a,b,c,d,e){var f=new XMLHttpRequest,g=0;f.onreadystatechange=function(){if(f.readyState===f.DONE)if(f.status===200||f.status===0){if(f.responseText){var k=JSON.parse(f.responseText);a.createModel(k,c,d)}else console.warn("THREE.JSONLoader: ["+b+"] seems to be unreachable or file there is empty");a.onLoadComplete()}else console.error("THREE.JSONLoader: Couldn't load ["+b+"] ["+f.status+"]");else if(f.readyState===f.LOADING){if(e){g===0&&(g=f.getResponseHeader("Content-Length"));
-e({total:g,loaded:f.responseText.length})}}else f.readyState===f.HEADERS_RECEIVED&&(g=f.getResponseHeader("Content-Length"))};f.open("GET",b,true);f.overrideMimeType&&f.overrideMimeType("text/plain; charset=x-user-defined");f.setRequestHeader("Content-Type","text/plain");f.send(null)};
-THREE.JSONLoader.prototype.createModel=function(a,b,c){var d=new THREE.Geometry,e=a.scale!==void 0?1/a.scale:1;this.initMaterials(d,a.materials,c);(function(b){var c,e,m,i,h,j,o,n,p,l,q,u,s,z,A=a.faces;j=a.vertices;var v=a.normals,D=a.colors,x=0;for(c=0;c<a.uvs.length;c++)a.uvs[c].length&&x++;for(c=0;c<x;c++){d.faceUvs[c]=[];d.faceVertexUvs[c]=[]}i=0;for(h=j.length;i<h;){o=new THREE.Vector3;o.x=j[i++]*b;o.y=j[i++]*b;o.z=j[i++]*b;d.vertices.push(o)}i=0;for(h=A.length;i<h;){b=A[i++];j=b&1;m=b&2;c=b&
-4;e=b&8;n=b&16;o=b&32;l=b&64;b=b&128;if(j){q=new THREE.Face4;q.a=A[i++];q.b=A[i++];q.c=A[i++];q.d=A[i++];j=4}else{q=new THREE.Face3;q.a=A[i++];q.b=A[i++];q.c=A[i++];j=3}if(m){m=A[i++];q.materialIndex=m}m=d.faces.length;if(c)for(c=0;c<x;c++){u=a.uvs[c];p=A[i++];z=u[p*2];p=u[p*2+1];d.faceUvs[c][m]=new THREE.UV(z,p)}if(e)for(c=0;c<x;c++){u=a.uvs[c];s=[];for(e=0;e<j;e++){p=A[i++];z=u[p*2];p=u[p*2+1];s[e]=new THREE.UV(z,p)}d.faceVertexUvs[c][m]=s}if(n){n=A[i++]*3;e=new THREE.Vector3;e.x=v[n++];e.y=v[n++];
-e.z=v[n];q.normal=e}if(o)for(c=0;c<j;c++){n=A[i++]*3;e=new THREE.Vector3;e.x=v[n++];e.y=v[n++];e.z=v[n];q.vertexNormals.push(e)}if(l){o=A[i++];o=new THREE.Color(D[o]);q.color=o}if(b)for(c=0;c<j;c++){o=A[i++];o=new THREE.Color(D[o]);q.vertexColors.push(o)}d.faces.push(q)}})(e);(function(){var b,c,e,m;if(a.skinWeights){b=0;for(c=a.skinWeights.length;b<c;b=b+2){e=a.skinWeights[b];m=a.skinWeights[b+1];d.skinWeights.push(new THREE.Vector4(e,m,0,0))}}if(a.skinIndices){b=0;for(c=a.skinIndices.length;b<c;b=
-b+2){e=a.skinIndices[b];m=a.skinIndices[b+1];d.skinIndices.push(new THREE.Vector4(e,m,0,0))}}d.bones=a.bones;d.animation=a.animation})();(function(b){if(a.morphTargets!==void 0){var c,e,m,i,h,j;c=0;for(e=a.morphTargets.length;c<e;c++){d.morphTargets[c]={};d.morphTargets[c].name=a.morphTargets[c].name;d.morphTargets[c].vertices=[];h=d.morphTargets[c].vertices;j=a.morphTargets[c].vertices;m=0;for(i=j.length;m<i;m=m+3){var o=new THREE.Vector3;o.x=j[m]*b;o.y=j[m+1]*b;o.z=j[m+2]*b;h.push(o)}}}if(a.morphColors!==
-void 0){c=0;for(e=a.morphColors.length;c<e;c++){d.morphColors[c]={};d.morphColors[c].name=a.morphColors[c].name;d.morphColors[c].colors=[];i=d.morphColors[c].colors;h=a.morphColors[c].colors;b=0;for(m=h.length;b<m;b=b+3){j=new THREE.Color(16755200);j.setRGB(h[b],h[b+1],h[b+2]);i.push(j)}}}})(e);d.computeCentroids();d.computeFaceNormals();this.hasNormals(d)&&d.computeTangents();b(d)};
-THREE.SceneLoader=function(){this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){};this.callbackSync=function(){};this.callbackProgress=function(){}};THREE.SceneLoader.prototype.constructor=THREE.SceneLoader;
-THREE.SceneLoader.prototype.load=function(a,b){var c=this,d=new XMLHttpRequest;d.onreadystatechange=function(){if(d.readyState==4)if(d.status==200||d.status==0){var e=JSON.parse(d.responseText);c.createScene(e,b,a)}else console.error("THREE.SceneLoader: Couldn't load ["+a+"] ["+d.status+"]")};d.open("GET",a,true);d.overrideMimeType&&d.overrideMimeType("text/plain; charset=x-user-defined");d.setRequestHeader("Content-Type","text/plain");d.send(null)};
-THREE.SceneLoader.prototype.createScene=function(a,b,c){function d(a,b){return b=="relativeToHTML"?a:i+"/"+a}function e(){var a;for(o in r.objects)if(!w.objects[o]){u=r.objects[o];if(u.geometry!==void 0){if(C=w.geometries[u.geometry]){a=false;L=w.materials[u.materials[0]];(a=L instanceof THREE.ShaderMaterial)&&C.computeTangents();v=u.position;D=u.rotation;x=u.quaternion;G=u.scale;s=u.matrix;x=0;u.materials.length==0&&(L=new THREE.MeshFaceMaterial);u.materials.length>1&&(L=new THREE.MeshFaceMaterial);
-a=new THREE.Mesh(C,L);a.name=o;if(s){a.matrixAutoUpdate=false;a.matrix.set(s[0],s[1],s[2],s[3],s[4],s[5],s[6],s[7],s[8],s[9],s[10],s[11],s[12],s[13],s[14],s[15])}else{a.position.set(v[0],v[1],v[2]);if(x){a.quaternion.set(x[0],x[1],x[2],x[3]);a.useQuaternion=true}else a.rotation.set(D[0],D[1],D[2]);a.scale.set(G[0],G[1],G[2])}a.visible=u.visible;a.doubleSided=u.doubleSided;a.castShadow=u.castShadow;a.receiveShadow=u.receiveShadow;w.scene.add(a);w.objects[o]=a}}else{v=u.position;D=u.rotation;x=u.quaternion;
-G=u.scale;x=0;a=new THREE.Object3D;a.name=o;a.position.set(v[0],v[1],v[2]);if(x){a.quaternion.set(x[0],x[1],x[2],x[3]);a.useQuaternion=true}else a.rotation.set(D[0],D[1],D[2]);a.scale.set(G[0],G[1],G[2]);a.visible=u.visible!==void 0?u.visible:false;w.scene.add(a);w.objects[o]=a;w.empties[o]=a}}}function f(a){return function(b){w.geometries[a]=b;e();F=F-1;m.onLoadComplete();k()}}function g(a){return function(b){w.geometries[a]=b}}function k(){m.callbackProgress({totalModels:P,totalTextures:O,loadedModels:P-
-F,loadedTextures:O-H},w);m.onLoadProgress();F==0&&H==0&&b(w)}var m=this,i=THREE.Loader.prototype.extractUrlBase(c),h,j,o,n,p,l,q,u,s,z,A,v,D,x,G,t,y,C,L,Q,N,r,E,F,H,P,O,w;r=a;c=new THREE.BinaryLoader;E=new THREE.JSONLoader;H=F=0;w={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},empties:{}};if(r.transform){a=r.transform.position;z=r.transform.rotation;t=r.transform.scale;a&&w.scene.position.set(a[0],a[1],a[2]);z&&w.scene.rotation.set(z[0],z[1],
-z[2]);t&&w.scene.scale.set(t[0],t[1],t[2]);if(a||z||t){w.scene.updateMatrix();w.scene.updateMatrixWorld()}}a=function(){H=H-1;k();m.onLoadComplete()};for(p in r.cameras){t=r.cameras[p];t.type=="perspective"?Q=new THREE.PerspectiveCamera(t.fov,t.aspect,t.near,t.far):t.type=="ortho"&&(Q=new THREE.OrthographicCamera(t.left,t.right,t.top,t.bottom,t.near,t.far));v=t.position;z=t.target;t=t.up;Q.position.set(v[0],v[1],v[2]);Q.target=new THREE.Vector3(z[0],z[1],z[2]);t&&Q.up.set(t[0],t[1],t[2]);w.cameras[p]=
-Q}for(n in r.lights){z=r.lights[n];p=z.color!==void 0?z.color:16777215;Q=z.intensity!==void 0?z.intensity:1;if(z.type=="directional"){v=z.direction;A=new THREE.DirectionalLight(p,Q);A.position.set(v[0],v[1],v[2]);A.position.normalize()}else if(z.type=="point"){v=z.position;A=z.distance;A=new THREE.PointLight(p,Q,A);A.position.set(v[0],v[1],v[2])}else z.type=="ambient"&&(A=new THREE.AmbientLight(p));w.scene.add(A);w.lights[n]=A}for(l in r.fogs){n=r.fogs[l];n.type=="linear"?N=new THREE.Fog(0,n.near,
-n.far):n.type=="exp2"&&(N=new THREE.FogExp2(0,n.density));t=n.color;N.color.setRGB(t[0],t[1],t[2]);w.fogs[l]=N}if(w.cameras&&r.defaults.camera)w.currentCamera=w.cameras[r.defaults.camera];if(w.fogs&&r.defaults.fog)w.scene.fog=w.fogs[r.defaults.fog];t=r.defaults.bgcolor;w.bgColor=new THREE.Color;w.bgColor.setRGB(t[0],t[1],t[2]);w.bgColorAlpha=r.defaults.bgalpha;for(h in r.geometries){l=r.geometries[h];if(l.type=="bin_mesh"||l.type=="ascii_mesh"){F=F+1;m.onLoadStart()}}P=F;for(h in r.geometries){l=
-r.geometries[h];if(l.type=="cube"){C=new THREE.CubeGeometry(l.width,l.height,l.depth,l.segmentsWidth,l.segmentsHeight,l.segmentsDepth,null,l.flipped,l.sides);w.geometries[h]=C}else if(l.type=="plane"){C=new THREE.PlaneGeometry(l.width,l.height,l.segmentsWidth,l.segmentsHeight);w.geometries[h]=C}else if(l.type=="sphere"){C=new THREE.SphereGeometry(l.radius,l.segmentsWidth,l.segmentsHeight);w.geometries[h]=C}else if(l.type=="cylinder"){C=new THREE.CylinderGeometry(l.topRad,l.botRad,l.height,l.radSegs,
-l.heightSegs);w.geometries[h]=C}else if(l.type=="torus"){C=new THREE.TorusGeometry(l.radius,l.tube,l.segmentsR,l.segmentsT);w.geometries[h]=C}else if(l.type=="icosahedron"){C=new THREE.IcosahedronGeometry(l.radius,l.subdivisions);w.geometries[h]=C}else if(l.type=="bin_mesh")c.load(d(l.url,r.urlBaseType),f(h));else if(l.type=="ascii_mesh")E.load(d(l.url,r.urlBaseType),f(h));else if(l.type=="embedded_mesh"){l=r.embeds[l.id];l.metadata=r.metadata;l&&E.createModel(l,g(h),"")}}for(q in r.textures){h=r.textures[q];
-if(h.url instanceof Array){H=H+h.url.length;for(l=0;l<h.url.length;l++)m.onLoadStart()}else{H=H+1;m.onLoadStart()}}O=H;for(q in r.textures){h=r.textures[q];if(h.mapping!=void 0&&THREE[h.mapping]!=void 0)h.mapping=new THREE[h.mapping];if(h.url instanceof Array){l=[];for(N=0;N<h.url.length;N++)l[N]=d(h.url[N],r.urlBaseType);l=THREE.ImageUtils.loadTextureCube(l,h.mapping,a)}else{l=THREE.ImageUtils.loadTexture(d(h.url,r.urlBaseType),h.mapping,a);if(THREE[h.minFilter]!=void 0)l.minFilter=THREE[h.minFilter];
-if(THREE[h.magFilter]!=void 0)l.magFilter=THREE[h.magFilter];if(h.repeat){l.repeat.set(h.repeat[0],h.repeat[1]);if(h.repeat[0]!=1)l.wrapS=THREE.RepeatWrapping;if(h.repeat[1]!=1)l.wrapT=THREE.RepeatWrapping}h.offset&&l.offset.set(h.offset[0],h.offset[1]);if(h.wrap){N={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping};if(N[h.wrap[0]]!==void 0)l.wrapS=N[h.wrap[0]];if(N[h.wrap[1]]!==void 0)l.wrapT=N[h.wrap[1]]}}w.textures[q]=l}for(j in r.materials){s=r.materials[j];for(y in s.parameters)if(y==
-"envMap"||y=="map"||y=="lightMap")s.parameters[y]=w.textures[s.parameters[y]];else if(y=="shading")s.parameters[y]=s.parameters[y]=="flat"?THREE.FlatShading:THREE.SmoothShading;else if(y=="blending")s.parameters[y]=THREE[s.parameters[y]]?THREE[s.parameters[y]]:THREE.NormalBlending;else if(y=="combine")s.parameters[y]=s.parameters[y]=="MixOperation"?THREE.MixOperation:THREE.MultiplyOperation;else if(y=="vertexColors")if(s.parameters[y]=="face")s.parameters[y]=THREE.FaceColors;else if(s.parameters[y])s.parameters[y]=
-THREE.VertexColors;if(s.parameters.opacity!==void 0&&s.parameters.opacity<1)s.parameters.transparent=true;if(s.parameters.normalMap){q=THREE.ShaderUtils.lib.normal;a=THREE.UniformsUtils.clone(q.uniforms);h=s.parameters.color;l=s.parameters.specular;N=s.parameters.ambient;c=s.parameters.shininess;a.tNormal.texture=w.textures[s.parameters.normalMap];if(s.parameters.normalMapFactor)a.uNormalScale.value=s.parameters.normalMapFactor;if(s.parameters.map){a.tDiffuse.texture=s.parameters.map;a.enableDiffuse.value=
-true}if(s.parameters.lightMap){a.tAO.texture=s.parameters.lightMap;a.enableAO.value=true}if(s.parameters.specularMap){a.tSpecular.texture=w.textures[s.parameters.specularMap];a.enableSpecular.value=true}a.uDiffuseColor.value.setHex(h);a.uSpecularColor.value.setHex(l);a.uAmbientColor.value.setHex(N);a.uShininess.value=c;if(s.parameters.opacity)a.uOpacity.value=s.parameters.opacity;L=new THREE.ShaderMaterial({fragmentShader:q.fragmentShader,vertexShader:q.vertexShader,uniforms:a,lights:true,fog:true})}else L=
-new THREE[s.type](s.parameters);w.materials[j]=L}e();m.callbackSync(w);k()};
-THREE.Material=function(a){a=a||{};this.id=THREE.MaterialCount++;this.name="";this.opacity=a.opacity!==void 0?a.opacity:1;this.transparent=a.transparent!==void 0?a.transparent:false;this.blending=a.blending!==void 0?a.blending:THREE.NormalBlending;this.blendSrc=a.blendSrc!==void 0?a.blendSrc:THREE.SrcAlphaFactor;this.blendDst=a.blendDst!==void 0?a.blendDst:THREE.OneMinusSrcAlphaFactor;this.blendEquation=a.blendEquation!==void 0?a.blendEquation:THREE.AddEquation;this.depthTest=a.depthTest!==void 0?
-a.depthTest:true;this.depthWrite=a.depthWrite!==void 0?a.depthWrite:true;this.polygonOffset=a.polygonOffset!==void 0?a.polygonOffset:false;this.polygonOffsetFactor=a.polygonOffsetFactor!==void 0?a.polygonOffsetFactor:0;this.polygonOffsetUnits=a.polygonOffsetUnits!==void 0?a.polygonOffsetUnits:0;this.alphaTest=a.alphaTest!==void 0?a.alphaTest:0;this.overdraw=a.overdraw!==void 0?a.overdraw:false;this.needsUpdate=this.visible=true};THREE.MaterialCount=0;THREE.NoShading=0;THREE.FlatShading=1;
-THREE.SmoothShading=2;THREE.NoColors=0;THREE.FaceColors=1;THREE.VertexColors=2;THREE.NoBlending=0;THREE.NormalBlending=1;THREE.AdditiveBlending=2;THREE.SubtractiveBlending=3;THREE.MultiplyBlending=4;THREE.AdditiveAlphaBlending=5;THREE.CustomBlending=6;THREE.AddEquation=100;THREE.SubtractEquation=101;THREE.ReverseSubtractEquation=102;THREE.ZeroFactor=200;THREE.OneFactor=201;THREE.SrcColorFactor=202;THREE.OneMinusSrcColorFactor=203;THREE.SrcAlphaFactor=204;THREE.OneMinusSrcAlphaFactor=205;
-THREE.DstAlphaFactor=206;THREE.OneMinusDstAlphaFactor=207;THREE.DstColorFactor=208;THREE.OneMinusDstColorFactor=209;THREE.SrcAlphaSaturateFactor=210;
-THREE.LineBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.linewidth=a.linewidth!==void 0?a.linewidth:1;this.linecap=a.linecap!==void 0?a.linecap:"round";this.linejoin=a.linejoin!==void 0?a.linejoin:"round";this.vertexColors=a.vertexColors?a.vertexColors:false;this.fog=a.fog!==void 0?a.fog:true};THREE.LineBasicMaterial.prototype=new THREE.Material;THREE.LineBasicMaterial.prototype.constructor=THREE.LineBasicMaterial;
-THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:
-true;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:THREE.NoColors;this.skinning=a.skinning!==void 0?a.skinning:false;this.morphTargets=a.morphTargets!==
-void 0?a.morphTargets:false};THREE.MeshBasicMaterial.prototype=new THREE.Material;THREE.MeshBasicMaterial.prototype.constructor=THREE.MeshBasicMaterial;
-THREE.MeshLambertMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(16777215);this.emissive=a.emissive!==void 0?new THREE.Color(a.emissive):new THREE.Color(0);this.wrapAround=a.wrapAround!==void 0?a.wrapAround:false;this.wrapRGB=new THREE.Vector3(1,1,1);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=
-a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:true;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?
-a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:THREE.NoColors;this.skinning=a.skinning!==void 0?a.skinning:false;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:false;this.morphNormals=a.morphNormals!==void 0?a.morphNormals:false};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
-THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(16777215);this.emissive=a.emissive!==void 0?new THREE.Color(a.emissive):new THREE.Color(0);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:false;this.perPixel=
-a.perPixel!==void 0?a.perPixel:false;this.wrapAround=a.wrapAround!==void 0?a.wrapAround:false;this.wrapRGB=new THREE.Vector3(1,1,1);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:true;this.shading=
-a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:THREE.NoColors;this.skinning=a.skinning!==void 0?a.skinning:false;this.morphTargets=a.morphTargets!==void 0?
-a.morphTargets:false;this.morphNormals=a.morphNormals!==void 0?a.morphNormals:false};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;THREE.MeshDepthMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1};
-THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading?a.shading:THREE.FlatShading;this.wireframe=a.wireframe?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth?a.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;
-THREE.MeshFaceMaterial=function(){};THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:true;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:false;this.fog=a.fog!==void 0?a.fog:true};THREE.ParticleBasicMaterial.prototype=new THREE.Material;
-THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;THREE.ParticleCanvasMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.program=a.program!==void 0?a.program:function(){}};THREE.ParticleCanvasMaterial.prototype=new THREE.Material;THREE.ParticleCanvasMaterial.prototype.constructor=THREE.ParticleCanvasMaterial;
-THREE.Texture=function(a,b,c,d,e,f,g,k){this.id=THREE.TextureCount++;this.image=a;this.mapping=b!==void 0?b:new THREE.UVMapping;this.wrapS=c!==void 0?c:THREE.ClampToEdgeWrapping;this.wrapT=d!==void 0?d:THREE.ClampToEdgeWrapping;this.magFilter=e!==void 0?e:THREE.LinearFilter;this.minFilter=f!==void 0?f:THREE.LinearMipMapLinearFilter;this.format=g!==void 0?g:THREE.RGBAFormat;this.type=k!==void 0?k:THREE.UnsignedByteType;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.generateMipmaps=
-true;this.needsUpdate=this.premultiplyAlpha=false;this.onUpdate=null};THREE.Texture.prototype={constructor:THREE.Texture,clone:function(){var a=new THREE.Texture(this.image,this.mapping,this.wrapS,this.wrapT,this.magFilter,this.minFilter,this.format,this.type);a.offset.copy(this.offset);a.repeat.copy(this.repeat);return a}};THREE.TextureCount=0;THREE.MultiplyOperation=0;THREE.MixOperation=1;THREE.UVMapping=function(){};THREE.CubeReflectionMapping=function(){};THREE.CubeRefractionMapping=function(){};
-THREE.SphericalReflectionMapping=function(){};THREE.SphericalRefractionMapping=function(){};THREE.RepeatWrapping=0;THREE.ClampToEdgeWrapping=1;THREE.MirroredRepeatWrapping=2;THREE.NearestFilter=3;THREE.NearestMipMapNearestFilter=4;THREE.NearestMipMapLinearFilter=5;THREE.LinearFilter=6;THREE.LinearMipMapNearestFilter=7;THREE.LinearMipMapLinearFilter=8;THREE.ByteType=9;THREE.UnsignedByteType=10;THREE.ShortType=11;THREE.UnsignedShortType=12;THREE.IntType=13;THREE.UnsignedIntType=14;THREE.FloatType=15;
-THREE.AlphaFormat=16;THREE.RGBFormat=17;THREE.RGBAFormat=18;THREE.LuminanceFormat=19;THREE.LuminanceAlphaFormat=20;THREE.DataTexture=function(a,b,c,d,e,f,g,k,m,i){THREE.Texture.call(this,null,f,g,k,m,i,d,e);this.image={data:a,width:b,height:c}};THREE.DataTexture.prototype=new THREE.Texture;THREE.DataTexture.prototype.constructor=THREE.DataTexture;
-THREE.DataTexture.prototype.clone=function(){var a=new THREE.DataTexture(this.image.data,this.image.width,this.image.height,this.format,this.type,this.mapping,this.wrapS,this.wrapT,this.magFilter,this.minFilter);a.offset.copy(this.offset);a.repeat.copy(this.repeat);return a};THREE.Particle=function(a){THREE.Object3D.call(this);this.material=a};THREE.Particle.prototype=new THREE.Object3D;THREE.Particle.prototype.constructor=THREE.Particle;
-THREE.Line=function(a,b,c){THREE.Object3D.call(this);this.geometry=a;this.material=b!==void 0?b:new THREE.LineBasicMaterial({color:Math.random()*16777215});this.type=c!==void 0?c:THREE.LineStrip;this.geometry&&(this.geometry.boundingSphere||this.geometry.computeBoundingSphere())};THREE.LineStrip=0;THREE.LinePieces=1;THREE.Line.prototype=new THREE.Object3D;THREE.Line.prototype.constructor=THREE.Line;
-THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b!==void 0?b:new THREE.MeshBasicMaterial({color:Math.random()*16777215,wireframe:true});if(this.geometry){this.geometry.boundingSphere||this.geometry.computeBoundingSphere();this.boundRadius=a.boundingSphere.radius;if(this.geometry.morphTargets.length){this.morphTargetBase=-1;this.morphTargetForcedOrder=[];this.morphTargetInfluences=[];this.morphTargetDictionary={};for(var c=0;c<this.geometry.morphTargets.length;c++){this.morphTargetInfluences.push(0);
-this.morphTargetDictionary[this.geometry.morphTargets[c].name]=c}}}};THREE.Mesh.prototype=new THREE.Object3D;THREE.Mesh.prototype.constructor=THREE.Mesh;THREE.Mesh.prototype.supr=THREE.Object3D.prototype;THREE.Mesh.prototype.getMorphTargetIndexByName=function(a){if(this.morphTargetDictionary[a]!==void 0)return this.morphTargetDictionary[a];console.log("THREE.Mesh.getMorphTargetIndexByName: morph target "+a+" does not exist. Returning 0.");return 0};
-THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a;this.skinMatrix=new THREE.Matrix4};THREE.Bone.prototype=new THREE.Object3D;THREE.Bone.prototype.constructor=THREE.Bone;THREE.Bone.prototype.supr=THREE.Object3D.prototype;
-THREE.Bone.prototype.update=function(a,b){this.matrixAutoUpdate&&(b=b|this.updateMatrix());if(b||this.matrixWorldNeedsUpdate){a?this.skinMatrix.multiply(a,this.matrix):this.skinMatrix.copy(this.matrix);this.matrixWorldNeedsUpdate=false;b=true}var c,d=this.children.length;for(c=0;c<d;c++)this.children[c].update(this.skinMatrix,b)};
-THREE.Sprite=function(a){THREE.Object3D.call(this);this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:new THREE.Texture;this.blending=a.blending!==void 0?a.blending:THREE.NormalBlending;this.blendSrc=a.blendSrc!==void 0?a.blendSrc:THREE.SrcAlphaFactor;this.blendDst=a.blendDst!==void 0?a.blendDst:THREE.OneMinusSrcAlphaFactor;this.blendEquation=a.blendEquation!==void 0?a.blendEquation:THREE.AddEquation;this.useScreenCoordinates=a.useScreenCoordinates!==
-void 0?a.useScreenCoordinates:true;this.mergeWith3D=a.mergeWith3D!==void 0?a.mergeWith3D:!this.useScreenCoordinates;this.affectedByDistance=a.affectedByDistance!==void 0?a.affectedByDistance:!this.useScreenCoordinates;this.scaleByViewport=a.scaleByViewport!==void 0?a.scaleByViewport:!this.affectedByDistance;this.alignment=a.alignment instanceof THREE.Vector2?a.alignment:THREE.SpriteAlignment.center;this.rotation3d=this.rotation;this.rotation=0;this.opacity=1;this.uvOffset=new THREE.Vector2(0,0);this.uvScale=
-new THREE.Vector2(1,1)};THREE.Sprite.prototype=new THREE.Object3D;THREE.Sprite.prototype.constructor=THREE.Sprite;THREE.Sprite.prototype.updateMatrix=function(){this.matrix.setPosition(this.position);this.rotation3d.set(0,0,this.rotation);this.matrix.setRotationFromEuler(this.rotation3d);if(this.scale.x!==1||this.scale.y!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,this.scale.y)}this.matrixWorldNeedsUpdate=true};THREE.SpriteAlignment={};
-THREE.SpriteAlignment.topLeft=new THREE.Vector2(1,-1);THREE.SpriteAlignment.topCenter=new THREE.Vector2(0,-1);THREE.SpriteAlignment.topRight=new THREE.Vector2(-1,-1);THREE.SpriteAlignment.centerLeft=new THREE.Vector2(1,0);THREE.SpriteAlignment.center=new THREE.Vector2(0,0);THREE.SpriteAlignment.centerRight=new THREE.Vector2(-1,0);THREE.SpriteAlignment.bottomLeft=new THREE.Vector2(1,1);THREE.SpriteAlignment.bottomCenter=new THREE.Vector2(0,1);
-THREE.SpriteAlignment.bottomRight=new THREE.Vector2(-1,1);THREE.Scene=function(){THREE.Object3D.call(this);this.overrideMaterial=this.fog=null;this.matrixAutoUpdate=false;this.__objects=[];this.__lights=[];this.__objectsAdded=[];this.__objectsRemoved=[]};THREE.Scene.prototype=new THREE.Object3D;THREE.Scene.prototype.constructor=THREE.Scene;
-THREE.Scene.prototype.__addObject=function(a){if(a instanceof THREE.Light)this.__lights.indexOf(a)===-1&&this.__lights.push(a);else if(!(a instanceof THREE.Camera||a instanceof THREE.Bone)&&this.__objects.indexOf(a)===-1){this.__objects.push(a);this.__objectsAdded.push(a);var b=this.__objectsRemoved.indexOf(a);b!==-1&&this.__objectsRemoved.splice(b,1)}for(b=0;b<a.children.length;b++)this.__addObject(a.children[b])};
-THREE.Scene.prototype.__removeObject=function(a){if(a instanceof THREE.Light){var b=this.__lights.indexOf(a);b!==-1&&this.__lights.splice(b,1)}else if(!(a instanceof THREE.Camera)){b=this.__objects.indexOf(a);if(b!==-1){this.__objects.splice(b,1);this.__objectsRemoved.push(a);b=this.__objectsAdded.indexOf(a);b!==-1&&this.__objectsAdded.splice(b,1)}}for(b=0;b<a.children.length;b++)this.__removeObject(a.children[b])};
-THREE.CanvasRenderer=function(a){function b(a){if(s!=a)l.globalAlpha=s=a}function c(a){if(z!=a){switch(a){case THREE.NormalBlending:l.globalCompositeOperation="source-over";break;case THREE.AdditiveBlending:l.globalCompositeOperation="lighter"}z=a}}function d(a){if(A!=a)l.strokeStyle=A=a}function e(a){if(v!=a)l.fillStyle=v=a}console.log("THREE.CanvasRenderer",THREE.REVISION);var a=a||{},f=this,g,k,m,i=new THREE.Projector,h=a.canvas!==void 0?a.canvas:document.createElement("canvas"),j,o,n,p,l=h.getContext("2d"),
-q=new THREE.Color(0),u=0,s=1,z=0,A=null,v=null,D=null,x=null,G=null,t,y,C,L,Q=new THREE.RenderableVertex,N=new THREE.RenderableVertex,r,E,F,H,P,O,w,U,M,T,S,W,B=new THREE.Color,J=new THREE.Color,I=new THREE.Color,K=new THREE.Color,R=new THREE.Color,ja=[],da=[],ea,fa,ca,ka,za,Aa,Ba,Ca,Da,Ea,la=new THREE.Rectangle,$=new THREE.Rectangle,Z=new THREE.Rectangle,xa=false,Y=new THREE.Color,ma=new THREE.Color,na=new THREE.Color,V=new THREE.Vector3,ra,sa,ya,aa,ta,ua,a=16;ra=document.createElement("canvas");
-ra.width=ra.height=2;sa=ra.getContext("2d");sa.fillStyle="rgba(0,0,0,1)";sa.fillRect(0,0,2,2);ya=sa.getImageData(0,0,2,2);aa=ya.data;ta=document.createElement("canvas");ta.width=ta.height=a;ua=ta.getContext("2d");ua.translate(-a/2,-a/2);ua.scale(a,a);a--;this.domElement=h;this.sortElements=this.sortObjects=this.autoClear=true;this.info={render:{vertices:0,faces:0}};this.setSize=function(a,b){j=a;o=b;n=Math.floor(j/2);p=Math.floor(o/2);h.width=j;h.height=o;la.set(-n,-p,n,p);$.set(-n,-p,n,p);s=1;z=
-0;G=x=D=v=A=null};this.setClearColor=function(a,b){q.copy(a);u=b!==void 0?b:1;$.set(-n,-p,n,p)};this.setClearColorHex=function(a,b){q.setHex(a);u=b!==void 0?b:1;$.set(-n,-p,n,p)};this.clear=function(){l.setTransform(1,0,0,-1,n,p);if(!$.isEmpty()){$.minSelf(la);$.inflate(2);u<1&&l.clearRect(Math.floor($.getX()),Math.floor($.getY()),Math.floor($.getWidth()),Math.floor($.getHeight()));if(u>0){c(THREE.NormalBlending);b(1);e("rgba("+Math.floor(q.r*255)+","+Math.floor(q.g*255)+","+Math.floor(q.b*255)+","+
-u+")");l.fillRect(Math.floor($.getX()),Math.floor($.getY()),Math.floor($.getWidth()),Math.floor($.getHeight()))}$.empty()}};this.render=function(a,h){function j(a){var b,c,d,e;Y.setRGB(0,0,0);ma.setRGB(0,0,0);na.setRGB(0,0,0);b=0;for(c=a.length;b<c;b++){d=a[b];e=d.color;if(d instanceof THREE.AmbientLight){Y.r=Y.r+e.r;Y.g=Y.g+e.g;Y.b=Y.b+e.b}else if(d instanceof THREE.DirectionalLight){ma.r=ma.r+e.r;ma.g=ma.g+e.g;ma.b=ma.b+e.b}else if(d instanceof THREE.PointLight){na.r=na.r+e.r;na.g=na.g+e.g;na.b=
-na.b+e.b}}}function o(a,b,c,d){var e,f,g,h,l,i;e=0;for(f=a.length;e<f;e++){g=a[e];h=g.color;if(g instanceof THREE.DirectionalLight){l=g.matrixWorld.getPosition();i=c.dot(l);if(!(i<=0)){i=i*g.intensity;d.r=d.r+h.r*i;d.g=d.g+h.g*i;d.b=d.b+h.b*i}}else if(g instanceof THREE.PointLight){l=g.matrixWorld.getPosition();i=c.dot(V.sub(l,b).normalize());if(!(i<=0)){i=i*(g.distance==0?1:1-Math.min(b.distanceTo(l)/g.distance,1));if(i!=0){i=i*g.intensity;d.r=d.r+h.r*i;d.g=d.g+h.g*i;d.b=d.b+h.b*i}}}}}function q(a,
-f,g){b(g.opacity);c(g.blending);var h,i,m,k,o,j;if(g instanceof THREE.ParticleBasicMaterial){if(g.map){k=g.map.image;o=k.width>>1;j=k.height>>1;g=f.scale.x*n;m=f.scale.y*p;h=g*o;i=m*j;Z.set(a.x-h,a.y-i,a.x+h,a.y+i);if(la.intersects(Z)){l.save();l.translate(a.x,a.y);l.rotate(-f.rotation);l.scale(g,-m);l.translate(-o,-j);l.drawImage(k,0,0);l.restore()}}}else if(g instanceof THREE.ParticleCanvasMaterial){h=f.scale.x*n;i=f.scale.y*p;Z.set(a.x-h,a.y-i,a.x+h,a.y+i);if(la.intersects(Z)){d(g.color.getContextStyle());
-e(g.color.getContextStyle());l.save();l.translate(a.x,a.y);l.rotate(-f.rotation);l.scale(h,i);g.program(l);l.restore()}}}function s(a,e,f,g){b(g.opacity);c(g.blending);l.beginPath();l.moveTo(a.positionScreen.x,a.positionScreen.y);l.lineTo(e.positionScreen.x,e.positionScreen.y);l.closePath();if(g instanceof THREE.LineBasicMaterial){a=g.linewidth;if(D!=a)l.lineWidth=D=a;a=g.linecap;if(x!=a)l.lineCap=x=a;a=g.linejoin;if(G!=a)l.lineJoin=G=a;d(g.color.getContextStyle());l.stroke();Z.inflate(g.linewidth*
-2)}}function u(a,d,e,g,i,l,k,j){f.info.render.vertices=f.info.render.vertices+3;f.info.render.faces++;b(j.opacity);c(j.blending);r=a.positionScreen.x;E=a.positionScreen.y;F=d.positionScreen.x;H=d.positionScreen.y;P=e.positionScreen.x;O=e.positionScreen.y;z(r,E,F,H,P,O);if(j instanceof THREE.MeshBasicMaterial)if(j.map){if(j.map.mapping instanceof THREE.UVMapping){ka=k.uvs[0];Fa(r,E,F,H,P,O,ka[g].u,ka[g].v,ka[i].u,ka[i].v,ka[l].u,ka[l].v,j.map)}}else if(j.envMap){if(j.envMap.mapping instanceof THREE.SphericalReflectionMapping){a=
-h.matrixWorldInverse;V.copy(k.vertexNormalsWorld[g]);za=(V.x*a.elements[0]+V.y*a.elements[4]+V.z*a.elements[8])*0.5+0.5;Aa=-(V.x*a.elements[1]+V.y*a.elements[5]+V.z*a.elements[9])*0.5+0.5;V.copy(k.vertexNormalsWorld[i]);Ba=(V.x*a.elements[0]+V.y*a.elements[4]+V.z*a.elements[8])*0.5+0.5;Ca=-(V.x*a.elements[1]+V.y*a.elements[5]+V.z*a.elements[9])*0.5+0.5;V.copy(k.vertexNormalsWorld[l]);Da=(V.x*a.elements[0]+V.y*a.elements[4]+V.z*a.elements[8])*0.5+0.5;Ea=-(V.x*a.elements[1]+V.y*a.elements[5]+V.z*a.elements[9])*
-0.5+0.5;Fa(r,E,F,H,P,O,za,Aa,Ba,Ca,Da,Ea,j.envMap)}}else j.wireframe?ha(j.color,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin):ga(j.color);else if(j instanceof THREE.MeshLambertMaterial)if(xa)if(!j.wireframe&&j.shading==THREE.SmoothShading&&k.vertexNormalsWorld.length==3){J.r=I.r=K.r=Y.r;J.g=I.g=K.g=Y.g;J.b=I.b=K.b=Y.b;o(m,k.v1.positionWorld,k.vertexNormalsWorld[0],J);o(m,k.v2.positionWorld,k.vertexNormalsWorld[1],I);o(m,k.v3.positionWorld,k.vertexNormalsWorld[2],K);J.r=Math.max(0,Math.min(j.color.r*
-J.r,1));J.g=Math.max(0,Math.min(j.color.g*J.g,1));J.b=Math.max(0,Math.min(j.color.b*J.b,1));I.r=Math.max(0,Math.min(j.color.r*I.r,1));I.g=Math.max(0,Math.min(j.color.g*I.g,1));I.b=Math.max(0,Math.min(j.color.b*I.b,1));K.r=Math.max(0,Math.min(j.color.r*K.r,1));K.g=Math.max(0,Math.min(j.color.g*K.g,1));K.b=Math.max(0,Math.min(j.color.b*K.b,1));R.r=(I.r+K.r)*0.5;R.g=(I.g+K.g)*0.5;R.b=(I.b+K.b)*0.5;ca=va(J,I,K,R);pa(r,E,F,H,P,O,0,0,1,0,0,1,ca)}else{B.r=Y.r;B.g=Y.g;B.b=Y.b;o(m,k.centroidWorld,k.normalWorld,
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+ 0 - 133
build/custom/ThreeDOM.js

@@ -1,133 +0,0 @@
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-a;this.z=this.z+a;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x=this.x*a.x;this.y=this.y*a.y;this.z=this.z*a.z;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;return this},divideSelf:function(a){this.x=this.x/a.x;this.y=
-this.y/a.y;this.z=this.z/a.z;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a}else this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},
-setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;return this},cross:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this,
-a).lengthSq()},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},getRotationFromMatrix:function(a,b){var c=b?b.x:1,d=b?b.y:1,e=b?b.z:1,f=a.elements[0]/c,g=a.elements[4]/d,c=a.elements[1]/c,d=a.elements[5]/d,i=a.elements[9]/e,k=a.elements[10]/e;this.y=Math.asin(a.elements[8]/e);e=Math.cos(this.y);if(Math.abs(e)>1.0E-5){this.x=Math.atan2(-i/e,k/e);this.z=Math.atan2(-g/e,f/e)}else{this.x=0;this.z=Math.atan2(c,d)}return this},getScaleFromMatrix:function(a){var b=
-this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1};
-THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w!==void 0?a.w:1;return this},add: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},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;this.w=this.w+a.w;return this},sub: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},subSelf:function(a){this.x=
-this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;this.w=this.w-a.w;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a;this.w=this.w/a}else{this.z=this.y=this.x=0;this.w=1}return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())},
-normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;this.w=this.w+(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Frustum=function(){this.planes=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4]};
-THREE.Frustum.prototype.setFromMatrix=function(a){var b,c=this.planes,d=a.elements,a=d[0];b=d[1];var e=d[2],f=d[3],g=d[4],i=d[5],k=d[6],j=d[7],h=d[8],m=d[9],l=d[10],n=d[11],p=d[12],o=d[13],q=d[14],d=d[15];c[0].set(f-a,j-g,n-h,d-p);c[1].set(f+a,j+g,n+h,d+p);c[2].set(f+b,j+i,n+m,d+o);c[3].set(f-b,j-i,n-m,d-o);c[4].set(f-e,j-k,n-l,d-q);c[5].set(f+e,j+k,n+l,d+q);for(a=0;a<6;a++){b=c[a];b.divideScalar(Math.sqrt(b.x*b.x+b.y*b.y+b.z*b.z))}};
-THREE.Frustum.prototype.contains=function(a){for(var b=this.planes,c=a.matrixWorld,d=c.elements,c=-a.geometry.boundingSphere.radius*c.getMaxScaleOnAxis(),e=0;e<6;e++){a=b[e].x*d[12]+b[e].y*d[13]+b[e].z*d[14]+b[e].w;if(a<=c)return false}return true};THREE.Frustum.__v1=new THREE.Vector3;
-THREE.Ray=function(a,b){function c(a,b,c){p.sub(c,a);r=p.dot(b);x=o.add(a,q.copy(b).multiplyScalar(r));return D=c.distanceTo(x)}function d(a,b,c,d){p.sub(d,b);o.sub(c,b);q.sub(a,b);E=p.dot(p);s=p.dot(o);y=p.dot(q);t=o.dot(o);z=o.dot(q);H=1/(E*t-s*s);K=(t*y-s*z)*H;F=(E*z-s*y)*H;return K>=0&&F>=0&&K+F<1}this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3;var e=1.0E-4;this.setPrecision=function(a){e=a};var f=new THREE.Vector3,g=new THREE.Vector3,i=new THREE.Vector3,k=new THREE.Vector3,
-j=new THREE.Vector3,h=new THREE.Vector3,m=new THREE.Vector3,l=new THREE.Vector3,n=new THREE.Vector3;this.intersectObject=function(a){var b,p=[];if(a instanceof THREE.Particle){var o=c(this.origin,this.direction,a.matrixWorld.getPosition());if(o>a.scale.x)return[];b={distance:o,point:a.position,face:null,object:a};p.push(b)}else if(a instanceof THREE.Mesh){var o=c(this.origin,this.direction,a.matrixWorld.getPosition()),q=THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(),a.matrixWorld.getColumnY().length(),
-a.matrixWorld.getColumnZ().length());if(o>a.geometry.boundingSphere.radius*Math.max(q.x,Math.max(q.y,q.z)))return p;var r,s,t=a.geometry,B=t.vertices,v;a.matrixRotationWorld.extractRotation(a.matrixWorld);o=0;for(q=t.faces.length;o<q;o++){b=t.faces[o];j.copy(this.origin);h.copy(this.direction);v=a.matrixWorld;m=v.multiplyVector3(m.copy(b.centroid)).subSelf(j);l=a.matrixRotationWorld.multiplyVector3(l.copy(b.normal));r=h.dot(l);if(!(Math.abs(r)<e)){s=l.dot(m)/r;if(!(s<0)&&(a.doubleSided||(a.flipSided?
-r>0:r<0))){n.add(j,h.multiplyScalar(s));if(b instanceof THREE.Face3){f=v.multiplyVector3(f.copy(B[b.a]));g=v.multiplyVector3(g.copy(B[b.b]));i=v.multiplyVector3(i.copy(B[b.c]));if(d(n,f,g,i)){b={distance:j.distanceTo(n),point:n.clone(),face:b,object:a};p.push(b)}}else if(b instanceof THREE.Face4){f=v.multiplyVector3(f.copy(B[b.a]));g=v.multiplyVector3(g.copy(B[b.b]));i=v.multiplyVector3(i.copy(B[b.c]));k=v.multiplyVector3(k.copy(B[b.d]));if(d(n,f,g,k)||d(n,g,i,k)){b={distance:j.distanceTo(n),point:n.clone(),
-face:b,object:a};p.push(b)}}}}}}return p};this.intersectObjects=function(a){for(var b=[],c=0,d=a.length;c<d;c++)Array.prototype.push.apply(b,this.intersectObject(a[c]));b.sort(function(a,b){return a.distance-b.distance});return b};var p=new THREE.Vector3,o=new THREE.Vector3,q=new THREE.Vector3,r,x,D,E,s,y,t,z,H,K,F};
-THREE.Rectangle=function(){function a(){f=d-b;g=e-c}var b,c,d,e,f,g,i=true;this.getX=function(){return b};this.getY=function(){return c};this.getWidth=function(){return f};this.getHeight=function(){return g};this.getLeft=function(){return b};this.getTop=function(){return c};this.getRight=function(){return d};this.getBottom=function(){return e};this.set=function(f,g,h,m){i=false;b=f;c=g;d=h;e=m;a()};this.addPoint=function(f,g){if(i){i=false;b=f;c=g;d=f;e=g}else{b=b<f?b:f;c=c<g?c:g;d=d>f?d:f;e=e>g?
-e:g}a()};this.add3Points=function(f,g,h,m,l,n){if(i){i=false;b=f<h?f<l?f:l:h<l?h:l;c=g<m?g<n?g:n:m<n?m:n;d=f>h?f>l?f:l:h>l?h:l;e=g>m?g>n?g:n:m>n?m:n}else{b=f<h?f<l?f<b?f:b:l<b?l:b:h<l?h<b?h:b:l<b?l:b;c=g<m?g<n?g<c?g:c:n<c?n:c:m<n?m<c?m:c:n<c?n:c;d=f>h?f>l?f>d?f:d:l>d?l:d:h>l?h>d?h:d:l>d?l:d;e=g>m?g>n?g>e?g:e:n>e?n:e:m>n?m>e?m:e:n>e?n:e}a()};this.addRectangle=function(f){if(i){i=false;b=f.getLeft();c=f.getTop();d=f.getRight();e=f.getBottom()}else{b=b<f.getLeft()?b:f.getLeft();c=c<f.getTop()?c:f.getTop();
-d=d>f.getRight()?d:f.getRight();e=e>f.getBottom()?e:f.getBottom()}a()};this.inflate=function(f){b=b-f;c=c-f;d=d+f;e=e+f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=d<f.getRight()?d:f.getRight();e=e<f.getBottom()?e:f.getBottom();a()};this.intersects=function(a){return d<a.getLeft()||b>a.getRight()||e<a.getTop()||c>a.getBottom()?false:true};this.empty=function(){i=true;e=d=c=b=0;a()};this.isEmpty=function(){return i}};
-THREE.Math={clamp:function(a,b,c){return a<b?b:a>c?c:a},clampBottom:function(a,b){return a<b?b:a},mapLinear:function(a,b,c,d,e){return d+(a-b)*(e-d)/(c-b)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},sign:function(a){return a<0?-1:a>0?1:0}};THREE.Matrix3=function(){this.elements=new Float32Array(9)};
-THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],e=-b[10]*b[4]+b[6]*b[8],f=b[10]*b[0]-b[2]*b[8],g=-b[6]*b[0]+b[2]*b[4],i=b[9]*b[4]-b[5]*b[8],k=-b[9]*b[0]+b[1]*b[8],j=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*e+b[2]*i;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,h=this.elements;h[0]=b*a;h[1]=b*c;h[2]=b*d;h[3]=b*e;h[4]=b*f;h[5]=b*g;h[6]=b*i;h[7]=b*k;h[8]=b*j;return this},
-transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,e,f,g,i,k,j,h,m,l,n,p,o){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,e||0,f!==void 0?f:1,g||0,i||0,k||0,j||0,h!==void 0?h:1,m||0,l||0,n||0,p||0,o!==void 0?o:1)};
-THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,i,k,j,h,m,l,n,p,o){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=i;q[2]=k;q[6]=j;q[10]=h;q[14]=m;q[3]=l;q[7]=n;q[11]=p;q[15]=o;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(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements,
-e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;g.sub(a,b).normalize();if(g.length()===0)g.z=1;e.cross(c,g).normalize();if(e.length()===0){g.x=g.x+1.0E-4;e.cross(c,g).normalize()}f.cross(g,e);d[0]=e.x;d[4]=f.x;d[8]=g.x;d[1]=e.y;d[5]=f.y;d[9]=g.y;d[2]=e.z;d[6]=f.z;d[10]=g.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],i=c[8],k=c[12],j=c[1],h=c[5],m=c[9],l=c[13],n=c[2],p=c[6],o=c[10],q=c[14],r=c[3],x=c[7],D=c[11],c=c[15],E=d[0],s=d[4],
-y=d[8],t=d[12],z=d[1],H=d[5],K=d[9],F=d[13],J=d[2],P=d[6],Q=d[10],R=d[14],S=d[3],T=d[7],L=d[11],d=d[15];e[0]=f*E+g*z+i*J+k*S;e[4]=f*s+g*H+i*P+k*T;e[8]=f*y+g*K+i*Q+k*L;e[12]=f*t+g*F+i*R+k*d;e[1]=j*E+h*z+m*J+l*S;e[5]=j*s+h*H+m*P+l*T;e[9]=j*y+h*K+m*Q+l*L;e[13]=j*t+h*F+m*R+l*d;e[2]=n*E+p*z+o*J+q*S;e[6]=n*s+p*H+o*P+q*T;e[10]=n*y+p*K+o*Q+q*L;e[14]=n*t+p*F+o*R+q*d;e[3]=r*E+x*z+D*J+c*S;e[7]=r*s+x*H+D*P+c*T;e[11]=r*y+x*K+D*Q+c*L;e[15]=r*t+x*F+D*R+c*d;return this},multiplySelf:function(a){return this.multiply(this,
-a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]=b[0]*a;b[4]=b[4]*a;b[8]=b[8]*a;b[12]=b[12]*a;b[1]=b[1]*a;b[5]=b[5]*a;b[9]=b[9]*a;b[13]=b[13]*a;b[2]=b[2]*a;b[6]=b[6]*a;b[10]=b[10]*a;b[14]=b[14]*a;b[3]=b[3]*a;b[7]=b[7]*a;b[11]=b[11]*a;b[15]=
-b[15]*a;return this},multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=1/(b[3]*c+b[7]*d+b[11]*e+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*e+b[12])*f;a.y=(b[1]*c+b[5]*d+b[9]*e+b[13])*f;a.z=(b[2]*c+b[6]*d+b[10]*e+b[14])*f;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w;a.x=b[0]*c+b[4]*d+b[8]*e+b[12]*f;a.y=b[1]*c+b[5]*d+b[9]*e+b[13]*f;a.z=b[2]*c+b[6]*d+b[10]*e+b[14]*f;a.w=b[3]*c+b[7]*d+b[11]*e+b[15]*f;return a},rotateAxis:function(a){var b=this.elements,c=a.x,
-d=a.y,e=a.z;a.x=c*b[0]+d*b[4]+e*b[8];a.y=c*b[1]+d*b[5]+e*b[9];a.z=c*b[2]+d*b[6]+e*b[10];a.normalize();return a},crossVector:function(a){var b=this.elements,c=new THREE.Vector4;c.x=b[0]*a.x+b[4]*a.y+b[8]*a.z+b[12]*a.w;c.y=b[1]*a.x+b[5]*a.y+b[9]*a.z+b[13]*a.w;c.z=b[2]*a.x+b[6]*a.y+b[10]*a.z+b[14]*a.w;c.w=a.w?b[3]*a.x+b[7]*a.y+b[11]*a.z+b[15]*a.w:1;return c},determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],i=a[9],k=a[13],j=a[2],h=a[6],m=a[10],l=a[14],n=a[3],p=a[7],
-o=a[11],a=a[15];return e*i*h*n-d*k*h*n-e*g*m*n+c*k*m*n+d*g*l*n-c*i*l*n-e*i*j*p+d*k*j*p+e*f*m*p-b*k*m*p-d*f*l*p+b*i*l*p+e*g*j*o-c*k*j*o-e*f*h*o+b*k*h*o+c*f*l*o-b*g*l*o-d*g*j*a+c*i*j*a+d*f*h*a-b*i*h*a-c*f*m*a+b*g*m*a},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[1];a[2]=b[2];
-a[3]=b[3];a[4]=b[4];a[5]=b[5];a[6]=b[6];a[7]=b[7];a[8]=b[8];a[9]=b[9];a[10]=b[10];a[11]=b[11];a[12]=b[12];a[13]=b[13];a[14]=b[14];a[15]=b[15];return a},flattenToArrayOffset:function(a,b){var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a},getPosition:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[12],a[13],
-a[14])},setPosition:function(a){var b=this.elements;b[12]=a.x;b[13]=a.y;b[14]=a.z;return this},getColumnX:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[0],a[1],a[2])},getColumnY:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[4],a[5],a[6])},getColumnZ:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[8],a[9],a[10])},getInverse:function(a){var b=this.elements,c=a.elements,d=c[0],e=c[4],f=c[8],g=c[12],i=c[1],k=c[5],j=c[9],h=c[13],m=c[2],l=c[6],n=c[10],p=
-c[14],o=c[3],q=c[7],r=c[11],c=c[15];b[0]=j*p*q-h*n*q+h*l*r-k*p*r-j*l*c+k*n*c;b[4]=g*n*q-f*p*q-g*l*r+e*p*r+f*l*c-e*n*c;b[8]=f*h*q-g*j*q+g*k*r-e*h*r-f*k*c+e*j*c;b[12]=g*j*l-f*h*l-g*k*n+e*h*n+f*k*p-e*j*p;b[1]=h*n*o-j*p*o-h*m*r+i*p*r+j*m*c-i*n*c;b[5]=f*p*o-g*n*o+g*m*r-d*p*r-f*m*c+d*n*c;b[9]=g*j*o-f*h*o-g*i*r+d*h*r+f*i*c-d*j*c;b[13]=f*h*m-g*j*m+g*i*n-d*h*n-f*i*p+d*j*p;b[2]=k*p*o-h*l*o+h*m*q-i*p*q-k*m*c+i*l*c;b[6]=g*l*o-e*p*o-g*m*q+d*p*q+e*m*c-d*l*c;b[10]=e*h*o-g*k*o+g*i*q-d*h*q-e*i*c+d*k*c;b[14]=g*k*m-
-e*h*m-g*i*l+d*h*l+e*i*p-d*k*p;b[3]=j*l*o-k*n*o-j*m*q+i*n*q+k*m*r-i*l*r;b[7]=e*n*o-f*l*o+f*m*q-d*n*q-e*m*r+d*l*r;b[11]=f*k*o-e*j*o-f*i*q+d*j*q+e*i*r-d*k*r;b[15]=e*j*m-f*k*m+f*i*l-d*j*l-e*i*n+d*k*n;this.multiplyScalar(1/a.determinant());return this},setRotationFromEuler:function(a,b){var c=this.elements,d=a.x,e=a.y,f=a.z,g=Math.cos(d),d=Math.sin(d),i=Math.cos(e),e=Math.sin(e),k=Math.cos(f),f=Math.sin(f);switch(b){case "YXZ":var j=i*k,h=i*f,m=e*k,l=e*f;c[0]=j+l*d;c[4]=m*d-h;c[8]=g*e;c[1]=g*f;c[5]=g*
-k;c[9]=-d;c[2]=h*d-m;c[6]=l+j*d;c[10]=g*i;break;case "ZXY":j=i*k;h=i*f;m=e*k;l=e*f;c[0]=j-l*d;c[4]=-g*f;c[8]=m+h*d;c[1]=h+m*d;c[5]=g*k;c[9]=l-j*d;c[2]=-g*e;c[6]=d;c[10]=g*i;break;case "ZYX":j=g*k;h=g*f;m=d*k;l=d*f;c[0]=i*k;c[4]=m*e-h;c[8]=j*e+l;c[1]=i*f;c[5]=l*e+j;c[9]=h*e-m;c[2]=-e;c[6]=d*i;c[10]=g*i;break;case "YZX":j=g*i;h=g*e;m=d*i;l=d*e;c[0]=i*k;c[4]=l-j*f;c[8]=m*f+h;c[1]=f;c[5]=g*k;c[9]=-d*k;c[2]=-e*k;c[6]=h*f+m;c[10]=j-l*f;break;case "XZY":j=g*i;h=g*e;m=d*i;l=d*e;c[0]=i*k;c[4]=-f;c[8]=e*k;
-c[1]=j*f+l;c[5]=g*k;c[9]=h*f-m;c[2]=m*f-h;c[6]=d*k;c[10]=l*f+j;break;default:j=g*k;h=g*f;m=d*k;l=d*f;c[0]=i*k;c[4]=-i*f;c[8]=e;c[1]=h+m*e;c[5]=j-l*e;c[9]=-d*i;c[2]=l-j*e;c[6]=m+h*e;c[10]=g*i}return this},setRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,i=d+d,k=e+e,a=c*g,j=c*i,c=c*k,h=d*i,d=d*k,e=e*k,g=f*g,i=f*i,f=f*k;b[0]=1-(h+e);b[4]=j-f;b[8]=c+i;b[1]=j+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-i;b[6]=d+g;b[10]=1-(a+h);return this},compose:function(a,b,c){var d=this.elements,
-e=THREE.Matrix4.__m1,f=THREE.Matrix4.__m2;e.identity();e.setRotationFromQuaternion(b);f.makeScale(c.x,c.y,c.z);this.multiply(e,f);d[12]=a.x;d[13]=a.y;d[14]=a.z;return this},decompose:function(a,b,c){var d=this.elements,e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;e.set(d[0],d[1],d[2]);f.set(d[4],d[5],d[6]);g.set(d[8],d[9],d[10]);a=a instanceof THREE.Vector3?a:new THREE.Vector3;b=b instanceof THREE.Quaternion?b:new THREE.Quaternion;c=c instanceof THREE.Vector3?c:new THREE.Vector3;
-c.x=e.length();c.y=f.length();c.z=g.length();a.x=d[12];a.y=d[13];a.z=d[14];d=THREE.Matrix4.__m1;d.copy(this);d.elements[0]=d.elements[0]/c.x;d.elements[1]=d.elements[1]/c.x;d.elements[2]=d.elements[2]/c.x;d.elements[4]=d.elements[4]/c.y;d.elements[5]=d.elements[5]/c.y;d.elements[6]=d.elements[6]/c.y;d.elements[8]=d.elements[8]/c.z;d.elements[9]=d.elements[9]/c.z;d.elements[10]=d.elements[10]/c.z;b.setFromRotationMatrix(d);return[a,b,c]},extractPosition:function(a){var b=this.elements,a=a.elements;
-b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractRotation:function(a){var b=this.elements,a=a.elements,c=THREE.Matrix4.__v1,d=1/c.set(a[0],a[1],a[2]).length(),e=1/c.set(a[4],a[5],a[6]).length(),c=1/c.set(a[8],a[9],a[10]).length();b[0]=a[0]*d;b[1]=a[1]*d;b[2]=a[2]*d;b[4]=a[4]*e;b[5]=a[5]*e;b[6]=a[6]*e;b[8]=a[8]*c;b[9]=a[9]*c;b[10]=a[10]*c;return this},translate:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[12]=b[0]*c+b[4]*d+b[8]*a+b[12];b[13]=b[1]*c+b[5]*d+b[9]*a+b[13];b[14]=b[2]*c+b[6]*
-d+b[10]*a+b[14];b[15]=b[3]*c+b[7]*d+b[11]*a+b[15];return this},rotateX:function(a){var b=this.elements,c=b[4],d=b[5],e=b[6],f=b[7],g=b[8],i=b[9],k=b[10],j=b[11],h=Math.cos(a),a=Math.sin(a);b[4]=h*c+a*g;b[5]=h*d+a*i;b[6]=h*e+a*k;b[7]=h*f+a*j;b[8]=h*g-a*c;b[9]=h*i-a*d;b[10]=h*k-a*e;b[11]=h*j-a*f;return this},rotateY:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[8],i=b[9],k=b[10],j=b[11],h=Math.cos(a),a=Math.sin(a);b[0]=h*c-a*g;b[1]=h*d-a*i;b[2]=h*e-a*k;b[3]=h*f-a*j;b[8]=h*g+a*c;b[9]=
-h*i+a*d;b[10]=h*k+a*e;b[11]=h*j+a*f;return this},rotateZ:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[4],i=b[5],k=b[6],j=b[7],h=Math.cos(a),a=Math.sin(a);b[0]=h*c+a*g;b[1]=h*d+a*i;b[2]=h*e+a*k;b[3]=h*f+a*j;b[4]=h*g-a*c;b[5]=h*i-a*d;b[6]=h*k-a*e;b[7]=h*j-a*f;return this},rotateByAxis:function(a,b){var c=this.elements;if(a.x===1&&a.y===0&&a.z===0)return this.rotateX(b);if(a.x===0&&a.y===1&&a.z===0)return this.rotateY(b);if(a.x===0&&a.y===0&&a.z===1)return this.rotateZ(b);var d=a.x,
-e=a.y,f=a.z,g=Math.sqrt(d*d+e*e+f*f),d=d/g,e=e/g,f=f/g,g=d*d,i=e*e,k=f*f,j=Math.cos(b),h=Math.sin(b),m=1-j,l=d*e*m,n=d*f*m,m=e*f*m,d=d*h,p=e*h,h=f*h,f=g+(1-g)*j,g=l+h,e=n-p,l=l-h,i=i+(1-i)*j,h=m+d,n=n+p,m=m-d,k=k+(1-k)*j,j=c[0],d=c[1],p=c[2],o=c[3],q=c[4],r=c[5],x=c[6],D=c[7],E=c[8],s=c[9],y=c[10],t=c[11];c[0]=f*j+g*q+e*E;c[1]=f*d+g*r+e*s;c[2]=f*p+g*x+e*y;c[3]=f*o+g*D+e*t;c[4]=l*j+i*q+h*E;c[5]=l*d+i*r+h*s;c[6]=l*p+i*x+h*y;c[7]=l*o+i*D+h*t;c[8]=n*j+m*q+k*E;c[9]=n*d+m*r+k*s;c[10]=n*p+m*x+k*y;c[11]=
-n*o+m*D+k*t;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[0]=b[0]*c;b[4]=b[4]*d;b[8]=b[8]*a;b[1]=b[1]*c;b[5]=b[5]*d;b[9]=b[9]*a;b[2]=b[2]*c;b[6]=b[6]*d;b[10]=b[10]*a;b[3]=b[3]*c;b[7]=b[7]*d;b[11]=b[11]*a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],Math.max(a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10])))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this},
-makeRotationX:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=1-c,f=a.x,g=a.y,i=a.z,k=e*f,j=e*g;this.set(k*f+c,k*g-d*i,k*i+d*g,0,k*g+d*i,j*g+c,j*i-d*f,0,k*i-
-d*g,j*i+d*f,e*i*i+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){var a=c*Math.tan(a*Math.PI/360),e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,
-b,c,d,e,f){var g=this.elements,i=b-a,k=c-d,j=f-e;g[0]=2/i;g[4]=0;g[8]=0;g[12]=-((b+a)/i);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/j;g[14]=-((f+e)/j);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3;THREE.Matrix4.__m1=new THREE.Matrix4;
-THREE.Matrix4.__m2=new THREE.Matrix4;
-THREE.Object3D=function(){this.id=THREE.Object3DCount++;this.name="";this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=false;this.renderDepth=null;this.rotationAutoUpdate=true;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate=
-true;this.quaternion=new THREE.Quaternion;this.useQuaternion=false;this.boundRadius=0;this.boundRadiusScale=1;this.visible=true;this.receiveShadow=this.castShadow=false;this.frustumCulled=true;this._vector=new THREE.Vector3};
-THREE.Object3D.prototype={constructor:THREE.Object3D,applyMatrix:function(a){this.matrix.multiply(a,this.matrix);this.scale.getScaleFromMatrix(this.matrix);this.rotation.getRotationFromMatrix(this.matrix,this.scale);this.position.getPositionFromMatrix(this.matrix)},translate:function(a,b){this.matrix.rotateAxis(b);this.position.addSelf(b.multiplyScalar(a))},translateX:function(a){this.translate(a,this._vector.set(1,0,0))},translateY:function(a){this.translate(a,this._vector.set(0,1,0))},translateZ:function(a){this.translate(a,
-this._vector.set(0,0,1))},lookAt:function(a){this.matrix.lookAt(a,this.position,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)},add:function(a){if(a===this)console.warn("THREE.Object3D.add: An object can't be added as a child of itself.");else if(a instanceof THREE.Object3D){a.parent!==void 0&&a.parent.remove(a);a.parent=this;this.children.push(a);for(var b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__addObject(a)}},remove:function(a){var b=
-this.children.indexOf(a);if(b!==-1){a.parent=void 0;this.children.splice(b,1);for(b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__removeObject(a)}},getChildByName:function(a,b){var c,d,e;c=0;for(d=this.children.length;c<d;c++){e=this.children[c];if(e.name===a)return e;if(b){e=e.getChildByName(a,b);if(e!==void 0)return e}}},updateMatrix:function(){this.matrix.setPosition(this.position);this.useQuaternion?this.matrix.setRotationFromQuaternion(this.quaternion):this.matrix.setRotationFromEuler(this.rotation,
-this.eulerOrder);if(this.scale.x!==1||this.scale.y!==1||this.scale.z!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,Math.max(this.scale.y,this.scale.z))}this.matrixWorldNeedsUpdate=true},updateMatrixWorld:function(a){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||a){this.parent?this.matrixWorld.multiply(this.parent.matrixWorld,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixWorldNeedsUpdate=false;a=true}for(var b=0,c=this.children.length;b<
-c;b++)this.children[b].updateMatrixWorld(a)}};THREE.Object3DCount=0;
-THREE.Projector=function(){function a(){var a=g[f]=g[f]||new THREE.RenderableObject;f++;return a}function b(){var a=j[k]=j[k]||new THREE.RenderableVertex;k++;return a}function c(a,b){return b.z-a.z}function d(a,b){var c=0,d=1,e=a.z+a.w,f=b.z+b.w,g=-a.z+a.w,h=-b.z+b.w;if(e>=0&&f>=0&&g>=0&&h>=0)return true;if(e<0&&f<0||g<0&&h<0)return false;e<0?c=Math.max(c,e/(e-f)):f<0&&(d=Math.min(d,e/(e-f)));g<0?c=Math.max(c,g/(g-h)):h<0&&(d=Math.min(d,g/(g-h)));if(d<c)return false;a.lerpSelf(b,c);b.lerpSelf(a,1-
-d);return true}var e,f,g=[],i,k,j=[],h,m,l=[],n,p=[],o,q,r=[],x,D,E=[],s={objects:[],sprites:[],lights:[],elements:[]},y=new THREE.Vector3,t=new THREE.Vector4,z=new THREE.Matrix4,H=new THREE.Matrix4,K=new THREE.Frustum,F=new THREE.Vector4,J=new THREE.Vector4;this.projectVector=function(a,b){b.matrixWorldInverse.getInverse(b.matrixWorld);z.multiply(b.projectionMatrix,b.matrixWorldInverse);z.multiplyVector3(a);return a};this.unprojectVector=function(a,b){b.projectionMatrixInverse.getInverse(b.projectionMatrix);
-z.multiply(b.matrixWorld,b.projectionMatrixInverse);z.multiplyVector3(a);return a};this.pickingRay=function(a,b){var c;a.z=-1;c=new THREE.Vector3(a.x,a.y,1);this.unprojectVector(a,b);this.unprojectVector(c,b);c.subSelf(a).normalize();return new THREE.Ray(a,c)};this.projectGraph=function(b,d){f=0;s.objects.length=0;s.sprites.length=0;s.lights.length=0;var g=function(b){if(b.visible!==false){if((b instanceof THREE.Mesh||b instanceof THREE.Line)&&(b.frustumCulled===false||K.contains(b))){y.copy(b.matrixWorld.getPosition());
-z.multiplyVector3(y);e=a();e.object=b;e.z=y.z;s.objects.push(e)}else if(b instanceof THREE.Sprite||b instanceof THREE.Particle){y.copy(b.matrixWorld.getPosition());z.multiplyVector3(y);e=a();e.object=b;e.z=y.z;s.sprites.push(e)}else b instanceof THREE.Light&&s.lights.push(b);for(var c=0,d=b.children.length;c<d;c++)g(b.children[c])}};g(b);d&&s.objects.sort(c);return s};this.projectScene=function(a,e,f){var g=e.near,y=e.far,L=false,U,B,v,I,u,C,A,G,w,M,N,V,W,X,O;D=q=n=m=0;s.elements.length=0;if(e.parent===
-void 0){console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it...");a.add(e)}a.updateMatrixWorld();e.matrixWorldInverse.getInverse(e.matrixWorld);z.multiply(e.projectionMatrix,e.matrixWorldInverse);K.setFromMatrix(z);s=this.projectGraph(a,false);a=0;for(U=s.objects.length;a<U;a++){w=s.objects[a].object;M=w.matrixWorld;k=0;if(w instanceof THREE.Mesh){N=w.geometry;V=w.geometry.materials;I=N.vertices;W=N.faces;X=N.faceVertexUvs;N=w.matrixRotationWorld.extractRotation(M);B=0;for(v=I.length;B<
-v;B++){i=b();i.positionWorld.copy(I[B]);M.multiplyVector3(i.positionWorld);i.positionScreen.copy(i.positionWorld);z.multiplyVector4(i.positionScreen);i.positionScreen.x=i.positionScreen.x/i.positionScreen.w;i.positionScreen.y=i.positionScreen.y/i.positionScreen.w;i.visible=i.positionScreen.z>g&&i.positionScreen.z<y}I=0;for(B=W.length;I<B;I++){v=W[I];if(v instanceof THREE.Face3){u=j[v.a];C=j[v.b];A=j[v.c];if(u.visible&&C.visible&&A.visible){L=(A.positionScreen.x-u.positionScreen.x)*(C.positionScreen.y-
-u.positionScreen.y)-(A.positionScreen.y-u.positionScreen.y)*(C.positionScreen.x-u.positionScreen.x)<0;if(w.doubleSided||L!=w.flipSided){G=l[m]=l[m]||new THREE.RenderableFace3;m++;h=G;h.v1.copy(u);h.v2.copy(C);h.v3.copy(A)}else continue}else continue}else if(v instanceof THREE.Face4){u=j[v.a];C=j[v.b];A=j[v.c];G=j[v.d];if(u.visible&&C.visible&&A.visible&&G.visible){L=(G.positionScreen.x-u.positionScreen.x)*(C.positionScreen.y-u.positionScreen.y)-(G.positionScreen.y-u.positionScreen.y)*(C.positionScreen.x-
-u.positionScreen.x)<0||(C.positionScreen.x-A.positionScreen.x)*(G.positionScreen.y-A.positionScreen.y)-(C.positionScreen.y-A.positionScreen.y)*(G.positionScreen.x-A.positionScreen.x)<0;if(w.doubleSided||L!=w.flipSided){O=p[n]=p[n]||new THREE.RenderableFace4;n++;h=O;h.v1.copy(u);h.v2.copy(C);h.v3.copy(A);h.v4.copy(G)}else continue}else continue}h.normalWorld.copy(v.normal);!L&&(w.flipSided||w.doubleSided)&&h.normalWorld.negate();N.multiplyVector3(h.normalWorld);h.centroidWorld.copy(v.centroid);M.multiplyVector3(h.centroidWorld);
-h.centroidScreen.copy(h.centroidWorld);z.multiplyVector3(h.centroidScreen);A=v.vertexNormals;u=0;for(C=A.length;u<C;u++){G=h.vertexNormalsWorld[u];G.copy(A[u]);!L&&(w.flipSided||w.doubleSided)&&G.negate();N.multiplyVector3(G)}u=0;for(C=X.length;u<C;u++)if(O=X[u][I]){A=0;for(G=O.length;A<G;A++)h.uvs[u][A]=O[A]}h.material=w.material;h.faceMaterial=v.materialIndex!==null?V[v.materialIndex]:null;h.z=h.centroidScreen.z;s.elements.push(h)}}else if(w instanceof THREE.Line){H.multiply(z,M);I=w.geometry.vertices;
-u=b();u.positionScreen.copy(I[0]);H.multiplyVector4(u.positionScreen);M=w.type===THREE.LinePieces?2:1;B=1;for(v=I.length;B<v;B++){u=b();u.positionScreen.copy(I[B]);H.multiplyVector4(u.positionScreen);if(!((B+1)%M>0)){C=j[k-2];F.copy(u.positionScreen);J.copy(C.positionScreen);if(d(F,J)){F.multiplyScalar(1/F.w);J.multiplyScalar(1/J.w);V=r[q]=r[q]||new THREE.RenderableLine;q++;o=V;o.v1.positionScreen.copy(F);o.v2.positionScreen.copy(J);o.z=Math.max(F.z,J.z);o.material=w.material;s.elements.push(o)}}}}}a=
-0;for(U=s.sprites.length;a<U;a++){w=s.sprites[a].object;M=w.matrixWorld;if(w instanceof THREE.Particle){t.set(M.elements[12],M.elements[13],M.elements[14],1);z.multiplyVector4(t);t.z=t.z/t.w;if(t.z>0&&t.z<1){g=E[D]=E[D]||new THREE.RenderableParticle;D++;x=g;x.x=t.x/t.w;x.y=t.y/t.w;x.z=t.z;x.rotation=w.rotation.z;x.scale.x=w.scale.x*Math.abs(x.x-(t.x+e.projectionMatrix.elements[0])/(t.w+e.projectionMatrix.elements[12]));x.scale.y=w.scale.y*Math.abs(x.y-(t.y+e.projectionMatrix.elements[5])/(t.w+e.projectionMatrix.elements[13]));
-x.material=w.material;s.elements.push(x)}}}f&&s.elements.sort(c);return s}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1};
-THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a){var b=Math.PI/360,c=a.x*b,d=a.y*b,e=a.z*b,a=Math.cos(d),d=Math.sin(d),b=Math.cos(-e),e=Math.sin(-e),f=Math.cos(c),c=Math.sin(c),g=a*b,i=d*e;this.w=g*f-i*c;this.x=g*c+i*f;this.y=d*b*f+a*e*c;this.z=a*e*f-d*b*c;return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);
-this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.elements[0]+a.elements[5]+a.elements[10]))/2;this.x=Math.sqrt(Math.max(0,b+a.elements[0]-a.elements[5]-a.elements[10]))/2;this.y=Math.sqrt(Math.max(0,b-a.elements[0]+a.elements[5]-a.elements[10]))/2;this.z=Math.sqrt(Math.max(0,b-a.elements[0]-a.elements[5]+a.elements[10]))/2;this.x=a.elements[6]-a.elements[9]<0?-Math.abs(this.x):
-Math.abs(this.x);this.y=a.elements[8]-a.elements[2]<0?-Math.abs(this.y):Math.abs(this.y);this.z=a.elements[1]-a.elements[4]<0?-Math.abs(this.z):Math.abs(this.z);this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x=this.x*-1;this.y=this.y*-1;this.z=this.z*-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=
-Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a===0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a}return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,i=a.z,a=a.w;this.x=b*a+e*f+c*i-d*g;this.y=
-c*a+e*g+d*f-b*i;this.z=d*a+e*i+b*g-c*f;this.w=e*a-b*f-c*g-d*i;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,i=this.z,k=this.w,j=k*c+g*e-i*d,h=k*d+i*c-f*e,m=k*e+f*d-g*c,c=-f*c-g*d-i*e;b.x=j*k+c*-f+h*-i-m*-g;b.y=h*k+c*-g+m*-f-j*-i;b.z=m*k+c*-i+j*-g-h*-f;return b},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}};
-THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(e<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;e=-e}else c.copy(b);if(Math.abs(e)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.")};
-THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3};
-THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
-return a}};THREE.Face4=function(a,b,c,d,e,f,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3};
-THREE.Face4.prototype={constructor:THREE.Face4,clone:function(){var a=new THREE.Face4(this.a,this.b,this.c,this.d);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
-return a}};THREE.UV=function(a,b){this.u=a||0;this.v=b||0};THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},lerpSelf:function(a,b){this.u=this.u+(a.u-this.u)*b;this.v=this.v+(a.v-this.v)*b;return this},clone:function(){return new THREE.UV(this.u,this.v)}};
-THREE.Camera=function(){THREE.Object3D.call(this);this.matrixWorldInverse=new THREE.Matrix4;this.projectionMatrix=new THREE.Matrix4;this.projectionMatrixInverse=new THREE.Matrix4};THREE.Camera.prototype=new THREE.Object3D;THREE.Camera.prototype.constructor=THREE.Camera;THREE.Camera.prototype.lookAt=function(a){this.matrix.lookAt(this.position,a,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)};
-THREE.OrthographicCamera=function(a,b,c,d,e,f){THREE.Camera.call(this);this.left=a;this.right=b;this.top=c;this.bottom=d;this.near=e!==void 0?e:0.1;this.far=f!==void 0?f:2E3;this.updateProjectionMatrix()};THREE.OrthographicCamera.prototype=new THREE.Camera;THREE.OrthographicCamera.prototype.constructor=THREE.OrthographicCamera;THREE.OrthographicCamera.prototype.updateProjectionMatrix=function(){this.projectionMatrix.makeOrthographic(this.left,this.right,this.top,this.bottom,this.near,this.far)};
-THREE.PerspectiveCamera=function(a,b,c,d){THREE.Camera.call(this);this.fov=a!==void 0?a:50;this.aspect=b!==void 0?b:1;this.near=c!==void 0?c:0.1;this.far=d!==void 0?d:2E3;this.updateProjectionMatrix()};THREE.PerspectiveCamera.prototype=new THREE.Camera;THREE.PerspectiveCamera.prototype.constructor=THREE.PerspectiveCamera;THREE.PerspectiveCamera.prototype.setLens=function(a,b){this.fov=2*Math.atan((b!==void 0?b:24)/(a*2))*(180/Math.PI);this.updateProjectionMatrix()};
-THREE.PerspectiveCamera.prototype.setViewOffset=function(a,b,c,d,e,f){this.fullWidth=a;this.fullHeight=b;this.x=c;this.y=d;this.width=e;this.height=f;this.updateProjectionMatrix()};
-THREE.PerspectiveCamera.prototype.updateProjectionMatrix=function(){if(this.fullWidth){var a=this.fullWidth/this.fullHeight,b=Math.tan(this.fov*Math.PI/360)*this.near,c=-b,d=a*c,a=Math.abs(a*b-d),c=Math.abs(b-c);this.projectionMatrix.makeFrustum(d+this.x*a/this.fullWidth,d+(this.x+this.width)*a/this.fullWidth,b-(this.y+this.height)*c/this.fullHeight,b-this.y*c/this.fullHeight,this.near,this.far)}else this.projectionMatrix.makePerspective(this.fov,this.aspect,this.near,this.far)};
-THREE.Light=function(a){THREE.Object3D.call(this);this.color=new THREE.Color(a)};THREE.Light.prototype=new THREE.Object3D;THREE.Light.prototype.constructor=THREE.Light;THREE.Light.prototype.supr=THREE.Object3D.prototype;THREE.Loader=function(a){this.statusDomElement=(this.showStatus=a)?THREE.Loader.prototype.addStatusElement():null;this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){}};
-THREE.Loader.prototype={constructor:THREE.Loader,crossOrigin:"anonymous",addStatusElement:function(){var a=document.createElement("div");a.style.position="absolute";a.style.right="0px";a.style.top="0px";a.style.fontSize="0.8em";a.style.textAlign="left";a.style.background="rgba(0,0,0,0.25)";a.style.color="#fff";a.style.width="120px";a.style.padding="0.5em 0.5em 0.5em 0.5em";a.style.zIndex=1E3;a.innerHTML="Loading ...";return a},updateProgress:function(a){var b="Loaded ",b=a.total?b+((100*a.loaded/
-a.total).toFixed(0)+"%"):b+((a.loaded/1E3).toFixed(2)+" KB");this.statusDomElement.innerHTML=b},extractUrlBase:function(a){a=a.split("/");a.pop();return(a.length<1?".":a.join("/"))+"/"},initMaterials:function(a,b,c){a.materials=[];for(var d=0;d<b.length;++d)a.materials[d]=THREE.Loader.prototype.createMaterial(b[d],c)},hasNormals:function(a){var b,c,d=a.materials.length;for(c=0;c<d;c++){b=a.materials[c];if(b instanceof THREE.ShaderMaterial)return true}return false},createMaterial:function(a,b){function c(a){a=
-Math.log(a)/Math.LN2;return Math.floor(a)==a}function d(a){a=Math.log(a)/Math.LN2;return Math.pow(2,Math.round(a))}function e(a,b){var e=new Image;e.onload=function(){if(!c(this.width)||!c(this.height)){var b=d(this.width),e=d(this.height);a.image.width=b;a.image.height=e;a.image.getContext("2d").drawImage(this,0,0,b,e)}else a.image=this;a.needsUpdate=true};e.crossOrigin=i.crossOrigin;e.src=b}function f(a,c,d,f,g,h){var i=document.createElement("canvas");a[c]=new THREE.Texture(i);a[c].sourceFile=
-d;if(f){a[c].repeat.set(f[0],f[1]);if(f[0]!=1)a[c].wrapS=THREE.RepeatWrapping;if(f[1]!=1)a[c].wrapT=THREE.RepeatWrapping}g&&a[c].offset.set(g[0],g[1]);if(h){f={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping};if(f[h[0]]!==void 0)a[c].wrapS=f[h[0]];if(f[h[1]]!==void 0)a[c].wrapT=f[h[1]]}e(a[c],b+"/"+d)}function g(a){return(a[0]*255<<16)+(a[1]*255<<8)+a[2]*255}var i=this,k="MeshLambertMaterial",j={color:15658734,opacity:1,map:null,lightMap:null,normalMap:null,wireframe:a.wireframe};
-if(a.shading){var h=a.shading.toLowerCase();h==="phong"?k="MeshPhongMaterial":h==="basic"&&(k="MeshBasicMaterial")}if(a.blending!==void 0&&THREE[a.blending]!==void 0)j.blending=THREE[a.blending];if(a.transparent!==void 0||a.opacity<1)j.transparent=a.transparent;if(a.depthTest!==void 0)j.depthTest=a.depthTest;if(a.depthWrite!==void 0)j.depthWrite=a.depthWrite;if(a.vertexColors!==void 0)if(a.vertexColors=="face")j.vertexColors=THREE.FaceColors;else if(a.vertexColors)j.vertexColors=THREE.VertexColors;
-if(a.colorDiffuse)j.color=g(a.colorDiffuse);else if(a.DbgColor)j.color=a.DbgColor;if(a.colorSpecular)j.specular=g(a.colorSpecular);if(a.colorAmbient)j.ambient=g(a.colorAmbient);if(a.transparency)j.opacity=a.transparency;if(a.specularCoef)j.shininess=a.specularCoef;a.mapDiffuse&&b&&f(j,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap);a.mapLight&&b&&f(j,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap);a.mapNormal&&b&&f(j,"normalMap",a.mapNormal,a.mapNormalRepeat,
-a.mapNormalOffset,a.mapNormalWrap);a.mapSpecular&&b&&f(j,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap);if(a.mapNormal){k=THREE.ShaderUtils.lib.normal;h=THREE.UniformsUtils.clone(k.uniforms);h.tNormal.texture=j.normalMap;if(a.mapNormalFactor)h.uNormalScale.value=a.mapNormalFactor;if(j.map){h.tDiffuse.texture=j.map;h.enableDiffuse.value=true}if(j.specularMap){h.tSpecular.texture=j.specularMap;h.enableSpecular.value=true}if(j.lightMap){h.tAO.texture=j.lightMap;
-h.enableAO.value=true}h.uDiffuseColor.value.setHex(j.color);h.uSpecularColor.value.setHex(j.specular);h.uAmbientColor.value.setHex(j.ambient);h.uShininess.value=j.shininess;if(j.opacity!==void 0)h.uOpacity.value=j.opacity;j=new THREE.ShaderMaterial({fragmentShader:k.fragmentShader,vertexShader:k.vertexShader,uniforms:h,lights:true,fog:true})}else j=new THREE[k](j);if(a.DbgName!==void 0)j.name=a.DbgName;return j}};
-THREE.Material=function(a){a=a||{};this.id=THREE.MaterialCount++;this.name="";this.opacity=a.opacity!==void 0?a.opacity:1;this.transparent=a.transparent!==void 0?a.transparent:false;this.blending=a.blending!==void 0?a.blending:THREE.NormalBlending;this.blendSrc=a.blendSrc!==void 0?a.blendSrc:THREE.SrcAlphaFactor;this.blendDst=a.blendDst!==void 0?a.blendDst:THREE.OneMinusSrcAlphaFactor;this.blendEquation=a.blendEquation!==void 0?a.blendEquation:THREE.AddEquation;this.depthTest=a.depthTest!==void 0?
-a.depthTest:true;this.depthWrite=a.depthWrite!==void 0?a.depthWrite:true;this.polygonOffset=a.polygonOffset!==void 0?a.polygonOffset:false;this.polygonOffsetFactor=a.polygonOffsetFactor!==void 0?a.polygonOffsetFactor:0;this.polygonOffsetUnits=a.polygonOffsetUnits!==void 0?a.polygonOffsetUnits:0;this.alphaTest=a.alphaTest!==void 0?a.alphaTest:0;this.overdraw=a.overdraw!==void 0?a.overdraw:false;this.needsUpdate=this.visible=true};THREE.MaterialCount=0;THREE.NoShading=0;THREE.FlatShading=1;
-THREE.SmoothShading=2;THREE.NoColors=0;THREE.FaceColors=1;THREE.VertexColors=2;THREE.NoBlending=0;THREE.NormalBlending=1;THREE.AdditiveBlending=2;THREE.SubtractiveBlending=3;THREE.MultiplyBlending=4;THREE.AdditiveAlphaBlending=5;THREE.CustomBlending=6;THREE.AddEquation=100;THREE.SubtractEquation=101;THREE.ReverseSubtractEquation=102;THREE.ZeroFactor=200;THREE.OneFactor=201;THREE.SrcColorFactor=202;THREE.OneMinusSrcColorFactor=203;THREE.SrcAlphaFactor=204;THREE.OneMinusSrcAlphaFactor=205;
-THREE.DstAlphaFactor=206;THREE.OneMinusDstAlphaFactor=207;THREE.DstColorFactor=208;THREE.OneMinusDstColorFactor=209;THREE.SrcAlphaSaturateFactor=210;
-THREE.LineBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.linewidth=a.linewidth!==void 0?a.linewidth:1;this.linecap=a.linecap!==void 0?a.linecap:"round";this.linejoin=a.linejoin!==void 0?a.linejoin:"round";this.vertexColors=a.vertexColors?a.vertexColors:false;this.fog=a.fog!==void 0?a.fog:true};THREE.LineBasicMaterial.prototype=new THREE.Material;THREE.LineBasicMaterial.prototype.constructor=THREE.LineBasicMaterial;
-THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:
-true;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:THREE.NoColors;this.skinning=a.skinning!==void 0?a.skinning:false;this.morphTargets=a.morphTargets!==
-void 0?a.morphTargets:false};THREE.MeshBasicMaterial.prototype=new THREE.Material;THREE.MeshBasicMaterial.prototype.constructor=THREE.MeshBasicMaterial;
-THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:true;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:false;this.fog=a.fog!==void 0?a.fog:true};THREE.ParticleBasicMaterial.prototype=new THREE.Material;
-THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;THREE.ParticleDOMMaterial=function(a){THREE.Material.call(this);this.domElement=a};
-THREE.Texture=function(a,b,c,d,e,f,g,i){this.id=THREE.TextureCount++;this.image=a;this.mapping=b!==void 0?b:new THREE.UVMapping;this.wrapS=c!==void 0?c:THREE.ClampToEdgeWrapping;this.wrapT=d!==void 0?d:THREE.ClampToEdgeWrapping;this.magFilter=e!==void 0?e:THREE.LinearFilter;this.minFilter=f!==void 0?f:THREE.LinearMipMapLinearFilter;this.format=g!==void 0?g:THREE.RGBAFormat;this.type=i!==void 0?i:THREE.UnsignedByteType;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.generateMipmaps=
-true;this.needsUpdate=this.premultiplyAlpha=false;this.onUpdate=null};THREE.Texture.prototype={constructor:THREE.Texture,clone:function(){var a=new THREE.Texture(this.image,this.mapping,this.wrapS,this.wrapT,this.magFilter,this.minFilter,this.format,this.type);a.offset.copy(this.offset);a.repeat.copy(this.repeat);return a}};THREE.TextureCount=0;THREE.MultiplyOperation=0;THREE.MixOperation=1;THREE.UVMapping=function(){};THREE.CubeReflectionMapping=function(){};THREE.CubeRefractionMapping=function(){};
-THREE.SphericalReflectionMapping=function(){};THREE.SphericalRefractionMapping=function(){};THREE.RepeatWrapping=0;THREE.ClampToEdgeWrapping=1;THREE.MirroredRepeatWrapping=2;THREE.NearestFilter=3;THREE.NearestMipMapNearestFilter=4;THREE.NearestMipMapLinearFilter=5;THREE.LinearFilter=6;THREE.LinearMipMapNearestFilter=7;THREE.LinearMipMapLinearFilter=8;THREE.ByteType=9;THREE.UnsignedByteType=10;THREE.ShortType=11;THREE.UnsignedShortType=12;THREE.IntType=13;THREE.UnsignedIntType=14;THREE.FloatType=15;
-THREE.AlphaFormat=16;THREE.RGBFormat=17;THREE.RGBAFormat=18;THREE.LuminanceFormat=19;THREE.LuminanceAlphaFormat=20;THREE.DataTexture=function(a,b,c,d,e,f,g,i,k,j){THREE.Texture.call(this,null,f,g,i,k,j,d,e);this.image={data:a,width:b,height:c}};THREE.DataTexture.prototype=new THREE.Texture;THREE.DataTexture.prototype.constructor=THREE.DataTexture;
-THREE.DataTexture.prototype.clone=function(){var a=new THREE.DataTexture(this.image.data,this.image.width,this.image.height,this.format,this.type,this.mapping,this.wrapS,this.wrapT,this.magFilter,this.minFilter);a.offset.copy(this.offset);a.repeat.copy(this.repeat);return a};THREE.Particle=function(a){THREE.Object3D.call(this);this.material=a};THREE.Particle.prototype=new THREE.Object3D;THREE.Particle.prototype.constructor=THREE.Particle;
-THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b!==void 0?b:new THREE.MeshBasicMaterial({color:Math.random()*16777215,wireframe:true});if(this.geometry){this.geometry.boundingSphere||this.geometry.computeBoundingSphere();this.boundRadius=a.boundingSphere.radius;if(this.geometry.morphTargets.length){this.morphTargetBase=-1;this.morphTargetForcedOrder=[];this.morphTargetInfluences=[];this.morphTargetDictionary={};for(var c=0;c<this.geometry.morphTargets.length;c++){this.morphTargetInfluences.push(0);
-this.morphTargetDictionary[this.geometry.morphTargets[c].name]=c}}}};THREE.Mesh.prototype=new THREE.Object3D;THREE.Mesh.prototype.constructor=THREE.Mesh;THREE.Mesh.prototype.supr=THREE.Object3D.prototype;THREE.Mesh.prototype.getMorphTargetIndexByName=function(a){if(this.morphTargetDictionary[a]!==void 0)return this.morphTargetDictionary[a];console.log("THREE.Mesh.getMorphTargetIndexByName: morph target "+a+" does not exist. Returning 0.");return 0};
-THREE.Line=function(a,b,c){THREE.Object3D.call(this);this.geometry=a;this.material=b!==void 0?b:new THREE.LineBasicMaterial({color:Math.random()*16777215});this.type=c!==void 0?c:THREE.LineStrip;this.geometry&&(this.geometry.boundingSphere||this.geometry.computeBoundingSphere())};THREE.LineStrip=0;THREE.LinePieces=1;THREE.Line.prototype=new THREE.Object3D;THREE.Line.prototype.constructor=THREE.Line;THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a;this.skinMatrix=new THREE.Matrix4};
-THREE.Bone.prototype=new THREE.Object3D;THREE.Bone.prototype.constructor=THREE.Bone;THREE.Bone.prototype.supr=THREE.Object3D.prototype;THREE.Bone.prototype.update=function(a,b){this.matrixAutoUpdate&&(b=b|this.updateMatrix());if(b||this.matrixWorldNeedsUpdate){a?this.skinMatrix.multiply(a,this.matrix):this.skinMatrix.copy(this.matrix);this.matrixWorldNeedsUpdate=false;b=true}var c,d=this.children.length;for(c=0;c<d;c++)this.children[c].update(this.skinMatrix,b)};
-THREE.Sprite=function(a){THREE.Object3D.call(this);this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:new THREE.Texture;this.blending=a.blending!==void 0?a.blending:THREE.NormalBlending;this.blendSrc=a.blendSrc!==void 0?a.blendSrc:THREE.SrcAlphaFactor;this.blendDst=a.blendDst!==void 0?a.blendDst:THREE.OneMinusSrcAlphaFactor;this.blendEquation=a.blendEquation!==void 0?a.blendEquation:THREE.AddEquation;this.useScreenCoordinates=a.useScreenCoordinates!==
-void 0?a.useScreenCoordinates:true;this.mergeWith3D=a.mergeWith3D!==void 0?a.mergeWith3D:!this.useScreenCoordinates;this.affectedByDistance=a.affectedByDistance!==void 0?a.affectedByDistance:!this.useScreenCoordinates;this.scaleByViewport=a.scaleByViewport!==void 0?a.scaleByViewport:!this.affectedByDistance;this.alignment=a.alignment instanceof THREE.Vector2?a.alignment:THREE.SpriteAlignment.center;this.rotation3d=this.rotation;this.rotation=0;this.opacity=1;this.uvOffset=new THREE.Vector2(0,0);this.uvScale=
-new THREE.Vector2(1,1)};THREE.Sprite.prototype=new THREE.Object3D;THREE.Sprite.prototype.constructor=THREE.Sprite;THREE.Sprite.prototype.updateMatrix=function(){this.matrix.setPosition(this.position);this.rotation3d.set(0,0,this.rotation);this.matrix.setRotationFromEuler(this.rotation3d);if(this.scale.x!==1||this.scale.y!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,this.scale.y)}this.matrixWorldNeedsUpdate=true};THREE.SpriteAlignment={};
-THREE.SpriteAlignment.topLeft=new THREE.Vector2(1,-1);THREE.SpriteAlignment.topCenter=new THREE.Vector2(0,-1);THREE.SpriteAlignment.topRight=new THREE.Vector2(-1,-1);THREE.SpriteAlignment.centerLeft=new THREE.Vector2(1,0);THREE.SpriteAlignment.center=new THREE.Vector2(0,0);THREE.SpriteAlignment.centerRight=new THREE.Vector2(-1,0);THREE.SpriteAlignment.bottomLeft=new THREE.Vector2(1,1);THREE.SpriteAlignment.bottomCenter=new THREE.Vector2(0,1);
-THREE.SpriteAlignment.bottomRight=new THREE.Vector2(-1,1);THREE.Scene=function(){THREE.Object3D.call(this);this.overrideMaterial=this.fog=null;this.matrixAutoUpdate=false;this.__objects=[];this.__lights=[];this.__objectsAdded=[];this.__objectsRemoved=[]};THREE.Scene.prototype=new THREE.Object3D;THREE.Scene.prototype.constructor=THREE.Scene;
-THREE.Scene.prototype.__addObject=function(a){if(a instanceof THREE.Light)this.__lights.indexOf(a)===-1&&this.__lights.push(a);else if(!(a instanceof THREE.Camera||a instanceof THREE.Bone)&&this.__objects.indexOf(a)===-1){this.__objects.push(a);this.__objectsAdded.push(a);var b=this.__objectsRemoved.indexOf(a);b!==-1&&this.__objectsRemoved.splice(b,1)}for(b=0;b<a.children.length;b++)this.__addObject(a.children[b])};
-THREE.Scene.prototype.__removeObject=function(a){if(a instanceof THREE.Light){var b=this.__lights.indexOf(a);b!==-1&&this.__lights.splice(b,1)}else if(!(a instanceof THREE.Camera)){b=this.__objects.indexOf(a);if(b!==-1){this.__objects.splice(b,1);this.__objectsRemoved.push(a);b=this.__objectsAdded.indexOf(a);b!==-1&&this.__objectsAdded.splice(b,1)}}for(b=0;b<a.children.length;b++)this.__removeObject(a.children[b])};
-THREE.DOMRenderer=function(){console.log("THREE.DOMRenderer",THREE.REVISION);var a,b,c,d,e,f,g,i=new THREE.Projector;g=function(a){for(var b=document.documentElement,c=0;c<a.length;c++)if(typeof b.style[a[c]]==="string")return a[c];return null}(["transform","MozTransform","WebkitTransform","msTransform","OTransform"]);this.domElement=document.createElement("div");this.setSize=function(a,b){c=a;d=b;e=c/2;f=d/2};this.render=function(c,d){var h,m,l,n,p,o;a=i.projectScene(c,d);b=a.elements;h=0;for(m=
-b.length;h<m;h++){l=b[h];if(l instanceof THREE.RenderableParticle&&l.material instanceof THREE.ParticleDOMMaterial){n=l.material.domElement;p=l.x*e+e-(n.offsetWidth>>1);o=l.y*f+f-(n.offsetHeight>>1);n.style.left=p+"px";n.style.top=o+"px";n.style.zIndex=Math.abs(Math.floor((1-l.z)*d.far/d.near));g&&(n.style[g]="scale("+l.scale.x*e+","+l.scale.y*f+")")}}}};THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.material=null};
-THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=true};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)};
-THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null};
-THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null};THREE.RenderableObject=function(){this.z=this.object=null};
-THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null};

File diff suppressed because it is too large
+ 0 - 38
build/custom/ThreeExtras.js


