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THREE.Scene=function(){this.objects=[];this.lights=[];this.addObject=function(a){this.objects.push(a)};this.removeObject=function(a){a=this.objects.indexOf(a);a!==-1&&this.objects.splice(a,1)};this.addLight=function(a){this.lights.push(a)};this.removeLight=function(a){a=this.lights.indexOf(a);a!==-1&&this.lights.splice(a,1)};this.toString=function(){return"THREE.Scene ( "+this.objects+" )"}};
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THREE.Scene=function(){this.objects=[];this.lights=[];this.addObject=function(a){this.objects.push(a)};this.removeObject=function(a){a=this.objects.indexOf(a);a!==-1&&this.objects.splice(a,1)};this.addLight=function(a){this.lights.push(a)};this.removeLight=function(a){a=this.lights.indexOf(a);a!==-1&&this.lights.splice(a,1)};this.toString=function(){return"THREE.Scene ( "+this.objects+" )"}};
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THREE.Projector=function(){function a(D,B){var m;m=0;var v=1,i=D.z+D.w,P=B.z+B.w,M=-D.z+D.w,x=-B.z+B.w;if(i>=0&&P>=0&&M>=0&&x>=0)m=true;else if(i<0&&P<0||M<0&&x<0)m=false;else{if(i<0)m=Math.max(m,i/(i-P));else if(P<0)v=Math.min(v,i/(i-P));if(M<0)m=Math.max(m,M/(M-x));else if(x<0)v=Math.min(v,M/(M-x));if(v<m)m=false;else{D.lerpSelf(B,m);B.lerpSelf(D,1-v);m=true}}return m}var c=null,f,b,d=[],j,o,r=[],e,g,n=[],h,l,q=[],p=new THREE.Vector4,s=new THREE.Matrix4,A=new THREE.Matrix4;this.projectScene=function(D,
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THREE.Projector=function(){function a(D,B){var m;m=0;var v=1,i=D.z+D.w,P=B.z+B.w,M=-D.z+D.w,x=-B.z+B.w;if(i>=0&&P>=0&&M>=0&&x>=0)m=true;else if(i<0&&P<0||M<0&&x<0)m=false;else{if(i<0)m=Math.max(m,i/(i-P));else if(P<0)v=Math.min(v,i/(i-P));if(M<0)m=Math.max(m,M/(M-x));else if(x<0)v=Math.min(v,M/(M-x));if(v<m)m=false;else{D.lerpSelf(B,m);B.lerpSelf(D,1-v);m=true}}return m}var c=null,f,b,d=[],j,o,r=[],e,g,n=[],h,l,q=[],p=new THREE.Vector4,s=new THREE.Matrix4,A=new THREE.Matrix4;this.projectScene=function(D,
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