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@@ -120,7 +120,7 @@ THREE.Matrix4.prototype = {
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var v1;
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return function ( m ) {
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- if ( v1 === undefined) v1 = new THREE.Vector3();
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+ if ( v1 === undefined) v1 = new THREE.Vector3();
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var te = this.elements;
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var me = m.elements;
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@@ -325,9 +325,9 @@ THREE.Matrix4.prototype = {
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var x, y, z;
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return function ( eye, target, up ) {
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- if ( x === undefined ) x = new THREE.Vector3();
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- if ( y === undefined ) y = new THREE.Vector3();
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- if ( z === undefined ) z = new THREE.Vector3();
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+ if ( x === undefined ) x = new THREE.Vector3();
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+ if ( y === undefined ) y = new THREE.Vector3();
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+ if ( z === undefined ) z = new THREE.Vector3();
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var te = this.elements;
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@@ -468,7 +468,7 @@ THREE.Matrix4.prototype = {
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var v1;
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return function ( array, offset, length ) {
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- if ( v1 === undefined) v1 = new THREE.Vector3();
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+ if ( v1 === undefined) v1 = new THREE.Vector3();
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if ( offset === undefined ) offset = 0;
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if ( length === undefined ) length = array.length;
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@@ -608,7 +608,7 @@ THREE.Matrix4.prototype = {
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var v1;
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return function () {
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- if ( v1 === undefined ) v1 = new THREE.Vector3();
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+ if ( v1 === undefined ) v1 = new THREE.Vector3();
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THREE.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
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var te = this.elements;
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@@ -861,8 +861,8 @@ THREE.Matrix4.prototype = {
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return function ( position, quaternion, scale ) {
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- if ( vector === undefined ) vector = new THREE.Vector3();
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- if ( matrix === undefined ) matrix = new THREE.Matrix4();
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+ if ( vector === undefined ) vector = new THREE.Vector3();
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+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
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var te = this.elements;
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