+ 0 - 208
build/custom/ThreeSVG.js

@@ -1,208 +0,0 @@
-// ThreeSVG.js - http://github.com/mrdoob/three.js
-'use strict';var THREE=THREE||{REVISION:"49"};self.Int32Array||(self.Int32Array=Array,self.Float32Array=Array);
-(function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c<b.length&&!window.requestAnimationFrame;++c){window.requestAnimationFrame=window[b[c]+"RequestAnimationFrame"];window.cancelAnimationFrame=window[b[c]+"CancelAnimationFrame"]||window[b[c]+"CancelRequestAnimationFrame"]}if(!window.requestAnimationFrame)window.requestAnimationFrame=function(b){var c=Date.now(),f=Math.max(0,16-(c-a)),g=window.setTimeout(function(){b(c+f)},f);a=c+f;return g};if(!window.cancelAnimationFrame)window.cancelAnimationFrame=
-function(a){clearTimeout(a)}})();THREE.Color=function(a){a!==void 0&&this.setHex(a);return this};
-THREE.Color.prototype={constructor:THREE.Color,r:1,g:1,b:1,copy:function(a){this.r=a.r;this.g=a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);
-this.b=Math.sqrt(this.b);return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSV:function(a,b,c){var d,e,f;if(c===0)this.r=this.g=this.b=0;else{d=Math.floor(a*6);e=a*6-d;a=c*(1-b);f=c*(1-b*e);b=c*(1-b*(1-e));switch(d){case 1:this.r=f;this.g=c;this.b=a;break;case 2:this.r=a;this.g=c;this.b=b;break;case 3:this.r=a;this.g=f;this.b=c;break;case 4:this.r=b;this.g=a;this.b=c;break;case 5:this.r=c;this.g=a;this.b=f;break;case 6:case 0:this.r=c;this.g=b;this.b=a}}return this},setHex:function(a){a=
-Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},lerpSelf:function(a,b){this.r=this.r+(a.r-this.r)*b;this.g=this.g+(a.g-this.g)*b;this.b=this.b+(a.b-this.b)*b;return this},getHex:function(){return Math.floor(this.r*255)<<16^Math.floor(this.g*255)<<8^Math.floor(this.b*255)},getContextStyle:function(){return"rgb("+Math.floor(this.r*255)+","+Math.floor(this.g*255)+","+Math.floor(this.b*255)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}};
-THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0};
-THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;return this},divideScalar:function(a){if(a){this.x=
-this.x/a;this.y=this.y/a}else this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.normalize().multiplyScalar(a)},
-lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0};
-THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;return this},addScalar:function(a){this.x=this.x+a;this.y=this.y+
-a;this.z=this.z+a;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x=this.x*a.x;this.y=this.y*a.y;this.z=this.z*a.z;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;return this},divideSelf:function(a){this.x=this.x/a.x;this.y=
-this.y/a.y;this.z=this.z/a.z;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a}else this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},
-setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;return this},cross:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this,
-a).lengthSq()},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},getRotationFromMatrix:function(a,b){var c=b?b.x:1,d=b?b.y:1,e=b?b.z:1,f=a.elements[0]/c,g=a.elements[4]/d,c=a.elements[1]/c,d=a.elements[5]/d,j=a.elements[9]/e,k=a.elements[10]/e;this.y=Math.asin(a.elements[8]/e);e=Math.cos(this.y);if(Math.abs(e)>1.0E-5){this.x=Math.atan2(-j/e,k/e);this.z=Math.atan2(-g/e,f/e)}else{this.x=0;this.z=Math.atan2(c,d)}return this},getScaleFromMatrix:function(a){var b=
-this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1};
-THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w!==void 0?a.w:1;return this},add: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},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;this.w=this.w+a.w;return this},sub: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},subSelf:function(a){this.x=
-this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;this.w=this.w-a.w;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a;this.w=this.w/a}else{this.z=this.y=this.x=0;this.w=1}return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())},
-normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;this.w=this.w+(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Frustum=function(){this.planes=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4]};
-THREE.Frustum.prototype.setFromMatrix=function(a){var b,c=this.planes,d=a.elements,a=d[0];b=d[1];var e=d[2],f=d[3],g=d[4],j=d[5],k=d[6],i=d[7],h=d[8],n=d[9],m=d[10],o=d[11],q=d[12],l=d[13],s=d[14],d=d[15];c[0].set(f-a,i-g,o-h,d-q);c[1].set(f+a,i+g,o+h,d+q);c[2].set(f+b,i+j,o+n,d+l);c[3].set(f-b,i-j,o-n,d-l);c[4].set(f-e,i-k,o-m,d-s);c[5].set(f+e,i+k,o+m,d+s);for(a=0;a<6;a++){b=c[a];b.divideScalar(Math.sqrt(b.x*b.x+b.y*b.y+b.z*b.z))}};
-THREE.Frustum.prototype.contains=function(a){for(var b=this.planes,c=a.matrixWorld,d=c.elements,c=-a.geometry.boundingSphere.radius*c.getMaxScaleOnAxis(),e=0;e<6;e++){a=b[e].x*d[12]+b[e].y*d[13]+b[e].z*d[14]+b[e].w;if(a<=c)return false}return true};THREE.Frustum.__v1=new THREE.Vector3;
-THREE.Ray=function(a,b){function c(a,b,c){q.sub(c,a);w=q.dot(b);r=l.add(a,s.copy(b).multiplyScalar(w));return A=c.distanceTo(r)}function d(a,b,c,d){q.sub(d,b);l.sub(c,b);s.sub(a,b);u=q.dot(q);t=q.dot(l);B=q.dot(s);x=l.dot(l);D=l.dot(s);z=1/(u*x-t*t);C=(x*B-t*D)*z;F=(u*D-t*B)*z;return C>=0&&F>=0&&C+F<1}this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3;var e=1.0E-4;this.setPrecision=function(a){e=a};var f=new THREE.Vector3,g=new THREE.Vector3,j=new THREE.Vector3,k=new THREE.Vector3,
-i=new THREE.Vector3,h=new THREE.Vector3,n=new THREE.Vector3,m=new THREE.Vector3,o=new THREE.Vector3;this.intersectObject=function(a){var b,l=[];if(a instanceof THREE.Particle){var q=c(this.origin,this.direction,a.matrixWorld.getPosition());if(q>a.scale.x)return[];b={distance:q,point:a.position,face:null,object:a};l.push(b)}else if(a instanceof THREE.Mesh){var q=c(this.origin,this.direction,a.matrixWorld.getPosition()),s=THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(),a.matrixWorld.getColumnY().length(),
-a.matrixWorld.getColumnZ().length());if(q>a.geometry.boundingSphere.radius*Math.max(s.x,Math.max(s.y,s.z)))return l;var r,t,u=a.geometry,y=u.vertices,p;a.matrixRotationWorld.extractRotation(a.matrixWorld);q=0;for(s=u.faces.length;q<s;q++){b=u.faces[q];i.copy(this.origin);h.copy(this.direction);p=a.matrixWorld;n=p.multiplyVector3(n.copy(b.centroid)).subSelf(i);m=a.matrixRotationWorld.multiplyVector3(m.copy(b.normal));r=h.dot(m);if(!(Math.abs(r)<e)){t=m.dot(n)/r;if(!(t<0)&&(a.doubleSided||(a.flipSided?
-r>0:r<0))){o.add(i,h.multiplyScalar(t));if(b instanceof THREE.Face3){f=p.multiplyVector3(f.copy(y[b.a]));g=p.multiplyVector3(g.copy(y[b.b]));j=p.multiplyVector3(j.copy(y[b.c]));if(d(o,f,g,j)){b={distance:i.distanceTo(o),point:o.clone(),face:b,object:a};l.push(b)}}else if(b instanceof THREE.Face4){f=p.multiplyVector3(f.copy(y[b.a]));g=p.multiplyVector3(g.copy(y[b.b]));j=p.multiplyVector3(j.copy(y[b.c]));k=p.multiplyVector3(k.copy(y[b.d]));if(d(o,f,g,k)||d(o,g,j,k)){b={distance:i.distanceTo(o),point:o.clone(),
-face:b,object:a};l.push(b)}}}}}}return l};this.intersectObjects=function(a){for(var b=[],c=0,d=a.length;c<d;c++)Array.prototype.push.apply(b,this.intersectObject(a[c]));b.sort(function(a,b){return a.distance-b.distance});return b};var q=new THREE.Vector3,l=new THREE.Vector3,s=new THREE.Vector3,w,r,A,u,t,B,x,D,z,C,F};
-THREE.Rectangle=function(){function a(){f=d-b;g=e-c}var b,c,d,e,f,g,j=true;this.getX=function(){return b};this.getY=function(){return c};this.getWidth=function(){return f};this.getHeight=function(){return g};this.getLeft=function(){return b};this.getTop=function(){return c};this.getRight=function(){return d};this.getBottom=function(){return e};this.set=function(f,g,h,n){j=false;b=f;c=g;d=h;e=n;a()};this.addPoint=function(f,g){if(j){j=false;b=f;c=g;d=f;e=g}else{b=b<f?b:f;c=c<g?c:g;d=d>f?d:f;e=e>g?
-e:g}a()};this.add3Points=function(f,g,h,n,m,o){if(j){j=false;b=f<h?f<m?f:m:h<m?h:m;c=g<n?g<o?g:o:n<o?n:o;d=f>h?f>m?f:m:h>m?h:m;e=g>n?g>o?g:o:n>o?n:o}else{b=f<h?f<m?f<b?f:b:m<b?m:b:h<m?h<b?h:b:m<b?m:b;c=g<n?g<o?g<c?g:c:o<c?o:c:n<o?n<c?n:c:o<c?o:c;d=f>h?f>m?f>d?f:d:m>d?m:d:h>m?h>d?h:d:m>d?m:d;e=g>n?g>o?g>e?g:e:o>e?o:e:n>o?n>e?n:e:o>e?o:e}a()};this.addRectangle=function(f){if(j){j=false;b=f.getLeft();c=f.getTop();d=f.getRight();e=f.getBottom()}else{b=b<f.getLeft()?b:f.getLeft();c=c<f.getTop()?c:f.getTop();
-d=d>f.getRight()?d:f.getRight();e=e>f.getBottom()?e:f.getBottom()}a()};this.inflate=function(f){b=b-f;c=c-f;d=d+f;e=e+f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=d<f.getRight()?d:f.getRight();e=e<f.getBottom()?e:f.getBottom();a()};this.intersects=function(a){return d<a.getLeft()||b>a.getRight()||e<a.getTop()||c>a.getBottom()?false:true};this.empty=function(){j=true;e=d=c=b=0;a()};this.isEmpty=function(){return j}};
-THREE.Math={clamp:function(a,b,c){return a<b?b:a>c?c:a},clampBottom:function(a,b){return a<b?b:a},mapLinear:function(a,b,c,d,e){return d+(a-b)*(e-d)/(c-b)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},sign:function(a){return a<0?-1:a>0?1:0}};THREE.Matrix3=function(){this.elements=new Float32Array(9)};
-THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],e=-b[10]*b[4]+b[6]*b[8],f=b[10]*b[0]-b[2]*b[8],g=-b[6]*b[0]+b[2]*b[4],j=b[9]*b[4]-b[5]*b[8],k=-b[9]*b[0]+b[1]*b[8],i=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*e+b[2]*j;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,h=this.elements;h[0]=b*a;h[1]=b*c;h[2]=b*d;h[3]=b*e;h[4]=b*f;h[5]=b*g;h[6]=b*j;h[7]=b*k;h[8]=b*i;return this},
-transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,e,f,g,j,k,i,h,n,m,o,q,l){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,e||0,f!==void 0?f:1,g||0,j||0,k||0,i||0,h!==void 0?h:1,n||0,m||0,o||0,q||0,l!==void 0?l:1)};
-THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,j,k,i,h,n,m,o,q,l){var s=this.elements;s[0]=a;s[4]=b;s[8]=c;s[12]=d;s[1]=e;s[5]=f;s[9]=g;s[13]=j;s[2]=k;s[6]=i;s[10]=h;s[14]=n;s[3]=m;s[7]=o;s[11]=q;s[15]=l;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(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements,
-e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;g.sub(a,b).normalize();if(g.length()===0)g.z=1;e.cross(c,g).normalize();if(e.length()===0){g.x=g.x+1.0E-4;e.cross(c,g).normalize()}f.cross(g,e);d[0]=e.x;d[4]=f.x;d[8]=g.x;d[1]=e.y;d[5]=f.y;d[9]=g.y;d[2]=e.z;d[6]=f.z;d[10]=g.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],j=c[8],k=c[12],i=c[1],h=c[5],n=c[9],m=c[13],o=c[2],q=c[6],l=c[10],s=c[14],w=c[3],r=c[7],A=c[11],c=c[15],u=d[0],t=d[4],
-B=d[8],x=d[12],D=d[1],z=d[5],C=d[9],F=d[13],E=d[2],L=d[6],H=d[10],v=d[14],I=d[3],J=d[7],K=d[11],d=d[15];e[0]=f*u+g*D+j*E+k*I;e[4]=f*t+g*z+j*L+k*J;e[8]=f*B+g*C+j*H+k*K;e[12]=f*x+g*F+j*v+k*d;e[1]=i*u+h*D+n*E+m*I;e[5]=i*t+h*z+n*L+m*J;e[9]=i*B+h*C+n*H+m*K;e[13]=i*x+h*F+n*v+m*d;e[2]=o*u+q*D+l*E+s*I;e[6]=o*t+q*z+l*L+s*J;e[10]=o*B+q*C+l*H+s*K;e[14]=o*x+q*F+l*v+s*d;e[3]=w*u+r*D+A*E+c*I;e[7]=w*t+r*z+A*L+c*J;e[11]=w*B+r*C+A*H+c*K;e[15]=w*x+r*F+A*v+c*d;return this},multiplySelf:function(a){return this.multiply(this,
-a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]=b[0]*a;b[4]=b[4]*a;b[8]=b[8]*a;b[12]=b[12]*a;b[1]=b[1]*a;b[5]=b[5]*a;b[9]=b[9]*a;b[13]=b[13]*a;b[2]=b[2]*a;b[6]=b[6]*a;b[10]=b[10]*a;b[14]=b[14]*a;b[3]=b[3]*a;b[7]=b[7]*a;b[11]=b[11]*a;b[15]=
-b[15]*a;return this},multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=1/(b[3]*c+b[7]*d+b[11]*e+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*e+b[12])*f;a.y=(b[1]*c+b[5]*d+b[9]*e+b[13])*f;a.z=(b[2]*c+b[6]*d+b[10]*e+b[14])*f;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w;a.x=b[0]*c+b[4]*d+b[8]*e+b[12]*f;a.y=b[1]*c+b[5]*d+b[9]*e+b[13]*f;a.z=b[2]*c+b[6]*d+b[10]*e+b[14]*f;a.w=b[3]*c+b[7]*d+b[11]*e+b[15]*f;return a},rotateAxis:function(a){var b=this.elements,c=a.x,
-d=a.y,e=a.z;a.x=c*b[0]+d*b[4]+e*b[8];a.y=c*b[1]+d*b[5]+e*b[9];a.z=c*b[2]+d*b[6]+e*b[10];a.normalize();return a},crossVector:function(a){var b=this.elements,c=new THREE.Vector4;c.x=b[0]*a.x+b[4]*a.y+b[8]*a.z+b[12]*a.w;c.y=b[1]*a.x+b[5]*a.y+b[9]*a.z+b[13]*a.w;c.z=b[2]*a.x+b[6]*a.y+b[10]*a.z+b[14]*a.w;c.w=a.w?b[3]*a.x+b[7]*a.y+b[11]*a.z+b[15]*a.w:1;return c},determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],j=a[9],k=a[13],i=a[2],h=a[6],n=a[10],m=a[14],o=a[3],q=a[7],
-l=a[11],a=a[15];return e*j*h*o-d*k*h*o-e*g*n*o+c*k*n*o+d*g*m*o-c*j*m*o-e*j*i*q+d*k*i*q+e*f*n*q-b*k*n*q-d*f*m*q+b*j*m*q+e*g*i*l-c*k*i*l-e*f*h*l+b*k*h*l+c*f*m*l-b*g*m*l-d*g*i*a+c*j*i*a+d*f*h*a-b*j*h*a-c*f*n*a+b*g*n*a},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[1];a[2]=b[2];
-a[3]=b[3];a[4]=b[4];a[5]=b[5];a[6]=b[6];a[7]=b[7];a[8]=b[8];a[9]=b[9];a[10]=b[10];a[11]=b[11];a[12]=b[12];a[13]=b[13];a[14]=b[14];a[15]=b[15];return a},flattenToArrayOffset:function(a,b){var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a},getPosition:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[12],a[13],
-a[14])},setPosition:function(a){var b=this.elements;b[12]=a.x;b[13]=a.y;b[14]=a.z;return this},getColumnX:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[0],a[1],a[2])},getColumnY:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[4],a[5],a[6])},getColumnZ:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[8],a[9],a[10])},getInverse:function(a){var b=this.elements,c=a.elements,d=c[0],e=c[4],f=c[8],g=c[12],j=c[1],k=c[5],i=c[9],h=c[13],n=c[2],m=c[6],o=c[10],q=
-c[14],l=c[3],s=c[7],w=c[11],c=c[15];b[0]=i*q*s-h*o*s+h*m*w-k*q*w-i*m*c+k*o*c;b[4]=g*o*s-f*q*s-g*m*w+e*q*w+f*m*c-e*o*c;b[8]=f*h*s-g*i*s+g*k*w-e*h*w-f*k*c+e*i*c;b[12]=g*i*m-f*h*m-g*k*o+e*h*o+f*k*q-e*i*q;b[1]=h*o*l-i*q*l-h*n*w+j*q*w+i*n*c-j*o*c;b[5]=f*q*l-g*o*l+g*n*w-d*q*w-f*n*c+d*o*c;b[9]=g*i*l-f*h*l-g*j*w+d*h*w+f*j*c-d*i*c;b[13]=f*h*n-g*i*n+g*j*o-d*h*o-f*j*q+d*i*q;b[2]=k*q*l-h*m*l+h*n*s-j*q*s-k*n*c+j*m*c;b[6]=g*m*l-e*q*l-g*n*s+d*q*s+e*n*c-d*m*c;b[10]=e*h*l-g*k*l+g*j*s-d*h*s-e*j*c+d*k*c;b[14]=g*k*n-
-e*h*n-g*j*m+d*h*m+e*j*q-d*k*q;b[3]=i*m*l-k*o*l-i*n*s+j*o*s+k*n*w-j*m*w;b[7]=e*o*l-f*m*l+f*n*s-d*o*s-e*n*w+d*m*w;b[11]=f*k*l-e*i*l-f*j*s+d*i*s+e*j*w-d*k*w;b[15]=e*i*n-f*k*n+f*j*m-d*i*m-e*j*o+d*k*o;this.multiplyScalar(1/a.determinant());return this},setRotationFromEuler:function(a,b){var c=this.elements,d=a.x,e=a.y,f=a.z,g=Math.cos(d),d=Math.sin(d),j=Math.cos(e),e=Math.sin(e),k=Math.cos(f),f=Math.sin(f);switch(b){case "YXZ":var i=j*k,h=j*f,n=e*k,m=e*f;c[0]=i+m*d;c[4]=n*d-h;c[8]=g*e;c[1]=g*f;c[5]=g*
-k;c[9]=-d;c[2]=h*d-n;c[6]=m+i*d;c[10]=g*j;break;case "ZXY":i=j*k;h=j*f;n=e*k;m=e*f;c[0]=i-m*d;c[4]=-g*f;c[8]=n+h*d;c[1]=h+n*d;c[5]=g*k;c[9]=m-i*d;c[2]=-g*e;c[6]=d;c[10]=g*j;break;case "ZYX":i=g*k;h=g*f;n=d*k;m=d*f;c[0]=j*k;c[4]=n*e-h;c[8]=i*e+m;c[1]=j*f;c[5]=m*e+i;c[9]=h*e-n;c[2]=-e;c[6]=d*j;c[10]=g*j;break;case "YZX":i=g*j;h=g*e;n=d*j;m=d*e;c[0]=j*k;c[4]=m-i*f;c[8]=n*f+h;c[1]=f;c[5]=g*k;c[9]=-d*k;c[2]=-e*k;c[6]=h*f+n;c[10]=i-m*f;break;case "XZY":i=g*j;h=g*e;n=d*j;m=d*e;c[0]=j*k;c[4]=-f;c[8]=e*k;
-c[1]=i*f+m;c[5]=g*k;c[9]=h*f-n;c[2]=n*f-h;c[6]=d*k;c[10]=m*f+i;break;default:i=g*k;h=g*f;n=d*k;m=d*f;c[0]=j*k;c[4]=-j*f;c[8]=e;c[1]=h+n*e;c[5]=i-m*e;c[9]=-d*j;c[2]=m-i*e;c[6]=n+h*e;c[10]=g*j}return this},setRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,j=d+d,k=e+e,a=c*g,i=c*j,c=c*k,h=d*j,d=d*k,e=e*k,g=f*g,j=f*j,f=f*k;b[0]=1-(h+e);b[4]=i-f;b[8]=c+j;b[1]=i+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-j;b[6]=d+g;b[10]=1-(a+h);return this},compose:function(a,b,c){var d=this.elements,
-e=THREE.Matrix4.__m1,f=THREE.Matrix4.__m2;e.identity();e.setRotationFromQuaternion(b);f.makeScale(c.x,c.y,c.z);this.multiply(e,f);d[12]=a.x;d[13]=a.y;d[14]=a.z;return this},decompose:function(a,b,c){var d=this.elements,e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;e.set(d[0],d[1],d[2]);f.set(d[4],d[5],d[6]);g.set(d[8],d[9],d[10]);a=a instanceof THREE.Vector3?a:new THREE.Vector3;b=b instanceof THREE.Quaternion?b:new THREE.Quaternion;c=c instanceof THREE.Vector3?c:new THREE.Vector3;
-c.x=e.length();c.y=f.length();c.z=g.length();a.x=d[12];a.y=d[13];a.z=d[14];d=THREE.Matrix4.__m1;d.copy(this);d.elements[0]=d.elements[0]/c.x;d.elements[1]=d.elements[1]/c.x;d.elements[2]=d.elements[2]/c.x;d.elements[4]=d.elements[4]/c.y;d.elements[5]=d.elements[5]/c.y;d.elements[6]=d.elements[6]/c.y;d.elements[8]=d.elements[8]/c.z;d.elements[9]=d.elements[9]/c.z;d.elements[10]=d.elements[10]/c.z;b.setFromRotationMatrix(d);return[a,b,c]},extractPosition:function(a){var b=this.elements,a=a.elements;
-b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractRotation:function(a){var b=this.elements,a=a.elements,c=THREE.Matrix4.__v1,d=1/c.set(a[0],a[1],a[2]).length(),e=1/c.set(a[4],a[5],a[6]).length(),c=1/c.set(a[8],a[9],a[10]).length();b[0]=a[0]*d;b[1]=a[1]*d;b[2]=a[2]*d;b[4]=a[4]*e;b[5]=a[5]*e;b[6]=a[6]*e;b[8]=a[8]*c;b[9]=a[9]*c;b[10]=a[10]*c;return this},translate:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[12]=b[0]*c+b[4]*d+b[8]*a+b[12];b[13]=b[1]*c+b[5]*d+b[9]*a+b[13];b[14]=b[2]*c+b[6]*
-d+b[10]*a+b[14];b[15]=b[3]*c+b[7]*d+b[11]*a+b[15];return this},rotateX:function(a){var b=this.elements,c=b[4],d=b[5],e=b[6],f=b[7],g=b[8],j=b[9],k=b[10],i=b[11],h=Math.cos(a),a=Math.sin(a);b[4]=h*c+a*g;b[5]=h*d+a*j;b[6]=h*e+a*k;b[7]=h*f+a*i;b[8]=h*g-a*c;b[9]=h*j-a*d;b[10]=h*k-a*e;b[11]=h*i-a*f;return this},rotateY:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[8],j=b[9],k=b[10],i=b[11],h=Math.cos(a),a=Math.sin(a);b[0]=h*c-a*g;b[1]=h*d-a*j;b[2]=h*e-a*k;b[3]=h*f-a*i;b[8]=h*g+a*c;b[9]=
-h*j+a*d;b[10]=h*k+a*e;b[11]=h*i+a*f;return this},rotateZ:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[4],j=b[5],k=b[6],i=b[7],h=Math.cos(a),a=Math.sin(a);b[0]=h*c+a*g;b[1]=h*d+a*j;b[2]=h*e+a*k;b[3]=h*f+a*i;b[4]=h*g-a*c;b[5]=h*j-a*d;b[6]=h*k-a*e;b[7]=h*i-a*f;return this},rotateByAxis:function(a,b){var c=this.elements;if(a.x===1&&a.y===0&&a.z===0)return this.rotateX(b);if(a.x===0&&a.y===1&&a.z===0)return this.rotateY(b);if(a.x===0&&a.y===0&&a.z===1)return this.rotateZ(b);var d=a.x,
-e=a.y,f=a.z,g=Math.sqrt(d*d+e*e+f*f),d=d/g,e=e/g,f=f/g,g=d*d,j=e*e,k=f*f,i=Math.cos(b),h=Math.sin(b),n=1-i,m=d*e*n,o=d*f*n,n=e*f*n,d=d*h,q=e*h,h=f*h,f=g+(1-g)*i,g=m+h,e=o-q,m=m-h,j=j+(1-j)*i,h=n+d,o=o+q,n=n-d,k=k+(1-k)*i,i=c[0],d=c[1],q=c[2],l=c[3],s=c[4],w=c[5],r=c[6],A=c[7],u=c[8],t=c[9],B=c[10],x=c[11];c[0]=f*i+g*s+e*u;c[1]=f*d+g*w+e*t;c[2]=f*q+g*r+e*B;c[3]=f*l+g*A+e*x;c[4]=m*i+j*s+h*u;c[5]=m*d+j*w+h*t;c[6]=m*q+j*r+h*B;c[7]=m*l+j*A+h*x;c[8]=o*i+n*s+k*u;c[9]=o*d+n*w+k*t;c[10]=o*q+n*r+k*B;c[11]=
-o*l+n*A+k*x;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[0]=b[0]*c;b[4]=b[4]*d;b[8]=b[8]*a;b[1]=b[1]*c;b[5]=b[5]*d;b[9]=b[9]*a;b[2]=b[2]*c;b[6]=b[6]*d;b[10]=b[10]*a;b[3]=b[3]*c;b[7]=b[7]*d;b[11]=b[11]*a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],Math.max(a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10])))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this},
-makeRotationX:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=1-c,f=a.x,g=a.y,j=a.z,k=e*f,i=e*g;this.set(k*f+c,k*g-d*j,k*j+d*g,0,k*g+d*j,i*g+c,i*j-d*f,0,k*j-
-d*g,i*j+d*f,e*j*j+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){var a=c*Math.tan(a*Math.PI/360),e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,
-b,c,d,e,f){var g=this.elements,j=b-a,k=c-d,i=f-e;g[0]=2/j;g[4]=0;g[8]=0;g[12]=-((b+a)/j);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/i;g[14]=-((f+e)/i);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3;THREE.Matrix4.__m1=new THREE.Matrix4;
-THREE.Matrix4.__m2=new THREE.Matrix4;
-THREE.Object3D=function(){this.id=THREE.Object3DCount++;this.name="";this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=false;this.renderDepth=null;this.rotationAutoUpdate=true;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate=
-true;this.quaternion=new THREE.Quaternion;this.useQuaternion=false;this.boundRadius=0;this.boundRadiusScale=1;this.visible=true;this.receiveShadow=this.castShadow=false;this.frustumCulled=true;this._vector=new THREE.Vector3};
-THREE.Object3D.prototype={constructor:THREE.Object3D,applyMatrix:function(a){this.matrix.multiply(a,this.matrix);this.scale.getScaleFromMatrix(this.matrix);this.rotation.getRotationFromMatrix(this.matrix,this.scale);this.position.getPositionFromMatrix(this.matrix)},translate:function(a,b){this.matrix.rotateAxis(b);this.position.addSelf(b.multiplyScalar(a))},translateX:function(a){this.translate(a,this._vector.set(1,0,0))},translateY:function(a){this.translate(a,this._vector.set(0,1,0))},translateZ:function(a){this.translate(a,
-this._vector.set(0,0,1))},lookAt:function(a){this.matrix.lookAt(a,this.position,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)},add:function(a){if(a===this)console.warn("THREE.Object3D.add: An object can't be added as a child of itself.");else if(a instanceof THREE.Object3D){a.parent!==void 0&&a.parent.remove(a);a.parent=this;this.children.push(a);for(var b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__addObject(a)}},remove:function(a){var b=
-this.children.indexOf(a);if(b!==-1){a.parent=void 0;this.children.splice(b,1);for(b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__removeObject(a)}},getChildByName:function(a,b){var c,d,e;c=0;for(d=this.children.length;c<d;c++){e=this.children[c];if(e.name===a)return e;if(b){e=e.getChildByName(a,b);if(e!==void 0)return e}}},updateMatrix:function(){this.matrix.setPosition(this.position);this.useQuaternion?this.matrix.setRotationFromQuaternion(this.quaternion):this.matrix.setRotationFromEuler(this.rotation,
-this.eulerOrder);if(this.scale.x!==1||this.scale.y!==1||this.scale.z!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,Math.max(this.scale.y,this.scale.z))}this.matrixWorldNeedsUpdate=true},updateMatrixWorld:function(a){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||a){this.parent?this.matrixWorld.multiply(this.parent.matrixWorld,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixWorldNeedsUpdate=false;a=true}for(var b=0,c=this.children.length;b<
-c;b++)this.children[b].updateMatrixWorld(a)}};THREE.Object3DCount=0;
-THREE.Projector=function(){function a(){var a=g[f]=g[f]||new THREE.RenderableObject;f++;return a}function b(){var a=i[k]=i[k]||new THREE.RenderableVertex;k++;return a}function c(a,b){return b.z-a.z}function d(a,b){var c=0,d=1,f=a.z+a.w,e=b.z+b.w,g=-a.z+a.w,h=-b.z+b.w;if(f>=0&&e>=0&&g>=0&&h>=0)return true;if(f<0&&e<0||g<0&&h<0)return false;f<0?c=Math.max(c,f/(f-e)):e<0&&(d=Math.min(d,f/(f-e)));g<0?c=Math.max(c,g/(g-h)):h<0&&(d=Math.min(d,g/(g-h)));if(d<c)return false;a.lerpSelf(b,c);b.lerpSelf(a,1-
-d);return true}var e,f,g=[],j,k,i=[],h,n,m=[],o,q=[],l,s,w=[],r,A,u=[],t={objects:[],sprites:[],lights:[],elements:[]},B=new THREE.Vector3,x=new THREE.Vector4,D=new THREE.Matrix4,z=new THREE.Matrix4,C=new THREE.Frustum,F=new THREE.Vector4,E=new THREE.Vector4;this.projectVector=function(a,b){b.matrixWorldInverse.getInverse(b.matrixWorld);D.multiply(b.projectionMatrix,b.matrixWorldInverse);D.multiplyVector3(a);return a};this.unprojectVector=function(a,b){b.projectionMatrixInverse.getInverse(b.projectionMatrix);
-D.multiply(b.matrixWorld,b.projectionMatrixInverse);D.multiplyVector3(a);return a};this.pickingRay=function(a,b){var c;a.z=-1;c=new THREE.Vector3(a.x,a.y,1);this.unprojectVector(a,b);this.unprojectVector(c,b);c.subSelf(a).normalize();return new THREE.Ray(a,c)};this.projectGraph=function(b,d){f=0;t.objects.length=0;t.sprites.length=0;t.lights.length=0;var g=function(b){if(b.visible!==false){if((b instanceof THREE.Mesh||b instanceof THREE.Line)&&(b.frustumCulled===false||C.contains(b))){B.copy(b.matrixWorld.getPosition());
-D.multiplyVector3(B);e=a();e.object=b;e.z=B.z;t.objects.push(e)}else if(b instanceof THREE.Sprite||b instanceof THREE.Particle){B.copy(b.matrixWorld.getPosition());D.multiplyVector3(B);e=a();e.object=b;e.z=B.z;t.sprites.push(e)}else b instanceof THREE.Light&&t.lights.push(b);for(var c=0,d=b.children.length;c<d;c++)g(b.children[c])}};g(b);d&&t.objects.sort(c);return t};this.projectScene=function(a,f,e){var g=f.near,B=f.far,K=false,R,y,p,P,G,N,O,Q,M,S,T,V,W,X,U;A=s=o=n=0;t.elements.length=0;if(f.parent===
-void 0){console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it...");a.add(f)}a.updateMatrixWorld();f.matrixWorldInverse.getInverse(f.matrixWorld);D.multiply(f.projectionMatrix,f.matrixWorldInverse);C.setFromMatrix(D);t=this.projectGraph(a,false);a=0;for(R=t.objects.length;a<R;a++){M=t.objects[a].object;S=M.matrixWorld;k=0;if(M instanceof THREE.Mesh){T=M.geometry;V=M.geometry.materials;P=T.vertices;W=T.faces;X=T.faceVertexUvs;T=M.matrixRotationWorld.extractRotation(S);y=0;for(p=P.length;y<
-p;y++){j=b();j.positionWorld.copy(P[y]);S.multiplyVector3(j.positionWorld);j.positionScreen.copy(j.positionWorld);D.multiplyVector4(j.positionScreen);j.positionScreen.x=j.positionScreen.x/j.positionScreen.w;j.positionScreen.y=j.positionScreen.y/j.positionScreen.w;j.visible=j.positionScreen.z>g&&j.positionScreen.z<B}P=0;for(y=W.length;P<y;P++){p=W[P];if(p instanceof THREE.Face3){G=i[p.a];N=i[p.b];O=i[p.c];if(G.visible&&N.visible&&O.visible){K=(O.positionScreen.x-G.positionScreen.x)*(N.positionScreen.y-
-G.positionScreen.y)-(O.positionScreen.y-G.positionScreen.y)*(N.positionScreen.x-G.positionScreen.x)<0;if(M.doubleSided||K!=M.flipSided){Q=m[n]=m[n]||new THREE.RenderableFace3;n++;h=Q;h.v1.copy(G);h.v2.copy(N);h.v3.copy(O)}else continue}else continue}else if(p instanceof THREE.Face4){G=i[p.a];N=i[p.b];O=i[p.c];Q=i[p.d];if(G.visible&&N.visible&&O.visible&&Q.visible){K=(Q.positionScreen.x-G.positionScreen.x)*(N.positionScreen.y-G.positionScreen.y)-(Q.positionScreen.y-G.positionScreen.y)*(N.positionScreen.x-
-G.positionScreen.x)<0||(N.positionScreen.x-O.positionScreen.x)*(Q.positionScreen.y-O.positionScreen.y)-(N.positionScreen.y-O.positionScreen.y)*(Q.positionScreen.x-O.positionScreen.x)<0;if(M.doubleSided||K!=M.flipSided){U=q[o]=q[o]||new THREE.RenderableFace4;o++;h=U;h.v1.copy(G);h.v2.copy(N);h.v3.copy(O);h.v4.copy(Q)}else continue}else continue}h.normalWorld.copy(p.normal);!K&&(M.flipSided||M.doubleSided)&&h.normalWorld.negate();T.multiplyVector3(h.normalWorld);h.centroidWorld.copy(p.centroid);S.multiplyVector3(h.centroidWorld);
-h.centroidScreen.copy(h.centroidWorld);D.multiplyVector3(h.centroidScreen);O=p.vertexNormals;G=0;for(N=O.length;G<N;G++){Q=h.vertexNormalsWorld[G];Q.copy(O[G]);!K&&(M.flipSided||M.doubleSided)&&Q.negate();T.multiplyVector3(Q)}G=0;for(N=X.length;G<N;G++)if(U=X[G][P]){O=0;for(Q=U.length;O<Q;O++)h.uvs[G][O]=U[O]}h.material=M.material;h.faceMaterial=p.materialIndex!==null?V[p.materialIndex]:null;h.z=h.centroidScreen.z;t.elements.push(h)}}else if(M instanceof THREE.Line){z.multiply(D,S);P=M.geometry.vertices;
-G=b();G.positionScreen.copy(P[0]);z.multiplyVector4(G.positionScreen);S=M.type===THREE.LinePieces?2:1;y=1;for(p=P.length;y<p;y++){G=b();G.positionScreen.copy(P[y]);z.multiplyVector4(G.positionScreen);if(!((y+1)%S>0)){N=i[k-2];F.copy(G.positionScreen);E.copy(N.positionScreen);if(d(F,E)){F.multiplyScalar(1/F.w);E.multiplyScalar(1/E.w);V=w[s]=w[s]||new THREE.RenderableLine;s++;l=V;l.v1.positionScreen.copy(F);l.v2.positionScreen.copy(E);l.z=Math.max(F.z,E.z);l.material=M.material;t.elements.push(l)}}}}}a=
-0;for(R=t.sprites.length;a<R;a++){M=t.sprites[a].object;S=M.matrixWorld;if(M instanceof THREE.Particle){x.set(S.elements[12],S.elements[13],S.elements[14],1);D.multiplyVector4(x);x.z=x.z/x.w;if(x.z>0&&x.z<1){g=u[A]=u[A]||new THREE.RenderableParticle;A++;r=g;r.x=x.x/x.w;r.y=x.y/x.w;r.z=x.z;r.rotation=M.rotation.z;r.scale.x=M.scale.x*Math.abs(r.x-(x.x+f.projectionMatrix.elements[0])/(x.w+f.projectionMatrix.elements[12]));r.scale.y=M.scale.y*Math.abs(r.y-(x.y+f.projectionMatrix.elements[5])/(x.w+f.projectionMatrix.elements[13]));
-r.material=M.material;t.elements.push(r)}}}e&&t.elements.sort(c);return t}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1};
-THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a){var b=Math.PI/360,c=a.x*b,d=a.y*b,e=a.z*b,a=Math.cos(d),d=Math.sin(d),b=Math.cos(-e),e=Math.sin(-e),f=Math.cos(c),c=Math.sin(c),g=a*b,j=d*e;this.w=g*f-j*c;this.x=g*c+j*f;this.y=d*b*f+a*e*c;this.z=a*e*f-d*b*c;return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);
-this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.elements[0]+a.elements[5]+a.elements[10]))/2;this.x=Math.sqrt(Math.max(0,b+a.elements[0]-a.elements[5]-a.elements[10]))/2;this.y=Math.sqrt(Math.max(0,b-a.elements[0]+a.elements[5]-a.elements[10]))/2;this.z=Math.sqrt(Math.max(0,b-a.elements[0]-a.elements[5]+a.elements[10]))/2;this.x=a.elements[6]-a.elements[9]<0?-Math.abs(this.x):
-Math.abs(this.x);this.y=a.elements[8]-a.elements[2]<0?-Math.abs(this.y):Math.abs(this.y);this.z=a.elements[1]-a.elements[4]<0?-Math.abs(this.z):Math.abs(this.z);this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x=this.x*-1;this.y=this.y*-1;this.z=this.z*-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=
-Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a===0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a}return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,j=a.z,a=a.w;this.x=b*a+e*f+c*j-d*g;this.y=
-c*a+e*g+d*f-b*j;this.z=d*a+e*j+b*g-c*f;this.w=e*a-b*f-c*g-d*j;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,j=this.z,k=this.w,i=k*c+g*e-j*d,h=k*d+j*c-f*e,n=k*e+f*d-g*c,c=-f*c-g*d-j*e;b.x=i*k+c*-f+h*-j-n*-g;b.y=h*k+c*-g+n*-f-i*-j;b.z=n*k+c*-j+i*-g-h*-f;return b},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}};
-THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(e<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;e=-e}else c.copy(b);if(Math.abs(e)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.")};
-THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3};
-THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
-return a}};THREE.Face4=function(a,b,c,d,e,f,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3};
-THREE.Face4.prototype={constructor:THREE.Face4,clone:function(){var a=new THREE.Face4(this.a,this.b,this.c,this.d);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b<c;b++)a.vertexNormals[b]=this.vertexNormals[b].clone();b=0;for(c=this.vertexColors.length;b<c;b++)a.vertexColors[b]=this.vertexColors[b].clone();b=0;for(c=this.vertexTangents.length;b<c;b++)a.vertexTangents[b]=this.vertexTangents[b].clone();
-return a}};THREE.UV=function(a,b){this.u=a||0;this.v=b||0};THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},lerpSelf:function(a,b){this.u=this.u+(a.u-this.u)*b;this.v=this.v+(a.v-this.v)*b;return this},clone:function(){return new THREE.UV(this.u,this.v)}};
-THREE.Geometry=function(){this.id=THREE.GeometryCount++;this.vertices=[];this.colors=[];this.materials=[];this.faces=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.morphNormals=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.dynamic=this.hasTangents=false};
-THREE.Geometry.prototype={constructor:THREE.Geometry,applyMatrix:function(a){var b=new THREE.Matrix4;b.extractRotation(a);for(var c=0,d=this.vertices.length;c<d;c++)a.multiplyVector3(this.vertices[c]);c=0;for(d=this.faces.length;c<d;c++){var e=this.faces[c];b.multiplyVector3(e.normal);for(var f=0,g=e.vertexNormals.length;f<g;f++)b.multiplyVector3(e.vertexNormals[f]);a.multiplyVector3(e.centroid)}},computeCentroids:function(){var a,b,c;a=0;for(b=this.faces.length;a<b;a++){c=this.faces[a];c.centroid.set(0,
-0,0);if(c instanceof THREE.Face3){c.centroid.addSelf(this.vertices[c.a]);c.centroid.addSelf(this.vertices[c.b]);c.centroid.addSelf(this.vertices[c.c]);c.centroid.divideScalar(3)}else if(c instanceof THREE.Face4){c.centroid.addSelf(this.vertices[c.a]);c.centroid.addSelf(this.vertices[c.b]);c.centroid.addSelf(this.vertices[c.c]);c.centroid.addSelf(this.vertices[c.d]);c.centroid.divideScalar(4)}}},computeFaceNormals:function(){var a,b,c,d,e,f,g=new THREE.Vector3,j=new THREE.Vector3;a=0;for(b=this.faces.length;a<
-b;a++){c=this.faces[a];d=this.vertices[c.a];e=this.vertices[c.b];f=this.vertices[c.c];g.sub(f,e);j.sub(d,e);g.crossSelf(j);g.isZero()||g.normalize();c.normal.copy(g)}},computeVertexNormals:function(){var a,b,c,d;if(this.__tmpVertices===void 0){d=this.__tmpVertices=Array(this.vertices.length);a=0;for(b=this.vertices.length;a<b;a++)d[a]=new THREE.Vector3;a=0;for(b=this.faces.length;a<b;a++){c=this.faces[a];if(c instanceof THREE.Face3)c.vertexNormals=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];
-else if(c instanceof THREE.Face4)c.vertexNormals=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3]}}else{d=this.__tmpVertices;a=0;for(b=this.vertices.length;a<b;a++)d[a].set(0,0,0)}a=0;for(b=this.faces.length;a<b;a++){c=this.faces[a];if(c instanceof THREE.Face3){d[c.a].addSelf(c.normal);d[c.b].addSelf(c.normal);d[c.c].addSelf(c.normal)}else if(c instanceof THREE.Face4){d[c.a].addSelf(c.normal);d[c.b].addSelf(c.normal);d[c.c].addSelf(c.normal);d[c.d].addSelf(c.normal)}}a=0;
-for(b=this.vertices.length;a<b;a++)d[a].normalize();a=0;for(b=this.faces.length;a<b;a++){c=this.faces[a];if(c instanceof THREE.Face3){c.vertexNormals[0].copy(d[c.a]);c.vertexNormals[1].copy(d[c.b]);c.vertexNormals[2].copy(d[c.c])}else if(c instanceof THREE.Face4){c.vertexNormals[0].copy(d[c.a]);c.vertexNormals[1].copy(d[c.b]);c.vertexNormals[2].copy(d[c.c]);c.vertexNormals[3].copy(d[c.d])}}},computeMorphNormals:function(){var a,b,c,d,e;c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];e.__originalFaceNormal?
-e.__originalFaceNormal.copy(e.normal):e.__originalFaceNormal=e.normal.clone();if(!e.__originalVertexNormals)e.__originalVertexNormals=[];a=0;for(b=e.vertexNormals.length;a<b;a++)e.__originalVertexNormals[a]?e.__originalVertexNormals[a].copy(e.vertexNormals[a]):e.__originalVertexNormals[a]=e.vertexNormals[a].clone()}var f=new THREE.Geometry;f.faces=this.faces;a=0;for(b=this.morphTargets.length;a<b;a++){if(!this.morphNormals[a]){this.morphNormals[a]={};this.morphNormals[a].faceNormals=[];this.morphNormals[a].vertexNormals=
-[];var g=this.morphNormals[a].faceNormals,j=this.morphNormals[a].vertexNormals,k,i;c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];k=new THREE.Vector3;i=e instanceof THREE.Face3?{a:new THREE.Vector3,b:new THREE.Vector3,c:new THREE.Vector3}:{a:new THREE.Vector3,b:new THREE.Vector3,c:new THREE.Vector3,d:new THREE.Vector3};g.push(k);j.push(i)}}g=this.morphNormals[a];f.vertices=this.morphTargets[a].vertices;f.computeFaceNormals();f.computeVertexNormals();c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];
-k=g.faceNormals[c];i=g.vertexNormals[c];k.copy(e.normal);if(e instanceof THREE.Face3){i.a.copy(e.vertexNormals[0]);i.b.copy(e.vertexNormals[1]);i.c.copy(e.vertexNormals[2])}else{i.a.copy(e.vertexNormals[0]);i.b.copy(e.vertexNormals[1]);i.c.copy(e.vertexNormals[2]);i.d.copy(e.vertexNormals[3])}}}c=0;for(d=this.faces.length;c<d;c++){e=this.faces[c];e.normal=e.__originalFaceNormal;e.vertexNormals=e.__originalVertexNormals}},computeTangents:function(){function a(a,b,c,d,f,e,G){j=a.vertices[b];k=a.vertices[c];
-i=a.vertices[d];h=g[f];n=g[e];m=g[G];o=k.x-j.x;q=i.x-j.x;l=k.y-j.y;s=i.y-j.y;w=k.z-j.z;r=i.z-j.z;A=n.u-h.u;u=m.u-h.u;t=n.v-h.v;B=m.v-h.v;x=1/(A*B-u*t);F.set((B*o-t*q)*x,(B*l-t*s)*x,(B*w-t*r)*x);E.set((A*q-u*o)*x,(A*s-u*l)*x,(A*r-u*w)*x);z[b].addSelf(F);z[c].addSelf(F);z[d].addSelf(F);C[b].addSelf(E);C[c].addSelf(E);C[d].addSelf(E)}var b,c,d,e,f,g,j,k,i,h,n,m,o,q,l,s,w,r,A,u,t,B,x,D,z=[],C=[],F=new THREE.Vector3,E=new THREE.Vector3,L=new THREE.Vector3,H=new THREE.Vector3,v=new THREE.Vector3;b=0;for(c=
-this.vertices.length;b<c;b++){z[b]=new THREE.Vector3;C[b]=new THREE.Vector3}b=0;for(c=this.faces.length;b<c;b++){f=this.faces[b];g=this.faceVertexUvs[0][b];if(f instanceof THREE.Face3)a(this,f.a,f.b,f.c,0,1,2);else if(f instanceof THREE.Face4){a(this,f.a,f.b,f.d,0,1,3);a(this,f.b,f.c,f.d,1,2,3)}}var I=["a","b","c","d"];b=0;for(c=this.faces.length;b<c;b++){f=this.faces[b];for(d=0;d<f.vertexNormals.length;d++){v.copy(f.vertexNormals[d]);e=f[I[d]];D=z[e];L.copy(D);L.subSelf(v.multiplyScalar(v.dot(D))).normalize();
-H.cross(f.vertexNormals[d],D);e=H.dot(C[e]);e=e<0?-1:1;f.vertexTangents[d]=new THREE.Vector4(L.x,L.y,L.z,e)}}this.hasTangents=true},computeBoundingBox:function(){if(!this.boundingBox)this.boundingBox={min:new THREE.Vector3,max:new THREE.Vector3};if(this.vertices.length>0){var a;a=this.vertices[0];this.boundingBox.min.copy(a);this.boundingBox.max.copy(a);for(var b=this.boundingBox.min,c=this.boundingBox.max,d=1,e=this.vertices.length;d<e;d++){a=this.vertices[d];if(a.x<b.x)b.x=a.x;else if(a.x>c.x)c.x=
-a.x;if(a.y<b.y)b.y=a.y;else if(a.y>c.y)c.y=a.y;if(a.z<b.z)b.z=a.z;else if(a.z>c.z)c.z=a.z}}else{this.boundingBox.min.set(0,0,0);this.boundingBox.max.set(0,0,0)}},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere={radius:0};for(var a,b=0,c=0,d=this.vertices.length;c<d;c++){a=this.vertices[c].length();a>b&&(b=a)}this.boundingSphere.radius=b},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g,j;f=0;for(g=this.vertices.length;f<g;f++){d=this.vertices[f];d=[Math.round(d.x*
-e),Math.round(d.y*e),Math.round(d.z*e)].join("_");if(a[d]===void 0){a[d]=f;b.push(this.vertices[f]);c[f]=b.length-1}else c[f]=c[a[d]]}f=0;for(g=this.faces.length;f<g;f++){e=this.faces[f];if(e instanceof THREE.Face3){e.a=c[e.a];e.b=c[e.b];e.c=c[e.c]}else if(e instanceof THREE.Face4){e.a=c[e.a];e.b=c[e.b];e.c=c[e.c];e.d=c[e.d];d=[e.a,e.b,e.c,e.d];for(a=3;a>0;a--)if(d.indexOf(e["abcd"[a]])!=a){d.splice(a,1);this.faces[f]=new THREE.Face3(d[0],d[1],d[2]);e=0;for(d=this.faceVertexUvs.length;e<d;e++)(j=
-this.faceVertexUvs[e][f])&&j.splice(a,1);break}}}c=this.vertices.length-b.length;this.vertices=b;return c}};THREE.GeometryCount=0;THREE.Camera=function(){THREE.Object3D.call(this);this.matrixWorldInverse=new THREE.Matrix4;this.projectionMatrix=new THREE.Matrix4;this.projectionMatrixInverse=new THREE.Matrix4};THREE.Camera.prototype=new THREE.Object3D;THREE.Camera.prototype.constructor=THREE.Camera;
-THREE.Camera.prototype.lookAt=function(a){this.matrix.lookAt(this.position,a,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)};THREE.OrthographicCamera=function(a,b,c,d,e,f){THREE.Camera.call(this);this.left=a;this.right=b;this.top=c;this.bottom=d;this.near=e!==void 0?e:0.1;this.far=f!==void 0?f:2E3;this.updateProjectionMatrix()};THREE.OrthographicCamera.prototype=new THREE.Camera;THREE.OrthographicCamera.prototype.constructor=THREE.OrthographicCamera;
-THREE.OrthographicCamera.prototype.updateProjectionMatrix=function(){this.projectionMatrix.makeOrthographic(this.left,this.right,this.top,this.bottom,this.near,this.far)};THREE.PerspectiveCamera=function(a,b,c,d){THREE.Camera.call(this);this.fov=a!==void 0?a:50;this.aspect=b!==void 0?b:1;this.near=c!==void 0?c:0.1;this.far=d!==void 0?d:2E3;this.updateProjectionMatrix()};THREE.PerspectiveCamera.prototype=new THREE.Camera;THREE.PerspectiveCamera.prototype.constructor=THREE.PerspectiveCamera;
-THREE.PerspectiveCamera.prototype.setLens=function(a,b){this.fov=2*Math.atan((b!==void 0?b:24)/(a*2))*(180/Math.PI);this.updateProjectionMatrix()};THREE.PerspectiveCamera.prototype.setViewOffset=function(a,b,c,d,e,f){this.fullWidth=a;this.fullHeight=b;this.x=c;this.y=d;this.width=e;this.height=f;this.updateProjectionMatrix()};
-THREE.PerspectiveCamera.prototype.updateProjectionMatrix=function(){if(this.fullWidth){var a=this.fullWidth/this.fullHeight,b=Math.tan(this.fov*Math.PI/360)*this.near,c=-b,d=a*c,a=Math.abs(a*b-d),c=Math.abs(b-c);this.projectionMatrix.makeFrustum(d+this.x*a/this.fullWidth,d+(this.x+this.width)*a/this.fullWidth,b-(this.y+this.height)*c/this.fullHeight,b-this.y*c/this.fullHeight,this.near,this.far)}else this.projectionMatrix.makePerspective(this.fov,this.aspect,this.near,this.far)};
-THREE.Light=function(a){THREE.Object3D.call(this);this.color=new THREE.Color(a)};THREE.Light.prototype=new THREE.Object3D;THREE.Light.prototype.constructor=THREE.Light;THREE.Light.prototype.supr=THREE.Object3D.prototype;THREE.AmbientLight=function(a){THREE.Light.call(this,a)};THREE.AmbientLight.prototype=new THREE.Light;THREE.AmbientLight.prototype.constructor=THREE.AmbientLight;
-THREE.DirectionalLight=function(a,b,c){THREE.Light.call(this,a);this.position=new THREE.Vector3(0,1,0);this.target=new THREE.Object3D;this.intensity=b!==void 0?b:1;this.distance=c!==void 0?c:0;this.onlyShadow=this.castShadow=false;this.shadowCameraNear=50;this.shadowCameraFar=5E3;this.shadowCameraLeft=-500;this.shadowCameraTop=this.shadowCameraRight=500;this.shadowCameraBottom=-500;this.shadowCameraVisible=false;this.shadowBias=0;this.shadowDarkness=0.5;this.shadowMapHeight=this.shadowMapWidth=512;
-this.shadowCascade=false;this.shadowCascadeOffset=new THREE.Vector3(0,0,-1E3);this.shadowCascadeCount=2;this.shadowCascadeBias=[0,0,0];this.shadowCascadeWidth=[512,512,512];this.shadowCascadeHeight=[512,512,512];this.shadowCascadeNearZ=[-1,0.99,0.998];this.shadowCascadeFarZ=[0.99,0.998,1];this.shadowCascadeArray=[];this.shadowMatrix=this.shadowCamera=this.shadowMapSize=this.shadowMap=null};THREE.DirectionalLight.prototype=new THREE.Light;THREE.DirectionalLight.prototype.constructor=THREE.DirectionalLight;
-THREE.PointLight=function(a,b,c){THREE.Light.call(this,a);this.position=new THREE.Vector3(0,0,0);this.intensity=b!==void 0?b:1;this.distance=c!==void 0?c:0};THREE.PointLight.prototype=new THREE.Light;THREE.PointLight.prototype.constructor=THREE.PointLight;THREE.Loader=function(a){this.statusDomElement=(this.showStatus=a)?THREE.Loader.prototype.addStatusElement():null;this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){}};
-THREE.Loader.prototype={constructor:THREE.Loader,crossOrigin:"anonymous",addStatusElement:function(){var a=document.createElement("div");a.style.position="absolute";a.style.right="0px";a.style.top="0px";a.style.fontSize="0.8em";a.style.textAlign="left";a.style.background="rgba(0,0,0,0.25)";a.style.color="#fff";a.style.width="120px";a.style.padding="0.5em 0.5em 0.5em 0.5em";a.style.zIndex=1E3;a.innerHTML="Loading ...";return a},updateProgress:function(a){var b="Loaded ",b=a.total?b+((100*a.loaded/
-a.total).toFixed(0)+"%"):b+((a.loaded/1E3).toFixed(2)+" KB");this.statusDomElement.innerHTML=b},extractUrlBase:function(a){a=a.split("/");a.pop();return(a.length<1?".":a.join("/"))+"/"},initMaterials:function(a,b,c){a.materials=[];for(var d=0;d<b.length;++d)a.materials[d]=THREE.Loader.prototype.createMaterial(b[d],c)},hasNormals:function(a){var b,c,d=a.materials.length;for(c=0;c<d;c++){b=a.materials[c];if(b instanceof THREE.ShaderMaterial)return true}return false},createMaterial:function(a,b){function c(a){a=
-Math.log(a)/Math.LN2;return Math.floor(a)==a}function d(a){a=Math.log(a)/Math.LN2;return Math.pow(2,Math.round(a))}function e(a,b){var f=new Image;f.onload=function(){if(!c(this.width)||!c(this.height)){var b=d(this.width),f=d(this.height);a.image.width=b;a.image.height=f;a.image.getContext("2d").drawImage(this,0,0,b,f)}else a.image=this;a.needsUpdate=true};f.crossOrigin=j.crossOrigin;f.src=b}function f(a,c,d,f,g,h){var j=document.createElement("canvas");a[c]=new THREE.Texture(j);a[c].sourceFile=
-d;if(f){a[c].repeat.set(f[0],f[1]);if(f[0]!=1)a[c].wrapS=THREE.RepeatWrapping;if(f[1]!=1)a[c].wrapT=THREE.RepeatWrapping}g&&a[c].offset.set(g[0],g[1]);if(h){f={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping};if(f[h[0]]!==void 0)a[c].wrapS=f[h[0]];if(f[h[1]]!==void 0)a[c].wrapT=f[h[1]]}e(a[c],b+"/"+d)}function g(a){return(a[0]*255<<16)+(a[1]*255<<8)+a[2]*255}var j=this,k="MeshLambertMaterial",i={color:15658734,opacity:1,map:null,lightMap:null,normalMap:null,wireframe:a.wireframe};
-if(a.shading){var h=a.shading.toLowerCase();h==="phong"?k="MeshPhongMaterial":h==="basic"&&(k="MeshBasicMaterial")}if(a.blending!==void 0&&THREE[a.blending]!==void 0)i.blending=THREE[a.blending];if(a.transparent!==void 0||a.opacity<1)i.transparent=a.transparent;if(a.depthTest!==void 0)i.depthTest=a.depthTest;if(a.depthWrite!==void 0)i.depthWrite=a.depthWrite;if(a.vertexColors!==void 0)if(a.vertexColors=="face")i.vertexColors=THREE.FaceColors;else if(a.vertexColors)i.vertexColors=THREE.VertexColors;
-if(a.colorDiffuse)i.color=g(a.colorDiffuse);else if(a.DbgColor)i.color=a.DbgColor;if(a.colorSpecular)i.specular=g(a.colorSpecular);if(a.colorAmbient)i.ambient=g(a.colorAmbient);if(a.transparency)i.opacity=a.transparency;if(a.specularCoef)i.shininess=a.specularCoef;a.mapDiffuse&&b&&f(i,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap);a.mapLight&&b&&f(i,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap);a.mapNormal&&b&&f(i,"normalMap",a.mapNormal,a.mapNormalRepeat,
-a.mapNormalOffset,a.mapNormalWrap);a.mapSpecular&&b&&f(i,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap);if(a.mapNormal){k=THREE.ShaderUtils.lib.normal;h=THREE.UniformsUtils.clone(k.uniforms);h.tNormal.texture=i.normalMap;if(a.mapNormalFactor)h.uNormalScale.value=a.mapNormalFactor;if(i.map){h.tDiffuse.texture=i.map;h.enableDiffuse.value=true}if(i.specularMap){h.tSpecular.texture=i.specularMap;h.enableSpecular.value=true}if(i.lightMap){h.tAO.texture=i.lightMap;
-h.enableAO.value=true}h.uDiffuseColor.value.setHex(i.color);h.uSpecularColor.value.setHex(i.specular);h.uAmbientColor.value.setHex(i.ambient);h.uShininess.value=i.shininess;if(i.opacity!==void 0)h.uOpacity.value=i.opacity;i=new THREE.ShaderMaterial({fragmentShader:k.fragmentShader,vertexShader:k.vertexShader,uniforms:h,lights:true,fog:true})}else i=new THREE[k](i);if(a.DbgName!==void 0)i.name=a.DbgName;return i}};THREE.BinaryLoader=function(a){THREE.Loader.call(this,a)};
-THREE.BinaryLoader.prototype=new THREE.Loader;THREE.BinaryLoader.prototype.constructor=THREE.BinaryLoader;THREE.BinaryLoader.prototype.load=function(a,b,c,d){var c=c?c:this.extractUrlBase(a),d=d?d:this.extractUrlBase(a),e=this.showProgress?THREE.Loader.prototype.updateProgress:null;this.onLoadStart();this.loadAjaxJSON(this,a,b,c,d,e)};
-THREE.BinaryLoader.prototype.loadAjaxJSON=function(a,b,c,d,e,f){var g=new XMLHttpRequest;g.onreadystatechange=function(){if(g.readyState==4)if(g.status==200||g.status==0){var j=JSON.parse(g.responseText);a.loadAjaxBuffers(j,c,e,d,f)}else console.error("THREE.BinaryLoader: Couldn't load ["+b+"] ["+g.status+"]")};g.open("GET",b,true);g.overrideMimeType&&g.overrideMimeType("text/plain; charset=x-user-defined");g.setRequestHeader("Content-Type","text/plain");g.send(null)};
-THREE.BinaryLoader.prototype.loadAjaxBuffers=function(a,b,c,d,e){var f=new XMLHttpRequest,g=c+"/"+a.buffers,j=0;f.onreadystatechange=function(){if(f.readyState==4)f.status==200||f.status==0?THREE.BinaryLoader.prototype.createBinModel(f.response,b,d,a.materials):console.error("THREE.BinaryLoader: Couldn't load ["+g+"] ["+f.status+"]");else if(f.readyState==3){if(e){j==0&&(j=f.getResponseHeader("Content-Length"));e({total:j,loaded:f.responseText.length})}}else f.readyState==2&&(j=f.getResponseHeader("Content-Length"))};
-f.open("GET",g,true);f.responseType="arraybuffer";f.send(null)};
-THREE.BinaryLoader.prototype.createBinModel=function(a,b,c,d){var e=function(b){var c,e,k,i,h,n,m,o,q,l,s,w,r,A,u;function t(a){return a%4?4-a%4:0}function B(a,b){return(new Uint8Array(a,b,1))[0]}function x(a,b){return(new Uint32Array(a,b,1))[0]}function D(b,c){var d,f,e,g,h,j,i,k,l=new Uint32Array(a,c,3*b);for(d=0;d<b;d++){f=l[d*3];e=l[d*3+1];g=l[d*3+2];h=J[f*2];f=J[f*2+1];j=J[e*2];i=J[e*2+1];e=J[g*2];k=J[g*2+1];g=H.faceVertexUvs[0];var m=[];m.push(new THREE.UV(h,f));m.push(new THREE.UV(j,i));m.push(new THREE.UV(e,
-k));g.push(m)}}function z(b,c){var d,f,e,g,h,j,i,k,l,m,n=new Uint32Array(a,c,4*b);for(d=0;d<b;d++){f=n[d*4];e=n[d*4+1];g=n[d*4+2];h=n[d*4+3];j=J[f*2];f=J[f*2+1];i=J[e*2];l=J[e*2+1];k=J[g*2];m=J[g*2+1];g=J[h*2];e=J[h*2+1];h=H.faceVertexUvs[0];var o=[];o.push(new THREE.UV(j,f));o.push(new THREE.UV(i,l));o.push(new THREE.UV(k,m));o.push(new THREE.UV(g,e));h.push(o)}}function C(b,c,d){for(var f,e,g,h,c=new Uint32Array(a,c,3*b),j=new Uint16Array(a,d,b),d=0;d<b;d++){f=c[d*3];e=c[d*3+1];g=c[d*3+2];h=j[d];
-H.faces.push(new THREE.Face3(f,e,g,null,null,h))}}function F(b,c,d){for(var f,e,g,h,j,c=new Uint32Array(a,c,4*b),i=new Uint16Array(a,d,b),d=0;d<b;d++){f=c[d*4];e=c[d*4+1];g=c[d*4+2];h=c[d*4+3];j=i[d];H.faces.push(new THREE.Face4(f,e,g,h,null,null,j))}}function E(b,c,d,f){for(var e,g,h,j,i,k,l,c=new Uint32Array(a,c,3*b),d=new Uint32Array(a,d,3*b),m=new Uint16Array(a,f,b),f=0;f<b;f++){e=c[f*3];g=c[f*3+1];h=c[f*3+2];i=d[f*3];k=d[f*3+1];l=d[f*3+2];j=m[f];var n=I[k*3],o=I[k*3+1];k=I[k*3+2];var q=I[l*3],
-r=I[l*3+1];l=I[l*3+2];H.faces.push(new THREE.Face3(e,g,h,[new THREE.Vector3(I[i*3],I[i*3+1],I[i*3+2]),new THREE.Vector3(n,o,k),new THREE.Vector3(q,r,l)],null,j))}}function L(b,c,d,f){for(var e,g,h,j,i,k,l,m,n,c=new Uint32Array(a,c,4*b),d=new Uint32Array(a,d,4*b),o=new Uint16Array(a,f,b),f=0;f<b;f++){e=c[f*4];g=c[f*4+1];h=c[f*4+2];j=c[f*4+3];k=d[f*4];l=d[f*4+1];m=d[f*4+2];n=d[f*4+3];i=o[f];var q=I[l*3],r=I[l*3+1];l=I[l*3+2];var s=I[m*3],t=I[m*3+1];m=I[m*3+2];var u=I[n*3],v=I[n*3+1];n=I[n*3+2];H.faces.push(new THREE.Face4(e,
-g,h,j,[new THREE.Vector3(I[k*3],I[k*3+1],I[k*3+2]),new THREE.Vector3(q,r,l),new THREE.Vector3(s,t,m),new THREE.Vector3(u,v,n)],null,i))}}var H=this,v=0,I=[],J=[],K,R,y;THREE.Geometry.call(this);THREE.Loader.prototype.initMaterials(H,d,b);(function(a,b,c){for(var a=new Uint8Array(a,b,c),d="",f=0;f<c;f++)d=d+String.fromCharCode(a[b+f]);return d})(a,v,12);c=B(a,v+12);B(a,v+13);B(a,v+14);B(a,v+15);e=B(a,v+16);k=B(a,v+17);i=B(a,v+18);h=B(a,v+19);n=x(a,v+20);m=x(a,v+20+4);o=x(a,v+20+8);b=x(a,v+20+12);q=
-x(a,v+20+16);l=x(a,v+20+20);s=x(a,v+20+24);w=x(a,v+20+28);r=x(a,v+20+32);A=x(a,v+20+36);u=x(a,v+20+40);v=v+c;c=e*3+h;y=e*4+h;K=b*c;R=q*(c+k*3);e=l*(c+i*3);h=s*(c+k*3+i*3);c=w*y;k=r*(y+k*4);i=A*(y+i*4);v=v+function(b){var b=new Float32Array(a,b,n*3),c,d,f,e;for(c=0;c<n;c++){d=b[c*3];f=b[c*3+1];e=b[c*3+2];H.vertices.push(new THREE.Vector3(d,f,e))}return n*3*Float32Array.BYTES_PER_ELEMENT}(v);v=v+function(b){if(m){var b=new Int8Array(a,b,m*3),c,d,f,e;for(c=0;c<m;c++){d=b[c*3];f=b[c*3+1];e=b[c*3+2];I.push(d/
-127,f/127,e/127)}}return m*3*Int8Array.BYTES_PER_ELEMENT}(v);v=v+t(m*3);v=v+function(b){if(o){var b=new Float32Array(a,b,o*2),c,d,f;for(c=0;c<o;c++){d=b[c*2];f=b[c*2+1];J.push(d,f)}}return o*2*Float32Array.BYTES_PER_ELEMENT}(v);K=v+K+t(b*2);R=K+R+t(q*2);e=R+e+t(l*2);h=e+h+t(s*2);c=h+c+t(w*2);k=c+k+t(r*2);i=k+i+t(A*2);(function(a){if(l){var b=a+l*Uint32Array.BYTES_PER_ELEMENT*3;C(l,a,b+l*Uint32Array.BYTES_PER_ELEMENT*3);D(l,b)}})(R);(function(a){if(s){var b=a+s*Uint32Array.BYTES_PER_ELEMENT*3,c=b+
-s*Uint32Array.BYTES_PER_ELEMENT*3;E(s,a,b,c+s*Uint32Array.BYTES_PER_ELEMENT*3);D(s,c)}})(e);(function(a){if(A){var b=a+A*Uint32Array.BYTES_PER_ELEMENT*4;F(A,a,b+A*Uint32Array.BYTES_PER_ELEMENT*4);z(A,b)}})(k);(function(a){if(u){var b=a+u*Uint32Array.BYTES_PER_ELEMENT*4,c=b+u*Uint32Array.BYTES_PER_ELEMENT*4;L(u,a,b,c+u*Uint32Array.BYTES_PER_ELEMENT*4);z(u,c)}})(i);b&&C(b,v,v+b*Uint32Array.BYTES_PER_ELEMENT*3);(function(a){if(q){var b=a+q*Uint32Array.BYTES_PER_ELEMENT*3;E(q,a,b,b+q*Uint32Array.BYTES_PER_ELEMENT*
-3)}})(K);w&&F(w,h,h+w*Uint32Array.BYTES_PER_ELEMENT*4);(function(a){if(r){var b=a+r*Uint32Array.BYTES_PER_ELEMENT*4;L(r,a,b,b+r*Uint32Array.BYTES_PER_ELEMENT*4)}})(c);this.computeCentroids();this.computeFaceNormals();THREE.Loader.prototype.hasNormals(this)&&this.computeTangents()};e.prototype=new THREE.Geometry;e.prototype.constructor=e;b(new e(c))};THREE.JSONLoader=function(a){THREE.Loader.call(this,a)};THREE.JSONLoader.prototype=new THREE.Loader;THREE.JSONLoader.prototype.constructor=THREE.JSONLoader;
-THREE.JSONLoader.prototype.load=function(a,b,c){c=c?c:this.extractUrlBase(a);this.onLoadStart();this.loadAjaxJSON(this,a,b,c)};
-THREE.JSONLoader.prototype.loadAjaxJSON=function(a,b,c,d,e){var f=new XMLHttpRequest,g=0;f.onreadystatechange=function(){if(f.readyState===f.DONE)if(f.status===200||f.status===0){if(f.responseText){var j=JSON.parse(f.responseText);a.createModel(j,c,d)}else console.warn("THREE.JSONLoader: ["+b+"] seems to be unreachable or file there is empty");a.onLoadComplete()}else console.error("THREE.JSONLoader: Couldn't load ["+b+"] ["+f.status+"]");else if(f.readyState===f.LOADING){if(e){g===0&&(g=f.getResponseHeader("Content-Length"));
-e({total:g,loaded:f.responseText.length})}}else f.readyState===f.HEADERS_RECEIVED&&(g=f.getResponseHeader("Content-Length"))};f.open("GET",b,true);f.overrideMimeType&&f.overrideMimeType("text/plain; charset=x-user-defined");f.setRequestHeader("Content-Type","text/plain");f.send(null)};
-THREE.JSONLoader.prototype.createModel=function(a,b,c){var d=new THREE.Geometry,e=a.scale!==void 0?1/a.scale:1;this.initMaterials(d,a.materials,c);(function(b){var c,e,k,i,h,n,m,o,q,l,s,w,r,A,u=a.faces;n=a.vertices;var t=a.normals,B=a.colors,x=0;for(c=0;c<a.uvs.length;c++)a.uvs[c].length&&x++;for(c=0;c<x;c++){d.faceUvs[c]=[];d.faceVertexUvs[c]=[]}i=0;for(h=n.length;i<h;){m=new THREE.Vector3;m.x=n[i++]*b;m.y=n[i++]*b;m.z=n[i++]*b;d.vertices.push(m)}i=0;for(h=u.length;i<h;){b=u[i++];n=b&1;k=b&2;c=b&
-4;e=b&8;o=b&16;m=b&32;l=b&64;b=b&128;if(n){s=new THREE.Face4;s.a=u[i++];s.b=u[i++];s.c=u[i++];s.d=u[i++];n=4}else{s=new THREE.Face3;s.a=u[i++];s.b=u[i++];s.c=u[i++];n=3}if(k){k=u[i++];s.materialIndex=k}k=d.faces.length;if(c)for(c=0;c<x;c++){w=a.uvs[c];q=u[i++];A=w[q*2];q=w[q*2+1];d.faceUvs[c][k]=new THREE.UV(A,q)}if(e)for(c=0;c<x;c++){w=a.uvs[c];r=[];for(e=0;e<n;e++){q=u[i++];A=w[q*2];q=w[q*2+1];r[e]=new THREE.UV(A,q)}d.faceVertexUvs[c][k]=r}if(o){o=u[i++]*3;e=new THREE.Vector3;e.x=t[o++];e.y=t[o++];
-e.z=t[o];s.normal=e}if(m)for(c=0;c<n;c++){o=u[i++]*3;e=new THREE.Vector3;e.x=t[o++];e.y=t[o++];e.z=t[o];s.vertexNormals.push(e)}if(l){m=u[i++];m=new THREE.Color(B[m]);s.color=m}if(b)for(c=0;c<n;c++){m=u[i++];m=new THREE.Color(B[m]);s.vertexColors.push(m)}d.faces.push(s)}})(e);(function(){var b,c,e,k;if(a.skinWeights){b=0;for(c=a.skinWeights.length;b<c;b=b+2){e=a.skinWeights[b];k=a.skinWeights[b+1];d.skinWeights.push(new THREE.Vector4(e,k,0,0))}}if(a.skinIndices){b=0;for(c=a.skinIndices.length;b<c;b=
-b+2){e=a.skinIndices[b];k=a.skinIndices[b+1];d.skinIndices.push(new THREE.Vector4(e,k,0,0))}}d.bones=a.bones;d.animation=a.animation})();(function(b){if(a.morphTargets!==void 0){var c,e,k,i,h,n;c=0;for(e=a.morphTargets.length;c<e;c++){d.morphTargets[c]={};d.morphTargets[c].name=a.morphTargets[c].name;d.morphTargets[c].vertices=[];h=d.morphTargets[c].vertices;n=a.morphTargets[c].vertices;k=0;for(i=n.length;k<i;k=k+3){var m=new THREE.Vector3;m.x=n[k]*b;m.y=n[k+1]*b;m.z=n[k+2]*b;h.push(m)}}}if(a.morphColors!==
-void 0){c=0;for(e=a.morphColors.length;c<e;c++){d.morphColors[c]={};d.morphColors[c].name=a.morphColors[c].name;d.morphColors[c].colors=[];i=d.morphColors[c].colors;h=a.morphColors[c].colors;b=0;for(k=h.length;b<k;b=b+3){n=new THREE.Color(16755200);n.setRGB(h[b],h[b+1],h[b+2]);i.push(n)}}}})(e);d.computeCentroids();d.computeFaceNormals();this.hasNormals(d)&&d.computeTangents();b(d)};
-THREE.SceneLoader=function(){this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){};this.callbackSync=function(){};this.callbackProgress=function(){}};THREE.SceneLoader.prototype.constructor=THREE.SceneLoader;
-THREE.SceneLoader.prototype.load=function(a,b){var c=this,d=new XMLHttpRequest;d.onreadystatechange=function(){if(d.readyState==4)if(d.status==200||d.status==0){var e=JSON.parse(d.responseText);c.createScene(e,b,a)}else console.error("THREE.SceneLoader: Couldn't load ["+a+"] ["+d.status+"]")};d.open("GET",a,true);d.overrideMimeType&&d.overrideMimeType("text/plain; charset=x-user-defined");d.setRequestHeader("Content-Type","text/plain");d.send(null)};
-THREE.SceneLoader.prototype.createScene=function(a,b,c){function d(a,b){return b=="relativeToHTML"?a:i+"/"+a}function e(){var a;for(m in v.objects)if(!p.objects[m]){w=v.objects[m];if(w.geometry!==void 0){if(F=p.geometries[w.geometry]){a=false;E=p.materials[w.materials[0]];(a=E instanceof THREE.ShaderMaterial)&&F.computeTangents();t=w.position;B=w.rotation;x=w.quaternion;D=w.scale;r=w.matrix;x=0;w.materials.length==0&&(E=new THREE.MeshFaceMaterial);w.materials.length>1&&(E=new THREE.MeshFaceMaterial);
-a=new THREE.Mesh(F,E);a.name=m;if(r){a.matrixAutoUpdate=false;a.matrix.set(r[0],r[1],r[2],r[3],r[4],r[5],r[6],r[7],r[8],r[9],r[10],r[11],r[12],r[13],r[14],r[15])}else{a.position.set(t[0],t[1],t[2]);if(x){a.quaternion.set(x[0],x[1],x[2],x[3]);a.useQuaternion=true}else a.rotation.set(B[0],B[1],B[2]);a.scale.set(D[0],D[1],D[2])}a.visible=w.visible;a.doubleSided=w.doubleSided;a.castShadow=w.castShadow;a.receiveShadow=w.receiveShadow;p.scene.add(a);p.objects[m]=a}}else{t=w.position;B=w.rotation;x=w.quaternion;
-D=w.scale;x=0;a=new THREE.Object3D;a.name=m;a.position.set(t[0],t[1],t[2]);if(x){a.quaternion.set(x[0],x[1],x[2],x[3]);a.useQuaternion=true}else a.rotation.set(B[0],B[1],B[2]);a.scale.set(D[0],D[1],D[2]);a.visible=w.visible!==void 0?w.visible:false;p.scene.add(a);p.objects[m]=a;p.empties[m]=a}}}function f(a){return function(b){p.geometries[a]=b;e();J=J-1;k.onLoadComplete();j()}}function g(a){return function(b){p.geometries[a]=b}}function j(){k.callbackProgress({totalModels:R,totalTextures:y,loadedModels:R-
-J,loadedTextures:y-K},p);k.onLoadProgress();J==0&&K==0&&b(p)}var k=this,i=THREE.Loader.prototype.extractUrlBase(c),h,n,m,o,q,l,s,w,r,A,u,t,B,x,D,z,C,F,E,L,H,v,I,J,K,R,y,p;v=a;c=new THREE.BinaryLoader;I=new THREE.JSONLoader;K=J=0;p={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},empties:{}};if(v.transform){a=v.transform.position;A=v.transform.rotation;z=v.transform.scale;a&&p.scene.position.set(a[0],a[1],a[2]);A&&p.scene.rotation.set(A[0],A[1],
-A[2]);z&&p.scene.scale.set(z[0],z[1],z[2]);if(a||A||z){p.scene.updateMatrix();p.scene.updateMatrixWorld()}}a=function(){K=K-1;j();k.onLoadComplete()};for(q in v.cameras){z=v.cameras[q];z.type=="perspective"?L=new THREE.PerspectiveCamera(z.fov,z.aspect,z.near,z.far):z.type=="ortho"&&(L=new THREE.OrthographicCamera(z.left,z.right,z.top,z.bottom,z.near,z.far));t=z.position;A=z.target;z=z.up;L.position.set(t[0],t[1],t[2]);L.target=new THREE.Vector3(A[0],A[1],A[2]);z&&L.up.set(z[0],z[1],z[2]);p.cameras[q]=
-L}for(o in v.lights){A=v.lights[o];q=A.color!==void 0?A.color:16777215;L=A.intensity!==void 0?A.intensity:1;if(A.type=="directional"){t=A.direction;u=new THREE.DirectionalLight(q,L);u.position.set(t[0],t[1],t[2]);u.position.normalize()}else if(A.type=="point"){t=A.position;u=A.distance;u=new THREE.PointLight(q,L,u);u.position.set(t[0],t[1],t[2])}else A.type=="ambient"&&(u=new THREE.AmbientLight(q));p.scene.add(u);p.lights[o]=u}for(l in v.fogs){o=v.fogs[l];o.type=="linear"?H=new THREE.Fog(0,o.near,
-o.far):o.type=="exp2"&&(H=new THREE.FogExp2(0,o.density));z=o.color;H.color.setRGB(z[0],z[1],z[2]);p.fogs[l]=H}if(p.cameras&&v.defaults.camera)p.currentCamera=p.cameras[v.defaults.camera];if(p.fogs&&v.defaults.fog)p.scene.fog=p.fogs[v.defaults.fog];z=v.defaults.bgcolor;p.bgColor=new THREE.Color;p.bgColor.setRGB(z[0],z[1],z[2]);p.bgColorAlpha=v.defaults.bgalpha;for(h in v.geometries){l=v.geometries[h];if(l.type=="bin_mesh"||l.type=="ascii_mesh"){J=J+1;k.onLoadStart()}}R=J;for(h in v.geometries){l=
-v.geometries[h];if(l.type=="cube"){F=new THREE.CubeGeometry(l.width,l.height,l.depth,l.segmentsWidth,l.segmentsHeight,l.segmentsDepth,null,l.flipped,l.sides);p.geometries[h]=F}else if(l.type=="plane"){F=new THREE.PlaneGeometry(l.width,l.height,l.segmentsWidth,l.segmentsHeight);p.geometries[h]=F}else if(l.type=="sphere"){F=new THREE.SphereGeometry(l.radius,l.segmentsWidth,l.segmentsHeight);p.geometries[h]=F}else if(l.type=="cylinder"){F=new THREE.CylinderGeometry(l.topRad,l.botRad,l.height,l.radSegs,
-l.heightSegs);p.geometries[h]=F}else if(l.type=="torus"){F=new THREE.TorusGeometry(l.radius,l.tube,l.segmentsR,l.segmentsT);p.geometries[h]=F}else if(l.type=="icosahedron"){F=new THREE.IcosahedronGeometry(l.radius,l.subdivisions);p.geometries[h]=F}else if(l.type=="bin_mesh")c.load(d(l.url,v.urlBaseType),f(h));else if(l.type=="ascii_mesh")I.load(d(l.url,v.urlBaseType),f(h));else if(l.type=="embedded_mesh"){l=v.embeds[l.id];l.metadata=v.metadata;l&&I.createModel(l,g(h),"")}}for(s in v.textures){h=v.textures[s];
-if(h.url instanceof Array){K=K+h.url.length;for(l=0;l<h.url.length;l++)k.onLoadStart()}else{K=K+1;k.onLoadStart()}}y=K;for(s in v.textures){h=v.textures[s];if(h.mapping!=void 0&&THREE[h.mapping]!=void 0)h.mapping=new THREE[h.mapping];if(h.url instanceof Array){l=[];for(H=0;H<h.url.length;H++)l[H]=d(h.url[H],v.urlBaseType);l=THREE.ImageUtils.loadTextureCube(l,h.mapping,a)}else{l=THREE.ImageUtils.loadTexture(d(h.url,v.urlBaseType),h.mapping,a);if(THREE[h.minFilter]!=void 0)l.minFilter=THREE[h.minFilter];
-if(THREE[h.magFilter]!=void 0)l.magFilter=THREE[h.magFilter];if(h.repeat){l.repeat.set(h.repeat[0],h.repeat[1]);if(h.repeat[0]!=1)l.wrapS=THREE.RepeatWrapping;if(h.repeat[1]!=1)l.wrapT=THREE.RepeatWrapping}h.offset&&l.offset.set(h.offset[0],h.offset[1]);if(h.wrap){H={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping};if(H[h.wrap[0]]!==void 0)l.wrapS=H[h.wrap[0]];if(H[h.wrap[1]]!==void 0)l.wrapT=H[h.wrap[1]]}}p.textures[s]=l}for(n in v.materials){r=v.materials[n];for(C in r.parameters)if(C==
-"envMap"||C=="map"||C=="lightMap")r.parameters[C]=p.textures[r.parameters[C]];else if(C=="shading")r.parameters[C]=r.parameters[C]=="flat"?THREE.FlatShading:THREE.SmoothShading;else if(C=="blending")r.parameters[C]=THREE[r.parameters[C]]?THREE[r.parameters[C]]:THREE.NormalBlending;else if(C=="combine")r.parameters[C]=r.parameters[C]=="MixOperation"?THREE.MixOperation:THREE.MultiplyOperation;else if(C=="vertexColors")if(r.parameters[C]=="face")r.parameters[C]=THREE.FaceColors;else if(r.parameters[C])r.parameters[C]=
-THREE.VertexColors;if(r.parameters.opacity!==void 0&&r.parameters.opacity<1)r.parameters.transparent=true;if(r.parameters.normalMap){s=THREE.ShaderUtils.lib.normal;a=THREE.UniformsUtils.clone(s.uniforms);h=r.parameters.color;l=r.parameters.specular;H=r.parameters.ambient;c=r.parameters.shininess;a.tNormal.texture=p.textures[r.parameters.normalMap];if(r.parameters.normalMapFactor)a.uNormalScale.value=r.parameters.normalMapFactor;if(r.parameters.map){a.tDiffuse.texture=r.parameters.map;a.enableDiffuse.value=
-true}if(r.parameters.lightMap){a.tAO.texture=r.parameters.lightMap;a.enableAO.value=true}if(r.parameters.specularMap){a.tSpecular.texture=p.textures[r.parameters.specularMap];a.enableSpecular.value=true}a.uDiffuseColor.value.setHex(h);a.uSpecularColor.value.setHex(l);a.uAmbientColor.value.setHex(H);a.uShininess.value=c;if(r.parameters.opacity)a.uOpacity.value=r.parameters.opacity;E=new THREE.ShaderMaterial({fragmentShader:s.fragmentShader,vertexShader:s.vertexShader,uniforms:a,lights:true,fog:true})}else E=
-new THREE[r.type](r.parameters);p.materials[n]=E}e();k.callbackSync(p);j()};
-THREE.Material=function(a){a=a||{};this.id=THREE.MaterialCount++;this.name="";this.opacity=a.opacity!==void 0?a.opacity:1;this.transparent=a.transparent!==void 0?a.transparent:false;this.blending=a.blending!==void 0?a.blending:THREE.NormalBlending;this.blendSrc=a.blendSrc!==void 0?a.blendSrc:THREE.SrcAlphaFactor;this.blendDst=a.blendDst!==void 0?a.blendDst:THREE.OneMinusSrcAlphaFactor;this.blendEquation=a.blendEquation!==void 0?a.blendEquation:THREE.AddEquation;this.depthTest=a.depthTest!==void 0?
-a.depthTest:true;this.depthWrite=a.depthWrite!==void 0?a.depthWrite:true;this.polygonOffset=a.polygonOffset!==void 0?a.polygonOffset:false;this.polygonOffsetFactor=a.polygonOffsetFactor!==void 0?a.polygonOffsetFactor:0;this.polygonOffsetUnits=a.polygonOffsetUnits!==void 0?a.polygonOffsetUnits:0;this.alphaTest=a.alphaTest!==void 0?a.alphaTest:0;this.overdraw=a.overdraw!==void 0?a.overdraw:false;this.needsUpdate=this.visible=true};THREE.MaterialCount=0;THREE.NoShading=0;THREE.FlatShading=1;
-THREE.SmoothShading=2;THREE.NoColors=0;THREE.FaceColors=1;THREE.VertexColors=2;THREE.NoBlending=0;THREE.NormalBlending=1;THREE.AdditiveBlending=2;THREE.SubtractiveBlending=3;THREE.MultiplyBlending=4;THREE.AdditiveAlphaBlending=5;THREE.CustomBlending=6;THREE.AddEquation=100;THREE.SubtractEquation=101;THREE.ReverseSubtractEquation=102;THREE.ZeroFactor=200;THREE.OneFactor=201;THREE.SrcColorFactor=202;THREE.OneMinusSrcColorFactor=203;THREE.SrcAlphaFactor=204;THREE.OneMinusSrcAlphaFactor=205;
-THREE.DstAlphaFactor=206;THREE.OneMinusDstAlphaFactor=207;THREE.DstColorFactor=208;THREE.OneMinusDstColorFactor=209;THREE.SrcAlphaSaturateFactor=210;
-THREE.LineBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.linewidth=a.linewidth!==void 0?a.linewidth:1;this.linecap=a.linecap!==void 0?a.linecap:"round";this.linejoin=a.linejoin!==void 0?a.linejoin:"round";this.vertexColors=a.vertexColors?a.vertexColors:false;this.fog=a.fog!==void 0?a.fog:true};THREE.LineBasicMaterial.prototype=new THREE.Material;THREE.LineBasicMaterial.prototype.constructor=THREE.LineBasicMaterial;
-THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:
-true;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:THREE.NoColors;this.skinning=a.skinning!==void 0?a.skinning:false;this.morphTargets=a.morphTargets!==
-void 0?a.morphTargets:false};THREE.MeshBasicMaterial.prototype=new THREE.Material;THREE.MeshBasicMaterial.prototype.constructor=THREE.MeshBasicMaterial;
-THREE.MeshLambertMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(16777215);this.emissive=a.emissive!==void 0?new THREE.Color(a.emissive):new THREE.Color(0);this.wrapAround=a.wrapAround!==void 0?a.wrapAround:false;this.wrapRGB=new THREE.Vector3(1,1,1);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=
-a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:true;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?
-a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:THREE.NoColors;this.skinning=a.skinning!==void 0?a.skinning:false;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:false;this.morphNormals=a.morphNormals!==void 0?a.morphNormals:false};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
-THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(16777215);this.emissive=a.emissive!==void 0?new THREE.Color(a.emissive):new THREE.Color(0);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:false;this.perPixel=
-a.perPixel!==void 0?a.perPixel:false;this.wrapAround=a.wrapAround!==void 0?a.wrapAround:false;this.wrapRGB=new THREE.Vector3(1,1,1);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:true;this.shading=
-a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:THREE.NoColors;this.skinning=a.skinning!==void 0?a.skinning:false;this.morphTargets=a.morphTargets!==void 0?
-a.morphTargets:false;this.morphNormals=a.morphNormals!==void 0?a.morphNormals:false};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;THREE.MeshDepthMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1};
-THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading?a.shading:THREE.FlatShading;this.wireframe=a.wireframe?a.wireframe:false;this.wireframeLinewidth=a.wireframeLinewidth?a.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;
-THREE.MeshFaceMaterial=function(){};THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:true;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:false;this.fog=a.fog!==void 0?a.fog:true};THREE.ParticleBasicMaterial.prototype=new THREE.Material;
-THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;
-THREE.Texture=function(a,b,c,d,e,f,g,j){this.id=THREE.TextureCount++;this.image=a;this.mapping=b!==void 0?b:new THREE.UVMapping;this.wrapS=c!==void 0?c:THREE.ClampToEdgeWrapping;this.wrapT=d!==void 0?d:THREE.ClampToEdgeWrapping;this.magFilter=e!==void 0?e:THREE.LinearFilter;this.minFilter=f!==void 0?f:THREE.LinearMipMapLinearFilter;this.format=g!==void 0?g:THREE.RGBAFormat;this.type=j!==void 0?j:THREE.UnsignedByteType;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.generateMipmaps=
-true;this.needsUpdate=this.premultiplyAlpha=false;this.onUpdate=null};THREE.Texture.prototype={constructor:THREE.Texture,clone:function(){var a=new THREE.Texture(this.image,this.mapping,this.wrapS,this.wrapT,this.magFilter,this.minFilter,this.format,this.type);a.offset.copy(this.offset);a.repeat.copy(this.repeat);return a}};THREE.TextureCount=0;THREE.MultiplyOperation=0;THREE.MixOperation=1;THREE.UVMapping=function(){};THREE.CubeReflectionMapping=function(){};THREE.CubeRefractionMapping=function(){};
-THREE.SphericalReflectionMapping=function(){};THREE.SphericalRefractionMapping=function(){};THREE.RepeatWrapping=0;THREE.ClampToEdgeWrapping=1;THREE.MirroredRepeatWrapping=2;THREE.NearestFilter=3;THREE.NearestMipMapNearestFilter=4;THREE.NearestMipMapLinearFilter=5;THREE.LinearFilter=6;THREE.LinearMipMapNearestFilter=7;THREE.LinearMipMapLinearFilter=8;THREE.ByteType=9;THREE.UnsignedByteType=10;THREE.ShortType=11;THREE.UnsignedShortType=12;THREE.IntType=13;THREE.UnsignedIntType=14;THREE.FloatType=15;
-THREE.AlphaFormat=16;THREE.RGBFormat=17;THREE.RGBAFormat=18;THREE.LuminanceFormat=19;THREE.LuminanceAlphaFormat=20;THREE.DataTexture=function(a,b,c,d,e,f,g,j,k,i){THREE.Texture.call(this,null,f,g,j,k,i,d,e);this.image={data:a,width:b,height:c}};THREE.DataTexture.prototype=new THREE.Texture;THREE.DataTexture.prototype.constructor=THREE.DataTexture;
-THREE.DataTexture.prototype.clone=function(){var a=new THREE.DataTexture(this.image.data,this.image.width,this.image.height,this.format,this.type,this.mapping,this.wrapS,this.wrapT,this.magFilter,this.minFilter);a.offset.copy(this.offset);a.repeat.copy(this.repeat);return a};THREE.Particle=function(a){THREE.Object3D.call(this);this.material=a};THREE.Particle.prototype=new THREE.Object3D;THREE.Particle.prototype.constructor=THREE.Particle;
-THREE.Line=function(a,b,c){THREE.Object3D.call(this);this.geometry=a;this.material=b!==void 0?b:new THREE.LineBasicMaterial({color:Math.random()*16777215});this.type=c!==void 0?c:THREE.LineStrip;this.geometry&&(this.geometry.boundingSphere||this.geometry.computeBoundingSphere())};THREE.LineStrip=0;THREE.LinePieces=1;THREE.Line.prototype=new THREE.Object3D;THREE.Line.prototype.constructor=THREE.Line;
-THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b!==void 0?b:new THREE.MeshBasicMaterial({color:Math.random()*16777215,wireframe:true});if(this.geometry){this.geometry.boundingSphere||this.geometry.computeBoundingSphere();this.boundRadius=a.boundingSphere.radius;if(this.geometry.morphTargets.length){this.morphTargetBase=-1;this.morphTargetForcedOrder=[];this.morphTargetInfluences=[];this.morphTargetDictionary={};for(var c=0;c<this.geometry.morphTargets.length;c++){this.morphTargetInfluences.push(0);
-this.morphTargetDictionary[this.geometry.morphTargets[c].name]=c}}}};THREE.Mesh.prototype=new THREE.Object3D;THREE.Mesh.prototype.constructor=THREE.Mesh;THREE.Mesh.prototype.supr=THREE.Object3D.prototype;THREE.Mesh.prototype.getMorphTargetIndexByName=function(a){if(this.morphTargetDictionary[a]!==void 0)return this.morphTargetDictionary[a];console.log("THREE.Mesh.getMorphTargetIndexByName: morph target "+a+" does not exist. Returning 0.");return 0};
-THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a;this.skinMatrix=new THREE.Matrix4};THREE.Bone.prototype=new THREE.Object3D;THREE.Bone.prototype.constructor=THREE.Bone;THREE.Bone.prototype.supr=THREE.Object3D.prototype;
-THREE.Bone.prototype.update=function(a,b){this.matrixAutoUpdate&&(b=b|this.updateMatrix());if(b||this.matrixWorldNeedsUpdate){a?this.skinMatrix.multiply(a,this.matrix):this.skinMatrix.copy(this.matrix);this.matrixWorldNeedsUpdate=false;b=true}var c,d=this.children.length;for(c=0;c<d;c++)this.children[c].update(this.skinMatrix,b)};
-THREE.Sprite=function(a){THREE.Object3D.call(this);this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:new THREE.Texture;this.blending=a.blending!==void 0?a.blending:THREE.NormalBlending;this.blendSrc=a.blendSrc!==void 0?a.blendSrc:THREE.SrcAlphaFactor;this.blendDst=a.blendDst!==void 0?a.blendDst:THREE.OneMinusSrcAlphaFactor;this.blendEquation=a.blendEquation!==void 0?a.blendEquation:THREE.AddEquation;this.useScreenCoordinates=a.useScreenCoordinates!==
-void 0?a.useScreenCoordinates:true;this.mergeWith3D=a.mergeWith3D!==void 0?a.mergeWith3D:!this.useScreenCoordinates;this.affectedByDistance=a.affectedByDistance!==void 0?a.affectedByDistance:!this.useScreenCoordinates;this.scaleByViewport=a.scaleByViewport!==void 0?a.scaleByViewport:!this.affectedByDistance;this.alignment=a.alignment instanceof THREE.Vector2?a.alignment:THREE.SpriteAlignment.center;this.rotation3d=this.rotation;this.rotation=0;this.opacity=1;this.uvOffset=new THREE.Vector2(0,0);this.uvScale=
-new THREE.Vector2(1,1)};THREE.Sprite.prototype=new THREE.Object3D;THREE.Sprite.prototype.constructor=THREE.Sprite;THREE.Sprite.prototype.updateMatrix=function(){this.matrix.setPosition(this.position);this.rotation3d.set(0,0,this.rotation);this.matrix.setRotationFromEuler(this.rotation3d);if(this.scale.x!==1||this.scale.y!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,this.scale.y)}this.matrixWorldNeedsUpdate=true};THREE.SpriteAlignment={};
-THREE.SpriteAlignment.topLeft=new THREE.Vector2(1,-1);THREE.SpriteAlignment.topCenter=new THREE.Vector2(0,-1);THREE.SpriteAlignment.topRight=new THREE.Vector2(-1,-1);THREE.SpriteAlignment.centerLeft=new THREE.Vector2(1,0);THREE.SpriteAlignment.center=new THREE.Vector2(0,0);THREE.SpriteAlignment.centerRight=new THREE.Vector2(-1,0);THREE.SpriteAlignment.bottomLeft=new THREE.Vector2(1,1);THREE.SpriteAlignment.bottomCenter=new THREE.Vector2(0,1);
-THREE.SpriteAlignment.bottomRight=new THREE.Vector2(-1,1);THREE.Scene=function(){THREE.Object3D.call(this);this.overrideMaterial=this.fog=null;this.matrixAutoUpdate=false;this.__objects=[];this.__lights=[];this.__objectsAdded=[];this.__objectsRemoved=[]};THREE.Scene.prototype=new THREE.Object3D;THREE.Scene.prototype.constructor=THREE.Scene;
-THREE.Scene.prototype.__addObject=function(a){if(a instanceof THREE.Light)this.__lights.indexOf(a)===-1&&this.__lights.push(a);else if(!(a instanceof THREE.Camera||a instanceof THREE.Bone)&&this.__objects.indexOf(a)===-1){this.__objects.push(a);this.__objectsAdded.push(a);var b=this.__objectsRemoved.indexOf(a);b!==-1&&this.__objectsRemoved.splice(b,1)}for(b=0;b<a.children.length;b++)this.__addObject(a.children[b])};
-THREE.Scene.prototype.__removeObject=function(a){if(a instanceof THREE.Light){var b=this.__lights.indexOf(a);b!==-1&&this.__lights.splice(b,1)}else if(!(a instanceof THREE.Camera)){b=this.__objects.indexOf(a);if(b!==-1){this.__objects.splice(b,1);this.__objectsRemoved.push(a);b=this.__objectsAdded.indexOf(a);b!==-1&&this.__objectsAdded.splice(b,1)}}for(b=0;b<a.children.length;b++)this.__removeObject(a.children[b])};
-THREE.SVGRenderer=function(){function a(a,b,c,d){var e,f,g,h,i,j;e=0;for(f=a.length;e<f;e++){g=a[e];h=g.color;if(g instanceof THREE.DirectionalLight){i=g.matrixWorld.getPosition();j=c.dot(i);if(!(j<=0)){j=j*g.intensity;d.r=d.r+h.r*j;d.g=d.g+h.g*j;d.b=d.b+h.b*j}}else if(g instanceof THREE.PointLight){i=g.matrixWorld.getPosition();j=c.dot(z.sub(i,b).normalize());if(!(j<=0)){j=j*(g.distance==0?1:1-Math.min(b.distanceTo(i)/g.distance,1));if(j!=0){j=j*g.intensity;d.r=d.r+h.r*j;d.g=d.g+h.g*j;d.b=d.b+h.b*
-j}}}}}function b(a){if(C[a]==null){C[a]=document.createElementNS("http://www.w3.org/2000/svg","path");v==0&&C[a].setAttribute("shape-rendering","crispEdges")}return C[a]}function c(a){a=(a+1)*0.5;return a<0?0:a>1?1:a}console.log("THREE.SVGRenderer",THREE.REVISION);var d=this,e,f,g,j=new THREE.Projector,k=document.createElementNS("http://www.w3.org/2000/svg","svg"),i,h,n,m,o,q,l,s,w=new THREE.Rectangle,r=new THREE.Rectangle,A=false,u=new THREE.Color,t=new THREE.Color,B=new THREE.Color,x=new THREE.Color,
-D,z=new THREE.Vector3,C=[],F=[],E,L,H,v=1;this.domElement=k;this.sortElements=this.sortObjects=this.autoClear=true;this.info={render:{vertices:0,faces:0}};this.setQuality=function(a){switch(a){case "high":v=1;break;case "low":v=0}};this.setSize=function(a,b){i=a;h=b;n=i/2;m=h/2;k.setAttribute("viewBox",-n+" "+-m+" "+i+" "+h);k.setAttribute("width",i);k.setAttribute("height",h);w.set(-n,-m,n,m)};this.clear=function(){for(;k.childNodes.length>0;)k.removeChild(k.childNodes[0])};this.render=function(h,
-i){var z,C,y,p;this.autoClear&&this.clear();d.info.render.vertices=0;d.info.render.faces=0;e=j.projectScene(h,i,this.sortElements);f=e.elements;g=e.lights;H=L=0;if(A=g.length>0){t.setRGB(0,0,0);B.setRGB(0,0,0);x.setRGB(0,0,0);z=0;for(C=g.length;z<C;z++){p=g[z];y=p.color;if(p instanceof THREE.AmbientLight){t.r=t.r+y.r;t.g=t.g+y.g;t.b=t.b+y.b}else if(p instanceof THREE.DirectionalLight){B.r=B.r+y.r;B.g=B.g+y.g;B.b=B.b+y.b}else if(p instanceof THREE.PointLight){x.r=x.r+y.r;x.g=x.g+y.g;x.b=x.b+y.b}}}z=
-0;for(C=f.length;z<C;z++){y=f[z];p=y.material;p=p instanceof THREE.MeshFaceMaterial?y.faceMaterial:p;if(!(p===void 0||p.visible===false)){r.empty();if(y instanceof THREE.RenderableParticle){o=y;o.x=o.x*n;o.y=o.y*-m}else if(y instanceof THREE.RenderableLine){o=y.v1;q=y.v2;o.positionScreen.x=o.positionScreen.x*n;o.positionScreen.y=o.positionScreen.y*-m;q.positionScreen.x=q.positionScreen.x*n;q.positionScreen.y=q.positionScreen.y*-m;r.addPoint(o.positionScreen.x,o.positionScreen.y);r.addPoint(q.positionScreen.x,
-q.positionScreen.y);if(w.intersects(r)){y=o;var P=q,G=H++;if(F[G]==null){F[G]=document.createElementNS("http://www.w3.org/2000/svg","line");v==0&&F[G].setAttribute("shape-rendering","crispEdges")}E=F[G];E.setAttribute("x1",y.positionScreen.x);E.setAttribute("y1",y.positionScreen.y);E.setAttribute("x2",P.positionScreen.x);E.setAttribute("y2",P.positionScreen.y);if(p instanceof THREE.LineBasicMaterial){E.setAttribute("style","fill: none; stroke: "+p.color.getContextStyle()+"; stroke-width: "+p.linewidth+
-"; stroke-opacity: "+p.opacity+"; stroke-linecap: "+p.linecap+"; stroke-linejoin: "+p.linejoin);k.appendChild(E)}}}else if(y instanceof THREE.RenderableFace3){o=y.v1;q=y.v2;l=y.v3;o.positionScreen.x=o.positionScreen.x*n;o.positionScreen.y=o.positionScreen.y*-m;q.positionScreen.x=q.positionScreen.x*n;q.positionScreen.y=q.positionScreen.y*-m;l.positionScreen.x=l.positionScreen.x*n;l.positionScreen.y=l.positionScreen.y*-m;r.addPoint(o.positionScreen.x,o.positionScreen.y);r.addPoint(q.positionScreen.x,
-q.positionScreen.y);r.addPoint(l.positionScreen.x,l.positionScreen.y);if(w.intersects(r)){var P=o,G=q,N=l;d.info.render.vertices=d.info.render.vertices+3;d.info.render.faces++;E=b(L++);E.setAttribute("d","M "+P.positionScreen.x+" "+P.positionScreen.y+" L "+G.positionScreen.x+" "+G.positionScreen.y+" L "+N.positionScreen.x+","+N.positionScreen.y+"z");if(p instanceof THREE.MeshBasicMaterial)u.copy(p.color);else if(p instanceof THREE.MeshLambertMaterial)if(A){u.r=t.r;u.g=t.g;u.b=t.b;a(g,y.centroidWorld,
-y.normalWorld,u);u.r=Math.max(0,Math.min(p.color.r*u.r,1));u.g=Math.max(0,Math.min(p.color.g*u.g,1));u.b=Math.max(0,Math.min(p.color.b*u.b,1))}else u.copy(p.color);else if(p instanceof THREE.MeshDepthMaterial){D=1-p.__2near/(p.__farPlusNear-y.z*p.__farMinusNear);u.setRGB(D,D,D)}else p instanceof THREE.MeshNormalMaterial&&u.setRGB(c(y.normalWorld.x),c(y.normalWorld.y),c(y.normalWorld.z));p.wireframe?E.setAttribute("style","fill: none; stroke: "+u.getContextStyle()+"; stroke-width: "+p.wireframeLinewidth+
-"; stroke-opacity: "+p.opacity+"; stroke-linecap: "+p.wireframeLinecap+"; stroke-linejoin: "+p.wireframeLinejoin):E.setAttribute("style","fill: "+u.getContextStyle()+"; fill-opacity: "+p.opacity);k.appendChild(E)}}else if(y instanceof THREE.RenderableFace4){o=y.v1;q=y.v2;l=y.v3;s=y.v4;o.positionScreen.x=o.positionScreen.x*n;o.positionScreen.y=o.positionScreen.y*-m;q.positionScreen.x=q.positionScreen.x*n;q.positionScreen.y=q.positionScreen.y*-m;l.positionScreen.x=l.positionScreen.x*n;l.positionScreen.y=
-l.positionScreen.y*-m;s.positionScreen.x=s.positionScreen.x*n;s.positionScreen.y=s.positionScreen.y*-m;r.addPoint(o.positionScreen.x,o.positionScreen.y);r.addPoint(q.positionScreen.x,q.positionScreen.y);r.addPoint(l.positionScreen.x,l.positionScreen.y);r.addPoint(s.positionScreen.x,s.positionScreen.y);if(w.intersects(r)){var P=o,G=q,N=l,O=s;d.info.render.vertices=d.info.render.vertices+4;d.info.render.faces++;E=b(L++);E.setAttribute("d","M "+P.positionScreen.x+" "+P.positionScreen.y+" L "+G.positionScreen.x+
-" "+G.positionScreen.y+" L "+N.positionScreen.x+","+N.positionScreen.y+" L "+O.positionScreen.x+","+O.positionScreen.y+"z");if(p instanceof THREE.MeshBasicMaterial)u.copy(p.color);else if(p instanceof THREE.MeshLambertMaterial)if(A){u.r=t.r;u.g=t.g;u.b=t.b;a(g,y.centroidWorld,y.normalWorld,u);u.r=Math.max(0,Math.min(p.color.r*u.r,1));u.g=Math.max(0,Math.min(p.color.g*u.g,1));u.b=Math.max(0,Math.min(p.color.b*u.b,1))}else u.copy(p.color);else if(p instanceof THREE.MeshDepthMaterial){D=1-p.__2near/
-(p.__farPlusNear-y.z*p.__farMinusNear);u.setRGB(D,D,D)}else p instanceof THREE.MeshNormalMaterial&&u.setRGB(c(y.normalWorld.x),c(y.normalWorld.y),c(y.normalWorld.z));p.wireframe?E.setAttribute("style","fill: none; stroke: "+u.getContextStyle()+"; stroke-width: "+p.wireframeLinewidth+"; stroke-opacity: "+p.opacity+"; stroke-linecap: "+p.wireframeLinecap+"; stroke-linejoin: "+p.wireframeLinejoin):E.setAttribute("style","fill: "+u.getContextStyle()+"; fill-opacity: "+p.opacity);k.appendChild(E)}}}}}};
-THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=true};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)};
-THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null};
-THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null};THREE.RenderableObject=function(){this.z=this.object=null};
-THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null};

File diff suppressed because it is too large
+ 0 - 216
build/custom/ThreeWebGL.js


+ 36847 - 0
build/three.js

@@ -0,0 +1,36847 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Larry Battle / http://bateru.com/news
+ */
+
+var THREE = THREE || { REVISION: '54dev' };
+
+self.console = self.console || {
+
+	info: function () {},
+	log: function () {},
+	debug: function () {},
+	warn: function () {},
+	error: function () {}
+
+};
+
+self.Int32Array = self.Int32Array || Array;
+self.Float32Array = self.Float32Array || Array;
+
+// Shims for "startsWith", "endsWith", and "trim" for browsers where this is not yet implemented
+// not sure we should have this, or at least not have it here
+
+// http://stackoverflow.com/questions/646628/javascript-startswith
+// http://stackoverflow.com/questions/498970/how-do-i-trim-a-string-in-javascript
+// http://wiki.ecmascript.org/doku.php?id=harmony%3astring_extras
+
+String.prototype.startsWith = String.prototype.startsWith || function ( str ) {
+
+	return this.slice( 0, str.length ) === str;
+
+};
+
+String.prototype.endsWith = String.prototype.endsWith || function ( str ) {
+
+	var t = String( str );
+	var index = this.lastIndexOf( t );
+	return ( -1 < index && index ) === (this.length - t.length);
+
+};
+
+String.prototype.trim = String.prototype.trim || function () {
+
+	return this.replace( /^\s+|\s+$/g, '' );
+
+};
+
+
+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
+
+// requestAnimationFrame polyfill by Erik Möller
+// fixes from Paul Irish and Tino Zijdel
+
+( function () {
+
+	var lastTime = 0;
+	var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+
+	for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
+
+		window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
+		window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+
+	}
+
+	if ( window.requestAnimationFrame === undefined ) {
+
+		window.requestAnimationFrame = function ( callback, element ) {
+
+			var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+			var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
+			lastTime = currTime + timeToCall;
+			return id;
+
+		};
+
+	}
+
+	window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
+
+}() );
+
+// 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;
+*/
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( value ) {
+
+	if ( value !== undefined ) this.set( value );
+
+	return this;
+
+};
+
+THREE.Color.prototype = {
+
+	constructor: THREE.Color,
+
+	r: 1, g: 1, b: 1,
+
+	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;
+
+	},
+
+	set: function ( value ) {
+
+		switch ( typeof value ) {
+
+			case "number":
+				this.setHex( value );
+				break;
+
+			case "string":
+				this.setStyle( value );
+				break;
+
+		}
+
+	},
+
+	setRGB: function ( r, g, b ) {
+
+		this.r = r;
+		this.g = g;
+		this.b = b;
+
+		return this;
+
+	},
+
+	setHSV: function ( h, s, v ) {
+
+		// based on MochiKit implementation by Bob Ippolito
+		// h,s,v ranges are < 0.0 - 1.0 >
+
+		var i, f, p, q, t;
+
+		if ( v === 0 ) {
+
+			this.r = this.g = this.b = 0;
+
+		} else {
+
+			i = Math.floor( h * 6 );
+			f = ( h * 6 ) - i;
+			p = v * ( 1 - s );
+			q = v * ( 1 - ( s * f ) );
+			t = v * ( 1 - ( s * ( 1 - f ) ) );
+
+			if ( i === 0 ) {
+
+				this.r = v;
+				this.g = t;
+				this.b = p;
+
+			} else if ( i === 1 ) {
+
+				this.r = q;
+				this.g = v;
+				this.b = p;
+
+			} else if ( i === 2 ) {
+
+				this.r = p;
+				this.g = v;
+				this.b = t;
+
+			} else if ( i === 3 ) {
+
+				this.r = p;
+				this.g = q;
+				this.b = v;
+
+			} else if ( i === 4 ) {
+
+				this.r = t;
+				this.g = p;
+				this.b = v;
+
+			} else if ( i === 5 ) {
+
+				this.r = v;
+				this.g = p;
+				this.b = q;
+
+			}
+
+		}
+
+		return this;
+
+	},
+
+	getHex: function () {
+
+		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+	},
+
+	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;
+
+	},
+
+	getHexString: function () {
+
+		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+	},
+
+	getStyle: function () {
+
+		return 'rgb(' + ( ( this.r * 255 ) | 0 )  + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+	},
+
+	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;
+
+		}
+
+
+	},
+
+	getHSV: function ( hsv ) {
+
+		// based on MochiKit implementation by Bob Ippolito
+		// h,s,v ranges are < 0.0 - 1.0 >
+
+		var r = this.r;
+		var g = this.g;
+		var b = this.b;
+
+		var max = Math.max( Math.max( r, g ), b );
+		var min = Math.min( Math.min( r, g ), b );
+
+		var hue;
+		var saturation;
+		var value = max;
+
+		if ( min === max )	{
+
+			hue = 0;
+			saturation = 0;
+
+		} else {
+
+			var delta = ( max - min );
+			saturation = delta / max;
+
+			if ( r === max ) {
+
+				hue = ( g - b ) / delta;
+
+			} else if ( g === max ) {
+
+				hue = 2 + ( ( b - r ) / delta );
+
+			} else	{
+
+				hue = 4 + ( ( r - g ) / delta );
+			}
+
+			hue /= 6;
+
+			if ( hue < 0 ) {
+
+				hue += 1;
+
+			}
+
+			if ( hue > 1 ) {
+
+				hue -= 1;
+
+			}
+
+		}
+
+		if ( hsv === undefined ) {
+
+			hsv = { h: 0, s: 0, v: 0 };
+
+		}
+
+		hsv.h = hue;
+		hsv.s = saturation;
+		hsv.v = value;
+
+		return hsv;
+
+	},
+
+	lerpSelf: 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;
+
+	},
+
+	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 };
+/**
+ * @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;
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+
+		return this;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.x += s;
+		this.y += s;
+
+		return this;
+
+	},
+
+	add: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+
+		return this;
+
+	},
+
+	addSelf: function ( v ) {
+
+		this.x += v.x;
+		this.y += v.y;
+
+		return this;
+
+	},
+
+	sub: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+
+		return this;
+
+	},
+
+	subSelf: function ( v ) {
+
+		this.x -= v.x;
+		this.y -= v.y;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+
+		return this;
+
+	},
+
+	divideScalar: function ( s ) {
+
+		if ( s ) {
+
+			this.x /= s;
+			this.y /= s;
+
+		} else {
+
+			this.set( 0, 0 );
+
+		}
+
+		return this;
+
+	},
+
+	minSelf: function ( v ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		return this;
+
+	},
+
+	maxSelf: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		return this;
+
+	},
+
+	clampSelf: 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;
+
+	},
+
+	negate: function() {
+
+		return this.multiplyScalar( - 1 );
+
+	},
+
+	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.lengthSq() );
+
+	},
+
+	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 ) {
+
+		return this.normalize().multiplyScalar( l );
+
+	},
+
+	lerpSelf: 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 ) );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector2( this.x, this.y );
+
+	}
+
+};
+/**
+ * @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;
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+		this.z = v.z;
+
+		return this;
+
+	},
+
+	add: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+		this.z = a.z + b.z;
+
+		return this;
+
+	},
+
+	addSelf: function ( v ) {
+
+		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;
+
+	},
+
+	sub: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+		this.z = a.z - b.z;
+
+		return this;
+
+	},
+
+	subSelf: function ( v ) {
+
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+
+		return this;
+
+	},
+
+	multiply: function ( a, b ) {
+
+		this.x = a.x * b.x;
+		this.y = a.y * b.y;
+		this.z = a.z * b.z;
+
+		return this;
+
+	},
+
+	multiplySelf: function ( v ) {
+
+		this.x *= v.x;
+		this.y *= v.y;
+		this.z *= v.z;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+		this.z *= s;
+
+		return this;
+
+	},
+
+	divideSelf: function ( v ) {
+
+		this.x /= v.x;
+		this.y /= v.y;
+		this.z /= v.z;
+
+		return this;
+
+	},
+
+	divideScalar: function ( s ) {
+
+		if ( s ) {
+
+			this.x /= s;
+			this.y /= s;
+			this.z /= s;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+
+		}
+
+		return this;
+
+	},
+
+	minSelf: 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;
+
+	},
+
+	maxSelf: 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;
+
+	},
+
+	clampSelf: 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;
+
+	},
+
+	negate: function() {
+
+		return this.multiplyScalar( - 1 );
+
+	},
+
+	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.lengthSq() );
+
+	},
+
+	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 ) {
+
+		return this.normalize().multiplyScalar( l );
+
+	},
+
+	lerpSelf: 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 ( a, b ) {
+
+		this.x = a.y * b.z - a.z * b.y;
+		this.y = a.z * b.x - a.x * b.z;
+		this.z = a.x * b.y - a.y * b.x;
+
+		return this;
+
+	},
+
+	crossSelf: function ( v ) {
+
+		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;
+
+	},
+
+	angleTo: function ( v ) {
+
+		return Math.acos( this.dot( v ) / this.length() / v.length() );
+
+	},
+
+	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;
+
+	},
+
+	getPositionFromMatrix: function ( m ) {
+
+		this.x = m.elements[12];
+		this.y = m.elements[13];
+		this.z = m.elements[14];
+
+		return this;
+
+	},
+
+	setEulerFromRotationMatrix: function ( m, order ) {
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		// clamp, to handle numerical problems
+
+		function clamp( x ) {
+
+			return Math.min( Math.max( x, -1 ), 1 );
+
+		}
+
+		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];
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			this.y = Math.asin( clamp( m13 ) );
+
+			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 ) );
+
+			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 ) );
+
+			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 ) );
+
+			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 ) );
+
+			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 ) );
+
+			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;
+
+			}
+
+		}
+
+		return this;
+
+	},
+
+	setEulerFromQuaternion: function ( q, order ) {
+
+		// q is assumed to be normalized
+
+		// clamp, to handle numerical problems
+
+		function clamp( x ) {
+
+			return Math.min( Math.max( x, -1 ), 1 );
+
+		}
+
+		// 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;
+
+		if ( order === undefined || 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 ) ) );
+			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 ) ) );
+			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 ) ) );
+			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 ) ) );
+			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 ) ) );
+
+		} 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 ) ) );
+
+		}
+
+		return this;
+
+	},
+
+	getScaleFromMatrix: 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;
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector3( this.x, this.y, this.z );
+
+	}
+
+};
+/**
+ * @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;
+
+	},
+
+	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;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.x += s;
+		this.y += s;
+		this.z += s;
+		this.w += s;
+
+		return this;
+
+	},
+
+	add: 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;
+
+	},
+
+	addSelf: function ( v ) {
+
+		this.x += v.x;
+		this.y += v.y;
+		this.z += v.z;
+		this.w += v.w;
+
+		return this;
+
+	},
+
+	sub: 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;
+
+	},
+
+	subSelf: function ( v ) {
+
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+		this.w -= v.w;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+		this.z *= s;
+		this.w *= s;
+
+		return this;
+
+	},
+
+	divideScalar: function ( s ) {
+
+		if ( s ) {
+
+			this.x /= s;
+			this.y /= s;
+			this.z /= s;
+			this.w /= s;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+			this.w = 1;
+
+		}
+
+		return this;
+
+	},
+
+	minSelf: 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;
+
+	},
+
+	maxSelf: 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;
+
+	},
+
+	clampSelf: 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;
+
+	},
+
+	negate: function() {
+
+		return this.multiplyScalar( -1 );
+
+	},
+
+	dot: function ( v ) {
+
+		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+	},
+
+	lengthSq: function () {
+
+		return this.dot( this );
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.lengthSq() );
+
+	},
+
+	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 ) {
+
+		return this.normalize().multiplyScalar( l );
+
+	},
+
+	lerpSelf: 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 ) );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+	},
+
+	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;
+
+	}
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+	this.min = min !== undefined ? min.clone() : new THREE.Vector2( Infinity, Infinity );
+	this.max = max !== undefined ? max.clone() : 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 ) {
+
+		if ( points.length > 0 ) {
+
+			var point = points[ 0 ];
+
+			this.min.copy( point );
+			this.max.copy( point );
+
+			for ( var i = 1, il = points.length; i < il; i ++ ) {
+
+				point = points[ i ];
+
+				if ( point.x < this.min.x ) {
+
+					this.min.x = point.x;
+
+				} else if ( point.x > this.max.x ) {
+
+					this.max.x = point.x;
+
+				}
+
+				if ( point.y < this.min.y ) {
+
+					this.min.y = point.y;
+
+				} else if ( point.y > this.max.y ) {
+
+					this.max.y = point.y;
+
+				}
+
+			}
+
+		} else {
+
+			this.makeEmpty();
+
+		}
+
+		return this;
+
+	},
+
+	setFromCenterAndSize: function ( center, size ) {
+
+		var halfSize = THREE.Box2.__v1.copy( size ).multiplyScalar( 0.5 );
+		this.min.copy( center ).subSelf( halfSize );
+		this.max.copy( center ).addSelf( 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.add( this.min, this.max ).multiplyScalar( 0.5 );
+
+	},
+
+	size: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector2();
+		return result.sub( this.max, this.min );
+
+	},
+
+	expandByPoint: function ( point ) {
+
+		this.min.minSelf( point );
+		this.max.maxSelf( point );
+
+		return this;
+	},
+
+	expandByVector: function ( vector ) {
+
+		this.min.subSelf( vector );
+		this.max.addSelf( vector );
+
+		return this;
+	},
+
+	expandByScalar: function ( scalar ) {
+
+		this.min.addScalar( -scalar );
+		this.max.addScalar( scalar );
+
+		return this;
+	},
+
+	containsPoint: function ( point ) {
+
+		if ( ( this.min.x <= point.x ) && ( point.x <= this.max.x ) &&
+			 ( this.min.y <= point.y ) && ( point.y <= this.max.y ) ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	},
+
+	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 ) {
+
+		// This can potentially have a divide by zero if the box
+		// has a size dimension of 0.
+
+		return new THREE.Vector2(
+			( 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 ).clampSelf( this.min, this.max );
+
+	},
+
+	distanceToPoint: function ( point ) {
+
+		var clampedPoint = THREE.Box2.__v1.copy( point ).clampSelf( this.min, this.max );
+		return clampedPoint.subSelf( point ).length();
+
+	},
+
+	intersect: function ( box ) {
+
+		this.min.maxSelf( box.min );
+		this.max.minSelf( box.max );
+
+		return this;
+
+	},
+
+	union: function ( box ) {
+
+		this.min.minSelf( box.min );
+		this.max.maxSelf( box.max );
+
+		return this;
+
+	},
+
+	translate: function ( offset ) {
+
+		this.min.addSelf( offset );
+		this.max.addSelf( offset );
+
+		return this;
+
+	},
+
+	scale: function ( factor ) {
+
+		var sizeDeltaHalf = this.size().multiplyScalar( ( factor - 1 )  * 0.5 );
+		this.expandByVector( sizeDeltaHalf );
+
+		return this;
+
+	},
+
+	equals: function ( box ) {
+
+		return box.min.equals( this.min ) && box.max.equals( this.max );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Box2().copy( this );
+
+	}
+
+};
+
+THREE.Box2.__v1 = new THREE.Vector2();
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+	this.min = min !== undefined ? min.clone() : new THREE.Vector3( Infinity, Infinity, Infinity );
+	this.max = max !== undefined ? max.clone() : 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 ) {
+
+		if ( points.length > 0 ) {
+
+			var p = points[ 0 ];
+
+			this.min.copy( p );
+			this.max.copy( p );
+
+			for ( var i = 1, il = points.length; i < il; i ++ ) {
+
+				p = points[ i ];
+
+				if ( p.x < this.min.x ) {
+
+					this.min.x = p.x;
+
+				} else if ( p.x > this.max.x ) {
+
+					this.max.x = p.x;
+
+				}
+
+				if ( p.y < this.min.y ) {
+
+					this.min.y = p.y;
+
+				} else if ( p.y > this.max.y ) {
+
+					this.max.y = p.y;
+
+				}
+
+				if ( p.z < this.min.z ) {
+
+					this.min.z = p.z;
+
+				} else if ( p.z > this.max.z ) {
+
+					this.max.z = p.z;
+
+				}
+
+			}
+
+		} else {
+
+			this.makeEmpty();
+
+		}
+
+		return this;
+
+	},
+
+	setFromCenterAndSize: function ( center, size ) {
+
+		var halfSize = THREE.Box3.__v1.copy( size ).multiplyScalar( 0.5 );
+
+		this.min.copy( center ).subSelf( halfSize );
+		this.max.copy( center ).addSelf( 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 = 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.add( this.min, this.max ).multiplyScalar( 0.5 );
+
+	},
+
+	size: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.sub( this.max, this.min );
+
+	},
+
+	expandByPoint: function ( point ) {
+
+		this.min.minSelf( point );
+		this.max.maxSelf( point );
+
+		return this;
+
+	},
+
+	expandByVector: function ( vector ) {
+
+		this.min.subSelf( vector );
+		this.max.addSelf( vector );
+
+		return this;
+
+	},
+
+	expandByScalar: function ( scalar ) {
+
+		this.min.addScalar( -scalar );
+		this.max.addScalar( scalar );
+
+		return this;
+
+	},
+
+	containsPoint: function ( point ) {
+
+		if ( ( this.min.x <= point.x ) && ( point.x <= this.max.x ) &&
+			 ( this.min.y <= point.y ) && ( point.y <= this.max.y ) &&
+			 ( this.min.z <= point.z ) && ( point.z <= this.max.z ) ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	},
+
+	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 ) {
+
+		// This can potentially have a divide by zero if the box
+		// has a size dimension of 0.
+
+		return new THREE.Vector3(
+			( 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 new THREE.Vector3().copy( point ).clampSelf( this.min, this.max );
+
+	},
+
+	distanceToPoint: function ( point ) {
+
+		var clampedPoint = THREE.Box3.__v1.copy( point ).clampSelf( this.min, this.max );
+		return clampedPoint.subSelf( point ).length();
+
+	},
+
+	intersect: function ( box ) {
+
+		this.min.maxSelf( box.min );
+		this.max.minSelf( box.max );
+
+		return this;
+
+	},
+
+	union: function ( box ) {
+
+		this.min.minSelf( box.min );
+		this.max.maxSelf( box.max );
+
+		return this;
+
+	},
+
+	translate: function ( offset ) {
+
+		this.min.addSelf( offset );
+		this.max.addSelf( offset );
+
+		return this;
+
+	},
+
+	scale: function ( factor ) {
+
+		var sizeDeltaHalf = this.size().multiplyScalar( ( factor - 1 )  * 0.5 );
+		this.expandByVector( sizeDeltaHalf );
+
+		return this;
+
+	},
+
+	equals: function ( box ) {
+
+		return box.min.equals( this.min ) && box.max.equals( this.max );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Box3().copy( this );
+
+	}
+
+};
+
+THREE.Box3.__v1 = new THREE.Vector3();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Matrix3 = function () {
+
+	this.elements = new Float32Array(9);
+
+};
+
+THREE.Matrix3.prototype = {
+
+	constructor: THREE.Matrix3,
+
+	multiplyVector3: function ( v ) {
+
+		var te = this.elements;
+
+		var vx = v.x, vy = v.y, vz = v.z;
+
+		v.x = te[0] * vx + te[3] * vy + te[6] * vz;
+		v.y = te[1] * vx + te[4] * vy + te[7] * vz;
+		v.z = te[2] * vx + te[5] * vy + te[8] * vz;
+
+		return v;
+
+	},
+
+	multiplyVector3Array: function ( a ) {
+
+		var tmp = THREE.Matrix3.__v1;
+
+		for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+			tmp.x = a[ i ];
+			tmp.y = a[ i + 1 ];
+			tmp.z = a[ i + 2 ];
+
+			this.multiplyVector3( tmp );
+
+			a[ i ]     = tmp.x;
+			a[ i + 1 ] = tmp.y;
+			a[ i + 2 ] = tmp.z;
+
+		}
+
+		return a;
+
+	},
+
+	getInverse: function ( matrix ) {
+
+		// input: THREE.Matrix4
+		// ( based on http://code.google.com/p/webgl-mjs/ )
+
+		var me = matrix.elements;
+
+		var a11 =   me[10] * me[5] - me[6] * me[9];
+		var a21 = - me[10] * me[1] + me[2] * me[9];
+		var a31 =   me[6] * me[1] - me[2] * me[5];
+		var a12 = - me[10] * me[4] + me[6] * me[8];
+		var a22 =   me[10] * me[0] - me[2] * me[8];
+		var a32 = - me[6] * me[0] + me[2] * me[4];
+		var a13 =   me[9] * me[4] - me[5] * me[8];
+		var a23 = - me[9] * me[0] + me[1] * me[8];
+		var a33 =   me[5] * me[0] - me[1] * me[4];
+
+		var det = me[0] * a11 + me[1] * a12 + me[2] * a13;
+
+		// no inverse
+
+		if ( det === 0 ) {
+
+			console.warn( "Matrix3.getInverse(): determinant == 0" );
+
+		}
+
+		var idet = 1.0 / det;
+
+		var m = this.elements;
+
+		m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
+		m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
+		m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;
+
+		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;
+
+	},
+
+
+	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;
+
+	}
+
+};
+
+THREE.Matrix3.__v1 = new THREE.Vector3();/**
+ * @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/
+ */
+
+
+THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+	this.elements = new Float32Array( 16 );
+
+	this.set(
+
+		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
+		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
+		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
+		n41 || 0, n42 || 0, n43 || 0, ( 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 ) {
+
+		var me = m.elements;
+
+		this.set(
+
+			me[0], me[4], me[8], me[12],
+			me[1], me[5], me[9], me[13],
+			me[2], me[6], me[10], me[14],
+			me[3], me[7], me[11], me[15]
+
+		);
+
+		return this;
+
+	},
+
+	lookAt: function ( eye, target, up ) {
+
+		var te = this.elements;
+
+		var x = THREE.Matrix4.__v1;
+		var y = THREE.Matrix4.__v2;
+		var z = THREE.Matrix4.__v3;
+
+		z.sub( eye, target ).normalize();
+
+		if ( z.length() === 0 ) {
+
+			z.z = 1;
+
+		}
+
+		x.cross( up, z ).normalize();
+
+		if ( x.length() === 0 ) {
+
+			z.x += 0.0001;
+			x.cross( up, z ).normalize();
+
+		}
+
+		y.cross( 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 ( 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;
+
+	},
+
+	multiplySelf: function ( m ) {
+
+		return this.multiply( this, m );
+
+	},
+
+	multiplyToArray: function ( a, b, r ) {
+
+		var te = this.elements;
+
+		this.multiply( 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 ( v ) {
+
+		var te = this.elements;
+
+		var vx = v.x, vy = v.y, vz = v.z;
+		var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
+
+		v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
+		v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
+		v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
+
+		return v;
+
+	},
+
+	multiplyVector4: function ( v ) {
+
+		var te = this.elements;
+		var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
+
+		v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
+		v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
+		v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
+		v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
+
+		return v;
+
+	},
+
+	multiplyVector3Array: function ( a ) {
+
+		var tmp = THREE.Matrix4.__v1;
+
+		for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+			tmp.x = a[ i ];
+			tmp.y = a[ i + 1 ];
+			tmp.z = a[ i + 2 ];
+
+			this.multiplyVector3( tmp );
+
+			a[ i ]     = tmp.x;
+			a[ i + 1 ] = tmp.y;
+			a[ i + 2 ] = tmp.z;
+
+		}
+
+		return a;
+
+	},
+
+	rotateAxis: function ( v ) {
+
+		var te = this.elements;
+		var vx = v.x, vy = v.y, vz = v.z;
+
+		v.x = vx * te[0] + vy * te[4] + vz * te[8];
+		v.y = vx * te[1] + vy * te[5] + vz * te[9];
+		v.z = vx * te[2] + vy * te[6] + vz * te[10];
+
+		v.normalize();
+
+		return v;
+
+	},
+
+	crossVector: function ( a ) {
+
+		var te = this.elements;
+		var v = new THREE.Vector4();
+
+		v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
+		v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
+		v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
+
+		v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
+
+		return v;
+
+	},
+
+	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 (
+			n14 * n23 * n32 * n41-
+			n13 * n24 * n32 * n41-
+			n14 * n22 * n33 * n41+
+			n12 * n24 * n33 * n41+
+
+			n13 * n22 * n34 * n41-
+			n12 * n23 * n34 * n41-
+			n14 * n23 * n31 * n42+
+			n13 * n24 * n31 * n42+
+
+			n14 * n21 * n33 * n42-
+			n11 * n24 * n33 * n42-
+			n13 * n21 * n34 * n42+
+			n11 * n23 * n34 * n42+
+
+			n14 * n22 * n31 * n43-
+			n12 * n24 * n31 * n43-
+			n14 * n21 * n32 * n43+
+			n11 * n24 * n32 * n43+
+
+			n12 * n21 * n34 * n43-
+			n11 * n22 * n34 * n43-
+			n13 * n22 * n31 * n44+
+			n12 * n23 * n31 * n44+
+
+			n13 * n21 * n32 * n44-
+			n11 * n23 * n32 * n44-
+			n12 * n21 * n33 * n44+
+			n11 * n22 * n33 * n44
+		);
+
+	},
+
+	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;
+
+	},
+
+	flattenToArray: function ( flat ) {
+
+		var te = this.elements;
+		flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
+		flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
+		flat[ 8 ]  = te[8]; flat[ 9 ]  = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
+		flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
+
+		return flat;
+
+	},
+
+	flattenToArrayOffset: function( flat, offset ) {
+
+		var te = this.elements;
+		flat[ offset ] = te[0];
+		flat[ offset + 1 ] = te[1];
+		flat[ offset + 2 ] = te[2];
+		flat[ offset + 3 ] = te[3];
+
+		flat[ offset + 4 ] = te[4];
+		flat[ offset + 5 ] = te[5];
+		flat[ offset + 6 ] = te[6];
+		flat[ offset + 7 ] = te[7];
+
+		flat[ offset + 8 ]  = te[8];
+		flat[ offset + 9 ]  = te[9];
+		flat[ offset + 10 ] = te[10];
+		flat[ offset + 11 ] = te[11];
+
+		flat[ offset + 12 ] = te[12];
+		flat[ offset + 13 ] = te[13];
+		flat[ offset + 14 ] = te[14];
+		flat[ offset + 15 ] = te[15];
+
+		return flat;
+
+	},
+
+	getPosition: function () {
+
+		var te = this.elements;
+		return THREE.Matrix4.__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;
+
+	},
+
+	getColumnX: function () {
+
+		var te = this.elements;
+		return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
+
+	},
+
+	getColumnY: function () {
+
+		var te = this.elements;
+		return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
+
+	},
+
+	getColumnZ: function() {
+
+		var te = this.elements;
+		return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
+
+	},
+
+	getInverse: function ( m ) {
+
+		// 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;
+		this.multiplyScalar( 1 / m.determinant() );
+
+		return this;
+
+	},
+
+	setRotationFromEuler: function ( v, order ) {
+
+		var te = this.elements;
+
+		var x = v.x, y = v.y, z = v.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 ( order === undefined || 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 ( 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 ( 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 ( 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 ( 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 ( 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;
+
+		}
+
+		return this;
+
+	},
+
+
+	setRotationFromQuaternion: 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 );
+
+		return this;
+
+	},
+
+	compose: function ( translation, rotation, scale ) {
+
+		var te = this.elements;
+		var mRotation = THREE.Matrix4.__m1;
+		var mScale = THREE.Matrix4.__m2;
+
+		mRotation.identity();
+		mRotation.setRotationFromQuaternion( rotation );
+
+		mScale.makeScale( scale.x, scale.y, scale.z );
+
+		this.multiply( mRotation, mScale );
+
+		te[12] = translation.x;
+		te[13] = translation.y;
+		te[14] = translation.z;
+
+		return this;
+
+	},
+
+	decompose: function ( translation, rotation, scale ) {
+
+		var te = this.elements;
+
+		// grab the axis vectors
+		var x = THREE.Matrix4.__v1;
+		var y = THREE.Matrix4.__v2;
+		var z = THREE.Matrix4.__v3;
+
+		x.set( te[0], te[1], te[2] );
+		y.set( te[4], te[5], te[6] );
+		z.set( te[8], te[9], te[10] );
+
+		translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
+		rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
+		scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
+
+		scale.x = x.length();
+		scale.y = y.length();
+		scale.z = z.length();
+
+		translation.x = te[12];
+		translation.y = te[13];
+		translation.z = te[14];
+
+		// scale the rotation part
+
+		var matrix = THREE.Matrix4.__m1;
+
+		matrix.copy( this );
+
+		matrix.elements[0] /= scale.x;
+		matrix.elements[1] /= scale.x;
+		matrix.elements[2] /= scale.x;
+
+		matrix.elements[4] /= scale.y;
+		matrix.elements[5] /= scale.y;
+		matrix.elements[6] /= scale.y;
+
+		matrix.elements[8] /= scale.z;
+		matrix.elements[9] /= scale.z;
+		matrix.elements[10] /= scale.z;
+
+		rotation.setFromRotationMatrix( matrix );
+
+		return [ translation, rotation, scale ];
+
+	},
+
+	extractPosition: 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 ( m ) {
+
+		var te = this.elements;
+		var me = m.elements;
+
+		var vector = THREE.Matrix4.__v1;
+
+		var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
+		var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
+		var scaleZ = 1 / vector.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;
+
+	},
+
+	//
+
+	translate: function ( v ) {
+
+		var te = this.elements;
+		var x = v.x, y = v.y, z = v.z;
+
+		te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
+		te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
+		te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
+		te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
+
+		return this;
+
+	},
+
+	rotateX: function ( angle ) {
+
+		var te = this.elements;
+		var m12 = te[4];
+		var m22 = te[5];
+		var m32 = te[6];
+		var m42 = te[7];
+		var m13 = te[8];
+		var m23 = te[9];
+		var m33 = te[10];
+		var m43 = te[11];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[4] = c * m12 + s * m13;
+		te[5] = c * m22 + s * m23;
+		te[6] = c * m32 + s * m33;
+		te[7] = c * m42 + s * m43;
+
+		te[8] = c * m13 - s * m12;
+		te[9] = c * m23 - s * m22;
+		te[10] = c * m33 - s * m32;
+		te[11] = c * m43 - s * m42;
+
+		return this;
+
+	},
+
+	rotateY: function ( angle ) {
+
+		var te = this.elements;
+		var m11 = te[0];
+		var m21 = te[1];
+		var m31 = te[2];
+		var m41 = te[3];
+		var m13 = te[8];
+		var m23 = te[9];
+		var m33 = te[10];
+		var m43 = te[11];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[0] = c * m11 - s * m13;
+		te[1] = c * m21 - s * m23;
+		te[2] = c * m31 - s * m33;
+		te[3] = c * m41 - s * m43;
+
+		te[8] = c * m13 + s * m11;
+		te[9] = c * m23 + s * m21;
+		te[10] = c * m33 + s * m31;
+		te[11] = c * m43 + s * m41;
+
+		return this;
+
+	},
+
+	rotateZ: function ( angle ) {
+
+		var te = this.elements;
+		var m11 = te[0];
+		var m21 = te[1];
+		var m31 = te[2];
+		var m41 = te[3];
+		var m12 = te[4];
+		var m22 = te[5];
+		var m32 = te[6];
+		var m42 = te[7];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[0] = c * m11 + s * m12;
+		te[1] = c * m21 + s * m22;
+		te[2] = c * m31 + s * m32;
+		te[3] = c * m41 + s * m42;
+
+		te[4] = c * m12 - s * m11;
+		te[5] = c * m22 - s * m21;
+		te[6] = c * m32 - s * m31;
+		te[7] = c * m42 - s * m41;
+
+		return this;
+
+	},
+
+	rotateByAxis: function ( axis, angle ) {
+
+		var te = this.elements;
+
+		// optimize by checking axis
+
+		if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
+
+			return this.rotateX( angle );
+
+		} else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
+
+			return this.rotateY( angle );
+
+		} else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
+
+			return this.rotateZ( angle );
+
+		}
+
+		var x = axis.x, y = axis.y, z = axis.z;
+		var n = Math.sqrt(x * x + y * y + z * z);
+
+		x /= n;
+		y /= n;
+		z /= n;
+
+		var xx = x * x, yy = y * y, zz = z * z;
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+		var oneMinusCosine = 1 - c;
+		var xy = x * y * oneMinusCosine;
+		var xz = x * z * oneMinusCosine;
+		var yz = y * z * oneMinusCosine;
+		var xs = x * s;
+		var ys = y * s;
+		var zs = z * s;
+
+		var r11 = xx + (1 - xx) * c;
+		var r21 = xy + zs;
+		var r31 = xz - ys;
+		var r12 = xy - zs;
+		var r22 = yy + (1 - yy) * c;
+		var r32 = yz + xs;
+		var r13 = xz + ys;
+		var r23 = yz - xs;
+		var r33 = zz + (1 - zz) * c;
+
+		var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
+		var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
+		var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
+		var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
+
+		te[0] = r11 * m11 + r21 * m12 + r31 * m13;
+		te[1] = r11 * m21 + r21 * m22 + r31 * m23;
+		te[2] = r11 * m31 + r21 * m32 + r31 * m33;
+		te[3] = r11 * m41 + r21 * m42 + r31 * m43;
+
+		te[4] = r12 * m11 + r22 * m12 + r32 * m13;
+		te[5] = r12 * m21 + r22 * m22 + r32 * m23;
+		te[6] = r12 * m31 + r22 * m32 + r32 * m33;
+		te[7] = r12 * m41 + r22 * m42 + r32 * m43;
+
+		te[8] = r13 * m11 + r23 * m12 + r33 * m13;
+		te[9] = r13 * m21 + r23 * m22 + r33 * m23;
+		te[10] = r13 * m31 + r23 * m32 + r33 * m33;
+		te[11] = r13 * m41 + r23 * m42 + r33 * m43;
+
+		return this;
+
+	},
+
+	scale: function ( v ) {
+
+		var te = this.elements;
+		var x = v.x, y = v.y, z = v.z;
+
+		te[0] *= x; te[4] *= y; te[8] *= z;
+		te[1] *= x; te[5] *= y; te[9] *= z;
+		te[2] *= x; te[6] *= y; te[10] *= z;
+		te[3] *= x; te[7] *= y; te[11] *= z;
+
+		return this;
+
+	},
+
+	getMaxScaleOnAxis: function () {
+
+		var te = this.elements;
+
+		var scaleXSq =  te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
+		var scaleYSq =  te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
+		var scaleZSq =  te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+
+		return Math.sqrt( Math.max( scaleXSq, 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;
+
+	},
+
+	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( fov * Math.PI / 360 );
+		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;
+
+	},
+
+
+	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]
+
+		);
+
+	}
+
+};
+
+THREE.Matrix4.__v1 = new THREE.Vector3();
+THREE.Matrix4.__v2 = new THREE.Vector3();
+THREE.Matrix4.__v3 = new THREE.Vector3();
+
+THREE.Matrix4.__m1 = new THREE.Matrix4();
+THREE.Matrix4.__m2 = new THREE.Matrix4();
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+
+	this.origin = origin !== undefined ? origin.clone() : new THREE.Vector3();
+	this.direction = direction !== undefined ? direction.clone() : 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 ).addSelf( this.origin );
+
+	},
+
+	recastSelf: function ( t ) {
+
+		this.origin.copy( this.at( t, THREE.Ray.__v1 ) );
+
+		return this;
+
+	},
+
+	closestPointToPoint: function ( point, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		result.sub( point, this.origin );
+		var directionDistance = result.dot( this.direction );
+
+		return result.copy( this.direction ).multiplyScalar( directionDistance ).addSelf( this.origin );
+
+	},
+
+	distanceToPoint: function ( point ) {
+
+		var directionDistance = THREE.Ray.__v1.sub( point, this.origin ).dot( this.direction );		
+		THREE.Ray.__v1.copy( this.direction ).multiplyScalar( directionDistance ).addSelf( this.origin );
+
+		return THREE.Ray.__v1.distanceTo( point );
+
+	},
+
+	isIntersectionSphere: function( sphere ) {
+
+		return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
+
+	},
+
+	isIntersectionPlane: function ( plane ) {
+
+		// check if the line and plane are non-perpendicular, if they
+		// eventually they will intersect.
+		var denominator = plane.normal.dot( this.direction );
+		if ( denominator != 0 ) {
+
+			return true;
+
+		}
+
+		// line is coplanar, return origin
+		if( plane.distanceToPoint( this.origin ) == 0 ) {
+
+			return true;
+
+		}
+
+		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;
+
+			}
+
+			// Unsure if this is the correct method to handle this case.
+			return undefined;
+
+		}
+
+		var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+		return t;
+
+	},
+
+	intersectPlane: function ( plane, optionalTarget ) {
+
+		var t = this.distanceToPlane( plane );
+
+		if( t === undefined ) {
+
+			return undefined;
+		}
+
+		return this.at( t, optionalTarget );
+
+	},
+
+	transformSelf: function ( matrix4 ) {
+
+		this.direction = matrix4.multiplyVector3( this.direction.addSelf( this.origin ) );
+		this.origin = matrix4.multiplyVector3( this.origin );
+		this.direction.subSelf( this.origin );
+
+		return this;
+	},
+
+	equals: function ( ray ) {
+
+		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Ray().copy( this );
+
+	}
+
+};
+
+THREE.Ray.__v1 = new THREE.Vector3();
+THREE.Ray.__v2 = new THREE.Vector3();/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Frustum = function ( ) {
+
+	this.planes = [
+
+		new THREE.Plane(),
+		new THREE.Plane(),
+		new THREE.Plane(),
+		new THREE.Plane(),
+		new THREE.Plane(),
+		new THREE.Plane()
+
+	];
+
+};
+
+THREE.Frustum.prototype.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 );
+	planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
+	planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
+	planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
+	planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
+	planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );
+
+	for ( var i = 0; i < 6; i ++ ) {
+
+		planes[ i ].normalize();
+
+	}
+
+};
+
+THREE.Frustum.prototype.contains = function ( object ) {
+
+	var planes = this.planes;
+
+	var matrix = object.matrixWorld;
+	var matrixPosition = matrix.getPosition();
+	var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
+
+	var distance = 0.0;
+
+	for ( var i = 0; i < 6; i ++ ) {
+
+		distance = planes[ i ].distanceToPoint( matrixPosition );
+		if ( distance <= radius ) return false;
+
+	}
+
+	return true;
+
+};
+
+THREE.Frustum.__v1 = new THREE.Vector3();
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+	this.normal = normal !== undefined ? normal.clone() : new THREE.Vector3();
+	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( normal );
+
+		return this;
+
+	},
+
+	setFromCoplanarPoints: function ( a, b, c ) {
+
+		var normal = THREE.Plane.__v1.sub( c, b ).crossSelf(
+					 THREE.Plane.__v2.sub( a, b ) );
+
+		// 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;
+
+	},
+
+	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 ).subSelf( 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 ( startPoint, endPoint ) {
+
+		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+		var startSign = this.distanceToPoint( startPoint );
+		var endSign = this.distanceToPoint( endPoint );
+
+		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+	},
+
+	coplanarPoint: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+	},
+
+	translate: function ( offset ) {
+
+		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 );
+
+	}
+
+};
+
+THREE.Plane.__v1 = new THREE.Vector3();
+THREE.Plane.__v2 = new THREE.Vector3();
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+	this.center = center === undefined ? new THREE.Vector3() : center.clone();
+	this.radius = radius === undefined ? 0 : radius;
+
+};
+
+THREE.Sphere.prototype = {
+
+	constructor: THREE.Sphere,
+
+	set: function ( center, radius ) {
+
+		this.center.copy( center );
+		this.radius = radius;
+
+		return this;
+	},
+
+	setFromCenterAndPoints: function ( center, points ) {
+
+		var maxRadiusSq = 0;
+
+		for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+			var radiusSq = center.distanceToSquared( points[ i ] );
+			maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
+
+		}
+
+		this.center = center;
+		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 );
+
+	},
+
+	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.subSelf( this.center ).normalize();
+			result.multiplyScalar( this.radius ).addSelf( this.center );
+
+		}
+
+		return result;
+
+	},
+
+	bounds: function ( optionalTarget ) {
+
+		var box = optionalTarget || new THREE.Box3();
+
+		box.set( this.center, this.center );
+		box.expandByScalar( this.radius );
+
+		return box;
+
+	},
+
+	translate: function ( offset ) {
+
+		this.center.addSelf( this.offset );
+
+		return this;
+
+	},
+
+	scale: function ( factor ) {
+
+		this.radius *= factor;
+
+		return this;
+
+	},
+
+	equals: function ( sphere ) {
+
+		return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Sphere3().copy( this );
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Math = {
+
+	// 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 );
+
+	},
+
+	// 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 );
+
+	},
+
+	degreesToRadians: function ( degrees ) {
+
+		return degrees * THREE.Math.__d2r;
+
+	},
+
+	radiansToDegrees: function ( radians ) {
+
+		return radians * THREE.Math.__r2d;
+
+	}
+
+};
+
+THREE.Math.__d2r =  Math.PI / 180;
+THREE.Math.__r2d =  180 / Math.PI;
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+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,
+
+	set: function ( x, y, z, w ) {
+
+		this.x = x;
+		this.y = y;
+		this.z = z;
+		this.w = w;
+
+		return this;
+
+	},
+
+	copy: function ( q ) {
+
+		this.x = q.x;
+		this.y = q.y;
+		this.z = q.z;
+		this.w = q.w;
+
+		return this;
+
+	},
+
+	setFromEuler: function ( v, 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( v.x / 2 );
+		var c2 = Math.cos( v.y / 2 );
+		var c3 = Math.cos( v.z / 2 );
+		var s1 = Math.sin( v.x / 2 );
+		var s2 = Math.sin( v.y / 2 );
+		var s3 = Math.sin( v.z / 2 );
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+		} else if ( order === 'YXZ' ) {
+	
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+				
+		} else if ( order === 'ZXY' ) {
+	
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+				
+		} else if ( order === 'ZYX' ) {
+	
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+				
+		} else if ( order === 'YZX' ) {
+			
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+				
+		} else if ( order === 'XZY' ) {
+			
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+				
+		}
+		
+		return this;
+
+	},
+
+	setFromAxisAngle: function ( axis, angle ) {
+
+		// from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+		// axis have to be 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 );
+
+		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;
+		
+		}
+	
+		return this;
+
+	},
+
+	inverse: function () {
+
+		this.conjugate().normalize();
+
+		return this;
+
+	},
+
+	conjugate: function () {
+
+		this.x *= -1;
+		this.y *= -1;
+		this.z *= -1;
+
+		return this;
+
+	},
+
+	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 = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+		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;
+
+		}
+
+		return this;
+
+	},
+
+	multiply: 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,
+		qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
+
+		this.x =  qax * qbw + qay * qbz - qaz * qby + qaw * qbx;
+		this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby;
+		this.z =  qax * qby - qay * qbx + qaz * qbw + qaw * qbz;
+		this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw;
+
+		return this;
+
+	},
+
+	multiplySelf: function ( b ) {
+
+		var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
+		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;
+
+		return this;
+
+	},
+
+	multiplyVector3: function ( vector, dest ) {
+
+		if ( !dest ) { dest = vector; }
+
+		var x    = vector.x,  y  = vector.y,  z  = vector.z,
+			qx   = this.x, qy = this.y, qz = this.z, qw = this.w;
+
+		// calculate quat * vector
+
+		var ix =  qw * x + qy * z - qz * y,
+			iy =  qw * y + qz * x - qx * z,
+			iz =  qw * z + qx * y - qy * x,
+			iw = -qx * x - qy * y - qz * z;
+
+		// calculate result * inverse quat
+
+		dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+		dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+		dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+
+		return dest;
+
+	},
+
+	slerpSelf: 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 );
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Quaternion( this.x, this.y, this.z, this.w );
+
+	}
+
+}
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+	// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+	var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
+
+	if ( cosHalfTheta < 0 ) {
+
+		qm.w = -qb.w;
+		qm.x = -qb.x;
+		qm.y = -qb.y;
+		qm.z = -qb.z;
+
+		cosHalfTheta = -cosHalfTheta;
+
+	} else {
+
+		qm.copy( qb );
+
+	}
+
+	if ( Math.abs( cosHalfTheta ) >= 1.0 ) {
+
+		qm.w = qa.w;
+		qm.x = qa.x;
+		qm.y = qa.y;
+		qm.z = qa.z;
+
+		return qm;
+
+	}
+
+	var halfTheta = Math.acos( cosHalfTheta );
+	var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+	if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+		qm.w = 0.5 * ( qa.w + qm.w );
+		qm.x = 0.5 * ( qa.x + qm.x );
+		qm.y = 0.5 * ( qa.y + qm.y );
+		qm.z = 0.5 * ( qa.z + qm.z );
+
+		return qm;
+
+	}
+
+	var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta;
+	var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+	qm.w = ( qa.w * ratioA + qm.w * ratioB );
+	qm.x = ( qa.x * ratioA + qm.x * ratioB );
+	qm.y = ( qa.y * ratioA + qm.y * ratioB );
+	qm.z = ( qa.z * ratioA + qm.z * ratioB );
+
+	return qm;
+
+}
+/**
+ * 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;
+
+	};
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+	this.a = new THREE.Vector3();
+	this.b = new THREE.Vector3();
+	this.c = new THREE.Vector3();
+
+	if( a !== undefined && b !== undefined && c !== undefined ) {
+
+		this.a.copy( a );
+		this.b.copy( b );
+		this.c.copy( c );
+
+	}
+
+};
+
+THREE.Triangle.normal = function( a, b, c, optionalTarget ) {
+
+	var result = optionalTarget || new THREE.Vector3();
+
+	result.sub( c, b );
+	THREE.Triangle.__v0.sub( a, b );
+	result.crossSelf( THREE.Triangle.__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
+THREE.Triangle.barycoordFromPoint = function ( point, a, b, c, optionalTarget ) {
+
+	THREE.Triangle.__v0.sub( c, a );
+	THREE.Triangle.__v1.sub( b, a );
+	THREE.Triangle.__v2.sub( point, a );
+
+	var dot00 = THREE.Triangle.__v0.dot( THREE.Triangle.__v0 );
+	var dot01 = THREE.Triangle.__v0.dot( THREE.Triangle.__v1 );
+	var dot02 = THREE.Triangle.__v0.dot( THREE.Triangle.__v2 );
+	var dot11 = THREE.Triangle.__v1.dot( THREE.Triangle.__v1 );
+	var dot12 = THREE.Triangle.__v1.dot( THREE.Triangle.__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 ( point, a, b, c ) {
+
+	// NOTE: need to use __v3 here because __v0, __v1 and __v2 are used in barycoordFromPoint.
+	var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, THREE.Triangle.__v3 );
+
+	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 () {
+
+		THREE.Triangle.__v0.sub( this.c, this.b );
+		THREE.Triangle.__v1.sub( this.a, this.b );
+
+		return THREE.Triangle.__v0.crossSelf( THREE.Triangle.__v1 ).length() * 0.5;
+
+	},
+
+	midpoint: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.add( this.a, this.b ).addSelf( 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 );
+
+	}
+
+};
+
+THREE.Triangle.__v0 = new THREE.Vector3();
+THREE.Triangle.__v1 = new THREE.Vector3();
+THREE.Triangle.__v2 = new THREE.Vector3();
+THREE.Triangle.__v3 = new THREE.Vector3();
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Vertex = function ( v ) {
+
+	console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
+	return v;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.UV = function ( u, v ) {
+
+	console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
+	return new THREE.Vector2( u, v );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Clock = function ( autoStart ) {
+
+	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+	this.startTime = 0;
+	this.oldTime = 0;
+	this.elapsedTime = 0;
+
+	this.running = false;
+
+};
+
+THREE.Clock.prototype.start = function () {
+
+	this.startTime = Date.now();
+	this.oldTime = this.startTime;
+
+	this.running = true;
+
+};
+
+THREE.Clock.prototype.stop = function () {
+
+	this.getElapsedTime();
+
+	this.running = false;
+
+};
+
+THREE.Clock.prototype.getElapsedTime = function () {
+
+	this.getDelta();
+
+	return this.elapsedTime;
+
+};
+
+
+THREE.Clock.prototype.getDelta = function () {
+
+	var diff = 0;
+
+	if ( this.autoStart && ! this.running ) {
+
+		this.start();
+
+	}
+
+	if ( this.running ) {
+
+		var newTime = Date.now();
+		diff = 0.001 * ( newTime - this.oldTime );
+		this.oldTime = newTime;
+
+		this.elapsedTime += diff;
+
+	}
+
+	return diff;
+
+};/**
+ * https://github.com/mrdoob/eventtarget.js/
+ */
+
+THREE.EventTarget = function () {
+
+	var listeners = {};
+
+	this.addEventListener = function ( type, listener ) {
+
+		if ( listeners[ type ] === undefined ) {
+
+			listeners[ type ] = [];
+
+		}
+
+		if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+			listeners[ type ].push( listener );
+
+		}
+
+	};
+
+	this.dispatchEvent = function ( event ) {
+
+		var listenerArray = listeners[ event.type ];
+
+		if ( listenerArray !== undefined ) {
+
+			for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
+
+				listenerArray[ i ]( event );
+
+			}
+
+		}
+
+	};
+
+	this.removeEventListener = function ( type, listener ) {
+
+		var index = listeners[ type ].indexOf( listener );
+
+		if ( index !== - 1 ) {
+
+			listeners[ type ].splice( index, 1 );
+
+		}
+
+	};
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ */
+
+( function ( THREE ) {
+
+	THREE.Raycaster = function ( origin, direction, near, far ) {
+
+		this.ray = new THREE.Ray( origin, direction );
+		
+		// normalized ray.direction required for accurate distance calculations
+		if( this.ray.direction.length() > 0 ) {
+
+			this.ray.direction.normalize();
+
+		}
+
+		this.near = near || 0;
+		this.far = far || Infinity;
+
+	};
+
+	var sphere = new THREE.Sphere();
+	var localRay = new THREE.Ray();
+	var facePlane = new THREE.Plane();
+	var intersectPoint = new THREE.Vector3();
+
+	var inverseMatrix = new THREE.Matrix4();
+
+	var descSort = function ( a, b ) {
+
+		return a.distance - b.distance;
+
+	};
+
+	var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
+
+	// http://www.blackpawn.com/texts/pointinpoly/default.html
+
+	var intersectObject = function ( object, raycaster, intersects ) {
+
+		if ( object instanceof THREE.Particle ) {
+
+			var distance = raycaster.ray.distanceToPoint( object.matrixWorld.getPosition() );
+
+			if ( distance > object.scale.x ) {
+
+				return intersects;
+
+			}
+
+			intersects.push( {
+
+				distance: distance,
+				point: object.position,
+				face: null,
+				object: object
+
+			} );
+
+		} else if ( object instanceof THREE.Mesh ) {
+
+			// Checking boundingSphere distance to ray
+			sphere.set(
+				object.matrixWorld.getPosition(),
+				object.geometry.boundingSphere.radius* object.matrixWorld.getMaxScaleOnAxis() );
+
+			if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
+
+				return intersects;
+
+			}
+
+			// Checking faces
+
+			var geometry = object.geometry;
+			var vertices = geometry.vertices;
+
+			var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+			var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
+
+			var side = object.material.side;
+
+			var a, b, c, d;
+			var precision = raycaster.precision;
+
+			object.matrixRotationWorld.extractRotation( object.matrixWorld );
+
+			inverseMatrix.getInverse( object.matrixWorld );
+
+			localRay.copy( raycaster.ray ).transformSelf( inverseMatrix );
+	
+			for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+				var face = geometry.faces[ f ];
+
+				var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
+
+				if ( material === undefined ) continue;
+				
+				facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
+
+				var planeDistance = localRay.distanceToPlane( facePlane );
+	
+				// bail if raycaster and plane are parallel
+				if ( Math.abs( planeDistance ) < precision ) continue;
+	
+				// if negative distance, then plane is behind raycaster
+				if ( planeDistance < 0 ) continue;
+
+				// check if we hit the wrong side of a single sided face
+				side = material.side;
+				if( side !== THREE.DoubleSide ) {
+
+					var planeSign = localRay.direction.dot( facePlane.normal );
+
+					if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
+
+				}
+
+				// this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
+				if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
+				
+				intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
+
+				if ( face instanceof THREE.Face3 ) {
+
+					a = vertices[ face.a ];
+					b = vertices[ face.b ];
+					c = vertices[ face.c ];
+
+					if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					a = vertices[ face.a ];
+					b = vertices[ face.b ];
+					c = vertices[ face.c ];
+					d = vertices[ face.d ];
+
+					if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
+						 ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
+
+				} else {
+
+					// This is added because if we call out of this if/else group when none of the cases
+					//    match it will add a point to the intersection list erroneously.
+					throw Error( "face type not supported" );
+
+				}
+
+				intersects.push( {
+
+					distance: planeDistance,	// this works because the original ray was normalized, and the transformed localRay wasn't
+					point: raycaster.ray.at( planeDistance ),
+					face: face,
+					faceIndex: f,
+					object: object
+
+				} );
+
+			}
+
+		}
+
+	};
+
+	var intersectDescendants = function ( object, raycaster, intersects ) {
+
+		var descendants = object.getDescendants();
+
+		for ( var i = 0, l = descendants.length; i < l; i ++ ) {
+
+			intersectObject( descendants[ i ], raycaster, intersects );
+
+		}
+	};
+
+	//
+
+	THREE.Raycaster.prototype.precision = 0.0001;
+
+	THREE.Raycaster.prototype.set = function ( origin, direction ) {
+
+		this.ray.set( origin, direction );
+
+		// normalized ray.direction required for accurate distance calculations
+		if( this.ray.direction.length() > 0 ) {
+
+			this.ray.direction.normalize();
+
+		}
+
+	};
+
+	THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
+
+		var intersects = [];
+
+		if ( recursive === true ) {
+
+			intersectDescendants( object, this, intersects );
+
+		}
+
+		intersectObject( object, this, intersects );
+
+		intersects.sort( descSort );
+
+		return intersects;
+
+	};
+
+	THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
+
+		var intersects = [];
+
+		for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+			intersectObject( objects[ i ], this, intersects );
+
+			if ( recursive === true ) {
+
+				intersectDescendants( objects[ i ], this, intersects );
+
+			}
+		}
+
+		intersects.sort( descSort );
+
+		return intersects;
+
+	};
+
+}( THREE ) );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Object3D = function () {
+
+	this.id = THREE.Object3DIdCount ++;
+
+	this.name = '';
+	this.properties = {};
+
+	this.parent = undefined;
+	this.children = [];
+
+	this.up = new THREE.Vector3( 0, 1, 0 );
+
+	this.position = new THREE.Vector3();
+	this.rotation = new THREE.Vector3();
+	this.eulerOrder = THREE.Object3D.defaultEulerOrder;
+	this.scale = new THREE.Vector3( 1, 1, 1 );
+
+	this.renderDepth = null;
+
+	this.rotationAutoUpdate = true;
+
+	this.matrix = new THREE.Matrix4();
+	this.matrixWorld = new THREE.Matrix4();
+	this.matrixRotationWorld = new THREE.Matrix4();
+
+	this.matrixAutoUpdate = true;
+	this.matrixWorldNeedsUpdate = true;
+
+	this.quaternion = new THREE.Quaternion();
+	this.useQuaternion = false;
+
+	this.visible = true;
+
+	this.castShadow = false;
+	this.receiveShadow = false;
+
+	this.frustumCulled = true;
+
+	this._vector = new THREE.Vector3();
+
+};
+
+
+THREE.Object3D.prototype = {
+
+	constructor: THREE.Object3D,
+
+	applyMatrix: function ( matrix ) {
+
+		this.matrix.multiply( matrix, this.matrix );
+
+		this.scale.getScaleFromMatrix( this.matrix );
+
+		var mat = new THREE.Matrix4().extractRotation( this.matrix );
+		this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
+
+		this.position.getPositionFromMatrix( this.matrix );
+
+	},
+
+	translate: function ( distance, axis ) {
+
+		this.matrix.rotateAxis( axis );
+		this.position.addSelf( axis.multiplyScalar( distance ) );
+
+	},
+
+	translateX: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 1, 0, 0 ) );
+
+	},
+
+	translateY: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 0, 1, 0 ) );
+
+	},
+
+	translateZ: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 0, 0, 1 ) );
+
+	},
+
+	localToWorld: function ( vector ) {
+
+		return this.matrixWorld.multiplyVector3( vector );
+
+	},
+
+	worldToLocal: function ( vector ) {
+
+		return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector );
+
+	},
+
+	lookAt: function ( vector ) {
+
+		// TODO: Add hierarchy support.
+
+		this.matrix.lookAt( vector, this.position, this.up );
+
+		if ( this.rotationAutoUpdate ) {
+
+			if ( this.useQuaternion === false )  {
+
+				this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+			} else {
+
+				this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+			}
+
+		}
+
+	},
+
+	add: function ( object ) {
+
+		if ( object === this ) {
+
+			console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
+			return;
+
+		}
+
+		if ( object instanceof THREE.Object3D ) {
+
+			if ( object.parent !== undefined ) {
+
+				object.parent.remove( object );
+
+			}
+
+			object.parent = this;
+			this.children.push( object );
+
+			// add to scene
+
+			var scene = this;
+
+			while ( scene.parent !== undefined ) {
+
+				scene = scene.parent;
+
+			}
+
+			if ( scene !== undefined && scene instanceof THREE.Scene )  {
+
+				scene.__addObject( object );
+
+			}
+
+		}
+
+	},
+
+	remove: function ( object ) {
+
+		var index = this.children.indexOf( object );
+
+		if ( index !== - 1 ) {
+
+			object.parent = undefined;
+			this.children.splice( index, 1 );
+
+			// remove from scene
+
+			var scene = this;
+
+			while ( scene.parent !== undefined ) {
+
+				scene = scene.parent;
+
+			}
+
+			if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+				scene.__removeObject( object );
+
+			}
+
+		}
+
+	},
+
+	traverse: function ( callback ) {
+
+		callback( this );
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].traverse( callback );
+
+		}
+
+	},
+
+	getChildByName: function ( name, recursive ) {
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			var child = this.children[ i ];
+
+			if ( child.name === name ) {
+
+				return child;
+
+			}
+
+			if ( recursive === true ) {
+
+				child = child.getChildByName( name, recursive );
+
+				if ( child !== undefined ) {
+
+					return child;
+
+				}
+
+			}
+
+		}
+
+		return undefined;
+
+	},
+
+	getDescendants: function ( array ) {
+
+		if ( array === undefined ) array = [];
+
+		Array.prototype.push.apply( array, this.children );
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].getDescendants( array );
+
+		}
+
+		return array;
+
+	},
+
+	updateMatrix: function () {
+
+		this.matrix.setPosition( this.position );
+
+		if ( this.useQuaternion === false )  {
+
+			this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
+
+		} else {
+
+			this.matrix.setRotationFromQuaternion( this.quaternion );
+
+		}
+
+		if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
+
+			this.matrix.scale( this.scale );
+
+		}
+
+		this.matrixWorldNeedsUpdate = true;
+
+	},
+
+	updateMatrixWorld: function ( force ) {
+
+		if ( this.matrixAutoUpdate === true ) this.updateMatrix();
+
+		if ( this.matrixWorldNeedsUpdate === true || force === true ) {
+
+			if ( this.parent === undefined ) {
+
+				this.matrixWorld.copy( this.matrix );
+
+			} else {
+
+				this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
+
+			}
+
+			this.matrixWorldNeedsUpdate = false;
+
+			force = true;
+
+		}
+
+		// update children
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].updateMatrixWorld( force );
+
+		}
+
+	},
+
+	clone: function ( object ) {
+
+		if ( object === undefined ) object = new THREE.Object3D();
+
+		object.name = this.name;
+
+		object.up.copy( this.up );
+
+		object.position.copy( this.position );
+		if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
+		object.eulerOrder = this.eulerOrder;
+		object.scale.copy( this.scale );
+
+		object.renderDepth = this.renderDepth;
+
+		object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+		object.matrix.copy( this.matrix );
+		object.matrixWorld.copy( this.matrixWorld );
+		object.matrixRotationWorld.copy( this.matrixRotationWorld );
+
+		object.matrixAutoUpdate = this.matrixAutoUpdate;
+		object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+		object.quaternion.copy( this.quaternion );
+		object.useQuaternion = this.useQuaternion;
+
+		object.visible = this.visible;
+
+		object.castShadow = this.castShadow;
+		object.receiveShadow = this.receiveShadow;
+
+		object.frustumCulled = this.frustumCulled;
+
+		for ( var i = 0; i < this.children.length; i ++ ) {
+
+			var child = this.children[ i ];
+			object.add( child.clone() );
+
+		}
+
+		return object;
+
+	}
+
+};
+
+THREE.Object3D.__m1 = new THREE.Matrix4();
+THREE.Object3D.defaultEulerOrder = 'XYZ',
+
+THREE.Object3DIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author julianwa / https://github.com/julianwa
+ */
+
+THREE.Projector = function() {
+
+	var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
+	_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
+	_face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
+	_face4Count, _face4Pool = [], _face4PoolLength = 0,
+	_line, _lineCount, _linePool = [], _linePoolLength = 0,
+	_particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
+
+	_renderData = { objects: [], sprites: [], lights: [], elements: [] },
+
+	_vector3 = new THREE.Vector3(),
+	_vector4 = new THREE.Vector4(),
+
+	_viewProjectionMatrix = new THREE.Matrix4(),
+	_modelViewProjectionMatrix = new THREE.Matrix4(),
+	_normalMatrix = new THREE.Matrix3(),
+
+	_frustum = new THREE.Frustum(),
+
+	_clippedVertex1PositionScreen = new THREE.Vector4(),
+	_clippedVertex2PositionScreen = new THREE.Vector4(),
+
+	_face3VertexNormals;
+
+	this.projectVector = function ( vector, camera ) {
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+		_viewProjectionMatrix.multiplyVector3( vector );
+
+		return vector;
+
+	};
+
+	this.unprojectVector = function ( vector, camera ) {
+
+		camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
+
+		_viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
+		_viewProjectionMatrix.multiplyVector3( vector );
+
+		return vector;
+
+	};
+
+	this.pickingRay = function ( vector, camera ) {
+
+		// set two vectors with opposing z values
+		vector.z = -1.0;
+		var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
+
+		this.unprojectVector( vector, camera );
+		this.unprojectVector( end, camera );
+
+		// find direction from vector to end
+		end.subSelf( vector ).normalize();
+
+		return new THREE.Raycaster( vector, end );
+
+	};
+
+	var projectGraph = function ( root, sortObjects ) {
+
+		_objectCount = 0;
+
+		_renderData.objects.length = 0;
+		_renderData.sprites.length = 0;
+		_renderData.lights.length = 0;
+
+		var projectObject = function ( parent ) {
+
+			for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
+
+				var object = parent.children[ c ];
+
+				if ( object.visible === false ) continue;
+
+				if ( object instanceof THREE.Light ) {
+
+					_renderData.lights.push( object );
+
+				} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
+
+					if ( object.frustumCulled === false || _frustum.contains( object ) === true ) {
+
+						_object = getNextObjectInPool();
+						_object.object = object;
+
+						if ( object.renderDepth !== null ) {
+
+							_object.z = object.renderDepth;
+
+						} else {
+
+							_vector3.copy( object.matrixWorld.getPosition() );
+							_viewProjectionMatrix.multiplyVector3( _vector3 );
+							_object.z = _vector3.z;
+
+						}
+
+						_renderData.objects.push( _object );
+
+					}
+
+				} else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
+
+					_object = getNextObjectInPool();
+					_object.object = object;
+
+					// TODO: Find an elegant and performant solution and remove this dupe code.
+
+					if ( object.renderDepth !== null ) {
+
+						_object.z = object.renderDepth;
+
+					} else {
+
+						_vector3.copy( object.matrixWorld.getPosition() );
+						_viewProjectionMatrix.multiplyVector3( _vector3 );
+						_object.z = _vector3.z;
+
+					}
+
+					_renderData.sprites.push( _object );
+
+				} else {
+
+					_object = getNextObjectInPool();
+					_object.object = object;
+
+					if ( object.renderDepth !== null ) {
+
+						_object.z = object.renderDepth;
+
+					} else {
+
+						_vector3.copy( object.matrixWorld.getPosition() );
+						_viewProjectionMatrix.multiplyVector3( _vector3 );
+						_object.z = _vector3.z;
+
+					}
+
+					_renderData.objects.push( _object );
+
+				}
+
+				projectObject( object );
+
+			}
+
+		};
+
+		projectObject( root );
+
+		if ( sortObjects === true ) _renderData.objects.sort( painterSort );
+
+		return _renderData;
+
+	};
+
+	this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
+
+		var near = camera.near, far = camera.far, visible = false,
+		o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, modelMatrix,
+		geometry, vertices, vertex, vertexPositionScreen,
+		faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
+		v1, v2, v3, v4, isFaceMaterial, objectMaterials, material, side;
+
+		_face3Count = 0;
+		_face4Count = 0;
+		_lineCount = 0;
+		_particleCount = 0;
+
+		_renderData.elements.length = 0;
+
+		scene.updateMatrixWorld();
+
+		if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+
+		_frustum.setFromMatrix( _viewProjectionMatrix );
+
+		_renderData = projectGraph( scene, sortObjects );
+
+		for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
+
+			object = _renderData.objects[ o ].object;
+
+			modelMatrix = object.matrixWorld;
+
+			_vertexCount = 0;
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+
+				vertices = geometry.vertices;
+				faces = geometry.faces;
+				faceVertexUvs = geometry.faceVertexUvs;
+
+				_normalMatrix.getInverse( modelMatrix );
+				_normalMatrix.transpose();
+
+				isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+				objectMaterials = isFaceMaterial === true ? object.material : null;
+
+				side = object.material.side;
+
+				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
+
+					_vertex = getNextVertexInPool();
+					_vertex.positionWorld.copy( vertices[ v ] );
+
+					modelMatrix.multiplyVector3( _vertex.positionWorld );
+
+					_vertex.positionScreen.copy( _vertex.positionWorld );
+					_viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
+
+					_vertex.positionScreen.x /= _vertex.positionScreen.w;
+					_vertex.positionScreen.y /= _vertex.positionScreen.w;
+
+					_vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
+
+				}
+
+				for ( f = 0, fl = faces.length; f < fl; f ++ ) {
+
+					face = faces[ f ];
+
+					material = isFaceMaterial === true ? objectMaterials.materials[ face.materialIndex ] : object.material;
+
+					if ( material === undefined ) continue;
+
+					side = material.side;
+
+					if ( face instanceof THREE.Face3 ) {
+
+						v1 = _vertexPool[ face.a ];
+						v2 = _vertexPool[ face.b ];
+						v3 = _vertexPool[ face.c ];
+
+						if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
+
+							visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+								( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
+
+							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+								_face = getNextFace3InPool();
+
+								_face.v1.copy( v1 );
+								_face.v2.copy( v2 );
+								_face.v3.copy( v3 );
+
+							} else {
+
+								continue;
+
+							}
+
+						} else {
+
+							continue;
+
+						}
+
+					} else if ( face instanceof THREE.Face4 ) {
+
+						v1 = _vertexPool[ face.a ];
+						v2 = _vertexPool[ face.b ];
+						v3 = _vertexPool[ face.c ];
+						v4 = _vertexPool[ face.d ];
+
+						if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
+
+							visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+								( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
+								( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
+								( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
+
+
+							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+								_face = getNextFace4InPool();
+
+								_face.v1.copy( v1 );
+								_face.v2.copy( v2 );
+								_face.v3.copy( v3 );
+								_face.v4.copy( v4 );
+
+							} else {
+
+								continue;
+
+							}
+
+						} else {
+
+							continue;
+
+						}
+
+					}
+
+					_face.normalWorld.copy( face.normal );
+
+					if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
+					_normalMatrix.multiplyVector3( _face.normalWorld ).normalize();
+
+					_face.centroidWorld.copy( face.centroid );
+					modelMatrix.multiplyVector3( _face.centroidWorld );
+
+					_face.centroidScreen.copy( _face.centroidWorld );
+					_viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
+
+					faceVertexNormals = face.vertexNormals;
+
+					for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
+
+						normal = _face.vertexNormalsWorld[ n ];
+						normal.copy( faceVertexNormals[ n ] );
+
+						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
+
+						_normalMatrix.multiplyVector3( normal ).normalize();
+
+					}
+
+					_face.vertexNormalsLength = faceVertexNormals.length;
+
+					for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
+
+						uvs = faceVertexUvs[ c ][ f ];
+
+						if ( uvs === undefined ) continue;
+
+						for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
+
+							_face.uvs[ c ][ u ] = uvs[ u ];
+
+						}
+
+					}
+
+					_face.color = face.color;
+					_face.material = material;
+
+					_face.z = _face.centroidScreen.z;
+
+					_renderData.elements.push( _face );
+
+				}
+
+			} else if ( object instanceof THREE.Line ) {
+
+				_modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
+
+				vertices = object.geometry.vertices;
+
+				v1 = getNextVertexInPool();
+				v1.positionScreen.copy( vertices[ 0 ] );
+				_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
+
+				// Handle LineStrip and LinePieces
+				var step = object.type === THREE.LinePieces ? 2 : 1;
+
+				for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
+
+					v1 = getNextVertexInPool();
+					v1.positionScreen.copy( vertices[ v ] );
+					_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
+
+					if ( ( v + 1 ) % step > 0 ) continue;
+
+					v2 = _vertexPool[ _vertexCount - 2 ];
+
+					_clippedVertex1PositionScreen.copy( v1.positionScreen );
+					_clippedVertex2PositionScreen.copy( v2.positionScreen );
+
+					if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
+
+						// Perform the perspective divide
+						_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
+						_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
+
+						_line = getNextLineInPool();
+						_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
+						_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
+
+						_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
+
+						_line.material = object.material;
+
+						_renderData.elements.push( _line );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
+
+			object = _renderData.sprites[ o ].object;
+
+			modelMatrix = object.matrixWorld;
+
+			if ( object instanceof THREE.Particle ) {
+
+				_vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
+				_viewProjectionMatrix.multiplyVector4( _vector4 );
+
+				_vector4.z /= _vector4.w;
+
+				if ( _vector4.z > 0 && _vector4.z < 1 ) {
+
+					_particle = getNextParticleInPool();
+					_particle.object = object;
+					_particle.x = _vector4.x / _vector4.w;
+					_particle.y = _vector4.y / _vector4.w;
+					_particle.z = _vector4.z;
+
+					_particle.rotation = object.rotation.z;
+
+					_particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
+					_particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
+
+					_particle.material = object.material;
+
+					_renderData.elements.push( _particle );
+
+				}
+
+			}
+
+		}
+
+		if ( sortElements === true ) _renderData.elements.sort( painterSort );
+
+		return _renderData;
+
+	};
+
+	// Pools
+
+	function getNextObjectInPool() {
+
+		if ( _objectCount === _objectPoolLength ) {
+
+			var object = new THREE.RenderableObject();
+			_objectPool.push( object );
+			_objectPoolLength ++;
+			_objectCount ++;
+			return object;
+
+		}
+
+		return _objectPool[ _objectCount ++ ];
+
+	}
+
+	function getNextVertexInPool() {
+
+		if ( _vertexCount === _vertexPoolLength ) {
+
+			var vertex = new THREE.RenderableVertex();
+			_vertexPool.push( vertex );
+			_vertexPoolLength ++;
+			_vertexCount ++;
+			return vertex;
+
+		}
+
+		return _vertexPool[ _vertexCount ++ ];
+
+	}
+
+	function getNextFace3InPool() {
+
+		if ( _face3Count === _face3PoolLength ) {
+
+			var face = new THREE.RenderableFace3();
+			_face3Pool.push( face );
+			_face3PoolLength ++;
+			_face3Count ++;
+			return face;
+
+		}
+
+		return _face3Pool[ _face3Count ++ ];
+
+
+	}
+
+	function getNextFace4InPool() {
+
+		if ( _face4Count === _face4PoolLength ) {
+
+			var face = new THREE.RenderableFace4();
+			_face4Pool.push( face );
+			_face4PoolLength ++;
+			_face4Count ++;
+			return face;
+
+		}
+
+		return _face4Pool[ _face4Count ++ ];
+
+	}
+
+	function getNextLineInPool() {
+
+		if ( _lineCount === _linePoolLength ) {
+
+			var line = new THREE.RenderableLine();
+			_linePool.push( line );
+			_linePoolLength ++;
+			_lineCount ++
+			return line;
+
+		}
+
+		return _linePool[ _lineCount ++ ];
+
+	}
+
+	function getNextParticleInPool() {
+
+		if ( _particleCount === _particlePoolLength ) {
+
+			var particle = new THREE.RenderableParticle();
+			_particlePool.push( particle );
+			_particlePoolLength ++;
+			_particleCount ++
+			return particle;
+
+		}
+
+		return _particlePool[ _particleCount ++ ];
+
+	}
+
+	//
+
+	function painterSort( a, b ) {
+
+		return b.z - a.z;
+
+	}
+
+	function clipLine( s1, s2 ) {
+
+		var alpha1 = 0, alpha2 = 1,
+
+		// Calculate the boundary coordinate of each vertex for the near and far clip planes,
+		// Z = -1 and Z = +1, respectively.
+		bc1near =  s1.z + s1.w,
+		bc2near =  s2.z + s2.w,
+		bc1far =  - s1.z + s1.w,
+		bc2far =  - s2.z + s2.w;
+
+		if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
+
+			// Both vertices lie entirely within all clip planes.
+			return true;
+
+		} else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
+
+			// Both vertices lie entirely outside one of the clip planes.
+			return false;
+
+		} else {
+
+			// The line segment spans at least one clip plane.
+
+			if ( bc1near < 0 ) {
+
+				// v1 lies outside the near plane, v2 inside
+				alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
+
+			} else if ( bc2near < 0 ) {
+
+				// v2 lies outside the near plane, v1 inside
+				alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
+
+			}
+
+			if ( bc1far < 0 ) {
+
+				// v1 lies outside the far plane, v2 inside
+				alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
+
+			} else if ( bc2far < 0 ) {
+
+				// v2 lies outside the far plane, v2 inside
+				alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
+
+			}
+
+			if ( alpha2 < alpha1 ) {
+
+				// The line segment spans two boundaries, but is outside both of them.
+				// (This can't happen when we're only clipping against just near/far but good
+				//  to leave the check here for future usage if other clip planes are added.)
+				return false;
+
+			} else {
+
+				// Update the s1 and s2 vertices to match the clipped line segment.
+				s1.lerpSelf( s2, alpha1 );
+				s2.lerpSelf( s1, 1 - alpha2 );
+
+				return true;
+
+			}
+
+		}
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
+
+	this.a = a;
+	this.b = b;
+	this.c = c;
+
+	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+	this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+	this.color = color instanceof THREE.Color ? color : new THREE.Color();
+	this.vertexColors = color instanceof Array ? color : [];
+
+	this.vertexTangents = [];
+
+	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+	this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face3.prototype = {
+
+	constructor: THREE.Face3,
+
+	clone: function () {
+
+		var face = new THREE.Face3( this.a, this.b, this.c );
+
+		face.normal.copy( this.normal );
+		face.color.copy( this.color );
+		face.centroid.copy( this.centroid );
+
+		face.materialIndex = this.materialIndex;
+
+		var i, il;
+		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+		return face;
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+	this.a = a;
+	this.b = b;
+	this.c = c;
+	this.d = d;
+
+	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+	this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+	this.color = color instanceof THREE.Color ? color : new THREE.Color();
+	this.vertexColors = color instanceof Array ? color : [];
+
+	this.vertexTangents = [];
+
+	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+	this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face4.prototype = {
+
+	constructor: THREE.Face4,
+
+	clone: function () {
+
+		var face = new THREE.Face4( this.a, this.b, this.c, this.d );
+
+		face.normal.copy( this.normal );
+		face.color.copy( this.color );
+		face.centroid.copy( this.centroid );
+
+		face.materialIndex = this.materialIndex;
+
+		var i, il;
+		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+		return face;
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author kile / http://kile.stravaganza.org/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Geometry = function () {
+
+	this.id = THREE.GeometryIdCount ++;
+
+	this.name = '';
+
+	this.vertices = [];
+	this.colors = [];  // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
+	this.normals = []; // one-to-one vertex normals, used in Ribbon
+
+	this.faces = [];
+
+	this.faceUvs = [[]];
+	this.faceVertexUvs = [[]];
+
+	this.morphTargets = [];
+	this.morphColors = [];
+	this.morphNormals = [];
+
+	this.skinWeights = [];
+	this.skinIndices = [];
+
+	this.lineDistances = [];
+
+	this.boundingBox = null;
+	this.boundingSphere = null;
+
+	this.hasTangents = false;
+
+	this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
+
+	// update flags
+
+	this.verticesNeedUpdate = false;
+	this.elementsNeedUpdate = false;
+	this.uvsNeedUpdate = false;
+	this.normalsNeedUpdate = false;
+	this.tangentsNeedUpdate = false;
+	this.colorsNeedUpdate = false;
+	this.lineDistancesNeedUpdate = false;
+
+	this.buffersNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+	constructor: THREE.Geometry,
+
+	applyMatrix: function ( matrix ) {
+
+		var normalMatrix = new THREE.Matrix3();
+
+		normalMatrix.getInverse( matrix ).transpose();
+
+		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+			var vertex = this.vertices[ i ];
+
+			matrix.multiplyVector3( vertex );
+
+		}
+
+		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
+
+			var face = this.faces[ i ];
+
+			normalMatrix.multiplyVector3( face.normal ).normalize();
+
+			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+				normalMatrix.multiplyVector3( face.vertexNormals[ j ] ).normalize();
+
+			}
+
+			matrix.multiplyVector3( face.centroid );
+
+		}
+
+	},
+
+	computeCentroids: function () {
+
+		var f, fl, face;
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+			face.centroid.set( 0, 0, 0 );
+
+			if ( face instanceof THREE.Face3 ) {
+
+				face.centroid.addSelf( this.vertices[ face.a ] );
+				face.centroid.addSelf( this.vertices[ face.b ] );
+				face.centroid.addSelf( this.vertices[ face.c ] );
+				face.centroid.divideScalar( 3 );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.centroid.addSelf( this.vertices[ face.a ] );
+				face.centroid.addSelf( this.vertices[ face.b ] );
+				face.centroid.addSelf( this.vertices[ face.c ] );
+				face.centroid.addSelf( this.vertices[ face.d ] );
+				face.centroid.divideScalar( 4 );
+
+			}
+
+		}
+
+	},
+
+	computeFaceNormals: function () {
+
+		var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
+		cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			vA = this.vertices[ face.a ];
+			vB = this.vertices[ face.b ];
+			vC = this.vertices[ face.c ];
+
+			cb.sub( vC, vB );
+			ab.sub( vA, vB );
+			cb.crossSelf( ab );
+
+			cb.normalize();
+
+			face.normal.copy( cb );
+
+		}
+
+	},
+
+	computeVertexNormals: function ( areaWeighted ) {
+
+		var v, vl, f, fl, face, vertices;
+
+		// create internal buffers for reuse when calling this method repeatedly
+		// (otherwise memory allocation / deallocation every frame is big resource hog)
+
+		if ( this.__tmpVertices === undefined ) {
+
+			this.__tmpVertices = new Array( this.vertices.length );
+			vertices = this.__tmpVertices;
+
+			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+				vertices[ v ] = new THREE.Vector3();
+
+			}
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+				}
+
+			}
+
+		} else {
+
+			vertices = this.__tmpVertices;
+
+			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+				vertices[ v ].set( 0, 0, 0 );
+
+			}
+
+		}
+
+		if ( areaWeighted ) {
+
+			// vertex normals weighted by triangle areas
+			// http://www.iquilezles.org/www/articles/normals/normals.htm
+
+			var vA, vB, vC, vD;
+			var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
+				db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					vA = this.vertices[ face.a ];
+					vB = this.vertices[ face.b ];
+					vC = this.vertices[ face.c ];
+
+					cb.sub( vC, vB );
+					ab.sub( vA, vB );
+					cb.crossSelf( ab );
+
+					vertices[ face.a ].addSelf( cb );
+					vertices[ face.b ].addSelf( cb );
+					vertices[ face.c ].addSelf( cb );
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					vA = this.vertices[ face.a ];
+					vB = this.vertices[ face.b ];
+					vC = this.vertices[ face.c ];
+					vD = this.vertices[ face.d ];
+
+					// abd
+
+					db.sub( vD, vB );
+					ab.sub( vA, vB );
+					db.crossSelf( ab );
+
+					vertices[ face.a ].addSelf( db );
+					vertices[ face.b ].addSelf( db );
+					vertices[ face.d ].addSelf( db );
+
+					// bcd
+
+					dc.sub( vD, vC );
+					bc.sub( vB, vC );
+					dc.crossSelf( bc );
+
+					vertices[ face.b ].addSelf( dc );
+					vertices[ face.c ].addSelf( dc );
+					vertices[ face.d ].addSelf( dc );
+
+				}
+
+			}
+
+		} else {
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					vertices[ face.a ].addSelf( face.normal );
+					vertices[ face.b ].addSelf( face.normal );
+					vertices[ face.c ].addSelf( face.normal );
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					vertices[ face.a ].addSelf( face.normal );
+					vertices[ face.b ].addSelf( face.normal );
+					vertices[ face.c ].addSelf( face.normal );
+					vertices[ face.d ].addSelf( face.normal );
+
+				}
+
+			}
+
+		}
+
+		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+			vertices[ v ].normalize();
+
+		}
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+				face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
+
+			}
+
+		}
+
+	},
+
+	computeMorphNormals: function () {
+
+		var i, il, f, fl, face;
+
+		// save original normals
+		// - create temp variables on first access
+		//   otherwise just copy (for faster repeated calls)
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			if ( ! face.__originalFaceNormal ) {
+
+				face.__originalFaceNormal = face.normal.clone();
+
+			} else {
+
+				face.__originalFaceNormal.copy( face.normal );
+
+			}
+
+			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+				if ( ! face.__originalVertexNormals[ i ] ) {
+
+					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+				} else {
+
+					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+				}
+
+			}
+
+		}
+
+		// use temp geometry to compute face and vertex normals for each morph
+
+		var tmpGeo = new THREE.Geometry();
+		tmpGeo.faces = this.faces;
+
+		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+			// create on first access
+
+			if ( ! this.morphNormals[ i ] ) {
+
+				this.morphNormals[ i ] = {};
+				this.morphNormals[ i ].faceNormals = [];
+				this.morphNormals[ i ].vertexNormals = [];
+
+				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+				var faceNormal, vertexNormals;
+
+				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+					face = this.faces[ f ];
+
+					faceNormal = new THREE.Vector3();
+
+					if ( face instanceof THREE.Face3 ) {
+
+						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+					} else {
+
+						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
+
+					}
+
+					dstNormalsFace.push( faceNormal );
+					dstNormalsVertex.push( vertexNormals );
+
+				}
+
+			}
+
+			var morphNormals = this.morphNormals[ i ];
+
+			// set vertices to morph target
+
+			tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+			// compute morph normals
+
+			tmpGeo.computeFaceNormals();
+			tmpGeo.computeVertexNormals();
+
+			// store morph normals
+
+			var faceNormal, vertexNormals;
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				faceNormal = morphNormals.faceNormals[ f ];
+				vertexNormals = morphNormals.vertexNormals[ f ];
+
+				faceNormal.copy( face.normal );
+
+				if ( face instanceof THREE.Face3 ) {
+
+					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+				} else {
+
+					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+					vertexNormals.d.copy( face.vertexNormals[ 3 ] );
+
+				}
+
+			}
+
+		}
+
+		// restore original normals
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			face.normal = face.__originalFaceNormal;
+			face.vertexNormals = face.__originalVertexNormals;
+
+		}
+
+	},
+
+	computeTangents: function () {
+
+		// based on http://www.terathon.com/code/tangent.html
+		// tangents go to vertices
+
+		var f, fl, v, vl, i, il, vertexIndex,
+			face, uv, vA, vB, vC, uvA, uvB, uvC,
+			x1, x2, y1, y2, z1, z2,
+			s1, s2, t1, t2, r, t, test,
+			tan1 = [], tan2 = [],
+			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+			n = new THREE.Vector3(), w;
+
+		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+			tan1[ v ] = new THREE.Vector3();
+			tan2[ v ] = new THREE.Vector3();
+
+		}
+
+		function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+			vA = context.vertices[ a ];
+			vB = context.vertices[ b ];
+			vC = context.vertices[ c ];
+
+			uvA = uv[ ua ];
+			uvB = uv[ ub ];
+			uvC = uv[ uc ];
+
+			x1 = vB.x - vA.x;
+			x2 = vC.x - vA.x;
+			y1 = vB.y - vA.y;
+			y2 = vC.y - vA.y;
+			z1 = vB.z - vA.z;
+			z2 = vC.z - vA.z;
+
+			s1 = uvB.x - uvA.x;
+			s2 = uvC.x - uvA.x;
+			t1 = uvB.y - uvA.y;
+			t2 = uvC.y - uvA.y;
+
+			r = 1.0 / ( s1 * t2 - s2 * t1 );
+			sdir.set( ( t2 * x1 - t1 * x2 ) * r,
+					  ( t2 * y1 - t1 * y2 ) * r,
+					  ( t2 * z1 - t1 * z2 ) * r );
+			tdir.set( ( s1 * x2 - s2 * x1 ) * r,
+					  ( s1 * y2 - s2 * y1 ) * r,
+					  ( s1 * z2 - s2 * z1 ) * r );
+
+			tan1[ a ].addSelf( sdir );
+			tan1[ b ].addSelf( sdir );
+			tan1[ c ].addSelf( sdir );
+
+			tan2[ a ].addSelf( tdir );
+			tan2[ b ].addSelf( tdir );
+			tan2[ c ].addSelf( tdir );
+
+		}
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
+
+			if ( face instanceof THREE.Face3 ) {
+
+				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
+				handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
+
+			}
+
+		}
+
+		var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			for ( i = 0; i < face.vertexNormals.length; i++ ) {
+
+				n.copy( face.vertexNormals[ i ] );
+
+				vertexIndex = face[ faceIndex[ i ] ];
+
+				t = tan1[ vertexIndex ];
+
+				// Gram-Schmidt orthogonalize
+
+				tmp.copy( t );
+				tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+				// Calculate handedness
+
+				tmp2.cross( face.vertexNormals[ i ], t );
+				test = tmp2.dot( tan2[ vertexIndex ] );
+				w = (test < 0.0) ? -1.0 : 1.0;
+
+				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
+
+			}
+
+		}
+
+		this.hasTangents = true;
+
+	},
+
+	computeLineDistances: function ( ) {
+
+		var d = 0;
+		var vertices = this.vertices;
+
+		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+			if ( i > 0 ) {
+
+				d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
+
+			}
+
+			this.lineDistances[ i ] = d;
+
+		}
+
+	},
+
+	computeBoundingBox: function () {
+
+		if ( this.boundingBox === null ) {
+
+			this.boundingBox = new THREE.Box3();
+
+		}
+
+		this.boundingBox.setFromPoints( this.vertices );
+
+	},
+
+	computeBoundingSphere: function () {
+
+		if ( this.boundingSphere === null ) {
+
+			this.boundingSphere = new THREE.Sphere();
+
+		}
+
+		this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
+
+	},
+
+	/*
+	 * Checks for duplicate vertices with hashmap.
+	 * Duplicated vertices are removed
+	 * and faces' vertices are updated.
+	 */
+
+	mergeVertices: function () {
+
+		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
+		var unique = [], changes = [];
+
+		var v, key;
+		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
+		var precision = Math.pow( 10, precisionPoints );
+		var i,il, face;
+		var abcd = 'abcd', o, k, j, jl, u;
+
+		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+			v = this.vertices[ i ];
+			key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
+
+			if ( verticesMap[ key ] === undefined ) {
+
+				verticesMap[ key ] = i;
+				unique.push( this.vertices[ i ] );
+				changes[ i ] = unique.length - 1;
+
+			} else {
+
+				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+				changes[ i ] = changes[ verticesMap[ key ] ];
+
+			}
+
+		};
+
+
+		// Start to patch face indices
+
+		for( i = 0, il = this.faces.length; i < il; i ++ ) {
+
+			face = this.faces[ i ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				face.a = changes[ face.a ];
+				face.b = changes[ face.b ];
+				face.c = changes[ face.c ];
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.a = changes[ face.a ];
+				face.b = changes[ face.b ];
+				face.c = changes[ face.c ];
+				face.d = changes[ face.d ];
+
+				// check dups in (a, b, c, d) and convert to -> face3
+
+				o = [ face.a, face.b, face.c, face.d ];
+
+				for ( k = 3; k > 0; k -- ) {
+
+					if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {
+
+						// console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);
+
+						o.splice( k, 1 );
+
+						this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );
+
+						for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+							u = this.faceVertexUvs[ j ][ i ];
+							if ( u ) u.splice( k, 1 );
+
+						}
+
+						this.faces[ i ].vertexColors = face.vertexColors;
+
+						break;
+					}
+
+				}
+
+			}
+
+		}
+
+		// Use unique set of vertices
+
+		var diff = this.vertices.length - unique.length;
+		this.vertices = unique;
+		return diff;
+
+	},
+
+	clone: function () {
+
+		var geometry = new THREE.Geometry();
+
+		var vertices = this.vertices;
+
+		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+			geometry.vertices.push( vertices[ i ].clone() );
+
+		}
+
+		var faces = this.faces;
+
+		for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+			geometry.faces.push( faces[ i ].clone() );
+
+		}
+
+		var uvs = this.faceVertexUvs[ 0 ];
+
+		for ( var i = 0, il = uvs.length; i < il; i ++ ) {
+
+			var uv = uvs[ i ], uvCopy = [];
+
+			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+				uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+			}
+
+			geometry.faceVertexUvs[ 0 ].push( uvCopy );
+
+		}
+
+		return geometry;
+
+	}
+
+};
+
+THREE.GeometryIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+	this.id = THREE.GeometryIdCount ++;
+
+	// attributes
+
+	this.attributes = {};
+
+	// attributes typed arrays are kept only if dynamic flag is set
+
+	this.dynamic = false;
+
+	// offsets for chunks when using indexed elements
+
+	this.offsets = [];
+
+	// boundings
+
+	this.boundingBox = null;
+	this.boundingSphere = null;
+
+	this.hasTangents = false;
+
+	// for compatibility
+
+	this.morphTargets = [];
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+	constructor : THREE.BufferGeometry,
+
+	applyMatrix: function ( matrix ) {
+
+		var positionArray;
+		var normalArray;
+
+		if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
+		if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
+
+		if ( positionArray !== undefined ) {
+
+			matrix.multiplyVector3Array( positionArray );
+			this.verticesNeedUpdate = true;
+
+		}
+
+		if ( normalArray !== undefined ) {
+
+			var normalMatrix = new THREE.Matrix3();
+			normalMatrix.getInverse( matrix ).transpose();
+
+			normalMatrix.multiplyVector3Array( normalArray );
+
+			this.normalizeNormals();
+
+			this.normalsNeedUpdate = true;
+
+		}
+
+	},
+
+	computeBoundingBox: function () {
+
+		if ( this.boundingBox === null ) {
+
+			this.boundingBox = new THREE.Box3();
+
+		}
+
+		var positions = this.attributes[ "position" ].array;
+
+		if ( positions ) {
+
+			var bb = this.boundingBox;
+			var x, y, z;
+
+			if( positions.length >= 3 ) {
+				bb.min.x = bb.max.x = positions[ 0 ];
+				bb.min.y = bb.max.y = positions[ 1 ];
+				bb.min.z = bb.max.z = positions[ 2 ];
+			}
+
+			for ( var i = 3, il = positions.length; i < il; i += 3 ) {
+
+				x = positions[ i ];
+				y = positions[ i + 1 ];
+				z = positions[ i + 2 ];
+
+				// bounding box
+
+				if ( x < bb.min.x ) {
+
+					bb.min.x = x;
+
+				} else if ( x > bb.max.x ) {
+
+					bb.max.x = x;
+
+				}
+
+				if ( y < bb.min.y ) {
+
+					bb.min.y = y;
+
+				} else if ( y > bb.max.y ) {
+
+					bb.max.y = y;
+
+				}
+
+				if ( z < bb.min.z ) {
+
+					bb.min.z = z;
+
+				} else if ( z > bb.max.z ) {
+
+					bb.max.z = z;
+
+				}
+
+			}
+
+		}
+
+		if ( positions === undefined || positions.length === 0 ) {
+
+			this.boundingBox.min.set( 0, 0, 0 );
+			this.boundingBox.max.set( 0, 0, 0 );
+
+		}
+
+	},
+
+	computeBoundingSphere: function () {
+
+		if ( this.boundingSphere === null ) {
+
+			this.boundingSphere = new THREE.Sphere();
+
+		}
+
+		var positions = this.attributes[ "position" ].array;
+
+		if ( positions ) {
+
+			var radiusSq, maxRadiusSq = 0;
+			var x, y, z;
+
+			for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+				x = positions[ i ];
+				y = positions[ i + 1 ];
+				z = positions[ i + 2 ];
+
+				radiusSq =  x * x + y * y + z * z;
+				if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
+
+			}
+
+			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+		}
+
+	},
+
+	computeVertexNormals: function () {
+
+		if ( this.attributes[ "position" ] ) {
+
+			var i, il;
+			var j, jl;
+
+			var nVertexElements = this.attributes[ "position" ].array.length;
+
+			if ( this.attributes[ "normal" ] === undefined ) {
+
+				this.attributes[ "normal" ] = {
+
+					itemSize: 3,
+					array: new Float32Array( nVertexElements ),
+					numItems: nVertexElements
+
+				};
+
+			} else {
+
+				// reset existing normals to zero
+
+				for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
+
+					this.attributes[ "normal" ].array[ i ] = 0;
+
+				}
+
+			}
+
+			var positions = this.attributes[ "position" ].array;
+			var normals = this.attributes[ "normal" ].array;
+
+			var vA, vB, vC, x, y, z,
+
+			pA = new THREE.Vector3(),
+			pB = new THREE.Vector3(),
+			pC = new THREE.Vector3(),
+
+			cb = new THREE.Vector3(),
+			ab = new THREE.Vector3();
+
+			// indexed elements
+
+			if ( this.attributes[ "index" ] ) {
+
+				var indices = this.attributes[ "index" ].array;
+
+				var offsets = this.offsets;
+
+				for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+					var start = offsets[ j ].start;
+					var count = offsets[ j ].count;
+					var index = offsets[ j ].index;
+
+					for ( i = start, il = start + count; i < il; i += 3 ) {
+
+						vA = index + indices[ i ];
+						vB = index + indices[ i + 1 ];
+						vC = index + indices[ i + 2 ];
+
+						x = positions[ vA * 3 ];
+						y = positions[ vA * 3 + 1 ];
+						z = positions[ vA * 3 + 2 ];
+						pA.set( x, y, z );
+
+						x = positions[ vB * 3 ];
+						y = positions[ vB * 3 + 1 ];
+						z = positions[ vB * 3 + 2 ];
+						pB.set( x, y, z );
+
+						x = positions[ vC * 3 ];
+						y = positions[ vC * 3 + 1 ];
+						z = positions[ vC * 3 + 2 ];
+						pC.set( x, y, z );
+
+						cb.sub( pC, pB );
+						ab.sub( pA, pB );
+						cb.crossSelf( ab );
+
+						normals[ vA * 3 ]     += cb.x;
+						normals[ vA * 3 + 1 ] += cb.y;
+						normals[ vA * 3 + 2 ] += cb.z;
+
+						normals[ vB * 3 ]     += cb.x;
+						normals[ vB * 3 + 1 ] += cb.y;
+						normals[ vB * 3 + 2 ] += cb.z;
+
+						normals[ vC * 3 ]     += cb.x;
+						normals[ vC * 3 + 1 ] += cb.y;
+						normals[ vC * 3 + 2 ] += cb.z;
+
+					}
+
+				}
+
+			// non-indexed elements (unconnected triangle soup)
+
+			} else {
+
+				for ( i = 0, il = positions.length; i < il; i += 9 ) {
+
+					x = positions[ i ];
+					y = positions[ i + 1 ];
+					z = positions[ i + 2 ];
+					pA.set( x, y, z );
+
+					x = positions[ i + 3 ];
+					y = positions[ i + 4 ];
+					z = positions[ i + 5 ];
+					pB.set( x, y, z );
+
+					x = positions[ i + 6 ];
+					y = positions[ i + 7 ];
+					z = positions[ i + 8 ];
+					pC.set( x, y, z );
+
+					cb.sub( pC, pB );
+					ab.sub( pA, pB );
+					cb.crossSelf( ab );
+
+					normals[ i ] 	 = cb.x;
+					normals[ i + 1 ] = cb.y;
+					normals[ i + 2 ] = cb.z;
+
+					normals[ i + 3 ] = cb.x;
+					normals[ i + 4 ] = cb.y;
+					normals[ i + 5 ] = cb.z;
+
+					normals[ i + 6 ] = cb.x;
+					normals[ i + 7 ] = cb.y;
+					normals[ i + 8 ] = cb.z;
+
+				}
+
+			}
+
+			this.normalizeNormals();
+
+			this.normalsNeedUpdate = true;
+
+		}
+
+	},
+
+	normalizeNormals: function () {
+
+		var normals = this.attributes[ "normal" ].array;
+
+		var x, y, z, n;
+
+		for ( var i = 0, il = normals.length; i < il; i += 3 ) {
+
+			x = normals[ i ];
+			y = normals[ i + 1 ];
+			z = normals[ i + 2 ];
+
+			n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+			normals[ i ] 	 *= n;
+			normals[ i + 1 ] *= n;
+			normals[ i + 2 ] *= n;
+
+		}
+
+	},
+
+	computeTangents: function () {
+
+		// based on http://www.terathon.com/code/tangent.html
+		// (per vertex tangents)
+
+		if ( this.attributes[ "index" ] === undefined ||
+			 this.attributes[ "position" ] === undefined ||
+			 this.attributes[ "normal" ] === undefined ||
+			 this.attributes[ "uv" ] === undefined ) {
+
+			console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
+			return;
+
+		}
+
+		var indices = this.attributes[ "index" ].array;
+		var positions = this.attributes[ "position" ].array;
+		var normals = this.attributes[ "normal" ].array;
+		var uvs = this.attributes[ "uv" ].array;
+
+		var nVertices = positions.length / 3;
+
+		if ( this.attributes[ "tangent" ] === undefined ) {
+
+			var nTangentElements = 4 * nVertices;
+
+			this.attributes[ "tangent" ] = {
+
+				itemSize: 4,
+				array: new Float32Array( nTangentElements ),
+				numItems: nTangentElements
+
+			};
+
+		}
+
+		var tangents = this.attributes[ "tangent" ].array;
+
+		var tan1 = [], tan2 = [];
+
+		for ( var k = 0; k < nVertices; k ++ ) {
+
+			tan1[ k ] = new THREE.Vector3();
+			tan2[ k ] = new THREE.Vector3();
+
+		}
+
+		var xA, yA, zA,
+			xB, yB, zB,
+			xC, yC, zC,
+
+			uA, vA,
+			uB, vB,
+			uC, vC,
+
+			x1, x2, y1, y2, z1, z2,
+			s1, s2, t1, t2, r;
+
+		var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+
+		function handleTriangle( a, b, c ) {
+
+			xA = positions[ a * 3 ];
+			yA = positions[ a * 3 + 1 ];
+			zA = positions[ a * 3 + 2 ];
+
+			xB = positions[ b * 3 ];
+			yB = positions[ b * 3 + 1 ];
+			zB = positions[ b * 3 + 2 ];
+
+			xC = positions[ c * 3 ];
+			yC = positions[ c * 3 + 1 ];
+			zC = positions[ c * 3 + 2 ];
+
+			uA = uvs[ a * 2 ];
+			vA = uvs[ a * 2 + 1 ];
+
+			uB = uvs[ b * 2 ];
+			vB = uvs[ b * 2 + 1 ];
+
+			uC = uvs[ c * 2 ];
+			vC = uvs[ c * 2 + 1 ];
+
+			x1 = xB - xA;
+			x2 = xC - xA;
+
+			y1 = yB - yA;
+			y2 = yC - yA;
+
+			z1 = zB - zA;
+			z2 = zC - zA;
+
+			s1 = uB - uA;
+			s2 = uC - uA;
+
+			t1 = vB - vA;
+			t2 = vC - vA;
+
+			r = 1.0 / ( s1 * t2 - s2 * t1 );
+
+			sdir.set(
+				( t2 * x1 - t1 * x2 ) * r,
+				( t2 * y1 - t1 * y2 ) * r,
+				( t2 * z1 - t1 * z2 ) * r
+			);
+
+			tdir.set(
+				( s1 * x2 - s2 * x1 ) * r,
+				( s1 * y2 - s2 * y1 ) * r,
+				( s1 * z2 - s2 * z1 ) * r
+			);
+
+			tan1[ a ].addSelf( sdir );
+			tan1[ b ].addSelf( sdir );
+			tan1[ c ].addSelf( sdir );
+
+			tan2[ a ].addSelf( tdir );
+			tan2[ b ].addSelf( tdir );
+			tan2[ c ].addSelf( tdir );
+
+		}
+
+		var i, il;
+		var j, jl;
+		var iA, iB, iC;
+
+		var offsets = this.offsets;
+
+		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+			var start = offsets[ j ].start;
+			var count = offsets[ j ].count;
+			var index = offsets[ j ].index;
+
+			for ( i = start, il = start + count; i < il; i += 3 ) {
+
+				iA = index + indices[ i ];
+				iB = index + indices[ i + 1 ];
+				iC = index + indices[ i + 2 ];
+
+				handleTriangle( iA, iB, iC );
+
+			}
+
+		}
+
+		var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
+		var n = new THREE.Vector3(), n2 = new THREE.Vector3();
+		var w, t, test;
+		var nx, ny, nz;
+
+		function handleVertex( v ) {
+
+			n.x = normals[ v * 3 ];
+			n.y = normals[ v * 3 + 1 ];
+			n.z = normals[ v * 3 + 2 ];
+
+			n2.copy( n );
+
+			t = tan1[ v ];
+
+			// Gram-Schmidt orthogonalize
+
+			tmp.copy( t );
+			tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+			// Calculate handedness
+
+			tmp2.cross( n2, t );
+			test = tmp2.dot( tan2[ v ] );
+			w = ( test < 0.0 ) ? -1.0 : 1.0;
+
+			tangents[ v * 4 ] 	  = tmp.x;
+			tangents[ v * 4 + 1 ] = tmp.y;
+			tangents[ v * 4 + 2 ] = tmp.z;
+			tangents[ v * 4 + 3 ] = w;
+
+		}
+
+		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+			var start = offsets[ j ].start;
+			var count = offsets[ j ].count;
+			var index = offsets[ j ].index;
+
+			for ( i = start, il = start + count; i < il; i += 3 ) {
+
+				iA = index + indices[ i ];
+				iB = index + indices[ i + 1 ];
+				iC = index + indices[ i + 2 ];
+
+				handleVertex( iA );
+				handleVertex( iB );
+				handleVertex( iC );
+
+			}
+
+		}
+
+		this.hasTangents = true;
+		this.tangentsNeedUpdate = true;
+
+	}
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.Camera = function () {
+
+	THREE.Object3D.call( this );
+
+	this.matrixWorldInverse = new THREE.Matrix4();
+
+	this.projectionMatrix = new THREE.Matrix4();
+	this.projectionMatrixInverse = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Camera.prototype.lookAt = function ( vector ) {
+
+	// TODO: Add hierarchy support.
+
+	this.matrix.lookAt( this.position, vector, this.up );
+
+	if ( this.rotationAutoUpdate === true ) {
+
+		if ( this.useQuaternion === false )  {
+
+			this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+		} else {
+
+			this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+		}
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+	THREE.Camera.call( this );
+
+	this.left = left;
+	this.right = right;
+	this.top = top;
+	this.bottom = bottom;
+
+	this.near = ( near !== undefined ) ? near : 0.1;
+	this.far = ( far !== undefined ) ? far : 2000;
+
+	this.updateProjectionMatrix();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+	this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+	THREE.Camera.call( this );
+
+	this.fov = fov !== undefined ? fov : 50;
+	this.aspect = aspect !== undefined ? aspect : 1;
+	this.near = near !== undefined ? near : 0.1;
+	this.far = far !== undefined ? far : 2000;
+
+	this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (fullframe) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+	if ( frameHeight === undefined ) frameHeight = 24;
+
+	this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
+	this.updateProjectionMatrix();
+
+}
+
+
+/**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ *   +---+---+---+
+ *   | A | B | C |
+ *   +---+---+---+
+ *   | D | E | F |
+ *   +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ *   var w = 1920;
+ *   var h = 1080;
+ *   var fullWidth = w * 3;
+ *   var fullHeight = h * 2;
+ *
+ *   --A--
+ *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+ *   --B--
+ *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+ *   --C--
+ *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+ *   --D--
+ *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+ *   --E--
+ *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+ *   --F--
+ *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+ *
+ *   Note there is no reason monitors have to be the same size or in a grid.
+ */
+
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
+
+	this.fullWidth = fullWidth;
+	this.fullHeight = fullHeight;
+	this.x = x;
+	this.y = y;
+	this.width = width;
+	this.height = height;
+
+	this.updateProjectionMatrix();
+
+};
+
+
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+
+	if ( this.fullWidth ) {
+
+		var aspect = this.fullWidth / this.fullHeight;
+		var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
+		var bottom = -top;
+		var left = aspect * bottom;
+		var right = aspect * top;
+		var width = Math.abs( right - left );
+		var height = Math.abs( top - bottom );
+
+		this.projectionMatrix.makeFrustum(
+			left + this.x * width / this.fullWidth,
+			left + ( this.x + this.width ) * width / this.fullWidth,
+			top - ( this.y + this.height ) * height / this.fullHeight,
+			top - this.y * height / this.fullHeight,
+			this.near,
+			this.far
+		);
+
+	} else {
+
+		this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+ 
+THREE.Light = function ( hex ) {
+
+	THREE.Object3D.call( this );
+
+	this.color = new THREE.Color( hex );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( hex ) {
+
+	THREE.Light.call( this, hex );
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( hex, intensity ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 1, 0 );
+	this.target = new THREE.Object3D();
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+	this.castShadow = false;
+	this.onlyShadow = false;
+
+	//
+
+	this.shadowCameraNear = 50;
+	this.shadowCameraFar = 5000;
+
+	this.shadowCameraLeft = -500;
+	this.shadowCameraRight = 500;
+	this.shadowCameraTop = 500;
+	this.shadowCameraBottom = -500;
+
+	this.shadowCameraVisible = false;
+
+	this.shadowBias = 0;
+	this.shadowDarkness = 0.5;
+
+	this.shadowMapWidth = 512;
+	this.shadowMapHeight = 512;
+
+	//
+
+	this.shadowCascade = false;
+
+	this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
+	this.shadowCascadeCount = 2;
+
+	this.shadowCascadeBias = [ 0, 0, 0 ];
+	this.shadowCascadeWidth = [ 512, 512, 512 ];
+	this.shadowCascadeHeight = [ 512, 512, 512 ];
+
+	this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
+	this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];
+
+	this.shadowCascadeArray = [];
+
+	//
+
+	this.shadowMap = null;
+	this.shadowMapSize = null;
+	this.shadowCamera = null;
+	this.shadowMatrix = null;
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
+
+	THREE.Light.call( this, skyColorHex );
+
+	this.groundColor = new THREE.Color( groundColorHex );
+
+	this.position = new THREE.Vector3( 0, 100, 0 );
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( hex, intensity, distance ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 0, 0 );
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+	this.distance = ( distance !== undefined ) ? distance : 0;
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 1, 0 );
+	this.target = new THREE.Object3D();
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+	this.distance = ( distance !== undefined ) ? distance : 0;
+	this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
+	this.exponent = ( exponent !== undefined ) ? exponent : 10;
+
+	this.castShadow = false;
+	this.onlyShadow = false;
+
+	//
+
+	this.shadowCameraNear = 50;
+	this.shadowCameraFar = 5000;
+	this.shadowCameraFov = 50;
+
+	this.shadowCameraVisible = false;
+
+	this.shadowBias = 0;
+	this.shadowDarkness = 0.5;
+
+	this.shadowMapWidth = 512;
+	this.shadowMapHeight = 512;
+
+	//
+
+	this.shadowMap = null;
+	this.shadowMapSize = null;
+	this.shadowCamera = null;
+	this.shadowMatrix = null;
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function ( showStatus ) {
+
+	this.showStatus = showStatus;
+	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+
+	this.onLoadStart = function () {};
+	this.onLoadProgress = function () {};
+	this.onLoadComplete = function () {};
+
+};
+
+THREE.Loader.prototype = {
+
+	constructor: THREE.Loader,
+
+	crossOrigin: 'anonymous',
+
+	addStatusElement: function () {
+
+		var e = document.createElement( "div" );
+
+		e.style.position = "absolute";
+		e.style.right = "0px";
+		e.style.top = "0px";
+		e.style.fontSize = "0.8em";
+		e.style.textAlign = "left";
+		e.style.background = "rgba(0,0,0,0.25)";
+		e.style.color = "#fff";
+		e.style.width = "120px";
+		e.style.padding = "0.5em 0.5em 0.5em 0.5em";
+		e.style.zIndex = 1000;
+
+		e.innerHTML = "Loading ...";
+
+		return e;
+
+	},
+
+	updateProgress: function ( progress ) {
+
+		var message = "Loaded ";
+
+		if ( progress.total ) {
+
+			message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
+
+
+		} else {
+
+			message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
+
+		}
+
+		this.statusDomElement.innerHTML = message;
+
+	},
+
+	extractUrlBase: function ( url ) {
+
+		var parts = url.split( '/' );
+		parts.pop();
+		return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
+
+	},
+
+	initMaterials: function ( materials, texturePath ) {
+
+		var array = [];
+
+		for ( var i = 0; i < materials.length; ++ i ) {
+
+			array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
+
+		}
+
+		return array;
+
+	},
+
+	needsTangents: function ( materials ) {
+
+		for( var i = 0, il = materials.length; i < il; i ++ ) {
+
+			var m = materials[ i ];
+
+			if ( m instanceof THREE.ShaderMaterial ) return true;
+
+		}
+
+		return false;
+
+	},
+
+	createMaterial: function ( m, texturePath ) {
+
+		var _this = this;
+
+		function is_pow2( n ) {
+
+			var l = Math.log( n ) / Math.LN2;
+			return Math.floor( l ) == l;
+
+		}
+
+		function nearest_pow2( n ) {
+
+			var l = Math.log( n ) / Math.LN2;
+			return Math.pow( 2, Math.round(  l ) );
+
+		}
+
+		function load_image( where, url ) {
+
+			var image = new Image();
+
+			image.onload = function () {
+
+				if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
+
+					var width = nearest_pow2( this.width );
+					var height = nearest_pow2( this.height );
+
+					where.image.width = width;
+					where.image.height = height;
+					where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
+
+				} else {
+
+					where.image = this;
+
+				}
+
+				where.needsUpdate = true;
+
+			};
+
+			image.crossOrigin = _this.crossOrigin;
+			image.src = url;
+
+		}
+
+		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+
+			var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" );
+			var fullPath = texturePath + "/" + sourceFile;
+
+			if ( isCompressed ) {
+
+				var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
+
+				where[ name ] = texture;
+
+			} else {
+
+				var texture = document.createElement( 'canvas' );
+
+				where[ name ] = new THREE.Texture( texture );
+
+			}
+
+			where[ name ].sourceFile = sourceFile;
+
+			if( repeat ) {
+
+				where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
+
+				if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
+				if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
+
+			}
+
+			if ( offset ) {
+
+				where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
+
+			}
+
+			if ( wrap ) {
+
+				var wrapMap = {
+					"repeat": THREE.RepeatWrapping,
+					"mirror": THREE.MirroredRepeatWrapping
+				}
+
+				if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
+				if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
+
+			}
+
+			if ( anisotropy ) {
+
+				where[ name ].anisotropy = anisotropy;
+
+			}
+
+			if ( ! isCompressed ) {
+
+				load_image( where[ name ], fullPath );
+
+			}
+
+		}
+
+		function rgb2hex( rgb ) {
+
+			return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
+
+		}
+
+		// defaults
+
+		var mtype = "MeshLambertMaterial";
+		var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
+
+		// parameters from model file
+
+		if ( m.shading ) {
+
+			var shading = m.shading.toLowerCase();
+
+			if ( shading === "phong" ) mtype = "MeshPhongMaterial";
+			else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
+
+		}
+
+		if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
+
+			mpars.blending = THREE[ m.blending ];
+
+		}
+
+		if ( m.transparent !== undefined || m.opacity < 1.0 ) {
+
+			mpars.transparent = m.transparent;
+
+		}
+
+		if ( m.depthTest !== undefined ) {
+
+			mpars.depthTest = m.depthTest;
+
+		}
+
+		if ( m.depthWrite !== undefined ) {
+
+			mpars.depthWrite = m.depthWrite;
+
+		}
+
+		if ( m.visible !== undefined ) {
+
+			mpars.visible = m.visible;
+
+		}
+
+		if ( m.flipSided !== undefined ) {
+
+			mpars.side = THREE.BackSide;
+
+		}
+
+		if ( m.doubleSided !== undefined ) {
+
+			mpars.side = THREE.DoubleSide;
+
+		}
+
+		if ( m.wireframe !== undefined ) {
+
+			mpars.wireframe = m.wireframe;
+
+		}
+
+		if ( m.vertexColors !== undefined ) {
+
+			if ( m.vertexColors === "face" ) {
+
+				mpars.vertexColors = THREE.FaceColors;
+
+			} else if ( m.vertexColors ) {
+
+				mpars.vertexColors = THREE.VertexColors;
+
+			}
+
+		}
+
+		// colors
+
+		if ( m.colorDiffuse ) {
+
+			mpars.color = rgb2hex( m.colorDiffuse );
+
+		} else if ( m.DbgColor ) {
+
+			mpars.color = m.DbgColor;
+
+		}
+
+		if ( m.colorSpecular ) {
+
+			mpars.specular = rgb2hex( m.colorSpecular );
+
+		}
+
+		if ( m.colorAmbient ) {
+
+			mpars.ambient = rgb2hex( m.colorAmbient );
+
+		}
+
+		// modifiers
+
+		if ( m.transparency ) {
+
+			mpars.opacity = m.transparency;
+
+		}
+
+		if ( m.specularCoef ) {
+
+			mpars.shininess = m.specularCoef;
+
+		}
+
+		// textures
+
+		if ( m.mapDiffuse && texturePath ) {
+
+			create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+
+		}
+
+		if ( m.mapLight && texturePath ) {
+
+			create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+
+		}
+
+		if ( m.mapBump && texturePath ) {
+
+			create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+
+		}
+
+		if ( m.mapNormal && texturePath ) {
+
+			create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+
+		}
+
+		if ( m.mapSpecular && texturePath ) {
+
+			create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+
+		}
+
+		//
+
+		if ( m.mapBumpScale ) {
+
+			mpars.bumpScale = m.mapBumpScale;
+
+		}
+
+		// special case for normal mapped material
+
+		if ( m.mapNormal ) {
+
+			var shader = THREE.ShaderUtils.lib[ "normal" ];
+			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+			uniforms[ "tNormal" ].value = mpars.normalMap;
+
+			if ( m.mapNormalFactor ) {
+
+				uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
+
+			}
+
+			if ( mpars.map ) {
+
+				uniforms[ "tDiffuse" ].value = mpars.map;
+				uniforms[ "enableDiffuse" ].value = true;
+
+			}
+
+			if ( mpars.specularMap ) {
+
+				uniforms[ "tSpecular" ].value = mpars.specularMap;
+				uniforms[ "enableSpecular" ].value = true;
+
+			}
+
+			if ( mpars.lightMap ) {
+
+				uniforms[ "tAO" ].value = mpars.lightMap;
+				uniforms[ "enableAO" ].value = true;
+
+			}
+
+			// for the moment don't handle displacement texture
+
+			uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
+			uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
+			uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
+
+			uniforms[ "uShininess" ].value = mpars.shininess;
+
+			if ( mpars.opacity !== undefined ) {
+
+				uniforms[ "uOpacity" ].value = mpars.opacity;
+
+			}
+
+			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+			var material = new THREE.ShaderMaterial( parameters );
+
+			if ( mpars.transparent ) {
+
+				material.transparent = true;
+
+			}
+
+		} else {
+
+			var material = new THREE[ mtype ]( mpars );
+
+		}
+
+		if ( m.DbgName !== undefined ) material.name = m.DbgName;
+
+		return material;
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BinaryLoader = function ( showStatus ) {
+
+	THREE.Loader.call( this, showStatus );
+
+};
+
+THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
+
+// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
+//  - binary models consist of two files: JS and BIN
+//  - parameters
+//		- url (required)
+//		- callback (required)
+//		- texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
+//		- binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
+
+THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) {
+
+	// todo: unify load API to for easier SceneLoader use
+
+	texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
+	binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
+
+	var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null;
+
+	this.onLoadStart();
+
+	// #1 load JS part via web worker
+
+	this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
+
+};
+
+THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
+
+	var xhr = new XMLHttpRequest();
+
+	xhr.onreadystatechange = function () {
+
+		if ( xhr.readyState == 4 ) {
+
+			if ( xhr.status == 200 || xhr.status == 0 ) {
+
+				var json = JSON.parse( xhr.responseText );
+				context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
+
+			} else {
+
+				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.send( null );
+
+};
+
+THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
+
+	var xhr = new XMLHttpRequest(),
+		url = binaryPath + "/" + json.buffers;
+
+	var length = 0;
+
+	xhr.onreadystatechange = function () {
+
+		if ( xhr.readyState == 4 ) {
+
+			if ( xhr.status == 200 || xhr.status == 0 ) {
+
+				var buffer = xhr.response;
+				if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this
+				THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );
+
+			} else {
+
+				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		} else if ( xhr.readyState == 3 ) {
+
+			if ( callbackProgress ) {
+
+				if ( length == 0 ) {
+
+					length = xhr.getResponseHeader( "Content-Length" );
+
+				}
+
+				callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+			}
+
+		} else if ( xhr.readyState == 2 ) {
+
+			length = xhr.getResponseHeader( "Content-Length" );
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.responseType = "arraybuffer";
+	xhr.send( null );
+
+};
+
+// Binary AJAX parser
+
+THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
+
+	var Model = function ( texturePath ) {
+
+		var scope = this,
+			currentOffset = 0,
+			md,
+			normals = [],
+			uvs = [],
+			start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
+			start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
+			tri_size, quad_size,
+			len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
+			len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
+
+
+		THREE.Geometry.call( this );
+
+		md = parseMetaData( data, currentOffset );
+
+		currentOffset += md.header_bytes;
+/*
+		md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+		md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
+		md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+		md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+*/
+		// buffers sizes
+
+		tri_size =  md.vertex_index_bytes * 3 + md.material_index_bytes;
+		quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
+
+		len_tri_flat      = md.ntri_flat      * ( tri_size );
+		len_tri_smooth    = md.ntri_smooth    * ( tri_size + md.normal_index_bytes * 3 );
+		len_tri_flat_uv   = md.ntri_flat_uv   * ( tri_size + md.uv_index_bytes * 3 );
+		len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
+
+		len_quad_flat      = md.nquad_flat      * ( quad_size );
+		len_quad_smooth    = md.nquad_smooth    * ( quad_size + md.normal_index_bytes * 4 );
+		len_quad_flat_uv   = md.nquad_flat_uv   * ( quad_size + md.uv_index_bytes * 4 );
+		len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
+
+		// read buffers
+
+		currentOffset += init_vertices( currentOffset );
+
+		currentOffset += init_normals( currentOffset );
+		currentOffset += handlePadding( md.nnormals * 3 );
+
+		currentOffset += init_uvs( currentOffset );
+
+		start_tri_flat 		= currentOffset;
+		start_tri_smooth    = start_tri_flat    + len_tri_flat    + handlePadding( md.ntri_flat * 2 );
+		start_tri_flat_uv   = start_tri_smooth  + len_tri_smooth  + handlePadding( md.ntri_smooth * 2 );
+		start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
+
+		start_quad_flat     = start_tri_smooth_uv + len_tri_smooth_uv  + handlePadding( md.ntri_smooth_uv * 2 );
+		start_quad_smooth   = start_quad_flat     + len_quad_flat	   + handlePadding( md.nquad_flat * 2 );
+		start_quad_flat_uv  = start_quad_smooth   + len_quad_smooth    + handlePadding( md.nquad_smooth * 2 );
+		start_quad_smooth_uv= start_quad_flat_uv  + len_quad_flat_uv   + handlePadding( md.nquad_flat_uv * 2 );
+
+		// have to first process faces with uvs
+		// so that face and uv indices match
+
+		init_triangles_flat_uv( start_tri_flat_uv );
+		init_triangles_smooth_uv( start_tri_smooth_uv );
+
+		init_quads_flat_uv( start_quad_flat_uv );
+		init_quads_smooth_uv( start_quad_smooth_uv );
+
+		// now we can process untextured faces
+
+		init_triangles_flat( start_tri_flat );
+		init_triangles_smooth( start_tri_smooth );
+
+		init_quads_flat( start_quad_flat );
+		init_quads_smooth( start_quad_smooth );
+
+		this.computeCentroids();
+		this.computeFaceNormals();
+
+		function handlePadding( n ) {
+
+			return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
+
+		};
+
+		function parseMetaData( data, offset ) {
+
+			var metaData = {
+
+				'signature'               :parseString( data, offset,  12 ),
+				'header_bytes'            :parseUChar8( data, offset + 12 ),
+
+				'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
+				'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
+				'uv_coordinate_bytes'     :parseUChar8( data, offset + 15 ),
+
+				'vertex_index_bytes'      :parseUChar8( data, offset + 16 ),
+				'normal_index_bytes'      :parseUChar8( data, offset + 17 ),
+				'uv_index_bytes'          :parseUChar8( data, offset + 18 ),
+				'material_index_bytes'    :parseUChar8( data, offset + 19 ),
+
+				'nvertices'    :parseUInt32( data, offset + 20 ),
+				'nnormals'     :parseUInt32( data, offset + 20 + 4*1 ),
+				'nuvs'         :parseUInt32( data, offset + 20 + 4*2 ),
+
+				'ntri_flat'      :parseUInt32( data, offset + 20 + 4*3 ),
+				'ntri_smooth'    :parseUInt32( data, offset + 20 + 4*4 ),
+				'ntri_flat_uv'   :parseUInt32( data, offset + 20 + 4*5 ),
+				'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
+
+				'nquad_flat'      :parseUInt32( data, offset + 20 + 4*7 ),
+				'nquad_smooth'    :parseUInt32( data, offset + 20 + 4*8 ),
+				'nquad_flat_uv'   :parseUInt32( data, offset + 20 + 4*9 ),
+				'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
+
+			};
+/*
+			console.log( "signature: " + metaData.signature );
+
+			console.log( "header_bytes: " + metaData.header_bytes );
+			console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
+			console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
+			console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
+
+			console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
+			console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
+			console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
+			console.log( "material_index_bytes: " + metaData.material_index_bytes );
+
+			console.log( "nvertices: " + metaData.nvertices );
+			console.log( "nnormals: " + metaData.nnormals );
+			console.log( "nuvs: " + metaData.nuvs );
+
+			console.log( "ntri_flat: " + metaData.ntri_flat );
+			console.log( "ntri_smooth: " + metaData.ntri_smooth );
+			console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
+			console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
+
+			console.log( "nquad_flat: " + metaData.nquad_flat );
+			console.log( "nquad_smooth: " + metaData.nquad_smooth );
+			console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
+			console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
+
+			var total = metaData.header_bytes
+					  + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
+					  + metaData.nnormals * metaData.normal_coordinate_bytes * 3
+					  + metaData.nuvs * metaData.uv_coordinate_bytes * 2
+					  + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
+					  + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
+					  + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
+					  + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
+					  + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
+					  + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
+					  + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
+					  + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
+			console.log( "total bytes: " + total );
+*/
+
+			return metaData;
+
+		};
+
+		function parseString( data, offset, length ) {
+
+			var charArray = new Uint8Array( data, offset, length );
+
+			var text = "";
+
+			for ( var i = 0; i < length; i ++ ) {
+
+				text += String.fromCharCode( charArray[ offset + i ] );
+
+			}
+
+			return text;
+
+		};
+
+		function parseUChar8( data, offset ) {
+
+			var charArray = new Uint8Array( data, offset, 1 );
+
+			return charArray[ 0 ];
+
+		};
+
+		function parseUInt32( data, offset ) {
+
+			var intArray = new Uint32Array( data, offset, 1 );
+
+			return intArray[ 0 ];
+
+		};
+
+		function init_vertices( start ) {
+
+			var nElements = md.nvertices;
+
+			var coordArray = new Float32Array( data, start, nElements * 3 );
+
+			var i, x, y, z;
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				x = coordArray[ i * 3 ];
+				y = coordArray[ i * 3 + 1 ];
+				z = coordArray[ i * 3 + 2 ];
+
+				vertex( scope, x, y, z );
+
+			}
+
+			return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
+
+		};
+
+		function init_normals( start ) {
+
+			var nElements = md.nnormals;
+
+			if ( nElements ) {
+
+				var normalArray = new Int8Array( data, start, nElements * 3 );
+
+				var i, x, y, z;
+
+				for( i = 0; i < nElements; i ++ ) {
+
+					x = normalArray[ i * 3 ];
+					y = normalArray[ i * 3 + 1 ];
+					z = normalArray[ i * 3 + 2 ];
+
+					normals.push( x/127, y/127, z/127 );
+
+				}
+
+			}
+
+			return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
+
+		};
+
+		function init_uvs( start ) {
+
+			var nElements = md.nuvs;
+
+			if ( nElements ) {
+
+				var uvArray = new Float32Array( data, start, nElements * 2 );
+
+				var i, u, v;
+
+				for( i = 0; i < nElements; i ++ ) {
+
+					u = uvArray[ i * 2 ];
+					v = uvArray[ i * 2 + 1 ];
+
+					uvs.push( u, v );
+
+				}
+
+			}
+
+			return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
+
+		};
+
+		function init_uvs3( nElements, offset ) {
+
+			var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
+
+			var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				uva = uvIndexBuffer[ i * 3 ];
+				uvb = uvIndexBuffer[ i * 3 + 1 ];
+				uvc = uvIndexBuffer[ i * 3 + 2 ];
+
+				u1 = uvs[ uva*2 ];
+				v1 = uvs[ uva*2 + 1 ];
+
+				u2 = uvs[ uvb*2 ];
+				v2 = uvs[ uvb*2 + 1 ];
+
+				u3 = uvs[ uvc*2 ];
+				v3 = uvs[ uvc*2 + 1 ];
+
+				uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
+
+			}
+
+		};
+
+		function init_uvs4( nElements, offset ) {
+
+			var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
+
+			var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				uva = uvIndexBuffer[ i * 4 ];
+				uvb = uvIndexBuffer[ i * 4 + 1 ];
+				uvc = uvIndexBuffer[ i * 4 + 2 ];
+				uvd = uvIndexBuffer[ i * 4 + 3 ];
+
+				u1 = uvs[ uva*2 ];
+				v1 = uvs[ uva*2 + 1 ];
+
+				u2 = uvs[ uvb*2 ];
+				v2 = uvs[ uvb*2 + 1 ];
+
+				u3 = uvs[ uvc*2 ];
+				v3 = uvs[ uvc*2 + 1 ];
+
+				u4 = uvs[ uvd*2 ];
+				v4 = uvs[ uvd*2 + 1 ];
+
+				uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );
+
+			}
+
+		};
+
+		function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
+
+			var i, a, b, c, m;
+
+			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
+			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				a = vertexIndexBuffer[ i * 3 ];
+				b = vertexIndexBuffer[ i * 3 + 1 ];
+				c = vertexIndexBuffer[ i * 3 + 2 ];
+
+				m = materialIndexBuffer[ i ];
+
+				f3( scope, a, b, c, m );
+
+			}
+
+		};
+
+		function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
+
+			var i, a, b, c, d, m;
+
+			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
+			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				a = vertexIndexBuffer[ i * 4 ];
+				b = vertexIndexBuffer[ i * 4 + 1 ];
+				c = vertexIndexBuffer[ i * 4 + 2 ];
+				d = vertexIndexBuffer[ i * 4 + 3 ];
+
+				m = materialIndexBuffer[ i ];
+
+				f4( scope, a, b, c, d, m );
+
+			}
+
+		};
+
+		function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
+
+			var i, a, b, c, m;
+			var na, nb, nc;
+
+			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
+			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
+			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				a = vertexIndexBuffer[ i * 3 ];
+				b = vertexIndexBuffer[ i * 3 + 1 ];
+				c = vertexIndexBuffer[ i * 3 + 2 ];
+
+				na = normalIndexBuffer[ i * 3 ];
+				nb = normalIndexBuffer[ i * 3 + 1 ];
+				nc = normalIndexBuffer[ i * 3 + 2 ];
+
+				m = materialIndexBuffer[ i ];
+
+				f3n( scope, normals, a, b, c, m, na, nb, nc );
+
+			}
+
+		};
+
+		function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
+
+			var i, a, b, c, d, m;
+			var na, nb, nc, nd;
+
+			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
+			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
+			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				a = vertexIndexBuffer[ i * 4 ];
+				b = vertexIndexBuffer[ i * 4 + 1 ];
+				c = vertexIndexBuffer[ i * 4 + 2 ];
+				d = vertexIndexBuffer[ i * 4 + 3 ];
+
+				na = normalIndexBuffer[ i * 4 ];
+				nb = normalIndexBuffer[ i * 4 + 1 ];
+				nc = normalIndexBuffer[ i * 4 + 2 ];
+				nd = normalIndexBuffer[ i * 4 + 3 ];
+
+				m = materialIndexBuffer[ i ];
+
+				f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );
+
+			}
+
+		};
+
+		function init_triangles_flat( start ) {
+
+			var nElements = md.ntri_flat;
+
+			if ( nElements ) {
+
+				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				init_faces3_flat( nElements, start, offsetMaterials );
+
+			}
+
+		};
+
+		function init_triangles_flat_uv( start ) {
+
+			var nElements = md.ntri_flat_uv;
+
+			if ( nElements ) {
+
+				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+				init_faces3_flat( nElements, start, offsetMaterials );
+				init_uvs3( nElements, offsetUvs );
+
+			}
+
+		};
+
+		function init_triangles_smooth( start ) {
+
+			var nElements = md.ntri_smooth;
+
+			if ( nElements ) {
+
+				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
+
+			}
+
+		};
+
+		function init_triangles_smooth_uv( start ) {
+
+			var nElements = md.ntri_smooth_uv;
+
+			if ( nElements ) {
+
+				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
+				init_uvs3( nElements, offsetUvs );
+
+			}
+
+		};
+
+		function init_quads_flat( start ) {
+
+			var nElements = md.nquad_flat;
+
+			if ( nElements ) {
+
+				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				init_faces4_flat( nElements, start, offsetMaterials );
+
+			}
+
+		};
+
+		function init_quads_flat_uv( start ) {
+
+			var nElements = md.nquad_flat_uv;
+
+			if ( nElements ) {
+
+				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+				init_faces4_flat( nElements, start, offsetMaterials );
+				init_uvs4( nElements, offsetUvs );
+
+			}
+
+		};
+
+		function init_quads_smooth( start ) {
+
+			var nElements = md.nquad_smooth;
+
+			if ( nElements ) {
+
+				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
+
+			}
+
+		};
+
+		function init_quads_smooth_uv( start ) {
+
+			var nElements = md.nquad_smooth_uv;
+
+			if ( nElements ) {
+
+				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
+				init_uvs4( nElements, offsetUvs );
+
+			}
+
+		};
+
+	};
+
+	function vertex ( scope, x, y, z ) {
+
+		scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+	};
+
+	function f3 ( scope, a, b, c, mi ) {
+
+		scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );
+
+	};
+
+	function f4 ( scope, a, b, c, d, mi ) {
+
+		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) );
+
+	};
+
+	function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
+
+		var nax = normals[ na*3     ],
+			nay = normals[ na*3 + 1 ],
+			naz = normals[ na*3 + 2 ],
+
+			nbx = normals[ nb*3     ],
+			nby = normals[ nb*3 + 1 ],
+			nbz = normals[ nb*3 + 2 ],
+
+			ncx = normals[ nc*3     ],
+			ncy = normals[ nc*3 + 1 ],
+			ncz = normals[ nc*3 + 2 ];
+
+		scope.faces.push( new THREE.Face3( a, b, c,
+						  [new THREE.Vector3( nax, nay, naz ),
+						   new THREE.Vector3( nbx, nby, nbz ),
+						   new THREE.Vector3( ncx, ncy, ncz )],
+						  null,
+						  mi ) );
+
+	};
+
+	function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {
+
+		var nax = normals[ na*3     ],
+			nay = normals[ na*3 + 1 ],
+			naz = normals[ na*3 + 2 ],
+
+			nbx = normals[ nb*3     ],
+			nby = normals[ nb*3 + 1 ],
+			nbz = normals[ nb*3 + 2 ],
+
+			ncx = normals[ nc*3     ],
+			ncy = normals[ nc*3 + 1 ],
+			ncz = normals[ nc*3 + 2 ],
+
+			ndx = normals[ nd*3     ],
+			ndy = normals[ nd*3 + 1 ],
+			ndz = normals[ nd*3 + 2 ];
+
+		scope.faces.push( new THREE.Face4( a, b, c, d,
+						  [new THREE.Vector3( nax, nay, naz ),
+						   new THREE.Vector3( nbx, nby, nbz ),
+						   new THREE.Vector3( ncx, ncy, ncz ),
+						   new THREE.Vector3( ndx, ndy, ndz )],
+						  null,
+						  mi ) );
+
+	};
+
+	function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
+
+		where.push( [
+			new THREE.Vector2( u1, v1 ),
+			new THREE.Vector2( u2, v2 ),
+			new THREE.Vector2( u3, v3 )
+		] );
+
+	};
+
+	function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {
+
+		where.push( [
+			new THREE.Vector2( u1, v1 ),
+			new THREE.Vector2( u2, v2 ),
+			new THREE.Vector2( u3, v3 ),
+			new THREE.Vector2( u4, v4 )
+		] );
+	};
+
+	Model.prototype = Object.create( THREE.Geometry.prototype );
+
+	var geometry = new Model( texturePath );
+	var materials = this.initMaterials( jsonMaterials, texturePath );
+
+	if ( this.needsTangents( materials ) ) geometry.computeTangents();
+
+	callback( geometry, materials );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function () {
+
+	THREE.EventTarget.call( this );
+
+	this.crossOrigin = null;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+	constructor: THREE.ImageLoader,
+
+	load: function ( url, image ) {
+
+		var scope = this;
+
+		if ( image === undefined ) image = new Image();
+
+		image.addEventListener( 'load', function () {
+
+			scope.dispatchEvent( { type: 'load', content: image } );
+
+		}, false );
+
+		image.addEventListener( 'error', function () {
+
+			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+		}, false );
+
+		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+		image.src = url;
+
+	}
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( showStatus ) {
+
+	THREE.Loader.call( this, showStatus );
+
+	this.withCredentials = false;
+
+};
+
+THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
+
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
+
+	var scope = this;
+
+	// todo: unify load API to for easier SceneLoader use
+
+	texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
+
+	this.onLoadStart();
+	this.loadAjaxJSON( this, url, callback, texturePath );
+
+};
+
+THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
+
+	var xhr = new XMLHttpRequest();
+
+	var length = 0;
+
+	xhr.withCredentials = this.withCredentials;
+
+	xhr.onreadystatechange = function () {
+
+		if ( xhr.readyState === xhr.DONE ) {
+
+			if ( xhr.status === 200 || xhr.status === 0 ) {
+
+				if ( xhr.responseText ) {
+
+					var json = JSON.parse( xhr.responseText );
+					context.createModel( json, callback, texturePath );
+
+				} else {
+
+					console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
+
+				}
+
+				// in context of more complex asset initialization
+				// do not block on single failed file
+				// maybe should go even one more level up
+
+				context.onLoadComplete();
+
+			} else {
+
+				console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		} else if ( xhr.readyState === xhr.LOADING ) {
+
+			if ( callbackProgress ) {
+
+				if ( length === 0 ) {
+
+					length = xhr.getResponseHeader( "Content-Length" );
+
+				}
+
+				callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+			}
+
+		} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
+
+			length = xhr.getResponseHeader( "Content-Length" );
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.send( null );
+
+};
+
+THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {
+
+	var scope = this,
+	geometry = new THREE.Geometry(),
+	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+	parseModel( scale );
+
+	parseSkin();
+	parseMorphing( scale );
+
+	geometry.computeCentroids();
+	geometry.computeFaceNormals();
+
+	function parseModel( scale ) {
+
+		function isBitSet( value, position ) {
+
+			return value & ( 1 << position );
+
+		}
+
+		var i, j, fi,
+
+		offset, zLength, nVertices,
+
+		colorIndex, normalIndex, uvIndex, materialIndex,
+
+		type,
+		isQuad,
+		hasMaterial,
+		hasFaceUv, hasFaceVertexUv,
+		hasFaceNormal, hasFaceVertexNormal,
+		hasFaceColor, hasFaceVertexColor,
+
+		vertex, face, color, normal,
+
+		uvLayer, uvs, u, v,
+
+		faces = json.faces,
+		vertices = json.vertices,
+		normals = json.normals,
+		colors = json.colors,
+
+		nUvLayers = 0;
+
+		// disregard empty arrays
+
+		for ( i = 0; i < json.uvs.length; i++ ) {
+
+			if ( json.uvs[ i ].length ) nUvLayers ++;
+
+		}
+
+		for ( i = 0; i < nUvLayers; i++ ) {
+
+			geometry.faceUvs[ i ] = [];
+			geometry.faceVertexUvs[ i ] = [];
+
+		}
+
+		offset = 0;
+		zLength = vertices.length;
+
+		while ( offset < zLength ) {
+
+			vertex = new THREE.Vector3();
+
+			vertex.x = vertices[ offset ++ ] * scale;
+			vertex.y = vertices[ offset ++ ] * scale;
+			vertex.z = vertices[ offset ++ ] * scale;
+
+			geometry.vertices.push( vertex );
+
+		}
+
+		offset = 0;
+		zLength = faces.length;
+
+		while ( offset < zLength ) {
+
+			type = faces[ offset ++ ];
+
+
+			isQuad          	= isBitSet( type, 0 );
+			hasMaterial         = isBitSet( type, 1 );
+			hasFaceUv           = isBitSet( type, 2 );
+			hasFaceVertexUv     = isBitSet( type, 3 );
+			hasFaceNormal       = isBitSet( type, 4 );
+			hasFaceVertexNormal = isBitSet( type, 5 );
+			hasFaceColor	    = isBitSet( type, 6 );
+			hasFaceVertexColor  = isBitSet( type, 7 );
+
+			//console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+			if ( isQuad ) {
+
+				face = new THREE.Face4();
+
+				face.a = faces[ offset ++ ];
+				face.b = faces[ offset ++ ];
+				face.c = faces[ offset ++ ];
+				face.d = faces[ offset ++ ];
+
+				nVertices = 4;
+
+			} else {
+
+				face = new THREE.Face3();
+
+				face.a = faces[ offset ++ ];
+				face.b = faces[ offset ++ ];
+				face.c = faces[ offset ++ ];
+
+				nVertices = 3;
+
+			}
+
+			if ( hasMaterial ) {
+
+				materialIndex = faces[ offset ++ ];
+				face.materialIndex = materialIndex;
+
+			}
+
+			// to get face <=> uv index correspondence
+
+			fi = geometry.faces.length;
+
+			if ( hasFaceUv ) {
+
+				for ( i = 0; i < nUvLayers; i++ ) {
+
+					uvLayer = json.uvs[ i ];
+
+					uvIndex = faces[ offset ++ ];
+
+					u = uvLayer[ uvIndex * 2 ];
+					v = uvLayer[ uvIndex * 2 + 1 ];
+
+					geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
+
+				}
+
+			}
+
+			if ( hasFaceVertexUv ) {
+
+				for ( i = 0; i < nUvLayers; i++ ) {
+
+					uvLayer = json.uvs[ i ];
+
+					uvs = [];
+
+					for ( j = 0; j < nVertices; j ++ ) {
+
+						uvIndex = faces[ offset ++ ];
+
+						u = uvLayer[ uvIndex * 2 ];
+						v = uvLayer[ uvIndex * 2 + 1 ];
+
+						uvs[ j ] = new THREE.Vector2( u, v );
+
+					}
+
+					geometry.faceVertexUvs[ i ][ fi ] = uvs;
+
+				}
+
+			}
+
+			if ( hasFaceNormal ) {
+
+				normalIndex = faces[ offset ++ ] * 3;
+
+				normal = new THREE.Vector3();
+
+				normal.x = normals[ normalIndex ++ ];
+				normal.y = normals[ normalIndex ++ ];
+				normal.z = normals[ normalIndex ];
+
+				face.normal = normal;
+
+			}
+
+			if ( hasFaceVertexNormal ) {
+
+				for ( i = 0; i < nVertices; i++ ) {
+
+					normalIndex = faces[ offset ++ ] * 3;
+
+					normal = new THREE.Vector3();
+
+					normal.x = normals[ normalIndex ++ ];
+					normal.y = normals[ normalIndex ++ ];
+					normal.z = normals[ normalIndex ];
+
+					face.vertexNormals.push( normal );
+
+				}
+
+			}
+
+
+			if ( hasFaceColor ) {
+
+				colorIndex = faces[ offset ++ ];
+
+				color = new THREE.Color( colors[ colorIndex ] );
+				face.color = color;
+
+			}
+
+
+			if ( hasFaceVertexColor ) {
+
+				for ( i = 0; i < nVertices; i++ ) {
+
+					colorIndex = faces[ offset ++ ];
+
+					color = new THREE.Color( colors[ colorIndex ] );
+					face.vertexColors.push( color );
+
+				}
+
+			}
+
+			geometry.faces.push( face );
+
+		}
+
+	};
+
+	function parseSkin() {
+
+		var i, l, x, y, z, w, a, b, c, d;
+
+		if ( json.skinWeights ) {
+
+			for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
+
+				x = json.skinWeights[ i     ];
+				y = json.skinWeights[ i + 1 ];
+				z = 0;
+				w = 0;
+
+				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+			}
+
+		}
+
+		if ( json.skinIndices ) {
+
+			for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
+
+				a = json.skinIndices[ i     ];
+				b = json.skinIndices[ i + 1 ];
+				c = 0;
+				d = 0;
+
+				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+			}
+
+		}
+
+		geometry.bones = json.bones;
+		geometry.animation = json.animation;
+
+	};
+
+	function parseMorphing( scale ) {
+
+		if ( json.morphTargets !== undefined ) {
+
+			var i, l, v, vl, dstVertices, srcVertices;
+
+			for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+				geometry.morphTargets[ i ] = {};
+				geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+				geometry.morphTargets[ i ].vertices = [];
+
+				dstVertices = geometry.morphTargets[ i ].vertices;
+				srcVertices = json.morphTargets [ i ].vertices;
+
+				for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+					var vertex = new THREE.Vector3();
+					vertex.x = srcVertices[ v ] * scale;
+					vertex.y = srcVertices[ v + 1 ] * scale;
+					vertex.z = srcVertices[ v + 2 ] * scale;
+
+					dstVertices.push( vertex );
+
+				}
+
+			}
+
+		}
+
+		if ( json.morphColors !== undefined ) {
+
+			var i, l, c, cl, dstColors, srcColors, color;
+
+			for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
+
+				geometry.morphColors[ i ] = {};
+				geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+				geometry.morphColors[ i ].colors = [];
+
+				dstColors = geometry.morphColors[ i ].colors;
+				srcColors = json.morphColors [ i ].colors;
+
+				for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
+
+					color = new THREE.Color( 0xffaa00 );
+					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+					dstColors.push( color );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	var materials = this.initMaterials( json.materials, texturePath );
+
+	if ( this.needsTangents( materials ) ) geometry.computeTangents();
+
+	callback( geometry, materials );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingMonitor = function () {
+
+	THREE.EventTarget.call( this );
+
+	var scope = this;
+
+	var loaded = 0;
+	var total = 0;
+
+	var onLoad = function ( event ) {
+
+		loaded ++;
+
+		scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
+
+		if ( loaded === total ) {
+
+			scope.dispatchEvent( { type: 'load' } );
+
+		}
+
+	};
+
+	this.add = function ( loader ) {
+
+		total ++;
+
+		loader.addEventListener( 'load', onLoad, false );
+
+	};
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneLoader = function () {
+
+	this.onLoadStart = function () {};
+	this.onLoadProgress = function() {};
+	this.onLoadComplete = function () {};
+
+	this.callbackSync = function () {};
+	this.callbackProgress = function () {};
+
+	this.geometryHandlerMap = {};
+	this.hierarchyHandlerMap = {};
+
+	this.addGeometryHandler( "ascii", THREE.JSONLoader );
+	this.addGeometryHandler( "binary", THREE.BinaryLoader );
+
+};
+
+THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
+
+THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
+
+	var scope = this;
+
+	var xhr = new XMLHttpRequest();
+
+	xhr.onreadystatechange = function () {
+
+		if ( xhr.readyState === 4 ) {
+
+			if ( xhr.status === 200 || xhr.status === 0 ) {
+
+				var json = JSON.parse( xhr.responseText );
+				scope.parse( json, callbackFinished, url );
+
+			} else {
+
+				console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.send( null );
+
+};
+
+THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
+
+	this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
+
+	this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
+
+	var scope = this;
+
+	var urlBase = THREE.Loader.prototype.extractUrlBase( url );
+
+	var geometry, material, camera, fog,
+		texture, images, color,
+		light, hex, intensity,
+		counter_models, counter_textures,
+		total_models, total_textures,
+		result;
+
+	var target_array = [];
+
+	var data = json;
+
+	// async geometry loaders
+
+	for ( var typeID in this.geometryHandlerMap ) {
+
+		var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
+		this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+	}
+
+	// async hierachy loaders
+
+	for ( var typeID in this.hierarchyHandlerMap ) {
+
+		var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
+		this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+	}
+
+	counter_models = 0;
+	counter_textures = 0;
+
+	result = {
+
+		scene: new THREE.Scene(),
+		geometries: {},
+		face_materials: {},
+		materials: {},
+		textures: {},
+		objects: {},
+		cameras: {},
+		lights: {},
+		fogs: {},
+		empties: {}
+
+	};
+
+	if ( data.transform ) {
+
+		var position = data.transform.position,
+			rotation = data.transform.rotation,
+			scale = data.transform.scale;
+
+		if ( position )
+			result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
+
+		if ( rotation )
+			result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
+
+		if ( scale )
+			result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
+
+		if ( position || rotation || scale ) {
+
+			result.scene.updateMatrix();
+			result.scene.updateMatrixWorld();
+
+		}
+
+	}
+
+	function get_url( source_url, url_type ) {
+
+		if ( url_type == "relativeToHTML" ) {
+
+			return source_url;
+
+		} else {
+
+			return urlBase + "/" + source_url;
+
+		}
+
+	};
+
+	// toplevel loader function, delegates to handle_children
+
+	function handle_objects() {
+
+		handle_children( result.scene, data.objects );
+
+	}
+
+	// handle all the children from the loaded json and attach them to given parent
+
+	function handle_children( parent, children ) {
+
+		var mat, dst, pos, rot, scl, quat;
+
+		for ( var objID in children ) {
+
+			// check by id if child has already been handled,
+			// if not, create new object
+
+			if ( result.objects[ objID ] === undefined ) {
+
+				var objJSON = children[ objID ];
+
+				var object = null;
+
+				// meshes
+
+				if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) && objJSON.loading === undefined ) {
+
+					var reservedTypes = { "type": 1, "url": 1, "material": 1,
+										  "position": 1, "rotation": 1, "scale" : 1,
+										  "visible": 1, "children": 1, "properties": 1,
+										  "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1 };
+
+					var loaderParameters = {};
+
+					for ( var parType in objJSON ) {
+
+						if ( ! ( parType in reservedTypes ) ) {
+
+							loaderParameters[ parType ] = objJSON[ parType ];
+
+						}
+
+					}
+
+					material = result.materials[ objJSON.material ];
+
+					objJSON.loading = true;
+
+					var loader = scope.hierarchyHandlerMap[ objJSON.type ][ "loaderObject" ];
+
+					// OBJLoader
+
+					if ( loader.addEventListener ) {
+
+						loader.addEventListener( 'load', create_callback_hierachy( objID, parent, material, objJSON ) );
+						loader.load( get_url( objJSON.url, data.urlBaseType ) );
+
+					} else {
+
+						// ColladaLoader
+
+						if ( loader.options ) {
+
+							loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
+
+						// UTF8Loader
+
+						} else {
+
+							loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
+
+						}
+
+					}
+
+				} else if ( objJSON.geometry !== undefined ) {
+
+					geometry = result.geometries[ objJSON.geometry ];
+
+					// geometry already loaded
+
+					if ( geometry ) {
+
+						var needsTangents = false;
+
+						material = result.materials[ objJSON.material ];
+						needsTangents = material instanceof THREE.ShaderMaterial;
+
+						pos = objJSON.position;
+						rot = objJSON.rotation;
+						scl = objJSON.scale;
+						mat = objJSON.matrix;
+						quat = objJSON.quaternion;
+
+						// turn off quaternions, for the moment
+
+						quat = 0;
+
+						// use materials from the model file
+						// if there is no material specified in the object
+
+						if ( ! objJSON.material ) {
+
+							material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
+
+						}
+
+						// use materials from the model file
+						// if there is just empty face material
+						// (must create new material as each model has its own face material)
+
+						if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
+
+							material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
+
+						}
+
+						if ( material instanceof THREE.MeshFaceMaterial ) {
+
+							for ( var i = 0; i < material.materials.length; i ++ ) {
+
+								needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
+
+							}
+
+						}
+
+						if ( needsTangents ) {
+
+							geometry.computeTangents();
+
+						}
+
+						if ( objJSON.skin ) {
+
+							object = new THREE.SkinnedMesh( geometry, material );
+
+						} else if ( objJSON.morph ) {
+
+							object = new THREE.MorphAnimMesh( geometry, material );
+
+							if ( objJSON.duration !== undefined ) {
+
+								object.duration = objJSON.duration;
+
+							}
+
+							if ( objJSON.time !== undefined ) {
+
+								object.time = objJSON.time;
+
+							}
+
+							if ( objJSON.mirroredLoop !== undefined ) {
+
+								object.mirroredLoop = objJSON.mirroredLoop;
+
+							}
+
+							if ( material.morphNormals ) {
+
+								geometry.computeMorphNormals();
+
+							}
+
+						} else {
+
+							object = new THREE.Mesh( geometry, material );
+
+						}
+
+						object.name = objID;
+
+						if ( mat ) {
+
+							object.matrixAutoUpdate = false;
+							object.matrix.set(
+								mat[0],  mat[1],  mat[2],  mat[3],
+								mat[4],  mat[5],  mat[6],  mat[7],
+								mat[8],  mat[9],  mat[10], mat[11],
+								mat[12], mat[13], mat[14], mat[15]
+							);
+
+						} else {
+
+							object.position.set( pos[0], pos[1], pos[2] );
+
+							if ( quat ) {
+
+								object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+								object.useQuaternion = true;
+
+							} else {
+
+								object.rotation.set( rot[0], rot[1], rot[2] );
+
+							}
+
+							object.scale.set( scl[0], scl[1], scl[2] );
+
+						}
+
+						object.visible = objJSON.visible;
+						object.castShadow = objJSON.castShadow;
+						object.receiveShadow = objJSON.receiveShadow;
+
+						parent.add( object );
+
+						result.objects[ objID ] = object;
+
+					}
+
+				// lights
+
+				} else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
+
+					hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
+					intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
+
+					if ( objJSON.type === "DirectionalLight" ) {
+
+						pos = objJSON.direction;
+
+						light = new THREE.DirectionalLight( hex, intensity );
+						light.position.set( pos[0], pos[1], pos[2] );
+
+						if ( objJSON.target ) {
+
+							target_array.push( { "object": light, "targetName" : objJSON.target } );
+
+							// kill existing default target
+							// otherwise it gets added to scene when parent gets added
+
+							light.target = null;
+
+						}
+
+					} else if ( objJSON.type === "PointLight" ) {
+
+						pos = objJSON.position;
+						dst = objJSON.distance;
+
+						light = new THREE.PointLight( hex, intensity, dst );
+						light.position.set( pos[0], pos[1], pos[2] );
+
+					} else if ( objJSON.type === "AmbientLight" ) {
+
+						light = new THREE.AmbientLight( hex );
+
+					}
+
+					parent.add( light );
+
+					light.name = objID;
+					result.lights[ objID ] = light;
+					result.objects[ objID ] = light;
+
+				// cameras
+
+				} else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
+
+					if ( objJSON.type === "PerspectiveCamera" ) {
+
+						camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
+
+					} else if ( objJSON.type === "OrthographicCamera" ) {
+
+						camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
+
+					}
+
+					pos = objJSON.position;
+					camera.position.set( pos[0], pos[1], pos[2] );
+					parent.add( camera );
+
+					camera.name = objID;
+					result.cameras[ objID ] = camera;
+					result.objects[ objID ] = camera;
+
+				// pure Object3D
+
+				} else {
+
+					pos = objJSON.position;
+					rot = objJSON.rotation;
+					scl = objJSON.scale;
+					quat = objJSON.quaternion;
+
+					// turn off quaternions, for the moment
+
+					quat = 0;
+
+					object = new THREE.Object3D();
+					object.name = objID;
+					object.position.set( pos[0], pos[1], pos[2] );
+
+					if ( quat ) {
+
+						object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+						object.useQuaternion = true;
+
+					} else {
+
+						object.rotation.set( rot[0], rot[1], rot[2] );
+
+					}
+
+					object.scale.set( scl[0], scl[1], scl[2] );
+					object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
+
+					parent.add( object );
+
+					result.objects[ objID ] = object;
+					result.empties[ objID ] = object;
+
+				}
+
+				if ( object ) {
+
+					if ( objJSON.properties !== undefined )  {
+
+						for ( var key in objJSON.properties ) {
+
+							var value = objJSON.properties[ key ];
+							object.properties[ key ] = value;
+
+						}
+
+					}
+
+					if ( objJSON.children !== undefined ) {
+
+						handle_children( object, objJSON.children );
+
+					}
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function handle_mesh( geo, mat, id ) {
+
+		result.geometries[ id ] = geo;
+		result.face_materials[ id ] = mat;
+		handle_objects();
+
+	};
+
+	function handle_hierarchy( node, id, parent, material, obj ) {
+
+		var p = obj.position;
+		var r = obj.rotation;
+		var q = obj.quaternion;
+		var s = obj.scale;
+
+		node.position.set( p[0], p[1], p[2] );
+
+		if ( q ) {
+
+			node.quaternion.set( q[0], q[1], q[2], q[3] );
+			node.useQuaternion = true;
+
+		} else {
+
+			node.rotation.set( r[0], r[1], r[2] );
+
+		}
+
+		node.scale.set( s[0], s[1], s[2] );
+
+		if ( material ) {
+
+			node.traverse( function ( child )  {
+
+				child.material = material;
+
+			} );
+
+		}
+
+		parent.add( node );
+
+		result.objects[ id ] = node;
+		handle_objects();
+
+	};
+
+	function create_callback_geometry( id ) {
+
+		return function( geo, mat ) {
+
+			handle_mesh( geo, mat, id );
+
+			counter_models -= 1;
+
+			scope.onLoadComplete();
+
+			async_callback_gate();
+
+		}
+
+	};
+
+	function create_callback_hierachy( id, parent, material, obj ) {
+
+		return function( event ) {
+
+			var result;
+
+			// loaders which use EventTarget
+
+			if ( event.content ) {
+
+				result = event.content;
+
+			// ColladaLoader
+
+			} else if ( event.dae ) {
+
+				result = event.scene;
+
+
+			// UTF8Loader
+
+			} else {
+
+				result = event;
+
+			}
+
+			handle_hierarchy( result, id, parent, material, obj );
+
+			counter_models -= 1;
+
+			scope.onLoadComplete();
+
+			async_callback_gate();
+
+		}
+
+	};
+
+	function create_callback_embed( id ) {
+
+		return function( geo, mat ) {
+
+			result.geometries[ id ] = geo;
+			result.face_materials[ id ] = mat;
+
+		}
+
+	};
+
+	function async_callback_gate() {
+
+		var progress = {
+
+			totalModels : total_models,
+			totalTextures : total_textures,
+			loadedModels : total_models - counter_models,
+			loadedTextures : total_textures - counter_textures
+
+		};
+
+		scope.callbackProgress( progress, result );
+
+		scope.onLoadProgress();
+
+		if ( counter_models === 0 && counter_textures === 0 ) {
+
+			finalize();
+			callbackFinished( result );
+
+		}
+
+	};
+
+	function finalize() {
+
+		// take care of targets which could be asynchronously loaded objects
+
+		for ( var i = 0; i < target_array.length; i ++ ) {
+
+			var ta = target_array[ i ];
+
+			var target = result.objects[ ta.targetName ];
+
+			if ( target ) {
+
+				ta.object.target = target;
+
+			} else {
+
+				// if there was error and target of specified name doesn't exist in the scene file
+				// create instead dummy target
+				// (target must be added to scene explicitly as parent is already added)
+
+				ta.object.target = new THREE.Object3D();
+				result.scene.add( ta.object.target );
+
+			}
+
+			ta.object.target.properties.targetInverse = ta.object;
+
+		}
+
+	};
+
+	var callbackTexture = function ( count ) {
+
+		counter_textures -= count;
+		async_callback_gate();
+
+		scope.onLoadComplete();
+
+	};
+
+	// must use this instead of just directly calling callbackTexture
+	// because of closure in the calling context loop
+
+	var generateTextureCallback = function ( count ) {
+
+		return function() {
+
+			callbackTexture( count );
+
+		};
+
+	};
+
+	// first go synchronous elements
+
+	// fogs
+
+	var fogID, fogJSON;
+
+	for ( fogID in data.fogs ) {
+
+		fogJSON = data.fogs[ fogID ];
+
+		if ( fogJSON.type === "linear" ) {
+
+			fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
+
+		} else if ( fogJSON.type === "exp2" ) {
+
+			fog = new THREE.FogExp2( 0x000000, fogJSON.density );
+
+		}
+
+		color = fogJSON.color;
+		fog.color.setRGB( color[0], color[1], color[2] );
+
+		result.fogs[ fogID ] = fog;
+
+	}
+
+	// now come potentially asynchronous elements
+
+	// geometries
+
+	// count how many geometries will be loaded asynchronously
+
+	var geoID, geoJSON;
+
+	for ( geoID in data.geometries ) {
+
+		geoJSON = data.geometries[ geoID ];
+
+		if ( geoJSON.type in this.geometryHandlerMap ) {
+
+			counter_models += 1;
+
+			scope.onLoadStart();
+
+		}
+
+	}
+
+	// count how many hierarchies will be loaded asynchronously
+
+	var objID, objJSON;
+
+	for ( objID in data.objects ) {
+
+		objJSON = data.objects[ objID ];
+
+		if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {
+
+			counter_models += 1;
+
+			scope.onLoadStart();
+
+		}
+
+	}
+
+	total_models = counter_models;
+
+	for ( geoID in data.geometries ) {
+
+		geoJSON = data.geometries[ geoID ];
+
+		if ( geoJSON.type === "cube" ) {
+
+			geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "plane" ) {
+
+			geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "sphere" ) {
+
+			geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "cylinder" ) {
+
+			geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "torus" ) {
+
+			geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "icosahedron" ) {
+
+			geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type in this.geometryHandlerMap ) {
+
+			var loaderParameters = {};
+
+			for ( var parType in geoJSON ) {
+
+				if ( parType !== "type" && parType !== "url" ) {
+
+					loaderParameters[ parType ] = geoJSON[ parType ];
+
+				}
+
+			}
+
+			var loader = this.geometryHandlerMap[ geoJSON.type ][ "loaderObject" ];
+			loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
+
+		} else if ( geoJSON.type === "embedded" ) {
+
+			var modelJson = data.embeds[ geoJSON.id ],
+				texture_path = "";
+
+			// pass metadata along to jsonLoader so it knows the format version
+
+			modelJson.metadata = data.metadata;
+
+			if ( modelJson ) {
+
+				var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
+				jsonLoader.createModel( modelJson, create_callback_embed( geoID ), texture_path );
+
+			}
+
+		}
+
+	}
+
+	// textures
+
+	// count how many textures will be loaded asynchronously
+
+	var textureID, textureJSON;
+
+	for ( textureID in data.textures ) {
+
+		textureJSON = data.textures[ textureID ];
+
+		if ( textureJSON.url instanceof Array ) {
+
+			counter_textures += textureJSON.url.length;
+
+			for( var n = 0; n < textureJSON.url.length; n ++ ) {
+
+				scope.onLoadStart();
+
+			}
+
+		} else {
+
+			counter_textures += 1;
+
+			scope.onLoadStart();
+
+		}
+
+	}
+
+	total_textures = counter_textures;
+
+	for ( textureID in data.textures ) {
+
+		textureJSON = data.textures[ textureID ];
+
+		if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined  ) {
+
+			textureJSON.mapping = new THREE[ textureJSON.mapping ]();
+
+		}
+
+		if ( textureJSON.url instanceof Array ) {
+
+			var count = textureJSON.url.length;
+			var url_array = [];
+
+			for( var i = 0; i < count; i ++ ) {
+
+				url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
+
+			}
+
+			var isCompressed = url_array[ 0 ].endsWith( ".dds" );
+
+			if ( isCompressed ) {
+
+				texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
+
+			} else {
+
+				texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
+
+			}
+
+		} else {
+
+			var isCompressed = textureJSON.url.toLowerCase().endsWith( ".dds" );
+			var fullUrl = get_url( textureJSON.url, data.urlBaseType );
+			var textureCallback = generateTextureCallback( 1 );
+
+			if ( isCompressed ) {
+
+				texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
+
+			} else {
+
+				texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
+
+			}
+
+			if ( THREE[ textureJSON.minFilter ] !== undefined )
+				texture.minFilter = THREE[ textureJSON.minFilter ];
+
+			if ( THREE[ textureJSON.magFilter ] !== undefined )
+				texture.magFilter = THREE[ textureJSON.magFilter ];
+
+			if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
+
+			if ( textureJSON.repeat ) {
+
+				texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
+
+				if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+				if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+			}
+
+			if ( textureJSON.offset ) {
+
+				texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
+
+			}
+
+			// handle wrap after repeat so that default repeat can be overriden
+
+			if ( textureJSON.wrap ) {
+
+				var wrapMap = {
+				"repeat" 	: THREE.RepeatWrapping,
+				"mirror"	: THREE.MirroredRepeatWrapping
+				}
+
+				if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
+				if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
+
+			}
+
+		}
+
+		result.textures[ textureID ] = texture;
+
+	}
+
+	// materials
+
+	var matID, matJSON;
+	var parID;
+
+	for ( matID in data.materials ) {
+
+		matJSON = data.materials[ matID ];
+
+		for ( parID in matJSON.parameters ) {
+
+			if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
+
+				matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
+
+			} else if ( parID === "shading" ) {
+
+				matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
+
+			} else if ( parID === "side" ) {
+
+				if ( matJSON.parameters[ parID ] == "double" ) {
+
+					matJSON.parameters[ parID ] = THREE.DoubleSide;
+
+				} else if ( matJSON.parameters[ parID ] == "back" ) {
+
+					matJSON.parameters[ parID ] = THREE.BackSide;
+
+				} else {
+
+					matJSON.parameters[ parID ] = THREE.FrontSide;
+
+				}
+
+			} else if ( parID === "blending" ) {
+
+				matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
+
+			} else if ( parID === "combine" ) {
+
+				matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation;
+
+			} else if ( parID === "vertexColors" ) {
+
+				if ( matJSON.parameters[ parID ] == "face" ) {
+
+					matJSON.parameters[ parID ] = THREE.FaceColors;
+
+				// default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
+
+				} else if ( matJSON.parameters[ parID ] )   {
+
+					matJSON.parameters[ parID ] = THREE.VertexColors;
+
+				}
+
+			} else if ( parID === "wrapRGB" ) {
+
+				var v3 = matJSON.parameters[ parID ];
+				matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
+
+			}
+
+		}
+
+		if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
+
+			matJSON.parameters.transparent = true;
+
+		}
+
+		if ( matJSON.parameters.normalMap ) {
+
+			var shader = THREE.ShaderUtils.lib[ "normal" ];
+			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+			var diffuse = matJSON.parameters.color;
+			var specular = matJSON.parameters.specular;
+			var ambient = matJSON.parameters.ambient;
+			var shininess = matJSON.parameters.shininess;
+
+			uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
+
+			if ( matJSON.parameters.normalScale ) {
+
+				uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
+
+			}
+
+			if ( matJSON.parameters.map ) {
+
+				uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
+				uniforms[ "enableDiffuse" ].value = true;
+
+			}
+
+			if ( matJSON.parameters.envMap ) {
+
+				uniforms[ "tCube" ].value = matJSON.parameters.envMap;
+				uniforms[ "enableReflection" ].value = true;
+				uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;
+
+			}
+
+			if ( matJSON.parameters.lightMap ) {
+
+				uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
+				uniforms[ "enableAO" ].value = true;
+
+			}
+
+			if ( matJSON.parameters.specularMap ) {
+
+				uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
+				uniforms[ "enableSpecular" ].value = true;
+
+			}
+
+			if ( matJSON.parameters.displacementMap ) {
+
+				uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
+				uniforms[ "enableDisplacement" ].value = true;
+
+				uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
+				uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
+
+			}
+
+			uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
+			uniforms[ "uSpecularColor" ].value.setHex( specular );
+			uniforms[ "uAmbientColor" ].value.setHex( ambient );
+
+			uniforms[ "uShininess" ].value = shininess;
+
+			if ( matJSON.parameters.opacity ) {
+
+				uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;
+
+			}
+
+			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+
+			material = new THREE.ShaderMaterial( parameters );
+
+		} else {
+
+			material = new THREE[ matJSON.type ]( matJSON.parameters );
+
+		}
+
+		result.materials[ matID ] = material;
+
+	}
+
+	// second pass through all materials to initialize MeshFaceMaterials
+	// that could be referring to other materials out of order
+
+	for ( matID in data.materials ) {
+
+		matJSON = data.materials[ matID ];
+
+		if ( matJSON.parameters.materials ) {
+
+			var materialArray = [];
+
+			for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
+
+				var label = matJSON.parameters.materials[ i ];
+				materialArray.push( result.materials[ label ] );
+
+			}
+
+			result.materials[ matID ].materials = materialArray;
+
+		}
+
+	}
+
+	// objects ( synchronous init of procedural primitives )
+
+	handle_objects();
+
+	// defaults
+
+	if ( result.cameras && data.defaults.camera ) {
+
+		result.currentCamera = result.cameras[ data.defaults.camera ];
+
+	}
+
+	if ( result.fogs && data.defaults.fog ) {
+
+		result.scene.fog = result.fogs[ data.defaults.fog ];
+
+	}
+
+	color = data.defaults.bgcolor;
+	result.bgColor = new THREE.Color();
+	result.bgColor.setRGB( color[0], color[1], color[2] );
+
+	result.bgColorAlpha = data.defaults.bgalpha;
+
+	// synchronous callback
+
+	scope.callbackSync( result );
+
+	// just in case there are no async elements
+
+	async_callback_gate();
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function () {
+
+	THREE.EventTarget.call( this );
+
+	this.crossOrigin = null;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+	constructor: THREE.TextureLoader,
+
+	load: function ( url ) {
+
+		var scope = this;
+
+		var image = new Image();
+
+		image.addEventListener( 'load', function () {
+
+			var texture = new THREE.Texture( image );
+			texture.needsUpdate = true;
+
+			scope.dispatchEvent( { type: 'load', content: texture } );
+
+		}, false );
+
+		image.addEventListener( 'error', function () {
+
+			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+		}, false );
+
+		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+		image.src = url;
+
+	}
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+	this.id = THREE.MaterialIdCount ++;
+
+	this.name = '';
+
+	this.side = THREE.FrontSide;
+
+	this.opacity = 1;
+	this.transparent = false;
+
+	this.blending = THREE.NormalBlending;
+
+	this.blendSrc = THREE.SrcAlphaFactor;
+	this.blendDst = THREE.OneMinusSrcAlphaFactor;
+	this.blendEquation = THREE.AddEquation;
+
+	this.depthTest = true;
+	this.depthWrite = true;
+
+	this.polygonOffset = false;
+	this.polygonOffsetFactor = 0;
+	this.polygonOffsetUnits = 0;
+
+	this.alphaTest = 0;
+
+	this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
+
+	this.visible = true;
+
+	this.needsUpdate = true;
+
+};
+
+THREE.Material.prototype.setValues = function ( values ) {
+
+	if ( values === undefined ) return;
+
+	for ( var key in values ) {
+
+		var newValue = values[ key ];
+
+		if ( newValue === undefined ) {
+
+			console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
+			continue;
+
+		}
+
+		if ( key in this ) {
+
+			var currentValue = this[ key ];
+
+			if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
+
+				currentValue.copy( newValue );
+
+			} else if ( currentValue instanceof THREE.Color ) {
+
+				currentValue.set( newValue );
+
+			} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+				currentValue.copy( newValue );
+
+			} else {
+
+				this[ key ] = newValue;
+
+			}
+
+		}
+
+	}
+
+};
+
+THREE.Material.prototype.clone = function ( material ) {
+
+	if ( material === undefined ) material = new THREE.Material();
+
+	material.name = this.name;
+
+	material.side = this.side;
+
+	material.opacity = this.opacity;
+	material.transparent = this.transparent;
+
+	material.blending = this.blending;
+
+	material.blendSrc = this.blendSrc;
+	material.blendDst = this.blendDst;
+	material.blendEquation = this.blendEquation;
+
+	material.depthTest = this.depthTest;
+	material.depthWrite = this.depthWrite;
+
+	material.polygonOffset = this.polygonOffset;
+	material.polygonOffsetFactor = this.polygonOffsetFactor;
+	material.polygonOffsetUnits = this.polygonOffsetUnits;
+
+	material.alphaTest = this.alphaTest;
+
+	material.overdraw = this.overdraw;
+
+	material.visible = this.visible;
+
+	return material;
+
+};
+
+THREE.MaterialIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  linewidth: <float>,
+ *  linecap: "round",
+ *  linejoin: "round",
+ *
+ *  vertexColors: <bool>
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.linewidth = 1;
+	this.linecap = 'round';
+	this.linejoin = 'round';
+
+	this.vertexColors = false;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineBasicMaterial.prototype.clone = function () {
+
+	var material = new THREE.LineBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.linewidth = this.linewidth;
+	material.linecap = this.linecap;
+	material.linejoin = this.linejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  linewidth: <float>,
+ *
+ *  scale: <float>,
+ *  dashSize: <float>,
+ *  gapSize: <float>,
+ *
+ *  vertexColors: <bool>
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.linewidth = 1;
+
+	this.scale = 1;
+	this.dashSize = 3;
+	this.gapSize = 1;
+
+	this.vertexColors = false;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineDashedMaterial.prototype.clone = function () {
+
+	var material = new THREE.LineDashedMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.linewidth = this.linewidth;
+
+	material.scale = this.scale;
+	material.dashSize = this.dashSize;
+	material.gapSize = this.gapSize;
+
+	material.vertexColors = this.vertexColors;
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  lightMap: new THREE.Texture( <Image> ),
+ *
+ *  specularMap: new THREE.Texture( <Image> ),
+ *
+ *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ *  combine: THREE.Multiply,
+ *  reflectivity: <float>,
+ *  refractionRatio: <float>,
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>,
+ *
+ *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ *  skinning: <bool>,
+ *  morphTargets: <bool>,
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff ); // emissive
+
+	this.map = null;
+
+	this.lightMap = null;
+
+	this.specularMap = null;
+
+	this.envMap = null;
+	this.combine = THREE.MultiplyOperation;
+	this.reflectivity = 1;
+	this.refractionRatio = 0.98;
+
+	this.fog = true;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+	this.wireframeLinecap = 'round';
+	this.wireframeLinejoin = 'round';
+
+	this.vertexColors = THREE.NoColors;
+
+	this.skinning = false;
+	this.morphTargets = false;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshBasicMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.map = this.map;
+
+	material.lightMap = this.lightMap;
+
+	material.specularMap = this.specularMap;
+
+	material.envMap = this.envMap;
+	material.combine = this.combine;
+	material.reflectivity = this.reflectivity;
+	material.refractionRatio = this.refractionRatio;
+
+	material.fog = this.fog;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+	material.wireframeLinecap = this.wireframeLinecap;
+	material.wireframeLinejoin = this.wireframeLinejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+	material.morphTargets = this.morphTargets;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  ambient: <hex>,
+ *  emissive: <hex>,
+ *  opacity: <float>,
+ *
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  lightMap: new THREE.Texture( <Image> ),
+ *
+ *  specularMap: new THREE.Texture( <Image> ),
+ *
+ *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ *  combine: THREE.Multiply,
+ *  reflectivity: <float>,
+ *  refractionRatio: <float>,
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>,
+ *
+ *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ *  skinning: <bool>,
+ *  morphTargets: <bool>,
+ *  morphNormals: <bool>,
+ *
+ *	fog: <bool>
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff ); // diffuse
+	this.ambient = new THREE.Color( 0xffffff );
+	this.emissive = new THREE.Color( 0x000000 );
+
+	this.wrapAround = false;
+	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+	this.map = null;
+
+	this.lightMap = null;
+
+	this.specularMap = null;
+
+	this.envMap = null;
+	this.combine = THREE.MultiplyOperation;
+	this.reflectivity = 1;
+	this.refractionRatio = 0.98;
+
+	this.fog = true;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+	this.wireframeLinecap = 'round';
+	this.wireframeLinejoin = 'round';
+
+	this.vertexColors = THREE.NoColors;
+
+	this.skinning = false;
+	this.morphTargets = false;
+	this.morphNormals = false;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshLambertMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshLambertMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.ambient.copy( this.ambient );
+	material.emissive.copy( this.emissive );
+
+	material.wrapAround = this.wrapAround;
+	material.wrapRGB.copy( this.wrapRGB );
+
+	material.map = this.map;
+
+	material.lightMap = this.lightMap;
+
+	material.specularMap = this.specularMap;
+
+	material.envMap = this.envMap;
+	material.combine = this.combine;
+	material.reflectivity = this.reflectivity;
+	material.refractionRatio = this.refractionRatio;
+
+	material.fog = this.fog;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+	material.wireframeLinecap = this.wireframeLinecap;
+	material.wireframeLinejoin = this.wireframeLinejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+	material.morphTargets = this.morphTargets;
+	material.morphNormals = this.morphNormals;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  ambient: <hex>,
+ *  emissive: <hex>,
+ *  specular: <hex>,
+ *  shininess: <float>,
+ *  opacity: <float>,
+ *
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  lightMap: new THREE.Texture( <Image> ),
+ *
+ *  bumpMap: new THREE.Texture( <Image> ),
+ *  bumpScale: <float>,
+ *
+ *  normalMap: new THREE.Texture( <Image> ),
+ *  normalScale: <Vector2>,
+ *
+ *  specularMap: new THREE.Texture( <Image> ),
+ *
+ *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ *  combine: THREE.Multiply,
+ *  reflectivity: <float>,
+ *  refractionRatio: <float>,
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>,
+ *
+ *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ *  skinning: <bool>,
+ *  morphTargets: <bool>,
+ *  morphNormals: <bool>,
+ *
+ *	fog: <bool>
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff ); // diffuse
+	this.ambient = new THREE.Color( 0xffffff );
+	this.emissive = new THREE.Color( 0x000000 );
+	this.specular = new THREE.Color( 0x111111 );
+	this.shininess = 30;
+
+	this.metal = false;
+	this.perPixel = true;
+
+	this.wrapAround = false;
+	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+	this.map = null;
+
+	this.lightMap = null;
+
+	this.bumpMap = null;
+	this.bumpScale = 1;
+
+	this.normalMap = null;
+	this.normalScale = new THREE.Vector2( 1, 1 );
+
+	this.specularMap = null;
+
+	this.envMap = null;
+	this.combine = THREE.MultiplyOperation;
+	this.reflectivity = 1;
+	this.refractionRatio = 0.98;
+
+	this.fog = true;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+	this.wireframeLinecap = 'round';
+	this.wireframeLinejoin = 'round';
+
+	this.vertexColors = THREE.NoColors;
+
+	this.skinning = false;
+	this.morphTargets = false;
+	this.morphNormals = false;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshPhongMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.ambient.copy( this.ambient );
+	material.emissive.copy( this.emissive );
+	material.specular.copy( this.specular );
+	material.shininess = this.shininess;
+
+	material.metal = this.metal;
+	material.perPixel = this.perPixel;
+
+	material.wrapAround = this.wrapAround;
+	material.wrapRGB.copy( this.wrapRGB );
+
+	material.map = this.map;
+
+	material.lightMap = this.lightMap;
+
+	material.bumpMap = this.bumpMap;
+	material.bumpScale = this.bumpScale;
+
+	material.normalMap = this.normalMap;
+	material.normalScale.copy( this.normalScale );
+
+	material.specularMap = this.specularMap;
+
+	material.envMap = this.envMap;
+	material.combine = this.combine;
+	material.reflectivity = this.reflectivity;
+	material.refractionRatio = this.refractionRatio;
+
+	material.fog = this.fog;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+	material.wireframeLinecap = this.wireframeLinecap;
+	material.wireframeLinejoin = this.wireframeLinejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+	material.morphTargets = this.morphTargets;
+	material.morphNormals = this.morphNormals;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+	var material = new THREE.LineBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ *  opacity: <float>,
+ *
+ *  shading: THREE.FlatShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+	THREE.Material.call( this, parameters );
+
+	this.shading = THREE.FlatShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshNormalMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MeshFaceMaterial = function ( materials ) {
+
+	this.materials = materials instanceof Array ? materials : [];
+
+};
+
+THREE.MeshFaceMaterial.prototype.clone = function () {
+
+	return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  size: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  vertexColors: <bool>,
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.ParticleBasicMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.map = null;
+
+	this.size = 1;
+	this.sizeAttenuation = true;
+
+	this.vertexColors = false;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleBasicMaterial.prototype.clone = function () {
+
+	var material = new THREE.ParticleBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.map = this.map;
+
+	material.size = this.size;
+	material.sizeAttenuation = this.sizeAttenuation;
+
+	material.vertexColors = this.vertexColors;
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  program: <function>,
+ *  opacity: <float>,
+ *  blending: THREE.NormalBlending
+ * }
+ */
+
+THREE.ParticleCanvasMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+	this.program = function ( context, color ) {};
+
+	this.setValues( parameters );
+
+};
+
+THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleCanvasMaterial.prototype.clone = function () {
+
+	var material = new THREE.ParticleCanvasMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.program = this.program;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ParticleDOMMaterial = function ( element ) {
+
+	this.element = element;
+
+};
+
+THREE.ParticleDOMMaterial.prototype.clone = function(){
+
+	return new THREE.ParticleDOMMaterial( this.element );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  fragmentShader: <string>,
+ *  vertexShader: <string>,
+ *
+ *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ *  defines: { "label" : "value" },
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>,
+ *
+ *  lights: <bool>,
+ *
+ *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ *  skinning: <bool>,
+ *  morphTargets: <bool>,
+ *  morphNormals: <bool>,
+ *
+ *	fog: <bool>
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.fragmentShader = "void main() {}";
+	this.vertexShader = "void main() {}";
+	this.uniforms = {};
+	this.defines = {};
+	this.attributes = null;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.fog = false; // set to use scene fog
+
+	this.lights = false; // set to use scene lights
+
+	this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+	this.skinning = false; // set to use skinning attribute streams
+
+	this.morphTargets = false; // set to use morph targets
+	this.morphNormals = false; // set to use morph normals
+
+	this.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ShaderMaterial.prototype.clone = function () {
+
+	var material = new THREE.ShaderMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.fragmentShader = this.fragmentShader;
+	material.vertexShader = this.vertexShader;
+
+	material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
+
+	material.attributes = this.attributes;
+	material.defines = this.defines;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	material.fog = this.fog;
+
+	material.lights = this.lights;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+
+	material.morphTargets = this.morphTargets;
+	material.morphNormals = this.morphNormals;
+
+	return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  useScreenCoordinates: <bool>,
+ *  sizeAttenuation: <bool>,
+ *  scaleByViewport: <bool>,
+ *  alignment: THREE.SpriteAlignment.center,
+ *
+ *	uvOffset: new THREE.Vector2(),
+ *	uvScale: new THREE.Vector2(),
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	// defaults
+
+	this.color = new THREE.Color( 0xffffff );
+	this.map = new THREE.Texture();
+
+	this.useScreenCoordinates = true;
+	this.depthTest = !this.useScreenCoordinates;
+	this.sizeAttenuation = !this.useScreenCoordinates;
+	this.scaleByViewport = !this.sizeAttenuation;
+	this.alignment = THREE.SpriteAlignment.center.clone();
+
+	this.fog = false;
+
+	this.uvOffset = new THREE.Vector2( 0, 0 );
+	this.uvScale  = new THREE.Vector2( 1, 1 );
+
+	// set parameters
+
+	this.setValues( parameters );
+
+	// override coupled defaults if not specified explicitly by parameters
+
+	parameters = parameters || {};
+
+	if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
+	if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
+	if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.SpriteMaterial.prototype.clone = function () {
+
+	var material = new THREE.SpriteMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.map = this.map;
+
+	material.useScreenCoordinates = this.useScreenCoordinates;
+	material.sizeAttenuation = this.sizeAttenuation;
+	material.scaleByViewport = this.scaleByViewport;
+	material.alignment.copy( this.alignment );
+
+	material.uvOffset.copy( this.uvOffset );
+	material.uvScale.copy( this.uvScale );
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+
+// Alignment enums
+
+THREE.SpriteAlignment = {};
+THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
+THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
+THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
+THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
+THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
+THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
+THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
+THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
+THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+	this.id = THREE.TextureIdCount ++;
+
+	this.name = '';
+
+	this.image = image;
+	this.mipmaps = [];
+
+	this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
+
+	this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
+	this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+
+	this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
+	this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+
+	this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+
+	this.format = format !== undefined ? format : THREE.RGBAFormat;
+	this.type = type !== undefined ? type : THREE.UnsignedByteType;
+
+	this.offset = new THREE.Vector2( 0, 0 );
+	this.repeat = new THREE.Vector2( 1, 1 );
+
+	this.generateMipmaps = true;
+	this.premultiplyAlpha = false;
+	this.flipY = true;
+	this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+	this.needsUpdate = false;
+	this.onUpdate = null;
+
+};
+
+THREE.Texture.prototype = {
+
+	constructor: THREE.Texture,
+
+	clone: function ( texture ) {
+
+		if ( texture === undefined ) texture = new THREE.Texture();
+
+		texture.image = this.image;
+		texture.mipmaps = this.mipmaps.slice(0);
+
+		texture.mapping = this.mapping;
+
+		texture.wrapS = this.wrapS;
+		texture.wrapT = this.wrapT;
+
+		texture.magFilter = this.magFilter;
+		texture.minFilter = this.minFilter;
+
+		texture.anisotropy = this.anisotropy;
+
+		texture.format = this.format;
+		texture.type = this.type;
+
+		texture.offset.copy( this.offset );
+		texture.repeat.copy( this.repeat );
+
+		texture.generateMipmaps = this.generateMipmaps;
+		texture.premultiplyAlpha = this.premultiplyAlpha;
+		texture.flipY = this.flipY;
+		texture.unpackAlignment = this.unpackAlignment;
+
+		return texture;
+
+	}
+
+};
+
+THREE.TextureIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+	this.image = { width: width, height: height };
+	this.mipmaps = mipmaps;
+
+	this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.CompressedTexture.prototype.clone = function () {
+
+	var texture = new THREE.CompressedTexture();
+
+	THREE.Texture.prototype.clone.call( this, texture );
+
+	return texture;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+	this.image = { data: data, width: width, height: height };
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.DataTexture.prototype.clone = function () {
+
+	var texture = new THREE.DataTexture();
+
+	THREE.Texture.prototype.clone.call( this, texture );
+
+	return texture;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Particle = function ( material ) {
+
+	THREE.Object3D.call( this );
+
+	this.material = material;
+
+};
+
+THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Particle.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Particle( this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
+
+	this.sortParticles = false;
+
+	if ( this.geometry ) {
+
+		// calc bound radius
+
+		if( this.geometry.boundingSphere === null ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+	}
+
+	this.frustumCulled = false;
+
+};
+
+THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ParticleSystem.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
+	object.sortParticles = this.sortParticles;
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, type ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+	this.type = ( type !== undefined ) ? type : THREE.LineStrip;
+
+	if ( this.geometry ) {
+
+		if ( ! this.geometry.boundingSphere ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+	}
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
+
+	if ( this.geometry ) {
+
+		// calc bound radius
+
+		if ( this.geometry.boundingSphere === null ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+		// setup morph targets
+
+		if ( this.geometry.morphTargets.length ) {
+
+			this.morphTargetBase = -1;
+			this.morphTargetForcedOrder = [];
+			this.morphTargetInfluences = [];
+			this.morphTargetDictionary = {};
+
+			for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) {
+
+				this.morphTargetInfluences.push( 0 );
+				this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+			}
+
+		}
+
+	}
+
+}
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+	if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+		return this.morphTargetDictionary[ name ];
+
+	}
+
+	console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
+
+	return 0;
+
+};
+
+THREE.Mesh.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Bone = function( belongsToSkin ) {
+
+	THREE.Object3D.call( this );
+
+	this.skin = belongsToSkin;
+	this.skinMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) {
+
+	// update local
+
+	if ( this.matrixAutoUpdate ) {
+
+		forceUpdate |= this.updateMatrix();
+
+	}
+
+	// update skin matrix
+
+	if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
+
+		if( parentSkinMatrix ) {
+
+			this.skinMatrix.multiply( parentSkinMatrix, this.matrix );
+
+		} else {
+
+			this.skinMatrix.copy( this.matrix );
+
+		}
+
+		this.matrixWorldNeedsUpdate = false;
+		forceUpdate = true;
+
+	}
+
+	// update children
+
+	var child, i, l = this.children.length;
+
+	for ( i = 0; i < l; i ++ ) {
+
+		this.children[ i ].update( this.skinMatrix, forceUpdate );
+
+	}
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	//
+
+	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+	// init bones
+
+	this.identityMatrix = new THREE.Matrix4();
+
+	this.bones = [];
+	this.boneMatrices = [];
+
+	var b, bone, gbone, p, q, s;
+
+	if ( this.geometry && this.geometry.bones !== undefined ) {
+
+		for ( b = 0; b < this.geometry.bones.length; b ++ ) {
+
+			gbone = this.geometry.bones[ b ];
+
+			p = gbone.pos;
+			q = gbone.rotq;
+			s = gbone.scl;
+
+			bone = this.addBone();
+
+			bone.name = gbone.name;
+			bone.position.set( p[0], p[1], p[2] );
+			bone.quaternion.set( q[0], q[1], q[2], q[3] );
+			bone.useQuaternion = true;
+
+			if ( s !== undefined ) {
+
+				bone.scale.set( s[0], s[1], s[2] );
+
+			} else {
+
+				bone.scale.set( 1, 1, 1 );
+
+			}
+
+		}
+
+		for ( b = 0; b < this.bones.length; b ++ ) {
+
+			gbone = this.geometry.bones[ b ];
+			bone = this.bones[ b ];
+
+			if ( gbone.parent === -1 ) {
+
+				this.add( bone );
+
+			} else {
+
+				this.bones[ gbone.parent ].add( bone );
+
+			}
+
+		}
+
+		//
+
+		var nBones = this.bones.length;
+
+		if ( this.useVertexTexture ) {
+
+			// layout (1 matrix = 4 pixels)
+			//	RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+			//  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
+			//  	 16x16 pixel texture max   64 bones (16 * 16 / 4)
+			//  	 32x32 pixel texture max  256 bones (32 * 32 / 4)
+			//  	 64x64 pixel texture max 1024 bones (64 * 64 / 4)
+
+			var size;
+
+			if ( nBones > 256 )
+				size = 64;
+			else if ( nBones > 64 )
+				size = 32;
+			else if ( nBones > 16 )
+				size = 16;
+			else
+				size = 8;
+
+			this.boneTextureWidth = size;
+			this.boneTextureHeight = size;
+
+			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+			this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+			this.boneTexture.minFilter = THREE.NearestFilter;
+			this.boneTexture.magFilter = THREE.NearestFilter;
+			this.boneTexture.generateMipmaps = false;
+			this.boneTexture.flipY = false;
+
+		} else {
+
+			this.boneMatrices = new Float32Array( 16 * nBones );
+
+		}
+
+		this.pose();
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.SkinnedMesh.prototype.addBone = function( bone ) {
+
+	if ( bone === undefined ) {
+
+		bone = new THREE.Bone( this );
+
+	}
+
+	this.bones.push( bone );
+
+	return bone;
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
+
+	this.matrixAutoUpdate && this.updateMatrix();
+
+	// update matrixWorld
+
+	if ( this.matrixWorldNeedsUpdate || force ) {
+
+		if ( this.parent ) {
+
+			this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
+
+		} else {
+
+			this.matrixWorld.copy( this.matrix );
+
+		}
+
+		this.matrixWorldNeedsUpdate = false;
+
+		force = true;
+
+	}
+
+	// update children
+
+	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+		var child = this.children[ i ];
+
+		if ( child instanceof THREE.Bone ) {
+
+			child.update( this.identityMatrix, false );
+
+		} else {
+
+			child.updateMatrixWorld( true );
+
+		}
+
+	}
+
+	// make a snapshot of the bones' rest position
+
+	if ( this.boneInverses == undefined ) {
+
+		this.boneInverses = [];
+
+		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+			var inverse = new THREE.Matrix4();
+
+			inverse.getInverse( this.bones[ b ].skinMatrix );
+
+			this.boneInverses.push( inverse );
+
+		}
+
+	}
+
+	// flatten bone matrices to array
+
+	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+		// compute the offset between the current and the original transform;
+
+		//TODO: we could get rid of this multiplication step if the skinMatrix
+		// was already representing the offset; however, this requires some
+		// major changes to the animation system
+
+		THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
+
+		THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+	}
+
+	if ( this.useVertexTexture ) {
+
+		this.boneTexture.needsUpdate = true;
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function() {
+
+	this.updateMatrixWorld( true );
+
+	for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+		// normalize weights
+
+		var sw = this.geometry.skinWeights[ i ];
+
+		var scale = 1.0 / sw.lengthManhattan();
+
+		if ( scale !== Infinity ) {
+
+			sw.multiplyScalar( scale );
+
+		} else {
+
+			sw.set( 1 ); // this will be normalized by the shader anyway
+
+		}
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
+
+	THREE.Mesh.prototype.clone.call( this, object );
+
+	return object;
+
+};
+
+THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	// API
+
+	this.duration = 1000; // milliseconds
+	this.mirroredLoop = false;
+	this.time = 0;
+
+	// internals
+
+	this.lastKeyframe = 0;
+	this.currentKeyframe = 0;
+
+	this.direction = 1;
+	this.directionBackwards = false;
+
+	this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
+
+};
+
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
+
+	this.startKeyframe = start;
+	this.endKeyframe = end;
+
+	this.length = this.endKeyframe - this.startKeyframe + 1;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
+
+	this.direction = 1;
+	this.directionBackwards = false;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
+
+	this.direction = -1;
+	this.directionBackwards = true;
+
+};
+
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
+
+	var geometry = this.geometry;
+
+	if ( ! geometry.animations ) geometry.animations = {};
+
+	var firstAnimation, animations = geometry.animations;
+
+	var pattern = /([a-z]+)(\d+)/;
+
+	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+		var morph = geometry.morphTargets[ i ];
+		var parts = morph.name.match( pattern );
+
+		if ( parts && parts.length > 1 ) {
+
+			var label = parts[ 1 ];
+			var num = parts[ 2 ];
+
+			if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
+
+			var animation = animations[ label ];
+
+			if ( i < animation.start ) animation.start = i;
+			if ( i > animation.end ) animation.end = i;
+
+			if ( ! firstAnimation ) firstAnimation = label;
+
+		}
+
+	}
+
+	geometry.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
+
+	if ( ! this.geometry.animations ) this.geometry.animations = {};
+
+	this.geometry.animations[ label ] = { start: start, end: end };
+
+};
+
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
+
+	var animation = this.geometry.animations[ label ];
+
+	if ( animation ) {
+
+		this.setFrameRange( animation.start, animation.end );
+		this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
+		this.time = 0;
+
+	} else {
+
+		console.warn( "animation[" + label + "] undefined" );
+
+	}
+
+};
+
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
+
+	var frameTime = this.duration / this.length;
+
+	this.time += this.direction * delta;
+
+	if ( this.mirroredLoop ) {
+
+		if ( this.time > this.duration || this.time < 0 ) {
+
+			this.direction *= -1;
+
+			if ( this.time > this.duration ) {
+
+				this.time = this.duration;
+				this.directionBackwards = true;
+
+			}
+
+			if ( this.time < 0 ) {
+
+				this.time = 0;
+				this.directionBackwards = false;
+
+			}
+
+		}
+
+	} else {
+
+		this.time = this.time % this.duration;
+
+		if ( this.time < 0 ) this.time += this.duration;
+
+	}
+
+	var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
+
+	if ( keyframe !== this.currentKeyframe ) {
+
+		this.morphTargetInfluences[ this.lastKeyframe ] = 0;
+		this.morphTargetInfluences[ this.currentKeyframe ] = 1;
+
+		this.morphTargetInfluences[ keyframe ] = 0;
+
+		this.lastKeyframe = this.currentKeyframe;
+		this.currentKeyframe = keyframe;
+
+	}
+
+	var mix = ( this.time % frameTime ) / frameTime;
+
+	if ( this.directionBackwards ) {
+
+		mix = 1 - mix;
+
+	}
+
+	this.morphTargetInfluences[ this.currentKeyframe ] = mix;
+	this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
+
+};
+
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
+
+	object.duration = this.duration;
+	object.mirroredLoop = this.mirroredLoop;
+	object.time = this.time;
+
+	object.lastKeyframe = this.lastKeyframe;
+	object.currentKeyframe = this.currentKeyframe;
+
+	object.direction = this.direction;
+	object.directionBackwards = this.directionBackwards;
+
+	THREE.Mesh.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Ribbon = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = material;
+
+};
+
+THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Ribbon.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+	THREE.Object3D.call( this );
+
+	this.LODs = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
+
+	if ( visibleAtDistance === undefined ) {
+
+		visibleAtDistance = 0;
+
+	}
+
+	visibleAtDistance = Math.abs( visibleAtDistance );
+
+	for ( var l = 0; l < this.LODs.length; l ++ ) {
+
+		if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
+
+			break;
+
+		}
+
+	}
+
+	this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
+	this.add( object3D );
+
+};
+
+THREE.LOD.prototype.update = function ( camera ) {
+
+	if ( this.LODs.length > 1 ) {
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		var inverse  = camera.matrixWorldInverse;
+		var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
+
+		this.LODs[ 0 ].object3D.visible = true;
+
+		for ( var l = 1; l < this.LODs.length; l ++ ) {
+
+			if( distance >= this.LODs[ l ].visibleAtDistance ) {
+
+				this.LODs[ l - 1 ].object3D.visible = false;
+				this.LODs[ l     ].object3D.visible = true;
+
+			} else {
+
+				break;
+
+			}
+
+		}
+
+		for( ; l < this.LODs.length; l ++ ) {
+
+			this.LODs[ l ].object3D.visible = false;
+
+		}
+
+	}
+
+};
+
+THREE.LOD.prototype.clone = function () {
+
+	// TODO
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = function ( material ) {
+
+	THREE.Object3D.call( this );
+
+	this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+	this.rotation3d = this.rotation;
+	this.rotation = 0;
+
+};
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+
+/*
+ * Custom update matrix
+ */
+
+THREE.Sprite.prototype.updateMatrix = function () {
+
+	this.matrix.setPosition( this.position );
+
+	this.rotation3d.set( 0, 0, this.rotation );
+	this.matrix.setRotationFromEuler( this.rotation3d );
+
+	if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
+
+		this.matrix.scale( this.scale );
+
+	}
+
+	this.matrixWorldNeedsUpdate = true;
+
+};
+
+THREE.Sprite.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Sprite( this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+	THREE.Object3D.call( this );
+
+	this.fog = null;
+	this.overrideMaterial = null;
+
+	this.matrixAutoUpdate = false;
+
+	this.__objects = [];
+	this.__lights = [];
+
+	this.__objectsAdded = [];
+	this.__objectsRemoved = [];
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Scene.prototype.__addObject = function ( object ) {
+
+	if ( object instanceof THREE.Light ) {
+
+		if ( this.__lights.indexOf( object ) === - 1 ) {
+
+			this.__lights.push( object );
+
+		}
+
+		if ( object.target && object.target.parent === undefined ) {
+
+			this.add( object.target );
+
+		}
+
+	} else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
+
+		if ( this.__objects.indexOf( object ) === - 1 ) {
+
+			this.__objects.push( object );
+			this.__objectsAdded.push( object );
+
+			// check if previously removed
+
+			var i = this.__objectsRemoved.indexOf( object );
+
+			if ( i !== -1 ) {
+
+				this.__objectsRemoved.splice( i, 1 );
+
+			}
+
+		}
+
+	}
+
+	for ( var c = 0; c < object.children.length; c ++ ) {
+
+		this.__addObject( object.children[ c ] );
+
+	}
+
+};
+
+THREE.Scene.prototype.__removeObject = function ( object ) {
+
+	if ( object instanceof THREE.Light ) {
+
+		var i = this.__lights.indexOf( object );
+
+		if ( i !== -1 ) {
+
+			this.__lights.splice( i, 1 );
+
+		}
+
+	} else if ( !( object instanceof THREE.Camera ) ) {
+
+		var i = this.__objects.indexOf( object );
+
+		if( i !== -1 ) {
+
+			this.__objects.splice( i, 1 );
+			this.__objectsRemoved.push( object );
+
+			// check if previously added
+
+			var ai = this.__objectsAdded.indexOf( object );
+
+			if ( ai !== -1 ) {
+
+				this.__objectsAdded.splice( ai, 1 );
+
+			}
+
+		}
+
+	}
+
+	for ( var c = 0; c < object.children.length; c ++ ) {
+
+		this.__removeObject( object.children[ c ] );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( hex, near, far ) {
+
+	this.name = '';
+
+	this.color = new THREE.Color( hex );
+
+	this.near = ( near !== undefined ) ? near : 1;
+	this.far = ( far !== undefined ) ? far : 1000;
+
+};
+
+THREE.Fog.prototype.clone = function () {
+
+	return new THREE.Fog( this.color.getHex(), this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( hex, density ) {
+
+	this.name = '';
+	this.color = new THREE.Color( hex );
+	this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+	return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CanvasRenderer = function ( parameters ) {
+
+	console.log( 'THREE.CanvasRenderer', THREE.REVISION );
+
+	parameters = parameters || {};
+
+	var _this = this,
+	_renderData, _elements, _lights,
+	_projector = new THREE.Projector(),
+
+	_canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+	_canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
+	_context = _canvas.getContext( '2d' ),
+
+	_clearColor = new THREE.Color( 0x000000 ),
+	_clearOpacity = 0,
+
+	_contextGlobalAlpha = 1,
+	_contextGlobalCompositeOperation = 0,
+	_contextStrokeStyle = null,
+	_contextFillStyle = null,
+	_contextLineWidth = null,
+	_contextLineCap = null,
+	_contextLineJoin = null,
+
+	_v1, _v2, _v3, _v4,
+	_v5 = new THREE.RenderableVertex(),
+	_v6 = new THREE.RenderableVertex(),
+
+	_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
+	_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
+
+	_color = new THREE.Color(),
+	_color1 = new THREE.Color(),
+	_color2 = new THREE.Color(),
+	_color3 = new THREE.Color(),
+	_color4 = new THREE.Color(),
+
+	_diffuseColor = new THREE.Color(),
+	_emissiveColor = new THREE.Color(),
+
+	_patterns = {}, _imagedatas = {},
+
+	_near, _far,
+
+	_image, _uvs,
+	_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
+
+	_clipBox = new THREE.Box2(),
+	_clearBox = new THREE.Box2(),
+	_elemBox = new THREE.Box2(),
+
+	_enableLighting = false,
+	_ambientLight = new THREE.Color(),
+	_directionalLights = new THREE.Color(),
+	_pointLights = new THREE.Color(),
+
+	_pi2 = Math.PI * 2,
+	_vector3 = new THREE.Vector3(), // Needed for PointLight
+
+	_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
+	_gradientMap, _gradientMapContext, _gradientMapQuality = 16;
+
+	_pixelMap = document.createElement( 'canvas' );
+	_pixelMap.width = _pixelMap.height = 2;
+
+	_pixelMapContext = _pixelMap.getContext( '2d' );
+	_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
+	_pixelMapContext.fillRect( 0, 0, 2, 2 );
+
+	_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
+	_pixelMapData = _pixelMapImage.data;
+
+	_gradientMap = document.createElement( 'canvas' );
+	_gradientMap.width = _gradientMap.height = _gradientMapQuality;
+
+	_gradientMapContext = _gradientMap.getContext( '2d' );
+	_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
+	_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
+
+	_gradientMapQuality --; // Fix UVs
+
+	this.domElement = _canvas;
+
+	this.autoClear = true;
+	this.sortObjects = true;
+	this.sortElements = true;
+
+	this.info = {
+
+		render: {
+
+			vertices: 0,
+			faces: 0
+
+		}
+
+	}
+
+	this.setSize = function ( width, height ) {
+
+		_canvasWidth = width;
+		_canvasHeight = height;
+		_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
+		_canvasHeightHalf = Math.floor( _canvasHeight / 2 );
+
+		_canvas.width = _canvasWidth;
+		_canvas.height = _canvasHeight;
+
+		_clipBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
+		_clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
+		_clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
+		_clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
+
+		_contextGlobalAlpha = 1;
+		_contextGlobalCompositeOperation = 0;
+		_contextStrokeStyle = null;
+		_contextFillStyle = null;
+		_contextLineWidth = null;
+		_contextLineCap = null;
+		_contextLineJoin = null;
+
+	};
+
+	this.setClearColor = function ( color, opacity ) {
+
+		_clearColor.copy( color );
+		_clearOpacity = opacity !== undefined ? opacity : 1;
+
+		_clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
+		_clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
+
+	};
+
+	this.setClearColorHex = function ( hex, opacity ) {
+
+		_clearColor.setHex( hex );
+		_clearOpacity = opacity !== undefined ? opacity : 1;
+
+		_clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
+		_clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
+
+	};
+
+	this.getMaxAnisotropy  = function () {
+
+		return 0;
+
+	};
+
+	this.clear = function () {
+
+		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+		if ( _clearBox.empty() === false ) {
+
+			_clearBox.intersect( _clipBox );
+			_clearBox.expandByScalar( 2 );
+
+			if ( _clearOpacity < 1 ) {
+
+				_context.clearRect( _clearBox.min.x | 0, _clearBox.min.y | 0, ( _clearBox.max.x - _clearBox.min.x ) | 0, ( _clearBox.max.y - _clearBox.min.y ) | 0 );
+
+			}
+
+			if ( _clearOpacity > 0 ) {
+
+				setBlending( THREE.NormalBlending );
+				setOpacity( 1 );
+
+				setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
+
+				_context.fillRect( _clearBox.min.x | 0, _clearBox.min.y | 0, ( _clearBox.max.x - _clearBox.min.x ) | 0, ( _clearBox.max.y - _clearBox.min.y ) | 0 );
+
+			}
+
+			_clearBox.makeEmpty();
+
+		}
+
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		if ( camera instanceof THREE.Camera === false ) {
+
+			console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
+			return;
+
+		}
+
+		var e, el, element, material;
+
+		this.autoClear === true
+			? this.clear()
+			: _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+		_this.info.render.vertices = 0;
+		_this.info.render.faces = 0;
+
+		_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
+		_elements = _renderData.elements;
+		_lights = _renderData.lights;
+
+		/* DEBUG
+		_context.fillStyle = 'rgba( 0, 255, 255, 0.5 )';
+		_context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
+		*/
+
+		_enableLighting = _lights.length > 0;
+
+		if ( _enableLighting === true ) {
+
+			 calculateLights();
+
+		}
+
+		for ( e = 0, el = _elements.length; e < el; e++ ) {
+
+			element = _elements[ e ];
+
+			material = element.material;
+
+			if ( material === undefined || material.visible === false ) continue;
+
+			_elemBox.makeEmpty();
+
+			if ( element instanceof THREE.RenderableParticle ) {
+
+				_v1 = element;
+				_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
+
+				renderParticle( _v1, element, material, scene );
+
+			} else if ( element instanceof THREE.RenderableLine ) {
+
+				_v1 = element.v1; _v2 = element.v2;
+
+				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+
+				_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
+
+				if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+					renderLine( _v1, _v2, element, material, scene );
+
+				}
+
+
+			} else if ( element instanceof THREE.RenderableFace3 ) {
+
+				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
+
+				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+
+				if ( material.overdraw === true ) {
+
+					expand( _v1.positionScreen, _v2.positionScreen );
+					expand( _v2.positionScreen, _v3.positionScreen );
+					expand( _v3.positionScreen, _v1.positionScreen );
+
+				}
+
+				_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );
+
+				if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+					renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );
+
+				}
+
+			} else if ( element instanceof THREE.RenderableFace4 ) {
+
+				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
+
+				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+				_v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
+
+				_v5.positionScreen.copy( _v2.positionScreen );
+				_v6.positionScreen.copy( _v4.positionScreen );
+
+				if ( material.overdraw === true ) {
+
+					expand( _v1.positionScreen, _v2.positionScreen );
+					expand( _v2.positionScreen, _v4.positionScreen );
+					expand( _v4.positionScreen, _v1.positionScreen );
+
+					expand( _v3.positionScreen, _v5.positionScreen );
+					expand( _v3.positionScreen, _v6.positionScreen );
+
+				}
+
+				_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen, _v4.positionScreen ] );
+
+				if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+					renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
+
+				}
+
+			}
+
+
+			/* DEBUG
+			_context.lineWidth = 1;
+			_context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )';
+			_context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
+			*/
+
+			_clearBox.union( _elemBox );
+
+		}
+
+		/* DEBUG
+		_context.lineWidth = 1;
+		_context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )';
+		_context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
+		*/
+
+		_context.setTransform( 1, 0, 0, 1, 0, 0 );
+
+		//
+
+		function calculateLights() {
+
+			_ambientLight.setRGB( 0, 0, 0 );
+			_directionalLights.setRGB( 0, 0, 0 );
+			_pointLights.setRGB( 0, 0, 0 );
+
+			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+				var light = _lights[ l ];
+				var lightColor = light.color;
+
+				if ( light instanceof THREE.AmbientLight ) {
+
+					_ambientLight.r += lightColor.r;
+					_ambientLight.g += lightColor.g;
+					_ambientLight.b += lightColor.b;
+
+				} else if ( light instanceof THREE.DirectionalLight ) {
+
+					// for particles
+
+					_directionalLights.r += lightColor.r;
+					_directionalLights.g += lightColor.g;
+					_directionalLights.b += lightColor.b;
+
+				} else if ( light instanceof THREE.PointLight ) {
+
+					// for particles
+
+					_pointLights.r += lightColor.r;
+					_pointLights.g += lightColor.g;
+					_pointLights.b += lightColor.b;
+
+				}
+
+			}
+
+		}
+
+		function calculateLight( position, normal, color ) {
+
+			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+				var light = _lights[ l ];
+				var lightColor = light.color;
+
+				if ( light instanceof THREE.DirectionalLight ) {
+
+					var lightPosition = light.matrixWorld.getPosition().normalize();
+
+					var amount = normal.dot( lightPosition );
+
+					if ( amount <= 0 ) continue;
+
+					amount *= light.intensity;
+
+					color.r += lightColor.r * amount;
+					color.g += lightColor.g * amount;
+					color.b += lightColor.b * amount;
+
+				} else if ( light instanceof THREE.PointLight ) {
+
+					var lightPosition = light.matrixWorld.getPosition();
+
+					var amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );
+
+					if ( amount <= 0 ) continue;
+
+					amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
+
+					if ( amount == 0 ) continue;
+
+					amount *= light.intensity;
+
+					color.r += lightColor.r * amount;
+					color.g += lightColor.g * amount;
+					color.b += lightColor.b * amount;
+
+				}
+
+			}
+
+		}
+
+		function renderParticle( v1, element, material, scene ) {
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			var width, height, scaleX, scaleY,
+			bitmap, bitmapWidth, bitmapHeight;
+
+			if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+				if ( material.map === null ) {
+
+					scaleX = element.object.scale.x;
+					scaleY = element.object.scale.y;
+
+					// TODO: Be able to disable this
+
+					scaleX *= element.scale.x * _canvasWidthHalf;
+					scaleY *= element.scale.y * _canvasHeightHalf;
+
+					_elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
+					_elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
+
+					if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+						return;
+
+					}
+
+					setFillStyle( material.color.getStyle() );
+
+					_context.save();
+					_context.translate( v1.x, v1.y );
+					_context.rotate( - element.rotation );
+					_context.scale( scaleX, scaleY );
+					_context.fillRect( -1, -1, 2, 2 );
+					_context.restore();
+
+				} else {
+
+					bitmap = material.map.image;
+					bitmapWidth = bitmap.width >> 1;
+					bitmapHeight = bitmap.height >> 1;
+
+					scaleX = element.scale.x * _canvasWidthHalf;
+					scaleY = element.scale.y * _canvasHeightHalf;
+
+					width = scaleX * bitmapWidth;
+					height = scaleY * bitmapHeight;
+
+					// TODO: Rotations break this...
+
+					_elemBox.min.set( v1.x - width, v1.y - height );
+					_elemBox.max.set( v1.x + width, v1.y + height );
+
+					if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+						return;
+
+					}
+
+					_context.save();
+					_context.translate( v1.x, v1.y );
+					_context.rotate( - element.rotation );
+					_context.scale( scaleX, - scaleY );
+
+					_context.translate( - bitmapWidth, - bitmapHeight );
+					_context.drawImage( bitmap, 0, 0 );
+					_context.restore();
+
+				}
+
+				/* DEBUG
+				setStrokeStyle( 'rgb(255,255,0)' );
+				_context.beginPath();
+				_context.moveTo( v1.x - 10, v1.y );
+				_context.lineTo( v1.x + 10, v1.y );
+				_context.moveTo( v1.x, v1.y - 10 );
+				_context.lineTo( v1.x, v1.y + 10 );
+				_context.stroke();
+				*/
+
+			} else if ( material instanceof THREE.ParticleCanvasMaterial ) {
+
+				width = element.scale.x * _canvasWidthHalf;
+				height = element.scale.y * _canvasHeightHalf;
+
+				_elemBox.min.set( v1.x - width, v1.y - height );
+				_elemBox.max.set( v1.x + width, v1.y + height );
+
+				if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+					return;
+
+				}
+
+				setStrokeStyle( material.color.getStyle() );
+				setFillStyle( material.color.getStyle() );
+
+				_context.save();
+				_context.translate( v1.x, v1.y );
+				_context.rotate( - element.rotation );
+				_context.scale( width, height );
+
+				material.program( _context );
+
+				_context.restore();
+
+			}
+
+		}
+
+		function renderLine( v1, v2, element, material, scene ) {
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			_context.beginPath();
+			_context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
+			_context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
+
+			if ( material instanceof THREE.LineBasicMaterial ) {
+
+				setLineWidth( material.linewidth );
+				setLineCap( material.linecap );
+				setLineJoin( material.linejoin );
+				setStrokeStyle( material.color.getStyle() );
+
+				_context.stroke();
+				_elemBox.expandByScalar( material.linewidth * 2 );
+
+			}
+
+		}
+
+		function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {
+
+			_this.info.render.vertices += 3;
+			_this.info.render.faces ++;
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+
+			drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
+
+			if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null && material.map === null ) {
+
+				_diffuseColor.copy( material.color );
+				_emissiveColor.copy( material.emissive );
+
+				if ( material.vertexColors === THREE.FaceColors ) {
+
+					_diffuseColor.r *= element.color.r;
+					_diffuseColor.g *= element.color.g;
+					_diffuseColor.b *= element.color.b;
+
+				}
+
+				if ( _enableLighting === true ) {
+
+					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
+
+						_color1.r = _color2.r = _color3.r = _ambientLight.r;
+						_color1.g = _color2.g = _color3.g = _ambientLight.g;
+						_color1.b = _color2.b = _color3.b = _ambientLight.b;
+
+						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
+						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
+						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
+
+						_color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
+						_color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
+						_color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
+						_color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
+						_color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
+						_color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
+						_color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color4.r = ( _color2.r + _color3.r ) * 0.5;
+						_color4.g = ( _color2.g + _color3.g ) * 0.5;
+						_color4.b = ( _color2.b + _color3.b ) * 0.5;
+
+						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+						clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+					} else {
+
+						_color.r = _ambientLight.r;
+						_color.g = _ambientLight.g;
+						_color.b = _ambientLight.b;
+
+						calculateLight( element.centroidWorld, element.normalWorld, _color );
+
+						_color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
+						_color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
+						_color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
+
+						material.wireframe === true
+							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+							: fillPath( _color );
+
+					}
+
+				} else {
+
+					material.wireframe === true
+						? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( material.color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+				if ( material.map !== null ) {
+
+					if ( material.map.mapping instanceof THREE.UVMapping ) {
+
+						_uvs = element.uvs[ 0 ];
+						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
+
+					}
+
+
+				} else if ( material.envMap !== null ) {
+
+					if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
+
+						var cameraMatrix = camera.matrixWorldInverse;
+
+						_vector3.copy( element.vertexNormalsWorld[ uv1 ] );
+						_uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+						_uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+						_vector3.copy( element.vertexNormalsWorld[ uv2 ] );
+						_uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+						_uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+						_vector3.copy( element.vertexNormalsWorld[ uv3 ] );
+						_uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+						_uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
+
+					}/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
+
+
+
+					}*/
+
+
+				} else {
+
+					_color.copy( material.color );
+
+					if ( material.vertexColors === THREE.FaceColors ) {
+
+						_color.r *= element.color.r;
+						_color.g *= element.color.g;
+						_color.b *= element.color.b;
+
+					}
+
+					material.wireframe === true
+						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( _color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				_near = camera.near;
+				_far = camera.far;
+
+				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
+				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
+				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
+
+				_color4.r = ( _color2.r + _color3.r ) * 0.5;
+				_color4.g = ( _color2.g + _color3.g ) * 0.5;
+				_color4.b = ( _color2.b + _color3.b ) * 0.5;
+
+				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+				clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				_color.r = normalToComponent( element.normalWorld.x );
+				_color.g = normalToComponent( element.normalWorld.y );
+				_color.b = normalToComponent( element.normalWorld.z );
+
+				material.wireframe === true
+					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+					: fillPath( _color );
+
+			}
+
+		}
+
+		function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {
+
+			_this.info.render.vertices += 4;
+			_this.info.render.faces ++;
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
+
+				// Let renderFace3() handle this
+
+				renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
+				renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );
+
+				return;
+
+			}
+
+			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+			_v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
+			_v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
+			_v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
+
+			if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+				_diffuseColor.copy( material.color );
+				_emissiveColor.copy( material.emissive );
+
+				if ( material.vertexColors === THREE.FaceColors ) {
+
+					_diffuseColor.r *= element.color.r;
+					_diffuseColor.g *= element.color.g;
+					_diffuseColor.b *= element.color.b;
+
+				}
+
+				if ( _enableLighting === true ) {
+
+					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
+
+						_color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r;
+						_color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g;
+						_color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b;
+
+						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
+						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
+						calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
+						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
+
+						_color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
+						_color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
+						_color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
+						_color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
+						_color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
+						_color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
+						_color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color4.r = _color4.r * _diffuseColor.r + _emissiveColor.r;
+						_color4.g = _color4.g * _diffuseColor.g + _emissiveColor.g;
+						_color4.b = _color4.b * _diffuseColor.b + _emissiveColor.b;
+
+						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+						// TODO: UVs are incorrect, v4->v3?
+
+						drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+						clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+						drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+						clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+					} else {
+
+						_color.r = _ambientLight.r;
+						_color.g = _ambientLight.g;
+						_color.b = _ambientLight.b;
+
+						calculateLight( element.centroidWorld, element.normalWorld, _color );
+
+						_color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
+						_color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
+						_color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
+
+						drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+						material.wireframe === true
+							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+							: fillPath( _color );
+
+					}
+
+				} else {
+
+					_color.r = _diffuseColor.r + _emissiveColor.r;
+					_color.g = _diffuseColor.g + _emissiveColor.g;
+					_color.b = _diffuseColor.b + _emissiveColor.b;
+
+					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+					material.wireframe === true
+						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( _color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+				_color.copy( material.color );
+
+				if ( material.vertexColors === THREE.FaceColors ) {
+
+					_color.r *= element.color.r;
+					_color.g *= element.color.g;
+					_color.b *= element.color.b;
+
+				}
+
+				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+				material.wireframe === true
+					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+					: fillPath( _color );
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				_color.r = normalToComponent( element.normalWorld.x );
+				_color.g = normalToComponent( element.normalWorld.y );
+				_color.b = normalToComponent( element.normalWorld.z );
+
+				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+				material.wireframe === true
+					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+					: fillPath( _color );
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				_near = camera.near;
+				_far = camera.far;
+
+				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
+				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
+				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far );
+				_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
+
+				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+				// TODO: UVs are incorrect, v4->v3?
+
+				drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+				clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+				drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+				clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+			}
+
+		}
+
+		//
+
+		function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
+
+			_context.beginPath();
+			_context.moveTo( x0, y0 );
+			_context.lineTo( x1, y1 );
+			_context.lineTo( x2, y2 );
+			_context.closePath();
+
+		}
+
+		function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
+
+			_context.beginPath();
+			_context.moveTo( x0, y0 );
+			_context.lineTo( x1, y1 );
+			_context.lineTo( x2, y2 );
+			_context.lineTo( x3, y3 );
+			_context.closePath();
+
+		}
+
+		function strokePath( color, linewidth, linecap, linejoin ) {
+
+			setLineWidth( linewidth );
+			setLineCap( linecap );
+			setLineJoin( linejoin );
+			setStrokeStyle( color.getStyle() );
+
+			_context.stroke();
+
+			_elemBox.expandByScalar( linewidth * 2 );
+
+		}
+
+		function fillPath( color ) {
+
+			setFillStyle( color.getStyle() );
+			_context.fill();
+
+		}
+
+		function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
+
+			if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
+
+			if ( texture.needsUpdate === true ) {
+
+				var repeatX = texture.wrapS == THREE.RepeatWrapping;
+				var repeatY = texture.wrapT == THREE.RepeatWrapping;
+
+				_patterns[ texture.id ] = _context.createPattern(
+					texture.image, repeatX === true && repeatY === true
+						? 'repeat'
+						: repeatX === true && repeatY === false
+							? 'repeat-x'
+							: repeatX === false && repeatY === true
+								? 'repeat-y'
+								: 'no-repeat'
+				);
+
+				texture.needsUpdate = false;
+
+			}
+
+			_patterns[ texture.id ] === undefined
+				? setFillStyle( 'rgba(0,0,0,1)' )
+				: setFillStyle( _patterns[ texture.id ] );
+
+			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+			var a, b, c, d, e, f, det, idet,
+			offsetX = texture.offset.x / texture.repeat.x,
+			offsetY = texture.offset.y / texture.repeat.y,
+			width = texture.image.width * texture.repeat.x,
+			height = texture.image.height * texture.repeat.y;
+
+			u0 = ( u0 + offsetX ) * width;
+			v0 = ( 1.0 - v0 + offsetY ) * height;
+
+			u1 = ( u1 + offsetX ) * width;
+			v1 = ( 1.0 - v1 + offsetY ) * height;
+
+			u2 = ( u2 + offsetX ) * width;
+			v2 = ( 1.0 - v2 + offsetY ) * height;
+
+			x1 -= x0; y1 -= y0;
+			x2 -= x0; y2 -= y0;
+
+			u1 -= u0; v1 -= v0;
+			u2 -= u0; v2 -= v0;
+
+			det = u1 * v2 - u2 * v1;
+
+			if ( det === 0 ) {
+
+				if ( _imagedatas[ texture.id ] === undefined ) {
+
+					var canvas = document.createElement( 'canvas' )
+					canvas.width = texture.image.width;
+					canvas.height = texture.image.height;
+
+					var context = canvas.getContext( '2d' );
+					context.drawImage( texture.image, 0, 0 );
+
+					_imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
+
+				}
+
+				var data = _imagedatas[ texture.id ];
+				var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
+
+				_color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
+				fillPath( _color );
+
+				return;
+
+			}
+
+			idet = 1 / det;
+
+			a = ( v2 * x1 - v1 * x2 ) * idet;
+			b = ( v2 * y1 - v1 * y2 ) * idet;
+			c = ( u1 * x2 - u2 * x1 ) * idet;
+			d = ( u1 * y2 - u2 * y1 ) * idet;
+
+			e = x0 - a * u0 - c * v0;
+			f = y0 - b * u0 - d * v0;
+
+			_context.save();
+			_context.transform( a, b, c, d, e, f );
+			_context.fill();
+			_context.restore();
+
+		}
+
+		function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
+
+			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+			var a, b, c, d, e, f, det, idet,
+			width = image.width - 1,
+			height = image.height - 1;
+
+			u0 *= width; v0 *= height;
+			u1 *= width; v1 *= height;
+			u2 *= width; v2 *= height;
+
+			x1 -= x0; y1 -= y0;
+			x2 -= x0; y2 -= y0;
+
+			u1 -= u0; v1 -= v0;
+			u2 -= u0; v2 -= v0;
+
+			det = u1 * v2 - u2 * v1;
+
+			idet = 1 / det;
+
+			a = ( v2 * x1 - v1 * x2 ) * idet;
+			b = ( v2 * y1 - v1 * y2 ) * idet;
+			c = ( u1 * x2 - u2 * x1 ) * idet;
+			d = ( u1 * y2 - u2 * y1 ) * idet;
+
+			e = x0 - a * u0 - c * v0;
+			f = y0 - b * u0 - d * v0;
+
+			_context.save();
+			_context.transform( a, b, c, d, e, f );
+			_context.clip();
+			_context.drawImage( image, 0, 0 );
+			_context.restore();
+
+		}
+
+		function getGradientTexture( color1, color2, color3, color4 ) {
+
+			// http://mrdoob.com/blog/post/710
+
+			_pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
+			_pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
+			_pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
+
+			_pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
+			_pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
+			_pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
+
+			_pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
+			_pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
+			_pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
+
+			_pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
+			_pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
+			_pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
+
+			_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
+			_gradientMapContext.drawImage( _pixelMap, 0, 0 );
+
+			return _gradientMap;
+
+		}
+
+		function smoothstep( value, min, max ) {
+
+			var x = ( value - min ) / ( max - min );
+			return x * x * ( 3 - 2 * x );
+
+		}
+
+		function normalToComponent( normal ) {
+
+			var component = ( normal + 1 ) * 0.5;
+			return component < 0 ? 0 : ( component > 1 ? 1 : component );
+
+		}
+
+		// Hide anti-alias gaps
+
+		function expand( v1, v2 ) {
+
+			var x = v2.x - v1.x, y =  v2.y - v1.y,
+			det = x * x + y * y, idet;
+
+			if ( det === 0 ) return;
+
+			idet = 1 / Math.sqrt( det );
+
+			x *= idet; y *= idet;
+
+			v2.x += x; v2.y += y;
+			v1.x -= x; v1.y -= y;
+
+		}
+	};
+
+	// Context cached methods.
+
+	function setOpacity( value ) {
+
+		if ( _contextGlobalAlpha !== value ) {
+
+			_context.globalAlpha = value;
+			_contextGlobalAlpha = value;
+
+		}
+
+	}
+
+	function setBlending( value ) {
+
+		if ( _contextGlobalCompositeOperation !== value ) {
+
+			if ( value === THREE.NormalBlending ) {
+
+				_context.globalCompositeOperation = 'source-over';
+
+			} else if ( value === THREE.AdditiveBlending ) {
+
+				_context.globalCompositeOperation = 'lighter';
+
+			} else if ( value === THREE.SubtractiveBlending ) {
+
+				_context.globalCompositeOperation = 'darker';
+
+			}
+
+			_contextGlobalCompositeOperation = value;
+
+		}
+
+	}
+
+	function setLineWidth( value ) {
+
+		if ( _contextLineWidth !== value ) {
+
+			_context.lineWidth = value;
+			_contextLineWidth = value;
+
+		}
+
+	}
+
+	function setLineCap( value ) {
+
+		// "butt", "round", "square"
+
+		if ( _contextLineCap !== value ) {
+
+			_context.lineCap = value;
+			_contextLineCap = value;
+
+		}
+
+	}
+
+	function setLineJoin( value ) {
+
+		// "round", "bevel", "miter"
+
+		if ( _contextLineJoin !== value ) {
+
+			_context.lineJoin = value;
+			_contextLineJoin = value;
+
+		}
+
+	}
+
+	function setStrokeStyle( value ) {
+
+		if ( _contextStrokeStyle !== value ) {
+
+			_context.strokeStyle = value;
+			_contextStrokeStyle = value;
+
+		}
+
+	}
+
+	function setFillStyle( value ) {
+
+		if ( _contextFillStyle !== value ) {
+
+			_context.fillStyle = value;
+			_contextFillStyle = value;
+
+		}
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.ShaderChunk = {
+
+	// FOG
+
+	fog_pars_fragment: [
+
+		"#ifdef USE_FOG",
+
+			"uniform vec3 fogColor;",
+
+			"#ifdef FOG_EXP2",
+
+				"uniform float fogDensity;",
+
+			"#else",
+
+				"uniform float fogNear;",
+				"uniform float fogFar;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	fog_fragment: [
+
+		"#ifdef USE_FOG",
+
+			"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+			"#ifdef FOG_EXP2",
+
+				"const float LOG2 = 1.442695;",
+				"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+				"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+			"#else",
+
+				"float fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+			"#endif",
+
+			"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+		"#endif"
+
+	].join("\n"),
+
+	// ENVIRONMENT MAP
+
+	envmap_pars_fragment: [
+
+		"#ifdef USE_ENVMAP",
+
+			"uniform float reflectivity;",
+			"uniform samplerCube envMap;",
+			"uniform float flipEnvMap;",
+			"uniform int combine;",
+
+			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+				"uniform bool useRefract;",
+				"uniform float refractionRatio;",
+
+			"#else",
+
+				"varying vec3 vReflect;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	envmap_fragment: [
+
+		"#ifdef USE_ENVMAP",
+
+			"vec3 reflectVec;",
+
+			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+				"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+				"if ( useRefract ) {",
+
+					"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
+
+				"} else { ",
+
+					"reflectVec = reflect( cameraToVertex, normal );",
+
+				"}",
+
+			"#else",
+
+				"reflectVec = vReflect;",
+
+			"#endif",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+				"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+			"#else",
+
+				"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+			"#endif",
+
+			"#ifdef GAMMA_INPUT",
+
+				"cubeColor.xyz *= cubeColor.xyz;",
+
+			"#endif",
+
+			"if ( combine == 1 ) {",
+
+				"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
+
+			"} else if ( combine == 2 ) {",
+
+				"gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
+
+			"} else {",
+
+				"gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	envmap_pars_vertex: [
+
+		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+			"varying vec3 vReflect;",
+
+			"uniform float refractionRatio;",
+			"uniform bool useRefract;",
+
+		"#endif"
+
+	].join("\n"),
+
+	worldpos_vertex : [
+
+		"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
+
+			"#ifdef USE_SKINNING",
+
+				"vec4 worldPosition = modelMatrix * skinned;",
+
+			"#endif",
+
+			"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+				"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
+
+			"#endif",
+
+			"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	envmap_vertex : [
+
+		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+			"vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
+			"worldNormal = normalize( worldNormal );",
+
+			"vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
+
+			"if ( useRefract ) {",
+
+				"vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
+
+			"} else {",
+
+				"vReflect = reflect( cameraToVertex, worldNormal );",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	// COLOR MAP (particles)
+
+	map_particle_pars_fragment: [
+
+		"#ifdef USE_MAP",
+
+			"uniform sampler2D map;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	map_particle_fragment: [
+
+		"#ifdef USE_MAP",
+
+			"gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
+
+		"#endif"
+
+	].join("\n"),
+
+	// COLOR MAP (triangles)
+
+	map_pars_vertex: [
+
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+			"varying vec2 vUv;",
+			"uniform vec4 offsetRepeat;",
+
+		"#endif"
+
+	].join("\n"),
+
+	map_pars_fragment: [
+
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+			"varying vec2 vUv;",
+
+		"#endif",
+
+		"#ifdef USE_MAP",
+
+			"uniform sampler2D map;",
+
+		"#endif"
+
+	].join("\n"),
+
+	map_vertex: [
+
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
+
+		"#endif"
+
+	].join("\n"),
+
+	map_fragment: [
+
+		"#ifdef USE_MAP",
+
+			"vec4 texelColor = texture2D( map, vUv );",
+
+			"#ifdef GAMMA_INPUT",
+
+				"texelColor.xyz *= texelColor.xyz;",
+
+			"#endif",
+
+			"gl_FragColor = gl_FragColor * texelColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// LIGHT MAP
+
+	lightmap_pars_fragment: [
+
+		"#ifdef USE_LIGHTMAP",
+
+			"varying vec2 vUv2;",
+			"uniform sampler2D lightMap;",
+
+		"#endif"
+
+	].join("\n"),
+
+	lightmap_pars_vertex: [
+
+		"#ifdef USE_LIGHTMAP",
+
+			"varying vec2 vUv2;",
+
+		"#endif"
+
+	].join("\n"),
+
+	lightmap_fragment: [
+
+		"#ifdef USE_LIGHTMAP",
+
+			"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
+
+		"#endif"
+
+	].join("\n"),
+
+	lightmap_vertex: [
+
+		"#ifdef USE_LIGHTMAP",
+
+			"vUv2 = uv2;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// BUMP MAP
+
+	bumpmap_pars_fragment: [
+
+		"#ifdef USE_BUMPMAP",
+
+			"uniform sampler2D bumpMap;",
+			"uniform float bumpScale;",
+
+			// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
+			//	http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
+
+			// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
+
+			"vec2 dHdxy_fwd() {",
+
+				"vec2 dSTdx = dFdx( vUv );",
+				"vec2 dSTdy = dFdy( vUv );",
+
+				"float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
+				"float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
+				"float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
+
+				"return vec2( dBx, dBy );",
+
+			"}",
+
+			"vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
+
+				"vec3 vSigmaX = dFdx( surf_pos );",
+				"vec3 vSigmaY = dFdy( surf_pos );",
+				"vec3 vN = surf_norm;",		// normalized
+
+				"vec3 R1 = cross( vSigmaY, vN );",
+				"vec3 R2 = cross( vN, vSigmaX );",
+
+				"float fDet = dot( vSigmaX, R1 );",
+
+				"vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
+				"return normalize( abs( fDet ) * surf_norm - vGrad );",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	// NORMAL MAP
+
+	normalmap_pars_fragment: [
+
+		"#ifdef USE_NORMALMAP",
+
+			"uniform sampler2D normalMap;",
+			"uniform vec2 normalScale;",
+
+			// Per-Pixel Tangent Space Normal Mapping
+			// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
+
+			"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
+
+				"vec3 q0 = dFdx( eye_pos.xyz );",
+				"vec3 q1 = dFdy( eye_pos.xyz );",
+				"vec2 st0 = dFdx( vUv.st );",
+				"vec2 st1 = dFdy( vUv.st );",
+
+				"vec3 S = normalize(  q0 * st1.t - q1 * st0.t );",
+				"vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
+				"vec3 N = normalize( surf_norm );",
+
+				"vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
+				"mapN.xy = normalScale * mapN.xy;",
+				"mat3 tsn = mat3( S, T, N );",
+				"return normalize( tsn * mapN );",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	// SPECULAR MAP
+
+	specularmap_pars_fragment: [
+
+		"#ifdef USE_SPECULARMAP",
+
+			"uniform sampler2D specularMap;",
+
+		"#endif"
+
+	].join("\n"),
+
+	specularmap_fragment: [
+
+		"float specularStrength;",
+
+		"#ifdef USE_SPECULARMAP",
+
+			"vec4 texelSpecular = texture2D( specularMap, vUv );",
+			"specularStrength = texelSpecular.r;",
+
+		"#else",
+
+			"specularStrength = 1.0;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// LIGHTS LAMBERT
+
+	lights_lambert_pars_vertex: [
+
+		"uniform vec3 ambient;",
+		"uniform vec3 diffuse;",
+		"uniform vec3 emissive;",
+
+		"uniform vec3 ambientLightColor;",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+			"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+		"#endif",
+
+		"#ifdef WRAP_AROUND",
+
+			"uniform vec3 wrapRGB;",
+
+		"#endif"
+
+	].join("\n"),
+
+	lights_lambert_vertex: [
+
+		"vLightFront = vec3( 0.0 );",
+
+		"#ifdef DOUBLE_SIDED",
+
+			"vLightBack = vec3( 0.0 );",
+
+		"#endif",
+
+		"transformedNormal = normalize( transformedNormal );",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+		"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+			"vec3 dirVector = normalize( lDirection.xyz );",
+
+			"float dotProduct = dot( transformedNormal, dirVector );",
+			"vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+				"#ifdef WRAP_AROUND",
+
+					"vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+				"#endif",
+
+			"#endif",
+
+			"#ifdef WRAP_AROUND",
+
+				"vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+				"directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
+
+				"#ifdef DOUBLE_SIDED",
+
+					"directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
+
+				"#endif",
+
+			"#endif",
+
+			"vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
+
+			"#endif",
+
+		"}",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float lDistance = 1.0;",
+				"if ( pointLightDistance[ i ] > 0.0 )",
+					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+				"lVector = normalize( lVector );",
+				"float dotProduct = dot( transformedNormal, lVector );",
+
+				"vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+				"#ifdef DOUBLE_SIDED",
+
+					"vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+					"#ifdef WRAP_AROUND",
+
+						"vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+					"#endif",
+
+				"#endif",
+
+				"#ifdef WRAP_AROUND",
+
+					"vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+					"pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
+
+					"#ifdef DOUBLE_SIDED",
+
+						"pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
+
+					"#endif",
+
+				"#endif",
+
+				"vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
+
+				"#ifdef DOUBLE_SIDED",
+
+					"vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
+
+				"if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+					"float lDistance = 1.0;",
+					"if ( spotLightDistance[ i ] > 0.0 )",
+						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+					"lVector = normalize( lVector );",
+
+					"float dotProduct = dot( transformedNormal, lVector );",
+					"vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+					"#ifdef DOUBLE_SIDED",
+
+						"vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+						"#ifdef WRAP_AROUND",
+
+							"vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+						"#endif",
+
+					"#endif",
+
+					"#ifdef WRAP_AROUND",
+
+						"vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+						"spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
+
+						"#ifdef DOUBLE_SIDED",
+
+							"spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
+
+						"#endif",
+
+					"#endif",
+
+					"vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
+
+					"#ifdef DOUBLE_SIDED",
+
+						"vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
+
+					"#endif",
+
+				"}",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+				"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+				"vec3 lVector = normalize( lDirection.xyz );",
+
+				"float dotProduct = dot( transformedNormal, lVector );",
+
+				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+				"float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
+
+				"vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+				"#ifdef DOUBLE_SIDED",
+
+					"vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
+
+		"#ifdef DOUBLE_SIDED",
+
+			"vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// LIGHTS PHONG
+
+	lights_phong_pars_vertex: [
+
+		"#ifndef PHONG_PER_PIXEL",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+			"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+			"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+		"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"varying vec3 vWorldPosition;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	lights_phong_vertex: [
+
+		"#ifndef PHONG_PER_PIXEL",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float lDistance = 1.0;",
+				"if ( pointLightDistance[ i ] > 0.0 )",
+					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+				"vPointLight[ i ] = vec4( lVector, lDistance );",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float lDistance = 1.0;",
+				"if ( spotLightDistance[ i ] > 0.0 )",
+					"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+				"vSpotLight[ i ] = vec4( lVector, lDistance );",
+
+			"}",
+
+		"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"vWorldPosition = worldPosition.xyz;",
+
+		"#endif"
+
+	].join("\n"),
+
+	lights_phong_pars_fragment: [
+
+		"uniform vec3 ambientLightColor;",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+			"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+
+			"#ifdef PHONG_PER_PIXEL",
+
+				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+			"#else",
+
+				"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+			"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+			"#ifdef PHONG_PER_PIXEL",
+
+				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+			"#else",
+
+				"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+			"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"varying vec3 vWorldPosition;",
+
+		"#endif",
+
+		"#ifdef WRAP_AROUND",
+
+			"uniform vec3 wrapRGB;",
+
+		"#endif",
+
+		"varying vec3 vViewPosition;",
+		"varying vec3 vNormal;"
+
+	].join("\n"),
+
+	lights_phong_fragment: [
+
+		"vec3 normal = normalize( vNormal );",
+		"vec3 viewPosition = normalize( vViewPosition );",
+
+		"#ifdef DOUBLE_SIDED",
+
+			"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+
+		"#endif",
+
+		"#ifdef USE_NORMALMAP",
+
+			"normal = perturbNormal2Arb( -viewPosition, normal );",
+
+		"#elif defined( USE_BUMPMAP )",
+
+			"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"vec3 pointDiffuse  = vec3( 0.0 );",
+			"vec3 pointSpecular = vec3( 0.0 );",
+
+			"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+				"#ifdef PHONG_PER_PIXEL",
+
+					"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+					"float lDistance = 1.0;",
+					"if ( pointLightDistance[ i ] > 0.0 )",
+						"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+					"lVector = normalize( lVector );",
+
+				"#else",
+
+					"vec3 lVector = normalize( vPointLight[ i ].xyz );",
+					"float lDistance = vPointLight[ i ].w;",
+
+				"#endif",
+
+				// diffuse
+
+				"float dotProduct = dot( normal, lVector );",
+
+				"#ifdef WRAP_AROUND",
+
+					"float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
+					"float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+					"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+				"#else",
+
+					"float pointDiffuseWeight = max( dotProduct, 0.0 );",
+
+				"#endif",
+
+				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
+
+				// specular
+
+				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
+				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+				"float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
+					"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
+
+				"#else",
+
+					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"vec3 spotDiffuse  = vec3( 0.0 );",
+			"vec3 spotSpecular = vec3( 0.0 );",
+
+			"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+				"#ifdef PHONG_PER_PIXEL",
+
+					"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+					"float lDistance = 1.0;",
+					"if ( spotLightDistance[ i ] > 0.0 )",
+						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+					"lVector = normalize( lVector );",
+
+				"#else",
+
+					"vec3 lVector = normalize( vSpotLight[ i ].xyz );",
+					"float lDistance = vSpotLight[ i ].w;",
+
+				"#endif",
+
+				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+				"if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+					// diffuse
+
+					"float dotProduct = dot( normal, lVector );",
+
+					"#ifdef WRAP_AROUND",
+
+						"float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
+						"float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+						"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+					"#else",
+
+						"float spotDiffuseWeight = max( dotProduct, 0.0 );",
+
+					"#endif",
+
+					"spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
+
+					// specular
+
+					"vec3 spotHalfVector = normalize( lVector + viewPosition );",
+					"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+					"float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
+
+					"#ifdef PHYSICALLY_BASED_SHADING",
+
+						// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+						"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+						"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
+						"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
+
+					"#else",
+
+						"spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
+
+					"#endif",
+
+				"}",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"vec3 dirDiffuse  = vec3( 0.0 );",
+			"vec3 dirSpecular = vec3( 0.0 );" ,
+
+			"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+				"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+				"vec3 dirVector = normalize( lDirection.xyz );",
+
+				// diffuse
+
+				"float dotProduct = dot( normal, dirVector );",
+
+				"#ifdef WRAP_AROUND",
+
+					"float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
+					"float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+					"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
+
+				"#else",
+
+					"float dirDiffuseWeight = max( dotProduct, 0.0 );",
+
+				"#endif",
+
+				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
+
+				// specular
+
+				"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+				"float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					/*
+					// fresnel term from skin shader
+					"const float F0 = 0.128;",
+
+					"float base = 1.0 - dot( viewPosition, dirHalfVector );",
+					"float exponential = pow( base, 5.0 );",
+
+					"float fresnel = exponential + F0 * ( 1.0 - exponential );",
+					*/
+
+					/*
+					// fresnel term from fresnel shader
+					"const float mFresnelBias = 0.08;",
+					"const float mFresnelScale = 0.3;",
+					"const float mFresnelPower = 5.0;",
+
+					"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
+					*/
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
+
+					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+					"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+				"#else",
+
+					"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"vec3 hemiDiffuse  = vec3( 0.0 );",
+			"vec3 hemiSpecular = vec3( 0.0 );" ,
+
+			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+				"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+				"vec3 lVector = normalize( lDirection.xyz );",
+
+				// diffuse
+
+				"float dotProduct = dot( normal, lVector );",
+				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+				"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+				"hemiDiffuse += diffuse * hemiColor;",
+
+				// specular (sky light)
+
+				"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+				"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+				"float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
+
+				// specular (ground light)
+
+				"vec3 lVectorGround = -lVector;",
+
+				"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+				"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+				"float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					"float dotProductGround = dot( normal, lVectorGround );",
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+					"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+					"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+				"#else",
+
+					"hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"vec3 totalDiffuse = vec3( 0.0 );",
+		"vec3 totalSpecular = vec3( 0.0 );",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"totalDiffuse += dirDiffuse;",
+			"totalSpecular += dirSpecular;",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"totalDiffuse += hemiDiffuse;",
+			"totalSpecular += hemiSpecular;",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"totalDiffuse += pointDiffuse;",
+			"totalSpecular += pointSpecular;",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"totalDiffuse += spotDiffuse;",
+			"totalSpecular += spotSpecular;",
+
+		"#endif",
+
+		"#ifdef METAL",
+
+			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
+
+		"#else",
+
+			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// VERTEX COLORS
+
+	color_pars_fragment: [
+
+		"#ifdef USE_COLOR",
+
+			"varying vec3 vColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	color_fragment: [
+
+		"#ifdef USE_COLOR",
+
+			"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
+
+		"#endif"
+
+	].join("\n"),
+
+	color_pars_vertex: [
+
+		"#ifdef USE_COLOR",
+
+			"varying vec3 vColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	color_vertex: [
+
+		"#ifdef USE_COLOR",
+
+			"#ifdef GAMMA_INPUT",
+
+				"vColor = color * color;",
+
+			"#else",
+
+				"vColor = color;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	// SKINNING
+
+	skinning_pars_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"#ifdef BONE_TEXTURE",
+
+				"uniform sampler2D boneTexture;",
+
+				"mat4 getBoneMatrix( const in float i ) {",
+
+					"float j = i * 4.0;",
+					"float x = mod( j, N_BONE_PIXEL_X );",
+					"float y = floor( j / N_BONE_PIXEL_X );",
+
+					"const float dx = 1.0 / N_BONE_PIXEL_X;",
+					"const float dy = 1.0 / N_BONE_PIXEL_Y;",
+
+					"y = dy * ( y + 0.5 );",
+
+					"vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
+					"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
+					"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
+					"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
+
+					"mat4 bone = mat4( v1, v2, v3, v4 );",
+
+					"return bone;",
+
+				"}",
+
+			"#else",
+
+				"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
+
+				"mat4 getBoneMatrix( const in float i ) {",
+
+					"mat4 bone = boneGlobalMatrices[ int(i) ];",
+					"return bone;",
+
+				"}",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinbase_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"mat4 boneMatX = getBoneMatrix( skinIndex.x );",
+			"mat4 boneMatY = getBoneMatrix( skinIndex.y );",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinning_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"#ifdef USE_MORPHTARGETS",
+
+			"vec4 skinVertex = vec4( morphed, 1.0 );",
+
+			"#else",
+
+			"vec4 skinVertex = vec4( position, 1.0 );",
+
+			"#endif",
+
+			"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+			"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// MORPHING
+
+	morphtarget_pars_vertex: [
+
+		"#ifdef USE_MORPHTARGETS",
+
+			"#ifndef USE_MORPHNORMALS",
+
+			"uniform float morphTargetInfluences[ 8 ];",
+
+			"#else",
+
+			"uniform float morphTargetInfluences[ 4 ];",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	morphtarget_vertex: [
+
+		"#ifdef USE_MORPHTARGETS",
+
+			"vec3 morphed = vec3( 0.0 );",
+			"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
+			"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
+			"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
+			"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
+
+			"#ifndef USE_MORPHNORMALS",
+
+			"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
+			"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
+			"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
+			"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
+
+			"#endif",
+
+			"morphed += position;",
+
+		"#endif"
+
+	].join("\n"),
+
+	default_vertex : [
+
+		"vec4 mvPosition;",
+
+		"#ifdef USE_SKINNING",
+
+			"mvPosition = modelViewMatrix * skinned;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
+
+			"mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
+
+			"mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+		"#endif",
+
+		"gl_Position = projectionMatrix * mvPosition;"
+
+	].join("\n"),
+
+	morphnormal_vertex: [
+
+		"#ifdef USE_MORPHNORMALS",
+
+			"vec3 morphedNormal = vec3( 0.0 );",
+
+			"morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
+			"morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
+			"morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
+			"morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
+
+			"morphedNormal += normal;",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinnormal_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"mat4 skinMatrix = skinWeight.x * boneMatX;",
+			"skinMatrix 	+= skinWeight.y * boneMatY;",
+
+			"#ifdef USE_MORPHNORMALS",
+
+			"vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
+
+			"#else",
+
+			"vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	defaultnormal_vertex: [
+
+		"vec3 objectNormal;",
+
+		"#ifdef USE_SKINNING",
+
+			"objectNormal = skinnedNormal.xyz;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
+
+			"objectNormal = morphedNormal;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
+
+			"objectNormal = normal;",
+
+		"#endif",
+
+		"#ifdef FLIP_SIDED",
+
+			"objectNormal = -objectNormal;",
+
+		"#endif",
+
+		"vec3 transformedNormal = normalMatrix * objectNormal;"
+
+	].join("\n"),
+
+	// SHADOW MAP
+
+	// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
+	//  http://spidergl.org/example.php?id=6
+	// 	http://fabiensanglard.net/shadowmapping
+
+	shadowmap_pars_fragment: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
+			"uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
+
+			"uniform float shadowDarkness[ MAX_SHADOWS ];",
+			"uniform float shadowBias[ MAX_SHADOWS ];",
+
+			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+
+			"float unpackDepth( const in vec4 rgba_depth ) {",
+
+				"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
+				"float depth = dot( rgba_depth, bit_shift );",
+				"return depth;",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	shadowmap_fragment: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"#ifdef SHADOWMAP_DEBUG",
+
+				"vec3 frustumColors[3];",
+				"frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
+				"frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
+				"frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
+
+			"#endif",
+
+			"#ifdef SHADOWMAP_CASCADE",
+
+				"int inFrustumCount = 0;",
+
+			"#endif",
+
+			"float fDepth;",
+			"vec3 shadowColor = vec3( 1.0 );",
+
+			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+				"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
+
+				// "if ( something && something )" 		 breaks ATI OpenGL shader compiler
+				// "if ( all( something, something ) )"  using this instead
+
+				"bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
+				"bool inFrustum = all( inFrustumVec );",
+
+				// don't shadow pixels outside of light frustum
+				// use just first frustum (for cascades)
+				// don't shadow pixels behind far plane of light frustum
+
+				"#ifdef SHADOWMAP_CASCADE",
+
+					"inFrustumCount += int( inFrustum );",
+					"bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
+
+				"#else",
+
+					"bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
+
+				"#endif",
+
+				"bool frustumTest = all( frustumTestVec );",
+
+				"if ( frustumTest ) {",
+
+					"shadowCoord.z += shadowBias[ i ];",
+
+					"#if defined( SHADOWMAP_TYPE_PCF )",
+
+						// Percentage-close filtering
+						// (9 pixel kernel)
+						// http://fabiensanglard.net/shadowmappingPCF/
+
+						"float shadow = 0.0;",
+
+						/*
+						// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
+						// must enroll loop manually
+
+						"for ( float y = -1.25; y <= 1.25; y += 1.25 )",
+							"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
+
+								"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
+
+								// doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
+								//"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
+
+								"float fDepth = unpackDepth( rgbaDepth );",
+
+								"if ( fDepth < shadowCoord.z )",
+									"shadow += 1.0;",
+
+						"}",
+
+						"shadow /= 9.0;",
+
+						*/
+
+						"const float shadowDelta = 1.0 / 9.0;",
+
+						"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+						"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+						"float dx0 = -1.25 * xPixelOffset;",
+						"float dy0 = -1.25 * yPixelOffset;",
+						"float dx1 = 1.25 * xPixelOffset;",
+						"float dy1 = 1.25 * yPixelOffset;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+					"#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
+
+						// Percentage-close filtering
+						// (9 pixel kernel)
+						// http://fabiensanglard.net/shadowmappingPCF/
+
+						"float shadow = 0.0;",
+
+						"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+						"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+						"float dx0 = -1.0 * xPixelOffset;",
+						"float dy0 = -1.0 * yPixelOffset;",
+						"float dx1 = 1.0 * xPixelOffset;",
+						"float dy1 = 1.0 * yPixelOffset;",
+
+						"mat3 shadowKernel;",
+						"mat3 depthKernel;",
+
+						"depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+						"if ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;",
+						"else shadowKernel[0][0] = 0.0;",
+
+						"depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+						"if ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;",
+						"else shadowKernel[0][1] = 0.0;",
+
+						"depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+						"if ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;",
+						"else shadowKernel[0][2] = 0.0;",
+
+						"depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+						"if ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;",
+						"else shadowKernel[1][0] = 0.0;",
+
+						"depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+						"if ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;",
+						"else shadowKernel[1][1] = 0.0;",
+
+						"depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+						"if ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;",
+						"else shadowKernel[1][2] = 0.0;",
+
+						"depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+						"if ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;",
+						"else shadowKernel[2][0] = 0.0;",
+
+						"depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+						"if ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;",
+						"else shadowKernel[2][1] = 0.0;",
+
+						"depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+						"if ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;",
+						"else shadowKernel[2][2] = 0.0;",
+
+						"vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
+
+						"shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
+						"shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
+
+						"vec4 shadowValues;",
+						"shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
+						"shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
+						"shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
+						"shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
+
+						"shadow = dot( shadowValues, vec4( 1.0 ) );",
+
+						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+					"#else",
+
+						"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
+						"float fDepth = unpackDepth( rgbaDepth );",
+
+						"if ( fDepth < shadowCoord.z )",
+
+							// spot with multiple shadows is darker
+
+							"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
+
+							// spot with multiple shadows has the same color as single shadow spot
+
+							//"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
+
+					"#endif",
+
+				"}",
+
+
+				"#ifdef SHADOWMAP_DEBUG",
+
+					"#ifdef SHADOWMAP_CASCADE",
+
+						"if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+					"#else",
+
+						"if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+					"#endif",
+
+				"#endif",
+
+			"}",
+
+			"#ifdef GAMMA_OUTPUT",
+
+				"shadowColor *= shadowColor;",
+
+			"#endif",
+
+			"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+	shadowmap_pars_vertex: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+			"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
+
+		"#endif"
+
+	].join("\n"),
+
+	shadowmap_vertex: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+				"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	// ALPHATEST
+
+	alphatest_fragment: [
+
+		"#ifdef ALPHATEST",
+
+			"if ( gl_FragColor.a < ALPHATEST ) discard;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// LINEAR SPACE
+
+	linear_to_gamma_fragment: [
+
+		"#ifdef GAMMA_OUTPUT",
+
+			"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
+
+		"#endif"
+
+	].join("\n")
+
+
+};
+
+THREE.UniformsUtils = {
+
+	merge: function ( uniforms ) {
+
+		var u, p, tmp, merged = {};
+
+		for ( u = 0; u < uniforms.length; u ++ ) {
+
+			tmp = this.clone( uniforms[ u ] );
+
+			for ( p in tmp ) {
+
+				merged[ p ] = tmp[ p ];
+
+			}
+
+		}
+
+		return merged;
+
+	},
+
+	clone: function ( uniforms_src ) {
+
+		var u, p, parameter, parameter_src, uniforms_dst = {};
+
+		for ( u in uniforms_src ) {
+
+			uniforms_dst[ u ] = {};
+
+			for ( p in uniforms_src[ u ] ) {
+
+				parameter_src = uniforms_src[ u ][ p ];
+
+				if ( parameter_src instanceof THREE.Color ||
+					 parameter_src instanceof THREE.Vector2 ||
+					 parameter_src instanceof THREE.Vector3 ||
+					 parameter_src instanceof THREE.Vector4 ||
+					 parameter_src instanceof THREE.Matrix4 ||
+					 parameter_src instanceof THREE.Texture ) {
+
+					uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+				} else if ( parameter_src instanceof Array ) {
+
+					uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+				} else {
+
+					uniforms_dst[ u ][ p ] = parameter_src;
+
+				}
+
+			}
+
+		}
+
+		return uniforms_dst;
+
+	}
+
+};
+
+THREE.UniformsLib = {
+
+	common: {
+
+		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+		"opacity" : { type: "f", value: 1.0 },
+
+		"map" : { type: "t", value: null },
+		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+		"lightMap" : { type: "t", value: null },
+		"specularMap" : { type: "t", value: null },
+
+		"envMap" : { type: "t", value: null },
+		"flipEnvMap" : { type: "f", value: -1 },
+		"useRefract" : { type: "i", value: 0 },
+		"reflectivity" : { type: "f", value: 1.0 },
+		"refractionRatio" : { type: "f", value: 0.98 },
+		"combine" : { type: "i", value: 0 },
+
+		"morphTargetInfluences" : { type: "f", value: 0 }
+
+	},
+
+	bump: {
+
+		"bumpMap" : { type: "t", value: null },
+		"bumpScale" : { type: "f", value: 1 }
+
+	},
+
+	normalmap: {
+
+		"normalMap" : { type: "t", value: null },
+		"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+	},
+
+	fog : {
+
+		"fogDensity" : { type: "f", value: 0.00025 },
+		"fogNear" : { type: "f", value: 1 },
+		"fogFar" : { type: "f", value: 2000 },
+		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+	},
+
+	lights: {
+
+		"ambientLightColor" : { type: "fv", value: [] },
+
+		"directionalLightDirection" : { type: "fv", value: [] },
+		"directionalLightColor" : { type: "fv", value: [] },
+
+		"hemisphereLightDirection" : { type: "fv", value: [] },
+		"hemisphereLightSkyColor" : { type: "fv", value: [] },
+		"hemisphereLightGroundColor" : { type: "fv", value: [] },
+
+		"pointLightColor" : { type: "fv", value: [] },
+		"pointLightPosition" : { type: "fv", value: [] },
+		"pointLightDistance" : { type: "fv1", value: [] },
+
+		"spotLightColor" : { type: "fv", value: [] },
+		"spotLightPosition" : { type: "fv", value: [] },
+		"spotLightDirection" : { type: "fv", value: [] },
+		"spotLightDistance" : { type: "fv1", value: [] },
+		"spotLightAngleCos" : { type: "fv1", value: [] },
+		"spotLightExponent" : { type: "fv1", value: [] }
+
+	},
+
+	particle: {
+
+		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+		"opacity" : { type: "f", value: 1.0 },
+		"size" : { type: "f", value: 1.0 },
+		"scale" : { type: "f", value: 1.0 },
+		"map" : { type: "t", value: null },
+
+		"fogDensity" : { type: "f", value: 0.00025 },
+		"fogNear" : { type: "f", value: 1 },
+		"fogFar" : { type: "f", value: 2000 },
+		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+	},
+
+	shadowmap: {
+
+		"shadowMap": { type: "tv", value: [] },
+		"shadowMapSize": { type: "v2v", value: [] },
+
+		"shadowBias" : { type: "fv1", value: [] },
+		"shadowDarkness": { type: "fv1", value: [] },
+
+		"shadowMatrix" : { type: "m4v", value: [] }
+
+	}
+
+};
+
+THREE.ShaderLib = {
+
+	'depth': {
+
+		uniforms: {
+
+			"mNear": { type: "f", value: 1.0 },
+			"mFar" : { type: "f", value: 2000.0 },
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			"void main() {",
+
+				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float mNear;",
+			"uniform float mFar;",
+			"uniform float opacity;",
+
+			"void main() {",
+
+				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
+				"gl_FragColor = vec4( vec3( color ), opacity );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'normal': {
+
+		uniforms: {
+
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			"varying vec3 vNormal;",
+
+			"void main() {",
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+				"vNormal = normalize( normalMatrix * normal );",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+			"varying vec3 vNormal;",
+
+			"void main() {",
+
+				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'basic': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"#ifdef USE_ENVMAP",
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				"#endif",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'lambert': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
+				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"#define LAMBERT",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_lambert_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				"#ifdef DOUBLE_SIDED",
+
+					//"float isFront = float( gl_FrontFacing );",
+					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+					"if ( gl_FrontFacing )",
+						"gl_FragColor.xyz *= vLightFront;",
+					"else",
+						"gl_FragColor.xyz *= vLightBack;",
+
+				"#else",
+
+					"gl_FragColor.xyz *= vLightFront;",
+
+				"#endif",
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'phong': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "bump" ],
+			THREE.UniformsLib[ "normalmap" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
+				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+				"shininess": { type: "f", value: 30 },
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"#define PHONG",
+
+			"varying vec3 vViewPosition;",
+			"varying vec3 vNormal;",
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				"vNormal = normalize( transformedNormal );",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				"vViewPosition = -mvPosition.xyz;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_phong_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			"uniform vec3 ambient;",
+			"uniform vec3 emissive;",
+			"uniform vec3 specular;",
+			"uniform float shininess;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'particle_basic': {
+
+		uniforms:  THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "particle" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			"uniform float size;",
+			"uniform float scale;",
+
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+				"#ifdef USE_SIZEATTENUATION",
+					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+				"#else",
+					"gl_PointSize = size;",
+				"#endif",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 psColor;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( psColor, opacity );",
+
+				THREE.ShaderChunk[ "map_particle_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'dashed': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+
+			{
+				"scale":     { type: "f", value: 1 },
+				"dashSize":  { type: "f", value: 1 },
+				"totalSize": { type: "f", value: 2 }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"uniform float scale;",
+			"attribute float lineDistance;",
+
+			"varying float vLineDistance;",
+
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"vLineDistance = scale * lineDistance;",
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+				"gl_Position = projectionMatrix * mvPosition;",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			"uniform float dashSize;",
+			"uniform float totalSize;",
+
+			"varying float vLineDistance;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+			"void main() {",
+
+				"if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+					"discard;",
+
+				"}",
+
+				"gl_FragColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	// Depth encoding into RGBA texture
+	// 	based on SpiderGL shadow map example
+	// 		http://spidergl.org/example.php?id=6
+	// 	originally from
+	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+	// 	see also here:
+	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+
+	'depthRGBA': {
+
+		uniforms: {},
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"vec4 pack_depth( const in float depth ) {",
+
+				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+				"vec4 res = fract( depth * bit_shift );",
+				"res -= res.xxyz * bit_mask;",
+				"return res;",
+
+			"}",
+
+			"void main() {",
+
+				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+				//"gl_FragData[ 0 ] = pack_depth( z );",
+				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+			"}"
+
+		].join("\n")
+
+	}
+
+};
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.WebGLRenderer = function ( parameters ) {
+
+	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
+
+	parameters = parameters || {};
+
+	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
+	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+
+	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
+	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
+
+	// public properties
+
+	this.domElement = _canvas;
+	this.context = null;
+
+	// clearing
+
+	this.autoClear = true;
+	this.autoClearColor = true;
+	this.autoClearDepth = true;
+	this.autoClearStencil = true;
+
+	// scene graph
+
+	this.sortObjects = true;
+
+	this.autoUpdateObjects = true;
+	this.autoUpdateScene = true;
+
+	// physically based shading
+
+	this.gammaInput = false;
+	this.gammaOutput = false;
+	this.physicallyBasedShading = false;
+
+	// shadow map
+
+	this.shadowMapEnabled = false;
+	this.shadowMapAutoUpdate = true;
+	this.shadowMapType = THREE.PCFShadowMap;
+	this.shadowMapCullFace = THREE.CullFaceFront;
+	this.shadowMapDebug = false;
+	this.shadowMapCascade = false;
+
+	// morphs
+
+	this.maxMorphTargets = 8;
+	this.maxMorphNormals = 4;
+
+	// flags
+
+	this.autoScaleCubemaps = true;
+
+	// custom render plugins
+
+	this.renderPluginsPre = [];
+	this.renderPluginsPost = [];
+
+	// info
+
+	this.info = {
+
+		memory: {
+
+			programs: 0,
+			geometries: 0,
+			textures: 0
+
+		},
+
+		render: {
+
+			calls: 0,
+			vertices: 0,
+			faces: 0,
+			points: 0
+
+		}
+
+	};
+
+	// internal properties
+
+	var _this = this,
+
+	_programs = [],
+	_programs_counter = 0,
+
+	// internal state cache
+
+	_currentProgram = null,
+	_currentFramebuffer = null,
+	_currentMaterialId = -1,
+	_currentGeometryGroupHash = null,
+	_currentCamera = null,
+	_geometryGroupCounter = 0,
+
+	_usedTextureUnits = 0,
+
+	// GL state cache
+
+	_oldDoubleSided = -1,
+	_oldFlipSided = -1,
+
+	_oldBlending = -1,
+
+	_oldBlendEquation = -1,
+	_oldBlendSrc = -1,
+	_oldBlendDst = -1,
+
+	_oldDepthTest = -1,
+	_oldDepthWrite = -1,
+
+	_oldPolygonOffset = null,
+	_oldPolygonOffsetFactor = null,
+	_oldPolygonOffsetUnits = null,
+
+	_oldLineWidth = null,
+
+	_viewportX = 0,
+	_viewportY = 0,
+	_viewportWidth = 0,
+	_viewportHeight = 0,
+	_currentWidth = 0,
+	_currentHeight = 0,
+
+	_enabledAttributes = {},
+
+	// frustum
+
+	_frustum = new THREE.Frustum(),
+
+	 // camera matrices cache
+
+	_projScreenMatrix = new THREE.Matrix4(),
+	_projScreenMatrixPS = new THREE.Matrix4(),
+
+	_vector3 = new THREE.Vector3(),
+
+	// light arrays cache
+
+	_direction = new THREE.Vector3(),
+
+	_lightsNeedUpdate = true,
+
+	_lights = {
+
+		ambient: [ 0, 0, 0 ],
+		directional: { length: 0, colors: new Array(), positions: new Array() },
+		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
+		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
+		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
+
+	};
+
+	// initialize
+
+	var _gl;
+
+	var _glExtensionTextureFloat;
+	var _glExtensionStandardDerivatives;
+	var _glExtensionTextureFilterAnisotropic;
+	var _glExtensionCompressedTextureS3TC;
+
+	initGL();
+
+	setDefaultGLState();
+
+	this.context = _gl;
+
+	// GPU capabilities
+
+	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
+	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
+	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
+	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
+
+	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
+	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
+
+	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
+
+	//
+
+	var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
+	var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
+	var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
+
+	var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
+	var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
+	var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
+
+	var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
+	var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
+	var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
+
+	var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
+	var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
+	var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
+
+	// clamp precision to maximum available
+
+	var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
+	var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
+
+	if ( _precision === "highp" && ! highpAvailable ) {
+
+		if ( mediumpAvailable ) {
+
+			_precision = "mediump";
+			console.warn( "WebGLRenderer: highp not supported, using mediump" );
+
+		} else {
+
+			_precision = "lowp";
+			console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
+
+		}
+
+	}
+
+	if ( _precision === "mediump" && ! mediumpAvailable ) {
+
+		_precision = "lowp";
+		console.warn( "WebGLRenderer: mediump not supported, using lowp" );
+
+	}
+
+	// API
+
+	this.getContext = function () {
+
+		return _gl;
+
+	};
+
+	this.supportsVertexTextures = function () {
+
+		return _supportsVertexTextures;
+
+	};
+
+	this.getMaxAnisotropy  = function () {
+
+		return _maxAnisotropy;
+
+	};
+
+	this.setSize = function ( width, height ) {
+
+		_canvas.width = width;
+		_canvas.height = height;
+
+		this.setViewport( 0, 0, _canvas.width, _canvas.height );
+
+	};
+
+	this.setViewport = function ( x, y, width, height ) {
+
+		_viewportX = x !== undefined ? x : 0;
+		_viewportY = y !== undefined ? y : 0;
+
+		_viewportWidth = width !== undefined ? width : _canvas.width;
+		_viewportHeight = height !== undefined ? height : _canvas.height;
+
+		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+	};
+
+	this.setScissor = function ( x, y, width, height ) {
+
+		_gl.scissor( x, y, width, height );
+
+	};
+
+	this.enableScissorTest = function ( enable ) {
+
+		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
+
+	};
+
+	// Clearing
+
+	this.setClearColorHex = function ( hex, alpha ) {
+
+		_clearColor.setHex( hex );
+		_clearAlpha = alpha;
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	this.setClearColor = function ( color, alpha ) {
+
+		_clearColor.copy( color );
+		_clearAlpha = alpha;
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	this.getClearColor = function () {
+
+		return _clearColor;
+
+	};
+
+	this.getClearAlpha = function () {
+
+		return _clearAlpha;
+
+	};
+
+	this.clear = function ( color, depth, stencil ) {
+
+		var bits = 0;
+
+		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+		_gl.clear( bits );
+
+	};
+
+	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+		this.setRenderTarget( renderTarget );
+		this.clear( color, depth, stencil );
+
+	};
+
+	// Plugins
+
+	this.addPostPlugin = function ( plugin ) {
+
+		plugin.init( this );
+		this.renderPluginsPost.push( plugin );
+
+	};
+
+	this.addPrePlugin = function ( plugin ) {
+
+		plugin.init( this );
+		this.renderPluginsPre.push( plugin );
+
+	};
+
+	// Deallocation
+
+	this.deallocateObject = function ( object ) {
+
+		if ( ! object.__webglInit ) return;
+
+		object.__webglInit = false;
+
+		delete object._modelViewMatrix;
+		delete object._normalMatrix;
+
+		if ( object instanceof THREE.Mesh ) {
+
+			for ( var g in object.geometry.geometryGroups ) {
+
+				deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
+
+			}
+
+		} else if ( object instanceof THREE.Ribbon ) {
+
+			deleteRibbonBuffers( object.geometry );
+
+		} else if ( object instanceof THREE.Line ) {
+
+			deleteLineBuffers( object.geometry );
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			deleteParticleBuffers( object.geometry );
+
+		}
+
+	};
+
+	this.deallocateTexture = function ( texture ) {
+
+		// cube texture
+
+		if ( texture.image && texture.image.__webglTextureCube ) {
+
+			_gl.deleteTexture( texture.image.__webglTextureCube );
+
+		// 2D texture
+
+		} else {
+
+			if ( ! texture.__webglInit ) return;
+
+			texture.__webglInit = false;
+			_gl.deleteTexture( texture.__webglTexture );
+
+		}
+
+		_this.info.memory.textures --;
+
+	};
+
+	this.deallocateRenderTarget = function ( renderTarget ) {
+
+		if ( !renderTarget || ! renderTarget.__webglTexture ) return;
+
+		_gl.deleteTexture( renderTarget.__webglTexture );
+
+		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+				_gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
+				_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
+
+			}
+
+		} else {
+
+			_gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
+			_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
+
+		}
+
+	};
+
+	this.deallocateMaterial = function ( material ) {
+
+		var program = material.program;
+
+		if ( ! program ) return;
+
+		material.program = undefined;
+
+		// only deallocate GL program if this was the last use of shared program
+		// assumed there is only single copy of any program in the _programs list
+		// (that's how it's constructed)
+
+		var i, il, programInfo;
+		var deleteProgram = false;
+
+		for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+			programInfo = _programs[ i ];
+
+			if ( programInfo.program === program ) {
+
+				programInfo.usedTimes --;
+
+				if ( programInfo.usedTimes === 0 ) {
+
+					deleteProgram = true;
+
+				}
+
+				break;
+
+			}
+
+		}
+
+		if ( deleteProgram ) {
+
+			// avoid using array.splice, this is costlier than creating new array from scratch
+
+			var newPrograms = [];
+
+			for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+				programInfo = _programs[ i ];
+
+				if ( programInfo.program !== program ) {
+
+					newPrograms.push( programInfo );
+
+				}
+
+			}
+
+			_programs = newPrograms;
+
+			_gl.deleteProgram( program );
+
+			_this.info.memory.programs --;
+
+		}
+
+	};
+
+	// Rendering
+
+	this.updateShadowMap = function ( scene, camera ) {
+
+		_currentProgram = null;
+		_oldBlending = -1;
+		_oldDepthTest = -1;
+		_oldDepthWrite = -1;
+		_currentGeometryGroupHash = -1;
+		_currentMaterialId = -1;
+		_lightsNeedUpdate = true;
+		_oldDoubleSided = -1;
+		_oldFlipSided = -1;
+
+		this.shadowMapPlugin.update( scene, camera );
+
+	};
+
+	// Internal functions
+
+	// Buffer allocation
+
+	function createParticleBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+		geometry.__webglColorBuffer = _gl.createBuffer();
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	function createLineBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+		geometry.__webglColorBuffer = _gl.createBuffer();
+		geometry.__webglLineDistanceBuffer = _gl.createBuffer();
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	function createRibbonBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+		geometry.__webglColorBuffer = _gl.createBuffer();
+		geometry.__webglNormalBuffer = _gl.createBuffer();
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	function createMeshBuffers ( geometryGroup ) {
+
+		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
+		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
+		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
+		geometryGroup.__webglColorBuffer = _gl.createBuffer();
+		geometryGroup.__webglUVBuffer = _gl.createBuffer();
+		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
+
+		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
+		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
+
+		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
+		geometryGroup.__webglLineBuffer = _gl.createBuffer();
+
+		var m, ml;
+
+		if ( geometryGroup.numMorphTargets ) {
+
+			geometryGroup.__webglMorphTargetsBuffers = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
+
+			}
+
+		}
+
+		if ( geometryGroup.numMorphNormals ) {
+
+			geometryGroup.__webglMorphNormalsBuffers = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
+
+			}
+
+		}
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	// Buffer deallocation
+
+	function deleteParticleBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteLineBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+		_gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteRibbonBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+		_gl.deleteBuffer( geometry.__webglNormalBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteMeshBuffers ( geometryGroup ) {
+
+		_gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglColorBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglUVBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
+
+		_gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
+
+		_gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglLineBuffer );
+
+		var m, ml;
+
+		if ( geometryGroup.numMorphTargets ) {
+
+			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+			}
+
+		}
+
+		if ( geometryGroup.numMorphNormals ) {
+
+			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+				_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+			}
+
+		}
+
+		deleteCustomAttributesBuffers( geometryGroup );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteCustomAttributesBuffers( geometry ) {
+
+		if ( geometry.__webglCustomAttributesList ) {
+
+			for ( var id in geometry.__webglCustomAttributesList ) {
+
+				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
+
+			}
+
+		}
+
+	};
+
+	// Buffer initialization
+
+	function initCustomAttributes ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		var material = object.material;
+
+		if ( material.attributes ) {
+
+			if ( geometry.__webglCustomAttributesList === undefined ) {
+
+				geometry.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var a in material.attributes ) {
+
+				var attribute = material.attributes[ a ];
+
+				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+					attribute.__webglInitialized = true;
+
+					var size = 1;		// "f" and "i"
+
+					if ( attribute.type === "v2" ) size = 2;
+					else if ( attribute.type === "v3" ) size = 3;
+					else if ( attribute.type === "v4" ) size = 4;
+					else if ( attribute.type === "c"  ) size = 3;
+
+					attribute.size = size;
+
+					attribute.array = new Float32Array( nvertices * size );
+
+					attribute.buffer = _gl.createBuffer();
+					attribute.buffer.belongsToAttribute = a;
+
+					attribute.needsUpdate = true;
+
+				}
+
+				geometry.__webglCustomAttributesList.push( attribute );
+
+			}
+
+		}
+
+	};
+
+	function initParticleBuffers ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+
+		geometry.__sortArray = [];
+
+		geometry.__webglParticleCount = nvertices;
+
+		initCustomAttributes ( geometry, object );
+
+	};
+
+	function initLineBuffers ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
+
+		geometry.__webglLineCount = nvertices;
+
+		initCustomAttributes ( geometry, object );
+
+	};
+
+	function initRibbonBuffers ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+		geometry.__normalArray = new Float32Array( nvertices * 3 );
+
+		geometry.__webglVertexCount = nvertices;
+
+		initCustomAttributes ( geometry, object );
+
+	};
+
+	function initMeshBuffers ( geometryGroup, object ) {
+
+		var geometry = object.geometry,
+			faces3 = geometryGroup.faces3,
+			faces4 = geometryGroup.faces4,
+
+			nvertices = faces3.length * 3 + faces4.length * 4,
+			ntris     = faces3.length * 1 + faces4.length * 2,
+			nlines    = faces3.length * 3 + faces4.length * 4,
+
+			material = getBufferMaterial( object, geometryGroup ),
+
+			uvType = bufferGuessUVType( material ),
+			normalType = bufferGuessNormalType( material ),
+			vertexColorType = bufferGuessVertexColorType( material );
+
+		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
+
+		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+
+		if ( normalType ) {
+
+			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+
+		}
+
+		if ( geometry.hasTangents ) {
+
+			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+
+		}
+
+		if ( vertexColorType ) {
+
+			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+
+		}
+
+		if ( uvType ) {
+
+			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
+
+				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+
+			}
+
+			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
+
+				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+
+			}
+
+		}
+
+		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+
+		}
+
+		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
+		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
+
+		var m, ml;
+
+		if ( geometryGroup.numMorphTargets ) {
+
+			geometryGroup.__morphTargetsArrays = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
+
+			}
+
+		}
+
+		if ( geometryGroup.numMorphNormals ) {
+
+			geometryGroup.__morphNormalsArrays = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
+
+			}
+
+		}
+
+		geometryGroup.__webglFaceCount = ntris * 3;
+		geometryGroup.__webglLineCount = nlines * 2;
+
+
+		// custom attributes
+
+		if ( material.attributes ) {
+
+			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+				geometryGroup.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var a in material.attributes ) {
+
+				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
+				// attribute buffers which are correctly indexed in the setMeshBuffers function
+
+				var originalAttribute = material.attributes[ a ];
+
+				var attribute = {};
+
+				for ( var property in originalAttribute ) {
+
+					attribute[ property ] = originalAttribute[ property ];
+
+				}
+
+				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+					attribute.__webglInitialized = true;
+
+					var size = 1;		// "f" and "i"
+
+					if( attribute.type === "v2" ) size = 2;
+					else if( attribute.type === "v3" ) size = 3;
+					else if( attribute.type === "v4" ) size = 4;
+					else if( attribute.type === "c"  ) size = 3;
+
+					attribute.size = size;
+
+					attribute.array = new Float32Array( nvertices * size );
+
+					attribute.buffer = _gl.createBuffer();
+					attribute.buffer.belongsToAttribute = a;
+
+					originalAttribute.needsUpdate = true;
+					attribute.__original = originalAttribute;
+
+				}
+
+				geometryGroup.__webglCustomAttributesList.push( attribute );
+
+			}
+
+		}
+
+		geometryGroup.__inittedArrays = true;
+
+	};
+
+	function getBufferMaterial( object, geometryGroup ) {
+
+		return object.material instanceof THREE.MeshFaceMaterial
+			? object.material.materials[ geometryGroup.materialIndex ]
+			: object.material;
+
+	};
+
+	function materialNeedsSmoothNormals ( material ) {
+
+		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
+
+	};
+
+	function bufferGuessNormalType ( material ) {
+
+		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
+
+		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
+
+			return false;
+
+		}
+
+		if ( materialNeedsSmoothNormals( material ) ) {
+
+			return THREE.SmoothShading;
+
+		} else {
+
+			return THREE.FlatShading;
+
+		}
+
+	};
+
+	function bufferGuessVertexColorType ( material ) {
+
+		if ( material.vertexColors ) {
+
+			return material.vertexColors;
+
+		}
+
+		return false;
+
+	};
+
+	function bufferGuessUVType ( material ) {
+
+		// material must use some texture to require uvs
+
+		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	};
+
+	//
+
+	function initDirectBuffers( geometry ) {
+
+		var a, attribute, type;
+
+		for ( a in geometry.attributes ) {
+
+			if ( a === "index" ) {
+
+				type = _gl.ELEMENT_ARRAY_BUFFER;
+
+			} else {
+
+				type = _gl.ARRAY_BUFFER;
+
+			}
+
+			attribute = geometry.attributes[ a ];
+
+			attribute.buffer = _gl.createBuffer();
+
+			_gl.bindBuffer( type, attribute.buffer );
+			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
+
+		}
+
+	};
+
+	// Buffer setting
+
+	function setParticleBuffers ( geometry, hint, object ) {
+
+		var v, c, vertex, offset, index, color,
+
+		vertices = geometry.vertices,
+		vl = vertices.length,
+
+		colors = geometry.colors,
+		cl = colors.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+
+		sortArray = geometry.__sortArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyElements = geometry.elementsNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList,
+		i, il,
+		a, ca, cal, value,
+		customAttribute;
+
+		if ( object.sortParticles ) {
+
+			_projScreenMatrixPS.copy( _projScreenMatrix );
+			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ v ];
+
+				_vector3.copy( vertex );
+				_projScreenMatrixPS.multiplyVector3( _vector3 );
+
+				sortArray[ v ] = [ _vector3.z, v ];
+
+			}
+
+			sortArray.sort( numericalSort );
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ sortArray[v][1] ];
+
+				offset = v * 3;
+
+				vertexArray[ offset ]     = vertex.x;
+				vertexArray[ offset + 1 ] = vertex.y;
+				vertexArray[ offset + 2 ] = vertex.z;
+
+			}
+
+			for ( c = 0; c < cl; c ++ ) {
+
+				offset = c * 3;
+
+				color = colors[ sortArray[c][1] ];
+
+				colorArray[ offset ]     = color.r;
+				colorArray[ offset + 1 ] = color.g;
+				colorArray[ offset + 2 ] = color.b;
+
+			}
+
+			if ( customAttributes ) {
+
+				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+					customAttribute = customAttributes[ i ];
+
+					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
+
+					offset = 0;
+
+					cal = customAttribute.value.length;
+
+					if ( customAttribute.size === 1 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							index = sortArray[ ca ][ 1 ];
+
+							customAttribute.array[ ca ] = customAttribute.value[ index ];
+
+						}
+
+					} else if ( customAttribute.size === 2 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							index = sortArray[ ca ][ 1 ];
+
+							value = customAttribute.value[ index ];
+
+							customAttribute.array[ offset ] 	= value.x;
+							customAttribute.array[ offset + 1 ] = value.y;
+
+							offset += 2;
+
+						}
+
+					} else if ( customAttribute.size === 3 ) {
+
+						if ( customAttribute.type === "c" ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								index = sortArray[ ca ][ 1 ];
+
+								value = customAttribute.value[ index ];
+
+								customAttribute.array[ offset ]     = value.r;
+								customAttribute.array[ offset + 1 ] = value.g;
+								customAttribute.array[ offset + 2 ] = value.b;
+
+								offset += 3;
+
+							}
+
+						} else {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								index = sortArray[ ca ][ 1 ];
+
+								value = customAttribute.value[ index ];
+
+								customAttribute.array[ offset ] 	= value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+								customAttribute.array[ offset + 2 ] = value.z;
+
+								offset += 3;
+
+							}
+
+						}
+
+					} else if ( customAttribute.size === 4 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							index = sortArray[ ca ][ 1 ];
+
+							value = customAttribute.value[ index ];
+
+							customAttribute.array[ offset ]      = value.x;
+							customAttribute.array[ offset + 1  ] = value.y;
+							customAttribute.array[ offset + 2  ] = value.z;
+							customAttribute.array[ offset + 3  ] = value.w;
+
+							offset += 4;
+
+						}
+
+					}
+
+				}
+
+			}
+
+		} else {
+
+			if ( dirtyVertices ) {
+
+				for ( v = 0; v < vl; v ++ ) {
+
+					vertex = vertices[ v ];
+
+					offset = v * 3;
+
+					vertexArray[ offset ]     = vertex.x;
+					vertexArray[ offset + 1 ] = vertex.y;
+					vertexArray[ offset + 2 ] = vertex.z;
+
+				}
+
+			}
+
+			if ( dirtyColors ) {
+
+				for ( c = 0; c < cl; c ++ ) {
+
+					color = colors[ c ];
+
+					offset = c * 3;
+
+					colorArray[ offset ]     = color.r;
+					colorArray[ offset + 1 ] = color.g;
+					colorArray[ offset + 2 ] = color.b;
+
+				}
+
+			}
+
+			if ( customAttributes ) {
+
+				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+					customAttribute = customAttributes[ i ];
+
+					if ( customAttribute.needsUpdate &&
+						 ( customAttribute.boundTo === undefined ||
+						   customAttribute.boundTo === "vertices") ) {
+
+						cal = customAttribute.value.length;
+
+						offset = 0;
+
+						if ( customAttribute.size === 1 ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+							}
+
+						} else if ( customAttribute.size === 2 ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+
+								offset += 2;
+
+							}
+
+						} else if ( customAttribute.size === 3 ) {
+
+							if ( customAttribute.type === "c" ) {
+
+								for ( ca = 0; ca < cal; ca ++ ) {
+
+									value = customAttribute.value[ ca ];
+
+									customAttribute.array[ offset ] 	= value.r;
+									customAttribute.array[ offset + 1 ] = value.g;
+									customAttribute.array[ offset + 2 ] = value.b;
+
+									offset += 3;
+
+								}
+
+							} else {
+
+								for ( ca = 0; ca < cal; ca ++ ) {
+
+									value = customAttribute.value[ ca ];
+
+									customAttribute.array[ offset ] 	= value.x;
+									customAttribute.array[ offset + 1 ] = value.y;
+									customAttribute.array[ offset + 2 ] = value.z;
+
+									offset += 3;
+
+								}
+
+							}
+
+						} else if ( customAttribute.size === 4 ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ]      = value.x;
+								customAttribute.array[ offset + 1  ] = value.y;
+								customAttribute.array[ offset + 2  ] = value.z;
+								customAttribute.array[ offset + 3  ] = value.w;
+
+								offset += 4;
+
+							}
+
+						}
+
+					}
+
+				}
+
+			}
+
+		}
+
+		if ( dirtyVertices || object.sortParticles ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyColors || object.sortParticles ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( customAttribute.needsUpdate || object.sortParticles ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+				}
+
+			}
+
+		}
+
+
+	};
+
+	function setLineBuffers ( geometry, hint ) {
+
+		var v, c, d, vertex, offset, color,
+
+		vertices = geometry.vertices,
+		colors = geometry.colors,
+		lineDistances = geometry.lineDistances,
+
+		vl = vertices.length,
+		cl = colors.length,
+		dl = lineDistances.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+		lineDistanceArray = geometry.__lineDistanceArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyLineDistances = geometry.lineDistancesNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList,
+
+		i, il,
+		a, ca, cal, value,
+		customAttribute;
+
+		if ( dirtyVertices ) {
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ v ];
+
+				offset = v * 3;
+
+				vertexArray[ offset ]     = vertex.x;
+				vertexArray[ offset + 1 ] = vertex.y;
+				vertexArray[ offset + 2 ] = vertex.z;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyColors ) {
+
+			for ( c = 0; c < cl; c ++ ) {
+
+				color = colors[ c ];
+
+				offset = c * 3;
+
+				colorArray[ offset ]     = color.r;
+				colorArray[ offset + 1 ] = color.g;
+				colorArray[ offset + 2 ] = color.b;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+		}
+
+		if ( dirtyLineDistances ) {
+
+			for ( d = 0; d < dl; d ++ ) {
+
+				lineDistanceArray[ d ] = lineDistances[ d ];
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( customAttribute.needsUpdate &&
+					 ( customAttribute.boundTo === undefined ||
+					   customAttribute.boundTo === "vertices" ) ) {
+
+					offset = 0;
+
+					cal = customAttribute.value.length;
+
+					if ( customAttribute.size === 1 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+						}
+
+					} else if ( customAttribute.size === 2 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ] 	= value.x;
+							customAttribute.array[ offset + 1 ] = value.y;
+
+							offset += 2;
+
+						}
+
+					} else if ( customAttribute.size === 3 ) {
+
+						if ( customAttribute.type === "c" ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.r;
+								customAttribute.array[ offset + 1 ] = value.g;
+								customAttribute.array[ offset + 2 ] = value.b;
+
+								offset += 3;
+
+							}
+
+						} else {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+								customAttribute.array[ offset + 2 ] = value.z;
+
+								offset += 3;
+
+							}
+
+						}
+
+					} else if ( customAttribute.size === 4 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ] 	 = value.x;
+							customAttribute.array[ offset + 1  ] = value.y;
+							customAttribute.array[ offset + 2  ] = value.z;
+							customAttribute.array[ offset + 3  ] = value.w;
+
+							offset += 4;
+
+						}
+
+					}
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function setRibbonBuffers ( geometry, hint ) {
+
+		var v, c, n, vertex, offset, color, normal,
+
+		i, il, ca, cal, customAttribute, value,
+
+		vertices = geometry.vertices,
+		colors = geometry.colors,
+		normals = geometry.normals,
+
+		vl = vertices.length,
+		cl = colors.length,
+		nl = normals.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+		normalArray = geometry.__normalArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyNormals = geometry.normalsNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList;
+
+		if ( dirtyVertices ) {
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ v ];
+
+				offset = v * 3;
+
+				vertexArray[ offset ]     = vertex.x;
+				vertexArray[ offset + 1 ] = vertex.y;
+				vertexArray[ offset + 2 ] = vertex.z;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyColors ) {
+
+			for ( c = 0; c < cl; c ++ ) {
+
+				color = colors[ c ];
+
+				offset = c * 3;
+
+				colorArray[ offset ]     = color.r;
+				colorArray[ offset + 1 ] = color.g;
+				colorArray[ offset + 2 ] = color.b;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+		}
+
+		if ( dirtyNormals ) {
+
+			for ( n = 0; n < nl; n ++ ) {
+
+				normal = normals[ n ];
+
+				offset = n * 3;
+
+				normalArray[ offset ]     = normal.x;
+				normalArray[ offset + 1 ] = normal.y;
+				normalArray[ offset + 2 ] = normal.z;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( customAttribute.needsUpdate &&
+					 ( customAttribute.boundTo === undefined ||
+					   customAttribute.boundTo === "vertices" ) ) {
+
+					offset = 0;
+
+					cal = customAttribute.value.length;
+
+					if ( customAttribute.size === 1 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+						}
+
+					} else if ( customAttribute.size === 2 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ] 	= value.x;
+							customAttribute.array[ offset + 1 ] = value.y;
+
+							offset += 2;
+
+						}
+
+					} else if ( customAttribute.size === 3 ) {
+
+						if ( customAttribute.type === "c" ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.r;
+								customAttribute.array[ offset + 1 ] = value.g;
+								customAttribute.array[ offset + 2 ] = value.b;
+
+								offset += 3;
+
+							}
+
+						} else {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+								customAttribute.array[ offset + 2 ] = value.z;
+
+								offset += 3;
+
+							}
+
+						}
+
+					} else if ( customAttribute.size === 4 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ] 	 = value.x;
+							customAttribute.array[ offset + 1  ] = value.y;
+							customAttribute.array[ offset + 2  ] = value.z;
+							customAttribute.array[ offset + 3  ] = value.w;
+
+							offset += 4;
+
+						}
+
+					}
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
+
+		if ( ! geometryGroup.__inittedArrays ) {
+
+			return;
+
+		}
+
+		var normalType = bufferGuessNormalType( material ),
+		vertexColorType = bufferGuessVertexColorType( material ),
+		uvType = bufferGuessUVType( material ),
+
+		needsSmoothNormals = ( normalType === THREE.SmoothShading );
+
+		var f, fl, fi, face,
+		vertexNormals, faceNormal, normal,
+		vertexColors, faceColor,
+		vertexTangents,
+		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
+		c1, c2, c3, c4,
+		sw1, sw2, sw3, sw4,
+		si1, si2, si3, si4,
+		sa1, sa2, sa3, sa4,
+		sb1, sb2, sb3, sb4,
+		m, ml, i, il,
+		vn, uvi, uv2i,
+		vk, vkl, vka,
+		nka, chf, faceVertexNormals,
+		a,
+
+		vertexIndex = 0,
+
+		offset = 0,
+		offset_uv = 0,
+		offset_uv2 = 0,
+		offset_face = 0,
+		offset_normal = 0,
+		offset_tangent = 0,
+		offset_line = 0,
+		offset_color = 0,
+		offset_skin = 0,
+		offset_morphTarget = 0,
+		offset_custom = 0,
+		offset_customSrc = 0,
+
+		value,
+
+		vertexArray = geometryGroup.__vertexArray,
+		uvArray = geometryGroup.__uvArray,
+		uv2Array = geometryGroup.__uv2Array,
+		normalArray = geometryGroup.__normalArray,
+		tangentArray = geometryGroup.__tangentArray,
+		colorArray = geometryGroup.__colorArray,
+
+		skinIndexArray = geometryGroup.__skinIndexArray,
+		skinWeightArray = geometryGroup.__skinWeightArray,
+
+		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
+		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
+
+		customAttributes = geometryGroup.__webglCustomAttributesList,
+		customAttribute,
+
+		faceArray = geometryGroup.__faceArray,
+		lineArray = geometryGroup.__lineArray,
+
+		geometry = object.geometry, // this is shared for all chunks
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyElements = geometry.elementsNeedUpdate,
+		dirtyUvs = geometry.uvsNeedUpdate,
+		dirtyNormals = geometry.normalsNeedUpdate,
+		dirtyTangents = geometry.tangentsNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
+
+		vertices = geometry.vertices,
+		chunk_faces3 = geometryGroup.faces3,
+		chunk_faces4 = geometryGroup.faces4,
+		obj_faces = geometry.faces,
+
+		obj_uvs  = geometry.faceVertexUvs[ 0 ],
+		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+		obj_colors = geometry.colors,
+
+		obj_skinIndices = geometry.skinIndices,
+		obj_skinWeights = geometry.skinWeights,
+
+		morphTargets = geometry.morphTargets,
+		morphNormals = geometry.morphNormals;
+
+		if ( dirtyVertices ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ] ];
+
+				v1 = vertices[ face.a ];
+				v2 = vertices[ face.b ];
+				v3 = vertices[ face.c ];
+
+				vertexArray[ offset ]     = v1.x;
+				vertexArray[ offset + 1 ] = v1.y;
+				vertexArray[ offset + 2 ] = v1.z;
+
+				vertexArray[ offset + 3 ] = v2.x;
+				vertexArray[ offset + 4 ] = v2.y;
+				vertexArray[ offset + 5 ] = v2.z;
+
+				vertexArray[ offset + 6 ] = v3.x;
+				vertexArray[ offset + 7 ] = v3.y;
+				vertexArray[ offset + 8 ] = v3.z;
+
+				offset += 9;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				v1 = vertices[ face.a ];
+				v2 = vertices[ face.b ];
+				v3 = vertices[ face.c ];
+				v4 = vertices[ face.d ];
+
+				vertexArray[ offset ]     = v1.x;
+				vertexArray[ offset + 1 ] = v1.y;
+				vertexArray[ offset + 2 ] = v1.z;
+
+				vertexArray[ offset + 3 ] = v2.x;
+				vertexArray[ offset + 4 ] = v2.y;
+				vertexArray[ offset + 5 ] = v2.z;
+
+				vertexArray[ offset + 6 ] = v3.x;
+				vertexArray[ offset + 7 ] = v3.y;
+				vertexArray[ offset + 8 ] = v3.z;
+
+				vertexArray[ offset + 9 ]  = v4.x;
+				vertexArray[ offset + 10 ] = v4.y;
+				vertexArray[ offset + 11 ] = v4.z;
+
+				offset += 12;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyMorphTargets ) {
+
+			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+				offset_morphTarget = 0;
+
+				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+					chf = chunk_faces3[ f ];
+					face = obj_faces[ chf ];
+
+					// morph positions
+
+					v1 = morphTargets[ vk ].vertices[ face.a ];
+					v2 = morphTargets[ vk ].vertices[ face.b ];
+					v3 = morphTargets[ vk ].vertices[ face.c ];
+
+					vka = morphTargetsArrays[ vk ];
+
+					vka[ offset_morphTarget ] 	  = v1.x;
+					vka[ offset_morphTarget + 1 ] = v1.y;
+					vka[ offset_morphTarget + 2 ] = v1.z;
+
+					vka[ offset_morphTarget + 3 ] = v2.x;
+					vka[ offset_morphTarget + 4 ] = v2.y;
+					vka[ offset_morphTarget + 5 ] = v2.z;
+
+					vka[ offset_morphTarget + 6 ] = v3.x;
+					vka[ offset_morphTarget + 7 ] = v3.y;
+					vka[ offset_morphTarget + 8 ] = v3.z;
+
+					// morph normals
+
+					if ( material.morphNormals ) {
+
+						if ( needsSmoothNormals ) {
+
+							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+							n1 = faceVertexNormals.a;
+							n2 = faceVertexNormals.b;
+							n3 = faceVertexNormals.c;
+
+						} else {
+
+							n1 = morphNormals[ vk ].faceNormals[ chf ];
+							n2 = n1;
+							n3 = n1;
+
+						}
+
+						nka = morphNormalsArrays[ vk ];
+
+						nka[ offset_morphTarget ] 	  = n1.x;
+						nka[ offset_morphTarget + 1 ] = n1.y;
+						nka[ offset_morphTarget + 2 ] = n1.z;
+
+						nka[ offset_morphTarget + 3 ] = n2.x;
+						nka[ offset_morphTarget + 4 ] = n2.y;
+						nka[ offset_morphTarget + 5 ] = n2.z;
+
+						nka[ offset_morphTarget + 6 ] = n3.x;
+						nka[ offset_morphTarget + 7 ] = n3.y;
+						nka[ offset_morphTarget + 8 ] = n3.z;
+
+					}
+
+					//
+
+					offset_morphTarget += 9;
+
+				}
+
+				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+					chf = chunk_faces4[ f ];
+					face = obj_faces[ chf ];
+
+					// morph positions
+
+					v1 = morphTargets[ vk ].vertices[ face.a ];
+					v2 = morphTargets[ vk ].vertices[ face.b ];
+					v3 = morphTargets[ vk ].vertices[ face.c ];
+					v4 = morphTargets[ vk ].vertices[ face.d ];
+
+					vka = morphTargetsArrays[ vk ];
+
+					vka[ offset_morphTarget ] 	  = v1.x;
+					vka[ offset_morphTarget + 1 ] = v1.y;
+					vka[ offset_morphTarget + 2 ] = v1.z;
+
+					vka[ offset_morphTarget + 3 ] = v2.x;
+					vka[ offset_morphTarget + 4 ] = v2.y;
+					vka[ offset_morphTarget + 5 ] = v2.z;
+
+					vka[ offset_morphTarget + 6 ] = v3.x;
+					vka[ offset_morphTarget + 7 ] = v3.y;
+					vka[ offset_morphTarget + 8 ] = v3.z;
+
+					vka[ offset_morphTarget + 9 ]  = v4.x;
+					vka[ offset_morphTarget + 10 ] = v4.y;
+					vka[ offset_morphTarget + 11 ] = v4.z;
+
+					// morph normals
+
+					if ( material.morphNormals ) {
+
+						if ( needsSmoothNormals ) {
+
+							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+							n1 = faceVertexNormals.a;
+							n2 = faceVertexNormals.b;
+							n3 = faceVertexNormals.c;
+							n4 = faceVertexNormals.d;
+
+						} else {
+
+							n1 = morphNormals[ vk ].faceNormals[ chf ];
+							n2 = n1;
+							n3 = n1;
+							n4 = n1;
+
+						}
+
+						nka = morphNormalsArrays[ vk ];
+
+						nka[ offset_morphTarget ] 	  = n1.x;
+						nka[ offset_morphTarget + 1 ] = n1.y;
+						nka[ offset_morphTarget + 2 ] = n1.z;
+
+						nka[ offset_morphTarget + 3 ] = n2.x;
+						nka[ offset_morphTarget + 4 ] = n2.y;
+						nka[ offset_morphTarget + 5 ] = n2.z;
+
+						nka[ offset_morphTarget + 6 ] = n3.x;
+						nka[ offset_morphTarget + 7 ] = n3.y;
+						nka[ offset_morphTarget + 8 ] = n3.z;
+
+						nka[ offset_morphTarget + 9 ]  = n4.x;
+						nka[ offset_morphTarget + 10 ] = n4.y;
+						nka[ offset_morphTarget + 11 ] = n4.z;
+
+					}
+
+					//
+
+					offset_morphTarget += 12;
+
+				}
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+				if ( material.morphNormals ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+				}
+
+			}
+
+		}
+
+		if ( obj_skinWeights.length ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				// weights
+
+				sw1 = obj_skinWeights[ face.a ];
+				sw2 = obj_skinWeights[ face.b ];
+				sw3 = obj_skinWeights[ face.c ];
+
+				skinWeightArray[ offset_skin ]     = sw1.x;
+				skinWeightArray[ offset_skin + 1 ] = sw1.y;
+				skinWeightArray[ offset_skin + 2 ] = sw1.z;
+				skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+				skinWeightArray[ offset_skin + 4 ] = sw2.x;
+				skinWeightArray[ offset_skin + 5 ] = sw2.y;
+				skinWeightArray[ offset_skin + 6 ] = sw2.z;
+				skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
+				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
+				skinWeightArray[ offset_skin + 10 ] = sw3.z;
+				skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+				// indices
+
+				si1 = obj_skinIndices[ face.a ];
+				si2 = obj_skinIndices[ face.b ];
+				si3 = obj_skinIndices[ face.c ];
+
+				skinIndexArray[ offset_skin ]     = si1.x;
+				skinIndexArray[ offset_skin + 1 ] = si1.y;
+				skinIndexArray[ offset_skin + 2 ] = si1.z;
+				skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+				skinIndexArray[ offset_skin + 4 ] = si2.x;
+				skinIndexArray[ offset_skin + 5 ] = si2.y;
+				skinIndexArray[ offset_skin + 6 ] = si2.z;
+				skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+				skinIndexArray[ offset_skin + 8 ]  = si3.x;
+				skinIndexArray[ offset_skin + 9 ]  = si3.y;
+				skinIndexArray[ offset_skin + 10 ] = si3.z;
+				skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+				offset_skin += 12;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				// weights
+
+				sw1 = obj_skinWeights[ face.a ];
+				sw2 = obj_skinWeights[ face.b ];
+				sw3 = obj_skinWeights[ face.c ];
+				sw4 = obj_skinWeights[ face.d ];
+
+				skinWeightArray[ offset_skin ]     = sw1.x;
+				skinWeightArray[ offset_skin + 1 ] = sw1.y;
+				skinWeightArray[ offset_skin + 2 ] = sw1.z;
+				skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+				skinWeightArray[ offset_skin + 4 ] = sw2.x;
+				skinWeightArray[ offset_skin + 5 ] = sw2.y;
+				skinWeightArray[ offset_skin + 6 ] = sw2.z;
+				skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
+				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
+				skinWeightArray[ offset_skin + 10 ] = sw3.z;
+				skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+				skinWeightArray[ offset_skin + 12 ] = sw4.x;
+				skinWeightArray[ offset_skin + 13 ] = sw4.y;
+				skinWeightArray[ offset_skin + 14 ] = sw4.z;
+				skinWeightArray[ offset_skin + 15 ] = sw4.w;
+
+				// indices
+
+				si1 = obj_skinIndices[ face.a ];
+				si2 = obj_skinIndices[ face.b ];
+				si3 = obj_skinIndices[ face.c ];
+				si4 = obj_skinIndices[ face.d ];
+
+				skinIndexArray[ offset_skin ]     = si1.x;
+				skinIndexArray[ offset_skin + 1 ] = si1.y;
+				skinIndexArray[ offset_skin + 2 ] = si1.z;
+				skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+				skinIndexArray[ offset_skin + 4 ] = si2.x;
+				skinIndexArray[ offset_skin + 5 ] = si2.y;
+				skinIndexArray[ offset_skin + 6 ] = si2.z;
+				skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+				skinIndexArray[ offset_skin + 8 ]  = si3.x;
+				skinIndexArray[ offset_skin + 9 ]  = si3.y;
+				skinIndexArray[ offset_skin + 10 ] = si3.z;
+				skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+				skinIndexArray[ offset_skin + 12 ] = si4.x;
+				skinIndexArray[ offset_skin + 13 ] = si4.y;
+				skinIndexArray[ offset_skin + 14 ] = si4.z;
+				skinIndexArray[ offset_skin + 15 ] = si4.w;
+
+				offset_skin += 16;
+
+			}
+
+			if ( offset_skin > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyColors && vertexColorType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexColors = face.vertexColors;
+				faceColor = face.color;
+
+				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
+
+					c1 = vertexColors[ 0 ];
+					c2 = vertexColors[ 1 ];
+					c3 = vertexColors[ 2 ];
+
+				} else {
+
+					c1 = faceColor;
+					c2 = faceColor;
+					c3 = faceColor;
+
+				}
+
+				colorArray[ offset_color ]     = c1.r;
+				colorArray[ offset_color + 1 ] = c1.g;
+				colorArray[ offset_color + 2 ] = c1.b;
+
+				colorArray[ offset_color + 3 ] = c2.r;
+				colorArray[ offset_color + 4 ] = c2.g;
+				colorArray[ offset_color + 5 ] = c2.b;
+
+				colorArray[ offset_color + 6 ] = c3.r;
+				colorArray[ offset_color + 7 ] = c3.g;
+				colorArray[ offset_color + 8 ] = c3.b;
+
+				offset_color += 9;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexColors = face.vertexColors;
+				faceColor = face.color;
+
+				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
+
+					c1 = vertexColors[ 0 ];
+					c2 = vertexColors[ 1 ];
+					c3 = vertexColors[ 2 ];
+					c4 = vertexColors[ 3 ];
+
+				} else {
+
+					c1 = faceColor;
+					c2 = faceColor;
+					c3 = faceColor;
+					c4 = faceColor;
+
+				}
+
+				colorArray[ offset_color ]     = c1.r;
+				colorArray[ offset_color + 1 ] = c1.g;
+				colorArray[ offset_color + 2 ] = c1.b;
+
+				colorArray[ offset_color + 3 ] = c2.r;
+				colorArray[ offset_color + 4 ] = c2.g;
+				colorArray[ offset_color + 5 ] = c2.b;
+
+				colorArray[ offset_color + 6 ] = c3.r;
+				colorArray[ offset_color + 7 ] = c3.g;
+				colorArray[ offset_color + 8 ] = c3.b;
+
+				colorArray[ offset_color + 9 ]  = c4.r;
+				colorArray[ offset_color + 10 ] = c4.g;
+				colorArray[ offset_color + 11 ] = c4.b;
+
+				offset_color += 12;
+
+			}
+
+			if ( offset_color > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyTangents && geometry.hasTangents ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexTangents = face.vertexTangents;
+
+				t1 = vertexTangents[ 0 ];
+				t2 = vertexTangents[ 1 ];
+				t3 = vertexTangents[ 2 ];
+
+				tangentArray[ offset_tangent ]     = t1.x;
+				tangentArray[ offset_tangent + 1 ] = t1.y;
+				tangentArray[ offset_tangent + 2 ] = t1.z;
+				tangentArray[ offset_tangent + 3 ] = t1.w;
+
+				tangentArray[ offset_tangent + 4 ] = t2.x;
+				tangentArray[ offset_tangent + 5 ] = t2.y;
+				tangentArray[ offset_tangent + 6 ] = t2.z;
+				tangentArray[ offset_tangent + 7 ] = t2.w;
+
+				tangentArray[ offset_tangent + 8 ]  = t3.x;
+				tangentArray[ offset_tangent + 9 ]  = t3.y;
+				tangentArray[ offset_tangent + 10 ] = t3.z;
+				tangentArray[ offset_tangent + 11 ] = t3.w;
+
+				offset_tangent += 12;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexTangents = face.vertexTangents;
+
+				t1 = vertexTangents[ 0 ];
+				t2 = vertexTangents[ 1 ];
+				t3 = vertexTangents[ 2 ];
+				t4 = vertexTangents[ 3 ];
+
+				tangentArray[ offset_tangent ]     = t1.x;
+				tangentArray[ offset_tangent + 1 ] = t1.y;
+				tangentArray[ offset_tangent + 2 ] = t1.z;
+				tangentArray[ offset_tangent + 3 ] = t1.w;
+
+				tangentArray[ offset_tangent + 4 ] = t2.x;
+				tangentArray[ offset_tangent + 5 ] = t2.y;
+				tangentArray[ offset_tangent + 6 ] = t2.z;
+				tangentArray[ offset_tangent + 7 ] = t2.w;
+
+				tangentArray[ offset_tangent + 8 ]  = t3.x;
+				tangentArray[ offset_tangent + 9 ]  = t3.y;
+				tangentArray[ offset_tangent + 10 ] = t3.z;
+				tangentArray[ offset_tangent + 11 ] = t3.w;
+
+				tangentArray[ offset_tangent + 12 ] = t4.x;
+				tangentArray[ offset_tangent + 13 ] = t4.y;
+				tangentArray[ offset_tangent + 14 ] = t4.z;
+				tangentArray[ offset_tangent + 15 ] = t4.w;
+
+				offset_tangent += 16;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+		}
+
+		if ( dirtyNormals && normalType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexNormals = face.vertexNormals;
+				faceNormal = face.normal;
+
+				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						vn = vertexNormals[ i ];
+
+						normalArray[ offset_normal ]     = vn.x;
+						normalArray[ offset_normal + 1 ] = vn.y;
+						normalArray[ offset_normal + 2 ] = vn.z;
+
+						offset_normal += 3;
+
+					}
+
+				} else {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						normalArray[ offset_normal ]     = faceNormal.x;
+						normalArray[ offset_normal + 1 ] = faceNormal.y;
+						normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+						offset_normal += 3;
+
+					}
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexNormals = face.vertexNormals;
+				faceNormal = face.normal;
+
+				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
+
+					for ( i = 0; i < 4; i ++ ) {
+
+						vn = vertexNormals[ i ];
+
+						normalArray[ offset_normal ]     = vn.x;
+						normalArray[ offset_normal + 1 ] = vn.y;
+						normalArray[ offset_normal + 2 ] = vn.z;
+
+						offset_normal += 3;
+
+					}
+
+				} else {
+
+					for ( i = 0; i < 4; i ++ ) {
+
+						normalArray[ offset_normal ]     = faceNormal.x;
+						normalArray[ offset_normal + 1 ] = faceNormal.y;
+						normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+						offset_normal += 3;
+
+					}
+
+				}
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+		}
+
+		if ( dirtyUvs && obj_uvs && uvType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				fi = chunk_faces3[ f ];
+
+				uv = obj_uvs[ fi ];
+
+				if ( uv === undefined ) continue;
+
+				for ( i = 0; i < 3; i ++ ) {
+
+					uvi = uv[ i ];
+
+					uvArray[ offset_uv ]     = uvi.x;
+					uvArray[ offset_uv + 1 ] = uvi.y;
+
+					offset_uv += 2;
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				fi = chunk_faces4[ f ];
+
+				uv = obj_uvs[ fi ];
+
+				if ( uv === undefined ) continue;
+
+				for ( i = 0; i < 4; i ++ ) {
+
+					uvi = uv[ i ];
+
+					uvArray[ offset_uv ]     = uvi.x;
+					uvArray[ offset_uv + 1 ] = uvi.y;
+
+					offset_uv += 2;
+
+				}
+
+			}
+
+			if ( offset_uv > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyUvs && obj_uvs2 && uvType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				fi = chunk_faces3[ f ];
+
+				uv2 = obj_uvs2[ fi ];
+
+				if ( uv2 === undefined ) continue;
+
+				for ( i = 0; i < 3; i ++ ) {
+
+					uv2i = uv2[ i ];
+
+					uv2Array[ offset_uv2 ]     = uv2i.x;
+					uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+					offset_uv2 += 2;
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				fi = chunk_faces4[ f ];
+
+				uv2 = obj_uvs2[ fi ];
+
+				if ( uv2 === undefined ) continue;
+
+				for ( i = 0; i < 4; i ++ ) {
+
+					uv2i = uv2[ i ];
+
+					uv2Array[ offset_uv2 ]     = uv2i.x;
+					uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+					offset_uv2 += 2;
+
+				}
+
+			}
+
+			if ( offset_uv2 > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
+
+			}
+
+		}
+
+		if ( dirtyElements ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				faceArray[ offset_face ] 	 = vertexIndex;
+				faceArray[ offset_face + 1 ] = vertexIndex + 1;
+				faceArray[ offset_face + 2 ] = vertexIndex + 2;
+
+				offset_face += 3;
+
+				lineArray[ offset_line ]     = vertexIndex;
+				lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+				lineArray[ offset_line + 2 ] = vertexIndex;
+				lineArray[ offset_line + 3 ] = vertexIndex + 2;
+
+				lineArray[ offset_line + 4 ] = vertexIndex + 1;
+				lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+				offset_line += 6;
+
+				vertexIndex += 3;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				faceArray[ offset_face ]     = vertexIndex;
+				faceArray[ offset_face + 1 ] = vertexIndex + 1;
+				faceArray[ offset_face + 2 ] = vertexIndex + 3;
+
+				faceArray[ offset_face + 3 ] = vertexIndex + 1;
+				faceArray[ offset_face + 4 ] = vertexIndex + 2;
+				faceArray[ offset_face + 5 ] = vertexIndex + 3;
+
+				offset_face += 6;
+
+				lineArray[ offset_line ]     = vertexIndex;
+				lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+				lineArray[ offset_line + 2 ] = vertexIndex;
+				lineArray[ offset_line + 3 ] = vertexIndex + 3;
+
+				lineArray[ offset_line + 4 ] = vertexIndex + 1;
+				lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+				lineArray[ offset_line + 6 ] = vertexIndex + 2;
+				lineArray[ offset_line + 7 ] = vertexIndex + 3;
+
+				offset_line += 8;
+
+				vertexIndex += 4;
+
+			}
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( ! customAttribute.__original.needsUpdate ) continue;
+
+				offset_custom = 0;
+				offset_customSrc = 0;
+
+				if ( customAttribute.size === 1 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
+							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+							offset_custom += 3;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
+							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
+
+							offset_custom += 4;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = value;
+							customAttribute.array[ offset_custom + 1 ] = value;
+							customAttribute.array[ offset_custom + 2 ] = value;
+
+							offset_custom += 3;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = value;
+							customAttribute.array[ offset_custom + 1 ] = value;
+							customAttribute.array[ offset_custom + 2 ] = value;
+							customAttribute.array[ offset_custom + 3 ] = value;
+
+							offset_custom += 4;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 2 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							offset_custom += 6;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							customAttribute.array[ offset_custom + 6 ] = v4.x;
+							customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+							offset_custom += 8;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							offset_custom += 6;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							customAttribute.array[ offset_custom + 6 ] = v4.x;
+							customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+							offset_custom += 8;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 3 ) {
+
+					var pp;
+
+					if ( customAttribute.type === "c" ) {
+
+						pp = [ "r", "g", "b" ];
+
+					} else {
+
+						pp = [ "x", "y", "z" ];
+
+					}
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faceVertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+							v4 = value[ 3 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 4 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faceVertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+							v4 = value[ 3 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					}
+
+				}
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+			}
+
+		}
+
+		if ( dispose ) {
+
+			delete geometryGroup.__inittedArrays;
+			delete geometryGroup.__colorArray;
+			delete geometryGroup.__normalArray;
+			delete geometryGroup.__tangentArray;
+			delete geometryGroup.__uvArray;
+			delete geometryGroup.__uv2Array;
+			delete geometryGroup.__faceArray;
+			delete geometryGroup.__vertexArray;
+			delete geometryGroup.__lineArray;
+			delete geometryGroup.__skinIndexArray;
+			delete geometryGroup.__skinWeightArray;
+
+		}
+
+	};
+
+	function setDirectBuffers ( geometry, hint, dispose ) {
+
+		var attributes = geometry.attributes;
+
+		var index = attributes[ "index" ];
+		var position = attributes[ "position" ];
+		var normal = attributes[ "normal" ];
+		var uv = attributes[ "uv" ];
+		var color = attributes[ "color" ];
+		var tangent = attributes[ "tangent" ];
+
+		if ( geometry.elementsNeedUpdate && index !== undefined ) {
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
+
+		}
+
+		if ( geometry.verticesNeedUpdate && position !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
+
+		}
+
+		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
+
+		}
+
+		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
+
+		}
+
+		if ( geometry.colorsNeedUpdate && color !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
+
+		}
+
+		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
+
+		}
+
+		if ( dispose ) {
+
+			for ( var i in geometry.attributes ) {
+
+				delete geometry.attributes[ i ].array;
+
+			}
+
+		}
+
+	};
+
+	// Buffer rendering
+
+	this.renderBufferImmediate = function ( object, program, material ) {
+
+		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
+		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
+		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
+		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
+
+		if ( object.hasPositions ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.position );
+			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasNormals ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
+
+			if ( material.shading === THREE.FlatShading ) {
+
+				var nx, ny, nz,
+					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
+					normalArray,
+					i, il = object.count * 3;
+
+				for( i = 0; i < il; i += 9 ) {
+
+					normalArray = object.normalArray;
+
+					nax  = normalArray[ i ];
+					nay  = normalArray[ i + 1 ];
+					naz  = normalArray[ i + 2 ];
+
+					nbx  = normalArray[ i + 3 ];
+					nby  = normalArray[ i + 4 ];
+					nbz  = normalArray[ i + 5 ];
+
+					ncx  = normalArray[ i + 6 ];
+					ncy  = normalArray[ i + 7 ];
+					ncz  = normalArray[ i + 8 ];
+
+					nx = ( nax + nbx + ncx ) / 3;
+					ny = ( nay + nby + ncy ) / 3;
+					nz = ( naz + nbz + ncz ) / 3;
+
+					normalArray[ i ] 	 = nx;
+					normalArray[ i + 1 ] = ny;
+					normalArray[ i + 2 ] = nz;
+
+					normalArray[ i + 3 ] = nx;
+					normalArray[ i + 4 ] = ny;
+					normalArray[ i + 5 ] = nz;
+
+					normalArray[ i + 6 ] = nx;
+					normalArray[ i + 7 ] = ny;
+					normalArray[ i + 8 ] = nz;
+
+				}
+
+			}
+
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.normal );
+			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasUvs && material.map ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.uv );
+			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.color );
+			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+		object.count = 0;
+
+	};
+
+	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+		if ( material.visible === false ) return;
+
+		var program, attributes, linewidth, primitives, a, attribute;
+
+		program = setProgram( camera, lights, fog, material, object );
+
+		attributes = program.attributes;
+
+		var updateBuffers = false,
+			wireframeBit = material.wireframe ? 1 : 0,
+			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+		if ( geometryHash !== _currentGeometryGroupHash ) {
+
+			_currentGeometryGroupHash = geometryHash;
+			updateBuffers = true;
+
+		}
+
+		if ( updateBuffers ) {
+
+			disableAttributes();
+
+		}
+
+		// render mesh
+
+		if ( object instanceof THREE.Mesh ) {
+
+			var index = geometry.attributes[ "index" ];
+
+			// indexed triangles
+
+			if ( index ) {
+
+				var offsets = geometry.offsets;
+
+				// if there is more than 1 chunk
+				// must set attribute pointers to use new offsets for each chunk
+				// even if geometry and materials didn't change
+
+				if ( offsets.length > 1 ) updateBuffers = true;
+
+				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+					var startIndex = offsets[ i ].index;
+
+					if ( updateBuffers ) {
+
+						// vertices
+
+						var position = geometry.attributes[ "position" ];
+						var positionSize = position.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+						enableAttribute( attributes.position );
+						_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
+
+						// normals
+
+						var normal = geometry.attributes[ "normal" ];
+
+						if ( attributes.normal >= 0 && normal ) {
+
+							var normalSize = normal.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+							enableAttribute( attributes.normal );
+							_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
+
+						}
+
+						// uvs
+
+						var uv = geometry.attributes[ "uv" ];
+
+						if ( attributes.uv >= 0 && uv ) {
+
+							var uvSize = uv.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+							enableAttribute( attributes.uv );
+							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
+
+						}
+
+						// colors
+
+						var color = geometry.attributes[ "color" ];
+
+						if ( attributes.color >= 0 && color ) {
+
+							var colorSize = color.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+							enableAttribute( attributes.color );
+							_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
+
+						}
+
+						// tangents
+
+						var tangent = geometry.attributes[ "tangent" ];
+
+						if ( attributes.tangent >= 0 && tangent ) {
+
+							var tangentSize = tangent.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+							enableAttribute( attributes.tangent );
+							_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
+
+						}
+
+						// indices
+
+						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+					}
+
+					// render indexed triangles
+
+					_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
+
+					_this.info.render.calls ++;
+					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+					_this.info.render.faces += offsets[ i ].count / 3;
+
+				}
+
+			// non-indexed triangles
+
+			} else {
+
+				if ( updateBuffers ) {
+
+					// vertices
+
+					var position = geometry.attributes[ "position" ];
+					var positionSize = position.itemSize;
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+					enableAttribute( attributes.position );
+					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+					// normals
+
+					var normal = geometry.attributes[ "normal" ];
+
+					if ( attributes.normal >= 0 && normal ) {
+
+						var normalSize = normal.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+						enableAttribute( attributes.normal );
+						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					// uvs
+
+					var uv = geometry.attributes[ "uv" ];
+
+					if ( attributes.uv >= 0 && uv ) {
+
+						var uvSize = uv.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+						enableAttribute( attributes.uv );
+						_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					// colors
+
+					var color = geometry.attributes[ "color" ];
+
+					if ( attributes.color >= 0 && color ) {
+
+						var colorSize = color.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+						enableAttribute( attributes.color );
+						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					// tangents
+
+					var tangent = geometry.attributes[ "tangent" ];
+
+					if ( attributes.tangent >= 0 && tangent ) {
+
+						var tangentSize = tangent.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+						enableAttribute( attributes.tangent );
+						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+				}
+
+				// render non-indexed triangles
+
+				_gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
+
+				_this.info.render.calls ++;
+				_this.info.render.vertices += position.numItems / 3;
+				_this.info.render.faces += position.numItems / 3 / 3;
+
+			}
+
+		// render particles
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			if ( updateBuffers ) {
+
+				// vertices
+
+				var position = geometry.attributes[ "position" ];
+				var positionSize = position.itemSize;
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+				enableAttribute( attributes.position );
+				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+				// colors
+
+				var color = geometry.attributes[ "color" ];
+
+				if ( attributes.color >= 0 && color ) {
+
+					var colorSize = color.itemSize;
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+					enableAttribute( attributes.color );
+					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				// render particles
+
+				_gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
+
+				_this.info.render.calls ++;
+				_this.info.render.points += position.numItems / 3;
+
+			}
+
+		}
+
+	};
+
+	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+		if ( material.visible === false ) return;
+
+		var program, attributes, linewidth, primitives, a, attribute, i, il;
+
+		program = setProgram( camera, lights, fog, material, object );
+
+		attributes = program.attributes;
+
+		var updateBuffers = false,
+			wireframeBit = material.wireframe ? 1 : 0,
+			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
+
+			_currentGeometryGroupHash = geometryGroupHash;
+			updateBuffers = true;
+
+		}
+
+		if ( updateBuffers ) {
+
+			disableAttributes();
+
+		}
+
+		// vertices
+
+		if ( !material.morphTargets && attributes.position >= 0 ) {
+
+			if ( updateBuffers ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+				enableAttribute( attributes.position );
+				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+		} else {
+
+			if ( object.morphTargetBase ) {
+
+				setupMorphTargets( material, geometryGroup, object );
+
+			}
+
+		}
+
+
+		if ( updateBuffers ) {
+
+			// custom attributes
+
+			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
+
+			if ( geometryGroup.__webglCustomAttributesList ) {
+
+				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
+
+					attribute = geometryGroup.__webglCustomAttributesList[ i ];
+
+					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
+						enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
+						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+				}
+
+			}
+
+
+			// colors
+
+			if ( attributes.color >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+				enableAttribute( attributes.color );
+				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// normals
+
+			if ( attributes.normal >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+				enableAttribute( attributes.normal );
+				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// tangents
+
+			if ( attributes.tangent >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+				enableAttribute( attributes.tangent );
+				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// uvs
+
+			if ( attributes.uv >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+				enableAttribute( attributes.uv );
+				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			if ( attributes.uv2 >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+				enableAttribute( attributes.uv2 );
+				_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			if ( material.skinning &&
+				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+				enableAttribute( attributes.skinIndex );
+				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+				enableAttribute( attributes.skinWeight );
+				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// line distances
+
+			if ( attributes.lineDistance >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
+				enableAttribute( attributes.lineDistance );
+				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+		}
+
+		// render mesh
+
+		if ( object instanceof THREE.Mesh ) {
+
+			// wireframe
+
+			if ( material.wireframe ) {
+
+				setLineWidth( material.wireframeLinewidth );
+
+				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
+
+			// triangles
+
+			} else {
+
+				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
+
+			}
+
+			_this.info.render.calls ++;
+			_this.info.render.vertices += geometryGroup.__webglFaceCount;
+			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
+
+		// render lines
+
+		} else if ( object instanceof THREE.Line ) {
+
+			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+			setLineWidth( material.linewidth );
+
+			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
+
+			_this.info.render.calls ++;
+
+		// render particles
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+			_this.info.render.calls ++;
+			_this.info.render.points += geometryGroup.__webglParticleCount;
+
+		// render ribbon
+
+		} else if ( object instanceof THREE.Ribbon ) {
+
+			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
+
+			_this.info.render.calls ++;
+
+		}
+
+	};
+
+	function enableAttribute( attribute ) {
+
+		if ( ! _enabledAttributes[ attribute ] ) {
+
+			_gl.enableVertexAttribArray( attribute );
+			_enabledAttributes[ attribute ] = true;
+
+		}
+
+	};
+
+	function disableAttributes() {
+
+		for ( var attribute in _enabledAttributes ) {
+
+			if ( _enabledAttributes[ attribute ] ) {
+
+				_gl.disableVertexAttribArray( attribute );
+				_enabledAttributes[ attribute ] = false;
+
+			}
+
+		}
+
+	};
+
+	function setupMorphTargets ( material, geometryGroup, object ) {
+
+		// set base
+
+		var attributes = material.program.attributes;
+
+		if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
+			enableAttribute( attributes.position );
+			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+		} else if ( attributes.position >= 0 ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+			enableAttribute( attributes.position );
+			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.morphTargetForcedOrder.length ) {
+
+			// set forced order
+
+			var m = 0;
+			var order = object.morphTargetForcedOrder;
+			var influences = object.morphTargetInfluences;
+
+			while ( m < material.numSupportedMorphTargets && m < order.length ) {
+
+				if ( attributes[ "morphTarget" + m ] >= 0 ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
+					enableAttribute( attributes[ "morphTarget" + m ] );
+					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
+					enableAttribute( attributes[ "morphNormal" + m ] );
+					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
+
+				m ++;
+			}
+
+		} else {
+
+			// find the most influencing
+
+			var influence, activeInfluenceIndices = [];
+			var influences = object.morphTargetInfluences;
+			var i, il = influences.length;
+
+			for ( i = 0; i < il; i ++ ) {
+
+				influence = influences[ i ];
+
+				if ( influence > 0 ) {
+
+					activeInfluenceIndices.push( [ influence, i ] );
+
+				}
+
+			}
+
+			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
+
+				activeInfluenceIndices.sort( numericalSort );
+				activeInfluenceIndices.length = material.numSupportedMorphTargets;
+
+			} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
+
+				activeInfluenceIndices.sort( numericalSort );
+
+			} else if ( activeInfluenceIndices.length === 0 ) {
+
+				activeInfluenceIndices.push( [ 0, 0 ] );
+
+			};
+
+			var influenceIndex, m = 0;
+
+			while ( m < material.numSupportedMorphTargets ) {
+
+				if ( activeInfluenceIndices[ m ] ) {
+
+					influenceIndex = activeInfluenceIndices[ m ][ 1 ];
+
+					if ( attributes[ "morphTarget" + m ] >= 0 ) {
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
+						enableAttribute( attributes[ "morphTarget" + m ] );
+						_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
+						enableAttribute( attributes[ "morphNormal" + m ] );
+						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+
+					}
+
+					object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
+
+				} else {
+
+					/*
+					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+					if ( material.morphNormals ) {
+
+						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+					}
+					*/
+
+					object.__webglMorphTargetInfluences[ m ] = 0;
+
+				}
+
+				m ++;
+
+			}
+
+		}
+
+		// load updated influences uniform
+
+		if ( material.program.uniforms.morphTargetInfluences !== null ) {
+
+			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
+
+		}
+
+	};
+
+	// Sorting
+
+	function painterSortStable ( a, b ) {
+
+		if ( a.z !== b.z ) {
+
+			return b.z - a.z;
+
+		} else {
+
+			return b.id - a.id;
+
+		}
+
+	};
+
+	function numericalSort ( a, b ) {
+
+		return b[ 0 ] - a[ 0 ];
+
+	};
+
+
+	// Rendering
+
+	this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+		if ( camera instanceof THREE.Camera === false ) {
+
+			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+			return;
+
+		}
+
+		var i, il,
+
+		webglObject, object,
+		renderList,
+
+		lights = scene.__lights,
+		fog = scene.fog;
+
+		// reset caching for this frame
+
+		_currentMaterialId = -1;
+		_lightsNeedUpdate = true;
+
+		// update scene graph
+
+		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
+
+		// update camera matrices and frustum
+
+		if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+		_frustum.setFromMatrix( _projScreenMatrix );
+
+		// update WebGL objects
+
+		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
+
+		// custom render plugins (pre pass)
+
+		renderPlugins( this.renderPluginsPre, scene, camera );
+
+		//
+
+		_this.info.render.calls = 0;
+		_this.info.render.vertices = 0;
+		_this.info.render.faces = 0;
+		_this.info.render.points = 0;
+
+		this.setRenderTarget( renderTarget );
+
+		if ( this.autoClear || forceClear ) {
+
+			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
+
+		}
+
+		// set matrices for regular objects (frustum culled)
+
+		renderList = scene.__webglObjects;
+
+		for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+			webglObject = renderList[ i ];
+			object = webglObject.object;
+
+			webglObject.render = false;
+
+			if ( object.visible ) {
+
+				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
+
+					setupMatrices( object, camera );
+
+					unrollBufferMaterial( webglObject );
+
+					webglObject.render = true;
+
+					if ( this.sortObjects === true ) {
+
+						if ( object.renderDepth !== null ) {
+
+							webglObject.z = object.renderDepth;
+
+						} else {
+
+							_vector3.copy( object.matrixWorld.getPosition() );
+							_projScreenMatrix.multiplyVector3( _vector3 );
+
+							webglObject.z = _vector3.z;
+
+						}
+
+						webglObject.id = object.id;
+
+					}
+
+				}
+
+			}
+
+		}
+
+		if ( this.sortObjects ) {
+
+			renderList.sort( painterSortStable );
+
+		}
+
+		// set matrices for immediate objects
+
+		renderList = scene.__webglObjectsImmediate;
+
+		for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+			webglObject = renderList[ i ];
+			object = webglObject.object;
+
+			if ( object.visible ) {
+
+				setupMatrices( object, camera );
+
+				unrollImmediateBufferMaterial( webglObject );
+
+			}
+
+		}
+
+		if ( scene.overrideMaterial ) {
+
+			var material = scene.overrideMaterial;
+
+			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+			this.setDepthTest( material.depthTest );
+			this.setDepthWrite( material.depthWrite );
+			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
+			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
+
+		} else {
+
+			var material = null;
+
+			// opaque pass (front-to-back order)
+
+			this.setBlending( THREE.NoBlending );
+
+			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
+			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
+
+			// transparent pass (back-to-front order)
+
+			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
+			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
+
+		}
+
+		// custom render plugins (post pass)
+
+		renderPlugins( this.renderPluginsPost, scene, camera );
+
+
+		// Generate mipmap if we're using any kind of mipmap filtering
+
+		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
+
+			updateRenderTargetMipmap( renderTarget );
+
+		}
+
+		// Ensure depth buffer writing is enabled so it can be cleared on next render
+
+		this.setDepthTest( true );
+		this.setDepthWrite( true );
+
+		// _gl.finish();
+
+	};
+
+	function renderPlugins( plugins, scene, camera ) {
+
+		if ( ! plugins.length ) return;
+
+		for ( var i = 0, il = plugins.length; i < il; i ++ ) {
+
+			// reset state for plugin (to start from clean slate)
+
+			_currentProgram = null;
+			_currentCamera = null;
+
+			_oldBlending = -1;
+			_oldDepthTest = -1;
+			_oldDepthWrite = -1;
+			_oldDoubleSided = -1;
+			_oldFlipSided = -1;
+			_currentGeometryGroupHash = -1;
+			_currentMaterialId = -1;
+
+			_lightsNeedUpdate = true;
+
+			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
+
+			// reset state after plugin (anything could have changed)
+
+			_currentProgram = null;
+			_currentCamera = null;
+
+			_oldBlending = -1;
+			_oldDepthTest = -1;
+			_oldDepthWrite = -1;
+			_oldDoubleSided = -1;
+			_oldFlipSided = -1;
+			_currentGeometryGroupHash = -1;
+			_currentMaterialId = -1;
+
+			_lightsNeedUpdate = true;
+
+		}
+
+	};
+
+	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+		var webglObject, object, buffer, material, start, end, delta;
+
+		if ( reverse ) {
+
+			start = renderList.length - 1;
+			end = -1;
+			delta = -1;
+
+		} else {
+
+			start = 0;
+			end = renderList.length;
+			delta = 1;
+		}
+
+		for ( var i = start; i !== end; i += delta ) {
+
+			webglObject = renderList[ i ];
+
+			if ( webglObject.render ) {
+
+				object = webglObject.object;
+				buffer = webglObject.buffer;
+
+				if ( overrideMaterial ) {
+
+					material = overrideMaterial;
+
+				} else {
+
+					material = webglObject[ materialType ];
+
+					if ( ! material ) continue;
+
+					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+					_this.setDepthTest( material.depthTest );
+					_this.setDepthWrite( material.depthWrite );
+					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+				}
+
+				_this.setMaterialFaces( material );
+
+				if ( buffer instanceof THREE.BufferGeometry ) {
+
+					_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
+
+				} else {
+
+					_this.renderBuffer( camera, lights, fog, material, buffer, object );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+		var webglObject, object, material, program;
+
+		for ( var i = 0, il = renderList.length; i < il; i ++ ) {
+
+			webglObject = renderList[ i ];
+			object = webglObject.object;
+
+			if ( object.visible ) {
+
+				if ( overrideMaterial ) {
+
+					material = overrideMaterial;
+
+				} else {
+
+					material = webglObject[ materialType ];
+
+					if ( ! material ) continue;
+
+					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+					_this.setDepthTest( material.depthTest );
+					_this.setDepthWrite( material.depthWrite );
+					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+				}
+
+				_this.renderImmediateObject( camera, lights, fog, material, object );
+
+			}
+
+		}
+
+	};
+
+	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
+
+		var program = setProgram( camera, lights, fog, material, object );
+
+		_currentGeometryGroupHash = -1;
+
+		_this.setMaterialFaces( material );
+
+		if ( object.immediateRenderCallback ) {
+
+			object.immediateRenderCallback( program, _gl, _frustum );
+
+		} else {
+
+			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
+
+		}
+
+	};
+
+	function unrollImmediateBufferMaterial ( globject ) {
+
+		var object = globject.object,
+			material = object.material;
+
+		if ( material.transparent ) {
+
+			globject.transparent = material;
+			globject.opaque = null;
+
+		} else {
+
+			globject.opaque = material;
+			globject.transparent = null;
+
+		}
+
+	};
+
+	function unrollBufferMaterial ( globject ) {
+
+		var object = globject.object,
+			buffer = globject.buffer,
+			material, materialIndex, meshMaterial;
+
+		meshMaterial = object.material;
+
+		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
+
+			materialIndex = buffer.materialIndex;
+
+			material = meshMaterial.materials[ materialIndex ];
+
+			if ( material.transparent ) {
+
+				globject.transparent = material;
+				globject.opaque = null;
+
+			} else {
+
+				globject.opaque = material;
+				globject.transparent = null;
+
+			}
+
+		} else {
+
+			material = meshMaterial;
+
+			if ( material ) {
+
+				if ( material.transparent ) {
+
+					globject.transparent = material;
+					globject.opaque = null;
+
+				} else {
+
+					globject.opaque = material;
+					globject.transparent = null;
+
+				}
+
+			}
+
+		}
+
+	};
+
+	// Geometry splitting
+
+	function sortFacesByMaterial ( geometry, material ) {
+
+		var f, fl, face, materialIndex, vertices,
+			groupHash, hash_map = {};
+
+		var numMorphTargets = geometry.morphTargets.length;
+		var numMorphNormals = geometry.morphNormals.length;
+
+		var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
+
+		geometry.geometryGroups = {};
+
+		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+			face = geometry.faces[ f ];
+			materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+			if ( hash_map[ materialIndex ] === undefined ) {
+
+				hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
+
+			}
+
+			groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+			}
+
+			vertices = face instanceof THREE.Face3 ? 3 : 4;
+
+			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
+
+				hash_map[ materialIndex ].counter += 1;
+				groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+				}
+
+			}
+
+			if ( face instanceof THREE.Face3 ) {
+
+				geometry.geometryGroups[ groupHash ].faces3.push( f );
+
+			} else {
+
+				geometry.geometryGroups[ groupHash ].faces4.push( f );
+
+			}
+
+			geometry.geometryGroups[ groupHash ].vertices += vertices;
+
+		}
+
+		geometry.geometryGroupsList = [];
+
+		for ( var g in geometry.geometryGroups ) {
+
+			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
+
+			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
+
+		}
+
+	};
+
+	// Objects refresh
+
+	this.initWebGLObjects = function ( scene ) {
+
+		if ( !scene.__webglObjects ) {
+
+			scene.__webglObjects = [];
+			scene.__webglObjectsImmediate = [];
+			scene.__webglSprites = [];
+			scene.__webglFlares = [];
+
+		}
+
+		while ( scene.__objectsAdded.length ) {
+
+			addObject( scene.__objectsAdded[ 0 ], scene );
+			scene.__objectsAdded.splice( 0, 1 );
+
+		}
+
+		while ( scene.__objectsRemoved.length ) {
+
+			removeObject( scene.__objectsRemoved[ 0 ], scene );
+			scene.__objectsRemoved.splice( 0, 1 );
+
+		}
+
+		// update must be called after objects adding / removal
+
+		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
+
+			updateObject( scene.__webglObjects[ o ].object );
+
+		}
+
+	};
+
+	// Objects adding
+
+	function addObject ( object, scene ) {
+
+		var g, geometry, material, geometryGroup;
+
+		if ( ! object.__webglInit ) {
+
+			object.__webglInit = true;
+
+			object._modelViewMatrix = new THREE.Matrix4();
+			object._normalMatrix = new THREE.Matrix3();
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+				material = object.material;
+
+				if ( geometry instanceof THREE.Geometry ) {
+
+					if ( geometry.geometryGroups === undefined ) {
+
+						sortFacesByMaterial( geometry, material );
+
+					}
+
+					// create separate VBOs per geometry chunk
+
+					for ( g in geometry.geometryGroups ) {
+
+						geometryGroup = geometry.geometryGroups[ g ];
+
+						// initialise VBO on the first access
+
+						if ( ! geometryGroup.__webglVertexBuffer ) {
+
+							createMeshBuffers( geometryGroup );
+							initMeshBuffers( geometryGroup, object );
+
+							geometry.verticesNeedUpdate = true;
+							geometry.morphTargetsNeedUpdate = true;
+							geometry.elementsNeedUpdate = true;
+							geometry.uvsNeedUpdate = true;
+							geometry.normalsNeedUpdate = true;
+							geometry.tangentsNeedUpdate = true;
+							geometry.colorsNeedUpdate = true;
+
+						}
+
+					}
+
+				} else if ( geometry instanceof THREE.BufferGeometry ) {
+
+					initDirectBuffers( geometry );
+
+				}
+
+			} else if ( object instanceof THREE.Ribbon ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					createRibbonBuffers( geometry );
+					initRibbonBuffers( geometry, object );
+
+					geometry.verticesNeedUpdate = true;
+					geometry.colorsNeedUpdate = true;
+					geometry.normalsNeedUpdate = true;
+
+				}
+
+			} else if ( object instanceof THREE.Line ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					createLineBuffers( geometry );
+					initLineBuffers( geometry, object );
+
+					geometry.verticesNeedUpdate = true;
+					geometry.colorsNeedUpdate = true;
+					geometry.lineDistancesNeedUpdate = true;
+
+				}
+
+			} else if ( object instanceof THREE.ParticleSystem ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					if ( geometry instanceof THREE.Geometry ) {
+
+						createParticleBuffers( geometry );
+						initParticleBuffers( geometry, object );
+
+						geometry.verticesNeedUpdate = true;
+						geometry.colorsNeedUpdate = true;
+
+					} else if ( geometry instanceof THREE.BufferGeometry ) {
+
+						initDirectBuffers( geometry );
+
+					}
+
+
+				}
+
+			}
+
+		}
+
+		if ( ! object.__webglActive ) {
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+
+				if ( geometry instanceof THREE.BufferGeometry ) {
+
+					addBuffer( scene.__webglObjects, geometry, object );
+
+				} else {
+
+					for ( g in geometry.geometryGroups ) {
+
+						geometryGroup = geometry.geometryGroups[ g ];
+
+						addBuffer( scene.__webglObjects, geometryGroup, object );
+
+					}
+
+				}
+
+			} else if ( object instanceof THREE.Ribbon ||
+						object instanceof THREE.Line ||
+						object instanceof THREE.ParticleSystem ) {
+
+				geometry = object.geometry;
+				addBuffer( scene.__webglObjects, geometry, object );
+
+			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+				addBufferImmediate( scene.__webglObjectsImmediate, object );
+
+			} else if ( object instanceof THREE.Sprite ) {
+
+				scene.__webglSprites.push( object );
+
+			} else if ( object instanceof THREE.LensFlare ) {
+
+				scene.__webglFlares.push( object );
+
+			}
+
+			object.__webglActive = true;
+
+		}
+
+	};
+
+	function addBuffer ( objlist, buffer, object ) {
+
+		objlist.push(
+			{
+				buffer: buffer,
+				object: object,
+				opaque: null,
+				transparent: null
+			}
+		);
+
+	};
+
+	function addBufferImmediate ( objlist, object ) {
+
+		objlist.push(
+			{
+				object: object,
+				opaque: null,
+				transparent: null
+			}
+		);
+
+	};
+
+	// Objects updates
+
+	function updateObject ( object ) {
+
+		var geometry = object.geometry,
+			geometryGroup, customAttributesDirty, material;
+
+		if ( object instanceof THREE.Mesh ) {
+
+			if ( geometry instanceof THREE.BufferGeometry ) {
+
+				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
+					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
+
+					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.elementsNeedUpdate = false;
+				geometry.uvsNeedUpdate = false;
+				geometry.normalsNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+				geometry.tangentsNeedUpdate = false;
+
+			} else {
+
+				// check all geometry groups
+
+				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
+
+					geometryGroup = geometry.geometryGroupsList[ i ];
+
+					material = getBufferMaterial( object, geometryGroup );
+
+					if ( geometry.buffersNeedUpdate ) {
+
+						initMeshBuffers( geometryGroup, object );
+
+					}
+
+					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
+						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
+
+						setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
+
+					}
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.morphTargetsNeedUpdate = false;
+				geometry.elementsNeedUpdate = false;
+				geometry.uvsNeedUpdate = false;
+				geometry.normalsNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+				geometry.tangentsNeedUpdate = false;
+
+				geometry.buffersNeedUpdate = false;
+
+				material.attributes && clearCustomAttributes( material );
+
+			}
+
+		} else if ( object instanceof THREE.Ribbon ) {
+
+			material = getBufferMaterial( object, geometry );
+
+			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
+
+				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+			}
+
+			geometry.verticesNeedUpdate = false;
+			geometry.colorsNeedUpdate = false;
+			geometry.normalsNeedUpdate = false;
+
+			material.attributes && clearCustomAttributes( material );
+
+		} else if ( object instanceof THREE.Line ) {
+
+			material = getBufferMaterial( object, geometry );
+
+			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
+
+				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+			}
+
+			geometry.verticesNeedUpdate = false;
+			geometry.colorsNeedUpdate = false;
+			geometry.lineDistancesNeedUpdate = false;
+
+			material.attributes && clearCustomAttributes( material );
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			if ( geometry instanceof THREE.BufferGeometry ) {
+
+				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
+
+					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+
+			} else {
+
+				material = getBufferMaterial( object, geometry );
+
+				customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
+
+					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+
+				material.attributes && clearCustomAttributes( material );
+
+			}
+
+		}
+
+	};
+
+	// Objects updates - custom attributes check
+
+	function areCustomAttributesDirty ( material ) {
+
+		for ( var a in material.attributes ) {
+
+			if ( material.attributes[ a ].needsUpdate ) return true;
+
+		}
+
+		return false;
+
+	};
+
+	function clearCustomAttributes ( material ) {
+
+		for ( var a in material.attributes ) {
+
+			material.attributes[ a ].needsUpdate = false;
+
+		}
+
+	};
+
+	// Objects removal
+
+	function removeObject ( object, scene ) {
+
+		if ( object instanceof THREE.Mesh  ||
+			 object instanceof THREE.ParticleSystem ||
+			 object instanceof THREE.Ribbon ||
+			 object instanceof THREE.Line ) {
+
+			removeInstances( scene.__webglObjects, object );
+
+		} else if ( object instanceof THREE.Sprite ) {
+
+			removeInstancesDirect( scene.__webglSprites, object );
+
+		} else if ( object instanceof THREE.LensFlare ) {
+
+			removeInstancesDirect( scene.__webglFlares, object );
+
+		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+			removeInstances( scene.__webglObjectsImmediate, object );
+
+		}
+
+		object.__webglActive = false;
+
+	};
+
+	function removeInstances ( objlist, object ) {
+
+		for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+			if ( objlist[ o ].object === object ) {
+
+				objlist.splice( o, 1 );
+
+			}
+
+		}
+
+	};
+
+	function removeInstancesDirect ( objlist, object ) {
+
+		for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+			if ( objlist[ o ] === object ) {
+
+				objlist.splice( o, 1 );
+
+			}
+
+		}
+
+	};
+
+	// Materials
+
+	this.initMaterial = function ( material, lights, fog, object ) {
+
+		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
+
+		if ( material instanceof THREE.MeshDepthMaterial ) {
+
+			shaderID = 'depth';
+
+		} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+			shaderID = 'normal';
+
+		} else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+			shaderID = 'basic';
+
+		} else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+			shaderID = 'lambert';
+
+		} else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+			shaderID = 'phong';
+
+		} else if ( material instanceof THREE.LineBasicMaterial ) {
+
+			shaderID = 'basic';
+
+		} else if ( material instanceof THREE.LineDashedMaterial ) {
+
+			shaderID = 'dashed';
+
+		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+			shaderID = 'particle_basic';
+
+		}
+
+		if ( shaderID ) {
+
+			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
+
+		}
+
+		// heuristics to create shader parameters according to lights in the scene
+		// (not to blow over maxLights budget)
+
+		maxLightCount = allocateLights( lights );
+
+		maxShadows = allocateShadows( lights );
+
+		maxBones = allocateBones( object );
+
+		parameters = {
+
+			map: !!material.map,
+			envMap: !!material.envMap,
+			lightMap: !!material.lightMap,
+			bumpMap: !!material.bumpMap,
+			normalMap: !!material.normalMap,
+			specularMap: !!material.specularMap,
+
+			vertexColors: material.vertexColors,
+
+			fog: fog,
+			useFog: material.fog,
+			fogExp: fog instanceof THREE.FogExp2,
+
+			sizeAttenuation: material.sizeAttenuation,
+
+			skinning: material.skinning,
+			maxBones: maxBones,
+			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
+			boneTextureWidth: object && object.boneTextureWidth,
+			boneTextureHeight: object && object.boneTextureHeight,
+
+			morphTargets: material.morphTargets,
+			morphNormals: material.morphNormals,
+			maxMorphTargets: this.maxMorphTargets,
+			maxMorphNormals: this.maxMorphNormals,
+
+			maxDirLights: maxLightCount.directional,
+			maxPointLights: maxLightCount.point,
+			maxSpotLights: maxLightCount.spot,
+			maxHemiLights: maxLightCount.hemi,
+
+			maxShadows: maxShadows,
+			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
+			shadowMapType: this.shadowMapType,
+			shadowMapDebug: this.shadowMapDebug,
+			shadowMapCascade: this.shadowMapCascade,
+
+			alphaTest: material.alphaTest,
+			metal: material.metal,
+			perPixel: material.perPixel,
+			wrapAround: material.wrapAround,
+			doubleSided: material.side === THREE.DoubleSide,
+			flipSided: material.side === THREE.BackSide
+
+		};
+
+		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
+
+		var attributes = material.program.attributes;
+
+		if ( material.morphTargets ) {
+
+			material.numSupportedMorphTargets = 0;
+
+			var id, base = "morphTarget";
+
+			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
+
+				id = base + i;
+
+				if ( attributes[ id ] >= 0 ) {
+
+					material.numSupportedMorphTargets ++;
+
+				}
+
+			}
+
+		}
+
+		if ( material.morphNormals ) {
+
+			material.numSupportedMorphNormals = 0;
+
+			var id, base = "morphNormal";
+
+			for ( i = 0; i < this.maxMorphNormals; i ++ ) {
+
+				id = base + i;
+
+				if ( attributes[ id ] >= 0 ) {
+
+					material.numSupportedMorphNormals ++;
+
+				}
+
+			}
+
+		}
+
+		material.uniformsList = [];
+
+		for ( u in material.uniforms ) {
+
+			material.uniformsList.push( [ material.uniforms[ u ], u ] );
+
+		}
+
+	};
+
+	function setMaterialShaders( material, shaders ) {
+
+		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
+		material.vertexShader = shaders.vertexShader;
+		material.fragmentShader = shaders.fragmentShader;
+
+	};
+
+	function setProgram( camera, lights, fog, material, object ) {
+
+		_usedTextureUnits = 0;
+
+		if ( material.needsUpdate ) {
+
+			if ( material.program ) _this.deallocateMaterial( material );
+
+			_this.initMaterial( material, lights, fog, object );
+			material.needsUpdate = false;
+
+		}
+
+		if ( material.morphTargets ) {
+
+			if ( ! object.__webglMorphTargetInfluences ) {
+
+				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
+
+			}
+
+		}
+
+		var refreshMaterial = false;
+
+		var program = material.program,
+			p_uniforms = program.uniforms,
+			m_uniforms = material.uniforms;
+
+		if ( program !== _currentProgram ) {
+
+			_gl.useProgram( program );
+			_currentProgram = program;
+
+			refreshMaterial = true;
+
+		}
+
+		if ( material.id !== _currentMaterialId ) {
+
+			_currentMaterialId = material.id;
+			refreshMaterial = true;
+
+		}
+
+		if ( refreshMaterial || camera !== _currentCamera ) {
+
+			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+			if ( camera !== _currentCamera ) _currentCamera = camera;
+
+		}
+
+		// skinning uniforms must be set even if material didn't change
+		// auto-setting of texture unit for bone texture must go before other textures
+		// not sure why, but otherwise weird things happen
+
+		if ( material.skinning ) {
+
+			if ( _supportsBoneTextures && object.useVertexTexture ) {
+
+				if ( p_uniforms.boneTexture !== null ) {
+
+					var textureUnit = getTextureUnit();
+
+					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+					_this.setTexture( object.boneTexture, textureUnit );
+
+				}
+
+			} else {
+
+				if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
+
+				}
+
+			}
+
+		}
+
+		if ( refreshMaterial ) {
+
+			// refresh uniforms common to several materials
+
+			if ( fog && material.fog ) {
+
+				refreshUniformsFog( m_uniforms, fog );
+
+			}
+
+			if ( material instanceof THREE.MeshPhongMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material.lights ) {
+
+				if ( _lightsNeedUpdate ) {
+
+					setupLights( program, lights );
+					_lightsNeedUpdate = false;
+
+				}
+
+				refreshUniformsLights( m_uniforms, _lights );
+
+			}
+
+			if ( material instanceof THREE.MeshBasicMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material instanceof THREE.MeshPhongMaterial ) {
+
+				refreshUniformsCommon( m_uniforms, material );
+
+			}
+
+			// refresh single material specific uniforms
+
+			if ( material instanceof THREE.LineBasicMaterial ) {
+
+				refreshUniformsLine( m_uniforms, material );
+
+			} else if ( material instanceof THREE.LineDashedMaterial ) {
+
+				refreshUniformsLine( m_uniforms, material );
+				refreshUniformsDash( m_uniforms, material );
+
+			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+				refreshUniformsParticle( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+				refreshUniformsPhong( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+				refreshUniformsLambert( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				m_uniforms.mNear.value = camera.near;
+				m_uniforms.mFar.value = camera.far;
+				m_uniforms.opacity.value = material.opacity;
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				m_uniforms.opacity.value = material.opacity;
+
+			}
+
+			if ( object.receiveShadow && ! material._shadowPass ) {
+
+				refreshUniformsShadow( m_uniforms, lights );
+
+			}
+
+			// load common uniforms
+
+			loadUniformsGeneric( program, material.uniformsList );
+
+			// load material specific uniforms
+			// (shader material also gets them for the sake of genericity)
+
+			if ( material instanceof THREE.ShaderMaterial ||
+				 material instanceof THREE.MeshPhongMaterial ||
+				 material.envMap ) {
+
+				if ( p_uniforms.cameraPosition !== null ) {
+
+					var position = camera.matrixWorld.getPosition();
+					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
+
+				}
+
+			}
+
+			if ( material instanceof THREE.MeshPhongMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material instanceof THREE.ShaderMaterial ||
+				 material.skinning ) {
+
+				if ( p_uniforms.viewMatrix !== null ) {
+
+					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
+
+				}
+
+			}
+
+		}
+
+		loadUniformsMatrices( p_uniforms, object );
+
+		if ( p_uniforms.modelMatrix !== null ) {
+
+			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
+
+		}
+
+		return program;
+
+	};
+
+	// Uniforms (refresh uniforms objects)
+
+	function refreshUniformsCommon ( uniforms, material ) {
+
+		uniforms.opacity.value = material.opacity;
+
+		if ( _this.gammaInput ) {
+
+			uniforms.diffuse.value.copyGammaToLinear( material.color );
+
+		} else {
+
+			uniforms.diffuse.value = material.color;
+
+		}
+
+		uniforms.map.value = material.map;
+		uniforms.lightMap.value = material.lightMap;
+		uniforms.specularMap.value = material.specularMap;
+
+		if ( material.bumpMap ) {
+
+			uniforms.bumpMap.value = material.bumpMap;
+			uniforms.bumpScale.value = material.bumpScale;
+
+		}
+
+		if ( material.normalMap ) {
+
+			uniforms.normalMap.value = material.normalMap;
+			uniforms.normalScale.value.copy( material.normalScale );
+
+		}
+
+		// uv repeat and offset setting priorities
+		//	1. color map
+		//	2. specular map
+		//	3. normal map
+		//	4. bump map
+
+		var uvScaleMap;
+
+		if ( material.map ) {
+
+			uvScaleMap = material.map;
+
+		} else if ( material.specularMap ) {
+
+			uvScaleMap = material.specularMap;
+
+		} else if ( material.normalMap ) {
+
+			uvScaleMap = material.normalMap;
+
+		} else if ( material.bumpMap ) {
+
+			uvScaleMap = material.bumpMap;
+
+		}
+
+		if ( uvScaleMap !== undefined ) {
+
+			var offset = uvScaleMap.offset;
+			var repeat = uvScaleMap.repeat;
+
+			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+		}
+
+		uniforms.envMap.value = material.envMap;
+		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
+
+		if ( _this.gammaInput ) {
+
+			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
+			uniforms.reflectivity.value = material.reflectivity;
+
+		} else {
+
+			uniforms.reflectivity.value = material.reflectivity;
+
+		}
+
+		uniforms.refractionRatio.value = material.refractionRatio;
+		uniforms.combine.value = material.combine;
+		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
+
+	};
+
+	function refreshUniformsLine ( uniforms, material ) {
+
+		uniforms.diffuse.value = material.color;
+		uniforms.opacity.value = material.opacity;
+
+	};
+
+	function refreshUniformsDash ( uniforms, material ) {
+
+		uniforms.dashSize.value = material.dashSize;
+		uniforms.totalSize.value = material.dashSize + material.gapSize;
+		uniforms.scale.value = material.scale;
+
+	};
+
+	function refreshUniformsParticle ( uniforms, material ) {
+
+		uniforms.psColor.value = material.color;
+		uniforms.opacity.value = material.opacity;
+		uniforms.size.value = material.size;
+		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
+
+		uniforms.map.value = material.map;
+
+	};
+
+	function refreshUniformsFog ( uniforms, fog ) {
+
+		uniforms.fogColor.value = fog.color;
+
+		if ( fog instanceof THREE.Fog ) {
+
+			uniforms.fogNear.value = fog.near;
+			uniforms.fogFar.value = fog.far;
+
+		} else if ( fog instanceof THREE.FogExp2 ) {
+
+			uniforms.fogDensity.value = fog.density;
+
+		}
+
+	};
+
+	function refreshUniformsPhong ( uniforms, material ) {
+
+		uniforms.shininess.value = material.shininess;
+
+		if ( _this.gammaInput ) {
+
+			uniforms.ambient.value.copyGammaToLinear( material.ambient );
+			uniforms.emissive.value.copyGammaToLinear( material.emissive );
+			uniforms.specular.value.copyGammaToLinear( material.specular );
+
+		} else {
+
+			uniforms.ambient.value = material.ambient;
+			uniforms.emissive.value = material.emissive;
+			uniforms.specular.value = material.specular;
+
+		}
+
+		if ( material.wrapAround ) {
+
+			uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+		}
+
+	};
+
+	function refreshUniformsLambert ( uniforms, material ) {
+
+		if ( _this.gammaInput ) {
+
+			uniforms.ambient.value.copyGammaToLinear( material.ambient );
+			uniforms.emissive.value.copyGammaToLinear( material.emissive );
+
+		} else {
+
+			uniforms.ambient.value = material.ambient;
+			uniforms.emissive.value = material.emissive;
+
+		}
+
+		if ( material.wrapAround ) {
+
+			uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+		}
+
+	};
+
+	function refreshUniformsLights ( uniforms, lights ) {
+
+		uniforms.ambientLightColor.value = lights.ambient;
+
+		uniforms.directionalLightColor.value = lights.directional.colors;
+		uniforms.directionalLightDirection.value = lights.directional.positions;
+
+		uniforms.pointLightColor.value = lights.point.colors;
+		uniforms.pointLightPosition.value = lights.point.positions;
+		uniforms.pointLightDistance.value = lights.point.distances;
+
+		uniforms.spotLightColor.value = lights.spot.colors;
+		uniforms.spotLightPosition.value = lights.spot.positions;
+		uniforms.spotLightDistance.value = lights.spot.distances;
+		uniforms.spotLightDirection.value = lights.spot.directions;
+		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
+		uniforms.spotLightExponent.value = lights.spot.exponents;
+
+		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+		uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+
+	};
+
+	function refreshUniformsShadow ( uniforms, lights ) {
+
+		if ( uniforms.shadowMatrix ) {
+
+			var j = 0;
+
+			for ( var i = 0, il = lights.length; i < il; i ++ ) {
+
+				var light = lights[ i ];
+
+				if ( ! light.castShadow ) continue;
+
+				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
+
+					uniforms.shadowMap.value[ j ] = light.shadowMap;
+					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
+
+					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
+
+					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
+					uniforms.shadowBias.value[ j ] = light.shadowBias;
+
+					j ++;
+
+				}
+
+			}
+
+		}
+
+	};
+
+	// Uniforms (load to GPU)
+
+	function loadUniformsMatrices ( uniforms, object ) {
+
+		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
+
+		if ( uniforms.normalMatrix ) {
+
+			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
+
+		}
+
+	};
+
+	function getTextureUnit() {
+
+		var textureUnit = _usedTextureUnits;
+
+		if ( textureUnit >= _maxTextures ) {
+
+			console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
+
+		}
+
+		_usedTextureUnits += 1;
+
+		return textureUnit;
+
+	};
+
+	function loadUniformsGeneric ( program, uniforms ) {
+
+		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
+
+		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+			location = program.uniforms[ uniforms[ j ][ 1 ] ];
+			if ( !location ) continue;
+
+			uniform = uniforms[ j ][ 0 ];
+
+			type = uniform.type;
+			value = uniform.value;
+
+			if ( type === "i" ) { // single integer
+
+				_gl.uniform1i( location, value );
+
+			} else if ( type === "f" ) { // single float
+
+				_gl.uniform1f( location, value );
+
+			} else if ( type === "v2" ) { // single THREE.Vector2
+
+				_gl.uniform2f( location, value.x, value.y );
+
+			} else if ( type === "v3" ) { // single THREE.Vector3
+
+				_gl.uniform3f( location, value.x, value.y, value.z );
+
+			} else if ( type === "v4" ) { // single THREE.Vector4
+
+				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+			} else if ( type === "c" ) { // single THREE.Color
+
+				_gl.uniform3f( location, value.r, value.g, value.b );
+
+			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
+
+				_gl.uniform1iv( location, value );
+
+			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
+
+				_gl.uniform3iv( location, value );
+
+			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
+
+				_gl.uniform1fv( location, value );
+
+			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
+
+				_gl.uniform3fv( location, value );
+
+			} else if ( type === "v2v" ) { // array of THREE.Vector2
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 2 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					offset = i * 2;
+
+					uniform._array[ offset ] 	 = value[ i ].x;
+					uniform._array[ offset + 1 ] = value[ i ].y;
+
+				}
+
+				_gl.uniform2fv( location, uniform._array );
+
+			} else if ( type === "v3v" ) { // array of THREE.Vector3
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 3 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					offset = i * 3;
+
+					uniform._array[ offset ] 	 = value[ i ].x;
+					uniform._array[ offset + 1 ] = value[ i ].y;
+					uniform._array[ offset + 2 ] = value[ i ].z;
+
+				}
+
+				_gl.uniform3fv( location, uniform._array );
+
+			} else if ( type === "v4v" ) { // array of THREE.Vector4
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 4 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					offset = i * 4;
+
+					uniform._array[ offset ] 	 = value[ i ].x;
+					uniform._array[ offset + 1 ] = value[ i ].y;
+					uniform._array[ offset + 2 ] = value[ i ].z;
+					uniform._array[ offset + 3 ] = value[ i ].w;
+
+				}
+
+				_gl.uniform4fv( location, uniform._array );
+
+			} else if ( type === "m4") { // single THREE.Matrix4
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 16 );
+
+				}
+
+				value.flattenToArray( uniform._array );
+				_gl.uniformMatrix4fv( location, false, uniform._array );
+
+			} else if ( type === "m4v" ) { // array of THREE.Matrix4
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 16 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+				}
+
+				_gl.uniformMatrix4fv( location, false, uniform._array );
+
+			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
+
+				texture = value;
+				textureUnit = getTextureUnit();
+
+				_gl.uniform1i( location, textureUnit );
+
+				if ( !texture ) continue;
+
+				if ( texture.image instanceof Array && texture.image.length === 6 ) {
+
+					setCubeTexture( texture, textureUnit );
+
+				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+					setCubeTextureDynamic( texture, textureUnit );
+
+				} else {
+
+					_this.setTexture( texture, textureUnit );
+
+				}
+
+			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = [];
+
+				}
+
+				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+					uniform._array[ i ] = getTextureUnit();
+
+				}
+
+				_gl.uniform1iv( location, uniform._array );
+
+				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+					texture = uniform.value[ i ];
+					textureUnit = uniform._array[ i ];
+
+					if ( !texture ) continue;
+
+					_this.setTexture( texture, textureUnit );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function setupMatrices ( object, camera ) {
+
+		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+
+		object._normalMatrix.getInverse( object._modelViewMatrix );
+		object._normalMatrix.transpose();
+
+	};
+
+	//
+
+	function setColorGamma( array, offset, color, intensitySq ) {
+
+		array[ offset ]     = color.r * color.r * intensitySq;
+		array[ offset + 1 ] = color.g * color.g * intensitySq;
+		array[ offset + 2 ] = color.b * color.b * intensitySq;
+
+	};
+
+	function setColorLinear( array, offset, color, intensity ) {
+
+		array[ offset ]     = color.r * intensity;
+		array[ offset + 1 ] = color.g * intensity;
+		array[ offset + 2 ] = color.b * intensity;
+
+	};
+
+	function setupLights ( program, lights ) {
+
+		var l, ll, light, n,
+		r = 0, g = 0, b = 0,
+		color, skyColor, groundColor,
+		intensity,  intensitySq,
+		position,
+		distance,
+
+		zlights = _lights,
+
+		dirColors = zlights.directional.colors,
+		dirPositions = zlights.directional.positions,
+
+		pointColors = zlights.point.colors,
+		pointPositions = zlights.point.positions,
+		pointDistances = zlights.point.distances,
+
+		spotColors = zlights.spot.colors,
+		spotPositions = zlights.spot.positions,
+		spotDistances = zlights.spot.distances,
+		spotDirections = zlights.spot.directions,
+		spotAnglesCos = zlights.spot.anglesCos,
+		spotExponents = zlights.spot.exponents,
+
+		hemiSkyColors = zlights.hemi.skyColors,
+		hemiGroundColors = zlights.hemi.groundColors,
+		hemiPositions = zlights.hemi.positions,
+
+		dirLength = 0,
+		pointLength = 0,
+		spotLength = 0,
+		hemiLength = 0,
+
+		dirCount = 0,
+		pointCount = 0,
+		spotCount = 0,
+		hemiCount = 0,
+
+		dirOffset = 0,
+		pointOffset = 0,
+		spotOffset = 0,
+		hemiOffset = 0;
+
+		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+			light = lights[ l ];
+
+			if ( light.onlyShadow ) continue;
+
+			color = light.color;
+			intensity = light.intensity;
+			distance = light.distance;
+
+			if ( light instanceof THREE.AmbientLight ) {
+
+				if ( ! light.visible ) continue;
+
+				if ( _this.gammaInput ) {
+
+					r += color.r * color.r;
+					g += color.g * color.g;
+					b += color.b * color.b;
+
+				} else {
+
+					r += color.r;
+					g += color.g;
+					b += color.b;
+
+				}
+
+			} else if ( light instanceof THREE.DirectionalLight ) {
+
+				dirCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				_direction.copy( light.matrixWorld.getPosition() );
+				_direction.subSelf( light.target.matrixWorld.getPosition() );
+				_direction.normalize();
+
+				// skip lights with undefined direction
+				// these create troubles in OpenGL (making pixel black)
+
+				if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
+
+				dirOffset = dirLength * 3;
+
+				dirPositions[ dirOffset ]     = _direction.x;
+				dirPositions[ dirOffset + 1 ] = _direction.y;
+				dirPositions[ dirOffset + 2 ] = _direction.z;
+
+				if ( _this.gammaInput ) {
+
+					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
+
+				} else {
+
+					setColorLinear( dirColors, dirOffset, color, intensity );
+
+				}
+
+				dirLength += 1;
+
+			} else if ( light instanceof THREE.PointLight ) {
+
+				pointCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				pointOffset = pointLength * 3;
+
+				if ( _this.gammaInput ) {
+
+					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
+
+				} else {
+
+					setColorLinear( pointColors, pointOffset, color, intensity );
+
+				}
+
+				position = light.matrixWorld.getPosition();
+
+				pointPositions[ pointOffset ]     = position.x;
+				pointPositions[ pointOffset + 1 ] = position.y;
+				pointPositions[ pointOffset + 2 ] = position.z;
+
+				pointDistances[ pointLength ] = distance;
+
+				pointLength += 1;
+
+			} else if ( light instanceof THREE.SpotLight ) {
+
+				spotCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				spotOffset = spotLength * 3;
+
+				if ( _this.gammaInput ) {
+
+					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
+
+				} else {
+
+					setColorLinear( spotColors, spotOffset, color, intensity );
+
+				}
+
+				position = light.matrixWorld.getPosition();
+
+				spotPositions[ spotOffset ]     = position.x;
+				spotPositions[ spotOffset + 1 ] = position.y;
+				spotPositions[ spotOffset + 2 ] = position.z;
+
+				spotDistances[ spotLength ] = distance;
+
+				_direction.copy( position );
+				_direction.subSelf( light.target.matrixWorld.getPosition() );
+				_direction.normalize();
+
+				spotDirections[ spotOffset ]     = _direction.x;
+				spotDirections[ spotOffset + 1 ] = _direction.y;
+				spotDirections[ spotOffset + 2 ] = _direction.z;
+
+				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
+				spotExponents[ spotLength ] = light.exponent;
+
+				spotLength += 1;
+
+			} else if ( light instanceof THREE.HemisphereLight ) {
+
+				hemiCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				_direction.copy( light.matrixWorld.getPosition() );
+				_direction.normalize();
+
+				// skip lights with undefined direction
+				// these create troubles in OpenGL (making pixel black)
+
+				if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
+
+				hemiOffset = hemiLength * 3;
+
+				hemiPositions[ hemiOffset ]     = _direction.x;
+				hemiPositions[ hemiOffset + 1 ] = _direction.y;
+				hemiPositions[ hemiOffset + 2 ] = _direction.z;
+
+				skyColor = light.color;
+				groundColor = light.groundColor;
+
+				if ( _this.gammaInput ) {
+
+					intensitySq = intensity * intensity;
+
+					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
+					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
+
+				} else {
+
+					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
+
+				}
+
+				hemiLength += 1;
+
+			}
+
+		}
+
+		// null eventual remains from removed lights
+		// (this is to avoid if in shader)
+
+		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
+		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
+		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
+		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
+		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
+
+		zlights.directional.length = dirLength;
+		zlights.point.length = pointLength;
+		zlights.spot.length = spotLength;
+		zlights.hemi.length = hemiLength;
+
+		zlights.ambient[ 0 ] = r;
+		zlights.ambient[ 1 ] = g;
+		zlights.ambient[ 2 ] = b;
+
+	};
+
+	// GL state setting
+
+	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
+
+		if ( cullFace === THREE.CullFaceNone ) {
+
+			_gl.disable( _gl.CULL_FACE );
+
+		} else {
+
+			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
+
+				_gl.frontFace( _gl.CW );
+
+			} else {
+
+				_gl.frontFace( _gl.CCW );
+
+			}
+
+			if ( cullFace === THREE.CullFaceBack ) {
+
+				_gl.cullFace( _gl.BACK );
+
+			} else if ( cullFace === THREE.CullFaceFront ) {
+
+				_gl.cullFace( _gl.FRONT );
+
+			} else {
+
+				_gl.cullFace( _gl.FRONT_AND_BACK );
+
+			}
+
+			_gl.enable( _gl.CULL_FACE );
+
+		}
+
+	};
+
+	this.setMaterialFaces = function ( material ) {
+
+		var doubleSided = material.side === THREE.DoubleSide;
+		var flipSided = material.side === THREE.BackSide;
+
+		if ( _oldDoubleSided !== doubleSided ) {
+
+			if ( doubleSided ) {
+
+				_gl.disable( _gl.CULL_FACE );
+
+			} else {
+
+				_gl.enable( _gl.CULL_FACE );
+
+			}
+
+			_oldDoubleSided = doubleSided;
+
+		}
+
+		if ( _oldFlipSided !== flipSided ) {
+
+			if ( flipSided ) {
+
+				_gl.frontFace( _gl.CW );
+
+			} else {
+
+				_gl.frontFace( _gl.CCW );
+
+			}
+
+			_oldFlipSided = flipSided;
+
+		}
+
+	};
+
+	this.setDepthTest = function ( depthTest ) {
+
+		if ( _oldDepthTest !== depthTest ) {
+
+			if ( depthTest ) {
+
+				_gl.enable( _gl.DEPTH_TEST );
+
+			} else {
+
+				_gl.disable( _gl.DEPTH_TEST );
+
+			}
+
+			_oldDepthTest = depthTest;
+
+		}
+
+	};
+
+	this.setDepthWrite = function ( depthWrite ) {
+
+		if ( _oldDepthWrite !== depthWrite ) {
+
+			_gl.depthMask( depthWrite );
+			_oldDepthWrite = depthWrite;
+
+		}
+
+	};
+
+	function setLineWidth ( width ) {
+
+		if ( width !== _oldLineWidth ) {
+
+			_gl.lineWidth( width );
+
+			_oldLineWidth = width;
+
+		}
+
+	};
+
+	function setPolygonOffset ( polygonoffset, factor, units ) {
+
+		if ( _oldPolygonOffset !== polygonoffset ) {
+
+			if ( polygonoffset ) {
+
+				_gl.enable( _gl.POLYGON_OFFSET_FILL );
+
+			} else {
+
+				_gl.disable( _gl.POLYGON_OFFSET_FILL );
+
+			}
+
+			_oldPolygonOffset = polygonoffset;
+
+		}
+
+		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
+
+			_gl.polygonOffset( factor, units );
+
+			_oldPolygonOffsetFactor = factor;
+			_oldPolygonOffsetUnits = units;
+
+		}
+
+	};
+
+	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
+
+		if ( blending !== _oldBlending ) {
+
+			if ( blending === THREE.NoBlending ) {
+
+				_gl.disable( _gl.BLEND );
+
+			} else if ( blending === THREE.AdditiveBlending ) {
+
+				_gl.enable( _gl.BLEND );
+				_gl.blendEquation( _gl.FUNC_ADD );
+				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
+
+			} else if ( blending === THREE.SubtractiveBlending ) {
+
+				// TODO: Find blendFuncSeparate() combination
+				_gl.enable( _gl.BLEND );
+				_gl.blendEquation( _gl.FUNC_ADD );
+				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
+
+			} else if ( blending === THREE.MultiplyBlending ) {
+
+				// TODO: Find blendFuncSeparate() combination
+				_gl.enable( _gl.BLEND );
+				_gl.blendEquation( _gl.FUNC_ADD );
+				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
+
+			} else if ( blending === THREE.CustomBlending ) {
+
+				_gl.enable( _gl.BLEND );
+
+			} else {
+
+				_gl.enable( _gl.BLEND );
+				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
+				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
+
+			}
+
+			_oldBlending = blending;
+
+		}
+
+		if ( blending === THREE.CustomBlending ) {
+
+			if ( blendEquation !== _oldBlendEquation ) {
+
+				_gl.blendEquation( paramThreeToGL( blendEquation ) );
+
+				_oldBlendEquation = blendEquation;
+
+			}
+
+			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
+
+				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
+
+				_oldBlendSrc = blendSrc;
+				_oldBlendDst = blendDst;
+
+			}
+
+		} else {
+
+			_oldBlendEquation = null;
+			_oldBlendSrc = null;
+			_oldBlendDst = null;
+
+		}
+
+	};
+
+	// Defines
+
+	function generateDefines ( defines ) {
+
+		var value, chunk, chunks = [];
+
+		for ( var d in defines ) {
+
+			value = defines[ d ];
+			if ( value === false ) continue;
+
+			chunk = "#define " + d + " " + value;
+			chunks.push( chunk );
+
+		}
+
+		return chunks.join( "\n" );
+
+	};
+
+	// Shaders
+
+	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
+
+		var p, pl, d, program, code;
+		var chunks = [];
+
+		// Generate code
+
+		if ( shaderID ) {
+
+			chunks.push( shaderID );
+
+		} else {
+
+			chunks.push( fragmentShader );
+			chunks.push( vertexShader );
+
+		}
+
+		for ( d in defines ) {
+
+			chunks.push( d );
+			chunks.push( defines[ d ] );
+
+		}
+
+		for ( p in parameters ) {
+
+			chunks.push( p );
+			chunks.push( parameters[ p ] );
+
+		}
+
+		code = chunks.join();
+
+		// Check if code has been already compiled
+
+		for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+			var programInfo = _programs[ p ];
+
+			if ( programInfo.code === code ) {
+
+				//console.log( "Code already compiled." /*: \n\n" + code*/ );
+
+				programInfo.usedTimes ++;
+
+				return programInfo.program;
+
+			}
+
+		}
+
+		var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
+
+		if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
+
+			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
+
+		} else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
+
+		}
+
+		//console.log( "building new program " );
+
+		//
+
+		var customDefines = generateDefines( defines );
+
+		//
+
+		program = _gl.createProgram();
+
+		var prefix_vertex = [
+
+			"precision " + _precision + " float;",
+
+			customDefines,
+
+			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
+
+			_this.gammaInput ? "#define GAMMA_INPUT" : "",
+			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+			"#define MAX_SHADOWS " + parameters.maxShadows,
+
+			"#define MAX_BONES " + parameters.maxBones,
+
+			parameters.map ? "#define USE_MAP" : "",
+			parameters.envMap ? "#define USE_ENVMAP" : "",
+			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+			parameters.normalMap ? "#define USE_NORMALMAP" : "",
+			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+			parameters.vertexColors ? "#define USE_COLOR" : "",
+
+			parameters.skinning ? "#define USE_SKINNING" : "",
+			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
+			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
+			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
+
+			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
+			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
+			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+			parameters.wrapAround ? "#define WRAP_AROUND" : "",
+			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+			parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+			parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
+
+			"uniform mat4 modelMatrix;",
+			"uniform mat4 modelViewMatrix;",
+			"uniform mat4 projectionMatrix;",
+			"uniform mat4 viewMatrix;",
+			"uniform mat3 normalMatrix;",
+			"uniform vec3 cameraPosition;",
+
+			"attribute vec3 position;",
+			"attribute vec3 normal;",
+			"attribute vec2 uv;",
+			"attribute vec2 uv2;",
+
+			"#ifdef USE_COLOR",
+
+				"attribute vec3 color;",
+
+			"#endif",
+
+			"#ifdef USE_MORPHTARGETS",
+
+				"attribute vec3 morphTarget0;",
+				"attribute vec3 morphTarget1;",
+				"attribute vec3 morphTarget2;",
+				"attribute vec3 morphTarget3;",
+
+				"#ifdef USE_MORPHNORMALS",
+
+					"attribute vec3 morphNormal0;",
+					"attribute vec3 morphNormal1;",
+					"attribute vec3 morphNormal2;",
+					"attribute vec3 morphNormal3;",
+
+				"#else",
+
+					"attribute vec3 morphTarget4;",
+					"attribute vec3 morphTarget5;",
+					"attribute vec3 morphTarget6;",
+					"attribute vec3 morphTarget7;",
+
+				"#endif",
+
+			"#endif",
+
+			"#ifdef USE_SKINNING",
+
+				"attribute vec4 skinIndex;",
+				"attribute vec4 skinWeight;",
+
+			"#endif",
+
+			""
+
+		].join("\n");
+
+		var prefix_fragment = [
+
+			"precision " + _precision + " float;",
+
+			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
+
+			customDefines,
+
+			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+			"#define MAX_SHADOWS " + parameters.maxShadows,
+
+			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
+
+			_this.gammaInput ? "#define GAMMA_INPUT" : "",
+			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
+			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
+
+			parameters.map ? "#define USE_MAP" : "",
+			parameters.envMap ? "#define USE_ENVMAP" : "",
+			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+			parameters.normalMap ? "#define USE_NORMALMAP" : "",
+			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+			parameters.vertexColors ? "#define USE_COLOR" : "",
+
+			parameters.metal ? "#define METAL" : "",
+			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+			parameters.wrapAround ? "#define WRAP_AROUND" : "",
+			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+			parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+			parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+			"uniform mat4 viewMatrix;",
+			"uniform vec3 cameraPosition;",
+			""
+
+		].join("\n");
+
+		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
+		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
+
+		_gl.attachShader( program, glVertexShader );
+		_gl.attachShader( program, glFragmentShader );
+
+		_gl.linkProgram( program );
+
+		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
+
+			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
+
+		}
+
+		// clean up
+
+		_gl.deleteShader( glFragmentShader );
+		_gl.deleteShader( glVertexShader );
+
+		//console.log( prefix_fragment + fragmentShader );
+		//console.log( prefix_vertex + vertexShader );
+
+		program.uniforms = {};
+		program.attributes = {};
+
+		var identifiers, u, a, i;
+
+		// cache uniform locations
+
+		identifiers = [
+
+			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
+			'morphTargetInfluences'
+
+		];
+
+		if ( parameters.useVertexTexture ) {
+
+			identifiers.push( 'boneTexture' );
+
+		} else {
+
+			identifiers.push( 'boneGlobalMatrices' );
+
+		}
+
+		for ( u in uniforms ) {
+
+			identifiers.push( u );
+
+		}
+
+		cacheUniformLocations( program, identifiers );
+
+		// cache attributes locations
+
+		identifiers = [
+
+			"position", "normal", "uv", "uv2", "tangent", "color",
+			"skinIndex", "skinWeight", "lineDistance"
+
+		];
+
+		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+			identifiers.push( "morphTarget" + i );
+
+		}
+
+		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+			identifiers.push( "morphNormal" + i );
+
+		}
+
+		for ( a in attributes ) {
+
+			identifiers.push( a );
+
+		}
+
+		cacheAttributeLocations( program, identifiers );
+
+		program.id = _programs_counter ++;
+
+		_programs.push( { program: program, code: code, usedTimes: 1 } );
+
+		_this.info.memory.programs = _programs.length;
+
+		return program;
+
+	};
+
+	// Shader parameters cache
+
+	function cacheUniformLocations ( program, identifiers ) {
+
+		var i, l, id;
+
+		for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+			id = identifiers[ i ];
+			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
+
+		}
+
+	};
+
+	function cacheAttributeLocations ( program, identifiers ) {
+
+		var i, l, id;
+
+		for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+			id = identifiers[ i ];
+			program.attributes[ id ] = _gl.getAttribLocation( program, id );
+
+		}
+
+	};
+
+	function addLineNumbers ( string ) {
+
+		var chunks = string.split( "\n" );
+
+		for ( var i = 0, il = chunks.length; i < il; i ++ ) {
+
+			// Chrome reports shader errors on lines
+			// starting counting from 1
+
+			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
+
+		}
+
+		return chunks.join( "\n" );
+
+	};
+
+	function getShader ( type, string ) {
+
+		var shader;
+
+		if ( type === "fragment" ) {
+
+			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
+
+		} else if ( type === "vertex" ) {
+
+			shader = _gl.createShader( _gl.VERTEX_SHADER );
+
+		}
+
+		_gl.shaderSource( shader, string );
+		_gl.compileShader( shader );
+
+		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
+
+			console.error( _gl.getShaderInfoLog( shader ) );
+			console.error( addLineNumbers( string ) );
+			return null;
+
+		}
+
+		return shader;
+
+	};
+
+	// Textures
+
+
+	function isPowerOfTwo ( value ) {
+
+		return ( value & ( value - 1 ) ) === 0;
+
+	};
+
+	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+		if ( isImagePowerOfTwo ) {
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+		} else {
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+		}
+
+		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
+
+			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
+
+				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
+				texture.__oldAnisotropy = texture.anisotropy;
+
+			}
+
+		}
+
+	};
+
+	this.setTexture = function ( texture, slot ) {
+
+		if ( texture.needsUpdate ) {
+
+			if ( ! texture.__webglInit ) {
+
+				texture.__webglInit = true;
+				texture.__webglTexture = _gl.createTexture();
+
+				_this.info.memory.textures ++;
+
+			}
+
+			_gl.activeTexture( _gl.TEXTURE0 + slot );
+			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
+			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
+
+			var image = texture.image,
+			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+			glFormat = paramThreeToGL( texture.format ),
+			glType = paramThreeToGL( texture.type );
+
+			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
+
+			var mipmap, mipmaps = texture.mipmaps;
+
+			if ( texture instanceof THREE.DataTexture ) {
+
+				// use manually created mipmaps if available
+				// if there are no manual mipmaps
+				// set 0 level mipmap and then use GL to generate other mipmap levels
+
+				if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+						mipmap = mipmaps[ i ];
+						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+					}
+
+					texture.generateMipmaps = false;
+
+				} else {
+
+					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+				}
+
+			} else if ( texture instanceof THREE.CompressedTexture ) {
+
+				// compressed textures can only use manually created mipmaps
+				// WebGL can't generate mipmaps for DDS textures
+
+				for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+					mipmap = mipmaps[ i ];
+					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+				}
+
+			} else { // regular Texture (image, video, canvas)
+
+				// use manually created mipmaps if available
+				// if there are no manual mipmaps
+				// set 0 level mipmap and then use GL to generate other mipmap levels
+
+				if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+						mipmap = mipmaps[ i ];
+						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
+
+					}
+
+					texture.generateMipmaps = false;
+
+				} else {
+
+					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
+
+				}
+
+			}
+
+			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+			texture.needsUpdate = false;
+
+			if ( texture.onUpdate ) texture.onUpdate();
+
+		} else {
+
+			_gl.activeTexture( _gl.TEXTURE0 + slot );
+			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+		}
+
+	};
+
+	function clampToMaxSize ( image, maxSize ) {
+
+		if ( image.width <= maxSize && image.height <= maxSize ) {
+
+			return image;
+
+		}
+
+		// Warning: Scaling through the canvas will only work with images that use
+		// premultiplied alpha.
+
+		var maxDimension = Math.max( image.width, image.height );
+		var newWidth = Math.floor( image.width * maxSize / maxDimension );
+		var newHeight = Math.floor( image.height * maxSize / maxDimension );
+
+		var canvas = document.createElement( 'canvas' );
+		canvas.width = newWidth;
+		canvas.height = newHeight;
+
+		var ctx = canvas.getContext( "2d" );
+		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
+
+		return canvas;
+
+	}
+
+	function setCubeTexture ( texture, slot ) {
+
+		if ( texture.image.length === 6 ) {
+
+			if ( texture.needsUpdate ) {
+
+				if ( ! texture.image.__webglTextureCube ) {
+
+					texture.image.__webglTextureCube = _gl.createTexture();
+
+					_this.info.memory.textures ++;
+
+				}
+
+				_gl.activeTexture( _gl.TEXTURE0 + slot );
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+
+				var isCompressed = texture instanceof THREE.CompressedTexture;
+
+				var cubeImage = [];
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					if ( _this.autoScaleCubemaps && ! isCompressed ) {
+
+						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
+
+					} else {
+
+						cubeImage[ i ] = texture.image[ i ];
+
+					}
+
+				}
+
+				var image = cubeImage[ 0 ],
+				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+				glFormat = paramThreeToGL( texture.format ),
+				glType = paramThreeToGL( texture.type );
+
+				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					if ( isCompressed ) {
+
+						var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+							mipmap = mipmaps[ j ];
+							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+						}
+
+					} else {
+
+						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
+
+					}
+
+				}
+
+				if ( texture.generateMipmaps && isImagePowerOfTwo ) {
+
+					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+				}
+
+				texture.needsUpdate = false;
+
+				if ( texture.onUpdate ) texture.onUpdate();
+
+			} else {
+
+				_gl.activeTexture( _gl.TEXTURE0 + slot );
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+			}
+
+		}
+
+	};
+
+	function setCubeTextureDynamic ( texture, slot ) {
+
+		_gl.activeTexture( _gl.TEXTURE0 + slot );
+		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
+
+	};
+
+	// Render targets
+
+	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
+
+		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
+
+	};
+
+	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
+
+		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
+
+		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+		/* For some reason this is not working. Defaulting to RGBA4.
+		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+		*/
+		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+		} else {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+		}
+
+	};
+
+	this.setRenderTarget = function ( renderTarget ) {
+
+		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
+
+			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+			renderTarget.__webglTexture = _gl.createTexture();
+
+			_this.info.memory.textures ++;
+
+			// Setup texture, create render and frame buffers
+
+			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
+				glFormat = paramThreeToGL( renderTarget.format ),
+				glType = paramThreeToGL( renderTarget.type );
+
+			if ( isCube ) {
+
+				renderTarget.__webglFramebuffer = [];
+				renderTarget.__webglRenderbuffer = [];
+
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+
+					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
+
+				}
+
+				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+			} else {
+
+				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
+
+				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
+
+				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
+				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
+
+				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+			}
+
+			// Release everything
+
+			if ( isCube ) {
+
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+			} else {
+
+				_gl.bindTexture( _gl.TEXTURE_2D, null );
+
+			}
+
+			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
+			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
+
+		}
+
+		var framebuffer, width, height, vx, vy;
+
+		if ( renderTarget ) {
+
+			if ( isCube ) {
+
+				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
+
+			} else {
+
+				framebuffer = renderTarget.__webglFramebuffer;
+
+			}
+
+			width = renderTarget.width;
+			height = renderTarget.height;
+
+			vx = 0;
+			vy = 0;
+
+		} else {
+
+			framebuffer = null;
+
+			width = _viewportWidth;
+			height = _viewportHeight;
+
+			vx = _viewportX;
+			vy = _viewportY;
+
+		}
+
+		if ( framebuffer !== _currentFramebuffer ) {
+
+			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+			_gl.viewport( vx, vy, width, height );
+
+			_currentFramebuffer = framebuffer;
+
+		}
+
+		_currentWidth = width;
+		_currentHeight = height;
+
+	};
+
+	function updateRenderTargetMipmap ( renderTarget ) {
+
+		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+		} else {
+
+			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+			_gl.generateMipmap( _gl.TEXTURE_2D );
+			_gl.bindTexture( _gl.TEXTURE_2D, null );
+
+		}
+
+	};
+
+	// Fallback filters for non-power-of-2 textures
+
+	function filterFallback ( f ) {
+
+		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
+
+			return _gl.NEAREST;
+
+		}
+
+		return _gl.LINEAR;
+
+	};
+
+	// Map three.js constants to WebGL constants
+
+	function paramThreeToGL ( p ) {
+
+		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
+
+		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
+		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
+		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
+
+		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
+		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
+		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
+
+		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
+		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
+		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
+		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
+
+		if ( p === THREE.ByteType ) return _gl.BYTE;
+		if ( p === THREE.ShortType ) return _gl.SHORT;
+		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
+		if ( p === THREE.IntType ) return _gl.INT;
+		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
+		if ( p === THREE.FloatType ) return _gl.FLOAT;
+
+		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
+		if ( p === THREE.RGBFormat ) return _gl.RGB;
+		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
+		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
+		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
+
+		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
+		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
+		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
+
+		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
+		if ( p === THREE.OneFactor ) return _gl.ONE;
+		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
+		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
+		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
+		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
+		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
+		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
+
+		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
+		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
+		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
+
+		if ( _glExtensionCompressedTextureS3TC !== undefined ) {
+
+			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+		}
+
+		return 0;
+
+	};
+
+	// Allocations
+
+	function allocateBones ( object ) {
+
+		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
+
+			return 1024;
+
+		} else {
+
+			// default for when object is not specified
+			// ( for example when prebuilding shader
+			//   to be used with multiple objects )
+			//
+			// 	- leave some extra space for other uniforms
+			//  - limit here is ANGLE's 254 max uniform vectors
+			//    (up to 54 should be safe)
+
+			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
+			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+			var maxBones = nVertexMatrices;
+
+			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+				maxBones = Math.min( object.bones.length, maxBones );
+
+				if ( maxBones < object.bones.length ) {
+
+					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
+
+				}
+
+			}
+
+			return maxBones;
+
+		}
+
+	};
+
+	function allocateLights ( lights ) {
+
+		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
+
+		dirLights = pointLights = spotLights = hemiLights = 0;
+
+		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+			light = lights[ l ];
+
+			if ( light.onlyShadow ) continue;
+
+			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+			if ( light instanceof THREE.PointLight ) pointLights ++;
+			if ( light instanceof THREE.SpotLight ) spotLights ++;
+			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
+
+		}
+
+		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
+
+	};
+
+	function allocateShadows ( lights ) {
+
+		var l, ll, light, maxShadows = 0;
+
+		for ( l = 0, ll = lights.length; l < ll; l++ ) {
+
+			light = lights[ l ];
+
+			if ( ! light.castShadow ) continue;
+
+			if ( light instanceof THREE.SpotLight ) maxShadows ++;
+			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+		}
+
+		return maxShadows;
+
+	};
+
+	// Initialization
+
+	function initGL () {
+
+		try {
+
+			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
+
+				throw 'Error creating WebGL context.';
+
+			}
+
+		} catch ( error ) {
+
+			console.error( error );
+
+		}
+
+		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
+		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
+
+		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
+											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
+											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+
+
+		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
+											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
+											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+
+		if ( ! _glExtensionTextureFloat ) {
+
+			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
+
+		}
+
+		if ( ! _glExtensionStandardDerivatives ) {
+
+			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
+
+		}
+
+		if ( ! _glExtensionTextureFilterAnisotropic ) {
+
+			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
+
+		}
+
+		if ( ! _glExtensionCompressedTextureS3TC ) {
+
+			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
+
+		}
+
+	};
+
+	function setDefaultGLState () {
+
+		_gl.clearColor( 0, 0, 0, 1 );
+		_gl.clearDepth( 1 );
+		_gl.clearStencil( 0 );
+
+		_gl.enable( _gl.DEPTH_TEST );
+		_gl.depthFunc( _gl.LEQUAL );
+
+		_gl.frontFace( _gl.CCW );
+		_gl.cullFace( _gl.BACK );
+		_gl.enable( _gl.CULL_FACE );
+
+		_gl.enable( _gl.BLEND );
+		_gl.blendEquation( _gl.FUNC_ADD );
+		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	// default plugins (order is important)
+
+	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
+	this.addPrePlugin( this.shadowMapPlugin );
+
+	this.addPostPlugin( new THREE.SpritePlugin() );
+	this.addPostPlugin( new THREE.LensFlarePlugin() );
+
+};
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+	this.width = width;
+	this.height = height;
+
+	options = options || {};
+
+	this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
+	this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
+
+	this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
+	this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
+
+	this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
+
+	this.offset = new THREE.Vector2( 0, 0 );
+	this.repeat = new THREE.Vector2( 1, 1 );
+
+	this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
+	this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
+
+	this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+	this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+
+	this.generateMipmaps = true;
+
+};
+
+THREE.WebGLRenderTarget.prototype.clone = function() {
+
+	var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
+
+	tmp.wrapS = this.wrapS;
+	tmp.wrapT = this.wrapT;
+
+	tmp.magFilter = this.magFilter;
+	tmp.minFilter = this.minFilter;
+
+	tmp.anisotropy = this.anisotropy;
+
+	tmp.offset.copy( this.offset );
+	tmp.repeat.copy( this.repeat );
+
+	tmp.format = this.format;
+	tmp.type = this.type;
+
+	tmp.depthBuffer = this.depthBuffer;
+	tmp.stencilBuffer = this.stencilBuffer;
+
+	tmp.generateMipmaps = this.generateMipmaps;
+
+	return tmp;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+	THREE.WebGLRenderTarget.call( this, width, height, options );
+
+	this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableVertex = function () {
+
+	this.positionWorld = new THREE.Vector3();
+	this.positionScreen = new THREE.Vector4();
+
+	this.visible = true;
+
+};
+
+THREE.RenderableVertex.prototype.copy = function ( vertex ) {
+
+	this.positionWorld.copy( vertex.positionWorld );
+	this.positionScreen.copy( vertex.positionScreen );
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace3 = function () {
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+	this.v3 = new THREE.RenderableVertex();
+
+	this.centroidWorld = new THREE.Vector3();
+	this.centroidScreen = new THREE.Vector3();
+
+	this.normalWorld = new THREE.Vector3();
+	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+	this.vertexNormalsLength = 0;
+
+	this.color = null;
+	this.material = null;
+	this.uvs = [[]];
+
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace4 = function () {
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+	this.v3 = new THREE.RenderableVertex();
+	this.v4 = new THREE.RenderableVertex();
+
+	this.centroidWorld = new THREE.Vector3();
+	this.centroidScreen = new THREE.Vector3();
+
+	this.normalWorld = new THREE.Vector3();
+	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+	this.vertexNormalsLength = 0;
+
+	this.color = null;
+	this.material = null;
+	this.uvs = [[]];
+
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableObject = function () {
+
+	this.object = null;
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableParticle = function () {
+
+	this.object = null;
+
+	this.x = null;
+	this.y = null;
+	this.z = null;
+
+	this.rotation = null;
+	this.scale = new THREE.Vector2();
+
+	this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableLine = function () {
+
+	this.z = null;
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+
+	this.material = null;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ColorUtils = {
+
+	adjustHSV : function ( color, h, s, v ) {
+
+		var hsv = THREE.ColorUtils.__hsv;
+
+		color.getHSV( hsv );
+
+		hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 );
+		hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 );
+		hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 );
+
+		color.setHSV( hsv.h, hsv.s, hsv.v );
+
+	}
+
+};
+
+THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.GeometryUtils = {
+
+	// Merge two geometries or geometry and geometry from object (using object's transform)
+
+	merge: function ( geometry1, object2 /* mesh | geometry */ ) {
+
+		var matrix, matrixRotation,
+		vertexOffset = geometry1.vertices.length,
+		uvPosition = geometry1.faceVertexUvs[ 0 ].length,
+		geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
+		vertices1 = geometry1.vertices,
+		vertices2 = geometry2.vertices,
+		faces1 = geometry1.faces,
+		faces2 = geometry2.faces,
+		uvs1 = geometry1.faceVertexUvs[ 0 ],
+		uvs2 = geometry2.faceVertexUvs[ 0 ];
+
+		if ( object2 instanceof THREE.Mesh ) {
+
+			object2.matrixAutoUpdate && object2.updateMatrix();
+
+			matrix = object2.matrix;
+			matrixRotation = new THREE.Matrix4();
+			matrixRotation.extractRotation( matrix, object2.scale );
+
+		}
+
+		// vertices
+
+		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+			var vertex = vertices2[ i ];
+
+			var vertexCopy = vertex.clone();
+
+			if ( matrix ) matrix.multiplyVector3( vertexCopy );
+
+			vertices1.push( vertexCopy );
+
+		}
+
+		// faces
+
+		for ( i = 0, il = faces2.length; i < il; i ++ ) {
+
+			var face = faces2[ i ], faceCopy, normal, color,
+			faceVertexNormals = face.vertexNormals,
+			faceVertexColors = face.vertexColors;
+
+			if ( face instanceof THREE.Face3 ) {
+
+				faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
+
+			}
+
+			faceCopy.normal.copy( face.normal );
+
+			if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal );
+
+			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+				normal = faceVertexNormals[ j ].clone();
+
+				if ( matrixRotation ) matrixRotation.multiplyVector3( normal );
+
+				faceCopy.vertexNormals.push( normal );
+
+			}
+
+			faceCopy.color.copy( face.color );
+
+			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
+
+				color = faceVertexColors[ j ];
+				faceCopy.vertexColors.push( color.clone() );
+
+			}
+
+			faceCopy.materialIndex = face.materialIndex;
+
+			faceCopy.centroid.copy( face.centroid );
+			if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );
+
+			faces1.push( faceCopy );
+
+		}
+
+		// uvs
+
+		for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+			var uv = uvs2[ i ], uvCopy = [];
+
+			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+				uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+			}
+
+			uvs1.push( uvCopy );
+
+		}
+
+	},
+
+	removeMaterials: function ( geometry, materialIndexArray ) {
+
+		var materialIndexMap = {};
+
+		for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
+
+			materialIndexMap[ materialIndexArray[i] ] = true;
+
+		}
+
+		var face, newFaces = [];
+
+		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			face = geometry.faces[ i ];
+			if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
+
+		}
+
+		geometry.faces = newFaces;
+
+	},
+
+	// Get random point in triangle (via barycentric coordinates)
+	// 	(uniform distribution)
+	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle
+
+	randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
+
+		var a, b, c,
+			point = new THREE.Vector3(),
+			tmp = THREE.GeometryUtils.__v1;
+
+		a = THREE.GeometryUtils.random();
+		b = THREE.GeometryUtils.random();
+
+		if ( ( a + b ) > 1 ) {
+
+			a = 1 - a;
+			b = 1 - b;
+
+		}
+
+		c = 1 - a - b;
+
+		point.copy( vectorA );
+		point.multiplyScalar( a );
+
+		tmp.copy( vectorB );
+		tmp.multiplyScalar( b );
+
+		point.addSelf( tmp );
+
+		tmp.copy( vectorC );
+		tmp.multiplyScalar( c );
+
+		point.addSelf( tmp );
+
+		return point;
+
+	},
+
+	// Get random point in face (triangle / quad)
+	// (uniform distribution)
+
+	randomPointInFace: function ( face, geometry, useCachedAreas ) {
+
+		var vA, vB, vC, vD;
+
+		if ( face instanceof THREE.Face3 ) {
+
+			vA = geometry.vertices[ face.a ];
+			vB = geometry.vertices[ face.b ];
+			vC = geometry.vertices[ face.c ];
+
+			return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
+
+		} else if ( face instanceof THREE.Face4 ) {
+
+			vA = geometry.vertices[ face.a ];
+			vB = geometry.vertices[ face.b ];
+			vC = geometry.vertices[ face.c ];
+			vD = geometry.vertices[ face.d ];
+
+			var area1, area2;
+
+			if ( useCachedAreas ) {
+
+				if ( face._area1 && face._area2 ) {
+
+					area1 = face._area1;
+					area2 = face._area2;
+
+				} else {
+
+					area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+					area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+					face._area1 = area1;
+					face._area2 = area2;
+
+				}
+
+			} else {
+
+				area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
+				area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+			}
+
+			var r = THREE.GeometryUtils.random() * ( area1 + area2 );
+
+			if ( r < area1 ) {
+
+				return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
+
+			} else {
+
+				return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
+
+			}
+
+		}
+
+	},
+
+	// Get uniformly distributed random points in mesh
+	// 	- create array with cumulative sums of face areas
+	//  - pick random number from 0 to total area
+	//  - find corresponding place in area array by binary search
+	//	- get random point in face
+
+	randomPointsInGeometry: function ( geometry, n ) {
+
+		var face, i,
+			faces = geometry.faces,
+			vertices = geometry.vertices,
+			il = faces.length,
+			totalArea = 0,
+			cumulativeAreas = [],
+			vA, vB, vC, vD;
+
+		// precompute face areas
+
+		for ( i = 0; i < il; i ++ ) {
+
+			face = faces[ i ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				vA = vertices[ face.a ];
+				vB = vertices[ face.b ];
+				vC = vertices[ face.c ];
+
+				face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				vA = vertices[ face.a ];
+				vB = vertices[ face.b ];
+				vC = vertices[ face.c ];
+				vD = vertices[ face.d ];
+
+				face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+				face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+				face._area = face._area1 + face._area2;
+
+			}
+
+			totalArea += face._area;
+
+			cumulativeAreas[ i ] = totalArea;
+
+		}
+
+		// binary search cumulative areas array
+
+		function binarySearchIndices( value ) {
+
+			function binarySearch( start, end ) {
+
+				// return closest larger index
+				// if exact number is not found
+
+				if ( end < start )
+					return start;
+
+				var mid = start + Math.floor( ( end - start ) / 2 );
+
+				if ( cumulativeAreas[ mid ] > value ) {
+
+					return binarySearch( start, mid - 1 );
+
+				} else if ( cumulativeAreas[ mid ] < value ) {
+
+					return binarySearch( mid + 1, end );
+
+				} else {
+
+					return mid;
+
+				}
+
+			}
+
+			var result = binarySearch( 0, cumulativeAreas.length - 1 )
+			return result;
+
+		}
+
+		// pick random face weighted by face area
+
+		var r, index,
+			result = [];
+
+		var stats = {};
+
+		for ( i = 0; i < n; i ++ ) {
+
+			r = THREE.GeometryUtils.random() * totalArea;
+
+			index = binarySearchIndices( r );
+
+			result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
+
+			if ( ! stats[ index ] ) {
+
+				stats[ index ] = 1;
+
+			} else {
+
+				stats[ index ] += 1;
+
+			}
+
+		}
+
+		return result;
+
+	},
+
+	// Get triangle area (half of parallelogram)
+	//	http://mathworld.wolfram.com/TriangleArea.html
+
+	triangleArea: function ( vectorA, vectorB, vectorC ) {
+
+		var tmp1 = THREE.GeometryUtils.__v1,
+			tmp2 = THREE.GeometryUtils.__v2;
+
+		tmp1.sub( vectorB, vectorA );
+		tmp2.sub( vectorC, vectorA );
+		tmp1.crossSelf( tmp2 );
+
+		return 0.5 * tmp1.length();
+
+	},
+
+	// Center geometry so that 0,0,0 is in center of bounding box
+
+	center: function ( geometry ) {
+
+		geometry.computeBoundingBox();
+
+		var bb = geometry.boundingBox;
+
+		var offset = new THREE.Vector3();
+
+		offset.add( bb.min, bb.max );
+		offset.multiplyScalar( -0.5 );
+
+		geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
+		geometry.computeBoundingBox();
+
+		return offset;
+
+	},
+
+	// Normalize UVs to be from <0,1>
+	// (for now just the first set of UVs)
+
+	normalizeUVs: function ( geometry ) {
+
+		var uvSet = geometry.faceVertexUvs[ 0 ];
+
+		for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
+
+			var uvs = uvSet[ i ];
+
+			for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
+
+				// texture repeat
+
+				if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
+				if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
+
+			}
+
+		}
+
+	},
+
+	triangulateQuads: function ( geometry ) {
+
+		var i, il, j, jl;
+
+		var faces = [];
+		var faceUvs = [];
+		var faceVertexUvs = [];
+
+		for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
+
+			faceUvs[ i ] = [];
+
+		}
+
+		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+			faceVertexUvs[ i ] = [];
+
+		}
+
+		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			var face = geometry.faces[ i ];
+
+			if ( face instanceof THREE.Face4 ) {
+
+				var a = face.a;
+				var b = face.b;
+				var c = face.c;
+				var d = face.d;
+
+				var triA = new THREE.Face3();
+				var triB = new THREE.Face3();
+
+				triA.color.copy( face.color );
+				triB.color.copy( face.color );
+
+				triA.materialIndex = face.materialIndex;
+				triB.materialIndex = face.materialIndex;
+
+				triA.a = a;
+				triA.b = b;
+				triA.c = d;
+
+				triB.a = b;
+				triB.b = c;
+				triB.c = d;
+
+				if ( face.vertexColors.length === 4 ) {
+
+					triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
+					triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
+					triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+					triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
+					triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
+					triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+				}
+
+				faces.push( triA, triB );
+
+				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+					if ( geometry.faceVertexUvs[ j ].length ) {
+
+						var uvs = geometry.faceVertexUvs[ j ][ i ];
+
+						var uvA = uvs[ 0 ];
+						var uvB = uvs[ 1 ];
+						var uvC = uvs[ 2 ];
+						var uvD = uvs[ 3 ];
+
+						var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
+						var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
+
+						faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+					}
+
+				}
+
+				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+					if ( geometry.faceUvs[ j ].length ) {
+
+						var faceUv = geometry.faceUvs[ j ][ i ];
+
+						faceUvs[ j ].push( faceUv, faceUv );
+
+					}
+
+				}
+
+			} else {
+
+				faces.push( face );
+
+				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+					faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
+
+				}
+
+				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+					faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+				}
+
+			}
+
+		}
+
+		geometry.faces = faces;
+		geometry.faceUvs = faceUvs;
+		geometry.faceVertexUvs = faceVertexUvs;
+
+		geometry.computeCentroids();
+		geometry.computeFaceNormals();
+		geometry.computeVertexNormals();
+
+		if ( geometry.hasTangents ) geometry.computeTangents();
+
+	},
+
+	// Make all faces use unique vertices
+	// so that each face can be separated from others
+
+	explode: function( geometry ) {
+
+		var vertices = [];
+
+		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			var n = vertices.length;
+
+			var face = geometry.faces[ i ];
+
+			if ( face instanceof THREE.Face4 ) {
+
+				var a = face.a;
+				var b = face.b;
+				var c = face.c;
+				var d = face.d;
+
+				var va = geometry.vertices[ a ];
+				var vb = geometry.vertices[ b ];
+				var vc = geometry.vertices[ c ];
+				var vd = geometry.vertices[ d ];
+
+				vertices.push( va.clone() );
+				vertices.push( vb.clone() );
+				vertices.push( vc.clone() );
+				vertices.push( vd.clone() );
+
+				face.a = n;
+				face.b = n + 1;
+				face.c = n + 2;
+				face.d = n + 3;
+
+			} else {
+
+				var a = face.a;
+				var b = face.b;
+				var c = face.c;
+
+				var va = geometry.vertices[ a ];
+				var vb = geometry.vertices[ b ];
+				var vc = geometry.vertices[ c ];
+
+				vertices.push( va.clone() );
+				vertices.push( vb.clone() );
+				vertices.push( vc.clone() );
+
+				face.a = n;
+				face.b = n + 1;
+				face.c = n + 2;
+
+			}
+
+		}
+
+		geometry.vertices = vertices;
+		delete geometry.__tmpVertices;
+
+	},
+
+	// Break faces with edges longer than maxEdgeLength
+	// - not recursive
+
+	tessellate: function ( geometry, maxEdgeLength ) {
+
+		var i, il, face,
+		a, b, c, d,
+		va, vb, vc, vd,
+		dab, dbc, dac, dcd, dad,
+		m, m1, m2,
+		vm, vm1, vm2,
+		vnm, vnm1, vnm2,
+		vcm, vcm1, vcm2,
+		triA, triB,
+		quadA, quadB,
+		edge;
+
+		var faces = [];
+		var faceVertexUvs = [];
+
+		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+			faceVertexUvs[ i ] = [];
+
+		}
+
+		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			face = geometry.faces[ i ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				a = face.a;
+				b = face.b;
+				c = face.c;
+
+				va = geometry.vertices[ a ];
+				vb = geometry.vertices[ b ];
+				vc = geometry.vertices[ c ];
+
+				dab = va.distanceTo( vb );
+				dbc = vb.distanceTo( vc );
+				dac = va.distanceTo( vc );
+
+				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) {
+
+					m = geometry.vertices.length;
+
+					triA = face.clone();
+					triB = face.clone();
+
+					if ( dab >= dbc && dab >= dac ) {
+
+						vm = va.clone();
+						vm.lerpSelf( vb, 0.5 );
+
+						triA.a = a;
+						triA.b = m;
+						triA.c = c;
+
+						triB.a = m;
+						triB.b = b;
+						triB.c = c;
+
+						if ( face.vertexNormals.length === 3 ) {
+
+							vnm = face.vertexNormals[ 0 ].clone();
+							vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
+
+							triA.vertexNormals[ 1 ].copy( vnm );
+							triB.vertexNormals[ 0 ].copy( vnm );
+
+						}
+
+						if ( face.vertexColors.length === 3 ) {
+
+							vcm = face.vertexColors[ 0 ].clone();
+							vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 );
+
+							triA.vertexColors[ 1 ].copy( vcm );
+							triB.vertexColors[ 0 ].copy( vcm );
+
+						}
+
+						edge = 0;
+
+					} else if ( dbc >= dab && dbc >= dac ) {
+
+						vm = vb.clone();
+						vm.lerpSelf( vc, 0.5 );
+
+						triA.a = a;
+						triA.b = b;
+						triA.c = m;
+
+						triB.a = m;
+						triB.b = c;
+						triB.c = a;
+
+						if ( face.vertexNormals.length === 3 ) {
+
+							vnm = face.vertexNormals[ 1 ].clone();
+							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+							triA.vertexNormals[ 2 ].copy( vnm );
+
+							triB.vertexNormals[ 0 ].copy( vnm );
+							triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
+							triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );
+
+						}
+
+						if ( face.vertexColors.length === 3 ) {
+
+							vcm = face.vertexColors[ 1 ].clone();
+							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+							triA.vertexColors[ 2 ].copy( vcm );
+
+							triB.vertexColors[ 0 ].copy( vcm );
+							triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
+							triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );
+
+						}
+
+						edge = 1;
+
+					} else {
+
+						vm = va.clone();
+						vm.lerpSelf( vc, 0.5 );
+
+						triA.a = a;
+						triA.b = b;
+						triA.c = m;
+
+						triB.a = m;
+						triB.b = b;
+						triB.c = c;
+
+						if ( face.vertexNormals.length === 3 ) {
+
+							vnm = face.vertexNormals[ 0 ].clone();
+							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+							triA.vertexNormals[ 2 ].copy( vnm );
+							triB.vertexNormals[ 0 ].copy( vnm );
+
+						}
+
+						if ( face.vertexColors.length === 3 ) {
+
+							vcm = face.vertexColors[ 0 ].clone();
+							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+							triA.vertexColors[ 2 ].copy( vcm );
+							triB.vertexColors[ 0 ].copy( vcm );
+
+						}
+
+						edge = 2;
+
+					}
+
+					faces.push( triA, triB );
+					geometry.vertices.push( vm );
+
+					var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB;
+
+					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+						if ( geometry.faceVertexUvs[ j ].length ) {
+
+							uvs = geometry.faceVertexUvs[ j ][ i ];
+
+							uvA = uvs[ 0 ];
+							uvB = uvs[ 1 ];
+							uvC = uvs[ 2 ];
+
+							// AB
+
+							if ( edge === 0 ) {
+
+								uvM = uvA.clone();
+								uvM.lerpSelf( uvB, 0.5 );
+
+								uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
+								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
+
+							// BC
+
+							} else if ( edge === 1 ) {
+
+								uvM = uvB.clone();
+								uvM.lerpSelf( uvC, 0.5 );
+
+								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
+								uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
+
+							// AC
+
+							} else {
+
+								uvM = uvA.clone();
+								uvM.lerpSelf( uvC, 0.5 );
+
+								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
+								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
+
+							}
+
+							faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+						}
+
+					}
+
+				} else {
+
+					faces.push( face );
+
+					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+					}
+
+				}
+
+			} else {
+
+				a = face.a;
+				b = face.b;
+				c = face.c;
+				d = face.d;
+
+				va = geometry.vertices[ a ];
+				vb = geometry.vertices[ b ];
+				vc = geometry.vertices[ c ];
+				vd = geometry.vertices[ d ];
+
+				dab = va.distanceTo( vb );
+				dbc = vb.distanceTo( vc );
+				dcd = vc.distanceTo( vd );
+				dad = va.distanceTo( vd );
+
+				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) {
+
+					m1 = geometry.vertices.length;
+					m2 = geometry.vertices.length + 1;
+
+					quadA = face.clone();
+					quadB = face.clone();
+
+					if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) {
+
+						vm1 = va.clone();
+						vm1.lerpSelf( vb, 0.5 );
+
+						vm2 = vc.clone();
+						vm2.lerpSelf( vd, 0.5 );
+
+						quadA.a = a;
+						quadA.b = m1;
+						quadA.c = m2;
+						quadA.d = d;
+
+						quadB.a = m1;
+						quadB.b = b;
+						quadB.c = c;
+						quadB.d = m2;
+
+						if ( face.vertexNormals.length === 4 ) {
+
+							vnm1 = face.vertexNormals[ 0 ].clone();
+							vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
+
+							vnm2 = face.vertexNormals[ 2 ].clone();
+							vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 );
+
+							quadA.vertexNormals[ 1 ].copy( vnm1 );
+							quadA.vertexNormals[ 2 ].copy( vnm2 );
+
+							quadB.vertexNormals[ 0 ].copy( vnm1 );
+							quadB.vertexNormals[ 3 ].copy( vnm2 );
+
+						}
+
+						if ( face.vertexColors.length === 4 ) {
+
+							vcm1 = face.vertexColors[ 0 ].clone();
+							vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 );
+
+							vcm2 = face.vertexColors[ 2 ].clone();
+							vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 );
+
+							quadA.vertexColors[ 1 ].copy( vcm1 );
+							quadA.vertexColors[ 2 ].copy( vcm2 );
+
+							quadB.vertexColors[ 0 ].copy( vcm1 );
+							quadB.vertexColors[ 3 ].copy( vcm2 );
+
+						}
+
+						edge = 0;
+
+					} else {
+
+						vm1 = vb.clone();
+						vm1.lerpSelf( vc, 0.5 );
+
+						vm2 = vd.clone();
+						vm2.lerpSelf( va, 0.5 );
+
+						quadA.a = a;
+						quadA.b = b;
+						quadA.c = m1;
+						quadA.d = m2;
+
+						quadB.a = m2;
+						quadB.b = m1;
+						quadB.c = c;
+						quadB.d = d;
+
+						if ( face.vertexNormals.length === 4 ) {
+
+							vnm1 = face.vertexNormals[ 1 ].clone();
+							vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+							vnm2 = face.vertexNormals[ 3 ].clone();
+							vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 );
+
+							quadA.vertexNormals[ 2 ].copy( vnm1 );
+							quadA.vertexNormals[ 3 ].copy( vnm2 );
+
+							quadB.vertexNormals[ 0 ].copy( vnm2 );
+							quadB.vertexNormals[ 1 ].copy( vnm1 );
+
+						}
+
+						if ( face.vertexColors.length === 4 ) {
+
+							vcm1 = face.vertexColors[ 1 ].clone();
+							vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+							vcm2 = face.vertexColors[ 3 ].clone();
+							vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 );
+
+							quadA.vertexColors[ 2 ].copy( vcm1 );
+							quadA.vertexColors[ 3 ].copy( vcm2 );
+
+							quadB.vertexColors[ 0 ].copy( vcm2 );
+							quadB.vertexColors[ 1 ].copy( vcm1 );
+
+						}
+
+						edge = 1;
+
+					}
+
+					faces.push( quadA, quadB );
+					geometry.vertices.push( vm1, vm2 );
+
+					var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB;
+
+					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+						if ( geometry.faceVertexUvs[ j ].length ) {
+
+							uvs = geometry.faceVertexUvs[ j ][ i ];
+
+							uvA = uvs[ 0 ];
+							uvB = uvs[ 1 ];
+							uvC = uvs[ 2 ];
+							uvD = uvs[ 3 ];
+
+							// AB + CD
+
+							if ( edge === 0 ) {
+
+								uvM1 = uvA.clone();
+								uvM1.lerpSelf( uvB, 0.5 );
+
+								uvM2 = uvC.clone();
+								uvM2.lerpSelf( uvD, 0.5 );
+
+								uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ];
+								uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ];
+
+							// BC + AD
+
+							} else {
+
+								uvM1 = uvB.clone();
+								uvM1.lerpSelf( uvC, 0.5 );
+
+								uvM2 = uvD.clone();
+								uvM2.lerpSelf( uvA, 0.5 );
+
+								uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ];
+								uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ];
+
+							}
+
+							faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB );
+
+						}
+
+					}
+
+				} else {
+
+					faces.push( face );
+
+					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		geometry.faces = faces;
+		geometry.faceVertexUvs = faceVertexUvs;
+
+	}
+
+};
+
+THREE.GeometryUtils.random = THREE.Math.random16;
+
+THREE.GeometryUtils.__v1 = new THREE.Vector3();
+THREE.GeometryUtils.__v2 = new THREE.Vector3();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageUtils = {
+
+	crossOrigin: 'anonymous',
+
+	loadTexture: function ( url, mapping, onLoad, onError ) {
+
+		var image = new Image();
+		var texture = new THREE.Texture( image, mapping );
+
+		var loader = new THREE.ImageLoader();
+
+		loader.addEventListener( 'load', function ( event ) {
+
+			texture.image = event.content;
+			texture.needsUpdate = true;
+
+			if ( onLoad ) onLoad( texture );
+
+		} );
+
+		loader.addEventListener( 'error', function ( event ) {
+
+			if ( onError ) onError( event.message );
+
+		} );
+
+		loader.crossOrigin = this.crossOrigin;
+		loader.load( url, image );
+
+		texture.sourceFile = url;
+
+		return texture;
+
+	},
+
+	loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
+
+		var texture = new THREE.CompressedTexture();
+		texture.mapping = mapping;
+
+		var request = new XMLHttpRequest();
+
+		request.onload = function () {
+
+			var buffer = request.response;
+			var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+			texture.format = dds.format;
+
+			texture.mipmaps = dds.mipmaps;
+			texture.image.width = dds.width;
+			texture.image.height = dds.height;
+
+			// gl.generateMipmap fails for compressed textures
+			// mipmaps must be embedded in the DDS file
+			// or texture filters must not use mipmapping
+
+			texture.generateMipmaps = false;
+
+			texture.needsUpdate = true;
+
+			if ( onLoad ) onLoad( texture );
+
+		}
+
+		request.onerror = onError;
+
+		request.open( 'GET', url, true );
+		request.responseType = "arraybuffer";
+		request.send( null );
+
+		return texture;
+
+	},
+
+	loadTextureCube: function ( array, mapping, onLoad, onError ) {
+
+		var images = [];
+		images.loadCount = 0;
+
+		var texture = new THREE.Texture();
+		texture.image = images;
+		if ( mapping !== undefined ) texture.mapping = mapping;
+
+		// no flipping needed for cube textures
+
+		texture.flipY = false;
+
+		for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+			var cubeImage = new Image();
+			images[ i ] = cubeImage;
+
+			cubeImage.onload = function () {
+
+				images.loadCount += 1;
+
+				if ( images.loadCount === 6 ) {
+
+					texture.needsUpdate = true;
+					if ( onLoad ) onLoad( texture );
+
+				}
+
+			};
+
+			cubeImage.onerror = onError;
+
+			cubeImage.crossOrigin = this.crossOrigin;
+			cubeImage.src = array[ i ];
+
+		}
+
+		return texture;
+
+	},
+
+	loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
+
+		var images = [];
+		images.loadCount = 0;
+
+		var texture = new THREE.CompressedTexture();
+		texture.image = images;
+		if ( mapping !== undefined ) texture.mapping = mapping;
+
+		// no flipping for cube textures
+		// (also flipping doesn't work for compressed textures )
+
+		texture.flipY = false;
+
+		// can't generate mipmaps for compressed textures
+		// mips must be embedded in DDS files
+
+		texture.generateMipmaps = false;
+
+		var generateCubeFaceCallback = function ( rq, img ) {
+
+			return function () {
+
+				var buffer = rq.response;
+				var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+				img.format = dds.format;
+
+				img.mipmaps = dds.mipmaps;
+				img.width = dds.width;
+				img.height = dds.height;
+
+				images.loadCount += 1;
+
+				if ( images.loadCount === 6 ) {
+
+					texture.format = dds.format;
+					texture.needsUpdate = true;
+					if ( onLoad ) onLoad( texture );
+
+				}
+
+			}
+
+		}
+
+		// compressed cubemap textures as 6 separate DDS files
+
+		if ( array instanceof Array ) {
+
+			for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+				var cubeImage = {};
+				images[ i ] = cubeImage;
+
+				var request = new XMLHttpRequest();
+
+				request.onload = generateCubeFaceCallback( request, cubeImage );
+				request.onerror = onError;
+
+				var url = array[ i ];
+
+				request.open( 'GET', url, true );
+				request.responseType = "arraybuffer";
+				request.send( null );
+
+			}
+
+		// compressed cubemap texture stored in a single DDS file
+
+		} else {
+
+			var url = array;
+			var request = new XMLHttpRequest();
+
+			request.onload = function( ) {
+
+				var buffer = request.response;
+				var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+				if ( dds.isCubemap ) {
+
+					var faces = dds.mipmaps.length / dds.mipmapCount;
+
+					for ( var f = 0; f < faces; f ++ ) {
+
+						images[ f ] = { mipmaps : [] };
+
+						for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+							images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
+							images[ f ].format = dds.format;
+							images[ f ].width = dds.width;
+							images[ f ].height = dds.height;
+
+						}
+
+					}
+
+					texture.format = dds.format;
+					texture.needsUpdate = true;
+					if ( onLoad ) onLoad( texture );
+
+				}
+
+			}
+
+			request.onerror = onError;
+
+			request.open( 'GET', url, true );
+			request.responseType = "arraybuffer";
+			request.send( null );
+
+		}
+
+		return texture;
+
+	},
+
+	parseDDS: function ( buffer, loadMipmaps ) {
+
+		var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
+
+		// Adapted from @toji's DDS utils
+		//	https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
+
+		// All values and structures referenced from:
+		// http://msdn.microsoft.com/en-us/library/bb943991.aspx/
+
+		var DDS_MAGIC = 0x20534444;
+
+		var DDSD_CAPS = 0x1,
+			DDSD_HEIGHT = 0x2,
+			DDSD_WIDTH = 0x4,
+			DDSD_PITCH = 0x8,
+			DDSD_PIXELFORMAT = 0x1000,
+			DDSD_MIPMAPCOUNT = 0x20000,
+			DDSD_LINEARSIZE = 0x80000,
+			DDSD_DEPTH = 0x800000;
+
+		var DDSCAPS_COMPLEX = 0x8,
+			DDSCAPS_MIPMAP = 0x400000,
+			DDSCAPS_TEXTURE = 0x1000;
+
+		var DDSCAPS2_CUBEMAP = 0x200,
+			DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
+			DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
+			DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
+			DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
+			DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
+			DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
+			DDSCAPS2_VOLUME = 0x200000;
+
+		var DDPF_ALPHAPIXELS = 0x1,
+			DDPF_ALPHA = 0x2,
+			DDPF_FOURCC = 0x4,
+			DDPF_RGB = 0x40,
+			DDPF_YUV = 0x200,
+			DDPF_LUMINANCE = 0x20000;
+
+		function fourCCToInt32( value ) {
+
+			return value.charCodeAt(0) +
+				(value.charCodeAt(1) << 8) +
+				(value.charCodeAt(2) << 16) +
+				(value.charCodeAt(3) << 24);
+
+		}
+
+		function int32ToFourCC( value ) {
+
+			return String.fromCharCode(
+				value & 0xff,
+				(value >> 8) & 0xff,
+				(value >> 16) & 0xff,
+				(value >> 24) & 0xff
+			);
+		}
+
+		var FOURCC_DXT1 = fourCCToInt32("DXT1");
+		var FOURCC_DXT3 = fourCCToInt32("DXT3");
+		var FOURCC_DXT5 = fourCCToInt32("DXT5");
+
+		var headerLengthInt = 31; // The header length in 32 bit ints
+
+		// Offsets into the header array
+
+		var off_magic = 0;
+
+		var off_size = 1;
+		var off_flags = 2;
+		var off_height = 3;
+		var off_width = 4;
+
+		var off_mipmapCount = 7;
+
+		var off_pfFlags = 20;
+		var off_pfFourCC = 21;
+
+		var off_caps = 27;
+		var off_caps2 = 28;
+		var off_caps3 = 29;
+		var off_caps4 = 30;
+
+		// Parse header
+
+		var header = new Int32Array( buffer, 0, headerLengthInt );
+
+		if ( header[ off_magic ] !== DDS_MAGIC ) {
+
+			console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
+			return dds;
+
+		}
+
+		if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
+
+			console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
+			return dds;
+
+		}
+
+		var blockBytes;
+
+		var fourCC = header[ off_pfFourCC ];
+
+		switch ( fourCC ) {
+
+			case FOURCC_DXT1:
+
+				blockBytes = 8;
+				dds.format = THREE.RGB_S3TC_DXT1_Format;
+				break;
+
+			case FOURCC_DXT3:
+
+				blockBytes = 16;
+				dds.format = THREE.RGBA_S3TC_DXT3_Format;
+				break;
+
+			case FOURCC_DXT5:
+
+				blockBytes = 16;
+				dds.format = THREE.RGBA_S3TC_DXT5_Format;
+				break;
+
+			default:
+
+				console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
+				return dds;
+
+		}
+
+		dds.mipmapCount = 1;
+
+		if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
+
+			dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
+
+		}
+
+		//TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
+
+		dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
+
+		dds.width = header[ off_width ];
+		dds.height = header[ off_height ];
+
+		var dataOffset = header[ off_size ] + 4;
+
+		// Extract mipmaps buffers
+
+		var width = dds.width;
+		var height = dds.height;
+
+		var faces = dds.isCubemap ? 6 : 1;
+
+		for ( var face = 0; face < faces; face ++ ) {
+
+			for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+				var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
+				var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
+
+				var mipmap = { "data": byteArray, "width": width, "height": height };
+				dds.mipmaps.push( mipmap );
+
+				dataOffset += dataLength;
+
+				width = Math.max( width * 0.5, 1 );
+				height = Math.max( height * 0.5, 1 );
+
+			}
+
+			width = dds.width;
+			height = dds.height;
+
+		}
+
+		return dds;
+
+	},
+
+	getNormalMap: function ( image, depth ) {
+
+		// Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
+
+		var cross = function ( a, b ) {
+
+			return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
+
+		}
+
+		var subtract = function ( a, b ) {
+
+			return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
+
+		}
+
+		var normalize = function ( a ) {
+
+			var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
+			return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
+
+		}
+
+		depth = depth | 1;
+
+		var width = image.width;
+		var height = image.height;
+
+		var canvas = document.createElement( 'canvas' );
+		canvas.width = width;
+		canvas.height = height;
+
+		var context = canvas.getContext( '2d' );
+		context.drawImage( image, 0, 0 );
+
+		var data = context.getImageData( 0, 0, width, height ).data;
+		var imageData = context.createImageData( width, height );
+		var output = imageData.data;
+
+		for ( var x = 0; x < width; x ++ ) {
+
+			for ( var y = 0; y < height; y ++ ) {
+
+				var ly = y - 1 < 0 ? 0 : y - 1;
+				var uy = y + 1 > height - 1 ? height - 1 : y + 1;
+				var lx = x - 1 < 0 ? 0 : x - 1;
+				var ux = x + 1 > width - 1 ? width - 1 : x + 1;
+
+				var points = [];
+				var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
+				points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
+				points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
+				points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
+				points.push( [  1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
+				points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
+				points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
+				points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
+				points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
+
+				var normals = [];
+				var num_points = points.length;
+
+				for ( var i = 0; i < num_points; i ++ ) {
+
+					var v1 = points[ i ];
+					var v2 = points[ ( i + 1 ) % num_points ];
+					v1 = subtract( v1, origin );
+					v2 = subtract( v2, origin );
+					normals.push( normalize( cross( v1, v2 ) ) );
+
+				}
+
+				var normal = [ 0, 0, 0 ];
+
+				for ( var i = 0; i < normals.length; i ++ ) {
+
+					normal[ 0 ] += normals[ i ][ 0 ];
+					normal[ 1 ] += normals[ i ][ 1 ];
+					normal[ 2 ] += normals[ i ][ 2 ];
+
+				}
+
+				normal[ 0 ] /= normals.length;
+				normal[ 1 ] /= normals.length;
+				normal[ 2 ] /= normals.length;
+
+				var idx = ( y * width + x ) * 4;
+
+				output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
+				output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
+				output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
+				output[ idx + 3 ] = 255;
+
+			}
+
+		}
+
+		context.putImageData( imageData, 0, 0 );
+
+		return canvas;
+
+	},
+
+	generateDataTexture: function ( width, height, color ) {
+
+		var size = width * height;
+		var data = new Uint8Array( 3 * size );
+
+		var r = Math.floor( color.r * 255 );
+		var g = Math.floor( color.g * 255 );
+		var b = Math.floor( color.b * 255 );
+
+		for ( var i = 0; i < size; i ++ ) {
+
+			data[ i * 3 ] 	  = r;
+			data[ i * 3 + 1 ] = g;
+			data[ i * 3 + 2 ] = b;
+
+		}
+
+		var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+		texture.needsUpdate = true;
+
+		return texture;
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneUtils = {
+
+	createMultiMaterialObject: function ( geometry, materials ) {
+
+		var group = new THREE.Object3D();
+
+		for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+			group.add( new THREE.Mesh( geometry, materials[ i ] ) );
+
+		}
+
+		return group;
+
+	},
+
+	detach : function ( child, parent, scene ) {
+
+		child.applyMatrix( parent.matrixWorld );
+		parent.remove( child );
+		scene.add( child );
+
+	},
+
+	attach: function ( child, scene, parent ) {
+
+		var matrixWorldInverse = new THREE.Matrix4();
+		matrixWorldInverse.getInverse( parent.matrixWorld );
+		child.applyMatrix( matrixWorldInverse );
+
+		scene.remove( child );
+		parent.add( child );
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * ShaderUtils currently contains:
+ *
+ *	fresnel
+ *	normal
+ * 	cube
+ *
+ */
+
+THREE.ShaderUtils = {
+
+	lib: {
+
+		/* -------------------------------------------------------------------------
+		//	Fresnel shader
+		//	- based on Nvidia Cg tutorial
+		 ------------------------------------------------------------------------- */
+
+		'fresnel': {
+
+			uniforms: {
+
+				"mRefractionRatio": { type: "f", value: 1.02 },
+				"mFresnelBias": { type: "f", value: 0.1 },
+				"mFresnelPower": { type: "f", value: 2.0 },
+				"mFresnelScale": { type: "f", value: 1.0 },
+				"tCube": { type: "t", value: null }
+
+			},
+
+			fragmentShader: [
+
+				"uniform samplerCube tCube;",
+
+				"varying vec3 vReflect;",
+				"varying vec3 vRefract[3];",
+				"varying float vReflectionFactor;",
+
+				"void main() {",
+
+					"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+					"vec4 refractedColor = vec4( 1.0 );",
+
+					"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
+					"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
+					"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
+
+					"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
+
+				"}"
+
+			].join("\n"),
+
+			vertexShader: [
+
+				"uniform float mRefractionRatio;",
+				"uniform float mFresnelBias;",
+				"uniform float mFresnelScale;",
+				"uniform float mFresnelPower;",
+
+				"varying vec3 vReflect;",
+				"varying vec3 vRefract[3];",
+				"varying float vReflectionFactor;",
+
+				"void main() {",
+
+					"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+
+					"vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
+
+					"vec3 I = worldPosition.xyz - cameraPosition;",
+
+					"vReflect = reflect( I, worldNormal );",
+					"vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
+					"vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
+					"vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
+					"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
+
+					"gl_Position = projectionMatrix * mvPosition;",
+
+				"}"
+
+			].join("\n")
+
+		},
+
+		/* -------------------------------------------------------------------------
+		//	Normal map shader
+		//		- Blinn-Phong
+		//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
+		//		- point and directional lights (use with "lights: true" material option)
+		 ------------------------------------------------------------------------- */
+
+		'normal' : {
+
+			uniforms: THREE.UniformsUtils.merge( [
+
+				THREE.UniformsLib[ "fog" ],
+				THREE.UniformsLib[ "lights" ],
+				THREE.UniformsLib[ "shadowmap" ],
+
+				{
+
+				"enableAO"		  : { type: "i", value: 0 },
+				"enableDiffuse"	  : { type: "i", value: 0 },
+				"enableSpecular"  : { type: "i", value: 0 },
+				"enableReflection": { type: "i", value: 0 },
+				"enableDisplacement": { type: "i", value: 0 },
+
+				"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
+				"tDiffuse"	   : { type: "t", value: null },
+				"tCube"		   : { type: "t", value: null },
+				"tNormal"	   : { type: "t", value: null },
+				"tSpecular"	   : { type: "t", value: null },
+				"tAO"		   : { type: "t", value: null },
+
+				"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+				"uDisplacementBias": { type: "f", value: 0.0 },
+				"uDisplacementScale": { type: "f", value: 1.0 },
+
+				"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+				"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+				"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+				"uShininess": { type: "f", value: 30 },
+				"uOpacity": { type: "f", value: 1 },
+
+				"useRefract": { type: "i", value: 0 },
+				"uRefractionRatio": { type: "f", value: 0.98 },
+				"uReflectivity": { type: "f", value: 0.5 },
+
+				"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+				"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+				}
+
+			] ),
+
+			fragmentShader: [
+
+				"uniform vec3 uAmbientColor;",
+				"uniform vec3 uDiffuseColor;",
+				"uniform vec3 uSpecularColor;",
+				"uniform float uShininess;",
+				"uniform float uOpacity;",
+
+				"uniform bool enableDiffuse;",
+				"uniform bool enableSpecular;",
+				"uniform bool enableAO;",
+				"uniform bool enableReflection;",
+
+				"uniform sampler2D tDiffuse;",
+				"uniform sampler2D tNormal;",
+				"uniform sampler2D tSpecular;",
+				"uniform sampler2D tAO;",
+
+				"uniform samplerCube tCube;",
+
+				"uniform vec2 uNormalScale;",
+
+				"uniform bool useRefract;",
+				"uniform float uRefractionRatio;",
+				"uniform float uReflectivity;",
+
+				"varying vec3 vTangent;",
+				"varying vec3 vBinormal;",
+				"varying vec3 vNormal;",
+				"varying vec2 vUv;",
+
+				"uniform vec3 ambientLightColor;",
+
+				"#if MAX_DIR_LIGHTS > 0",
+
+					"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+					"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+				"#endif",
+
+				"#if MAX_HEMI_LIGHTS > 0",
+
+					"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+					"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+					"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+				"#endif",
+
+				"#if MAX_POINT_LIGHTS > 0",
+
+					"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+					"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+					"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+				"#endif",
+
+				"#if MAX_SPOT_LIGHTS > 0",
+
+					"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+					"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+					"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+					"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+					"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+					"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+				"#endif",
+
+				"#ifdef WRAP_AROUND",
+
+					"uniform vec3 wrapRGB;",
+
+				"#endif",
+
+				"varying vec3 vWorldPosition;",
+				"varying vec3 vViewPosition;",
+
+				THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+				THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+				"void main() {",
+
+					"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
+
+					"vec3 specularTex = vec3( 1.0 );",
+
+					"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+					"normalTex.xy *= uNormalScale;",
+					"normalTex = normalize( normalTex );",
+
+					"if( enableDiffuse ) {",
+
+						"#ifdef GAMMA_INPUT",
+
+							"vec4 texelColor = texture2D( tDiffuse, vUv );",
+							"texelColor.xyz *= texelColor.xyz;",
+
+							"gl_FragColor = gl_FragColor * texelColor;",
+
+						"#else",
+
+							"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+						"#endif",
+
+					"}",
+
+					"if( enableAO ) {",
+
+						"#ifdef GAMMA_INPUT",
+
+							"vec4 aoColor = texture2D( tAO, vUv );",
+							"aoColor.xyz *= aoColor.xyz;",
+
+							"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+						"#else",
+
+							"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+						"#endif",
+
+					"}",
+
+					"if( enableSpecular )",
+						"specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+					"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+					"vec3 finalNormal = tsb * normalTex;",
+
+					"#ifdef FLIP_SIDED",
+
+						"finalNormal = -finalNormal;",
+
+					"#endif",
+
+					"vec3 normal = normalize( finalNormal );",
+					"vec3 viewPosition = normalize( vViewPosition );",
+
+					// point lights
+
+					"#if MAX_POINT_LIGHTS > 0",
+
+						"vec3 pointDiffuse = vec3( 0.0 );",
+						"vec3 pointSpecular = vec3( 0.0 );",
+
+						"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+							"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+							"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+							"float pointDistance = 1.0;",
+							"if ( pointLightDistance[ i ] > 0.0 )",
+								"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+							"pointVector = normalize( pointVector );",
+
+							// diffuse
+
+							"#ifdef WRAP_AROUND",
+
+								"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+								"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+								"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+							"#else",
+
+								"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+							"#endif",
+
+							"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
+
+							// specular
+
+							"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+							"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+							"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
+								"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+							"#else",
+
+								"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
+
+							"#endif",
+
+						"}",
+
+					"#endif",
+
+					// spot lights
+
+					"#if MAX_SPOT_LIGHTS > 0",
+
+						"vec3 spotDiffuse = vec3( 0.0 );",
+						"vec3 spotSpecular = vec3( 0.0 );",
+
+						"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+							"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+							"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+							"float spotDistance = 1.0;",
+							"if ( spotLightDistance[ i ] > 0.0 )",
+								"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+							"spotVector = normalize( spotVector );",
+
+							"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+							"if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+								"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+								// diffuse
+
+								"#ifdef WRAP_AROUND",
+
+									"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
+									"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
+
+									"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+								"#else",
+
+									"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
+
+								"#endif",
+
+								"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
+
+								// specular
+
+								"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+								"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+								"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
+
+								"#ifdef PHYSICALLY_BASED_SHADING",
+
+									// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+									"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+									"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
+									"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+								"#else",
+
+									"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
+
+								"#endif",
+
+							"}",
+
+						"}",
+
+					"#endif",
+
+					// directional lights
+
+					"#if MAX_DIR_LIGHTS > 0",
+
+						"vec3 dirDiffuse = vec3( 0.0 );",
+						"vec3 dirSpecular = vec3( 0.0 );",
+
+						"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+							"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+							"vec3 dirVector = normalize( lDirection.xyz );",
+
+							// diffuse
+
+							"#ifdef WRAP_AROUND",
+
+								"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+								"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+								"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+							"#else",
+
+								"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+							"#endif",
+
+							"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
+
+							// specular
+
+							"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+							"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+							"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+								"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+							"#else",
+
+								"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
+
+							"#endif",
+
+						"}",
+
+					"#endif",
+
+					// hemisphere lights
+
+					"#if MAX_HEMI_LIGHTS > 0",
+
+						"vec3 hemiDiffuse  = vec3( 0.0 );",
+						"vec3 hemiSpecular = vec3( 0.0 );" ,
+
+						"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+							"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+							"vec3 lVector = normalize( lDirection.xyz );",
+
+							// diffuse
+
+							"float dotProduct = dot( normal, lVector );",
+							"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+							"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+							"hemiDiffuse += uDiffuseColor * hemiColor;",
+
+							// specular (sky light)
+
+
+							"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+							"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+							"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
+
+							// specular (ground light)
+
+							"vec3 lVectorGround = -lVector;",
+
+							"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+							"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+							"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								"float dotProductGround = dot( normal, lVectorGround );",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+								"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+								"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+							"#else",
+
+								"hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+							"#endif",
+
+						"}",
+
+					"#endif",
+
+					// all lights contribution summation
+
+					"vec3 totalDiffuse = vec3( 0.0 );",
+					"vec3 totalSpecular = vec3( 0.0 );",
+
+					"#if MAX_DIR_LIGHTS > 0",
+
+						"totalDiffuse += dirDiffuse;",
+						"totalSpecular += dirSpecular;",
+
+					"#endif",
+
+					"#if MAX_HEMI_LIGHTS > 0",
+
+						"totalDiffuse += hemiDiffuse;",
+						"totalSpecular += hemiSpecular;",
+
+					"#endif",
+
+					"#if MAX_POINT_LIGHTS > 0",
+
+						"totalDiffuse += pointDiffuse;",
+						"totalSpecular += pointSpecular;",
+
+					"#endif",
+
+					"#if MAX_SPOT_LIGHTS > 0",
+
+						"totalDiffuse += spotDiffuse;",
+						"totalSpecular += spotSpecular;",
+
+					"#endif",
+
+					"#ifdef METAL",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
+
+					"#else",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
+
+					"#endif",
+
+					"if ( enableReflection ) {",
+
+						"vec3 vReflect;",
+						"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+						"if ( useRefract ) {",
+
+							"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
+
+						"} else {",
+
+							"vReflect = reflect( cameraToVertex, normal );",
+
+						"}",
+
+						"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+
+						"#ifdef GAMMA_INPUT",
+
+							"cubeColor.xyz *= cubeColor.xyz;",
+
+						"#endif",
+
+						"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
+
+					"}",
+
+					THREE.ShaderChunk[ "shadowmap_fragment" ],
+					THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+					THREE.ShaderChunk[ "fog_fragment" ],
+
+				"}"
+
+			].join("\n"),
+
+			vertexShader: [
+
+				"attribute vec4 tangent;",
+
+				"uniform vec2 uOffset;",
+				"uniform vec2 uRepeat;",
+
+				"uniform bool enableDisplacement;",
+
+				"#ifdef VERTEX_TEXTURES",
+
+					"uniform sampler2D tDisplacement;",
+					"uniform float uDisplacementScale;",
+					"uniform float uDisplacementBias;",
+
+				"#endif",
+
+				"varying vec3 vTangent;",
+				"varying vec3 vBinormal;",
+				"varying vec3 vNormal;",
+				"varying vec2 vUv;",
+
+				"varying vec3 vWorldPosition;",
+				"varying vec3 vViewPosition;",
+
+				THREE.ShaderChunk[ "skinning_pars_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+				"void main() {",
+
+					THREE.ShaderChunk[ "skinbase_vertex" ],
+					THREE.ShaderChunk[ "skinnormal_vertex" ],
+
+					// normal, tangent and binormal vectors
+
+					"#ifdef USE_SKINNING",
+
+						"vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
+
+						"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
+						"vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
+
+					"#else",
+
+						"vNormal = normalize( normalMatrix * normal );",
+						"vTangent = normalize( normalMatrix * tangent.xyz );",
+
+					"#endif",
+
+					"vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
+
+					"vUv = uv * uRepeat + uOffset;",
+
+					// displacement mapping
+
+					"vec3 displacedPosition;",
+
+					"#ifdef VERTEX_TEXTURES",
+
+						"if ( enableDisplacement ) {",
+
+							"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
+							"float df = uDisplacementScale * dv.x + uDisplacementBias;",
+							"displacedPosition = position + normalize( normal ) * df;",
+
+						"} else {",
+
+							"#ifdef USE_SKINNING",
+
+								"vec4 skinVertex = vec4( position, 1.0 );",
+
+								"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+								"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+								"displacedPosition  = skinned.xyz;",
+
+							"#else",
+
+								"displacedPosition = position;",
+
+							"#endif",
+
+						"}",
+
+					"#else",
+
+						"#ifdef USE_SKINNING",
+
+							"vec4 skinVertex = vec4( position, 1.0 );",
+
+							"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+							"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+							"displacedPosition  = skinned.xyz;",
+
+						"#else",
+
+							"displacedPosition = position;",
+
+						"#endif",
+
+					"#endif",
+
+					//
+
+					"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+
+					"gl_Position = projectionMatrix * mvPosition;",
+
+					//
+
+					"vWorldPosition = worldPosition.xyz;",
+					"vViewPosition = -mvPosition.xyz;",
+
+					// shadows
+
+					"#ifdef USE_SHADOWMAP",
+
+						"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+							"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+						"}",
+
+					"#endif",
+
+				"}"
+
+			].join("\n")
+
+		},
+
+		/* -------------------------------------------------------------------------
+		//	Cube map shader
+		 ------------------------------------------------------------------------- */
+
+		'cube': {
+
+			uniforms: { "tCube": { type: "t", value: null },
+						"tFlip": { type: "f", value: -1 } },
+
+			vertexShader: [
+
+				"varying vec3 vWorldPosition;",
+
+				"void main() {",
+
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+					"vWorldPosition = worldPosition.xyz;",
+
+					"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+				"}"
+
+			].join("\n"),
+
+			fragmentShader: [
+
+				"uniform samplerCube tCube;",
+				"uniform float tFlip;",
+
+				"varying vec3 vWorldPosition;",
+
+				"void main() {",
+
+					"gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+				"}"
+
+			].join("\n")
+
+		}
+
+	}
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For Text operations in three.js (See TextGeometry)
+ *
+ * It uses techniques used in:
+ *
+ * 	typeface.js and canvastext
+ * 		For converting fonts and rendering with javascript
+ *		http://typeface.neocracy.org
+ *
+ *	Triangulation ported from AS3
+ *		Simple Polygon Triangulation
+ *		http://actionsnippet.com/?p=1462
+ *
+ * 	A Method to triangulate shapes with holes
+ *		http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
+ *
+ */
+
+THREE.FontUtils = {
+
+	faces : {},
+
+	// Just for now. face[weight][style]
+
+	face : "helvetiker",
+	weight: "normal",
+	style : "normal",
+	size : 150,
+	divisions : 10,
+
+	getFace : function() {
+
+		return this.faces[ this.face ][ this.weight ][ this.style ];
+
+	},
+
+	loadFace : function( data ) {
+
+		var family = data.familyName.toLowerCase();
+
+		var ThreeFont = this;
+
+		ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
+
+		ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
+		ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+		var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+		return data;
+
+	},
+
+	drawText : function( text ) {
+
+		var characterPts = [], allPts = [];
+
+		// RenderText
+
+		var i, p,
+			face = this.getFace(),
+			scale = this.size / face.resolution,
+			offset = 0,
+			chars = String( text ).split( '' ),
+			length = chars.length;
+
+		var fontPaths = [];
+
+		for ( i = 0; i < length; i ++ ) {
+
+			var path = new THREE.Path();
+
+			var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
+			offset += ret.offset;
+
+			fontPaths.push( ret.path );
+
+		}
+
+		// get the width
+
+		var width = offset / 2;
+		//
+		// for ( p = 0; p < allPts.length; p++ ) {
+		//
+		// 	allPts[ p ].x -= width;
+		//
+		// }
+
+		//var extract = this.extractPoints( allPts, characterPts );
+		//extract.contour = allPts;
+
+		//extract.paths = fontPaths;
+		//extract.offset = width;
+
+		return { paths : fontPaths, offset : width };
+
+	},
+
+
+
+
+	extractGlyphPoints : function( c, face, scale, offset, path ) {
+
+		var pts = [];
+
+		var i, i2, divisions,
+			outline, action, length,
+			scaleX, scaleY,
+			x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
+			laste,
+			glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
+
+		if ( !glyph ) return;
+
+		if ( glyph.o ) {
+
+			outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+			length = outline.length;
+
+			scaleX = scale;
+			scaleY = scale;
+
+			for ( i = 0; i < length; ) {
+
+				action = outline[ i ++ ];
+
+				//console.log( action );
+
+				switch( action ) {
+
+				case 'm':
+
+					// Move To
+
+					x = outline[ i++ ] * scaleX + offset;
+					y = outline[ i++ ] * scaleY;
+
+					path.moveTo( x, y );
+					break;
+
+				case 'l':
+
+					// Line To
+
+					x = outline[ i++ ] * scaleX + offset;
+					y = outline[ i++ ] * scaleY;
+					path.lineTo(x,y);
+					break;
+
+				case 'q':
+
+					// QuadraticCurveTo
+
+					cpx  = outline[ i++ ] * scaleX + offset;
+					cpy  = outline[ i++ ] * scaleY;
+					cpx1 = outline[ i++ ] * scaleX + offset;
+					cpy1 = outline[ i++ ] * scaleY;
+
+					path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
+
+					laste = pts[ pts.length - 1 ];
+
+					if ( laste ) {
+
+						cpx0 = laste.x;
+						cpy0 = laste.y;
+
+						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+							var t = i2 / divisions;
+							var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+							var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+					  }
+
+				  }
+
+				  break;
+
+				case 'b':
+
+					// Cubic Bezier Curve
+
+					cpx  = outline[ i++ ] *  scaleX + offset;
+					cpy  = outline[ i++ ] *  scaleY;
+					cpx1 = outline[ i++ ] *  scaleX + offset;
+					cpy1 = outline[ i++ ] * -scaleY;
+					cpx2 = outline[ i++ ] *  scaleX + offset;
+					cpy2 = outline[ i++ ] * -scaleY;
+
+					path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
+
+					laste = pts[ pts.length - 1 ];
+
+					if ( laste ) {
+
+						cpx0 = laste.x;
+						cpy0 = laste.y;
+
+						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+							var t = i2 / divisions;
+							var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+							var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+						}
+
+					}
+
+					break;
+
+				}
+
+			}
+		}
+
+
+
+		return { offset: glyph.ha*scale, path:path};
+	}
+
+};
+
+
+THREE.FontUtils.generateShapes = function( text, parameters ) {
+
+	// Parameters 
+
+	parameters = parameters || {};
+
+	var size = parameters.size !== undefined ? parameters.size : 100;
+	var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
+
+	var font = parameters.font !== undefined ? parameters.font : "helvetiker";
+	var weight = parameters.weight !== undefined ? parameters.weight : "normal";
+	var style = parameters.style !== undefined ? parameters.style : "normal";
+
+	THREE.FontUtils.size = size;
+	THREE.FontUtils.divisions = curveSegments;
+
+	THREE.FontUtils.face = font;
+	THREE.FontUtils.weight = weight;
+	THREE.FontUtils.style = style;
+
+	// Get a Font data json object
+
+	var data = THREE.FontUtils.drawText( text );
+
+	var paths = data.paths;
+	var shapes = [];
+
+	for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+		Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+	}
+
+	return shapes;
+
+};
+
+
+/**
+ * This code is a quick port of code written in C++ which was submitted to
+ * flipcode.com by John W. Ratcliff  // July 22, 2000
+ * See original code and more information here:
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
+ *
+ * ported to actionscript by Zevan Rosser
+ * www.actionsnippet.com
+ *
+ * ported to javascript by Joshua Koo
+ * http://www.lab4games.net/zz85/blog
+ *
+ */
+
+
+( function( namespace ) {
+
+	var EPSILON = 0.0000000001;
+
+	// takes in an contour array and returns
+
+	var process = function( contour, indices ) {
+
+		var n = contour.length;
+
+		if ( n < 3 ) return null;
+
+		var result = [],
+			verts = [],
+			vertIndices = [];
+
+		/* we want a counter-clockwise polygon in verts */
+
+		var u, v, w;
+
+		if ( area( contour ) > 0.0 ) {
+
+			for ( v = 0; v < n; v++ ) verts[ v ] = v;
+
+		} else {
+
+			for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
+
+		}
+
+		var nv = n;
+
+		/*  remove nv - 2 vertices, creating 1 triangle every time */
+
+		var count = 2 * nv;   /* error detection */
+
+		for( v = nv - 1; nv > 2; ) {
+
+			/* if we loop, it is probably a non-simple polygon */
+
+			if ( ( count-- ) <= 0 ) {
+
+				//** Triangulate: ERROR - probable bad polygon!
+
+				//throw ( "Warning, unable to triangulate polygon!" );
+				//return null;
+				// Sometimes warning is fine, especially polygons are triangulated in reverse.
+				console.log( "Warning, unable to triangulate polygon!" );
+
+				if ( indices ) return vertIndices;
+				return result;
+
+			}
+
+			/* three consecutive vertices in current polygon, <u,v,w> */
+
+			u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
+			v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
+			w = v + 1;  if ( nv <= w ) w = 0;     /* next     */
+
+			if ( snip( contour, u, v, w, nv, verts ) ) {
+
+				var a, b, c, s, t;
+
+				/* true names of the vertices */
+
+				a = verts[ u ];
+				b = verts[ v ];
+				c = verts[ w ];
+
+				/* output Triangle */
+
+				result.push( [ contour[ a ],
+					contour[ b ],
+					contour[ c ] ] );
+
+
+				vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+				/* remove v from the remaining polygon */
+
+				for( s = v, t = v + 1; t < nv; s++, t++ ) {
+
+					verts[ s ] = verts[ t ];
+
+				}
+
+				nv--;
+
+				/* reset error detection counter */
+
+				count = 2 * nv;
+
+			}
+
+		}
+
+		if ( indices ) return vertIndices;
+		return result;
+
+	};
+
+	// calculate area of the contour polygon
+
+	var area = function ( contour ) {
+
+		var n = contour.length;
+		var a = 0.0;
+
+		for( var p = n - 1, q = 0; q < n; p = q++ ) {
+
+			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
+
+		}
+
+		return a * 0.5;
+
+	};
+
+	var snip = function ( contour, u, v, w, n, verts ) {
+
+		var p;
+		var ax, ay, bx, by;
+		var cx, cy, px, py;
+
+		ax = contour[ verts[ u ] ].x;
+		ay = contour[ verts[ u ] ].y;
+
+		bx = contour[ verts[ v ] ].x;
+		by = contour[ verts[ v ] ].y;
+
+		cx = contour[ verts[ w ] ].x;
+		cy = contour[ verts[ w ] ].y;
+
+		if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
+
+		var aX, aY, bX, bY, cX, cY;
+		var apx, apy, bpx, bpy, cpx, cpy;
+		var cCROSSap, bCROSScp, aCROSSbp;
+
+		aX = cx - bx;  aY = cy - by;
+		bX = ax - cx;  bY = ay - cy;
+		cX = bx - ax;  cY = by - ay;
+
+		for ( p = 0; p < n; p++ ) {
+
+			if( (p === u) || (p === v) || (p === w) ) continue;
+
+			px = contour[ verts[ p ] ].x
+			py = contour[ verts[ p ] ].y
+
+			apx = px - ax;  apy = py - ay;
+			bpx = px - bx;  bpy = py - by;
+			cpx = px - cx;  cpy = py - cy;
+
+			// see if p is inside triangle abc
+
+			aCROSSbp = aX*bpy - aY*bpx;
+			cCROSSap = cX*apy - cY*apx;
+			bCROSScp = bX*cpy - bY*cpx;
+
+			if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;
+
+		}
+
+		return true;
+
+	};
+
+
+	namespace.Triangulate = process;
+	namespace.Triangulate.area = area;
+
+	return namespace;
+
+})(THREE.FontUtils);
+
+// To use the typeface.js face files, hook up the API
+self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ *
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This file contains following classes:
+ *
+ * -- 2d classes --
+ * THREE.Curve
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ *	Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+// Virtual base class method to overwrite and implement in subclasses
+//	- t [0 .. 1]
+
+THREE.Curve.prototype.getPoint = function ( t ) {
+
+	console.log( "Warning, getPoint() not implemented!" );
+	return null;
+
+};
+
+// Get point at relative position in curve according to arc length
+// - u [0 .. 1]
+
+THREE.Curve.prototype.getPointAt = function ( u ) {
+
+	var t = this.getUtoTmapping( u );
+	return this.getPoint( t );
+
+};
+
+// Get sequence of points using getPoint( t )
+
+THREE.Curve.prototype.getPoints = function ( divisions ) {
+
+	if ( !divisions ) divisions = 5;
+
+	var d, pts = [];
+
+	for ( d = 0; d <= divisions; d ++ ) {
+
+		pts.push( this.getPoint( d / divisions ) );
+
+	}
+
+	return pts;
+
+};
+
+// Get sequence of points using getPointAt( u )
+
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
+
+	if ( !divisions ) divisions = 5;
+
+	var d, pts = [];
+
+	for ( d = 0; d <= divisions; d ++ ) {
+
+		pts.push( this.getPointAt( d / divisions ) );
+
+	}
+
+	return pts;
+
+};
+
+// Get total curve arc length
+
+THREE.Curve.prototype.getLength = function () {
+
+	var lengths = this.getLengths();
+	return lengths[ lengths.length - 1 ];
+
+};
+
+// Get list of cumulative segment lengths
+
+THREE.Curve.prototype.getLengths = function ( divisions ) {
+
+	if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
+
+	if ( this.cacheArcLengths
+		&& ( this.cacheArcLengths.length == divisions + 1 )
+		&& !this.needsUpdate) {
+
+		//console.log( "cached", this.cacheArcLengths );
+		return this.cacheArcLengths;
+
+	}
+
+	this.needsUpdate = false;
+
+	var cache = [];
+	var current, last = this.getPoint( 0 );
+	var p, sum = 0;
+
+	cache.push( 0 );
+
+	for ( p = 1; p <= divisions; p ++ ) {
+
+		current = this.getPoint ( p / divisions );
+		sum += current.distanceTo( last );
+		cache.push( sum );
+		last = current;
+
+	}
+
+	this.cacheArcLengths = cache;
+
+	return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+
+THREE.Curve.prototype.updateArcLengths = function() {
+	this.needsUpdate = true;
+	this.getLengths();
+};
+
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
+
+	var arcLengths = this.getLengths();
+
+	var i = 0, il = arcLengths.length;
+
+	var targetArcLength; // The targeted u distance value to get
+
+	if ( distance ) {
+
+		targetArcLength = distance;
+
+	} else {
+
+		targetArcLength = u * arcLengths[ il - 1 ];
+
+	}
+
+	//var time = Date.now();
+
+	// binary search for the index with largest value smaller than target u distance
+
+	var low = 0, high = il - 1, comparison;
+
+	while ( low <= high ) {
+
+		i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+		comparison = arcLengths[ i ] - targetArcLength;
+
+		if ( comparison < 0 ) {
+
+			low = i + 1;
+			continue;
+
+		} else if ( comparison > 0 ) {
+
+			high = i - 1;
+			continue;
+
+		} else {
+
+			high = i;
+			break;
+
+			// DONE
+
+		}
+
+	}
+
+	i = high;
+
+	//console.log('b' , i, low, high, Date.now()- time);
+
+	if ( arcLengths[ i ] == targetArcLength ) {
+
+		var t = i / ( il - 1 );
+		return t;
+
+	}
+
+	// we could get finer grain at lengths, or use simple interpolatation between two points
+
+	var lengthBefore = arcLengths[ i ];
+    var lengthAfter = arcLengths[ i + 1 ];
+
+    var segmentLength = lengthAfter - lengthBefore;
+
+    // determine where we are between the 'before' and 'after' points
+
+    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+    // add that fractional amount to t
+
+    var t = ( i + segmentFraction ) / ( il -1 );
+
+	return t;
+
+};
+
+// Returns a unit vector tangent at t
+// In case any sub curve does not implement its tangent derivation,
+// 2 points a small delta apart will be used to find its gradient
+// which seems to give a reasonable approximation
+
+THREE.Curve.prototype.getTangent = function( t ) {
+
+	var delta = 0.0001;
+	var t1 = t - delta;
+	var t2 = t + delta;
+
+	// Capping in case of danger
+
+	if ( t1 < 0 ) t1 = 0;
+	if ( t2 > 1 ) t2 = 1;
+
+	var pt1 = this.getPoint( t1 );
+	var pt2 = this.getPoint( t2 );
+
+	var vec = pt2.clone().subSelf(pt1);
+	return vec.normalize();
+
+};
+
+
+THREE.Curve.prototype.getTangentAt = function ( u ) {
+
+	var t = this.getUtoTmapping( u );
+	return this.getTangent( t );
+
+};
+
+/**************************************************************
+ *	Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+	this.v1 = v1;
+	this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+	var point = this.v2.clone().subSelf(this.v1);
+	point.multiplyScalar( t ).addSelf( this.v1 );
+
+	return point;
+
+};
+
+// Line curve is linear, so we can overwrite default getPointAt
+
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
+
+	return this.getPoint( u );
+
+};
+
+THREE.LineCurve.prototype.getTangent = function( t ) {
+
+	var tangent = this.v2.clone().subSelf(this.v1);
+
+	return tangent.normalize();
+
+};
+
+/**************************************************************
+ *	Quadratic Bezier curve
+ **************************************************************/
+
+
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
+
+	this.v0 = v0;
+	this.v1 = v1;
+	this.v2 = v2;
+
+};
+
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+	var tx, ty;
+
+	tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+	ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+
+	return new THREE.Vector2( tx, ty );
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+	var tx, ty;
+
+	tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+	ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
+
+	// returns unit vector
+
+	var tangent = new THREE.Vector2( tx, ty );
+	tangent.normalize();
+
+	return tangent;
+
+};
+
+
+/**************************************************************
+ *	Cubic Bezier curve
+ **************************************************************/
+
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
+
+	this.v0 = v0;
+	this.v1 = v1;
+	this.v2 = v2;
+	this.v3 = v3;
+
+};
+
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
+
+	var tx, ty;
+
+	tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+	ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+	return new THREE.Vector2( tx, ty );
+
+};
+
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
+
+	var tx, ty;
+
+	tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+	ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+	var tangent = new THREE.Vector2( tx, ty );
+	tangent.normalize();
+
+	return tangent;
+
+};
+
+
+/**************************************************************
+ *	Spline curve
+ **************************************************************/
+
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
+
+	this.points = (points == undefined) ? [] : points;
+
+};
+
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+	var v = new THREE.Vector2();
+	var c = [];
+	var points = this.points, point, intPoint, weight;
+	point = ( points.length - 1 ) * t;
+
+	intPoint = Math.floor( point );
+	weight = point - intPoint;
+
+	c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+	c[ 1 ] = intPoint;
+	c[ 2 ] = intPoint  > points.length - 2 ? points.length -1 : intPoint + 1;
+	c[ 3 ] = intPoint  > points.length - 3 ? points.length -1 : intPoint + 2;
+
+	v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+	v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+
+	return v;
+
+};
+
+/**************************************************************
+ *	Ellipse curve
+ **************************************************************/
+
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
+							aStartAngle, aEndAngle,
+							aClockwise ) {
+
+	this.aX = aX;
+	this.aY = aY;
+
+	this.xRadius = xRadius;
+	this.yRadius = yRadius;
+
+	this.aStartAngle = aStartAngle;
+	this.aEndAngle = aEndAngle;
+
+	this.aClockwise = aClockwise;
+
+};
+
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+	var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+	if ( !this.aClockwise ) {
+
+		t = 1 - t;
+
+	}
+
+	var angle = this.aStartAngle + t * deltaAngle;
+
+	var tx = this.aX + this.xRadius * Math.cos( angle );
+	var ty = this.aY + this.yRadius * Math.sin( angle );
+
+	return new THREE.Vector2( tx, ty );
+
+};
+
+/**************************************************************
+ *	Arc curve
+ **************************************************************/
+
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+	THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+};
+
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+
+
+/**************************************************************
+ *	Utils
+ **************************************************************/
+
+THREE.Curve.Utils = {
+
+	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+	},
+
+	// Puay Bing, thanks for helping with this derivative!
+
+	tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
+
+		return -3 * p0 * (1 - t) * (1 - t)  +
+			3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
+			6 * t *  p2 * (1-t) - 3 * t * t * p2 +
+			3 * t * t * p3;
+	},
+
+
+	tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+		// To check if my formulas are correct
+
+		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
+		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+		var h01 = -6 * t * t + 6 * t; 	// − 2t3 + 3t2
+		var h11 = 3 * t * t - 2 * t;	// t3 − t2
+
+		return h00 + h10 + h01 + h11;
+
+	},
+
+	// Catmull-Rom
+
+	interpolate: function( p0, p1, p2, p3, t ) {
+
+		var v0 = ( p2 - p0 ) * 0.5;
+		var v1 = ( p3 - p1 ) * 0.5;
+		var t2 = t * t;
+		var t3 = t * t2;
+		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+	}
+
+};
+
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ *	3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+	constructor.prototype = Object.create( THREE.Curve.prototype );
+	constructor.prototype.getPoint = getPointFunc;
+
+	return constructor;
+
+};
+
+
+/**************************************************************
+ *	Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+	function ( v1, v2 ) {
+
+		this.v1 = v1;
+		this.v2 = v2;
+
+	},
+
+	function ( t ) {
+
+		var r = new THREE.Vector3();
+
+
+		r.sub( this.v2, this.v1 ); // diff
+		r.multiplyScalar( t );
+		r.addSelf( this.v1 );
+
+		return r;
+
+	}
+
+);
+
+
+/**************************************************************
+ *	Quadratic Bezier 3D curve
+ **************************************************************/
+
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
+
+	function ( v0, v1, v2 ) {
+
+		this.v0 = v0;
+		this.v1 = v1;
+		this.v2 = v2;
+
+	},
+
+	function ( t ) {
+
+		var tx, ty, tz;
+
+		tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+		ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+		tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
+
+		return new THREE.Vector3( tx, ty, tz );
+
+	}
+
+);
+
+
+
+/**************************************************************
+ *	Cubic Bezier 3D curve
+ **************************************************************/
+
+THREE.CubicBezierCurve3 = THREE.Curve.create(
+
+	function ( v0, v1, v2, v3 ) {
+
+		this.v0 = v0;
+		this.v1 = v1;
+		this.v2 = v2;
+		this.v3 = v3;
+
+	},
+
+	function ( t ) {
+
+		var tx, ty, tz;
+
+		tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+		ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+		tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
+
+		return new THREE.Vector3( tx, ty, tz );
+
+	}
+
+);
+
+
+
+/**************************************************************
+ *	Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+	function ( points /* array of Vector3 */) {
+
+		this.points = (points == undefined) ? [] : points;
+
+	},
+
+	function ( t ) {
+
+		var v = new THREE.Vector3();
+		var c = [];
+		var points = this.points, point, intPoint, weight;
+		point = ( points.length - 1 ) * t;
+
+		intPoint = Math.floor( point );
+		weight = point - intPoint;
+
+		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+		c[ 1 ] = intPoint;
+		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
+		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+		var pt0 = points[ c[0] ],
+			pt1 = points[ c[1] ],
+			pt2 = points[ c[2] ],
+			pt3 = points[ c[3] ];
+
+		v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
+		v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
+		v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
+
+		return v;
+
+	}
+
+);
+
+
+// THREE.SplineCurve3.prototype.getTangent = function(t) {
+// 		var v = new THREE.Vector3();
+// 		var c = [];
+// 		var points = this.points, point, intPoint, weight;
+// 		point = ( points.length - 1 ) * t;
+
+// 		intPoint = Math.floor( point );
+// 		weight = point - intPoint;
+
+// 		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+// 		c[ 1 ] = intPoint;
+// 		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
+// 		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+// 		var pt0 = points[ c[0] ],
+// 			pt1 = points[ c[1] ],
+// 			pt2 = points[ c[2] ],
+// 			pt3 = points[ c[3] ];
+
+// 	// t = weight;
+// 	v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
+// 	v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
+// 	v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
+
+// 	return v;
+
+// }
+
+/**************************************************************
+ *	Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
+
+	function ( points /* array of Vector3 */) {
+
+		this.points = (points == undefined) ? [] : points;
+
+	},
+
+    function ( t ) {
+
+        var v = new THREE.Vector3();
+        var c = [];
+        var points = this.points, point, intPoint, weight;
+        point = ( points.length - 0 ) * t;
+            // This needs to be from 0-length +1
+
+        intPoint = Math.floor( point );
+        weight = point - intPoint;
+
+        intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+        c[ 0 ] = ( intPoint - 1 ) % points.length;
+        c[ 1 ] = ( intPoint ) % points.length;
+        c[ 2 ] = ( intPoint + 1 ) % points.length;
+        c[ 3 ] = ( intPoint + 2 ) % points.length;
+
+        v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+        v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+        v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
+
+        return v;
+
+    }
+
+);
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ **/
+
+/**************************************************************
+ *	Curved Path - a curve path is simply a array of connected
+ *  curves, but retains the api of a curve
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+	this.curves = [];
+	this.bends = [];
+	
+	this.autoClose = false; // Automatically closes the path
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+	this.curves.push( curve );
+
+};
+
+THREE.CurvePath.prototype.checkConnection = function() {
+	// TODO
+	// If the ending of curve is not connected to the starting
+	// or the next curve, then, this is not a real path
+};
+
+THREE.CurvePath.prototype.closePath = function() {
+	// TODO Test
+	// and verify for vector3 (needs to implement equals)
+	// Add a line curve if start and end of lines are not connected
+	var startPoint = this.curves[0].getPoint(0);
+	var endPoint = this.curves[this.curves.length-1].getPoint(1);
+	
+	if (!startPoint.equals(endPoint)) {
+		this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
+	}
+	
+};
+
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
+
+// 1. Length of each sub path have to be known
+// 2. Locate and identify type of curve
+// 3. Get t for the curve
+// 4. Return curve.getPointAt(t')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+	var d = t * this.getLength();
+	var curveLengths = this.getCurveLengths();
+	var i = 0, diff, curve;
+
+	// To think about boundaries points.
+
+	while ( i < curveLengths.length ) {
+
+		if ( curveLengths[ i ] >= d ) {
+
+			diff = curveLengths[ i ] - d;
+			curve = this.curves[ i ];
+
+			var u = 1 - diff / curve.getLength();
+
+			return curve.getPointAt( u );
+
+			break;
+		}
+
+		i ++;
+
+	}
+
+	return null;
+
+	// loop where sum != 0, sum > d , sum+1 <d
+
+};
+
+/*
+THREE.CurvePath.prototype.getTangent = function( t ) {
+};*/
+
+
+// We cannot use the default THREE.Curve getPoint() with getLength() because in
+// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+// getPoint() depends on getLength
+
+THREE.CurvePath.prototype.getLength = function() {
+
+	var lens = this.getCurveLengths();
+	return lens[ lens.length - 1 ];
+
+};
+
+// Compute lengths and cache them
+// We cannot overwrite getLengths() because UtoT mapping uses it.
+
+THREE.CurvePath.prototype.getCurveLengths = function() {
+
+	// We use cache values if curves and cache array are same length
+
+	if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
+
+		return this.cacheLengths;
+
+	};
+
+	// Get length of subsurve
+	// Push sums into cached array
+
+	var lengths = [], sums = 0;
+	var i, il = this.curves.length;
+
+	for ( i = 0; i < il; i ++ ) {
+
+		sums += this.curves[ i ].getLength();
+		lengths.push( sums );
+
+	}
+
+	this.cacheLengths = lengths;
+
+	return lengths;
+
+};
+
+
+
+// Returns min and max coordinates, as well as centroid
+
+THREE.CurvePath.prototype.getBoundingBox = function () {
+
+	var points = this.getPoints();
+
+	var maxX, maxY, maxZ;
+	var minX, minY, minZ;
+
+	maxX = maxY = Number.NEGATIVE_INFINITY;
+	minX = minY = Number.POSITIVE_INFINITY;
+
+	var p, i, il, sum;
+
+	var v3 = points[0] instanceof THREE.Vector3;
+
+	sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
+
+	for ( i = 0, il = points.length; i < il; i ++ ) {
+
+		p = points[ i ];
+
+		if ( p.x > maxX ) maxX = p.x;
+		else if ( p.x < minX ) minX = p.x;
+
+		if ( p.y > maxY ) maxY = p.y;
+		else if ( p.y < minY ) minY = p.y;
+
+		if (v3) {
+
+			if ( p.z > maxZ ) maxZ = p.z;
+			else if ( p.z < minZ ) minZ = p.z;
+
+		}
+
+		sum.addSelf( p );
+
+	}
+
+	var ret = {
+
+		minX: minX,
+		minY: minY,
+		maxX: maxX,
+		maxY: maxY,
+		centroid: sum.divideScalar( il )
+	
+	};
+
+	if (v3) {
+
+		ret.maxZ = maxZ;
+		ret.minZ = minZ;
+	
+	}
+
+	return ret;
+
+};
+
+/**************************************************************
+ *	Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or ParticleSystem objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+	var pts = this.getPoints( divisions, true );
+	return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistance sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+	var pts = this.getSpacedPoints( divisions, true );
+	return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+	var geometry = new THREE.Geometry();
+
+	for ( var i = 0; i < points.length; i ++ ) {
+
+		geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
+
+	}
+
+	return geometry;
+
+};
+
+
+/**************************************************************
+ *	Bend / Wrap Helper Methods
+ **************************************************************/
+
+// Wrap path / Bend modifiers?
+
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
+
+	this.bends.push( bendpath );
+
+};
+
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
+
+	var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
+	var i, il;
+
+	if ( !bends ) {
+
+		bends = this.bends;
+
+	}
+
+	for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+	}
+
+	return oldPts;
+
+};
+
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
+
+	var oldPts = this.getSpacedPoints( segments );
+
+	var i, il;
+
+	if ( !bends ) {
+
+		bends = this.bends;
+
+	}
+
+	for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+	}
+
+	return oldPts;
+
+};
+
+// This returns getPoints() bend/wrapped around the contour of a path.
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
+
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
+
+	var bounds = this.getBoundingBox();
+
+	var i, il, p, oldX, oldY, xNorm;
+
+	for ( i = 0, il = oldPts.length; i < il; i ++ ) {
+
+		p = oldPts[ i ];
+
+		oldX = p.x;
+		oldY = p.y;
+
+		xNorm = oldX / bounds.maxX;
+
+		// If using actual distance, for length > path, requires line extrusions
+		//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+
+		xNorm = path.getUtoTmapping( xNorm, oldX );
+
+		// check for out of bounds?
+
+		var pathPt = path.getPoint( xNorm );
+		var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
+
+		p.x = pathPt.x + normal.x;
+		p.y = pathPt.y + normal.y;
+
+	}
+
+	return oldPts;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Gyroscope = function () {
+
+	THREE.Object3D.call( this );
+
+};
+
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
+
+	this.matrixAutoUpdate && this.updateMatrix();
+
+	// update matrixWorld
+
+	if ( this.matrixWorldNeedsUpdate || force ) {
+
+		if ( this.parent ) {
+
+			this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
+
+			this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
+			this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
+
+			this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
+
+
+		} else {
+
+			this.matrixWorld.copy( this.matrix );
+
+		}
+
+
+		this.matrixWorldNeedsUpdate = false;
+
+		force = true;
+
+	}
+
+	// update children
+
+	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+		this.children[ i ].updateMatrixWorld( force );
+
+	}
+
+};
+
+THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
+THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
+THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
+THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+	THREE.CurvePath.call(this);
+
+	this.actions = [];
+
+	if ( points ) {
+
+		this.fromPoints( points );
+
+	}
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+
+THREE.PathActions = {
+
+	MOVE_TO: 'moveTo',
+	LINE_TO: 'lineTo',
+	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
+	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
+	ARC: 'arc',								// Circle
+	ELLIPSE: 'ellipse'
+};
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+	this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+	for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
+
+		this.lineTo( vectors[ v ].x, vectors[ v ].y );
+
+	};
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+												new THREE.Vector2( aCPx, aCPy ),
+												new THREE.Vector2( aX, aY ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+                                               aCP2x, aCP2y,
+                                               aX, aY ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+											new THREE.Vector2( aCP1x, aCP1y ),
+											new THREE.Vector2( aCP2x, aCP2y ),
+											new THREE.Vector2( aX, aY ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+//---
+	var npts = [ new THREE.Vector2( x0, y0 ) ];
+	Array.prototype.push.apply( npts, pts );
+
+	var curve = new THREE.SplineCurve( npts );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var lastargs = this.actions[ this.actions.length - 1].args;
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	this.absarc(aX + x0, aY + y0, aRadius,
+		aStartAngle, aEndAngle, aClockwise );
+	
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+	this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+ };
+ 
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var lastargs = this.actions[ this.actions.length - 1].args;
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
+		aStartAngle, aEndAngle, aClockwise );
+
+ };
+ 
+
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
+									aStartAngle, aEndAngle, aClockwise );
+	this.curves.push( curve );
+
+	var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
+	args.push(lastPoint.x);
+	args.push(lastPoint.y);
+
+	this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
+
+	if ( ! divisions ) divisions = 40;
+
+	var points = [];
+
+	for ( var i = 0; i < divisions; i ++ ) {
+
+		points.push( this.getPoint( i / divisions ) );
+
+		//if( !this.getPoint( i / divisions ) ) throw "DIE";
+
+	}
+
+	// if ( closedPath ) {
+	//
+	// 	points.push( points[ 0 ] );
+	//
+	// }
+
+	return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
+
+	if (this.useSpacedPoints) {
+		console.log('tata');
+		return this.getSpacedPoints( divisions, closedPath );
+	}
+
+	divisions = divisions || 12;
+
+	var points = [];
+
+	var i, il, item, action, args;
+	var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+		laste, j,
+		t, tx, ty;
+
+	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+		item = this.actions[ i ];
+
+		action = item.action;
+		args = item.args;
+
+		switch( action ) {
+
+		case THREE.PathActions.MOVE_TO:
+
+			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+			break;
+
+		case THREE.PathActions.LINE_TO:
+
+			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+			break;
+
+		case THREE.PathActions.QUADRATIC_CURVE_TO:
+
+			cpx  = args[ 2 ];
+			cpy  = args[ 3 ];
+
+			cpx1 = args[ 0 ];
+			cpy1 = args[ 1 ];
+
+			if ( points.length > 0 ) {
+
+				laste = points[ points.length - 1 ];
+
+				cpx0 = laste.x;
+				cpy0 = laste.y;
+
+			} else {
+
+				laste = this.actions[ i - 1 ].args;
+
+				cpx0 = laste[ laste.length - 2 ];
+				cpy0 = laste[ laste.length - 1 ];
+
+			}
+
+			for ( j = 1; j <= divisions; j ++ ) {
+
+				t = j / divisions;
+
+				tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+				ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+		  	}
+
+			break;
+
+		case THREE.PathActions.BEZIER_CURVE_TO:
+
+			cpx  = args[ 4 ];
+			cpy  = args[ 5 ];
+
+			cpx1 = args[ 0 ];
+			cpy1 = args[ 1 ];
+
+			cpx2 = args[ 2 ];
+			cpy2 = args[ 3 ];
+
+			if ( points.length > 0 ) {
+
+				laste = points[ points.length - 1 ];
+
+				cpx0 = laste.x;
+				cpy0 = laste.y;
+
+			} else {
+
+				laste = this.actions[ i - 1 ].args;
+
+				cpx0 = laste[ laste.length - 2 ];
+				cpy0 = laste[ laste.length - 1 ];
+
+			}
+
+
+			for ( j = 1; j <= divisions; j ++ ) {
+
+				t = j / divisions;
+
+				tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+				ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			break;
+
+		case THREE.PathActions.CSPLINE_THRU:
+
+			laste = this.actions[ i - 1 ].args;
+
+			var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+			var spts = [ last ];
+
+			var n = divisions * args[ 0 ].length;
+
+			spts = spts.concat( args[ 0 ] );
+
+			var spline = new THREE.SplineCurve( spts );
+
+			for ( j = 1; j <= n; j ++ ) {
+
+				points.push( spline.getPointAt( j / n ) ) ;
+
+			}
+
+			break;
+
+		case THREE.PathActions.ARC:
+
+			var aX = args[ 0 ], aY = args[ 1 ],
+				aRadius = args[ 2 ],
+				aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+				aClockwise = !!args[ 5 ];
+
+			var deltaAngle = aEndAngle - aStartAngle;
+			var angle;
+			var tdivisions = divisions * 2;
+
+			for ( j = 1; j <= tdivisions; j ++ ) {
+
+				t = j / tdivisions;
+
+				if ( ! aClockwise ) {
+
+					t = 1 - t;
+
+				}
+
+				angle = aStartAngle + t * deltaAngle;
+
+				tx = aX + aRadius * Math.cos( angle );
+				ty = aY + aRadius * Math.sin( angle );
+
+				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			//console.log(points);
+
+		  break;
+		  
+		case THREE.PathActions.ELLIPSE:
+
+			var aX = args[ 0 ], aY = args[ 1 ],
+				xRadius = args[ 2 ],
+				yRadius = args[ 3 ],
+				aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+				aClockwise = !!args[ 6 ];
+
+
+			var deltaAngle = aEndAngle - aStartAngle;
+			var angle;
+			var tdivisions = divisions * 2;
+
+			for ( j = 1; j <= tdivisions; j ++ ) {
+
+				t = j / tdivisions;
+
+				if ( ! aClockwise ) {
+
+					t = 1 - t;
+
+				}
+
+				angle = aStartAngle + t * deltaAngle;
+
+				tx = aX + xRadius * Math.cos( angle );
+				ty = aY + yRadius * Math.sin( angle );
+
+				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			//console.log(points);
+
+		  break;
+
+		} // end switch
+
+	}
+
+
+
+	// Normalize to remove the closing point by default.
+	var lastPoint = points[ points.length - 1];
+	var EPSILON = 0.0000000001;
+	if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
+             Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
+		points.splice( points.length - 1, 1);
+	if ( closedPath ) {
+
+		points.push( points[ 0 ] );
+
+	}
+
+	return points;
+
+};
+
+// Breaks path into shapes
+
+THREE.Path.prototype.toShapes = function() {
+
+	var i, il, item, action, args;
+
+	var subPaths = [], lastPath = new THREE.Path();
+
+	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+		item = this.actions[ i ];
+
+		args = item.args;
+		action = item.action;
+
+		if ( action == THREE.PathActions.MOVE_TO ) {
+
+			if ( lastPath.actions.length != 0 ) {
+
+				subPaths.push( lastPath );
+				lastPath = new THREE.Path();
+
+			}
+
+		}
+
+		lastPath[ action ].apply( lastPath, args );
+
+	}
+
+	if ( lastPath.actions.length != 0 ) {
+
+		subPaths.push( lastPath );
+
+	}
+
+	// console.log(subPaths);
+
+	if ( subPaths.length == 0 ) return [];
+
+	var tmpPath, tmpShape, shapes = [];
+
+	var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+	// console.log("Holes first", holesFirst);
+
+	if ( subPaths.length == 1) {
+		tmpPath = subPaths[0];
+		tmpShape = new THREE.Shape();
+		tmpShape.actions = tmpPath.actions;
+		tmpShape.curves = tmpPath.curves;
+		shapes.push( tmpShape );
+		return shapes;
+	};
+
+	if ( holesFirst ) {
+
+		tmpShape = new THREE.Shape();
+
+		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+			tmpPath = subPaths[ i ];
+
+			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+				tmpShape.actions = tmpPath.actions;
+				tmpShape.curves = tmpPath.curves;
+
+				shapes.push( tmpShape );
+				tmpShape = new THREE.Shape();
+
+				//console.log('cw', i);
+
+			} else {
+
+				tmpShape.holes.push( tmpPath );
+
+				//console.log('ccw', i);
+
+			}
+
+		}
+
+	} else {
+
+		// Shapes first
+
+		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+			tmpPath = subPaths[ i ];
+
+			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+
+				if ( tmpShape ) shapes.push( tmpShape );
+
+				tmpShape = new THREE.Shape();
+				tmpShape.actions = tmpPath.actions;
+				tmpShape.curves = tmpPath.curves;
+
+			} else {
+
+				tmpShape.holes.push( tmpPath );
+
+			}
+
+		}
+
+		shapes.push( tmpShape );
+
+	}
+
+	//console.log("shape", shapes);
+
+	return shapes;
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Defines a 2d shape plane using paths.
+ **/
+
+// STEP 1 Create a path.
+// STEP 2 Turn path into shape.
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+// STEP 3a - Extract points from each shape, turn to vertices
+// STEP 3b - Triangulate each shape, add faces.
+
+THREE.Shape = function ( ) {
+
+	THREE.Path.apply( this, arguments );
+	this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+	var extruded = new THREE.ExtrudeGeometry( this, options );
+	return extruded;
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+	var geometry = new THREE.ShapeGeometry( this, options );
+	return geometry;
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+	var i, il = this.holes.length, holesPts = [];
+
+	for ( i = 0; i < il; i ++ ) {
+
+		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
+
+	}
+
+	return holesPts;
+
+};
+
+// Get points of holes (spaced by regular distance)
+
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
+
+	var i, il = this.holes.length, holesPts = [];
+
+	for ( i = 0; i < il; i ++ ) {
+
+		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
+
+	}
+
+	return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+	return {
+
+		shape: this.getTransformedPoints( divisions ),
+		holes: this.getPointsHoles( divisions )
+
+	};
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+	if (this.useSpacedPoints) {
+		return this.extractAllSpacedPoints(divisions);
+	}
+
+	return this.extractAllPoints(divisions);
+
+};
+
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// 	return {
+//
+// 		shape: this.transform( bend, divisions ),
+// 		holes: this.getPointsHoles( divisions, bend )
+//
+// 	};
+//
+// };
+
+// Get points of shape and holes (spaced by regular distance)
+
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
+
+	return {
+
+		shape: this.getTransformedSpacedPoints( divisions ),
+		holes: this.getSpacedPointsHoles( divisions )
+
+	};
+
+};
+
+/**************************************************************
+ *	Utils
+ **************************************************************/
+
+THREE.Shape.Utils = {
+
+	/*
+		contour - array of vector2 for contour
+		holes   - array of array of vector2
+	*/
+
+	removeHoles: function ( contour, holes ) {
+
+		var shape = contour.concat(); // work on this shape
+		var allpoints = shape.concat();
+
+		/* For each isolated shape, find the closest points and break to the hole to allow triangulation */
+
+
+		var prevShapeVert, nextShapeVert,
+			prevHoleVert, nextHoleVert,
+			holeIndex, shapeIndex,
+			shapeId, shapeGroup,
+			h, h2,
+			hole, shortest, d,
+			p, pts1, pts2,
+			tmpShape1, tmpShape2,
+			tmpHole1, tmpHole2,
+			verts = [];
+
+		for ( h = 0; h < holes.length; h ++ ) {
+
+			hole = holes[ h ];
+
+			/*
+			shapeholes[ h ].concat(); // preserves original
+			holes.push( hole );
+			*/
+
+			Array.prototype.push.apply( allpoints, hole );
+
+			shortest = Number.POSITIVE_INFINITY;
+
+
+			// Find the shortest pair of pts between shape and hole
+
+			// Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
+			// Using distanceToSquared() intead of distanceTo() should speed a little
+			// since running square roots operations are reduced.
+
+			for ( h2 = 0; h2 < hole.length; h2 ++ ) {
+
+				pts1 = hole[ h2 ];
+				var dist = [];
+
+				for ( p = 0; p < shape.length; p++ ) {
+
+					pts2 = shape[ p ];
+					d = pts1.distanceToSquared( pts2 );
+					dist.push( d );
+
+					if ( d < shortest ) {
+
+						shortest = d;
+						holeIndex = h2;
+						shapeIndex = p;
+
+					}
+
+				}
+
+			}
+
+			//console.log("shortest", shortest, dist);
+
+			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			var areaapts = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var areaa = THREE.FontUtils.Triangulate.area( areaapts );
+
+			var areabpts = [
+
+				hole[ holeIndex ],
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			var areab = THREE.FontUtils.Triangulate.area( areabpts );
+
+			var shapeOffset = 1;
+			var holeOffset = -1;
+
+			var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
+			shapeIndex += shapeOffset;
+			holeIndex += holeOffset;
+
+			if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
+			shapeIndex %= shape.length;
+
+			if ( holeIndex < 0 ) { holeIndex += hole.length;  }
+			holeIndex %= hole.length;
+
+			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			areaapts = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
+
+			areabpts = [
+
+				hole[ holeIndex ],
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
+			//console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));
+
+			if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
+
+				// In case areas are not correct.
+				//console.log("USE THIS");
+
+				shapeIndex = oldShapeIndex;
+				holeIndex = oldHoleIndex ;
+
+				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
+				shapeIndex %= shape.length;
+
+				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
+				holeIndex %= hole.length;
+
+				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			} else {
+
+				//console.log("USE THAT ")
+
+			}
+
+			tmpShape1 = shape.slice( 0, shapeIndex );
+			tmpShape2 = shape.slice( shapeIndex );
+			tmpHole1 = hole.slice( holeIndex );
+			tmpHole2 = hole.slice( 0, holeIndex );
+
+			// Should check orders here again?
+
+			var trianglea = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var triangleb = [
+
+				hole[ holeIndex ] ,
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			verts.push( trianglea );
+			verts.push( triangleb );
+
+			shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+		}
+
+		return {
+
+			shape:shape, 		/* shape with no holes */
+			isolatedPts: verts, /* isolated faces */
+			allpoints: allpoints
+
+		}
+
+
+	},
+
+	triangulateShape: function ( contour, holes ) {
+
+		var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
+
+		var shape = shapeWithoutHoles.shape,
+			allpoints = shapeWithoutHoles.allpoints,
+			isolatedPts = shapeWithoutHoles.isolatedPts;
+
+		var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
+
+		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+		//console.log( "triangles",triangles, triangles.length );
+		//console.log( "allpoints",allpoints, allpoints.length );
+
+		var i, il, f, face,
+			key, index,
+			allPointsMap = {},
+			isolatedPointsMap = {};
+
+		// prepare all points map
+
+		for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+			key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+			if ( allPointsMap[ key ] !== undefined ) {
+
+				console.log( "Duplicate point", key );
+
+			}
+
+			allPointsMap[ key ] = i;
+
+		}
+
+		// check all face vertices against all points map
+
+		for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+			face = triangles[ i ];
+
+			for ( f = 0; f < 3; f ++ ) {
+
+				key = face[ f ].x + ":" + face[ f ].y;
+
+				index = allPointsMap[ key ];
+
+				if ( index !== undefined ) {
+
+					face[ f ] = index;
+
+				}
+
+			}
+
+		}
+
+		// check isolated points vertices against all points map
+
+		for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
+
+			face = isolatedPts[ i ];
+
+			for ( f = 0; f < 3; f ++ ) {
+
+				key = face[ f ].x + ":" + face[ f ].y;
+
+				index = allPointsMap[ key ];
+
+				if ( index !== undefined ) {
+
+					face[ f ] = index;
+
+				}
+
+			}
+
+		}
+
+		return triangles.concat( isolatedPts );
+
+	}, // end triangulate shapes
+
+	/*
+	triangulate2 : function( pts, holes ) {
+
+		// For use with Poly2Tri.js
+
+		var allpts = pts.concat();
+		var shape = [];
+		for (var p in pts) {
+			shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
+		}
+
+		var swctx = new js.poly2tri.SweepContext(shape);
+
+		for (var h in holes) {
+			var aHole = holes[h];
+			var newHole = []
+			for (i in aHole) {
+				newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
+				allpts.push(aHole[i]);
+			}
+			swctx.AddHole(newHole);
+		}
+
+		var find;
+		var findIndexForPt = function (pt) {
+			find = new THREE.Vector2(pt.x, pt.y);
+			var p;
+			for (p=0, pl = allpts.length; p<pl; p++) {
+				if (allpts[p].equals(find)) return p;
+			}
+			return -1;
+		};
+
+		// triangulate
+		js.poly2tri.sweep.Triangulate(swctx);
+
+		var triangles =  swctx.GetTriangles();
+		var tr ;
+		var facesPts = [];
+		for (var t in triangles) {
+			tr =  triangles[t];
+			facesPts.push([
+				findIndexForPt(tr.GetPoint(0)),
+				findIndexForPt(tr.GetPoint(1)),
+				findIndexForPt(tr.GetPoint(2))
+					]);
+		}
+
+
+	//	console.log(facesPts);
+	//	console.log("triangles", triangles.length, triangles);
+
+		// Returns array of faces with 3 element each
+	return facesPts;
+	},
+*/
+
+	isClockWise: function ( pts ) {
+
+		return THREE.FontUtils.Triangulate.area( pts ) < 0;
+
+	},
+
+	// Bezier Curves formulas obtained from
+	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+
+	// Quad Bezier Functions
+
+	b2p0: function ( t, p ) {
+
+		var k = 1 - t;
+		return k * k * p;
+
+	},
+
+	b2p1: function ( t, p ) {
+
+		return 2 * ( 1 - t ) * t * p;
+
+	},
+
+	b2p2: function ( t, p ) {
+
+		return t * t * p;
+
+	},
+
+	b2: function ( t, p0, p1, p2 ) {
+
+		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
+
+	},
+
+	// Cubic Bezier Functions
+
+	b3p0: function ( t, p ) {
+
+		var k = 1 - t;
+		return k * k * k * p;
+
+	},
+
+	b3p1: function ( t, p ) {
+
+		var k = 1 - t;
+		return 3 * k * k * t * p;
+
+	},
+
+	b3p2: function ( t, p ) {
+
+		var k = 1 - t;
+		return 3 * k * t * t * p;
+
+	},
+
+	b3p3: function ( t, p ) {
+
+		return t * t * t * p;
+
+	},
+
+	b3: function ( t, p0, p1, p2, p3 ) {
+
+		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );
+
+	}
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.AnimationHandler = (function() {
+
+	var playing = [];
+	var library = {};
+	var that    = {};
+
+
+	//--- update ---
+
+	that.update = function( deltaTimeMS ) {
+
+		for( var i = 0; i < playing.length; i ++ )
+			playing[ i ].update( deltaTimeMS );
+
+	};
+
+
+	//--- add ---
+
+	that.addToUpdate = function( animation ) {
+
+		if ( playing.indexOf( animation ) === -1 )
+			playing.push( animation );
+
+	};
+
+
+	//--- remove ---
+
+	that.removeFromUpdate = function( animation ) {
+
+		var index = playing.indexOf( animation );
+
+		if( index !== -1 )
+			playing.splice( index, 1 );
+
+	};
+
+
+	//--- add ---
+
+	that.add = function( data ) {
+
+		if ( library[ data.name ] !== undefined )
+			console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
+
+		library[ data.name ] = data;
+		initData( data );
+
+	};
+
+
+	//--- get ---
+
+	that.get = function( name ) {
+
+		if ( typeof name === "string" ) {
+
+			if ( library[ name ] ) {
+
+				return library[ name ];
+
+			} else {
+
+				console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
+				return null;
+
+			}
+
+		} else {
+
+			// todo: add simple tween library
+
+		}
+
+	};
+
+	//--- parse ---
+
+	that.parse = function( root ) {
+
+		// setup hierarchy
+
+		var hierarchy = [];
+
+		if ( root instanceof THREE.SkinnedMesh ) {
+
+			for( var b = 0; b < root.bones.length; b++ ) {
+
+				hierarchy.push( root.bones[ b ] );
+
+			}
+
+		} else {
+
+			parseRecurseHierarchy( root, hierarchy );
+
+		}
+
+		return hierarchy;
+
+	};
+
+	var parseRecurseHierarchy = function( root, hierarchy ) {
+
+		hierarchy.push( root );
+
+		for( var c = 0; c < root.children.length; c++ )
+			parseRecurseHierarchy( root.children[ c ], hierarchy );
+
+	}
+
+
+	//--- init data ---
+
+	var initData = function( data ) {
+
+		if( data.initialized === true )
+			return;
+
+
+		// loop through all keys
+
+		for( var h = 0; h < data.hierarchy.length; h ++ ) {
+
+			for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				// remove minus times
+
+				if( data.hierarchy[ h ].keys[ k ].time < 0 )
+					data.hierarchy[ h ].keys[ k ].time = 0;
+
+
+				// create quaternions
+
+				if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
+				 !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
+
+					var quat = data.hierarchy[ h ].keys[ k ].rot;
+					data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
+
+				}
+
+			}
+
+
+			// prepare morph target keys
+
+			if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
+
+				// get all used
+
+				var usedMorphTargets = {};
+
+				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+					for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+						var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
+						usedMorphTargets[ morphTargetName ] = -1;
+
+					}
+
+				}
+
+				data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
+
+
+				// set all used on all frames
+
+				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+					var influences = {};
+
+					for ( var morphTargetName in usedMorphTargets ) {
+
+						for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+							if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
+
+								influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
+								break;
+
+							}
+
+						}
+
+						if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
+
+							influences[ morphTargetName ] = 0;
+
+						}
+
+					}
+
+					data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
+
+				}
+
+			}
+
+
+			// remove all keys that are on the same time
+
+			for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
+
+					data.hierarchy[ h ].keys.splice( k, 1 );
+					k --;
+
+				}
+
+			}
+
+
+			// set index
+
+			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				data.hierarchy[ h ].keys[ k ].index = k;
+
+			}
+
+		}
+
+
+		// JIT
+
+		var lengthInFrames = parseInt( data.length * data.fps, 10 );
+
+		data.JIT = {};
+		data.JIT.hierarchy = [];
+
+		for( var h = 0; h < data.hierarchy.length; h ++ )
+			data.JIT.hierarchy.push( new Array( lengthInFrames ) );
+
+
+		// done
+
+		data.initialized = true;
+
+	};
+
+
+	// interpolation types
+
+	that.LINEAR = 0;
+	that.CATMULLROM = 1;
+	that.CATMULLROM_FORWARD = 2;
+
+	return that;
+
+}());
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Animation = function ( root, name, interpolationType ) {
+
+	this.root = root;
+	this.data = THREE.AnimationHandler.get( name );
+	this.hierarchy = THREE.AnimationHandler.parse( root );
+
+	this.currentTime = 0;
+	this.timeScale = 1;
+
+	this.isPlaying = false;
+	this.isPaused = true;
+	this.loop = true;
+
+	this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
+
+	this.points = [];
+	this.target = new THREE.Vector3();
+
+};
+
+THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
+
+	if ( this.isPlaying === false ) {
+
+		this.isPlaying = true;
+		this.loop = loop !== undefined ? loop : true;
+		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+
+		// reset key cache
+
+		var h, hl = this.hierarchy.length,
+			object;
+
+		for ( h = 0; h < hl; h ++ ) {
+
+			object = this.hierarchy[ h ];
+
+			if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+				object.useQuaternion = true;
+
+			}
+
+			object.matrixAutoUpdate = true;
+
+			if ( object.animationCache === undefined ) {
+
+				object.animationCache = {};
+				object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
+				object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
+				object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+			}
+
+			var prevKey = object.animationCache.prevKey;
+			var nextKey = object.animationCache.nextKey;
+
+			prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
+			prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
+			prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
+
+			nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
+			nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
+			nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
+
+		}
+
+		this.update( 0 );
+
+	}
+
+	this.isPaused = false;
+
+	THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.pause = function() {
+
+	if ( this.isPaused === true ) {
+
+		THREE.AnimationHandler.addToUpdate( this );
+
+	} else {
+
+		THREE.AnimationHandler.removeFromUpdate( this );
+
+	}
+
+	this.isPaused = !this.isPaused;
+
+};
+
+
+THREE.Animation.prototype.stop = function() {
+
+	this.isPlaying = false;
+	this.isPaused  = false;
+	THREE.AnimationHandler.removeFromUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.update = function ( deltaTimeMS ) {
+
+	// early out
+
+	if ( this.isPlaying === false ) return;
+
+
+	// vars
+
+	var types = [ "pos", "rot", "scl" ];
+	var type;
+	var scale;
+	var vector;
+	var prevXYZ, nextXYZ;
+	var prevKey, nextKey;
+	var object;
+	var animationCache;
+	var frame;
+	var JIThierarchy = this.data.JIT.hierarchy;
+	var currentTime, unloopedCurrentTime;
+	var currentPoint, forwardPoint, angle;
+
+
+	this.currentTime += deltaTimeMS * this.timeScale;
+
+	unloopedCurrentTime = this.currentTime;
+	currentTime = this.currentTime = this.currentTime % this.data.length;
+	frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+		object = this.hierarchy[ h ];
+		animationCache = object.animationCache;
+
+		// loop through pos/rot/scl
+
+		for ( var t = 0; t < 3; t ++ ) {
+
+			// get keys
+
+			type    = types[ t ];
+			prevKey = animationCache.prevKey[ type ];
+			nextKey = animationCache.nextKey[ type ];
+
+			// switch keys?
+
+			if ( nextKey.time <= unloopedCurrentTime ) {
+
+				// did we loop?
+
+				if ( currentTime < unloopedCurrentTime ) {
+
+					if ( this.loop ) {
+
+						prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+						nextKey = this.getNextKeyWith( type, h, 1 );
+
+						while( nextKey.time < currentTime ) {
+
+							prevKey = nextKey;
+							nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+						}
+
+					} else {
+
+						this.stop();
+						return;
+
+					}
+
+				} else {
+
+					do {
+
+						prevKey = nextKey;
+						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+					} while( nextKey.time < currentTime )
+
+				}
+
+				animationCache.prevKey[ type ] = prevKey;
+				animationCache.nextKey[ type ] = nextKey;
+
+			}
+
+
+			object.matrixAutoUpdate = true;
+			object.matrixWorldNeedsUpdate = true;
+
+			scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+			prevXYZ = prevKey[ type ];
+			nextXYZ = nextKey[ type ];
+
+
+			// check scale error
+
+			if ( scale < 0 || scale > 1 ) {
+
+				console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
+				scale = scale < 0 ? 0 : 1;
+
+			}
+
+			// interpolate
+
+			if ( type === "pos" ) {
+
+				vector = object.position;
+
+				if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+					vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+					vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+					vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+				} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+						    this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+					this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+					this.points[ 1 ] = prevXYZ;
+					this.points[ 2 ] = nextXYZ;
+					this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+					scale = scale * 0.33 + 0.33;
+
+					currentPoint = this.interpolateCatmullRom( this.points, scale );
+
+					vector.x = currentPoint[ 0 ];
+					vector.y = currentPoint[ 1 ];
+					vector.z = currentPoint[ 2 ];
+
+					if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+						forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
+
+						this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+						this.target.subSelf( vector );
+						this.target.y = 0;
+						this.target.normalize();
+
+						angle = Math.atan2( this.target.x, this.target.z );
+						object.rotation.set( 0, angle, 0 );
+
+					}
+
+				}
+
+			} else if ( type === "rot" ) {
+
+				THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
+
+			} else if ( type === "scl" ) {
+
+				vector = object.scale;
+
+				vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+				vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+				vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+			}
+
+		}
+
+	}
+
+};
+
+// Catmull-Rom spline
+
+THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
+
+	var c = [], v3 = [],
+	point, intPoint, weight, w2, w3,
+	pa, pb, pc, pd;
+
+	point = ( points.length - 1 ) * scale;
+	intPoint = Math.floor( point );
+	weight = point - intPoint;
+
+	c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+	c[ 1 ] = intPoint;
+	c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+	c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+	pa = points[ c[ 0 ] ];
+	pb = points[ c[ 1 ] ];
+	pc = points[ c[ 2 ] ];
+	pd = points[ c[ 3 ] ];
+
+	w2 = weight * weight;
+	w3 = weight * w2;
+
+	v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+	v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+	v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+	return v3;
+
+};
+
+THREE.Animation.prototype.interpolate = function ( 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;
+
+};
+
+
+
+// Get next key with
+
+THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+
+	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+		key = key < keys.length - 1 ? key : keys.length - 1;
+
+	} else {
+
+		key = key % keys.length;
+
+	}
+
+	for ( ; key < keys.length; key++ ) {
+
+		if ( keys[ key ][ type ] !== undefined ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return this.data.hierarchy[ h ].keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+
+	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+		key = key > 0 ? key : 0;
+
+	} else {
+
+		key = key >= 0 ? key : key + keys.length;
+
+	}
+
+
+	for ( ; key >= 0; key -- ) {
+
+		if ( keys[ key ][ type ] !== undefined ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author khang duong
+ * @author erik kitson
+ */
+
+THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
+
+	this.root = root;
+	this.data = THREE.AnimationHandler.get( data );
+	this.hierarchy = THREE.AnimationHandler.parse( root );
+	this.currentTime = 0;
+	this.timeScale = 0.001;
+	this.isPlaying = false;
+	this.isPaused = true;
+	this.loop = true;
+	this.JITCompile = JITCompile !== undefined ? JITCompile : true;
+
+	// initialize to first keyframes
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+		var keys = this.data.hierarchy[h].keys,
+			sids = this.data.hierarchy[h].sids,
+			obj = this.hierarchy[h];
+
+		if ( keys.length && sids ) {
+
+			for ( var s = 0; s < sids.length; s++ ) {
+
+				var sid = sids[ s ],
+					next = this.getNextKeyWith( sid, h, 0 );
+
+				if ( next ) {
+
+					next.apply( sid );
+
+				}
+
+			}
+
+			obj.matrixAutoUpdate = false;
+			this.data.hierarchy[h].node.updateMatrix();
+			obj.matrixWorldNeedsUpdate = true;
+
+		}
+
+	}
+
+};
+
+// Play
+
+THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
+
+	if( !this.isPlaying ) {
+
+		this.isPlaying = true;
+		this.loop = loop !== undefined ? loop : true;
+		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+		this.startTimeMs = startTimeMS;
+		this.startTime = 10000000;
+		this.endTime = -this.startTime;
+
+
+		// reset key cache
+
+		var h, hl = this.hierarchy.length,
+			object,
+			node;
+
+		for ( h = 0; h < hl; h++ ) {
+
+			object = this.hierarchy[ h ];
+			node = this.data.hierarchy[ h ];
+			object.useQuaternion = true;
+
+			if ( node.animationCache === undefined ) {
+
+				node.animationCache = {};
+				node.animationCache.prevKey = null;
+				node.animationCache.nextKey = null;
+				node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+			}
+
+			var keys = this.data.hierarchy[h].keys;
+
+			if (keys.length) {
+
+				node.animationCache.prevKey = keys[ 0 ];
+				node.animationCache.nextKey = keys[ 1 ];
+
+				this.startTime = Math.min( keys[0].time, this.startTime );
+				this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
+
+			}
+
+		}
+
+		this.update( 0 );
+
+	}
+
+	this.isPaused = false;
+
+	THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+
+// Pause
+
+THREE.KeyFrameAnimation.prototype.pause = function() {
+
+	if( this.isPaused ) {
+
+		THREE.AnimationHandler.addToUpdate( this );
+
+	} else {
+
+		THREE.AnimationHandler.removeFromUpdate( this );
+
+	}
+
+	this.isPaused = !this.isPaused;
+
+};
+
+
+// Stop
+
+THREE.KeyFrameAnimation.prototype.stop = function() {
+
+	this.isPlaying = false;
+	this.isPaused  = false;
+	THREE.AnimationHandler.removeFromUpdate( this );
+
+
+	// reset JIT matrix and remove cache
+
+	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
+        
+        var obj = this.hierarchy[ h ];
+		var node = this.data.hierarchy[ h ];
+
+		if ( node.animationCache !== undefined ) {
+
+			var original = node.animationCache.originalMatrix;
+
+			if( obj instanceof THREE.Bone ) {
+
+				original.copy( obj.skinMatrix );
+				obj.skinMatrix = original;
+
+			} else {
+
+				original.copy( obj.matrix );
+				obj.matrix = original;
+
+			}
+
+			delete node.animationCache;
+
+		}
+
+	}
+
+};
+
+
+// Update
+
+THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
+
+	// early out
+
+	if( !this.isPlaying ) return;
+
+
+	// vars
+
+	var prevKey, nextKey;
+	var object;
+	var node;
+	var frame;
+	var JIThierarchy = this.data.JIT.hierarchy;
+	var currentTime, unloopedCurrentTime;
+	var looped;
+
+
+	// update
+
+	this.currentTime += deltaTimeMS * this.timeScale;
+
+	unloopedCurrentTime = this.currentTime;
+	currentTime         = this.currentTime = this.currentTime % this.data.length;
+
+	// if looped around, the current time should be based on the startTime
+	if ( currentTime < this.startTimeMs ) {
+
+		currentTime = this.currentTime = this.startTimeMs + currentTime;
+
+	}
+
+	frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+	looped 				= currentTime < unloopedCurrentTime;
+
+	if ( looped && !this.loop ) {
+
+		// Set the animation to the last keyframes and stop
+		for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+			var keys = this.data.hierarchy[h].keys,
+				sids = this.data.hierarchy[h].sids,
+				end = keys.length-1,
+				obj = this.hierarchy[h];
+
+			if ( keys.length ) {
+
+				for ( var s = 0; s < sids.length; s++ ) {
+
+					var sid = sids[ s ],
+						prev = this.getPrevKeyWith( sid, h, end );
+
+					if ( prev ) {
+						prev.apply( sid );
+
+					}
+
+				}
+
+				this.data.hierarchy[h].node.updateMatrix();
+				obj.matrixWorldNeedsUpdate = true;
+
+			}
+
+		}
+
+		this.stop();
+		return;
+
+	}
+
+	// check pre-infinity
+	if ( currentTime < this.startTime ) {
+
+		return;
+
+	}
+
+	// update
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+		object = this.hierarchy[ h ];
+		node = this.data.hierarchy[ h ];
+
+		var keys = node.keys,
+			animationCache = node.animationCache;
+
+		// use JIT?
+
+		if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
+
+			if( object instanceof THREE.Bone ) {
+
+				object.skinMatrix = JIThierarchy[ h ][ frame ];
+				object.matrixWorldNeedsUpdate = false;
+
+			} else {
+
+				object.matrix = JIThierarchy[ h ][ frame ];
+				object.matrixWorldNeedsUpdate = true;
+
+			}
+
+		// use interpolation
+
+		} else if ( keys.length ) {
+
+			// make sure so original matrix and not JIT matrix is set
+
+			if ( this.JITCompile && animationCache ) {
+
+				if( object instanceof THREE.Bone ) {
+
+					object.skinMatrix = animationCache.originalMatrix;
+
+				} else {
+
+					object.matrix = animationCache.originalMatrix;
+
+				}
+
+			}
+
+			prevKey = animationCache.prevKey;
+			nextKey = animationCache.nextKey;
+
+			if ( prevKey && nextKey ) {
+
+				// switch keys?
+
+				if ( nextKey.time <= unloopedCurrentTime ) {
+
+					// did we loop?
+
+					if ( looped && this.loop ) {
+
+						prevKey = keys[ 0 ];
+						nextKey = keys[ 1 ];
+
+						while ( nextKey.time < currentTime ) {
+
+							prevKey = nextKey;
+							nextKey = keys[ prevKey.index + 1 ];
+
+						}
+
+					} else if ( !looped ) {
+
+						var lastIndex = keys.length - 1;
+
+						while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
+
+							prevKey = nextKey;
+							nextKey = keys[ prevKey.index + 1 ];
+
+						}
+
+					}
+
+					animationCache.prevKey = prevKey;
+					animationCache.nextKey = nextKey;
+
+				}
+                if(nextKey.time >= currentTime)
+                    prevKey.interpolate( nextKey, currentTime );
+                else
+                    prevKey.interpolate( nextKey, nextKey.time);
+
+			}
+
+			this.data.hierarchy[h].node.updateMatrix();
+			object.matrixWorldNeedsUpdate = true;
+
+		}
+
+	}
+
+	// update JIT?
+
+	if ( this.JITCompile ) {
+
+		if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
+
+			this.hierarchy[ 0 ].updateMatrixWorld( true );
+
+			for ( var h = 0; h < this.hierarchy.length; h++ ) {
+
+				if( this.hierarchy[ h ] instanceof THREE.Bone ) {
+
+					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
+
+				} else {
+
+					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
+
+				}
+
+			}
+
+		}
+
+	}
+
+};
+
+// Get next key with
+
+THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+	key = key % keys.length;
+
+	for ( ; key < keys.length; key++ ) {
+
+		if ( keys[ key ].hasTarget( sid ) ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+	key = key >= 0 ? key : key + keys.length;
+
+	for ( ; key >= 0; key-- ) {
+
+		if ( keys[ key ].hasTarget( sid ) ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return keys[ keys.length - 1 ];
+
+};
+/**
+ * Camera for rendering cube maps
+ *	- renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+	THREE.Object3D.call( this );
+
+	var fov = 90, aspect = 1;
+
+	var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPX.up.set( 0, -1, 0 );
+	cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+	this.add( cameraPX );
+
+	var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNX.up.set( 0, -1, 0 );
+	cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
+	this.add( cameraNX );
+
+	var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPY.up.set( 0, 0, 1 );
+	cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+	this.add( cameraPY );
+
+	var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNY.up.set( 0, 0, -1 );
+	cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
+	this.add( cameraNY );
+
+	var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPZ.up.set( 0, -1, 0 );
+	cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+	this.add( cameraPZ );
+
+	var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNZ.up.set( 0, -1, 0 );
+	cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
+	this.add( cameraNZ );
+
+	this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
+
+	this.updateCubeMap = function ( renderer, scene ) {
+
+		var renderTarget = this.renderTarget;
+		var generateMipmaps = renderTarget.generateMipmaps;
+
+		renderTarget.generateMipmaps = false;
+
+		renderTarget.activeCubeFace = 0;
+		renderer.render( scene, cameraPX, renderTarget );
+
+		renderTarget.activeCubeFace = 1;
+		renderer.render( scene, cameraNX, renderTarget );
+
+		renderTarget.activeCubeFace = 2;
+		renderer.render( scene, cameraPY, renderTarget );
+
+		renderTarget.activeCubeFace = 3;
+		renderer.render( scene, cameraNY, renderTarget );
+
+		renderTarget.activeCubeFace = 4;
+		renderer.render( scene, cameraPZ, renderTarget );
+
+		renderTarget.generateMipmaps = generateMipmaps;
+
+		renderTarget.activeCubeFace = 5;
+		renderer.render( scene, cameraNZ, renderTarget );
+
+	};
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+/*
+ *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
+ *
+ *	A general perpose camera, for setting FOV, Lens Focal Length,
+ *		and switching between perspective and orthographic views easily.
+ *		Use this only if you do not wish to manage
+ *		both a Orthographic and Perspective Camera
+ *
+ */
+
+
+THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
+
+	THREE.Camera.call( this );
+
+	this.fov = fov;
+
+	this.left = -width / 2;
+	this.right = width / 2
+	this.top = height / 2;
+	this.bottom = -height / 2;
+
+	// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
+
+	this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthoNear, orthoFar );
+	this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
+
+	this.zoom = 1;
+
+	this.toPerspective();
+
+	var aspect = width/height;
+
+};
+
+THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.CombinedCamera.prototype.toPerspective = function () {
+
+	// Switches to the Perspective Camera
+
+	this.near = this.cameraP.near;
+	this.far = this.cameraP.far;
+
+	this.cameraP.fov =  this.fov / this.zoom ;
+
+	this.cameraP.updateProjectionMatrix();
+
+	this.projectionMatrix = this.cameraP.projectionMatrix;
+
+	this.inPerspectiveMode = true;
+	this.inOrthographicMode = false;
+
+};
+
+THREE.CombinedCamera.prototype.toOrthographic = function () {
+
+	// Switches to the Orthographic camera estimating viewport from Perspective
+
+	var fov = this.fov;
+	var aspect = this.cameraP.aspect;
+	var near = this.cameraP.near;
+	var far = this.cameraP.far;
+
+	// The size that we set is the mid plane of the viewing frustum
+
+	var hyperfocus = ( near + far ) / 2;
+
+	var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
+	var planeHeight = 2 * halfHeight;
+	var planeWidth = planeHeight * aspect;
+	var halfWidth = planeWidth / 2;
+
+	halfHeight /= this.zoom;
+	halfWidth /= this.zoom;
+
+	this.cameraO.left = -halfWidth;
+	this.cameraO.right = halfWidth;
+	this.cameraO.top = halfHeight;
+	this.cameraO.bottom = -halfHeight;
+
+	// this.cameraO.left = -farHalfWidth;
+	// this.cameraO.right = farHalfWidth;
+	// this.cameraO.top = farHalfHeight;
+	// this.cameraO.bottom = -farHalfHeight;
+
+	// this.cameraO.left = this.left / this.zoom;
+	// this.cameraO.right = this.right / this.zoom;
+	// this.cameraO.top = this.top / this.zoom;
+	// this.cameraO.bottom = this.bottom / this.zoom;
+
+	this.cameraO.updateProjectionMatrix();
+
+	this.near = this.cameraO.near;
+	this.far = this.cameraO.far;
+	this.projectionMatrix = this.cameraO.projectionMatrix;
+
+	this.inPerspectiveMode = false;
+	this.inOrthographicMode = true;
+
+};
+
+
+THREE.CombinedCamera.prototype.setSize = function( width, height ) {
+
+	this.cameraP.aspect = width / height;
+	this.left = -width / 2;
+	this.right = width / 2
+	this.top = height / 2;
+	this.bottom = -height / 2;
+
+};
+
+
+THREE.CombinedCamera.prototype.setFov = function( fov ) {
+
+	this.fov = fov;
+
+	if ( this.inPerspectiveMode ) {
+
+		this.toPerspective();
+
+	} else {
+
+		this.toOrthographic();
+
+	}
+
+};
+
+// For mantaining similar API with PerspectiveCamera
+
+THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
+
+	if ( this.inPerspectiveMode ) {
+
+		this.toPerspective();
+
+	} else {
+
+		this.toPerspective();
+		this.toOrthographic();
+
+	}
+
+};
+
+/*
+* Uses Focal Length (in mm) to estimate and set FOV
+* 35mm (fullframe) camera is used if frame size is not specified;
+* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+*/
+THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+	if ( frameHeight === undefined ) frameHeight = 24;
+
+	var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
+
+	this.setFov( fov );
+
+	return fov;
+};
+
+
+THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
+
+	this.zoom = zoom;
+
+	if ( this.inPerspectiveMode ) {
+
+		this.toPerspective();
+
+	} else {
+
+		this.toOrthographic();
+
+	}
+
+};
+
+THREE.CombinedCamera.prototype.toFrontView = function() {
+
+	this.rotation.x = 0;
+	this.rotation.y = 0;
+	this.rotation.z = 0;
+
+	// should we be modifing the matrix instead?
+
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBackView = function() {
+
+	this.rotation.x = 0;
+	this.rotation.y = Math.PI;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toLeftView = function() {
+
+	this.rotation.x = 0;
+	this.rotation.y = - Math.PI / 2;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toRightView = function() {
+
+	this.rotation.x = 0;
+	this.rotation.y = Math.PI / 2;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toTopView = function() {
+
+	this.rotation.x = - Math.PI / 2;
+	this.rotation.y = 0;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBottomView = function() {
+
+	this.rotation.x = Math.PI / 2;
+	this.rotation.y = 0;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- 3d asterisk shape (for line pieces THREE.Line)
+ */
+
+THREE.AsteriskGeometry = function ( innerRadius, outerRadius ) {
+
+	THREE.Geometry.call( this );
+
+	var sd = innerRadius;
+	var ed = outerRadius;
+
+	var sd2 = 0.707 * sd;
+	var ed2 = 0.707 * ed;
+
+	var rays = [ [ sd, 0, 0 ], [ ed, 0, 0 ], [ -sd, 0, 0 ], [ -ed, 0, 0 ],
+				 [ 0, sd, 0 ], [ 0, ed, 0 ], [ 0, -sd, 0 ], [ 0, -ed, 0 ],
+				 [ 0, 0, sd ], [ 0, 0, ed ], [ 0, 0, -sd ], [ 0, 0, -ed ],
+				 [ sd2, sd2, 0 ], [ ed2, ed2, 0 ], [ -sd2, -sd2, 0 ], [ -ed2, -ed2, 0 ],
+				 [ sd2, -sd2, 0 ], [ ed2, -ed2, 0 ], [ -sd2, sd2, 0 ], [ -ed2, ed2, 0 ],
+				 [ sd2, 0, sd2 ], [ ed2, 0, ed2 ], [ -sd2, 0, -sd2 ], [ -ed2, 0, -ed2 ],
+				 [ sd2, 0, -sd2 ], [ ed2, 0, -ed2 ], [ -sd2, 0, sd2 ], [ -ed2, 0, ed2 ],
+				 [ 0, sd2, sd2 ], [ 0, ed2, ed2 ], [ 0, -sd2, -sd2 ], [ 0, -ed2, -ed2 ],
+				 [ 0, sd2, -sd2 ], [ 0, ed2, -ed2 ], [ 0, -sd2, sd2 ], [ 0, -ed2, ed2 ]
+	];
+
+	for ( var i = 0, il = rays.length; i < il; i ++ ) {
+
+		var x = rays[ i ][ 0 ];
+		var y = rays[ i ][ 1 ];
+		var z = rays[ i ][ 2 ];
+
+		this.vertices.push( new THREE.Vector3( x, y, z ) );
+
+	}
+
+};
+
+THREE.AsteriskGeometry.prototype = Object.create( THREE.Geometry.prototype );/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+    THREE.Geometry.call( this );
+
+    radius = radius || 50;
+
+    thetaStart = thetaStart !== undefined ? thetaStart : 0;
+    thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+    segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+    var i, uvs = [],
+    center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
+
+    this.vertices.push(center);
+    uvs.push( centerUV );
+
+    for ( i = 0; i <= segments; i ++ ) {
+
+        var vertex = new THREE.Vector3();
+
+        vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
+        vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );
+
+        this.vertices.push( vertex );
+        uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
+
+    }
+
+    var n = new THREE.Vector3( 0, 0, -1 );
+
+    for ( i = 1; i <= segments; i ++ ) {
+
+        var v1 = i;
+        var v2 = i + 1 ;
+        var v3 = 0;
+
+        this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
+        this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
+
+    }
+
+    this.computeCentroids();
+    this.computeFaceNormals();
+
+    this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.width = width;
+	this.height = height;
+	this.depth = depth;
+
+	this.widthSegments = widthSegments || 1;
+	this.heightSegments = heightSegments || 1;
+	this.depthSegments = depthSegments || 1;
+
+	var width_half = this.width / 2;
+	var height_half = this.height / 2;
+	var depth_half = this.depth / 2;
+
+	buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
+	buildPlane( 'z', 'y',   1, - 1, this.depth, this.height, - width_half, 1 ); // nx
+	buildPlane( 'x', 'z',   1,   1, this.width, this.depth, height_half, 2 ); // py
+	buildPlane( 'x', 'z',   1, - 1, this.width, this.depth, - height_half, 3 ); // ny
+	buildPlane( 'x', 'y',   1, - 1, this.width, this.height, depth_half, 4 ); // pz
+	buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
+
+	function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
+
+		var w, ix, iy,
+		gridX = scope.widthSegments,
+		gridY = scope.heightSegments,
+		width_half = width / 2,
+		height_half = height / 2,
+		offset = scope.vertices.length;
+
+		if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
+
+			w = 'z';
+
+		} else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
+
+			w = 'y';
+			gridY = scope.depthSegments;
+
+		} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
+
+			w = 'x';
+			gridX = scope.depthSegments;
+
+		}
+
+		var gridX1 = gridX + 1,
+		gridY1 = gridY + 1,
+		segment_width = width / gridX,
+		segment_height = height / gridY,
+		normal = new THREE.Vector3();
+
+		normal[ w ] = depth > 0 ? 1 : - 1;
+
+		for ( iy = 0; iy < gridY1; iy ++ ) {
+
+			for ( ix = 0; ix < gridX1; ix ++ ) {
+
+				var vector = new THREE.Vector3();
+				vector[ u ] = ( ix * segment_width - width_half ) * udir;
+				vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+				vector[ w ] = depth;
+
+				scope.vertices.push( vector );
+
+			}
+
+		}
+
+		for ( iy = 0; iy < gridY; iy++ ) {
+
+			for ( ix = 0; ix < gridX; ix++ ) {
+
+				var a = ix + gridX1 * iy;
+				var b = ix + gridX1 * ( iy + 1 );
+				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+				var d = ( ix + 1 ) + gridX1 * iy;
+
+				var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
+				face.normal.copy( normal );
+				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+				face.materialIndex = materialIndex;
+
+				scope.faces.push( face );
+				scope.faceVertexUvs[ 0 ].push( [
+							new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
+							new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
+							new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
+							new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
+						] );
+
+			}
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.mergeVertices();
+
+};
+
+THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
+
+	THREE.Geometry.call( this );
+
+	radiusTop = radiusTop !== undefined ? radiusTop : 20;
+	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+	height = height !== undefined ? height : 100;
+
+	var heightHalf = height / 2;
+	var segmentsX = radiusSegments || 8;
+	var segmentsY = heightSegments || 1;
+
+	var x, y, vertices = [], uvs = [];
+
+	for ( y = 0; y <= segmentsY; y ++ ) {
+
+		var verticesRow = [];
+		var uvsRow = [];
+
+		var v = y / segmentsY;
+		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+		for ( x = 0; x <= segmentsX; x ++ ) {
+
+			var u = x / segmentsX;
+
+			var vertex = new THREE.Vector3();
+			vertex.x = radius * Math.sin( u * Math.PI * 2 );
+			vertex.y = - v * height + heightHalf;
+			vertex.z = radius * Math.cos( u * Math.PI * 2 );
+
+			this.vertices.push( vertex );
+
+			verticesRow.push( this.vertices.length - 1 );
+			uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+		}
+
+		vertices.push( verticesRow );
+		uvs.push( uvsRow );
+
+	}
+
+	var tanTheta = ( radiusBottom - radiusTop ) / height;
+	var na, nb;
+
+	for ( x = 0; x < segmentsX; x ++ ) {
+
+		if ( radiusTop !== 0 ) {
+
+			na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+			nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+		} else {
+
+			na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+			nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
+
+		}
+
+		na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+		nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
+
+		for ( y = 0; y < segmentsY; y ++ ) {
+
+			var v1 = vertices[ y ][ x ];
+			var v2 = vertices[ y + 1 ][ x ];
+			var v3 = vertices[ y + 1 ][ x + 1 ];
+			var v4 = vertices[ y ][ x + 1 ];
+
+			var n1 = na.clone();
+			var n2 = na.clone();
+			var n3 = nb.clone();
+			var n4 = nb.clone();
+
+			var uv1 = uvs[ y ][ x ].clone();
+			var uv2 = uvs[ y + 1 ][ x ].clone();
+			var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+			var uv4 = uvs[ y ][ x + 1 ].clone();
+
+			this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+		}
+
+	}
+
+	// top cap
+
+	if ( !openEnded && radiusTop > 0 ) {
+
+		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+		for ( x = 0; x < segmentsX; x ++ ) {
+
+			var v1 = vertices[ 0 ][ x ];
+			var v2 = vertices[ 0 ][ x + 1 ];
+			var v3 = this.vertices.length - 1;
+
+			var n1 = new THREE.Vector3( 0, 1, 0 );
+			var n2 = new THREE.Vector3( 0, 1, 0 );
+			var n3 = new THREE.Vector3( 0, 1, 0 );
+
+			var uv1 = uvs[ 0 ][ x ].clone();
+			var uv2 = uvs[ 0 ][ x + 1 ].clone();
+			var uv3 = new THREE.Vector2( uv2.u, 0 );
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+		}
+
+	}
+
+	// bottom cap
+
+	if ( !openEnded && radiusBottom > 0 ) {
+
+		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+		for ( x = 0; x < segmentsX; x ++ ) {
+
+			var v1 = vertices[ y ][ x + 1 ];
+			var v2 = vertices[ y ][ x ];
+			var v3 = this.vertices.length - 1;
+
+			var n1 = new THREE.Vector3( 0, - 1, 0 );
+			var n2 = new THREE.Vector3( 0, - 1, 0 );
+			var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+			var uv1 = uvs[ y ][ x + 1 ].clone();
+			var uv2 = uvs[ y ][ x ].clone();
+			var uv3 = new THREE.Vector2( uv2.u, 1 );
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+}
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ *  size: <float>, // size of the text
+ *  height: <float>, // thickness to extrude text
+ *  curveSegments: <int>, // number of points on the curves
+ *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ *  amount: <int>, // Amount
+ *
+ *  bevelEnabled: <bool>, // turn on bevel
+ *  bevelThickness: <float>, // how deep into text bevel goes
+ *  bevelSize: <float>, // how far from text outline is bevel
+ *  bevelSegments: <int>, // number of bevel layers
+ *
+ *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
+ *
+ *  material: <int> // material index for front and back faces
+ *  extrudeMaterial: <int> // material index for extrusion and beveled faces
+ *  uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ExtrudeGeometry = function ( shapes, options ) {
+
+	if ( typeof( shapes ) === "undefined" ) {
+		shapes = [];
+		return;
+	}
+
+	THREE.Geometry.call( this );
+
+	shapes = shapes instanceof Array ? shapes : [ shapes ];
+
+	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+	this.addShapeList( shapes, options );
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+	// can't really use automatic vertex normals
+	// as then front and back sides get smoothed too
+	// should do separate smoothing just for sides
+
+	//this.computeVertexNormals();
+
+	//console.log( "took", ( Date.now() - startTime ) );
+
+};
+
+THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
+	var sl = shapes.length;
+
+	for ( var s = 0; s < sl; s ++ ) {
+		var shape = shapes[ s ];
+		this.addShape( shape, options );
+	}
+};
+
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
+
+	var amount = options.amount !== undefined ? options.amount : 100;
+
+	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
+	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
+	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
+
+	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+	var steps = options.steps !== undefined ? options.steps : 1;
+
+	var extrudePath = options.extrudePath;
+	var extrudePts, extrudeByPath = false;
+
+	var material = options.material;
+	var extrudeMaterial = options.extrudeMaterial;
+
+	// Use default WorldUVGenerator if no UV generators are specified.
+	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
+
+	var shapebb = this.shapebb;
+	//shapebb = shape.getBoundingBox();
+
+
+
+	var splineTube, binormal, normal, position2;
+	if ( extrudePath ) {
+
+		extrudePts = extrudePath.getSpacedPoints( steps );
+
+		extrudeByPath = true;
+		bevelEnabled = false; // bevels not supported for path extrusion
+
+		// SETUP TNB variables
+
+		// Reuse TNB from TubeGeomtry for now.
+		// TODO1 - have a .isClosed in spline?
+
+		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
+
+		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+		binormal = new THREE.Vector3();
+		normal = new THREE.Vector3();
+		position2 = new THREE.Vector3();
+
+	}
+
+	// Safeguards if bevels are not enabled
+
+	if ( ! bevelEnabled ) {
+
+		bevelSegments = 0;
+		bevelThickness = 0;
+		bevelSize = 0;
+
+	}
+
+	// Variables initalization
+
+	var ahole, h, hl; // looping of holes
+	var scope = this;
+	var bevelPoints = [];
+
+	var shapesOffset = this.vertices.length;
+
+	var shapePoints = shape.extractPoints( curveSegments );
+
+	var vertices = shapePoints.shape;
+	var holes = shapePoints.holes;
+
+	var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
+
+	if ( reverse ) {
+
+		vertices = vertices.reverse();
+
+		// Maybe we should also check if holes are in the opposite direction, just to be safe ...
+
+		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+			ahole = holes[ h ];
+
+			if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
+
+				holes[ h ] = ahole.reverse();
+
+			}
+
+		}
+
+		reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
+
+	}
+
+
+	var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
+
+	/* Vertices */
+
+	var contour = vertices; // vertices has all points but contour has only points of circumference
+
+	for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
+
+		ahole = holes[ h ];
+
+		vertices = vertices.concat( ahole );
+
+	}
+
+
+	function scalePt2 ( pt, vec, size ) {
+
+		if ( !vec ) console.log( "die" );
+
+		return vec.clone().multiplyScalar( size ).addSelf( pt );
+
+	}
+
+	var b, bs, t, z,
+		vert, vlen = vertices.length,
+		face, flen = faces.length,
+		cont, clen = contour.length;
+
+
+	// Find directions for point movement
+
+	var RAD_TO_DEGREES = 180 / Math.PI;
+
+
+	function getBevelVec( pt_i, pt_j, pt_k ) {
+
+		// Algorithm 2
+
+		return getBevelVec2( pt_i, pt_j, pt_k );
+
+	}
+
+	function getBevelVec1( pt_i, pt_j, pt_k ) {
+
+		var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
+		var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
+
+		if ( anglea > angleb ) {
+
+			angleb += Math.PI * 2;
+
+		}
+
+		var anglec = ( anglea + angleb ) / 2;
+
+
+		//console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
+
+		var x = - Math.cos( anglec );
+		var y = - Math.sin( anglec );
+
+		var vec = new THREE.Vector2( x, y ); //.normalize();
+
+		return vec;
+
+	}
+
+	function getBevelVec2( pt_i, pt_j, pt_k ) {
+
+		var a = THREE.ExtrudeGeometry.__v1,
+			b = THREE.ExtrudeGeometry.__v2,
+			v_hat = THREE.ExtrudeGeometry.__v3,
+			w_hat = THREE.ExtrudeGeometry.__v4,
+			p = THREE.ExtrudeGeometry.__v5,
+			q = THREE.ExtrudeGeometry.__v6,
+			v, w,
+			v_dot_w_hat, q_sub_p_dot_w_hat,
+			s, intersection;
+
+		// good reading for line-line intersection
+		// http://sputsoft.com/blog/2010/03/line-line-intersection.html
+
+		// define a as vector j->i
+		// define b as vectot k->i
+
+		a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
+		b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
+
+		// get unit vectors
+
+		v = a.normalize();
+		w = b.normalize();
+
+		// normals from pt i
+
+		v_hat.set( -v.y, v.x );
+		w_hat.set( w.y, -w.x );
+
+		// pts from i
+
+		p.copy( pt_i ).addSelf( v_hat );
+		q.copy( pt_i ).addSelf( w_hat );
+
+		if ( p.equals( q ) ) {
+
+			//console.log("Warning: lines are straight");
+			return w_hat.clone();
+
+		}
+
+		// Points from j, k. helps prevents points cross overover most of the time
+
+		p.copy( pt_j ).addSelf( v_hat );
+		q.copy( pt_k ).addSelf( w_hat );
+
+		v_dot_w_hat = v.dot( w_hat );
+		q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat );
+
+		// We should not reach these conditions
+
+		if ( v_dot_w_hat === 0 ) {
+
+			console.log( "Either infinite or no solutions!" );
+
+			if ( q_sub_p_dot_w_hat === 0 ) {
+
+				console.log( "Its finite solutions." );
+
+			} else {
+
+				console.log( "Too bad, no solutions." );
+
+			}
+
+		}
+
+		s = q_sub_p_dot_w_hat / v_dot_w_hat;
+
+		if ( s < 0 ) {
+
+			// in case of emergecy, revert to algorithm 1.
+
+			return getBevelVec1( pt_i, pt_j, pt_k );
+
+		}
+
+		intersection = v.multiplyScalar( s ).addSelf( p );
+
+		return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
+
+	}
+
+	var contourMovements = [];
+
+	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+		if ( j === il ) j = 0;
+		if ( k === il ) k = 0;
+
+		//  (j)---(i)---(k)
+		// console.log('i,j,k', i, j , k)
+
+		var pt_i = contour[ i ];
+		var pt_j = contour[ j ];
+		var pt_k = contour[ k ];
+
+		contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
+
+	}
+
+	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
+
+	for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+		ahole = holes[ h ];
+
+		oneHoleMovements = [];
+
+		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+			if ( j === il ) j = 0;
+			if ( k === il ) k = 0;
+
+			//  (j)---(i)---(k)
+			oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
+
+		}
+
+		holesMovements.push( oneHoleMovements );
+		verticesMovements = verticesMovements.concat( oneHoleMovements );
+
+	}
+
+
+	// Loop bevelSegments, 1 for the front, 1 for the back
+
+	for ( b = 0; b < bevelSegments; b ++ ) {
+	//for ( b = bevelSegments; b > 0; b -- ) {
+
+		t = b / bevelSegments;
+		z = bevelThickness * ( 1 - t );
+
+		//z = bevelThickness * t;
+		bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
+		//bs = bevelSize * t ; // linear
+
+		// contract shape
+
+		for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+			//vert = scalePt( contour[ i ], contourCentroid, bs, false );
+			v( vert.x, vert.y,  - z );
+
+		}
+
+		// expand holes
+
+		for ( h = 0, hl = holes.length; h < hl; h++ ) {
+
+			ahole = holes[ h ];
+			oneHoleMovements = holesMovements[ h ];
+
+			for ( i = 0, il = ahole.length; i < il; i++ ) {
+
+				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+				//vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
+
+				v( vert.x, vert.y,  -z );
+
+			}
+
+		}
+
+	}
+
+	bs = bevelSize;
+
+	// Back facing vertices
+
+	for ( i = 0; i < vlen; i ++ ) {
+
+		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+		if ( !extrudeByPath ) {
+
+			v( vert.x, vert.y, 0 );
+
+		} else {
+
+			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+
+			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
+			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
+
+			position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal);
+
+			v( position2.x, position2.y, position2.z );
+
+		}
+
+	}
+
+	// Add stepped vertices...
+	// Including front facing vertices
+
+	var s;
+
+	for ( s = 1; s <= steps; s ++ ) {
+
+		for ( i = 0; i < vlen; i ++ ) {
+
+			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+			if ( !extrudeByPath ) {
+
+				v( vert.x, vert.y, amount / steps * s );
+
+			} else {
+
+				// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+
+				normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
+				binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
+
+				position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal );
+
+				v( position2.x, position2.y, position2.z );
+
+			}
+
+		}
+
+	}
+
+
+	// Add bevel segments planes
+
+	//for ( b = 1; b <= bevelSegments; b ++ ) {
+	for ( b = bevelSegments - 1; b >= 0; b -- ) {
+
+		t = b / bevelSegments;
+		z = bevelThickness * ( 1 - t );
+		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
+		bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
+
+		// contract shape
+
+		for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+			v( vert.x, vert.y,  amount + z );
+
+		}
+
+		// expand holes
+
+		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+			ahole = holes[ h ];
+			oneHoleMovements = holesMovements[ h ];
+
+			for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+				if ( !extrudeByPath ) {
+
+					v( vert.x, vert.y,  amount + z );
+
+				} else {
+
+					v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
+
+				}
+
+			}
+
+		}
+
+	}
+
+	/* Faces */
+
+	// Top and bottom faces
+
+	buildLidFaces();
+
+	// Sides faces
+
+	buildSideFaces();
+
+
+	/////  Internal functions
+
+	function buildLidFaces() {
+
+		if ( bevelEnabled ) {
+
+			var layer = 0 ; // steps + 1
+			var offset = vlen * layer;
+
+			// Bottom faces
+
+			for ( i = 0; i < flen; i ++ ) {
+
+				face = faces[ i ];
+				f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
+
+			}
+
+			layer = steps + bevelSegments * 2;
+			offset = vlen * layer;
+
+			// Top faces
+
+			for ( i = 0; i < flen; i ++ ) {
+
+				face = faces[ i ];
+				f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
+
+			}
+
+		} else {
+
+			// Bottom faces
+
+			for ( i = 0; i < flen; i++ ) {
+
+				face = faces[ i ];
+				f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
+
+			}
+
+			// Top faces
+
+			for ( i = 0; i < flen; i ++ ) {
+
+				face = faces[ i ];
+				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
+
+			}
+		}
+
+	}
+
+	// Create faces for the z-sides of the shape
+
+	function buildSideFaces() {
+
+		var layeroffset = 0;
+		sidewalls( contour, layeroffset );
+		layeroffset += contour.length;
+
+		for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
+
+			ahole = holes[ h ];
+			sidewalls( ahole, layeroffset );
+
+			//, true
+			layeroffset += ahole.length;
+
+		}
+
+	}
+
+	function sidewalls( contour, layeroffset ) {
+
+		var j, k;
+		i = contour.length;
+
+		while ( --i >= 0 ) {
+
+			j = i;
+			k = i - 1;
+			if ( k < 0 ) k = contour.length - 1;
+
+			//console.log('b', i,j, i-1, k,vertices.length);
+
+			var s = 0, sl = steps  + bevelSegments * 2;
+
+			for ( s = 0; s < sl; s ++ ) {
+
+				var slen1 = vlen * s;
+				var slen2 = vlen * ( s + 1 );
+
+				var a = layeroffset + j + slen1,
+					b = layeroffset + k + slen1,
+					c = layeroffset + k + slen2,
+					d = layeroffset + j + slen2;
+
+				f4( a, b, c, d, contour, s, sl, j, k );
+
+			}
+		}
+
+	}
+
+
+	function v( x, y, z ) {
+
+		scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+	}
+
+	function f3( a, b, c, isBottom ) {
+
+		a += shapesOffset;
+		b += shapesOffset;
+		c += shapesOffset;
+
+		// normal, color, material
+		scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+
+		var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
+
+ 		scope.faceVertexUvs[ 0 ].push( uvs );
+
+	}
+
+	function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
+
+		a += shapesOffset;
+		b += shapesOffset;
+		c += shapesOffset;
+		d += shapesOffset;
+
+ 		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
+
+ 		var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
+ 		                                    stepIndex, stepsLength, contourIndex1, contourIndex2 );
+ 		scope.faceVertexUvs[ 0 ].push( uvs );
+
+	}
+
+};
+
+THREE.ExtrudeGeometry.WorldUVGenerator = {
+
+	generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+		var ax = geometry.vertices[ indexA ].x,
+			ay = geometry.vertices[ indexA ].y,
+
+			bx = geometry.vertices[ indexB ].x,
+			by = geometry.vertices[ indexB ].y,
+
+			cx = geometry.vertices[ indexC ].x,
+			cy = geometry.vertices[ indexC ].y;
+
+		return [
+			new THREE.Vector2( ax, ay ),
+			new THREE.Vector2( bx, by ),
+			new THREE.Vector2( cx, cy )
+		];
+
+	},
+
+	generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+
+		return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
+
+	},
+
+	generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
+	                              indexA, indexB, indexC, indexD, stepIndex, stepsLength,
+	                              contourIndex1, contourIndex2 ) {
+
+		var ax = geometry.vertices[ indexA ].x,
+			ay = geometry.vertices[ indexA ].y,
+			az = geometry.vertices[ indexA ].z,
+
+			bx = geometry.vertices[ indexB ].x,
+			by = geometry.vertices[ indexB ].y,
+			bz = geometry.vertices[ indexB ].z,
+
+			cx = geometry.vertices[ indexC ].x,
+			cy = geometry.vertices[ indexC ].y,
+			cz = geometry.vertices[ indexC ].z,
+
+			dx = geometry.vertices[ indexD ].x,
+			dy = geometry.vertices[ indexD ].y,
+			dz = geometry.vertices[ indexD ].z;
+
+		if ( Math.abs( ay - by ) < 0.01 ) {
+			return [
+				new THREE.Vector2( ax, 1 - az ),
+				new THREE.Vector2( bx, 1 - bz ),
+				new THREE.Vector2( cx, 1 - cz ),
+				new THREE.Vector2( dx, 1 - dz )
+			];
+		} else {
+			return [
+				new THREE.Vector2( ay, 1 - az ),
+				new THREE.Vector2( by, 1 - bz ),
+				new THREE.Vector2( cy, 1 - cz ),
+				new THREE.Vector2( dy, 1 - dz )
+			];
+		}
+	}
+};
+
+THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
+/**
+ * @author jonobr1 / http://jonobr1.com
+ *
+ * Creates a one-sided polygonal geometry from a path shape. Similar to
+ * ExtrudeGeometry.
+ *
+ * parameters = {
+ *
+ *	curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
+ *
+ *	material: <int> // material index for front and back faces
+ *	uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ShapeGeometry = function ( shapes, options ) {
+
+	THREE.Geometry.call( this );
+
+	if ( shapes instanceof Array === false ) shapes = [ shapes ];
+
+	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+	this.addShapeList( shapes, options );
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+};
+
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+/**
+ * Add an array of shapes to THREE.ShapeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+	for ( var i = 0, l = shapes.length; i < l; i++ ) {
+
+		this.addShape( shapes[ i ], options );
+
+	}
+
+	return this;
+
+};
+
+/**
+ * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
+
+	if ( options === undefined ) options = {};
+	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+	var material = options.material;
+	var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
+
+	var shapebb = this.shapebb;
+
+	//
+
+	var i, l, hole, s;
+
+	var shapesOffset = this.vertices.length;
+	var shapePoints = shape.extractPoints( curveSegments );
+
+	var vertices = shapePoints.shape;
+	var holes = shapePoints.holes;
+
+	var reverse = !THREE.Shape.Utils.isClockWise( vertices );
+
+	if ( reverse ) {
+
+		vertices = vertices.reverse();
+
+		// Maybe we should also check if holes are in the opposite direction, just to be safe...
+
+		for ( i = 0, l = holes.length; i < l; i++ ) {
+
+			hole = holes[ i ];
+
+			if ( THREE.Shape.Utils.isClockWise( hole ) ) {
+
+				holes[ i ] = hole.reverse();
+
+			}
+
+		}
+
+		reverse = false;
+
+	}
+
+	var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
+
+	// Vertices
+
+	var contour = vertices;
+
+	for ( i = 0, l = holes.length; i < l; i++ ) {
+
+		hole = holes[ i ];
+		vertices = vertices.concat( hole );
+
+	}
+
+	//
+
+	var vert, vlen = vertices.length;
+	var face, flen = faces.length;
+	var cont, clen = contour.length;
+
+	for ( i = 0; i < vlen; i++ ) {
+
+		vert = vertices[ i ];
+
+		this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
+
+	}
+
+	for ( i = 0; i < flen; i++ ) {
+
+		face = faces[ i ];
+
+		var a = face[ 0 ] + shapesOffset;
+		var b = face[ 1 ] + shapesOffset;
+		var c = face[ 2 ] + shapesOffset;
+
+		this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+		this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
+
+	}
+
+};
+/**
+ * @author astrodud / http://astrodud.isgreat.org/
+ * @author zz85 / https://github.com/zz85
+ */
+
+THREE.LatheGeometry = function ( points, steps, angle ) {
+
+	THREE.Geometry.call( this );
+
+	var _steps = steps || 12;
+	var _angle = angle || 2 * Math.PI;
+
+	var _newV = [];
+	var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps );
+
+	for ( var j = 0; j < points.length; j ++ ) {
+
+		_newV[ j ] = points[ j ].clone();
+		this.vertices.push( _newV[ j ] );
+
+	}
+
+	var i, il = _steps + 1;
+
+	for ( i = 0; i < il; i ++ ) {
+
+		for ( var j = 0; j < _newV.length; j ++ ) {
+
+			_newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() );
+			this.vertices.push( _newV[ j ] );
+
+		}
+
+	}
+
+	for ( i = 0; i < _steps; i ++ ) {
+
+		for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) {
+
+			var a = i * kl + k;
+			var b = ( ( i + 1 ) % il ) * kl + k;
+			var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl;
+			var d = i * kl + ( k + 1 ) % kl;
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+
+			this.faceVertexUvs[ 0 ].push( [
+
+				new THREE.Vector2( 1 - i / _steps, k / kl ),
+				new THREE.Vector2( 1 - ( i + 1 ) / _steps, k / kl ),
+				new THREE.Vector2( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ),
+				new THREE.Vector2( 1 - i / _steps, ( k + 1 ) / kl )
+
+			] );
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+	THREE.Geometry.call( this );
+
+	this.width = width;
+	this.height = height;
+
+	this.widthSegments = widthSegments || 1;
+	this.heightSegments = heightSegments || 1;
+
+	var ix, iz;
+	var width_half = width / 2;
+	var height_half = height / 2;
+
+	var gridX = this.widthSegments;
+	var gridZ = this.heightSegments;
+
+	var gridX1 = gridX + 1;
+	var gridZ1 = gridZ + 1;
+
+	var segment_width = this.width / gridX;
+	var segment_height = this.height / gridZ;
+
+	var normal = new THREE.Vector3( 0, 0, 1 );
+
+	for ( iz = 0; iz < gridZ1; iz ++ ) {
+
+		for ( ix = 0; ix < gridX1; ix ++ ) {
+
+			var x = ix * segment_width - width_half;
+			var y = iz * segment_height - height_half;
+
+			this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
+
+		}
+
+	}
+
+	for ( iz = 0; iz < gridZ; iz ++ ) {
+
+		for ( ix = 0; ix < gridX; ix ++ ) {
+
+			var a = ix + gridX1 * iz;
+			var b = ix + gridX1 * ( iz + 1 );
+			var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
+			var d = ( ix + 1 ) + gridX1 * iz;
+
+			var face = new THREE.Face4( a, b, c, d );
+			face.normal.copy( normal );
+			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+
+			this.faces.push( face );
+			this.faceVertexUvs[ 0 ].push( [
+				new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
+				new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
+				new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
+				new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
+			] );
+
+		}
+
+	}
+
+	this.computeCentroids();
+
+};
+
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+	THREE.Geometry.call( this );
+
+	this.radius = radius || 50;
+
+	this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+	this.heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
+
+	phiStart = phiStart !== undefined ? phiStart : 0;
+	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
+
+	thetaStart = thetaStart !== undefined ? thetaStart : 0;
+	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+
+	var x, y, vertices = [], uvs = [];
+
+	for ( y = 0; y <= this.heightSegments; y ++ ) {
+
+		var verticesRow = [];
+		var uvsRow = [];
+
+		for ( x = 0; x <= this.widthSegments; x ++ ) {
+
+			var u = x / this.widthSegments;
+			var v = y / this.heightSegments;
+
+			var vertex = new THREE.Vector3();
+			vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+			vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
+			vertex.z = this.radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+			this.vertices.push( vertex );
+
+			verticesRow.push( this.vertices.length - 1 );
+			uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+		}
+
+		vertices.push( verticesRow );
+		uvs.push( uvsRow );
+
+	}
+
+	for ( y = 0; y < this.heightSegments; y ++ ) {
+
+		for ( x = 0; x < this.widthSegments; x ++ ) {
+
+			var v1 = vertices[ y ][ x + 1 ];
+			var v2 = vertices[ y ][ x ];
+			var v3 = vertices[ y + 1 ][ x ];
+			var v4 = vertices[ y + 1 ][ x + 1 ];
+
+			var n1 = this.vertices[ v1 ].clone().normalize();
+			var n2 = this.vertices[ v2 ].clone().normalize();
+			var n3 = this.vertices[ v3 ].clone().normalize();
+			var n4 = this.vertices[ v4 ].clone().normalize();
+
+			var uv1 = uvs[ y ][ x + 1 ].clone();
+			var uv2 = uvs[ y ][ x ].clone();
+			var uv3 = uvs[ y + 1 ][ x ].clone();
+			var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
+
+			if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
+
+				this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
+
+			} else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
+
+				this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+			} else {
+
+				this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+			}
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+    this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For creating 3D text geometry in three.js
+ *
+ * Text = 3D Text
+ *
+ * parameters = {
+ *  size: 			<float>, 	// size of the text
+ *  height: 		<float>, 	// thickness to extrude text
+ *  curveSegments: 	<int>,		// number of points on the curves
+ *
+ *  font: 			<string>,		// font name
+ *  weight: 		<string>,		// font weight (normal, bold)
+ *  style: 			<string>,		// font style  (normal, italics)
+ *
+ *  bevelEnabled:	<bool>,			// turn on bevel
+ *  bevelThickness: <float>, 		// how deep into text bevel goes
+ *  bevelSize:		<float>, 		// how far from text outline is bevel
+ *  }
+ *
+ */
+
+/*	Usage Examples
+
+	// TextGeometry wrapper
+
+	var text3d = new TextGeometry( text, options );
+
+	// Complete manner
+
+	var textShapes = THREE.FontUtils.generateShapes( text, options );
+	var text3d = new ExtrudeGeometry( textShapes, options );
+
+*/
+
+
+THREE.TextGeometry = function ( text, parameters ) {
+
+	var textShapes = THREE.FontUtils.generateShapes( text, parameters );
+
+	// translate parameters to ExtrudeGeometry API
+
+	parameters.amount = parameters.height !== undefined ? parameters.height : 50;
+
+	// defaults
+
+	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
+
+	THREE.ExtrudeGeometry.call( this, textShapes, parameters );
+
+};
+
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
+/**
+ * @author oosmoxiecode
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
+ */
+
+THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.radius = radius || 100;
+	this.tube = tube || 40;
+	this.radialSegments = radialSegments || 8;
+	this.tubularSegments = tubularSegments || 6;
+	this.arc = arc || Math.PI * 2;
+
+	var center = new THREE.Vector3(), uvs = [], normals = [];
+
+	for ( var j = 0; j <= this.radialSegments; j ++ ) {
+
+		for ( var i = 0; i <= this.tubularSegments; i ++ ) {
+
+			var u = i / this.tubularSegments * this.arc;
+			var v = j / this.radialSegments * Math.PI * 2;
+
+			center.x = this.radius * Math.cos( u );
+			center.y = this.radius * Math.sin( u );
+
+			var vertex = new THREE.Vector3();
+			vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
+			vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
+			vertex.z = this.tube * Math.sin( v );
+
+			this.vertices.push( vertex );
+
+			uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
+			normals.push( vertex.clone().subSelf( center ).normalize() );
+
+		}
+	}
+
+
+	for ( var j = 1; j <= this.radialSegments; j ++ ) {
+
+		for ( var i = 1; i <= this.tubularSegments; i ++ ) {
+
+			var a = ( this.tubularSegments + 1 ) * j + i - 1;
+			var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+			var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
+			var d = ( this.tubularSegments + 1 ) * j + i;
+
+			var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
+			face.normal.addSelf( normals[ a ] );
+			face.normal.addSelf( normals[ b ] );
+			face.normal.addSelf( normals[ c ] );
+			face.normal.addSelf( normals[ d ] );
+			face.normal.normalize();
+
+			this.faces.push( face );
+
+			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
+		}
+
+	}
+
+	this.computeCentroids();
+
+};
+
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author oosmoxiecode
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
+ */
+
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.radius = radius || 200;
+	this.tube = tube || 40;
+	this.radialSegments = radialSegments || 64;
+	this.tubularSegments = tubularSegments || 8;
+	this.p = p || 2;
+	this.q = q || 3;
+	this.heightScale = heightScale || 1;
+	this.grid = new Array(this.radialSegments);
+
+	var tang = new THREE.Vector3();
+	var n = new THREE.Vector3();
+	var bitan = new THREE.Vector3();
+
+	for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+		this.grid[ i ] = new Array( this.tubularSegments );
+
+		for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+			var u = i / this.radialSegments * 2 * this.p * Math.PI;
+			var v = j / this.tubularSegments * 2 * Math.PI;
+			var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
+			var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
+			var cx, cy;
+
+			tang.sub( p2, p1 );
+			n.add( p2, p1 );
+
+			bitan.cross( tang, n );
+			n.cross( bitan, tang );
+			bitan.normalize();
+			n.normalize();
+
+			cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+			cy = this.tube * Math.sin( v );
+
+			p1.x += cx * n.x + cy * bitan.x;
+			p1.y += cx * n.y + cy * bitan.y;
+			p1.z += cx * n.z + cy * bitan.z;
+
+			this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
+
+		}
+
+	}
+
+	for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+		for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+			var ip = ( i + 1 ) % this.radialSegments;
+			var jp = ( j + 1 ) % this.tubularSegments;
+
+			var a = this.grid[ i ][ j ];
+			var b = this.grid[ ip ][ j ];
+			var c = this.grid[ ip ][ jp ];
+			var d = this.grid[ i ][ jp ];
+
+			var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
+			var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
+			var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+			var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
+
+		}
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+	function vert( x, y, z ) {
+
+		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+	}
+
+	function getPos( u, v, in_q, in_p, radius, heightScale ) {
+
+		var cu = Math.cos( u );
+		var cv = Math.cos( v );
+		var su = Math.sin( u );
+		var quOverP = in_q / in_p * u;
+		var cs = Math.cos( quOverP );
+
+		var tx = radius * ( 2 + cs ) * 0.5 * cu;
+		var ty = radius * ( 2 + cs ) * su * 0.5;
+		var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
+
+		return new THREE.Vector3( tx, ty, tz );
+
+	}
+
+};
+
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ *
+ * Modified from the TorusKnotGeometry by @oosmoxiecode
+ *
+ * Creates a tube which extrudes along a 3d spline
+ *
+ * Uses parallel transport frames as described in
+ * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+ */
+
+THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
+
+	THREE.Geometry.call( this );
+
+	this.path = path;
+	this.segments = segments || 64;
+	this.radius = radius || 1;
+	this.radiusSegments = radiusSegments || 8;
+	this.closed = closed || false;
+
+	if ( debug ) this.debug = new THREE.Object3D();
+
+	this.grid = [];
+
+	var scope = this,
+
+		tangent,
+		normal,
+		binormal,
+
+		numpoints = this.segments + 1,
+
+		x, y, z,
+		tx, ty, tz,
+		u, v,
+
+		cx, cy,
+		pos, pos2 = new THREE.Vector3(),
+		i, j,
+		ip, jp,
+		a, b, c, d,
+		uva, uvb, uvc, uvd;
+
+	var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
+		tangents = frames.tangents,
+		normals = frames.normals,
+		binormals = frames.binormals;
+
+	// proxy internals
+	this.tangents = tangents;
+	this.normals = normals;
+	this.binormals = binormals;
+
+	function vert( x, y, z ) {
+
+		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+	}
+
+
+	// consruct the grid
+
+	for ( i = 0; i < numpoints; i++ ) {
+
+		this.grid[ i ] = [];
+
+		u = i / ( numpoints - 1 );
+
+		pos = path.getPointAt( u );
+
+		tangent = tangents[ i ];
+		normal = normals[ i ];
+		binormal = binormals[ i ];
+
+		if ( this.debug ) {
+
+			this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
+			this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
+			this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
+
+		}
+
+		for ( j = 0; j < this.radiusSegments; j++ ) {
+
+			v = j / this.radiusSegments * 2 * Math.PI;
+
+			cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+			cy = this.radius * Math.sin( v );
+
+			pos2.copy( pos );
+			pos2.x += cx * normal.x + cy * binormal.x;
+			pos2.y += cx * normal.y + cy * binormal.y;
+			pos2.z += cx * normal.z + cy * binormal.z;
+
+			this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
+
+		}
+	}
+
+
+	// construct the mesh
+
+	for ( i = 0; i < this.segments; i++ ) {
+
+		for ( j = 0; j < this.radiusSegments; j++ ) {
+
+			ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
+			jp = (j + 1) % this.radiusSegments;
+
+			a = this.grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
+			b = this.grid[ ip ][ j ];
+			c = this.grid[ ip ][ jp ];
+			d = this.grid[ i ][ jp ];
+
+			uva = new THREE.Vector2( i / this.segments, j / this.radiusSegments );
+			uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radiusSegments );
+			uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
+			uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radiusSegments );
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
+
+		}
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
+THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
+
+	var	tangent = new THREE.Vector3(),
+		normal = new THREE.Vector3(),
+		binormal = new THREE.Vector3(),
+
+		tangents = [],
+		normals = [],
+		binormals = [],
+
+		vec = new THREE.Vector3(),
+		mat = new THREE.Matrix4(),
+
+		numpoints = segments + 1,
+		theta,
+		epsilon = 0.0001,
+		smallest,
+
+		tx, ty, tz,
+		i, u, v;
+
+
+	// expose internals
+	this.tangents = tangents;
+	this.normals = normals;
+	this.binormals = binormals;
+
+	// compute the tangent vectors for each segment on the path
+
+	for ( i = 0; i < numpoints; i++ ) {
+
+		u = i / ( numpoints - 1 );
+
+		tangents[ i ] = path.getTangentAt( u );
+		tangents[ i ].normalize();
+
+	}
+
+	initialNormal3();
+
+	function initialNormal1(lastBinormal) {
+		// fixed start binormal. Has dangers of 0 vectors
+		normals[ 0 ] = new THREE.Vector3();
+		binormals[ 0 ] = new THREE.Vector3();
+		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
+		normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize();
+		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
+	}
+
+	function initialNormal2() {
+
+		// This uses the Frenet-Serret formula for deriving binormal
+		var t2 = path.getTangentAt( epsilon );
+
+		normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize();
+		binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] );
+
+		normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
+		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
+
+	}
+
+	function initialNormal3() {
+		// select an initial normal vector perpenicular to the first tangent vector,
+		// and in the direction of the smallest tangent xyz component
+
+		normals[ 0 ] = new THREE.Vector3();
+		binormals[ 0 ] = new THREE.Vector3();
+		smallest = Number.MAX_VALUE;
+		tx = Math.abs( tangents[ 0 ].x );
+		ty = Math.abs( tangents[ 0 ].y );
+		tz = Math.abs( tangents[ 0 ].z );
+
+		if ( tx <= smallest ) {
+			smallest = tx;
+			normal.set( 1, 0, 0 );
+		}
+
+		if ( ty <= smallest ) {
+			smallest = ty;
+			normal.set( 0, 1, 0 );
+		}
+
+		if ( tz <= smallest ) {
+			normal.set( 0, 0, 1 );
+		}
+
+		vec.cross( tangents[ 0 ], normal ).normalize();
+
+		normals[ 0 ].cross( tangents[ 0 ], vec );
+		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] );
+	}
+
+
+	// compute the slowly-varying normal and binormal vectors for each segment on the path
+
+	for ( i = 1; i < numpoints; i++ ) {
+
+		normals[ i ] = normals[ i-1 ].clone();
+
+		binormals[ i ] = binormals[ i-1 ].clone();
+
+		vec.cross( tangents[ i-1 ], tangents[ i ] );
+
+		if ( vec.length() > epsilon ) {
+
+			vec.normalize();
+
+			theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
+
+			mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] );
+
+		}
+
+		binormals[ i ].cross( tangents[ i ], normals[ i ] );
+
+	}
+
+
+	// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+
+	if ( closed ) {
+
+		theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
+		theta /= ( numpoints - 1 );
+
+		if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
+
+			theta = -theta;
+
+		}
+
+		for ( i = 1; i < numpoints; i++ ) {
+
+			// twist a little...
+			mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] );
+			binormals[ i ].cross( tangents[ i ], normals[ i ] );
+
+		}
+
+	}
+};
+/**
+ * @author clockworkgeek / https://github.com/clockworkgeek
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
+
+	THREE.Geometry.call( this );
+
+	radius = radius || 1;
+	detail = detail || 0;
+
+	var that = this;
+
+	for ( var i = 0, l = vertices.length; i < l; i ++ ) {
+
+		prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
+
+	}
+
+	var midpoints = [], p = this.vertices;
+
+	for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+		make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
+
+	}
+
+	this.mergeVertices();
+
+	// Apply radius
+
+	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+		this.vertices[ i ].multiplyScalar( radius );
+
+	}
+
+
+	// Project vector onto sphere's surface
+
+	function prepare( vector ) {
+
+		var vertex = vector.normalize().clone();
+		vertex.index = that.vertices.push( vertex ) - 1;
+
+		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
+
+		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
+		var v = inclination( vector ) / Math.PI + 0.5;
+		vertex.uv = new THREE.Vector2( u, 1 - v );
+
+		return vertex;
+
+	}
+
+
+	// Approximate a curved face with recursively sub-divided triangles.
+
+	function make( v1, v2, v3, detail ) {
+
+		if ( detail < 1 ) {
+
+			var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+			face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 );
+			face.normal = face.centroid.clone().normalize();
+			that.faces.push( face );
+
+			var azi = azimuth( face.centroid );
+			that.faceVertexUvs[ 0 ].push( [
+				correctUV( v1.uv, v1, azi ),
+				correctUV( v2.uv, v2, azi ),
+				correctUV( v3.uv, v3, azi )
+			] );
+
+		} else {
+
+			detail -= 1;
+
+			// split triangle into 4 smaller triangles
+
+			make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
+			make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
+			make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
+			make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
+
+		}
+
+	}
+
+	function midpoint( v1, v2 ) {
+
+		if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
+		if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
+
+		var mid = midpoints[ v1.index ][ v2.index ];
+
+		if ( mid === undefined ) {
+
+			// generate mean point and project to surface with prepare()
+
+			midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
+				new THREE.Vector3().add( v1, v2 ).divideScalar( 2 )
+			);
+		}
+
+		return mid;
+
+	}
+
+
+	// Angle around the Y axis, counter-clockwise when looking from above.
+
+	function azimuth( vector ) {
+
+		return Math.atan2( vector.z, -vector.x );
+
+	}
+
+
+	// Angle above the XZ plane.
+
+	function inclination( vector ) {
+
+		return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
+
+	}
+
+
+	// Texture fixing helper. Spheres have some odd behaviours.
+
+	function correctUV( uv, vector, azimuth ) {
+
+		if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
+		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
+		return uv;
+
+	}
+
+	this.computeCentroids();
+
+    this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.IcosahedronGeometry = function ( radius, detail ) {
+
+	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+
+	var vertices = [
+		[ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
+		[  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
+		[  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
+	];
+
+	var faces = [
+		[ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
+		[ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
+		[ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
+		[ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.OctahedronGeometry = function ( radius, detail ) {
+
+	var vertices = [
+		[ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
+	];
+
+	var faces = [
+		[ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+};
+
+THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.TetrahedronGeometry = function ( radius, detail ) {
+
+	var vertices = [
+		[ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
+	];
+
+	var faces = [
+		[ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / https://github.com/zz85
+ * Parametric Surfaces Geometry
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+ *
+ * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
+ *
+ */
+
+THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
+
+	THREE.Geometry.call( this );
+
+	var verts = this.vertices;
+	var faces = this.faces;
+	var uvs = this.faceVertexUvs[ 0 ];
+
+	useTris = (useTris === undefined) ? false : useTris;
+
+	var i, il, j, p;
+	var u, v;
+
+	var stackCount = stacks + 1;
+	var sliceCount = slices + 1;
+
+	for ( i = 0; i <= stacks; i ++ ) {
+
+		v = i / stacks;
+
+		for ( j = 0; j <= slices; j ++ ) {
+
+			u = j / slices;
+
+			p = func( u, v );
+			verts.push( p );
+
+		}
+	}
+
+	var a, b, c, d;
+	var uva, uvb, uvc, uvd;
+
+	for ( i = 0; i < stacks; i ++ ) {
+
+		for ( j = 0; j < slices; j ++ ) {
+
+			a = i * sliceCount + j;
+			b = i * sliceCount + j + 1;
+			c = (i + 1) * sliceCount + j;
+			d = (i + 1) * sliceCount + j + 1;
+
+			uva = new THREE.Vector2( j / slices, i / stacks );
+			uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
+			uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
+			uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
+
+			if ( useTris ) {
+
+				faces.push( new THREE.Face3( a, b, c ) );
+				faces.push( new THREE.Face3( b, d, c ) );
+
+				uvs.push( [ uva, uvb, uvc ] );
+				uvs.push( [ uvb, uvd, uvc ] );
+
+			} else {
+
+				faces.push( new THREE.Face4( a, b, d, c ) );
+				uvs.push( [ uva, uvb, uvd, uvc ] );
+
+			}
+
+		}
+
+	}
+
+	// console.log(this);
+
+	// magic bullet
+	// var diff = this.mergeVertices();
+	// console.log('removed ', diff, ' vertices by merging');
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author qiao / https://github.com/qiao
+ * @fileoverview This is a convex hull generator using the incremental method. 
+ * The complexity is O(n^2) where n is the number of vertices.
+ * O(nlogn) algorithms do exist, but they are much more complicated.
+ *
+ * Benchmark: 
+ *
+ *  Platform: CPU: P7350 @2.00GHz Engine: V8
+ *
+ *  Num Vertices	Time(ms)
+ *
+ *     10           1
+ *     20           3
+ *     30           19
+ *     40           48
+ *     50           107
+ */
+
+THREE.ConvexGeometry = function( vertices ) {
+
+	THREE.Geometry.call( this );
+
+	var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; 
+
+	for ( var i = 3; i < vertices.length; i++ ) {
+
+		addPoint( i );
+
+	}
+
+
+	function addPoint( vertexId ) {
+
+		var vertex = vertices[ vertexId ].clone();
+
+		var mag = vertex.length();
+		vertex.x += mag * randomOffset();
+		vertex.y += mag * randomOffset();
+		vertex.z += mag * randomOffset();
+
+		var hole = [];
+
+		for ( var f = 0; f < faces.length; ) {
+
+			var face = faces[ f ];
+
+			// for each face, if the vertex can see it,
+			// then we try to add the face's edges into the hole.
+			if ( visible( face, vertex ) ) {
+
+				for ( var e = 0; e < 3; e++ ) {
+
+					var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
+					var boundary = true;
+
+					// remove duplicated edges.
+					for ( var h = 0; h < hole.length; h++ ) {
+
+						if ( equalEdge( hole[ h ], edge ) ) {
+
+							hole[ h ] = hole[ hole.length - 1 ];
+							hole.pop();
+							boundary = false;
+							break;
+
+						}
+
+					}
+
+					if ( boundary ) {
+
+						hole.push( edge );
+
+					}
+
+				}
+
+				// remove faces[ f ]
+				faces[ f ] = faces[ faces.length - 1 ];
+				faces.pop();
+
+			} else { // not visible
+
+				f++;
+
+			}
+		}
+
+		// construct the new faces formed by the edges of the hole and the vertex
+		for ( var h = 0; h < hole.length; h++ ) {
+
+			faces.push( [ 
+				hole[ h ][ 0 ],
+				hole[ h ][ 1 ],
+				vertexId
+			] );
+
+		}
+	}
+
+	/**
+	 * Whether the face is visible from the vertex
+	 */
+	function visible( face, vertex ) {
+
+		var va = vertices[ face[ 0 ] ];
+		var vb = vertices[ face[ 1 ] ];
+		var vc = vertices[ face[ 2 ] ];
+
+		var n = normal( va, vb, vc );
+
+		// distance from face to origin
+		var dist = n.dot( va );
+
+		return n.dot( vertex ) >= dist; 
+
+	}
+
+	/**
+	 * Face normal
+	 */
+	function normal( va, vb, vc ) {
+
+		var cb = new THREE.Vector3();
+		var ab = new THREE.Vector3();
+
+		cb.sub( vc, vb );
+		ab.sub( va, vb );
+		cb.crossSelf( ab );
+
+		cb.normalize();
+
+		return cb;
+
+	}
+
+	/**
+	 * Detect whether two edges are equal.
+	 * Note that when constructing the convex hull, two same edges can only
+	 * be of the negative direction.
+	 */
+	function equalEdge( ea, eb ) {
+
+		return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; 
+
+	}
+
+	/**
+	 * Create a random offset between -1e-6 and 1e-6.
+	 */
+	function randomOffset() {
+
+		return ( Math.random() - 0.5 ) * 2 * 1e-6;
+
+	}
+
+
+	/**
+	 * XXX: Not sure if this is the correct approach. Need someone to review.
+	 */
+	function vertexUv( vertex ) {
+
+		var mag = vertex.length();
+		return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
+
+	}
+
+	// Push vertices into `this.vertices`, skipping those inside the hull
+	var id = 0;
+	var newId = new Array( vertices.length ); // map from old vertex id to new id
+
+	for ( var i = 0; i < faces.length; i++ ) {
+
+		 var face = faces[ i ];
+
+		 for ( var j = 0; j < 3; j++ ) {
+
+				if ( newId[ face[ j ] ] === undefined ) {
+
+						newId[ face[ j ] ] = id++;
+						this.vertices.push( vertices[ face[ j ] ] );
+
+				}
+
+				face[ j ] = newId[ face[ j ] ];
+
+		 }
+
+	}
+
+	// Convert faces into instances of THREE.Face3
+	for ( var i = 0; i < faces.length; i++ ) {
+
+		this.faces.push( new THREE.Face3( 
+				faces[ i ][ 0 ],
+				faces[ i ][ 1 ],
+				faces[ i ][ 2 ]
+		) );
+
+	}
+
+	// Compute UVs
+	for ( var i = 0; i < this.faces.length; i++ ) {
+
+		var face = this.faces[ i ];
+
+		this.faceVertexUvs[ 0 ].push( [
+			vertexUv( this.vertices[ face.a ] ),
+			vertexUv( this.vertices[ face.b ] ),
+			vertexUv( this.vertices[ face.c ])
+		] );
+
+	}
+
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author sroucheray / http://sroucheray.org/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AxisHelper = function ( size ) {
+
+	var geometry = new THREE.Geometry();
+
+	geometry.vertices.push(
+		new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
+		new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
+		new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
+	);
+
+	geometry.colors.push(
+		new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
+		new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
+		new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
+	);
+
+	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+	THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ *  dir - Vector3
+ *  origin - Vector3
+ *  length - Number
+ *  hex - color in hex value
+ */
+
+THREE.ArrowHelper = function ( dir, origin, length, hex ) {
+
+	THREE.Object3D.call( this );
+
+	if ( hex === undefined ) hex = 0xffff00;
+	if ( length === undefined ) length = 20;
+
+	var lineGeometry = new THREE.Geometry();
+	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
+	lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
+
+	this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
+	this.add( this.line );
+
+	var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
+
+	this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
+	this.cone.position.set( 0, 1, 0 );
+	this.add( this.cone );
+
+	if ( origin instanceof THREE.Vector3 ) this.position = origin;
+
+	this.setDirection( dir );
+	this.setLength( length );
+
+};
+
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
+
+	var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir );
+
+	var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) );
+
+	this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );
+
+	this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+};
+
+THREE.ArrowHelper.prototype.setLength = function ( length ) {
+
+	this.scale.set( length, length, length );
+
+};
+
+THREE.ArrowHelper.prototype.setColor = function ( hex ) {
+
+	this.line.material.color.setHex( hex );
+	this.cone.material.color.setHex( hex );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows frustum, line of sight and up of the camera
+ *	- suitable for fast updates
+ * 	- based on frustum visualization in lightgl.js shadowmap example
+ *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
+ */
+
+THREE.CameraHelper = function ( camera ) {
+
+	THREE.Line.call( this );
+
+	var scope = this;
+
+	this.geometry = new THREE.Geometry();
+	this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
+	this.type = THREE.LinePieces;
+
+	this.matrixWorld = camera.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	this.pointMap = {};
+
+	// colors
+
+	var hexFrustum = 0xffaa00;
+	var hexCone = 0xff0000;
+	var hexUp = 0x00aaff;
+	var hexTarget = 0xffffff;
+	var hexCross = 0x333333;
+
+	// near
+
+	addLine( "n1", "n2", hexFrustum );
+	addLine( "n2", "n4", hexFrustum );
+	addLine( "n4", "n3", hexFrustum );
+	addLine( "n3", "n1", hexFrustum );
+
+	// far
+
+	addLine( "f1", "f2", hexFrustum );
+	addLine( "f2", "f4", hexFrustum );
+	addLine( "f4", "f3", hexFrustum );
+	addLine( "f3", "f1", hexFrustum );
+
+	// sides
+
+	addLine( "n1", "f1", hexFrustum );
+	addLine( "n2", "f2", hexFrustum );
+	addLine( "n3", "f3", hexFrustum );
+	addLine( "n4", "f4", hexFrustum );
+
+	// cone
+
+	addLine( "p", "n1", hexCone );
+	addLine( "p", "n2", hexCone );
+	addLine( "p", "n3", hexCone );
+	addLine( "p", "n4", hexCone );
+
+	// up
+
+	addLine( "u1", "u2", hexUp );
+	addLine( "u2", "u3", hexUp );
+	addLine( "u3", "u1", hexUp );
+
+	// target
+
+	addLine( "c", "t", hexTarget );
+	addLine( "p", "c", hexCross );
+
+	// cross
+
+	addLine( "cn1", "cn2", hexCross );
+	addLine( "cn3", "cn4", hexCross );
+
+	addLine( "cf1", "cf2", hexCross );
+	addLine( "cf3", "cf4", hexCross );
+
+	this.camera = camera;
+
+	function addLine( a, b, hex ) {
+
+		addPoint( a, hex );
+		addPoint( b, hex );
+
+	}
+
+	function addPoint( id, hex ) {
+
+		scope.geometry.vertices.push( new THREE.Vector3() );
+		scope.geometry.colors.push( new THREE.Color( hex ) );
+
+		if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
+
+		scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
+
+	}
+
+	this.update( camera );
+
+};
+
+THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
+
+THREE.CameraHelper.prototype.update = function () {
+
+	var scope = this;
+
+	var w = 1, h = 1;
+
+	// we need just camera projection matrix
+	// world matrix must be identity
+
+	THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );
+
+	// center / target
+
+	setPoint( "c", 0, 0, -1 );
+	setPoint( "t", 0, 0,  1 );
+
+	// near
+
+	setPoint( "n1", -w, -h, -1 );
+	setPoint( "n2",  w, -h, -1 );
+	setPoint( "n3", -w,  h, -1 );
+	setPoint( "n4",  w,  h, -1 );
+
+	// far
+
+	setPoint( "f1", -w, -h, 1 );
+	setPoint( "f2",  w, -h, 1 );
+	setPoint( "f3", -w,  h, 1 );
+	setPoint( "f4",  w,  h, 1 );
+
+	// up
+
+	setPoint( "u1",  w * 0.7, h * 1.1, -1 );
+	setPoint( "u2", -w * 0.7, h * 1.1, -1 );
+	setPoint( "u3",        0, h * 2,   -1 );
+
+	// cross
+
+	setPoint( "cf1", -w,  0, 1 );
+	setPoint( "cf2",  w,  0, 1 );
+	setPoint( "cf3",  0, -h, 1 );
+	setPoint( "cf4",  0,  h, 1 );
+
+	setPoint( "cn1", -w,  0, -1 );
+	setPoint( "cn2",  w,  0, -1 );
+	setPoint( "cn3",  0, -h, -1 );
+	setPoint( "cn4",  0,  h, -1 );
+
+	function setPoint( point, x, y, z ) {
+
+		THREE.CameraHelper.__v.set( x, y, z );
+		THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
+
+		var points = scope.pointMap[ point ];
+
+		if ( points !== undefined ) {
+
+			for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+				scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
+
+			}
+
+		}
+
+	}
+
+	this.geometry.verticesNeedUpdate = true;
+
+};
+
+THREE.CameraHelper.__projector = new THREE.Projector();
+THREE.CameraHelper.__v = new THREE.Vector3();
+THREE.CameraHelper.__c = new THREE.Camera();
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows directional light color, intensity, position, orientation and target
+ */
+
+THREE.DirectionalLightHelper = function ( light, sphereSize, arrowLength ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// direction
+
+	this.direction = new THREE.Vector3();
+	this.direction.sub( light.target.position, light.position );
+
+	// color
+
+	this.color = light.color.clone();
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+
+	this.lightArrow = new THREE.ArrowHelper( this.direction, null, arrowLength, hexColor );
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+
+	this.lightArrow.cone.material.fog = false;
+	this.lightArrow.line.material.fog = false;
+
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+
+	this.add( this.lightArrow );
+	this.add( this.lightSphere );
+	this.add( this.lightRays );
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	// light target helper
+
+	this.targetSphere = null;
+
+	if ( light.target.properties.targetInverse ) {
+
+		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
+		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
+
+		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
+		this.targetSphere.position = light.target.position;
+
+		this.targetSphere.properties.isGizmo = true;
+		this.targetSphere.properties.gizmoSubject = light.target;
+		this.targetSphere.properties.gizmoRoot = this.targetSphere;
+
+		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+		var lineGeometry = new THREE.Geometry();
+		lineGeometry.vertices.push( this.position.clone() );
+		lineGeometry.vertices.push( this.targetSphere.position.clone() );
+		lineGeometry.computeLineDistances();
+
+		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
+		this.targetLine.properties.isGizmo = true;
+
+	}
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.DirectionalLightHelper.prototype.update = function () {
+
+	// update arrow orientation
+	// pointing from light to target
+
+	this.direction.sub( this.light.target.position, this.light.position );
+	this.lightArrow.setDirection( this.direction );
+
+	// update arrow, spheres, rays and line colors to light color * light intensity
+
+	this.color.copy( this.light.color );
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	this.lightArrow.setColor( this.color.getHex() );
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+
+	this.targetSphere.material.color.copy( this.color );
+	this.targetLine.material.color.copy( this.color );
+
+	// update target line vertices
+
+	this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
+	this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
+
+	this.targetLine.geometry.computeLineDistances();
+	this.targetLine.geometry.verticesNeedUpdate = true;
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows hemisphere light intensity, sky and ground colors and directions
+ */
+
+THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	//
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	// sky color
+
+	this.color = light.color.clone();
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	var hexColor = this.color.getHex();
+
+	// ground color
+
+	this.groundColor = light.groundColor.clone();
+
+	this.groundColor.r *= intensity;
+	this.groundColor.g *= intensity;
+	this.groundColor.b *= intensity;
+
+	var hexColorGround = this.groundColor.getHex();
+
+	// double colored light bulb
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, 0, Math.PI * 0.5 );
+	var bulbGroundGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, Math.PI * 0.5, Math.PI );
+
+	var bulbSkyMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var bulbGroundMaterial = new THREE.MeshBasicMaterial( { color: hexColorGround, fog: false } );
+
+	for ( var i = 0, il = bulbGeometry.faces.length; i < il; i ++ ) {
+
+		bulbGeometry.faces[ i ].materialIndex = 0;
+
+	}
+
+	for ( var i = 0, il = bulbGroundGeometry.faces.length; i < il; i ++ ) {
+
+		bulbGroundGeometry.faces[ i ].materialIndex = 1;
+
+	}
+
+	THREE.GeometryUtils.merge( bulbGeometry, bulbGroundGeometry );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, new THREE.MeshFaceMaterial( [ bulbSkyMaterial, bulbGroundMaterial ] ) );
+
+	// arrows for sky and ground light directions
+
+	this.lightArrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * 1.1, 0 ), arrowLength, hexColor );
+	this.lightArrow.rotation.x = Math.PI;
+
+	this.lightArrowGround = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * -1.1, 0 ), arrowLength, hexColorGround );
+
+	var joint = new THREE.Object3D();
+	joint.rotation.x = -Math.PI * 0.5;
+
+	joint.add( this.lightSphere );
+	joint.add( this.lightArrow );
+	joint.add( this.lightArrowGround );
+
+	this.add( joint );
+
+	//
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	//
+
+	this.properties.isGizmo = true;
+
+	//
+
+	this.target = new THREE.Vector3();
+	this.lookAt( this.target );
+
+}
+
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.HemisphereLightHelper.prototype.update = function () {
+
+	// update sphere sky and ground colors to light color * light intensity
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+	this.color.copy( this.light.color );
+	this.groundColor.copy( this.light.groundColor );
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	this.groundColor.r *= intensity;
+	this.groundColor.g *= intensity;
+	this.groundColor.b *= intensity;
+
+	this.lightSphere.material.materials[ 0 ].color.copy( this.color );
+	this.lightSphere.material.materials[ 1 ].color.copy( this.groundColor );
+
+	this.lightArrow.setColor( this.color.getHex() );
+	this.lightArrowGround.setColor( this.groundColor.getHex() );
+
+	this.lookAt( this.target );
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows point light color, intensity, position and distance
+ */
+
+THREE.PointLightHelper = function ( light, sphereSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// color
+
+	this.color = light.color.clone();
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
+
+	var d = light.distance;
+
+	if ( d === 0.0 ) {
+
+		this.lightDistance.visible = false;
+
+	} else {
+
+		this.lightDistance.scale.set( d, d, d );
+
+	}
+
+	this.add( this.lightSphere );
+	this.add( this.lightRays );
+	this.add( this.lightDistance );
+
+	//
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.PointLightHelper.prototype.update = function () {
+
+	// update sphere and rays colors to light color * light intensity
+
+	this.color.copy( this.light.color );
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+	this.lightDistance.material.color.copy( this.color );
+
+	//
+
+	var d = this.light.distance;
+
+	if ( d === 0.0 ) {
+
+		this.lightDistance.visible = false;
+
+	} else {
+
+		this.lightDistance.visible = true;
+		this.lightDistance.scale.set( d, d, d );
+
+	}
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows spot light color, intensity, position, orientation, light cone and target
+ */
+
+THREE.SpotLightHelper = function ( light, sphereSize, arrowLength ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// direction
+
+	this.direction = new THREE.Vector3();
+	this.direction.sub( light.target.position, light.position );
+
+	// color
+
+	this.color = light.color.clone();
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+	var coneGeometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
+
+	var coneMatrix = new THREE.Matrix4();
+	coneMatrix.rotateX( -Math.PI/2 );
+	coneMatrix.translate( new THREE.Vector3( 0, -0.5, 0 ) );
+	coneGeometry.applyMatrix( coneMatrix );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+	var coneMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.3, transparent: true } );
+
+	this.lightArrow = new THREE.ArrowHelper( this.direction, null, arrowLength, hexColor );
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+	this.lightCone = new THREE.Mesh( coneGeometry, coneMaterial );
+
+	var coneLength = light.distance ? light.distance : 10000;
+	var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
+	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+
+	this.lightArrow.cone.material.fog = false;
+	this.lightArrow.line.material.fog = false;
+
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+
+	this.gyroscope = new THREE.Gyroscope();
+
+	this.gyroscope.add( this.lightArrow );
+	this.gyroscope.add( this.lightSphere );
+	this.gyroscope.add( this.lightRays );
+
+	this.add( this.gyroscope );
+	this.add( this.lightCone );
+
+	this.lookAt( light.target.position );
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	// light target helper
+
+	this.targetSphere = null;
+
+	if ( light.target.properties.targetInverse ) {
+
+		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
+		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
+
+		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
+		this.targetSphere.position = light.target.position;
+
+		this.targetSphere.properties.isGizmo = true;
+		this.targetSphere.properties.gizmoSubject = light.target;
+		this.targetSphere.properties.gizmoRoot = this.targetSphere;
+
+		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+		var lineGeometry = new THREE.Geometry();
+		lineGeometry.vertices.push( this.position.clone() );
+		lineGeometry.vertices.push( this.targetSphere.position.clone() );
+		lineGeometry.computeLineDistances();
+
+		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
+		this.targetLine.properties.isGizmo = true;
+
+	}
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.SpotLightHelper.prototype.update = function () {
+
+	// update arrow orientation
+	// pointing from light to target
+
+	this.direction.sub( this.light.target.position, this.light.position );
+	this.lightArrow.setDirection( this.direction );
+
+	// update light cone orientation and size
+
+	this.lookAt( this.light.target.position );
+
+	var coneLength = this.light.distance ? this.light.distance : 10000;
+	var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
+	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+
+	// update arrow, spheres, rays and line colors to light color * light intensity
+
+	this.color.copy( this.light.color );
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	this.lightArrow.setColor( this.color.getHex() );
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+	this.lightCone.material.color.copy( this.color );
+
+	this.targetSphere.material.color.copy( this.color );
+	this.targetLine.material.color.copy( this.color );
+
+	// update target line vertices
+
+	this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
+	this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
+
+	this.targetLine.geometry.computeLineDistances();
+	this.targetLine.geometry.verticesNeedUpdate = true;
+
+}
+
+/*
+ *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
+ *
+ *	Subdivision Geometry Modifier 
+ *		using Catmull-Clark Subdivision Surfaces
+ *		for creating smooth geometry meshes
+ *
+ *	Note: a modifier modifies vertices and faces of geometry,
+ *		so use geometry.clone() if original geometry needs to be retained
+ * 
+ *	Readings: 
+ *		http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
+ *		http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
+ *		http://xrt.wikidot.com/blog:31
+ *		"Subdivision Surfaces in Character Animation"
+ *
+ *		(on boundary edges)
+ *		http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
+ *		https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description
+ *
+ *	Supports:
+ *		Closed and Open geometries.
+ *
+ *	TODO:
+ *		crease vertex and "semi-sharp" features
+ *		selective subdivision
+ */
+
+
+THREE.SubdivisionModifier = function( subdivisions ) {
+
+	this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
+
+	// Settings
+	this.useOldVertexColors = false;
+	this.supportUVs = true;
+	this.debug = false;
+
+};
+
+// Applies the "modify" pattern
+THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
+
+	var repeats = this.subdivisions;
+
+	while ( repeats-- > 0 ) {
+		this.smooth( geometry );
+	}
+
+};
+
+/// REFACTORING THIS OUT
+
+THREE.GeometryUtils.orderedKey = function ( a, b ) {
+
+	return Math.min( a, b ) + "_" + Math.max( a, b );
+
+};
+
+
+// Returns a hashmap - of { edge_key: face_index }
+THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
+
+	var i, il, v1, v2, j, k,
+		face, faceIndices, faceIndex,
+		edge,
+		hash,
+		edgeFaceMap = {};
+
+	var orderedKey = THREE.GeometryUtils.orderedKey;
+
+	function mapEdgeHash( hash, i ) {
+
+		if ( edgeFaceMap[ hash ] === undefined ) {
+
+			edgeFaceMap[ hash ] = [];
+
+		}
+
+		edgeFaceMap[ hash ].push( i );
+	}
+
+
+	// construct vertex -> face map
+
+	for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+		face = geometry.faces[ i ];
+
+		if ( face instanceof THREE.Face3 ) {
+
+			hash = orderedKey( face.a, face.b );
+			mapEdgeHash( hash, i );
+
+			hash = orderedKey( face.b, face.c );
+			mapEdgeHash( hash, i );
+
+			hash = orderedKey( face.c, face.a );
+			mapEdgeHash( hash, i );
+
+		} else if ( face instanceof THREE.Face4 ) {
+
+			hash = orderedKey( face.a, face.b );
+			mapEdgeHash( hash, i );
+
+			hash = orderedKey( face.b, face.c );
+			mapEdgeHash( hash, i );
+
+			hash = orderedKey( face.c, face.d );
+			mapEdgeHash( hash, i );
+
+			hash = orderedKey( face.d, face.a );
+			mapEdgeHash( hash, i );
+
+		}
+
+	}
+
+	// extract faces
+
+	// var edges = [];
+	// 
+	// var numOfEdges = 0;
+	// for (i in edgeFaceMap) {
+	// 	numOfEdges++;
+	//
+	// 	edge = edgeFaceMap[i];
+	// 	edges.push(edge);
+	//
+	// }
+
+	//debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
+
+	return edgeFaceMap;
+
+}
+
+/////////////////////////////
+
+// Performs an iteration of Catmull-Clark Subdivision
+THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
+
+	//debug( 'running smooth' );
+
+	// New set of vertices, faces and uvs
+	var newVertices = [], newFaces = [], newUVs = [];
+
+	function v( x, y, z ) {
+		newVertices.push( new THREE.Vector3( x, y, z ) );
+	}
+
+	var scope = this;
+	var orderedKey = THREE.GeometryUtils.orderedKey;
+	var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces;
+
+	function assert() {
+
+		if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
+
+	}
+
+	function debug() {
+
+		if (scope.debug) console.log.apply(console, arguments);
+
+	}
+
+	function warn() {
+
+		if (console)
+		console.log.apply(console, arguments);
+
+	}
+
+	function f4( a, b, c, d, oldFace, orders, facei ) {
+
+		// TODO move vertex selection over here!
+
+		var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
+
+		if (scope.useOldVertexColors) {
+
+			newFace.vertexColors = []; 
+
+			var color, tmpColor, order;
+
+			for (var i=0;i<4;i++) {
+
+				order = orders[i];
+
+				color = new THREE.Color(),
+				color.setRGB(0,0,0);
+
+				for (var j=0, jl=0; j<order.length;j++) {
+					tmpColor = oldFace.vertexColors[order[j]-1];
+					color.r += tmpColor.r;
+					color.g += tmpColor.g;
+					color.b += tmpColor.b;
+				}
+
+				color.r /= order.length;
+				color.g /= order.length;
+				color.b /= order.length;
+
+				newFace.vertexColors[i] = color;
+
+			}
+
+		}
+
+		newFaces.push( newFace );
+
+		if (scope.supportUVs) {
+
+			var aUv = [
+				getUV(a, ''),
+				getUV(b, facei),
+				getUV(c, facei),
+				getUV(d, facei)
+			];
+
+			if (!aUv[0]) debug('a :( ', a+':'+facei);
+			else if (!aUv[1]) debug('b :( ', b+':'+facei);
+			else if (!aUv[2]) debug('c :( ', c+':'+facei);
+			else if (!aUv[3]) debug('d :( ', d+':'+facei);
+			else 
+				newUVs.push( aUv );
+
+		}
+	}
+
+	var originalPoints = oldGeometry.vertices;
+	var originalFaces = oldGeometry.faces;
+	var originalVerticesLength = originalPoints.length;
+
+	var newPoints = originalPoints.concat(); // New set of vertices to work on
+
+	var facePoints = [], // these are new points on exisiting faces
+		edgePoints = {}; // these are new points on exisiting edges
+
+	var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
+	// TODO: handle this correctly.
+
+	var uvForVertices = {}; // Stored in {vertex}:{old face} format
+
+
+	function debugCoreStuff() {
+
+		console.log('facePoints', facePoints, 'edgePoints', edgePoints);
+		console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
+
+	}
+
+	function getUV(vertexNo, oldFaceNo) {
+		var j,jl;
+
+		var key = vertexNo+':'+oldFaceNo;
+		var theUV = uvForVertices[key];
+
+		if (!theUV) {
+			if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
+				debug('face pt');
+			} else {
+				debug('edge pt');
+			}
+
+			warn('warning, UV not found for', key);
+
+			return null;
+		}
+
+		return theUV;
+ 
+		// Original faces -> Vertex Nos. 
+		// new Facepoint -> Vertex Nos.
+		// edge Points
+
+	}
+
+	function addUV(vertexNo, oldFaceNo, value) {
+
+		var key = vertexNo+':'+oldFaceNo;
+		if (!(key in uvForVertices)) {
+			uvForVertices[key] = value;
+		} else {
+			warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
+		}
+	}
+
+	// Step 1
+	//	For each face, add a face point
+	//	Set each face point to be the centroid of all original points for the respective face.
+	// debug(oldGeometry);
+	var i, il, j, jl, face;
+
+	// For Uvs
+	var uvs = oldGeometry.faceVertexUvs[0];
+	var abcd = 'abcd', vertice;
+
+	debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
+
+	if (scope.supportUVs)
+
+	for (i=0, il = uvs.length; i<il; i++ ) {
+
+		for (j=0,jl=uvs[i].length;j<jl;j++) {
+
+			vertice = originalFaces[i][abcd.charAt(j)];
+			addUV(vertice, i, uvs[i][j]);
+
+		}
+
+	}
+
+	if (uvs.length == 0) scope.supportUVs = false;
+
+	// Additional UVs check, if we index original 
+	var uvCount = 0;
+	for (var u in uvForVertices) {
+		uvCount++;
+	}
+	if (!uvCount) {
+		scope.supportUVs = false;
+		debug('no uvs');
+	}
+
+	var avgUv ;
+
+	for (i=0, il = originalFaces.length; i<il ;i++) {
+
+		face = originalFaces[ i ];
+		facePoints.push( face.centroid );
+		newPoints.push( face.centroid );
+
+		if (!scope.supportUVs) continue;
+
+		// Prepare subdivided uv
+
+		avgUv = new THREE.Vector2();
+
+		if ( face instanceof THREE.Face3 ) {
+
+			avgUv.x = getUV( face.a, i ).x + getUV( face.b, i ).x + getUV( face.c, i ).x;
+			avgUv.y = getUV( face.a, i ).y + getUV( face.b, i ).y + getUV( face.c, i ).y;
+			avgUv.x /= 3;
+			avgUv.y /= 3;
+
+		} else if ( face instanceof THREE.Face4 ) {
+
+			avgUv.x = getUV( face.a, i ).x + getUV( face.b, i ).x + getUV( face.c, i ).x + getUV( face.d, i ).x;
+			avgUv.y = getUV( face.a, i ).y + getUV( face.b, i ).y + getUV( face.c, i ).y + getUV( face.d, i ).y;
+			avgUv.x /= 4;
+			avgUv.y /= 4;
+
+		}
+
+		addUV(originalVerticesLength + i, '', avgUv);
+
+	}
+
+	// Step 2
+	//	For each edge, add an edge point.
+	//	Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
+
+	var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index  eg { edge_key: [face_index, face_index2 ]}
+	var edge, faceIndexA, faceIndexB, avg;
+
+	// debug('edgeFaceMap', edgeFaceMap);
+
+	var edgeCount = 0;
+
+	var edgeVertex, edgeVertexA, edgeVertexB;
+
+	////
+
+	var vertexEdgeMap = {}; // Gives edges connecting from each vertex
+	var vertexFaceMap = {}; // Gives faces connecting from each vertex
+
+	function addVertexEdgeMap(vertex, edge) {
+
+		if (vertexEdgeMap[vertex]===undefined) {
+
+			vertexEdgeMap[vertex] = [];
+
+		}
+
+		vertexEdgeMap[vertex].push(edge);
+	}
+
+	function addVertexFaceMap(vertex, face, edge) {
+
+		if (vertexFaceMap[vertex]===undefined) {
+
+			vertexFaceMap[vertex] = {};
+
+		}
+
+		vertexFaceMap[vertex][face] = edge;
+		// vertexFaceMap[vertex][face] = null;
+	}
+
+	// Prepares vertexEdgeMap and vertexFaceMap
+	for (i in edgeFaceMap) { // This is for every edge
+		edge = edgeFaceMap[i];
+
+		edgeVertex = i.split('_');
+		edgeVertexA = edgeVertex[0];
+		edgeVertexB = edgeVertex[1];
+
+		// Maps an edgeVertex to connecting edges
+		addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
+		addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
+
+		for (j=0,jl=edge.length;j<jl;j++) {
+
+			face = edge[j];
+			addVertexFaceMap(edgeVertexA, face, i);
+			addVertexFaceMap(edgeVertexB, face, i);
+
+		}
+
+		// {edge vertex: { face1: edge_key, face2: edge_key.. } }
+
+		// this thing is fishy right now.
+		if (edge.length < 2) {
+
+			// edge is "sharp";
+			sharpEdges[i] = true;
+			sharpVertices[edgeVertexA] = true;
+			sharpVertices[edgeVertexB] = true;
+
+		}
+
+	}
+
+	for (i in edgeFaceMap) {
+
+		edge = edgeFaceMap[i];
+
+		faceIndexA = edge[0]; // face index a
+		faceIndexB = edge[1]; // face index b
+
+		edgeVertex = i.split('_');
+		edgeVertexA = edgeVertex[0];
+		edgeVertexB = edgeVertex[1];
+
+		avg = new THREE.Vector3();
+
+		//debug(i, faceIndexB,facePoints[faceIndexB]);
+
+		assert(edge.length > 0, 'an edge without faces?!');
+
+		if (edge.length==1) {
+
+			avg.addSelf(originalPoints[edgeVertexA]);
+			avg.addSelf(originalPoints[edgeVertexB]);
+			avg.multiplyScalar(0.5);
+
+			sharpVertices[newPoints.length] = true;
+
+		} else {
+
+			avg.addSelf(facePoints[faceIndexA]);
+			avg.addSelf(facePoints[faceIndexB]);
+
+			avg.addSelf(originalPoints[edgeVertexA]);
+			avg.addSelf(originalPoints[edgeVertexB]);
+
+			avg.multiplyScalar(0.25);
+
+		}
+
+		edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
+
+		newPoints.push( avg );
+
+		edgeCount ++;
+
+		if (!scope.supportUVs) {
+			continue;
+		}
+
+		// Prepare subdivided uv
+
+		avgUv = new THREE.Vector2();
+
+		avgUv.x = getUV(edgeVertexA, faceIndexA).x + getUV(edgeVertexB, faceIndexA).x;
+		avgUv.y = getUV(edgeVertexA, faceIndexA).y + getUV(edgeVertexB, faceIndexA).y;
+		avgUv.x /= 2;
+		avgUv.y /= 2;
+
+		addUV(edgePoints[i], faceIndexA, avgUv);
+
+		if (edge.length>=2) {
+			assert(edge.length == 2, 'did we plan for more than 2 edges?');
+			avgUv = new THREE.Vector2();
+
+			avgUv.x = getUV(edgeVertexA, faceIndexB).x + getUV(edgeVertexB, faceIndexB).x;
+			avgUv.y = getUV(edgeVertexA, faceIndexB).y + getUV(edgeVertexB, faceIndexB).y;
+			avgUv.x /= 2;
+			avgUv.y /= 2;
+
+			addUV(edgePoints[i], faceIndexB, avgUv);
+		}
+
+	}
+
+	debug('-- Step 2 done');
+
+	// Step 3
+	//	For each face point, add an edge for every edge of the face, 
+	//	connecting the face point to each edge point for the face.
+
+	var facePt, currentVerticeIndex;
+
+	var hashAB, hashBC, hashCD, hashDA, hashCA;
+
+	var abc123 = ['123', '12', '2', '23'];
+	var bca123 = ['123', '23', '3', '31'];
+	var cab123 = ['123', '31', '1', '12'];
+	var abc1234 = ['1234', '12', '2', '23'];
+	var bcd1234 = ['1234', '23', '3', '34'];
+	var cda1234 = ['1234', '34', '4', '41'];
+	var dab1234 = ['1234', '41', '1', '12'];
+
+	for (i=0, il = facePoints.length; i<il ;i++) { // for every face
+		facePt = facePoints[i];
+		face = originalFaces[i];
+		currentVerticeIndex = originalVerticesLength+ i;
+
+		if ( face instanceof THREE.Face3 ) {
+
+			// create 3 face4s
+
+			hashAB = orderedKey( face.a, face.b );
+			hashBC = orderedKey( face.b, face.c );
+			hashCA = orderedKey( face.c, face.a );
+
+			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
+			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
+			f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
+
+		} else if ( face instanceof THREE.Face4 ) {
+
+			// create 4 face4s
+
+			hashAB = orderedKey( face.a, face.b );
+			hashBC = orderedKey( face.b, face.c );
+			hashCD = orderedKey( face.c, face.d );
+			hashDA = orderedKey( face.d, face.a );
+
+			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
+			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
+			f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
+			f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
+
+
+		} else {
+
+			debug('face should be a face!', face);
+
+		}
+
+	}
+
+	newVertices = newPoints;
+
+	// Step 4
+
+	//	For each original point P, 
+	//		take the average F of all n face points for faces touching P, 
+	//		and take the average R of all n edge midpoints for edges touching P, 
+	//		where each edge midpoint is the average of its two endpoint vertices. 
+	//	Move each original point to the point
+
+
+	var F = new THREE.Vector3();
+	var R = new THREE.Vector3();
+
+	var n;
+	for (i=0, il = originalPoints.length; i<il; i++) {
+		// (F + 2R + (n-3)P) / n
+
+		if (vertexEdgeMap[i]===undefined) continue;
+
+		F.set(0,0,0);
+		R.set(0,0,0);
+		var newPos =  new THREE.Vector3(0,0,0);
+
+		var f = 0; // this counts number of faces, original vertex is connected to (also known as valance?)
+		for (j in vertexFaceMap[i]) {
+			F.addSelf(facePoints[j]);
+			f++;
+		}
+
+		var sharpEdgeCount = 0;
+
+		n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges
+
+		// Are we on the border?
+		var boundary_case = f != n;
+
+		// if (boundary_case) {
+		// 	console.error('moo', 'o', i, 'faces touched', f, 'edges',  n, n == 2);
+		// }
+
+		for (j=0;j<n;j++) {
+			if (
+				sharpEdges[
+					orderedKey(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
+				]) {
+					sharpEdgeCount++;
+				}
+		}
+
+		// if ( sharpEdgeCount==2 ) {
+		// 	continue;
+		// 	// Do not move vertex if there's 2 connecting sharp edges.
+		// }
+
+		/*
+		if (sharpEdgeCount>2) {
+			// TODO
+		}
+		*/
+
+		F.divideScalar(f);
+
+
+		var boundary_edges = 0;
+
+		if (boundary_case) {
+
+			var bb_edge;
+			for (j=0; j<n;j++) {
+				edge = vertexEdgeMap[i][j];
+				bb_edge = edgeFaceMap[orderedKey(edge[0], edge[1])].length == 1
+				if (bb_edge) {
+					var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
+					R.addSelf(midPt);
+					boundary_edges++;
+				}
+			}
+
+			R.divideScalar(4);
+			// console.log(j + ' --- ' + n + ' --- ' + boundary_edges);
+			assert(boundary_edges == 2, 'should have only 2 boundary edges');
+
+		} else {
+			for (j=0; j<n;j++) {
+				edge = vertexEdgeMap[i][j];
+				var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
+				R.addSelf(midPt);
+			}
+
+			R.divideScalar(n);
+		}
+
+		// Sum the formula
+		newPos.addSelf(originalPoints[i]);
+
+
+		if (boundary_case) {
+
+			newPos.divideScalar(2);
+			newPos.addSelf(R);
+
+		} else {
+
+			newPos.multiplyScalar(n - 3);
+
+			newPos.addSelf(F);
+			newPos.addSelf(R.multiplyScalar(2));
+			newPos.divideScalar(n);
+
+		}
+
+		newVertices[i] = newPos;
+
+	}
+
+	var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
+
+	newGeometry.vertices = newVertices;
+	newGeometry.faces = newFaces;
+	newGeometry.faceVertexUvs[ 0 ] = newUVs;
+
+	delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
+
+	newGeometry.computeCentroids();
+	newGeometry.computeFaceNormals();
+	newGeometry.computeVertexNormals();
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ImmediateRenderObject = function ( ) {
+
+	THREE.Object3D.call( this );
+
+	this.render = function ( renderCallback ) { };
+
+};
+
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
+
+	THREE.Object3D.call( this );
+
+	this.lensFlares = [];
+
+	this.positionScreen = new THREE.Vector3();
+	this.customUpdateCallback = undefined;
+
+	if( texture !== undefined ) {
+
+		this.add( texture, size, distance, blending, color );
+
+	}
+
+};
+
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
+
+
+/*
+ * Add: adds another flare
+ */
+
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
+
+	if( size === undefined ) size = -1;
+	if( distance === undefined ) distance = 0;
+	if( opacity === undefined ) opacity = 1;
+	if( color === undefined ) color = new THREE.Color( 0xffffff );
+	if( blending === undefined ) blending = THREE.NormalBlending;
+
+	distance = Math.min( distance, Math.max( 0, distance ) );
+
+	this.lensFlares.push( { texture: texture, 			// THREE.Texture
+		                    size: size, 				// size in pixels (-1 = use texture.width)
+		                    distance: distance, 		// distance (0-1) from light source (0=at light source)
+		                    x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is ontop z = 1 is back
+		                    scale: 1, 					// scale
+		                    rotation: 1, 				// rotation
+		                    opacity: opacity,			// opacity
+							color: color,				// color
+		                    blending: blending } );		// blending
+
+};
+
+
+/*
+ * Update lens flares update positions on all flares based on the screen position
+ * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
+ */
+
+THREE.LensFlare.prototype.updateLensFlares = function () {
+
+	var f, fl = this.lensFlares.length;
+	var flare;
+	var vecX = -this.positionScreen.x * 2;
+	var vecY = -this.positionScreen.y * 2;
+
+	for( f = 0; f < fl; f ++ ) {
+
+		flare = this.lensFlares[ f ];
+
+		flare.x = this.positionScreen.x + vecX * flare.distance;
+		flare.y = this.positionScreen.y + vecY * flare.distance;
+
+		flare.wantedRotation = flare.x * Math.PI * 0.25;
+		flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
+
+	}
+
+};
+
+
+
+
+
+
+
+
+
+
+
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphBlendMesh = function( geometry, material ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	this.animationsMap = {};
+	this.animationsList = [];
+
+	// prepare default animation
+	// (all frames played together in 1 second)
+
+	var numFrames = this.geometry.morphTargets.length;
+
+	var name = "__default";
+
+	var startFrame = 0;
+	var endFrame = numFrames - 1;
+
+	var fps = numFrames / 1;
+
+	this.createAnimation( name, startFrame, endFrame, fps );
+	this.setAnimationWeight( name, 1 );
+
+};
+
+THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
+
+	var animation = {
+
+		startFrame: start,
+		endFrame: end,
+
+		length: end - start + 1,
+
+		fps: fps,
+		duration: ( end - start ) / fps,
+
+		lastFrame: 0,
+		currentFrame: 0,
+
+		active: false,
+
+		time: 0,
+		direction: 1,
+		weight: 1,
+
+		directionBackwards: false,
+		mirroredLoop: false
+
+	};
+
+	this.animationsMap[ name ] = animation;
+	this.animationsList.push( animation );
+
+};
+
+THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
+
+	var pattern = /([a-z]+)(\d+)/;
+
+	var firstAnimation, frameRanges = {};
+
+	var geometry = this.geometry;
+
+	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+		var morph = geometry.morphTargets[ i ];
+		var chunks = morph.name.match( pattern );
+
+		if ( chunks && chunks.length > 1 ) {
+
+			var name = chunks[ 1 ];
+			var num = chunks[ 2 ];
+
+			if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
+
+			var range = frameRanges[ name ];
+
+			if ( i < range.start ) range.start = i;
+			if ( i > range.end ) range.end = i;
+
+			if ( ! firstAnimation ) firstAnimation = name;
+
+		}
+
+	}
+
+	for ( var name in frameRanges ) {
+
+		var range = frameRanges[ name ];
+		this.createAnimation( name, range.start, range.end, fps );
+
+	}
+
+	this.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		animation.direction = 1;
+		animation.directionBackwards = false;
+
+	}
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		animation.direction = -1;
+		animation.directionBackwards = true;
+
+	}
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		animation.fps = fps;
+		animation.duration = ( animation.end - animation.start ) / animation.fps;
+
+	}
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		animation.duration = duration;
+		animation.fps = ( animation.end - animation.start ) / animation.duration;
+
+	}
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		animation.weight = weight;
+
+	}
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		animation.time = time;
+
+	}
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
+
+	var time = 0;
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		time = animation.time;
+
+	}
+
+	return time;
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
+
+	var duration = -1;
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		duration = animation.duration;
+
+	}
+
+	return duration;
+
+};
+
+THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		animation.time = 0;
+		animation.active = true;
+
+	} else {
+
+		console.warn( "animation[" + name + "] undefined" );
+
+	}
+
+};
+
+THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
+
+	var animation = this.animationsMap[ name ];
+
+	if ( animation ) {
+
+		animation.active = false;
+
+	}
+
+};
+
+THREE.MorphBlendMesh.prototype.update = function ( delta ) {
+
+	for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
+
+		var animation = this.animationsList[ i ];
+
+		if ( ! animation.active ) continue;
+
+		var frameTime = animation.duration / animation.length;
+
+		animation.time += animation.direction * delta;
+
+		if ( animation.mirroredLoop ) {
+
+			if ( animation.time > animation.duration || animation.time < 0 ) {
+
+				animation.direction *= -1;
+
+				if ( animation.time > animation.duration ) {
+
+					animation.time = animation.duration;
+					animation.directionBackwards = true;
+
+				}
+
+				if ( animation.time < 0 ) {
+
+					animation.time = 0;
+					animation.directionBackwards = false;
+
+				}
+
+			}
+
+		} else {
+
+			animation.time = animation.time % animation.duration;
+
+			if ( animation.time < 0 ) animation.time += animation.duration;
+
+		}
+
+		var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
+		var weight = animation.weight;
+
+		if ( keyframe !== animation.currentFrame ) {
+
+			this.morphTargetInfluences[ animation.lastFrame ] = 0;
+			this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
+
+			this.morphTargetInfluences[ keyframe ] = 0;
+
+			animation.lastFrame = animation.currentFrame;
+			animation.currentFrame = keyframe;
+
+		}
+
+		var mix = ( animation.time % frameTime ) / frameTime;
+
+		if ( animation.directionBackwards ) mix = 1 - mix;
+
+		this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
+		this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
+
+	}
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlarePlugin = function ( ) {
+
+	var _gl, _renderer, _lensFlare = {};
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		_lensFlare.vertices = new Float32Array( 8 + 8 );
+		_lensFlare.faces = new Uint16Array( 6 );
+
+		var i = 0;
+		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
+		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.
+
+		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
+		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;
+
+		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
+		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
+
+		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
+		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;
+
+		i = 0;
+		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
+		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
+
+		// buffers
+
+		_lensFlare.vertexBuffer     = _gl.createBuffer();
+		_lensFlare.elementBuffer    = _gl.createBuffer();
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
+		_gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
+		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
+
+		// textures
+
+		_lensFlare.tempTexture      = _gl.createTexture();
+		_lensFlare.occlusionTexture = _gl.createTexture();
+
+		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
+
+		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
+		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
+
+		if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
+
+			_lensFlare.hasVertexTexture = false;
+			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] );
+
+		} else {
+
+			_lensFlare.hasVertexTexture = true;
+			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] );
+
+		}
+
+		_lensFlare.attributes = {};
+		_lensFlare.uniforms = {};
+
+		_lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
+		_lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "uv" );
+
+		_lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
+		_lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
+		_lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
+		_lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
+		_lensFlare.uniforms.color          = _gl.getUniformLocation( _lensFlare.program, "color" );
+		_lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
+		_lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
+		_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
+
+	};
+
+
+	/*
+	 * Render lens flares
+	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+	 *         reads these back and calculates occlusion.
+	 *         Then _lensFlare.update_lensFlares() is called to re-position and
+	 *         update transparency of flares. Then they are rendered.
+	 *
+	 */
+
+	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+		var flares = scene.__webglFlares,
+			nFlares = flares.length;
+
+		if ( ! nFlares ) return;
+
+		var tempPosition = new THREE.Vector3();
+
+		var invAspect = viewportHeight / viewportWidth,
+			halfViewportWidth = viewportWidth * 0.5,
+			halfViewportHeight = viewportHeight * 0.5;
+
+		var size = 16 / viewportHeight,
+			scale = new THREE.Vector2( size * invAspect, size );
+
+		var screenPosition = new THREE.Vector3( 1, 1, 0 ),
+			screenPositionPixels = new THREE.Vector2( 1, 1 );
+
+		var uniforms = _lensFlare.uniforms,
+			attributes = _lensFlare.attributes;
+
+		// set _lensFlare program and reset blending
+
+		_gl.useProgram( _lensFlare.program );
+
+		_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
+		_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
+
+		// loop through all lens flares to update their occlusion and positions
+		// setup gl and common used attribs/unforms
+
+		_gl.uniform1i( uniforms.occlusionMap, 0 );
+		_gl.uniform1i( uniforms.map, 1 );
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
+		_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
+		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
+
+		_gl.disable( _gl.CULL_FACE );
+		_gl.depthMask( false );
+
+		var i, j, jl, flare, sprite;
+
+		for ( i = 0; i < nFlares; i ++ ) {
+
+			size = 16 / viewportHeight;
+			scale.set( size * invAspect, size );
+
+			// calc object screen position
+
+			flare = flares[ i ];
+
+			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
+
+			camera.matrixWorldInverse.multiplyVector3( tempPosition );
+			camera.projectionMatrix.multiplyVector3( tempPosition );
+
+			// setup arrays for gl programs
+
+			screenPosition.copy( tempPosition )
+
+			screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+			screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+
+			// screen cull
+
+			if ( _lensFlare.hasVertexTexture || (
+				screenPositionPixels.x > 0 &&
+				screenPositionPixels.x < viewportWidth &&
+				screenPositionPixels.y > 0 &&
+				screenPositionPixels.y < viewportHeight ) ) {
+
+				// save current RGB to temp texture
+
+				_gl.activeTexture( _gl.TEXTURE1 );
+				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+				// render pink quad
+
+				_gl.uniform1i( uniforms.renderType, 0 );
+				_gl.uniform2f( uniforms.scale, scale.x, scale.y );
+				_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+
+				_gl.disable( _gl.BLEND );
+				_gl.enable( _gl.DEPTH_TEST );
+
+				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+
+				// copy result to occlusionMap
+
+				_gl.activeTexture( _gl.TEXTURE0 );
+				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
+				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+				// restore graphics
+
+				_gl.uniform1i( uniforms.renderType, 1 );
+				_gl.disable( _gl.DEPTH_TEST );
+
+				_gl.activeTexture( _gl.TEXTURE1 );
+				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+
+				// update object positions
+
+				flare.positionScreen.copy( screenPosition )
+
+				if ( flare.customUpdateCallback ) {
+
+					flare.customUpdateCallback( flare );
+
+				} else {
+
+					flare.updateLensFlares();
+
+				}
+
+				// render flares
+
+				_gl.uniform1i( uniforms.renderType, 2 );
+				_gl.enable( _gl.BLEND );
+
+				for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
+
+					sprite = flare.lensFlares[ j ];
+
+					if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
+
+						screenPosition.x = sprite.x;
+						screenPosition.y = sprite.y;
+						screenPosition.z = sprite.z;
+
+						size = sprite.size * sprite.scale / viewportHeight;
+
+						scale.x = size * invAspect;
+						scale.y = size;
+
+						_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+						_gl.uniform2f( uniforms.scale, scale.x, scale.y );
+						_gl.uniform1f( uniforms.rotation, sprite.rotation );
+
+						_gl.uniform1f( uniforms.opacity, sprite.opacity );
+						_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+
+						_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+						_renderer.setTexture( sprite.texture, 1 );
+
+						_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		// restore gl
+
+		_gl.enable( _gl.CULL_FACE );
+		_gl.enable( _gl.DEPTH_TEST );
+		_gl.depthMask( true );
+
+	};
+
+	function createProgram ( shader ) {
+
+		var program = _gl.createProgram();
+
+		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
+		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+
+		_gl.shaderSource( fragmentShader, shader.fragmentShader );
+		_gl.shaderSource( vertexShader, shader.vertexShader );
+
+		_gl.compileShader( fragmentShader );
+		_gl.compileShader( vertexShader );
+
+		_gl.attachShader( program, fragmentShader );
+		_gl.attachShader( program, vertexShader );
+
+		_gl.linkProgram( program );
+
+		return program;
+
+	};
+
+};/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShadowMapPlugin = function ( ) {
+
+	var _gl,
+	_renderer,
+	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+	_frustum = new THREE.Frustum(),
+	_projScreenMatrix = new THREE.Matrix4(),
+
+	_min = new THREE.Vector3(),
+	_max = new THREE.Vector3();
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
+		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
+		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
+		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+
+		_depthMaterial._shadowPass = true;
+		_depthMaterialMorph._shadowPass = true;
+		_depthMaterialSkin._shadowPass = true;
+		_depthMaterialMorphSkin._shadowPass = true;
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
+
+		this.update( scene, camera );
+
+	};
+
+	this.update = function ( scene, camera ) {
+
+		var i, il, j, jl, n,
+
+		shadowMap, shadowMatrix, shadowCamera,
+		program, buffer, material,
+		webglObject, object, light,
+		renderList,
+
+		lights = [],
+		k = 0,
+
+		fog = null;
+
+		// set GL state for depth map
+
+		_gl.clearColor( 1, 1, 1, 1 );
+		_gl.disable( _gl.BLEND );
+
+		_gl.enable( _gl.CULL_FACE );
+		_gl.frontFace( _gl.CCW );
+
+		if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+			_gl.cullFace( _gl.FRONT );
+
+		} else {
+
+			_gl.cullFace( _gl.BACK );
+
+		}
+
+		_renderer.setDepthTest( true );
+
+		// preprocess lights
+		// 	- skip lights that are not casting shadows
+		//	- create virtual lights for cascaded shadow maps
+
+		for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
+
+			light = scene.__lights[ i ];
+
+			if ( ! light.castShadow ) continue;
+
+			if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
+
+				for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
+
+					var virtualLight;
+
+					if ( ! light.shadowCascadeArray[ n ] ) {
+
+						virtualLight = createVirtualLight( light, n );
+						virtualLight.originalCamera = camera;
+
+						var gyro = new THREE.Gyroscope();
+						gyro.position = light.shadowCascadeOffset;
+
+						gyro.add( virtualLight );
+						gyro.add( virtualLight.target );
+
+						camera.add( gyro );
+
+						light.shadowCascadeArray[ n ] = virtualLight;
+
+						console.log( "Created virtualLight", virtualLight );
+
+					} else {
+
+						virtualLight = light.shadowCascadeArray[ n ];
+
+					}
+
+					updateVirtualLight( light, n );
+
+					lights[ k ] = virtualLight;
+					k ++;
+
+				}
+
+			} else {
+
+				lights[ k ] = light;
+				k ++;
+
+			}
+
+		}
+
+		// render depth map
+
+		for ( i = 0, il = lights.length; i < il; i ++ ) {
+
+			light = lights[ i ];
+
+			if ( ! light.shadowMap ) {
+
+				var shadowFilter = THREE.LinearFilter;
+
+				if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+					shadowFilter = THREE.NearestFilter;
+
+				}
+
+				var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
+
+				light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
+				light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
+
+				light.shadowMatrix = new THREE.Matrix4();
+
+			}
+
+			if ( ! light.shadowCamera ) {
+
+				if ( light instanceof THREE.SpotLight ) {
+
+					light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
+
+				} else if ( light instanceof THREE.DirectionalLight ) {
+
+					light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
+
+				} else {
+
+					console.error( "Unsupported light type for shadow" );
+					continue;
+
+				}
+
+				scene.add( light.shadowCamera );
+
+				if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
+
+			}
+
+			if ( light.shadowCameraVisible && ! light.cameraHelper ) {
+
+				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+				light.shadowCamera.add( light.cameraHelper );
+
+			}
+
+			if ( light.isVirtual && virtualLight.originalCamera == camera ) {
+
+				updateShadowCamera( camera, light );
+
+			}
+
+			shadowMap = light.shadowMap;
+			shadowMatrix = light.shadowMatrix;
+			shadowCamera = light.shadowCamera;
+
+			shadowCamera.position.copy( light.matrixWorld.getPosition() );
+			shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
+			shadowCamera.updateMatrixWorld();
+
+			shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
+
+			if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
+			if ( light.shadowCameraVisible ) light.cameraHelper.update();
+
+			// compute shadow matrix
+
+			shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
+							  0.0, 0.5, 0.0, 0.5,
+							  0.0, 0.0, 0.5, 0.5,
+							  0.0, 0.0, 0.0, 1.0 );
+
+			shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
+			shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );
+
+			// update camera matrices and frustum
+
+			_projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+			_frustum.setFromMatrix( _projScreenMatrix );
+
+			// render shadow map
+
+			_renderer.setRenderTarget( shadowMap );
+			_renderer.clear();
+
+			// set object matrices & frustum culling
+
+			renderList = scene.__webglObjects;
+
+			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+				webglObject = renderList[ j ];
+				object = webglObject.object;
+
+				webglObject.render = false;
+
+				if ( object.visible && object.castShadow ) {
+
+					if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
+
+						object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+						webglObject.render = true;
+
+					}
+
+				}
+
+			}
+
+			// render regular objects
+
+			var objectMaterial, useMorphing, useSkinning;
+
+			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+				webglObject = renderList[ j ];
+
+				if ( webglObject.render ) {
+
+					object = webglObject.object;
+					buffer = webglObject.buffer;
+
+					// culling is overriden globally for all objects
+					// while rendering depth map
+
+					// need to deal with MeshFaceMaterial somehow
+					// in that case just use the first of material.materials for now
+					// (proper solution would require to break objects by materials
+					//  similarly to regular rendering and then set corresponding
+					//  depth materials per each chunk instead of just once per object)
+
+					objectMaterial = getObjectMaterial( object );
+
+					useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+					useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+					if ( object.customDepthMaterial ) {
+
+						material = object.customDepthMaterial;
+
+					} else if ( useSkinning ) {
+
+						material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+					} else if ( useMorphing ) {
+
+						material = _depthMaterialMorph;
+
+					} else {
+
+						material = _depthMaterial;
+
+					}
+
+					if ( buffer instanceof THREE.BufferGeometry ) {
+
+						_renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+					} else {
+
+						_renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+					}
+
+				}
+
+			}
+
+			// set matrices and render immediate objects
+
+			renderList = scene.__webglObjectsImmediate;
+
+			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+				webglObject = renderList[ j ];
+				object = webglObject.object;
+
+				if ( object.visible && object.castShadow ) {
+
+					object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+					_renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
+
+				}
+
+			}
+
+		}
+
+		// restore GL state
+
+		var clearColor = _renderer.getClearColor(),
+		clearAlpha = _renderer.getClearAlpha();
+
+		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+		_gl.enable( _gl.BLEND );
+
+		if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+			_gl.cullFace( _gl.BACK );
+
+		}
+
+	};
+
+	function createVirtualLight( light, cascade ) {
+
+		var virtualLight = new THREE.DirectionalLight();
+
+		virtualLight.isVirtual = true;
+
+		virtualLight.onlyShadow = true;
+		virtualLight.castShadow = true;
+
+		virtualLight.shadowCameraNear = light.shadowCameraNear;
+		virtualLight.shadowCameraFar = light.shadowCameraFar;
+
+		virtualLight.shadowCameraLeft = light.shadowCameraLeft;
+		virtualLight.shadowCameraRight = light.shadowCameraRight;
+		virtualLight.shadowCameraBottom = light.shadowCameraBottom;
+		virtualLight.shadowCameraTop = light.shadowCameraTop;
+
+		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+
+		virtualLight.shadowDarkness = light.shadowDarkness;
+
+		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+		virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
+		virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
+
+		virtualLight.pointsWorld = [];
+		virtualLight.pointsFrustum = [];
+
+		var pointsWorld = virtualLight.pointsWorld,
+			pointsFrustum = virtualLight.pointsFrustum;
+
+		for ( var i = 0; i < 8; i ++ ) {
+
+			pointsWorld[ i ] = new THREE.Vector3();
+			pointsFrustum[ i ] = new THREE.Vector3();
+
+		}
+
+		var nearZ = light.shadowCascadeNearZ[ cascade ];
+		var farZ = light.shadowCascadeFarZ[ cascade ];
+
+		pointsFrustum[ 0 ].set( -1, -1, nearZ );
+		pointsFrustum[ 1 ].set(  1, -1, nearZ );
+		pointsFrustum[ 2 ].set( -1,  1, nearZ );
+		pointsFrustum[ 3 ].set(  1,  1, nearZ );
+
+		pointsFrustum[ 4 ].set( -1, -1, farZ );
+		pointsFrustum[ 5 ].set(  1, -1, farZ );
+		pointsFrustum[ 6 ].set( -1,  1, farZ );
+		pointsFrustum[ 7 ].set(  1,  1, farZ );
+
+		return virtualLight;
+
+	}
+
+	// Synchronize virtual light with the original light
+
+	function updateVirtualLight( light, cascade ) {
+
+		var virtualLight = light.shadowCascadeArray[ cascade ];
+
+		virtualLight.position.copy( light.position );
+		virtualLight.target.position.copy( light.target.position );
+		virtualLight.lookAt( virtualLight.target );
+
+		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+		virtualLight.shadowDarkness = light.shadowDarkness;
+
+		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+
+		var nearZ = light.shadowCascadeNearZ[ cascade ];
+		var farZ = light.shadowCascadeFarZ[ cascade ];
+
+		var pointsFrustum = virtualLight.pointsFrustum;
+
+		pointsFrustum[ 0 ].z = nearZ;
+		pointsFrustum[ 1 ].z = nearZ;
+		pointsFrustum[ 2 ].z = nearZ;
+		pointsFrustum[ 3 ].z = nearZ;
+
+		pointsFrustum[ 4 ].z = farZ;
+		pointsFrustum[ 5 ].z = farZ;
+		pointsFrustum[ 6 ].z = farZ;
+		pointsFrustum[ 7 ].z = farZ;
+
+	}
+
+	// Fit shadow camera's ortho frustum to camera frustum
+
+	function updateShadowCamera( camera, light ) {
+
+		var shadowCamera = light.shadowCamera,
+			pointsFrustum = light.pointsFrustum,
+			pointsWorld = light.pointsWorld;
+
+		_min.set( Infinity, Infinity, Infinity );
+		_max.set( -Infinity, -Infinity, -Infinity );
+
+		for ( var i = 0; i < 8; i ++ ) {
+
+			var p = pointsWorld[ i ];
+
+			p.copy( pointsFrustum[ i ] );
+			THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
+
+			shadowCamera.matrixWorldInverse.multiplyVector3( p );
+
+			if ( p.x < _min.x ) _min.x = p.x;
+			if ( p.x > _max.x ) _max.x = p.x;
+
+			if ( p.y < _min.y ) _min.y = p.y;
+			if ( p.y > _max.y ) _max.y = p.y;
+
+			if ( p.z < _min.z ) _min.z = p.z;
+			if ( p.z > _max.z ) _max.z = p.z;
+
+		}
+
+		shadowCamera.left = _min.x;
+		shadowCamera.right = _max.x;
+		shadowCamera.top = _max.y;
+		shadowCamera.bottom = _min.y;
+
+		// can't really fit near/far
+		//shadowCamera.near = _min.z;
+		//shadowCamera.far = _max.z;
+
+		shadowCamera.updateProjectionMatrix();
+
+	}
+
+	// For the moment just ignore objects that have multiple materials with different animation methods
+	// Only the first material will be taken into account for deciding which depth material to use for shadow maps
+
+	function getObjectMaterial( object ) {
+
+		return object.material instanceof THREE.MeshFaceMaterial
+			? object.material.materials[ 0 ]
+			: object.material;
+
+	};
+
+};
+
+THREE.ShadowMapPlugin.__projector = new THREE.Projector();
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpritePlugin = function ( ) {
+
+	var _gl, _renderer, _sprite = {};
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		_sprite.vertices = new Float32Array( 8 + 8 );
+		_sprite.faces    = new Uint16Array( 6 );
+
+		var i = 0;
+
+		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
+		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 0
+
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 1
+
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 2
+
+		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
+		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 3
+
+		i = 0;
+
+		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
+		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
+
+		_sprite.vertexBuffer  = _gl.createBuffer();
+		_sprite.elementBuffer = _gl.createBuffer();
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+		_gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
+
+		_sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] );
+
+		_sprite.attributes = {};
+		_sprite.uniforms = {};
+
+		_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
+		_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );
+
+		_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
+		_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );
+
+		_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
+		_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
+		_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );
+
+		_sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
+		_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
+		_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );
+
+		_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
+		_sprite.uniforms.sizeAttenuation   	  = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
+		_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
+		_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
+		_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
+
+		_sprite.uniforms.fogType 		  	  = _gl.getUniformLocation( _sprite.program, "fogType" );
+		_sprite.uniforms.fogDensity 		  = _gl.getUniformLocation( _sprite.program, "fogDensity" );
+		_sprite.uniforms.fogNear 		  	  = _gl.getUniformLocation( _sprite.program, "fogNear" );
+		_sprite.uniforms.fogFar 		  	  = _gl.getUniformLocation( _sprite.program, "fogFar" );
+		_sprite.uniforms.fogColor 		  	  = _gl.getUniformLocation( _sprite.program, "fogColor" );
+
+		_sprite.uniforms.alphaTest 		  	  = _gl.getUniformLocation( _sprite.program, "alphaTest" );
+
+	};
+
+	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+		var sprites = scene.__webglSprites,
+			nSprites = sprites.length;
+
+		if ( ! nSprites ) return;
+
+		var attributes = _sprite.attributes,
+			uniforms = _sprite.uniforms;
+
+		var invAspect = viewportHeight / viewportWidth;
+
+		var halfViewportWidth = viewportWidth * 0.5,
+			halfViewportHeight = viewportHeight * 0.5;
+
+		// setup gl
+
+		_gl.useProgram( _sprite.program );
+
+		_gl.enableVertexAttribArray( attributes.position );
+		_gl.enableVertexAttribArray( attributes.uv );
+
+		_gl.disable( _gl.CULL_FACE );
+		_gl.enable( _gl.BLEND );
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
+		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+
+		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+		_gl.activeTexture( _gl.TEXTURE0 );
+		_gl.uniform1i( uniforms.map, 0 );
+
+		var oldFogType = 0;
+		var sceneFogType = 0;
+		var fog = scene.fog;
+
+		if ( fog ) {
+
+			_gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
+
+			if ( fog instanceof THREE.Fog ) {
+
+				_gl.uniform1f( uniforms.fogNear, fog.near );
+				_gl.uniform1f( uniforms.fogFar, fog.far );
+
+				_gl.uniform1i( uniforms.fogType, 1 );
+				oldFogType = 1;
+				sceneFogType = 1;
+
+			} else if ( fog instanceof THREE.FogExp2 ) {
+
+				_gl.uniform1f( uniforms.fogDensity, fog.density );
+
+				_gl.uniform1i( uniforms.fogType, 2 );
+				oldFogType = 2;
+				sceneFogType = 2;
+
+			}
+
+		} else {
+
+			_gl.uniform1i( uniforms.fogType, 0 );
+			oldFogType = 0;
+			sceneFogType = 0;
+
+		}
+
+
+		// update positions and sort
+
+		var i, sprite, material, screenPosition, size, fogType, scale = [];
+
+		for( i = 0; i < nSprites; i ++ ) {
+
+			sprite = sprites[ i ];
+			material = sprite.material;
+
+			if ( ! sprite.visible || material.opacity === 0 ) continue;
+
+			if ( ! material.useScreenCoordinates ) {
+
+				sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld );
+				sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+
+			} else {
+
+				sprite.z = - sprite.position.z;
+
+			}
+
+		}
+
+		sprites.sort( painterSortStable );
+
+		// render all sprites
+
+		for( i = 0; i < nSprites; i ++ ) {
+
+			sprite = sprites[ i ];
+			material = sprite.material;
+
+			if ( ! sprite.visible || material.opacity === 0 ) continue;
+
+			if ( material.map && material.map.image && material.map.image.width ) {
+
+				_gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+
+				if ( material.useScreenCoordinates ) {
+
+					_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
+					_gl.uniform3f(
+						uniforms.screenPosition,
+						( sprite.position.x - halfViewportWidth  ) / halfViewportWidth,
+						( halfViewportHeight - sprite.position.y ) / halfViewportHeight,
+						Math.max( 0, Math.min( 1, sprite.position.z ) )
+					);
+
+				} else {
+
+					_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
+					_gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
+					_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+
+				}
+
+				if ( scene.fog && material.fog ) {
+
+					fogType = sceneFogType;
+
+				} else {
+
+					fogType = 0;
+
+				}
+
+				if ( oldFogType !== fogType ) {
+
+					_gl.uniform1i( uniforms.fogType, fogType );
+					oldFogType = fogType;
+
+				}
+
+				size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );
+
+				scale[ 0 ] = size * invAspect * sprite.scale.x;
+				scale[ 1 ] = size * sprite.scale.y;
+
+				_gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
+				_gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
+				_gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );
+
+				_gl.uniform1f( uniforms.opacity, material.opacity );
+				_gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
+
+				_gl.uniform1f( uniforms.rotation, sprite.rotation );
+				_gl.uniform2fv( uniforms.scale, scale );
+
+				_renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+				_renderer.setDepthTest( material.depthTest );
+				_renderer.setDepthWrite( material.depthWrite );
+				_renderer.setTexture( material.map, 0 );
+
+				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+			}
+
+		}
+
+		// restore gl
+
+		_gl.enable( _gl.CULL_FACE );
+
+	};
+
+	function createProgram ( shader ) {
+
+		var program = _gl.createProgram();
+
+		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
+		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+
+		_gl.shaderSource( fragmentShader, shader.fragmentShader );
+		_gl.shaderSource( vertexShader, shader.vertexShader );
+
+		_gl.compileShader( fragmentShader );
+		_gl.compileShader( vertexShader );
+
+		_gl.attachShader( program, fragmentShader );
+		_gl.attachShader( program, vertexShader );
+
+		_gl.linkProgram( program );
+
+		return program;
+
+	};
+
+	function painterSortStable ( a, b ) {
+
+		if ( a.z !== b.z ) {
+
+			return b.z - a.z;
+
+		} else {
+
+			return b.id - a.id;
+
+		}
+
+	};
+
+};/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DepthPassPlugin = function ( ) {
+
+	this.enabled = false;
+	this.renderTarget = null;
+
+	var _gl,
+	_renderer,
+	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+	_frustum = new THREE.Frustum(),
+	_projScreenMatrix = new THREE.Matrix4();
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
+		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
+		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
+		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+
+		_depthMaterial._shadowPass = true;
+		_depthMaterialMorph._shadowPass = true;
+		_depthMaterialSkin._shadowPass = true;
+		_depthMaterialMorphSkin._shadowPass = true;
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		if ( ! this.enabled ) return;
+
+		this.update( scene, camera );
+
+	};
+
+	this.update = function ( scene, camera ) {
+
+		var i, il, j, jl, n,
+
+		program, buffer, material,
+		webglObject, object, light,
+		renderList,
+
+		fog = null;
+
+		// set GL state for depth map
+
+		_gl.clearColor( 1, 1, 1, 1 );
+		_gl.disable( _gl.BLEND );
+
+		_renderer.setDepthTest( true );
+
+		// update scene
+
+		if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
+
+		// update camera matrices and frustum
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+		_frustum.setFromMatrix( _projScreenMatrix );
+
+		// render depth map
+
+		_renderer.setRenderTarget( this.renderTarget );
+		_renderer.clear();
+
+		// set object matrices & frustum culling
+
+		renderList = scene.__webglObjects;
+
+		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+			webglObject = renderList[ j ];
+			object = webglObject.object;
+
+			webglObject.render = false;
+
+			if ( object.visible ) {
+
+				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
+
+					object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+
+					webglObject.render = true;
+
+				}
+
+			}
+
+		}
+
+		// render regular objects
+
+		var objectMaterial, useMorphing, useSkinning;
+
+		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+			webglObject = renderList[ j ];
+
+			if ( webglObject.render ) {
+
+				object = webglObject.object;
+				buffer = webglObject.buffer;
+
+				// todo: create proper depth material for particles
+
+				if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
+
+				objectMaterial = getObjectMaterial( object );
+
+				if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
+
+				useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+				useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+				if ( object.customDepthMaterial ) {
+
+					material = object.customDepthMaterial;
+
+				} else if ( useSkinning ) {
+
+					material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+				} else if ( useMorphing ) {
+
+					material = _depthMaterialMorph;
+
+				} else {
+
+					material = _depthMaterial;
+
+				}
+
+				if ( buffer instanceof THREE.BufferGeometry ) {
+
+					_renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
+
+				} else {
+
+					_renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
+
+				}
+
+			}
+
+		}
+
+		// set matrices and render immediate objects
+
+		renderList = scene.__webglObjectsImmediate;
+
+		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+			webglObject = renderList[ j ];
+			object = webglObject.object;
+
+			if ( object.visible ) {
+
+				object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+
+				_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
+
+			}
+
+		}
+
+		// restore GL state
+
+		var clearColor = _renderer.getClearColor(),
+		clearAlpha = _renderer.getClearAlpha();
+
+		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+		_gl.enable( _gl.BLEND );
+
+	};
+
+	// For the moment just ignore objects that have multiple materials with different animation methods
+	// Only the first material will be taken into account for deciding which depth material to use
+
+	function getObjectMaterial( object ) {
+
+		return object.material instanceof THREE.MeshFaceMaterial
+			? object.material.materials[ 0 ]
+			: object.material;
+
+	};
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ *
+ */
+
+THREE.ShaderFlares = {
+
+	'lensFlareVertexTexture': {
+
+		vertexShader: [
+
+			"uniform vec3 screenPosition;",
+			"uniform vec2 scale;",
+			"uniform float rotation;",
+			"uniform int renderType;",
+
+			"uniform sampler2D occlusionMap;",
+
+			"attribute vec2 position;",
+			"attribute vec2 uv;",
+
+			"varying vec2 vUV;",
+			"varying float vVisibility;",
+
+			"void main() {",
+
+				"vUV = uv;",
+
+				"vec2 pos = position;",
+
+				"if( renderType == 2 ) {",
+
+					"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+					"vVisibility = (       visibility.r / 9.0 ) *",
+								  "( 1.0 - visibility.g / 9.0 ) *",
+								  "(       visibility.b / 9.0 ) *",
+								  "( 1.0 - visibility.a / 9.0 );",
+
+					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+				"}",
+
+				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+			"}"
+
+		].join( "\n" ),
+
+		fragmentShader: [
+
+			"precision mediump float;",
+
+			"uniform sampler2D map;",
+			"uniform float opacity;",
+			"uniform int renderType;",
+			"uniform vec3 color;",
+
+			"varying vec2 vUV;",
+			"varying float vVisibility;",
+
+			"void main() {",
+
+				// pink square
+
+				"if( renderType == 0 ) {",
+
+					"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+
+				// restore
+
+				"} else if( renderType == 1 ) {",
+
+					"gl_FragColor = texture2D( map, vUV );",
+
+				// flare
+
+				"} else {",
+
+					"vec4 texture = texture2D( map, vUV );",
+					"texture.a *= opacity * vVisibility;",
+					"gl_FragColor = texture;",
+					"gl_FragColor.rgb *= color;",
+
+				"}",
+
+			"}"
+		].join( "\n" )
+
+	},
+
+
+	'lensFlare': {
+
+		vertexShader: [
+
+			"uniform vec3 screenPosition;",
+			"uniform vec2 scale;",
+			"uniform float rotation;",
+			"uniform int renderType;",
+
+			"attribute vec2 position;",
+			"attribute vec2 uv;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				"vUV = uv;",
+
+				"vec2 pos = position;",
+
+				"if( renderType == 2 ) {",
+
+					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+				"}",
+
+				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+			"}"
+
+		].join( "\n" ),
+
+		fragmentShader: [
+
+			"precision mediump float;",
+
+			"uniform sampler2D map;",
+			"uniform sampler2D occlusionMap;",
+			"uniform float opacity;",
+			"uniform int renderType;",
+			"uniform vec3 color;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				// pink square
+
+				"if( renderType == 0 ) {",
+
+					"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+
+				// restore
+
+				"} else if( renderType == 1 ) {",
+
+					"gl_FragColor = texture2D( map, vUV );",
+
+				// flare
+
+				"} else {",
+
+					"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
+									   "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
+									   "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
+									   "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+
+					"visibility = ( 1.0 - visibility / 4.0 );",
+
+					"vec4 texture = texture2D( map, vUV );",
+					"texture.a *= opacity * visibility;",
+					"gl_FragColor = texture;",
+					"gl_FragColor.rgb *= color;",
+
+				"}",
+
+			"}"
+
+		].join( "\n" )
+
+	}
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ */
+
+THREE.ShaderSprite = {
+
+	'sprite': {
+
+		vertexShader: [
+
+			"uniform int useScreenCoordinates;",
+			"uniform int sizeAttenuation;",
+			"uniform vec3 screenPosition;",
+			"uniform mat4 modelViewMatrix;",
+			"uniform mat4 projectionMatrix;",
+			"uniform float rotation;",
+			"uniform vec2 scale;",
+			"uniform vec2 alignment;",
+			"uniform vec2 uvOffset;",
+			"uniform vec2 uvScale;",
+
+			"attribute vec2 position;",
+			"attribute vec2 uv;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				"vUV = uvOffset + uv * uvScale;",
+
+				"vec2 alignedPosition = position + alignment;",
+
+				"vec2 rotatedPosition;",
+				"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
+				"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
+
+				"vec4 finalPosition;",
+
+				"if( useScreenCoordinates != 0 ) {",
+
+					"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
+
+				"} else {",
+
+					"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
+					"finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",
+
+				"}",
+
+				"gl_Position = finalPosition;",
+
+			"}"
+
+		].join( "\n" ),
+
+		fragmentShader: [
+
+			"precision mediump float;",
+
+			"uniform vec3 color;",
+			"uniform sampler2D map;",
+			"uniform float opacity;",
+
+			"uniform int fogType;",
+			"uniform vec3 fogColor;",
+			"uniform float fogDensity;",
+			"uniform float fogNear;",
+			"uniform float fogFar;",
+			"uniform float alphaTest;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				"vec4 texture = texture2D( map, vUV );",
+
+				"if ( texture.a < alphaTest ) discard;",
+
+				"gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
+
+				"if ( fogType > 0 ) {",
+
+					"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+					"float fogFactor = 0.0;",
+
+					"if ( fogType == 1 ) {",
+
+						"fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+					"} else {",
+
+						"const float LOG2 = 1.442695;",
+						"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+						"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+					"}",
+
+					"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+				"}",
+
+			"}"
+
+		].join( "\n" )
+
+	}
+
+};

File diff suppressed because it is too large
+ 294 - 0
build/three.min.js


+ 18 - 5
docs/api/core/Color.html

@@ -100,17 +100,22 @@
 		Based on MochiKit implementation by Bob Ippolito.
 		Based on MochiKit implementation by Bob Ippolito.
 		</div>
 		</div>
 
 
-		<h3>.setHex( [page:Integer hex] ) [page:this]</h3>
+		<h3>.getHex() [page:Integer]</h3>
 		<div>
 		<div>
-		hex — Color in hexadecimal.<br />
+		Returns the hexadecimal value of this color.
 		</div>
 		</div>
+
+		<h3>.getHexString() [page:String]</h3>
 		<div>
 		<div>
-		Sets this color from a hexadecimal value.
+		Returns the string formated hexadecimal value of this color.
 		</div>
 		</div>
 
 
-		<h3>.getHex() [page:Integer]</h3>
+		<h3>.setHex( [page:Integer hex] ) [page:this]</h3>
+		<div>
+		hex — Color in hexadecimal.<br />
+		</div>
 		<div>
 		<div>
-		Returns the value of this color in hexadecimal.
+		Sets this color from a hexadecimal value.
 		</div>
 		</div>
 
 
 		<h3>.getContextStyle() [page:String]</h3>
 		<h3>.getContextStyle() [page:String]</h3>
@@ -119,6 +124,14 @@
 		Example: rgb(r, g, b)
 		Example: rgb(r, g, b)
 		</div>
 		</div>
 
 
+		<h3>.setContextStyle( [page:String contextStyle] ) [page:this]</h3>
+		<div>
+		contextStyle — Color in CSS context style format.<br />
+		</div>
+		<div>
+		Sets this color from a CSS context style string.
+		</div>
+
 		<h3>.clone() [page:Color]</h3>
 		<h3>.clone() [page:Color]</h3>
 		<div>
 		<div>
 		Clones this color.
 		Clones this color.

+ 3 - 1
docs/api/core/Face3.html

@@ -16,7 +16,9 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<code>var face = new THREE.Face3( 0, 1, 2, new THREE.Vector3( 0, 1, 0 ), new THREE.Color( 0xffaa00 ), 0 );</code>
+		<code>var normal = new THREE.Vector3( 0, 1, 0 );
+		var color = new THREE.Color( 0xffaa00 );
+		var face = new THREE.Face3( 0, 1, 2, normal, color, 0 );</code>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

+ 3 - 1
docs/api/core/Face4.html

@@ -16,7 +16,9 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<code>var face = new THREE.Face4( 0, 1, 2, 3, new THREE.Vector3( 0, 1, 0 ), new THREE.Color( 0xffaa00 ), 0 );</code>
+		<code>var normal = new THREE.Vector3( 0, 1, 0 );
+		var color = new THREE.Color( 0xffaa00 );
+		var face = new THREE.Face4( 0, 1, 2, 3, normal, color, 0 );</code>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

+ 1 - 1
docs/api/core/Frustum.html

@@ -9,7 +9,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc"></div>
+		<div class="desc"><a href="http://en.wikipedia.org/wiki/Frustum">Frustums</a> are used to determine what is inside the camera's field of view. They help speed up the rendering process.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

+ 9 - 2
docs/api/core/Geometry.html

@@ -36,6 +36,11 @@
 		<div>
 		<div>
 		Unique number of this geometry instance
 		Unique number of this geometry instance
 		</div>
 		</div>
+		
+		<h3>.[page:String name]</h3>
+		<div>
+		Name for this geometry. Default is an empty string.
+		</div>
 
 
 		<h3>.[page:Array vertices]</h3>
 		<h3>.[page:Array vertices]</h3>
 		<div>
 		<div>
@@ -73,14 +78,14 @@
 
 
 		<h3>.[page:Array morphTargets]</h3>
 		<h3>.[page:Array morphTargets]</h3>
 		<div>
 		<div>
-		Array of morph targets. Each morph target is JS object:
+		Array of morph targets. Each morph target is a Javascript object:
 		<code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
 		<code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
 		Morph vertices match number and order of primary vertices.
 		Morph vertices match number and order of primary vertices.
 		</div>
 		</div>
 
 
 		<h3>.[page:Array morphColors]</h3>
 		<h3>.[page:Array morphColors]</h3>
 		<div>
 		<div>
-		Array of morph colors. Morph colors have similar structure as morph targets, each color set is JS object:
+		Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
 		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
 		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
 		Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
 		Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
 		</div>
 		</div>
@@ -158,6 +163,8 @@
 		<div>
 		<div>
 		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
 		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
 		</div>
 		</div>
+		
+		<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
 
 
 		<h3>.mergeVertices()</h3>
 		<h3>.mergeVertices()</h3>
 		<div>
 		<div>

+ 4 - 0
docs/api/core/Math.html

@@ -66,6 +66,10 @@
 		Random float from *- range / 2* to *range / 2* interval.
 		Random float from *- range / 2* to *range / 2* interval.
 		</div>
 		</div>
 
 
+		<h3>.sign( [page:Float x] ) [page:Float]</h3>
+		<div>
+		Returns -1 if *x* is less than 0, 1 if *x* is greater than 0, and 0 if *x* is zero.
+		</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 4 - 4
docs/api/core/Matrix3.html

@@ -19,9 +19,9 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Array m]</h3>
+		<h3>.[page:Float32Array elements]</h3>
 		<div>
 		<div>
-		Array with matrix values.
+		Float32Array with matrix values.
 		</div>
 		</div>
 
 
 
 
@@ -32,9 +32,9 @@
 		Transposes this matrix in place.
 		Transposes this matrix in place.
 		</div>
 		</div>
 
 
-		<h3>.transposeIntoArray( [page:Array r] ) [page:Array]</h3>
+		<h3>.transposeIntoArray( [page:Array r] ) [page:Matrix3]</h3>
 		<div>
 		<div>
-		Transposes this matrix into supplied array.
+		Transposes this matrix into the supplied array *r*, and returns itself.
 		</div>
 		</div>
 
 
 
 

+ 72 - 78
docs/api/core/Matrix4.html

@@ -26,9 +26,9 @@
 		var beta = Math.PI;
 		var beta = Math.PI;
 		var gamma = Math.PI/2;
 		var gamma = Math.PI/2;
 
 
-		m1.setRotationX( alpha );
-		m2.setRotationY( beta );
-		m3.setRotationZ( gamma );
+		m1.makeRotationX( alpha );
+		m2.makeRotationY( beta );
+		m3.makeRotationZ( gamma );
 
 
 		m.multiply( m1, m2 );
 		m.multiply( m1, m2 );
 		m.multiplySelf( m3 );
 		m.multiplySelf( m3 );
@@ -39,6 +39,7 @@
 
 
 		<h3>[name]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
 		<h3>[name]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
 
 
+		<div>Initialises the matrix with the supplied n11..n44 values, or just creates an identity matrix if no values are passed.</div>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
@@ -79,8 +80,8 @@
 
 
 		<h3>.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4]</h3>
 		<h3>.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Sets this matrix to *a x b* and sets result into flat array *r*.<br />
-		Destination array can be regular Array or TypedArray.
+		Sets this matrix to *a x b* and stores the result into the flat array *r*.<br />
+		*r* can be either a regular Array or a TypedArray.
 		</div>
 		</div>
 
 
 		<h3>.multiplyScalar( [page:Float s] ) [page:Matrix4]</h3>
 		<h3>.multiplyScalar( [page:Float s] ) [page:Matrix4]</h3>
@@ -104,6 +105,9 @@
 		</div>
 		</div>
 
 
 		<h3>.crossVector( [page:Vector4 a] ) [page:Vector4]</h3>
 		<h3>.crossVector( [page:Vector4 a] ) [page:Vector4]</h3>
+		<div>
+		Computes the cross product between this matrix and the [page:Vector4] parameter *a*.
+		</div>
 
 
 		<h3>.determinant() [page:Float]</h3>
 		<h3>.determinant() [page:Float]</h3>
 		<div>
 		<div>
@@ -131,50 +135,6 @@
 		Flattens this matrix into supplied *flat* array starting from *offset* position in the array.
 		Flattens this matrix into supplied *flat* array starting from *offset* position in the array.
 		</div>
 		</div>
 
 
-		<h3>.setTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
-		<div>
-		Sets this matrix as translation transform.
-		</div>
-
-		<h3>.setScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
-		<div>
-		Sets this matrix as scale transform.
-		</div>
-
-		<h3>.makeRotationX( [page:Float theta] ) [page:Matrix4]</h3>
-		<div>
-		theta — Rotation angle in radians.
-		</div>
-		<div>
-		Sets this matrix as rotation transform around x axis by *theta* radians.
-		</div>
-
-		<h3>.makeRotationY( [page:Float theta] ) [page:Matrix4]</h3>
-		<div>
-		theta — Rotation angle in radians.
-		</div>
-		<div>
-		Sets this matrix as rotation transform around y axis by *theta* radians.
-		</div>
-
-		<h3>.makeRotationZ( [page:Float theta] ) [page:Matrix4]</h3>
-		<div>
-		theta — Rotation angle in radians.
-		</div>
-		<div>
-		Sets this matrix as rotation transform around z axis by *theta* radians.
-		</div>
-
-		<h3>.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]</h3>
-		<div>
-		axis — Rotation axis.
-		theta — Rotation angle in radians.
-		</div>
-		<div>
-		Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
-		Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
-		</div>
-
 		<h3>.setPosition( [page:Vector3 v] ) [page:Matrix4]</h3>
 		<h3>.setPosition( [page:Vector3 v] ) [page:Matrix4]</h3>
 		<div>
 		<div>
 		Sets the position component for this matrix from vector *v*.
 		Sets the position component for this matrix from vector *v*.
@@ -183,30 +143,30 @@
 		<h3>.getPosition() [page:Vector3]</h3>
 		<h3>.getPosition() [page:Vector3]</h3>
 		<div>
 		<div>
 		Returns position component from this matrix.<br />
 		Returns position component from this matrix.<br />
-		Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
+		Note: this method returns a reference to the internal class vector, make a copy or clone it if you don't use it right away.
 		</div>
 		</div>
 
 
 		<h3>.getColumnX() [page:Vector3]</h3>
 		<h3>.getColumnX() [page:Vector3]</h3>
 		<div>
 		<div>
 		Returns x column component from this matrix.<br />
 		Returns x column component from this matrix.<br />
-		Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
+		Note: this method returns a reference to the internal class vector, make a copy or clone it if you don't use it right away.
 		</div>
 		</div>
 
 
 		<h3>.getColumnY() [page:Vector3]</h3>
 		<h3>.getColumnY() [page:Vector3]</h3>
 		<div>
 		<div>
 		Returns y column component from this matrix.<br />
 		Returns y column component from this matrix.<br />
-		Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
+		Note: this method returns a reference to the internal class vector, make a copy or clone it if you don't use it right away.
 		</div>
 		</div>
 
 
 		<h3>.getColumnZ() [page:Vector3]</h3>
 		<h3>.getColumnZ() [page:Vector3]</h3>
 		<div>
 		<div>
 		Returns z column component from this matrix.<br />
 		Returns z column component from this matrix.<br />
-		Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
+		Note: this method returns a reference to the internal class vector, make a copy or clone it if you don't use it right away.
 		</div>
 		</div>
 
 
 		<h3>.getInverse( [page:Matrix4 m] ) [page:Matrix4]</h3>
 		<h3>.getInverse( [page:Matrix4 m] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Sets this matrix to inverse of matrix *m*.<br />
+		Sets this matrix to the inverse of matrix *m*.<br />
 		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
 		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
 		</div>
 		</div>
 
 
@@ -216,59 +176,59 @@
 		order — The order of rotations. Eg. "XYZ".
 		order — The order of rotations. Eg. "XYZ".
 		</div>
 		</div>
 		<div>
 		<div>
-		Sets rotation submatrix of this matrix to rotation specified by Euler angles.<br />
-		Default order "XYZ".
+		Sets the rotation submatrix of this matrix to the rotation specified by Euler angles.<br />
+		Default order is *"XYZ"*.
 		</div>
 		</div>
 
 
 		<h3>.setRotationFromQuaternion( [page:Quaternion q] ) [page:Matrix4]</h3>
 		<h3>.setRotationFromQuaternion( [page:Quaternion q] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Sets rotation submatrix of this matrix to rotation specified by *q*.
+		Sets the rotation submatrix of this matrix to the rotation specified by *q*.
 		</div>
 		</div>
 
 
 		<h3>.scale( [page:Vector3 v] ) [page:Matrix4]</h3>
 		<h3>.scale( [page:Vector3 v] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Multiplies columns of this matrix by vector *v*.
+		Multiplies the columns of this matrix by vector *v*.
 		</div>
 		</div>
 
 
 		<h3>.compose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Matrix4]</h3>
 		<h3>.compose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Sets this matrix to transform composed of *translation*, *rotation* and *scale*.
+		Sets this matrix to the transformation composed of *translation*, *rotation* and *scale*.
 		</div>
 		</div>
 
 
 		<h3>.decompose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Array]</h3>
 		<h3>.decompose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Array]</h3>
 		<div>
 		<div>
-		Decomposes this matrix into *translation*, *rotation* and *scale* components.<br />
-		If parameters are not supplied, new instances will be created.
+		Decomposes this matrix into the *translation*, *rotation* and *scale* components.<br />
+		If parameters are not passed, new instances will be created.
 		</div>
 		</div>
 
 
 		<h3>.extractPosition( [page:Matrix4 m] ) [page:Matrix4]</h3>
 		<h3>.extractPosition( [page:Matrix4 m] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Copies translation component of supplied matrix *m* into this matrix translation.
+		Copies the translation component of the supplied matrix *m* into this matrix translation component.
 		</div>
 		</div>
 
 
 		<h3>.extractRotation( [page:Matrix4 m] ) [page:Matrix4]</h3>
 		<h3>.extractRotation( [page:Matrix4 m] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Copies rotation component of supplied matrix *m* into this matrix rotation.
+		Copies the rotation component of the supplied matrix *m* into this matrix rotation component.
 		</div>
 		</div>
 
 
 		<h3>.rotateByAxis( [page:Vector3 axis], [page:Float angle] ) [page:Matrix4]</h3>
 		<h3>.rotateByAxis( [page:Vector3 axis], [page:Float angle] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Rotates this matrix around supplied *axis* by *angle*.
+		Rotates this matrix around the supplied *axis* by *angle*.
 		</div>
 		</div>
 
 
 		<h3>.rotateX( [page:Float angle] ) [page:Matrix4]</h3>
 		<h3>.rotateX( [page:Float angle] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Rotates this matrix around x axis by *angle*.
+		Rotates this matrix around the *x* axis by *angle*.
 		</div>
 		</div>
 
 
 		<h3>.rotateY( [page:Float angle] ) [page:Matrix4]</h3>
 		<h3>.rotateY( [page:Float angle] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Rotates this matrix around y axis by *angle*.
+		Rotates this matrix around the *y* axis by *angle*.
 		</div>
 		</div>
 
 
 		<h3>.rotateZ( [page:Float angle] ) [page:Matrix4]</h3>
 		<h3>.rotateZ( [page:Float angle] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Rotates this matrix around z axis by *angle*.
+		Rotates this matrix around the *z* axis by *angle*.
 		</div>
 		</div>
 
 
 		<h3>.translate( [page:Vector3 v] ) [page:Matrix4]</h3>
 		<h3>.translate( [page:Vector3 v] ) [page:Matrix4]</h3>
@@ -276,34 +236,68 @@
 		Translates this matrix by vector *v*.
 		Translates this matrix by vector *v*.
 		</div>
 		</div>
 
 
-		<h3>.clone() [page:Matrix4]</h3>
+		<h3>.makeTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Clones this matrix.
+		Sets this matrix as translation transform.
 		</div>
 		</div>
 
 
+		<h3>.makeRotationX( [page:Float theta] ) [page:Matrix4]</h3>
+		<div>
+		theta — Rotation angle in radians.
+		</div>
+		<div>
+		Sets this matrix as rotation transform around x axis by *theta* radians.
+		</div>
+
+		<h3>.makeRotationY( [page:Float theta] ) [page:Matrix4]</h3>
+		<div>
+		theta — Rotation angle in radians.
+		</div>
+		<div>
+		Sets this matrix as rotation transform around y axis by *theta* radians.
+		</div>
+
+		<h3>.makeRotationZ( [page:Float theta] ) [page:Matrix4]</h3>
+		<div>
+		theta — Rotation angle in radians.
+		</div>
+		<div>
+		Sets this matrix as rotation transform around z axis by *theta* radians.
+		</div>
 
 
-		<h2>Static methods</h2>
+		<h3>.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]</h3>
+		<div>
+		axis — Rotation axis.
+		theta — Rotation angle in radians.
+		</div>
+		<div>
+		Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
+		Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
+		</div>
 
 
-		<h3>.makeInvert3x3( [page:Matrix4 m] ) [page:Matrix3]</h3>
+		<h3>.makeScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Inverts just rotation submatrix of matrix *m*.<br />
-		Note: this method returns a reference to internal 3x3 matrix, make copy or clone if you don't use it right away.<br />
-		Based on [link:http://code.google.com/p/webgl-mjs/].
+		Sets this matrix as scale transform.
 		</div>
 		</div>
 
 
 		<h3>.makeFrustum( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
 		<h3>.makeFrustum( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Creates frustum matrix.
+		Creates a [page:Frustum frustum] matrix.
 		</div>
 		</div>
 
 
 		<h3>.makePerspective( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
 		<h3>.makePerspective( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Creates perspective projection matrix.
+		Creates a perspective projection matrix.
 		</div>
 		</div>
 
 
-		<h3>.makeOrtho( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
+		<h3>.makeOrthographic( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
 		<div>
 		<div>
-		Creates orthographic projection matrix.
+		Creates an orthographic projection matrix.
+		</div>
+
+		<h3>.clone() [page:Matrix4]</h3>
+		<div>
+		Clones this matrix.
 		</div>
 		</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 14 - 15
docs/api/core/Object3D.html

@@ -26,12 +26,12 @@
 
 
 		<h3>.[page:String name]</h3>
 		<h3>.[page:String name]</h3>
 		<div>
 		<div>
-		Optional name of the object (doesn't have to be unique).
+		Optional name of the object (doesn't need to be unique).
 		</div>
 		</div>
 
 
 		<h3>.[page:Object3D parent]</h3>
 		<h3>.[page:Object3D parent]</h3>
 		<div>
 		<div>
-		Object's parent in scene graph.
+		Object's parent in the scene graph.
 		</div>
 		</div>
 
 
 		<h3>.[page:Object3D children]</h3>
 		<h3>.[page:Object3D children]</h3>
@@ -46,7 +46,7 @@
 
 
 		<h3>.[page:Vector3 rotation]</h3>
 		<h3>.[page:Vector3 rotation]</h3>
 		<div>
 		<div>
-		Object's local rotation (Euler angles).
+		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles">Euler angles</a>), in radians.
 		</div>
 		</div>
 
 
 		<h3>.[page:String eulerOrder]</h3>
 		<h3>.[page:String eulerOrder]</h3>
@@ -64,12 +64,12 @@
 		Up direction.
 		Up direction.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector3 matrix]</h3>
+		<h3>.[page:Matrix4 matrix]</h3>
 		<div>
 		<div>
 		Local transform.
 		Local transform.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector3 matrixRotationWorld]</h3>
+		<h3>.[page:Matrix4 matrixRotationWorld]</h3>
 		<div>
 		<div>
 		Global rotation.
 		Global rotation.
 		</div>
 		</div>
@@ -85,6 +85,7 @@
 		</div>
 		</div>
 
 
 		<h3>.[page:Float boundRadius]</h3>
 		<h3>.[page:Float boundRadius]</h3>
+		<div>Default is 0.0.</div>
 
 
 		<h3>.[page:Float boundRadiusScale]</h3>
 		<h3>.[page:Float boundRadiusScale]</h3>
 		<div>
 		<div>
@@ -101,16 +102,6 @@
 		Object gets rendered if *true*.
 		Object gets rendered if *true*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean doubleSided]</h3>
-		<div>
-		Both sides of faces visible if *true*.
-		</div>
-
-		<h3>.[page:Boolean flipSided]</h3>
-		<div>
-		Backside of face visible if *true*.
-		</div>
-
 		<h3>.[page:Boolean castShadow]</h3>
 		<h3>.[page:Boolean castShadow]</h3>
 		<div>
 		<div>
 		Gets rendered into shadow map.
 		Gets rendered into shadow map.
@@ -179,6 +170,14 @@
 		<div>
 		<div>
 		Gets first child with name matching the argument. Searches whole subgraph recursively if *recursive* is true.
 		Gets first child with name matching the argument. Searches whole subgraph recursively if *recursive* is true.
 		</div>
 		</div>
+		
+		<h3>.getDescendants( [page:Array array] )</h3>
+		<div>
+		array - optional argument that returns the the array with descendants.<br />
+		</div>
+		<div>
+		Searches whole subgraph recursively to add all objects in the array.
+		</div>
 
 
 		<h3>.updateMatrix()</h3>
 		<h3>.updateMatrix()</h3>
 		<div>
 		<div>

+ 14 - 4
docs/api/core/Projector.html

@@ -23,14 +23,24 @@
 
 
 		<h3>.unprojectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]</h3>
 		<h3>.unprojectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]</h3>
 
 
-		<h3>.pickingRay( [page:Vector3 vector], [page:Camera camera] ) [page:Ray]</h3>
+		<h3>.pickingRay( [page:Vector3 vector], [page:Camera camera] ) [page:Raycaster]</h3>
 		<div>
 		<div>
-		Translates a 2D point from NDC to a [page:Ray] that can be used for picking.
+		Translates a 2D point from NDC (<em>Normalized Device Coordinates</em>) to a [page:Raycaster] that can be used for picking. NDC range from [-1..1] in x (left to right) and [1.0 .. -1.0] in y (top to bottom).
 		</div>
 		</div>
 
 
-		<h3>.projectGraph( [page:Object3D root], [page:Boolean sort] ) [page:Object]</h3>
-
 		<h3>.projectScene( [page:Scene scene], [page:Camera camera], [page:Boolean sort] ) [page:Object]</h3>
 		<h3>.projectScene( [page:Scene scene], [page:Camera camera], [page:Boolean sort] ) [page:Object]</h3>
+		<div>
+		[page:Scene scene] — scene to project.<br />
+		[page:Camera camera] — camera to use in the projection.<br />
+		[page:Boolean sort] — select whether to sort elements using the <a href="http://en.wikipedia.org/wiki/Painter%27s_algorithm">Painter's algorithm</a>.
+		</div>
+		
+		<div>
+		Transforms a 3D [page:Scene scene] object into 2D render data that can be rendered in a screen with your renderer of choice, projecting and clipping things out according to the used camera.
+		</div>
+		<div>
+		If the <em>scene</em> were a real scene, this method would be the equivalent of taking a picture with the <em>camera</em> (and developing the film would be the next step, using a Renderer).
+		</div>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 1 - 1
docs/api/core/Quaternion.html

@@ -9,7 +9,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Implementation of a quaternion</div>
+		<div class="desc">Implementation of a <a href="http://en.wikipedia.org/wiki/Quaternion">quaternion</a>. This is used for rotating things without incurring in the dreaded <a href="http://en.wikipedia.org/wiki/Gimbal_lock">gimbal lock</a> issue, amongst other advantages.</div>
 
 
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>

+ 39 - 2
docs/api/core/Ray.html

@@ -10,29 +10,66 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<div class="desc">Representation of a ray in space.</div>
 		<div class="desc">Representation of a ray in space.</div>
+		<div class="desc">Pretty useful for detecting collisions between objects in a scene.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Vector3 origin], [page:Vector3 direction], [page:Number near], [page:Number far])</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>.[page:Vector3 origin]</h3>
 		<h3>.[page:Vector3 origin]</h3>
+		
+		<div>
+		Where does the ray start. Default is *0, 0, 0*.
+		</div>
 
 
 		<h3>.[page:Vector3 direction]</h3>
 		<h3>.[page:Vector3 direction]</h3>
+		<div>
+		A vector pointing in the direction the ray goes. Default is *0, 0, 0*.
+		</div>
+		
+		<h3>.[page:Number near]</h3>
+		<div>
+		Defines the closest distance that will be checked for intersections, starting from origin. Default is *0*.
+		</div>
+		
+		<h3>.[page:Number far]</h3>
+		<div>
+		Defines the furthest distance that will be checked for intersections, starting from origin. Default is *Infinity*.
+		</div>
+		
+		<div>Hence, intersections will only be checked in the range *(near, far)*.</div>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>.setPrecision( [page:Float value] )</h3>
 		<h3>.setPrecision( [page:Float value] )</h3>
+		
+		<div>Defines the maximum precision used when determining intersections. This is specially important when checking collisions between almost parallel objects, and can make the difference between reporting a collision or not.</div>
+		<div>Default is *0.0001*</div>
 
 
 		<h3>.intersectObject( [page:Object3D object] ) [page:Object]</h3>
 		<h3>.intersectObject( [page:Object3D object] ) [page:Object]</h3>
+		
+		<div>Determines whether the ray intersects *object*. The result is an array containing tuples of the form</div>
+<code>
+{
+	distance: // distance between the origin and the intersected object,
+	point: // exact point where the intersection occurs,
+	face: // exact face that the ray intersected,
+	object: // the intersected object
+}
+</code>
+
+		<div>Note that even if we're checking only an object against a ray, the ray can intersect the object in more than one point. Hence, the return value is an array and not a single tuple.</div>
 
 
 		<h3>.intersectObjects( [page:Array objects] ) [page:Array]</h3>
 		<h3>.intersectObjects( [page:Array objects] ) [page:Array]</h3>
+		
+		<div>Goes through the *objects* array, and determine whether they ray intersects them. The result is an array that contains similar tuples to the ones returned by intersectObject</div>
 
 
-
+The entries in the returned array are sorted by ascending distance (i.e. closest objects first).
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 30 - 4
docs/api/core/Spline.html

@@ -14,21 +14,47 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Array points] )</h3>
+		
+		<div>Initialises the spline with *points*, which are the places through which the spline will go.</div>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.[page:Array points]</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
+		<h3>.initFromArray( [page:Array a] )</h3>
 		<div>
 		<div>
-		todo — todo<br />
+		a — array of triplets containing x, y, z coordinates<br />
+		</div>
+		<div>Initialises using the data in the array as a series of points. Each value in *a* must be another array with three values, where a[n] is v, the value for the *nth* point, and v[0], v[1] and v[2] are the x, y and z coordinates of that point n, respectively.
 		</div>
 		</div>
 
 
+		<h3>.getPoint( [page:Integer k] )</h3>
+		<div>
+		k — point index
+		</div>
+		<div>Return the interpolated point at *k*.</div>
+		
+		<h3>.getControlPointsArray( )</h3>
+		<div>Returns an array with triplets of x, y, z coordinates that correspond to the current control points.
+		</div>
+		
+		<h3>.getLength( [page:Integer nSubDivisions] )</h3>
+		<div>
+		nSubDivisions — number of subdivisions between control points. Default is *100*.
+		</div>
+		<div>Returns the length of the spline when using nSubDivisions.</div>
+		
+		<h3>.reparametrizeByArcLength( [page:Float samplingCoef] )</h3>
+		<div>
+		samplingCoef — how many intermediate values to use between spline points
+		</div>
+		<div>Modifies the spline so that it looks similar to the original but has its points distributed in such way that moving along the spline it's done at a more or less constant speed. The points should also appear more uniformly spread along the curve.</div>
+		<div>This is done by resampling the original spline, with the density of sampling controlled by *samplingCoef*. Here it's interesting to note that denser sampling is not necessarily better: if sampling is too high, you may get weird kinks in curvature.</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 3 - 3
docs/api/core/Vector3.html

@@ -125,12 +125,12 @@
 		Normalizes this vector.
 		Normalizes this vector.
 		</div>
 		</div>
 
 
-		<h3>.distanceTo( [page:Vector3 v] ) [page:Vector3]</h3>
+		<h3>.distanceTo( [page:Vector3 v] ) [page:Float]</h3>
 		<div>
 		<div>
 		Computes distance of this vector to *v*.
 		Computes distance of this vector to *v*.
 		</div>
 		</div>
 
 
-		<h3>.distanceToSquared( [page:Vector3 v] ) [page:Vector3]</h3>
+		<h3>.distanceToSquared( [page:Vector3 v] ) [page:Float]</h3>
 		<div>
 		<div>
 		Computes squared distance of this vector to *v*.
 		Computes squared distance of this vector to *v*.
 		</div>
 		</div>
@@ -177,7 +177,7 @@
 
 
 		<h3>.isZero() [page:Boolean]</h3>
 		<h3>.isZero() [page:Boolean]</h3>
 		<div>
 		<div>
-		Checks if length of this vector is within small epsilon (*0.0001*).
+		Checks if length of this vector is within small epsilon (*0.01*).
 		</div>
 		</div>
 
 
 		<h3>.clone() [page:Vector3]</h3>
 		<h3>.clone() [page:Vector3]</h3>

+ 18 - 13
docs/api/extras/ColorUtils.html

@@ -9,24 +9,29 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
+		<div class="desc">This is a utility class to handle values in <a href="https://en.wikipedia.org/wiki/RGB_color_model">RGB</a> and <a href="https://en.wikipedia.org/wiki/HSL_and_HSV">HSV</a> color spaces.</div>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
+		<h3>.adjustHSV( [page:Color color], [page:Number h], [page:Number s], [page:Number v] )</h3>
+		
+		<div class="desc">Taking a color as input, converts it to HSV, and applies the h, s, v parameters in place, i.e. no new color is returned but the original object is modified.</div>
+		
+		<div>
+		[page:Color color] — source color to be adjusted<br />
+		[page:Number h] — hue change amount<br />
+		[page:Number s] — saturation change amount<br />
+		[page:Number v] — value change amount
+		</div>
+		
+		<h3>.rgbToHsv( [page:Color color], [page:Object hsv] )</h3>
+		
+		<div class="desc">Converts an RGB color into an HSV triplet and returns the converted color.</div>
+		
 		<div>
 		<div>
-		todo — todo<br />
+		[page:Color color] — source color to be converted<br />
+		[page:Object hsv] — object in which the return value will be stored, if not null
 		</div>
 		</div>
 
 
 
 

+ 0 - 149
docs/api/extras/controls/FirstPersonControls.html

@@ -1,149 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8">
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">An extra add-on for creating and using mouse and keyboard controls akin to those found in <a href="http://en.wikipedia.org/wiki/First-person_shooter">First-Person Shooters</a> (hence the class name).</div>
-
-		<div class="desc">Once attached to a camera object, the position of the camera and its lookAt target can be controlled using the mouse and certain keys (depending on the chosen configuration).</div>
-
-		<div class="desc">The default behaviour is to "pan around" when moving the mouse, and translate forwards or backwards with the left and right buttons pressed. Additionally, the following keys are also enabled:<br /><br />
-		W — moves forward (equivalent to pressing the left button)<br />
-		A — moves leftwards<br />
-		S — moves backwards (equivalent to pressing the right button)<br />
-		D — moves rightwards<br />
-		R — moves up<br />
-		F — moves down<br />
-		Q — toggle freezing (when "frozen", no changes in the camera position or target will happen)<br />
-		</div>
-
-		<div class="desc">The camera 'target' is always 100 units ahead of the camera.</div>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [page:Object object], [page:Element domElement] )</h3>
-
-		<div>
-		object — A camera or another object with similar behaviour (has a <em>position</em> property and a <em>lookAt</em> method).<br />
-		domElement — the element that contains the canvas or WebGL renderer holding the camera we'll control (optional, will use document if nothing is specified)<br />
-		</div>
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Object object]</h3>
-		<div>
-		The camera or object whose <em>position</em> properties will be modified.
-		</div>
-
-		<h3>.[page:Element domElement]</h3>
-		<div>
-		Used for determining the viewport dimensions. If nothing is specified, the current HTML document will be used. Else, the specified element dimensions (offsetWidth and offsetHeight) will be used. Additionally, allowing the element to get focused via tabbing is disabled.
-		</div>
-
-		<h3>.[page:Float movementSpeed]</h3>
-
-		<div>Configure how fast will the camera translations be. Default is 1.0.</div>
-
-		<h3>.[page:Float lookSpeed]</h3>
-
-		<div>Configure how fast will the camera move to 'look around'. Default is 0.005.</div>
-
-		<h3>.[page:Boolean lookVertical]</h3>
-		<div>
-		Allows the camera to change its vertical angle, thus modifying the camera pitch.
-		If disabled, the mouse movements will only change the yaw.
-		</div>
-		<div>
-		Default is true.
-		</div>
-
-		<h3>.[page:Boolean autoForward]</h3>
-		<div>
-		Toggle between automatically moving forward without user intervention (i.e. without pressing the left button or the W key) or not. If in <em>autoForward</em> mode, pressing the right button or the S key will still go backwards (temporarily stopping the forward motion).
-		</div>
-		<div>
-		Default is false.
-		</div>
-
-		<h3>.[page:Boolean activeLook]</h3>
-		<div>
-		If true, left clicking moves forward and right clicking moves backwards, and moving the mouse around changes the point of view.<br />
-		If false, nothing happens on mouse events.
-		</div>
-
-		<div>Default is true.</div>
-
-		<h3>.[page:Boolean heightSpeed]</h3>
-
-		<div>??? TODO</div>
-
-		<div>
-		Default is false.
-		</div>
-
-		<h3>.[page:Float heightCoef]</h3>
-
-		<div>??? TODO</div>
-
-		<div>
-		Default is 1.0.
-		</div>
-
-		<h3>.[page:Float heightMin]</h3>
-
-		<div>??? TODO</div>
-
-		<div>
-		Default is 0.0.
-		</div>
-
-		<h3>.[page:Boolean constrainVertical]</h3>
-
-		<div>Limit camera's pitch range. If true, the pitch angle can only be in the [verticalMin, verticalMax] range.</div>
-
-		<div>
-		Default is false.
-		</div>
-
-		<h3>.[page:Float verticalMin]</h3>
-
-		<div>See <em>constrainVertical</em> property.</div>
-
-		<div>
-		Default is 0.0.
-		</div>
-
-		<h3>.[page:Float verticalMax]</h3>
-
-		<div>See <em>constrainVertical</em> property.</div>
-
-		<div>
-		Default is Math.PI.
-		</div>
-
-		<h2>Methods</h2>
-
-		<h3>.update( [page:Float delta] )</h3>
-		<div>
-		Update values using delta as time difference<br />
-		<br />
-		delta — time elapsed since the last time update was called.<br />
-		</div>
-
-		<h3>.handleResize( )</h3>
-		<div>
-		Recalculate viewport dimensions.
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 37
docs/api/extras/controls/FlyControls.html

@@ -1,37 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8">
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 37
docs/api/extras/controls/PathControls.html

@@ -1,37 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8">
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 37
docs/api/extras/controls/RollControls.html

@@ -1,37 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8">
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 37
docs/api/extras/controls/TrackballControls.html

@@ -1,37 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8">
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 30 - 5
docs/api/extras/core/Curve.html

@@ -9,7 +9,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">An extensible curve object which contains methods for interpolation</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -24,10 +24,35 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.getPoint ( t )</h3>
+		<div>Returns a vector for point t of the curve where t is between 0 and 1</div>
+
+		<h3>.getPointAt ( u )</h3>
+		<div>Returns a vector for point at relative position in curve according to arc length</div>
+
+		<h3>.getPoints ( divisions )</h3>
+		<div>Get sequence of points using getPoint( t ) </div>
+
+		<h3>.getSpacedPoints ( divisions )</h3>
+		<div>Get sequence of equi-spaced points using getPointAt( u )</div>
+
+		<h3>.getLength ()</h3>
+		<div>Get total curve arc length</div>
+
+		<h3>.getLengths ( divisions )</h3>
+		<div>Get list of cumulative segment lengths</div>
+
+		<h3>.updateArcLengths ()</h3>
+		<div>Update the cumlative segment distance cache</div>
+
+		<h3>.getUtoTmapping ( u, distance )</h3>
+		<div>Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance</div>
+
+		<h3>.getTangent ( t )</h3>
+		<div>Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation</div>
+
+		<h3>.getTangentAt ( u )</h3>
+		<div>Returns tangent at equidistance point u on the curve</div>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 44 - 5
docs/api/extras/core/CurvePath.html

@@ -18,17 +18,56 @@
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
+		<h3>.curves</h3>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.bends</h3>
 
 
+		<h3>.autoClose</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
 
 
+		<h3>.add ( curve )</h3>
+		<div>todo</div>
+
+		<h3>.checkConnection ()</h3>
+		<div>todo</div>
+
+		<h3>.closePath ()</h3>
+		<div>todo</div>
+
+		<h3>.getPoint ( t )</h3>
+		<div>todo</div>
+
+		<h3>.getLength ()</h3>
+		<div>todo</div>
+
+		<h3>.getCurveLengths ()</h3>
+		<div>todo</div>
+
+		<h3>.getBoundingBox ()</h3>
+		<div>todo</div>
+
+		<h3>.createPointsGeometry ( divisions )</h3>
+		<div>todo</div>
+
+		<h3>.createSpacedPointsGeometry ( divisions )</h3>
+		<div>todo</div>
+
+		<h3>.createGeometry ( points )</h3>
+		<div>todo</div>
+
+		<h3>.addWrapPath ( bendpath )</h3>
+		<div>todo</div>
+
+		<h3>.getTransformedPoints ( segments, bends )</h3>
+		<div>todo</div>
+
+		<h3>.getTransformedSpacedPoints ( segments, bends )</h3>
+		<div>todo</div>
+
+		<h3>.getWrapPoints ( oldPts, path )</h3>
+		<div>todo</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 45 - 6
docs/api/extras/core/Path.html

@@ -9,7 +9,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">a 2d path representation, comprising of points, lines, and cubes,  similar to the html5 2d canvas api. It extends CurvePath.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -19,15 +19,54 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.curves</h3>
 
 
+		<h3>.bends</h3>
+
+		<h3>.autoClose</h3>
+
+		<h3>.actions</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.fromPoints ( vectors ) </h3>
+		<div>todo</div>
+
+		<h3>.moveTo ( x, y ) </h3>
+		<div>todo</div>
+
+		<h3>.lineTo ( x, y ) </h3>
+		<div>todo</div>
+
+		<h3>.quadraticCurveTo ( aCPx, aCPy, aX, aY ) </h3>
+		<div>todo</div>
+
+		<h3>.bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) </h3>
+		<div>todo</div>
+
+		<h3>.splineThru ( pts /*Array of Vector*/ ) </h3>
+		<div>todo</div>
+
+		<h3>.arc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<div>todo</div>
+
+		<h3>.absarc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<div>todo</div>
+
+		<h3>.ellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<div>todo</div>
+
+		<h3>.absellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<div>todo</div>
+
+		<h3>.getSpacedPoints ( divisions, closedPath ) </h3>
+		<div>todo</div>
+
+		<h3>.getPoints ( divisions, closedPath ) </h3>
+		<div>todo</div>
+
+		<h3>.toShapes () </h3>
+		<div>todo</div>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 31 - 6
docs/api/extras/core/Shape.html

@@ -9,7 +9,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">Defines a 2d shape plane using paths.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -19,15 +19,40 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.curves</h3>
+
+		<h3>.bends</h3>
+
+		<h3>.autoClose</h3>
+
+		<h3>.actions</h3>
+
+		<h3>.holes</h3>
+
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.extrude ( options )</h3>
+		<div>todo</div>
+
+		<h3>.makeGeometry ( options )</h3>
+		<div>todo</div>
+
+		<h3>.getPointsHoles ( divisions )</h3>
+		<div>todo</div>
+
+		<h3>.getSpacedPointsHoles ( divisions )</h3>
+		<div>todo</div>
+
+		<h3>.extractAllPoints ( divisions )</h3>
+		<div>todo</div>
+
+		<h3>.extractPoints ( divisions )</h3>
+		<div>todo</div>
+
+		<h3>.extractAllSpacedPoints ( divisions )</h3>
+		<div>todo</div>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 9 - 15
docs/api/extras/geometries/CubeGeometry.html

@@ -7,29 +7,23 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>CubeGeometry</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">CubeGeometry is the quadrilateral primitive geometry class. It is typically used for creating a cube or irregular quadrilateral of the dimensions provided within the (optional) 'width', 'height', & 'depth' constructor arguments.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
+		<h3>[name]([page:Float width], [page:Float height], [page:Float depth], [page:Integer widthSegments], [page:Integer heightSegments], [page:Integer depthSegments])</h3>
 		<div>
 		<div>
-		todo — todo<br />
+		width — Width of the sides on the X axis.<br />
+		height — Height of the sides on the Y axis.<br />
+		depth — Depth of the sides on the Z axis.<br />
+		widthSegments — Number of segmented faces along the width of the sides.<br />
+		heightSegments — Number of segmented faces along the height of the sides.<br />
+		depthSegments — Number of segmented faces along the depth of the sides.
 		</div>
 		</div>
 
 
-
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 11 - 5
docs/api/extras/geometries/CylinderGeometry.html

@@ -13,7 +13,15 @@
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
-
+		<h3>[name]([page:Float radiusTop], [page:Float radiusBottom], [page:Float height], [page:Integer radiusSegments], [page:Integer heightSegments], [page:Boolean openEnded])</h3>
+		<div>
+		radiusTop — Radius of the cylinder at the top.<br />
+		radiusBottom — Radius of the cylinder at the bottom.<br />
+		height — Height of the cylinder.<br />
+		radiusSegments — Number of segmented faces around the circumference of the cylinder.<br />
+		heightSegments — Number of rows of faces along the height of the cylinder.<br />
+		openEnded - A Boolean indicating whether or not to cap the ends of the cylinder.
+		</div>
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 
 
 
 
@@ -24,10 +32,8 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.computeCentroids();</h3>
+		<h3>.computeFaceNormals();</h3>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 6 - 3
docs/api/extras/geometries/ExtrudeGeometry.html

@@ -9,18 +9,21 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">Creates extruded geometry from a path shape</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( shapes, options )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.addShapeList ( shapes, options )</h3>
+		<div>todo</div>
 
 
+		<h3>.addShape ( shape, options )</h3>
+		<div>todo</div>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 

+ 1 - 1
docs/api/extras/geometries/IcosahedronGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( radius, detail )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/extras/geometries/LatheGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( points, steps, angle )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/extras/geometries/OctahedronGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( radius, detail )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/extras/geometries/PlaneGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( width, height, widthSegments, heightSegments )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/extras/geometries/PolyhedronGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( vertices, faces, radius, detail )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 15 - 11
docs/api/extras/geometries/SphereGeometry.html

@@ -7,26 +7,30 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
+		[page:Geometry] &rarr;
+		
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">A class for generating sphere geometries</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Number radius], [page:Number segmentsWidth], [page:Number segmentsHeight], [page:Number phiStart], [page:Number phiLength], [page:Number thetaStart], [page:Number thetaLength] )</h3>
 
 
 
 
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
 		<div>
 		<div>
-		todo — todo<br />
+		radius — sphere radius. Default is 50.<br />
+		segmentsWidth — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
+		segmentsHeight — number of vertical segments. Minimum value is 2, and the default is 6.<br />
+		phiStart — specify horizontal starting angle. Default is 0.<br />
+		phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.<br />
+		thetaStart — specify vertical starting angle. Default is 0.<br />
+		thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
+		</div>
+		
+		<div>
+		The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to <em>'sphere slices'</em>) can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
 		</div>
 		</div>
 
 
 
 

+ 1 - 1
docs/api/extras/geometries/TetrahedronGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( radius, detail )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/extras/geometries/TextGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( text, parameters )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/extras/geometries/TorusGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( radius, tube, radialSegments, tubularSegments, arc )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/extras/geometries/TorusKnotGeometry.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( radius, tube, radialSegments, tubularSegments, arc )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 15 - 7
docs/api/extras/modifiers/SubdivisionModifier.html

@@ -9,25 +9,33 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">Applies Catmull-Clark Subdivision Surfaces for creating smooth geometry meshes</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( subdivisions )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.subdivisions</h3>
+		<div>Number of time subdivision will be applied</div>
 
 
+		<h3>.useOldVertexColors</h3>
+
+		<h3>.supportUVs</h3>
+
+		<h3>.debug</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.modify ( geometry )</h3>
+		<div>Modifies the geometry by running subdivision surfaces. This calls .smooth() internally</div>
+
+		<h3>.smooth ( oldGeometry )</h3>
+		<div>Performs an iteration of Catmull-Clark Subdivision</div>
+
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 1 - 1
docs/api/extras/objects/LensFlare.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( texture, size, distance, blending, color )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 0 - 37
docs/api/extras/objects/MarchingCubes.html

@@ -1,37 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8">
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 4 - 3
docs/api/lights/AmbientLight.html

@@ -12,15 +12,16 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<div class="desc">
 		<div class="desc">
-			This light's color gets applied to all the object in the scene globally.
+			This light's color gets applied to all the objects in the scene globally.
 		</div>
 		</div>
 
 
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<code>var light = new THREE.AmbientLight( 0xff0000 );
-		scene.add( light );</code>
+<code>var light = new THREE.AmbientLight( 0xff0000 );
+scene.add( light );</code>
 
 
+		will light objects with red.
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 55 - 3
docs/api/lights/DirectionalLight.html

@@ -20,9 +20,9 @@
 
 
 		<code>// White directional light at half intensity shining from the top.
 		<code>// White directional light at half intensity shining from the top.
 
 
-		var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
-		directionalLight.position.set( 0, 1, 0 );
-		scene.add( directionalLight );</code>
+var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
+directionalLight.position.set( 0, 1, 0 );
+scene.add( directionalLight );</code>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -134,30 +134,82 @@
 		</div>
 		</div>
 
 
 		<h3>.[page:Boolean shadowCascade]</h3>
 		<h3>.[page:Boolean shadowCascade]</h3>
+		<div>
+			??? <br />
+			Default — *false*.
+		</div>
 
 
 		<h3>.[page:Vector3 shadowCascadeOffset]</h3>
 		<h3>.[page:Vector3 shadowCascadeOffset]</h3>
+		<div>
+			??? <br />
+			Default — *Three.Vector3( 0, 0, -1000 )*.
+		</div>
 
 
 		<h3>.[page:Integer shadowCascadeCount]</h3>
 		<h3>.[page:Integer shadowCascadeCount]</h3>
+		<div>
+			??? <br />
+			Default — *2*.
+		</div>
 
 
 		<h3>.[page:Array shadowCascadeBias]</h3>
 		<h3>.[page:Array shadowCascadeBias]</h3>
+		<div>
+			??? <br />
+			Default — <strong>[ 0, 0, 0 ]</strong>.
+		</div>
 
 
 		<h3>.[page:Array shadowCascadeWidth]</h3>
 		<h3>.[page:Array shadowCascadeWidth]</h3>
+		<div>
+			??? <br />
+			Default — <strong>[ 512, 512, 512 ]</strong>.
+		</div>
 
 
 		<h3>.[page:Array shadowCascadeHeight]</h3>
 		<h3>.[page:Array shadowCascadeHeight]</h3>
+		<div>
+			??? <br />
+			Default — <strong>[ 512, 512, 512 ]</strong>.
+		</div>
 
 
 		<h3>.[page:Array shadowCascadeNearZ]</h3>
 		<h3>.[page:Array shadowCascadeNearZ]</h3>
+		<div>
+			??? <br />
+			Default — <strong>[ -1.000, 0.990, 0.998 ]</strong>.
+		</div>
 
 
 		<h3>.[page:Array shadowCascadeFarZ]</h3>
 		<h3>.[page:Array shadowCascadeFarZ]</h3>
+		<div>
+			??? <br />
+			Default — <strong>[ 0.990, 0.998, 1.000 ]</strong>.
+		</div>
 
 
 		<h3>.[page:Array shadowCascadeArray]</h3>
 		<h3>.[page:Array shadowCascadeArray]</h3>
+		<div>
+			??? <br />
+			Default — <strong>[ ]</strong>.
+		</div>
 
 
 		<h3>.[page:RenderTarget shadowMap]</h3>
 		<h3>.[page:RenderTarget shadowMap]</h3>
+		<div>
+			??? <br />
+			Default — *null*.
+		</div>
 
 
 		<h3>.[page:Integer shadowMapSize]</h3>
 		<h3>.[page:Integer shadowMapSize]</h3>
+		<div>
+			??? <br />
+			Default — *null*.
+		</div>
 
 
 		<h3>.[page:Camera shadowCamera]</h3>
 		<h3>.[page:Camera shadowCamera]</h3>
+		<div>
+			??? <br />
+			Default — *null*.
+		</div>
 
 
 		<h3>.[page:Matrix shadowMatrix]</h3>
 		<h3>.[page:Matrix shadowMatrix]</h3>
+		<div>
+			??? <br />
+			Default — *null*.
+		</div>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 2 - 2
docs/api/lights/PointLight.html

@@ -19,8 +19,8 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<code>var light = new THREE.PointLight( 0xff0000, 1, 100 );
 		<code>var light = new THREE.PointLight( 0xff0000, 1, 100 );
-		light.position.set( 50, 50, 50 );
-		scene.add( light );</code>
+light.position.set( 50, 50, 50 );
+scene.add( light );</code>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

+ 114 - 14
docs/api/lights/SpotLight.html

@@ -11,37 +11,137 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">A point light that can cast shadow in one direction.</div>
+		
+		<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
 
 
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<code>// white spotlight shining from the side, casting shadow
 		<code>// white spotlight shining from the side, casting shadow
 
 
-		var spotLight = new THREE.SpotLight( 0xffffff );
-		spotLight.position.set( 100, 1000, 100 );
+var spotLight = new THREE.SpotLight( 0xffffff );
+spotLight.position.set( 100, 1000, 100 );
 
 
-		spotLight.castShadow = true;
+spotLight.castShadow = true;
 
 
-		spotLight.shadowMapWidth = 1024;
-		spotLight.shadowMapHeight = 1024;
+spotLight.shadowMapWidth = 1024;
+spotLight.shadowMapHeight = 1024;
 
 
-		spotLight.shadowCameraNear = 500;
-		spotLight.shadowCameraFar = 4000;
-		spotLight.shadowCameraFov = 30;
+spotLight.shadowCameraNear = 500;
+spotLight.shadowCameraFar = 4000;
+spotLight.shadowCameraFov = 30;
 
 
-		scene.add( spotLight );</code>
+scene.add( spotLight );</code>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
-
+		<h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance], [page:Boolean castShadow] )</h3>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
-
+		<h3>.[page:Vector3 position]</h3>
+		<div>
+			Light's position.<br />
+			Default — *new THREE.Vector3()*.
+		</div>
+
+		<h3>.[page:Float intensity]</h3>
+		<div>
+			Light's intensity.<br />
+			Default — *1.0*.
+		</div>
+
+		<h3>.[page:Float distance]</h3>
+		<div>
+			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
+			Default — *0.0*.
+		</div>
+
+		<h3>.[page:Boolean castShadow]</h3>
+		<div>
+			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
+			Default — *false*.
+		</div>
+		
+		<h3>.[page:Boolean onlyShadow]</h3>
+		<div>
+			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
+			Default — *false*.
+		</div>
+		
+		<h3>.[page:Float shadowCameraNear]</h3>
+		<div>
+			Perspective shadow camera frustum <em>near</em> parameter.<br />
+			Default — *50*.
+		</div>
+
+		<h3>.[page:Float shadowCameraFar]</h3>
+		<div>
+			Perspective shadow camera frustum <em>far</em> parameter.<br />
+			Default — *5000*.
+		</div>
+
+		<h3>.[page:Float shadowCameraFov]</h3>
+		<div>
+			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
+			Default — *50*.
+		</div>
+		
+		<h3>.[page:Boolean shadowCameraVisible]</h3>
+		<div>
+			Show debug shadow camera frustum.<br />
+			Default — *false*.
+		</div>
+		
+		<h3>.[page:Float shadowBias]</h3>
+		<div>
+			Shadow map bias.<br />
+			Default — *0*.
+		</div>
+
+		<h3>.[page:Float shadowDarkness]</h3>
+		<div>
+			Darkness of shadow casted by this light (from *0* to *1*).<br />
+			Default — *0.5*.
+		</div>
+
+		<h3>.[page:Integer shadowMapWidth]</h3>
+		<div>
+			Shadow map texture width in pixels.<br />
+			Default — *512*.
+		</div>
+
+		<h3>.[page:Integer shadowMapHeight]</h3>
+		<div>
+			Shadow map texture height in pixels.<br />
+			Default — *512*.
+		</div>
+		
+		<h3>.[page:Float shadowBias]</h3>
+		<div>
+			Shadow map bias.<br />
+			Default — *0*.
+		</div>
+
+		<h3>.[page:Float shadowDarkness]</h3>
+		<div>
+			Darkness of shadow casted by this light (from *0* to *1*).<br />
+			Default — *0.5*.
+		</div>
+
+		<h3>.[page:Integer shadowMapWidth]</h3>
+		<div>
+			Shadow map texture width in pixels.<br />
+			Default — *512*.
+		</div>
+
+		<h3>.[page:Integer shadowMapHeight]</h3>
+		<div>
+			Shadow map texture height in pixels.<br />
+			Default — *512*.
+		</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 0 - 140
docs/api/lights/SpotLight.rst

@@ -1,140 +0,0 @@
-SpotLight - A spotlight
------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: SpotLight( hex, intensity, distance, castShadow )
-
-    A point light that can cast shadow in one direction
-
-    Part of scene graph
-
-    Inherits from :class:`Light` :class:`Object3D`
-
-    Affects :class:`MeshLambertMaterial` and :class:`MeshPhongMaterial`
-
-    :param integer hex: light color
-    :param float intensity: light intensity
-    :param float distance: distance affected by light
-    :param bool castShadow: shadow casting
-
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: SpotLight.color
-
-    Light :class:`Color`
-
-.. attribute:: SpotLight.intensity
-
-    Light intensity
-
-    ``default 1.0``
-
-.. attribute:: SpotLight.position
-
-    Position of the light
-
-.. attribute:: SpotLight.distance
-
-    If non-zero, light will attenuate linearly from maximum intensity at light ``position`` down to zero at ``distance``
-
-
-
-.. ...............................................................................
-.. rubric:: Shadow attributes
-.. ...............................................................................
-
-.. attribute:: SpotLight.castShadow
-
-    If set to `true` light will cast dynamic shadows
-
-    Warning: this is expensive and requires tweaking to get shadows looking right.
-
-    ``default false``
-
-.. attribute:: SpotLight.onlyShadow
-
-    If set to `true` light will only cast shadow but not contribute any lighting (as if intensity was 0 but cheaper to compute)
-
-    ``default false``
-
-.. attribute:: SpotLight.target
-
-    :class:`Object3D` target used for shadow camera orientation
-
-.. attribute:: SpotLight.shadowCameraNear
-
-    Perspective shadow camera frustum ``near``
-
-    ``default 50``
-
-.. attribute:: SpotLight.shadowCameraFar
-
-    Perspective shadow camera frustum ``far``
-
-    ``default 5000``
-
-.. attribute:: SpotLight.shadowCameraFov
-
-    Perspective shadow camera frustum ``field-of-view``
-
-    ``default 50``
-
-.. attribute:: SpotLight.shadowCameraVisible
-
-    Show debug shadow camera frustum
-
-    ``default false``
-
-.. attribute:: SpotLight.shadowBias
-
-    Shadow map bias
-
-    ``default 0``
-
-.. attribute:: SpotLight.shadowDarkness
-
-    Darkness of shadow casted by this light (``float`` from 0 to 1)
-
-    ``default 0.5``
-
-.. attribute:: SpotLight.shadowMapWidth
-
-    Shadow map texture width in pixels
-
-    ``default 512``
-
-.. attribute:: SpotLight.shadowMapHeight
-
-    Shadow map texture height in pixels
-
-    ``default 512``
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    // white spotlight shining from the side, casting shadow
-
-    var spotLight = new THREE.SpotLight( 0xffffff );
-    spotLight.position.set( 100, 1000, 100 );
-
-    spotLight.castShadow = true;
-
-    spotLight.shadowMapWidth = 1024;
-    spotLight.shadowMapHeight = 1024;
-
-    spotLight.shadowCameraNear = 500;
-    spotLight.shadowCameraFar = 4000;
-    spotLight.shadowCameraFov = 30;
-
-    scene.add( spotLight );

+ 8 - 10
docs/api/loaders/BinaryLoader.html

@@ -7,26 +7,24 @@
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
+		[page:Loader] &rarr;
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">A loader for loading models generated by the slim OBJ converter with BINARY option <em>(converter_obj_three_slim.py -t binary)</em></div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
+		<h3>[name]( [page:Boolean showStatus] )</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
+		<h3>.load( [page:String url], [page:Function callback], [page:String texturePath], [page:String binaryPath] )</h3>
 		<div>
 		<div>
-		todo — todo<br />
+		url — required<br />
+		callback — required. This function will be called with the loaded model as an instance of [page:Geometry geometry] when the load is completed.<br />
+		texturePath — optional. If not specified, textures will be assumed to be in the same folder as the Javascript model file.<br />
+		binaryPath — optional. If not specified, the binary file will be assumed to be in the same folder as the Javascript model file.
 		</div>
 		</div>
 
 
 
 

+ 47 - 0
docs/api/loaders/GeometryLoader.html

@@ -0,0 +1,47 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8">
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading a geometry out of a JSON file.</div>
+		<div class="desc">Unlike other loaders, this one emits events instead of using predefined callbacks. So if you're interested in getting notified when <em>things</em> happen, you need to add listeners to the object.</div>
+		<div class="desc">Possible events:<br />
+			<ul>
+				<li>type: error, message: error message</li>
+				<li>type: load, content: loaded geometry</li>
+			</ul>
+		</div>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]()</h3>
+
+		<h2>Methods</h2>
+
+		<h3>.load( [page:String url] )</h3>
+		<div>
+		url — required
+		</div>
+		
+		<div class="desc">Begin loading from <em>url</em></div>
+
+
+		<h3>.parse( [page:Object data], [page:LoadingMonitor monitor] )</h3>
+		<div>
+		data — required<br />
+		monitor — optional
+		</div>
+		
+		<div class="desc">Parses the geometry in the <em>data</em> object, optionally monitoring its progress via the <em>monitor</em> object, if provided.</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 50 - 0
docs/api/loaders/ImageLoader.html

@@ -0,0 +1,50 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8">
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading an [page:Image image].</div>
+		<div class="desc">Unlike other loaders, this one emits events instead of using predefined callbacks. So if you're interested in getting notified when <em>things</em> happen, you need to add listeners to the object.</div>
+		
+		<h2>Constructor</h2>
+
+		<h3>[name]()</h3>
+
+		<h2>Methods</h2>
+
+		<h3>.load( [page:String url] )</h3>
+		<div>
+		url — required
+		</div>
+		
+		<div class="desc">Begin loading from <em>url</em></div>
+
+		<h2>Events</h2>
+		
+		<h3>load</h3>
+		<div class="desc">
+		Dispatched when the image has completed loading
+		</div>
+		<div>
+		content — loaded image
+		</div>
+		
+		<h3>error</h3>
+		<div class="desc">
+		Dispatched when the image can't be loaded
+		</div>
+		<div>
+		message — error message
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 7 - 9
docs/api/loaders/JSONLoader.html

@@ -7,26 +7,24 @@
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
+		[page:Loader] &rarr;
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">A loader for loading objects in JSON format.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>[name]( [page:Boolean showStatus] )</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
+		<h3>.load( [page:String url], [page:Function callback], [page:String texturePath] )</h3>
 		<div>
 		<div>
-		todo — todo<br />
+		url — required<br />
+		callback — required. This function will be called with the loaded model as an instance of [page:Geometry geometry] when the load is completed.<br />
+		texturePath — optional. If not specified, textures will be assumed to be in the same folder as the Javascript model file.
 		</div>
 		</div>
 
 
 
 

+ 19 - 12
docs/api/loaders/Loader.html

@@ -9,26 +9,33 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">Base class for implementing loaders.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Boolean showStatus] )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
-
+		<h3>.[page:Boolean showStatus]</h3>
+		<div>If true, show loading status in the statusDomElement.</div>
+		
+		<h3>.[page:DOMElement statusDomElement]</h3>
+		<div>This is the recipient of status messages.</div>
+		
+		<h3>.[page:Function onLoadStart]</h3>
+		<div>Will be called when load starts.</div>
+		<div>The default is a function with empty body.</div>
+
+		<h3>.[page:Function onLoadProgress]</h3>
+		<div>Will be called while load progresses.</div>
+		<div>The default is a function with empty body.</div>
+		
+		<h3>.[page:Function onLoadComplete]</h3>
+		<div>Will be called when load completes.</div>
+		<div>The default is a function with empty body.</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 48 - 0
docs/api/loaders/LoadingMonitor.html

@@ -0,0 +1,48 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8">
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">A LoadingMonitor keeps track of loaded and pending data.</div>
+		<div class="desc">To keep track of a loader, just add it to the monitor:</div>
+<code>monitor.add( imageLoader );
+</code>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]()</h3>
+
+		<h2>Events</h2>
+		
+		<h3>progress</h3>
+		<div class="desc">
+		Dispatched each time a monitored loader completes loading
+		</div>
+		<div>
+		loaded — number of completed loaders<br />
+		total — total number of loaders monitored by this monitor
+		</div>
+		
+		<h3>load</h3>
+		<div id="desc">
+		Dispatched when all loaders have completed loading
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>.add( [page:Loader loader] )</h3>
+		<div>
+		loader — required. Loader to be monitored.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 23 - 4
docs/api/loaders/SceneLoader.html

@@ -9,7 +9,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">A loader for loading a complete scene out of a JSON file.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -19,14 +19,33 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.[page:Function onLoadStart]</h3>
+		<div>Will be called when load starts.</div>
+		<div>The default is a function with empty body.</div>
+
+		<h3>.[page:Function onLoadProgress]</h3>
+		<div>Will be called while load progresses.</div>
+		<div>The default is a function with empty body.</div>
+		
+		<h3>.[page:Function onLoadComplete]</h3>
+		<div>Will be called when each element in the scene completes loading.</div>
+		<div>The default is a function with empty body.</div>
+		
+		<h3>.[page:Function callbackSync]</h3>
+		<div>Will be called when load completes.</div>
+		<div>The default is a function with empty body.</div>
+		
+		<h3>.[page:Function callbackProgress]</h3>
+		<div>Will be called as load progresses.</div>
+		<div>The default is a function with empty body.</div>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
+		<h3>.load( [page:String url], [page:Function callbackFinished] )</h3>
 		<div>
 		<div>
-		todo — todo<br />
+		url — required<br />
+		callbackFinished — required. This function will be called with the loaded model as an instance of [page:Scene scene] when the load is completed.
 		</div>
 		</div>
 
 
 
 

+ 60 - 0
docs/api/loaders/TextureLoader.html

@@ -0,0 +1,60 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8">
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">Class for loading a [page:Texture texture].</div>
+		<div class="desc">Unlike other loaders, this one emits events instead of using predefined callbacks. So if you're interested in getting notified when <em>things</em> happen, you need to add listeners to the object.</div>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]()</h3>
+		
+		
+		<h2>Methods</h2>
+
+		<h3>.load( [page:String url] )</h3>
+		<div>
+		url — required
+		</div>
+		
+		<div class="desc">Begin loading from <em>url</em></div>
+
+
+		<h2>Properties</h2>
+
+		<h3>.crossOrigin</h3>
+		<div>
+		default — *null*.<br />
+		If set, assigns the *crossOrigin* attribute of the image to the value of *crossOrigin*, prior to starting the load.
+		</div>
+
+		<h2>Events</h2>
+		
+		<h3>load</h3>
+		<div class="desc">
+		Dispatched when the texture has completed loading
+		</div>
+		<div>
+		content — loaded texture object
+		</div>
+		
+		<h3>error</h3>
+		<div class="desc">
+		Dispatched when the texture can't be loaded
+		</div>
+		<div>
+		message — error message
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 95 - 6
docs/api/materials/Material.html

@@ -9,26 +9,115 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">Materials describe the appearance of [page:Object objects]. They are defined in a (mostly) renderer-independent way, so you don't have to rewrite materials if you decide to use a different renderer.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Object parameters] )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.[page:Integer id]</h3>
+		<div>
+		Unique number of this material instance.
+		</div>
+
+		<h3>.[page:String name]</h3>
+		<div>
+		Material name. Default is an empty string.
+		</div>
+
+		<h3>.[page:Number opacity]</h3>
+		<div>
+		Opacity. Default is *1*.
+		</div>
 
 
+		<h3>.[page:Boolean transparent]</h3>
+		<div>
+		Defines whether this material is transparent. This has an effect on rendering, as transparent objects need an special treatment, and are rendered after the opaque (i.e. non transparent) objects. For a working example of this behaviour, check the [page:WebGLRenderer WebGLRenderer] code.
+		</div>
+		<div>Default is *false*.</div>
 
 
-		<h2>Methods</h2>
+		<h3>.[page:Blending blending]</h3>
+		<div>
+		Which blending to use when displaying objects with this material. Default is [page:NormalBlending].
+		</div>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
+		<h3>.[page:Integer blendSrc]</h3>
 		<div>
 		<div>
-		todo — todo<br />
+		Blending source. It's one of the blending mode constants defined in [page:Three Three.js]. Default is *SrcAlphaFactor*.
 		</div>
 		</div>
 
 
+		<h3>.[page:Integer blendDst]</h3>
+		<div>
+		Blending destination. It's one of the blending mode constants defined in [page:Three Three.js]. Default is *OneMinusSrcAlphaFactor*.
+		</div>
+
+		<h3>.[page:Integer blendEquation]</h3>
+		<div>
+		Blending equation to use when applying blending. It's one of the constants defined in [page:Three Three.js]. Default is *AddEquation*.
+		</div>
+
+		<h3>.[page:Boolean depthTest]</h3>
+		<div>
+		Whether to have depth test enabled when rendering this material. Default is *true*.
+		</div>
+
+		<h3>.[page:Boolean depthWrite]</h3>
+		<div>
+		Whether rendering this material has any effect on the depth buffer. Default is *true*.
+		</div>
+		<div>
+		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
+		</div>
+
+		<h3>.[page:Boolean polygonOffset]</h3>
+		<div>
+		Whether to use polygon offset. Default is *false*. This corresponds to the *POLYGON_OFFSET_FILL* WebGL feature.
+		</div>
+
+		<h3>.[page:Integer polygonOffsetFactor]</h3>
+		<div>
+		Sets the polygon offset factor. Default is *0*.
+		</div>
+
+		<h3>.[page:Integer polygonOffsetUnits]</h3>
+		<div>
+		Sets the polygon offset units. Default is *0*.
+		</div>
+
+		<h3>.[page:Number alphaTest]</h3>
+		<div>
+		Sets the alpha value to be used when running an alpha test. Default is *0*.
+		</div>
+
+		<h3>.[page:Boolean overdraw]</h3>
+		<div>
+		Enables/disables overdraw. If enabled, polygons are drawn slightly bigger in order to fix antialiasing gaps when using the [page:CanvasRenderer]. Default is *false*.
+		</div>
+
+		<h3>.[page:Boolean visible]</h3>
+		<div>
+		Defines whether this material is visible. Default is *true*.
+		</div>
+
+		<h3>.[page:Enum side]</h3>
+		<div>
+		Defines which of the face sides will be rendered - front, back or both.
+		</div>
+		<div>
+		Default is *THREE.FrontSide*. Other options are *THREE.BackSide* and *THREE.DoubleSide*.
+		</div>
+
+		<h3>.[page:Boolean needsUpdate]</h3>
+		<div>
+		Specifies that the material needs to be updated, WebGL wise. Set it to true if you made changes that need to be reflected in WebGL.
+		</div>
+		<div>
+		This property is automatically set to *true* when instancing a new material.
+		</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 57 - 8
docs/api/materials/MeshBasicMaterial.html

@@ -11,26 +11,75 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">A material for drawing geometries in a simple shaded (flat or wireframe) way.</div>
+		<div class="desc">The default will render as flat polygons. To draw the mesh as wireframe, simply set the 'wireframe' property to true.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Object parameters] )</h3>
 
 
+		<div>parameters is an object with one or more properties defining the material's appearance.</div>
+		<div>
+		color — geometry color in hexadecimal. Default is 0xffffff.<br />
+		wireframe — render geometry as wireframe. Default is false.<br />
+		wireframeLinewidth — Line thickness. Default is 1.<br />
+		wireframeLinecap — Define appearance of line ends. Default is 'round'.<br />
+		wireframeLinejoin — Define appearance of line joints. Default is 'round'.<br />
+		shading — Define shading type. Default is THREE.SmoothShading.<br />
+		vertexColors — Define whether the material uses vertex colors, or not. Default is false.<br />
+		fog — Define whether the material color is affected by global fog settings. Default is false.<br />
+		lightMap — TODO. Default is null.<br />
+		specularMap — TODO. Default is null.<br />
+		envMap — TODO. Default is null.<br />
+		skinning — TODO. Default is false.<br />
+		morphTargets — TODO. Default is false.
+		</div>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.[page:Integer color]</h3>
+		<div>Sets the color of the geometry. Default is 0xffffff.</div>
+		
+		<h3>.[page:Boolean wireframe]</h3>
+		<div>Render geometry as wireframe. Default is false (i.e. render as flat polygons).</div>
 
 
+		<h3>.[page:Float wireframeLinewidth]</h3>
+		<div>Controls wireframe thickness. Default is 1.</div>
+		
+		<h3>.[page:String wireframeLinecap]</h3>
+		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
 
-		<h2>Methods</h2>
+		<h3>.[page:String wireframeLinejoin]</h3>
+		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
+		
+		<h3>.[page:String shading]</h3>
+		<div>Define shading type. Default is THREE.SmoothShading.</div>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.[page:Boolean vertexColors]</h3>
+		<div>Define whether the material uses vertex colors, or not. Default is false.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
+
+		<h3>.[page:Boolean fog]</h3>
+		<div>Define whether the material color is affected by global fog settings.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
+
+		<h3>.[page:Texture lightMap]</h3>
+		<div>Set light map. Default is null.</div>
+
+		<h3>.[page:Texture specularMap]</h3>
+		<div>Set specular map. Default is null.</div>
+
+		<h3>.[page:TextureCube envMap]</h3>
+		<div>Set env map. Default is null.</div>
 
 
+		<h3>.[page:Boolean skinning]</h3>
+		<div>Define whether the material uses skinning. Default is false.</div>
+	
+		<h3>.[page:Boolean morphTargets]</h3>
+		<div>Define whether the material uses morphTargets. Default is false.</div>	
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 35 - 11
docs/api/materials/ParticleBasicMaterial.html

@@ -11,25 +11,49 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">The default material used by [page:ParticleSystem particle] systems.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Object parameters] )</h3>
 
 
+		<div>parameters is an object with one or more properties defining the material's appearance.</div>
+		
+		<div>
+		color — Particle color in hexadecimal. Default is 0xffffff.<br />
+		map — a [page:Texture texture]. Default is null. // TODO: specify what is its purpose<br />
+		size — Define size of particles. Default is 1.0.<br />
+		sizeAttenuation — Enable/disable size attenuation with distance.<br />
+		vertexColors — Define whether the material uses vertex colors, or not. Default is false.<br />
+		fog — Define whether the material color is affected by global fog settings. Default is true.
+		</div>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.[page:Number color]</h3>
+		
+		<div>Sets the color of the particles. Default is 0xffffff.</div>
+		
+		<h3>.[page:Texture map]</h3>
+		
+		<div>Sets the color of the particles using data from a texture (?).</div>
+		
+		<h3>.[page:Number size]</h3>
+		
+		<div>Sets the size of the particles. Default is 1.0.</div>
+
+		<h3>.[page:Boolean sizeAttenuation]</h3>
+		
+		<div>Specify whether particles' size will get smaller with the distance. Default is true.</div>
+
+		<h3>.[page:Boolean vertexColors]</h3>
+		<div>Define whether the material uses vertex colors, or not. Default is false.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
+
+		<h3>.[page:Boolean fog]</h3>
+		<div>Define whether the material color is affected by global fog settings.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 4 - 2
docs/api/materials/ShaderMaterial.html

@@ -11,12 +11,14 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">Material rendered with custom shaders</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( parameters )
+
+</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 3 - 3
docs/api/objects/Line.html

@@ -21,12 +21,12 @@
 		<div>
 		<div>
 		geometry — Vertices representing the line segment(s).<br />
 		geometry — Vertices representing the line segment(s).<br />
 		material — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].<br />
 		material — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].<br />
-		type — Connection type between vertices. Default is LineStrip.
+		type — Connection type between vertices. Default is THREE.LineStrip.
 		</div>
 		</div>
 
 
 		<div>If no material is supplied, a randomized line material will be created and assigned to the object.</div>
 		<div>If no material is supplied, a randomized line material will be created and assigned to the object.</div>
 
 
-		<div>Also, if no type is supplied, the default (LineStrip) will be used).</div>
+		<div>Also, if no type is supplied, the default (THREE.LineStrip) will be used).</div>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
@@ -42,7 +42,7 @@
 
 
 		<h3>.[page:Integer type]</h3>
 		<h3>.[page:Integer type]</h3>
 		<div>
 		<div>
-		Possible values: LineStrip or LinePieces. LineStrip will draw a series of segments connecting each point (first connected to the second, the second connected to the third, and so on and so forth); and LinePieces will draw a series of pairs of segments (first connected to the second, the third connected to the fourth, and so on and so forth).</div>
+		Possible values: THREE.LineStrip or THREE.LinePieces. THREE.LineStrip will draw a series of segments connecting each point (first connected to the second, the second connected to the third, and so on and so forth); and THREE.LinePieces will draw a series of pairs of segments (first connected to the second, the third connected to the fourth, and so on and so forth).</div>
 
 
 		<div>
 		<div>
 		In OpenGL terms, LineStrip is the classic GL_LINE_STRIP and LinePieces is the equivalent to GL_LINES.
 		In OpenGL terms, LineStrip is the classic GL_LINE_STRIP and LinePieces is the equivalent to GL_LINES.

+ 13 - 8
docs/api/objects/ParticleSystem.html

@@ -11,26 +11,31 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">A class for displaying particles in the form of variable size points. For example, if using the [page:WebGLRenderer], the particles are displayed using GL_POINTS.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Geometry geometry], [page:Material material] )</h3>
 
 
+		<div>
+		geometry — An instance of [page:Geometry].<br />
+		material — An instance of [page:Material] (optional).
+		</div>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.[page:Geometry geometry]</h3>
 
 
+		<div>An instance of [page:Geometry], where each vertex designates the position of a particle in the system.</div>
 
 
-		<h2>Methods</h2>
+		<h3>.[page:Material material]</h3>
 
 
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<div>An instance of [page:Material], defining the object's appearance. Default is a [page:ParticleBasicMaterial] with randomised colour.</div>
 
 
+		<h3>.[page:Boolean frustrumCulled]</h3>
+		
+		<div>Specifies whether the particle system will be culled if it's outside the camera's frustum. By default this is set to false.</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 3 - 2
docs/api/renderers/WebGLRenderer.html

@@ -110,9 +110,10 @@
 		<div>Default is true. TODO</div>
 		<div>Default is true. TODO</div>
 
 
 
 
-		<h3>.[page:Boolean shadowMapSoft]</h3>
+		<h3>.[page:Integer shadowMapType]</h3>
 
 
-		<div>Default is true. TODO</div>
+		<div>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</div>
+		<div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap, THREE.PCFSoftShadowMap. Default is THREE.PCFShadowMap.</div>
 
 
 
 
 		<h3>.[page:Boolean shadowMapCullFrontFaces]</h3>
 		<h3>.[page:Boolean shadowMapCullFrontFaces]</h3>

+ 11 - 10
docs/api/scenes/Fog.html

@@ -9,25 +9,26 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">This class contains the parameters that define linear fog, i.e., that grows linearly denser with the distance.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Integer hex], [page:Float near], [page:Float far] )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.[page:Integer hex]</h3>
+		<div>Fog color in hexadecimal. Example: 0x000000 will render far away objects black.</div>
 
 
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.[page:Float near]</h3>
+		<div>The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.</div>
+		<div>Default is 1.</div>
+		
+		<h3>.[page:Float far]</h3>
+		<div>The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.</div>
+		<div>Default is 1000.</div>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 7 - 10
docs/api/scenes/FogExp2.html

@@ -9,25 +9,22 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">This class contains the parameters that define linear fog, i.e., that grows exponentially denser with the distance.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Integer hex], [page:Float density])</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
+		<h3>.[page:Integer hex]</h3>
+		<div>Fog color in hexadecimal. Example: 0x000000 will render far away objects black.</div>
 
 
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
+		<h3>.[page:Float density]</h3>
+		<div>Defines how fast the fog will grow dense.</div>
+		<div>Default is 0.00025.</div>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 13 - 11
docs/api/scenes/Scene.html

@@ -7,9 +7,10 @@
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
+		[page:Object3D] &rarr;
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">Scenes allow you to set up what and where is to be rendered by three.js. This is where you place objects, lights and cameras.</div>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -19,16 +20,17 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
-
+		<h3>.[page:Fog fog]</h3>
+		
+		<div>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</div>
+		
+		<h3>.[page:Material overrideMaterial]</h3>
+		
+		<div>If not null, it will force everything in the scene to be rendered with that material. Default is null.</div>
+		
+		<h3>.[page:Boolean matrixAutoUpdate]</h3>
+		
+		<div>??? - Default is false.</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 1 - 1
docs/api/textures/DataTexture.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/textures/Texture.html

@@ -14,7 +14,7 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 0 - 0
gui/files/inconsolata.woff → docs/files/inconsolata.woff


+ 86 - 18
docs/index.html

@@ -4,6 +4,13 @@
 		<meta charset="utf-8">
 		<meta charset="utf-8">
 		<title>three.js - documentation</title>
 		<title>three.js - documentation</title>
 		<style>
 		<style>
+			@font-face {
+				font-family: 'inconsolata';
+				src: url('files/inconsolata.woff') format('woff');
+				font-weight: normal;
+				font-style: normal;
+			}
+
 			html {
 			html {
 				height: 100%;
 				height: 100%;
 			}
 			}
@@ -13,8 +20,9 @@
 				padding: 0;
 				padding: 0;
 				height: 100%;
 				height: 100%;
 				color: #555;
 				color: #555;
-				font-family: Arial, sans-serif;
+				font-family: 'inconsolata';
 				font-size: 15px;
 				font-size: 15px;
+				line-height: 18px;
 				overflow: hidden;
 				overflow: hidden;
 			}
 			}
 
 
@@ -36,15 +44,31 @@
 			}
 			}
 
 
 				#panel h1 {
 				#panel h1 {
-					color: #444;
-					font-size: 25px;
-					margin-top: 25px;
+					margin-top: 20px;
 					margin-left: 20px;
 					margin-left: 20px;
+					font-size: 25px;
+					font-weight: normal;
+				}
+
+				#panel h1 a {
+					color: #444;
+					text-decoration: none;
 				}
 				}
 
 
 				#panel h2 {
 				#panel h2 {
-					color: #999;
+					color: #454545;
+					font-size: 18px;
+					font-weight: normal;
+
+					margin-top: 20px;
+					margin-left: 20px;
+				}
+
+				#panel h3 {
+					color: #666;
 					font-size: 16px;
 					font-size: 16px;
+					font-weight: normal;
+
 					margin-top: 20px;
 					margin-top: 20px;
 					margin-left: 20px;
 					margin-left: 20px;
 				}
 				}
@@ -73,24 +97,43 @@
 
 
 		<script src="list.js"></script>
 		<script src="list.js"></script>
 		<script>
 		<script>
-			var REVISION = '49';
+			var REVISION = '53';
 
 
 			var panel = document.getElementById( 'panel' );
 			var panel = document.getElementById( 'panel' );
 			var viewer = document.getElementById( 'viewer' );
 			var viewer = document.getElementById( 'viewer' );
 
 
-			var html = '<h1>three.js <span style="font-size: 50%; vertical-align: super;">r' + REVISION + '</span></h1>';
+			var html = '<h1><a href="http://threejs.org">three.js</a><span style="font-size: 50%; vertical-align: super;"> r' + REVISION + '</span></h1>';
+
+			var DELIMITER = '/';
+			var nameCategoryMap = {};
 
 
-			for ( var category in list ) {
+			for ( var section in list ) {
 
 
-				html += '<h2>' + category + '</h2>';
+				html += '<h2>' + section + '</h2>';
 
 
 				html += '<ul>';
 				html += '<ul>';
 
 
-				for ( var i = 0; i < list[ category ].length; i ++ ) {
+				for ( var category in list[ section ] ) {
+
+					html += '<h3>' + category + '</h3>';
+
+					html += '<ul>';
 
 
-					var page = list[ category ][ i ];
+					for ( var i = 0; i < list[ section ][ category ].length; i ++ ) {
 
 
-					html += '<li><a href="javascript:goTo(\'' + page[ 0 ] + '\')">' + page[ 0 ] + '</a></li>';
+						var page = list[ section ][ category ][ i ];
+
+						html += '<li><a href="javascript:goTo(\'' + section + '\', \'' + category + '\', \'' + page[ 0 ] + '\')">' + page[ 0 ] + '</a></li>';
+
+						nameCategoryMap[page[0]] = {
+							section: section,
+							category: category,
+							name: page[0]
+						};
+
+					}
+
+					html += '</ul>';
 
 
 				}
 				}
 
 
@@ -100,23 +143,48 @@
 
 
 			panel.innerHTML += html;
 			panel.innerHTML += html;
 
 
+			function encodeUrl( path ) {
+
+				return path.replace(/\ \/\ /g, '.').replace(/\ /g, '_');
+
+			}
+
+			function decodeUrl( path ) {
+
+				return path.replace(/_/g, ' ').replace(/\./g, ' / ');
+
+			}
+
 			// Page loading
 			// Page loading
 
 
-			function goTo( name ) {
+			function goTo( section, category, name ) {
+
+				// Fully resolve links that only provide a name
+				if(arguments.length == 1) {
+					var location = nameCategoryMap[section];
+					section = location.section;
+					category = location.category;
+					name = location.name;
+				}
+
+				var title = 'three.js - documentation - ' + section + ' - ' + name;
+				var url = encodeUrl(section) + DELIMITER + encodeUrl( category ) + DELIMITER + encodeUrl(name);
 
 
-				var path = pages[ name ];
+				window.location.hash = url;
+				window.document.title = title;
 
 
-				window.location.hash = name;
-				viewer.src = 'api/' + path + '.html';
+
+				viewer.src = pages[ section ][ category ][ name ] + '.html';
 
 
 			}
 			}
 
 
 			function goToHash() {
 			function goToHash() {
 
 
-				goTo( window.location.hash.substring( 1 ) );
+				var hash = window.location.hash.substring( 1 ).split(DELIMITER);
+				goTo( decodeUrl(hash[0]), decodeUrl(hash[1]), decodeUrl(hash[2]) );
 
 
 			}
 			}
-			
+
 			window.addEventListener( 'hashchange', goToHash, false );
 			window.addEventListener( 'hashchange', goToHash, false );
 
 
 			if ( window.location.hash.length > 0 ) goToHash();
 			if ( window.location.hash.length > 0 ) goToHash();

+ 204 - 194
docs/list.js

@@ -1,206 +1,216 @@
 var list = {
 var list = {
 
 
-	"Cameras": [
-		[ "Camera", "cameras/Camera" ],
-		[ "OrthographicCamera", "cameras/OrthographicCamera" ],
-		[ "PerspectiveCamera", "cameras/PerspectiveCamera" ]
-	],
-
-	"Core": [
-		[ "Clock", "core/Clock" ],
-		[ "Color", "core/Color" ],
-		[ "Face3", "core/Face3" ],
-		[ "Face4", "core/Face4" ],
-		[ "Frustum", "core/Frustum" ],
-		[ "Geometry", "core/Geometry" ],
-		[ "Math", "core/Math" ],
-		[ "Matrix3", "core/Matrix3" ],
-		[ "Matrix4", "core/Matrix4" ],
-		[ "Object3D", "core/Object3D" ],
-		[ "Projector", "core/Projector" ],
-		[ "Quaternion", "core/Quaternion" ],
-		[ "Ray", "core/Ray" ],
-		[ "Rectangle", "core/Rectangle" ],
-		[ "Spline", "core/Spline" ],
-		[ "UV", "core/UV" ],
-		[ "Vector2", "core/Vector2" ],
-		[ "Vector3", "core/Vector3" ],
-		[ "Vector4", "core/Vector4" ]
-	],
-
-	"Lights": [
-		[ "Light", "lights/Light" ],
-		[ "AmbientLight", "lights/AmbientLight" ],
-		[ "DirectionalLight", "lights/DirectionalLight" ],
-		[ "PointLight", "lights/PointLight" ],
-		[ "SpotLight", "lights/SpotLight" ]
-	],
-
-
-	"Loaders": [
-		[ "Loader", "loaders/Loader" ],
-		[ "BinaryLoader", "loaders/BinaryLoader" ],
-		[ "JSONLoader", "loaders/JSONLoader" ],
-		[ "SceneLoader", "loaders/SceneLoader" ],
-	],
-
-	"Materials": [
-		[ "Material", "materials/Material" ],
-		[ "LineBasicMaterial", "materials/LineBasicMaterial" ],
-		[ "MeshBasicMaterial", "materials/MeshBasicMaterial" ],
-		[ "MeshDepthMaterial", "materials/MeshDepthMaterial" ],
-		[ "MeshFaceMaterial", "materials/MeshFaceMaterial" ],
-		[ "MeshLambertMaterial", "materials/MeshLambertMaterial" ],
-		[ "MeshNormalMaterial", "materials/MeshNormalMaterial" ],
-		[ "MeshPhongMaterial", "materials/MeshPhongMaterial" ],
-		[ "ParticleBasicMaterial", "materials/ParticleBasicMaterial" ],
-		[ "ParticleCanvasMaterial", "materials/ParticleCanvasMaterial" ],
-		[ "ParticleDOMMaterial", "materials/ParticleDOMMaterial" ],
-		[ "ShaderMaterial", "materials/ShaderMaterial" ]
-
-	],
-
-	"Objects": [
-		[ "Bone", "objects/Bone" ],
-		[ "Line", "objects/Line" ],
-		[ "LOD", "objects/LOD" ],
-		[ "Mesh", "objects/Mesh" ],
-		[ "MorphAnimMesh", "objects/MorphAnimMesh" ],
-		[ "Particle", "objects/Particle" ],
-		[ "ParticleSystem", "objects/ParticleSystem" ],
-		[ "Ribbon", "objects/Ribbon" ],
-		[ "SkinnedMesh", "objects/SkinnedMesh" ],
-		[ "Sprite", "objects/Sprite" ]
-
-	],
-
-	"Renderers": [
-		[ "CanvasRenderer", "renderers/CanvasRenderer" ],
-		[ "DOMRenderer", "renderers/DOMRenderer" ],
-		[ "SVGRenderer", "renderers/SVGRenderer" ],
-		[ "WebGLRenderer", "renderers/WebGLRenderer" ],
-		[ "WebGLRenderTarget", "renderers/WebGLRenderTarget" ],
-		[ "WebGLRenderTargetCube", "renderers/WebGLRenderTargetCube" ],
-		[ "WebGLShaders", "renderers/WebGLShaders" ]
-	],
-
-	"Renderers / Renderables": [
-		[ "RenderableFace3", "renderers/renderables/RenderableFace3" ],
-		[ "RenderableFace4", "renderers/renderables/RenderableFace4" ],
-		[ "RenderableLine", "renderers/renderables/RenderableLine" ],
-		[ "RenderableObject", "renderers/renderables/RenderableObject" ],
-		[ "RenderableParticle", "renderers/renderables/RenderableParticle" ],
-		[ "RenderableVertex", "renderers/renderables/RenderableVertex" ]
-	],
-
-	"Scenes": [
-		[ "Fog", "scenes/Fog" ],
-		[ "FogExp2", "scenes/FogExp2" ],
-		[ "Scene", "scenes/Scene" ]
-	],
-
-	"Textures": [
-		[ "DataTexture", "textures/DataTexture" ],
-		[ "Texture", "textures/Texture" ]
-	],
-
-	"Extras": [
-		[ "ColorUtils", "extras/ColorUtils" ],
-		[ "GeometryUtils", "extras/GeometryUtils" ],
-		[ "ImageUtils", "extras/ImageUtils" ],
-		[ "SceneUtils", "extras/SceneUtils" ],
-		[ "ShaderUtils", "extras/ShaderUtils" ]
-	],
-
-	"Extras / Animation": [
-		[ "Animation", "extras/animation/Animation" ],
-		[ "AnimationHandler", "extras/animation/AnimationHandler" ],
-		[ "AnimationMorphTarget", "extras/animation/AnimationMorphTarget" ],
-		[ "KeyFrameAnimation", "extras/animation/KeyFrameAnimation" ]
-	],
-
-	"Extras / Cameras": [
-		[ "CombinedCamera", "extras/cameras/CombinedCamera" ],
-		[ "CubeCamera", "extras/cameras/CubeCamera" ]
-	],
-
-	"Extras / Controls": [
-		[ "FirstPersonControls", "extras/controls/FirstPersonControls" ],
-		[ "FlyControls", "extras/controls/FlyControls" ],
-		[ "PathControls", "extras/controls/PathControls" ],
-		[ "RollControls", "extras/controls/RollControls" ],
-		[ "TrackballControls", "extras/controls/TrackballControls" ]
-	],
-
-	"Extras / Core": [
-		[ "BufferGeometry", "extras/core/BufferGeometry" ],
-		[ "Curve", "extras/core/Curve" ],
-		[ "CurvePath", "extras/core/CurvePath" ],
-		[ "EventTarget", "extras/core/EventTarget" ],
-		[ "Gyroscope", "extras/core/Gyroscope" ],
-		[ "Path", "extras/core/Path" ],
-		[ "Shape", "extras/core/Shape" ],
-		[ "TextPath", "extras/core/TextPath" ]
-	],
-
-	"Extras / Geometries": [
-		[ "CubeGeometry", "extras/geometries/CubeGeometry" ],
-		[ "CylinderGeometry", "extras/geometries/CylinderGeometry" ],
-		[ "ExtrudeGeometry", "extras/geometries/ExtrudeGeometry" ],
-		[ "IcosahedronGeometry", "extras/geometries/IcosahedronGeometry" ],
-		[ "LatheGeometry", "extras/geometries/LatheGeometry" ],
-		[ "OctahedronGeometry", "extras/geometries/OctahedronGeometry" ],
-		[ "PlaneGeometry", "extras/geometries/PlaneGeometry" ],
-		[ "PolyhedronGeometry", "extras/geometries/PolyhedronGeometry" ],
-		[ "SphereGeometry", "extras/geometries/SphereGeometry" ],
-		[ "TetrahedronGeometry", "extras/geometries/TetrahedronGeometry" ],
-		[ "TextGeometry", "extras/geometries/TextGeometry" ],
-		[ "TorusGeometry", "extras/geometries/TorusGeometry" ],
-		[ "TorusKnotGeometry", "extras/geometries/TorusKnotGeometry" ]
-	],
-
-	"Extras / Helpers": [
-		[ "AxisHelper", "extras/helpers/AxisHelper" ],
-		[ "CameraHelper", "extras/helpers/CameraHelper" ]
-	],
-
-	"Extras / Modifiers": [
-		[ "SubdivisionModifier", "extras/modifiers/SubdivisionModifier" ]
-	],
-
-	"Extras / Objects": [
-		[ "LensFlare", "extras/objects/LensFlare" ],
-		[ "MarchingCubes", "extras/objects/MarchingCubes" ]
-	],
-
-	"Extras / Renderers / Effects": [
-		[ "AnaglyphEffect", "extras/renderers/effects/AnaglyphEffect" ],
-		[ "CrosseyedEffect", "extras/renderers/effects/CrosseyedEffect" ],
-		[ "ParallaxBarrierEffect", "extras/renderers/effects/ParallaxBarrierEffect" ],
-		[ "StereoEffect", "extras/renderers/effects/StereoEffect" ]
-	],
-
-	"Extras / Renderers / Plugins": [
-		[ "LensFlarePlugin", "extras/renderers/plugins/LensFlarePlugin" ],
-		[ "ShadowMapPlugin", "extras/renderers/plugins/ShadowMapPlugin" ],
-		[ "SpritePlugin", "extras/renderers/plugins/SpritePlugin" ]
-	],
-
-	"Extras / Shaders": [
-		[ "ShaderFlares", "extras/shaders/ShaderFlares" ],
-		[ "ShaderSprite", "extras/shaders/ShaderSprite" ]
-	]
+	"Manual": {
+		"Introduction": [
+			[ "Creating a scene", "manual/introduction/Creating-a-scene" ]
+		]
+	},
+
+	"Reference": {
+		"Cameras": [
+			[ "Camera", "api/cameras/Camera" ],
+			[ "OrthographicCamera", "api/cameras/OrthographicCamera" ],
+			[ "PerspectiveCamera", "api/cameras/PerspectiveCamera" ]
+		],
+
+		"Core": [
+			[ "Clock", "api/core/Clock" ],
+			[ "Color", "api/core/Color" ],
+			[ "Face3", "api/core/Face3" ],
+			[ "Face4", "api/core/Face4" ],
+			[ "Frustum", "api/core/Frustum" ],
+			[ "Geometry", "api/core/Geometry" ],
+			[ "Math", "api/core/Math" ],
+			[ "Matrix3", "api/core/Matrix3" ],
+			[ "Matrix4", "api/core/Matrix4" ],
+			[ "Object3D", "api/core/Object3D" ],
+			[ "Projector", "api/core/Projector" ],
+			[ "Quaternion", "api/core/Quaternion" ],
+			[ "Raycaster", "api/core/Raycaster" ],
+			[ "Rectangle", "api/core/Rectangle" ],
+			[ "Spline", "api/core/Spline" ],
+			[ "UV", "api/core/UV" ],
+			[ "Vector2", "api/core/Vector2" ],
+			[ "Vector3", "api/core/Vector3" ],
+			[ "Vector4", "api/core/Vector4" ]
+		],
+
+		"Lights": [
+			[ "Light", "api/lights/Light" ],
+			[ "AmbientLight", "api/lights/AmbientLight" ],
+			[ "DirectionalLight", "api/lights/DirectionalLight" ],
+			[ "PointLight", "api/lights/PointLight" ],
+			[ "SpotLight", "api/lights/SpotLight" ]
+		],
+
+
+		"Loaders": [
+			[ "Loader", "api/loaders/Loader" ],
+			[ "BinaryLoader", "api/loaders/BinaryLoader" ],
+			[ "GeometryLoader", "api/loaders/GeometryLoader" ],
+			[ "ImageLoader", "api/loaders/ImageLoader" ],
+			[ "JSONLoader", "api/loaders/JSONLoader" ],
+			[ "LoadingMonitor", "api/loaders/LoadingMonitor" ],
+			[ "SceneLoader", "api/loaders/SceneLoader" ],
+			[ "TextureLoader", "api/loaders/TextureLoader" ],
+		],
+
+		"Materials": [
+			[ "Material", "api/materials/Material" ],
+			[ "LineBasicMaterial", "api/materials/LineBasicMaterial" ],
+			[ "MeshBasicMaterial", "api/materials/MeshBasicMaterial" ],
+			[ "MeshDepthMaterial", "api/materials/MeshDepthMaterial" ],
+			[ "MeshFaceMaterial", "api/materials/MeshFaceMaterial" ],
+			[ "MeshLambertMaterial", "api/materials/MeshLambertMaterial" ],
+			[ "MeshNormalMaterial", "api/materials/MeshNormalMaterial" ],
+			[ "MeshPhongMaterial", "api/materials/MeshPhongMaterial" ],
+			[ "ParticleBasicMaterial", "api/materials/ParticleBasicMaterial" ],
+			[ "ParticleCanvasMaterial", "api/materials/ParticleCanvasMaterial" ],
+			[ "ParticleDOMMaterial", "api/materials/ParticleDOMMaterial" ],
+			[ "ShaderMaterial", "api/materials/ShaderMaterial" ]
+
+		],
+
+		"Objects": [
+			[ "Bone", "api/objects/Bone" ],
+			[ "Line", "api/objects/Line" ],
+			[ "LOD", "api/objects/LOD" ],
+			[ "Mesh", "api/objects/Mesh" ],
+			[ "MorphAnimMesh", "api/objects/MorphAnimMesh" ],
+			[ "Particle", "api/objects/Particle" ],
+			[ "ParticleSystem", "api/objects/ParticleSystem" ],
+			[ "Ribbon", "api/objects/Ribbon" ],
+			[ "SkinnedMesh", "api/objects/SkinnedMesh" ],
+			[ "Sprite", "api/objects/Sprite" ]
+
+		],
+
+		"Renderers": [
+			[ "CanvasRenderer", "api/renderers/CanvasRenderer" ],
+			[ "DOMRenderer", "api/renderers/DOMRenderer" ],
+			[ "SVGRenderer", "api/renderers/SVGRenderer" ],
+			[ "WebGLRenderer", "api/renderers/WebGLRenderer" ],
+			[ "WebGLRenderTarget", "api/renderers/WebGLRenderTarget" ],
+			[ "WebGLRenderTargetCube", "api/renderers/WebGLRenderTargetCube" ],
+			[ "WebGLShaders", "api/renderers/WebGLShaders" ]
+		],
+
+		"Renderers / Renderables": [
+			[ "RenderableFace3", "api/renderers/renderables/RenderableFace3" ],
+			[ "RenderableFace4", "api/renderers/renderables/RenderableFace4" ],
+			[ "RenderableLine", "api/renderers/renderables/RenderableLine" ],
+			[ "RenderableObject", "api/renderers/renderables/RenderableObject" ],
+			[ "RenderableParticle", "api/renderers/renderables/RenderableParticle" ],
+			[ "RenderableVertex", "api/renderers/renderables/RenderableVertex" ]
+		],
+
+		"Scenes": [
+			[ "Fog", "api/scenes/Fog" ],
+			[ "FogExp2", "api/scenes/FogExp2" ],
+			[ "Scene", "api/scenes/Scene" ]
+		],
+
+		"Textures": [
+			[ "DataTexture", "api/textures/DataTexture" ],
+			[ "Texture", "api/textures/Texture" ]
+		],
+
+		"Extras": [
+			[ "ColorUtils", "api/extras/ColorUtils" ],
+			[ "GeometryUtils", "api/extras/GeometryUtils" ],
+			[ "ImageUtils", "api/extras/ImageUtils" ],
+			[ "SceneUtils", "api/extras/SceneUtils" ],
+			[ "ShaderUtils", "api/extras/ShaderUtils" ]
+		],
+
+		"Extras / Animation": [
+			[ "Animation", "api/extras/animation/Animation" ],
+			[ "AnimationHandler", "api/extras/animation/AnimationHandler" ],
+			[ "AnimationMorphTarget", "api/extras/animation/AnimationMorphTarget" ],
+			[ "KeyFrameAnimation", "api/extras/animation/KeyFrameAnimation" ]
+		],
+
+		"Extras / Cameras": [
+			[ "CombinedCamera", "api/extras/cameras/CombinedCamera" ],
+			[ "CubeCamera", "api/extras/cameras/CubeCamera" ]
+		],
+
+		"Extras / Core": [
+			[ "BufferGeometry", "api/extras/core/BufferGeometry" ],
+			[ "Curve", "api/extras/core/Curve" ],
+			[ "CurvePath", "api/extras/core/CurvePath" ],
+			[ "EventTarget", "api/extras/core/EventTarget" ],
+			[ "Gyroscope", "api/extras/core/Gyroscope" ],
+			[ "Path", "api/extras/core/Path" ],
+			[ "Shape", "api/extras/core/Shape" ]
+		],
+
+		"Extras / Geometries": [
+			[ "CubeGeometry", "api/extras/geometries/CubeGeometry" ],
+			[ "CylinderGeometry", "api/extras/geometries/CylinderGeometry" ],
+			[ "ExtrudeGeometry", "api/extras/geometries/ExtrudeGeometry" ],
+			[ "IcosahedronGeometry", "api/extras/geometries/IcosahedronGeometry" ],
+			[ "LatheGeometry", "api/extras/geometries/LatheGeometry" ],
+			[ "OctahedronGeometry", "api/extras/geometries/OctahedronGeometry" ],
+			[ "PlaneGeometry", "api/extras/geometries/PlaneGeometry" ],
+			[ "PolyhedronGeometry", "api/extras/geometries/PolyhedronGeometry" ],
+			[ "SphereGeometry", "api/extras/geometries/SphereGeometry" ],
+			[ "TetrahedronGeometry", "api/extras/geometries/TetrahedronGeometry" ],
+			[ "TextGeometry", "api/extras/geometries/TextGeometry" ],
+			[ "TorusGeometry", "api/extras/geometries/TorusGeometry" ],
+			[ "TorusKnotGeometry", "api/extras/geometries/TorusKnotGeometry" ]
+		],
+
+		"Extras / Helpers": [
+			[ "AxisHelper", "api/extras/helpers/AxisHelper" ],
+			[ "CameraHelper", "api/extras/helpers/CameraHelper" ]
+		],
+
+		"Extras / Modifiers": [
+			[ "SubdivisionModifier", "api/extras/modifiers/SubdivisionModifier" ]
+		],
+
+		"Extras / Objects": [
+			[ "LensFlare", "api/extras/objects/LensFlare" ]
+		],
+
+		"Extras / Renderers / Effects": [
+			[ "AnaglyphEffect", "api/extras/renderers/effects/AnaglyphEffect" ],
+			[ "CrosseyedEffect", "api/extras/renderers/effects/CrosseyedEffect" ],
+			[ "ParallaxBarrierEffect", "api/extras/renderers/effects/ParallaxBarrierEffect" ],
+			[ "StereoEffect", "api/extras/renderers/effects/StereoEffect" ]
+		],
+
+		"Extras / Renderers / Plugins": [
+			[ "LensFlarePlugin", "api/extras/renderers/plugins/LensFlarePlugin" ],
+			[ "ShadowMapPlugin", "api/extras/renderers/plugins/ShadowMapPlugin" ],
+			[ "SpritePlugin", "api/extras/renderers/plugins/SpritePlugin" ]
+		],
+
+		"Extras / Shaders": [
+			[ "ShaderFlares", "api/extras/shaders/ShaderFlares" ],
+			[ "ShaderSprite", "api/extras/shaders/ShaderSprite" ]
+		]
+	}
 
 
 };
 };
 
 
 var pages = {};
 var pages = {};
 
 
-for ( var category in list ) {
+for ( var section in list ) {
+
+	pages[ section ] = {};
+
+	for ( var category in list[ section ] ) {
+
+		pages[ section ][ category ] = {};
+
+		for ( var i = 0; i < list[ section ][ category ].length; i ++ ) {
 
 
-	for ( var i = 0; i < list[ category ].length; i ++ ) {
+			var page = list[ section ][ category ][ i ];
+			pages[ section ][ category ][ page[ 0 ] ] = page[ 1 ];
 
 
-		var page = list[ category ][ i ];
-		pages[ page[ 0 ] ] = page[ 1 ];
+		}
 
 
 	}
 	}
 
 

+ 147 - 0
docs/manual/introduction/Creating-a-scene.html

@@ -0,0 +1,147 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8">
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div>The goal of this section is to give a brief introduction to Three.js. We will start by setting up a scene, with a spinning cube. A working example is provided at the bottom of the page, if you get stuck, and need help.</div>
+
+		<h2>What is Three.js</h2>
+
+		<div>If you're reading this, you probably have some understanding of what Three.js is, and what it helps you with, but let's try to describe it briefly anyway.</div>
+
+		<div>Three.js is a a library that makes WebGL - 3D in the browser - very easy. While a simple cube in raw WebGL would turn out hundreds of lines of Javascript and shader code, a Three.js equivalent is only a fraction of that.</div>
+
+		<h2>Before we start</h2>
+		<div>Before you can use Three.js, you need somewhere to display it. Save the following HTML to a file on your computer, and open it in your browser.</div>
+
+		<code>&lt;html&gt;
+			&lt;head&gt;
+				&lt;title&gt;My first Three.js app&lt;/title&gt;
+				&lt;style&gt;canvas { width: 100%; height: 100% }&lt;/style&gt;
+			&lt;/head&gt;
+			&lt;body&gt;
+				&lt;script src="https://raw.github.com/mrdoob/three.js/master/build/three.js"&gt;&lt;/script&gt;
+				&lt;script&gt;
+					// Our Javascript will go here.
+				&lt;/script&gt;
+			&lt;/body&gt;
+		&lt;/html&gt;
+		</code>
+
+		<div>That's all. All the code below goes into the empty &lt;script&gt; tag.</div>
+
+		<h2>Creating the scene</h2>
+
+		<div>To actually be able to display anything with Three.js, we need three things: A scene, a camera, and a renderer so we can render the scene with the camera.</div>
+
+		<code>var scene = new THREE.Scene();
+			var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
+
+			var renderer = new THREE.WebGLRenderer();
+			renderer.setSize(window.innerWidth, window.innerHeight);
+			document.body.appendChild(renderer.domElement);
+		</code>
+
+		<div>Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer. There are a few different cameras in Three.js, but we'll go more into that later. For now, let's use a PerspectiveCamera. The first attribute is the <strong>field of view</strong>.</div>
+
+		<div>The second one is the <strong>aspect ratio</strong>. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.</div>
+
+		<div>The next two attributes are the <strong>near</strong> and <strong>far</strong> clipping plane. What that means, is that objects further away from the camera than the value of <strong>far</strong> or closer than <strong>near</strong> won't be rendered. You don't have to worry about this now, but you may want to use other values in your games, to get better performance.</div>
+
+		<div>Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, Three.js comes with a few others, often used as fallbacks for users with older browsers or for some reason don't have WebGL support.</div>
+
+		<div>In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the are we want to fill with our game - in this case, the width and height of the browser window. For performance intensive games, you can also give <strong>setSize</strong> smaller values, like <strong>window.innerWidth/2</strong> and <strong>window.innerHeight/2</strong>, for half the resolution. This does not mean that the game will only fill half the window, but rather look a bit blurry and scaled up.</div>
+
+		<div>Last but not least, we add the <strong>renderer</strong> element to our HTML document. This is a &lt;canvas&gt; element the renderer uses to display the scene to us.</div>
+
+		<div><em>"That's all good, but where's that cube you promised?"</em> Let's add it now.</div>
+
+		<code>var geometry = new THREE.CubeGeometry(1,1,1);
+			var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
+			var cube = new THREE.Mesh(geometry, material);
+			scene.add(cube);
+
+			camera.position.z = 5;
+		</code>
+
+		<div>To create a cube, we need a <strong>CubeGeometry</strong>. This is an object that contains all the points (<strong>vertices</strong>) and fill (<strong>faces</strong>) of the cube. We'll explore this more in the future.</div>
+
+		<div>In addition to the geometry, we need a material to color it. Three.js comes with several materials, but we'll stick to the <strong>MeshBasicMateria</strong> for now. All materials take an object of properties which will be applied to them. To keep things very simple, we only supply a color attribute of <strong>0x00ff00</strong>, which is green. This works the same way that colors work in CSS or Photoshop (<strong>hex colors</strong>).</div>
+
+		<div>The third thing we need is a <strong>Mesh</strong>. A mesh is an object that takes a geometry, and applies a material to it, which we then can insert to our scene, and move freely around.</div>
+
+		<div>By default, when we call <strong>scene.add()</strong>, the thing we add will be added to the coordinates <strong>(0,0,0)</strong>. This would cause both the camera and the cube to be inside each other. To avoid this, we simply move the camera out a bit.</div>
+
+		<h2>Rendering the scene</h2>
+
+		<div>If you copied the code from above into the HTML file we created earlier, you wouldn't be able to see anything. This is because we're not actually rendering anything yet. For that, we need what's called a <strong>render loop</strong>.</div>
+
+		<code>function render() {
+				requestAnimationFrame(render);
+				renderer.render(scene, camera);
+			}
+			render();
+		</code>
+
+		<div>This will create a loop that causes the renderer to draw the scene 60 times per second. If you're new to writing games in the browser, you might say "why don't we just  create a <strong>setInterval</strong>? The thing is - we could, but <strong>requestAnimationFrame</strong> has a number of advantages. Perhaps the most important one is that it pauses when the user navigates to another browser tab, hence not wasting their precious processing power and battery life.</div>
+
+		<h2>Animating the cube</h2>
+
+		<div>If you insert all the code above into the file you created before we began, you should see a green box. Let's make it all a little more interesting by rotating it.</div>
+
+		<div>Add the following right above the <strong>renderer.render</strong> call in your <strong>render</strong> function:</div>
+
+		<code>cube.rotation.x += 0.1;
+			cube.rotation.y += 0.1;</code>
+
+		<div>This will be run every frame (60 times per second), and give the cube a nice rotation animation. Basically anything you want to move or change while the game / app is running, has to go through the render loop. You can of course call other functions from there, so that you don't end up with a <strong>render</strong> function that's hundreds of lines.
+		</div>
+
+		<h2>The result</h2>
+		<div>Congratulations! You have now completed your first Three.js application. It's simple, you have to start somewhere.</div>
+
+		<div>The full code is available below. Play around with it to get a better understanding of how it works.</div>
+
+		<code>&lthtml&gt
+				&lthead&gt
+					&lttitle&gtMy first Three.js app&lt/title&gt
+					&ltstyle&gtcanvas { width: 100%; height: 100% }&lt/style&gt
+				&lt/head&gt
+				&ltbody&gt
+					&ltscript src="https://raw.github.com/mrdoob/three.js/master/build/three.js"&gt&lt/script&gt
+					&ltscript&gt
+						var scene = new THREE.Scene();
+						var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
+
+						var renderer = new THREE.WebGLRenderer();
+						renderer.setSize(window.innerWidth, window.innerHeight);
+						document.body.appendChild(renderer.domElement);
+
+						var geometry = new THREE.CubeGeometry(1,1,1);
+						var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
+						var cube = new THREE.Mesh(geometry, material);
+						scene.add(cube);
+
+						camera.position.z = 5;
+
+						function render() {
+							requestAnimationFrame(render);
+
+							cube.rotation.x += 0.1;
+							cube.rotation.y += 0.1;
+
+							renderer.render(scene, camera);
+						}
+						render();
+					&lt/script&gt
+				&lt/body&gt
+			&lt/html&gt
+		</code>
+	</body>
+</html>

+ 25 - 8
docs/page.css

@@ -1,36 +1,49 @@
+@font-face {
+	font-family: 'inconsolata';
+	src: url('files/inconsolata.woff') format('woff');
+	font-weight: normal;
+	font-style: normal;
+}
+
 body {
 body {
-	margin: 20px;
+	margin: 25px 20px;
 	color: #555;
 	color: #555;
-	font-family: Arial, sans-serif;
+	font-family: 'inconsolata';
 	font-size: 15px;
 	font-size: 15px;
+	line-height: 18px;
 	overflow: auto;
 	overflow: auto;
 }
 }
 
 
 a {
 a {
-	color: #2194CE;
+	color: #1184CE;
 }
 }
 
 
 h1 {
 h1 {
-	color: #444;
+	color: #333;
 	font-size: 25px;
 	font-size: 25px;
+	font-weight: normal;
+
 	margin-top: 10px;
 	margin-top: 10px;
 }
 }
 
 
 h2 {
 h2 {
-	color: #8B2;
+	color: #4B0;
 	font-size: 18px;
 	font-size: 18px;
+	font-weight: normal;
+
 	margin-top: 40px;
 	margin-top: 40px;
 }
 }
 
 
 h3 {
 h3 {
 	color: #000;
 	color: #000;
 	font-size: 16px;
 	font-size: 16px;
-	margin-top: 30px;
 	font-weight: normal;
 	font-weight: normal;
+
+	margin-top: 30px;
 }
 }
 
 
 div {
 div {
-	padding-left: 30px;
+	/* padding-left: 30px; */
 	margin-bottom: 20px;
 	margin-bottom: 20px;
 }
 }
 
 
@@ -48,11 +61,15 @@ code {
 	width: -moz-calc( 100% - 40px );
 	width: -moz-calc( 100% - 40px );
 	width: calc( 100% - 40px );
 	width: calc( 100% - 40px );
 	padding: 20px;
 	padding: 20px;
-	white-space: pre;
+	white-space: pre-line;
 	background-color: #f9f9f9;
 	background-color: #f9f9f9;
 	overflow: auto;
 	overflow: auto;
 }
 }
 
 
+strong {
+	color: #000;
+	font-weight: normal;
+}
 
 
 #button {
 #button {
 	position: fixed;
 	position: fixed;

+ 50 - 4
docs/page.js

@@ -1,7 +1,21 @@
 var onDocumentLoad = function ( event ) {
 var onDocumentLoad = function ( event ) {
 
 
-	var name = /[A-z0-9]+.html/.exec( window.location.pathname ).toString().split( '.html' )[ 0 ];
-	var path = /\/api\/[A-z0-9\/]+/.exec( window.location.pathname ).toString().substr( 5 );
+	var path;
+	var section = /\/(manual|api)\//.exec( window.location.pathname )[ 1 ].toString().split( '.html' )[ 0 ];
+	var name = /[\-A-z0-9]+\.html/.exec( window.location.pathname ).toString().split( '.html' )[ 0 ];
+
+	if ( section == 'manual' ) {
+
+		name = name.replace(/\-/g, ' ');
+
+		path = window.location.pathname.replace( /\ /g, '-' );
+		path = /\/manual\/[-a-z0-9\/]+/.exec( path ).toString().substr( 8 );
+
+	} else {
+
+		path = /\/api\/[A-z0-9\/]+/.exec( window.location.pathname ).toString().substr( 5 );
+
+	}
 
 
 	var text = document.body.innerHTML;
 	var text = document.body.innerHTML;
 
 
@@ -11,7 +25,7 @@ var onDocumentLoad = function ( event ) {
 	text = text.replace(/\[page:(\w+) ([\w|\.]+)\]/gi, "<a href=\"javascript:window.parent.goTo('$1')\" title=\"$1\">$2</a>" ); // [page:name title]
 	text = text.replace(/\[page:(\w+) ([\w|\.]+)\]/gi, "<a href=\"javascript:window.parent.goTo('$1')\" title=\"$1\">$2</a>" ); // [page:name title]
 	text = text.replace(/\[link:([\w|\:|\/|\.|\-|\_]+)\]/gi, "[link:$1 $1]" ); // [link:url] to [link:url title]
 	text = text.replace(/\[link:([\w|\:|\/|\.|\-|\_]+)\]/gi, "[link:$1 $1]" ); // [link:url] to [link:url title]
 	text = text.replace(/\[link:([\w|\:|\/|\.|\-|\_]+) ([\w|\:|\/|\.|\-|\_]+)\]/gi, "<a href=\"$1\"  target=\"_blank\">$2</a>" ); // [link:url title]
 	text = text.replace(/\[link:([\w|\:|\/|\.|\-|\_]+) ([\w|\:|\/|\.|\-|\_]+)\]/gi, "<a href=\"$1\"  target=\"_blank\">$2</a>" ); // [link:url title]
-	text = text.replace(/\*([\w|\ |\-|\/|\+|\-|\(|\)|\=|\,|\.\"]+)\*/gi, "<strong>$1</strong>" ); // *
+	text = text.replace(/\*([\w|\d|\"|\-|\(][\w|\d|\ |\-|\/|\+|\-|\(|\)|\=|\,|\.\"]*[\w|\d|\"|\)]|\w)\*/gi, "<strong>$1</strong>" ); // *
 
 
 	document.body.innerHTML = text;
 	document.body.innerHTML = text;
 
 
@@ -23,12 +37,44 @@ var onDocumentLoad = function ( event ) {
 
 
 	button.addEventListener( 'click', function ( event ) {
 	button.addEventListener( 'click', function ( event ) {
 
 
-		window.open( 'https://github.com/mrdoob/three.js/blob/dev/docs/api/' + path + '.html' );
+		window.open( 'https://github.com/mrdoob/three.js/blob/dev/docs/' + section + '/' + path + '.html' );
 
 
 	}, false );
 	}, false );
 
 
 	document.body.appendChild( button );
 	document.body.appendChild( button );
 
 
+	// Syntax highlighting
+
+	var styleBase = document.createElement( 'link' );
+	styleBase.href = '../../prettify/prettify.css';
+	styleBase.rel = 'stylesheet';
+
+	var styleCustom = document.createElement( 'link' );
+	styleCustom.href = '../../prettify/threejs.css';
+	styleCustom.rel = 'stylesheet';
+
+	document.head.appendChild( styleBase );
+	document.head.appendChild( styleCustom );
+
+	var prettify = document.createElement( 'script' );
+	prettify.src = '../../prettify/prettify.js';
+
+	prettify.onload = function () {
+
+		var elements = document.getElementsByTagName( 'code' );
+
+		for ( var i = 0; i < elements.length; i ++ ) {
+
+			var e = elements[ i ];
+			e.className += ' prettyprint';
+
+		}
+
+		prettyPrint();
+
+	}
+
+	document.head.appendChild( prettify );
 
 
 };
 };
 
 

+ 1 - 0
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+J=[v,"alias,and,begin,case,class,def,defined,elsif,end,ensure,false,in,module,next,nil,not,or,redo,rescue,retry,self,super,then,true,undef,unless,until,when,yield,BEGIN,END"],v=[v,"case,done,elif,esac,eval,fi,function,in,local,set,then,until"],K=/^(DIR|FILE|vector|(de|priority_)?queue|list|stack|(const_)?iterator|(multi)?(set|map)|bitset|u?(int|float)\d*)/,N=/\S/,O=u({keywords:[F,H,w,"caller,delete,die,do,dump,elsif,eval,exit,foreach,for,goto,if,import,last,local,my,next,no,our,print,package,redo,require,sub,undef,unless,until,use,wantarray,while,BEGIN,END"+
+I,J,v],hashComments:!0,cStyleComments:!0,multiLineStrings:!0,regexLiterals:!0}),A={};k(O,["default-code"]);k(x([],[["pln",/^[^<?]+/],["dec",/^<!\w[^>]*(?:>|$)/],["com",/^<\!--[\S\s]*?(?:--\>|$)/],["lang-",/^<\?([\S\s]+?)(?:\?>|$)/],["lang-",/^<%([\S\s]+?)(?:%>|$)/],["pun",/^(?:<[%?]|[%?]>)/],["lang-",/^<xmp\b[^>]*>([\S\s]+?)<\/xmp\b[^>]*>/i],["lang-js",/^<script\b[^>]*>([\S\s]*?)(<\/script\b[^>]*>)/i],["lang-css",/^<style\b[^>]*>([\S\s]*?)(<\/style\b[^>]*>)/i],["lang-in.tag",/^(<\/?[a-z][^<>]*>)/i]]),
+["default-markup","htm","html","mxml","xhtml","xml","xsl"]);k(x([["pln",/^\s+/,q," \t\r\n"],["atv",/^(?:"[^"]*"?|'[^']*'?)/,q,"\"'"]],[["tag",/^^<\/?[a-z](?:[\w-.:]*\w)?|\/?>$/i],["atn",/^(?!style[\s=]|on)[a-z](?:[\w:-]*\w)?/i],["lang-uq.val",/^=\s*([^\s"'>]*(?:[^\s"'/>]|\/(?=\s)))/],["pun",/^[/<->]+/],["lang-js",/^on\w+\s*=\s*"([^"]+)"/i],["lang-js",/^on\w+\s*=\s*'([^']+)'/i],["lang-js",/^on\w+\s*=\s*([^\s"'>]+)/i],["lang-css",/^style\s*=\s*"([^"]+)"/i],["lang-css",/^style\s*=\s*'([^']+)'/i],["lang-css",
+/^style\s*=\s*([^\s"'>]+)/i]]),["in.tag"]);k(x([],[["atv",/^[\S\s]+/]]),["uq.val"]);k(u({keywords:F,hashComments:!0,cStyleComments:!0,types:K}),["c","cc","cpp","cxx","cyc","m"]);k(u({keywords:"null,true,false"}),["json"]);k(u({keywords:H,hashComments:!0,cStyleComments:!0,verbatimStrings:!0,types:K}),["cs"]);k(u({keywords:G,cStyleComments:!0}),["java"]);k(u({keywords:v,hashComments:!0,multiLineStrings:!0}),["bsh","csh","sh"]);k(u({keywords:I,hashComments:!0,multiLineStrings:!0,tripleQuotedStrings:!0}),
+["cv","py"]);k(u({keywords:"caller,delete,die,do,dump,elsif,eval,exit,foreach,for,goto,if,import,last,local,my,next,no,our,print,package,redo,require,sub,undef,unless,until,use,wantarray,while,BEGIN,END",hashComments:!0,multiLineStrings:!0,regexLiterals:!0}),["perl","pl","pm"]);k(u({keywords:J,hashComments:!0,multiLineStrings:!0,regexLiterals:!0}),["rb"]);k(u({keywords:w,cStyleComments:!0,regexLiterals:!0}),["js"]);k(u({keywords:"all,and,by,catch,class,else,extends,false,finally,for,if,in,is,isnt,loop,new,no,not,null,of,off,on,or,return,super,then,true,try,unless,until,when,while,yes",
+hashComments:3,cStyleComments:!0,multilineStrings:!0,tripleQuotedStrings:!0,regexLiterals:!0}),["coffee"]);k(x([],[["str",/^[\S\s]+/]]),["regex"]);window.prettyPrintOne=function(a,m,e){var h=document.createElement("PRE");h.innerHTML=a;e&&D(h,e);E({g:m,i:e,h:h});return h.innerHTML};window.prettyPrint=function(a){function m(){for(var e=window.PR_SHOULD_USE_CONTINUATION?l.now()+250:Infinity;p<h.length&&l.now()<e;p++){var n=h[p],k=n.className;if(k.indexOf("prettyprint")>=0){var k=k.match(g),f,b;if(b=
+!k){b=n;for(var o=void 0,c=b.firstChild;c;c=c.nextSibling)var i=c.nodeType,o=i===1?o?b:c:i===3?N.test(c.nodeValue)?b:o:o;b=(f=o===b?void 0:o)&&"CODE"===f.tagName}b&&(k=f.className.match(g));k&&(k=k[1]);b=!1;for(o=n.parentNode;o;o=o.parentNode)if((o.tagName==="pre"||o.tagName==="code"||o.tagName==="xmp")&&o.className&&o.className.indexOf("prettyprint")>=0){b=!0;break}b||((b=(b=n.className.match(/\blinenums\b(?::(\d+))?/))?b[1]&&b[1].length?+b[1]:!0:!1)&&D(n,b),d={g:k,h:n,i:b},E(d))}}p<h.length?setTimeout(m,
+250):a&&a()}for(var e=[document.getElementsByTagName("pre"),document.getElementsByTagName("code"),document.getElementsByTagName("xmp")],h=[],k=0;k<e.length;++k)for(var t=0,s=e[k].length;t<s;++t)h.push(e[k][t]);var e=q,l=Date;l.now||(l={now:function(){return+new Date}});var p=0,d,g=/\blang(?:uage)?-([\w.]+)(?!\S)/;m()};window.PR={createSimpleLexer:x,registerLangHandler:k,sourceDecorator:u,PR_ATTRIB_NAME:"atn",PR_ATTRIB_VALUE:"atv",PR_COMMENT:"com",PR_DECLARATION:"dec",PR_KEYWORD:"kwd",PR_LITERAL:"lit",
+PR_NOCODE:"nocode",PR_PLAIN:"pln",PR_PUNCTUATION:"pun",PR_SOURCE:"src",PR_STRING:"str",PR_TAG:"tag",PR_TYPE:"typ"}})();

+ 5 - 0
docs/prettify/readme.txt

@@ -0,0 +1,5 @@
+Prettify syntax highlighter:
+http://code.google.com/p/google-code-prettify/
+
+Code license - Apache License 2.0
+http://www.apache.org/licenses/LICENSE-2.0

+ 15 - 0
docs/prettify/threejs.css

@@ -0,0 +1,15 @@
+pre .str, code .str { color: #8000ff; } /* string */
+pre .kwd, code .kwd { color: #30b030; } /* keyword */
+pre .com, code .com { color: #999999; } /* comment */
+pre .typ, code .typ { color: #2194ce; } /* type */
+pre .lit, code .lit { color: #ff0080; } /* literal */
+pre .pun, code .pun { color: #888888; } /* punctuation */
+pre .pln, code .pln { color: #444444; } /* plaintext */
+pre .dec, code .dec { color: #22c0c4; } /* decimal */
+
+
+
+pre.prettyprint, code.prettyprint {
+	background-color: #f9f9f9;
+	font-family: 'inconsolata';
+}

+ 424 - 0
editor/index.html

@@ -0,0 +1,424 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js editor</title>
+		<style>
+			body {
+				font-family: Arial, sans-serif;
+				font-size: 14px;
+				margin: 0;
+				overflow: hidden;
+			}
+
+			hr {
+				border: 0px;
+				border-top: 1px solid #ccc;
+			}
+
+			.menubar {
+				background-color: #eee;
+				padding: 0px;
+				margin: 0px;
+			}
+
+				.menubar .menu {
+					float: left;
+					width: 50px;
+					cursor: pointer;
+				}
+
+					.menubar .menu .options {
+						display: none;
+						padding: 5px 0px;
+						background-color: #fff;
+						width: 140px;
+					}
+
+					.menubar .menu:hover .options {
+						display: block;
+					}
+
+						.menubar .menu .options hr {
+							border-color: #ddd;
+						}
+
+						.menubar .menu .options .option {
+							color: #666;
+							background-color: transparent;
+							padding: 5px 10px;
+							margin: 0px !important;
+						}
+
+							.menubar .menu .options .option:hover {
+								color: #fff;
+								background-color: #08f;
+							}
+
+		</style>
+	</head>
+	<body>
+
+		<script src="../build/three.min.js"></script>
+		<script src="../examples/js/controls/TrackballControls.js"></script>
+		<script src="../examples/js/loaders/ColladaLoader.js"></script>
+		<script src="../examples/js/loaders/OBJLoader.js"></script>
+		<script src="../examples/js/loaders/STLLoader.js"></script>
+		<script src="../examples/js/loaders/UTF8Loader.js"></script>
+		<script src="../examples/js/loaders/VTKLoader.js"></script>
+		<script src="../examples/js/loaders/ctm/lzma.js"></script>
+		<script src="../examples/js/loaders/ctm/ctm.js"></script>
+		<script src="../examples/js/loaders/ctm/CTMLoader.js"></script>
+		<script src="../examples/js/exporters/GeometryExporter.js"></script>
+		<script src="../examples/js/exporters/SceneExporter.js"></script>
+
+		<script src="js/libs/signals.min.js"></script>
+
+		<script src="js/UI.js"></script>
+		<script src="js/UI.three.js"></script>
+		<script src="js/ui/Menubar.js"></script>
+		<script src="js/ui/Menubar.File.js"></script>
+		<script src="js/ui/Menubar.Edit.js"></script>
+		<script src="js/ui/Menubar.Add.js"></script>
+		<script src="js/ui/Menubar.Help.js"></script>
+		<script src="js/ui/Sidebar.js"></script>
+		<script src="js/ui/Sidebar.Scene.js"></script>
+		<script src="js/ui/Sidebar.Object3D.js"></script>
+		<script src="js/ui/Sidebar.Geometry.js"></script>
+		<script src="js/ui/Sidebar.Material.js"></script>
+		<script src="js/ui/Viewport.js"></script>
+
+		<script>
+
+			window.URL = window.URL || window.webkitURL;
+			window.BlobBuilder = window.BlobBuilder || window.WebKitBlobBuilder || window.MozBlobBuilder;
+
+			var SIGNALS = signals;
+
+			var signals = {
+
+				// actions
+
+				removeSelectedObject: new SIGNALS.Signal(),
+				exportGeometry: new SIGNALS.Signal(),
+				exportScene: new SIGNALS.Signal(),
+				toggleHelpers: new SIGNALS.Signal(),
+				resetScene: new SIGNALS.Signal(),
+
+				// notifications
+
+				sceneAdded: new SIGNALS.Signal(),
+				sceneChanged: new SIGNALS.Signal(),
+				objectAdded: new SIGNALS.Signal(),
+				objectSelected: new SIGNALS.Signal(),
+				objectChanged: new SIGNALS.Signal(),
+				materialChanged: new SIGNALS.Signal(),
+				clearColorChanged: new SIGNALS.Signal(),
+				cameraChanged: new SIGNALS.Signal(),
+				fogTypeChanged: new SIGNALS.Signal(),
+				fogColorChanged: new SIGNALS.Signal(),
+				fogParametersChanged: new SIGNALS.Signal(),
+				windowResize: new SIGNALS.Signal()
+
+			};
+
+			//
+
+			var viewport = new Viewport( signals );
+			viewport.setTop( '32px' );
+			viewport.setWidth( '-webkit-calc(100% - 300px)', '-moz-calc(100% - 300px)', 'calc(100% - 300px)' );
+			viewport.setHeight( '-webkit-calc(100% - 32px)', '-moz-calc(100% - 32px)', 'calc(100% - 32px)' );
+			document.body.appendChild( viewport.dom );
+
+			// set focus on Viewport to get hotkeys working
+			// right from the initial page load
+
+			viewport.dom.focus();
+
+			var menubar = new Menubar( signals );
+			menubar.setWidth( '100%' );
+			menubar.setHeight( '32px' );
+			document.body.appendChild( menubar.dom );
+
+			var sidebar = new Sidebar( signals );
+			sidebar.setLeft( '-webkit-calc(100% - 300px)', '-moz-calc(100% - 300px)', 'calc(100% - 300px)' );
+			sidebar.setTop( '32px' );
+			sidebar.setHeight( '-webkit-calc(100% - 32px)', '-moz-calc(100% - 32px)', 'calc(100% - 32px)' );
+			document.body.appendChild( sidebar.dom );
+
+			document.addEventListener( 'drop', function ( event ) {
+
+				event.preventDefault();
+
+				var file = event.dataTransfer.files[ 0 ];
+
+				var chunks = file.name.split( '.' );
+				var extension = chunks.pop().toLowerCase();
+				var filename = chunks.join( '.' );
+
+				parseFile( file, filename, extension );
+
+			}, false );
+
+			var parseFile = function ( file, filename, extension ) {
+
+				switch ( extension ) {
+
+					case 'ctm':
+
+						var reader = new FileReader();
+						reader.addEventListener( 'load', function ( event ) {
+
+							var contents = event.target.result;
+
+							var stream = new CTM.Stream( contents );
+							stream.offset = 0;
+
+							var loader = new THREE.CTMLoader();
+							loader.createModelClassic( new CTM.File( stream ), function( geometry ) {
+
+								geometry.sourceType = "ctm";
+								geometry.sourceFile = file.name;
+
+								var mesh = new THREE.Mesh( geometry, createDummyMaterial() );
+								mesh.name = filename;
+
+								signals.objectAdded.dispatch( mesh );
+								signals.objectSelected.dispatch( mesh );
+
+							} );
+
+						}, false );
+						reader.readAsBinaryString( file );
+
+						break;
+
+					case 'dae':
+
+						var reader = new FileReader();
+						reader.addEventListener( 'load', function ( event ) {
+
+							var contents = event.target.result;
+
+							var parser = new DOMParser();
+							var xml = parser.parseFromString( contents, 'text/xml' );
+
+							var loader = new THREE.ColladaLoader();
+							loader.parse( xml, function ( collada ) {
+
+								collada.scene.name = filename;
+
+								signals.objectAdded.dispatch( collada.scene );
+								signals.objectSelected.dispatch( collada.scene );
+
+							} );
+
+						}, false );
+						reader.readAsText( file );
+
+						break;
+
+					case 'js':
+
+						var reader = new FileReader();
+						reader.addEventListener( 'load', function ( event ) {
+
+							var contents = event.target.result;
+
+							// 2.0
+
+							if ( contents.indexOf( 'postMessage' ) !== -1 ) {
+
+								var blob = new Blob( [ contents ], { type: 'text/javascript' } );
+								var url = URL.createObjectURL( blob );
+
+								var worker = new Worker( url );
+
+								worker.onmessage = function ( event ) {
+
+									event.data.metadata = { 'format': 2 };
+									parseFile( JSON.stringify( event.data ), extension );
+
+								};
+
+								worker.postMessage( new Date().getTime() );
+
+								return;
+
+							}
+
+							// 3.0
+
+							var data = JSON.parse( contents );
+
+							if ( data.metadata === undefined ) { // 2.0
+
+								data.metadata = { type: 'geometry' };
+
+							}
+
+							if ( data.metadata.type === undefined ) { // 3.0
+
+								data.metadata.type = 'geometry';
+
+							}
+
+							if ( data.metadata.type === 'geometry' ) {
+
+								var loader = new THREE.JSONLoader();
+
+								loader.createModel( data, function ( geometry ) {
+
+									geometry.sourceType = "ascii";
+									geometry.sourceFile = file.name;
+
+									var mesh = new THREE.Mesh( geometry, createDummyMaterial() );
+									mesh.name = filename;
+
+									signals.objectAdded.dispatch( mesh );
+									signals.objectSelected.dispatch( mesh );
+
+								} );
+
+							} else if ( data.metadata.type === 'scene' ) {
+
+								new THREE.SceneLoader().parse( data, function ( result ) {
+
+									result.scene.name = filename;
+
+									var resetScene = true;
+
+									if ( resetScene ) {
+
+										signals.sceneAdded.dispatch( result.scene, result.currentCamera, result.bgColor );
+
+									} else {
+
+										signals.objectAdded.dispatch( result.scene );
+										signals.objectSelected.dispatch( result.scene );
+
+									}
+
+								}, '' );
+
+							}
+
+						}, false );
+						reader.readAsText( file );
+
+						break;
+
+					case 'obj':
+
+						var reader = new FileReader();
+						reader.addEventListener( 'load', function ( event ) {
+
+							var contents = event.target.result;
+
+							var object = new THREE.OBJLoader().parse( contents );
+							object.name = filename;
+
+							signals.objectAdded.dispatch( object );
+							signals.objectSelected.dispatch( object );
+
+						}, false );
+						reader.readAsText( file );
+
+						break;
+
+					case 'stl':
+
+						var reader = new FileReader();
+						reader.addEventListener( 'load', function ( event ) {
+
+							var contents = event.target.result;
+
+							var geometry = new THREE.STLLoader().parse( contents );
+							geometry.sourceType = "stl";
+							geometry.sourceFile = file.name;
+
+							var mesh = new THREE.Mesh( geometry, createDummyMaterial() );
+							mesh.name = filename;
+
+							signals.objectAdded.dispatch( mesh );
+							signals.objectSelected.dispatch( mesh );
+
+						}, false );
+						reader.readAsText( file );
+
+						break;
+
+					/*
+					case 'utf8':
+
+						var reader = new FileReader();
+						reader.addEventListener( 'load', function ( event ) {
+
+							var contents = event.target.result;
+
+							var geometry = new THREE.UTF8Loader().parse( contents );
+							var material = new THREE.MeshLambertMaterial();
+
+							var mesh = new THREE.Mesh( geometry, material );
+
+							signals.objectAdded.dispatch( mesh );
+							signals.objectSelected.dispatch( mesh );
+
+						}, false );
+						reader.readAsBinaryString( file );
+
+						break;
+					*/
+
+					case 'vtk':
+
+						var reader = new FileReader();
+						reader.addEventListener( 'load', function ( event ) {
+
+							var contents = event.target.result;
+
+							var geometry = new THREE.VTKLoader().parse( contents );
+							geometry.sourceType = "vtk";
+							geometry.sourceFile = file.name;
+
+							var mesh = new THREE.Mesh( geometry, createDummyMaterial() );
+							mesh.name = filename;
+
+							signals.objectAdded.dispatch( mesh );
+							signals.objectSelected.dispatch( mesh );
+
+						}, false );
+						reader.readAsText( file );
+
+						break;
+
+				}
+
+			}
+
+			// create default scene
+
+			signals.resetScene.dispatch();
+
+			//
+
+			var onWindowResize = function ( event ) {
+
+				signals.windowResize.dispatch();
+
+			};
+
+			var createDummyMaterial = function () {
+
+				return new THREE.MeshPhongMaterial();
+
+			};
+
+			//
+
+			onWindowResize();
+
+			window.addEventListener( 'resize', onWindowResize, false );
+
+		</script>
+	</body>
+</html>

+ 958 - 0
editor/js/UI.js

@@ -0,0 +1,958 @@
+var UI = {};
+
+UI.Element = function () {};
+
+UI.Element.prototype = {
+
+	setClass: function ( name ) {
+
+		this.dom.className = name;
+
+		return this;
+
+	},
+
+	// styles
+
+	setStyle: function ( style, array ) {
+
+		for ( var i = 0; i < array.length; i ++ ) {
+
+			this.dom.style[ style ] = array[ i ];
+
+		}
+
+	},
+
+	setLeft: function () {
+
+		this.setStyle( 'left', arguments );
+
+		return this;
+
+	},
+
+	setTop: function () {
+
+		this.setStyle( 'top', arguments );
+
+		return this;
+
+	},
+
+	setRight: function () {
+
+		this.setStyle( 'right', arguments );
+
+		return this;
+
+	},
+
+	setBottom: function () {
+
+		this.setStyle( 'bottom', arguments );
+
+		return this;
+
+	},
+
+	setWidth: function () {
+
+		this.setStyle( 'width', arguments );
+
+		return this;
+
+	},
+
+	setHeight: function () {
+
+		this.setStyle( 'height', arguments );
+
+		return this;
+
+	},
+
+	//
+
+	setBorder: function () {
+
+		this.setStyle( 'border', arguments );
+
+		return this;
+
+	},
+
+	setBorderTop: function () {
+
+		this.setStyle( 'borderTop', arguments );
+
+		return this;
+
+	},
+
+	setBorderBottom: function () {
+
+		this.setStyle( 'borderBottom', arguments );
+
+		return this;
+
+	},
+
+	setBorderLeft: function () {
+
+		this.setStyle( 'borderLeft', arguments );
+
+		return this;
+
+	},
+
+	setBorderRight: function () {
+
+		this.setStyle( 'borderRight', arguments );
+
+		return this;
+
+	},
+
+	//
+
+	setMargin: function () {
+
+		this.setStyle( 'margin', arguments );
+
+		return this;
+
+	},
+
+	setMarginTop: function () {
+
+		this.setStyle( 'marginTop', arguments );
+
+		return this;
+
+	},
+
+	setMarginBottom: function () {
+
+		this.setStyle( 'marginBottom', arguments );
+
+		return this;
+
+	},
+
+	setMarginLeft: function () {
+
+		this.setStyle( 'marginLeft', arguments );
+
+		return this;
+
+	},
+
+	setMarginRight: function () {
+
+		this.setStyle( 'marginRight', arguments );
+
+		return this;
+
+	},
+
+	//
+
+	setPadding: function () {
+
+		this.setStyle( 'padding', arguments );
+
+		return this;
+
+	},
+
+	//
+
+	setFloat: function () {
+
+		this.setStyle( 'float', arguments );
+
+		return this;
+
+	},
+
+	//
+
+	setFontSize: function () {
+
+		this.setStyle( 'fontSize', arguments );
+
+		return this;
+
+	},
+
+	setFontWeight: function () {
+
+		this.setStyle( 'fontWeight', arguments );
+
+		return this;
+
+	},
+
+	//
+
+	setColor: function () {
+
+		this.setStyle( 'color', arguments );
+
+		return this;
+
+	},
+
+	setBackgroundColor: function () {
+
+		this.setStyle( 'backgroundColor', arguments );
+
+		return this;
+
+	},
+
+	setDisplay: function () {
+
+		this.setStyle( 'display', arguments );
+
+		return this;
+
+	},
+
+	setOverflow: function () {
+
+		this.setStyle( 'overflow', arguments );
+
+		return this;
+
+	},
+
+	//
+
+	setCursor: function () {
+
+		this.setStyle( 'cursor', arguments );
+
+		return this;
+
+	},
+
+	// content
+
+	setTextContent: function ( value ) {
+
+		this.dom.textContent = value;
+
+		return this;
+
+	},
+
+	// events
+
+	onMouseOver: function ( callback ) {
+
+		this.dom.addEventListener( 'mouseover', callback, false );
+
+		return this;
+
+	},
+
+	onMouseOut: function ( callback ) {
+
+		this.dom.addEventListener( 'mouseout', callback, false );
+
+		return this;
+
+	},
+
+	onClick: function ( callback ) {
+
+		this.dom.addEventListener( 'click', callback, false );
+
+		return this;
+
+	}
+
+}
+
+
+// Panel
+
+UI.Panel = function ( position ) {
+
+	UI.Element.call( this );
+
+	var dom = document.createElement( 'div' );
+	dom.style.position = position || 'relative';
+	dom.style.marginBottom = '10px';
+
+	dom.style.userSelect = 'none';
+	dom.style.WebkitUserSelect = 'none';
+	dom.style.MozUserSelect = 'none';
+
+	this.dom = dom;
+
+	return this;
+};
+
+UI.Panel.prototype = Object.create( UI.Element.prototype );
+
+UI.Panel.prototype.add = function () {
+
+	for ( var i = 0; i < arguments.length; i ++ ) {
+
+		this.dom.appendChild( arguments[ i ].dom );
+
+	}
+
+	return this;
+
+};
+
+
+// Text
+
+UI.Text = function ( position ) {
+
+	UI.Element.call( this );
+
+	var dom = document.createElement( 'span' );
+	dom.style.position = position || 'relative';
+	dom.style.cursor = 'default';
+
+	this.dom = dom;
+
+	return this;
+
+};
+
+UI.Text.prototype = Object.create( UI.Element.prototype );
+
+UI.Text.prototype.setValue = function ( value ) {
+
+	this.dom.textContent = value;
+
+	return this;
+
+};
+
+
+// Input
+
+UI.Input = function ( position ) {
+
+	UI.Element.call( this );
+
+	var scope = this;
+
+	var dom = document.createElement( 'input' );
+	dom.style.position = position || 'relative';
+	dom.style.padding = '2px';
+	dom.style.marginTop = '-2px';
+	dom.style.marginLeft = '-2px';
+	dom.style.border = '1px solid #ccc';
+
+	this.dom = dom;
+
+	this.onChangeCallback = null;
+
+	this.dom.addEventListener( 'change', function ( event ) {
+
+		if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+	}, false );
+
+	return this;
+
+};
+
+UI.Input.prototype = Object.create( UI.Element.prototype );
+
+UI.Input.prototype.getValue = function () {
+
+	return this.dom.value;
+
+};
+
+UI.Input.prototype.setValue = function ( value ) {
+
+	this.dom.value = value;
+
+	return this;
+
+};
+
+UI.Input.prototype.onChange = function ( callback ) {
+
+	this.onChangeCallback = callback;
+
+	return this;
+
+};
+
+
+// Select
+
+UI.Select = function ( position ) {
+
+	UI.Element.call( this );
+
+	var scope = this;
+
+	var dom = document.createElement( 'select' );
+	dom.style.position = position || 'relative';
+	dom.style.width = '64px';
+	dom.style.height = '16px';
+	dom.style.border = '0px';
+	dom.style.padding = '0px';
+
+	this.dom = dom;
+
+	this.onChangeCallback = null;
+
+	this.dom.addEventListener( 'change', function ( event ) {
+
+		if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+	}, false );
+
+	return this;
+
+};
+
+UI.Select.prototype = Object.create( UI.Element.prototype );
+
+UI.Select.prototype.setMultiple = function ( boolean ) {
+
+	this.dom.multiple = boolean;
+
+	return this;
+
+};
+
+UI.Select.prototype.setOptions = function ( options ) {
+
+	while ( this.dom.children.length > 0 ) {
+
+		this.dom.removeChild( this.dom.firstChild );
+
+	}
+
+	for ( var key in options ) {
+
+		var option = document.createElement( 'option' );
+		option.value = key;
+		option.innerHTML = options[ key ];
+		this.dom.appendChild( option );
+
+	}
+
+	return this;
+
+};
+
+UI.Select.prototype.getValue = function () {
+
+	return this.dom.value;
+
+};
+
+UI.Select.prototype.setValue = function ( value ) {
+
+	this.dom.value = value;
+
+	return this;
+
+};
+
+UI.Select.prototype.onChange = function ( callback ) {
+
+	this.onChangeCallback = callback;
+
+	return this;
+
+};
+
+// FancySelect
+
+UI.FancySelect = function ( position ) {
+
+	UI.Element.call( this );
+
+	var scope = this;
+
+	var dom = document.createElement( 'div' );
+	dom.style.position = position || 'relative';
+	dom.style.background = '#fff';
+	dom.style.border = '1px solid #ccc';
+	dom.style.padding = '0';
+	dom.style.cursor = 'default';
+	dom.style.overflow = 'auto';
+
+	this.dom = dom;
+
+	this.onChangeCallback = null;
+
+	this.options = [];
+	this.selectedValue = null;
+
+	return this;
+
+};
+
+UI.FancySelect.prototype = Object.create( UI.Element.prototype );
+
+UI.FancySelect.prototype.setOptions = function ( options ) {
+
+	var scope = this;
+
+	while ( scope.dom.children.length > 0 ) {
+
+		scope.dom.removeChild( scope.dom.firstChild );
+
+	}
+
+	scope.options = [];
+
+	var generateOptionCallback = function ( element, value ) {
+
+		return function ( event ) {
+
+			for ( var i = 0; i < scope.options.length; i ++ ) {
+
+				scope.options[ i ].style.backgroundColor = '#f0f0f0';
+
+			}
+
+			element.style.backgroundColor = '#f0f0f0';
+
+			scope.selectedValue = value;
+
+			if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+		}
+
+	};
+
+	for ( var key in options ) {
+
+		var option = document.createElement( 'div' );
+		option.style.padding = '4px';
+		option.style.whiteSpace = 'nowrap';
+		option.innerHTML = options[ key ];
+		option.value = key;
+		scope.dom.appendChild( option );
+
+		scope.options.push( option );
+		option.addEventListener( 'click', generateOptionCallback( option, key ), false );
+
+	}
+
+	return scope;
+
+};
+
+UI.FancySelect.prototype.getValue = function () {
+
+	return this.selectedValue;
+
+};
+
+UI.FancySelect.prototype.setValue = function ( value ) {
+
+	// must convert raw value into string for compatibility with UI.Select
+	// which uses string values (initialized from options keys)
+
+	var key = value ? value.toString() : value;
+
+	for ( var i = 0; i < this.options.length; i ++ ) {
+
+		var element = this.options[ i ];
+
+		if ( element.value === key ) {
+
+			element.style.backgroundColor = '#f0f0f0';
+
+		} else {
+
+			element.style.backgroundColor = '';
+
+		}
+
+	}
+
+	this.selectedValue = value;
+
+	return this;
+
+};
+
+UI.FancySelect.prototype.onChange = function ( callback ) {
+
+	this.onChangeCallback = callback;
+
+	return this;
+
+};
+
+// Checkbox
+
+UI.Checkbox = function ( position ) {
+
+	UI.Element.call( this );
+
+	var scope = this;
+
+	var dom = document.createElement( 'input' );
+	dom.type = 'checkbox';
+	dom.style.position = position || 'relative';
+
+	this.dom = dom;
+
+	this.onChangeCallback = null;
+
+	this.dom.addEventListener( 'change', function ( event ) {
+
+		if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+	}, false );
+
+	return this;
+
+};
+
+UI.Checkbox.prototype = Object.create( UI.Element.prototype );
+
+UI.Checkbox.prototype.getValue = function () {
+
+	return this.dom.checked;
+
+};
+
+UI.Checkbox.prototype.setValue = function ( value ) {
+
+	this.dom.checked = value;
+
+	return this;
+
+};
+
+UI.Checkbox.prototype.onChange = function ( callback ) {
+
+	this.onChangeCallback = callback;
+
+	return this;
+
+};
+
+
+// Color
+
+UI.Color = function ( position ) {
+
+	UI.Element.call( this );
+
+	var scope = this;
+
+	var dom = document.createElement( 'input' );
+	dom.type = 'color';
+	dom.style.position = position || 'relative';
+	dom.style.width = '64px';
+	dom.style.height = '16px';
+	dom.style.border = '0px';
+	dom.style.padding = '0px';
+	dom.style.backgroundColor = 'transparent';
+
+	this.dom = dom;
+
+	this.onChangeCallback = null;
+
+	this.dom.addEventListener( 'change', function ( event ) {
+
+		if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+	}, false );
+
+	return this;
+
+};
+
+UI.Color.prototype = Object.create( UI.Element.prototype );
+
+UI.Color.prototype.getValue = function () {
+
+	return this.dom.value;
+
+};
+
+UI.Color.prototype.getHexValue = function () {
+
+	return parseInt( this.dom.value.substr( 1 ), 16 );
+
+};
+
+UI.Color.prototype.setValue = function ( value ) {
+
+	this.dom.value = value;
+
+	return this;
+
+};
+
+UI.Color.prototype.setHexValue = function ( hex ) {
+
+	this.dom.value = "#" + ( '000000' + hex.toString( 16 ) ).slice( -6 );
+
+	return this;
+
+};
+
+UI.Color.prototype.onChange = function ( callback ) {
+
+	this.onChangeCallback = callback;
+
+	return this;
+
+};
+
+
+// Number
+
+UI.Number = function ( position ) {
+
+	UI.Element.call( this );
+
+	var scope = this;
+
+	var dom = document.createElement( 'input' );
+	dom.style.position = position || 'relative';
+	dom.style.color = '#0080f0';
+	dom.style.fontSize = '12px';
+	dom.style.backgroundColor = 'transparent';
+	dom.style.border = '1px solid transparent';
+	dom.style.marginTop = '-2px';
+	dom.style.marginLegt = '-2px';
+	dom.style.padding = '2px';
+	dom.style.cursor = 'col-resize';
+	dom.value = '0.00';
+
+	this.dom = dom;
+
+	this.min = - Infinity;
+	this.max = Infinity;
+
+	this.precision = 2;
+	this.step = 1;
+
+	this.onChangeCallback = null;
+
+	var distance = 0;
+	var onMouseDownValue = 0;
+
+	var onMouseDown = function ( event ) {
+
+		event.preventDefault();
+
+		distance = 0;
+
+		onMouseDownValue = parseFloat( dom.value );
+
+		document.addEventListener( 'mousemove', onMouseMove, false );
+		document.addEventListener( 'mouseup', onMouseUp, false );
+
+	};
+
+	var onMouseMove = function ( event ) {
+
+		var movementX = event.movementX || event.webkitMovementX || event.mozMovementX || 0;
+		var movementY = event.movementY || event.webkitMovementY || event.mozMovementY || 0;
+
+		distance += movementX - movementY;
+
+		var number = onMouseDownValue + ( distance / ( event.shiftKey ? 10 : 100 ) ) * scope.step;
+
+		dom.value = Math.min( scope.max, Math.max( scope.min, number ) ).toFixed( scope.precision );
+
+		if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+	};
+
+	var onMouseUp = function ( event ) {
+
+		document.removeEventListener( 'mousemove', onMouseMove, false );
+		document.removeEventListener( 'mouseup', onMouseUp, false );
+
+		if ( Math.abs( distance ) < 2 ) {
+
+			dom.focus();
+			dom.select();
+
+		}
+
+	};
+
+	var onChange = function ( event ) {
+
+		var number = parseFloat( dom.value );
+
+		if ( isNaN( number ) === false ) {
+
+			dom.value = number;
+
+			if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+		}
+
+	};
+
+	var onFocus = function ( event ) {
+
+		dom.style.backgroundColor = '';
+		dom.style.borderColor = '#ccc';
+		dom.style.cursor = '';
+
+	};
+
+	var onBlur = function ( event ) {
+
+		dom.style.backgroundColor = 'transparent';
+		dom.style.borderColor = 'transparent';
+		dom.style.cursor = 'col-resize';
+
+	};
+
+	dom.addEventListener( 'mousedown', onMouseDown, false );
+	dom.addEventListener( 'change', onChange, false );
+	dom.addEventListener( 'focus', onFocus, false );
+	dom.addEventListener( 'blur', onBlur, false );
+
+	return this;
+
+};
+
+UI.Number.prototype = Object.create( UI.Element.prototype );
+
+UI.Number.prototype.getValue = function () {
+
+	return parseFloat( this.dom.value );
+
+};
+
+UI.Number.prototype.setValue = function ( value ) {
+
+	this.dom.value = value.toFixed( this.precision );
+
+	return this;
+
+};
+
+UI.Number.prototype.setRange = function ( min, max ) {
+
+	this.min = min;
+	this.max = max;
+
+	return this;
+
+};
+
+UI.Number.prototype.setPrecision = function ( precision ) {
+
+	this.precision = precision;
+
+	if ( precision > 2 ) {
+
+		this.step = Math.pow( 10, -( precision - 1 ) );
+
+	}
+
+	return this;
+
+};
+
+UI.Number.prototype.onChange = function ( callback ) {
+
+	this.onChangeCallback = callback;
+
+	return this;
+
+};
+
+
+// Break
+
+UI.Break = function () {
+
+	UI.Element.call( this );
+
+	var dom = document.createElement( 'br' );
+
+	this.dom = dom;
+
+	return this;
+
+};
+
+UI.Break.prototype = Object.create( UI.Element.prototype );
+
+
+// HorizontalRule
+
+UI.HorizontalRule = function ( position ) {
+
+	UI.Element.call( this );
+
+	var dom = document.createElement( 'hr' );
+	dom.style.position = position || 'relative';
+
+	this.dom = dom;
+
+	return this;
+
+};
+
+UI.HorizontalRule.prototype = Object.create( UI.Element.prototype );
+
+
+// Button
+
+UI.Button = function ( position ) {
+
+	UI.Element.call( this );
+
+	var scope = this;
+
+	var dom = document.createElement( 'button' );
+	dom.style.position = position || 'relative';
+
+	this.dom = dom;
+
+	this.onClickCallback = null;
+
+	this.dom.addEventListener( 'click', function ( event ) {
+
+		scope.onClickCallback();
+
+	}, false );
+
+	return this;
+
+};
+
+UI.Button.prototype = Object.create( UI.Element.prototype );
+
+UI.Button.prototype.setLabel = function ( value ) {
+
+	this.dom.textContent = value;
+
+	return this;
+
+};
+
+UI.Button.prototype.onClick = function ( callback ) {
+
+	this.onClickCallback = callback;
+
+	return this;
+
+};

+ 171 - 0
editor/js/UI.three.js

@@ -0,0 +1,171 @@
+// Texture
+
+UI.Texture = function ( position ) {
+
+    UI.Element.call( this );
+
+	var scope = this;
+
+	var image = new Image();
+	this.texture = new THREE.Texture( image );
+
+	this.dom = document.createElement( 'input' );
+	this.dom.type = 'file';
+	this.dom.style.position = position || 'relative';
+	this.dom.style.marginTop = '-2px';
+	this.dom.style.marginLeft = '-2px';
+
+	this.onChangeCallback = null;
+
+	this.dom.addEventListener( 'change', function ( event ) {
+
+		var file = event.target.files[ 0 ];
+
+		if ( file.type.match( 'image.*' ) ) {
+
+			var reader = new FileReader();
+			reader.addEventListener( 'load', function ( event ) {
+
+				var image = document.createElement( 'img' );
+
+				image.addEventListener( 'load', function( event ) {
+
+					scope.texture.image = this;
+					scope.texture.needsUpdate = true;
+
+					if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+				}, false );
+
+				image.src = event.target.result;
+
+				// remember the original filename (including extension)
+				// this is used for url field in the scene export
+
+				scope.texture.sourceFile = file.name;
+
+				// generate unique name per texture
+				// based on source file name
+
+				var chunks = file.name.split( '.' );
+				var extension = chunks.pop().toLowerCase();
+				var filename = chunks.join( '.' );
+
+				if ( ! ( filename in scope.textureNameMap ) ) {
+
+					scope.textureNameMap[ filename ] = true;
+					scope.texture.name = filename;
+
+				} else {
+
+					scope.texture.name = filename + "_" + scope.texture.id;
+
+				}
+
+			}, false );
+
+			reader.readAsDataURL( file );
+
+		}
+
+	}, false );
+
+	return this;
+
+};
+
+UI.Texture.prototype = Object.create( UI.Element.prototype );
+
+UI.Texture.prototype.textureNameMap = {};
+
+UI.Texture.prototype.getValue = function () {
+
+	return this.texture;
+
+};
+
+UI.Texture.prototype.setValue = function ( value ) {
+
+	this.texture = value;
+
+};
+
+UI.Texture.prototype.onChange = function ( callback ) {
+
+	this.onChangeCallback = callback;
+
+	return this;
+
+};
+
+
+// CubeTexture
+
+UI.CubeTexture = function ( position ) {
+
+	UI.Element.call( this );
+
+	var scope = this;
+
+	this.texture = new THREE.Texture( [], new THREE.CubeReflectionMapping() );
+
+	this.dom = document.createElement( 'input' );
+	this.dom.type = 'file';
+	this.dom.style.position = position || 'relative';
+	this.dom.style.marginTop = '-2px';
+	this.dom.style.marginLeft = '-2px';
+
+	this.onChangeCallback = null;
+
+	this.dom.addEventListener( 'change', function ( event ) {
+
+		var file = event.target.files[ 0 ];
+
+		if ( file.type.match( 'image.*' ) ) {
+
+			var reader = new FileReader();
+			reader.addEventListener( 'load', function ( event ) {
+
+				var image = document.createElement( 'img' );
+				image.addEventListener( 'load', function( event ) {
+
+					scope.texture.image = [ this, this, this, this, this, this ];
+					scope.texture.needsUpdate = true;
+
+					if ( scope.onChangeCallback ) scope.onChangeCallback();
+
+				}, false );
+				image.src = event.target.result;
+
+			}, false );
+			reader.readAsDataURL( file );
+
+		}
+
+	}, false );
+
+	return this;
+
+};
+
+UI.CubeTexture.prototype = Object.create( UI.Element.prototype );
+
+UI.CubeTexture.prototype.getValue = function () {
+
+	return this.texture;
+
+};
+
+UI.CubeTexture.prototype.setValue = function ( value ) {
+
+	this.texture = value;
+
+};
+
+UI.CubeTexture.prototype.onChange = function ( callback ) {
+
+	this.onChangeCallback = callback;
+
+	return this;
+
+};

+ 13 - 0
editor/js/libs/signals.min.js

@@ -0,0 +1,13 @@
+/*
+
+ JS Signals <http://millermedeiros.github.com/js-signals/>
+ Released under the MIT license
+ Author: Miller Medeiros
+ Version: 0.7.4 - Build: 252 (2012/02/24 10:30 PM)
+*/
+(function(h){function g(a,b,c,d,e){this._listener=b;this._isOnce=c;this.context=d;this._signal=a;this._priority=e||0}function f(a,b){if(typeof a!=="function")throw Error("listener is a required param of {fn}() and should be a Function.".replace("{fn}",b));}var e={VERSION:"0.7.4"};g.prototype={active:!0,params:null,execute:function(a){var b;this.active&&this._listener&&(a=this.params?this.params.concat(a):a,b=this._listener.apply(this.context,a),this._isOnce&&this.detach());return b},detach:function(){return this.isBound()?
+this._signal.remove(this._listener,this.context):null},isBound:function(){return!!this._signal&&!!this._listener},getListener:function(){return this._listener},_destroy:function(){delete this._signal;delete this._listener;delete this.context},isOnce:function(){return this._isOnce},toString:function(){return"[SignalBinding isOnce:"+this._isOnce+", isBound:"+this.isBound()+", active:"+this.active+"]"}};e.Signal=function(){this._bindings=[];this._prevParams=null};e.Signal.prototype={memorize:!1,_shouldPropagate:!0,
+active:!0,_registerListener:function(a,b,c,d){var e=this._indexOfListener(a,c);if(e!==-1){if(a=this._bindings[e],a.isOnce()!==b)throw Error("You cannot add"+(b?"":"Once")+"() then add"+(!b?"":"Once")+"() the same listener without removing the relationship first.");}else a=new g(this,a,b,c,d),this._addBinding(a);this.memorize&&this._prevParams&&a.execute(this._prevParams);return a},_addBinding:function(a){var b=this._bindings.length;do--b;while(this._bindings[b]&&a._priority<=this._bindings[b]._priority);
+this._bindings.splice(b+1,0,a)},_indexOfListener:function(a,b){for(var c=this._bindings.length,d;c--;)if(d=this._bindings[c],d._listener===a&&d.context===b)return c;return-1},has:function(a,b){return this._indexOfListener(a,b)!==-1},add:function(a,b,c){f(a,"add");return this._registerListener(a,!1,b,c)},addOnce:function(a,b,c){f(a,"addOnce");return this._registerListener(a,!0,b,c)},remove:function(a,b){f(a,"remove");var c=this._indexOfListener(a,b);c!==-1&&(this._bindings[c]._destroy(),this._bindings.splice(c,
+1));return a},removeAll:function(){for(var a=this._bindings.length;a--;)this._bindings[a]._destroy();this._bindings.length=0},getNumListeners:function(){return this._bindings.length},halt:function(){this._shouldPropagate=!1},dispatch:function(a){if(this.active){var b=Array.prototype.slice.call(arguments),c=this._bindings.length,d;if(this.memorize)this._prevParams=b;if(c){d=this._bindings.slice();this._shouldPropagate=!0;do c--;while(d[c]&&this._shouldPropagate&&d[c].execute(b)!==!1)}}},forget:function(){this._prevParams=
+null},dispose:function(){this.removeAll();delete this._bindings;delete this._prevParams},toString:function(){return"[Signal active:"+this.active+" numListeners:"+this.getNumListeners()+"]"}};typeof define==="function"&&define.amd?define(e):typeof module!=="undefined"&&module.exports?module.exports=e:h.signals=e})(this);

+ 207 - 0
editor/js/ui/Menubar.Add.js

@@ -0,0 +1,207 @@
+Menubar.Add = function ( signals ) {
+
+	var container = new UI.Panel();
+	container.setClass( 'menu' );
+
+	var title = new UI.Panel();
+	title.setTextContent( 'Add' ).setColor( '#666' );
+	title.setMargin( '0px' );
+	title.setPadding( '8px' );
+	container.add( title );
+
+	//
+
+	var options = new UI.Panel();
+	options.setClass( 'options' );
+	container.add( options );
+
+	// add sphere
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Sphere' );
+	option.onClick( function () {
+
+		var radius = 75;
+		var widthSegments = 32;
+		var heightSegments = 16;
+
+		var geometry = new THREE.SphereGeometry( radius, widthSegments, heightSegments );
+		var mesh = new THREE.Mesh( geometry, createDummyMaterial( geometry ) );
+		mesh.name = 'Sphere ' + mesh.id;
+
+		signals.objectAdded.dispatch( mesh );
+
+	} );
+	options.add( option );
+
+	// add cube
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Cube' );
+	option.onClick( function () {
+
+		var width = 100;
+		var height = 100;
+		var depth = 100;
+
+		var widthSegments = 1;
+		var heightSegments = 1;
+		var depthSegments = 1;
+
+		var geometry = new THREE.CubeGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
+		var mesh = new THREE.Mesh( geometry, createDummyMaterial( geometry ) );
+		mesh.name = 'Cube ' + mesh.id;
+
+		signals.objectAdded.dispatch( mesh );
+
+
+	} );
+	options.add( option );
+
+	// add plane
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Plane' );
+	option.onClick( function () {
+
+		var width = 200;
+		var height = 200;
+
+		var widthSegments = 1;
+		var heightSegments = 1;
+
+		var geometry = new THREE.PlaneGeometry( width, height, widthSegments, heightSegments );
+		var mesh = new THREE.Mesh( geometry, createDummyMaterial( geometry ) );
+		mesh.name = 'Plane ' + mesh.id;
+
+		mesh.rotation.x = - Math.PI/2;
+
+		signals.objectAdded.dispatch( mesh );
+
+	} );
+	options.add( option );
+
+	// divider
+
+	options.add( new UI.HorizontalRule() );
+
+	// add directional light
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Directional light' );
+	option.onClick( function () {
+
+		var color = 0xffffff;
+		var intensity = 1;
+
+		var light = new THREE.DirectionalLight( color, intensity );
+		light.name = 'Light ' + light.id;
+		light.target.name = 'Light ' + light.id + ' target';
+
+		light.target.properties.targetInverse = light;
+
+		light.position.set( 1, 1, 1 ).multiplyScalar( 200 );
+
+		signals.objectAdded.dispatch( light );
+
+	} );
+	options.add( option );
+
+	// add point light
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Point light' );
+	option.onClick( function () {
+
+		var color = 0xffffff;
+		var intensity = 1;
+		var distance = 0;
+
+		var light = new THREE.PointLight( color, intensity, distance );
+		light.name = 'Light ' + light.id;
+
+		signals.objectAdded.dispatch( light );
+
+	} );
+	options.add( option );
+
+	// add spot light
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Spot light' );
+	option.onClick( function () {
+
+		var color = 0xffffff;
+		var intensity = 1;
+		var distance = 0;
+		var angle = Math.PI * 0.1;
+		var exponent = 10;
+
+		var light = new THREE.SpotLight( color, intensity, distance, angle, exponent );
+		light.name = 'Light ' + light.id;
+		light.target.name = 'Light ' + light.id + ' target';
+
+		light.target.properties.targetInverse = light;
+
+		light.position.set( 0, 1, 0 ).multiplyScalar( 200 );
+
+		signals.objectAdded.dispatch( light );
+
+	} );
+	options.add( option );
+
+	// add hemisphere light
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Hemisphere light' );
+	option.onClick( function () {
+
+		var skyColor = 0x00aaff;
+		var groundColor = 0xffaa00;
+		var intensity = 1;
+
+		var light = new THREE.HemisphereLight( skyColor, groundColor, intensity );
+		light.name = 'Light ' + light.id;
+
+		light.position.set( 1, 1, 1 ).multiplyScalar( 200 );
+
+		signals.objectAdded.dispatch( light );
+
+	} );
+	options.add( option );
+
+	// add ambient light
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Ambient light' );
+	option.onClick( function () {
+
+		var color = 0x222222;
+
+		var light = new THREE.AmbientLight( color );
+		light.name = 'Light ' + light.id;
+
+		signals.objectAdded.dispatch( light );
+
+	} );
+	options.add( option );
+
+	//
+
+	function createDummyMaterial() {
+
+		return new THREE.MeshPhongMaterial();
+
+	};
+
+	return container;
+
+}

+ 30 - 0
editor/js/ui/Menubar.Edit.js

@@ -0,0 +1,30 @@
+Menubar.Edit = function ( signals ) {
+
+	var container = new UI.Panel();
+	container.setClass( 'menu' );
+
+	var title = new UI.Panel();
+	title.setTextContent( 'Edit' ).setColor( '#666' );
+	title.setMargin( '0px' );
+	title.setPadding( '8px' );
+	container.add( title );
+
+	//
+
+	var options = new UI.Panel();
+	options.setClass( 'options' );
+	container.add( options );
+
+	// delete
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Delete' );
+	option.onClick( function () { signals.removeSelectedObject.dispatch(); } );
+	options.add( option );
+
+	//
+
+	return container;
+
+}

+ 66 - 0
editor/js/ui/Menubar.File.js

@@ -0,0 +1,66 @@
+Menubar.File = function ( signals ) {
+
+	var container = new UI.Panel();
+	container.setClass( 'menu' );
+
+	var title = new UI.Panel();
+	title.setTextContent( 'File' ).setColor( '#666' );
+	title.setMargin( '0px' );
+	title.setPadding( '8px' );
+	container.add( title );
+
+	//
+
+	var options = new UI.Panel();
+	options.setClass( 'options' );
+	container.add( options );
+
+	/*
+	// open
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Open' );
+	option.onClick( function () { alert( 'Open' ) } );
+	options.add( option );
+	*/
+
+	// reset scene
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Reset' );
+	option.onClick( function () { signals.resetScene.dispatch(); } );
+	options.add( option );
+
+	// export geometry
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Export Geometry' );
+	option.onClick( function () { signals.exportGeometry.dispatch(); } );
+	options.add( option );
+
+	// export scene
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Export Scene' );
+	option.onClick( function () { signals.exportScene.dispatch(); } );
+	options.add( option );
+
+	/*
+	// export OBJ
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Export OBJ' );
+	option.onClick( function () { alert( 'Export OBJ' ) } );
+	options.add( option );
+	*/
+
+	//
+
+	return container;
+
+}

+ 38 - 0
editor/js/ui/Menubar.Help.js

@@ -0,0 +1,38 @@
+Menubar.Help = function ( signals ) {
+
+	var container = new UI.Panel();
+	container.setClass( 'menu' );
+
+	var title = new UI.Panel();
+	title.setTextContent( 'Help' ).setColor( '#666' );
+	title.setMargin( '0px' );
+	title.setPadding( '8px' );
+	container.add( title );
+
+	//
+
+	var options = new UI.Panel();
+	options.setClass( 'options' );
+	container.add( options );
+
+	// source code
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'Source code' );
+	option.onClick( function () { window.open( 'https://github.com/mrdoob/three.js/tree/master/editor', '_blank' ) } );
+	options.add( option );
+
+	// about
+
+	var option = new UI.Panel();
+	option.setClass( 'option' );
+	option.setTextContent( 'About' );
+	option.onClick( function () { window.open( 'http://threejs.org', '_blank' ) } );
+	options.add( option );
+
+	//
+
+	return container;
+
+}

+ 13 - 0
editor/js/ui/Menubar.js

@@ -0,0 +1,13 @@
+var Menubar = function ( signals ) {
+
+	var container = new UI.Panel( 'absolute' );
+	container.setClass( 'menubar' );
+
+	container.add( new Menubar.File( signals ) );
+	container.add( new Menubar.Edit( signals ) );
+	container.add( new Menubar.Add( signals ) );
+	container.add( new Menubar.Help( signals ) );
+
+	return container;
+
+}

+ 123 - 0
editor/js/ui/Sidebar.Geometry.js

@@ -0,0 +1,123 @@
+Sidebar.Geometry = function ( signals ) {
+
+	var geometries = {
+
+		"ConvexGeometry": THREE.ConvexGeometry,
+		"CubeGeometry": THREE.CubeGeometry,
+		"CylinderGeometry": THREE.CylinderGeometry,
+		"ExtrudeGeometry": THREE.ExtrudeGeometry,
+		"IcosahedronGeometry": THREE.IcosahedronGeometry,
+		"LatheGeometry": THREE.LatheGeometry,
+		"OctahedronGeometry": THREE.OctahedronGeometry,
+		"ParametricGeometry": THREE.ParametricGeometry,
+		"PlaneGeometry": THREE.PlaneGeometry,
+		"PolyhedronGeometry": THREE.PolyhedronGeometry,
+		"SphereGeometry": THREE.SphereGeometry,
+		"TetrahedronGeometry": THREE.TetrahedronGeometry,
+		"TextGeometry": THREE.TextGeometry,
+		"TorusGeometry": THREE.TorusGeometry,
+		"TorusKnotGeometry": THREE.TorusKnotGeometry,
+		"TubeGeometry": THREE.TubeGeometry,
+		"Geometry": THREE.Geometry
+
+	};
+
+	var container = new UI.Panel();
+	container.setBorderTop( '1px solid #ccc' );
+	container.setDisplay( 'none' );
+	container.setPadding( '10px' );
+
+	container.add( new UI.Text().setValue( 'GEOMETRY' ).setColor( '#666' ) );
+	container.add( new UI.Break(), new UI.Break() );
+
+	// name
+
+	var geometryNameRow = new UI.Panel();
+	var geometryName = new UI.Input( 'absolute' ).setLeft( '100px' ).setWidth( '150px' ).setColor( '#444' ).setFontSize( '12px' ).onChange( update );
+
+	geometryNameRow.add( new UI.Text().setValue( 'Name' ).setColor( '#666' ) );
+	geometryNameRow.add( geometryName );
+
+	container.add( geometryNameRow );
+
+	// class
+
+	var geometryClassRow = new UI.Panel();
+	var geometryClass = new UI.Text( 'absolute' ).setLeft( '100px' ).setColor( '#444' ).setFontSize( '12px' );
+
+	geometryClassRow.add( new UI.Text().setValue( 'Class' ).setColor( '#666' ) );
+	geometryClassRow.add( geometryClass );
+
+	container.add( geometryClassRow );
+
+	// vertices
+
+	var geometryVerticesRow = new UI.Panel();
+	var geometryVertices = new UI.Text( 'absolute' ).setLeft( '100px' ).setColor( '#444' ).setFontSize( '12px' );
+
+	geometryVerticesRow.add( new UI.Text().setValue( 'Vertices' ).setColor( '#666' ) );
+	geometryVerticesRow.add( geometryVertices );
+
+	container.add( geometryVerticesRow );
+
+	// faces
+
+	var geometryFacesRow = new UI.Panel();
+	var geometryFaces = new UI.Text( 'absolute' ).setLeft( '100px' ).setColor( '#444' ).setFontSize( '12px' );
+
+	geometryFacesRow.add( new UI.Text().setValue( 'Faces' ).setColor( '#666' ) );
+	geometryFacesRow.add( geometryFaces );
+
+	container.add( geometryFacesRow );
+
+
+	//
+
+	var selected = null;
+
+	function update() {
+
+		if ( selected ) {
+
+			selected.name = geometryName.getValue();
+
+		}
+
+	}
+
+	signals.objectSelected.add( function ( object ) {
+
+		if ( object && object.geometry ) {
+
+			selected = object.geometry;
+
+			container.setDisplay( 'block' );
+
+			geometryName.setValue( object.geometry.name );
+			geometryClass.setValue( getGeometryInstanceName( object.geometry ) );
+			geometryVertices.setValue( object.geometry.vertices.length );
+			geometryFaces.setValue( object.geometry.faces.length );
+
+		} else {
+
+			selected = null;
+
+			container.setDisplay( 'none' );
+
+		}
+
+	} );
+
+	function getGeometryInstanceName( geometry ) {
+
+		for ( var key in geometries ) {
+
+			if ( geometry instanceof geometries[ key ] ) return key;
+
+		}
+
+	}
+
+	return container;
+
+}

+ 651 - 0
editor/js/ui/Sidebar.Material.js

@@ -0,0 +1,651 @@
+Sidebar.Material = function ( signals ) {
+
+    var materials = {
+
+		'LineBasicMaterial': THREE.LineBasicMaterial,
+		'MeshBasicMaterial': THREE.MeshBasicMaterial,
+		'MeshDepthMaterial': THREE.MeshDepthMaterial,
+		'MeshFaceMaterial': THREE.MeshFaceMaterial,
+		'MeshLambertMaterial': THREE.MeshLambertMaterial,
+		'MeshNormalMaterial': THREE.MeshNormalMaterial,
+		'MeshPhongMaterial': THREE.MeshPhongMaterial,
+		'ParticleBasicMaterial': THREE.ParticleBasicMaterial,
+		'ParticleCanvasMaterial': THREE.ParticleCanvasMaterial,
+		'ParticleDOMMaterial': THREE.ParticleDOMMaterial,
+		'ShaderMaterial': THREE.ShaderMaterial,
+		'Material': THREE.Material
+
+	};
+
+	var container = new UI.Panel();
+	container.setBorderTop( '1px solid #ccc' );
+	container.setDisplay( 'none' );
+	container.setPadding( '10px' );
+
+	container.add( new UI.Text().setValue( 'MATERIAL' ).setColor( '#666' ) );
+	container.add( new UI.Break(), new UI.Break() );
+
+	// name
+
+	var materialNameRow = new UI.Panel();
+	var materialName = new UI.Input( 'absolute' ).setLeft( '100px' ).setWidth( '150px' ).setColor( '#444' ).setFontSize( '12px' ).onChange( update );
+
+	materialNameRow.add( new UI.Text().setValue( 'Name' ).setColor( '#666' ) );
+	materialNameRow.add( materialName );
+
+	container.add( materialNameRow );
+
+	// class
+
+	var materialClassRow = new UI.Panel();
+	var materialClass = new UI.Select( 'absolute' ).setOptions( {
+
+		'LineBasicMaterial': 'LineBasicMaterial',
+		'MeshBasicMaterial': 'MeshBasicMaterial',
+		'MeshDepthMaterial': 'MeshDepthMaterial',
+		'MeshFaceMaterial': 'MeshFaceMaterial',
+		'MeshLambertMaterial': 'MeshLambertMaterial',
+		'MeshNormalMaterial': 'MeshNormalMaterial',
+		'MeshPhongMaterial': 'MeshPhongMaterial'
+
+	} ).setLeft( '100px' ).setWidth( '150px' ).setColor( '#444' ).setFontSize( '12px' ).onChange( update );
+
+	materialClassRow.add( new UI.Text().setValue( 'Class' ).setColor( '#666' ) );
+	materialClassRow.add( materialClass );
+
+	container.add( materialClassRow );
+
+	// color
+
+	var materialColorRow = new UI.Panel();
+	var materialColor = new UI.Color( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	materialColorRow.add( new UI.Text().setValue( 'Color' ).setColor( '#666' ) );
+	materialColorRow.add( materialColor );
+
+	container.add( materialColorRow );
+
+	// ambient
+
+	var materialAmbientRow = new UI.Panel();
+	var materialAmbient = new UI.Color( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	materialAmbientRow.add( new UI.Text().setValue( 'Ambient' ).setColor( '#666' ) );
+	materialAmbientRow.add( materialAmbient );
+
+	container.add( materialAmbientRow );
+
+	// emissive
+
+	var materialEmissiveRow = new UI.Panel();
+	var materialEmissive = new UI.Color( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	materialEmissiveRow.add( new UI.Text().setValue( 'Emissive' ).setColor( '#666' ) );
+	materialEmissiveRow.add( materialEmissive );
+
+	container.add( materialEmissiveRow );
+
+	// specular
+
+	var materialSpecularRow = new UI.Panel();
+	var materialSpecular = new UI.Color( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	materialSpecularRow.add( new UI.Text().setValue( 'Specular' ).setColor( '#666' ) );
+	materialSpecularRow.add( materialSpecular );
+
+	container.add( materialSpecularRow );
+
+	// shininess
+
+	var materialShininessRow = new UI.Panel();
+	var materialShininess = new UI.Number( 'absolute' ).setValue( 30 ).setLeft( '100px' ).onChange( update );
+
+	materialShininessRow.add( new UI.Text().setValue( 'Shininess' ).setColor( '#666' ) );
+	materialShininessRow.add( materialShininess );
+
+	container.add( materialShininessRow );
+
+	// map
+
+	var materialMapRow = new UI.Panel();
+	var materialMapEnabled = new UI.Checkbox( 'absolute' ).setValue( false ).setLeft( '100px' ).onChange( update );
+	var materialMap = new UI.Texture( 'absolute' ).setLeft( '130px' ).setColor( '#444' ).onChange( update );
+
+	materialMapRow.add( new UI.Text().setValue( 'Map' ).setColor( '#666' ) );
+	materialMapRow.add( materialMapEnabled );
+	materialMapRow.add( materialMap );
+
+	container.add( materialMapRow );
+
+	// light map
+
+	var materialLightMapRow = new UI.Panel();
+	var materialLightMapEnabled = new UI.Checkbox( 'absolute' ).setValue( false ).setLeft( '100px' ).onChange( update );
+	var materialLightMap = new UI.Texture( 'absolute' ).setLeft( '130px' ).setColor( '#444' ).onChange( update );
+
+	materialLightMapRow.add( new UI.Text().setValue( 'Light Map' ).setColor( '#666' ) );
+	materialLightMapRow.add( materialLightMapEnabled );
+	materialLightMapRow.add( materialLightMap );
+
+	container.add( materialLightMapRow );
+
+	// bump map
+
+	var materialBumpMapRow = new UI.Panel();
+	var materialBumpMapEnabled = new UI.Checkbox( 'absolute' ).setValue( false ).setLeft( '100px' ).onChange( update );
+	var materialBumpMap = new UI.Texture( 'absolute' ).setLeft( '170px' ).setColor( '#444' ).onChange( update );
+	var materialBumpScale = new UI.Number( 'absolute' ).setValue( 1 ).setLeft( '130px' ).setWidth( '30px' ).onChange( update );
+
+	materialBumpMapRow.add( new UI.Text().setValue( 'Bump Map' ).setColor( '#666' ) );
+	materialBumpMapRow.add( materialBumpMapEnabled );
+	materialBumpMapRow.add( materialBumpScale );
+	materialBumpMapRow.add( materialBumpMap );
+
+	container.add( materialBumpMapRow );
+
+	// normal map
+
+	var materialNormalMapRow = new UI.Panel();
+	var materialNormalMapEnabled = new UI.Checkbox( 'absolute' ).setValue( false ).setLeft( '100px' ).onChange( update );
+	var materialNormalMap = new UI.Texture( 'absolute' ).setLeft( '130px' ).setColor( '#444' ).onChange( update );
+
+	materialNormalMapRow.add( new UI.Text().setValue( 'Normal Map' ).setColor( '#666' ) );
+	materialNormalMapRow.add( materialNormalMapEnabled );
+	materialNormalMapRow.add( materialNormalMap );
+
+	container.add( materialNormalMapRow );
+
+	// specular map
+
+	var materialSpecularMapRow = new UI.Panel();
+	var materialSpecularMapEnabled = new UI.Checkbox( 'absolute' ).setValue( false ).setLeft( '100px' ).onChange( update );
+	var materialSpecularMap = new UI.Texture( 'absolute' ).setLeft( '130px' ).setColor( '#444' ).onChange( update );
+
+	materialSpecularMapRow.add( new UI.Text().setValue( 'Specular Map' ).setColor( '#666' ) );
+	materialSpecularMapRow.add( materialSpecularMapEnabled );
+	materialSpecularMapRow.add( materialSpecularMap );
+
+	container.add( materialSpecularMapRow );
+
+	// env map
+
+	var materialEnvMapRow = new UI.Panel();
+	var materialEnvMapEnabled = new UI.Checkbox( 'absolute' ).setValue( false ).setLeft( '100px' ).onChange( update );
+	var materialEnvMap = new UI.CubeTexture( 'absolute' ).setLeft( '170px' ).setColor( '#444' ).onChange( update );
+	var materialReflectivity = new UI.Number( 'absolute' ).setValue( 1 ).setLeft( '130px' ).setWidth( '30px' ).onChange( update );
+
+
+	materialEnvMapRow.add( new UI.Text().setValue( 'Env Map' ).setColor( '#666' ) );
+	materialEnvMapRow.add( materialEnvMapEnabled );
+	materialEnvMapRow.add( materialReflectivity );
+	materialEnvMapRow.add( materialEnvMap );
+
+	container.add( materialEnvMapRow );
+
+	// opacity
+
+	var materialOpacityRow = new UI.Panel();
+	var materialOpacity = new UI.Number( 'absolute' ).setLeft( '100px' ).setWidth( '60px' ).setRange( 0, 1 ).onChange( update );
+
+	materialOpacityRow.add( new UI.Text().setValue( 'Opacity' ).setColor( '#666' ) );
+	materialOpacityRow.add( materialOpacity );
+
+	container.add( materialOpacityRow );
+
+	// transparent
+
+	var materialTransparentRow = new UI.Panel();
+	var materialTransparent = new UI.Checkbox( 'absolute' ).setValue( false ).setLeft( '100px' ).onChange( update );
+
+	materialTransparentRow.add( new UI.Text().setValue( 'Transparent' ).setColor( '#666' ) );
+	materialTransparentRow.add( materialTransparent );
+
+	container.add( materialTransparentRow );
+
+	// wireframe
+
+	var materialWireframeRow = new UI.Panel();
+	var materialWireframe = new UI.Checkbox( 'absolute' ).setValue( false ).setLeft( '100px' ).onChange( update );
+	var materialWireframeLinewidth = new UI.Number( 'absolute' ).setValue( 1 ).setLeft( '120px' ).setRange( 0, 100 ).onChange( update );
+
+	materialWireframeRow.add( new UI.Text().setValue( 'Wireframe' ).setColor( '#666' ) );
+	materialWireframeRow.add( materialWireframe );
+	materialWireframeRow.add( materialWireframeLinewidth );
+
+	container.add( materialWireframeRow );
+
+
+	//
+
+	var selected = null;
+	var selectedHasUvs = false;
+
+	function update() {
+
+		var material = selected.material;
+		var textureWarning = false;
+
+		if ( material ) {
+
+			material.name = materialName.getValue();
+
+			if ( material instanceof materials[ materialClass.getValue() ] == false ) {
+
+				material = new materials[ materialClass.getValue() ]();
+				selected.material = material;
+
+			}
+
+			if ( material.color !== undefined ) {
+
+				material.color.setHex( materialColor.getHexValue() );
+
+			}
+
+			if ( material.ambient !== undefined ) {
+
+				material.ambient.setHex( materialAmbient.getHexValue() );
+
+			}
+
+			if ( material.emissive !== undefined ) {
+
+				material.emissive.setHex( materialEmissive.getHexValue() );
+
+			}
+
+			if ( material.specular !== undefined ) {
+
+				material.specular.setHex( materialSpecular.getHexValue() );
+
+			}
+
+			if ( material.shininess !== undefined ) {
+
+				material.shininess = materialShininess.getValue();
+
+			}
+
+			if ( material.map !== undefined ) {
+
+				var mapEnabled = materialMapEnabled.getValue() === true;
+
+				if ( selectedHasUvs )  {
+
+					material.map = mapEnabled ? materialMap.getValue() : null;
+					material.needsUpdate = true;
+					selected.geometry.buffersNeedUpdate = true;
+					selected.geometry.uvsNeedUpdate = true;
+
+				} else {
+
+					if ( mapEnabled ) textureWarning = true;
+
+				}
+
+			}
+
+			/*
+			if ( material.lightMap !== undefined ) {
+
+				var lightMapEnabled = materialLightMapEnabled.getValue() === true;
+
+				if ( selectedHasUvs )  {
+
+					material.lightMap = lightMapEnabled ? materialLightMap.getValue() : null;
+					material.needsUpdate = true;
+					selected.geometry.buffersNeedUpdate = true;
+					selected.geometry.uvsNeedUpdate = true;
+
+				} else {
+
+					if ( lightMapEnabled ) textureWarning = true;
+
+				}
+
+			}
+			*/
+
+			if ( material.bumpMap !== undefined ) {
+
+				var bumpMapEnabled = materialBumpMapEnabled.getValue() === true;
+
+				if ( selectedHasUvs )  {
+
+					material.bumpMap = bumpMapEnabled ? materialBumpMap.getValue() : null;
+					material.bumpScale = materialBumpScale.getValue();
+					material.needsUpdate = true;
+					selected.geometry.buffersNeedUpdate = true;
+					selected.geometry.uvsNeedUpdate = true;
+
+				} else {
+
+					if ( bumpMapEnabled ) textureWarning = true;
+
+				}
+
+			}
+
+			if ( material.normalMap !== undefined ) {
+
+				var normalMapEnabled = materialNormalMapEnabled.getValue() === true;
+
+				if ( selectedHasUvs )  {
+
+					material.normalMap = normalMapEnabled ? materialNormalMap.getValue() : null;
+					material.needsUpdate = true;
+					selected.geometry.buffersNeedUpdate = true;
+					selected.geometry.uvsNeedUpdate = true;
+
+				} else {
+
+					if ( normalMapEnabled ) textureWarning = true;
+
+				}
+
+			}
+
+			if ( material.specularMap !== undefined ) {
+
+				var specularMapEnabled = materialSpecularMapEnabled.getValue() === true;
+
+				if ( selectedHasUvs )  {
+
+					material.specularMap = specularMapEnabled ? materialSpecularMap.getValue() : null;
+					material.needsUpdate = true;
+					selected.geometry.buffersNeedUpdate = true;
+					selected.geometry.uvsNeedUpdate = true;
+
+				} else {
+
+					if ( specularMapEnabled ) textureWarning = true;
+
+				}
+
+			}
+
+			if ( material.envMap !== undefined ) {
+
+				var envMapEnabled = materialEnvMapEnabled.getValue() === true;
+
+				if ( selectedHasUvs )  {
+
+					material.envMap = envMapEnabled ? materialEnvMap.getValue() : null;
+					material.reflectivity = materialReflectivity.getValue();
+					material.needsUpdate = true;
+					selected.geometry.buffersNeedUpdate = true;
+					selected.geometry.uvsNeedUpdate = true;
+
+				} else {
+
+					if ( envMapEnabled ) textureWarning = true;
+
+				}
+
+			}
+
+			if ( material.opacity !== undefined ) {
+
+				material.opacity = materialOpacity.getValue();
+
+			}
+
+			if ( material.transparent !== undefined ) {
+
+				material.transparent = materialTransparent.getValue();
+
+			}
+
+			if ( material.wireframe !== undefined ) {
+
+				material.wireframe = materialWireframe.getValue();
+
+			}
+
+			if ( material.wireframeLinewidth !== undefined ) {
+
+				material.wireframeLinewidth = materialWireframeLinewidth.getValue();
+
+			}
+
+			updateRows();
+
+			signals.materialChanged.dispatch( material );
+
+		}
+
+		if ( textureWarning ) {
+
+			console.warn( "Can't set texture, model doesn't have texture coordinates" );
+
+		}
+
+	};
+
+	function updateRows() {
+
+		var properties = {
+			'color': materialColorRow,
+			'ambient': materialAmbientRow,
+			'emissive': materialEmissiveRow,
+			'specular': materialSpecularRow,
+			'shininess': materialShininessRow,
+			'map': materialMapRow,
+			'lightMap': materialLightMapRow,
+			'bumpMap': materialBumpMapRow,
+			'normalMap': materialNormalMapRow,
+			'specularMap': materialSpecularMapRow,
+			'envMap': materialEnvMapRow,
+			'opacity': materialOpacityRow,
+			'transparent': materialTransparentRow,
+			'wireframe': materialWireframeRow
+
+		};
+
+		for ( var property in properties ) {
+
+			properties[ property ].setDisplay( selected.material[ property ] !== undefined ? '' : 'none' );
+
+		}
+
+	};
+
+	function getMaterialInstanceName( material ) {
+
+		for ( var key in materials ) {
+
+			if ( material instanceof materials[ key ] ) return key;
+
+		}
+
+	}
+
+	// events
+
+	signals.objectSelected.add( function ( object ) {
+
+		if ( object && object.material ) {
+
+			selected = object;
+			selectedHasUvs = object.geometry.faceVertexUvs[ 0 ].length > 0;
+
+			container.setDisplay( '' );
+
+			var material = object.material;
+
+			materialName.setValue( material.name );
+			materialClass.setValue( getMaterialInstanceName( material ) );
+
+			if ( material.color !== undefined ) {
+
+				materialColor.setValue( '#' + material.color.getHexString() );
+
+			}
+
+			if ( material.ambient !== undefined ) {
+
+				materialAmbient.setValue( '#' + material.ambient.getHexString() );
+
+			}
+
+			if ( material.emissive !== undefined ) {
+
+				materialEmissive.setValue( '#' + material.emissive.getHexString() );
+
+			}
+
+			if ( material.specular !== undefined ) {
+
+				materialSpecular.setValue( '#' + material.specular.getHexString() );
+
+			}
+
+			if ( material.shininess !== undefined ) {
+
+				materialShininess.setValue( material.shininess );
+
+			}
+
+			if ( material.map !== undefined ) {
+
+				if ( selectedHasUvs ) {
+
+					if ( material.map !== null ) {
+
+						materialMapEnabled.setValue( true );
+						materialMap.setValue( material.map );
+
+					} else {
+
+						materialMapEnabled.setValue( false );
+
+					}
+
+				} else {
+
+					console.warn( "Can't set texture, model doesn't have texture coordinates" );
+
+				}
+
+			}
+
+			/*
+			if ( material.lightMap !== undefined ) {
+
+				if ( material.lightMap !== null ) {
+
+					materialLightMapEnabled.setValue( true );
+					materialLightMap.setValue( material.lightMap );
+
+				} else {
+
+					materialLightMapEnabled.setValue( false );
+
+				}
+
+			}
+			*/
+
+			if ( material.bumpMap !== undefined ) {
+
+				if ( material.bumpMap !== null ) {
+
+					materialBumpMapEnabled.setValue( true );
+					materialBumpMap.setValue( material.bumpMap );
+					materialBumpScale.setValue( material.bumpScale );
+
+				} else {
+
+					materialBumpMapEnabled.setValue( false );
+					materialBumpScale.setValue( 1 );
+
+				}
+
+			}
+
+			if ( material.normalMap !== undefined ) {
+
+				if ( material.normalMap !== null ) {
+
+					materialNormalMapEnabled.setValue( true );
+					materialNormalMap.setValue( material.normalMap );
+
+				} else {
+
+					materialNormalMapEnabled.setValue( false );
+
+				}
+
+			}
+
+			if ( material.specularMap !== undefined ) {
+
+				if ( material.specularMap !== null ) {
+
+					materialSpecularMapEnabled.setValue( true );
+					materialSpecularMap.setValue( material.specularMap );
+
+				} else {
+
+					materialSpecularMapEnabled.setValue( false );
+
+				}
+
+			}
+
+			if ( material.envMap !== undefined ) {
+
+				if ( material.envMap !== null ) {
+
+					materialEnvMapEnabled.setValue( true );
+					materialEnvMap.setValue( material.envMap );
+					materialReflectivity.setValue( material.reflectivity );
+
+				} else {
+
+					materialEnvMapEnabled.setValue( false );
+
+				}
+
+			}
+
+			if ( material.opacity !== undefined ) {
+
+				materialOpacity.setValue( material.opacity );
+
+			}
+
+			if ( material.transparent !== undefined ) {
+
+				materialTransparent.setValue( material.transparent );
+
+			}
+
+			if ( material.wireframe !== undefined ) {
+
+				materialWireframe.setValue( material.wireframe );
+
+			}
+
+			if ( material.wireframeLinewidth !== undefined ) {
+
+				materialWireframeLinewidth.setValue( material.wireframeLinewidth );
+
+			}
+
+			updateRows();
+
+		} else {
+
+			selected = null;
+			selectedHasUvs = false;
+
+			container.setDisplay( 'none' );
+
+		}
+
+	} );
+
+	return container;
+
+}

+ 551 - 0
editor/js/ui/Sidebar.Object3D.js

@@ -0,0 +1,551 @@
+Sidebar.Object3D = function ( signals ) {
+
+	var objects = {
+
+		'PerspectiveCamera': THREE.PerspectiveCamera,
+		'AmbientLight': THREE.AmbientLight,
+		'DirectionalLight': THREE.DirectionalLight,
+		'HemisphereLight': THREE.HemisphereLight,
+		'PointLight': THREE.PointLight,
+		'SpotLight': THREE.SpotLight,
+		'Mesh': THREE.Mesh,
+		'Object3D': THREE.Object3D
+
+	};
+
+	var container = new UI.Panel();
+	container.setBorderTop( '1px solid #ccc' );
+	container.setDisplay( 'none' );
+	container.setPadding( '10px' );
+
+	var objectType = new UI.Text().setColor( '#666' );
+	container.add( objectType );
+	container.add( new UI.Break(), new UI.Break() );
+
+	// name
+
+	var objectNameRow = new UI.Panel();
+	var objectName = new UI.Input( 'absolute' ).setLeft( '100px' ).setWidth( '150px' ).setColor( '#444' ).setFontSize( '12px' ).onChange( update );
+
+	objectNameRow.add( new UI.Text().setValue( 'Name' ).setColor( '#666' ) );
+	objectNameRow.add( objectName );
+
+	container.add( objectNameRow );
+
+	// position
+
+	var objectPositionRow = new UI.Panel();
+	var objectPositionX = new UI.Number( 'absolute' ).setLeft( '100px' ).setWidth( '50px' ).onChange( update );
+	var objectPositionY = new UI.Number( 'absolute' ).setLeft( '160px' ).setWidth( '50px' ).onChange( update );
+	var objectPositionZ = new UI.Number( 'absolute' ).setLeft( '220px' ).setWidth( '50px' ).onChange( update );
+
+	objectPositionRow.add( new UI.Text().setValue( 'Position' ).setColor( '#666' ) );
+	objectPositionRow.add( objectPositionX, objectPositionY, objectPositionZ );
+
+	container.add( objectPositionRow );
+
+	// rotation
+
+	var objectRotationRow = new UI.Panel();
+	var objectRotationX = new UI.Number( 'absolute' ).setLeft( '100px' ).setWidth( '50px' ).onChange( update );
+	var objectRotationY = new UI.Number( 'absolute' ).setLeft( '160px' ).setWidth( '50px' ).onChange( update );
+	var objectRotationZ = new UI.Number( 'absolute' ).setLeft( '220px' ).setWidth( '50px' ).onChange( update );
+
+	objectRotationRow.add( new UI.Text().setValue( 'Rotation' ).setColor( '#666' ) );
+	objectRotationRow.add( objectRotationX, objectRotationY, objectRotationZ );
+
+	container.add( objectRotationRow );
+
+	// scale
+
+	var objectScaleRow = new UI.Panel();
+	var objectScaleLock = new UI.Checkbox( 'absolute' ).setLeft( '75px' ).onChange( updateScaleLock );
+	var objectScaleX = new UI.Number( 'absolute' ).setValue( 1 ).setLeft( '100px' ).setWidth( '50px' ).onChange( updateScaleX );
+	var objectScaleY = new UI.Number( 'absolute' ).setValue( 1 ).setLeft( '160px' ).setWidth( '50px' ).onChange( updateScaleY );
+	var objectScaleZ = new UI.Number( 'absolute' ).setValue( 1 ).setLeft( '220px' ).setWidth( '50px' ).onChange( updateScaleZ );
+
+	objectScaleRow.add( new UI.Text().setValue( 'Scale' ).setColor( '#666' ) );
+	objectScaleRow.add( objectScaleLock );
+	objectScaleRow.add( objectScaleX, objectScaleY, objectScaleZ );
+
+	container.add( objectScaleRow );
+
+
+	// visible
+
+	var objectVisibleRow = new UI.Panel();
+	var objectVisible = new UI.Checkbox( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	objectVisibleRow.add( new UI.Text().setValue( 'Visible' ).setColor( '#666' ) );
+	objectVisibleRow.add( objectVisible );
+
+	container.add( objectVisibleRow );
+
+	// fov
+
+	var objectFovRow = new UI.Panel();
+	var objectFov = new UI.Number( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	objectFovRow.add( new UI.Text().setValue( 'Fov' ).setColor( '#666' ) );
+	objectFovRow.add( objectFov );
+
+	container.add( objectFovRow );
+
+	// near
+
+	var objectNearRow = new UI.Panel();
+	var objectNear = new UI.Number( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	objectNearRow.add( new UI.Text().setValue( 'Near' ).setColor( '#666' ) );
+	objectNearRow.add( objectNear );
+
+	container.add( objectNearRow );
+
+	// far
+
+	var objectFarRow = new UI.Panel();
+	var objectFar = new UI.Number( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	objectFarRow.add( new UI.Text().setValue( 'Far' ).setColor( '#666' ) );
+	objectFarRow.add( objectFar );
+
+	container.add( objectFarRow );
+
+	// intensity
+
+	var objectIntensityRow = new UI.Panel();
+	var objectIntensity = new UI.Number( 'absolute' ).setRange( 0, Infinity ).setLeft( '100px' ).onChange( update );
+
+	objectIntensityRow.add( new UI.Text().setValue( 'Intensity' ).setColor( '#666' ) );
+	objectIntensityRow.add( objectIntensity );
+
+	container.add( objectIntensityRow );
+
+	// color
+
+	var objectColorRow = new UI.Panel();
+	var objectColor = new UI.Color( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	objectColorRow.add( new UI.Text().setValue( 'Color' ).setColor( '#666' ) );
+	objectColorRow.add( objectColor );
+
+	container.add( objectColorRow );
+
+	// ground color
+
+	var objectGroundColorRow = new UI.Panel();
+	var objectGroundColor = new UI.Color( 'absolute' ).setLeft( '100px' ).onChange( update );
+
+	objectGroundColorRow.add( new UI.Text().setValue( 'Ground color' ).setColor( '#666' ) );
+	objectGroundColorRow.add( objectGroundColor );
+
+	container.add( objectGroundColorRow );
+
+	// distance
+
+	var objectDistanceRow = new UI.Panel();
+	var objectDistance = new UI.Number( 'absolute' ).setRange( 0, Infinity ).setLeft( '100px' ).onChange( update );
+
+	objectDistanceRow.add( new UI.Text().setValue( 'Distance' ).setColor( '#666' ) );
+	objectDistanceRow.add( objectDistance );
+
+	container.add( objectDistanceRow );
+
+	// angle
+
+	var objectAngleRow = new UI.Panel();
+	var objectAngle = new UI.Number( 'absolute' ).setPrecision( 3 ).setRange( 0, Math.PI * 2 ).setLeft( '100px' ).onChange( update );
+
+	objectAngleRow.add( new UI.Text().setValue( 'Angle' ).setColor( '#666' ) );
+	objectAngleRow.add( objectAngle );
+
+	container.add( objectAngleRow );
+
+	// exponent
+
+	var objectExponentRow = new UI.Panel();
+	var objectExponent = new UI.Number( 'absolute' ).setRange( 0, Infinity ).setLeft( '100px' ).onChange( update );
+
+	objectExponentRow.add( new UI.Text().setValue( 'Exponent' ).setColor( '#666' ) );
+	objectExponentRow.add( objectExponent );
+
+	container.add( objectExponentRow );
+
+	//
+
+	var selected = null;
+
+	var uniformScale = 1;
+
+	var scaleRatioX = 1;
+	var scaleRatioY = 1;
+	var scaleRatioZ = 1;
+
+	var scaleLock = false;
+
+	function updateScaleLock() {
+
+		scaleLock = objectScaleLock.getValue();
+
+		if ( scaleLock ) {
+
+			scaleRatioX = objectScaleX.getValue() / uniformScale;
+			scaleRatioY = objectScaleY.getValue() / uniformScale;
+			scaleRatioZ = objectScaleZ.getValue() / uniformScale;
+
+		}
+
+	}
+
+	function updateScaleX() {
+
+		uniformScale = objectScaleX.getValue();
+		update();
+
+	}
+
+	function updateScaleY() {
+
+		uniformScale = objectScaleY.getValue();
+		update();
+
+	}
+
+	function updateScaleZ() {
+
+		uniformScale = objectScaleZ.getValue();
+		update();
+
+	}
+
+	function update() {
+
+		if ( selected ) {
+
+			selected.name = objectName.getValue();
+
+			selected.position.x = objectPositionX.getValue();
+			selected.position.y = objectPositionY.getValue();
+			selected.position.z = objectPositionZ.getValue();
+
+			selected.rotation.x = objectRotationX.getValue();
+			selected.rotation.y = objectRotationY.getValue();
+			selected.rotation.z = objectRotationZ.getValue();
+
+			if ( scaleLock ) {
+
+				objectScaleX.setValue( uniformScale * scaleRatioX );
+				objectScaleY.setValue( uniformScale * scaleRatioY );
+				objectScaleZ.setValue( uniformScale * scaleRatioZ );
+
+			}
+
+			selected.scale.x = objectScaleX.getValue();
+			selected.scale.y = objectScaleY.getValue();
+			selected.scale.z = objectScaleZ.getValue();
+
+			selected.visible = objectVisible.getValue();
+
+			if ( selected.fov !== undefined ) {
+
+				selected.fov = objectFov.getValue();
+
+			}
+
+			if ( selected.near !== undefined ) {
+
+				selected.near = objectNear.getValue();
+
+			}
+
+			if ( selected.far !== undefined ) {
+
+				selected.far = objectFar.getValue();
+
+			}
+
+			if ( selected.intensity !== undefined ) {
+
+				selected.intensity = objectIntensity.getValue();
+
+			}
+
+			if ( selected.color !== undefined ) {
+
+				selected.color.setHex( objectColor.getHexValue() );
+
+			}
+
+			if ( selected.groundColor !== undefined ) {
+
+				selected.groundColor.setHex( objectGroundColor.getHexValue() );
+
+			}
+
+			if ( selected.distance !== undefined ) {
+
+				selected.distance = objectDistance.getValue();
+
+			}
+
+			if ( selected.angle !== undefined ) {
+
+				selected.angle = objectAngle.getValue();
+
+			}
+
+			if ( selected.exponent !== undefined ) {
+
+				selected.exponent = objectExponent.getValue();
+
+			}
+
+			signals.objectChanged.dispatch( selected );
+
+		}
+
+	}
+
+	function updateRows() {
+
+		var properties = {
+			'fov': objectFovRow,
+			'near': objectNearRow,
+			'far': objectFarRow,
+			'intensity': objectIntensityRow,
+			'color': objectColorRow,
+			'groundColor': objectGroundColorRow,
+			'distance' : objectDistanceRow,
+			'angle' : objectAngleRow,
+			'exponent' : objectExponentRow
+		};
+
+		for ( var property in properties ) {
+
+			properties[ property ].setDisplay( selected[ property ] !== undefined ? '' : 'none' );
+
+		}
+
+	}
+
+	function updateTransformRows() {
+
+		if ( selected instanceof THREE.Light || ( selected instanceof THREE.Object3D && selected.properties.targetInverse ) ) {
+
+			objectRotationRow.setDisplay( 'none' );
+			objectScaleRow.setDisplay( 'none' );
+
+		} else {
+
+			objectRotationRow.setDisplay( '' );
+			objectScaleRow.setDisplay( '' );
+
+		}
+
+	}
+
+	function getObjectInstanceName( object ) {
+
+		for ( var key in objects ) {
+
+			if ( object instanceof objects[ key ] ) return key;
+
+		}
+
+	}
+
+	// events
+
+	signals.objectSelected.add( function ( object ) {
+
+		selected = object;
+
+		if ( object ) {
+
+			container.setDisplay( 'block' );
+
+			objectType.setValue( getObjectInstanceName( object ).toUpperCase() );
+
+			objectName.setValue( object.name );
+
+			objectPositionX.setValue( object.position.x );
+			objectPositionY.setValue( object.position.y );
+			objectPositionZ.setValue( object.position.z );
+
+			objectRotationX.setValue( object.rotation.x );
+			objectRotationY.setValue( object.rotation.y );
+			objectRotationZ.setValue( object.rotation.z );
+
+			objectScaleX.setValue( object.scale.x );
+			objectScaleY.setValue( object.scale.y );
+			objectScaleZ.setValue( object.scale.z );
+
+			if ( object.fov !== undefined ) {
+
+				objectFov.setValue( object.fov );
+
+			}
+
+			if ( object.near !== undefined ) {
+
+				objectNear.setValue( object.near );
+
+			}
+
+			if ( object.far !== undefined ) {
+
+				objectFar.setValue( object.far );
+
+			}
+
+			if ( object.intensity !== undefined ) {
+
+				objectIntensity.setValue( object.intensity );
+
+			}
+
+			if ( object.color !== undefined ) {
+
+				objectColor.setValue( '#' + object.color.getHexString() );
+
+			}
+
+			if ( object.groundColor !== undefined ) {
+
+				objectGroundColor.setValue( '#' + object.groundColor.getHexString() );
+
+			}
+
+			if ( object.distance !== undefined ) {
+
+				objectDistance.setValue( object.distance );
+
+			}
+
+			if ( object.angle !== undefined ) {
+
+				objectAngle.setValue( object.angle );
+
+			}
+
+			if ( object.exponent !== undefined ) {
+
+				objectExponent.setValue( object.exponent );
+
+			}
+
+			objectVisible.setValue( object.visible );
+
+			updateRows();
+			updateTransformRows();
+
+		} else {
+
+			container.setDisplay( 'none' );
+
+		}
+
+	} );
+
+
+	signals.cameraChanged.add( function ( camera ) {
+
+		if ( camera && camera === selected ) {
+
+			refreshObjectUI( camera );
+
+		}
+
+	} );
+
+	signals.objectChanged.add( function ( object ) {
+
+		if ( object ) {
+
+			refreshObjectUI( object );
+
+		}
+
+	} );
+
+	function refreshObjectUI( object ) {
+
+		container.setDisplay( 'block' );
+
+		objectType.setValue( getObjectInstanceName( object ).toUpperCase() );
+
+		objectName.setValue( object.name );
+
+		objectPositionX.setValue( object.position.x );
+		objectPositionY.setValue( object.position.y );
+		objectPositionZ.setValue( object.position.z );
+
+		objectRotationX.setValue( object.rotation.x );
+		objectRotationY.setValue( object.rotation.y );
+		objectRotationZ.setValue( object.rotation.z );
+
+		objectScaleX.setValue( object.scale.x );
+		objectScaleY.setValue( object.scale.y );
+		objectScaleZ.setValue( object.scale.z );
+
+		if ( object.fov !== undefined ) {
+
+			objectFov.setValue( object.fov );
+
+		}
+
+		if ( object.near !== undefined ) {
+
+			objectNear.setValue( object.near );
+
+		}
+
+		if ( object.far !== undefined ) {
+
+			objectFar.setValue( object.far );
+
+		}
+
+		if ( object.intensity !== undefined ) {
+
+			objectIntensity.setValue( object.intensity );
+
+		}
+
+		if ( object.color !== undefined ) {
+
+			objectColor.setValue( '#' + object.color.getHexString() );
+
+		}
+
+		if ( object.groundColor !== undefined ) {
+
+			objectGroundColor.setValue( '#' + object.groundColor.getHexString() );
+
+		}
+
+		if ( object.distance !== undefined ) {
+
+			objectDistance.setValue( object.distance );
+
+		}
+
+		if ( object.angle !== undefined ) {
+
+			objectAngle.setValue( object.angle );
+
+		}
+
+		if ( object.exponent !== undefined ) {
+
+			objectExponent.setValue( object.exponent );
+
+		}
+
+		objectVisible.setValue( object.visible );
+
+	}
+
+	return container;
+
+}

+ 290 - 0
editor/js/ui/Sidebar.Scene.js

@@ -0,0 +1,290 @@
+Sidebar.Scene = function ( signals ) {
+
+	var objectTypes = {
+
+		'PerspectiveCamera': THREE.PerspectiveCamera,
+		'AmbientLight': THREE.AmbientLight,
+		'DirectionalLight': THREE.DirectionalLight,
+		'HemisphereLight': THREE.HemisphereLight,
+		'PointLight': THREE.PointLight,
+		'SpotLight': THREE.SpotLight,
+		'Mesh': THREE.Mesh,
+		'Object3D': THREE.Object3D
+
+	};
+
+	var selected = null;
+
+	var container = new UI.Panel();
+	container.setPadding( '10px' );
+	container.setBorderTop( '1px solid #ccc' );
+
+	container.add( new UI.Text().setValue( 'SCENE' ).setColor( '#666' ) );
+	container.add( new UI.Break(), new UI.Break() );
+
+	var outliner = new UI.FancySelect().setWidth( '100%' ).setHeight('140px').setColor( '#444' ).setFontSize( '12px' ).onChange( updateOutliner );
+	container.add( outliner );
+	container.add( new UI.Break() );
+
+	// clear color
+
+	var clearColorRow = new UI.Panel();
+	var clearColor = new UI.Color( 'absolute' ).setLeft( '100px' ).setValue( '#aaaaaa' ).onChange( updateClearColor );
+
+	clearColorRow.add( new UI.Text().setValue( 'Clear color' ).setColor( '#666' ) );
+	clearColorRow.add( clearColor );
+
+	container.add( clearColorRow );
+
+	// fog
+
+	var fogTypeRow = new UI.Panel();
+	var fogType = new UI.Select( 'absolute' ).setOptions( {
+
+		'None': 'None',
+		'Fog': 'Linear',
+		'FogExp2': 'Exponential'
+
+	} ).setLeft( '100px' ).setWidth( '150px' ).setColor( '#444' ).setFontSize( '12px' ).onChange( updateFogType );
+
+	fogTypeRow.add( new UI.Text().setValue( 'Fog' ).setColor( '#666' ) );
+	fogTypeRow.add( fogType );
+
+	container.add( fogTypeRow );
+
+	// fog color
+
+	var fogColorRow = new UI.Panel();
+	fogColorRow.setDisplay( 'none' );
+
+	var fogColor = new UI.Color( 'absolute' ).setLeft( '100px' ).setValue( '#aaaaaa' ).onChange( updateFogColor );
+
+	fogColorRow.add( new UI.Text().setValue( 'Fog color' ).setColor( '#666' ) );
+	fogColorRow.add( fogColor );
+
+	container.add( fogColorRow );
+
+	// clear color lock
+
+	var colorLockEnabled = true;
+
+	var colorLockRow = new UI.Panel();
+	colorLockRow.setDisplay( 'inline-block' ).setLeft( '100px' ).setMargin( '0px' );
+
+	var colorLock = new UI.Checkbox( 'relative' ).setLeft( '10px' ).setValue( colorLockEnabled ).onChange( updateColorLock );
+	colorLockRow.add( colorLock );
+
+	fogColorRow.add( colorLockRow );
+
+	// fog near
+
+	var fogNearRow = new UI.Panel();
+	fogNearRow.setDisplay( 'none' );
+
+	var fogNear = new UI.Number( 'absolute' ).setLeft( '100px' ).setWidth( '60px' ).setRange( 0, Infinity ).setValue( 1 ).onChange( updateFogParameters );
+
+	fogNearRow.add( new UI.Text().setValue( 'Fog near' ).setColor( '#666' ) );
+	fogNearRow.add( fogNear );
+
+	container.add( fogNearRow );
+
+	var fogFarRow = new UI.Panel();
+	fogFarRow.setDisplay( 'none' );
+
+	// fog far
+
+	var fogFar = new UI.Number( 'absolute' ).setLeft( '100px' ).setWidth( '60px' ).setRange( 0, Infinity ).setValue( 5000 ).onChange( updateFogParameters );
+
+	fogFarRow.add( new UI.Text().setValue( 'Fog far' ).setColor( '#666' ) );
+	fogFarRow.add( fogFar );
+
+	container.add( fogFarRow );
+
+	// fog density
+
+	var fogDensityRow = new UI.Panel();
+	fogDensityRow.setDisplay( 'none' );
+
+	var fogDensity = new UI.Number( 'absolute' ).setLeft( '100px' ).setWidth( '60px' ).setRange( 0, 0.1 ).setPrecision( 5 ).setValue( 0.00025 ).onChange( updateFogParameters );
+
+	fogDensityRow.add( new UI.Text().setValue( 'Fog density' ).setColor( '#666' ) );
+	fogDensityRow.add( fogDensity );
+
+	container.add( fogDensityRow );
+
+	//
+
+	var scene = null;
+
+	function getObjectType( object ) {
+
+		for ( var type in objectTypes ) {
+
+			if ( object instanceof objectTypes[ type ] ) return type;
+
+		}
+
+	}
+
+	function updateOutliner() {
+
+		var id = parseInt( outliner.getValue() );
+
+		scene.traverse( function ( node ) {
+
+			if ( node.id === id ) {
+
+				signals.objectSelected.dispatch( node );
+				return;
+
+			}
+
+		} );
+
+	}
+
+	function updateClearColor() {
+
+		signals.clearColorChanged.dispatch( clearColor.getHexValue() );
+
+	}
+
+	function updateFogType() {
+
+		var type = fogType.getValue();
+		signals.fogTypeChanged.dispatch( type );
+
+		refreshFogUI();
+
+	}
+
+	function refreshFogUI() {
+
+		var type = fogType.getValue();
+
+		if ( type === "None" ) {
+
+			fogColorRow.setDisplay( 'none' );
+
+		} else {
+
+			fogColorRow.setDisplay( '' );
+
+		}
+
+		if ( type === "Fog" ) {
+
+			fogNearRow.setDisplay( '' );
+			fogFarRow.setDisplay( '' );
+
+		} else {
+
+			fogNearRow.setDisplay( 'none' );
+			fogFarRow.setDisplay( 'none' );
+
+		}
+
+		if ( type === "FogExp2" ) {
+
+			fogDensityRow.setDisplay( '' );
+
+		} else {
+
+			fogDensityRow.setDisplay( 'none' );
+
+		}
+
+	}
+
+	function updateFogColor() {
+
+		signals.fogColorChanged.dispatch( fogColor.getHexValue() );
+
+		if ( colorLockEnabled )  {
+
+			clearColor.setValue( fogColor.getValue() );
+			updateClearColor();
+
+		}
+
+	}
+
+	function updateFogParameters() {
+
+		signals.fogParametersChanged.dispatch( fogNear.getValue(), fogFar.getValue(), fogDensity.getValue() );
+
+	}
+
+	function updateColorLock() {
+
+		colorLockEnabled = colorLock.getValue();
+		updateFogColor();
+
+	}
+
+	// events
+
+	signals.sceneChanged.add( function ( object ) {
+
+		scene = object;
+
+		var options = {};
+
+		( function createList( object, pad ) {
+
+			for ( var key in object.children ) {
+
+				var child = object.children[ key ];
+
+				options[ child.id ] = pad + child.name + ' <span style="color: #aaa">- ' + getObjectType( child ) + '</span>';
+
+				createList( child, pad + '&nbsp;&nbsp;&nbsp;' );
+
+			}
+
+		} )( scene, '' );
+
+		outliner.setOptions( options );
+
+		if ( scene.fog ) {
+
+			fogColor.setHexValue( scene.fog.color.getHex() );
+
+			if ( scene.fog instanceof THREE.Fog ) {
+
+				fogType.setValue( "Fog" );
+				fogNear.setValue( scene.fog.near );
+				fogFar.setValue( scene.fog.far );
+
+			} else if ( scene.fog instanceof THREE.FogExp2 ) {
+
+				fogType.setValue( "FogExp2" );
+				fogDensity.setValue( scene.fog.density );
+
+			}
+
+		} else {
+
+			fogType.setValue( "None" );
+
+		}
+
+		refreshFogUI();
+
+	} );
+
+	signals.objectSelected.add( function ( object ) {
+
+		outliner.setValue( object !== null ? object.id : null );
+
+	} );
+
+	signals.clearColorChanged.add( function ( color ) {
+
+		clearColor.setHexValue( color );
+
+	} );
+
+	return container;
+
+}

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